TARISLAR

HELLO CHUMMERS. IT SEEMS THAT MY FELLOW RUNNERS HERE AT SHADOWLAND WANT A BETTER IDEA OF WHAT GOES DOWN HERE IN TARISLAR. ME BEING THE CURRENT LEADER OF THE TAIGAN RANGERS, I GUESS THAT LEAVES ME TO THE TASK. I DECIDED TO GIVE YOU A GENERAL OUTLOOK AND LET OTHERS TELL THE REST. SO SIT BACK, READ ON, AND REMEMBER TO KEEP YOUR NOSE CLEAN WHEN YOU’RE DOWN HERE.

-REAVER [18:08:36/11-13-59]

TARISLAR AT A GLANCE

Well, where to start? I could feed you that drek about demographics and population. How many of us there are and the crime rates, but frankly, that bores me (if your really interested, talk to Spock, he'll tell you). Tarislar, before I came, was a sad sight. Many of us elves were huddled in a waste dump of complete misery. I was able to spur these good people into doing something about that. We picked ourselves up, dusted ourselves off and proceeded to take back our neighborhood. Since that time back in 2056, we've made vast improvements, and we still have a long way to go.

>>>>>[Just who is he kidding? He wasn't living there before the clean-up. And even though he may have been instrumental in spurring those dandelion eaters on, he sure ain't what he seems. I hear he is actually a free spirit of some kind or someone posing as an elf.]<<<<<

-Humanis Homeboy [01:14:57/11-20-59]

>>>>>[Boy, you certainly are a stupid hick aren't you? Pray Reaver doesn't read your comments, otherwise you might find yourself fried 101 different ways, both physical and virtual.]<<<<<

-Spock [01:19:09/11-20-59]

Tarislar is now run entirely by the citizens that live in it. Even though I am technically considered the leader of the community, I still listen to the people living here and make sure that their happiness and welfare are provided for (and yes, I do make money from it, so don't go tootin a horn, k?). At the same time, they are encouraged to do the same. We all work together to create one big, solidified union. Yeah, yeah, I hear it coming. "It's all bulldrek!" you say. I'm afraid not. Granted, being in a position of power does give me some special benefits, and I enjoy them, but my community still means very much to me. I plan to make sure the people living here feel the same.

>>>>>[Hard to argue against someone's position when they already take your teeth away from you.]<<<<<

-Kayman [13:06:32/11-21-59]

>>>>>[Reaver is very good at getting all sides of the argument.]<<<<<

-Spellslinger [10:09:10/11-24-59]

>>>>>[What he say's is true though. The people living there work very hard and together. Crime is very low as a result I'm sure.]<<<<<

-Tarlan Greenbourgh [12:15:29/11-24-59]

>>>>>[The reason crime is low is because I make sure every citizen knows how to defend themselves and IS armed. In times of crisis, every citizen of Tarislar is charged with protecting themselves, their families and each other. Tends to keep criminals away when they know every dwelling is armed.]<<<<<

-Reaver [14:10:40/11-26-59]

For the most part, Tarislar is still a work in progress, but we are progressing. The nightclub helps, as does the arrangements we have made with certain corps. With luck, and some sweat, Tarislar should be a clean and thriving community within a few years.

>>>>>[I hear he sold out to the corps by paying back Gaeatronics for all the electric the hospital has been boosting from the main line.]<<<<<

-Razorboy [14:19:03/11-26-59]

>>>>>[Not quite slagboy. I offered to pay them back for the electric we have already used provided they cut us the slack we need due to the fact that our funds can be somewhat sporadic. In return, we got them to bring in a crew to help get the entire section renovated properly. People feel much better when they have warm houses at night, and Gaeatronics is happy to see funds coming in for something they thought they would have to just write off.]<<<<<

-Reaver [18:10:54/11-27-59]

>>>>>[For those interested, Tarislar is still basically one big huge dilapidated wreck. The area around the nightclub, Greenhome and around the hospital look very decent, but the max lifestyle is pretty much middle, with low being the average (and yes, that even includes ALL of the Rangers, none of us will live in luxury unless we all do). You can pretty much go down the main thoroughfare and not see much in the way of wreckage. Almost all of it is shops and the like.]<<<<<

-Spock [01:03:45/11-28-59]

 

POINTS OF INTEREST

Most of Tarislar is basically slum type areas, with the exception of the main thoroughfares that lead to the Underdark or the Hospital. Signs of construction are all over, and construction projects are often slow to complete. Be careful though. Even though the Taigan Rangers are the peacekeepers of the entire area, they cannot be everywhere. The slums and wreckage that are not populated by Tarislar's citizens could be populated by anything.

>>>>>[One thing that's strange is that there are sites just at the border of the Tarislar district that only the Rangers themselves have been working hard on. Lots of heavy equipment and something that looked like a large generator (hard to tell with the tarp that was over it). Very odd.]<<<<<

-Tarlan Greenbourgh [05:10:13/11-28-59]

>>>>>[Also be careful of the fact that a cell of the Ancients love to cause havoc when they can. It seems the Rangers and them have some bad blood between them for some reason.]<<<<<

-Hell Storm [12:01:30/11-29-59]

 

The Underdark

Nightclub archtype/2409 East 408th Street East/Reaver, Owner/No Racial Bias/ LTG# 4206 (15-7770).

The Underdark is without a doubt Tarislar's biggest financial gain. The club's entrance looks like a dark cave (although low lights are installed for those with low light vision). It's basically a wet, dark and damp hallway that leads to the door opening into the club. The club is better lit and still has the cave motif, basically looking like one large cavern. Even the tables and chairs are sculpted to look like stone. Security is high, with no firearms allowed, although they may be checked in. Blades are allowed and are usually a fashion sense with the Rangers themselves (who do have their guns, so don't cause trouble). Dress is usually leather, chain or something similar to that style. The Underdark has made for a great slumming spot, especially since area is well taken care of by the Rangers.

>>>>>[The Underdark has also become a great haven for SR's and Johnson's looking to connect for biz. The fee's for back rooms are very small (about 250Y) and very secure.]<<<<<

-Spock [13:45:28/11-29-59]

>>>>>[The thing I don't understand is why there are two tables in the back that are always empty, even when the place is packed.]<<<<<

-Tarlan Greenbourgh [21:15:10/11-29-59]

>>>>>[Dat's da special meet tables. Da boss usually charges 1,000Y for their use, cause da magic centered on dose two is heavy and prevents all sorts a possible spyin]<<<<<

-Talon [21:20:03/11-29-59]

>>>>>[Yeah! What he said.]<<<<<

-Spector [21:21:21/11-29-59]

>>>>>[What's going to be nice is the major renovations we are doing on the club. Once they are done, the club is really going to draw in the crowds.]<<<<<

-Andromache [21:25:16/11-29-59]

>>>>>[Yeah! What she said.]<<<<<

-Spector [21:26:18/11-29-59]

>>>>>[And at the grand opening, we will be sacrificing Spector to appease the Gods.]<<<<<

-Reaver [21:30:05/11-29-59]

>>>>>[Yeah! What he…… Now wait just a damn minute!]<<<<<

-Spector [21:32:50/11-29-59]

 

Deireadh An Tuarthell

Hospital Archtype (4 floors)/2282 East 408th Street East/Doctor Liam Og O'Flonin, Chief of Administration/Bias Against Humans/LTG# 4206 (31-2350).

Once a small, poorly supplied, understaffed hospital. This medical center; still the only one in Tarislar, now has better staff and supplies. Doc Wagon even has a team available to fulfill it's contracts within the area. The hospital was moved just down the street and into a larger building to facilitate better care and increased bed size. Between the Rangers and Doc Wagon, the hospital is always well protected.

>>>>>[I don't know if anyone has ever noticed, but almost all of the staff there is Irish and elf.]<<<<<

-Steel Rat [19:14:53/12-1-59]

>>>>>[What I thought was amazing was that Reaver himself works there.]<<<<<

-Nuyen Nick [05:23:15/12-2-59]

>>>>>[Bulldrek!]<<<<<

-Razorboy [10:36:09/12-2-59]

>>>>>[I'm serious. I did a run for him a while back, so I know what he looks like. I was doing a run not too long ago in Puyallup and got a bit wounded. Wasn't far from Tarislar, so went there to get patched up. Nice thing there is that provided you got the nuyen, they don't ask questions (and even then they are cheap). While I was waiting to see the doc, Reaver himself comes running down the hall in a doctors coat and rushes into a surgery room not too far from me. I went and peeked through the window and he was healing someone on the operating table. Looked like the patient lived too.]<<<<<

-Nuyen Nick [22:04:15/12-4-59]

 

Greenhome

Lark Park Archtype/2410 East 408th Street East.

This large park was one of the first places to be constructed, removing the rubble of quite a few buildings in the process. The grass, trees and brush are always green and healthy. Many people come to the park and bask in the peace and tranquility that the park has. The Rangers always patrol the area of the park and near by. The parks greatest attraction is the huge oak tree (over 70 meters in height).

>>>>>[That tree is magical. Power bleeds off of it. Rumors persist that the Rangers made it grow through some magical ritual]<<<<<

-Manic Mageboy [13:41:22/12-6-59]

>>>>>[The whole Tarislar district glows with a low-level background count. Well, not quite. Looks like a haze really. It doesn't affect your ability to perceive or move about in astral space, it's just something you always notice. Always feels like it's looking back at you when you try to focus on it too. Creepy.]<<<<<

-Silicon Mage [20:15:06/12-7-59]

>>>>>[Some say it's a spirit that they bound to watch over the area and that all the Rangers have a sense link to it so that they know where dangerous intruders are coming in from.]<<<<<

-Gunman [02:19:53/12-9-59]

>>>>>[Here we go again. First of all, even if it was an ally spirit, you can't have more than one mage linked to it. It's impossible. Only the mage that originally created it has that luxury. Second, even greater spirits don't get THAT big. Tarislar is not a small district. The spirit would have to be huge and there is no way you could not mistake him in astral space. Now get a life!]<<<<<

-Magister [18:43:20/12-11-59]

>>>>>[>sigh< You know, Magister? For a mage, you certainly are quite closed minded. As for Gunman. I thought you were dead?]<<<<<

-Reaver [18:45:11/12-11-59]

>>>>>[Why do I not like the sound of that?]<<<<<

-Dancer [22:18:40/12-15-59]

 

The Ghost Rider

Auto Shop Archtype/2490 East 408th Street East/Spector, Owner/Bias Against Humans/LTG# 4206 (33-5140).

The Ghost Rider is run by a Dwarf known only as Spector. He is the only Dwarf in the Taigan Rangers and works on bikes as his day job, as well as many of the vehicles for the Rangers. The shop is modest, but Spector does good work at good prices and doesn't ask many questions.

>>>>>[This guy is not bad. Got my Blitzen up and running in a day after she was riddled my medium machinegun fire (don't ask). Even beefed up her armor a little bit at no extra charge. He loves working on bikes.]<<<<<

-Sidewinder [14:03:05/12-16-59]

>>>>>[You should see what he does WITH armor.]<<<<<

-Aria [16:32:10/12-17-59]

 

The Seduction of Steel

2680 East 408th Street East & Dean Kreger Road E/Shiva, Owner/Bias Against Humans/LTG# 4222 (61-9346).

The Seduction of Steel is a weapons shop. It caters to everything from blades and axes, to pistols and hunting rifles. The weapon shop only sells firearms to people with definite citizenship to Tarislar (don’t forget that seven day waiting period on handguns). Bladed weapons, firearms accessories and standard ammunition have no such restrictions.

>>>>>[Great store. Shiva is a ex-street sam. Reaver gave her the opportunity to retire and run a weapons store, which she seems to have taken a definite liking to. Don’t try to frag with her though. She’s still as sharp as ever, not to mention a real hot looking elf.]<<<<<

-Hell Storm [12:10:40/12-18-59]

>>>>>[Shiva is also a good gunsmith. Does her own work, and it’s worth the price.]<<<<<

-Spector [13:40:15/12-18-59]

>>>>>[Rumors have it that she has a large basement under the store for running a fixer business on the side. Any comments on that?]<<<<<

-Ripper [13:41:08/12-18-59]

>>>>>[I guess not.]<<<<<

-Ripper [09:08:15/12-20-59]

 

The Spire

2415 East 408th Street East/Reaver, Owner/No Racial Bias/ LTG# 4206 (30-1515).

The Spire is the headquarters of the Taigan Rangers. Located across from Greenhome and next to The Underdark, this provides the Rangers with a safe location to conduct their operations. The Spire is a large tower of granite spanning up 150 meters. The building itself is built a top it. There are stairs that entwine around the spire, if you like a tiring walk, and they are well protected. This is also where the council holds it’s meetings. The lawn around the base of the Spire is bordered by concrete barricades.

>>>>>[150 meters of solid granite?! Where the frag did it come from? And how do they get up and down easily?]<<<<<

-Nightfire [15:40:29/12-21-59]

>>>>>[Word on the street is that a greater earth elemental was called into play on that one. I don't know how reliable that is though. As for getting up and down from there, the Rangers have these wiz items called grav belts which negate gravity and basically allow for flight.]<<<<<

-Wizworm [15:50:03/12-21-59]

>>>>>[Another interesting thing is that no one outside of Tarislar ever saw any kind of construction going on for it, and no one inside Tarislar talks about it.]<<<<<

-Dead-eye [21:30:51/12-22-59]

>>>>>[We also have an elevator built along the side for mundane visitors. Having the corporate heads of Gaeatronics climb 150 meters of stairs doesn't make for a good impression. Besides, the glass elevator makes for a really nice view.]<<<<<

-Reaver [21:35:04/12-22-59]

>>>>>[Nice view? Drek, Reaver really is a pansy.]<<<<<

-Humanis Homeboy [21:38:30/12-22-59]

>>>>>[Excuse me?]<<<<<

-Reaver [21:40:01/12-22-59]

>>CUT_access-Dead-eye

>>CUT_acesss-Spellslinger

>>CUT_acesss-Onyx

>>CUT_acesss-Hell Storm

>>CUT_acesss-Wizworm

>>CUT_acesss-Nightfire

>>CUT_acesss-Aria

>>CUT_acesss-Steel-Rat

REMAINING USERS:

-Reaver

-Humanis Homeboy

>>>>>[Uh-oh.]<<<<<

-Humanis Homeboy [21:40:45/12-22-59]

>>>>>[Merry Christmas.]<<<<<

-Reaver [21:41:15/12-22-59]

>>INTRUSION ALERT

>>INTRUSION ALERT

>>ILLEGAL CODE SEQUENCE

>>BLACK IC DETECTED

>>SYSTEM FAILURE!

>>BEGIN ARCHIVE DUMP

>>SYSTEM FAILURE!

>>SYSTEM FAILURE!

>>SYSTEM FAILURE!

>>SYSTEM FAILURE!

0010011100010110101001010101100100101001011101010011010010101100100101100101010010101001010101010011001010101...

>>

>>

: : ATTENTION!

: : THE NODE YOU ARE CONNECTED TO HAS CEASED TRANSMITTING.

: : PLEASE TRY AGAIN LATER

: : THANK YOU AND HAVE A NICE DAY!

 

GAME RULES

TAIGAN RANGERS

Most of the Taigan Rangers are sorcery adepts, with a few full mages and shamans. There are very few physical adepts. All of the Taigan Rangers are metahuman of some type, though a few honorary members do exist that are human. Though not known to be so publicly, the "gang" is also an order, and obviously, secrecy is required. Aside from having connections to a small megacorp and doing odd jobs for Gaeatronics, they do have some very good contacts around Seattle for gear and info. Making them a relatively good contact to have. The gangs professional rating is 5 for gear and 7 for information (add +1 for those actually affiliated with the gang). The only gang members who are not magically active (with the exception of a small few) are the Shock Troop. These troopers are Tarislar's special weapons team and are comprised solely of Ork's and Troll's (and 1 Dwarf). They use heavy weapons and heavy military armor (strapped with grav belts) when serious support is needed.

 

THE COUNCIL

Tarislar is governed by a council that consists of fifteen individuals. These people are voted into their seats by the people, and currently, the positions are held for life or until the member either steps down or is voted out. Each council member has a portion of responsibilities in regards to Tarislar’s functioning and protection. Each council member also has a number of Rangers under his or her direct command, although Reaver has complete authority with the Rangers, similar to that of the president of UCAS.

 

TECHNOMAGIC & MAGIC

Technomagic

Technomagic is the fusion of both magic and technology. Both are used together to create powerful & lightweight machines and/or weapons. This is not without a cost however. Creating a technomagic item is somewhere between creating a focus and making a anchoring. Technomagic is NOT the process of making pattern items. Blood magic is required for the item to be successfully created as well. This process is physically damaging and draining to the enchanter.

Process

The item that is to be made requires a skill appropriate to it's skill classification. Thus, a Gauss rifle would fall under firearms (and electronics) B/R. The target number for creating the item varies on the construct and is received from the GM. Once the item has been created, using one unit of Orichalcum for every 2 force points of spell(s) that plan to be put on it (yes, more Orichalcum than called for can be used and it's benefits are listed below), the spell(s) in question can be cast upon them.

The spell or spells in question must be designed to create the desired effects. Thus, the spell Acceleration (used for creating a Guass rifle) would have needed to have been designed. These spells must have permanency factored into their design (making the drain much worse). Multiple spells can be used on a single item; like plasma guns, which use both a laser spell chained with an acceleration spell. When the spell design has been completed, the mage continues on to the final step.

The final enchantment step is the least time consuming, but the most draining. The mage takes the created item, and burns 1 unit of radical herbs for every 1 point of force the spell will be. He then begins casting the spell, anchoring it into place. All links (if any) must be accounted for in creation and will count also towards the final drain code. At the culmination of the casting, the caster must wound himself with a knife, inflicting 1 block of physical damage per point of force cast into the item. Items chaining more than one spell together can be created one spell at a time. The mage can resist the damage, but no armor OR magical protection applies. Also, the wound cannot be staged down lower than 1/4 of the spells total force rating. Note that bonus force points from reusable and expendable fetishes do not apply for the force calculation (also for learning exclusively). The wound created by the ritual can only heal by normal means and requires the maximum healing time to heal. If the casting is complete, the item is successfully created with the expenditure of Karma equal to the anchoring cost table, minus 1 for every extra unit of Orichalcum used in the items creation. The force of the spell is the limit of Orichalcum that can be used in the items creation. The item will remain empowered until the spell or the item is destroyed. The blood magic ability used in this creation can only be used for this purpose. It is basically a form of blood magic designed only for creation of Technomagical items. And yes, since it is blood magic, it can attract horrors (but none of the Rangers know this.......... yet).

Shield Focus

The Shield focus is similar to a power focus, except that the shield focus can only provide dice for the purposes of spell defense or shielding. However, when used for shielding, the focus can only give one die for every two full points the focus has. The dice from the focus can only be allocated one of the two ways each combat turn, but the mage in question can never use more shielding dice than his grade. A shield focus must have at least one unit or Orichalcum for every two full points of the focus rating. The design time is 30 days. First bonding cost is 4 x Rating. Normal bonding cost is 2 x Rating.

 

New Skills

Language: Klingon

This language was resurrected from old texts created in the late 1990's. The Rangers have started learning it, but it is most found among their shock troop, who have also taken on the Klingon culture as well.

Etiquette: Klingon

In addition to the language, Klingon has a unique culture all it's own. This specialized skill covers that culture. The Taigan Rangers are not as violent as the culture normally teaches, but they are as straight-forward.

Technomancy

An sub-skill of enchanting, this skill is used specifically when enchanting technomantic items, and can only be used for that purpose. It is also the understanding of how blood magic is used in Technomantic enchanting.

 

New Gear & Weapons

The gear and weapons used by the Taigan Rangers will be printed in the Novastar 2060 Summer catalog.

 

New Spells

The following spells are usually only available to the Taigan Rangers themselves. Very few individuals outside the Rangers have them, and if they do, they are well known by the group and would not easily give out the formulae. Price is listed for starting characters. For possible street price, make sure that street index and availability is accounted for.

 

Improved Mauler ver. 1.2

The latest version old the Mauler spell. This spell was originally designed by Paladin, and improved by Reaver. It is a damaging manipulation spell with a limited area of effect. The spell creates a charged particle beam that has a length in meters equal to twice the casters magic rating. When the beam strikes it’s first target, it will inflict its full damage. After that, the beam is reduced by one point for every two points of natural body the first target had. This continues if there are multiple targets in a line, reducing the spells force until its depleted or it’s length runs out. Vehicles reduce the beams damage code instead of power. The spell does have the elemental effect of blast and only 1/2 impact armor can be used when resisting.

Type: Physical Range: Limited Target: 4

Duration: Instant Drain: (Damage Level) +4

Category: Manipulation Cost: 12,000Y

 

Grand Mauler

Grand Mauler is the latest incarnation of the Mauler spell. This spell is meant for mass devastation and is highly damaging. Grand Mauler creates a charged particle beam just like Improved Mauler, but this beam does not have it’s force reduced by targets it passes through and damages vehicles just as easily as a person, so neither force or damage code is reduced by the vehicle. The vehicle gets to use it’s full armor rating when resisting, however, unlike living targets which still get to use only 1/2 impact armor. Currently, only Reaver knows this formula, and he has yet to even use it.

Type: Physical Range: Limited Target: 4

Duration: Instant Drain: (Damage Level) +6

Category: Manipulation Cost: Not Available

 

Meson Beam

This damaging manipulation spell is very powerful and highly draining. The spell creates a packet of high energy mesons which are accelerated into a target. Mesons are particles which do not interact with matter, and will pass through anything in their way. The meson; however, is a relatively short lived particle. It’s life can be extended by accelerating it at relativistic speeds. When the meson finally decays, it does so explosively. The explosion creates a blast effect. If the precise moment of it’s decay is controlled, the packet can be set to explode within a target. If this happens, the target gets no armor when resisting the spells effects. If the precision is imperfect, then decay happens outside the target. In which case, the target gets ½ impact armor when resisting the spells effects. The precise control needed to manipulate the packet requires that all movement and sight modifiers be applied when casting. Higher mathematics skills can be used; usually Calculus, to reduce the penalties (provided it is chosen as a centering skill).

Type: Physical Range: LOS Target: 4

Duration: Instant Drain: (Damage Level) +8

Category: Manipulation Cost: 50,000Y

 

Personal Gravity Restriction

This spell creates an zone of zero-gravity around the caster. The caster’s mass can then be manipulated like it was in a zero-gravity environment. While active, the caster receives an extra +1 penalty to all tasks due to the fine telekinetic control the spell requires. GM’s may wish to increase this in cases of heavy winds or similar circumstances. Otherwise, the caster cannot keep moving in a proper direction and keep proper altitude. The spell has a speed equal to the casters magic rating, plus the number of successes generated.

Type: Physical Range: Personal Target: 6

Duration: Instant Drain: +2 (S)

Category: Manipulation Cost: 80,000Y

 

 

 

 

Astral Counter Measures (ACM)

Similar to Astral Static, ACM creates a field of static that the caster is attuned to and can see through as if it was not there.

Type: Mana Range: LOS Target: 6

Duration: Sustained Drain: +3 (D)

Category: Manipulation Cost: Base + 7500Y

 

 

Astral Counter Counter Measures (ACCM)

ACCM is a spell that only Reaver and Andromache know at this point in time. ACCM allows the caster to see through astral static and background counts. ACCM nullifies one point of static or background count for every two successes achieved upon casting.

Type: Mana Range: LOS Target: 6

Duration: Sustained Drain: +4 (M)

Category: Manipulation Cost: Not Available

 

Mindnet

This is an area effect version of Mind Link. The spell allows a mind link of up to ten individuals. The caster of the spell is considered to be the hub for all conversations, and suffers an additional +1 penalty, so long as the spell is active.

Type: Mana Range: Limited Target: 4

Duration: Sustained Drain: +3 (S)

Category: Detection Cost: 25,000Y

 

Mask of The Demon

This spell is a favorite of Reaver, even though it is painful. The spell will change to caster into a three meter tall, black skinned and winged demon. The figure glistens with slime and it’s blackened musculature shows through its transparent skin. It’s long arms end in bony, barbed claws. It’s mouth sports rows of razor sharp teeth, and it’s eyes glow with a red light. The transformation is very painful, requiring the caster to resist (½ force) M damage with every change (no armor applies). The basic stats are given below, and as per the shapechange spell, every two successes after the first will increase the basic stats by 1. Also, this spell allows an amount of non-magical gear equal to the casters magic rating, in kilograms, to be changed along with him.

B Q S C I W R Attacks

Demon 10/4 4x3 13 * * * 7 13D, +1 Reach

Type: Physical Range: Personal Target: Willpower

Duration: Sustained Drain: +4 (S)

Category: Manipulation Cost: 50,000Y

 

Spirit Hose

Similar to Spirit Bolt, this spell damages spirits within an area-effect.

Type: Mana Range: LOS Target: Willpower (R)

Duration: Instant Drain: (Damage Level) +1

Category: Combat Cost: 20,000Y

 

Cloak

Cloak is similar to the invisibility spell, with the exception that it also dampens thermal emissions as well.

Type: Physical Range: Touch Target: 4

Duration: Sustained Drain: +1 (S)

Category: Illusion Cost: 5,000Y

 

 

 

Seduction

This spell is similar to Control Emotion, but only works on one specific emotion…. love.

Type: Mana Range: LOS Target: Willpower (R)

Duration: Sustained Drain: +1 (M)

Category: Manipulation Cost: 1,000Y

 

 

Flame Blade

Flame Blade is a damaging manipulation spell with the elemental effect of fire. The spell is used to increase the damage of a bladed weapon. The damage increase is noted in the Grimoire, under the Anchoring section.

Type: Physical Range: Touch Target: 4

Duration: Sustained Drain: (Damage Level) +1

Category: Manipulation Cost: 30,000Y

 

 

Frost Brand

This spell is the same as Flame Blade, except the elemental effect is that of ice.

Blast Blade

This spell is the same as Flame Blade, except the elemental effect is that of blast.

 

Lock Guard

This spell creates a static barrier which will keep out attacking astral energy. The spell works only against energy directed at penetrating links from a lock or focus. The spell is similar to a spell barrier in respects to protection.

Type: Physical Range: Limited Target: 6

Duration: Sustained Drain: (L)

Category: Manipulation Cost: 30,000Y

 

 

 

 

EMP

This spell creates an electromagnetic pulse which can damage electronic devices, and at high levels, can damage living beings as well. The effects of EMP against electronic components should be treated as stun damage first, with systems coming back on line just as a person would recover from stun damage. If the stun damage goes into overflow, the components begin to blow out and the whole system breaks down. Living creatures always resist EMP as stun damage, but at one damage code less. Armor has no effect at reducing the effects of this spell.

Type: Physical Range: LOS Target: 4

Duration: Instant Drain: (Damage Level) +4

Category: Manipulation Cost: 10,000Y

 

 

 

Stun Relief

This spell is a gamble. Hopefully, the stun damage relieved by the casting of the spell will be greater than the stun damage received. Stun Relief must be applied within the hour the stun damage was received, otherwise the spell is useless. The spell cannot heal physical damage caused by stun damage overflow.

Type: Physical Range: Limited Target: 10 - Essence

Duration: Permanent Drain: (Wound Level) -1

Category: Health Cost: 50,000Y

 

Blade Awareness

This spell gives the caster a greater awareness to targets participating in melee combat. It gives him an extended sense which tells where opponents are and what they are doing. The spell negates the first +2 target number for engaging a second target in melee combat. The +2 modifier goes up for every opponent after that (as per normal rules).

Type: Mana Range: Limited Target: Intelligence x 2

Duration: Sustained Drain: (L)

Category: Detection Cost: 20,000Y

 

Dilation

Dilation is used to increase a spells area of effect without having to exert additional control when casting a spell. Basically, Dilation will stay in effect upon the caster for a number of combat phases equal to the level of Dilation. Any spells cast while Dilation is in effect will have their area of effect increased by Dilation’s level in meters. The effects of multiple Dilation’s are not cumulative. The Dilation with the highest rating takes precedence.

Type: Mana Range: Personal Target: 6

Duration: Permanent

Drain: Dilation I: +3 (L)

Dilation II: +3 (M)

Dilation III: +3 (S)

Dilation IV: +3 (D)

Category: Manipulation Cost: 7,500Y per Level

 

Halo of Eyes

This spell will create a halo of functional, disembodied eyeballs that sits atop the casters head. This allows the caster to see 360 degrees. This makes it very difficult for the caster to be surprised. The eyes mimic the casters real vision and are subject to the same limitations.

Type: Mana Range: Personal Target: 10 - Essence

Duration: Sustained Drain: +2 (M)

Category: Detection Cost: 18,000Y

Regeneration

Regeneration is a sustained spell that heals wounds over a faster period of time than normal healing spells. Regeneration will heal one block of damage for every two successes achieved after the first in the casting of the spell. So long as the spell is sustained, no other healing spells will work on the subject. Also, wounds from weapon foci are not healed by regeneration.

Type: Mana Range: Touch Target: 10 - Essence

Duration: Sustained Drain: +2 (D)

Category: Health Cost: 40,000Y

Dragon Scales

This spell causes the body of the target individual to become completely covered with lizard-like scales. This gives the subject four points of armor (for both ballistic and impact) and raises the body by four as well.

Type: Physical Range: Touch Target: Body x 2

Duration: Sustained Drain: +3 (S)

Category: Manipulation Cost: 25,000Y