Mage: The Void
(Part 6)
| Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 |By The Mirrorball Man (j_hirt@yahoo.com)
Conflicting realities
Mage: The Void's game mechanics are exactly the same as those of Mage: The Ascension. Character creation is identical. The core rules are identical. Magick rules are identical.The main difference between Mage: The Ascension and Mage: The Void in terms of rules is that in Mage: The Void, paradigms are relative. A paradigm is defined as a set of laws and a certain view of reality shared by a group of people and linked to a place. For example, a Verbena tree-ship works under the Verbena paradigm. Every magickal Effect performed in it will be judged following Verbena standards. When the Storyteller describes a planet, a house, a ship or any other place, he has to think about the kind of paradigm that is dominant there. The dominant paradigm can be determined by asking the question: "Where am I?" If you're in a tekno ship on a Crusader's world, the paradigm is tekno. When you leave your ship, the paradigm turns to Crusader. The same goes with crowds: if you're in a middle of a demonstration made by hundreds of Freetrader Sleepers, the paradigm is Freetrader, even if you're in the middle of a Wu-Lung city.
It works more or less like blood transfusion: every magickal faction is a blood group, and it is more or less likely to be compatible with another blood group. It is important to determine this degree of compatibility in order to determine the game difficulty of the effect. If Mark, who is a Celestial Crusader, is trying to heal one of his friends in the streets of Sixtine City, a Crusade place of power, he will find it easier than if he tries the same in a Progenitor laboratory.
There are three possibilities:
The two paradigms might be compatible. Then the difficulties are determined like:
Coincidental: difficulty = highest Sphere +2Vulgar: difficulty = highest Sphere +3
Vulgar with Sleeper witnesses: difficulty = highest Sphere +4
The two paradigms tolerate each other. Difficulties are determined like:Coincidental: difficulty = highest Sphere +3Vulgar: difficulty = highest Sphere +4
Vulgar with Sleeper witnesses: difficulty = highest Sphere +5
The two paradigms are opposed. Difficulties are determined like:Coincidental: difficulty = highest Sphere +4
Vulgar: difficulty = highest Sphere +5
Vulgar with Sleeper witnesses: difficulty = highest Sphere +6
The following chart gives you details about the relationships between the twelve most widespread magickal styles. In case of doubt, consider that the paradigms tolerate each other.
In the Void, all magickal styles are tolerated. Of course, inside spaceships, local paradigms are still valid. A Euthanatos pilot is in a Euthanatos paradigm as long as he remains in his ship. When he leaves it, his magick is tolerated.
| Crus | Neph | Tekno | Wu | Cyber | Euth. | Freet. | Order | Prog. | Drea. | Mar. | Verb. |
Crusaders | C | T | O | T | O | T | O | T | O | O | O | O |
Nephandi | T | C | O | T | O | C | T | C | O | O | O | T |
Teknolords | O | O | C | O | C | O | C | T | C | O | O | O |
Wu Lung | T | T | O | C | O | C | O | T | O | O | O | T |
Cybers | O | O | C | O | C | O | T | T | C | T | O | O |
Euthanatos | T | C | O | C | O | C | O | T | O | T | O | O |
Freetraders | O | T | C | O | T | O | C | C | T | O | O | O |
Order | T | C | T | T | T | T | C | C | T | O | O | O |
Progenitors | O | O | C | O | C | O | T | T | C | O | O | T |
Dreamsp. | O | O | O | O | T | T | O | O | O | C | O | |
Marauders | O | O | O | O | O | O | O | O | O | O | C | O |
Verbena | O | T | O | T | O | T | O | O | T | T | O | C |
C: Compatible paradigm
T: Tolerated paradigm
O: Opposing paradigm
Enhanced devices
Since Magick rules are a bit different in the Void Ages, Talisman rules are bound to be modified too. And the first of these small changes is the term "Enhanced device" which is used instead of Talisman because it is more Faction-neutral.Setting rules for Enhanced (magickal) devices means that you have to define which objects are magickal and which aren't. The first thing to know is that Technomancers have been successful in setting a semi-stable paradigm after centuries of ideological predominance. The consequence of which being that some technological devices are bound to work in any human environment, whether it is controlled by Teknolords or Dreamspeakers. The rule of thumb is that any object that existed during the 1970's in our mundane reality works everywhere and is never considered magickal provided it has no possibilities beyond what was common during that time period. For example, a car works everywhere, but a flying car is considered an enhanced device in most places. Planes, ovens, nuclear plants, vaccines, televisions, guns all fall into this broad category. Useful computers, microwave ovens, stealth fighters don't.
Then it becomes a bit more complicated.
Each Faction produces normal devices -- in opposition with "enhanced devices", which are meant to be used by everybody in their area of influence, whether they're Sleepers or Mages. These devices are not magickal by any means, they fit perfectly in the local paradigm, but they would be considered magickal in some other paradigms. For example, a zero-g car is considered ordinary in Cybermancer spaceports, but it is out of place in a Verbena forest. The same goes for Dreamspeakers' healing decoctions, Crusaders' holy water or Verbena's magick blades. Whether you're a Sleeper or a Mage, these objects will work normally while you're in your paradigm (or any compatible paradigm), but will refuse to work in any tolerated or opposing paradigm.
Enhanced devices are made by Mages in order to avoid this kind of problem. They can be used outside of their original paradigm. They have "Arete" and Quintessence traits, just like standard Talismans. They are considered Talismans when a Mage uses them in an opposing or tolerated paradigm. The Mage has to roll for the Effect and might suffer a Paradox Backlash if he botches. But in compatible paradigms, they can be used like normal objects. For example, a Tekno enhanced blaster gun is just a perfectly normal gun that fires particle beams when he is in the Teknocenter or on Babbage, but it would be a magickal object using Forces 3 Effects when fired in Sixtine or in the middle of a reunion of the Order.
Sleepers can use enhanced devices as if they were normal devices, which means that they work normally in their paradigm and refuses to work in opposing and tolerated paradigms.
Well, at least, it's clear in my head.
Ships and other spacecrafts that don't souljump don't need to be enhanced devices, because they are large enough to carry their own paradigm. The same goes for large vehicles, such as armored battles or flying drakkars.
The following list covers some weapons and other objects that are common in their original paradigms and which might exist in normal or enhanced versions. They've been grouped by Faction.
Celestial Crusaders
Blessed Sword(Difficulty 6, Damage 9, Concealment T)These terrible weapons are large ornamented broadswords which have been consecrated to the glory of God. Verses of the Bible are usually carved in the steel of their blades. Blessed swords are the most common weapons Crusaders are likely to use.
War Relic(Difficulty 6, Damage 6, Range 15, Rate 1, Clip -, Concealment P)Remnants of a warrior saint who died on the battlefield, war relics are shards of bone, tufts of hair or any other body part of the holy man put in a small box. When the Crusader opens the box, a ray of light strikes infidels. It is the Crusader's equivalent of a gun, but it doesn't work on people who have at least 1 dot in True Faith (Christian)
Holy WaterNatural water blessed by a Christian priest, holy water is a double-edged sword. Put on a Christian's wounds, it cures one level of damage in twenty minutes. Used with (or, often enough, thrown at) atheists or pagans, it causes 3 dice of damage.
Nephandi
Dark Oil Whip(Difficulty 7, Damage 8, Range 10, Rate 1, Clip -, Concealment T)This whip is made of a thick, black liquid that seems to be alive. It twists and rolls like an agonizing snake, and it causes excruciating pain to those it strikes. The whip can stretch up to 10 meters and is technically used like a gun. It is the Shaitans' weapon of choice.
Third HandThe third hand looks like a very big, gleaming image of a hand that floats in the air. It can move at running speed and has a Strength of 5. When it doesn't have to grasp objects or to punch people, it is intangible. The third hand's user has to concentrate on it if he wants it to move.
Mask of DeceptionThis frightening mask is made of obsidian. It looks like a terrifying caricature of a human face. The user can utilize it to transform his face in any human face he wants. Some rolls are required if he wants to mimic the physiognomy of somebody in particular. The transformation lasts for as long as the mask is worn.
Teknolords
Blaster Gun(Difficulty 4, Damage 6, Range 50, Rate 3, Clip -, Concealment J)This small weapon looks like a futuristic version of a standard gun, with two batteries instead of a clip. It fires a highly lethal red particle beam. It is fairly common among Tekno citizens.
Blaster Rifle(Difficulty 5, Damage 8, Range 200, Rate 2, Clip -, Concealment T)A larger version of the Blaster gun, the blaster rifle weighs 1kg. It is the standard weapon of shock troops sent by the Teknolords.
Pocket ChameleonLooking like a small box that can be attached to the belt, the Pocket Chameleon projects holograms around the body of the user that help him hide in his environment. He adds 4 dice to any Stealth roll. The Pocket Chameleon has a tendency to falter when exposed to humidity.
Wu Lung
Combat Scarf(Difficulty 7, Damage 7, Concealment P)A standard scarf that can be worn around the neck, this long piece of cloth can be used by Wu Lung warriors as a short range weapon. Provided the user has at least 4 dots in Melee, he is able to strike with the scarf as if it were a saber.
Jade Fan(Difficulty 8, Damage 6, Range 10, Rate 1, Clip -, Concealment P) when thrown.(Difficulty 5, Damage Str+4, Concealment P) when used in close combat.
A large fan made of eight jade panels, it looks more like a piece of jewelry than a weapon. Nevertheless, it is as deadly as it elegant, with its razor-sharp edges. It can be thrown at the enemy, after what it comes back to its user. It can also be used like a sword, in close combat. Or it can be used to deflect projectiles. When used this way, the fan adds 3 dice to a Dodge action.
Tiny Rosewood BoxThis adorned box can change its size from a heavy chest in which a small man could enter to a tiny, mouse-sized box. Everything it contains shrinks as well. The box can only be opened when it is big. If someone manages to open it when it is small, everything inside the box is lost.
Cybermancers
Monofilament Sword(Difficulty 8, Damage 10, Concealment P)This sword has no blade: it has a monofilament instead, a string of steel that is only a couple of nanometers wide, but that is as steady as a steel blade. The filament can cut through anything, and it is almost invisible. It can be hidden in the handle with the push of a button. A botch may have devastating consequences for the user. . . .
Needlegun(Difficulty 6, Damage 5*, Range 50, Rate 3, Clip 50, Concealment P)This small plastic gun fires needles at an incredible speed and it does so by propelling them with magnetic fields. The weapon is capable of three-round bursts, full-auto and spray, and assassins like to use it with poison.
Wrist ComputerThis computer is shaped like a wristwatch. Its interface is composed of solid translucent holograms that hover around the user's wrist when he is using it. It has all the capabilities of a modern computer and is able to connect the Cybermancer to the Infosphere.
Euthanatos
Ectoplasmic Knife(Difficulty 4, Damage Intelligence+4, Concealment P)This long knife's blade looks like a very thick and solid mist. It is actually made of Spectres. The blade does not attack the body of the victim, it slashes through his very soul. Soaking is done with Wits instead of Stamina. Damage is dealt with as usual.
Air Gun and Janah Poison(Difficulty 7, Damage 4 (special), Range 30, Rate 1, Clip 1, Concealment P)Euthanatoi like to use standard air guns with their special poisonous mixtures. Janah poison comes from the fins of a small fishes living in the oceans of the Pakuuni system. The victim has to roll his Stamina (8). If he fails, he will endure 8 dice of damage every hour for 10 hours if the poison is not expelled from his body.
Deaf MirrorThis black opaque mirror becomes white seconds before a direct physical danger threatens the user. Dead people are trapped in the object and are able to sense danger.
Freetraders
Omnigun "Supremacy" T-650(Difficulty 7, Damage 6*, Range 400, Rate 3, Clip 30, Concealment P) Gun(Difficulty 7, Damage 13, Range 200, Rate 1, Clip 1, Concealment P) Mini-rocket (full damage at ground zero, minus 1 die for every meter removed from the blast center)
The T-650 is the Rolls-Royce of handguns. This small, elegant and highly lethal weapon combines a gun, complete with three-round burst, full-auto and spray capabilities with a mini-rocket launcher. In addition to that, the T-650 is also able to throw flaming napalm at its victims. The burning goo makes 1d10 dice of damage for 10 turns (aggravated). The T-650 can only spray three bursts of napalm.
Collectible Gun(Difficulty 5, Damage 5, Range 50, Rate 3, Clip 20, Concealment P)Not a very deadly weapon, the collectible gun is a typical Freetrader idea. These little, cute-looking pistols exist in 250 different colors and shapes. A growing number of customers collect ferociously all these cheap guns, and carry at least one permanently. Freetraders hope that soon everybody will feel the need to be armed.
"Empathy""Empathy" is the new fragrance from D'Audace, a consortium belonging to the Benevolent Guild. While wearing it, a person can influence other people's emotions. It can instill fear, love or hate in bystanders. These emotions are not very strong and are not able to turn a peaceful family man into a killing machine, but the perfume certainly can be helpful in various situations.
Order
Viper-Police Stealth Gun(Difficulty 7, Damage 7, Range 300, Rate 2, Clip 25, Concealment P)This light pistol has a few options most members of the Order find extremely useful: it is absolutely silent, can't be detected by any normal means of detection (e.g.: x-rays), and can be turned into what looks like an electrical razor with a few manipulations. In addition to that, it can use any kind of ammunition.
Neutron GrenadeThese grenades shower their victims with a stream of radioactive neutrons. It causes a 12-dice explosion that only harms biological creatures and leaves the equipment intact.
Omniversal RecorderUsually shaped like a pair of glasses, this object can record up to 50 days of holographic images and sounds and send them through the Infosphere to one or more computers selected by the user.
Progenitors
Laseryote(Difficulty 6, Damage 7, Range 100, Rate 1, Clip -, Concealment Special)The laseryote is a bacteria that has been transformed by the Progenitors to concentrate ambient light into a stream of coherent light. It looks like some kind of translucent goo that sticks to the skin. It can be worn like a latex glove, around the right hand, where it is almost undetectable. The laseryote obeys to mental orders and feeds on dead skin.
Assault Wasp(Difficulty 7, Damage 10, Range 50, Rate 1, Clip 1, Concealment J)The Assault Wasp is an insect genetically modified to become a weapon. It is 20-centimeter long and its wings and limbs are razor-sharp. When it is not used, the wasp lives in a pocket made of wax -- a substance produced by the insect -- that can be worn around the arm, using straps. When released, the wasp rushes extremely fast towards its victim and tears him apart. It then comes back to the pocket.
Medical SlugThe medical slug is a big green slug that secretes substances that accelerate the healing time of wounds. It can heal one health level per day. Slightly intelligent, the Medical slug finds the worst wound on the patient, and automatically looks for another wound when it is healed.
Dreamspeakers
Umbral Bola(Difficulty 6, Damage 6 (ensnares), Range 20, Rate 1, Clip -, Concealment P)The Unbral bola looks like a normal bola, with three balls attached to long strings. Designed to protect Dreamspeakers against malevolent Spirits, it does 10 dice of damage against Spirits, Ghosts, Sensori and other creatures of this kind.
Koré's Tooth(Difficulty 5, Damage Strength+8, Range 50,000, Rate 1, Clip -, Concealment N)Koré's Tooth is a magickal spear that causes severe damage to the target. In addition to that, it can strike a target at a very long distance, provided the user tells the weapon the name of the victim and some rough indications of what he looks like. The user then launches the spear as usual, and it flies towards the victim like a homing missile. When it is done, it comes back to its master.
Grass of Many LanguagesThis orange grass is specially treated and prepared by Dreamspeaker shamen. When put inside the ear, it gives the user a full comprehension of all foreign languages.
Marauders
Marauders very rarely build special devices. And when they do, they are so weird that none of them could be considered generic.
Verbena
Snake Stick(Str 1, Dex 4, Sta 2, Alertness 4, Brawl 3, Dodge 2, Attacks: Bite (2 dice, poison), Health levels; OK, -1, -2, -3)This long wooden stick can be transformed into a long green snake. The snake obeys the user's orders and can be transformed back at any moment.
Ritual Dagger(Strength 3, Skill 5, Difficulty 4, Damage, Str +1, Conceal J)This ornamental dagger is thirsty with blood. Once it has struck its victim, it continues striking every turn, until the victim falls. The dagger can float in the air, but it can't fly faster than walking speed. Once it is thrown to the ground, it stops attacking. Some Verbena use three or four of these daggers at the same time.
Scrying PoolThis pool of water can reflect distant images, like the Correspondence 2 Effect Scrying.
Spacecrafts
I'm using here the short rules for spaceships described in the Book of Worlds. I'm not a skilled rule technician, so change everything that doesn't feel right. Health levels, for example, are not a great solution when you're talking about a 5 kilometer-long Tree-Ship.The following list is meant to give the reader an idea of the kind of spacecraft his character might encounter in the Void Age.
War Cathedral
Affiliation
Arete
Size
CrewA War Cathedral needs a skilled captain and at least ten bridge officers. A choir of fifty men and women sings permanently to bring enough energy to the ship. Apart from that, the Cathedral carries up to 400 technicians, troops or passengers. It can also harbor up to 15 Holy Crosses.
ArmamentThe most feared weapon of the War Cathedral is the main stained glass that can emit a highly destructive ray of pure faith (16 dice of damage). The poignant sound of the choir is broadcast to all ships in the vicinity; it tests the willpower of all of those who dare attack the War Cathedral using Mind Magick (Willpower roll, diff. 8: those who fail can't assault the Cathedral) In addition to that, the War Cathedral is armed with three Blades of Holy Fire, which are devices that are similar to cannons (9 dice)
HullA War Cathedral can sustain 15 Health levels before rupture. Subtracts 6 successes from most attacks.
ImageThe War Cathedral looks like a gigantic gothic cathedral made of dark stone, which seems to be illuminated from the inside by a bright fire. Stained glasses form colorful rainbows within the sinister structure. One can hear the groaning lamentation of organs and the crystalline melody of the choir when approaching the ship.
DescriptionThe War Cathedral is the biggest model of spacecraft produced by the Celestial Crusade. The group has dozens of them in activity, and is building many more. It is a very steady craft, and space pirates hesitate before attacking it. War Cathedral are usually escorted by two or three Gargoyle corvettes and at least one squadron of Crosses.
Holy Cross
Affiliation
Arete
Size
CrewThe Holy Cross is the Crusaders' equivalent of a fighter ship. It has only one passenger, the pilot. There is no room for anybody else in the ship, even among the shipment.
ArmamentA Blade of Holy Fire (9 dice), which can attack in every direction.
HullA Holy Cross can sustain 7 Health levels before rupture. Subtracts 3 successes from most attacks.
ImageThe Holy Cross fighter is made of dark stone, and is shaped like a gothic cross. The pilot is located at the intersection, under a panel of stained glass.
DescriptionThe Holy Cross is the latest model of fighter used by the Celestial Crusade. It has replaced the Maltese Cross, its predecessor, which is still widely used by Crusaders.
Archyonic Terror
Affiliation
Arete
Size
CrewA group of three Nephandi are required to run this strange ship, and each of them needs the help of at least 15 persons. 150 slaves work within the entrails of the ship, among with dozens of strange creatures and other passengers.
ArmamentThe Archyonic Terror can launch shards of four-dimensional glass at its adversaries, an attack that causes 12 dice of damage. In addition, it can also fire two beams of concentrated radioactivity, powered by mighty Radioactivity Elementals, which cause 9 dice of damage to the living passengers of enemy vessels.
HullDue to its very strange spatial configuration, this ship is well-protected against direct hits. It can sustain 20 Health levels before rupture. Subtracts 8 successes from most attacks.
ImageThe Archyonic Terror looks like a loose assemblage of moving black glass shards. These shards seem to rotate in four geometrical dimensions instead of three, which mean that whole parts of the ship can disappear or reappear from view unexpectedly. The ship's hull is very dark, and it can only be seen as a silhouette when ambient light comes from behind.
DescriptionNobody knows for sure where the Terror comes from. At least three of these ships exist, along with other vessels of similar design. However, Nephandi are well-known to use ship designs created by other races, and nobody knows for sure whether Terrors are still in production.
Maximus Class Cruiser
Affiliation
Arete
Size
CrewUp to 600 crewmen staff the Maximus Class Cruisers. The bridge personnel consists of twelve people under the command of a Triarch or Biarch captain. At least four squadrons of five ZZ Fighters are permanently stationed in the ship's docking bay.
ArmamentMaximus Class Cruisers are certainly the most destructive vessels of the Void Age. They are equipped with 5 directional laser beams (9 dice), which can fire simultaneously, and with two Antimatter Torpedo Tubes (14 dice of damage.) A Tractor Beam device can block an enemy ship's direction and instruments: subtract two dice from any Piloting rolls while the device is active. The Tractor Beam does not work on big ships (more than 100 meters long)
HullA Maximus Class Cruiser can sustain 12 Health levels before rupture. Subtracts 7 successes from most attacks.
ImageMaximus Class Cruisers are giants of steel, powered by eight enormous ionic engines that leave a glowing trail behind the ship. Roughly shaped like zeppelins, their superstructure is irregular and dozens of large metal bulbs protrude on the surface.
DescriptionThe Maximus Class Cruiser is the elite of the Tekno armada. It is brand new; only five of them have been constructed so far, and it is supposed to eventually replace all existing Optimus Class Cruisers.
ZZ Fighter
Affiliation
Arete
Size
CrewTwo unfortunate people are crammed in the fighter's hull: a pilot and a gunner.
ArmamentThe ZZ fighter is armed with a terrawatt laser mounted on a turret (8 dice of damage). It also has two deflector shields, each of which grant five soaking dice.
HullA ZZ fighter can sustain 8 Health levels before rupture. Subtracts 3 successes from most attacks. Two deflector shields.
ImageZZ Fighters look like big red boomerangs with one bulky engine mounted on each end, and two small oblique wings attached to every engine.
DescriptionA very popular fighter among pilots, the ZZ is also the less comfortable Tekno ship. After eight years of service, it is not outdated, and two new versions of it have been designed: ZZ Bombers and ZZ Defenders.
Greater Lung-wang
Affiliation
Arete
Size
CrewLung-wang being intelligent creatures, they don't need a crew. They could fly through space alone and manage to survive unscathed. But their contract with Dragon Wizards requires them to comply to these puny humans' instructions. At least one Wu Lung needs to be guiding the Dragon from one of the nacelles that are attached to its body. Twenty technicians are here to help him, along with fifty artificers. Besides, fifty passengers or soldiers can enjoy the ride as well.
ArmamentThe Celestial Dragon is able to breathe Lethal Ether at enemy vessels (17 dice of damage). It's a very mortal weapon, but the Lung-wang can only use it once every three turns. More than that, since we're talking of a very capricious creature, the Dragon will refuse to breathe on targets he doesn't consider worthy victims (e.g., He won't toast fighters.) In order to prevent the consequences of this kind of attitude, Wu Lung engineers have mounted 4 bombards on the monster's body (8 dice each)
HullLung-wang don't have a body and won't suffer the consequences of decompression. But they can be hurt: it can sustain 15 Health levels before it becomes uncontrollable and goes berserk. Subtracts 5 successes from most attacks.
ImageThe Celestial Dragons of legend, Lung-wang are long, serpent-like creatures with four short limbs and the head of a furious Chinese lion. Their body is made of energy, and shines with an iridescent gleam. Nacelles, bridges of rope and cannons have been steadfastly attached to the beast's body.
DescriptionApart from a couple of truly gigantic Dragons, these Greater Lung-wang are the largest spacecrafts used by Wu Lung. Spaceport technicians all around the galaxy become very nervous when one of these gluttonous monsters lands and is stationed on the spaceport for a few days. . . .
Lesser Lung-wang
Affiliation
Arete
Size
CrewAs with Greater Lung-wang, the smaller Celestial Dragons could perfectly lead their life alone. In their current condition, however, they are rode by at least one Wu Lung. Up to eight passengers can take place on the creature's body.
ArmamentLesser Lung-wang can breathe Lethal Ether as well (11 dice of damage), but they are not as arrogant as their bigger counterpart, and will attack any target designated by their rider.
HullSame remark as for Greater Lung-wang. A Lesser Wung-lang can sustain 9 Health levels before it goes berzerk. Subtracts 4 successes from most attacks.
ImageLesser Celestial Dragons are just smaller versions of their older cousins. A small bridge and a couple of hammocks are displayed on the creature's body.
DescriptionThese are the smallest Dragons of the Wu Lung fleet. They are used along flying sampans of the same category, although Wu Lung prefer to ride a dragon, however small it is, than to sail a small ship.
Companion Corvette
Affiliation
Arete
Size
CrewThis type of corvette is piloted by five people (A Cybermancer pilot mind-melded with the Companion, a co-pilot/navigator, and a communication/sensors officer, and two gunmen). Five passengers can also cram aboard.
ArmamentTwo turbolaser units mounted on turrets (10 dice of damage), along with a jammer beam which disorients enemy ships when it strikes them (they lose two dice)
HullThis kind of corvette can sustain 11 Health levels before rupture. Subtracts 4 successes from most attacks.
ImageOne of the most popular ship design for Companion Corvettes is that of the Etheral Explorer, which basically looks like an angular flying saucer with the nose of a B-17 bomber attached on one side.
DescriptionThere are hundreds of different Companion Ships, but the Corvette format has proven to be the compromise that Cybermancers appreciate the most. Scout ships and freighters also exist.
Bateau Ivre
Affiliation
Arete
Size
CrewFour Euthanatos are here to make the proper incantations and make sure the ghosts who are propelling the ship are in a good mood. At least twelve more passengers can comfortably take place in the ship.
ArmamentThe Bateau Ivre has only defensive devices. Two ghosts can be sent to enemy ships and try and panic the crew, occasionally resorting to their Arcanos powers. This only has been the source of many legends which are the best of protection for Euthanatos ships. Bateaux Ivres are also protected by a layer of ectoplasmic energy (6 extra dice to soak damage.
HullA Bateau Ivre can sustain 13 Health levels before rupture. Subtracts 6 successes from most attacks. Ectoplasmic field.
ImageBateaux Ivres look like very lean and profiled boats entirely made of ebony. They have neither sails nor masts, and no window can be spotted on the ship's hull. They are followed by what seems to be a long trace of thick mist, until we notice the vague spectral silhouettes composing this foggy trail.
DescriptionBateaux Ivres are the most common type of ships used by Euthanatoi who make their living as space pilots. Most other Factions tend to avoid them whenever they cross their path.
Mammoth Class Freighter
Affiliation
Arete
Size
CrewApproximately 50 people staff the Mammoth Class Freighters. There are eight bridge officers directly responsible for piloting the ship, along with gunmen, technicians and other passengers. Mammoths usually carry freight, but they can be transformed to harbor up to five fighter squadrons. Freetraders like to use Tekno fighters, such as the very popular ZZ or the old N-1 models.
ArmamentMammoth Class Cruisers are armed with ten little particle beam weapons (8 dice of damage each). A heavy defensive armament made necessary by the frequent attacks this kind of ship has to sustain.
HullA Mammoth Class Cruiser can sustain 12 Health levels before rupture. Subtracts 5 successes from most attacks.
ImageMammoth Class Freighters are certainly the most elegant of cargo ships. They are crescent-shaped, with twelve ionic engines propelling them. The main bridge is located in one of the two "horns" of the crescent. Some Celestial Crusaders call them "Muslim Ships" and refuse to do business with them.
DescriptionMammoth Class Freighters are the most widely used cargo ships among the Benevolent Guild members. Individual Freetraders prefer to travel in luxurious space yachts, but freighters are still the best option to transport goods between two systems.
Jellyship
Affiliation
Arete
Size
CrewUp to 20 crewmen staff Jellyships. The bridge personnel consists of six Progenitor technician under the command of a captain. 60 passengers can come aboard.
ArmamentJellyships can spit acid at enemy vessels (10 dice of damage on the first turn, then 6 on the second turn and 2 on the third turn, as the acid keeps corroding its target's hull)
HullA Jellyship can sustain 16 Health levels before rupture. Subtracts 5 successes from most attacks. It regenerates one Health level per scene.
ImageJellyships are gigantic bio-engineered jellyfishes. Their entrails have been modified to harbor corridors, cabins, artificial gravity, etc. All the technology inside is made of bioapps. For example, the ship's propulsion is secured by a chemical reaction made by millions of specially treated bacteria.
DescriptionAn experimental endeavor for Progenitors, Jellyships are becoming more and more popular as cruise ships. A very popular holo series takes place aboard one of them.
Gemellite Tatoos
Affiliation
Arete
Size
CrewGemellite Tatoos can only make one person fly, and it is impossible to take any passenger. They are not suitable for atmospheric flight, because speed control is not very precise: a Dreamspeaker trying to make loopings and other figures in the sky is almost certain to crash.
Armament
Hull
ImageGemellite Tattos are very intricate sets of black lines, forming spirals and other abstract motives on the skin of the Dreamspeaker.
DescriptionDreamspeakers rarely use any other kind of spacecraft than their Gemellite Tatoos.
Tree-Ship
Affiliation
Arete
Size
CrewUp to 20,000 people can live on a Tree-ship. Most of them are not crew members; they're just members of the Verbena community who decided to live on a ship rather than on a planet. Ten people only are needed to maneuver the ship.
ArmamentTree ships can fire up to 25 will-o-wisps each turn (7 dice of damage each)
HullA Tree-ship can sustain 14 Health levels before rupture. Subtracts 8 successes from most attacks.
ImageTree-ships are immense oaks transformed to shelter thousands of people. Cabins, houses and corridors have been built on their branches and burrowed in their trunks. People live and die on these huge structures, in their vegetal avenues, their bridges of ropes and their suspended gardens. Tree-ships' atmosphere is damp, the vegetation being constantly wrapped in a cocoon of wet fog.
DescriptionTree-ships are capital to the Verbena way of life. Half of the Verbena population lives on their branches.
New Backgrounds
Rank
Mages live in very hierarchic societies nowadays. While they used to be classified by their reality shaping prowess or by their special part in future events, they now belongs to Factions where hierarchy and chains of command are everything. This background offers the measure of their influence among their peers.* | A subordinate. You can give orders to Sleepers. (Hexarch, Ensign, Master, First-level Nan Wu, etc.)
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** | You are beginning to have some influence. (Pentarch, Lieutenant, Perfect Master, Second-level Nan Wu, etc.)
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*** | People listen to you and obey your orders. (Tetrarch, Lieutenant-Commander, Judge, Fourth-level Nan Wu, etc.)
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**** | Broad personal power. Few argue with you. (Triarch, Commander, Virtuous Knight, Sixth-level Nan Wu, etc.)
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***** | Vastly influential. You are as respected as you are envied. (Biarch, Captain, Venerable Master of the Keys, Eighth-level Nan Wu, etc..)
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Spacecraft
A spacecraft is a powerful possession, especially in an era when so much depends on the capacity of crossing the distances between the stars. Whether it is for professional or personal reasons, your character owns a ship of some sort. Maybe it's something he inherited; maybe he stole it; maybe he needs it in his job, or maybe he won it in a game of poker. Of course, owning a ship doesn't mean that you are able to pilot it (you would need dots in the Piloting, Cosmology, Souljumping and Soulstealth traits for that), nor that you have the required crew (brought by the Allies background)* | A very little ship (Gemellite Tattoos, Escape pod)
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** | A ship suitable for up to three passengers (Holy Crosses, ZZ Fighters)
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*** | A little corvette, for up to ten passengers (Companion Corvette, Gargoyle Corvette)
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**** | A big corvette, for up to thirty passengers (Bateau Ivre, Horizonian Transports)
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***** | A big, powerful spacecraft, for up to one hundred passengers (Jellyfish, Mammoth Class Freighter)
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