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Famatom Corebook

The document includes dedications from the author, Louren Lee Lamb, expressing gratitude to family, friends, and inspirations for the creation of the F.A.M.A.T.O.M. role-playing game. It outlines the game's premise, character creation, and classes, emphasizing a unique dice system and the flexibility of gameplay styles. The narrative also features a tense scene involving police officers confronting magical threats, showcasing the game's blend of fantasy and horror elements.

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0% found this document useful (0 votes)
42 views75 pages

Famatom Corebook

The document includes dedications from the author, Louren Lee Lamb, expressing gratitude to family, friends, and inspirations for the creation of the F.A.M.A.T.O.M. role-playing game. It outlines the game's premise, character creation, and classes, emphasizing a unique dice system and the flexibility of gameplay styles. The narrative also features a tense scene involving police officers confronting magical threats, showcasing the game's blend of fantasy and horror elements.

Uploaded by

b3blakb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dedications

I would first like to thank my wife, Mysti, for helping


me create this monster, and my two sons, Logan and
Joshua_it’s because of them that this and all future
F.A.M.A.T.O.M. Games exist. I would also like to thank my
father, Louren, for not listening to every negative thing
said about these "evil" role-playing games. I would like to
thank Pete and Josh for finding the loopholes in my original
game rules, many of which have been fixed. I'd like to thank
Ross for the idea of creating a game to run; hope I didn't
take too many of your ideas. I would also like to give
thanks to all the people I punished by having them run this
system. There are almost a thousand people out there that
playtested it.

And a very Special Thanks to:


Stan "The Man" Lee for inspiring my imagination and allowing
me to explore a world larger than the farm I grew up on.

Kevin "Silent Bob" Smith for making me laugh and reminding


us all that “Ben Affleck was the BOMB in Phantoms, Yo.”

And
B.A., Bob, Dave, Sara, Brian, and all of those who create
K.O.D.T. for giving me my gaming fix when there wasn't
someone to waste with my crossbow.
Hootie Hoo!

Copyright © 1998 Louren Lee Lamb 2nd


All Rights Reserved
email: [email protected]

website: http://www.geocities.com/lllamb
F.A.M.A.T.O.M.
Long ago, the "GODs" created the Earth and all
creatures and man. The "GODs" gave man control over
the Earth and the power to create and destroy all
of their dreams and nightmares. When man got tired
of things they became extinct and useless. The
"GODs" were then left with all of these things.

"WE GAVE MAN POWER SUPREME AND MAN HAS DESTROYED


ALL THAT HE HAS CREATED. WE NOW HAVE BEEN LEFT WITH
OUR CHILDRENS, CHILDREN. LET US CREATE A WORLD SO
THEY CAN EXIST AS LONG AS THEY CHOOSE TO EXIST.
THEY SHALL NOT KNOW OF EARTH FROM WHENCE THEY CAME,
THEY SHALL BE BORN AND SHALL DIE IN THIS REALM AND
IT SHALL BE KNOWN AS F.A.M.A.T.O.M."
F.A.M.A.T.O.M. is a fantasy, horror, historic, sci-fi
role-playing game. It can be played with any setting, in any
style, or combination thereof. This gaming system uses a
unique dice system found, as far as I’m aware, nowhere else.
The monsters and villains are easy to create and as said
before the game can be of any style, from a classic dungeon
crawl to a spacefaring trek into the unknown. And to really
make it easy on the person running the game_I’ve had my fair
share of "Rule Masters"_ they shall be known as "Games
Operation Directors" a.k.a. G.O.D... If not written here
clearly the G.O.D. has the right to make changes as they see
fit. Remember, this world of F.A.M.A.T.O.M. was created by
the "Gods" to hold all rejected beliefs, so if its not here
and the G.O.D. says that’s the way it is, so be it. Oh, yeah
one more small tiny thing…

It’s just a GAME!!


Character Creation

There are six main stats to F.A.M.A.T.O.M. and they are


as follows…

FIGHT: This stat gauges how physically fit you are and how
well you can fight and defend yourself.

MAGIC: This stat shows intelligence, knowledge, and magical


power.

ROGUE : This is how nimble you are, it also gauges


manipulation and swaying peoples beliefs to your own.

SPEED: Running speed, the distance is equal to the number of


feet one can move during a turn. If you fly, multiply by 2.
It is also used to determine initiative and the number of
attacks one has.

PERCEPTION: How well a character recognizes clues and how


aware they are of their surroundings. It is also used in
initiative.

HIT POINTS: This stat shows how healthy you are and how much
damage you can take before you die.
Table 1
Stat 1 1 4 5 6 7 15 17 19 22 25 31 37
# to to to to to to to to to to
3 3 14 16 18 21 24 30 36 43
Stat -5 -4 -2 -1 +0 +1 +2 +3 +4 +5 +6 +7
Bonus
Racia Elf Dwarf Human Human stats max out
l at 20 and 30 for Hit
Bonus Points. These are the
only other player
races as of right
now, but if you come
up with something get
your G.O.D.’s
approval before
springing it on them.
The stats 31-43
represent those with
superhuman powers*
and some monsters.
*These will be
explained later
Fight -3 +3 0
Magic +3 -3 0
Rogue +2 +2 0
Speed +2 -5 0
Perce +1 +2 0
pt.
Hit -4 +2 0
Point
s

To get the stat number roll a 1d20 for each stat adding
the pluses (+) or minuses (-) for each race, which are
listed on Table 1 along with the bonuses you get for each
skill category. To get Hit Points (HP) roll a 1d20+10
(again add or subtract based on race). Upon reaching zero
HP’s you go unconscious, and become comatose, when your HP’s
reach its negative your character DIES!! (ex.: 15 HP ok, 0
HP coma, -15 HP dead and buried, end of story, no coming
back, maybe?) Your character regains 5 HP per day or 2 per
hour of sleep. HP never gets higher than your starting HP.
These stats should act as guidelines for creating a
character, but if you have a character that has a high Fight
stat but wants to be a mage, go right ahead, just keep in
mind you will eventually play what you are. If you’d like,
you may play more than one character class, but the number
of skills you get is lower (this is only for base classes,
specialized classes can only start with one class). As a
player you get 10 skills from your class (unless you are
multi-classed or a specialized class ; see Table 2).

These starting skills all begin with a 1d6. Any other


skills you choose will start at a 1d4; don’t forget to add
stat bonuses. Example: Fight stat is 19 your hand to hand
combat skill (H2H) is 1d6 the roll becomes 1d6+0+3, these
bonuses are added to all skills in their respected
categories…

Table 2
# of # of
classes skills
1 10
2 7
3 5

*check the specialized classes for the # of skills those


character types begin with.
“I don't like this.”
Janene's soft murmur echoes my thoughts exactly. Guns
drawn, we were heading into trouble and I knew it. We didn't
even call for backup. Shay is somewhere in the alley to the
left covering the back door. All is quiet and it makes me
nervous, like something's going on that I'm just not seeing.
If the store is being robbed, where are the perps? All we
had to go on was a single eyewitness account of two men
threatening a cashier. His insistence that we act
immediately had seemed logical at the time, but now I have
the feeling we were being led into a trap.
Briefly I consider our options, which seem few. “Do you
want to go back to the car?” We had left our cars on the
opposite side of the street and were now just stepping onto
the sidewalk right in front of the window.
Out of the corner of my eye, I see her shake her head.
“Shay's already back there. If we leave now, he could get
killed.”
I wasn't even supposed to be here. I had just finished
my shift and was heading back to the station when these guys
asked me to back them up. I could have been at Marley's by
now, I thought. My friends are waiting for me and I'm going
to be late. I had thought this would just be a routine
checkup to confirm the store was robbed and the perps would
be long gone. This isn't the cops’ first time visiting the
little red brick building after a robbery; its location just
off the corner up a dead-end street made it ideal for small-
time bandits and desperate addicts.
“Allen, wait.” Janene whispers and I pause. “Look at
the back of the store.” Peering through the dirty glass I
see a flash of movement from between two aisles. My eyes are
drawn to a swath of red paint across the back wall. Red
paint? Oh, dear God. . .
An explosion from the street corner brings us around,
guns ready to fire. What was left of the hanging stoplight
rains sparks to the ground. I look around and see
something_no, two people running towards us from the fenced-
in end of the street. The girl is ahead, the old man limping
not too far behind.
“STOP! Put your hands on your head.” Janene bellows,
freezing both of them. I realize as I train my gun on them
that they're bums. What the hell are they doing? Stunned
like deer caught in the headlights of an oncoming truck,
they hesitate. From out of nowhere, a shock of red fire
flies past us from the direction of our cars towards the
store. Before I can comprehend what's going on, the ball
impacts against. . . nothing, but then illuminates a figure
as it falls to its hands and knees.
“Where the hell did he come from?” Janene shouts in
bewilderment.
Fireballs and invisible people? Something clicks and I
yell, “Mages!” Janene curses up a blue streak as we maneuver
sideways behind the only other vehicle on the street_an
idling sports car just in front of the alley left of the
store. I can do some small-time magics, but Shay is the mage
expert, not me. I cue the link. “Shay! Get your pointy ears
up here! We've got a mage fight!” No answer, but there's no
time as the homeless girl throws a glowing bolt at my police
car. That's when I see it. Wings. Tail. Snarling face. No,
that's not what I saw, there's just a man there . . . an
evil-looking man. Instinct and fear simultaneously causes
Janene and I to empty our clips into the man standing on my
car.
The bullets deflect off an energy shield of some sort,
ricocheting dangerously back into the street. Things have
gotten out of hand. These are adept mages and we don't have
the firepower to handle them. I fumble for the spare clip
and shout, “Up the alleyway!” Janene and I break from the
car. The evil-looking man mage readies another blast towards
our direction when he is distracted. Following his gaze I
see the homeless man is down and the young girl is screaming
and running back to him, battle momentarily forgotten. I
feel a twinge of guilt; one of our bullets had bounced off
the energy shield and caught the old man center-mass. We
reach the alleyway and I duck behind a dumpster. I peek
around the corner and see the girl fall on the old man,
cradling his head in her hands. From behind me, Janene's
shriek brings me around, finger on the trigger.
Character Classes

In F.A.M.A.T.O.M. there are three base


character classes (and several sub-classes).
Anything else could be viewed as a combination of
them.

FIGHTERS: These guys are Cops, Knights, Military


personal, Barbarians, Martial Artist, Hit Men, etc.
MAGES: People who study literature, science, and
the occult, including Teachers, Scientist,
Councilors, and_get this_Mages

ROGUES: These are Gymnasts, Lawyers, Thieves,


Politics, IRS Agents, etc…

Once you have chosen your class you must then


choose your skills. Most specialized classes have a
set number of skills

* * * * *

As I lean against the cool stone, I keep my eye out for


other denizens who may use this alley. I hadn’t realized
this wide alleyway led not only to the back door of the
convenience store but also to a large cul-de-sac of three
apartment buildings with the store as the fourth wall. Only
the dim glow from apartment windows lights my way. I could
make out a couple of sad little trees, a broken-down swing
set and an impromptu basketball court. This dank courtyard
is a meeting place for a clan of apartment dwellers who
share stories and memories. I suspect they don't like
strangers.
I have an audience. I can hear them above me sitting on
their roofs and porch-like fire escapes, murmuring as they
watch yet another police officer invade their territory. If
the perpetrators live within these apartments, I'll have to
worry about an attack from above as well. The door has no
handle, so I can do nothing but wait tensely for a flurry of
violence or my partner's confirmation of capture over the
radio. I position myself in the shadows to cover both the
door and the alley.
I don't have a gun, but I am not defenseless. It has
become common practice to pair a gun-wielding officer with a
mage partner to cover all the bases. All my senses are tuned
for danger. I look back up the alley the street just in time
to see the fireball shoot past the alleyway. The sound of an
explosion follows closely after. Damn. I am in the wrong
place. A second unseen explosion lights up the buildings,
casting eerie shadows on the walls. I turn to run back to my
partner when the back door bursts open, hitting the wall so
hard the hinges scream in protest.
There are two: one young and helping the second, who is
moaning and covered in blood. It is this one that
immediately catches sight of me, red eyes blazing hate and
pain. His gaze draws the other and now I recognize them for
what they are. A vampire and his cub. I must deal with this
threat first, despite the continued sounds and flashes
coming from the front of the building. Fortunately, I have
experience dealing with their kind. My hands come up blazing
with bright light, illuminating the desolation of the area
and eliciting a shriek from the elder vampire. The vampire's
spawn winces painfully, but instead of attacking, he yanks
his companion around to head into deeper darkness.
Then, from the radio on my shoulder: “Shay! Get your
pointy ears up here! We've got a mage fight!” I contemplate
letting them go when the half-breed throws the vampire into
a shadow and turns to leap at me, hands outstretched. While
I do not carry a firearm, I did take my share of hand-to-
hand at the academy. I duck under his arms and come up under
his body, throwing him into a somersault against the wall
behind me. The crunching tells me that, despite his dark
powers, he's going to be a few minutes getting up.
I take a few steps forward, enough to illuminate the
hunched-over body in the shadows. A visage of terrible rage
greets me as it backs away from the light. I realize he's
running out of room and I am running out of time. I call
upon fire without finesse or warning. The vampire launches
himself away as his clothing bursts into flame. The vampire
rips the leather and velvet from his back and continues to
run, smoldering, across the courtyard.
I spin to see the half-breed lift his head from where
he lay face-first on the ground. He surveys his master's
abandonment with shock, then anguish. With a strangled cry,
he attempts to stand but falls on his side, both legs
broken. I hesitate, unsure of whether to destroy the tainted
being or to heal him. His despair resounds in me as I
recognize the emotion coming from the young man_and he is
very young. Changing tactics, I knock him out instead with
an unsubtle spell. I'll deal with him later.
I take off for the alley's exit. I recognize my fellow
officers as they duck behind the various debris and
dumpsters that clogged the mouth of the alley. Another
resounding explosion prevents them from hearing me until I'm
nearly upon them. Janene turns, whether from sixth sense or
a routine check, and levels her weapon on me with a shriek.
Allen comes around but my unbound hair and shining eyes are
recognizable enough at this distance.
Janene speaks first, but in a subdued voice, “Shay?
Shay, we've got a mess out here. Were you able to find out
what happened in there?”
I come up beside them, curious to see more of what's
happening out on the street, “Yeah. A Vampire and his half-
breed slave.” I lean against the store-side dumpster to edge
out further towards the battle. “Actually, “slave” might be
erroneous. A relative, or lover perhaps. The vampire's gone
and the other is injured and unconscious.” From my vantage
point I can see that our police cars have taken damage.
Substantial damage. The sports car directly in front of the
alley is still running, but is dented with rubble and glass.
I see one mage_the man who had flagged us down not fifteen
minutes ago_dodge under a powerful blast from elsewhere on
the street, then side-step a second. “How many?”
“Four. No, three. One's down.”
“Then there are two against one.” I peer closer at the
lone mage as he defies gravity for a moment to leap over
Allen's car and fall behind ours. “That's strange. He looks
like an elf, now.”
An odd silence follows that statement, odd enough to
turn my attention away from the fight. Allen and Janene were
looking at each other in confusion before Allen turns back
at me. “He looked human to me.”
I grimaced. This did not bode well. “The others?”
“Two street prophets, and--“ Now Allen pauses. “I
couldn't tell. He was invisible until he was blasted by a
shot from the one near our car. I couldn't really make out
any features. We emptied our clips into the one on our car,
but they bounced off him; that's how the bum got hit.”
I come around the corner of the dumpster and press
myself up against the store wall. I lean to the left to
crane my head around and see the entryway of the store and
the dead end beyond. One fast glance takes it all in: a
young homeless girl to one side of an older man, caressing
his face and weeping. Another figure backed up against the
door of the convenience store, energy forming a glowing ball
of energy in his hand. I straighten back up facing right,
looking towards the intersection. A car drives past, then
two. A couple strolls leisurely by on the far side,
apparently oblivious to the obvious carnage. That decides
it. I quickly make my way deeper into the alley to Janene
and Allen, my mind tripping over our options.
“Well?” They spoke in tandem, Janene echoing Allen by a
fraction of a second.
“I am out of my league, here.” Exasperated, I take off
my hat and run my fingers through my matted hair. “I can't
possibly take on creatures that throw energy that powerful
and still remain invisible.” I gesture towards the
intersection. “People are walking by who can't see or hear
this fight.” I wince as a window shatters. “I think the only
reason we see them is because we were involved and
hypersensitive when the fight started.”
“So, what do we do?” Allen asked.
I put my hat back on and rub my hands together. A
particularly loud blast makes me jump and look. The sports
car is no longer running. “We can't get to our cars. I
suspect calling in backup would be a bad idea anyway. There
may be people still alive inside the store. Maybe we can get
to the other side and check on the fourth mage that was
injured.” I slide past Janene before turning to look at her
and shrug. “But this is one fight I'm staying out of.”
Together, we make our way back down to the cul-de-sac
where perhaps we can be of more use. It doesn't surprise me
that the half-breed is gone.
* * * * *
Skills
There are only three (3) skill categories to choose
from and they are the same as the classes Fight, Magic,
Rogue. The skills listed here are just for starters the
number of skills you can end up with is infinite. Remember
only the skills in your class start at a 1d6 any other
skills you want start at a 1d4. Once a skill reaches a d8
the relevant stat raises by one, when it reaches d12 it
raises again...

Fight skills
Hand to Hand Blunt Weapons
Chain Weapons Knife/Swords
Revolver Auto-pistol
Rifle Thrown Weapons
Archery Paired weapons
Body Building Running

Hand to Hand: This is the ability to fight without weapons


Chain Weapons: These weapons are flexible and are usually
connected by pieces of chain or rope. Ex. Chucks, chains,
whips, three section staff etc.
Swords: long swords, short swords, katanas, bastard swords,
two-handed, if it’s a sword you can use it.
Auto-pistol: This skill covers most modern handguns like the
Berretta and Colt .45
Thrown Weapons: Well this covers any weapon that’s main
purpose is to be thrown, each object thrown is a new
skill.
Paired Weapons: When a weapon skill reaches 1D8 the
Character gains this skill at a 1D4, when using this
skill the player rolls both dice, a d8 for primary weapon
and a d4 for the secondary weapon.
Body Building: This is just lifting weights and toning it
also adds +1 to Fight stat at every 10 AP
Blunt Weapons: These are sticks staffs, brooms handles, and
baseball bats
Knife: Small sharp pointy objects used to hurt people.
Revolver: Six guns, Typical a handgun that holds six
bullets
Rifles: do I need to say it (this includes shotguns)
Archery: Bows and arrows, slings and slingshots
Running: The ability to run a distance without getting
tired. A roll of this die adds to distance.

Magic skills
Anthropology Archeology
Biology Botany
Chemistry Computer Operation
Language Literacy
Lore Magic/Psionic Use
Math Research
Anthropology: The study of Man and his many environments.
Archeology: The study of ancient relics and artifacts. This
skill supplies the ability to tell if something is old
(last year) or ancient (last eon).
Biology: The general study of biological life.
Botany: The study of plants and what makes a garden grow.
Chemistry: Knowledge of chemicals and their make up; the
study of how to blow stuff up.
Computer Operation: The knowledge of computers and how they
operate.
Language: The ability to speak in another language; each
language is a new skill.
Literacy: The ability to read and write in another language.
Each language is a different skill.
Lore: This is the study of ancient secrets; each type of
lore is a different skill.
Magic/Psionic Use: The ability to cast magic or use psionic
power.
Math: Addition, subtraction, multiply, divide, algebra,
etc.
Research: The ability to search through books and the
Internet to find exactly what one needs to find.

Rogue skills
Public Speaking Pick Pockets
Acrobatics Showmanship
Prowl Computer Hacking
Pick Locks Streetwise
Locate Hidden Door Forgery
Photography Concealment

Acrobatics: Flips, jumps, tumbles, rolls, tightrope,


trapeze, etc.
Concealment: The ability to hide something so that others
can’t find it.
Forgery: The skill to create a reasonable fake of any type
of document.
Locate Hidden Door: The ability to find things that are,
well, hidden.
Photography: The know-how to take decent photos and how to
develop them.
Pick Locks: This is the knowledge of locks and the ability
to unlock them.
Pick Pockets: Knowledge of how to remove something from a
person without them knowing it.
Prowl: In other words the ability to sneak around.
Public Speaking: The ability to stand in front of a group of
people and have your self heard and understood by all.
Showmanship: Similar to “Public Speaking”; but being to able
to entertain as well as perform before a group of people.
Streetwise: Knowledge of where to find things that might not
be really legal, and maybe who to talk to, who to avoid.

SKILL DICE SYSTEM

Each new skill that you want a character to use starts


at a 1d4 (with stat bonuses added). The only time a skill
starts higher is during character creation when they choose
their class skills, which start at a 1d6. The system here
allows a character to build the skill over time through
actual use, every time a character rolls the highest they
can roll on the die (a 4 on a d4, 6 on a d6, etc…) that
skill gets one (1) Ability Point (AP). Once a skill is at 10
AP it will either gain a +1 or will move to the next highest
die (see AP 20 rule for exceptions). This shows that through
practice and use of a skill one can get better at that
skill. Example: Jack has a 1d4 to use a gun, he gets his
10AP and receives a +1, now Jack has a 1d4+1 to use the gun.
When he gets another 10 AP he will move to the next die in
this case a 1d6 (do not forget stat bonuses).
Table 3 shows each die with its pluses before it moves
up to the next die. As not to get confused with which
bonuses change and which come from stats, it should be
written like this: DIE+AP+STAT (example: 1d4+1+2). This way
if you have a bonus in a stat you will not think it was for
getting 10 AP_trust me this is the best way to display it.
AP 20 RULE
If you are using a skill not in your class, it is
going to cost 20 AP to raise until said skill reaches a 1d8
at which time it cost only 10 AP to raise. The reason for
this is that a fighter might have a harder time getting used
to channeling magic, but once the fighter has reached a
certain level of mastery of a skill he has enough knowledge
to raise the skill as normal.
TABLE 3 Skill Die System
# of 1d4 1d6 1d8 1d10 1d12 1d20
AP
0 +0 +0 +0 +0 +0 +0
10 +1 +1 +1 +1 +1 +1
20 * * * * +1 +1
30 +1 +1
40 +1 +1
50 +1 +1
60 +1 +1
70 +1 +1
80 * +1
90 +1
100 +1
* Move to the next highest die, don’t forget the AP 20 rule

This might not look that hard, you might be thinking


that it only takes 260 AP to max out a skill, but keep in
mind that to gain AP you must roll the highest that you can
roll on the die. That means that you go from a 25% chance on
a d4 to about a 5% chance of gaining AP on a d20. Note: some
skills can be raised through practice like going to the gun
range, working on locks in your spare time, or studying
magical texts. Most skills will be rolled against a Target
Number (T#) ranging from 2_30 with a 2 being super easy and
a 30 being really hard. It’s up to the G.O.D. to determine
these T#’s for the players. Every time you practice a skill,
every roll of a one (1) will take 1 AP away from those
gained during practice. This is only when training. If you
roll more 1’s than AP the training is over for the day….

Bonus A.P.
During game play the G.O.D. may award A.P. to players
for thought-out plans of attack, clever uses for skills or
for just excellent game play. These points should range from
1_5. Please use these sparingly. The points may be spent on
anything. It takes 20 A.P. to raise a stat one point with
Bonus A.P.

The Optional Rolls


These are the things that are used to save your butt
when things are not cut and dry, like combat. These are the
roll used to find clues (Rogue or Perception throw), resist
poison (Fight Throw), and many others. It will be left to
the G.O.D. to determine what roll to use in any given
situation. These rolls are done by rolling a d20 and rolling
under the related stat. There can be modifiers added
depending on the situation, determined by the G.O.D..

COMBAT FUN
This is where all of the rules come into play. It’s
really easy once you get the hang of it, so here we go…

Initiative: everyone states whom he or she is attacking or


what he or she is doing. Each rolls a 1d10 + speed and
perception bonuses. If there is a tie, the one with the
highest Speed stat goes first, if tie is between NPC and
player, the player goes first.

Attack: To fight whether they use a gun, sword, or their


bare hands, they roll that die versus the defender’s die
and if the attacker rolls higher than the defender,
damage is determined by the difference in the rolls. If
while attacking you roll a 1 (very bad) the victim of
your attack still rolls and the difference is the amount
of damage that you take from a quick counterstrike (the
defender still gets to attack on his turn).Your defense
roll is the same die as your attack roll and vice versa.

Ok, here’s the example: Josh and Lee are fighting. Both
have a 19 fight stat and both are fighters. They roll for
initiative, Josh gets a 7 and Lee gets a 4. Josh attacks
and rolls a 1d6+1+3 and gets a 6, Lee rolls his 1d6+0+3
and gets a 5. Lee takes 1point of damage, now Lee rolls
to attack and gets a 1, Josh is happy because on his roll
to block he rolled a 10, Lee takes another 10 points of
damage. Initiative is rerolled and the fight continues.

Magical/Psionic: Combat in the mystical arts is treated the


same way, magic die vs. defender’s die, be it gun, sword or
hand to hand. See Magic/Psionic section for more.

Extra Attacks If you have three thugs in front of you and


you want to hit all three, here's how. Check your Speed
stat: every plus you have is an extra attack/action.

Lucky Shot If you attack someone and he rolls a 1, you get a


Lucky Shot in and do the difference in damage X2.
Example: Lee rolls a 4 Josh rolled a 1 (poor guy ) Josh
takes 6 points of damage (4 -1=3, 3x2=6).

The Last Ditch There is one more thing that can be done and
it can (read should) only be used when there are no other
alternatives and IF the characters are up against a foe
they can not beat. The character may decide to put
everything he has into defeating this foe, meaning that
they may spend all but one HP and gain for one
attack/action only, a +10 to their roll after which the
character goes into a coma for 1d10 hours. If that attack
doesn’t kill the enemy, the character can consider
themselves toast because the foe will probably kill him…

Magic/Psionics

Magic and Psionics are very common. On F.A.M.A.T.O.M.


almost anybody can do it, but only one out of a thousand
ever become masters (1d8 and higher). There are really only
two types magic on F.A.M.A.T.O.M. The first is:

Solar: This is the magic/psionic abilities that one uses to


attack or defend themselves and other people. Basically it
is any magic that is used in combat.

The second type is:

Lunar: This is magic/psionics that are used at anytime other


than combat.

You can make magic more powerful by rolling again and


adding it to the roll or working together with other people.
To do this everyone rolls their magic die and together
combine the rolled totals_this type magic cannot be used as
Solar only Lunar. The time it takes is at least one hour per
person involved plus ½ hour per roll after the first.
Example: Three people all roll once, this takes three hours,
any roll made now to increase the magic effect will add ½
hour, if all three people roll again the total time would be
4 ½ hours. Now if anyone rolls a one everyone takes the fall
and damage is equal to the successes rolled.

Magic in combat works just the same as any other


combat. The only difference is in the verbal description of
the effect. But when trying to do something else magic is
rolled verses a T#, the table is listed later. For abilities
like seeing the invisible, one must match the roll used to
turn invisible.

Duration: if the T# is 4, a roll of 4 on the die would


be one melee. A roll of 5 would be 2 melees; roll of 6 would
be 3 melee’s so on and so on. Healing works the same way. On
a roll of 1 the magic user gets the opposite effect, it
backfires, and can really hurt. Roll the magic die to
determine the # of turns the effect lasts.
MAGIC T #’s
T#’s Effects
1 G.O.D. help you
2 Card tricks, sleight of hand, simple magic
3 Clouds of smoke, itching powder
4 Change the temperature, make it hotter or colder
5 Move 10 pounds 10ft., 5 pounds 20 ft.
6 Invisibility, flight, create light, put someone to sleep,
blind
7 Heal self, silence a 10-foot area, raise a Stat
8 Warp memory, change the state of matter
9 Change weather, relieve pain, alter self, double speed
10 Turn 1 other person invisible
11 Heal others
12 Conjure simple things
13 *
14 Teleport self to any visible location within you line of
site
15 Turn up to 5 people invisible
16 *
17 *
18 *
19 *
20+ G.O.D. like ability to do near anything (yea right)
These T#’s should only act as guidelines for magic.
These are only a few effects that we used during
playtesting, please feel free to add more. Common T#’s range
from 2_30+ its up to the G.O.D. to decide the exact T#.

The Other Stuff

Now that character creation and combat are out of the


way lets move on to monsters & villains. A very simple way
to do this is by using a variation of the character stats
but instead of assigning d20 rolls just give them an
appropriate skill die. As for HP assign a multiplier to the
standard die roll. Any other skill that are needed just give
them a skill die based on related stat. Various npc’s are
given in the People and Places chapter.

Here’s the Dragon stat example:


Fight: 1d12+7 Initiative: +5
Rogue: 1d8 # of Attacks: 7
Magic: 1d20+4 HP: (1d20+10) X3

Weapons and Equipment:


Here on F.A.M.A.T.O.M. weapons are only as good as the
person using them; some weapons will just do more damage.
Some equipment is far better quality than everyday store-
bought items. Such items are hard to come by and are usually
owned by something really mean and unwilling to give them
up. The item can give bonuses from +1 to +15, some will give
magic powers and some will do damage to surrounding area. Of
course this is entirely up to the G.O.D..

Armor: Any bonus that is given because of armor is


subtracted from the combat roll. Ex.: A +5 to defend is a -5
to attack.

Explosives: Roll combat dice to avoid


TNT: 10ft blast radius, 20ft debris radius
Damage +10
Nitro: One ounce equals 4 sticks of TNT
20ft blast radius 40ft debris field
Plastic/Gelatin: 2 ounces equals one stick of TNT
1 ft blast radius

Falling Damage: Use related skill to lessen damage


10 feet has a base T# of 7
for every 5 feet over 10 raise the T# by 1 (round up to the
nearest T#)
(Ex.10ft T#7 15ft T#8 20ft T#9 ect.ect.)

Money: One gold coin is equal to one dollar.


Starting Money roll 1d100
01_75 $500
76_84 $1,000
85_94 $5,000
95_99 $10,000
100 $1,000,000
Standard starting equipment is determined by the G.O.D.

Stone
To
Steel
Where Man,
Machine
and Magic
Become One
and the
Same

Lunar Fire

The year was 1946; man had finally began to discover


things that were out there, the 2nd World War had ended and
man needed to expand his horizons. So he looked up and saw
the stars. With the help of countries like Atlantis, it
didn’t take long for the U.S. to win the space race. By
1950, a Dwarf by the name of Kindrec Longbeard was the first
Terran on the Moon. On the third trip in 1953, the US
Spaceforce set up a colony with 250 enlisted men and women
from 12 countries. The colony thrived and prospered for the
next 8 years. While mining for resources in 1961, the
Terrans found out that there was life on the moon. During
routine demolition mining 14 natives were killed. This was a
cause for concern. The "Lunites," a name given to them by
the Terrans, felt that the Spaceforce didn’t give them the
justice they deserved. In 1962 the first Lunar war started.
Over the course of the next 40 years, war breaks out 7
times, each time ending with several hundred dead and a
mutual cease-fire. In 1974, the Lunites contacted the
country of Atlantis for help against the Spaceforce,
Atlantis provided Cyber-Mechanical Armor (C-MA’s). Before
the end of the year, the Spaceforce had captured and started
to build their own C-MA’s. In 2003 peace is fragile and
minor skirmishes are very common. War could break out at any
time..
C-MA’s

C-MA stands for Cyber-Mechanical Armor. This armor is


currently being used for the war on Luna, but was originally
designed for undersea exploration. The C-MA fits like a
second skin and must be custom made for each user, Atlantis
is currently working on a mass produced model (Type 2) for
use by standard military.

The C-MA’s Type 1 enhance the users abilities where as


the Type 2’s have set statistics. Do to the fact that Type 1
C-MA’s have to be custom made for each user they are as
different as night and day. Most of the people that have a
C-MA are part of an elite military group working for either
the Lunite or the Spaceforce. Of course if someone has 12
million for a Type I and 8 million for Type II they can
purchase a C-MA from Atlantis themselves.

Powers/Abilities of Class:

C-MA Type I ( Custom):


Full satellite communications
Jump jets (speed x 3 in distance)
Tactical combat computer with Targeting sight +10 to all
combat skills
Full environmental suit 2 hour air supply
Thermographic and infrared vision
Weapons vary among C-MA users (three of choice)

C-MA Type II(Standard):


Two way radio
Jump Jet (speed x2 in distance)
Tactical combat computer with targeting sight+5 to all
combat skills
Infrared vision
Rifle 20 rounds (starts at 1d4)
Arm blade (starts at 1d4)

Skills of class:
Pilot C-MA (starts at 1d6)
Two weapon skill of choice (related to those of the C-MA)
C-MA character’s start with 5 skills of choice

NANOTECK

NanoTeck was designed by AutoTeck Industries and built


for military use. The design team for the NanoTeck saw that
trying to build cybernetic replacements was much too costly,
whereas with NanoTeck one modular can build an infinite
number of duplicates. It was soon realized that not only
could the modular rebuild the body, it could also create
offensive weapons in the body (claws, energy weapons, etc.).
At this point the military took full control. Four thousand
injection chips were initially made, but during a covert
transport from AutoTeck’s Houston, TX factory to a secret
base in Austin, TX, the convoy was attacked by an unknown
group and all of the chips were thought to be destroyed.
Recently a number of chips have started to surface in the
most unlikely places_ schools, hospitals, church functions;
sometimes it’s a good thing and sometimes it’s not…

Powers/Abilities of Class:
There are two dice rolls used for the NanoTeck. The first is
used to determine the number of melee or turns that the
skill last, and the other for the use of said skill.
Anything that is tried using NanoTeck starts at a 1d4 and is
raised like a normal skill. The downfall is that the more
one uses NanoTeck the more it becomes obvious that one has
NanoTeck, because the user starts to appear metallic.
Another weakness is that a strong electromagnetic pulse
(EMP) will cause the NanoTeck to become inactive and fall
apart, this may be resisted like a damage roll.
A small note on Vamps and W2’s: if a Nanite (someone
with NanoTeck) gets infected with either virus the NanoTeck
goes dormant and the virus’ healing ability will take over.
If ever cured of the virus the NanoTeck starts over at 1d4.
Sucks huh? Vamps and W2’s can’t use NanoTeck.

Skills of class:
Beginning with NanoTeck gets you 5 starting skills.

HOLO-CLERIC

Protectors of the Faith, Warriors of the Truth,


Champions of the Gods, Holo-Clerics have been called many
names, not all of them have been true. Clerics are warriors
usually hired by the various religious organizations. Most
have true faith but there are some that do it just for the
pay: Dark Clerics.
All Holo-Clerics have a holo-jack inserted into the
back of their head. This allows almost instant execution of
a program. The jack is connected to a Input Unit (IPU)
strapped to the wrist-unit which is about the size of a
television remote. The IPU is really what projects the
hologram and is programmed from a heads up display. The IPU
has a battery life of 16 hours and must be recharged for 8
hours every day. Programming itself takes another 10
minutes. Each deck has a set number of program slots in it.
These slots determine how many objects can be programmed
into the jack.
Every Cleric starts with a basic IPU, but they can
upgrade. Cleric will also learn how to make their IPU more
effective as their programming skills improve.

Powers/Abilities of Class:
Holo Input Unit:
Range: 10 ft. (due to this fact most weapons are melee)
Duration:
Weapons: 5 minutes
Armor: until HP depleted or 5 minutes
Transportation: 1 hour
Misc. Items: 5_20 minutes (G.O.D. Decides)

Type Slots Cost


Basic 25 $500,000
Beta 35 $ 900,000
Alpha 50 $
4,000,000

Program Slot Cost:


Weapons: normal weapons take 5 slots each
+1 weapons take 10 slots each
Armor: Stationary/wall 1 slot = 5 HP wall
Mobile/body armor 10 slots = 5 HP armor
Transportation: 10 slots per 2 person vehicle (3_4 people
will cost 20 slots)

Misc. Items:
Tools 1_3 slots
Shelter 1_3 slots
Clothing/disguise 1_10 slots
Various other items 1_10 slots (G.O.D. Discretion)

Skills of class:
SKILL Skill Die Level
Hand-to-Hand 1d6
3 Weapon skills of choice 1d6
1 Lore: Religion 1d6+1
2 other mage skills(not 1d4+1
magic/psionic)
Program Holo IPU* 1d4

*the programming skill die is rolled to determine how many


slots are saved during programing (Ex: A 1d4 rolled result
is 3. If trying to program a 10-slot vehicle there was 3
slots saved so the vehicle now only cost 7 slots.)

Special notes on Weapons :


Most weapons have a range of 10 feet unless the weapon is
non-lethal either sonic or concussive in nature. These
weapons will cost the same as a +1 weapon.

PsyberWare

PsyberWare is the permutation of body parts with


magical replacements. These are only available in Atlantis
from TheoTechnologies at the current time. There are three
grades of PsyberWare: Basic, Beta, and Alpha. Magic or
weapon extras can not be placed on Basic PsyberWare only on
Beta- or Alphaware.
All PsyberWare parts are covered in mystical symbols.
Someone can have about any effect added to the part. There
is no way these parts can be hidden without covering with
clothing, parts can be mixed and matched depending on the
effects one is looking for, ex. the player wants the arm to
be strong and a weapon. It will be made with both metal and
stone. The particular type of wood, stone, or metal will
depend of the effect. Ex. legs of speed will be covered with
mercury that has been magically shaped. Of course there are
those out there who become Fullbore Psyborgs_basically these
are people who for one reason or another have had their
mental essence placed in a magical construct. The stats of
these constructs can not be raised except by replacing the
part with something more powerful.
Basic Psyborg A Basic Psyborg has usually only one or two
Basic Pyber replacements. The Basic Psyborg starts with 8
skills.

Partial Psyborg A Partial Psyborg is someone who has at


least 3 body enhancements. The Enhancements are most likely
Beta or Alpha replacements. The number of beginning skills
for a Partial Psyborg is 7.

Fullbore Psyborg A Fullbore Psyborg is a gun-toting combat


killing machine who has had her being transferred into what
amounts to as a golem. There is no longer any part of the
original person left_the mortal body is destroyed in the
transferral process. There is a 20% chance that the process
will not work and the person is killed. For a Fullbore
Psyborg, the starting skills are 5. At least 3 of these
skills should be combat.

Using magic with PsyberWare is a little different. Any


magical effect must be built into the part and has a set
Skill Die, meaning the use of it will not increase with AP
unless it is a combat effect in which case it acts like the
firearm skill.

Psyber Eyes
Material Cost
Basic Replacement. $3,000
Simple 2D Vision: -4 Wood
to fight stats
Beta Replacement: 3D $5,000
black and white Stone
vision
Alpha Replacement: $7,000
3D Full-Color vision Iron
Heads Up Display: +5 /+silver +$1,000
to fight skills
Visual Enlargement /+quartz +$2,500
x3
Night Vision /+crushed +$3,000
emerald

Psyber Ears Material


Cost
Basic Replacement: Wood $2,000
Normal hearing
Beta Replacement: Stone $3,500
Hearing x5
Alpha Replacement: Iron $4,000
Hearing x10
Cellphone /+ Copper $1,000
Satellite /+ Moonstone $2,000
Communication

Psyber Limb
Material Cost
Basic arm/leg Wood $10,000 per
replacement pair
Beta arm/leg Stone $20,000 per
replacement pair
Alpha arm/leg Iron $30,000 per
replacement pair
Gun add on /+ Gun +$5,000
Fireball uses AP 20 /+ Ruby +$10,000
rule at all times
Lightning uses AP 20 /+ Sapphire +$10,000
rule at all times
Ice Cone: uses AP 20 /+ Salt Crystal +$10,000
rule at all times
Blades: uses AP 20 /+ Steel +$2,000
rule at all times
Shield: +10 to /+ Diamond +$15,000
defense for 1d4
melees uses AP 20
rule at all times
Speed: +4 actions per / +Mercury +$15,000
melee (magically
shaped)

Psyber Body Armor Material


Cost
Basic: -5 to attack +5 Wood $15,000
to defense
Beta: -10 to attack +10 Stone $35,000
to defense
Alpha: -5 to attack +10 Iron $45,000
to defense
Shield: +10 to defense /+ Diamond +$15,000
for 1d4 melees uses AP
20 rule at all times
Invisibility: 1d6 melees /+ water (magically +$20,000
this ability does not shaped)
gain AP

Tatsu

These warriors are trained by dragons themselves, and


have been sent out to maintain balance in the battle of good
and evil. They will not fight except in self defense or to
protect the innocent.

Powers/Abilities of Class:
Abilities available for all Tatsu

Dragon Claws: This is the main fighting style of a


Tatsu and is raised like any other skill. When this
skill reaches a 1d8 the Tatsu gains Dragon Flight.

Dragon Flight: This give the Tatsu the ability to


temporarily grow etheric dragon wings. This starts
at a 1d4. The roll determines how many melees the
ability lasts. At a 1d8 the Tatsu gains a dragon
specific ability from their dragon school.

School specific abilities: (see below) when this ability


reaches 1d8 they gain Dragon Skin.

Dragon Skin: The body of the Tatsu is covered by a


transparent humanoid shaped Dragon matching the
color of the dragon school. Double current HP and
actions for 1d4 melees this skill will never raise
above a 1d4 (this skill has no botch).

Abilities available to Tatsu of a specific dragon school.


All abilities start at a 1d4 and raise at the normal rate.
When one of these reaches 1d8 the Tatsu gains Dragon Skin

Naru “Fire” Dragon:


Fire Sight: Allows the Tatsu to see the heat
signatures of people around them, including those
that are invisible (contested roll).
Taming the Flame: Allows the Tatsu to extinguish or
control fire shaping it into a solid form. When fire
has been shaped, it no longer causes damage but will
still provide enough warmth to keep someone alive
even in the coldest temperatures.

Luin “Water” Dragon:


Fountain of Healing: The Tatsu is able to change the
state of water to provide healing attributes. A roll
of the dice determine how many HP are restored by
the water.
Inner Heart: With this ability the Tatsu can read
the surface thoughts an individual and influence
them to a small degree ( the G.O.D. will determine
T#)

Calen “Earth” Dragon:


Call to Flora: When this ability is called upon the
Tatsu has the power to communicate with and
manipulate plant life causing it to grow, shrink, or
change its shape. Communicating with plant life is
limited to mental images and the only sense of time
is limited to day/night and seasonal (spring,
summer, autumn, winter) It may be possible to
determine time of day from an image with a
perception roll.
Strength of the Land: This ability allows the Tatsu
to summon the forces of gravity permitting him to
carry heavy loads and to lift great weights, however
this power only effect objects that the Tatsu is
touching once released it will regain it proper
weight fall as normal (this means if the Tatsu picks
up a two-ton boulder and throws it, it will fall
directly in front of him. The strength to move it
has not changed just the bonds of gravity pulling it
down)

Malina “Air” Dragon:


Winds of Change: An Tatsu using this ability can
cause changes in the weather (the G.O.D. must
determine the T#’s and speed of the change)
Whispering Wind: With this ability in use the Tatsu
may communicate with any individual that they have
ever met, this communication takes place in the mind
and sounds like a whisper yet can be as clear as if
the person was standing right next to him.

Me’a “Light” Dragon:


Bypass View: This allows the Tatsu to wrap light
around their body effectively becoming invisible .
The Tatsu can still be noticed when moving by a
perception roll vs T# 10, but when standing still
they are undetectable by any means
Cast off the Dark: Tatsu using this ability can
basically glow in the dark creating enough light
that will keep vamps 10ft away.

Mori “Dark” Dragon:


Shadow Hunting: By using shadows the Tatsu may track
someone they have seen by the shadows that the prey
has passed.(T# is based on how difficult the person
or prey is to follow).
Walking the Shadow: By stepping into a shadow the
Tatsu may teleport to any other shadow within range
(roll equals # of yards)

Skills of class:
Lore Dragons 1d6
Biology 1d4+1
First Aid 1d6
Language 1d4+1

Each school has a rival school and when the Tatsu from
different schools meet they will usually dual for the honor
of their school. These duels are never lethal and are more
of a show of power between students, by show how much they
have learned.

Rival schools
Fire----Water
Earth----Air
Light----Dark

Honor duel are also common between the students of the same
school but are looked down upon by the dragons themselves.

Between
the
Twilight
Below the Gods
Below the Devils
Lay the Armies
Of Good and Evil

City of Angels

And I heard a great voice out of the temple saying unto the
seven angels, “Go your way and pour out the vials of the
wrath of god upon the Earth. . .”

And out of those vials came us, the protectors of Man.


Some, Man chooses to see. Others, he does not. Mostly he
just walks on by. He ignores our warnings; his eyes pass
over us as though we are nothing more than refuse in the
street. Maybe he tosses a few coins our way as he passes. It
seems strange, sometimes, watching the fight for humanity
take place and have it explained away as nothing more than
everyday drug busts, bank robberies, and “unexplained”
murders. It is probably a good thing they can't or don't
see. I see it every day and they call me mad.
Unable to stand the ill-boding silence any longer, I
clear my throat. “Three months, two weeks and four days.”
“What, until the end of the world?” Mitch's voice ends
in a dry, hacking cough. The small pile of newspapers shakes
with each gasping breath. I do not need the gift of prophecy
to see that his fight on this plane was coming to an end. I
could only hope that when the time came, I would have the
strength to go on my own. For a fourteen-year old girl, a
dying old man was better than no protection at all.
“Nah.” I reply between mouthfuls of stale bread. “Since
I took a bath. I don't know which smells worse_me or you.”
“Both.” He sits up finally and gives me a toothy grin.
Scooting forward, he settles down next to me in the
alleyway. I hand him his half of dinner. After chewing
thoughtfully for a few moments, he asks, “You miss your old
home in the shelter?”
“Oh, yeah,” I nod without looking at him. “I miss the
counselors, the constant medication, the trips to the psych
ward.” I continue silently, the leather straps, the strait
jackets, the leering of the ward clerks. I wait quietly as
another series of coughs wrack Mitch's body. I could heal
him if he would let me. I know I can. I did it for Mary just
before they decided to lock me up permanently. Seems
“normal” people didn't like miracles much these days. Oh
well, their loss. I wouldn't heal another one of them if
they gave me gold.
“You know, you have to get over your resentment.”
Mitch's raspy voice cuts into my reminiscing. “They can't
help it. The Divine is theory to some and myth to others,
but, for a few, it is genuinely faith and it is for those
faithful that we continue to fight.”
“Damn it, old man. Get out of my head.” I am
uncomfortable, even though I know he can't help being an
empath. Feeling the emotions of others is his greatest gift
but it still freaked me out when he did it to me. I turn to
continue the conversation when vertigo hits me. My vision
clears and I realize I am standing now and walking towards
the mouth of the alleyway. Behind me, Mitch mutters under
his breath before staggering to his feet to join me. Out on
the street, my feet involuntarily turn left and I get that
familiar feeling.
“Damn it.” I curse softly under my breath and close my
eyes. Frozen pictures flash in my mind like stills in a
slide show. A police car. Two cops. Them. A battle royale.
An agonized scream. Why they picked the middle of a street
on a moonlit night to fight is beyond me. “Two blocks away,
Mitch. It's a standoff and people are going to get hurt. I
can't foresee any more than that.”
“Then that is all we were meant to see.” He puts his
hand on my shoulder and I brace myself. Who knows how the
“normal” people around me will explain to themselves how two
dirty homeless people vanished before their very eyes. A
tingling sensation plays across my back. Then again, they
probably never saw us in the first place. White light
explodes in my vision as we flash out.
* * * * *

Several millennium ago there was a war between the


gods, those who sought to control life on F.A.M.A.T.O.M. and
those who believed the children of that world should be
free. This war still rages on with the warriors of the gods
on the front lines.
All Angels and Prophets have their name tattooed on the
side of their necks in the form of a sigil. The sigil is on
the left side of Demons and the right side of Angels. For
the Street Prophet (who has one parent of divine decent) the
side will be the same as the parent.
Angel, Demon, call them what you will, but a rose by
any name still smells just as sweet, they could be Egyptian
or Viking, Greek or Japanese. Each and every God and Goddess
has their own version of angelic being and they could be
good or evil depending on what ever their agenda may be.
Just because you see a Demon doesn’t mean he’s out to
corrupt, or an Angel there to help (free will is a bitch).
There may even be a time when those that don’t always agree
must work together so that each one’s agenda gets
accomplished.

Powers/Abilities of Class:
Divine powers come from a Divine source. Each character
starts with a set amount of Source Points or SP_these points
are spent to use divine powers. These powers may seem
similar to those used by a mage but are much, much more
powerful. They will do specific damage with no counter
except by other divine powers.
The skill that makes this all work is called the Spirit
skill, this skill starts at a 1d4. When the Spirit skill
gains 10 AP, the Angel/Demon gains 5 Source Points. The
Street Prophet uses the AP 20 rule constantly and doesn't
gain source points until the next skill level is gained.

Starting Source Points:


Street Prophet: 25
Angels/Demons: 50

Skills of class:
Angel/Demon: all skills start at a 1d4 but do not use the AP
20 Rule
Street Prophet: starts with 5 skills of choice any other
skills use AP 20 Rule

Powers and Cost


See Divine events or Allows one to see Free to all
Entities things as they
truly are.
Shield Mortal weapons Damage is reduced
cause no harm. at the cost of 1
source point per
point of damage
Shoot energy ball This may be dodged Every HP of damage
as a normal attack inflicted cost 1
but cannot be Source
blocked except by
Point the Shield
ability.
Heal Recipient gains 7
half of their HP
back.
Freeze time Temporal bubble 5
extends 3 ft from
person.
See the future Roll Spirit die 5
Invisible Roll Spirit die Free to
for duration, Angels/Demons
become visible Street Prophets 5
when attacking
See invisible Roll Spirit die 2
Walk through walls Roll Spirit die 8
for duration
Teleport Roll Spirit die 5
Empathy Detect emotions 2
Suggestion Plant thoughts 6
Mind link Link the minds of 5
two people
Track by smell and taste Roll Spirit die Free to
vs. T# Angels/Demons
Street Prophets 6
Put people to sleep Cause mortals to 1 point per person
fall into a deep per minute
sleep
Make undead Can raise any one 15
who has committed
suicide
See fate of mortal Can see when and 5
how a mortal will
die
Immortality Can only die when Free to
heart is removed Angels/Demons
from the body Street Profits
can’t have this
power
Fly Free to
Angels/Demons,
Street Profits
can’t have this
power
Possession 1 point per person
per minute
Angelic Sight Allows mortals to 1point for one hour
see Angel/Demons 3 points to make
permanent

“The first angel sounded, and there followed hail and fire
mingled with blood. . “
- Revelations 8:9
“Vile Beast!” How dare you tempt the souls of these
noble men?”
“Ah-ah-aah,” I waggle my finger at him from my perch on
the police car. “Judge not, lest ye be judged.”
I know that's the wrong thing to say to him and I leap
for safety. Even so, the fireball singes my left wing. They
are so predictable. I wheel left, climbing with each stroke
to land precariously on a lamppost. Hunkering down to make
myself a smaller target, I spare a glance at the two police
officers with their guns drawn approaching the convenience
store. They hadn't noticed the firework display. Good. I was
in a bit of a bind. I couldn't be sure my softly whispered
suggestions to the cops had taken and now I had to fight the
righteous indignant.
I watch the vengeful avatar approach. “I was just
going.” I put up my hands disarmingly in mock-surrender.
“But before I leave, I just want to make sure the nice
officers don't do anything dangerous.” His eyes dart to the
two cops and he hesitates. I smile engagingly, trying to
project innocence and baring as little fang as I can. I have
to keep his attention away from the inside of the store. If
he saw the carnage that my newfound friends were
perpetuating inside, with or without my influence, there
would be no stopping the holy terror.
It takes everything I have to keep the laughter from
bubbling up at his indecision. They are beautiful to behold
in any event, but seeing insecurity in an angel's face
really turns me on. Come on, I silently will him. Believe
me. Trust me. Could I actually seduce an angel? I feel
reckless; I've never tried a suggestion on his kind before.
I hope this works. “It'll be all right, just go your own
way. I have things under control here. No one will get hurt,
I swear.”
“LIAR!” He shouts. I have just enough time to throw up
my shields before the pure white light shoots out of his
hand and throws me off the lamppost. “You hurt them by
tempting them to wickedness!”
I roll to a standing position. “Oh, that's bull! Could
you sound any more pretentious?” I yell back. “I don't want
them to get killed, you righteous idiot, that would ruin my
plans.” I realize I am standing between the angel and the
convenience store at the same time his attention suddenly
focuses on the window behind me, the last place I wanted him
to look.
“God in Heaven, what are you doing?” He whispers,
horrified. Before he can react I prepare a strike to disable
him. The shot goes awry as shooting pain hits me in the
middle of my back and drives me to my knees. The reddish
ball of energy from my hand angles up to hit a traffic light
and it explodes in a shower of sparks and metal. Damn. I
throw myself behind the nearest car and look for the source
of the sneak attack. I thought these angel guys fought fair.
Then I see them: a young waif-like girl and an old man.
Street prophets. Sure, attack the big bad Demon on
assumption.
The cops notice them too and re-train their weapons on
the oncoming new threat. Whether or not they'd notice the
forgettable twits any other night, the rather loud explosion
and the prophets' rapid advancement dissipate any blindness
the cops may have had.
“STOP! Put your hands on your head.” Both street
prophets freeze, apparently surprised.
Now I'm pissed. This was supposed to have gone smooth
and easy with minimal damage. Now I have to decide whom to
kill first and hope my plans aren't completely wrecked. I
peek over the car and see the still-unnoticed angel heading
towards the door, full of fury and determination. Oh, no, I
wrap my hand around a flaming sphere that will show up in
any mortal's sight and throw it at the angel's back. You
don't get off that easily.

Vampires
And Werewolves
"For those with a darker side"

The hot sweet stickiness pours down my throat,


satisfying the hunger like nothing else. Ambrosia, nectar,
nothing compares to the pulsing heat of a still-living
feast. Nothing, except perhaps love. Eternal love found
between two vampires.
Nearby, the crinkling of cellophane in another aisle
tells me Jonathan is trying to satisfy what is left of his
human side while I take care of the convenience store's
human feast. He had been my partner for six months and as
yet he seems uneager to finish to transformation process. I
didn't mind so much; there were advantages to having someone
with you who could survive in sunlight long enough to get
you to safety. No, I would not push him; Jonathan was more
than a friend, more than a hapless victim whose
attractiveness and eager eyes saved him from death. When he
was ready, I would give him the final loving embrace that
would lead to forever darkness, but not until then.
The soft body twitches beneath my hands and stills. I
immediately feel the temperature of the blood drop but I
continue sucking. Jonathan's jealousy would not allow
another in our relationship. When the last drop is milked
from the girl's ruined throat, I throw the body into the
propped-open freezer along with the other bloodless corpse.
The girl_a late-night shopper who came in at the wrong
time_had been far more satisfying than the obese storeowner.
But, saving the best for last, I shake my matted hair
out of my eyes and smile hungrily at the last victim_a
healthy teen-aged stock boy with terror in his wide brown
eyes. Beautiful. . . a red haze flickers at the corners of
my vision and I reach out. . .
“Where's our 'friend' who recommended this fine dining
establishment?” Jonathan, hand in a bag of corn chips, comes
around the aisle, breaking through the blood lust. I look at
him and forget all about the boy for a moment. Jonny's hair
had grown out nicely from the crew cut he had when I first
met him. I grin. He's gorgeous. His sense of style and
several trips to midnight leather shops kept us both looking
appropriate for our lifestyle.
“I'm not sure.” Glancing back down at the handsome
young boy, I suppress the urge to drink and get to my feet.
“Something about him didn't feel right. Seemed like a
lunatic to me, with all that ranting about his ideas and the
wonderful 'plans' he had in store for us. But he didn't . .
. I don't know. . . smell human.”
Jonathan peers towards the front of the store. “Maybe
not. He knew what we were though straight up.
'Abominations,' he called us. And he seemed thrilled about
it.” Jonny shakes his head. “Maybe we should hose.”
I look around and realize there's arterial spray across
much of the back wall. “I must have been hungry.”
Jonathan looks back over his shoulder at the mark and
grins. “No surprise, really. That hunter kept us running for
days.” A subtle movement in the street captures both our
attentions. “Son of a bitch. The police. Some friend,
right?”
Cursing mildly, I duck out of sight, Jonathan following
suit. “I didn't see him with them.”
Jon snorts. “No doubt. Shall we take the back
entrance?” He turns towards the exit just as a loud crack of
thunder sounds from the street, jerking my head around.
White sparks fall to the ground from an anonymous source.
The policemen's attention is no longer on us and I crane my
neck to see what they are looking at.
Jon sucks in his breath. “Oh, hell, Danny, what is
that?”
I follow his finger and see. . . retribution. A vision
of a man beautiful to behold that terrifies me to my very
core. His very nature affects me like holy water and I start
to shake.
“Danny, we have to go now!” His fingers grip my
shoulder and yank me towards the exit. Just then, the world
explodes in light.
Vampire Rules (a.k.a. Vamps)
Most victims of a Vamp’s bite are drained to death, but
every now and then a Vamp gets lonely and wants a friend to
talk to, and will create a new Vamp to accompany him in
their unlife.
The process takes at least three days, but can last up
to two years. The victim must be bitten three times, each
bite brings the victim closer to unlife. Anytime before the
third bite they can be cured by a doctor or mage (T# 17).
All bites must be by the same Vamp (I. e. 2 bites from
Vamp A then one bite from Vamp B does not make one a Vamp).

Bonuses
+3 to Fight Double Hit Points
+2 to Perception Regenerate 10 HP per day and
5 per hour of sleep. Vamps
can heal themselves by
feeding, they gain one HP for
every HP they drain from
their victim.
+10 to Speed

Restrictions:
Sunlight hurts, a lot. For every turn in direct sunlight a
Vamp loses 10 HP. They may roll on the Vamp Target Number
(VT#) chart against a T# of 14 to resist.
Crosses and wards against evil cause no damage, but
will keep a Vamp 10 feet away.
Vamps need to sleep during the day and will not wake
until nightfall or until damaged. May resist sleep with roll
against VT# 7. Upon waking the Vamp must feed from at least
one from its own species or three victims from another
species. Each victim must be drained completely, if not the
Vamp will be at a minus 5 to all rolls until the Vamp has
feed.
Garlic will cause a Vamp to gag if he smells it and if
the Vamp feeds from someone who has eaten a lot of garlic
the Vamp will vomit uncontrollably (there are not a lot of
Italian Vamps). Garlic maybe used to prevent the disease
from spreading, maybe…
Vamps can be stopped by sunlight, beheading or staking.
To behead or stake a Vamp, he must be unconscious, immobile,
or botch a defense roll and the attacker rolls the highest
they can on their attack. If staked and the stake is removed
the Vamp will rise the next night. A sure-fire way to kill a
Vamp is sunlight, beheading, or being drained by a Vamp or
Half-Breed (grin).

Magic is not an option for a Vamp, at least not in the


normal sense. If they have magic before turning they lose 10
AP (minimum 1d4) and the magic die becomes a Vamp Skill Die
(VSD) also see VT#’s. magic used against a Vamp can be
resisted using the VSD. One more item; due to the alien
origins of the Vamp and the Werewolf diseases, a Vamp CAN
NOT become a Werewolf or vice versa. If you start the game
as a Vamp you get 5 starting skills and a VSD of 1d6.
Vampire Target Numbers
1 May heaven have mercy on your soul
2 Remain unseen until attacking
3 Read thoughts
4 Summon Rats* (have a fight of 1d4 each)
5 Hide thoughts
6 Turn to mist,* control Half-breed (bitten once)*
7 Control one person*
8 Summon fog*
9 Turn to a wolf,* control Half-breed (bitten twice)*
10 Sink into the earth
11 Summon wolves* (have a fight of 1d6 each)
12 Control 5 people*
13 Turn to a bat*
14 Resist daylight*
15 Summon bats* (have a fight of 1d8 each)
16 Control 5 Vamps that you’ve turned*
17 Summon Vamps that you’ve turned*
18 Feed from Vamps (gain twice hit points)
19 Control Any Vamp*
20 Vamp Lord and Ruler all Legendary Vamp powers
* duration and numbers summoned treated the same as magic

Bloodsuckers the Costumeball Vs Hilt the Stalker


a.k.a. Half-Breeds
If the Vamp dies or leaves before the third bite, the
victim becomes a Half-Breed (HB). The virus stays in the
victim’s system for one year before it dies out, unless
bitten again or Vamp blood is ingested. That means the HB
can stay a HB if they so choose. The HB does get some
bonuses and restrictions from being bitten.
If you start as a HB roll d100:
0_75% one bite
76_100% 2 bites

HB Table
Bite # 1 2
Speed +3 +3
Fight +1 1
Perception +0 1
Hit Points +0 + ½
Starting 9 7
Skills
VSD 1d4 1d4+1
All of these bonuses stack.

HB’s are still vulnerable to the same restrictions as Vamps,


just to a lesser degree.
Sunlight does 6 HP’s of damage every minutes in sunlight.
HB’s can’t use magic (the die changes to a VSD as per Vamp
rules).
Garlic affects them the same as Vamps.
Crosses make a HB uneasy but that’s it.
HB’s don’t gain AP like others, at least not in the Vamp
skill die. HB’s have to drain a Vamp dry, which means
feeding off Vamps to gain AP for the VSD. Feeding off a Vamp
gives 5 AP to the VSD (no other skills are affected). If the
HB drains the Vamp that made him or her, they will become
Vamps as if they were turned.

WereWolves a.k.a.W2
Lycanthropy is an infectious disease that is
transmitted only on the Full Moon. During that period the W2
is an uncontrollable Beast, anyone who survives an attack
becomes a W2. The good news is that at anytime, other than
the Full Moon, the W2 can change forms and not be a
murderous Beast.

W2’s can’t use modern weapons ,i.e. guns, while in


beast form.

Stat Human Form Beast


Form
Speed +2 +10
Perception +1 +5
Fight +0 +5
Damage from x2 x2
Silver
Normal weapons normal take ½ damage

If the victim used magic before becoming a W2, the magic


die becomes the W2 Form Die –10 AP (same as Vamp). If the
Victim didn’t use magic the W2 Form Die (WFD) starts at a
1d4. This roll determines the number of turns the W2 can
stay in beast form. There is a limit to the number of time
the W2 can change forms per day…Oh yeah, 6 starting skills
if you begin as a W2.

WFD d4-d6+1 d8-d10 +1 d12


Changes per day 4 6 infinit
e

Range of Madness
The last thing I expected to find when I tracked those
damned abominations to this section of town was a bloody
firefight between good and evil. But that's apparently what
I got.
I had been following the vampires' lukewarm trail when
suddenly things had gotten hot right quick. I found them on
a street corner talking to a third person, a madman from
what I could hear with my psyber ears. Thankfully, they
hadn't seen me and I was able to make my way up to the
rooftops for a better vantage point. I had positioned myself
to unobtrusively watch as the strange man persuaded them to
enter a convenience store directly across the street from
me. Curious, I let them go in, seeing as how there wasn't
much of a chance of them disappearing before I could take
care of them. I had just gotten up to reposition myself when
“normal” went completely south.
Not five minutes after the vamps entered the store
three policemen show up. I watched as the strange madman
whispered frantically at them, gesturing wildly at the
store. One cop went around back while the other two began
advancing to the front. Then, the Psyberware that replaced
my eyes had seen something unreal. A being had appeared out
of nowhere, totally ignored by the police, and he starts
blazing energy-fire at the “madman,” who starts flying
around in the air like it's the completely natural thing to
do. Except nothing's natural about a firefight and
conversation that apparently only I can hear as the officers
continue oblivious to the front of the store.
I knew the new creature for what it was; I had seen one
once before just prior to my training. Seven years old,
trapped in a fire with burned eyes and ears and my arm
nearly severed, a vision had appeared to me offering me a
chance to serve if I would renounce all worldly possessions
and live on the streets preaching God's word. Half mad from
pain and fear I chose...to decline the offer. The being had
looked at me with a hard gaze, nodded once, and vanished.
Taking the fire with it. Less than 48 hours later, I was in
the hospital when a woman had come in and signed me out,
bringing me to my new home where I was given a new arm, eyes
and ears, and trained to fight the creatures of the night.
I can only assume that if one is on the side of Divine
good, then the other has to be its opposite. The devil
attempts to persuade the angel to leave. Then the fight
begins in earnest. I am stranded; there is no way I am going
to be able to make my way around the battle undetected. As I
search for another path, a pair of figures appears off to my
right at the edge of the dead end. I realize they are
members of the homeless population_reminders of what I could
have been. The young woman_a girl really_throws a small
blast of her own, catching the devil in the back just as he
is about to decommission the angel. She and her not-so-fit
companion start closing when the shot goes wide and
unfortunately connects with a yellow blinking traffic light
at the intersection on my left.
So now the two cops can no longer help but see
everything happening around them. They see the two
approaching humans first and train their weapons on them.
Then the devil gets his shot in at the angel with a blast
that shows up in my visual light ranges as well as my
infrared and UV. They take one look at the devil and the
cops opens fire. The devil pulls a shield against them; the
bullets ricochet everywhere. I see the older street prophet
fall down hard. The cops vanish down the alleyway. The young
girl stops in her forward attack and stands stunned as a
missed shot from the devil replaces the front of the store
with rubble. The girl lets out an ear-splitting cry of agony
and runs back to the body. From there, she throws a couple
more energy balls towards the devil before abandoning the
fight to hold her friend.
I see from the alleyway the third police officer look
around the corner before stepping back out of sight. He's
smarter than I had suspected, but it reminds me of why I'm
here. I've been so caught up with this unexpected free-for-
all that I had forgotten about my prey. The vampires would
certainly no longer be in the store. I start moving right
along the roof's edge, hoping to sneak around. The devil
gets off a few shots at the angel, who is able to avoid two
out of three. One blows through the store and the other
wipes out a car. The angel returns fire, this time
successfully connecting with the devil and throwing him
against the police car. I pass the street prophets'
positions.
The girl had collapsed on the critically wounded old
man and, from what I can gather using the hi-tech resolution
in my cyber eyes, is trying to heal him with her energy.
It's a gut-shot, however, and if he isn't already dead he
might as well be. She and the old man are facing away from
the fight towards the dead end. Even when the body stops
twitching, she's still screaming her head off. That's when I
notice a bizarre fluctuation near their heads that gives me
pause. A man in dark clothing seems to step out of nowhere,
startling the girl. Return fire from the demon lights up the
street and I have to question what I am seeing, because this
new twist on an already screwed-up night looks just like the
fallen prophet, only cleaner, healthier, and in military
uniform. They exchange words, but between the battle and my
position, I can't hear the details. Despite my curiosity,
regrettably, I cannot stay. Somewhere, the bloodsucking
creatures are moving and I must find them.
I jump to the last rooftop in the row, abutting the
fence. Deeper in the shadows, another movement catches my
eye and I bring up my crossbow, primed for the undead. Along
the fence two more men, one dressed in white and the other
in black, pause to look at the battle before vanishing with
a speed I envy. Although curious, they are not the targets.
I catch glimpses of them as they slow down long enough to
slip through a small hole in the fence and make their way
past the building. I follow them to the back of the roof,
where I find a way down to the ground via a fire escape. I
catch sight of them once more before they disappear coming
around the corner of a department store in the distance.
Once on the ground, I retrace the two strangers' steps,
making my way across the trash-ridden ground along the
fence. The explosions have died down. I reach the hole in
the fence and silently scan the street. The fight was over,
but it was uncertain which side won. The child and the body
were also missing. I go through the fence and make my way up
the quiet street. It looks as though a bomb had gone off,
and I suspect that will be the story in the morning news.
The storefront is missing. There is a narrow gap between the
store and the last apartment building on the dead end.
Crossbow ready, I slip into the darkness. I see nothing in
the courtyard behind the store, but there are several heat
signatures milling about above me, none of them identifiable
as the vampires. Subdued voices catch my ear. I enter the
courtyard just as three people exit the back of the store.
We both bring up our arms at lightning speed.
“Don't move.”
The police. I stop, but I don't bring down my weapon.
Softly, I murmur, “The vampires. I am hunting them.”
My appearance is shocking to most, but apparently
they've seen enough for the day. The third_an elf without
weapon_slowly shakes his head. “They're gone. I left the
half-breed here.” I slowly bring down my bow. The woman
with the handgun follows suit, but the man keeps his pistol
trained on me. Fair enough. “Where?” The elf touches his
fellow officer on the shoulder and the second weapon is
lowered. The elf turns away to point at a spot at the
alleyway behind him. Cautiously, I step past them.
I spot the trail immediately, ignoring the muted
conversation of the officers. The half-breed was dragged to
an old picnic bench where, under the cover of darkness, they
had embraced for a time. Good. I was not so far behind them,
then. From there, the trail faltered. They went first to the
large alleyway, then to the narrow opening that I had used,
probably looking for an escape route. They decided to try a
new direction: straight across the courtyard away from the
store into the darkness.
I start working my way cautiously out into the open
area. The soft noises tell me that one cop_no, two, are
following me. When we reach the porch of the apartment
building on the other side, I turn to see the two male
officers following me. “No.”
“We're not here for your moral support. We don't trust
you. I'd rather you just turn this over to us, but. . .
after what I've just seen tonight. . . “ The elf shook his
head. “The other police officer is attempting to intercept
with her car. If you want them, we work together, so. . .
let's go.”
So be it. I follow the trail through the apartment
building out the front door towards civilization. The trail
is very hot; we're only a minute or two behind them. The elf
is radioing back and forth with the female officer, who is
now ahead of us somewhere trying to intercept the foul
creatures. Suddenly her voice crackles through, loud and
clear.
“I see them, I see them. They're on the corner of 37th
and Larch. They're crossing the street. . . too many civilians around to intervene. . . Oh, hell.
They're heading into Marley's!”
I catch the quick intake of breath from the human cop. “You know this place?”
“Yeah, I was supposed to meet my friends there about fifteen minutes ago.”
“Show me.” I am in the mood for a fight.
The officer takes the lead, cutting right onto a new street. We're running now and I can see
the lights of this so-called Marley's on the next corner. There's a large amount of foot traffic here,
probably due to a late-night movie letting out at a theater nearby. The female cop is waiting for us
and we cross the street together amid nervous looks.
The police slow down as we near the door. “Okay, what's our plan?”
Plan? I don't slow down. What’s left of the door isn't much of a barrier anyway.
* * * * *

Rangers

The Ranger is a highly skilled bounty hunter


specifically trained in the apprehension of supernatural
creatures, specializing in W2's and Vamps.
All Rangers are selected in their youth to be trained;
about 25% were kidnapped to be trained against the will of
their family. Rangers also receive three Psyberware
replacements. It is because of this that most people look
down on the profession. Some rumors say that the Rangers are
trained by the original aliens that created W2's and Vamps;
of course, this is only a rumor.
During training, Rangers are taught a very unique
combat skill that allows them to wield two firearms at the
same time with amazing accuracy. The blending of martial
arts with the use of the firearm is a truly astonishing
feat. When asked to tell the name of the fighting style most
Rangers smirk and walk away. Anyone who has seen the style
in use will call it deadly, the Rangers that do talk call it
“ChoTak”_ “death fast”.

Powers/Abilities of Class:
ChoTak: use paired weapons at the same die level
+5 when in combat with Vamps and W2's
+5 to speed
AP 20 until 1d10
Rangers also start with three optional psyberware parts
thermographic vision
Arm replacement (both Betaware) with weapons of choice
Skills of class:
Rangers start with 4 other skills at a 1d6 all other skills
use AP 20 Rule

* * * * * *
What a horrible way to die, sitting in cooling mop
water surrounded by fluorescent lighting, snack cakes, and
bottles of brand-name sodas. When the two figures had first
come in, I had been so sure that there was going to be a
robbery. But then they took Mr. Drew and me to the back of
the store along with a really cute customer that had walked
in at the last minute.
Mr. Drew was already dead, his throat torn open as he
whimpered, offering them some extra money he had stashed in
the tiny office just inside the back exit. He had been like
a father to me, always throwing advice my way and making
sure I had a couple of sandwiches to bring to my mom and kid
sister. I couldn't look at his body as it lay sprawled in
the open freezer. Instead, I found myself focusing on the
blood that dripped down the wall across the loaves of bread.
The girl hadn't made a sound when the vampire chewed
into the side of her neck. Her eyes had closed and her mouth
moved as she whispered, a prayer perhaps. I tried not to
panic. I couldn't move to save myself. I couldn't do
anything, not even summon the effort to scream. I close my
eyes, only to jerk them open when a loud thud startles me. I
stare now in the freezer. The girl had been unceremoniously
thrown on top of Mr. Drew so that they almost seemed to be
in a lover's embrace. How would they find my body? Terror
grows as I realize the vampire is looking at me now.
I look up at the figure. He is as ugly as his vampire
friend is handsome. White skin, stringy black hair, and
piercing bloodshot eyes come together in a god-awful mess of
a face. He is stooped as he leans over me, a look in his
eyes that is as erotic as it is terrifying. It's over. I can
only hope that I pass out when he touches me or I'll go
insane. My breath hitches in my chest.
“Where's our 'friend' who recommended this fine dining
establishment?” The voice comes from somewhere to the left
of us. The look of dreadful need fades a bit from the
vampire's eyes and he turns towards the voice. Bewildered at
the reprieve, I try to start to breath again as flashing
lights play dangerously at the corners of my vision. Then
the vampire grins. I turn slightly to see the other vampire.
He is sharp, Gothic_the reason why vampires were considered
“cool” by some of my friends. Black leather fit tightly on a
well-muscled frame, blond hair fell over one blue eye. He is
the epitome of nightmare too good-looking to be true.
“I'm not sure.” The other vampire's rusty voice snaps
my gaze right back at him. The red-eyed vampire looks back
at me for a single moment before pushing himself up to his
feet. “Something about him didn't feel right. Seemed like a
lunatic to me, with all that ranting about his ideas and the
wonderful 'plans' he had in store for us. But he didn't. . .
I don't know. . . smell human.”
I am forgotten. I close my eyes in gratitude.
“Maybe not. He knew what we were though straight up.
'Abominations,' he called us. And he seemed thrilled about
it. Maybe we should hose.”
Thank you, God. Thank you, thank you, thank you.
“I must have been hungry.”
The handsome one's voice. “No surprise, really. That
hunter kept us running for days.” A pause. Then angrily,
“Son of a bitch. The police. Some friend, right?
I hear the other growl something. “I didn't see him
with them.”
“No doubt. Shall we take the back entrance?”
They are leaving. I open my eyes to see them make for
the back exit when an explosion resounds from outside the
front of the store. Both vampires spin to see what is
happening. “Oh, hell, Danny, what is that?” The younger one
points somewhere behind me. Surprise turns into horror on
their faces. I am not sure whether to be jubilant or more
frightened by the arrival of something that scares vampires.
The older vampire's eyes widen and he shudders, nearly
falling to his knees. The younger one looks over and, seeing
the paralyzing fear affecting his friend, reaches out and
grabs him by the shoulder, pulling him towards the back
door. They barely make it through the first doorway when a
huge blast at the front of the store sends glass and metal
flying. In the nearly blinding light, a shadow is cast upon
the wall in front of me and it looks nearly as bad as the
monsters that just left. I am still in danger, I realize. I
look towards the doorway and hesitantly crawl after the
vampires.
It sounds to me like an all-out war is going on. I
cautiously peek around the doorway and see that the back
door is only partially closed, sagging on its hinges. I
hurriedly move down the small hallway into the office, with
its small desk, even smaller bathroom, and entryway into the
coolers on the far side. I stand and risk a quick glance at
the front of the store. The glass of the doorway and single
large window had been shattered. A young girl's voice
screams angrily and the street lights up again with a white-
hot ball speeding towards a couple of police cars across the
street. A shadowy figure moves past the door and another
powerful blast of energy whistles by it, entering the store.
I duck back before it impacts against the coolers. The
concussion slams against the glass and the office shakes. I
am not safe here, but I am hesitant to follow the vampires
into the dark.
I run to the desk and yank out the drawer. There's
maybe a hundred dollars stowed in an envelope and I take it,
hoping it gets me as far away from here as possible. I spot
an old broom in the corner and grab it too, smashing it in
half against the corner of the desk. I turn to leave and
convulsively drop both broom handle and envelope, startled
to see a man filling the doorway.
He is old, but looks capable of knocking me flat on my
ass should I try to take him. His white-streaked brown hair
is pulled back haphazardly into a ponytail. He is dressed in
grays_light-gray pants and button-up shirt with a dark
charcoal duster. His steel-blue eyes seem friendly and so
familiar…
Another blast rattles the very foundations and the
stranger takes on a more serious demeanor. “Come on. We have
to go.”
Somehow, I trust this man with my very life. I reach
down and grab the money and the broom handle before coming
up beside him. The sounds of battle seem muted, further
away. He smiles a knowing smile before speaking. “Hold out
your hand.”
For a split second I think he's asking for the money. I
hold out the envelope. Ignoring it, he places a watch around
my wrist and adjusts it snugly. I look at it as he straps it
on. No, not a watch, I suppose, but certainly an antique. He
starts talking again. “With this device, you will be able to
manipulate time. I don't expect you to understand yet, but
you will.” He clasps my shoulder in a comforting gesture
then changes something on the watch. “Come on. It's safe
now.”
I follow him out the mangled door into the night. The
battle seems to have quieted down, random concussions not so
often. He turns right and walks along the back of the
building. I look out into the courtyard and my heart and
feet freeze. The vampires sit not ten feet away in the
darkness, the older hugging the younger across his lap. I
realize he is drinking from his companion's throat. My heart
starts again. He is oblivious to our passing.
“We must move quickly. Hurry.” I look back at the
receding stranger and jog to his side. He steps up onto the
porch of the apartment building and opens the door,
motioning me inside. Quickly, we make our way through the
hallways. A man stands nearly motionless, one foot in front
of the other. As we maneuver by him, I see he is moving,
very slowly. When we reach the front door, the stranger
pauses.
“We can slow down time, but only for a little while.
Our time is running out. When we get outside, run across the
street. Don't slow down. We'll go through the fence and head
for the river. When we get there, I'll tell you about the
chrononauts and what your future holds.”

* * * * *

Chrononaut
Chrononauts have the ability to travel through time.
How a C-naut is trained is really a matter of paradox; they
are trained by an old version of themselves (of this the C-
naut doesn’t know). When a C-naut is first trained he is
given a small portable time travel device, this is usually
very old, and resembling some sort of watch or time piece.
At first the C-naut can only speed up or slow down time
temporarily, but as they begin to study the timepiece they
learn they can stop time and rewind it a little.Eventually
the C-naut can travel to any time any where. There will be a
point in time that the C-naut will realize that after
traveling though time he has become a Paradox and can now
freely manipulate time without the use of the time travel
device sometimes this is when the C-naut finds his previous
self and trains him.
For some reason the only time a C-naut can find
himself is to train him before and after the C-naut cannot
exist in the same place with himself , The same mass cannot
occupy the same space at the same time. That seems to be the
rule most of the time but sometimes the rules say it its
possible to Co-exist. There is something that tells the C-
naut in the back of his mind what and where he is in the
time stream. If the C-naut tries to change something in his
past, he can’t_a Paradox can not create a Paradox, remember
that crazy guy that pushed you out of the way of the
speeding truck then disappeared? That crazy guy might have
been you in the next three years.

Powers of the C-naut

Slow or speed up time : By slowing down time the C-naut can


do combat Matrix-style. By speeding up time the C-naut can
basically fast forward to the good stuff in life; when they
do this they appear to slow down. This power starts at a 1D4
and works like the magic rule. When this power reaches a 1d8
the C-naut gains the ability to stop and rewind time. In
combat each roll is the # of extra actions.

Stop and rewind: At this point the C-naut has learned a


little more about the device he controls and can stop time
with it_even rewind it_to undo an event that has just
occurred. This power starts at a 1D4. When it reaches 1D8
the C-naut gains her last power.

Time Travel: The C-naut learns that the device will let him
travel though time to any place he wants to go. At first he
can only travel a short distant in time (only a few years at
maximum) but soon can travel anywhere. When this power,
which starts at a 1D4, reaches 1D8 the C-naut no longer
needs the device for he has become a Paradox.

Chrononaut skills
C-nauts tend to be more rogue-like than one might
think. For some reason they start to look at the things they
can get a way with criminally. For this reason the skills
they start with are mostly from the rogue skill category.
They also gain a few skills from the fight category (just to
survive if they get caught) and from the mage category
(usually some form of history or lore, "Where is the City of
Gold?)

Rogue: choose 4
Fight: choose 1 (only combat skills can be chosen)
Mage: choose 2 (magic can not be chosen, knowledge skills
can be chosen)

These skills start at a 1D6, any skill chosen later starts


at a 1d4 and uses the AP 20 Rule. This is due to the fact
the C-naut spends most of his free "time" studying time.
* * * * *

I bring up my sword just in time to block a lethal blow


from one of the damned Lunies. Their unrelenting attack is
pushing us backward down the vehicle-clogged street and I
curse every step of the way. The last thing we had expected
was a Lunite attack on Earth soil, but here we are in my old
hometown protecting the last visages of our once-glorious
city of angels.
Frustrated by our recent losses and the arrival of
Lunite soldiers with Cyber-mechanical Armor, the battle is
turning and not in our favor. No one ever expected that
Earth could lose the war. I back up along with the rest of
my squad as more Lunites join the foray. We're running out
of room; the street ends at a large wall that we ourselves
built to protect the residences beyond. There is nowhere to
run; I am a conscripted soldier, forbidden to make my own
decisions on pain of death.
That they use swords and stunners plays to our
advantage_we are to be captured, not executed. From behind
me, the slave driver I know as Sergeant Tank shouts,
“Dammit, Mouse! Use your damned powers now or I'll shoot you
myself!”
Drastic indeed. He and the other members of the chain
of command had always assumed I had mage abilities and I
never told them otherwise. They couldn't have been more
wrong. I nod once, knowing without looking that he is
backing the squad away from me to protect their flank. I
take a few steps towards the Lunites, blocking the blows
that now come hesitantly in my direction. The Lunites do not
know what to expect. Neither do I. Unbeknownst to both them
and the Sergeant, I do have an ace in my sleeve, quite
literally.
The Dimensional shifter on my forearm weighs heavily
under the concealment of my uniform. Just before I had been
shanghaied into the army, my great-grandfather gave it to me
and showed me how to use it. I had so far activated it to
teleport on many an occasion, hence why they believe I was a
mage. In the last battle, I created a dimensional bleed that
wiped out half a unit of Lunies and almost erased our squad
before I could regain control of it. Sergeant Tank had been
ecstatic. Now he wants me to let loose that horrific power
again.
No problem; this time I won't be there to see the
results. I am sick of all this_this reality can only end in
my misery.
I trigger the device for the dimensional bleed just
before a Lunite aims his stunner at me. For a second,
nothing happens. Then the man with the stunner starts
screaming. I get a ghost image of him nearly the same, lying
alongside the wall with his skull blown apart. I see other
ghost images of these men, all of them, broken and bleeding,
screaming and running; it all begins to blend into a
cacophony of viscera and madness. I can only thank the
powers that be that this time someone didn't have a
triggered grenade in their hands_that was how the last unit
had self-destructed. Now, for my next trick. . . I key the
device and step forward as a door of light envelopes me. The
last thing I hear is the sound of screaming. . .
* * * * *

D-Shifters
D-shifters are people who can travel sideways through
time, into different alternate realities where it’s the same
day only the history is different. They are named after the
device they use to accomplish this. They start there career
buy getting their hands on a Dimensional Shifter, this
device literally "slides" the D-Shifter sideways, sometimes
they may find it on a dead D-Shifter, it may be something
their grandfather (who Shifted in his youth) gives them. The
D-Shifter is not changing history he is just travel to a
place where history is different so there is never Paradox.

Powers of the D-Shifter


Teleport: The D-shifter can shift himself a short distance
in any direction. This ability is a perfect teleport meaning
the shifter will never teleport into a wall or another
person he will always appear in a place that is clear of
obstructions. The only thing that a D-Shifter can control is
the direction and distance, he can not teleport to an other
place he’s been unless he can see it (he can’t teleport into
Fort Knox from New York unless he knows the distance and
direction, then he may only appear beside it not necessarily
inside the vault.) When this power reaches a 1d8 the D-
Shifter gains the ability to Dimensional Bleed.
Dimensional Bleed: A Dimensional Bleed warps reality within
a certain area causes different horrific realities to bleed
into this one. This causes those in the area to be stunned
for a number of melees equal to the die roll.

D-Shift: When the Dimensional Bleed reaches 1d8 D-Shifters


gain the ability to shift sideways in time. The die roll
determines the number of days before they can shift again.

* * * * *

. . . And it is the first thing I hear as well. I


stumble blindly in the abrupt darkness, wheeling left as a
blur of light shoots past my chest. I turn back and see a
new battle_a standoff between two super-powerful mages,
throwing fire and light like they were tossing pebbles at
each other. Funny, I would have hoped for a reality where
things were at peace but such a place doesn't seem to exist.
The scream continues and I look surprised at the two beings
nearly under my feet. My heart nearly stops. One of them is
me.
Was me. A very sick-looking, dirty, scummy, dead me
that looks to be twice my real age. What the hell did I do
to myself? A young girl strokes the yellowed skin of my dead
face, cries tears into my filthy hair. She is the one who is
screaming, letting loose a stream of curses, profanity and
anguish that stuns me. Someone loved me? What had I missed?
Was this life better than being a soldier, or worse? The
questions keep me rooted to the spot_yet another mistake on
my part.
The girl suddenly feels my presence and looks up,
scream cut short from shock. I'll be damned if this isn't
the funniest look I've ever seen on somebody's face;
“stunned” doesn't begin to cover it. A second burst from the
firefight strays too close for comfort and I drop down next
to her. Damn, she's young. I don't recognize her from the
other reality, but I definitely feel a familiarity with her.
She hiccups and opens her mouth but I speak first. “Hey,
it's not what you think; I'm from an alternative reality and
I don't know you.”
Her brows furrow but her tears are drying fast now. “I
don't get it.”
“In the reality I came from, I'm a Spaceforce soldier
who was about to get his ass kicked.” Another blast nearby.
“We need to get out of here now.”
She shakes her head. “It's our_my job to be here.
What's your name? I'm Sarah.”
I shrug. “My Spaceforce unit called me 'Mouse.' My real
name is Michael Mitchell.”
Sarah makes a strangled sound and is silent for several
moments. “Can I call you. . . Mike?”
“Well, it's better than 'Mouse'. What is your job?”
“I have to help the angel defeat the demon and protect
the mundanes from harm.” She said it so matter-of-factly but
then her eyes widened in horror as she looked at me. She
wasn't supposed to say that to me, apparently.
Angel and Demon? What a bizarre reality. Yet, one mage
did seem darker and more sinister and the other more. . .
holy. Who was I to judge in this place?
I turn back to her, just as we both realize that the
sounds of battle have ceased. She looks around in confusion.
“They're gone.”
The street is as much of a wreck as the one I left
behind as a soldier. We are the only living creatures left
here and sirens are sounding. I haul her up off her feet.
“Then we should leave too.”
She balks, staring down at. . . well, me. With a sigh,
I heft the dead body onto my shoulder, half-expecting some
sort of disaster to occur from a paradox or something. I
grab Sarah's arm and drag her off the street onto the
sidewalk away from the wreckage. We walk quickly past the
two police cars across the street and up another block
before I hear sirens approaching. I set the body down in a
little alcove off the street and give Sarah a few seconds
with it. As I stand guard my attention is drawn to the
battleground we just left where a figure could be seen
running across the street to the police cars. After several
moments, one starts up and drives towards us, turning left
at the corner and gunning it. Not my business.
I reach down and gently pull Sarah back up. As we
walked, I marveled at the city of angels no longer under the
threat of war. Well, it may have not been what I was
expecting, but I was free and Earth was safe. This would
sustain me for a time.
* * * * *

Marley's Coffee and Café is really filling up tonight.


As a regular here, I can't help but notice the increased
flow of traffic. Nearly every table is filled with a mix of
races and professions, all killing time and wearing out
their welcome on Marley's doorstep. Marley himself is
muttering up a storm, but I knew he didn't mind the extra
business too much. The heavily muscled dwarf makes the
rounds, chatting with the locals and yelling orders back to
the Dickens, this metallic boxy robot that Marley hooked up
with some time ago. As Marley walks by my table, he raises a
bushy eyebrow at me, but I shake my head.
“You sure, Darian? The kitchen's closing. Coffee will
run out soon too.”
“I'm sure. No more caffeine for me tonight.” Not when I
had to make such an important decision as what I was going
to do with the rest of my life.
Marley walks on and I play with my spoon as I
contemplate my future. Apparently my stint in Atlantis,
while unremembered, was not going to go unmarked. Already, I
have seen evidence that I am near-invincible, inhumanely
strong and_wonder of wonders_gravity has no hold on me. I no
longer had use of my legs to stand or walk but I no longer
need them. I am now super-human, and I don't know what I
should do with these powers.
I was born this way, with legs that could barely
function. For nearly 30 years I have forced myself to grow
accustomed to the wheelchair I now sat in. My doctors tried
everything to no avail. I was lucky enough to find a
gorgeous woman who was willing to spend the rest of her life
with a cripple. With the help of modern science I was able
to give her a daughter, my daughter, turned 14 this past
Christmas. Then two months ago I got a call_the Atlanteans
were offering paraplegics the chance to participate in a
study to try out a new surgery. I signed on, hoping to gain
enough mobility to take a piss while standing. They never
said anything about super powers before or after the
surgery. I had been sent home moderately disappointed. Now.
. . this. Did they know what happened, what they had done to
me? Should I tell anyone? What would my wife and daughter
say? Should I actually bother with fighting crime?
The thought of flying around in a flashy cape and
women's hosiery never appealed to me. Neither did skulking
in the shadows and playing vigilante. But I can't live with
myself having these gifts and not using them to make the
world a better place. I also wasn't sure I wanted too many
people knowing what I was capable of. The last thing I
needed was to become a government pet or have drug dealers
swearing vendettas against me. Besides, there were plenty of
would-be heroes in the world.
“Hey, Darian.”
Startled out of my thoughts, I look up to see the
dwarven owner back at my table. Marley purses his lips. “You
look like a man with some troubles.”
I shift in my chair. “Just not sure where to go next,
my friend.”
“No one ever does. You just have to go with the flow.”
I watch his receding back as he moves on to another
table with an eclectic mix of four comrades seated together.
A young female elf mumbles to Marley with a quick glance
over his shoulder at me. Marley says something back before
taking her coffee cup back for a refill. Well, it's nice to
know someone's interested, anyway. It still didn't help me
with my problem.
Marley brings back her mug filled to the brim with
cappuccino when a crash at the front door brings everyone's
heads around. There's a collective gasp as two blood-covered
Vamps stumble in through the somewhat broken door.
“What the hell do you think you're doin'?” Marley
shouts, breaking into a stride towards them. He motions
towards the door. “Get outa here now, before I break you
where you stand.”
They both look hungry and angry. The younger is wild-
eyed and searching the room for an available target, saliva
hanging off the corner of one side of his slackened mouth.
The older one just looks desperate. He is the one who blocks
the dwarf's path. “We need a drink. Now.”
There's no question of what they want to drink. The
younger one's eyes have fallen upon me and have pinned me as
an easy target. Well, this should be amusing, to say the
least. I dare not take my eyes off them, but I hear chairs
scraping behind me. Someone else wants to join the fun?
The dwarf doesn't back down. He snorts. “I don't take
kindly to threats. However, you look like you've been
through the war. Listen, just turn around right now and get
out of here, and there won't be any trouble.”
The younger Vamp snaps out of his daze and snarls at
the dwarf. “There is no where to go; a hunter follows us!”
The dwarf is stunned into silence but I hear several
the sounds of panic all around me. So, there are others who
fear the hunter?
“You brought a hunter here to my café?” The dwarf is
growling, grounding out the words under great strain. “I
should kill you where you stand!” He ends his words in a
shout, reaching out and grabbing the elder Vamp by the
collar of his jacket, throwing him against the counter. The
younger Vamp does hesitate, spinning around in a semi-circle
to grab me by the throat and pull me out of the chair. He
turns me so my back is pressed against him, a human shield
with his harsh breath in my ear. I can now see the rest of
the room. The teenage elven girl that had been watching me
earlier is on her feet along with her male companions, a
dwarf and two humans. Other people are either standing ready
for a fight or hiding in the shadows to avoid one. The
robot, Dickens, stands at the doorway of the kitchen. We're
all waiting to see what the other will do next.
Marley glances over at me, and I try to look
reassuringly back at him, even winking. His furious visage
changes into something more confused. I gather the strange
new power and push up, propelling the surprised Vamp and me
12 feet right into the ceiling. Pieces of intricate molding
and plaster shower to the floor around us and I have a
moment of regret. I'll have to replace that. It did the job
though, as the stunned Vamp releases my neck and falls in a
heap below. I have to give Marley credit_rather than gape
like a fish at my antics, he yanks the other Vamp off the
counter and uses the momentum to throw him into the opposite
wall.
I lower my body until it is eye level with the rest of
the crowd, ready to do battle when a dark shadow falls
across the broken door, kicking the broken remains out of
his way. A large man fills the frame, a man of flesh and
machine. Hoping to warn the others, I shout, “Ranger!” The
café turns into a melee.
Numerous individuals jump the counter and muscle past
Dickens to escape through the back door. One of the blood-
spattered Vamps heads for the back of the café, only to get
blasted aside by some well-placed mage fire. The ranger aims
his weapon_a nasty-looking crossbow_but is knocked aside by
a thrown chair. Behind the ranger enter two police officers,
one with a gun drawn. Uh, oh, now it's going to get serious.
The older Vamp grabs Marley in a headlock. The ranger is
furious and throws himself on both Marley and the Vamp,
knocking them all onto the floor. I fly over and get a grip
on the ranger's clothing, pulling him off while one of the
humans from the back table attacks the Vamp. The ranger
turns and plows a fist into my face just as I see Marley
start to change. A werewolf stands where Marley used to be
and it is enraged. I block the ranger's next blow but keep
him faced towards me. The last thing we need is for the
ranger to target Marley. It takes several more hits from me
even with my new strength to take the ranger down.
The cops are the next worry. There are three of them
now; an armed female has joined them. The elf is locked in
combat with the elven girl who apparently is a mage in her
own right. Marley the werewolf picks up the younger Vamp
that had attacked me and throws him into the other two cops,
keeping all three out of battle for a moment. The older Vamp
grapples with the human, but they are matched in strength,
neither of them giving an inch. Suddenly, I falter in mid-
flight, landing on a table and over-turning it. Surprised, I
attempt to lift myself again, but the effort is weak. I am
tiring, and don't know why. From where I sit, the cops
struggle with the bloodsucker that has them on their knees.
Marley slams his fists against the elder vampire's back,
allowing the human (perhaps not a human at all) to take the
advantage. Then a flare of light nearly blinds us all.
From the middle of the room a man appears, arresting
the fight as we all stare in wonder and apprehension. He is
in his mid-thirties and is dressed in grey clothing. In one
gloved hand he carries a heavy crossbow. He brings it up
with amazing speed and releases a bolt of wood into the
chest of the younger Vamp, who convulses violently and drops
to the floor. The older Vamp watches his companion fall in
shocked silence then turns his head to see the weapon
retrained on his own heart. The stranger stares impassively
into the eyes of the vampire before whispering, “This is for
Mr. Drew, you bloodsucking killer.” He pulls the trigger.
The vampire's agony is horrendous to watch, ending with
a soft murmur of “Jon” on bloodstained lips. Before anyone
else can react there is another flash of light and the
stranger is gone.
The café is wrecked. The cops stand up, but the fight
is obviously over. I can hear the cybernetic ranger starting
to stir in the corner. Marley stumbles behind the counter
and pushes past Dickens, who follows him. What people didn't
leave at the beginning of the fight now start to make their
way through the exits to the street. The police officers let
them, holstering their weapons. Before leaving, the elven
girl releases the brakes on my wheelchair and brings it to
my side. With her help I lever myself into it. When I'm
settled I give her a grin. “Thanks.”
“No problem.” She nods in my direction before leaving
with her companions.
The ranger is awake and hears secondhand from the cops
about the events that transpired while he was unconscious.
None of them mention the werewolf. I can feel his eyes upon
me and I keep thinking he's going to blame me because he
couldn't take out the vampires himself. Marley comes back, a
newly dressed dwarf, and he and Dickens begin setting his
café aright. I realize my strength and probably my flying
ability has returned. Perhaps I overstrained myself by doing
too much at once. There is so much I have to learn. I wheel
myself over to Marley's side.
“Sorry about the ceiling, Marley. I've got some money,
I can_”
“Eh. Don't worry about it. None of my customers were
hurt and you're partly to thank for that.” He straightens
out a table and starts picking up the pieces from a broken
mug. “So, when did you become a super-hero?”
I look around. The ranger and the two police officers
are gone. There are only a couple of customers
left_regulars_and they were helping out as well. I turn back
to Marley with a half-sigh. “Just now, I guess; I'm just not
sure of what type of super-hero I am.”
Marley dumps a handful of shards into the bucket
Dickens brought from the kitchen and wipes his hands on his
pants. “Well, Darian, you don't have to be a cliché or
follow a mold. . . just be you.” A revelation. Marley
motions towards the door. “I don't think we'll be open
tomorrow, but try Thursday. This should be cleaned up by
then. Now go on. We got work to do.”
He shoos me and the other regulars out to the street. I
breathe in the crisp night air and contemplate the
opportunities before me. I don't need to wear silly clothing
or skulk about in the darkness. I don't need to have a
secret identity or change my name to some ridiculous
moniker. I just have to be where I'm needed. And right now,
I need to be at home with my family.
* * * * *
S.A.V.A.S.O.M.
"Fighting the good Fight"
This is the last genre I could think to cover, that of
the Superhero. So break out the tights and the long flowing
capes cause we’re going to catch the bad guys and bring
justice to the world, or something like that…
Here’s the deal: roll a 1d6. This is the number of
powers you get. Now this works the same as anything else
dicewise (all powers use the AP 20 rule constantly). Some
thing’s like strength come and go_it works like the werewolf
die. Below is a list of powers that I could find, add as
many as you like, or as much as your G.O.D. will allow.
If you choose to be a superhero you get 5 skills to
start with and they begin at a 1d6.
All powers start at a 1d4. If you choose a power twice
it doesn’t double but you can upgrade to a 1d6. Choose it
three times and it starts at a 1d6+1. You can not choose a
power more than three times.

Power List
Strength Add this roll to any H2H or
melee Fight stat
Flight Allows you to fly*
Intangible Walk through wall, bullets pass
through you,* magic can still
hurt you
Invisible No one can see you.*You become
visible when attacking.
Shapeshift Change into other creatures or
items*
Energy beams Shoots from eyes or Works just like any other kind
hands of combat
Superspeed The roll gives extra attacks per
melee and pluses to initiative,
must be rolled before initiative
roll
Self-Healing Uses the werewolf changes per
day chart to determine the
number of time per day. Roll
equal HP gained back
See Invisible Roll must be higher than the
invisibility roll
Transform Change from normal form into
super form (no powers in normal
form)
Create energy melee weapon Combat is same, roll determines
duration of weapon’s # of turns
Repulse Move enemy back # of feet = to
roll
save vs combat roll
Teleport Roll = distance in feet

*The roll equals the number of turns the power is in effect


People places and things

Marley’s Coffee and Café

Owner: Marley

Marley started his adventuring career at the age


of 12 after both of his parents were killed by a
werewolf. Three months after the assault he was able to
track the W2 and exact his revenge. During the fight,
which was on the Full Moon, Marley was bitten. Over the
course of the next year Marley thought he was going
insane, he would wake up in the woods covered in blood
and not know what happened. During a particularly nasty
skirmish with a group of Kobalds, Marley found out what
he was. Marley changed into his beast form and
destroyed the Kobalds quickly. Marley decided to keep
his affliction under wraps. As the years went by,
Marley amassed a very large fortune, which he used to
open his café. Two years after opening his café Marley
ended up saving the leader of “Odin’s Ravens,” a local
biker gang, from a brutal beating from a rival gang.
Marley was made an honorary member. As the years passed
and Marley’s business grew he realized he needed to
hire someone to help out. Then he met Dickens.

Staff : Dickens
Five years ago a small spacecraft crash landed
right off the coast of Galveston, TX. There was only
one survivor and it was a machine with no memory of
what happened. After the press was finished and the
government got all they could from the robot, it was
left to fend for itself after seeing a "Help Wanted"
sign hanging in a small café the robot found its
calling, on the spacecraft he was the cook, and became
known as Dickens.

Mary Shelly Memorial Hospital

Head of Genetics: Dr. Franklin Edward Stein


Head of Magical Disease: Dr. David Wyrde
Head of Pediatrics: Dr. Alex Zuse
Head of Veterinary: Dr. Robert Harrison
Head of Terminal Ward: Dr. Ian Kevork
Head of Pharmaceuticals: Dr. Phelix Good
Head of Psychiatric: Dr. Carlos Young
Head of ER: Dr. Bruce Booker

The hospital is known around the world for having the best
of the best. If you need medical attention this is the place
to go. Don't be surprised if you can't afford the service,
for it also very expensive. But on the up-side you might be
able to make "arrangements" for work in trade for services.

Prophecies Inc.
"We find the people to stop your Apocalypse"
Prophecies Inc. got its start eons ago when the "Holder
of Lore" was near the end of her life. The Holder had kept
all Prophecies from all over the world and had given them
out when they were needed and as her time began to slip away
she began to recruit people to carry on her work. These
first few people became known as "Keepers".
Over time the task of collecting and distributing
Prophecies became more and more difficult. Around 1800, the
Keepers decided to make themselves known to the public and
began gathering people to fulfill the Prophecies.
In 1902, the Keepers opened the doors to the first
official office in Berlin, Germany , an office that would
keep track of all the "end of the world" Prophecies. Now a
century, later Prophecies Inc. has become a multi-national
organization with offices in every major city across the
world.

Chief Executive Keeper; Home Office Berlin, Germany: Marcus


Sandbitter
Prophecies Inc. Recruiting Agent Houston Office: Dennis
Field

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