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FX Rules: Details the rules and systems governing the use of FX skills and energy, rank benefits, and associated perks and flaws. Using FX in the Campaign: Explains how to incorporate FX into gameplay, discuss campaign levels, sidekicks, and optional rules for FX use. Arcane Magic FX: Covers various magical skills, spells, and rituals involving arcane energy, with descriptions and gameplay implications. Faith FX: Explores religious and divine FX skills, miracles, and the influence of faith on special abilities. Super Power FX: Offers a compendium of superhuman powers, detailing mechanics, skills, and the impact on game narrative and combat. FX Creatures: Describes various fictional creatures influenced by FX, including angels, demons, and elemental beings. FX Devices: Discusses the creation and use of devices powered by FX energy, detailing construction phases and FX skills involved. Appendix: Creating New FX Skills: Provides guidelines and notes for developing new FX skills, expanding on broad and specialty skills within the FX system. os =F yaa:
Se a ee Ree
EU Ufa EGE
A GUIDE TO r,
we) / f
Sean K ReynoldsSE
¢ 14 FX Rules. .
FX:
Rank Bopehts
Purchasing PX Skills
Using PX Skille
FX-Rolated Skills
FX Energy Pool
Recovering FX Eneray .
Inereasing the FX Energy Pooi
PX Potks and Flaws.
EX Petk Descriptions ,
PuFlaw Descriptions
‘The Adep'
‘Adept Spe pr epeckliy Bonsiits
Baopt Sines
CBeeiesafiog Fx i he Compciat
Garpaign Fe Levei
Levels
al Rules
Taste oF CONTENTS
Denions
‘Ueast Deron (imp)
Lesser Demon (Nali)
Lasser Demon (Succubisl 1.
Greater Demon Deion Princo
Elemental:
‘Ait Elemental
Earth Elemental.
Fire Elemental
Water Elemental |;
Spirits.
‘Ancestor Spirit.
Animal Spirit
Common
Undead
Other FX Creatures:
Familiar «.-...-..
Gardbyi
Genius Loci
Methrahn
Shapeshifte
Chapter 7 EX Devices
Grecing Fk Device,
hone & Meas ot Opontin
Fewer Soe
ting the
Biamplos of Fk Bovicas
‘Appendix: Creating New FX Skills,
Broad Skills. oc. -der~
Specialty Skills
‘Table Fl: FX Pecks.
Fs Powers.
{adiction ine Super Horo Game
Bypen of oray
Gordiyl Shadow £
Building PX Construct
Seeskeeesss2ssvseaessy
eee
Combined Tables
BSS88ruuCHAPTER 1: FX RULES
Heroes wielding FX (short for spe-
cial effects) powers come in all
shapes and sizes. The elderly
human wizaid, the robust demon-
logist, the patient sesheyan mys-
tic, the ght weren shaman, and
the hard-edged fraal master of Chi
ire alll possible FX characters. As
‘withmutations, psionics, or cyber-
‘ware, any race or profession may
use FX as long as the Game
master allows them,
FX SKILLS
FX skillsaxe structured siinilorly td
the psionicg skills in Chapter 14/of
the Acremum® Player's Handbook.
The various types of FK—Arcane
Magic, Faith, and Super Power—
cre divided into different FX broad
skills. As with psionics, no FX
‘broad skill can be used untrained.
{Clustered beneath the broad skills
are their FX specialty skills. These
|, represent specific spells, miracles,
or guper powers within each type
of FX Some FX specialty skills can
bo used untrained. The majority of
the Faith FX skills fall into this cat-
egory. Others cannot be used
untrained, which is the case with
most Arcane Magic and Super
Power FX skills.
Arcane Magic FX broad skills
are called schools, and specialty
skills are called spells. Faith FX
broad skills are called faiths (or
sometimes religions), and special-
{ty skills are called miracles. Super
Power FX broad skills are called
| categories, and the specialty skills
care called powers. Regardless of
‘heir names, all of them function
identically in torms of gamo
‘mechanics.
Fk energy flows from diferent
“sources. Some types of FX rely on
mental fortitude ot clarity of
| Bee
ty Score for those FX. Others rely
on memorizing long, complicated
formulas and rituals. Intelligence
is the primary Ability Score for
those FX. Some FX draw on the
physical raservesiof the user. FX of
this type are based on Constitu-
tion. A tate few FX depend on the
user's ability. to persuade, cajole
‘or threaten. These FX'use Person.
ality as their base Ability Score.
Rank Benefits
Many FX specialty skills have
rank benetits, Those'rank benefits
‘matked with the @ symbel cannot
bbe purchased early, while those
feceded by the symbol can.
A hero uses skill points to pur-
chase FX skills just as she would
‘mundane skills. Most oiten, heroes
begin play with FX skills, so start-
ing skill points tpust be used to
purchase these skill. At the
Gamemaster’s discretion, certain
FX skills may be leamed after
character creation. These/skills
must be purchased with dehieve-
‘ment points earned during the!
course of play.
Unless ahero has the Adept
profession (described below); she
‘must pay the full'skill point cpst
for all broad «ind specialty FX
skills. PX specialty skillsare
improved in the same manner as
other specialty skills. In other
‘words, to improve a skill to @.High-
er rank costs the list price plus the
curreat rank.
ising FX Skills
Using an FX skill wotks very much
like using a psionic skill. Each use |
STINE HI > —
eae’
Peers ted
Sometimes you'll want to run a
Pore ee enh etary
ural or amazing powers.
Unfortunately, the FX skills are
more expensive than most skills,
Sees
Pee eked
without sacrificing advancement in
their other skills. FX achievement
ened tenn Ty
pec este
Using this optional rule, heroes
eee en rs eed
pees
Panesar
cement
este
FX broad or specialty skills. Every
Cece ees
gain achievement points, they also
popeesnrenrents
ener ens
be spent to buy or improve FX spe-
Pete a eee ety
Pee reece
points on FX abilities
een error
De eee et ey
Eee eri eg eer
Pe ores
Peet eet
pee ee eet ent Sd
Pee ee re
Pent rer ere teres)
Cee ee
pepe eee nt ey
anon-FX hero in the same cam:
Peer ee eeeenrey
than a transplanted hero of any
type from another campaign.
causes the loss of a certain number
of FX energy points (see below).
FX-Related Skills
Some of the FX skill descriptions
note mundane skills that can
assist in their use. Gamemasters Jie
*
# : »
want fo design additional
x 1anlee, « Knowledge-arcanel)
fort Bight give bonuses to /
tho uso offfreane Magic FX skid
$B wnile Technical Science-super-
2
science might make the creation of
Supok Power FX devices easier.
‘The DaaieMarrer™ carapaign set-
ting provides some examples of
such skis:
FX Enersy
Poot
With Fare exceptions, FX skills
{{ cost FXenergy points to activate,
| justas psionic skills require the
suse of psionic eneray points to
‘activate, All FX characters have
‘an PX energy pool that is depleted
whon PX skills are used. The
exiergy points in this pool are
restored Over time, The number of
pointsiin a character's FX energy
pooldepends upon whether the
Gamemaster is running a realis-
tic, heroic, or supetheroie cam-
aign. Characters begin with 5
‘points in their FX energy pool if
‘they are in a realistic campaign,
10 points if the campaign is hero-
ic, or 15 if itis supetheroic. Cam-
paign levels are discussed in
‘Chapter 2: Using FX in the Cam-
paign.
‘When a player chooses to use a
‘hero's PX skill, he marks off the
‘appropriate number of FX energy
points and attempts the skill
‘check. A character with no FX
‘energy points cannet use any of
his FX skills. Most FX specialty
‘skills only cost 1 FX energy point
tocactivate, but some of the more
‘powerful ones cost 2 or even 3
‘points to use. If a character is
‘attempting an untrained skill
‘check, the cost of an attempt is
increased by 1 FX energy point.
_. Some Super Power FX specialty
‘skills are constantly active. Instead
‘of paying points to use them, the
| FX character permanently reduces
“his FX energy pool by a set amount
and can then use these powers
| whenever desired. This option is
4 ‘discussed in the Always Active
12 that interact with FX skaills.
™
Super Powers sidebar in Chapter 5:
Super Power FX.
Recovering rx
Energy
When a character's FX ehergy pool
is below her maximum, she can
roll a Resolve-mental resolve skill
check to recover some of that
energy every hour that no FX!
points have been expended. A
Critical Failure or Failure means
no poisits are regained. An Ordi-
narg.Good, or Amazing result
returns 1y2. or 3 FX energy points
to theehatacter. If « character
spends 8 hours ré¥ting and not
using anyPX, all points in the FX
energy pool one recovered.No
check is necessary for this to hap-
the game mechanic to
regain @nergy points'is identical
for marly of these PX. the in-game
actions of the character are very
different. Most Faith FX heroes
heed to pray or perform other softs)
of religious devotions during this
recovery period, Arcane Magic FX
characters need to study their
books of knowledge, and so ou
Increasing the
FX Energy Pool
heros FX eneray pool can be
enlaiged thiough spending
‘achievement points. The cost of
increasing an FX eneyuy poo!
varies with the campaign level.
The cost is 15, 10, or 5 cchiévement
points per FX eneray point
increase for characters in q reals
tic, herole, or supetheroi¢ cams
ppaign. (Sae Chapter 2: Using FX in
the Campaign, characters FX
to twice its startin
ee Px Rent anc
FX PERKS
AND FLAWS
‘Those perks and flaws work just
like regular pets and flaws found
‘perks count tt e
Tas cai eam
example.) Many regular perks and
flaws can egsily be altered to be
pong creas rae Fx chars,
ter, For example, the Animal Friend
‘perk may be helpful in dealing =
with animal spirits, the
flaw may mean the:
known as on FX user iniai
patign where such a
or feared, and the Po:
The following perks are new tov
this book and may only be pur- ae
chased by an Adept or an FX tal-
ent, Perks listed in i on
F1: FX Penks can only be selected
at character creation.
FX Awareness eu
Cost, INT, Active Z
Like the Peionic Awareness
perk, scar lpn
ter to make a perk check to recog-
nige that a type of FX power is.
being used in his vieinit
player should choose one:
PX that he is aware of: A: p:
Maple: Fellas Soper Powaltan of
perk otherwise works like Pstonic
Awareness, €
FX Mastery q
Cost 4, Ability Score varies, Active
‘The hero has mastered one par-
ticitlar FX specialty skill. In game
terms, the character has -I step
a ‘use of that specialty
5.
This |Behe
eed
Cae)
ea rd
fared
eS erceat T
Pe ds
rid
een
ay
ao
co
Active
ened
rere
ont
eres
ee oe
Mentor
Cost 4, PER, Conscious
This is q variation of the Power-
ful Allyyperk. The hero has a men-
tor in fier FX specialty. This men-
or maybe called! upon for advice,
‘ouiay assist in performing FX
céfemonies or rituals, or may even
use the Teach skill to,help the
haracter advance in her learning.
When this perk is selected. the
player and Gamemaster should
discuss themature of the mentor.
Given the nature of FX, the mentof
may be sinaply an FX-empowered
Powerful Ally, ot she ot he might
be somthing as exotic as a famil-
jar, demon, guardian ange
ancestor spirit, See Chapter 6: FX
Creatures.)
Rapid FX Recovery
Cost 5, WIL. Active
The charactor rogains FX
energy points at double the nor-
mal ate. The character can roll
Resolve-mental resolve skill check
to recover FX energy every 30 min-
ules instead of every I hour, and
only 4 hours of rest are needed to
fully restore his FX energy pool.
FX Flaw
Descriptions
The following FX flaws are new to
this book. Flaws that affect tho
user's own PX skills or energy pool
can only be selected by an Adept
or PX talent.
‘Aplayer can never select more
than three flaws for a hero,
although the Gamemaster may
gssign additional flaws to a char-
‘acter over the course of a
gampaign.
Fixed FX Recovery
+3 bonus skill points, WIL
The chardetér cannot regain FX
points onan hourly basis. Instead,
ail of the character's energy points
retam every day at « particular
time of day, such as high noon,
aundown, sunup, and 0 on. This
time is chosef when this flaw is
purchased. This tite may repre-
sént when the character's tome of
knowledge opens, the prescribed
time for prayer, or the regular
‘oyele of c stipernatural device.
Inhibited FX Recovery
+1/9/5 bonus kill points, WIL
‘The chara¢tet is sensitive toc
cerlain material of materials. This
material hinders the recovery of
FX energy points,when the charac-
ter is within 100 meters of it. No
recovery can be mado in these cir
cumstances. Forexample, c hero
who specialized in Pyromancy (a
fire-based Arcane Magic FX)
might be unable to regain FX
energy if she is near a quantity of
water the size of an Olympic-sized
swimming pool or greater. Like-
wise, a druid might be ungble to,
recover FX energy when he is.
close to large antificial constructs
(bridges, buildings, automobiles)
or concentrations of unnatural
materials (asphalt, concrete, plas-
tic, refined metals). A Super Power
FX hero might not recover energy
while in the presence of xenonite,
the meteorie metal that was creat-
ed when her homeworld exploded.
Adjudication of the power level
of this flaw requires the Game-
master's discretion. Being hin-
dered by materials common to the
‘campaign is a S-point flaw, being
hindered by uxicommon materials
is c 3-point flaw, and being senisi«
tivetorare materials is ¢ L¢point
flaw. Hindrances that are $0 rare.
as to have no effect on the game
should Be disallowed. For
instagice, while large quantities of
refinied metal and the void of
space woulld be common hin-
drances in the SrAn"Daive® cam-
paign setting, thé same things
would be rare and nonexistent,
respectively, inn American Civil
War-era campaign.
FX Require Recharging
+5 bonus skill points, WIL
‘The character's FX energy
pointy do mot recover naturally,
either at an hourly gate or through
rest. Instead, only'4 partictilar,
event (suchas ¢ fulllmoan) ora:
ower source (such as q fragile
alien artifact kept in c'safe place)
can restore the character's FX
‘energy pool. Except in unusual clr-
‘cumstances, the character ean
only restore her PX once per day.
This procedure should take at
least ] minute ifit is tied to « spe-
cific object or I hour if itis not.
Whatever amount of time it con”
sumes, when the procedure is com-
pleted. it testores the character's
FX energy pool to its full value.
This flaw is similar to and
slightly overlaps Fixed FX Recov-
‘ery. The Gamemaster should take
care to ensure that « hero select-
ing Both flaws actually suffers the
effects of both.
Tape Fe: FX Flaws
eet ay
ete d eo
ete ae I
eee
a met]
SHINY Hd > —FX Susceptibility
Loerie
The chatacter is especially vul-
Md nertible tone or more types of FX.
For 3 bonti.skill points, the char
acter has ¢-2 resistance modifier
‘againstone type of FX: Arcane
Magic, Paith, or Super Power. For 6
skill points, the character suffers
the penalty against two kinds of
PX For skill points, the hero suf-
fers the penalty against all three
kinds of FX. Characters must
selectidifferent kinds of FX rather
that doubling or tripling their
susceptibility to one kind. In cam:
paigns where one or more types of
FX donot exist, susceptibility to
these types of FX cannot be
selected.
FA RULES
Slow FX Energy
Recovery
+S bonus skill points, WIL
‘The Character regains FX
‘energy points at half the normal
rate, The character rolls every 2
hours to recover FX energy instead
of every hout, and a 16-hour period
of rest is needed to restore all FX
points.
THE ADEPT
Like mindwalking, the use of FXis
‘such an unusual ability that some-
‘one whose primary focus is FX
doesn’t fit into the four-profession
model established in the Player's
Handbook. Arcane Magic, Faith,
‘and Supe: Power FX specialists
‘are unique enough to merit their
‘own profession: the Adept. Adepts
should be extremely rare in all but
superheroic campaigns. Most
heroes with access to FX powers
are FX talents. Adepts fall into
three categories, depending upon
whether they use Arcane Magic,
Faith, or Super Power FX.
Arcanists are Adepts who spe-
ialize in manipulating Arcane
Magic FX. They are the Tech Ops
of the supernatural. They learn the
paths of magic to increase their
knowledge and ability. They are
more comfortable using magic
5 than weapons or technology. Most
Arcanists specialize in one type of
Arcane Magic FX rather than dab-
bling in several sorts.
Believers are those Adepts
dlessed with the ability touse
Faith FX. These people have the
sincere faith, devotion, and natural
talent to actually communicate
swith spiritual entities, Theyhold
‘their religions first and foremost in
their lives, and spreading the word
of their faiths and assisting fellow
believers run close behind. Since
each type of Faith FX requires a
different sort of belief, characters
cantlothave more than one Faith
FX broad skill at a time. In gener-
‘leaning « new-Faith FX broad
skill requires abandoning the spir-
itual paradigm necessary for the
old Faith PX te Work. For this red=
son, if a new,Paith FX broad skill
is leamed by 4 Believer, his old
broad skill and its specialty skills
are lost {Believers also lose the
‘skill cost reduction noted below if
they change from one Faith FX
broad skill to another.
‘Super Heroes are Adepts who
have somehow gained special
powers without the use of arcane
spells or faith miracles. Many
types of Super Heroes exist: scien:
tific geniuses with phenomenally
high-tech weaponry, courageous
patriots with superhuman strength
‘and endurance, crafty speedsters
‘who can outrun ears, advanced
mindwalkers. and so on. In many
‘ways, though, the Super Hero pro-
fession is just am-extra layer of
gloss on'¢ character's true nature,
‘Which is represented by one of the
five professions listed in the Play-
ers Handbook.
Adept Special
Benefits
Action Check Score Increase:
An Adept's aetion check score is
increased by 1 point.
> Skill Cost Reduction: Choose
ohe FX broad skill. That broad
skill and its specialty skills con be
purchased at list price —linste
of list price.
> Secondary Profession: Like «|
Diplomat, an Adept selects a sec-
skills cam be improved to rank 6,
‘ond profession. All skills from that
profession can be purchased for
list price -1 instead of list price.
‘This secondary profession deter-
mines all other aspects of the hero
{starting money, achievement ben-
‘efit costs, and so on). An Adept
who chooses Diplomat as a sect
ondary profession does not gain
Gn additional secondary profes-
sion. The character only gets the
colt reduction oa Die.
Note: Diplomats with the sec-
ondary profession of Adept can
buy one FX broad skill arid its spe-
Gialty skills at list price ~1 instead
offist price, but they have the
same number of FX energy points
as an FX talent. (See the FX Tal
ents section below)
‘Note: Remember that FX energy
points and psionic energy points |
‘are not interchangeable. An Adept
who selects Mindwalker as her
‘secondary profession must track
these two sets of energy points.
separately.
FX Talents
Any hero who uses FX without
being.an Adept is an FX talent. FX
talents can purchase only one FX —
‘broad skill. An FX talent gots no
reduction in the cost of that broad
‘skill or its specialty skills.
‘Two of the talent’s FX specialty
All others can be raised no higher
thar tame,
Fitalents begin with halfthe
normal number of FX energy
points, rounded up. Thus, if an
Adept starts with 10 FX energy
points, an FX talent in the same
‘campaign begins with 5. FX tal-
‘ents can increase this total to no
more than double its starting level
by spending achievement points, |
as noted above. |
Adept Careers
With the variety of FX powers and
abilities available, it is impossible
‘to describe all the potential
careers of an Adept. A few exom-
ples are listed below. An FX talent _
‘might also select from thesecatears; however, skill point costs
must be adjusted cppropriately.
Because of the high cost of FX
sills, Adept careers tend to be
more expensite than normal
eareers. This will limit some low-
Intelligence hatoes from selecting
fertain careers without also taking
flaws that give them the extra skill
points they require.
Crusader
A crusader is @ combat-oriented
Believer Adept who calls the fury
of Heayén downto defend the
weak ghd thelrightoous. Armored
by his faith, the crusader brooks
nodisparagement of his methods.
Almost all crusaders have the sec-
ondary profession of Combat
Spec, though a few Free Agents
act as spies on the holy front lines.
> Signature Equipment:
Fatigues, personal radio, first aid
iat, pistol
> Skill Package:
Monotheism-aura, blessing, cure:
Melee Weapons, Modern Ranged
‘Weapons-pistol: Knowledge-tirst
«id. Gost: 98 points (Combat Spec)
‘0r38 points (Free Agent).
Entertainer
‘The entertainer is an Arcanist
Adept who uses her FX abilities to
‘muse and entertain people.
Whether she works in clubs, on
street comers, or on television
shows, the entertainer under-
stands what people like and
works to produce «positive audi-
ence reaction. Entertainers tend to
have Free Agent or Diplomat as
their secondary profession.
> Signature Equipment: Trained
animal (pet), videorecorder, hand-
cutfs, lockpick set, padlock.
> Skill Package: Illusion-clam-
of, conceal, static image; Manipu-
lation-prestidigitation; Entertain-
‘mont-act 2; Interaction-charm 2.
Cost: 36 points (Diplomat), 37
points (Pree Agent).
Firebug
The firebug is an Arcanist Adept
who specializes in Pyromancy. He
often serves in a military unit as
‘m expert in incendiary devices
‘and demolitions, He assembles,
maintains, and uses regular
fexplosive munitions and provides
‘some speciclized firepower in
times of need
Firebugs tend to be wild-eyed
‘and obsessed with blowing things
up. The smarter ones take preca
tions when using their magi¢
(such as wearing fire-resistant
clothing), while the dumb ones
just don't live very long. Most fire-
bugs are Combat Specs, though
some Tech Ops.also enjoy this
> Signature Equipment
Fatigues (fireproof), protective
goggles; personal radio, demoli-
tions pack
> Skill Package: Pyromancy-
fiery bolt, fire wail, storm of
flames; Heavy Weapens-indirect
fire; Stamina-endurance; Demoli-
tions-scrat¢h-built, set explosives.
Cost: 42 poifits (CombatSpec) or
44 points (Tech Op).
Investigator
An investigators a Believer
Adept who has become an acci-
dental student of the Alienism
Faith PX. Introduced to the twisted
but miraculous powers granted by
the alien gods through witnessing’
a strange or traumatic event, the
investigator balances the threat of
insanity against the chance to
block the cultists that serve
Alionism, Most investigators are
Tech Ops from a scholastic back-
ground, while some are Free
Agents working as police officers
or private investigators.
} Signature Equipment: Brie!-
case, business dress, cudio-
recorder, cellular phone.
> Skill Package: Alionism=
circle of the thousarid broken!
angles, eyes of the dark ones: Life
‘Science or Physical Sciance:
Investigate; Resolve-menta!
resolve 2. Cost: 98 points (Tech Op)
0r 99 points (Free Agent).
Ranger
Arangeris a druidic nature
activist who operates on the
fringes of normal society to protect,
the natural world, This Believer
Adept works to stop people and
activities thet would harm her nat-
ural home and teaches others.
about the beauty and wonders of
the wilderness, Ecoterrorists and
park rangers are the extreme ends
of this career’s mentality. Most
rangers are Frée Agents, although
some Combat Specs take up the
caugelas well.
> Signature Equipment:
Bedroll, fatigues, climbing gear,
binoculdits, compass, rifle, first aid
kit
> Skill Package: Druid-kinship
of beasts, life endures: Modem
Ranged Weapons-iifle; Survival;
Investigate-track: Cost: 89 points
(Combat Spec of Free Agent).
Tinkerer
A tinkerer is @ Super Hero Adept
who specializes in the construc-
tion and repair of Super Power FX
devices. While tinkerers.are often
secondary characters in a cam-
paign, some of them take a step
beyond repairing and building
devices for others and construct)
some for their own use, becoming
high-tech Super Heroes, Tinkerers
are nearly all Tech Ops.
> Signature Equipment: Toolkit,
shabby casual dress, lab'coat,
‘workshop, desktop computer.
> Skill Package: Metacon-
scious-genius, super Intelligence;
‘Computer Science-hardware;
Knowledge-deduce:Technical Sei-
‘ence-invention, juryrig, repait.
Cost: 36 points (Tech Op).
STIMU HI» —FX arénil gomothing that should be
topped ito an existing campaign
cot included in the plans for a new
campdiigh without some fore-
thought: Gamemasters must con-
sider the roe of FX in their games
the powecfével ofthe prospective
a Fiera not horses Lave
sdecess to FX FX's potential for
tunbalaneing the game, and how
= FX interact with other optional
‘rules, such as psionics, cybertech,
and mutations.
INCLUDING FX
OUR GAME
Garhemasters planning to use.
‘PX in their campaigns should ask
eer the cas -ques-
G FH IN THE CAMPAIGH > >
Ss
> Are FX something new, or are
FX a part of the campaign’ history?
Designing « campaign in which
- EXthave existed for some time
involves a lot of work. The ability
to place curses on your enemies or
to raise the dead and the exis-
tence of demons and angels quick-
ly cause a real-world timeline to
veer from its course unless certain
controls are established. Having
FX be a recent addition to the
campaign is a much easier path
nd provides many adventure
hooks for players to explore, Some
‘example campaign setups for the
introduction of FX might be that a
‘strange energy event bathes the
planet and people begin manifest-
ing super powers, or that an angel
fests on Earth and hundreds
‘of people find themselves able to
‘pray for true miracles, or that peo-
ple inc small Wisconsin town
‘wake from nightmares to find that
they can summon demons. Such a
8 triggering event opens up numer-
‘hy
&
fous subsequent adventure possi-
bilities that branch off fromit,
such as discovering what caused
the event, rounding up all of the
people aifected, looking fora cure
{or those afflicted with harmful
powers, and so on
» How did FX come about?
This question is closely tied to
the previous one, but it delves
more deeply info the origin of FX,
Was the eneigy event c govern-
ment experiment or cn alien
spacecraft exploding? Was this
cngel sent asia promise or c wam-
ing? Why were the people in this
fone town chosen for this gift, and
what is expected af them?
> Conanyone with the time
\eind interest use FX, or does the
ability to use FX require a special
Giftor membership in c select
group?
IEF use requites « particulae
inner gift, gene, or inheritance, this
sharply limits its spread in a cain
‘Paign! The Gamemaster does not
need to worry about why the diab
list villain hasn't trained ct hun-
dred students in the basics of Dia-
olism, These people just don't
hhave the talent for it. This approach
aso prevents a radiation-empow-
ered character from blasting away
at his friends until they develop.
super powers of their own,
IfFX éon be learned ot
‘acquired, the Gamemaster needs
to establish « mechanism for that
Arcane Magic FX could be jearned
through attending schools of
‘magic or perhaps taught by one
old wizard with the ability and.
Patience to do so. Faith FX could
be acquired by studying at tom-
ples and monastories that educate
nd train the next gonération of
‘empowered worshipers or through!
joining amystical ancient order:
“thwart
(CHAPTER 2:
Us NG FX IN THE CAMPAIGN
whose members pass of tho
secrets of true faith. Super Power
PK could be developed
the gareinentost am
research team,and anyone with
enough cash could pay for these
‘enhancements, or only those
selected and gleared for top secrat
work y the government could
receive them, |
> incibpesotPteiae 4
By.nd means isa Gamemaster
reqhired fo use all thre srt of FX)
‘nen Aur comes eo
FX to just one catego
many variations, A modern-day
world with magie on its
sony only: have ilhisi
A lost continenit
‘ancient tribe that never |
to: ‘speak to the spitit wo
fits could be trying fantically to
figure out how to dect"with super:
powered mutants cfeated by ille~
gally damped toxic waste,
» Do alltypesof FX havethe
same power level?
More than one type of FX could
be available, but some FX may be
‘more powerful than others. A
magocracy could be methodically
stamping out the shamans of an
assimilated people, Armies of
Faith FX soldiers could be assist-
fed in their work by a few rare
metahumans. Petty sorcerers
could be hiding out in Manhattan
‘among wall-crawling and weather
controlling superheroes.
> Will player characters have
accessto FX?
This question is similar to the
Gamomaster facos when
considering psionics. FX horoes
‘can solve challenges that would
many normal heroes, and
‘many adventures can be devisedrind their particular combina-
tion of FX abilities. On the other
“hand, having heroes be unaware
‘of FX can lead interesting ace-
fazlos when they are assisted by
‘allies or confront FX villains.
_ > Howlde FX interact with tech-
nology?
Astaple of many fantasy stories
fs that magie wanes as the power
of technology increases. This book
‘essumes that thefe is no such lim-
itation, but it could easily be mod-
led ig the number of
Fr pofite tbat to une sore FX
bilities in the presence of tech-
sreven setilfig limits on
5 of success possible for
mutation
‘Players
‘given in the Aura
r needs to consider the
ns of these: -
‘optional rules is given in the Cam-
ign FX Levels section below.
How common are FX?
Characters with FX may be so
rare that the heroes never
‘encounter one, or their main foe
‘be the one FX character in
“the entire campaign. In some cam-
_ paigns, FX may be so common
that you can hardly go to the cor-
‘ner store without bumping into a
“super hero. If FX are common, the
‘Gamemaster has to decide if there
“are PX police to combat FX crimi-
‘oagls, special measures to prevent
FXathletes from playing profes-
sports, and s0 on.
thols placed of FX?
7} This tiesfinto several’ the
| other oe ‘Section. It
© Fare well
areotalower be 1 depending on
papel he Eales ea Cee cacy Sox tae *
rd
\ > Does the general public know
Gbout Fx? \
"If the average person hers
edbout super hero battles on'the
evening news, there's no réason
hy the heroes can't show up in
“their super hero costumes to,deal
with @ bomb threat. However, if
theypresonce of FX is unknown.)
‘ny unusual events—including
villains conjuring demons, people
throwing lightning bolts, and rela-
tives coming back from the dead—
are going te atouse unwanted
attention/The characters must
kkeep « low profile if they want to.
kkeep ftom being hauled off to be
‘studied, plagued by the curious,
‘shunned cr blamed by the fearful,
_ Sr simply exploited
> Are there sactological con-
how they gottheitpoweisFor
example, very few people want to |!
"spend time around someone who |
‘can conjure up real demons. Most
“folks don't invite
we
1 heroes who | | campaign is}
pléwhere oily 41 cae
those people are ‘of being
a professioned character, an even: ¥
smaller fractionof the population
on ee
are. or more. FX
might only be usable by a small
tribe of sesheyans, a hidden con:
clave of supertelepaths,
lone wizard holding bac
hands'of death with an ar
spell.
In Uys of conan
herogs are usually net
ing 7
i
portirigreast members or work
‘against them as long-term foes,
but in these situéttions, the abili- "§
ties of FX are new and junfamiliar » &
tothe players. In thosé raresitua-_§
tions wl .
ose
one t
‘agent
i their powers through expo- | ent, People!
" sure to radiation over for pool) masicians, of
party. (What if they are still ‘eles, or of
radioactive?) Characters with cer-- bilities, but the
tain FaithFX may be shunned as | always third of fourth-hand
members of cults. Stich treatment \ Another possibility is that peop]
tends to promote vigilantism in know or suspeet a person or group
heroes and criminal behavior in _ of having PX abilities, but the FX
those of lesser moral character. users are always remote or
CAMPAIGN
FX Levers |
Forsimplicity.caripaigns with FX
ate divided into three power levels:
realistic, heroic, and superhercic,
‘These three campaign levela and
the variance between the FX in
them are described below.
Realistic
Ina realistic campaign. FX aie
rate, very rare, or even
in
world populated by norinal peo-
shunned, and their powers are |
never able to be proven, An exam
le of stich an FX user might be
the apparently mentally ill home-
Jess man with the power to talk to
the trees, the elderly foreign nun
_ who cures the sick, or the czar's
yhad to be killed three |
eT Aapeople talk about really were true}
Some magicians could practice
real magic, cancer could be cured
through prayer and laying on
hands, and ninjas could walk
across leat-covered floors and not
make «sound. Perhaps one in a
hundted professioned characters
in such @ieampaign have the
potential, if not the actual ability,
to use FX.
In @heroic campaign, FX users
are plentiful enough that different
ones turn up fepeatedly, and they
haye different types or specialties,
offFX Ong space station may be
under the sway of c scheming
diaholist, and as soon as the
heroes have cleaned up that mess,
a ship arrives captained by a
‘woman who can fly, teleport, and.
breathe fire. The heroes are more
likely to use different sorts of FX
than in @reglistic campaign, and
they:may lmnow of others who do,
as well,
While first-hand experience
with FX is still not common in
heroic campaign, most people
believe the supernatural to be
true, Reports by the media of
strange occurrences are not just
the purview of tabloid newspa-
pers. Evening news stations might
contain reports of miraculous
events and evidence of arcane
‘activity, and the police would
have encountered elements of FX
use often enough for some to
believe in its existence.
‘The DaRKeMATTER setting is a
heroic FX campaign.
USING Fit IH THE CAMPAIGH > ~
Superheroic
Ina superheroic Aurenwiry cam-
paign, FX are common or uncom
mon. A campaign of this level has
‘a very large number of FX charac-
ters in circulation. FX users might
be present in every town, suburb,
or city block, or—in the extremist
‘cuse—everyone could be capable
of using FX. Almost all heroes in
such a campaign are FX users of
‘some sort or at least have unusual
dbilities beyond the norm, such as
psionics, cybemetics, or muta
10 tions. These campaigns usually
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grow beyond the genre of science
fiction and into science fantasy or
the realm of comic books.
Ina superheroic campaign,
most foes have FX or work directly
for someone who does. Certain
cities, nations, or planets may spe-
tialize in particular types of FX,
and the places to learn and devel
op your own FX.may be as accept
‘ed—and competitive—ds real
‘world colleges. Heroes in an
adventuring group could each use
a different sort of FX, and their
skill level might even bela step
above that of everyone else, They
are like Mindwalkors when com-
pared to psionic talents.
FX are well known in this sort
of campaign, whether its because
the average worker often sees a
guy flying overhead during his
drive home, reads about the men-
ace of « particular vigilante hero
in his daily newspaper, or dons a
cape and fights crime in his own
free time, Just because FX are well
known doesn't mean they are well
accepled, however. Prejudice and
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Peers aren
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pee er ee a
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Strength
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intolerance could slill exist in a
‘world full of magical heroes. Simi-
larly, if FX are so common as tobe
‘taken for granted, those with infe~
rior or nonexistent FX abilities
might be the targets of ridicule or
violence,
Most of the comic books in elreu-
lation today provide examples of
superheroic campaigns. The name
of this type of campaign does not
limit the type of FX that might be
present to Super Power FX. A fan-
tasy campaign full of wizards or
priests would also qualify.
Mixing Campaign
Levels
There's no reason why a campaign
with several types of FX has to
have all of them at the same
power level. Campaigns where
one sort of FX is dominant while
others are in decline pose interest-
ing challenges to players regard-
Jess of which side they're on. For
‘example, in a world where Faith
FX are common and the dominantElie T tla ty
ee nga d
Pere eter
SN acre ery
‘out occasionally. and often gets
Sense eee eee
not truly creatures. describing them
Piero cere
Sidekicks are utually younger
cend leas experienced charactors
Coe ee eer ets
ge through the trouble of designing
oe od
Sete ed
one of the supporting cast tem:
Sey
ee eee
Reporter. Scientist, and Spy are
Peete
ene nes
should use the Marginal or
Cer eae ro
en ed
broad skill for free and 10 skill
ner
(WOIG/A). The sidekick should also
have a flaw: Bad Luck. Clueless
eee koe ec!
Peeeoor etre crt
oe one rene
Peer este eet
Pee eae
ne reer?
Porn erate
rank 1. The sidekick’s FX energy
pool is half of the hero's starting
Peter eens
Perr reer
Peri ener eee ed
Serena
Gamemaster. Sidekicks can be
Peer peter
rere
Pee terete
Pere eee ite
eee stirs
font ent ee cert ig
Peer ee ea cent en es
eee crea
Peer ety
for roleplaying and character
ee eee ty
potential of turning into a full
lodged character alter spending a
Peet tees
Seer n tenant)
eee mr aes
Powerful Ally ot Mentor perk for
free (representing the relationship
eee nas!
eee
religion has destroyed almost all
lateane lore, the heroes may be
rusaders hunting the heretical
‘wizards, or they may be members
of a wizard rebellion fightingfor
lacteptance and acknowledgment
‘of their rights.
The easiest way to help of hin-
derja particular sort of FX in &
mixed-lovel game is to penalize
one sort by restricting its cam-
paign level. The above scenario
could easily be modeled by devel-
oping Faith PXat the superheraic
level while limititig Arcane Magic
FX to the heroic or even realistic
level. As the balance of power
changes, the Gamemgster can
increase or decrease the cost of
additional FXenergy points and
the maximum number of FX
ehergy points attainable. As the
Arcanist heros lose ground in the
battle agaigist the Believer sup:
porting casijthey may find their
magic weakening ona weekly or
even daily basis,
‘Another way to approdeh this is
to leave the campaign levels the
sarie, but give step bonuses or
‘penalties to different types of FX
A world where eyil is ascendant
might have aI step bonus to all
‘Necromancy and Diabolism FX
rolls, while Hermeticism and Illu-
sion FX magic might have a +1
step penalty.
FX anp OTHER
OPpTionaAL
RULES
The rules systems presented in the
three optional chapters in thé
Player's Haridbook generally &re
of clower powerlevel than the
various PX skills presented hore.
Part of this is mitigated by the
reduced cost for those abilities
Psionic broad skills are cheaper,
cybertech requires only money
‘and a one-time achievement point
cost, and mutations are paid for
with drawback points. However.
comparing these three types of
characters to an FX chara¢ter
shows that the FX character has
aif advantage. The following are
suggestions on how to use psion-
ics, cybertech, and mutations in
campaign with FX as well as how
FX can be used to enhance each of
these ghd vice versa.
Mindwalking
Mingwalking, or psionics.i8 easily
brought up to par with the aver
age FX by converting Mindwallk-
ers to EX ser Mindwalkers, which
usually results in & doubling of
psionic energy points. Altornative-
1y, Gamemasters might want to
consid@r making nonpsionic char-
acters slightly vilnerable to men
tal powers. In tis ease, nonpsion-
ic characters wouild have a -1
resistance modifier against all
psioniciskills used against them.
If the Gamemaster permits it. ¢
character can have psionics and
FX, either as a Mindwalker/FX tal-
ent of FX Adeptpsionic talent. In
this case, psionic energy points
cand FX energy points are two sep-
‘arate @nd roninterchangeable
types of energy, A FX/psionic char-
‘acter who runs out of FX energy
points comnot use psionic energy
‘points to fuel FX skills. The sur-
prise benefit of this is that the two
‘pools replenish themsélves sopa~
ately. A hero can spend all of his
FX energy points, then start using
‘patonic energy points while the PX
‘energy pool is recovering. In other
words, using psionics does not
disrupt FK eneigy recovery, and
vice versa. The Gamemaster
should be careful about allowing
characters of this sort to specialize
in one particular field. A necro-
mancer-psionicist with ranks in
Biokinesis-rejuvenate and Necro-
man ey-forlitude could turn into «
eal combett monster, and he could
‘walk away from « terrible fight in
perfect health by sing « combi-
nation of Biokinesis-hea! and
Necromaney-knit wounds.
Cybertech
Cybertech is more of an additive
measure than an entirely new sy
tem of powers, All cyberware is
NSWWAHUD JHE HI #4 SUIS» ~
NlUSING FH 1H THE CAMPAIGH p> >
t
éither an enhancement 6f the
physical form or something some-
‘one could do without cyberware 60
long as she had the right piece of
interface equipment, A character
with cyberware is on a different
power level than an FX character,
‘but not too different from a stan-
dard noncyber non-FX character in
‘most cases. What the cybered
character lacks in power is made
up for in reduced achievement
point cost and unlimited usage.
(She has no cyberware energy
pool to become depleted, for
example.)
‘An FX character with cybertech
presents some interesting options.
K necromancer could store her
book of spells and other refer-
fences in a nanocomputer or on a
holoprojector built into her arm. A
hermetic wizard could keep hi
cryptography programs online in
his nanocomputer and decode
spells while he sleeps. An illu-
sionist could use am optic screen
toprovide 9D models for images
she wishes to create. A voodoo
might keep especially rare
ingredients or offerings for spirilé
within a cybernetic storage com-
partment. A superhero with the
Brick-body armor specialty skill
could benefit from body plating or
CF skinweave. A flying super hero
Could keep in touch with her tecm-
mates with subdermal comm gear.
Cybertech may also interfere
‘with certain FX. A superhero with
the ability to boost his strength
with adrenaline might lindithat it
doesn't ailect the power of his
cyberlimb, A diabolist with visible
eyberware may suffer a negative
reaction from a flesh-cbsassed suc-
cubus he's trying to bargain with, A
voodoo priest with two cyberoptic.
‘eyes may find that he ean no
longer see the spirits he calla, A
‘shaman may find out that her
‘ancestor spitits look unfavorably
‘upon her tise of modern technology.
Mutations
Like cyberware, mutations are
generally only enhancements to of
detractions from a character's nat-
ural abilities. None are particular-
ly powerful when compared to FX,
nd the abiiity to pay for muta-
tions with disadvantages makes
them extremely inexpensive by
comparison, especially since most
of them are continually active ot
can be used repeatedly.
None of the mutations or draw-
‘backs presented in the Players
Handbook would greatly add to or
detfect from « character's ability
touse FX in ways other than what
is obvious. A mutation that lowers
character's Will Ability Score
makes it moré difficult to roll sué-
cosses on Will-based FX, but it
does not tliet wise prevent the
character ffom using Will-based
FX. Likewise, the Major Physical
Change drawback may aifect
encounter reactions in the real
world, but in the symbolic and
ephemeral spirit world, many
things have strange or monstrous
forms, so a shaman with this
drawback does not snfferany
penalties when intoracting with
spirits.
‘The mutations presented in the
Player's Handbook are often weak
‘when compared to the powers
‘dvailable through Super Power
FX. In addition, at flo time should!
the term mutant used to deseribe
characters cteated with the Play-
ers Handbook mutation rules be
confused with super heroes that
gets their FX powers from being a
mutant. (See Chapter S: Super:
Power FX for more information on
types of super heroes.)
Mixed FX
‘Some Gamemasters may feel hin-
dered by the broad skill classifica
tions of the various sorts of FX pre-
‘sented here and want to have
‘more versatile characters in their
‘campaign. An example of when
these PX divisions are probably
inappropriate is in @ campaign in
‘which AbvanceD DUNGEONS &
Dracons* fantasy roleplaying
‘game characters have been trans-
ated into an Avrenwry game. 1a
games such as these, Arcanists
1
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