The Zoresh are the cursed race, who abandoned part of their humanity in exchange for immortality. In the exchange, they also ended up winning a series of other powers, which set them apart from every other being in Kartazia.

A Zoresh is a person, usually a mage, who took from his own body one of its four element parts: Fire, Earth, Water or Air, and put in its place a new element called "Draumlor", which have not entered into the composition of this world, and therefore is not subject to its temporality: illness, aging or death.

With this, they become less than human, and things that were once common and trivial to a mortal being, become impossible for them. In contrast, the Draumlor allows them to perform feats that ordinary mortals are not capable, and gives them abilities far beyond what a mortal can achieve in life.

The Process of a Zoresh:[]

For a mortal to become a Zoresh, he must participate in a ritual where he is purged of its elements and infused with Draumlor. This ritual always ends with "death" of the individual, and the emergence of a new Zoresh.

The ritual differs depending on which part one wants to remove, but in all instances, the presence of another Zoresh is needed, one who will focus Draumlor into the new damned. Draumlor focus is a skill that every Zoresh has, and performed through a great effort of will. This manifests as an essential damage in its structure (which he recovers normally, it just means that the Zoresh who is performing the ritual should take damage during the creation of new Zoresh). Other then the ritual to create a new Zoresh, so far no one found any use for concentrating Draumlor in this fashion: usually a Zoresh has more Draumlor than he needs in his body.

The Zoresh who performs the ritual is called "Godfather", and created Zoresh is called "Godson". The Zoresh think of themselves as one big family united by the darkness which traces its roots to Zoresh himself, a mage which, according to legend, still walks the world.

The ritual consists of the Godfather making a cut (usually with a ritual dagger) in the mortal's skin of about 10 cm (minimum). He must then blow into this wound the Draumlor that he concentrated, focusing all of his will. This requires a roll of Will -5, and the taking of 10 normal points of damage.

This injury becomes the Zoresh's "stigma". It will never fully heal, and when the mortal becomes a Zoresh, it will be covered by a layer of hardened black skin (with a DR of 3). Any damage that is caused on a Zoresh's stigma , or through it, counts as "lethal" damage (see below).

This stage is called "the breath of eternal life", and lasts approximately 10 minutes.

After infusing the mortal with Draumlor, the godfather must do one of four things with him:

  • If he sets the mortal on fire, killing him in the process, a "Cold" Zoresh will be created.
  • If he drowns the mortal, a "Drought" Zoresh will be created.
  • If he strangles him, choking him to death, or if he pierces him with a wooden stake, a "Death" Zoresh will be created.
  • If he stabs the mortal with a metal blade, an "Oblivion" Zoresh will be created.

This stage is called "purification". After purification, the Draumlor which was inserted into the mortal's body immediately migrates to the part that was affected by his death, and takes the place of the element that caused him to die. Thus, for example, if a mortal dies by fire, the Draumlor will take the place of "fire" in his body.

Thus, the four elements of the Zoresh are Cold, opposite to Fire, Drought, opposite to Water, Death, opposite to Air and Oblivion, opposite to Earth.

Between the "breath of life" and "purification" no more than three days may pass. If the mortal does not die by one of the means described above in three days, he will not become a Zoresh: the Draumlor inserted in his body will be expelled through the body's natural process of getting rid of the junk we put into them.

If the Mortal does die by one of the means described above, he will resurface as a Zoresh in the process of "rebirth", where the newly created Godson awakens, and in long, agonizing minutes, whose pain can not be conceived by mortal mind, his body will incorporate the Draumlor and he becomes, once and for all, a creature of Darkness, one of the damned.

Because of a matter of body structure, only people who have already gone through puberty can withstand the transformation into a Zoresh.

A Zoresh's advantages[]

Zoresh not age, can not be poisoned, do not get sick, do not sleep (evidently), and do not die of natural causes. Besides all that, they have access to various powers only available to them, which are a reflection of how they learned to use the Draumlor that now composes them.

A Zoresh do not die by normal means. They are not affected by physical pain as mortals, and damage to their body does not hinder their actions. Moreover, regardless of the damage they suffer, they can only die if they suffer more than half of their damage coming from a specific type, which is the element that killed them during their purification. This is their "Nemesis", this is "Lethal" damage to them. This damage is considered "lethal", and can only be cured with time: supernatural means of healing do not affect lethal damage.

For the purposes of HP calculation, account only the damage suffered until -ST. Damage beyond that is always considered "neutral", regardless of its source.

When recovering from damage, a Zoresh always heals first his neutral damage, then "lethal" damage.

A Zoresh's disadvantages[]

In addition to being killed only through a specific type of damage, called their "Nemesis", the biggest problem for Zoresh is the loss of their intuitive ability.

It is difficult to explain the impact this has for a Zoresh: it is a kind of permanent emptiness, an absence of self, is like being at all times with no hope, no expectations, no soul. A mortal may be a genius and create outstanding works of art, be inspired by great knowledge, dream of transcendent beauties: a Zoresh can not do any of these things, because the part of the soul that takes care of spirituality does not exist in them anymore.

It is for this reason that when one first awakens as a Zoresh, much more than physical pain, is the despair of loss, this absence of self, of missing something they never knew they had before; this is what horrifies them the most. The most cruel and wicked mortals, when they become Zoresh, even they feel like they have lost all hope, all righteousness. They become empty, a hollow shell, devoid of real content.

Many believe that Zoresh are soulless creatures. Others, that they have a soul, but a "lame" one, and still others think that the soul does not come into question, but this behavior come from the extra-worldly nature of the Draumlor they incorporates in place of one of their elements. Regardless of the reason, the sense of loss: eternal, continuous, is relentless. A Zoresh is never truly free from this feeling which underlyes all their waking moments.

As a reflex of this loss, they are unable to learn any skill by themselves. They can train their physical and mental potential (ie: grow their attributes) can gain status in society, but to learn any new skill they have to steal it from a mortal who possesses it, in a process called "Gnostic Assault" or another process called "Submission."


Wrath is an uncontrollable rage, a deep hatred directed at nothing specific, a large potential violence. Wrath is the cause of the destruction, the devastation of war.

The Zoresh know, however, that Wrath is not just a human feeling, is not just an emotion that humans possess. Wrath is an energy, a force in itself.

Wrath is the energy that emanates from immaterial Draumlor. Draumlor itself can be thought of as materialized Wrath.

Everything a Zoresh does, use the properties of Draumlor, and fills them with Wrath: This irrational feeling of willing the destruction of everything.

All Zoresh have an attribute called "Tolerance", which indicates how much Wrath they can accumulate in their bodies before they begin to feel its effects. In fact, each people have a different degree of tolerance to Wrath (the human average being 5). But for the mortals, who have no Draumlor in their bodies, their Wrath naturally depletes with time, and they return to thinking clearly after a few minutes. For Zoresh, however, Wrath does not fade away: it stays, and can increase to impossible levels.

All Zoresh powers grant them Wrath. A beginner Zoresh starts with 10 points of tolerance, and can purchase more at 3 character points per level, with no maximum.

When a Zoresh's Wrath exceeds their tolerance, whenever they gain more Wrath points they have to roll against their willpower with a penalty equalling the excess Wrath. If he fails this roll, he has two options: either he takes the failure as if it were a failed fright check, and then rolls on the fright checks table to suffer its effects (which should not be interpreted as a reaction of fear, but of uncontrollable rage), or it cedes control of the character to the GM for a number of rounds equalling to the margin of error, a time in which the GM interprets the character taken in with an irrational, uncontrollable rage, attacking everyone and everything in sight.

If at the sunset a Zoresh is found to have more Wrath than his tolerance level, he will be taken in with a deep sleepiness. He can withstand this feeling by rolling against his willpower with a penalty equalling the excess Wrath, every hour. When he does sleep, he will enter a sleep without dreams, which will last four hours for each point of excess Wrath. He will wake up when his Wrath matches his tolerance.

Getting rid of Wrath[]

The Zoresh can lose Wrath of the following ways:

Sleeping: The Zoresh enter into a deep dreamless sleep (The Zoresh not dream ... ever), and for each four hours of sleep, he loses 1 Wrath.
Assuming Lethal Damage: The Zoresh can channel his anger against himself, and take lethal damage at the rate of one hit point per point of Wrath. Lethal damage is the damage that can kill a Zoresh, and can not be magically healed.
Cannibalization: If a Zoresh eats the flesh of an intelligent being, he loses one point of Wrath for every pound of meat he ingests. Such meat can be prepared in any way, but Zoresh have an appetite for raw meat. If a Zoresh manages to eat the flesh of a living victim, he loses 3 points of Wrath per ingested kilogram.
Deliverance: If a mortal delivers himself into a Zoresh in a vote of confidence, the Zoresh can drain their unspent character points (if he has any) and thereby eliminate their Wrath at the rate of one point of Wrath per character point. Typically, an average mortal has at any given time 1D character points to spend. A "Vote of Confidence", means any situation where the mortal "surrenders" to Zoresh. That may be, for example, a sexual act (in most cultures), a kiss (in most cultures), a secret trust, etc... (More details below).

Deliverance and Gnostic Assault[]

The Zoresh doesn't learn anything, they steal what they need from others, assaulting their souls. Gnostic Assault and Deliverance are the only ways in which a Zoresh can acquire new skills or improve their current ones (or purchase anything that relies on acquired or studied knowledge, even an advantage).

There are many forms of deliverance. Confidence is allowing someone else to see into your soul, and this depends largely on how people see themselves and what they hold dear. To a person, a kiss can be an act of trust, to another, it may be something even more trivial. If a person is greedy, an act of trust can be lending money to another. If she is paranoid, it can be letting someone into their home. A Zoresh can feel this affinity, and knows, with supernatural instinct, when someone is really trusting him or not (although this does not work with other Zoresh).

If there is deliverance, Zoresh can use this affinity to spend their character points in a skill or advantage that he wants to improve, provided that the other person has the skill at a level greater than or equal to the Zoresh.

If there is no deliverance, Zoresh can still try a Gnostic Assault to take hold of that knowledge. He put his hands on the target's temples, looks straight into his eyes, and roll against his will with a penalty equalling the number of character points he wants to spend. The victim is not entitled to a resistance roll. On a success, the victim loses that much character points, and Zoresh can spend their points in the appropriate skill (that's right: the victim loses and the Zoresh does not gain, he is only allowed to spend them). A Gnostic Assault only works if the Zoresh knows without a doubt that the victim has the knowledge he wants.

A Gnostic Assault works regardless of the victim's skill level: the Zoresh can always improve their skills with the knowledge of others.

The victim of a Gnostic Assault must roll a fright check with a penalty of 10 plus the number of "stolen" character points. The Zoresh cannot assault more points than those he has to spend.

A Gnostic Assault gives the Zoresh a number of Wrath points which equal the character points he assaulted.

Zoresh Pack (145 points)[]

To the rule maniacs, follows the breakdown of the Zoresh package:

Unaging (15)
Resistant to Metabolic Hazards (30)
Does not Sleep (20)
Supernatural Durability (150)
Affected by a "nemesis", which can be one of: Fire, Metal, Wood & Electric, Ice and Water.
Can not Learn (-20)
Except for IQ and DX (-30%)
Dependent on a specific ritual, and difficult (-5%)
No Intuition (-10)
-4 In Artist, Song, Dance, Captivate, Dreaming, Erotic Art, Musical Instrument, Musical Composition, Poetry, any other artistic skill. Can not create a "masterpiece."
Frightens Animals (-10)
Secret (-30)

The Zoresh Powers[]

Whenever a Zoresh uses a power which incurs in a gain of Wrath, he always undergoes a physical manifestation of its body's Draumlor. This has a different effect depending on the Zoresh's element:

Cold: The Zoresh emanates a dark aura, darker and more terrifying according to the amount Wrath he gains when using the power.
Drought: The Zoresh's veins become so black as to be seen through the skin. They appear clearly and in more detail according to the the Wrath he gains.
Death: The Zoresh's eyes become entirely black. To use their powers, these Zoresh must necessarily have their eyes open. The more Wrath he gains, the more his eyes become black, and at a certain point they begin to emanate a dark energy.
Oblivion: The Zoresh's skin changes into a grayish tone. In large amounts of Wrath, it becomes the color of stone.

Zoresh powers are divided in spheres, each with its own levels. The higher the level of a sphere, the more different effects a Zoresh can accomplish.

Regardless of which powers he possesses, A Zoresh can purchase Extra Fatigue and Extra HP with no limits, and they can grow their attributes to any value.


This power increases the Zoresh's physical strength and allows him to accomplish feats of supernatural force. Each level in "Potency" costs 10 character points, and grants the following benefits:

The Zoresh gains +1 ST for every level he has.

The Zoresh can spend a fatigue point and increase his strength in "Potency" points for a turn.

The Zoresh can assume a point of Wrath and increase his strength in "Potency" points for 1 minute, or "Potency" x 5 points of strength for one turn.


This power increases the Zoresh's DR, making him more resilient to damage. Each level in of hardiness costs 7 character points and grants the following benefits:

The Zoresh gains 1 level of "hardened" DR per level of hardiness. "Hardened" DR is a DR that does not decreases when facing damage that have an "Armor Divisor."

The Zoresh can spend a fatigue point and increase his DR on "Hardiness x 3" points of normal DR or "Hardiness" points of hardened DR for a turn.

The Zoresh can assume a point of Wrath and increase their DR on "hardiness x 3" points of normal DR or "hardiness" points of hardened DR for 1 minute, or increase their DR in "hardiness x 9" points of normal DR or "hardiness x 3" points of hardened DR for one turn.


This power increases a Zoresh's basic speed and his running speed total. It costs 10 character points per level. With it a Zoresh:

Gains 0.5 points to basic move and a 1 m/s (increase) in its basic speed.

The Zoresh can spend a fatigue point and increase his basic move in 0.5 x "Speed" for a turn, or increase his base speed in "Speed" meters per second for 1 minute.

The Zoresh can assume a point of Wrath and increase his basic movement in 0.5 x "Speed" for a minute, or his basic movement in 2 x "Speed" points for one turn.


This power allows a Zoresh to control gravity in limited ways, enabling him to perform acrobatic feats that would be otherwise impossible.

Each level in Graviton costs 10 character points.

Graviton Effects:

Acrobatic Jumps: Each Graviton level allows the Zoresh to jump twice as high or far (three levels allow an eight-fold jump higher or further away). The zoresh must spend a fatigue point per jump, or assume a point of Wrath and maintain this effect for 1 minute.

Free Fall: Each Graviton level grants the zoresh 10 points of DR against falling and massive impact in general. He can also use his acrobatics skill to further reduce the falling damage. The damage from a fall is calculated (p. 431) as 2 x HP x Velocity Impact / 100, in damage dice. An acrobatics roll, which typically reduces the effective falling distance in five meters, doubles the reduction for each Graviton level. Thus, a Zoresh with Graviton 4 whose acrobatics roll succeeds in trying to avoid a falling damage effectively reduces the falling distance in 5 x 16 = 80 meters. This effect spends 1 fatigue point when used.

Throwing: A Zoresh can increase the damage and the distance of a throw with Graviton. Each level of Graviton adds 1D to the damage of a thrown object, or increases its throwing range twice per power level. This effect costs 1 point of fatigue per throw, or one point of Wrath to activate for 1 minute.

Speed: A Zoresh can change direction and intensity of the gravity in order to run (or swim, or fly) faster (as if "falling" forward). Each level of this power allows him to move twice as fast (but it doesn't increase his basic move). This effect costs 1 fatigue point per minute, or 1 point of Wrath per hour.

Kinetic Shield: The Zoresh can reduce the impact energy of objects thrown at him (of any arbitrary size) in 1D of damage per level of power they have. This effect costs 1 point of fatigue to prevent a specific impact, or a point of Wrath to create a shield that remains active for 1 minute.

Vertical Surfaces: A Zoresh can use this power to walk on vertical surfaces, depending on your level:

 Level:   Effect: 
 1   The Zoresh can walk on surfaces up to 90 degrees vertical, as long as he always keep in touch with the surfaces (they could not run, for example). 
 2   The Zoresh can walk upside down as long as he keeps contact with the surfaces. 
 3   The Zoresh can run on vertical surfaces. 
 4   The Zoresh can run upside down. 
 5   The Zoresh can change his gravity vector in the midst of a run or fall, so that he may "fall" safely in a vertical or horizontal surface, or jump from the floor to a ceiling and start running on the ceiling. 

This effect costs 1 fatigue point per minute of activity, or one of Wrath per hour.


This power makes the Zoresh extremely enjoyable to mortal eyes, turning him into a kind of icon of transcendental beauty.

Each Glamour level costs 10 character points and grants the Zoresh a +1 bonus to their reaction which is independent of gender: it is an exotic beauty, hard to explain, but incredibly attractive.

Each level of Glamour also gives the Zoresh a +1 in "Sex Appeal", "Savoir-Fare", "Diplomacy", "Fast-Talk", "Acting", "Carousing", "Erotic Art" and "Performance".

Beyond this bonus, the Zoresh also gain access to many different effects. Each effect has a cost in Wrath equal to its level.

The Zoresh can also purchase "Glamour Affinity" for 5 character points per level, which reduces the Wrath assumed at 1 point of Wrath per level of Glamour. If an effect does not cost any Wrath to be created, it would still cost the Zoresh a point of fatigue.

For example, a Zoresh with Glamour 3 can perform a level 1 effect for one point of Wrath, a level 2 for 2 points, and a level 3 for 3 points of Wrath. If this Zoresh had "Glamour Affinity" 2, he could perform a level 1 effect for 1 point of fatigue, a level 2 effect for 1 point of fatigue, and a level 3 effect for 1 point of Wrath

Glamour is a special case in regards to other Zoresh powers, in that only another Zoresh (or wizards with "Mage Sight") may see its Draumlor manifestation. Mortals who see a Zoresh perform a glamorous effect will not see his eyes turn black, visible veins, or whatever...


The Zoresh can give commands to a person, and she will answer to those faithfully. The complexity of the commands depends on the Glamour level:
 Level   Effect: 
 1   Basic commands, a single word only. 
 2   simple commands that can fit into a single sentence. 
 3   Complex Commands, but which must be executed immediately. 
 4   Complex Commands that may last for 1 minute. 
 5   Complex Commands which last as long as the Zoresh keeps the target in visual contact. 
A target of a "Command" must hear the command being said loud and clear. He resists with his will, but if he fails, he will not question the commands, and will find them perfectly reasonable (at that time).
The Zoresh can also control more than one person with this effect. A greater number of people increase the level of effect, so that only simpler commands can be performed:
 Level:   Number of Targets: 
 0   1 
 +1   3 
 +2   10 
 +3   30 
 +4   100 


This is the ability to say the right thing, look to the right place, being the right person to get what you want out of people...
 Level:   Effect: 
 1   The Zoresh speaks exactly what the target wants to hear. He speaks anything he can think of, and the target will interpret that in the best possible way in the situation. 
 2   As before, but this lasts for an entire conversation. The Zoresh have no idea of what will come out of this conversation, but the target will find it the best conversation he had in ages... 
 3   Zoresh may, during a conversation suggest something passably believable, and the target will believe whatever it is suggested as if it were an excellent idea. 
 4   The Zoresh can make the target believe he is another person. He can't control who the target believes him to be, but it will always be someone of great influence and control over the target. 
 5   As before, but Zoresh can make the target believe he is anyone he wants. 
As in "command", "timing" can be used in more than one target, increasing the level of the effect according to the number of people.


Aero is the ability to control weather, air and lightning. With it, a Zoresh can cast electric lightning, create or undo storms, and command the winds... if he can control himself.

Each level of Aero costs 15 character points. Aero effects are divided into five levels, and a Zoresh can only perform the effects up to his Aero level. Each effect has a cost in Wrath which equals its level.

The Zoresh can also purchase "Aero Affinity", for 5 character points per level, which reduces the Wrath he gains at 1 point per level of Aero. If an effect does not cost any Wrath to be created, it would still cost the Zoresh a fatigue point.

For example, a Zoresh with Aero 3 can perform a level 1 effect for one point of Wrath, a level 2 for 2 points, and a level 3 for 3 points of Wrath. If his Zoresh had "Aero Affinity" 2, he could perform a level 1 effect for 1 point of fatigue, a level 2 effect for 1 point of fatigue, and a level 3 effect for 1 point of Wrath

Zoresh of "Death" can not have this power.

A Zoresh with any level of this power is immune to any damage-causing spell that relies on electric damage.


The zoresh can create or prevent rain. The intensity of the rain depends on the Zoresh's level in "Aero". No roll is required, he can make or unmake rain at will. If a zoresh is trying to counteract rain made by someone else, the highest level of Aero wins. If both have the same Aero level, the weather will follow its normal course. This power overrides any magical manipulation of the weather
The zoresh can conjure not only rain, but also control its course (where it goes). The rain is broad enough to cover an area of 10 square km per "Aero" level.
Zoresh with this power can accurately predict weather in a number of days in the future equal to the square of his Aero level. This has no cost of Wrath, it is an extra sense they gain by being attuned to weather in general.
The intensity of rain caused or prevented depends on the Aero level:
 Level:   Intensity: 
 1   Drizzle. 
 2   Usual Rain. 
 3   Heavy rain. 
 4   Thundering Storm. 
 5    Historical Flood. 
The conjured rain takes 30 minutes to start falling with full force, and from there on it takes its natural course.


The Zoresh can create, control and disperse mists. The size and density of the mists depends on the level needed to create them.
The mists cause a penalty in visual perception which equals -2 points per level of the mist. The maximum distance that can be viewed in a mist equal ( 5 - level ) x 5, in meters (minimum 1).
A mist takes 3 seconds per square meter to be created. Once created, it follows its normal course.
The higher the Zoresh level in Aero, more mist can be created:
 Level:   Mist Size: 
 1   20m radius. 
 2   40m radius. 
 3   60m radius. 
 4   80m radius. 
 5   100m radius. 
If the mist is created with a perception penalty that equals level 3, for example, the Zoresh has to pay for a level 3 mist, even though it may be smaller.
If the Zoresh wants to control a mist, he can do so by assuming a number of points of Wrath which equal the mist size or its perception penalty, whichever is greater. A Zoresh can only control the shape of a mist in which he is immersed.
Zoresh with Aero can see through any fog in which they are immersed.
When creating mists, they always appear as if they were coming out of the Zoresh's body, escaping from the inside of his clothes, wrapping him in a constant haze. When destroying mists, the reverse occurs, with the zoresh attracting to himself the mists and dispersing them as they touch his body.


The Zoresh can control electricity and cast lightning, throwing them at his unfortunate enemies.
The damage caused this lightning equals 3D per level.
The Zoresh rolls against Dexterity + Aero to create and strike with a thunderbolt. Apply all the penalties of a ranged attack (one cannot parry or block a lightning).
The Zoresh can cast lightning in more than one target. For each target above the first, add one level to the necessary level to create the lightning. For example, a Zoresh with "Aero" 3 can cast a lightning of 9d, two lightning of 6d, or three lightning of 3d at the same time. By casting lightning on multiple targets at the same time, the roll has a penalty of -2 per additional target, but only one roll is needed. The Zoresh hits any target whose penalty to hit has been surpassed by his roll.
Use of this power destroys cybernetic implants or pacemakers (not that this will make any difference).


The zoresh can control the direction and intensity of winds. While he focuses, he can keep the winds under control, determining their course.
Even if he controls winds far away, when performing this effect the Zoresh is wrapped in a vortex of wind, as if he were in a shampoo commercial.
The intensity of the winds depends on the level required to create them:
 Level   Intensity 
 1   Wind. 
 2   Strong wind (-3 Dexterity to stand) 
 3   Very strong wind (-5 Dexterity to stand) 
 4   F1 Hurricane. 
 5   F2 Hurricane. 
The greater the wind distance, the weaker the control. A wind created at a distance requires an additional level to be created or controlled for each 10m away.


This is the ability to control rocks, earth, metal and items in general, as well as the "mind" of objects. The more an object is rigid, or the more he has been worked to be created, the harder it is to handle with this power, although with enough level, any physical object can be changed.

Engendros will not allow a Zoresh create earth, rock or any solid object, just change or destroy them.

Each level of Engendros costs 15 points, and every level of "Engendros Affinity" costs 5.

Zoresh of "Obilvion" can not have this power.

A Zoresh with any level of this power is immune to any damage-causing spell that relies on earth damage (i.e., any spell of the "Earth" school).


The zoresh comes in contact with the mind of an object, and can bring out its function, making it work better when used for its purpose. Swords, for example, give more damage, armor grants more protection, shovels remove more dirt at a time, crowns are brighter and more beautiful, pens do not spend ink, coaches are not worn out with their journey and offer greater comfort, etc...
The Engendros level indicates the size of the item that may be affected:
 Level:   Size: 
 1   Pens, coins, shurikens. 
 2   Swords, shields, armor. 
 3   Tables, chairs, sofas. 
 4   Wall clocks, wall cabinets. 
 5   Coaches, wagons. 
Reaching an item's size with this level is enough to make it work better. Swords give 1d more damage, plus 1d per extra level, and armor grants 3 points more DR, plus 3 DR per excess level.
The object is enhanced for an entire scene. You can not use function twice in a single object in the same scene.


The Zoresh can tune into the earth and pass through solid objects. He does not become intangible, it is the objects that move away from him.
When walking through solid objects, the Zoresh moves very slowly (5 cm per second), making it impossible to use thie effect to avoid an attack.
"Passage" does not give a zoresh infinite breath: he must hold his breath while passing through matter, but it does allow him to hold his breath for a time equal to its Engendros level x 3, in minutes.
When zoresh ends a passage, the passed matter falls back to its original shape. Passage can not be done on smaller objects than the zoresh, or by which he can not (or do not need) to pass. For instance, a single metal rod of 2m could not be "passed by", but he could pass through the bars of a prison.
The Engendros level specifies the kind of object that can be traversed by the Zoresh:
 Level:   Material: 
 1   Natural Earth. 
 2   Natural rock or crafted earth (bricks) 
 3   Crafted rock: Walls of a castle, houses, etc... 
 4   Cement, Metals: steel, iron, etc... 
 5   Crystals: jewelry, glass. 


The Zoresh can increase the natural resistance of objects, making them more rigid and tough. This effect also gives the Zoresh a sense to correctly identify the weakest and strongest points of physical objects.
Objects can have their DR increased in accordance to the power level: 5 DR points per level of Engendros. They may also have their HP increased: 10 points per level of Engendros.
Each use of this power affects only one object. This object can have up to 10 kg per power level. This lasts for one scene.
This power can also harden physical objects that are nonrigid. The level indicates how flexible the object can be before it hardens. For the purposes of this power, the object becomes as hard as steel:
 Level:   Softness: 
 1   Branches of wood, glass. 
 2   Rubber tubes, pencils, thick fabrics (tents, jeans). 
 3   Sheets of paper, pens, tissues in general. 
 4   Cobwebs, wool, nylon. 
 5   Hair. 


This power causes objects and rocks to crumble and break. When using this effect, the zoresh and everyone around him feel a mild earth tremor. The object to be broken must be in contact with the ground, or at least the Zoresh must be in indirect earth contact with the object through some solid conduit. For instance, a zoresh could not break a wall if he was standing on a wooden floor and couldn't touch the wall, but he could break a door across the room if he touched a rock wall that is common to him and the target.
The target object shakes, cracks and breaks as if he had suffered a great kinetic shock from all points simultaneously.
The affected object must be at a maximum distance of 4 meters per power level.
The power affects an object up to 10 kg per level, and can only affect one object at a time.
If the power is not able to break the whole object at once, but is only one level short of doing that, the object cracks, losing 1/3 of its maximum HP. If such power is used three times, the object breaks.


This power gives the Zoresh control over flames and heat, allowing him to cause great destruction and perform acts of gratuitous violence.

Each level of Inferno costs 15 points, and every level of Inferno Affinity costs 5.

Zoresh of "Cold" can not purchase this power.

A Zoresh with any level of this power is immune to any damage-causing spell that relies on fire or heat damage.


The zoresh can heat up objects, causing them to burst on fire if they are flammable, boil liquids, melt metal and such. This power does not work within organic beings, but can be used on an item held by someone. The level of effect depends on the material being melted or burned (the temperature to be reached):
 Level:   Temperature: Examples: 
 1   Up to 300 degrees Celsius: Paper, Wax, Stainless steel., Quatz. 
 2   From 300 to 900 degrees: Lead, Zinc, Glass, Magnesium, Aluminum 
 3   900 to 1400 degrees: Bronze, Gold, Copper. 
 4   From 1400 to 1600 degrees: Steel, Nickel, Iron, Porcelain. 
 5   Above 1600 degrees: Bricks, Silver, Platinum, Chrome. 
The temperature rises at a rate of 10 degrees per second per level of power, until its maximum.
Targets must be at most 3 meters away from zoresh. More distant targets imply an additional level of 1 per each 3 meters.


The Zoresh can command flames, controlling how they spread, their strength and form. He is also able to create fire from his hands and burn objects (or people) with his touch.
The area in which he can control flames depends on the level and intensity (damage) of the flames that he can create:
 Level   Area   Damage: 
 1   1 m2   3d 
 2   10 m2   6d 
 3   30 m2   9d 
 4   100 m2   12d 
 5   1000 m2   15d 
The Zoresh can create a jet of fire and throw it by rolling his Dexterity + Inferno. Apply all modifiers of a ranged attack (you cannot parry fire, but you can block).
A zoresh can target a flame jet to more than one target. For each target above the first, add one level to the necessary level to create the flame.

For example, a Zoresh with Flames 3 can direct a flame of 9d, two flames of 6d, or three flames of 3d. When targeting multiple targets with flames, his roll has a penalty of -2 for each additional target. Only one roll is done. The Zoresh hits any target that has fallen within the margin of successes he achieved.

When a Zoresh performs a "Flames" effect, all his body heats up, and those who see him will see the air around them distort, like the warm air of asphalt on a sunny day, or the air around a campfire. The temperature that a Zoresh reaches when he performs these effects equals 40 + the effect level times 20, in degrees Celsius.


The Zoresh can extinguish fire, reduce the internal heat of a body below the point of combustion, and become resistant to fire and heat.
Each level of this effect gives the zoresh 10 points of DR against fire and heat. Zoresh with Inferno are also able to withstand high temperatures without any ill effects (they do not even sweat). These two effects do not generate Wrath and are always active. The Fire Protection occurs on the Zoresh, but not his items.
At each level of this effect, the zoresh can extinguish fire on a greater area:
 Level:   Area: 
 1   1 m2 
 2   5 m2 
 3   15 m2 
 4   45 m2 
 5   100 m2 
In the same area, he can cause its temperature to become pleasantly warm for one hour.


This is the power over water and ice.

Each level of Glacio gives the zoresh 10 points of DR against cold. These Zoresh also do not get wet even if they are in the midst of a downpour.

Each level of glacio costs 15 points, and every level of Affinity glacio costs 5.

Zoresh of "Drought" can not purchase Glacio.

A Zoresh with any level of this power is immune to any damage-causing spell that relies on cold damage.

Polar Wind[]

The Zoresh can lower the temperature of a considerable area in varying degrees.
The covered area depends on the level of effect. The temperature that the area reaches also depends on the effect:
 Level   Area   Minimum temperature 
 0   10 m2   - 
 1   100 m2   0°C 
 2   1 km2   -10°C 
 3   10 km2   -20°C 
 4   100 km2   -30°C 
 5   1000 km2   -40°C 


The Zoresh can suddenly lower the temperature over a target area, causing damage by thermal shock.
The damage caused is by 3d per level of effect.
The Zoresh can split the damage between various targets, as in the former powers, reducing damage by 3D for each extra target. He rolls his Intelligence + Glacio with ranged attacks modifiers to strike at a target (plus a penalty of -2 for each extra target), the target can resist these effect with his HT, but can not parry, dodge or block it (one can not "escape" from the cold). If the Zoresh wants to harm individuals of greater sizes, consider each hex radius of the target as one more target (3d less damage, but no -2 penalty in the roll).


This effect allows the Zoresh to move on liquids to a limited extent. What he can do depends on his glacio level:
 Level   Effect 
 1   The Zoresh can move freely within a water body. 
 2   The Zoresh can move freely in and through ice. 
 3   The Zoresh breathe normally under water. 
 4   The Zoresh can walk (normally) over water. 
 5   The Zoresh do not need to drink water. 
This effect has no cost in Wrath or fatigue, it is automatic.


Primal is the command over animals and plants, and to some degree their own bodies. Primal is, briefly put, the power to transform ones body in the form of a certain animal, talk to animals and plants, and use of their advantages.

Every Zoresh with the Primal power has, as an inate ability, the ability to speak and understand animals. This is accomplished without gain of Wrath or Fatigue.

Each level of Primal costs 15 points, and every level of Primal Affinity costs 5.

The following is a list of pre-calculated animals that Zoresh can use in their effects. Each animal has, at his side, a list of "bonuses" they grant. These are the advantages that a Zoresh can assume on a partial transformation: he gains all advantages on a full transformation.

Each advantage is between commas. If there are advantages separated by an "and", (for instance: "Strength -2 and Dexterity +1), these must both be taken together in a partial transformation.

Each animal has a penalty in brackets: this is the penalty needed for its transformation - either partial or full.

 Animal   Advantages 
 Horses (0)   Fast (+6 in running, basic speed x 4) and no fine manipulators, Healthy (+5 HP and Fatigue). 
 Rabbit (-2)   Agile (+2 on active defenses) and Strength -2, Can burrow (digs a tunnel up to Dexterity x 2 cm per turn), Sharp Hearing (+6), Sharp Vision (+6), +6 to Jumping (height of jumps x 2), Combat Reflexes. 
 Owl (0)   Flight (Winged) and no fine manipulators, Night Vision, +6 in stealth and Strength -1 and Dexterity -1. 
 Falcon (-2)   Claws (damage becomes cut / imp), Flight (Winged) and no fine manipulators, Sharp Vision (+10), Combat Reflexes. 
 Cat (-2)   +6 in climbing, -6 meters in falls, Dexterity +1 and Strength -1, Night Vision, +6 in stealth and no fine manipulators in the hands. 
 Leopard (-6)   Bite (damage becomes imp), Claws (damage becomes cut / imp) and no fine manipulators, Strength +2, Climbing +5, heightened sense of smell (+6), Jumping +3, Combat Reflexes, Cold tolerance. 
 Wolf (-4)   Bite (damage becomes imp), Strength +2 and no fine manipulators, Howl (communicates with other animals and Primal Zoresh with up to 7 km away), heightened sense of smell (+6), Sharpened Hearing (+ 6), Move Silently +5. 
 Otter (-2)   Breath Holding (holding the breath for 3 minutes beyond usual), heightened sense of smell (+6), normal movement when swimming and no fine manipulators. 
 Fox (-2)   Agile (+2 on active defenses) and Strength -1, Howl (communicates with other animals and Primal Zoresh with up to 7 km away), heightened sense of smell (+6), Jump +5, Move Silently +6 and no fine manipulators. 
 Rat (-2)   Agile (+3 on active defenses) and Strength -3, Sharpened Hearing (+6), heightened sense of smel (+6), Night Vision, +5 stealth and no fine manipulators. 
 Bear (-6)   Bite (damage becomes imp +2), Claws (damage becomes cut / imp +2) and no fine manipulators, Strength +3 and Dexterity -2, heightened sense of smell (+6), normal movement when swimming and no fine manipulators, cold tolerance. 

What a Zoresh can do with primal depends on the level of effect he desires:

 Level   Effect 
 1   The zoresh can summon the closest animal of a given type and talk to him. Animals are receptive and friendly to Zoresh, and not just talk to him, but may also do him favors, such as spying a target, making a reconnaissance flight, sending a message to another Zoresh, etc.. Animals that live together (a pack of wolves, birds in a flock, etc.), share a common consciousness, and know everything that goes on with each other, acting as one. Thus, if a zoresh asks a wolf to defend him from an enemy, he may end up having the whole pack by his side. This effect lasts 1 day on 1 point of Wrath, or 10 minutes for 1 point of fatigue. 
 2   The zoresh can transfer his senses into an animal, seeing with their eyes, hearing with their ears, etc.. This lasts as long as he wishes, and at the end, he should spend an equal time without the use of sense he borrowed from the animal. He can waive that by gaining a point of Wrath. 
 3   The Zoresh can transform into an animal, gaining all advantages and disadvantages relating to that form. The transformation lasts for as long as he wishes. And at the end of it, he should spend an equal time unconscious. He can waive this requirement by assuming 1 point of Wrath. The transformation occurs in 3 turns, and requires a willpower roll with the animal's penalty. 
 4   The Zoresh can turn part of his body in the animal's body, thus earning one of that form's advantage without gaining them all. The transformation lasts as long as he wishes, and the end of it, the part that was transformed becomes numb and useless for the same period of time. He can waive this requirement by assuming one point of Wrath. The zoresh can activate one or more of a form's advantages. Each advantage requires a separate roll against his willpower, and a turn of concentration. 
 5   Now the zoresh can activate one or more of a form's advantages without requiring a physical transformation (unless it is obviously necessary, as with wings). Because there is no physical transformation (in most cases), the Zoresh do not lose the use of part that was transformed at the end of the effect. However, after the effect ends, for the duration it had, he can not use another Primal power again. This can be waived with a point of Wrath. 


Rupture is the ability to destroy space, creating instant communication between two points. Ruptor Zoresh can transport items, see at a distance and create portals through which movement is possible.

All rupture depends on cracks which the Zoresh creates. These cracks are filled with Draumlor and they all connect to the same place. Through these cracks, instant travel is possible.

The Zoresh himself must create these cracks. To accomplish that, he must concentrate and strike at a hard surface (stone, metal, wood apply, but he could not crack earth, silk or sand). The actual damage he causes to the surface is irrelevant, because when he uses this power, his draumlor will be carried through the attack and reach out through the surface, across space, and back into the Zoresh himself. The surface will display a small visible dark "crack" which isn't actually a hole to its other side, but a hole into emptiness.

If the surface that contains the Rupture crack is torn down or disassembled, the crack vanishes and its power ceases to be. If not, then the Rupture crack stays there indefinitely.

Each level of Rupture costs 20 points, and every level of Rupture Affinity costs 5.

Cracking surfaces[]

The size of a Rupture crack depends on how much Wrath the Zoresh assumes when creating it. Naturally, a surface cannot bear a crack greater than itself.
 Wrath:   Crack Size: 
 1   A knife, a coin, a wristwatch. 
 2   A sword, a small shield. 
 3   A chair, a small table, a couch. 
 4   A sofa, a desk, a desk. 
 5   A wall clock, a wall cabinet (human-sized cracks). 
 6   A charriot. 
 7   A small ship. 
 8   A great vessel. 
Only inanimate objects can be cracked.
A Zoresh can close a crack he created anytime by touching it and spending a number of Fatigue points which equals the Wrath he gained when opening it. A Zoresh cannot close another one's crack (except by destroying the surface, but that is default).
Cracks can be opened with any horizontal orientation, but always with the same vertical orientation, from the center of the planet. Thus, for example, a crack opened vertically in the southern hemisphere can be connected with another crack opened also in the vertical direction in the northern hemisphere. These cracks can be oriented to any cardinal point (north, west, northeast, etc. ...), so that an open gate to the east can exit in a room facing the South
However, a horizontal crack can not have an exit in the vertical, or vice versa. The vertical orientation of cracks should be maintained when traversing them. This orientation is relative to the center of the planet. Therefore, although a priori a crack opened vertically in the southern hemisphere does not have the same vertical orientation than a vertical crack opened in the northern hemisphere, it is valid, because the orientation is given by a polar axis.
As a corollary of this rule, it is impossible to open cracks between worlds.


The zoresh can feel in general terms, the distance to cracks he opened and the level of familiarity with the crack's place. Each level of rupture increases the coverage area of this sense:
 Level:   Reaches: 
 1   10 meters. 
 2   100 meters. 
 3   1 km. 
 4   10 km. 
 5   100 km. 
Tuning does not generate Wrath and requires no roll.


With this a Zoresh can store items in the emptiness to which his Cracks connect and recapture them. He can only store 10 pounds ot items per level of rupture.
Organic or living things can not enter the pocket, neither does objects with magical or supernatural properties.
A stored object should be able to keep their shape: liquids can only be stored if they are in a container.
Placing items in a pocket does not require any roll and has no cost. Removing them always incur in a point of Wrath.


This is the ability to effectively cross the distance between two cracks. The size of the portal depends on the Zoresh's level in Rupture:
 Level:   Crack Size: 
 1   A knife, money, a wristwatch. 
 2   A sword, a small shield. 
 3   A chair, a small table, a couch. 
 4   A wall clock, a wall cabinet. 
 5   A carriage. 
 6   A small ship. 
 7   A great vessel. 
Therefore, only a crack of level four or more is large enough for a human to cross.
This requires a roll of Willpower.
The Zoresh rolls to connect two cracks. Once he did that, he or anyone may pass through while he maintains concentation. He can also choose to open a crack autonomously by spending 1 point of fatigue per second he wants the cracks to remain connected, or 1 point of Wrath per minute.
He can only open a crossing to a crack that he opened himself, and which he can sense with "Tune".
He may pass only part of his body through a crack, if the crack is small enough. If someone or something is caught in transit while the crack connection ends, he will be immediately expelled to whatever side of the crack had the most of his mass.