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100% found this document useful (2 votes)
1K views225 pages

Demon Gate - The Companion (v01) (OEF) (2020) - hULwRp

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MarcusVinícius
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TheCompanion

Companion
The Companion
The Companion is a sourcebook for Demon
Gate, the dark fantasy tabletop role-playing game. This
book has a great deal of added material to help expand your
game and add to the original core rulebook in so many ways.
The book is helpful for both game masters and players alike. It
comes complete with 4 new character classes, introducing a whole
new Class Faction known as the Commoner for those who wish to play
more mundane professions. There are several expanded and optional
rules for combat. New character class abilities, body augmentations,
traits, and much more. The life path is designed to assist in the
background of character creation. You start at your character’s birth
and find out what has happened to the character throughout their
lives. What paths did they take growing up, and what bonuses
are gained due to your background to make each one even
more unique. The book contains pre-made characters for
the GM or players to utilize. It also contains a short
campaign called the Fallen Star to get you ready
for adventure! We hope you love the
Companion and good gaming
to you!

www.ArcanumSyndicate.com
eyes and the faces of the council members in hopes
of their support, I saw none. I became flushed with
The Empty Throne fear for I was alone. I sensed at that moment that
doom had already befallen us, I was surrounded by
“So, it was written on the 12th day of my enemy. It had already planted its rot; its vile
Deadwood, the month of the Serpent that a dark seed having grown within our capital. Our enemy
alliance would be made. In the Year of the Empty is not countries away but within our walls. For I
Throne, the year 1379, a treaty of peace would be can see that evil has already won and that we are
signed between two countries that fly banners of living within its shadow. I do fear for my life but
black. A trade agreement between the empire of would rather give my life so that my soul may live
Vazuun Denaahl and the kingdom of Narcadia. This in peace in the kingdom of Heaven. They come for
dark alliance has come to worry many and for good me now to take me to the prison. I will be tried
cause. I have come to learn much of this world. I for treason, for spreading falsehoods and crafting
have watched through the windows and traveled the unrest among the populace. I will be executed. I ask
roads as an emissary of Aticraulys. The Dennites you to consider these words to any who might find
have been called “the vipers in the sand” and the this letter, the Apocalyptic Prophesies predicted
Narcadians, “the fists from the grave”. I am told the fall of a great king and dubbed this the Year
this peace treaty was provoked by the confidant of of the Empty Throne. The emperor has been ill for
Pasha Pek Tahalli, who currently sits on the throne many months and has not been seen. Those who
of Pota Pek. His most trusted advisor is a djinn, one seek his audience speak to a disembodied voice. Is
that has served many rulers. I spoke out against this not the beginning of the end? Should we not
this treaty openly within the council senate, in the rise up and confront this treachery?”
imperial city of Aticraulys. And as I looked upon the -Demetrius of Horatia

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Table of Contents Demon Gate Companion


Design Team
Part I: Character Creation ........................... Pg. 4
Written By: Brandon Williams, Cody Leigh
The Life Path ................................................... Pg. 7
Edited By: Amanda Williams, Richard Walker
Severity Table .................................................Pg. 25
Art Direction: Brandon Williams
NPC Table .......................................................Pg. 28
Layout Design: Heather Christofaro, Rogue
Mutation Table ..............................................Pg. 32
Art Team: AAW Games, Dave Allsop, Jacob Blackmon,
Diseases & Plagues .......................................Pg. 61 Daniel Comerci, Anthony Cournoyer, Blake Davis,
Dictionnaire Infernal image restoration by S. Trent
Body Replacements & Modifications ....Pg. 64 Troop, Heather Cristofaro, Nele Diel, Fat Goblin
Games, Inkarnate, Ironhead Arts, Kristian Richards,
Character Classes .........................................Pg. 70 Adam Schmidt, Dean Spencer, Unza RPG, Brandon
Williams
Part II: Advanced Combat Rules ...............Pg. 78
Cover Art By: Nele Diel
Fumble Tables .........................................Pg. 66-68

Character Traits ............................................Pg. 95 Play Testers for the Latest DG Adventures

Character Class Abilities ............................Pg. 99 Todd Bauman, Polly Campbell, Jason Duff, Peter
Haldenby, Jason Kaster, Cody Leigh, Heather Mate,
Alchemy .........................................................Pg. 104 Michael Wenditz

Stones and Crystals ....................................Pg. 108


Special Thanks
Traps ................................................................Pg. 110
This book goes out to my good friends Todd
Part III: The Fallen Star ..............................Pg. 116 Bauman & Michael Wenditz. You two have helped out
in many ways over the years and thanks for all the fun
Pre-made Characters ..................................Pg. 152 and laughs. You guys are awesome! What are the odds
I’ll roll a 1... I mean really? -Rogue
Occult Items ..................................................Pg. 177

Part IV: Death Wish ....................................Pg. 186

Index ...............................................................Pg. 216

World Maps ..................................................Pg. 220

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This Sourcebook in the core book. It was the race of inhabitants that
came before the rest of the mortals, a race of beings
that possessed powerful artifacts and technology.
An alien race that was adept at mixing magic and
Note from Author machine. They came to this world and wiped out the
original inhabitants, the thokk (reptilian humanoids
Welcome to the Demon Gate Companion. This that worshipped dragons as gods). They also nearly
supplement is to be used as an aid for players as well as committed genocide on the dragon species, or at least
game masters during their adventures in the world of drove them into hiding. They were called the “Void
Koth. This companion took quite some time to develop Gods” and when they fled the world in a hurry, they
due to constantly adding and modifying things. I left much of their tools and technology behind.
wanted to feel complete about it and make sure readers I decided to add these rules and components
were getting something fun and useful out of it. I am into sourcebooks to separate the material and make
happy to say that I think GMs and players will both it optional. This would allow those who did not wish
find it very useful indeed. One of my favorite things to taint their dark, medieval fantasy with advanced
about the book is the Life Path. This allows the player technology, even if it is considered “magic” which is
to roll random results throughout the stages in the exactly the way it would be perceived by someone from
character’s life as they are growing up. The random this world. Not only was it omitted to help keep the
rolls start when they are born to find out where they genre more specific, it was also kept from the book
began their struggles. This will grant all kinds of to keep the lore intact because these artifacts are
bonuses from actual additional equipment, to skills not something that would be found and used every
and attribute modifiers. The results will also let you day by the average populous. Luw Kar technology is
know about many experiences the character has lived something that is meant to be very rare and finding
and suffered through to become the character they are items lost thousands of years ago is often difficult.
today. It is a great tool for gaining roleplaying material Perhaps finding technology that powered an ancient
and conversation pieces. At the end of the life path you star ship could be very off-putting to some, but other
may also choose to roll events and keep levelling up groups may enjoy calling it a “magical crystal” that
your character or begin adventuring. gives power to the kingdom. When really it is a crystal
This book also contains pre-made characters. fuel rod that powered an ancient star ship’s fission
They allow the game master to use the templates for reactor in the core of the engine. So, I will try to add
quick reference to grab stats needed to run NPCs from more later, especially in the sourcebooks about magic
level 1 to level 20. As well if you want to play a quick for those who enjoy its use. Feel free to write in and let
game you may have a player just choose one of the me know what you would enjoy to see, there is much
pre-mades and jump right in. If they end up enjoying more planned on the way. I love hearing from you.
the character and wanting to play again you can always All of the information in this book is not meant
copy the information onto a real character sheet. to be set in stone either and you are free to use what
When making the core rulebook there was a you wish. If you enjoy some parts of the optional rules
great deal of information that I left out to save space. you may use them, if you do not wish to use certain
A lot of information can be added as optional as well, parts then of course you do not have to. They are
for instance the use of soul points and mechanical always only meant to act as a guide to help you play
replacements for lost body parts. The addition of Luw the game. There are bound to be homebrew creations
Kar technology was purposefully omitted from the at most tables. Whatever you choose to do, it is my
core book but it was always meant to be added in later hope that you have fun making awesome stories within
sourcebooks. When talking about Luw Kar technology, this dark world and good gaming to you!
the name Luw Kar was something mentioned rarely -Brandon Williams

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Character Creation You will also find rules for playing a character
and starting them at level 4. In the core rulebook you
find rules for creating a first level character from
scratch. These are meant to be fresh out of training
Some people enjoy the challenge of playing a with very, very little experience at all and little to no
character that they did not have complete control over money. As a GM remember you can run a campaign
when designing their entire background. If you are the however you want, so if you want to start characters
type of player that likes to randomize your background, out in the world and have them possess at least a little
then you should use the tables for character creation bit of experience and money than check out the rules
Life Path and build the character background from for “Starting at level 4.”
what is rolled. There are in fact bonuses to using So, grab your printed copy of your character
this method that you will discover while making the sheet, a piece of paper, pencil, the core rulebook, and
character. Some small additions that might make the your dice. You are ready to make a character! Well, if
character a little more exciting to create with a few you are playing online then just open up the file and get
additional additives to help you build a story around ready! We need to find out some general background
the character before you go into play. It often takes info and of course the primary questions are pretty
players a few sessions to really sink into the character much like this: Where were you born? Where did you
and get a feel for him or her and how the character get your training? What happened to your parents? If
reacts with others in the party. you are just starting to make a character, you also have
Some players find using a character background a few options on rolling for your attributes or using the
generator to be a great way to challenge themselves quick point system.
in the role of the game. Rolling up something totally
unique and playing a character that you wouldn’t
normally play can often become very rewarding and
surprisingly fun especially when you are used to
playing the same character type. Character creation is
meant to be fun, just as the game is meant to be fun,
and the great thing about tabletop RPGs is you get to
toss any of the mechanical parts you do not enjoy and
replace them with ones that you do like.
For some players they just want to get through
character creation and get on with playing. That is fine
too for within these pages there are some pre-made
characters so that you may choose one straight from
this book. That way all you must do is slap a name on
and jump into the game. Or why not choose a pre-
made and then randomly roll up the backstory and such
using the Character Path? Pre-made characters will
also come in handy for game masters when running
a one shot, jumping into a game quick, or just using
their stats for NPCs (non-playing characters) in their
campaign. These can be very helpful for using them as
bad guys or allies.

4
T he Co mp anio n

for some characters to be left with a dump stat when


Stats: To Roll or Not to Roll? using this method. A dump stat, if you are unaware,
is a stat that you care so little about that you dump a
very low number in just so you can get more points for
Some game masters may want you to use the other attributes that you feel are more important. Once
100-point quick system or what we call easy mode and it a profession is chosen there is usually a stat that the
really is useful for building exactly what you want. Yet, player really doesn’t care about. Thus, you will usually
there are other options to the 100-point quick system. find someone taking their 3 and putting it in their
At least two others in this book that will be listed here charisma attribute.
for you to choose from. They will be labelled by modes;
easy, normal, hard, and Hell. There is also an additive Normal Mode
to Hell mode that is called “Born into This World”
which requires you to roll a random race to be born as. In this method you will take an already
In no way must you roll on the race table for the other balanced number of attributes and put them into
modes if you do not want to. your 7 primary attribute slots. You may place them
in whatever order you wish. Yet, the seven attributes
Easy Mode have been already chosen for you. The attributes are
set up like this: 18,18,16,14,12,12,10. This gives you the 7
By using Easy Mode you are given the freedom attributes in a legal method and allows your 100 points
to place points, up to 18 and no lower than 3, into any to be distributed in a well-rounded manner. Here you
of your 7 attributes. If your stats equal up to 100 you are are without a true dump stat. This is the fastest way of
free to throw them around and even add and subtract placing points into your attributes. With this method
them until you want what is perfect for your choosing. you are also allowed to alter one of your attributes by
This is also great for when you know what race you are up to 3 points by taking up to 3 from another stat. This
going to choose because once you know that, you can means; if you want to take up to 3 points from your
easily look to see what your attribute modifications are body and add them to your dexterity you may do this
going to be and ready yourself for altering the points only once, from one attribute to another.
as you see fit to get the max efficiency from your stats.
This mode is great for power gamers or those 18, 18, 16, 14, 12, 12, 10
who want to build the character up at its max potential
to start the game. That is all fine and good though and
it is your right as a player to do this while following Hard Mode
the standard easy mode rules. It is also within the legal
rules of the game to do this. But… this is the easy way In this mode you must roll 4d6 and drop
to do it. This is not called easy mode because it is easy the lowest roll, then add the three highest numbers
for first time players. It is labelled easy mode because together to get a result. Do this activity seven times to
it is an easy way to get good stats and an easy way for equal your seven primary attributes. Then place them
you to get exactly what you want as a player. into the attribute block in which you wish to fill them
This is not the fastest way to do your stats into. The chances are the odds are not in your favor
either. It is actually one of the slowest methods of that you will be given as many good attribute stats
doing your attributes, because you are nitpicking every as the 100-point system, but if the GM calls it or you
single point. It might be a lot faster if you are not being would like to try it out, this method is recommended as
so specific about each point to gain your maximum hard mode for character generation. This is for those
efficiency. If you are looking for fast and easy, try who enjoy being the underdog with the odds standing
normal mode. It is very common when using easy mode against you.

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Hell Mode: Born into This World Random Race Table

This has you making a character with very little In no way is this table a requirement for you
control over how the character turns out at all. It is all to have to roll on unless you are choosing Hell Mode:
very random and what you roll for your stats and your Born into This World.
race will most likely help determine what character Roll a d100. Some of these results require
class you may wish to be. The character class is your additional sourcebooks and will be labelled with an
only real choice in this mode. You will roll the race of asterisk *. On a roll of 98-99 the result says; mutation.
the character as well. For this method of rolling your Roll again and then roll on the Mutation Table.
stats in Hell mode, you will be given 4d6 and allowed
to drop the lowest roll while adding the three highest
numbers together. This method is totally random and D100 Player Races
is the true start of the Life Path within this book. For 01-04 Bogkroll (Ogre)
this method you will not place the rolls in any attribute 05-07 Bogkroll (Troll)
that you wish. You will simply go down the line of 08-11 Eldrynn (High)
attributes, starting at strength and roll these attributes 12-14 Eldrynn (half-elf)
in order, placing the sums of the rolls into the attribute 15-17 Eldrynn (shadow)
without getting to choose where they go. 18-19 Goblin (Dungoblin)*
This mode is good for those who want the 20-21 Goblin (Knocker) *
realism of no choice in the matter. You begin the Life 22-23 Goblin (Mungreel) *
Path with no clue. A profession will be chosen later 24-26 Kai Eldrynn (Dark) *
after you shape your character. For in this option you 27-29 Kai Eldrynn (Half Dark Elf) *
are just being born into this world. As in life, we have 30-32 Kuthalan (Reaver)
no real say in what race we are or where we come from. 33-36 Mhen Tep (Grimalkin)
37-39 Minotaur (Broman) *
d100 40-43 Mongru (High Dwarf)
44-46 Mongru (Pale Dwarf)
Throughout this book you will need a d100 47-49 Mongru (Stone Dwarf)
or two d10’s. The d100 will be your primary dice for 50-53 Nephilim (Watcher)
figuring out the results upon the following tables. 54-56 Org (Dark Orc)
Many of the old ways of rolling from the core rulebook 57-59 Org (Half Orc)
have been adapted to a d10 for simplicity within this 60-63 Org (Orc)
book. Even rolling the severity die which is rolled on a 64-67 Sharpheen (Lizard Kin)
d6 is rolled now on a d10, with a higher probability of 68-69 Sharpheen (Mulpheen)
a lower severity result to be rolled. 70-73 Skog (Beastkin)
74-76 Skog (Half Brutes)
77-80 Tarkanys (Ratkin)
81-82 Tarkanys (Blood Tark)
83-92 Terran (Human)
93-97 Vatagi (Mutant)
98-99 Mutation, roll again; also roll on the
Mutation Table
100 Choose

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Life Path 01 – 29 Civilization: you were born within


the highly populated city or within a castle. Being
raised here you are within the walled protection of
The way the life path starts out, is with your civilization. Poverty and disease run rampant in many
Origin or place of birth. Choosing a race first will often civilized areas and one grows up often seeing the worst
grant you an idea of where you will be from, seeing of their kind and a great deal of greed and sin. This
as how most of the countries are primarily home to a depends on what city or stronghold of course as well as
certain species. It will inform you of a generalized area what race you were born to. For those who have a class
where you were born and then roll your birthplace on or profession of barbarian or shaman you may have
the life path. Then, you may find out who your parents been born here before being taken out into the wild.
were. Then it will take you on a journey through your You were only a child, perhaps your parents needed to
childhood to let you discover where you learned your trade or had other business within the city? Whatever
training, who your master was, and what set you on the reason, you were born within the lands filled with
your path to become the hero or villain you are today. many people. Gain: d10 (1-2: +1 Perception, 3-4: +1
The life path is an easy way to come up with a Intelligence, 5-6: +1 Willpower, 7-9: +1 Charisma, 10:
backstory for your character and along the way you will choose between +1 Perception, Charisma, Intelligence,
be given a few free modifications to help out. Even after or Willpower)
the table is complete there is room for you to design
a story based off of your results while scoring some 30 - 59 Rural: outside the city gates or in
helpful additives. If the results do not fit or work well a small village of the common lands you were born.
together, ask the GM if you may alter them or adapt Villages and hamlets lay all over the realms and are not
your story to the results to where they work together listed on the primary maps, so you are free to choose
for you. The GM might wish to establish a rule where or create a village within your country to make a home.
if you do not roll randomly on the life path then you do You are free to design the name or have the GM make
not gain the benefits of the Life Path Tables. one for you. There are many random name generators
online, apps, and tools that you can use for naming

Life Path I towns if you would like to use one of them. Gain: d10
(1-3: +1 Strength, 4-5: +1 Body, 6-7: +1 Dexterity, 8-9
Intelligence, 10: choose between +1 Body, Dexterity,
Birthplace (Newborn) Strength, or Intelligence).

At this point you were an infant, just being 60 - 89 Wilderness: you were born far beyond
born to the world of Koth. This roll determines where civilization in the countryside or the wilderness. You
you came into this world. This path will determine if might have been raised in a cave, a small cottage out
you were born in the normal lands of your people or in the woods, or within a nomadic tent with just
elsewhere. So, locate where the race you have chosen your parent(s) or guardian(s) to care for you. You can
to play normally comes from on the map, there may choose somewhere within your country that is far
be more than one country. Then roll the d100% to find from civilization. The wild lands are a harsh place to
out where you were born. You are now an infant being be raised and a tough place to survive. Gain: d10 (1-
raised in the realms, within the place you have rolled. 2: +1 Strength, 3-4: +1 Body, 5-6: +1 Dexterity, 7-9: +1
You still will not remember much of your infancy as it Perception, 10: choose between +1 Body, Dexterity,
is others who are responsible for your survival at this Perception, or Strength)
point. This will show you where you began your life
and even grant you a bonus for the influences of the
environment upon you.

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90 - 100 Foreigner: you were born far from your


kind. Your caretaker(s) may have been exiled from Life Path II
your lands for not paying taxes, or perhaps they were
running from the law? They may have merely been Astrological Sign & the Fates
merchants. Let us find out more when we learn of the
fate of your family and more about them, for it might Under what fate were you born? There are 12
not be something so terrible. Perhaps they were simple fates that represent the months within the year. These
travelers or nomads? For whatever reason, that shall 12 fates will be found and described in the Demon Gate
be determined later why you left the country of your Core Rulebook. You must roll a d100 to find out what
people. You may wish to try and roll the scatter dice month you were born in and what Fate Power you will
from your chosen home country and find out exactly be given due to the month of your birth. Each fate
where you were when you were born to this world. You contains a fate power which grants a very situational
can use the numbers rolled as countries or lands and bonus to the character. Most of the fate powers give a
the d10 will point the way to go. You may also choose bonus “surrounding” a specific month. This means you
a road outside of your country as a place your parents should only gain the bonus in the month of your birth,
may have traveled upon during their quest. Sometimes the month before your birth, and the month after your
the side of the road might have to be where you were birth. This is optional of course and the GM is able to
born, after all. Gain: d10 (1: +1 Strength, 2: +1 Dexterity, allow this bonus all year if they wish.
3-4: +1 Body, 5: +1 Perception, 6: +1 Intelligence, 7-8: +1
Willpower, 9: +1 Charisma, 10: Choose any attribute +1). The Twelve Fates

01-08 Frostfall; the month of the wolf: Special Day


“Ice Fang” You were born under the sign of the wolf, a
hunter, the predator of the winter woods, and a strong
sign. The wolf is quick and can see well in the night,
there are not many that can escape the hunter. The
wolf tends to work well with others of his or her kind,
just like the pack that hunts together. The wolf often
makes a good leader as the alpha of the pack would too.
The constellation of the wolf can be seen often near
the Wizard, often as if the wolf is howling toward the
Sapphire Star.
Fate Power: Night Vision – the character gains +1 on
perception checks during the nighttime surrounding
the months of Frostfall.

09-16 Puritan; the month of the witch: Special Day


“the Cleansing” The witch is the sign of protective magic.
Witchcraft and the covens hold great mysteries and
many mortals and savages fear the witch most of all.
Many fear the witch for her curses and hexes yet many
do not know of the healing and helpful power that the
sign of the witch conveys. The witch is indeed powerful
and mysterious. Some think of the witch and see the
witch hag in their mind; this constellation embodies a

8
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beautiful maiden of powerful magic. Her sign can be 33-40 Toran; the month of the trader: Special Day
seen easily for it always swims within the haze of “the “Barter Day” The sign of the merchant is actually quite
Azure”, a nebula seen in the clear night sky, as if she a strong one and is favored by many for it brings luck.
were surrounded in magical energy. The sign of the merchant is also about protection
Fate Power: Magic Protection – gain +1 to defend and is represented by the scale or the coin, for the
against magic attacks during the months surrounding merchant’s scale represents neutrality and the balance
Puritan. of the fates. The sign of the trader can also be seen
upon the Trader’s Star. The merchant sign is about
17-24 Deadwood; the month of the serpent: Special craftiness and outsmarting those who would do wrong
Day “High Feast” The sign of the serpent is often thought to you. It is also represented by the balance of good
of as treacherous and devious. Perhaps it is true that and evil. It is believed that those born under this sign
certain famous villains have been born under the sign are the luckiest of all. You can make out the scale of the
of the serpent, or is this just a rumor? The serpent merchant within the stars quite easily once you find
is stealthy, secretive, but wise and patient. There are the three brightest points.
many virtues of the serpent, for it is perceptive, precise, Fate Power: Lady Luck – during the months surrounding
and instinctively smart. Those who do not watch their Toran, flip a coin during each deal of negotiation or
step may find themselves struck by the serpent’s fangs. bartering and if you land on what you call, gain +3 to
This sign is also seen as the sea serpent and not just your roll, if not you are out of luck then suffer a -1 to
the coiled snake hiding in the brush. Some countries your negotiation or charisma roll.
call it the great lurker in the ocean that can lay ruin to
ships. The serpent’s eye is the brightest star of them 41-48 Thorn; the month of the oak: Special Day “Root
all. The Serpent’s Eye is actually the green planet Bjorn Day” The Oaken, the symbol of the Great Oak has been
and it sparkles in the clearest night sky. marked by several gods as well as this astrological sign.
Fate Power: Serpent’s Step – during the months The oak is a sign of hope, life, and nature. The life
surrounding Dead Wood all stealth checks gain a +1 to that the beginning of summer brings with it and the
the result. growing of crops and green trees or plants. The oaken
sign is also known as a dryad. This sign represents the
25-32 Fadyn; the month of the nymph: Special element of earth, strength, and purity. The great oak is
Day “Seed Day” The nymph is a sign of beauty and marked forever in the stars, its ten branches and roots
charismatic power. To be born under the sign of the are shown by many of the gleaming pinpoints of light
nymph it is thought to give one skill in social behavior, as the Tree of Zaghos, also used in Eldijar’s Calendar.
it is thought that many born under this sign find it The brightest of these stars are the three that represent
easy to make friends and fill a room with laughter. The the trunk. This is one of the signs that you can see all
nymph marks the sign of spring and life. The weather year round.
becomes warm and in hopes that this warmth will Fate Power: Life Blood – drinking from the waterskin
bring happiness and festivities, wealth, luck, and the grants 2d6 hit points twice per day in the months
end of famine. The constellation of the Nymph is seen surrounding Thorn.
in the night sky as an outline of the beautiful maiden
of the sea, r what is known as the mermaid. It is an 49-56 Skyburn; the month of the dragon: Special
honor for those who sail the oceans to be born under Day “High Fire” You were born under the sign of the
this sign as well for they see the water nymph as a sign wyrm, the beast of mystical and destructive power. The
of protection from drowning. dragon is one of great strength, wisdom, and has an
Fate Power: Good Spirits – during the months affinity with the element of fire. In the times when Baal
surrounding Fadyn your character gains +1 to social fell to this earth and brought damnation to Koth the
modifier. dragons were the first to defeat many demons in battle.

9
De mo n G ate

The wyrm is a ferocious fighter and can fly through 73-79 Council: the month of the wizard; Special Day
the heavens with great speed and agility. The dragon “the Convergence” The wizard commands massive power
is easy to make out in the summer sky due to the stars and is veiled in mystery. The sign of the wizard holds
that make up the serpentine neck and tail. This sign the great Sapphire Star on the tip of his staff. The great
is one of the few circumpolar constellations that you Sapphire Star points the way north and is a guide to
can see year-round. Fate Power: Fire Resistance – gain many in the night sky. Those who are born under this
25 points of fire resistance during the months around sign are thought to have great wisdom and intelligence.
Skyburn. The mark of the wizard is often remembered by the first
falling of snow in many countries. The great Sapphire
57-63 Austral: the month of the chimera; Special Day Star is the easiest way to find the constellation of the
“Exodus” In the final days of summer is the month called Wizard; it reminds many of magical fire and the fire that
Austral where those who are born in this part of the guides the way home. Some believe that the Sapphire
month fall under the sign of the Chimera. The lion head Star must be made of magical fire because of the blue
represents strength, fierce power. The goat represents light it gives off so brightly, quite like our star Aos.
the lust and procreation. The tail turns into a serpent’s During this month you can also see 4 planets in the
head at its end which is said to be a false interpretation sky, Valaron, Goroth, Dym, and Halos. They are quite
of the beast by some who claimed to have really seen large in scale as they pass by our planet, thus giving the
one. The people respect proper strength and power month the name Council, for the Convergence, and the
and for many born under the chimera find that this meeting of worlds.
comes easily to them. The stars that align and show Fate Power: Guidance – during the month of Council
the chimera in the constellation, can be found with the and the months surrounding it gain +1 to navigation
many points of light clustered together making up the rolls in the night and finding your way in the darkness.
horns, the heads, the claws, and the curving tail.
Fate Power: Born Leader – during the time of year 80-88 Falling: the month of the warrior; Special Day
surrounding the month of Austral the character gains “Falling Star” The warrior is a sign of great strength;
+1 to any social roll surrounding leadership checks. many find it an honor to be born under the sign. The
warrior holds a sword and a shield. His horned helm
64-72 Reaping: the month of the crow; Special Day is marked by the six stars that are unmistakable. The
“Day of the Dead” You were born in the fall time before Helm Stars they are called, they guide many on the
winter starts, under the sign of the Crow. The black oceans at night. The warrior is strength, courage,
bird represents death and the carrier of souls, and also honor, and prowess in battle. Many see the warrior
the messenger. It is often thought of as good luck to symbol representing the rise after the fall just as the
be born under the sign of the crow due to the fact that month Falling marks the end of fall and the beginning
it is known your soul will go to the right place when of winter. The warrior is brave and stands against
you leave this world. The crow is smart and unseen in any opposition with weapon in hand. Some know the
the darkness. Some see the crow is an omen that death Falling Stars as a day to fear and to try and be brave
is coming. “Death is coming for us all” is a common with the coming darkness. The meteor showers of the
saying that falls under the sign of the crow. Those who Falling Stars marks the coming darkness and reminds
are born under it wear it proudly, for some they feel it us the dead await in Valhalla. The Helm Stars are the
protects them in a way. The crow can be seen only in easiest way to locate the Warrior constellation.
the clearest of night skies and is often hidden in the Fate Power: – Courage – gain +1 to any checks for
hazy, Ghost Nebula clouds. bravery and against fear effects or attacks in the months
Fate Power: Death Throes – during the months surrounding Falling.
surrounding Reaping the character gains 3% to their
spiritual influence check if making a save versus death.

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89-99 Farstar: the month of the shadow; Special Day


“Eventide” The Shadow is often thought of as a sign of Life Path III
the thief, the rogue, the assassin. The sign of the shadow
represents that winter is thick and the light of the stars Parents
are distant creating much darkness. It is a dangerous This roll will determine whether your parents
time when things must hide to survive. Those born are still around or not. You must find out who took
under this sign have often been known to be solitary care of you as an infant. Keep in mind you may always
creatures and also good at surviving the harsh winter skip one of these rolls if you have something specific in
conditions. The constellation of the Shadow can be mind for your character’s background, unless of course
seen as a cloaked figure in the sky. The deep hood of the GM requests for you to follow the rules of all of the
the shadow is marked by six stars and the flowing cloak the rolls.
by several more. The shadow is a powerful sign that is
respected as one of the major powers of the Fates. It 01 – 24 Both Alive (homeland): both of your
also fits well with the world living within the shadow parents are alive and still dwell in the location of your
of the eclipse caused by Halos on the special day of birthplace or nearby it. Move along to the Life Path IV:
Eventide which starts the world into total darkness for Siblings.
many days.
Fate Power: Hidden – during the time of year 25 – 39 Both Alive (moved on): both of your
surrounding the month of Farstar the character gains parents are alive to your knowledge, but you know not
+1 to any concealment skill checks. where they dwell or where they are located any longer.
Move along to the Life Path IV: Siblings.
100 Choose: you may choose whichever month you
wish to be born within. 40 - 54 One Alive (homeland): your mother or
father is alive and dwells at the area of your birthplace.
Roll on NPC Fate Table to see what happened to the
other family member. Roll a d10 to see which parent is
still alive (d10: 1-5 mother; 6-10 father). Move along to
the Life Path IV: Siblings.

55 - 69 One Alive (moved on): your mother or


father is alive but you know not where they dwell. Roll
on the NPC Fate Table to see what happened to the
other. Roll a d10 to see which parent is alive (d10: 1-5
mother; 6-10 father). Move to the Life Path IV: Siblings.

70 - 84 Orphan: you never knew your parents


and have no idea where they are (skip to Life Path VI).

85 - 100 Both Parents Deceased: both of your


parents are dead, you may roll on the Life Path V: NPC
Fate Table to see how they met their end. You may roll
a d10 to find out if they died in the same manner as
well (d10: 1-5 they died separately Roll different fates;
6-10 they died together share the same fate). After this
is connfigured you may go to the Life Path IV: Siblings.

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Life Path IV Life Path V


Siblings NPC Fate Table
This is to determine if your character has any This table is simply used to find out what
living siblings in the game. This is another roll that is happened to an NPC in question. Roll a d100 to discover
only here to help determine your back story and has no the inevitable fate of the NPC.
initial gain. You may use this to find out about brothers
and sisters by rolling a d100. Then you may roll a d10 01 – 04 Prison: the character was imprisoned
for each sibling with a result of even meaning male, or for a crime that they may or may not have been
odd meaning female. responsible for. They died in prison due to the horrific
living situations.
01 – 24 One Sibling: roll a d10 with even
meaning brother and odd meaning sister. Roll a d100 05 – 09 Execution: the character is imprisoned
at a 50% chance of the sibling being alive. If sibling is for a crime they may or may not have committed. The
dead go to the NPC Fate Table to see their fate. magistrate or soldiers had them executed.

25 – 39 Two Siblings: roll a d10 for each of 10 – 14 Casualty of War: the character becomes
them, with even meaning brother and odd meaning a casualty of war. The fighting between countries,
sister. Roll a d100 at a 50% chance of them being alive. tribes, or gangs’ spreads into their home and destroys
If dead go to the NPC Fate Table to see their fate. it, most of their belongings are raided within and they
are left murdered in the wake of the destruction.
40 - 54 Three Siblings: roll a d10 for each of
them, with even meaning brother and odd meaning 15 – 19 Plague: the character suffered painfully
sister. Roll a d100 with a 50% chance of the sibling to for d10 days before their death and their body was
still be alive. If sibling is dead go to the NPC Fate Table burned either to keep others protected, due to the
to see what has befallen them. ceremonial rites, or the laws of the land. The Pale Plague
is the most famous as of now. It turns its victims into
55 - 69 Four Siblings: roll a d10 for each of undead monsters that feast on flesh and have fits of
them, with even meaning brother and odd meaning violent behavior. Their bites or their blood will transfer
sister. Roll a d100 with a 50% chance of the sibling to the sickness.
still be alive. If sibling is dead go to the NPC Fate Table
to see what has befallen them. 20 – 24 Sickness: a general disease took the
character’s life. They died from the flu, black lung,
70 - 84 Unknown: you do not know if you have blood worms, fever, or even an infection that went
any brothers or sisters at all. wrong. Proper medicines or herbs were unable to be
attained in order to save them in time.
85 - 99 Only Child: never any blood siblings.
25 – 29 Murdered: The character is murdered
100 Too Many Siblings: it seems as though by an individual or group. They may have or may not
your parents were busy attempting to make a small have been brought to justice for this crime so it may be
army by procreation. You may roll 2d10+3 to find out up to you to do so.
how many siblings you have. Then roll a d100 at a 50%
chance of the sibling being alive. If sibling is dead go 30 – 34 Fire: the character was killed in a fire.
to the NPC Fate Table to see their fate. Was this an act of arson or was it merely accidental?

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35 – 39 Natural Disaster: the character was done to help save them. It is also no ones’ fault for
killed in a natural disaster. A (d100) 01-05: avalanche what happened.
(land slide), 06-10: hurricane (typhoon), 11-15: blizzard,
16-20: hailstorm, 21-25: tornado, 26-30: heat wave, 31- 70 – 74 Accident: the character died in a fatal
35: drought, 36-40: flood, 41-45: thunderstorm, 46-50: accident. A carriage out of control, shoddy carpentry
sinkhole, 51-55: earthquake, 56-60: tsunami (tidal wave), work, a cave-in, drowning after their boat flipped?
61- 65: volcanic eruption, 66-70: wildfire, 71-75: meteor Something happened in a strange twist of fate that
shower, 76-80: asteroid, 81-85: famine, 86-90: plague, 91- killed the character rather quickly.
95: insect swarm, or 96- 100: choose, or make up your
own original natural disaster idea. If the roll makes no 75 – 79 Monster: the character was killed by a
sense for the location, simply re-roll of choose the one monster. Was it a werewolf, a vampire, a ghoul? This
closest to your roll. creature or creatures could still be on the loose as well.
Did someone try to cover up the murder and make it
40 – 44 Execution: the character was executed seem like just a wild animal? Was their house haunted
for treason against the lord, country, or empire! Did and this is how they met their fate? The rest is up to
they smuggle information to the enemy? Were they your design.
wrongfully accused? You may decide on why if you
wish to delve further. 80 – 81 Cult: the character was sacrificed by
a cult. In these dark times, the end of the world is
45 – 49 Battle: the character died in a war. A believed by many fanatics. Whether these were demon
battle happened and the character was caught up in worshippers, devil worshippers, or even misguided
the fight. Whether they were in the actual fight or just followers of some false demi-god it is up to you to
merely trying to flee this is up to you, or to a roll of the decide. Will you avenge their death and seek out this
d6. cult?

50 – 54 Brigands: bandits, raiders, marauders. A 82 – 84 Winter: the character dies in the Algor
terrible way to meet ones’ end and these villains may of winter. The three months of cold which hits every
or may not have met their own fate yet. Will you hunt year. Many in this time starve, freeze, or are killed by
them down, or have they already been dealt with? dark things wandering the night. This has become a
bigger problem of late, with the winters growing colder,
55 – 59 Poverty: the character suffered under the night darker, and the monsters more brazen.
the weight of a great debt. They tried to pay it off but
to no avail, they may have been imprisoned or extorted 85 – 89 Suicide: the character either committed
for all they had and met their end in extreme poverty. suicide or met their end in a heroic manner by giving
their life for the life of another.
60 – 64 Hermit: the character became very
reclusive or lived the life of a hermit. They did not wish 90 – 94 Undead: the character is now undead.
to talk to anyone any longer and met their end alone in The person they once were is mostly gone and now
isolation. they are left with the shell of a monster.

65 – 69 Natural Causes: the character was killed 95 – 100 Mystery: a very mysterious ending came
by natural causes or health issues. A mother perhaps to this character, one that implies further investigation.
dies in childbirth, the father dies from a heart attack. Did they just up and vanish without a trace? Are there
Perhaps it was a blood disease or an organ disorder? clues to their disappearance remaining in their last
There was really nothing more that anyone could have residence? You may wish to try and track them down.

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Life Path VI were born. You gain 10 resistance points to divide


up however you wish to distribute them into your
resistances. Your time in the harsh environments does
Bloodline well to strengthen your resistance to the damage of
the elements. You may place them all in one element
This table is used to determine the status of or split them. You may also gain 1 skill slot toward a
your bloodline or who raised you as you started to grow survival skill or a physical skill of your choice.
up. This determines what type of family you were born
into and will give you certain gain for determining the 33 - 39 Merchants, Traders, or Emissaries: your
result. This is not where you gained your training but family of merchants, traders, or diplomats allows you
does give you influence in your life as a child. If this to gain 1 skill slot to spend on either 1 Travel skill or
conflicts with any of the background or back story you 1 Diplomatic skill of your choice. Being in their wake
had in mind feel free to choose what fits your needs. also grants you a +1 to your charisma attribute.
Of course, you may check with the game master when
doing this or see if it is alright for the campaign in 40 - 47 Military, Guards, or Soldiers: growing
certain cases. Simply choose one of the titles that fit up in a family that served in the military or in the
best. guard wasn’t so bad. You were able to pick up a few
moves from your parent(s) or guardian(s). As you got
01 - 07 Slaves or Serfs: you were born into a a bit older you were shown how to fight with a certain
family that served as slaves or peasants under a lord or weapon type, or type of spells. Gain 1 combat skill slot
chieftain. Your family suffered great hardships through toward a specialization or weapon proficiency of your
your childhood. Life was rough and the family worked choice. You may use your 1 skill slot toward helping
hard to protect their children and their kin. Gain: 1 you gain an armor skill, or magic specialization if you
Toughness and 2 Fortitude for the suffering. As well are a spell caster. War mages are often used in squads
gain +1 to your strength attribute. or cohorts of soldiers. You also gain +1 to your body
attribute.
08 - 16 Laborers, Craftsmen, or Smiths: your
family was hard working folk and served their people 48 – 54 Guild, Entertainers, or Bards: the guild
doing honest work. You also helped at a young age and or troupe that you were raised in train you in several
while doing so you learned a bit about the trade. Gain ways as a child. Most guild families are well off. You
1 skill slot toward a Trade skill. If you already possess are given 1 free skill slot to choose one of the Creative
good trade skills, you may choose to up the rating of or Physical skills of your choice. You gain +1 to either
one trade skill by +2 instead. your dexterity or charisma attribute.

17 - 24 Pirates, Smugglers, or Bandits: your 55 – 61 Clergy, Cultist, or a Coven: these


family of criminals gains you 1 skill slot to spend on groups are often followers of a fanatical faction. This
one of the Roguish Skills. Growing up with these does not always necessarily mean that they are evil
swindlers and thieves you are bound to pick up one of in nature. They may be worshippers of the path of
their tricky skills along the way. If you have the rogue light pantheons, or dark path, a beast cult, a cult of an
skills you want, you may choose to add a +2 rating to elemental, the church of the god of war, or part of the
a rogue skill instead. You also gain a +1 to either your Eternal Watch, it is up to you. Growing up within this
dexterity attribute, or perception, it is your choice. religious group grants you 1 skill slot toward a magical
skill or a scholarly skill. It also grants you +d4% to your
25 – 32 Clan, Tribal, or Nomads: your people Spiritual Influence.
raised you in the wilderness of your lands after you

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62 – 69 Hunters, Rangers, or Survivalists: these there. You may gain 1 skill slot toward a magical skill or
groups are often on the move and dwell primarily in if you are a spell caster and possess the skill Sorcery,
the wilderness terrain. These could be hunters and you may take 1 skill slot toward a magical combat skill
gatherers, demon hunters, rangers, bounty hunters, it or specialization. You also gain +1 to your intelligence
is up to you. As a child moving around with them you attribute or your willpower attribute, your choice.
pick up a few things. Gain 1 skill slot to put towards a
survival skill or a trade skill. You also gain +1 to your 90 – 95 Warriors and Weapon Masters: as a
perception attribute. child you grew up around those who trained warriors or
trained nearly every day in the art of battle. You got to
70 – 74 Scholars, Scientists, or Alchemists: watch a lot of fights and a lot of sparring matches. You
always into the books, always studying the latest would occasionally be aloud to participate which grants
research and in search of knowledge. While growing you 1 skill slot toward a combat skill specialization or
up next to them you too are taught skills that normal weapon proficiency. This may be used to spend toward
commoners may never get a chance to learn. Gain 1 an armor skill to help you attain the skill which costs
skill slot toward a scholarly skill. If you already possess 2 skill slots. You are also given a +1 to one of your
the skills in this area that you want, you may add +2 to physical attributes, but you must roll a d4 to find out
the rating of the skill instead. You also gain +1 to your which one (1= Strength, 2= Dexterity, 3= Body, and 4=
intelligence attribute. Perception).

75 – 79 Explorers or Adventurers: you were 96 - 100 Noble or Political: your bloodline has
around during expeditions to find new lands, to make blessed you with this title. Some see it as a curse
new additions to the maps, or to search in the ruins of but many would kill to be highborn. Your heritage of
long-lost civilizations. Although your caretakers may highborn or aristocrat gives you an additional 2d20 gold
not have let you go into the dangerous lairs where talons to play with. You also gain +25 reputation points
traps and monsters awaited you were around for most within your starting location, due to your family name.
of it, even when you waited by the campfire for them Your title depends upon where you are from. There are
to return or tended to the pack animals. Gain 1 skill slot so many titles and so many different lands and races
toward a Travel Skill or a Survival Skill. that it will be up to you and the GM to determine your
title. You can look up royal and noble ranks if you need
80 – 84 Healers and Surgeons: you were raised help deciding. Feel free to design your own ranks if
for a time around those who practiced the skills of it is from a non-human race. The descriptions of the
medicines. They knew how to heal the wounds of country you come from are contained in the atlas of
soldiers or warriors within the village. You are no the core book or sourcebooks about the realms. The
stranger to wounds and the sight of blood or pain. You descriptions should help you describe your title once
gain 1 skill slot toward a Medical skill. If you already you find the country leader’s title. This will give you
possess the medical skill you seek you may add a an idea of the type of hierarchy that is used in your
+2 rating in a skill instead. You may also raise your country, so that you may determine your rank and title
intelligence attribute or willpower attribute up by 1 based off of this information. If you are highborn this
point, it is your choice between those two attributes. does not mean you are the prince and stand to inherit
the country (unless the GM wants it that way). This
85 – 89 Shamans and Mages: you spent your means you may be as lowly as an edler, a baron, or
young life around those who practiced magic. Whether baroness. If you are within the family of a highborn,
these practitioners from the shamans of a tribal setting then you very well could be waiting to inherit some
or the mages of some dark underground coven is up to wealth or lands in the future. This is left for the GM to
you. You did pick up a few things in your studies while decide.

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21 – 30 Spiritualists: the cathedral, the temple,


Life Path VII a shrine, a cult, shaman, monk, priest, or a templar
from one of the organizations or circles. You were
Training either trained by a master from a temple, or on the
grounds of one of these holy places. If you are a class
When you were just a teenager you began your similar to shaman, barbarian, or ranger you may have
training. This will show you how you learned the trade been trained at a shrine. Many druid circles or shrines
of the profession you are in now. The character class to beast gods exist in the wilderness that would match
you have become was formed through many choices more to your profession. Wherever it was gained, your
in your life, but it is this roll that determines how you training was given with a thick spiritualist background.
specifically gained your training. It is good to add this Training was harsh and great discipline was learned
to your back story, since it shows you who your master from their strict laws, codes, or creed. You gain +1 to
was, if you did indeed have one. You will also gain a one random attribute. Roll a d10 and locate the result
nice little bonus due to the training roll. here, (d10: 1-3= Intelligence, 4-6= Willpower, 7-9=
Charisma, 10= choose). You also gain the skill Read and
01 - 10 Lone Wolf: you taught yourself, books, Write at rating 1. If that skill is already owned, gain 1
researching, and watching others work, all accomplished different scholarly skill.
alone. Endless hours were spent on manuals or
watching masters from the shadows. This character 31 – 40 Criminal(s): learning on the streets is
may very possibly be an introvert who does not often tough, or perhaps you were trained by a single bandit
wish to be around company. Yet, perhaps they do enjoy or several raiders in the wild? Perhaps they were pirates
company but suffer from a low charisma which keeps on the high seas that taught you your trade? When
them unaccustomed to social engagements. Doing it comes to this type of training sometimes you learn
all of this training yourself is quite amazing but very from more than just a single individual. You picked up
difficult to say the least. Thus, you are granted 5 saga information from different criminals, guilds, or masters
points for you most likely have already gotten yourself in the art of thievery. Perhaps even a guild of slayers or
into a scrap or into some kind of trouble already. These a master assassin? As usual you are free to add to your
may be spent on your character now. Also due to your story whatever it is that you find interesting.
determination and drive grant your character a +1 to an You got into a life of crime and this is very
attribute of your choice for you were able to concentrate difficult to pull away from once you are in. Was it by
on gaining power where you wanted to focus it. choice, or did you fall into it like so many do when
times are rough and you see an opportunity for an easy
11 – 20 Father Figure: your father (or mother, way out? From pick pockets in the streets, to wandering
or any adult who takes you under their wing) taught gypsies and vagabonds, you found a calling. You may
you your trade. The father figure was probably the not have ever had any long-term formal training, but so
same class or profession as you and may have been at far life has been tough. This often leaves one bitter or
least twelfth level. The caretaker training you grants with some resentment. Yet, there are those who seek
you 1 free point towards a mental attribute of your redemption for the actions they did in their youth and
choice (Intelligence, Willpower, or Charisma). You are this is surprisingly a very common road. This will add
also given the gift of a special item passed down to you an NPC affiliation to your character, so be sure to roll
by the caretaker. This may be a sword, a dagger, a spell one randomly, either an ally or an enemy is made from
book, a magical potion, or even a special amulet or ring, this life. You are also granted 3 frenzy to add to your
it is up to the GM and player to design what the item starting frenzy pool. You may also roll a d10 to add +1
is to fit the character. to a physical attribute (d10: 1= Strength, 2-4= Dexterity,
5-6= Body, 7-9= Perception, 10= choose).

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41 – 50 Guild Masters: you joined a guild to collect information, how to heal the wounded, or how
learn your trade and you are well taken care of in the to blow enemies away with magic, you watched many
guild. You shared in its triumphs and defeats. You die during your travels. Gain one skill slot to go toward
gain +1 to one random attribute. Roll a d10 and locate a combat skill, weapon proficiency or a specialization.
the result here, (d10: 1= Strength, 2= Dexterity, 3= This may also go toward a specialization in a specific
Body, 4= Perception, 5= Intelligence, 6= Willpower, 7= color of magic as long as you possess a proficiency in
Charisma, 8-10= choose). The guild could have been Sorcery. This free skill slot cannot be added to what
anywhere from training mercenaries, demon hunters, you already have, only toward a new combat skill. You
assassins, merchants, warriors, all the way to priests or may also choose to put this free point toward an armor
necromancers. There are no limitations when it comes proficiency. These cost 2 skill slots but by using 1, you
to the guild houses, but the guild should of course hold could use any from your class to make this happen.
something similar to your character’s class. Thus, not You also gain +1 to one physical attribute by rolling a
only do you gain the bonus to your attribute, but you d10 (d10: 1-2= Strength, 3-4= Dexterity, 5-7= Body, 8-9=
may also choose between 4d10 silver shillings or +25 Perception, 10= choose).
reputation points.
81 – 90 Lone Master: having a single master
51 – 60 School: you enrolled in a school to get to teach you the skills of the trade is a very valuable
your training. Whether it was a warrior school of the asset. They were able to focus on you and the subject
sword, a dark university of magic, an underground of your training. You are given a special item that was
school of assassins run by the shadow elves, or a school bestowed to you by your master, handed down to you.
of theological studies you gain great knowledge there. Something that focuses on your character class in some
Not only do you learn your current skills you also gain way but is not overly powerful. For instance; a starting
some knowledge in languages. Gain 1 additional fluent item that you already possess is a bit better than it was
language of your choice, gain the skill Read and Write before. A lone master would also grant you the choice
at rating 1. If that skill is already owned, gain 1 different to roll a random attribute or choose a combat training
scholarly skill. upgrade of +1 specialization. If you wish to roll a random
attribute it is on a d10 (d10: 1= Strength, 2= Dexterity,
61 - 70 Caravan: during your travels you 3= Body, 4= Perception, 5= Intelligence, 6= Willpower,
joined a wandering caravan filled with entertainers, 7= Charisma, 8-10= choose). If you choose not to take
alchemists, swordsmen, or gypsies. During your time the attribute bonus granted by a lone master you may
with them you gained your training from the best take one skill slot to go toward a combat skill, weapon
they had to offer. In travelling you may have made it proficiency or a specialization. This may also go toward
through a few countries and learned a bit about them. an armor skill or a specialization in a specific color of
You gain +2 to the rating of a character skill of your magic. This cannot be added to what you already have,
choice. You also get to choose 1 skill from one of three only toward new combat skills. Also, before leaving
options: Trade Skills, Diplomatic Skills, Travel Skills, the lone master you were given an additional pouch of
or Creative Skills. You can also choose a country and silver roll 2d10. Continuum does apply if you roll a 10.
add a +3 to the roll of any history check or knowledge
skill check where that country is concerned. This is just 91 – 100 Secret Organization: this group of
like specializing in the character skill history, but you underground masters may or may not still be around
do not need the skill to do so. after they trained you those years ago. Yet, before you
they were around for quite some time. They may have
71 – 80 Military: the military training you also disbanded or perhaps they were wiped out by
received was brutal but effective. Whether it was an unstoppable force? You may roll a d10 to see what
weapons training, how to sneak behind enemy lines and happened to this secret organization (d10: 1-3= they still

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exist, 4-6= disbanded, 7-9= wiped out, 10= vanished,


you may be the last). During your training there you Life Path VIII
learned how to perform your profession by gaining the
tutelage from several members. Either these members Events
were masters of your shared profession, or they were
specialists in the skills required to fulfill your character At this point in the character creation Life Path
class. You most likely possess a mark; a tattoo, or a you may roll for random events that have happened thus
branding from this organization. It was a way to show far in life that will grant bonuses, or specific storyline
them you were one of them. You possess a stone or additions to your path that may affect the character
crystal that grants you a +1 to one of your attributes in a negative or a positive way. These can be used for
when it is worn. Roll a d10 and locate the result the PC or used for an NPC that is rolled as an affiliate.
here; (d10: 1= Strength, 2-3= Dexterity, 4= Body, 5-6= When starting a character this table is rolled on only
Perception, 7= Intelligence, 8= Willpower, 9= Charisma, once. Unless, you are advancing the character to level
10= choose). You also gain 1 skill slot to use. You must 4 to begin the game. This table may be utilized every 4
roll a d10 to see where it can be placed. D10: 1-2= levels jumped during character creation, so starting a
Diplomatic Skills, 3= Physical skills, 4= Magical Skills, character at level 4 will allow 2 rolls.
5-6= Roguish Skills, 7-8= Scholarly Skills, 9= Survival
Skills, 10= Choose one of these. 01-02 Last Will: a family member or friend
that was close to the character has died causing the
character to mourn their loss. Yet, they also have been
given a random special item that often reminds the
character of the lost ally. Roll d10: 1-3: Stone (must be
a birth stone, random, it is not awakened though but
perhaps you may still gain bonuses from the focus of
it. The character may have been told the stone was for
protection). 4-5: Enchanted Item: roll a random piece
of jewelry or clothing in the core rulebook and grant
it a woven enchantment with a bonus to one of the
character’s skill levels (d10: 1-3= +1 lvl, 4-6= +2 lvls, 7-8=
+3 lvls, 9= +4 lvls, 10= +5 lvls.) Ie: cloak of stealth +3
or amulet of hunting +2, 6-7: Weapon (no more than
18 dmg), 8-9: Armor (1 item no greater than AR: 5), 10:
Amulet with a random defensive rune in it.

03-04 Near Death Experience: the character


suffered a very close brush with death. It could have
either been an accident due to a natural disaster, a
sickness, or even battle. If you wish, this can cause
them to suffer one of the Flaws in Character Traits.
Roll d10: 1-3: One Eye, 5-6: Old Wound, 7-9: Tormented,
10: choose.

05-06 Blood Feud: the character has taken on


an enemy NPC through old family ties. This feud has
been going on for generations and has even led to the

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deaths of some from either family. This could cause 17-18 Dead Stranger: the character found the
the character to take the Flaw Arch Enemy, Hunted, or body of a dead stranger that was either murdered or
Lost Love, if you so choose it. You may roll on the NPC killed by a wild beast. If it was a murder, the motive was
Affiliation Table. not robbery, for the dead stranger was also carrying an
item that the character now owns. You may roll a d10
07-08 Betrayer: the character was exiled from to find out more. D10: 1-2: equipment, 3-4: jewelry, 5-6:
a land. Whether this is by wrongful injustice, or due to weapon, 7-8: armor, 9: stone, 10: rune.
something the character did wrong is up to you. If you
wish to tie this to one of the Flaws, a couple of good 19-20 Framed: the character has been framed
matches would be; Dark Past or Ill Repute. for something where the punishment will be unpleasant.
The character may begin with 25 Reputation Points, yet
09-10 Blood Ally: the character has a good this is bad rep (corruption) and it is gathered wherever
friend that would do anything to help out. Even if it the GM wishes to place it. The character can take the
meant breaking the law or putting their life at risk, they Flaw Ill Repute and gain even more bad reputation if
have been through the thickest of it together. Place the they wish but in doing so this will immediately make
friend in a random location by rolling a d10; 1-3: distant the character hunted as well and possess some kind of
land, 4-6: a country nearby, 7-9: same city or lands, 10: bounty on their head.
often travels with or lives together. If you wish to you
can roll this friend randomly on the NPC Creator in 21-22 First Blood: the character was involved
the Core rulebook. in a small fight to the death. This could have been with
a beast, a skirmish with enemy troops, or an assassin in
11-12 Treachery: the character once had the alleys, but whatever. It was enough and the fight was
someone they held close to them that betrayed them in won gaining the character some random Saga Points
a way that can never be forgiven (without major work). from the battle and a few stories that were shared about
This could have been a lover, a friend, or a family the fighting capability of the character. The character
member. If you wish to roll for the severity of this pain, gains a d10 Saga Points and 2d10 Reputation Points.
you may do so using the severity table. You may also
roll the NPC Affiliation table or even create the NPC 23-24 Messenger: the character received a
from the core rulebook and the NPC Creator. message from afar. Someone needs the character’s
assistance as soon as possible and the matter is of
13-14 Piece of a Puzzle: the character grave importance. The character also receives an item
discovered something interesting during their work or of some value as a symbol of this importance.
travels and are now wanting to figure out the answers
to the mystery. Their investigation may take a long 25-26 Old Debt: the character owes someone
time, but they are hooked or tied to this puzzle until a bit of money. The payment has not yet been reached,
the end. Give the character a map, a journal, or some and soon there will be enemies sent to collect the
item that ties them to this strange task. payment. Unfortunately, the character has nothing to
show for this debt but 3d10 bad reputation.
15-16 Dark Shadow: there is someone or
some…thing following the character! Whatever it is, it 27-28 Left for Dead: the character was beaten
has been doing so for quite some time now. Whether in a fight, survived a monster attack, lived through a
this dark shadow is a figment of the character’s plague infestation, or nearly froze to death in the
deteriorating mind, or if it is actually someone spying mountains. Either way it happened, it was a close
on them, this is up to the GM. This could lead to the call and the character was left behind after the others
character Flaw Hunted, or perhaps even Insanity. believed them to be dead. The character crawls back

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into town having survived the ordeal. Grant the 35-36 Lost and Alone: the character was lost
character +10 points to any elemental resistance. Feel in the wild for quite some time. The character was
free to divide them between two different ones. alone and was forced to survive in harsh conditions.
The character may gain 5 to any resistance and +1 to
29-30 Religious Token: the character was their body attribute.
given an item and told to “keep the faith”. It matters not
if the character believes in the gods or not, they end up 37-38 Trade Agreement: the character was
keeping the token anyway. Perhaps it is an aesthetically able to gain a merchant ally during an event of trade or
pleasing totem, maybe a finely crafted holy symbol, or during a social event that took place that the character
perhaps they simply cared for the person that gave it to attended. During this party, they gained this contact.
them and it reminds the character of them. Roll a d10; You may roll this NPC randomly on the NPC Creator
1-3= +1%, 4-6= +2%, 7-9= +3%, 10= +4%. They gain this to and write them down under Character’s Known or
their Spiritual Influence while carrying this item. NPCs. This merchant can allow the character to raise
an availability up by 10% while shopping at their guild
31-32 Romance: the character fell in love with house or in their market.
another. They had a romantic relationship and we must
make another roll to see if the flame still burns. Roll 39-40 Gift of Knowledge: the character was
d10; 1-2= ended horribly and filled with resentment or able to gain training in a totally random character skill
hatred. A roll of 3-4= ended poorly but the two can still by being taught during their travels. Gain a free skill
speak. A roll of 5-6= ended but the two still hold strong slot to gain this skill at rating 1. Roll a d10 1= creative,
feelings for one another. Roll of 7-8= the flame still 2= diplomatic, 3= physical, 4= magical, 5= medical, 6=
burns with the two still together. Roll 9= engaged, they roguish, 7= scholarly, 8= survival, 9= trade, 10= travel.
live together, 10= married, the two are still together and Once these are determined you may configure a
living together. You must gain a romantic NPC. Design random skill amongst those skills
this NPC and decide if they are left behind during the
character’s travels. You may roll a 10% chance of having 41-42 Trade Tongue: language and writing
a child and if so, a 70% chance the child is still alive. were made available. The character was taught how
to read and write. If the character already has this
33-34 Tragic Romance; a romantic relationship skill, they may choose a new language skill at rating
ended in either death, betrayal, or a mutual growing 1. Perhaps the skill was taught for trade purposes, or
apart. This could lead to the character Flaw: Lost Love. negotiations?
Roll a d10: 1-3= death, roll on the NPC Fate Table. Roll
4-6= betrayal, one of the two or both characters were 43-44 Addiction: the character picked up an
cheating, and the romance ended very badly. Feel free to addiction during their travels. Roll a random narcotic
roll the severity die if you wish to find out the emotional or alcoholic substance on the drugs and alcohol table
state of this terrible end. Sometimes infidelity leads to in the Core Rulebook. This is also a character Flaw that
murder in the worst cases. A roll of 7-9= there was may be included on the character traits. You will need
a mutual end to this relationship, one that does not to find out the severity of this addiction. You may do
require adding an ally or taking Lost Love. Yet the loss so using a d10 Severity; 1-2: slight 10% once a week, 3-4:
was still riddled with deep pain. A roll of 10= Murder, mild 20% once every other day, 5-6: moderate 30% every
the character or someone close to the character had day at least once, 7: strong 40% twice a day, 8= severe
to murder the former lover. You may also roll a 10% 50% needed after each duration, 9= chronic 60% needed
chance of having a child in this relationship and if so a constantly starts mixing or doubling doses which can
50% chance the child is still alive. lead to overdose. 10= Recovering; as long as you stay
away from it.

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45-46 Debilitating Illness: the character fell


ill for some time from either an infection or some
other terrible sickness that brought them close to
death and destroyed their health. They never totally
recovered from the negative effects and suffer a loss of
-1 to an attribute permanently. Roll d10: 1-2= Strength
-1, 3= Dexterity -1, 4-5= Body -1, 6= Perception -1, 7=
Intelligence -1, 8= Willpower -1, 9 Charisma -1, 10=
Choose which one to lose -1 in.

47-48 Pale Plague: the pale plague struck


down many around the character. They have come to
know the horrific effects of this doomsday event quite
well. Roll a d10 to find out the details. D10; 1-3= Plague
Scar: they were bitten by a plague zombie and still bear
the scar but survived (they now have built up a better 53-54 Old Traveling Companion(s): the
chance to protect themselves from the plague +3 to BS character ran into a companion or a band that was
versus pale plague). Roll 4-6= Tormented, they must travelled with for some time. The companion may
suffer the character flaw. Roll 7-9= Emotionless, the or may not have been part of a larger band, roll a
character had to sever their emotions due to the horror d10 to see how many in total. They did partake in a
of this pain (take the character trait in Values). Roll small adventure together. You may roll on the NPC
10= Plague Bearer: the character has it, can spread it Affiliation Table and roll on Ally Disposition to
through bites, but will not die. They do possess a tell find out what the relationship was like between the
as well, perhaps different color eyes, the pale flesh, you character and the companion(s). Depending on what
decide. is rolled, there may have been a gift bestowed during
the parting of company. Please roll on Pg. 28. A roll of
49-50 Dark Omen: the character witnessed a Passive Aggressive = nothing was given but 10 more
vision or dream in which they believe is a premonition Reputation Points (corruption). A roll of Dismissive
of something terrible to come. Design something = 10 Reputation (corruption) and 2d10 silver. A roll
ominous that may haunt the character if they see it, of Cordial = 10 Reputation (honor) and 2d10 silver. A
thinking that it may be time for the dark omen to come roll of Fond = 15 Reputation (honor) and 2d10 gold. A
about. This omen can very well be real, and it may roll of Goodwill = 15 Reputation (honor) and an item
be a warning that has a chance to keep the character such as weapon or nice piece of armor to keep you
alive. The character also loses 1 point of Spiritual safe (no more than 18 total dmg or no higher than AR
Influence. 4). A roll of Affectionate = 20 Reputation (honor) and
an enchanted ring with a random defensive rune in it.
51-52 Enslaved: for a time, the character was a Mark this old companion(s) as some known character
slave and lived in terrible conditions. They have had to that you may run into again, or seek out one day.
endure quite a bit of mental and physical suffering and
are allowed to gain a +1 to either their body attribute 55-56 Scouting: spending quite a bit of time
or willpower attribute. Roll a d10: 1-4= Body, 5-8= scouting and gathering information for an employer
Willpower, 9= choose, 10= both. This could cause a grants the character a +1 to their Perception Attribute.
Deep Hatred (as in the trait) for a specific group who They could have operated as a spy for a winter, or spent
enslaved the character. time gathering intel for something as mundane as an
enemy merchant house.

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57-58 Poetry & Song: perhaps the character 69-70 Disease & Deformation: the character
has been spending too much time in the tavern has suffered from a sickness that most would find
drinking and singing? Perhaps the character has taken awkward or uncomfortable to procure. Roll a d10: A
up an interest in studying Espadosan poetry, or hearing roll of 1-3 = STD: a sexually transmitted disease has
the ancient battle hymns of the skald berserkers? The found its way to your lower region… or 15% chance of
character must increase their Charisma Attribute by +1. being your region. 4-6: Physical Deformity: roll on the Hit
Location table to see which bodypart was deformed by
59-60 Hard Labor: the character spent a this illness. You may roll a d10 as well to see how badly
summer helping to build a great task whether it was a this illness has scarred the character. (D10: 1-3 = -1 to
road, a wall, a bridge, or a tower. Throughout that time physical beauty, 4-6 = -2 to PB, and 7-9 = -3 to PB while
of hard work, they were paid very little. They made a roll of 10 = -4 to Physical Beauty. These negatives to
enough to get by and survive, but in doing so gained physical beauty will only take effect when these scars
either a +1 to their Body Attribute or +1 to Strength. are visible of course.) A roll of 7-9: Disease: roll on the
Roll a d10: 1-4= Body, 5-8= Strength, 9= choose, 10= disease table to learn more information. Finally, a roll
both. of 10: Plague Bearer.

61-62 A Friend: the character has made a


friend during their life. This friend may be randomly
rolled on the NPC Affiliationon Table and designed
to discover more details. This is indeed an ally so that
section may be skipped.

63-64 An Enemy: the character is given an


enemy during their life. This enemy may be randomly
rolled on the NPC Affiliationon Table and designed to
discover more details. This is indeed an enemy so that
section may be skipped.

65-66 Strange Item: this unique item has


somehow come into a character’s possession. Perhaps
it is a strange design not easily identified? Perhaps it
is a weapon that holds some strange hidden magic?
Perhaps the item is a relic from a long dead civilization?

67-68 Crystal Shard: the character comes


across a random stone, perhaps like one found in the
core rulebook. This stone is well cut, and the power has
yet to be used. Roll a d10 to first uncover what color
the stone is. D10: 1= peach & pink, 2= red & orange, 3= 71-72: Mutation: the character has begun to
yellow, cream, gold 4= green 5= green blue & turquoise discover a mutation within their own body. Some of
6= blue & indigo 7= purple, lavender, violet 8= brown these mutations are debilitating, some are linked to
9= black, silver, gray 10= white & colorless. Once the the vatagi race and a possible mixing of the blood in
color is established you may roll to find out what type the bloodline. While other mutations have been known
of stone exactly or the GM may create one with its own to create beneficial modifications. Whatever the case
power. may be, characters will begin to notice they are no

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longer accepted amongst normal society when these 81-82 Owed a Favor: roll an ally on the NPC
mutations become visible. There is often a period of table and feel free to use the NPC Creator in the Core
severe pain when these changes begin to take place. Rulebook. Roll d10 (1-3= peasants & laborers, 4-6=
Roll on the Mutation Table. craftsmen & merchants, 7-9= soldiers & guards, 10=
nobles & aristocrats). If a roll of 10 is made the noble
73-74 Imprisoned: the character is imprisoned rank does not need to exceed that of any of the lowest
for 1d10 months for something that they may or may noble ranks. Thus, you would be granted a single
not be guilty of. Depending upon the disposition of the meeting with a noble as your favor without having a
character you may choose whether they were actually high reputation. This event could however turn into a
guilty or not. During this time in prison they were able meeting that would allow a major reputation boost if
to gain an affiliation. This NPC may be rolled on the the meeting goes very, very well.
NPC Affiliation Table.
83-84 Old Enemy: the character has made an
75-76 Torture: the character suffered through enemy in their travels. The enemy may be randomly
some sickening torture where his or her captors generated using the non-playing character Affiliation
constantly attempted to break their will. Make a Table. Choose from the enemy roll on Pg. 28, and then
willpower check (target # 8) to see if the character roll the character’s bond and disposition. Make sure to
withstood the torture and if so allow them to gain +1 to mark this known character on your character sheet.
their Willpower Attribute. If the character fails and the
pain of the torture was too much to endure, then the 85-86 Good Fortune: somehow the character
character gains +1 to their willpower attribute still, yet came across some old loot. This loot seems to have
you should also give the character a mental affliction. no Kothan ties to it any longer. Depending upon the
character, they could have murdered another character
77-78 Debauchery: the character spent many and taken it, or perhaps simply found it on a corpse.
a year overindulging in whores, drinking, drugs, or Whichever is the case, the owner of it has surely faded
some other unhealthy self-indulgence. Roll a d10 to away now. You may roll a d100 to see how much silver
see if there were any repercussions. Roll d10: 1-3= S.T.I. was discovered.
(sexually transmitted disease) or addiction (suffer the
trait). This will drop your body attribute by 1 point 87-88 Animal Companion: the character
permanently. A roll of 4-9= gain a friend as an NPC helped or saved a wounded animal. The animal has
during this time. A roll of 10= the character is granted come to know and trust the character. This creature
a skill slot to place in either the Drug Tolerance or is small enough to bring safely into a town but not all
Drinking character skill. areas welcome animals. Some may have to wait outside
of certain establishments. The GM and player may
79-80 Old Master: the character runs into an discuss the creature type together. If the player does
old master of the trade. During their short time together, not want to keep the animal they may always gift it to
the master teaches the character 1 free Talent from the another character.
tree of the character’s choice. Now, the character must
roll the proper die after the category has been chosen 89-90 Skilled Apprentice: the character gets
to find out what free talent is gained. This old master to train with someone who is very good at the chosen
may be written in and designed as an NPC that may craft, a character skill that the character must already
be visited from time to time if you wish. Teaching possess. When this is chosen, the character gets to add
talents is not something that normally happens. For a +2 to their rating in that skill. This will then move the
instance; you could not teach another archer Dead Eye level up by two and make the dice pool 2 levels higher
it eventually just comes to you one day, like a gift. than before.

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91-92 Brawl: the character has an altercation well. They were able to gain 5 reputation points, a
with another character and this run-in leads to less d10 gold, and 2 saga points. 9-10= Stellar Defense: the
compromising circumstances. A fight erupts but it is fight went very well for the character granting them 10
only in unarmed combat. The GM must roll 2d10 and reputation points, 2d10 gold, and 3 saga points.
add +2 to the result giving the character their target
number. The character must roll their attack die (d20) 97-98 Blessed by the Gods: the character did
adding their unarmed bonus. If the result is a tie the something in their travels to gain the divine blessing
two end up sharing a drink together and the brawl is from the gods. Even if you are agnostic or a heretic, for
over. Yet they gain an ally NPC on the Affiliation Table. some reason your spiritual influence has increased by
If the character wins, they gain +5 reputation and +3 +2% points. Those of agnostic views or those who care
saga points. If the character loses, they may choose to nothing for religion always consider spiritual influence
take the loss (nothing is lost but pride), or call “to the rolls as luck.
death,” at which point a re-roll is made (they can roll
with their weapon bonus this time if they wish). If the 99 Rare Talent: a chance encounter
character wins this time, they end up killing the NPC happens that lands you in a competition, a gamble, or a
and take 10 reputation points of corruption. If the NPC duel. When you win it you also gain a free talent! This
wins again the character wakes up in a jail cell, suffers grants you +10 reputation points and now you must
15 reputation points of corruption, and loses their choose a category: melee, shooting, sneaky, or magic.
weapon permanently. Talents are found in the core rulebook.

93-94 Combat Training: the character gains 100 Lost Treasure: the character has come
some combat training from someone or a group that into quite a bit of coin. Either they hunted it down by
they fall in with for a short time. Perhaps they served tracking the hidden treasure on a map, or they stumbled
in the night guard, the military, or a band of ruffians. on it by accident, the GM can give them a 3d10 gold
They are given 1 skill slot to put toward a combat skill talons (continuum rules apply) which goes solely to the
only. This can be used to gain a +1 specialization in a character. The character may or may not be alone in
weapon type or spell color, or a specialization in an this venture, this would mean that the character got the
armor skill if they own the proficiency already. Perhaps amount rolled from the cut and the others got the rest.
you might become proficient with a weapon type. Roll a d10 (1-2: alone, 3-4: split between 2, 5-6: 3-way
Whichever you wish to use and whatever makes sense split, 7-8: a 4-crew gang, 9-10: 4+ a d10 in the crew that
for your character. discovered the loot).

95-96 Attacked by Bandits: roll a d10 to find


out what happened in this attack. D10: 1-2= Dismally
Defeated: the character was beaten, and all their coin
and belongings were taken (the GM may call a body
save or die rule if they wish. A failed body save may also
mean to suffer an Old Battle Wound trait without the
ghost saga bonus). 3-4= Wildly Defeated: the character
was beaten in the fight but managed to escape with all
of their belongings and their life. 5-6= Close Fight: the
struggle led to nearly all guards or combatants being
killed by one another. The character escapes with their
life and an additional 2d10 silver. 7-8= Great Defense:
the battle was well fought, and the character fought

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Severity Table D100 Roll Severity Contingency


01% - 29% Slight 10%
There are many reasons that you may be called 30% - 49% Mild 20%
on to roll for severity. This table is a tad bit more 50% - 69% Moderate 30%
forgiving than the old d6 rule. With the old rule you 70% - 84% Strong 40%
just rolled a d6 and that marked your severity and 85% - 94% Severe 50%
contingency roll. You may use this new rule as an 95% - 100% Chronic 60%
option. For this severity roll you will be using a d100.
Roll 01% - 29% = slight case (10% contingency), 30% - 49%
= mild case (20% contingency), 50% - 69% = moderate
case (30% contingency), 70% - 84% = strong case (40%
contingency), 85% - 94% = severe case (50% contingency),
95% - 100% = chronic case (60% contingency). Your first
d100 roll is to configure what the severity is and what it
will be for now on. The GM may alter it over time but
for now it stays at what is rolled.
The Contingency percentile is for figuring out
if the character is having an episode at that current
moment during game. If something happens and the
GM wishes for you to make a check to see if you are
having an episode, this is the percent chance that it is
happening. It also helps represent how severe your case
is. The higher the severity, the greater the chance is for
a contingency. For instance; Yorin has a mild severity
(20%) of a mental affliction known as depression. It
came about due to an ally PC that died. The GM asks the
player of Yorin to roll a d100 due to a stressful situation
where that PC is being remembered. If the player rolls
20 or lower Yorin is affected by that depression at that
instant and the player may then roleplay how Yorin is
behaving during that scene. Even though a character
may suffer from an affliction all the time, you may wish
to use this rule for certain circumstances.
The Severity should also affect the
modifications listed that your character will suffer as
well. If the severity is a chronic case (60%) and the
modification shows -1 to strength, the modification
will be multiplied by 6 to bring it to a -6 strength. If
the subject of the severity has a negative modifier of -2,
a severity of chronic will eventually bring the attributes
shown to -12 over a time deemed by the GM. This can
be a gradual loss or quick and should be determined by
the GM due to what situational circumstances call for.

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Life Path IX Social Pool and Reputation Points

Due to having a social pool with a charisma


Affiliates: Non-Playing Characters (NPCs) attribute of 15+, you are able to gain another NPC that
is an ally affiliate. You are allowed to pick one that you
Sometimes we do not get to choose our friends. want for every point in your social pool, as long as
This list here is for randomly generating NPCs as you are beginning the game with it. Thus, you gain
affiliates. Every character gets at least 2 NPCs that they 2 of these with random rolls and then one for every
can add to their Character’s Known, NPCs, or Affiliates point in your starting social pool. Also, your starting
portion of their sheet. Whichever sheet you might Reputation Points may be used to alter your affiliate’s
be using, you may add this information in the spot bond and disposition by one step up or down on the
provided. These NPCs do not travel around with the list, at the cost of 5 reputation points. These points
character, they actually live in a location created by you are not lost, they are left on your character sheet. Yet,
and the GM if necessary. having a good amount of starting reputation allows you
Roll d100 for 2 of your NPC affiliates. These two to tip the scales in your favor and have affiliates enjoy
affiliates are allies and you must then roll on the Bond your company a little more.
and the Disposition tables to find out how close these For example, let’s say you have rolled your two
allies are to your character. Of course, this rule may affiliates but due to the fact you have a 15 charisma
be changed to fit specific campaigns if the GM wants you start the game with 1 social pool. You can pick
them to be enemies, but if nothing is mentioned follow one more NPC and let’s say you choose the Diplomat.
the normal guidelines. You do not have to use all the However, when you roll the friend’s bond towards you,
NPC tables if you do not wish for this specific portion sadly you only rolled an associate. Since you start with
of determining your allies, but Bond and Disposition +5 reputation points you can alter that one step to well
are required. All of these options are there for your known, thus granting you the token that is gifted to
convenience. you and a better ally. For every 5 starting reputation
Tokens are granted to those who roll a bond of points you can alter one position from any one of the
Well Known or higher with this character. Each one of affiliation tables. So, if you had a 20 charisma and +10
these affiliates comes with a token listed next to the starting reputation points, you could bring your bond
NPC. These tokens are gifts, or things you gained from to well-known from associate, and your disposition
the ally last time you spoke or perhaps long ago during from cordial to fond.
a moment of conversation. This is usually a very simple
item, not worth much at all. The item may be sold for Conditions
25% of the listed price, especially if the character is not
currently in a good disposition. Friends who are close to us and know us well
If you would rather your character not have any enough often learn intimate secrets about us. Those
affiliates at all from the ninth life path, then that is we love can be used by our enemies to make us suffer.
fine as well. Some characters do not want friends or These are called conditions and they offer up modifiers
even acquaintances. It will usually happen during play to rolls that usually consist of a social nature.
though. In this portion of the life path, using the tables Complication: this condition will cause a
we try to build a relationship between the characters character to suffer -1 or gain +1 to certain circumstances
or define them with minimal hints as to why the two that deal with the character and their affiliation. If they
may have come about. So, it will be up to you to be are being harmed or manipulated in a certain way the
creative or the GM can help to let you know how the character would suffer -1 on all skill or attribute checks
NPC might tie to your character through whatever to resist. While a complication would give a +1 to the
campaign notes they may discuss with you. characters rolls if used in a positive manner.

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Weakness: the character suffers a -2 to all social Vulnerability: the character suffers a -3 or gains
or willpower checks when concerning the ally if they a +3 when it comes to conditions in which their ally
are being used in a negative manner to somehow is concerned. If they are being used to manipulate the
manipulate the character. If a condition arises where character or in a negative way, the social or willpower
the ally is being used to torture the character, they can resisted checks from the character will be made at a -3
suffer this negative modifier. On the other hand, it can modifier. When used to gain information on the ally or
be used to gain a +2 to skill rolls or attribute checks gain certain benefits of a social nature or condition the
when the conditions are held in a positive light. character may gain a +3 modifier to the dice rolls.

D100 Occupation (Token) D100 Occupation (Token)


01 Alchemist (heal, mana, or chi salve: 2d6) 51 Innkeeper (blanket)
02 Apothecary (healing salve 2d6) 52 Investigator (magnifying glass)
03 Armorer (leather bracers AR: 1) 53 Jeweler (random jewelry)
04 Artisan (small piece of art) 54 Jester (mask)
05 Assassin (dagger, dmg: 2d6) 55 Knight Errant (whetstone)
06 Astrologer (birthstone) 56 Laborer (chisel)
07 Astronomer (spyglass) 57 Leatherworker (leather belt AR: 1)
08 Bailiff (key & shackles) 58 Locksmith (lock & key)
09 Baker (loaf of bread) 59 Mage (book)
10 Barbarian (bone axe dmg: 2d6) 60 Mason (hammer dmg: 2d6)
11 Bard (song or poem) 61 Merchant (coin for luck)
12 Barkeep (jug of ale) 62 Messenger (scroll case)
13 Barmaid (jug of wine) 63 Miner (crampons)
14 Beggar (random roll on gear) 64 Monk (knuckle dusters +1 unarmed dmg)
15 Blacksmith (iron ring) 65 Moneylender (signet ring)
16 Bounty Hunter (wanted poster) 66 Mu Dai (amulet)
17 Bow Master (short bow dmg: 2d8) 67 Nun (thoughts and prayers +1 S.I.%)
18 Brewer (jug of mead) 68 Peasant (candle)
19 Burglar (lockpick) 69 Pig Farmer (pork; 1 unit)
20 Butcher (unit of salted meat) 70 Pirate (knuckle knife 2d6/ +2 unarmed dmg)
21 Cartwright (hammer & nails) 71 Potter (pottery)
22 Candle Maker (tinderbox) 72 Preacher (religious book)
23 Cartographer (map) 73 Priest (holy symbol +1 S.I.%)
24 Chaplain (holy symbol +1%) 74 Prostitute (perfume +1 physical beauty)
25 Charlatan (belt pouch) 75 Ranger (tinderbox)
26 Coachman (lantern & vial of oil) 76 Sailor (compass)
27 Cobbler (leather boots AR: 1) 77 Scholar (scrolls)
28 Cook (iron pot) 78 Scout (map)
29 Cooper (crowbar) 79 Scribe (parchment, quill, & vial of ink)
30 Cultist (carved idol) 80 Sellsword (stone knife dmg: d6+d4)
31 Demon Hunter (silver dagger dmg: 2d6) 81 Servant (soap)
32 Diplomat (signet ring) 82 Shaman (incense +1 S.I.%)
33 Enchanter (charm) 83 Silversmith (silver ring)
34 Engineer (parchment, quill, & vial of ink) 84 Slave (pendant)
35 Entertainer (mirror) 85 Slaver (lockpick)
36 Executioner (black hood) 86 Smuggler (narcotic)
37 Farmer (% wheel of cheese) 87 Summoner (magic circle components)
38 Fisherman (cane pole & fishing hook) 88 Stable Hand (spurs)
39 Furrier (fur boots AR: 1) 89 Sword Master (palmed padded gloves AR: 1)
40 Gambler (bone dice) 90 Tailor (sewing tools)
41 Gem Cutter (stone) 91 Teacher (book)
42 Guard (horn) 92 Templar (prayer beads +1 S.I.%)
43 Glass Blower (empty vial) 93 Thief (lockpick)
44 Grave Digger (skull) 94 Tinker (flint & Steel)
45 Graverobber (ring) 95 Torchbearer (vial of oil & torch)
46 Hatter (hat) 96 Trapper (fur cloak AR: 1)
47 Healer (bandages) 97 Turnkey (skeleton key)
48 Highwayman (locket) 98 Warrior (linen hood AR: 1)
49 Historian (book) 99 Watchman (lantern)
50 Hunter (pelt) 100 Choose

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NPC Table Bond to NPC Descriptions

Acquaintance: the characters have been around


(Non-Playing Characters) one another a few times and perhaps even worked side
by side for a job or two. They would know more rumors
This table has multiple uses in establishing of the character than anything else.
information about an NPC. If one is rolled on the Events Associate: the characters have gotten to know
table and must be refined, you may roll here as well one another quite well. Perhaps they have worked
as use the NPC Creator in the Core Rulebook to help together for a minimum of a few weeks on end.
make a totally random non-playing character (NPC). Associates are known by the other character enough
You may also simply design the NPC using your own to have gathered many rumors yet no intimate secrets
creative ideas if you have something specific in mind about the character. They may have lived within the
that would work great for your story. There are several vicinity of one another for a few months, trained with
different categories on this table. All of them use the each other, travelled the roads together for a time, or
same dice generation, so roll a d100 separately for each attended the same studies. They have shared several
result found here, or just a d10 for certain tables. Roll superficial conversations but have never really gone
only on the columns you need, for some of them you into anything deep or meaningful. Never have they left
can simply design yourself or perhaps you already have any vulnerabilities open or shared any real secrets.
described this NPC as an elderly man and do not need Companion: these characters were together
to roll on the other tables, but they are there for your often, like family, inseparable. These characters spent
convenience. so much time together they would know all but the
darkest of secrets. Those of this status will know most
Roll d10 Gender Die weaknesses and if they are still allying, they would want
Even Male to protect the other character, possibly even giving
Odd Female their own life to save them as long as their current
disposition is strong enough. A character with a bond
Roll d10 Affiliation Die of companion gains a Vulnerability condition.
Even Ally Disposition Fairly Unknown: perhaps have heard his or her
Odd Enemy Disposition name in passing here or there or a few rumors. The
disposition would likely be born of those rumors and
D100 Bond to NPC Age if they are heard of in a negative light or not.
01-04 Fairly Unknown Child Very Close: those who are very close have known
05-09 Acquaintance Adolescent one another long enough to know some very intimate
10-49 Associate Adult details of each other. It is very possible that even
50-74 Well Known Adult if the character has a dark past, that this secret has
75-94 Very Close Veteran been revealed and that the character knows the pain
95-00 Companion Elder and suffering of the character. Depending upon their
relationship now, it is very possible to either use this
D100 Ally Disposition Enemy Disposition weakness against them or to help the character defend
01-04 Passive Aggressive Wanted Dead their secrets. Those who are very close may have even
05-09 Dismissive Hunted & Hated grown up with the character or have known them for
10-49 Cordial Antagonistic many years. This is not entirely necessary though,
50-74 Fond Contempt for some may get very close very quickly. Those who
75-94 Goodwill Belligerent possess a bond of very close can use or be used to gain
95-00 Affectionate Respectful Spite a Weakness condition.

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Well Known: these characters would have


spent quite a bit of time near one another, every day
for months is even possible. The characters would
have shared many conversations by now and it is easy
to say that they know enough about the character to
give their honest opinion on that character’s demeanor
or disposition. Characters that are well known often
work together or fight side by side in many cases.
They have had a few deep conversations and most
likely have shared at least one vulnerable memory.

Disposition Examples

Affectionate: this character has very


strong feelings about the other in the best
way and even if they just met. It does not
have to be a flirtatious or sexual attitude;
it simply means they have found out
something very enticing or interesting
about the character. Whether they like
their look, attitude, ideals, political stance,
religious beliefs, battle tactics, the way
they walk, there is a strong magnetic
pull. This could range from a let’s go to
war together relationship, to let’s elope. In
the proper situation it could mean a romantic
scenario in-bloom, depending on the nature of
the relationship. They would go out of their way
to save the other and to put themselves in mortal
danger for the other, even if they are fairly unknown.
The affectionate disposition causes a complication
between characters, so look to this condition.
Antagonistic: this character seeks to cause
pain to the other whether it is physical or emotional.
They actively attempt to thwart the plans of the other
character in hatred.
Belligerent: this character knows enough of the
other to dislike them but does not waste the energy
on any combative action. They may perhaps give an
eyeroll, a spit on the ground as they walk by, or a grunt
of disdain from hearing the other speak. This attitude
can easily be turned into hostility though, arguments
will easily arise and a fight could happen depending
on the other character’s reactions it can easily build up
over time to shift to something more dangerous.

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Fond: this character enjoys the company of the fine tune. One thing is for certain, they are sure to not
other and will actively seek the other character out in underestimate their opponent.
order to spend time together in laughter and social Wanted Dead: This character has an extreme
gatherings. There are usually mutual feelings from the hatred for the other. This means they will actively hunt
other party in this relationship. for the character in order to seek revenge of just to kill
Contempt: this character moderately dislikes the other. The character wants the other’s head and will
the other in a firm but yielding manner. They will stop at nothing to kill them or at minimum pay others
not seek the character out to cause them harm, but if to hunt them down and kill them.
they happen to run into the character there will be an
obvious disdain between them.
Cordial: this character is pleasant to the other
and often polite when meeting them. They do not seek
out the other’s company, but they do enjoy it during
chance meetings with the character.
Dismissive: this disposition toward the other is
best explained in a manner where the character is forced
Life Path X
to get along due to his or her present situation. A polite Begin Adventuring or
smile and handshake may be seen but underneath the Continue Training?
façade they care little for this character. This could be
due to something personal, gained from reputation At this point in the character creation Life
and rumors, or simply due to first impressions or Path you may choose to begin adventuring with your
appearance. character, or if the GM gives you the option you may
Goodwill: this character enjoys the company choose to continue training. This allows you to age
of the other and will actively seek it out in order to your character by an amount of years rolled on an age
show respect. They have been known to openly express advancement jump die… calculated on a d10. This die
gratitude or present gifts even. They will show goodwill will age you 1 to 3 years to your next character class
to the other character when meeting or parting. advancement jump, no continuum is necessary.
Hunted & Hated: this character’s hate is enough
to actively seek the other out in order to kill, maim,
or capture their enemy. If they will not seek the other Age Advancement Jump
character out on their own, they may pay others to d10 Roll Years Aged
hunt them down or attempt assassinations. 1-4 1 year
Passive Aggressive: toward the character that is 5-7 2 years
meant to be an ally, this character may offer all manner 8-9 3 years
of sarcastic or backhanded compliments. The dislike 10 1/2 year
for the character is usually obscured or filled with the
feigning compliance towards the other. Perhaps the two
are forced to be allies or there is a competitive nature You only need to age your character after every
between the two? However, there is a direct avoidance Advancement Jump in experience, not necessarily
of aggressive confrontation. every level. An advancement jump; this is when the GM
Respectful Spite: a hatred exists towards the states “everyone is going to start the game at level 4”.
character, but then again there is also a solemn At this point you will go through the steps to advance
amount of respect. Whether this respect is rooted in your character up to level 4. The age advancement can
the admiration of the enemy’s skill or just an honor also be pre-set by the GM instead of allowing a roll, in
among warriors, this type of scenario is left for you to order to keep everyone in sync.

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Whatever level you are jumping to you must starts with d6x10 gold,” if they are feeling generous. It
begin at the beginning by advancing to level 2 first. really is up to the GM and how they wish to start their
This will grant the character just enough Saga Points campaign, but granting additional funds is a good idea.
to get to the 2nd level. Thus, if you need 16 points to This allows the player to get a little bit of gear and it
reach 2nd level, then you are granted 16 saga points and makes sense to grant additional money since they had
must add them to your max saga points and your saved time to make some coin.
saga pool (so you can spend them on your character).
You gain your character class ability for reaching
the specified level, and the gift rolls that are granted Continue Training to Level Up
for going up a level (found on page 420 of the core
rulebook.). The proper way to advance all the way to -Calculate enough Saga Points to make it to next
level 4 is to advance level by level. You may also roll level. Add them to your max and saved Saga Points.
3d10 and add the result to Reputation Points for each -Gain Gift Rolls for levelling (corebook pg. 420).
level and make them negative or positive (this is usually -Gain you Character Class Ability for your level.
your choice, unless the GM requires one or the other). -Roll 3d10 for Reputation Points and make them
The rules for continuum do apply when rolling your honor or corruption (continuum okay).
reputation points, so if you max one of the d10s you -Roll d100 on the Event Table for every 4 levels
may roll it again and add to it. Finally, for every four advanced in this manner.
levels that you advance in this manner you must also -Roll the Lazarus Die; (d10: 1-3= 1 year, 4-6= 2 years,
roll an Event for the character (Life Path VIII). Thus, 7-9= 3 years, 10= ½ a year). Age this many years.
you roll an event during character creation, and then
one for every 4 levels in an advancement jump.

Starting at Level 4

Starting at level 4 is not a bad idea at all if you


wish to begin the game with some real experience.
It will give the character three of their class abilities
and at least one talent. At level 1 you often start with
no money, no equipment, and very few hit points. At
level 1 it is very easy to get killed. A level 1 character is
usually just out of training and heading out into the
world, so as a GM if you wish your players to begin
with more than a few items, this is the way to go.
Sometimes players will write a long background
for their character, of their many deeds and battles
fought. A level 1 character is usually straight out of
training. At least at level 4 you may give the character
some actual experience. If you look at the Level
Advancement Table in the core rulebook (pg. 419) you
will notice the asterisk every 4 levels, this means you
are granted a free talent at those levels. At level 4 the
GM can even turn your starting pay to gold talons so
that the character can go shopping for a little bit of
equipment if they wish. They may even say “Everyone

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Mutation Table Method of Mutation

Some characters that begin the game as a


mutant by choice may have to randomly roll how this
This table can be used for those who wish to
mutation came about. If this random configuration is
possess mutations, or those who suffer from them
necessary (GM’s Discretion) then this is how you may
during gameplay. Mutations can be added to your game
do so. This is very much simply for background writing
through character traits or rolled on an event during
on the character. The method in which the mutation
character creation. You may also allow characters to
begins matters not mechanically.
gain them further on during their adventures. If this
is the case, where they begin to suffer from mutations
1-2 Alchemical: while this could as well fall
well after character creation you will skip the initial
under the magical portion of mutations, this narrows
Method of Mutation roll. Some may become turned by
down the true method in which the mutation was
magic or alchemy, some cursed by the environment, or
inflicted. During an alchemical mishap or due to
by the gods. Some could suffer the mutation naturally
some experimental dark scientific research, the
or through other means.
mutation began as an alchemical experiment or some
They gain their first mutation upon the next
experimental weapon. A lone alchemist, a guild of
level in which a talent is bestowed. Afterward they
alchemists, or perhaps even a group who used their
will gain a new stage in their mutation every 4 levels
“specialist” to run experiments of an alchemical nature
as normal. There is always a progression level during
created this character’s mutations and there is no way
mutations. Every 4 levels the character’s mutations will
to reverse these effects.
begin to advance in different stages.
If the character is beginning the game as a
3-4 Sorcery: the character was mutated by some
mutant, you will have them suffer a d3 to the Lazarus
strange spell or ritual. Whether it was a fumbled
Die. These points are permanently removed from the
conjuration created by some fledgling summoner’s
character’s Soul Points. The character is given bonuses
mishap, or the evil intent of a powerful, maniacal
and the ability to utilize their Chi Pool to activate their
archmage there is no known way to reverse it. The
mutation powers, yet at the same time they will suffer
damage has been accomplished and these mutations
a loss of their natural mortality during these changes.
will continue to expand as the magic and the mutation
spread.
Stages of Mutation
5-6 Environmental: the mutation may have occurred
Every 4 levels the character’s mutation begins to
during exposure to some type of alien chemicals,
grow. Each of these periods are called stages. There are
radiation, or even minerals. This exposure caused the
5 complete stages of each mutation. Each stage also has
genetical make-up to mutate over a long period of time.
ratings. So, every time a mutant reaches another stage
It may have even been due to where the character grew
in their mutation, they are allowed to place a point into
up. Perhaps there was something in the rocks, in the
a rating of one of their lower stage mutations. Once
water they drank, or where they bathed. Chances are
the mutant reaches stage two, they must automatically
there may even be more like this mutant somewhere,
rank up their stage 1 mutation to rating 2. Once the
perhaps they were not alone.?
mutant reaches stage 3 though, they may place a rating
point into stage 2 or stage 1, it is their choice.
7-9 Evolution: while all mutations are genetic, the
character was born with this mutagen within their
body due to a mishap in the genes, perhaps a mixing
of races down the line, or just a natural mishap. Nature

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can make mistakes sometimes, as I am sure we all know Mutation Effects


a few. As our bodies tend to evolve over time to adapt
to the new world of Koth, the mutation takes place
from within the character’s own cells usually when These are the actual effects of the mutation.
their parents both share a mutant gene. The structure These are not all super powers, some are actually quite
of their genetic make-up is irreversible. It is quite debilitating so be wary. You will gain the initial mutation
possible that someone in their family might also have and then every four levels after that (the level in which
a mutation as well. This could have been further down a free talent is granted on the level advancement table)
the lineage or a father or mother. is when your mutation will grow. You will be able to
advance in those mutations that possess ranks upon
10 Spiritual: these mutations are believed to be being granted a free upgrade or upon completion of all
caused by the gods and thought to serve some purpose. 5 mutation stages (which is reached at level 20 if you
Perhaps this would give the character the right to start the character from level 1 as a mutant).
consider themselves as one of “the Chosen”. Perhaps After gaining all of the mutation stages, you
the monks of a certain order believed it to be an will be allowed to rank up any mutation you possess
omen, a sign from the gods that this one was touched by spending your mutation rank. A mutation rank will
with this deformity. For instance, demonic mutation be gained once every 4 levels. A lot of mutations can
falls under this category and if you wish to be of the be drained through the use of Chi energy. So, mutants
demonic race due to this roll, then turn to the Vatagi in can be given bonuses in this way, even those with
the Demon Gate Core Rulebook. If you wish to suffer disabling mutations. There is often something gained,
the mutation of another path such as light or shadow, and something lost in most cases of mutation.
then roll on the following mutation table here and see
what you get. Then you must come up with a creative 01-05 Anathema: you are hard to look at,
way to manufacture this into your character and their suffering a -d10 to Physical Beauty, but at the same
backstory. Were they found by the religious order and amount of physical beauty lost, you will also gain the
hidden and trained? Did they grow up hearing they same result in the body attribute. You will also be
were “chosen one” by the cult that nearly worships gaining a +d6 to your strength due to the first stage
them? in mutation. Hunched, ragged, twisted. Many would
call you a monster, make fun of you, or mistreat you
growing up. While some may have feared you. It is up
to you how you came out on the other side of this
mistreatment. Did you become reclusive and hide away,
or did you face the world and embrace the mutation?
1st stage Monstrous: gain a +2 Body attribute and +2
Willpower with each rating. Due to your intimidation
attached to your charisma attribute roll it is given a +1
to your charisma rolls for every rating in Monstrous but
it does drain 10 chi to gain this +1 bonus. Yet by doing
so you also gain a boost in hit points equal to your
body check and multiplied by the rating in Monstrous.
Your body check is also given the +1 per rating, for
configuring the hit points gained. (MR: 5)

2nd stage Beast: unarmed damage is upgraded by


1 dice level for every rank in this mutation as the claws

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and barbed limbs harden and contort. You may also 1st stage: Aquatic; they possess webbing between
add +2 damage modifier per rating for one round by their fingers and toes and gain the skill rating +2
spending 10 chi. (MR: 5) in swimming (per rating). They may add +1 to their
swimming per rating to their skill roll before the roll
3rd stage Blood Surge: the cells begin to regenerate by spending 10 chi. (MR: 5)
from damage by spending 30 chi to gain 3d10 per round
x rating, for rounds equal to your body attribute. Yet, 2nd stage Micro Scales: The aquatic begins to grow
fire damage or electrical damage is not regenerated tiny micro scales, which gives them a toughness of
as quickly (slows it back to normal) and fire deals x2 2, which can be doubled for a combat for 20 chi. The
power damage to the anathema. The blood surge does movement of the mutant is granted a +1 underwater
not regrow limbs or organs, it is not powerful enough, per rating (MR: 3)
but it will close wounds quickly. (MR: 5)
3rd stage Toxicity: the gills can now filter poisonous
4th stage Horrific Roar: at this point the physical or toxic gasses granting a +1 body save versus toxins
beauty drops another d4 if it has not already bottomed per rating. The mutant can also add +1 to body checks
out. The anathema may cause fear by roaring for per rating, versus toxins. For filtering toxins or gaining
1 action and spending 20 chi. Cause Fear becomes a a bonus the cost is 20 chi drain. The micro scales on
skill based off of charisma and has an AOE around the the hide of the mutant are also finally complete. They
creature within 3 hexes (3” blast radius). This is granted are now fully developed giving a toughness of 1 per
a d6 bonus die to the roll, a die that may increase in rating in toxicity. There are also poisonous, break-away
rank with each rating in this mutation; d6, d8, d10, d12, spines growing from the knees and elbows which can
d20. All those who fail their willpower resistance must deliver a paralytic toxin that cause victims to suffer
roll on the fear table. (MR: 5) -2 to atk/ def per rating for 1 d6+1 rounds per rating
before seizing up, paralyzed for the same duration. Yet
5th stage Hateful Disruption: during a Horrific this duration is equal to the roll in hours. The mutant
Roar or to any enemy hit by an unarmed attack, you can also spend 20 chi to add +1 to hit when throwing
may also add a -2 to attack and defend to an enemy the barbs or attacking with them, per rating. These 12
per rating in this mutation stage. All enemies struck or spines take a week to respawn after use. (MR: 3)
within your AOE will suffer the disruption by adding
20 chi. Even if they make a successful willpower check 4th stage Razor Bite: rows of interlocking piranha-
to resist, they still suffer the disruption. (MR: 2). like teeth have grown to replace the old ones causing a
bite damage of +d12 to the unarmed damage. A critical
06-10 Amphibian: the mutant begins with hit with a bite such as this has to possibility of severing
small gills, which allow them to breath water (fresh and a body part or causing a trauma roll to the hit location.
salt). They suffer auditory hallucinations and irritation You may also add +10 bleed damage per rating for 30
to light during the initial d10 weeks of the change. chi drain. This is applied to any that have been bitten
When these changes have subsided and the oddities of and is taken each round following a razor bite. (MR: 3)
the change have painfully been overcome, the mutant
gains a +d6 to the perception attribute and a +d6 to 5th stage Underwater Blur: the mutant may burn
dexterity. They lose -2 from their body attribute when 20 chi for 1 extra swimming movement. They may
the change occurs. Many do not survive the change and now control the coloring and shaping of their scales
the period of suffering that comes with the mutation. for concealment +5 levels per rating. They may also
The physical and mental trauma causes their condition great leap from water just as the ability, but only when
to stay -2 spots for the duration of the changing until leaping out of water. This allows the mutant to leap
the point of their Awakening. from water a distance equal to their full movement.

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T he Co mp anio n

The underwater blur must be used as the mutant ability adds +d6 damage to any weapon, even fists or
reaches a minimum of running movement underwater. feet by burning 10 chi drain. The damage die increased
This almost always requires a dexterity or swimming by increasing the rating of this mutation; d6, d8, d10,
skill check to land safely with a target number equal to d12, d20. (MR: 5)
the number of hexes jumped after leaving the water. At
rating 1 the mutant gains an additional d12 to their skill 2nd stage Elemental Sphere: Characters may now
check for the 20 chi drain. At max rating they gain an take 1 magic action to throw a ball of their element,
additional d20. (MR: 2). which can hit 1 target. The range of all these attacks is
the same as magic; a distance equal to the willpower
11-15 Elemental: The mutant has the attribute in inches. The chi drain from this elemental
ability to manipulate one of the elements of the realms attack is 15 drain. The damage die for this is a d6, and
by being bonded with the element on a cellular level. the damage die is increased by every rating in this
During the early stages of the mutation the dreams mutation. The mutant gains a combat proficiency now
are often strange, and the eyes often change a strange called Elemental Control. The mutant may specialize
color, usually matching the element of their bond. in elemental spheres now as normal by spending skill
Many elementals do not survive the “Kindling”. It is slots and saga points. The damage die for the sphere
the time of the awakening and it comes very quickly begins at d6 but increases by rating; d6, d8, d10, d12,
as opposed to other mutations which often take weeks d20. The mutant does gain +1 spell effect for having a
or months to set in. During the Kindling, the mutant high intelligence. (MR: 5)
makes a body save and if it fails the mutant gains a d4
to body and another +d4 to willpower. Whatever the 3rd stage Elemental Blast: Using 3 magic actions
roll of the willpower gain is also lost by perception. If the elemental mutant can now create an elemental blast
the body save is made, the body and the willpower are 5 feet wide that may hit all targets within a straight line
increased by +d6 and there is no loss to perception. that has a range equal to half of the mutant’s willpower
The player may roll a d10 to find out which in hexes (x 5’ ft.). This blast will cause d8+d6 x level
element that they might control (1-2= earth, 3-4= damage for 20 chi drain. The mutant does gain +1 spell
water, 5-6= air, 7-8= fire, 9-10= choose). The mutant effect for having a high intelligence. The mutant may
will begin with 20 resistance to that element and gain specialize in the elemental blast as they would any
an additional 20 every four levels. These mutants also other by spending skill slots upon it. For each rating in
start with the ability to telekinetically control element this mutation, the damage dice are increased by 1 rank;
one cubic foot of their element per level as long as d8+d6, 2d8, d10+d8, 2d10, d12+d10, 2d12 (MR: 6)
it is around. This takes an amount of 10 chi drain to
activate the power and the simple ability often costs 4th stage Elemental Wall: the character may now
2 magic actions to perform. The damage from this create walls of their element that will form within an
simple control is a d6, yet the mutant does gain +1 spell Area: 15ft high, 10ft wide, and willpower attribute in
effect for having a high intelligence. Although it is not length. They may also choose to make a circle around
sorcery it does share a special link to the same energy, themselves in a 2.5” blast radius to protect them and
perhaps moving through the aether as it is being drawn allies. Chi Drain: 30 by using 4 magic actions. Duration:
from the elemental planes. it can stand for 1 round per level. If a target is stuck
within this wall, this damage may be constant each
1st stage Imbue Element: elementals can now round. The damage is equal to d20+d6 x level of
actually grant the element to an ally and electrify a mutant. The mutant does add +1 spell effect for having
weapon or make it burn with fire, ice, or spikes of stone a high intelligence. For every rating in this stage the
by using 1 magic action per target. With this power, damage increased d20+d6, d20+d8, d20+d10, d20+d12,
the mutant is creating the element out of thin air. This 2d20. (MR: 5)

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5th stage Create Element: this ability allows the head to toe. This attack deals 2d12 + shot damage x 3
mutant to burn up to 40 chi to create the element. This and forces one hit location dice per rating to find out
truly depends on what the mutant wishes to do with which piece of armor must reduce durability. If an item
it. It can take from 1 magic action to 6 magic actions to is broken from this ability, an additional 2d12 damage
perform and it must be described in detail to the GM. straight through toughness is done to the target on
The GM may grant damage from d6 x level up to 6d6 the next turn as the materials mixing in with the acid
x level. The ability is given +1 to the damage per rating. begins to enter the bloodstream. Many targets will
(MR: 5) suffer serious illnesses from this ability even if they
survive the fight, thus they must make a body save
16-20 Retch: the retch has developed large if hit. If hit by a critical strike they must roll on the
sacs on their back, a painful mutation that often causes disfigurement table if they fail a body save after the
hunches or bends in the spine for races that are not critical hit. This first stage adds a d6 to the normal spit
strong enough to bear the extra burden. Their mouths attack per rating, thus at rating 2 in this stage the retch
also expose in a vertical fashion all the way down to gains 3d6 + shot damage. (MR: 5)
the throat. Many develop sharpened teeth but gain
their name from the dangerous fluids they can shoot 2nd stage Acid Bath: the retch creates a pool of acid
from their maw. Retch’s suffer -4 physical beauty and for 30 chi drain by vomiting for 3 shooting actions. The
cannot wear torso armors or helmets unless they are acid bath stays in a blast radius of 2.5” for 1d6 rounds +1
specifically fitted for the body. They gain +2 body, +20 per rating in this ability. The damage dealt for falling
toxic resistance every 4 levels until the 5th stage of in this bath or getting hit by it is 2d12 + shot damage x
mutation. The retch also gains +4 toughness from their 2 power damage per round. Yet, those hit by acid bath
increased mass and unique body chemistry. The retch must first make a resisted dexterity check versus the
gains a unique proficiency (WP: Spitting). Any spitting retch’s perception check and if failed, they fall in the
action is a shooting action to perform. The retch is acid bath and take x 3 critical, toxic damage instead,
able to specialization with this attack as normal but forcing the hit location die per rating in this stage.
start without a bonus unless points are spent. Basic For every additional rating in acid bath add another
ranged attacks have a range of up to half of the retch’s d12 to the damage dice. This may only be used once
perception attribute in hexes, at the cost of 10 chi per per combat, per rating and still may only be used once
single attack action. The spit attack deals 2d6! + shot every other round if the rating is upped. (MR: 3)
damage. A heavy attack can be performed at the cost
of 15 chi drain and 2 shooting actions to deal x2 power 3rd stage Spit Sniper: the Retch may now spit up
damage. If the dead eye talent is achieved, they will to their perception attribute in distance by using a 10
have this as their heavy attack as normal. The retch’s more chi drain to project their spit. Their attacks now
sharpened teeth also provide a +3-damage modifier deal x1 more power damage per rating if the attack is a
to unarmed damage attacks. Retch venom cannot be sneak attack using spit sniper. (MR: 3)
contained or stored for later use as far as it is known; it
is too volatile to be used conventionally. 4th stage Toxic Lance: the retch’s body starts to
grow and suffer painful changes that take 1 movement
1st stage Corrosive Vomit: the retch’s sacs can now from the retch permanently. The retch also gains
develop a highly corrosive acid that can melt steel and another +2 to toughness per rating as their body
iron. The opponent must be within 4 hexes (20’ ft) for toughens from repeated use of their venom. After
this ability to be used. This ability can be used once suffering a cocoon like stasis for d10 days, their body
per combat, per rating, and costs 25 in chi drain. This breaks forth of the acidic sac to allow them to fire more
attack takes 3 shooting actions. The retch will vomit up solidified spit if they wish too. The toxic lance has the
a horrific slurry of acid, trying to cover the foe from power to trap a victim into hardening goo that eats

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away at the epidermis. Any attacks of 15 or higher to hit their unarmed damage. The +1 changes with the rating
will allow the retch to try and trap a victim. They must as well so at rating 3 it becomes d6+3. Their ears begin
then make a resisted strength check versus the retch’s to grow longer and pointed, they allow the mutant to
body attribute roll for one action to try and break free. add a d6 to their perception rolls for 20 chi drain. The
If damage is done instead to the goo, the SHP of the d6 changes in rank for each rating to d8, d10, d12, to
goo is the body attribute roll x the rank of the retch’s finally become a d20 at max rating. (MR: 5)
perception attribute. You may add +1 to the rank of the
perception attribute per rating in this ability for finding 3rd stage Glider: the mutant suffers from a d10 days
the SHP of the lance. At rating 1 the retch’s toxic lance of painful transition as their flesh becomes hardened at
deals 2d20 + shot damage, for 20 chi drain. For every +2 toughness per rating. They also gain a large growth
additional rating you may add a d12 more damage. This out of their back that appears to all around them as
takes 2 shooting actions to try. (MR: 3) a cape as it begins to grow. They realize that these
growths are becoming wings, but they do not allow
5th stage Beast of Bile: the retch suffers a d6 loss to them to fly yet. They do allow the shroud to glide for 25
their physical beauty again but can eat almost anything chi drain. They gain a +1 to the dexterity roll per rating.
with any nutritional value, even if it is rotten. The retch They can stop themselves from a dangerous fall and
gains +1 to all toxic body saves per rating, this includes safely glide up to three times their normal movement.
poisons, diseases, plagues, and even disfigurement. They must make a dexterity check until they pick up
They gain a d6 per rating to all toxic related body the Flying skill. These do eventually become full wings
checks. If hit by an attack, the retch’s blood has also at the beginning of the 5th stage. (MR: 5)
become acidic and toxic, those within 1 hex of them can
suffer splash damage equal to the retch’s body attribute 4th stage Shaded: at this stage the mutant gains
dice roll x rating, as toxic damage. Those hit by any an additional d6 to all stealth or concealment skill
of the retch’s acidic attacks must make a body save or checks (or the dexterity and perception attributes if
suffer an additional 2d6 per round x rating for 2d6 you do not have the skills) by spending 25 chi drain.
rounds. (MR: 3) This dice is ranked up with each rating from d6, to d8,
d10, d12, and finally d20. The shrouds wings appear just
21-25 Shroud: the creature appears like a massive cloak now and can be placed around you.
otherwise normal until the first signs of the mutation Your clothing and armor must be modified of course to
hit and the eyes begin to change colors. The eyes will support this mutation. (MR: 5)
blend to the surroundings uncontrollably at first. Then
the skin starts to peel and flake like a very bad case of 5th stage Aerial Assault: the mutant can now fly
psoriasis causing a -d4 to physical beauty. They then x3 their normal movement. In flight they also gain +1
lose -1 to their strength and their body attribute as they movement per rating. The shroud can Fly-By an enemy
lose body mass. They do gain +d10 to perception. and burn 20 chi to gain an additional x1 per rating in
power damage for fly-by attacks with all attack forms.
1st stage Chameleon: during the first stage the They can also Dive Bomb an enemy with an additional
character can change the color of their skin to blend in d6 per rating to their strength check. For 2 actions, the
with their surroundings granting them +2 levels to the mutant can attempt to grab an enemy and then toss
concealment skill or the perception attribute per rating them for massive falling damage once per round. The
for 15 chi when trying to hide. (MR: 3) mutant makes a flying skill check, for every 10 reached
on the skill check they gain an additional +1 to their
2nd stage Altered Senses: the mutant begins to gain unarmed attack to grab an enemy. They also gain an
+2 to their perception and their dexterity attribute per additional +1 to hit per rating in this mutation stage.
rating. They also grow claws and teeth that add d6+1 to The second unarmed action is a strength check with

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an additional d6 to the strength roll per rating. If the to see using astral sight by spending 15 chi to do
strength check is successful, they will throw the victim so. They only gain half of their perception in hexes
for the full falling damage, adding x1 power damage when using this vision but gain +1 to perception rolls
in to the damage equation per rating. If the strength per rating when using astral sight. They also gain
check is failed but the attack hit the victim will still take the Necrotic Touch, where the claws and bite of the
falling damage but only equal to the shroud’s normal necrotic deal an additional d6 for 10 chi drain. This die
movement. If the movement is 5, that is 5x5= 25’ feet of will increase by 1 rank for each rating in Death’s Door
falling damage. (MR: 3) from d6, to d8, d10, d12, to finally d20. The necrotic also
gains a +2% spiritual influence roll per rating for 20 chi
when making a roll to save from death. (MR: 5)

2nd stage Fear of Death: the mutant can spend


2 open actions to cause fear on 1 target enemy per
rating as long as they are within the mutant’s normal
movement. This costs 20 chi to attempt as well as the
2 actions of growling and hissing. The target(s) must
make a resisted willpower check versus the mutant’s
body check or roll on the fear table. The mutant gains
a +1 to this roll per rating. (MR: 3)

3rd stage Curse of Rot: the mutant is now immune


to infections or normal diseases as long as they can
spend the chi of 30 drain to protect them from it. This
does not include lycanthrope or undead curses. They
also gain the Necrotic Blade ability to add a d6 rot
damage to weapons as well as their touch by spending
10 chi on each attack. When upgrading this rating the
26-30 Necrotic: the mutant looks like a die rank is increased as well from d6, d8, d10, d12, to
rotting corpse. They must hide themselves at all times. finally d20. (MR: 5)
Many will hunt them if they are known about. They
begin with the class ability of No Pain as a racial 4th stage Rot Breath: for burst attacks the mutant
ability. The necrotic behavior of the dying cells even can breathe a poisonous cloud the same as a burst
emits enough black mana to make this mutant appear weapon, with the equivalent of a 3 hexes long (15’
as a friendly to mindless undead. Even necromancers ft) attack and 1 hex wide (5’ ft). This poison or toxic
could be fooled with the necrotic standing within their damage causes 2d12 (+d6) + shot damage x burst to all
ranks. Ghouls, vampires, blood raiders, all will pay no that are hit. A short burst (1 action) is x 2 damage, heavy
attention to them unless they are attacked. Necrotics burst (2 actions) x 5 damage long burst (3 actions) x 8
have a -d8 to physical beauty and -2 charisma, yet their damage, full burst (4 actions) x 10 drain. The chi drain
body attribute and perception gains a +3. They also start is 10 x actions spent. Those hit must make a body save
with 20 resistance to toxic damage and 10 resistance to or suffer d6+(d6) corrosive rot damage per round, for
cold damage. rounds equal to the mutant’s body attribute. For each
rating in this ability the bonus die (d6) for both the
1st stage Death’s Door: the mutant has somehow rot breath and the corrosion damage is upgraded a die
refused to die and yet, even with so much necrosis rank; d6, d8, d10, d12, d20. This damage is toughness
throughout the body. They begin to possess the ability defeating. Those hit by a critical rot breath attack who

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fail their body save will suffer a roll on the Disfigurement 3rd stage Improv Action: the mutant gains an
Table. If a body save is made, the corrosive rot damage additional open action to use any type of action, once
is taken per round for rounds equal to the mutant’s per combat. They can use this amidst any other action
body attribute. (MR: 5) that is happening. They may use this action once per
combat and may take it at any time during all other
5th stage Blood Tracer: The mutant can now smell turns, even in the middle of another character’s actions.
blood and the living organisms for a distance equal to This OOT Action costs 40 chi to use it.
their perception attribute in hexes. Once they smell
an individual, they can smell that same individual and 4th stage Combat Edge: for 30 chi once per combat
identify them from the scent of their blood. They get the character can add a d20 to their defense roll and
to add a d6 +1 to this perception check for 15 chi. The choose which roll they wish to keep. At rating 2 they
+1 is equal to the rating of this stage. They also gain may use this for attack as well once per combat. (MR: 2)
the power of necrophage which will allow them to eat
raw meat or flesh and gain 2d6+1 x actions spent eating 5th stage Super Speed: the player may now burn
in hit point regeneration. This costs 10 chi for up to 2 chi to add to their movement. They may burn 5 chi x
actions spent but 20 chi max. If they have time to eat a each additional hex (5’ ft) up to a max of double their
fresh corpse, they can gain a max of 2d6+1 x 10 HP for max running distance. So, if they have a movement of
feasting on it a few rounds. The +1 is equal to the rating 6 and run 12 inches, they can potentially burn (12 x 5=
in this ability. They do start to even feel the draw of 60) 60 chi to run a total of 24 hexes in 1 round.
the necrophage like real undead where raw meat is all
they begin to want. They can make a resisted willpower 35-39 Unfading: the “Amaranthine” as they
check to stop from eating. They gain a +1 to this roll per are also known, these mutants hold similar powers to
rating. (MR: 5) the mutated bogkroll known as the troll. Just as trolls
begin to gain cancerous growths, horrific psoriasis, and
31-34 Quickling: These mutants gain skin cells duplicating too rapidly, they also gain very
special physical advantages to speed and dexterity, yet strong, almost supernatural powers of regeneration.
they begin to shrivel and take on grotesque sprite like They gain back 2d8 hit points each round. The mutant
features. This horrible curse takes -d6 from physical loses -d10 to physical beauty and -2 to charisma as well
beauty, -2 from their strength and body attributes, but as perception as the body changes, skin flakes off, and
they add +2 to the character’s movement and +5 to they duplicate cells rapidly. They often lose all of their
their dexterity attribute and +2 to their perception. The hair, 40% of the time. The mutant gains +4 to their body
process is painful as their body shrinks and their spine attribute as they grow thicker and larger. They also
turns. Yet, all is forgotten after they notice their agility gain +d6 strength.
catching up with their sight. Every time the mutant reaches a new stage in
mutation the regeneration power gains another dice
1st stage Shadow Stride: the mutant can add a d8 to level to the result of hit points regained. So, at stage 2
their stealth and concealment skill checks by spending the regen would be d10+d8. The unfading mutants will
10 chi. This die may advance up a rank per rating in this die as normal from damage if they are instantly killed.
stage from d8, d10, d12, to d20. (MR: 4) They can still regenerate hit points when they are in
the negatives though, but they cannot regenerate fire
2nd stage Combat Reflexes: the mutant may burn damage or other elemental damage so easily. Elemental
20 chi to add +d6 to their defense roll once per combat, damage will cause the regeneration process to slow,
per rating, as well a +d6 to hit with a weapon once per to regenerate per hour instead of per round. Damage
combat, per rating. (MR: 2) such as fire, electricity, cold, these things will cause the
regeneration process to suffer a gross reduction.

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1st stage Regrowth: the mutant can regenerate an if they are unable to reach a status of -14 or more, then
entire lost limb or an organ within a day at times, as they will die. At rating 2 in this stage they may go to
long as they have the chi to do so. The GM determines -100 without being instantly killed. At rating 3: -125 HP,
the danger of such a wound and the mutant must rating 4: -150 HP, at rating 5: -200. Anytime the mutant
make a body check (which can be boosted with a d6 suffers damage that drops them into the negatives, they
for 10 chi using Regrowth). This d6 can be ranked up may burn 30 chi to make a body check and gain back
with the rating in this mutation. Very serious wounds whatever is rolled on the body check. If the character
like spinal injuries and such will be given a very has the skill endurance, they may roll this instead. For
high target number (15 to 20), while broken toes and every rating in this ability the mutant gains a bonus
missing fingers can be lower, a target number (T# 3 die. At rating 1 this is a d6. This may only be tried once
to 5). For every point the mutant rolls below a target each time they drop below zero hit points. This d6 can
number, the result is multiplied by x10 to configure the increase by moving up the rating of this mutation; d6
amount of chi drain necessary to continue fixing the to d8, d10, d12, then finally to d20. This roll is added to
wound. For each away from the target number, it will the mutant’s normal regeneration power if that chi is
also represent an hour of regen time. The bones will also spent, for the one chance to save the character and
slowly twist back into place, organs can regrow back bring them to a stable condition of HP (-14 or higher).
to their original shape same as before, to match their For example; the mutant takes a hit that drops them to
genetic record, yet it will just take longer. For instance; -56 HP. This would have killed most instantly, but you
a trauma check was suffered, and the mutant lost an are one of the Unfading. You have one round to save
arm at the elbow. The target number to heal it back yourself with your regeneration, your regrow mutation
is 12. The mutant rolls their body dice, uses 10 chi to (10 chi) and your survivor mutation (30 chi). Both of
add an additional d6, but still only rolls a 9. Since the these mutations are rating 1 for this example. So, if
mutant is 3 away (3x10= 30 chi drain) the mutant will your natural regen is at 2d8 and your body dice are at
have to spend 30 more chi drain and the arm will not rank 8 (2d8), you get to roll 4d8. Yet, with the regrow
be complete for another 3 hours. If a complete botch mutation and the survivor mutation both are giving
is made, this means that for some reason the regen you a bonus die of d6 each. This brings the survivor
is not working at all and magical aid must be sought equation to 4d8+2d6. You still need to roll 42 to bring
out or the wound may be permanent. If the chi is not you to -14 HP in this scenario, so good luck and hope
available to spend or the mutant does not wish to burn you roll many continuums. (MR: 5)
them to regrow a body part, the remaining points the
mutant rolled below the target number will represent 3rd stage My Blood for You: for 3 open actions the
days of regeneration instead of hours. Using the mutant can wound their own body to drop their blood
Regrowth mutation, the mutant can also boost their into the wound of an ally in order to heal them. If
natural 2d8 regeneration for a round by spending 10 chi the mutant is already wounded this only takes 2 open
to add another d6 for that round. This d6 can increase actions. The mutant makes their natural regeneration
by moving up the rating of this mutation; d6 to d8, d10, roll and can boost it with chi as normal. The result is
d12, then finally to d20. (MR: 5) how many hit points were given and also taken from
their own body. When doing this, the mutant does
2nd stage Survivor: instantly killed is usually when not regenerate for one round. For every rating in this
a character suffers -50 hit points or more. Up to that ability the regen roll is given a +1 to the result of the
point there are various degrees of negative results where regeneration dice roll. Upgrading this will also upgrade
a character can be saved. At rating 1 in this mutation the their own regeneration rolls, thus from now on all
mutant can drop down to -75 without being instantly regeneration die rolls gain +1. (MR: 3)
killed. This status gives them 1 round of regeneration
or assistance from an ally as a chance to stabilize. Yet,

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4th stage Blood Pool: the mutant can choose to 40-43 Dryad: these mutants are given
take chi instead of HP when they take damage from an special physical advantages of great strength and
enemy, taking 2 chi drain per hit point. This can only toughness as their epidermis begins to severely harden
be used once per combat, per rating. At max rating of and their eyes and veins turn green. They start out
2, the chi drain from damage is 1 for 1 hit point and this with a toughness of 3 and gain +5 to their strength, +2
can be used twice per combat. (MR: 2) to their body, and +2 to their perception attributes. The
mutants are mockingly called dryads due to such similar
5th stage Elemental Bond: the mutant now gets to evolutionary features, yet the title has been wrongly
decide which elemental damage to choose from, for one adapted. The dryad loses -3 to their dexterity attribute.
of them they will begin to gain powerful resistances Fire deals x2 power damage to these mutants as their
to. It makes sense to choose one that they have taken bodies take on the wooden, tree-like form. Some may
the most damage from. Thus, if fire is chosen, they even have tiny clovers or vines growing off of them.
gain 25 resistance to fire per rating in this stage. Now Thus, you gain +3 levels to stealth and concealment
fire damage can be regenerated as normal and does not in woodland terrain. Every four levels gain a +1 level
slow the healing process. Yet, with this bond, all other to stealth and concealment in forests as well as +1 to
elemental attacks will deal x2 power damage from here toughness and to strength, until the 5th stage is met.
on out. (MR: 4)
1st stage Entangle: for 2 unarmed actions and 15
chi drain the dryad can rapidly grow vines from their
limbs or torso that will wrap around a target causing
the victim to be held (suffering a -4 penalty to a/d).
Once held, the victim must spend 2 unarmed actions to
make a resisted strength check to break free. The vines
can last for 4 rounds before they wither and fall away,
and they have a reach of up to 3 hexes (15’ ft). For each
rating in this the character can add an action and 5 chi
drain to include a target within 1 hex, to also entangle.
Anything that is grabbed by the dryad’s entangle can
be lobbed for 10 more chi drain, a distance equal to
half of the dryad’s strength attribute without a chance
to defend after they have been grabbed. Remember
though, if something is lobbed more than 12 hexes it is
still in the air by the time the next round comes along.
At rating 2 in this stage of mutation, the dryad is able
to place an entangle trap or AOE of up to 3 hexes in
diameter (1.5” blast radius) by spending 20 chi and 3
actions. (MR: 3)

2nd stage Tree Walker: anytime the creature is


in woodlands (swamps, jungles, etc.) they can move
through this terrain and gain +5 levels to their stealth
and concealment skills per rating. They may also add a
d12 to the dice for these skills by spending 15 chi drain
even after the roll is made. At rating 2 they change this
die to a d20 for 15 chi drain. (MR: 2)

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3rd stage Forest Speak: the mutant gains the for the wall yet the wall is about 15’ feet high, with a
racial ability to telepathically commune with plants by max of 6 hexes wide (30’ feet). The wall can form a
making a willpower check and burning some chi. This thickness of 2 hexes (10’ ft). The wall can cause damage
does not allow them to ask questions like “what did of the same roll of body attribute dice (+1 per rating) x
the men look like that came through here?” This allows the character’s level. (MR: 5)
them to touch a plant or tree and feel what information
they seek through the network of vines and life. They 5th stage Photosynthesis: Whenever the dryad is
can sense how many life forms passed an area or get in direct sunlight from the twin suns, or even a part
an idea of how long ago it was. They can locate water of their body is touching the light of a star’s rays, the
or plant food nearby, or sense life forms hiding in the dryad is able to regenerate a d20 hit points, mana, or
woods. They can gather a great deal of information chi per round. The source the star’s energy is converted
without making a sound. This costs anywhere from 10 to any one of these at a time and the dryad gets to
chi drain up to 30 chi drain depending on how much choose which one regain first. For every rating in this
information the GM wishes to grant or allow they will ability the dryad may add another d20. This also has the
ask for it. This takes about ten minutes to commune or potential to regenerate limbs in a matter of minutes.
to gather information. For each rating in this stage of (MR: 3)
mutation the willpower check is granted a +1 bonus to
the roll. At rating 2 it moves to 5 minutes to commune
and the willpower check is made at +2. At rating 3 44-47 Psionic: the mutant has begun to feel
the dryad can forest speak in very little time (2 open changes in their mind that could be easily mistaken
actions) and the will check is made at +3. (MR: 3) for a mental affliction. Roll one randomly in the core
rulebook to find out which one the changes are causing
4th stage Control Plants: the mutant can spend 4 to happen. You will need to find out the severity of
minutes creating a sanctuary of growth and tangled the affliction as well. This mental affliction can be only
vines as long as there is plant life around the area and temporary though, it sometimes fades away by the 2nd
life to feed from. This would not work in the desert stage of the mutation. The character will begin with a
or an area where all plant life is dead. Four walls, one +4 to their willpower attribute and the racial ability of
each minute, a process that consumes 60 chi drain Telepathy. This takes 10 chi drain and 1 magic action to
but creates a small hut. The dryad can create a table, activate it. The psionic begins with their own unique
cots, a space for fire, it is really limited to the dryad’s proficiency MP: Psionics. The psionic will be able to
imagination. This is enough to comfortably fit four specialize in each individual psionic ability that they
normal sized humanoids. This sanctuary can provide gain, for a normal spend of 10 saga points or 1 skill
enough shelter to keep the group out of the harsh slot to gain a +1 in each specific power. If the mutant
weather for hours equal to the body attribute of the happens to be a spell caster and happens to practice
dryad before it withers and takes back its natural form. the psionic and mental magic in the gray school, they
The shelter is only able to sustain the mutant’s Body will gain a bonus for already possessing these hidden
dice roll x character level in SHP, but this is multiplied powers of the mind. This will grant them additional
by the rating of this mutation stage. The mutant may bonuses. They may spend only 7 saga points to gain
add +1 to the body dice roll per rating as well. The a specialization. If a skill slot is dropped to gain a
dryad is able to sense anything moving through the specialization, the additional 3 left over is placed into
area around its shelter equal to its perception in hexes saved saga only. Any spells that match similar mutation
(5’ ft x perception) with a bonus of +2 lvls x rating to powers that are owned are given a boost of 2 levels +1
the perception attribute. This may also allow the dryad for each rating of in the mutation.
to build walls of wood for 25 chi drain and 4 magic
actions. The amount of SHP is gathered the same way

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1st stage Psychokinesis: the psionic may now lift overcome it through their own personal therapy. The
10 lbs. per level of the character with this ability. They psionic with extra-sensory perception may read the
must spend one magic action and 10 chi drain to grab mind of a target, listen in to the thoughts, and travel
a target and then one magic action to throw it, pull it, throughout the mind of a target searching for memories
or manipulate it at all. If you wish to just grab an item or hidden information. A resisted willpower attempt is
it will be held until one round passes and the item made, if the psionic fails the target may take notice
will have to be focused upon once more to keep the of this mental intrusion. If the willpower attempt fails
item held. If you grab an enemy or target with the first only by 20% of the target number (rounded down) then
mental attack, you may throw them with the second the nuisance is noticed but the target is not alerted.
magic action, or you may choose to hold them. They Any further attempt would be at a loss of negative 3
can be thrown 1 hex per a psionics’ willpower attribute to the roll. The attempt at ESP takes 20 chi drain and
(5’ ft x willpower). A target will fly a distance of 12 takes 2 magic actions. The ESP lasts for a round per
inches per round unless an object stops them. Once level. For every rating in this stage the mutant gains a
the target is thrown, they are released and must be +1 to their willpower roll. (MR: 5)
grabbed again. Upon a successful throw the victim will
suffer falling damage equal to the distance measured. 3rd stage Psi Barrier: this ability allows the mutant
If using miniatures and you measure 8” inches to the to protect themselves from mental attacks and others
wall you wish to throw them at, each inch equals 5’ ft around them in an AOE of 1 hex blast radius per rating
in real range, thus 8 x 5= 40’ ft. This would conclude a (5’ ft. blast radius per rating). The psionic gains +3 to
damage equation equal to 40’ feet in falling damage. their own mental defense for the duration of this power,
If you wish to grab an enemy and hold them until the but they gain +1 to the mental defense roll per rating in
following round, the successful grab will allow the this stage of the mutation. This mind wall costs 25 chi
victim to suffer -4 to attack and defend from all attacks drain to be active for 4 rounds and it takes 2 magical
until they are free. On their turn during the initiative actions to activate it. Those around the psionic and
they may try to break free with a few different methods. within their AOE will gain +2 to their mental defense
One would be to deal damage to the psionic, enough to and the additional +1 per rating. (MR: 3)
knock them down. Another is to try to break the will by
rolling a resisted willpower check and thus the hold on 4th stage Psionic Burst: the mutant can now attack
them. The other would be a strength check versus the 1 target per rating within 3 hexes of them, +1 per rating
willpower check, to break free from the invisible force. (15’ ft. +1 per rating). The mutant can throw a blast of
For every rating in this stage the mutant gains a +1 to white noise and 20 chi drain. This takes 2 magic actions
their willpower rolls as well as damage to falling. If to perform and the mutant rolls a d20 mental attack
you grab an item with psychokinesis and throw it at an adding any specialization to psionic burst. Those hit
enemy, it will take 2 magic actions and the weapon will will take mental damage equal to the willpower dice
deal x2 power damage. You also gain a +1 to the damage roll of the psionic with +1 added per rating in this.
for every rating in this mutation. Thus, if a knife of The damage is toughness and armor defeating, only
2d6 dmg is grabbed and thrown, use your d20 to attack fortitude can soak the damage. (MR: 3)
with any bonuses added due to your specialization in
psychokinesis. If the attack hits, the damage equation 5th stage Domination: the mutant may now control
is 2d6+1 x2. (MR: 5) the actions of another. On a successful mental attack,
they have penetrated the target’s mind. This power
2nd stage ESP: the mutant is beginning to control must be specialized in on its own and takes a d20 to hit
more of their mind now and unlock more potential the target with a mental attack. Once the target is hit
at stage two of the mutation. If they have an insanity they must make a resisted willpower check each time it
or mental affliction, it is possible here for them to comes to their turn, in order to resist the orders of the

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psionic. Chi drain is 30 and domination takes 4 magical 2nd stage Taste Memories: if the shifter can taste
actions to attempt. If the attack hits but the willpower some of the cells they can now unlock an even greater
of the psionic fails, the victim is not released, but they stage of mutation to give them +1 level per rating in
are stunned for 1 round until the next round the psionic their impersonation skill or any type of deceive skill
may attempt to give them orders one more time. When or charisma check if they need to make it. They can
it comes to the victim’s turn again, they get a resisted burn 15 chi drain to gain certain flashes of memories
willpower check once more. If they fail they must carry that may be useful. The higher the roll, the better.
out the actions. If the victim beats the psionic for the The shifter begins to gain the hunger for raw meat.
second time, then they are free this time but lose 2 Depending upon the character, they can fight this urge
actions as well as suffer -2 to attack and defend for 1 with willpower checks or give into it. Feeding on the
round. A target that has been dominated is controlled flesh of a creature allows them to gain more flashes
for 2d6 rounds. The psionic gains +1 to their willpower of memories and feel pleasures they endured in life.
rolles per rating in this ability. They may also have If the shifter eats specific parts of the brain, they will
1 target mind controlled per rating in this mutation. gather the memories, and this begins to trigger an
(MR: 3) opiate effect that allows the shifter to take away any
pain and become immune to pain damage or painful
48-52 Shifter: for some strange reason effects for hours equal to their body attribute. Eating
these mutants are all albinos. Their skin becomes pale the dopamine and the parts of the brain that contains
no matter their race and their eyes become a strange memories will add +2 levels to the impersonation skill,
color. Shifters lose -2 to their body attribute and -1 to deceive skill, or a charisma attribute checks associated
their strength attribute as their body withers and their with the subject, per rating. (MR: 5)
skin becomes somewhat elastic. Yet, they gain +3 to
their charisma and +2 to their perception attribute. 3rd stage Shedding Skin: the shifter now gains
They begin with the power to mimic the appearance +4 to their toughness. They can now shed their flesh
of anyone they touch. Shifters also start with the for 2 rounds and appear to look just as a target did
skill Impersonation at rating 1. The creature must with exactly what the target was wearing. This takes
be of relative size to be copied until stage 3 of their a shifter 20 chi drain to do and they do not gain the
mutation. The mutant now begins to suffer severe actual armor rating for this is all a ruse. The shifter
allergic reactions to silver. They also take x2 power also begins to gain +2 to their strength, dexterity, and
damage from silver edged weaponry. The process is perception attributes permanently for each remaining
often painful and takes 2 rounds, or 4 unarmed actions stage they will change through. The shifter can also
to accomplish in the beginning stages. Clothing is not grow claws granting them an additional d6 to their
copied until stage 3 when they begin to shed their skin. unarmed damage. This die changes up one rank per
rating in this stage; d6, d8, d10, d12, d20. (MR: 5)
1st stage Mimic: the shifter can impersonate the
voice of the one they copy as long as they can hear 4th stage Altered Beast: the ability to alter their
them speak and if they are able to taste the flesh, hair, physical state into a larger and more dangerous
or body part of the one they mean to copy, then they creature has become possible. They can spend 2 magic
will also gain special bonuses to copying their target. actions and ask for more of one attribute for this
This will allow them to add a d10 to their skill dice ability. They can ask for more strength, more body,
by burning 10 chi drain to use it. They will gain +1 to more perception, or more dexterity. Yet, they must call
the skill roll to impersonate the target for every rating which one while spending the 2 magic actions and this
in the mutation stage. As well, for every rating, it will will drain a total of 30 chi drain doing this. This altered
increase the bonus die up a rank from d10 to d12, to d20 beast lasts for 6 rounds per rating. In doing this they
at max rating (MR: 3). get to add a d10 to the attribute check of their choice.

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They must also describe in game what the shifter looks


like during their change. Did they grow thicker and
get more claws? Did they sprout bat ears and eyes like
a feline? The mutant gets to decide. With the choice
of Strength; gain a d10 to strength checks and a d10
to unarmed or melee damage. For Body; gain a d10 to
body checks, -1 to body save per rating, +2 toughness
per rating, and +10 HP per rating. For Perception; gain
+d10 to perception checks and +d10 to extra damage
when dealing with any weapon that adds shot damage
modifiers. For Dexterity; gain a +d10 to dexterity checks
and an additional +1 to dodge for each rating. Now all
of those dice with a d10 on them will alter to a d12
when the rating of this mutation is increased. At max
rating, the die will increase to a d20. (MR: 3)

5th stage Shape Shift: shifters can now change


their size so drastically that they can become as small
as a mouse or as large as an ogre. They will have to
alter the shifters attributes to fit their choice of shape 1st stage Double Take: the mutant can burn 20 chi
and they can only choose one specific type of creature to gain a second roll on their perception attribute check
per rating in this stage of mutation. This must also or a skill based off of it. If one twin doesn’t see trouble,
be a creature that they have tasted from before. They the other one may. For every rating in this stage the
cannot choose something they have never seen before. mutant gains a +1 to the roll as well. (MR: 3)
So, once they reach the 5th stage of their mutation,
they are allowed to choose only one form until the 2nd stage Speak for Two: if one of the twins is
rating of this is increased. The stats will be sorted out being socially awkward, the other might be able to
beforehand and will be ready for them to shift into this tell their brother or sister to shut it and make a better
form by spending 40 chi drain and 2 magic actions. impression. The mutant may add a d6 as a social pool
This mutation can last for minutes equal to the level of die but instead of burning a frenzy, they burn 10 chi
the character. (MR: 5) drain. For every rating in this stage, the mutant gains
one rank on the additional die. Thus, the die increases
53-57 Twin: this is the mutation that causes from; d6, d8, d10, d12, d20 (MR: 5).
conjoined twins to possess two heads or two faces.
The larger goblinoid version of the mutation is known 3rd stage Two Heads are Better Than One: the
as the Eoten, or Ettin. They often argue, squabble, talk mutant can burn 20 chi drain to add a d10 to any
with one another, but it is obvious they have different willpower or intelligence check. This works as well
views on things. The twins both have the ability to for any skill based off of these attributes. For every
speak. The mutation causes them to suffer -d4 to rating in this stage, the mutant gains one rank on the
physical beauty due to the abnormality of it all. The additional die. Thus, the die increases from; d6, d8, d10,
twins gain a +2 to their charisma, perception, willpower, d12, d20. The two heads will argue it out at times, or
and intelligence attributes. They also suffer -4 to their one will figure out a problem before the other. There
dexterity attribute and -2 to their body attribute. are still times when they are both wrong, but then
Every stage of their mutation, they gain another +2 to there are also times where they are allowed to add the
charisma, perception, willpower, and intelligence. two rolls together for a team work check. (MR: 5)

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4th stage Duality of Twins: the mutant begins to and for the cost of 15 chi drain. The mutant can shift
suffer through a painful period of growth and change from Chromatic Vision to Twilight Vision, or from
that lasts d10 days. During this time the mutant drops 2 Infravision to Dark Sight. They may even use Ultraviolet
steps in physical and mental conditions due to the pain. as many creatures in the wild see. The mutant also has
Yet, during the change they grow in size or strength the power to use Astral Vision or Sonic Sight. Any one
by choosing to gain either a +d6 to strength or a +d6 of these many vision types (which can be found in the
to their body attribute. They do lose -d6 in physical core rulebook) are within the mutant’s multi-optical
beauty during this time period. Also, at this point the spectrum. The mutant can also boost their vision by
player gets to choose if they want to increase their adding a d6 to their perception while shifting into a
intelligence or their willpower dice. Once the choice is new vision type for another 10 chi drain. For every
made, they also gain +d6 to that attribute. At this stage rating in this stage of mutation, they may increase this
of mutation, the mutant can add a d10 to any unarmed, d6 to a higher die rank; d6, d8, d10, d12, d20. (MR: 5)
melee, or shot damage for 20 chi drain. For each rating
in this stage the die may increase 1 step from d10 to d12, 2nd stage Power Gaze: the mutant can now use two
then finally d20. (MR: 3) secondary types of vision such as Far Sight; which for
1 open action and 15 chi drain will allow the mutant to
5th stage Defender’s Dichotomy: the mutant can add see as if looking through a spyglass. This will simply
another d20 to their defense die to gain an edge on enhance the images they are looking at and allow them
their physical or mental defense roll but at a cost of 40 to use the observation skill on a target if it is very
chi drain. This can only be used once per combat. For far away. This stage of their mutation also allows the
each rating in this stage of the mutation you may drop mutant to gain the Attack Vision. This attack vision
the drain down by 5 points. (MR: 4) is used for 1 unarmed action and the mutant adds any
bonus from unarmed fighting to their + to hit. If a
victim is hit by the attack vision, the gaze causes the
58-62 All See-er: the player must roll a d10 victim to suffer -2 to attack and defend for 2 rounds
(1-2= 1, 3-4= 2, 5-6= 3, 7-8= 4, 9-10= 5) and then add +1 to per rating in this ability. For every rating in this ability
see how many extra eyes they have grown in addition the mutant may also add +1 to hit for their attack vision
to their normal amount. This mutation of course makes and +1 to the perception or observation roll when using
the mutant very perceptive. Add +2 Perception attribute far sight. The loss of bonuses to attack and defend due
for every additional eye. These mutants cannot be sneak to the mutant’s attack vision is seen as a startled effect,
attacked in melee range while awake and aware of their or distraction due to the mutant’s wild gaze. (MR: 3)
surroundings, for they are given the innate ability to
perceive danger. Every 4 levels the mutant will sprout 3rd stage Truth See-er: for every rating in this
another eye and receive an additional +2 to Perception. stage of the mutation, the mutant is granted the power
For most of their sight abilities they are able to see a to lower the target number by 1. The truth see-er costs
distance equal to their perception attribute in hexes 10 chi drain and it allows the mutant to add their boost
(Perception x 5’ ft. for live range). These mutants are from multi-optics for another 10 chi drain. Then, once
granted the skill: observation with a rating of 2. If this the target number is configured the mutant rolls their
skill is already owned add a +2 bonus to the skill rating. perception attribute or detect deceit skill, if they have
it. At this point the mutant is able to see the aura of a
1st stage Multi-Optics: the mutant is able to let creature as well when using truth see-er. Aura’s usually
their eyes adjust to many different spectrums of light. foretell the emotional state of a being as they emanate
The mutant gains a specific vision type due to their soft shades of colors for these emotions. A good eough
race, but they also gain the ability to shift to basically roll can defeat a target’s lies or charisma rolls. (MR: 3)
any other primary vision type in just 1 open action

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4th stage X-Ray Glimpse: for 20 chi drain and 2 and decrease charisma by half what is rolled, rounded
open actions the mutant is able to concentrate and up. The mutant also gains +d6 to their body attribute.
look upon an area of 3 hex radius (15’ ft. radius) The The Arachne gains +d6 to social rolls on any
mutant can see through 1, six inch wall of wood or checks with spiders. The mutant gets to add the unique
stone and clearly make out what is on the other side for “Arachnid” language under Arachne known languages.
up to 4 rounds before the sight fades. The vision can The Arachnid tongue counts towards the total number
see through most metals as well, but there are some of fluent languages. The mutant disregards their
materials like lead, valcrium, fallstar, or mertacullum. primary racial movement and instead begins with a
Those are some of the metals that can block the X-ray mutant racial movement of 5 before any additional
vision. For every rating in this stage the duration bonuses from the dexterity attribute enhance it.
increases by 2 rounds. (MR: 3) Arachne also receive the Spider Climb ability (see the
Demon Gate Core Rule Book under creature traits).
5th stage Foreseen: the mutant can glimpse one However, their eyesight is tuned to dark sight. They
vision from the immediate future for just a split-second will suffer –4 levels to any sight-based perception in
glimpse. This gives the mutant a chance to warn an ally broad daylight and are partially blinded by it.
or themselves about up-coming danger. Mechanically
this will force an attacker to re-roll their attack die 1st stage Spinnerets: the Arachne gains the Web
once per combat and for 30 chi drain. If the glimpse ability that can be activated at the cost of 20 chi drain
is used to protect someone from a sneak attack, this and 2 unarmed actions (see the Demon Gate Core Rule
will simply allow the ally or their self to defend for Book under creature traits, similar to the tyrant spider’s
they can shout a warning after the glimpse. This also web). The Arachne uses the unarmed bonus and can
grants an additional +1 to the defense roll of the ally or entangle a victim and capture them on a successful hit.
the mutant, per rating in this mutation, to defend this The Arachne makes a strength check and gains x1 per
specific attack. (MR: 3) rating to the result. If the victim fails, they are captured
and would need a strength check at -4 to break free. The
63-67 Arachne: the mutant begins with 8 Arachne can create a d10 units of silk per week with
legs in total and has a lower body not unlike a spider. this ability, with a +1 to the roll per rating. Yet, knowing
The top half of the body is indeed their natural race, that some magics can use their silk just as blood is
while the mutation has primarily affected their lower used, it is a dangerous reality. Those who can control
half. There is a period of several months (d10) where spiders, summoners that can use it to sap their life
the mutant suffers horrific pain. That pain is not very force, or to track them, is a worry. These stories cause
rewarding unfortunately. It would be wise to start the many Arachne to have an almost religious ligature to
game after the “Kindling,” as they call it. For what is their silk. Many wish to keep their silk to their own
rolled on the d10 is also a negative to physical beauty. creations and to not “sell their soul” away, but there are
The longer the suffering, the more horrific the mutant those who care not and need money for things.
appears. Some have been known to have the entire half These webs can be set beforehand as prepared
of their face mutated with black orbs or spider-like traps in order to capture victims. The Arachne rolls a
eyes. So, the d10 will also let you know what bonus concealment skill check or perception, with a +1 bonus
to your perception attribute is gained. To find out the to the roll per rating. The Arachne can sense when
result just subtract the roll from 10 and that is your someone hits one of their strands. The mutant can also
bonus to perception. Thus, you may look more horrific use a tendril for 10 chi drain and 1 unarmed action to
but are blessed with the gift of sight. throw the tendril and attempt to grab onto something
Many with this mutation end up dying during as to stop a fall or to spider climb. The mutant gains
the Kindling, but those who live come out with their unarmed bonus to hit with this despite it being a
powerful alterations. Increase their dexterity by +d6 shooting action. (MR: 3)

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2nd stage Arachnid Hunter: the mutant gains a +4 to the bola and the defender rolls a 12, the victim is held
levels in jump and may use a pounce maneuver on foes and suffers a -4 to hit and defend until they can break
for 30 chi drain. The Arachne must first roll and pass free. In order to break free, the Arachne rolls a strength
a successful jump test with T# equal to the distance check while adding a d10 due to the rating in this stage.
they are jumping. If successful, they will then make For increasing the rating in this, the rank may go from
a 3-action unarmed attack with a +1 to hit per rating d10 to d12, to finally a d20 added to the strength checks
in this mutation, due to the surprise of the assault, as to entrap victims. There is a maximum of -10 in this
well as their normal unarmed bonus to hit. If they are entrapment, even if critical hits double the entrapment.
successful in the attack, the target is knocked prone, (MR: 3)
considered held, and damage is dealt as x3 power 5th stage Visage of Fear: the Arachne is a horrifying
damage. The victim suffers -4 to attack and defend monster of legs and fur, which unnerves less willful
while in the prone position beneath the Arachne. This foes. Arachne gain the ability to inflict fear upon
may be used once per combat. If the Arachne fails in enemies nearby. They may cause fear by adding a d10
this maneuver, the Arachne is considered prone and to their charisma check and by burning 40 chi drain
suffers damage equal to the distance they tried to jump. and 3 open actions. This fear can be focused at 1 target
This damage is armor defeating. (MR: 3) per rating in this stage. The bonus die is also increased
by a rank for each rating in this mutation stage; d10 to
3rd stage Envenomed: the Arachne develops a d12, to finally a d20. (MR: 3)
poisonous bite. Add a d10! To unarmed bite damage.
Arachne unarmed bite attacks now require the target to
make a body save to avoid being poisoned. This poison
can also be extracted by the Arachne and applied to
weapons. This is still dangerous to the Arachne, as they
are not immune to their own poisons. They must make
a successful Poisons skill check or Intelligence check to
properly extract the venom from their fangs. They gain
+1 to the skill check or intelligence check per rating in
this stage for extraction. They may extract 4 doses per
day at 15 chi a piece. If they extract all four doses, they
lose the envenomed ability for that day until the venom
sacs have replenished. This venom deals d10 per round
for rounds equal to the body attribute of the mutant.
This venom may be applied to any melee weapon or
appropriate ranged ammo. The Arachne venom damage
is increased for each rating from d10 to d12, then finally
d20. (MR: 3)

4th stage Cast Bola: for 2 unarmed actions and 15 68-72 Conduit: The Conduit has been
chi drain the mutant can throw a bola of web up to half mutated internally to be a living beacon for wayward
of their perception attribute in hexes (5’ ft). They gain souls. They often have terrible scars or scorch marks
their unarmed bonus to hit with this bola and +1 per all over their bodies from rampant possession. The
rating in this mutation. The bola can hit a target and eyes of the conduit are often pale or all gray. Yet many
wrap around them, causing the victim to suffer a – to have noticed, their eye color takes on a new shade
hit and defend that depends on the amount that they once possessed. It usually shifts into the color that the
failed to defend by. So, if the Arachne rolls a 16 to cast wayward spirit once wore.

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These spirits can be benevolent, or quite the listed, the additional toughness and fortitude, and the
opposite. Roll a d10 (1= 1, 2-3= 2, 4-5= 3, 6-7= 4, 8-9= 5, additional unarmed damage if it is higher than yours.
and 10= 6). Do this twice, the first time is the conduit’s This spiritual possession allows the mutant to make
bonus to their willpower attribute. The second result is a willpower check to resist complete control of the
their bonus to their intelligence attribute. The mutation spirit.
gives the conduit memories at times that do not seem For 20 chi drain the mutant will gain a d10 to
as if they belong to them. These may sometimes be assist in this check. With a rating of 2 this die increases
interpreted as visions, or even misread as omens. to d12, and at rating 3 it becomes a d20. The spirit may
The conduit is granted the conjuring skill at jump in for a ride, to fulfill an agenda, or to wreak
level 1, even if they are not a spell caster. If their class havoc. At the start of any combat when inhabited by a
already possesses the conjuring skill, increase the spirit that is either malevolent or pacifistic, the Conduit
rating by +2. The conduits suffer an additional instance must roll an opposed willpower check again, against
of the Tormented flaw that confers no ghost saga from the spirit inhabiting them to maintain control for the
it. These mutants are often hunted by religious orders duration. If they succeed, the spirit is stifled while still
such as those who pray to the old gods, the Stygian conferring their bonuses. If the Conduit fails, they are
Gods, the demons that once ruled the world. They are subject to the commands of the inhabiting spirit. A
sought out due to their potential for being possessed malevolent spirit may strike out at friends or enemies
by unholy spirits and used for dark purposes. The alike, while a pacifistic spirit may do harm by doing
Conduit suffers a -4 to charisma, as it is difficult for nothing or cowering. Spirits within the conduit may
them to form their own personality with so many be exorcised and banished as with regular possession,
different spirits writhing in their minds. Every 4th though this will cause d20 damage straight through
level, the Conduit increases their willpower attribute toughness if a body save is not made. This joining can
by +2 until the 5th stage of mutation. last for hours equal to the body attribute of the mutant.
(MR: 3)
1st stage Spirit Medium: The Conduit can be
partially possessed by spirits once per week, the GM 2nd stage Soul Shift: the conduit can use a spirit
should roll the Conduit’s conjuring skill in secret. that it controls to leap from its own body for just a split
Ignore all rules for the magic circle, unless the mutant second, in order to execute actions outside of it. The
always stays safe within one. Refer to the Spirit soul can move a distance equal to the mutant’s normal
Conjuring Table in the Core Rulebook (pg. 281). If the movement rate at rating 1. For only 1 open action and
target number is reached the GM may hurl a random 25 chi drain, the spirit can be used to grab an item and
spirit into the conduit. The Conduit is the focal point bring it back to the mutant, to steal an item, attack
of spirits of the dead that may randomly be stuck an enemy, open a door, etc. The spirit can use up to 2
within an area. At rating 1 in this mutation the mutant actions with the conduit using only just 1 to activate
can only hold lesser skilled, power 1 spirits of the dead it. This can only be used once per combat, per rating
within their body. in this mutation stage. The spirit can be used to attack
Roll a random spirit of the dead and its path: with a rage attack at a victim, or grab something to hand
light, shadow, or dark. At rating 2 conduits can hold it off, even when the mutant has no more movement
average, power 1 spirits, and at rating 3 they hold left, which makes this a very useful as an extension of
greater, power 1 spirits. When gaining these spirits, you the character’s actions. Enemies will often see the soul
also gain the bonus hit points found in the beginning shift due to the spirit becoming corporeal for a split
of the estimated HP column (of the Spirit Conjuring second to manipulate the outside world. Spirits that
Table). For instance, the lesser power 1 spirit would soul shift under the light of the twin suns will take
grant +40 HP to their max while possessed. They damage if they get caught outside of the body for 1
also gain the additional + to hit and defend that is round, equal to 2d6 x 10 divine damage. (MR: 3)

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3rd stage Aetherkinetics: many spirits gain 5th stage Triquetra: the conduit is now able to
psychokinetic powers when they begin to learn their take in power 3 spirits by burning 40 chi drain, making
ways around the spirit world. At this stage in the a conjuring skill check and adding a d10 to both the
mutation, the conduit is able to draw from the energy conjuring skill check as well as the willpower check to
of the aether using the spirit’s connection. They may control the spirit. At rating 1 the mutant is able to join
use this connection to manipulate the forces of the with lesser power 3 spirits. At rating 2 the conduit joins
aether around them. This is good for pushing an enemy with average power 3 spirits and gains a d12 to their
back, pulling them toward the mutant, or holding them willpower and conjuring skill dice at the cost of 40 chi.
against a wall. The focus is not pure enough to grab At rating 3 the die bonus becomes a d20 and the greater
an item and manipulate it with certainty, but more of a power 3 spirit is available. When the spirit joins with
brute control over this energy. For every rating in this the mutant, they gain the bonus hit points, the added
stage the conduit gains a +1. To push an enemy takes +to hit and defend, as well as the additional toughness
1 magic action per target. They cannot be farther than and fortitude. This joining can last for hours equal to
the mutant’s max movement away and can only throw the body attribute of the mutant. (MR: 3)
a target a distance equal to the mutant’s willpower
attribute divided by 5 (rounded up). The conduit also 73-77 Hive: The hive is a poor, mutant being
gets to add +1 per rating in this stage. Thus, if the whose body has mutated into a living domicile for
mutant’s willpower is 22, they can throw a target 6 insects. Decrease physical beauty by -d10, but what is
hexes (30’ ft.) That is also thirty feet of falling damage. lost in this physical beauty is gained in the perception
This mutation power uses magic actions to perform. It attribute. Dexterity is lost by -d6 and charisma is lost
also costs 10 chi drain per action spent. If the conduit by -d6. The hive is unable to wear head or torso armor
wished to use 2 magic actions to push an enemy and without it being modified often, as it would impede the
hold them against the wall, it would cost 20 chi drain to flow of insects to and from the body. The body attribute
attempt. Those being held would suffer -4 to attack and is increased by a powerful +10 to the attribute and the
defend. Those who are trying to defend these attacks willpower by +d6. The hive goes through a d10 weeks
do so with their mental defense. Any resisted willpower of a pupa stage that they call “the Awakening”. During
checks needed for this, such as those trying to break this period the body hardening begins and the form
free of a hold, the conduit is given an additional +1 to is starting to grow the “sanctuaries” for parasites and
their roll, per rating. (MR: 5) larvae within it. This period of the Awakening is not
painful as many mutations are, for the hive is asleep
4th stage The Power of Two: the conduit is now through most of it. The dreams contain connections
able to take in power 2 spirits by burning 30 chi drain, to the insects that bring back nourishment to the
making a conjuring skill check and adding a d10 to both cocoon while the hive host sleeps and goes through its
the conjuring skill check as well as the willpower check metamorphous stage. The dreams are often of flying,
to control the spirit. At rating 1 the mutant is able to as the host sees everything its minions see while in
join with lesser power 2 spirits. At rating 2 the conduit the pupa sleep. After the Awakening it is a different
joins with average power 2 spirits and gains a d12 to story. Life is painful and pain happens when you feel
their willpower and conjuring skill dice at the cost of the hurt of your minions. The mutant begins with fire
30 chi. At rating 3 the die bonus becomes a d20 and vulnerability they suffer x3 power damage from it.
the greater power 2 spirit is available. When the spirit
joins with the mutant they gain the bonus hit points, 1st stage Hive Soldiers: the hive is home to several
the added +to hit and defend, as well as the additional species of bugs and all of them will defend the hive
toughness and fortitude. This joining can last for hours to the death in this painful symbiotic relationship.
equal to the body attribute of the mutant. (MR: 3) Anytime the hive is struck by a foe, the hive lashes
out with an AOE attack that takes place within 3 hexes

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(15’ ft.). The hive can spend 10 chi drain to deal the 2nd stage Shellac Medics: the hive has limited
body attribute dice + strength damage modifier in regeneration as the bugs within will attempt to
damage as the bugs within the swarm sting and bite rebuild their homes with materials nearby. The hive
the target. This damage is dealt without a real chance will regenerate the body dice roll in this stage of the
to defend unless the target has some special way to mutation. This is given every three rounds, for as many
defend the swarm. If not, this damage is automatic rounds as the mutant’s body attribute, by spending 30
and once per round when attacking the mutant. The chi drain. For each rating the wait time is reduced by 1
hive possesses a unique ranged attack as well known round, thus at rating 2 the regeneration happens every
as “send swarm”. This allows them to project the bugs other round. At rating 3 in this mutation the regen
at a target for 2 unarmed actions and 20 chi drain. The happens every round. For 20 chi drain and 2 open
hive gains their unarmed bonus to hit but also gets actions the mutant can send their shellac unit to heal
to add +1 to hit per rating in this mutation stage. The an ally with an amount of hit points equal to the body
damage dealt by this attack is the body attribute dice attribute check of the hive with a +1 per rating. (MR: 3)
plus the strength damage modifier at x1 power damage
per rating. The damage of the AOE attack and the send 3rd stage Salvagers: The hive is abuzz with activity,
swarm move are granted x1 power damage per rating in the insects within producing potentially valuable goods.
the mutation. Thus, at rating 1 the send swarm deals x2 The hive can assist the mutant to obtain sustenance by
power damage, but at rating 2 it would deal x3 power granting an additional d6 toward wilderness survival
damage. skill checks or an intelligence attribute check when
The power to sense danger is always active with searching for food, water, and shelter. The mutant
the hive. They gain a d10 toward perception checks burns 20 chi to allow the insects to find meals and
when scouting for enemies or sensing them. The water for the mutant, or at minimum, show the mutant
mutant burns 20 chi to allow the insects to patrol for 6 where they are located. For every rating in this mutation
hours. The mutant will sense the danger if the insects stage, the die will increase one rank; d6, d8, d10, d12,
find anything and the range is equal to the mutant’s d20. The mutant may also burn 30 chi drain once per
perception attribute in hexes (x 5 ft.). For every rating week to create the proper die roll in units of a specific
in this mutation stage the die will increase one rank; insect made substance such as; resin, honey, wax, etc.
d10, d12, d20. The insects will warn the mind of the (MR: 5)
hive of any danger allowing them a telepathic link of
communication between them. (MR: 3) 4th stage Pestilent Swarm: The hive can now direct
the swarms of insects within to hinder the enemy. For
30 chi drain and 2 open actions, the hive can send a
swarm of insects at a group of enemies in an AOE of
2.5” blast radius, or 2 ½ hex radius (12 ½ ft. radius). The
enemy must be within the perception attribute of the
mutant in hexes for the swarm to focus on them. Those
in the AOE must make a resisted willpower check versus
the mutant. The mutant gains a bonus d10 to add to
their willpower check for this power, with a rating 2
this moves to a d12, and at rating 3 this is a d20. Those
who fail will suffer -4 to attack and defend. Those who
make it will still suffer -1 to attack and defend due to
the distraction of the insect swarm. This mutation
stage may be used once per combat, per rating. (MR: 3)

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5th stage Hive Mind: the hive has the power to to awaken the eyes have changed and become slits in
collect information and energy. It has the power to the pupils if they were not before. The mutant gains
turn off pain, alter fear, shift emotions, etc. With 30 chromatic, Infravision, and sonic sight as their many
chi drain the hive may add a d10 to willpower checks types of vision that they can shift through during times
to save them from an emotional response, a willpower of complete darkness, or when submerged in water.
check versus fear-based attacks, and the like. The hive The jaw extends to gain serrated teeth that deals
mind die can also be added to chi regeneration. For an extra +d12 damage to unarmed attacks. The claws
those that can gain chi in meditation, etc. they may add on the hands and feet deal an extra +d6 to unarmed
the d10 to the regeneration of this chi per round. As damage. The strength attribute is given a +d10 bonus,
the rating increases, the d10 becomes a d12, then finally the body attribute gains a +d6 bonus, but the body
a d20. The mutation has become complete, allowing roll makes the charisma suffer the exact opposite.
visions to become a part of the communication link Thus, if you roll a 4 on the body, you also lose a 4
between the insects and the hive mind. The hive is able to charisma. This suffering to social status is not just
to process and record multiple bits of information at due to becoming a mutant and the way they are viewed
once. Hive creatures may not exceed a half-mile when in society. The loss also has to do with the way the
traveling from their hive, or they will lose connection mutant is able to communicate and express themselves.
with the hive and become feral. (MR: 3) It often becomes difficult to speak with others due to
the change. Many reptilian mutants find themselves
being loners, hanging out in sewers, or shunned as
monsters… until the point when some of them become
this. The hide of the reptilian mutant now allows them
to gain an additional +2 to toughness.

1st stage Fierce Hunter: the reptilian can sense


prey a number of hexes equal to their perception
attribute. Their senses of smell and the power of their
site can assist them in tracking, hunting, or perception
checks by adding a d6 to the roll for 20 chi drain. Also,
for 10 chi they can add an additional +d6 to their claw
and bite attacks when in combat. For every rating in
this mutation stage, the reptile may increase the d6 to
the next rank; d6, d8, d10, d12, and finally a d20. (MR: 5)
2nd stage – Creeper: the mutant can hide and sneak
within wilderness surroundings, granting them +2
levels to the concealment skill or the perception
attribute per rating for 15 chi. They also gain +2 levels
78-82 Reptilian: during the initial changes per rating to their stealth skill checks or dexterity
of the first stage there are signs of discoloration in the attribute checks for 15 chi drain. Thus, if the mutant
skin. The skin or epidermal layer becomes green and needs both skills to be buffed they must spend a full 30
skin begins to flake very badly. It does not take long for chi drain for the bonus and it must be used before the
scales to abrupt and the pulse to drop to a slow crawl. skill checks are made. (MR: 5)
The mutant begins to suffer from the change for a d10
weeks. All physical and mental status drops 2 points 3rd stage Feral Rage: the reptilian mind has begun
and fatigue sets in as the mutant starts the change. Yet, to lose a bit of its connection to mortal serenity and
during the “Kindling” when the mutation allows them peace. An inner rage is consuming their reptilian

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blood. If they are struck or take damage, they must


make a willpower check with a target number equal to
how much damage they took to their HP. If they fail,
the reptilian flies into a feral rage. In the feral rage the
reptilian gains an amount of HP equal to their body
dice roll x rating of this mutation. The feral reptilian
also gains a boost of +2 toughness per rating. For every
rage attack made by the reptilian, they may add x 1
damage by burning 10 chi drain for each hit. Thus, for
every rage attack the mutant gains x3 power damage on
their rage. The mutant may also burn 20 chi drain to
add x 2 power damage to any combo attacks. (MR: 5)

4th stage - Vicious Bite: rows of serrated teeth have


grown to replace the old ones causing a bite damage of
+d20 to the unarmed damage. A critical hit with a bite
such as this has to possibility of severing a body part or
causing a trauma roll to the hit location. You may also
add +10 damage to the strength damage modifier per
rating for 30 chi drain. (MR: 3)

4th stage Vicious Bite: rows of serrated teeth have 83-86 Mantis: the mutant suffers through
grown to replace the old ones causing a bite damage of the change for a long period of pain. It usually only
+d20 to the unarmed damage. A critical hit with a bite begins to happen naturally once adulthood has finally
such as this has to possibility of severing a body part or come. The changes are subtle at first, dreams of flight
causing a trauma roll to the hit location. You may also and hunting. Audible perception becomes distracting
add +10 damage to the strength damage modifier per as the mutant begins to hear higher frequencies, and
rating for 30 chi drain. (MR: 3) the change becomes painful in the legs at first. Then
for a d10 weeks the physical and mental condition drop
5th stage Reptilian Blood: the mutant has the power the mutant 2 spots on their condition monitor. The
to sustain themselves in dangerous temperatures for mantis gains two additional limbs sprouting from their
longer than normal mortals by making a body attribute rib cage, yet they do not look normal at all. They do
check or endurance skill check as normal, yet if they fail, not have hands or fingers, but hooked claws and these
they can burn 25 chi drain to make it. This only lasts for limbs can fold back and fit nicely against the torso,
one try and any more failed attempts will lead to a drop adding extra protection from attacks at the kidneys.
in the physical condition as normal. The reptilian blood The flesh or epidermal layer hardens and the color
mutation also allows the reptilian to gain regeneration of the flesh shifts to thicker shades of their normal
powers of 2d8 hit points per round as long as they can color. The mantis loses -d10 to physical beauty as the
burn 10 chi drain to keep it going. Once they do not use eyes begin to bulge and the cranium shifts. Yet, what
the chi drain any more, they only gain the regeneration is lost here in beauty is gained in the body attribute.
for one more round without spending any chi to keep Perception is heightened as well as +d6. Yet that gained
it going. For every rating in this mutation, the reptilian in perception is lost in charisma. The percentage
can increase the dice level of their regeneration by 2 amount of physical changes is usually foretold by the
steps. For instance, 2d8 become 2d10, then finally 2d12 amount lost in physical beauty. The greater the loss,
regeneration per round. (MR: 3) the more insect-like the mutant will appear.

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1st stage Hooked Horror: the bottoms of the arms an additional d10 added to the check. The target must
hold serrated blades of bone that add an additional make a successful intelligence check in order to realize
d10 to unarmed attacks when 10 chi drain is spent. the trick for what is. Or, the mutant can attempt this
They also possess terrifying hooks when the mouth as a charisma check and base it from fear, which the
is opened that can retract into mandibles that deal the target would then roll a willpower to defeat it. Either
same amount of damage for the same chi drain. All way they gain the d10 bonus die, a bonus that increases
unarmed damage becomes +1 per rating. The bonus with the rating; d10, d12, d20. If the mantis is successful,
die of damage also increases with each rating; d10, d12, the victim suffers a loss of 2 actions. Yet, even if they
to a final d20. The mantis mutant also possesses two are successful the target still suffers -2 to attack and
raptorial limbs that can extend during the unarmed defend due to the stunning move. (MR: 3)
attacks. These can be used for 2 unarmed actions to
hook into an enemy and hold them, causing a held 3rd stage Carapace Shield: the mutants powerful
target to suffer -4 to attack and defend from further carapace has brown thicker and created more armor
attacks. for the being, giving them a +2 to their toughness. As
For the raptorial hooks that deal unarmed their body begins to shift and change their armor must
damage (+ the bonus damage if chi is spent) the mutant be altered again. Primarily gauntlets, bracers, helmets,
may gain an additional +1 to hit with them per rating, and torso armor become a very big problem due to the
due to the surprise of the attack. These raptorial arms severe changes. The bracers or gauntlets are almost
do not possess enough maneuverability to be used unnecessary for the mantis gains carapace bracers
for much other than the holding of victims, and other naturally as they become a +1 carapace shield on each
actions that are kept close to the body. The mutant can arm with 200 SHP. These bonuses to defend do not
attempt a dexterity attempt to draw a weapon or an stack, but if one is damaged the other can be used to
item from their belt without spending an action to do block instead. These shields are natural and do not
so. The GM can create a target number due to the item impede the use of weapons at all. Blocking with these
being drawn, for large items would be most difficult. A now adds the +1 at the very end of their defense rolls,
target # from 6 to 15 would usually suffice. (MR: 3) just as a normal shield would but can be made a +2 for
20 chi drain. These do not stack with other shields, but
2nd stage Deimatic Distraction: The mutant is a better shield may be modified and placed over the
beginning to grow small, clororful wings from their armor. If one of the shields are broken, it will regrow in
back. These wings cannot be used to fly at this point d10 days. As well as having these as a carapace shield,
but they may glide with a dexterity check, or a flying the mutant also gains a +2 AR per rating on their
skill check in order to save them from a fall. At this bracers with no weight added. This AR can be stacked
stage in the mutation the mutant must alter their to other modified armor worn on the arms. (MR: 3)
armor in order to fit with the changes. They must make
at least two holes on the back of a carapace and cloaks 4th stage Camouflage Creeper: in woodland terrain
often must be made into capes. Yet, now these wings the mantis can use their wings and carapace to help
may also serve another purpose. For 1 unarmed action them blend with the surroundings. They prefer to
the mutant can burn 15 chi drain to bring forth their wait hidden for their prey and do not enjoy creeping
wings, retract their mandible, their raptorial limbs, and toward them, but will do what they must when in dire
hooks in order to use these to distract an enemy or situations. The mantis gains their concealment skill
even cause a bit of fear in the process. It is primarily check with an additional +d6 added to it if they wish
an attempt at distraction that can cause a target to lose to spend 15 chi drain to boost it. This die rank can
actions. For every rating in this mutation the mantis increase by a level for each rating in this mutation; d6,
can target 1 creature in this distraction. The mantis d8, d10, d12, d20. If they need to use stealth to sneak in
may even attempt this in two ways, a body check with wilderness areas, they can boost their skill or attribute

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by +2 levels per rating in this mutation, with the same those casters who are in tune with magical energies.
amount of 15 chi drain. The stealth boost must be called They often seek the tattoos of the mystic so that they
before the roll to gain the bonus, but the concealment can enhance the feel of it throughout their body. The
bonus die may be added after the roll. (MR: 5) aetheryte suffer -d6 from willpower. What is lost
from the willpower is gained in their vigilance for the
5th stage Fierce Fiend of Flight: the mutant’s wings hunt, adding the same amount lost to their perception
have grown to full maturity, allowing the mantis to attribute. They suffer the Addiction (Mana) trait with
gain the ability to fly. They may multiply their normal no bonus to ghost saga. The mutant will need to know
movement by x3 to gain their full movement in flight the severity of the addiction by looking to the Severity
per round. The mutant gains a +d6 to their dexterity Table in this book.
attribute and gains a +2 to strength. Now, when
flying they can make a flying skill check (or dexterity 1st stage Blood Drain: the mutant begins to gain
attribute) while in the sky and for every 10 that is rolled these same lamprey mouths on their palms as well.
on the skill check, they may add a +1 bonus to their Strong keratin build-up begins to happen on the nails
physical defense for the round. Also, this roll will show as they become claws that assist in the ability to draw
them how much additional power damage they can blood or open a wound. Any unarmed attacks they
draw from for a power attack. Thus, if a 12 is rolled, the make with the tongue must be armor defeating to get a
mutant may gain an additional x 1 to their power attack full effect, which normally means a -3 to hit in unarmed
damage. A rating 2 in this would open up their chance combat. Yet, a success grants unarmed damage +d10
to gain a x 2 power damage if a 20+ was rolled, just as with the tongue and a chi drain of 10 to add the bonus
rating 3 would allow a +3 on a roll of 30+. This costs d10. The Blood Drain quality, however, allows the
the mantis 30 chi to activate and may be used once per mutant to only retain half of the hit points they drain
round as long as the mantis is charging a victim in full as it feeds their own hit points, unless the target is a
flight. This damage may be used in unarmed or melee caster. Any caster confers the aetheryte with the full
(MR: 3) bonus of blood drained, and you inflict twice as much
damage to the target’s mana pool. When attacking with
87-90 Aetheryte: the aetheryte has also the claws you may also add the same amount of blood
been called the “Mage Hunter” by those who know drain, but only gain +d6 for 10 chi drain as the bonus
of them. These mutants are heavily affected by the die. For every rating in this the bonus damage die
sway of mana. They suffer from the “Kindling” for a increases a level; d10, d12, to d20 (tongue), d6, d8, to d10
brief d10 days where the change puts them through (claws). At this point the aetheryte only just begins to
excruciating pain. At which point their physical and form a tail. Mana can be tapped from any life forms or
mental condition drops by 2 points. When it subsides, living creatures. Black mana is vile and is not usually
the change has cursed their flesh with the veins of sought after but by the foulest of the aetherytes. The
blue that bulge from the flesh. They have a tongue that mana taken from small life forms like rodents is only
extends from their mouth up to two feet that splits enough to sustain the thirst for a few hours. An entire
and opens to reveal a mouth similar to the lamprey. body could sustain the aetheryte for days as long as
This can be used much like a tool to leech blood and the blood is tapped in units per day. A mage though,
mana from their victims. Their eyes have become a could last a month if tapped slowly enough. The mana
permanent gray, the tongue has become swollen and that is taken may be kept track of if the mutant is a
the neck thick. Strange glands have formed under the caster. Running out of mana for casters is even worse
collar bone and around the neck. on aetherytes. To lose their mana not only heightens
They have an addiction, a desire to feast on their addiction status, it causes the mental condition
mana. Either through their own methods of generating to drop by 2 slots. This is a great deal of pain and also
it (if they are spell casters), or literally drawing it from drops the physical condition by 2 slots. (MR: 3)

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2nd stage Thirst: The aetheryte receives an innate 3rd stage Mage Hunter: the aetheryte can sense
racial ability to detect concentrations of mana, to casters within their perception radius in hexes now (x5’
“smell” it. Mana is in everyone to a small extent, in ft.). They can pinpoint where they are at or smell them
every creature’s blood… but these concentrations only out by adding a d10 boost to their perception roll for 10
show up to an aetheryte when they are nearby a larger chi drain. If the aetheryte is attacking a spellcaster or
quantity of mana. If they are near a caster, a being a being that has access to mana, any attacks they make
or body of liquid that is brimming with mana, they are at an additional +1 to hit per rating in this mutation.
can smell casters within a range equal to half of their This + to hit bonus also costs 10 chi drain for each
perception attribute in hexes (x 5’ ft.). The aetheryte now attack. If the mutant increases this mutation to rating 2,
gain +3 to their Perception and their Body attribute. the bonus on perception increases to a d12, then finally
The aetheryte may make a maiming attack with a d20 at max rating. Just as the bonus to hit moves from
their claws or tongue using 3 unarmed actions and 20 +1 to +2, then finally a +3 to hit at max rating. No matter
chi drain. If this attack is successful, it will cause x3 what the rating, the drain remains 10 chi. (MR: 3)
power damage in addition to an 60% chance to cause
an additional d10 bleeding effect to their target. This 4th stage Mutant Antigen: the aetheryte’s constant
additional d10 is added after all damage is configured intake of mana has given their tongue a measure of
and remains per round until the bleeding is stopped. medicinal qualities. The mutant can suck poison from
At every rating in this mutation, the percent chance a wound as a method of treatment before it spreads
increases 10%, and the bleeding damage is improved 1 by spending 20 chi drain. This causes d10 damage to
die level; d10, d12, to d20. The mana now serves more of the ally but will allow the patient to gain another body
a purpose than just the addiction. At this stage, without save, with an additional +1 per rating in this mutation.
this sustenance they will die. If it is not consumed like The aetheryte gains a poisons skill check or intelligence
water, the mutant has only hours equal to their body roll if they do not have poisons. The drain grants a
attribute or they begin to drop 1 physical condition bonus of d10 at rating 1. The result of this roll is how
point. This will continue and the time will shorten as much toxic resistance they gain during this procedure,
the body attribute is reduced, by percentages. (MR: 3) to aid with this purpose. The mutant usually suffers
one instance of the damage that would have been done
to their ally due to the poison. The mutant may also
perform minor healing with leaking a healing antigen
from their tongue and glands onto their allies’ wounds
or their own. This costs 20 chi drain gives the mutant
a healing skill check, or an intelligence check if they do
not have the skill. The mutant gains an additional d10
to the healing check. This bonus die increases with the
rating to a new rank.; d10, d12, d20. The aetheryte can
make up to 1 vial a day of either toxic antigen, healing
antigen, or mana extract. They can make 1 of these per
rating, in 1 day. Any of these vials costs 20 chi drain to
make, and they get to add the bonus die to their skill or
attribute roll. At rating 2 in this mutation, the aetheryte
may choose to burn another 20 chi to multiply the die
rolls by x2. At rating 3, they may spend yet another 20
chi to add x3 to the die roll for these vials of medicine.
(MR: 3)

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5th stage Mana Devourer: the mutant now has back into place after a painful healing process. Limbs
a tail that can be used just as their tongue. The tail can be regenerated, though it typically takes a week to
can deal the same amount of damage as their tongue do so. Bonewardens gain 10 resistance to toxic damage
as listed in the 1st stage of their mutation. Now the and shock damage but can also add 10 more to this
mutant can throw down an additional 10 chi drain for 10 chi drain thanks to bone shield. The bones on
to add another x 1 multiplier to the amount of mana a bonewarden can be broken off and used as crafting
drained. This does not take more hit points from the material at the cost of 10 hit point damage per unit
victim, but the mutant has mastered the art so much when needed badly enough. They can gather 2 units
they can tap directly into the mana instead. Thus a per day if needed, although most would rather hunt
rating of 3 in this would allow a successful hit on a than break spikes of bones off of their bodies. They
victim to drain 30 additional chi and x3 more mana have grown to know these bones well and are also able
drain. Those casters who are drained below their mana to craft bone shields. At rating 1 they can craft a bone
pool will actually suffer 2 hit points for every point buckler shield in a day that offers +1 to block and holds
that is drained over their threshold and lost points 100 SHP. At rating 2 they can craft a bone target shield
to their mental condition as well as very possibly be that can block +2 and holds a SHP of 200. At rating 3
knocked unconscious. Any attack at an enemy with the they can craft a bone hide shield that offers +3 to block
aetheryte tail that hits on a natural 15+ or higher has and 300 SHP. (MR: 3)
te power to entangle a victim if the mutant wishes, as
well as leech them. The entangled victim suffers -4 to 2nd stage Exoskeletal Hide: it is very difficult to
hit and defend. (MR: 3) keep up with the ever-changing natural growth of
the mutant’s body armor. This forces the mutant to
91-94 Bonewarden: The bonewardens have modify or alter their armor constantly if they choose
undergone a twisted mutation that causes their bones to wear any at all. During the growth of the layers of
to grow and consume their flesh. Keratin grows wild the exoskeleton the gain is strong. The mutant gains
and begins to grow outside of the flesh in many areas. an additional 2 toughness permanently at this stage,
Those with exoskeletons will simply grow even greater yet they also begin to gain this same bonus for every
breaks and twisted spikes. They are often mistaken stage that follows. The mutant is able to buff up their
for undead, or necromancer abominations just as the toughness with the bonus of +4 per rating in this stage
kuthalans are. They retain full sentience and could for 20 chi drain. This lasts for 25 rounds (about 125
live normal lives but are rarely given a chance to do seconds) and grows an additional 5 rounds per rating.
so as holy orders and knights seek to rid the world (MR: 5)
of “undead”. They suffer a -d10 to physical beauty, -d6
to charisma, and a -d6 to dexterity. Increase weight 3rd stage Bone Blades: Their body in itself is a
by 100lbs, body attribute by +10 and strength by the danger to those in melee range. They begin to grow
same amount that was lost by both the dexterity and spikes and barbs that can add +d6 damage to unarmed
the charisma rolls added together. They get to add a +3 attacks for a boost to their damage dice by spending 10
to all unarmed damage due to the spikes of the limbs. chi drain. This die rank increases with every rating in
The bonewarden cannot easily wear armor. If they do, this mutation; d6, d8, d10, d12, d20. (MR: 5)
they must change or modify this armor every stage of
their mutation. 4th stage Charger: the bonewarden has begun
to grow, gaining an additional +2 to strength for this
1st stage Bone Shield: the bones around the stage and the next, final stage. The mutant can act as
bonewarden’s body regenerate, but slowly. They heal vanguard now and charge into foes. The mutant grows
a d6 damage per hour but can boost this for 10 chi nearly a foot taller and gains another 50 lbs. If the
drain to add another d6 for that hour. The bones grow bonewarden can get to their max movement during

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their turn, they can charge targets and trample up to Kindling has taken place and they are changed. During
three if they are within the range of the bonewarden’s the intelligence boost, they begin to learn things about
normal movement. For instance; if the mutant has a the poisons very easily. If they already possess the skill
movement of 4 and a max movement of 8, the mutant they may add +2 to the rating.
can charge a group and as long as they are in their
remaining four movement, they can bowl those targets 1st stage Toxicities: the mutant gains 25 resistance
over with a heavy rage attack. This attack can be melee to toxins permanently. They also gain a +d6 to their
or unarmed and the damage will be given an additional body attribute permanently as their body grows natural
x1 per rating in this ability for 30 chi drain. This charger defenses. They also gain a +1 to body save against toxins
attack can only be used once per round and only if the per rating in this stage. Yet, they can boost another
mutant is charging at their max movement. (MR: 3) +25 toxic resistance per rating for 20 chi drain. This
resistance lasts minutes equal to their body attribute.
5th stage Bone Golem: the bonewarden has grown (MR: 3)
to become quite monstrous. They are thought of as
a defender and a guardian. Most would believe this 2nd stage Poison Spores: The myconid now gains
being to be a demon or an abomination upon seeing +d6 to their perception attribute as their body grows
them. It truly depends upon the actions of the mutant more aware thanks to the fungus growing over their
as to what those around them will know them as. flesh. The myconid has grown bulbous spores on their
The bonewarden can burn up to 40 chi drain to gain outer layer, if anyone deals damage enough to knock
an additional +50 hit points to their max for rounds them down in melee combat there is a chance for the
equal to their body attribute. For every rating in this attacker to take toxic damage due to opening some of
mutation they gain the power to add another +50 HP the spores. The small mushrooms explode into a gas
for the same amount of drain. (MR: 4) that cause the mutant’s poisons skill check as damage
per round. This is given an additional +d6 damage
95-98 Myconid: the mutant begins to for 10 chi drain and the duration is equal to the body
suffer from a horrible cough that will not cease, before attribute of the myconid in rounds. The initial attacker
they can really be called a mutant. The relentless that activates the spores, does so at a risk of getting
hacking lasts for d10 weeks before blood begins to poisoned within 1 hex of the mutant. The attacker must
show in the hacking up of lung tissue. Finally, a period make a body check with a target number equal to the
of stasis hits the mutant as they fall unconscious for a rank of the mutant’s body attribute. The mutant can
d10 days. During this period, also throw their spores for 2 melee actions, one to pull
they release terrible gases and one to throw. If a target is hit the damage is as the
and the epidermis changes spore release above. The bonus die can be added to
to colors of green, the poison skill damage per round for 10 chi drain. For
brown, or yellow. every rank in this mutation the die can be increased;
The mutation causes d6, d8, d10, d12, d20. (MR: 5)
the bubbling flesh
to become spores and fungus to 3rd stage Gladebound: anytime the mutant is
grow about the body from the in woodlands (swamps, jungles, etc.) they can move
rashes that were once worn. The through this terrain and gain +2 levels to their stealth
physical beauty drops a -d10, and concealment skills per rating. They may also add a
but that which is lost is d10 to the dice for these skills by spending 15 chi drain
gained in the intelligence even after the roll is made. At rating 2 they change this
attribute. The mutant gains die to a d12, then finally d20, for 15 chi drain. (MR: 3)
the skill poisons after the

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4th stage Noxious Breath: the mutant can blow a


toxic cloud up to 3 hexes (15’ ft.). The damage of this
breath weapon is a poison skill check attribute roll x
1 for 1 action, x 5 for 2 actions, x 8 for 3 actions, and x
10 for 4 actions. The damage can be boosted with an
additional +d6 for 20 chi drain. For each rank in this
stage the bonus die can be increased; d6, d8, d10, d12,
d20. (MR: 5)

5th stage Shroom Maker: the mutant can now


grow certain types of mushrooms by releasing spores
upon the earth as they pass for 4 unarmed actions and
for 30 chi drain. These spores can become poisonous
traps and act as spies to commune with the mutant
and let them know that someone has passed over the
area. The mutant lays a patch in a 3 hex radius AOE, by
shaving one of their limbs or tapping one as they pass.
This patch can not only communicate to the mutant if
someone moves over it, it releases poisonous toxins
that deal damage equal to the poison’s skill check at
x 5 the toxic damage, just as the 2nd stage poisonous
spores stage. And just as that 2nd stage base damage 99-100 Psychic: these mutants do not often
is used, so is the duration of the poison. At rating 2 show any physical signs of mutation at all. Since their
however, the toxins have a hallucinating effect and the mutation is primarily within the mind, they do not
shrooms will release a poisonous narcotic that causes suffer a painful period like many who deal with the
sometimes horrific hallucinations. “Kindling” or the “Change”. These mutants do suffer
A willpower check versus the mutant’s poisons from mental changes as they are growing up through
skill check or intelligence check is made. Those who fail childhood and these changes often keep them from
badly enough will be stricken with fear effects and roll living a normal life or having a normal upbringing.
on the Fear Table in the core rulebook. Those within Some may see them as weird or unusual since they can
three of the target number that still fail will begin to hear thoughts or glimpse future or past events. During
see monsters as their allies appear to attack them. They this period of growing up though they never fully own
will suffer confusion and begin to attack the closest the power or learn how to activate these things on que
person to them, friend or foe. Those immune to fear until the stage of the mutation is unlocked by their
will do the same. At rating 3 the toxins have a powerful experience level. Psychics gain +d6+1 to intelligence but
hallucinating and sleep-inducing effect that will drop lose -2 to charisma. The gain +d6 to willpower but lose
all enemies within 1 round of failing their body save. -1 to body. Many are quite reclusive until they grow old
Those who fall asleep in the mushroom dream will enough to know what is happening. The psychic also
not awaken for minutes equal to the body attribute gains a +4 bonus to fortitude permanently.
of the mutant. For those who make their body save,
they will suffer -4 to attack and defend from the strong 1st stage Psychometry: during this stage of the
hallucinations, for the same amount of time. The mutation the psychic is able to “read” an object,
mutant must make a traps skill check or perception identifying it through touch and learning its history.
check with this mutation to successfully pull off their Some believe that each object has an energy within
shroom maker trap. (MR: 3) it and that the energy is being perceived through the

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power of the mind. Some say these visions of the takes 20 chi drain and takes 2 magic actions. The ESP
object in the past are given to the mutant by spirits. lasts for a round per level. For every rating in this stage
Whatever it is, the mutant is able to burn 15 chi drain the mutant gains a +1 to their willpower roll. (MR: 5)
to find out information about an object and what type
of things have happened around it. The mutant makes 4th stage Psychokinesis: the psychic may now lift
a willpower check for information about the item 10 lbs. per level of the character with this ability. They
and may add a +d6 bonus die during the chi drain. must spend one magic action and 10 chi drain to grab
For every rating in this stage, the bonus die rank will a target and then one magic action to throw it, pull it,
increase; d6, d8, d10, d12, d20. The higher the roll the or manipulate it at all. If you wish to just grab an item,
more information that may be learned about an object. it will be held until one round passes and the item
(MR: 5) will have to be focused upon once more to keep the
item held. If you grab an enemy or target with the first
2nd stage Telepathy: the mutant can burn 10 chi mental attack, you may throw them with the second
drain per target in order to speak to a target’s mind magic action, or you may choose to hold them. They
with merely thinking about it. The mutant normally can be thrown 1 hex per a psychic’s willpower attribute
looks toward the target and begins to speak, but it (5’ ft x willpower). A target will fly a distance of 12
is not necessary. Without looking at them at all, a inches per round unless an object stops it. Once the
willpower check is needed. If the character is within target is thrown, they are released and must be grabbed
the psychic’s willpower check in hexes, they are able to again. Upon a successful throw the victim will suffer
do a fairly simple willpower check to talk to a friend’s falling damage equal to the distance measured. If using
mind. Those who have a stronger bond with the psychic miniatures and you measure 8” inches (hexes) to the wall
have a lower target number for the mutant to reach. At you wish to throw them at, each hex equals 5’ ft in real
rating 2 in this power the mutant can burn 15 chi and range, thus 8 x 5= 40’ ft. This would conclude a damage
reach an ally that is miles away, equal to the psychic’s equation equal to 40’ feet in falling damage.
willpower in miles. This costs 30 chi drain and a higher If you wish to grab an enemy and hold them
willpower check of 10 or more to contact an ally. At until the following round, the successful grab will
rating 3 the psychic can visit others in their dreams allow the victim to suffer -4 to attack and defend from
and talk to them wherever they are. This drains 50 of all attacks until they are free. On their turn during the
the psychic’s chi to use dream telepathy. The mutant is initiative they may try to break free with a few different
usually tapped by the next morning. (MR: 3) methods. One would be to deal damage to the psionic,
enough to knock them down. Another is to try to break
3rd stage ESP: the mutant is beginning to control the will by rolling a resisted willpower check and thus
more of their mind now and unlock more potential. the hold on them. The other would be a strength check
If they have an insanity or mental affliction, it is versus the willpower check, to break free from the
possible here for them to overcome it through their invisible force. For every rating in this stage the mutant
own personal therapy. The psychic with extra-sensory gains a +1 to their willpower rolls as well as damage
perception may read the mind of a target, listen in to falling. If you grab an item with psychokinesis and
to the thoughts, and travel throughout the mind of a throw it at an enemy, it will take 2 magic actions and
target searching for memories or hidden information. the weapon will deal x2 power damage. You also gain
A resisted willpower attempt is made, if the psychic a +1 to the damage for every rating in this mutation.
fails the target may take notice of this mental intrusion. Thus, if a knife of 2d6 dmg is grabbed and thrown, use
If the willpower attempt fails only by 20% of the target your d20 to attack with any bonuses added due to your
number (rounded down) then the nuisance is noticed specialization in psychokinesis. If the attack hits, the
but the target is not alerted. Any further attempt would damage equation is 2d6+1 x2. (MR: 5)
be at a loss of negative 3 to the roll. The attempt at ESP

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5th stage Precognitive Reverie: during this rest or starts at -2, a severity of chronic will eventually bring
sleep the mutant is able to have a vision by spending the attributes shown to -12 over a time deemed by the
45 chi drain. The mutant is not able to attempt this GM.
every night, it usually does not come but once every This list has been created together to give the
d10 days. and the vision that is witnessed is said to game master and players an idea of what illnesses,
grant information about future events. The mutant is diseases, and plagues may be found throughout the
able to ask one question per rating in this dream. The realms of Koth. Any character can be taken by a sickness
dreams often grant information that seems all too real. through lack of proper nutrients, random contagions,
The precognitive reverie is usually seen as an omen hereditary problems, curses, black magic, demonic
to the mutant and can often grant information in the abilities, or just a drop in their physical condition. This
dreams such as: bandits attacking your party tomorrow list will allow you to randomly generate an illness by
on the Spice Road. Then the player may ask the GM rolling here to find out what happens, or choose one
one question like, “is there a spell caster with these from the list while considering the proper conditions
bandits?” During the dream, the GM may wish to roll for the disease. The table grants information on how the
on a random encounter table to assist them, if they disease is transmitted (Trans), if it is contagious (Con),
need to create something on the fly. (MR: 3) and what the body target # is to resist contagion. The
modifications will show what happens mechanically to
stats. These are multiplied by the severity.

Disease & Plague


Severity of Illness
Some of these diseases may be gained due
to specific circumstances in which case rolling them You may wish to roll the severity of the illness on a severity
randomly would not be an efficient method in gaining die. You may use the old rule of the d6 for severity, or the
the disease. For instance, gaining an STD when you new severity die that has been adapted into use through the
are not sexually active makes very little sense to the companion, the d10. The d10 result will let you know what the
player. If it fits the circumstances and is believable to severity of the illness is. The result will let you know what the
the game and story, then using random rolls is not negative to attack and defend is and how many points to place
always necessary. Feel free as a GM to re-roll a result or into your mental or physical condition depending upon what
even choose a result if need be. The random percentile illness you have. The percentile listed in parenthesis is there if
roll to uncover a specific disease is primarily used for you are prone to episodes instead of a constant threat.
discovering random diseases and character generation.
D10 Severity Results
Severity of Disease 1-2 Slight -1 to a/d, 1 physical/ mental condition (10%)
3-4 Mild -2 to a/d, 2 physical/ mental condition (20%)
You will need to roll the severity of the disease 5-6 Moderate -3 to a/d, 3 physical/ mental condition (30%)
on a severity die. You may use the old rule of the d6 for 7-8 Strong -4 to a/d, 4 physical/ mental condition (40%)
severity, or the new severity die that has been adapted 9 Severe -5 to a/d, 5 physical/ mental condition (50%)
into use through the companion. D10: 1-2= slight case 10 Chronic -6 to a/d, 6 physical/ mental condition (60%)
(10%), 3-4= mild case (20%), 5-6= moderate case (30%),
7-8= strong case (40%), 9= severe case (50%), 10= chronic
case (60%). This should affect the modifications listed
as well. If the severity is a chronic case (60%) and the
modification shows -1 to strength, the modification
will be multiplied by 6 to bring it to a -6 strength. If it

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Plague Table plagues are contagious, so this part has been taken out
of the Plague Table and replaced with how long one
usually has to live by a column labelled (ALE: average
Any disease rolled that ends up a plague may life expectancy). Some plagues have the potential to
be established here. These are the primary plagues be cured by medicinal means. Even though antibiotics
currently on Koth, or those that are most popular. If a are not created yet, many healers with the proper skills
plague has befallen a character they often do not survive know what may fix some of these terrible ailments.
the event, but it does not mean that it is impossible. They say that the Chronos Plague must have
Any character that survives a plague will be left with begun due to the use of Void Magic. Those who have
scars, negative modifiers to their character’s attributes, been practicing it have done so in secret temples and in
or in some way a constant reminder of the horrific sacred groves. Practitioners go to places of great power
event. where ley lines enhance their connection to the Never
If not physical than the mental trauma itself and the great void of the stars. The time and warp of
would be enough. This could be as damaging as the Void can cause cataclysmic effects upon a mortal.
gaining the Tormented character trait, to simply having Many claim the Witch Plague as the fault of Blood
survivors’ guilt for living while others around you died. Magic. Since blood magic is also outlawed those who
As the GM the severity roll will most likely tell you if practice it hide away and use it only in the shadows.
the character will die or not. When you multiply the More and more cases are arising with the spreading of
severity roll by the attributes lost, this will usually bring these magic schools. Many thought the dangers of void
the character into negative attributes in the severe and magic were only related to the loss of sanity. These
chronic cases. Once this happens the character dies, as magical plagues do not discriminate, and pass through
losing a great deal of your attribute will also affect your mana, to any caster no matter the school.
condition monitor. Losing 75% of your body attribute
also brings your hit points down 75% of their max.
Some of the plagues on Koth cause Un-death.
If this is the case, the character will suffer these
horrific results until the point of reaching their death.
They will re-awaken in almost all cases as an undead
being. Vampires, ghouls, blood raiders, these types
of beings are often created by the blood plague. All

Plague Table
d10 Plague Cause ALE Symptoms Modfications
1-2 Blood Plague blood bod hrs. Sunlight and silver allergy, hunger for meat, un-death - 3 Str, Bod, Per
3-4 Chronos Plague magic d4* wk Loss of time, dementia, hallucinations, black-outs. -3 Per, Will
5-6 Demon Plague many d10 d Tremors, nausea, vomiting, dysmorphia, mutation. -3 Bod, Int, Chr
7-8 Myconid Plague feces d10 d Vomiting, blurred vision, delusions, fungal growths. - 3 Dex, Bod
9 Pale Plague wound d4* d Explosive emotions, aches, shivers, lesions, vomiting. -3 Str, Dex, Bod
10 Witch Plague magic d10 d Aches, lesions, mana corruption, -3 to cast spells -3 Bod, Int, Will
* you may use a d10 to find out how many days on a d4. D10 roll (1 = 1, 2-4 = 2, 5-7 = 3, 8-10 = 4).
Terms: Air= airborne, d= days, wk= weeks, ALE= average life expectancy.

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Disease Table
% Roll Disease Trans. Con. Symptoms Modifications
01-02 Akalladema food yes Nausea, vomiting blood, and hallucinations. - 1 Str, Bod, Per
03-04 Arrow Rot wound no Stabbing pain in the muscles - 1 Str, Dex, Will
05-06 Bed Bugs parasite no Restless body and itching when laying down - 1 Bod, Will, Chr
07-08 Black Lung air yes Endless coughing, spitting black bile - 2 Str, Dex, Bod
09-10 Black Vein water no Black veins and blotched skin on random body part - 2 Str, Dex, Bod
11-12 Blood Worms parasite yes Upset stomach, vomiting, worms in vomit and stool -2 Str, Dex, Bod
13-14 Boils wound no Puss filled boils on skin that itch and cause discomfort -1 PB
15-16 Cattle Sickness food yes Nausea, disorientation, vomiting, chills -2 Str, Bod, Per
17-18 Cold air yes Sore throat, coughing, sneezing, head ache -1 Str, Bod
19-23 Crazies water yes Hallucinations, itching, temporary insanity (roll) -2 Int, Will, Chr
24-25 Eye Rotter parasite yes Loss of vision and blood in eyes -3 Per
26-30 Flu air yes Hot &cold sweats, high body temp. weakness -1 Str, Dex, Bod
31-35 Grypes air yes Fever, weakness, muscle aches & pains, vomiting -2 Str, Dex, Bod
36-39 Heavies food no Constipation and bloating -1 Dex, Bod
40-43 Lock Joint water no Aching pain in joints, stiffness, low mobility -2 Dex, Bod
44-45 Mynoma parasite no Fever, shakes, intestinal distress, blood in urine -2 Str, Dex, Bod
46-47 Mud Guts water no Pain in limbs, blurred vision, temporary insanity (roll) -1 Dex, Per, Will
48-49 Necrosis wound no Dying flesh of infected area, spreads with infection -2 Dex, Bod
50-51 Pox air yes Fever, aching, blisters, itching, infectious lesions -2 Str, Dex, Bod
52-53 Red Cough air yes Red spots, coughing blood, shakes -3 Bod
54-58 Red Ring water no Red rings under skin, itching, inflammation, pain -1 Dex, Bod
59-60 River Virus water yes Fever, jumbled thoughts, temporary insanity (roll) -1 Bod, Int, Will
61-65 Rock Gut food no Pebbles in stomach and urinary tract, bleeding -1 Dex, Bod
66-67 Rot Foot wound no Infection on foot, blisters, and lesions, pain -2 Dex
68-69 Scaleys wound no Itching, spots, flaking skin, pain and aching -1 Bod
70-71 Scaries food no Chest pain, loss of breath, dizzy, weak or feint -1 Dex, Bod, Per
72-75 Shits air yes Upset stomach, pain, intestinal distress, and diarrhea -1 Bod
76-77 Shivers air yes Aching muscles, coughing, sneezing, weak, very cold -2 Str, Dex, Bod
78-79 Smogs air yes Upset stomach, vomiting, aching, disorientation -1 Bod, Per, Will
80-81 Stone Foot wound no Painful feet, cannot walk, lesions and stiffness on feet -2 Dex
82-83 Trench Rot wound no Lesions, sores, hemorrhaging under skin, delusions -2 Bod, Per, Will
84-85 Twitches food no Insomnia, restlessness, hallucination, delusions -1 Bod, Per, Int
86-88 Yellow Cough air yes Coughing, yellow bile, nasal leakage, ear blockage -1 Dex, Bod, Per
89-93 Yellow Fever parasite yes Fever, vomiting, aches, blood from nose and mouth -1 Str, Dex, Bod
94-95 White Worm parasite yes Insomnia, blurred vision, temp insanity (roll), delusion -1 Per, Int, Chr
96-97 Winter Flu air yes Shivers, pale skin, loss vision, loss of heat, slow heart rate -2 Dex, Bod, Per
98-99 Winter Rot wound no Numbness, lesions, stiffness, body part must be removed -2 Str, Dex, Bod
100 Plague* many yes Roll on the plague table to see which type has struck as plague type
Air= Airborne, Con.= Contagious, Trans.= Transmission
*If plague is rolled then you must roll on the Plague Table located on the following page.

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Body Replacement all of these modifications will be enough though, due


to the technology we are limited to in these dark ages.

& Modifications Each augmentation has a few things to describe,


such as Loc= location. Max= represents the maximum
number of upgrades for the item. Drain= how much, if
Magical, mechanical, or mutation, these three any, soul points will be depleted due to the operation.
options of replacement or enhancements to the body Making any modifications to the body will deplete the
will often give bonuses to the specific attributes. Yet, soul, with some being as low as 0.1, so simply subtract
these modifications will come at a price. The price is this result from your primary soul points. For terrans
often Soul Points. In the core rulebook there are rules most start with a soul of 12 points. Mod= modifications.
about Soul Points and how in death and resurrection This is given to a character after an augmentation
one must roll the Lazarus Die (d3) to see how many in order to attempt to gain back what was lost. The
Soul Points are drained away forever. Well, with any modifier is usually stacked for every rating. A%=
loss of body parts that are suffered and then replaced availability. This percentage is given to let you know
by any of these three-primary means, there is also a the base percent chance for an enchanter or similar
drain on the soul. Eventually the soul will wither and character to be around that could do this operation.
then there is no soul left of the character within. At that
point they become Hollows and can no longer possess Cost of Enchantments or Surgery
further modifications. These will be explained in more
detail in the After the Flesh sourcebook. The GM may The cost of implanting such augmentations will
always wish to allow the player to keep playing the often need to be added to the total. Sometimes things
character and perhaps that could even become a good cannot be found or there are no enchanters around
story arc, but the husk of a Hollow is empty and no who are able to pull off such an operation. This is left
longer goes to an afterlife when they are killed. to the GMs design. You can charge 10% of the listed
This section will describe body modifications price. Some may charge 15%, or even 25% if they are very
and implants if you wish to allow such a thing in your busy or well sought after. You are always free to lower
game. Some modifications include rules on the loss of or raise prices. This is the way of the world and how
limbs, where a character could replace the lost body negotiations are factored into the roleplaying of the
part with a magical, mutation, or mechanical creation. game and making deals. Sometimes the character can
This type of work could be left to the GM’s discretion get away with simply doing a job for
and can range anywhere from as lowly as a peg leg, up another character in order to gain
to a mertacullum, mechanical xiphoid blade. Some of an operation such as this.
these augmentations can be interchangeable as well,
for instance who is to say if you had a missing leg that
you could not make the gun arm into a gun leg? These
augmentations are only the beginning as well, you may
feel free to create your own.
These augmentations may give modifiers to
the character’s attributes, but these modifiers would
be added after a character has already suffered from
the negative repercussions of the affliction. Often
times when a character loses a limb, they will suffer
a negative to dexterity, strength, body, or perception.
These augmentations are meant to replace some of the
missing parts and recover some of the loss back. Not

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Body Augmentation Table


D20 Augmentation Loc Max Method Soul Mod A% Cost
1 Crystal Eye Eye 1 Magical .2 +1 hit, +2 dmg 15% 250 gold
2 Demon’s Claw Arm 2 Mutation .5 +5 Str, +d8 dmg 10% 250 gold x
3 Demon Mark Head 5 Mutation .2 +2 attribute 10% 100 gold x
4 Djinn Venom Eyes 3 Mutation .4 +3 Per 05% 150 gold x
5 Draconian Hide Torso 5 Mutation .2 +2 toughness, regen 35% 200 gold x
6 Fae Tattoos Mind 5 Magical .2 +2 Intelligence 05% 250 gold x
7 Glass Eye Eye 2 Mechanical .1 cosmetic 65% 17 gold
8 Golden Eye Eye 5 Magical .2 Detect lies 10% 150 gold x
9 Gun Arm Arm 1 Mechanical .5 Gun weapon 15% 165 gold +
-Retractable Gun Arm 1 Mechanical .5 Gun weapon 15% 206 g 1 s +
10 Hook Hand Hand 2 Mechanical .2 +d8 damage 35% 25 gold
11 Iron Fist Hand 2 Mechanical .2 +3 Str, +d6 dmg 45% 80 gold
12 Mechanical Arm Arm 2 Mechanical 1 +8 Str, +1 dice, +d6 25% 320 gold
13 Mechanical Leg Leg 2 Mechanical 1 +6 Dex/ +1 move 30% 350 gold
14 Onyx Eye Eye 2 Magical .2 Evil Eye 10% 250 gold x
15 Pack Leg Leg 2 Mechanical .4 walk/ storage 35% 45 gold
16 Peg Leg Leg 2 Mechanical .2 walk 65% 25 gold
17 Prehensors Hand 2 Mechanical .2 +1 Str 40% 40 gold
18 Prosthetic Many 3 Mechanical .1 to 1 Cosmetic/ move 50% 15 gold+
19 Transfiguration Open 00 Magical .1 to 1 Cosmetic +1 PB 25% 100 gold
20 Weapon Arm Arm 3 Mechanical .3-.9 Weapon 45% 75 gold x
-Xiphoid Weapon Arm 1 Mechanical .3 Weapon 45% 93 g 3 s +
Cost: under cost x means times rating or upgrades implanted while the + symbol means this cost plus weapon.

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Descriptions of the Augmentations demonic entities. It is better if they are dead, but this
is sometimes lied about or unknown by the enchanter.
It would be cruel to knowingly mark someone with a
Crystal Eye: using magical enchantments, the demon that still exists, but some enchanters are just
crystal eye will allow you the benefit of targeting an looking for the coin and do not care. Certain rites are
enemy and allowing a +1 to hit with the single, Crystal enacted during the preparations of these mutations.
Eye that replaces the lost one. This bonus is great for There are rumors of these marks, that they allow an
shooting weapons and also adds +2 shot damage. It unwanted link between entities from across planes if
only grants a bonus to hit and damage with shooting the being still exists. These marks can allow strange
weapons. It uses a mixture of blue magic and gray, hallucinations, dreams, or even mental afflictions with
tracking movements and predicting them. several additions to the mutation.

Demon’s Claw: this is a painful mutation that Djinn Venom: this concoction that is said to
is granted only by inserting the cursed bones into an be made from the venom of the djinn is dropped into
incision made upon the hand. The mutation takes effect the eyes to begin the mutation effects. This, after a few
over a few hours and causes fierce pain as the mutation moments of pain will induce sleep in the patient that
transforms the arm, stretching bone, muscles, and lasts for hours equal to the rank of their body attribute
altering the physical form of the arm. The claws grow plus the rating of the mutation. Once the mutation
to add a +5 to the strength attribute. If the character is takes effect it will grant +3 to the perception attribute
modified twice, the other limb will also look as the first per rating in the ability. This also grants the patient the
one. Both arms will be clawed and deformed. They also ability to possess an Astral Glimpse for rounds equal
raise the unarmed damage up by adding a d8. Thus, to a quarter of the character’s perception attribute. This
if you are a d6 in unarmed damage you would then may be used only once per day, per rating. At max rating,
mutate into a d8+d6. this would grant +9 to Perception permanently and the
ability to astral glimpse three times per day. See Astral
Demon Mark: these marking are tattoos created Vision in the core rulebook for more information.
in the flesh or outer layer that are created from the
awful concoctions made by hunters and alchemists Fae Tattoos: these magical enhancements are
from the remains of dead, demonic beings. It depends enchanted tattoos made with the mystic ink crafted in
upon what mutations are constructed to find out what the Fae Realm. It is rumored that the mystic ink crafted
materials are used and from what demonic beings by the eldrynn race and the kai eldrynn of this world
these are taken from. You may add mutations to gain still use the ink for this same enchantment but only
advancement in any attribute that you wish to focus the true Faed Ink is the best. These tats are said to
on. You lose .2 drain from your soul for each mutation unlock the mind and allow free flowing knowledge to
and you may upgrade each attribute up to 5 times. The connect neural pathways and allow the mind and body
cost is multiplied by the rating each time a mutation to entwine. This enchantment raises the intelligence of
is applied, and they must be done in order for the the wearer. Each tat will also subtract 2 points from the
mutations take a heavy toll and cause a period of mana drain of a specific, chosen spell permanently.
suffering that the vatagi call the “Umhiija”.
This pain induces sleep and memories are Draconian Hide: this mutation is dropped into
created from the old ones who once possessed the parts deep cuts that are strategically placed on the body,
you are now melding into your genetic structure. The yet only through the dermal layer. For some these
Umhiija are dreams that many vatagi have due to their scars stay forever, yet with others, the regenerative
descendants from the devils that created their bloodline properties of the mutation clear the webbed scars
long ago. Thus, in a way you are marked by these away. The Draconian Hide resembles a webbing or

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type of scale armor across the flesh. The mutation is Hook Hand: this mechanical implant is
very painful to be inserted and the patient must make a designed to wrap around the stump of a missing hand.
body save or suffer from a loss in physical and mental The weapon is merely a simple hook that will help add
status. As well, they will lose consciousness from the an additional d6 to unarmed damage when the hook is
pain for a d4 hours. This armor regenerates itself as used during an attack. Of course, some hooks can be
well when it is damaged, over a period of hours. Some deadlier than others, or upgraded with enough coin.
elemental damage and silver damage seem to take days
to regenerate. At rating 1 the regeneration of hit points Iron Fist: replacing a missing fist with an iron
is a d6 for the day. For each rating the die increases one is not a simple task but when done properly it
one rank from d6, d8, d10, to d20. The armor grants becomes a nice tool to use. The iron fist can increase
a natural toughness of 2 per rating as well as 10 fire strength +3 and can even be used to block melee
resistance per rating. attacks with a +1. This item can be damaged 4 times
before breaking. The iron fist deals an additional d6 to
Glass Eye: the glass eye is an old way of unarmed damage.
replacing a missing eye with a false prosthetic. This
procedure is only used to replace the missing part for Mechanical Arm: this augmentation is dwarven
cosmetic reasons. This does not mean that characters and gnome engineering. The historical notes and
cannot alter glass eyes with magical enchantments engineering layouts of the design were kept hidden
later. There has been all manner of strange upgrades for a long time in the floating citadels within Mage
added to these modifications though. An alchemist Realm. One arm gives +8 strength and also adds +1
that had lost his eye during an alchemical experiment to the result of all strength checks. For those who
used to fill his glass eyes with potions that he could would possess two arms they would gain another +8
remove and throw at his leisure. to strength and a +2 to the dice rolls. You can use the
arm to defend melee attacks with a block of +1, just
Golden Eye: this magical modification is used like using a weapon to block. The arm can also deal an
to replace a missing eye. Much like the glass eye it does additional d6 to unarmed damage.
offer a cosmetic aesthetic, but its primary purpose is the
magical enchantment within that is used to read auras Mechanical Leg: the engineering from this was
and detect lies. For those with the skill to detect lies designed by the dwarves and gnomes of Mage Realm.
or read auras simply add a d6 to the skill or attribute Highly advanced minds crafted some of the most
when attempted. For every upgrade in the rating of the powerful augmentations. The loss of ones’ leg can be
eye the die rank advances up to a d20 at rank 5. replaced with this mechanical creation and gain them
an additional +6 to their dexterity attribute but no
Gun Arm: the gun arm is created mechanically, additional movement. With two legs being replaced in
when a patient has lost their arm this augmentation this manner one would gain another +6 dexterity and 1
is used to replace the missing part and enhance it additional movement. The ability to jump double their
for defensive purposes. The arm is replaced with a normal distance is also gained. As far as jumping is
mechanical construct and a gun is placed in the spot concerned, those who already possess great leap very
where the arm once was. You may charge an additional much could be affected by the loss of their legs and
25% of the listed cost so that you may make the gun arm lose the great leap ability due to their disability. If this
retractable, much like a xiphoid implant. In this type of is so, the mechanical legs will grant them this ability
mechanical enhancement, you may find the false arm back but raise the target number by 1 when leaping
to appear normal, before the gun retracts to show the great distances due to the weight.
truth of the matter.

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Onyx Eye: this modification is used to replace Transfiguration: this augmentation is used to
a missing eye. Much like the glass eye it does offer transform the body into a more normal appearance.
a cosmetic aesthetic, but its primary purpose is the This is often used by those who suffer from some type
magical enchantment that curses with the evil eye. of physical deformities. This can range from a small
Those who are targeted by the eye must resist a loss of physical beauty due to an alchemical explosion
perception check (or observation skill check) versus and a roll on the disfigurement table, or even a mutated
a willpower check for 1 magic action. If the attacker arm where only three small fingers jut out from a
rolls higher, the victim suffers -1 to hit and defend for shoulder. For those suffering from these deformities,
1 round. The victim must be focused on the target to this very painful procedure can alter them and make
suffer. With a rating 2 in this enchantment, the victim the body twist and grow into the correct pattern to
will suffer -2 to attack and defend until it is attempted match their original, unflawed genetic structure. The
again the next round. This may be used once a round. mutation is very painful to be inserted and the patient
must make a body save or suffer from a loss in physical
Pack Leg: a wooden pack leg is as operable as and mental status. As well, they will lose consciousness
the old peg leg but this one contains an upgrade that from the pain for a d4 hours.
allows there to be a secret compartment for storing and
hiding smaller items. For archers the leg can be altered Weapon Arm: usually a loss of the arm near the
to open and allow arrows to be stored for quick access. elbow allows for many weapon types to be added. A
Accessing items will be like grabbing items from your rating 1 weapon would consist of a dagger sized weapon
belt and not from your pack. or light weight weapons. A rating 2 would hold a short
sword or a mace, or medium weighted weapons. A
Peg Leg: this ancient augmentation is a simple rating 3 weapon would hold a flail or longsword sized
addition for those missing a leg. A small cap to go over weapons that are most likely best kept for those missing
the lost portion of the limb and the rest is supported much of their arm and those large sized creatures who
by wood and metal. A peg leg can allow a character the have the strength to even wield such a weapon. For
ability to stand, fight, and even move around again. those weapons of small size this weapon arm can be
crafted in order to make the arm look real. A glove,
Prehensors: this modification is made on the with some long-sleeved clothing or armor can easily
arm and the hand when the hand is lost. Prehensors hide it to where the weapon can become retractable or
create a claw or grip for the character where they can made into xiphoid attachment. A retractable implant
grab items and manipulate them. This does give a will cost more, an additional 25% of the max cost. You
character some mobility back and some may train long will also still have to purchase the actual weapon to be
enough for them to be able to function quite well with mounted upon the Weapon Arm.
the claw and become very happy with the results.

Prosthetic: these modifications and


augmentations can run anywhere from a small finger to
a whole leg. This is why the drain is listed as .1 to 1. An
entire leg often takes an entire full point of Soul. Some
factors can come into play as well. Some masters of
the art will take less soul drain on their craftsmanship.
Prosthetics are saved for those who wish to have a
similar looking limb, yet the limb is replacement is very
basic and not much more help than cosmetics or with
movement.

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Emissary Character Skills


Barter 1 (chr)
Concealment 1 (per)
Emissaries are the trusted agents of important Deceive 1 (chr)
people or powerful groups. Usually at lower level or Detect Lies 1 (chr)
more importantly lower reputation, the emissary Heraldry 1 (int)
will work for the leader of a merchant’s guild house. Leadership 1 (chr)
This does not have to be so; it could be for anyone Listening 1 (per)
or any group that represents money or power. Their Read & Write 1 (int)
masters could range from as lowly as a slave trader in Speech 1 (chr)
Aticraulys to a bishop of the Order. If the game master (Skill Slots: 1)
and player wish it to be, the emissary could work for
an even more powerful group such as royalty, like a Starting Equipment
jarl, earl, baroness, king, queen, or even the emperor. Blackjack (d12+1 dmg)
Emissaries are usually sent on diplomatic missions of Scroll Case (equipment)
peace. Often, they are used to speak of treaties, gather Parchment: 6 (equipment)
information, or take steps to set up good relations Vial of Ink (2) (equipment)
with another group. They are often travelling, which Quill (equipment)
tends to lead them into the way of adventure and Satchel (equipment)
danger. Some may even operate as a spy, sent to gather (Starting Pay: d6 copper)
information. In which case, posing as a diplomat for
peace is a perfect cover. Some famous emissaries are; Spiritual Influence: 2%
Jon Boyer of Espadosa, Maheeki TreeTalks of Kotus, or
the infamous spy Arel Feranni of Aticraulys. Stories
say she was known to make a lord fall for her and her
actions led to the capture of an entire city.

Character Class Abilities


2nd: Practiced Rhetoric
3rd: Ear for Falsehoods
4th: Rally Ally
5th: Last Word
6th: Commanding Voice
7th: Emissary Guard
8th: Social Standing
9th: Lettered
10th: Greased Palms
11th: Diplomacy
12th: Seek Council

Primary Attributes: Charisma, Intelligence, Perception

Combat Skills
Unarmed Combat: Basic

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Practiced Rhetoric: (power 1) The Emissary may skill and will remain at level 7 until the rating of this ability
spend 1 frenzy to add a d6 to a charisma check for speech, is upgraded. The guard will provide a +1 to defense of the
barter or deceive due to their practiced rhetoric in diplomatic emissary if within 2 hexes and grants a +10 bonus to their
affairs. This must be used before the dice are rolled. Each max HP for every rating in this ability. For every rating in this
rating in this ability increases by one step. Starting at; d6, ability you may increase the level of the guard. MR: 100
d8, d10, d12, and finally to d20. This does not use any of their Social Standing: (power 2) the emissary may alter 1
social pool yet dice from that pool may still be used. MR: 5 die in their social pool from a d6 to a d8 permanently. For
Ear for Falsehoods: (power 1) The Emissary may every rating in this, the die may increase one rank. Thus, at
spend 1 saga point to re-roll a Detect Lies check. MR: 1 rating 1, one of the emissary’s social dice are d8. MR: 4
Rally Ally: (power 1) At the cost of 1 SP, the emissary Lettered: (power 2) A good emissary must always
may elect an ally within 2 hexes (10’ ft.) to “assist” in their understand the environment they work within, and this
defense by rolling their leadership skill. If the elected is comes with many books. For any test in relation to Heraldry,
a PC, the player must give their permission. If an NPC is History, Law, or Philosophy, the Emissary may add a d6 at
elected, their disposition towards the PC and/or a willpower the cost of 1 frenzy before the die is rolled. However, if they
check may be necessary. This allows the ally to move up to 2 choose to wait, they may burn 1 SP to roll the bonus die after
hexes OOT and without an attack of opprotunity, to roll their the skill check has been made. For every rating in this ability,
defense against a single target’s attack round. If the defense the die is increased by 1 rank; d6, d8, d10, d12, d20. MR: 5
is successful, the ally moves back to their original place and Greased Palms: (power 3) Sometimes, words are not
no hit is scored. If the ally is hit and takes enough damage enough. After failing a speech, deceive, leadership, or barter
to be knocked down, they must fall next to the emissary, and skill check the emissary can attempt to throw in a bit of coin
can no longer assist for that round. This may be used once in order to add +1 to +3. The GM must grant this situation
per rating. For every 10 rolled on the leadership skill this a specific classification once the player chooses to use this
grants the ally an additional +1 to their defense roll. Thus, if ability. The classification by the GM is called out as low class
the emissary rolls a 31 a +3 is granted to assist the ally in their (costs 1 gold), middle (5 gold), and high (10 gold). Thus in
defense roll while guarding the emissary. MR: 3 a low class situation every 1 gold piece would grant a +1 to
Last Word: (power 2) This ability adds 1 die into the the roll. The emissary can throw down 3 gold to get a +3. At
emissary’s social pool permanently. The emissary may burn rating 2 they can go to +4, and rating 3 as high as +5. MR: 3
the usual frenzy during an argument or debate to gain the Diplomacy: (power 3) The world of diplomacy is
use of this d6 from their pool as normal, or they may burn 1 as cutthroat as any bar and emissaries must be aware. For
SP instead to bump the die up a rank for this roll. At rating 1 frenzy, the emissary may add an additional d10 to any
1; d6 to d8, d8 to d10, d10 to d12, and finally d12 to d20. MR: 4 perception related test involving seeing, listening, or hiding.
Commanding Voice: (power 2) For 1 SP the emissary This must be activated before the skill roll or attribute roll is
may combine a leadership skill check during a speech skill made. This is perfect for skills like observation, listening, or
check to gain temporary NPC followers who will agree with concealment. In addition, the emissary may add this die after
the emissary’s cause and make this agreement known to the roll instead, by spending 1 saga point. For every rating in
those around them. For every 10 scored on the target # or the this ability the die increases a rank; d10, d12, d20. MR: 3
sum of both rolls, 1 listener becomes verbally motivated as a Seek Council: (power 3) For 1 SP emissary may use
short term follower, not a permanent one. MR: 1 the skill of Speech to add the result to the Glory percentage
Emissary Guard: (power 2) The emissary’s growing of their Reputation in order to gain council. Social dice may
position within his cause warrants a personal protector to be be added to this as well but must be added first before a glory
assigned to him. An NPC of the fighter faction classes will check is made. This may also be used at long distance in the
protect the emissary. The guard is loyal, but not suicidal. They form of a letter, but the skill used in this manner to add to
will protect the emissary with their lives but may require skill the glory is Read & Write. This ability does allow you to add
checks to convince them of more dubious requests. This guard your social pool to this letter as well. MR: 1
counts in addition to any followers gained by the Leadership

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Merchant Heraldry 1 (int)


Law 1 (int)
Leadership 1 (chr)
The merchant is a trader of goods. They Read & Write 1 (int)
specialize in dealing with others to buy and sell their Speech 1 (chr)
wares while at the same time trying to land great deals. (Skill Slots: 1)
They raise reputation well, all while they pursue their
fortune. Merchants often try to stick to the laws of the Starting Equipment
lands that they travel to, yet there are some who are Clay Writing Tablet (equipment)
too drawn to the promise of quick plunder who take up Satchel (equipment)
illegal transactions. All merchants often hire soldiers Merchant’s Scale (equipment)
in order to bodyguard for them, for they make many Sack (equipment)
enemies in their cutthroat business. Traveling the roads Choose 10 units of goods:
is always a dangerous endeavor. The roads are plagued (Starting Pay: d6 copper)
by slavers, bandits, cannibals, monsters, and so much
more. Merchants need bodyguards and hired swords Spiritual Influence: 2%
to help protect their goods and their lives. Of course,
not all merchants learn nothing of combat. Some of
the most legendary merchants are Tyron Fellows of
Veldwar, Carmella of the House of the Three Faced
God, and Aryn Two Times of Qualinost.

Character Class Abilities


2nd: Negotiate
3rd: Discount
4th: Appropriate Funds
5th: Market Etiquette
6th: Open Trade
7th: Well Connected
8th: Knack for Lies
9th: Well Met
10th: Merchant’s Guild
11th: Apprentice
12th: Gimmick

Primary Attributes: Charisma, Intelligence

Combat Skills
Unarmed Combat: Basic

Character Skills
Appraisal 1 (int)
Barter 1 (chr)
Deceive 1 (chr)
Detect Lies 1 (chr)

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Negotiate (power 1): The Merchant is learning how This is used in order to possess a connection in the current
to buy low and sell high. The merchant may burn one frenzy city they are located. It can be attempted each week or session
to add a d6 to their social pool to any barter or deal being (determined by the GM). Once it is rolled as a success it has
made. Each rating of this ability increases the die step by been established that the merchant is now well connected
one; d6, d8, d10, d12, d20. This bonus die does not alter the in the current town or city. Players can purchase or sell
other dice in the social pool. This can be used each time a equipment at this location at an additional discount equal
negotiation is taking place. MR: 5 to the merchant’s bonus % for this ability. For every rating it
Discount (power 1): The Merchant always finds a way increases by 10%. Once this ability has been successfully used
to come up with more coin in a sale. Anytime the Merchant in a city, it may not be established again. MR: 3
engages in trade, they are able to buy items at 10% lower than Knack for Lies (power 2): The merchant knows when
usual and sell them at 10% higher than usual by making a he or she is being lied to, and how to lie. For 1 frenzy, the
successful barter roll. This percentage is also altered by the merchant may add a d6 to any deceive,or detect lies skill roll
economy modification given by the area, if one exists. Cities before the check is made. Yet if it is forgotten, 1 SP may be
with a good economy are often given a +5% to +15% bonus, spent to roll it after the check is made. Each rating in this
while those with a bad one is negative the same. Each rating ability increases the die rank; d6, d8, d10, d12, d20. MR:5
in this ability provides an additional discount/markup, to a Well Met (power 2): the merchant is able to add a d10
total of 30%. MR: 3 to their social pool for 1 frenzy when first meeting someone,
Appropriate Funds (power 1): The Merchant has or when calling out for strangers to look upon their wares.
stowed enough coins to know where people keep them. For For each rating this die increases a rank; d10, d12, d20. MR: 3
one frenzy, the merchant may add an additional d6 to any Merchant’s Guild (power 3): the merchant can become
looting check. In addition, they receive 20% more currency part of a guild. Gold can be placed within the guild, held and
from whatever amount they find. Each rating in this ability stored like a bank for a 10% bi-annual gain (per rating). The
increases the die by one step; d6, d8, d10, d12, d20. As well, the guild also offers protection within a city. For every rating a
percentage increases 20% each rating. MR: 5 merchant can summon a bodyguard to their aid. A leadership
Market Etiquette (power 2): The Merchant knows roll is made and for every 10 on the social roll an additional
what to say to get around the marketplace. Increase guard will appear to help. The guards arrive in d6 rounds (-1
availability of all items by 5% per rating. This is very helpful per rating) MR: 3
when a merchant is helping a party member acquire an item. Apprentice (power 3): The Merchant has taken on
Increase all charisma rolls for the merchant by +1 per rating a hired hand of some sort to aid in their business venture.
while in the marketplace. MR: 3 Select from a Teamster, Laborer, Scribe or Guide. Depending
Open Trade (power 2): the merchant may open on their skill set, these individuals will roll at a rating 12 (2d12)
their own tent and small business (1 per rating) within the for their respective trade. Wages for this NPC are covered by
marketplace of a town or city. This instantly grants the the merchant’s guild for their continued efforts. At rating 2
merchant +20 reputation to their max. There is no income they become a Journeyman with an increase in skills by 5
generated for the first week due to the setup cost unless it levels. At rating 3 they are masters of their skill at +10 levels
is personally manned, and items are sold during play. The (d20+2d12). MR: 3
GM and player may choose or roll what is being sold. The Gimmick (power 3): the merchant can spend 1 SP
merchant must pay upkeep and pay for an employee to run to roll their deceive skill. For every target number of 5 met
the shop while away. Roll barter skill for how much silver is they can lower a target number by 1 for 1 scenario. This OOT
generated per week (or gold per month), yet 30% is taken by ability can be used in or out of combat. When making a deal
an employee (unless personally manned). For every rating, 5% it often comes with stretched truths about wares, in combat it
of loss is dropped and another 20 reputation is gained. MR: 5 is a way of distraction, disruption, tossing things in the way
Well Connected (power 2): The Merchant has or looking for a means of escape to defend an attack. This
connections all over and once per week, for 1 saga point, may may be used once per scenario and can be used to help an ally
roll their glory % with a bonus of 10% per rating in this ability. as long as they are within normal movement. MR: 3

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Prostitute Drinking 1 (bod)


Listening 1 (per)
Observation 1 (per)
The ancient commoner profession of Seduction 2 (chr)
prostitution has been around since the beginning of Steal 1 (dex)
mortals. All genders have taken part in this profession (Skill Slots: 2)
and used their talents to cause peace or destroy it.
Some began as little as servants and used their talents Starting Equipment
just to get by in a cutthroat world of untrusty vagrants Bone Knife (d10 dmg)
and blood money. Prostitutes are often mistreated, Perfume (equipment)
beaten, or worse. They often seek out a guardian if Bone Brush (equipment)
they cannot protect themselves. Some join up in guilds Belt Pouch (equipment)
called brothels, and most cities are filled with them. Silk Veil (equipment)
There are those that have risen through the ranks, high (Starting Pay: d6 silver)
class prostitutes that only choose high class clientele.
They get paid a great deal of money without having to Spiritual Influence: 2%
work the dangers of the slums, but this is not an easy
status to reach. You must have the looks and the talent
to get what you want in this world. A few of the more
famous prostitutes of Koth are; Mistress Niayla of the
Nine Silks, Gabrium Maul of Aticraulys, and Khali the
Black Widow of Dum Dooh.

Character Class Abilities


2nd: Tricks of the Trade
3rd: Easy on the Eyes
4th: Soften the Mark
5th: How About a Dance?
6th: Dark Embrace
7th: Word of Mouth
8th: Street Walker
9th: Persistence Pays
10th: Unsavory Circles
11th: I know These Streets
12th: Harem

Primary Attributes: Charisma, Dexterity, Perception

Combat Skills
Unarmed Combat: Basic

Character Skills
Concealment 1 (per)
Dancing 2 (dex)
Deceive 1 (chr)

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Tricks of the Trade (power 1): The prostitute can Word of Mouth (power 2): the prostitute has become
spend 1 frenzy to add a d6 to any seduction or dancing roll. known in important circles. At the cost of 1 SP, the prostitute
Each rating of this ability increases the die rank by one step; can add their seduction roll to their Glory % of their reputation
d6, d8, d10, d12, d20. MR:5 in order to land a meeting with a high-ranking officer or
Easy on the Eyes (power 1): Whether it’s through official. The GM and player may work out the official. They
subtle applications or simply keeping ugly company, the are generally helpful but may require additional persuasion
prostitute always looks better than the competition. The if the request puts them in a difficult position. This can only
prostitute can now spend 15 minutes to increase their PB by be done once per visit to a city per rating. MR: 3
d3 for around 6 hours. This can be through using makeup, Street Walker: (power 2) anytime the prostitute
dress, or just getting their intended marks unsuitably drunk. moves through the streets of the city they may burn 1 frenzy
At rating 2 this becomes a d6. This is applied to the character to add a d6 to any stealth or concealment skill checks. They
in addition to any temporary bonuses to PB gained from may burn 1 SP to add it to both skills. For every rating in this
items they possess. MR: 2 ability the die is increased; d6, d8, d10, d12, d20. MR: 5
Soften the Mark: (power 1) The prostitute can burn Persistence Pays (power 2): the prostitute may spend
1 SP to increase their steal, stealth, & concealment skills 1 SP to reroll any seduction, deceive or dancing roll with a +1
by +5 levels (per rating), if they are attempting to rob or to the reroll. This may only be used once per attempt. MR: 1
sneak attack someone they have previously slept with or are Unsavory Circles (power 2): it does not take a
currently “engaged” with in coitus. MR: 2 prostitute long to become acquainted with the dregs of society
How About a Dance? (power 2): The prostitute can or learn certain city secrets. The prostitute can always find
perform “entertaining” dances as permitted by the tavern. criminal elements in a town with a listening or observation
Though the tavern will likely wish to take 10% of the funds, skill check at +2 levels per rating for 1 frenzy. They can also
a prostitute can roll their dance skill to perform for patrons. find black market goods for 10% of the listed price (per rating).
The tips received depend on the affluency of the crowd, but For every 10 rolled on the skill check, another 5% is knocked
generally they will receive 1 coin equal to their skill roll as off the sought-out item. MR: 5
long as it beats a T# 5. This can only be performed once per I Know These Streets (power 3): The prostitute has
night, per tavern and the roll is granted +1 per rating. The become a master of avoiding danger or finding the right kind.
type of coin gained by this is left to the GM to decide. MR: 3 Anytime the GM makes a random encounter roll in a town,
Dark Embrace (power 2): people have their guard they should have the prostitute roll a perception roll. On a
down when they’re enthralled in passion. If the prostitute success, the prostitute becomes aware of the event before the
attempts to attack someone during or post-coitus and group. They may spend 1 frenzy to reroll the event, though
succeeds their skill checks, their attack automatically counts they will not become aware of what the new event is. They
as a critical success with an additional x2 power damage may instead spend 1 SP to avoid the event entirely through
per rating. If the target has armor for whatever reason, the clever use of back alleys or buildings. MR: 1
attack is also armor defeating. If a critical hit is rolled it Harem (power 3): The prostitute has a few friends
becomes a double critical and the critical damage is x4. Since who are half as skilled. For 1 SP the prostitute rolls a charisma
sneak attacks are already x2 power damage when at melee check at +2 levels per rating in this ability. This roll can be
or unarmed range, the prostitute will automatically gain x4 increased by the social pool as well and for every 5 met on
power damage during this attack, at rating 1. If a heavy attack the target number 1 prostitute is summoned that is half the
(rage attack) is made during the dark embrace the power level of the character. These prostitutes can be called upon to
damage is x6 and this is even before the automatic critical assist in an... endeavor. This can be used to persuade NPCs
damage which would make the damage equation = base or curry a favorable relationship with them. Any seduction
damage, x6 power damage, x2 critical damage. This can be roll made by the prostitute with the help of their assistants is
used at the same time as the Soften the Mark ability. MR: 4 increased by a d6 per additional prostitute summoned. This
can be used once per session or day and they arrive in a d10-1
rounds per rating. MR: 5

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Slave Character Skills


Concealment 1 (per)
Choose: Cooking or Foraging 1 (per)
Slaves are often born into slavery. Many are Endurance 1 (bod)
forever doomed into a life of suffering under the rule Escape Artistry 1 (dex)
of a master or slave masters. Most that live to be adults Lifting 1 (str)
are treated like beasts being locked into cages and only Observation 1 (per)
let loose when they are needed. Yet, there are very few Running 1 (dex)
slaves that do not suffer vile treatments and live in Stealth 1 (dex)
luxury, with food, comfort, and safety. The Aticraulian Choose: Weaving, Sewing, or Pottery 1 (per)
Empire is well known for their legalized slave trade. (Skill Slots: 1)
Some countries have abolished the ownership of
mortal races while many still possess slaves all over Starting Equipment
the country. It is written in the old legends and old Wooden Club (d12 dmg)
bible texts that all mortal races were once slaves to Rope Belt (clothing)
the demon lords. They were all able to unite together Sack (equipment)
and overthrow the masters in what were known as the (Starting Pay: 0)
Thrall Wars. Many do not believe in these old bible
stories, but there is a lot of information that seems to Spiritual Influence: 2%
make sense, such as the shared language created by the
slaves T’yamin in which Kothan is derived from. Some
of the most legendary slaves were Gar Dragonbane
written of in the bible. He who led slaves against the
dark lords’ armies. Tarris of Lork, and Maren Klay, who
became more powerful than an emperor.

Character Class Abilities


2nd: Endless Toil
3rd: Scarred
4th: Master’s Brand
5th: Plan of Escape
6th: Pain Tolerance
7th: Pent-up Rage
8th: Trauma & Suffering
9th: Will to Live
10th: Endless Struggle
11th: Bonds of the Bound
12th: Strength in Numbers

Primary Attributes: Dexterity, Perception

Combat Skills
Unarmed Combat: Basic

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Endless Toil (power 1): The slave may burn a frenzy for every rating in this ability. As well, the slave gains a +1 to
point before rolling to add a d6 to any roll related to physical defend all types of attacks per rating, for the duration of this
labor; strength checks or body checks. Each rating increases ability. This ability may be used in tandem with Endless Toil.
the die by one step; d6, d8, d10, d12, d20. MR: 5 MR: 3
Scarred (power 1): The slave has been beaten Endless Struggle (power 3) the slave has discovered
relentlessly by their master or masters. However, they did ways of making their struggles easier through endless tasks
not break. Add +2 toughness and +2 fortitude for every rating for their master. They can make the target number lower
in this ability as these scars were not all physical. MR: 3 from 1 to 3 points by making a relative attribute check to
Master’s Brand (power 1): the slave has been property assist for 2 open actions. For every 5 rolled on the correct
at least once before and worked on a specific task extensively attribute check they may lower the target by 1 point. At rating
granting them a bonus of +2 to an attribute. However, they 2 in this ability they can lower the target number up to 5
did not always get to choose which one they wanted. Choose points by rolling a 25 or higher. Example the target number
from three attributes of interest and label them with 1-3, 4-6, for survival in this area is 12. Survival goes off the intelligence
7-9 on a d10. For instance: 1-3 = Str, 4-6 = Dex, and 7-9 = Int… attribute. The slave makes an intelligence roll and rolls an 8,
then roll the d10 and if a 10 is rolled you may choose the they can bring the target number down by 1 point. This costs
attribute bonus you want the most. If not you are stuck with nothing to activate.
the +2 bonus in whichever one you roll. Each rating in this Bonds of the Bound (power 3): the slave has the
ability allows the slave to do this again. MR: 10 power to grant an assist on any skill for an ally by spending
Plan of Escape (power 2): The slave may burn 1 SP 1 point of frenzy and adding a d6 to the allies’ task. The slave
in order to add a d6 to any roll for escape artistry, stealth, or must be within speaking distance or charisma in hexes. The
concealment for rounds equal to their intelligence attribute. GM may use discretion on the use of the assistance, but this
Each rating in this ability increases the die by one step; d6, bonus should be granted only once per scenario. This is used
d8, d10, d12, d20. MR: 5 in addition to any type of teamwork rolls where skills may be
Pain Tolerance (power 2): the slave may burn 1 SP in rolled and added together. For every rating in this ability the
order to soak damage equal to their body roll or endurance die may be increased by one rank; d6, d8, d10, d12, d20. MR: 2
skill roll x the rating of this ability. This may be used once per Strength in Numbers (power 3): with this ability the
combat. This may be used in congruence with the endless toil slave is able to grant an OOT bonus to defense or an attack
ability. MR: 5 on a d3 by spending 1 saga point. This bonus only applies to
Pent-up Rage (power 2): the slave is able to spend 1 one roll and only if an ally or NPC is near. This counts for
frenzy in order to add a d6 to their strength damage modifier an animal companion as well. It can be applied for an ally or
for an attack. This may only be used once per turn. For each even their own attack or defense, but only once per combat,
rating in this the die may be increased by a rank; d6, d8, d10, per rating. The allies must be within their normal movement
d12, d20: MR: 5 to assist in this manner. This can be stacked as well if there
Trauma & Suffering (power 2): Though there are are more slaves but only to a maximum of three slaves. At
many horrors in Koth, and the malice of the slave driver is rating 2 the die increases to d6 and can be used twice per
one of them. For 1 SP the slave may add a d4 on one body combat. At rating 3 the dice become d8 and it can be used 3
save or trauma save due to the rigors of their enslavement. times per combat. MR: 3
This is allowed once per session or once per day. MR: 1
Will to Live (power 2): The slave’s quest for freedom
does not end. Their struggles in life grant them a special will
to exist. For 1 SP, this OOT ability may be activated as long
as the slave is below 25% of their max HP. Once activated
they roll their willpower and body attribute dice, adding the
result together. The result is how many hit points are gained
per round for d6 rounds. The duration also gains +1 round

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Advanced Adding Actions to Modify Magic

Combat Rules This rule has more than just one part. This
concept will also allow casters to modify spells in a
different way to make them more specific for certain
Another advantage of the Demon Gate situations without the use of the Spell Craft skill. Spell
Companion is the optional standard rules for combat. casters deal devastating damage when they become
These may be utilized during the game for everyday higher level due to their ability to multiply their power
maneuvers or tasks open to anyone. From things like damage into spells. One idea to help in levelling the
choosing to deflect, block, or dodge in melee combat field a bit is to add action points to spells for slight
to having a social combat situation. You can have an modifications to them. When a character has an ability
argument where you add dice to your social rolls by or a talent where they can add a d6 points of damage to a
burning frenzy as long as you have a social pool. These spell (or any die), you may add 1 action point to cast the
optional rules will be laid out for any character without spell when you wish it to deal more damage. For every
needing a talent or ability to pull it off. You may also added die to dmg, add another action point to cast it.
find some new rules in here that can be used as an For instance, you might do this for the ability Improve
alternative to the originals found in the core rulebook. Magic found in the core rulebook, or even to the talent
Several options for attacking and defense in the Power Surge, where the build-up of power adds another
Chaos System are often left for abilities or talents to magic action point to complete the spell. Some players
define. Many combat moves and defensive maneuvers will ask if they can change their spell a bit during the
await the warrior that can make it to higher levels. Yet, game. This is fine as long as the game master allows
there are many that never play enough to reach those it and it isn’t something too fantastical. Adding action
higher levels. Many moves are pretty basic, so why points to spells that are freshly crafted by the Spell
must you wait to unlock all of these special moves? Craft skill is a great idea for new spells. Later they can
While waiting to get better in these areas of combat be adjusted as further research is completed.
we wish to add a few interesting alternatives to the You may also have a caster that wishes to make
average defense roll or the average attack roll that any the AOE of a spell a little larger by expanding the spell
combatant may attempt. General rules for you to use by 1 inch. This may also be accomplished by adding
that can spice up the combat a little. Of course, the GM an action point to the spell, or if you feel it should
may make these optional rules legal if they wish in only add more drain to the spell you can choose to
their campaign or choose to keep them out. modify it in that way. There are many possibilities. The
Spell Craft skill does not need to be owned in order to
accomplish slight modifications to known spells, but
as the changes grow, the skill should come up. In the
cases above though, these are for situations where you
are not building a new spell, only modifying one.

Blocking

Blocking is an option in the core rulebook while


using a shield primarily. There are some mentions of
gaining a bonus to defend or block with melee weapons,
especially when using the basket hilt on a weapon, you
may gain that +1 to your defense due to that hilt design
once per combat. However, blocking can be used many

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times in a combat scenario. When an assailant is


Match Roll Table attacking you and you possess a shield in one of your
hands, you may use that shield to defend all of his or
When a character calls a block or a parry her attacks unless they pull a special maneuver that
during their defense roll and ends up rolling an says otherwise. A good way to take away someone’s’
exact match, this is what happens to the defender. ability to block is to knock them down. When you are
You must roll a d100 to see what scenario takes hit and fall to the ground, the initial follow-up attack
place when fighting in melee. cannot be blocked, or parried, it must be dodged.
Another way to change up defense maneuvers
D100 Result is to have two assailants coming at you from different
01-04 Sparks Fly: a brilliant display but nothing directions. If you have one come up and attack you
else happens that burdens the fight! from the southern position and then another come
05-09 Irritated: -1 to defend the next attack at you. at you from the northern position, you might be in
10-14 Distracted: sparks fly from weapon or a bit of a snag. You will have to choose which one
equivalent, -2 to defend the next attack at you. you will use your shield to block with. If you have a
15-20 Winded: the character’s body attribute rank shield and a weapon in hand the GM may allow you
suffers as if 1 point of stamina is taken. to block one attacker with your weapon and one with
21-25 Lose Parry: you cannot parry for the rest of your shield. When you have two attackers who are next
the round, until your turn comes again. to one another attacking you from the same direction,
26-30 Lose Block: you cannot block for the you should be fine using your shield bonus on your
remainder of the round until your turn again. defense rolls to block all of their attacks.
31-37 Jarred: strength check T# attack roll or -1 to
defend for the remaining round until your turn. Block with Weapon
38-42 Staggered: strength check T# attack roll or
-2 to defend for the remaining round. This option allows anyone using a weapon to
43-49 Lost Footing: dexterity check, target # equal attempt to block a melee attack by using their weapon
to the attack roll of the enemy or fall. to do so. Generally, this is overlooked as something
50-59 Lock-Up: the two are locked together in a that is already happening in combat anyway. So why
struggle of strength, dexterity, or skill. add the option to defend with a block as a mechanical
60-64 Slipped: fall to the ground. part of the game? Well most shields add a +2 bonus or
65-74 Dropped Weapon: the weapon gets higher to your defense roll due to cover. Adding a +1
slammed from your hand to land at your feet. to defend due to cover from your weapon may add a
75-79 Disarmed: roll scatter dice to see where the small bonus to help you defend, but if you match the
weapon lands. attackers roll on a roll of the exact same number where
80-84 Twisted Ankle: fall to the ground! BS or a tie goes to the defender, there is a complication due
take 1 physical fatigue. to the fact that the only way you were able to defend
85-94 Weapon Damaged: drop 1 point of durability, was due to that block modifier. So, if instead of dodging
if it is weak it breaks. you have the option to block a melee attack coming at
95-00 Burden: next defense is made twice, take you, call that you wish to block the attack and add the
the lowest roll to defend and suffer a burden. additional +1 to do so. This can even be used with non-
melee weapons or anything you can pick up to help you
block. If the attacker rolls to hit you with his sword and
gets a total of 13 to hit and you choose to block with
your crossbow, granting you an additional +1 bonus due
to cover and roll a total of 15, the block is successful and

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the item is not broken, but the GM can say the weapon Blunt Weapons
is damaged if they wish due to you blocking with it.
During a break or crack, when dealing with Blunt Weapons can go through 10 AR of armor
weapons or armor the durability rank is lowered due soakage to damage. Thus, if your Total Armor Value is
to the damaging of the item. A weapon of moderate 22 and you get hit with a mace, your armor only soaks
durability becomes weak, a weak weapon will break. In 12 of it since the crushing damage goes right through 10
the case of matching a tie, the GM or defender can roll of your armor. Imposing this rule for all bludgeoning
on the Match Roll Table. If they roll that the weapon weapons is one more thing that makes them a little
cracks (drops in durability) it could break a weak more enticing.
weapon. Then the weapon is no longer able to be used
to block. If the roll on the table turns out to be a lock- Burden
up (see below under lock-up). A lock-up is when the
combatants become caught in a struggle of strength or Burdens are just like an edge but in a negative
skill, and their weapons become tied up. light. A burden is when you must roll your defense
When blocking a melee attack with a weapon or your attack (d20) twice and take the lowest roll.
you may not choose to block a projectile weapon like Whereas an edge is taking the highest roll. A burden
an arrow or bolt with your melee weapon unless you may complicate things when in combat as it comes at
possess a specific ability or talent that would make this a higher disadvantage. The GM may wish to make you
plausible. A few examples; the mu dai’s blade shield suffer this hardship for any number of reasons that
ability, or the deflect missiles ability. Also, the sword they wish, or you may find it on certain combat rules,
master’s blade form ability might just come in handy. such as fumble tables.
A character with the sneaky talent Cloak Shield would
certainly be able to pull this off, but they would have Critical Hits & Bleeding Damage
the option of using their talent to do so not their blade.
So, it is really left to the GM and matters on what they This rule is for edged weapons and piercing
think should be allowed. For instance, perhaps you roll weapons, not bludgeoning weapons. In the core
a natural 20 to defend when you called block to defend rulebook you already get the bonus as a chance for
a knife being thrown at you. Being able to slap the knife a knockout when gaining a critical hit while using a
out of the way with your melee weapon and still attack bludgeoning weapon. Sometimes getting hit by a
is very possible. Cutting arrows or crossbow bolts out critical hit yields little damage, but due to the fact that
of the air is another story and usually requires some it was a critical hit, it should create some dangerous
great skill or even greater luck, but it is not impossible. effects. Thus, if you are hit by a critical hit from any
You may also allow blocking with two weapons piercing or edged weapon you must make a body save
if you wish. Yet, just as if you were wearing two shields or also suffer from bleeding damage per round. Those
you still only gain the benefit of +1 to defend for using who are hit for 90% of their max HP in one attack have
two melee weapons to block. It may come up or the to make a trauma check (body save) or suffer a roll
question may be asked about blocking while using two on the Trauma Table. Those who do that are already
shields, such as two bucklers or target shields. In this suffering traumatic injuries so there is no need for an
case feel free to let players know that you only gain the additional body save.
benefit of having only one shield defense bonus. Then Most bleeding damage is calculated simply by
again this is totally up to the GM. If you wish to allow rolling the weapon’s normal damage and it is suffered
an extra +2 to block for crossing your twin blades to each round until the bleeding can be successfully
defend an attack, this is your choice. stopped by bandages and a healing skill check. An
actual healing skill check usually takes quite a bit of
time. But when you are making one to stop the bleeding

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first, that can be accomplished with 2 actions. Once target is forced to make a body save or fall unconscious
a character has begun to administer healing and are for 2d6 rounds. Let’s say you roll the critical hit but
concentrating their skills upon the patient successfully, then do not get the 15% K.O. roll. Then you can have
the bleeding can stop usually by making a check of T# the target still make a body save or be dazed for 2d6
4 to 10. During a healing skill check applying pressure rounds. This means they suffer -2 to attack and defend
to the wound is an initial reaction and then damage due to having their bell rung.
is quickly assessed. That would happen as soon as You can also allow the target, whether knocked
the healer reached the patient, so they can stop the out or dazed, to roll their body check after suffering
bleeding immediately, but the actual gain of hit points the 2d6 duration in order to try and take some of that
does not begin for some time. Unless of course, the time away. For every 5 rolled on the target number,
healing is magical. Most characters can stop bleeding perhaps have the duration drop 1 round. Thus, if a 12 is
by just using an intelligence check. This untrained skill rolled on the body check then 2 rounds would be taken
may raise the target number from 4 to 7 though if the off of the duration. As a GM you may allow this but
character has no idea about how to stop the bleeding. recommend a required 1 round minimum.
This really depends on the character here. Those who
have seen combat before or been in a similar situation Corrosive Damage & Toxic Damage
would know what to do and you most likely would not
have to cause a raise in the target number due to the Corrosive damage and poison damage are both
untrained modifier. If they do not roll well enough on toxic damage, but they are not always handled in the
the target number, the bleeding will continue another same way. Both will eat away at hit points per round, but
round where they may attempt again, and you may only corrosive damage or acidic damage will eat away at
lower the target number by 1 point. HP, structural hit points, and armor ratings. Corrosive,
The mightiest of all healing of course is the acidic, poisons, they are all considered toxic so you can
magic spell “heal”. This causes all bleeding to stop soak these types of damage with your toxic resistance.
and the wound to close and begin to regenerate at an Poison damage allows you to roll a body save and if
impossible speed. Healing potions are magic as well you fail you will take an amount of hit points drain
and will work when poured onto the wound directly for for every round. Most poisons are different and have
the best effect against bleeding. Drinking a potion may different types of effects, like mild, medium, and heavy
allow the bleeding to stop over a few rounds unless the poisons. However, poisons are pretty well covered in
healing potion takes the character to max hit points. the combat chapter of the Demon Gate core rulebook.
Healing herbs and things of that nature will not stop Corrosive damage and acidic damage will cause
bleeding unless that is their purpose “clotting powder” their normal damage effect, as well as damage per
or something similar. round as it eats away at everything slowly. In certain
situations, like when a critical hit is taken by a corrosive
Critical Hits & Bludgeoning Weapons and acid, there is a table called the Disfigurement Table.
One may have to make a body save or roll on this table.
Since bludgeoning weapons do not cause Even if they make it, as a GM you may cause them to
bleeding damage after a critical hit, there is what is half the result, but this is completely up to you or up
called a chance to knockout. This does not happen every to the rules of the weapon. The disfigurement table is
time you get a critical either, there is a 15% chance that very unforgiving, so keep that in mind before you make
you may be given the chance. This rule is in the core a character turn into a horrible looking monster.
rulebook, but we feel it must be elaborated upon. Some
weapons are labelled with the 15% chance rule and if a
critical hit is rolled when using a bludgeoning weapon
that has it, and you also roll the 15% chance, then the

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Debates, Arguments, & Negotiations round to deflect an enemy or several. Yet, each success
grants the character what is called a riposte tally of
With the use of Social Pool, a character with a +1 to hit on their follow up attack at the target they
charisma of 15 or higher is given 1 point in their social successfully deflected. This Riposte Tally is kept track
pool. Anytime a character gets into a debate or bout of of until the next round when it is unleashed only at the
negotiations, or even an argument about something, target or targets that were deflected. The riposte tally
you sometimes turn to dice rolls to configure what is also cumulative, thus if you successfully deflected 3
happens in the situation. Some players and game attack rolls then your riposte back at the enemy will be
masters may resort to this in game because it is not made with a +3 to hit that same enemy. When calling
the player that is really having a social engagement in deflect or parry you will not add the +1 for blocking
the story, it is the character. Although the player might to defend, you will add your normal physical defense
be good at debating, maybe the character is not, or if you have one, and then you will also take away -1 to
vice-versa. So sometimes social dynamics are figured defend for your deflect modifier. Thus, you only want
out by rolling them and these engagements is where to reserve deflects for when a character is attacking you
a social pool comes in handy. This is because once the in melee and they roll badly. Reserve it for when it is
initial interaction has been configured by a charisma something you feel you may easily deflect. Then, once
attribute roll of skill roll, the character, PC or NPC, can it is made keep note of that success for your +1 to hit.
burn 1 point of frenzy in order to add to their social
interaction and roll a d6 to add to their final result. Delayed Actions
This, in game, would be like the character continuing
to try and add to the argument, or trying to throw When you are in a combat situation there are
another point across to win the sale. certain instances where you may wish to hold your
If the character has another point in their social actions in order to act after an enemy. As the rules
pool, they can throw another frenzy down as well to of the core rulebook state you may hold your actions
add to the total sum of their result, only once the NPC and move your initiative down to another spot on the
has had their chance to up their dice roll as well. These initiative counter, but you cannot take any actions
points are lost once used but only for a day or for a during this time until it is your turn again. Well, with
session. Then they refill after you sleep, and you can this optional rule you may allow what is called delayed
use them again the next day. actions, as long as the character suffers a penalty for
their actions. In a delayed action the character does
Deflect or Parry not move their initiative counter at all. Instead, they
keep their initiative counter in the same spot, and they
When you are in the midst of a melee fight and suffer a negative modifier to hit or cast equal to the
the attacker comes at you with a weak melee attack you amount of actions that are held onto for the delayed
may choose to deflect or parry the attack with your act. Example: Garon’s character waits behind the door
melee weapon by calling the deflect before rolling for the enemy to come into the room. Garon calls out
defense. This is not the same as the class ability Parry that he wishes to save 2 melee actions to use for this
however, but it is a normal defensive technique that purpose so that he can unleash a heavy attack when
can happen when two melee or unarmed fighters are the enemy comes through the door. Once the enemy
engaged in combat. You are simply using your weapon moves into the room Garon spends his two action
to deflect the attack of the enemy into a different points on his heavy attack at the enemy but suffers -2
direction other than your face! Normally in this to hit because of the delayed action penalty.
situation you are trying to follow the parry up with a Also, delayed actions allow you to move part of your
riposte. This is done so at a -1 to defend for you. This movement on your turn, as long as the player keeps
negative modifier is cumulative with each attempt this track of the movement made. For when it comes time

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for their delayed action to be used, they can finish especially so when throwing. When you possess dual
out the rest of their movement if they wish. Note: you weapons, dual shooting, or dual casting skills or talents
cannot use frenzy points on a delayed action. there is no need to suffer a -2 off-hand modifier due to
the training it takes to gain that skill.
Divine Damage Attacks will always be one per action no matter
if they are thrown at the same time or not since you
Divine damage is mentioned in the core need to mechanically discover if the target is hit by
rulebook and is usually reserved to magical damage the attack. With dual weapons skills and two arms you
caused by holy weaponry and holy spells. Divine may simply draw both your weapons at the same time
damage often comes in the form of starlight, the light in one action, then attack a single attack with their
of the suns, and ultraviolet radiation. Magic, alchemical second action, then attack again for their 3rd action.
substances, or weapons often cause and additional x2 If the player wishes to attack with both blades at the
or x3 power damage because of the divine damage same time, this still costs 2 actions mechanically as
effect. Yet, as the GM you may feel free to make this stated above. If it makes them feel better have them roll
damage automatically critical to undead and spirits 2 different twenty-sided dice at the same time. Those
of the dead in many situations. For instance; in the characters who have spent the specializations toward
light of the twin suns when the suns are clearly out the skill should be able to draw both their primary
with no cloud cover whatsoever, undead or spirits blades in one upkeep action.
of the dead that are exposed to the direct sunlight
Dual Weapon Fighting
would likely suffer divine critical damage. Divine
critical damage can be applied to most divine damage Anyone is capable of dual weapon fighting, also
whenever the GM feels it is necessary. Spirits of the known as two-weapon fighting. Yet, only those with
dead and undead are beings that are not supposed to the skill in Dual Weapons gain an actual extra action
exist on our plane. As one of the rules of the gods, or point because of it. As well, the offhand of the two
of the universe, the undead take massive damage from weapons will suffer a -2 to hit for any attacks made
the light of the suns. It is meant to cleanse the world with that weapon. If you have a longsword in your
and burn away the impurities, returning them to their right hand (and you are right-handed) and a short
proper place. sword in your left hand, then any attacks made with
that short sword will be made at -2 to hit. Fighting
Drawing Two Weapons in One Action with dual weapons when you do not have the skill still
has some bonuses. One of them would be, if you lose,
This is a legal maneuver for those who possess drop, or break the other one then you have a second
two hands free as long as you possess dual weapons quickly available. Also, blocking with one and gaining
skills. You may allow a character without dual weapons that +1 to defend is also useful. Perhaps you might even
skills to do this if you as a GM wish to allow it, but wish to throw it when the situation becomes dire. If
you can make them roll a dexterity check to pull it off the GM wishes to allow it, there are certain situations
(T# 6 to 12 depending on the stress of the situation). where the character could try to use both weapons to
You may have encountered this: the character wishes defend. If the GM wishes to allow it, this could grant a
to draw two blades, two knives, or two potions and +2 to block. But then again remember, if the defender
then throw them both but lacks the amount of actions succeeds in blocking due to that +2, then the durability
to do so. Well you can have them make the dexterity will drop in one of those weapons, or it could cause
check to pull it off and you may also add an off-hand a lock-up. The GM could always choose to roll a d6
attack penalty of -2 to hit when attacking with a hand to find out (1-2= shortest weapon cracked, 34= lock-up,
that is not normally your primary attack hand. This is 5-6= both weapons cracked).

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Edge • Serious Physical Fatigue: the character will


begin to suffer the effects and loss of their actual
An edge is a beneficial advantage to your attack attributes and max hit points. This is when they really
or your defense roll. It is primarily used when rolling begin to feel the horrid effects. Their attributes and
the d20 to attack or defend but can be included with modifiers will deplete, dice pools will change, and all
other dice. What you are doing is rolling the d20 twice physical rolls will suffer the shown negative modifier
and simply taking the highest result out of both rolls. on the character sheet.
This will give you a greater benefit and is used in some • Serious Mental Fatigue: they begin to suffer
higher-level moves in the core rulebook. It is also given a loss in large percentages of their mental and social
to those who go on full defensive postures, using up attributes. This begins to take away mana, chi, and cause
all their actions to concentrate only on defense. Other serious problems of insanity. You will not only suffer
than that, you might be given this bonus by your GM at the drop in your dice pool and negative modifiers, but
random times during the game or given the chance to the mental afflictions may become permanent at this
gain an edge through certain random tables. There is point. This is the GMs call and the GM should feel that
an exact opposite rule of the edge, it is called a burden. it is certainly warranted.

Fatigue Points Focus, Concentrate, or Aim

Fatigue points are given out when mental or With this optional rule you can spend 1 action
physical strain becomes too much to bear and a skill or to focus an attack in order to gain an additional +2 to
attribute check fails in order to keep up the endurance hit with the following action points spent on attacking.
to overcome. Once fatigue points are granted, the first In the core rulebook you may use this same rule and
one is always a warning. It is a warning to improve your it is called aiming, yet it is only implemented with
physical and mental state or the next point given will projectiles in the core book. When using a shooting
cause you to suffer negative modifiers. The physical weapon, you spend 1 shooting action point to carefully
and mental fatigue points were created as a way to aim a shot, so that when you attack you gain a +2 to hit.
build dread in rough conditions. Yet, sometimes some You cannot stack this rule on top of aiming for it is one
might get confused with their use. In the core rulebook in the same thing. This rule simply adds the mechanic
it is pretty much laid out as a mechanic that the GM to magic, melee, and unarmed attacks.
can use on players if they feel they are becoming This rule can be applied by using 1 action point
exhausted or beginning to starve. Sometimes the strain to ready your next attack type. To gain a +2 to hit on
of mental anguish can cause the mental fatigue monitor any single hit, you must spend 1 action point that is
to go down and temporary or even permanent mental congruent with the same type of action point that you
afflictions can be taken. During the use of fatigue are attacking with. Example 1: I spend 1 magic action
points, you can introduce 2 subcategories within this to cast the ice lance spell and spend 1 magic action
mechanic called Mild Fatigue and Serious Fatigue. to concentrate, before releasing the spell. This gives
• Mild Physical Fatigue: you can cause the me an additional +2 to hit. Example 2: I spend 1 action
character’s suffering to be minimal, with a loss to only point to focus my rage attack with my sword, spending
their - to hit and defend and – to all their physical a total of 3 melee actions to do a single heavy attack.
rolls. Yet, it grants me an additional +2 to hit.
• Mild Mental Fatigue: you can use the same Example 3: I spend 1 unarmed action point to
method of punishment. The character is only suffering focus my attack giving me +2 to hit and then unleash
the negative rolls as their initial repercussions of the a rage attack with chi for a total of 3 unarmed action
fatigue. They suffer – to cast spells and – mental and points. As part of this rule though as it was with aiming,
social rolls. you may only use it for a heavy attack or quick attack,

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not for combo attacks. It can be used to concentrate one not allowed to stack this rule to those when the time
spell. It cannot be used with flurries of attacks, combo comes. For instance, the monk’s kata ability allows +1 to
attacks, rapid casts, and the like. Even though some defense for 1 full round as long as you spend an action
spells will cost more than two magic action points to to do so. You would need to spend 2 actions for the
release, it is still considered a single hit. Just as heavy bonus and defense focus to work. Focus 1 action toward
attacks are still considered a single hit. your defense and 1 unarmed action on kata to gain +3
to defend for the full round.

Fumble Results

In the core rulebook you will find several


tables for fumble results that deal with unarmed
& melee, throwing weapons, shooting, and magic
results. Anytime you roll a 1 to hit you must roll on
the respective fumble table and things can get very
bad very quickly. The magic table is terrifying, due
to the fact that so many horrible things can happen.
Such as; opening a rift to another realm and allowing
demons to come through! This new d100 table puts
many more options on the table for things that might
happen when a fumble is rolled. Any of the results for
the melee fumbles are similar to the unarmed fumble,
but if something happens dealing specifically with
a weapon, treat it as the unarmed weapon accessory
if one is being used. For instance; a weapon damage
result would be the breaking of your glove nail, leg
spikes, etc.

There are a few results on the highest


end of the table where you may wound
your ally or self. In most situations it makes little
Focus on Defense sense when dealing with friendly fire or hitting oneself
several times over and over again. So, you will find that
The same single action for focus can be the rules may state “no combo attacks,” or “heavy attack
applied for defending as well. You may spend 1 single maximum”. This means you would probably only hit
action point of any type when it is your turn, to gain yourself or your ally one time, not several in a row. You
an additional +2 to any type of defense on your next would probably stop after hitting them the first time on
round. This can be added to your defense modifier for accident. So, if you called a combo attack and ended up
the entire round, yet it may only be added to enemies rolling a fumble and that result only roll damage for a
you are aware of. If you have an enemy coming up heavy attack on an ally or yourself. On a roll of 98 or 99
behind you that you do not see then you do not get to the damage is critical and very dangerous. Don’t forget
add the additional +2 to your defense modifier. that critical hits force victims to bleed or possibly lose
There are some abilities that grant bonuses consciousness.
such as this that are specific to certain classes. You are

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Unarmed & Melee Fumble Table

D100 Results
01-03 Comical Mishap: but nothing terrible, continue the fight!
04-05 Misstep: -1 to attack for your very next attack.
06-07 Leave Small Opening: -1 to defend for your next defense roll.
08-09 Distracted: sparks fly, tassels flail, blinding flare, etc. -2 to hit on your next attack.
10-11 Winded: the character’s body attribute rank suffers as if 1 point of stamina is taken.
12-13 Lost Footing: fall prone. If 1 hex from cliff, Dexterity check T# 4 or fall.
14-16 Slip and Fall Backward: If 1 hex from cliff, Dexterity T# 5 or fall.
17-19 Trip and Fall Forward: If 1 hex from cliff, Dexterity T# 6 or fall.
20-22 Revealed Intention: -2 to hit next attack.
23-25 Leave Large Opening: -2 to defend for your next defense roll.
26-27 Jarred: -1 to a/d for 1 turn. Body check T# 8 or -1 to a/d for 1 full round.
28-29 Staggered: -1 a/d for 1 round. Body check T# 8 or -2 to a/d for 1 full round.
30-31 Anxiety: -1 to a/d for 1 turn. Willpower check T# 8 or -1 to a/d for 1 full round.
32-33 Panic Attack: -1 a/d for 1 round. Willpower check T# 8 or -2 to a/d for 1 full round.
34-35 Collision: closest ally & self Dex. check T# 10 or fall down 1 hex in scatter direction.
36-38 Blinded: parried back into your face causing Perception check T# 10 or -2 to a/d for 1 round.
39-40 Tumble: fall 1 hex in scatter direction. Dex check T# 10 or fall 2 hexes in scatter direction.
41-48 Dropped Weapon: the weapon gets slammed from your hand to land at your feet.
49-53 Disarmed: roll scatter dice to see where the weapon lands.
54-55 Hard Fall: fall to the ground! BS or take 1 point to Physical Fatigue.
56-57 Discouraged: weapon thrown roll scatter. Willpower check T# 8 or take 1 Mental Fatigue.
58-59 Breath Knocked Out: 1 point of Physical Fatigue, Body check T# 8 or Stamina empty.
60-61 Stumble: lose 1 action, Dexterity check T# 6 or lose 2 action points.
62-63 Indecisive: Intelligence check T# 10 or suffer a burden on next attack.
64-65 Erratic Behavior: Willpower check T# 10 or suffer a burden on next attack.
66-67 Right in Your Eyes: Perception check T# 10 or suffer a burden on your next attack.
68-69 Twisted Ankle: fall to the ground, lose 1 action, and take 1 point of Physical Fatigue.
70-78 Weapon Stuck: weapon gets lodged in something, 1 action & Strength T# 4 to pull free.
79-86 Weapon Damaged: drop 1 point of durability, if weak it breaks. Magic can explode (2d6x10).
87-89 Burden: next attack is made twice, take the lowest roll to hit.
90-91 Hit Ally: closest ally Dex or Per. Check T# 10 or take half damage, heavy attack maximum.
92-93 Self-Damage: take half damage, heavy attack maximum.
94-95 Ally Strike: take normal damage, heavy attack maximum. They still gain armor soak.
96-97 Self-Inflicted: take normal damage, heavy attack maximum. You still gain armor soak.
98 Critical Ally Strike: max of heavy attack on closest ally. Critical dmg. No combo attacks.
99 Critical Suicide: max of heavy attack on self but critical dmg. No combo attacks.
100 Enemy Riposte: you have given the enemy an instant, free, single action attack at you!

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Shooting Fumble Table

D100 Results
01-03 Comical Mishap: but you are able to regain your composure and continue the fight!
04-05 Misstep: -1 to attack for your very next attack.
06-07 Lower Defenses: -1 to defend for your next defense roll.
08-09 Distracted: something catches your eye throwing you off. -2 to hit on your next attack.
10-11 Winded: the character’s body attribute rank suffers as if 1 point of stamina is taken.
12-13 Lost Footing: fall prone. If 1 hex from cliff, Dexterity check T# 4 or fall.
14-16 Slip and Fall Backward: If 1 hex from cliff, Dexterity T# 5 or fall.
17-19 Trip and Fall Forward: If 1 hex from cliff, Dexterity T# 6 or fall.
20-22 Scatter Fire: slip, trip, or something happens making you fire in a scattered direction.
23-25 Bad Defensive Move: -2 to defend for your next defense roll.
26-27 Jarred: -1 to a/d for 1 turn. Body check T# 8 or -1 to a/d for 1 full round.
28-29 Staggered: -1 a/d for 1 round. Body check T# 8 or -2 to a/d for 1 full round.
30-31 Anxiety: -1 to a/d for 1 turn. Willpower check T# 8 or -1 to a/d for 1 full round.
32-33 Panic Attack: -1 a/d for 1 round. Willpower check T# 8 or -2 to a/d for 1 full round.
34-35 Collision: closest ally & self Dex. check T# 10 or fall down 1 hex in scatter direction.
36-38 Blinded: something in your eyes causing Perception check T# 10 or -2 to a/d for 1 round.
39-40 Tumble: fall 1 hex in scatter direction. Dex check T# 10 or fall 2 hexes in scatter direction.
41-48 Dropped Weapon: the weapon slips from your grasp and lands at your feet.
49-53 Disarmed: roll scatter dice to see where the weapon flies.
54-55 Hard Fall: fall to the ground! BS or take 1 point to Physical Fatigue.
54-55 Discouraged: weapon thrown roll scatter. Willpower check T# 8 or take 1 Mental Fatigue.
56-57 Breath Knocked Out: 1 point of Physical Fatigue, Body check T# 8 or Stamina empty.
58-59 Stumble: lose 1 action, Dexterity check T# 6 or lose 2 action points.
60-62 Indecisive: Intelligence check T# 10 or suffer a burden on next attack.
63-65 Erratic Behavior: Willpower check T# 10 or suffer a burden on next attack.
66-68 Right in Your Eyes: Perception check T# 10 or suffer a burden on your next attack.
69-70 Twisted Ankle: fall to the ground, lose 1 action, and take 1 point of Physical Fatigue.
71-78 Malfunction: bowstring breaks, gun jams, needs a fix, 2 actions & Dexterity T# 8 to fix.
79-86 Weapon Damaged: drop 1 point of durability, if weak it breaks. Magic can explode (2d6x10).
87-89 Burden: next attack is made twice, take the lowest roll to hit.
90-91 Shoot Ally: closest ally Dex. or Per. Check T# 10 or take half damage, heavy attack maximum.
92-93 Self-Damage: take half damage, heavy attack maximum, no combo attacks.
94-95 Friendly Fire: take normal damage, heavy attack maximum. They still gain armor soak.
96-97 Self-Inflicted: take normal damage, heavy attack maximum. You still gain armor soak.
98 Critical Friendly Fire: max of heavy attack on closest ally. Critical dmg. No combo attacks.
99 Critical Suicide: max of heavy attack on self but critical dmg. No combo attacks.
100 Enemy Return Fire: you have given the enemy an instant, free, single action attack at you!

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Throwing Fumble Table

D100 Results
01-03 Comical Mishap: but nothing terrible, continue the fight!
04-05 Misstep: -1 to attack for your very next attack.
06-07 Leave Small Opening: -1 to defend for your next defense roll.
08-09 Distracted: something catches your attention causing -2 to hit on your next attack.
10-11 Winded: the character’s body attribute rank suffers as if 1 point of stamina is taken.
12-13 Lost Footing: fall prone. If 1 hex from cliff, Dexterity check T# 4 or fall.
14-16 Slip and Fall Backward: If 1 hex from cliff, Dexterity T# 5 or fall.
17-19 Trip and Fall Forward: If 1 hex from cliff, Dexterity T# 6 or fall.
20-22 Scatter Throw: you slip and throw the weapon or item in a scatter direction.
23-25 Leave Large Opening: -2 to defend for your next defense roll.
26-27 Jarred: -1 to a/d for 1 turn. Body check T# 8 or -1 to a/d for 1 full round.
28-29 Staggered: -1 a/d for 1 round. Body check T# 8 or -2 to a/d for 1 full round.
30-31 Anxiety: -1 to a/d for 1 turn. Willpower check T# 8 or -1 to a/d for 1 full round.
32-33 Panic Attack: -1 a/d for 1 round. Willpower check T# 8 or -2 to a/d for 1 full round.
34-35 Collision: closest ally & self Dex. check T# 10 or fall down 1 hex in scatter direction.
36-38 Blinded: something in your eyes causing Perception check T# 10 or -2 to a/d for 1 round.
39-40 Tumble: fall 1 hex in scatter direction. Dex check T# 10 or fall 2 hexes in scatter direction.
41-48 Dropped: the weapon gets slammed from your hand to land at your feet!
49-53 Disarmed: roll scatter dice to see where the weapon lands.
54-55 Hard Fall: fall to the ground! BS or take 1 point to Physical Fatigue & dropped item!
56-57 Discouraged: thrown item slips, roll scatter. Willpower check T# 8 or take 1 Mental Fatigue.
58-59 Breath Knocked Out: 1 point of Physical Fatigue, Body check T# 8 or Stamina empty.
60-61 Stumble: lose 1 action, Dexterity check T# 6 or lose 2 action points while dropping item!
62-63 Indecisive: Intelligence check T# 10 or suffer a burden on next attack.
64-65 Erratic Behavior: Willpower check T# 10 or suffer a burden on next attack.
66-67 Right in Your Eyes: Perception check T# 10 or suffer a burden on your next attack.
68-69 Twisted Ankle: fall to the ground, lose 1 action, and take 1 point of Physical Fatigue.
70-78 Item Stuck: item gets caught on belt/ something, 1 action & Dex. or Int. T# 8 to get it free.
79-86 Weapon Damaged: drop 1 point of durability, if weak it breaks. Potions explode (2d6x10).
87-89 Burden: next attack is made twice, take the lowest roll to hit.
90-91 Hit Ally: closest ally Dex or Per. Check T# 10 or take half damage, heavy attack maximum.
92-93 Self-Damage: take half damage, heavy attack maximum.
94-95 Ally Strike: take normal damage, heavy attack maximum. They still gain armor soak.
96-97 Self-Inflicted: take normal damage, heavy attack maximum. You still gain armor soak.
98 Critical Ally Strike: max of heavy attack on closest ally. Critical dmg. No combo attacks.
99 Critical Suicide: max of heavy attack on self but critical dmg. No combo attacks.
100 Enemy Riposte: you have given the enemy an instant, free, single action attack at you!

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Horde Attacks Lock-Up (Entanglement)

These are also called Swarm Attacks. This is When two melee fighters roll the same number
when the GM uses many creatures (usually smaller during the defender calling a block or parry, you must
ones) to swarm a target. In the core rulebook you may roll on the Match Roll Table using a d100. There is a
find this as a creature ability, but it may be used as a chance for many different things to happen. One of
tactic by the GM for many types of creatures, especially these results is called the Lock-Up, or what may also
low-level zombies. It is used to get many attacks over be known as Entanglement. Two melee weapons get
with very quickly and right to the point. The mechanics stuck together and a battle of strength, agility, or skill
allow for every additional attacker the horde gains an ensues! This will not happen when blocking with a
additional +1 to hit a target. Thus, if there are five shield because when you match roll on a shield block,
zombies swarming a character, they gain an additional the shield takes damage to its structural hit points
+4 to hit the target. (SHP). The tie goes to the defender in all cases, but the
Only one attack roll is made and the damage defender only got to defend in this case because they
is x the number of attackers. So, in the case of the 5 gained a +1 cover during their block due to using their
zombies, if the defender fails to defend, they must melee weapon to do so.
suffer the normal zombie damage x 5 combo damage. When two characters are locked-up there are
If the creatures have power damage, this would be the some options. The choice is made by the attacker. They
first multiplier added. The damage equation does not may struggle to see who wins the entanglement, they
change (Base dmg + damage modifier x power dmg x may attack in a different form (without the entangled
combo dmg x critical damage). If the GM makes the weapon), they may attempt to disengage, or they
zombies all use rage attacks, which in this case is very may spend actions to gain an advantage. The attacker
possible, the damage would be the base damage that is
rolled, plus any damage modifier for strength (in this
case none) then multiply the result by x 2, then multiply
it again by x 5 for the combo damage, or how many
zombies attacked. Example: 2d6 x 5 dmg for normal
attack, or if the zombies did a heavy attack 2d6 x 2 x 5.
This gets very dangerous, very quickly, as horde
attacks would. Being swarmed by zombies is bad in any
story. If you are stuck in the midst of a horde attack you
only have that first round to get safe or to get out of
it, because on the following round you are considered
engaged. Once you are engaged you will begin to suffer
negative modifiers to defend due to the outnumbered
rule (see outnumbered). In this case you would begin
to suffer -4 to defend since you are being swarmed by
so many attackers. When outnumbered you suffer a -1
per additional enemy, so if you had five zombies on
you, you would suffer a penalty of -4 to defend their
attacks.

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makes the choice in the matter since it is their turn. If action point to gain a +2 on the result of the struggle
the attacker is out of action points when the lock-up roll per action they spend. In the instance of winning
occurs, then we simply move on to the next character’s the struggle they also take an action point from the
turn and wait for the defender to become the attacker. losing opponent per action spent on the advantage.
The attacker may not use frenzy pool for this. Normally
Options the loser of the struggle suffers -2 to defend on the
1) Struggle: the struggle takes 1 open action from very next defense roll and loses an action point. Each
the attacker; they may choose to roll an attribute check advantage used will cause the loser to tack on another
such as a strength check and rely on their brawn to -1 to defend and another -1-action point.
overcome their opponent. They may choose to roll a Any defensive rolls are made at -2 to defend
dexterity check and rely on their quickness and agility when characters are entangled and are attacked by other
to spin out of the entanglement. They may also choose opponents during their entanglement. The loser of the
to use their weapon skill in an attempt to break the lock-up suffers -2 to defend on their next defense roll
entanglement by rolling a d20 + their attack bonus. against the opponent in which they engaged in a lock-
The attribute checks are simply a resisted roll and the up struggle with. The loser also suffers -1 action point
opponent gets to choose which one they wish to use; for their next turn. Getting knocked to the ground also
they do not need to roll the same option. The highest causes a -1 to defend for being prone, a -1 to results of
result wins, but in the case of a match the two are still a struggle and -1 to their action point if they lose the
entangled and another action must be used to struggle struggle while on the ground.
again. If using the weapon skill the result of the roll is
still what is needed but is done so at a -2 to the die roll. Losing the Struggle
In the case of a natural 20, roll the d20 again and add it • -1 action point and -1 to defend next attack for
to the result. losing the struggle.
2) Attack: If the attacker has only frenzy left to • -1 action point and -2 to defend next attack for
burn, they may burn two frenzy and attack in a different opponent spending an action to gain advantage in the
form without using their entangled melee weapon. The struggle.
frenzy could be used to do a rage attack kick, or a tail • -1 action point and -1 to defend next attack for
sweep, or perhaps a headbutt. If they choose to attack, falling to the ground during the struggle.
they suffer a -2 to hit due to the entanglement. If they • -1 action point and -1 to defend next attack for
choose to try to pull another weapon, this is possible, enemy rolling 10+ over your attribute roll.
but they are letting go with one hand and will suffer on
the struggle roll when it is made at a -4 to the result. As Outnumbered
well, their attack with another weapon is made at -2.
3) Disengage: the attacker may try to disengage This rule is used on a character that is facing
which is an attempt at getting away from the opponent several opponents at once. For every additional attacker,
and out of melee range. In order for this to happen the other than the first one to engage in melee range, the
attacker must still have movement left unless they have defender suffers a cumulative -1 to defend. Thus, if you
a talent that says otherwise (such as leap for cover). In are fighting 2 enemies at once, then you will begin to
this case the struggle is still made, but on a success the suffer a -1 to defend from all attackers once you are
character gets to move away from the other without considered engaged with the two. If a third shows up,
an attack of opportunity. If they fail the roll they go all attacks are defended at -2 to defend. This increases
nowhere and suffer a -2 to defend on the next attack at as more are added.
them by the opponent. During horde attacks this will also take effect
4) Advantage: this option is available only if the after the first round of engagement. Once the group
attacker has action points left. They may spend an is considered engaged (the following round after they

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meet in melee range) then the defender will begin to of enemies as long as they are facing just the head and
suffer the outnumbered negative modifiers. These can arms of the character. This is the falling position and
be devastating and can get out of hand very quickly. It the character gains +5 cover normally, sometimes less.
is often recommended to stay on the defensive until There are also times where you will want to find
help arrives from an ally after the first round. Once out which direction the character falls after suffering
they get set and the defender is swarmed, things begin the excessive damage. Say the character is peeking
to go bad very quickly. around a corner to fire spells, using the doorway as
cover but gets hit by a spell in return and knocked
Potion Throwing down. It would be good to know if they fell straight
back in the doorway, so they are still just as visible as
Alchemists are the characters that deal with before but now laying prone. The character could also
hurling potions. However, other characters can do this fall back into full cover after being hit! Then again, they
as well for everyone begins the game with 2 magic might just fall into the hallway and out of cover. The
actions. No matter what happens in combat, it always GM can figure this out quickly by rolling a d6, 1-2 into
takes 2 magic actions to throw a potion. Actually, more cover, 3-4: in the doorway, 5-6: falls into the hallway out
if you need to get one from your backpack. There is no of cover!
way to cheese this out really. “Can I grab two potions
in one hand?” No, 2 magic actions for one potion. Also, Reach & Modifiers
you want to allow your alchemist to use their magic
talents, even though they are throwing potions, they At any moment in a combat scenario if an
are using magic actions and magic attacks. So, if the attacker has a weapon with an advantage of reach over
alchemist rolls a 1 on hurling a potion, yes you can an opponent that has a smaller melee weapon, feel free
allow them to re-roll that attack if they possess the to grant them a +1 to hit upon initial engagement. If once
Astral Link talent. the two melee opponents get locked into engagement
you wish to take away that additional +1 then that is
Prone Position fine to do as well.

Falling down from an attack or falling into a Retreat from Engagement


prone position often happens when the amount of
damage taken by the character’s hit points exceed their There are three methods of attempting to
body attribute. Thus, if you have an 18 Body attribute retreat from engagement, or melee range. These are;
and take 20 damage, you fall to the ground and are now fleeing, tactical retreat, or defensive retreat. Most
prone. This means that all defense modifiers now have of the time, retreating from melee can be dangerous
an additional -1 to defend. If the GM wishes they can due to the attack of opportunity. The fact that you are
force the character to suffer a -1 to attack as well. Laying turning your back and fleeing from opponents that
prone is usually not a great idea in combat, unless it is are in melee range with you, they get a single, instant
done on purpose. There are times when laying prone attack at you, as a chance to stop you or wound you. No
is not such a bad idea, but the character is attempting matter what, unless the character possesses an ability
to make their body a very small target by laying down or talent that says otherwise, the attackers get an attack
with the head facing their enemy. This makes them a of opportunity when engaged in melee combat with
small target for any return fire granting them a tactical a retreating character. If you are fighting two or even
advantage. However, if any other enemies show up and three enemies in melee combat and choose to retreat,
see the enemy laying down in this position, they lose you are getting an attack of opportunity from each.
the bonus to someone that is at a different angle. This If you have an ally come up and engage with
sniper tactic can work on an enemy or on a small group one of your enemies, this will take all their attention

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from you and you may retreat without an attack of you are not given your full movement, you lose 1 point
opportunity. If you can knock an enemy down before from your movement (which becomes -2 to movement
retreating, they will lose their attack of opportunity. when running).
If you attempt to retreat and are struck by an attack -Defensive Retreat: During the defensive retreat
of opportunity, you may still retreat if the damage is your character makes a perception attribute roll and
not enough to knock you down. If you are struck and sacrifices all action points to concentrate on defense
knocked down, you were unable to retreat and must only. You may only move your normal movement
now lose half movement just standing up. Sometimes while you are backing away. Your target number on
enemies may try to grab you, or close line you, even your perception check is given a target number equal
stand in the way. In certain cases, like in the case of an to the rank of your enemies’ dexterity attribute. If it is
attack of opportunity used to grab you and succeeding, matched or beaten you gain an edge on all your defense
a resisted strength check is often necessary before rolls from that specified attacker, especially their attack
getting away. If you cannot beat the target number, of opportunity while you are moving backwards. If
then you must attack. Let us go over the three options there is more than one enemy, you must match or beat
of retreating from melee range. the sum of both their dexterity ranks added together
in order to gain that defensive edge against both. You
-Fleeing: Fleeing is the only option that allows may choose in order which target you wish to gain the
you your full movement. It allows you to run, fly, or edge against first. Gaining this edge will allow you to
jump as you attempt to escape the attack of opportunity. roll your defense dice twice and choose one result.
You are turning your back to an enemy and suffer a -1 If you roll a botch on your perception check, or
to defend from all attack of opportunities that may be all ones, you will trip and fall over. This will put you
upon your back when you attempt to flee. When fleeing in a bad position. Not only will you suffer the normal
you are not usually aloud to use your shield to defend attacks of opportunity without any edge or bonuses
or attempt special defensive moves such as blocks and to defend, if you fall you suffer -1 to defend for being
parries when running from the attack of opportunity. prone as well as negatives for being outnumbered if
You may usually only attempt a dodge. This basically there is more than one attacker. Gaining an edge to
means you are just ready to get the hell out of combat. your defense is a great tool and is normally gained
It is also the best method when trying to run and hide. only in a defensive stance, but this is a way of possibly
When escaping the attack of opportunity gaining this bonus while slowly retreating from your
this type of retreat often makes you harder to hit for attackers in melee.
enemies that are firing missiles at you. Moving targets
cause negative modifiers to hit. Attacks of opportunity Rules of Engagement
are usually only gained in melee range unless an enemy (Ranged to Melee Disadvantage)
has a weapon with reach… like a polearm or a whip,
or a talent that says otherwise. While fleeing you can Engagement is when two enemies meet in
still defend with your shield from missiles and other melee range of combat. During the first initial attack,
attacks, just not from the attack of opportunity, those which is called first contact the two are not considered
attacks are coming from your back, unless you might be to be truly engaged until there are return actions made
wearing your shield on your back. The shield on your by the defender. At the beginning of the return actions
back giving you a defense bonus from rear attacks is up is the point where we considered the two truly engaged,
to the GM to call a ruling upon, if they wish to allow it. for the purpose of the following rules of engagement.
-Tactical Retreat: A tactical retreat allows you This is used during a situation where you are
to retreat backwards while also allowing you to use shooting or casting spells when a melee fighter closes
shields or melee weapons to block and deflect attacks of the distance on you. If you do not switch instantly to
opportunity. However, while retreating in this manner melee weaponry to defend or possess a melee weapon or

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shield to defend yourself, you will be at a disadvantage. used as a set up attack, to stun or stagger an enemy.
If you are a caster and are using a staff, then you can After a successful single attack, you may cause the
consider this as a melee weapon and begin fighting opponent to be staggered and suffer a -2 to defend on
with that. Yet, if you keep using spells or shooting your the follow up attack. This is called a stunning shield
bow in melee range when it comes to your turn, you are bash. A successful heavy shield bash that is intended
considered engaged and suffer negative modifiers of -2 to stun is able to get a -4 to defend in total but the
to hit and defend. Your magic will be -2 to cast, your defender is able to make a resisted body check versus
bow will be at -2 to hit, and when that enemy returns the attacker’s strength check in order to drop it down
actions at you on the following round you will also to a -2 to defend on the follow up attack.
suffer-2 to defend due to the disadvantages of being a You may also choose to attempt a different
ranged fighter in a melee fight. maneuver with the shield bash, one that is not
intended to hurt or stun at all. This type of shield bash
Another example: upon the first contact of engagement is meant to knock away the defender’s ability to use
the attacker moves in and begins attacking you while their weapon or shield to block or parry the follow up
you are using a bow, crossbow, pistol, etc. You can attack. This shield bash takes 1 single action to attempt
attempt to dodge, or even block or deflect with your and requires the attacker to suffer a -3 called shot, if it
missile weapon as long as you do not mind destroying works it knocks the defender’s weapon or shield aside
it. If you call block with it and successfully defend due for the follow-up attack and takes away their attempt to
to the +1 cover the weapon gives you, the item can be block or parry. This will limit that character to dodge
broken. (see Blocking with Weapon). only for the follow-up attack. Yet if the defender has
After the initial attack you are now engaged and two weapons, then that would require a more difficult
any attacking or defending after this point will cause called shot, but it is possible in the right circumstance
you the disadvantage of -2 to attack and defend unless and left to the GM’s call.
you switch to a melee weapon or shield. Normally there
is a +2 bonus to hit at point blank range, but if you are
engaged then there is no +2 bonus for point blank, only
your disadvantage. You can charge up to an enemy who
is not engaged with you and fire at point blank range
granting you that bonus. Some circumstances the GM
can grant you the bonus of the point blank, especially
when an enemy is focused elsewhere.
During an engagement with an assist, the
disadvantage rules still apply but are allowed to shift to
-1 to hit and defend if you have 1 ally with you fighting
a shared enemy that you are both engaged with. Once
you have two or more allies with you, fighting that
same enemy, the rules of engagement no longer allow
you to suffer a disadvantage.

Shield Bash

When using a shield bash, you can gain more


than just damage. In many cases, the GM can grant
a negative modifier to the defender for the shield
basher’s follow up attack. The shield bash is often

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Shield Blocking rule is to take your body attribute rank, to represent


the number of rounds of combat you can spend in
Normally shields will add a +2 or more to constant battle without needing to make a body check
defend due to cover. There are abilities and armor skills or endurance skill check. So, if your body attribute is
that can be used to improve this as well. The idea is 13, the rank is 5 and you must be able to roll your d10
to add a bonus to your defense and to use it as cover, on that 5th round in order to keep fighting without
just as normal cover allows you a bonus to defend. getting tired. The target number for a stamina check
Whenever this is rolled and you defend because of the will always be the number of rounds that the combat
shield bonus, then the attacker still rolls damage and has lasted, so for the first check it will be the same as
the structural hit points are taken from the shield. your body attribute rank. In this case the T# is 5.
Example; your shield has a +3 to defend as Once the body or endurance check fails you
cover. Your attacker rolls a 14 to hit total. You roll a 10 will suffer 1 fatigue point. This loss will eventually start
to defend and have a +1 to defend due to your dexterity to cause your character to tire out where you begin to
attribute. This only brings you to an 11, yet you chose suffer negative modifiers to your dice rolls as usual.
to block the sword attack with your shield adding a +3 When using this method of fatigue, it is not necessary
cover and making you land on a 14 to defend. Since the to take away max hit points, thus it might be considered
shield assisted you the attacker still rolls damage and minor fatigue effects. That type of serious fatigue is
the damage is taken from the SHP (structural hit points) left for those in really rough situations, or those stuck
of the shield. Now let us say in this same situation your being pummeled by horrible weather conditions such
attacker rolls a 14 total to hit you, but this time you call as blizzards. It may also be used for those who are
that you wish to block with your shield and roll a 15 on starving and dehydrated.
the die before any modifications are even added to the If the check is made, another one is not needed
defense roll. In this instance you defended with your for another number of rounds equal to the first target
shield still, but there is no need to take any damage number. So, basically just double the rank of your
to the shield’s SHP. Yet, since you blocked with your body to represent when you need to make your second
shield still, you may still describe how you did so for stamina check. A body or endurance check must be
the narrative of the combat. made again with the doubled T# being what needs to
be reached. If the character is already suffering from
Spiritual Influence in Combat fatigue, this rank is possibly lower due to the loss of
physical stats. If the second check is failed another
This is often thought of as a luck roll when a fatigue point is taken.
character is not the religious type. In combat when bad
dice rolls are made feel free to allow up to 2 rolls per Tasks
combat as a hopeful PC calls to the gods for something
to work, or to take less damage. Give 1 especially when This mechanic is used for those who come
a PC is dying. If it works during combat then that is it, across an issue that takes more than just one simple
and it can only save a PC from death once per combat. attribute roll for skill roll to take care. These tasks, for
which they are called to let you know what mechanic
Stamina and Endurance will be used, is often used with the rules for teamwork.
During teamwork checks you may have several
Sometimes getting tired and running out of characters rolling a skill check or an attribute check
endurance in combat can get you into trouble. During to accomplish something together. They are trying
combat, fighting takes an enormous amount of energy. to reach a specific target number set by the GM that
Chi and Mana are there to express energy loss in a is very high and usually not able to be accomplished
metaphysical manner. Yet during combat an optional alone. Tasks are very similar and often completed in

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groups, but it doesn’t mean one single character cannot


complete a task. The target number is normally quite Character Traits
high. Let’s say for instance that the mast trapper has
created a puzzle that was magnificently constructed,
and the trap was designed at a target # of 36 for the Traits are gained in character creation and they
characters to break out of. They can make intelligence fall under Flaws or Values. Flaws grant you more ghost
checks to solve these puzzles all day and never reach points when they are purchased while values cost your
a 36, but if the GM allows them to break it down into ghost points to pick up. During character creation you
tasks, they can add their checks together while each begin the game with 5 ghost points. You cannot collect
time, negating the result from the high target number. more than 6 traits total and you cannot choose two
This is a great way to build dread as well, for traits that will of course contradict one another. Here
there could be a time limit of rounds before the trap are a few more additions for your game.
goes off and they all perish unless they can think their
way out of this trap. Tasks can be broken down into Traits
minimum attempts as well, if the GM wishes to make (Specialist Traits)
them more difficult. For instance, if you do not achieve
the task within 3 rounds, you must start over. For this Some of you love to pick up those character
purpose, you may call these Restricted Tasks. Restricted traits and it helps you define the character in a sharper
tasks can be broken up into categories of difficulty such fashion. Some just want to get the process of making
as: Very Difficult Restricted Task (2 rounds), Difficult a character over with, so they spend their ghost saga
Restricted Task (4 rounds), Moderate Restricted Task on their character and that is that. There has been a
(6 rounds), Easy Restricted Task (8 Rounds) or Very modification to some of the traits that you are free to
Easy Restricted Task (10 Rounds). add to your games. Any character trait taken that we
There are also extensive restricted tasks where call “specialist traits” will now grant a +1 to the skill
you can break these up into days or months. These rolls for all the skills you purchase under the correct
extensive restricted tasks are normally used for projects category.
that would take a very long time. For instance; digging For instance; let’s say you are a mage and you
a tunnel or building a fort. You could have a skill check chose the trait Arcane Lore. This trait allows you to
per day to see how progress is going, or a skill check only have to spend 8 saga points in order to purchase
every month to see if there are any advancements or a magic skill. Another example would be physically
disasters. Failures can add more time or cost more adept. This allows that same type of specialization in
money, even get NPCs killed at times. While great rolls any physical skill purchased for your character. Well
could advance the work and take off building time, cost now, anytime you purchase one of the skills under
less coin, etc. these specialist traits, you are also given a +1 to your
dice rolls when concerning those skills once purchased.
Two-Handed Weapons For it is kind of a way of specializing in those types of
skills, or just having a natural knack for them.
Using two hands on a weapon will double the
strength damage modifier of the attacker. For instance; Flaws
a character with an 18 strength that normally has +2
on their strength damage modifier will now have +4 Broke (3 Ghost Saga)
to their damage roll when using a bastard sword two Your character has never had much money, or
handed. There is a talent that can be achieved later for anything to call their own really. Take away all coins
melee fighters that allows this to be doubled again and and one item from your starting inventory. If this
it is legally stackable. leaves you with nothing then so be it, your ass is broke.

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You also start out the game hungry and your physical not want the character to die, if so, they lose their link
condition monitor will begin with 1 fatigue point on it. to this world. Some demons can use the marked as a
window, a spy, or in the worst-case scenarios, a slave.
Cold Blooded (4 Ghost Saga) The demon’s influence is limited by the severity, in the
The character has a mean streak within them. most chronic of cases the demonic entity may try to
Whenever it comes to showing empathy or making influence the character over time.
a charisma check where they must show feelings for
something or someone, they suffer a -1 to the roll. They Frailty (7 Ghost Saga)
are very similar to a sociopath in many aspects. They This flaw is for those who are often weakened
have a very difficult time showing emotion for those by a life altering disease, surviving a plague perhaps,
other than themselves. or just reaching an older age and suffering from a
degrading health condition. This trait goes well with
Cursed (8 Ghost Saga) the disease trait in the core rulebook. This condition
The GM gets to flip a coin (or roll a d4 calling causes you to suffer a -1 to all body saves versus
1-2: tails & 3-4: heads). If the answer is yes, then the GM sickness, plague, and disease. Your immune system
gets to add a d6 to the target number of your attribute works just a bit worse than most. It does not affect
or skill check whenever they see fit to do so. The GM rolls versus poison or toxins though.
cannot do this for every check of course but when they
feel it may fit for the situation, or maybe once per Obese (7 Ghost Saga)
session at most. The character is highly overweight. His or her large
body does nothing good for their health. Some are just
Damned (7 Ghost Saga) born this way, while others are gluttonous and lazy.
Those who believe that their luck with the The character must drop -1 to dexterity attribute due
gods is just not working out very well may be correct. to the obvious reasons in their loss of agility. Yet, they
Many have been damned for whatever reason, be it also lose -1 to their body attribute. The obese character
their family bloodline, a long-lasting curse, or a hex gains a natural Toughness of 2 though from their
upon them when they were born. They must roll an natural armor on their body. They also get to add a +1
additional d4 to roll with their spiritual influence dice when it comes to body checks against cold weather.
which is normally rolled on a d100. Now they roll a
d100+d4 which makes rolling that 2% quite difficult. Slow Shooter (6 Ghost Sage)
The character has never been truly fast at firing.
Demonic Mark (6 Ghost Saga) They gain an additional +1 to hit when using an action
The character possesses a strange mark or to aim though, thus granting them a +3 to hit with
brand on their character that resembles either a tattoo, aimed shot in total. Yet, for all shots made when they
a burn, or a birthmark. It is sometimes a mystery to are not aiming, they suffer a -1 to hit. When it comes to
them how they got this mark, but then again some will loading a weapon, this also costs double the amount of
already know how it was received and this is completely actions it would take to reload.
up to you. This symbol is tied to a demonic being and it
means that this being, can contact the character through Starving (3 Ghost Saga)
dreams or similar means. You can roll on the severity Your character begins the game with 1 fatigue
table for this mark and the worse the severity of course, point added to your physical and mental condition
the stronger the demon’s link to the character is. The monitor. You are very hungry and are quite used to
character loses 1 point to their Soul Points, but you being like this lately. Struggling to find food has been
may add the same # of the severity from 1 to 6, onto the a major problem, either by being poor, or simply due to
character’s spiritual influence points. The demon may the situation you have been living in.

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Weak Willed (8 Ghost Saga) Gang Fighter (-7 Ghost Saga)


Your character has never been brave or has You have learned the special techniques in
never been one to resist temptation. They may not take fighting several opponents. Then again, perhaps you
bravery at this time, nor any trait that will counter this are just a natural at it. When fighting more than one
one. They lose -2 to willpower attribute permanently. opponent there is a rule called outnumbered. You only
As well, they suffer -1 to all rolls made for will checks. suffer half the negative modifiers (rounded down)
that come with fighting multiple opponents. So, when
fighting two enemies you do not suffer any negatives,
Values but if you were fighting 6 (normally a -5 to defend) you
would only suffer -2 to defend. If you were swarmed by
Armor Discipline (-6 Ghost Saga) a horde attack of 7 zombies (normally -6 to defend) you
The character has made training in the art of would only suffer -3 to defend.
war a major part of their life. Specifically, in protecting
one from the dangers of battle. Whether their studies Half Blood (-10 Ghost Saga)
came from mongru of Valhagan or the savage steel of You were born with mixed blood, a father or
the org, their studies in types of armor were intensive. mother from a different race than those of your people.
They can purchase a skill slot for armor skills with only Often this would cause problems where some might
8 Saga Points instead of 10. If they use a skill slot to call you “half breed” or worse. Yet, one of the values of
purchase an armor skill, they can take the extra 2 points such a trait comes with gaining one of the racial abilities
and place them in their character’s saved Saga Point from the race. Unfortunately, you must also drop one
pool, but not their cumulative pool. racial ability from your primary race as well. Thus, you
are getting away with a trade of racial abilities. This
Channeled Rage (-8 Ghost Saga) can even be used for those who are already playing a
The character has the natural ability to focus subspecies or mixed race like half-elf. In certain cases, a
their anger when it comes to heavy attacks in unarmed high elf taking a dark elf ability like magic affinity and
or melee combat. This is only gained during the burning dropping forest walk is a perfect way to use this trait.
of the character’s 2 frenzy and only when doing a rage Yet, there are some trades the GM may not approve,
attack (heavy attack). The character gains a +1 to hit for just make sure it works for the campaign as well. The
this heavy attack. character will show some traces of the other race in
their physical features.
Creative (-7 Ghost Saga)
This character is naturally creative. Inspiration Linguist (-7 Ghost Saga)
has always flowed from many sources and events, even You have a knack for learning languages faster
the bad moments have later strengthened thoughts than most. You have always been very good at it and
and ideas. The character spends a great deal of their due to your affinity at learning languages, any language
time expressing their creativity. They can also purchase skill only costs you 8 Saga Points. If you are granted a
any skill slot that is meant to buy a creative skill for skill slot through gift rolls and use them on a language
only 8 Saga Points instead of 10. If you are gifted with skill you can gain the leftover 2 saga points and add
a skill slot due to level advancement gifts and wish to them to your saved saga points but not your max saga
purchase a creative skill then you can take the 2 saga points. This specialist trait also allows any language
points that are left over and place them in your saved skill that is purchased to grant a +1 to the skill rolls
saga points but do not add them to your cumulative. after they are bought.
This trait will also grant you an additional +1 to your
skill roll for any creative skill you gain.

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Medic (-6 Ghost Saga) Survivor (-7 Ghost Saga)


You were always able to pick up on medical You were born a survivor. You were taught
skills much easier, as well your interest in the fields well or learned about the wilderness and what dangers
of medicine are stronger than most. You can purchase awaited. Those who know it are quite aware there is
any skill slot that is meant to buy a medicine skill for little mercy out there. You may purchase any single
only 8 Saga Points instead of 10. If you are gifted with skill slot for only 8 saga points. If you are granted a skill
a skill slot due to level advancement gifts and wish to slot through gift rolls and use them on a survival skill
purchase a medicine skill then you can take the 2 saga you can gain the leftover 2 saga points and add them to
points that are left over and place them in your saved your saved saga points but not your max saga points.
saga points but do not add them to your cumulative. This specialist trait also allows any survival skill that is
This trait will also grant you an additional +1 to your purchased to grant a +1 to skill rolls after bought.
skill roll for any medicine skill you gain.
Traveler (-5 Ghost Saga)
You have always loved to travel. Whether you
are a lover of seafaring or navigating the endless lands
in a wagon you have an affinity for all travel skills. Any
travel skills that you purchase may be accomplished by
spending only 8 saga points. If you are granted a skill
slot through gift rolls and use them on a travel skill
you can gain the leftover 2 saga points and add them to
your saved saga points but not your max saga points.
This specialist trait also allows any travel skill that is
purchased to grant a +1 to skill rolls after bought.

Way with Words (-8 Ghost Saga)


You have always had a way with words, for
the most part. You have a way of approaching social
engagements with empathic intuition at times, knowing
when to be subtle, when to be cautious, or when to be
stern. Any diplomatic skills that you purchase may be
accomplished by spending only 8 saga points. If you
are granted a skill slot through gift rolls and use them
on a diplomatic skill you can gain the leftover 2 saga
points and add them to your saved saga points but not
your max saga points. This specialist trait also allows
any diplomatic skill that is purchased to grant a +1 to
the skill rolls after they are bought.

Well to Do (-8 Ghost Saga)


Often good for those of highborn blood to start
with this trait. Perhaps you were willed some funds
by a dead relative. Add a d6 x 10 gold talons to your
starting pay. There is no continuum roll on this gold. It
is up to the GM if this money is awaiting the character
at the local bank or is it already owned.

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Character Ability Level Requirements


Class Abilities Power Advancement Table
Most of these new additions are generalized for
all classes. If you notice any with an asterisk, then you will Level Power Rating
know they are specific to a certain class or character type. 1-4 Power 1 abilities
All character classes gain 1 class specific ability every time 5-9 Power 2 abilities or lower
they level up and the one that they gain is always listed on 10-14 Power 3 abilities or lower
their character class template. Once the character passes level
12, they are given the opportunity to either multi-class or Power 1
continue their profession. If you multi-class then you begin Dauntless, Drunkard, Esoteric Knowledge,
gaining the level advancement abilities for the specific class Exalted, Forest Survivalist, Gambit,
you chose and start out as a level 12 (main class)/ level 2 (new Shield Stagger, Street Survivalist, Tundra
class). Then you gain levels just as you used to from level 2 Survivalist, Underworld Survivalist
all the way to level 12. Once you become a level 13, you simply
join the names of your classes and level up from 13 on as Power 2
normal. Demonic Rite, Desert Survivalist, Fame,
If you were one of those characters who stayed the Forthright, Iron Stance, Mountain
same class, then you are able to choose your own abilities Survivalist, Patron Saint**, Skull Taker,
according to the correct power level. If you are level 13 you Trapper
may choose from power 3 class abilities or lower. However,
there are ways for you to gain class abilities during the game Power 3
that are not just because of character class level. For one there Call to Arms, Coup De Grace, Cursed
is reputation points. Once you raise a level in reputation you Gate***, Eldritch Aura*, Healer’s Guide,
are given a class ability. A free one, everyone gets one when Juggernaut, Spell Stun, Vitality
they reach 100 reputation points and become “known”. Look
to the rules on reputation in the core rulebook for more
information on that (Pg 422).

Specialty Class Abilities

Some class abilities are labelled with an asterisk to let


you know they are specialty class abilities. Some can
only be chosen by spell casters, some by character class
factions, and some for class specific only. Most abilities
are open to every class though so you can build the
character you want.

• * Caster: only those who can cast spells may choose.


• ** Faction Specific: Fighter, Wizard, Rogue,
Spiritualist, Commoner.
• *** Class Specific: a specific character class will be
named and only that individual class may choose these.

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Character Class Abilities one summoner spell to take 4 trauma points. At rating
3, the enemy takes 5 trauma points. MR: 3
Call to Arms (power 3): the character can shout out
a call to arms with 1 magic action. The range of this Dauntless (power 1): for 1 saga point you may add a +d6
shout is equal to their charisma attribute in hexes. The to your willpower roll. For every rating in this ability
shout is a rally call that removes any fear from all allies you may increase the die one rank; d6, d8, d10, d12, d20.
in range who might be currently scared or effected by MR: 5
fear-based attacks and magic. The character makes a
charisma check or leadership skill roll. With this ability Demonic Rite (Power 2): a character with this ability,
the call may be buffed with 1 point of frenzy, which will is usually taught it within the religious orders of the
add a bonus +d6 to the skill or attribute roll. Sometimes clergy or within hunter schools. Often it is taught to
this roll is resisted by the willpower check of a mage, those who research the arts of exorcism. The demonic
or a creature that used a fear-based ability. For every rite is practiced liturgy and old magic that is used
rating in this ability, the bonus die may be increased by in containing a spirit or helping to bind a demonic
one rank: d6, d8, d10, d12, d20. MR: 5 essence while other rituals are performed on the foul
beast. By means of spending 2 magic actions per round
Coup De Grace (power 3): for all those enemies that the character reads the ancient angelic texts and often
are lower level and are not main characters, there is holds a holy symbol (giving them +1 to the roll). While
a chance to just end their lives when they are already doing so all demonic beings that can hear and that
heavily wounded. If they are laying there on the are within the character’s charisma attribute in hexes
character’s turn and damage wasn’t enough on the dice will suffer the effects. The rite is used each round
roll to kill them off, the GM may allow the player to to continue the effects of -1 to attack and defend for
pull off a finishing move using any method they desire every T# of 10 reached on the demon lore skill roll.
and with any weapon, by simply burning 1 saga point. The demon lore skill is used but if it is not owned
Even if they have no actions left and their turn is nearly an intelligence roll is fine. The use of magic is not
over, this is allowed, once per combat, per rating in this necessary to perform this ability. Those who actually
ability. MR: 3 speak the Enochian language can gain another +1 to
the roll. This ability cannot be stacked but can be used
Cursed Gate*** (power 3): this ability is a rite that only congruently with other characters as to gain a higher
the summoner character class may learn. This allows roll or extend the AOE of the ability. The negative -1
the summoner to locate the circle magic made during to defend and attack also effects resisted skill checks
an enemy summoner’s spell. The character may spend 2 made by demons and spirits. This makes it perfect for
magical actions to mark a few additions to the enemy’s banishment rites and exorcisms. MR: 1
circle magic by rolling their own skill roll. Their roll
must be higher than the resisted roll for the rite to work Desert Survivalist (power 2): it isn’t easy to find water
with efficiency. If so, it will give all summoned creatures in the certain areas of the desert, but you have learned
that are attached by that specific summoning spell 3 the tricks through spending many days and nights in
physical fatigue points. This will cause all summoned the dry lands. This ability may only be used in desert
creatures from that spell to drop 25% of their max HP, terrain. You may burn 1 point of frenzy before any
make them suffer -2 to hit and defend, and take 25% rolls are made to add a d6 to your dice pool for your
of all physical attributes. If the summoner fails their wilderness survival check. This bonus die may also be
resisted circle magic skill check, the enemy only takes granted to all perception checks when possibly meeting
1 point of physical fatigue, but as you can see on the an ambush. For each rating in this ability you may
physical or mental fatigue table it will have little effect. increase the rank of the die; d6, d8, d10, d12, d20. MR: 5
At rating 2 this ability will make those summoned by

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Drunkard (power 1): the character can burn 1 saga point Exalted (power 1): the character can burn 1 saga point
in order to add a +d6 to their drinking skill after the in order to gain an additional +d6 to their spiritual
skill has been rolled. For every rating in this skill the influence. This ability may be called after the roll is
bonus die may be increased by 1 rank; d6, d8, d10, d12, made. The rules for continuum do apply so if it is
d20. MR: 5 maxed the bonus is increased. For every rating in this
ability the bonus die may be increased by 1 rank; d6, d8,
Forthright (power 2): the character, especially when in d10, d12, d20. MR: 5
an argument may use this ability to get the best of their
opponent in their verbal confrontation. This is used Forest Survivalist (power 1): forests and swamps are
to take points away from the opponent’s dice pool by some of the easiest places to find resources to live
spending a frenzy point in order to reduce their total using wilderness survival skills. This ability may only
result. Even once they have placed in all their social be used in forest or swamp lands. You may burn 1
pool and all is said an done the forthright speaker lays point of frenzy before any rolls are made to add a d6 to
out the final say with an attempt to show reason and your dice pool for your wilderness survival check. This
straightforwardness to the situation. The frenzy allows bonus die may also be granted to all perception checks
the speaker to subtract a d8 from the opponent’s total. when possibly meeting an ambush. For each rating in
There is no continuum rule for his die. At rating 2 in this ability you may increase the rank of the die; d6, d8,
this ability, being forthright gives a d10, whilst at rating d10, d12, d20. MR: 5
3 the die becomes a d12. MR: 3
Gambit (power 1): the character burns 1 frenzy, then
Eldritch Aura* (power 3): this ability may only be flips a coin and calls it before it lands. Then again of
taken by those who possess the skill Sorcery. The course they can just roll a d6 (1-3= heads, 4-6= tails).
spell caster has a natural aura about them that exudes If they call it correctly, they gain a +3 on the skill or
ancient wickedness or danger. A mixture of how the attribute roll. If called wrong they suffer -2 on the
character dresses, their mannerism, and all-around result that will be rolled directly after this. This can be
appearance seems quite dangerous. This not only gives attempted once per day or once per session. MR: 1
the character a bonus die to their charisma, but it will
also raise their Glory percentage by the die result as Healer’s Guide (power 3): burn 1 saga point in order to
well. This ability grants +d6 to intimidation rolls. It re-roll the healing skill check, or the spell effect roll.
also adds the result to the glory percentage when the You must take the new roll though and this may only
character is seeking an audience. For each rating in this be used once per combat or scenario. MR: 1
ability you may increase the bonus die by one rank; d6,
d8, d10, d12, d20. MR: 5 Iron Stance (power 2): this ability adds 25 to the body
attribute by burning 1 point of frenzy. This is only for
Esoteric Knowledge (power 1): for every rating in this the purpose of staying standing after taking damage.
ability you may add a +1 to a predetermined skill. This So, if you have a body attribute of 20 and take 40
skill is permanently given a +1 to its rolls as a type of damage, you would still be standing after that hit. For
specialization in the understanding of this skill. Thus, every rating in this ability, you may add another +25 to
at rating 2 you may pick another skill to grant this to. the attribute temporarily just for resisting knockdown.
This may only be used on three different character Thus, at rating 4 you can take over 100 damage and still
skills at rating 3 in this ability. It may not be used on stand strong, as long as you have a frenzy to burn when
the same skill twice. MR: 3 it is needed to uphold your iron stance. MR: 4

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Juggernaut (power 3): this ability may only be used by patron saint of bravery, the saint of hunters, the saint
those who wear heavy armor and they must own the of battle. Choose one saint for one specific task you are
proficiency in heavy armor to gain the bonus of this going to attempt often and give the saint a name.
ability. The juggernaut must shout out a war cry for When you wish to attempt this task from now
1 open action at the beginning of their turn. This will on you may attempt to pray to the patron saint of
allow their max armor rating to gain half of its max this task before you roll your skill dice, attribute dice,
when the character shouts, rounded up. Thus, at rating attack, defense, damage, whatever it is you are trying to
1 if the juggernaut shouts and has a total armor value modify. The patron saint will grant you an additional
of 20, the character’s TAV becomes 30 for 1 round. At +10% to your spiritual influence roll when attempting
rating 2 in this ability, the TAV is doubled for 1 round. a task that falls under their sphere of control. If you
MR: 2 are successful in your prayer the task becomes easier
and you gain an additional +d10 to your dice pool for
Fame (power 2): this character has begun to make a attempting the task. This may be used successfully
name for themselves. It may be corruption, or it may once per day, or per session. For every rating in this
be honor, and it is up to the game master and the ability, a new patron saint may be added. If a saint is
player to decide together. At rating 1 in this ability the changed, the character must go for a week of penance
character is granted +25 to their max reputation points. without the ability. The GM and player are free to
The GM and player must decide if this is good or bad talk about what saints are okay and design the name
though. The character must do something in game that together. Many different religions may use different
is worthy of boosting this reputation at the point when names other than “saint” and this is fine too if you
this ability is cashed in. Once they do, they are also wish to change this name to another to emulate your
granted a d100 roll to add to the reputation awarded. At character’s religion. MR: 3
rating 2: +50 reputation points, and another d100 roll.
At rating 3: +75 reputation points, and another d100 Shield Stagger (power 1): this ability allows the bearer
roll. At rating 4 you are gaining +100 reputation points, of a shield to stagger an enemy with a single, quick
and another d100 roll to add to it. MR: 4 strike shield bash. Upon a successful single attack with
the shield, the victim is staggered and suffers a -4 to
Mountain Survivalist (power 2): mountains and hills defend the follow-up attack at them. This negative
are a specialty for you when it comes to tactics of modifier only lasts for the next attack at them, giving
wilderness survival. This ability may only be used in the attacker a single chance to unleash a dangerous
hilly or mountainous terrain. You may burn 1 point of heavy attack or combo attack. At rating 2, the attacker
frenzy before any rolls are made to add a d6 to your can shield bash an opponent with a heavy strike,
dice pool for your wilderness survival check. This causing them to suffer a -6 to defend their follow-up
bonus die may also be granted to all perception checks attack. MR: 2
when possibly meeting an ambush. For each rating in
this ability you may increase the rank of the die; d6, d8, Skull Taker (power 2): the character can wear the skulls
d10, d12, d20. MR: 5 of their enemies and gain additional reputation points
for dawning them as an act of sheer intimidation. Yet
Patron Saint** (power 2): this faction specific ability is the skull that is worn of a worthy enemy killed by
for spiritualists only. Those with this ability may choose the character’s own hands will grant an additional +2
one patron saint per rating in this ability. A patron reputation anytime reputation is given. For every rating
saint is a hero that died and now resides in the realm of in this ability another skull of a worthy enemy may be
the character’s gods. These saints become revered and added and worn, granting another +2 reputation each
prayed to due to their specific sphere of control over time the character is granted reputation. This works
a certain subject, location, or skill. As an example: the up to a maximum of 5 skulls that would grant a +10

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reputation. This adds +2 to your Glory % for each rating for your wilderness survival check. This bonus die may
when meeting a character for the first time. MR: 5 also be granted to all perception checks when possibly
meeting an ambush. For each rating in this ability you
Spell Stun (power 3): this ability allows a character to may increase the rank of the die; d6, d8, d10, d12, d20.
sacrifice half damage dealt to a spell caster to cause MR: 5
them to suffer the loss of 1 spell for a d4 rounds. They
must strike a spell caster successfully, but before they Trapper (power 2): the character is quite used to
roll damage, they can call Spell Stun and roll a d6. After making traps in the wild and has learned how to fix
the result, they roll damage as normal. The caster can traps that have broken. The trapper can find additional
resist by making an intelligence attribute check, but items around to use for triggers and become faster at
they must roll a target number that is equal to the base the trade. For 1 frenzy the trapper may gain a d6 bonus
damage that is rolled. This is the damage that is rolled die to their skill roll to increase the target # of the trap.
by the stunner without any multipliers (power or combo If they wait until after the skill check is made, they may
damage) configured. If they have a skill that pertains to burn 1 SP to add a d6 to the traps skill in order to boost
memory, they may be allowed to roll the skill instead of the die roll after it has been made. For every rating in
just the intelligence attribute to resist. If they fail, they this ability, the trapper may increase the die rank; d6,
lose the spell for the rounds rolled. If the mage has an d8, d10, d12, d20. MR: 5
eidetic memory, they gain a +5 levels to resist the loss
of the spell and get to roll each round in an attempt to Underworld Survivalist (power 1): subterranean terrain
remember it. This ability may be attempted once per is some of the easiest type of terrains for you to scour
combat, per rating in this ability. MR: 5 through for resources to live. This ability may only be
used in subterranean lands. You may burn 1 point of
Street Survivalist (power 1): the character spent many a frenzy before any rolls are made to add a d6 to your
night on the street and can always find a safe place to dice pool for your wilderness survival check. This
sleep. The character does not need to roll street survival bonus die may also be granted to all perception checks
in order to locate quarters in town. They may find a when possibly meeting an ambush. For each rating in
derelict home, or slave sanctuary in the slums. This this ability you may increase the rank of the die; d6, d8,
space can accommodate up to a party of five including d10, d12, d20. MR: 5
the character. There are no penalties for sleeping in
these areas and they are equivalent to sleeping at a poor Vitality (power 3) the character is resilient, and their
inn with this ability. Any player making checks to find stamina is mighty! They do not have to make a stamina
information in these areas from slum inhabitants may check on their first bout as others do. All characters
receive an additional d6 to their rolls if the survivalist must make a body check when a certain number of
is willing to assist. As well, this bonus die is given to all rounds pass in combat, equal to the character’s body
perception checks during stays in these slums, for they rank. If they fail the body check (or endurance skill
are often wrought with danger. For each rating in this check) then they take 1 point of physical fatigue. With
ability you may increase the rank of the die; d6, d8, d10, Vitality you get to skip that first bout and wait until the
d12, d20. MR: 5 MR: 1 next one. MR: 1

Tundra Survivalist (power 1): plains and tundra lands


are your specialty when living off of the land and
hunting down resources to live using your wilderness
survival skills. This ability may only be used in plains
and tundra like terrain. You may burn 1 point of frenzy
before any rolls are made to add a d6 to your dice pool

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Alchemy Purchasing a few prominent ingredients from


a market is the fastest way. Remember that all the
ingredients listed for each potion are not exact either.
Since most alchemical potions require much more
In the realm of alchemical substances, the core detail than just a few items. Some need water, salt,
rulebook holds most information that is necessary for acids, etc. Gathering every little detail is hand waved
an alchemist to succeed. There are plenty of alchemical for simplicity. Either way, when you make them you
substances in the world of Koth in which the creation will be using the Alchemical Craft Table within the
of these substances can help your adventurers stay core rulebook.
alive. Alchemists can use a mixture of magical talents As a GM feel free to make up your own potions
and class abilities to make sure their character is a force as well. This can be fun for there are many that were
to be reckoned with. Also think about the innovative not included in the core book, or even on this list. You
mind of these loners. Why not get some skills where can always think of more. It can be a great way to create
you can create your own alchemical launchers and a hook for an adventure as well. For instance; seeking
specialize in projectiles that fire your alchemical the cure for a local lord in a dangerous monster’s lair.
creations from afar? This could allow your alchemist to Too bad you need the eye of a Hraesvelg for the lord’s
take on different talent trees like a mixture of shooting alchemist, to make the correct elixir. You may wish to
and magic. There are many possibilities for you to try. make those real powerful potions and powders only
If you wanted to create an alchemist that specializes accessible if you mix in a creature part that is very
in thieving and firing projectiles you could do this as dangerous to find. If you are one of those gaming
well by splitting talents between magic, shooting, and groups who get to play all the time and enjoy speed
sneaky. In the end it is up to you of course. levelling characters you may reach the 26th level where
an Alchemist has mastered the craft. They may pick up
Alchemical Components the class ability Experimentation. This is the time when
most begin the lifelong journey of trying to transmute
You can get all kinds of magical components led into gold.
from many different substances ranging from animal
parts, monster parts, plants, and even minerals like;
gems, crystals, and metals. This can be as detailed
as you want it to be. The player may enjoy searching
for these ingredients in whatever type of terrain they
are travelling through at the time or may simply try
to acquire them from other alchemists when they
reach a town or city. If you want to make it a quick
transaction just have them take 25% of the listed cost
to purchase the ingredients. Then buy those several
times for how many units of the potion you wish to
make. Either you do it the fast way, or you could come
out more profitable by doing it the long way, going
through all the ingredients and picking out the cost
of each ingredient takes a bit of time to calculate and
track down, but for some it is much more rewarding.
It often comes out more profitable to do it that way.
Collecting these ingredients in the wild is a fun way to
accomplish this but it takes forever to find everything.

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Alchemical Substances
2d10 Alchemical Substance Ingredients Effects A% Cost
2 Aethereal Mist Imajo leaf 5, spirit root 2, ectoplasm* Astral Invisibility +10 lvl conceal 25% 45 g
3 Aqua Ignis demon root 5, halite 3, copper 2 Metal eating acid -2d6 metal AR 55% 12 g
4 Alkahest Vapor lichus 4, Hemlock 4, Halite 3 Cloud, 3d6 x 10 toxic corrosive dmg. 25% 30 g
5 Black Powder niter 3, sulfur 1, wood 2 Gunpowder, used in firearms 45% 5g
6 Breath of Usidious Ash of Tathyr 5, hippus 3, blowfish* Tornado 2.5 hex, scatters for 4 rnds 40% 42 g
7 Drip of Lucidity Ammolite 3, Cinnabar 2, elfbane 2 Decipher text & languages +10 lvls 55% 12 g
8 Dust of Storms Wyrmstorm 3, wood 2, Cinnabar 1 1.5 hex, electrical grenade 3d6 x 10 45% 35 g
9 Elixir of Gana Sapphire 3, moon crystal 3, hazelwort Regen +250 mana over 5 rounds 35% 60 g
10 Essence of Fancy Ikago Root 3, Faerie Suckle 3, nickel 2 +d20 to all charisma checks (30 min) 55% 28 g
11 Ki Crystal Wand Marcasite 3**, agros 3, root of yaga 3 Regen +250 chi over 5 rounds 35% 60 g
12 Oil of Black Tar Bog weed 6, hemp 4, black tar 2 2.5 hex, slow all ½ move, -4 a/d 45% 36 g
13 Phlegm of the Wretch Marsh weed 4, simptus 3, bloater bile* T#4 resist vomit, toxic blood, 30 min 60% 12 g
14 Powder of Illusions Efferenze 4, Alt Stone 2, Agros 2 1.5 hex, Will T# 15 - Fear Table 4+rnds 60% 32 g
15 Quake Crystal Void Stone 3, lythrin 2, copper 2 2.5 hex, 2d10 x 10 sonic damage 50% 40 g
16 Spirits of Vitae Aloe 3, Blood Iron 3, Ametrine 3** Regen +250 HP over 5 rounds 35% 75 g
17 Star Shatter Sage 5, Dragon Stone 3, Silver 2 1.5 hex, 2d12+d6 x 10 fire/ divine dmg 45% 45 g
18 Stone Cloud cloud Jewel 3, cinnabar 3, parsum 3 Expanding foam solidifies T# 25 40% 38 g
19 Tears of Ennatia Elf Bane 3, Belladonna 2, Opium 2 False death, spirit walk (30 min) 40% 26 g
20 Vapor of Dreams Black moonstone 4, elfbane 2, valerian fast cloud, BS or sleep (d20 minutes) 40$ 50 g
• This symbol marks one of the ingredients as very rare or part of a creature. ** must be awakened stones

Aethereal Mist: this vial holds a small amount of vapor the alcohol, one should not drink this. It is used to melt
or gas within it. Even when opened the vial will not locks and metals of all types. If it strikes a sword, it will
so quickly release the gas due to its density. When the burn and melt the sword. If it hits armor it will melt
vial is opened the contents of the mixture causes one the armor at -2d6 to the AR.
to become transparent for up to 30 minutes. They do
not become entirely invisible, yet light seems to bend Alkahest Vapor: this deadly toxic corrosion cloud
around them in a strange way where they become a begins at 1 hex when thrown. The vial explodes letting
ghostly or aethereal image. They may add 10 levels to out a thick noxious vapor of yellow and brown. It
their concealment skill or perception attribute when immediately corrodes material dealing 3d6 x 10 damage
hiding. Tis the same as simply adding a d20 to your to the flesh. It also erodes armor at -d6. You may roll 2
dice pool. Another great thing about aethereal mist is pieces of armor on hit location dice to see which armor
that it makes you nearly invisible to spirits, demons, loses its rating if you wish. The slow expanding cloud
and things that see in the astral spectrum as well. will move to 1.5 hex radius the next round, then 2 the
following, until finally stopping its expansion at 2.5 hex
Aqua Ignis: this vial of metal eating acid first formed radius. Anyone passing through the cloud will suffer
from the creation of Aqua Regia, or “Noble Water” as the damage listed. If one gets stuck within the cloud,
they called it. This one is more powerful and moves they will suffer this damage per round.
quickly. This “Fire Water” should not be mistaken for

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Black Powder: this powder is used for firearms and in the colors of love magic and seduction. A perfect
cannons. This new invention has only begun to circulate match for the essence that this potion contains. Place
the realms and has become quite popular of late. A the lips to the vial and inhale once the vial is opened.
small pouch of this at the listed price will allow 20 The user is compelled to feel happiness and a swelling
shots to be fired from an average rifle. As well you may rise of intoxicating joy that can be quite addicting for
use 1 entire pouch per shot from a cannon to simplify many users in their first attempt. So, make a willpower
the count. This powder is of course highly flammable, check when using this potion T # 5 or become addicted
yet it will not explode like a grenade if burned. to it. The potion grants a +10 levels (equivalent to
adding a +d20) to all charisma-based skills and checks
Breath of Usidious: this vial is a very dangerous potion for the next half an hour.
with chaotic effects. Upon the rupturing of the vial
a small tornado is formed in a 2.5 hex radius. This Ki Crystal Wand: this crystal is much like the Chi
whirlwind throws everything it catches into a scatter Crystal from the core rulebook. This ki crystal is a longer
direction, causing falling damage. The tornado scatters version of the smaller crystal as the longer crystals are
each round for 4 rounds before dying out. called wands. Not to be confused by the actual wands
of the spell hurling mages. Once this crystal is crushed
Drip of Lucidity: the vial is dropped onto the tongue in your hands the essence is released as the particles
and within seconds you begin start to understand of the wand fall and disintegrate the essence of the chi
languages, speak them, and decipher the texts that you or ki is released into the hand and flows down into the
read! Even without knowledge in reading and writing body. Initially when the crystal wand is cracked you are
you will begin to unlock the words with little effort. granted 50 chi points, and then 50 each round until the
However, you must still roll this under your decipher full 250 is gained. The only difference in the name chi
skill, read and write, or intelligence attribute at +10 or ki is the due to the different dialects of raikanu from
levels to the dice pool (equivalent to adding a d20). the lands of Myen Wu. Northern and southern dialects
and different tribes. The crystal wand is filled with
Dust of Storms: the powder itself feels like it possesses powerful magic and it does grant a small light source
strong static electricity just when moving your hands of yellow light that glows as the light of a candle.
close to it. Throwing the powder, it opens to envelop
a 1.5 hex radius. Electrical bolts begin to randomly rip Oil of Black Tar: you do not want to be near this vial
through the small area like a lightning storm trapped when it is unleashed! The vial is filled with a nasty
within a small cylindrical area. It deals 3d6 x 10 electrical black liquid that sticks to everything and expands to
damage. Any critical hit made by the storm will deal capture those who try and run through it. The liquid
critical x2 damage, but the victim must make a body immediately fills an area of effect equal to 2.5 hexes
save as well or suffer stun effects. and all that pass through it must slow to half their
movement. They also suffer -4 to attack and defend.
Elixir of Gana: named after the human goddess of the It was initially created for a legendary thief of Vazuun
moon, this elixir will recover 50 mana points initially Denaahl known as Ahmet Harama. He would use it to
upon ingesting it. Then, 50 man points each round until halt the guards that constantly chased him. It comes in
250 mana is regenerated into your pool. This elixir gets handy when you do not wish to kill anyone.
its name from the luminescence of the liquid in the vial
which creates a small light source as bright as a candle. Phlegm of the Wretch: this vial of green stench is also
filled with yellow gobs of what taste like fat or mucus
Essence of Fancy: this vial of vapor turns to a violet hue filled into a jar. The liquid is absolutely vile. You must
when opened and the air hits it. You know it is good make a body check T# 4 to resist vomiting the potion
when the color becomes a strong magenta often found up after ingesting it, which would be a shame if you

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desperately need it, for it could save your life. The Bones, muscle, veins, and flesh grow back together but
potion makes your blood become toxic to everything if they are completely severed this will not connect the
except you. If any creature bites you or otherwise flesh unless a surgeon or healer is around to make this
ingests some of your blood they will suffer 2d20 hit happen correctly.
points per round without toughness to soak it. If the
creature has toxic resistances, they will soak only their Star Shatter: this potion appears to have sparkling lava
initial resistance but once it is used up the damage within it when contained. It is constantly moving and
begins to take effect. The potion lasts for up to half swirling as if alive. To use the potion, you must pop the
an hour so the creature that bit you will take damage cork and throw. The air reacts violently to the contents
until this time runs out. You will have to calculate this and then it explodes. The explosion looks like a great
yourself. An antidote potion will reverse these effects. big firework, yet black smoke trails off gold and silver
The blood does not become toxic to the user of course streams. The potion deals 2d12+d6 x 10 fire damage. Yet
and as far as we know there is no permanent organ to those of spirit or demonic being will suffer divine
damage after its use, besides the obvious horror of damage that is automatically critical unless a body save
drinking it. is made. If the save is made, they will suffer 2d12+d6 x
12 damage. Others hit by a critical become enshrouded
Powder of Illusions: this dust when thrown into a in flames.
radius of 1.5 hexes will cause all within to suffer horrific
illusions. The victim makes a willpower check versus Stone Cloud: this potion looks a bit like a vial of milky
a minimum T# 15 or must roll on the Fear Table due chalk. The contents of this potion severely react with
to these illusions. It was meant to extract the victims the air, thus when it is opened and thrown it begins to
worse fear and use it against them. The effects last a expand already while flying. The vial will shatter when
minimum of 4 rounds then +d6. it strikes its target and begin to envelop them in foam.
This fast-growing foam will instantly cover a 1.5 hex
Quake Crystal: this colorless shard is used as a very radius and then it will solidify. Before the victim gains
dangerous weapon; you would not want to drop it at a chance to react to the foam. Once encased have the
your feet! Originally made by the alchemists od the attacker roll 2 hit location dice per target struck to see
Nine Towers to sell to kings for their use in siege which parts of the body are extremely trapped. If the
warfare. The crystal shatters upon impact and causes a head is one of them the victim must make a body save
terrible blast that deals 2d10 x 10 sonic damage in a 2.5 or their ability to breathe will be compromised. The
hex radius. Those hit by the blast are thrown a d4 hexes target number to escape the foam is a strength check
backwards and to the ground unless they do not take is T# 25. Teamwork can be used to help escape or if
enough damage to knock them down. the weapon arm is free, they may attempt to break free
while smashing the stone that the foam becomes. If
Spirits of Vitae also known as the “elixir of life” or the stuck within the foam by the leg, movement is halved.
“essence of life”, this potion glows a deep red color, If both legs are trapped there is no movement at all!
almost the color of blood. Since it is crafted with strong Attack and defense is usually made at -4, yet the stone
magic within, the essence gives off a small light source armor they are now wearing will add 25 total armor.
like the light of a deep red candle. The potion is crafted
with awakened stones of ametrine, which is thought to Tears of Ennatia: this dark potion has poison within its
be where the magical light comes from. Upon ingesting ingredients that, if not mixed correctly, would certainly
the potion it instantly grants 50 hit points back, and kill. This poison has the ability to make one feel terrible
then 50 more each round until 250 have been given. pain for d4 rounds. Then, they fall dead. Yet, this is not
The regeneration powers are so strong you can watch eternal, this death is a fake and only lasts for half of an
the wound close up as the skin grows back into place. hour. To someone finding the body, there is not doubt

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they are dead. There is no pulse, the flesh is pale and


there is no movement. Eyes look as if they are glazed Stones & Crystals
over. In reality, the character has entered the Aether
Realm, the Umbra world that exists between our own
Primordial realm, and the Spirit World. This is called
Spirit Walking by shamans of the world. It allows you Some of the stones that you come across in the
to spy on the Primordial World a bit, but also to see game can be quite powerful after they are awakened
clearly things of spirit that are around you. by enchanters and those who possess the power. But
what about the average stone that is found and often
Vapor of Dreams: this vial of purple swirling mist is worn as jewelry by the common folk? The stones that
a fast-acting cloud that will put those who inhale it, are not awakened still hold some esoteric potential.
quickly to sleep. Initially it bursts into an area of 1.5 Many believe that these stones still hold some power
hex radius. Then, on the next round it will expand to of protection in their most mundane forms and this is
2.5 hex radius. On the 3rd round it dissipates though. true. Many still feel the energy they hold when they
Those who are hit and do not make a body save have place them to their body and feel as though the stone is
only 1 round before they fall to the ground asleep. All giving them some benefit. This is true that they do hold
that are hit suffer a dazed effect where they lose -2 to some residual untapped energy within them. Jewelers
attack and defend. Yet, only those who fail their body and those who cut stones can sell these tiny stones
save will fall asleep. Those who are dazed or asleep, for a few coins here and there after making them look
all suffer this effect for a d20 minutes. If those asleep pretty without ever knowing the true powers they hold
are left still they will stay that way for the duration. or without ever being actually “Awakened”.
Those who have an ally attempt to wake them up for a
couple rounds will eventually succeed, but those who Awakened Stones
are awakened before duration will suffer the dazed
effect for the full d20 minutes. Awakened Stones are those finely cut minerals
that are imbued with magical energy thanks to
enchanters and those like them who can tap into the
raw energy of the stone and bring it to life. They do
this by using the vocal vibrations of hums or oms
woven within incantations, just like bardic magic.
They use tools to tap and cut. They also use light from
the suns and other mystic methods only known to
the archaic art. Stones that are awakened have only 1
use per day until they are recharged in moonlight or
starlight. Something about the light of Aos and Set is
used to burn away impurities and recharge the power
of the stones. Many have an instant use, while some
last for only half an hour or even as little as 6 rounds.
There are also crystals that shatter or crumble when
the magic within them is used or unleashed. They
crumble to dust with the material component being
eaten and returning the mineral into the Aether. Those
that shatter are labelled with an asterisk in the core
rulebook. Yet those that shatter will not do so in raw
form, since their true power has yet to be unlocked.

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Raw Form these painful thoughts. These types of mundane acts


can be used in game as a perfect experience to build on
You may be given a stone such as this, a cut a character with.
adamite or a rose crystal and merely enjoy it just because To find out the cost of a stone in raw format
of its aesthetic value or because it was given to you by from the core book, take the listed cost from the Demon
a loved one. The GM may look upon the focus of these Gate Core Rulebook (Pg. 304) and divide the cost in
stones and still wish to grant the wearer a small bonus gold by 25 to see what the price would be. Granted,
dealing with its particular mundane focus, even before this is the price that a merchant would sell it to you
it is awakened and that is fine and encouraged. When for at a shop. If you were to find 1 unit of the material
the stone is finely cut you can even grant the stone a in the wild and sell it, you would actually get only 25%
better bonus if you wish. For instance; if you are given of the Raw price listed, unless you were a merchant
a rose crystal (from the core rulebook) that is nicely with your own stand of course. So, if you get a number
cut and the character suffers from the lost love trait, like .65 this would be 65% of 1 gold piece which can be
perhaps you can use this for roleplaying purposes. You configured with the currency table found in the core
may allow the stone to stifle the negative thoughts of rulebook on pg. 26. For 1 silver is .25 of a gold, 1 copper
the lost love, if the negative thoughts begin to happen, is .05 of copper, and 1 bit, bone, or pfennig is .01 of a
simply from wearing the stone or touching it during gold.

2d10 Stone Mundane Focus Chakra Awakened Power Gold Raw


2 Black Moonstone (gray) Compassion, empathy, stress 2, 6, 7 Raise social die by a rank (30 min) 7g 1s
3 Blood Iron (red/ black) Resistance to blood disease 1, 2, 4 Regenerate HP 2d10 per rnd (6 rnds) 25g 1g
4 Cinnabar* (red) Quicken intellect 1, 3, 6 +1 to Int rolls, +1 spell effect (6 rnds)* 32g 1g 1s 3b
5 Desert Rose (brown) Overcome fear, spirit guard 1 +d6 fear resistance roll 9g 1s 2c 1b
6 Elestial Quartz (violet) Spiritual guidance 7 Raises spiritual influence +d4% 30g 1g 2b
7 Fire Opal (red orange) Helps sexual disfunctions 2 +10% fertility, +1 BS vs STDs (30 min) 15g 2s 2c
8 Fluorite* (purple/ green) Balance and coordination 6 +1 defense, +d6 acrobatics (20 rnds)* 25g 1g
9 Halite* (colorless) psychic & entity purity 4, 7 heals d100 mental damage/ shatters* 20g 3s, 2c
10 Moon Crystal (white) Luminescent to movement All Light crystals like lantern (6 hours) 15g 2s 2c
11 Nickel (silver/ white) Protection from traps 3 Lower T # of traps by d3 (30 min) 10g 1s 3c
12 Phantom Quartz enhances meditation All +d8 meditation or chant roll 12g 1s 4c 3b
13 Rhodonite (pink) Heals emotional scars 1, 4 +d6 to calm self or ally (6 rnds) 7g 1s 3b
14 Rose Crystal (pink) causes affection 4 +1 seduction (30 minutes) 13g 2s 2b
15 Septarian Shard (yellow) Public speaking, tolerance 1, 4, 5, 6 +d8 on speaking skill (30 min) 32g 1g 1s 3b
16 Valcrium (black) Strengthens vision 6 +d6 Per rolls, +1 shot dmg (30 min) 32g 1g 1s 3b
17 Vivianite (green blue) Strengthens teeth & bones 4, 5 +1 BS versus bone dmg 8g 1s 1c 2b
18 Void Stone (black) Enhances strength All Can levitate the carrier (20 rnds) 50g 2g
19 Witch Glass (colorless) Seeing through illusions 6 +d10 Per or Will for illusions (6 rnds) 38g 1g 2s 2b
20 Wyrmstorm Shard (blue) Protection from weather 1, 5, 7 Electrical resist 10, BS vs. electricity +1 32g 1g 1s 3b

* These stones shatter after use, but they must be awakened to shatter.

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perception check to see the trap was only one away.


Traps This may be enough for the character to hear the snap
of the tripwire and react with enough time to allow
them an attempt at defending the bolt flying at them.
There are endless types of traps in the realms, In this case, give the trap an attack roll with a + if the
limited only by the imagination and the tools to create trappers skill is good enough. Then if the defender
them. Here we will categorize several types of traps rolls equal to or higher than the attack, they are just
for your campaigns so that you can get an idea of how barely able to defend the trap. Perhaps the collapsing
dangerous these traps can become. This method is floor gives way and you allow them one last chance
a little different from the method found in the core at making a dexterity check to grab onto something.
rulebook under the trap skills so you can choose There are ways to make them more exciting.
which method works or mix and match. Going off a If you are designing traps not to kill but to
character’s skills in traps, the basic skill or 1st tier in capture or contain you may be given a choice to add
the traps skill will normally show what the damage will different modifiers to the trap, such as x2 to the effect
be as well as what you roll for your trap skill. If the of the trap or +2 to hit with a trap. For instance; x2 to
skill level of the character’s trap skill is 8, then use the the strength check it would take to escape the trap, or
dice for level 8 as the damage, if they are successful at when it releases a magical attack, +2 to the spell being
building the trap. That would be 2d8 damage for the cast to hit the defender if they are getting a chance to
trap if they have a skill level of 8. They may gain a boost defend. You can use the roll of your skill dice (let’s say
in damage for doubling the target number to build the you rolled that 16… then 16 x2 = 32) that would mean
trap though. For instance, the GM calls for this dart it would take a 32 on an attribute roll or a skill roll to
and tripwire trap to be set at T# 8, so the character has escape the trap. When using this method, you can break
a traps skill of 2d12 and rolls a 16, they have doubled this down into tasks, where it takes several rounds of
the target number, so the damage is given a x2 power checks to finally escape. You keep subtracting your roll
damage. This allows you to roll 2d12 x2 for the damage. from the target number until it is finally defeated when
Another way to configure damage is if you are using tasks.
using a weapon, such as a crossbow as part of your trap. Using the methods of trap mechanics listed
The tripwire fires a bolt off into the victim, then the here in these descriptions, not only does the target
GM may simply use the damage for a crossbow when number that you rolled on designing your trap show
the trap is set off. If you double the target number to you what the power damage will be, it also shows you
set the trap up though you may still add that power what the enemy’s perception check must match in order
damage of x2 to the roll for a good skill setup. Most to spot the trap. Thus, if they rolled a 12 to set the trap,
crossbows deal around 2d12 damage so rolling well as tie goes to the defender, the would-be victim must
enough to gain a x2 power damage would make your then roll a 12 on their perception to see the trap. Or if
crossbow trap deal 2d12 x 2. they are looking for the trap, they must also roll a 12 on
Traps are pretty much sneak attacks. There is their trap skill as a counter-trap roll. In the case where
very little time to react when a trap goes off and most they are actively looking for a trap and they have called
of the time a character is totally unaware that a trap it; it is the GM’s choice to drop the target # from 1 to 3
has gone off until it is too late. Thus, during a failed points, or allow that close success to grant a chance to
perception check when a character sets off a trap go defend the trap.
ahead and deal damage to the character or create the Some choose to go to expert in traps to become
effects and do not feel bad. There are times however even more dangerous at building them, or better at
when you can allow the character a chance to defend finding them. You will get to 2nd tier in your traps skill
or save themselves in some manner. For instance; and this will already grant you a x 2 power damage, +2
perhaps the trap was poorly designed, or maybe their to hit with defendable traps, or x2 to the target number

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to escape a trap. So, any rolls that double or triple cause continuous damage that deplete hit points each
your target number from there on out will stack to the round. You can use the original skill dice for the damage
equation. If the T # 6 shows up again and you have a each round, but it will usually be without the power
d20+d12 on your skill dice, you make a roll knowing damage. First you will want to find out if the trapper
that every time you beat the target by 6 the power holds or held basic skills when they constructed the
grows. Let’s say on the trap making you rolled a 21, the trap, were they an expert, or a master? If you want to
damage for an expert in trap making with that skill and simply choose basic for this then by all means, choose
roll would be; d20+d12 x 5. While a trap to imprison a basic. The Target # Range is then listed for you to
victim might be target # x 5 = 30 Strength to break out choose from Then, you want to roll for the trap trigger
or 30 dexterity to wiggle through. or trick to see what type of device is used to set the
A 3rd tier master of trap making is a very trap off, or if any tricks might be added to a pressure
dangerous character. Not only can they engineer traps plate or tripwire. The trigger is just the beginning and
the way they want them, they can create room traps is often what is seen by the prey when a trap is spotted.
and corridor traps that take entire crews to build. The Many of the triggers listed here actually use the same
master trapper can also craft Deadly Traps, which mechanism to set off the trap but for ease of use for
means you must roll a body save or die instantly. If this table it is arranged as so to give you some other
you make your body save you are starting at a base ideas on the fly.
power damage of x 5. Thus, any rolls made that bust the Remember these tables are not at all required
target number by doubles or triples will stack to that x and are always considered optional or only there for
5. Since deadly traps are often reserved for room traps your support or to fuel your inspiration. If you would
or those that take an incredible amount of resources rather have something else or the result right next
to build you, as a GM may stick to the normal way to what is rolled, then go with that or make up your
of doing traps and have 3rd tier begin with x 3 power own ideas. If you wish to follow the tables for random
damage, allowing great rolls to stack as normal. generation, you can find some interesting ideas.
This is all just a mechanic for trap building that
is laid out for you to use if you wish though. Feel free
to create different types of traps and damage for them
however you see fit to make them in your campaigns.
Some traps are simply made to imprison or hold a
character until the real threat comes along. Other traps
are only used to make noise. There are many creatures
that design traps naturally to catch their prey. The web
of a spider entangles the character and then the tyrant
spider creeps down to finish it off after feeling the silk
strands pulse with movement. Making monster traps
can be fun as well. You know once a zombie outbreak
happens that many would be using zombies for their
traps.

Random Trap Tables

Please feel free to use these tables below to


craft some random types of traps for your ruins. Some
traps will use bait, some may not. Some traps may use
poison, while some use corrosive gas or acid, these can

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Triggers & Tricks


Trapper Skill Sometimes triggers and tricks are used to
enhance or alter traps. For instance, a trap that uses bait
D10 Skill
can often play on the willpower of the creature instead
1 - 5 Basic Trap Skills
of just a perception check to notice the trap. Or you
6 – 8 Expert Trap Skills
may have the failure of the willpower check raise the
9 – 10 Master Trap Skills
target number of the perception check to defeat a trap
that uses bait. Rolling the multiple result will mean that
there can be multiple traps or multiple triggers in case
one is used for misdirection raise the target number by
Trapper Target # d6. Magical triggers often mean that you are going to
have a magical trap as well. Most mages wouldn’t make
This is for when the trapper builds the trap. The a magical trigger just to set off a mechanical trap, but
dice levels are listed here and can be randomly rolled it does not mean that this is impossible. You can roll
or chosen depending on the tier of the character’s trap on the magical traps after rolling magical trigger if you
skill. If you roll this randomly it will then give you the wish. As a side note, feel free to mix and match the
skill dice of the trapper where you must then roll those results or come up with some crazy traps on your own.
dice to find out what the target # to notice the trap is.
The dice pool and trapper’s skill will let you know what
the damage is going to be as well, if this is indeed a trap Triggers & Tricks
built for hurting and killing. You may roll the trap’s T#
or take the minimum T# listed at the top of the table d100 Result
below. Unless, you wish to allow a failure of the trap 01-09 Bait: satchel, food, jewels, weapons, gold,
after it triggers. It could be comical or rewarding to something shiny.
add a scenario like this in, especially if the character 10-29 False Floor: camouflaged floor, a tile, or
is about to get killed by it. Being suddenly saved by a leaves over twigs, etc.
faulty trap design or aging mechanism could end up 30-34 Lever: a switch, a lever, a door handle, a
saving the day. That would certainly make the player button, it must be manipulated.
happy and a bit relieved. 35-39 Movement: you must move something to
get by; move a shelf, a log?
40-44 Multiple: uses misdirection, raise the target
d10 Basic Trap T#6 Expert Trap T#9 Master Trap T#12 # by d6, and roll 2 traps.
1 d8+d6 d20+d6 d20+d10+d8 45-64 Pressure Plate: stepping on this plate,
stone, crest, slab, is the trigger.
2 2d8 d20+d8 d20+2d10
65-69 Proximity: even passing into the vicinity of
3 d10+d8 d20+d10 d20+d12+d10
this trap; 1.5 or 2.5” B.R.
4 2d10 d20+d12 d20+2d12
70-74 Puzzle: play the right note, move the right
5 d12+d10 d20+d8+d6 2d20+d6 stone, choose the right cup.
6 2d12 d20+2d8 2d20+d8 75-94 Tripwire: tripping over this hidden wire
7 d20+d6 d20+d10+d8 2d20+d10 will set off the trap.
8 d20+d8 d20+2d10 2d20+d12 95-100 Magic: a light, an aura, eyeball, skull, glyph,
9 d20+d10 d20+d12+d10 2d20+d8+d6
rune, a misspoken word.

10 d20+d12 d20+2d12 2d20+2d8

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Random Trap Table


d100 d100
1 Acid Bath Trap 35 Fusillade of Darts 69 Poison Jaw Trap

2 Acid Rain Trap 36 Fusillade of Darts (poisoned) 70 Poison Needle Trap

3 Arrow Trap 37 Fusillade of Spears 71 Poison Pool or Fountain

4 Arrow Trap (poisoned) 38 Fusillade of Spears (poisoned) 72 Portcullis Trap

5 Blade Trap 39 Garrote Trap 73 Razor Net

6 Blade Trap (poisoned) 40 Gas Trap 74 Rolling Rock Trap

7 Bolt Trap 41 Gravity Trap 75 Scything Blade Trap

8 Bolt Trap (poisoned) 42 Grenade Trap 76 Sliding Stairs Trap

9 Brick Trap 43 Guillotine Trap 77 Sinking Pit

10 Burst of Gas 44 Gun Trap 78 Snare Trap

11 Cage Trap 45 Hail of Needles Trap 79 Sound Trap

12 Camouflaged Pit Trap 46 Hail of Needles (poisoned) 80 Spear Trap

13 Cannon Trap 47 Hook Trap 81 Spear Trap (poisoned)

14 Ceiling Block Falls 48 Hook Trap (poisoned) 82 Spiked Blocks from Ceiling

15 Chute or Slide Trap 49 Incendiary Grenade Trap 83 Spiked Cage

16 Collapsing Chamber 50 Javelin Trap 84 Spiked Pit Trap

17 Collapsing Column 51 Jaw Trap 85 Spring Trap

18 Collapsing Stairs 52 Large Net Trap 86 Stone Blocks from Ceiling

19 Collapsing Tree 53 Leg Lock Trap 87 Swinging Block Trap

20 Creature Trap 54 Lock & Crush Trap 88 Swinging Log Trap

21 Crushing Wall Trap 55 Lock & Flood Trap 89 Toxic Blast Trap

22 Dart Trap 56 Lock & Gas Trap 90 Tripping Chain

23 Deadfall 57 Locking Pit Trap 91 Undead Grave

24 Deep Pit 58 Monster Pit 92 Vapor Trap

25 Deep Pit with Spikes 59 Net Trap 93 Wall Blade Trap

26 Deep Pit with Poisoned Spikes 60 Oubliette Trap 94 Wall Scythe Trap

27 Dropping Spiked Ceiling 61 Pendulum 95 Water-Filled Pit Trap

28 Dropping Spiked Ceiling (poisoned) 62 Pickaxe Trap 96 Whirling Blades

29 Executioner Statue 63 Pickaxe Trap (poisoned) 97 Whirling Poison Blades

30 Executioner Statue (poisoned) 64 Pit of Spikes 98 Wall of Spikes

31 Fallaway Floor Trap 65 Pit of Spikes (poisoned) 99 Magical Trap (roll magic trap)

32 Firebomb Trap 66 Pit of Undead 100 Magical Trap (roll magic trap)

33 Flame Burst Trap 67 Pit Trap

34 Flooding Trap 68 Poison Dart Trap

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2d10 Magical Traps


Types of Gas or Poison
2 Acid Orb: d8 x lvl toxic damage as well as -d4 armor at

Gasses and poisons will often deplete health or cause damage hit location.

each round. The damage is usually the trap skill dice of the 3 Arc Lightning: lightning spell that jumps to d4 targets,
trapper as the base damage. Yet, sometimes there are different dealing 2d8 x lvl.
effects that you may wish to use. You can roll the severity die 4 Atrophy: d10+d6 x lvl toxic damage. BS or -4 a/d and d6
using a d10 to alter these effects or worsen them. physical condition.
5 Black Tentacles: d12 x 6 dmg and held for d12 rounds. D12
d10 Result x 2 dmg each round.
1. Blinding: roll severity -1 or 2, -3 or 4, -5 or 6, -7 or 8,
6 Displacement Trap: target explodes d12 x lvl sonic dmg
-9, or -10 to hit and defend.
to all in 1.5 hexes, then teleports.
2. Confusion: victim attacks allies. 1 to 6 mental condition.
7 Earthquake: cave-in 30% chance. A rift opens in 2.5 hexes
3. Corrosive: degrades armor & causes toxic damage.
dealing d12+d8 x lvl.
4. Fear: suffer the Fear Effects Table in the core book.
8 Frost Wave: d8+d6 x lvl ice damage to all in 2 hex wide
5. Insanity: cause mental afflictions and the loss of
and 4 hex long, BS or -2 a/d.
mental condition, roll severity.
9 Entangle Spell: -1 to -6 to a/d for all in 2.5 hex radius for
6. Nausea: causes negatives to a/d and drop in physical
4 rounds.
conditions.
7. Sleep: causes negatives before victim falls 10 Fireball Trap: 2d6 x lvl fire damage to all in 2 hex wide

unconscious in 1 to 6 rounds. path, LOS.

8. Slow: this causes negative modifiers to attack and 11 Fireflies Trap: 2d4 x lvl fire damage, divided between
defend as well as loss in movement. three closest targets.
9. Toxic: this causes toxic damage each round at a base 12 Ice Lance Trap: d10 x lvl ice damage as an ice spear
duration of the trapper’s skill level. fires forth in a line.
10. Weakness: negatives to attack and defend are
13 Illusion Trap: willpower checks versus a resisted
followed by a loss of physical condition.
roll of 2d12 minimum to see illusions.
14 Iron Maiden: d8+d6 x lvl steel damage to all in 1.5
hex radius as spikes grow within area.
15 Lightning Bolt Trap: 2d8 x lvl electrical damage in
Severity of Gas or Poison Effects LOS.
16 Necromantic Trap: bring the dead to life, summon
You may wish to roll the severity of the toxins on a severity
the dead, or cast Rot
die. You may use the old rule of the d6 for severity, or the
17 Petrification Trap: d20 x lvl damage to turn the
new severity die that has been adapted into use through the
companion, the d10. This grants a slight advantage over the d6. victim to stone, BS or petrified.
18 Psychokinetic Blast: d10+d6 x lvl sonic damage in
D10 Severity Results mental blast at 2 hex wide LOS.
1-2 Slight -1 to a/d, 1 physical/ mental condition (10%) 19 Shockwave Trap: d20 x lvl electrical damage + stun
3-4 Mild -2 to a/d, 2 physical/ mental condition (20%) effects if body save is made.
5-6 Moderate -3 to a/d, 3 physical/ mental condition (30%) 20 Summon Monster Trap: you can use the Summon
7-8 Strong -4 to a/d, 4 physical/ mental condition (40%)
Creatures ability from class abilities or design
9 Severe -5 to a/d, 5 physical/ mental condition (50%)
your own.
10 Chronic -6 to a/d, 6 physical/ mental condition (60%)

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The Fallen Star monotone voice. If you see anything in [brackets] just
do not read these parts, they are side notes for the GM
alone. If you think you will do better just explaining
things on your own, then by all means please do so.
This adventure is meant to be a mini campaign Just make sure you know the details so that you can
with only a few episodes. There are rules for starting explain them well enough for your players to visualize
this campaign with new characters or continuing an what is before them.
ongoing campaign with this adventure. If the PCs If you are playing this session in a group that
have already started adventuring and playing their has already played several games and they are simply
characters in other sessions you will want to start continuing their adventures, then “The Ongoing
them at Scene I of the Ongoing Hook. Or if the PCs Hook” is where you may begin. If you are running a
have been locked in prison you could always start one shot you can cut out many parts of the adventure
them at the Prisoners Adventure Hook. If this is a new for this will take a few sessions especially with first
campaign altogether you can begin at Scene I of either time players or a group that likes to roleplay and talk
of the two beginnings. If you are adding this to an a lot. The Ongoing Hook will set you up to play in the
already ongoing campaign, start at The Ongoing Hook: adventure as simple hirelings ready to join the Hand of
Scene I. Starting the players out imprisoned together the Justicarian for payment, to go investigate a strange
is a good way to force them on the same path, even if disaster. They want fodder to add to their group since
they did not commit a crime and were falsely accused. the last one vanished without a trace. All are trying
This is for you and your players to decide. not to start a panic within the populace, so actions are
This simple adventure is a quick glance into being taken with utmost secrecy, but time is running
the realm of Demon Gate and can be used on early out.
level adventures or higher-level adventures as long
as the proper modifications are made to it. Feel free The Ongoing Hook
to toss some 4th level pre-made characters from this
book into the game and you are ready to play. The Veil Scene I
Myst takes place in the northern country of Thead
which is loosely based off of Scandinavian society in If this is an ongoing campaign you will need to
the medieval era. You will find that smaller villages are get the players together within the city of Wyrmfire,
ruled by jarls and there are many barbarian tribes and in the lands of Thead. If they are nowhere near Thead
northern raiders in the country that hunt the Spice and you want to throw them on this adventure anyway
Road that leads to Wyrmfire. You can check on the you will need only to change the names of the lands
map for reference and use this for the adventure. You and cities. The group of the Gray Wolves will need to
will want to show the players the map at some point, be changed as well for they are famous in Thead. The
especially around the camp when they have the tents scene begins in the marketplace, the bubbling hub of
set up and are at council. the large city. A map is provided for you of the lands.
While using this adventure you may read what Wyrmfire is home to many northern types. They are
is written to the players if you need to, where it says proud people, boisterous, warriors and barbarians.
GM Reads. The dialogue will be given to you in the dark There are many female warriors that are called Shield
text box to help you know when to use it. It is meant Maidens, and there is a certain group of elite warriors
to help you describe a scenario and give important known as The Gray Wolves. It is an honor to be within
information to your players. Remember when reading this order of thanes and knights that fight for the peo-
something to try not to sound like you are reading. ple of this land. They are looked up to in these parts
If you are in a live session around a table, try to have and revered. It is said that before they can swear in,
eye contact or emphasize things, try not to speak in a that they must battle a dire wolf alone and win.

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GM Reads if the PCs are on an Ongoing Quest: study you for a moment before telling one of the
imperial soldiers to follow him. He approaches you
Strange to see a group of Aticraulians so … an inquisitive look on his face. The soldier next
far north. These are not mere merchants… for they to him appears to simply be there for support…
wear the armor of the Empire. Red mohawks upon
their helmets, a bronze cuirass, and lamellar made [You may choose one of the player classes they
from some of the highest paid imperial armorers. might be searching for to help. A seer, scout, ranger,
The armor looks very clean and brand new, must demon hunter, mage. Anything helpful, and if none
be nice to have money. There are so many of them match then just more wthat are willing to help fight
in this marketplace and it draws the attention of or investigate should be good enough]
many, even the watch of Wyrmfire seem anxious
as they carefully study these soldiers from behind The dark robed figure’s mask covers half of his face
their horned, closed faced helmets. These imperial and his expression is hard to read, but icy cold eyes
warriors guard some manner of caravan it seems, stare back from behind the gold trimmed holes
four wagons deep and at the lead a large, gray maned in the almond cut eyes. His Aticraulian accent is
man with a plump belly, a red face, and eyes filled not muffled for his mouth is not covered. In all
with inquisitive glee steps from his perch inside a seriousness he asks, “You… do you know these
covered wagon. lands well? My company is in need of a scout or a
The man wears a gold plate on his chest ranger type… you can help yes?”
with an imperial crest of an eagle carrying a sword
and a vine. An amulet, large and shiny shows the [Whatever the answer is you may proceed]
symbol of his god, Moldo, the god of luck. He wears
fine clothing and a deep crimson cloak. There are “Ah well, we could use assistance anyway, if you
whispers here and there and children at play in the are up to the challenge? We are off to investigate a
market who pretend to fight unseen foes near the disturbance in the forest.” He looks around to make
fruit stand. Many pretend to go about their day, but sure no one is listening in “A great fire fell from the
all are taking note. Perhaps these men are on some sky two weeks ago and things have begun to change
quest? Perhaps they were here to talk of war and around here in the forest. Trade is cut off from the
alliances? Perhaps they were here about the fire that village of Eldertree, and no one has been in or out
fell from the sky two weeks ago? of there since the falling star. If you wish to come,
Finally, you notice their leader, the gray- we could use your assistance, and you will be well
haired man nods to a larger warrior who approaches paid.”
from the market. The northman opens his arms and
wears a wide grin. He seems to be coming from
the magistrate’s tower and wears the cloak of the The Job Offer
Gray Wolves. A large set of wolf furs with a dire
wolf ’s skull as a spaulder. A knowing smile tells A sum of 30 gold a piece is promised, good pay
all that the two know one another. They begin to for what should only be a week at the most. Master
speak when you notice an imperial in dark robes Atrisius. Is what most call the employer. An Aticraulian
glaring at you from behind his black mask. He human, the plump bellied, gray haired leader of the
appears different from the others. Instead of the caravan. He is well-known here and he is quite rich.
gold, silvers, and reds, he wears all black with He is a merchant known as Tarrisad Atrisius of the
gold trims. Even his robes are lighter weight and House Atrisius. He is paying to keep most of these
he wears hardened leather armor. He seems to men discreet in some manner. There are dark things

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happening in the forest of Everdark and he does not Chance for Roleplay
wish to start a panic. Most of these men are part of a
group called The Hand of the Justicarian, for whom he In the marketplace you can give the players a
has paid as well. None of this will be discovered yet, chance to do some roleplaying after the intro is read. This
unless the players do a bit of research to find out more. will give them a chance to do some character building,
meet other NPCs like the prisoners or talk with the
The Prisoners dark robed Aticraulian some more. They may wish to
know more about the quest but the robed one will wait
The party will notice that there also seems to for the master to explain the exact details. He seems
be a small group of prisoners or slaves that have joined as though he does not wish to give misinformation.
with the caravan. They are also being taken with on this If pressed on the matter the they will find out that he
investigation. A wagon with a large cage sitting on top. is in fact a warlock. He is a war mage that works as a
Four or five mortals squished inside that remain quiet guard for the merchant wagon, his name is Kathadus.
for the most part, except one. A dark haired Espadosan That they are interested in gaining a seer or someone
human who speaks in a sly and pompous tone. He who is skilled in the arts of divination for this job. If
often tells jokes or flirts with any females that are in pressed anymore about the job he might let is slip that
the vicinity, or sometimes males if they taunt him. all are worried for this job, that they have heard rumors
Even if he goes so far to be beaten, he will continue to of a strange mist in the forest. He will explain to keep
talk trash until it gets too serious. If asked or talked to, things quiet, that they do not wish to scare the citizens
he says his name is Carlito Montague II of Leos and he within the town or raise any extra alarms. One group of
introduces the others as his band of merry followers. warriors from the Gray Wolves have already vanished.
An orc in the cage with him will tell him to shut up at The players may also choose to roleplay with
that, claiming they do not know him at all. They all did some of the prisoners if they wish. If they want to
in-fact just meet the night before. talk to the prisoners in the cart there is an Espadosan
human, a large org barbarian, and two or three others
that the GM can make up. A large org by the name
of Barok and a human, espadosan swordsman named
Carlito Montague II. Barok is quiet and brooding, while
Carlito is the exact opposite. He talks a lot, he speaks
of women, wine, and the comforts of life. He speaks
of being free soon. He is also very arrogant, like he
is one of the greatest swordsmen in the world. Barok
does not seem to like him but will only try to crush
him if he is overly tempted. Barok is not stupid, he is
a barbarian, but he wants freedom as well. Barok hails
from the Twisted Moors and lived in the org city Gun
Gru to the east of here. Let the players RP amongst
themselves a bit in the market before going to Scene II.
The caravan is to be off in an hour, so if they
wish to do some last-minute shopping they best do so.
Before they leave though, Master Tarrisad Atrisius will
introduce himself to any and all who will wish to talk
with him. He will tell them the truth just before they
leave, or at least part of it. Some he will attempt to keep
secret and safe.

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The Prisoners Adventure Hook The players can choose for themselves if they
wish to be innocent or guilty. They do not have to be
Scene I truly criminals, but for the moment it would seem that
they are for whatever reason. This is their chance to
The players of this one shot are all prisoners prove their innocence if they are. This is their chance
that were being sent for execution. They were all to for freedom either way. They sign this paper, do the
be killed if they did not sign the partition or make a work of the Hand of the Justicarian, and they are free.
symbol on the parchment for their name. One of the Only thing is... any character that reads can make a
men before them attempted to spit at them, claim his read & write skill check when they were before the
innocence and shout at them about their unhonorable magistrate. If they can read, then have them roll their
rule. They cut off his head right there in front of skill with a target # 4. If they succeed, they will have
everyone so, there was little choice in what to do when read the part “… and in signing this document, you will
it came to the parchment. Pride would have to be sign over the remainder of your servitude to the Hand
swallowed this time, and there was no patience or care of the Justicarian. For the remainder of your days you
for shit talking. If anyone wanted to try, it was over as will serve for justice and for honor.” You can whisper
quickly as their tongue would let it slip out. this to those who would have been able to read it and
they can share this secret later if they wish.

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GM Reads if the PCs are Starting as Prisoners: Those who didn’t sign were beheaded or
killed in other horrific ways. You have heard the
The Aticraulians are humans but have never screams of torment for so very long. You are tired
been known for their pity, and least of all mercy. of it all, ready for it to be over. Whether you were
They are slavers. They watch the gladiatorial fights guilty or not it doesn’t even matter to them, they
to the death for amusement. They enjoy public didn’t care, and that is really up to you. Were you
executions and torture. Justice or what they would guilty or not? You were not going to let pride get
call justice is often hateful and not nearly as swift you killed though. You knew you might have a
as many would wish it to be. During torture and purpose left and being stuck in this cell is not the
execution, it is slow, exact, methodical, mastered. way you want it to end.
If you steal something in the marketplace, you get You have been locked in this particular
a hand chopped off. If you are caught having an cell since yesterday, that is when they moved you.
affair with a citizen’s spouse you are both stoned You were told you were sold to the Hand of the
together, placed in a cage and dropped into a moat Justicarians. A group you know by reputation to
of shit to watch each other drown in the filth of be filled with ex-criminals and madmen who seek
the populace. If you murder someone in cold blood, to spend their final days fighting monsters and
you are fed to the lions. Yet sometimes, whether horrors that most people don’t even believe in.
it is the saw or the pendulum, it is often slow. and For now, you sit in a dark cell for the last
with all dignity stripped away. So, it becomes an time, you hope. This is a strange cell that appears to
amusement. A crowd cheering as you draw your be closer to the surface than the ones the imperials
last breath. The magistrates use it as a tool to warn kept you in. There is actually a small grate up high,
other citizens of the empire that they must obey the where a bit of moonlight spills into the chamber
laws of the emperor. So, you wonder why they are from the roof. The scent of warm bread in the city
this far north? What are they doing in Thead? and the sounds of a wagon passing can be heard.
And when you heard there was a chance for You can also see outside the cell door, the light of a
a pardon you signed the parchment. The magistrate torch burns in the hall. A few others share this cell,
spoke in a wicked and spitefully grim tone. In your others like you...guilty or not... have signed their
memory you can still see his gaunt face and hear his lives away. All of the ones in this cell seek freedom,
irritating voice, or some kind of hope for it. There is a guard just
out of view in the light of the fire, standing in the
[high pitched, cold voice] archway nearly twenty feet away. You can make out
his fur cloak. He has been standing guard for quite
“Sign your mark next to your name if you know some time now. All of these soldiers seem to wear
how to write... criminals. Relinquish your servitude studded leather armor and carry a gladius on their
over to the Hand of the Justicarian. You are their belt. Most also hold a spear in their hands. The
property now. If you do not confess you cannot seek others in the cell with you all await the same fate
redemption in the eyes of the gods.” tomorrow, servitude to the Justicarians.
You must admit, you are curious to know
what will happen. They have promised a full pardon
for your crimes in exchange for one, single task.
You look down at your hands, they are bound by
manacles, as are your feet. Yet, soon you will be
free.

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Chance for Roleplay claims that it is the Veil Myst, and that it may just be
a passage to the spirit world. This information can be
Have the group roleplay while in the cell, told later at a campfire or not at all. They do not want
meet one another if you like. There can be two NPCs superstitious nonsense to scare everyone.
in the cell with them. A large org (orc in the Kothan First to be contracted were a band of adventurers
tongue) by the name of Barok and a human, espadosan that called themselves the Jade Wardens. All six never
swordsman named Carlito Montague II. Barok is quiet returned. That was in the very first week three days
and brooding, while Carlito is the exact opposite. He post the Fallen Star. A letter was to arrive the following
talks a lot, he speaks of women, wine, and the comforts the falling star and it was to be sent by crow, but it
of life. He speaks of being free soon. He is also very never arrived. No reports on the transports of goods
arrogant, pompous, self-assured that he is one of the have been returned. Then, two squads were sent. It was
greatest swordsmen in the world. Barok does not seem a collection of joined forces this time. Wyrmfire agreed
to like him but will only try to crush him if he is overly to send a squad of their very own soldiers led by a
tempted. Barok is not stupid, he is a barbarian, but he Gray Wolf and a squad of imperials that were under
wants freedom as well. Barok hails from the Twisted the employ of Master Atrisius. These men were a part
Moors and lived in the org city Gun Gru to the east of the guild and personal bodyguards of the Master, led
of here. Espadosa is much farther east. Let the players by a Centurion called Hekkus. None of these men have
roleplay amongst themselves a bit in the cell and made it back. It has been two weeks and the fog has
build up their characters a bit and their backstory. If grown.
the roleplay is slow you may jump in with one of the From the edge of the fog, it is said that it should
NPCs to assist in the RP and create some story hooks only be two days to reach Eldertree. Thus, it will be an
to speak about. Things such as; where are they going? estimated four days by wagon all together. One day
Does anyone know what the hell is going on? Who is on the road into the woods of the Everdark, a place
the Hand of the Justicarian? After this scene move on haunted by bandits and goblins. The first night should
to Scene II. be camping off the Spice Road. The second night
should be near the village. This is meant to be a trade
The Contract caravan with criminals being transported to be given
to the Hand of the Justicarian for service. The caravan
Scene II is being pulled by burren. They are a beast of burden
used in the north, basically very furry oxen with curled
The merchant Master Tarrisad Atrisius is a horns.
prominent guild master in Thead, an imperial born
trader of goods to Wyrmfire. He dwells in House
Atrisius and the House of the Amber Wolf is his
primary branch within Wyrmfire. His coffers run deep
and it is believed that he has contracted the Hand of the
Justicarians to find out what has happened to Eldertree
and his niece Ellaine. She is the one who dealt with
the day to day affairs of their trade in Eldertree. He
has already contracted two groups in search of his
daughter or any word at all from Eldertree since the
fog set in. A terrible unyielding fog has come to the
forest in this part of town, and no one knows what
is going on. Anyone who has gone into the fog has
never returned. A seer by the name of Darius Grayden

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GM Reads When Leaving Wyrmfire: be helping you on your adventures.” He points


to the prisoners in the wagon cage and then points
The twin suns are high in the sky and the toward Vyrrok. “He is responsible for you now. I
populace of the marketplace are still bubbling with would also like to introduce to you Kathadus… a
activity as you all begin to move toward the gates warlock from Aticraulys. He is second in command
of the city. The scent of warm bread and cooked of this company,” and the dark robed war mage
chicken come from the tavern and food stalls right raises his staff in response and nods glaring from
outside the eastern gate. The smell carries with it behind his black and gold mask.
the sound of laughter and the scent of ale. You can Atrisius continues, “this caravan is under
make out the docks from where you stand, peering the rule of Captain Valrein. I am handing over
down the main street and past the magistrates’ command to these fine warriors, to represent
tower where the banner of the wolf ’s head is House Atrisus and… the Hand of the Justicarian.”
noticed slowly swaying in the northern wind. The As he says this, he motions to the banners that
docks look filled with ships from faraway lands. hang from the lead wagon. The banners gently fly
This is it, time to leave the city’s safe walls. The the guild symbol of House Atrisus and the symbol
farms outside the walls are all that stands between of the Hand. You notice Captain Valrein at the
your caravan and the Everdark forest. It is a place reigns of a wagon he turns to face all of you. He
full of legend, riddled with goblins, and crawling wears the most armor, easy to spot. He scans over
with bandits. everyone for a minute as if measuring their worth
“Gentlemen, ladies…” the loud boisterous with a mere glance. He salutes to the master with
voice of the master merchant comes around one an arm over his heart with a clenched fist to his
of the wagons with several of his guardsmen at his chest. The mohawk of his helmet tips forward in
side. A warrior, obviously a Northman, approaches a slight bow and you notice that Master Atrisius
with him. “I am Master Tarrisad Atrisius of the whispers something to him before he twirls his
House Atrisius. I am the guild master of the Amber red cloak and heads off to finish final preparations.
Wolf and I have brought you all together, have hired
some of the Hand of the Justicarian even, to help [Make perception checks T# 12 to notice what
in this matter. I do hope that all from Eldertree Captain Valrein whispered “please bring my
are well. However, my niece represents my house daughter back.”]
and trade with Evertree. We have tried to keep this
matter as quiet as can be. Hoping that most see The Master pats the Captain a farewell
this caravan merely for trade or prisoner transport. and then turns “The Captain has all the necessary
A great fire fell from the sky two weeks past and information may the gods watch over you.” He
something is happening in the woods. A strange steps over, near to you in particular and near to
fog has set in. Your company is not the first to be those around you. He gives a smile as he regards
sent to investigate. Please handle this quickly and you and says quietly, “My niece, Ellaine is all that
discreetly and we will not need to bother the King truly matters to me. I would be very grateful for
with this matter.” her return.” The smile on his face fades quickly as
Master Atrisus nods over to the warrior he looks about at all the people in the company.
next to him. The man has broad shoulders and “I do not know what I would do if she were to
wears a dire wolf head as a cowl. His battle axe be harmed.” He scans the prisoners and offers a
hangs from his belt and you can see it has had final smile before producing a bottle of Aticraulian
much use. “This is Vyrrok, a ranger of Wyrmfire… wine, handing it to you. “gods be with you…”
and the leader of the Hand in this area. He will

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Chance for Roleplay Vyrrok (12th lvl human/ ranger): He is the leader of this
small squad of the Hand of the Justicarians. He joined
Have the group roleplay with the prisoners and up with them while they were campaigning through
the others as they travel. The road will carve through Thead and hunting down necromancers in hiding. He
the forest of Everdark as the snow begins to gently fall took part in some of the hunting of the Arbiters, the
and the wind blows. The sounds of the wagons and necromancers that were once trained to end the Pale
the beasts of burden that are pulling them is basically Plague.
all that is heard for some time, except a small amount
of chatter here and there. Seems like many are just Barok (6th lvl org/ barbarian) the org was captured
getting to know one another, this is a good time to while raiding wagons on the Spice Road. He had killed
find out about others. Maybe hear about the wants or several humans, but only if they did not give him the
wishes for PCS or NPCs. There are no horses in the coins that he asked for. He traveled with a larger band
caravan, it is all burren pulling the wagons. If you wish of multi-racial marauders that lived in the Everdark. He
to add horses or other creatures of course it is up to does know of a small tribe of goblins that still live the
you. Burren only run about half the speed of horses, but forest but he does not know exactly where they dwell.
they are tough and can survive much colder climates. He only has a general idea. Most of the ones he knew
They can also survive the winter of this world. If the traveled in his band of raiders but all of them were
PCs are having a hard time roleplaying or thinking up killed, even the humans. One of his best friends was a
a topic, you may wish to make up a story about one of human, but he was killed when the Gray Wolves took
the NPCs to kick things off. out his party. He does not really hold hatred for them
though, they fought well, and his team did not. They
Non-Playing Characters in were defending their roads and his band was stealing
the Company of Eldertree from them.

Captain Valrein (16th lvl human/ templar): the captain was Carlito Montague II (4th lvl human/ sword master): he is
a soldier in the imperial army until he was wounded in an arrogant braggart, but deep down he has the heart
battle against skog pirates. He lost a great deal of men of a hopeless romantic. He likes to talk about and to
and after leaving the service of Aticraulys he joined beautiful woman and tries very hard to be suave. He
up with Master Atrisus to be a bodyguard and follow likes to tell people he was once a captain but has never
him north to open a trade route. He lives well in a nice led men on the open seas. He is not a coward and will
manor in Wyrmfire. He also has a house in Aticraulys attempt to help others in need if he can.
where his first wife lives now with his two sons he
never sees. Cassia (4th lvl human/ scout): she is one of the female
soldiers of the Aticraulians. She uses a bow and a
Kathadus (8th lvl human/ warlock): the war mage of the short sword. Cassia is a brave scout that serves with
Aticraulians came north with a dark purpose. His goal the warlock for most of her travels. She is loyal to the
was to find the necromancers known as the Arbiters, empire. The sword master Carlito will often try to
hunt them down, and take them as prisoners back to flirt with her or express his undying love for her. It is
the empire. His true interest in the mission was due obvious she can defend herself though, she is quick to
to scientific and magical research. He wished to gather put him in his place, but it may become obvious that
research on their attempts to stop the Pale Plague. she doesn’t mind the attention once and awhile. Later
Thus, when he arrived here in Thead he began working on you may use her as one of the prisoners. Where she
for Master Atrisius, but also with the ranger Vyrrok. is captured by the enemy and dragged off to the church
to be held as a sacrifice.

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Topics of Conversation world was ending, and the prophesy was coming true.
The plague takes over the body within a day or two
• The Company of Eldertree: the entire caravan in its natural form or through simple ingestion. The
is made up of 4 wagons, with one being a prisoner victims flesh becomes white and they begin to hunger
transport. There are empty crates in some, while some for raw meat. A fever moves through the body until the
hold 2 crates filled with wine to trade. Each wagon is veins are seen as black. Then, when the heart begins
pulled by 2 burren. If the GM wishes to have horses, the to fail, they are stricken with a rage that sends them
only ones that will be on them are the highest-ranking looking to eat anything with a beating heart. A bite
members among the group, to a max of four horses. will infect more rapidly. The plagued do not die from
There are nearly 2o other members in the caravan that sunlight and are not affected by silver. One must kill
is comprised of either Hands of the Justicarian, or them to stop them, and it often takes more than usual
Aticraulian warriors. for they keep coming and show no pain. The houses of
plague victims are boarded up, marked with a white X
and then burned.

• The Arbiters: these masters of black magic and


blood magic were sought out and trained to do battle
with the Pale Plague. It was an attempt to stop the
plague or control it. All countries signed an agreement
that gave all Arbiters legal permission to operate and
practice their dark magics to help stop the spread of
this plague. Once it was discovered that this was not
working, the empire put a stop to it. Necromancers had
no power over the plagued ones because they were not
dead yet. But once they did die, they became something
very dangerous, “plague zombies”. A simplistic name
given to a horror that many would come to know.
Especially, once the Arbiters were discredited and
cast out. These dark mages would use them as their
• The Hand of the Justicarian: The Hand are all servants. Necromancers could control them, but they
dressed in normal winter gear. It is hard to tell who would simply spread the plague when they bit mortals.
they are due to the fact that they do not wear uniforms. The empire got all countries to agree upon this redacted
Many appear to be northerners. Many of the Hand law and the Arbiters were hunted down. They were
were once prisoners who were set free due to the fact even blamed in many places for starting the plague.
that they signed up for service within the group. The They are still hunted to this day.
Hand of the Justicarian are often prisoners who were
to be executed or exiled. It was the groups wish during
the beginning of the Narcadian Expansion, that they
would take all manner of mortal in order to fight the
enemy that would attempt to take over the world.

• The Pale Plague: The Pale Plague when rose


not two decades ago and began to spread like wildfire.
It is part of the Apocalyptic Prophesies. The plague was
spreading so rapidly that all began to worry that the

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The Encampment At Camp… Things to Do…

Scene III • Help with Guard Shifts: there will be several


guard shifts during the night, but no one will be left
The company will come to set up camp before alone to guard. There are at least 4 or 5 guarding at
the twin suns fade over the trees. The myst will be every second of the stay, even as the encampment was
seen from this point in the distance. It is like a wall being set up.
or domed barrier that stretches over miles of area and • Stories Around the Fire: some RP can be
sticks out even above the treetops. Before heading off made around the campfire. If anyone has time to tell
of the road to set up camp the caravan will stop to it, someone can ready The Fallen Star to explain what
look at the myst wall and talk about it. They will be happened two weeks ago.
warned not to touch it and certainly not to go into the • Gambling: some of the soldiers are playing dice
myst. The players may take this time to prepare for for a few copper or silver.
rest at camp, maybe pick up some other gear or trade • Alchemical Ingredients: looking for alchemical
with others. The players may choose to walk amongst ingredients to harvest.
the camp and talk to others some more, help in taking • Crafting: there are plenty of tools for crafting
watch (if not a prisoner), or join the planning of the here.
next day in the war tent. It is quite obvious that all are • War Tent: planning is going on in the war tent.
uneasy though so close to the myst. Those players that You can break out the map. The Fallen Star is believed
are playing prisoners will be set free at this point and to have hit near the old ruins to the east of Eldertree.
unbound if they have not been already. They will be Feel free to allow the players to add to the plan, which
given food and treated normally but will not be allowed is very simple and entails riding up just outside the
to take watch unless they are sitting with others on village entrance and having a few scouts sneak up and
watch. take a peek. Hopefully they will be able to gather some
intel before the entire caravan goes streaming in. Who
The First Night knows what is really going on? Those who are very
sneaky might get picked for this… scouts first of course.

GM Reads:

The trek upon the Spice Road ends at an


intersection when the company veers to the right to
take the road towards Eldertree. The caravan moves
in a southern direction deeper into Everdark forest.
After another few hours of road there is a call down
the line “Set Camp”. It takes not but another hour
before a full encampment is set up off of the trail to
Eldertree.
The warrior that wears the dire wolf head
as a cowl, walks over to the cage of prisoners and
produces a key ring from under his furs, on his belt.
In his gruff yet whispered tone he states, “I suppose
it is time to set those bonds down now. You will be
given your gear… food… and wine. Welcome to the
Hand of the Justicarians.”

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The Falling Star (Campfire Story) The Myst

GM Reads: Scene IV

[As a random soldier] At the beginning of the 4th watch the alarm
will sound and all will be awake. The myst has grown
“It was a night, nearly twenty moons back overnight and swallowed the encampment. The guards
when a light streaked across the sky and lit up the who were watching did not see it in time due to the
city street. It shook the wooden shudders off every dark night, but they did notice the fog beginning to
house and every inn in Wyrmfire. Many different swirl around them. Any who were awake for the 4th
stories have been told since the fire in the sky but watch can make a perception check T # 8 to warn
nothing true. No reliable information has come everyone about the danger coming, giving everyone
from anywhere to explain it yet, but perhaps we will time to prepare and get weapons ready. If the success
soon know. is failed, you may still read the following but grant the
Was it a dragon falling? Was it a god? All enemy a +5 initiative for ambush. If you are wanting
of us want to know but things have become quite to speed this part up and have less combat in this
concerning. The myst came right after the fall of the adventure, you should skip this adventure, it is not
fire, trade stopped from Eldertree immediately, all entirely important, although it gives the PCs some saga
communications have stopped. All of us know the points, some equipment, and a chance to find out a bit
truth… these people are dead! Those sent to go into about the enemy they will face. If you want to skip this
this myst… did not come back. It is all of the talk combat scenario you may have it end with just a scare
in the taverns of late for it draws the attention of and the eyes surrounding them, letting them know that
many. As well, the Hand of the Justicarian, the first the myst is watching them.
ones disappeared. Where did they go? A group of
heroes that specialize in seeking out monsters and
supernatural things didn’t make it. Then after that a
group led by a Gray Wolf from Wyrmfire went and
did not make it. What are we doing here?
All of those warriors that left many moons
back went to find out what the trouble was. No one
has seen them. There are more I am sure that we have
not been told about. I know we have summoned too
much attention already, for anything that Master
Atrisius does is watched like a hawk. Any from
Wyrmfire know his name. You think they will send
anyone for us when we go missing?”

[Someone tells him to shut up as Vyrrok the head


of the Hand appears and says in a gruff voice...]

“Are you afraid? Then good, it means you are not


stupid. Everyone watch each other close. Do not let
down your guard. Whatever you do... do NOT run
off into the myst...”

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These kobolds are starving and have been lost


GM Reads: in the Veil Myst, for a week. They have been walking
the outskirts of it and do not know it is growing, they
The night air is cool as the snow gently only know it is new terrain and they smell food. They
falls and the moonlight shines through several smelt the fire and food. They need to feast on human
portions of the overhanging trees. The darkness flesh, burren, or anything that they can. Their vargs are
seems to grow thick though and it takes a moment starving as well. If you wish you can make them suffer
to realize that a heavy fog has begun to twist -1 or -2 to all physical rolls due to their current physical
through your feet and swirl around you. The wall condition. Barok may recognize some of these lost
of fog… no one had any idea, that the wall of fog souls. He may have even traded with a few at one time,
was growing, that the myst was moving outward. but he will have no choice but to fight these kobolds.
It was quick to engulf the entire encampment and They will not flee and seem crazed and in a frenzy. If
it wasn’t until all were awakened and ready that you give them frenzy at all you should probably only
the light of even the campfire was dulled, and the grant 2 and they will burn through it quickly.
moonlight stifled. During the battle you should have the NPCs
As everyone in the encampment huddles fighting the enemy in the background while the PCs
in close, weapons drawn and pointing toward fight their own enemies. You do not need a set number
the myst as if expecting something to leap from of foes, there is quite a few in this large war party
it at any moment. It feels strange in the fog, the due to the fact that their village was “taken”. If the
air feels different, almost like it hangs upon your PCs get into any real trouble have an NPC come in
clothing and armor. It is heavy in this miasma. and help them. The company is well fitted enough to
The sounds of breathing, the sound of the fire, take these kobolds and vargs, even with them being
everything changes to some kind of echo. That is Afflicted or Taken. If anyone tries to use exorcism on
when you begin to notice something is moving a Taken creature, use a T # 2d10. If they are successful,
around the camp. Something is just beyond the the kobold will fall to the ground with the essence
edge of the light. There are many things watching leaving the creatures’ body. Any kobolds that are saved
you and moving around the campfire. in this manner, will flee into the night, while some may
already be dead. In which case, the demonic entity will
be torn from the body and dissipate while the body
simply drops dead and still.
The Truth:
The Veil Myst
There is a tribe of kobold raiders and some
are varg beast riders. You can have them begin to hear The impenetrable fog will not dissipate due
deep growls. You may use regular kobolds for the to weather, winds, or even magic. It might be moved
attack, with some archers and at least one shaman. out of the way for a bit, but it will quickly fill back in
The first attack can actually be a soldier getting leaped around the area. The truth about the Veil Myst is that
on from a beast rider out of the myst. These kobolds it is a miasma, leaking from the Black Plane. When the
are some of the Afflicted and the Taken (found in the Falling Star came and hit this location, the Veil Myst
Core Rulebook Pg. 437). The Afflicted are mortals began to creep across the land and infect it. The Veil
that have been corrupted by the Veil Myst, while the Myst will slowly kill living things with its infection,
Taken were once Afflicted but now are controlled by altering their forms and causing them to deteriorate
demonic beings, and other horrific entities. It is a form mentally. It makes travelers lose what is left of their
of marionette possession. Once a creature has become sanity and minds become weak and unable to resist the
taken by the myst, they act as homicidal maniac. will of demons. Some of those who travel within the

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myst suffer the Mad Sickness and end up becoming


the Afflicted (core rulebook Pg. 437). While those
who suffer even worse effects become the Taken. See
below…

The Mad Sickness & the Afflicted

If anyone is bitten or wounded and it is left


untreated, the wound will become infected and start to
show signs very quickly after the battle. If a Willpower
check is failed T# 8, they begin to grow pale and weak.
They also take a mental fatigue point and begin to
suffer from mild hallucinations and dementia. They
have a number of hours equal to their body attribute
to be purged of this sickness. If they do not, they will
start to hallucinate even more, often hearing demonic
words, incantations and seeing wicked sights. They Kobold Raider (Afflicted & Taken)
begin to feel the pull to sacrifice for the 6 Stygian
Str Dex Bod Per Int Will Chr # AP +H +D
Gods. They grow very agitated and take another point
15 16 16 15 10 8 5 2 (4) +1 +1
to their mental fatigue and physical fatigue. Once
HP TAV Tuff Fort Mov Resistance Damage +MD
this stage sets in, they have another number of hours
equal to their body attribute before they need to roll a 24 2 0 0 5 Fire: 10 d8+1 0

willpower check. If they fail the willpower check, they Special Abilities & Vulnerabilities: No Pain
will become one of the Afflicted and must roll on the (Afflicted: Homicidal Rage) (Taken: Reanimate)
Mental Afflictions table in the core rulebook. All of the Description: if any of these kobolds or vargs are the Taken,
Afflicted often suffer homicidal rage, which can be very they are newly changed so they do not gain the levitate
dangerous. Add another random mental affliction to a ability. Yet, if a Taken drops below 0 HP they will reanimate.
PC if they are stricken with the mad sickness. These raiders will not surrender or flee unless they are the
Taken. Even then they must be exorcised and alive to run. A
The Taken few of these kobolds that are beast riders will have a riding
The Taken are those Afflicted who have become skill of 2d10. You may choose to make these kobolds and varg
dominated by a type of Marionette Possession. Their suffer a -1 or -2 on all rolls due to their physical status.
minds become so shattered that it makes them easy for
demonic beings to invade them from long distances, d10 Raiders Loot # Notes
even from the Black Plane. The Taken can go down 1 Arrows 24 Ragged fur quivers: 2
to -50 HP and still fight with missing arms and body 2 Bones 4 Units
parts. When they hit 0 HP you can have them fall to the 3 Bone Knives 6 d10 Dmg
ground as if dead, if they are not finished, beheaded,
4 Fur Hide 4 Units (small hides)
burned, or something similar to this, then they will
5 Kobold Bow 2 d8+d6 Dmg
rise again when it comes to their turn. Once they rise
it is obvious that they are undead, yet a necromancer 6 Hide Greaves 4 AR: 1

cannot control them. Being animated at this point they 7 Hide Gauntlets 4 AR: 1
will suffer x2 dmg from silver weapons. If exorcised 8 Leather Cap 2 AR: 1
when they are below 0 HP, the body will drop dead and 9 Short Sword 4 2d8 Dmg
the spiritual essence will dissipate into the Aether. 10 Silver Coins 28 Imperial coins

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The Road in the Myst true demon that has been summoned upon this land
and it will attack the front of the caravan blasting it to
Scene V bits and killing all of the men upon it. The veil terrors
will then close in to tear the rest apart and to drag men
During this scene it is day 2. Have the entire day into the myst. The entire caravan will be torn apart
be very cautious and still. The party can do things like in a matter of seconds and it will soon become clear
forage, look for alchemical ingredients, or craft while what happened to the others that came to Eldertree.
riding, or they can stay on guard. The worst that should The blast of fire and the bodies being thrown and tore
happen during the day is a broken wagon wheel. Yet, in half should be enough.
some of the wounded that have not been treated for the
GM Reads:
infection may start to show terrible signs of infection.
If any are suffering from a kobold bite, then you could
The sound of the wagon wheels crushing
have a scene where they need attention because they
the snow is so much different than it was before.
are starting to hallucinate.
Something about the myst affected sound in a
Other than the infected soldiers the party will
strange way, almost as if it were traveling in sonic
begin to find dead animals that seem to have been
vibrations or shouting under the water. It seems
eaten by something and left here. Not even killed for
the entire forest is silent, a feeling that is quite
meat, just killed for pleasure. Have the PCs in the back
unnerving. The twin suns must be setting, the
of the caravan with the prisoners. The prisoners will
myst grows ever darker still. As you watch the
be in the cage, but they will not be locked up. They
snow gently fall to the muddy road there is hushed
will have their weapons, and all will be free to leave
talk in the back of the wagon…
the cage at any time. It will be a hours through the fog
when they will hear news of nearing Eldertree. It will
[There are signs of crushed wagons buried in the
start to get nighttime. The twin suns will not be seen at
snow off the road. An old wooden sign ahead on
any time during the fog, so everything is constantly in
the road to the left shows the word “Eldertree”]
a dark and dreary type of atmosphere, but all will begin
to realize it is getting night. Those who have traveled
Suddenly, an explosion of fire and screams
this path know that you always reach Eldertree in the
echoes from the front! You notice the entire wagon
dark.
is lifted into the air and men are burned alive by
As a conversation begins there will be another
a huge inferno! Even the burren are thrown and
attack. This one is meant to be narrative; it is not
blasted apart. In that brief instance you can see a
meant for the PCs to stay and fight through, though
huge beast through the fire… eyes of pure black,
we all know this may totally happen, for some players
two dark, twisted horns... it is a demon! The demon
just cannot say no to a fight. Thus, you as a GM will
is nearly ten feet tall, with teeth like daggers. His
need to express this point across in the first round of
body is illuminated by the flames as he grabs an
how devastating this is and how the enemy easily rips
Aticraulian soldier that tries to strike him with his
through all of their allies. They need to realize that this
spear. He easily snatches him up and with a flash
foe is well beyond them. You will need to get them
the top of the man’s body flies off with entrails
to understand how dangerous this one is and having
following!
some of the NPCs flee from the fight should hopefully
Then streaming around the decimated
be enough of a clue.
wagon flies several myst-like beasts with four
If the players are determined to stay and fight,
arms, an upper torso that looks oddly humanoid
they may either die, become possessed, be taken
and yet ethereal at the same time. They have
prisoner, or they may win if luck be on their side
against these horrible odds. In this scene there is a

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capture them if you do not want to kill them. They can


flashing astral eyes. You notice that they lay wake up in captivity after dropping below zero.
into the second wagon and more screams erupt
from it. Only a few of the soldiers have any time • Fight and Killed: If they fight, they may be
to react at all after the blast has blown them back. killed, in which case the game ends and all have died.
You notice behind them, a great deal of villagers • Fight and Captured: If they fight and get
come swarming from the woods on the sides of brought below 0 HP but do not die you can take them
the road, hurling spears, firing arrows, charging prisoner, which will allow for them to escape later or
the remainder of the soldiers with howls of rage to be rescued by Carlito, Barok, and Cassia. This can
and blood lust. Some of these attackers seem like grant them a chance to finish the adventure still and
northmen or maybe the villagers from Eldertree. might be a blessing in disguise due to the fact that they
It is plain to see that at this rate this battle will bypass sneaking into the village. If this happens
will be lost all too quickly due to this ambush you may wish to skip to Scene IX and read up about
more than half of the caravan seems it will be lost the church, the cells, and the crypt where all of the
in an instant. How did this happen? What are you sacrifices will be kept. The PCs may become part of the
doing as you see this unfold? sacrifices.
• Run and Hide: The best choice here is to run
[Roll Initiative] and hide. Carlito and Barok will run with them, if he
can, Carlito will try to save Cassia but Barok will hold
[Round 2 continue reading keeping it narrative ...] him back. Have the Veil Terror drag her off. You do not
want to have too many NPCs running around with the
You see some of the remaining soldiers PCs for the rest of the adventure and if Cassia is taken
trying to fight. Some are leaping into the fray, one it will drive Carlito to wish to stay and try to save her.
of the villagers gets impaled and the female archer Due to him being a hopeless romantic he has already
Cassia fires taking out another who is charging fallen for her as his “brave warrior woman”.
across the snow. You see that the warlock Kathadus
is still standing, he rises atop the wagon seat firing During the second round have them notice
electrical streams from his staff into enemies and Captain Valrein still fighting the demon along with
rapidly shouting incantations. Carlito and Barok Vyrrok. Vyrrok will be killed after some heroics
break from the cage and begin to run for a hiding trying to save the captain and then the captain will
spot in the trees. It seems some of the soldiers be possessed. Once they notice the Captain getting
are fleeing as well. You notice in the front of the possessed, or if they stick around to see this from their
caravan near the fire and the demon that Vyrrok hiding spot, a horn will blow, and the attack will stop
and Captain Valrein are still fighting the demon for the most part. They will have killed most of the
but, It does not look good. And you know within soldiers of the company, or will have taken as many
another few seconds you too will be overrun by as they need. Some have run off into the myst while
villagers charging down each wagon. others are taken prisoner and dragged off toward the
village to become Afflicted. They may hear some of
the soldiers screaming off in the myst. Some of those
The Truth that ran into the myst have vanished in the dark. After
hiding in the woods, you may have the PCs find the old
During this battle there are a few choices the hunter’s cabin at the outskirts of the village.
PCs can make. You may allow them to choose what they There are undead wandering through the
want to do, for it is very obvious that they should not woods, so if you wish to have them fight a small combat
fight, but if they are adamant about it, you can always scenarios you may do so. A few zombies here and there

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are very easy. You may throw in some Thrall or Bloaters


as well to spice things up or raise the difficulty. The GM Reads [rolls Failed] …
demon Burdengrave has obviously taken the mortals
back to the town and it seems they are all congregating The Veil Myst is harsh and unforgiving.
in the center where the church is. The hunter’s lodge You wander through the fog for days, seeking
will allow the players a place to rest and gear up. even a sign of escape. Even the beasts that live in
the forest have vanished. There is no food and no
• Taken Prisoner: jump to Scene IX water to be found. You begin to hear whispers and
• Run and Hide: go to Scene VII see things in the myst that cannot be explained. It
• Bail on the Quest: Scene VI does not take long for the Veil Myst to consume
you and your mind. As the days pass the whispers
become clear. They are words that are so very
Bail on the Quest important, that you must not forget. Even though
you have no idea what they mean, you wander the
Scene VI myst and repeat them. You become consumed by
this darkness and have no way to escape it. You
The Veil Myst is not the place to be. Wandering now become a part of it forever...
off into the myst may keep one alive for a bit, but not
for very long. Breathing the miasma will eventually The End
turn the PCs mad. Each day within it you can make a
willpower check, starting at Target # 8. The willpower
GM Reads: [Navigation rolls Made] …
check rises to T# 9 the next day and increases by 1 each
day they are stuck within the myst. If they do not get
The Veil Myst is impenetrable. You find
out of the myst then they will eventually become the
yourself wandering for days with little rest and
Afflicted just as in Scene IV. The Afflicted finally turn
no food or drink to help you. It is impossible to
into the Taken once their minds have degraded enough
find anything alive in this. Strange beasts wander
to let a demonic essence, marionette possess them.
these fogs and for many days you are able to avoid
Have the players wander for some time
horrific creatures that seem like they are born from
lost in the Myst. If they do not possess any type of
nightmares. Eventually somehow you break free
navigational equipment, they may make skill checks
of the Myst and wander into the Everdark where
at a -3. They may revert to Perception if they do not
the snow falls gently, and the green canopy can be
possess the skill, but this raises the target number by
seen for miles. You are free! There are mountains
3 as well as them suffering the -3 due to the fog. The
to the north and the twin suns rising to midday.
target # 15 is for finding ones’ way out of the Veil Myst.
You were unable to save anyone from the village;
If the PCs insist on just running from the matter and
you will never know the true fate of Eldertree.
hoping to escape the forest you may do a quick bout
Would anyone believe you? Would they make you
of rolling navigation for each day and willpower. If a
out to be a deserter and hang you on the spot? You
navigation roll is failed, they will remain lost for the
should probably not go back to Wyrmfire. The
day. Then they must make the willpower check and if
horrors of these past few days will never leave you,
failed they tally on another mental fatigue. For every
nor will the sounds of the dying soldiers being
skill check attempt they get on navigating the myst,
dragged off into the myst. But you have escaped,
they must also roll a willpower check T# 8 to resist the
and you will make the best of your freedom.
Mad Sickness. It is very difficult to see the suns even
in the day, or the moon. One would need a sunstone to
The End
navigate the day. If it is failed read below…

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The Hunter’s Lodge Walking inside there is the faint stench


of mold and ash. There was a trap set up on the
Scene VII wooden table, the crossbow still sits facing the
door. It has long since been triggered of course.
The PCs will notice as they move through
Old cooking pots still hang over an unlit fireplace.
the snow and the trees that they have come upon the
There is some gear within this place but not much.
outskirts of the village of Eldertree. There is an old
There are signs of a struggle within the lodge and
hunter’s log cabin here on the outskirts. It appears to
the bloodstains tell that someone was badly hurt,
be uninhabited. The PCs may rest or get some supplies
but there is no body within. There is a large hole
from this place. Within the lodge they will notice some
in the wooden floorboards that is halfway covered
old blood stains on the floor and a large hole in the
by an old tanning rack. You could hide down there
floorboards that drops down into a crawl space under
if you had to… plenty of room under the house.
the house. They could fit inside there if need be. There
This may be a good spot to rest up or craft some
are four large bear furs in here to use as blankets or
items.
craft into cloaks. Each fur is from an average sized bear
You can see the village from here through
but acts as 5 units. There is an old tanning rack fallen
the trees. You would have to move to the tree line
over that must have been used to cover the hole in the
to make out any real details, but there seems to be
floorboards.
large fires lit in the middle of town. Even in the
If the PCs make a fire, they can craft certain
myst you can see them. You might be able to get
items with it or cook if need be, yet this will possibly
away with a fire of your own for food, crafting, and
cause attention and could make the enemy find them.
warmth. But then again, it could attract unwanted
attention. You find some useful items on the table
GM Reads: in here. There is a map, it looks like it was well
made by whomever lived here, and not long ago.
The lodge has not been inhabited for some They were not only a trapper, but an artist or
time. The outside is covered in a light snow and engineer. The map shows an image of the village
the trees are as still as death. The wooden shutters of Eldertree. It also shows some ruins to the
show no sign of inhabitants. As you start to come northeast, or what look like dead trees. Perhaps
around the front, there are three figures awkwardly this is where the thing fell from the sky?
standing in front of the house. You also find some well-made engineering
designs of what look like traps. Whoever stayed
[These are three dead, human, males propped up here, was planning on a one man war, possibly
to trick others. Once they were villagers. They leading enemies into traps? Some of the art
have been there a week and have teeth marks as if depicts the melting down of silver coins to use on
partly feasted upon.] weapons and coating them. Whoever this was did
not leave very long ago. There are still arrows left
The door to the front is slightly open, that they were crafting. A crucible still sits near
the old wooden door has claw marks on it and the fireplace, for melting down silver. Whoever
whatever lock it once had has been shattered. this was, perhaps they still live?
Inside the house is quite dark and still. The only
sound is a light breeze in the trees, one that never [A tracking skill check T# 5 on the blood will show
clears the unending fog. you that this has been here for only about 4 or 5
days. A medicines or healing skill on the blood T#
[Once inside...] 5 tells that it is too much to have survived.]

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d20 Hunting Lodge Loot # Notes d20 Hunting Lodge Loot # Notes
1 Arrows 12 Barbed +2 Dmg 11 Leather Gloves 2 AR: 1

2 Arrows -Barbed Silver 12 +2, x2 dmg spirit & undead 12 Map of Eldertree 1 Shows lodge at bottom left

3 Bolts - Silver 8 x2 dmg spirits & undead 13 Mouldy Bread 2 Units

4 Crossbow 1 2d12+d4 dmg 14 Parchment 4 Ink vial: 1, & Quill

5 Crucible 1 iron bowl for melting 15 Powder of Healing 4 +3d6 hit points

6 Fishing Net 1 x2 fishing results. 16 Salt 8 units, used in magic circles

7 Gambeson 1 AR: 3 (torso) 17 Satchel 1 holds 20 units

8 Hide Cloak 1 AR: 1, can be a blanket 18 Silver Coins 20+ +d100, 20 coins = 1 unit

9 Infantry Shield 1 +3 def (SHP: 300) 19 Trap Schematics 1 +1 rating to skill if owned

10 Leather Belt 2 AR: 1 20 Waterskin 1 5 units of water

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Crafting Silver Weapons


GM Reads:
Silver coins can be melted down to coat
weapons, granting an additional x2 power damage to Running into the house, you notice the
undead. Making arrow tips is the easiest, by heating a usual trails of blood streaking the wooden floor.
silver ingot or silver coins. As a loose representation The myst is so very thick here and it rises higher
20 silver coins = 1 silver ingot or 1 unit of silver. If you than you have yet to witness. In the middle of the
find silver coins and wish to make some silver tipped town is the church where the ancient Eldertree
arrows you need 1 and ½ silver coins to coat one arrow. stands before it. The temple and the Eldertree
Also 1 u of silver = coats 1 dagger, 2 u of silver = coats a seem to be the only places to rise above the Veil
short sword, 4 u of silver = long sword. You can use 20 Myst. The belfry is high enough to poke from the
silver coins to make 1 unit of silver. top. Fires burn from braziers at the four corners
of the temple and each fire is attached to a horrific
Eldertree effigy of a mortal cut into bits and strapped to it
in a terrible manner. Their legs where their arms
Scene VIII should be, their head near their crotch. This is
all some sick perversion or mockery to the gods
The village is dead, all the houses are empty worshipped here. The fires of the church also
and look like they have been ransacked. It doesn’t even cast their light upon bodies hanging from the
matter if the suns are out at this point, once you get Eldertree. Yet another unholy blasphemy. These
to the village the myst keeps it constantly dark. There foul minions worship dark gods and choose to spit
will be a little less action during the day and there will on the beliefs of others.
be a little light, but not enough to kill any undead. All
undead and spiritual beings are free to roam the town. [Perception checks T# 12 to find the trap door
If the PCs start to go through the houses and check for beneath the cot. If no one makes, it read on. If
loot one of the houses has a trap door that leads down they do, have them find the trap door to the cellar.]
to a hidden cellar where you may find a few survivors.
These people are primarily children and women. They As you begin to search around inside this
look like they need food and are very afraid. cottage, a small bag of flour falls over. The powder
The Veil Terrors will hunt the houses every falls beneath the cracks of the floorboar. As quickly
so often, so if the PCs are out looking through the as it happened, there is a sneeze from below. Then,
houses, this might be a good way to get them to hide you notice movement under one of the cots. For a
or find the hidden cellar. Finding the cellar will help split second, you swear that you saw a little girl’s
fill in some of the story and give the PCs a little more frightened eyes peaking from a trap door under
knowledge of what is going on. They can find out from the cot, and then the face is gone.
the village healer and alchemist, a woman named Eva
that is still alive down here. She will grant them help
and heal the, if needed. Also, down in the cellar is a The Survivors Topics & Roleplay
man named Grimbald. He has been here defending
them all and keeping watch. He was once the village • The star fell to the north and left a crater. It is
smith. Grimbald is exhausted from his constant vigil only an hour walk to it. The myst began after the star
over the survivors. He is constantly trying to get the fell and seem to come from the crater.
children to stay but they have all been down here for • People began to change after a few days within
nearly two weeks. They have a small amount of food the myst. They got sick and became what are known as
but need more. the Afflicted.

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• Anyone who dies in the myst becomes undead.


Meta Info: those of level 1-4 become zombies or
skeletons, while levels 5-7 become thralls, level 8-11
become ghouls, and level 12 or higher become blood
raiders or blood mages.
• There is a secret well in this cellar that goes
down to the water supply and leads all the way to
the Cistern of the Gods beneath the church. The PCs
could use it to sneak up under the church. One of the
children have done this before and say there is a strong
current pushing you away. It is possible to drown.
Being covered in armor and gear makes it a bit harder.
• There are many catacombs down beneath the
church. It is larger than it should be. The crypts are
dangerous and all are warned not to get lost in them
when they are children. They were built in a time when
the dead were buried, not burned.
• There are enemies gathered at the church. That
seems to be where they have all gone and set up a base Veil Terrors 6th lvl
of operations. They have defiled the outside and hung
Str Dex Bod Per Int Will Chr # AP +H +D
up some of the villagers in sadistic manners to cause
22 28 22 28 12 22 6 3 (5) +3 +2
any survivors hiding in the village mental anguish.
HP TAV Tuff Fort Mov Resistance Damage +MD
• They drag survivors that they find in the village
to the Eldertree. They found one just the other day... 200 10 4 5 5(15) Cold: 20 2d12+4 +2

and hung him. They hang there until the myst wakes Special Abilities & Vulnerabilities: Engulf, Fly, Fire
them up again. Vulnerability, Shadow Mist, Silver Allergy, Sunlight
• They have plenty of water due to the well Vulnerability
straight to the cistern, but they are nearly out of food. Description: These spirits of shadow usually dwell on
• Many have said that the falling star created a the 8th plane, the Realm of Shadows and the Plane of
crater a few miles north. That crater uncovered an old Chaos. They also hunt the Veil Myst in an ethereal
mausoleum. state. The veil terror is a nightmare if you do not have
any light to protect you from it. They will avoid light
d10 Cellar Loot (Spare) # Notes and fire if it is bright for even the aura a torch gives
1 Broad Sword 1 d12+d10 dmg Grimbald’s gift off will deal d12+3 x3 damage per round to their misty
2 Empty Vial 4 Holds 1 unit or alchemy shrouds. The beast will move as a cloud of shadow until
3 Healing Salve 4 +4d6 Hit Points it strikes. It may change form at will and can Engulf for
4 actions causing x4 unarmed damage.
4 Long Sword 1 2d10 dmg, Grimbald’s gift
You can find these creatures in the back of
5 Rope 1 50’ ft.
the core rulebook. This is a lower level form of the
6 Satchel 2 Holds 20 units.
creatures. The Arbiters have summoned them and use
7 Spear 2 2d12 dmg, Grimbald’s gift them as elite guardians and hunters. They often hunt
8 Torch 4 d12+3 fire dmg (1 hour) down villagers in the houses to drag them back to
9 Waterskin 1 5 units of water the church. They can still fight within torch light, but
10 Whetstone 2 Sharpening stone should do so with a disorientation modifier of -2 to hit
and defend.

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The Blood Stone The Full Truth

The church is the primary sanctuary of the The Blood Stone fell from the sky and is an
evil. Beneath it is the dungeon cells, then the crypts, artifact connected to the arch devil named Jaervynax.
and the cistern. The PCs will find the remainder of The bloodstone was constructed as Jaervynax’s prison
the prisoners in the cells which has been serving as and as he was cast into the void thousands of years ago
a dungeon and torture chamber. These prisoners are in the time if the Thrall Wars. It was meant as a prison
all meant to be sacrificed during the Blood Moon. All where he was to suffer his eternal damnation, but it
except for one, the jarl’s son. He is highborn and he is fell to our world due to the three Arbiters seeking
meant to be the vessel for the coming demon that is to vengeance on the empire and the world for betraying
be released from the Blood Stone. If the PCs come up them. They sought out an ancient tome that would
from underneath from the cistern, they can begin to teach them of a twisted ritual to perform. The also
release prisoners before the sacrifice, while they go up found the Draconic Scroll with the spell to release him.
and fight the remaining inhabitants. If the Blood Stone This ancient ritual would summon Jaervynax’s prison
is destroyed it will shatter all the undead and take away back to our world where it would land in the midst of
the Veil Myst, so keep it safe until the end at the ritual.. Thead, north of a village called Eldertree.
The PCs may also choose to march straight to Now the Arbiters must open a demon gate
the church through the village where they will get into to bring forth the arch devil Jaervynax. This ancient
a large battle with everyone. It is not the safest choice. devil is one of Baal’s generals. In the Age of Wrath,
Either way if they come from below or above, they are during the Thrall Wars, this wicked being commanded
meant to stop the ceremony from happening and stop thousands and commited great atrocities. In the year
the sacrifices. Although, coming from below is most 1543 of the 6th Era, the Seraphim captured Jaervynax
likely the safest bet, they may not choose this path. It is and imprisoned him within a cell of bloodstone in the
their choice though so let them choose and strategize. Hematite Bastille. It is a stronghold inside the Never,
You want to make sure they are aware of the situation floating, and chained to our world. They created a
and the danger is clear to them. If they went to the Draconic Scroll and upon it the record of Jaervynax’s
crater and found the mausoleum it will lead them crimes and his sentence. Upon the scroll was written
under the church. If they found the hidden cellar it will a spell to bring him for questioning. A task they used
also lead them to passages beneath the church. in order to hunt down members of the Stygian Legion.
One of the prisoners is the former jarl’s son. He Thousands of years later, the Arbiters tracked down
is very sick and in the back of a cell. A wounded templar the scroll, killing the nephilim that guarded it.
named Brun is with him. He is heavily exhausted. Brun Once the gate is opened they will break the
has been protecting the boy and giving him his food. Blood Stone and he will step through into his vessel.
Since he is of highborn blood, he is to become the Ever since the arrival of the bloodstone the boy Jaryn,
vessel for the arch devil Jaervynax. The presence of the the jarl’s son has been sick. He is connected to the stone.
Blood Stone is keeping him ill and the templar has His father took Jaryn and his thanes to investigate
tried everything but cannot heal the boy, especially the crater, to see what the fallen star had brought.
from within the cell. Sometimes the boy, Jaryn begins They uncovered a long buried mausoleum and a large
to talk in the demon tongue the templar uses exorcism, bloodstone that had fallen from the sky. When the Jarl
but it only seems to calm him for awhile. It is eating wasn’t looking, the boy, touched the stone, as it called
at the templar’s sanity and he will be relieved to have to him. The devil inside latched onto him and Jaryn fell
some help when the PCs show up. If anyone tries to ill shortly after. The other’s started to become Afflicted
harm the boy though, the templar will fight them with after their excavation of the mausoleum, possessed
everything he has left. The templar’s primary duty is to from the sickness of the myst spreading over the town.
protect Jaryn, it was the jarl’s final command to Brun. People became maniacal.

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Jaryn’s father, the Jarl was killed. Now he is the If any of the characters have the skill exorcism,
only surviving heir and is meant to be fully possessed they can use it to knock the demon from the Captain.
once the ritual takes place and the demon gate is If anyone has the skill Conjuring, they can do a
opened. Jaryn is not strong at all, he is very ill due Banishment once he is out of the captain at -3 to the
to this poisonous connection and this marionette result. Burdengrave will attempt to resist by using his
possession. The devil can only see through him or talk willpower, but if the 4-action banishment is a success
through him when a sacrifice is made or if the devil it can send the demon back to Hell. If they ever find out
is using a spell. Once the ritual is performed by the the demon Burdengrave’s name, then their conjuring
triad of the Arbiters though, and the gate is opened, skill roll for banishing is not given a -3 modifier, as per
Jaervynax will fully possess the child. He will then rule the rules of conjuring and banishment. If the characters
this land and begin a reign of terror. The minions, the do not have a priest or mage to help them in these
undead, the spirits, all will take part in the sacrifice of banishment rolls, they may have to come up with their
100 souls, the Afflicted may even sacrifice themselves. own ideas. There is a templar who can use exorcism,
If they can shatter the Blood Stone before the one in the cells of the dungeon crypts. He is found
the gate is opened, they will release Yaevynax’s spirit, guarding the boy, Jaryn. That templar will guard Jaryn
but the devil will go into Hell and not our world. The with his life and he may help in this endeavor. You may
Blood Stone can be shattered by dealing a great deal wish to use an NPC, a former priest or priestess of the
of damage to it. Touching it would be bad, and give church if you do not have one in the party, to assist in
the devil have a chance of marionette possession. A the banishment. As long as they are rescued from the
large explosion or magic would be best. If the PCs cells before their final fight within the church.
are exploring the large map of the crypts and looting,
you can allow them to find the powerful Nova Potion Goals to Win
in one of the chambers. It would be perfect to use in
the destruction of the Blood Stone, for it causes 2d6 • Find a nova potion or destructive magic.
x 10 divine damage in a 2.5” blast radius and will suck • Shatter the Blood Stone before the ritual.
anything it destroys into a singularity and release it • Kill the Arbiters before they open the gate.
into the Never, to fall into the endless slipstream of • Save Ellaine before she is sacrificed.
that world forever. Once the damage is seen at work, • Save the 100 souls to be executed.
it all implodes and sucks everything into itself before
vanishing. It could make for a great scene during the
final battle. The nova potion is the key to the Blood
Stone’s destruction, but it is not the only way to destroy
it. The PCs may find a nova potion in another way,
perhaps Captain Valrein has it on his belt. Knowing
how dangerous it is the demon would keep it close.
There is a minion of Jaervyrnax that is very
dangerous here, a demon called Burdengrave. He
possessed the captain when the caravan arrived to
Eldertree. He was also one of the soldiers this entire
time and brought information to the Master in the first
place, so the game was rigged from the start. How else
would they know exactly when to strike on the road
into Eldertree? They needed more souls. The demon
Burdengrave is a lieutenant of Jaervyrnax and rigged
the quest from the start.

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The Mausoleum The Map

This place was discovered at the base of the 1) The Crater: a pit of mud, dirt, ash, and the
crater when the falling star fell. The Blood Stone was burned remains of dead trees. Two statues half
also found at the bottom. The mausoleum was quickly destroyed of old gods stand outside it. One of the
excavated to explore what secrets it held, for it dated statues is Bayoguard. Yet, half of his body is missing.
back hundreds of years to the time of the old kingdom. There is mostly just the lower part of his shield, his
If the PCs wish to enter this way and explore it, they lower torso and legs. Even still he is heavily armored.
may end up right under the Church. However, this is The other statue is Ra, the God of War. His helm is
not the only way to find the cells beneath the church. still intact, his twin axes are crossed over his chest, but
They may also find the cells by going through the he is laying off of his pedestal and on his back, on the
cistern if they go to the cellar in the village, or down ground. Ra is also missing both of his legs. Those who
into the village well. The mausoleum has statues of worship these gods, if they stop to say a prayer will
old gods, everywhere a star is seen on the map is an actually gain +1 spiritual influence.
old statue of a god or king, or some kind of immortal.
They also operate as a pillar. This map is not meant for 2) The Mausoleum: the four sarcophagi were made
the players to see, only the game master. to hold the four Jarls of the great King Rothmyr, who
was one of the Four Kings of the Northern Kingdom.
The Crypts Inside the bodies are missing. Upon further inspection
it looks like they were recently disturbed. A high
Scene IX enough Perception check might tell that they opened
the sarcophagi without outside influence. History skill
There are actually several different ways they T# 7: the four dead kings of the northern kingdoms
can reach this point. If you wish to just get the PCs ruled the human realms long ago. It was an ago old
through this area quickly, you do not need the map for kingdom during the time of the Kin Wars. Elves, men,
the crypts, you can make a simplified version of the dwarves, orcs all battled one another, and it decimated
cistern leading to the Dungeon Cells from a grate in the kingdom into fragments. The runes in here are
the floor. Then, you could have a few moments within written in oldyn. Knowing the language or having the
the crypts that lead to the following scene when the decipher skill T# 6 will tell the story of Rothmyr and
PCs find the cells. how he became a king by his own hand. He ascended to
However, if you wish to take advantage of the immortality in the eyes of Ra, the god of war. An image
large crypts and the map supplied to do some dungeon shows him being knighted by King Uldavyr, the first
crawling, you can have this ancient network of the King of Baleklade as he kneels in a sea of dead elves.
crypts beneath Eldertree. This will explain a bit about
why this place was chosen by the Arbiters as well. 3) The Stair Entrance: the walls are decorated
The Arbiters pulled the Blood Stone from the Never with images of a battle; they depict the Kin Wars when
during their ancient ritual to raise all the dead in these all the races fought against one another for lands and
ancient crypts. They chose a town that would be easier titles. A feudal era of sorrow. It tells the stories of the
to take over than a large city like Wyrmfire. The old Four Kings and their conquest that led to the countries
crypts here are big enough that they hold all manner of Thead, Baleklade, Kauldane, and Espadosa. The faded
of undead and spirit minions. So, once the Veil Myst runes are carved in the oldyn tongue. For those who
moved through the town, it crept down here, and its speak it or have the skill Decipher T# 8, they can find
black, astral miasma awoke all that it could. the names King Rothmyr of Thead, King Uldavyr of
Baleklade, King Marx III of Kauldane, and King Serrano
of Espadosa.

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4) The Summoning Chamber: a ritual has taken 5a) Bayoguard Priest: The archway is made of iron
place here a little over two weeks ago. The chamber is bars to this grave. A high priest of the God of Justice
surrounded by the statues of the four kings, ascending once rested here. The priest still guards this chamber
to immortality. There is a pedestal and an altar that has as an undead Blood Priest. He will attack mortals that
been crafted in the middle of a massive magic circle enter this chamber or begin to fight others entering
carved into the ground. The ceiling is a high dome of the 5th chamber. His tomb contains an Iron Talisman
mirrors and mosaics. There is a body in the circle, a +1 Toughness.
charred and withered human. The target number for
a spirit conjured within such a magic circle is T# 34 5b) Blood Priest of Ra: this undead priest will
for it to escape. It is carved into the stone and very become alert when someone passes his archway. It
well made. Bowls still sit outside the circle near three was once sealed with iron bars, but now the opening
smaller circles and strange runes not originally made is nearly fallen. The tomb contains an Iron Helm AR:
here. These runes are written in elder anath (old 3, and a Storm Hammer (2d12+d10 dmg), that holds one
elvish) and painted in blood. The bowls still have storm rune in it. The Storm Hammer will come to life
blood in them. The remains of the Draconic Scroll with small sparks of electricity when held.
are almost completely burned in one of the bowls as
part of the spell. If the fresh runes are deciphered, 5c) The Grave of Celius: a monk of the order. The
they are old elven hymns and conjuring magic used undead ghoul monk will attack when room 5 is entered.
to call something from the Void… or the Never (which The thrall monks may both use staves or flails to attack.
is the Spirit World of the Void). The name Jaervyrnax
is written around the circle in blood. The word Blood 5d) The Grave of Tiber: a monk of the order. He
Stone is also used. A skill in magic circles T# 9 would will attack when room 5 is entered. Old scrolls will fall
show it was originally crafted to contact the realms apart when touched, all but 2. When these Scrolls of Ki
of the Spirit World, but have freshly been altered, to are read, they recharge 50 chi. There are urns in here
first move through the Black Plane to get a connection with 2d100 copper.
to the Never. A demonology skill check T# 10 will tell
about Jaervyrnax (read entry under the Full Truth to 6) The Chamber of Thanes: this chamber is
refresh Pg. 136). With enough investigation the PCs filled with the large sarcophagi of the thanes of King
would come to realize that the 3 Arbiters used this Rothmyr. He was one of the Four Kings and the last to
summoning chamber for a dark deed, to summon the rule the Northern Kingdom. You may place 1 to 4 Veil
Blood Stone here and this is where they used the spell. Knights within this chamber, a dangerous fight. These
The stone nearly brought this place down. knights are heavily armored, but when they die, the
armor, weapons, and them all fall into ash and dissipate;
5) The High Priests of the Old Kingdom: these thus, they cannot be looted for their items are woven
chambers are the resting places of the priests that to them. Which means they travel with them to the
worshipped the Pantheon of Light. These tombs hold Spirit World. Only certain magical items or things not
members of the clergy that died in the times of the spellbound to them will remain. The secret door may
Northern Kingdom, during the Kin Wars in the year be found on a T# 2d12.
525 of the 9th Era. There is an alcove on the far wall
with roots crawling out of the symbol for Caeltor and 6a) (Secret) Treasure Chamber: this room is
into a fountain pool of water. The goddess Gana (moon compiled of the old personal treasures of the thanes,
goddess) and Caeltor (the oak father) are shown in this for their trip to the spirit world. Unfortunately, most of
fountain. The water in this fountain is still, yet it glows these items were not spellbound to them. Often during
with blue energy. It will refill mana fully over a period funerary rituals items will be burned with the traveler
of a few rounds (6 uses). but this was before the custom began. Gold: d100,

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Silver: 2d100, Copper: 3d100. Offer a few good weapons, T# 7 or if anyone speaks duma tos (dwarven) they will
armor, and a few enchanted items. Some of this may know that the runes say things like four feet left to go,
be trapped if you wish to roll a random trap from this 12 feet left to go. Dwarves have a way of reading the
book. A Holy Book +3 Spiritual Influence connected to earth and stone.
a silver chain. If read by a path of light character they
will gain the S.I. points. A Dyad Amulet of Strength 8) The Main Hall: This large passageway is wide
(+2 Str). The runes of strength are connected by a line enough to fit four armored men abreast. It is adorned
carved into the object. You may also roll 2 random with old tales and stone carvings of soldiers from all
stones or gems from this book or the core rulebook. the races armies. In particular the forces of Gurlak the
HalfSkull. An org warlord in the Kin Wars that wore a
7) The Cavern of the Fallen: the waterfall is on the large metal plate over half of his head, due to somehow
edge of the map. It brings the cold, crystal clear water surviving a gundertot axe to the face. The triumphs of
cascading down into the crypts from deep within the the org army split the human kingdoms in half and
mountains. The underground water has been feeding created what is now Varagoth. Warlord Gurlak was
the town for many, many years. The water runs quickly able to conquer many of the human armies, and it
through this chamber and is quite dangerous if one wasn’t until the humans allied with the elves and the
falls into it. A swimming check T# 8 is necessary to sharpheen that the tide changed. In the beginning of
keep afloat, while someone in armor would add 3 to the Kin Wars the org and skog had a shaky alliance.
that. This cavern is inhabited by an undead Cave Bear That alliance fell through though for the tribes could
that floated down river to land in here when it died. It not get along.
awoke angry, with a thirst of the necrophage. There is a large trap in this hall. Along the walls
are several torches in sconces, yet near the trap there
7a) Mad Ghoul’s Lair: One must climb up to this are four magic torches, two on each side of the passage.
area, where an old campsite is found. A ghoul hides These magical torches will illuminate the chamber
up here, but he is not harmful. He is an old prisoner when someone comes near while they hang from the
that escaped from the cells. He will beg for his life, sconces. The blue flame erupts and lights the hall in a
not really knowing the truth that he is already dead. calm blue glow that is instantly discernable from the
Although he died of illness and poor health, he still has normal flames. Anyone who pulls one from the sconce
the thirst for the necrophage, but he feels constantly will set off the trap. There is also a pressure plate stone
hungry and dismisses it as starving. He can offer that must be avoided or it will set off the trap T# 12 to
assistance to the PCs and give them a few lockpicks he notice it. There is a 35% chance for each member that
carved with bones. If they let him live, he will tell them passes that someone might step on it. If the trap is
about a secret door, the one to room 14 that goes to the triggered, the floor, in a 10 ft’ x 10ft panel will fall on
Dungeon Cells. If they decide to feed him, anything by one side to act as a slide, dropping all into a 30’ ft pit. It
fresh meat will make him vomit or do little for him. If would take a dexterity check T# 18 to stop from falling
they have fresh meat, they will see that it seems to heal at that point. If anyone botches the dex roll, they suffer
his body a bit, bringing more flesh to his own. a fracture or trauma roll on a hit location.
The floor panel will actually reset and there
7b) The Dwarven Shaft: this area of cavern has fallen are some skeletons in this pit. The victims take 30’ ft
into a tomb. There are old pickaxe marks in the walls. falling damage but then the room begins to flood. The
Those with mining skills T# 6 can tell that they were PCs have around 45 seconds before it floods over and
made by dwarves, probably thieves many years ago. they drown (approximately 9 rounds). There are several
They must have broken into these tombs looking for holes in the stone that are near the top of the pit, some
treasure. There are a few dwarven runes left behind on in the middle, and some on the bottom where a great
the walls that tell the way to cut, if they are deciphered deal of water is pouring in. All in all, there are 30 holes.

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There are 10 around the entire rectangular chamber skills. There is a +2 Wand of Enslave which holds a d10
near the top. There are 10 around the center at about charges. There is also a +2 Wand of Iron Maiden that
15’ ft high. Then there are 10 around the base. All the holds d10 charges.
holes are letting water in except at the top. Yet, near
the roof where they will certainly have to climb, there 10) The Crypt of the War Council: this entire
are only three holes firing water in. Out of the 10 holes area was reserved for the mages and the generals of
at the top there are only six shooting in water. There King Rothmyr’s army. Now it is covered in a foot of
is one on each wall not leaking water. All of those have myst even down here, making this place even more
a burnable material in them. If they are able to burn uncomfortable. There are images on the wall that show
the material within the correct holes at the top it will council meetings in the light of the fires of war. The
trigger a release mechanism, stop flooding, and open myst mages, however, are not gone. The myst mage
the closed floor above them. stats can be found here in this chapter. You may have
at least four myst mages appear out of the myst or from
9) The Crypt of Earl Garron: these two large columbarium niches in the walls. There are many urns
sarcophagi are home to Earl Garon and his wife Malada in those niches, which hold the ashes of the dead here.
Yul Garon of Vazuun Denaahl. The earl was a great For some reason the servant mages were all cremated.
warrior, yet his wife was said to be a powerful witch These are the old apprentices to the King’s master
who wanted to live forever. It seems she partly got her advisor Valoi Mar.
wish for she made herself into a blood mage and was
imprisoned here in this tomb, forever latched to her 10a) Valoi Mar’s Tomb: the iron bars are still
husband’s remains. Until some curious dwarven thieves covering the entrance to this tomb. There is an old
opened the tomb. The dwarves that bore their way wooden coffin within that is also on a raised stone slab.
into these crypts to steal treasures found someone was The myst mage will burst forth when his chamber is
waiting for them. The blood mage is long gone now, entered, and he will call forth the others if they have
for Malada Yul must have left or chased the remaining not yet been unleashed from their urns.
dwarves out of the chamber. There are a few dwarven
skeletons that remain in the tomb. There are also burn 10b) Feldamar’s Secret Lab: the alchemist and master
marks and signs of a trap maker Brundel Feldamar was a magnificent creator
of many artillery weapons and did such a fine job as a
9a) The Secret Chamber of Yul: T# 8 to find this master of alchemy and siege weapons. He also crafted
secret chamber. There is a riddle written in the oldyn many traps and built the traps in this very tomb before
tongue on the wall, “If I drink, I will die, but feed me I’ll his death. The T# 12 to see the stone that needs to be
rise.” (Decipher T# 8) [the answer: fire] the word spoken moved to get into this secret room that holds many of
in the oldyn tongue will open the hidden chamber, if the master’s old books and plans. Yet, to see the trap
not the hidden latch would need a dagger between two that guards it is a T# 23. Getting ahold of Feldamar’s
blocks to open the door. The secret chamber holds journal will give someone a +3 to their rating in the
books and scrolls along the wall, most of which will Traps skill if they read the book. If they do not have
crumble to dust if picked up. There is an airtight chest the skill, they will gain it at rating 1. There is a shelf
(random trap) that contains: 4 spell books, 4 scrolls, 4 that holds an Alchemist’s Bag and several glass items
crystals, and 4 alchemical substances (roll randomly if like additional items from his laboratory. Inside the
you like in the core rulebook). The urns will hold some hidden alcove lay 3 smaller chests on 3 pedestals of
silver (4d20), copper (d100), and gold (2d20). There is a stone. All 3 are trapped. The 1st trap is T# 15 (a Fire
Cloak of Shadows woven with enchantments to grant a Sphere that flies straight down where someone would
+3 lvls to concealment skills and Hood of Silence goes be standing. Roll d20+4 to hit. The damage is 2d6 x
with it, when dawned it also grants +3 lvls to stealth 20 fire dmg). The 2nd trap is T# 22 (Ice Lance Spell

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fires across and would strike the side of the body. Roll 10e) Earl Bjorn Bloodborn: this templar who once
d20+4 for PC to defend. Damage would be d8+d6 x 20 marched by the King’s side as a templar of Ra, now
ice dmg.). The 3rd trap is a green magic spell, T# 16. walks restless in this chamber. His spiked holy water
Those who trigger it will cause the spell to unleash a sprinkler erupts with the blue astral power much like
transmutation spell. The stone floor will turn to mud his eyes. He will charge any who come into this area.
and all will fall into a 30’ pit trap filled with spikes. He now walks as a veil knight until the Blood Stone is
The damage of such a fall is quite dangerous. First you shattered. In his coffin is his old prayer guide, the Bible
must find out how many spikes you will hit on a d6. If of Ra, with a satchel containing 4 vials of Holy Water
you roll a 6 thankfully there is no continuum rule on it. (d8 x 10 divine damage to undead or spirits if the vial
Whatever is rolled though is how many d6 are added is thrown). Once he is killed all of his remains fall to
to the base damage of such a fall. In this case is 4d6 x 3. ash, even his armor. All except for two items turn to
If you rolled a 3 on the spike dice, that would make the dust; the Gauntlets of Ra AR: 3 +3 spiritual influence (if
equation become 7d6 x 3 dmg. Inside the chests; chest you worship Ra), and the Holy Water Sprinkler called
1: 4 heavy healing potions (+50 HP), 1 life crystal (+100 Fire Spark (d12+d6+d4+2). If holy water is added to the
HP), 4 Heavy Mana Potions (+50 mana), 1 Mana Crystal container in the center of the flail, it will deal x2 to
(+100 mana). Chest 2; roll 6 random stones. Chest 3; roll undead for one entire combat scenario.
6 random alchemical substances.
10f) Friya the HeartTaker: the shieldmaiden was
10c) Feldamar’s Tomb: within this chamber the great fast and merciless in life. She was also fierce and quick
alchemist is buried. The spell caster knew he was dying of wit. In the times during their conquest she helped
from a disease that is caused by a corruption of mana. to win many battles, but during the org invasions she
So, he arranged the traps for this tomb and prepared was killed. She was the last of her family line and sadly
for his death along with the Seer Fjorn Firewatcher. never had any children, so her line burned fast and
The seer gave him foresight into his death and could bright. She was eventually killed by several orc arrows
see that one day someone would try to raise his corpse and laid to rest within this tomb. She will rise to guard
with dark magic. Thus, he had his remains burned. this chamber as a veil knight. She will use a longbow
Within his tomb sits a violent, swirling potion of until the fighting gets close. When she is killed, her
mystical colors. One of his greatest creations most bow can be taken (2d10+1), she also carries bodkin
prized, the nova potion. It sits upon a pedestal within arrows that go through (-5 AR). In her coffin rests a
this chamber, even above his own coffin as if showing steel cuirass AR: 10.
he valued his work more than himself… which he did.

10d) Fjorn Firewatcher’s Tomb: the firewatcher was


a great seer that served as an advisor for King Rothmyr.
He helped in winning many battles, yet near the end
of his days his visions came less and less. He too
succumbed to the same Witch Plague that destroyed
the Alchemist. It was not black magic that caused this…
but it was the Seer, looking too deeply into the void.
He is now one of the myst mages that will defend this
hall of the war council and attack any who come into
area 10. Within his tomb are his remains, still gripping
his crystal ball. The crystal ball adds +3 levels to those
with scrying abilities.

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11) The Cistern of the Gods: this chamber has a fast the dark stream under the village to where the well is
river of water moving through the center. There is an located and the hidden cellar of the villagers house.
old stone bridge that rests over the rushing water, but The entrance to 10f on the map has a much higher level
it has long since cracked and fallen apart. You can leap and is harder to reach than 12a, which is merely a slide
across the bridge with a Dex. check T # 5. Those who fall into the water. You would have to jump from 12a to
in will get pulled down the stream quickly Swimming grab onto the ledge to climb up to 10f. This could be
T# 8, if in armor add 3 to that. There are six statues of dangerous, especially if Friya the Heart Taker is still
human gods carved from stone in here. There are also around. Dexterity check T# 8 to make the jump.
old marks on the walls that show the water levels once
rose quite high in this place. The Gods depicted here 13) The King’s Tomb: this chamber is heavily
are Gana (moon goddess), Ra (god of war), Bayoguard adorned with the most artistic creations. Old stone
(god of justice), Aynuk (goddess of the hunt), Caeltor carvings depict the wars and the stories of the conquest
Oak Father (god of animals & nature), Usidious (god of the Northern Kingdoms. The story of the four kings
of Sea and Winds). At the very top of this chamber is and how they became the countries they are now. The
a metal grate covering a hole. That hole is nearly forty countries of Thead, Kauldane, Baleklade, and Espadosa.
feet in the air and leads to the dungeon cells. There is a tablet, written in oldyn, (decipher skill T#
7) about the abolishment of slavery and how it was
12) The Eroded Ruin: the water erosion here has attempted to be cast away, but the Empire fought to
broken through the walls and created a tunnel that keep it legal. An old tablet written in high eldrynn
leads from the cistern into the underground river. This that speaks of the Apocalyptic Prophesies. The three
area appears to once have been some kind of stone prophesies of the Shattering, the Pale Plague, and the
structure, but now it is all ruins that are buried by Soul Gates. This shows proof that the prophesies are
hardened mud and erosion. If you are sneaking under much older than believed by many. In this chamber the
the village from the Cellar where the family is hiding, King Rothmyr will rise from his tomb as a Veil Knight
this is where you will enter the map. There are two and he will be accompanied by two thrall warriors at
larger chambers carved out by this erosion and several first. They will rise with him. Once the fighting starts,
bodies were uncovered by the water erosion. You may two myst mages will come from the chamber that is
place several bodies that have been claimed by the joined to this one, from 13b. The king and the thralls of
three Suljites that have taken over these ruins. You this chamber are under the command of a necromancer
may find the stats for Suljites in the Core Rulebook on already, the Arbiters, which have a joined necromancy
Pg. 439. They will charge the PCs in the first chamber, control of T# 42 in case another necromancer is in
fighting them with whatever means they can. When the PCs and wishes to take control of them. King
the body is destroyed, the Suljite will leave it and then Rothmyr uses a valcrium bastard sword which grants
head into the lower chamber (13a) to grab another body him another bonus on his dmg modifier of +4, thus
that they have claimed as their own. They will jump giving his sword the +8 damage modifier on the end.
into the body and reanimate a new one, until they are His skill with the blade grants him +5 to hit. He also
banished, or all the bodies are burned or destroyed. has the ability improve weapon at rating 4 granting an
You may have at least 3 other corpses that are marked additional d12 to his blade’s damage. Thus, his final
by the Suljites to “jack”, or you more if you wish in 13a damage equation; (d20+2d12+8), shield (+5 SHP: 410).
where they are dwelling. There is no treasure in the All of his armor and items turn to dust when
ruined area of mud and the bodies turn to ash. slain except for this bastard sword, his shield which
is +4 normally for anyone else. He wears a makeshift
12a) The Mud Slide: the mud and ice erosion in this crown he was buried with, his real one was passed on
location will create a dangerous slide that can send long ago. The chamber does have a chest with gold
you sprawling into the water and send you down into (d100), silver (2d100), and copper (3d100). The king’s

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chest also contains a Triad Ring of Cheer (+3 Charisma), and the woman was Gilail’s friend. Gilail poisoned the
Great Ring of the Hawk (+3 Perception). husband for what he had done and murdered him but
went behind Rothmyr’s rule. In response to her act of
13a) Tomb of the Suljites: these were once the Karls treason he locked her away in the tower for two years.
that worked in the King’s castle, his armorer, his chef, She became twisted and ever more vile due to her
and his maid. The suljites use the bodies they have poisons and dark studies. She eventually discovered a
taken and marked for their own use to jump into when summoning spell to try and assassinate the king, but
the other bodies are destroyed. As long as a suljite has the assassin went after their son instead. The trickery
a dead body to jump into, they can keep existing. Yet of the djinn cost her everything. When the King found
when one is used up it becomes ash just as if hit with out about this, he killed her with his own sword. Now
divine light. They are considered spirits so they can that the Blood Stone has raised them all from the dead,
be killed normally with iron, steel, salt, and elemental the two women suffer the curse of their horrific acts.
damage. They can also be banished to be destroyed. Having their souls ripped from wherever they dwelled
They can also be exorcised while in a body to be driven and enslaved into the rotten forms of banshees. These
from it. In this chamber, there is a little bit or treasure spirits are foul and will come to defend their king a
that has been collected by the suljites, but they are only round after the fight in the 13th room has begun.
stones. You may roll 3 random stones from this book.
14) The Secret Dungeon Cell Passage: the passage
13b) Tomb of the Blood Mystress: The King was is hidden from view behind a moveable stone slab that
without a queen after she was killed in battle at his will slide to the side if the correct stone is pushed.
side. Her body was never found though as the story To find the secret passage one must roll T# 12 on
goes. It is written in this chamber (decipher oldyn perception or T# 6 on their trap skill. Inside this
T# 8, History T# 9), that she was killed in a magical chamber is a wall filled with images of the Four Kings,
mishap that sent her to another realm. One that she and the lands they controlled behind them. All of their
could never return from. So, they believe she was names are inscribed in the wall in the oldyn tongue.
thrown into one of the elemental planes and destroyed. King Rothmyr (Thead), King Uldavyr (Baleklade), King
Unfortunately, even after hiring powerful mages to Marx III (Kauldane), and King Serrano (Espadosa). A
walk those planes and hunt for her, it was no use. spiral staircase rises to a hole in the floor above, where
Queen Uldara was never found. King Rothmyr had some firelight may burn bright from the forge of the
two mistresses in his time (probably more) but these Torture Chamber, within the Dungeon. Long ago the
two, Kelda and Gilail were his favored. Both women dungeon cells had a secret passage, hidden within the
were buried in this tomb along with the stories of the Torture Chamber’s trapdoor. The stairs have crumbled
King’s lovers. Both of the women had children from away though and no longer reach the top to even make
his seed. Kelda had a husband already and it is said it to the Torture Chamber, or the hole that is now in
she murdered her own child because it was born the floor of the chamber. The room has 2d6 zombies
deformed. It is believed that her husband beat her in it. These were made from the tortured victims that
though, this may have been why the child was born died and had their bodies cast down into the pit of the
thus. In her end, her husband murdered her for her Torture Chamber. The stairs do not go all the way up to
betrayal, thus her body was lain to rest in this tomb. the hole in the floor. The hole enters into the dungeon
Gilail practiced alchemy and witchcraft and made sure cells into the Torture Chamber. From above it might
to punish Kelda’s husband, for King Rothmyr did not. look like a hole that just falls into darkness, but the
He claimed it was a husband’s right, even though it stairs ascend leaving only a 12’ to 15’ ft. gap between the
was his mistress, he understood her husband’s pain last half step to the dungeon cell floor. It would be a
and let him go without any severe punishment. Gilail T# 8 to jump up and grab on or to drop down and land
was outraged by this for she had grown fond of Kelda safely on the steps. Yet, it will be a T# 12 in the dark.

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The Dungeon Cells

Scene X

The dungeon cells begin directly under the


church. This has no map for it is a dark secret of the
church that no one wanted to let out. There are only
three rooms of the entire dungeon area; the Cells, the
Torture Chamber, and the Mortuary.

The Mortuary: in this chamber there are tools for


opening up bodies and hacking parts off. There are
the remnants of sacrifices all within this room and the
procedures were done quickly and without care. This
was once just a place for cleaning and preparing the
dead for burial, but over time King’s change and it has
now become a place of dark science and necromantic
experiments. This place has skin hanging from the
walls, diagrams of experimental weaponry connected to
undead abominations. If anyone studies necromancy,
they may gain +1 to their rating from some of the The Turnkey (Ogre Ghoul) 6th Lvl
necromantic scrolls if gathered and read later. There Str Dex Bod Per Int Will Chr # AP +H +D
are some items that can be used as weapons., and some 26 14 28 17 12 14 10 2 (4) +3 +0
material to use for weapons and some bits for armor. HP TAV Tuff Fort Mov Resistance Damage +MD
180 10 6 5 3(6) Cold: 10 d12+6 +0
The Torture Chamber: in this room sits the Rack, the
Iron Maiden, an Executioner’s Axe, an anvil, a forge, Special Abilities & Vulnerabilities: Lob, Necrophage,
and forge tools. There are also bits of iron in here and Silver Allergy, Sunlight Vulnerability
things for melting and shaping iron or steel. Dried Description: Tree Mace d12+d8+6
blood still resides on the floor, and some skulls align the This undead monster is a bogkroll ghoul, an undead
shelves on the wall, sitting above certain implements of ogre. His tusks have fallen out, but the more he eats
torture that hand from iron nails. There is only one the more he looks mortal. He is not mindless for he is
exit from this chamber and only one entrance, or so a ghoul and they very much have the ability to make
most think. There is also a hole in the floor, that was decisions. He is simply losing what is left of his sanity.
once a hidden trapdoor. It is now wide enough for an As they decay so does their mind erode away. The
ogre to fit through, and it falls down 12’ to 15’ feet to Turnkey is under the control of one of the Arbiters. If
a spiral staircase that descends into the Crypts below another necromancer were to attempt to take control
this place. Cassia the Aticraulian archer is currently of him, they would need to roll a resisted necromancy
tied to the rack. She has been beaten and is very badly skill check. The Turnkey has taken many prisoners to
injured. In this chamber is the Turnkey, a large Ogre the torture chamber and has caused much suffering.
Ghoul. He has been down here guarding the cells and He is currently torturing the Aticraulian archer on the
the prisoners. He has been punishing Cassia for her rack when the players find him. He will not call out for
quick tongue. He will try to kill any who enter and is help, but will battle the PCs with his large mace, or Lob
not smart enough to call for help. barrels for 2 actions dealing (2d6+6 x 2 dmg). If hit by
silver he takes x2 dmg, and sunlight x3 damage.

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T# 7 to mentally handle such a task, for some are too


GM Reads once the cells are found: innocent for this to have happened. If the willpower
check is failed, the one who has to put them down
The air is still cold and unnerving in will suffer a point to their mental fatigue. If it is a
this part of the church, yet there is a soft breeze character that the GM feels has little care for the lives
moving through this tunnel. There are whimpers of innocents then perhaps they
of suffering and cries of pain coming from down
the hall. This place was once used as the mortuary The Templar Brun & Jaryn Halvbrom
beneath the church. Yet, it seems that the myst has
already raised most of the dead, for the bodies are The templar has given his word to protect the
all missing from this place. The halls down here boy. He will do so until his last breath. The templar is
are dimly lit by torches on the walls and you can in no shape to fight but he can use his exorcism skill
hear the sounds of suffering are growing near and at d20+d8 to help in blasting spirits out of bodies. He
as you turn the corner to find yourself within the will want to stay with the future Jarl though to protect
holding cells of the church. The cells of Eldertree him at all costs. The Jarl is in fact one of the Taken but
have been found, as well as the remaining prisoners. he is the future vessel of the devil Jaervyrnax. He felt ill
Within the many cells you notice several faces of due to the arrival of the Blood Stone when he touched
mistreated humans, starving, weak, looking toward it the devil latched onto him. If it isn’t the boy, it would
you with frightened faces. There are many faces, simply be someone else with highborn blood. Once the
mostly young ones, teenagers and below. There are Blood Stone is shattered, he will be released from this
only a few men, but several women. All of them dark magic. Using exorcism on him will not work for
look famished and haunted. Yet, their eyes begin to the devil’s magic is strong and must have some kind of
light up with a glimmer of hope as they see you. curse added to this marionette possession.
The exorcism will push the devil out of Jaryn
[See what the PCs do…] for a moment and he will wake up frightened or
crying. The Blood Stone is the key to set the boy free.
You have found the remaining survivors of Sometimes the devil Jaervyrnax can speak through the
this village. You notice in one of the cells, a very child, but he will primarily speak in urokhu (the demon
gaunt and tired templar, still wearing the tabard of tongue). If he sees the PCs he may whisper promises of
this temple. He is stained with blood and he looks damnation in Kothan after using spells to speak their
toward you weakly with a young boy in his arms., language. He will offer them kingdoms in return for
a boy of at least seven or eight years of age. The their servitude. He can promise them far away lands
boy looks sick, very pale, very ill. The boy does not like Baleklade or Veldwar. If they choose to agree and
awaken, but he is still breathing. The templar is the he believes them, this may be a way for them to get to
first to speak, “Have you come to help us?” the ritual without being killed.
If someone is good at fast deceiving, they may
trick the devil into agreeing and have them join the
ritual. If this happens, they will all need to sacrifice the
The Cells: the cells contain all of the remaining villagers virgin girls though and swear fealty to the devil. One
that have been captured. All except for Ellaine and a of the sacrifices includes Ellaine. If they choose to go
few other women that are being prepared for sacrifice. through with this evil deed and choose to fight for the
Some of the cells contain undead abominations, the side of darkness, this will damn them and change the
failed science experiments that the poor villagers have entire outcome. They will no longer be attacked, but
endured. There is no saving these poor villagers, they will be chosen to be vessels for other demonic beings
must be put down and it may call for a willpower check from Hell once the demon gate is opened.

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Exorcism & Banishment

The way exorcism works is, it is used only to


drive spirits out of a body that is possessed. It will not
send a spirit back to Hell, that is what banishment is
for. The skill exorcism takes 2 magic actions to attempt
and can be attempted as many times as you are able
to try. It is attempted by rolling the Exorcism skill and
the entity must resist this power with its Willpower
Attribute, unless it has a skill specifically designed for
fighting exorcisms, as some demons and devils rarely
have. We will touch more on this in the sourcebook
about the afterlife. For now, just use the willpower
attribute of the spirit which as a GM you are free to
make up. Spirits that are spell casters often have high
willpower, at a minimum of between 2d8 and 2d12.
Warrior classes and other mundane spirits may have
The Ritual d8+d6 or even d12. This is up to the GM.
A devil like Jaervyrnax would have a very
Scene XI high willpower to resist exorcism, but because it is a
marionette possession (long distance) and the devil
If the PCs have freed the prisoners already from is not actually inside the boy you can give him 2d12
below, then some that can fight may join in on this only. The marionette possession is a long-distance
battle to stop the ritual from taking place. If not, they invasion that can sometimes happen across planes or
might have to strike first during this scene. Hopefully through the umbra. It is usually only allowed due to
they can devise a plan to make it all work out quickly some great disturbance between worlds, like the Veil
and efficiently. If the templar is free he has the skill of Myst is creating now. Thus, demons are able to reach
exorcism. If there are no priests or mages in the party, through the myst and put their claws and strings into
it might be a good idea to have one as a n NPC amongst their victims, to pull the strings from the other side.
the villagers freed, so that while the PCs are fighting, Banishment is used for 4 magic actions
they can try to banish the demon that is within the and only those who possess the skill Conjuring can
captain, after the demon is knocked out of the body attempt it. They must roll their conjuring skill at -3
due to the exorcism. It is truly up to the PCs how they to the result unless they know the name of the spirit
plan on taking initiative here. they are attempting to banish. A spirit can only be
The ritual will begin to take place and Arbiters banished when they are not hiding inside a vessel. The
will move the woman Ellaine to her place on the altar spirit must resist the banishment with willpower. If
to be sacrificed. As they pray to their demon gods a character such as a priest uses 4 magic actions and
on the night of the Blood Moon, they will hope that shouts the rite of banishment and the roll is a success,
the final sacrifice will be enough to appease the devil make the spirit go back to Hell in a colorful way. Either
Jaervyrnax and set him free from his prison. They will the GM explains it in detail or let the PC do so when
first begin to sacrifice the 100 souls, so they must bring you ask them how it looks. The thing about banishment
the remainders up from the cells. This may be the though, is that this may only be attempted once on
time when the PCs must strike. Ellaine is to be the each specific spirit, if it does not work, then that priest
final sacrifice. If they destroy the Blood Stone, it will or banisher cannot attempt this again for an amount of
destroy all the undead and take the Veil Myst away. days equal to the spirit’s body attribute.

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Failing
GM Reads as the Ritual begins:
Scene XI
You can see the congregation of
undead and the taken, all standing around
If this happens, the fate of the lands of Thead will
a magic circle, watching the preparations
be cast into turmoil and the legends of the Apocalyptic
for the ritual as they take place. All seem
Prophesies will begin in these lands. It is meant to start
transfixed upon the three necromancers in
happening all over the realms at one time or another
the center of the circle… the three Arbiters
so as the GM you can use this event for that to come
as they finish the magic circle with the
to pass. As well, it is up to you as a GM if you wish to
lighting of the final candles. One of them
let the PCs die and end the campaign, or if you allow
pours a colored powder upon the floor
them to live and become slaves or undead. Even if the
as he mutters an incantation. One of the
characters are undead there is a chance to break free
Arbiters, a slender pale humanoid glares
and fight for the side of good, as long as a necromancer
from his deep hood and calls out “And
is not controlling the PC. They can become ghouls or
now… bring us the sacrifice! The life blood
Blood Raiders and live with the thirst for blood and
of one hundred souls we shall offer to open
flesh but fight it for as long as they can. Sometimes
this gate! The unstoppable Jaervyrnax! He
death is not the end, in this world.
will bring us vengeance and salvation!”
As he continues, you notice a robed
figure, a female form is brought within the GM Reads if all is lost:
circle. Her hood is taken back and by the
look of her Aticraulian features, you can The twin suns will still rise and fall,
see the resemblance of Mastrer Atrisius but Eldertree is gone from the grasp of
in her features. It must be Ellaine! She mortals. All that walk in these mysts now
is brought before the circle, where an days are the dead or the insane. Those who
altar sits, and offering bowls and chalices travel the Spice Road know not to slow
of gold await to catch her blood when it down when they pass that old, overgrown
drains from the altar. Directly behind her, road that heads south into the town that
you notice the dark object rise. Placed on once was Eldertree. The tangled trees
the pedestal by the veil knights, the Blood and unkempt pass look haunting to those
Stone, raised in all its unholy glory. The that travel on the trade route. The tale of
dark stone swims and shimmers with Eldertree and the Fallen Star haunts all of
crimson streaks. You notice directly next the people of Thead to this day. The story
to it stands the Captain of the Aticraulians. of the many who died trying to save the
Captain Valrein. He stands still, his spear village, passes into history and it becomes
tightly gripped in his hand, his mohawk a scary legend told around in the tavern.
helmet dawned and gleaming in the light
of the fires. His eyes glowing red beneath The End
the darkness of the closed face helmet tell
you he is still possessed by the powerful
demon that took him on the road. This
fight will be dangerous. But if you do not
stop this ritual, this land will know only
suffering and despair.

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Myst Mage 6th Lvl Veil Knight 10th Lvl


Str Dex Bod Per Int Will Chr # AP +H +D Str Dex Bod Per Int Will Chr # AP +H +D
15 20 12 22 25 26 14 2 (4) +2 +2 22 20 21 20 16 16 15 3 (5) +3 +2
HP TAV Tuff Fort Mov Resistance Damage +MD HP TAV Tuff Fort Mov Resistance Damage +MD
40 10 0 6 5(15) Cold: 10 2d6+1 +2 160 10 4 1 5(10) Cold: 20 2d8+4 +1

Special Abilities & Vulnerabilities: Fly, Frost Claw, Special Abilities & Vulnerabilities: Death Call, Shiver,
Shadow Mist, Silver Allergy, Sunlight Vulnerability Silver Allergy, Sunlight Vulnerability
Description: These spirits are often created when dead Description: Weapon of the Black Plane: (d12+d10+4)
mages are conjured back to life and enslaved by the The veil knight is an undead warrior of great prowess,
curse of necromancy. The myst mage must have some usually a thane or knight close to elite status. They
part of them still clinging to this world, even if it is an were once great warriors, lain to rest, yet the curse of
urn of ashes. If this item is burned that myst mage is necromancy called them back. The veil knight usually
taken from this realm. A necromancer might hold the holds strong armor, fine weapons, and shields, but
items that keep them tied. The myst mage can fly x3 when they die it all turns to ash. Sometimes, some
normal movement. They can shadow mist form which items are left behind, like a half a skull or other items.
allows them to take half damage. It also allows them Death Call is an ability that takes 1 magic action to
to hide in darkness at +10 levels, but they suffer 2d6 x summon other undead nearby and also adds +1 to
10 damage from light spells in this form. The light will attack and defend for all allies for 4 rounds. Shiver is
dissipate quickly though as if eaten. Frost Claw is an a fear ability where if they grab or claw an enemy a
ability for 2 actions their claws deal unarmed damage resisted willpower is made and 1 more magic action is
x3 cold damage. Silver causes them x2 dmg, sunlight x3. spent to take a d4 frenzy from the enemy pool. They do
These mages usually only use up to 3 different spells. not gain this frenzy it is gone.

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Saving the Town


GM Reads if all is won:
Scene XII
The darkness feels as though it
is receding away from your position
There are a few ways to save the town and some
immediately and the Veil Myst starts to
PCs may not complete all four tasks. If they can save
dissipate. It takes a moment for the chaos
the girl Ellaine, they will make good with the Master
to clear but suddenly it is over. All of the
Atrisius of the House of Atrisius back in Wyrmfire. If
suffering caused by the Arbiters has ended.
they shatter the Blood Stone and save the town and
You chose to stay, you chose to fight, and
the jarl’s son, then they will make good with the royal
in doing so, you put your very soul on
house and those who reign in the town. They could
the line to protect others. You became a
be given permanent residence there, or other gifts
guardian of the people and the saviors of
from the surviving leaders that dwell in Eldertree. If
Eldertree, whether you meant to or not.
they are able to save the one hundred souls, they will
You may have never wanted to be a part
be rewarded greatly with reputation and saga, and be
of the Hand of the Justicarians, the Grey
remembered for all time by the people that lived on.
Wolves, or the House of Atrisius, but they
would all agree that you fought for justice
Rewards for the Tasks
and fought well.
The jarl’s son… opens his eyes and
• Shatter the Blood Stone before the ritual. Saga
blinks. The pain that he wore upon his
Points: +8 Reputation: +5
face is now gone, as the color rushes back
• Kill the three necromancers before they open
to him. His lips no longer blue, his eyes
the gate. Saga Points: +9 Reputation: +10
young again and a warm smile comes to
• Save Ellaine before she is sacrificed. Saga
him. Those around him move to greet the
Points: +8 Reputation: +10
boy with tears of joy. The devil Jaervyrnax
• Save the 100 souls to be executed to open the
is gone, no longer will it possess a link
gate. Saga Points: +15 Reputation: +25
to the boy and no longer will it trouble
• Grant plenty of loot for the PCs 50 + d100 gold
his dreams. He will rule this land with the
coins to split, 100 + d100 silver to split.
guidance of those who love him, and he
• Some weapons and armor left by some of the
will always remember you.
Taken. Most of the armor of the Veil Knights and their
The people begin greeting you as
weapons fall apart and turn to dust during their deaths
well, to see if you need anything. Many
just as they do. As most undead turn to dust, not
just want to be in your presence or give
completely, yet this does keep from other necromancers
you thanks. Ellaine is one of them as well.
re-using a body that has already been raised. Some
You can see the faces of many with tears
parts often remain behind, such as a jaw, a half skull,
welling in their eyes. Even when they have
and hand, and even items not woven to them.
lost so much, they are still thankful that
• Some magic, alchemy, scrolls, and spell
it has ended and none of them will ever
books left by the Arbiters. Although most are in fact
forget the sacrifices you made to save the
necromantic works, you may find some that are not.
town of Eldertree.
• A few magical items, rings or amulets with a
single or two runes in them will suffice. You can roll
the runes randomly using the core rulebook Pg. 326.
The End

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Premade Characters If you are choosing a character from the


premades and you do not see the exact class that you
wish to be, simply choose one of the class templates
that is similar to the profession and alter a few things
This chapter holds a large collection of premade like class abilities & skills (most importantly). Be sure
characters that primarily range from levels 1 to 20. to check the core rulebook under character classes to
None of these characters are considered monsters in find out what is needed for your new class. Equipment
the general since. They are all simply characters you and things like that will come second. Sometimes the
could play or encounter in the world. Many of these game master may grant you some coin and allow you to
could be allies or enemies. Some of the higher-level go shopping a bit when you choose a level 4 or higher.
characters you may notice will be given an image to Information for shopping such as gear, weapons, and
represent them and help to set them apart. As well, armor can be found in the core rulebook.
higher-level characters will be granted the entire page
due to the fact that they hold more experiences in life, Altering the Character
have learned more class abilities and talents, and have
more items than others. When you wish to choose a If you are a game master and wish to alter these
pre-made character for a player you may simply choose premade characters at all we have taken pages from the
one of the characters that are listed from level 1 to level Core Rulebook’s NPC Creator and added to them for
4, depending on what level you wish to start out on in quick use here in case you wish to alter characters or
your campaign. This is the fastest way to jump right in make them on the fly. Please use the NPC Affiliates
and have players start playing the game quickly. information in the life path if you wish to randomly
If the player decides that they enjoy the roll up a race (pg. ). All of these characters are listed
character they can always copy the given information as human since they are the dominant race on the
onto their own character sheet and go from there. The planet of Koth and their attributes are not modified
only real difference from level 1 characters to level 4 at all. Thus, if you wish to choose a different race you
is a free talent, more hit points, and 3 class abilities may modify them accordingly. If you wish to roll up a
that concentrate on their profession. Well, maybe a random character class, you may find these professions
bit of experience under their belt as well. Sometimes on (pg. 27).
they have a few additional items too. Starting the game Once you get used to playing the game it will
at level 4 is not a bad idea and is even a great way come easily for you to alter the characters and modify
to start playing the game while giving a few abilities them. For instance; if you have a 4th level character and
to the character to make them feel the character type want to change the premade into a 1st level character,
out. Beginning the game at level 1 is fine as well, just just make a few simple changes. Take the hit points
remember they are fresh from training and are truly a down from 60 to 25 (for example), take the abilities
novice in their field, thus they do not start with any away and the talents. This is just a quick idea but that
class abilities, only the skills that were taught by their is pretty much all you need to do. If you want to grant
profession. It is always very dangerous and at any time, a character premade a higher level, then make sure to
one hit from any type of weapon may instantly kill you. check the NPC Creator in the core rulebook. Alter the
This does not ever change though. No matter what level hit points, give the character their class abilities, grant
you are and no matter how many hit points you build some talents as listed, etc. Remember though, not all
up with your saga points, there is always a possibility characters are alike and as a GM you can do as you wish.
of danger. The system is built this way on purpose, due There is no set amount of talents that a character will
to the fact that combat is chaotic. Any character can die have since they are gained randomly during character
from a critical hit at any time. Yet, it does make you feel levelling. This is why we roll for them. However, every
a little bit safer once you reach about 200 hit points. character does gain a free talent every 4 levels.

152
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Making NPCs On the Fly NPC Stat Creator


Level Hit Points + to H/D Tuff/ Fortitude # of Acts
When you want to make an NPC on the fly you
1-2 20 + 2d10 +1/ +0 0/ 0 2 (4)
can use these tables borrowed from the Game Master’s
3-4 30 + 2d10 +1/ +1 0/ 0 2 (4)
NPC Creator and expanded upon. This will allow you
to use this book alone to make some NPCs on the fly 5-6 40 + 3d10 +2/ +1 1/ 0 2 (4)

if you do not find a premade in this chapter that works 7-8 80 + 4d10 +2/ +2 1/ 0 3 (5)
for you. On this first table you will see the character 9-10 100 + d100 +2/ +2 1/ 1 3 (5)
level listed. Next to it is the Hit Points the character will 11-12 200 + d100 +3/ +2 2/ 1 3 (5)
have. Feel free to roll or make it up. Sometimes it is just 13-14 300 + d100 +3/ +2 2/ 2 3 (5)
easier to make it up when you are doing this on the fly,
15-16 400 + d100 +3/ +2 3/ 2 4 (6)
in the middle of a game and want to make four or five
17-18 500 + d100 +4/ +3 3/ 2 4 (6)
bad guys to fight. When dealing with spell casters &
monks take 25% to 20% off of their max hit points using 19-20 600 + d100 +4/ +3 4/ 3 4 (6)

this (max HP x .75 or max HP x .80) due to needing 21-24 700 + d100 +5/ +3 6/ 3 5 (7)

mana and chi for their powers. 25-29 800 + 2d10*10 +5/ +3 8/ 4 5 (7)
Next you can see a + to hit and defend. This is a 30-39 900 + 2d10*10 +5/ +4 10/ 6 5 (7)
very average guideline to base most NPCs off of, but 40-49 1000 + d10*100 +6/ +4 12/ 8 6 (8)
as a GM you are free to alter it of course. Some NPC
50-59 1500 + d10*100 +7/ +4 15/ 10 6 (8)
may have wanted to specialize all their points into
60-69 2000+2d10*100 +8/ +5 16/ 12 6 (8)
their weapon granting them a higher + to hit, or maybe
70-79 4000+2d10*100 +9/ +5 17/ 14 6 (8)
they have a magical weapon? Defense is established
by dexterity and items like shields or magical items as 80-89 6000+3d10*100 +10/ +6 18/ 16 7 (9)

well. Some abilities and talents have a way of granting 90-99 8000+3d10*100 +11/ +7 19/ 18 7 (9)
bonuses to these as well. 100 10K+4d10*100 +12/ +8 20/ 20 8 (10)
Next you will see Toughness and Fortitude. The
body and its natural way to soak damage. This is not Random # of Talents Table
including an armor rating either. Fortitude is the mind’s
natural soak of mental damage. The body attribute This table is for randomly configuring how
grants toughness while the willpower attribute effects many talents can be owned by a character that you are
fortitude. Casters also switch toughness and fortitude making on the fly. It is easier to make these ahead of
since they normally have a higher willpower attribute time so you can roll these up and randomly roll what
than body. Race will often alter toughness as well; talents are owned, but when you are working on the fly
some races have natural toughness. For instance; the it is faster to just pick and choose what you need. At
kuthalan has a toughness of 2 due to their tough exo- level 12 most characters have their first tier of 6 talents.
skeleton. Character Level Talents Character Level Talents
Last you will notice that Action Points. This
2-3 1 40-49 4d6 + 10
will be considered their primary action points. An
archer would have more hooting actions than melee. 4-7 d6 +1 50-59 4d6 + 12
Everyone always starts with 2 action points in every 8-11 d8 +2 60-69 4d6 + 15
category. Using 1 action point takes 1 from all the 12-15 2d6 +3 70-79 5d6 + 17
different categories. You will notice frenzy is shown in
16-19 2d6 +4 80-89 5d6 + 20
parenthesis. Those who are specialized in dual weapons
or martial arts, will possess 1 additional # of actions. 20-29 3d6 +6 90-99 5d6 + 22
30-39 3d6 +8 100 6d6 + 25

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Alchemist Archer
Title: Mortimyr Black Title: Faryn Thorn
Level: 4 Race: Human Class: Alchemist Level: 4 Race: Human Class: Bow Master
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 40 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 40
Physical Defense: +0 Mental Defense: +1 TAV: 2 Physical Defense: +1 Mental Defense: 0 TAV: 6
S.I. 3% S.I. 3%
Attributes Attributes
Strength: 10 Rank: 4 Dice: d8 Strength: 15 Rank: 5 Dice: d10
-Dmg Mod: +0 Weight: m/ 2vl -Dmg Mod: +1 Weight: m/ 2vl
Dexterity: 12 Rank: 4 Dice: d8 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +0 Initiative Mod: +0 Move: 3 (6) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 14 Rank: 5 Dice: d10 Body: 17 Rank: 6 Dice: d12
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 1 Body Save: 17 Chi: n/a
Perception: 16 Rank: 6 Dice: d12 Perception: 20 Rank: 8 Dice: 2d8
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +2 Range: +2
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 11 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +1 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 12 Rank: 4 Dice: d8
-Mana Pool: 80 Fortitude: 2 Mental Def: +1 -Mana Pool: n/a Fortitude: 0 Mental Def: o
Charisma: 12 Rank: 4 Dice: d8 Charisma: 10 Rank: 4 Dice: d8
-Social Pool: o Reputation: o -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6 Unarmed Combat: Fighter +1 Dmg: d6+1
Proficiencies: Sorcery, Throwing Proficiencies: Projectiles, Blind Shooting, Throwing
Specializations: Alchemy +1 Specializations: Bows +2 (or crossbow or handbow)
Character Skills
Character Skills Skill Dice Skill Dice
Skill Dice Skill Dice Acrobatics 3 2d8 Bowyer/ Fletcher 1 d8+d6
Alchemy 2 2d10 Plant Lore 1 d10+d8 Observation 1 d12
Creature Lore 1 d10+d8 Read & Write 1 d10+d8
Crystal Lore 1 d10+d8 Thaumaturgy 1 d10+d8 Talents: Hack & Quick Blade... or roll 1 or 2 talents.

Talents: Astral Mirror... or roll 1 or 2 talents.
Abilities
Abilities Feather Form: 1 act to gain +1 defend for 1 full round.
Wortcunning: +10% availability. Seeker: 1 SP roll d6 with d20 to hit (1-4=+1, 5-6=+2).
Alchemy Bomb: range 10 to throw alchemical substances. Alter Ammo: +1 to shot dmg if ammo is worked on.
Pharmakeia: 1 SP to add +d6 to alchemy skill.
Spells: Ignite & Douse Equipment
Longbow +2 (dmg: 2d10+3), Quiver (20 arrows +1 dmg)
Equipment Leather Armor set AR: 6
Witch Fire (dmg: 2d6x2), Padded Armor AR: 2 Dagger (2d6+1), 2 Throwing Knives (1d10+1)
Healing Salve (20+2d10 HP), Alchemist Bag 10’ twine, Satchel
Bane Salve (+d10 to wpn), Short Sword +1 (dmg: 2d8)

154
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Assassin Barbarian Raider


Title: Airyn Mynx Title: Borgvar
Level: 4 Race: Human Class: Warrior Level: 4 Race: Human Class: Barbarian
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 52 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 66
Physical Defense: +2 Mental Defense: 0 TAV: 4 Physical Defense: +1 Mental Defense: 0 TAV: 10
S.I. 3% S.I. 3%
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 23 Rank: 9 Dice: d10+d8
-Dmg Mod: +1 Weight: m/ 2vl -Dmg Mod: +5 Weight: vh/ 2m
Dexterity: 21 Rank: 8 Dice: 2d8 Dexterity: 17 Rank: 6 Dice: d12
-Def Mod: +2 Initiative Mod: +2 Move: 5 (10) -Def Mod: +1 Initiative Mod: +1 Move: 5 (10)
Body: 15 Rank: 5 Dice: d10 Body: 20 Rank: 8 Dice: 2d8
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: (5) Body Save: 16 Chi: n/a
Perception: 18 Rank: 7 Dice: d8+d6 Perception: 15 Rank: 5 Dice: d10
-Shot Dmg Mod: +2 Range: +1 -Shot Dmg Mod: +1 Range: +1
Intelligence: 11 Rank: 4 Dice: d8 Intelligence: 10 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +0 Languages: 1 -Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 7 Rank: 3 Dice: d6 Willpower: 11 Rank: 4 Dice: d8
-Mana Pool: n/a Fortitude: 0 Mental Def: o -Mana Pool: n/a Fortitude: 0 Mental Def: o
Charisma: 15 Rank: 5 Dice: d10 Charisma: 10 Rank: 4 Dice: d8
-Social Pool: o Reputation: o -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Fighter +1 Dmg: d6+1 Unarmed Combat: Brawler +2 Dmg: d6+5
Proficiencies: Throwing, Projectiles Proficiencies: Throwing
Specializations: Knives & Daggers +2 Specializations: Axes +2

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Stealth 3 d12+d10 Trailing 1 2d8 Climbing 1 d8+d6 Tracking 3 2d8
Concealment 3 2d10 Pick Locks 1 d10+d8 Hunting 2 d8+d6
Climbing 1 2d8 Wilderness Survival 3 d8+d6

Talents: Quick Blade & Throw Back... or roll 1 or 2 talents. Talents: Charge... or roll 1 or 2 melee talents.

Abilities Abilities
Stalk: burn 1 frenzy for stealth and 1 for concealment. Iron Hide: +2 toughness.
Conceal Weapon: (1 SP) +d6 if failing to hide a weapon. Beast Sense: 1 frenzy to gain d6 to (per) hunting, survival.
Shadow Strike: x3 sneak attacks in melee and x2 ranged. Blood Rage: once the barbarian takes dmg, burn 1 frenzy
to get +2 dmg mod, +20 HP for combat scenario.

Equipment Equipment
Dagger +2 (dmg: 2d6+1), Padded Armor AR: 4 HandAxe +2 (dmg: 2d8+5) , Hide Armor set AR: 5
2 Throwing Knives +1 (dmg: d10+1), Lock Picks (2) 2 Bone Axes +2 (dmg: 2d6+5), Sack

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Battle Mage Bounty Hunter


Title: Vuldrack Xul the Red Title: Valon Grymn
Level: 4 Race: Human Class: Warlock Level: 8 Race: Human Class: Ranger
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 40 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 84
Physical Defense: +0 Mental Defense: +2 TAV: 6 Physical Defense: +1 Mental Defense: +1 TAV: 10
S.I. 3% S.I. 3%
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 18 Rank: 7 Dice: d8+d6
-Dmg Mod: +1 Weight: h/ 2l -Dmg Mod: +2 Weight: h/ 2l
Dexterity: 10 Rank: 4 Dice: d8 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +0 Initiative Mod: +0 Move: 3 (6) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 15 Rank: 5 Dice: d10 Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 1 Body Save: 16 Chi: n/a
Perception: 16 Rank: 6 Dice: d12 Perception: 20 Rank: 8 Dice: 2d8
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +2 Range: +2
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 16 Rank: 6 Dice: d12
-Spell Time: n/a Spell Effect: +1 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 16 Rank: 6 Dice: d12
-Mana Pool: 80 Fortitude: 2 Mental Def: +1 -Mana Pool: n/a Fortitude: 1 Mental Def: 1
Charisma: 8 Rank: 3 Dice: d6 Charisma: 8 Rank: 3 Dice: d6
-Social Pool: o Reputation: o -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6+1 Unarmed Combat: Fighter +1 Dmg: d6+2
Proficiencies: Sorcery Proficiencies: Projectiles
Specializations: Red Magic +2, Knives +2 Specializations: Swords +2, Bows +2, Knives & Daggers +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Battle Chant 1 2d8 Circle Magic 1 2d8 Wild Survival 4 2d10 Tracking 2 2d10
Thaumaturgy 1 2d8 Read & Write 1 2d8 Animal Kinship 3 d12 Plant Lore 1 d8+d6
Conjuring 1 2d8 Interrogation 4 d8+d6 Foraging 2 2d10 Hunting 2 2d10
Talents: Quick Draw, Archery, Running Shot, Dead Eye, Armor
Talents: Astral Mirror... or roll 1 or 2 talents. Piercing, Rapid Fire, & Hack... or roll 7 talents.

Abilities Abilities
Battle Rite: 1 magic action, add Will & Str to HP. Eagle Eye: (1 SP) 20 rounds of +2 shot dmg, +d6 Per.
Red Athame: +1 to Hit and +d6 dmg. Will check to call blade. Survivalist: 1 frenzy +d6 survival skill.
Verendum: +1 to cast while channeling through verendum. Ranger Cloak: +1 AR, +2 conceal, survival, & Bod check.
Spells: Fire Orb, Ice Lance, Shock Orb Animal Empathy: (1 SP) +d6 to animal kinship
Tracker: 1 frenzy +d6 tracking or hunting, (or 1 SP).
Equipment Ranger Strike: 1 frenzy add +d6 to attack (OpC)
Athame +3 (dmg: 3d6+1), Padded Armor AR: 2 Equipment
Verendum +1 to cast spells (dmg: d12+1), Satchel Longsword +1 (dmg: 2d10+2), Leather Set AR: 8
2 Healing Potions (+25 HP), Personal spell book Longbow +1 (dmg: 2d10+2), Quiver (20 arrows)

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Captain of the Night Watch


Title: Captain Therus Rogar
Level: 20 Race: Human Class: Templar
Saved Saga: 2d6 Frenzy Pool: 2d10 Hit Points: 620
Physical Defense: +3 Mental Defense: +2 TAV: 50
S.I. 12%
Attributes
Strength: 33 Rank: 14 Dice: d20+d8
-Dmg Mod: +10 Weight: vh/ 2h
Dexterity: 24 Rank: 10 Dice: 2d10
-Def Mod: +2 Initiative Mod: +2 Move: 6 (12)
Body: 32 Rank: 14 Dice: d20+d8
-Toughness: 8 (10) Body Save: 11 Chi: n/a
Perception: 22 Rank: 9 Dice: d10+d8
-Shot Dmg Mod: +3 Range: +2
Intelligence: 18 Rank: 7 Dice: d8+d6
-Spell Time: n/a Spell Effect: +1 Languages: 3
Willpower: 22 Rank: 9 Dice: d10+d8
-Mana Pool: n/a Fortitude: 4 Mental Def: +2
Charisma: 23 Rank: 9 Dice: d10+d8
-Social Pool: 1 Reputation: +10

Combat Skills
Unarmed Combat: Brawler +2 Dmg: d6+10
Proficiencies: Throwing, Heavy, Projectiles, Heavy Armor
Specializations: Hammer +5, Shields +1, Swords +3
Actions: Unarmed 3, Melee 4, Shooting 2, Magic 2
Character Skills
Skill Dice Skill Dice Improve Weapon: all weapons gain +d6 to damage.
Exorcism 5 d20+d10 Theology 3 2d10 Absolve: give 10% tithe to gain +1 S.I. Once per week.
Interrogation 2 d12+d10 Trailing 7 d20+d8+d6 Sacred Shield: 1 SP, with shield gain edge to defend. R: 2
Leadership 4 d20+d6 Defiance: 1 SP after fall below 0 HP to gain a theology
skill roll x1 per rating in Hit Points.
Talents: Charge, Quick Blade, Invitation, Combo Attack, Fury Reverence: burn 1 S.I. to gain power damage to an attack;
Fighter, Hack, Quick Strike, Slash, Acrobatic Attack, Disarm, roll d6 (1: x2, 2-3: x3, 4: x4, 5: x5, 6: x6). R: 2
Crush, Hurl... or roll 3d6+6 talents. Anticipate Attack: 1 or 2 SP may be spent to gain a +1 or
+2 to defend.
Abilities Tank: may soak 100 hit points of damage from one
Toughen: +2 toughness per rating. attack. This may be used once per combat. R: 4
Shield Ally: 1 SP to grant ally shield bonus (within 1 hex).
Elysian Weapon: +2 to hit permanently with special Equipment
weapon by spending S.I. (already added). R: 2 Warhammer +7 (dmg: d20+2d6+10), Plate AR: 40
Outrage: theology skill check +1 to pull aggro from one. War Gauntlet +2 (+3d6+10)
Elysian Armor: +2 per blessed piece of armor. Holy Symbol of Bayoguard +3 S.I.
Defender: allies within 1.5 hexes gain +1 defend. Broadsword +3 (dmg: d12+d10+5), Iron Shield +4

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Cultist Demon Hunter


Title: Serdon Vaim Title: Cairn Vyrmont
Level: 4 Race: Human Class: Zealot Level: 4 Race: Human Class: Demon Hunter
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 50 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 56
Physical Defense: +1 Mental Defense: 0 TAV: 3 Physical Defense: +1 Mental Defense: +1 TAV: 6
S.I. 12% S.I. 3%
Attributes Attributes
Strength: 18 Rank: 7 Dice: d8+d6 Strength: 18 Rank: 7 Dice: d8+d6
-Dmg Mod: +2 Weight: h/ 2l -Dmg Mod: +2 Weight: h/ 2l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 12 Rank: 4 Dice: d8 Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 1 Body Save: 16 Chi: n/a
Perception: 11 Rank: 4 Dice: d8 Perception: 15 Rank: 5 Dice: d10
-Shot Dmg Mod: +0 Range: +0 -Shot Dmg Mod: +1 Range: +1
Intelligence: 16 Rank: 6 Dice: d12 Intelligence: 16 Rank: 6 Dice: d12
-Spell Time: n/a Spell Effect: +1 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 10 Rank: 4 Dice: d8 Willpower: 12 Rank: 4 Dice: d8
-Mana Pool: n/a Fortitude: 0 Mental Def: o -Mana Pool: n/a Fortitude: 0 Mental Def: 0
Charisma: 18 Rank: 7 Dice: d8+d6 Charisma: 8 Rank: 3 Dice: d6
-Social Pool: 1 Reputation: +5 -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Fighter +1 Dmg: d6+2 Unarmed Combat: Brawler +2 Dmg: d6+2
Proficiencies: Throwing Proficiencies: Throwing, Projectiles
Specializations: Knives & Daggers +2, Swords +1 Specializations: Axes +1, Bows +1, Knives & Daggers +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Interrogation 1 2d8 Streetwise 1 2d8 Circle Magic 1 d8+d6 Tracking 2 d8+d6
Read & Write 1 d8+d6 Thaumaturgy 1 d8+d6 Creature Lore 3 d10+d8 Exorcism 3 d8+d6
Speech 1 d8+d6 Demon Lore 2 2d8
Talents: Combo Attack, Invitation, Quick Draw, & Armor
Talents: Quick Blade... or roll 1 or 2 talents. Piercing... or roll 4 talents.

Abilities Abilities
Fanatic: 1 frenzy, add Will roll to fear or bravery checks. Unnatural Senses: +1 Per. check to sense the unnatural.
Militant: 1 SP to add a d3 to your + to hit 1 round. Spirit Ward: +2 circle magic skill to make simple wards.
Undying Devotion: burn 1 spiritual influence to gain a Demon Hate: +1 to hit demons and undead.
theology skill check to your HP for a combat, OOT.
Equipment
Equipment Silver Dagger +1 (dmg: 2d6+2), Leather Set AR: 5
Dirk +2 (dmg: d12+3), Hide Armor set AR: 3 2 Bone Axes +1 (dmg: 2d6+2), Holy Water 2 (dmg d8 x 10
Prayer Guide, Holy Symbol +1% S.I. undead & demons), Wooden Stakes (d12+2 x3 vampires)
4 Throwing Knives +1 (dmg: d10+2) Short Bow +1 (dmg: 2d8+1), Quiver (20 silver arrows)

158
T he Co mp anio n

Demon Slayer
Title: Tayla A’yqyn DaggerLeaf
Level: 16 Race: Human Class: Demon Hunter
Saved Saga: 2d6 Frenzy Pool: 2d10 Hit Points: 470
Physical Defense: +2 Mental Defense: +1 TAV: 12
S.I. 9%
Attributes
Strength: 24 Rank: 10 Dice: 2d10
-Dmg Mod: +5 Weight: vh/ 2m
Dexterity: 20 Rank: 8 Dice: 2d8
-Def Mod: +2 Initiative Mod: +2 Move: 5 (10)
Body: 21 Rank: 8 Dice: 2d8
-Toughness: 4 Body Save: 15 Chi: 56
Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +2 Range: +1
Intelligence: 18 Rank: 7 Dice: d8+d6
-Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 18 Rank: 7 Dice: d8+d6
-Mana Pool: n/a Fortitude: 1 Mental Def: 1
Charisma: 15 Rank: 5 Dice: d10
-Social Pool: +1 Reputation: +5

Combat Skills
Unarmed Combat: Martial Arts +3 Dmg: d8+(d6 chi)+5
Proficiencies: Throwing, Projectiles,
Specializations: Bows +2, Polearm +3, Knives & Daggers +1
Actions: Unarmed 4, Melee 3, Shooting 3, Magic 2

Character Skills
Skill Dice Skill Dice Ashes to Ashes: +1 to defend all undead & demons.
Circle Magic 1 2d8 Tracking 3 2d10 Improve Weapon: (r2) +d8 damage to any weapon.
Creature Lore 3 2d10 Exorcism 1 2d8 Spirit Trap: +2 lvls to circle magic trap for spirits.
Demon Lore 3 2d10 Concealment 3 2d10 Expulsion Ritual: 1 frenzy (holy water) +2 exorcism.
Demon’s Blood: +d6 Str, Per, Will for 30 min.
Talents: Charge, Quick Blade, Invitation, Combo Attack, Fury Demonic Ward: +2 to defend possession, +2 Will check.
Fighter, Hack, Quick Draw, Archery, Running Shot, Dead Eye, Hunter’s Senses: hunt down target by name.
Armor Piercing, Rapid Fire... or roll 2d6+4 talents. Anticipate Attack: +1 or +2 to defend for 1 or 2 SP.
Zweihander: if using a two-handed weapon add +d6.

Abilities Equipment
Unnatural Senses: +1 Per. check to sense the unnatural. Silver Dagger +1 (dmg: 3d6+5), Leathers AR: 8
Spirit Ward: +2 circle magic skill to make simple wards. Consecrated Silver Spear +3 (dmg: 2d12+2d6+5) (3d6
Demon Hate: (r2) +2 to hit demons and undead. with chi), Holy Water 2 (dmg d8 x 10 undead & demons),
Talisman: gain an edge (2d20) on defending possession. Wooden Stakes (d12+2 x3 vampires)
Consecrated Weapon: (r2) x4 dmg to undead & demons. Short Bow +1 (dmg: 2d8+1), Quiver (20 silver arrows)

159
De mo n G ate

Elite City Guard


Title: Sergeant Phaedra Atriceus
Level: 12 Race: Human Class: Warrior
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 250
Physical Defense: +2 Mental Defense: +1 TAV: 20
S.I. 7%
Attributes
Strength: 23 Rank: 9 Dice: d10+d8
-Dmg Mod: +5 Weight: vh/ 2m
Dexterity: 20 Rank: 8 Dice: 2d8
-Def Mod: +2 Initiative Mod: +2 Move: 6 (12)
Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 1 Body Save: 16 Chi: n/a
Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +2 Range: +1
Intelligence: 11 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 15 Rank: 5 Dice: d10
-Mana Pool: n/a Fortitude: 1 Mental Def: +1
Charisma: 15 Rank: 5 Dice: d10
-Social Pool: 1 Reputation: +5

Combat Skills
Unarmed Combat: Brawler +2 Dmg: d6+5
Proficiencies: Throwing, Projectiles, Heavy Armor
Specializations: Bow +2, Sword +3, Spear +2
Actions: Unarmed 3, Melee 3, Shooting 2, Magic 2

Character Skills
Combat Roll: OpC burn 1 SP to gain d6 on defense. If
Skill Dice Skill Dice
successful the warrior may also move 1 hex.
Observation 5 2d12 Endurance 3 2d10
Improve Weapon: add +d6 damage to all weapons
Interrogation 2 d8+d6 Trailing 3 2d10
Formation: move through are gaining +1 to Per rolls,
stealth rolls, and +1 to initiative.
Talents: Charge, Quick Blade, Invitation, Combo Attack, Fury
Battle Edge: burn 1 frenzy to roll 2d20 on attack to gain
Fighter, Hack, Quick Draw, Dead Eye... or roll 2d6+3 talents.
an edge, choosing the best one. Rating 2 burn 1 SP to
gain an edge for their defense roll. R: 2
Abilities
Wrath: OpC 1 SP to add x2 power damage.
Blood Rush: OOT (1 SP) roll endurance skill, add to HP.
War Master: OpC burn 1 SP to re-roll a roll of nat 1.
Vitality: +1 to an attribute.
War Cry: +1 to initiative for all allies within chr in hexes,
and +1 to hit for 1 full round.
Opposition: dex roll T # 6- 9 to gain +1 defend for 1
Equipment
Spear +2 (dmg: 2d12+d6+5), Chain & Plate AR: 19
round against specified target. T # 10 -14 for +2 defend.
Longbow +2 (dmg: 2d10+d6+2) Quiver: 20 arrows
Weapon of Choice: roll d4 add it to dmg modifier or shot
Broadsword +3 (dmg: d12+d10+d6+5), Iron Shield +3
dmg for 1 combat after maintaining weapon.

160
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Elite Mage Guard


Title: Amara Wyr the Red
Level: 12 Race: Human Class: Warlock
Saved Saga: 2d6 Frenzy Pool: 2d10 Hit Points: 160
Physical Defense: +2 Mental Defense: +2 TAV: (10)
S.I. 8%
Attributes
Strength: 18 Rank: 7 Dice: d8+d6
-Dmg Mod: +2 Weight: h/ 2l
Dexterity: 20 Rank: 8 Dice: 2d8
-Def Mod: +2 Initiative Mod: +2 Move: 5 (10)
Body: 15 Rank: 5 Dice: d10
-Toughness: 0 Body Save: 18 Chi: n/a
Perception: 16 Rank: 6 Dice: d12
-Shot Dmg Mod: +1 Range: +1
Intelligence: 23 Rank: 9 Dice: d10+d8
-Spell Time: n/a Spell Effect: +2 Languages: 4
Willpower: 26 Rank: 11 Dice: d12+d10
-Mana Pool: 420 Fortitude: 6 Mental Def: +2
Charisma: 12 Rank: 4 Dice: d8
-Social Pool: o Reputation: o

Combat Skills
Unarmed Combat: Basic +0 Dmg: d6+2
Proficiencies: Sorcery
Specializations: Red Magic +3, Spear +3
Actions: Unarmed 4, Melee 3, Shooting 3, Magic 2

Character Skills War ritual: 2 act, 20 drain, all allies within Will gain d6 frenzy.
Skill Dice Skill Dice Spell Focus: +1 spell effect for component additive used.
Battle Chant 5 d20+d12 Circle Magic 2 2d10 Spell Blast: (1 SP) gain d6 power damage or spell level to dmg.
Thaumaturgy 3 2d12 Read & Write 1 2d10 Spell Breaker: (1 SP) OOT one atk roll to deflect enemy spell.
Conjuring 2 d20+d6 Interrogation 4 2d8 Will of War: burn 1 frenzy to add will dice to red spell dmg.
Grimoire: +1 magic defense with book in hand, +1 spell craft.
Talents: Astral Mirror, Quick Spell, Power Surge, Elemental
Stand, Astral Link, Mana Burn, Disruption, Sense Presence... or Spells
roll 2d6+3 talents. Fire Orb, Ice Lance, Shock Orb, Web, Enslave, Shock Wave

Equipment
Abilities Red Athame +3 (dmg: 3d6+2), Leather Set AR: 6
Battle Rite: 1 magic action, add Will & Str to HP. Verendum Spear +1 to cast spells through or +3 to hit with
Red Athame: +1 to Hit and +d6 dmg. Will check to call blade. melee attacks (dmg: 2d10+2), Satchel
Verendum: +1 to cast while channeling through verendum. 2 Healing & 2 Mana Potions (+25 each), Personal spell book.
War Caster: (1 SP) +1 spell effect to any red spell for 4 rounds. Foci for Fire Orb: sulfer (4 uses), Iron Shackles, Key
Mana Armor: (r2) 1 act, 10 drain, +4 toughness +4 fortitude. Vial of Aqua Ignis; metal eating acid (2 vials)

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Enchanter Hedge Mage


Title: Wilam Hur Title: Elrynn Tunk
Level: 4 Race: Human Class: Enchanter Level: 1 Race: Human Class: Mage
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 46 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 16
Physical Defense: +1 Mental Defense: +1 TAV: 0 Physical Defense: +1 Mental Defense: +1 TAV: 0
S.I. 2% S.I. 2%
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 7 Rank: 3 Dice: d6
-Dmg Mod: +1 Weight: h/ 2l -Dmg Mod: +0 Weight: l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 12 Rank: 4 Dice: d8 Body: 12 Rank: 4 Dice: d8
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 12 Rank: 4 Dice: d8 Perception: 15 Rank: 5 Dice: d10
-Shot Dmg Mod: +0 Range: +0 -Shot Dmg Mod: +1 Range: +1
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 18 Rank: 7 Dice: d8+d6
Spell Time: 2d6 w Spell Effect: +1 Languages: 3 Spell Time: 2d6 w Spell Effect: +1 Languages: 3
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 18 Rank: 7 Dice: d8+d6
-Mana Pool: 42 Fortitude: 2 Mental Def: +1 -Mana Pool: 42 Fortitude: 2 Mental Def: +1
Charisma: 10 Rank: 4 Dice: d8 Charisma: 15 Rank: 5 Dice: d10
Social Pool: 0 Reputation: 0 Social Pool: 1 Reputation: +5

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6+1 Unarmed Combat: Basic +0 Dmg: d6
Proficiencies: Sorcery Proficiencies: Sorcery
Specializations: Hammers +1, Green Magic +1 Red Magic +1 Specializations: Red Magic +1, Green Magic +1,
Gray Magic +1
Character Skills Character Skills
Skill Dice Skill Dice Skill Dice Skill Dice
Armorer 3 2d10 Tinker 1 2d8 Conjuring 1 2d8 Thaumaturgy 1 2d8
Weapon Smith 3 2d10 Read & Write 1 2d8 Circle Magic 1 2d8 Read & Write 1 2d8
Crystal Lore 1 2d8 Thaumaturgy 1 2d8 Meditation 1 2d8 Battle Chant 1 2d8

Talents: Astral Link & Elemental Stand... or roll 1 or 2 talents. Talents: none

Abilities Abilities
Charm Stones: create item that grants +2 to any attribute. None
Scroll Craft: writing skill check, create 2 scrolls per day.
Verendum: +1 to cast while channeling through verendum. Spells
Spells: Astral detection, Imbue Element, Ignite & Douse Shock Orb, Ignite & Douse, Telekinesis (or choose 3)

Equipment Equipment
Channeling Hammer +1 hit and cast (dmg: 2d10+1) Staff (dmg: d12)
Personal Spell Book, Sewing Tools Personal Spell Book
Shoulder Bag Satchel

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High Priest
Title: Father Mormont Gallador
Level: 20 Race: Human Class: Priest
Saved Saga: 2d6 Frenzy Pool: 2d10 Hit Points: 485
Physical Defense: +2 Mental Defense: +3 TAV: 26
S.I. (32%)
Attributes
Strength: 20 Rank: 8 Dice: 2d8
-Dmg Mod: +3 Weight: vh/ 2m
Dexterity: 24 Rank: 10 Dice: 2d10
-Def Mod: +2 Initiative Mod: +2 Move: 5 (10)
Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 1 Body Save: 16 Chi: n/a
Perception: 23 Rank: 9 Dice: d10+d8
-Shot Dmg Mod: +3 Range: +2
Intelligence: 32 Rank: 14 Dice: d20+d8
-Spell Time: 2d10d Spell Effect: +3 Languages: 5
Willpower: 33 Rank: 14 Dice: d20+d8
-Mana Pool: n/a Fortitude: 10 Mental Def: +3
Charisma: 26 Rank: 11 Dice: d12+d10
-Social Pool: 1 Reputation: +10

Combat Skills
Unarmed Combat: Basic +0 Dmg: 2d6+3
Proficiencies: Sorcery
Specializations: Hammer +3, Staves +1
Shatter Undead: 25 mana, 3 act, +1 hit, will roll x lvl
Actions: Unarmed 2, Melee 2, Shooting 2, Magic 4
Purifying Light: 30 drain, 4 acts, light in 2.5 hex radius.
Celestial Armor: (r3) 10 mana, 1 act. +30 AR drains mana.
Character Skills
Holy Word: (r2) 2 acts, 25 mana, theology vs will -2 a/d.
Skill Dice Skill Dice
Exalted Deed: promise to gods for quest to gain SI.
Circle Magic 4 d20+2d8 Thaumaturgy 4 d20+2d8
Last Rites: SI check, theology x lvl HP to ally below 0 HP
Conjuring 6 d20+2d10 Exorcism 6 d20+2d10
Codex: with book x1 power fx, +1 theology, +1 SI.
Demon Lore 4 d20+2d8 Theology 6 d20+2d10
Counter Spell: 1 SP to counter any spell OpC and OOT.
Read & Write 4 d20+2d8 Battle Chant 4 d20+2d8
Spell Master: 1 frenzy to re-roll cast. Target may re-roll.

Talents: Astral Mirror, Quick Spell, Power Surge, Elemental


Spells
Stand, Astral Link, Mana Burn, Disruption, Sense Presence, Iron
Aether Bolt, Heal, Hard Flesh, Ignite & Douse, Light &
Will, Rapid Cast,, Hold Spell, Sense Scrying, Slow Enchantment,
Darkness, Divine Star, (or choose 3... with 1 gold)
Dual Casting, Concentrate, Disguise Aura, or roll 3d6+6 talents.

Abilities Equipment
Sacramental Silver Hammer +6 (dmg: d20+d12+3) x5 to
Bless: 1 S.I and 2 acts to grant +1 to a/d for a combat.
spirits & undead, Chain Set AR: 25 , Prayer Guide
Consecrate: 4 acts, 10 mana, holy water, spirits -1 to h.
Codex Spell Book, Holy Water 5 (dmg d8 x 10 undead &
Cure: 1 SP to re-roll heal results, spell or skill.
demons), Satchel, Holy Symbol +3 to S.I
Sacramental Weapon: (r3) 1 SI, silver weapon +3, x5 dmg.

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Merchant Monk Initiate


Title: Jorman Thelm Title: Brother Cain Yin
Level: 4 Race: Human Class: Merchant Level: 4 Race: Human Class: Monk
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 42 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 56
Physical Defense: +0 Mental Defense: +1 TAV: 8 Physical Defense: +1 Mental Defense: +1 TAV: 6
S.I. 3% S.I. (13%)
Attributes Attributes
Strength: 10 Rank: 4 Dice: d8 Strength: 16 Rank: 7 Dice: d8+d6
-Dmg Mod: +0 Weight: m/ 2vl -Dmg Mod: +2 Weight: h/ 2l
Dexterity: 12 Rank: 4 Dice: d8 Dexterity: 18 Rank: 7 Dice: d8+d6
-Def Mod: +0 Initiative Mod: +0 Move: 3 (6) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 12 Rank: 4 Dice: d8 Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 1 Body Save: 16 Chi: 50
Perception: 14 Rank: 5 Dice: d10 Perception: 10 Rank: 4 Dice: d8
-Shot Dmg Mod: +0 Range: +0 -Shot Dmg Mod: +1 Range: +1
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 10 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +0 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 16 Rank: 6 Dice: d12 Willpower: 18 Rank: 7 Dice: d8+d6
-Mana Pool: n/a Fortitude: 1 Mental Def: 1 -Mana Pool: n/a Fortitude: 1 Mental Def: 1
Charisma: 18 Rank: 7 Dice: d8+d6 Charisma: 10 Rank: 4 Dice: d8
-Social Pool: 1 Reputation: +5 -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6 Unarmed Combat: Martial Arts +3 Dmg: d8+2
Proficiencies: Blind Fighting, Throwing, Projectiles
Character Skills Specializations: Staves +1 (or choose)
Skill Dice Skill Dice Actions: Unarmed 3, Melee 2, Shooting 2, Magic 2
Appraisal 1 2d8 Heraldry 1 2d8
Barter 3 2d10 Law 1 2d8 Character Skills
Deceive 3 2d10 Leadership 1 2d8 Skill Dice Skill Dice
Detect Lies 2 d8+d6 Read & Write 1 2d8 Theology 4 2d8 Acrobatics 3 2d10
Speech 3 2d10
Talents: Charge, Hack... or roll 1 or 2 talents.
Talents: Retreat, Helping Hand... or roll 1 or 2 talents.
Abilities
Kata: spend 1 act to gain +1 to defend for 1 round.
Abilities Cat Fall: fall of 30’ ft with dex or acrobatics skill check.
Negotiate: 1 frenzy add +d6 to barter. Blessing: give ally +1 to hit for 10 chi.
Discount: +10% buy or sell.
Appropriate Funds: +d6 Looting +20% Chi Abilities
Chi Strike & Iron Fist (or choose 1)
Equipment
Merchant’s Scale, Satchel, Clay Writing Tablet, Sack, Equipment
10 units of goods. Leather & Padder armor: AR: 8 Quarterstaff +1 (d8+d4) (+d6 chi strike), Padded AR: 5
Prayer Guide, Holy Symbol +1%, Basket

164
T he Co mp anio n

Mu Dai Necromancer
Title: Ming Dowl Title: Eljar Nymbagl
Level: 4 Race: Human Class: Mu Dai Level: 4 Race: Human Class: Necromancer
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 44 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 36
Physical Defense: +1 Mental Defense: +1 TAV: 6 Physical Defense: +1 Mental Defense: +1 TAV: 5
S.I. 3% S.I. (3%)
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 12 Rank: 4 Dice: d8
-Dmg Mod: +1 Weight: h/ 2l -Dmg Mod: +0 Weight: m/2vl
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 15 Rank: 5 Dice: d10 Body: 15 Rank: 5 Dice: d10
-Toughness: 1 Body Save: 18 Chi: 38 -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 15 Rank: 5 Dice: d10 Perception: 16 Rank: 6 Dice: d12
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +1 Range: +1
Intelligence: 16 Rank: 6 Dice: d12 Intelligence: 18 Rank: 7 Dice: d8+d6
-Spell Time: 2d6 w Spell Effect: +1 Languages: 3 Spell Time: 2d6 w Spell Effect: +1 Languages: 3
Willpower: 16 Rank: 6 Dice: d12 Willpower: 18 Rank: 7 Dice: d8+d6
-Mana Pool: 40 Fortitude: 1 Mental Def: +1 -Mana Pool: 40 Fortitude: 2 Mental Def: +1
Charisma: 8 Rank: 3 Dice: d6 Charisma: 6 Rank: 2 Dice: d4
-Social Pool: o Reputation: o Social Pool: 0 Reputation: +0

Combat Skills Combat Skills


Unarmed Combat: Martial Arts +3 Dmg: d8+1 Unarmed Combat: Basic +0 Dmg: d6
Proficiencies: Sorcery, Throwing Proficiencies: Sorcery
Specializations: Swords +3 Specializations: Maces +1, Black Magic +3
Actions: Unarmed 3, Melee 2, Shooting 2, Magic 2
Character Skills
Character Skills Skill Dice Skill Dice
Skill Dice Skill Dice Thaumaturgy 1 2d8 Conjuring 1 2d8
Battle Chant 1 d8+d6 Read & Write 1 d8+d6 Circle Magic 1 2d8 Read & Write 1 2d8
Talents: Hack & Quick Draw... or roll 1 or 2 talents. Blood Magic 1 2d8 Necromancy 1 2d8

Abilities Talents: Mana Burn, Elemental Stand... or roll 1 or 2 talents.
Mystic Kata: 1 act +1 defend magic for 1 round.
Blade Ritual: +1 on their special weapon. Abilities
Blade Call: 1 act, 5 mana, will check to summon weapon. Blood Sacrament: 1 SP wound self gain +d6 necromancy
Chi Abilities Bone Hex: necromancy vs will, victim takes mental dmg.
Chi Strike & Iron Strike (or choose 1) Verendum: +1 to cast while channeling through verendum.
Spells Spells
Detect Life & Mana Bolt Bone Spear, Death Mask, Necral Armor
Equipment
Katana +3 (2d10+2) +d10+d6+1 chi/iron strike dmg. Equipment
Padded armor set: AR: 5, Basket, Personal Spell Channeling Staff +1 cast, +1 hit (dmg: d12+1)
Book Satchel, Personal Spell Book, Paddd Armor set AR: 5

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Novice Chaplain Priestess Initiate


Title: Kaia Nell Title: Sister Ally Nell
Level: 1 Race: Human Class: Chaplain Level: 1 Race: Human Class: Priestess
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 16 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 16
Physical Defense: +1 Mental Defense: +1 TAV: 2 Physical Defense: +1 Mental Defense: +1 TAV: 0
S.I. (11%) S.I. 10%
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 15 Rank: 5 Dice: d10
-Dmg Mod: +1 Weight: h/2l -Dmg Mod: +1 Weight: h/ 2l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 10 Rank: 4 Dice: d8
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +0 Initiative Mod: +0 Move: 3 (6)
Body: 12 Rank: 4 Dice: d8 Body: 12 Rank: 4 Dice: d8
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 7 Rank: 3 Dice: d6 Perception: 12 Rank: 4 Dice: d8
-Shot Dmg Mod: +0 Range: +0 -Shot Dmg Mod: +0 Range: +0
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 18 Rank: 7 Dice: d8+d6
Spell Time: 2d6 w Spell Effect: +1 Languages: 3 Spell Time: 2d6 w Spell Effect: +1 Languages: 3
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 18 Rank: 7 Dice: d8+d6
-Mana Pool: 40 Fortitude: 2 Mental Def: +1 -Mana Pool: 42 Fortitude: 2 Mental Def: +1
Charisma: 15 Rank: 5 Dice: d10 Charisma: 15 Rank: 5 Dice: d10
Social Pool: 1 Reputation: +5 Social Pool: 1 Reputation: +5

Combat Skills Combat Skills


Unarmed Combat: Fighter +1 Dmg: d6+1 Unarmed Combat: Basic +0 Dmg: d6+1
Proficiencies: Sorcery Proficiencies: Sorcery
Specializations: Maces +1, Hammers +1, White Magic +1 Specializations: Mace +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Healing 1 2d8 Plant Lore 1 2d8 Circle Magic 1 2d8 Thaumaturgy 1 2d8
Battle Chant 1 2d8 Read & Write 1 2d8 Conjuring 1 2d8 Exorcism 1 2d8
Medicines 1 2d8 Thaumaturgy 1 2d8 Theology 2 d8+d6 Read & Write 1 2d8

Talents: none Talents: none

Abilities Abilities
None None
Spells: Heal
Spells
Equipment Aether Bolt, Heal, Hard Flesh
Bone Mace (dmg: d12+1)
Healer’s Satchel Equipment
Holy Symbol +1 S.I. Club +1 (dmg: d12+1), Padded Armor: AR: 1
Prayer Guide, Holy Symbol +1 %
Healing Powders 2 (3d6 HP)

166
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Pirate Ranger
Title: Galen McDorman Title: Moff Nall
Level: 4 Race: Human Class: Pirate Level: 4 Race: Human Class: Ranger
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 56 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 56
Physical Defense: +1 Mental Defense: +0 TAV: 8 Physical Defense: +1 Mental Defense: +1 TAV: 6
S.I. 3% S.I. 3%
Attributes Attributes
Strength: 18 Rank: 7 Dice: d8+d6 Strength: 18 Rank: 7 Dice: d8+d6
-Dmg Mod: +2 Weight: h/ 2l -Dmg Mod: +2 Weight: h/ 2l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 18 Rank: 7 Dice: d8+d6 Body: 16 Rank: 6 Dice: d12
-Toughness: 1 Body Save: 16 Chi: n/a -Toughness: 0 Body Save: 17 Chi: n/a
Perception: 16 Rank: 6 Dice: d12 Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +2 Range: +1
Intelligence: 12 Rank: 4 Dice: d8 Intelligence: 13 Rank: 5 Dice: d10
-Spell Time: n/a Spell Effect: +0 Languages: 2 -Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 10 Rank: 4 Dice: d8 Willpower: 10 Rank: 4 Dice: d8
-Mana Pool: n/a Fortitude: 0 Mental Def: 0 -Mana Pool: n/a Fortitude: 0 Mental Def: 0
Charisma: 10 Rank: 4 Dice: d8 Charisma: 10 Rank: 4 Dice: d8
-Social Pool: o Reputation: o -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Brawler +2 Dmg: d6+2 Unarmed Combat: Fighter +1 Dmg: d6+2
Proficiencies: Throwing, Projectiles Proficiencies: Projectiles, Throwing
Specializations: Knives & Daggers +1, Swords +1 Specializations: Axes +1, Bows +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Concealment 1 d8+d6 Steal 3 2d8 Wild Survival 2 d8+d6 Tracking 3 2d10
Looting 1 d8+d6 Swimming 2 d8+d6 Animal Kinship 3 d8+d6 Plant Lore 1 d12
Sea Faring 3 2d8 Foraging 3 2d10 Hunting 3 2d10

Talents: Charge & Helping Hand... or roll 1 or 2 talents. Talents: Dead Eye & Quick Draw... or roll 1 or 2 talents.

Abilities Abilities
Trickery: Dex vs Per for 1 act, foe suffers -2 d for next atk Eagle Eye: +1 Per. check to sense the unnatural.
Blind Side: x3 dmg sneak attack. Foe takes -1 BS on KO Survivalist: +2 circle magic skill to make simple wards.
Plunder: 1 frenzy to gain +d6 looting skill. Ranger Cloak: +1 to hit demons and undead.

Equipment Equipment
Bone Knife +1 (dmg: d10+2), Leather Set AR: 7 Silver Dagger +1 (dmg: 2d6+2), Leather Set AR: 5
Cutlass +1 (dmg: d10+d6+2), Sack 3 Bone Axes +1 (dmg: 2d6+2), Holy Water 2 (dmg d8 x 10
undead & demons), Wooden Stakes (d12+2 x3 vampires)
Short Bow +1 (dmg: 2d8+1), Quiver (20 silver arrows)

167
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Rogue Scout
Title: Rynn Farrow Title: Aynuk Two Trees
Level: 4 Race: Human Class: Thief Level: 4 Race: Human Class: Scout
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 42 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 48
Physical Defense: +1 Mental Defense: +0 TAV: 6 Physical Defense: +1 Mental Defense: +0 TAV: 6
S.I. 3% S.I. 3%
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 15 Rank: 5 Dice: d10
-Dmg Mod: +1 Weight: h/ 2l -Dmg Mod: +1 Weight: h/ 2l
Dexterity: 18 Rank: 7 Dice: d8+d6 Dexterity: 18 Rank: 7 Dice: d8+d6
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 12 Rank: 4 Dice: d8 Body: 16 Rank: 6 Dice: d12
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 0 Body Save: 17 Chi: n/a
Perception: 18 Rank: 7 Dice: d8+d6 Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +2 Range: +1 -Shot Dmg Mod: +2 Range: +1
Intelligence: 12 Rank: 4 Dice: d8 Intelligence: 13 Rank: 5 Dice: d10
-Spell Time: n/a Spell Effect: +0 Languages: 2 -Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 8 Rank: 3 Dice: d6 Willpower: 10 Rank: 4 Dice: d8
-Mana Pool: n/a Fortitude: 0 Mental Def: 0 -Mana Pool: n/a Fortitude: 0 Mental Def: 0
Charisma: 16 Rank: 6 Dice: d12 Charisma: 10 Rank: 4 Dice: d8
-Social Pool: 1 Reputation: +5 -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6+1 Unarmed Combat: Fighter +1 Dmg: d6+1
Proficiencies: Throwing, Dual Melee Proficiencies: Projectiles, Throwing
Specializations: Knives & Daggers +2 Specializations: Swords +1, Bows +2
Actions: Unarmed 2, Melee 3, Shooting 2, Magic 2
Character Skills
Character Skills Skill Dice Skill Dice
Skill Dice Skill Dice Stealth 3 2d10 Tracking 3 2d10
Concealment 1 2d8 Steal 3 2d10 Concealment 3 2d10 Observation 3 2d10
Looting 1 2d8 Stealth 3 2d10 Navigate Land 1 2d8 Listening 3 2d10
Lock Picking 3 2d10 Traps 1 d10 Wild Survival 1 2d8
Street Wise 1 d8+d6
Talents: Dead Eye & Quick Draw... or roll 1 or 2 talents.
Talents: Retreat, Quick Blade... or roll 1 or 2 talents.

Abilities Abilities
Prowl: 1 frenzy +d6 pre-stealth check, 1 SP post check. Light Foot: 1 SP add to stealth skill check.
Fade: 1 frenzy +d6 pre-concealment check, 1 SP post. Trap Hunter: 1 frenzy add +d6 trap finding.
Evade: 1 SP to add d6 to defense roll. Trail Blazer: navigate roll + all ally Per, d6

Equipment Equipment
4 Throwing Knives +3 (dmg: d10+1), Leather Set AR: 6 Short Bow +2 (2d8+2 dmg), Quiver (20 arrows)
2 Daggers +2 (dmg: 2d6+1), Sack, 2 Lockpicks Spy Glass, Satchel, Dagger +1 (2d6+1) Leather Set AR: 6

168
T he Co mp anio n

Shield Maiden
Title: Vyrun Scavok
Level: 12 Race: Human Class: Barbarian
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 230
Physical Defense: +2 Mental Defense: +1 TAV: 15
S.I. 8%
Attributes
Strength: 23 Rank: 9 Dice: d10+d8
-Dmg Mod: +5 Weight: vh/ 2m
Dexterity: 20 Rank: 8 Dice: 2d8
-Def Mod: +2 Initiative Mod: +2 Move: 6 (12)
Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 1 Body Save: 16 Chi: n/a
Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +2 Range: +1
Intelligence: 11 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 15 Rank: 5 Dice: d10
-Mana Pool: n/a Fortitude: 1 Mental Def: +1
Charisma: 15 Rank: 5 Dice: d10
-Social Pool: 1 Reputation: +5

Combat Skills
Unarmed Combat: Brawler +2 Dmg: d6+5
Proficiencies: Throwing, Projectiles, Heavy Armor
Specializations: Bow +2, Axe, +2, Hammer +3
Actions: Unarmed 3, Melee 3, Shooting 2, Magic 2
Character Skills
Skill Dice Skill Dice
Hunting 5 2d12 Endurance 3 2d10
Lifting 3 2d12 Wild Survival 3 d8+d6
Climbing 2 2d10
Talents: Charge, Quick Blade, Invitation, Combo Attack, Fury
Fighter, Hack, Quick Draw, Dead Eye... or roll 2d6+3 talents.
Scalps: 1 SP per kill of worthy opponent.
Abilities Brutality: 1 SP add x2 power dmg for 1 round.
Iron Hide: gain 2 toughness.
Beast Sense: 1 frenzy to gain +d6 perception.
Blood Rage: if hit 1 frenzy, +2 dmg mod, +20 HP. Equipment
Battle Cry: +1 initiative for allies. Warhammer +3 (dmg: d20+2d6+5),
Blood Lust: each kill, add 1 to dmg mod and shot mod. Brigandine & Chain set armor AR: 15,
War Paint: temporary +2 any attribute. Longbow +2 (dmg: 2d10+d6+2) Quiver: 20 arrows
Improve Weapon: add d6 dmg to any weapon. Wineskin, Backpack, Infantry Shield +3 (400 SHP)
Enrage: Bod vs. Will to pull aggro or taunt a foe OOT.
Fury: 1 SP gain +1, +2, or +3 to hit for 1 round.

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Soldier Starving Cannibal


Title: Garl Tyr Title: Brun Blood Tooth
Level: 4 Race: Human Class: Warrior Level: 1 Race: Human Class: Pirate
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 54 Saved Saga: d6 Frenzy Pool: d6 Hit Points: 22 (11)
Physical Defense: +1 Mental Defense: +1 TAV: 6 Physical Defense: (-2) Mental Defense: (-2) TAV: 0
S.I. 3% S.I. 2%
Attributes Attributes
Strength: 18 Rank: 7 Dice: d8+d6 Strength: 18 Rank: 7 Dice: d8+d6-2
-Dmg Mod: +2 Weight: h/ 2l -Dmg Mod: +2 Weight: h/ 2l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 14 Rank: 5 Dice: d10-2
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +0 Initiative Mod: +0 Move: 4 (8), 2 (4)
Body: 18 Rank: 7 Dice: d8+d6 Body: 16 Rank: 6 Dice: d12-2
-Toughness: 1 Body Save: 16 Chi: n/a -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 15 Rank: 5 Dice: d10 Perception: 18 Rank: 7 Dice: d8+d6-2
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +2 Range: +1
Intelligence: 16 Rank: 6 Dice: d12 Intelligence: 12 Rank: 6 Dice: d12-2
-Spell Time: n/a Spell Effect: +0 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 2
Willpower: 16 Rank: 6 Dice: d12 Willpower: 12 Rank: 6 Dice: d12-2
-Mana Pool: n/a Fortitude: 1 Mental Def: 1 -Mana Pool: n/a Fortitude: 0 Mental Def: 0
Charisma: 6 Rank: 2 Dice: d4 Charisma: 10 Rank: 4 Dice: d8-2
-Social Pool: o Reputation: o -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Brawler +2 Dmg: d6+2 Unarmed Combat: Brawler +2 Dmg: d6+2
Proficiencies: Throwing, Projectiles, Heavy, AP: Heavy Proficiencies: Throwing
Specializations: Axes +1, Bows +1 Specializations: Knives +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Wild Survival d8+d6 Tracking 2 d8+d6 Concealment 1 d8+d6 (-2) Steal 1 d12 (-2)
Looting 1 d8+d6 (-2) Swimming 1 d12 (-2)
Talents: Invitation & Combo Attack... or roll 1 or 2 talents. Seafaring 1 d12 (-2)

Talents: none..
Abilities
Blood Rush: OOT (1 SP) roll endurance skill, add to HP. Fatigued: -2 attack/ defend -2 all skill & attribute
Vitality: +1 to an attribute. checks, -2 movement, & -50% to Max Hit Points. These
War Cry: +1 to initiative for all allies within chr in hexes, modifications to stats are represented primarily in
and +1 to hit for 1 full round. parenthesis.

Equipment Abilities
Iron Axe +1 (dmg: 2d8+2), Leather Set AR: 5 None
3 Bone Axes +1 (dmg: 2d6+2), Sack
Longbow +1 (dmg: 2d10+1), Quiver (20 silver arrows) Equipment
Bone Knife -1 (dmg: d10+2), Club -2 (dmg: d12+2)

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T he Co mp anio n

Summoner Sword Master


Title: Farrah Mawl Title: Alberto Domingo
Level: 4 Race: Human Class: Summoner Level: 4 Race: Human Class: Sword Master
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 35 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 56
Physical Defense: +1 Mental Defense: +1 TAV: 5 Physical Defense: +1 Mental Defense: +0 TAV: 8
S.I. (3%) S.I. 3%
Attributes Attributes
Strength: 12 Rank: 4 Dice: d8 Strength: 15 Rank: 5 Dice: d10
-Dmg Mod: +0 Weight: m/2vl -Dmg Mod: +1 Weight: h/ 2l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 18 Rank: 7 Dice: d8+d6
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 15 Rank: 5 Dice: d10 Body: 12 Rank: 4 Dice: d8
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 16 Rank: 6 Dice: d12 Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +2 Range: +1
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 12 Rank: 4 Dice: d8
Spell Time: 2d6 w Spell Effect: +1 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 2
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 8 Rank: 3 Dice: d6
-Mana Pool: 40 Fortitude: 2 Mental Def: +1 -Mana Pool: n/a Fortitude: 0 Mental Def: 0
Charisma: 6 Rank: 2 Dice: d4 Charisma: 16 Rank: 6 Dice: d12
Social Pool: 0 Reputation: +0 -Social Pool: 1 Reputation: +5

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6 Unarmed Combat: Fighter +1 Dmg: d6+1
Proficiencies: Sorcery Proficiencies: Throwing, Blind Fighting
Specializations: Maces +1, Brown Magic +3 Specializations: Swords +2

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Thaumaturgy 1 2d8 Conjuring 3 2d10 Concealment 1 2d8 Acrobatics 3 2d10
Circle Magic 1 2d8 Read & Write 1 2d8 Looting 1 2d8 Seduction 3 d10+d8
Crystal Lore 1 2d8 Creature Lore 1 2d8 Dancing 3 2d10

Talents: Mana Burn, Astral Mirror... or roll 1 or 2 talents. Talents: Retreat, Quick Blade... or roll 1 or 2 talents.

Abilities
Blood Sacrament: 1 SP wound self gain +d6 necromancy Abilities
Bone Hex: necromancy vs will, victim takes mental dmg. Prowl: 1 frenzy +d6 pre-stealth check, 1 SP post check.
Verendum: +1 to cast while channeling through verendum. Fade: 1 frenzy +d6 pre-concealment check, 1 SP post.
Spells Evade: 1 SP to add d6 to defense roll.
Siphon Power, Summon Shadow Imp, Summon Varg
Equipment Equipment
Jewel Scepter +1 cast, +1 hit (dmg: d10+1) Rapier +2 (d10+d6+1), Gambeson & Leather Set AR: 8
Satchel, Personal Spell Book, Lupus Root: 3, 2 Throwing Knives +1 (dmg: d10+1)
Padded Armor set AR: 5 Satchel, Sack

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Templar Thief
Title: Faronne de la Rosa Title: Yen Nightshade
Level: 4 Race: Human Class: Templar Level: 4 Race: Human Class: Thief
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 62 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 38
Physical Defense: +1 Mental Defense: +1 TAV: 10 Physical Defense: +1 Mental Defense: +0 TAV: 5
S.I. (12%) S.I. 3%
Attributes Attributes
Strength: 18 Rank: 7 Dice: d8+d6 Strength: 12 Rank: 4 Dice: d8
-Dmg Mod: +2 Weight: h/ 2l -Dmg Mod: +0 Weight: m/ 2vl
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 18 Rank: 7 Dice: d8+d6
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 18 Rank: 7 Dice: d8+d6 Body: 12 Rank: 4 Dice: d8
-Toughness: 3 Body Save: 16 Chi: n/a -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 15 Rank: 5 Dice: d10 Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +2 Range: +1
Intelligence: 6 Rank: 2 Dice: d4 Intelligence: 13 Rank: 5 Dice: d10
-Spell Time: n/a Spell Effect: +0 Languages: 1 -Spell Time: n/a Spell Effect: +0 Languages: 2
Willpower: 16 Rank: 6 Dice: d12 Willpower: 10 Rank: 4 Dice: d8
-Mana Pool: n/a Fortitude: 1 Mental Def: +1 -Mana Pool: n/a Fortitude: 0 Mental Def: 0
Charisma: 12 Rank: 4 Dice: d8 Charisma: 16 Rank: 6 Dice: d12
-Social Pool: o Reputation: o -Social Pool: 1 Reputation: +5

Combat Skills Combat Skills


Unarmed Combat: Brawler +2 Dmg: d6+2 Unarmed Combat: Basic +0 Dmg: d6
Proficiencies: Heavy, Throwing, Projectiles Proficiencies: Throwing
Specializations: Hammers +2 Specializations: Knives & Daggers +2

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Theology 3 d10 Tracking 2 d8+d6 Concealment 1 2d8 Steal 3 2d10
Demon Lore 3 d12 Exorcism 1 d8+d6 Looting 1 2d8 Stealth 3 2d10
Lock Picking 3 2d10 Traps 1 d12
Talents: Hack & Invitation... or roll 1 or 2 talents. Street Wise 1 d8+d6

Talents: Retreat, Quick Blade... or roll 1 or 2 talents.
Abilities
Toughen: +2 toughness
Shield Ally: OOT 1 SP grant ally your shield bonus. Abilities
Elysian Weapon: +1 to hit special weapon Prowl: 1 frenzy +d6 pre-stealth check, 1 SP post check.
Fade: 1 frenzy +d6 pre-concealment check, 1 SP post.
Equipment Evade: 1 SP to add d6 to defense roll.
Elysian Hammer +3 (dmg: d12+d8+2),
Chain Armor set AR: 5, Holy Water 2 (dmg d8 x 10 Equipment
undead & demons), Prayer Guide, Satchel, 4 Throwing Knives +3 (dmg: d10), Leather Set AR: 5
Infantry Shield +3 (400 SHP), Holy Symbol (+1 SI%) Daggers +2 (dmg: 2d6), Sack, 2 Lockpicks

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Town Guard Town Guard Sgt.


Title: Jurgen Morvak Title: Sgt. Thorm Herring
Level: 4 Race: Human Class: Warrior Level: 8 Race: Human Class: Warrior
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 60 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 100
Physical Defense: +1 Mental Defense: 0 TAV: 6 Physical Defense: +1 Mental Defense: 0 TAV: 12
S.I. 3% S.I. 6%
Attributes Attributes
Strength: 19 Rank: 7 Dice: d8+d6 Strength: 20 Rank: 8 Dice: 2d8
-Dmg Mod: +3 Weight: h/ 2l -Dmg Mod: +3 Weight: vh/ 2m
Dexterity: 16 Rank: 6 Dice: d12 Dexterity: 16 Rank: 6 Dice: d12
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 18 Rank: 7 Dice: d8+d6 Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 1 Body Save: 16 Chi: n/a -Toughness: 1 Body Save: 16 Chi: n/a
Perception: 15 Rank: 5 Dice: d10 Perception: 15 Rank: 5 Dice: d10
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +1 Range: +1
Intelligence: 11 Rank: 4 Dice: d8 Intelligence: 11 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +0 Languages: 1 -Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 12 Rank: 4 Dice: d8 Willpower: 12 Rank: 4 Dice: d8
-Mana Pool: n/a Fortitude: 0 Mental Def: o -Mana Pool: n/a Fortitude: 0 Mental Def: o
Charisma: 10 Rank: 4 Dice: d8 Charisma: 16 Rank: 6 Dice: d12
-Social Pool: o Reputation: o -Social Pool: 1 Reputation: +5

Combat Skills Combat Skills


Unarmed Combat: Brawler +2 Dmg: d6+3 Unarmed Combat: Brawler +2 Dmg: d6+3
Proficiencies: Throwing, Projectiles Proficiencies: Throwing, Projectiles
Specializations: Bow +1, Sword +1, Spear +2 Specializations: Bow +1, Sword +2, Spear +3
Character Skills
Character Skills Skill Dice Skill Dice
Skill Dice Skill Dice Observation 1 d12 Endurance 1 d8+d6
Observation 1 d12 Endurance 1 d8+d6 Leadership 4 2d10 Trailing 3 2d8
Talents: Charge, Hack.. or roll 1 or 2 talents.

Talents: Charge & Dead Eye... or roll 1 or 2 talents. Abilities
Blood Rush: OOT (1 SP) roll endurance skill, add to HP.
Vitality: +1 to an attribute.
Abilities War Cry: +1 to initiative allies and +1 to hit 1 full round.
Blood Rush: OOT (1 SP) roll endurance skill, add to HP. Opposition: dex T # 6-9 +1 def, T # 10-14 for +2 defend.
Vitality: +1 to an attribute. Weapon of Choice: roll d4 add it to dmg modifier or shot
War Cry: +1 to initiative for all allies within chr in hexes, dmg for 1 combat after maintaining weapon.
and +1 to hit for 1 full round. Combat Roll: OpC 1 SP +d6 on defense. Move 1 hex.
Improve Weapon: add +d6 damage to all weapons
Equipment Equipment
Spear +1 (dmg: 2d10+3), Leather/ Hide Armor ar: 5 Spear +3 (dmg: 2d12+d6+3), Chain set AR: 11,
Short Bow +1 (dmg: 2d8+1) Quiver: 20 arrows Broadsword +2 (dmg: d12+d10+d6+3), Satchel, Horn
Short Sword +1 (dmg: 2d8+3), Iron Shield +3 (350 SHP) Iron Shield +3 (350 SHP)

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War Lord
Title: Agramond Blackskull
Level: 20 Race: Human Class: Warrior
Saved Saga: 2d6 Frenzy Pool: 2d10 Hit Points: 620
Physical Defense: +2 Mental Defense: +1 TAV: 18
S.I. 12%
Attributes
Strength: 23 Rank: 9 Dice: d10+d8
-Dmg Mod: +5 Weight: vh/ 2m
Dexterity: 20 Rank: 8 Dice: 2d8
-Def Mod: +2 Initiative Mod: +2 Move: 6 (12)
Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 1 Body Save: 16 Chi: n/a
Perception: 18 Rank: 7 Dice: d8+d6
-Shot Dmg Mod: +2 Range: +1
Intelligence: 11 Rank: 4 Dice: d8
-Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 15 Rank: 5 Dice: d10
-Mana Pool: n/a Fortitude: 1 Mental Def: +1
Charisma: 15 Rank: 5 Dice: d10
-Social Pool: 1 Reputation: +5

Combat Skills
Unarmed Combat: Brawler +2 Dmg: d6+5
Proficiencies: Throwing, Projectiles, Heavy Armor
Specializations: Bow +1, Swords +2, Polearms +3
Actions: Unarmed 3, Melee 3, Shooting 2, Magic 2
Character Skills
Skill Dice Skill Dice successful the warrior may also move 1 hex.
Hunting 5 2d12 Endurance 3 2d10 Improve Weapon: add +d6 damage to all weapons
Lifting 3 2d12 Wild Survival 3 d8+d6 Formation: move through are gaining +1 to Per rolls,
stealth rolls, and +1 to initiative.
Talents: Charge, Quick Blade, Invitation, Combo Attack, Fury Battle Edge: (r2) burn 1 frenzy to roll 2d20 on attack to
Fighter, Hack, Quick Draw, Dead Eye... or roll 2d6+3 talents. gain an edge, choosing the best one. Rating 2 burn 1 SP
to gain an edge for their defense roll.
Abilities Wrath: OpC 1 SP to add x2 power damage.
Blood Rush: (r3) OOT 1 SP roll endurance x3, add to HP. War Master: OpC burn 1 SP to re-roll a roll of nat 1.
Vitality: +1 to an attribute. Fearless: Will checks against fear at +10 lvls.
War Cry: +1 to initiative for all allies within chr in hexes, Anticipate Attack: 1 or 2 SP to gain +1 or +2 to defend.
and +1 to hit for 1 full round. Tank: (r4) OpC the character can soak 100 dmg.
Opposition: dex roll T # 6- 9 to gain +1 defend for 1
round against specified target. T # 10 -14 for +2 defend. Equipment
Weapon of Choice: roll d4 add it to dmg modifier or shot Bardiche +3 (dmg: d20+3d6+5), Scale & Chain set
dmg for 1 combat after maintaining weapon. AR: 17, Longsword +2 (dmg: 2d10+d6+5)
Combat Roll: OpC burn 1 SP to gain d6 on defense. If Wineskin, Backpack, Target Shield +2 (200 SHP)

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Warlock Warrior
Title: Kal Borne the Red Title: Bailiff Gayden Thorn
Level: 4 Race: Human Class: Warlock Level: 4 Race: Human Class: Warrior
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 46 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 65
Physical Defense: +1 Mental Defense: +1 TAV: 8 Physical Defense: +1 Mental Defense: 0 TAV: 8
S.I. (3%) S.I. 3%
Attributes Attributes
Strength: 15 Rank: 5 Dice: d10 Strength: 21 Rank: 8 Dice: 2d8
-Dmg Mod: +1 Weight: h/2l -Dmg Mod: +4 Weight: vh/ 2m
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 12 Rank: 4 Dice: d8 Body: 18 Rank: 7 Dice: d8+d6
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 1 Body Save: 16 Chi: n/a
Perception: 15 Rank: 5 Dice: d10 Perception: 15 Rank: 5 Dice: d10
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +1 Range: +1
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 11 Rank: 4 Dice: d8
Spell Time: 2d6 w Spell Effect: +1 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 1
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 12 Rank: 4 Dice: d8
-Mana Pool: 40 Fortitude: 2 Mental Def: +1 -Mana Pool: n/a Fortitude: 0 Mental Def: o
Charisma: 7 Rank: 3 Dice: d6 Charisma: 10 Rank: 4 Dice: d8
Social Pool: 0 Reputation: +0 -Social Pool: o Reputation: o

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6+1 Unarmed Combat: Brawler +2 Dmg: d6+4
Proficiencies: Sorcery Proficiencies: Heavy Armor, Throwing, Projectiles
Specializations: Polearm +1, Red Magic +3 Specializations: Maces +2, Axes +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Conjuring 1 2d8 Circle Magic 1 2d8 Detect Lies 3 2d8 Endurance 1 d8+d6
Battle Chant 1 2d8 Read & Write 1 2d8 Observation 1 d12
Thaumaturgy 1 2d8
Talents: Hack & Quick Blade... or roll 1 or 2 talents.
Talents: Astral Mirror & Power Surge... or roll 1 or 2 talents.

Abilities Abilities
Battle Rite: Will & Str added to max HP for combat. Blood Rush: OOT (1 SP) roll endurance skill, add to HP.
Red Athame: +1 dagger +d6 dmg, returns when called. Vitality: +1 to an attribute.
Verendum: +1 to cast while channeling through verendum. War Cry: +1 to initiative for all allies within chr in hexes,
Spells and +1 to hit for 1 full round.
Fire Orb, Ice Lance, Shock Orb
Equipment
Equipment Iron Mace +2 (dmg: 2d8+4), Leather Armor AR: 7
Spear (dmg: 2d8+1), Brigandine & Leather set AR: 8 2 Throwing Axes +1 (dmg: d12+d4+4), Iron Shackles, Key
Shoulder Bag, Personal Spell Book Iron Shield +3 (350 SHP), Lantern, Vials of Oil (2)

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Witch Zealot
Title: Yara Teal Title: Damon Thar
Level: 4 Race: Human Class: Witch Level: 4 Race: Human Class: Zealot
Saved Saga: d6 Frenzy Pool: d10 Hit Points: 38 Saved Saga: d6 Frenzy Pool: d10 Hit Points: 35
Physical Defense: +1 Mental Defense: +1 TAV: 4 Physical Defense: +1 Mental Defense: +1 TAV: 6
S.I. 3% S.I. (11%)
Attributes Attributes
Strength: 7 Rank: 3 Dice: d6 Strength: 18 Rank: 7 Dice: d8+d6
-Dmg Mod: +0 Weight: l -Dmg Mod: +2 Weight: h/ 2l
Dexterity: 15 Rank: 5 Dice: d10 Dexterity: 15 Rank: 5 Dice: d10
-Def Mod: +1 Initiative Mod: +1 Move: 4 (8) -Def Mod: +1 Initiative Mod: +1 Move: 4 (8)
Body: 12 Rank: 4 Dice: d8 Body: 6 Rank: 2 Dice: d4
-Toughness: 0 Body Save: 18 Chi: n/a -Toughness: 0 Body Save: 18 Chi: n/a
Perception: 15 Rank: 5 Dice: d10 Perception: 15 Rank: 5 Dice: d10
-Shot Dmg Mod: +1 Range: +1 -Shot Dmg Mod: +1 Range: +1
Intelligence: 18 Rank: 7 Dice: d8+d6 Intelligence: 16 Rank: 6 Dice: d12
Spell Time: 2d6 w Spell Effect: +1 Languages: 3 -Spell Time: n/a Spell Effect: +0 Languages: 3
Willpower: 18 Rank: 7 Dice: d8+d6 Willpower: 16 Rank: 6 Dice: d12
-Mana Pool: 42 Fortitude: 2 Mental Def: +1 -Mana Pool: n/a Fortitude: 1 Mental Def: 1
Charisma: 15 Rank: 5 Dice: d10 Charisma: 18 Rank: 7 Dice: d8+d6
Social Pool: 1 Reputation: +5 -Social Pool: 1 Reputation: +5

Combat Skills Combat Skills


Unarmed Combat: Basic +0 Dmg: d6 Unarmed Combat: Fighter +1 Dmg: d6+2
Proficiencies: Sorcery Proficiencies: Throwing
Specializations: White Magic +3 Specializations: Swords +1, Knives & Daggers +1

Character Skills Character Skills


Skill Dice Skill Dice Skill Dice Skill Dice
Conjuring 1 2d8 Plant Lore 1 2d8 Interrogation 1 2d8 Read & Write 1 d8+d6
Circle Magic 1 2d8 Read & Write 1 2d8 Speech 3 2d10 Theology 1 d8+d6
Crystal Lore 1 2d8 Thaumaturgy 1 2d8 Concealment 3 2d8

Talents: Astral Mirror & Astral Link... or roll 1 or 2 talents. Talents: Invitation & Vanish... or roll 1 or 2 talents.

Abilities Abilities
Attunement: add 5 mana to drain to get +1 effect on heal Fanatic: 1 frenzy to add willpower roll twice for fear.
Circle of Protection: +1 on all circles of protection. Militant: 1 SP to add d3 to your + to hit for 1 round.
Verendum: +1 to cast while channeling through verendum. Undying Devotion: 1 SI, add theology roll to HP OOT.
Spells
Fire Dance, Hard Flesh, Heal Equipment
Cutlass +1 (dmg: d10+d6+2), Hide Set AR: 6
Equipment Curved Dagger +1 (dmg: d8+d6+2), Holy Symbol +1 SI
Staff +1 cast and to hit (d12 dmg), Hide & Fur set AR: 4 Prayer Guide, Satchel
Satchel, Personal Spell Book, Healing Potions: 2 (+25)

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Occult Items
These items of the occult can be purchased
or found during adventures if, as a gm you wish to
allow them to be discovered. These are all considered
powerful magic items which are not so easily found.
Relics should by no means be easily
picked up or purchased. For instance,
many of these items are very valuable
and people have killed for items such
as these. If one of them is found for
for sale it would be guarded well or
magically trapped in a contraption
for viewing. Feel free to read the
descriptions as the seller of the
item if you wish. Perhaps you could
even use them as a quest item that
the players are hunting down? The
items have stats after the description
and the cost to purchase will be listed. If
the item were to be sold by a PC, you must
treat it like all other items within the book.
Player characters selling an item would
normally only get 25% of the listed cost
that it would be to buy it.
Each item is given a brief
description as read by a seller
of the artifact, or a collector
describing the item to new eyes.
You may notice the description
will be followed by the Truth. This
is simply a description in mechanical
terms for the item to be used in game
and what its actual powers are. After
that you will see the stats laid out for
quick review. Relics are of course quite
rare and many magic items will not allow
those with less experience to wield an item
at its full power, but relics are often different. Relics is very dangerous, especially when an item is found
usually possess so much power that anyone can use in the black towers of the ancient void gods. A race of
them, even if it kills them when doing so. Thus, make ancient demonic beings from a distant solar system,
sure adventurers beware, some esoteric and occult whose knowledge and technology are lost to the ages.
magic is not to be trifled with. As always some magic Thus, “buyer beware and tread lightly in greedy wakes”.

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slayer weaponry is to edge the blades or coat them in


silver. Something within the silver is purity of the
earth and burns the spiritual beings and the corporeal
flesh. It works well with therianthropes too. One of
the first to spread the legend of its discovery was an
orc, when he crafted a demon slayer spear to battle
lycanthropes on the Twisted Moors. The org hunter
Drillyok Rigmail, saved his village from the werewolves
that were feeding off of his people. That village later
became the city Gun Gru. First the weapon is edged in
silver, before the demon runes are placed into the hilt
or the haft of the weapon. In these particular demon
slayers, the runes are inlaid into the eyes of the artistry.
These blades are used to hunt undead and all manner
of spirits that do not belong in this world any longer.”

Demon Blades The Truth: demon hunter runes deal x1 power damage
to an undead being or spirit per rune that is planted
“These are not so very uncommon in the realms. within the blade. A silver coat on a demon hunter
Many hunters often come to have these types of blades weapon will automatically cause x2 power damage,
crafted for them, specifically for the task of hunting thus 2 demon runes in a silver edged blade would
the abominations of Hell. They are specially designed cause x4 power damage. Some game masters may want
to burn, slash, and slay spiritual beings. The blades to restrict power on runes if they wish, to unlock a
are often crafted from hardened, tempered steel alloys. rune every 5-character levels, thus you would need to
When valcrium, mertacullum, or other very expensive be a 10th level character to use the full power of these
steels cannot be purchased, one must work with what blades. This is an optional rule discussed in the core
they can get. The proper way to create exquisite demon rulebook under runes.

Item Name Effects Wt Dur Design Ability Hands A% Cost


Fine Silver Fine Demon Dagger d8+d6 VL S Enchanter x4 power dmg 1 10% 130g
Demon Blades Fine Demon Broadsword d12+d10 M S Enchanter x4 power dmg 1 9% 150g

Ejahook’s Eye & artifact was crafted to deceive. Perhaps not intentionally
the Godslayer’s Grimoire in the oldest ages of its first conception, but later on
it was manufactured by powerful enchanters of the
“This vile amulet is anything but an item that cults that fell to worship it. They would shape its outer
you would wish to place around your neck. The amulet visage into what it is today.
first appears as an elegant golden talisman with a It is said that once it is placed over the head
magical symbol of the elven-star or the seven-pointed that the wearer has chosen to accept Ejahook into their
heptagram. Angelic runes placed within the seven soul and become one with the entity. That by choice
points of the star falsely represent angelic magic of they have allowed it to touch them and for Ejahook
some kind. This divine image tricks you into thinking to use their body as an unholy vessel. The amulet will
this item has some kind of alliance with the realm of awaken, the eye will open, and the organic tentacles,
Heaven. Even a summoner at first glance could easily veins, or biological components will fire from the back
mistaken the symbol for one of righteousness. Yet, this of the eyeball to grab the wearer’s skull and begin

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the dig their way into the victim’s face. This horrific,
cursed relic will painfully crawl into the wearer’s
forehead until only a third eye is seen on the victim.
It is claimed that the process is so terrifying that some
may instantly go mad or be knocked unconscious from
the pain. Even witnessing this atrocity may have this
effect. The Cult of Ejahook has written in their many
texts that honor the void devil, that once the chosen
one has been blessed by Ejahook’s Eye, they will begin
to see the world around them in a new way. The eye
grants magnificent gifts when it is used, and may easily
hide, letting the wearer appear quite normal still.
The Grimoire Deus Interfectorem or the Spell
Book of the Godslayer goes hand in hand with this
amulet. The book has had many names, even the
Grimoire of the Dark Void, but it is the power within
that is concerning. The book may appear as a normal
book of spells, a collection of normal spells from
initiate to archmage, and it always seems to hold the
few spells that one most wishes to have. Yet while they If the amulet is found a thaumaturgy check of
read from the book it is written that the book is slowly T# 30 is needed to catch the warning signs that this
threading its hooks into your spirit. For one to read the is a cursed item. Any normal failures mean that the
true text… one must possess Ejahook’s Eye. It is said identifier will believe it to be ancient, secret angelic
for those who have read it, may find some of darkest magic, or even eldrynn magic of sight. The victim that
magics from the void. The lost and mystic secrets of places it over their shoulders will not gain a defense
the stars, and the darkness between them.” against the infestation of the eye. A willpower check
must be made T# 40 to withstand the ancient being’s
The Truth: The amulet is actually the cursed item that power. Its attempt to make the wielder hunt down the
holds Ejahook’s Eye. For eons Ejahook was a Godslayer remaining parts of his body is what Ejahook eventually
of the Void. One of the powerful eldritch horrors that needs to happen. In the meantime, the victim will
exists in the Eternal Realm. It is written in texts found sometimes lose time and awaken in strange places or
in the realms of Heaven, Hell, and Purgatory that he not knowing what happened. This does not happen
was eventually captured by the gods, but they could not often, but it will happen from time to time, perhaps
destroy him. So, rather than let his evil exist in full form once a week or once a month at most. The victim is
on a single world they cut him into pieces and scattered given certain bonuses as well. Ejahook’s Eye grants +10
his remains, hiding them in separate locations. These to the perception attribute. The eye grants the ability
pieces were buried in tombs and warnings of horrific Sense Entity up to the wielder’s perception in hexes.
curses were left upon the buried remains. Of course, It allows the wielder to see through walls and see
the curiosity or foolishness of mortals drew them to the aura of living beings and undead ones as well. It
unlock these tombs and set free many of the pieces of can sense living, freshly dead, undead, or spirit, and
Ejahook. The texts on the being say that some of his while it is using this power, the third eye is open on
parts were placed on other nearby worlds within the the wielder’s forehead. It grants astral sight, dark sight,
Void. One of the more famous relics is Ejahook’s Claw, far sight, Infravision, ultra-vision, chromatic vision,
a vile infection that crawls into the victim’s arm creating and a power called Attack Vision. For 1 magic action
a demonic limb that tears enemies to shreds. a perception check is rolled, and the target makes a

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willpower check. This flash of the third eye causes a attempting to research a spell to shorten the time,
stunned effect that makes the victim lose -2 to attack as many may do. This may lower the Target number
and defend for 1 full round. Each victim may only be of reading the book and its control, down to T# 20.
affected for 2 full rounds from this ability The book has a primary T# 40 of control over those
The Grimoire Deus Interfectorem is also a who would read it. They begin to hear whispers in
wicked spell book created untold ages ago. Yet, it was the dark. Their candle flickers, and at times they may
modified by the Cult of Ejahook a few hundred years hear the gremlins giggling as they playfully begin to
ago. When the eye is used the wielder may also read cause problems. Each time the reader studies, they are
from the true text of the grimoire. It holds secrets from giving more and more control to Ejahook, until finally
the Void and will allow the reader to gain Void Magic they will have a spell great enough to open the door
spells if they know the skill of sorcery. It also grants for a real servant of the Godslayer to enter. The books
the reader +7 to their intelligence attribute and holds 7 primary purpose of course, is to control an immortal
runes within the heptagram of the cover. If the reader mage powerful enough to gate to other worlds and
does not own the sorcery proficiency, it is possible to collect the pieces of Ejahook. If it cannot get a mage
multi-class at 13th level and it may be thought over if strong enough it will attempt to create one. This book
the wielder continues to use the book. As if it was the also contains the power to gate to different locations,
book that unlocked the power within the character to yet only an archmage would be able to come close at
use magic. controlling these gates.
The GM may create these spells of the Void if
none are available. Void Magic tends to be one of the
more dangerous types of casting. Most casting draws
mana from the Aether, the plane that surrounds our
own. Void Magic draws it from the Never, which is
the Aether slipstream that exists parallel with space.
The problem with the deep meditation that is required
to tap into the mana of the Never, is that sometimes
beings from the Void can latch on and come to our
world. Madness, horror, and despair often follow as
possessed mortals are taken over and consumed by
these entities. The grimoire has a way of doing this
while victims study the spells, they think they are
learning from the pages, when the eye is not used.
The truth is, they are learning spells that can open
unwanted doors, yet they believe they are learning the
spells they wish to learn. A hint may be that they are
having trouble finding any help if they are in a library

Item Name Effects Wt Dur Design Ability Hands A% Cost


Ejahook’s Eye +10 Perception & Multi-optics VL X Demon Cult Sense Entity 1 0.05% 1,800g

Item Name Effects Wt Dur Design Ability Hands A% Cost


Grimoire Deus Void Magic & +7 Intelligence VL X Demon Cult Teach Magic 1 0.05% 2000g
Interfectorem

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temple rose from the sands to reveal an entrance and all


manner of lost treasures. Those treasures within were
the greatest for the mulpheen and he was rich enough
to toss the horn into the temple for it to be buried in
the sands and lost for ages. Be wary my friend, but
endless riches very well could be yours.

The Truth: these horns are powerful and will summon


a dangerous Si’ lat which is a power 8 demon equivalent
to a 40th level sorceress. She is cursed and trapped
to grant one deed for the summoner and will do so,
yet they often come with a price. While the horn is in
the hands of the wielder, they are also plagued with
some of the darkest nightmares. They will eventually
begin to suffer mental fatigue until the horn is given
away. The horn must be willingly accepted by another
to relinquish the dreams. A willpower check T# 35 or
resisted by the Si’ lat must be made or the dreams
will add mental fatigue, usually once a week. The Si’
Horn of Black Dreams lat will not tell the truth, will not tell the wielder the
correct rules unless they are wished to, but then one
“This magnificent artifact is crafted from the wish would be used. The wish must be clear and in one
horn of a vicious Si’lat. A female djinn that had mystic sentence. A wish like I wish to be rich would require
powers of seduction and transformation. It is claimed the Si’ lat to sneak into somewhere and steal treasure,
that to blow the horn will summon a Si’lat to do thy while killing many in the process. They would not
bidding. The demon succubus will be enslaved to hesitate to blame the deaths on the holder of the horn
fulfill your every desire. But of course you only gain a either. Then again, some Si ‘lat have been known to
wish times three. You may request one deed for each give free advice that is not all bad, especially if they
summoning and if you are to summon her more than think they will be freed. They can be freed if their tomb
three times your power of control over her will fail and or remains are discovered and burned. Their ashes
she will be merciless. It is written that they are some of would need to be scattered to the four winds or into
the most dangerous and vicious of the djinn that love the waters of an oasis or the seas.
to torture and enjoy the suffering of their victims. If they are taken to their tomb the wielder of the horn
Some legends that stand out to most treasure will realize that their remains are placed within a
hunters, are the ones about the Si’lats and their tombs. cursed box that enslaves them to their horn. The horn
If you are able to locate the exact area in which the is from their own form and it will need to be destroyed
specific Si’lat’s remains or ashes are buried, you may as well. Once they are set free though, there is nothing
blow the horn and summon the djinn to take you to to stop them from killing the wielder and staying in
this place. One of the grandest legends come from this realm. Yet, it is also their chance to travel onward
Sadinhara where Hazmol the mulpheen ranger located to the next realm. Many will travel to Purgatory if set
the great oasis of Ma’ ‘Ahmar and blew the Horn of free, yet some may choose to haunt this world with
Black Dreams. The Si’ lat was summoned and the great great power. It depends on the individual S’ lat.

Item Name Effects Wt Dur Design Ability Hands A% Cost


Horn of Black Dreams 3 wishes VL VS Summoner Summon Djinn 1 05% 2,966g

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Nagath’s Web end up in the Labyrinth if the web claims them as a


victim. If you are the wielder of the gem and are able
“This awakened ruby is enchanted and wrapped to hypnotize a victim you may give them post hypnotic
by the web of Nagath, the Dark One. Nagath is the dark suggestions such as “When the bell tolls thrice, kill
god of the lizard-kin, one who is thought to be the the magistrate of Sadinhara.” They can snap out of the
creator of evil. Within the web of this deep red ruby “daydream” with no memory of this order and when
the eye can trap one who peers too closely. Taking a the bell tolls three times will drop what they are doing
simple glance of the item is not a problem, you can to attempt to assassinate the magistrate.
marvel at its creation from afar. Yet, when you look Once you are trapped within the web you are
into it, study it, try to identify it, you are lost in the never really free until someone holding the gem tells
web of Nagath. The gem is meant to create assassins you that you are free, or you are able to find your way
and it was what the first was used for. For so many out of the web. It should be said that you will need
years it was used to hypnotize and capture the one who to think your way out of this web for it is always a
gazed upon it. It was crafted by the mulpheen race in question of intellect. It has been accomplished before.
the deserts of Vazuun Denaahl by some if their dark This gem can also hypnotize a victim and allow you to
enchanters who worshipped the god Nagath and used give them secrets just by asking them questions. You
the tyrant spiders as guardians over their creations. are only allowed three questions before they begin to
The gem would keep the one who looked upon it find their way away from the web on their own, for the
trapped within the web for some time, until the wielder more words that they hear the easier it is for them to
would whisper suggestions or extract information. It is find their way out.
written in the mulpheen texts that the artifact actually
has some kind of link to the mental plane known as the
Labyrinth. The mulpheen would use it to keep a victim
trapped until they gave them secret orders, hypnotic
suggestions, and allow them to awaken as if they had
simply stared off into a daydream. However, the web
could keep someone trapped within it for a long time
if there was no around to free them. In fact, they have
been found before, in the hands of a dead treasure
hunter. One that must have found the gem alone and
yet died while lost in the web. It is believed that those
who die in this manner, their souls travel on to the
labyrinth.”

The Truth: Nagath’s Web will hypnotize one who gazes


upon it for more than three seconds if they are not
careful. It can be identified safely from afar at a -3
without touching it. Those who do touch it must make
a willpower check T# 30 or be lost in the web. Once in
the web they can be lost in the mental maze forever if
no one is there to talk them out of it. Their soul will

Item Name Effects Wt Dur Design Ability Hands A% Cost


Nagath’s Web Hypnotism VL M Mulpheen Suggestion 1 06% 700g

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The Truth: The Sovereign Great Sword has 12 charges.


The blade itself deals 4d12 damage. Anyone hit by the
blade must also make a resisted willpower check or suffer
-2 to attack and defend due to mental hallucinations
for as long as the sword is out of its sheath. Each of
the psionic powers use a certain number of these
charges until the blade has eaten the crystal away. In
order to recharge the blade, another crystal is simply
placed into the hilt where an electrical pulse seems to
grab the crystal and hold it in place with a strange,
strong, magnetic force. The crystal that must be used
is an awakened Amethyst. It must be awakened for the
power to work. The sword grants the wielder a +7 to
their Willpower, just for wearing the blade on you. As
was stated before, each of the powers uses an amount
Sovereign Great Sword of charges from the sword’s crystal, but these powers
are only able to be activated once the wielder gains a
“This two-handed sword has mystic powers of specialization of the same amount. For instance, to use
the mind. It is meant to guard its wielder as much as electro-kinesis (which uses 2 charges) you must have a
it is used to kill. The steel is forged from mertacullum, +2 to hit with the Sovereign Sword.
the greatest in the land and this particular blade was Telekinesis: grab a target of up to (Willpower x
originally found in the south, in some of the ancient 10 lbs.) for 1 magic action and throw it or hold it for a
ruins of the Void Gods. The stone dwarves of Valhagan second magic action. Use a d20 for this mental attack
were able to repair some of the blade and retain some and defenders would defend with a mental defense
of its power, that may have leaked out over the years. unless they were dodging something being thrown
Over many decades the dwarves of Valhagan tried many at them. You may gain bonuses to this only if you
times to duplicate the blade without success. It was not specialize in mental magic or the power telekinesis if
until the great adventurer Thurn Bolderlok discovered the wielder is mundane. Look at the spell Telekinesis
another in the Blood Temple of the Silent Falls. A in the core book for more information. This power
temple that once belonged to the long extinct dragon- uses 1 charge from the sword’s crystal.
kin race known as the Thokk. It was then that the dwarf Electro-kinesis: The blade can fire a blast of
and his companions found another similar blade. They mentally generated electrical damage toward up to two
were able to bring it back to the greatest armorers and enemies if they are standing in an adjacent hex. This
enchanters in the city of Stonegrowl to find its secrets. takes 2 magical actions to attempt and can reach up to 8
The one who wields this blade can call upon hexes away (40’ ft.) The attack roll is made with the d20
the power of its energy to use certain psionic powers and you may add bonuses to hit if you are specialized in
such as; telekinesis, electro-kinesis, and psychokinetic gray magic. If you are mundane you need to specialize
shield. One of the greatest of its powers though, is the in this specific ability. The damage of this electrical
power of mind control. The mental control only lasts attack is the willpower dice + any spell effect modifier
for a short time, but the domination is enough to make x 20. This power uses 2 charges from the crystal.
the victim fight for your cause. The other powers drain Psycho-kinetic Shield: This shield may be used
the blades power quickly and once it is all used up, OOT (out of turn) to grant the wielder a +4 defense,
the blade can be recharged by placing another charged both mental and physical. It can be used for their own
crystal into its hilt. self-defense, an ally next to them (next hex), or both
but only up to two defenders in total can fit within

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the shield. When used such as this, it defends mental skeleton of the creature will suffice. Then, a resisted
energy and physical energy, even magical energy. It willpower check must be made after contact for 2 magic
emits some kind of energy field from the runes near actions the wielder’s 2 active frenzy is fine as well. If
the hilt. This drains the crystal of 3 charges and must the willpower roll is a success the victim will attack
be used before the defense roll is made. This bonus can their own people and switch sides for 3 full rounds.
be stacked upon a shield defense bonus as well. The victim does get to make a resisted willpower check
Psychic Dominion: the victim must first be hit again on the third round to attempt to snap out of
by the blade and wounded, or even simply touched by it early. This ability takes 4 charges from the sword’s
it. Placing the flat of the blade to the flesh, scale, or exo- crystal.

Item Name Effects Wt Dur Design Ability Hands A% Cost


Sovereign Great Sword 4d12 + Will or -2 a/d & +7 Willpower to wielder VH VS Mongru Psionic Powers 2 04% 2,000g

weapons are marvelous, but those who do not know


what they are doing can find out how dangerous these
blades can be. Take precaution if you ever find one,
damaged lances have been known to explode with
massive amounts of energy. Some tend to leak their
magical energy out, yet even those damaged ones can
still be used with efficiency. The Duke of Soulbade,
Vorpal Lance Duke Roullif used a damaged Vorpal Lance in battle
for many years. It is said to be buried with him in the
“Some have called them Star Lances, or Light catacombs beneath the keep. This legend has been
Spears. This seems due to the fact that when retracted around for some time though and many thieves have
they begin to glow like the light of the stars. They gone after it since.”
also seem to need the light of the stars to recharge
their powerful magic within. These ancient weapons The Truth: these weapons are deadly even in their
were found in the towers of the Void Gods. They are short blade form. It can be treated like a short sword
believed to be the average blades of these great beings or even a knife if the GM allows it. Some are crafted at
that once ruled this world. Now, they are amazing different lengths. It takes 1 melee action to retract the
relics that can rarely be found. Some are damaged and blade. It can be used to block and parry, and as it glows
do not work correctly, but those rare blades that are it can be used as a light source in total darkness. They
still intact can cause devastating effects. There is a way are called “magic” by most but are in fact ancient alien
to shift the weapon while wielding it in one hand, into technology. They do recharge in the light of the suns,
a longer lance. The blade retracts into a six-foot-long so if the charges are all used up, one day in the light
polearm and comes to life with the hum of energy as of the suns will bring it back to life. In an undamaged
from within. It also begins to glow upon the edge of the blade, there are 20 charges within it.
blade and the other end, at the butt of the haft, where a • Blade: the melee weapon is crafted from
spade shaped energy sparks to life. These items, when mertacullum, it deals 3d12 damage in its short blade
still intact can fire a bolt of lightning that can destroy form + your strength damage modifier as normal.
several enemies within the line of fire. Amazing for Yet, once the lance is activated the weapon deals
weapons thought to be thousands of years old. 4d12 damage. Using the blade itself does not use any
At the bludgeoning end of the blade, one can charges.
strike an opponent and knock them unconscious with • Quick Stun: charge from the haft takes 1 charge
a jolt of energy that seems to stun a living specimen to attempt and the victim must make a BS or lose 1
or incapacitate them for some time. These ancient action. The haft of the weapon deals 2d12 damage

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• Heavy Stun: takes 2 charges to attempt and the damage). The storm burst operates as a shooting attack
victim must make a body save or roll on the stun table, and takes 3 shooting actions, while also draining 3
just as if hit by a critical strike. This deals 2d12 x 2 charges from the lance. The storm burst has the ability
power damage as a normal heavy attack though. to hit up to 3 targets in a row, as long as they are
• Storm Burst: the wielder can attempt to fire an standing in a line. Those hit by a critical attack must
electrical blast into an enemy of up to 12 hexes away. make a body save or suffer a roll on the stun table.
The victim will take 2d12 (+ shot damage x 20 electrical

Item Name Effects Wt Dur Design Ability Hands A% Cost


Vorpal Lance Haft (2d12), Knife (3d12) Spear (4d12) H VS Luw Kar Storm Burst 1/2 03% 2,200g

Wraith Blade be forged in Valcrium. These blades


can be duplicated by master enchanters
“There have been blades similar to this before, to make axes, polearms, swords, even
vampiric in nature and crafted by enchanters who did whips and other extravagant weapons
not mind handling the remains of vampiric such as this. However, this particular
beasts or those consumed by the blood blade that I display for you now is of course
plague. This particular dagger was initially one of a kind. It takes a master to get anywhere
called the Dagger of the Blood Wraith. The near its construction. The Wraith Blade not
blade is unique but shares many aspects only draws life from a foe it also causes them
to a vampire blade, for it drinks the cold and harsh suffering, like death’s bony fingers
blood of its enemies and transfers around their throat.”
their life force to its wielder. The
Wraith Blade is crafted much like The Truth: the wraith blade is constructed with 10
the powerful blade. It shares the vampiric runes that complete it as an artifact. The
majority of the same steps that it dagger causes 5d6 damage. It draws from the victim
takes to make a vampiric weapon... 100% of the damage dealt and heals the wielder with the
or more recently dubbed… a blood hit points that were stolen. Remember that the blade
taker. It is believed that the first name did not sit well does not grant you hit points back equal to the damage
for those of the Order, the holy warriors that sought that was dealt. It grants you the amount of hit points
to slay enemies of evil. Thus, the name was quickly that were taken from the enemy for the attack, after all
changed to meet certain standards within society. The the damage soak is taken care of. Upon each kill with
blood taker runes are what these are crafted with. the blade a charge is kept that grants the wielder the
The more runes that are aligned, the more blood ability to use an incorporeal defense or attack tactic.
that is taken. The more blood that is drawn from a foe, This allows the wielder to gain an edge on a defense or
the more power that is transferred to the wielder of the attack roll of their choice. It Allows them to roll 2d20
blade. Taking the vampiric essence of these demons and for defense or an attack roll, letting them choose the
aligning their powdered bones and ash into the correct highest result. Yet, it also requires the burning of 1 saga
conjunction, you are able to begin the rituals necessary point when doing so. Of course, once the relic’s ability
to enchant the steel, but for a Wraith Blade you are not is used, this charge is emptied whether or not the edge
allowed to use just any old iron. While blood takers may is a success. The blade must take another life to hold
be crafted with tempered steel, the Wraith Blade must another charge of this incorporeal shift.

Item Name Effects Wt Dur Design Ability Hands A% Cost


Wraith Blade 5d6 & Steal hit points that the enemy loses VL S Kai Eldrynn Incorporeal Shift 1 06% 1,200g

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Death Wish fall around me. I have no feelings anymore for they
too have burned away. Everything seems gone, faded
like my wife’s face. So fleeting are these memories of
mortals, they fade swiftly. We let them fade and take
Part I: Lost Dreams them for granted thinking we will live forever. If I could
go back, I would cherish every minute. I would live in
I remember when I was a young boy playing every moment. I know that I am not alone in my pain.
in the fields south of the Tortured Coast. It was the Every one of these men under my command have felt
month of Council, the fall alignment of the worlds, the torment of loss. Every single mortal in this army I
and the trees were shedding their leaves. I remember feel, has felt the sting of fate’s blade. The smile on my
I stopped laughing and running for just a moment to son’s lips in my mind, I think I hold onto it so dearly
watch the beautiful scene as the colorful leaves fell like for it makes me feel something... even if it is painful, it
rain in the wind. I remember I wanted to live in that is something.
moment for a long time… I didn’t want to go home. I
was just happy. * * *
Now, the falling leaves have turned to ash upon
the land before me. The world around me is on fire, Desmond looked around in the fog, his
the once green grass are fields of the slain. The fallen breathing heavy, his longsword in front of him poised
are thought to have no more pain, yet in the country to strike the next wicked thing that came from it.
of Narcadia they rise again. They rise to feast upon the He could hear them moving around him, something
living, to seek out their loved ones or family members moving, or flying. The voice of another mortal came
and bite into their flesh. They are said to hold onto calling out “Desmond! Desmond! Help!” It was Hector’s
some remnants of a memory in their hollow shells. voice. His second in command, his friend. He couldn’t
Something that takes them home at least. Once there tell where his damned voice was coming from though.
they cannot withstand the hunger of the necrophage. This impenetrable fog seemed as if sound bounced off
We must burn them all. We must make sure their of it and scattered in many directions. For a moment
bodies cannot rise again. There are so many demons he saw a dark silhouette but then it was gone.
already pouring from the cursed pit of Hell. This must The flapping of wings in his ear made him spin
be stopped, and they send nothing but criminals to do around to face nothing. There was nothing there. He
it. Why more countries have not united to stop this could hear crying then, it sounded just like crying.
plague I cannot fathom. The sobs of a little child. He heard them screaming
I have been a Hand of the Justicarian for two his name again “Desmond! Desmond help us!” He
years, two months, and seven days. It has been this long swung around to see a rotten face, armored hulk of a
since I have seen my wife’s face, my son’s smile, but I will ghoul coming towards him, its rotten mouth agape, its
not see them again in this life. They were taken from dead pale eyes full of fierce hatred. Its steel sword up
me and they are no longer a part of this world. That high ready to strike. Desmond waited till the perfect
is what the demons took from me, everything. They moment to feign right yet step left and slash hard
killed them and burned our farmhouse, leaving me for simultaneously. The blade met the open flesh beneath
dead with a spear in my side. It was the Justicarians the ribcage, and he heard the steel tear open the skin
that brought me back from the edge of death when as the creature fell sideways. He could hear the voice
they found me. Thus, I serve them with only one of his son screaming for help somewhere in the fog.
purpose to my existence, to send as many demons as He turned towards the beast as it began to rise again
possible screaming back to Hell before I can ever hope and with all of his might struck his steel blade down
to find happiness again. I have no mercy left in me. I into the creature’s face. The blade struck home buried
realize this now as I watch the ashes of burning men into the skull as blood shot into the air from its cleaved

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brain. Suddenly Desmond looked in horror as it was would have rather just given up, but something would
not a ghoul at all, it was Hector’s face. His eyes up in not let him. He would not just let one of his enemies
his head, making a sickening sound as his body slid take his life either. He could not allow that. They had
off of Desmond’s blade. The warrior looked in horror to take it the right way. They had to beat him for it.
at what he had done, and the voice of his son shouted Strange it was, this moral code, and he knew it. He
“Daddy!”. didn’t understand it either. It didn’t feel right to simply
give up, so he would await the one who could end his
* * * life in combat. One of these putrid things he thought,
one of them would do it. One of these sick fuckers will
“Desmond… Desmond, we move north into get me, he thought. Until then he would cut all their
the ruins. Tell the squad.” the commander woke him hearts out, just as they had done to him. Was he still
from yet another nightmare. Those are all that he had here for some other purpose? It must be that. That the
anymore. He sat up to stare dead into the campfire. gods had not seen fit to keep him breathing for some
He nodded to Calheim and pulled his weak and sore purpose, that must mean something right?
body to his feet. His chainmail was muddy, stained “Where to go now Sergeant?” Hector capped his
with dried blood from vatagi soldiers and the blood wineskin and stood recognizing the look on Desmond’s
of his brethren. The last fight they had run into some pale, rough features.
of the Taken, a horde of org possessed by wretched “We head north to the ruins.” Desmond’s voice
hell spawn. Athyk had only seen seventeen winters was brooding and deep with his usual careless and
and would see no more after that battle. His face split dismissive tone. He obviously had no feeling about this
open by an axe and his blood had nearly blinded both monumentally piss poor planning; but noticed again
Desmond’s eyes. Luckily, he had swung blindly in as they all looked to each other with some form of
time to catch the Taken in the stomach shredding his fear and anxiety when their sergeant mentioned going
torso. He stepped over some burned bones and leaned back to where they just were a few days ago. “Ready
against the ash covered stone wall at the edge of their yourselves.” He turned and began to walk toward the
campsite. A few days ago, they had a warlock to burn rest of the company to meet up with Commander
the fallen with spells after they dropped, which was a Calheim. His armor was black, leather lamellar straps,
gift. However, he was killed by his own magic in the and his cloak was made from the white and gray fur of
last fight. a varg that hunted the northern lands. He had claimed
Magic was powerful, but it was such a the cloak after killing the beast with his longsword. He
dangerous thing one could only wonder if it was worth had sunk the sword all the way up to the hilt as it leaped
the knowledge. Of the men he was in charge of, only to thrash his throat. The beast had been hungry and
ten looked toward him. They were all fighters, like hunting for days when it found him. He had no hatred
Desmond, and none of them wanted to be there. Most for the creature, so it was something he wore with a
of them were criminals sentenced to death. Many of strange sense of pride. As Desmond walked through
the Hands of the Justicarian were such as this. You several camps of men eating and drinking around their
could choose the cutting block or to fight the hordes small, individual fires, he caught the conversation of
when you were caught as a murderer, heretic, or thief. his own men.
Everyone heard the stories and were so scared that “Bayoguard blast this entire fookin’ night,”
some actually chose the block... but that could just be Zarren proclaimed, obviously tired of it all. “I knew we
propaganda. would be the ones sent to the ruins. You know what
Desmond hadn’t killed himself yet, although he that means big man? We too will walk as the dead. We
wanted to die. He felt that for certain. He didn’t speak are just adding to their numbers at this point. Why
of it, but he wished he could kill myself. He wished would they send us to fight more of our own dead
for it too often. There have been so many times he brothers?” Zarren hated the entire country, but what

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could any of them do, orders were orders. Zarren seemed that he enjoyed Hector’s company of late, for
wore a spiked cap, with two leather flaps to warm his some reason that he could not fathom. Perhaps it was
ears in the cold. Their northern campaign was long because of Desmond’s brooding nature didn’t seem to
and arduous but now they were heading to the south irk Hector in anyway. Hector just accepted the sergeant
into Narcadian territories more and more. And now it as he was, the dull, depressing leader who had very
seemed they would be heading back to an area they had little sense of humor left in him.
already cleared. Most of the men had not yet converted Hector acted as he always did, like each day
to the warmer weather garb. was his last so might as well laugh and enjoy yourself.
“Then go whine to the Sergeant about it Hector did most of the talking and Desmond rarely
Zarren, I’m sure they’ll send you somewhere pretty said much in return, but they both seemed to like one
instead, station you at the Fallen Tower.” Hawthorn another’s company. Hector also never argued with
laughed heartily; he was a large man, a barbarian from orders, never questioned Desmond whatsoever in
Baleklade. A human that stood seven feet tall said, “Or any decision and always acted as second in command.
go and tell the Commander, he will feel sorry for us Hector was from the western lands of Kauldane and
and let us sleep and drink all night! I am sure of it!” wore a helmet that displayed the Kauldanish colors of
The rest of their words faded behind Desmond yellow and blue with the hawk in the center. His accent
as they fell in behind their sergeant. The sounds of was harsh, and his blue eyes were as sharp as his blade.
their voices became covered by the fires being lit upon His features always reminded Desmond of a hawk.
the rooftops of the cottages. This village had been one “Sergeant,” he called as he approached. “You
of the last in Narcadia. Most of the people had fled, should have the cleric look at that cut should you
but many of the elderly or those too sick to leave had not?” He nodded toward Desmond’s leg and the
stayed behind. Some of the homes had the white X warrior followed his gaze to regard the wound. Shit,
painted over their doors, the sign of the Pale Plague. he thought. He had nearly forgotten about it and was
It meant only one thing, to burn the house for it was walking around with his blood still slowly soaking the
condemned. It mattered not who was locked inside for fur lining of his boots. One of the Taken had caught
they were doomed. They would often approach to set him with an axe, it was not too deep and the blood
fire to a house and see the red, bloodied eyes peering around the wound had stopped on its own. The wound
through the cracks of the boarded-up windows. The was dirty and the chainmail did not cover much. He
rage of the plague would make the victims insane with nodded to Hector and shrugged with his brow.
anger. They would scream and try to reach whoever “I should I suppose,” Desmond’s words were
approached. When they had found the people here, they disinterested and empty. Hector took notice and smiled
had to kill them. Their eyes were pale with death and still, knowing that the sergeant didn’t care. He also
their flesh had already begun to rot when the soldiers knew that if he were to walk off the Sergeant would
sunk their blades into them. The bodies burned upon most likely wrap it up and move along. He wanted
the piles of their own kinfolk. Hopefully they could all to keep his Sergeant alive though. Hector had made
be at peace and find solace in the realm of the dead, it one of his personal vendettas. Was it to spite his
for there was none here. This place, the very land itself sergeant? Nothing of the sort, he wanted his sergeant
was dead. It seemed to have no soul left, black plains, to live because he felt like it gave him some kind of
cracked earth, gray skies. The life of the land leeched hope. He wanted Desmond to finish this war and go
away. off to live and love again, to start over and find some
Desmond stared at the rest of the company kind of happiness in all this darkness. Hector could not
getting ready to move out toward the Ruins of wait to leave this place one day, he felt that he would
Westburrow. Many soldiers were before him and go back to Kauldane. He would return to his old home
many of them would be dead in a week. He turned and open up a bakery or do some other mundane task.
over his shoulder to regard Hector as he neared. It had He often imagined he would live out his life with the

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woman he loved in his younger days, but it was all just that sort of thing wasn’t Hector’s style. Hector usually
some distant fantasy. just said what he meant. Hector was probably just
All of their squad knew that their sergeant trying to make small talk with the sergeant.
welcomed death and had witnessed it firsthand in “I mean, not that I mind so much, just means
several situations. Desmond would throw himself into more for us eh?” Hector smiled and Desmond nodded
the way of danger recklessly. Hector knew the story of in return. If he had a friend here, Hector was as close
Desmond’s wife and child and knew what it had done as they got. All were warned not to make friends here.
to his sergeant’s mind. Every demon they killed; every They always say do not get too close to people. An
undead monster was filling to him. Desmond was unwritten law by members of the Hand that was often
not the only one that felt like this of course. Plenty for new recruits. Sometimes you cannot help it though,
of them had seen such horrors that they enjoyed the sometimes it just happens. Sometimes you make
work in a way. It was payback for the vile atrocities friends.
these monsters created. Dealing punishment to the
enemy that felt very little remorse or had no honor was * * *
sometimes fulfilling, but it was often a hollow glory as
well. Desmond often seemed like he couldn’t wait to They marched for hours through the black
kill another one of them. plains in silence. Most of the men watched the gray
“Here sergeant, at least visit Banner to bandage horizon or their boots as they mindlessly trudged
you up… I was just there for some salve.” Desmond through mud and ash. Most of the company could
noticed Hector following behind and nodded, he not hide the exhaustion from traveling and fighting
wouldn’t take no for an answer and Desmond was sure for over two years straight. So many had died already
Hector would just keep following him if he didn’t. He and the officers of the Justicarian forces just sent more
took note of Hector staring from the corner of his eye. recruits every month. Most were criminals, some were
Perhaps he was still wanting to say something? “We are volunteers. Those who chose to do this were fools with
headed to the ruins then, sir?” little idea of what they were signing up for. Then again,
“Aye,” Desmond replied plainly. it was a meal guaranteed per day that they wouldn’t
“Well then… they sure like throwing us into have to hunt for. This death sentence was much like its
the vanguard, don’t they?” Hector was truly displeased, own Hell.
and Desmond could hear the contempt in his voice, The heavy sound of mail and leather mixed
the tiredness within it. “They usually rotate us out with the sludge beneath so many boots that the only
after this long, send us back to the wall to guard for a thing to hear was the march of a thousand men. It was
month. What is going on?” It was indeed true; they did heard for miles. Most of the men could not afford good
seem as if they were recently placing the squad into armor. The armor that they wore was often taken off
some of the worst situations. Until, until that moment of the dead. Desmond took the mail that he now wore
Desmond had not even noticed. Desmond suddenly off of the remains of one of the afflicted. The afflicted
wondered if there was an accusation in the comment. were cursed men who once fought on the side of the
Did Hector think Desmond had requested this position Hand, yet they became twisted by the impurity of the
on purpose or something? Veil Myst. It was a hideous fog that was often found
“Aye, you are right. Lately we have been in in some of the worst areas of plague and famine. The
the midst of it haven’t we?” He realized then Hector witch of their legion told them that the Veil Myst came
was not blaming him for it, but perhaps he was from a place called the Black Plane, a road that lead to
planting a thought in his head? Maybe in hopes that the Nine Hells. In many cases, those who would get
Desmond would bring it up to their commander to get lost in the Veil Myst are driven mad while stuck in
repositioned? As quickly as the thought had sprung to the infectious miasma. It is in that mist where people
life Desmond crushed it. It was nothing of the sort… would battle themselves. Sometimes the fog just drives

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you mad. Desmond had watched it happen many times. to join the Justicarians with Hector, even chained with
They would begin to hear voices taunting them, asking him in the same shackles. “Taroth was not here long,
them to follow the sound of their voice into the mist. was he?” Desmond knew the answer to the question
It was how it always began. How hard would it be to but for some reason he asked anyway.
resist he wondered? Hearing the sound of your little “No, he was not. Bayoguard be thanked, he
boy’s voice calling for help in the fog? These demons didn’t deserve to be here. He was a thief but was caught
are twisted, vile things. Eventually the afflicted would stealing by some snobby noble girl. She had caught
turn on their own kind and there was not much they him stealing from a vendor, just trying to feed himself.
could do to save them. The man who owned this mail He said his brother had died from the plague when he
had turned on Desmond. Grabbed him by the throat was taken from Kauldane.” Hector shook his head at
trying to strangle the life out of him. Desmond drew the thought. “Better off now I suppose.”
his knife and luckily had found a hole in the mail. He “Yes, he is.” Desmond’s remark was grim as
eventually opened the man’s liver and that was that. usual but simply meant to offer some kind of comfort
Desmond thought on the memory as he glanced to his companion. That was one reason why Hector
from his bandaged wound, to the mail that dangled liked Desmond. Somewhere under all of that self-
over part of his leg. He had worn it for at least six hatred was still someone who held compassion, even
months. He was sure the armor had seen many fights if Desmond didn’t realize it. The sergeant stared off
even before he had placed it over his own battered at the burning horizon again. Struggling just to make
body. Oddly enough, that hole in the mail was on the conversation with Hector, he now realized that it only
right side of his torso, where he wore a scar from the brought up another bad memory. He cursed to himself.
demon’s spear that had nearly claimed his life when his There were no pleasant memories that he could conjure
family was killed. up even for a moment. Thinking back on that day after
Desmond looked over to Hector. Hector was the afflicted were slain and they were picking off what
tired and walked not six feet from him in the mud. He was left of their fallen that had risen, Taroth’s dead
wore some brown leather with that telltale Kauldanish body had twitched, growled and stood. The young man
cuirass. His blue cloak had seen better days, it was let out some pathetic moan as one of their archers
tattered badly. It was more like a short cape now. hit him in his abdomen. The arrow hadn’t taken him
Hector looked tired of it all, just like most of the men. down and some of their men began to surround him
He also appeared worried and seemed to look up every when Hector had shouted to them all to back away,
now and then to regard the soldier in front of him who that this one was his. When Hector took Taroth’s head
marched with a limp. Hector then caught Desmond’s off Desmond could recall the tears swelling in Hector’s
gaze and tried to change his demeanor into his normal eyes for a moment. Then he had pushed his way into
carefree self. A crooked smile appeared from behind the crowd of the men. “When I die Hector, you should
his burly beard “what is it?” take this chainmail,” Desmond stated plainly while still
“I was just recalling how I got this chainmail; looking off at the horizon.
you remember that day?” Now it was Desmond trying “Then I would have to smell you all the time.”
to force some kind of talk. Perhaps just to help Hector His words brought a true smile to Desmond’s face and
keep his mind from what was bothering him. he realized he had not smiled in so very long. “Besides,
“Aye, it was snowing,” his smile faded. “We you cannot die remember… the gods are not through
fought several of our own men who heard women toying with you yet.” Hector gave the dark-haired
crying in the fog.” He looked up at the gray sky above. warrior a nudge and his words seemed so very true
He gritted his teeth as he recalled the worst part of to Desmond. He did not believe that the gods cared
that memory then. “I had to kill what’s his name... for anyone if they even really existed. He had never
Balekladian fellow… Taroth. He was a funny lad.” felt the love of the gods on his heart as many others
“Yes,” Desmond remembered. Taroth had come had claimed. No sunlight from Aos or Set to warm his

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soul. Bayoguard’s shield did not cover his family from even employed a single vatagi scout. They called this
danger, or any other god for that matter. In the back war the Narcadian Expansion. Seers would foretell
of his mind, in his deepest thoughts, he did hold onto of two black flags uniting and conquering the world.
some fleeting whisper of hope that it was all true. He The two black flags they spoke of being Narcadia and
hoped that the gods had his family. That when he died, Vazuun Denaahl which was a desert empire. However,
he would see his wife and son again. He wished that world domination seemed like such an impossible task
the realm was warm and filled with happiness, shelter, to complete. Could two countries really take over the
and food. He hoped they could play with their old world? Then again, to witness the powers of darkness
horse Samaulyn in the field and that they thought of could change ones’ mind. You could cut down one
him every day in the afterlife. By the gods he hoped hundred vatagi warriors and then they could use a
that it was true, but it was probably just a dream. handful of necromancers to raise those soldiers to
their feet again. That was only one of the horrors that
Part II: Ruined they faced fighting these mutants. These lands already
looked like Hell and perhaps that is what they wanted.
“Company… hold!” The commander shouted The entire realm of Narcadia was constantly blanketed
out the command over their line as it was called for in dark gray clouds that never seemed to let sunlight
all troops and the entire march went to a complete shine through. This made it perfect for undead and
and silent halt. His memories were washed away then spirits to haunt the land. In the light of the suns they
with the rain that started to drizzle over the dark and would turn to ash. Even if a beam of light were to pass
blasted land. They had noticed more and more burned through the clouds it could cut an undead monster in
cottages as they marched but now it seemed that they half. If the light were to merely touch their flesh and
had traveled right into the center of the ancient city of bone it would burn. They did not belong in this world,
Westburrow, deep into Narcadian Territory. It looked so they say the light of the twin suns is divine and
like a place that had been ridden with plague and burned there to send them back.
down in an attempt to rid itself of the infestation. There The troops still quietly scanned the shadows
were no signs of life at all. Utter silence, not even a of old buildings, many holding their breath, all quiet
crow to pick at a carcass here. This was not good, yet as a stone. Then they noticed the caw of a falcon as
there were not many things that were in these lands. it flew overhead. Movement farther north in the city.
Every soldier in their company stood ready and tensely A steel helmet with a nasal guard sat upon the head
scanned through the ruins. Every shadow that seemed of a young eldrynn male. His pale skin shown under
like it could hide some horror behind it was being his armor as he raised his arm for his falcon to perch
watched like a hawk. All of them tensed, looking for upon. It was a scout. His tabard showed the symbol
some kind of movement in the ruins, waiting for an of Shademarsh. His off-white clothing let them know
arrow to take out an ally next to them. even from this distance that he was a friend. He hailed
It was not nighttime yet but the twin suns of them with an outstretched hand, a palm of mail facing
Aos and Set could not shine their light upon this land, them. Then through the ruins, they began to notice
for it was cursed. They claimed a soul gate was nearby, many elven warriors appearing. Half elves, humans,
letting the Veil Myst into our world and that it needed and full-blooded elves. The army of Dalewynnd.
to be shattered. They often talked of the gates and the It wasn’t long after, that the order to make camp
quest of the vatagi warriors to open them. This quest was called. The Hand of the Justicarian had come into
was held by the Army of Narcadia. The vatagi tribes contact with another company of mortals that were
were mutants that lived in this land. Not all of them were allies in these lands. The forces of Dalewynnd had
evil, but the race was not popular at all. They were also always been the shining hope of the land. A country
known for their worship of ancient gods. Deities that of unity where terrans and eldrynn could live in peace.
were more demon than anything else. This company Flying the flags of the capital, these were military men

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sent by the king, an army filled with their brothers, Desmond’s clothing seemed dark, save for the white
their sisters, and their elven cousins. It was a much- and gray fur cloak. Just like his entire squad, they wore
welcomed sight. The troops offered the Justicarians much of the same clothing and armor. Many of the
bread, cheese, and water. It was a shock to them all that elves and half elves seemed like they had not a scratch
they would be running into allies here of all things. on them. There was very little mud on their armor and
It was a much-needed affair and you could see many the shiny breastplate of some of their elite warriors
smiles on the faces of the men and women who were a had not yet been tarnished. They had many archers
part of it all. Desmond stood not far from the company which was a good thing because most of the Hand’s
of his commander and what appeared to be a Centurion had died already when they were ridden down by veil
from the kingdom of Dalewynnd. He had been walking terrors many months ago. The Justicarians company no
through the camp, curious about their new allies. longer had any horses. Those that were not killed had
Almost perplexed by the happiness in the faces of the to be eaten to keep them from starving.
men who were always unhappy, grim, and tormented. “High day, Sergeant Desmond,” Earous nodded
He felt a moment of calm seeing them joke and talk in a well known common greeting and offered a warm
around their own small fires. All were only aloud a tiny smile. “Commander Calheim tells me you and your
fire for cooking. They also required a lean-to to hide squad have shown fearless prowess in battle.” His
the light of the fire as much as possible to keep the words were soft just like a full-blooded elf. Desmond
enemy from seeing them. Being so entrenched in the had not dealt much with them, so it was all new to him.
ruins brought enough of its own cover as well. He had heard in stories though they were a graceful
As he moved through the camps, he began people. He had also heard they were very pompous and
to feel weak and the burn of the cut in his leg began looked down on humans as lesser beings. Apparently,
to throb. The damned cut, it had been just a scratch, the commander had been talking about them before his
but he did feel pain welling up in it. Desmond approach, so he dismissed this as a chance encounter.
leaned against an ashen wall and looked over to the “I… believe this is true centurion...” Desmond
commander and centurion’s small party sitting and began his words with a bit of hesitation, but then as he
drinking around a fire. The centurion was half eldrynn looked around the large fire he cast away any thoughts
by the look of his features which were partially covered of being overly cordial, “as of late we have seen a great
by his dirty blonde hair. He sat by the fire and spoke deal of fighting.”
with commander Calheim who waved for Desmond to “This is good, we need more heroes in this age,”
approach. Earous smiled toward Desmond from over the fire.
“Centurion Earous this is Sergeant Desmond; I “You look very pale, are you feeling okay?” Desmond
think his squad might be perfect for this mission then. hadn’t really noticed it until he had asked but he looked
There is no one better, no one as fearless.” Calheim to his flesh in the light of the fire and realized he was
nodded to Desmond as the warrior approached their feeling much worse by the second. The warmth from
fire. Calheim was a burly human with thick curly dark the wound in his leg was burning and throbbed with
hair and a beard along with a long mustache. The the beat of his heart. His head began to swim. He
commander was tough and barely fit in his armor noticed then that he had been sweating heavily.
anymore. Desmond was surprised by this attention yet “I feel just a little tired, I suppose.” Desmond’s
figured he had probably just walked by their fire at the words did nothing to convince them. The commander
right time. Then again, it could have been the wrong started to give him a worried expression. Desmond
time depending on what this assignment was. The noticed that the centurion’s bodyguard moved. He
half elf looked at Desmond and seemed to regard him saw the elf ’s hand shift to the haft of his weapon, as if
plainly, looking over his dark hair pulled back into a expecting Desmond to change into something horrid
ponytail and the scars on his pale flesh. He looked over and lash out at the centurion at that instant. For the
Desmond’s wounds, his weapons, his leather armor. stories they had heard coming into Dalewynnd spoke of

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many of their own men being possessed and controlled voice made him realize then that he had missed it so
to do the bidding of evil. much. He began to wonder if this was real or not. “Are
“Perhaps you have seen too much Sergeant, you okay?” Fay let out a curious chuckle as she asked,
you may need to see the healer. You are looking a bit “Love? What is it?” That was just it though, everything
rough,” the commander rose as he spoke in a calm and was how it was supposed to be. Nothing at all was
understanding voice. Yet then, some of the men began wrong. Desmond peeked out to see his boy running in
to stand up next to Desmond as well, more to steady the grass and the land seemed so full of color. That life
him. had been a perfect dream. The days he recalled were
“Ah, tis alright sir. I was cut by a… foul blade like a hundred days he had lived on their land in their
in our last fight… I am okay. It is but a scratch,” his poor little cottage. But it was theirs, it was filled with
words trailed off as Desmond fell backwards, feeling love and he knew he would have given anything to have
the waves of exhaustion rush over him. He could no it back again.
longer stand and the last thing he recalled was the Desmond was taken over by a rush of emotions.
others around him, reaching to break his fall. It was just like so many days he would have taken for
granted. He would have toiled over some trivial work
* * * and yes, he would have been happy but not like he
was at that moment. He wanted to keep the moment
In the swirling mess of faces and hot air, he eternal. He looked over toward Fay who had begun
could hear laughter mix with the screams of terror. He kneading dough upon the wooden table. Her brown
could hear fire and feel its warmth upon his left cheek. cotton clothing embroidered with green and red fit
Then, there she was, beautiful and elegant. Her hair snugly around her shapely form. Another thing he had
was kept up and Desmond could see her slender neck. always admired. He moved up to her and put his arms
He heard the laughter of his boy outside and looked around her, hoping that she wouldn’t go away again.
out the window passed the old wooden shudders. She turned to face him with a smile and wrapped her
There was the old wheelbarrow upturned and nearly arms around him. Her eyes beamed back at him as he
overgrown with grass. That broken thing had sat out pulled her closer, feeling her warmth… it was real. She
there for a few years in the yard and was now but a gave him a quick kiss, then again, then began softly
decoration amidst the sunflowers and dandelions. pressing her lips to his and he could smell the flour
Desmond could see the warm light of the sunset over on her, the hint of the gib berry on her lips. Her smile
the hills. This was his homeland in Thead. Fadyn was faded quickly though as she looked upon his face,
his favorite month when the spring regrowth began replaced by a look of confusion. “You almost look sad,
like a new hope across the land, when things would what is it?” He could not hide his feelings from her.
grow again, live again. It was his favorite season when He kissed her harder then and squeezed her tightly as
the chill had just begun to catch the warmer wind and she let out a giggle of enjoyment before he pulled back
the colors of all the trees were red, yellow, and orange. away to look into her eyes.
Fay turned to smile at Desmond, her ever present “Do not leave me Fay, please.” He whispered to
warm and sparkling smile that always seemed to match her with an intense plea. She heard the desperation in
her blue eyes. Those sky-blue eyes that always seemed his voice, the worried look written all over Desmond’s
to steal his attention away, to the point of getting him face only created a puzzled expression on Fay. A look
into trouble when she asked if he was listening. He was as if he was going insane!
with her and that was what mattered. He could hear his She smiled and shook her head as if his
boy laughing outside and that too, was everything that statement was incredulous, but her eyes locked with
mattered. his as she stared deeply into him. She wanted him
“Why don’t you go and get Dayle and chop some to remember her words, “I will never leave you love.
wood for tonight lover? He loves chopping wood.” Fay’s Remember, we are forever,” As she spoke the words,

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they began to echo, and time slowed. He could hear “Ennatia, the goddess of Death.” She moved
his boy’s laughter echoing the same as her words. The her hand over his leg and repeated some mystic tongue
sounds began to conjoin, to fade into nothing. He while moving her fingers in a manner as if weaving
felt it all slipping away and wanted to scream in utter a web. The air thinned and her words found some
defiance. However, he knew he had no control over it. repetitive resonance. The pain suddenly lifted from
His vision blurred and then all faded to black. his leg and his eyes widened in surprise. He watched
the wound changing colors as she repeated the words.
* * * She changed the tone of her tongue and the humming
sound of the words grew and reverberated. She moved
Desmond awoke in a hazy state. He knew it was her hand in a different manner as if tugging something
gone and he stared at nothing for a long time, even as and using her other hand, moved the rag below the
his eyes adjusted. Pain flooded his body for a moment wound. He felt the pain rush back for a moment,
as he returned to the world, but he did not care, he a pain that felt close to an arrow being pulled from
just wanted to go back to her and his son. His forehead the leg and tearing through the flesh. The pain was
was being patted down by someone and he lay upon a sharp, excruciating but for only a swift moment. The
cot that was saturated with his sweat. It was a tent of blood was filled with puss at first and then it changed
some kind and for a moment he saw Fay’s face gazing to black ichor that poured from the wound and filled
down at him, but it was very blurry. As the face took the rag with a toxic liquid. Her spell moved back to
shape, he realized it was a female, a beautiful woman… the gentle words and the weaving. The elder words
an elf. His hopeful glance turned into a sigh of defeat. sounded like an older dialect of her own language
Her skin was pale, blushed finely across the cheeks, her anath nahall. The wound started to close, and the pain
eyes were a sparkling green, with pupils much like that lifted. He watched as the blue glow began to flow from
of a wild animal. Her elven features made her almost her fingertips. Energy that felt cool upon the hot gash.
perfect skin, quite interesting. He noticed her large The skin began regenerating at such a speed that it
pointed ears held several earrings all the way up to the looked as if two months of natural healing went by in
top and one had a link connected from her ear all the only a few seconds. The cut vanished, a scab grew, the
way to a nose ring. The ring that came from the side of scab flaked and fell off, the skin felt strange and tickled.
one of her nostrils was silver with the golden symbol Then, the wound was gone!
of a strange god or goddess he had never seen. This Desmond was overly impressed, feeling
was the tent of the healer, a mage no doubt. There was compelled to glance back at the symbol on the chain.
a small lantern on a table next to him. The table was It was a sickle and a lotus leaf. He glanced around her
made to look like a leaf. A bowl of water rested there as tent at the many vials and salves, powders, and potions.
well, also shaped with the odd design crafted from an Incense burned in the corner and made the entire tent
empty shell. She would dip the rag into it then go back smell of sage. She wore leather armor, a hardened
to cleaning his wounded leg. leather breastplate that was meant to hug her form and
“Good, you are awake. They were hoping you snugly fit her shape. Her white robes were not dirty at
were not becoming one of the possessed men.” Her all, they seemed perfectly cleaned and taken care of.
voice was soft and calming with a heavy Shadynnaran She reminded Desmond of an angel. A divine creature
accent. She wore several braids keeping her white hair in a black wasteland like this.
away from her work. “Is Fay your woman,” she asked “Many thanks my lady… I…” he began to speak
plainly? but she cut him off quickly.
“She was,” he stated sadly. His voice was grave “I am no lady; I am a chaplain of the Order and
as he thought on the dream again. “What god is that?” servant of Dalewynnd.” He noticed then the tabard
Desmond looked to the holy symbol on her chain and that hung even below her belt holding the symbol of
nodded. Shademarsh. There was no anger in her tone at all, just

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a simple correction. “You are a strong one, you will be “Fair shy Desmond, I am called Gilaewyn
fine. The poison was slow, the infection would most Evesayer.” She smiled as she stood and offered her
likely have killed you. Why did you not seek out the hand. Desmond rose and repeated the name in his
witch of your camp, I hear you have one? She practices head a few times as he shook her hand.
the same magic as I do, no?” He didn’t really know how “Gila wynd Evesayer. It is very nice to meet you.
to answer it in any way that didn’t sound like absolute Thank you for saving me.”
rubbish, so he told her the truth. “No... Gilae-wyn,” she cocked her head.
“It is hard to care anymore.” As it came out, “Sorry... Gilaewyn,” he squinted.
he regretted the words. He felt as though he was just “Tis’ alright Sergeant Desmond, you may relax.
whining and that she didn’t need to know. Yet, after a Centurion Earous told me to take care of you. He
long pause of staring towards the exit to her tent, he needs you healthy for the fight ahead. Some special
looked to see her reaction. He hoped that perhaps she mission.” Her warning was expected, the mission
might understand. The elf stopped what she was doing must be important. Why him though, why not any
to regard him with all of her attention and piercing other sergeant or any other squad? Especially after
eyes. witnessing him fall out in front of them all like that.
“You know,” she came to sit next to him, Why in all the Hells would they want him still? “We all
meeting his gaze at his level “when we are children, appreciate the pains that the Hand of the Justicarians
they tell us that death is only the birth of our soul. That must suffer. Yet, I fear not many are even aware. News
Ennatia will ease all pain and let us sleep. In sleep you of the battle against the black armies has not yet made
are closest to death.” it over the realms of Koth.”
“Yes, that is when I see them.” Desmond nodded “Aye,” Desmond said still thinking of his
and cocked his head letting it sink in. men and the question sticking in his head more than
“Them,” she asked? anything else. “I fear all too soon, all will know about
“My wife and my son.” Desmond glimpsed Fay’s the black armies.” As he nodded, he envisioned the
face again as he said the words and heard his son’s two flags in his mind, and their armies crushing the
laughter as if the echo was still there. The chaplain villages in the countryside. People running in fear for
understood the pain all too well now. their lives with their children in their arms. With a
“You will see them again warrior. When the sigh he shook the image away. “Well, I have taken up so
gods no longer need your service in this world.” She much of your time, I am sure you have lives to save.”
offered a smile to him and noticed he shook his head “You are no bother Desmond. You should tend
just for a moment. to your wounds a little better next time Sergeant.” Her
“I keep hearing this.” Desmond smiled to her brilliant green eyes seemed to catch the light of the
with a weak grin, but it was genuine and let her know lantern and in them he noticed the flap of the tent
he was at least thankful for the kind words. entranceway open up. In stepped Centurion Earous and
“I suppose it would be an easy thing to do… Commander Calheim followed. The centurion had his
wish it to be over with, after all the horror you and helmet off and his dirty blonde hair slicked back. His
your men have seen.” She gazed off into her thoughts half eldrynn ears almost grew to a point as the eldrynn
for a moment and Desmond realized the elven forces pure bloods did but you could see the bend in the very
were new to all of this. tip which was a telltale sign of the halveneldrynn.
“Aye,” he nodded and tried to lighten the mood “Sergeant it is good to see you up on your feet
by changing the subject “I am Desmond, fair shine to again so soon.” The centurion was good at feigning
thee.” He smiled a warm grin to her offering a friendly true thoughtfulness and compassion. Desmond could
greeting that was common in the lands. Sometimes it tell it was a heartfelt expression of sincere worry in his
was even shortened by saying the words fair shy, which eyes, but Desmond knew the man was just being polite.
was how she responded back. His proper high elf accent made him seem even more

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sincere and caring. pull it off.” The grim sound of the centurion’s tone was
The booming voice of the commander followed not obscured by his elegant speech. A little unsettling,
though, “almost thought you might sleep through the but it was also intriguing to Desmond. He unfurled the
war sergeant!” Calheim smiled through his gritted parchment and it showed a large map of the area, the
teeth, his voice felt like it shook the very air. old city of Westburrow. “This is our location here,” he
Desmond looked between them for a moment before claimed pointing at a smudge of land that once was the
casting a curious glance over toward Gilaewyn, “how bazaar. “This is the old keep, converted twenty years
long was I out?” ago into a cathedral for worship of the Stygian Gods.”
“Nearly two moons,” she said plainly. Her “Devil worshippers,” growled the commander.
answer shocked the warrior though. “This information was brought to us today a
“Damnit, I… forgive me commander.” Desmond few hours ago by the last remaining demon hunter
was sincerely angry with himself for sleeping so long. of a mercenary band we contracted. Only one made
“Oh, come now sergeant,” the commander it out and they sacrificed everything to bring us this.
waved it off “no apology necessary man, you were We think that the soul gate is in the bowels of the
poisoned. Damned lucky to be alive, thanks to the keep. It is deep and was known to once hold the great
chaplain’s elven magic.” catacombs of this city.” He stared at Desmond the entire
“Indeed sir,” Desmond nodded toward the time he spoke while keeping a finger pointed at the
chaplain who only offered him a knowing grin. The keep. “The hunters found a secret entrance, or escape
centurion placed his helmet onto the table and pulled a route if you will, in the cellar of an old tavern that once
piece of parchment from a scroll case. stood outside the wall of the keep.” Desmond began to
“There is a task needing to be accomplished nod, as he understood now what the centurion and the
and the commander believes you are just the man to commander were thinking.
The commander cut in, his voice thundering
over everyone else, “we will launch an attack near the
magistrate’s tower on the morrow, for that is where a
great deal of their forces are held up, cowering in the
shadows like skants.” The commander almost spat on
the floor but held his normal behavior for outside of
the chaplain’s tent. “As well, we are sure many of the
forces of the keep will take the opportunity to swoop
down and descend upon us at that time. At which
point Dalewynnd’s forces will charge in to defend our
western flank. Then… we want to leave an opening for
you and your team to infiltrate the keep. You can find
out if the soul gate is in there. Your team can open the
portcullis to the keep for our most elite fighting forces
to storm in. I will personally lead that charge!” The
commander nodded with a smile, “Then we can rush
in and destroy the gate. That hopefully, will end all of
this damned fog in this land!” He smiled and waited
for Desmond’s reaction.
Desmond slowly began to nod but the
commander noticed there were questions brewing
behind the sergeant’s dark eyes. Desmond took a
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just ask plainly, “I am curious, why did you want me for Desmond turned to face the commander head
this task commander? I mean… I am honored of course, on and slapped a clenched fist to his chest “It would
but why my squad?” be an honor sir.” The centurion and commander
The commander gave a warm smile and looked looked toward one another with an accepting nod of
from the centurion back to Desmond. “Because you agreement. “That is good! That is good.”
are Death Wish, sergeant. The name sticks to you…
you wear it well… you have no fear, and it is your * * *
fearlessness that inspires men in battle.” Desmond
looked perplexed for a moment, totally shocked at what Hector cast a weary glance over toward Desmond
the commander said. and shook his head in feigned disdain. “Two days we
“Death Wish? What… is this name?!” Desmond have been at camp here Death Wish and you have slept
had honestly never heard this name before now, had for that long under her care… you’re a lucky bastard.”
never heard anyone say this to him and he had no idea Hector was obviously love struck and jealous and it was
what in the Nine Hells they were talking about. quite a funny look he wore on his grumpy face. The
“C’mon man… you have not heard the men call other men started to laugh for they had all heard the
you this name? Do your men not call you this?!” Now name given to Desmond and all knew about what had
it was the commander’s turn to be shocked. Surprised happened. Desmond was making some repairs on his
by the fact that it was him that was giving the sergeant leather armor. He just smiled and shook his head while
this information for the first time, for he heard it often. he worked, occasionally looking up to regard Hector’s
“I have heard men shout it out to you after some of comical tantrum. Hector had gone on for five minutes
the most gruesome fights we have endured. First at about the elven beauty, the chaplain maiden of his
the Battle of the Hangman’s Ridge… the banshee’s head dreams. As well as the name of their fearless leader.
you tore off as she screamed in your face! Then at the Desmond raised both brows and glanced over to Hector.
Crossroads of the Imperial Reach when we fought the “I suspect you will be getting wounded on
spirits of the Blood Wraiths! Damnit man… you are purpose, very soon then?” Hector was nodding at that
Death Wish! You fight as if you do not care whether and there was no disagreement there, maybe even
you live or die.” some ideas brewing in his head. Hector looked over
Desmond shook his head and scoffed at the toward Zarren who sat upon a burnt bench within the
notion. “No sir, this is news to me. Never have I heard ruins near their fire. Zarren was a Veldwaran, pale skin,
anyone speak this name.” thin eyes, sharp mustache and goatee. His hair was
“Well it matters not, that is what many of the black and thick, his armor was mostly dark leather. He
soldiers call you, and it has been somewhat of an favored a polearm, also known as a glaive, which had
inspiration to them. I might add it is a name that inspires a thick single edged blade on top of a pole. It leaned
even me at times. If you do not fear death you can upon the wall at his side. Hector looked over to him
accomplish great things in battle. Fearless and proud! then back to Desmond’s call.
It is usually the gods that give us this strength! This “Zarren, maybe give me a quick cut on my chest
fearlessness is bestowed upon us by them, for when we here, send me to the healer.” A few of the men laughed
die, we will sit at the table in the hall of heroes! We will again at that and Desmond looked over the others. All
see our loved ones again that have fallen before us!” At were getting their weapons and equipment prepped
that he stopped for a moment when he read Desmond’s for the battle tomorrow. All had agreed on the mission
expression and then he offered a smile and a nod as he at hand and it seemed no one had any regrets about
stopped his rant short. He patted Desmond’s arm and the task at all. No questions or worries in the least. It
thought for a moment that he knew it was not the gods seemed strange to Desmond, but he dismissed it and
that gave Desmond this strength. “Do you accept this was somewhat glad that they all seemed in good spirits.
task Desmond?”

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That night they all sat near the fire, the entire talking about the desert lands and the women there.
squad, they were perched within the confines of a He relished using a curved shamshir. He did not want
small burned down cottage with one wall that still held to be here at all, but it was better than getting the axe.
an empty window. This is what his squad had been He chose to join the forces of the Hand and was a bit
defending for two days now and they had a fire going greedy with any findings, but he was always quick to
with a large vermin cooking over it upon a wooden help an ally out around camp. Zahir had often showed
spit. Torrun had hunted it and skant wasn’t such a prowess in battle but the lands in which he hailed from
terrible thing to eat. Zarren tended to the skant while were one of the black flags that people had begun to
Hawthorn stared out the window and sharpened his hate. It made him hard to trust for some, but Desmond
axe. Gladius was the nickname for an Aticraulian did not treat him any differently.
soldier who carried the imperial sword of the same Leon was the latest member of the squad
name. He was an ex-slave and gladiator. He was a short, whom had joined but a month ago to replace one of
stocky man with no hair. He also had nearly no hair on their fallen. He was the youngest. He had traveled with
any part of his body. He carried thick muscles and only their company for about a year before this though
liked wearing a very light amount of studded leather. and was always known as a good swordsman. He was
Torrun was a scout from the northern realms of Espadosan and it was easily noticeable when he spoke
Thead, he was a halveneldrynn. In his village where he in his accent. His long, brown, curly hair was always
had grown up, other children made fun of him, calling wet looking, and he introduced himself as Leon de la
him a half-breed for having a human mother and an Leos. He wore a thin mustache and chin stubble that
elven father. However, he was a great scout. He always looked as if he could not yet grow anything fully in.
wore a ragged, long topknot, two braids running down Desmond’s squad of Justicarians were not all
in front of his slightly pointed ears, and the under part good men, but he was certain that all of them could
of the hair was shaved short to the skin. He carried a handle whatever the commander was planning for
short sword on his belt, yet he favored the longbow. them. They had all lived through some of the worst
He seemed quite happy about picking up some freshly fights imaginable, smelled some of the worst smells that
made eldrynn arrows from the Daleish fletcher. have existed, and seen some of the worst sights.
Delk was an ex-thief and highwayman, who This group would do fine, he thought. He just
loved fiddling with his dagger all the time. He didn’t hoped that he would. They wanted a task completed;
talk too much but when he did, he would tell tales a specific task that could help them win this battle.
of robbing wagons and merchants on the road to the Desmond just wanted to send as many of these
Crimson Citadel. He never killed anyone he didn’t monsters back to Hell as he could. It was never about
have to, didn’t like killing, just the stealing part. Boris bravery or honor. It was never about counting his
however, he was a killer. He was from Kauldane like kills. He had tried his best to meet his match on the
Hector, yet Boris did not talk much, nor did he seem battlefield. So much in fact that they had picked out
like he enjoyed anyone’s company. Admittedly Boris a name for him because of it. Yet, thinking on that he
was a shady one and all they really knew about him realized that he could not let his foolishness get them
was that he was brought to them four months ago due all killed. He wanted his men to live, for they all had
to the murder of several people. Boris was a giant of a dreams. They all had ambitions and aspirations if they
man and mainly kept to himself. He was another one were ever going to survive long enough to leave tis
that had chosen this life instead of the chopping block. place. He could not let them down, even though his
Zahir was a warrior from the desert lands of dreams were already gone.
Vazuun Denaahl. His dark skin and curly dark hair Leon began to sing a lonely song and the camp
were a telltale sign. He had brilliant emerald green eyes fell silent. None of the men could understand what he
that looked as if they could hypnotize a person that was saying. It was an old song written by some long
looked at them for too long. He enjoyed a good jest and dead poet, in words that had long since faded from

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use. But the song made them all stir with different everyone could see for a moment as the rain fell and
emotions. They all listened closely, and all watched him splattered, creating pools of mud around the camp
over the fire as he stared into it. He shaped the sounds very quickly. Torrun pulled his bow from his back and
perfectly. The shyness in him kept the volume of the waved his hand into a circle. Some of the men didn’t
song low, but he needed not be so modest at all. Even
Boris seemed to enjoy it while staring into the fire.
As it finished, some of the men clapped, some simply
smiled and nodded. It was perfectly executed, and Leon
rocked back laughing away any embarrassment he had
felt. The awkward vulnerability that you leave bare for
others to witness.
“Good song Leon,” Hawthorn reenforced the
confidence that he knew his comrade needed with
a smile and a clap. “Brought a tear to me eye.” The
big man chuckled as he nodded in appreciation of the
Espadosan’s talent. The scout, Torrun sat perched upon
the remaining wall of the old house in a place that once
reached the roof. It wasn’t much of a perch but Torrun
was more agile than most of the group. He rested upon
the edge of the old building, watching the surrounding
darkness with a careful eye.
Thunder growled in the distance and the men
all noticed the small drops of rain begin to fall across
their flesh. The lightning scattered across the sky and
bounced from cloud to cloud creating a dazzling display
of light over the ruins. As the rain started to pick up a
bit, the men shifted their positions, only a few of them
were able to get some shelter from the rain from what
was left of the old ruins around them. The rain was not
nearly enough to douse the fires around camp and most
of them were hidden or covered anyway. It rained just
enough to make everyone even more uncomfortable.
They could still see the other camps of men scattered
throughout the ruins and quite a few were crawling
into their tents.
“This has been fun lads, but I think I’m getting
sick,” Hector shouted over the rain and some of them
began to laugh knowing exactly what was on his mind.
Apparently, it had not left his thoughts. Desmond
offered Hector some cover next to him, leaning against
the wall of the old house and Hector obliged.
“A night in this and then war in the morning,”
Gladius shouted to Hawthorn and the big man just
nodded with a frown, taking his axe off of the wall to
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see at first but Torrun did it a few more times until the “To arms men, to the south,” a shout came
warriors quickly and quietly passed the sign along that from another squad as they were suddenly swarmed
something was wrong. It wasn’t a warning sign, it was by ghouls leaping over their walls with weapon in
not the sign for “wait I hear something,” it was a sign their hands. Others began shouting of the attack all
for “enemy sighted”! Then the look on Hawthorn’s face throughout the company. Orders to defend and to fight!
turned from somewhat amused to deathly serious as Suddenly a horrible shriek filled the night air and out
he stared out the windowsill to the south. “Shit,” he of the darkness behind Zahir a writhing undead face
whispered. broke through the shadows. Its matted hair drenched
Not a one of them missed the warning in his in rain. It was a shrieking hag of a rot, drenched and
tone as they all reached for the hilts of their weapons covered in shredded, dirty robes.
and quickly got to defensive positions. “Ghoul!” Hawthorn threw a finger toward its
“What is it?” Hector said looking up to Torrun as the exact location as it came from the dark to attack Zahir.
agile half elf climbed down to come over toward him His eyes grew wide in shock as he readied to defend
and Desmond. The scout’s braids dripped with the himself, but Hawthorn’s axe found the ghoul’s face! Just
rainwater as did the arrow he notched on his way over. before it sunk its teeth into Zahir, Hawthorn felled the
“I saw ghoul scouts moving on the outskirts thing with one great swing! Zahir probably would have
of the ruins. Our army has been spotted already.” thanked Hawthorn if he wasn’t so consumed at that
Lightning crashed a few miles from them in the moment, for he spun to meet another coming out from
distance, while Torrun explained what he witnessed. the shadows of the rain.
Some of the others all huddled to hear what the scout In just a few moments their squad was
had to say. “I do not think we have until the morrow.” surrounded by ghouls, growling, flowing over the
Desmond quickly thought of what to do. heavy ruins, and shouting curses with tattered clothing,
“Torrun, go to the commander’s tent and warn ragged armor, and rotten flesh. Their teeth looked as if
them to be ready, tell every squad you pass but move they could shred a man’s torso and many probably had.
quickly back to our position.” Desmond glared at Torrun’s warning to the company did not go unheard,
Torrun to make sure he heard every word and the scout he could see a torch flailing wildly on one of the tallest,
nodded staring intently at Desmond’s mouth. ruined buildings and heard the horn of war echo to
“Yes sir,” he was off quickly into the dark rain, alert all of the attack. Unfortunately, some were still in
and the rest of them took their positions in case a fight their tents when they got the alarm.
was about to happen. They all hoped that this was just All of Desmond’s men were swarmed with
a scouting party. They all hoped that this was only what these wet, wretched things that looked like they were
remained of the creatures they fought here before. sent from some drowned part of Hell. Desmond turned
However, the lightning lit the entire city for a moment as he saw Hector fighting two of the ghouls, he threw a
and on the hill overlooking the city, there was an army glance to his right, noticing another coming up toward
of ghouls crawling through the mud in the scattering Hector. Desmond closed the gap as the rot came in
light. The strobes of light came again, and they were so attempting to throw a block up to ward off Desmond’s
much closer. longsword, but it came up and over catching the ghouls
Desmond began to see several more behind left eye and tearing open the top of its head. Desmond
them crawling through the mud and it was thus was there in another step to open the ribcage of one of
confirmed, this was no raiding party. It was an army the ghouls trying to take down Hector and he witnessed
sent to crush theirs with one swift attack. They had Hector parry a blow from the remaining ghoul before
come from somewhere close, underground perhaps. bringing his blade into what was left of the undead’s
Somehow, they had succeeded in a surprise attack that jugular. Lightning flashed and the creature’s head
would mean many deaths for certain. The lightning seemed to twitch. It reflexively attempted to take in air
crashed again, and the thunder roared. and then let out some hideous shriek as it started to

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recoup from the attack. Hector finished it by twisting seen coming over the hill toward the ruins. Only when
his blade and ripping through its insides. They turned the strobes of lightning hit did they know where to
to ash, crumbling into wet mounds of half disintegrated fire. So, they began launching blind volleys toward
bones. They turned to just pieces of old armor, and the hill in hopes of cutting down some numbers. The
occasionally some bits of jewelry they owned in life. commander burst from the tent with his axe and shield
Their undeaths were painless or so it was said. in hand. He still had a piece of food falling off of his
They would shatter into piles of ash and be forgotten. beard and ale spilt down his tabard. The scowl on his
That was what Desmond wanted to see. The kills just face showed he was ready still, ready to dust some
enraged him more. With each one coming over the side undead.
of a broken wall, he cut down another and another. One “Commander!” Torrun slid in the mud to a halt.
leaped at Hawthorn from the wall, but it shattered in “I’ve been sent by Sgt Desmond, the ghoul forces are
midair as Desmond cleaved its body in two. He aimed not going to wait for the morrow, their entire force is
for that place between its leather belt and jerkin where attacking now!”
just a spine was seen holding it together. It was as if “I see that!” The commander looked for the
the enemy began to move in slow motion to Desmond, leader of the Dalewynnd army but then back to Torrun.
he was blessed with quick reflexes and even faster “Damnit! Go and tell Death Wish to pull the fuck out
judgement. He could see a spear aimed for his head and head for the secret passage! We are going to have
and duck, while hacking another’s knee when in his to do this now!”
low stance and as he twirled up out of it, he caught the “Yes sir!” Torrun did not hesitate, he turned
spear wielder in the side of the face, splitting it and its and started to head back as fast as he could, running
metal cap. One after the other, a parry, a dodge, a cut or through mud and jumping from stone wall to old
a hack and one more ghoul would be dusted. His squad cobbled stone street with precise footing on each step.
moved in unison and even though they were highly The fight was not ending, the ghouls were not
outnumbered, for now their stamina was holding out, slowing. One would fall and two more would take their
their skill was allowing them to live another minute. place. They were made up of different races, mostly
They were all bringing down the enemy with great human, org, and eldrynn. Then, a large stone from
prowess and only taking minimal cuts or hits, nothing a block wall slammed into Hawthorn, sending him
serious yet. sprawling to the muddy ground and sliding a few feet.
Meanwhile, Torrun had reached the A massive, ten-foot-tall ghoul roared and came around
commander’s tent as the attack was just beginning. the side of the house, it was an undead ogre! The
Troops were still jumping up from their fires to grab ghoul, a long dead bogkroll carried a mace made from
weapons on the edges of the ruins and the troops on the base of an old tree. The roots were cut in a way that
the inside had no idea what was going on. they could easily rip into one’s torso with a hefty swing
“We are under attack,” Torrun shouted to by this monster’s hand. Its giant maw opened wide,
another scout. “Sound the horn!” and the scout dropped teeth as long as daggers stretching out and its black,
his wineskin to grab the horn and sound the alarm. rotten tongue flailed wildly as it screamed at Desmond.
“Reinforce the outer perimeter!” Torrun shouted out He could feel the waves of the sound rush him, it was
more orders to some of the camps nearby but some by far one of the most fearsome looking ghouls he had
were only now starting to even stand up. The horn fought, but he did not hesitate to hack into the side
blew and the sound echoed over the ruined city. All of of its face as it screamed in its attempt to intimidate
the soldiers burst into action and reached for weapons him. Desmond had no fear left in his body, the
and shields. Some started to reinforce and help their creature’s tactic would have probably sent him reeling
allies, as well as set up defensive countermeasures. The and crumbling to the ground many years ago, but not
scout ran by a group of archers that began firing their now. Instead of fear, he felt only rage boil up quick and
arrows and bolts into undead forces that were barely intense. He threw another hack into its leg as it fell

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backward. Then it reeled away from his blows, readying that was running past him toward Desmond. Leon
its massive mace to try and splatter the foolish mortal. parried two attacks and countered, impaling one of the
When he reached back to gain momentum, Boris was rotten ghouls through the chest. Delk was straddling
there with his mace and shattered the ogre’s knuckles a ghoul he had jumped on and jabbing both his long
with a well-aimed blow that disarmed him. It roared in daggers into its shoulders and chest as it was falling to
protest and back-handed Boris, sending him sprawling the mud in its last death throes.
into the wall! With a great deal of Desmond’s strength As fast as the moment was for Desmond
and quickness, he used both hands on the hilt of his to witness it all happening, it was over in that same
longsword and shot right into the ghoul’s mouth. The instant. Another group of ghouls that appeared to be
blade impaled the beast’s head like a skewered piece of all org warriors was charging toward their location.
meat over the fire. Its eyes went white and rolled into These would be a tougher fight, but Desmond smiled
its head and its body limp. Yet then, another ghoul was and shouted toward the org leader with the black blood
upon him as the ogre started to fall apart. of many ghouls streaming down his face in the rain.
Desmond ripped the blade out of its face as it “Here orc! Come to me!” Desmond slapped his lamellar
fell apart and cut quickly across the next one’s belly chest and held his longsword at the ready. The org race,
before it could catch him with its short blade. It was the true name of their kind was often called orc in the
a desperate swing but luckily, it opened its intestines Kothan tongue. Either name was acceptable, but most
on its mark. When that one hit the ground, it was races simply called them orcs. They were bred larger
finished by Zarren’s glaive as he hacked down, before than humans, stronger, and more fearsome. A war-like
turning to face another. Then another and another as race of battle-hardened grunts. This was Desmond’s
they kept coming in waves! Fields of rotten corpses, chance to die a good death! He saw the leader and
old rusted blades, and rotten wounds. These mud- hoped for a moment that this rotten monster was the
soaked abominations were not stopping anytime soon one that could do it! “Come and kill me you fuck!” The
and would not tire unlike the mortals they fought. org captain looked at Desmond wild eyed and roared in
Eventually Desmond’s squad would become fatigued acceptance. He stomped in the mud and charged with
and begin to miss blocks or parries, or slow. That would a booming war cry. Desmond envisioned throwing
be the end. himself at the org and just letting his defenses down,
Desmond saw a single moment where there just letting him open up his chest with that crude axe,
was only a brief instant to assess their situation. He but as they charged one another, Desmond knew he
looked around himself to witness what was happening, could not simply let down his guard. He knew he could
and time seemed to slow just for him. He saw Gladius never just give his life freely to an enemy. They had to
stabbing a ghoul with his short Aticraulian blade and a take it!
dagger in the other hand was buried up to the haft in Right as he raised his longsword, the org
its ribcage. He saw Boris back up on his feet swinging brought his axe back for a midway cleave, but Desmond
his mace to fend off two ghouls. Zahir was in the midst dropped to the ground and slid under the axe blade
of spinning away from a ghoul that was falling apart through the mud. The axe could have cut him in half!
into ashes, to meet his next foe with his shamshir As he slid by, his longsword cut open the org’s leg,
sword. Zarren was hacking his glaive across two ghouls, bringing the org down to one knee. Desmond was
opening their torsos, then using his hilt to block an up quick and already leaping into the air as the org
incoming downward swing. Hector was pulling his turned to bring his axe back around. Yet, Desmond’s
sword from the skull of a kneeling ghoul whose jaw blade was faster and came down across the orc’s face
was beginning to turn to ash. Hawthorn, the seven- to open up his skull, splattering a spray of black blood
foot-tall warrior was throwing one dead ghoul off of into the air! The org fell back, dropping his axe deep
his axe into an oncoming ghoul that was charging him, in the mud. Desmond turned to impale another orc
then swinging his axe into the back of another ghoul that was on him. That orc ignored the blade sticking

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through him and shoved the human back with the haft of it. They were in the thick of it all once again and
of his two-handed axe. Desmond sprawled backward there was no way they could keep winning for much
landing on top of the orc captain who was still existing longer.
even with his face split open! The orc wrapped him Lightning would flash and they would see the
up with both his large, rotten arms. The orc was not light flicker across the battlefield to witness the endless
going to let this human win. He started to squeeze as iron caps, the glowing eyes, and wretched teeth of
Desmond wriggled enough for his elbow to move on these monsters. Their faces were awful. Every time the
his right arm, he snagged his dagger from his belt in area was illuminated it seemed like even more glowing
a swift motion and started to jab the blade into the eyes, wearing horned helmets and spiked armor. Many
orc captain’s stomach over and over. He felt the arms of them looking stronger than the ones before them.
release him as he leaped up in time to witness the This was more than just a horde of ghouls; this was the
other orc stomping toward him with his axe raised. army of the Stygian Gods upon them! These monsters
Desmond flipped the dagger, covered in gore to catch were not going to let anyone live; their masters had
it blade first. Then he hurled it hard into the screaming sent them to destroy the mortal forces and it looked
orc’s face! The creature began to fall to its knees and as if it just may happen. It was this night that they
as it started to ash, Desmond could see the hilt of his all would die. Hector thought Desmond didn’t have to
longsword still protruding from its stomach. He leaped wait any longer, none of them did.
forward and grabbed the hilt as another ghoul charged It wouldn’t stop, the killing, the screams,
him with a spear. Luckily the orc he had just slain with the blood spraying through the air! The light would
the dagger to the face was falling apart, making the scatter the images of hell spawned faces. They just kept
longsword easy to maneuver. He brought the blade up hacking and it became mindless. None of them had
and into a swirling, circular arc. It knocked the spear time to think, just to swing and destroy. Their training
away with a great parry, before Desmond brought the and experience took place of their thoughts. As each
longsword screaming up the haft of the orc’s spear and enemy closed in it was instinct keeping them alive.
connected just under his chin, spinning the ghoul’s Hector side stepped an attack, ducked a clawed hand,
head from his shoulders! and ripped his blade through an arm or a torso. It just
Hector hit one of the orc’s in the arm with a well seemed endless, and Hector could feel himself starting
swung blow that took it off at the elbow. As he raised to slow. He did not want to leave yet, he realized he
the blade to cut the orc down, he noticed Gladius take did not want to die yet! Hector wanted to fight his way
a heavy axe hit to his back! The short man jerked, and to the healer’s tent and get out of here with her! He
his eyes went wide with shock. The org ripped the axe wanted to wade through their torn bodies and live to
out of his back as Gladius fell to his knees. see her again, for even just a moment.
“Gladius!” Hector screamed, but the org Desmond witnessed an ocean of hatred and the
finished him off with a well-aimed chop to the back pieces that he tore from his enemies were small bits
of his head. Gladius fell, dead into the mud. Hector of kindling to feed his fire. The ruined corpses of his
blocked the incoming sword attack as he looked away foes, all of Hell at his feet and he felt bloodlust and
from Gladius’s dead form. The blade he had blocked happiness begin to rise within him. He did not even
snapped and the tip went spiraling past his face. He realize, eyes wild with rage that he was mad, totally
glanced around for a moment to assess what new insane, happy to tear them to pieces. He didn’t want any
developments they were dealing with, but at the same of them to escape! Die, die, die he could hear himself
time used an opening to finish the orc in front of him. chanting in his head with every stroke of his blade and
There was no end to these troops, he saw a flash of every cleave or thrust of his sword! Black blood, the
lightning hit again and could still see waves of them rotten ichor, the vomit of spawn covered him now and
coming over the hill. It was a crushing thing to witness, he did not care that bloody chunks were all over him.
the vision was disheartening. For they were in the front His vision was focused only on targets before him. He

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barely noticed the head of one of their own company the landmarks burned down and the town in rubble.
roll by. He did not notice the ghoul spear that impaled They turned a corner down a cobbled street and ran
Delk from behind, or the arrow that hit Hawthorn in into another section where one of the wells sat in a
the torso, dropping him to the ground. small circular portion of the street. Desmond recalled a
They were starting to lose but Desmond was well not far from the symbol of the Old Crow Tavern.
still murdering the undead and showing no signs yet It was just west of the Keep, and there looming in the
of slowing his wild-eyed killing spree. Hector looked to darkness they could see the wall of the keep.
the west to see the other two squads nearest to them, “This way,” Desmond hurried across the old
they were gone. The last two men fighting for their stone street and Hector followed behind. The other
lives were members of the Hands of the Justicarians men were trying not to fall behind, occasionally turning
and they were cut down by spears and axes. Hector around to fight off some of the undead that had taken
was about to shout something to Desmond, something chase. Suddenly the sound of sobbing arose. The sound
to tell him they needed to leave, when a crude, black of a woman crying or someone in terrible pain echoed
arrow caught him in the arm! The tip burst through in their ears. Desmond stopped then. He had a bad
the other side of his forearm and he cried out, falling feeling about the noise for it did not sound natural.
to his knees. He noticed two ghouls charging at him Out of the well flew this ghostly shape of a wretched
then as he looked like easy pickings. As they closed in hag glowing with ethereal light and covered in tattered
on him, he gripped his sword in his right hand, ready rags. Her rotten look chilled all to the bone that gazed
to retaliate, but Desmond flew to his aid and cut them upon her. She leaped from the wall of the well and
to pieces with three well measured hacks. He was there landed next to Zarren who pulled his glaive back to get
then, to help his only friend up. a powerful swing, but before he could act, she screamed
“Come on, get up!” Desmond offered his hand a terrifying sound that reverberated and shook the very
and as he did Hector noticed yet another orc barreling earth around them. Her scream tore into Zarren’s chest
down on them, but suddenly an arrow hit the orc in and face and all could see even bits of armor flying off
the side of the head, and he dissipated into ash before of his chest and the side of his face tore open! He flew
reaching them! It was Torrun, he came leaping over back a good fifteen feet before collapsing to the street
two others fighting and fired another arrow defending and sliding across the stone ground.
Hawthorn as he was getting back to his feet. “Banshee!” Torrun fired an arrow as he shouted
“Commander gave orders to go now to the and it stuck through her arm, not even phasing her. She
passage! We must go now! All is lost here!” Torrun slapped a second arrow out of the very air. Hawthorn
defended where they stood and fired arrow after arrow ran at the beast and took a massive swing with his axe;
as they came over the wall of the house or peaked it tore through her torso but not enough for a mortal
through the window. wound. The banshee clawed Hawthorn across the leg,
Desmond nodded as he looked around, noticing cutting him and his armor with a deep gash. Desmond
the futility of this situation. They had a job to do. charged the banshee and several well positioned steps
“Retreat! On me! Retreat!” Desmond helped he knew he would be right on her with a mortal cut to
Hawthorn to clear away a couple more as they took off her head, but as he sprinted for her, her face swung
running through the streets. Many were chasing them, around and she screamed again, sending the warrior
but it seemed the brunt of the attackers were flooding reeling back to the ground holding his ears from the
that area and swarming the rest of the army. Ghouls pain. It felt as if her screams were a knife cutting into the
were chasing them through the old ruined city and eardrum. Hector was there, with one cut and then two
the men remained fighting the entire way. Desmond she then wore an x slashed into her chest. The banshee
was leading through this area and trying to envision wailed and Zahir was there quick with another slash
the map he had seen that night. It was impossible to across her ribs. Then it was Leon who dived forward
navigate this damned place at night, especially with all to finish the creature with a blade into her face. She

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suddenly stopped writhing and with a sickening thud, deep within his chest. Torrun shut him up with an
her form hit the ground before dissolving into the dark arrow through the hole in the door just before they
street, to vanish back into the aether again. The attack finally covered it. There were a few more slams and axe
was enough to slow them down though and that was strikes, but then all fell silent after a few moments. The
bad, because the ghouls were on them again. entire chamber was dark.
Boris smashed one as it came running around
the corner and then started to hold several off as Part III: The Cathedral
everyone regrouped. Torrun fired two arrows at once
into one of the undead monsters as it reached Boris The lightning flashes outside only let tiny
giving him the chance to break away. Hector grimaced amounts of light in through the cracks, but all were
in pain at the arrow sticking through his forearm and finally given a minute to catch their breath. All of
moved to check on Zarren, but when he turned him them huddled in the darkness while Desmond quietly
over, he realized it was too late for their old friend. searched in the chamber. He stepped so slowly, letting
The banshee had crushed his skull and torso with each foot fall gently test the wooden panels of the
her shattering scream. The armor was not enough floorboards. The men sat in darkness, all breathing
to protect him from the attack. Desmond started to heavily, some grimacing at the pain of fresh wounds.
shake off the dizzying echoes of the banshee’s voice There was no light. Soon the ghouls would find a way
in his head when he rolled to his side. He noticed the in, or simply burn this place down.
swirling, old wooden sign on the ground next to one Hector groaned at the arrow in his arm, then
of the buildings. The Old Crow was the tavern they tried to see anyone in the room but he could only hear
needed to find. He got to his feet and found his blade. their breathing.
“This way… this is it!” Desmond shouted the “At least we are out of the rain,” Hector said.
command and they did not hesitate. This building was Some of them started laughing at the comment, always
still intact, the walls still stood to the first floor, the from Hector trying to look on the bright side of things
second floor had collapsed in many parts, but the first in the worst situations. What else could they do but
still held together. When Desmond charged inside, laugh in the face of it all? What else could they do
he noticed rodents scatter into holes and the sounds but laugh through the pain. “Desmond, have you found
of smaller creatures scampering through the dark. It anything?” There was no answer from the back room
smelled like the rest of the city, like plague and fire, at all and Torrun, being half elf was the only one that
like rot and death. They all ran and some staggered, could really see anything in the dark. His eyes had
running in pain. Some of them were badly wounded, adjusted to his twilight vision and he was scanning
others just minor cuts and bruises that would mend in the room for anything of use. Torrun found some kind
a few weeks. At this point, most of them were sure they of liquid and some old rags from behind the bar. He
were not getting out of here alive. The others charged quickly put together a torch for the men to use with
in and Hector pointed towards the door. table legs, rags, and oil. “Desmond?” Hector started to
“Bar that door, c’mon barricade the entrance!” get worried as he called for the sergeant and again there
Hector shouted for the others to help and started to was no answer from the black doorway. Only when
grab tables and chairs, anything they could find. The lightning hit would they see the layout of the room.
ghouls outside were cutting holes into the door and The old tavern was half buried by the roof. The bar
growling, hissing, laughing as they swore torments of was still intact with some bottles behind it. There was
impending doom to the men. a doorway that went into another room where there
“We shall feast on your bones breathers!” one were stairs ascending and it continued into another
of the dead men shouted through the barricade. The dark room, unknown to them. It must be a kitchen or
laughter that came through his mangled shout sounded storeroom, he thought as he glared into the darkness.
like a congested and ragged cough that bubbled from Torrun was on the ground trying to get his flint

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to spark a light and as he did, Hector noticed something being created by the cursed spirits of women who
horrifying in the dark. Something was creeping into the killed their children. Desmond thought of that legend
doorway from the fallen stairway, and its shadowy form when he noticed the remains of the child. The passage
was crawling across the ceiling. Its face turned toward kept going deeper into the darkness under the keep
the light to show a long, dripping tongue and crazy, and the stone creation that went straight up emptied
intense eyes. Its teeth bared and its tongue flickered out into the streets where they had fought the banshee
like a whip with the flash of the flint and steel. It was in the small square. There was a large stone slab here
slowly creeping across the roof and looked as if it was in this alcove. Hawthorn dropped upon it heavily, his
about to pounce upon Torrun who was unaware and breathing ragged. Desmond turned to regard him,
concentrating on the fire and the torch. Hector’s eyes as did the others, some of them wearing a worried
widened, as Hawthorn and Boris witnessed it as well. expression.
All were about to react when Desmond stepped into “Hawthorn?” Desmond approached him,
the room and drove his sword into the beast’s torso, looking at the arrow that still protruded from his side.
pinning it to the ceiling! It screeched in pain as the He had several gashes, several cuts, and it was amazing
blade skewered its guts, and its tongue lashed out to he was still breathing at all.
try and strike Desmond barely missing his arm. Torrun “Aye sir, just a breath… just out of breath... I am
rolled quickly and launched an arrow into its skull. The good.” As Hawthorn spoke, the barbarian seemed to
creature slumped still then and fell to the ground as fade in and out. He was looking pale; he had lost a lot
Desmond let it drop off his blade. They watched as the of blood. He was a big man and that arrow looked as
lurker twitched and started to melt on the floor into a though it may have pierced a vital part of his insides,
puddle of black goo and half melted ribcage. but no one could be sure and none of them were any
“Thank you, sergeant.” Torrun nodded to skilled at healing. Unfortunately, they were all just a
Desmond and he only retuned the nod in kind. bunch of killers. Desmond patted him on the shoulder.
“I found the entrance,” Desmond said quietly. “Of course, man. You fought well today.” He
looked around at the others, Zahir held the torch and
* * * brought it over to look upon the wounds. They all
listened though, as the sergeant spoke to him. “You
It seemed as if they had headed out in perfect fought damned well. All of you did.”
time. After raiding the tavern’s remaining goods and Leon looked at the arrow and nearly placed a hand
alcohol, the ghouls had returned. Sure enough, did the on it but stopped short of the shaft when he saw the
undead troopers set the place ablaze in order to burn sergeant’s warning glance.
all the men trapped inside, but luckily those undead “Perhaps,” Zahir started cautiously, “we could
soldiers didn’t seem to know about this passage pull it out? Stop the bleeding?”
underneath the tavern. The trapdoor had been well “No,” the sergeant shook his head. “It will only
hidden in the storeroom floor. The old owner of the do more damage. Give him some of that fire water.”
tavern had kept that secret for years, under the threat Desmond nodded and Hawthorn nodded back in
of torture and death from the monks who enforced the agreement. There was a little blood running from the
wrath of the cathedral. side of Hawthorn’s lips.
What was left of the squad came to a small “It was an honor to fight at the side… of the
chamber made of the same cobblestone as the streets great… Death Wish.” Hawthorn sounded like he was
and it was damp there, with lichen growing on the fading out and they let some of the drink touch his
walls. A hole in the floor descended into a pool of water lips and pour into him. His eyes flickered and a spark
below. There were bones down there. The bones of came back in him as it burned his core “You are… a
men, women, and at least one that looked like a child. true hunter of demons Desmond. It was an honor to
This was the banshee’s lair. Legends spoke of banshees fight at the side of all of you.” They all put a hand on

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Hawthorn and noticed that Boris had his head down. mind giving him new life. They all rose together and
He was whispering something, and it sounded as if he moved out two by two down the tunnel toward the
was praying. Leon welled up with grief at seeing his bowels of the keep. Zahir lead the way with one of
tough friend like this. Hawthorn had always been kind the torches and Leon helped Hawthorn along as they
to him. Seeing Hawthorn fading after it all, defeated moved. It was not over yet, but they were so close.
and saying his final goodbyes cut him deeply. They entered a chamber that was once part of
Boris finished his prayers and kissed a holy the dungeon cells beneath the keep. The cell doors
symbol that looked quite unusual, like a simple circle were all opened, they stunk of piss and feces. The rats
with a cross in its center. Then Boris put his hand on covered some of the cell floors, crawling through the
Hawthorn as well, waiting for the big man to take his muck, but there were only broken pieces of skeletons
last breath. In that silence they all waited with him. throughout the chambers. There was an old forge
They could hear the battle still raging above. The down here, still burning bright with bodies stuffed
sounds of steel, screams, and fire. Torrun was staring into the fire. The smell was horrid, and chains with
up toward the light that the sky provided him, his half hooks hung from the ceiling here. Some swung slowly
eldrynn eyes let much more light in due to his twilight with meat still stuck to the hooks. Others swung with
vision. He watched the rain fall through the entrance to bodies still hanging from those hooks. These bodies
the well and descend toward them. The roof of the well were all females. This torture chamber had many types
had fallen away, exposing the open sky, or the fog of of weapons within it, hanging from the walls several
the Veil Myst. They could feel it, the life of their troops devices for causing torment and pain. This place had
slipping away with each minute and they all hoped that seen much of it. A chair, filled with tiny spikes and
their forces were making them pay. They all wished the covered in leather straps sat in the corner, covered in
Hand of the Justicarians and the Army of Dalewynnd blood. On the ground lay many tabards holding two
were taking many down with them. Desmond thought different types of embroidered symbols. One of the
on the mortal races fighting and dying together to stop symbols was from the Hand of the Justicarians, the
these wicked forces from Hell. They wanted to conquer clenched gauntlet, the hammer upon it, in front of two
new realms to enslave the mortals and feed off of their suns. The other symbol was unknown to them. A six-
souls just as they had in ancient times. He imagined pointed star with strange symbols on three points and
them for a moment, awaiting the gate to be opened. three rings entwining in the center. The knot looked
That thought brought fire into his legs and it rose Theadian and resembled the word for Sisters.
quickly into his chest and spurred him. It wasn’t over Zahir searched the well-lit chamber with
yet. his emerald eyes, expecting some new horror to be
He grabbed the fire water and put it to waiting for them in the flickering shadows. Just as he
Hawthorn’s lips. “You are not allowed to die yet, it stepped into the chamber, he swore that he could hear
isn’t over.” He poured the fire water into Hawthorn’s something. Was it the sound of tearing flesh, blood
mouth and the man coughed some up, blood and liquid dripping, a soft moan or growl? He couldn’t tell. He
spattered on his breastplate. Hector shot Desmond a looked toward the bodies on the hooks. Poor women,
worried glance, but Hawthorn’s eyes flicked open wide. he thought, they were tortured and hung up to die.
“Come on Justicarian, we must move!” The rage began Most things that die in this land eventually turn to the
to fuel them all again, the hatred in Desmond’s words undead due to the Veil Myst floating throughout the
did not fall on deaf ears. So, he repeated it, “None of us land. These must have been killed recently. Perhaps it
are allowed to die yet! We are Justicarians!” was the fighting that interrupted their torment? The
“Yes sir.” Hawthorn’s words were weak, but Veil Myst was here as well, they could see it barely
he had fire behind them. The fire water burned his at their feet. Ever present through all the halls, like a
insides, the spite in Desmond’s voice only stoking that plague-ridden miasma.
fire, and the whispers of Boris’s prayers echoed in his “Watch those bodies,” Boris warned pointing

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a mace at one of them. His voice was deep and gravel- mischievous smile.
like. All looked toward the big, bald man surprised at “Silver arrows!” Torrun beamed at them. “These
his recent participation for the man hardly ever spoke. were the Sister Knights of the Silver Star!” His smile
Perhaps the recent events had made him open up a faded quickly. “The mercenaries hired to hunt the gate.”
bit. And it seemed he was not merely a warrior… but He looked then at Desmond with the realization in his
perhaps an old member of the clergy. eyes.
Desmond slowly stepped between the bodies of “Aye, they gave their lives, we cannot fail.”
the flayed and burned women and searched the torture Desmond said with a cold, serious stare. Suddenly one
chamber with careful eyes. of the bodies twitched and her eyes opened dead and
“What god was that Boris? What god were you pale next to Torrun. Hawthorn stepped forward without
praying to for Hawthorn?” Desmond’s words were as hesitation and cleaved half of the body from the hook
measured as his steps, ever so closely to the forge. and it started to fall apart into ash. The others began
“The one god. The only god. The Maker,” to awaken and hiss with the hunger of the necrophage
Boris forced the words out quietly but loud enough twisting their new forms. The squad made quick work
for Desmond to hear. Desmond glanced at Boris for a of the hooked demon hunters as the dead women woke
moment with a raised brow. Hector appeared next to into their un-death. These women did not deserve this
Boris, his broadsword in his hand and he kneeled to death. They were all honorable warriors that fought
look at the tabards of the women that were bloodied for the freedom of all mortal races. The soldiers made
and torn. They were warriors, these women. All of sure to take all of the silver weapons that they could.
them wore the same garb with their symbol upon the Hector was able to cut the tip from his arrow and pull
clothing. The colors of green embroidered with golden out the shaft. He used the fire to burn the wound. It
lace and a white patch. was painful, excruciating. However, it would allow him
“You were once a priest,” Hector asked? Boris to use his arm. It was too bad the same could not be
nodded in reply and would have said no more on the achieved for Hawthorn. They had to move quick. This
subject, but it was in fact the recent events where he was it; the gate had to be here.
felt it would no longer matter. He did not expect to live
another day, so he confessed. * * *
“I was before I became a murderer. Then I
was sent here for my crimes. Which is more than I It did not take long. They could feel the
deserved.” Boris looked toward the fire of the kiln and coldness of some unnatural and unnerving air in this
stopped moving, thinking back on the horrid memory underground chamber. They could see it was lit by some
for a moment. “A man killed my son. He claimed it was strange mystical energy that illuminated the entire
an accident.” Desmond looked toward Boris listening area in an azure hue. The bright blue and white cobalt
intently at that moment. “In return I killed his son, his fire came from the gate itself. It was a large circular
wife, and then I killed him.” Just saying it hurt him portal that swirled with mystical, astral energy. It stood
and the others could easily tell. Desmond looked away upright like a mirror, reflecting the room around it in its
from the man then and noticed the crate that was filled core. Surrounding the soul gate was a large summoning
with weapons taken from the burned women. These circle. The circle was written and carved in dry blood
weapons were edged in silver. and black ash. The powdered bone of a hundred dead
“Demon hunters…” Desmond broke the mortals and the blood of one hundred sacrifices. The
silence. “These women were demon hunters. Silver offering bowls sat at each point of the pentagram
edged blades.” Desmond gazed upon their make with on the outskirts of the circle, as did candles at each
wide eyes as the silver gleamed in the firelight. They point of a six-pointed star. It seemed the magic circle
all noticed Torrun reach quickly over to snatch up a was covered in strange archaic and demonic symbols,
quiver of arrows lying next to the crate. He wore a large yet none of the warriors that came silently into the

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room cared for those. The warriors came from below, as well. He seemed so very content with himself, so
a dark tunnel that entered this enormous chamber sure of himself. He held an athame in his hand, a
from the dungeon. The cathedral of the damned, this curved ritual dagger covered in runes. As he smiled,
place had become cursed and defiled. The room was he ran his rotten fingers of his right hand through his
lit by braziers filled with skulls and torches stuck into beard and twisted it at the end. The side of his face
sconces on the wall. Crude sacrifices were displayed was hollow, and you could see the skin stretch from his
in lude and mocking positions upon the statues of the upper cheek to his lower mandible. He only stared at
Stygian Gods. himself madly, looking deep into the gate but only at
This place was once a keep, long ago it his own reflection, at his pale, glowing, dead eyes.
housed the vatagi council. Yet, it became a cathedral As the warriors began to fan out around the
to the dark gods., or better yet, those who would call room, Desmond pointed to Leon, then to the stairs, to
themselves gods. In truth the Stygian Gods were just Zahir, then to the acolyte reading the book. He pointed
vile demons and devils that forced mortals into slavery to Hector, then to the target painting on the floor. He
and servitude. They needed them. They needed their chose each member that remained to take different
prayers and their souls for sustenance and pleasure. positions in the chamber to try and gain a maximum
And what better way to consume so many souls than to advantage once they ambushed the minions. These
force endless slaves into servitude and sacrifice them undead acolytes were ghoul priests or blood mages.
in your own name? This blasphemy had to be stopped. Either way, Desmond and his remaining warriors
Even to those who did not care for the gods, they knew knew they would be dangerous adversaries and most
that this could go on no longer. likely wield terrible spells. He wanted to take them out
They stepped into the dark edge of the chamber quickly. Desmond took his longsword in one hand, in
and walked, hidden underneath a balcony overhead. A his other he held a saber with an edge of silver. They
catwalk of wrought iron twisted its way around the were not practical weapons for fighting warriors with
entire chamber to two other rooms upon the second weapons of steel, but the silver inflicted dangerous
floor. There were two, large, double doors to this damage upon the undead and demons due to the purity
cathedral that appeared to empty into the courtyard within the silver.
of the keep. The demon gate was in the center of the Desmond inched forward toward the center of
chamber. The blue glow emanated from the metallic, the gate, coming towards the lead acolyte. He stepped
reflecting portal. There were seven acolytes in this lightly and neared the magic circle. He did not want
chamber. Some were praying, another sat in the corner to come up directly behind their leader or he would
of the room reading from a large book. One was taking be seen in the reflection of the gate. The vile creature
the blood from one of the bowls and painting the lines remained staring at himself, smiling, eyes wide, letting
over again to make sure they stayed a solid red. They gore drip from his rotten teeth. Desmond looked
all wore long, black robes, and they all chanted with around the chamber, their chanting resonated perfectly
the resonating pulse of the portal. They wore strange with the hum of the gate. He wondered how in the
symbols made of human flesh, wearing an actual eye Nine Hells would he close this thing. It stood nearly
in the center of the symbol. The flesh was stretched to twenty feet tall and nearly twenty feet wide. The magic
form the symbol and warn on the back of their black circle surrounded the entire gate almost exactly, as if
robes. They seemed to feed off of the gate itself as if it the gate fell flat it would fit perfectly into the magic
gave them a constant flow of mana. circle upon the floor. The bottom of the azure glow
touched the floor of the magic circle and seemed to
Their leader, the only one with his black hood cut part of it off, as if the gate continued through the
drawn back stood directly in front of the gate, staring ground about five feet down.
at his own reflection and smiling. The man was bald Then he noticed something, on the outer edges
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it, floating with it. They were difficult to see because of of the circle, all bearing the same color of blue and
the azure glow emanating from the gate, but he could located at three points. One on each side and one in
see the three crystals floating on the circumference the center near the very top. He noticed then that this
gate seemed to be crafted from blood. The souls of
one hundred would be sacrificed to make such a gate.
Perhaps he had to shatter those three crystals? He
could see no other way for it to be powered.
Leon carried a silver rapier now; his saber was
sheathed at his side. He stepped toward the iron
stairs and could see all the dried blood on the
floor, all the gore. The place smelled horrid and
there were bodies just cast carelessly aside here and
there. He did not notice the skull with the arcane
writing upon it. For it sat between several others
and lay upon a block that protruded out from the
wall to contain many skulls and a candle atop one
of them. The skull that had one pale eye still within
its socket. It was an enchantment crafted into the
skull. As when someone passed before it without
whispering the right command word, the eye
would see them. As Leon stepped slowly
before it to move up the circular stairs, the
eye shifted and stopped to looked upon him
and Leon froze for a split second. The skull let
out a silent warning and the master turned to
fire a glance straight at Leon.
“Now! Now!” Leon didn’t know what
else to do but shout a warning to the others that
they had been spotted. He charged up the stairs
towards the acolyte above. The black robed
leader that stood before the gate cast a spell
quickly and with practiced perfection, one hand
tracing runes in the air with his ritual dagger
and the other pointing a rotten finger toward
Leon. Suddenly electrical power emanated
from the core of the caster, rolling down
his arm and launching across the room.
The bolt of electricity arced and caught the iron
stairwell, yet it crackled and zapped across Leon’s
torso and his leg. As it launched him into the wall,
he crumbled to the floor feeling his knee pop with
the energy escaping and tearing open his leg. He
screamed in utter pain and felt that the blade of his
sword was so very hot as he collapsed on it. He felt
blackness consume him as the pain overtook him.

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Hawthorn launched forward and as the acolyte had to have already been on their way here, but why?
turned to witness the barbarian, a silver axe found its Then Desmond heard the blood raider shout another
mark between the ghoul’s eyes. He immediately burst order, “protect the gate!”
into ash and the giant warrior searched for another. “Torrun, the gate! Shoot the crystals!” Desmond
They all charged into action, attacking the acolytes glanced over to the priest who was chanting and had
and cutting them into pieces before spells could be dropped his ritual knife. His palms both faced the roof
launched. Torrun noticed the acolyte moving toward and his claws were writhing. Desmond noticed then
Leon on the second floor, about to finish him off, but as that more undead were starting to stand up around
he raised his arm to cast a spell, an arrow went through them. Bodies that were laying on the floor were
the undead monster’s outstretched limb. The silver ate twitching, coming back to life again with black tendrils
his arm and turned it to dust destroying the acolyte’s of necromantic magic lifting them to their rotten feet.
spell as well. Before he could begin another one with Desmond took two bounds and slashed the leader of
his other arm, another silver arrow pierced his heart the black robed ghouls across the torso tearing chunks
sending him sprawling into the wall and shattering of his clothing apart and bits of rib cage and rotted
into ashes. meat. The undead priest collapsed to the ground in
Even with their element of surprise, it was not front of the blood portal before he could finish raising
enough, for the double doors to the courtyard burst the dead.
open and more of the dark ones swarmed in. These Torrun fired another arrow to protect Boris as
were elite warriors with weapons and armor. Led by a one charged at his back and then cast a glance at the
blood raider who seemed to exude a dark and powerful gate, noticing the crystals that Desmond was talking
wrath. He was a vatagi, he wore flesh of red, two horns about. He said nothing in response, as to not alert more
upon his head and his steel armor gleamed in the to his position. He took a step to his left and ducked
fire light. Blood raiders were much like vampires, the underneath a chop from one of the rotten soldiers. He
necrophage hunger was immense and each time they whipped out a bodkin tipped arrow, hoping it was the
fed, their rot would lessen and it would heal their flesh. best kind for the job and slid it in place as he dodged
Once fed it would almost allow them to look as they another swing. He took another step and took a deep
did in life. This particular blood raider was a vatagi breath. As if in slow motion he could see Hector in
death knight, a powerful enemy that carried a large, the corner of his eye moving across the room towards
flanged mace . the enemy that was pursuing him. In a split instance
“Kill the mortals!” The blood raider hissed out he calculated if he had enough time to fire the bodkin
his orders and the undead beasts all charged towards tipped arrow at the crystal and he deduced that he
the warriors who were finishing off the priests of the did not. He knew that if he pulled back to fire at that
cathedral. Desmond noticed the doors opening, hoping instance that he would be cut down by the ghoul who
it was the commander, hoping they had found their was behind him and his large axe. And yet he pulled
own way through the portcullis, but it was not so. He back the arrow anyway and set his aim. For he knew
wondered if the quest could even be totally completed. that in that moment Hector would reach them in one
With the double doors to the cathedral opened, he more step and his sword would meet his mark. So, it
did notice something that was both worrisome and came down to a matter of trust, how much did he trust
yet uplifting. The portcullis was already opened. He Hector to make the right move? Torrun let loose the
could see it across the courtyard with the lightning arrow and closed his eyes, awaiting severe pain in his
storm raging outside. He could also see they were still back but he heard the lovely sound of a blade ripping
fighting! The war was still going on and perhaps there through old armor instead, and the beast growling as
was still a chance. The portcullis was through a swarm it turned to ash. Torrun opened his eyes and smiled
of undead beasts, but it wasn’t far away. They must toward Hector, giving him a nod and Hector nodded
have opened the gate for these soldiers, these ghouls back before meeting another opponent.

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Desmond was about to shout to Torrun again that it felt nothing. This undead, hollow creature felt
but noticed the first crystal shatter into pieces. He hated nothing, just as he often did. The creature only laughed
the fact that the gate did not explode or disintegrate in response. This thing would not tell him anything
right there, or even shutter at all. The gate simply kept at all. It wanted the Hells to rule this place. This vile
on churning with that same magical hum of intense piece of filth was useless to him. Desmond stabbed his
energy. Desmond cut down another ghoul with two silver blade through the creature’s throat, and it gasped,
well aimed strikes as it tried to defend the priest that almost as if it made the undead monster suffer just a
he was about to finish off. He noticed Boris in the bit, before he ripped it in two to see the dust and ash
corner of his eye smashing the skull of the last acolyte fall apart.
over and over with intense rage. He witnessed Zahir Another arrow flew and shattered the crystal on
fighting with a torch in one hand and a silver scimitar the very top of the gate. Only one more remained and he
in another, facing off with the blood raider, who could see that Torrun was having a hard time defending
seemed to match his prowess in battle almost perfectly. himself from oncoming infantry. So, Desmond charged
Their dance of attacks and parries was amazing, but to defend him. He noticed Zahir was still mixed up in
with that armor Zahir could not score a hit. Hawthorn the dance between himself and the blood raider, the
was swinging wildly, cutting men down with each chop raider had fire in his eyes and swung the giant mace,
of his axe. shattering the floor as Zahir leaped away just in time.
The silver axe was not as large as his usual two Zahir was moving a bit slower with a gash across his
handed one, but it still did twice the damage to these leg, the vatagi had scored a hit. Desmond glanced over
undead monsters. Their bodies were flying away from to see a wound open on Hector’s other arm from a ghoul
the barbarian with each swing and turning to ash in claw. The look on Hector’s face was not of pain but of
midair. The fire water was burning inside him, and his anger for allowing the thing to score such a viable hit
rage kept him alive. Through gritted teeth and blood upon him. They were all wounded, they could all use
running down his chin he fought with everything he help. Desmond offered the wretch a blade in the back
had left in him, to make sure they would win. and then Hector finished it with his sword down into
The priest raised his hand from the ground and its head before he resumed the onslaught, seeming to
aimed at Desmond. A quick word and he hurled a spell, ignore his arm wound for now.
a spear of bone growing from the dark caster’s finger These undead soldiers were elite fighters.
flew at the warrior, but he moved quickly enough to the They were obviously some of the best fighters that
side to dodge it in time. Desmond stepped forward and the dark forces had in their army. As the lightning
impaled the priest with the silver blade. He grabbed him, flashed outside again there was a sight that lifted
picking his light form up into the air and twisted the the squad’s fire, it looked like the elven warriors of
blade in the priest’s guts. The priest began to laugh, the Dalewynnd were fighting at the portcullis outside.
warrior could not cause him pain and his futile attempts The slight pause in defending himself to witness the
to hurt the caster was only giving him more attempts scene caught Desmond off guard as he nearly became
at his life. “You cannot stop the prophecy mortal.” The overwhelmed by three undead warriors. A fast cut and
priest mocked him with his insane laughter. There was Desmond caught one with the flat of the silver blade.
nothing left of this wretched creature’s mind. How The warrior then reached for his long sword to fight
many innocent lives had this thing taken, sacrificed to with both of them again. Another cut and Desmond
its dark god to open this gate? lost his footing, stumbling back. The other warrior cut
“How do you destroy the gate?” Desmond a heavy axe strike and Desmond pulled the longsword
screamed, knowing it was futile he asked anyway. He up just in time to parry it, but the axe head still bit
wanted to kill this thing slowly, to cut it into pieces, into his arm, opening a wound on his forearm. The
to lay the silver on its rotting flesh just to watch it third warrior cut, but Desmond slapped it away with
burn in pain, but it only angered him more to know his blade. He then ripped his silver saber across two of

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them in one massive sweep that opened one’s intestines bash with the edge of it but Desmond used the hilt of
and collapsed the jaw of the other! One rotten thrall the saber to catch it and buried his longsword into the
fell to the ground holding its face and screeching as thrall’s skull from under his chin. It looked shocked
it lost its axe. Desmond pinned the other ghoul to the as he pulled the blade out and then slashed, turning
wall with is longsword but then noticed Torrun was it to dust. Desmond glanced quickly as the ash fell
getting swarmed, defending several on his own. Torrun around him and he could see that his thrown dagger
had run out of room to dodge so he went to draw his had knocked the crystal out of place, and it had fallen,
blade to fight with his melee weapon. As he did so, one shattering on the floor. To his ultimate dismay, the gate
of the thrall wearing a horned helmet came chopping was still open.
down with his axe. Torrun was out of time and used There were mixed forces of undead that had
his bow to parry the axe. It worked, but in doing so the filled the room. Boris was doing battle with a bloater
bowstring snapped. and dodged a spewing projectile vomit that would have
There was still one more crystal left on the melted his face and chest if he were hit. Boris kicked
right side of the gate. Desmond ripped his silver blade the beast back and it sprawled knocking over several of
across the pinned undead, dusting him instantly. the undead monsters. Zahir, still fighting their leader
He then turned to meet two more while holding his turned at just the right time to get out of the way of the
silver saber in his left hand and his longsword in his sprawling fat bloater. He put the torch to its clothing,
right. The two thralls charged coming in quick, both and it erupted into flames. He met the next attack with
wielding curved blades, a cutlass and a saber. The one a heavy chop that cut a ghoul in half at the waist. The
with the cutlass also carried a dark shield, with a red blood raider pointed at him from several feet away,
bull painted upon the front. They came in quick and ready to engage Zahir again when the bloater blew up
with fast parries and blocks. The three of them danced behind him, sending acidic toxins flying all over some
back and forth with none scoring a hit and it seemed of the ghouls. The spray hit Hector in the side of the
it was taking too long. Desmond needed to crush the face, and he began to burn from the acidic bile. It only
last crystal. Time slowed as the thrall to his right came half blinded him though and he shook it off with a
in with a quick downward strike. Desmond didn’t scream.
hold onto his sword this time but tried something Hawthorn’s axe took the arm from a ghoul and
desperate. It needed to be fast and perfect. He threw then he turned the beast to ash as he took its head
the longsword in his right hand at the cutlass and from its shoulders. Yet a flash from somewhere ripped
the creature’s downward strike and then he started to the arrow from Hawthorn’s torso. He grimaced in pain
spin while reaching his now open right hand for the as it wrenched through him. Waves of suffering nearly
hilt of his dagger. As he started to spin, he slashed caused him to black out. He noticed one of the creatures
his silver saber across catching the undead monster in clinging to the walls, a black skinned lurker, hiding
the stomach. As it opened the creature up and sent perfectly on the wall. Its tongue ripped the arrow from
ashes flying from his torso, he spun with great speed the big man. Hawthorn grabbed the creature by the
trying to back away from the two. Yet, in that spin he neck with his bare hands and began to crush it. He
was able to whip out his dagger and fling it perfectly unleashed all his remaining rage upon it and tore the
at the last, remaining crystal. He did not wait to see if existence from the beast before hurling it back toward
his aim was true for his longsword had connected with the portal. As he did that, an axe caught him in the
the downward cut from the thrall and begun to flip back, and he fell to his knees. He was able to catch
in midair. As Desmond finished spinning around the one more with his silver blade before two of the other
full one hundred and eighty degrees, he brought his undead stabbed their swords through him. Hawthorn
right hand back around to catch the hilt of his spinning met his end with greater strength than most and he
longsword in a perfect display of swordsmanship. As died with honor right there in the cathedral.
he caught the blade, the warrior attempted a shield

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Boris recalled his prayers as he saw Hawthorn’s their eyes bloodied. They were absolutely covered in
end. He swung his mace, sending a thrall sprawling into the gore of rotten warriors.
two others. There was one of the wounded crawling on “What now sergeant?” Hector asked breathing
the ground next to the large mortal and it bit into his so heavily he could barely get the words out. His face
leg. He cried out in pain and fell backwards as it tore scarred on one side by acidic toxins. He looked up to
a hunk of flesh from his leg. He nearly had fallen into the iron balcony and could see Leon beginning to stir.
the gate. He forced himself up and looked around to It seemed the young lad was trying to stay hidden...
see who was left. Only Zahir, Desmond, Torrun, and smart thing to do… Hector nodded. Torrun, also out of
Hector, that was all he could see. Blood was running breath carried his silver short sword in one hand and
from a small wound on his head and the light still his bow with the snapped string in his other.
flickered outside. He could see more outside, more “We shattered… three crystals.” He looked
forces. He couldn’t tell what was going on. around through the forces for some sign, some hint,
“Sergeant… the gate!” Boris yelled to Desmond then saw the stars on the ground, carved into the stone.
as they fought with all of their might. “How the fuck The summoning circle. “Boris damnit you were a priest
do we end this?” Boris cursed at the edge of defeat. what the fuck do we do?”
Desmond rolled over to stand next to Boris and he “I never closed a fuckin’ gate to Hell damnit!”
could see the others attempting to make their way over Boris snapped.
as well. Perhaps they would all fight here until it was Desmond had been quietly trying to think,
over. The blood raider charged up on Zahir and came quickly measuring every instance that he could imagine
in with a flurry of attacks. The damned creature was not and then came up with only one thing.
slowing, but Zahir was getting tired. Desmond charged “The pentagram… there are five points, we
up to help defend Zahir and they both began fighting destroyed three…perhaps there are two more on the
the creature. The blood raider caught Zahir with a other side?” They all followed the symbols on the floor,
perfect swing into the side of Zahir’s arm, just above and it looked as if the sergeant could be right. They
his leather gauntlet and the dark-skinned warriors also noticed that the Veil Myst was flowing steadily
recoiled at the strike. The hit nearly broke his arm. from this gate and pouring into the room. They could
Yet as the raider pulled back to finish him, Desmond not see it before, but now from this vantage point, this
was there to assist and blocked the mace before he was what was causing it.
could deal the finishing blow. Desmond slapped the Then, suddenly, the body that laid in the center
mace away and raised his sword to strike but the blood of the floor, the vatagi blood raider that had not yet
raider was already in the motion to defend it. Instead turned to ash… twitched and then exploded into dust
of defending it though, his eyes went wide, and a silver as a great monstrosity erupted from the corpse as it
blade exploded out the front of his face as Hector burst and all rocked back from it. A blast of red mist
stepped forward and kicked the knight off his blade. formed into the silhouette of a being as it began to
They all stood next to one another at that manifest. It became a thing most fearsome for certain.
moment, their backs to the gate and the horde of It was a demon! It stood and looked upon the men
undead monsters hissing and swaying in a stand off and as Desmond saw the beast, he felt some kind of
in front of the enormous portal to Hell. They had not recognition within its eyes. The thing’s tail flicked and
closed it yet. They had no idea how to. None of them writhed, its tongue slithered between its bared teeth.
had ever closed a gate to Hell. None of them had ever Desmond exploded into rage and leaped at it as
read about it in a book. Not all of them could even all the undead that surrounded the magic circle backed
read. This was a soul gate, opened by sacrificing many away. The demon did not meet Desmond in combat, it
mortals. The blood of dozens and dozens of people moved past him, almost through him and in an instant,
went into crafting it. They all breathed heavily. They it was gone. Desmond swung around toward his allies
were all so tired and wounded. Their weapons raised, and screamed in rage!

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“No!” Desmond looked to see if it had gone commander raise his axe in the air and shout out the
through the gate, but Hector raised his gaze. Hector name.
was looking at his hand and at that moment they all “Death Wish!” The commander repeated it
noticed that Hector’s eyes had turned totally black. as the fight between them ensued. Hundreds still
Hector, or the thing that was inside him now smiled remained at the battle of the cathedral, but if he could
at Desmond. He had possessed his friend. The others close this gate to Hell, perhaps it would end this all for
jumped back, weapons aiming at Hector in shock and good. Desmond offered a quick bow, he then turned,
Boris began reaching for his holy symbol to perform and charged through the
an exorcism. He tried to remember for it had been so gate! With a leap of faith
long, the Rite of Expulsion, but by the Maker he knew he was gone.
the damned words! The demon smiled and said only
one thing. The End...
“You were right sergeant. I’ll see you in Hell.”
Then he stepped back and fell into the gate. The ripple
of the gate was like passing through water. And then
Desmond did not see his friend any longer, only his
own enraged reflection. As he screamed in protest and
rage. Torrun closed his eyes and sighed deeply. They
turned to see the remaining horde of undead lining up
to charge them. The rest of them would not last much
longer. Torrun looked to Desmond with an angry glare.
“Who wants to live forever, eh sergeant?” Torrun
gave a weary exhale and then jumped into the portal
after Hector. Zahir took up his sword and his torch,
casting Desmond a worried glance. He then turned
and leaped in. Boris glanced back at his sergeant and
nodded, knowing this was exactly what he deserved and
charged into the gate. As they all vanished, Desmond
heard the commander’s orders and his booming
voice shout out over the many troops and their war
cries. The battle had finally made it to the front of the
cathedral and all the soldiers clashed with the undead.
It appeared that they had made it this far and that they
might actually have a chance to win. Desmond turned
to look over at Leon who was the youngest member
of the squad. His leg was shattered, he was not able
to go anywhere yet, but he was well hidden from the
undead for the moment. Desmond nodded to Leon a
final farewell and the young Espadosan watched sadly
through the wrought iron bars in disbelief. Desmond
turned to face the many undead as the horde was
fighting the remaining forces of the Justiarians
and the knights of Dalewynnd and he met
eyes with the commander across
the battlefield. He noticed the

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Index Demon Slayer (pre-made) pg. 159


Disease Table pg. 63
Diseases pg. 61
Advanced Combat Rules pg. 78
Dispositions pg. 29
Aetheryte pg. 55
Divine Damage pg. 83
Age Advancement Jump pg. 30
Drawing Two Weapons in One Action pg. 83
Alchemist (pre-made) pg. 154
Dryad pg. 41
Alchemy pg. 104
Dual Weapon Fighting pg. 83
Alchemical Substances pg. 105
Edge pg. 84
All See-er pg. 46
Elemental pg. 35
Amphibian pg. 34
Elite City Guard (pre-made) pg. 160
Anathema pg. 33
Elite Mage Guard (pre-made) pg. 161
Arachne pg. 46
Emissary pg. 70
Archer (pre-made) pg. 154
Enchanter (pre-made) pg. 162
Assassin (pre-made) pg. 155
Entanglement pg. 89
Barbarian Raider (pre-made) pg. 155
Fallen Star, The pg. 116
Battle Mage (pre-made) pg. 156
Fatigue Points pg. 84
Blocking pg. 78
Flaws pg. 95
Block with Weapon pg. 79
Focus, Concentration, Aim pg. 84
Blunt Weapon pg. 80
Focus on Defense pg. 85
Body Augmentation Table pg. 65
Fumble Result pg. 85
Body Replacement pg. 64
Fumble Tables pgs. 86-88
Bonewarden pg. 57
Hedge Mage (pre-made) pg. 162
Bonds pg. 28
High Priest (pre-made) pg. 163
Bounty Hunter (pre-made) pg. 156
Hive pg. 50
Burden pg. 80
Horde Attacks pg. 89
Captain of the Night Watch (pre-made) pg. 157
Kobold Raider pg. 128
Character Class Abilities pg. 100
Lock-Up pg. 89
Character Traits pg. 95
Life Path pg. 7
Conduit pg. 48
-I: Newborn pg. 7
Continue Training pg. 31
-II: Astrological Sign & Fates pg. 8
Corrosive Damage & Toxic Damage pg. 81
-III: Parents pg. 11
Critical Hits & Bleeding Damage pg. 80
-IV: Siblings pg. 12
Critical Hits & Bludgeoning Weapons pg. 81
-V: NPC Fate Table pg. 12
Cultist (pre-made) pg. 158
-VI: Bloodline pg. 14
Death Wish (story) pg. 186
-VII: Training pg. 16
Debates, Arguments, & Negotiations pg. 82
-VIII: Events pg. 18
Deflect or Parry pg. 82
-IX: Affiliates (NPCs) pg. 26
Delayed Actions pg. 82
-X: Begin Adventuring pg. 30
Demon Hunter (pre-made) pg. 158
Mantis pg. 53

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Match Roll Table pg. 79 Severity Table pg. 25


Merchant pg. 72 Shield Bash pg. 92
Merchant (pre-made) pg. 164 Shield Blocking pg. 92
Method of Mutation pg. 32 Shield Maiden (pre-made) pg. 169
Modifications pg. 64 Shifter pg. 44
Monk Initiate (pre-made) pg. 164 Shroud pg. 37
Mu Dai (pre-made) pg. 165 Slave pg. 76
Mutation Effects pg. 33 Soldier (pre-made) pg. 170
Mutation Table pg. 32 Stamina and Endurance pg. 94
Myconid pg. 58 Starving Cannibal (pre-made) pg. 170
Myst Mage pg. 150 Stones & Crystals pg. 108
Necromancer (pre-made) pg. 165 Summoner (pre-made) pg. 171
Necrotic pg. 38 Surgery pg. 64
Novice Chaplain (pre-made) pg. 166 Sword Master (pre-made) pg. 171
NPC Stat Creator pg. 153 Tasks pg. 94
NPC Table pg. 28 Templar (pre-made) pg. 172
Occult Items pg. 177 Thief (pre-made) pg. 172
Occupations pg. 17 Town Guard (pre-made) pg. 173
Ogre Ghoul pg. 146 Town Guard Sgt. (pre-made) pg. 173
Outnumbered pg. 90 Trapper Skill pg. 112
Pirate (pre-made) pg. 167 Traps pg. 110
Plague Table pg. 62 -Magical Traps pg. 114
Potion Throwing pg. 91 -Severity of Gas or Poison Effect pg. 114
Priestess Initiate (pre-made) pg. 166 -Types of Gas or Poison pg. 114
Prone Position pg. 91 Triggers & Tricks pg. 112
Prostitute pg. 74 Twin pg. 45
Quickling pg. 39 Two-Handed Weapons pg. 95
Premade Characters pg. 152 Unfading pg. 39
Psionic pg. 42 Values pg. 97
Psychic pg. 59 Veil Knight pg. 150
Random Race Table pg. 6 Veil Terrors pg. 135
Random Trap Table pg. 113 Warrior (pre-made) pg. 175
Ranger (pre-made) pg. 167 Warlock (pre-made) pg. 175
Reach and Modifiers pg. 93 Warlord (pre-made) pg. 174
Reptilian pg. 52 Witch (pre-made) pg. 176
Retch pg. 36 Zealot (pre-made) pg. 176
Retreat from Engagement pg. 93
Rogue (pre-made) pg. 168
Rules of Engagement pg. 91
Scout (pre-made) pg. 168

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