Splinter - Core Rules (OEF) (2016)

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SPLINTER

Two Worlds – Two Game Systems –


Linked To Create One Roleplaying Experience Unlike Any Other

YOU ARE THE PLAYER


Earth, 2471 AD. The only thing that matters is The Game. As a Player – a trained Professional or a conscripted
Amateur – you Port into The Splinter with an audience of millions watching your every move. In a VR mega-dungeon
of infinite size, you will struggle in conflicts dire, for your very life, and for the entertainment of the masses.

Earthside gameplay uses End Transmission Games’ DicePunk System, first seen in Phantasm(2010) and Psionics.

YOU ARE THE AVATAR


The natives of The Splinter – taken by Players as their Avatars – don’t know it’s an ultra-violent spectator
sport for Earth. To them, The Splinter is the True Realm: an ever-expanding, ever-changing mega-dungeon
labyrinth. The inhabitants of the Splinter are as strange as their environment: powerful shapeshifters gifted
with the power to alter reality through will alone.

Gameplay in The Splinter uses its own deep, tactical dice-pool system that pays homage to the best of old-
school Dungeons & Dragons.

ON DYSTOPIAN EARTH, only the rich and famous can afford personal freedoms. And the
only way to get famous is to put on the best show you can… or die trying.

IN THE SPLINTER, everything’s out to kill you. Even your fellow Avatars. And when you die in
the Splinter, you die on Earth.

Will you kill your way to SUPERSTARDOM, or wind up a


smear on someone else’s highlight reel?
S P L I N T E R

“The road I walk is paved in gold


To glorify my platinum soul
I’ll buy my way to talk to God
So he can live with what I’m not

The selfish blood runs through my veins


I gave up everything for fame
I am the lie that you adore
I feed the rich and fuck the poor

I got, you want


It just don’t stop

This is entertainment
Lives are entertainment
You are down on your knees
Begging me for more.”
-InnerPartySystem, “Don’t Stop”

“Ave, Imperator, morituri te salutamus – aut non.”

-Misquoted Latin Phrase


Caveat
If this is your very first RPG...put this book down, play another one first, and then come back.

The weirdness will be waiting.

Credits

Concept and Design Contributing Artists


Devon Oratz Mikaela Barree, Marisa Buxbaum, Emily Foley, J S Park,
Jason Strutz, Joseph Westwood, Daniel Wood, Lauren
Woodall
Additional Fiction
Mikaela Barree Notice of Open Game Content
While this game uses none of the mechanics of the d20
Additional Material system, some content in this game is inspired by Open Game
Content from the d20 System Reference Document Copyright
Evan Smith 2000-2003 Wizards of the Coast, Inc. by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Playtesters Thomas Reid, and James Wyatt, based on original material by
E. Gary Gygax and Dave Arneson. Other content is inspired
Mikaela Barree, Emily Foley, Robert Gross, John by Open Game Content from 1001 Science Fiction Weapons
Jemmott, Evan Smith, Rachid Yahya by James Thomson, with Product Identity from 1001 Science
Fiction Weapons used with the author’s permission. All of
this content remains Open Gaming Content and may be
Proofreaders used under the terms of the Open Game License. Nothing
else contained in this game is Open Game Content or falls under
Mikaela Barree, Emily Foley, Richard Kelly the Open Game License.

Copyright© 2016 End Transmission Games, All Rights


Art Director, Layout, and Reserved. No part of this work may be reproduced without
Graphic Design prior permission in writing of the Copyright Owner, nor be
otherwise circulated in any form other than that in which is
Mikaela Barree it published.

Cover Art
Vicente Sivera Catala
Influences
“I mix it all together, give it a squeeze and see what drips out. That’s how I write.
Readers could probably make a parlor game out of guessing from where I stole what.”
-Matthew Woodring Stover

It’d be a fair cop to say that SPLINTER is (in part) Matthew Stover’s Acts of Caine series with the serial numbers filed off,
exactly as much as D&D is Tolkien, Shadowrun is William Gibson’s Sprawl Trilogy, and Vampire: The Masquerade is Anne Rice.
So at least there’s good precedence for my “sticky fingers”.

But it’s more complicated than that, because that oversimplification would be leaving out all of the other varied and sundry
things that have penetrated my fevered mind over the years and coalesced into this game. Like the film Dark City, the look
of Tsutomu Nihei’s haunting megastructure from the manga Blame!, a lifelong love of and fascination with random content
generators, the virtually psychoactive lyrics of The Mars Volta...trailing off now, because what I’ve started with this sentence
I’d need to go on for fifty pages or more to finish. I mean I haven’t even figured out where all the shapeshifters came from yet.

If you enjoy this game – on any level – and obviously I really quite hope you do, and you’re not familiar with any of the things I
mentioned above, you should definitely check them out post haste. Without them, there wouldn’t be a this, so don’t go one
second longer than you have missing out on the awesome. Read Stover’s Heroes Die, see Dark City, listen to The Mars Volta. (While
you’re at it, read House of Leaves; it didn’t actually inspire this because I didn’t read it until much later, but it might as well have.)
Then come back and play more SPLINTER.

-D.T.O. (2/2/2012)

Table of Contents

Prologue: Starstruck  1

The Basic Game and Setting  19


Our World: The Portal  20 Rulesburst: Dicepunk System
Opportunities Await!  21
Gameplay Concepts  32

Guerilla Radio  23 Dice and You  32


Checks, Tests, and Attacks  32
Rulesburst: Playing a Player  24
The Combat Round  34
Don’t You Mean Character Creation?  24
Anatomy of a Combat Turn  35
Simulating Two Worlds  24
Hurting People  37
Professionals and Amateurs  25
Health Points: A Sliding Scale from Not Dead to
Creating a Player  26 Dead  38
The Realm: The First Seed of Possessions  70
Wisdom  39 Illuminated Rules: Avatar Combat &
Illuminated Rules: Avatar Other Actions  71
Creation  42 Initiative  71
Choose a Bloodline  42 The Combat Turn  72
Choose a Sect  50 Attacking  72
Avatar Statistics  51 Additional Actions  78
Avatar Skills  54 Death and Destruction  78
Harmonics   57 Healing and Rest  78
Form Characteristics  69

Advanced Rules and Setting Info  79


Bread and Circuses: A History Rulesburst: Player Advancement  93
Lesson  80 Subscriber Points  93
The Multi-Nationals  80 Player Ranking  95
The Corp Wars  80 Training Points and Avatar Improvement  95
Multiculturalism  80 Player Ranking and Avatar Ascension   96
Economy  81 Player Attribute and Skill Improvement  97
The Resistance  81
Rulesburst: Material World  99
The Class System  81
Personal Weapons  100
The Classes  82
Personal Armor  104
Producers and Studios  84
Personal Electronics  105
Rulesburst: Finer Points of Play  86 Lifestyle  107
The Transfer Process  86 Vehicles and Transportation  111
The Id, the Ego, and the Avatar  87 Vices and Perks  113
Game Types  88
Color Commentary  91
Illuminated Rules: Evocation Spells  121
Sufficiently Advanced Magick Conjuration Spells  124
Is Indistinguishable From
Illuminated Rules: Life in a Dungeon
Technology  115
– Other Dangers  127
The Nature of Magick  115
Starvation and Dehydration  127
Sorcery – Magick Use as a Skill  115
Exposure  127
The Four Sides of Sorcery  116
Falling and Drowning  128
Charms and Spells  116
Visibility  128
The Grimoire  117
Traps  129
Terminology  117
Locks and Stuck Doors  130
Illusion Spells  117
Dungeon Evolution & Ecology  130
Divination Spells  120

Referee Section  134


Rulesburst: People of the Illuminated Rules: Sample Gear and
Earth  135 Treasure  210
Illuminated Rules: SPLINTER Starting Gear  210
Generation Tables  143 Valuables, Coin, and Barter  210
A Note on Random Generation  143 Random Treasure  210
Level Generation  144 Treasure Tables  211

Passageway Tables (Roll for each “new” Weapons  212


passage)  145 Medieval Weapons  212
Individual Room Contents (Uncontrolled Modern Weapons  214
Level)  146
Selected Weapon Descriptions and Additional
Stairs  148 Notes:  217
Wandering Monsters  149 Random Armor Table  227
Illuminated Rules: Sample Creatures Armor and Shields  228
and Monsters  150 High Tech Protection  229
Mini-Glossary and Notes  150 Useful Things  230
Encounter Tables  151 Random Healing Items  230
Tools and Gear  231
Miscellaneous Items  232 Shards of Illumination  240
Random Valuables  232 The First Seed of Wisdom: The Realm  240
Random Books, Scrolls, and Maps  233
We build the future on the graves of our
Magick Treasures  234 forefathers, on their ashes  243
Random Charms  234 Unpublished Notes on Negligent or non-
existent research of Unexplained Splinter
Random “Magic Items”  235
Phenomena   244
Wands  237
Report on Outsider Activity  245
Potions  238
The Labyrinth of the Pyx  246
Tuning Whistles  239

Index  247
Prologue: Starstruck
The lost city of Solar hadn’t been seen by any of the Seven Bloodlines in countless eons; and yet, here
it spread beneath the travelers like a flower. The door they’d walked through after taking the interminable
winding stairway downward opened up into a tower. And out the arched, open window directly facing the
stairway, they could see a sky ceilinged by clouds and, what was more, sun streaming downward in thin rays,
casting a far glow on the distant horizon and throwing the rest of the city into dark silhouette.
Surrounded by trees and residences and shops spread so thick that the ground was scarcely visible, the
central edifice loomed before them. Connected to the tower they stood inside by a long and wide stone bridge,
walled along both sides and overlooked by spiked turrets like sentinels, the farthest structure looked to be a
manmade mountain. This mass of architecture was crowned by a central spire, gargantuan, and framed by a
central open arch that seemed to channel the sunlight’s glow. It reached and strained upward, a crown, or a
claw.
Radzahn had almost expected a fanfare as they opened the door and looked downward, the full weight of
this historic moment heavy on his mind. But instead, they were met with silence, so still that it seemed that
even the air was scarcely moving. A ghost town, he thought to himself, blinking at the sun and the sight and a
worrying anticlimactic feeling.

l1k
“Well, what are you cowards waiting for?” Crain’s voice from behind him sounded like a particularly angry
buzzsaw. “Keep moving.”
“Haven’t you ever heard of admiring the scenery?” beside Radzahn, Blancard had his long fingers on the
window ledge, and leaned his slight upper body out the opening. His long, bound-back blonde hair fell over his
shoulder, a strand or two catching on the silvery Drake’s wings that folded against his shoulder blades. The hilts
of Blancard’s twin scimitars, sheathed, knocked against the stonework of the wall. He breathed inward, loudly.
“That light,” he said, his every word lilted with a flourish. “I’ve never seen anything like it.”
Crain grunted. Without turning around, Radzahn could hear the Needlekin move, the spikes of his body
that had become his armor clanking and scraping against each other. When Radzahn did peer over his shoulder,
the towering figure of the suit-of-armor made animate was still glaring down at him. “And what about you?
What’s your excuse?”
Crain was a man of action, and action first; Radzahn admired this, in a way. “Considering,” he replied,
reaching into the satchel tied around his bony hips by a violet sash. As he was now, Radzahn was just as slender
as Blancard, but had none of the Wyndlass’ toned muscles. Instead, he was a weed – tall, scrawny, with two
large spectacles and a high, swept-back mess of short copper hair. Where Blancard was clad in sturdy hide
armor, and Crain was armor in and of himself, Radzahn wore only a light cotton shirt and trousers tucked into
his leather boots. It was easy to feel out of place.
With thumb and the first two fingers on his right hand, he extracted a compass from the satchel. He’d been
working on it as they’d made the long journey from Zentropa, and then further on through Fatale and the tiny
outpost of Sinecure City (which wasn’t much of a city at all). The spinner set into the silver disk circled idly as
he shifted his wrist to and fro. As his companions looked on, he sank to the ground, crossing his spindly legs and
heaving a great sigh. Then, he narrowed his golden eyes, staring at the compass, focusing only on the compass,
drawing up the harmonies of his surroundings and tuning them to his will. The tarnished metal of the disk
began to very faintly glow.
“Hey,” Crain clanked impatiently. “You really think this is a good place for that?”
“As good a place as any,” Blancard shrugged, pushing off of the windowsill, fluttering his wings and swishing
his long, silvery tail. The Wyndlass began to pace around the hall; beside the door they’d come through, another
door led out of the room, and would presumably (though not definitely) connect them to the bridge and therefore
to the rest of the city. It was this door that Blancard began to examine, crouching down and stroking his close-
cropped, sandy beard, humming thoughtfully.
A few minutes in, however, Crain let loose a throaty growl and shoved the slender Wyndlass away from the
door. He laid a big, gauntlet-hand on the steel doorknob.
“Hoy!” Blancard sputtered, though he easily caught his footing. His tail flicked through the air like a switch.
“What?” Crain cast a threatening glance at the smaller man through the slits in his visor. “Not trapped, is
it?”
“No, but—“
Crain opened the door.

l2k
It wasn’t, as Blancard had posited, trapped. Behind the door lay an open courtyard, fully surrounded by an
arched stonework railing, save for a stone staircase that winded downward from one edge of the stone platform.
All around the courtyard, the scenery of the city sprawled, hundreds of feet beneath them, in a sheer drop. And
standing directly at the entryway to the courtyard was a huge, grey Drake, over six feet long, its eyes sewn shut
with blackened and filth-encrusted thread, its toothy mouth gaping and unbreathing.
Its slender body and whipping tail floated eerily before them on dead and leathery wings. Of course it had
known they were there; it hadn’t needed to see.
Before Crain could utter a curse, it pulled back its spade-shaped, reptilian head, and snapped at him. Much
too quick for any undead thing, it snapped again, and again, fast as a shot but completely silent.
By the time Crain had even been able to move, three puncture wounds were already visible in his glistening
spiny armor. He grunted in pain, clutching the wounds that would have felled any smaller man; they didn’t
bleed.
“By the Nomos!” Blancard shouted, drawing both scimitars; as he did so, his tail snaked into one of his
black leather boots, whipping out a wickedly curved knife – his kukri. The undead Drake turned an unseeing,
unmoving visage toward him, and the Wyndlass launched himself rolling over the thing’s back, leaving
numerous shallow cuts in its wings before landing nimbly on the other side. To no one’s surprise, it too didn’t
bleed.
Crain wrenched his Warhammer free of the moorings that bound it to his back, raising it above his head in
both hands, unleashing a guttural cry. “You should not be,” he exclaimed, hefting downward with his weapon.
“And it is I who shall unmake you!”
The Drake managed to twist suddenly out of the way of most of the blow; the Warhammer glanced off its
rotting scales, chipping away a decaying avalanche of them. It issued forth no roar of pain, nor any indication it
had been harmed at all.
It was all happening much too fast for Radzahn to do anything. In his palm, the compass was growing
warmer, glowing more fiercely. A bead of sweat dripped down his brow, but he could not even move from the
strangely casual position he held, cross-legged on the stone floor. The scene seemed to be playing out very far
from him, beyond the haze of concentration, as the harmonies of the Splinter hummed around him, chanting
that he hadn’t even known he had begun issuing forth from his throat.
Between the rakish Blancard and the walking tank that was Crain, the zombie drake writhed and swayed
out of the way of their flurry of blows. But something within it must have sensed the swell of Magick that was
rising up around Radzahn, because it rose into the air on ragged wings and dove downward onto the cross-
legged Spellcaster, flying clean over Crain’s head. Its blind head drew closer with each snap of its jaws. Radzahn
could see clearly the rows of needle-sharp teeth, bone-dry and still glistening—
—and the open, reptilian mouth, sewn-shut eyes, attached to a rotted grey head, continued to sail toward
him, and landed nearly in his lap. Its jaws snapped mindlessly one last time, inches from his groin, and then
it fell still. Beyond the head, the body flopped and clawed and skittered along the stone floor, wings flapping
uselessly.

l3k
On the wall above him, Traz had been so silent and invisible that he’d nearly forgotten she was there.
Nearly. But it was always best to remember her, lest she choose to turn that razor-sharp tongue against any of
them. She slurped the ten feet of tongue back into her mouth from where she’d handily bisected the Drake, the
cilia on her jet black hooves keeping her clinging to the stone ceiling.
Radzahn silently watched, the pulsing, glowing compass in his hand still attuning to his Magick, as the Vryx
sprung from above, arched backward, breaking her back like a contortionist as she landed on the ground on her
front hooves, then leapt onto hind legs. If she were not so hideous, the movement would have been beautiful;
as it was, she was fascinating. Her red skin was lightly furred, long, swishing tail tipped with a wicked, two-
pronged blade. She had no eyes, but a huge, grinning toothy mouth, and two curving horns swept back from
her crown. But even as she crouched, this hideous visage melted away, and she stood as a much more welcoming
sight.
Long, slender legs, barefoot, a tiny body clothed in ragged strips of leather sewn together to protect
whatever small modesty she held. Her black hair was curly and wild. There was a ruthlessness in the brown,
almond-shaped eyes that sat evenly above a small, pointed nose. “I can’t take you boys anywhere,” she purred
and glanced toward Crain, who grunted.
Blancard strode over to the corpse of the drake, and spat onto it, even as it still twitched. “Abomination,” he
said. “Do you suppose there will be more?”
“Aye,” Crain nodded, reaching out a hand, his exoskeletal armor peeling back from his skin in metal shards,
revealing the well-muscled, spike-studded flesh beneath. From a black leather pouch slung on her hip, Traz
pulled out a yellow clay pot, the contents of which the Needlekin began smearing into his (now bloody) wounds.
“And much worse.” He seemed almost pleased.
Radzahn took a deep breath, as though he’d been drowning. The glowing aura that hovered around the
compass stilled, as though waiting for something. The slight, bookish man rose to his feet, moving back to gaze
out the open window. He was shaking and pale.
“And you.” Crain’s voice raised dangerously, and he stalked to the window, brandishing the clay pot at
Radzahn as though he was going to smash it over his head. “What in blazes have you been doing, just sitting
there?”
“Doing our job for us,” he hissed through his teeth, and stared down at the charm.
The others knew enough to be silent.
“Seek,” he said, voice thin with pain. “The Grimoire Lux.”
The glowing Magick surrounding the compass coalesced into a golden wind, which swirled around the
spinner, lifting it up off its disk. The pointer twirled once, twice, then stopped. Its head pointed straight before
him, at the central spire.

ab
cd

l4k
There was nothing Danny enjoyed more than the Adventures of Scranch Crain. Scranch Crain was not
complicated; he took on his problems headfirst, with little patience for subtlety. What was more, Scranch Crain
always won, in the most real and ruthless of contests, with the highest of stakes. With a mighty battle roar,
even the most fearsome enemies quaked before him; the strength of Crain’s resolve bolstered anyone who
took up the sword beside him.
Danny had loved Crain – and his Player, Sam Gest – since he was a kid, maybe thirteen. Around that time,
Gest made it out of the bush leagues during an absolutely incredible Capture the Flag game, of which he was
the only survivor. During that particular game, the Capture the Flag battle had run afoul of a Haon-Dor Fallen
and its army of undead servants. Needless to say, the object of the game was corrupted, but Gest as Crain had
managed to fight his way out to the Port, flag in hand, trailing zombies behind him.
Danny’s father hadn’t let him watch that game, or any other shortform game. The old man worried often
and loudly about Danny getting “indoctrinated by violence” – it was the kind of talk that had got him demoted
to Worker, and Danny hated it.
But Danny had heard about that particular Game at school; the kids at metal shop couldn’t stop talking
about it. When he’d gone over to Rick Montoya’s house he’d watched the cube recording. Then, they’d re-
enacted the battle, over and over again, taking turns being Crain and the Haon-Dor, until Rick’s mom had come
home from work and told them to go to bed.
After that, Gest had gone on to superstardom, landing his own Long Form adventure. From the moment
it first aired, Danny had been glued to it, begging his dad to let him stay up and watch every installment. He’d
been upset by how much the adventures were edited before being broadcast on EBC basic; Crain was in the
Splinter for months at a time, and Danny and the rest of the Worker class could only see a few hours every
week. For a long time, he dreamed of being lucky enough to get one of the first-hander berths, to watch the
action up close and personal, and – for even a little while – to be Scranch Crain himself.
Even as he grew up, reaching sixteen, dropping out, getting his first job as a cube rental clerk, and punching
the clock there for two more years, he never stopped idolizing Gest and his Avatar. Gest was one of the few
things he was ever really passionate about, at least outwardly.
Who better to idolize? Certainly not Gest’s co-star, the raffish Tony Hartman (the Player behind Guillome
Blancard, Wyndlass swordsman extraordinaire). Blancard was a showboat, quirky for the sake of quirkiness,
and Danny was convinced that Hartman had only made it to the big leagues by riding on his pretty-boy good
looks alone. And while Blancard had a kind of wit to him, there was something about his smug grin that Danny
found untrustworthy.
Inside the Splinter, Crain was a hulking behemoth of a man, a Charles Atlas. In the real world, Gest himself
cut a dashing figure, with a square jaw and deep-set eyes, average build, dark, short-cropped hair. He wore only
the best cut suits, high-collar longcoats, and retro-chic fedoras with silk bands. In interviews, he was all class; a
stoic when it mattered most, and gregarious when the mood was right.
What was more, Gest’s longtime girlfriend, Emilia Cruz, was something else entirely. Dainty, with short,
shoulder-length blonde hair, and dark eyes that seemed sharp-witted and intelligent, Cruz herself was a force
to be reckoned with. She’d risen the ranks to superstardom young, graduating early from the Professional
Academies at only seventeen, and had made a name for herself by twenty-two. Even though she was a decade
younger than Gest, she’d easily kept pace with him.

l5k
Danny could scarcely dream of a girl like that (though dream he did, in spite of himself). In the long drudgery
of his menial and unending work, he often imagined still what it would be like to be a man like Gest; to wield that
kind of personal power. To be completely unafraid, come what may.
At five-foot-eight, weighing 130 pounds soaking wet, even at the age of eighteen, there was a lot for Danny
to fear. Especially in the Worker ghettos, where the tough got tougher and the weak stayed meek, or died. Most
of the kids that Danny had grown up with, like Rick, had dropped out of school early and joined gangs, running
contraband coke for extra cred, and starting shit with anyone who looked sideways at them. Thugs like that
preyed on the chattel like Danny – small guys who worked their long hours for paltry fees, walked home late and
alone to their shitty tenement houses, and watched the EBC before bed. Those guys, the complacent Working
Class, were the targets. Free money, with no defense, and no recourse.
Even so, even in the proving grounds of the Worker ghettos, Danny wasn’t a fighter. He was a taciturn
kid, ruddy-faced and pimply, pointed chin and upper lip dotted with patchy stubble, his dark hair short and
cowlicked. And though the evils of the world did not escape him, the prospect of his dead-end life, forever
working behind a desk at the rental store, doling out cubes and assigning late fees, was somehow mitigated by
the daydreams of the Splinter.
It was a world, like this one, that a guy like him would have very little chance of surviving in. And it was an
empty dream too; the only way he would ever play the Game himself would be by getting arrested, which was
something Danny didn’t plan on for the near future.
The sun had set a long time ago. Even though Danny couldn’t afford a timepiece, he knew what time it was,
because his shift change release came in. She was a middle-aged woman, heavy-set, with squinting eyes and
an ill-fitting and perpetually stained blouse. Her name was Nancy and she was scheduled for 0100 hours, but
she always came in half an hour early. She manned the desk while Danny cleaned up and got his affairs straight
and punched out promptly at one.
At this hour, there was a kind of apprehension in the air. As he walked the narrow corridors and streets
between buildings (tightly packed, aging badly, all peeling paint and rust), he could hear the sound of a
dumpster opening a few blocks down. Shouts and screams in another direction. Above him, lights turning on as
the unskilled returned home from their late shifts, lights turning off as still more settled in for bed and a long
day of labor before them.
He turned a corner and shambled across the street. He’d been standing all day and his feet hurt, badly. He
raised one hand to wipe blearily at his eyes.
That was when he felt something hit the back of his neck. It didn’t hurt; merely startled him. Someone had
thrown a can.
“Hey,” said the someone.
Danny turned around, staring at the pack of guys in front of him. They were a strangely assembled bunch;
a few of them just as scrawny as he, but wielding knives in their small, grubby hands. Some of them were a fair
sight bigger. Danny thought they could be anywhere from fifteen to twenty-five. There were six of them. The
tall buildings of the ghetto loomed to either side of them. All above his head, lights that had been on turned off,
and shutters closed.
“Uh, hey,” Danny said. His voice broke slightly when it came out. He was embarrassed of it.

l6k
“How’s the night going?” said one of the guys, the smaller ones, deceptively pleasant as he strolled toward
Danny. The knife he held caught what little light surrounded them as he tossed it nonchalantly. Danny could
track the movement of the blade as it flashed, end over end, and the hilt landed in the guy’s palm. “Having a
good night?”
“Oh – okay,” he said, swallowing. “How about you?”
“Not so good.” The guy shrugged. “You know.”
“Sorry to hear that.” Danny looked behind him. No one and nothing but dark, empty street, and a dead-end
of chain link fence.
“What’s up? Fucking rude.” The guy lashed out, lightning quick, slashing at Danny’s face. Danny flinched
back, though he hadn’t needed to. The jab had fallen intentionally short. The guy and his friends laughed. “Didn’t
anyone ever tell you, you’re supposed to look at people when they’re talking to you?”
“Yeah, uh, yeah, sorry about that.” Danny rubbed his cheek absently. “It’s just that I gotta get going. Long
day tomorrow.”
“Aw, man, you gotta go?” The guy was all teeth, like a shark. “I thought I told you I was having a shitty night.
You’re having a good night, right? Least you could do is spread it around.”
“Spread it around?”
“Yeah. Give unto others or some shit. Brotherhood of man or some shit. Right?”
“Look, I have to go home.” And then Danny looked behind him again, backing away.
In front of him, the guy reached out, grabbing Danny’s shirt collar with surprising strength. He felt himself
being thrown off-balance, tripping over his aching feet, knees meeting hard asphalt. “I told you, it’s fucking
rude not to look at someone when they’re talking to you.” Swiftly, the guy pulled back his foot – steel toed
boot, Danny noticed – and delivered a swift kick upwards into Danny’s ribcage.
His world spun as the breath was knocked out of him. When he caught his bearings, he was on his side. The
group of thugs had formed some kind of gauntlet around him; as he tried to get to his feet, arms shaking, he
felt the tip of another steel-toed boot make contact with his jaw. Something made a very bad noise. He saw
stars, and slumped back downward.
Hands were on his back pocket, fishing out his wallet. As he felt the entirety of a week’s worth of work
and food coupons depart from him, he made a weak, outward grab. Someone grasped his wrist, and he dazedly
noted that another someone was stomping down, hard, on his forearm. The peals of laughter from the crowd
was not quite enough to drown out the cracking sound.
He screamed, but managed to keep back the bile that was rising in his throat. Now that they had his
money, he’d thought they’d make off. But it seemed that they had nothing better to do tonight. For every time
he tried to get up, to kick wildly at them, to try to fight back even as consciousness slipped away from him,
they unleashed more and more of their primal, mad fury down upon him.
And he took every blow, wondering, as pain overcame him and made him near-drunk, what would Scranch
Crain do?

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Something dark and terrible had happened to Solar, and that something bore the face of the Haon-Dor.
With every step toward the spire – and the Grimoire – it became more and more apparent. Crain blazed a swath
through armies of undead Tauros and Gravesworn, of Bloodlines long dead and re-animated as mere puppets.
All the while, Traz slinked along beside them, silent and invisible, as she and Blancard checked the stones and
rails for deadly traps.
Radzahn held his compass aloft, eyes glued to it, as though it alone would keep him safe as it led them to
their destination.
The exact origins of Solar had become muddled over time, shrouded in legend and the inconsistencies of
retelling. The important thing was the Grand Librarium, the largest collection of knowledge and lore in the
known Realm. The countless tomes there contained Philosophy, Magick, Technology that had been lost to the
Bloodlines for centuries, ever since the Realm had closed the passages to the doomed city, like a wound scabbing
and healing over time. Among these books, one title that stood out was the legendary Grimoire Lux.
The Grimoire Lux was a mystery to all the Sects, but each had their theories about it. The Novembrist
Court, for example, had a deeply-held belief that the Grimoire contained some kind of deadly and powerful
weapon, capable of unthinkable destruction. The Anarchist Scientists believed that the book held some kind
of secret to the nature of the Realm, and to its creation and true nature. And it was the Anarchist Scientists
who had hired them and other adventurers, through couriers sent all the way from the Anarch city of Freehold.
Naturally, they promised spectacular riches and lost Magick and technology from the Outpost stockpile as a
reward. In spite of these strong incentives, their party was the only one that had been “motivated” to make it as
far as Solar, as far as they could tell. Or at least the only one that survived.
For Radzahn, it felt like nothing less than a Holy Quest. He felt a special protectiveness toward knowledge,
and the sanctity of it. The act of learning seemed like the truest, purest aspiration one could have. Knowledge
was not merely power, but harmony; it was insight that paved the road to betterment and to peace. He
suspected that the others were in it for disparate reasons, however. Traz’s eyes had glittered at the mention of
treasure. Blancard was a little more inscrutable, but seemed desirous merely of the glory of the journey, and to
see places that few before him had ever seen.
Scranch Crain was transparent. He was in it for the fight.

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The entrance to the spire was dark, smooth stone, straining up toward the clouds. The arch that framed it,
stretching far above them, impossibly large, was etched with mystic runes in a language long forgotten by time.
Before the travelers were two arched onyx doors, half a dozen men high. Heavy steel-ringed knobs hung from
them; Radzahn wondered if even Crain was strong enough to wrench them open.
It turned out that he didn’t have to worry. True to form – without waiting for any of the others to listen or
even check the doors for traps – the big Needlekin grasped both, bracing himself against the weight, and pulled
them slowly open. Beside him, everyone tensed. A cloud of dust kicked up into their faces, sparkling in the errant

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sunlight. These doors have stood closed for generations, Radzahn thought. And now, with no ceremony, we’ve
opened them, as though this was merely another room of little consequence.
Blancard coughed, waving dust out of his face, hands gloved in supple black leather. “Damn it all, Crain.
Couldn’t you have given us a moment to prepare? Who knows what’s beyond this one?”
“I know already, old friend,” Crain growled. “Our Destiny, be it glory or death.”
Radzahn wondered if they had rehearsed that, in preparation for this moment.
As the dust cleared, he heard Traz’s voice, close to their heads. Looking up, when he squinted, he could see
the vague outline of her camouflaged form against the black door from which she hung, crouched like a spider.
“I’ll move in silently and look around. Stay put.” With the faintest of clicking sounds, her hooves on stone, she
slipped into the great room before them.
From where they stood, Radzahn could see a massive library. Tiny windows that encircled the top of the
spire, the great hall into which they were entering, channeled sunlight downward onto rows of books. Motes of
dust as thick as fog danced upward through the air, disturbed from their resting place. Long tables lay down a
center aisle between the books. A few tomes were open atop them, and still more were scattered haphazardly.
On the far end of the hall, a single book was raised above the others, both by a platform and a pedestal. The
ceiling was high and steepled. Every single wall was made of bookshelves; dozens of stories of books extending
straight upwards to the domed ceiling. Even there he thought he could make out the faint outlines of their
spines.
“All clear,” Traz said from within, not returning.
Blancard was the first one in, head cocked to the side. For once, he was quiet, as though the stillness and
quiet of the library was infectious.
Radzahn followed. Behind him he heard Crain, heavy spikes clanking together. “You sure nothing’s in here?”
He seemed skeptical, but loudly so, his voice raised in something like annoyance.
“Nothing I saw,” said Traz’s disembodied voice, somewhere near the far pedestal. Everything they said,
every step they took, echoed in the large chamber.
“Seems strange,” Blancard said, sounding mystified. He scratched the back of his neck, tail swishing
nervously. “Do we just… take the book?” They passed down the aisles, stepping slowly and deliberately. Then,
all three men ascended the short steps up to the pedestal. Traz leapt off the wall behind them, her camouflage
melting away, along with her hideous Beast form. The four travelers stood, side by side, looking down at the
tome before them but not touching it.
On its golden cover in embossed lettering, beneath a pictogram of a stylized sun, were the words Grimoire
Lux, in Old Aventine. In Radzahn’s hand, the compass ceased to glow, its Magick leaving the charm. He placed
the compass back into his satchel.
“I’ll take it,” said Crain, he tone brooking no argument. “If this pedestal is trapped, I’ll take the brunt of it.
The rest of you, step back.”

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“Scranch,” Traz said, tilting her head to the side. “Are you sure? I don’t believe it’s trapped, but… seems like
quite a risk to take.”
“Not to worry. I’ve faced much worse foes than a book.”
Radzahn cast his eyes between Traz and Blancard as they both stepped back and away from the larger man.
Both seemed nervous, jumpy. Blancard couldn’t stop moving, his silver wings furling and unfurling. Traz’s dark
eyes were casting around the library, long legs poised on the balls of her feet.
He stepped over to join them, one hand on his satchel. They moved down the steps into the aisle, keeping all
eyes on Crain.
The Needlekin wrapped his hands around the book, lifting it from its pedestal. Another cloud of dust kicked
up around him.
In the far end of the hallway, a mighty crash sounded. Radzahn, Blancard, and Traz whirled around to see
a heavy metal gate, dropped from the ceiling, its spikes now dug securely into the stone floor beneath. When
they turned again to glance at Crain, he was already staring the other direction; the wall behind him was slowly
rotating.
“This,” Crain said, slowly, and with his trademark bathetic stating of the obvious, “is not a book at all.” He
dropped the decoy book to the ground with a loud clatter.
Behind the wall was what at first seemed to be a gigantic black suit of armor, nearly half again even Crain’s
enormous height. Its full plate mail was clean and shone deep onyx; not a single speck of dust marred it, and the
delicate gold filigree that decorated it glistened in the perpetual sunset. One black-gauntleted hand clutched a
man-sized greatsword, held before its chest as though entombed. In its other arm was a triangular shield. A pair
of curving horns crowned its helm; every inch of it was carved with intricate sigils that Radzahn could not make
out. And then, as the wall finished its long, clanking rotation, slamming into place with another clang and a
cloud of dust, the suit of armor began to move.
“A Knight of the Black Mirror,” Radzahn exclaimed. The Mirror Knights had been a sacred order, sworn to a
vow of silence, dedicated to the protection of Solar in ancient times. When the city fell to the Haon-Dor, some of
them were corrupted by the city’s new masters, becoming blackguards, champions of evil, as silent and deadly in
undeath as they’d been in life. “I’ve read about them but I’ve never actually seen one—”
“History lesson later,” Crain barked.
Crain backed away, staring upward as the giant knight raised its sword one-handed, setting its shield
before it. With a clean movement that made Crain’s martial artistry seem crude, the knight swept the sword
downward toward Crain, who barely leapt and rolled out of the way. The blow cracked the floor where it made
contact, shaking the room, toppling the pedestal.
Blancard drew his blades, rushing to stand beside Crain, who leapt to his feet. The Wyndlass lashed out
with both scimitars, and one met the knight’s shield while the other was parried out of his hand by the Knight’s
giant sword. It clattered down the steps of the platform. As Blancard turned his head to watch it, dismayed, the
knight lanced out at him. As Blancard stepped backward, he seemed to half-teleport out of the way, first in one
place and then in another as though by Magick. However, he wasn’t quite quick enough to fully escape the strike;

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the greatsword caught him across the sternum and sent him staggering backward to crash into a bookshelf with
a crack.
Traz was already climbing the wall, moving around to crouch behind the knight, her body transforming into
a four-hooved, eyeless demon. “We’ve got to get out of here,” she said. “We can’t take this thing!” As the knight
swung its massive blade, one handed, again at Blancard and missed completely (this time), Traz lashed out with
her long tongue. The razor-like appendage rent a gash in the knight’s armor, but it seemed unfazed.
Radzahn fumbled around in his satchel, producing a tiny, black and red glass sphere and holding it between
his thumb and forefinger. He flicked the frag at the knight like a marble. The tiny charm exploded in fire at
the knight’s feet, knocking the gigantic creature backward a few paces. Radzahn himself caught a bit of the
shrapnel, raising his left arm to cover his face. Blancard wasn’t there when the fire and flechettes arrived, rolling
out of the way on the polished marble floor, leaving a man-shaped smear in the ancient dust.
Traz barely escaped getting slashed open by the sharp point of the knight’s sword, flattening her body
against the wall before darting away. She dove off the wall, tumbled, and leapt to her feet in Man Shape,
running to Blancard. She offered him her hand and he grasped her wrist, and he regained his footing. Crain
was suddenly between them and the knight, warhammer in hand, crashing against the knight’s armored body,
sword, and shield with a cacophony of clangs and a shower of sparks.
Radzahn “stepped sideways” inside of himself, shifting shape for the first time since they’d descended into
Solar. His flesh fell away in favor of the clockwork machinery underneath, which then was coated in segmented
armor plating. Radzahn wasn’t an animate suit of armor like Crain, but a clanking pneumatic golem. In this
shape, he’d stand a chance of surviving the deadly kiss of the knight’s blade. As Crain held the knight’s attention
from the front, Blancard and Traz launched a dual attack, the Wyndlass rushing the creature with three curved
blades while the Vryx slashed at it with her tongue once more. The blades hit the suit of armor with loud,
clanging noises, but made no purchase. Louder was the crash of the knight’s blade against the armored expanse
of Crain’s massive chest, sending him sprawling onto the floor.
The knight’s black horned helm swung to face Radzahn.
Though he could barely tear his eyes from the towering black figure, Radzahn glanced around the room.
The portcullis had been well hidden, its black metal the same shade of onyx as the walls of the library. He could
see no winch or mechanism with which to raise it, at least not in the short time he had to look. Instead he
scanned the secret compartment behind the platform, his night vision – eyes glowing like foglamps – revealing
something there he hadn’t seen, understandably distracted as he’d been by the knight. And he thought he saw
something there that might – might – save their lives.
“Cover me!” he shouted, as the Blancard caught air and leapt onto the knight’s back. The slight, blonde man
slashed downward with his scimitars into the grooves in the knight’s armor, his tail , wrapped around the kukri,
cutting a gash in its side. Quick as a flash, he teleported off of it, landing with a flourish on the stone floor. “I
have an idea that might get us out of this alive.”
Before he could move toward the secret chamber, however, he was cut off as the knight leapt toward him, his
blade whistling through the air. Radzahn felt the cut open up; in his chassis, the coppery metal opening up and
giving way to gears and cogs beneath. That was what he saw, as he felt ribs break and flesh part. He staggered
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Above him, the knight raised its sword to deliver the killing blow.
The knight stopped as a sharp tongue lashed out and wrapped around the its wrist, digging into it like razor
wire. Traz’s attack wasn’t enough to cut all the way through the knight’s gauntlet, but the hulking thing did turn
its head to regard her as her tongue snaked back into her mouth. “Well, come on, Radzahn,” Traz said, backing
away as the knight advanced on her. “You said you had a plan—”
The knight’s sword swung, swift and terrible, downward, and would have cut Traz in half along with her
sentence, if Crain hadn’t interposed himself. He managed to stop the downstroke, barely, arm-blades crossed
across his body, holding the knight’s blade in check.
“Radzahn, if you’re going to do something smart, do it now!”
“Come on, I have your back,” said the Wyndlass, nodding to him.
Radzahn ran past the knight at the same time that Blancard dove forward, transforming smoothly into a
silver drake, his Aurora form. The knight swung its blade at the drake, letting Radzahn pass. Radzahn could
move fast with his pneumatic legs to carry him; he took a rolling dive into the hidden chamber. A book stood on a
wooden shelf at the rear of it, almost certainly the real hiding place of the Grimoire Lux. But he didn’t care about
that.
Instead, he took something from the fingers of one of the two dead – really and truly dead, not undead –
Haon-Dor that the Knight had felled before its corruption. The object in his hands was a Hugo Gernsback-style
raygun, laughably silly looking, a retro-futurist design devoid of credibility.
Radzahn knew exactly what it was.
“Hey, you medieval son of a bitch,” Radzahn shouted, the aggressive words sounding odd in the metallic
monotone his Numidium shape spoke with. The Knight did turn – Traz, Blancard, and Crain all lay at its feet,
wounded, but not dead. Not yet, anyway. It took its first lethally quick step towards him. “Welcome to the
future,” Radzahn said, and fired. The bolt of cartoonish green energy struck the Knight in the breastplate, and it
instantly blackened and turned to ashes, like a Wile E. Coyote trap gone wrong. The gun’s glowing rings turned
Christmas red instead of Christmas green, indicating it was empty, and he dropped it to the ground, although he
thought he saw something even better buried under the body of another one of the Haon-Dor.
Radzahn went to make sure that his friends were okay. And they were. When he shifted back into Man
Shape, only then could he see how bad his own damage was. He sank to the ground, feeling faint.
Crain clapped him on the shoulder with a gruff, “you did good, kid,” and suddenly he couldn’t even feel the
pain. He was content to lay there, as Traz began to use her healer’s kit to tend her wounds, and then his own.
Crain and Blancard proceeded into the hidden chamber that the Knight had come out of.
“Check it,” Crain said.
“Shouldn’t we wait for the others?” Blancard asked.
“Check it,” Crain said. “Now.”

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Blancard shrugged, and began to search the
second bookstand for traps. As he did, Traz was
cutting off Radzahn’s clothing – which gave him a
little shiver – to bandage his torso.
“It’s clean,” Blancard announced, a few
moments later, running his hands over the book.
“Good,” Crain said, and one of his adamantine
arm-spears suddenly punched through the front of
Blancard’s hide armor, slick with dark blood.
Blancard tried to look back at Crain over his
shoulder, hurt – not the physical kind – plain in
his eyes. He tried to speak, to ask some final, brief
question, but the words didn’t come out of his
lips, only a bubble of blood from his pierced lungs.
Radzahn watched his body fall to the ground in
slow motion, as Crain pulled his blade free, making
a wet, scraping sound.
Traz and Radzahn looked at each other in
total disbelief, as Crain took the real Grimoire,
covered in Blancard’s blood. “You were right for
once,” Crain told the corpse. “No traps. Quit on a
hit, I guess.”
The book still in one hand, Crain pulled
a repeating crossbow from the pack worn on
Blancard’s limp body, and leveled it in Traz and
Radzahn’s general direction.
Radzahn’s body assumed its least human
form, seemingly of its own accord, instinct buried
in the Avatar. “Why?” It wasn’t hard to keep
the upset from his voice; in this form, he was
monotone. Unyielding. Not even his mechanical
visage could show any emotion. “Why are you
doing this?”
“Sorry to say, it was always my plan to leave
Solar alone.” Crain paused. “Alone, and with the
Grimoire. You’d only get in my way—”
“And what ‘way’ was that?” Traz hissed, her
voice thick with anger.

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“Metropol gave me a better offer. The Novembrist Court gave me a better offer. That’s all. I knew I couldn’t
sell you on it. You lot have had the ridiculous notion to give this – this piece of highly important, highly
dangerous technology – to some enclave of Scientists.” He sounded as though he was cursing. Halfway across
the room now, still covering them with the crossbow. “I’m taking it back to Zentropa City. The Court will know
what to do with it.” He’d reached the portcullis now, and, dropping the crossbow and the book, he readied his
warhammer.
Traz immediately leapt to a wall, vanishing from sight, while Razdahn scrambled over to check Blancard’s
pulse. He didn’t have one. When Razdahn looked back, Crain smashed through the portcullis with one blow of
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Somehow – concussed, his arm fractured, two ribs broken, and bruised everywhere – Danny managed to
stand. He’d lain in the street for too long, passing in and out of consciousness. Overhead, when he finally took
his feet (vision swimming, mouth tasting of iron and vomit), dawn was casting a hazy yellow and green light
across the still-darkened sky. He shambled homeward, feeling something past dead, and too hurt to feel pain.
When he got to his tenement building, fumbling for his keycard before realizing it had been stolen, he
slumped against the wall. There wasn’t a doorman but one of his neighbors on their way out let him in, casting
a suspicious glance his way, as though he’d somehow requested the beating he’d received. He figured his face
had to look like tenderized meat, or at least nothing like a face ought to look.
Danny lived on the 5th floor, of a building with no elevator. He had to pause to rest and slip into a feverish
haze on every landing, using the banister of the stairway with his good arm like a crutch. Finally, as he climbed
the final step onto his floor, he was so demolished that he thought he heard voices.
Except that he was hearing voices.
“—contraband material has been found on your premises,” said the voice. Robotic. Inhuman. Muffled by a
riot mask.
The hairs on Danny’s neck stood up. He felt instantly awake, and alive, as though someone had poured cold
water on him.
The door to his apartment – his father’s apartment – was open wide. Two Wardens, in full, metallic blue
armor, their faces obscured by mirrored helmets with dark gas masks, stood to either side of the doorway in
the hall, holding riot batons. The voice was coming from within.
With surprising speed, Danny rushed down the hall toward them. The Wardens stepped together to bar his
entry. He could still hear the sounds coming from inside. Now, his father’s gruff, gravelly voice met his ears.
“And what do you intend to do to me? Murder me? Send me to the Grind?”
“Stop, Worker,” said one of the Wardens in front of him. The voice sounded exactly as the other’s had.
“Leave this area immediately or face arrest.”
“This is my house, my… that’s my apartment.”

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“Danny?” He couldn’t see his dad but he could hear him. His voice was sick with worry, now, without any of
the defiant edge it had held before. “Danny, go. Just go.”
“What’s going on?” Danny said. The pain in his arm had dulled to a constant throbbing now, but every word
he spoke caused the damage done to his jaw to make itself known over and over again. “What’s the trouble?”
“This man is being arrested for seditious thoughtcrimes. Contraband material has been found on the
premises.” The same line, repeated, made Danny feel like he was dreaming. At least, his head was spinning, and
he felt as though he was floating high above his body, looking downward.
Whatever would happen to his father, the older man would not survive it. Whether he was merely recycled
for his organs or sent to do hard labor in the Grind, or – improbably, but not out of the question – sentenced to
play the Game. Danny’s life flashed before his eyes; long conversations with his dad, the arguments they’d had
over the merits and demerits of the Game. He remembered how angry he’d been at his dad when he’d painted
Sam Gest as nothing more than a glorified executioner. His father had tried to show him the books (paper
books, ancient hand-me-downs) he kept hidden away inside a lockbox – entertainment, he’d said, and deep
thoughts, from before the Game and the EBC had taken over everything. Danny had wanted nothing to do with
them.
He’d been afraid of them. Afraid of what they might say about someone like him.
“It’s mine,” Danny said, wrenching his attention back to the present. It wasn’t difficult; it didn’t get more
real than two Wardens staring you in the face. “It doesn’t belong to my father. It’s not his fault; he didn’t even
know it was there.”
“Danny, no!” He heard a sharp crack, and his father’s voice stopped; he eyed the stun batons that the two
Wardens in the hall were holding.
“It is. Please don’t arrest him, he was only trying to protect me. My father’s a good Worker. He watches
the Game every night, and goes to work every day. I’m the one who’s causing trouble.” He swallowed, hard. His
mouth tasted bad. “The books belong to me.”
“Voice stress analysis,” said the Warden in the hall. Danny’s heart leapt into his throat, his vision blacking
around the edges. He was struggling to stay on his feet, but something – some strength – kept him aloft.
“Worker Daniel Rubens, you are hereby charged with disruption of justice and perjury against the Social
Peacekeeping Force and the Entertainment Broadcasting Consortium. Please surrender for processing and
detainment.”
“Danny, run! Run!” his father’s weak voice from within their home; Danny wished suddenly, with a rush of
adrenaline and terror, that he could see the old man’s face. Touch his hand. “Get out of here!”
“Worker Gregory Rubens,” said the Warden inside. He heard a scuffle. “You are hereby charged with
thoughtcrimes and sedition against the Entertainment Broadcasting Consortium, and harboring dangerous
contraband materials that are found out of line with the tenets set forth by the Social Peacekeeping Force—”
“DAD!” Danny rushed the two Wardens, trying to break through their barricade toward his father, reaching
outward to the threshold. He only caught a glimpse of the third Warden’s back as he felt two stun batons fall
sharply against his head; his eyes were clouded by wet, insistent pain, and then the world spun away from him.

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Crain was fast; by the time Radzahn had been able to get himself through the hole in the portcullis, the
Needlekin had already made it halfway down the length of the bridge at a dead run, even though it was at least
a mile long. In his Numidium form, though, Radzahn was faster, and neither man could match Traz for speed.
When they caught Crain, he was skidding into the courtyard; through the open door, they could still see the
decaying body of the undead Drake.
“You really believe this course of action is the soundest?” Crain called back to them, hearing the noisy
thudding and clanking of Radzahn’s chassis. His voice sounded strange. Pleading. “You really want this book
that badly?”
“To the Daemons with that book,” Traz’s voice was unexpectedly quiet, as she pounced in front of him,
crouched low, ready to spring. Too quiet. “You betrayed us. I want my revenge.”
“Traz – ” he said, swallowing hard. Though he had no eyes, he seemed to be searching her face through the
slitted visor of his helm. After a long silence, he pulled himself upright, tossing the book behind him and through
the doorway. “Then take it, if you can.”
She looked like she was trying to move, trying to lash out at him with everything she had. But she couldn’t.
“You didn’t have to murder him,” she said. “You didn’t have to do any of this.”
“There are rules in play, here.” Radzahn heard a grim smile in the other man’s voice. “Rules greater than
even you and I.”
The sound of steam hissing and gears working erupted into the echoing courtyard as Radzahn strode to
stand beside Traz, staring at Crain. “What rules? The rules of the Court?”
“In a fashion,” said Crain, who shook his head, gesturing behind him at the book. “As I said, this weapon
should be in the hands of the authorities, instead of volatile Anarchs—”
“Bullshit,” Radzahn called back. “The Court has no idea what this book even contains. They’ll just stockpile
it, like the rest of their technology; like their directional nukes, the relics of the Pyx, their libraries. And we’ll be
no closer to understanding what any of this really means.”
He could feel Traz’s attention on him. And hundreds, thousands more, watching him.
“This knowledge should belong to the Scientists. To the People.”
“This conversation is over,” said Crain, shifting his grip around his warhammer. The Needlekin began to
advance, raising his weapon, vision locked on the Mnemonic before him.
For a moment, Radzahn looked crestfallen. The armored chassis melted away around him; he stood before
the hulking behemoth that was Scranch Crain as a scrawny, bespectacled young man. In his hands, so suddenly
he had no recollection of drawing it, was a tapered glass wand, long and thin as a knitting needle.
While Crain had no eyes to widen or eyebrows to raise, Radzahn imagined he saw him register surprise,
moving with urgency for the first time, warhammer raised to crush him. It was too little, and too late.

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With a swordsman’s flourish, the Bladewand whirred to life in Radzahn’s hands. He sliced it through the air
once, twice, in a clean ‘X’ shape, dragging contrails like a searing blade of whirring energy, which gleamed silver
white across Crain’s body.
Crain stared down at himself, his armored torso.
His warhammer fell from his hands to the stone floor beneath. With sick, wet sliding noises, his body slid
apart, split into four pieces, sliced in brutally straight lines.
Radzahn replaced his Bladewand that he’d retrieved from the Grand Librarium in his satchel; it was now
the only charm he had left in his little bag of tricks. He couldn’t keep his eyes off of Crain’s body as he strode past
him into the room; he didn’t stop looking even as he bent to close his fingers around the spine of the book. It felt
warm in his hand. Its weight was the only thing reminding him that this wasn’t just some horrible dream.
“I’m… so sorry,” he said to Traz.
She was in Man Shape; her eyes were hidden behind her hand, which she’d placed across her forehead as
though to block out a very bright light. “I’m sorry I couldn’t do it myself.”
Radzahn could say nothing; instead, he stood up straight, every inch of him still shaking, and opened the
book in his hands. This little thing, he thought. Is this what it was really all about? The edges of each page were
gilt-leaf, and the paper was unbelievably soft. He only caught a few words at a glance, and when he did, he felt a
strange, bittersweet feeling rise up inside him.
“What is it?” said Traz, looking up at him, wiping hurriedly at her face.
“I don’t think this is a weapon at all,” he replied, a sad smile playing at the corners of his lips.

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Manager Craig Guo, Long Form Division, Prestige Studios, looked out from his office on the studio below. All
around him, his Sound and Recording Techs were applauding another job well done. He let them.
This one was going to be one of their top sellers.
Already, the responses from the live feeds were rolling in on his commlink, and ratings were high. Tony
had garnered enough viewer likeability for his death to be meaningful, even though he’d never really be a fan
favorite. And directing Sam on his face-heel-turn had been a bold move, but well worth it. And Gest had played
the part admirably; a true Player, one of the greats.
It was unfortunate that he would be remembered this way, as villain and betrayer, but what could Craig do?
The online polls had spoken, and the core demographic had grown tired of his unrelenting hero act.
Below him, on the studio floor, still more Techs were pulling the Players from their induction tanks; Emilia
Cruz and the new conscript were flailing and sputtering, their bodies’ fight-or-flight response to awakening
under liquid (never mind that it was liquid oxygen, perfectly breathable). That Amateur had done well, better
than expected, showing the results of the numerous short form games he’d survived. Craig had always prided
himself on having an eye for these things, and he’d known from the start that the kid had something special,
even though he didn’t look like much Earthside.

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He’d have to do something about that dialogue, though. Unedited, it was bound to raise a few eyebrows on
the Board. The last thing he needed was a team of Wardens lurking around his workplace.
Craig turned away from the window and moved out of the office, into the hall, and down the stairs to the
studio. By then, someone had at least gotten matching black robes on the Players, who stood, dripping and
quiet, all over the pristine white floor.
He was all smiles as he approached them.
“Miss Cruz, fantastic performance as always.”
She swallowed. Her eyes were red; her blonde hair was sticking to her cheeks. “Thank you, Manager,” she
said with due deference, though her voice was thin.
He nodded. “And you. Specialist Daniel Rubens – is that right?”
The boy (he couldn’t have been older than nineteen, all patchy stubble and awkward elbows and knees)
looked at Emilia, then back at him. “Um, just Danny, um, Manager…”
“Manager Guo,” he said, extending a hand, which the youth took, hesitantly. “But you can call me Craig.”
When Danny said nothing, he went on. “I’ve had my eye on you since they transferred you to Long Form. Nice
work, always, but today was something else.” His voice lowered, painting the picture with a theatrical flair.
“Betrayal, action, suspense… the underdog pulling out all the stops to save his beautiful lady companion and
avenge his friend’s death… it was remarkable.”
He stopped short, noticing that Danny’s attention had turned from him. He briefly glanced at where the
boy’s eyes led. Emilia’s gaze did not follow. She was staring straight ahead, not watching as the Techs hauled
the inert bodies of Tony Hartman and Sam Gest out of their induction tanks. Danny’s face seemed to grow
more stony as the Techs wrapped Gest in an opaque black bag, and wheeled him away.
“Anyway,” Guo continued, clearing his throat. “There’s a big opening in my Studio, now. And I think I know
just the guy to fill that spot.”
The gurney carrying Sam Gest, the Player behind Scranch Crain, and the idol of millions, disappeared behind
two swinging double doors. Danny watched them swing, back and forth, until they stopped moving entirely.

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The Basic Game and Setting
Our World: The Portal
The year is 2471 and GamesCorp controls the world. On the most basic level, the Game’s rules are extremely
simple. There is only one rule: survive. But the devil
The massive international mega-conglomerate, along with is in the details, and the Game is the most complex,
their (secretly wholly-owned) governmentally assigned detailed, and complete game ever designed. Its history
monitoring organization, the Entertainment Broadcasting is a hundred billion times longer than the history of the
Consortium (EBC), controls all of humanity. Nations, planet earth. Its area is infinitely vaster.
boundaries, and governments are a thing of the past, an
obsolete irrelevancy. And its shape is infinitely stranger.

All that matters is the Game. The Game’s board is the largest and deepest ever
created: the Splinter. It is an entire world, a universe, all
The Game is what holds the world’s disparate cultures indoors, with no sky but a hundred artificial suns and
together as one people. mechanical moons. It takes the form of an enormous
megastructure, an ecumenopolis or Dyson sphere, a
The Game captivates them, binds them, rules every hundred, thousand, or million times the size of the Earth.
aspect of their lives. In addition to being nearly infinite in size, the Game’s
world is constantly changing. The Game’s rooms, zones,
The Game is, simply put, everything. The Game combines structures, levels, and areas constantly shift at varying
every nation’s penal system, professional sports leagues, rates.
and media entertainment into one tremendous chimera of
an organization, part ruling body, part cultural phenomenon. Sometimes, a new floor will gradually grow or collapse
over the course of a decade. Other times, the changes
A few fortunate (or extremely unlucky) thousands are violent enough and fast enough to cause players to
actually play the Game. These range from convicted be smashed alive, caught between an expanding wall
criminals trying desperately to win their own freedom (and and a hard place.
in 99 out of 100 cases, they die trying) to the elite group
of Professional Players, who are genetically engineered The Splinter’s technological level varies randomly from
from birth and who spend their entire lives training in ultra- room to room, zone to zone, and level to level. While
competitive academies. Of course, most of them end their the majority of the Splinter’s architecture resembles a
careers dead too. vast and incredibly intricate medieval dungeon labyrinth,
everything from decaying and condemned shopping
Millions more make their living keeping the Game running, malls to glistening steel superstructures can be found
working in a dozen different capacities, from the lowly within its expanse.
technicians to the corporate Managers and producers, the
ruling aristocracy. The Splinter’s zones span everything from pre-
stone age to unimaginably futuristic technologies,
And every single one of the 6.2 Billion inhabitants of Earth indistinguishable from magic, blending with one-another
watches The Game. In fact, if you don’t at least keep up the chaotically. The technologies found in the Splinter
appearance of watching the game, you are red-flagged for include thousands of strains never before invented
governmental observation by the EBC Overwatch. by man, alternate paths of invention we never took at
hundreds of junctures in our evolution; steam-powered
The entire surface of the world has changed into nothing clockwork computers, living guns made of interlocking
but a massive user interface, connecting you to the Game. bones and soft tissues, and devices so complex that
human science still cannot come close to understanding
what they are, and how they work.

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The inhabitants of the game – and the Avatars taken on The Game is a virtual reality construct. The Players
by the players – are equally strange, radical evolutionary plug in first-hand, and can control the action. Those
sports that went down paths of development that who succeed are the world’s rockstars, athletes, and
humanity never dreamed of. Neither truly antehuman media darlings. Those who fail bleed out in the chair and
nor posthuman, they are humanity seen sidewise. All of are forgotten when tomorrow’s fans rise. The richest
them have the ability to spontaneously shapechange, viewers can plug into VR right in the studio, seeing,
and the magic-like power to Tune – to reflexively or hearing, and feeling everything the Players experience.
intentionally change reality in the Splinter through will The rest of the world watches their favorite Players
alone. glued to their holograph sets. The best games are
recorded, the recordings endlessly played and replayed.
The Programmers have long since ceased being able to The Game is not fixed. It is real. Even the death. Who
control on any major level the development of the Game’s could ever look away?
setting or its players. They can still insert and extract
players, and create minor changes, but they cannot control By choice or misadventure, you have become a Player.
the development of the game’s world or its inhabitants.
This makes the Game more exciting for everyone. WELCOME TO THE GAME. WELCOME TO SPLINTER.

Opportunities Await!
Opportunities beyond your wildest dreams, that is!
Greetings, Specialist.
I’m Manager and Assistant Executive Producer Bob W. Vance, and it’s my honor and pleasure to welcome you to
the wonderful world of The Game.
So, perhaps you’ve Chosen – perhaps you’re a highly trained Professional Player, coming from one of the major
Academies. In that case, pat yourself on the back. Only fourteen in one thousand Players who are lucky enough
to qualify for Academy training have what it takes to actually graduate. The rest of them will never have the
privilege of being a Player, and will never play the game, unless they get in the back door. You’ve made it, give
yourself a hand! But the real challenges lay ahead! Be prepared to challenge yourself, push yourself to your limits,
and expand your horizons like never before! Rest assured, you have what it takes! Don’t be afraid of death! Go
out there, take risks, and boost your ratings! Fame, fortune, and unimaginable perks await you. Play the Game
with excellence, and you could become the next Dwight Hardrin, Laurie Miller, or Jack Berne! Win, and become rich
and famous!
Of course, perhaps you’ve Been Chosen. First off, congratulations on your promotion to Specialist. No matter how
heinous your crimes – murder, rape, pirating GamesCorp programming, or even, worst of all, any involvement with
the treacherous and seditious resistance movement – GamesCorp and the EBC in their infinite mercy have decided
you have worth, potential, and promise. And they have decided to give you a second chance at life. Although you
have none of the specialized training of a Professional Academy-trained actor, you Conscripts have the hardened
edge of a life on the streets. Put those street smarts to good use, and you could win your freedom! Even if you fail,
it can’t be worse than being recycled to the organ bank or Committed to the Grind! It’s a win-win situation!
Now, let’s talk a little about the Game, Long Form versus Short Form, which I’m sure you’ve studied in detail at
the academy, but let’s take a little refresher course.

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Starting Game players always begin in the Short Form. The Short Form is comparable to the reality shows, TV
game show, or most accurately, sporting events, of the late twentieth and early twenty-first centuries. It is a
single self-contained challenge without any underlying plot arc. There almost a hundred variants of the Short
Form, but the most popular versions running now are Escape and Survival.
Escape drops you into the Splinter in a random zone. Your goal is to reach any of the randomly scattered Exit
Ports and Port yourself out, back into the real world. Easy enough, right?
Well, we make things a little bit more EXCITING with a time limit. The typical time limit is eight hours. The
viewers at home will be watching the clock, and you can too on your GamesCorp HUD. When your time is up, the
neurotoxin filled enzyme-sacks released into your bloodstream will disintegrate, which means: GAME OVER. So
hurry up and make it to an exit port.
Survival is similar to Escape, only the reverse of it. We port you into a dangerous area of the Splinter, and if
you can survive for long enough, usually eight hours, we port you out. Of course, we recommend that you keep
moving, and not try and cheat the audience of good entertainment by holing up and waiting. Bad things have
been known to happen to Players who stay still for too long.
Of course, there are dozens of other short form variants still in play, including but not limited to Deathmatch,
Team Deathmatch, Predator and Prey, Capture the Flag, and many more. The fun thing about these modes is
that we don’t necessarily inform the Player when they’ve happened. Have you survived for eight hours in survival
and your portal still hasn’t opened? Maybe you need to kill your partner, because it’s really a Deathmatch! Why
are other players trying to kill you? Uh oh, looks like you’re the hunted in Predator and Prey! Ha ha! Boundless
excitement!
Now, if you make a name for yourself in the Short Form, and gain a fan following, you can move on into the
Long Form, every Player’s dream. The Long Form is more like an episodic TV show, a long running miniseries, or a
franchise series of movies. A Player or team of Players are ported into an exciting part of the Splinter for months
at a time. They have set objectives, ranging from exploration and treasure gathering to intricate intrigues with
the Splinter’s native factions, although these objectives could change at any time without warning. The drama
is allowed to play out in real time, with a cast of dozens of characters, a multitude of battles, and a plot full of
twists and turns, none of which the Player is aware of going in.
The Long Form is by far the most popular with our viewers, and Long Form Players gain quite a following, with all
the perks that entails.
Now, let’s talk about your perks package—

—Transmission Interrupted—

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Guerilla Radio
“Don’t- don’t- don’t- don’t believe the hype!”
This is yours truly, GUERILLA RADIO, the VOICE of the RESISTANCE, coming at you live, unplugged, untapped,
undetected and uncensored, jacked up straight into your headplugs at sixty jillion gigawatts, so listen the fuck
up, people!
The Game isn’t entertainment at all. It’s a sick fucking joke, nothing but a cruel and unusual method of public
execution. I’ve heard some rumors about the underclasses getting themselves purposefully apprehended by the
Wardens in the hopes of breaking into the Game. Now I hope that shit ain’t true! In case ya didn’t know, nobody
wins their freedom from the Game. You’re throwing your lives away. You got the right idea by committing street
crime, but don’t do it to get caught! Join the Revolution! If we work together, they can’t stop us.
Hey you. Yes you, I’m talking to you. Joe shmoe dipshit, it doesn’t matter if you’re a Temp, a Specialist, a
Manager, who cares, you’re still sitting in front of your terminal, stuffing your face, waiting for your next
beamload of digital wank. GET OFF YOUR ASS AND DO SOMETHING!
THE GAME IS NO GAME! IT’S REAL! PEOPLE ARE DYING, PEOPLE WHO HAVE COMMITED NO CRIMES BUT EXCERCISED
THEIR FUNDAMENTAL RIGHTS! FREEDOM OF SPEECH! FREEDOM OF RELIGION!
Remember what they’ve forgotten. Those who make peaceful revolution impossible make violent revolution
inevitable.
And if the human lives being pointlessly lost don’t get through to you, how about this little nugget of straight-up
truth: the Splinter ain’t virtual reality! That’s just GamesCorp propaganda. It’s a pocket dimension. Its own little
universe. The Players are really transported over there. That’s why the “programmers” don’t control it. That’s
what the EBC doesn’t want you to know!
All the “NPCs”, the Splinter’s inhabitants, are real, living, breathing, sentient beings! And we’re wasting them
for our fucking entertainment! Even if the humanitarian crisis don’t get to you, you gotta think about this shit –
these are powerful things man, and they can’t like us killing them for sport.
What if they find a way to reverse the portal, and come here? So wake up, do something, end the game! It’s just
blood sports as bread and circuses anyway, distracting the populace from the real prob—

—Transmission Restored—

We apologize for that interruption in our regularly scheduled GamesCorp programming. And now on to tonight’s
game!

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Rulesburst: Playing a Player
“Is all that we see or seem
But a dream within a dream?”
- Edgar Allen Poe

The first step in starting your own game of SPLINTER is


likely to be Player Creation. Simulating Two Worlds
Don’t You Mean Character SPLINTER uses the DicePunk System by End
Creation? Transmission Games to simulate the real world of Earth
in the 2470s.
In most games you, the player, create a character. In this
game, you, the person create a Player AND you create Gameplay inside the Splinter uses its own completely
their Avatar, the “character” that they “play” inside the separate rules set, but the Statistics of Avatars inside
Splinter itself. Complicated? Yes. A bit of a mind screw? the Splinter are informed by the DicePunk System
Definitely. But that’s the way we like it. Attributes of that Avatar’s Player, Earthside.

Later on in this book, the word Player, when capitalized, The DicePunk System is rules-lite and highly abstract.
in these rules refers to the character you play, who is, Gameplay within the Splinter using SPLINTER’s rules is
within the game, a Player. When we refer instead to you, crunchy, tactical, and granular.
we will do everything possible to make it clear; usually,
we will just say “you”, not “the player”.

Terminology and You


Within this rulebook, we try our best to be consistent in our terminology. However, we do use some words and shorthand
that appear often, and may appear interchangeably with other terms and phrases. Here are a few of the most common to
get you started:

Referee: Otherwise known as a Game Master or GM, this is the person who is crafting the world of the Splinter, playing all
enemies and Non Player Characters (or NPCs).

PCs: Since, in the world of SPLINTER, characters are both Players and Avatars, we will rarely refer to you – the folks sitting
around a table and rolling dice - as “players”. However, in a general sense, PC (or “Player Character”) refers to any and all
characters, be they Player or Avatar, that are controlled by you and the others at your table. These are the main characters
of your story.

Player: A character within the world of SPLINTER that has either chosen or been conscripted to play The Game. Your
character is one of these people.

Avatar: A being within The Game that is being piloted by a Player.

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Success Threshold (or ST): As explained later on in this book, actions within the Splinter (or the Game within this game)
are resolved by rolling a set number of six-sided dice and counting the ones that land on 4, 5, or 6. These dice are counted
as successes toward a set numerical goal known as the Success Threshold, written in shorthand as “ST”. When you roll a
number of 4s, 5s, or 6s that equal or surpass a given ST for a dice Test, you have succeeded that Test. Most times, an ST will
be given in parenthesis along with the requisite Test.

Attributes and Statistics: In SPLINTER, Players have Attributes and Avatars have Statistics. Both mean roughly the same
the thing: the raw, physical and mental characteristics that a person possesses innately. These numerical values will tell you
things like how strong your character is, how observant they are, and their force of personality; they will also influence other
parts of your characters, like how easy they are to hit and how much damage they can take before dying.

These are a few of the basic terms, just to get you started. Other, more complicated terms and rules mechanics will be
described in greater depth within the rest of this book.

Professionals and
Amateurs
There are two kinds of Players. You need to choose
which one yours is.

Professionals grew up in Academies. Academies are


semi-monastic military schools that train these modern
day gladiators. Cross the most over-competitive,
adrenaline fueled jocks you know with the most
infuriatingly precocious, over-achieving geniuses, splice
that with the confidence, poise and superiority complex
of Miss America candidates and throw in some genuinely
violent and extremely competent military types, and
you have the milieu of a Professional Player. Worse still
was the environment the Professionals grow up in, like
Ender’s Game on steroids. Professionals are always
competitive, ruthless, goal-oriented, and focused.

When creating a Professional, think about the


experience they had at the Academy. Were they the top
of their class or an underdog? What things did they have
to do to rise to the top that they’ll always regret? Did
they come from the outside world, or have they had no
contact with it?

In rules terms, Professionals have slightly higher


Attributes, but are less Skilled in the “real world”,
Earthside.

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Amateurs were ordinary people, belonging to the lower are forced to play the Game that is the basis of the
classes, until something bad happened. Some of them society that they are rebelling against.
are bad people – thieves and murderers and degenerate
scum. Others were just the urban poor, in the wrong When creating an Amateur, think about what they did
place at the wrong time in an overpopulated fascist wrong (or right) to wind up forced to play the game.
society.
In rules terms, amateurs have slightly lower
One of the most interesting backgrounds that Amateurs Attributes, but have more Skills in the “real world”,
can come from is the Resistance Movement, since they Earthside.

Creating a Player
Attributes
The DicePunk System has only FOUR main Attributes (although there are some optional and derived statistics to
track), presented below:

Main Attributes
Strength: Your Player’s strength and toughness. Wits: Measures Player intellect, memory, sensory
acuity, defense, Skills known.
Speed: Your Player’s raw physical speed and agility/
dexterity; linked to many Skills. Will: Your Player’s courage and willpower.

All of your Player’s Attributes are rated from one to ten (non-human characters and monsters may rarely
have Attributes of above ten).

Attribute Rating Description


1 Handicapped or disabled in some way.
2 Below average. Embarrassing.
3 Average for a normal human.
4 Above average. Decently developed.
5 Good or very good for a normal human.
6 Peak of “real” human development.
7 Heroic
8 Legendary.
9 Super-Heroic
10 Undeniably superhuman.

All Main Attributes begin at 0, but all players must UU Amateurs receive a pool of 20 Attribute Points to
purchase all four Attributes at least at Rating 1. The cost spend on their four main Attributes.
to purchase an Attribute varies by the rating (as shown
on the following table) but is the same for all four of the UU Professionals receive a pool of 24 Attribute Points to
main Attributes; all Attributes are equally important. spend on their four main Attributes.

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Attribute Rating Point Cost to Purchase
1 1 (Mandatory)
2 2 (Strongly recommended.)
3 3
4 4
5 5
6 6
7 8
8 10
9 12
10 15

Special (Derived) Attributes


Besides the main Attributes, there are several more (Death Threshold): The final word on what is or isn’t
Special Attributes that are derived from them. survivable for the Player.
Health: Measures how much punishment a Player can Defense: Measures how hard the Player is to hit in
take before they’re down for the count. combat.
(Knockout Threshold): Determines when a Player will Initiative: Determines in what order Players act in
lose consciousness from pain/shock. combat. (See p. 35.)

Special Attribute Formula To Determine


Health Strength x 6
Knockout Threshold 10 - Will
Death Threshold 0 - Strength
Defense 3 + Wits
Initiative (Speed x 2) + 2d6

Playing the Part


As mentioned earlier, the DicePunk System Attributes of the Player inform the Statistics of the Avatar in SPLINTER. Here’s
how:

UU Player Strength acts as a multiplier for the Avatar’s Vitality, determining Avatar Life Points.

UU Player Speed is added as a Bonus to the Avatar’s Reaction dice, effecting initiative in combat.

UU Player Wits are averaged with Avatar Brilliance to determine the number of levels the Avatar has available to spend
on Starting Harmonics.

UU Player Will determines Avatar Gnosis (the number of stages the Avatar can shapeshift each combat) and acts as a
multiplier for the Avatar’s Conviction to determine Avatar Tuning Points.

Explanations of Avatar Statistics like Vitality, Brilliance, Life Points, Reaction, Gnosis, and Tuning Points appear in Illuminated
Rules: Avatar Creation on p. 42. Avatar Harmonics are described in the same chapter starting on p. 57.

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Skills
Skills represent learned abilities and trained talents that include in-depth descriptions of what each Skill can and
characters were not born with, but acquired over the cannot do.
course of their lives.
The DicePunk System abstains from the former
UU Professionals have only (Wits x 2) Skill Picks to (exhaustive Skill lists) in the name of creative
spend, and may take the Color Commentary Skill. expression; if our list does not contain a Skill you want,
you can freely create any Skills you think your character
UU Amateurs may spend (Wits x 2) + 5 Skill Picks, would have, from Guitar to Demolitions. Just make sure
but may not take the Color Commentary Skill (at you, your Referee, and all the other players agree that
Character Creation; they may learn it normally the new Skill is fair. We have provided many example
through play). Skills provided to give you an idea of how specific Skills
Skills that have been learned and developed have three should be. A notable exception is Combat Skills, which
levels: Apprentice, Expert, and Master. Skills that we have specifically mapped out and balanced.
characters do not have AT ALL are considered Untrained.
Skills that characters have TRAINED in but not advanced We have abstained from the latter (detailed Skill
at all will be covered later in this section. descriptions) in the name of the reality of Referee fiat.
In any roleplaying game, it will be ultimately up to the
Skill Level # of Picks Benefits referee to determine what Skills can and cannot do in
to Learn any given situation; the DicePunk System recognizes
this, and leaves that call to the Referee from the start.
Apprentice 1 When using the Skill, you
need only roll under the
Linked Attribute + 1. The following list gives several usable sample Skills – you
Expert 3 When using the Skill, you can pick from these Skills or use these as guidelines to
need only roll under the create your own. Again, Combat Skills should stay as is;
Linked Attribute + 2. there is no reason to create your own Combat Skills.
Master 5 When using the Skill, you
need only roll under the This list can help you decide which Attributes that
Linked Attribute + 4. Skills you create will be linked to; every Skill must have
a Linked Attribute. Lastly, it is important to note that
The DicePunk System neither has an exhaustive, Linked Attributes are much less important for Combat
detailed list of in-game Skills to choose from, nor does it Skills than for non-Combat Skills.

Skill Name Linked Attribute Sample Task Combat Skill?


Acting Will Embody a character through physicality and voice. No.
Automatics Strength Fire an Uzi; Fire an AK-47. Yes.
Automotive Repair Wits Diagnose and repair a car that breaks down. No.
Awareness Wits Find a hidden passageway; Avoid an ambush. No.
Bike Speed Navigate around a crashed 18-wheeler. Sometimes.
Blades Speed Stab a foe with a switch-blade. Yes.
Brawling Strength Throw a killer uppercut; Dispatch an opponent with a broken bottle Yes.
or a steel folding chair.
Calculus Wits Find the total flux of an electromagnetic field. No.
Chemistry Wits Make explosives from household chemicals. No.

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Skill Name Linked Attribute Sample Task Combat Skill?
Climbing Strength Scale a building. No.
Clubs Strength Subdue an enemy with a riot baton. Yes.
Color Commentary Wits Deliver thrilling monologues and soliloquys to accompany your No.
Avatar’s actions in the Splinter.
Computers Wits Hack into a restricted database. No.
Cooking Wits Prepare a delicious breakfast. No.
Demolitions Wits Create a pipe bomb. No.
Drawing Speed Accurately sketch an arcane sigil for later reproduction. No.
Drive Wits Escape from a car chase. Sometimes.
Electronics Wits Fix a broken generator; hotwire a car. No.
Etiquette Wits Don’t embarrass yourself when invited to an Executive’s gala. No.
First Aid Wits Disinfect a gunshot; Sew an open wound shut. No.
Game Trivia Wits Name all the current highest-rated Players and their Avatars. No.
German Wits Speak and understand German. No.
Guitar Speed “Stairway to Heaven”. No.
Gunsmith Wits Modify an AK-47 assault rifle. No.
Heavy Weapons Strength Fire an M-60; Fire a rocket launcher. Yes.
Intimidation Will Force a human opponent to back down without violence. No.
Latin Wits Read and write Latin. No.
Leadership Will Convince the cowed test subjects to fight by your side. No.
Locksmith Speed Pick a padlock. No.
Negotiation Wits Complete a drug deal. No.
Pilot Wits Land a prop plane; Control a helicopter. No.
Pistols Speed Fire a 9mm Handgun. Yes.
Rifles Wits Fire a shotgun; Fire a sniper rifle Yes.
Security Wits Bypass an alarm system; Set a trap. No.
Stand-Up Comedy Wits Make someone laugh in an inappropriate situation. No.
Stealth Speed Sneak out of your quarters unseen. No.
Subterfuge Wits Fast-talk your way past a security guard. No.
Swimming Strength Avoid drowning. No.
Throwing Weapons Strength Throw a shuriken; Throw a grenade. Yes.

Basic Training
In addition to Developed Skills, all DicePunk System While being Trained is not quite as good as being an
characters are Trained in a number of additional Skills Apprentice, it is much better than being Untrained.
equal to their Wits.

Skill Level Benefits


Untrained NONE. When attempting to use the Skill you must roll under the Linked Attribute – 2. If the Skill is a Combat Skill, you
suffer -4 to your roll.
Trained When using this Skill, treat it as a standard Attribute Check of the Linked Attribute. If the Skill is a Combat Skill, just
roll 2d6, and do not add or subtract anything.

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Color Commentary – A Skill of Note

A sportscaster’s onomatopoeic gutter-poetry, relating violent feats of athleticism on the field below; the dramatic
intensity of a Shakespearian actor’s monologue; the terse, stylized banter of a film noir private eye’s first person narration
– Color Commentary is all of these things and more. It is sub-vocalized narration through which a Player relates his Avatar’s
experience in the Splinter to the audience at home as they happen. It is an important part of the experience of the player –
and the Player – in SPLINTER.

In short, Color Commentary when used properly earns the Avatar extra dice on many actions and the Player extra Subscriber
Points if those actions are performed successfully. For details of the inner workings of Color Commentary in gameplay, see p. 91.

Techniques
Call them feats, talents, moves, maneuvers, or whatever UU Professionals can only pick one Technique during
you like – just please don’t call them Skills or Attributes, to Player Creation.
avoid confusion – Techniques are how your Player kicks ass
in the “real world”. Techniques make combat exciting, varied, UU Amateurs may pick two Techniques during Player
and dynamic rather than a boring attack-fest. The full list of Creation.
Techniques appears in the free DicePunk SRD on pp. 33-40.

Technique Name Prerequisites Use Limits Benefits


Ambidexterity Expert or higher - You can wield two (reasonably small) melee weapons in combat,
in Blades or allowing you to make one additional Melee Attack per Attack
Clubs. action. Both Melee Attacks must be on the same target. If you
choose to Attack twice, each Attack is at a -1 Penalty.
Batter Up Strength 5+ - When armed with a two-handed weapon, you can spend a Full
Turn action to make a Melee Attack at -2 to hit. Treat your
strength as twice what it actually is to determine the damage of
this Attack.
Blitzkrieg Speed 5+ - You can Attack and move, or give up your attack action to move
twice in a turn (normally, Players can only move and then attack,
not the other way around).
Boom!Headshot - - When using any pistol, rifle, or shotgun, you can declare you are
aiming for the head. Aiming for a specific target is a move action,
which must be followed by an attack action to fire, hence using
Boom!Headshot is a Full Turn action. Your Attack Roll is at a -2
Penalty, but you deal double damage if you hit.
Bull’s Eye Wits 5+ - As Trick Shot, but for use with non-explosive throwing weapons,
such as throwing knives and shuriken.
Critical Attack - - When you roll a natural 12 on an Attack Roll, you automatically
hit, and make a separate Attack Roll. If that Attack Roll would
hit, your attack does double damage.

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Technique Name Prerequisites Use Limits Benefits
Dodge Speed 5+ - You can give up a Combat Turn to take evasive action: make a
Speed Check when next attacked. If you succeed, the Attack
misses you. If you are Attacked before your turn in a given
Combat Round, you can give up your next action to reflexively
Dodge (you must declare this before the Attack Roll against you
is made) but if you have already acted in a Combat Turn, you
cannot Dodge. If you Dodge a Grapple attempt, you don’t need
to make a Speed Check – your Speed Check is considered to have
automatically succeeded.
In The Face! - - As Boom!Headshot but for use with non-explosive throwing
weapons, such as throwing knives and shuriken.
Kneecapper - - When using any pistol, rifle, or shotgun you can use a move
action to aim for the target’s kneecap, immediately followed by
an attack action to take the shot. The Attack Roll is made at a
-2 Penalty, if you hit, the target can only move one yard per turn
until healed; the attack does normal damage.
Longshot Wits 6+ - Double the range increments of all firearms you use.
Point Blank - - Attacks made with firearms against targets one yard away or
closer receive a +1 Bonus and deal +1d6 damage.
Reposition Speed 6+ - You may choose to reroll your initiative between combat rounds
(normally you are stuck with the initiative you initially roll).
Trick Shot Speed 5+ - You can spend a move action to Take Aim, and take a -2 Penalty
on a subsequent Attack Roll to hit a very small, specific target.
Traditionally, this can be used to knock a weapon out of a
humanoid enemy’s hands but it could also be used to hit difficult
targets, like the tires of a car. If this attack hits a weapon,
the weapon is destroyed or knocked 2d6 yards away, at the
Referee’s discretion.

Possessions
Professional Players can have all kinds of possessions, state, your weapons won’t give you much power, and
mostly luxury items, such as a swank pad, a private call- your toys can be revoked at any time. Gotta keep those
girl service, a Jacuzzi, caviar, or even personal weapons. ratings up.
Look through the Rulesburst: Material World section
and talk to your Referee about what your character Amateur Players start with nothing but their prison
would realistically start with. Keep in mind, in a police jumpsuits. Them’s the breaks.

Wrapping Up
Once you have a name, gender, appearance, and back may be lucky enough to have, your Player is ready to
story for your Player, and you’ve determined your Player go. You can skip to Avatar Creation to keep making your
Attributes, Skills, Techniques and any Possessions you character.

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Rulesburst: Dicepunk System Gameplay
Concepts
This section tells you the very basics of how to play For more details, download the DicePunk System
RPGs using the DicePunk System which will be used to SRD for free online (at drivethrurpg.com/product
cover all the trouble that Players can get into Earthside. /154330/DicePunk-SRD), or through our website
(www.endtransmissiongames.com).

Dice and You


Like a lot of roleplaying games, in this one you’re going instance, “roll 1d6” means “roll 1 six-sided die”, and “roll
to use dice. You don’t need to roll dice unless you’re 5d6” means “roll five six-sided dice”.
doing something that’s kind of tricky or would have
negative consequences for failure. So driving your car Just about all of the time when you “roll the dice” in a
to work would never require a Drive Test, but trying to DicePunk System game, you're rolling 2d6. The main
drive through a police barricade while escaping from exception is damage rolls, which call for a variable number
your workplace totally would. We only use six sided dice, of dice depending on the weapon/attack. In either case,
because they’re the easiest to find. As shorthand, we you're adding the results of the dice together to find the
use the standard code of (Integer) d(ice)(#ofsides). For sum.

Checks, Tests, and Attacks


There are three types of primary dice rolls which You either succeed or fail, hit or miss. Degree doesn’t
determine if a character succeeds or fails at something. matter.

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Attribute Checks
All characters have Attributes, scores or Statistics succeeded. Obviously, the higher an Attribute is, the
that measure how weak or powerful that character is easier it is to succeed a Check of that Attribute.
in various areas. Attributes are generally rated from 1
(pathetic) to 10 (superhuman) with a 3 being average In general, whether or not a failed Attribute Check can
for a human and a 5 being very good. The four Attributes be retried is up to the Referee and should be determined
every human has are Strength, Speed, Wits, and Will. based on the situation. Likewise the time an Attribute
Check takes is up to the Referee.
A Referee should call for an Attribute Check whenever a
character’s raw strength or endurance, pure dexterity A natural 2 (snake eyes) on an Attribute Check is
or foot speed, intellect, perception, courage, or always a success.
willpower are being tested. To make an Attribute
Check, roll 2d6. If the result is equal to or less than A natural 12 on an Attribute Check is always a
the Attribute being Checked, the character has failure.

Skill Tests
Skill Tests are like Attribute Checks, with some important A natural 2 (snake eyes) on a Skill Test is always a
differences. When making a Skill Test, as with an Attribute success.
Check, a lower roll is always better. A Skill Test is resolved
as a modified Check of the Skill’s Linked Attribute (see A natural 12 on a Skill Test is always a failure.
pp. 28-29), which is adjusted as indicated below.

UU If the Skill is UNTRAINED (i.e. the character does not Difficulty Modifiers (DM)
have the Skill), use the Attribute -2.
Not all tasks are created equal and that is where
UU If the Skill is TRAINED, use the unmodified Difficulty Modifiers come into play when making Skill
Attribute. Tests and Attribute Checks. A difficulty modifier
UU If the character has the Skill at the Apprentice (DM) is a +/- adjustment applied to the Attribute
Level, add +1 Skill Bonus to the Attribute. being Checked or the Linked Attribute of the Skill
being Tested.
UU If the character has the Skill at the Expert Level,
add +2 Skill Bonus to the Attribute. Difficulty Difficulty Modifier
UU If the character has the Skill at the Master Level, Very Easy +4
add +4 Skill Bonus to the Attribute. Easy 2
Hard -2 (Min. 2)
In general, whether or not a failed Skill Test can be retried Crushingly Hard -4 (Min. 2)
is up to the Referee and should be determined based on
the situation. Likewise, the time a Skill Test takes is up
to the Referee.

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Contests
When two characters are directly opposing one another, UU Staring someone down (Will Contest)
a Contest is called for. The most common are Attribute
Contests – situations where two characters are using the UU Trying to lose someone/ram someone in a car
same Attribute to achieve opposite ends. Skill Contests (Drive Contest)
can also occur – car chases are the most likely example.
Some Contest Examples: UU Debate (Rhetoric Contest)

UU Forcing open/holding Shut a door (Strength To resolve a Contest, each player (or one player and the
Contest) Referee) should roll 1d6 and add the relevant Attribute
(plus the relevant Skill Bonus if applicable). The character
UU Trying to lose/catch someone on foot (Speed with the higher result wins the Contest. In the event of a
Contest) tie, reroll until the tie is resolved.

Attacks
A character Attacks when he attempts to use a Defense Modifiers
Combat Skill to harm another character or a monster.
Unlike Skill Tests and Attribute Checks, players Like Difficulty Modifiers, Defense Modifiers are applied
making an Attack want to roll high. A higher Attack to the target’s Defense when making an Attack Test,
Roll is better than a low one. To make an Attack, and are often situational. Common Defense Modifiers
roll 2d6 and add the Skill Bonus from the relevant include aiming, visibility Penalties, and cover.
Combat Skill to the result. Firing a handgun would use
Pistols, whereas swinging a baseball bat would use Damage
Clubs. If you don’t have the relevant Skill, apply a -2 Damage is one of the only times when using the
Penalty to the result of the roll instead. If the result DicePunk System that you roll dice without succeeding
is equal to or greater than the target’s Defense, or failing. To roll damage, roll the number of d6 indicated
the Attack hits; roll damage. Other Bonuses or and add them up. That is how much Health the target
Penalties may be added to Attack Tests, based on loses. For much more in-depth rules on damage, death,
the Techniques used. and healing, see p. 38.

The Combat Round


The combat round in the DicePunk System lasts 10 specific order of operations, as player characters and
seconds. A combat might be just one round long; average the Referee take their turns describing what their
firefights last 3-6 rounds, and a really epic battle might characters do. Every character gets one and only one
last ten rounds or more. The combat round is divided turn per combat round.
into one turn for each combat. These turns follow a

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Initiative
The first thing that happens in a combat is that each simultaneously: i.e. two characters with Initiative 14
character rolls initiative. This means that the first time shooting at each other will both get shot at. Even if one
a PC decides to pull out a gun or throw some elbows, of them is shot and killed by the other, his shot still goes
before resolving that, the first thing the Referee does is off.
say: “Roll Initiative!”
Note: Characters with the Reposition Technique have
The initiative roll for virtually all characters is (Speed the option of rerolling their initiative between combat
x 2) + 2d6. All PCs and named NPCs should have rounds, or keeping their last initiative. Characters
unique initiative scores, but groups of “goons” – similar without Reposition are stuck with their initiative
enemies – can all act on the same initiative, to simplify result for the duration of the combat. In other words,
bookkeeping. Characters act in Initiative Order, form by default, Initiative is not rerolled between combat
the highest score to the lowest. As Initiative “collisions” rounds, unless a character has the Technique that lets
will happen, characters with the same initiative act them do that.

Surprise
If one or more combatants has the drop on the opposition This is the exception to the rule of “rolling Initiative is
– like by using Stealth to strike from concealment or the very first thing you do in combat”. The Referee is the
set up an ambush, or if combat began with one side final arbiter of which side, if any, has gotten the drop on
holding the other at gunpoint – that character or group the other.
of characters gets an entire free round worth of actions
(one turn per character with the element of surprise)
before initiative is rolled.

Anatomy of a Combat Turn


Within each Combat Round, each combatant has Free Actions have little or no effect on the tactical
exactly one and only one Combat Turn. In many other situation. Typical free actions include speaking up to
roleplaying games – including some I have designed – ten seconds worth of in-character dialogue (individual
faster combatants are allowed to “go” more times per Referees can and will adjust this number according to
combat round. While there is nothing innately wrong with their personal preference for mid-battle soliloquy) or
that, the DicePunk System restricts itself to one turn making hand gestures (of either the tactical or just plain
per combatant per combat round because that makes rude variety). Anything else is most likely significant
combat rounds, and therefore combats, faster. enough (i.e. has enough of an impact on the unfolding
tactical situation) to be counted as a Move or Attack
As previously mentioned, Combat Turns occur in action, but if you think something might be insignificant
descending order of initiative, as described above. Each enough to be a free action, ask your Referee. Any
Combat Turn, by default, allows the acting character character may choose not to Move or not to Attack in a
one Move Action and one Attack Action (in that given turn, or to “pass” their combat turn entirely.
order) and any number of Free Actions.

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Combat Actions

The following table lists the most common actions exhaustive list, but should include enough examples for
characters might take in combat, what type of action the Referee to determine what kind of action something
they require (Move or Attack), and anything else you’ll requires if the players get creative.
want to know about them. This is not meant to be an

Move Action Test Required Notes


Move (Speed) yards. None. –
Open/close door or container. None. –
Drop prone or stand up. None. Prone characters receive a -2 Defense Modifier
versus Melee Attacks but a +2 Defense Modifier
versus Melee Attacks. Prone characters can only
move half their Speed (round down) by crawling
without standing up.
Put away a weapon or ready a weapon None. –
(note: not both).
Reload firearm (change clips). None. –
Take cover. None. Generally ends with you (half Speed) yards away
and prone, behind any available cover within range,
at the Referee’s discretion.
Control a vehicle. Bike, or Drive, or Pilot, etc.. Skill differs depending on the vehicle. Drivers can
still make one Attack Action while driving, but must
spend their Move Action to control the vehicle.
The difficulty is likewise variable, depending on
the driving conditions and what you’re trying to
accomplish.
Pick up/drop item (note: not both). None. –
Aim. None.
Use Technique. Variable. Only for Techniques that can be used as Move
Actions.

Attack Action Test Required Notes


Fire a gun. Pistols, Rifles, Automatics, or –
Heavy Weapons.
Attack in melee. Blades, Clubs, or Brawling. –
Throw weapon. Throwing Weapons. –
Smash window/kick in door. Strength Check. –
Reload Firearm (revolver or internal None. –
magazine.)
Use terminal/computer. Maybe. –
Use Technique Variable. Techniques that can be used as Attack Actions,
only.

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Reactions
Reactions don’t count as Attack Actions, Move normal flow of initiative. Reactions are granted only by
Actions, or even Free Actions. They happen outside the Techniques and other special conditions.

Reaction Technique Needed Test Required? Notes


Counter Counter Attack Melee Attack Test Whenever you are hit in melee combat, you may make a free,
immediate Melee Attack Test (in the same combat turn) at a -1
Penalty against the character who just hit you.
Reflexive Dodge Speed Check If you have not acted yet in a combat round, you may give up your
Dodge upcoming turn to reflexively dodge an Attack Roll being made
against you. You must declare that you are dodging before the
Attack Roll is made. If you succeed a Speed Check, add 1/2 your
Speed (round up) to your Defense for the duration of the Combat
Round.

Hurting People
Now we come to the meat of it, and all the lovely Roll 2d6 and add the appropriate Skill Bonus. If your
little nitty gritty details. The default Attack Action is, result is equal to or greater than the target’s Defense,
unsurprisingly, to attack – whether it be with your bare your Attack hits and deals damage.
hands, a melee weapon, a gun, a thrown weapon, or a
Characters can also use Attack Actions for other things,
psionic talent. You do so by making an Attack Test. besides Attacking. See the table above for examples.

Melee Combat
To Attack a character in melee, you must close to within the target may still have the option to Counter Attack
one yard and make an Attack Test, rolling 2d6 and adding or reflexively Dodge depending on what Techniques the
your Skill Bonus from Blades (if using an edged weapon), target knows.
Clubs (if using a blunt weapon), or Brawling (if unarmed
or using an improvised weapon). If your result is equal to A basic human being’s punch or kick deals 1d6 + Strength
or greater than the target’s Defense, you hit, although Subdual Damage.

Grappling
A character who makes a successful Melee Attack If the attacker wins the Strength Contest, the defending
may choose to grapple instead. Instead of making a character is successfully grappled. Grappled characters
normal Attack Roll, the two characters have a Strength may not take any actions but attempting a Strength
Contest. If the defender knows and decides to use the Contest to break free. If a grappled character successfully
Dodge technique in response, the grapple attempt breaks free, he may then grapple the other character,
automatically fails. Do not roll. If the defender knows thereby turning the tables.
and decides to use the Counter Attack technique in
response, resolve their melee counter-attack first. The character maintaining the grapple may deal Unarmed
Only proceed with the Strength Contest if the grabbing Damage to the grappled character by winning a Strength
character survives the counter-attack. Contest as a Full Turn action. Simply maintaining the
Grapple is a full turn action with no Test needed.

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Making a Strength Contest to grapple – whether trying to reduced to 5. Grappling characters have their Defense
deal Unarmed Damage or to escape from a grapple – is a reduced by 3 points.
full turn action. Grappled characters have their Defense

Health Points: A Sliding Scale from Not Dead to Dead


Your character can inhabit various states of being. Unconscious characters are those whose Health is
at or below their Knockout Threshold. They are almost
Fresh characters are perfectly healthy to lightly certainly Wounded and may also be Dying. Unconscious
wounded, and have no significant Penalties. characters regain 1d6 Health in 10 - Strength hours, and
Wounded characters are at or below one half their regain consciousness if that brings them above their
Health (rounded up). They receive a -2 to Strength and Knockout Threshold and they are not Dying. Unconscious
Speed (Min. 1). characters can’t do anything.

Dying characters are those at or below 0 Health. While Dead characters are those whose Health is at or
they can still move and act as long as they are not also below their Death Threshold. Depending on their stats,
Unconscious (see below) they may take only one move is possible for a character to die without first being
action or one Attack action each combat turn. More knocked unconscious, but not without being first
importantly, they lose 1 Health each combat round until Wounded, and then Dying. If your character is dead, you
they die or are stabilized by a First Aid Test. will have to make a new one.

No amount of Subdual damage can ever reduce a


character past 0 Health.

Damage and Healing


To regain health naturally over time, you must spend at Every eight solid hours of rest restores 2d6 + Strength
least eight hours doing nothing but resting. That means points of Health.
no fighting, no running, and no strenuous activity.

First Aid
A successful First Aid Test can restore a few dice of First Aid Skill Level Health Restored
health to a wounded character. First Aid can only be Apprentice (+1) 1d6 Health
used this way once per day, and only once per wound,
Expert (+2) 2d6 Health
and only by a character with at least Apprentice level
Master (+4) 4d6 Health
training in First Aid.

First Aid must be used within one hour of the initial If a critical injury causes something gruesome to happen to a
wound being sustained. Using First Aid requires a First Player – like losing an eye or a limb – this, and any associated
Aid Kit or the Test will be made at substantial Penalty. ad hoc Penalties, cannot be healed simply by resting or First
Using First Aid takes at least five minutes. Aid. Professional medical attention at a hospital is required
to fix such disfiguring and crippling wounds.

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The Realm: The First Seed of Wisdom
Our world is a very old one, most of its history lost in antiquity. This includes its creation myths, the very stories and
legends that describe how it was founded. The truth is, we cannot know the origins of the world around us; neither
historical tradition nor empirical science prevails to the task. We can only guess, our guesses based on the shaky
foundation of half beshadowed lore of old.
These are our best guesses.
In the beginning, there was the nameless void, and the Nomos.
A great time ago, longer than the combined life span of all the longest-lived post-mortal clans and Bloodlines, The
Realm was created by being named. The Realm (and everything within it) was created by giving it a Name. In this
formless, mythic era, The Realm was created by the Nomos, the “Name-givers”. The Nomos named it into being. The
Nomos build by naming, that is how they create. The Nomos are god beings, infinitely more powerful than the most

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ancient of us. Are, or were; they have long since departed The Realm, or hidden themselves away behind a veil of
secrecy. If they still walk or dream among us, it is hidden from the eyes of the Bloodlines and the Sects.
The Nomos alone held the power of the Gnosis Nomen; the Knowing and Naming. The Gnosis Nomen is the Deepest
Magick, the most fundamental Tuning, the principle of creation and endless recreation. Its ways and the rest of the
ways of the Nomos are lost to even us. We, the Tzaetzi, cannot know the Magick of the Naming, nor can we explain it.
This description by the great scholar Hizzt Vooiz is not how it truly works, but merely an analogy, and a crude one at
that:
“The Nomos took up their sacred Quills and dipped them into their holyInk. There, they op’ed their blessed Books and
wrote the names and natures of the parts of our world in their omnipotent Language. With perfect and mighty Words
they described our world, and in the perfection of its description, caused it to come into being.”
This is what the Naming was like. We cannot understand what it was.

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Verily, aeons ago the Nomos departed, or hid themselves, broken into many parts. And with them gone, the world was
left to us, the Noemantae, the Named and hence Known, the imperfect and finite ones. And over a hundred million
lifetimes of war, peace, glorious empire building, and apocalyptic destruction, we have spread ourselves throughout
The Evergrowing Realm, until we have spread ourselves out so thin that entire generations of Bloodlines and Sects die
out, or live their lifetimes without ever encountering Outsiders.
We must remember – and we, the Tzaetzi, the sages, do remember – that in antiquity, The Realm was written into
being in the golden and glowing Words of Power for a purpose. While this purpose has long been forgotten, we must
not forget that there once was. It was for this purpose that The Realm has constantly grown and changed, expanding
and evolving like an ageless living organism. Only we, the Noemantae, mortal and postmortal, have forgotten the
purpose of our Realm, or we choose to misremember it for our own ends.
The purpose of the world was not simply to be our home.
The Realm must have a function. The Magick that fuels it, the Harmonics that run through it, tell us that. But what
can our most ancient Realm’s true function have been, before it fell into disrepair, before we forgot its purpose? We can
only speculate.
The Asilos Penitents say that the Realm is a prison, meant to hold our endlessly reincarnating souls here, in
containment for our sins. Others say that the Realm is an afterlife, be it a Paradise, a Punishment, or a place of
judgment.
The Mnemonics say that the Realm is an engine, its purpose unfathomable, and that all our lives serve to fuel The
Realm’s operation, the actions of our lifetimes inscrutably powering an inconceivable mechanism.
The Needlekin say that the Realm must be an arena, a proving ground where the strong shall survive, and rise to the
top, trampling the weak. But the Needlekin are foolish. As powerful they are, they live only as the watchdogs of the
Aventine.
Perhaps the Aventine know the nature of the Realm. If they do, they are not telling. All they care about is ruling.

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Some of The Wyndlass call The Realm a vehicle, bearing us to some unknown destination. Others of them call it a
living work of art.
The Vryx are convinced that they do not belong in the Realm, that they deserve to escape. But they are too busy
amassing trinkets and treasure to do anything about it, as if anyone could ever leave the realm.
Only we, the Tzaetzi, live our lives in earnest scholarship, preserving the ancient lore and the ancient ways. Only we,
the Tzaetzi, are still trying to learn the nature of the Realm, so we may fulfill its sacred purpose. Some of us believe
The Realm is an experiment.
In this way we are the closest to the Gnomos.

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Beware ye the Outsiders. They do not belong in our Realm. We should repel them at all costs, but of course, we do not.
They wear our bodies; they dwell in our minds. They become us. Only powerful Tuning can even detect them. Some
believe the Aventine to have dealt with them, in some fashion, to have allowed them passage.
Their designs on The Realm are unknown, but must be stopped at all cost.
We, the Sages, once captured and interrogated a pair of them. They claim themselves to be the Nomos, or to be their
representatives. Do not believe their lies. The Nomos were ancient and wise. The outsiders who impersonate the
Bloodlines, who infiltrate the sects, are young and foolish.
They covet our world; its Magick, its technology, its endless space, its resources.
All they can do is envy and covet and trespass and steal.
When they come, we must be ready.
But how can we fight an enemy who becomes us?

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cd
The nature of The Realm is a mystery; the records fragmented, the histories, oral or written, scattered. This is only the
first seed of wisdom.
Set yourself on the path of collecting more, and when your lifetime is done, you may die in illumination, not ignorance.
Seek out wisdom and pass on what you have learned.
Together, we can decipher the secrets of our own ancient world.
-Valizzar Szizz, Whitescale, Tzaetzi Sage and Scholar

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Illuminated Rules: Avatar Creation
Every Player has an Avatar that they appear as in the onto. The Player first enters the game with no innate
world of the Splinter. The Player does not choose his knowledge of the Splinter, its layout (which is a chimera
Avatar, but fortunately you do choose your Player’s anyway), its politics, or its inhabitants. Anything the
Avatar. The Avatar does not change from Game to Avatar learns by playing the game is remembered,
Game; a Player has only one Avatar, so choose wisely. even after Porting out, when the Player next Ports in.
Anything that the Player learns about the Splinter from
The transition from Player Consciousness to Avatar outside is fragmented and forgotten upon Porting in,
Consciousness is extremely jarring the first time, but memories from the Avatar are retained.
and honestly doesn’t get much easier after that. The
Player’s memories are violently scrambled upon The only thing a Player knows about their Avatar
Porting into the Splinter, shattering a Player’s lifetime upon first assuming it is the Avatar’s name and basic
of recollections into a million pieces, and leaving only capabilities. If the Avatar has a backstory outside of the
half the pieces, badly randomized. The Player is left Player, it will need to be learned through context clues.
with only a vague idea of who and what they were in But many Avatar lives seem to be blank slates, newly
the real world; the Game preserves the Player’s goal for created when the Player first ports into the game.
the set of rules currently being used.
When the Avatar dies in the Splinter, the Player dies in
Likewise, upon first Port, the Player has no memories the “real world”.
from the host body – Avatar – that he Thought-Grafts

Choose a Bloodline
There are seven sentient Bloodlines that can become a in-between. Every Bloodline can change shape more
Player’s Avatar. There are countless other non-sentient or less at will.
Bloodlines in the Splinter, but these cannot be Avatars.
While in traditional RPGs, each character has a “race” UU Each Bloodline has bonuses and penalties to two or
and a “class”, the Bloodlines of SPLINTER have evolved more Avatar Statistics. These bonuses and penalties
to such a specialized degree that each one of them is a both get larger as the Avatar shifts from Man Shape
race and a class. toward a Beast Shape.

UU Each Bloodline has access to several Harmonics. An


UU Each Bloodline has certain genetically inherited innate kind of magic called Tuning, Harmonics tend
personality traits and beliefs. How much of these to provide potent supernatural powers.
come through in the way the Avatar is roleplayed
is entirely up to you. Different Players take on the UU Each Bloodline has a propensity towards joining
personalities of their Avatar’s Bloodline to different certain Sects (ideological groups/political factions).
degrees, or none at all. Likewise, even non-Player The possible Sects for a given Bloodline are listed in
inhabitants of the Realm sometimes deviate from their description.
their Bloodline’s stereotypes.
UU In general, characters from any Bloodline may
UU Every Bloodline has three Shapes: a Man Shape choose any Avatar Skills.
(most human), a Beast Shape, and a Middle Shape

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The Aventine

The Aventine are the noble and haughty ruling class of The Realm, at least they believe themselves to be. In reality, the
Realm’s governing structure could be best described as post-apocalyptic anarchy, and no one is in control of anything.
Hence, the Court status of the Aventine is of at best dubious utility in many situations. However, no matter what the social
structure, in small or large groups Aventine tend to wield a lot of social power, and often wind up in charge of the situation.

Aventine in Man Shape are tall, thin, pale and blonde humanoids with aquiline bone structures, long, narrow noses and
sharp, severe features. They prefer to dress in light blues and greens. Aventine in Rione are taller and thinner, though still
vaguely humanoid. Their blonde hair is replaced by short, glossy blue downy feathers, and occasionally their bodies are
covered in similar down. Their manicured fingernails become talons. Their eyes glow bright blue. Aventine in Gyre form
are tremendous birds of prey, their feathers ranging from sky blue to midnight blue.

Statistics
Man Shape: Celerity +1, Omniscience +1, -1 Vitality,
-1 Might.

Rione: Celerity +1, Omniscience +2, -1 Vitality, -2


Might.

Gyre: Celerity +1, Omniscience +3, -1 Vitality, -3


Might.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round down)
Nonlethal; Kick for 1d6 + ½ Might (round down)
Nonlethal.

Rione: Talon for 1d6 + ½ Celerity (round down).

Gyre: Natural Night Vision; +1 Size Bonus to Evasion


Factor; Talon for 1d6 + ½ Celerity (round down); Beak
for 1d6 + Might.

Harmonics
Aventine Gauntlet, Flight, Royal Mien, Storm Crow.

Sects
Novemberist Court, Metropol, or Sages.

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The Asilos

The Asilos as a whole are somber ascetics, walking around in a haze of regret, mourning the mistakes of past lives, trying
to make repentance for their sins as best as they can by doing good. Their primary cultural identifier is a failure to let go of
the past. They frequently act as confessors of the sins of others, or staunch moral support in times of need. While deeply
felt, the moral code of most Asilos is simple enough; put others before yourself, and do harm unto none. Asilos Avatars
of course, like any Avatars, need not follow the Bloodline’s moral code.

Asilos in Man Shape tend to be stocky, slow moving, dark-haired, dark-eyed, sickly-looking and pallid. Most Asilos even
in this humanoid form shamble around with downcast eyes and perpetual frowns. They prefer to dress in dark clothing,
especially monks’ robes and hoods. Asilos in Ghola are paler, darker-countenanced and smell worse. Their eyes either
have huge dark bags beneath them or stare out blankly, like skeletal sockets. They go from being stocky to freakishly thin,
with their skeletons often visible through their paper-white and paper-thin skin. Asilos in their final form, Lich, are no
longer corporeal; they are dark shadows with eyes like smoke, animating black robes and staves of charred wood.

Statistics
Man Shape: Vitality +1, Conviction +1, -1 Celerity.

Ghola: Vitality +1, Conviction +2, -2 Celerity.

Lich: Vitality +1, Conviction +3, -3 Celerity.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round
down) Nonlethal; Kick for 1d6 + ½ Might (round
down) Nonlethal.

Ghola: Claw for 1d6 + ½ Might (round down).

Lich: Natural Night Vision; Claw for 1d6 + ½ Might


(round down); Can Use Weapons.

Harmonics
Bone Weary, Dead Reckoning, Necrogenesis, Smog
Soul.

Sects
Penitents, Punishers, Priests.

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The Mnemonic

Mnemonics are brilliant inventors, tinkerers, craftsmen and scientists. Often they prefer architecture, engineering, and
gadgetry to living people, and so they can appear cold, distant, and brusque. They are often narrow-minded, focusing only
on the projects at hand. To most of the inhabitants of The Realm, the motivation of Mnemonics are inscrutable, but their
skills are invaluable. They seem to share the curiosity that the Tzaetzi have about the nature of The Realm, but they seem
more interested in reverse engineering for their complex and inscrutable purposes.

Mnemonics in Man Shape are frail, slight humans with pronounced foreheads, a slightly greenish or bronze colored hue to
their skin. They prefer to dress in shimmering golden and silver robes, sashes, and tunics. Mnemonics in Clockwork have
exposed artificial pneumatic arms and legs made of gears and cogs, pistons and actuators, the brass clockwork endlessly
ticking. Mnemonics in Numidium are glistening golems of metal and machinery, their backs puffing steam as they trundle
noisily about.

Statistics
Man Shape: Brilliance +1, Omniscience -1.

Clockwork: Brilliance +2, Omniscience -2.

Numidium: Brilliance +3, Omniscience -3.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round
down) Nonlethal; Kick for 1d6 + ½ Might
(round down) Nonlethal.

Clockwork: Punch; Kick.

Numidium: Natural Night Vision; +1 Natural


Armor Bonus to Evasion Factor; Punch; Kick;
Can Use Weapons.

Harmonics
Amputechture, Form-Function, Jam Tuning,
Kraftwerx.

Sects
Sages, Scientists, Novemberist Court.

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The Needlekin

Needlekin are the living embodiment of violence, combat, and physical force. They exist only to assert their martial
dominance on the field of battle. They have no strong ideals or dominant personality traits, only the desire to always be
fighting.

Man Shape Needlekin appear as big, strong humanoids with very sharp, strong teeth and nails. They prefer to wear armor
and carry weapons at all times. In Razorback, the skin of the Needlekin is penetrated all over by blades, spurs, and spikes
growing out from their bones, and their skin gains a reddish hue from the blood that these natural weapons make on
their way out. In the final form of Needlekin, Bladeling, the flesh disappears entirely beneath a porcupine-like coat of steel
bristles, which forms an exoskeleton layer of armor that becomes the Needlekin’s skin.

Statistics
Man Shape: Vitality +1, Might +1, Brilliance -1,
Omniscience -1.

Razorback: Vitality +1, Might +2, Brilliance -2,


Omniscience -1.

Bladeling: Vitality +1, Might +3, Brilliance -3,


Omniscience -1.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round down)
Nonlethal; Kick for 1d6 + ½ Might (round down)
Nonlethal.

Razorback: Punch; Kick.

Bladeling: Natural Night Vision; Kick; Can Use


Weapons.

Harmonics
Arms like Swords, Battle Scream, Rain of Needles, Skin
like Plate Mail.

Sects
Metropol, Punishers, Anarchists.

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The Tzaetzi

The Tzaetzi are serpent people, long-lived and wise. They make excellent counselors, and advisors, and hence are often
close to royalty and those in power. They often explore the Realm out of pure curiosity, and they are great lovers (and
jealous hoarders) of knowledge and lore of all kinds.

Tzaetzi in Man Shape are tall and sinuous. They have broad faces, amber colored, almond-shaped eyes, and slightly
pronounced canine fangs. Their skin has a pale golden hue, and they prefer to dress in flowing green robes and sarongs.
When Tzaetzi shift to Serpens, their reptilian qualities become more pronounced; their skin becomes tough and scaly,
their tongue becomes long and forked, their fangs long and venomous, and their forearms shrivel. In their final form,
Ouroboros, Tzaetzi are enormous sixteen-foot long golden cobras.

Statistics
Man Shape: Brilliance +1, -1 Celerity.

Serpens: Brilliance +1, Conviction +1, -1 Celerity, -1 Might.

Ouroboros: Brilliance +1, Conviction +1,


Omniscience +1, -1 Celerity, -1 Vitality, -1 Might.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round down)
Nonlethal; Kick for 1d6 + ½ Might (round down)
Nonlethal.

Serpens: Fangs for 2d6 + Might; May not Punch.

Ouroboros: Natural Night Vision; +1 Natural Armor


Bonus to Evasion Factor; Bite for 2d6 + Might; May
not Punch or Kick.

Harmonics
Cobra’s Gaze, Healer’s Craft, Raw Tuning, Star Venom.

Sects
Sages, Scientists, Priests, Novemberist Court.

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The Wyndlass

The Wyndlass are the silver-drake people. They are quick and clever, but flighty, capricious, irresponsible, and lack
common sense. Many Wyndlass are artists, explorers, adventurers, and rogues. Often, a given Wyndlass will have many
occupations in a life cycle and even flit from Sect to Sect, since very rarely can one way of life hold their interest for more
than a few years.

Wyndlass in Man Shape are extremely tall and very bony, weighing next to nothing with bones that are near hollow.
They have silver hair and eyes, and like to dress in rich dark red and purple silks with gold trim. They rarely wear armor.
Wyndlass in Zu form manifest a long, prehensile silver tale, and a bladed silver carapace begins to pierce through their
skin in angular plates. Their features grow more bestial as well, with their eyes flaring silver. Wyndlass in their final
Aurora form become the incredibly thin silver drake, gaining two long, graceful azure wings and a slender, scythe-like tail.

Statistics
Man Shape: Celerity +1, Conviction -1.

Zu: Celerity +2, Conviction -2.

Aurora: Celerity +3, Conviction -3.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round down)
Nonlethal; Kick for 1d6 + ½ Might (round down)
Nonlethal.

Zu: Punch for 1d6 + ½ Might (round down)


Nonlethal; Kick for 1d6 + ½ Might (round down)
Nonlethal.

Aurora: Natural Night Vision, +1 Size Bonus to


Evasion Factor; Beak for 1d6 + Might; Tail Blade for
1d6 + ½ Celerity (round down).

Harmonics
Flight, Prehensile Swordplay, Rift Wind, Silver Wing.

Sects
Almost any, except the Punishers.

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The Vryx

The Vryx are demons of greed and murder, often assassins and thieves. Even the kindest Vryx are incorrigible treasure
hunters with little respect for the law. They are typically vicious and cruel, caring first and foremost about amassing a
great fortune. For a typical Vryx, collecting treasure at all costs isn’t a choice, but a genetic imperative, a way of life.

A Vryx in Man Shape is a scrawny, slouched humanoid with red-tinted skin and blood red eyes. Vryx in Man Shape have
their teeth filed down to points. They prefer to dress in black, for concealment. Vryx in Telane fall to all fours, growing
claws in place of hands and surprisingly dexterous cloven hooves for their feet, their arms and legs growing hairy. They
also sprout a tufted, forked tail, and their skin color darkens to bright red. Vryx in Abaddon are truly monstrous, they
crawl at incredible speed along the ground on their bellies. They have razor-sharpened six foot long tongues, and bladed
tails, and speak in hideous, distorted voices.

Statistics
Man Shape: Celerity +1, Omniscience +1, Conviction
-1, Vitality -1.

Telane: Celerity +2, Omniscience +1, Conviction -1,


Vitality -2.

Abbadon: Celerity +3, Omniscience +1, Conviction


-1, Vitality -3.

Form Characteristics
Man Shape: Punch for 1d6 + ½ Might (round down)
Nonlethal; Kick for 1d6 + ½ Might (round down)
Nonlethal.

Telane: +1 Profile Bonus to Evasion Factor; Claw for


1d6 + ½ Might (round down); Special Movement*.

Abbadon: Natural Night Vision; +1 Profile Bonus to


Evasion Factor; Claw for 1d6 + ½ Might (round down); Tail
Blade for 1d6 + ½ Celerity (round down); Razortongue for
1d6 + Might (2 Yard Range); Special Movement*.

Harmonics
Camouflage, Cut-Throat, Hoarder’s Luck, Lock Lash.

Sects
Anarchists, Punishers, or Independent.

* Vryx in Telane and Abaddon can more or less effortlessly adhere to normal walls and ceilings. They can use their normal movement
speed to climb along walls and ceilings without requiring an Athletics Test, although the Referee may require a climbing Vryx to make
an Athletics Test if the surface is particularly challenging or a difficult climbing maneuver is attempted.

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Choose a Sect
There are many sects in The Realm, political factions Since your Avatar arrives in the Splinter with little
united by a shared belief in either the origins of The or no knowledge of The Realm, the blurbs here are
Realm or what its future should hold. While the Sects extremely cursory. Any more you want to learn about a
used to be powerful and unified enough to convoke and given Sect, you must learn by playing the game.
war with each other, the Sects are now fragmented,
shards scattered across the Splinter, each trying to Note: your Avatar does not have to belong to a Sect,
survive. and you may well have a hard time convincing a Sect
you are a member of it even if you do. Also note these
aren’t the only factions.

The Novemberist Court


The once-mighty Aventine ruling family of The Realm, the
Novemberist Court wish to maintain the status quo and
retain their power.

Metropol
The order-obsessed guards and police of The Realm, they wish
to maintain rule of law and order at all costs.

Sages
The goal of the Tzaetzi-lead sages is to collect all pertinent lore
that remains in The Realm, and to put together a coherent
history of The Realm, and even discern its purpose.

Penitents
The Penitents believe that The Realm is a prison to which
all the Bloodlines have been consigned for their sins. For
this reason, they share Metropol and The Court’s desire to
maintain the status quo.

Priests
The Priests earnestly believe that The Realm is a holy place, an
organ of living divinity, and they wish to protect and preserve
its sanctity. They are opposed to Penitents and Punishers.

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Punishers
The most dangerous of the factions, the Punishers believe that The
Realm is a punitive hell for all there, and wish to inflict as much suffering
as is possible upon everyone.

Scientists
The Mnemonic-lead scientists wish to parley, decipher, and restore as
much technology as possible; their motives are diverse, from personal
power, to restoring civilization, to arcane motives, like discerning (and
manipulating) the nature of The Realm.

Anarchists
Anarchists wish to destroy the status quo, and in spite of themselves,
they are winning, due to the chaotic nature of The Realm itself. Many
anarchists are looking for a way to escape from The Realm forever. Of
course, they don’t work well together.

Avatar Statistics
Avatars have six Main Statistics, three mental and The following method is used to determine your
three physical. Avatar’s Main Statistics.

Vitality: Life-force, toughness, endurance, fortitude, Roll 2d6 (two six sided dice) and add the results together.
resistance to damage, and health. Record what you got. Repeat this process five more times,
noting your results each time. You should have six numbers
Might: Physical strength/power, which determines between two and twelve. Distribute these numbers as you
hurting, breaking, and carrying capability. see fit amongst your six main Statistics. Higher is better,
obviously; you must decide your strengths and weaknesses.
Celerity: Speed, agility, quickness, dexterity, Now, note how those Statistics change when you apply
adroitness, reaction-time. your Avatar’s Bloodline stat modifiers for each form.
Caveat: your Avatar must have at least a 1 in each Statistic,
Omniscience: Perception, alertness, awareness, and even after maximum racial penalties (for the most extreme
empathy/adeptness in social situations. form) are applied.

Brilliance: Intelligence, wits, common sense, But hey, what if my scores are too low?
knowledge, brain power, mental vitality.
To determine if your scores really are “too low” add
Conviction: Courage, willpower, force of will, them all together. If they add up to 36 or less, then you
leadership, mental might. can reroll all of them. You can keep rerolling until they
add up to 37 or more.

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Statistic Tests
You will sometimes have to use your Avatar’s raw Stat Score Dice Rolled
Statistics to do something that Skills don’t govern; 1 None. (You automatically fail this Test)
Might for bursting down a door, Celerity for outrunning
2-3 1
someone, Brilliance for remembering something,
Conviction for resisting intimidation, Omniscience for 4-5 2
noticing something, Vitality for resisting the effects of 6-7 3
a poison. 8-9 4
10-11 5
In this case, roll a number of dice (all dice used in 12-13 6
SPLINTER are d6) equal to roughly half the Statistic
14-15 7
score, rounded down. Here’s a table to help you
remember what your bonus is for each Statistic score:

As with all Avatar Tests, each 4, 5, or 6 that you roll on one of those dice is a success. One success is enough for most tasks;
the more successes you get, the better.

Derived Statistics
Life Points: How much damage your Avatar can take
before kicking the bucket. This Statistic is equal to your
Avatar’s Vitality multiplied by your Player’s Strength (a
Player with Strength 3 who has an Avatar with Vitality
6 has 18 Life Points). Note that maximum Life Points
can decrease with shifting forms; this change in Life
Points can shave current Life Points off the top, but
cannot kill an Avatar in-and-of itself. Changing forms
can increase/decrease Maximum Life Points, but never
current Life Points (Example: A Vryx with Vitality 6 in
Man-Shape and 18 out of 18 Life Points shifting from
Man-Shape to Abaddon would lose 6 Current and Max
Life Points, and be at 12 out of 12 Life Points; shifting back
would leave the Vryx at 12 out of 18 Life Points).

Evasion Factor: Equal to your Avatar’s Celerity


divided by three, rounded down. This is how many
successes are required on an Attack Test to hit you.
Your Evasion Factor can later be increased by worn
armor. Shifting forms can increase or decrease your
Evasion Factor; note your Evasion factor for each form
on your sheet.

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Evasion Factor & Survival
In roleplaying game balance, all stats should theoretically be of roughly equal importance. However, when one is not,
the best thing that can be done about it is to acknowledge that one characteristic is especially important from the start.
In this case it is Evasion Factor. A one point difference of EF can, because of how probability works, make a very large
practical difference in a character’s survivability (using an average sized, respectable attack dice pool, the probability of a
character getting hit is 96.88% at EF 1, 81.25% at EF 2, 50% at EF 3, and drops to 18.75% at EF 4).

Evasion factor essentially corresponds to character survivability like this:

EF 1 Suicidal
EF 2 Dangerous
EF 3 Average
EF 4+ Well Protected

Of course, this isn’t to say that other statistics and abilities don’t matter; an Asilos with EF 1 and the Smog Soul ability has
a better chance of surviving than another character might with EF 2, because they can largely ignore physical damage. EF
can also be increased with Harmonics like Form Function and worn armor found within the Realm.

Avatar Reaction: This is what you “roll” for initiative Tuning Points: Tuning points are used whenever you
at the start of each combat to determine what order you Tune, i.e. use your Bloodline’s Harmonics to achieve
act in combat; Avatar Reaction is recorded as a number certain potent effects. You have Tuning Points equal
of dice plus a flat number. You roll those dice during to your Gnosis x Conviction. Note that maximum
initiative, not now. Your Avatar Reaction is: a number Tuning Points can decrease with shifting forms; this
of d6 equal to the dice you roll for Avatar Omniscience change in Tuning Points can shave current Tuning
Tests + your Player’s Speed. A Player with Speed 4 and Points off the top. Changing forms can increase
an Avatar with Omniscience 7 would roll 3d6 + 4 to Maximum Tuning Points, but never current Tuning
determine initiative. Points (Example: An Asilos with Conviction 7 and 21 out
of 21 Tuning Points in Man Shape shifting to Lich would
Starting Harmonics: Your Avatar starts with a be at 21 out of 27 Tuning Points).
number of levels of Harmonics to distribute equal to
the average of your Player’s Wits and your Avatar’s Bonus Damage: All armed melee attacks deal an
(Man Shape) Brilliance (rounded down). In other additional amount of bonus damage equal to ½ your
words, your Avatar has starting levels of Harmonics to Avatar’s Might (round down). Two-handed melee
distribute equal to (Wits + Brilliance)/2 (round down). weapons deal an amount of bonus damage equal to
your Avatar’s full Might.
Gnosis: Your Avatar’s Gnosis is equal to your Player’s
Will. Gnosis is the number of “stages” per combat you Carrying Capacity: Your Avatar can carry Might
can shift. (For an Aventine to shift from Man Shape x 2 stone and remain able to move (stone is a unit of
to Rione is one stage; to shift from Gyre back to Man weight in The Realm, equivalent to about 14 lbs.).
Shape is two stages.) Gnosis/2 (round down) is the
number of stages that an Avatar can shift in a turn.

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Avatar Skills
Avatar Skills are the stuff of adventure; dungeon Avatar Skills are bought with Talent Points; one Talent
delving, lock picking, hunting, trapping, and of Point buys one level in one Skill. All Avatars have a
course, combat. Unlike the wide-open Skill creation number of (non-transferable) Talent Points to
for Players, there is a set list of Avatar Skills to choose buy starting Skills equal to their (Man Shape)
from listed below. Brilliance x 2 + their Player Wits + (50 – the
total of all their [Man Shape] Statistics, added
Every Skill has a level from zero (untrained) to together). In other words, a Player with Wits 4 who
twelve. Like all Avatar Tests, the level of a Skill is has an avatar with Brilliance 8 (Might 9, Omniscience
how many dice you roll when attempting to perform 4, Conviction 7, Vitality 10, and Celerity 6, for a total of
that Skill (making a Skill Test). Every one of those 44) would start with 26 Talent Points.
dice that turns up a four, five or a six is a success;
the more successes, the better. If you must attempt The highest level a starting Skill can be at is 7.
to perform an action governed by a Skill that you do not All Avatars always start with Ascension Level 0.
have, instead make a Test with that Skill’s governing
Statistic – however, on this Test, only fives and sixes are For more details on how Ascension Level affects your
successes. other stats, check the Avatar Advancement section.

Avatar Skill List

Animal Handling Deceit, your opponent rolls a number of dice equal to


their Omniscience to see through your lie. Whoever
This Skill is used for all Tests involving “social interaction” has more successes wins the contested Deception
with non-sentient beasts, including training, taming Test. Ties are resolved by the Referee. Your Deceit Skill
and commanding “pets”, trying to get neutral beasts cannot exceed your Brilliance stat.
not to attack you, and riding any mounts you might
acquire. Your Animal Handling Skill cannot exceed your Diplomacy
Conviction stat.
This Skill is used for all social situations that don’t
Athletics directly involve deceit, intimidation, or haggling.
Diplomacy can’t be used for any of those things, but
This Skill covers long-distance running, swimming, it can be used for any other social maneuver at the
jumping, climbing, balancing, and various other Referee’s discretion. Your Diplomacy Skill cannot
athletic endeavors. Your Athletics Skill cannot exceed exceed your Conviction stat.
your Celerity stat.
First Aid
Barter
This Skill is used to provide immediate care to others.
This Skill is used to appraise the value of found objects and Unless you are equipped with some kind of proper tools
items, to haggle when bartering with other characters (the – bandages, salves, sutures, styptics, herbal poultices
vastly decentralized world of the Splinter uses a barter – only results of a five or six on dice rolled for a First
system, if you can even find someone to barter with) and Aid Test count as a success. When attempting First Aid
for other general applications of the mercantile trade. Your on yourself, only fives and sixes count as successes –
Barter Skill cannot exceed your Omniscience Stat. when attempting First Aid on yourself AND without
proper tools, only sixes count as a success. Each success
Deceit on a First Aid Test to heal a wounded Avatar restores
This Skill is your ability to lie and cheat, but not 1d6 Life Points to that Avatar. However, you can only
necessarily steal (see Legerdemain). Whenever you use attempt First Aid on an avatar once per any given set of

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wounds. After performing First Aid on an Avatar, you Literacy
must wait until that Avatar is wounded in combat with
This Skill is used for all tasks related to reading,
enemies again before retrying First Aid. Your First Aid
writing, translation, research, and study; it is also used
Skill cannot exceed your Omniscience stat. One Step
to decipher the meaning of ancient scripts, runes, and
Penalty: No Tools or Working on Self. Two Step Penalty:
texts. Your Literacy Skill cannot exceed your Brilliance
Working On Self with No Tools.
stat.
Intimidate Melee Combat
This Skill is used to coerce or scare another sentient
This Skill is used for all armed attacks with melee
creature into obeying you or fearing you, at least at the
weapons, including dagger, swords, spears, axes,
present moment. People who are intimidated tend not
maces, halberds, and any other melee weapons you
to like you later on. Your Intimidate Skill cannot exceed
might find in The Realm. Defaults to Celerity or Might
your Conviction stat.
(user’s choice) at a One Step Penalty.
Legerdemain Ranged Combat
This Skill is used to conceal weapons, pick pockets, and
This Skill is used for all armed attacks with ranged
for various other feats of sleight of hand. This Skill is not
weapons, including throwing knives, slings, bows,
used to pick locks or disarm traps. Your Legerdemain
crossbows, guns, and any other ranged weapons you
Skill cannot exceed your Celerity stat.
might find in The Realm. Defaults to Omniscience at a
One Step Penalty (note, attacks with high tech weapons
use Technology, default to Ranged at a One Step Penalty,
or default to Omniscience at a Two Step Penalty).

Security
This Skill is used to pick locks, disarm traps, and perform
miraculous escapes from bonds. Unless you have proper
tools, only dice that come up five or six on a Security
Test count as successes Your Security Skill cannot
exceed your Brilliance stat. One Step Penalty: No Tools.

Sorcery
This Skill is used to attune Charms containing Magick
Spells for later use. It can also be used to “Naked
Cast” a Magick Spell without an appropriate Charm
prepared ahead of time, but this is much more difficult
and taxing. Finally, this Skill represents a character’s
working and theoretical knowledge of Spell Magick.
Sorcery defaults to Conviction at a Two Step Penalty.
Characters that start with the Technology Skill
automatically start with the Sorcery Skill for free
at the same level. Afterward, the two Skills are
increased separately. If you have the Raw Tuning
Harmonic at Character Creation, add half of its
level (round up) to your starting Sorcery Skill.

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Stealth Technology
This Skill is used to hide, move silently, and avoid This Skill is used for all encounters with technology that
detection by other characters. Usually, your Stealth is more advanced than the Splinter’s medieval baseline.
roll to do something unnoticed is contested by the Keep in mind that even if you and your Player know how
Omniscience rolls of those looking for you; whoever to work an assault rifle or a biometric lock, your Player’s
achieves more successes wins. Stealth can’t be higher Avatar does not necessarily have that knowledge. This
than Celerity. Two Step Penalty: hiding in “plain sight”. Skill allows you to decipher, operate, repair, and disable
all manner of high tech objects. It also allows you to wield
Survival any high tech weapons you might find. Your starting
This Skill determines your basic ability to keep you and (and only starting) Technology Skill cannot exceed half
your allies clothed, fed, sheltered, and warm within your Brilliance stat (round down).
The Realm, as well as your ability to hunt and gather,
and your proficiency at tracking enemies over a wide Unarmed Combat
range of terrains. Your Survival Skill cannot exceed This Skill is used for all attacks made with fists, feet,
your Vitality Stat or exceed your Omniscience Stat. claws, teeth, tails, tentacles, clockwork limbs, razor
sharp tongue, or whatever other natural weapons are
present in the current form of your Avatar’s Bloodline.
Defaults to Might at a One Step Penalty.
Defaulting
If you need to use a Skill that you don’t have, make an appropriate Statistic Test for the governing Statistic at a One Step Penalty
(i.e. only 5s and 6s count as successes), except for Technology, which defaults at a Two Step Penalty (i.e. only 6s count as successes).
Avatar Skill Governing Statistic Skill Restrictions
Animal Handling Defaults to Conviction Cannot exceed Conviction
Athletics Defaults to Celerity Cannot exceed Celerity
Barter Defaults to Omniscience Cannot exceed Omniscience
Deceit Defaults to Brilliance Cannot exceed Brilliance
Diplomacy Defaults to Conviction Cannot exceed Conviction
First Aid* Defaults to Omniscience Cannot exceed Omniscience
Intimidate Defaults to Conviction Cannot exceed Conviction
Legerdemain Defaults to Celerity Cannot exceed Celerity
Literacy Defaults to Brilliance Cannot exceed Brilliance
Melee Combat Defaults to Celerity or Might (PC’s choice) None
Ranged Combat Defaults to Omniscience None
Security* Defaults to Brilliance Cannot exceed Brilliance
Sorcery** Defaults to Conviction See pp. 115-116
Stealth* Defaults to Celerity Cannot exceed Celerity
Survival Defaults to Vitality or Omniscience (PC’s choice) Cannot exceed Vitality or Omniscience
Technology** Defaults to Brilliance at Two Step Penalty Cannot exceed ½ Brilliance
Unarmed Combat Defaults to Might None

* These Skills may incur additional penalties for situational modifiers. See below.
** These Skills Default at a Two Step Penalty.

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Harmonics
A Harmonic is a kind of innate Tuning (reality altering Wits 4 playing a Tzaetzi Avatar with Brilliance 8 in Man
Magick) that an Avatar can perform, producing Shape would start with four levels of Harmonics. The
spectacular effects. Every Bloodline has the potential Avatar could begin with only one Harmonic at Level 4,
to use four different Harmonics. Every Harmonic has a four Harmonics at Level 1, two Harmonics at Level 2,
level from one to five. or any other distribution of the four levels of starting
Harmonics.
Starting Avatars begin with (Player Wits + Avatar
Brilliance [Man Shape])/2 (round down) levels The highest level of any given Harmonic an Avatar
of starting Harmonics. For instance, a Player with can start with is Level 4.

Amputechture Level 2: Each graft now lasts Brilliance x 10 Minutes.


If you graft on an arm, you can use the arm’s owner’s
Mnemonic Security or Legerdemain Skill if they are higher than
your own. If you graft on a pair of legs, you can use the
“Your arms and legs are modular, and can be hot- leg’s owner’s Athletics or Stealth Skill if they are higher
switched for ones you “find.” than your own. Your own limbs can be carried with you
as back-ups. They weigh 1 Stone each.
Level 1: While in Clockwork form only, you can graft
the arms or legs of others into your sockets, assuming Level 3: Each graft now lasts Brilliance hours. If
that the “donor” corpse is roughly the same size as you. you graft on an arm, you can use the arm’s owner’s
Performing a graft costs 10 Tuning Points and takes 10 Unarmed Combat, Ranged Combat, or Melee Combat
minutes per limb, and cannot be performed in combat. Skill if that Skill is higher than your own.
You must roll at least three successes on a Brilliance
or Technology Test to successfully perform a Graft Level 4: Each graft now lasts one day for every
without ruining the limb. success on the initial Brilliance or Technology Test to
“transplant” it. You receive +1 Might per stolen arm,
The limb decays in ten minutes after the completion and +1 Celerity per stolen leg.
moment of graft.
Level 5: Your grafts no longer decay, so the only
If you graft on an arm, you can use your Might stat or reason to switch out stolen limbs is if you find better
the Might stat of the “Donor”, whichever is higher. You ones. Additionally, when you graft a stolen limb, you
also gain access to any base natural weapon attacks may gain the ability to use an associated Harmonic at
that arm’s “Donor” could perform with that arm. If the Referee’s discretion, i.e. gaining Aventine Gauntlet
you graft on a pair of legs (taking 20 minutes), you can when stealing an arm from an Aventine, or gaining
use your Celerity stat (and Evasion Factor/Movement Bone Weary when stealing an arm from an Asilos. Your
Speed) or that of the “Donor”, whichever is higher. Level in the “borrowed” Harmonic is equal to the level
possessed by the “donor” character.

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Arms like Swords Level 3: The weakness to Magick increases to 100%.
(The effected target takes 200% damage from all
Needlekin Magick damage. An attack for 6 Shock, Fire, or Frost
would inflict 12 damage instead.)
”Your limbs are sharpened into razor-edged steel.”

Level 1: Your unarmed attacks in Razorback and Level 4: The attack now deals 2d6 Shock and the
Bladeling form now have a base damage of 1d6 lethal weakness to Magick lasts for 2d6 turns.
damage, instead of the usual 1d6 Nonlethal damage
that unarmed attacks deal. Level 5: The weakness to Magick increases to 200%.
(The effected target now takes triple damage from all
Level 2: The damage of your unarmed attacks in Magick based damage for the duration. An attack for 6
Razorback and Bladeling form increases to 2d6. Shock, Fire, or Frost would inflict 18 damage instead.)

Level 3: You receive +1 die to your unarmed attacks Battle Scream


in Razorback and Bladeling form. Additionally, you can
use either your Unarmed Combat OR Melee Combat Needlekin
Skill to make unarmed attacks in these forms.
“Your ferocious battle cry inspires your allies and
Level 4: The damage of your unarmed attacks in terrifies your enemies.”
Razorback and Bladeling form increases to 3d6.
Level 1: You can spend 6 Tuning Points, make a
Level 5: You receive +2 dice to your unarmed attacks in successful Conviction or Intimidate Test and use an
Razorback and Bladeling form, and your base unarmed attack action to unleash a terrifying battle scream. Your
attack damage in these forms increases to 4d6. opponents receive -1 die from all Attack Tests, and you
and your allies get +1 die to all Attack Tests until the end
of your next turn. The Penalty to Attack Dice from Battle
Aventine Gauntlet Scream is morale-based and mind-affecting: it therefore
does not affect Constructs or Undead.
Aventine
“Chains of lightning dance around your clenched fist or Level 2: The ability now lasts for 1d6 turns.
grasping talon.”
Level 3: Your opponents now lose one more die for
Level 1: Aventine can spend 5 Tuning Points to make each success beyond the first that you get on your
an unarmed attack that, if it hits, instead of normal Conviction or Intimidate Test.
damage does 1 Shock and inflicts a 50% weakness to all
Magick based damage done to the target until the end Level 4: Your allies now gain one more die for each
of the Aventine’s next turn. (The effected target takes success beyond the first that you get on the above Test.
150% damage [round down] from all Magick damage.
An attack for 6 Shock, Fire, or Frost would inflict 9 Level 5: The ability now lasts for one more turn for
damage instead.) If the target has an existing weakness each success beyond the first that you get on the
to a damage type already, use whichever weakness is Test. Additionally, during the effect’s duration, your
higher. If the target is immune to a damage type, this opponents lose one damage die, and your allies gain
ability does not cancel their immunity. one damage die, on all damage rolls.

Level 2: The attack now deals 1d6 Shock and the


weakness to Magick lasts for 1d6 turns.

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Bone Weary Level 2: You now make a Conviction Test when making
this attack; each success drains an additional point of
Asilos Might and Celerity from your target beyond the initial
one point of each.
“Your skeletal hand saps away the life force of your vile
enemy.” Level 3: Each success on the Conviction Test now
causes the effects to last for another turn.
Level 1: When in Ghola or Lich form, you can spend
6 Tuning Points to an attempt an unarmed attack Level 4: The attack now drains a base of 1d6 points
(Success Threshold = Celerity/3 [round down] instead instead of one point.
of full Evasion Factor; in other words, negate Armor
Bonus) that temporarily drains whoever it hits for 1 Level 5: The effects now last for a base duration of
point of Might and Celerity for 1d6 turns instead of its 2d6 Turns and does a base of 2d6 points of Might and
normal damage. For every 1 point of Statistic damage it Celerity damage. Additionally, any character who has
would normally do, this ability instead deals 10 points a Statistic reduced to 0 by this attack turns to dust,
of LP damage to any Undead that it hits, including instead of merely entering a coma until they regain
other Asilos in Ghola or Lich form. Characters who their lost Statistics.
have a Statistic reduced to 0 by this attack fall into a
helpless comatose state until they regain their lost
Statistics. Camouflage
Vryx
“The coloration of your skin ripples as you blend in with
the wall!”

Level 1: When your back is to a wall, ceiling, or the


floor you can spend 6 Tuning Points and use an attack
action to blend in; you get an extra die on Stealth Tests
and the Penalty for “hiding in plain sight” is reduced
from a Two Step Penalty (only 6s count as successes)
to a One Step Penalty (only 5s count as successes).
Before targeting you, aggressors must be able to score
more successes with an Omniscience Test than you did
on your Stealth Test. Any aggressive action you take
reveals you and ends this effect.

Level 2: While blended in with your back to a wall,


you get two extra dice on Stealth Tests and the Penalty
for “hiding in plain sight” is completely negated. Any
aggressive action you take still reveals you and ends
this effect.

Level 3: Blending in now costs only 4 Tuning Points. You


may now make ranged attacks without (automatically)
revealing yourself; each attack you make allows all
enemies in the area another Omniscience Test with
a Success Threshold equal to the successes scored on

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your initial Stealth Test. They get +1 Die to this Test for Level 4: You can spend 10 Tuning Points, lock eyes with
each time you attacked this combat. You now get three another sentient being and win an opposed Conviction
extra dice on Stealth Tests when using this ability. Test to hypnotize that target, forcing them to mindlessly
approach you, taking only one movement action per turn
Level 4: You no longer need to press your back to a towards you until they take damage or until you look
wall to use this ability, and you may use this ability as away. Taking any actions other than maintaining the
a move action. You now get four extra dice on Stealth hypnosis effect is considered looking away. A hypnotized
Tests when using this ability. character has an effective Celerity of 1.

Level 5: You can now blend in for only 2 Tuning Points. Level 5: If you successfully use the above gaze attack,
When using this ability, you receive a One Step Bonus you can instead force the target to be paralyzed for
to your Stealth Tests: 3s, 4s, 5s, and 6s all count as 1d6 turns, unable to move or act. You do not need to
successes. You now get five extra dice on Stealth Tests maintain eye contact to maintain this ability.
when using this ability.
Cut-Throat
Cobra’s Gaze
Vryx
Tzaetzi
“Pouncing on your opponents from the shadows, you
“Your piercing gaze forces another sentient being to grievously wound them!”
obey your will.”
Level 1: When you stealthily attack an unaware enemy
Level 1: While in Serpens or Ouroboros shape, you (one who has failed to detect you with an Omniscience
can spend 5 Tuning Points and lock eyes with another Test) you deal +1d6 damage. You can only Cut-Throat
sentient being (as a full-turn action) to make an once per combat.
opposed Conviction Test; if you roll more successes,
you win. You can speak a one word or one sentence Level 2: As above, except the bonus damage increases
command which the target must obey as long as it to +2d6. You can Cut-Throat twice per combat, but
doesn’t directly endanger its life. may not Cut-Throat the same enemy more than once.

Level 2: If you successfully use the above gaze attack, Level 3: When attacking an enemy who is unaware of
you can instead force a target to flee from you in you, ignore their Armor Bonus to Evasion Factor. You
mindless fear (cowering if cornered) for 1d6 turns or can Cut-Throat three times per combat, but may not
until they are attacked. Cut-Throat the same enemy more than once.

Level 3: You can now use the above gaze attack to Level 4: As above, except the bonus damage increases
enthrall a target, charming them into your power if you to +3d6. You can now Cut-Throat each enemy in a
win the Conviction Test. You receive a Bonus die (plus given combat once, but still may not Cut-Throat the
one Bonus die for every net success on the Conviction same enemy more than once.
roll) to all social rolls (Intimidate, Diplomacy, Barter,
Deceit) made “against” that character for the next hour. Level 5: As above, except the bonus damage increases
to +5d6 and you may Cut-Throat at will, as long as the
targeted enemy is unaware.

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Dead Reckoning character you’re trying to Raise (whichever is less),
even this powerful Harmonic can’t bring them back.
Asilos
“You can gain wisdom from the spirits and bodies of the Flight
dead.”
Aventine  Wyndlass
Level 1: Autopsy – You can spend 3 Tuning Points Your winged forms are capable of majestic (and
and make an Omniscience Test over the body of a dead convenient!) flight.
creature to attempt to determine how it died, though
not necessarily who killed it. Each success on the Test
Level 1: Your Beast form can fly with a flight speed of
gives you one fact about the creature’s death. Using
Celerity yards a turn.
this, or any form of Dead Reckoning, takes one minute
(or six turns in combat) of exclusive concentration
Level 2: Your Middle form can glide Celerity yards per
turn. You cannot glide upwards, only vertically and
Level 2: Gravemind – You can spend 4 Tuning Points
slightly downwards; one yard of altitude is lost each
and make an Omniscience Test over the body of a dead
turn gliding.
creature to attempt to read the last few moments of the
creature’s life. Each success on the Test allows you to
Level 3: Your Beast form can fly with a flight speed of
witness/experience one minute of the dead man’s life,
2 x Celerity yards a turn.
starting with the minute of death and going backwards.
Level 4: Your Middle form can glide 2 x Celerity yards
Level 3: Dead Men Tell Tales – You can spend 5 Tuning
per turn.
points and make a Conviction Test over the body or
other remains of a dead sentient to force it to animate
Level 5: Your Beast form can fly with a flight speed
long enough to answer your questions. Each success on
of 4 x Celerity yards a turn, and can make an attack in
the Test forces the dead spirit to answer one question
the middle of a movement action, allowing for a fly-by
truthfully.
attack. Your Middle form grows wings and can now fly
with a flight speed of Celerity yards a turn, and may
Level 4: Secrets of the Dead – You can spend 10
still glide at the movement rate listed for Level 4.
Tuning points and make a Brilliance Test over the body
or other remains of a dead sentient to “borrow” one of
the Skills it had in life. You may use that Skill at a level Form-Function
equal to the number of successes you roll or the level
of the Skill that the dead character had, whichever is Mnemonic
less, for 24 hours or until you take a full rest (again,
whichever is less). You can “borrow” a number of Skills “Your artificial limbs in Clockwork and Numidium form
are enhanced.”
this way at one time equal to your Brilliance dice.

Level 5: Raise Dead – You can call forth the spirit of Level 1: Your pneumatic arms are improved; you
a fallen comrade to reinvest its shell, as long as that receive +1 Might in Clockwork and Numidium forms.
body is “relatively whole”. This is not the same as This only applies when using your own limbs, not
true necromancy, and the ally suffers relatively little “borrowed” limbs (see Amputechture, above).
ill effects. This costs 30 Tuning Points and requires
ten minutes of concentration. There is also a limited Level 2: Your pneumatic legs are improved; you receive
window for using this ability; after a number of hours +2 Celerity in Clockwork and Numidium forms.
equal to your Conviction, or the Conviction of the

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Level 3: Your pneumatic limbs are armored; you receive and can only be done once per room. The Referee will
a +1 Natural Armor Bonus to your Evasion Factor in roll 1d6 and on a roll of 6 (16.67% chance), if there was
Clockwork and Numidium forms. no treasure in the room, one piece of random treasure
will now be found there. If there was already treasure
Level 4: Your pneumatic arms and legs are vastly in the room, one piece of random treasure is added to
improved; you receive +4 Might and +4 Celerity in what was already there. Of course, finding the treasure
Clockwork and Numidium forms. may entail other challenges at the Referee’s discretion,
Level 5: Unarmed attacks you make with your Pneumatic from fighting the monsters guarding it to finding a
Arms and Legs in Clockwork and Numidium forms add secret compartment to disarming traps. Therefore, you
your full Might to their damage, not the normal ½ Might will not know if this ability succeeded or not.
(round down). You receive an additional +1 Natural Armor Level 2: Your chance to “find” additional treasure
Bonus in Clockwork and Numidium forms. increases, and additional treasure is now found on a
roll of 5 or 6 (33.33% chance). Two pieces of random
Healer’s Craft treasure are now added on a successful roll.

Tzaetzi Level 3: Your chance to “find” additional treasure


increases, and additional treasure is now found on
“Your magic touch causes wounds to close and flesh to a roll of 4-6 (50% chance). Three pieces of random
meld back together.” treasure are now added on a successful roll.

Level 1: While in Man Shape or Serpens you can Level 4: Your chance to “find” additional treasure
spend 6 Tuning Points, touch any creature (including increases, and additional treasure is now found on
yourself), and make a Vitality Test. If you roll at least a roll of 3-6 (66.67% chance). Four pieces of random
one success, the touched creature is healed for 2d6 Life treasure are now added on a successful roll.
Points plus 2 LP for every success beyond the first.
Level 5: Your chance to “find” additional treasure
Level 2: Your touch now heals at least 4d6 Life Points. becomes a near certainty. Additional treasure is now
found on any roll but 1 (83.33%). Five pieces of random
Level 3: Your touch now heals at least 6d6 Life Points treasure are now added on a successful roll.
and one point of damage to each Statistic.

Level 4: Your touch now heals at least 8d6 Life Points. Jam-Tuning
Level 5: Your touch now heals at least 10d6 Life Points, Mnemonic
plus 1d6 LP for every success beyond the first, and one
additional point of damage to each Statistic for each “By concentrating, you can interfere with the Tuning of
others’ Harmonics.”
success beyond the first.
Level 1: You can spend 6 Tuning Points and make a
Hoarder’s Luck Conviction Test to interfere with the Harmonics of a single
opponent within line of sight. That character cannot use
Vryx Harmonics that require the expenditure of Tuning Points
“You have a nose for treasure, even if it wasn’t there in until the end of your next turn.
the first place!”
Level 2: You now jam your enemy’s tuning for one extra
turn for every extra success beyond the first that you make
Level 1: Before entering a room, you can choose to
on your Conviction Test.
spend 10 Tuning points to increase the probability of
finding treasure in that room. This must be done before Level 3: You can now choose to affect all characters within
you and your party enter the room for the first time, 30 feet of you with one use. This affects allies as well as

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enemies, although it does not affect you. Note that the Level 3: You can now craft items of Technology Level
jamming is a burst which happens when the ability is used 3: Modern.
and lasts a set amount of turns on each target; it doesn’t
create a “jamming area” which can move or be moved into Level 4: You can now craft items of Technology Level
or out of. 4: Futuristic.

Level 4: You now jam your enemy’s tuning for 1d6 turns, Level 5: You can now craft even items of Technology
plus one extra turn for every success beyond the first that Level 5: Weird/Unimaginable.
you make on your Conviction Test. Additionally, allies in To craft anything at any level, you must have the
the radius are no longer affected. required resources, tools, and time, and an expending
Level 5: Enemies affected by your interference no longer of Tuning Points is also usually required, as indicated on
benefit from the passive effects of their Harmonics, in the table below. Essentially, the expenditure of Tuning
addition to being unable to spend Tuning Points. Points is what makes this a Harmonic and not simple
gadgetry/craftsmanship. The generous application
of Tuning Points allows you to craft technology that
Kraftwerx would otherwise be impossible, although of course
you must have encountered, be familiar with, or at
Mnemonic
least be able to logically and vividly describe the piece
“You are able to craft artifacts of increasing complexity of technology you are attempting to craft. Besides
and utility.” the base values and modifiers listed on the table, the
Referee should feel free to modify the Tuning Point
Level 1: You can craft items of Technology Level 1: Cost and Test Threshold based on the complexity and
Medieval. power of the item the character is attempting to craft,
Level 2: You can now craft items of Technology Level and on the facilities, tools, and materials available.
2: Steam Era.

Circumstances Crafting Time Tuning Point Cost Technology ST


Crafting Medieval Item. Base 1 Minute Base 10 Base ST 1
Crafting Steam Era Item. Base 20 Minutes Base 20 Base ST 2
Crafting Modern Item. Base 1 Hour Base 30 Base ST 3
Crafting Futuristic Item. Base 6 Hours Base 40 Base ST 4
Crafting Weird Tech Item. Base 24 Hours Base 50 Base ST 5
All of the tools and materials you’d need to craft the -- Halved -1
item “by hand” are available.
Some (about half) of the tools and materials you’d -- Halved --
need to craft the item “by hand” are available.
A few of the materials you’d need to craft the item -- -- --
“by hand” are available*.
Almost none of the necessary materials/tools -- x1.5 +1
needed to craft the item “by hand” are available.
None of the necessary materials/tools are available. Crafting Impossible Crafting Impossible Crafting Impossible
You choose to halve the crafting time (cumulative).** Halved +10 +1

* This is the default, unmodified base scenario assumed, hence there are no modifiers.
** You can halve the crafting time as many times as you want, assuming you can still pay the Tuning Point cost and that succeed the
Technology Test needed after applying the cumulative modifiers to TP cost and ST.

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Lock Lash Necrogenesis
Vryx Asilos
“Your Telane or Abbadon form gouges out a lock with a “With dark chanting and passes of a smoking censer,
claw or tongue strike.” you reanimate the dead!”

Level 1: In Telane or Abaddon form, you can default Level 1: You can spend 10 Tuning Points to restore a
to Unarmed Combat to “pick locks” instead of Security, semblance of life to one dead creature, whether sentient
at a One Step Penalty, with no additional Penalty for or bestial. You need to make a Conviction Test with a
having no tools. Success Threshold equal to the creature’s Ascension
Level + 1. This resurrection takes one minute (six turns)
Level 2: In Telane or Abbadon form, when using of exclusive concentration. These creatures rise as your
Security to pick locks, ignore the Penalty for having no undead servants. Undead servants rise from the grave
tools. with half the Maximum Life Points they had in life. Their
Level 3: In your Telane and Abaddon forms you no Conviction, Omniscience, and Brilliance all drop to 1. They
longer have any Penalty when defaulting to Unarmed lose all Harmonics and Skills (except Unarmed Combat
Combat to open locks instead of security. and Melee Combat) they had in life, but retain all natural
attacks and movement modes. Their Celerity is halved
Level 4: You gain two extra dice when opening locks and rounded down and their Evasion Factor is reduced
using either Unarmed Combat or Security. accordingly. At this level, you can control one undead
servant, with no more than 20 Life Points.
Level 5: In Abaddon, you gain four extra dice when
using either Unarmed Combat or Security to pick locks Level 2: You can now control up to two servants, as long
with a tongue attack. Additionally, treat your open as they have no more than 40 Life Points between them.
lock attempt as an unarmed attack (with Bonus dice)
against any creatures standing directly in front of the Level 3: You can now control up to three servants, as long
door on the other side at a distance of 15 feet or less. as they have no more than 60 Life Points between them.

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Level 4: You can now control 100 Life Points worth of two weapons in hand, you can wield a third weapon
undead servants; the number of creatures is unlimited, in your tail, and make three attacks, each at a -2 dice
as long as collectively their LP does not total more than Penalty. Treat your Might as two less than it actually is
80. The creatures must still be raised individually, with to determine what weapons your Tail can wield.
the TP cost paid for each one.
Level 2: You receive a Bonus die to Attack Tests made
Level 5: You can control any amount of undead, as with a weapon held in your tail.
long as you raise them individually and pay the TP cost
for each one. Level 3: When wielding three weapons (two in hand,
one in tail) at once, the Penalty drops to -1 die for each
attack.
Prehensile Swordplay
Wyndlass Level 4: You now receive three Bonus dice to Attack
Tests made with a weapon held in your tail.
“Your Zu form is capable of wielding a melee weapon in
its tail!”
Level 5: You can now attack twice per turn with the
weapon held in your tail, at no Penalty. (This allows you
to attack three times per turn at no Penalty (weapon
Level 1: In Zu form, you can use an extra melee in hand, then two tail attacks) or four times per turn
weapon in your tail. When wielding one weapon in at a -1 die Penalty for each attack (two weapons, one
hand, you can wield a second one in your tail, and make
two attacks per turn at no Penalty. When wielding in each hand, then two attacks with your tail weapon).

Prehensile Attacking w/ Two Attacking w/ Three Attacking with Tail


Swordplay Level Weapons (Penalties) Weapons (Penalties)
1 No Penalty with hand and tail- Three attacks at a -2 dice Penalty Can attack with tail-held weapons
held weapons for each attack
2 No Penalty with hand and tail- Three attacks at a -2 dice Penalty +1 die to Attack Tests with tail-
held weapons for each attack held weapons
3 No Penalty with hand and tail- Three attacks at a -1 die Penalty +1 die to Attack Tests with tail-
held weapons for each attack held weapons
4 No Penalty with hand and tail- Three attacks at a -1 die Penalty +3 dice to Attack Tests with tail-
held weapons for each attack held weapons
5 Can now attack once with single Four attacks at a -1 die Penalty Can now attack twice per turn
hand-held weapon and twice with for each attack (two hand-held with +3 dice to all Attack Tests
tail-held weapon (three attacks) at weapons and two attacks with with tail-held weapons
no Penalty tail-held weapon)

Rain of Needles
Needlekin Level 3: The launched needles can now hit all targets
within ten yards of where you fire them, and deal 3d6
“You can launch your spikes as a deadly spray of razor points of damage. You receive +1 die to Attack Tests
flechettes.” using your needles.

Level 1: You can spend 5 Tuning Points and 1d6 Life Level 4: The launched needles now deal 4d6 points of
and make a successful Ranged Combat attack to launch damage. The range increases to 50 yards.
your needles at any target within 30 yards. If the attack
hits, the needles deal 1d6 damage, plus bonus damage Level 5: The rain of needles now deals (2d6)d6 points
from any extra successes on the Ranged Combat Test. of damage, and hits all targets within a twenty-five
yard radius. You receive +2 dice to Attack Tests using
Level 2: The launched needles now deal 2d6 points of
your needles.
damage. The range increases to 40 yards.

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Raw Tuning
Tzaetzi
“You manipulate the nature of reality through raw and
powerful magic.”

Level 1: You can spend Tuning Points to accomplish trivial/


aesthetic changes in reality, at the Referee’s discretion. As
a general guideline, the larger the area affected and the
more major the change, the more Tuning Points must be
spent. Anything can theoretically be accomplished with a
high enough level of raw tuning; the only limiting factor
is available Tuning Points. Ordinarily, using Raw Tuning
is a full-turn action and the changes can take even longer
to manifest. More specific guidelines are listed below. Raw
Tuning cannot create complex objects or machines; that
is the domain of Kraftwerx. Changes to the environment
caused by Raw Tuning cannot directly cause damage, nor
can Raw Tuning affect living beings, but you can also spend
3 Tuning points to use Tuning as a direct attack, inflicting
Magickal Fire, Frost, or Shock damage on an enemy within
line of sight. This is an Attack Test using your Brilliance as
a dice pool; extra successes don’t increase the damage. If
your attack hit, it has a base damage of 1d6 Fire, Frost, or
Shock. This counts as an attack action.

Level 2: You can now spend more Tuning Points to Level 4: You can now spend more Tuning Points to
accomplish minor changes in reality. You can now spend accomplish limited, finite changes in reality. You can now
5 Tuning Points to have your direct attacks with Tuning spend 9 Tuning Points to have your direct attacks with
deal 2d6 damage. Tuning deal 4d6 damage.

Level 3: You can now spend 7 Tuning Points to have your Level 5: You can now spend more Tuning Points to
direct attacks deal 3d6 damage. Your direct attacks with accomplish significant changes in local reality. You can
Tuning now hit everything within (½ Conviction) Yards of now spend 12 Tuning Points to have your attacks with
the target. Tuning deal 6d6 damage.

Desired Change (Examples) Raw Tuning Tuning


Level Needed Point Cost
Trivial/Aesthetic (Change the appearance of any surface, clean/soil object). 1 5+
Minor (Change existing weather pattern, cause door to become stuck, locked, 2 10+
unstuck, or unlocked, purify food/water).
Limited (Create or remove door or doorway, alter position or angle of wall, floor, 4 25+
or ceiling, narrow or widen hallway. Create new weather pattern, even indoors.
Create or remove light sources. Grow or shrink object).
Significant (Create or remove wall, floor, or ceiling. Transmute stone to water, 5 50+
earth to food, or base metals to gold).

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Rift Wind Conviction + Intimidate + Royal Mien. If you achieve
a number of successes equal to the target’s Conviction
Wyndlass Score, the target is paralyzed with fear and may not act
as long as you continue to do nothing but stare them
“You reflexively teleport out of harm’s way, down. Any other actions break this effect.
confounding your enemies’ attacks.”
Level 4: Add four dice to all Diplomacy and Intimidate
Level 1: When hit by a ranged attack, you can spend 6 Skill Tests.
Tuning points to make a Celerity Test. Each success that
you roll cancels out one of your opponent’s successes. If Level 5: You automatically succeed all Diplomacy and
your opponent is left with less successes than your Evasion Intimidate Tests except those made “versus” anyone
Factor, the attack has no effect. with a Conviction score greater than yours. When you
use Hawk’s Gaze, the target remains paralyzed for one
Rift Wind can be used on all attacks which only target full turn after you stop staring them down.
a single creature, namely the user. Rift Wind can be
used normally versus Grabs (see p. 46): each success on Silver Wing
the Celerity Test negates one success on the grappling
attacker’s Might Test. Rift Wind has no effect on area effect Wyndlass
attacks of all kinds, or on special attacks that do not inflict
any damage, such as some Harmonics and Spells. Finally, a “Your bladed wings can fly off your body as slashing
character must be aware of an incoming attacker to use Rift weapons and return.”
Wind against their attacks: Rift Wind is useless against the
first surprise attack in an ambush, for instance (although Level 1: While in Zu or Aurora form, you can spend 3
after that first attack, the GM should allow the ambushed Tuning Points to launch your wings at any target within
party an Omniscience Test to spot their attackers). line of sight. This is an attack that uses your Celerity for the
Attack Test; you must make a Celerity Test with a Success
Level 2: The above ability now only costs 4 Tuning points. Threshold of your target’s Evasion Factor. The attack
deals a base damage of 1d6, and can be staged up by extra
Level 3: You can now use Rift Wind when hit by any attack.
successes as normal. Your wings immediately return to
Level 4: The above ability now only costs 2 Tuning points. you in the same turn; if you are in flight during the attack,
you drop ten yards downwards.
Level 5: You have two extra dice to use on Celerity Tests to
avoid damage with Rift Wind. Level 2: Your wings can now hit two targets in one turn;
the second attack has a base damage of only 1, and hence
only does real damage if extra successes are scored on the
Royal Mien second Attack Test. You receive +1 die on Celerity Tests
Aventine made to attack with your wings.

Level 3: Your wings deal a base 2d6 damage against the


“Your noble features and dominant gaze become
difficult to disobey.” first target, and a base damage of 1d6 against the second.

Level 4: You now receive +2 dice on Celerity Tests made to


Level 1: Add one die to all Diplomacy and Intimidate attack with your wings.
Skill Tests.
Level 5: Your launched wings can now hit three targets in
Level 2: Add two dice to all Diplomacy and Intimidate a turn; they have a base damage of 3d6 for the first target,
Skill Tests. 2d6 for the second target, and 1d6 damage for the third.
Level 3: Hawk’s Gaze: By making eye contact with a You must succeed on the Attack Test for each target to deal
sentient being, you can spend 5 Tuning Points and roll damage to that target. You now receive +4 dice on Celerity
Tests made to attack with your wings.

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Skin like Plate Mail windows, and you are unaffected by normal weapons.
You may not attack in this form.
Needlekin
Level 3: You can now spend 4 Tuning Points to
“A deadly coat of needle-tipped steel spikes protects transform into smog form for 3d6 turns. While in this
your skin like armor.” form, you can pass through small cracks in walls as well
as doors, grates and windows, and you are unaffected
Level 1: You receive a +1 Natural Armor Bonus to your by all physical attacks. You may not attack in this form.
Evasion Factor while in Bladeling form and unarmored.
Level 4: You can now spend 2 Tuning Points to turn
Level 2: Whenever an enemy successfully hits you with into smog form for up to one hour, or until you choose
an unarmed attack while you are in Razorback or Bladeling to turn back. You can pass through any non-Magickal
form, that enemy automatically takes 1d6 points of barriers in the way. You are immune to all attacks. You
damage. may not attack in this form.

Level 3: You now receive a +2 Natural Armor Bonus to your Level 5: You can assume and leave Smog form at will,
Evasion Factor while in Bladeling form and unarmored. and as a free action, like changing forms. You still
may not attack in Smog Form. You may only “switch”
Level 4: Whenever an enemy successfully hits you with an between smog form and solid form once per turn.
unarmed or melee attack while you are in Razorback form
or an unarmed or melee attack while you are in Bladeling
form, that enemy automatically takes 2d6 points of Star Venom
damage plus their Might Bonus. Enemies wielding reach
weapons do not suffer this damage. Tzaetzi
“Your bite, when in Serpens or Ouroboros shape,
Level 5: You receive a +3 Natural Armor Bonus to your delivers a lethal poison.”
Evasion Factor while in Bladeling form and unarmored.
Level 1: When in Serpens or Ouroboros, you can
Smog Soul spend 5 Tuning points when making a bite attack to
have the attack poison your target if it hits, in addition
Asilos to its normal damage. This attack deals an additional
1d6 Poison damage when it hits, and deals 1 damage
“While in Lich form, you transform into a cloud of at the end of each of the target’s turns for the next 1d6
incorporeal dark smoke.” turns.

Level 1: While in Lich Form, you can spend 8 Tuning Level 2: The attack now deals 1d6 damage at the end
Points to transform into a semi-intangible cloud of of each of the target’s turns.
darkness. This transformation takes an entire turn.
You can remain incorporeal for 1d6 turns before Level 3: You can spend 10 Tuning Points to secrete a
reverting. While in this form, you can pass through poison that, when ingested by a Tzaetzi, allows that
grates and windows, and you are unaffected by normal Tzaetzi to divine a vision of the future. The Tzaetzi
ranged weapons. You may not attack in this form. must imbibe the star venom (one full turn action) and
roll Omniscience; each success entitles the Tzaetzi to
Level 2: You can now spend 6 Tuning Points to an answer to one question which must be either a yes
transform into smog form for 2d6 turns. While in this or no question, or a question regarding the fate of a
form you can pass through doors as well as grates and certain course of action, with possible answers of Weal,
Woe, Weal and Woe, or neither.

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Level 4: The residual damage from your poisonous bite Level 2: The shock damage is now inflicted to anyone
now lasts for 2d6 turns. within thirty feet.

Level 5: Your poisonous bite now deals 2d6 Poison Level 3: The effect now lasts for 1d6 turns, as long
damage initially, and 2d6 Poison damage at the end of as the Aventine remains in Gyre form for the entire
each of the target’s turns for its duration. duration.

Storm Crow Level 4: The damage dealt each turn increases to 2d6
Shock damage. The effect now lasts for 2d6 turns, as
Aventine long as the Aventine remains in Gyre form for the
entire duration.
“A storm of black thunderclouds rolls and hisses around
your falcon form.” Level 5: The effect now lasts for as long as the Aventine
remains in Gyre form, if he chooses to activate it. The
Level 1: An Aventine can pay 5 Tuning Points while effect can be deactivated at will, but the cost must be
shifting to Gyre form to have all targets within ten feet paid again to reactivate it. The Aventine may choose to
of the Aventine take 1d6 Shock damage. exclude all allies within range from the effect.

Form Characteristics
Each Bloodline has three types of forms; Man, Middle, and Beast. These forms have their own unique characteristics,
described under each individual Bloodline, and repeated here below.

Vision Shield Bonuses (and penalties) only apply in Man Shape,


and all shields except bucklers require a free hand to use.
The “Beast” form of any Bloodline benefits from Only Avatars of the Needlekin, Asilos, and Mnemonic
natural night vision. Each other form requires Bloodlines can use weapons in their Beast forms.
some sort of light source to see in the frequently dark
passageways of the Splinter.
Natural Weapons
Equipment Every Bloodline and each form thereof confers unique
natural weapons upon the Avatar. Attacks made with
The “Beast” form of any Bloodline gains no benefits these natural weapons use the Unarmed Combat Skill. The
from any worn armor, clothing, or the like, as these base damage of these natural weapons is described here:
items meld into the Avatar’s body. EF Bonus from
Armor (and armor penalties) only apply in Man-Shape Punch: (All except Tzaetzi in Serpens or Ouroboros)
and Middle-Shape. 1d6 + ½ Might (round down) Nonlethal.

Kick: (All except Tzaetzi in Ouroboros) 1d6 + ½ Might


Note: Worn Armor Bonuses to EF and Natural Armor (round down) Nonlethal.
Bonuses to EF are the same type of EF Bonus – “Armor”
– and do not stack. This will not usually come into play, Talon: (Aventine in Rione, Gyre) 1d6 + ½ Celerity
however, since Natural Armor is usually afforded to (round down).
Avatars in Beast form, which does not benefit from
Worn Armor. Beak: (Aventine in Gyre; Wyndlass in Aurora) 1d6 +
Might.

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Claw: (Asilos in Ghola, Lich; Vryx in Telane, Abbadon) Vryx in Telane or Abaddon receive a +1 Profile Bonus
1d6 + ½ Might (round down). to EF.

Fangs: (Tzaetzi in Serpens) 1d6 + Might. Mnemonics in Numidium and Tzaetzi in Ouroboros
receive a +1 Natural Armor Bonus to EF.
Bite: (Tzaetzi in Ouroboros) 2d6 + Might
Needlekin and Asilos receive better natural defenses
Tail Blade: (Windlass in Aurora; Vryx in Abaddon) by learning and using their Bloodlines’ Harmonics.
1d6 + ½ Celerity (round down).

Razortongue: (Vryx in Abaddon) 1d6 + Might (2 Movement


Yard Range).
Vryx in Telane and Abaddon can more or less effortlessly
Special: (Needlekin, Mnemonic) See the Harmonics adhere to normal walls and ceilings. They can use their
of these Bloodlines for details. normal movement speed to climb along walls and
ceilings without requiring an Athletics Test, although
the Referee may require a climbing Vryx to make an
Natural Defenses Athletics Test if the surface is particularly challenging
or a difficult climbing maneuver is attempted.”
Aventine in Gyre and Wyndlass in Aurora receive a +1
Size Bonus to EF. Asilos, Aventine, Mnemonics, and Wyndlass can
benefit from special movement through Harmonics.

Possessions
Every time you port into the Splinter, your Avatar
begins with nothing, not even the clothes on their
back. Every time you port out, well, you can’t take it
with you. If a Referee wishes to begin a pick-up game
of SPLINTER in the middle of a “long-form Game”,
he might choose to allow players to start with some
equipment from the treasure tables beginning on
p. 211. We recommend one medieval weapon, one
medieval defensive item (armor or shield), and one
reasonably powerful “other” item for each PC if the
Referee chooses to go with this option.

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Illuminated Rules: Avatar Combat & Other
Actions

Initiative
Every combatant rolls Avatar Reaction. Avatar is facing off against are not Player controlled creatures,
Reaction is the same number of dice you would roll for so they have a reaction of only their Omniscience dice;
an Omniscience Test, but unlike making a Test, you they have Omniscience 8, so they roll 4d6.)
add the results of all those dice together. In the case
of Player Avatars, add your Player Speed to the result. Everyone rolls Avatar Reaction, and gives the Referee
their results. Players act from highest initiative to
(For example, Hollis Grant [Speed 3] is “playing” Syle, a lowest. In the event of a tie between a Player and a
Wyndlass with Omniscience 6. Hollis’s controller would non-Player, the Player wins. In a tie between Players,
Roll 3d6 (add them together) and add 3, resulting in a the Players or the Referee can decide who goes first.
single number between 6 and 24. The Atlach-Nachas he

Acting Out of Order: Delayed Actions


You can choose to “wait and see” on your turn, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2 or 1 but you may not act on
effectively delaying your action until later on in the 21 of the following turn; in other words, after Initiative
round. At any point in the initiative, you may choose Phase 1, all delayed actions are wasted. Lastly, if your
to take your delayed action, although you may not initiative is high enough to grant you multiple actions,
interrupt someone’s turn when it is in progress and you may only choose to delay your first available action.
you may not “delay” until an initiative count higher
than your own. In other words, if you act on 17 and Delaying your action doesn’t penalize or alter your
you delay, you can choose to act on 16, 15, 14, 13, 12, initiative later in the round.

Technically Speaking: Turns, Rounds, and Phases


While the rules may, unfortunately, use these terms somewhat interchangeably in places, combat in SPLINTER is divided
into the following segments:

UU A Round is 10 seconds, long enough for every character to take one turn, and for characters who rolled an initiative
score of 21 or higher to take two (or possibly even more) turns.

UU A Turn is a fraction of 10 seconds in which a specific character can take action.

UU A Phase is a specific, numbered point in the initiative order where a character takes a turn or something else (such as
a timed effect) occurs. For instance, a character that rolled an initiative score of 21 takes a turn on phase 21 and phase
1 of each Round. The number of phases in a round is equal to the highest initiative rolled; a round in which the first
character to act acts on (phase) 32 has 32 unique phases in it.

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The Combat Turn UU Attack, use an attack Harmonic, or use an attack
action to do something else, and then move up to
When your initiative is up, it’s your turn to act. Here Celerity yards.
are your options:
UU Don’t attack or take an attack-equivalent action, just
UU Move up to Celerity yards and then attack, use an move up to 2 x Celerity yards.
attack Harmonic, or use an attack-equivalent action UU Spend your whole turn to use a full-turn action to
to do something else. use a Harmonic or do something else.

Measuring Movement and Range – Yards and Squares


Depending upon how much you and your group enjoy playing with maps and with miniatures, you may or may not want
to use a “battle grid” to enhance tactical gameplay in SPLINTER. The Earthside game and Player Combat is not designed
for a battle grid, and should be dealt with more abstractly, but the Avatar combat in SPLINTER can work either way.

If you want to use a battle grid, then simply choose a battle mat divided into squares (not hexes), and replace every
instance of “yards” in these rules with “five foot squares”. One yard becomes five feet. Characters can move Celerity five
foot squares per turn, and so on. You will notice that certain portions of the rules have already been converted to discuss
things in terms of five foot squares rather than in terms of yards. In short, if you want to employ a battle grid, treat all
instances of “yards” as five foot squares, if you don’t, treat all instances of five foot squares in the rules as yards – and as we
do know that three feet and five feet are two different distances, we apologize for the apparent, inherent schizophrenia.

Besides moving and attacking, there are other things UU Shift your shape up to Gnosis/2 (round down)
you can do in a turn. In a turn in which you move and stages, as long as you have that many stage-shifts
attack, you can also: left this combat.

UU Speak up to Brilliance words, no more.

Attacking
To attack, you roll a number of dice equal to your You must roll a number of successes at least equal to
Avatar’s level in the relevant Combat Skill. (For an your target’s Evasion Factor to hit.
attack with a sword, you would use Melee Combat,
attacking with a bow, you would use Ranged Combat, If you have more successes than your target’s Evasion
attacking with a high tech weapon, you would use Factor, you get +1d6 to your attack’s damage for every
Technology, and attacking with a natural weapon, you success you rolled over the minimum amount of
would use Unarmed Combat.) As with every Avatar successes needed. For instance, if you rolled 4 successes
Test, every die that comes up a four, five, or six is a hit to hit an EF 2 character, your attack would deal 2d6
or success. extra damage.

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The Long Shot Rule
If your attack dice pool is less than your target’s Evasion Factor, or your Skill or Statistic dice pool is less than a Skill or
Statistic Test’s Success Threshold, this special mechanic makes it so that you are not automatically guaranteed to fail.
However, your odds of succeeding are still very, very low. If the following conditions apply—

UU Your attack dice pool is less than the target’s Evasion Factor, or your Skill or Statistic dice pool is less than the Success
Threshold of the Test you’re attempting and

UU All of the dice you roll on the Test come up as successes

—then you may reroll all “6s” rolled on the Test.

Every rerolled 6 that comes up as a success is counted as an additional success. Every rerolled 6 that comes up as a 6 again
can be rerolled again (and again, and again, until it stops coming up as a 6). Sometimes even the badly disadvantaged or
unskilled can pull off something amazing through sheer dumb luck.

Landing an attack or succeeding a Test due to the Long Shot Rule is always worth at least one Subscriber Point (see pp. 93-94).

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Multiple Attacks
You can attack twice in one attack action if you are your current shape. Both of these attacks suffer a -2
armed with a (one-handed) melee weapon in each dice Penalty to hit.
hand, or if you have more than one natural attack in

The Damage Roll


If you hit, your attack deals damage equal to your to bypass your target’s Evasion Factor, your attack
weapon’s base damage (plus ½ or all of your Might, does 1d6 extra damage for each extra success on the
if attacking with a one-handed or two-handed melee attack roll. Your opponent loses Life Points equal to the
weapon). If you rolled more successes than needed damage dealt.

Rules Basics: Types of Avatar Dice Rolls


All of the dice used in SPLINTER are six sided dice (d6); however, the way that these dice are evaluated after being rolled is
divided into two separate handling methods: Test Dice, and Effect Dice. This can cause some confusion, especially among
new players, so this will attempt to serve as a quick guide to which is which and how they are both handled.

Test Dice are dice rolled for Skill Tests and Statistic Tests. Roll a number of dice equal to the relevant Skill (for a Skill
Test) or half the relevant Statistic score, rounded down (for a Statistic Test), then count up the number of dice that came
up 4 or higher; those are all counted as successes. Sometimes, such as when defaulting or in adverse conditions, Step
Penalties make only dice that roll 5 or higher count as successes. Basic Tests require you to roll a number of successes
equal to or greater than a static, pre-defined threshold (called a Success Threshold, or “ST”); Opposed Tests require you to
roll more successes than another character. Lastly, Saves work just like other Statistic Tests, but never require an action
to perform, can never benefit from Color Commentary (see pp. 91-92), and are made automatically to see whether or not
you can resist a certain harmful effect. In combat, the classic example is an Attack Test using a Combat Skill with an ST
equal to the target’s Evasion Factor.

Effect Dice include Reaction (initiative) rolls, damage rolls, and healing rolls, all of which work differently from normal
Dice Tests. The key difference is that instead of counting the dice that rolled 4 or higher, you add together the results of
all the dice rolled, with any modifiers. It is the sum total of the pips on the dice shown and any modifiers that determines
how much damage is done, how much a character is healed, or when you act in the initiative order. In combat, the classic
example of Effect Dice as opposed to Test Dice is a damage roll.

Damage Types
Most weapons and attacks in the Splinter just deal “generic” damage important, such as a creature with
damage, of no particular type. The game doesn’t immunity to poison.
specifically distinguish between being slashed, pierced,
shot, punched, poisoned, burned with acid, blasted Some weapons and attacks, along with basic punches
with energy, falling down a pit, and so on. However, and kicks, deal Nonlethal damage. Nonlethal damage
some special circumstances might make the source of is added up, rather than being subtracted from the

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player’s Life Points. If a character’s current Life Points Raw Tuning, although Fire, Frost, and Shock damage
are ever less than the Nonlethal damage taken, that aren’t always from magickal sources. Certain enemies
character loses consciousness for one hour, and is may be weak or resistant to any of these three damage
automatically forced to take an hour of rest (see below). types, and Aventine Gauntlet imposes a weakness to all
Whenever a character regains Life Points, twice that three. Lastly, Radiation damage is a particularly nasty
many points of Nonlethal damage automatically fade. damage type. Each 1d6 of Radiation damage inflicted
also damages every statistic by 1 point and irradiates
These basic rules also recognize four basic damage the character, causing further loss of Life Points and
types, although future products might define more. statistic damage over time. See pp. 226-227 for an
Three of these types are Fire, Frost, and Shock; these explanation of the effects of Radiation damage. No
are the three damage types that can be dealt with enemies in these basic rules are resistant or weak to
Radiation damage.

Helpless Characters
Characters that are unconscious or dying, or otherwise functionally 1, meaning that attacks against them hit
totally helpless or fully incapacitated (bound, paralyzed, often and for lots of damage.
etc.) are easily dispatched. Their Evasion Factor is

Leaving Engagements
When you are within range of a character’s melee them your back”. As long as you physically attack the
or unarmed attack, and you move out of that range character you’re “engaged” with before moving away,
without first attacking, that character can make a they don’t get a free shot at your back.
free, regular melee attack against you as you “show

Grappling
Sometimes, instead of hacking your foes to pieces, you Once you’ve established a grapple, the target can
simply want to get a hold of them. To initiate a grapple, take no actions but attempt to escape the grapple by
you must be adjacent to an enemy, have at least one succeeding an opposed Might Test on his turn. On
free hand (although a Tzaetzi in Oroborous has no your turn, you can choose to maintain the grapple but
hands, but can grapple by constricting), and have an take no other actions, to let the target go, or to begin
Unarmed Combat Skill at least equal to the target’s choking the target out. If you choose the last option,
Evasion Factor before Armor/Natural armor. In other make another opposed Might Test. If you win, you
words, if the target (Celerity 9) has an EF of 3 before deal Nonlethal damage to the target equal to your one-
armor and your Unarmed Combat Skill is only 2, you handed melee bonus damage. If the target wins, he
can’t even get hold of the target. Assuming you can takes no damage, and can attempt to break free again
get your hands on the target, take an attack action to on his next turn. Any outside character that attacks
roll an opposed Might Test against the target. If you “into a grapple” makes an attack roll against the lowest
get more Successes, you have successfully grappled the EF amongst the grappling characters. If the attack hits,
target. If not, the target shrugs you off. who actually gets hit is determined randomly.

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Special Attacks
The basic procedure for attacking in SPLINTER is that you roll your Unarmed Combat, Melee Combat, Ranged Combat,
or Technology Skill and count your successes. If you have a number of successes equal to the target’s Evasion Factor, you
hit for base damage: if you have less, you miss. Each success you achieve beyond the target’s Evasion Factor adds a die of
damage. But some special attacks in SPLINTER are a bit more complicated and work a bit differently. 

This is nowhere near a comprehensive listing of all of the “special case” attacks that exist in SPLINTER, but it does cover
all of the most common special case attacks that players will encounter using the basic rules.

Raw Tuning: When used at Level 3 and higher, Raw Tuning effects an entire area extending out to (Conviction) Yards of
the primary target. Only the primary target›s Evasion Factor matters, here. If the attack fails to hit the primary target›s
EF, the destructive blast of Fire/Frost/Shock does not manifest at all, and no one takes damage. If the attack does hit the
EF of the primary target, everyone (friend or foe) within the indicated radius suffers full damage. As specified on p. 38,
attacks with Raw Tuning do not ever “stage up” beyond base damage.

Aventine Gauntlet and Bone Weary: These are «contact» attacks that do not «care» about worn or natural Armor
Bonuses to EF. Make these attacks versus the target›s EF sans any Natural Armor or Armor Bonus. All other EF Bonuses
(Shield, Force Field, and so on) apply in full versus «contact» attacks such as Aventine Gauntlet and Bone Weary.

Rain of Needles: Like Raw Tuning, this becomes an area attack once Level 3 is reached. It works a bit differently than
Raw Tuning, however. The attacking character rolls Ranged Combat only once, and compares the result individually to
the EF of each character in the target radius. Therefore individual characters in the “blast radius” might be missed, hit
for base damage, or hit for staged-up damage depending on how the successes on the attack roll compares with their EF.

Grenade-Like Weapons: Grenade-like explosive weapons represent a third way in which «area effect» are sometimes
resolved in SPLINTER. When the grenade is thrown, a Ranged Combat (ST1) Test is made to land the grenade on a target
character or a target space. If the Test to throw the grenade is successful, the grenade goes off on that character/space
(EF does not protect you from grenade-like weapons), centering its blast radius there. If the Test to throw or launch the
grenade fails, you can determine where the off-target grenade lands in one of two ways: 

UU If using a battle mat or grid, roll 1d6 to determine the direction of the scatter based on the direction of the throw (1
= straight ahead (overshot), 2= ahead and right, 3 = back and right, 4 = straight back, 5 = back and left, 6 = ahead and
left). The distance of the scatter is 1d6 x 5 feet.

UU If not using a battle mat or grid, the GM should make an ad hoc decision where and how far off target the grenade
lands when it detonates.

Wherever the grenade goes off, grenade-like explosive weapons generally allow every character caught in the blast radius
to make an Open Celerity Test to reduce the damage. Each success on this Test then reduces the damage taken to that
character by one die.

Surprise Attacks: Optionally, the Referee may decide that characters that are surprised, ambushed or unaware of their
attacker before an attack have only 1/2 EF (rounded down) versus that attack, making them easier to hit and to critically
damage. If the Referee decides to use this optional rule, all players should be made aware of it. Use of this optional rule

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will make the Cut-Throat Harmonic, which already deals bonus damage to unsuspecting targets and ignores their Armor
Bonus to EF, somewhat more powerful.

Additional Actions
After everyone in the combat has acted once, subtract anyone still has an initiative score greater than zero,
20 from everyone’s initiative score. Everyone they can take another turn, from highest initiative to
whose initiative score is now 0 or less is done for lowest. After that, the combat round is over.
the turn. Anyone who still has a positive, non-zero
initiative score can now take another full turn, from After everyone has used all of their actions (see
highest initiative to lowest. After everyone who has a additional actions, above) everyone should roll
second action has acted again, again subtract 20 from initiative again and begin the next turn.
everyone’s initiative score. In the unlikely event that

Death and Destruction


A character with 0 or less LP is at death’s door, and negative LP than half of their maximum LP is dead,
cannot act in combat. They lose 1 Life Point every and can only be restored to life through extraordinary
round until they receive enough healing to bring their measures. (A character with 32 maximum Life Points
LP above 0. Characters with less than 0 LP can still dies when reduced below -16 LP.)
be healed normally. However, a character with more

Healing and Rest


A full night of rest restores (Vitality x [Ascension UU Each success on a Vitality Test allows you to regain
Level + 1]) Life Points and (Conviction x [Ascension 1d6 + Ascension Level Life Points.
Level + 1]) Tuning Points.
UU Each success on a Conviction Test allows you to
regain 1d6 + Ascension Level Tuning Points.
One full hour of rest allows you to make a Vitality Test
or a Conviction Test, your choice. Note: You can only attempt Vitality/3 [round
down] Vitality Tests this way per day, and only
Conviction/3 Conviction Tests this way per day.)

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Advanced Rules and Setting Info
Bread and Circuses: A History Lesson

The Multi-Nationals
Supreme Court decisions ages ago – back when there was The corporations saved the world and make a killing in
a supreme court – gave corporations extraterritoriality the process. Thus, the old dinosaurs called “nations”
and the ability to maintain an army of security forces became extinct, overtaken by the corporations, which
for their own defense. The catastrophic consequences had evolved beyond them.
of the global resource crisis, the collapse of the United
States, and the widespread biological warfare and As national borders dissolved, the world became
famine that followed caused the world governments perfectly multicultural. Think less a mosaic weaved of
to free the multinationals from any semblance of a thousand unique colors and more a thousand unique
governmental control. They were hoping that they would colors mixing together to form a sterile shade of
be able to find a cure for the rogue bio-agents killing white. Racism is gone and no one cares about skin color
millions, or at least manage the epidemic, which burned anymore, but ethnic identity, nationalism, and cultural
away half of the Earth’s population within a decade. pride have all gone the way of the dodo as well.

The Corp Wars


The world was running out of resources, the petroleum engineers, and thinkers – who had the smarts and the
that it had thrived on since the age of industry was finally training to develop a new power source. From the global
running out. The corps went to war with each other, chaos, one corporation emerged the winner, the others
turning the entire world into a battlefield, pockmarked destroyed through a combination of assassination,
with balefires of hotspots where corporate “security buyouts, and tactical nuclear strikes. The winner was
forces” and elite mercenaries were at out and out war. EBC – the Entertainment Broadcasting Company. What
They didn’t just fight over the coal and oil they were you now know as GamesCorp.
left, they fought over the people – brilliant scientists,

Multiculturalism
While this was a buzzword and rallying cry for the left wing and architecture are so well blended that it is hard to
in the 21st century, by the 25th century, multiculturalism recognize any of the original cultures that went into
means the death of all diversity. While EBC supported the melting pot in the first place. Technology supports
a multilingual and multicultural globalization campaign this globalization; between hovercrafts and sub-orbital
for the last two hundred years or so, what it was really flights, Specialists can be anywhere in the world within a
accomplishing by breaking down the barriers between day, and the truly powerful can be anywhere in the world
different cultures was the death of social identity within a few hours. For Club Members and high ranking
and the birth of social cohesion. The disintegration of Executives, a “daily commute” between Los Angeles
sovereign nations and the evaporation of nationalism and New York is not uncommon.
made this franchised disenfranchisement possible. Life
in Caracas, Istanbul, Vladivostok, Dallas, and Seattle
are effectively indistinguishable. Names, languages,

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Economy
Capitalism is now a sub-system of the Class System. While capitalism in all its forms is usually allowed to run
While it is theoretically possible for a Specialist to earn free as long it does not interfere with the Class System,
more than a Manager due to supply and demand, the fact the economy is controlled in some limited respects. For
that Managers get more favorable tax laws and better instance, EBC and GamesCorp are a governmentally
discounts on most goods and services means that higher supported and mandatory monopoly, unsurprising since
classes will always be more financially solvent than their they are also the de facto government. Likewise, the
lower-class counterparts. Additionally, drugs have been Splinter and the transfer equipment are proprietary
legalized, but only for certain classes. All flows of credit GamesCorp technology, and the resistance has been
are electronically monitored, but cocaine, amphetamine, totally unable to reproduce them. There are fewer
and some barbiturates/opiates can be purchased legally ways to get disappeared faster than trying to reverse
by anyone of Specialist class and above. As a result, engineer or pirate GamesCorp tech.
cocaine and other drugs have become the preferred
medium of black-market exchanges and are absolutely
mandatory for unobtrusive bribes.

The Resistance
The obvious comparisons to 1984 abound, but this is Crimethink: Resistance workers in secret cells distribute
not a society (completely) without hope of redemption, pamphlets in Temp slums and infiltrate institutions of
although the odds are against it. The resistance fights education to secretly spread their message of freedom, as
(and consistently loses, but never gives up) an uphill well as fighting to keep alive the philosophy of long-banned
battle with GamesCorp and their entire way of life. Since nonpersons from Jefferson, Locke and Rousseau to Shaw,
they have neither the manpower nor the firepower to Heinlein, and Mitchum. This branch is also responsible for
take on EBC directly in conventional warfare, like all consistently agitating to start riots among the lower classes
insurgents they attempt to win hearts and minds. This – usually with little success.
asymmetric war has three main fronts.
Terrorism: Finally, freedom fighters blow up EBC facilities
Guerilla Radio: Hackers working for the resistance and assassinate prominent Club Members when possible
attempt to pirate broadcast their counter-propaganda – the Wardens usually ensure they die in the attempt, so
and rallying cries, piggybacking or jamming GamesCorp these actions are taken rarely, and at great cost.
signals. This is considered a capital crime.

The Class System


The shape of the world today emerged ready-made from The resulting society is class-based because Class
a GamesCorp think-tank of the most brilliant historians, Systems are by far the most stable form of social
political scientists, philosophers, and sociologists, all organization – the members of each individual class
of them on the EBC payroll. Rising from the neo-feudal have a vested interested in maintaining the status
chaos of the Resource Wars, the think tank recognizes quo. “Respect to those above, deference from those
the need for stability, at all costs. EBC pays them to below.” The upper classes can depend upon the lower
design a system that will be the most acceptable form to participate in their own oppression. This particular
of totalitarian control. The thinkers take a dash of system also holds out the old capitalist dream of self-
American capitalism, a drop of dictatorship, and mix it improvement: it is possible to buy one’s way into a
together with two spoonfuls of the Protestant notion of promotion. No one wants to rock the boat and screw up
a vocation or calling: You Are What You Do. their chance of someday joining the ruling classes.

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The Classes

The Peerage Management


The oldest and richest families on Earth, Rockefellers, White-Collar. The exact middle of the pyramid, Managers
Rothschilds, Doles and Turners, the Peerage – sometimes are middle-men and middle-managers who rule the lives
referred to in colloquial speech as “Club Members” – are of Specialists and Workers with an iron fist to ensure
at the top of the pyramid – almost, that is (The Board is a that the stock prices of their Executive bosses stay
special case; see below). The entire society exists for their high. The most highly respected Managers are the
pleasure; it is their investments that support the Game and GamesCorp Producers, treated with special deference
all its competing studios, their funding that funnels to key due to their involvement with the games that form the
scientific research, and their patronage that ensures the basis of modern society.
academy training of promising Professional Players.

Specialist
Executives
Blue-collar. Artisans, doctors, lawyers, and teachers are
Executives are the movers and shakers who do the deals
all Specialists in the modern day, but none of them earn
that keep the cubes selling and the births filling and manage
the same respect and deference as Players. At the start
the other needs that keep the world that EBC owns
of game, all Players belong to this class, but might have
running. Since EBC has dozens of subsidiaries, some openly
gotten there via being demoted, being promoted, or one
competing, Executives still have some spice, strife, and toil
and then the other.
in their lives, as opposed to the Peerage.

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Worker EBC, and therefore, the world. The Board is comprised of
a shifting membership of seven to fifteen high-ranking
At the bottom of the ladder (almost, that is – The Grind members of the Peerage charged with the responsibility
are a special case, see below), Workers have no special of setting policy for the Game Broadcasting System as a
skills or training, and work the few unskilled jobs that whole. There is no appeal of Board decision, and there is
aren’t automated. Lowest of the low here are Temps, no politicking or playing one member off against another.
who work data-entry and customer service jobs only a The reason for this is that no one outside the Board
few months a year, and live from hand to mouth, hustling knows who’s on the Board at any given time. The blank
on the streets of the Temp slums in between. screen and artificial voice that appear when the Board
communicates with anyone (always by video-phone,
never in person) prevent those who have displeased the
The Committed (The Grind) Board from even knowing who they’re talking to.
The bottom of the barrel, The Committed – often called “The
Grind” – are barely human. They have no free will or sense of
self – their ego and id have been subverted by a neural shunt
The Wardens
between the end of the spine and the medulla oblongata. Utterly faceless and devoid of identity, and therefore
Being Committed to the Grind is a punishment reserved for completely incorruptible, the EBC Social Peacekeeping
capital crimes like murder and treason, and is considered Force or Wardens are infamous for their brightly
worse than death. Many “Amateur” players join the Game polished and almost impervious blue body-armor, their
to avoid being Committed. The Grind are essentially slaves, SOTA electronic assault rifles, and most of all, for their
used only for brute force manual labor and unenviable tasks reflective, silvered riot-helmet face masks, which are
like the transportation by hand of highly infectious toxic completely opaque. The Wardens enforce the will of
wastes. All other classes find them intensely unpleasant to EBC. They are specifically responsible for preventing
be around, often citing their dead and soulless eyes. They thoughtcrime/crimethink (dissention and class fraud)
have been compared, unfavorably, with the zombies of the and apprehending or terminating seditious persons
Splinter itself. The Grind are unable to speak. and traitors. They speak in monotone, digitized voices
and are, rumor has it, merely the Grind with their pain
The Board of Directors receptors deactivated and their Asimov inhibitor
switched off. Unlike the resistance that they frequently
The highest authority on Earth in 2471, the BoD is an suppress, the Wardens can kill without conscience and
oligarchy of Peers who preside over the operations of fight without fear.

Appeasement and the Peerage


Beyond controlling what the lower classes of Earth think, do, and say by way of the Game and the Social Peacekeeping Force,
the EBC’s Board of Directors has a much larger responsibility that only a few (living) people understand. The BoD must control
how, where, and when the prominent members of the Peerage invest their money, in order to keep everything in society
running smoothly, while also creating the illusion that these Club Members are still in charge of their own financial decisions.

As everyone knows, money and gifts talk; but what bribe can you offer to a person who has everything? The BoD’s solution is
simple: supply the most important investors (and sometimes scientific minds, even superstars if necessary) with things that
even they can’t legally get their hands on. In most instances, this boils down to real, human slaves (not the hired “Pleasure
Slaves,” as detailed below), disappeared from any class at any time. On rare occasions, young and attractive Players will
vanish off the grid, only to be brainwashed and delivered into the waiting arms of a Peer.

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The Game makes a perfect cover for this activity, as Players go missing in the Splinter all the time. What’s more, the BoD has
hundreds of ready-made and obedient soldiers, assassins, and kidnappers on hand in the form of other Players, who must
undergo mandatory Conditioning even before entering the Game. All of this activity is, in this way, easily kept secret from the
underclasses all the way through Executive class, and even unknown to the Players themselves.

With the EBC feeding any Peer a steady supply of extra-legal goodies, they can often bend the ear of these prominent
figures in regards to almost anything. More importantly, a complacent upper class is unlikely to institute any kind of social
change – which is just the way the EBC likes it.

Producers and Studios


Even though GamesCorp holds the monopoly on the Player worth their salt would risk life and limb to get into.
Game and all it entails, EBC discovered early the value of These studios, and the powerful men and women who
a little healthy competition. For this reason, under the control them, constantly have their ears to the ground
auspices of GamesCorp, dozens of studios exist to vie for the next big star; some of them are ruthless enough
for the best cube sales. Five hold the place as the top to do anything to procure the loyalty of an up-and-
dogs in the industry – the five studios any Professional comer.

Prestige Studios
Producer Michael Corman; Assistant Executive Producer Bob Vance

Prestige Studios is probably the most well-known of tales of romance and adventure. If it was in the top ten
all of GamesCorp’s assets. Most classic cubes can bestselling cubes of the year, you can probably bet that
be attributed to them, and their fare runs the gamut Prestige had something to do with it.
from mindless action and destruction to gripping epic

Spelman Studios
Producer Randy Spelman; Assistant Executive Producer Lisa Cole

When Randy Spelman retired – a move almost entirely Studios was created. Spelman is noted throughout
unprecedented by any Player who had survived the Player conversations as one of the “nicest guys in
Splinter – he wielded such an enormous fanbase that showbusiness,” though how much of that is spin and
the powers that be saw fit to promote him from how much is due to his not-inconsiderable acting abilities
Specialist status and keep him in the industry (and is unclear.
under their watchful eye). For this reason, Spelman

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Valkyrie Studios
Producer Rosalynd Emory; Assistant Executive Producer Greyson Thoms

Valkyrie is the studio behind all the most violent, “push the envelope” when it comes to Short Form games.
carnage-ridden, brutal cubes released to date. And for Once a GamesCorp Scout, she’s seen some of the most
the Splinter, that’s really saying something. Rosalynd treacherous parts of the Splinter first hand; still, she
Emory is a woman as ruthless as the Studio she heads, seems to have little compunction sending countless
and she prides herself in her ability to find new ways to Players into the arena in the name of Entertainment.

Great White Studios


Producer: Angelo Lauren; Assistant Executive Producer Kristianne Marks

Great White professes to more “cerebral” productions produces the hit, long-running series Metropol Case
within the Splinter, as much as such a thing could be Files, a murder mystery series that follows Aventine
said about an industry laden with senseless combat and Detective Fellina Maylle as she solves a different murder
murder. Responsible for many of GamesCorp’s sweeping within Zentropa City each week.
romances and psychological dramas, Great White also

Changing World Studios


Producer: Marjory Gomez; Assistant Executive Producer Paul Suyeshi

Once one of the small-time to middle-tier studios, “independent productions,” in reality, Changing World’s
Changing World was elevated in the public eye by its parent studio, Prestige, engineered the small studio’s
Long Form series, “The Mysteries of the Pyx,” one meteoric rise into the big leagues.
of the most popular cubes of all time. Lauded for its

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Rulesburst: Finer Points of Play
This section contains details about the art, science, and highly profitable trade of being a Player, covering things like the
HUD, Color Commentary, Transfer Glitches, and a few Game/Program Types.

The Transfer Process


The Transfer Process should be strange and unsettling through the skin. This way the Player will not need to
as your perception of reality is gradually or suddenly worry about involuntary muscle reactions like those
subsumed by another dimension; your Referee can necessary for respiration, although the heart is still
spend as much or as little time as he wants describing carefully monitored. Once safely sense-depped and
each transfer, but the most important transfers are waterlogged and wired, the Player is ready for transfer.
those that are first transfers, either for a gamer (i.e.
the guys sitting around the table) or for a Player (i.e. a The transfer takes anywhere between ten seconds
character). and ten minutes (rarely more or less) as the world
beyond the tank melts into a different one. Players have
On the technical side of things, a large vertically free- described the moment of changeover as everything
standing tank filled with semi-translucent silver-blue from falling asleep, to waking into a dream, to moving
liquid, and hooked to all kinds of wires, monitors, and through a door, to surfacing from under water, to dying/
control panels is the standard hardware for a Transfer being born, to exhaling their entire existence as bubbles
into the Splinter, called a Player Point Insertion or PPI. and breathing in a new self.
The Player strips naked and is festooned with suction
cups and sensors to monitor heart rate, pulmonary If it is a Player’s first transfer, they will enter a blank,
activity, brain waves, blood pressure, and other wireframe, computer-generated “tutorial” area where they
medical data. Additionally, a trode-net – like an ultra- will quickly learn the basics of Avatar control in the Splinter.
fine silicate hairnet – is affixed securely to the scalp to This area includes discussions like basic movement, Gnosis
record/transmit the Player’s lived experiences to the and shape-changing, combat, Tuning, and an important
Splinter. The input signal will allow the Player’s actions primer on Ports (showing what an active and inactive port
to control the Avatar. The output signal provides the look like).
“Raw Feed” that will be edited into Programming for
“our viewers at home”. The truth is, very little is known about the science
behind this mysterious process, since it is proprietary
Once properly wired up, the Player is introduced into the EBC technology, and a closely guarded secret. What is
sensory deprivation tank. The tank is filled with a special known is that no inanimate objects – like weapons or
fluid called “liquid oxygen” which can be breathed while currency – can, under normal circumstances, go from
conscious and unconscious, and also absorbed partially the Splinter to Earth, or from Earth to the Splinter.

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The Id, the Ego, and
the Avatar
For the Player, conscious knowledge and
memory of Earth and the real world tends
to evaporate; they do not transfer to the
Avatar. Likewise, the lived experiences and
Splinter knowledge of the Avatar that are
retained tend to be fragmented and partial.

In terms of “who to roleplay”, the GM should


have every player at the table roll an Easy
Player Will Check at the moment the transfer
“syncs”. This is called a Control Test.

If the Avatar’s Conviction is at least two


points higher than the Player’s Will, the
Control Test is Normal instead. If the
Avatar’s Conviction is double the Player’s
Will or higher, the Control Test is Hard
instead. On the other hand, if Player Will is
actually greater than Avatar Conviction, the
Test is Very Easy.

If the Player succeeds, the Avatar is more


or less the Player’s puppet; the Avatar’s
background should only more or less color
the Player’s goals and Agendas. If the
Player fails, the Avatar is mostly in control:
the Player is an unwelcome guest in the
Avatar’s mind, but does not have the house
keys, so to speak.

At the Referee’s discretion, the Control


Test can be repeated every night when the
Avatar goes to sleep to determine who will
be in control the following day.

When the transfer occurs, the GM may wish


to take control of all the Player sheets,
and hand-out the Avatar sheets. Likewise,
when the transfer back occurs, the GM may
want to sit on the Avatar sheets and give
out the Player sheets.

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The HUD
Any Player in the Splinter (as long as the Player is in vision. The information shown on the HUD depends on
control of the Avatar) can spend a Combat Turn (or a the results of an Easy Player Wits Check, as described
minute outside of combat) concentrating to attempt below.
to summon the Heads Up Display overlaid on his or her

Wits Check Result Heads-Up Display/ Benefits


Awareness Level
Failure No-HUD No HUD Appears
Even Success Life-Clock Only A life-clock appears. In Survival, the life-clock shows how long
you must last until automatically transferred out. In Escape, the
life-clock shows how long you have to find a Port. In Long Form
games, the Life Clock shows how long you have been in the Splinter.
Remember that the transfer process is not perfect, and Death by
Disassociation eventually occurs, even within Long Form games.
Rolled 2 Under Full HUD Player becomes aware of exact Avatar Life Points and Tuning
Points plus ammunition count for currently equipped weapons.
Additionally, in certain short form games, the HUD will display FOF
(Friend or Foe) indicators in the form of colored auras around other
players.
Rolled 4 Under Full HUD w/ Port Compass If there is a PORT on the same level as the player, directly above the
player, or directly below the player, a compass will appear guiding
the player in the GENERAL DIRECTION of the Port (not the exact
route) for the duration of the HUD’s display. In some Short Form
games, this “Radar” can also show the rough location of other
Players (+2 Dice on Omniscience Tests to locate these Players).
Rolled 6 Under Transcendent Awareness The Player becomes aware of the exact remaining Life Points (the
“Health Bar”) of all other characters in the Splinter.

The HUD remains displayed for an hour once summoned. The HUD must ‘fade’ before another Player Wits Check can be
made to summon a new (and potentially better) HUD.

Game Types
There are many types of game, organized by the type of real life entertainment they correspond to and VERY BRIEFLY
summarized here. Details that are left out are for the Referee to make up, possibly as he goes along.

Pro-Sports/Game-Show/Reality Television/Extreme Sports

Deathmatch randomly with weapons and equipment (or not). The


objective is to kill each other. In one variant, the last man
In this game-mode, anywhere between four and sixteen standing wins and is Ported home. In another variant,
Players are spawned, alone, naked, and unarmed in a after a set amount of time (usually intervals of five
level of the Splinter verified by scouting parties to be minutes, depending on the size and complexity of the
relatively safe of outside threats (or not) and strewn level) the player with the MOST kills wins. If there is only

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one survivor, he doesn’t get to go home unless he has of the 25th Century. For this reason, popular teams are
the most kills. This tends to make for a more aggressive rarely pitted directly against each other, since one team is
game and discourages camping. wiped out during every game of CTF. When a big match or
“superbowl” occurs, the ratings are tremendous, since fans
Outside of its limited hardcore fanbase and cult following, know one of their favorite teams WILL be wiped out forever.
the Deathmatch game-type is rapidly decreasing in
popularity. Focus groups have shown that, surprisingly,
viewers would rather see Players work together for a Escape/Survival
cause – even if the cause is only killing other Players –
than massacre each other senselessly. The standard proving grounds for new Players looking to
move into ANY other type of Game.

Team Deathmatch In Escape, several Players (usually between two and


eight, usually all PCs in meta-game terms, but NPCs are
Like Deathmatch, but with teams. Two teams of four fine too) are Ported in. Players (who may work against
to sixteen Players each (or up to four teams of 4 to 8 each other) have a time limit – typically eight hours – to
Players each, but no more than 32 Players total) are find a working Exit Port, and Port Out. Failure to do so
spawned together, naked and unarmed, in isolated in the time limit means that toxin sacks introduced into
locations. The goal is to wipe out all other teams. their REAL PHYSICAL BODIES dissolve, killing them. In
other words, this game type makes the Splinter even
While Team Deathmatch is more popular than free- more deadly than it usually is.
for-all Deathmatch, focus groups would prefer to see
Players working together to kill native Splinter fauna/ Survival is in many ways the opposite of Escape, but in
denizens than working together to kill each other. many ways the same. Players have only to SURVIVE for
a set amount of time – again, usually eight hours – and will
be automatically Ported out. However, Players are usually
Capture the Flag transferred into an uncivilized area of the Splinter, known as
a Wild Zone, and a dangerous one at that.
The most popular Deathmatch variant for its strategic
depth, Capture the Flag is Team Deathmatch with a twist.
There are always two teams (four to sixteen Players a Predator and Prey
team). Each team spawns in a room with a locked color-
coded Port and a flag. The blue team spawns in a room with In this exceptionally cruel game type, also called The
a red flag and a locked blue port. The red team spawns in Running Man, one player is the Hare; he is spawned naked
a room with a blue flag and a locked red port. The blue flag and alone in a remote area of the Splinter. The rest of the
unlocks the blue port; the red flag unlocks the red port. Players – usually no more than five – are the Hounds, and
spawn together in a room with weapons and equipment.
Traditionally, half of a team is on Defense, guarding the
Flag (which is mobile), and the other half of the team is on If the Hounds can successfully poach the Hare, they can
Offense, trying to capture the opposing team’s Flag. Only leave safely. However, they cannot hunt from a position
one Port will open. Once a team captures the opposing of leisure or safety. The Hare has a significant head
team’s flag and touches it to their Port, they have both start, and in the maze-like architecture of the Splinter,
guaranteed their escape (unless killed) and guaranteed the it’s easier to lose someone than to find them. If the Hare
other team’s doom. survives a set amount of time – usually about twenty
four hours – the Hare gets an Exit Port, and the Hounds
Unlike in other Deathmatch variants, in CTF teams are die. All Players must deal with the dangers of the Splinter
allowed to stay together – in this respect, Players function itself, as usual.
very much like pro-sports teams. CTF is the pro-football

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Dungeon Quest in, roll d100 for each of the NPC players to see what
happens to them.
The short-form game variant that is most quickly
increasing in popularity. Eight Players are Ported into Die Result Outcome
the top level (or bottom level) of a ruin (in a Wild Zone, 01-05 Killed
naturally) that holds a significant amount of treasure. 6-94 Nothing
Every treasure is assigned a “GP” or “Gold Point” value 95-99 Found 2d20 x 100 GP worth
by a panel of GamesCorp Judges. The PCs have a limited of treasure
amount of time, usually between eight and twenty four 00 ENCOUNTER WITH PLAYERS
hours, to rush into the ruins, grab as much GP as they (optional)
can, and get out. They can work together or against
each other. Each time the PCs move through a room on their way
out, roll d100 for each of the NPC players to see what
If they overstay the time limit, they are killed, the same happens to them:
as in the Escape mode. However, the one public Exit
Port near the “Spawn Point” will only open for the FOUR Die Result Outcome
PLAYERS with the Highest GP Score. (By default, if only 01-05 Killed
four [or less] players survive, those players get to leave,
6-94 Nothing
if they make it back to the Exit Port). In other words,
95-99 FOUND THEIR WAY OUT
players must carefully balance the risk of gathering GP
with the risk of NOT gathering GP. 00 ENCOUNTER WITH PLAYERS
(optional)
Use the following table to quickly track NPC success
during Dungeon Quest games with NPCs involved. Like Deathmatch, Dungeon Quest has solo and team
Each time the PCs move through a room on their way variants.

Running Games Where PCs Directly Compete


If running a game where PCs compete with each other either alone or in teams, it is best to take turns. Have PCs/teams
roll Reaction to see who gets the first turn. Each turn consists of moving into and clearing/quickly exploring one room, or
backtracking for two turns. In other words, about a minute of gameplay. Have each team keep their own map, and do not give
them any metagame hints as to where the other ones are.

The “Discovery Channel”


A fairly new niche market, closely monitored by the of the Splinter, trying to see as much interesting shit as
Splinter technicians, “Free-Mode” or “Exploration” is a possible without dying.
genre similar to the Natural Geographic of 20th century
Earth. Essentially a twist on the “Long Form” game Some consider “Free-Mode” a dead-end career choice
type, where Players work together to simply OBSERVE for Players; there generally isn’t enough violence to
the strange peoples, civilizations, architecture, culture, develop a real fanbase since Players are specifically
technology, Magick, wildlife, and other unique aspects DISCOURAGED from becoming involved in political
infighting and assassination–in other words, Adventures.

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However, Players who do well as Explorers might be The timeframe of “Free-Mode” games is similar to that
able to switch careers, ceasing to be Specialist-class of “Long-Form” games, usually with equipment rated
Entertainers and becoming Specialist Technicians for 1000+ hours of continuous transfer before Death by
instead, finding work as GamesCorp scouts. Dissociation occurs.

Feature Film/Television Miniseries/Hour Long Weekly Drama Series


The “Long-Form” or “Adventure Mode” is the career pinnacle are free to embroil themselves in ongoing events such as
that most Professional Players aspire to. Also called “Role wars, political intrigue, and great quests, while pursuing
Playing”, Players develop a detailed Avatar-persona – adventures such as robbery, assassination, peace keeping,
often drawing on the true memories and identity of their and battle. The Long Form is the big league, and Long Form
Avatar – and roam the world of the Splinter as dashing equipment is rated for 1000 hours of continuous transfer
rogues, powerful wizards, and noble knights, searching for and up, up, up.
excitement, adventure, treasure, violence, and sex. Players

Color Commentary
A sportscaster’s onomatopoeic gutter-poetry, relating and forth dialogue is normally very functional and plain – I
the violence and feats of athleticism on the field below. move there and attack this enemy. I listen at the door, I
The dramatic intensity of a Shakespearian actor’s check the lock for traps. Color Commentary encourages
soliloquy. The ultra-stylized banter of a private eye’s players to spice up their narration, while still being clear
internal monologue in a film noir. Color Commentary, the and making tactically sound decisions.
sub-vocalized narration by which a Player relates his
experience to the audience, is all of these things and How Color Commentary works, is that first, the Player
more, and is an important part of the experience of the announces that Color Commentary is being used – by
player, and the Player, in SPLINTER. simply saying so, or by passing a marker in to the table.
Once Color Commentary is “Activated”, the Player says
The normal course of a roleplaying game involves the what action their avatar will take, describing it in a
players seeking information from the Referee, and then way that is as dramatic and colorful and “extreme” as
telling the Referee what their characters intend to do possible.
based on that information. The player side of this back

Ground Rules

UU Color commentary can be used in combat or out is an Expert in Color Commentary, it can be used
of combat, but should not last more than 15-60 Wits times in this period. If the Player is a Master of
seconds of IRL time. Color Commentary, then Color Commentary can be
activated Wits x 2 times in this period.
UU The number of times color commentary can be
used is limited by the hour if the Player is in control, UU Color Commentary describes intention, not results.
but by the day if the Avatar is in control. In either Hence, “I’m gonna smear this goon’s brains all over
case, if the Player has Color Commentary Trained, the wallpaper”, never “I smash his face in” because
it can be used once in this period. If the Player is you do not know whether or not you will hit. The
an Apprentice in Color Commentary, it can be used Referee decides that.
Wits/2 (round down) times in this period. If the Player

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UU Decent Color Commentary is worth +1 die to the UU Color Commentary never penalizes the player.
relevant roll, good Color Commentary is worth +2
dice, and great Color Commentary could add three UU Color Commentary must still accurately describe all
or more dice. The quality of Color Commentary actions being taken in a combat turn or a course of
is entirely up to the Referee – it should be both action proposed outside of combat.
entertaining and in character (for the Player, not
the Avatar) – but a sincere effort should always be
worth a Bonus die.

Studio Conditioning
In order to control the Game, GamesCorp must first control its Players. After all, the people of Earth watch the Game to
distract themselves from the drudgery of real life; why would they want to be reminded of, say, the totalitarian rule they live
under, or the inescapable caste system they live in? Mentioning those things while broadcasting would just make viewers
upset, and EBC is nothing if not dedicated to keeping its viewers happy.

Not to mention the havoc that could be wreaked if a Player were to let slip in-Game that they were a Human Being from
Earth. Not only does it ruin suspension of disbelief, but the Splinter’s natives are pretty touchy about “Outsiders.” Saying
things about Earth out loud, or even complaining that they have been sent into the Splinter to die for the entertainment
of the masses, could have terrible outcomes. Really, it’s for the Player’s safety that they absolutely not say any of those
things, or anything like them.

To make sure their Players don’t put themselves in these kinds of perilous situations, by accident or on purpose, all Players
are put through rigorous Operant and Physical Conditioning before being allowed to port into the Splinter. This
Conditioning insures that Players cannot say anything about Earth or the Game when speaking out loud, and certainly cannot
say anything that might be considered seditious or inflammatory through their Color Commentary.

If a Player wants to say something out loud about Earth or the Game, or speak ill of the conditions on Earth in any
way, they must first overcome this Conditioning in order to get the words out. A Player attempting to do this must
make a Crushingly Hard Will Test for every “forbidden” sentence they attempt to speak.

If the Player fails this Test, any number of things might happen (at the GM’s discretion). Their Avatar’s jaw or throat may
physically seize up, they may begin to asphyxiate, or they may merely spout nonsensical gibberish in place of the words
they were attempting to say.

Succeed or fail, a Player who attempts to overcome their Conditioning loses 6 Player Health, as their bodies begin
experiencing arrhythmia or serious cardiac problems.

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Rulesburst: Player Advancement

Subscriber Points
In a totalitarian society where everything you have brutal coup de gras – he should award the Players in
earned can be taken from you with the slightest margin question some Subscriber Points.
of justification, fame is the only real power. Players gain
fame by putting on a good show, and this is somewhere Remember the Blooper Reel Rule also; a Player who
that Professionals and Amateurs are on even footing. hilariously embarrasses or humiliates themselves in
Professionals may be trained to play to a crowd, but the some way, whether by genuine stupidity or just plain bad
same crowd might be even more rapt with the hateful luck (like rolling all 1s on any Test) may also gain some
snarls and rude gestures that it gets from an Amateur. Subscriber Points. Don’t worry, they’re laughing with
you, not at you. Really. (A roll of all 1s should probably
GamesCorp has thoughtfully provided a worldwide have some unforeseen consequences. The Subscriber
subscriber system, where audience members can share Point bonus should be greater the more severe these
what they’re viewing with others and “subscribe” to consequences are.)
newsfeeds to track the process of Players that they
like. When a Player gains fans through word of mouth – Certain situations and accomplishments are always
through someone clicking “Subscribe” or showing their worth Subscriber Points, besides the extra ones that
friends a clip – they gain “Subscriber Points”. the Referee hands out ad hoc. The Referee is the
final arbiter of whether or not Subscriber Points are
“Subscriber Points” should be awarded by the Referee awarded to players, but all of the following should be
for creativity, attitude, extraordinary success, taunting, worth Subscriber Points barring significant, mitigating
showboating underdog victory, good Color Commentary, circumstances. One final note; the awarding of Subscriber
style, flare, and panache. In short, whenever the Referee Points should not be predictable or formulaic. Don’t let
sees a Player or Players do something in the game that players game the system by, for instance, smashing
would make for “good entertainment” – something themselves for massive damage over and over again or
he’d like to watch as part of an audience, whether it’s systematically massacring 100 null-challenge Voormis. If
a stirring dramatic monologue or a particularly cool or it’s not entertaining, it’s worth no Subscriber Points.

Condition Subscriber Point Award/Modifier/Penalty


“Finishing” a (Non-Player) Enemy* 1
Blooper Reel Material (All 1s/Critical Fumble) 1
Resurrecting an Ally 1
Discovering or Crafting a New Piece of Technology 1
Entering a New Floor 1
Discovering a New Enemy Type 1
Player Kill (Opposing Team) 2
Trap Evasion Award 0-2 (Referee Determined; More Creative Trap Evades Should Be
Worth More)
Match Victory (Death Match, Dungeon Quest, CTF, Etc.) 4-12 (Referee Determined. Underdog Modifier May Apply)
Massive Damage Taken Damage Taken/20 (Round Down)
Story Objective Referee Determined

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Condition Subscriber Point Award/Modifier/Penalty
Dropping an Enemy in One Hit +1
Enemy’s AL > Player’s AL +Difference in AL
Color Commentary Used +Bonus Dice Awarded (Adds to Existing Reward Only)
Critical Condition/Underdog Modifier (When Own Current x2 (Never Applies To Massive Damage or Blooper Reel)
Life Points < 10)
Rest (One Hour) -1
Rest (8 Hours) -3
Player Kill (Own Team) -2 to -5 (Referee Determined)
Match Loss (Death Match, CTF, Etc.) -2 to -5 (Referee Determined)

* At the GM’s discretion, kills of enemies three Ascension Levels or more below the Player’s AL might be worth less or no Subscriber Points.

Cashing Out
When you Port out of the Splinter, you get a number Points are used to improve your Avatar (see below).
of Training Points equal to the Subscriber Points Access to training facilities and personnel is dependent
you earned since you Ported in. You get to keep the on your popularity and ratings. If you had such a terrible
Subscriber Points, too, but you can’t ever earn a Training session that you actually lost Subscribers, your skills
Point twice for the same subscriber (Training Points don’t actually decay, but your Player Ranking might go
can’t ever exceed total Subscriber Points). Training down.

Subscriber Point Decay


If you don’t constantly maintain the public’s awareness time; the public is fickle. If you take a one-hour rest in
of you, you will be forgotten. For every week where you the Splinter, you lose one Subscriber Point; if you take a
don’t appear in any live programming, your Subscriber full night’s rest in the Splinter, you lose three Subscriber
Points decay by 1d6 (or more at the Referee’s discretion). Points. The inside of someone else’s eyelids has never
You don’t lose Training Points or actual Avatar power, been a very popular channel.
but your overall Player Ranking might go down over

Overland Travel and Subscriber Loss


The balance between Subscriber Point loss for “idle” periods of rest and Subscriber Point gain for action assumes that
Avatars are fighting their way through a densely packed dungeon, or racing against a clock, and that they are confronting
several enemy encounters and/or traps in between each rest period. But during some Long Form Games, Avatars might
find themselves on levels of the Splinter that really “open up”, necessitating long periods of overland travel. During such
long journeys, Avatars might only confront one or two enemy encounters a day, and the attrition of Subscriber Points from
resting each day on the road can become excessive. Therefore, while the PCs are traveling long distances over land, the
Referee should modulate the Subscriber Point loss for an 8 Hour rest down to just -2 or -1, or even ignore it entirely.

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Player Ranking
One thing that Subscriber Points help determine is genetically optimized call-girls that might even rival that
Player Ranking. Player Ranking is hugely important. of some Managers and Executives.
Higher Ranked players get placed in more prime-time
programming time slots and bigger name programming Keep in mind that Subscriber Points are an abstraction,
tracks and in turn get access to more subscribers. and don’t literally measure the number of individual
Subscribers a Player has on a 1:1 basis. (An algorithm to
Player Ranking also can determine your access to determine number of individual Subscribers might look a
patrons, agents, sponsorship deals, and the perks of bit like “Subscriber Points x Player Ranking2”.)
success. A Rank 0 or Rank 1 Player probably isn’t living
too much better than most Specialists. A Rank 8 Player Player Ranking is a function of Subscriber Points as
has a lifestyle of fine cuisine, cocaine, Jacuzzis, and described on this table.

Player Ranking Subscriber Points Needed Descriptor


0 0-19 Nobody
1 20-39 Rookie
2 40-79 Up-And-Comer
3 80-119 Bush League
4 120-159 Minor League
5 160-219 Major League
6 220-299 Veteran
7 300-459 Fan Favorite
8 460-699 Prime Time
9 700-1019 Star
10 1020-1649 Superstar
11+ Player Ranking x 150 Legend

Training Points and Avatar Improvement


Every time you manage to exit the Splinter alive, you any Training Points for the next 10 Subscriber Points you
get a number of Training Points equal to the Subscriber got, because you already have 30 Training Points, and
Points you’ve gained since you entered. While Subscriber less than 30 Subscriber Points.
Points basically just sit there and measure how famous
and successful you are, Training Points actually get Training Points can be spent at any time on Earth, but
spent to improve your Avatar. can’t (usually) be spent inside the Splinter, although the
Splinter is a strange place with many strange Magicks
You should keep track of both your total and your spent and technologies, so anything is possible. Training takes
Training Points. Remember that your Training Points a reasonable amount of time, not usually more than one
can’t increase beyond your current Subscriber Points. If week per improvement. Training Points are spent to
you gained 30 Subscriber Points (and 30 Training Points) improve Avatar traits as follows.
and then “lost” 10 Subscriber Points, you wouldn’t gain

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Avatar Trait Training Point Cost To Improve
Increase Statistic by 1 New Value x 4 – Use Man-Shape Values (Maximum: 12 +/-
Bloodline Modifiers)
Increase Skill by 1 New Value x 5 (Maximum: 12)
Increase Harmonic by 1 Level New Value x 15 (Maximum Level: 5)
New Skill (at 1) 5
New Harmonic (at Level 1) 15 (Must be Bloodline Appropriate)

For Mark Hammer (Ratch, the Needlekin) to increase Ratch’s Might from 8 to 9 costs 36 Training Points (9 x 4). (Ratch’s
Might would become 9 in Man-Shape, 10 in Middle-Shape, and 11 in Beast-Shape.)

For Gretchen Muller (Riona, the Aventine) to increase Riona’s Sorcery from 4 to 5 would cost 25 Training Points (5 x 5).

For Hector Sanchez (Umbranoxx, the Vryx) to increase Umbranoxx’s Cut-Throat Harmonic from Level 3 to Level 4 would
cost 60 Training Points (4 x 15).

For Juanita Bellini (Zeelia, the Tzaetzi) to learn the Skill Melee Combat for Zeelia would cost 5 Training Points.

For Mark Hammer to have Ratch learn the Needlekin Harmonic “Battle Scream” at Level 1 would cost 15 Training Points.

Player Ranking and Avatar Ascension


Earth’s scientists either don’t know, or aren’t telling, but Ascension Level to Player’s Strength, Speed, Wits, and
the more time any Player spends in the Splinter inhabiting Will only for the purposes of determining those figured
their Avatar, the stronger the bond that forms between Avatar traits.
Player and Avatar is. Since successful Players get more
screen time, the bond tends to be stronger for them. A A Player with Strength 3, Speed 3, Wits 3, Will 3 running
side effect of the strengthened bond is that Avatars who an Avatar with Vitality 6, Omniscience 6, and Conviction 6
have been “played” a lot seem to be commensurately and Ascension Level 0 would have 18 Life Points, 3d6 +
more powerful than those who haven’t. 3 Reaction, 18 Tuning Points, and Gnosis 3.

No one knows why, but some native Splinter creatures The same Player, having achieved Ascension Level 3,
and characters have innate Ascension Levels rivaling would treat their Strength, Speed, Wits, and Will each as
those of Player Avatars. 3 higher for the purpose of determining their Avatar’s
figured characteristics. In the above example, the Avatar
In game terms, every Avatar has an Ascension Level would have 36 Life Points, 3d6 + 6 Reaction, 36 Tuning
(AL) equal to the highest Player Ranking its Player Points, and Gnosis 6. An Avatar with the same Statistics
has ever achieved. While Player Ranking can go down, but at Ascension Level 7 would treat all of their Player
Ascension Level never does. Hence, the Avatar of a attributes as being 10, and would have 60 Life Points, 3d6
character who achieves 105 Subscriber Points and Player + 10 Reaction, 60 Tuning Points, and Gnosis 10.
Ranking 4 has an Ascension Level of 4, even if they later
lose 10 Subscriber Points, causing their Player Ranking to In short, Avatars with higher AL will always outclass
drop back down to 3. Avatars with Lower AL on every front in terms of raw
power, especially staying power; to defeat an enemy
Ascension Level multiplicatively increases an Avatar’s with higher AL, an Avatar will need to make brilliant use
Life Points, Reaction, Tuning Points, and Gnosis. Add of planning, strategy, tactics, and more than a little luck.

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Player Attribute and Skill Improvement
While Earthside gameplay and interactions are milestones when the Player is in control of their Avatar.
adjudicated by the Dicepunk System, there are no XP should not be awarded during Splinter gameplay
official rules in SPLINTER for how Players improve over when the Player is not in control of their Avatar.
time. This is not to say, of course, that Players shouldn’t
improve; however, the Referee should feel free to use a Improving/learning new Skills and Techniques requires
system that he or she thinks best fits their campaign. both an expenditure of XP and access to a trainer or
Below are a few suggestions on how to handle Player time to practice (even if this means the character “learns
improvement. by doing”) at the Referee’s discretion. Remember that
time spent improving Player Skills can sometimes take
In the Dicepunk System, Players use Experience away from time spent cultivating Subscribers and Player
Points (or XP) to train up their Skills or learn new ones, Ranking. Two notable exceptions to this are learning or
acquire new Techniques, or to get stronger, faster, improving the Acting and Color Commentary Skills,
smarter, and more resilient. Experience Points can be since Players continuously get to flex these muscles
awarded for reaching story milestones, for successfully while in the Splinter.
accomplishing missions, and for individual instances
of good roleplaying. The Referee may choose to only The XP costs in the Dicepunk System for different
award XP for scenes that happen Earthside, or give XP character improvements are described in the following
in the Splinter for particularly good roleplaying or story table:

Character Improvement XP Cost Notes and Other Requirements


Increase an Attribute (Strength, 50 x Current Value Increasing Player Attributes increases all
Speed, Wits or Will) by 1 (to a (New Value <7) OR 100 x Current Value derived Statistics normally.
maximum of 10). (New Value ≥ 7)
Train A New Skill – Learn new Skill at 25 At the Referee’s discretion, another
Trained (+0). character (PC or NPC) with the Skill at
Apprentice level or better may need to
be present to train the character, along
with sufficient time and any necessary
equipment.
Learn a Trained Skill – Increase a 50 At the Referee’s discretion, another
Trained (+0) Skill to Apprentice (+1). character (PC or NPC) with the Skill at
Expert level or better may need to be
present to train the character, along
with sufficient time and any necessary
equipment.
Improve a Skill – Increase an 100 Referee’s discretion.
Apprentice (+1) Skill to Expert (+2).
Master a Skill – Increase an Expert (+2) 250 At the Referee’s discretion, another
Skill to Master (+4). character (PC or NPC) with the Skill at
Master level may need to be present
and willing to train the character, along
with sufficient time and any necessary
equipment.
Buy 1 Technique Pick (Multiple Picks 100 Referee’s discretion.
can be saved up).

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(For more information on this method, take a look at the will open the floor to petitions, and whether or not to
DicePunk System rules for character advancement in grant a petition. It should be harder to improve a Skill or
the free DicePunk SRD on p. 86.) Attribute the higher it is. For example, it would be pretty
easy for one PC to convince the Referee to change their
The Referee could also use a system where improving training in Color Commentary to Apprentice Level if the
an equivalent Avatar Skill with Training Points might PC was using that Skill consistently in game; in order
also increase the Player’s corresponding Skills, although to get the Referee to okay a change from Expert to
conditioning of Avatar Statistics and Player Attributes Master, however, might require some truly notable Color
should be thoroughly separated. Commentary during gameplay.

Another way of handling Player Improvement is that, No matter what system you use, Player Attributes
after an important story milestone has been reached in should be significantly harder to increase than
the campaign, PCs may petition to learn a Skill, improve Player Skills, since unlike Player Skills, they also directly
a Skill, acquire a new Technique, or even increase one impact Avatar performance.
Attribute. It is always the Referee’s decision when they

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Rulesburst: Material World
This section covers the lifestyles and personal Generally speaking, availability is far more important
possessions available to each class, from lowly than price. The legality and attainability of a given item
Temps to the high-rolling Peerage, as well as some depends upon the class and status of the citizen trying
of the special weapons and equipment used by the to acquire it; since all PCs are assumed to belong to the
Wardens, Studio Security, the gray market, and Specialist (Player) class, Player Ranking is what matters.
the resistance. The special focus here is on what is However, if liquidity is important for other reasons (such
available to Players of various ranks and levels of as discretely paying bribes), the following table indicates
fame. the disposable income (monthly and yearly) in creds (¢,
an artificially stabilized, value-controlled digital global
currency) of Players of the various rankings.

Earthside Availability
Availability indicates the minimum social class needed to be able to legally purchase the item in question. An item with an
availability of ≥Specialist is available to Specialists (including Players), Managers, Executives and Club Members but not
Workers or the Committed (not that the Grind are really people). An item with an availability of ≥Executive is available to
Executives and the Peerage but not to Managers, lowly Specialists, or anyone below them.

Players are members of the Specialist class, but things sometimes work differently for them. For instance, an item with
an availability of ≥PlayerRank0 is available to all Players (and to Managers, Executives, and the Peerage of course) but not
to other Specialists or to anyone below the class of Specialist. A good example is throwing knives, which Players might
justifiably need to train with, but which there’s no reason for other Specialists to possess.

Even novitiate Players get more privileges than other Specialists, but higher ranking Players get still more perks and more
exceptions made for them. For instance, while it might not be technically legal for a Player to acquire a Glock Defender
Autopistol (Availability: ≥PlayerRank6), a sufficiently high ranking Player (Player Rank 6 or higher) has the charm, the
connections, and the fame to get exceptions made with little or no risk.

There are three special availabilities. Items with an availability of NA can be found by anyone, and often for free; this doesn’t
mean that being found with one under suspicious circumstances can’t potentially get you in trouble. Restricted availability
items aren’t legal for anyone to own or use besides the Wardens, and Illegal items are always illegal for everyone. You can still
try and acquire them through the Black Market, but remember that buying, selling, or owning Restricted or Illegal items can
and will have serious consequences, if you’re caught.

Note that “disposable income” here means what Amateur Players begin with nothing, monetarily
the Player would realistically have left each month/ speaking; their assets have already been seized, but
year after paying for overhead like lodging, food, they can earn an income from the Game like anyone else.
insurance, etcetera. Starting players – assuming they’re
Professionals – begin with their Monthly Disposable
Income in creds, 400¢ in a beginner level game.

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Player Ranking Weekly Disposable Income Monthly Disposable Income
0 100¢ 400¢
1 250¢ 1000¢
2 1,000¢ 4,000¢
3 2,000¢ 8,000¢
4 5,000¢ 20,000¢
5 10,000¢ 40,000¢
6 20,000¢ 80,000¢
7 30,000¢ 120,000¢
8 50,000¢ 200,000¢
9 100,000¢ 400,000¢
10 250,000¢ 1,000,000¢
11+ Practically unlimited. Practically unlimited.

As a final note, remember that items from the real world cannot enter the Splinter, and items from the Splinter can’t come
back into the real world.

Personal Weapons
Weapons are very restricted and the possession of them and military weapons are not permitted for any citizen
frowned upon in the world controlled by GamesCorp and to own; those things are for the Wardens only.
the EBC. Remember, an armed populace is one that can
resist. However, the city streets can be dangerous for Many Professional Players also own an array of medieval
the well-heeled and important, because the poor and weapons for practice and training purposes, so they
destitute are notoriously violent and desperate scum. can keep their edge with the weapons of the Splinter
Therefore, citizens of sufficiently high class who obtain even between games. You can basically afford as many
the proper paperwork are allowed to carry personal weapons (and as much ammo) as you want as long as
defense weapons; likewise the Peerage and certain you have the required Player Rank or class to acquire
Executives with aspirations for promotion are notorious the weapon in the first place, but keep in mind that
for their love of sport, such as hunting, and often own Big Brother is always watching, and stockpiling a huge
weapons for this purpose. amount of broadswords or antique revolvers is very
suspicious behavior.
The right to own weapons includes many Professional
Players with sufficiently high Player Ranking. Assault

Weapon Availability Price


Knife NA Free
Club NA Free
Throwing Knife/Shuriken ≥PlayerRank0 25¢ ea.
Broadsword/Mace ≥PlayerRank0 200¢
Katana ≥PlayerRank2 8,000¢
Greatsword/Battle Axe ≥PlayerRank2 800¢
Stungun ≥PlayerRank1 2,500¢

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Weapon Availability Price
Glock Riot Baton Restricted 3,000¢
Taser ≥PlayerRank3 4,000¢
Antique Revolver ≥PlayerRank1 1,500¢
Glock Defender Autopistol ≥PlayerRank6 2,500¢
Sporting Rifle ≥PlayerRank8 12,000¢
Hunting Shotgun ≥PlayerRank5 9,000¢
Antique Kalashnikov Illegal 2,000¢
Sony Eviscerator Electronic Rifle Restricted 30,000¢
Suppressor Grenade ≥Executive 3,000¢ ea.
Stun Grenade Restricted 500¢ ea.
Antique M67 Grenade Illegal 1,000¢ ea.
Molotov Cocktail Illegal Free

The Black Market


The Black Market is how the lower classes buy and sell things that aren’t, legally speaking, available. However, the Black
Market is not only much more expensive, but it’s extremely dangerous. There’s the ever-present danger of someone ratting
out your illegal activities to the Wardens, and the ever-present danger of being taken advantage of or robbed by criminals;
those who deal in the Black Market professionally are dangerous sorts. Remember also that in theory, all digital transactions
made with creds are 100% traceable.

Black Market transactions should involve appropriate Player Skill Rolls (with Penalties based on just how illegal the item is) or
even better, roleplayed out and explored in game. Even finding the proper Black Market connections in a new city safely could
be an adventure in and of itself. However, as a baseline/rule of thumb, items purchased on the Black Market should cost at
least between 200% and 1200% of what they would cost to purchase legally, and even more for the really illegal items, if
they can even be found at all. (The listed cost for items like the antique M67 grenade still gets multiplied by at least 2-12,
even though that item can’t ever be bought legally.)

Melee Weapons
All one-handed melee weapons add ½ Strength (round with you on the streets might require some explaining,
up) to the listed damage unless otherwise noted. All especially for a member of the lower classes. Wielding
two handed melee weapons add Strength to the listed a knife uses the Blades Skill. A knife deals damage equal
damage, unless otherwise noted. to 5 + Speed. Do not add bonus damage from Strength.

Knife: Anyone can own one of these, and Players whose Club: Even more ubiquitous than the knife, the club is a
Avatars in the Splinter make use of melee weapons are common weapon on the mean streets. Somewhat fewer
likely to, although this weapon is just as commonly seen Players choose to own clubs than choose to own knives,
in the hands of Worker trash. It’s about the best they but some completionists keep them around for training
can get. It’s not illegal to own a knife, but carrying one

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purposes. Wielding a club uses the Clubs Skill. A club This antique remains dangerous (and cool) even in an era
deals 2d6 damage. of electronic rifles and smart armor. A katana is a two-
handed weapon that uses the Blades Skill. It receives a
Throwing Knife/Shuriken: Like other medieval +1 Bonus to attack rolls and deals damage equal to 3d6
weapons, this is the kind of specialty item commonly + Speed.
found among the possessions of Players that would
raise an uncomfortable amount of eyebrows if owned Greatsword/Battle Axe: Again, this is the kind of
by anyone else. Throwing knives are no more of a threat thing that only a Player would own. The greatsword and
to modern body armor than butcher knives and clubs, the battle axe are both two-handed weapons that use
but the ability to kill even an unarmored target silently the Blades Skill. They deal 3d6 damage.
is something that the Wardens take very seriously.
Throwing knives and shuriken are used with the Throwing Stungun: Misleadingly named, a stungun is a melee-
Weapons Skill. A throwing knife deals damage equal to weapon, whereas a Taser can be used at range. This
1d6 + Strength. A shuriken gets a +1 Bonus to attack rolls common self-defense weapon incapacitates would-be
and deals damage equal to 1d6 + Speed. assailants with an electric shock. A stungun is a one-
handed weapon that uses the Clubs Skill and inflicts 4d6
Broadsword/Mace: This is the kind of thing definitely nonlethal damage.
only owned by Players. A broadsword is a one-handed
weapon that uses the Blades Skill, while a mace is a one- Glock Riot Baton: This is the standard issue sidearm
handed weapon that uses the Clubs Skill. A broadsword of the Wardens, and has allowed them to easily subdue
or a mace deals 2d6 + 4 damage. even legendarily tough Amateur Players who have
chosen to press the issue at the wrong time. The Glock
Katana: This masterfully crafted and exotic weapon is Riot Baton is a one-handed weapon that uses the Clubs
a common display piece for wealthy Executive and Club Skill and inflicts 5d6 nonlethal damage. A character hit
types, and an important step in the training regiment of with a Glock Riot Baton must succeed a Hard Will Check
many advanced Players. the Splinter may have deadlier or be completely incapacitated (can take no actions,
and more elegant melee weapons, but our world doesn’t. Defense of 3) for six combat rounds.

Firearms
Detailed rules for Firearms appear on p. 44 of the revolver fires a relatively slow, small caliber round that
DicePunk SRD. is no threat to modern body armor, and loads only six
or less shots in its cylinder. That makes it one of the
Taser: This slender, aesthetically pleasing matte- easiest firearms to legally own; some antique revolvers
black plastic pistol is the preferred personal-defense are very concealable holdout pistols, and popular both
weapon of the upper classes, second only to the Glock with criminal types and professional bodyguards. An
Defender heavy autopistol. The 25th century Taser antique revolver uses the Pistols Skill, deals 1d6 + 6
uses the Pistols Skill, deals 5d6 nonlethal damage, has damage, has a Single Shot Rate of Fire, and loads six
a Single Shot Rate of Fire, only works at Short range, shots in its cylinder.
and has a five-round clip. A character damaged by a
Taser must succeed a Hard Will Check or be completely Glock Defender Autopistol: Popular with security-
incapacitated (can take no actions, Defense of 3) for six conscious Managers and Executives and the
combat rounds. bodyguards sometimes employed to protect them, the
Glock Defender is a 10MM automatic with an astonishing
Antique Revolver: One of a hundred thousand species 30-round double-stacked magazine. This powerful
of aged but still functional firearms that probably could weapon is equally adept at penetrating body armor
be (or have been!) actual museum pieces. The antique or unprotected flesh. Fully-automatic variants of the

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Glock Defender exist, but are not represented by the Sony Eviscerator Electric Rifle: This ultra-modern
stats listed here. The Glock Defender uses the Pistols weapon is ultra-reliable and has very tightly controlled
Skill when firing in semi-automatic and the Automatics recoil due to a lack of moving mechanical parts. It is the
Skill when firing bursts. The Glock Defender deals 2d6 + primary armament of the Wardens, and a terrifying thing
4 damage, can operate with a Semi-Automatic or Burst to behold in action. Instead of the usual roar of automatic
Rate of Fire, and has a 30-round clip. fire and bright yellow muzzle flare, it fires with a high-
pitched, high-velocity electronic whine and a flash of
Sporting Rifle: Very popular among the Peerage and blue sparks from the barrel. The Sony Eviscerator uses
high-ranking Players of means, this modestly high- the Automatics Skill, can operate with a Burst or Fully
powered rifle is intended for hunting game, not as a Automatic Rate of Fire, and has a 60-round clip. The
combat weapon. However because of its telescopic Sony Eviscerator ignores the normal recoil Penalty for
scope its availability to the lower-classes is carefully firing three round bursts, and deals 6d6 damage when
protected. The sporting rifle uses the Rifles Skill, deals “hosing” a three-round burst using Burst Fire (p. 81,
3d6 + 3 damage, has a Single Shot Rate of Fire, and loads DicePunk SRD). The Sony Eviscerator receives only half
four rounds in its magazine. It features a scope. the normal recoil Penalty (rounded up) when firing in Full
Auto (p. 81, DicePunk SRD).
Hunting Shotgun: Almost exclusively a weapon of the
Peerage class, this side-by-side, break action, double-
barreled shotgun has handsome wooden furnishing and
is used for skeet and trap shooting. The hunting shotgun
uses the Rifles Skill, deals 4d6 damage, and is a break
action weapon that loads two rounds. It has a Single
Shot Rate of Fire but can fire both barrels at once as a
Burst attack (p. 81, DicePunk SRD).

Antique Kalashnikov: No one may ever legally own


this dangerous automatic weapon (and legendary
symbol of guerilla resistance). The antique Kalashnikov
uses the Automatics Skill, deals 3d6 + 3 damage, has a
Semi-Automatic/Fully Automatic Rate of Fire, and has a
30-round clip.

Grenades
Suppressor Grenade: This high-tech device explodes
on contact and unleashes a burst of containment foam
which instantly freezes around the target, immobilizing
and incapacitating them. Suppressor Grenades are
thrown with the Throwing Weapons Skill. All targets
within 2d6 yards of where a suppressor grenade go
off must succeed a Hard Speed Check or be caught in
the freezing containment foam. Characters caught
in the freezing foam are immobilized and unable to
act (Defense of 3) until they break free. Breaking free
requires a successful Crushingly Hard Strength Check.
Attempting to break free is a Full Turn Action.

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Stun Grenade: This less-than-lethal concussion detonation suffer 8d6 damage. For every yard away
grenade incapacitates targets with a deafening blast of a target is from “ground zero”, they take 2d6 less
sound, a blinding burst of light, and a brutal shockwave. damage. For instance, a target two yards away would
Stun grenades and suppressor grenades are employed take only 4d6 damage.
by the Wardens in the rare situations where their normal
weapons and tactics are not adequate. Stun grenades Molotov Cocktail: Petrol fuels are at a shortage,
are thrown with the Throwing Weapon Skill. Targets having been phased out of use in most cities, but
within one yard of the grenade’s point of detonation these improvised explosive devices are still easier for
suffer 8d6 nonlethal damage. For every yard away the resistance to come by than most “real” weapons.
a target is from “ground zero”, they take 2d6 less Molotov cocktails are thrown with the Throwing Weapons
damage. For instance, a target two yards away would Skill. Targets within one yard of where the Molotov lands
take only 4d6 nonlethal damage. take 4d6 damage; targets two yards away take only
2d6 damage, and targets three yards away take only
Antique M67 Grenade: It is never legal for anyone 1d6 damage. Targets further than three yards away are
to own this fragmentation terror device, and being unaffected. All targets damaged by a Molotov are on fire
found with one is tantamount to death. Fragmentation and take 1d6 Fire damage per turn until they extinguish
grenades are thrown with the Throwing Weapon Skill. themselves (ordinarily, this requires a successful Speed
Targets within one yard of the grenade’s point of Check and a Full Turn Action).

Ammunition
Ammunition is abstracted in the Earthside portion the Wardens get wind of it. Whatever’s left of you will
of SPLINTER. Firearms and Tasers, if you manage to be lucky to be pressed into novelty deathmatches
get your hands on one, come with as much ammo as when they’re through with you. SPLINTER is not a game
you want (grenades and throwing weapons are still about reloading, at least not Earthside, with the Player
bought a la carte). If you really want to cause trouble, segments. All the ammo in the world won’t help you
reloading will be the least of your problems by the time there.

Personal Armor
Body armor reduces damage from successful attacks grenades) differently. Body armor does not protect
by a flat amount. However, EVERY successful attack against attacks that target the head unless otherwise
does at least 1 point of damage so damage cannot be noted.
reduced below 1. Body armor reduces melee damage (like
from clawing, biting, stabbing, slashing, and bludgeoning Players should not have access to armor unless very
attacks) and ranged damage (like from bullets and unusual circumstances arise.

Armor Benefit Availability Price Notes


Kinetic-Weave Vest Melee Damage Cut: 2; ≥Management 10,000¢ Protects torso only.
Ranged Damage Cut: 6
Warden Riot Armor Melee Damage Cut: 8; Restricted 50,000¢ Protects entire body, including head. -2 to
(With Helmet) Ranged Damage Cut: 20 Speed when worn. (Minimum Speed of 1.)
Riot Shield +1 Defense when Restricted 20,000¢ -1 to Speed when equipped.
equipped in one hand. (Minimum Speed of 1.)

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Kinetic-Weave Vest: This lightweight body armor is low profile and can be worn comfortably and is concealable underneath
ordinary clothing. Generally speaking it is illegal for anyone of Specialist Class or less to own, but some famous Players have
been temporarily issued vests of this sort after receiving death threats.

Warden Riot Armor: The ultimate in personal protection, this full-body suit includes interwoven protection of Kevlar and
Venlar over heavy ceramic plates, and a mirrored, bullet-proof face-shield. The interior of the helmet includes a digital heads-
up display and infrared and low-light vision enhancements. Characters wearing riot armor reduce all damage taken by 12, to
a minimum of 0 points. The suit is fireproof (its damage reduction applies fully against fire) and coated with non-conductive
materials (the wearer is immune to all stun damage from stunguns, Tasers, and riot batons).

Riot Shield: This clear-plastic bullet proof shield is used by Wardens when performing urban pacification duty and dangerous
sweep-and-clear operations of suspected terrorist safehouses. A riot shield requires one hand to wield, but increases the
user’s Defense by 1 (to a maximum of 9).

Personal Electronics
Generally speaking, electronics aren’t dangerous and cooler toys are still only available to the upper classes
therefore aren’t carefully restricted. Of course, the and the highest ranked players.

Gadget Availability Price


Wallphone Anyone. 1000¢
Commlink ≥Management 2500-25,000¢
Holoprojector ≥Worker 1,000-10,000¢
Computer, Terminal ≥Worker 1,000-10,000¢
Computer, Portable ≥Specialist 2,500-25,000¢
Computer, Wrist/Pocket ≥Management 5,000-50,000¢
Simsense Induction Chair ≥Executive 250,000¢
Game Recording “Cube”, Holo ≥Worker 50-500¢
Game Recording “Cube”, Simsense ≥Management 500-5000¢
Autographing For Cube NA + (Player Ranking x 100¢)

The Top 10 Most Popular Cube Recordings of All Time


10. “Final Gambit” – Defenseless Amateur (and convicted member of the Resistance) Gabriel Dalton is dropped, alone, into
the Splinter, with a team of killer elites out for his blood. Playing Aventine swordsman Tamryn Reiss, Dalton must escape a
squadron of armed and armored Professionals using his wits alone…but will he run and hide, or stand and fight? Watch as the
hunted becomes the hunter in this startling thriller.

9. “One Day, an Open Sky” – A beautiful Aventine warrior named Riona, caught in the middle of a brutal war between two
civilized levels of the Splinter, finds solace – and an unexpected romance – with a reserved, kind-hearted Asilos Priest.
The most well-known Romance of the modern era, “One Day, an Open Sky” is a sweeping and epic tale of love blossoming
amongst destruction.

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8. “Celebrity Showdown Team Deathmatch VI” – The biggest names in Short Form face off in this totally lethal showdown.
Jack Berne, Sara Chance, Kumar Phillips, Shalyn Ford, and more, in an all-out battle spanning one of the most treacherous
levels of the Splinter. With a deadly trap around every corner, only one team of superstars will survive to Port out. But who?
(2468).

7. “Maurice Beauxhomme and the Lost Cavern of Dorin-Mah” – In the final adventure of superstar Player Randy Spelman,
swashbuckling treasure hunter, thief, and all around ladies’ man Maurice Beauxhomme and his crack team of trapfinders,
con artists, and assassins breach the Lost Cavern of Dorin-Mah. But even this unstoppable crew finds more than they
bargained for within these ancient walls.

6. “Mark Hammer’s Marathon of Carnage” – One man. 24 hours in one of the most dangerous zones in the realm. Ratch the
Needlekin is out to prove that he can take on any challenge.

5. “Mysteries of the Pyx, Part 3” – Fan favorite villain, Umbranoxx the Vryx (played by Hector Sanchez), makes a surprising
decision that will change his fate forever… and save the lives of the team of Adventurers he had sworn to destroy.

4. “The Rise of the Haon-Dor Fallen” – Sandra Jacobson as Iuesca the Mnemonic Archmage topped the charts when she
led the sacred quest to defend a secret and powerful magical artifact from an enclave of surviving Haon-Dor, hell-bent on
restoring their former glory.

3. “Showdown at Szaris Tzall” – Sam Gest, aka Scranch Crain, saves a peaceful and defenseless town of primitive Sages
from imminent demise at the hands of a mounting Rust Cotillion army.

2. “The Hunt for the Outsiders” – Two of the most famous Players in the world, married couple Logan and Raechel Hong, find
themselves on opposite sides of a deadly game of cat and mouse, set against a backdrop of the Outsider hunts in Zentropa
City.

1. “The Uncharted Abyss, Part Eight” – Relative unknown Juanita Bellini swept the charts as Zeelia the Tsaetsi when she
accidentally stumbled on the long-form game of – and saved the life of – Dwight Hardrin, the Player behind Roderiguo Pizarro.
Trapped without a Port home, Zeelia and Roderiguo are rapidly running out of time as they face danger, intrigue, and one of
the last True Dragons in the Splinter.

Wallphone: Personal computing, portable electronics, passive monitoring of the owner’s domicile; this feature
smartphones, and the like have all taken a big cultural cannot be safely disabled. And everyone has one.
step backwards in 2471 from the importance they once
held centuries ago. Privacy is a big thing again, and not Commlink: Of course, the real reason that the ubiquity
always being at the beck and call of everyone with of mobile communications platforms like the cellular
your cellular number is actually considered fashionable. phone has been suppressed is that the powers that be
Therefore most communication is done over stationary learned their lesson the hard way about the role that
landlines to wallphones. Wallphones can communicate in smartphones can play in organizing flash mobs and
real time or through prerecorded answering messages populist uprisings. That is why only Managers and up
with audio/visual or voice only. Screencalls are are allowed access to commlinks, pocket-sized portable
automatically sorted for urgency based on the flags devices that can do everything a wallphone can do and
chosen by (and the class of) the caller and the recipient. a bewildering array of other, probably unnecessary
Wallphones are also secretly equipped for continuous, features. Commlinks come in a huge variety of makes
and models, and fancy commlinks with the neatest

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apps and features are seen as status symbols among Simsense Induction Chair: The pinnacle of modern
Managers. entertainment, this chair plays back full sensory input
recordings and emotions of whoever recorded them;
Holoprojector: A three-dimensional “television” that besides full sim cubes, the induction chair can stream
can project live GamesCorp programming and pre- live playback, too. You don’t just see and hear the action,
recorded game footage Cubes into the walls of your you get to feel every blow, smell the dungeon, taste the
living room, almost like being there. Holoprojectors blood. Just like being in the Splinter, without that pesky
come in a wide variety of makes and models, from basic risk of death. This is the real way to watch GamesCorp
economy units to high-end home theatre systems with programming in style and comfort, and full simsense
tons of bells and whistles. Of course even the fanciest subscribers provide a huge portion of GamesCorp’s
holo-projector has only audio and sound hookups, and annual grosses. The technology is new, and expensive.
therefore pales in comparison to true simsense. Restraints, soporifics, hypnotics, and comfort hookups
(like fluid IV trips and catheters) all keep the viewer safe
Computer Terminal: The basic tool of the office wage and sound, and prevent them from violently thrashing
slave and telecommuter, this basic computer terminal around and risking injury.
can’t be used for anything fun, and like your wallphone,
it’s watching you. But the alternative, of course, is no Game Recording Cube: Individual short-form games
internet, and who’d consider that? How else can you and brilliantly edited long-form “Adventure” mode story
keep tabs on your favorite Players? arcs are recorded on these digital cubes and sold in
huge quantities to citizens at every income level. “Holo”
Computer, Portable: These laptops aren’t that much cubes contain only visual and audio data, but “full sim”
smaller than their centuries-old predecessors, but they cubes contain the whole package. Cubes of famous
pack a lot more features and a lot more computing Adventures autographed by the Players who made them
power. Senior Specialists and Junior Managers see the famous sell for even more. Players often have stacks
privacy and convenience of portable computers as a of these. Besides pleasure, for Players cubes like these
status symbol. can be useful research. the Splinter is huge, but there’s
still a chance in reviewing these “tapes” that you’ll spot
Computer, Wrist/Pocket: Can do everything a laptop interesting features of an area you’ll one day visit that
can do and more, fits on your wrist or in your pocket. could save your life, or learn from other players’ deadly
Along with the commlink, these tiny but fully-featured mistakes.
computers are the preferred toys/tools of the Manager
on the go.

Lifestyle
Real Professional Players don’t just risk their lives to how big your place is, how nice the food you eat is, how
accrue things like weapons and gadgets. They do it in comfy your bed is, and how secure you are when you
part to live large in the lap of luxury, which is what this sleep at night. Everything else to do with entertainment
section is all about. Lifestyle falls into two categories, and convenience is an upgrade.
residences and upgrades. Your residence determines

Lifestyle/Upgrade Availability Price


Prison ”Amateur” Only Free
Squat/Flophouse Anyone 100¢/Month
Studio/Efficiency Apartment ≥Worker 1000¢/Month
Apartment, Medium ≥Worker 2000¢/Month

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Lifestyle/Upgrade Availability Price
Apartment, Large ≥Specialist 3000¢/Month
Condo Rental ≥PlayerRank1 4000¢/Month
Condo Rental, Large ≥PlayerRank4 6000¢/Month
House, Small ≥Specialist 200,000¢
House ≥PlayerRank6 500,000¢
House, Large ≥PlayerRank8 1,000,000¢
Mansion ≥PlayerRank10 7,000,0000¢
Mansion, Large ≥Peerage 31,000,000¢
Hotel, Up-Scale ≥PlayerRank5 1000¢/Night
Hotel, Penthouse Suite ≥PlayerRank9 5000¢/Night
SmartHouse System ≥Specialist +10,000¢
SmartHouse Personality >PlayerRank1 +15,000¢
Housekeeping, Robotic >PlayerRank1 +12,000¢
Housekeeping, Humanoid >PlayerRank7 +5,000¢/Month
Public Net Access ≥Specialist 100¢/Month
EBC Basic Subscription ≥Worker 25¢/Month
EBC Deluxe Subscription ≥Specialist 50¢/Month
EBC Gold Subscription ≥PlayerRank2 500¢/Month
EBC Platinum Subscription w/ Sim-Channel ≥Executive 2000¢/Month
EBC Black Subscription w/ Sim-Channel ≥Peerage 10,000¢/Month
Data Library Subscription ≥Management 500¢/Month
PowerPlay Subscription ≥Worker +100¢/Month
Audiology System ≥PlayerRank1 +2,000¢
DecorumPlus System ≥Specialist +2,000¢
Virtual Pets ≥PlayerRank1 +1,000-10,000¢
Bright Side Virtual Weather ≥PlayerRank1 +15,000¢

Prison: Amateurs who have not yet “won freedom” (an Studio/Efficiency Apartment: This small one-room
event that happens somewhere between Player Ranking apartment most likely has a limited water budget, and
1 and Player Ranking 4, at the Referee’s discretion and the bedroom, bathroom, and kitchenette are all in one
depending on “good behavior” – note that Amateurs who space. This is the most that many Worker families can
“win their freedom” don’t win the freedom to actually hope for, and the bottom rung for struggling Specialists.
stop playing; ratings are a double-edged sword) are
going back to the big house every night between games. Apartment, Medium: Real bedrooms, with real doors.
Life ain’t all bad, at least it’s free. The “kennels” where Priced beyond the reach of most Worker families. The
the Grind are kept are horrible places compared to the water budget is more generous, the roaches are less
surprisingly-neat-and-orderly prison system. aggressive and the soy-reprocessing unit in the kitchen
has a better selection of artificial flavors. Actually, I kid.
Squat/Flophouse: Refurbished or rather repurposed Some of these places can be really nice, and a perfectly
living spaces, like garages and storage units divided fine place to live.
into urban housing, coffin hotels, or illegal flop-houses.
These are essentially Worker ghettoes where people live
on the fringes of society. At least it’s cheap.

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Apartment, Large: This is getting into the lap of Hotel, Upscale: Two words. Room service.
luxury, for successful Specialists or just-starting-out
Managers who prefer to rent rather than own for the Hotel, Penthouse: This is the kind of place that really
moment. A large apartment is clean, the food is good, successful Players are expected to be seen, perhaps
hot water is reliably available and your stuff is secure when they’re between homes. The minibar has forty
when you’re gone. year old single-malt scotch, room service brings
complementary caviar, and there are some supermodels
Condo Rental and Condo Rental, Large: Similar (and if not, there should be) who’d be eager to join you
amenities to the medium and large apartments, but in the Jacuzzi. Everything is spacious and clean and
generally nicer surroundings and safer neighbors. the food and booze is great. As well it should be; you’re
SmartHouse systems are common features. paying through the nose every night to live in the lap of
luxury. Often, patrons such as Executives will put up a
House, Small: It’s not big and it wasn’t cheap, but it’s Player they’re grooming (or simply a fan of) for the night
yours, and a man’s home is his castle (at least until at a place like this in order to impress them.
the EBC can find a pretext to repossess it). One or
two bedrooms, one bathroom, a living room, and a real Smart House System: This voice-controlled artificial
kitchen. Generally speaking, this is a fairly rustic option, intelligence can make household chores a lot easier by
and often one story. automating many of your day-to-day tasks. At your
command it can flush the toilet, start the toaster, tell
House, Medium: With a place this big you’re going you what you have left in the fridge, make a voice call
to want a SmartHouse system to keep it neat, tidy, from anywhere in the house, polarize the windows to any
and organized. Two or even three bedrooms, a second setting from full daylight to twilight to total darkness,
bathroom, a living room, a kitchen, and possibly a lounge and a hundred more helpful features.
and a study.
Smart House Personality: But who wants to talk to a
House, Large: This isn’t quite a mansion, but it is palatial robot? The Personality Module gives your Smart House
compared to the habitations of most Specialists and system some character. Whose character? With the
below. Four or more bedrooms, three or more bathrooms, amount of personalities available on the market, the
large, wide open spaces, beautiful architecture, and you only limitation is your imagination.
probably even eat a good amount of real food. Even
better, you have a real backyard, with real trees. A nice Housekeeping, Robotic: Cute and cunning little drones
place for a Manager to raise their family and the reward will pick up after your trash, do your laundry, dust, and
a successful Player might expect to find at the end of wash the windows. They’re not as efficient or courteous
their career. or smart as having actual housekeepers, but then again,
you don’t have to pay them.
Mansion and Mansion, Large: A huge sprawling house
complete with tons of bedrooms, elegantly appointed Housekeeping, Humanoid: Nothing says “you’ve made
bathrooms, marbled foyers and anterooms and it” like being able to pay other people to pick up your shit.
greatrooms and coatrooms, chandeliers and staircases You don’t even have to be nice to them.
with great sweeping banisters, swimming pools and
gardens and an estate surrounding it. A Manager’s Public Net Access: Sure, all of the information available
wildest dream, an Executive’s eventual goal, and to on it is heavily censored and/or censured by GamesCorp
a Club Member simply...home. A SmartHouse system and EBC but what are you going to do, live without porn?
and real human servants are practically a must. It goes You need a computer of some kind to benefit from public
without saying that you eat only the finest food and net access.
drink only the finest wine. The garage is large enough to
store all of your sports cars. You can’t afford this.

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What’s on EBC Basic Tonight?
9:00 (PM) 10:00 (PM) 11:00 (PM) 12:00 (AM)
EBC Prime Mystical Cats of Ulthar Metropol Case Files Creatures of the… Most Hilarious Moments
EBC Ovation Best of Sandra Jacobson Dungeon Quest Semifinals Mark Hammer’s Greatest HITS
EBC Romance Wings of Romance Adventures of… Only a Devil’s Heart
7:00-10:00 (PM): The Mystical Cats of Ulthar – Zaetsil the young Tzaetzi Spellcaster stumbles on a magical and secret world within the
Realm when he saves the life of a helpless housecat.
9:00-10:00 (PM): The Best of Sandra Jacobson – After Sandra Jacobson’s tragic disappearance in the Splinter, the world has mourned
the loss. However, now you can re-live Jacobson’s adventures as Iuesca the Mnemonic Archmage in this all-new collection! Com-
mercial.
9:00-10:00 (PM): Wings of Romance (S2, Ep. 204) – Adrienne runs into trouble when she’s forced to make a choice between the dash-
ing Grigori and the dangerous Max; Vayne makes a shocking discovery about Alicia’s sordid past.
10:00-12:00 (PM): Dungeon Quest XIII Semifinals – White Daggers at Dragons of Deham. Septad Centum Division. Excerpts; full Game
previously aired.
10:00-11:00 (PM): Adventures of Leal Legrand, Rogue Extraordinaire! (S3, Ep. 314) – Leal’s companions must deal with Legrand’s sud-
den transformation into a Giant Spider; a traitor amongst the group has stolen the key to Reath’s Hollow.
11:00-12:00 (PM): Creatures of the Realm with Tog the Taxonomer (S4, Ep. 428) – Join Tog for this week’s adventure as he studies the
mating habits and lifecycle of the elusive Shooting Starfly.

EBC Subscription: The color-coded quality of your (ignore for the moment that the Splinter itself is already
subscription determines how many hours of free a virtual reality) that lets fans take on the role of their
programming you get to view each month, how many favorite players in a lower-res, lower-risk, lower-stakes
hours of storage space you have to record your favorite simulated version of the Game which plays out like a 3D
programs, and which programs you get access to for free video game. On the plus side, you can’t get killed.
– some special events might be free to Gold subscribers,
for instance, but have a pay-per-view surcharge for Audiology System: This SmartHouse upgrade gives
lesser accounts. Requires a holoprojector or simsense you virtual surround sound for your entire house; you
induction chair, depending on the subscription level. control the music and volume from room to room, and
you can play your entire audio library anywhere in the
Data Library Subscription: This informative database house. But it doesn’t stop there, as you can manipulate
allows Managers and upper classes access to an the acoustics to make the sound come from any
encyclopedic base of useful information that’s essential direction you like at any volume you like, and can adjust
for their important day-to-day tasks, but would only the levels in real time. Listening to a classical symphony
confuse, upset, and cause discord for the lower classes, in the bedroom and a sporting event in surround sound
to whom it is not available. Requires a computer of some in the living room and classic rock in the kitchen is no
kind. problem at all. Requires a SmartHouse system

Power Play Subscription: Popular with fanboys and DecorumPlus System: This SmartHouse upgrade
wannabes, Power Play is a “Virtual Splinter” game obviates the need for the troublesome hanging of works

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of art and posters that can gather dust or be damaged need to be inconveniently limited to things that exist in
by inconsiderate guests. By turning your wallspace into nature. Requires SmartHouse.
a virtual gallery, you can upload and project any painting,
poster, surface texture, wall paper pattern, or real-time Bright Side Virtual Weather: Why be beholden to what
or looping video image you want on any surface in your nature has in store? Virtual weather lets you select the
home. Requires SmartHouse system. weather pattern, time of day, and temperature that’s
observable from inside your house, changing the weather
Virtual Pets: Pets spread love and joy, but they also conveniently to suit your mood and stay comfortable.
need to be fed, crap everywhere, and die at inconvenient Requires SmartHouse System.
times. Virtual pets only spread love and joy, and don’t

Vehicles and Transportation


In a class based system, how you get around is a big the Executives and The Peerage, they make billions.
indicator of your status. Lower-ranking Players take Vehicles, like houses, don’t need to be paid for all-at-
public transportation with the rank-and-file Specialists once in 2471 any more than today. Making the payments
and Workers. High-ranking Players ride around in over time with accumulated interest is a common trap
helicopters, limousines, and exotic sports cars; like for the Specialist and Worker classes.

Vehicle/Transportation Availability Price


Economy Car ≥Specialist 15,000¢
Dune Buggy/Quad Bike ≥Specialist 12,500¢
Cool Bike (Rice Rocket/Harley Growler) ≥Specialist 28,000¢
Company Car ≥Specialist 60,000¢
Luxury Sedan ≥Management 180,000¢
Aston-Martin Volare Roadster ≥Executive or ≥PlayerRank10 1,000,000¢
Toyota Zephyr Private Hovercraft ≥Executive 2,000,000¢
Rolls Royce Phantasm Hovercraft ≥Peerage 20,000,000¢
GMC Bulwark Riot Control Vehicle Restricted 16,000,000¢
Spencer Runabout Speedboat ≥PlayerRank 5 200,000¢
Blohm & Voss Ultra Yacht ≥Peerage 100,000,000¢
Lear-Cessna Icarus Ultralight ≥Executive 1,000,000¢
Lear-Cessna G12 ≥Peerage 90,000,000¢
Bell-Sikorsky S901 ≥Executive 36,000,000¢
Monorail/Subway, One-Way Trip Anyone. 5¢
Monorail/Subway, One-Month Transit Pass Anyone. 500¢
Air Taxi/Commuter Hovercraft ≥Specialist 20-200¢/Trip
Limousine Service ≥PlayerRank1 500-5000¢/Trip
Secure Limousine Service ≥PlayerRank6 10,000¢/day
Air Travel (Commercial Flight) ≥Specialist 500-5000¢
Air Travel (Private Charter) ≥Management 5,000-50,000¢

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Economy Car: This light electric car doesn’t have much Toyota Zephyr Private Hovercraft: This incredibly
in the way of performance or amenities, and its looks expensive passenger vehicle is nonetheless a middle-
aren’t going to impress anyone, but its fuel efficiency of-the-range entry. Hovercrafts in 2471 ordinarily
is great. Incapable of outrunning even the last function as ground-effect vehicles that can drive over
generation’s police pursuit vehicles, of course, which land or shallow-water, supported a few inches up on
is just how the Wardens want it. Like all the generic an “air-curtain” gliding smoothly over the ground. But
vehicles listed here, it comes in a bewilderingly diverse hovercrafts are also capable of vector-thrust enabled
variety of nearly identical but slightly different makes Vertical Takeoff and Landing, like a Harrier Jump Jet
and models. of old, that enables them to function as LAVs (Low-
Altitude Vehicles), dropping Managers and Executives
Dune Buggy/Quad Bike: Like the jet-ski, this on their rooftop helipads. When operating more than
impractical recreational toy is a favorite of wealthy a few feet off the ground, the operation time of a
Specialists on vacation. Quasi-Military stylings are hovercraft is reduced significantly. The Zephyr can fit
pretty standard on this type of vehicle, but don’t approximately as many passengers (comfortably) as a
confuse them with the real thing; military ATVs large SUV.
outperform these noisy toys in every way.
Rolls Royce Phantasm Hovercraft: If God was a Club
Cool Bike: Because you’re a cool guy. In spite of the Member, this is what he’d ride around in. It performs
occidental oversimplification in the table, these come better than the Zephyr, has more elegant lines and a
in a wide variety of makes, models, and styles. The fancier paint job, and can fit more people inside in far
resistance actually prefers these for practical reasons, greater comfort. It is also armored (and in some cases
as they go places that cars cannot go. Therefore, they even discreetly armed) to protect the VIPs inside. It
are carefully regulated. can comfortably fit as many passengers as a small
jet, although much of that space is often given over to
Company Sedan: A mid-sized sedan, with middle- mini-bars and Jacuzzis.
of-the-road performance and amenities. While utterly
forgettable, these vehicles are nonetheless important GMC Bulwark Hovercraft: This is stripped-down from
status benchmarks for some Specialists and Junior the military model, but it still has enough armor-plating
Managers. to stop not only small arms but RPGs and grenades, and
a rooftop mounted, armored turret with an industrial
Luxury Sedan: Slick, smooth performance, superior water-cannon, as well as a fully featured suite of
safety features, genuine leather upholstery, Electronic Warfare measures and counter-measures. It
woodgrain-look dashboards, and the very best can fit up to twelve troops inside. If the Wardens come
combination of performance and amenities. Often used for you in earnest, expect them to roll up in one of
by limousine services, high-end taxis, and armored these. It’s not that fast or maneuverable on the ground,
transit services. A hallmark of successful Managers and but when it ramps up to VTOL mode, it can easily outrun
Executives. Many feature state-of-the-art autopilots any ground vehicle but the most irresponsibly tuned of
and holoprojector or even full simsense hookups. sports cars.

Aston-Martin Volare Roadster: This classic Spencer Runabout: This sexy, streamlined racing
hundred-year old antique sports car, often imitated, boat is good for only one thing: going fast. It’s not
never duplicated, is still the fastest and sexiest thing unheard of for especially successful Players to own one
on the road (except maybe the supermodel that the of these.
Club Member behind the wheel has crammed into the
passenger seat). A toy for the very, very wealthy, this Blohm & Voss Ultra Yacht: You can’t afford it. Your
guzzles obsolete fossil fuels as a fashion statement, whole family could save their entire lives and not even
that statement being approximately: fuck nature, and afford the champagne used to christen it. Then again,
fuck you. legendary Players might get invited to rub elbows with

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their “betters” and party on one of these double-decker less. State of the art signature-masking and lock-on
follies of the sea. countermeasures, to say nothing of military escorts,
ensure the safety of the VIPs inside. This and the Bell-
Lear-Cessna Icarus Ultralight: This “lighter-than-air” Sikorsky S901 are the kind of thing that Board members
fiberglass glider is a favorite toy of the wealthy and travel in.
bored Peerage class. Several of them tragically perish
in Ultralight accidents each year, but the design’s Bell-Sikorsky S901: The most popular luxury transport
popularity is undiminished. helicopter of the Executive class. Its first-class
amenities and heavily armed and armored “security”
Lear-Cessna G12: This is a luxury jet. The interior is options seem poised to ensure that it remains that way.
better appointed than most upscale houses, and it It is also a popular choice for private, chartered flights.
can get you anywhere in the world in twelve hours or

Vices and Perks


Ah, the myriad and diverse rewards of success. The mechanical benefits and penalties of being on
Feed your head, or just your id. Food and cleaning drugs do not apply to derived Avatar Statistics inside
services are covered in lifestyle, but there are other the Splinter. Additionally, Players obviously “under the
substances to ingest, and other sorts of services. influence” are not even permitted to Port in. Many drugs
It is worth mentioning that drugs are commonly used as are addictive and addiction and overdose mechanics are
currency in the world of 25th century earth, especially not modeled here. Drug use in general presents many
as untraceable bribes and tips to the lower classes, who problems; no rules are presented for this here, it is left to
can’t legally own them. This is because, unlike creds, the Referee’s discretion.
transactions in cocaine and heroin aren’t constantly
taxed and tracked.

Vice/Perk Availability Price


Alcohol, Cheap ≥Worker 1-20¢
Alchohol, Luxury ≥PlayerRank2 50-5000¢
Cannabis ≥Worker 400¢/ounce
Amphetamines ≥Specialist 5¢/dose
Cocaine ≥Specialist 140¢/3.5 grams
Ecstasy ≥PlayerRank5 25¢/dose
Barbiturates ≥Specialist 10¢/dose
Painkillers ≥Specialist 10¢/dose
Heroin ≥PlayerRank5 1000¢/gram
Personal Assistant ≥PlayerRank2 5,000-15,000¢/month
Bodyguard ≥PlayerRank4 1,000-10,000¢/day
Prostitute (Cheap) ≥Worker 50¢/hour
Call-Girl or Boy (Ordinary) ≥Specialist 200¢/hour
Escort (High Class) ≥PlayerRank6 5000¢/day
Pleasure Slave (Luxury) ≥PlayerRank10 320,000¢/year

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Alcohol, Cheap: Malt liquor, well whiskey, cheap scotch, Heroin: This powder, usually cooked up and injected, is
plastic handles of vodka, and pisswater domestic beer. the strongest opiate commonly available and a valuable
The stuff broken dreams are made of. Characters who commodity. Characters high on heroin receive -2 Speed,
drink enough to be drunk receive +1 Strength and -1 Wits -2 Wits, and -2 Will, but they certainly don’t care.
and Speed.
Personal Assistant: Someone of a lower class than
Alcohol, Luxury: Aged single-malt scotch whiskey and you to screen your calls, read and answer your fan mail,
the finest wines and champagnes. Only the best for you, and generally speaking manage your life. Treat them
my friend. Goes well with choice cigars. Characters who nicely and pay them well to keep your secrets or they
are drunk on the good enough receive +1 Strength or +1 might inform on you to your enemies – or worse, your
Will (not both) and -1 Wits or -1 Speed (not both); the PC bosses.
chooses the Bonus and the Penalty.
Bodyguard: Very few Players hire these, unless their
Cannabis: The powers-that-be made a wise choice in studio mandates it; many Players are justified in feeling
legalizing this substance even for Workers; the easy they’re tough enough to take care of themselves. The
availability of marijuana has kept the lower classes more you pay, the more professional your personal
relatively pacified. Characters who are high on cannabis protection will be.
receive -1 Wits.
Prostitute (Cheap): We recommend you invest in
Amphetamines: These performance enhancing drugs condoms. On the plus side, anyone can afford them.
aid in concentration and focus. Characters who take
amphetamines receive a +1 Bonus to certain mental Call-Girl or Boy (Ordinary): He or she (prostitution is a
tasks and Skill Tests (at the Referee’s discretion) and gender-neutral industry by 2471) may not have movie-
perhaps even a +1 Bonus to Wits. star good looks, but at least they’re guaranteed clean,
and they’re delivered to you.
Cocaine: This white powder narcotic is a very common
bribe, tip, and courtesy in transactions between Escort Service (High Class): At this point, the people
Specialists (including Players) and the lower classes and you’re renting look like they could easily be runway
the Black Market. Characters who are high on cocaine models. They’re well dressed, clean, discrete, and well-
receive +1 Strength and Speed and -1 Wits and Will. trained. Sex is not technically guaranteed by most
escort services, but is hardly out of the question.
Ecstasy: This rare drug and the euphoric state it
grants is usually reserved for Managers and even higher Pleasure Slave (Luxury): Of course in the modern
classes. Characters high on ecstasy receive -1 Strength world of 2471 slavery is strictly outlawed; the name is
and -1 Will, but probably don’t care. euphemistic, and these professionally obedient sex
toys are well compensated for their time. Not only are
Barbiturates: Barbiturate users abuse this drug supermodel good looks guaranteed, but these girls
because a barbiturate high gives them feelings of and boy-toys are transgenically optimized to look like
relaxed contentment and euphoria. However, characters whatever you want, within the increasingly broadly
high on Barbiturates receive -1 Speed and -1 Wits. defined constraints of “reason”. And if you tire of them
before their term of service is up, their appearance can
be genetically reprogrammed with little fuss or muss.

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Illuminated Rules: Sufficiently Advanced
Magick Is Indistinguishable From Technology
This section describes rules for organized systems of will alone – that all Avatars possess. Tuning is a kind
Magick within the Splinter as well as some of the rules of innate Magick, and likewise, high-technology and
concerning technology. The basic SPLINTER rules thus “Magick Items/Weapons/Armor” in SPLINTER are
far have not discussed Magick beyond Harmonics, effectively synonymous, but there is more to Magick in
the innate ability to “Tune” – or synchronize with the Splinter than that.
the Harmony of the Splinter to influence it through

The Nature of Magick


The primary difference between the Realm and Earth – greater. What a man can do alone on Earth is limited to the
once you get the fact that one of them is a spherical world strength of his limbs – in the Realm, any individual’s will
composed of earth and water and gasses orbiting a ball of can be exerted to instantly change reality in more ways.
burning plasma and the other is an infinite megastructure Perhaps this kind of Magick never existed on Earth.
so vast it contains entire star systems within it – is
Magick. On Earth, man can influence the environment Perhaps we have merely forgotten how to use it.
in remarkable ways, but only through the use of tools and
technology. The degree of influence in the Realm is much Culturally speaking, the difference is vast. To the citizens
of the Realm, everything is Magick – it is Magick that pulls
them down to the ground beneath their feet, and Magick
that allows them to fly. It is Magick that causes fire to burn
and animates their bodies. They have science, but their
science is really empirically objective sorcery. And likewise,
their sorcery is as exact as a science, as referenced by the
title of this chapter.

As on Earth, man can accomplish more with tools and


technology, so do certain designs and patterns help the
natives and Avatars of the Realm to focus their will and
turn it into energy and change. These Magickal tools and
aids are spells, charms, spirits, and enchantments. It is
these tools that will be described in this chapter.

Sorcery – Magick Use as a Skill


Any Avatar with the Technology Skill during Character
Creation receives the Sorcery Skill for free at the same level.
Note that while initial Sorcery dice are based on Technology,
they are improved separately – Sorcery increases like any
other Skill. Sorcery is linked to Conviction. It defaults to
Conviction at a Two Step Penalty for actual Spellcasting,
and to Brilliance at a Two Step Penalty for Magick theory.
If you possess the “Raw Tuning” Harmonic, half of its

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level (round up) is added to your Sorcery Skill at character spells you do not know. Whenever an Avatar increases
creation only. The uses of the Sorcery Skill are described their Sorcery Skill by one, they may learn one new spell
below. (which may not be of a higher level than half their Sorcery
Skill, rounded down). Avatars can learn a maximum
An Avatar begins the game knowing a number of number of Spell Levels equal to their Brilliance
Spell Levels worth of Spells equal to their Sorcery Statistic plus three times their Ascension Level.
dice; you cannot attune, Charm-cast, or Cast Naked

The Four Sides of Sorcery


Organized Magick – outside of Raw Tuning and the innate Evocation in part governs the manipulation of existing
Magick of other Harmonics – is divided by Thaumaturgy matter and energy in the physical world, and describes the
(the science of Magick) into four distinct schools, described summoning and use of raw elemental energies.
below.
Conjuration governs in part the manipulation of existing
Illusion includes concealment, nondetection, and mental matter in the physical world, and generates or repurposes
manipulation. raw magical force.

Divination encompasses detection, clairsentience, Raw Tuning is the use of Magick without the aid of spells
tracking, and powerful “calling” spells. or charms.

Charms and Spells


Spells are patterns that channel “Raw Tuning” – in other spellcasters prepare their Charms beforehand. An ideal
words, Magickal energy or force of will – into a specific, Charm may give a one die Bonus to the Sorcery Test – a
predetermined effect. Charms are expensive baubles shoddy Charm or one of ill-suited materials may give a one
– graven gems and intricately worked knots of precious die Penalty.
metals, wands and wires, bits of glass and packets of
powders, sachets of herbs, rings, and amulets – that hold Spells are referred to as the objects (Charms) that contain
Magickal energy in the form of charged spells, so they them interchangeably. For instance, a Thaumaturge might
can be used later at a minimum expense of energy and think of herself as carrying three frags (Fireballs), two
effort. Spells can be cast without Charms, but this Naked Shields, a bladewand, and a Charm. Spells are firepower –
Casting is hugely exhausting and difficult. Efficient Charms are ammunition.

Crafting Charms
In general, charms can be crafted from almost anything, to craft Charms. Charms are by default one-use and
but specific Spells are often “particular” about which are devoured by the energy of the spell. There are
materials and designs can hold them, as detailed below. exceptions. In addition to being crafted, Charms must
Crafting a Charm – from the appropriate materials – is be attuned and ensorcelled (see below). An Avatar may
a Sorcery Test with a Success Threshold equal to the attune and carry no more than (Conviction + Sorcery)
Level of the Spell and a crafting time in hours equal to Spell Levels worth of charged Charms at one time.
the Level of the Spell. Extra successes reduce the time Even if Charms are found ready-crafted they must still
by one hour each, to a minimum time of 0 Hours (10 be attuned.
Minutes). For instance, Three Successes on a Sorcery
Test to create a Charm for a Level 2 spell creates the Casting a Spell is an attack action unless otherwise
Charm within one hour. A failure wastes the materials. specified. By default, a Spell targets one creature within
All “valuable” (see pp. 232-233) items can be used line of sight.

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The Grimoire

Terminology
Level: Usually between one and four. This is the Attuning Time: The time in minutes or hours to
Success Threshold for a Sorcery Test to attune the attune the Spell to a correctly prepared Charm. Casting
Spell and also a general measure of the Spell’s power. a Spell from a Charm is an attack action. Casting a Spell
The difficulty to cast a Spell Naked is equal to Level without a prepared Charm is a full turn action.
+ 1, and is done at a One Step Penalty. Spells that
a Sorcerer fails to attune or to Naked Cast waste the Charms: The types and materials of Charms acceptable
Tuning Points used. Spells that are pre-attuned never for the Spell. This may be a detailed description of a
need a Sorcery Test, and succeed automatically. specific Charm or a list of acceptable elements.

Casting Cost: The cost in Tuning Points to cast the Effects: The effects of the Spell.
Spell from an attuned Charm, followed by the cost to
cast the spell “Naked”, listed in parentheses. Resistance: How, if at all, the Spell can be resisted.

Attuning Cost: The cost to charge a Spell to a correctly


prepared Charm.

Illusion Spells

Captivate member of the opposite sex, a romantic interest is all


but guaranteed as well. The victim will find it almost
Level: 3 impossible to harm the caster in anything but direct
self defense, and will be highly receptive to the caster’s
Casting Cost: 3 (30) suggestions. The caster receives +Brilliance Score dice
to Diplomacy when dealing with the victim. Note that
Attuning Cost: 15 this is a cruel thing to do to your worst enemy, and
only the most heartless would do this to an innocent
Attuning Time: 1 Hour x Level stranger just to get their way. The effect lasts for
(Caster’s Conviction + 1 – Target’s Conviction) Hours
Charms: A prism-shaped crystal of quartz, slightly (minimum 1 Hour). The target must be able to see and
smaller than a finger, riding within a platinum cage, hear the caster for this Spell to work.
attached to a platinum chain from which it dangles;
when the chain is twirled, the crystal spins and Resistance: A successful Conviction Test with a
splinters off shards of moonlight. Something similarly Success Threshold equal to the caster’s Conviction dice
“hypnotic” like a gilded pocket watch could also be can be made at the time of casting. If successful, it will
used. This Spell is also called a “Charm”, but that is not cancel the Spell. Whenever the victim of a Captivate
its official name, to avoid confusion with the Charms is directly damaged by or harmed by the caster or the
that are used to cast every Spell. caster’s allies, a new Conviction (ST3) Test is allowed to
shake off the spell.
Effects: So long as they are a sentient being, the target
of the Spell becomes your best friend. If they are a

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Cloak at least one success and win or tie the Test, the target
must do everything you say, although forcing a victim
Level: 3 to directly harm themselves or a loved one requires you
to win a second contested Conviction Test. This Spell
Casting Cost: 3 (30) [Sustained] lasts one minute outside of combat and one turn in
combat. The Spell costs 10 TP per additional minute
Attuning Cost: 15 to sustain outside of combat and 1 TP per additional
turn to sustain in combat. Commanding a “puppet” in
Attuning Time: 30 Minutes x Level combat requires an Attack Action for each turn’s worth
of orders – when not commanded, the puppet will take
Charms: A tiny model of a chameleon, ideally made no action but basic self-defense.
of either platinum (no more than a coin’s worth) or
rainbow colored blown glass. Resistance: Contested Conviction Test. See above.

Effects: Make a Sorcery Test, even if casting from a


Charm. Treat the successes on the Sorcery Test as Fantasy (Personal)
Bonus successes (not just Bonus dice) on all Stealth Level: 2
Tests made for the next Conviction minutes, the
Spell’s duration. Casual observers automatically fail Casting Cost: 2 (20)
to perceive the Cloaked character. This Spell can be
sustained beyond this duration at a cost of 3 Tuning
Attuning Cost: 10
Points per additional minute. Any overt offensive
action – attacking in any way or casting any kind of
Attuning Time: 10 Minutes x Level
offensive Spell – causes the Spell effect to dissipate
immediately, although sneak attack bonuses may be
Charms: Anything pretty or delicate that can be worn
accrued normally.
or wrapped around the neck, from a sliver of fine chain
to a wisp of silk scarf or something similar. The Charm
Resistance: Not applicable.
itself will be masked by the magic of the Spell.

Dominate Effects: The caster is disguised as another creature of


the same basic size and shape for the next Conviction
Level: 1 minutes, the Spell’s duration. This Spell can be
sustained beyond this duration at a cost of 1 Tuning
Casting Cost: (15) [Sustained] Point per additional minute. Although commonly used
to provide purely cosmetic effects (such as the illusion
Attuning Cost: NA of elegant clothing or fuller breasts or the illusion of
nakedness or menacing horns), this Spell affects every
Attuning Time: NA sense, and changes the caster’s voice and smell as well as
clothing, figure, and features; it can be used to change
Charms: NA apparent race and gender, and to disguise oneself as
a specific individual. This Spell does not confer any
Effects: This Spell is semi-unique in that it can only be new abilities or mechanical benefits of any kind; the
cast “Naked”. To cast the Spell, make eye contact with changes are purely cosmetic. This Spell provides Bonus
a sentient humanoid who can hear and understand dice equal to the caster’s Sorcery Skill level on all Deceit
you, and spend the requisite Tuning Points. Then, after Skill Tests made to impersonate another. This Spell can
making the required Sorcery (ST 2) Test to cast the Spell only be cast in Man or Middle shape, and lasts until
naked, make a contested Conviction Test. If you score

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the caster changes shapes or the illusion is somehow like a carpeted floor; could make a stairway appear like
“pierced” (see below). a waterfall or a waterfall like a stairway; could make a
decrepit, rotting storeroom look like a sumptuously
Resistance: The illusory data of a Fantasy Spell is appointed banquet hall; could make a delicious feast
broadcast on a number of wavelengths (touch, smell, hall smell like fecal matter and rotting fish; could
sight, sound, etcetera), and is limited by both what make the illusion of a solid stone wall appear across an
mental image the caster can hold onto, and how many empty doorway; or anything else the caster could think
directions the caster can “picture” that image from. of. The changes are purely cosmetic. The caster can
An astute observer interacting with at least two of the slightly (Referee’s discretion) alter the appearance of
Spell’s sensory outputs (i.e. touch and sight, smell and the Fantasy after the original casting by spending the
hearing, etcetera) has a chance to notice something Casting Cost (3 Tuning Points); no additional Charm or
“wrong” with the Spell’s output and pierce the illusion. Attunement is necessary for this.
The perceiving character should make an Omniscience
Test with a Success Threshold equal to half the caster’s Resistance: An observer interacting with at least two
Sorcery Skill, rounded up. If the perceiving character sensory “channels” of a Fantasy has a chance to pierce
succeeds, the illusion is pierced. A character who is only the illusion. The observer makes an Omniscience Test
directly interacting with one sensory output from the with a Success Threshold equal to half the caster’s
Spell cannot pierce the illusion. Sorcery Skill, rounded up. If the observer succeeds, they
perceive the reality that the Fantasy was concealing,
although unlike with a Personal Fantasy, the illusion
Fantasy (Area) does not vanish; others in the area might still perceive
Level: 3 the desired illusion.

Casting Cost: 3 (30) Non-Detection


Attuning Cost: 15 Level: 3

Attuning Time: 1 Hour x Level Casting Cost: 3 (30)

Charms: This Spell is cast on an area or a set piece of Attuning Cost: 15


some kind; a large immobile object. The target area/
object is the Charm, and must be arranged or decorated Attuning Time: 1 Hour x Level
to superficially resemble the desired illusion/facade
(see below). Because with this much effort, a caster Charms: A miniature figurine carved to resemble the
could often just physically disguise the environment intended target, which is covered with a scrap of black
given the lengthy time this Spell takes to attune, this silk or sewn in an opaque sachet, hidden by a shroud,
Spell is often cast Naked by powerful illusionists. etcetera, when the spell is cast.

Effect: The area or object is superficially transformed Effect: A specific individual (either the caster or
into the appearance of anything the caster desires someone the caster touches) or a specific, unique object
that’s about the same size and shape, for a duration of (that the caster touches) is chosen when the Spell is
(Sorcery Skill) hours. The illusory change affects all five attuned (or Naked Cast). The chosen individual or
senses and can add illusory sound and animation to an object cannot be located or perceived by any Divination
immobile object (like making an inanimate statue of a Spells for 24 hours. Generally speaking, Non-Detection
dragon appear like a real, live, roaring, fire-breathing beats Detection Spells, but if the Sorcery Skill of the
dragon). The change could make a carpeted floor seeking character is greater than that of the caster of
appear like a bottomless pit or a bottomless pit appear the Non-Detection Spell, have both characters make

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a Sorcery Test; the seeking character is at a One Step anyway, they overpower the Non-Detection Spell as if
Penalty to the Test, but if they achieve more successes it had not been cast.

Divination Spells

Scry is rendered willing is outside the effects of the Spell –


an Animal Handling Skill Test or a Dominate Spell will
Level: 1 likely be necessary. This Spell allows the caster to switch
between his own perceptions and those of the animal with
Casting Cost: 2 (20) [Sustained] a free action – while perceiving the animal’s surroundings
through the animal’s senses, the caster is effectively
Attuning Cost: 10 helpless. This Spell is not innately harmful to the subject,
although of course, if the people that the creature is
Attuning Time: 10 Minutes x Level observing discover it is a spy, they may try to kill it. This
Spell lasts for 10 x Omniscience minutes. While the Spell
Charms: Crystal or glass lenses, tinted or clear, automatically allows perception of the animal’s senses, it
monocular with chain for one eye or wire-rimmed for does not provide control of the animal – Animal Handling
both eyes. A pair of Scrying Lenses, once attuned, can or Dominate are necessary for that.
be used Brilliance times before it is used up.
Resistance: A Conviction (Caster’s Conviction Dice)
Effects: Allows the caster to remotely spy with the senses Test will negate the harmless effects.
of sight and hearing on a specific location no more than
Omniscience x 5 Feet away – physical barriers are no
obstacle to this Clairvoyance effect, which is often used Magick Detection
to safely observe the contents of unexplored rooms. Level: 1
The effect lasts for one minute, and can be sustained for
another minute for every Tuning Point spent. Casting Cost: 1 (10) [Sustained]

Resistance: Not applicable. Attuning Cost: 10

Eyes of the Familiar Attuning Time: 10 Minutes x Level

Level: 2 Charms: A small faceted chunk of purple quartz,


inscribed with mystic sigils.
Casting Cost: 2 (20)
Effects: Spells shed Magick continuously until they
Attuning Cost: 10 wear off, like a battery leaking charge. The crystal
Charm, when active, causes Magick to fluoresce at
Attuning Time: 5 Minutes x Level a range of only three to four meters. This Spell can
be used to quickly identify if a character has been
Charms: A piece of hair or feather or a tooth or claw Charmed or Dominated or is presenting a Fantasy, can
from an animal of the appropriate type. be used to follow the glowing footprints of a Cloaked
character, or anything else the caster can think of. The
Effects: This Spell is cast on a single willing mundane Charm, once attuned, is good for (Sorcery) minutes of
animal, such as a rat, cat, toad, or bird. How the animal detection before running out – each minute it is kept

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active beyond the first costs another Tuning Point. Seeker
This is a very simple Spell, and is one of the first many
spellcasters learn. Level: 2

Casting Cost: 2 (20)


Resistance: Not applicable.
Attuning Cost: 10
Seek Individual Attuning Time: 10 Minutes x Level
Level: 3 Charms: A plumb-bob or a compass, used as a dowsing
rod; it spins, swings, and floats in the direction of the
Casting Cost: 3 (30)
sought-after individual as the Spell works.
Attuning Cost: 15
Effect: A specific unique object (such as “the Cotopaxi
Attuning Time: 30 Minutes x Level Eucharist” or “the Luciform Emitter”), a class of object
(such as “gun” or “shield”) or a specific, uniform class
Charms: A plumb-bob or a compass, used as a dowsing
of material (such as “water” or “gold”) is chosen when
rod; it spins, swings, and floats in the direction of the
the Spell is attuned (or Naked Cast). The Spell (via its
sought-after individual as the Spell works.
Charm and the direction it points in) will provide the
caster with an unerring sense of the direction that
Effects: A specific, known individual is decided when
the target is relative to the caster, and a fairly good
the Spell is attuned (or Naked Cast). The Spell (via its
sense of the distance that the target is from the caster
Charm and the direction it points in) will provide the
(via the frequency at which the Charm vibrates or
caster with an unerring sense of the direction that the
oscillates). The Spell will continue to indicate distance
target is relative to the caster, and a fairly good sense of
and direction until the caster comes within melee
the distance that the target is from the caster (via the
range of the sought-after object (if seeking a specific
frequency at which the Charm vibrates or oscillates).
object), the nearest (to the location of casting) example
The Spell will continue to indicate distance and
of the sought-after class of object (functional or non-
direction until the caster comes within melee range of
functional), or the nearest non-trivial quantity of the
the sought character.
sought-after material.
Resistance: This Spell can only be baffled or defeated
Resistance: This Spell can only be baffled or defeated
with a Non-Detection Spell.
with a Non-Detection Spell.

Evocation Spells

Bolt iron, steel), or crystal. Once attuned it becomes a


Boltwand. This wand is good for Brilliance castings of
Level: 1 the Spell Bolt before it is used up.
Casting Cost: 1 (10) Effect: A Sorcery Test at a +1 Bonus fires a narrow
Attuning Cost: 10 lance of scintillating light from the tip of the wand at
a single target – the target number for the Test is the
Attuning Time: 1 Hour x Level target’s Celerity/3, rounded down. In other words, the
target’s Evasion Factor without Armor Bonus added
Charms: A slender, finger-length wand of dark in. Bonus from Force-Field or Shield effects are still
hardwood (ash, oak, mahogany), ferrous metal (cold

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added to the target’s modified EF. If the Spell hits, the caster’s Sorcery Skill, but only one can be performed an
target takes 2d6 + Sorcery Shock damage – damage is hour.
not staged up by extra successes.
Effect: A column of flame ½ Sorcery (round down)
Resistance: Chance to avoid based on Evasion Factor, squares wide, 1/2 Sorcery (round down) squares high,
as described above. and Conviction squares long shoots out of the caster’s
palm and incinerates everyone and everything in its
path for (Conviction)d6 Fire Damage. For a caster
Frag with Sorcery 6 and Conviction 10, their Firebolt will be
Level: 2 fifteen feet wide, fifteen feet high, fifty feet long, and
will deal 10d6 Fire damage. Anything reduced to -10 or
Casting Cost: 5 (30) less LP by this spell is destroyed.

Attuning Cost: 20 Resistance: Those within the blast radius may make a
Attuning Time: 30 Minutes x Level Celerity (ST 4) Test to take half damage from this Spell.

Charms: A marble-sized sphere of black and red glass,


called a frag, although any round, smooth, palmable Pinwheel
object of precious or semi-precious materials could Level: 3
theoretically be used.
Casting Cost: 3 (30)
Effect: When thrown (Ranged Weapons Test with ST2
to hit the targeted square – a failure indicates the throw Attuning Cost: 15
was 1d6 squares off-target in a random direction) the frag Attuning Time: 30 Minutes x Level
explodes into a fireball dealing (Sorcery)d6 Fire Damage.
The fireball covers a square area with a length, width, and Charms: A tiny pinwheel, only the size of a copper
height of ½ Sorcery (round down) five-foot squares – the coin, layered with platinum and gold, and graven with
place the frag actually landed (treat as a corner between sigils that glow with the green of new leaves when the
squares) is the center of the square. In other words, a spell is activated – by “blowing” on the pinwheel to
character with Sorcery 6 would throw a Fireball that would cause it to whirl.
detonate to blast a 15 cubic foot space, or a 15x15x15 cube.
Effect: Causes a controlled cyclone to whirl into life, a
Resistance: Those within the blast radius may make a cyclone with enough power to turn debris and garbage
Celerity (ST 3) Test to take half damage from this Spell. into a cloud of shrapnel and to rip wooden planks off of the
floor and send them spinning, fast, like propellers or buzz
saws, wherever the caster desires. The effect targets a total
Firebolt of (Sorcery x 2) 5-foot squares anywhere within the caster’s
Level: 4 line of sight, so long as all the targeted squares are adjacent
to each other. The affected area can be any shape the
Casting Cost: 15 (30) caster chooses and the Referee approves of. Each turn the
effect lasts, everyone within the area of effect must make
Attuning Cost: 40 a Celerity Test or take (Sorcery)d3 damage as described
Attuning Time: 6 Hours x Level below, under Resistance. This damage is usually non-lethal
unless the area is scattered with unusually deadly debris
Charms: A dagger or spike of volcanic rock such as (broken glass, weapons, flaming planks, etc). When used
obsidian, carved and etched with runes. The Charm is in a totally empty area with a smooth stone floor, this Spell
actually good for an amount of Firebolts equal to the has no effect. The effect lasts Sorcery turns. The area of

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effect can be moved up to (Sorcery x 5) feet each turn by Effect: When thrown (Ranged Weapons Test with ST2
the caster with a Move action. The Spell will hit “friendly” to hit the targeted square–a failure indicates the throw
targets that happen to be in the area as well. Everyone in was 1d6 squares off-target in a random direction) the
the area of effect is at a One Step Penalty for all actions. “snow globe” or sachet explodes into a huge cyclone of
freezing air, biting wind, and blinding sleet. The area
Resistance: Each turn a character spends in the area of effect has a length, width, and height of Sorcery
of effect, they must make a Celerity Test. Each success squares, with the target square at the center of the
reduces the damage taken by 1d3, to a minimum of area. In other words, a character with Sorcery 5 would
zero. In other words, if the Spell is cast by a character throw a Blizzard that affected a 25 cubic foot space, or
with Sorcery 5, and the target gets two successes on a 25x25x25 cube. Everyone in the area of effect suffers
a Celerity Test, they take 3d3 damage that turn. A (Sorcery)d6 Frost damage.
roll with no successes indicates that a character takes
Sorcery d6 damage instead, is knocked prone, and Resistance: Flying characters and creatures in the
must spend a full turn action standing up. area of effect are automatically knocked 2d6 squares
in a random direction, and land prone. Creatures with
two or more limbs on the ground may make a Might
Blizzard (ST 3) Test to resist this effect. Creatures caught in
Level: 3 the radius of a Blizzard are at a Two Step Penalty to all
actions on their following turn, and a One Step Penalty
Casting Cost: 6 (30) to all actions the turn following that, although they if
they succeed a Vitality (ST 3) Test, they suffer only half
Attuning Cost: 25 this Penalty; a One Step Penalty on the following turn,
Attuning Time: 30 Minutes x Level and no Penalty thereafter.

Charms: A bag or a glass sphere filled with water-ice


crystals, shards of broken glass, and/or chips of frozen
blood.

Conjuration Spells

Hold Effects: The victim is arrested from moving or acting


by a cage of glowing amber force, physically held in
Level: 2 place and unable to do anything for the duration of the
Spell. The victim’s Celerity is reduced to exactly 3 for
Casting Cost: 4 (40) [Sustained] the purpose of the Spell, and the victim may neither
move nor act. The Spell lasts one combat turn and can
Attuning Cost: 20 be sustained at a cost of 2 TP per additional combat
turn. Sustaining a Hold requires a move action.
Attuning Time: 30 Minutes x Level
Resistance: When the spell is first cast, the target can
Charms: A “Hold” is usually charged to a hunk of make a Conviction (ST5) or Might (ST5) Test to resist
amber, often with a small insect suspended in the gem the spell: the target picks the Statistic to roll. If this test
of frozen sap. Crystal and brass cages and miniature fails, the target is Held. However, each time the Held
braided silk lassos are also options. victim is attacked, physically or magically, the victim
can roll Might with a Success Threshold of 5 minus the
number of times they have been attacked during the

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duration of the Hold. For instance, a Held character of vulcanized rubber envelops the subject to protect
gets to make a Might (ST4) Test the first time they them from physical and magical attacks. The effect
are attacked, is allowed a Might (ST3) Test the second lasts for one Combat Turn and can be sustained
time they are attacked, and so on. If any of these Might longer than that for a TP cost of 4 Tuning Points per
Tests succeed, or the character is attacked a fifth time, additional turn. While the Shield is up, you ignore the
the character breaks free of the Hold. first Conviction points worth of damage you take each
turn. Damage taken over Conviction in one hit is taken
out of Tuning Points instead of Life Points. When your
Teke Tuning Points are reduced to 0, the effect dissipates.
Level: 2 The subject loses Forcefield/Forceshield Bonuses to EF
for the duration of the Spell.
Casting Cost: 2 (NA)
Shield (Barrier)
Attuning Cost: 15
Level: 2
Attuning Time: 10 Minutes x Level
Casting Cost: 3 (30) [Sustained]
Charms: The Charm in this case is a lit torch taken off
of any wall. The torch must be inscribed with certain Attuning Cost: 15
runes before it can be attuned.
Attuning Time: 10 Minutes x Level
Effects: The torch flares into a huge, sparking, flaming
mace – its fire will not burn the wielder, but will go out Charms: A miniature shield, usually of faceted quartz.
if it leaves the caster’s hand. The mace is a one-handed
melee weapon with no Might requirement to use and Effect: A wall of shimmering golden force that takes
a base damage of (Brilliance Dice)d6 Fire Damage. The the form of semi-substantial glass with the texture
weapon can be used normally in this way for (Brilliance) of vulcanized rubber springs to life. It is Conviction x
Turns before it is consumed by its own fire. 5 feet long and Conviction x 2 feet high and appears
anywhere within the caster’s line of sight. The Shield
Resistance: Not applicable. can be sustained for one minute for every 3 Tuning
Points spent to sustain it. Sustaining the Shield is a free
action. The Shield will prevent anything – projectiles,
Shield (Personal) people, monsters, spells – from passing through it, but
Level: 2 when it is attacked, the drain on the caster is increased.

Casting Cost: 4 (40) [Sustained] Resistance: Special. Every time the Shield is hit for
damage, the caster must spend Tuning Points equal to
Attuning Cost: 20 (Damage Dealt – Caster’s Conviction) to keep the Shield
sustained. If someone tries to physically force their way
Attuning Time: 15 Minutes x Level through, it requires a Might Test with an ST equal to
the caster’s Conviction Dice. Finally, if someone falls
Charms: A miniature shield, usually of faceted quartz. onto or runs into the shield at great speed, subtract
the caster’s Conviction from their Vitality – the Caster
must pay the balance in Tuning Points to keep the
Effect: A globe of shimmering golden force that
Shield active.
appears as semi-translucent glass and has the texture

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Death Smog
Level: 4

Casting Cost: 10 (40)

Attuning Cost: 20

Attuning Time: 2 Hours x Level

Charms: A “miasma jar”–a piece of desiccated or


rotting flesh, preserved in a jar of filth, poison, and
unclear air. The jar must be decorated with onyx and
jade.

Effects: This spell creates a cloud of poison gas,


which fills just one 5’x5’x5’ space when the spell is
cast, but doubles in size every turn for five turns until
reaching its final size of 32 squares in height, width,
and length (160’x160’x160’ or 160 cubic feet). Given
a limited space, the cloud “grows” in the direction that
the caster chooses. After reaching maximum size, the
cloud dissipates after ten turns. For every turn that a
character starts in the cloud’s area of effect, they take 6
points of damage to Vitality and Might.

Resistance: The Vitality and Might damage from


Death Smog are both reduced by one for every success
achieved on a Vitality Test. A character who rolls three
successes on a Vitality Test, for instance, would only
take 3 points of Vitality and Might damage. turns (which need not be consecutive) of being used
in that way.
Bladewand
Effects: When the Spell is activated, the Bladewand
Level: 4 becomes a terrifyingly formidable weapon. It is wielded
with the Melee Combat Skill, with +3 Dice to hit, and
Casting Cost: 4 (40) deals 3d6 + 6 damage (Melee Bonus Damage doesn’t
apply). The Bladewand can be used on any target within
Attuning Cost: 20 30 feet. The Bladewand counts as a vorpal weapon,
which means that if the successes rolled on an Attack
Attuning Time: 6 Hours x Level Test are greater than equal to twice the target’s EF, the
target is automatically killed (bisected, decapitated,
Charms: A baton-slender, 12” long wand of tapered etcetera) unless they possess an anatomy with no vital
glass, bound and chased by narrow bands of metal. organs. The Bladewand is good for (Caster’s Brilliance x
The wand functions like a monofilament vibro-sword 2) attacks before running out of charge.
when the Spell is activated, and is good for Brilliance
Resistance: There is none, besides not being hit.

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Illuminated Rules: Life in a Dungeon – Other
Dangers

Starvation and Dehydration


This is only an issue in long form games. Avatars may They can no longer regain Life Points or Tuning Points
be shape-changing, reality-bending demigods, but they from resting. Additionally, they lose 1d6 LP every day
still need to eat and drink. However, their reliance on that passes without water, and every (1 + Ascension
food and water lessens and lessens as they advance in Level) days that pass without food.
Ascension Level. Avatars must eat one pound of food
and drink one half gallon of water every (1 + Ascension Mnemonics in Numidium form and Asilos in Lich
Level) days. While numerous, perfectly palatable form do not feel hunger or thirst, cannot eat or drink,
foodstuffs can be found in the Splinter, in a worst case and do not suffer from the effects of starvation and
scenario this sustenance can be taken from the bodies dehydration. However, as soon as a Mnemonic or
of dead foes (the flesh and blood kind), by eating them. Asilos reverts to any other shape, they immediately
Nobody wants to eat a Voormis or a Raphtontis, but and cumulatively suffer the effects of all the time
you do what you have to in order to survive. If you’re they’ve gone without sustenance.
going to have to eat an uncooked corpse whole, it helps
to be in Beast form to do so. Avatars with Ascension Level 10 and higher no
longer need to eat or drink.
Avatars who fail to consume the minimum amount of
food and water for the figured interval are in trouble.

Exposure
Some levels of the Splinter are very hot, or very cold, Protection, above, is defined as special protective gear,
sometimes inexplicably so. These rules don’t cover the which is fairly rare. Armor, no matter how high tech,
levels that are randomly as hot as the surface of the does not generally protect from extreme heat or cold.
sun, or as cold as hard vacuum, merely the levels that
are uncomfortable. The temperature of an area can be altered by One Step
(from cold to comfortable, or from comfortable to
In an area that is uncomfortably hot or uncomfortably hot, but not from cold to hot or from hot to cold) for
cold, unprotected creatures must succeed on a Vitality one hour by a character with Raw Tuning 2 spending
test every hour or suffer 2d6 non-lethal damage from 10 Tuning Points. It can be altered permanently to
the oppressive cold or heat. The Success Threshold anything (hot, cold, or comfortable) by a character with
of this test is equal to 1 + the number of hours that Raw Tuning 4 spending 25 Tuning Points. Making an
the creature has spent exposed to the environment. inhabited area inhospitable for the people who live
Additionally, in uncomfortably hot or uncomfortably there is generally quite frowned upon.
cold environments, Vitality/Conviction tests to regain
LP/TP while resting suffer a One Step Penalty.

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Falling and Drowning
For the Avatars who are unfortunate enough to be fine. Characters who fail start drowning. Drowning
unable to fly, falling great heights deals at least 1d6 characters move at half-speed, and generally speaking
damage for every ten feet that the Avatar plummets. the only action they can take is to retry the Athletics
Assume that gravity and acceleration are massively test to avoid drowning. Drowning characters suffer
simplified within the Splinter, and Avatars fall at a rate 2d6 damage every turn.
of 100 feet per turn. Landing on something worse than
a stone floor--like spikes, or a giant fan blade--would The good news is, Mnemonics in Numidium and
do even more damage. Needlekin in Bladeling can’t drown. The bad news is,
they also can’t swim. They immediately sink to the
Avatars who are submerged in water run the risk of bottom of any body of water large enough to submerge
drowning, if the water is choppy enough. The Avatar them. While moving along the bottom, they suffer a
should make an Athletics Test with a Success Threshold Two Step Penalty to all actions, and can only move at
determined by how violently the water is moving. ST 1 half speed. Asilos in Lich form can’t drown, but they
for perfectly calm water, ST 4 for a violently roiling sea. can’t swim, either, and are helplessly swept along like
For characters without Athletics, this test defaults to so much flotsam and jetsam by any running water. Of
Might at a One Step Penalty. Characters who succeed course, by using the Smog Soul Harmonic or changing
the test can keep their heads above water, and are forms, they can easily circumvent this.

Visibility
Some passages of the Splinter are unfortunately Step Penalty to all actions in pitch-dark passageways,
unlit. All Bloodlines in Beast Form have natural night fumbling around blindly, unless they have their own
vision, but Avatars in any other shape suffer a Two light sources, or some other way to see in the dark.

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Traps
Doors, doorways, rooms, containers, random stretches The following short list of example traps just barely
of corridor--all of these and more can be trapped in the scratches the surface. A devious Referee can easily
Realm. To make matters worse, these traps sometimes come up with many more variants and unique traps
seem like they aren’t placed with any rhyme or reason, just extrapolating from this list. These traps are mainly
to protect secure areas or important objectives. suited for challenging Avatars of Ascension Level 0-2.
Sometimes they seem to just be placed on things willy-
nilly. This is the nature of the Realm.

Trap Advancement
As PCs gain Ascension Levels, it’s important to make sure that traps don’t become too easy to overcome. As a hard and
fast rule, add one die to the Trap Speed (Reaction) and one Damage/Effect die equal to the average Ascension Level in
your party. If the trap in question is a pit trap, add 10 feet to the fall equal to the average Ascension Level in your party.

For example, Traz, the Vryx (AL 2) is trying to get out of the way of a Standard pit-trap. The Trap Speed for a Standard
pit-trap is usually 3d6, but since Traz is of a higher Ascension Level, the pit-trap’s Speed is increased to 5d6. If Traz fails
to get out of the way of this trap, and the pit would normally have been 30 feet deep, the depth changes to 50 feet (thus
increasing the damage she takes from 3d6 to 5d6).

Traps in SPLINTER have two statistics; speed (the the trap, they can take one action (usually “get out of
trap’s Reaction stat, i.e. how fast the trap goes off) and the way”) before the trap goes off. Otherwise, the trap
damage. The saving throw versus a trap is always a nails them for its full damage.
Reaction roll; if the player who triggered the trap beats

10 Random Traps
d10 Result Trap Type Trap Speed (Reaction) Damage
1 Single poisoned dart launched 4d6 1d6 + 1 Poison/Minute for 2d6 Minutes or
from one side of the door frame until neutralized
2 Standard Pit Trap, 1d4 x 10 feet 3d6 1d6/10 feet of fall (Athletics (ST = to depth in
deep feet/10) Test required to climb back up w/o rope)
3 Spiked Pit Trap, 1d4 x 10 Feet 3d6 1d6 + 3/10 feet of fall (Athletics (ST = to depth in
Deep feet/4) Test required to climb back up w/o rope)
4 Flamethrower nozzle above door 5d6 3d6 + 2 Fire <5-20>
5 Electrified Floor 7d6 (2d3)d6 Shock <2-36>
6 Alarm N/A An alarm goes off, summoning a random
monster in 1d6 Turns
7 Vacuum Trap 7d6 3d6 Suffocation Damage/Turn to all within
room and any standing within five yards of any
open doors. Does not go away

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d10 Result Trap Type Trap Speed (Reaction) Damage
8 Weird 5d6 Conviction (ST3) Test; if failed, player is
changed into a random monster for 1d6 hours
9 Scything Blade Trap 4d6 Melee Attack at (1d3 + 5) Dice for 2d6 + 6 base
damage
10 Crushing Wall 5d6 6d6 + 10 damage to all in 1d3 continuous
squares

Locks and Stuck Doors


Locks are distributed throughout the Splinter in except that ramming or kicking at a stuck door makes
the same way as traps; distressingly random. Stuck lots of noise that may attract wandering hostiles.
doors are very common, usually a result of a door and
the door’s frame having expanded or contracted at A lock can be picked with a Security Test with a Success
different rates over time (whether as a result of natural Threshold between 1 and 4. Picking a lock without
settling and swelling, or minute changes). proper tools imposes a Two Step Penalty on this Test,
and only 6s count as successes. An Avatar could also
Stuck doors can usually be booted open with a Might try to force open a locked door; the Success Threshold
Test with a Success Threshold between 1 and 4. There is for a Might Test to force open a locked door is generally
nothing keeping a character who failed from retrying, equal to twice the Success Threshold of the Security
Test to pick the lock.

Door Material/Quality
10 Result Door Material/Quality
1-2 Wooden, Cheap (-1 ST to break door/pick lock.)
3 Wooden, Normal (No modifier.)
4 Wooden, Strong (+1 ST to break door/pick lock)
5 Stone, Primitive (+1 ST to unstick, -1 ST to pick lock, +2 ST to break door)
6 Stone, Normal (+1 ST to unstick, +2 ST to break door)
7 Stone, Strong (+1 ST to unstick, +1 ST to pick lock, +2 ST to break door)
8 Metal, Cheap (+1 ST to break door, -1 ST to pick lock)
9 Metal, Normal (+1 ST to break door)
10 Metal, Strong (+1 ST to break door, +1 ST to pick lock)

Dungeon Evolution & Ecology


The Realm has millions of levels, extending vertically imagine. Most of them, however, are interconnected
upwards and downwards into the infinite. Some levels structures or “floors” of a structure. Rooms of all
of the Splinter are vast forests, mountains, deserts, imaginable kinds connected by winding, labyrinthine
lakes, and cities. Some of them would appear to be passageways. A dungeon, in other words.
oceans, asteroid belts, the vastness of interstellar space
and the starships that move through it. Some of them This is as true of the inhabited areas as the
take still stranger forms, ones we struggle to even dangerous indoor wasteland that connects them.

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Some levels of the Splinter are large enough that Somewhere there is a level filled with subterranean (a
their denizens see greenery and foliage, sail oceans, misnomer, as it implies a “surface”) rivers teeming with
and watch suns and stars wheel through the sky as fish and caverns filled with edible fungus. Somewhere
the megastructure or Dyson sphere rotates. Most there is a level that is simply a disc, ten miles across, of
denizens of the Realm, however, must contend with “sunlit” grass and trees and grazing animals, where a
the reality that life in a dungeon is very, very different large and crucially important farm is operated. Some
and uniquely dangerous. levels consist entirely of millions of cubic feet of empty
space, filled with fresh water – these would appear to be
Firstly, there is the problem of traversal. Obvious and reservoirs, created by the ancient precursor civilizations
safely accessible stairways and ladders and elevators such as the Pyx and the Ancients of Io, leftovers from
do not connect every level of the Splinter in a linear, a time when the Splinter made more sense. Aqueducts
continuous fashion. Numerous pockets of the Splinter – both the kind made from channeled stone, and the
can become isolated, for days, for weeks, months, kind made from sequenced teleportation fields – carry
years, or millennia. Even assuming an unbroken chain this water to where it is needed.
of vertical conveyances exists, the space between two
safe, “stable” communities is often as not absolutely Other levels are or contain vast oceans of salt water,
filled with traps and monsters. which current or ancient technology allows the
Scientists to purify in specially made facilities. But
One thing that makes it possible for large civilizations there are also simply larders, entire rooms filled with
to span (and the larger factions to control) stretches stocked, dried, cured, prepared foodstuffs and distilled
of hundreds or thousands of levels is the system of water, neatly packaged and organized for no explicable
Ports, which provide teleportation not just for Players reason. And of course, like all parts of the Splinter,
in and out of the Splinter, but for all of the Splinter’s these rooms and levels don’t just stay in one place.
inhabitants within the Splinter. In the “context” Sometimes they vanish, or appear anew, or move
of the Realm, the Ports are an ancient network of around.
teleportation gates left behind by one of the ancient,
unthinkably advanced precursor societies (there are One last note towards dungeon “ecology” is the
several). existence of the Seabringer Leviathan, a unique species
of Wurm (massive limbless, wingless serpents that are
While local warlords and constabularies exercise power some of the largest and most terrifying of the Splinter’s
by using central stairways and their connecting rooms native beasts). The Seabringer Leviathan seems
as chokepoints, real power is held by those who can, uniquely adapted to the Splinter, or perhaps it is the
even temporarily, seize control of the Ports. Frequently, Splinter that is uniquely adapted to it. Its diet consists
ten or fifteen levels might be interconnected by various exclusively of rock and stone (worked or natural makes
stairways and elevators, but a single Port will be the no difference), and the waste product it produces is silty
only connection that block of levels has to the rest of but drinkable water. As the cilia that reach outwards
the Splinter. Of course, Ports don’t always work, and from its tremendous body make contact with the stone
don’t always work how you think they will. walls of the chamber, the rock begins to melt into
mud, and then to transmute into water, causing the
A second question is one of basic survival. In a dungeon, chamber to flood. While the infinitely variable bestiary
there is no “outside” for food and water to come from. of the Splinter has far stranger and more mysterious
How do the inhabitants of the various levels survive? creatures, few are more sought after by individuals
What hydrates them, and what does the food chain look seeking to “domesticate” or “colonize” new levels than
like? The answer is that certain floors serve as gardens the Seabringer Leviathan. Unfortunately, besides being
and stockpiles, and that control of access to those constantly “rustled”, stolen, or poached, the Seabringer
floors is therefore paramount. What these stockpiles Leviathans are not easily tamed, and in large numbers,
look like varies in logic from the merely strange to the are a force of nature, capable of “liquidating” entire
apparently inexplicable.

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civilizations until nothing is left (see pp. 179-180 for and how the Splinter changes is a problematic task.
more information). There are so many possibilities that it would be almost
impossible to codify, but the Referee and the PCs must
A series of “rooms and passages” like Sartre’s hell, remember that at all times, some part of the Splinter
the Splinter has no exit. Powerful Magicks and is changing. When the PCs sleep, when they leave a
technologies have been used to simply tunnel in any room and come back, there should be a chance that
direction, hoping to find a way “out”. Tunneling up and that room has changed. When the PCs leave a level and
down, it is common that more levels are encountered. come back, there should be a chance that that level has
These levels lead invariably to more levels. Millions changed.
have spent lifetimes trying, no one has ever found a
surface by climbing upwards or a “bottom” by climbing These changes could take many forms. Perhaps there
downwards. was a door where there wasn’t one before. That door
could lead to a hallway that was already there, to a
If indeed, upwards and downwards even have any hallway that wasn’t there before, to a staircase or
constant meaning. elevator, or to nothing at all. Perhaps a door that was
there is gone now. Perhaps it needn’t be that extreme;
Lateral drilling or tunneling has been even less perhaps the number and position of the doors is the
successful. Rarely, expeditions looking for a “way same, but this one which was made of stone is now
out” have encountered new levels or new parts of made of wood, is locked where it was unlocked, and
known levels, cut-off for centuries or millennia. More it has a brass placard with the number 7 on it when
commonly, the expeditions have encountered nothing before it was featureless. When opened this time, it
but a seemingly infinite expanse of rock and stone, could be a gate to an undiscovered level...or could open
against which their finite source of power has dwindled on exactly what it did before.
and failed. Even more commonly though, projects and
exhibitions and “digs” seeking an exit by “drilling” Perhaps certain passages and corridors “heal” over
continuously in a random direction have simply never time like wounds, like fissures, gradually narrowing
returned. until they are gone entirely. Perhaps other ones appear
for the first time, new fistulae tunneling through the
The cultural idea of an exit, of a “surface” or a “bottom”, rock. Perhaps the positions and sizes of the rooms
has held tremendous philosophical importance for on the map remain the same, but when the door is
every society and faction the Splinter has harbored. opened, the room that is there is of an entirely different
The ideas of there being a “surface” or a “bottom” description, with different contents and different
correspond, roughly, to the ideas of “heaven” and inhabitants. Perhaps entire levels switch places over
“hell”; places no one living has seen, but that almost night, and the stairways no longer go where the players
everyone has deeply held opinions about the existence remembered. Ports almost certainly move around, or
or nonexistence, nature, and meaning of. The largest at least their destinations do.
levels, the ones big enough to be mistaken for planets,
have often been mistaken for these mythic realms Frequently, Avatars will be able to observe these
when encountered by any but the most advanced changes, if they happen to be looking in the exact
cultures. No one can truly “know” the true nature of right direction at the exact right change. Sometimes
the Splinter. the changes are slow, like a new corridor “extruding”
itself at a rate of inches per year. Sometimes they are
All of the above has not advanced the most important dangerously fast, like earthquakes, and Players must
fact of the Splinter: the fact that it is constantly changing. move quickly to avoid being crushed between two
Some might say “evolving”, although that would be a colliding rooms or levels.
difficult claim to substantiate. Providing algorithms
and random tables for determining how often, when, Because these changes can’t be randomly generated in
a convenient way, the temptation may exist to “script”

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them, as “cutscenes” or dungeon features, as “traps” at without actually having to map and populate an
triggered by entering a certain room at a certain infinite number of settings. Windows and balconies
time. When possible, we recommend you resist this can give views of breathtaking alien vistas, landscapes,
temptation as best you can. Even if it changes around and skylines of ruined, ancient cities. But these views
when the PCs enter room 12, the Splinter never changes can be constrained by video-game style “invisible walls”
as a result of the PCs entering room 12. The best solution that absolutely refuse to give way to any of the PCs’
for a Referee may simply be improvisation, but do with attacks or allow them a route of egress, reinforced by
the Splinter and its weirdness what you will. seemingly permanent, infinitely strong force fields, or
perhaps merely by the ironclad internal “logic” of the
For a dungeon crawl to have a sense of meaning and Splinter’s madness.
purpose, there must be limitations, so that the players
can feel a sense of accomplishment at completing The idea, in any case, is to convey a strong sense and
maps of new levels. But the sense (or more precisely, mood of the eerie at all times.
the illusion) that the Splinter is an infinite space can
still be conveyed. There is precious little functional Future SPLINTER products may further describe the
difference between a dead end (which indicates the implications of the possible explanations of the true
finite) and a passageway which goes on seemingly nature of the Realm, and codify both how it changes
forever (which hints at the infinite size , but still won’t and how Avatars can change it using the power of
take the player too far away from the cool stuff that collective Tuning.
you’ve got planned in the other direction. Likewise,
the vastness and diversity of the Splinter can be hinted

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CLASSIFIED: KEEP OUT
Referee Section

If you’re not the Referee, don’t read anything past this point. Spoilers abound.
Rulesburst: People of the Earth
This section (for Referee use only) contains statistics equipment. These quick stat-blocks will keep you from
and brief descriptions for one or more typical members having to stat many NPCs for the system used to
of each class, including The Committed and Wardens resolve actions taken in the real world. You’ll probably be
(but not the BoD), as well as their typical possessions/ statting enough for the Splinter itself.

Average Club Member


Strength: 3 Techniques
Speed: 3 Critical Attack.
Wits: 6

Will: 4
Possessions
A mansion in the Hamptons, another in the Urals, another
Health: 18 (Knocked out at 6 Health, Dead at -3 Health)
in the Cayman Islands, all beautifully appointed with both
Defense: 9 furniture and a staff of professional cleaning people and
pleasure toys. Pleasurecraft of every conceivable size
Initiative: 6 + 2d6 and type along with an armored hovercraft, bodyguard,
and chauffeur. Shotgun with rich walnut-stock with
Skills gold filigree for skeet shooting. Rare and exotic pets.
Expensive drugs. An expansive collection of “Cubed”
Famous Players and EBC Studio Gossip: Master (+4); recorded Adventures, autographed by major stars. Toys,
Yachting: Expert (+2); Water Polo Expert (+2); Rifles: toys, toys. Literally, anything and everything they want.
Expert (+2); Subterfuge: Expert (+2); Negotiation:
Expert (+2); Pilot Pleasure Aircraft: Apprentice (+1);
Finance: Apprentice (+1). Description
The oldest and richest families on Earth, Rockefellers,
Basic Training Rothschilds, Doles and Turners, the Peerage – sometimes
referred to in colloquial speech as “Club Members” – are
Intimidation, Pistols, Swimming, Stealth, Leadership, at the top of the pyramid – almost, that is. The entire
Wine Tasting. society exists for their pleasure.

Average Executive
Strength: 4 Initiative: 8 + 2d6

Speed: 4
Skills
Wits: 7
Business (Chosen Field): Master (+4); Negotiation:
Will: 5 Master (+4); Boardroom Etiquette: Expert (+2); Famous
Players and EBC Studio Gossip: Expert (+2); Leadership:
Health: 24 (Knocked out at 5 Health, Dead at -4 Health) Expert (+2); Big-Game Hunting: Apprentice (+1); Pistols:
Defense: 10

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Apprentice (+1); Drugs: Apprentice (+1); Finance: at an upscale hotel. Cocaine and other stimulants. A
Apprentice (+1). bodyguard and a handgun for personal protection. A
pocket or wrist-computer and wall-screen video phone.
Basic Training Sharp, powerful suits. A private luxury car or hovercraft.
A full-time subscription to high-tier EBC programming.
Subterfuge, Rifles, Swimming, Stealth, Intimidation,
Yachting, Drive.
Description
Techniques Executives are the movers and shakers who do the
deals that keep the cubes selling and the births filling
Point Blank. and manage the other needs that keep the world that
EBC owns running. Since EBC has dozens of subsidiaries,
Possessions some openly competing, Executives still have some
spice, strife, and toil in their lives, as opposed to the
An expensive condo or a penthouse apartment with Peerage.
a waterfall swimming pool, or a permanent residence

Average Manager
Strength: 4 Techniques
Speed: 3 Boom!Headshot.
Wits: 6

Will: 5
Possessions
Not luxury, but not half bad; a nice condo or a spacious
Health: 24 (Knocked out at 5 Health, Dead at -4
apartment. Some mild drugs are legal for their use, as are
Health)
certain firearms. A laptop computer and a wall-screen
Defense: 9 video phone for the home and office. Semi-formal
clothing sufficient to not-embarrass in the presence
Initiative: 6 + 2d6 of their betters. A mid-tier private car or hovercraft,
or credit with a limo service. A full-time subscription to
Skills high-tier EBC programming.

Administration (Chosen Field): Master (+4); Subterfuge:


Expert (+2); Famous Players and EBC Studio Gossip: Description
Expert (+2); Negotiation: Expert (+2); Diplomacy: Expert
White-Collar. The exact middle of the pyramid, Managers
(+2); Pistols: Apprentice (+1); Drive: Apprentice (+1);
are middle-men and middle-managers who rule the lives
Finance: Apprentice (+1).
of Specialists and Workers with an iron fist to ensure
that the stock prices of their Executive bosses stay
Basic Training high. The most highly respected Managers are the
GamesCorp Producers, treated with special deference
Leadership, Calculus, Stealth, Computers, Swimming, due to their involvement with the games that form the
Security. basis of modern society.

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Average Specialist
Strength: 6 Possessions
Speed: 5 Because he’s a Player, this Specialist is living better
Wits: 4 than most. He has a nice apartment and access to a
high class escort service. He most likely has a small, low-
Will: 5 maintenance pet (such as an exotic fish), and a nice
flatscreen holovision projector set for viewing reruns
Health: 36 (Knocked out at 5 Health, Dead at -6 Health) of his games. He either has an economy car of his own
or lots of credit with a local taxi service, and a Worker
Defense: 7
class maid to clean his apartment and feed his pet while
Initiative: 10 + 2d6 he’s spending lengthy jaunts in the Splinter operating in
‘Long Form’. Most of all, though, he has his training gear
and his “Splinter memorabilia”, “authentic” medieval
Skills
weapons and armor to keep his edge sharp.
Brawling: Expert (+2); Blades: Expert (+2); Clubs: Expert
(+2); Throwing Weapons: Expert (+2); Cartography:
Expert (+2); Color Commentary: Expert (+2); Auto
Description
Repair: Apprentice (+1); Football: Apprentice (+1); Stealth: Blue-collar. Artisans, doctors, lawyers, and teachers are
Apprentice (+1); Athletics: Apprentice (+1); Negotiation: all Specialists in the modern day, but none of them earn
Apprentice (+1); Streetwise: Apprentice (+1). the same respect and deference as Players. At the start
of game, all Players belong to this sphere, but might have
gotten there via being demoted, being promoted, or one
Basic Training
and then the other. There is actually no such thing as an
Partying, Pistols, Swimming, Subterfuge, Rifles. average Specialist; their skillsets are based entirely on
their professions. This one is a Player, just like the PCs.

Techniques
Blitzkrieg.

Average Worker
Strength: 6 Skills
Speed: 5 Brawling: Expert (+2); Streetwise: Expert (+2); Menial
Wits: 3 Labor (Choose One): Expert (+2); Football: Apprentice
(+1); Stealth: Apprentice (+1); Locksmith: Apprentice (+1);
Will: 3 Famous Players: Apprentice (+1); Subterfuge: Apprentice
(+1); Negotiation: Apprentice (+1).
Health: 36 (Knocked out at 7 Health, Dead at -6 Health)

Defense: 6 Basic Training


Initiative: 10 + 2d6 Intimidation, Clubs, Awareness.

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Techniques possess firearms or any class of recreational drugs, but
Workers tend to do many things that are illegal. Living in
Blitzkrieg, Dodge. the gutters, they are the closest to the streets.

Possessions Description
Not good. Living accommodations run the gamut from a At the bottom of the ladder (almost, that is – The Grind
small, shabby apartment to a tiny cramped residential are a special case, see below), Workers have no special
capsule. No car, just a public transportation pass. A skills or training, and work the few unskilled jobs that
second hand holoprojector with an under-the-table feed, aren’t automated. Lowest of the low here are Temps,
and water credits to use the communal shower. Workers who work data-entry and customer service jobs only a
don’t have servants and pets, they have dependents, few months a year, and live from hand to mouth, hustling
mouths to feed. It is illegal for the Worker class to on the streets of the Temp slums in between.

The Committed (The Grind)


(All Committed Use Exactly These Stats)

Strength: 7 Possessions
Speed: 3 The Grind aren’t allowed possessions, and wouldn’t know
Wits: 2 what to do with them if they were. They themselves are
treated more like property or equipment than people.
Will: 2

Health: 42 (Knocked out at 8 Health, Dead at -7 Health) Description


Defense: 5 The bottom of the barrel, The Committed – often called
“The Grind” – are barely human. They have no free will
Initiative: 6 + 2d6 or sense of self – their ego and id have been subverted
by a neural shunt between the end of the spine and
Skills the medulla oblongata. Being Committed to the Grind
is a punishment reserved for capital crimes like murder
Menial Labor (Choose One): Apprentice (+1); Menial Labor and treason, and is considered worse than death.
(Choose One): Apprentice (+1); Menial Labor (Choose Many “Amateur” players join the Game to avoid being
One): Apprentice (+1); Menial Labor (Choose One): Committed. The Grind are essentially slaves, used only
Apprentice (+1). for brute force manual labor and unenviable tasks like
the transportation by hand of highly infectious toxic
wastes. All other classes find them intensely unpleasant
Basic Training
to be around, often citing their dead and soulless eyes.
Cleaning, Drive. They have been compared, unfavorably, with the
zombies of the Splinter itself. The Grind are unable to
speak.
Techniques
None.

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Wardens
(All Wardens Use Exactly These Stats)

Strength: 8 Possessions
Speed: 6 CNS Implant: This central-nervous system overclocker
Wits: 5 increases a Warden’s Initiative by 1d6 and its Defense by
2 (already factored into the stats above); Warden Riot
Will: 2/7 (2 for roleplay purposes; 7 for game purposes) Armor (p. 35); Sony Eviscerator Electronic Rifle (p. 102);
Glock Stun Baton (p. 101); Ample Strip-Cuffs, Glue-Foam,
Health: 48 (Knocked out at 3 Health, Dead at -8 Health) and Sedatives; Riot Shield (+1 Defense); Multiphase
Commlink; Riot Wagon with Mounted Watercannon.
Defense: 8 (10)

Initiative: 12 + 3d6
Description
Skills Utterly faceless and devoid of identity, and therefore
completely incorruptible, the EBC Social Peacekeeping Force
Intimidate: Master (+4); Interrogation: Master (+4); orWardensareinfamousfortheirbrightlypolishedandalmost
Athletics: Expert (+2); Drive: Expert (+2); Pilot Aircraft: impervious blue body-armor, their SOTA electronic assault
Expert (+2); Pilot Watercraft: Expert (+2); Awareness: rifles, and most of all, for their reflective, silvered riot-helmet
Expert (+2); Security: Expert (+2); Demolitions: Expert face masks, which are completely opaque. The Wardens
(+2); Clubs: Expert (+2); Rifles: Expert (+2). enforce the will of EBC. They are specifically responsible for
preventing thoughtcrime/crimethink (dissention and class
fraud) and apprehending or terminating seditious persons
Basic Training
and traitors. They speak in monotone, digitized voices
Clubs, Pistols, Blades, Brawling, Throwing Weapons. and are, rumor has it, Committed cyborgs with their pain
receptors deactivated and their Asimov inhibitor switched
off. Unlike the resistance that they frequently suppress, the
Techniques Wardens can kill without conscience and fight without fear.
Blitzkrieg, Dodge, Point Blank.

Typical Resistance Fighter


Strength: 5 Skills
Speed: 5 Stealth: Expert (+2); Brawling: Expert (+2); Athletics:
Wits: 4 Apprentice (+1); Drive: Apprentice (+1); Awareness:
Apprentice (+1); Security: Apprentice (+1); Locksmith:
Will: 6 Apprentice (+1); Demolitions: Apprentice (+1); Subterfuge:
Apprentice (+1); Pistols: Apprentice (+1).
Health: (Knocked out at 4 Health, Dead at -5 Health)
Defense: 7
Basic Training
Initiative: 10 + 2d6
Intimidation, Rifles, Clubs, Computers.

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Techniques Description
Blitzkrieg, Boom!Headshot. The best hope a resistance fighter has for survival is
not getting caught. Everything in the world that would
even their odds in a standup fight against the Wardens
Possessions is too heavily regulated. This resistance fighter has seen
Holdout Pistol (p. 102). the hell that is the streets and the Worker ghettoes;
hell, he’s grown up in that nightmare. He knows just why
revolutionary change is needed. But he’s basically just
a thug, there to act as an extra pair of eyes, muscle, a
package runner, whatever’s needed. He sees very little
of the big picture, but is prepared to die for the cause.

Typical Resistance Leader


Strength: 5 Techniques
Speed: 6 Blitzkrieg, Reposition, Longshot, Dodge.
Wits: 6

Will: 7
Possessions
Ancient Kalashnikov (p. 102); Molotov Cocktail x 2 (p.
Health: 30 (Knocked out at 3 Health, Dead at -5 Health)
103).
Defense: 9

Initiative: 10 + 2d6 Description


The leaders of the resistance are all by necessity
Skills charismatic figureheads; they make the plans and they
are responsible for the lives of the men who follow them
Computers: Master (+4); Leadership: Master (+4);
loyally. It is therefore most important that their real
Security: Expert (+2); Demolitions: Expert (+2);
names and identities remain hidden from the authorities
Subterfuge: Expert (+2); Stealth: Expert (+2); Rifles:
and GamesCorp. The war against GamesCorp is a war of
Expert (+2); Athletics: Apprentice (+1); Drive: Apprentice
hearts and minds, which means that the dissemination
(+1); Alertness: Apprentice (+1); Locksmith: Apprentice
of counter-propaganda is the resistance leader’s most
(+1); Throwing Weapons: Apprentice (+1).
important task. Of course, missions do get more violent
than that. Blowing shit up isn’t terrorism to a resistant
Basic Training leader, no matter what the mainstream media says; it’s
propaganda of the deed.
Intimidation, Pistols, Clubs, Brawling, Streetwise,
Electronics.

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Illuminated Rules: SPLINTER Generation Tables

A Note on Random Generation


Assuming you’ve read this book, gathered some them. Because random chance is bizarre, random
friends, elected a Referee and created some Players dungeons an also get repetitive, as against all odds
(and those Players’ Avatars) you’re almost ready to the dice stubbornly decide that every room contains
play SPLINTER. All you need is a fleshed-out chunk of exactly three Ophidians and no treasure. Therefore,
the mega-dungeon for your adventures to take place we don’t recommend that you cleave too closely to the
in. These handy random tables are here to help you. output of all these random tables. Basically, what we
Unlike actually playing the game of SPLINTER, which recommend is that you randomly generate everything,
only ever calls for standard six sided dice (d6 and rarely but ignore, results you don’t like or that don’t make
d3 and d2, both of which are easy to roll with d6), these sense and reroll, or simply decide on a result that you
generation tables require one full set of polyhedral dice like better, that makes more sense, or that would make
to use: a d20, a d12, two d10 of different colors to work the dungeon more interesting to explore.
as a d%, a d8, a d6, and a d4.
You’ll notice that we’ve provided for a lot of granularity
The method of dungeon content generation that here. There aren’t just random tables to generate the
we recommend for SPLINTER is a tactic we’re architectural time period and controlling faction of
calling “finessed random” or “massaged random”. each level, and what combination of Ports, stairs,
Handcrafting dungeon levels can make for a great treasure and monsters each room contains. This
experience, but lovingly hand-crafting every level system will also randomly determine the dimensions
would be a prohibitive drain on time and energy for the and color of corridor floors and walls, the placement or
Referee, considering the vast number of levels that the absence of torches and the color of their flames, and
Splinter needs to sell the illusion of infinite scale. Also, so on. Don’t feel that you always need to roll on all the
although this is less of a concern, there is a possibility tables: use whatever level of granularity you desire, and
that hand-crafted levels might get predictable, and ignore the rest.
might actually make too much sense–remember that,
unlike other dungeons in fantasy roleplaying games, Finally, these tables generate the contents of rooms
the Splinter is randomly generated on a diegetic level, in and the status of those contents. They don’t generate
universe. The strangeness of the anachronistic layering the physical maps of levels or the descriptions of
of the Splinter should be stressed at all times. You could rooms. For level maps, we recommend that you use
start in a gas station, go up one level into a verdant field the Random Dungeon Generator by Jamis Buck,
stretching in all directions, go down one level into a the Random Dungeon Generator on donjon.bin.sh,
dungeon, then down another level onto the bridge of or whatever tool you prefer. For room descriptions,
a starship, and so on. besides your imagination, the Dungeon Room
Description Generator by Matthew Sernett should get
However, relying too strictly on random generation can you started, although you’ll have to change various
result in dungeons that are boring, underwhelming, or D&D-specific descriptors to ones more appropriate for
forgettable, and dungeons that make so little sense that SPLINTER. Non-medieval levels will require a bit more
it can be difficult to imagine a narrative surrounding work and imagination.

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Level Generation
d100 Roll Predominant Tech Level and Aesthetic
01-59 Medieval (TL 1; A Dungeon)
60-69 Steampunk (TL 2; Renaissance Era)
70-85 Modern (TL3; Decaying Industrial Era Ruins)
86-95 Futuristic (TL4; High-Tech Facility)
96-00 Bizarre (TL Mixed; Exotic environment such as vast ocean, inside a moving spaceship, or inside a massive living creature.)

Note: You can un-wed Tech Level (equipment available) from Aesthetic (area aesthetics) if you so choose, making this two rolls
instead of one.

Level Control
d100 Roll Controlling Groups
01-69 Uncontrolled (Dungeon Wilderness). No organized factions are present in significant numbers.
70-79 One faction firmly in control. (Usually most appropriate for small to medium levels.)
80-89 Two factions contesting control. (Usually works best for medium to large levels.)
90-95 1d3 factions vie for control, but most of the level is entirely out of control. (Works best for large levels.)
96-00 1d6 + 1 competing factions are in a power struggle for control of the level. (Large levels only!)

Random Controlling/Contesting Faction


d100 Roll Controlling Faction
01-25 Novembrist Court Supported By Metropol
26-32 Scientist Control
33-39 Sage Control
40-46 Priest Control
47-53 Penitent Control
54-58 Punisher Control
59-68 Anarchist Enclave
69-78 Independent Group (GM Defined) Is In Control
79-83 Two disparate factions are cooperating. Roll again twice and discard any partnerships too unlikely to rationalize.
84-88 Feral Bloodline Control (Roll 1d6: 1 Coeloid; 2 Ophidian; 3 Rookery; 4 Softshell; 5 Voormis; 6 Vyscerid)
89-93 Haon Dor Fallen Stronghold
94-00 Rust Cotillion Enclave

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Locus of Faction Control - Size of Area Sharing Predominant Tech Level
(Optional)
d100 Roll Size of Area
01-40 Single Level
41-60 Discrete Region (1d4 Contiguous Levels)
61-75 Small Region (2d4 Contiguous Levels)
76-85 Sizeable Region (3d6 Contiguous Levels)
86-90 Large Region (5d8 Contiguous Levels)
91-95 Enormous Region (5d12 Contiguous Levels)
96-98 Large City-State (5d20 Contiguous Levels)
99-00 Sprawling Nation-State (10d100 Contiguous Levels)

Modern Era Area Types (Large Rooms/Small Maps)


d100 Roll Area Type
01-08 Condemned Apartment Building
09-17 Subway
18-26 Ruined Tile Factory
27-34 Ruined Department Store or Mall
35-43 City Library
44-50 School
51-58 Orchard
59-67 Bar
67-75 Hotel
75-80 Doll Factory
81-85 Police Station
86-90 Museum
91-95 Theatre
96-00 Your own creation

Passageway Tables (Roll for each “new” passage)


d100 Roll Lighting d100 Roll Passage Width/Height (Roll Twice)
01-25 No lighting 01-20 5 Feet
26-35 Empty torch holders, 20 feet apart. 21-60 10 Feet
36-50 Empty torch holders, 10 feet apart. 61-80 20 Feet
51-75 Torches with holders, 20 feet apart. 81-90 30 Feet
76-90 Torches with holders, 10 feet apart. 91-95 50 Feet
91-00 Braziers spaced (1d4 x 10) feet apart. 96-00 d100 Feet

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Material Color/Texture (roll twice)
d100 Roll Color Material
01-15 Gray Metal (1d4: 1 grating, 2 tile, 3 rusted, 4 shiny)
16-31 Black Brick
32-47 Reddish Rough Stone
48-61 Bluish Tile
62-77 Greenish Marble
78-90 Yellowish Natural cavern
91-00 Patterned/Illustrated (Mixed: 1d4 components, roll that many times)

Individual Room Contents


Torch Flame Color (Uncontrolled Level)
d100 Roll Color d100 Roll Contents
01-40 Red/normal 01-35 Monsters
41-60 Green 36-50 1d6 Treasures
61-80 Blue 51-65 Stairs (see Stairs Tables)
81-90 Purple 66-79 Monsters and 1d6 Treasures
91-95 White 80-97 Empty
96-00 Black 98-00 Port!

Civilized Area Population Tables (Roll for each room)


d100 Roll Room Type
0-50 Residence with 1d6 – 2 residents presently at home. Roll once for treasure on the features table. Roll normally
for traps on doors/containers. Roll 1d8 to determine resident race or check by area: 1 Aventine; 2 Needlekin; 3
Mnemonic; 4 Asilos; 5 Wyndlass; 6 Tzaetzi 7 Vryx; 8 Mix (Roll 2d3 Times).
51-55 Inn
56-60 Tavern
61-65 Blacksmith
66-70 Bowyer
71-75 Bookseller
76-80 General Store/Merchant
81-85 Tailor/Tanner/Leatherworker
86-90 Artificier/Technologist
91-95 1d6: 1 Jeweler, 2 Cobbler, 3 Fishmonger, 4 Furrier, 5 Mason, 6 Carpenter.
96-00 Other/special, or treat as danger zone.

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Individual Room Security
d100 Roll Security Features
01-10 No security features, but door is stuck.
11-50 No security features, door opens freely.
51-70 Main entry is locked but not trapped (Success Threshold to pick lock is 1d3 + 1/2 Party AL [Round Down]).
71-80 Main entry is trapped but not locked (Random Trap of either AL = Party AL or AL = 1d6).
81-90 Main entry is both locked and trapped.
91-00 Main entry is both locked and trapped, plus the room itself contains at least one additional trap.

Door Material/Quality
d10 Roll Door Material/Quality
1-2 Wooden, Cheap (-1 ST to break door/pick lock.)
3 Wooden, Normal (No modifier.)
4 Wooden, Strong (+1 ST to break door/pick lock)
5 Stone, Primitive (+1 ST to unstick, -1 ST to pick lock, +2 ST to break door)
6 Stone, Normal (+1 ST to unstick, +2 ST to break door)
7 Stone, Strong (+1 ST to unstick, +1 ST to pick lock, +2 ST to break door)
8 Metal, Cheap (+1 ST to break door, -1 ST to pick lock)
9 Metal, Normal (+1 ST to break door)
10 Metal, Strong (+1 ST to break door, +1 ST to pick lock)

Door Status
d100 Roll Door Status
00-06 Trapped (see Traps)
07-30 Stuck (Might Test, Success Threshold of 1d4)
30-50 Locked (Security Test, Success Threshold of 1d4 or bash open with Might and twice as many successes.)
51-99 Opens Freely

Random Traps
Traps in SPLINTER have two statistics; speed (the them for its full damage. If an Avatar wins the reaction
trap’s Reaction stat, i.e. how fast the trap goes off) and roll, don’t give the player at your table too much time to
damage. The saving throw versus a trap is always a think about the action, either; their reflexes don’t need
reaction roll; if the player who triggered the trap beats to be as good as the Avatar’s, but they should be tested.
the trap, they can take one action (usually ‘get out of the (See sidebar on p. 147 for leveling up traps for more
way’) before the trap goes off. Otherwise, the trap nails advanced PCs).

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d10 Roll Trap Type Trap Speed (Reaction) Damage/Effects
1 Single poisoned dart launched 4d6 1d6 + 1 Poison/Minute for 2d6 Minutes or
from one side of the door frame until neutralized

2 Standard pit-trap, 1d4 x 10 feet 3d6 1d6/10 feet of fall (Athletics (ST = to depth in
deep feet/10) Test required to climb back up w/o rope)
3 Spiked Pit Trap, 1d4 x 10 Feet 3d6 1d6 + 3/10 feet of fall (Athletics (ST = to depth in
Deep feet/4) Test required to climb back up w/o rope)
4 Flamethrower nozzle above door 5d6 3d6 + 2 Fire <5-20>
5 Electrified Floor 7d6 (2d3)d6 Shock <2-36>
6 Alarm NA An alarm goes off, summoning a random
monster in 1d6 Turns
7 Vacuum Trap 7d6 3d6 Suffocation Damage/Turn to all within
room and any standing within five yards of any
open doors; does not go away
8 Weird 5d6 Conviction (ST3) Test; if failed, player is changed
into a random monster (AL 1-3) for 1d6 hours
9 Scything Blade Trap 4d6 Melee Attack at (1d3 + 5) Dice for 2d6 + 6 base
damage
10 Crushing Wall 5d6 6d6 + 10 damage to all in 1d3 continuous squares

Treasure (Any Era) Stairs


d100 Roll Treasure (# of each type) d100 Roll Type of Conveyance
01-20 Weapons (1d2) 01-60 Staircase
21-40 Armor (1d2) 61-80 Chimney/Chute
41-60 Healing (1 “Piece” = 1d4 healing items) 81-90 Escalator
61-75 Valuables (1d6) 91-00 Elevator
75-85 Book (1)
86-00 Technology of Some Kind (1d4)

Stairway or Escalator
d100 Roll Stairway or Escalator
01-25 Down 1 level
26-35 Down 2 levels
36-49 Down 3 levels
50-74 Up 1 level
75-84 Up 2 levels
85-98 Up 3 levels
99 Down d100 Levels. (On the event of rolling a 00, instead roll d1000.)
00 Up d100 Levels. (On the event of rolling a 00, instead roll d1000.)

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Chimney/Chute or Elevator
d100 Roll Chimney/Chute or Elevator
01-30 Down 1 level
31-40 Down 2 levels
41-45 Down 3 levels
46-49 Down 4 levels
50-79 Up 1 level
80-89 Up 2 levels
90-94 Up 3 levels
95-98 Up 4 levels
99 Down d100 Levels. (On the event of rolling a 00, instead roll d1000.)
00 Up d100 Levels. (On the event of rolling a 00, instead roll d1000.)

Note: the Splinter’s construction is labyrinthine. Usually, stairs or elevators that go up or down multiple floors don’t have a landing
on each floor they pass. A stairway that connects level 1,941,013,117 and level 1,941,013,134 can’t be exited on any of the sixteen
floors in between 1,941,013,117 and 1,941,013,134, just on those two floors. Usually. There are always exceptions.

WANDERING MONSTERS
While in a hostile/uncivilized area, there is around a 50% Chance for every
hour the PCs spend navigating corridors or resting that they will encounter
a random monster.

While in a hostile/uncivilzied area, there is around a 30% chance for every


night that the PCs spend resting that the area they’re in will be stumbled
upon by a random monster.

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Illuminated Rules: Sample Creatures and
Monsters
The following is far from a complete, comprehensive, campaign with their players as “newbies” working
or exhaustive list of all the native fauna and sentient their way up from the bottom of the latter; therefore
denizens of the Splinter. In fact, such a “complete” list a large variety of low-level monsters is more urgently
would be definitively impossible to make, due to the needed; by the time the Players approach the higher
nature of the Splinter; infinite in size, infinite in age, Player Rankings and Levels, the Referee will have
constantly changing. But this list isn’t even meant had ample time to gain familiarity with the rules and
to come close. It’s just meant to give you enough begin statting his own challenges. Additionally, after
monsters – 70, to be exact – to get you started. The reaching AL 2, Players should generally be fighting
monsters included here were chosen semi-randomly monsters/encounters two or more Ascension Levels
from a larger pool, that is to say chosen randomly, below their own. A single Ascension Level 3 monster –
not methodically selected to give an even spread of alone – is generally meant to be a moderately difficult
different types of creatures. Nonetheless, they should but reliably surmountable challenge for a party of four
do a good job of conveying the vast variety of creatures AL 3 Avatars. Four AL 3 monsters, on the other hand,
that reside in the Splinter. would as likely puree the party as not.

This list contains more AL 1 monsters than AL 2 An upcoming book – Ugly Things – will include a huge
monsters, more AL 2 monsters than AL 3 monsters, amount of new monster options, especially a huge
more AL 6 monsters than AL 7 monsters, and so on. increase in variety at higher Ascension Levels.
Presumably most Referees will want to start their first

Mini-Glossary and Notes


Sometimes, monsters have their own Harmonics, Constructs, Constructs, and Constructs: Constructs,
described in the monster’s entry. Sometimes, monsters Elementals, and Undead are all constructs of a sort. All
have access to the same Harmonics as the playable were built by outside forces to serve a master (built from
Avatar Bloodlines. If monsters can use an Avatar technology, elemental Magick, or necromancy), rather
Bloodline that usually requires or refers to a specific than being born and raised to serve their own agendas.
form (which the monster obviously doesn’t have) While Elementals and Undead are both referred to as
simply ignore that requirement entirely. A monster constructs in their descriptions, Construct properly
with Bone Weary (like the Death Knight) can use Bone refers to the Construct creature type.
Weary in its default and only form, it doesn’t need to
be in Lich or Ghola form, because it doesn’t have a Lich Constructs: Constructs are completely immune to
or Ghola form. all poisons, diseases, and toxins of all types, and to
all mind-affecting abilities (Cobra’s Gaze, Royal Mien,
Monsters are divided into the following types; all Battle Scream, etcetera) and Spells, and to all necrotic
creatures in a certain type share certain traits. However, effects. Jam Tuning does not work normally on
not all creatures of a given type have the typical traits Constructs, and instead of jamming their Harmonics,
for that type; when an individual creature possesses causes them 2d6 damage for every level of Jam Tuning
different or unique traits, it will be indicated in the used on them when the Jam Tuning Harmonic is used.
monster’s entry. A monster’s type is listed in brackets In spite of the damage caused, Constructs don’t lose
beside its name. the ability to use their Harmonics when hit with Jam
Tuning.

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Elementals: Purely elemental creatures are immune All damage they take (after appropriate reduction)
to all mind-affecting abilities, and all poisons, diseases, is dealt to Tuning Points.
and toxins. They are still damaged normally by most
weapons, attacks and Harmonics. Elementals are Lastly, Ghostly Creatures are immune to all poisons,
variably resistant or weak to Fire, Frost, and Shock, diseases, and toxins, and to necrotic effects like Bone
described on a case by case basis on the creature’s entry. Weary, and anything else that wouldn’t logically
bother a ghost.
Ghosts: Incorporeal creatures are largely indifferent
to physical damage. They ignore all points of bonus Plants: This being a roleplaying game, fungi count
damage from Might, Celerity, or Weapons. Additionally, as plants, although they technically aren’t. Plants are
treat all dice of damage rolled against a ghost from completely immune to all mind-affecting abilities
physical attacks as if they had rolled 1s. Hence a Might (Cobra’s Gaze, Royal Mien, Battle Scream, etcetera)
10 (Bonus Damage: 5) Character swinging a Flanged and Spells. They take double damage from both Fire
Mace (2d6 + 3) would deal only a base of 2 points of and Frost, and are immune to Shock damage.
damage to a ghostly creature, instead of the usual 2d6
+ 8 base damage. Likewise, every extra success beyond Undead: Undead creatures (other than ghosts) are
the first only increases the damage dealt by 1 point, immune to all poisons, diseases, and toxins of all types,
since every d6 of damage is assumed to have rolled one. to all mind-affecting abilities and Spells, and anything
else that wouldn’t logically bother a walking corpse.
Ghostly Creatures have no Life Points, and are instead They aren’t affected normally by Bone Weary, and
“killed” when their Tuning Points are reduced to 0. instead automatically lose 10 LP for every 1 point of
statistic damage that Bone Weary would do.

Note: Creatures belonging to any of these types defined above cannot be raised using Necrogenesis, communicated with using Dead
Reckoning, or (with the exception of appropriately-sized Constructs)”limb-jacked” using Amputechture.

Bloodlines with Construct Traits


Mnemonics in Beast-Shape are treated as Constructs, except that they are affected normally by Jam Tuning. Asilos in
Beast-Shape are treated as Undead, but are never treated as Ghosts, not even when using Smog Soul.

Encounter Tables

Ascension Level 0 Encounters


d20 Result Monster(s)
1 1d6 Voormis
2 1 Voormis Shaman
3 1d3 Voormis + 1 Voormis Shaman
4 2d3 Stinkhorn Sporepods
5 1d3 Raphtontis

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d20 Result Monster(s)
6 1d3 Ophidian
7 1d2 Spark Elementals
8 1 Voormis Shaman and 1 Ophidian
9 2d3 Tenebresque
10 1 Sacrophigaunt
11 2d6 Voormis
12 1 Sacrophigaunt and 1d3 Tenebresque
13 1 Sacrophigaunt and 1d3 Undead Tauros
14 1d3 Rust Cotillion + 1d3 Scanch
15 2d3 Rust Cotillion
16 1d3 Scanch
17 1 Inoquiescent
18 1d6 Inoquiescent
19 1 Haon-Dor with 1d4-1 Undead Tauros
20 1 Fleshwrither

Ascension Level 1 Encounters


d20 Result Monster(s)
1 1d2 Voormis Shaman and 2d6 Voormis
2 2d3 Voormis Shamans
3 1d2 Salamandrea Forsaken
4 1d3 + 1 Rust Cotillion Minutemen
5 1d3 + 1Ophidian Hasshashim
6 1d2 Rust Cotillion Minutemen and 1d6 Rust Cotillion Regulars
7 1d2 Ophidian Hasshashim and 1d6 Ophidian
8 1d3 Recon Scanch
9 1d2 Fleshwrithers
10 1 Selenia Tiger
11 1d2 Bristlethorn Basilisks
12 1d3 Messenger Peregrines
13 1d2 Lamplighter Gargoyles
14 1d2 Puppeteers
15 1 Puppeteer and 1d3 + 1 Undead Tauros
16 2 Haon-Dor with 2d6 Undead Tauros
17 2d6 Rust Cotillion Regulars
18 2d3 Proliferators
19 1d2 Selenia Tigers
20 1 Atlach-Nacha

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Ascension Level 2 Encounters
d20 Result Monster(s)
1 1d2 Atlach-Nacha
2 1d2 Death Knights
3 1d2 Blade Tuskers
4 1 Ruined Sky Drake
5 1 Dreg Reaver
6 1 Ophidian Lorescale, 2d2 Ophidian, and 1d2 Ophidian Hassashim
7 1 Ophidian Lorescale and 2d6 Ophidian
8 1 Ophidian Lorescale and 2d3 Ophidian Hassasshim
9 1 Sentinel Griffin
10 1 Avalancher
11 1d2 Ruined Sky Drake
12 1d2 Sentinel Griffins
13 1d2 Avalanchers
14 1d2 Hellfire Mastiffs
15 2d6 Proliferators
16 1 Rust Cotillion Aegis Bearer and 2d6 Rust Cotillion Regulars
17 1 Rust Cotillion Aegis Bearer and 2d3 Rust Cotillion Musketeers and 2d3 Rust Cotillion Regulars
18 1 Haon-Dor and 1d2 Death Knights
19 1 Haon-Dor and 1d2 Dreg Reavers
20 1 Flammogré

Ascension Level 3 Encounters


d12 Result Monster(s)
1 1d2 Flammogré
2 1 Seabringer Leviathan
3 1 PT-2600 Robot
4 1 Vale-Ghor Guardian
5 1 Spire Gargoyle
6 1 Keening Sidhe
7 2d2 Dreg Reavers
8 2d2 Death Knights
9 2d2 Avalanchers
10 1d6 + 2 Hellfire Mastiffs
11 2d3 Atlach-Nachas
12 1 Figment Daemon

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Ascension Level 4 Encounters
d12 Monster(s)
1 1d2 Figment Daemons
2 1d2 Scorchwings
3 1 Simulacrum Husk
4 1 Ophidian Lorescale, 1d2 Ophidian Coatl, and 1d2 Ophidian Hassashim
5 2d2 Ophidian Coatl
6 1 Living Wind
7 1 Chrome Hulk and 2d3 Rust Cotillion Regulars
8 2d2 Flammogres and 1d2 Scorchwings
9 2 Vale-Ghor Guardians
10 2 Spire Gargoyles
11 1 Keening Sidhe and 1 Death Knight
12 2d3 Scorchwings

Ascension Level 5 Encounters


d12 Result Monster(s)
1 1d2 Necrodaemons
2 1 Necrodaemon and 1d2 Death Knights
3 1 Necrodaemon and 1d2 Dreg Reavers
4 1d2 Sentinel Daemons
5 1d2 Shooting Starflies
6 1 Shooting Starfly and 2d6 Spark Elementals
7 1 Nullifier Behemoth
8 1d2 Greatslime
9 1 Gravesworn Captain, 1d2 Death Knights, 1d2 Puppeteers, and 2d3 Undead Tauros
10 1 Gravesworn Captain, 2d6 Haon-Dor, and 2d6 Undead Tauros
11 1 Chrome Hulk, 1d2 Rust Cotillion Aegis Bearers, 2d3 Rust Cotillion Minutemen, and 2d3 Recon
Sanch
12 1 Necrodaemon and 1d2 Sentinel Daemons

Ascension Level 6 Encounters


d12 Result Monster(s)
1 2 Sen Warriors and 1 Ophidian Lorescale
2 2d2 Sen Warriors, 1d6 Ophidian, and 1d3 Ophidian Hassasshim
3 1 Chain Flayer and 2 Haon-Dor

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d12 Result Monster(s)
4 1 Chain Flayer and 2d2 Sacrophigants
5 1d2 (R)evolvers
6 1d2 Tourniquet Men
7 1 Tourniquet Man and 2d2 Puppeteers
8 1d2 Luciforms
9 1d2 Grave-Slave Drakes
10 2 Living Wind
11 2 Greatslimes
12 1 (R)evolver and 2d3 Recon Scanch

Ascension Level 7 Encounters


d10 Result Monster(s)
1 1d2 Crypt Shades
2 1 Vastworm
3 1 Glass Spinneret
4 1 Manticore
5 2d3 Sen Warriors
6 2 Chain Flayers and 2d3 Rust Cotillion Regulars
7 2d3 Revolvers
8 1 Tourniquet Man, 1d3 Puppeteers and 2d2 Death Knights
9 2d3 Luciforms
10 2 Chrome Hulks, 2d3 Recon Scanch, 2d3 Rust Cotillion Minutemen, and 1d2 Aegis Bearers

Ascension Level 8 Encounters


d10 Result Monster(s)
1 1 Maelstrom Elemental
2 1d2 Fallen
3 1d3 Mirror Knights or 1d3 Knights of the Black Mirror
4 1 Great White Phoenix
5 2d2 Crypt Shades
6 2 Manticores
7 2 Glass Spinnerets
8 1 Great White Phoenix and 2d3 Shooting Starflies
9 1 Fallen and 2d3 Haon-Dor and 3d6 Undead Tauros
10 1 Fallen and 1 Sentinel Daemon or 1 Fallen and 1 Knight of the Black Mirror

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Ascension Level 9 Encounters
d8 Result Monster(s)
1 1 Guardian Greatwolf
2 1d2 Cats of Ulthar
3 2d3 Mirror Knights/Knights of the Black Mirror
4 1 Maelstrom Elemental, 1 Living Wind, 1 Avalancher, and 2d3 Spark Elementals
5 1d2 Great White Phoenixes
6 2d2 Fallen
7 3d6 Sen Warriors, 2d3 Ophidian Coatls, 2d6 Ophidian Hashashim, 2d2 Ophidian Lorescale
8 1d2 Guardian Greatwolves

Ascension Level 10 Encounters


d8 Result Monster(s)
1 1 Malefactotum and 1d2 Sentinel Daemons
2 1 Fallen, 1d2 Tourniquet Men, 1d2 Puppeteers, 1d2 Gravesworn Captains, 1d2 Graveslave Drakes,
2d3 Dreg Reavers, 2d6 Death Knights, and 2d6 Haon-Dor
3 2d6 Mirror Knigths/Knights of the Black Mirror
4 2 Maelstrom Elementals
5 2d3 Fallen
6 2d6 Crypt Shades
7 3d6 Ophidian Coatls
8 1 True Dragon

Ascension Level 0 Monsters

Haon-Dor Husk [Undead]


Might: 4 Attacks
Celerity: 4 Crossbow at 4 Dice for 2d6
Vitality: 4
Or via Technology
Omniscience: 8
Brilliance: 10 Or via Harmonics

Conviction: 10
Skills
Life Points (Vit X 3): 12
Deceit 3, Intimidation 4, Survival 2, Ranged Combat 4,
Evasion Factor (Cel/3): 3 (+1 Mystic Armor) Technology 6, Stealth 3.
Reaction: 4d6
Tuning Points: 30

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Harmonics rigorously amoral) civilization that met their own
doom when their technological advancement met
Raw Tuning 4, Kraftwerx 4, Smog Soul 3, Necrogenesis 3.
its pinnacle – with the summoning and binding of
Daemons from some unknown and unknowable abyss.
Special Eventually, those Daemons grew too powerful for the
Magick and technology of the Haon-Dor to contain
Undead Traits.
them. They eradicated Haon-Dor civilization, as the
Haon-Dor had eradicated countless other civilizations
Description to create their necromantic servants, and left the
Haon-Dor only as necromantic fragments, wights and
Hideous, wizened old men in tattered robes and caul,
wraiths, husks haunted by their own wretched ghosts
made of shadows. The Haon-Dor were a sophisticated,
and possessed by the dark spirits they’d conjured up.
ancient (and by all the written accounts that survived,

Inocquiescent
Might: 3
Celerity: 9
Vitality: 2
Omniscience: 6
Brilliance: 2
Conviction: 2
Life Points (Vit X 3): 6
Evasion Factor (Cel/3): 2
Reaction: 3d6
Tuning Points: 6

Attacks
Bite at 6 Dice for 1 damage plus Poison

Skills
Stealth 5, Deceit 8, Unarmed Combat 6.

Harmonics
Star Venom 5.

Description
Inoquiescents appear as adorable and harmless-looking
little puppies or kittens or bunny rabbits or even human
infants, before extruding an incredibly venomous, scorpion-
like tail and stinging, at which point their entire tiny body

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splits open into a toothy lampray maw, through which they For maximum effect, Referees should alter the appearance
can devour much larger prey (like a snake swallowing an of Inoquiescents with ordinary puppies, kitties, bunny
egg three times its size, Inoquiescents that have recently fed rabbits, and other harmless things.
drag hideous man-shaped bulges with them). Inoquiescents
frequently die after stinging, like bees.

Ophidian
Might: 5 Harmonics
Celerity: 5 Star Venom 3, Cobra’s Gaze 2.
Vitality: 5
Omniscience: 8 Description
Brilliance: 8 A venomous, tendril-like black serpent five yards long
Conviction: 8 but only one third of a yard in diameter. Ophidians
are a Bloodline known for their trickery, dishonesty,
Life Points (Vit X 3): 15
deceitfulness, and dishonorable nature. They loathe
Evasion Factor (Cel/3): 3 (+1 Size) Tzaetzi utterly, and the animosity between the
Reaction: 4d6 black snakes and the golden cobras is mutual. These
stats represent an Ophidian’s Beast Shape, which
Tuning Points: 24
they prefer to remain in whenever possible. Most
Ophidian are cowards, and will flee rather than
Attacks
fight to the death. In combat they prefer to ambush
Bite at 5 Dice for 1d6 + 5 from concealment. Other, rarer, and more powerful
strains of Ophidian exist.
Skills
Stealth 6, Deceit 6.

Raphtontis
Might: 6 Or Beak at 5 dice for 1d6 + 6 (Or both at 3 dice each)
Celerity: 9
Vitality: 6 Skills
Omniscience: 6 Athletics 4, Unarmed Combat 5.

Brilliance: 2
Harmonics
Conviction: 2
Flight 5.
Life Points (Vit X 3): 18
Evasion Factor (Cel/3): 3 Description
Reaction: 3d6 Mottled gray and pink pterodactyl with a razor sharp
Tuning Points: None beak. Omnivorous scavenger/predators; they are
dumb beasts that will flee when seriously wounded.
Attacks
Talon at 5 dice for 1d6 + 4

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Rust Cotillion Regular [Construct]
Might: 7 Skills
Celerity: 8 Melee Combat 7, Athletics 4.
Vitality: 5
Omniscience: 8 Harmonics
Brilliance: 4 None.
Conviction: 4
Life Points (Vit X 3): 15
Special
Construct Traits.
Evasion Factor (Cel/3): 3 (+1 Natural Armor) [4 (+1
Natural Armor, +1 Shield)]
Description
Reaction: 4d6
An animate and surprisingly lively suit of armor, with
Tuning Points: None
rapiers for hands. It is not particularly quiet. The Rust
Cotillion is a large, aggressive, and powerful faction
Attacks of clockwork creations, expanding methodically and
Rapier at 7 Dice for 1d6 + 5 (Shield) or 2 Rapiers at 5 seemingly unstoppably through numerous levels of the
Dice for 1d6 + 5 Splinter, communicating information internally as though
through a hive mind. The origins of the Rust Cotillion are
unknown, since no one has managed to communicate
successfully with them. They won’t always kill you on sight;
sometimes they merely evaluate you and move on.

Sarcophigaunt
Might: 12 Harmonics
Celerity: 4 None.
Vitality: 10
Omniscience: 7
Special
Grab: The Sarcophigaunt makes an opposed Might
Brilliance: 1
Test against one adjacent target no larger than it. If the
Conviction: 6 Sarcophigaunt wins, the target is grasped. A grasped
Life Points (Vit X 3): 30 target can’t move and can take no actions each turn
except attempting an opposed Might Test as a full-
Evasion Factor (Cel/3): 2 (+1 Natural Armor)
round action to break free. Each subsequent win a
Reaction: 3d6 Sarcophigaunt achieves on a Might Test – on its turn
Tuning Points: None or on the turn of the target attempting to break free –
deals 6 Damage to the target.
Attacks Description
Grapple at 6 Dice
A pair of elephantine, incredibly muscular clawed arms
growing out of a camouflaged, wall mounted crypt.
Skills Sarcophigaunts can also disguise themselves as any
other object – treasure chests, chairs, tables, urinals,
Stealth 8.

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etc. – meaning that they often attack from concealment. to much higher Ascension Level enemies, because their
Mechanically speaking, Sarcophigaunts are dangerous even grapple attack ignores Evasion Factor and “always hits”.

Scanch [Construct]
Might: 2 Skills
Celerity: 10 Ranged Combat 5, Survival 5.
Vitality: 2
Omniscience: 8
Harmonics
Flight 1.
Brilliance: 6
Conviction: 4 Special
Life Points (Vit X 3): 6 Construct Traits.
Evasion Factor (Cel/3): 4 (+1 Size)
Description
Reaction: 4d6
A giant clockwork dragonfly with a scorpion’s tail
Tuning Points: None.
containing an integrated crossbow. Scanch are about the
size of small dogs. They perform basic reconnaissance and
Attacks scouting for the Rust Cotillion, and often flee through
Integral Crossbow at 5 dice for 2d6 ducts and chutes too small to admit larger creatures.

Spark Elemental [Elemental]


Might: 6 Harmonics
Celerity: 12 None.
Vitality: 2
Omniscience: 16 Special
Brilliance: 6 Elemental Traits.
Conviction: 4
Temporary Existence: Each turn the Spark Elemental
Life Points (Vit X 3): 6
acts, it must make a Vitality (ST equal to the number
Evasion Factor (Cel/3): 5 (+1 Size) of turns it has acted this combat) Test. The first time it
Reaction: 8d6 fails one of these Tests, it dies.
Tuning Points: None
Description
Attacks
A flashing coil of living heat lightning, unbelievably
Spark at 6 Dice for 3d6 Shock damage
fast. Most likely conjured (perhaps in error) by some
apprentice Sorcerer or technologist.
Skills
Unarmed Combat 6.

All Shock damage that a Spark Elemental would be dealt by any source other than itself is instead added to its Life Points, which
can increase its Life Points above their starting value.

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Stinkhorn Sporepod [Plant]
Might: 6 Harmonics
Celerity: 4 None.
Vitality: 6
Omniscience: 6 Special
Brilliance: 2 Plant Traits.
Conviction: 2
Spore Spawn: If a Stinkhorn Sporepod dies, its spores
Life Points (Vit X 3): 18 immediately form into a creature on the next turn.
Evasion Factor: 2 (+1 Natural Armor) That creature has the exact same stats as a Stinkhorn
Sporepod, except it lacks this ability. In other words,
Reaction: 3d6
every one of these drops a second one of them when
Tuning Points: None it dies.

Attacks Description
Slam at 5 Dice for 1d6 + 3 While mobile and motile, these slimy, moss-covered
living fungus creatures aren’t very smart or very
dangerous (even compared to Voormis), except in very
Skills
large numbers. They are nasty pests, however. They
Unarmed Combat 5. prefer dark, damp, warm places to colonize.

Tenebresque
Might: 4 Harmonics
Celerity: 4 None.
Vitality: 4
Omniscience: 2 Special
Brilliance: 2 Statistic Damage: Roll 1d6 – 1: Might, 2: Celerity, 3:
Vitality, 4: Brilliance, 5: Omniscience, 6: Conviction.
Conviction: 6
The randomly determined attribute takes one point of
Life Points (Vit X 3): 12 damage.
Evasion Factor (Cel/3): 2 (+1 Size)
Reaction: 1d6 Description
Tuning Points: None Puddles of black viscous steaming animate goo,
motivated only to mindlessly dissolve everything they
Attacks encounter, turning it into nutrition. When killed (not a
difficult feat), a chemical change occurs in their bodies,
Dissolve at 6 Dice for 1d6 plus 1 damage to a random
which harden into gray globs the texture of rubber
Statistic
cement, completely inert.

Skills
Stealth 4, Unarmed Combat 6.

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Undead Tauros [Undead]
Might: 10 Skills
Celerity: 2 None.
Vitality: 16
Omniscience: 1 Harmonics
Brilliance: 1 None.
Conviction: 1
Life Points (Vit X 3)/2: 24
Special
Undead Traits.
Evasion Factor (Cel/3): 2 (+1 Natural Armor)
Reaction: 1d6
Description
Tuning Points: None
Lumbering undead minotaurs. The Tauros were a once-
proud Bloodline genocided by the Haon-Dor and then
Attacks enslaved as undead minions. As indicated by its stat
Slam at 5 Dice for 1d6 + 10 block, this Undead Tauros was created using the usual
rules for raising undead servants with Necrogenesis.

Voormis
Might: 5 Harmonics
Celerity: 7 None.
Vitality: 5
Omniscience: 6 Description
Brilliance: 2 Disgusting, pallid, misshapen aberrations, antehuman
Conviction: 1 and miscreated. Every member of the sapient
Bloodlines (meaning all Avatars) instinctively hate
Life Points (Vit X 3): 15
and want to destroy Voormis, although they don’t
Evasion Factor (Cel/3): 2 know why; Voormis seem to have a passive, always-
Reaction: 3d6 on “super power” of being utterly loathsome. Not a
true Bloodline, Voormis are more like a failed science
Tuning Points: None
experiment. They have multiple forms, but can’t
change between them at will; instead, they are born
Attacks as rats in vast larval litters, enter a chrysalis state in
2 Claws at 3 Dice for 1d6 + 2 and Bite at 2 Dice for 1d6 adolescence as man-rat-things, and reach adulthood as
+ 5 (Or any one at 5 dice) hideous, rat-like humans. For their part, they are vile
and violent cretins, although only truly dangerous in
very large numbers.
Skills
Unarmed Combat 5, Stealth 4, Survival 2.

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Ascension Level 1 Monsters

Bristlethorn Basilisk
Might: 8 Harmonics
Celerity: 9 Star Venom 5.
Vitality: 9
Omniscience: 6 Death Attack 2: A flesh-and-blood creature who takes
damage from the Bristlethorn Basilisk’s Star Venom
Brilliance: 2 Harmonic must immediately succeed a Vitality (ST 2)
Conviction: 4 Test or be reduced to 0 Life Points. This Test need only
Life Points (Vit x 4): 36 be made when a creature first suffers the damage from
a new Basilisk’s Star Venom.
Evasion Factor: 3
Reaction: 3d6 + 1
Description
Tuning Points: 16
This warhorse-sized lizard’s body bristles with a sharp
array of stony spikes, from the sides of its muscular
Attacks neck to the tip of its spiny tail. None are as impressive
Bite at 7 Dice for 1d6 + 8 plus Poison as the curved, blade-like horns that sprout from its
head, or the row of venomous fangs in the mouth that
Or Tail at 5 Dice for 2d6 + 8 and Gore at 5 Dice for 2d6 + 8 takes up most of its eyeless head. Basilisks are some
of the most venomous creatures in the entire Splinter,
and this one is no exception.
Skills
Unarmed Combat 7.

Fleshwrither
Might: 9 Skills
Celerity: 9 Unarmed Combat 5, Stealth 4, Intimidate 6.
Vitality: 10
Omniscience: 9 Special
Brilliance: 4 Transfigure 1: Spend 6 Tuning Points and one attack
Conviction: 4 action to turn into a random monster (with an AL of
1-6) with full health. That random monster retains
Life Points (Vit X 4): 40
Fleshwrither’s Conviction Statistic, Tuning Points, and
Evasion Factor (Cel/3): 4 (+ 1 Natural Armor) this ability.
Reaction: 3d6 + 1
Tuning Points: 16 Description
A monstrous abomination with two heads, six arms, and
Attacks two tentacles. Instead of noses, their faces only sport
Three Tentacles at 5 Dice Each for 1d6 + 4 Damage gaping holes, which descend into stretched, mangled skin
where mouths should be. Its mouths are on the ends of

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the tentacles that sprout from its back, two gaping maws its engorged, fleshy stomach and beneath that a tangle of
with three fangs. It has a glowing red eye in the center of long, spindly legs with handlike claws on the end.

Lamplighter Gargoyle [Construct]


Might: 4 Special
Celerity: 6 Construct Traits.
Vitality: 8
Omniscience: 10 Dark Transmutation 2: The lamplighter gargoyle
can spend a move action and 6 Tuning Points to
Brilliance: 5 decrease its Vitality by 1 and increase its Might by 2
Conviction: 8 for the duration of the combat. This ability stacks with
Life Points (Vit x 4): 32 itself (hence a Lamplighter Gargoyle that spends three
turns doing this has Vitality 5 and Might 10), but the
Evasion Factor: 3 (+1 Natural Armor) Gargoyle can only shift its attributes this way once per
Reaction: 5d6 + 1 turn, and each time costs 6 Tuning Points. Every time
a Lamplighter Gargoyle uses this ability, it temporarily
Tuning Points: 24
loses 4 current and maximum Life Points, but the
damage of its Claw attack increases by 2.
Attacks
Claw at 6 Dice for 1d6 + 4 Description
This gargoyle-construct is made in such a way that it is
Skills hard to tell which parts of it are undead flesh and bone,
Unarmed Combat 6, Athletics 3, Stealth 3, Diplomacy 2. which parts of it are magically animate stone, and which
parts are biomechanical machinery. Its build is rather small
and unimpressive, although its clawed forelimbs are thick
Harmonics and carved with ornate runes. Most of its flesh is a pale,
Flight 3, Bone Weary 3. pearlescent white color, shot through with veins of purple.
Its oddly-shaped rectangular head contains five glowing
yellow eyes which make it easy to see in the dark.

Lamplighter Gargoyles are constructs used as messengers and (occasionally) guards by a wide variety of factions within the Splinter.
Creating one of them for a day of service requires a mostly intact corpse, one stone worth of tass, lantern oil and a glass lantern, and
various other spare parts; it also requires Kraftwerx 4, an expenditure of 20 Tuning Points, and a successful Technology or Sorcery
(ST 3) Test. Failure on the Test wastes the Tuning Points spent, but the materials are not consumed. Once created, a Lamplighter
Gargoyle will serve loyally until its death, which reduces it and all of its component parts to dust.

Messenger Peregrine
Might: 4 Conviction: 8
Celerity: 10 Life Points (Vit x 4): 24
Vitality: 6 Evasion Factor: 4 (+1 Size)
Omniscience: 12 Reaction: 6d6 + 1
Brilliance: 8 Tuning Points: 32

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Attacks
Talon at 5 Dice for 1d6 + 5 or Beak at 5 Dice for 1d6 + 4

Skills
Athletics 5, Diplomacy 6, Legerdemain 3, Literacy 3,
Survival 4, Stealth 2, Unarmed Combat 5, Technology
1, Sorcery 3.

Harmonics
Aventine Gauntlet 3, Flight 5, Royal Mien 2, Battle
Scream 1, Rift Wind 1, Hoarder’s Luck 2.

Prepared Spells not citizens at all. This is not because they don’t have an
Dominate (Naked Casting Only), Non-Detection x 1, anthroform shape, it’s because they have only one shape,
Scry x 2, One Boltwand (10 Charges). making them “lesser beings” compared to the shape-
changing Bloodlines. Nonetheless, Aventine, including
those in the highest positions of authority, have a great
Possessions fondness for Messenger Peregrines. The name of the
Non-attuned charms for casting Seek Individual and breed also indicates their caste and credo, as all Messenger
Seeker. Peregrines are trained as couriers, and in fact they make
the best couriers in the Splinter, particularly on levels large
Description enough to have skies. Messenger Peregrines are of above-
These beautiful tawny brown-and-white falcons are average human intelligence and speak Aventine; they are
cousin to the Aventine in the same way that apes are very prideful, and they never give up on a delivery contract
cousin to homo sapiens. Although Messenger Peregrines once they’ve taken one. Messenger Peregrines aren’t very
might bristle at this comparison, since they are far more durable or very dangerous in unarmed combat, but they
intelligent than the average simian, and for that matter, command a wide-variety of low-level Harmonics and
the average human. However, like apes, Messenger Spells, giving them a lot of utility and versatility, as well as
Peregrines are second class citizens of the Splinter, actually some nifty synergy.

Ophidian Hassasshim
Might: 9 Attacks
Celerity: 9
Wrist Crossbow at 6 Dice for 1d6 + 1d6 Poison + 1d6
Vitality: 6 Poison/Turn for 2d6 Turns
Omniscience: 8
Kukri at 6 Dice for 1d6 + 6 + 1d6 Poison + 1d6 Poison/
Brilliance: 8 Turn for 2d6 Turns
Conviction: 8
Life Points (Vit X 4): 24 Skills
Evasion Factor (Cel/3): 3/4 (+1 Studded Leather Armed Combat 6, Ranged Combat 6, Stealth 6, Deceit
Armor) 4, Legerdemain 4.
Reaction: 4d6 + 1
Tuning Points: 24

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Harmonics Description
Star Venom 4. A thin, rakish humanoid with scaly obsidian skin
dressed in black leather armor, cloak, and cowl. What
Possessions appears at first glance to be the cloak’s hood is really
the fanned hood of a black cobra, matching a forked
Masterwork Studded Leather Armor (+1 EF in Man and tongue and sharp, venom dripping fangs. These stats
Middle Shapes when worn, no drawbacks.); Kukri Dagger can be used to represent the Skills and equipment of
(1d6 + 2 damage); Wrist Crossbow (1d6 damage. Move most Ophidian in Middle-Shape, i.e. most Ophidian
action to reload); 2 Doses of his own poison (Attack action with combat training.
to poison a weapon, full round action to re- poison and
reload the crossbow in one action).

Proliferator
Might: 2 must make a Conviction or Vitality (whichever is less) (ST
Celerity: 12 4) Test. If the character fails, they must make a Vitality (ST
3) Test. If they succeed the second Test, 3d6 hours later or
Vitality: 5 when the character goes to sleep, whichever comes first,
Omniscience: 10 a fully grown Proliferator erupts from their body, dealing
Brilliance: 4 5d6 damage, and fleeing. If they fail the second Test, the
Proliferator is done gestating and “hatches” in just 10
Conviction: 6 turns, dealing the same 5d6 damage, and is equally likely
Life Points (Vit X 4): 20 (50/50) to fight or flee. The only way to avoid impregnation
Evasion Factor (Cel/3): 4 entirely is to not be hit, or to succeed the first, harder Test.
A First Aid (ST 3) Test can remove a Proliferator embryo,
Reaction: 5d6 + 1 the surgery dealing only 1d6 points of damage, but the
Tuning Points: None procedure takes a half hour, and thus is impossible if the
embyro is ready to hatch in just 10 turns. “Newborn”
Attacks Proliferators do not have the Boneworm Proboscis ability,
Bite at 6 dice for 1d6 + 1 plus Boreworm Proboscis (see mercifully. Additionally, once a Proliferator has successfully
below) “impregnated” one character, it loses the boreworm
proboscis ability for 24 hours.

Skills
Description
Unarmed Combat 6, Survival 3, Stealth 3.
This biomechanical horror combines the absolute worst
qualities of dragonfly and hummingbird with needle-sharp
Harmonics spines, wings that vibrate too fast to see, a long, syringe-
Flight 5. like beak, and a central engine that glows with pulsing red
light the color of a nasty infection. The entire abomination
Special is no larger than a parrot in size. It is a great mystery who
built these horrible things, or to what end.
Boreworm Proboscis: When a Proliferator deals damage
to a character that currently has flesh/skin, that character

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Puppet(eer) [Undead]
Might: 6 Harmonics
Celerity: 6 Bone Weary 3.
Vitality: 10
Fateseal 3: A Puppet(eer) can spend 5 Tuning Points
Omniscience: 8 and an attack-equivalent action to make an opposed
Brilliance: 10 Conviction Test against any character within line of sight.
Conviction: 10 If the Puppet(eer) rolls more successes on its Conviction
Test, it can control that character’s next turn.
Life Points (Vit x 4): 40
Evasion Factor: 2 Special
Reaction: 4d6 + 1 Undead Traits.
Tuning Points: 40
Description
Attacks This bald, naked animated corpse is a frosty blue all over.
Slam at 4 Dice for 1d6 + 3 Its disturbingly nimble fingers toy continuously with the
length of needle and thread protruding in a long line from
its stitched-stabled torso and sewn-shut eyes. The origins
Skills and motivation of this necromantic experiment gone
Unarmed Combat 4, Stealth 4, Deceit 5. wrong are unknown.

Recon Scanch [Construct]


Might: 2 Skills
Celerity: 12 Ranged Combat 6, Survival 5, Stealth 5.
Vitality: 3
Omniscience: 10 Harmonics
Brilliance: 6 Flight 5.

Conviction: 4 Special
Life Points (Vit X 4): 12 Construct Traits.
Evasion Factor (Cel/3): 4/5 (+1 Defense Laser vs.
Ranged Attacks) Description
Reaction: 5d6 + 1 A slender, sleek, repulsor lift drone armed with tiny
missiles. This advanced Scanch is just as small and fragile
Tuning Points: None
as the basic kind but has far better maneuverability and a
Attacks much higher survival rate due to its defensive laser, which
eradicates incoming projectiles. It serves the Rust Cotillion
Integral Crossbow at 6 dice for 2d6 in much the same role as the ordinary Scanch.
Microdrone Missile at 8 Dice for 8d6 spread evenly to all
creatures within five yards; deals full damage if it hits

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Rust Cotillion Minuteman [Construct]
Might: 6 Skills
Celerity: 9 Ranged Combat 7, Technology 7, Athletics 4.
Vitality: 6
Omniscience: 8 Harmonics
Brilliance: 4 None.
Conviction: 4
Life Points (Vit X 3): 24 Special
Evasion Factor (Cel/3): 4 (+1 Natural Armor) Construct Traits.
Reaction: 4d6 + 1
Description
Tuning Points: None
An animate and surprisingly lively suit of armor,
cradling a matchlock musket in its metallic arms.
Attacks Pneumatic tubes connect the automaton’s chassis with
Musket at 7 Dice for 3d6 + 2 (Move action to ready) its weapon.

Salamandrea Forsaken
Might: 8
Celerity: 9
Vitality: 8
Omniscience: 6
Brilliance: 6
Conviction: 10
Life Points (Vit X 4)/2: 32
Evasion Factor (Cel/3): 3
Reaction: 3d6 + 1
Tuning Points: 30

Attacks
Slam at 7 Dice for 1d6 + 4 Fire

Skills
Unarmed Combat 7, Intimidate 4.

Harmonics
Flamekith 4: Salamandrea Forsaken are healed by to make a Conviction Test (ST equal to the target’s
Fire damage, and take double damage from Frost. A Celerity/3) to deal 4d6 Fire damage to one target with
Salamandrea Forsaken can spend 5 Tuning Points a touch. This damage is staged up as normal for an

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attack. A Salamandrea Forsaken can spend 5 Tuning
Description
Points to make Conviction (ST 2) Test to automatically The hovering wraith in the shape of a ruby-carapaced-
deal 2d6 Fire damage to all in a 1d6 yard radius from lizard man, its entire body wreathed in terrible flames.
the Salamandrea Forsaken. This damage is never The Salamandrea were an ancient Bloodline that
staged up. was consumed by and/or merged with powerful fire
elementals.

Selenia Tiger
Might: 9 Skills
Celerity: 12 Unarmed Combat 8, Stealth 6, Survival 6, Athletics 6.
Vitality: 9
Omniscience: 12
Special
Prism Shield 3: Spend 6 Tuning Points to become
Brilliance: 2
completely immune to the attacks and abilities of one
Conviction: 6 Bloodline for one minute (10 turns). You can only
Life Points (Vit X 4): 36 be impervious to one Bloodline this way, so using
this ability to grant immunity to a second Bloodline
Evasion Factor (Cel/3): 4
removes your immunity to the first.
Reaction: 6d6 + 1
Tuning Points: 24 Description
A brilliantly pristine white tiger, a mass of muscle,
Attacks sinew, tooth and claw, a tiara strapped to its head
Two Claws at 6 Dice for 1d6 + 4 plus Bite at 5 Dice for glistening with multicolored gems. Selenia Tigers are
2d6 + 9 intelligent (they speak a few Bloodline languages) and
capable of great compassion and poetry of spirit, but
Or Claw at 8 Dice for 1d6 + 4
they are also prideful and territorial.

Voormis Shaman
Might: 6 Attacks
Celerity: 6 War Axe at 4 Dice for 1d6 + 5
Vitality: 7
Omniscience: 8 Skills
Brilliance: 10 Melee Combat 4, Barter 3, Intimidate 4.
Conviction: 8
Life Points (Vit X 4): 28
Harmonics
Raw Tuning 3.
Evasion Factor (Cel/3): 2
Reaction: 4d6 + 1
Description
Tuning Points: 32
Disgusting, pallid, misshapen aberration, antehuman and
miscreated, reeking. This one is dressed in a loin cloth and
headdress, and armed with a weapon. Much smarter than

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your average Voormis, Voormis Shamans are the leaders most powerful Voormis encountered, and slightly less
of Voormis society, due to their ability to intimidate numerous than their non-magical cousins. The ability to
other Voormis, and to use Raw Tuning. They are also the use Raw Tuning in Voormis is inbred, not learned.

Ascension Level 2 Monsters

Atlach-Nacha
Might: 8 Or Web at 6 Dice. Each success reduces target’s EF,
Celerity: 8 movement speed, and initiative dice by 1 for 2d6 turns
(can only be used once every 1d6 -2 turns)
Vitality: 8
Omniscience: 8 Skills
Brilliance: 4 Athletics 6, Unarmed Combat 8, Ranged Combat 6,
Conviction: 4 Stealth 6, Survival 6, Intimidate 6.
Life Points (Vit X 5): 40
Evasion Factor (Cel/3): 4 (+2 from Natural Armor)
Harmonics
Star Venom 2, Camouflage 2, Cut-Throat 2.
Reaction: 4d6 + 2
Tuning Points: None
Description
Massive and monstrous man-spider with a hideously
Attacks
human-like upper torso and gaping mandible’d maw.
2 Claws at 6 Dice for 1d6 + 4, Bite at 6 Dice for 1d6 + 8 Atlach-Nacha are rare survivors of a powerful Bloodline
that has nonetheless devolved into bestial fury, savage
Or 8 Claws at 4 Dice for 1d6 + 4 each (Only once per murderousness, and the inability to change shape.
combat) Beloved by none, they are feared by all.

Avalancher [Elemental]
Might: 5 Attacks
Celerity: 6 Slam at 7 Dice for 1d6 + 5
Vitality: 5
Omniscience: 6 Skills
Brilliance: 4 Unarmed Combat 7, Athletics 6.
Conviction: 8
Life Points (Vit x 5): 25 Harmonics
Evasion Factor: 4 (+2 from Natural Armor) First Strike 3: Regardless of the initiative roll, in the
Reaction: 1d6 + 2 first round of a new combat, an Avalancher always acts
before all characters with First Strike 2 or less, and all
Tuning Points: None

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characters without the First Strike Harmonic. It acts There is no cap on the amount an Avalancher’s Might,
on its normal initiative in all subsequent turns. Vitality, Slam Damage or Life Points can increase to in
this way. For this reason, if you won a fight against an
Landslide 2: The stats listed represent the state that Avalancher, it probably wasn’t a long fight. At the end
an Avalancher at the start of any given combat. of combat, the Avalancher’s stats gradually reset to
their baseline.
At the end of every combat turn in which it acts, an
Avalancher’s Might and Vitality increase by 1, which Special
means that its Slam damage increases by 1 and its Life
Points increase by 5. Whenever an Avalancher hits Elemental Traits.
an enemy with its Slam attack, its Might and Vitality
increase by 1, meaning that its Slam damage increases Description
by 1 and its Life Points increase by 5. Whenever an This roughly humanoid hunk of sharp volcanic rock
Avalancher hits an enemy with its Slam attack and seems to constantly gather speed, mass, and power
reduces that enemy to 0 Life Points or less, its Might as it attacks relentlessly. An Avalancher is a kind of
and Vitality increase by 2, meaning that its Slam elemental, which means that it may be acting in the
damage increases by 1 and its Life Points increase by employ of a powerful sorcerer who summoned or
5. An Avalancher that hits and kills an enemy in one bound it. If acting on its own, its motivations are likely
turn has gained 4 Might and 4 Vitality by the end of to be impenetrable as it does not speak; it may simply
the turn (1 for hitting + 2 for killing + 1 at end of turn). be releasing aggression or guarding its territory.

Blade-Tusker
Might: 10
Celerity: 6
Vitality: 10
Omniscience: 6
Brilliance: 2
Conviction: 8
Life Points (Vit X 5): 50
Evasion Factor (Cel/3): 3 (+1 from Natural Armor)
Reaction: 3d6 + 2 Special
Tuning Points: None Charge: The Blade-Tusker can move double its normal
move speed in a straight line as long as it attacks at the
Attacks end of that movement.
2 Tusks at 6 (8) Dice for 1d6 + 5 (2d6 + 10)
Goring Charge: If the Blade-Tusker moves at least
6 yards in a straight line before attacking, both its
Skills tusk attacks receives a +2 dice Bonus, and deal double
Athletics 4, Unarmed Combat 6, Survival 4, Intimidate 8. damage if they hit. Targets hit by a goring charge are
knocked prone.
Harmonics
None.

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Description radiates a strong animal musk through its matted red
An enormous (but not to the point of being “giant”) fur. Everything about it is very intimidating.
armor-plated boar with massive, scythe-like tusks. It

Cotillion Aegis Bearer [Construct]


Might: 6 Special
Celerity: 9 Counterspell 3: Whenever a Spell is cast at Aegis
Vitality: 8 Bearer, or Aegis Bearer would be one of the targets
Omniscience: 10 of a Spell, Aegis Bearer can make a Conviction Test as
an immediate response. If the successes rolled on the
Brilliance: 10 Test equal the level of the Spell in question, the Spell
Conviction: 10 “fizzles” and has no effect. This ability can’t be used on
Spells that don’t target the Aegis Bearer.
Life Points (Vit x 5): 40
Evasion Factor: 4 (+1 Natural Armor)
Reaction: 5d6 + 2
Description
This clockwork man has a face-like mask of featureless,
Tuning Points: 50
gleaming silver, and a body made from thin, tangled
metal filaments. Its hands are clawed, it stands tall
Attacks and lean, and its long, flowing white silk waistcloth
Slam at 5 Dice for 1d6 + 3 ripples in a mysterious wind. The Rust Cotillion
uses these specialist units to file enemy Spellcasters
Skills and Harmonics. They’re physically frail and easily
dispatched in battle, but their set of abilities is unique
Unarmed Combat 5, Technology 5, Sorcery 5. and valuable. How such mystic power remains in
such an unliving frame is a grand mystery of a lost
Harmonics civilization.
Jam Tuning 4, Raw Tuning 2.

Death Knight [Undead]


Might: 12 Attacks
Celerity: 6 Black Iron Longsword at 8 Dice for 1d6 + 9
Vitality: 12
Omniscience: 8 Skills
Brilliance: 2 Armed Combat 8, Intimidate 8, Unarmed Combat 8.
Conviction: 10
Life Points (Vit X 5): 60
Harmonics
Bone Weary 4, Necrogenesis 3, Dead Reckoning 3.
Evasion Factor (Cel/3): 3 (+1 from Armor)
Reaction: 4d6 + 2
Special
Tuning Points: 50
Undead Traits.

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Description burning with demon fire. No simple zombie, this
fearsome undead construct is formidable, sturdy, and
An undead knight clad in heavy black armor, its skull a
possessed of martial bearing.
blackened ram’s skull, its horns curled, its eye sockets

Dreg Reaver [Undead]


Might: 12 Or Two Claws at 6 Dice for 1d6 + 6 and One Bite at 4
Celerity: 6 Dice for 2d6 + 12

Vitality: 10 Skills
Omniscience: 2 Unarmed Combat 8, Stealth 2.
Brilliance: 2
Conviction: 2
Harmonics
None.
Life Points (Vit x 5): 50
Evasion Factor: 3 (+1 from Natural Armor) Description
Reaction: 1d6 + 2 This large, reeking zombie beast appears to have been
Tuning Points: None stitched together from the spare parts of creatures that
were seriously, large, nasty, and powerful in life. You
see some dragon skull, some manticore tail, the torso
Attacks of a minotaur and all kinds of claws. Hopefully this
Bite at 8 Dice for 2d6 + 12 thing is less than the sum of its parts.

Hellfire Mastiff [Elemental]


Might: 10 Harmonics
Celerity: 9 None.
Vitality: 10
Omniscience: 9 Special
Brilliance: 2 Elemental Traits.
Conviction: 7 Flamethrower Mouth: Once every other turn of
Life Points (Vit x 5): 50 combat, a Hellfire Mastiff can breathe fire. The fire
extends in a line one yard (or five feet) wide and twenty
Evasion Factor: 3
yards long. Everyone along that line suffers 4d6 Fire
Reaction: 4d6 + 2 damage; characters who succeed a Celerity (ST 2) Test
Tuning Points: 35 suffer only half damage.

Heat Aura: Anyone who ends their turn adjacent to


Attacks a Hellfire Mastiff automatically takes 2 Fire Damage.
Bite at 6 Dice for 2d6 + 10 plus 1d6 Fire
Description
Skills This big hunting dog’s body is made of smoldering
Unarmed Combat 6, Intimidate 4, Survival 4. volcanic rock, and when its mouth and eyes are open,

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both blaze like a well-stoked furnace. This creature and dangerous packs of them hunt many levels of the
is an elemental, and is often bound in the service of Splinter.
a powerful mage, but many more have gone “wild”,

Hellfire Mastiffs are immune to Fire damage. They take double Frost damage, however.

Ophidian Lorescale
Might: 6 Harmonics
Celerity: 6 Star Venom 5, Cobra’s Gaze 4, Healer’s Craft 3, Raw
Vitality: 9 Tuning 3.
Omniscience: 8
Brilliance: 12 Prepared Spells
Conviction: 10 Captivate x 1, Cloak x 1, Magick Detection x 1, Hold x
2, Shield (Personal) x 1, Shield (Barrier) x 1.
Life Points (Vit X 5): 45
Evasion Factor (Cel/3): 2
Reaction: 4d6 + 2
Description
Thicker than ordinary ophidian, and with scales of a
Tuning Points: 50
different color; brilliantly dark teal. This creature almost
seems to resemble a differently hued Tzaetzi than an
Attacks Ophidian, but it lacks their cobra’s hood, although its mouth
Bite at 6 Dice for 2d6 + 6 plus Poison is huge and its fangs sharp. If you drew uncomfortably close
to one, you would see that its scales are engraved, traced
with mystical writings, writ all over its body in glistening
Skills gold and silver filigree. Lorescales are the lorekeepers and
Unarmed Combat 6, Stealth 6, Deceit 7, Technology Spellcasters of the Ophidian people. In spite of their mystic
2, Sorcery 7, Barter 4, Diplomacy 6, Intimidate 5, First power, they are physically weak and fragile, and are usually
Aid 4, Literacy 7. protected by an honor guard of Ophidian Hassashim, elite
Sen Warriors, or hired mercenaries.

A Lorescale’s specially engraved scales function as 12 “wildcard” charms that it can use to attune up to twelve Spells that it knows,
assuming it takes the time and spends the Tuning Points. The scales won’t function this way for anyone else, not even another
Lorescale.

Ruined Sky Drake


Might: 8 Evasion Factor (Cel/3): 4 (+1 from Natural Armor)
Celerity: 9 Reaction: 4d6 + 2
Vitality: 12 Tuning Points: None
Omniscience: 8
Brilliance: 4 Attacks
Conviction: 6 Bite at 5 (7) Dice for 1d6 + 4

Life Points (Vit x 5): 60

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Reach
A Ruined Sky Drake’s long neck gives it +2 dice on
attacks against creatures smaller than it.

Skills
Athletics 5, Intimidate 5, Survival 5, Unarmed Combat 5.

Harmonics
Flight 5.

Description
A massive, sky-blue drakeling with a long, slender
body, neck, and tail and wide, powerful wings. Ruined
Sky Drakes are proud and territorial; they have an
instinctive hatred of Wyndlass owing to some age-
old grudge, and will attack them viciously on sight,
targeting them to the exclusion of all else. They have a
grudging respect (or fear) of Aventine, and will try and
steer clear of fighting them when possible.

Sentinel Griffin
Might: 6
Celerity: 9
Vitality: 10
Omniscience: 12
Brilliance: 5 Harmonics
Conviction: 10 Flight 3, Royal Mien 2, Jam Tuning 2, Battle Scream 2.
Life Points (Vit x 5): 50
Evasion Factor: 4 (+1 from Natural Armor) Special
Reaction: 6d6 + 2 Vigilance 2: Sentinel Griffins are immune to “Cut-
Throat” bonus damage from characters with Cut-
Tuning Points: 50 Throat Level 2 and lower.

Attacks
Description
Claw at 7 Dice for 1d6 + 4
This majestic, golden-maned creature possesses the
Or Two Claws at 5 Dice for 1d6 + 4 and Bite at 4 Dice muscular hindquarters and foreclaws of a lion, and the
for 1d6 + 6 tawny wingspan and sharp beak of a giant eagle. While
Sentinel Griffins aren’t evil, and the sentient Bloodlines
Skills aren’t their natural prey, they are amazingly territorial
Barter 3, Athletics 6, Diplomacy 1 (3), Intimidate 5 (7), and will unfailingly fight (although rarely to the death)
Literacy 2, Survival 6, Unarmed Combat 7. to protect their territory. For this reason, more powerful

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and intelligent creatures sometimes employ them as expired. In personality, they are proud and exceedingly
guards. Sentinel Griffins can live a very long time on very obdurate. They speak passable Aventine and Wyndlass, as
little nourishment, and will often stubbornly continue to well as their own language.
“guard” an area long after their masters/employers have

Ascension Level 3 Monsters

Flammogré
Might: 14 Harmonics
Celerity: 4 First Strike 2: Regardless of the initiative roll, in the
Vitality: 12 first round of a new combat, a Flammogré always
Omniscience: 4 acts before all characters with First Strike 1, and all
characters without the First Strike Harmonic. It acts
Brilliance: 2 on its normal initiative in all subsequent turns.
Conviction: 4
Life Points (Vit X 6): 72 Description
Evasion Factor (Cel/3): 2 (+1 Natural Armor) This hugely muscular ogre has four massive, clawed
Reaction: 2d6 + 3 arms. It is on fire, flames consuming its scorched, red,
blackened torso and escaping from its burning mouth and
Tuning Points: 24 eyes, but doesn’t seem to be at all bothered by the pyre
continuously consuming it. Flammogrés are bodyguards
Attacks and enforcers created by wizards/genetic engineers lacking
Slam at 8 Dice for 1d6 + 14 plus 3d6 Fire imagination in their desire to combine great strength with
the destructive power of fire. Flammogrés are dumb and
Reach they hate and resent anyone smarter than them (which is
pretty much everyone); they can actually sense a creature’s
A Flammogre’s natural reach lets it attack creatures up Brilliance intuitively, and tend to attack the enemies with
to three yards away, and grants it +2 dice on attacks the highest Brilliance. They have no particular resentment
against adjacent creatures smaller than it. against creatures that aren’t constantly on fire; they kind
of like being on fire all the time.
Skills
Unarmed Combat 6 (8), Intimidate 4.
Flammogrés are immune to Fire damage.

Keening Sidhe [Ghost]


Might: 4 Life Points (Vit X 6): None (See below)
Celerity: 10 Evasion Factor (Cel/3): 3
Vitality: - Reaction: 5d6 + 3
Omniscience: 10 Tuning Points: 60
Brilliance: 6
Conviction: 10 Attacks
Chill Touch at 5 Dice for 2d6 Frost

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Skills Special
Unarmed Combat 5, Deceit 6, Intimidate 6, Stealth 5. Ghostly Traits.

Harmonics Description
Flight 2, Bone Weary 5, Raw Tuning 3 (only to inflict This hideous, ancient incorporeal hag, its body made
Frost damage). of blue wisps of freezing mist, unleashes a horrible wail
that pierces your very soul. It is far and away the worst
Harrowing Wail 5: Harrowing Wail is identical to sound you have ever heard.
Battle Scream, that it does not grant any allies Bonus
dice to attack or damage, and that every attack die lost
to it also causes the listener to suffer 1d6 damage.

Keening Sidhe takes no damage from Frost, takes double damage from Fire, and is damaged normally by Shock and by Energy
Weapons. Chill Touch is made against the target’s EF before adding Bonuses from Worn Armor/Natural Armor, or Shields.

PT-2600 Robot Guardian [Construct]


Might: 12 Conviction: 6
Celerity: 3 Life Points (Vit X 6): 90
Vitality: 15 Evasion Factor (Cel/3): 4 (+3 Natural Armor)
Omniscience: 6 Reaction: 3d6 + 3
Brilliance: 1 Tuning Points: None

Attacks
5mm GE Minigun at 8 Dice for 2d6 (5 Rounds).
Magazine: 250, Box, Full-Round Action for Someone
Else to Reload. Cannot Self Reload

Or Missile at 7 Dice for 10d6 Damage (direct hit) +


5d6 Splash to a 10-foot radius (the splash does not
need to hit EF, but each character in the affected area
may make an open Celerity Test, reducing the damage
taken by 1d6 for each success)

Programmed “Skills”
Ranged Combat 7, Technology (weapons only) 6.

Harmonics
None.

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Special Celerity (ST 3) Test or take 2d6 damage. Stacking more
than five rounds in the same square has no effect.
Construct Traits.

Autofire: For every 5 rounds fired in a single attack Description


(minimum 5, maximum 50) the chance of hitting the
A 1950s retro-future art-deco style robot with a cylindrical
target increases, adding a die to the attack roll and
body and flashing dome-lite head. It looks just like Robby
potentially increasing damage if the attack hits and is
the Robot from Lost in Space only with more machine guns
staged up. Hence an attack that fires 25 rounds would
and rocket launchers. This robot was probably originally
be at 12 Dice, and an attack that fires 50 rounds (the
designed by the Ancients of Io, but has been patch-fixed
maximum) would be at 17 Dice.
together since then for centuries by far less sophisticated
technologists, and it shows.
Lead Hose: For every 5 rounds fired, pick one five foot
square. Everyone in that five foot square must make a

A Technology (ST 5) Test can successfully reactivate, reprogram and gain the “loyalty” of a PT-2600 that has somehow been immobilized or
disabled short of being destroyed or is found in an inactive state; this Test takes one hour, and can’t be retried if it is failed. A PT-2600 takes
double damage from Shock and can be destroyed by immersion in water.

Seabringer Leviathan
Might: 4 (16) Wurm occupies into water, causing the creature to be
Celerity: 3 (12) submerged within that space and releasing 65 yards of
water into the room.
Vitality: 6 (24)
Omniscience: 3 (12) Special
Brilliance: 2 Swallow Whole: If the Seabringer Leviathan’s
Conviction: 12 successes on the bite Attack Test are equal to twice
Life Points (Vit X 6): 24 (144) the target’s Evasion Factor (before armor!) or more,
the target is instantly swallowed whole and begins to
Evasion Factor (Cel/3): 3 (6) (+2 Natural Armor) drown as described below.
Reaction: 1d6 + 3 (6d6 + 3)
Tuning Points: 72 Drown: Use a full turn action to attempt to drown
everyone in a room or area that has been at least
halfway submerged. Make a Might Test. All characters
Attacks in the room must score an equal number of successes
Bite at 10 Dice for 2d6 + 16 (can only bite when on an Athletics (Celerity) Test or begin drowning.
submerged) Drowning characters can only take one move action,
at half-speed (rounded down) each turn, and must use
Skills their attack action to attempt the Athletics (Celerity)
Test (same ST) to stop drowning. They must also make
Unarmed Combat 10. a Vitality (ST 3) Test each turn, or take 2d6 damage
from suffocation. If they can leave the flooded room
Harmonics that the Wurm is in, they automatically stop drowning.
Floodchaser 5: The Seabringer Leviathan can spend
12 Tuning Points and spend a Full Turn action to melt
one foot’s depth of rock in the six x three yard area the

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Description it forward like the pseudopod of a snail. As the cilia
that reach outwards from its tremendous body make
A tremendous giant Wurm, (six yards long and three
contact with the stone walls of the chamber, the rock
yards wide), its body a mass of bony ridged plates and
begins to melt into mud, and then to transmute into
spines, its mouth a writhing, anemone like expanse
water, causing the chamber to flood. Highly territorial,
of writhing, twitching tendrils, its soft tail pushing
but not particularly aggressive or evil.

All numbers listed after parenthesis are the creature’s stats when submerged in water.
Takes Triple Damage from Shock when Submerged, but all characters in a flooded room take the damage from any Shock attacks
used in that room.

Spire Gargoyle [Construct]


Might: 12 Harmonics
Celerity: 9 Flight 3, Aventine Gauntlet 4, Royal Mien 2, Silver
Vitality: 12 Wing 4.
Omniscience: 8
Brilliance: 5 Description
Conviction: 7 This Gargoyle is twice as tall and broad as a large
humanoid. Its body is not made of flesh, but finely
Life Points (Vit X 6): 72
worked and polished bronze, curved into curls and
Evasion Factor (Cel/3): 4 (+1 Natural Armor) sinew-like coils at it long, muscular arms and its thin
Reaction: 4d6 + 3 nimble legs, and decoratively filigreed all over. Its
wings are huge arcs of glistening quicksilver. Unlike
Tuning Points: 42
most monsters, the farther you get from the Splinter’s
civilized area, the less likely you are to encounter
Attacks a Spire Gargoyle. These massive, impressive flying
Slam at 8 (9) Dice for 2d6 + 12 or by weapon constructs are used as the elite guardians, messengers,
and champions of powerful wizards and technologists.
Capable of speech and a simulacrum of thought but
Reach technically soulless, the Gargoyles are nonetheless
A spire gargoyle’s size gives it +1 die on attacks against ascribed humanoid traits like gender (male) and
creatures smaller than it. bearing (prideful, solemn, and dignified) by the living
beings they deal with. Spire Gargoyles can hit hard and
often with their basic slam attacks, but wealthy wizards
Skills often arm them with the best weaponry available at
Unarmed Combat 8, Ranged Combat 6, Melee Combat their technology level, from great axes to freeze rays
6, Barter 2, Athletics 5, Diplomacy 2, Intimidate 4, and everything in between.
Technology 2, Survival 3.

Creating a Spire Gargoyle requires one ton of soft bronze, two hundred pounds of quicksilver, and four stone worth of tass; it also
requires Kraftwerx 4, an expenditure of 40 Tuning Points, and a Technology or Sorcery (ST 5) Test. Failure on the Test wastes the
Tuning Points spent, but the materials are not consumed. Once created, a Spire Gargoyle will serve loyally until its death, which
reduces it and all of its component parts to dust. A given character can only have one Spire Gargoyle servitor at a time. If a second is
created, the first turns to dust.

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Vale-Ghor Guardian [Plant]
Might: 12 Harmonics
Celerity: 5 Convocation 1: Vale-Ghor Guardian receives +1d6
Vitality: 17 to Reaction for each opponent beyond the first that it
Omniscience: 7 faces.

Brilliance: 7
Conviction: 7
Special
Plant Traits.
Life Points (it X 6): 102
Evasion Factor (Cel/3): 3 (+2 Natural Armor, -1
Size) Description
Reaction: 3d6 + 3 This towering giant appears to be a living golem
wrought from an incomplete “skin” of roots and bark
Tuning Points: None
– parts of it flowering into dense leaves – wound or
wrapped around a dense skeleton of sharp, amber-
Attacks colored crystal. Its arms are one yard wide, two yards
Bash at 7 Dice for 3d6 + 6 long, one third of a yard thick crystalline blades.
While neither aggressive nor evil, the Guardian has
been assigned by the ancient Vale-Ghor tree people
Skills to protect the spot where it stands, and nothing can
Unarmed Combat 7. dissuade it from its mission.

Ascension Level 4 Monsters

Chrome Hulk [Construct]


Might: 10 Attacks
Celerity: 6 Slam at 10 Dice for 1d6 + 10
Vitality: 12
Omniscience: 6 Skills
Brilliance: 6 Unarmed Combat 10, Stealth 2.
Conviction: 6
Life Points (Vit X 7): 84 Harmonics
Evasion Factor (Cel/3): 4 Camouflage 4.
Reaction: 6d6 + 4
Artifice Ascendant 1: Every construct (i.e. all Rust
Tuning Points: 56
Cotillion enemies at a minimum) that fights on the Chrome
Hulk’s side receives +1 Might, +1 Celerity, and +1 Vitality
for every other construct on the Chrome Hulk’s side, not

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counting the Chrome Hulk. For instance, if a Chrome Hulk Description
was fighting with three Rust Cotillion Minutemen on its
This hulking golem could be mistaken for a Mnemonic
side, all three minutemen would get +2 Might, +2 Celerity,
in Numidium form at a glance, but at a closer look,
and +2 Vitality. If a fourth minuteman joined the fight, all
the dissimilarities are apparent. It is constructed of
four would receive +3 Might, +3 Celerity, and +3 Vitality.
a pearlescent blue metal, its structure more organic,
Creatures and characters can only be “supported” by one
more slender, and far more sharp and spiky than
iteration of this ability at a time. Mnemonic fighting on
any Mnemonic. It stands in the middle of a field of
a Chrome Hulk’s side for some reason receive the same
whirling, glassy dust that conceals its appearance,
benefits.
making it translucent (although it is still quite loud).
Chrome Hulks are heavy support units used by the
Special Rust Cotillion.
Construct Traits.

Figment Daemon
Might: 12 Harmonics
Celerity: 12 Flight 3, Royal Mien 3, Aventine Gauntlet 3, Smog Soul
Vitality: 1 5, Rift Wind 3.
Omniscience: 10
Brilliance: 9 Prepared Spells
Conviction: 8 Firebolt x 2.
Life Points (Vit X 7): 7
Evasion Factor (Cel/3): 4 Description
Reaction: 5d6 + 4 It is hard to look directly at this monster, if that’s
indeed what it is, and not just a trick of the light. It
Tuning Points: 56
always seems to be perceived through the corner of the
eye, existing just in the periphery of vision. Its wings
Attacks and horns and claws and tail seem made of shadow and
Gore at 6 Dice for 2d6 + 12 flame, of translucent smoke, not quite really there. Or
is it? Figment Daemons like to taunt their prey before
teaching them that a trick of the light can feast on
Skills living flesh.
Unarmed Combat 6, Deceit 6, Intimidate 6, Stealth 6,
Sorcery 6.

A Figment Daemon is immune to poisons, diseases, toxins, and necrotic effects.


If a Figment Daemon is successfully made the target of any status effect, it automatically loses 7 Life Points and is immediately
destroyed. This includes positive effects.

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Living Wind [Elemental]
Might: 10 Prepared Spells
Celerity: 12 Pinwheel x 4, Bolt (8 Charges).
Vitality: 10
Omniscience: 12 Special
Brilliance: 8 Elemental Traits.
Conviction: 6
Elemental Resistances: The Living Wind takes no
Life Points (Vit X 7): 70 damage from Shock damage, and its Tuning Points are
Evasion Factor (Cel/3): 4 restored by an amount equal to the Shock damage it
would have taken whenever it is hit for Shock damage.
Reaction: 5d6 + 4
Tuning Points: 42 Natural Spellcaster: A Living Wind needs no Charms
and can cast all of its Spells as if they were already
Attacks attuned.
Claw at 6 Dice for 1d6 + 12
Description
Or Wind Blast at 8 Dice for 2d6 + 6
This air elemental appears as a swirling roil of storm-
clouds, with dark cumulus claws, a vapor crown of hair,
Skills and eyes that spark like lightning, swirling around its
Unarmed Combat 6, Sorcery 6, Ranged Combat 8. misty contrail. These magical constructs are commonly
summoned by powerful sorcerers to act as guards,
Harmonics messengers, and even assassins due to their high
mobility and the powerful forces of wind and storm at
Flight 5, Rift Wind 5. their command.
A character hit by a Living Wind’s wind blast ability is also knocked back (3d6 - Vitality) yards. Flying creatures are knocked back
(3d6 - Half Vitality) yards instead, and must succeed an Athletics (ST 2) Test or be knocked prone.

Ophidian Coatl
Might: 4 Attacks
Celerity: 12 Bite at 8 Dice for 1d6 + 4 plus Poison
Vitality: 3
Omniscience: 12 Skills
Brilliance: 10 Unarmed Combat 8, Barter 4, Athletics 6, Diplomacy 3,
Conviction: 8 Deceit 7, Technology 1, Stealth 3, Sorcery 5.
Life Points (Vit X 7): 21
Evasion Factor (Cel/3): 4 Harmonics
Reaction: 6d6 + 4 Flight 3, Star Venom 5, Cobra’s Gaze 3, Silver Wing 3,
Rift Wind 3.
Tuning Points: 56

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Death Attack 4: A flesh-and-blood creature who takes Description
any damage from the Ophidian Coatl’s Star Venom
This lightning fast mutant Ophidian looks nothing
Harmonic must immediately succeed a Vitality (ST 4)
like the ordinary type, and not just because its scales
Test or be reduced to 0 Life Points. This Test need only
are burning sunset orange instead of scum-black. Its
be made when a creature first suffers the damage from
limbless body sprouts two huge, feathery white wings.
a new Coatl’s Star Venom.
It is nearly as beautiful as it is deadly. Coatls are very
highly placed in Ophidian society, not because of their
wings, but because of the uncannily potent strength of
their venom.

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Scorchwing
Might: 12 Skills
Celerity: 9 Unarmed Combat 9, Intimidate 5.
Vitality: 10
Omniscience: 8 Harmonics
Brilliance: 1 Flight 2.
Conviction: 7
Life Points (Vit X 7): 70 Description
Evasion Factor (Cel/3): 4 (+1 Natural Armor) This large, gargoyle-like quadruped has black, leathery
Reaction: 4d6 + 4 wings the color of char. Its back is covered with
burning spines, wreathing it in a cloud of smoke. Its
Tuning Points: None
tiny eyes glow yellow, and its bizarrely formed mouth
is surrounded on all sides by long, sharp mandibles.
Attacks It is not very smart. If it attacks you, it’s probably
Bite at 9 Dice for 2d6 + 12 because it wants to kill and eat you. It is not very good
at flying, and prefers areas like volcanoes where there
Or Tail at 9 Dice for 1d6 + 6 plus 3d6 Fire are powerful thermals on which to glide.

Scorchwings are immune to Fire damage. They take double damage from Frost.

Simulacrum Husk [Construct]


Might: 10 Harmonics
Celerity: 9 Steal Shape 5: This creature can spend 20 Tuning
Vitality: 8 Points and a full-round action to become a copy of
Omniscience: 10 any creature within line of sight. Its stats become
exactly those of the chosen creature, except that it is
Brilliance: 10 at that creature’s full Life Points and Tuning Points
Conviction: 6 and has none of the targeted creature’s equipment. In
terms of appearance, it is an exact copy of the chosen
Life Points (Vit X 7): 70
character or creature. It can copy aesthetic details like
Evasion Factor (Cel/3): 4 (+1 Natural Armor) clothing and can mimic armor, but doesn’t receive
Reaction: 5d6 + 4 the actual benefits of the target’s armor or clothing.
The Simulacrum Husk can dismiss this ability as a
Tuning Points: 42
free action for 1 Tuning Point; after dismissing this
ability, the Simulacrum Husk is at exactly half (35) Life
Attacks Points. A Simulacrum Husk may not use Steal Shape
1d3 Slams at 6 Dice for 1d6 + 5 in the same turn that it dismissed a stolen shape. A
Simulacrum Husk that uses its “Steal Shape” ability
to copy the form of a Bloodline creature gains only the
Skills shape that creature was in when it used the Steal Shape
Unarmed Combat 6, Deceit 6, Technology 5, Sorcery 5. ability. It cannot change shape for any reason, and has
an effective Gnosis of 0.

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Special the Simulacrum Husk can use its Steal Shape ability on
any creature, it usually only uses it on worthy members
Construct Traits (although these are lost when it steals
of sentient Bloodlines, i.e. PCs. For unknown reasons,
a new shape).
it always attacks the original owner of the form it
steals, attempting to kill them. Sometimes it will try
Description and use its Deceit Skill to trick the “donor” form’s allies
into believing that it is the real individual, although its
At first, this inscrutable construct looks like a muscular,
lack of knowledge and memories makes this difficult.
man-shaped statue of liquid quicksilver, featureless of
Simulacrum Husks can use high tech weapons, but
face and with a constantly shifting physique – now two
never do so while inhabiting their natural forms. This
arms, now four, now six, now two again. But then it
creature is (almost) always in its natural form when
shifts and folds in on itself, and the as its quicksilver
first encountered.
sheen fades, the creature you see is one of you! While

In its natural form, the Simulacrum Husk constantly extrudes and collapses a random number of appendages. Roll 1d3 each turn it
remains in its normal form to determine how many slams it can make that turn if it attacks.

Ascension Level 5 Monsters

Gravesworn Captain [Undead]


Might: 10 Death Attack 2: A flesh-and-blood creature who
Celerity: 10 takes any damage from the Gravesworn Captain’s
sword attack must immediately succeed a Vitality (ST
Vitality: 10 2) Test or be reduced to 0 Life Points.
Omniscience: 8
Brilliance: 4 Undeath Ascendant 2: Any undead creatures
fighting on the same side as the Gravesworn Captain
Conviction: 10 receive +2 Might and +2 Vitality, and therefore +1
Life Points (Vit X 8): 80 Melee Bonus damage and a variable number of
Evasion Factor (Cel/3): 5 (+1 Armor, +1 Shield) temporary Life Points. Undead creatures fighting on
the same side as the Gravesworn Captain additionally
Reaction: 4d6 + 5 receive the Harmonic Sacrifice 1. For the purposes of
Tuning Points: 80 this ability, “undead creatures” includes at least the
following: Undead Tauros, Puppet(eer), Death Knight,
Attacks Dreg Reaver, Keening Sidhe, Crypt Shade, anything
animated with the Necrogenesis ability, and any Asilos
Masterwork Saber at 11 Dice for 1d6 + 9 in Middle or Beast form.

Skills Special
Unarmed Combat 10, Intimidate 6, Stealth 6 (4), Undead Traits.
Athletics 6 (4).

Possessions
Harmonics
Masterwork Saber (as scimitar), Banded Mail, Light
Necrogenesis 4, Battle Scream 3. Steel Shield.

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Description and its flesh is pallid and decaying, but the armor and
sword it wears, though tarnished, still appear more
Once rakish, once noble, this rotting undead warrior than serviceable. Master necromancers use these as
maintains martial bearing even in its service beyond the lieutenants of their undead armies.
the grave. Its long black hair is stringy and cobweb-like,

Greatslime
Might: 8 Special
Celerity: 3 Grab: Extra successes on a Greatslime’s slam attack
Vitality: 20 don’t stage up the damage; instead they add Bonus dice
Omniscience: 6 to the Might Test the Greatslime makes to engulf the
target. See below.
Brilliance: 1
Conviction: 1 Engulf: If it hits with a slam attack, the Greatslime can
immediately make a Might Test with Bonus dice equal
Life Points (Vit X 8): 160 to hits it rolled on its Attack Test above the target’s EF.
Evasion Factor (Cel/3): 1 A Greatslime that rolled six successes on an Attack Test
against an EF 3 character would get three Bonus dice for
Reaction: 5d6 + 5
a total of 7 dice. The character it hit must score an equal
Tuning Points: None number of successes on a Celerity or Might Test or be
engulfed into it. Engulfed characters can’t move or attack.
Attacks Each turn they can attempt an Athletics (ST 3) Test to
Slam at 8 (11) dice for 2d6 + 8 acid plus Engulf escape, or may attempt a Might Test or a Celerity Test
contested by the Greatslime’s Might Test (with the Bonus
dice) to escape. Each turn that a character begins engulfed
Reach by a Greatslime, they automatically suffer 5d6 acid damage.
A Greatslime’s size and amorphous shape lets it attack
creatures up to three yards away, and grant it +3 dice on Improved Initiative 2: The Greatslime receives +2d6
attacks against adjacent creatures smaller than it. on initiative rolls.

No Brain, No Head, No Vitals: The Greatslime


Skills cannot be instantly killed by “Vorpal” (monofilament)
Unarmed Combat 8. weapons, because decapitation is a moot point for it. It
is also immune to all mind-affecting abilities and Spells.
Harmonics Description
Death Attack 3: A flesh-and-blood creature who This huge, sizzling pile of bright green, caustic sludge is
takes any damage from the Greatslime’s slam attack nearly the size of a dragon, and moves with unsettling
or engulf special attack must immediately succeed speed. Not staying a puddle for long, it quickly contours
a Vitality (ST 3) Test or be reduced to 0 Life Points. itself into a huge, coiling snakelike tendril, rapidly
This Test must be made once when a character suffers extruding other, longer, narrower pseudopods which
damage from the slam, and again if the same character reach for you. This acidic slime is a force of completely
suffers damage from the engulf, although each attack mindless hunger; they were originally designed (but
form only forces one Vitality Test to avoid death per by who?) as a disposal mechanism for “dissolving” the
character per Greatslime. stone of “unwanted” levels, but some of have mutated
over time and gained a taste for things other than
stone: plastics, metal, living flesh.

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Necrodaemon
Might: 12 Special
Celerity: 9 Soul Eater: Whenever a Necrodaemon hits with
Vitality: 10 a claw attack, the target loses 5 Life Points and the
Omniscience: 4 Necrodaemon regains 5 Life Points.

Brilliance: 6 Grave Sigh: This attack costs 9 Tuning Points. The


Conviction: 10 Necrodaemon chooses a target within line of sight and
Life Points (Vit X 8): 80 makes a Conviction (ST equal to the target’s Celerity/3,
rounded down) Test (Evasion Factor without armor
Evasion Factor (Cel/3): 5 (+2 Natural Armor) or Natural Armor Bonuses). If the attack hits, the
Reaction: 2d6+5 primary target and all creatures within five yards of
it lose 3d6 Life Points. The Necrodaemon gains Life
Tuning Points: 80
Points equal to the total damage dealt to all creatures.
Attacks The Necrodaemon must hit with a Claw attack to
“recharge” this ability after using it before it can use
Claw at 7 Dice for 1d6 + 6 plus Soul-Eater this ability again.

Or Grave Sigh Description


Skills Necrodaemons appear as traditionally demonic
(albeit portly) humanoids, with cloven feet, clawed
Unarmed Combat 7, Sorcery 6, Deceit 6, Intimidate 6, hands, terrifying horns, etcetera, save for one major
Literacy 6. difference: the flesh of their upper torso and head
have completely rotted away, revealing steely ribs and
a savagely pointed, horribly grinning skull. A whirl
Harmonics of purple, necrotic energy hovers where there heart
Bone Weary 5, Dead Reckoning 5, Necrogenesis. should be, and that same energy suffuses their flesh
and bones.
Spells Prepared
Blizzard x 1, Death Smog x 1.

While not undead, Necrodaemons choose to emulate Undead Traits, although they are immune to Bone Weary entirely, rather than
being affected differently by it.

Nullifier Behemoth
Might: 18 Evasion Factor (Cel/3): 4 (+3 Natural Armor)
Celerity: 3 Reaction: 4d6 + 5
Vitality: 24 Tuning Points: 80
Omniscience: 8
Brilliance: 6 Attacks
Conviction: 10 Stamp at 8 (11) Dice for 3d6 + 18

Life Points (Vit X 8): 192 Or Gore at 7 (10) Dice for 4d6 + 18

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Reach Description
A Nullifier Behemoth’s natural reach lets it attack This majestic, gargantuan beast most closely resembles
creatures up to five yards away, and grants it +3 dice on a gigantic elephant, albeit one of fantastically huge
attacks against adjacent creatures smaller than it. proportions (ten yards tall, seven yards long, and
seven yards wide). However, instead of a trunk, its
head is wrapped in a pair of huge, intricately curved
Skills ram horns. The creature (perhaps unconsciously)
Unarmed Combat 8, Intimidate 5, Survival 4. continuously projects a field that prevents Tuning.
While a docile creature (you could potentially survive
an encounter with one just by leaving it alone), the
Harmonics Nullifier Behemoth is constantly hunted; for its meat,
Jam Tuning 5. which could feed an entire community for years, for its
pelt, which could jumpstart an entire textile industry,
and for whatever part of its body produces the odd
Special Harmonic-suppression effect, which is its most valuable
Crush: Instead of trying to gore or stamp specific secret of all. All traces of a Nullifier Behemoth seem to
targets, a Nullifier Behemoth can just move through naturally vanish shortly after it leaves an area – few
their space, attempting to trample them. All characters levels are large enough to contain one – no trampled
in the space that a Nullifier Behemoth moves through debris, flattened fools, or even giant hoofprints are left
must succeed a Celerity (ST 3) Test to get out of the to mark its passage.
way, or suffer 2d6 + 18 damage. A Nullifier Behemoth
may not attack in the same turn it crushes.

Sentinel Daemon
Might: 15
Celerity: 10
Vitality: 12
Omniscience: 8
Brilliance: 8
Conviction: 6
Life Points (Vit X 8): 96
Evasion Factor (Cel/3): 5 (+2 Natural)
Reaction: 4d6+5
Tuning Points: 48

Attacks
Greatsword at 10 Dice for 3d6+18 plus stunning strike.

Skills
Melee Combat 8, Unarmed Combat 8, Athletics 6,
Intimidate 6 (8).

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Harmonics Description
Royal Mien 2, Battle Scream 3. A granite statue of a humanoid daemon, incredibly
realistic. The figure is heavily muscled, with reverse-
Weapon Mastery 3: Sentinel Daemons receive +2 jointed-legs and four-clawed feet. The elongated head
dice to attack with their greatswords. sports two thick, forward-pointing horns. As you try
to walk past, it turns to level its massive sword at you.
Power Strike 2: Sentinel Daemons can give up one or Unlike most Daemons, Sentinel Daemons are not
two dice on an attack roll to deal 1d6 extra damage for made of guile and wit. Rather, Sentinel Daemons are
every attack die forfeited this way, if they hit. This must pure martial will solidified. They revel in battle above
be done before attacking. The maximum number of attack all else, and frequently “stand guard” near sought-after
dice a Sentinel Daemon can give up this way is two. resources in hopes of finding a good fight. Sentinel
Daemons strive to find a worthy opponent. They
Spells Prepared accomplish this by attacking powerful foes and slowly
breaking them down, bit by bit: The Sentinel Daemon
Shield (Barrier) x4. will first hinder an opponent’s fighting technique,
then their endurance, then sunder their weapons and
Special armor, then break their bones one by one. Sentinel
Indomitable: A Sentinel Daemon receives +3 dice to Daemons are attracted to wars, and have been known
all Vitality, Conviction, and Celerity Tests made to resist to “call winner” on entire civilizations.
negative effects, and +4 dice to all opposed Conviction
Tests made “defensively”. Sentinel Daemons are Sentinel Daemons occasionally travel in pairs. These
immune to the effects of the Jam Tuning Harmonic. “Hate-Brothers” have chosen each other as their
worthy opponents, and vowed never to leave the
Stunning Strike: A character hit by a Sentinel other’s side until they can defeat the other in the most
Daemon’s greatsword must succeed a Vitality (ST 3) absolute, final way. Unsurprisingly Sentinel Daemons
Test or do nothing on its next turn. are sometimes used as bodyguards and shock troops
by even more powerful Daemons.

Shooting Starfly
Might: 3 Skills
Celerity: 18 Athletics 6, Survival 6, Unarmed Combat 8, Stealth 6.
Vitality: 2
Omniscience: 10 Harmonics
Brilliance: 8 Flight 5, Rift Wind 2, Raw Tuning 2.
Conviction: 10
Life Points (Vit X 8): 16 Special
Evasion Factor (Cel/3): 6 Gossamer Scythe: Whenever the Shooting Starfly
Reaction: 5d6+5 makes a double move action, it may make an attack
against any or all entities it passes within 2 yards of
Tuning Points: 80
with its Wing-Whip. This is at a -2 dice pool Penalty.

Attacks
Two Wing-Whips at 8 dice for 2d6+9, or sting at 8 dice
for 1d6 + 3 damage plus Poison

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Description gold-green whips, which constantly emit a pollen-
like sparkling energy. Its head is a mix of avian and
The Shooting Starfly is a bizarre bio-weapon created
insectoid features; its mouth is a three-jawed thing
some eons ago by one of the progenitor Bloodlines.
midway between a beak and a set of mandibles. The
Shooting Starflies resemble horse-sized limbless
armored plates of its body form a natural saddle.
dragonflies. Their wings appear to be razor-thin

The Shooting Starfly is actually the larval form of a much more powerful creature: the Great White Phoenix. It is possible through
persistence and a bit of luck to acquire a Shooting Starfly as a mount; this requires at a minimum six successes on an Animal
Handling Test, after finding some way to approach the creature without being cut to ribbons, and some time spent bonding with
it. Shooting Starflies prefer Bladeling or Wyndlass riders (One Step Bonus on the Animal Handling Test), and usually buck Asilios
and Aventine (One Step Penalty on the Animal Handling Test). A Technology (ST 3) Test is also needed to understand the biological
controls of a Shooting Starfly.

Ascension Level 6 Monsters

Chain Flayer [Construct]


Might: 9 Special
Celerity: 9 Construct Traits.
Vitality: 12
Omniscience: 12 Excruciation: Each successful Chain attack imposes
a cumulative -1 dice pool Penalty on all Melee Combat,
Brilliance: 3 Unarmed Combat, Ranged Combat, Athletics, or
Conviction: 6 Might/Celerity/Vitality Tests the target makes for the
Life Points (Vit X 9): 108 duration of the combat. A successful First Aid (ST 2)
Test, a full-round action, removes this Penalty.
Evasion Factor (Cel/4): 5 (+2 Natural Armor)
Reaction: 6d6+6
Description
Tuning Points: 54
Distant relatives of the Sarcophigaunt, Chain Flayers
are terrifying constructs composed of rusted, spiked,
Attacks and bladed chains, studded with weapons and tools
Four Chains at 6 Dice for 1d6+5 or Iron Maiden “Bite” of all sorts. At the centre of this spider-like mass is an
at 7 Dice for 3d6+9 ornate Iron Maiden, which snaps open and shut almost
like a maw. For obvious reasons, Chain Flayers are
favorites of both penitents and punishers. The Haon-
Skills Dor and the Rust Cotillion occasionally make use of
Melee Combat 8, Ranged Combat 7. these constructs as well as either torturers or shock
troops in battle. Despite this, none of these groups can
claim to be the creators of these horrid weapons; the
Harmonics origin of the Chain Flayers remains occluded.
Rain of Needles 4.

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Graveslave Drake [Undead]
Might: 16 characters without the First Strike Harmonic. It acts
Celerity: 9 on its normal initiative in all subsequent turns.

Vitality: 12
Omniscience: 1 Special
Brilliance: 1 Undead Traits.

Conviction: 1 Improved Initiative 3: The Graveslave drake receives


Life Points (Vit X 9): 54 +3d6 on initiative rolls.
Evasion Factor (Cel/3): 4 (+1 Natural Armor)
Die Hard: A Graveslave Drake doesn’t stop fighting
Reaction: 4d6 + 6 until the end of the round after its Life Points are
Tuning Points: None reduced to 0 or less.

Attacks Description
Bite at 9 Dice for 2d6 + 16 This enormous winged reptile, once noble in life,
remains ferocious in undeath. The zombie Drake’s
Skills once brilliantly hewed scales have faded to a dull and
lifeless gray. Its eyes have been sewn shut as part of the
Unarmed Combat 9. gruesome ritual that reanimated it, but its toothy maw
remains wide open and hungry for living flesh.
Harmonics
Graveslave Drakes are the elite cavalry, scouts, and
Flight 3. heavy artillery of the Haon-Dor’s necromantic armies,
used in situations where the much, much weaker
First Strike 2: Regardless of the initiative roll, in the Undead Tauros (revivified by far weaker Harmonics)
first round of a new combat, a Graveslave Drake always simply aren’t enough force. The Wyndlass and all other
acts before all characters with First Strike 1, and all Drakes view these creatures as abominations, and
award bounties to those who put them to rest.

Luciform [Ghost]
Might: 5 Attacks
Celerity: 10 Light Blast at 10 Dice for 2d6 damage
Vitality: -
Omniscience: 12 Skills
Brilliance: 12 Ranged Combat 10, Unarmed Combat 8, Diplomacy 6,
Conviction: 12 Intimidate 8, Literacy 8, Animal Ken 8, Technology 8,
Sorcery 8, Stealth 3.
Life Points (Vit X 9): None. (See below.)
Evasion Factor (Cel/3): 3
Reaction: 6d6+6
Tuning Points: 108

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Harmonics Eldritch Soul: Luciforms need no charms to cast
Spells, and can cast Spells “naked” for the same TP
Aventine Gauntlet 5, Royal Mien 4, Flight 4, Dead
cost that other characters pay to activate them from
Reckoning 5, Battle Scream 4.
properly attuned charms.
Hypnotic Strike 3: Creatures damaged by a Luciform’s Description
Light Blast attack must succeed a Conviction (ST3) Test
or entirely “forget” one Skill or Harmonic (determined
randomly) for the duration of the combat. A Luciform’s If wraiths, shades, banshees and Haon-Dor are dangerous,
Light Blasts cost 2 TP when they use this ability. incorporeal creatures of darkness and hatred, then
Luciforms are equally dangerous incorporeal creatures of
light, purity and hope. They appear as humanoid shapes
Spells Known (See Below) made of golden, blindingly beautiful light, painful to look
Dominate, Cloak, Fantasy (Personal), Bolt, Firebolt, at in their scintillating beauty. Luciforms lack gender,
Pinwheel, Hold, Shield (Barrier). features, or even recognizable Bloodlines. Perhaps the
noble vestiges or ghostly remnants of a race of beings so
advanced and so holy that they completely transcended
Special physical existence in the Splinter, Luciforms treat nearly all
Ghostly Traits. beings they encounter as an affront to the ineffable purity
and goodness of their existence, and attempt to erase them
Bright Halo: Ranged attacks of any kind (including from being with blasts of cleansing light. A few tales exist
Harmonics) made against a Luciform suffer a One Step of rare exceptions, individuals whose innate goodness was
Penalty from how difficult it is to look directly at the so obvious that the Luciforms let them pass without harm
Luciform without being dazzled. or even aided them, but these tales may be only rumors.
Luciforms especially hate undead, including Asilos.

Luciforms take no damage from Fire or most (laser-based) energy weapons, half damage from Shock, and double damage from
Frost.

(R)evolver
Might: 6 Or Merged Ranged Weapon at 9 Dice (see below)
Celerity: 12
Vitality: 6 Skills
Omniscience: 10 Melee Combat 8, Ranged Combat 9, Unarmed Combat
Brilliance: 5 7, Stealth 7, Technology 7, Legerdemain 6, Athletics 6,
Survival 5.
Conviction: 10
Life Points (Vit X 9): 54
Harmonics
Evasion Factor (Cel/3): 5 (+1 Natural Armor)
Amputechture 5, Camouflage 4, Hoarder’s Luck 4.
Reaction: 5d6 + 6
Tuning Points: 90
Special
Bio-Integration: A (R)evolver can spend 5 Tuning Points
Attacks
and 1 minute to integrate any weapon with its body, and
Merged Melee weapon at 8 Dice (see below) may spend one minute to remove an integrated weapon.
Integrated weapons function exactly as they normally

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would. A (R)evolver may spend 5 Tuning Points and whatever sensory organs it requires for a particular
one attack action in combat to “reload” an integrated situation (including manifesting a mouth with needle-
weapon, effectively creating ammunition from nowhere. like teeth if otherwise unarmed.) (R)evolvers possess the
Integrated weapons automatically reload themselves extraordinary ability to integrate themselves with any
every 10 minutes outside of combat, regardless of available technology they encounter, and always seek to augment
ammunition. A (R)evolver may have up to four “hands” themselves with the most lethal weapons they can
worth of weapons integrated with itself at any given acquire. The origin of the (R)evolver is shrouded, though
time. When encountered, a (R)evolver has 1d3 weapons most signs point to the Haon-Dor or the Ancients of Io
integrated with itself (roll on random weapon table on while at the height of their power. (R)evolvers seldom
pp. 211-212). At least one of these weapons is always a communicate with beings other than themselves, though
Futuristic Weapon (roll on the Future Weapons table on they appear to be carrying out some unknown function
pp. 215-217). or design within the Splinter. In particular, (R)evolvers
are known to seek, sometimes suicidally, random bits of
technology or Magickal lore. What they do with these
Description collected tidbits is unknown. They are willing to barter or
(R)evolvers are incredibly advanced bio-weapons of trade or parley if outmatched, but only occasionally know
vaguely humanoid design, covered in a bone-white layered or are willing to communicate in the language of any of the
chitin exoskeleton. The head of a (R)evolver is blank and modern Bloodlines.
featureless, though it possesses the ability to extrude

Tourniquet Man [Undead]


Might: 8
Celerity: 12
Vitality: 10
Omniscience: 10
Brilliance: 10
Conviction: 12
Life Points (Vit X 9): 90
Evasion Factor (Cel/3): 4
Reaction: 5d6+6
Tuning Points: 90

Attacks
Slam at 5 Dice for 1d6 + 4

Skills
Unarmed Combat 5, Deceit 6, Stealth 7, Intimidate 7.

Harmonics
Sympathetic Wounding 5: As an attack action, a
Tourniquet Man can spend 6 Tuning Points and make

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an opposed Conviction Test against any enemy (other Description
than a construct, elemental, or undead) within line
This disturbingly “fresh” undead humanoid is dressed
of sight, while tearing open one of its own seeping,
only in a tatterdemalion patchwork of rags, shrouds, and
bandaged wounds. If the Tourniquet Man wins, it
most of all crimson soaked bandages. It is blindfolded
inflicts 5 damage, plus 1d6 extra damage for each net
– and beneath the tattered blindfold its eyes have been
success, as the wound appears on the victim’s body.
sewn shut – but has no trouble seeing its foes. It possesses
Each net success additionally inflicts a -1 Penalty to
the terrifying ability to use itself as a “voodoo doll”,
Strength, Vitality, and Might for the duration that
transmitting its own wounds to any enemy within line of
the victim is “wounded”. Worse still, whenever the
sight. Tourniquet Men are intelligent, but have severed
Tourniquet Man loses Life Points, all characters it has
tongues and never speak.
Wounded in this way lose the same amount of Life
Points that it loses. Any healing – from Healer’s Craft,
Thankfully, no extant faction remembers the secrets of
Healing Salve, Alabaster Potion, First Aid, and so on –
creating the so-called Tourniquet Men; the few that still
cures the Wounded status effect.
wander the Splinter are horrific relics of a bygone era.

Special
Undead Traits.

Sen Warrior
Might: 16 Reach
Celerity: 10 A Sen Warrior’s natural reach lets it attack creatures
Vitality: 12 up to two yards away, and grants it +1 die on attacks
Omniscience: 10 against adjacent creatures smaller than it.

Brilliance: 4
Conviction: 8
Skills
Melee Combat 10, Unarmed Combat 8, Athletics 6,
Life Points (Vit X 9): 108
Intimidate 6.
Evasion Factor (Cel/3): 4 (+1 Natural Armor) or 5
(+1 Natural Armor, +1 Shield)
Reaction: 5d6 + 6
Harmonics
Star Venom 3, Raw Tuning 3.
Tuning Points: 72

Attacks Description
Masterwork Falchion at 11 (12) Dice for 2d6 + 18 This extremely large and powerful serpent-man has
(without shield) the scaly torso and legs of an immensely muscular
human, but the long, thick, sinuous neck, distinctive
Masterwork Falchion at 11 (12) Dice for 2d6 + 10 (with hood, and massive, venom-soaked fangs of a cobra. Sen
shield) Warriors are the elite knights, enforcers, and paladins
of the Ophidian culture. While Lorescales may outrank
Or Bite at 8 (9) Dice for 2d6 + 16 (either) plus poison them and Coatls may have more raw killing power,
there is no position more honorable than that of the
Sen Warrior – it is perhaps for this reason that Sen
Warriors are the only Ophidian who actually value

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honor or fighting fairly, and they are not as reliant on the wheedling or cowardice often associated with the
stealth or subterfuge as most of their kind. They are, Ophidian. They long to clash with worthy opponents
however, still rather found of ambushes and traps, in battle.
but they always fight to the death, and have none of

For unknown reasons, Sen Warriors only use their Raw Tuning to inflict Shock damage.

Ascension Level 7 Monsters

Crypt Shade [Undead]


Might: 8 its Vitality and Might by 2 and its Unarmed Combat
Celerity: 9 by 1 for the duration of this combat. This ability can
be used multiple times for open-ended, cumulative
Vitality: 8 Bonuses. There is no upper limit on Vitality or Might,
Omniscience: 8 although Unarmed Combat caps at 12. Increasing its
Brilliance: 8 Might by 2 increases its claw damage by 1, while it
gains 20 temporary Life Points every time its Vitality
Conviction: 3 increases. Often a Crypt Shade will use its energy drain
Life Points (Vit X 10): 80 ability to “refuel” its Tuning Points for Dark Infusion.
Evasion Factor (Cel/3): 4 (+1 Deflection) If you don’t kill one quickly, it can become a hugely
powerful force to be reckoned with.
Reaction: 4d6 + 7
Tuning Points: 30 Special
Attacks Undead Traits.

Claw at 6 Dice for 1d6 + 4 Energy Drain: Whenever a Crypt Shade hits with its
claw attack, its target loses 10 Tuning Points, and it
Skills regains Tuning Points equal to the amount its victim
lost.
Stealth 8, Unarmed Combat 6.
Description
Harmonics
This looming shadow is a vaguely humanoid blur of
Smog Soul 5. utter living darkness, pure, soul-blighting blackness
congealed and thickened into the shape of a wraith.
Dark Infusion 4: By taking a move action and This is no ghost, however, and for a being of pure
spending 10 Tuning Points, a Crypt Shade can increase shadow, its claws are disturbingly sharp.

Notes: Crypt Shades are is immune to Frost damage, and take double damage from Fire.

Glass Spinneret [Construct]


Might: 8 Omniscience: 12
Celerity: 18 Brilliance: 6
Vitality: 6 Conviction: 6

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Life Points (Vit X 10): 60 18d6 + 7. A Glass Spinneret outnumbered ten to one
Evasion Factor (Cel/3): 6 receives +36d6 Reaction, for a final reaction of 42d6
+ 7, which for the purpose of dice being limited and
Reaction: 6d6 + 7 general sanity is considered the maximum for them.
Tuning Points: 60 Glass Spinnerets tend to “go” rather a lot in combat
against multiple opponents.
Attacks
Stab at 9 Dice for 1d6 + 9 Special
Construct Traits.
Skills
Unarmed Combat 9, Athletics 12, Stealth 8. Description
An impossibly swift, slender, and graceful figure, the
Harmonics glass spinneret is a faceless, headless humanoid. Its
body and all of its limbs are made of smooth, clear glass,
Cut Throat 3. and its “arms” and “legs” both taper evenly to needle-
sharp points, which “clink” on the ground as it deftly
Convocation 4: Glass Spinneret receives +4d6 to runs and cartwheels. Glass Spinnerets are apparently
Reaction for each opponent beyond the first that it the deadliest individual combatants produced by the
faces. Yes, really. A Glass Spinneret outnumbered four Rust Cotillion, and certainly the most advanced. They
to one receives +12d6 Reaction, for a final reaction of always work alone.

Manticore
Might: 12 Or Rain of Needles at 13 Dice for 8d6 damage to
Celerity: 9 primary target and all within twenty-five yards

Vitality: 12
Omniscience: 10 Reach
Brilliance: 6 A Manticore’s tail receives +1 die to attack adjacent
targets due to its long reach.
Conviction: 8
Life Points (Vit X 10): 120
Skills
Evasion Factor (Cel/3): 4 (+1 Natural Armor)
Unarmed Combat 9, Ranged Combat 11, Deceit 5,
Reaction: 5d6 + 7 Barter 4, Intimidate 8, Survival 8, Technology 3,
Tuning Points: 80 Literacy 3.

Attacks Harmonics
Two Claws at 7 Dice for 1d6 + 6 and Bite at 7 Dice for Flight 3, Rain of Needles 5, Battle Scream 5, Star
2d6 + 12 Venom 4.

Or Bite at 9 Dice for 2d6 + 12


Special
Or Tail at 10 Dice for 1d6 + 12 plus Poison Indomitable: A Manticore receives +3 dice to all
Vitality, Conviction, and Celerity Tests made to resist

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negative effects, and +4 dice to all opposed Conviction enslaved by the Haon-Dor like the Tauros Bloodline.
Tests made “defensively”. Manticores are immune to Several of them have been “upgraded” with mechanical
the effects of the Jam Tuning Harmonic. enhancements and control mechanisms by the Rust
Cotillion (add Amputechture 5) who use them as
flying artillery and ground-attack aircraft. Still others
Description have remained free, but even these are dangerous. On
Manticores are legendary, terrifying monsters of top of being sapient, arrogantly murderous, sadistic,
the Splinter; fear of Manticores is trumped only by territorial apex predators, their treatment at the hands
fear of True Dragons by the common people of the of the Rust Cotillion has made them far from trusting
Splinter. If they were once a sapient Bloodline with of other sapient Bloodlines; they are paranoid and
three forms, no one knows what happened to their defensive atop everything else.
Man and Middle-shapes; only the Beast form remains.
Manticores haven’t vanished into a cataclysm made of For some unknown reason, “natural” Manticores have
their own dark ambitions, like the Pyx and the Haon- some affinity towards Needlekin, but that doesn’t
Dor Bloodlines, nor have they been destroyed and mean Needlekin are safe from them.

Vastwurm
Might: 20 Harmonics
Celerity: 6 Devour 1: A Vastwurm eats every creature that it kills
Vitality: 25 with a bite attack. For every creature killed this way,
Omniscience: 10 the Vastwurm receives +1 Might and +1 Vitality for the
duration of the combat. The increase in Might increases
Brilliance: 6 its Bite and Crush damage commensurately, while the
Conviction: 6 increase in Vitality grants 10 temporary Life Points
for every Vitality point gained. In a prolonged battle,
Life Points (Vit X 10): 250
there is no upper limit on how powerful a Vastwurm
Evasion Factor (Cel/3): 3 (+3 Natural Armor, -2 can grow.
Size)
Reaction: 4d6 + 7
Special
Tuning Points: 60
Crush: Instead of trying to bite specific targets,
a Vastwurm can just move through their space,
Attacks attempting to trample them. All characters in the
Bite at 8 (12) Dice for 5d6 + 20 space that a Vastwurm moves through must succeed a
Celerity (ST 4) Test to get out of the way, or suffer 4d6
+ 20 damage. A Vastwurm may not bite in the same
Reach turn it crushes.
A Vastwurm’s natural reach lets it attack creatures
up to ten yards away, and grants it +4 dice on attacks
against adjacent creatures smaller than it.
Description
From a bird’s eye view, from sufficient distance, this
truly enormous Wurm might appear “slender” or
Skills “narrow” as an illusion caused by its truly unimaginable
Unarmed Combat 8. length. Vastwurms can grow to be longer than entire
subway trains, taller than entire skyscrapers (at least
sixty-five yards long and three yards wide). The only

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limiting factor of their growth appears to be time and you in just a few seconds. Vastwurm scales – thick as
the space they’re confined to. On a large enough level, armor – vary from white to red. The maws of males and
with enough room to grow, there is no telling how big females vary, with females having toothless mouths
Vastwurm could get. The skeletons of some Vastwurms that open fourfold, revealing ten foot long mandibles
are so large they take up the majority of entire levels. at each corner; females have a pyramidal cluster of
The most terrible thing about a Vastwurm though is the eight eyes in different sizes above their mouths. Males
relative speed with which they move. No matter where have a bony, armor-plating like crest protecting their
you are in relation to the incredibly long span of its eyes that females lack, and have mouths with only one
body, a Vastwurm can still whip its head around to face simple hinge and many sharp, visible teeth.

Ascension Level 8 Monsters

Fallen
Might: 6 Harmonics
Celerity: 9 Kraftwerx 5, Raw Tuning 5, Smog Soul 5, Necrogenesis
Vitality: 6 5, Bone Weary 5.
Omniscience: 10
Brilliance: 16 Spells Prepared
Conviction: 16 Captivate x 2, Cloak x 2, Fantasy (Personal) x 1,
Fantasy (Area) x 1,Non-Detection x 1, Scry x 3, Magick
Life Points (Vit X 11): 66
Detection x 4, Blizzard x 1, Hold x 4, Teke x 1, Shield
Evasion Factor (Cel/3): 6(7) (+1 Forcefield, +1[+2] (Personal) x 1, Shield (Barrier) x 3, Death Smog x 1,
Armor, +1 Natural Armor) Bladewand x 1 (16 Charges).
Reaction: 5d6 + 8
Tuning Points: 176 Possessions
Radiation Blade, Witherslant Gun (Model Zed) (see
Attacks pp. 221), Pocket Nausea Gun, Flak Vest w/Anti-Beam
Radiation Blade at 7 Dice for 1d6 + 3 plus 1d6 Radiation Coating (additional +1 EF vs. Ranged Energy Attacks),
damage plus 1 damage to each Statistic plus Radiation Armor Symbiont, Wand of Friendship, Temporal Stasis
Grenade, Potion of Invisibility, Glove of Storing, Ring
Or Witherslant Gun (Model Zed) at 14 Dice for 8d6 of X-Ray Vision.
damage
Description
Or Pocket Nausea Gun at 11 Dice for Nausea
This hideously emaciated humanoid is surrounded in
a cowl of preternatural darkness. Its long, matted hair
Skills and nails are the same jet black, its eyes are pinpricks
Technology 11, Sorcery 8, Barter 6, Deceit 9, Security of blood red in its hollow sockets, and its teeth are long
8, Intimidate 9, Unarmed Combat 6, Melee Combat 7, rows of tiny vicious needles in a too-wide grin.
Ranged Combat 7.
The Haon-Dor were a sophisticated, ancient (and
by all the written accounts that survived, rigorously
amoral) civilization that met their own doom when

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their technological advancement met its pinnacle--
with the summoning and binding of Daemons from
some unknown and unknowable abyss. Eventually,
those Daemons grew too powerful for the magic and
technology of the Haon-Dor to contain them. They
eradicated Haon-Dor civilization, as the Haon-Dor
had eradicated countless other civilizations to create
their necromantic servants, and left the Haon-Dor
only as necromantic fragments, wights and wraiths,
husks haunted by their own wretched ghosts and
possessed by the dark spirits they’d conjured up.
Some of the most powerful of the Haon-Dor survived
the Daemonic apocalypse, through their advanced
Harmonics, Magick, and technology. These individuals
are known as the Fallen – while the unholy merger
between Daemon and Haon-Dor sorcerer happened,
the millennia old, frighteningly cunning Haon-
Dor intellect remained in control. Although their
civilization is long dead, the Haon-Dor are some of the
most powerful and dangerous masters of Magick and
technology that walk the Realm in the modern day.
They pursue their goals without conscience, without
hesitation, without mercy, and usually without failure.
Individuals vary in terms of Magick and equipment;
these stats represent only a typical Fallen.

Fallen are usually encountered attended by their


powerful undead servitors, such as Crypt Shades,
Graveslave Drakes, Gravesworn Captains, Dreg
Reavers, and Death Knights.

Radiation – Target must succeed a Vitality (ST 3) Test once per hour or take 2d6 Radiation damage and 1 damage to each Statistic
until they succeed the roll or die.
Nausea – Target must succeed a Conviction (ST 4) Test or be forced to flee and make all Tests at a Two Step Penalty for 2d6 turns.
Creatures completely immune to pain/discomfort ignore this effect.

Great White Phoenix


Might: 10 Evasion Factor (Cel/3): 5 (+1 Natural Armor)
Celerity: 12 Reaction: 3d6+8
Vitality: 16 Tuning Points: 132
Omniscience: 6
Brilliance: 8 Attacks
Conviction: 12 Bite at 8 (10) for 2d6+10, or sting at 8 (10) dice for
3d6+10 plus poison
Life Points (Vit X 11): 176
Or via Integrated Energy Weapon at 9 dice

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Reach one effect, weapons recharge their batteries fully with
10 minutes of rest).
A Great White Phoenix’s natural reach lets it attack
creatures up to three yards away, and grants it +2 dice
Spawn Progeny: When a Great White Phoenix dies,
on attacks against adjacent creatures smaller than it.
1d3 Shooting Starflies emerge from its corpse within
5d6 minutes.
Skills
Unarmed Combat 8, Ranged Combat 8, Technology Description
8, Athletics 7, Intimidate 7, Stealth 7 (all Stealth Tests
The Great White Phoenix is the adult form of the Shooting
made at One Step Penalty), Survival 7.
Starfly. During maturation, the Starfly’s whip-wings
develop into flat, feathered tentacles, and it grows an
Harmonics array of jointed, plated fins that superficially resemble
a peacock’s feathered frill. The entire creature is covered
Star-Venom 5, Flight 5, Raw-Tuning 4, Jam-Tuning 4.
in white armored plates and needle-like feathers. Great
White Phoenixes are solitary and territorial, though
Death Attack 3: A flesh-and-blood creature who takes
they are not particularly ill-tempered and will only attack
damage from the Great White Phoenix‘s Star Venom
trespassers in their territory if they remain for awhile.
Harmonic must immediately succeed a Vitality (ST 3)
Generally the Phoenix will make itself known to intruders
Test or be reduced to 0 Life Points. This Test need only
before attacking, so as to give them a chance to leave; its
be made when a creature first suffers the damage from
appearance is very strange and impressive, and often an
the venom.
effective deterrent, especially against those who haven’t
encountered it before.
Special
The cocoon stage between the Starfly and the Great
Integrated Energy Weapons: A Great White
White Phoenix resembles a large, ceramic-plated egg
Phoenix emerges from its cocoon with the equivalent
with eight stubby appendages with which it anchors
of 1d3+2 random ranged energy weapons built into its
itself (these appendages later grow into the phoenix’s
anatomy. The Great White Phoenix can fire any two of
frill). The cocoon has access to the energy weapons that
the energy weapons on its turn with one attack action;
the Phoenix will later be born with, and bears a number
the weapons can be fired at separate targets. These
of bio-engineered ports through which computers can
weapons can duplicate the effect of any energy pistol
interface with it. Dissection of a Phoenix cocoon has
or energy rifle, a nerve aura sound generator, a freeze
revealed an energy weapon similar in destructive scope
ray, or an energy bow (each weapon can only duplicate
to a Directional Nuke. Luckily, the means of activating
this weapon have been lost with the Phoenix’s death.

Maelstrom Elemental [Elemental]


Might: 18 Evasion Factor (Cel/3): 4 (+3 Natural Armor, -1
Celerity: 6 Size)

Vitality: 18 Reaction: 5d6 + 8

Omniscience: 10 Tuning Points: 99

Brilliance: 6
Attacks
Conviction: 9
Slam at 10 (12) Dice for 4d6 + 18 Fire, Frost, and Shock
Life Points (Vit X 11): 198

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Reach Special
A Maelstrom Elemental’s natural reach lets it attack Elemental Traits.
creatures up to three yards away, and grants it +2 dice
on attacks against adjacent creatures smaller than it.
Description
This hulking goliath of living stone burns constantly,
Skills gives off a mist of freezing cold, and crackles with
Unarmed Combat 10. bolts of undying electricity, like the surface of a vast
thundercloud. The flames, lightning, and cold crackle
around the burning rift of its mouth, the glowing
Harmonics lantern of its eyes, and its long, sharp, rocky claws. The
Raw Tuning 5. ground beneath it is frozen, burned, blasted to glass,
its enemies reduced to vapor. This immensely powerful
Blast and Vapor 4: The Maelstrom Elemental receives elemental monstrosity is a fusion of all the strong,
+4 dice when using Raw Tuning to attack. Additionally, destructive elemental forces present in the Splinter.
its Raw Tuning attacks can deal any two types of damage
with one attack, split evenly between the two types.

All of the damage done by the Maelstrom counts as Fire, Frost, and Shock. If the target has differing weaknesses to the differing
damage types, treat it as whichever damage type the target is most weak to.
A Maelstrom Elemental is immune to Fire, Frost, and Shock damage, including the Fire, Frost, and Shock damage from its own
uses of raw tuning, which means it needn’t worry about catching itself in its own area of effect attacks.

Mirror Knight/Knight of the Black Mirror


Might: 16 Skills
Celerity: 11 Intimidate 12, Athletics 10, Literacy 6, First Aid 6,
Vitality: 15 Survival 6, Unarmed Combat 6, Ranged Combat 6,
Omniscience: 12 Melee Combat 12.

Brilliance: 6
Conviction: 15
Harmonics
Royal Mien 4.
Life Points (Vit X 11): 165
Evasion Factor (Cel/3): 6 (+2 Armor, +1 Shield) Weapon Mastery 3: Mirror Knights receive +3 dice
Reaction: 6d6 + 8 to attack with their chosen weapon (already factored
in above), and deal +3 damage on all attacks with their
Tuning Points: 165
chosen weapon. Each Mirror Knight encountered
wields only one chosen weapon. Although Halberds,
Attacks Greataxes, and Greatswords are normally two-handed
Longsword at 16 Dice for 1d6 + 14 damage weapons, Mirror Knights are sufficiently strong to
wield them with one hand, although Mirror Knights
Halberd at 15 Dice for 2d6 + 11 damage lose the benefit of reach weapons when fighting this
way.
Greataxe at 15 Dice for 3d6 + 11 damage
Power Strike 3: Mirror Knights can give up one or
Greatsword at 15 Dice for 3d6 + 14 damage more dice on an attack roll to deal 1d6 extra damage

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for every attack die forfeited this way, if they hit. This
must be done before attacking; a Mirror Knight can
give up as many as five attack dice this way for as much
as 5d6 extra damage.

Description
Although its shape is humanoid, this armor-clad, well-
armed warrior is far larger and stronger than any member
of any Bloodline’s Man Shape. Its masterfully crafted armor
appears a dull pewter color most of the time, although
occasionally it reflects a brilliant quicksilver hue when it
catches the light just right. Its armor, shield, and blade are
filigreed with intricate designs in jet black, meteoric iron.
Its large, triangular shield tapers to a sharp point, as do
the slender, curving horns of the helm that conceals its
face. Its powerful-looking blade, too, is long, slender, and
graceful. Never speaking, it looks more than the equal of
any martial challenge.

Millennia ago, a great kingdom known as Solar existed;


depending on which version of the histories you believe,
Solar was either a satellite kingdom or colony established
by the Novembrists of Zentropa, or was the origin of the
peoples who later founded Zentropa. Any way it is told,
the kingdom of Solar was protected by the legendary
Mirror Knights, devout warriors who practiced a vow of Somehow, some of the Mirror Knights survived, in defeat
silence in their devotion to the kingdom’s defense. Like and disgrace. Their kingdom lost, what they go on living
so many places, Solar eventually fell to the necromantic for is a mystery; perhaps they are dedicated utterly to
armies and superior technology of the Haon-Dor. Most of the destruction of the Haon-Dor, and their mysterious
the Mirror Knights were corrupted by the Haon-Dor, and missions serve that end. No one knows; like the Knights
their greatest enemies became their greatest champions of the Black Mirror, the surviving uncorrupted Mirror
– the Knights of the Black Mirror, clad in Black Armor. Knights never speak.

Ascension Level 9 Monsters

Cat of Ulthar [Typical]


Might: 4 Conviction: 12
Celerity: 15 Life Points (Vit X 12): 48
Vitality: 4 Evasion Factor (Cel/3): 7 (+2 Size)
Omniscience: 12 Reaction: 6d6 + 9
Brilliance: 12 Tuning Points: 144

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Attacks Prepared Spells
Vorpal Blade at 13 Dice for 1d6 + 6 (decapitates if Captivate x 3, Cloak x 2, Dominate (Naked Casting
successes rolled = 2 x Target EF) Only), Fantasy (Personal) x 2, Non-Detection x 2, Scry
x 2, Magick Detection x 4, Seek Rodents x 2, Seek Water
Or Claw at 10 Dice for 1d6 + 2 or Bite at 10 Dice for x 2, Hold x 3, Shield (Personal) x 2, Shield (Barrier) x 2,
1d3 + 4 Bladewand x 1 (12 Charges).

Skills Special
Melee Combat 11, Unarmed Combat 10, Ranged Nine Lives: The first nine times a Cat of Ulthar would
Combat 6, Barter 8, Athletics 8, Diplomacy 10, sustain fatal damage (be reduced to 0 Life Points or be
Legerdemain 9, Security 9, Intimidate 8, Literacy 6, incapacitated in a way that would make being killed
Survival 10, Technology 6, Sorcery 6, Stealth 12. unavoidable or inevitable), instead, it doesn’t, and
escapes without harm. Any Cat of Ulthar randomly
encountered has already used up (1d6 - 1) + 1d3 of their
Harmonics Nine Lives. After losing a “life”, while Cats of Ulthar
Royal Mien 5, Rift Wind 5. could continue the fight, and retaliate immediately,
they never do, instead preferring to leave to quietly
Mysterious Prehensility 4: A Cat of Ulthar can wield contemplate what they almost lost, and what they did
melee weapons of any size in its beast form with its tail, lose, for quite some time.
as long as it meets the other prerequisites to use them.
Additionally, these weapons can be sheathed or stored Slippery: Cats of Ulthar roll 15 dice to avoid being
in a pocket dimension. The same is true of attuned grappled or escape from a grapple. Additionally, the
Spell charms which can easily be readied or stored from Reach Bonus of any creature adjacent to a Cat of Ulthar
a pocket dimension with the tail while in Beast Shape. is negated if and when that creature attacks the Cat.

Description
It wouldn’t be hard for the ignorant to mistake
this creature for a completely ordinary, helpless,
harmless housecat – almost always black in color. It
has the exact same size, shape, general appearance
and basic personality. Generally speaking, Cats of
Ulthar allow others to assume they are nothing
but ordinary housecats, as this suits their purposes
fine – and they view ordinary housecats as closer
to equals than most other Bloodlines. Although
sometimes, there is a small hint, as certain cats
of Ulthar like to “wear” their status in the form of
brilliant gold and rare diamond jewelry, collars,
and bangles, and woe be it to the adventurer
who tries to relieve them of these treasures.
Cats of Ulthar differ from ordinary housecats in
many ways. They can speak fluently (and charmingly)
in the tongues of all the major Bloodlines, for one
thing. For another, they are all immortal, heroic
questing warrior-poet princes and exiles, hailing

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from the distant land of Ulthar, in an area of the Avatars who, believing a Cat of Ulthar to be an ordinary
Splinter “many, many levels away”. The Cats of Ulthar cat, help it, have made an almost unthinkably powerful
are a full shape-shifting Bloodline, and can assume a friend; Avatars, believing a Cat of Ulthar to be an
man-feline form and a devilishly handsome human ordinary cat, refuse it aid, ignore it, or worse, mistreat
form, although they rarely deign to do so; they prefer it, have made an unbelievably dangerous enemy, and
to remain in their Beast Shape at all times out of perhaps their very last mistake. The most experienced
tradition. Many mistakenly believe them to be a Players and other native adventurers in the Realm have
“lost” Bloodline like the Pyx and the Tauros, and they developed the habit of treating cats with kindness, just
allow this misunderstanding as well as it suits them. in case, just on the off chance. Either way, for good or
ill, the Cats of Ulthar pay their debts.

Greatwolf Guardian
Might: 20 Harmonics
Celerity: 12 Mysterious Prehensility 3: A Greatwolf Guardian
Vitality: 20 can wield melee weapons of any size in its mouth with
Omniscience: 16 no penalties. That a giant wolf, so naturally adept at
biting and clawing, would have learned to rely on using
Brilliance: 5 a weapons, often causes some confusion to their foes
Conviction: 10 in their last few moments of life.
Life Points (Vit X 12): 240
Evasion Factor (Cel/3): 4 (+1 Natural Armor, -1 Special
Size) Whirling Death: A Greatwolf Guardian can choose
Reaction: 8d6 + 9 to make melee attacks with its greatsword against all
characters within five yards rather than choosing to
Tuning Points: 120
attack one target within that range, spinning its blade
in a great circle. Roll one attack at 12 dice, and compare
Attacks it individually to the EF of each character within range.
Giant Greatsword at 12 (15 Dice) for 5d6 + 20 damage This attack has a base damage of 5d6 + 10, and costs 5
Tuning Points to perform.
Claw/Kick at 10 Dice for 1d6 + 10

Bite at 10 Dice for 2d6 + 20 damage


Description
An enormous and beautifully kempt gray wolf, with
approximately the size and power of an eighteen-
Reach wheeler tractor trailer. A giant-sized greatsword with
A Greatwolf Guardian’s enormous size and very, very a blued steel blade and a sapphire pommel, is wielded
large sword allow it to make greatsword attacks on with astonishing skill and agility between its teeth.
characters as far as five yards (fifteen feet) away. It These noble creatures were once the companion
also receives +3 dice to Melee Combat when attacking animals and friends of a race of giants, long extinct.
adjacent targets. Seemingly immortal, they guard their great tombs
and vast forgotten halls. The swords they wield once
belonged to their masters. Greatwolf guardians love
Skills a good fight against anything resembling a worthy
Unarmed Combat 10, Melee Combat 12, Intimidate opponent.
10, Survival 10, Stealth 5.

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Ascension Level 10 Monsters

Malefactotum
Might: 16 Death Attack 3: A flesh-and-blood creature who
Celerity: 9 takes any damage from any of the Malefactotum’s
unarmed attacks, Bone Weary, or Aventine Gauntlet
Vitality: 16 must immediately succeed a Vitality (ST 3) Test or be
Omniscience: 16 reduced to 0 Life Points. This save must be succeeded
Brilliance: 16 the first time in a given combat that that any creature
is hit by any of these attacks. Hence, a creature hit by a
Conviction: 18 claw, tail, and bite, then an Aventine Gauntlet, then a
Life Points (Vit X 13): 208 Bone Weary, must succeed five separate saves.
Evasion Factor (Cel/3): 4 (+2 Natural Armor, -1
Size) Fateseal 5: A Malefactotum can spend 10 Tuning Points
and an attack-equivalent action to make an opposed
Reaction: 8d6 + 10 Conviction Test against any character within line of
Tuning Points: 234 sight. If the Malefactotum rolls more successes on its
Conviction Test, it can control that character’s next turn,
Attacks plus an extra one of that character’s next turns for each
net success achieved on the Conviction Test.
Claw, Tail, and Bite (3 Attacks) at 10 (12) Dice each for
2d6 + 8
Spells Prepared
Reach Captivate x 2, Fantasy (Personal) x 2, Fantasy (Area) x
2, Non-Detection x 1, Scry x 4, Frag x 5, Firebolt x 2.
A Malefactotum’s size grants it +2 dice when making
Unarmed Combat attacks against enemies smaller
than it. Special
Greater Daemon: A Malefactotum is immune to all
Skills forms of poison, diseases, and toxins, to radiation, to
mind-affecting abilities and necrotic effects, to the
Barter 12, Deceit 12, Intimidate 11 (15), Literacy 10, effects of “Jam Tuning”, and to Fire damage.
Technology 4, Sorcery 10, Stealth 6, Unarmed Combat
10.
Description
Harmonics A tall, muscular, winged, horned humanoid, standing
nearly three yards tall and weighing nearly a ton, with a
Aventine Gauntlet 5, Royal Mien 4, Flight 4, Bone wingspan of nearly ten yards from tip to tip. Its scaly skin
Weary 5, Necrogenesis 5, Battle Scream 5, Cobra’s Gaze is often blood-red, pallid gray, or grave-rot black. It has a
5, Raw Tuning 5, Cut-Throat 5, Hoarder’s Luck 5. long, powerful barbed tail. Huge leathery wings, fangs,
claws, and thick, sharp curved horns give it the classical
Convocation 2: Malefactotum receives +2d6 to appearance of a Judeo-Christian demon, although it can
Reaction for each opponent beyond the first that look like anything it wants to, given time and Magick.
it faces. A Malefactotum outnumbered four to one Its face, however, may depart radically from humanoid
receives +6d6 Reaction, for a final reaction of 14d6 + norms, either possessed of no features at all – no eyes, no
10.

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mouth, no nose, just a pulsing crack glowing with energy to take great, sadistic pleasure in causing as much pain and
– or dominated by a vast, central, mandible-ringed maw. suffering as possible to the sentient beings they encounter.

Accounts differ on the nature and origin of Daemons; However, this cruelty and sadism does not appear to be
one thing all agree on is their power. Some believe that their true motive or purpose in their nearly infinite, nigh-
Daemons are malevolent beings brought into the Realm unstoppable lives. It is more like an entertaining sport
by the prideful foolishness of the Haon-Dor or the ancients or pastime. The true motives and goals of Daemons are
of Io, while others believe that Daemons were either akin unknown. Malefactotums are the oldest, most powerful,
to, enemies of, or one-and-the-same as the Noemantae, and rarest of Daemons. Their powers and abilities vary
the nameless name-givers who first created the Realm. considerably, and their appearances vary even more, but
Daemons are not by necessity evil; however they do seem the statistics given here represent a “typical” specimen.

True Dragon
Might: 12/24/36 Skills
Celerity: 12/9/6 Barter 10, Athletics 8, Deceit 10, Diplomacy 10
Vitality: 10/20/30 (14), Security 6, Intimidate 12 (16), Literacy 9,
Omniscience: 12 Animal Ken 6, Technology 6, Sorcery 12, Survival 8,
Unarmed Combat 12.
Brilliance: 16
Conviction: 20
Harmonics
Life Points (Vit X 13): 130/260/390
Aventine Gauntlet 5, Royal Mien 4, Flight 2, Battle
Evasion Factor (Cel/3): 4/5 (+1 Natural Armor/+4 Scream 5, Healer’s Craft 4, Hoarder’s Luck 5.
Natural Armor, -1 Size)
Reaction: 6d6 + 10 Convocation 3: True Dragons receive +3d6 to
Reaction for each opponent beyond the first that it
Tuning Points: 260
faces. A True Dragon outnumbered four to one receives
Gnosis: 12 +9d6 Reaction, for a final reaction of 15d6 + 10.

Attacks (Beast-Shape) Worldbreathing 5: A dragon’s iconic “fire breath” is


Two Claws at 10 (13) Dice for 2d6 + 18 damage and merely a limited use of its Worldbreathing Harmonic.
Bite at 10 (13) Dice for 4d6 + 36 damage Functions as Raw Tuning 5, except: when using Raw
Tuning to deal Fire, Frost, or Shock damage, it can
inflict the damage to all creatures within a two-yard
Or Bite at 12 (15) Dice for 4d6 + 36 damage
wide, twenty-yard long line in front of its mouth, rather
than shooting out “balls” of Fire, Frost, or Shock to hit
Or via Worldbreathing
all creatures within a 10 Yard radius (although it can do
that too) and makes the Attack Test based on Vitality,
Reach rather than Brilliance. When using Raw Tuning to alter
reality, a True Dragon can only alter physical structures
A True Dragon’s natural reach lets it attack creatures
that it breathes directly on.
up to five yards away, and grants it +3 dice on attacks
against adjacent creatures smaller than it.
Synchronicity 5: After making any roll, a Dragon can
choose to reroll all dice that did not turn up successes.
This costs 2 Tuning Points per die – each die can only
be rerolled once in this way and a Dragon can only do

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this once per roll. For instance, a Dragon that makes Description
a Bite attack and scores 5 Successes can spend 10
In Man Shape, called “The Lie” in the Dragon tongue,
Tuning Points and reroll five of the ten dice that did
Dragons appear as ordinary humans with no discerning
not succeed. If three of those dice turn up successes,
features, and need not ever appear as the same human
the dragon now has 8 total successes, but cannot reroll
twice (see above). In Middle Shape, called “The Curse”, they
any more dice with this ability. A Dragon can also force
retain bipedal stature and arms capable of manipulating,
any other character within line of sight to reroll any
but their scaly skin, reptilian maws, and huge, powerful
number of the dice that succeeded on a Test that it just
wings clearly indicate their draconic nature. For unknown
made; this costs 5 TP per die, and again can be done
reasons, Dragons almost never appear in their Middle
only once per die roll.
Shapes, disdaining them in favor of Man Shape and Beast
Shape. In Beast Shape, called “The Truth”, Dragons are
Spells Prepared enormously huge and powerful quadruped lizards, with
massive powerful wings, scythe-like claws, teeth like
Captivate x 2, Cloak x 2, Fantasy (Area) x 2, Non-
rows of swords, long muscular tails, and scales like armor
Detection x 1, Scry x 4, Magick Detection x 5, Firebolt
plating. The color of their scales is often dull red, dull green,
x 4, Hold x 2, Shield (Personal) x 2, Shield (Area) x 4.
dull blue, or dark gray/black, but can be nearly any shade
of any color. The underbelly and throat of a True Dragon
Special is usually lighter in color than the rest of its scales, but is
no softer.
Indomitable: A True Dragon receives +3 dice to all
Vitality, Conviction, and Celerity Tests made to resist
The Realm is a place of many and varied species of Drakes,
negative effects, and +4 dice to all opposed Conviction
but ever-so-few Dragons. True Dragons are both the rarest
Tests made “defensively”. Dragons are immune to the
and most powerful of the Splinter’s Bloodlines. Only the
effects of the Jam Tuning Harmonic.
very wisest of the Splinter’s scholars even know that they
are still extant, and not extinct or vanished like the Pyx, the
Masquerade: A True Dragon in Man Shape
Tauros, and so many others. Entire settlements go entire
automatically benefits from the effects of a Personal
lifetimes without their denizens believing that Dragons
Fantasy Spell, and can appear as anything it wishes;
exist. That is because Dragons often keep to themselves,
this does not require it to attune a charm or spend any
move and act in secret, and avoid getting involved in
Tuning Points. Finally, a True Dragon that shifts out of
the affairs of the larger factions and more numerous
a Shape with less Life Points into one with more Life
Bloodlines. They tend to live in isolation from one another,
Points automatically regains all Life Points lost to the
only meeting, sporadically and infrequently, to mate.
shift (a True Dragon that shifts from Man Shape to
Whether this secrecy and isolationism that keeps Dragons
Beast Shape regains 260 LP).
out of public scrutiny is simply done out of extreme
caution – by all the most educated accounts, there are few
Whirling Death: A True Dragon in Beast Shape can
True Dragons remaining, making them an endangered
choose to make melee attacks with its tail against all
species – or to serve some greater purpose is unknown.
characters within one and a half yards rather than
However, the former possibility is very frightening – what
choosing to claw or bite a few targets within that range,
could be hunting Dragons to make them so afraid, when
spinning its tail in a great circle. Roll one attack at 12
their individual personal power is so ludicrously vast?
dice, and compare it individually to the EF of each
character within range. This attack has a base damage
In personality, Dragons (which are very much sapient
of 4d6 + 18. Characters smaller than the True Dragon
creatures and no dumb beasts) vary as much or more
hit by this attack are knocked prone.
as members of any of the more common Bloodlines.
However, like the other Bloodlines, they share certain
traits in common. Curiosity, jocularity and garrulousness,
magnetism of personality, a certain intense but

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certainly not-unjustified arrogance, a jovially sardonic would stand to inherit a vast quantity of treasure, but woe
sense of humor, and lastly and most conspicuously, an to the fool who gets between a True Dragon and their
acquisitiveness that can veer into full on unbridled avarice. hoard. All Dragons are different; these statistics only
It is this last for which Dragons are most famous. Anyone represent a “typical” Dragon, although there’s really no
brave, suicidal, or powerful enough to defeat a True Dragon such thing.

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Illuminated Rules: Sample Gear and Treasure

Starting Gear
The default assumption of SPLINTER is that whenever each player should begin with one middle-tier medieval
the Players Port into their Avatars’ bodies, they start weapon (see pp. 212-213) of choice, a handful of
naked and alone. However, a Referee might want to healing items, and a piece of middle-tier medieval
begin a game session in the middle of a Long Form armor or a middle-tier shield (see pp. 228-230). The
adventure, with the Avatars in fairly established Referee can decide on what is “middle-tier” by glancing
“covers” within the Splinter, or might want to design at the stats of all the equipment, and the PCs can take
special variant games where the players begin armed their pick from that short list.
with specific or random weapons. In the former case,

Valuables, Coin, and Barter


The Splinter does not have one standardized currency to a primitive community that has not seen anything
and its chaotic, fractured and divided nature makes but medieval tech in centuries, and would fetch a high
digital and paper money worthless. The city of Zentropa price. In a Scientist community where all of the guards
and its royal family mints its own gold coins, which are are equipped with energy weapons, however, it’s “just
the “GP” referred to in the Valuables section (pp. 232- another Mk. 3”. Likewise, the more advanced a society
233). Certain game types use this value as a scoring is and the more able they are to survive without
metric, called “gold points”. However, Novembrist difficulty, the more they value art objects, comforts,
gold is only widely accepted between Level 1,001,000 vices, and luxuries.
and Level 999,000,000. Further up, and further down,
different local currencies and barter systems have Generally speaking, the fluid nature of value in the Splinter
more prominence and Novembrist gold is accepted should allow the Referee to adjust things as needed to keep
skeptically if at all. the PCs well off enough (in civilized areas) to survive (and
when they come on a particularly large treasure cache,
That is why value is not listed for the vast majority of prosper), but to keep things tight enough to challenge
equipment and items listed here. Value is not static. them, without screwing them over.
A laser rifle is a terrifying and exotic magical weapon

Random Treasure
The PCs can find anything in the Splinter. Literally has drawbacks or limitations or barriers to use that
anything. These tables, as expansive and detailed as are commensurate with this. Futuristic and modern
they are, are only the very tip of the iceberg. weapons are simply better, all in all, than medieval
ones. Don’t worry too much about equipment being
You’ll notice that some weapons and equipment are “balanced”, especially in Short Form games. It is reset
just better than others, although almost everything every time the PCs Port out, after all.

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Treasure Tables

Treasure (Any Era)


d100 Roll Treasure (1d6 Pieces) Number of Pieces
01-20 Weapons 1d2
21-40 Armor 1d2
41-60 Healing 1d4 Items (Counts as 1 Piece)
61-75 Valuables 1d3
75-85 Books, Maps, Keys, and Charms 1
86-00 Technology of Some Kind 1d3

Random Technology
d100 Roll Technology Found
01-15 Tools and Gear
16-25 Grenades
26-35 Ammunition
36-65 High-Tech Weapons (Roll 1d10 to determine a result between 91 and 100.)
66-81 High-Tech Armor
81-00 ”Magic Items”

Random Weapon Table


d100 Roll Medieval Weapons (1-75) d100 Roll Steam Weapons (76-80)
01-03 (Masterwork on 03) Dagger 76 .32 Caliber Pyx Revolverlock Sidearm
04-06 Rusted Bastard Sword with short handle. 77 Chain Gun
07-09 Badly Rusted Greataxe 78 Razorgun
10-12 (Masterwork on 12) Shortbow 79 Pyx Hand Crossbow
13-15 (Masterwork on 15) Longbow 80 Gatling Gun
16-18 (Masterwork on 18) Short Spear d100 Roll Modern Weapons (81-90)
19-21 (Masterwork on 21) Quarterstaff 81 Colt .45 Automatic
22-24 (Masterwork on 24) Heavy Crossbow 82 Sig SG 550 Assault Rifle
25-27 (Masterwork on 27) Sling 83 AA-12 Assault Shotgun
28-30 (Masterwork on 30) Greataxe 84 Taurus “The Judge” Shotgun/Revolver
31-33 (Masterwork on 33) Flanged Mace 85 Remington Model 870
34-36 (Masterwork on 54) Sap 86 M1A1 Carbine
37-39 (Masterwork on 57) Scimitar 87 Beretta Px4 Storm
40-42 Scythe 88 FN Five-seveN
43-45 (Masterwork on 45) Warhammer 89 UMP-45
45-48 (Masterwork on 48) Repeating Crossbow 90 Walther WA-2000

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d100 Roll Medieval Weapons (1-75)
49-51 (Masterwork on 51) Glaive d100 Roll Future Weapons (91-00)
(d10 Roll)
52-54 (Masterwork on 54) Morning Star 91 (1) Praetorian X93 Combat Rifle
55-57 (Masterwork on 57) Bastard Sword 92 (2) Energy Pistol. Roll 1d6: 1. Adv. Underwater; 2.
V186 Hvy; 3. Pocket Nausea Gun; 4. Microwave
Pistol; 5. Advanced Gauss Pistol; 6. Disintegrator
Pistol
58-61 (Masterwork on 60-61) Shortsword 93 (3) Energy Rifle. Roll 1d6: 1.Mk. 3 Laser Carbine; 2.
GS-9 Millitary Ion Rifle; 3. Penetrator Pulse-Laser;
4. Blaster Crossbow; 5. Fusion Rifle; 6. Witherslant
Gun, Model Zed
62-64 (Masterwork on 64-65) Broadsword 94 (4) Autonomous Throwing. Roll 1d4: 1. Plasma Blade
Flingering; 2. Robot Attack Drone; 3. Living
Torpedo; 4. Self-Returning Shuriken
65-67 (Masterwork on 67) Greatsword 95 (5) Roll 1d3: 1. Nerve Aura Sound Generator; 2. Freeze
Ray; 3. Flesh-Eating Bacteria Aerosol Spray
68-70 Throwing Axe 96-97 (6-7) Futuristic Melee. Roll 1d8: 1. Monofilament Rapier;
2. Hyperice Dagger; 3. Monofilament Whip; 4.
Variable Metal Punching Dagger; 5. Venomous Bio-
Spear; 6. Radiation Blade; 7.Quantum Mass Axe; 8.
Double-Bladed Fusion Sword
71-73 (Masterwork on 73) War Axe 98 (8) Energy Bow
74 (Masterwork on 74) Kukri 99 (9) Non-Autonomous Throwing. Roll 1d6: 1.
Flashbang; 2. Yellowspore; 3. Fragmentation; 4.
Mr. Wubbles; 5. Swarm Pod; 6. Temporal Stasis
Grenade
75 (Masterwork on 75) “Shepherd’s Crook” 00 (10) Directional Nuke

Weapons

Medieval Weapons
Some medieval weapons are “Masterwork”. All attack rolls. Weapons without a listed minimum Might
Masterwork weapons receive one additional die on all can be used by anyone.

Weapon Stats/Description
Badly Rusted Greataxe Might 9+ to use. 3d6 damage. Two-handed. All attacks at a One Step Penalty. If half of the dice on
any attack are 1s, this weapon breaks. Weighs 4 Stone.
Bastard Sword Might 6+ to use. Can be used with one or two hands. 2d6 damage. Weighs 3 Stone.
Broadsword Might 5+ to use. One-handed. 1d6 + 3 damage. Weighs 1 Stone.
Dagger One handed. 1d3 + 2 damage. Can be thrown with Ranged Combat, retaining its Melee Bonus
Damage as normal. Weighs 0.25 Stone.
Flanged Mace Might 9+ to use. One handed. 2d6 + 3 damage. Weighs 4 Stone.

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Weapon Stats/Description
Glaive Might 6+ to use. Two-handed. 2d6 Damage. Reach. (+1 to EF in Melee versus opponents without
reach weapons.) Weighs 2 Stone.
Greataxe Might 9+ to use. Two-handed. 3d6 + 3 damage. Weighs 4 Stone.
Greatsword Might 9+ to use. Two-handed. Base Damage: 3d6. Weighs 4 Stone.
Heavy Crossbow Might 6+ to use. Two-handed. 3d6 + 6 damage. Attack Action to Reload. Found with 1d10 + 1 Bolts.
Weighs 3 Stone.
Kukri One handed. 1d3 + 4 damage. Weighs 0.5 Stone.
Longbow Might 7+ to use. Two-handed. 2d6 damage. Add melee bonus damage to attacks as if using a two-
handed melee weapon. Found with 1d12 +2 arrows. Weighs 1 Stone.
Morningstar Might 10+ to use. Two-handed. 4d6 damage. Characters with Might 12 or less attack at a One Step
Penalty. Weighs 6 Stone.
Quarterstaff Two-handed. 1d6 + 2 damage. Can make two attacks/round at -1 Penalty to both attacks; if you do,
each attack receives melee bonus damage as if it was with a one-handed melee weapon. Weighs 2
Stone.
Repeating Heavy Might 8+ to use. Two handed. 3d6 + 3 damage. Loads a clip of 5 Bolts. No reload action is needed
Crossbow between shots, but reloading the clip is a full round action. Can be used with Ranged Weapons OR
Technology. Found with 2d6 bolts and 1d3 clips. Weighs 2 Stone.
Rusted Bastard Sword Might 6+ to use. Can be used with one or two hands but attacks with two hands suffer a One Step
with short handle Penalty. If half of the dice on any attack are 1s, this weapon breaks. Weighs 2 Stone.
Sap One handed. 1d6 non-lethal damage. +1 die on attacks against unsuspecting targets. Weighs 1
Stone.
Scimitar One handed. 1d6 + 4 Damage. Weighs 1 Stone.
Scythe Might 9+ to use. Two-handed. 2d6 + 3 base damage. Weighs 3 Stone.
“Shepherd’s Crook” Might 6+ to use. Two-handed. 2d6 Damage. Can make trip attacks (-5 to damage, knocks opponent
down; standing is an Attack action or a Move action (ST 3 Celerity Test) to “kip up”. Weighs 2 Stone.
Shortbow Two-handed. 1d6 Damage. Add melee bonus damage to attacks as if using a two-handed melee
weapon. Found with 2d10 arrows. Weighs 1 Stone.
Short Spear One-handed. 1d6 + 3 Damage. Reach. (+1 to EF in Melee versus opponents without reach weapons.)
Weighs 1 Stone.
Shortsword One-handed. 1d6 + 2 damage. Weighs 1 Stone.
Sling One-handed. 1d6 damage. Add melee bonus damage to attacks as if using a one-handed melee
weapon. Found with 3d6 bullets. Weighs 0.5 Stone.
Throwing Axe Might 6+ to use. Might 8+ to throw. 1d6 + 3 damage. , Add melee bonus damage as if using a one-
handed melee weapon if thrown. Weighs 1 Stone.
Waraxe Might 7+ to use. One-handed. 1d6 + 6 damage. Weighs 2 Stone.
Warhammer Might 11+ to use. Two-handed. 3d6 + 6 damage. Weighs 7 Stone.

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Modern Weapons
Weapon Brief Notes (See full description below)
.32 Caliber Pyx Used with either Ranged or Technology. 2d6 + 3 Damage. Loads 6 Rounds; Full Round Action to
Revolverlock Sidearm Reload.
Chain Gun Used with either Ranged or Technology. 2d6 + 2 Damage. Loads 1 Foot of Chain. (8 Links). Move
Action to Ready Between Shots; Full Round Action to Reload.
Razorgun Used with Ranged Weapons. 2d6 + 10 Damage. Loads a “coil” of 12 yards of hypersharp mono-wire,
which is fired out a yard at a time in a spinning tangle of razor death; found with 1d6 yards (shots)
loaded. Full Round Action to Reload. Vorpal: If successes scored on an Attack Test equal twice the
target’s Evasion Factor, the target is automatically decapitated and killed, unless the target has no
head/vital organs. Weighs 2 Stone.
Pyx Hand Crossbow Used with Ranged. Loads one bolt at a time. Reload with a Move action. Can load special bolts
(described below). Comes with d20 bolts.
Gatling Gun Used with Ranged or Technology. 2d6 Damage + 1d6 per shot fired beyond the first. Loads d100 of
100 in belt. See description.
Colt .45 Automatic (Ranged or Technology to Use.); 2d6 + 4 damage; Loads 7, Move Action to Reload with another clip;
Full Round Action to Load (Celerity Dice) Rounds into an empty clip.)
Sig SG 550 Assault Rifle (Ranged Weapons or Technology to Use); 2d6 + 5 damage; Automatic (See Rules Below); Variants
Exist (See Rules Below); Weighs 2 Stone; Load: d20 of 20 (Detachable Box Magazine); Move Action
to Reload; Full Round Action to Load (Celerity Dice) Rounds into an empty clip.
AA-12 Assault Shotgun 3 Stone. Ranged or Technology to use. 5d6 Damage. 8-Round Capacity. Autofire: -x dice to attack,
+xd6 damage, up to a maximum of -5/+5. Move Action to replace magazine, Full Round Action to
Load (Celerity Dice) rounds into an empty magazine. Found with 1d8 of 8 rounds in magazine.
Taurus “The Judge” (Ranged or Technology to use.) Loaded with 1d6 of 6, either .45 Colt (on 1-3; 2d6 + 4 damage) or
Shotgun/Revolver .410 Shotshell (on 4-6; 4d6 damage), and can alternate between them in a cylinder. Full round
action to reload (Celerity Dice) bullets into the cylinder.
Remington Model 870 Pump action 12 Gauge shotgun. Ranged Weapons or Technology to use. 6d6 damage. Loads 5
Shells, found with 1d4 shells chambered. Move Action needed to rack slide between shots. Full
round action to insert (Celerity Dice) shells. Weighs 1 Stone.
M1A1 Carbine Semi-automatic .30 Carbine. Ranged Weapons or Technology to use. 2d6 + 6 damage. Loads a 15
round detachable box magazine. Move Action to replace magazine with a fresh one. Full Round
Action to Load (Celerity Dice) rounds into an empty magazine. Weapon found with (2d6) out of 15
rounds loaded. Weighs 1 Stone.
Beretta Px4 Storm Semi-automatic 9mm handgun. Ranged Weapons or Technology to use. 1d6 + 5 Damage. Loads
20 rounds in a magazine. Move Action to replace magazine with a fresh one. Full Round Action to
Load (Celerity Dice) rounds into an empty magazine. Weapon found with 1d10 of 20 rounds loaded.
Weighs 0.5 Stone.
FN Five-SeveN Semi-automatic 5.7x28mm armor-piercing handgun. Ranged Weapons or Technology to use. 1d6
+4 Damage. All attacks score one automatic success for each point of EF the target receives from
armor; don’t roll those dice. Loads 10 rounds in a magazine. Move action to replace magazine with a
fresh one. Full Round Action to Load (Celerity Dice) rounds into an empty magazine. Weapon found
with 1d10 of 20 rounds loaded. Weighs 0.5 Stone.

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Weapon Brief Notes (See full description below)
UMP-45 .45 Caliber Submachine gun. Ranged Weapons or Technology to Use. 2d6 + 4 damage. Automatic
(See Rules Below). Loads 25 rounds in Detachable Box Magazine. Move action to replace magazine
with a fresh one. Full round action to load (Celerity Dice) rounds into an empty magazine. Weapon
found with 3d6 of 25 rounds loaded. Weighs 1 Stone.
Walther WA-2000 Semi-Automatic .300 Winchester Magnum Sniper Rifle. Ranged Weapons or Technology to use.
2d6 + 15 damage. +1 die on all attacks. Loads 6 rounds in a Detachable Box Magazine. Move action
to replace magazine with a fresh one. Full round action to load (Celerity Dice) rounds into an empty
magazine. Weapon found with 1d4 of 6 rounds loaded. Weighs 1 Stone.

Futuristic Weapons
Weapon Brief Notes (See full description below.)
Praetorian X93 Combat Ranged Weapons or Technology to use. Two-handed. 4d6 or 3d6 damage. Fully automatic (See
Rifle Rules Below). Loads 40 of 40 rounds in a dual magazine, plus 10 grenades. Move action to replace
magazine with a fresh one. Full round action to load (Celerity Dice) rounds into an empty dual
magazine, or to load one grenade into the grenade launcher. Weapon found with 2d20 rounds in
each magazine (one magazine contains high-explosive, the other armor-piercing) and 1d6 grenades
in the launcher. Weighs 1 Stone. SEE NOTES
Energy Pistol All: Tech (3+) to use, used with Technology; See Energy Pistols table.
Energy Rifle All: Tech (4+) to use, used with Technology. See Energy Rifles table.
Autonomous Throwing: 1. +3 Dice Bonus to Hit on Ranged Weapons Tests. Damage: 1d6 + 5 Fusion. Powered by Energy Cell:
1. Plasma Blade d20 of 50 Charges Remain when found, Tech. needed to check. SEE NOTES.; 2. As character. Celerity 9.
Flingering; 2. Robot EF 5 (+2 Size), LP: 4. Attacks at 5 Dice for 1d3 + 2 with tiny laser.; 3. A tiny little flying bomb, it resembles
Attack Drone; 3. Living a three-eyed hairless bat with no mouth and an abdominal pouch distended with explosives. When
Torpedo; 4. Self- thrown, functions as character. Flies at target (Celerity 9, EF 4 (+1 Size), LP 10) and explodes when it
Returning Shuriken reaches the designated target or when it is killed. It attacks with a dice pool of 6 Dice. If it hits, it latches
on and explodes, dealing 12d6 damage to the primary target. If it fails, it keeps trying until it succeeds or
is killed. When it explodes one way or another, the explosion deals 8d6 to everyone in a 15 foot radius;
those who succeed a Celerity ST 3 Test take only half damage. It will explode in five turns if it does not
manage to latch on or get killed.; 4. Many varieties exist. See rules below.
Nerve Aura Sound All in a thirty foot cone must succeed Conviction (ST 4) Test or turn psychotic for 1 Hour. Magazine:
Generator 1d20 of 50 (Backpack Mounted Power Pack). SEE NOTES.
Freeze Ray All in a thirty foot cone make a Celerity (ST 3) Test; those who succeed take 2d6 Frost, those who
fail take 4d6 Frost and are frozen solid. Magazine 2d20 of 50 (Backpack Mounted Power Pack). SEE
NOTES.
Futuristic Melee See Futuristic Melee Weapons table.
Energy Bow 2 Hands. Technology 3+ AND Might 6+ to use. 2d6 + 4 energy damage. Magazine: 15 of 50 (Energy
Cell). Weight: 1 Stone. Technology (ST 2) to understand.
Non-Autonomous See Grenades table.
Throwing
Directional Nuke Delivers its explosion in a cone-shaped area of attack. Damage taken based on distance from point of
detonation. Additional effects for survivors beyond just damage. SEE NOTES.

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Energy Pistols
Energy Pistol Brief Stats
Advanced Underwater 3d6 Damage; Magazine: 2d20 of 40 (Energy Cell), Works Underwater.
Laser Pistol
V186 Heavy Laser 2d6 + 6 Damage; Magazine 2d20 of 40 (Energy Cell)
Pistol
Pocket Nausea Gun Target must make Conviction (ST 4) Test or flee and take all actions at Two Step Penalty for 3d6
Turns. Magazine: d% of 100 (Energy Cell).
Microwave Pistol 4d6 Heat/Fire Damage. Magazine: d20 of 30 (Energy Cell).
Advanced Gauss Pistol 3d6 Damage. +2 dice to attack. Magazine loads d20 of 50 bursts worth of needles. Energy cell is
good for firing d20 of 50 bursts. Capable of special autofire (see rules).
Disintegrator Pistol A character hit by the beam must make an ST 3 Vitality or Celerity Test (target’s choice). If they
succeed, they take 3d6 damage (not staged up by net hits on the Attack Test). If they fail, they are
disintegrated. Energy cell is charged for d10 of 10 shots when the pistol is found.

Energy Rifles
Energy Rifle Brief Stats
Mk. 3 Laser Carbine 3d6 Damage; Magazine: 2d20 of 40 (Energy Cell), Works Underwater.
GS-9 Military Ion Rifle 5d6 Damage. Magazine: d20 of 20 (Non-Replaceable, Rechargeable Energy Cell). Weight: 1 Stone.
Limited Range: 1-20 Yards (12 Squares, 60 Feet) – No Penalty; 21-40 Yards (24 Squares, 120 Feet) –
One Step Penalty; 41-60 Yards (36 Squares, 180 Feet) – Two Step Penalty. SEE NOTES.
Penetrator Pulse-Laser +1 Die to attacks. 6d6 Damage. Magazine: 1d2-1 of 2 (Backpack Heavy Fusion Cell).Weight: 3 Stone.
Big Game Rifle
Blaster Crossbow 2 Hands. Technology 2+ and Might 6+ to use. Can use Technology or Ranged to attack. Weighs 2
Stone. Magazine: 2d4 of 8 Charges (Energy Cell). 3d6 + 12 Energy Damage. Not really a crossbow in
anything but shape/appearance.
Fusion Rifle 2 Hands. Technology 4+ to use. Uses Technology. Deals 15d6 Heat/Fire to its specific target on a
direct hit, and 10d6 Heat/Fire damage to everything in a ten foot radius of the target. The non-
rechargeable, non-replaceable, non-interchangeable energy cell has d20 of 20 charges.
Witherslant Gun Model 8d6 Damage; Magazine: d% of 75 (Energy Cell); SEE NOTES.
Zed

Grenades
Grenade Brief Stats
Flashbang All within 2d6x5 foot radius who fail an ST 3 Vitality Test (ST 1 Vitality Test if averting eyes/
covering ears) take all actions at a Two Step Penalty for 1d6 Turns.
Yellowspore Grenade Everyone in a 10 Foot Radius must succeed a Vitality (ST 3) Test or take 2d6 Celerity damage which
lasts for 3d6 minutes.
Fragmentation Deals 5d6 + 6 damage to all within a 15x15 foot square, reduced by 1d6 for each success on an open
Celerity Test.

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Grenade Brief Stats
Mr. Wubbles Any sentient being within 30 feet of the creature must succeed a Conviction (ST 4) Test or stand still
and take no actions as they stare at the cute little guy and listen, entranced, to his purrs and trills.
Hypnotized who take any kind of damage are allowed another Conviction Test, at ST 1, to recover
from the effect. Characters who fail their Tests if not damaged or somehow pulled away will just
stare in awe at the wonderful little critter for a week or so until it drops dead. SEE NOTES.
Swarm Pod The contents of this weird, gross, fleshy pod vary. Roll 1d4: 1. Toxic, 2. Sleep Gas, 3. Agony, 4. Flesh-
Eating. SEE NOTES.
Temporal Stasis Stops time in a 15 foot radius (Ranged Combat [ST 2] Test to hit the desired area). Characters
Grenade caught in the “blast radius” are allowed ONE Celerity (ST 4) Test to throw themselves clear on the
turn the grenade is thrown, before it goes off. Characters that fail are caught in the temporal stasis
bubble. Characters in that area take no actions. They can’t take damage or suffer status effects.
They can’t be moved, and neither can anything they’re holding. Everyone outside of the radius
can continue to move normally. This grenade is best for buying time to buff and/or heal or for
temporarily removing assailants. The stasis field lasts 3d6 turns.

Futuristic Melee Weapons


Weapon Brief Stats
Vorpal Blade +2 Dice to hit, 1d6 + 4 base damage, Celerity 6+ to use without risk of fumbling (hitting self on each
(Monofilament Rapier) failed Attack Test). Vorpal. SEE NOTES.
Venomous Bio-Spear One-handed. Tech 4+ and Might 5+ to use; Base Damage 1d6 + victim must succeed a Vitality (ST 4)
Test or take an additional 3d6 Poison damage. Magazine: 30 Doses of Venom. SEE NOTES.
Radiation Blade One-handed. Base Damage: 1d6 Slashing plus 1d6 Radiation plus 1 damage to each Statistic plus
Radiation status effect. SEE NOTES.
Variable Metal One-handed. 1d6-3d6 damage. SEE NOTES.
Punching Dagger
Monofilament Whip +3 Dice to hit, 2d6 base damage. Celerity 8+ to use without risk of fumbling (hitting self on each
failed Attack Test). Vorpal. Reach (+1 EF in melee combat against enemies without Reach weapons).
SEE NOTES.
Hyperice Dagger One-handed. 2d6 Frost damage. +1 die to all attacks, additional +3 dice to attack unexpected or
unaware targets. SEE NOTES.
Quantum Mass Axe Might 7+ to use. Two-handed. 4d6 + 10 Damage. Melee bonus damage applies normally. SEE
NOTES.
Double-Bladed Fusion Might 5+ to use. Two-handed. +1 Die to Hit. 2d6 + 10 base damage. Celerity 6+ to use without risk
Sword of self injury. User receives +1 EF versus ranged attacks. Melee bonus damage does not apply to
attacks with this weapon. Can make two attacks per round, with each attack at a -2 dice pool Penalty.
Weighs 1 Stone. SEE NOTES.

Selected Weapon Descriptions and Additional Notes:

Autofire
Some weapons are capable of fully automatic fire. Fully for “covering fire”. Autofire weapons that load less than
automatic fire can either be focused or spread. Autofire 10 rounds or come from unusual tech levels may have
weapons which load 30 or more rounds can also be used

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unique, one-off rules for autofire rather than the rules Everyone not hit directly can make a Celerity (ST3)
presented here. save for half damage; deals an additional 2d6 damage
to the target.
Focused Autofire: For each shot you fire in a turn
beyond the first, to a maximum of five total shots, you Acid Bolt: Glass head filled with powerful acid. 1d6
may subtract a die from your attack roll and add 1d6 + 2 Piercing damage to the target, plus another 2d6
to your damage. The dice subtracted constitute a recoil Acid damage, plus 1d6 Acid damage per turn for 2d6
Penalty; the bonus damage is from multiple bullets Turns. Nasty. Deals 1 damage to anyone within one
(potentially) hitting the target. Focused autofire is square of the target.
effective against easy to hit but sturdy targets.

Spread Autofire: For every three shots you fire in a Gatling Gun
turn beyond the first, to a maximum of sixteen total The polished brass fixtures and clockwork styling of
shots, you can add a die to your attack roll. Discount this decidedly steampunk-looking Gatling gun belie its
all successes that exceed the target’s Evasion Factor; considerable mechanical sophistication. Ammunition
damage from Spread autofire can never be staged up is fed to the four barrels via a belt and the gun is fired
or achieve a critical hit. (at whatever rate the user desires) by turning a crank.
The weapon deals 2d6 damage plus 1d6 damage for
Covering Fire: You may spend 30 bullets to elect that every shot fired after the first, and can fire up to five
you’re using covering fire to saturate an area with hot shots per attack for a total of 6d6 damage. Doesn’t use
flying lead; make one attack roll and choose an area 15 normal autofire rules, no recoil Penalty. Can be fired
ft. by 15 ft. in size. Characters who start their turn in with either Ranged or Technology. Weighs 4 stone.
that area, end their turn in that area, or move through d100 of 100 Shots in Belt.
that area between now and the start of your next turn
must make a Celerity (ST 3) Test. If they fail, they take
damage equal to the weapon’s base damage plus1d6 SIG SG 550 Assault Rifle or Clone
for every success you rolled on your Attack Test. The
area is so saturated with flying lead that their Evasion SIG SG 550 Variants (Roll 1d4).
Factor does them no good.
1: SG-551-P Police Carbine. This variant is shorter and
weighs only one stone.
Pyx Hand Crossbow
2: SG-556 Classic. This variant is not capable of
This weapon can load a wide variety of ammo. autofire, but deals +1 Damage.

Bolts 3: SG-550 Sniper. This scoped variant receives +2 Dice


to hit when not using autofire.
Monofilament Bolt: 2d6 + 4 Damage. If the
successes on a Ranged Attack Test to hit a target with 4: SG-552 Commando Carbine. This variant is
this weapon are equal to twice the target’s Evasion suppressed (ST 3 on an Omniscience Test to hear it
Factor, the target is automatically decapitated and firing from one room away, as opposed to ST 1 for
killed. an unsilenced weapon) and includes an under-barrel
grenade launcher (launches 40mm grenades for 5d6 +
Boomstick Bolt: A large amount of gunpowder is 6 damage to all within a 15x15 foot square, reduced by
located in the head, and the charge is automatically 1d6 for each success on an open Celerity Test) that is
primed by firing. Deals 5d6 explosive damage to definitely not silenced. Loaded with one grenade on a
everything one square away from the target (if it 5-6 on 1d6.
missed, randomly determine what square it hit).

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Praetor X93 Combat Rifle Advanced Underwater Laser Pistol
Reconstructed and reverse-engineered from ancient This weapon is made of blue-green plastics and has a
technology, this ultra-high-tech slug-thrower assault very rounded, ergonomic look to it. It emits blue-green
rifle is the ceremonial guard weapon of the elite energy pulses, and works just fine underwater.
Metropol guards in the royal palaces of the Novembrist
capital city of Zentropa city. For a weapon used by the
ceremonial honor-guard, it certainly is ugly--boxy, Microwave Pistol
bullpup, made of dark composite plastics and alloys-- This short, vaguely pistol-shaped weapon has what
and it certainly is functional. While Metropol provides looks like a satellite dish where the barrel should
themselves on their mastery of more traditional be; it fires a wide, short, invisible beam of coherent
weapons--the longsword, the halberd, the tower microwaves that cooks the target from the inside
shield--it is toys like this that make them truly a force out. As versatile as a laser, a microwave pistol can
to be reckoned with. be used to cook a meal or to start a fire, although it
can’t be used to weld anything. It makes a distinctive,
Just slightly more advanced than the most advanced unpleasant high-pitched whine sound when used, but
firearms Earth has to offer, this weapon loads a dual is still much quieter than a traditional slugthrower. If
magazine which can hold 40 rounds of two different the microwave beam discharge hits anything metallic,
types of ammo. Usually it is loaded with high-explosive it gives off a shower of sparks, but deals no additional
ammo (4d6 damage) and armor-piercing ammo damage. This weapon is only effective within a range
(2d6 damage, and treat a number of dice on every of 60 feet.
attack equal to the target’s EF from Natural Armor,
Armor, and Shield Bonuses to have automatically
rolled successes; don’t roll those dice), but specialized Advanced Gauss Pistol
circumstances might call for the dual magazine to be
loaded with all HE, all AP, or more exotic ammunition Gauss guns use a magnetic linear accelerator to fling
types. Both loads in the magazine are slabs of caseless a metallic load at the target, slinging the projectile
ammunition; the weapon does not eject spent brass, down the barrel using a sequenced ripple of controlled
and doesn’t jam. When found randomly, the magazine magnetic pulses. Large scale gauss weapons are called
contains 2d20 of 40 rounds of high-explosive ammo rail guns, and all operate by the same principle as the
and 2d20 of 40 rounds of armor-piercing ammo. The giant mass drivers used to launch mineral ore into
Praetor X93 is the only autofire-capable firearm listed space from low-gravity worlds. This gauss pistol is very
here with enough ammunition to lay down covering advanced and has an amazingly high rate of fire; the
fire. However, any given autofire attack, regardless of basic damage listed is for one burst of needles, and the
type, must draw its ammo entirely from one “side” of magazine can load enough tiny metallic needles for fifty
the dual magazine. of those bursts; the weapon also needs a power source,
a standard energy cell. This gauss pistol can be used to
If 80 rounds of high-explosive/armor piercing ammo “hose” an area of 15 cubic feet with a hail of needles.
wasn’t enough for you, the weapon also features an Everything in the area must succeed an ST 3 Celerity
underbarrel grenade launcher with a 10-round internal Test or suffer 3d6 damage; the area is so saturated with
magazine. When found randomly, the weapon’s high velocity needles that even characters that manage
grenade launcher has 1d6 fragmentation grenades to succeed the Test still suffer 1d6 damage. Using this
(see p. 216) loaded. The weapon also features a flash- area effect attack uses 10 bursts of needles and 10
suppressor on the barrel (although it is still rather charges from the power cell, but takes no more time
loud) and a top-mounted digital scope. than a normal attack.

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Disintegrator Pistol The tiny energy cell it uses can’t be recharged and is
totally incompatible with standard energy cells. The
This stereotypical looking, hyper-advanced ray gun gun itself is made from a shiny metallic substance, and
fires a narrow green beam. The beam disintegrates regenerates damage it takes within reason--if the gun
anything it touches that doesn’t manage to get out of was destroyed outright, a very, very large explosion
the way (Celerity [ST 3] Test) or tough it out (Vitality might result. Using this may or may not give you cancer.
[ST 3] Test); the target chooses which Test to make.
Even creatures that make their “saves” take 3d6
damage as their cells are pulled apart by weird energy. Witherslant Gun, Model Zed
This is one of the oddest and most powerful personal
Although it looks like just a carbine-shaped piece
weapons in the entire Splinter, and is extremely rare
of molded gray plastic…this unbelievably powerful
and sought after.
energy weapon does 8d6 damage and flies up into
its wielder’s hand at a thought, rendering it totally
Mk. III Laser Carbine unnecessary to Ready the weapon before combat. Adds
+3 dice to Attack Tests if Technology is used to attack,
This weapon looks like a short metal tube about the not if you’re defaulting. It also projects an invisible
length of a combat shotgun with two pistol grips. The force field (ST 2 Technology Test to activate) that adds
power supply is worn strapped to the user’s thigh. +1 EF to the weapon’s wielder. Each of these weapons
is isomorphic, and responds only to its one individual
user. (There is a 20% (81-00 on a d100) chance that this
GS-9 Military Ion Rifle weapon is unregistered when picked up and will register
A blocky, boxy, brutal looking weapon, it’s only as long to the first person to touch it. If not, the weapon will
as a man’s arm but is thick, wide, and surprisingly deal 8d6 damage to its user when they attempt to fire
heavy. It looks lethal but it’s really better suited to a it. (This can be realized with an ST 1 Technology roll,
support role like a combat shotgun, for clearing rooms, and overcome with an ST 5 Technology roll.) It basically
pillboxes, and so forth. The power-pack is built into the can’t be reloaded.
weapon and must be recharged (good luck) with an
appropriate power source rather than replaced.
Plasma-Blade Flingering
A flying, four-bladed fusion throwing weapon which
Penetrator Pulse-Laser Big Game projects four short jets of plasma flame, programmed
Rifle to return to its owner’s hand after striking the target.
Technology (Two Step Penalty for Defaulting to
A long heavy rifle with a small backpack mounted power
Brilliance) & Ranged Weapons required to use for each
unit. Designed for killing very large game. It drains the
attack; a complete failure on either roll means the
entire power unit in just two shots. It is expensive and
weapon cuts you on returning.
tricky to maintain, but nonetheless is a superb big-
game rifle, deadly and accurate at tremendous range. It
takes a full round to take off the used powerpack, don Self-Returning Shuriken
another one, and plug the weapon back in.
A tiny anti-gravity motor and an on-board targeting
computer make this weapon possible; when you fling
Fusion Rifle it at a target, the computer makes the necessary
course corrections for the shuriken to steer itself in
Made by a ridiculously advanced culture, this ultra-tech
just close enough to slash the target without getting
weapon is no larger or heavier than a laser rifle, but still
stuck and return safely to your hand. Attacks with a
has the firepower of something that would be better
self-returning Shuriken use the Ranged Weapons Skill,
suited to being the primary weapon of a starship.
and all attacks with Self-Returning Shuriken receive

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two Bonus dice on the attack roll. If half or more of such a cute, furry little beast, a ball of loveable fluff with
the Attack Roll dice turn up 1s, the shuriken fails to two big shiny dark eyes, a pair of comically large ears
return and is destroyed. The miniature energy cell of a and feet, and no arms. It emits an extremely pleasing
self-returning shuriken is good for d20 of 30 throws/ sound, which is specially designed to hypnotize
returns when it is found. Numerous varieties exist; roll sentient beings; regardless of how heartless, cold, or
1d4 to see which one is found. There is a 15% chance badass they are, they must save versus the effect.
(85-00) that 1d4 + 1 Shuriken of this type are found,
instead of just one. Any sentient being within 30 feet of the creature must
succeed a Conviction (ST 4) Test or stand still and take
1: Basic Model. Does 1d6 damage. Nothing fancy. no actions as they stare at the cute little guy and listen,
entranced, to his purrs and trills. Hypnotized who take any
2: Venom-Injection Model. It does 1d6 normal damage kind of damage are allowed another Conviction Test, at ST
and injects the target with poison. Unless the target is 1, to recover from the effect; characters who make their
a creature utterly immune to poison, it must succeed Tests are immune to the fascination effect for one hour.
a Vitality (ST 3) Test or be poisoned as with the Star Characters who fail their saves if not damaged or somehow
Venom Level 4 Harmonic (1d6 initial poison damage, pulled away will just stare in awe at the wonderful little
plus 1d6 poison damage at the end of every turn for critter for a week or so until it drops dead.
2d6 turns). The shuriken only contains enough poison
for one dose, but can be painstakingly refilled out of The creature spends most of its life cycle asleep, curled up
combat if a new source of poison can be found. inside a nurturing membrane and living off its fat reserves.
When the “grenade” is thrown, the soporific membrane is
3: Monofilament Edged Model. Does 1d6 + 6 damage, stripped off and the creature wakes up. If it isn’t used it
and if the successes on the Attack Test equal twice will live for about three years. Once it has been activated,
the target’s EF or more, the target is automatically it will last for about a week. Don’t feel bad for it, though.
decapitated, unless the target lacks a head/vital It has no digestive system and just enough of a brain to
organs. Note that the monofilament blades don’t stand upright and purr. It’s not even a construct, just a
actually extend until after the shuriken is thrown, and weird grenade that happens to be alive.
thankfully retract before it flies back to your hand. This
means the self-returning monofilament shuriken can’t
ever be used as a melee weapon. Swarm Pod
A large, withered looking seed pod, with a surface that
4: Polarizing Anti-Robot Model. Does 1d6 damage, but faintly writhes with its contents on close examination.
receives +2 dice to attack robots and deals an additional The writhing seems to indicate that the pod is full of
8d6 Shock damage to any robots that it hits. Because wriggling vermin, which of course it is. When the pod
of the enormous power-output this electromagnetic breaks open, a cloud of biting, stinging, venomous
pulse requires, the energy cell of this model tends to insects and other nasty biomatter engulfs everything
get used up faster. Specifically, when the shuriken hits in a fifteen foot radius. The pod needn’t hit the target
a robot, an extra 10 charges are used. For the purposes directly; two successes on a Ranged Weapons Test is
of these rules, Mnemonics in Numidium and most enough to get it in the right area. The cloud remains in
Clockwork creatures of the Rust Cotillion count as that area until an area of effect attack hits it, until 2d6
robots. minutes pass, or until a strong wind blows it away. The
pods are color-coded, and the skin-surface indicates
Mr. Wubbles the exact nastiness of the contents. Roll 1d4:

An adorable furry little creature is what is released from 1: Sticky purple, studded with greenish growths. Toxic
this non-explosive grenade-like throwing capsule. How Swarm Pod. The insects that come out are infested with
adorable? How furry? Oh you don’t even KNOW. It is spores that are poisonous to most forms of alien life.

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Everything in the area of the pod takes 1d6 damage per 3: Brittle looking red with mottled brown spots that look
turn at the end of their turns, plus an initial 1d6 damage slightly hairy. Agony Swarm Pod. The insects are host
when the pod first releases its contents. Anyone who takes to spores which can burrow through the skin to afflict
even one damage from the pod must make a Vitality (ST 3) the nervous system of more complicated creatures with
Test. If they fail, they are poisoned, and suffer 2d6 damage horrific phantom pain. At the start of every turn that a
at the end of every turn for 2d6 turns even if they move character is in the cloud’s area of effect, they must make
out of the pod’s effect radius. Characters must make the a Conviction (ST 4) Test. If they fail, they are completely
Vitality Test to avoid being poisoned every time they take incapacitated by excruciating pain, rendered helpless and
damage from the cloud. unable to take other actions. They take 1d6 nonlethal
damage, and lose 2d6 Tuning Points. They may attempt
2: Greasy yellow, veined and withered. Sleep Gas Swarm the Conviction Test again next turn.
Pod. The insects quickly disintegrate into a cloud of mottled
greenish powder. Anyone in the area of effect when the 4: Long, puffy green. Flesh Eating Swarm Pod. This pod’s
grenade breaks open or at the end of their turn must vector swarm carry spores that can invade and break
succeed a Vitality Test with a success threshold of 1d2 + 2. down living flesh at a terrifying rate (plastic and metal-
Characters who fail fall asleep for 3d6 minutes. Sleeping eating variants also exists). Characters that are caught
characters are helpless and can be bound, dragged, looted, in the initial area of effect or that start their turn in the
or have a coup de grace easily delivered to them (EF = 0). cloud are infested with the flesh-eating spores and take
However, if the sleeping characters take even one point automatically 4d6 damage at the end of every turn even
of damage without being outright killed (such as from after they leave the insect cloud until they succeed a
an inadequately excessive coup de grace attempt), they Celerity (ST 3) Test to tear the flesh eating nasties off of
immediately wake up. Of course, if they are still in the them, somehow neutralize the spores in another way (a
cloud and the cloud is still present, they must soon make quick bath in antiseptic, anti-microbial, anti-fungal fluid
another Vitality Test or lose consciousness again. for instance) or die. They may attempt the Celerity Test at
the end of every turn.

Nerve Aura Sound Projector


Weapon with Backpack weighs 5 stone. Magazine: 2d20/50. Backpack Mounted Power Pack.

A man-portable heavy insanity ray, this looks like the badly assembled junkyard creation of an unbalanced mind. It
requires a bulky backpack generator and although the gun is short and stubby for a carbine, it requires both hands to use.
All in a twenty-five foot cone must succeed Conviction (ST4) Test or go insane for one hour.

Insane characters must succeed a Conviction (ST3) Test each turn or roll 2d6 on the following chart:

2d6 Roll Action


1-2 Wander Away for 1 minute (unless prevented).
3-5 Do nothing for 1 round. Stare passively into space, look at the ground, or close your eyes.
6-8 Mutter random insane gibberish, clap hands, twitch, and engage in other harmless but distracting behavior.
9-11 Attack nearest creature for 1 round.
12 Act normally for one round. You are not aware you have been acting crazy

If attacked while insane, the victim can defend themselves normally, but unless they roll a 10 and “act normally”, they are
incapable of articulate communication. No effect on mindless/truly robotic creatures.

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Freeze Ray Monofilament Rapier
Nozzle and Backpack weighs 5 Stone. Magazine: A thin, light dueling sword, edged with monofilament
2d20 of 50. Backpack Mounted Power Pack. wire. It is much sharper than any ordinary blade, and
This backpack-mounted mad-science machine protects so it is used more for slashing and less for thrusting
a cone of pure cold, reverse anti-thermic energy, or than most rapiers. Features an ornate brasswork hilt
something more or less probable than one of those. and sheath, and a clockwork safety on the grip, where
Perhaps it’s more like a big flamethrower that sprays liquid a pin must be pulled like a hand grenade. Trapped on
nitrogen instead of napalm. The device automatically d100 of 00-05. Technology ST 2 to understand.
hits a fifteen foot cone in front of the user. All within
that radius must make a Celerity (ST3) Test. Those who
succeed still take 2d6 Frost. Those who fail take 4d6 Frost Monofilament Whip
and are frozen solid. Characters who are frozen solid +3 dice to hit, 2d6 Damage. Min. Celerity 8 to use
cannot move or take any actions for ten turns. They take without risk of self-injury. Vorpal. Reach (The user
1d6 Frost damage a turn from being encased in a block of receives +1 EF in melee combat against all enemies
frozen ice. Characters who are frozen solid react differently without Reach weapons). The molocule-thin edge
to damage. Attacks that deal 10 or less damage in one hit of this razor sharp whip glows bright red like a laser
affect them normally without freeing them; i.e. they can be (for the sake of [ha ha] safety), but the entire thing,
literally “chipped away” with low damage attacks. Attacks when coiled, can easily be concealed in anything the
that deal 30 or more damage shatters their frozen body size of a fingertip or smaller. This is one of the most
into millions of pieces, instantly killing them. Attacks that feared weapons in the entire Splinter, for good reason,
deal more than 10 but less than 30 damage deal damage although it takes great skill to use one without risk of
normally, but smash just enough of the ice around them self-decapitation. Many fools have killed themselves
to set them free; if they’re still alive after taking all of that in spectacularly embarrassing ways by attempting to
damage. Frost damage can never “free” or instantly kill a wield this.
character who’s been frozen solid, while ANY Fire damage,
even one point, automatically frees a character who’s been
frozen solid without dealing any actual damage to them. Radiation Blade
A curved blade with a sickly green, toxic glow,
Aerosol Flesh-Eating Bacteria kept tightly sheathed in a lead-lined scabbard.
Spray 1d6 Slashing plus 1d6 Radiation plus 1 damage to each
Statistic.
Technology to use. (Default to Ranged on a One Step
Penalty, Omniscience on a Two Step Penalty.) This Target must succeed a Vitality (ST 3) Test once per
pressurized canister contains a flesh eating virus hour or take 2d6 Radiation damage and 1 damage to
that can turn a person into bloody mush in minutes. each Statistic until they succeed the roll or die. Nothing
Probably not a good idea to use without gloves or a face else cures Radiation sickness.
mask on. Each use includes a 15% (01-15 on a d100)
chance that the air currents will move in exactly the Min. Technology 3 to use. Used with Technology. 5%
wrong way and get enough of it on you to make you chance of irradiating self.
take the weapon’s effect. (Technology ST 1 or 2 roll to
know all this.) Magazine: 14 of 15 Shots. Attacks either
a single target or everything in a ten foot square; if the Venomous Bio-Spear
latter, everything in the square must make a Celerity Tech 4+/Might 6+ to use; 1d6 Piercing + victim must
(ST 5) Test to avoid the spray. Deals 1d6 damage each succeed a Vitality (ST 4) Test or take an additional 3d6
turn until the infected character succeeds a Vitality (ST Poison damage. Magazine; 30 Doses of Venom. See
4) Test or dies. notes.)

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A short organic stabbing spear made of what looks like the blade is able to slip through an eye socket or similar
wood but isn’t. The tip is jagged, black, and stained vital spot, as the extreme cold can cause brain death
with venom. It holds enough poison for thirty strikes almost instantly.
and takes roughly four hours to regenerate it. If it is
damaged, it can regrow lost Life Points at a rate of one
per day. It feels warm to the touch and pulses if it likes Quantum Mass Axe
you. This redefines the idea of “heavy weapons”. Quantum
mass weapons have a core of ultra-dense, collapsed
Variable Metal Punching Dagger matter that would ordinarily render them impossible
even for a character with Might 24+ to lift, but each one
Melee Combat to use. Technology ST3 to understand is equipped with a small antigravity engine that allows
function, otherwise treat as normal dagger. Weight: it to be picked up. The weapon may be light enough to
<1 Stone. Damage 1d6-3d6. Before attacking, set the wield, but has lost none of its gigantic mass, and hits
damage to 3d6, 2d6, or 1d6 as a free action/as part of with the force of a speeding train. There is something
the attack. If the damage is 3d6, the weapon functions of a trick to using them, as for the extra “weight” of
normally. If the damage is set to 2d6, ignore one point the weapon to really come into play, the anti-gravity
of the target’s EF from armor/natural armor. If the engine must be deactivated at the crucial moment of
damage is set to 1d6, ignore all of the target’s EF from the attack when the weapon is swinging downwards.
armor/natural armor. The weapon cannot reduce EF At that moment, the wielder must “go limp” until
that does not come from armor or natural armor. they retrigger the antigravity engine, or risk having
their arms torn off by the force of their own swing.
If a character misses an attack with a Quantum Mass
Hyperice Dagger Axe, they must make a Celerity (ST 2) Test. If they fail,
Advanced refrigeration technology has made this they take 1d6 damage, are spun one yard in a random
weapon, molded out of super-hard ice, possible. This direction, and end the turn prone and facing in a
weapon comes with a powerful refrigeration unit built random direction. The other drawback of super-heavy
into the handle, a blade-shaped mold to slip over the weapons like this one is that if the energy cell powering
end and fill with distilled water. Once the mold is in the anti-gravity engine runs out of charge, the weapon
place, the blade freezes in a fraction of a second. With a becomes an immovable paperweight.
source of clean, distilled water the blade can be formed
with a single full round action. The power cell (standard The power cell of this weapon is good for 2d20 of 70
and replaceable) when full holds enough charge to keep attacks when it is found. When the power cell runs
the blade frozen for eight hours. out, the weapon becomes impossible for anyone
with a Might of less than 40 to move, let alone use.
The blade can only stand up to three attacks worth of This weapon is so heavy that it does not care about
use, and can be voluntarily melted by the user at any most armor. Any attack with this weapon scores one
time. The blade is brittle, and if an attack misses because automatic success against any character with one or
of the defender’s Armor or Shield Bonus to EF (i.e. an more point of EF granted from equipment or natural
attack that rolls three successes against a character armor; don’t roll that die, put it on a 6 and roll the rest
with Celerity 9 and +1 EF from worn armor), the blade normally.
shatters. This is the ultimate, untraceable assassin’s
weapon; sharp as broken glass, it leaves nothing but Double-Bladed Fusion Sword
water in the victim’s wounds. Lethal and anonymous,
a hyperice dagger has been used in many of the most Some weapons operate by projecting a blade-shaped
important assassinations in the Splinter’s long and plasma “flame” so hot that at its core, nuclear fusion is
violent history. Attacks on unsuspecting targets with actually occurring. This weapon operates by projecting
the hyperice dagger are very effective, particularly if two such blades--one from either end of its handle.

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When this weapon is found, its energy cell has 2d20 The weapon can be set to unleash its payload in either
of 50 charges. Each attack uses one charge. Characters a hemisphere or a cone-shaped area of attack. The
wielding a double-bladed fusion sword receive +1 EF damage dealt depends on the distance from the point
against all ranged attacks; these weapons can even of detonation.
deflect the blasts from energy weapons. This weapon
requires two hands to use, and can make two attacks 0-300 Feet 30d6 damage + 20d6 Fire damage +
in a round just like a quarterstaff, with each attack at a 10d6 Radiation Damage
-2 dice Penalty to hit (a -1 Penalty after factoring in the 301-500 Feet 20d6 damage + 10d6 Fire damage +
weapon’s to-hit Bonus). This uses 2 charges. 8d6 Radiation Damage
501-750 Feet 15d6 damage + 8d6 Fire damage +
6d6 Radiation Damage
Energy Bow
751-1,500 Feet 10d6 damage + 6d6 Fire damage +
2 Hands. Technology 3+ AND Might 6+ to use. 2d6 4d6 Radiation Damage
+ 4 energy damage. Magazine: 15 of 50 (Energy 1,501-3,000 Feet 5d6 damage + 3d6 Fire damage + 2d6
Cell). Weight: 1 Stone. This curious item is an energy Radiation Damage.
weapon in the shape of a bow. The device is made of 3,001-6,000 Feet 3d6 damage + 1d6 Fire damage + 1d6
some superlight metal, covered in circuitry and odd Radiation Damage.
blinking lights. It is shaped like a recurved bow, but
has no string. To fire it, you hold the bow in the usual Characters that are 1,000 feet away or further can
manner, and then move your hand as though plucking make a Celerity (ST 4) Test for half damage from
an invisible bowstring. A bolt of tractor/pressor beam the non-radiation damage. If all that damage wasn’t
energy then shoots out of the bow. It has somehow spectacularly deadly enough, nuclear blasts have other
been shaped to look a lot like a glowing arrow, but of dangerous consequences, as significant radiation is still
course it moves so fast that it’s difficult to make out. released. First, there is the radiation damage caused
by the blast; every d6 of radiation damage also causes
one point of damage to each statistic and irradiates the
Directional Nuke victim. Characters who take any radiation damage–
While not the pinnacle of technology in the Splinter, even characters at the very outskirts of the blast–must
this is a universally feared artifact of the ancient succeed a Vitality (ST 3) Test once per hour or take
civilizations, and the very mention of it is enough 2d6 Radiation damage and 1 damage to each Statistic
to strike terror into the hearts of the sane. This is an until they succeed the roll or die horribly. Characters
advanced fusion weapon equipped with a nuclear who enter the blast radius before 100 hours have
damper, and it can be set to do its cataclysmic damage passed also become irradiated and must deal with the
in a cone-shaped area or a hemisphere, making them same effects. Finally, anyone looking at or near the
significantly easier to actually set off safely than the blast when it happens (whether they’re “outside” on
traditional kind of nuclear weapon. A user-friendly a large level, within sight of a window, or there just
decal indicates which end to point at the city or aren’t enough solid stone walls between them and the
civilization or dungeon you want to destroy. These explosion) must make a Celerity (ST 2) Test. If they
things can be used to utterly obliterate entire levels. succeed, they’re blinded for 2d6 minutes. If they fail,
Their use is strictly forbidden by every possible inter- they’re blinded permanently. Lastly, the directional
settlement law, Novembrist pronouncement, and nuke is dangerous even to characters who are on the
reasonable convention of warfare. The Novembrists “right side” of it. Characters within 100 feet of the blast
hold a very small stockpile that they seem adamant on the “safe” side take 10d6 damage, -1d6 for every
about never using, but a frighteningly unknown ten feet between them and ground zero. Additionally,
number are still unaccounted for somewhere in the they’re knocked 10d6 feet in a RANDOM direction,
Splinter. Their recovery by the appropriate authorities which could theoretically knock them into the nuclear
can often spark a massive quest. holocaust and certain destruction.

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Actually using a directional nuke–particularly civic concern, then out of the need to find out where
anywhere IN or NEAR a civilized level–is a war crime you got the nuke, and if there are any more. Characters
of epic proportions, and would cause just about every merely in possession of a directional nuke can double
faction that exists to ruthlessly hunt you to the ends of their Intimidate dice pools against all characters who
the Realm indefinitely, if not out of moral outrage and can see that they have one.

Random Armor Table


d100 Roll Armor
01-05 Heavy Wooden Shield
06-10 (Masterwork on 10) Suit of Scale Mail decorated with a Serpentine Pattern
11-15 Light Wooden Shield
16-20 (Masterwork on 20) Studded Leather Armor.
21-25 (Masterwork on 25) Small Darkwood Buckler.
26-30 (Masterwork on 30) Banded Mail
31-35 (Masterwork on 35) Breastplate
36-40 (Masterwork on 40) Half-Plate Armor
41-45 (Masterwork on 45) Complete Suit of Full Plate Armor
46-50 Masterwork light steel shield.
51-55 (Masterwork on 55) Chain Shirt
56-60 Heavy Steel Shield
61-65 Spiked Light Iron Buckler Shield
66-70 Tower Shield
71-75 (Masterwork on 75) Hoplite Armor
76-80 (Masterwork on 80) Hide Armor
81-85 (Masterwork on 85) Adamantine Suit
86-90 (Masterwork on 90) Chainmail Armor
91-95 Silk Steel Armor
96 Splint Mail
97 Padded/Leather
98 Flak Vest
99 Riot Armor
00 Spiked Plate Armor

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Armor and Shields
Armor Weight Requires EF Notes/Description/Penalties
Small Darkwood 1 Stone None (+1) EF vs. Ranged Physical Attacks Only.
Buckler
Light Wooden Shield 1 Stone None (+1) EF vs. Physical Attacks Only. Destroyed by 20+ dmg in one
hit.
Heavy Wooden Shield 3 Stone Might 7+ +1 (+2) +1 EF, additional +1 EF vs. Ranged Physical Attacks Only.
One Step Penalty to melee attacks made with free hand.
Spiked Light Iron 2 Stone Might 4+ +1 Spike Base Damage: 1d6. Uses Melee Combat.
Buckler
Light Steel Shield 1 Stone None +1 None.
Heavy Steel Shield 4 Stone Might 8+ +1 (+2) +1 EF, additional +1 EF vs. Ranged Attacks. One Step
Penalty to melee attacks made with free hand.
Tower Shield 6 Stone Might 9+ +1 (+2) +1 EF, additional +1 EF vs. Ranged Attacks. Two Step
Penalty to melee attacks made with free hand. Can ‘Plant’
shield as an Attack Action to double its EF Bonuses to
+2(+4) until the start of your next turn, as long as you are
facing your attacker.
Scale Mail 3 Stone Might 5+ +1 (+2) +1 EF, additional +1 EF vs. Ranged Physical Attacks. -2 to
Athletics, Legerdemain, and Stealth. Penalty reduced to -1 if
Mwk. Decorated with serpentine pattern.
Studded Leather Armor 1 Stone None +1 -1 to Athletics and Legerdemain. No drawbacks if Mwk.
Banded Mail 5 Stone Might 6+ +2 -2 to Athletics, Legerdemain, and Stealth. Penalty reduced to
-1 if Mwk.
Breastplate 4 Stone Might 4+ +1 -2 to Stealth. Penalty reduced to -1 if Mwk.
Half-Plate Armor 7 Stone Might 7+ +2 -3 Celerity. -2 Athletics, Legerdemain, and Stealth. Penalties
reduced to -2 Celerity and -1 Skills if Mwk. With Ridged
Blued-Steel Plates.
Full Plate Armor 10 Stone Might 9+ +3 -5 Celerity. -4 Athletics, Legerdermain, and Stealth. Penalties
reduced to -3 Celerity and -2 Skills if Mwk.
Chain Shirt 2 Stone None +1 -1 to Stealth Rolls. No drawbacks if Mwk.
Hoplite Armor 5 Stone Might 7+ +2 -2 to Celerity, Legerdemain, and Stealth. Penalties reduced
to -1 if Mwk.
Adamantine Suit 8 Stone Might 9+ +3 -3 Celerity, -2 to Athletics, Legerdemain, and Stealth.
Penalties reduced to -2 Celerity and -1 Skills if Mwk.
Chainmail Armor 5 Stone. Might 5+ +2 -1 Celerity, -2 Athletics, Legerdemain, and Stealth.
Skill penalties reduced to -1 if Mwk.
Silk Steel Armor 0 Stone None +1 No drawbacks or penalties. Flows like silk.
Flak Vest 2 Stone Might 4+ +1 (+2) +1 EF, additional +1 EF vs. Ranged Physical Attacks.
Hide Armor 1 Stone None +1 -1 to Stealth. No drawbacks if Mwk.
Padded/Leather 1 Stone None Special +1/3rd EF. Celerity increases by 1, but only for the purposes
of determining EF. Hence, adds +1 EF if Celerity is 5, 8, or
11, otherwise does nothing. No drawbacks or penalties.

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Armor Weight Requires EF Notes/Description/Penalties
Splint Mail 4 Stone Might 5+ +2 -3 to Athletics, Legerdemain, and Stealth. Penalty reduced to
-2 if Mwk.
Riot Armor 3 Stone Might 7+ +1 (+2) +1 EF, additional +1 EF vs. Melee Attacks. -1 Athletics,
Legerdemain, Stealth, and Celerity.
Spiked Plate Armor 11 Stone Might 9+ +3 -5 Celerity, -4 Athletics, Legerdemain, and Stealth.
Characters that grapple a character in Spiked Plate take 1d6
damage plus their own Might. Characters wearing Spiked
Plate deal 1d6 extra lethal damage when “choking out” a
grappled character. The spikes can also be used as unarmed
combat weapons, with a base damage of 1d6 + 3. They’re
treated as two-handed weapons, so apply full Might.

High Tech Protection


d8 Roll High Tech Defense Effects in Brief
1 Kinetic Chain Shirt +2 EF in Man and Middle, -1 to Stealth rolls. Half of the Bonus is a forcefield effect
(see below).
2 Forcefield Ring Mk. I +1 EF. Counts as a miscellaneous Bonus, so can be worn with armor and shield and all 3
count, but does not stack with other forcefield effects. Tech 3+ needed to use. Charges
enough to last for (2d20 of 50) turns. Can be activated or deactivated as a free action.
3 Thought Armor This tightly-clamping headband (Technology ST 4 Test to understand function)
grants the wearer a Forcefield Bonus to EF equal to Brilliance/6, rounded down.

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d8 Roll High Tech Defense Effects in Brief
4 Armor Symbiont This fleshy symbiote appears as a many-legged spider-like or crab-like creature; it is usually
found in a cylinder of pale red nutrient fluid. When released, it grafts itself to the base of
the user’s spine, dealing 1d6 LP of damage. Once “installed”, the symbiont can only be
safely removed with an ST 4 First Aid Skill Test taking one hour, which still does 3d6 LP of
damage to the host. While active, the symbiont grants the user a Natural Armor Bonus of
+1 in Man Shape and in Middle Shape. This Bonus does not stack with any Natural Armor
or Armor Bonus from any other source, and the Natural Armor Bonus is not provided if the
symbiont’s “host” wears armor with an EF Bonus of +2 or higher.
5 HEV Suit Weighs 1 Stone. In Man Shape and Middle Shape, this Hazardous Environment
Suit protects from toxins, radiation, and extreme heat and cold. The suit provides
a One Step Bonus on Vitality Tests made to resist environmental toxins, biological
weapons, and Radiation Damage--in other words, 3s count as successes as well as 4s,
5s, and 6s. Additionally, it reduces all (initial) Radiation Damage taken by 5 points,
to a minimum of 0, and reduces all Fire and Frost damage taken by 10 points, to a
minimum of 0. It provides no EF Bonus and can’t be worn with other armor.
6 Chameleoflage Suit Weighs 1 Stone. This lightly armored suit is surprisingly supple, and doesn’t restrict
the wearer’s movement at all. It provides a +1 Armor Bonus to EF in Man Shape
and Middle Shape. Most importantly, it is coated in a special light-bending pattern,
making the wearer difficult to see with normal vision. While wearing this suit,
characters receive +4 Bonus Dice to Stealth in Man Shape and Middle Shape.
7 Flak Vest with Anti-Beam 1Stone. +1 EF, additional +1 EF vs. All Ranged Energy Attacks. Man Shape and
Coating Middle Shape only.
8 Powered Armor Weighs 10 Stone. Requires natural Might of 9 to wear. This suit of futuristic armor is too
heavy to move in normally, but when powered by energy cells provides an impressive array
of special capabilities. +3 EF, -3 Celerity, -3 Stealth, -3 Legerdemain. Provides +6 Bonus to
Might and +6 Bonus to Athletics for Tests made to Jump. More advanced suits of Powered
Armor may have integrated weaponry or even more features.

Useful Things

Random Healing Items


d10 Roll You Found 1d4… Effects
1 Yellow Clay Pot of Salve Restores 3d6 Life Points. If used on a fallen character who has been dead for less than
1 hour and is still in one piece, restores that character to life at 1 Life Point.
2 Glowing Blue Vial Restores 2d6+10 Tuning Points
3 Green Syringe Instantly negates the effects of being poisoned.
4 Red Ampoule Automatically restores a fallen character (who has been dead for less than 24 hours
and is still in one piece) to life at 1 Life Point.
5 Sachet of White Leaves The smoke, when inhaled, cleanses the body of impurities, restores 3d6 points of
Statistic damage.
6 Alabaster Potion Restores 8d6 Life Points.
7 Dark Teal Pills When ingested, these pills provide a +4 Dice Bonus on all Vitality Tests made to resist
poisons, toxins, diseases, and radiation damage for the next 6 hours. Unlike the green
syringe, they don’t neutralize currently active poisons.

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d10 Roll You Found 1d4… Effects
8 Stabilizer Crystal Spike Cures insanity and similar mind effects, and provides immunity to insanity and
negates all step-penalties from disorientation and the like for one minute.
9 Purple Ampoule Restores 3d6 LP and 3d6 TP.
(Injection Pen w/
Glowing Purple Liquid)
10 A Healer’s Kit Has 2d6 Uses worth of supplies. Until it runs out, allows a character with First Aid to
make First Aid Tests without the One Step Penalty for “no equipment.”

Tools and Gear


d20 Roll Tools or Gear Found Effects
1 Backpack Increased carrying capacity/convenience. Contains 1d6 - 3 of the following tools when
found (roll again for non-zero result).
2 Crowbar +2 Dice on Might Tests to force doors/containers.
3 Flashlight See in dark corridors in Man Shape and Middle Shape. Battery-operated.
4 Lockpicks Negates One Step inadequate tools Penalty on Security.
5 Night Vison Goggles See in dark corridors in Man-shape/Middle-shape without telegraphing your
presence. Battery-operated.
6 Handcuffs Non-lethally restrain creature/character. Breaking out of handcuffs is a Might (ST 5)
Test. Picking the lock on handcuffs is a Security (ST3) Test at a Two Step Penalty.
7 Multi-Tool Besides pliers, this sturdy tool includes a knife blade, a reamer, a can-opener-bottle-
opener–screwdriver–wire stripper. Some versions may include items like a nail file,
tweezers, folding scissors, a tooth pick, a magnifying glass, screwdriver bits and
others. This provides a dice pool Bonus on many Tests and negates an inadequate
tools Penalty on many others.
8 Binoculars Can be used to observe things at long distances.
9 Electrician’s Tools Provides a dice pool Bonus on some Technology Tests, negates an inadequate tools
Step Penalty on others.
10 Climber’s Kit Negates all step penalties on Athletics Tests to climb shear surfaces, may also up to
two provide Bonus dice at Referee’s discretion.
11 Commercial Explosives One kg of commercial explosives deals 20d6 damage at “ground zero” and -1d6 for
(1d4 kg) every yard away from that point (i.e. 8d6 damage at 12 yards away). Additionally,
for “breaching” purposes, setting off a commercial explosive charge is treated as 10
automatic successes on a Might Test to force a stuck or locked door or container. A
Technology Test and spare parts are needed to rig a detonator such as a timer or a
remote radio signal.
12 Batteries (1d4) A myriad variety of energy cells power numerous high-tech devices including
flashlights, night-vision goggles, soldering/welding equipment, communications gear,
and numerous High-Tech weapons (see above).
13 Modern First Aid Kit Supplies enough for 2d6 uses. A modern first aid kit not only negates the Step Penalty
(2d6 Supplies, +1 Die on First Aid Tests, it provides two Bonus dice for First Aid Tests until it runs out of
First Aid Tests) supplies.
14 Timepiece (works on 95- A functioning timepiece is almost certainly more useful than it initially appears. So,
00 only) for that matter, is a non-functioning time piece.

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d20 Roll Tools or Gear Found Effects
15 Soldering/Welding Can be used to cut open/weld shut metal doors, as well as other creative applications.
Equipment Battery operated.
16 Communications Gear At the minimum, two functional walkie-talkie handset radios allow two or more
characters to communicate without being physically present. More sophisticated/
powerful/portable/subtle communications tech exists.
May require energy cells and/or a Technology Test to comprehend.
17 Hazmat Suit Adds six dice to Vitality Tests to resist the effects of poisons and toxins and bio-
weapons and radiation, but counts as worn armor (and therefore functions only in
Man Shape and Middle Shape.)
18 Emergency Flares (1d6 Each flare burns for 1d6 + 10 minutes, providing illuminations in a dark area. Unlike
+ 2) a flashlight or night vision goggles, emergency flares don’t require batteries, and also
might function in a field or area where more advanced technology doesn’t.
19 Strong Acid (1d4 Vials) Acid can be used as a splash weapon; target any one-yard space (EF: 1) to deal 2d6
damage to the character in that space. Acid can also be used to breach stuck/locked
doors or containers made of metal, wood, or stone. Using acid in this way is treated
as rolling 5 automatic successes on a Might Test. Acid may have more creative
applications--whatever you can think of, really.
20 Other The Referee should invent something different from but as useful as the above, using
improvisation. Or if you’re not feeling inventive, just roll again.

Miscellaneous Items

Random Valuables
2d20 Roll Treasure Found, Description, and Value
2 A heavy plaque of silver and gold, depicting a lit torch. (500 gold points)
3 A china teapot, pure white, with sterling silver inlays depicting roses (500 gold points)
4 A jewel-encrusted pocket watch on gold chain (1000 gold points)
5 A silver chain with an intricately carved metal clasp (90 gold points)
6 A tiger eye stone (20 gold points)
7 A cellist’s bow, set with myriad semi-precious stones (300 gold points)
8 A silver tiara with three jet stones (800 gold points)
9 A purple velvet masquerade mask, decorated with rare plumage (90 gold points)
10 An intricate rose gold ring, inlaid with burgundy, yellow, and green garnets (1700 gold points)
11 A silver hairpin set with freshwater pearl (400 gold points)
12 A fine silk ladies’ ankle-high boots, with 3” heel and floral embroidery (500 gold points)
13 A stained glass chalice, ringed around the rim and plated down the stem with gold. The base is set with multi-
colored sapphires and blue diamonds (4000 gold points)
14 A wool tapestry depicting a young Pyx maiden wooed by a fae bard (600 gold points)
15 A well-made violin with dark red stain and ruby inlay (500 gold points)
16 A cameo pendant depicting a Novembrist countess, on a fine platinum chain (900 gold points)

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2d20 Roll Treasure Found, Description, and Value
17 A sterling silver jewelry box, with a silver figure of a griffin on top. When opened, the box plays a melody via a
clockwork component. (1800 gold points)
18 A solid gold bookend of a cat bedecked in fine jewelry, inlaid with aquamarine (3000 gold points)
19 1,000 gold coins (1000 gold points)
20 Silver opera glasses, decorated with intricate etchings (140 gold points)
21 A ceremonial athame, mortar, and pestle, all of obsidian (30 gold points)
22 Black silk gauntlet gloves, scalloped along the edges with silver trim (80 gold points)
23 A silver kaleidoscope; within it turns geometric shapes in bright purples, blues, greens, and golds (600 gold points)
24 3000 gold coins (3000 gold points)
25 A small, decorative mirror, backed with tarnished silver (10 gold points)
26 A single earring, silver, with a black opal teardrop (400 gold points)
27 An embroidered red velvet satchel (50 gold points)
28 A gold-plated letter opener (10 gold points)
29 A tiny Messenger Peregrine figurine, with sapphire eyes (60 gold points)
30 A white silk handkerchief, embroidered with a flamboyant monogram that reads “VM” (70 gold points)
31 A sterling silver game board pieces – an incomplete set (8 gold points)
32 A silver and green doublet, with an emerald brooch surrounded by decorative gold backing (1400 gold points)
33 A jeweled, decorative silver helm, inlaid with Ophidian Coatl scales, rubies, emeralds, and topaz (6000 gold points)
34 A tightly woven wool kilt, in a red, green and blue tartan, with soft black leather buckles and a ruby-inlaid, black
leather sporran (4000 gold points)
35 A silver chain choker featuring a very large diamond and pink sapphire pendant, set into a heart shape (7000 gold points)
36 A gold scepter, topped with clear crystal and set with amethyst gems. Intricate carvings down the sides depict
beautiful golden serpents (5000 gold points)
37 A burgundy silk hairnet, beaded with gold and pearls (600 gold points)
38 A tiny, velvet collar, woven with silver thread, and bound with silk strings (150 gold points)
39 A gold-plated rose, once a living flower, in a crystal vase (800 gold points)
40 4000 gold coins (4000 gold points)

Random Books, Scrolls, and Maps


d20 Roll Item Recovered
1-3 Book - The First Seed of Wisdom (Part or All)
4 Book - We Build The Future On The Graves Of Our Forefathers, On Their Ashes
5 Book - Unpublished Notes on Unexplained Splinter Phenomena
6 Book - Report on Outsider Activity
7 Book - The Labyrinth of the Pyx
8 Book - Invent/Write Your Own
9-12 (In)complete Map Of Current, Specific, Or Random Level
13-15 Key to Random Locked Room or Container on This or Any Level
16-20 Random Un-Attuned Charm (See Table)

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Books (which can also be scrolls, notes, or reports)
are in-universe documents that hint at the secret
history and true nature of the Splinter, foreshadow
the upcoming plot, or illuminate the back-story. A Solar
few “stock” books appear here, a few more will appear Level 971,013,000
in subsequent SPLINTER products, but ultimately
the best thing a Referee can do is to create their own Uncharted
Levels 999,000,100 and above
that are unique to the portion of the Splinter they are
Fatale
mapping and the story they are looking to tell. For Level 999,000,000
sample books, see pp. 240-246.
Zentropa City
Maps are just what they sound like; finding maps Level 1,000,000,000

occasionally is important, because mapping every level


of every dungeon and choosing doors and passageways
at random when exploring can become a tedious Futique
Level 1,001,000,000
and repetitive chore. Of course, in-game maps and
diagrams that players find needn’t be complete, or up-
to-date, or accurate; they can be just as uniquely flawed The Septad Centum
Levels 1,219,017,300 to 1,219,018,000
and biased as their cartographers, also.

Keys work much the same as maps, and provide an


alternative and some variety to picking every lock all The Annuleez
the time, as well as a way past some of the doors with Levels 1,224,810,000 to 1,224,820,000

really tough locks. Remember that rooms with locked


doors may seem more important than they really are Uncharted
Levels 1,300,000,000 and below
to players, and this is doubly true for locked doors and
containers with corresponding keys. This may seem
obvious, but be sure and put something worthwhile
and interesting inside.

Magick Treasures
Known Levels of the Splinter
Random Charms
d20 Roll Charm d20 Roll Charm
1 Quartz prism in platinum cage (Captivate) 11 Black and red glass marble (Frag)
2 Tiny model chameleon (Cloak) 12 Runic obsidian spike (Firebolt)
3 Fine silk scarf (Fantasy: Personal) 13 Platinum & gold pinwheel (Pinwheel)
4 Shrouded figurine (Non-Detection) 14 Snowglobe (Blizzard)
5 Crystal-lens eyeglasses (Scry) 15 Hunk of amber (Hold)
6 Rat tail (Eyes of the Familiar) 16 Rune-inscribed torch (Teke)
7 Faceted purple quartz (Detect Magick) 17 Miniature Quartz Shield (Shield: Personal)
8 Plumb-bob (Seeker) 18 Miniature Quartz Shield (Shield: Barrier)
9 Compass (Seek Individual) 19 Miasma Jar (Death Smog)
10 Dark hardwood wand (Bolt) 20 Tapered glass wand (Bladewand)

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Random “Magic Items”
d100 Roll “Magic Item”/Gadget
01-05 Energy Cell
06-10 Glove of Storing
11-20 Potion. Roll 1d8: 1. Growth; 2. Bravery; 3. Cunning; 4. Reduction; 5. Resistance; 6. Invisibility; 7. Clarity; 8. Force
Multiplier
21-30 Wand. Roll 1d8: 1. Might; 2. Atlach-Nacha; 3. Grace; 4.Energy Darts; 5.Prismatic Blast; 6. Dissolution; 7. Keen
Edge; 8. Friendship
31-40 Tuning Whistle. Roll 1d6: 1. Levitation; 2. Cataloguing; 3. Opening; 4. Hypnotism; 5. Retreat; 6. Trap Detection
41-50 Random Charm; 50% Chance it is Attuned (see p. 116)
51 Nukelace
52 Translucent Stainless Steel Vial Containing a Glowing Green Seedling
53-55 Vest of Escape
56-60 Tuning Ring
61-65 Symbiote of Sustenance
66-70 Ring of X-Ray Vision
71-75 Breaching Ring
76-80 Oliphont Stone
81-85 Ophidian Scepter
86-90 Ring of Vanishing
91-95 Staff of Healing
96-00 Gauntlets of Potency

Magic Item Short Descriptions


“Magic Item”/Gadget Effects/Notes
Energy Cell Can be used to power anything that needs any kind of Energy Cell.
Potion Drugs, really. Some are drunk, some are injected, some applied as oils. ST2 Technology Test to
analyze. Drinking a potion is an attack action. See potions table.
Wand A squat, dark gray metal rod, square-shaped, the length of a TV remote, the outside of it crusted
with hardened rectangles of circuitry. ST 3 Tech Test to understand. All wands are non-rechargeable.
Using a wand is an attack action. See wands table.
Tuning Whistle Each whistle has a variable number of holes, varying tones and harmonies, and includes a rolled up
musical “scroll” indicating which notes to play and how to play them. The whistle is charged with
a special Harmonic, which is discharged and expended when the whistle is played once. Playing a
tuning whistle takes requires a full-turn action and involves a Technology Test. Characters without
the Technology Skill cannot use a Tuning Whistle.
Ring of X-Ray Vision 1d8 of 8 Charges, powered by a micro-energy cell. Each use allows the wearer to see through doors or
similar obstructions for one minute.
Vest of Escape Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence
Bonus on Security Tests. The vest also grants its wearer a +6 competence Bonus on Legerdemain
checks.

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“Magic Item”/Gadget Effects/Notes
Nukelace A string of six crenellated golden beads on a string, each of them removable (ST 3 Tech to recognize
as miniature thermonuclear high explosive/incendiary plasma grenades). When thrown, the beads
explode into a fireball and deal damage to everyone in a 2d6 yard radius. One (6 on 1d6) of the beads
deals 6d6 Fire, two (4, 5 on 1d6) deal 4d6 Fire, and three (1, 2, 3 on 1d6) deal 2d6 Fire. If the user
does not understand what the beads do, the Referee should roll to determine which one they throw.
Glove of Storing This device is a simple leather glove with intricate bands or induction pads of an incredibly rare
metallic blue alloy on the palms. On command, one item held in the hand wearing the glove
disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand.
While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item
reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action.
The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be
seen. (Tech [ST 3] Test to comprehend.)
Translucent Stainless When opened, the seedling instantaneously expands into a great oak tree (5-foot diameter trunk,
Steel Vial Containing a 60-foot height, 40-foot top diameter). Technology (ST 4) Test to understand.
Glowing Green Seedling
Tuning Ring Adds 2 Levels of Raw Tuning.
Breaching Ring The breaching ring is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the
head of a ram as its device. A wearer who comprehends the ring (Tech [ST 3] Test) can command
the ring to give forth a ramlike force. This force strikes a single target, dealing 1d6 points of damage
if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum)
are used, and knocked back the same number of yards. Treat this as a ranged attack with a 50-foot
maximum range and no penalties for distance. In addition to its attack mode, the breaching ring
also has the power to open doors as if it were a character with Might 18. If 2 charges are expended,
the effect is equivalent to a character with Might 20. If 3 charges are expended, the effect is that of a
character with Might 24.
Symbiote of Sustenance This tiny, worm-like creature imbeds itself in the subject’s gut when injected. A host to this parasite
needs only consume 10% of the ordinary food and water needed to sustain them. Additionally, they
receive +1 die to Tests made while resting to regain Life Points and Tuning Points.
Oliphont Stone This marbled round stone, the size of a fist, has been smoothly carved and engraved to resemble a
large creature with powerful tusks and a long trunk. When the stone is activated (which requires
three successes on a Technology or Sorcery Test) it becomes a full-grown adult elephant, friendly
to the character that activated it. Elephants are massive herbivores. The elephant can either aid its
“summoner” in battle, or easily carry a load of up to 60 stone, although it can’t easily fit through
narrow corridors or through ordinary doorways. If used as an ally in battle, it has the following stats.
Might 16, Vitality 16, Celerity 4, Omniscience 8, Conviction 8, Brilliance 4. 64 Life Points. EF 3 (+3
Natural Armor, -1 Size). 4d6 + 1 Reaction. 0 Tuning Points. Attacks with Tusk or Stamp at 6 Dice for
1d6 + 8. The elephant needn’t eat or drink, and can’t be turned back into stone. It will serve loyally
until it dies or until it is dismissed, at which point it will live as best as it can as a normal elephant
(albeit one mysteriously sustained) for a year and a day before turning to dust.
Ophidian Scepter This long, copper-and-bronze staff is gnarled and curved and a serpentine shape, and ends in a
carving of a fanged mouth, encircled into an ornate loop. When planted on the ground by a character
who comprehends its function (Technology or Sorcery [ST 2] Test) the Ophidian Scepter becomes
an Ophidian (see p. 158) loyal to its owner, attacking whoever its owner commands until it is
commanded to return to being a staff. If the Ophidian is slain, it reverts to Staff form for 24 full
hours before it can be activated again. Any character with Star Venom wielding an Ophidian Scepter
(in staff form) deals 1 extra damage every time their Star Venom deals damage, and their Star
Venom lasts one extra round on all targets it effects.

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“Magic Item”/Gadget Effects/Notes
Ring of Vanishing This powerful ring, which requires a Technology (ST 3) Test to understand and activate, allows the
wearer to gradually turn invisible. It grants the wearer a permanent +1 Bonus to Stealth Tests even
while moving, and the wearer can never be spotted by casual observers when standing still. For
every full turn the wearer stays still and takes no actions, this Stealth Bonus doubles (+2 dice after
one turn, +4 dice after two turns, +8 dice after three turns, etc.) to a maximum of +16 dice to Stealth
Tests after standing in one place for 16 full turns. When the wearer moves or attacks the Stealth
Bonus reverts to +1 die. A character with enough of a head start to give the ring time to warm up is
very good at seemingly “vanishing into thin air”.
Staff of Healing A character wielding this staff is treated as having the Harmonic Healer’s Craft 3; the character
doesn’t use their own Tuning Points for using Healer’s Craft, however, but uses the staff’s non-
rechargeable reserve of (5d20/120) Tuning Points. Once all of those Tuning Points have been used
up, the staff is useless. However, characters who already have the Healer’s Craft harmonic receive +1
Healer’s Craft level as long as they hold the staff, even if the staff is out of TP.
Gauntlets of Potency These powerful gauntlets require a Technology (ST 2) Test to comprehend and activate. They can’t
be worn with powered armor, full or half plate armor, riot armor, or any other glove or gauntlet type
items. They grant the wearer a permanent +2 Might Bonus when active. Additionally, the gauntlets
have d% of 100 charges when found. Each charge can increase the Might Bonus by 2 for one turn;
the wearer can expend a maximum of 5 charges in one turn (for a total Might Bonus of +12).
Charges are expended as a free action at the start of a turn. Once all charges have been expended,
the non-rechargeable gauntlets provide only a +2 Might Bonus, and can no longer “turbocharge” the
wearer’s Might.

Wands
Wand Description/Effects
Might A red button in the handle, and a decal of horns near the tip. (When the button is pressed, the tip
grows hot, like a brand. Branding a character increases their Might by 2d6 for 10 minutes. The wand
is good for d20 of 25 brandings before its power supply’s used up.)
Atlach-Nacha A gray button in the handle with a decal of a spiderweb near the tip. (When the button is pressed,
the wand shoots out a glob of web at a target; roll four dice. Each success reduces the target’s EF,
movement speed, and initiative dice by 1 for 2d6 turns. d20 of 25 shots.)
Grace A purple button in the handle, and a decal of a cat’s paw near the tip. Adds +4 Celerity and +4 Dice to
Stealth for 3 Minutes when used on an ally. Has d20 of 20 Charges. Value: 300 Hex.
Energy Darts This wand is made of bright green plastic, with a tip that looks like polished gunmetal. The decal on
the handle looks like an arrow or a dart. When aimed at an enemy, the wand makes a ranged energy
attack with a base damage of 1d6 and an attack dice pool of 10 Dice as darts of scintillating force fly
at the target. 2d20 of 50 Charges.
Prismatic Blast The shaft and tip of this wand are made of kaleidoscopic glass, catching a brilliant array of hues
and colors in any light. A rainbow decal adorns the button. When used on an enemy, that enemy
is automatically stunned for one turn (ST 4 Conviction Test to avoid). Stunned characters can take
no actions and treat their EF as though their Celerity was 0. The stunned character is at a Two Step
Penalty to all actions after they cease being stunned, until they succeed an ST 3 Conviction Test
(which they may attempt every turn), or until five minutes have passed, whichever happens first.
d20 of 20 Charges. Characters with flare compensation of any kind need only an ST2 Conviction
Test to avoid being stunned, and an ST 1 Conviction Test to cease being dazzled.

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Wand Description/Effects
Dissolution This wand is a dark green, appears to be made of smoked glass, and seems to emit a constant, low
hissing sound. A teardrop shaped decal appears as the activation stud. When touched, the wand
fires a projectile made of very strong acid at one target (make an Attack Test with a dice pool of 6
Dice against a reduced EF of the target’s Celerity/3, rounded down, discounting Armor and Shield
Bonuses, but including Size and Forcefield Bonuses). If the attack manages to hit, the target suffers
2d6 initial damage (don’t stage up) plus 2d6 damage at the end of each of their turns for the next
2d3 turns. Found with 2d6 of 20 charges.
Keen Edge This wand looks a little bit like a box cutter/carpet knife, with a gleaming, razor sharp protrusion
on the handle in place of a button, which looks very easy to cut yourself on. (One drop of blood [1
LP] to activate.) When touched to an edged weapon, this Wand bestows Vorpal status (+2 to hit,
instant-kill in successes rolled meet or exceed twice the target’s Evasion Factor) on that weapon for
10 Minutes. Found with d10 of 25 charges.
Friendship This pink plastic wand has a decal of a heart near the activation button. When activated against a
sentient creature (no fully-undead [Asilos don’t count] or robots [Mnemonics don’t count]), that
creature must make an ST 3 Conviction Test or become friendly and helpful towards the holder of
the wand for one day.
Friendly creatures can’t attack the wand holder (except in self defense) and must consider
everything the holder says in the most positive light (if they can understand it). The holder receives
6 Bonus dice on Diplomacy, Deceit, and Intimidate Tests made against the charmed character.
Found w/ d12 of 25 charges.

Potions
Potion Description/Effects
Growth Red, meaty smelling potion in a metal thermos. Enlarge person (+6 Might, +6 Vitality, -2 EF for 5
Minutes).
Bravery A glowing purple syringe. Can be forcibly ejected into a panicking character. Negates effects of fear,
provides immunity to fear for 1d6 hours.
Cunning A foil-pack with a set of 3d6 several brightly colored pills. Anyone with literacy can see the
instructions and know what this potion will do; all pills must be taken at once or there is no
recognizable effect. +1d6 + 1 to Omniscience and Brilliance for 1d6 x 10 minutes.
Invisibility A clear liquid in a smoked glass bottle, actually an oil. When rubbed over a character’s skin, that
character is invisible (+10 Dice on Stealth Tests) for 1d6 minutes.
Reinforcement A silver-jar of shimmering white oil. When applied to any piece of low-tech armor (or regular
clothing, but not bare skin) grants a +1 EF Bonus for 1 hour. For unknown reasons, it is
incompatible with high-tech armor and does not work on shields.
Reduction This dark amber liquid is held in a tiny bottle with an eye dropper. One drop of it reduces an Avatar
of any Bloodline to half size in all forms for 2d6 minutes. -10 Might, -4 Vitality, +1 Size Bonus to EF
while “smaller”, and one can fit places one normally couldn’t.
Resistance This bright red, yellow, or blue ampoule glows with power as you inject it. Once injected, the user
reduces all Fire (red), Shock (yellow) or Frost (blue) damage taken by 10 points for one hour. This
effect isn’t cumulative, but a single character can be protected from multiple damage types at once.
Force Multiplier This pearlescent, glowing silver oil is meant to be applied to any low-tech melee weapon, or to up to
ten individual pieces of ammunition (stones, arrows, bolts) of a low-tech ranged weapon. For one
hour, the weapon (or the weapon the ammunition is fired from) deals 1d6 extra damage. This oil is
incompatible with all high-tech weapons and with all advanced ranged weapons.

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Tuning Whistles
Whistle Description/Effects
Levitation Play to levitate for 1 minute (+1 minute/success on a Technology Test.) Only vertical movement is
allowed, at ½ move speed.
Cataloguing Play to identify every high-tech item and device in the room/within line of sight, explaining their
functions and nature. This automatically succeeds all Technology Tests needed to “understand”
an item, but does not replace a minimum Technology Skill level required to use an item. A Tuning
Whistle of cataloguing identifies a maximum number of items or devices equal to 1 + the successes
that the character who plays it rolls on a Technology Test. The player can choose the order of items
identified.
Opening Play to open one or more locked or stuck doors or containers within the room/within line of
sight. The number of doors or containers opened is equal to 1 + the successes the player rolls on
a Technology Test. The player chooses the order of the doors opened. Any traps on the doors or
containers are harmlessly suppressed for 1d6 minutes.
Hypnotism Play this haunting melody to fascinate nearby creatures (within 10 yards) and cause them to stop
and stare blankly at you. The creatures are only susceptible if they are living, have minds, can hear,
have an Ascension Level equal to or lower than yours, and fail to make a Conviction (ST 3) Test.
Affected creatures take no action but to give you their rapt attention. Even if they were previously
hostile, you may attempt to make a Diplomacy, Intimidate, Deceit, or Animal Handling Test to sway
effected creatures to your side or make a brief, reasonable request of them. You receive +2 dice to
such Tests made to convince hypnotized creatures. Creatures remain hypnotized for 2d6 rounds.
Retreat Play to double your movement speed (basic land movement only, not Flight or Gliding) for 1 minute
(6 turns). Additionally, during the duration of this effect, you do not provoke leaving engagement
attacks ever, and your Evasion Factor is increased by 1 every turn in which you did not attack in the
last round.
Trap Detection Play to identify and mark all traps in the current room/within line of sight. The number of traps
marked is equal to 1 + the number of successes the player rolls on a Technology Test.

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Shards of Illumination
These sample in-game books are the ones listed in the treasure tables on pp. 233-234. The PCs should only discover these
scraps of information in-game.

ab
cd

The First Seed of Wisdom: The Realm

Excerpt A

Our world is a very old one, most of its history lost in antiquity. This includes its creation myths, the very stories and
legends that describe how it was founded. The truth is, we cannot know the origins of the world around us; neither
historical tradition nor empirical science prevails to the task. We can only guess, our guesses based on the shaky
foundation of half beshadowed lore of old.
These are our best guesses.
In the beginning, there was the nameless void, and the Nomos.
A great time ago, longer than the combined life span of all the longest-lived post-mortal clans and bloodlines, The
Realm was created by being named. The Realm (and everything within it) was created by giving it a Name. In this
formless, mythic era, The Realm was created by the Nomos, the “Name-givers”. The Nomos named it into being. The
Nomos build by naming, that is how they create. The Nomos are god beings, infinitely more powerful than the most
ancient of us. Are, or were; they have long since departed The Realm, or hidden themselves away behind a veil of
secrecy. If they still walk or dream among us, it is hidden from the eyes of the Bloodlines and the Sects.
The Nomos alone held the power of the Gnosis Nomen; the Knowing and Naming. The Gnosis Nomen is the Deepest
Magick, the most fundamental Tuning, the principle of creation and endless recreation. Its ways and the rest of the
ways of the Nomos are lost to even us. We, the Tzaetzi, cannot know the magick of the Naming, nor can we explain it.
This description by the great scholar Hizzt Vooiz is not how it truly works, but merely an analogy, and a crude one at
that:
“The Nomos took up their sacred Quills and dipped them into their holyInk. There, they op’ed their blessed Books and
wrote the names and natures of the parts of our world in their omnipotent Language. With perfect and mighty Words
they described our world, and in the perfection of its description, caused it to come into being.”
This is what the Naming was like. We cannot understand what it was.

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Excerpt B

Verily, aeons ago the Nomos departed, or hid themselves, broken into many parts. And with them gone, the world was
left to us, the Noemantae, the Named and hence Known, the imperfect and finite ones. And over a hundred million
lifetimes of war, peace, glorious empire building, and apocalyptic destruction, we have spread ourselves throughout
The Evergrowing Realm, until we have spread ourselves out so thin that entire generations of Bloodlines and Sects die
out, or live their lifetimes without ever encountering Outsiders.
We must remember – and we, the Tzaetzi, the sages, do remember – that in antiquity, The Realm was written into
being in the golden and glowing Words of Power for a purpose. While this purpose has long been forgotten, we must
not forget that there once was. It was for this purpose that The Realm has constantly grown and changed, expanding
and evolving like an ageless living organism. Only we, the Noemantae, mortal and postmortal, have forgotten the
purpose of our Realm, or we choose to misremember it for our own ends.
The purpose of the world was not simply to be our home.
The Realm must have a function. The magick that fuels it, the Harmonics that run through it, tell us that. But what
can our most ancient Realm’s true function have been, before it fell into disrepair, before we forgot its purpose? We can
only speculate.
The Asilos Penitents say that the Realm is a prison, meant to hold our endlessly reincarnating souls here, in
containment for our sins. Others say that the Realm is an afterlife, be it a Paradise, a Punishment, or a place of
judgment.
The Mnemonics say that the Realm is an engine, its purpose unfathomable, and that all our lives serve to fuel The
Realm’s operation, the actions of our lifetimes inscrutably powering an inconceivable mechanism.
The Needlekin say that the Realm must be an arena, a proving ground where the strong shall survive, and rise to the
top, trampling the weak. But the Needlekin are foolish. As powerful they are, they live only as the watchdogs of the
Aventine.
Perhaps the Aventine know the nature of the Realm. If they do, they are not telling. All they care about is ruling.
Some of The Wyndlass call The Realm a vehicle, bearing us to some unknown destination. Others of them call it a
living work of art.
The Vryx are convinced that they do not belong in the Realm, that they deserve to escape. But they are too busy
amassing trinkets and treasure to do anything about it, as if anyone could ever leave the realm.
Only we, the Tzaetzi, live our lives in earnest scholarship, preserving the ancient lore and the ancient ways. Only we,
the Tzaetzi, are still trying to learn the nature of the Realm, so we may fulfill its sacred purpose. Some of us believe
The Realm is an experiment.
In this way we are the closest to the Gnomos.

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Excerpt C

Beware ye the Outsiders. They do not belong in our Realm. We should repel them at all costs, but of course, we do not.
They wear our bodies; they dwell in our minds. They become us. Only powerful Tuning can even detect them. Some
believe the Aventine to have dealt with them, in some fashion, to have allowed them passage.
Their designs on The Realm are unknown, but must be stopped at all cost.
We, the Sages, once captured and interrogated a pair of them. They claim themselves to be the Nomos, or to be their
representatives. Do not believe their lies. The Nomos were ancient and wise. The outsiders who impersonate the
bloodlines, who infiltrate the sects, are young and foolish.
They covet our world; its magic, its technology, its endless space, its resources.
All they can do is envy and covet and trespass and steal.
When they come, we must be ready.
But how can we fight an enemy who becomes us?
The nature of The Realm is a mystery; the records fragmented, the histories, oral or written, scattered. This is only the
first seed of wisdom.
Set yourself on the path of collecting more, and when your lifetime is done, you may die in illumination, not ignorance.
Seek out wisdom and pass on what you have learned.
Together, we can decipher the secrets of our own ancient world.
-Valizzar Szizz, Whitescale, Tzaetzi Sage and Scholar

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We build the future on the graves of our forefathers, on their ashes

We anarch scientists would do well to never forget


that there were – there are – other bloodlines besides
the Common Seven. In the history of our world, a
hundred million times more bloodlines than exist
today have passed into extinction.
And what do we have to thank for this? Natural
selection? Famine, war, pestilence? Hardly. These
entire breeds were retired by genocide for refusing
to play nicely with the plans of the Elders. Perhaps
they defied the will of their Progenitors. Perhaps they
merely learned too much. For this, they were deemed
failed experiments, and failing to be complacent and
meek, were devoured by their Progenitors.
Perhaps the same Progenitors that spawned us.
You would do well to seek out those bloodlines that
are now merely dying and not yet extinct. Even if the
Salamandrea, the Mizzen, and the Tauros are lost to
us, surely much wisdom is to be found in the halls of
the Haon-Dor, who long ago have withdrawn from
the court to pursue their deep and dark Magicks. The
Pyx, too, know much of secret ways, if they can even
be found. Legends say they are building their own
dimension to escape from this one, all of it held within
the dimensions of a child’s puzzle box—
—And so too, it is chastening to think, might our
world in all its vastness and grandeur be confined
within a toy? Within a play-thing…?

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Unpublished Notes on Negligent or non-existent research
of Unexplained Splinter Phenomena
Dr. Joseph Manzanita

Is it not suspicious in the extreme that the Splinter – with


its incredible depth, breadth, and vastness – has been
only used as entertainment? That the entire universe has
been dedicated solely to entertaining and distracting the
masses? That such fertile ground for intellectual growth
and scientific development has been left entirely and
completely unplowed?
Even if we look at the immediate, civic applications of the
Splinter, the first thing that should have been discussed
was using it to alleviate the population problem. Surely,
large amounts of citizens would happily volunteer to
be emigrated – virtually of course, with their bodies
maintained on minimal amounts of nutrients, taking
minimal amounts of space and power, since the Splinter
is only a virtual environment – to the Splinter. But in spite
of the increasing overpopulation project, the evacuation
process has never occurred.
A more important scientific question to me is the un-
dissolved aspects of our culture, of our world, that have
been discovered floating in pockets of the Splinter.
Human-made items have been found ranging from
small trinkets like firearms and tools to entire levels and
structures designed with Earth-developed manufacturing
techniques. Writing in all manner of Earth languages has
been discovered in the Splinter as well, from academic
treaties to warning signs and door markings in Cyrillic,
Latinate, and other tongues.
If the Splinter was really designed with a different cultural
base from our world, and evolved along an entirely parallel
course, isolated from our reality, what are the trappings
of our world – separated by a barrier that disintegrates all
physical matter – doing in the Splinter?

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Report on Outsider Activity
Underdeep Metropol Commander Syxis Axle

It seems that even under extreme physical and psychological


duress – including but not limited to all manner of exquisite
torture techniques, evisceration of friends and loved ones,
dismemberment, ingestion, and chemical and magical coercion
– captured Outsiders are not willing or not able to divulge any
meaningful information about the nature of their world. Their
memories upon entering The Realm seem fragmented and
scrambled; this seems to be a result of some sort of operant
conditioning performed on them pre-transit.
Autopsy following execution has not yielded any more results.
Physiologically, the Outsiders we have caught are no different from
any typical specimen of the Seven Surviving Bloodlines. Whether
or not Outsiders have infiltrated any of the lesser or forgotten
bloodlines is unclear at this time.
Likewise still not understood is the (meta)physical method used for Outsiders in transcending the sideslip into and
out of our realm. They do not appear to be able to call forth this Portal at will, even when we allowed one to escape for
an hour, under close surveillance, to see what it would do. However, we have on other levels seen an Outsider we were
pursuing round a corner into a dead end, and then when we rounded the corner into the same room, a room with no
exits, there was no one there at all.
Request authorization for more suppression units to ensure that this issue does not cause a public panic – nor give the
Anarch-sympathists any footholds – while Metropol investigates this matter further.

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The Labyrinth of the Pyx
I will say this much; Modern Science can learn much from the Pyx. For whoever knew more than them? Perhaps
their culture did not busy themselves with energy weapons, nuclear power, or the baneful tools of mass destruction;
perhaps they did not erect great mega-structures, supersonic vehicles, or teleportation matrices, but they were, by
accident, closer to the goals of the Scientists than we ourselves have ever been. The Pyx were so in line with the innate
Magickal energy of tuning that they were able to create their own levels, The Fae Simulacra.
They used these levels for their own inscrutable purposes, as tests and games, as playgrounds and pranks, as puzzles
and riddles, yes. They treated the deepest and most potent Magick of the Nomos as a joke, and not understanding
what they did, were able to duplicate it.
Perhaps there is much wisdom in their capriciousness.
In any event, we know that the Pyx had the technology to create and reshape levels. But where did they get it?
Only the Nomos have been known to wield such power, in ancient lore. So, then, does this mean the Pyx, of all the
bloodlines, living and extinct, were the closest to the Nomos?
My proposal is this: to understand the nature of our Realm, we must understand the motives of the Nomos, our
makers. And to know the Nomos, we must study the Pyx, for they were closer to the Nomos than any.
Horatio Valerio, Asilos Scientist, Administrator of Tannhauser Outpost.
Seventh Trade Cycle.

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Index
Symbols Availability 99–101, 104, 105, Capture the Flag 89
107–108, 108–109, 111 Carrying Capacity 53
(R)evolver 193–194 Avalancher 171–172 Cat of Ulthar 203–205
Avatar 24, 87 Celerity 51, 72
A Creation 42–70
Chain Flayer 191
Equipment 69, 70
Changing World Studios 85
Advanced Gauss Pistol 220 Improvement 95–96
Charms 116, 234
Advanced Underwater Laser Aventine 43
Chimney 149
Pistol 220 Aventine Gauntlet 58, 76
Chrome Hulk 181–182
Aerosol Flesh-Eating Bacteria
Spray 224 Chute 149
B
Amateurs 26–27, 30 Class System 81–84
Ammunition Barter 54 Cloak 118
Earthside 104 Basic Tests 74 Cobra’s Gaze 60
Amputechture 57 Basic Training 29 Color Commentary 29–30, 74,
Anarchists 51 91–92
Battle Scream 58
Animal Handling 54 Combat Actions
Black Market 101
Earthside 35–36
Armor Blade-Tusker 172–173
The Splinter 71
Earthside 104–105 Bladewand 126
The Splinter 228–230 Combat Round
Blizzard 124
Earthside 34
Arms like Swords 58 Bloodlines 42–49
The Splinter 71
Ascension Levels 96 Characteristics 69–70
Combat Skills
Asilos 44 Board of Directors 83
Earthside 28, 34, 37
Athletics 54 Bolt 121–123
The Splinter 55, 56, 72, 74
Atlach-Nacha 171 Bolts 219
Combat Turn 71, 72
Attacks Bone Weary 59, 76
Committed 83, 139
Earthside 34, 35–36 Books 233–234, 240–246
Conditioning 92
The Splinter 72
Brilliance 51
Conjuration 116, 124–126
Attributes 25, 26–27 Bristlethorn Basilisk 164
Constructs 150
Check 33
Construct Types 150–151
Derived 27 C
Purchasing 27 Contests 34–38
Autofire 217–218 Camouflage 59–60 Control Test 87
Captivate 117 Conviction 51

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Corp Wars 80 Dragon 207–209 Firebolt 123
Covering Fire 219 Dreg Reaver 174 First Aid
Crafting Items 63 Drowning 128 Earthside 38
Crypt Shade 196 Dungeon Quest 90 The Splinter 54–55

Cut-Throat 60 Dying Flammogré 177


Earthside 38 Fleshwrither 164–165
D The Splinter 78 Flight 61
Form-Function 61
Damage E Frag 123
Earthside 34
Free Action
The Splinter 53, 74–75 Effect Dice 74
Earthside 35–36
Dead Electronics 105–107
Freeze Ray 224
Earthside 38 Elementals 151
Fresh 38
The Splinter 78 Elevator 149
Frost 75
Dead Reckoning 61 Encounter Tables 151–156
Frozen Solid 224
Death Knight 173–174 Energy Bow 226
Fusion Rifle 221
Deathmatch 88–89 Entertainment Broadcasting
Futuristic Weapons 215–217
Team 89 Company 80, 83–84
Death Smog 126 Escalator 148
G
Death Threshold 27 Escape/Survival 89
Deceit 54 Evasion Factor 52–53, 72 Game Types 88–91
Defaulting 56 Evocation 116, 121–124 Gatling Gun 219
Defense 27 Executives 82, 135–136 Ghosts 151
Defense Modifiers 34 Experience Points 97 Glass Spinneret 196–197
Dehydration 127 Exposure 127 Gnosis 27, 53, 72
Delayed Actions 71 Eyes of the Familiar 120 Grappling
Difficulty Modifiers 33 Earthside 37
Diplomacy 54 F The Splinter 75
Directional Nuke 226–227 Graveslave Drake 192
Falling 128
Discovery Channel 90–91 Gravesworn Captain 186–187
Fantasy
Disintegrator Pistol 221 Greatslime 187
Area 119
Divination 116, 120–121 Great White Phoenix 200–201
Personal 118–119
Dominate 118 Great White Studios 85
Figment Daemon 182
Doors 130, 147 Greatwolf Guardian 205
Fire 75
Stuck 130 Grenade-Like Attacks 76
Firearms
Double-Bladed Fusion Sword Grenades
Earthside 102–103
225

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Earthside 103–104 K Melee Weapons
The Splinter 216–217 Earthside 101–102
Grind 83, 139 Keening Sidhe 177 Messenger Peregrine 165
GS-9 Military Ion Rifle 221 Knight of the Black Mirror 202– Metropol 50
203 Microwave Pistol 220
H Knockout Threshold 27 Might 51
Kraftwerx 63 Mirror Knight 202–203
Haon-Dor
Mk. III Laser Carbine 221
Fallen 199–200 L
Mnemonic 45
Husk 156–157
Lamplighter Gargoyle 165 Modern Weapons 214–215
Harmonics 57–69
Starting Levels 27, 53 Leaving Engagements 75 Monofilament Rapier 224

Healer’s Craft 62 Legerdemain 55 Monofilament Whip 224

Healing Level Generation Tables 144– Move Action


145 Earthside 35–36
Earthside 38
Life Points 27, 52 The Splinter 72
The Splinter 74, 78
Items 230–231 Restoring 78 Movement
Literacy 55 Earthside 30
Health 27, 38
Living Wind 183 The Splinter 70, 72
Hellfire Mastiff 174–175
Lock Lash 64 Mr. Wubbles 222
Helpless 75
Locks 130 Multiple Actions 78
Hoarder’s Luck 62
Long-Form 91 Multiple Attacks 74
Hold 124–125
HUD 88 Long Shot Rule 73
N
Hyperice Dagger 225 Luciform 192–193

Naked Casting 116


I M
Natural Defenses 70
Maelstrom Elemental 201–202 Natural Weapons 69–70
Illusion 116, 117–120
Magick 115–126 Necrodaemon 188
Initiative
Earthside 27, 35 Items 235–237 Necrogenesis 64
The Splinter. See Reaction Magick Detection 120–121 Needlekin 46
Inocquiescent 157–158 Malefactotum 206–207 Nerve Aura Sound Projector 223
Intimidate 55 Management 82, 136 Night Vision 69, 128
Manticore 197–198 Non-Detection 119–120
J Maps 233–234 Nonlethal 74–75
Medieval Weapons 212–213 Novemberist Court, the 50
Jam-Tuning 62–63 Nullifier Behemoth 188–189
Melee Combat 55

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O PT-2600 Robot Guardian 178– Regular 159
179
Omniscience 51 Punishers 51 S
Ophidian 158 Puppet(eer) 168
Pyx Hand Crossbow 219 Sages 50
Coatl 183–184
Hassasshim 166
Salmandrea Forsaken 169–170
Lorescale 175 Q Sarcophigaunt 159–160
Sen Warrior 195–196 Saves 74
Quantum Mass Axe 225 Scanch 160
Opposed Tests 74
Recon 168–169
P R Scientists 51
Scorchwing 185
Radiation 75, 226–227
Passageway Generation Tables Scry 120
145–146 Blade 224
Seabringer Leviathan 179–180
Peerage 82, 83–84, 135 Rain of Needles 65, 76
Sects 50–51
Penetrator Pulse Laser 221 Random Armor Table 227, 229–
230 Security 55
Penitents 50
Random Weapon Table 211– Seeker 121
Phase 71 212 Seek Individual 121
Pinwheel 123–124 Ranged Combat 55 Selenia Tiger 170
Plants 151 Raphtontis 158–159 Self-Returning Shuriken 221–
Plasma-Blade Flingering 221 Raw Tuning 66, 76, 116 222
Player 24, 87 Reach 224 Sentinel Daemon 189–190
Creation 26–31
Reaction 27, 53, 71, 74, 78 Sentinel Griffin 175–176
Improvement 97–98
Reactions (Earthside) 37 Shield
Possessions 31–32, 99–113
Referee 24 Barrier (Spell) 125
Ranking 95, 96
Resistance 81, 141–142 Item 228–230
Poison 68–69 Personal (Spell) 125
Rest
Potions 238 Shock 75
Full Night 78
Powered Armor 230 Shooting Starfly 190–191
One Hour 78
Praetor X93 Combat Rifle 220 SIG SG 550 Assault Rifle 219
Rift Wind 67
Predator and Prey 89 Silver Wing 67
Room Generation Tables 146–
Prehensile Swordplay 65–66 147 Simulacrum Husk 185–186
Prestige Studios 84 Royal Mien 67 Skills
Priests 50 Ruined Sky Drake 175 Earthside 28–29, 33
Professionals 25, 30 Rust Cotillion The Splinter 54–56
Proliferator 166–167 Aegis Bearer 173 Skin like Plate Mail 68
Minuteman 169 Smog Soul 68

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Sorcery 55–56, 115–116 T V
Spark Elemental 160–161
Special Attacks 76 Techniques 30–31 Vale-Ghor Guardian 181
Specialist 82, 138 Technology 56 Valkyrie Studios 85
Speed 26–27 Teke 125 Valuables 232–233
Spells 115–126 Tenebresque 161–162 Variable Metal Punching Dagger
Test Dice 74 225
Spelman Studios 84
Tools 231–232 Vastwurm 198–199
Spire Gargoyle 180
Tourniquet Man 194–195 Vehicles 111–113
Stairway 148
Training Points 94, 95–96 Venomous Bio-Spear 224–225
Starvation 127
Transfer Process 86 Visibility 128
Star Venom 68–69
Traps 129–130, 147–148 Vitality 51
Statistics 25, 51–53
Derived 52–53 Treasure 148, 211–212 Voormis 163–164
Determining 51 Shaman 170–171
Tuning Points 27, 53
Tests 52, 74 Restoring 78 Vorpal 214
Stealth 56 Tuning Whistles 239 Vryx 49
Stinkhorn Sporepod 161 Tzaetzi 47
Storm Crow 69
W
Strength 26–27 U
Wandering Monsters 149
Subscriber Points 93–94
Unarmed Combat 56 Wands 237–238
Decay 94
Unconscious Wardens 83, 141
Success Threshold 25
Earthside 38 Will 26–27
Surprise
The Splinter 74–75 Witherslant Gun, Model Zed
Earthside 35 221
Undead 151
The Splinter 76
Wits 26–27
Undead Tauros 163
Survival 56 Workers 83, 138–139
Untrained 29
Swarm Pod 222–223 Wounded 38
Symbiont 230 Wyndlass 48

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Name:

SpLINTEr
Subscriber Points

Character Sheet Player


Ranking
Training Points Ascension
Level

Player Name Avatar Name

Professional Amateur Bloodline

Strength Bonus Man Middle Beast

Speed Bonus Vitality

Wits Bonus Might

Will Bonus Celerity


Omniscience
Health Brilliance
Defense Conviction
Initiative Attribute Total

Life Points
Vitality × [Player Strength + AL]
Player Skill Level Bonus Tuning Points
Current LP

Conviction × [Player Will + AL]


Evasion Factor
Celerity/3 Current TP

Reaction
[Omniscience/2]d6 + [Player Speed + AL]
Bonus Damage
Gnosis
Might/2

Avatar Skill Dice Avatar Skill Dice

Harmonic Notes

Player Possessions Notes


TP

TP

TP

TP
Weapon Dice Damage
Primary Attack

© 2012 End Transmission Games


SPLINTEr
Man Middle Beast
Sect(s)

Avatar Qualities

Character Sheet
Player Possessions Notes
(continued)
Avatar Possessions Notes

Backstory, Miscellaneous
information, or Sketch
Spell/Sorcery Notes

Weapon Dice Damage


Unarmed Attack
Unarmed Attack
Unarmed Attack

Attack
Color Commentary Used Attack
Attack

© 2012 End Transmission Games

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