Shadow Wars BACKGROUND 1 -THE PRECURSOR RACES The precursor races are a group of plane faring (pf) and space faring (sf) races that preceded humanity and are now thought to be extinct. They left a number of ruins, shades, gates, artifacts and toxic waste dumps. Their leavings are a soure of surprise and mystery in the world. I. MAJOR PRECURSOR RACES The major precursor races and their allies dominated prior to the collapse. They consisted of natural and unnatural races (explained later). A. Shannella (pf/natural) humanoid (varient humans) tychistic/magic oriented The Shannellan shapers varied in size from 60 to 400 pounds and from 4' to 7.' Most common were those in the 5' to 6' and the 120 to 200 pound range. There were two major racial groups. The first had silver hair and golden skins. The silver ranged in light grey to almost black and the golden from light tan to deep mahogany. These were arrayed in septs named after the various natural forces. Shaper masters would go by a metal and a sept name (e.g. Golden Storm). The second major racial group had golden hair and silver skins. The golden ranged from dark brown to pale blond and the silver from blue black to almost albino. These were arrayed in three to four generation family groups named after geophysical attributes and had personal names reflecting aspirations or feelings (e.g. Bright-Glory Marsh or Victorious Mountain). In modern racial terminology both groups would be caucasian- oriental crosses. B. Builders a/k/a Tc'cha (sf/natural) humanoid (varient humans) scientific/technical/bio-engineers The Tc'cha and their successors were mostly green-brown in color and large in size. Servent races were bio-engineered to be smaller and different in color. Servent races were of two human- oid types. The "true" or "natural" (the two words are the same in Tc'cha) servent races were fertile and had full civil rights. The bio-tool races were not fertile and were considered property. While such races were initially not sentient and derived from animal stocks, in the late Tc'cha eras almost all were sentient and derived from human stock. The Tc'cha were similar to negroid stock. Note: lios alfar, derrows, modern humans and a number of related semi-interfertile species are all decended from the Shannella and the Tc'cha (including servant races). C. Chela (sf/pf/unnatural) copper blooded lobster squids deep oceanic dwellers, magic oriented These deep ocean dwellers used spacecraft and also dimension travelled. Their spacefaring was magically based and toxic. Chela spacecraft left poisons wherever they traveled. The Chela magics were generally manipulated using their venomous ink or their blood. The Chela hunted their own young and feasted on each other whenever possible. The bred prolifically and the young had fragments of their parents knowledge magically transmuted to them. A new-born Chela had a deranged composit of its parents' personalities and about 25% of their capabilities. If it survived long enough to integrate its personality traits and establish its own self-hood it qualified for member- ship in Chela society and was free from unprovoked attack. Until it integrated it had a dull coloration, integration changed the external shell into brighter colors. D. Tienna (sf/unnatural) mycogenic shapechangers low pressure/vacuum dwelling technocratic The Tienna had a non-ecluidian technology that was based on probability and applied topology. They often dwelt on frozen worlds (e.g. they coveted Pluto) but could withstand heat and pressure up to and including earth norms. Tienna were present everywhere in small numbers. In times of great peril they could disintegrate into spores, the first of which to reach second stage growth would incorporate the original personality and shift to fourth stage, the rest being left virtu- ally mindless. These could be raised to adult Tienna through normal child-rearing, but were most often used as slaves and creatures of burden. Most Tienna did not understand that the third stage Tienna were the child form of the race and were woefully ignorant of their own biology. E. Shllthaa (sf/natural) proto-mammal humanoids. SO4 blood, oceanic technical oriented, racial hatred of Chela scaled, gilled. The Shllthaa race is still part reptile. They are proto- mammals, gilled and long and thin. The Shllthaa are dark in color, humanoid in shape, and convoluted in culture having de- grees of honor and commitment. The Shllthaa race sponsors embody in type of proto-squid that can house the spirits of the dead when properly evoked. Shllthaa can achieve a limited form of immortality by passing on into squid forms and bodies, finding new ones as the old ones age and fail. The Shllthaa often dwealt in the oceans of their allies, trading the surfaces of their own worlds for ocean depths else- where. They were valuable allies. F. Korlinth (sf/pf) magical light spiders high atmosphere/space dwelling The Korlinth were a truly magical race that did not have completely physical bodies. They were creatures of magic and light who dwelt in the upper atmospheres of planets -- often without the surface dwellers ever being aware of their presence. Many escaped into the mythic or dream realms. Korlinth are capable of cross-species transfers. Such pairings result in Korlinth with the shape of the alternate species and the substance of the Korlinth. Such shapes are added to the genetic heritage and groups of similar shapes will breed true. Thus Korlinth can be found in groups of almost any shape. The alternate shape Korlinth are slowly returning now that the magic has returned. They can deal with raw Leynd forces and filter them for the use of others. G. Eavett (sf/unliving or unformed)(unnatural) weasel serpents scientific and magic using These compete for the same biorealms as humanity. Their average mass is 40 to 60 pounds (size 3 to 5). SIZ: d3+2 CON: 2d6+6 STR: d6+3 INT: 2d6+6 POW: 2d6+6 Treat them like warped and chaos filled weasel serpents. They and ferrets have similar biologic constraints. H. Saa Targ (sf/natural) multiform reptiles technically oriented, extremely hot biospheres These compete for biorealms similar to Venus. They are very reptilian. There are four branches of the Saa Targ. The first is an organized society with sharp genetic differences between castes (imagine our society if monkeys and apes were sentient and had civil rights). The second is a warrior society, also orgainized, with members that have d3 similar forms available to them (imag- ine a human society where members could change into d3 types of monkeys or apes). The third branch is a primativist grouping that by magic cut itself off from technology and gained in return extended lifespan and regenerative powers. The fourth branch is similar to the Builders in outlook and actions, engaging in geneforming and expansionism. All four branches are very reptillian in outlook and ac- tions. I. Spawn (very unnatural) parasitial larvae of the unformed and unliving There are numerous and numberless types and differentiations of spawn. They comprise a number of races of sub-types of all of the above and of animals in their biospheres. II. MINOR PRECURSOR RACES A. Oraanth (sf) bioengineered, original geneform lost major groups are marsupials and arboreal apes Oraanth were a very mercenary race completely given over to their own perceived benefit. No species loyalty. Often hired as mercenaries. The two major groups had been geneformed to look like mar- supials and like arboreal apes. They generally took opposit sides in conflicts and despised other Oraanth shapes. B. Pathan (sf/pf) multiple biosphere squid low tech, low magic The Pathan were a weak race that dwelt at sufferance in many biospheres as inexpensive labor. They looked like squids with thin shells covering their mantles and 10 long, thin arms, 2 shorter and stronger ones. They manipulated with the thin arms and handled strenghth tasks with the short ones. Pathan can be generated using d6+3 for all requisites. C. Ktthjj (pf/unformed)(unnatural) leprous unfomred, powerful pf few sites These leprous unformed were powerful magical focuses. Often thought of as individuals, they were a race whose hatred of life included itself. Many Ktthjj leached into the Leynd lines in the long failure that followed the Teynd binding and the counterstroke. The slaying of the Ktthjj leaching the Earth's leynd line resulted in an outpouring of magical energy following the lost weeks of summer. Generally, if magical force is greatly reduced in a solar system or on a planet, a Ktthjj cluster is vamprously leaching the leynd energies from the reduced area. Note that many of the resurgent Builder worlds are magic- dead due to Ktthjj and that the Builders see the Ktthjj as a shield against the Shannellan Shapers. D. Dtagga spider dragons. Allies of the Shannella. The Dtagga were powerful shapechangers and chaos shapers. Skilled diplomats, assassins and spies, they bred prolifically with other races, though slowly within their own race. They were extremely loyal and very pragmatic. "Need drives" is a favorite saying. E. Partha pards. Allies of the T'chha, enemies of the Dtagga. The Partha were very cat-like in nature and attitudes. The Partha and the Dtagga were racial enemies. The Partha's biological by-products (breath, urine, feces) were poisonous to the Dtagga. This led to natural conflicts. Certain magically enhanced Dtagga organs were the main ingredient in Partha magics that granted long life and increased fertillity. Dtagga shadows were also important substitutes in major Partha racial sacrificial rituals. The net result is a justifiable racial hatred of the Partha by the Dtagga and a certain disregard for Dtagga rights by the Partha. Because of the societal pressures created by the Partha use of Dtagga victems, the Partha were incapable of honoring or living in peace when Dtagga were available to hunt. The T'chha used the Partha as shock troops, envoys and to hunt the Dtagga for thier own benefit and to distress the Shan- nallin. The two pairs of races were natural competitors and enemies with the Partha a constant source of trouble. F. Lqocca hive creatures. The Lqocca possessed hive minds that used a variety of hosts. The most prevelant host was a chitenous flying insect about 1" in length with a non-posionous lubricated stinger. The Lqocca were natural despite persistent rumors. They disgusted all that dealt with them or who came in contact with them. G. Crthxx hive creatures and racial enemies of the Lqocca. The most prevelant host was a type of humming bird. The Crthxx were tainted with unnatural elements, but were not racially disgusting and offensive in contrast to the Lqocca. Both were victims of racial drives, the Lqocca to disgust (an ancient defense mechanism), the Crthxx to serve (an ancient symbiosis response). In spite of being fully sentient, the Crthxx were thus often used and mis-used as familars and hosts. The Lqocca were often mistreated and shunned when they did not deserve the mistreat- ment. H. Krxx crystal jovians One of the few jovian races whose evolution had led them to communicate with the races of the cusp. They thought rather quickly, but with limited resources. Think of a person with limited intelligence who is very patient, thinks quickly and is "bright." Krxx were often hired to serve as portions of intelligent matrix computers or sentient starship hulls. III. NATURAL AND UNNATURAL RACES The Precursors consisted of natural and unnatural races. The natural races belong in this reality and are natural to it. The unnatural races are foriegn to this reality. They consist of the unNamed (outsiders), the unFormed (chaos) and the unLiving (antilife). The unNamed are not naturally a part of this cosmos and have come in from outside. They are predatory and unbalanced with nonEuclidian patterns. The unFormed are chaos spawn from the spaces between the planes. Our ordered existance is hostile to them. The running sores, decaying bodies and deliquescing flesh of some creatures is mute testimony to their origins and unfitness for this space. The unLiving are antilife creatures antithetical to our existance. Those who merge the unLife with life are the unDead. Most who appear to merge are actually husks with the life eaten out of them and shadow memories leased to the antilife forces within. IV. PRECURSOR TIMELINE A. CUSP This was the time of the flowering of the multiplaner pre- cursor civilization. It appears to have covered a sphere at least 60 light years across at the widest point and to have had hundreds (and maybe thousands) of intelligent species and sub- species. The Cusp was reached without any overgovernment being formed and was a time of almost unlimited expansion. The major known precursor races lacked central governments and did not practice war as we know it at this time. B. WARS PF TJE CIS[ Eventually the system of private vendetta, extended citizen- ship, family and militaristic trade practices that was the Cusp substitute for war failed to keep the peace. The major problem was that expansion away from trouble was no longer as easy or as preferable as it had once been. Additionally, a number of precursor civilizations began to tolerate or encourage unFormed, unLiving and unNamed in their midst. Finally, the platform technologies group began a pattern of commercial conquest that went beyond contract and trade meth- ods and laws. Underlieing all of the major conflicts was the matter of Shannallan-Dtagga vs Builder-Partha. Organized pan-cultural military conflicts with undefined goals began to become common. True wars and military alignments occured. C. THE TEYND BINDING/COUNTERBLOW The Teynd binding was a magical ritual of the unFormed and the unNamed which caught up chaos shaping powers into the hands of unLiving technosorceror-priests. Interestingly enough, the faction that created the Teynd binding was outside of the Dtagga- Partha conflict. The Teynd gave magical power to the unLiving by opening up a pathway outside which also disordered and/or suspended (depending on type and form) all other magic in the twelve dimensional space of the Cusp. The Teynd binding had a speed of dispersion of L3 and an intensity that was attenuated by d3/d2 and that doubled in strength every 22 days (the period of rotation of the moon the magic was bound to). The Teynd binding was held in abeyance by powerful magics that built pressure like an overfilled dam. The abeyance was an enchantment formed by enemies of the unNatural who had detected the Teynd prior to its completion. With the abeyance they fought the magical power and binding of the Teynd and kept it focused on its site of origin (a planet between Mars and Jupiter). The abeyance forced an alliance between the Shannalla and the Builders. In addition to supporting the abeyance, the Shannalla/Build- er alliance formed the counterblow, a combination of technical and magical counter-strokes bound to solar magics, which distort- ed and altered the shape of space (at the same intensity, strength and speed of dispersion as the Teynd) to make nature inherently hostile to the unNamed, unLiving and unFormed, pre- venting them from any renewal while in the reaches of the twelve dimensional spaces. The counterblow spread like fire, consuming and altering the unnatural in its path. The destruction of myriads of unLiving sorcerer-priests actually increased the power of the Teynd and the pressure it placed against the abeyance as the priests who perished had been restraining and leaching the power of the Teynd to avoid disaster from the pressures that were building. D. THE COLLAPSE The abeyance failed as the pressure built. The Teynd spewed forth at its intensity and rate of propigation as if there had never been an abeyance. The distortions in space destroyed the planet upon which the Teynd had been centered. They also dis- solved all structures created by sorcery and shaping within the solar system where the Teynd was centered. The release of the Teynd led to a collapse of magic, shaping and binding as well as destroying the ability of the precursors to travel faster than light by the technological, magical or probabilistic methods known to them. Many of those caught in the destructive forces had time to prepare and cast their essences into a variety of patterns, dreams or other spaces. In addition, the Teynd binding itself created echoes in space of the suppressed or distorted magics it overwhelmed. Almost everyone had a plan that they expected would allow them to survive the unleashed forces. They miscalculated. Echoes, dreams, essences and the like aside, the entire cusp civilization collapsed some time before 200,000 to 120,000 B.C. (considerable time and space warping occured during the collapse). The collapse was total and complete with the sur- vivors devoid of any usefull skills, tools or memories. All shapings failed. All that remained of the Cusp civilization was the echos, dreams and magical remnants cast into dream and shadow. Both the counter-blow and the Teynd binding remained, with the Teynd re- centered between several volatile and fluctuating sites. The counter-blow became a permanent change in the shape of space. E. THE RISE OF THE NATHA BUILDERS (nA'TC'CHA) The Natha were a sub-set of the Tc'cha (or Builders) who were able to rise from the ashes of Tc'Cha colonies around 50,000 B.C. when they began to herd animals and work copper. 40,000 B.C. discovery of regeneration anagathics genesplicing begins 10,000 B.C. slower than light ships gene wars, fast plagues slow plagues, AIDS virus 5,000 B.C. beginning of the collapse of the Natha Builders slave wars, stasis fields 1,015 B.C. first probability FasterThanLight drives built 1,000 B.C. return to barbarism, collapse. F. THE RISE OF THE H'CHA BUILDERS 500 A.D. electricity rediscovered. 1,000 A.D. discovery of bio-slow anagathics ~60,000 population, three cities 1,500 A.D. first probeship makes earth fall ~95,000 poplation, fourteen cities (including colonies) 1,700 A.D. transistor fusion FasterThanLight discovered 1,850 A.D. FTL commercially available 1,900 A.D. surveys begin, AIDS virus introduced to Earth 1,990 A.D. Teynd pact broken, lost weeks, official first contact Ktthjj blocking Earth's leynd lines slain. 105,000 population, twenty cities (including colonies) G. HISTORIC TIME In 1990 A.D. The Teynd pact was broken. This destroyed the Teynd binding and the pathway. The impact was dramatic as dreams, echos, memories and chords impinged. Many were lost into dieing sighs on empty planets, but wherever there was sentient or near sentient life, that life was wrapped in the return of power. The breaking of the Teynd pact was almost by accident. The binding had been created by a pattern of sacrifice controlled and maintained for millenia by the pact. The entities that formed the pact's cardinal points were forfit if they failed to provide the necessary renewing sacrifices. (cf The Ballad of Tam Lynn). Through the generations the original entities each made a final slip and all had been consumed except for the carrion crow Mgahhra. He/she/it/they had survived and was the last of the cardinal entities. While others stood in the ritual and filled the cardinal points of the pact, only Mgahhra's life and essence connected the Teynd to the pact. She had mind fogged and bound a person to be the ritual "willing" sacrifice for the high summer ceremony in the year 1990. The omens were frightful, and he had to consume several of the others who would have fled their positions on the cardinal points. Mgahhra knew no fear, long life had leached all emotions from it. They who were Mgahhra had no choice even if he/she/it/ they had fear. The choice of sacrafice was a mistake. The man was freed his brother who was a myth master whose existance was impossible and whose success was inconceivable. With the sacrafice gaining freedom, the Teynd forces backfired and the backlash consumed Mgahhra and, in rending the last of the original cardinal points, consumed itself, breaking the pact and releasing the binding. Magic returned (at the C3 rate of dispersion) until equilib- rium was reached (at about two weeks -- the time it took the dispersion failure to reach the standing wave limits of the Teynd). On the other hand, the counterblow remained as a permanent change in the shape of space (with a propagation limit equal to the limits of the twelve dimensional space it was unleashed in.) There would be no return to some aspects of precursor life. (which is why many precursor artifacts will not and cannot be made to work). At the about the same time a hero slew/disabled the Ktthjj parasite draining the leynd powers of Earth. The result was that both magical forces and magical power returned to earth at about the same time that magic in general gained a nine-fold increase in power. BACKGROUND 2 -- NUMBERS 1097.03196347 light years per second at C^2 6.43485600001e15 the diffraction speed 1900800 twenty two days worth of seconds 31536000 a light year's worth of time (6.4348556*10^15)*1900800/31536000 3.87854310138e14 the standing wave radius in light years. BACKGROUND 3 -- MORE ON THE PRECURSORS The Chaos Spawn The unNamed (outsiders), the unFormed (chaos) and the unLiv- ing (antilife). These are the three additional types of antagonists the characters will face. The unNamed are not naturally a part of this cosmos and have come in from outside. They are predatory and unbalanced with nonEuclidian patterns. Think of some cthuloid monsters here. The unFormed are chaos spawn from the spaces between the planes. Our ordered existance is hostile to them. The running sores, decaying bodies and deliquescing flesh of some creatures is mute testimony to their origins and unfitness for this space. Think of RQ chaos creatures and most cthuloid monsters here. The unLiving are antilife creatures antithetical to our existance. Those who merge the unLife with life are the unDead. Most who appear to merge are actually husks with the life eaten out of them and shadow memories leased to the antilife forces within. Think of undead here BACKGROUND 4 -- MORE PRECURSOR DATA Technical details of spacefaring H'CHA BUILDER SPACE CRAFT H'Cha spacefaring at faster than light speed is accomplished by arrays of transitor fusion drive units arrayed like vanes. The longitudinal axis determines the direction of drive, the mass of the array determines the power generated, the ratio of length to height of the vane determines speed vs. adjustability. In real space the vanes also function as reaction and bent space drives. The drive units generate power, create force fields and bend space. They are a combination powerplant, engine and defensive system. While most ship systems use a single or double vane for maximum output from the vanes installed, some use more vanes for maneuverability or as a later upgrade for more power generation and military ships often use triple or quadruple vanes. Fuel consumption doubles per vane installed per unit of result. Thus a single vane craft accelerating at 4G would use half the fuel of a double vane craft accelerating at 4G. Specialized fusion units and the drives are used as plasma emitting weapons. In addition, ion canons, lasers, particle beams and intelligent missiles are also used. H'Cha spacecraft are generally constructed of metals, polym- ers and plastics. Their construction and sensor technology is as advanced as our civilian technology of 1987. The maximum speed available sub-light from bending space is 32 gravities of acceleration per vane array, doubled per addi- tional array. (It thus ranges as 32/64/128/256 gravities of acceleration). The base gravity acceleration is determined by the gravity well were the drive spine is tuned and generally ranges from .25 to 16 earth normal gravities. Each vane, when used for bent space acceleration, can buffer the apparent acceleration by a power of four. (Thus one vane at 32 gravities would appear to be only 8 gravities. Two vanes at 32 gravities could be cut as low as 2 perceived gravities, etc.). This keeps contents of ships from being smashed flat by bent space acceleration. Vanes generate reaction drive at a thrust equal to their weapon rating. Speed resulting is determined by the mass of the spacecraft vs the power of the thrust. There is no buffering of internal acceleration. The trans-light speed available, once the ship has reached at least .1 C, is ({Ran 1 . . .3} * 3.7 light years per day * entry speed)n where n = the number of vanes. Assuming an entry speed of .5 C and average distribution that is a range of 3.7/ 13.7/50.7/187.4 light years per day. Note that with an entry at .1 C the median "trans-light" speed is 0.74/0.54/etc.; at .2 C it is 1.5/2.2/etc.; at .3 C it is 2.2 /4.9/etc. and that the Random factor can make a consider- able difference. NATHA BUILDER SPACE CRAFT The Natha used a probability drive that was internally mounted. The maximum speed obtained was C3 (the diffraction speed). Speed in actual use was generally linked to powerplant capacity with an average speed of (RAN {1...9} * C2/{2RAN {1...9}). They powered their craft by mu-meson cold fusion drives and built them from self-healing transparent long-chain silicon polymer crystal matrix forms. The construction strength of the hulls was extremely high and resulted from a theoretical breakthrough in null-gravity engineering. For all practical purposes, treat the hulls as indestructible, though extremely transparent to most electro- magnetic radiation. The Natha interiors were roughly equivalent to what our near future construction techniques should reach as were the rest of their non-biological engineering techniques. 6.43485600001e15 miles per second (the speed of light cubed) is the diffraction speed. In practice it works out to near instantaneous jumps over a fairly large distance or approximately 20,4047,945.206 light years per second. In spite of this theoretical speed, due to power plant limits the actual speed of Natha craft was (1d9/1d9)*1097.032 light years per second which is relatively instantaneous over short distances. POWER PLANT NOTES While the H'cha plasma fusion drives are powered by unfil- tered sea water (they are robust and handle their own intake/diffraction, etc.), the Natha mu-meson cold fusion drives required extremely balanced and pure deuterium/tritium blends. Refueling one would be difficult. The Natha did not have the H'Cha plasma technology for weapons and relied more on brute force weapons (e.g. nuclear warheads) and complex sensor and evasion schemes. Many Natha spacecraft were unarmed and relied purely on stealth methods for protection. LIFE SUPPORT NOTES Both the H'Cha and the Natha Builders are/were not averse to brute force life support engineering using large stores of food and water and liberal application of energy. BACKGROUND 5 -- MORE PRECURSOR NOTES PRECURSOR GROUPS There were five major groupings of Precursor Civilizations at the time of the Cusp. They were the Shannallin/Shaper Group, the Builder Group, the Platform Technologies Group, the Swarm Group and the Kjjhti group. The Shannallin/Shaper Group was a society of high magic that focused on chaos shapings. They used paper and silk as their basic form materials and built extensively with chaos shapings bound to paper and/or silk patterns. When chaos fled all that remained was paper and silk. The Shannallin/Shaper Group contained relatively few racial groups as major players and had no central government, law or legislative bodies. It was moderated somewhat by the existence of magical entities who were intimately entwined with Shannallin society and by extended family chains. Shannallin family chains often co-operated with individual Builder enclaves in joint projects. While many individuals and most magical entities were hos- tile to the anti-pattern, no institutionalized response existed. As a result, the Shannallin resisted the unPatterned stoutly in individual clashes but rarely moved against them as a society. The Builder Group was a technological and geneform oriented society that focused on space bending and bioengineering. They built extensively with bent space masked by natural structures. Where a Shannallin/Shaper city would be a riot of color, forms and towers, a Builder city would generally be concealed within bent space and would appear to be merely the original natural mountain stone formation that attracted a city planner. When the rules changed, most of the Builder bent spaces collapsed. The Builders spawned a number of races as well as including many in their original alliances and gene pools. They were generally guided by councils of planners and formed city states and leagues of city states. The Builders had no individual antipathy to chaos or the unPatterned. Sophisticated racial and individual efforts allowed a significant penetration by unPatterned into the Builder leagues. In the long run, the planners found the unPatterned a hostile force and Builder societies began purges that cumulated in moving against the unPatterned as a societal response. The Platform technologies combined computers, magic and mechanical engineering. They were united by a system of merchan- tile trade courts, an anti-corruption paramilitary police force, and semi-legislative trade councils. They had five major human racial groups (the three we have and two lost to our gene pool) and members from every Shaper and Builder Group. The Platform technologies built in "real" materials in a culturally diverse manner. They had an aggressive merchantilism pattern that they routinely imposed on those they dealt with (much as the USA imposes its civil rights agenda on those it deals with). To deal with the Platform was to be "corrupted" by its systems and drawn into the group. The Platform had great difficulties with the unPatterned, continually attempting to force them to act as groups in accord with Platform rules. Towards the end, 95% of Platform police actions targeted the unPatterned. The Swarm Group was a collection of insect and slime derived races. It also had some reptile septs. The swarm covered a large variety of terraformable worlds, built its structures of biological products and was extremely rapacious. Its threat to outside groups was greatly ameliorated by its rapaciousness within. Most Swarm group members were governed in biologically imposed patterns that fitted the individual races well but that did not transfer to other members of the Swarm. The Swarm mem- bers dealt with each other in treaty, alliance and piracy in a manner familiar to anyone who has ever played the parlor games Diplomacy or Risk. The Swarm Group had unPatterned members who were difficult to distinguish from the "normal" insects, reptile septs, "slimes" (viral group intelligences, forest and ocean slime-derived intel- ligences and bacteriaologic intelligences) and related races that developed intelligence from forms low on the evolutionary scale. The unPatterned did not alter the Swarm Group societies they corrupted and the group had no response to the unPatterned that differed from its response to the universe at large. The Kjjhti group. This was an unPatterned Group of corrupt- ed races and societies. It was a dog-eat-dog, survival of the fittest society ruled over by powerful unDead sorcerers and unLiving shaman. It was named after the race that tended to rule the major power centers. The Kjjhti group was similar to the Swarm Group, but without biological imperatives to the patterns of government for most groupings. The Partha-related spawn and the Chela both had organized racial societies as did many smaller groups. However, conquest and/or warfare was common and often distorted or de- stroyed such groups. Kjjhti clusters often attempted to master clusters of worlds outside of the Kjjhti group sphere. The actions of the clusters often led to extreme responses by such groups against all unPat- terned in general and Kjjhti held worlds in particular. In addition, the Kjjhti were able to leach the leynd power flow and many devolved into powerful parasites with no other reason for existance. The Kjjhti had to deal with the disintergration caused by the influx of the unPatterned and had their most difficulties where the success of the unPattern was the least restrained. The only countervailing force was their own self-hatred and the balance that they were able to achieve from time to time. BACKGROUND 6 -- EVEN MORE PRECURSOR DATA THE PRECURSOR RACES The precursor races are the group of plane faring (pf) and space faring (sf) races that preceded humanity and whose of ruins, shades, gates, artifacts and toxic waste are a source of surprise and mystery in the world. Some of these races still exist. The statistics for repre- sentative individuals follow. I. MAJOR PRECURSOR RACES A. Shannella (Shannallin Shapers)//humanoid lios alfar SIZ 6+2d6- (8-18) STR 3d6- (3-18) CON 7+2d6- (9-19) CHA 3+3d6- (6-21) APP 3d6+6- (9-24) DEX 6+2d6- (8-18) INT 12+2d6- (14-24) POW 12+2d6- (14-24) SAN {(POW + INT)/3}*5% WIL 2d6 (2-12) LUC 1d6* (1-6) PTS 2d3 (2-6) B. Builders a/k/a Tc'cha (sf/natural) humanoid (varient humans) scientific/technical/bio-engineers SIZ 8+2d6- (10-20) STR 9+2d6- (11-21) CON 7+2d6- (9-19) CHA 3d6- (3-18) APP 3d6-2- (1-16) DEX 5+2d6- (7-19) INT 8+2d6- (10-20) POW 6+2d6- (8-18) SAN {(POW + INT)/4}*5% WIL 6+2d6 (8-18) LUC 3d3* (3-9) PTS 1d3 (1-3) Servent race SIZ 3+2d6- (5-15) STR 4+2d6- (6-16) CON 7+2d6- (9-19) CHA 6+2d6- (3-18) APP 6+2d6- (6-18) DEX 6+2d6- (8-18) INT 6+2d6- (6-18) POW 4+2d6- (6-16) SAN {(POW + INT)/3}*5% WIL 2d3 (2-6) LUC 1d3* (1-3) PTS 2d3 (2-6) C. Chela (sf/pf/unnatural) copper blooded lobster squids deep oceanic dwellers, magic oriented SIZ 7+2d6- (9-19) STR 8+2d6- (10-20) CON 9+2d6- (11-21) CHA 2d6- (2-12) APP 2d6- (2-12) DEX 7+2d6- (9-19) INT 6+2d6- (8-18) POW 6+2d6- (8-18) SAN {(POW + INT)}*3% WIL 3d6 (3-18) LUC 2d6* (2-12) PTS 1d3 (1-3) D. Tienna (sf/unnatural) mycogenic shapechangers low pressure/vacuum dwelling technocratic SIZ 3+2d6- (5-15) STR 3+2d6- (5-15) CON 10+2d6- (12-22) CHA 3d6- (3-18) APP 3d6- (3-18) DEX 2d6- (2-12) INT 10+2d6- (12-22) POW 6+2d6- (8-18) SAN {(POW + INT)/2}*5% WIL 3d3 (3-9) LUC 1d3* (1-3) PTS 2d3 (2-6) E. Shllthaa (sf/natural) proto-mammal humanoids. SO4 blood, oceanic technical oriented, racial hatred of Chela scaled, gilled. SIZ 10+2d6- (12-22) STR 12+2d6- (14-24) CON 10+2d6- (12-22) CHA 3d6- (3-18) APP 3d6- (3-18) DEX 6+2d6- (8-18) INT 5+2d6- (7-17) POW 5+2d6- (7-17) SAN {(POW + INT)/3}*5% WIL 2d3 (2-6) LUC 2d6* (2-12) PTS 2d3 (2-6) F. Korlinth (sf/pf) magical light spiders high atmosphere/space dwelling SIZ 3+2d3- (5-15) STR 3+2d3- (5-15) CON 2d3- (2-6) CHA 6+3d6- (9-24) APP 6+3d6- (9-24) DEX 12+2d6- (14-24) INT 6+2d6- (6-18) POW 18+2d6- (20-30) SAN {(POW + INT)}*5% WIL 3d6 (3-18) LUC 1d2* (1-2) PTS 1d2 (1-2) G. Eavett (sf/unliving or unformed)(unnatural) weasel serpents scientific and magic using These compete for the same biorealms as humanity. Their average mass is 40 to 60 pounds (size 3 to 5). SIZ d3+2- (3-5) STR 3+2d6- (5-15) CON: 6+2d6- (8-18) CHA 3d6- (3-18) APP 3d6+2- (5-20) DEX 6+2d6- (8-18) INT: 2d6+6- (8-18) POW: 2d6+6- (8-18) SAN {(POW + INT)/2}*5% WIL 2d6 (2-12) LUC 1d6* (1-6) PTS 2d6 (2-12) H. Saa Targ (sf/natural) multiform reptiles technically oriented, extremely hot biospheres SIZ 7+2d6- (8-18) STR 9+2d6- (3-18) CON 9+2d6- (9-19) CHA 3d6- (3-18) APP 3d6- (5-20) DEX 6+2d6- (8-18) INT 7+2d6- (14-24) POW 6+2d6- (14-24) SAN {(POW + INT)/4}*5% WIL 2d6 (2-12) LUC 1d6* (1-6) PTS 2d3 (2-6) I. Spawn (very unnatural) parasitial larvae of the unformed and unliving Generic Spawn SIZ 4d6-3- (1-21) STR 4d6-3- (1-21) CON 4d6-3- (1-21) CHA 3d6-3- (0-15) APP 3d6-3- (0-15) DEX 4d6-3- (1-21) INT 5d6-6- (-1-24) POW 5d6-6- (-1-24) SAN {(POW + INT)}*5% WIL 3d6-3 (0-15) LUC 2d6-3* (-1-9) PTS 2d6-3 (-1-9) II. MINOR PRECURSOR RACES A. Oraanth (sf) bioengineered, original geneform lost major groups are marsupials and arboreal apes Marsupial SIZ 5+2d6- STR 6+2d6- CON 5+2d6- CHA 3d6- APP 3d6- DEX 9+2d6- INT 9+2d6- POW 9+2d6- SAN {(POW + INT)/2}*5% WIL 6+2d6 LUC 3+1d3* PTS 2+2d3 Ape SIZ 8+2d6- STR 8+2d6- CON 7+2d6- CHA 3d6- APP 3d6- DEX 6+2d6- INT 6+2d6- POW 6+2d6- SAN {(POW + INT)/3}*5% WIL 3+2d6 LUC 2d6* PTS 2d3 B. Pathan (sf/pf) multiple biosphere squid low tech, low magic SIZ 3+1d6- STR 3+1d6- CON 3+1d6- CHA 3+1d6- APP 3+1d6- DEX 3+2d6- INT 3+1d6- POW 3+1d6- SAN {(POW + INT)/2}*5% WIL 3+1d6 LUC 3+1d6* PTS 3+1d6 C. Ktthjj (pf/unformed)(unnatural) leprous unfomred, powerful pf few sites SIZ 10+2d6- STR 10+2d6- CON 10+2d6- CHA 2d6- APP 2d6- DEX 6+2d6- INT 10+2d6- POW 18+2d6- SAN {(POW + INT)/4}*3% WIL 1d3 LUC 1d3* PTS 1d3 D. Dtagga spider dragons. Allies of the Shannella. SIZ 8+2d6- STR 12+2d6- CON 12+2d6- CHA 6+3d6- APP 3d6- DEX 8+2d6- INT 8+2d6- POW 12+2d6- SAN {(POW + INT)/2}*5% WIL 1d6 LUC 1d6* PTS 1d3 E. Partha pards. Allies of the T'chha, enemies of the Dtagga. The Partha were very cat-like in nature and attitudes. SIZ 10+2d6- STR 10+2d6- CON 9+2d6- CHA 3d6- APP 6+3d6- DEX 6+2d6- INT 6+2d6- POW 6+2d6- SAN {(POW + INT)/4}*5% WIL 2d6 LUC 9+d6* PTS 1d3 F. Lqocca hive creatures. The Lqocca possessed hive minds that used a variety of hosts. The most prevelant host was a chitenous flying insect about 1" in length with a non-posionous lubricated stinger. SIZ 3+3d3- STR 2d3- CON 6+2d3- CHA 1d3- APP 1d3- DEX 12+2d6- INT 6+2d6- POW 12+2d6- SAN {(POW + INT)/2}*6% WIL 2d6 LUC 2d6* PTS 2d6 G. Crthxx hive creatures and racial enemies of the Lqocca. The most prevelant host was a type of humming bird. SIZ 6+3d3- STR 2+2d3- CON 6+2d6- CHA 4d6- APP 6+4d6- DEX 6+2d6- INT 5+2d6- POW 5+2d6- SAN {(POW + INT)/4}*4% WIL 2d3 LUC 2d3* PTS 2d3 H. Krxx crystal jovians All Requisites at 3+2d6 SIZ 5-15 STR CON CHA APP DEX INT POW SAN {(POW + INT)/2}*4% WIL LUC PTS SECRETS 1 -- ERRATA FOR SHADOW WARS II THE FACELESS The Faceless is actually two beings who have undergone an avatistic merger as a side effect of the conflicts and ripples that occured during the lost days of summer. Anamon of the Ice, a ruling tychistic entity, was the cold hegamon of swords. Mikal of the Winds, a major daemon/angel, was lord of the order of swords. Those who serve the Faceless will find themselves drawn to one of the two archtypes or entities that comprise the faceless. If they do not fight the geas that binds them to slay with the sword/weapon before sheathing same, they will be drawn to Anamon. Anamon will (as the campaign progresses) touch them with chaos and the character will develop a demon power (as chosen by the player or randomly rolled from the tables). (that is roughly 10 to 20 player points worth of power). Those who fight the slaying geas (by refusing to sheath the weapon, by not induldging in blood lust, etc.) will be drawn to Mikal. The weapon will become their familiar (in addition to any they might have) and the geas will cease. THE NINE In 273 B.C. the Emperor Asoka of India was born. In his progression to Apothosis he founded the society of the nine unknown men or the secret masters. It is a secret society, with its own secret language (in- doeuropean root tongue), that seeks mastery of wisdom and scienc- es. Through diversion and service they seek to overcome the world. The nine unknown men were originally the wisest men that Asoka could find. As time passed, they trained or located suc- cessors and recruited help. Slowly, they managed to recruit nine of the immortals wan- dering the world -- Atma Monkey, Anaximander of Mycenae, Weland the Smith, two of the taoist masters, the wandering Jew, one of the Three Nephites, John and Fox. These are the nine. Those who chose them and who act morally will eventually learn their language. The language is a language of power and can be used to work the equivilent of sorcery and spirit magic without focuses or requirements of free intelligence to have the spells available in memory (though player points of will must be spent to have the spell like effect available). The character will also gain resistance vs. aging. SECRETS 2 -- THE NORNS The Sa-Norns are a class of magical beings who function in the worlds at the mechanical level. They are charged with insur- ing that the mechanical matters of the transistion from shadow to real to dream to final stage all occur as they should. The Sa-Norns with which most people are concerned are the Allethae, commonly just called Norns, and work in groups of 5 or 7. They are assigned to planetary systems and are commonly seen as the power of fate. The Allethae Norns are always female. They can concieve at any time, but cannot bear children unless ritually and formally married. Norns generally consort with transitional male Nomens, though they may ally with other male Powers. Relationships involving Norns are never casual and generally are permanent. Each group of 5 or 7 Norns has a relationship with a group of 5 or 7 male Powers. The Norns will have creative or genera- tive archtypes (e.g. "the weaver") and the Powers magical or elemental ones (e.g. darkness). The Norns and Powers form into a unit of function centered like a star, with each Norn and her Leman forming a point. In this relationship they order the transition from shadow and the local development and structure of space. It is merely co-incidental that the Norns tend to operate from stellar masses and can tap into local ones for raw power as needed. Each Norn will concieve children in this relationship, with the children being both the female Norns and male pre-generative Powers. While they are conceived at this point, the children do not gain physical bodies. Instead, the children's shadow selves will fully manifest and they are raised and trained while in a bodiless state, func- tioning as children, aids and friends to the conceiving pair. This not-yet-born but fully present state gives the children amazing flexibility and access into the realms of shadow and the means to bypass almost all sorcerous wards. When each Norn's responsibilities finish (generally over a period measured by the lifespan(s) of the planet(s) for which the Norn is responsible), the Norn and the Leman consumate their relationship by marriage. The children embody (are born) imme- diately upon the marriage being finalized and then take up their parent's place or places in the metaphysical structure. While awaiting birth the children will have already estab- lished relationships and will have been trained for their duties and immediately after birth the children form up stars with the partners of their choices, taking over the sheparding of yet another planetary system and its shadows. The Norns are not the forces of fate. There is no "fate" as that word is understood by mortals. The Norns serve no fate, they create no future. In spite of this seeming lack of con- straint upon free will, the shape of the shadow world and the way it is born into the natural world can create exteme pressures that are often worse to defy. The technical difference between fate and the pressure of formed shadow is that fate forces things towards an end while shadow merely provides pressure. The entire matter is active rather than rigidly passive. BACKGROUND 7 -- DREAM WORLDS The level of reality between the material and spiritual worlds is commonly referred to as the Dream world. It has many levels. The major ones are: A) The threshold, a mutable or grey level; B) The mirror, a reflective or parallel level; C) The ancient, a semi-independent dream world; D) The sunken, the dark side of the semi-independent dream world; E) The outland, the boundry with Spirit, having two parts, 1) paradise, a resting place, 2) realm of the banished, a holding place. The Threshold This is the level of inchoate dreams. The dead from the material world first pass to here as do normal dreamers when they sleep. The threshold is always incomplete, never finished, never stable. It is a place of shades, ghosts, lost feelings, mis- placed memories and never realized expectations. The predominate color of the threshold is grey, followed by muted black and white. Physical laws as we think of them are very loosely applied in the threshold. The Mirror This is a reflective or parallel level, reflecting, with shades of past dreams and future glories, the present world. Many fled here during the time of the Teynd and their in- fluence still remains. The mirror is littered with the reflec- tions of things that might have been and the hidden souls of men, colored and altered with the overlays of magic, science and dream selves of those who fled here a thousand or so centuries ago. For rules governing various physical locations, use the following rules: Japan:.........Land of Ninja, Superworld <emphasis on blue al- iens, large monsters and mechanically aided superheros>; China:.........RQII Dragon Empire of the Sun, Stone age Parinoia <yes, that is not a Chaosium game, but it has the right feel>; USSRs:.........RQII Red (Lunar) Empire, RQIII Byzantium, After the Holocaust (RQ Post Nuclear War); Moslem:........Arabian Nights, Mercenaries, Spies and Private Eyes <emphasis on paramilitary operations>; Turkey:........Futureworld, Hawkmoon; S.Europe:......Stormbringer (Melnibone centered at Greece, adjust the rest), RQIII Iron Legions (Rome); Africa:........Hawkmoon, RQII Redlands, RQIII (mirror cultures); Egypt to Lebanon:.......RQIII Holy Country; Scandinavia:...ElfQuest, RQIII Vikings; N.Europe:......TrollPak, Elf Pack, Hawkmoon; New England/ New York:......RQIII, Hawkmoon, Call of Cthulu; Appalachia:....Wicca, Who fears the Devil; WashD.C./ Virginia/Deep South:....Dreamlands, Cthulu Now; Louisiana/Florida:.......Call of Cthulu, Miami Vice; MidWesternStates (Illinois, Michigan, Wisconsin, et. al.)/ E. Canada:.....Stormbringer; W. Canada:.....Hawkmoon, Superworld; W. Coast:......SuperWorld; Seattle/B.C./ Alaska:........MagicWorld, Last Frontier//Western, SuperWorld; Texas/Sunbelt:.......RingWorld; L.America:.....RQIII Aztecs, Call of Cthulu (remnants); S.America:.....Future World, ElfQuest; Pacifica:......ElfQuest/Sea, Call of Cthulu;New Zeland:....RQIII Hunter-Gatherer or Australia; Australia:.....Wild West, Call of Cthulu; Other:.........RQIII mirror culture. This level is covered with anomalous outcroppings. The Ancient This level is a dream world somewhat independent from the material world. It does not reflect or mirror the material world but is home to many dreamers. True dreamers who are not tied to the material world come here. I use Chaosium's dream world for this level to save work and because the Chaosium did an incredibly good job with their pro- duct. The ancient is the repository for the solid, powerful and enduring dreams of the ages and the great dreamers. The Sunken This is the dark side of the semi-independent dream world. It covers the tunnels of the ghouls, the chaos plagues, the depths filled with bones, the Cthuloid mythos creatures lurking in the depths and the worms chewing at the root of the world. The sunken is the repository for the sordid, weak and cor- rupt dreams of the ages and is the septic tank of dreams, forming an area for the malignant things of dreams to decompose without harming anything but themselves. Harmless unless one falls into it. The sunken provides rich new loam for dreaming once it has broken down and disintegrated the elements that have fallen into it. The Outland This is the dream side of the boundry with Spirit and is divided into two parts that are in the same space: paradise, a resting place for those ready to progress, and realm of the banished, a holding place for those who are twisted. In many ways these are heaven and hell, except that they are not permanent, being stopping places, and the division occurs on the basis of whether one is twisted or not. The outland is a giant filter where individuals filter themselves. Only the irrevocably dead enter the outland. APPENDIX -- SAMPLE CHARACTERS 1. Sh'rra Pndersdautter Spacer Public Appearance The first person you see is Sh'rra Pndersdautter, a small woman of striking physical beauty. She has fine, pale, blue-gray skin and long pale gray-blond hair with black eyes. Sh'rra appears lithe, quick, strong and unblemished with extremely fine, smooth skin and no softening adipose tissue in spite of a rela- tively full figure. Sh'rra is human, with fine features, high cheekbones and thick hair. She is dressed in what the news reports from Houston would indicate to be a typical black and gray spacer's jumpsuit. She carries an elaborate pale white flute the color of fine china, plastic or bone and a spacer's duffel bag. Sh'rra does not look like the tall green-brown skinned and black haired spacers who landed at what is now the Houston space port during the lost weeks, but is dressed in similar fashion and has the same smooth glide to her walk. (1) Private Data Sh'rra Pndersdautter, is from an earlier culture than the spacers who have burst on the scene. Within that culture she would have been remarkable in appearance, both for her physical beauty and for her coloration and small size. She is friendly, cheerful and confident. Imagine a very social person at a good point in their life. Characteristics STR 12 CON 17 + 40 (flute) SIZ 7 INT 13 POW 22 DEX 19 CHA ** APP 27 + 22 (gift) EDU 27 SAN 94 luck 3 + 6 (no patron at present) Hit Points 19 Sh'rra is an intelligent genetically created human sub- species member. In her culture, such persons were commodities (i.e. slaves) and distinguished by coloration. CON/4 times per day she may exude pheromes that cause "uncontrollable" sexual urges (APP + POW vs. INT + CON attack), rage (CON x 2 vs INT), fear (CON x 2 vs POW) or hunger (CON x 2 vs STR + CON) in all others within 3-10 meters (depending on the stillness of the air). She was genetically engineered by the Natha Builders from mutated human stock and was found aboard a Builder ram-ship in slaver stasis by a later civilization of the successor builders. The ship she was in had been severely damaged by nuclear weapons and only three passengers survived. After her rescue she had a series of adventures as the servant of her Natha builder mistress who had also survived. Eventually the two parted when the mistress overplayed her hand one time too many in local politics. Sh'rra ended up on the side of the airlock with air in it. The mistress had the experience of attempting to learn to breath vacuum. In true Natha style, the mistress remained inflexible and failed. By training an assassin/spy, Sh'rra has been a spacer for the last 40+ years, earning a living and escaping her past. Most of her life has been very hard as many of the H' builders are as abusive as any known human culture. As the result of the best luck she has ever had Sh'rra has an assassin's laser, log-books and a small spaceship. The ship is made from a silicon matrix crystal that is self-healing and relatively indestructible. It dates to the time of the Natha builders and was preserved by providence. Access to the space- ship is by teleportal which she keeps in her suite on the fifth floor of Hardeman Hotel. When not in a social setting, Sh'rra is quiet, reticent and relatively conservative in dress and action. She is extremely close about her past, even under drugs or truth probes (under a truth probe or drugs, roll INT of questioner against her CON + POW for questions to elicit lucid answers). Sh'rra has complete control over her instinctive biological drives and usually leaves them at a zero level (add POW to INT in resisting seduction, hunger and other rolls. Thus she is POW + INT vs CHA when someone attempts a seduction). She abhors loss of self control, wanton violence, slavery of any kind and raw or red meats. The bone flute she carries is a chaos shaping tool. It allows her to cast illusions with her pheromes (usable whenever pheromes are used), summon 1d6 100 point chaos spirits (demons of combat) (for single use commands or combats, once per lunar month, dark of the moon only) and project offensive sonic/kinetic energy every third strike rank. The flute will disintegrate if taken out of her presence for any significant period of time and will then reform near her. Sh'rra found the flute in a Shanallin Precursor ruin and gained complete control of it over a period of forty years. It is now allied to her. She often plays it for meditation and consultation. Demon Flute STR 20 2d6 attack, 3,000 meter range, line of sight limit. INT 25 +25 to pherome attacks when played, summon demons POW 40 during dark of the moon, use flutes pow to bind. CON 40 Adds 40 to con of owner. may strike for 1d6 in melee. Also consults and advises with INT 25. Languages: Builder N at 95% Builder H at 85% English at 65% Russian at 75% Shanallin at 65% Skills: Flute 105% Socialize 95% Musicianship 95% Perform 95% ComputerSci 85% Unarmed Combat 75% Laser 75% Debate 70% Hide 70% Atheletics 65% Bargain 56% Fine Arts 55% Pilot 45% Sneak 40% Navigate 35% First Aid 20% Anthropology 10% Fast Talk 10% Climb 10% Possessions: Barebones live silicon crystal hull spacecraft, (no opera- tional fuel)(requires purified tritium/deuterium blend fuels), two teleportal disks (one in ship), spacer's duffel bag, two jump suits (each 3pt armor), 3 supportive bodysuits, electronic lock- pick set, personal ring computer (~to a CP/M bank switching 640K RAM, 1056K ROM, 20Meg HD at 12mhz)(clunky & slow, but very tiny and runs forever in spite of EMP, power use or anything else). Her personal computer will serve as an interface to the ship and uses a direct neural interface. Sh'rra keeps the the ship in a Trojan orbit around the Earth In her room Sh'rra has a laser disguised (and usable as) a flashlight with about 6 uses of power (18d6 per use) and a plas- tic 25 ca. automatic with three six round clips. Her small assassin's kit has wire, simple tools, six doses of contact poison and her log books. Sh'rra removes any of these from her room only when she has a definite use in mind. She also has a basic first aid kit, $12,000.00 on her debit card, a 10 year lease on her Hardeman Hotel fifth floor suite and enough anagathics to last her another 75 years. She is very conservative and cautious about her possessions and cash assets. There is no crisis that she does not expect to be able to outlive. Play notes: Sh'rra could easily anglicize her name to Sharri or Sherry. With Orobronze, skin lotion and hair coloring she could be any- where from a light tan to a deep mahogany in skin color and anywhere from pale blond to black in hair color. Sh'rra is fresh from her ship and newly arrived at the hotel along with everyone else. Her knowledge of Earth is limited to six months of television and radio broadcasts she eavesdropped on and some database entries concerning the early 20th century. The player should take it slow and cautiously at first, feeling free to have the character ask for advice, but not neces- sarily follow any of it. 2. Golden "John" Storm Shannallin shaper/npc PUBLIC APPEARANCE To Sh'rra's right are John & Ari Storm, a man and a woman who look very similar. They could be brother and sister. Both have blue-green eyes, lightly tanned skin, and gray-blond hair. Medium frames, heavy muscles, medium height. Ari seems in movement even when still. A hawk sits on a perch in their corner of the alcove. They wear a mix of tropical wool, cotton shirts and leather shoes. She is dressed in a blue chambray shirt and pleated blue tropical wool skirt, he in tan worsted pants and a blue cotton knit shirt. The only anomaly about them is that they both wear gloves. Hers reflect the light with cloth of gold, his are leather.(2) (3) PRIVATE John Storm is a modern man infused by the essence of a Shannallin master shaper. He is a direct blood descendant of the shaper and the one, of millions of descendants, most likely to have remained sane after the infusion. He did. John is a mature, loving and very value oriented man. He believes strongly in absolute right and wrong, good and evil. John also believes that most people are children and that they are not responsible for their actions. He can be surprisingly gentle and is unflinching and unflagging in his loyalties. At the same time his emotional responsiveness was increased by the infusion his control over his emotions was reduced. There are times when it is hard to tell if emotions or intellect rule John. His anger is generally near the danger point if he takes his gloves off -- a powerful virtue of combat is bound into his flesh and can kill with a touch. NOTE John is an NPC. His abilities and powers are at the higher levels for shaper magic as it is now practiced. He is flexible, resourceful and has years of experience to draw on. Generally, John will be part of the National Response Team (NRT) or serving as an adjunct to the FBI. He has been con- scripted, though he would probably have served by his own choice. John attempts to make contact with Ari at least twice a day via magical means. He is generally not in a position to inter- vene, but his resources and abilities can be used by the GM as a supplement or aid in moving the plot or providing rescue or added strength for the characters in sticky situations. Interventions by John should be rare and the first the players should know of the possibility is when there is a situa- tion where help is needed and John is unable to help. Shannallin Precursor 100% both selves Characteristics STR 17 17 luck 3 + 9 CON 17 (+6) 23 immune to detect spells SIZ 14 14 tiger eyes, sees in dark INT 26 26 two fire elementals POW 36* 55 two earth elementals DEX 18 18 one air elemental CHA 20 (+6) 26 special on water elementals (see below) APP 20 20 EDU 19 19 SAN 140 140 Luck: 3 + 7 (patron: the nine) (* add 19 from familiar for POW for POW v. POW struggles.) ACTION RANKS Walk Run Fly 19 Hit Points (+6) Damage Bonus + 1d6 Elan: 6 (Grey Lord, Justice) (compatable with the nine) SKILLS: Noble Property 500,000 LB (in ship, see below) Credit 95% Weapon 140% hand (+20% with magical scarf) Warrior Weapon 90% scarf (+20% with magical scarf) Weapon 80% grapple Weapon 140% dagger Ride 82% Property 500 LB Priest, Grey Lord Read/Write/Speak Common 144% R/W/S Patios Shannallin 124% R/W/S Noble Shannallin 104% Plant Lore 104% First Aid 104% Persuade 70% Other (5) Pick Lock 65% Set/Disarm Trap 65% Navigate 91% Music Lore 91% Evaluate Treasure 91% Sorcery Elementals at 94% Demons at 94% Virtues at 97% Summon Elemental Ruler by Rhyme Beast Lords: (cats), (birds), (fish) Spells 93% (one spell ready per point of intelligence) Max of 13 demons Max of 13 Virtues DEMONS 1 Demon Armor (usually wears) Swirling Cloak (invisible) Int 12 Shapeshifting Siz 35 Cover up to 34 size points Pow 3 Resists with pow 3, moves out of the way of demon weapons that might harm it Con 77 77 points of protection from mundane perils 20 Special: Invisible 2 Demon Teleporter (usually at ship) Credit Card STR 68 Siz points moved CON 24 24 teleports INT 7 Basic Int to understand commands POW 5 Pow for passing barriers DEX 42 130% chance of safe travel CHA/SIZ 1 3 Demon Teleporter (saves for emergencies, can summon) Credit Card STR 30 Siz points moved CON 39 34 teleports (special, pacted, only six teleports) INT 7 Basic Int to understand commands POW 35 Pow for passing barriers DEX 35 105% chance of safe travel CHA/SIZ 1 4 Demon of Knowledge (usually carries) Credit Card Int 108 % chance to know Pow 3 % chance to find out Con 36 hit points 5 Demon of Transportation (usually leaves at the ship) Roan Horse STR 30 600km/hr speed CON 38 38 hours non-stop SIZ 30 Carry up to 30 siz points INT 12 shapeshift POW 19 Pow DEX 9 CHA 9 Is allowed to act as a free agent and often travels for its own enjoyment or amusement. 6 Demon of Transportation (often keeps near him) Magic Rug STR 67 1340km/hr speed CON 40 40 hours non-stop SIZ 28 carry up to 28 siz points INT 7 accept verbal instructions POW 4 DEX 0 CHA 1 7 Demon Weapon (usually keeps in strong box in ship) brass knuckles // family heirloom STR 140 d3+1 +14d6 CON 3 SIZ 1 Can be used in conjunction with scarf but not INT 0 virtue of combat. POW 3 DEX 0 CHA 0 8 Demon Weapon (usually wears wrapped around arm) Scarf/lock picks/gloves STR 40 4d6 damage + shape (can add to blows with hand) CON 5 SIZ 3 INT 12 shapechanger POW 7 DEX 80 +20% to hit (+1/4%) CHA 0 9 Demon Armor (wears when he expects trouble) Arm Bracers/Shield Int 12 Shapeshifting Siz 14 Cover up to 14 size points Pow 16 Resists with pow 16 Con 71 71 points of protection 20 Special: regenerates 10-11Demons of Desire Old family retainers These are transmogrified individuals whom Golden Storm was able to save in the pre-time and who wished to be transformed. They are exceedingly loyal Crew of sailboat STR 18/10 CON 65/60 65/60 hit points in reserve SIZ 6/06 INT 12 shapechanger POW 4/17 DEX 2 CHA 20 20 Special: regenerates 12-13Demons of Combat/protection Crew of sailboat These are transmogrified retainers. STR 40/40 Both demons look like pale shadows CON 20/15 in blue-green. They are diligent SIZ 8/ 6 sailors. INT 12/ 7 POW 16/17 DEX 30/30 CHA 1/ 1 20/30 special powers for 12: speed* & d6 CON drain 10m range for 13: regeneration & invisible 12: attack with 4d6 at 82% SR *60/30/20/10/*1 13: attack for with 4d6 at 77% Use sea axes at same %damage for +2d6+2 damage VIRTUES 1 Virtue of Defense Bound to summoner in tattoos (no armor focus) Pow 24 24 points of armor vs demons limited invulnerability vs normal weapons (50% chance break normal weapon, 20 points armor) 2 Virtue of Attack Bound into hand (usually wears glove on that hand) Pow 24 kills demons and enemies on touch Int 23 2xPow to con if resist touch 3 Virtue of Knowledge (always near him) Unembodied. Usually summoned to replace contact lenses Pow 24 Int 25 125% chance of knowing Con 65 HUD display of relevant tracking data 4 Virtue of Knowledge Tutor Bound into Computer (at sailboat) 5 Virtue of Perfection Bound into Computer (at sailboat) 6 Virtue of Perfection Bound into Tiger (at sailboat) STR 40 CON 24 SIZ 24 INT 6 POW 18/24 DEX 24 CHA 20 hit points 36 see rules for skills/damage 7 Virtue of Perfection Bound to self +6 CHA +6 CON 1 point of regeneration 8. Virtue of Defense Bound to Child (at sailboat) POW 16 9. Virtue of Defense Bound to Child (at sailboat) POW 16 10. Virtue of Transport Bound to Sailboat 11. Virtue of Transport (usually carries) Gate to Sailboat Main Saloon/credit card INT 24 up to 24 transportees 12. Virtue of Defense Bound to Sailboat POW 21 INT 22 13. Virtue of Defense Bound to Ari Limited Invulnerability POW 18 vs demons/virtues 20 vs normal weapons/50% chance to break Familiar: Hawk 125 points STR 30 d6+1 +3d6 attack CON 24 SIZ 2 INT 7 POW 19 (is cumulative with John's POW for POW v. POW struggles) DEX 24 CHA 9 10 Special Power: sleep 10m range $750,000 in trust funds and Red Empire trading firm account $190,000 per year in tax free income in addition to Precursor property obtained from Golden Storm's pocket universe. SAILBOAT <man-made, not a magical entity or creation> Made of translucent blue-green seaglass crystal 95' Catamaran Sloop (6,500 sq ft internal space). Has the same abilities as a water elemental. All powers/functions at x40 an elemental's. Can travel over or under water. Speed is 160d3 mph without wind (~480mph with virtue). The sailboat was Golden Storm's home. John Storm has made it his home and his children live there, attended by demons and virtues. John has a great deal of sorcerous power tied up in his family. Recap: Virtue of Knowledge Tutor Bound into Computer (at sailboat) Virtue of Perfection Bound into Computer (at sailboat) Virtue of Transport Bound to Sailboat Virtue of Transport Gate to Sailboat Main Saloon/credit card INT 24 up to 24 transportees Virtue of Defense Bound to Sailboat POW 21 INT 22 2 Demons of Desire 2 Demons of Combat/protection Crew of sailboat Virtue of Perfection Bound into Tiger (at sailboat) treat as a pet/guard for children 3. Ari Storm Shapechanger/dilettante PUBLIC APPEARANCE To Sh'rra's right are John & Ari Storm, a man and a woman who look very similar. They could be brother and sister. Both have blue-green eyes, lightly tanned skin, and gray-blond hair. Medium frames, heavy muscles, medium height. Ari seems in movement even when still. A hawk sits on a perch in their corner of the alcove. They wear a mix of tropical wool, cotton shirts and leather shoes. She is dressed in a blue chambray shirt and pleated blue tropical wool skirt, he in tan worsted pants and a blue cotton knit shirt. The only anomaly about them is that they both wear gloves. Hers reflect the light with cloth of gold, his are leather. PRIVATE DATA Ari Storm is married to John Storm. They share physical characteristics and aura features due to the infusion of similar powers during the "lost weeks" (see below). Ari is devoutly loyal and virtuous (treat as major psy- chological compulsions). Charitable. Will intervene to protect the innocent, help children, stop slaughter, etc. Pro-life (but not necessarily anti-abortion). When apart, she and her husband communicate regularly via virtues and demons of knowledge. She is extremely dangerous (100%+ chance of killing by touch anyone whose POW is 14 or less, 46% chance to critical hit) and hard to predict. Ari will not hesitate to read minds when she is talking to people to ascertain if they are telling the truth. She has an extreme faith in her husband. The two of them share in Shannallin infusion (a manner of passing power from one generation to the next) from Golden Storm, a Shannallin shape master, shape shifter, and thus share empathic links, physical cues (they look related) and emotional responses. They are deeply devoted to each other and have been married for much longer than might otherwise appear. They have two children. Character: Ari Origin: Shannallin Werepanther California Characteristics STR 14 ( 8*3)/2 26 CON 17 (20*1)/2 27 SIZ 12 12 INT 18 (18/3)/2 21 POW 22 (15/3)/2 24 DEX 19 (24*1)/2 31 CHA ** ****** ** APP 20 (30*2)/2 50 EDU 16 SAN 120 ENERGY 51 + 31 RECHARGE 5 ACTION RANKS 31/21/11/1 Walk 15m/rnd Run 36m/rnd Jump +15 meters Fly 112.5mph Hit Points 20 Body/Con 27 Defense: 31% Idea Roll 160% Luck Roll 175% Agility Roll 145% Aura 23 damage bonus +2d6/claws 2d6 luck 2 + 3 (5 total) Patron: Mikal of Swords Wereform skills: Claw attack 190% Tracking 95% Normal Skills: Animal Science: 95% Horse Breeding: 95% Cattle Management: 90% Portuguese: 90% English: 90% Shannallin: 85% (noble, speak only) Socializing: 85% Art: 80% Esthetics: 80% Music Appreciation 75% Farming: 70% Handgun: 65% Drive car: 60% Fly light plane: 60% Senses (only 15m range) Infrared Vision Magical Vision Telepathy Superscent Patron Gifts/Virtues/Demons/Elementals/etc. First Order virtue of attack Claw Sheaths (2d6) (instead of a demon weapon) POW 24 kills by touch if target fails to resist in POW v POW POW x2 to damage if target resists POW v POW INT 26 +26% to hit, +26% to critical, POW x2 to CON on any critical Shapechanging (wears as gloves in non-were form) Treat as a familiar healing 6, repair 2 (RQ spirit magics) 2 Air Elementals Bound to Topaz Earrings (left ear) 3 Water Elementals Bound to Sapphire Earrings (left ear) and --Virtue of Defense (embodied by husband) POW 18 (see below for its effects on her) Werepanther form STR 26 x2 52 CON 27 x11 41 SIZ 12 x11 18 INT 21 x1 5 POW 24 x1 24 DEX 31 x2 62 AR 62/52/42/32/22/12/2 CHA ** APP 50 x1 12 EDU 16 x0 0 SAN 120 n/a ENERGY 82 x2 164 RECHARGE 5 x2 10 Claws: 2d6 + 5d6 damage bonus + 2d6 sheath bonus = 9d6 48 m/round walk, 192 m/12 sec running 12 meters vertical jump 26 meters horizontal jump 165 mph flying hit points: 30 Defense radiation (net 31) absorption 8 points armor 18 points virtue of defense 5 points of resistance electric (net 43) resistance 20 points 5 points of resistance armor 18 points virtue of de- fense kinetic (net 45) armor 20 points virtue of defense (break weapons 50% of the time) wereself 25 points of kinetic armor (halved vs silver & gold) Regeneration 6 points Adaptability 25 points Notes on Play Ari is confident in her approach to life and firm in her values and beliefs. She has been through long dark nights of the soul, has endured privation, torture, disease and demon night- mares and has emerged through all of these. Where other characters may endure with a belief that they can outlive, Ari expects to be able to triumph. She has good reason. Test run her character in melee against a STORMBRINGER dragon or against a great old one in CALL OF CTHULHU. At 9d6 per hit, +48 points of damage (to those who resist death in a 24 v POW struggle), +48 to con on any critical hit, +26% to critical, 190% chance to hit, 35% chance to critical, she kills what she hits. (average damage is 79.5 points, 127.5 on a critical hit). Treat her as a mature adult fulfilling the responsibility of power in an uncertain world. Because she has other obligations (children, husband, etc.) Ari is not always available to partici- pate in moves or party activities. She is also weak in many non- combat situations. 7. Drgg Rockeater Amphibian contrary warrior Public Description Next is Drgg Rockeater, who seems to blend into the shadows in spite of his size. He is without doubt a non-human. He is 7' tall, skeletal in build with muscle wrapped like rocks over a narrow frame. He carries a black skin drum and a satchel but wears no clothing aside from a loin cloth made of coral bead-work and a "small" utility dagger made of grey metal and black volca- nic glass. His eyes seem to have no irises in their green-black depths and his skin is a scaly black-green. He may have gill slits. Definitely male. (7) Private Description Drgg is a member of a non-human race that lived on earth in hiding back before the "lost weeks of summer." The Shllthaa are sea dwelling proto-mammals. They are semi-cold blooded, bear their young live, and grow steadily throughout their life-spans. They are precursor remnants without any ancient records and unaware of their precursor status. They believe they evolved in the depths of Earth's seas. Drgg bears a demon drum Characteristics (unenhanced) STR 26 (typical is 2d8+12) CON 36 (typical is 2d8+12) SIZ 23 (typical is d6+18) INT 11 (typical is d6+6) POW 20 (typical is 3d6) DEX 12 (typical is 3d6) CHA 18 (typical is 3d6) APP 7 (typical is 3d6) EDU 11 (typical is 2d6) Age 93 (typical is 2d100+20) luck 3 + 3 (no patron at present) Scales: 5 pt kinetic armor 10 pt electric armor 10 pt electric resistance 5 pt radiation armor 5 pt radiation absorption (to magic points) Loin cloth: Beadwork. Stores 20 magic points. Knife: Will cut immaterial and spirit creatures Travels with him to mythic realms Demon Drum Allied Weapon/Familiar Equivalent STR 50 5d6 attack for 13 meter range CON 36 36 hit points, +18 to Drgg's hit points. SIZ 2 very heavy, (6" x 6" and 12 pounds) INT 11 can follow and remember verbal instructions POW 26 has a range of 13 meters. Attacks at skill at 3meters, -5% per meter to 10m. He has the following skills: Climb 120% Deep Squid (gestures) 60% Depth sense 100% Drum 115% Electronics 105% English (read) 50% English (spoken) 97% English (write) 97% Fishing (net) 106% Grapple 65% Knife (ritual) 100% Russian 65% Shllthaa (courtesan) 105% Shllthaa (customs) 110% Shllthaa (ideographs) 103% Shllthaa (spoken) 129% Sonar (underwater) 100% Swim 135% Video technician 79% Walk (on land) 44% Player Notes Drgg has $100,000.00 worth of Ringworld equipment and $50,000.00 worth of Futureworld equipment in his sack. The player should be allowed to select and decide what equipment Drgg has. Drgg will not be able to renew his equipment or recharge unless repair and/or recharge equipment is taken. He gets 240%tiles of experience in fields that the player chooses. (The player should be allowed to customize Drgg's abilities and skills with technical and other abilities). He also has his investments ( 4.3 million dollars in gemstone futures from his patron) and his secrets. You may wish to have him buy an extra loin cloth (non-magi- cal) or a cloak. Any other possessions must fit within his satchel. He worships the "Lord of Cold Currents" in the guise of the sudden death from below (a cult that worships the deep squids' ancient [and probably non-sentient] progenitors who dwell beneath them. It is a generally fatalistic cult stressing the inevitable triumph of [bad] luck and fate over all sentient activity and semi-magical efforts to "fool" both luck and fate by contrary activities. (His last name is a cult affectation of this type). Members of his cult seek to tap the flow of fate and luck to strengthen them and to direct ill toward their enemies. (It is a sort of grim version of the Cheyenne Contraries). They have strong rituals with magical and clerical overtones that stir the chaos and leynd currents. The race bears extreme ill-will and hatred for Cthulhu mythos creatures. They have fought them for ages and Deep Ones dwell in the ruins believed to be the Shllthaa racehome and have deprived the Shllthaa of their histories and heritage. Deep Ones and spawn Xxaggaah are also responsible for driv- ing the deep squid ancestors into the trenches and beyond the reach of their worshipers. Deep squid ancestors can be used by Shllthaa as a bridge to the powers of fate and shadow. Play Notes Drgg is intended to be a difficult character to play. He is also a character with some surprising abilities and venues. The player should not tip off the other characters to Drgg's true origin nor his complete abilities. Drgg is loyal to his race and family sept and can give only secondary loyalty to others. Tertiary loyalty he reserves for governments, contracts and misc. personal dealings. He has no relationships involving lesser degrees of loyalty. 8. April Smith College professor/artist Public Description Sitting quietly next to Drgg is April Smith, a middle aged woman, between 30 and 50 years of age, dressed in tropical cotton safari gear. She has a back-pack, climbing gear and a 30.06 rifle with scope on the floor next to her and an artist's sketch book in her hands. April appears to be almost finished with a charcoal sketch of Drgg. Her eyes are green and her hair is a reddish auburn with the slightest hints of gray. April's clothing reveals only that she is of either light or medium build and average height. A gray cat sleeps at her feet. (8) Private Description April is a professor of art on sabbatical from Minnesota State University. She is 36 years of age, non-political and intense about art from an historical and cultural perspective. She believes in values rather than morals, and has morals rather than values. April is a white witch of Appalachian (non-wicca) tradition. Give her RQ spirit magics at % chance to cast as skills (use half the RQ magic points to cast and use up magic points only if she succeeds in casting spells). She is half Appalachian, quarter Irish and a quarter Creole. She will have climbing equipment, normal copper jacketed and serrated iron jacketed silver hollow-point bullets (with rowan fillers in the hollow-points), binoculars, chicken livers (fresh, for her cat), a change of clothes, a compact tent & bed roll and other camping gear in her back pack. Her rifle is a custom Herters stock and scope. She is at +25% to hit and to cast multimissile using this rifle. Appalachian culture individuals have a 50% chance of recog- nizing her as a witch-finder or "spook-slayer." She has the characteristic look and aura. She is wise, witty and cat-like. Too filled with sharpness to be playful, but possessed of a sense of dark humor and quick wit. Slightly condescending. She is the only character to carry a readily identifiable weapon to the table. Characteristics STR 14 CON 17 SIZ 10 INT 16 POW 22 x2 vs chaos or witchcraft DEX 21 CHA 17 APP 21/17 (17 without enhancement) EDU 26 Luck 3 + 9 (patron, the nine, fox) She has a Tjajh Cat were form (yes, she is a were-creature) STR x1 (14) CON x11 (26) Small weres may change shape at will with SIZ x1 (02) no cost in energy and without regard for INT x1 (08) phases of the moon. Small weres do not POW x1 (22) suffer from uncontrolled change or from DEX x21 (51) blood lust. CHA ** APP x11 (32) Silver does 11 x normal damage EDU x1 (13) SAN n/a claw 1d6 or bite 1d6 20 points of kinetic armor (except vs silver & gold) 10 points of resistance vs electric and radiation Small weres are skillful and clever creatures, useful as scouts and in non-combat roles. Familiar Gray housecat The telepathic bond between April and her cat extends to 30m per point of active POW (add April's POW to familiar's POW, subtract any magic points used recently -- i.e. the range of the telepathy is controlled by magic points available to both. Within range they can transfer magic points between each other and resist all magic with the sum of both of their POW scores or 52). STR 13 CON 30 April can talk to cats (*as much as cats can SIZ 2 talk*), is immune to detect spells and has INT 16 no allergies. POW 32 DEX 27 She has 4 air elementals bound in her hair pins APP 21 The familiar can cast glamour (RQ spirit magic) and protec- tion 6 spells. The familiar has powers of silent movement and +40% to defense which it can use both for itself and for April. (both can receive the benefits at the same time). Skills: Art (sketch) 135% Art (teach) 125% Art (western) 120% Art (egyptian) 110%- Art (greek) 105%- Art (classical)100%- Philosophy (art) 95% English (r/w/s) 90% Philosophy 90% Climbing (equip)90% Climbing (bare) 85% Rifle (30.06) 85% Pistol (colt 45)80% Piano 75% Oratory 75% Tjajh Cat (speak)75% Detect magic 75% Detect undead 68% Bull whip 67% Dance 67% Enchant (ritual) 67%* Fire (magic lang) 65% Fireblade (spell) 65% Extension (ritual) 55% Enhance (ritual) 50% Multimissile 4 45% Glue (spell) 45% +186% worth of magic related skills and spells (per below). -reads at 25% of skill greek, egyptian and romance writings *Enchant allows April to bind a spell into an object. The spell may then be cast (once) from the object at a later time. 186% available for custom use & player decision on spells. PLAY NOTES April is much more a cat than a human, with cat-like morals, sexual tastes, eating habits and perspectives. April should be played very much like a liberal college professor who is slowly becoming emeshed and reformed into the mind-set of a cat. In addition, April has a cultural heritage of witchcraft, magic and specific roles for magic-use and magic-users. She grew up in an Irish/Creole household in the southern Appalachan moun- tains and was educated in New Orleans. She did her graduate work at Wesley and then taught as an instructor at the University of Minnisota and as an assistant professor at the University of Wisconsin (Madison). She received tenure and a lifetime endowment last year as a gift from one of the Nine (Fox). He is her patron. 9. Mark Gold Noble (of Charle's "France"), Companion, champion & paladin Public Information First to the table was Mark Gold, an athletic man in his early forties. He wears subdued but fashionable business cloth- ing in a traditional style with a silk pin dot tie, pin point cotton shirt and fashionable semi-boots. A briefcase sits on the floor next to him.-- He has a strong build. His tailored suit fits him perfect- ly. Mark was the first in the alcove. He is so calm it is easy to miss seeing him or to forget that he is present. Mark has facial tattoos in "non-color" color that identify him as one of the forty companions by their rainbow shimmer seemingly above the skin and cheek of his left eye. During the "lost weeks" about 30% of the people in the world had dreams or nightmares concerning the exploits of the compan- ions. They are now featured Saturday morning with the cartoons. A character similar to Mark has appeared several times and has the same brown hair, short beard and green eyes. Mark's corner is decorated by a score of sculptures of hummingbirds that look alive from their perches on the wall. He has a businessman's briefcase on the floor next to him. (9) Private Information Mark Goldberg a/k/a Mark Gold Origin: Charle's France (+1 to all req, +1d3 to Cha) Noble Scholar Mark should be played like a paladin from Charlemagne's world. He believes in his own sense of duty, nobility and right. While he does not watch the cartoon stories about him, he lives them. Imagine a scholarly cartoon hero with noblesse oblige and you have Mark. Characteristics STR 16 29 (gift one) CON 16 30 (gift two) SIZ 13 14 INT 17 17 POW 20 20 DEX 16 19 CHA 20 **** 25 ** APP 20 (REL)+4 EDU 14 SAN 160 Luck 12, Patron: Charle ENERGY 31 RECHARGE 3 ACTION RANKS 19/9/-1 Hit Points 14 Body/Con 28 Property/estate 500,000s property (If you want details, build a five acre Chateau estate worth $1,500,000) (i.e. a small house, a barn and a several rustic outbuildings). [Mark's cost to build has a base of $35/ft2 with extra costs for the various items and amenities over the base.] Mark's estate is located in the middle of the state of Oregon, in the saddle between the mountain ranges (Medford is just to the south of the estate). During the "lost weeks" a fair amount of real estate distilled into the mundane world. The Earth appears to have about 10% additional land surface area, much of it due to wrinkles (both physical --i.e. steeper moun- tains, and space-time warps that result in more surface in the same area) or encroachments on the sea, but some of it due to an overall increase in size. Mark's protectorate as the Duke D'Or (Duke of the Sunset Mountains) is the Oregon, Washington, British Columbia and North- ern California Mountains. Charle, an earth power, created the companions to befriend him, attend Charle's court and do equity in their realms. The companions remained active in the mythic realms and in the dream time during the time that magic was not present in the world. Mark has about 900 acres of ranch land, 40 acres of hardwood forest (including 40 dryads), 200 acres of softwoods (mostly pine), 180 acres of land in wheat and oats and about 36 acres of intensively gardened land. He has 6 acres in greenhouses. Mark has 34 retainers (servants, etc. at estate) (that is 34 followers who will serve without pay. Mark has a butler, two cooks, a blacksmith, a weapons master, four men-at-arms, three maids {including one walktipi maid}, three gardeners, eight ranch-hands, two minotaurs, a groom, three farmers, one loom mistress and three squires. He also has an esquire.). All "outside" retainers have 14s in all requisites (for minotaurs double strength and halve intelligence). All inside retainers have 12s in all requisites except dexterity, charisma and intelligence in which they have 17s (for the walktipi, halve strength and double dexterity). He also has 50,000 silver talens in cash (one ounce each or about $250,000 worth), and his personal effects, such as clothes, tools, farm implements, armor and weapons for all retainers, and some special items including: A trademark gold and black colored war jaguar*, three suits of gold and black kevlar graphite laminate armor (looks vaguely like a japanese/starwars cross and provides protection of 12 pts of kinetic, 36 vs electric & radiation) in electric gold color, and a mutant group mind familiar** Int 18, Pow 24, build familiar on 145 points. All of these are described in greater detail below. Skills: 10mm autopistol- (32 rounds per clip) 90% Rapier (1d6+1) 85%/parry 85%/impale 85% Credit 85% Dagger (1d4+2) 85% Lance 85% French 80% German 80% Savate 75% Greco-Roman 75% A style of wrestling--not a language Common 75% English 75% Memorize 75% Hunting Rifle 70% Uses a 30.30 with 4x scope Ancient Lore 65% Dance 65% for each of 6 dances Ride 65% (x2 on jaguar) Command 60% (add CHA x 2% for any in his immediate presence) Compound Bow 55% Chemical Lore 50% Machine Lore 40% Typing 35% Personal Effects descriptions: -10mm selectfire pistol. Takes 7 round clips, 32 round clips and continuous feed belts. Selects between single fire, triple fire and autofire. Rounds available include silver dum dums, plastic encapsulated expended uranium and typical steel jacketed teflon coated armor piercing rounds. Usually wears in shoulder harness with 7 round clip in place, 32 round clip in harness and two 7 round clips in harness. Switches off immediately to the long clip at the first pause and uses 7 round clips for reloading. *war jaguar is about 1600 lbs of large cat. It generally lives on the estate. Is well trained (INT 6) and empathically linked to Mark Gold. It can pass through the veil to the mythic and dream levels of reality. It lives on both magic and biologic energy, sleeps a great deal and eats about a full steer's worth of meat every month as well as some cereals. It hunts in both dream and shadow realms. **familiar is a magical construct remnant of a precursor race of group mind avians. each individual element infuses a bird. A bird so infused has 2 hit points and 3 pts of armor, 6 vs elec- tric and 12 vs radiation. When infused, the birds resemble porcelain figurines. Each point of INT requires one infused bird to operate. The group mind can disperse over 300m per point of pow (or 7200m for this group mind). Mark keeps an aviary of specially bred hummingbirds for his familiar. --The aluminum briefcase has space for pistol rounds, armor and the familiar. For pistol ammunition, Mark will usually have two boxes of silver, one of expended uranium (they are heavy and very expensive) and ten boxes of teflon armor piercing rounds. Mark has 800 head of beef cattle, 40 dairy cattle and a large aviary (including some semi-flightless birds). PLAY NOTES Mark is a hero. Play him like one. Feel free to develope any concerns, neurosis or other foibles that you feel a hero should have. If you do not want any weaknesses, feel free to have Mark be free of same. Let him be the hero you think of when you hear the word "hero." Be aware that Mark has probably killed in excess of 500 opponents and can be prey to heroic pragmatism (always kill your enemies/always finish them off today) and/or heroic faith (always spare your enemies/always trust that they will change). War Jaguar STR 160 This creature can carry Mark into both CON 30 shadow and the dream realms with it. The SIZ 130 total carrying capacity is limited by CON INT 6 + POW / 1.5 (in this case 35 size points). POW 22 DEX 16 CHA 14 It usually lurks just beyond the fringe of APP 18 the material world waiting for Mark's call EDU 0 or is out executing Charle's justice upon those SAN who have shed innocent blood where it fell ENERGY 90 upon the earth within the zone of Mark's RECHARGE 10 protectorate. A number of badly torn and ACTION RANKS 22/12/2 mauled bodies have recently Hit Points 80 been found in the Pacific Northwest. Body/Con 80 (remember, statistics are linear) Pounce: 90% for 14d6+3 (double % when striking by surprise) (may pounce from shadow or dream) Bite: 80% for 7d6+3 Paw Swat: 75% for 3d6+6 10. James Kay Attorney, IRS Agent, D'ttga SpiderDragon PUBLIC James Kay walks in just after you sit. He is a scholarly looking man in a brown herringbone tweed jacket and tan twill pants. He has the look of an accountant or tax attorney. He stands 5'10" tall and speaks in a firm voice, apologizing for being late. The light catches him in such a way as he comes toward you that you can't see his shadow. James looks familiar, quiet and competent. His voice is a smooth baritone that carries well even in the softest tones. He walks lightly with a slight limp. (10) PRIVATE Meet James Kay, IRS agent, dragon. James is a thoughtful and methodical man of mature years. While he looks to be a healthy 25 in appearance and carries himself like a graceful 40, James is actually several hundred years old. James is unique in that random genetic factors have caused him to inherit almost 95% pure Dtagga gene patterns with the resulting Dtagga form immortality (more below). Characteristics STR 36 CON 27 SIZ 13 INT 29 POW 32 DEX 16 CHA 20 APP 14 EDU 18 Luck: 16, Patron, the Saffron ACTION RANKS 16/6 Hit Points 37 James Kay contains what is left of the entity who was the cross-racial Dtagga shapechanger/chaos master Splintered Storms. He may well be the only surviving Dtagga in the human occupied sphere. He lurked as a mystical heritage until the chaos was unleashed and his life force merged with a far descendent of his (the Dtagga ambassadorial staff had many children as the result of local liaisons. Ten percent of all humans have some Dtagga heritage). The Dtagga were extremely exo-fertile, their formchanging and shapechanging heritage extending to the genetic coding level and being transfered as a genetic recessive until it reached a level in excess of 90%. At 90% a Dtagga cross-breed could (but not necessarily would) bear pure Dtagga children. At 95%, Dtagga form immortali- ty became possible (though not necessary). There is no state between 95% and 100% pure Dtagga, the last five % being purged from the genetic history rather than being transmitted as either recessives or dominant features. As to the mystical heritage, the length of the Teynd binding (hundreds of thousands of years instead of the decades expected) leached all of the will and vitality from Splintered Storms and left only the form and power. As a result, James Kay, the de- scendent who had the life force of Splintered Storms fall upon him, survived the merger and assimilated Splintered Storms memo- ries and abilities, rebinding his demons rather than being con- sumed by Splintered Storms mind and will. James is unique in that he has lived multiple lives over the past five hundred years. He was unaware of any, save the his current life, until his Dtagga heritage surfaced. Prior to that he would be born, live, age and die and then his essential ele- ments would be reborn anew through the power of his shapeshifting blood. This is the so-called form immortality of the Dtagga which renews them and makes them able to overcome death unless slain and burned. Dtagga form immortality is known to others only by the rumor of fragmented half-twisted memories of legends. James now will take his memories through death and re-birth and can enhance his re-birth and re-growth time to a matter of 3d6 months from "death" to full size reformation. He has the following chaos shapings that serve him. (cf STORMBRINGER for the demon rules). Demon of Combat/Armor STR 1 CON 50 50 points of armor (50 kinetic, 0 radiation, 0 elec- tric) SIZ 13 Cover a siz 13 person INT 1 Unintelligent POW 4 Resist penetration/damage to self with POW 4 DEX 1 CHA 31 This demon appears as an aura of holy fire suffusing from Kay whenever he is attacked. The fire is shot through with leaven bolts with brillance equal to the force of the attacks. The armor is unintelligent and can only be bound to protect one person. It has no weight for encumbrance or lifting purposes. Only James could remove it and then only by the use of special- ized magical rituals. James thinks of it as part of himself and is not currently aware that it can be removed. Demon of Transport/Wings STR 13 Move up to 65 mph CON 20 Travel up to 20 hours without stopping SIZ 13 Carry up to 13 size points INT 1 POW 13 Resists with POW 13 DEX 1 CHA 25 These are James Kay's wings in dragon form, and form a butterfly wing tracery when they manifest. They are otherwise immaterial and inchoate. Demon of Knowledge/Rolex Watch STR 1 CON 32 SIZ 3 INT 55 55% chance to know answers about STORMBRINGER subjects. POW 8 Overcomes warded knowledge with POW 8 DEX 1 CHA 61 This demon appears as a 12 carat black diamond set into a Rolex President Watch. It has a 55% chance of knowing demon related information, 27.5% chance of knowing virtue related information and a 14% chance of knowing general knowledge. 6% with sciences. It also retains 110% of whatever James hears while wearing it. Demon of Combat/Mjat Snake STR 50 5d6 damage when spitting leaven (kinetic damage) CON 3 3 hit points SIZ 3 range up to 12 meters when spitting fire INT 5 semi-intelligent POW 8 POW of 8 when attacking resisting targets DEX 16 4% bonus to hit CHA 11 This demon appears attacks by spitting lightening. It takes the form of a translucent metal scale neck bracer. It sits low on the neck and does not show when worn with any formal wear. Most of those who have a chance to see it fail to notice it. Those who do notice, think only that James has unusual tastes in jewelry. He wears it below his collar and usually hidden beneath both collar and neck tie. Demon of Defense/clothing STR 10 Resists stretching and has a carrying capacity CON 20 20 points of armor (20 kinetic, 0 radiation, 0 elec- tric) SIZ 26 Cover a siz 13 person twice INT 12 Shapechanging POW 24 Resist penetration/damage to self with POW 24 DEX 21 Able to achieve perfect fit CHA 31 Extremely attractive 15.5 can be added to wearers CHA This demon appears as a suit of clothes, usually James favorite suit. Owning this demon allows James incredible flex- ibility in his apparel and accoutrements at a moments notice and without the need to carry luggage or expend money. The demon becomes inchoate when James shifts shape (though it can be seen as polychromatic bands about the spider demon form to any with the proper training or mystic sight). In addition to the chaos shapings, James carries bound elementals, extracts for summoning and binding chaos, and various miscellaneous and useful items. In leatherbound personal brief: Zenith 80486 40Mhz laptop computer. 7 Earth Elementals Bound to Gold Rings 6 Fire Elemental Bound to Ruby Rings 4 Air Elementals Bound to Topaz Hoops 4 Water Elementals Bound to Silver Posts Demon Weapon Usually kept in the form of a discus in the brief. It can instantly become a sword or any of eleven other forms chosen beforehand by John. Common forms include cesti (claw sheaths), an iron rod, a whip and a hand and a half sword. STR 90 9d6 damage CON 23 23 hit points SIZ 3 shapechanging INT 12 shapechanging POW 18 POW of 18 when attacking resisting targets DEX 8 +2% to hit when used CHA 19 Very flashy, affects the morale of those opposing. And also in the brief (or in a shirt pocket) is James' shapechanging familiar (Int 18, Pow 24, all other requisites <120 additional points> shift by form), usually in the form of a fountain pen carried in the brief. This familiar takes only mechanical forms such as lock picks, weapons, telescopes, etc. SKILLS: Tax Law 145% Legal Research 250% All sorcery skills at 150% 3 spells at 150% chance to cast successfully: Word of power: lightening strike (6pts/6d3 damage) Word of power: fear (POW vs POW or flee) Word of power: forgetting (POW vs INT or forget) Herb Lore at 150% Sting at 145% Rod at 105% Bite at 95% Claw at 85% Whip at 65% Poison at 65% Ride Horse at 50% 11 Sword at 50% Climb at 50% Move Silent at 50% Hide at 50% Pick Lock at 50% Character Notes James Kay is a well known science fiction fan, invaluable at conventions and a willing help. He has contacts the world over and is well liked and easy to know. He is also a man with the memories of a ruling spider dragon, able to spit lightning as a word of power, capable of shapechanging, and charged with super- natural vitality. He often works with John Storm as the IRS has placed him on special assignment with the NRT. Spider Dragon Form In this form he has the same requisites, which is true of all his forms. This is also the form he will display to certain types of mystic sight. As a spider dragon, John looks like 12' of an eight limbed coiled body dragon with butterfly wings and a halo of fire shot through with lightning. Armed with foot long teeth (+3d6 attacks) and a stinger (for 12d6 acid poison), he is fearsome. (Bite 95%/sting 145%) His body is 9" x 5", scaled, and 12' long. The head is snake-like, the limbs are double jointed, clawed and about 31' long each. The wings cover between 12' and 9' to either side and are in the same hues as the scales. (The colors vary at John's moods and his desires). The player who is assigned James Kay will not play James but will instead play one of his shaper shadows. James does not have the time to devote to the character's pursuits (he has national assignments and concerns) but he will magically cast a shadow against the player-character. The resulting being will be an expression of chaos, reflec- ting a composite of the player character and James, though at reduced power, and will be empathically linked with the player's avatar character. It can gain independent existence through the accumulation of sufficient will. As it becomes independent, James will regain his own shadow. Until then, James will be shadowless. Shadow creation is one trans-species method of species propagation generally unique to the Dtagga. The results of shadow casting are highly variable and often temporary and were never properly understood by non-Dtagga. James's patron, the Saffron, is the patron of Splintered Storms. John and the Saffron are not currently in contact, nor is John privey to the Saffron's mysteries, rites or methods. That knowledge was sealed to Splintered Storm's true self and went with him when his soul passed beyond. James will need to decide if he desires any further contact with a Dtagga racial entity such as the Saffron. RULES 3 --Updating the Lawful equivalent of demons. Sorcerers of Law are described only in passing in the STORM- BRINGER rules and pretty much ignored in the supplements. This article updates the Lawful virtues and fills in some gaps. It addresses each catagory of virtue available. Within each cata- gory the article first redefines the basic virtue found in the rules (called a "base order" virtue) and then expands the basic virtue. The article also discusses some of the more potent virtues in each catagory. Such virtues belong to advanced orders, numbered from one to infinity, with first order virtues being the lowest virtues with more power than base virtues. First order virtues should be comparatively rare and available only to agents or others who have specially served Law. More powerful orders can be extrapolated and should be exceedingly rare. BASE ORDER VIRTUE OF DEFENSE For all base order virtues of defense roll POW on 4d6, Int on 3d6. All other requisites are equal to (POW + INT)/2. As pure Defense: This virtue can be bound to a person or thing. In so binding it grants the power of invulnerability (page 74, 5.7.1.4): Not a total invulnerability. The skin has an armor rating of 20. Non-magical weapons have a 50% chance of breaking on impact. Demon weapons and virtues bypass the invulner- ability and are resisted only by the virtue's POW rating. As Doors: may also be bound into walls, floors, and mechani- cal traps causing them to become invulnerable. q.v. As Armor: This virtue results in the armor always protect- ing at its maximum (leather will always stop 5 points of damage). Note that Virtues of Defense are considerably weaker than Demons of Defense. FIRST ORDER VIRTUES OF DEFENSE First order virtues of defense have POW of 18+d6 and INT of 18 + 2d6. All other requisites are equal to (POW + INT)/1.5 When bound into armor, these grant invulnerability (q.v.) and result in the armor also always protecting at twice its maximum against normal hits and at maximum vs critical hits. BASE ORDER VIRTUES OF COMBAT This type of virtue can take the form of the character's favorite weapon. Roll POW on 4d6, Int on 3d6. All other requi- sites are irrelevant for these orders of virtues and can be treated as equal to POW + INT for special circumstances. The weapon will not break in combat. If the virtue is designated as damage enhancing, any hit that causes damage to the target and that also wins a POW v. POW struggle with the target will do points equal to POW directly to the constitution of the target in addition to any normally rolled damage done. If the virtues of combat is designated as skill enhancing it adds its INT to the weilder's chance to hit a target. Rather than increasing the skill by answering questions, the virtue increases the skill by improving the weapon. FIRST ORDER VIRTUES OF COMBAT First order virtues of combat have POW of 18+d6 and INT of 18 + 2d6. They can kill by touch in combat (POW v. POW struggle if the virtue hits the flesh of man or demon, if virtue wins, the man or demon dies, if it loses, do POW points of additional damage direct to CON), and they have their INT added to %chance to hit. A first order virtue may shapechange to a limited extent. I.e. cestus could also be gloves or power armor gauntlets. A broadsword could also be a saber, an epee or a longsword. First Order Virtues of attack may also be manifested without a form and then questioned for skill increases as per the Storm- bringer rules for virtues. BASE ORDER VIRTUES OF TRAVEL Virtues of travel may be bound into machines as well as statues. For guidelines on the capabilities of machines with virtues of travel bound into them, limit the virtue to the cap- abilities of machines in the STORMBRINGER series or those found in the modern world today. A rough rule of thumb is that a virtue in a machine can carry as much, at the same speed, as a demon of transport built on 100 points with the difference that the virtue in a machine does not need to rest and the demon would need points above the 100 allocated for CON. Virtues of travel may be manifested for providing a gate or for teleportation. For such virtues, give them an INT rating equal to the binder. The virtue may teleport once for every point of INT it has with the limit that it may only teleport to places it has been. FIRST ORDER VIRTUES OF TRANSPORT These virtues are twice as fast or carry twice as much as base order virtues of transport. Teleportation virtues may teleport anywhere that the person commanding them has been or any place that they have been. VIRTUES OF PERFECTION These are the virtuous equivalent of demons of desire. Bound into an animal: these virtues raise all of the ani- mal's statistics to the maximum and the animal will thereafter serve loyally to the natural extent of its breed. A virtue of perfection "perfects" any animal it is bound into, raising all requisites to species maximums. Bound into dogs they are common- ly used in the same role as demons of combat. Bound into a person: these virtues raise CHA by 6 and CON by 6. They also grant one point of regeneration. Virtues of perfection may only be bound into those law would consider on the path to perfection (Agents and Priests of Law). VIRTUES OF TRUTH These are the virtuous equivalent of demons of possession. A virtue of truth has an INT rating equal to the binder. Bound to a person, it can serve one of two functions: verity or humility. In the function of verity it can force the person to speak the truth one time for each point of INT. A person who has bound a virtue of truth may not lie as long as the virtue remains bound. Once all of the questions are asked and answered, the virtue fades from this plane. In the function of humility it can force the person to obey one simple command for each point of INT. Once all of the com- mands have been issued and obeyed the virtue fades from this plane. The person commanded will know when the virtue has left them and will no longer be compelled to any obedience. Commands have a time limit equal in days to INT. VIRTUES OF KNOWLEDGE The base order virtue of knowledge functions exactly as the virtue is described in the rules. FIRST ORDER VIRTUES OF KNOWLEDGE The most common first order virtue of knowledge is embodied in an amulet or mirror. Such a first order virtue of knowledge is active rather than passive. That is, rather than answering questions, it perceives knowledge or situations. In game mechanics this means that the virtue is able to sense things. The virtue should be assigned one sensory skill and given one supernormal or perfect use of it. The table below may be of use: sight: such a virtue would see five times better than a man and could "see" invisible. hearing: such a virtue would hear five times better than a man and would "hear" the intent of those about to attack or ambush. taste: such a virtue would hear five times better than a man and would be able to "taste" magical and herbal potions and identify same. feel: such a virtue would feel with five times the sen- sitivity of a man and would be able to feel the presence of chaos or magic. smell: such a virtue would smell five times better than a man and would be able to smell traps or guardian demons. The second type of first order virtues of knowledge know things of themselves rather than by acting on the memory and knowledge of those they are about. Each virtue has 110% knowl- edge of a specific skill (e.g. High Melnibonean or Chemical Lore). Such virtues may be manifested to be questioned about their area of knowledge or may be invested and used for regular consul- tation. Note that investing counts against the total number of virtues available to a sorcerer. In addition, the GM may wish to require a character to have a skill of at least 50% of the amount necessary to gain the information in order to understand the virtue. (e.g. there is a writing. The virtue of knowledge rolls 95% and is able to read what turns out to be a difficult bit. The character would need at least 48% in order to understand the translation). (e.g. a cold sheet takes machine lore of 80% to build. The character would need at least machine lore of 40% in order to follow the instructions for building one). Sorcerers of Law should have advanced virtues available to them in a manner similar to the availability of greater demons to sorcerers of chaos. Alternatively, for every 100 points of Elan sacrificed, an agent or priest of law could be allowed one first order virtue. RULES 4 Steve Marsh's Skill System (This system is expressed in 3d6 terms. It translates easily into %tile terms and was originally a %tile system) BASIC SYSTEM Most tasks are determined by a roll of (skill + yd6) - (y*6). y is determined by the degree of randomness/difficulty in the task. All skills are expressed as a number level as skill n, where skill is the name of the skill and n is the skill level. For example, a character might have jogging at level 12 or jogging 12. Jogging on a track is a 0 level task. The result of someone jogging on a track is determined by the randomizer (skill + 0) - 0. A jogging skill of 12 would mean that each round of jogging the character could do 12 points of jogging. (12 + 0) - 0 = 12. (with %tiles, divide the % by 5 to get the number of points. I.e. a skill of 60% would do 12 points a round in an unapposed situation). Cross country jogging on a path is a 1 level task (i.e. y = 1). The skill of 12 would do (12 + d6) - 6 per round. In addi- tion, tools can increase the result done. Magical or bionic shoes could add to skill, results or could alter the level of the task. Non-magic tools are either culumative or non-cumulative. An example of culumative tools is good shoes. Good shoes might add +2 to the results of jogging. An example of a non-cumulative tool is a poison dagger. Poison adds to damage done to a target only after damage is already done to a target. COMBAT This system works well with combat. Treat combat as usually being a 3 level task. A skill of 12 would do (12 + 3d6) - 18 points per round. With a normal 2d6 tool (such as a sword) one would do (12 +5d6) - 18 per round at skill level 12. COMPLEX PROBLEMS Some problems regenerate, some have initial difficulties. Many tasks can have help from tools. Let me give some examples. Piloting a spaceship Starstrider has a computer assist program worth +3 points in a XAV worth +1 points and a skill of 6. Take off in his FFX67/9 is a 3 point a round task. That means, that to successfully take-off the FFX67/9 Star- strider must earn 3 points each round of play. On take-off without any trouble he does 6+3+1 (10) points per round on a 3 point task. He has a good margin of safety. Each round he gets 7 points ahead. Two rounds into take-off he encounters minor weather trou- ble. That is a 1 level task/problem. He now does (10 + d6) - 6 points per round. He is still safe and still getting ahead. This is the way that a normal take-off should go even with minor weather problems. However . . . Suddenly the XAV goes out (and the program with it). He is now in a (6 + d6) - 6 situation. His radar horizon dissapears in a developing bad weather situation (radar horizon to 0 is a -4 condition)(bad weather is 2 level or 2d6). Starstrider now is in a (6 + 2d6) - (12 + 4) situation. He is going to start losing that comfortable margin he built up. Luckily for him he makes it into orbit before things get too sticky. Reading a foriegn language Starstrider gets everything fixed and docks at Helvitia. He speaks 3 points of Helvitian. With his skill he goes into a cheap restuarant and takes a menu. A simple menu will take d6-0 points to read. It will (due to formating) have d3 points of "armor" (Starstrider will never read some difficult menus). As long as his dinner companion doesn't stress him (d3 to d6 as a level one stress) he will do his 3 points a round until the menu is read (or he gives up and guesses). He reads the menu (which took 3 points to understand, and which had 1 point of armor) in two rounds. Climbing a cliff Later he is climbing a bit of cliff. He's in a hurry since he dropped his rifle and the wolves are getting closer. He has a skill of 4 and climbing equipment worth 4 points. The cliff w' wolves is a level 2 problem and because of the shale he has to do 2 points before it starts to count (2 points armor on the prob- lem). This cliff takes two points per meter to climb. (4 + 4 + 2d6) - (12 + 2) or 8+2d6 - 14 per round. He rolls a 10 on 2d6 (18 - 14) resulting in 4 points earned. This gets him 2 meters up the cliff before the wolves ar- rive. He'll need to be careful as he climbs higher so that he doesn't earn negative points, but at 2 meters he is safe until help arrives. Etc. Note that the armor idea solves alot of problems where low- skilled types can't solve that kind of problem at all but high skill types can do it quickly and easily. Take a task with 10 points of armor and 1 task point. If your skill is 9 you'll never succeed. With a skill of 11 you'll do it every time when not under pressure and eventually even with pressure. These kinds of situations and results are relatively common in real life. FUMBLES If you want fumbles, you can use a roll of 1 and/or a result of negative numbers to mean negative results to the extent of the negative numbers generated. This means that when a highly skilled individual klutzes the results won't be as bad. This is true to life. A highly trained swimmer who slips up gets a mouthfull of water, a neophyte starts to drown. In addition, the more difficult the situation, the more likely bad results are to occur. In a 3d6 situation bad results are alot more likely than in a d6 situation. A positive number (even with a 1) means that the bad result was just a slow result (i.e. you rolled a 1 when you could have rolled higher). TRANSLATING CHARACTERS Note that using this system a character is freely transfer- able between this and any 3d6 skill resolution system (like Champions). Characters are easily transfered between this and %tile systems. In the %tile version, you can freely transfer characters between this and RQ. Same numbers just different uses (a skill of 12/60% is the same in either system). This allows for simplification when you do not desire the extra complications of this system, and detail when you want to know just how long it will take to pick that lock or climb that cliff. RULES 5 ON CHAOS AND OTHER THINGS This setting is only marginally related to Micheal Moor- cock's Eternal Champion series. The only real thing that both share is Chaosium's Stormbringer rules. Even there, where Stormbringer uses demons, I use chaos shapings, where Stormbringer uses virtues, I use spiritual es- sences. What the two really share is some useful mechanics that are bent a great deal. In my setting there are two kinds of chaos. The first is a non material substrata in the real world. It is fairly harmless and available unless suppressed by alterations in the natural shape of space. It is not sentient unless infusing or shaping something that is already sentient. The second kind of chaos comes from outside, unfiltered by shadow, and is unstable, unreasonable and may have any attributes -- normally hostile and unThinking. Great demons exist in Chaos outside and may be summoned. There is no law/chaos war or split. I also use Chaosium's Dreamlands. Mine are similar to the real world, with different layers. If you've seen shadow wars, you've seen the magical world that I've theorized existing in dream. In addition, most dream selves cannot be permanently killed. If slain in dream a person's self reforms after a time of 2d6 months to 2d6 centuries. unPatterned creatures reform only until all of their lives are used up, whereupon they fade into nothing- ness/shadow and then chaos. (for many unPatterned, the first death is the last as most have only one life). I use the printed rules because they are good, they provide a great deal of "grain" and because they save me a great deal of work. Never knock work-saving. ALSO There is nothing wrong with ignoring my theorizing and running a varient of this as a pure Eternal Champions campaign with the entire family of Chaosium rules used as supplements and the Dreamlands used exactly as they are out of the box. RULES -- MISC. GENERAL NOTES: Characters are expected to be fully fleshed out and at a fairly high power level. The setting results in play with fully developed characters -- not beginning neophytes -- and ones who will progress slowly (if at all) during the course of adventures. If players are not foolhardy, the characters should last the entire campaign (much like characters do in a superhero campaign). Players should create a character that both they and you can enjoy and empathize with. If they desire, you or they may create a second character modeled on a friend, protege, associate or relative. If not, a randomly generated second character should be assigned. (Each player should have one or two characters. More is too many at this power level.) Randomly generated characters may be half-world characters who existed without real world analogues to merge with and thus remained unchanged by the "lost weeks of summer," or they may be characters that possess skills or abilities that are necessary to balance the party. You should feel free to tailor the second characters to fit the play needs of the group and the plot. Second characters need not have patrons (or may have differ- ent patrons than the avatar characters) and may be reserved to join the party at a later time. There is nothing wrong in hold- ing the second characters in reserve while the players learn to deal with themselves as characters. It is best to avoid background twisting as it stretches the suspension of disbelief but it is better to twist than to provoke discomfort. Avatar characters are a very personal thing. Make all backgrounds rational and relate it to player back- ground and your choice of role-playing milieus. Use care in allowing a member of an extreme non-human race. (i.e. a cthulu mythos monster or a dragon. Any such should be scaled back to reason and should pick up enemies and severe complications). However, if a player has a strong history of play choice, that should be honored (e.g. Charlie Luce, who has played a number of griffin characters and written extensively about grif- fins, should be allowed to play a griffin or a dream griffin; John T. Sapienza, Jr., whose trademark is the golden dragon should be allowd a young golden dragon and Greg Stafford, whose entire involvement in fantasy is centered on the Heroquest con- cept could be allowed a Heroquest character). For those systems that allow additional character building points through disadvantages, focuses, etc. -- it is best to limit or to not incorporate such design choices. Generally allow characters no additional points for weaknesses. In addition, regardless of the milieu or character, have the characters go reasonably light on equipment. Enforce a "reasonable" rule (characters will randomly for- get/lose/leave behind excessive equipment not tied directly into the character concept). The U.S. Military has documented the "reasonable" rule in real life, so it is fair to use it in fanta- sy. After generating the character on the half-world rule set character sheet of origin (i.e. RQIII characters on RQIII charac- ter sheets, etc.) put the characters on a CALL OF CTHULU charac- ter sheet and have the players do a two page origin, write-up & description (single space) of each character as he or she is when ready to adventure. Have them define their central character concept, background and motivations (with special focus on the half-world self). The system is designed to encourage character longevity and player involvement and justifies this sort of approach (unlike AD&D where high beginning character mortality often results in characters remaining unnamed until they have reached 3rd or 4th level and have a reasonable chance of survival for further play). In preparing for play, also record on a separate sheet the character's adventuring kit (if any) and equipment. This in- cludes modern era and RINGWORLD type equipment (if applicable), magic, etc. Familiar(s) should get a separate page. After getting all the background and sheets prepared, take the sheets and give each player back a character description and equipment list of the character(s) as they actually arrive at McCallahan's Bar. (This is the time to edit and control characters). And always, when you look at the numbers generated by the statistics conversions, remember that in STORMBRINGER, requisits in the 20s are possible (and even likely) with several nationali- ties. In CALL OF CTHULHU EDU in the 20s is possible (with some post-doctoral work). It seems little enough to allow player-characters to have requisites in the same range as the NPCs. QUESTIONS AND ANSWERS For commonly asked questions What was Shadow Wars I like? The original Shadow Wars campaign used player avatars as characters. The characters each received three gifts but were not merged with a half-world persona. i.e. each player played themselves + three random rolled gifts. The players also re- ceived one GM generated character each. The characters had several hundred thousand dollars to spend between them. I ran the characters through the 1920s Call of Cthulhu world and rules, then through Glorantha, and finally through a future post-apocalypse world invaded by Cthuloid monsters. Another GM ran the characters through the Dreamworld. We all had a lot of fun. I don't use Chaosium products. Can I still run a Shadow Wars campaign? Yes. Shadow Wars had three important features. The first was letting the players play characters that were themselves. The second was a varigated texture and shockingly different cultures and backgrounds. The third was the long running theme nature of the game as supported by fully developed mature characters (vs the usual of "1st level" characters who die like flies). The easiest way to do something similar is to tell the player that his avatar will have the background of the player's favorite author or melieu. Then, after the player gives you a complete description, build a character using the description and a set number of points. I would recommend about 200 points (with 20 to 30 points of disabilities). I don't like . . . Feel free to change anything you don't like. I have a player who would be unhappy playing a character with a demon weapon as a patron gift. Use a virtue. See Rules.002 for more information and Rules.003 for more information on virtues in general. MOVE 1 Purpose of Move: 1. To let the GM provide feedback on each character sub- mitted in the pre-game set-up. 2. To allow the characters to meet each other. 3. To allow the characters to get a feel for The Golden Dragon and related enviroments. 4. To start the campaign. 5. To alert the characters that there are very powerful forces at work. Setting: At the Island. The characters will have arrived via Sha- driel Transdimensional Airlines. Their patrons will have made reservations for them. MOVE 2 Purpose of Move: 1. To let the GM provide feedback on each character sub- mitted in the pre-game set-up. 2. To assign NPCs to the players. 3. To allow the PCs to meet each other. 4. To continue starting the campaign. Setting: At the Island. The characters will have a chance to wander about after dinner and to meet each other.