· 8 years ago · Dec 28, 2017, 09:40 PM
1
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4DATENSHI NO MEGAMI : GURESU KARA NO RAKkA
5Version 3.00
6Player’s Compendium
7Thorn Boynton
8
9
10Table of Contents
11I. Introduction - 5 -
12Foreword - 5 -
13Update - 5 -
14About the DNM ‘Verse - 5 -
15II. The Role of the Players - 7 -
16Storytelling Experience - 7 -
17Existentialism- There is no fate - 8 -
18Humor- cures what ails you - 9 -
19Drugs- ails what cures you - 9 -
20III. Character Creation - 10 -
21Where to Begin - 10 -
22Who Are You Anyways? - 10 -
23Attributes - 10 -
24Strength - 12 -
25Vitality - 12 -
26Agility - 12 -
27Charisma - 13 -
28Wisdom - 13 -
29Intelligence - 14 -
30Perception - 14 -
31Attribute Ratios - 15 -
32Primary Stats - 15 -
33Adventure Stats - 16 -
34Movement Points - 16 -
35Movement Speed - 16 -
36Encumbrance - 17 -
37Combat Stats - 18 -
38Evasion Chance - 18 -
39Hit Roll - 19 -
40Armor Rating - 19 -
41Combat Bonuses - 21 -
42Melee/Unarmed Bonus - 21 -
43Magic Bonus - 21 -
44Ranged Bonus - 21 -
45Saving Throws - 21 -
46Miscellaneous Stats - 22 -
47Sanity - 23 -
48Infection - 23 -
49Corruption and Purity - 23 -
50ESP - 24 -
51IV. Classes - 26 -
52How Classes Function - 26 -
53Base Classes - 26 -
54Berserker - 27 -
55Gunman - 27 -
56Rogue - 27 -
57Exorcist - 27 -
58Witch - 28 -
59Racial Classes - 29 -
60Prestige Classes - 29 -
61V. Characterization - 29 -
62Self-Realization - 29 -
63Alignment - 31 -
64Light vs. Dark - 32 -
65Passiveness vs. Extremism - 33 -
66Nine Alignments - 34 -
67Passive Light “Pacifist†- 34 -
68Passive Neutral “Healer†- 35 -
69Passive Dark “Activist†- 35 -
70Balanced Light “Benefactor†- 36 -
71Balanced Neutral “Wanderer†- 36 -
72Balanced Dark “Rebel†- 37 -
73Extremist Light “Tyrant†- 37 -
74Extremist Neutral “Psychopath†- 38 -
75Extremist Dark “Hedonist†- 39 -
76Religion - 39 -
77VI. Equipment - 40 -
78More than Armor - 40 -
79Too Many Choices!! - 41 -
80VII. Combat - 41 -
81How the Fuck Combat Works - 41 -
82How to Spend MP - 42 -
83Attacking and Defending - 43 -
84Critical Hits, Grazes, and A/CC - 44 -
85Defending - 45 -
86Called Shots - 45 -
87A Last Resort... If You Have Any Brains - 46 -
88VIII. Magic - 47 -
89Prevalence of Magic - 47 -
90Magic and Classes - 49 -
91Effects of Magic - 50 -
92Mind Alteration - 50 -
93Resurrection and Reincarnation - 50 -
94Multiple Effects - 52 -
95Effects and Death - 53 -
96Petrification - 53 -
97IX. Death - 54 -
98An Afterward, or New Beginning? - 54 -
99Total Party Kill - 54 -
100
101
102Introduction
103
104Foreword
105This is the official Player Compendium for å •å¤©ä½¿ã®å¥³ç¥ž:グレイスã‹ã‚‰ã®è½ä¸‹V3.00, or Datenshi No Megami: Guresu Kara No Rakka V3.00, often shortened to DNM:GKNR V3.00. It is a tabletop roleplaying game set in the frightening and fantastic cosmic horror setting of Datenshi No Megami (DNM).
106
107If you are reading this, you are probably the player. Probably. Your job is to have a fully fleshed out character to bring to the game, to go on epic (or not so epic) missions of death and despair, and maybe, just maybe survive to tell of it. Or to die horribly at the hands of a sinister unknown figure. Or go insane from revelations of knowledge not meant for mortal eyes. There are many possible fates that could possibly befall your character in DNM:GKNR.
108
109Update
110Why update to V3.00? Because this entire tabletop is beta right now, meaning that there are bound to be problems abound everywhere. With each update, attempts to amend these problems are made, to make the game run more smoothly, and as it was intended.
111
112About the DNM ‘Verse
113The DNM multiverse is set in an alternate timeline, very similar to our own, but subtly different. Most DNM:GKNR campaigns take place in the metropolitan country of Orinia, located between Turkey and Bulgaria, also bordering Greece, the Black Sea, and the Mediterranean Sea, separated from Turkey by the Bosphorus River. It is a small, well developed country, with high beliefs in freedom, equality, and rights for all citizens. They were a strictly neutral country with a well-armed military, for defensive purposes. The country has a mostly liberal bent, but a highly defensive one, believing that their freedoms must be protected against possible threat, and as a result much funding went into military, and gun ownership was not only legal, but very high, and with minimal restriction, which are more typically right-wing. Citizens could, and often did, own fully automatic weapons, and large numbers of military grade weapons were imported on a regular basis.
114
115In DNM, the world began its end on October 28, 2014, at the end of the Autumn Doom Fest concert, when a portal to the Underworld was opened. Large armies of demons escaped and caused mass panic, widespread destruction, and much mayhem. Within mere days, more portals were opened. Within a week or so, portals to the Overworld were opened as well. The eternal war of light and dark found its way to Midgard, and very soon the entire planet became terraformed to be almost unrecognizable. Most DNM campaigns are set in 2019, five years after the end, although some take place earlier and some later.
116
117The Role of the Players
118
119Storytelling Experience
120Player characters in DNM:GKNR are not heroes, as DNM is not a heroic fantasy setting; it is a dark and gritty horror setting, and player characters reflect that. They are normal people, with what is considered a fairly normal job; that of mercenaries, bounty hunters, investigators, and more. These jobs may seem disparate, but in DNM they are closely related, freelancers often find themselves taking up all sorts of odd jobs that require people with their specialized skills.
121
122Not all campaigns end in victory and fanfare. Many campaigns end with the player characters dying horribly, going mad, or the “arguably good†ending of surviving, but barely. Horror doesn’t always end happily, and many of the best works of horror do not end pleasantly for the protagonists. In a realm where humanity is on the bottom of the supernatural food chain, and huge pantheons of uncaring eldritch gods scheming against one another in a massive gambit pileup with Midgard caught in the middle, humanity’s chances are pretty grim.
123
124That said, this is a storytelling experience, so don’t let that get you down. Despite the grim, dark setting and slim chances of survival, let alone victory, there should be plenty of chances to roleplay and develop your character, working together for the next hard earned paycheck and perhaps some better gear. Even if your character dies tomorrow, maybe you’ll accomplish something by then, and the legends will be told about your deeds. Death doesn’t erase what you’ve done, nor the memories that the living have of you. In addition to this understanding, there are a few measures a player can take to lighten the mood during less intense moments which can aid in keeping the despair from becoming overbearing, both for characters and for players. Check with your fellow players and GM to see if any of these pare appropriate.
125
126Existentialism- There is no fate
127In such a bleak setting, one possible escape is existentialism, a counter to nihilism. The level of philosophy in any given campaign varies depending on the campaign and GM, but in more philosophy-heavy campaigns the use of existentialism will often aid against the onslaught of dread and despair.
128
129Existentialism itself shares some beliefs with nihilism, but comes to the opposite conclusion, and often finds itself in opposition with nihilism. Both nihilists and existentialists believe there is no fate, no gods (at least none that care about humanity in any active way; existentialism is not tied to any given religion, and one can be existentialist and religious, one can also be atheist and existentialist), and that the entire universe is a very horrible place. However the agreement and similarities end there; while nihilists see this as an excuse to be cruel and apathetic, existentialists see this all the more reason that people should be kind to one another, believing that the world is harsh enough without other people making it worse. The lack of fate leads to opposing conclusions as well; nihilists see there being no fate and act as if this means they will never amount to anything, existentialists see this as meaning they are free to do what they want with their lives, to create their own fate.
130
131Humor- cures what ails you
132Another potential measure against the dreariness of the setting is making light of the dark moments. This is a more subjective measure, as different people have remarkably different tastes in humor, but it can be quite effective. If it is in character, humor may work even more efficiently to lighten the mood after an arduous challenge. If you feel this is a route you want to take with your character, check with the GM and your fellow players to see if it will be welcome at the table.
133
134Drugs- ails what cures you
135No, this is not referring to actual drugs at the table, but rather the use of them in character. Roleplaying someone who is “tripping out†or “stoned out of their mind†can be an entertaining exercise. Numerous addictive substances are statted in game, and often give out stat adjustments, both bonuses and penalties, and are rife with roleplaying potential.
136
137
138Character Creation
139
140Where to Begin
141Making a new character can be an incredibly daunting task, with the vast number of races and massive amount of customization available. It is recommended that a starting point of some kind be thought of. Instead of worrying what to choose, think about what you want to play. If you can’t think of any ideas, try asking other players, or perhaps the GM. Gather ideas from the media. Most kinds of characters can be made in the DNM:GKNR system.
142
143Who Are You Anyways?
144 An important and sometimes underappreciated aspect of character creation is the identity of the character. With all the mechanics involved in developing a character, the character themselves is sometimes unexplored. While making your character, take some time to think about who your character is, where they came from, and why they decided to become a freelancer. This will make your character easier, and more enjoyable to roleplay, and make the experience more enjoyable for everyone else as well.
145
146Attributes
147These are your character’s physical and mental abilities, both their natural talent and learned skill. They are more simplified than some other game systems out there, to promote ease of gameplay outside of combat.
148Commonly, when you want your character to do something, and there is not a 100% chance of success (say, climbing a rope above a precarious drop) one or more attribute checks may need to be made. (In the case of the rope, that will usually be a potential 2 checks, an agility check to climb it, and a strength check to hold on if the agility check is failed.) The most common attribute check is simply taking the appropriate attribute and rolling a 1d20, the sum of the two will be checked against the opposing D.C.. Depending on how difficult the task is, the D.C. may be higher or lower, and different results may happen in the event of a tie. More complex attribute checks may be needed in extenuating circumstances, often as the result of a skill or special ability.
149
150Besides attribute checks, attributes are also used to calculate almost every other stat you will need, so keep a close eye on all of them. Every attribute has a use, and your character cannot be good at all of them, so it is recommended you work together with the other players to cover each other’s weaknesses.
151
152All attributes increase on level ups. Each level, roll 7d6, and place one of the values in each of the attributes. Depending on your race of choice, there may be several bonuses or penalties applied to these each level, or additional d6’s may be needed.
153
154Here follows a list of all of the attributes:
155
156
157Strength
158 Strength is the physical power of a character. A strong character strikes harder with their fists or any various blunt or cutting implements. Strength allows characters to carry heavier loads, and also makes it easier to hold an adversary in place with a grapple. With other attributes, it also contributes to your ability to act in dangerous situations. Strength is key to any melee or unarmed focused build, and will allow your character to push their way through their problems.
159
160Vitality
161 Vitality is the physical endurance of a character. A high vitality means your character can withstand greater amounts of punishment and can continue strenuous activity for longer without tiring. A high vitality also grants significant resistance to numerous ailments and disabling moves. Along with other attributes, it also contributes to your ability to act in hazardous scenarios. Vitality is key to any resilience focused build, and will allow your character to withstand the rigors of the world.
162
163Agility
164 Agility is the speed, reflexes, and coordination of a character. An agile character is better able to dodge out of the way of incoming attacks, and is overall harder to hit, and is also more easily able to strike adversaries with any weapon. Agility is useful for any display of acrobatics, and is also used to remain quiet and unseen, and is expedient to any attempt to reaching places and items that are off limits. In addition, agility determines how quickly you can move, and with other attributes contributes to your ability to act when under threat. Agility is key to any action or stealth oriented build, and will allow your character to keep up with the world around them and reach new heights.
165
166Charisma
167Charisma is a combination of your good looks, social skills, and way with words. A charismatic character is rather convincing, and can lead others to follow them. Charisma is also quite valuable when bartering and haggling in marketplaces. It can also allow characters to gather more information from others. A number of magical abilities also rely on a high charisma. Charisma is key to any social and roleplay oriented build, and will allow your character to weave around and manipulate their problems.
168
169Wisdom
170 Wisdom is your mental resolve, your ability to remain calm and collected in the face of overwhelming despair or danger. A high wisdom means greater chi reserves for using magical powers and abilities. It also grants a stronger sanity, and greater ability to withstand the debilitating energies of purity and corruption. A wise character is also more resilient against numerous magics, and both magical and mundane mind-altering effects. Wisdom is also used for a number of magical abilities, and one of two attributes responsible for ESP. Wisdom is key to any magic using build, and will allow your character to face the dreadful realities of this world unwavering.
171
172
173Intelligence
174 Intelligence is the total sum of what you know, and your ability to recall this information. An intelligent character will naturally know more about the world around them and be able to bring that knowledge to practical use. Many spells and other magical abilities are made more potent by high intelligence. Intelligence is useful for any form of information gathering, and a higher intelligence will almost always yield better results, which can prevent the party for stumbling towards grave danger. It is also used for determining what languages your character can learn beyond their native one. Intelligence is key to any arcane spellcaster or information gathering build, and will allow your character to better understand the twisted world around them.
175
176Perception
177 Perception is a combination of all five of your senses. Perception allows you to see the unseen, to hear the unheard. A perceptive character is less likely to stumble blindly into danger. It also allows you to see incoming attacks coming, and spot openings to strike. A perceptive character is able to use ranged weapons more effectively as well, all manner of guns, bows, crossbows, and many throwing weapons. It is also one the two attributes responsible for ESP. Perception is key to any sniper or scout build, and will allow your character to detect the hidden world just behind the veil.
178
179
180Attribute Ratios
181 Not really an attribute itself, attribute ratios are used for calculating many other stats and effects. To determine an attribute’s ratio, you take the value of said attribute and divide by level. Most attribute ratios only count your natural value, but some take into account the modified value.
182
183Primary Stats
184 Your primary stats are Health, Chi, and Stamina, and are used extensively in combat. Health is a measure of how much damage you can take before dying. When it reaches 0 or less, your character is dead. Chi is a measure of your spiritual power. When it reaches 0 or less, your character cannot focus, and has terrible head-splitting migraine. Stamina is a measure of your physical fitness. When it reaches 0 or less your character is unconscious from exhaustion. All of these stats are derived from your attributes and increase every level.
185
186 At level 1, the formula for primary stats is the following:
187
188Health = Str + Vit + 1d6
189Chi = Wis + Int + 1d6
190Stamina = (Vit + Agi * 2) + 1d6
191
192For all subsequent levels, the formula for primary stats is the following:
193
194Health = Current + Vit + 1d6
195Chi = Current + Wis + 1d6
196Stamina = Current + Vit * 2 + 1d6
197
198Adventure Stats
199 Movement Points (MP), Movement Speed (MS) and Encumbrance are several important stats that lock in at level 1. Each has their own unique role in adventuring.
200
201Movement Points
202 MP is your capacity to act while under stress. The more physically fit you are, the higher your MP. Every conceivable action you could take costs a specific amount of MP. While outside of an encounter, MP is usually not too important; during an encounter MP becomes vital. MP not spent on your turn does not disappear; you can save MP to use for reactions or continuing actions on other character’s turns. Your MP refills at the beginning of your turn every round.
203MP = ((Str + Vit + Agi) / 3) * 1.2, rounded to the nearest whole number.
204
205Movement Speed
206 MS is the total distance you can travel with just 1 MP. It can be artificially increased through certain skills, such as Dash and Sprint, and it varies depending on environment (land, air, liquid).
207Land MS = Agi / 4
208Air MS = Agi / 4 * 2.5
209Liquid MS (Can Swim) = Agi / 4 * 2
210Liquid MS (Cannot Swim) = Agi / 4 * 0.5
211
212Encumbrance
213 Encumbrance is a measure of your total carrying capacity. As you carry more and more, you will begin to see a string of penalties, until you hit your total encumbrance and are then unable to move.
214Encumbrance = Str * 10 + 10
215
216Tier 0 Encumbered = 0-49% Max:
217No penalty
218Tier 1 Encumbered = 50-59% Max:
219- (level) Agi, -1 EC
220Tier 2 Encumbered = 60-69% Max:
221- (level * 2) Agi, - 2 EC
222Tier 3 Encumbered = 70-79% Max:
223- (level * 3) Agi, -3 EC, -1 HR
224Tier 4 Encumbered = 80-89% Max:
225- (level * 4) Agi, -4 EC, -2 HR
226Tier 5 Encumbered = 90-99% Max:
227- (level * 5) Agi, -5 EC, -3 HR, Flatfooted
228Tier 6 Encumbered = 100+% Max:
229- (level * 6) Agi, -6 EC, -4 HR, Flatfooted, Cannot move
230
231Combat Stats
232 In combat, there are three stats that will come up a lot, Evasion Chance (EC), Hit Roll (HR), and Armor Rating (AR). Each has its own key function in keeping you alive.
233
234Evasion Chance
235 EC is your ability to dodge, or more simply, not get hit. There are three varieties of EC: normal, flatfooted, and unaware. Normal is your highest, so to avoid getting hit it is best to stay aware of your surroundings and not have your movement hindered.
236
237 EC has a base value of 25. You get 1 point of additional EC for every 6 points of Agi, and 1 point of additional EC for every 6 points of Per. Your flatfooted EC does not count the points from Agi, and your unaware EC does not count the points from Per. If you are unlucky enough to be both flatfooted and unaware, your EC is just 25.
238
239 In combat, when someone makes an attack against you, you roll 1d20 and add your appropriate EC depending on the circumstances. If your roll is equal to or higher than the opposing HR, you do not get hit. Do note that some attacks are still capable of hitting even on a miss (e.g. automatic gunfire, anything that deals any form of area-of-effect damage, etc.)
240
241Hit Roll
242 HR is your ability to hit an opponent. There are two varieties of HR: normal and flatfooted. There is no unaware HR, because it is not possible to call an attack against a target you are unaware of (indeed for an entity to qualify as a target the character that is targeting must be aware of said entity.)
243
244 HR has a base value of 20. You get 1 point of additional HR for every 12 points of Agi, and 1 point of additional HR for every 12 points of Per. Your flatfooted HR does not count the points from Agi. Unaware attacks are handled with another formula entirely that does not take any of your attributes into account.
245
246 In combat, when you make an attack against someone, you roll 1d20 and add your appropriate HR depending on the circumstances. If your roll is higher than the opposing EC, you score a hit. Do note that some attacks are still capable of hitting even on a miss (e.g. automatic gunfire, anything that deals any form of area-of-effect damage, etc.)
247
248Armor Rating
249 Your AR protects your from taking damage, allowing you to shrug off blows or take reduced damage from otherwise deadly strikes. Your AR will almost certainly be increased by your equipment, which will likely provide most of your armor. However, you do have a natural AR which should not be forgotten.
250 You have 1 natural AR for every 6 points of Vit. Equipment will almost certainly supplement this value. You will notice that you have not just AR, but also Special AR. Special AR is almost exclusively provided by equipment (a few races have a naturally occurring Special AR, such as Arachne, but these are the exception, not the rule.) Special AR applies only when the incoming damage is of a certain type or from a certain form of attack. For example, plate mail protects good against swords, but won’t stop a bullet, and a ballistic vest will protect from 9mm Parabellum but won’t stop a knife. Your normal AR counts toward everything, and should be applied to all of your Special AR, except the following (DARK, LIGH, META, and SOUL; these damage types ignore any armor not specifically made to stop them.)
251
252 In combat, when you are hit, damage is calculated. Your appropriate AR will reduce any incoming damage by the amount specified. The attack will have a value of its own: penetration. Penetration is how much AR the attack ignores. Some attacks (maces, armor piercing rounds, etc.) will have low damage but high penetration, making them deadly to armored opponents.
253
254
255Combat Bonuses
256 High enough Str, Int, and Per give your character bonuses to damage and penetration with appropriate weapons.
257
258Melee/Unarmed Bonus
259 For every 12 Str, you get +_/+_ to melee and unarmed attacks. Some melee and unarmed weapons will specify that you don’t get this bonus, or apply a different bonus.
260
261Magic Bonus
262 For every 12 Int, you get +2/+4 to magical attacks and wand attacks. Some will specify that you don’t get this bonus, or apply a different bonus.
263
264Ranged Bonus
265 For every 12 Per, you get +1/+2 to ranged attacks. Some ranged weapons will specify that you don’t get this bonus, or apply a different bonus.
266
267Saving Throws
268 Saving Throws (STs) are a number of defensive stats used to protect you from or reduce the effect of harm to your character. They were originally named for the ailments they protected against in previous versions, but now they are used for far, far more. The original names have been kept however.
269
270 STs are separated into two categories- Vitality Saves and Wisdom Saves. The base value of each save is equal to their associated attribute plus your total level.
271
272 The following STs exist:
273
274Vit Saves
275ST vs. Paralysis
276ST vs. Petrification
277ST vs. Poison
278ST vs. Strain
279
280Wis Saves
281ST vs. Charm
282ST vs. Fear
283ST vs. Mystic
284ST vs. Sleep
285
286Miscellaneous Stats
287 There are several other stats that don’t really fall into the previous categories, but are no less important. Sanity, Infection, Corruption, Purity, and ESP are all vital to having a functioning character.
288
289
290Sanity
291 Sanity is a measure of your mental stability. It is the maximum number of madness tokens your character can acquire; once that number is reached your character is not under your control any longer, and may do anything from commit suicide, to going into a homicidal frenzy, to curling up in fetal position gibbering nonsense. There are different flavors of madness tokens, each with their own effects, but all of them count against your total sanity.
292
293Sanity = Wis Ratio * 2.5
294
295 Beware, for sanity can decrease on level ups.
296
297Infection
298 The amount of grime and disease the mortal body can withstand is limited. Gangrene, sepsis, and many uglier things still threaten the lives of post-apocalyptic adventurers. When the total number of infection tokens is reached, you die.
299
300Infection = Vit Ratio * 2.5
301
302 Corruption and Purity
303 Corruption and purity are similar concepts, but separate stats. Corruption is waste demonic energy, which has strong mutagenic properties, and is hazardous to the health of nearly all living things. Purity is waste angelic energy, which is best described as “gray gooâ€. Acquiring any of either will have their own effects, some which may be positive, but most will be overall negative. Each uses the same formula to calculate, so the number for each should be the same. They are tracked separately.
304
305Corruption and Purity = Wis Ratio * 4
306
307ESP
308 Extrasensory Perception (ESP) is a mysterious extension of the survival instinct, and useful for detecting anything supernatural or paranormal (but capable of detecting far more mundane things as well.) Everyone has ESP; when you look are alone in the dark and feel as if you are being watched, you are, that’s just the ESP warning you. You may make an ESP check whenever you wish for 0 MP; the check is made using your ESP value and rolling 1d10. This number will be checked against everything within a radius determined by your size category.
309
310Size Category
311ESP Radius
312Small
31310 meters
314Medium
31520 meters
316Large
31730 meters
318
319 If your race is not one of the above size categories, ask your GM. Do note that it is possible to detect things outside your ESP radius if they are hostile enough, or powerful enough.
320
321ESP = (Per Ratio + Wis Ratio / 2) * 4
322 If you wisdom is low enough however, your ESP will get remarkably more potent. If your Wis Ratio is less than 2.5, your ESP is increased by 10 for every tenth that it is less.
323
324 This is not, however, a good thing. Anytime that you detect something with ESP, it forces a ST vs. Fear to avoid picking up madness tokens. A character with a high wisdom will be more resistant to STs vs. Fear, and be able to avoid pinging significantly more mundane things. A character with a low wisdom may eventually fall into a paranoid psychosis of everything that exists.
325
326
327
328Classes
329
330How Classes Function
331 Classes in DNM:GKNR are meant to be as modular as possible. Any given class can potentially perform a multitude of roles, and this is intentional. Part of the fun is meant to be in designing and customizing your character, trying out any number of ideas, so that no two campaigns will feel the same.
332
333 As a result, the actual function of classes in DNM is quite simple. A class in DNM is nothing more than an unlocked skill tree. There are three kinds of classes, base classes, racial classes, and prestige classes. Prestige classes require special criteria to be met before they can be obtained, but they require no special skills to acquire once their criteria are met. Racial classes are taken when playing a race that has a level adjustment; these classes are taken for a predefined number of levels with a restricted skill tree for that time being. Base classes are the main playable classes, and only 5 of these exist (as only 5 are needed.) It is possible to acquire more than one base class through use of the multiclass skill, but this is not recommended unless necessary (or part of some character build plan. Messing around with things that are normally a bad idea can be entertaining.)
334
335Base Classes
336 There are but 5 base classes, each one specializing in a different aspect of gameplay, or approaching combat in a different way. The base classes are as follows:
337Berserker
338 The berserker is a melee fighter, using a blend of elegant maneuvers and brutal rage to devastate their opponents on the field of battle. Through outmaneuvering, sheer power, or perhaps simply being difficult to kill, the berserker is a valuable asset to the party.
339
340Gunman
341 The gunman is a trained combat specialist. Anyone can pick up a gun and fire it, but a gunman knows their weapons in a way more intimately than most. Gunmen are also perhaps one of the most versatile in combat, able to attack up close or from extreme distance, making the gunman a respected part to the party’s survival.
342
343Rogue
344 The unseen shadow, the watchful eye; this is the rogue. From simple cutpurses, to brilliant investigators, to deadly assassins, all of these are aspects and avenues of the rogue. To enter places they are not wanted is their trade, regardless of motivation or means. This makes the rogue an essential role in the party.
345
346Exorcist
347 The holy man called to bring an end to the nightmare curse plaguing the town, or the dark perpetrator of said curse. Both of these are the exorcist, a messenger and channeler of religious power, calling upon the powers of gods and spirits to aid their cause. From healer to defender, the exorcist is capable of aiding the party in numerous ways.
348
349Witch
350 The art of the occult and arcane is a long one, to use can conjure forth these powers is no simple feat. The witch is not some simple folk, but a student learning all things magical, learning about the forces that shape the cosmos. Due to the eldritch nature of many of the more dangerous forces at work, the witch is a vital asset to the party.
351
352
353
354
355Racial Classes
356 Racial classes exist for certain races. Any race with a level adjustment will go through one or more racial classes for the duration of their level adjustment. The instructions for this are listed in the playable race portfolio, under that race, in the Level Adjustment section. While going through the racial class(es) your skill selection will be limited.
357
358Prestige Classes
359 Prestige classes are special classes that one can acquire during a level up by meeting all of their requirements. Prestige classes unlock special new abilities and skills, ones that often cannot be gotten through any other means. They are described in more detail in the prestige class portfolio.
360
361Characterization
362
363Self-Realization
364 Face it, people are complicated, even if they don’t seem like it. Characters are a sort of people too, they may not be real but they too have hopes and dreams, hidden depths, and lives. Though touched upon in a previous chapter (see Who Are You Anyways? under Character Creation on page 8.) understanding your character is an important part of roleplaying, and hence an important part of tabletop gaming. This is a process that, unfortunately, cannot be taught, it must be learned. But help can be provided to aid in the learning process. Consider the following questions when developing your character:
365
366Why did this person become a freelancer?
367What does this person hope to accomplish in life?
368Who are this person’s family? What is their relationship?
369What did this person do before the apocalypse?
370What social class is this person? Were they born into it, or did they work to get there?
371What are this person’s religious beliefs, or lack thereof? How does the cold, bleak nature of existence affect their faith? Did the apocalypse have any religious significance to them?
372Does this person have a significant other? Who are they? How did they meet? If this person does not have one, are they looking for one? And either way, how do they feel about it?
373How does this person feel about the apocalypse? Do they feel that they are better off for it?
374How does this person deal with the soul-crushing nature of their reality? Are they aware of how bad life is?
375Does this person have drug or alcohol problems? If so, when did they begin? If not, have they ever considered using before?
376What is this person’s sexuality?
377In freelancing, what particular line of work does this person prefer?
378What is this person’s favorite memory? What feelings does it bring them?
379 You don’t have to answer all of these questions, and particularly not all at once. They are here to provoke thought and contemplation for developing your character. In addition to these, there are some fields on the character sheet that should allow for some consideration of who your character is, both physically and mentally.
380
381Alignment
382 There are a total of nine alignments in DNM:GKNR. Each alignment represents a different view or mindset, a different way of looking at the world, a different view of "good and evil". While there is no such thing as good and evil in the multiverse of DNM, there is gray and grey morality. Many people have ideals of some kind, and views on what is "good and evil". A rebel who fights for freedom, a soldier who defends their town, and even a survivalist living by whatever means necessary are all practitioners of some ideology, and fall somewhere in the nine alignments.
383
384These alignments are not meant as a crutch, nor a straightjacket. They are not meant to hinder character development. Just as people change over time, so can their ideals. A major event can cause a character to change their views, or the change is more gradual. Alignment change can occur, and there is (usually) no penalty for it, in and of itself. Some races, however, literally cannot be a certain alignment, (such as orcs) without suffering insanity. Don't take any of these alignments as cut and dry- try to make your character act naturally. Use these alignments to help shape your character- but if an alignment no longer fits your character, that is fine!
385
386Light vs. Dark
387Light characters value order, tradition, and the advancement of society. They respect authority, and place value on law and logic. Light characters tend to place value on the "big picture", and enjoy when everything "runs like clockwork". They are loathe to changes, and may be judgmental or restrictive. Light characters may also be close-minded, and unable to adapt. They may not understand people who are unlike themselves, and may be unwilling to accept things outside their world view. When conflict arises, adherents to light will side with society, traditions, logic, or organization, and will loathe anarchy, new ideas, illogical ideas, and chaos. Light characters can be described as "fettered".
388
389Dark characters value chaos, freedom, individuality, and full expression of themselves. They respect people who are brave enough to "be themselves", and enjoy flexibility. They tend to place value on "the individual", and enjoy carefree pleasures. Some dark characters are fickle, many disrespect authority, and loathe being judged.
390
391They are usually emotional, and frequently cannot accept things which hurt themselves and those they care about.
392
393They are more likely to break laws, whether as a statement, out of need, or for some characters, on a whim. When conflict arises, adherents of darkness will side with underdogs, freedom fighters, accepting individuals, or anarchists. They loathe "big wigs", restrictions, callousness, and too much order. Dark characters can be described as "unfettered".
394
395Neutral characters lack the extremes of light and dark. They often have personal goals which exist outside order and chaos. Characters can be neutral out of not caring for light nor dark ideals, out of a stern balance between light and dark ideals, or by utilizing the positive elements of both light and dark ideals. They will typically include elements of both, in both positive and negative qualities.
396
397Passiveness vs. Extremism
398Passive characters may hold true to their values, but they are unlikely to act rashly on them. They may be more shy and timid, hold to an ideal of non-violence, or have other compunctions about hurting others. Whatever the reason, passive characters refuse to take any action they see as rash. They especially dislike fighting and warfare, and will not support it, even if it fighting for their other ideals (sometimes especially if it fighting for their other ideals.) Passive characters can be described as many things, but almost universally they are "pacifist".
399
400Extremist characters strongly believe in their cause or ideals, and have no qualms about hurting others to further their ends. They may see those they hurt as "evil", or be seeking revenge. For whatever reason, they (often) view the harm they cause as necessary, and many view those who are unwilling to go to the ends they do as lacking dedication, or in worse cases, unworthy to live. Extremist characters can be described as many things, but almost universally they are "violent".
401
402Balanced characters view an active approach as necessary to accomplishing their goals and furthering their ideals, but they do have compunctions against killing. They share some elements of both passiveness and extremism, but tend to look at each extreme poorly. They believe that too passive of an approach is unable to accomplish anything, and that too extremist of an approach is needlessly violent. They may view themselves as "the only sane person" in an argument between extremist and passive characters, all in the same primary alignment, while the others will each tend to see balanced characters as having "too much of the other side", or may even be unable to distinguish them from their opposites.
403
404Nine Alignments
405 The nine alignments are listed here. The first three are the Passive alignments, which are usually not available to players in most campaigns, but may be available in more political or mystery campaigns. (Ask your GM!) The middle three are the Balanced alignments, which are almost always available. The last three are the Extremist alignments, which are almost always saved for villains and monsters, but may be playable under particular circumstances. (Again, ask your GM!)
406
407Passive Light “Pacifistâ€
408 A Passive Light character believes in a doctrine of order, one with an expectation to not cause harm to other people. They believe in upholding tradition, and believe that a great evil exists in the world, an evil that can only be overcome through their doctrine of pacifism. They believe that fighting back against the evil is itself wicked, as violence is amoral. Passive Light characters often live secluded away from fighting and war, and rarely go into the freelancing business. Passive Light is the most idealistic alignment, as it combines the order of light with a peace-loving nature.
409
410Passive Neutral “Healerâ€
411 A Passive Neutral character believes in maintaining a peaceful and harmonious existence with all beings. They respect the ways and lifestyles of others, no matter how different from their own, and wish to bring enlightenment to others. Passive Neutral characters often live secluded away from the more deadly regions of the world, but may be found either secluded as hermits or in impoverished areas where they try to help others. Passive Neutral is the most idealistic alignment, because it combines harmony with unbiased thought.
412
413Passive Dark “Activistâ€
414 A Passive Dark character believes, above all else, in accepting others, and desires a peaceful freedom where all people are treated as equal. They believe that all people should be able to coexist with one another, and despise prejudice, racism, and sexism. The more outspoken of this alignment may be civil rights leaders, the more soft-spoken may aid in sheltering the less fortunate. Passive Dark characters often live in more safe towns, away from the dangers of bandits and monsters, and are rarely adventurers. Passive Dark is the most idealistic alignment, as it combines a passionate, peaceful love for all.
415
416
417
418Balanced Light “Benefactorâ€
419 A Balanced Light character believes that society and civilization is, for the most part, beneficial to the people, that structure, order, and rules are needed for people to remain productive and safe. They see civilization as the pinnacle of a developed people, and are happy to be a part of it. Such a character acts in accordance with their laws and traditions, and does not like the thought of disrupting society, but is willing to do so if they feel that their life is in danger, or the lives of others they care about. They are willing to defend themselves and others when in danger, but do not seek out the use of violence if they can help it. Balanced Light is the most realistic alignment, because it combines the order of light with a balanced mindset.
420
421Balanced Neutral “Wandererâ€
422 A Balanced Neutral character is one who probably thinks of themselves as an average person, and they don’t tend to be swayed much in any particular direction. They tend to have a rather down-to-earth mindset, and one that does not glamorize any particular aspect of life. They don’t believe that society is particularly good, nor do they have any desire to disrupt it for its own sake (though they may disrupt it if they have other interests at stake.) Balanced Neutral characters tend to be very self-driven, and they usually have some greater goal. A Balanced Neutral character is willing to fight if they have to, but does not tend to go seeking out bloodshed if they don’t believe it is necessary. Balanced Neutral is the most realistic alignment, because it is one with a balanced, unbiased mind.
423
424Balanced Dark “Rebelâ€
425 A Balanced Dark character believes in the individual. They have a strong, free-spirited nature that refuses to be shut down by the actions of others. There is a burning passion in Balanced Dark characters, with a love for life and self-expression. Balanced Dark characters are naturally drawn to other likeminded individuals, of whom they will be protective of. They cannot stand oppression, and seeing others put down by what they believe to be a corrupt system. These individuals are willing to break laws if they believe it will support their cause, but this does not mean they feel compelled to break laws constantly. They fight fiercely against threats, with all their passion, although are unlikely to seek out bloodshed if they believe a peaceful solution is possible. This said, they are unlikely to seek law enforcement to solve their problems for them. Balanced Dark is the most realistic alignment, because it’s passion for life is tempered with a balanced outlook on life.
426
427Extremist Light “Tyrantâ€
428 An Extremist Light character sees themselves as a crusader, of sorts; a defender of society and keeper of moral right. They seek nothing less than to bring civilization to the world, and don’t care how many skulls they need to crush and lives they need to take to do so. They view those who disagree with them as threats, who they attack with extreme prejudice. Those who do not share their beliefs they view as unenlightened, or worse, as savages, and may extend their cold, iron fist to persecuting them as well. An Extremist Light warrior fights for what they believe is the only just cause, and will attempt to kill anyone who gets in their way; an Extremist Light leader is almost surely a dictator ruling through domination and oppression, ever seeking to subjugate more people to their iron will. Some Extremist Light characters approach their goals with a methodical, cold logic; others with a ferocious zeal. Extremist Light is the most dangerous alignment as it represents a terrifying, dogmatic individual who will stop at nothing to pursue that dogma at the expense of others.
429
430Extremist Neutral “Psychopathâ€
431 An Extremist Neutral character is one with an agenda, one which they feel must be pursued at any cost. This agenda is almost certainly one of personal interest to them, but may range from some grand ideal to something simply viewed as sport. Such a character does not care if the pursuit of their goals brings harm to others, in fact the goal itself may be to cause harm, suffering, or death. An Extremist Neutral character is selfish, perhaps even to the point of narcissism, and has little to no empathy for others around them. There is a cold, uncaring nature to these individuals, which seeks only the pursuit of their goals, sometimes even at the expense of themselves. Those who get in the way of an Extremist Neutral character may be treated as anything from a worthy opponent to someone deserving of utter annihilation and suffering. Extremist Neutral is the most dangerous alignment, because it is rather uncaring toward others, combined with zealousness and short-sightedness.
432
433
434Extremist Dark “Hedonistâ€
435 An Extremist Dark character is one without morals or ethics, one who believes in shaking up order for its own sake. These characters will do whatever action they feel like doing at the time, regardless of the consequences, and regardless of what others think of them. They are not just passionate, but hot-headed and impulsive, uncaring of who is harmed by their whims. They have a tendency towards ruthlessness and viciousness, but often suffer from poor organization. If such a character is able to get a group together, it is typically only through force that they do not completely splinter apart. Such a character can only remain in power as long as they can continue to dominate, and are capable to avoid assassinations and attempts to topple their rule. Such characters are capable of causing great and widespread damage as long as they remain alive. Extremist Dark is the most dangerous alignment because it is combines a callous disregard for others with the epitome of chaos.
436
437Religion
438 Religion can be an important part of a character’s identity, and how they view both themselves and the world around them. Even in the post-apocalypse, a person’s faith can be strong, and color how they view their situation.
439
440 Religion in DNM:GKNR is mostly the same as real world religions, but categorized down to more simple terminology; there are too many various denominations and sects in major religions worldwide, whose differences tend to be minor, even if they themselves would disagree. No religion in DNM:GKNR is entirely right, nor entirely wrong, and those who cannot be mature enough to handle how religion is treated in DNM:GKNR should probably not be playing it in the first place.
441
442 Religion is most important to the exorcist, as this is where they draw their powers from. The exorcist does not actually have powers of their own, they have what is essentially a glorified phone-number to the god(s) they worship, and must continue to act in accordance with their faith in order to continue having their prayers answered. This does mean continuing to remain within a certain alignment as well.
443
444Equipment
445
446More than Armor
447 Equipment provides more than just armor. Many pieces of armor provide significant stat bonuses or other effects, which can be vital to survival, and thriving in the post-apocalyptic world. These stat bonuses give your character an edge, and in a dangerous world, you will want every edge you can get.
448
449 Some equipment provides nothing but stat bonuses; there are pieces which have absolutely no protective value but grant decent bonuses. It is up to you to decide what makes sense for your character, and what you want to focus on.
450
451 Some pieces actually lower stats, such as many forms of heavy armor exhausting your agility. These pieces tend to give significant boosts to armor however, offering maximum protection from damage. Will your character go for heavily armored but stat draining pieces, or lighter, less protective, but more bonus-friendly pieces, or perhaps a mix of both?
452
453Too Many Choices!!
454 There are far, far too many equipment pieces, both armor and weaponry, in circulation to make a comprehensive list in one place. This handbook would become massively bloated with equipment if even a small portion of the equipment was listed here, and if less was listed it would be far too simplified, arbitrary, and overall unhelpful. The official codex is littered with equipment pieces to the point of exhaustion, and different pieces may appear in different campaigns depending on the focus. Check with your GM about what equipment your character can start with, or purchase in town.
455
456Combat
457
458How the Fuck Combat Works
459 Combat in DNM:GKNR is turn-based. It is divided into turns and rounds; a round consists of everyone’s turns. One turn is equivalent to approximately 5 seconds. At the beginning of a person’s turn, they gain priority (that is to say, they get to state their actions first, everyone else’s actions are either a continuation of what their current plan, or a reaction to an event that transpired on this turn. The character with priority also wins any ties between any attribute checks made against them by other characters.), and their MP pool replenishes. Any MP not spent by the end of their turn is kept, to be used on other characters’ turns either for reactions or continuation of plans (or both, if they have enough.)
460
461How to Spend MP
462 There are numerous actions one can do with their MP, limited only by your own imagination. Here are a few examples, with the MP costs.
463
464Action
465MP Cost
466Move the distance of your MS
4671
468Use a potion or drug
4692, or as listed
470Use Active Skill
471As listed
472Fire semi-automatic gun
4731
474Fire single-action gun
4752
476Fire bolt-action gun
4772
478Fire double-barrel gun
4792*
480Fire lever-action gun
4813
482Fire burst/full-auto gun
4831
484Fire full-auto, whole mag
4851**
486Melee attack
487By weapon
488Unarmed attack
4891
490Talk
491Ask GM
492Defend
4931
494* You may fire both barrels for the same MP cost, at your discretion. This still counts as a single attack.
495** It may only take 1 MP, but you may take no other actions on that turn besides moving or talking.
496
497Attacking and Defending
498 Much of combat boils down to various attacks. As mentioned in an earlier chapter (pages 17-18, under Evasion Chance and Hit Roll, under Combat Stats, in the Character Creation chapter) an attack consists of a Hit Roll and Evasion Chance. Each roll is modified based on the current situation, and the higher number wins. If it is a tie, the attacker wins. Some attacks are capable of scoring multiple hits (such as fully automatics), and some are capable of scoring hits even in the event of an overall miss (both fully automatics and area of effect attacks do this.)
499
500 In the event of a successful hit, as mentioned previously (page 19, under Armor Rating, under Combat Stats, in the Character Creation chapter), the attack and defense face off again, this time with Penetration, damage, and AR. No rolls are made for this, it is a simple battle of numbers. The Penetration is first subtracted from the AR, and if the AR is not reduced to 0 (it cannot be lower than 0), the remaining AR is then subtracted from damage. The total penetration and damage is also dealt to whatever piece of armor is appropriate (usually the torso armor, but the GM can choose a different piece).
501
502 The attacker will want to maximize their damage potential, and as a result will want an attack that can score a hit, and will want to ignore as much AR as necessary. The defender will want to not take damage, and can utilize high EC, high AR, or both to avoid taking damage. If they do take damage, they will want to take as little as possible, which AR helps with as well.
503
504Critical Hits, Grazes, and A/CC
505 A critical hit is when a weapon deals its maximum possible damage. What this means is dependent on whether your attack is variable (based on a die roll) or flat damage (single number). A critical hit has no effect by itself, other than dealing a lot of damage, but may be further affected by various items, skills, or other effects.
506
507 A/CC (Accuracy/Critical Chance) is a bonus, usually from the weapon itself, which increases the chance of scoring a critical hit, or otherwise increasing the damage output without increasing the damage potential. How it works is also depends on if the attack in question is variable or flat damage.
508
509 A variable damage attack is considered a critical hit when maximum damage is rolled. A/CC applied here will be added to the damage, but will not allow the attack to exceed its maximum possible damage. Any attack that deals maximum possible damage will still be considered a critical hit, even if it is not a “natural critâ€. A/CC applied here is most useful, as it directly increases damage dealt even if it does not cause a critical hit.
510
511 A flat damage attack is considered a critical hit when the EC is beaten by 20 or more. A critical hit here is worth double the normal damage. A/CC applied here will increase your effective HR roll, but only if it is already a hit. Flat damage attacks are also able to score what is known as a graze. A graze occurs when the EC is beaten by less than 5. A graze is worth half normal damage. (Attacks that are capable of scoring hits even on a miss will usually score grazes, with normal hits being rare, and there is zero chance of a critical hit when the overall attack is a miss.) A/CC applied here is useful for both increasing the chance of critical hits, and decreasing the chance of graze damage.
512
513Defending
514 One action the defender can take to further prevent damage is to defend. When defending from an incoming attack, they are preparing themselves for the brunt of the damage. As a result, they effectively double their natural AR. If they have a shield, the shield’s defense AR bonuses are also applied. This extra AR can mean the difference between life and death.
515
516Called Shots
517 One action that the attacker can take to maximize the brutality of their attacks is to make a called shot. Called shots are always made with a penalty to HR (ask GM for the penalty, it will differ depending on where you are calling a shot, and may vary further depending on target.), but will have some sort of bonus depending on where it is to. Called shots to vitals will almost always be automatic critical hits, and possibly deal bonus critical hit damage. Other effects can be debilitating, such as permanent injuries.
518
519A Last Resort... If You Have Any Brains
520 Combat in DNM:GKNR may be prevalent in some campaigns, but it tends to be quite hazardous to all involved. People die, and can die quite easily. Those that live long enough tend to quickly realize that combat should be avoided when possible, as even success in combat will eat through supplies: ammo, medicine, and time, to name just a few. The potential for debilitating injuries is also high. Every combat encounter has the potential to be incredibly life-threatening, and nobody walks away from combat completely unscathed.
521
522
523
524Magic
525
526Prevalence of Magic
527 The primary setting of DNM:GKNR assumes that magic is a widely prevalent force in the multiverse, but that it is not something easily wielded by the average mortal. Magic largely comes in two forms: Divine and Arcane.
528
529 Divine magic is essentially a being’s powers. This is a dragon’s breath weapons, a god’s miracles, etc. Some divine magics can be wielded by those that do not possess them, if they are granted by the being wielding them. This being is aware of the actions of those who are using their powers, and can revoke them at any time. The beings loaning out their powers are usually very powerful, and tend to have their own goals. This is how the exorcist class works.
530
531 Arcane magic is a fundamental part of the multiverse, it is part of the physics of reality. This magic is a fundamental part of reality itself. These forces are dangerous, and require a great deal of understanding to wield at all, let alone safely. To comprehend arcane magic takes many years of study and practice, it is not something picked up as a simple hobby. This is how the witch class works.
532
533 The fundamental problem of magic and mortals is that the magic tends to be concentrated at the top of the supernatural hierarchy: spirits and gods are the ones who have the most divine magic, and they are immortal, giving themselves an unfathomable amount of time to study arcane magic and know its inner workings. Despite being a high magic setting, DNM:GKNR has many of the trappings of a low magic setting. Most mortals know very little if any magic, and know very little about it. The most knowledgeable mortals know as much about magic as they do about the universe itself. With all the magic at the top, DNM:GKNR proves that it is possible to run a high magic horror setting: cosmic horror.
534
535
536
537Magic and Classes
538 Two of the base classes wield magic, and each one has a special relationship with it. Both the exorcist and witch class use magic as a main aspect of their class, but each one wields a different kind of magic, and has a fundamentally different relationship with their supernatural powers.
539
540 The exorcist gets their power from other powerful entities, whom they worship and serve. They do not directly interact with these entities; the mere act of witnessing their god(s) would drive them completely insane if not outright kill them. An exorcist often does not have such thoughts about their god(s), not realizing the eldritch, inhuman nature of deities. In order to continue making miracles, an exorcist has to maintain a good relationship with their god(s), to continue following the tenets of their faith and remain within their allotted alignment. The powers they wield are fundamentally not their own, and are merely being lent.
541
542 The witch, on the other hand, wields powers that are present everywhere. The abilities of a witch are more personal, the magic they wield is their own. The witch alone controls their powers, and has no need to fear these powers being stripped away if a deity disapproves of their actions. These powers, though more personal than that of an exorcist, are not innate. In order to grow stronger, a witch must continue to study, and draw upon fonts of occult knowledge and lore. Some witches seek outside help from powerful, immortal beings in order to seek further occult secrets, or gain new avenues of power beyond those mentioned here.
543
544Effects of Magic
545 Magic is capable of a great deal of things in DNM:GKNR, effects that twist the fabric of reality itself and warp into a ball of goo, while still not breaking it. This has less to do with shattering reality than it has to do with the common perceptions of reality being incorrect to begin with; the forces of magic are a fundamental part of reality, no matter how much they bend and distort its rules.
546
547Mind Alteration
548 There are numerous forms of magic which can reach inside the head of one or more persons and do all sorts of things to their brain, from driving a person insane, to various levels of mind control, to memory manipulation, to reducing a person to a helpless vegetable. Manipulating the mind of another person is, at best, a morally gray area, and even disregarding that, it can be a complicated effort that requires a good deal of finesse. Most magics that have effects that work on this level use a ST vs. Charm to resist, and effects that range from dangerous to character ending on a failure. That said, there is a great deal of interesting character development to be had, if you are willing to go that far.
549
550Resurrection and Reincarnation
551 Characters die. Sometimes, they die often. For those who seek it, there exists the power to bring back the souls of the dead from beyond the veil of death. It is not an easy power to gain, and it is not perfect. Those that come back from death are changed permanently from what they have seen. If the soul in question did pass on, it will be in an afterlife. From there, it gets more complicated, depending on what afterlife they have gone to.
552
553 Most characters will be in an afterlife that will shock them and leave them in a state of great despair. Whether it be the Overworld or Underworld, they will have approximately one week before their fate is uncertain. After that time, bringing them back will become significantly more difficult, and potentially impossible. There are many creatures in the Underworld who feast upon souls, and a great chance that even if they aren’t devoured or destroyed, it is entirely possible for the soul in question to go feral. (In fact, this occurrence is very common.) In the Overworld, most souls get processed into an angel within a week, after which they will not have free will. Beyond those two afterlives, there are others still, which get significantly weirder still.
554
555 In any event, if the soul is not intact, no form of resurrection or reincarnation will be possible. The soul IS the very being of the person; without a soul there is no person, there is no mind, there is no thought, there is no level of sapience, or even instinct. A person without a soul is completely braindead.
556
557Another complication comes up, which often decided whether it is resurrection or reincarnation that will be used; the state of the deceased’s body. Resurrection requires both the body and soul of the person in question to be mostly intact. Resurrection pulls the soul from the afterlife back into their body, and attempts to jumpstart life once more. Reincarnation on the other hand, requires the soul of the person in question to be intact, but no body. Reincarnation creates a new body for the soul to inhabit, but the body in question is entirely random. Both resurrection and reincarnation cause some degree of madness in those returning from death, which is innate in the process of dying itself, the process of passing on to an afterlife, and the process of being torn from the afterlife without any notice, struggling to process what is happening. However, reincarnation causes more madness, as the soul tries to acclimate to waking up in a body that is not its own.
558
559Multiple Effects
560 This actually applies to more than just magic, but most effects are caused by magic of some variety. It is possible for an entity to be under the effects of more than one skill simultaneously. Some effects will stack, if possible, others will not interact at all, while others may interfere with one another, and a few may cancel each other out. What happens is entirely dependent on the effects in question. For example, a character can be subjected to multiple instances of Mesmer (a mind control spell) from different casters. In this case, the target will try to comply with each caster to the best of their ability, and will likely suffer from brain damage as a result, with the brain damage being more severe and permanent if the casters in each case tried to force conflicting commands. However, a character subjected to Charming Vampirism (a more powerful and severe mind control spell that also establishes a direct link of life and soul between the caster and target) and Mesmer simultaneously, as the spell completely robs the target of all higher functions and cognition, while establishing a channel link between the caster and target, for the caster to feed on the life force and soul energy of the target. The instance of Mesmer, regardless of when it was cast, would fizzle as long as Charming Vampirism was active, and if cast prior to the casting of Charming Vampirism, would need to be recast after Charming Vampirism ended, as Charming Vampirism would have essentially “hard reset†the brain. However, if more than one instance of Charming Vampirism were active on the same target at the same time, the effects would get more complicated. Each instance would end the mind control effect of the previous, and the target would only listen to commands from the most recent caster. However, the direct channel into the life and soul of the target in question would remain active for every instance of the spell, until the duration of that instance ended.
561
562Effects and Death
563 Strictly speaking, death does not end the effects of any previously established effects in and of itself (although mind affecting magic fizzles the moment brain death occurs in a character.) For the purposes of most effects, it is unimportant to continue worrying about them when death occurs. However, some effects can complicate attempts at revival, magical or otherwise. In these cases, keep in mind the duration of all effects the character had when they died, and how long they have been dead for. In cases of poison, if the poison is still active when the character is being revived, it is entirely possible for the character to die again after being revived. Some effects do not have a maximum duration, and may continue to cause problems long after revival.
564
565Petrification
566 Transmutation, especially petrification, can be quite complicated to deal with. A petrified character cannot be reincarnated, because they are, strictly speaking, not dead. A petrified character can be restored, however.
567
568Death
569
570An Afterward, or New Beginning?
571 Don’t let character death ruin your enjoyment of the game. Characters can be brought back, sometimes in unusual ways. New characters can be made. It is suggested that back-up characters be made, just in case death happens. In any event, just remember that this a storytelling experience, and try to enjoy yourself.
572
573Total Party Kill
574 Total party kills sometimes happen. Sometimes this is the intended ending to a campaign, with the whole party going out in a blaze of glory against an unstoppable foe. In most cases however, this is unintentional. What happens then is up to the group; perhaps it would be enjoyable to roll up new characters and have a second go at it, or perhaps that would be a good ending point for the campaign.