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~ Vaeanomicon ~
Live Action Role Role-Playing laying

Core Rules Edition 1.6.2


A Knights of QQ Production
Written by Aaron Cervasio

Knights of QQ, LLC (KOQQ) 121 Johnson Ave. Wallington, NJ 07057 http://www.knightsofqq.com http://www.vorydianchronicles.com
Copyright 2010 Knights of QQ, LLC All l rights reserved. No part of this book may be reproduced in any form without the expressed written consent and permission of Knights of QQ, LLC (KOQQ). Printed in the U.S. Content Copyrights include text, photos, and illustrations. Copyrights not belonging nging to KOQQ are used solely with the expressed permission and consent of the owners thereof. Copyrights not owned by KOQQ are subject to the same terms and conditions listed above. Any Copyright infringement may be punishable to the fullest extent of applicable law.

Table of Contents
Prologue................................................................ 6 Glossary ................................................................ 8 Chapter 1: Game Overview ................................ 14 LARPing and Game Events .............................. 15 PCing and NPCing ............................................ 15 Event Participation and Age Limits ................. 15 Game Departments ......................................... 16 Times, Periods, and Costs to Play ................... 16 PC and NPC Shifts ............................................ 18 Cleanup Duty ................................................... 19 VC Goody Bags ............................................. 19 Pre-Registration .............................................. 19 PCing Multiple Characters............................... 20 KOQQ Kash ...................................................... 20 Karma .............................................................. 21 Full Time NPCing ............................................. 22 Game Ambience .............................................. 22 What to Bring to an Event............................... 22 Chapter 2: Character Concepts .......................... 24 Alignment ........................................................ 25 Races Overview ............................................... 25 Archetypes and Classes Overview................... 28 Professions Overview ...................................... 30 Gods and Baptisms Overview ......................... 31 Kingdoms and Cultures Overview ................... 35 Chapter 3: General Rules and Concepts ............ 38 States of Gameplay ......................................... 39 Power Pools..................................................... 40 Concept of Efficiencies and Deficiencies......... 40 Concept of Pre-Requisites ............................... 40 Implied Pre-Requisites .................................... 41 Concept of Feats ............................................. 41 3 Concept of Spells and Spell-like Abilities ........ 41 Spheres of Magic............................................. 41 Concept of Prayers and Rituals ....................... 43 Concept of Effects ........................................... 43 Combat ............................................................ 43 Boffer and Latex Physreps .............................. 43 Thrown Weapon Physreps .............................. 44 Firearm Physreps ............................................ 44 Melee Combat................................................. 44 Ranged Combat ............................................... 45 Concept of Damage......................................... 45 Point Blank ...................................................... 45 Damage Types ................................................. 45 Damage Constituents ...................................... 46 Bleeding Wounds ............................................ 47 Bane Damage .................................................. 47 Armor .............................................................. 47 Durability .................................................... 47 Armor Slots ................................................. 48 Armor Mixing .............................................. 48 Armor Layering ........................................... 48 Armor Material ........................................... 48 Threshold ........................................................ 49 Resilience ........................................................ 49 Shields ............................................................. 49 Other Weapons Rules ..................................... 49 Hardness ......................................................... 49 Fighting Styles ................................................. 49 Deity Fighting Styles.................................... 50 Integrated Fighting Styles ........................... 51 Claws and Fists ............................................ 51 Fighting Style Proficiencies ......................... 52

Item Accessories ............................................. 53 Magic Items ..................................................... 53 Strength........................................................... 53 Firearms .......................................................... 54 Knowledges ..................................................... 54 Knowledge Focus ........................................ 55 Spell Casting .................................................... 55 Spell Verbals................................................ 56 Spell Packets ............................................... 57 Mediums ..................................................... 57 Weapon-Casting ......................................... 57 Spell Interruption ........................................ 57 Spell Concentration .................................... 57 Latent Spells ................................................ 58 Metabolizing Effects........................................ 58 Drudges ........................................................... 58 Feats in Combat .............................................. 58 Being Affected by Feats and Spells ................. 58 Charm and Dominate Effects .......................... 59 Life and Death ................................................. 59 Coup De Gras .................................................. 59 Death Count .................................................... 59 Vaean Archways .............................................. 60 Creature Types ................................................ 60 The Economy ................................................... 61 Monetary Writs and Coin ........................... 61 Looting and Treasure Cards ........................ 61 Item Cards ....................................................... 62 Combat Violations ........................................... 62 Rules Violations ............................................... 65 Conduct Violations .......................................... 66 Chapter 4: Character Development ................... 68 Creating a New Character ............................... 69 4

Experience Points ............................................ 69 Teaching and Learning Skills ........................... 69 Difficulty Ratings ............................................. 70 Levels............................................................... 70 Multi-Classing.................................................. 70 Base Starting Stats and Items ......................... 71 Racial and Cultural Costuming ........................ 72 Racial and Heroic Skills .................................... 73 Baptisms .......................................................... 74 Concept of Paragon and Exemplar Lists.......... 75 Chapter 5: Common and Baptism Lists.............. 78 The Common List ............................................ 79 Common List Feats .......................................... 80 Baptism List ..................................................... 81 Lyrana / Ius.................................................. 81 Keld / Ariston .............................................. 82 Aurelius Arcanum ....................................... 82 Cadence ...................................................... 83 Jehren ......................................................... 83 Morwyn....................................................... 83 Morcant ...................................................... 84 Beast Lord ................................................... 84 Lady Forest .................................................. 85 Oksani ......................................................... 85 Laoch / The Fiend........................................ 86 Nesul ........................................................... 86 Lady Vae ...................................................... 87 Prentus ........................................................ 87 Chapter 6: Character Lists - Races...................... 90 Race Lists Overview......................................... 91 Archetype Restrictions .................................... 91 Beastmen ........................................................ 91 Elementals....................................................... 92

Fae ................................................................... 92 The Horde........................................................ 93 Humans ........................................................... 93 Living Dead ...................................................... 94 Planars ............................................................. 95 Chapter 7: Character Lists - Archetypes .......... 104 Acolytes ......................................................... 105 Permanent and Passive Skills .................... 105 Feats .......................................................... 107 Spells ......................................................... 108 Lyrana / Ius........................................... 108 Keld / Ariston ....................................... 110 Aurelius Arcanum................................. 111 Cadence................................................ 112 Jehren................................................... 113 Morwyn ................................................ 115 Morcant / Balasar ................................ 116 Beast Lord ............................................ 117 Lady Forest ........................................... 118 Oksani .................................................. 120 Laoch / The Fiend ................................. 121 Nesul .................................................... 123 Lady Vae ............................................... 125 Prentus ................................................. 129 Channelers .................................................... 130 Permanent and Passive Skills .................... 131 Feats .......................................................... 133 Spells ......................................................... 134 Magi .............................................................. 138 Permanent and Passive Skills .................... 138 Spells ......................................................... 140 Scouts ............................................................ 142 Permanent and Passive Skills .................... 142 5

Feats .......................................................... 145 Warriors ........................................................ 147 Permanent and Passive Skills .................... 147 Feats .......................................................... 149 Chapter 8: Item Crafting and Professions........ 152 Crafting and Repairing Items ........................ 153 Alchemists ..................................................... 153 Doctors .......................................................... 165 Engineers....................................................... 173 Jewelers......................................................... 184 Sartors ........................................................... 189 Scholars ......................................................... 198 Smiths............................................................ 204 Chapter 9: Class Lists Overview ....................... 214 Class Lists Overview ...................................... 215 Epilogue ............................................................ 232 Character Classes .......................................... 233 Credits and Copyright Information .................. 234

Prologue

Map of Rowanon 6

This is the Core Rulebook Release of the Vaeanomicon for the Vorydian Chronicles. The Core Rulebook may be re-released in the future with corrections, errata, or clarifications to certain rules, and addendums. The Vorydian Chronicles: Dawn of Heroes is a literary conception of the Knights of QQ, LLC. It is the first volume released with future volumes and expansions planned. It is what we call a DGILP Dynamically Growing Interactive Literary Piece. Consider it a cross between a book, video game, and LARP. The story is written by a staff of writers. This story is then told through a series of events in which people gather at and interact with. The interactions of the players who attend will directly influence the story and the way that the writers continue to present each event. This is no different than most LARPs. However, the difference comes in other forms. Unlike most LARPs, we will be formally releasing Volumes (Expansion Sets) for our game. These will be released at no solidly defined interval, but we anticipate we will be able to release them yearly. These Volumes will be dubbed with various names which will be dependent upon the theme of the released expansion. Beyond the release of these Volumes in an official expansion-set capacity for the game itself, the Knights of QQ, LLC also plans on compiling the information and stories that are created by the interaction of the plot staff and the players. We plan to put structure to the compiled information and publish books based on the content. The content and story for these books will be directly based on how the DGILP develops and the interactions of the players and staff. This will allow player-created characters and player-driven storylines to be included in publications. Volume I: The Dawn of Heroes The Kalaron Alliance is uneasy. It had been 35 years since the Vasilican Dominion had shown aggression. Kingdoms throughout the continent of Kalaron have grown complacent. Some Kingdoms have even chosen to leave the alliance to pursue more personal endeavors.

But the Alliance has stumbled upon something unexpected: a new land. Uncharted territory is the new enemy. The quiet threat of The Dominion still looms. The gods continue to fight and the mortals continue to endure. What secrets will be uncovered? What treasures will be found? What magics will be wielded? What battles will be had? The Alliance cannot afford to stand idle. They have sent King Maximillian and five nobles to carve out a new Kingdom Vorydia. Together with those who have volunteered to join this expedition, a new age begins. Vorydia is the stage for the players at the game. Untold stories await discovery and retelling. Imagination has no limits. Discover yourself in The Dawn of Heroes.

The Vorydian Chronicles Glossary A


Twisted Aberration Type of monster. creations of Prentus. Abilities General term for any skills a character may possess. Abyssals Subspecies of Planars. Descendents of the Brood. Acolytes Type of Archetype. Branches into three classes: Priest, Champion, and Primalist. Ahmeque Group of islands in the Aurelian Ocean. Amazonian. Alchemist Profession Type. Makes potions, poisons, foods, drinks, etc. with magical-like effects. Alignment Used to loosely define what type of personality someone (or something) has. The different alignments are: Good; Evil; Balance. Arcanum Name for the collection of magical energy produced by the Astrix Arcanum and Aurelius Arcanum. The source of power needed to cast all spells. Archetype Classifications used as a model for molding character development mechanically. Architect Any regular member of Creative Studio. Archway Short for Vaean Archway. Magical archway in which spirits of deceased characters can pass through to resurrect. Area of Effect (AOE) Term used to describe an effect which affects everything within a given or specified area. Area Notes Notes left in an area by a player or marshal for players to use when interacting with that area. Ariston Demigod of Muse and Inspiration. Son of Cadence and Jehren. Apprentice to Keld. Beholden to Keld. Assistant Director Secondary leader of any of the four groups which comprise the staff of the game. Aurelius Arcanum God of Magic and Knowledge. Ruler of the Astrix Arcanum. Father to The Devourer and Cadence. Avian Subspecies of Beastmen that appear to be part bird part mortal.

B
Balance Alignment type. One who believes in a balance between Good and Evil and will commit either Good or Evil acts as they deem necessary to uphold the balance. Balasar the Endbringer Demigod of Karmic Justice. Son of Ius and Morcant. Angel of Death. Leader of Morcants army, the Endbringers. Beholden to Morcant. Bane Indicates damage that will do double damage to a creature. Bard Class within the Channeler Archetype. The Bard specializes in channeling spells through their performances. Base Term used to describe how much damage a specific weapon strikes for normally without any modifiers. Battlemancer Class within the Channeler Archetype. Battlemancers specialize in channeling their spells through their weapons. Beast Lord God of Nature and the Animals. Twin brother to Lady Forest. Beastmen Overarching species type. Includes Minotaurs, Felideans, and Avians. Board of Diplomacy - One of the 4 groups which comprise the staff of the game. This group is composed of people that act as liaisons between the players and the entire staff for any OOG issues a player may have. Boffer Construction, usually a weapon or shield, made of PVC, foam, and duct tape. Brute Class within the Warrior Archetype. Brutes Specialize in causing massive damage to enemies.

C
Cadence Goddess of Time, Prophecy, Charity, Compassion, Patience. Daughter of Aurelius Arcanum and Oksani. Wife to Jehren. Call Term used for a decision made by a Marshal.

Carthis Kingdom in the northern part of the Kalaron continent. Greco-Roman. Celestials Subspecies of Planars. Descendents of Seraphim, Wicked, or Valkyrists. Champion Class within the Acolyte Archetype. Holy / Unholy Warriors. Defenders of a Faith. Channelers Type of Archetype. Branches into three classes: Runesmith, Battlemancer, and Bard. Character Term used to describe the concept of a fictional persona played by a person at the game. Character Card Physical card that all characters have which list that characters abilities and other pertinent character information. Citadels Warrior political organizations. Clarify Word used to temporarily pause gameplay in a localized area so that a person can inquire about a rule, effect, or plot scenario. Class Specifically defined lists within each Archetype that are available to players with an Archetype and which are used to further define character development on a mechanical and role-playing level. Closing Ceremonies Period of time at the end of every event which the staff of the game addresses the players to make any final announcements. Combat Term used to describe any interaction between characters in which those characters use boffer or latex weapons and spell packets to use any skill that character knows against another character. Components Generic term used for any items needed as an ingredient in the creation or application of something greater. Cooldown Term used to define how many Offensive and Defensive Feats a character can use within a 1 minute time period. Coordinator Term used for any regular member of Logistical Coordination. Counters Physical leather object that is used to keep track of a characters Power Pools. Craftsman Generic term for a character with any profession. Creative Studio Also referred to as Plot. People who help write the storylines and interactive interactions of the game world. One

of the 4 groups which comprise the staff of the game.

D
Danann Subspecies of Fae. Humanoids with pointed ears and tribal-like tattoos on their face. Dark Gallows Kingdom and Island chain in the Aurelian Ocean. Pirates. Death Term used to describe the act of a character passing through a Vaean Archway. Death Count The length of time that is counted by a character when that character has dropped to unconsciousness from not having any Vaea left. There are two stages of the death count, each is one minute long. Defense Generic term used to describe any Feat or Spell which may be used to defend against any number of offensive acts. Devourer An entity that is its own plane. Capable of completely destroying anything it consumes. Inadvertently created by Aurelius Arcanum and Morwyn during copulation. Dhampyr Subspecies of The Living Dead. Appear to be normal humans except with pale skin and fangs. Director Primary leader of any of the four groups which comprise the staff of the game. Doctor Profession Type. The Doctor specializes in pharmaceuticals and scientific aspects of healing ailments and injuries. Document of Proof IG citizenship documents which most kingdoms require residents to have. Draudanann Subspecies of Fae. Humanoids with pointy ears, jet black skin, and white hair. Durability The amount of strikes armor can sustain before losing all Threshold. Dwarves Subspecies of Elementals. Humanoids with earth-tone colored skin and beards and / or braids.

E
Effect Anything in the game which affects a character. There are various types of effects in the game. Elementals Overarching species types. Includes Sarpa, Hauflins, and Dwarves. 9

Engineer Profession Type. Can create various complex devices using blueprint schematics. Evil Alignment type. One who has or exerts a malevolent influence. Experience Points (EXP) Points earned by characters for players paying to attend the game, which are used to purchase permanent skills on an Archetype list, Class list, or Profession list.

F
Fae Overarching species type. Includes Danann, Draudanann, and Sylphids. Feat A skill that requires Spirit to use. Felideans Subspecies of Beastmen. Humanoids that resemble Great Cats, such as lions, tigers, leopards, etc. Fetish A rustic, rudimentary holy symbol used by those interested in the primal worship of a deity, which is soulbound to a character and is used to store all spells and feats known by that character. Typically used by Primalists. Fiend, The Demigod of perversity, lust, pain, sadism, and debauchery. Beholden to Laoch. Fighting Style A skill which defines the specific style in which a character fights. Focus Physical item, soulbound to a character, which is used to store spells and feats known by that character. Typically used by Magi.

Hold Word used to suspend all gameplay in the entire area. Used when a real injury is sustained or when Marshals have to make large announcements. Holy Symbol An iconic symbol used by those interested in the organized worship of a deity, which is soulbound to a character and is used to store all spells and feats known by that character. Typically used by Priests and Champions. Horde Overarching species type. Includes Orcs, Goblins, and Ophidians. Horde Lands, The Kingdom in southern Kalaron. Tribal. Human Overarching species type. Includes Sunarians, Midlanders, and Muntari.

I
Ius the Just Demigoddess of Justice and Order. Daughter of Lyrana and Keld. Sister to Nesul. Half sister to Prentus. Consort to Morcant. Commander of the Seraphim. One of the Illuminaar. In Character (IC) Term used to describe the act of role-playing or speaking as a character. In Game (IG) Term used to describe the act of role-playing or speaking within the game world.

J
Jehren God of Mercy, Compassion, and Altruism. Known as Jehren the Martyr. Raised to Divinity as a mortal. Jeweler Profession Type. Can create various different types of jewelry.

G
Goblin Subspecies of Horde. Appear to be humanoids with large pointed ears, large noses, and green skin. Good Alignment type. One who exhibits moral excellence or admirableness. Guardian Class within the Warrior Archetype. The Guardian specializes in defensive fighting techniques and tactics.

K
Kaelheim Kingdom and island chain in the Aurelian Ocean. Vikings. Part of the Kalaron Alliance. Kalaron Alliance Group of Kingdoms, mostly on the continent of Kalaron, which are allied under a treaty. Keld God of Creation, Invention, Innovation, Earth, and Fire. Husband to Lyrana. Father to Nesul the Fallen, Ius, Prentus the Deformer. Ruler of The Mechium. 10

H
Hauflin Subspecies of Elementals. Humanoids with long, pointed ears. Headbands Various colored cloth strips used to signify states of gameplay such as OOG and Invisibility.

Kelmore Kingdom in central Kalaron. Celtic. Part of the Kalaron Alliance. Knights of QQ Business which owns and operates The Vorydian Chronicles LARP. KOQQ Acronym for Knights of QQ. KOQQ Kash Gift certificate given to people for donations, also available for purchase, which may be used to purchase anything that Knights of QQ offer as a product or service.

L
Lady Forest Goddess of Nature and the Plants. Twin sister to The Beast Lord. Lady Vae Goddess of Undeath, Insanity, Pain, and Suffering. Laoch God of Darkness, Immorality, Avarice, Deceit. Consort to Lady Vae. Ruler of Iniquitorous. Latex Construction, typically a weapon or shield, made from latex, foam, and paint. Lay On Term used to describe the start of gameplay at the beginning of the event or to reinitiate gameplay after a Hold has been called. Legislation and Enforcement Committee - One of the 4 groups which comprise the staff of the game. This group is composed of people that act as rules and combat marshals. Level A number used to describe how experienced or powerful a character is, determined by dividing the total amount of EXP a character has and dividing that number by 10, rounded down. Life Effect Any effect which brings a character back to life after entering into the second stage of the characters death count. Living Dead, The - Overarching species type. Includes Wraiths, Revenants, and Dhampyr. Count as Undead. Lycans Subspecies of Planars. Descendants of the Lunaarians. Lyrana Goddess of Light, Benevolence, Truth, Honor, and Good. Wife to Keld. Mother to Nesul the Fallen and Ius the Just. Ruler of Lucentris.

Magi Type of Archetype. Branches into three classes: Warlock, Summoner, and Psion. Magisterium Political organization for Magi, Channelers, and the Church of Aurelius Arcanum. Marshal Any authoritative person at the game who is authorized to make OOG decisions for IG situations that warrant an authoritative response. Medonia Kingdom in central Kalaron. Medieval England and France. Part of the Kalaron Alliance. Midlander Subspecies of Human. Most widespread Humans in the world. Minotaur Subspecies of Beastmen appearing to be part human, part bull. Morcant God of Death, Life, Karma, and Discipline. Consort to Ius. Father of Balasar the Endbringer. Morwyn Goddess of War, Valor, Blood, and Storms. Mother of The Devourer. Ruler of Bloodmourne and the Sky Fortress Andarel. Muntari Subspecies of Human. Sophisticated race with civilized upbringing and extensive education. Bears a prominent birthmark of a crescent moon somewhere on their face.

N
Nesul the Fallen God of Faith, Law, Power, Pride, Retribution, Veracity, Tenacity, and Righteousness. Leader of The Wicked. Son of Lyrana and Keld. Brother to Ius. Half brother to Prentus. Patron god of The Dominion. Creator of the Eight Demon Princes. Ni Quan Kingdom in southern Kalaron. Eastern Asian. Part of the Kalaron Alliance. Noctis Kingdom in central Kalaron. Victorian Europe. NPC Term for Non-player Character. Used to describe any character that is solely controlled by Creative Studio.

O
Oksani Goddess of Luck and Chaos. Also known as Lady Luck. Mother to Cadence and Prentus. Mother of The Fiend.

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Out of Character (OOC) Term used to describe speaking or acting as your real self as opposed to a character. Out of Game (OOG) Term used to describe anything that is not within the game world. Ophidian Subspecies of Horde. Appear to be human, except all head hair is instead living snakes. Orcs Subspecies of Horde. Humanoids with yellow skin and tusks. Often with tribal markings.

P
PC Term for Player Character. Used to describe any character that is created and played by a player paying to play that character at the game. Physrep Term used to describe any physical representation of an IG item. Planars Overarching race type. Includes Celestials, Lycans, and Abyssals. Prentus the Deformer God of Deformity, and Mutilation. Son of Oksani and Keld. Half brother to Ius and Nesul. Pre-Requisites List of skills or achievements which are needed in order to become eligible to use an item, learn a skill, or perform some other specific task. Priests Class within the Acolyte Archetype. They are devout clergy dedicated to the scholarly teachings and magic arts of their deity. Primalist Class within the Acolyte Archetype. They are connected with the primal forces of a deity. Profession A type of list available to characters which define a craft in which that character can learn skills under to further the mechanical and role-playing development of that character. Psion Class within the Magi Archetype. Specializes in mind-effecting magic and illusions.

Ranger Class within the Scout Archetype. Specializes in woodland tracking and survival. Resilience Natural Durability. Often regenerates. Resurrection The act of a characters spirit passing through a Vaean Archway. Revenant Subspecies of The Living Dead. Corporeal Undead Humanoids. Rogue Class within the Scout Archetype. Specializes in urban scouting and thievery. Runesmith Class within the Channeler Archetype. The Runesmith specializes in channeling their spells through runic inscription.

S
Sarpa Subspecies of Elementals. Appear to be bipedal humanoid salamanders. Sartor Profession Type. Can create clothing capable of being imbued with magic as well as leather armor. Scholar Profession Type. Can create scrolls and emblems. Scout Type of Archetype. Branches into three classes: Rogue, Ranger, and Spy. Skills Generic term used to describe any abilities a character possesses. Skirmisher Class within the Warrior Archetype. They specialize in guerilla tactics and finesse fighting. Smith Profession Type. Can create armor, weapons, shields, etc. Soulbound Term used to describe an effect on an IG item which does not allow the item to be stolen by any normal means and will pass with a spirit through a Vaean Archway. Soulstone Any physical item used by those who possess or wish to possess feats, which is soulbound to a character and is used to store all feats known by that character. Typically used by Scouts and Warriors. Spell A skill that requires Arcanum to use. Spell Packet Small bags made of cloth and birdseed which are used to represent spells in the game world. Sphere of Magic One of many descriptors for any spell in the game which helps denote what type of spell it is.

R
Racials Term used to describe any ability a character has which is derived from being a particular race. 12

Spirit - Name for the collection of physical energy within a character. The source of power needed to use all feats. Spy Class within the Scout Archetype. Specializes in political espionage and subtle manipulation. Summoner Class within the Magi Archetype. Specializes in summoning and conjuration. Sunarian Subspecies of Human. Large, strong, hearty, and less educated or refined as other humans. Sylphids Subspecies of Fae. Humanoids with pointed ears and moth-like or butterfly-like wings.

Vaean Archway Magical archway in which spirits of deceased characters can pass through to resurrect. Vasilican Dominion, The Vast, tyrannical empire on the continent of Vasilica. Vorydia Kingdom in southeastern Tristas. Hosts people from all walks of life, races, and cultures. Part of the Kalaron Alliance.

W
Warlock Class within the Magi Archetype. Specializes in offensive casting such as direct damage or debilitating effects. Warrior Type of Archetype. Branches into three classes: Brute, Skirmisher, and Guardian. Wraiths Subspecies of The Living Dead. Incorporeal Undead Humanoids.

T
Talent Skill that requires Talent Points to use. Also short for Talent Points themselves, which is a term for the collection of inspirational energy possessed by a character, typically used by Professions. Thoramyr Kingdom in central Kalaron. Dwarven fantasy. Part of the Kalaron Alliance. Threshold The amount of damage that armor or a skill can reduce physical damage by before a character takes damage to his or her Vaea. Turgos Kingdom in northern Kalaron. Goth, Germanic, Pictish.

Z
Zyldaren Kingdom of Fae in the southern parts of Kalaron. Part of the Kalaron Alliance.

U
UlHuraam Kingdom in central Kalaron. Middle Eastern. Part of the Kalaron Alliance. Undead Unliving creations, either corporeal or incorporeal, created by Necromantic Magic which are not considered part of Lady Vaes Legion. Unlifed / Unliving Unliving creations, either corporeal or incorporeal, created by Necromantic Magic which are considered part of Lady Vaes Legion.

V
Vaea Life force energy that flows through all of existence.

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Chapter 1: Game Overview

Vaean Archway 14

The Vorydian Chronicles: Dawn of Heroes is a live action role-playing game (LARP) taking place in a high-fantasy and steampunk setting. It is a game where someone can let their imagination run free and where the possibilities for interpersonal interaction are endless. The game takes place on the world of Rowanon, a mystical realm where magic, fantastical technology, and medieval themes are abundant. Vorydia, the newest kingdom of the Kalaron Alliance, is taking foot in the northern continent of Tristas where unknown dangers lurk and the threat of the Vasilican Dominion is most assuredly present. LARPing and Game Events LARPing, or Live Action Role-Playing, is a type of game in which a person can dress into a costume and improvisationally act or role-play with other people. There are many different types of LARPs and each has a separate set of rules and plotlines which govern how people can interact with the game. These rules and plotlines are usually created by the people who conceptualized and created the game in which they are running or hosting. The people who run or host the game are often referred to as Staff. Game Events are the gatherings in which all members of staff as well as the people who wish to play the game attend. Game Events, also referred to as Events, usually take place on some kind of camp, be it boyscout, girlscout, or other. The camps are rented by the staff and used exclusively for the game. Events typically last from Friday night to Sunday morning. Herein, you will find the core rules of the Vorydian Chronicles. These rules will help you understand how to play the game. PCing and NPCing During events, players and staff, using the rules of the particular game that is being played, will take on various acting roles and responsibilities for the entirety of the weekend. People who are attending to play the game will 15

conceptualize and create their own recurring character based on the rules and plotline of the game. These recurring characters are played by the person that creates them each time they attend an event. Characters grow in power and knowledge for each event that a person attends. Playing these characters is referred to as PCing. (Player Character-ing) At the Vorydian Chronicles, people paying to attend an event will PC for a majority of the weekend. However, to perpetuate the plotlines written by staff and to keep players entertained, there needs to be a set of roles which are created by staff and role-played by both staff and players. For a short time each event, attending players are required to have what is referred to as an NPC shift. NPCing (Non-player Characer-ing) is the term used for role-playing as a staffconceptualized and created character for the purposes of perpetuating plotlines written by staff and to entertain players. Think of an NPC shift as a work shift. Not everyone is on the same shift, so players who are PCing will always be interacting with staff and players who are NPCing. Since shifts rotate, everyone will have the opportunities to PC and NPC. Event Participation and Age Limits Vorydian Chronicles is a game series that invites people of a wide age range to take part in and enjoy. In order to attend an event, you must be at least 14 years of age and must sign our Event Participation Agreement. If you are under the age of 18, you must also have your legal parent or guardian sign our Event Participation Agreement. If you are under 18, your legal parent or guardian must also be present when signing our Event Participation Agreement; we will not accept a pre-signed form. Also, proof of identity will be required when signing the Event Participation Agreement. The Event Participation Agreement can be obtained at a live event at our logistics department or downloaded from our website. *PLEASE NOTE* - This game includes themes and limited content that will be restricted to adults who are 18 years of age and older. Attendee and Parent / Guardian discretion is advised.

Game Departments There are four distinct departments which together are responsible for the running of every event. These four departments work synergistically to ensure the operations of the game on an in and out of game level. It is important to understand what these departments encompass in order to maximize your gaming experience. Logistical Coordination Team The Logistical Coordination Team, or Logistics for short, is responsible for OOG event operations. They assist with checking people into events, coordinating at-event module setups, organizing and managing preregistrations, creating and managing NPC shift assignments, OOG and IG inventory / item management (including Player Cards and Character Cards), prop acquisition and management, management of sellable and nonsellable products, and acting as guides for all players by assisting them with getting players physically to who or where they need to go. Creative Studio Creative Studio is also known as Plot. Creative Studio is responsible for coordinating and managing all IG Player vs. Environment interaction. They are responsible for writing modules, working with Logistics in order to have module sites properly set up, overseeing the flow of all IG creative aspects of the game, assisting with the plot development of the game world based on Player vs. Environment (and in some cases, Player vs. Player) interactions, incorporating character histories into the game world, module and monster marshalling, and all other IG plot-level interactions between players and the environment. Legislation and Enforcement Committee The Legislation and Enforcement Committee, also referred to as Rules, is responsible for 16

the design, implementation, and continuous administration and marshalling of all game mechanics and rules. They are responsible for clarifying all rules and making all rules calls at events. They are also responsible for ensuring the Monster Manual and all NPC cards are upto-date and available at each event. Additionally, they are responsible for all weapon inspections, at-event rules marshalling, at-event combat marshalling, and administering rules or combat violations when appropriate. Board of Diplomacy The Board of Diplomacy is comprised of people who are our at-event Public Relations specialists. They are responsible for ensuring that players at the game are properly represented and not mistreated by any other players or staff members. They are go-to people that will help any players at any time with an OOG concern that player has. While the board has no direct authority over any aspect of the game, it is their responsibility to bring any concerns of the player base to those with authority. Joining Staff Anyone interested in joining staff should speak with one of the game owners for details. Times, Periods, and Costs to Play An event typically starts on Friday night and lasts until Sunday afternoon. You begin your event by checking in at our Logistics Department and obtaining your character portfolio. This is known as Check-In. After Check-In, we have Opening Ceremonies. Opening Ceremonies is the time where the attendees of the event gather and the staff of the game addresses everyone. Opening Ceremonies often includes announcements that have to do with plot, rules, clarifications, and answering questions. Opening Ceremonies may or may not include scripted scenes that have to do with the theme of a given event, written by

plot staff, and performed by staff and / or players. After Opening Ceremonies, there is usually a 10 or 15 minute time period that is given for everyone to get ready, get into costume, go report for NPC duty, etc. before Lay On. Lay On is the official start of in-game (IG) activity. Once Lay On happens, the IG event is officially started and does not stop until Closing Ceremonies on Sunday afternoon. Like Opening Ceremonies, Closing Ceremonies is a period of time which the attendees gather and announcements are made along with closing statements. Closing Ceremonies may often touch upon things that happened at the event, next event information, or other information that staff needs to announce. In between Opening Ceremonies and Closing Ceremonies is the IG Event. This time period is broken down into Periods. The following chart is how an event is divided: Friday Night: 9:00 PM 2:00 AM Saturday Morning: 10:00 AM 3:00 PM Saturday Evening: 3:00 PM 5:00 PM; 6:00 PM - 9:00 PM Saturday Night: 9:00 PM 2:00 AM Sunday Morning: 10:00 AM 3:00 PM As outlined in the chart, a single period is 5 hours of time. Periods usually dictate NPC shift times as well, though this may not always be the case. If you notice, there is a 1 hour time gap in the Saturday Evening period. This is for the Feast and Dinner Break. During this period of time, all of the players and NPCs alike are encouraged to attend the Feast and / or to take the time to get dinner and food. The Feast will be a prepared feast provided to any attendee for an additional fee. It will be available every event. The cost to attend an event varies. However, for our PCs, there are different methods of payment that are available. There is also ALWAYS a 5 dollar per month insurance fee that all attendees must pay in addition to any 17

event pricing, regardless of methods listed herein. Month-to-Month: As the name implies, this type of payment method is a simple month-tomonth payment method with no obligation. Costs for month-to-month varies by how much EXP a player wants to earn for his or her character(s) and whether or not they will be attending the Feast. The breakdown is as follows: Player Attendance Flat Fee: 30 Dollars +2 EXP (Maximum of 5 Purchases): 5 Dollars Feast: 10 Dollars The cost of insurance and the flat fee for those who wish to PC at an event are static, unchanging prices. A player may then purchase the Feast for an extra $10.00 and / or may purchase up to a total of +10 EXP for his or her character(s) at a cost of $5.00 for every +2 EXP that the player wishes to purchase. Each character a player wishes to play at an event must, at minimum, have +2 EXP purchased for that character. Contractual: We offer contractual agreements at reduced rates to attend our game. These agreements work like a subscription. It is a single, flat monthly fee that must be paid each month, regardless of how many periods a person attends an event for. Contract periods are a minimum of 1 year and the reduced rates are only applicable for attendees who are subscribed and have not defaulted on their agreement. There are 4 different contractual agreements to choose from: Power Play: 50 Dollars per month. This contract allows a person to attend any event while under contract for only 50 dollars per month. This contract includes +10 EXP for 1 character per month, but does not include the Feast. Feast and Play: 40 Dollars per month. This contract allows a person to attend any event while under contract for only 40 dollars per

month. This contract includes the Feast, but does not include any EXP for your character. Fully Loaded: 55 Dollars per month. This contract allows a person to attend any event while under contract for only 55 dollars per month. This contract includes +10 EXP for one character and the Feast. During contract periods, a person under contract must pay their monthly fee regardless of whether or not they attend an event. If at any time a person defaults on the contract by failing to make a payment, the agreement is suspended until the contract term expires and the person must pay the standard month-tomonth fees for attending or may make blockpurchases. If a person defaults on the agreement, they cannot enter into a new agreement until after his or her original contract period expires. Block-purchase: The last type of payment method we accept is block-purchasing. Blockpurchasing allows a person to purchase blocks of events at a reduced cost for one lump sum. There are 3 different levels of block-purchasing. Each level of block-purchasing includes options to buy the Feast and EXP for 1 character at a reduced cost as well. The levels are as follows: Block-Purchase Quarter Year: Purchase 3 months at a time for 150 dollars, which includes +10 EXP for one character per month. Include the Feast for an additional 15 dollars total.

Block-Purchase Half Year: Purchase 6 months at a time for 300 dollars. Include the Feast for an additional 30 dollars total. Block-Purchase Full Year: Purchase 12 months at a time for 600 dollars. Include the Feast for an additional 60 dollars total. Furthermore, Block purchases are for lumps of consecutive events. When you purchase a block of events, it allows a player to earn EXP as though they had attended an event for each consecutive month that the block purchase was made for, regardless of whether or not they actually did attend the event. Also, blocks may be purchased in advance as gifts for other people, but we must be notified of this so we can appropriately document. PC and NPC Shifts During the event, as mentioned earlier, there are designated times that each player will be able to play as their PC and designated times when each player must assist with the perpetuation of the game as an NPC. These blocks of time at the event are known as "shifts." The time designated for a player to PC is known as a "PC Shift" and the time designated for a player to NPC is known as an "NPC Shift." The length of time that a player PCs for and / or NPCs for is designated by how long that player intends to be at an event for. The following chart displays this ratio: Remaining PC Shift Time 4 Hours 8 Hours 12 Hours 16 Hours 20 Hours

Total Attendance Time 1 Period (5 Hours) 2 Periods (10 Hours) 3 Periods (15 Hours) 4 Periods (20 Hours) 5 Periods (25 Hours)

Required NPC Shift Time 1 Hour 2 Hours 3 Hours 4 Hours 5 Hours

If a player wishes to attend for a number of hours that is less than or falls between a specified number of periods, that player will calculate their NPC shift time length by rounding up to the nearest total number of periods they will be attending for. When 18

calculating total event attendance time, a player should not count hours that fall outside of gameplay periods. Typically, most players will attend for the entire event, and therefore will have a full 5-hour NPC

shift each event. A player's NPC shift will be assigned to that player by the Logistical Coordination Staff upon arrival at the game or upon that player's pre-registration. Failure to perform your NPC duty as required will result in all EXP earned by that player for the event weekend to be suspended and unable to be used by that player indefinitely until they can complete any missed NPC Shift time at a future event that they attend. Cleanup Duty At the end of every event, each player is responsible for assisting with cleanup of the camp. Because there are various areas throughout the entire camp that are used throughout the event weekend, exactly what needs to be cleaned up each event can vary. As such, each player will be assigned a Cleanup Duty by the Logistical Coordination Staff upon arrival at the game or upon that player's preregistration. This Cleanup Duty is above and beyond the cleanup of any personal items or garbage. Failure to perform your Cleanup Duty as required will result in all EXP earned by that player for the event weekend to be suspended and unable to be used by that player indefinitely until they can complete any missed Cleanup Duty at a future event that they attend. Yearly EXP Purchase Once per year, a player may purchase +10 EXP per character for an additional 50 dollars. For more information about Experience Points, please refer to Chapter 4. Please speak with a staff member to inquire further about our payment methods. VC Goody Bags A "VC Goody Bag" is a small bag of random IG items and effects that a player's character can benefit from. These items and effects can range from gold to alchemy to temporary stat 19

increases or magical boons to permanent stat increases or magical items. It's always random, but a VC Goody Bag will always have a minimum of 5 gold worth of items and IG money. A player may purchase or earn up to a maximum of 5 VC Goody Bags total per event for his or her characters. It costs $5.00 USD per VC Goody Bag. Pre-Registration Pre-registration is the pre-purchasing of an event up to one month in advance. Also referred to as Pre-Reg, there are many benefits for both the event attenders as well as staff for pre-registration. 1.) Pre-registration allows the staff to account for a more accurate number of people each event so that it can be ensured that enough food is purchased for the feast. 2.) Everyone who pre-registers get's ONE free VC Goody Bag for the event. 3.) Standard Event pre-registration will yield a $5.00 USD discount to your total event cost. (Note, this does not count towards those who have made block purchases or entered into monthly contractual agreements). 4.) Those who pre-register will allow staff to compile NPC shifts more easily. By doing this, those players are guaranteed optimal NPC shift placement. Optimal NPC shift placement means that the player will have an NPC shift that is least likely to conflict with any sort of storylines or modules in which that player would likely want their character to be a part of. Additionally, there is a NO REFUND policy for Event Pre-Registration. Under no circumstances can we refund any money for Event Pre-Registration. If a player does preregister and cannot attend an event, the EXP that the player would have earned from their purchase is still applied to his or her character as normal. However, "VC Goody Bags" are not

cumulative, and the player will not earn his or her "VC Goody Bag" for that month. Those who wish to use KOQQ Kash to preregister may do so. Staff must be contacted and notified when a player wishes to do this. Those who have made a block purchase of events are automatically considered preregistered for the next consecutive number of events equal to the number of events the block purchase was for. Those who are under contractual agreement are considered automatically pre-registered for each month in which the membership fee is paid. Pre-registration does not allow for a player to wait to pay for an event until they show up to an event. A player MUST pay for preregistration beforehand using our online preregistration system or by contacting an appropriate staff member and facilitating a payment option. Also, pre-registration is only available for a minimum purchase which includes insurance, the player attendance fee, and +10 EXP for one character. Pre-registration is done on a per player basis. Players wishing to benefit from pre-registration benefits for multiple characters must preregister using the appropriate Multi-Character pre-registration option on the website. PCing Multiple Characters It is possible for players to create and PC as more than one character in any given weekend. In these cases, the player must adhere to a certain set of rules. PCing multiple characters can be logistically challenging for both staff and for the PC as well. First, the pricing in the aforementioned sections of this chapter is on a per player basis and per character basis. This means that if a player wishes to play multiple PCs, that player must pay their insurance fee and player attendance fee only once, since those costs are incurred on a per player basis. Next, the player may only choose two PCs in which they want to play for the event. No more than two PC characters can be played at an event unless given special permission to do so 20

by Creative Studio before hand. The player must choose which character they wish to play as their Main and which character they wish to play as their Alt. A minimum of +2 EXP per character must be purchased as always. An Alt can only be played during one PC shift on any given event weekend. A Main can be played on all other PC shifts. Lastly, in order to play multiple characters during an event, a player MUST pre-register. Pre-Notification Players who wish to attend an event, regardless of whether or not they pre-register, can still let us know and will still earn a benefit for doing so. This is known as Pre-Notification. Every month, a VC Monthly LARP Event is created as a Facebook event on our Facebook Fan Page. The URL is https://www.facebook.com/pages/TheVorydian-Chronicles/271402037130. If a player states that they are ATTENDING the event via the Facebook Event and that player actually attends the event, then that player can choose ONE of the following benefits for ONE character that he or she is playing at that event: 1.) 2.) 3.) 4.) +20 Healable Vaea for the weekend +10 Healable Arcanum for the weekend +10 Healable Spirit for the weekend +10 Healable Talent for the weekend

There is NO penalty at all for a player stating that they are ATTENDING and then not showing up. Benefits do not carry over to the next event. Furthermore, if a player Pre-Notifies and Preregisters, that player may choose a second benefit from the list (not the same benefit twice) for their Main character or Alt character to additionally benefit from. If the player is only playing one character that weekend, then that character will benefit from the second bonus. Tax Event Participation is tax free. This means that, unless New Jersey State Law or Federal Law

changes, a player will never have to pay tax for Pre-Registration or Event Participation. KOQQ Kash KOQQ Kash is a type of gift certificate that is given to a player for donations to the game or outstanding service to the game which merits an out-of-game award. It can be used to purchase any item or service offered by Knights of QQ, LLC (the business in which The Vorydian Chronicles operates under) that normally would cost money. KOQQ Kash may also be purchased. When purchased, the KOQQ Kash voucher will have a value equal to the amount spent on the voucher. For additional questions regarding KOQQ Kash , please inquire with a staff member. Karma Many times players and even staff members will go above and beyond what is required of Destiny Paid Holiday Maid Service Tax Refund Street Wisdom

them. These shows of dedication and love to the game do not go unnoticed. We want to reward people for the extra efforts that are given to continuously grow the game and ensure its quality. As such, we developed what we call Karma Points and a Karma Shop. Players and staff members who put in extra effort, such as performing extra cleanup duty, NPCing beyond what is required, assisting between events with anything such as prop construction or camp cleanup, and direct monetary or prop donations, can be rewarded with Karma Points. Karma Points, or KP can be used to purchase various beneficial Destinies from the Karma Shop. The cost for any given Destiny varies. Below is a chart outlining what can be purchased at the Karma Shop:

Cloak of the Crowd Blender All You Can Eat Buffet LARP Class Credit

The Good Stuff

Description KP Cost Purchasing this Destiny will grant the player -1 NPC shift for one single event. 10 Purchasing this Destiny will grant the player -1 Cleanup Assignment for one single 10 event. Purchasing this Destiny will count as though taxes for one month were paid for a 2 single character of the player's choosing. Purchasing this Destiny will allow the player to choose one of his or her characters 5 and have that character learn a permanent skill from one of their available lists as though the character had a teacher for that skill. This Destiny may be used at an event or between events. If used between events, this Destiny counts as though it was used at the event prior. Purchasing this Destiny will allow the player to play one of his or her PCs for a 10 maximum of one 5-hour period during an event in which that player is otherwise a full-time NPC. Purchasing this Destiny will allow the player to eat at the Feast for free at a single 10 event. Purchasing this destiny will allow the player to earn +2 EXP as though the player 8 purchased it for one character. For each purchase of this destiny, the Player may not purchase EXP as normal if doing so would exceed +10 total EXP for a single character in that event. Purchasing this Destiny will allow the player to earn a single VC Goody Bag for 5 free. Normal Goody Bag rules still apply. is usually up to an appropriate staff members discretion. However, here is a general guideline 21

Earning KP is generally not an easily measurable task. How many KP someone earns can vary and

of what will likely be used as a way to determine KP rewards: Extra NPC Duty: +1 KP for every hour beyond what is required. Extra Cleanup Duty: +1 KP for every additional cleanup assignment performed. Direct Monetary Donation: +1 KP for every $5.00 donated. Players may request KOQQ Kash instead of Karma Points for monetary donations. Donations: Case by Case. Players may request KOQQ Kash instead of Karma Points for donations. Full Time NPCing An attendee may choose to play an NPC all weekend instead of pay to play a PC. Aside from the cost of insurance, FULL TIME NPCs ALWAYS PLAY FOR FREE. Furthermore, all full time NPCs will earn +10 KP per period that they NPC for at an event. This means that if you come and pay your insurance fee of $5.00 to play and you choose to full time NPC for all 5 periods, you will earn 50 KP for that event and may spend it on anything. It allows for much greater flexibility for our full time NPCs. Game Ambience The atmosphere of the game is something that we wish to be as realistically fantastical as possible. Because of this, there are certain rules that must be followed during the IG event. Any real-world items that would detract from the game atmosphere, including (but not limited to) cell phones, plastic bottles, wrappers, boxes, backpacks, real-world clothing, plastic cups, and other similar items must be kept completely out of sight at all times (unless for some reason there is an emergency which would require one or more of such items.) Additionally, there will be a designated out of game (OOG) area for people who need to go OOG for any reason. Smoking, cell phone use, and other OOG related actions such as 22

these must be done in the designated OOG area. Also, while we understand the ease and even need to break character at certain points during the IG event, we request that such occurrences be kept to a minimum in order to maintain the highest level of immersion possible. What to Bring to an Event What should I bring to an event? is a question that is often asked. In short, there are several necessities and various items that can and should be brought to any event. 1.) Garb and all physreps you need for your own character. Any items, makeup, garb, weapons, and armor that you can think of to bring to outfit your own player character. 2.) Food and drink. While we do supply a Feast for players and plan on having snacks and drinks available for purchase, we encourage everyone to pack their own food and drinks. Staying hydrated and eating well are of the utmost importance during any weekend. 3.) Changes of real-world clothes, especially socks. Often times the weather can change dramatically and without warning. Having dry, clean clothes is very important. 4.) Bug spray. Since events take place outdoors on campsites, bring bug spray. 5.) Sun Block. Even in the winter, the sun beats down on everyone. Playing for hours and hours every month in the light can be detrimental and uncomfortable. 6.) Small medical kit. While we do plan on having a medical kit available for anyone that needs it, you can never be too careful. Having a small kit with peroxide, bandages, and antiseptic cream will go a long way. 7.) Camping items. Remember, even though this is a game, we are camping for a weekend. Bring any other items you feel you would need on any normal camping trip!

Starfire Citadel Heraldry

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Chapter 2: Character Concepts

Wraith Summoner

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Creating a PC is a fun and in-depth process. Like any game, you have to ask yourself many questions. What kind of character do I want to play? Do I want to play a good and righteous paladin or an evil, sadistic warrior? What races can I play? What classes can I play? This section of the rulebook is dedicated to guiding you through all the options our game supports for character creation. It is important to note, though, that just because we have established guidelines for creating a character concept, these guidelines do not have to be followed in the order that we have written them. They are simply written this way to provide an easy-tofollow and in-depth concept-creation method. Alignment Alignments are the first basic thing that all characters in the game must fall under. It is also one of the first major decisions that a person needs to make when deciding what kind of PC to play. There are three different alignments in the game: Good One who exhibits moral excellence or admirableness. This kind of character is goodnatured and has a kind heart. Evil One who has or exerts a malevolent influence. This kind of character is evil-natured and exhibits qualities that portray various themes such as remorselessness, avarice, criminal insanity, mercilessness, ruthlessness, virulence, malevolence, etc. Balance One who believes in a balance between Good and Evil. This kind of character understands and respects both Good and Evil ideologies, believing them both to have a rightful place in the universe and as such will commit Good or Evil acts if necessary and so long as doing so does not disrupt the balance between Good and Evil. Alignments are required in the game because certain skills and spells are alignment-specific or alignment-dependent. Once you choose your alignment, its time to move on to Races.

Races Overview Now, its time to choose a race. There are many races to choose from in the game world. Like many fantasy games, there are countless species spread across the world. There are seven race types with three races per type, making twenty one races to choose from: The Humans Humans are a versatile and widespread people whose origins are not fully understood. Midlanders Midlanders are a populous race in the world of Rowanon. Known for their diversity of culture, talents, and wide-spread influence, one would be hard pressed to find a kingdom where there is not at least a marginal presence of Midlanders. When one refers to humans, this is usually the race that comes to mind. Muntari The Muntari are recognized by a prominent birthmark in the shape of a crescent moon somewhere on their faces. The origin of this mark is rumored by the proud human race to be a mark of the gods. Muntari are known for their diplomatic, scholarly, and cultured tendencies. This gives them a knack for magical talent, but a Muntari who focuses on any type of study will excel. Sunarians The Sunarians are a hearty human folk with many tribes, and rustic communities spanning the world. They are recognized by a prominent birthmark in the shape of a sun on their faces. Known as some of the fiercest warriors of Rowanon with clannish tendencies, the Sunarians are just as proud as their Muntari cousins, but for very different reasons. Considered barbaric by many of the more cerebral races, Sunarians are often times underestimated, usually with dire consequences to their enemies. The Horde

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A strange collection of seemingly out-of-place races, the Horde people have carved out their own place in many societies. Orcs Orcs are a numerous and chaotic race, which are usually loosely organized into tribes or war bands. Recognized by their yellow skin, pointed ears, scars, and prominent canines that sometimes resemble tusks, Orcs are a fearsome thing to see on the battlefield. Their violent and angry culture makes for the race as a whole to be battle-hardened and tough to kill, rivaling even the Sunarians and Minotaurs in their ferocity. Goblins Quick and cunning, Goblins are considered some of the sneakiest people in the world of Rowanon. They also have an uncanny knack for engineering and technical skill which is rumored to rival the dwarves (but dont ever say that to a dwarf). They are recognized by their green skin, long pointed ears, and sometimes a pointed nose which matches their ears in length. Goblins are a race that are easily underestimated, overlooked, or outright ignored, and most seem to prefer it that way. Ophidians Quite possibly the most cultured and beautiful of the horde races, the Ophidians present a rather disturbing visage to the world. They resemble Midlanders in all but one thing, which is the writhing mass of snakes that all Ophidians have instead of hair. Ophidians are known for their aptitude with poisons, and being able to halt enemies in their tracks. The Beastmen One of the rarest races in the world, the Beastmen are found in many cultures, usually ones with an ancient history worship of or mythology about the beast they represent. Minotaurs The fierce and intimidating race of Minotaurs have a regular, if not scattered, presence in most of the kingdoms of the world, though they are originally located on their home island in Kaelheim. Distinguished by their

bovine facial features and legs, Minotaurs are renowned warriors with a tendency towards religion. Minotaurs also have a tendency to worship Morwyn and will hire themselves out as mercenaries to those that have the most dangerous missions. Avians The Avians, or Birdmen as they are commonly referred to, are one of the rarest of the Beastmen races. Their predator-like bird features are easily recognizable, and the race as a whole tends towards lavish adornment. Protective and loyal, Avians also have a reputation of being brilliant tacticians with a stoic bearing. They are respected for their abilities worldwide. Felideans The feline race of the Felideans are known for their cat-like grace and features. Having no known homeland of their own, they are dispersed all over the world, seeking out their fortunes and lifestyles at their fickle whims. Their natural dexterity and quick thinking lends itself to many classes and professions. Despite the stereotype that they are lazy or care-free, most Felideans are proud, cultured, and very clever. The Living Dead Each as enigmatic in their origins as the last, the Living Dead are accepted, uneasily at best, by the rest of the Living world. Dhampyr Rumored to be a people descended from Vampyr and Humans, the Dhampyr are a civilized race distinguished by their elongated canines, pale skin, and dark, foreboding eyes. Though they are not sensitive to sunlight, they seem to be more powerful at night. They are known for their aristocratic bearing and dependency on blood. Wraiths One of the strangest of all people inhabiting the world, the incorporeal Wraiths are an enigma of existence. Though they are technically ghosts, they are capable of

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interacting with and being a part of any society, if a society will have them. Wraiths glow with an aura and are ghostly white and gray, with even their clothing and possessions taking on this otherworldly hue. Revenants The Revenants are free willed corporeal Living Dead who, for some reason none can remember, have risen from their deaths to continue to inhabit the world. Some say it is the sheer will to continue beyond death while others say it is a curse for a terrible sin committed in life. They are recognized by their white skin, ever-present black tears marked on their face, and their terrible black-coated hands and forearms. The Fae One of the oldest races, the Fae are mysterious and they always seem to hold the welfare of the world as a whole in high regard. Danann The graceful and long-lived race of the Danann are a people whose very essence flows with magic and an intrinsic connection to nature. The pointed ears and elegant facial markings of the Danann are something that everyone of the world easily recognizes. Danann are found almost everywhere, especially since the dawn of the Kalaron Alliance. Draudanann The dusky cousins of the Danann, the Draudanann, or Drau as most people call them, are a people who reside in the deeper and darker places of nature. Though as common as the Danann in the Alliance, the two main cultural homes of the Drau are in Zyldaren, where the culture is predominately matriarchal, and in the UlHuraam Regime, where the culture is predominately patriarchal. Drau are distinguished by their midnight black skin and snow white hair. Sylphids The winged Sylphids were mistaken for centuries as mythical fairies. Fierce and distrusting of most other races, the Sylphids have only recently started appearing within populated areas. They can be distinguished by 27

their butterfly-like wings, small horns, pointed ears, and sometimes leafy vine-like facial markings The Elementals Seeming to be born out of the very elements, the Elemental races seem to epitomize the essence of the element they claim to spring from. This is apparent from the earthy Dwarves, to the flighty and high-dwelling Hauflins, to the fierce and fiery Sarpa. It is rumored that they were the first races ever to inhabit Rowanon. Dwarves Undoubtedly the oldest race in existence, the Dwarves have memories as long and enduring as the mountains they call home. They have the reputation of being the most accomplished craftsmen and engineers in the entire world, though the only non-divine magic the race seems to have any aptitude with is Runesmithing. Seeming to be spawned out of the very earth, Dwarves have earth-toned craggy skin, with the men wearing long beards, and the females of the race having hair with elaborate long braids though it is not unheard of for a female dwarf to sport a luxurious and likewise meticulously braided beard of her own. Hauflins Known to be quick and sneaky with a flair for theatrics, Hauflins have a reputation of bringing merriment with them wherever they go, even into the darkest of places. The single known Hauflin stronghold is a huge tree-city called Highwyld, located within the mountains on the border between Thoramyr and Zyldaren, though the race has spread throughout the world with as much diversity and curiosity as humans. They are distinguished solely by their long, pointed ears, which rival only goblins in their length. Sarpa The lizard folk of Rowanon, called the Sarpa, are a lithe and regimented people who are loosely tribal based and prefer warmer climates. They are quick and efficient fighters with a penchant for destructive arcane magic. Sarpas have reptilian features and skin, making one think of lizards or even dragons. Their skin color tends towards reds, oranges, or yellows.

The Planars The rarest and most incomprehensible of all the races, the Planars are children caught between two worlds. Most of the time, they never know one of their parents; often times, not knowing anything about their unique heritage at all. Celestials The Celestials are people who have a divine being as one of their parents or ancestors. They will look like the race they were born to, until such time as their powers begin manifesting. When this happens a Celestial will sport feathered wings and a glowing aura, colors and type denoted by the origin of their divine blood. However, not all races are known to have born Celestials, such as Beastmen, Sylphids, Sarpa, and Horde Races. Lycans In touch with the Natural World on a level only they can understand, the Lycans of Rowanon are as diverse in their shape-shifting as there are animals that roam the world. They are descended from the union of greater lycanthropic beings of nature and mortals. In their non-bestial forms, they resemble their mortal parentage. In their animal forms, they are the essence of their parental totem animal. Abyssals Considered a curse by most cultures, an Abyssal is a person who can be born to any race, with one of their parents or ancestors being a Brood. Much like Celestials, the Abyssals look like the race they were born into until such time as their powers begin to manifest. At this time, they begin taking on some of the characteristics of their broodish ancestry, including but not limited to strange skin colors, horns, malformed or strange features, limbs, tails, or wings. These are all of the races available to choose from when starting a character. Once you choose a race, it is time to move on to Archetypes and Classes. Archetypes and Classes Overview

Archetypes and Classes are another set of necessary choices that a person must decide on when building their character. An Archetype is a basic category of character definition. It is one of many things which define how your character will be conditioned on multiple levels. A Class is a focus within a specific Archetype. It further defines how a character will be conditioned. There are five Archetypes in the game, each with three classes. Warriors The Warriors of Rowanon embody martial skill through mastery of weapons, prowess of unarmed fighting, and strategic battle planning. Brutes True to their name, these warriors are some of the most brutal in the world. Favoring weapons and fighting styles designed for direct and bloody attacks, the Brute is a fighter who relies on pure physical strength, intimidation, and stubbornness to cause as much damage to their enemies as possible. Guardians Suited to regimented front-line fighting and command, Guardians are disciplined, defensive fighters who work best in groups, though a Guardian in single combat is not an easy opponent either. They have a knack for tactics and rallying troops to accomplish heroic feats on the battlefield. Skirmishers Excelling in small mobile unit fighting and a combat style that relies on a quick and precise blade, the Skirmishers are an essential part of any standing army. Of course, a band of Skirmisher mercenaries is quite capable of holding their own alone. They are useful in large military campaigns for carrying out flanking maneuvers and target acquirements. What a Brute does with strength and a Guardian with discipline, a Skirmisher accomplishes with quick thinking and lightning reflexes. Acolytes Devoted servants of their chosen god, the Acolytes are people who have dedicated their 28

lives to spreading, upholding, and living by the philosophy of a particular deity. Priests The Priests of Rowanon devote their time to prayer and guiding the faithful in services and rites to their gods. Gifted with the divine spells of their chosen path, the Priests bring what power the gods will grant of themselves to mortals. The pious clergyman of Lyrana healing the fallen soldier or the servitor of Laoch offering up a blood sacrifice in the name of darkness these are the ways of a Priest. Champions Every church needs its defenders, every dogma its enforcers, every creed its champions. The Champions of a god have sworn their lives to upholding and fighting for the ideologies that their chosen god espouses. Champions themselves, no matter what god they follow, are formidable fighters, and spend as much time taking on quests in the name of their religion as they do in prayer. Primalists Thought to be the oldest form of devotion to the gods, the Primalists show their dedication and supplication in ancient and, according to some, barbaric ways. Theirs is not the way of prayer. It is the way of spirit quests, altered states, and the simplicity of offerings and sacrifice. Primalists are said to reach a level of spiritual intimacy and enlightenment through these old ways that many priests envy. Scouts Relying on their audacity and cunning to survive, Scouts are known for their nimble fingers and just as nimble wits. Wherever there is a shadow to hide in, a quarry to track down, or information to find, a Scout will be close by. Rangers Honing their skills for use in the wilderness, Rangers are the woodsmen, hunters, and trackers of the more unpopulated areas of the world. They devote their time to learning and understanding wild terrain, animals, weather, and seasons with the intent to be completely efficient and in sync with their environment. Using the skills they develop 29

there is not anything, be it man or beast, a Ranger cannot find; nor is there a terrain that a Ranger cannot make his or herself at home in. Rogues As different from a Ranger as night is to day, yet part of the same cycle, a Rogue is more at home in the darkened streets of a city than in the forest; though, the shadows fall the same in either place. Rogues rely on deft hands and a quick dagger. They are trained to liberate money pouches, pick locks, and subdue unsuspecting targets. Spies More inclined to talk you out of your money than steal it, or track you down by simply greasing the right palms, the people known as Spies rely more on their intelligence and wits than on physical dexterity or skill. They are the merchants and the diplomats. They are inclined to be more interested in information than in riches, though many Spies make a tidy living selling either-or. Magi The adepts at the Arcane, called Magi, spend a lifetime pursuing the intricate energies of magic and the power it brings. To those who have the patience, perfection of technique, and raw ability, magic is one of the most powerful forces on Rowanon. Warlocks Specializing in the more explosive Arcane, Warlocks focus mainly on spells of force and destruction. Warlocks utilize many of their spells in the heat of battle, and the addition of a Warlock to any military unit is considered a wise tactical decision. Psions The magic of Psions affects powers of the mind, illusion, and the flow of power for defense and manipulation. Many of their spells are considered passive magic, though anyone charmed to befriend an enemy Psion may beg to differ. Summoners The art of summoning takes many forms, drawing on different types of power to meet the same ends. Summoners are adept at summoning undead, calling forth

strange creatures from other planes, and weaving magical constructs to do their bidding. Channelers Many people who are Channelers were born with an aptitude for the intrinsic ability, yet it is something that can also be taught and perfected if a person is dedicated enough. Channelers focus a power that seems part Arcane and part Spiritual. Their ability as conduits of this power makes them great assets to any. Bards Evoking their abilities through the art of music and related performances, Bards are capable of weaving their songs into a spell-like aura, affecting the world and people around them. Bardic songs can be beneficial or harmful, no matter the beauty of the voice which channels these powers. Runesmiths Of all the Arcanum-wielding classes, Runesmithing is the only one that dwarves are capable of. The art itself is said to be a divine gift to the race, though it is a gift that they have shared with all the races of the world. By scribing items, places, and even people with the sacred runes of power, a Runesmith can instill latent effects that can be invoked when needed. Runesmithing is also a necessary art for the creation of the more powerful magical items and weapons of the world. Battlemancers Sometimes mistaken for warriors at first glance, a Battlemancer has a proverbial ace up their sleeve. They are capable of channeling arcane power through their weapons. This, coupled with their martial skill, makes them deadly opponents to face on the field of battle. Even a Warrior who learns a bit of magic or a Magi who dallies with a sword will never accomplish the feats of power the Battlemancers can send crackling through their weapons. Once you decide what Archetype and Class you want your character to be, its time to decide

whether or not you want your character to have a profession. Professions Overview Many of the great nations of the world depend on their professional craftsmen for mercantile and for items of convenience. It is commonplace to see even the most travelled of adventurers or dedicated of career soldiers with at least a passing skill in some profession. Craftsmen are the source of food, clothing, and weapons. They are also the source of more luxury items such as potions, jewelry, and technological devices. In most major cities, there are established guilds for all the professions. Engineers The Engineers are skilled in constructing devices, part technology and part magical, that can do all manner of convenient things, as well as some very astounding and destructive ones. The most valuable thing to an Engineer is a blueprint, by which they can construct a device. Some devices are easily made by those with the skills to do so. Some are so rare or antiquated from a greater age of knowledge that the masters of the craft barely understand them. Smiths To craft a weapon, armor, or even a simple horseshoe, one must be taught the intricate craft of smithing. Using raw metals and other worthy materials such as bone and wood, the Smiths of Rowanon arm and protect the population. Some Smiths have specialties, such as helmets or silvered weapons, and some attempt to span their knowledge as far as it will go to all facets of this intriguing craft. Alchemists Using a plethora of pungent herbs and components, some common as stone and some as rare as dragon teeth, the Alchemists are the brewers of potions and poisons. They are also the guild of chefs and bakers, using their talents at brewing the perfect healing potion in making the most exquisite of cakes. Scholars Dedicated to seeking, recording, teaching, and learning, Scholars fund their 30

insatiable lust for knowledge with their delicate ability to scribe scrolls and etch emblems with the utmost care that is required. Most of the great tomes found in any library come from the expert hands of Scholars, as do all of the Spell Scrolls and Feat Scrolls used by those around the world. As such, many people, including Warriors, become Scholars. Jewelers Whether it is a simple farmers wedding band, or a magical tiara fit for a princess, Jewelers create their adornments with craft secrets passed from generation to generation. Master Jewelers are capable of creating intricate pieces which can be imbued with special powers. Sartors The expertise of garment construction covers a wide range of styles and budgets, from linen shifts to brocade ball gowns. Like the Jewelers, the master crafted pieces of clothing made by a Seamstress or Tailor are crafted with the care needed to imbue the garments with magical properties. Doctors Not all healing comes from magic. Doctors are amongst the most intelligent and patient people in the world, rivaling even the Engineers and Scholars in their intellect and knowledge. While the source of their power is in the mundane, Doctors have accomplished feats through science that not even the most powerful healing magics in the world have been able to do. Now that you have decided what, if any, professions you want your character to have, you have a very good idea of what kind of character you are going to want to play. The last thing to consider, especially if you plan on playing an Acolyte, is what god, goddess, demigod, or demigoddess you want to be baptized to, if any at all. Gods and Baptisms Overview The deities that turn their attentions towards the world of Rowanon are a diverse and mysterious pantheon whose involvement in the affairs of mortals is well documented. Some of 31

the religions of the gods have spawned only Priests or Champions. Some call only to Primalists. Some claim followers of all three paths of the Acolyte yet the one thing all the gods have in common is their aspect gifts to those that would swear devotion to them and worship their ways. The Gods of Good Lyrana Known in many cultures by many names, Lyrana is the shining goddess of Goodness and Light. She symbolizes the virtues of honor, truth, benevolence, and retribution. She is the wife of the god Keld, and she has the largest following of worshippers and churches within the Kalaron Alliance. Her followers are a common sight in many kingdoms, bringing the virtues of Lyrana wherever they can. Her church holds all the evil gods as enemies. The allied deities of the church are Ius, Keld, Morwyn, Cadence, and Jehren. Her holy symbol is a silver shield with a white bowl holding an ever-shining flame. Lyranas acolytes favor white robes and vestments. Keld Hailed as the Creator of the Worlds, Keld is the god of creation, invention, innovations, labor, the hearth and forge. Known in some cultures as The Forgemaster, Kelds church is one of inventors with a strong emphasis on good work and responsibility. He has a notable following of engineers, craftsmen, and smiths. His church has a strong animosity for the god Prentus, and also considers Laoch, The Fiend, Nesul, and the Dread Mistress as enemies. Allies of the church are considered to be Lyrana, Morcant, the Beast Lord, Lady Forest, Ariston, and Aurelius Arcanum. His symbol is a silver hammer etched in runes. Kelds acolytes favor utilitarian brown robes and vestments. Aurelius Arcanum Recognized as the source of all Arcanum and worshipped by those who hold intelligence, rationale, knowledge, magic, logic, education, and culture in the highest regard, Aurelius Arcanum is the god of researchers and scientists. His church, which falls under the jurisdiction of a world-wide organization known as the Magisterium, considers Laoch, The Fiend,

The Dread Mistress, and Oksani as enemies. It is worthy to note that the church of Aurelius Arcanum has friendly working relationships with the churches of Keld and Cadence, as well as the Beast Lord and Lady Forest. Aurelius Arcanum is the only Good-aligned God to have Evil allies and it is also worthy to note that Prentus is an ally of Aurelius Arcanum. His holy symbol is a golden triskelion and his acolytes favor brilliant royal blue robes. Cadence Known in some places as the Lady of Time, Cadence is a goddess whose followers seek a serene understanding with a force they call the Yensai Senja-ko a force they say flows through all things. Her church upholds the virtues of time, fate, charity, compassion, wisdom, and patience. Many of the worlds historians revere her. Her Primalists are said to be so at one with the Yensai that they have completely removed themselves from society to be in eternal contemplation and a higher state of being. She is married to the god Jehren, who is said to have been a devout priest of hers during his legendary life. Her church considers all of the evil gods as enemies and is allied with Aurelius Arcanum, Ariston, Lyrana, Jehren, and Oksani. Her holy symbol is a spoked wheel, and her acolytes favor lavender purple robes and vestments. She is said to be the daughter of Aurelius Arcanum and Oksani. Jehren The legends surrounding the life of Jehren the Martyr are numerous. He is a god worshipped not only for his tenets of sacrifice, mercy, peace, temperance, altruism, and humility; but also because he was once a mortal of such pure spirit and devout conviction that he became a god. He is thought to have sacrificed himself in order to bring the famed Aquilar artifact to the mortal world. His church considers Laoch, The Fiend, Nesul, and the Dread Mistress as enemies. Lyrana, Ariston, and Cadence are considered allies, with a specifically close relationship with Cadence. Jehrens holy symbol is a golden chalice and his acolytes favor humble gray robes. The Gods of Balance

Morwyn The Mistress of Storms, the Lady of War, the Blood Maiden. Morwyn is known by as many names as her sister Lyrana. Her church espouses such virtues as war, blood, storms, and valor. It is the glory of the battle and the test of conflict which drives her followers. It is the destructive power of a brutal storm which stirs the blood of her devout champions. She embodies the glory of battle and victory, and even with a valorous death she is served. Her church considers Laoch, The Fiend, The Dread Mistress, and Jehren as enemies. Her church considers the churches of Lyrana, Morcant, Keld, and Nesul as allies. Her symbol is a morning star upon a dark cloud rift with lighting. Morwyns acolytes favor battle worthy blood-red robes and vestments. Oksani Her name is sometimes spoken in whispers for fear of jinxing her favorable gaze, for Oksani is not only considered the power of chaos, but also the Lady of Luck. Sometimes her name is shouted with glee, in the enjoyment of revelry. She is revered by all those who live by a bit of luck and chance and is considered the patron god of the gypsies. Her church follows the virtues of chaos, luck, change, mischief, pleasure, and joy. Her tenets are the unknown and the dynamic, as well as the richness of a full life. Oksani is said to be the mother of many divine beings and entities. The allies and enemies her followers recognize are sometime contrary in their oppositions, much like the goddess herself. Her church considers Aurelius Arcanum, the Dread Mistress, and Lady Vae to be enemies. Allies of the church include Laoch, The Fiend, Nesul, Prentus, Cadence, and Ariston. Her holy symbol is a golden eightpointed star. Oksanis acolytes favor brightly adorned and scandalously cut purple robes. Morcant The church of Morcant reveres him as the god of Death, Life, Discipline, and Karma. As well, he is revered as the creator of resurrection through the Vaean Archways. The followers of Morcant know and respect the order of life and death, and that all beings must die in their time and be judged by the skein of their lives. Morcant is the Lord of Reapers and is 32

responsible for personally bringing the original order of Vindicators to the world. He works closely with his son and consort. While aligned with Ius and Balasar, his followers consider Lady Vae, Prentus, and the Dread Mistress as enemies. His holy symbol is simply an hourglass and his acolytes favor black robes trimmed in silver. The Beast Lord The Beast Lord is known as the lord and protector of all animals, large and miniscule, and of their place in the endless cycle of life. He is the patron of hunters and prey alike. Those who follow the Beast Lord revere the natural order and every living beings place in this order. His followers also revere the balance of Nature, the hunt, and all animals. He and Lady Forest are considered twins within the cycle of Rowanon. Enemies of his teachings are considered Laoch, The Fiend, Lady Vae, and Prentus. Allies include Lady Forest, Aurelius Arcanum, The Dread Mistress, and Keld. His symbol is a pair of curled ram horns and his acolytes favor dark green and black vestments. Lady Forest Considered the very spirit of the natural world, the followers of Lady Forest hold the healthy balance of Nature and the flourishing of plant life in the highest regard. She shares a synergistic existence with her twin, the Beast Lord. Her followers uphold the tenets of the balance of Nature, nurturing, and all plant life. They consider Laoch, The Fiend, Lady Vae, and Prentus as enemies. Allies include the Beast Lord, Aurelius Arcanum, The Dread Mistress, and Keld. Her symbol is a sickle entwined in leaved vines, and her acolytes favor brown and autumn-colored vestments. The Gods of Evil Laoch (**NOTE: If a player wishes to play a Laoch worshipper or participate in any plot involving Laoch, a player must be over the age of eighteen and sign a consent form.**) One of the most feared and loathed of religions, the god Laoch embodies the tenets of darkness, shadows, deceit, debauchery, perversity, and avarice. His acolytes seek a life where appetites are indulged, greed is fed, and the good is 33

debased, all in the nauseating name of Laoch. Of all the churches, his followers have the most enemies. The churches of Nesul, Morwyn, Lyrana, Aurelius Arcanum, Cadence, Lady Forest, the Beast Lord, and Ius are all held with animosity. Allies are considered to be Prentus, the Dread Mistress, Lady Vae, The Fiend, and Oksani. Laochs holy symbol is a foreboding red eye with a dagger through it. His acolytes favor black robes and vestments. Nesul The patron god of the hated Vasilican Dominion, yet still with a small presence outside of it, Nesul the Fallen is considered by most to be even more feared and loathed than Laoch worshippers in many parts of the world. His churches are run with a dominating ruthlessness which upholds his various tenets which frighteningly and ironically resemble the tenets of the Church of Lyrana. There is an ancient and powerful animosity towards the church of Laoch by worshippers of Nesul, as well as Lyrana, and also a strong emphasis on there being no other god worthy of worship except the Fallen Lord himself. The church considers Laoch, The Fiend, Lady Vae, The Dread Mistress, Ius, Lyrana, Keld, and Jehren as enemies. Allies of the church include Morwyn and Prentus. Nesuls holy symbol is a red closed-fisted gauntlet, and his acolytes favor black and red robes. He is said to be the son of Lyrana and Keld, banished by his sister Ius from Lyranas realm for treachery. Lady Vae Called the Lich Queen, Lady Vae is a mad goddess driven by a twisted desire to spread her tenets of undeath, pain, and suffering throughout the world. Her followers seek to spread these things like a plague, with visions of a desolate wasteland fitting the unworthy taint of all life and creation, marring Rowanon with its gaiety and progress. The followers of Lady Vae see undeath as the true evolution of existence and that existence is meaningless without suffering. The enemies of her church include Morcant, Balasar, Lyrana, Ius, Aurelius Arcanum, Keld, Cadence, Jehren, Beast Lord, Lady Forest, and Nesul. Allies include Laoch, The Fiend, Prentus, and the Dread Mistress. Her holy symbol is a mocking

visage of a skeletal phoenix. Lady Vaes acolytes favor adorning themselves with white robes in a parody of ragged death shrouds. Prentus The estranged son of Keld and Oksani, Prentus the Deformer is the god given credit for the various monstrous aberrations which plague the world of Rowanon. His follower are usually twisted themselves, either mentally or physically, for it takes a twisted being to follow and uphold the tenets of corruption, deformity, and pestilence that the church of Prentus stands for. The church of Prentus takes delight in corrupting and ruining the things of creation, and bringing crippling unnatural diseases to bear upon it. The church considers almost every other religion as enemies, ridiculing especially the church of Keld as having no true vision. What few allies the church has includes the followers of Laoch, The Fiend, and Nesul. The holy symbol of Prentus is a green open-clawed hand, and his acolytes favor sickly green vestments. The Dread Mistress (**NOTE: Players cannot start the game baptized to the Dread Mistress. We encourage those interested in worshiping the Dread Mistress to seek this out IG.**) Thought to be the source of all fears and terrors known to man, thought to have existed before everything and believed to exist forever, the Dread Mistress is the goddess of nightmares and terror. She is the blood-chilling power of millions of fearful souls made sentient. The followers of The Dread Mistress believe that their terrible goddess is all powerful, allknowing, and omnipresent. It is considered taboo in many cultures to utter her name, though many people may remember her in private prayer when they wake in the night in a cold sweat. Her enemies are Morwyn, Lyrana, Aurelius Arcanum, Keld, Jehren, Cadence, and Oksani. Her allies are Laoch, The Fiend, Nesul, the Beast Lord, and Lady Forest. Her holy symbol is a hellish nightmare, a horse-like creature with flaming hooves and mane. Her acolytes prefer vestments of burgundy and midnight blue. The Demigods 34

Ius The leader of the seraphim army of Lyrana, Ius is considered through legend and holy text to be the entity responsible for bringing the ways of the Champion to mortals. She is the beloved daughter of Lyrana and Keld, and Nesuls sister who stood against him when he rose against his mother in the heavens. Balasar Balasar the Endbringer is the son of Morcant and Ius. The texts of the church of Morcant read that Balasar serves his father as the Angel of Death and the Karmic Retributor. He commands the Endbringers - half angel, half reaper beings that serve as Morcants elite guard and are responsible for delivering Karmic Justice to divine beings. Ariston Sometimes referred to as The Muse, Ariston is spoken of in legend as the handsome son of Cadence and Jehren. He is said to bring music, art, inspiration, and ingenuity to the world. He is also said to be the apprentice of Keld, assisting the god in his creative works. The Devourer (**NOTE: Players cannot start the game baptized to the Devourer. We encourage those interested in worshiping the Devourer to seek this out IG.**) The Devourer is an enigmatic entity, rumored to have a small savage cult. Recorded in the tomes of Morwyn as her offspring with Aurelius Arcanum, the Devourer is said to be a terrible beast of eternal destruction and hunger. The Fiend (**NOTE: If a player wishes to play worshipper of The Fiend or participate in any plot involving The Fiend, a player must be over the age of eighteen and sign a consent form.**) The Fiend is a divine being of truly depraved inspiration. It is the child of Laoch and Oksani. It embodies the more perverse aspects of Laochs nature coupled with Oksanis insatiability. The Fiend is the progenitor of the beings known as the Brood which are the source of the Abyssal race on Rowanon. The Fiend is the master of Its own dark and vile carnival which is known as the Carnival Lascivious. Despite Its appetites, It is a ruthless and powerful demigod that should not be

trifled with. It is the general of Laochs dark army and is one of the main nemeses that the forces of Light strive to extinguish. Once or if you choose a god, goddess, demigod, or demigoddess to be baptized to, you should decide where your character could be from. The next section discusses the known Kingdoms and cultures of the world. Kingdoms and Cultures Overview Unlike many fantasy games and LARPs, the way a character looks, acts, and / or speaks is not necessarily determined by their race or class, but by the culture or kingdom they come from. In the world of Rowanon, there are many kingdoms and cultures to explore. The continent of Kalaron lies in the western part of the known world, bearing the weight of many diverse cultures and kingdoms. Not only the home and namesake of the Kalaron Alliance, it encompasses the countries of Carthis, Turgos, the UlHuraam Regime, Medonia, Thoramyr, Kelmore, the Ni Quan Provinces, Zyldaren, the Horde Lands, and the kingdom of Noctis. Floating in the middle of the ocean between the east and west is the massive island chain known as the Maelvasser Nachtdraches, which means sea serpent of the night in the old language of Kaelheim. The Maelvasser Nachtdraches are divided into three main groups. The northern islands form the nation of Kaelheim. The middle islands are the Dark Gallows, and the southern islands are Ahmeque. To the east lies the continent of Vasilica, where the dreaded Vasilican Dominion holds sway over the entire land mass. The northern continent of Tristas is home to the kingdom of Vorydia, as well as many miles of unexplored territory. The Kalaron Alliance

Medonia The ruling seat of the Kalaron Alliance since its founding, the kingdom of Medonia is a cultured and well-to-do society ruled by the Regent Celewyn Arcelon from the capital city of Primus. It is the meeting-place of the Council of Kingdoms, the seat of many churches and guilds, and also home of the legendary Aquilar. Education, culture, and diversity are the hallmarks of the Medonians. The culture is reminiscent of early Renaissance Europe. Kelmore The kingdom of Kelmore is notably the breadbasket of the Kalaron Alliance. Kelmorians are a hearty people who work the land, regardless of noble ranking, and have a reputation as fierce fighters. Their current ruler is Queen Braeanna the Red who rules this family clan-based society from the capital city of Eylish. Kelmore holds an alliance with Kaelheim that predates the Kalaron Alliance which the two kingdoms still remember and hold above and beyond the bonds of the Kalaron Alliance. The culture is reminiscent of Ireland and Scotland. Thoramyr Historically the Dwarven kingdom, Thoramyr is the source of most of the engineered technology of the Alliance and also boasts its oldest monarch. King Argn Keldson has ruled Thoramyr as long as anyone can remember. Thoramyr is one of the cornerstones of the Alliance and was the first kingdom to join Medonia at its onset. The capital city of Forgelight lies deep within the mountains of the region where all people are judged not by their station of birth, but by their skill and contributions to society. Zyldaren The forests of Zyldaren are the ancestral home of the Fae races, though the only established city of the Hauflins, called Highwyld, lies within the kingdom as well. The Royal Council, headed by three representatives, rules Zyldaren in their mystical and synergistic coexistence with the enigmatic woodlands. The capital city is known as Evendale. The cultural dress is diverse, spanning from the furs and leathers favored by the Sylphids, to the rich robes of the Danann and the more somber 35

dress worn by the matriarchal Draudanann of the deeper woods. The Draudanann culture specifically of Zyldaren is reminiscent of Russian culture. UlHuraam Being one of the wealthiest kingdoms in the Alliance, the UlHuraam Regime consists of shining cities carved out of the sprawling deserts of the region. Most of the citizens favor desert-friendly robes and headwear, varying in richness and ornamentation depending on the wealth of the individual. UlHuraam is largely patriarchal, with a significant population of Draudanann who long ago split from the Draudanann in Zyldaren. Slavery is legal in UlHuraam and even used as a form of punishment for their strict societal laws. The current ruler is Sheik Kareem Al Jassir who rules from the capital city of Ul'Jahar. The southern port city of Sutekh is more cosmopolitan in their gender equality than the rest of the kingdom. This kingdom is reminiscent of ancient middle-eastern culture, ancient Egypt, and ancient Ottoman Empire. Kaelheim The northern-most kingdom of the Maelvassar Nachtdraches, the collective islands known as Kaelheim is a warrior driven culture which was one of the first to meet the Vasilican Dominion in battle along with their longstanding ally Kelmore. The culture is chieftainbased, led by people known as Thanes who answer to the king, or konig. The current ruler of Kaelheim is known as Konig Jurgen. The culture evokes a feel of Norse Viking, in which a form of temporary slavery is legal. The capital city is Maelgard, located on one of the largest island within Kaelheim. Ni Quan Known as the Southern Provinces or the Southern Empire, Ni Quan is a large and prosperous kingdom which has a proud history. The citizens of Ni Quan value their freedom very highly, though they live a ritualistic and ordered life driven by tradition. The ruler is known as Emperor Sai who rules from the capital city of Kyo Jing. The culture is reminiscent of ancient Asian cultures in tradition and dress.

Vorydia The newest kingdom of the Kalaron Alliance and the setting of our chronicles, Vorydia can best be described as a place where the range of diversity spans the entire Alliance if not the world. This is much to its credit in the spirit of the newly discovered northern continent. Led by the Medonian appointed King Maximillian Aquilon, Vorydia is home to many races and cultures that have left their ancestral lands to add their determination to the success of this new land. The Independent Kingdoms and Cultures Carthis No kingdom in the entire world boasts the reputation for superior warriors, the art of war, or martial training that Carthis does. The kingdom has been locked in a stagnant war with its neighbor Turgos for as long as recorded history has documented. The entire population is dedicated to the worship of Morwyn. The society is also one of the most rigid and structured in the world, with almost every aspect of the citizens lives dictated in much the same way as a well-run army. The king of this formidable country is Abaddonis the Mighty who rules from the fortress-like city of Thanacus. The culture is reminiscent of ancient Greece and Rome. Turgos The neighbor of Carthis and no less formidable in battle, the kingdom of Turgos is a strange contrast to the rigid lifestyle of its longtime enemy. Turgos is a storm-torn country whose inhabitants live a loosely structured tribal life, all differing in traditions and customs. The kingdom as a whole is united by three factors; the Primalists of Morwyn revering her as the Goddess of Storms, the ongoing war with Carthis, and their current ruler Luthaar of the Moors. King Luthaar is a legend in his own time, rumored to be the largest and most intimidating human warrior that anyone knows of, or has ever known. The culture is reminiscent of Pictish Culture and early Germanic societies as well as Goth and Visigoth cultures. Noctis One of the most mysterious of civilized kingdoms, Noctis is peopled mostly by the 36

Living Dead races of the world, though many other races make Noctis their home as well for one reason or another. Ruled by the revenant Prince Julian Montoya, Noctis is a society which carves out an educated and cultured existence within a foreboding landscape that reputedly carries an ancient curse. The capital city is known as Nighthaven. One of the few active volcanoes on Kalaron resides within the borders of Noctis. The culture is reminiscent of the Victorian and Colonial eras, notably with a European Spanish and Italian flare. The Horde Lands As the name implies, this large swath of land is home to an untold number of Horde people. There is no way of defining exactly who the leader of the Horde Lands is, for within the vast lands that make up this kingdom are thousands of marauder tribes, each led by their own war chief. The most familiar area within the Horde Lands to the outside world is the commerce city of Garholme, reputedly run by giant kin. This city is considered neutral territory, where the tribes of the Horde Lands come to trade under an enforced peace. Garholme is also the main source of slave trading on the continent of Kalaron. The countryside is quite diverse with wildlife and savannahs, though the constantly warring tribes mar the otherwise picturesque kingdom. Most of the Horde Lands are reminiscent of African tribal culture. Dark Gallows The middle islands of the Maelvassar Nachtdraches is the home to the chaotic society of pirates and cutthroats, and is known by the intimidating name of Dark Gallows. The ruler of these islands is a man just as intimidating as the islands themselves, a one Captain Spineshank, who lords over his piratical kingdom from the capital city of Shanks Galley. All manner of shady dealings can be found within the Dark Gallows, and it is a brave or stupid adventurer who visits the kingdom alone. Ahmeque Truly the most sinister and frightening of all the kingdoms of the known world, the islands of Ahmeque in the southern Maelvassar Nachtdraches are rumored to be home to savage cannibal tribes of various races. 37

Not much is known about this dark land, and even viewing it from the sea is a terrible sight. Ship-crippling reefs line the islands, and a dark cloud seems to hover over the islands on a permanent basis. What little is known makes this kingdom reminiscent of ancient Aztec, Mayan, and Incan cultures. The Gypsies Considering their kingdom the entire world, the Gypsies of Rowanon consider themselves the chosen of Oksani. Welcome in most kingdoms, their strange customs usually respected wherever they decide to camp. These joyful traders are said to bring good luck wherever they go. They have a knack for being able to acquire anything for trade. The Gypsies travel in assumed family-oriented groups that are known as Carnivals, and can include any number of different races. These Carnivals are countries unto themselves, each with their own set of peculiar and ever-changing laws. A Gypsy is easily recognized by their brightly colored clothing, and the jingling sound of their many adornments, coins, and bells which they wear as decoration. The Vasilican Dominion What diversity of kingdoms, or even cultures, that existed before the Vasilican Dominion spread across the entire eastern continent is unknown and perhaps never will be known. The Dominion is all-encompassing and its culture alone is the one associated with the continent of Vasilica. The Dominion is a theocracy ruled with a tyrannical fist by the Domina Selene Evainne, in the name of the god Nesul. The capital city is known as Nesius. What is known of the culture is that there is enforced worship of Nesul, oppression of thought and knowledge, a perceived collective mind to conquer the entire world, and an aesthetic for stark yet beautiful crafts. Vasilica is thought to be technologically, fashionably, and socially behind the rest of the world. Now that we have discussed everything you could potentially need to know when coming up with your character concept, we move on to the general rules of the game.

Chapter 3: General Rules and Concepts

Holy Symbol of Nesul

38

This chapter goes over the general rules of the game. With a character concept in mind, it is important to understand the fundamental game rules and principles so that you can build your character effectively. States of Gameplay States of Gameplay are basic but very important rules to understand about the nature of the game. There are two main states of gameplay, each with additional states of gameplay that fall under the main state. One state is called Out of Game or OOG for short. Someone who is OOG is required to wear a white headband in order to denote that they are OOG. The other main state of game play is called In Game or IG for short. Someone who is IG is not required to wear a headband of any kind unless they are in a special IG state of gameplay. One special state of IG gameplay is known as Invisibility. Someone who is in an invisible state of IG gameplay is required to wear an orange headband. Another type of IG gameplay is known as Elsewhere. Characters who are IG but are elsewhere must be wearing a green headband. People who are OOG are generally not allowed to interact with anyone who is IG and vice versa. Some exceptions do exist, though, such as an OOG marshal interacting with IG players to describe a scene or an IG player speaking with an OOG marshal to clarify something regarding rules or what the IG character perceives. IG characters may not interact with invisible IG characters unless they have an IG means to interact with an invisible IG character. IG characters who are elsewhere can only interact with other IG characters who are elsewhere. Aside from people, items also are always classified in the same ways. OOG items must be marked as such with a white sheet, tie, or sign and placed neatly in an area that is clearly marked as OOG. IG items do not require any markings. Invisible IG items must be marked with an orange glow stick or orange tie. Again, 39

generally speaking, OOG people cannot interact with IG items and IG characters cannot interact with OOG items. The same rules for IG characters interacting with IG invisible characters apply to IG characters interacting with invisible IG items. Sleeping does not change a persons state of gameplay. ALL sleeping attendees are considered IG, either as a character they play or as an NPC (Non Player-Character). In order to sleep IG as an NPC, a player must first get approval from a qualified marshal. If for medical or other reasons you wish to sleep OOG, you must first get permission from a qualified marshal. Appropriate headbands must still be worn while sleeping. Certain pre-determined areas at the game will be designated as OOG areas. Everyone and everything in these areas are considered permanently OOG regardless of headbands worn. These areas exist for various reasons, from allowing a designated area to exist for smoking players to the NPC cabin where NPCs can congregate and prepare for modules to quarantined areas for OOG safety issues. Unless specifically told to or allowed by a qualified marshal, a person who transitions from an IG to OOG or vice versa may only do so if, in-so-doing, the atmosphere of the game and game ambience is not disturbed. Breaking game ambience is a broad interpretation and is subject to the opinion of a qualified marshal, but may result in rules violations. Things to avoid would include (but not be limited to) quickly transitioning from IG to OOG to prevent your IG character from being attacked or quickly transitioning from OOG to IG to assist a fellow IG character with warding off an attacker. Finally, HOLDS and CLARIFIES are considered a type of OOG state of gameplay. HOLD is a term usable by anyone who wants to call a temporary suspension of all IG gameplay immediately. HOLD must be shouted loudly by whoever wishes to call the HOLD and may be done so for important IG or OOG of reasons.

Valid reasons for calling a HOLD include (but are not limited to) OOG injuries or important marshal announcements. CLARIFY is another type of OOG state of gameplay. CLARIFY is a term usable by anyone who wants to call a temporary suspension of very localized IG gameplay in order to clarify something on an OOG level. CLARIFY must be spoken clearly by whoever wishes to call the CLARIFY and may be done so for the purposes of obtaining an OOG understanding for an IG situation. Valid reasons for calling a CLARIFY include (but are not limited to) inquiring about the effects of a particular spell or skill or inquiring about what your IG character is perceiving. Power Pools In the game, almost everything that a character can do is based off of their power pools. Not unlike video games, a power pool is a collection of power points that is necessary to perform certain skills, including the casting of spells. There are four types of power pools in the game: Vaean Pool, Spirit Pool, Arcanum Pool, and Talent Pool. Each Power Pool must be tracked by a player. Power Pools are tracked by Counters. Counters can keep track of 0 to 99 points of any given pool and are color-coded to the corresponding pool they keep track of. Red ones are Vaean Counters, yellow ones are Spirit Counters, blue ones are Arcanum Counters, and green ones are Talent Counters. It is each players responsibility to keep accurate track of their counters. Counters are required for each player and can be homemade or purchased at the game. Vaean Pool A characters Vaean Pool is their pool of hit points. How much Vaea a person has determines how much damage they can take before they die. If a persons Vaea is damaged, there are IG perceivable orbs of red energy that form and dissipate off of a person. Spirit Pool A characters Spirit Pool is their pool of physical energy. How much Spirit a person has determines how often they can exert themselves beyond their normal limits to perform an otherwise impossible feat. It is the 40

power a person must expend in order to use a Spirit Skill. When a person expends Spirit, there are IG perceivable orbs of yellow energy that form and dissipate off of a person. Arcanum Pool A characters Arcanum Pool is their pool of magical or divine energy. How much Arcanum a person has determines how many magical or divine spells they can cast. It is the power a person must expend in order to cast a spell or use a magical ability. When a person expends Arcanum, there are IG perceivable orbs of blue energy that form and dissipate off of a person. Talent Pool A characters Talent Pool is their pool of creative energy. How much Talent a person has determines how often that character may use Profession skills or how many items a person can craft. It is the power a person must expend in order to use a Talent Skill. When a person expends Talent, there are IG perceivable orbs of green energy that form and dissipate off of a person. Concept of Power Efficiencies and Deficiencies Efficiencies and Deficiencies, as it pertains to any of the power pools, refer to a decreased or increased cost, respectively, to perform an action. For example, if a character has an Arcanum Efficiency of 1, it means that it costs 1 less Arcanum to cast all spells for that character. Likewise, a Deficiency of 1 would mean that it costs 1 additional Arcanum to cast all spells. Unless otherwise specified, Efficiencies will only reduce power costs to a minimum of 1. Characters cannot benefit from more than 2 efficiencies at any given time. Characters will always benefit from their two best efficiencies. Efficiencies are always applied first before deficiencies are applied. Concept of Pre-Requisites Pre-Requisites are a list of requirements which are needed in order for a character to learn and use a skill, use or wear an item, or perform some other IG action. Pre-Requisites can range from race to archetype and class to level to the

possession of a particular skill. Many skills in the game require pre-requisites in order to be learned or used. Implied Prerequisites Some skills imply the prerequisite of another skill without actually listing that skill as a prerequisite. For example, the Repair Weapon Rank 4 Talent on the Smith list implies the prerequisite of Repair Weapon Rank 3, which, in turn, implies the prerequisite of Repair Weapon Rank 2, and so on. Implied prerequisites are considered to be rational leaps of logic when it comes to what prerequisites would logically be in place for a particular skill. This rule exists for the sole purpose of potential oversights with prerequisites and minimialization of overclarification. However, actual prerequisites will be continuously updated to be as specific as possible as rules continue to be changed, updated, and clarified. Concept of Feats Feats are skills that have various IG effects and require an expenditure of Spirit to perform. Feats represent the ability for a character to perform great physical tasks. There are three types of Feats: Offensive, Defensive, and Tactical. All Offensive Feats may only be used 2 times per minute. This is known as the Default Offensive Cool-Down Period. Skills, spells, and items exist IG which can affect the Default Offensive Cool-Down Period. All Defensive Feats may only be used 1 time per minute. This is known as the Default Defensive Cool-Down Period. Skills, spells, and items exist IG which can affect the Default Defensive CoolDown Period. Tactical Feats do not have a Default Cool-Down Period. Sphere of Magic Abjuration

Concept of Spells and Spell-like Abilities Spells and Spell-like Abilities encompass a diverse variety of effects, pre-requisites, and caveats. Spells themselves are IG skills that are exclusively found and / or purchased IG. Spelllike Abilities are skills that are inherent in a character, based on a characters Archetype, Class, or Race and are learned IG with EXP. Archetypes and classes that have the ability to cast spells do not learn spells separately. Instead, blanket spell skills, such as Rank 1 Spells are learned. Once a character has such a blanket skill, they can find and / or purchase applicable Rank 1 Spells IG. Through the use of a storage medium such as a Focus, Holy Symbol, or Fetish, these spells can be permanently stored and a character can cast these spells using their own Arcanum Pool so long as they possess the Focus, Holy Symbol, and / or Fetish in which the spell was stored. In total, there are five ranks of spells that exist with hundreds or even thousands of potential spells that can be found and / or purchased, including hidden or lost lore spells. In order for a character to permanently learn a spell they find or purchase, they must first find a Spell Scroll. Spell Scrolls are scrolls of power that are created by the Scholar Profession. Spell Scrolls will always have prerequisites listed on the scroll itself so anyone who obtains the scroll will know when or even if they could ever learn the spell that they found. Once a Spell Scroll is used to permanently learn a spell, the scroll is completely consumed. Aside from finding a Spell Scroll, the character must have the ability to cast the type of spell it is. Spell Types, also called Spheres of Magic, are classifications used to define every Spell or Spell-like Ability in the game. The known Spheres of Magic are as follows:

Description This sphere of magic deals with the removal of various effects, from pain and damage to magic and blessings. This sphere is often referred to as the sphere 41

Channeling

Conjuration

Divination

Evocation

Illusion

Necromancy

Time

of healing, but it is much more than that. Spells within this sphere have effects such as healing vaea, dispelling magic, negating an attack or spell, removing a blessing, extinguishing a light, or curing poison and disease. This sphere of magic utilizes the art of channeling energy into a certain medium to create various effects. Spells within this sphere can be delivered via items, performances, runes, or even people. Channeling is also used in baptisms, channeling the power of the chosen deity directly into the new worshipper. This sphere of magic allows the caster to summon items, creatures, or energy in a physical form from seemingly nothing. Spells within this sphere have effects such as summoning weapons or armor; summoning devil, unliving, or construct drudges; creating bands of holding; or summoning arcane arrows or fireballs. This sphere of magic allows the caster to see what cannot be seen by the naked eye, revealing various auras and information. Spells within this sphere have effects such as revealing alignment, magic, disease, poison, or the truth; clearing vision; and finding someone or something that is lost. This sphere of magic utilizes raw power to create various devastating effects or empower an individual. Spells within this sphere can knock an enemy back, grant strength, deal damage, protect from damage, or even turn water into wine. This sphere of magic deals primarily with affecting the mind of the target, using illusions and alterations of thought and memory. Spells within this sphere have effects such as forcing someone to attack or not attack, making someone forget, hiding alignment or the truth, or giving the caster complete control of the targets mind. This sphere of magic deals with death and the unliving, as well as granting life to those that are nearing death. Spells within this sphere have effects such as summoning a skeleton, healing or empowering an unliving drudge, harming an unliving enemy, brining a dead individual back to life, healing an individual when they fall unconscious, draining life, or completely killing someone. This sphere of magic can affect time by speeding it up, slowing it down, or freezing it entirely. Spells within this sphere have effects such as delaying attacks, redoing an action, or completely removing an individual from the course of time. to channel his or her spells through a medium; it is also used for all Baptisms. The Sphere of Illusion is entirely comprised of mind-affecting spells. The Sphere of Conjuration may have spells that summon items from nothing, such as shields or swords. The Sphere of Conjuration may also have spells that summon entities, such as Devils or Constructs. The Sphere of Necromancy may have spells that allow a target to drain life-force from something, to raise someone from the dead, or to unlife someone. The Sphere of Abjuration may have spells to reverse the effects of something. Often times a 42

Each Sphere of Magic encompasses a multitude of spells. The Sphere of Divination may have spells that allow the caster to speak with or see something that he or she would not normally be able to speak with or see. The Sphere of Divination may also have spells that show a person where something or someone is. The Sphere of Time may have spells that affect a persons speed. The Sphere of Evocation may have spells that call forth raw energy in order to do something, anywhere from creating a fireball to bands of holding. The Sphere of Channeling, as its name implies, is what allows a Channeler

commoner may incorrectly refer to the Sphere of Abjuration as the Sphere of Healing. All spellcasting classes have access to a limited number of Spheres. Concept of Prayers and Rituals Prayers and Rituals are specific skills available to certain casting Archetypes and / or Classes. They are spell-like abilities that can grant an unknown number of IG effects. Prayers and Rituals must always be overseen by a qualified plot marshal and the effect of a prayer or ritual is dependent upon several things, such as how long a character role-plays their prayer or ritual for, how much Arcanum, Spirit, and / or Vaea a character uses to fuel the prayer or ritual, and what the character intends the result to be. Concept of Effects There are various types of Effects IG. An Effect is anything that is affecting a character at any time for any reason, be it a spell, skill, or magic item. Permanent Permanent Effects are effects that last forever and are always present unless temporarily subsided. Permanent Effects can include skills such as Strength, Basic Weapon Use, Literacy, and much more. Any skill in the game that simply forever grants an IG effect indefinitely for no cost of Spirit, Arcanum, or Vaea is considered a Permanent Effect. Sustained Sustained Effects are effects that last indefinitely, but have an upkeep cost. This type of an effect may include skills or spells that continue indefinitely so long as a permanent expenditure of Spirit, Arcanum, and / or Vaea is paid or a continuous nonpermanent cost is paid at fixed intervals. A Sustained Effect will end once its Upkeep is no longer maintained. An example of a Sustained Effect would be a Champions Auras. Ongoing Ongoing Effects are effects that last indefinitely. Unlike Permanent Effects, an Ongoing Effect is an effect that has an Initiation Cost. Similar in concept to an Upkeep Cost, an 43

Initiation Cost is a one-time expenditure of Spirit, Arcanum, and / or Vaea to initiate the Ongoing Effect. Unlike Upkeep Costs, an Initiation Cost is only paid once. An example of an Ongoing Effect would be a Disease that had an initial casting cost but otherwise permanently and immediately affects a target until cured. Effects from certain Feats, such as Crush Limb, as well as damage received from a weapon strike also count as Ongoing Effects because the effect of each is Ongoing until otherwise healed. Temporary Temporary Effects are effects that last for a duration. Similar to Ongoing Effects, these effects usually have an initiation cost, but the effect will only last for a finite period of time. Effects such as Stun or a Sleep spell would qualify as Temporary Effects. Invoked Invoked Effects are effects that require a trigger. The most common type of Invoked Effects is a latent spell effect that a person may choose to activate at will. Other Invoked Effects do exist, however, and triggers are not always willful. Automatic activation based on a spell or skill striking someone is a valid and abundant type of effect which falls under Invoked Effects as a whole. Combat One of the most intrinsic and important rules to discuss are our combat rules. Combat is a large part of our game and having a full understanding of our combat rules is essential to playing the game. Boffer and Latex Physreps At our game, all combat, be it ranged or melee, requires an approved physical representation or physrep for short. We do not fight with real weapons or shields. All approved combat tools are either boffer or latex. Boffer weapons are constructed with duct tape, PVC pipe, pipe foam, and open cell foam. Latex weapons are constructed with a fiberglass core, liquid latex, foam, molds, and latex paint. Boffer shields are made from wood, closed cell

foam, duct tape, paint, leather straps, and handles. Latex shields are made in the same way latex weapons are made. All weapons and shields at the game must be approved by a qualified combat marshal in order to be used. All boffer weapons must be constructed with 1/2-inch PVC pipe or 3/4-inch PVC pipe, properly fitted, 5/8-inch thick PVC pipe foam, duct tape, and open cell foam, 2inch thrusting tips. Latex weapons will be approved on a case-by-case basis, but we will have a list of pre-approved latex weapon lines from various vendors. All boffer shields must be made with 5/8-inch pipe foam and duct tape to cover all exposed edges of the shield. Latex shields are governed under the same rules as latex weapons. We do allow other types of physreps as well, including Calamicil and boffers made from kite pole or graphite. These weapons are also approved on a case-by-case basis. There are size categories in our game as well which determine what type of weapon a character is using. Please keep them in mind if you decide to construct your own boffer weapon. Small Weapon 16 inches total to 24 inches total. One Handed Weapon 24 inches total to 44 inches total. Bastard Weapon 44 inches total to 48 inches total. Great Weapon 48 inches total to 92 inches total. Staff 60 inches total to 78 inches total. Shield 39 inches maximum along one edge or 39 inches maximum diameter. Thrown Weapon Physreps Thrown Weapons are allowed at the game. Unlike a typical boffer or latex weapon, a thrown weapon cannot contain a core. However, aside from having a core, thrown weapons are constructed in the exact same way a normal boffer or latex weapon would be constructed. Thrown weapons range in size, 44

though there are not as many categories as melee weapons. Small Thrown Weapon 4 inches total to 16 inches total. Medium Thrown Weapon 16 inches to 32 inches total. Large Thrown Weapon 32 inches total to 48 inches total. Gigantic Thrown Weapon 48 inches total to 78 inches total. Bow and Arrow Physreps Bows and Arrows are allowed at the game; however, just like melee and thrown weapons, there are rules to govern them. All bows at the game can have no more than a 30-inch draw with a 30-pound pull. No arrows may have any sharp end. All arrow tips must have the metal tips removed and must be reconstructed using a rubber stopper, open cell foam, and duct tape. Latex arrows are allowed. Glow sticks are optional additions for all arrows in order to allow the OOG retrieval of arrows during the night and to avoid inadvertently stepping on them for safety reasons. Crossbows are also allowed, provided that the crossbows do not have more than a 30 pound pull and the crossbow bolts are constructed in a similarly safe way. As with all weapons, bows and arrows must be approved by a qualified combat marshal. Firearm Physreps There are IG firearms in the game world. These firearms must have an appropriate physrep. Certain Nerf guns will be acceptable physreps for firearms. A list of acceptable Nerf guns is maintained by the staff of the game. Please speak with a staff member to inquire further about firearm physreps. Melee Combat Melee Combat is a very common aspect to the game. In order to participate in any melee combat, you are required to have an approved boffer or latex weapon and / or shield. There

are basic rules which govern how melee combat works. Frequency You may only swing once per second per weapon. Weapon Arc You must swing your weapon between a 45 degree and 90 degree arc. Annunciation You must clearly annunciate all skills, effects, and damage that you are swinging for. Safety You must always make an effort to fight as safely as possible. Combat Safety will be discussed more in depth in a later section. Ranged Combat Ranged Combat, while not necessarily as abundant as Melee Combat, is still an important part of the game. Rate of Fire You may only knock one arrow or bolt at a time. Should you physically be capable of reloading and firing an arrow or bullet in less than one second, that is against the rules. Only one arrow or bullet per second may be fired. Minimum Distance You may not fire an arrow or firearm at anyone who is within 10 feet of you. Trajectory You may never arc your arrows or bullets to bear down on a target or group. Annunciation You must clearly annunciate all skills, effects, and damage that you are shooting for. Safety You must always make an effort to fight as safely as possible. Combat Safety will be discussed more in depth in a later section. Concept of Damage All weapons in the game can potentially be used to call damage. There are various skills in the game that dictate how much potential damage can be called with a particular type of weapon. Unless otherwise specified, the amount of damage that can be dealt is dependent upon the weapon, the material that the weapon is made from, and any special properties that the weapon may have from permanent magic or from skills used by the Smith when the weapon

was crafted. By default, common weapons will strike for the following damage amounts: Small Weapon 5 damage One Handed Weapon 5 damage Bastard Weapon 5 damage / 10 damage Great Weapon 10 damage Staff 5 damage Small Thrown 5 damage Medium Thrown 5 damage Large Thrown 10 damage Gigantic Thrown 10 damage Bow and Arrow 5 damage Crossbow and Bolt 10 damage Firearms Varies The type of damage that a weapon deals is dependent upon what the weapon is made from IG and if any spells are affecting the weapon. By default, all mundane weapons strike for normal damage, which is called by simply saying damage after the numerical value of what a person strikes for. Point Blank If a character is using a ranged weapon or firearm, that character may not fire upon a target that is within 10 feet of him or her. Instead, that character may call "Point Blank" and then state the numerical value of his or her damage and the damage type. After calling the damage, that character must drop an arrow or bullet physrep to the ground to represent the use of the ammunition. "Point Blank" may not be called offensively by purposely walking to within 10 feet of a target; it may only be used if a target approaches within 10 feet of the character wielding the ranged weapon or firearm. Damage Types There are various damage types in the game. Each damage type exists because there are various entities and magics that exist in the world which may be immune or resistant to certain damage types. There also may be entities that are particularly weak against certain damage types. The following chart 45

outlines the various damage types: Damage Type Normal Silver Description This is the most universal damage type. It has no special properties. Call this damage type by saying Damage after the numerical value of your strike. This damage type is called when a specific spell or silvered weapon strikes a target. It is typically harmful against certain types of supernatural creatures and will cause double damage to those types of creatures. Call this damage type by saying Silver after the numerical value of your strike. This damage type is called when a specific spell or mithril weapon strikes a target. It is typically harmful against certain types of supernatural creatures and will cause double damage to those types of creatures. Call this damage type by saying Mithril after the numerical value of your strike. Vile damage is a damage type that only powerful Unliving and Revenants can strike for. Vile damage will always affect a mortal target for twice the normal amount. Mortal damage is a damage type that only followers of Morcant can call upon. Mortal damage will always affect an unliving target for twice the normal amount. Light damage is a damage type that does double damage against Evil-aligned targets. Call this damage type by saying Light after the numerical value of your strike. Dark damage is a damage type that does double damage against Good-aligned targets. Call this damage type by saying Dark after the numerical value of your strike. Magic damage is the universal damage type that most spells in the game deal. Most spells that enhance or change a weapons damage type will change it to Magic Damage. Call this damage type by saying Magic after the numerical value of your strike. Fire damage is a type of elemental damage. It does double damage to ice-based entities. Call this damage type by saying Fire after the numerical value of your strike. Ice damage is a type of elemental damage. It does double damage to fire-based entities. Call this damage type by saying Ice after the numerical value of your strike. Lightning damage is a type of elemental damage. It does double damage to earth-based entities. Call this damage type by saying Lightning after the numerical value of your strike. Earth damage is a type of elemental damage. It does double damage to lightning-based entities. Call this damage type by saying Earth after the numerical value of your strike. Acid damage is a damage type for certain alchemical concoctions and magic spells. Acid Damage cannot be mitigated. Call this damage type by saying Acid after the numerical value of your strike. Nature damage is a damage type for poisons and diseases. Usually, this damage cannot be mitigated. Call this damage type by saying Nature after the numerical value of your strike. Void damage is a damage type that cannot be mitigated and ignores all Armor and Thresholds, always affecting a targets Vaea pool directly. Call this damage type by saying Void after the numerical value of your strike. Spirit damage is a damage type that affects a targets Spirit pool directly instead of damaging Armor or Vaea. Call this damage type by saying Spirit after the numerical value of your strike. Arcane damage is a damage type that affects a targets Arcanum pool directly instead of damaging Armor or Vaea. Call this damage type by saying Arcane after the numerical value of your strike. Divine damage is a damage type that only divine entities are capable of calling. This 46

Mithril

Vile Mortal Light Dark Magic

Fire Ice Lightning

Earth Acid

Nature

Void

Spirit

Arcane

Divine

damage type has secret properties and cannot be mitigated. Damage Constituents Damage Constituents define what kind of special properties exist, if any, beyond the numerical value and damage type that a weapon strikes for. By default, all damage, regardless of numerical value or type, has no added constituents. However, certain constituents exist which do modify how damage affects a target. Recurring Recurring Damage is a Damage Constituent. If a persons damage is modified with this Damage Constituent, then the damage and damage type that the target was struck for will continuously repeat itself every minute. To call this, you say Recurring after the numerical value of your damage strike, but before you state that type of damage. A Recurring Damage effect will end if the target suffering from the effect is healed to full Vaea. Aggravated Aggravated Damage is a Damage Constituent. If a persons damage is modified with this Damage Constituent, then the damage that the target of the weapon strike receives will be unrecoverable by normal means for the duration of the weekend. Certain abilities or spells may exist to specifically treat Aggravated Damage. Subdual Subdual Damage is a Damage Constituent. If a persons damage is modified with this Damage Constituent, then the damage being dealt is considered non-lethal. It will automatically heal back at a rate of 1 Vaea per minute. Subdual Damage will not affect a target that is wearing Armor with durability left. Subdual Damage may be called by anyone in the game instead of default damage. A target that is struck by Subdual Damage who falls to 0 Vaea will fall to unconsciousness, but the Subdual Damage will heal at the aforementioned rate of one per minute. Normal Damage will overwrite Subdual Damage, so, for example, a character with 10 Vaea who takes 5 normal and 5 Subdual will fall to 0 and will heal one Vaea every minute for 5 47 minutes. However, if that same target that was struck for a total of 10 was instead struck for a total of 20 damage, 6 being Subdual and 14 being normal, then the normal damage overwrites the Subdual, because a target may never drop below 0 Vaea, unless a skill or spell specifies otherwise. Specifics over life, death, and hit points will be covered later in this chapter. Bleeding Wounds Bleeding Wounds are similar to recurring damage. The only differences between Bleeding Wounds and Recurring Damage is that Bleeding Wounds only do 5 points of numerical damage per minute as opposed to whatever the amount of damage the initial strike was for. Additionally, Bleeding Wound effects will be stopped if a target who is suffering from a Bleeding Wound effect is healed full. Bane Damage Bane Damage refers to any specific damage type which causes twice the amount of normal damage and which always affects a given target for full effect. Armor In the game we allow use of Armor. The different pieces of armor that can potentially be worn are: Head, Neck, Torso, Arms, Hands, Belt, Shoulders, Legs, and Feet. Armor has durability and grants the wearer many beneficial effects. Durability Durability is our measure of how durable a set of armor is. It is a measure of how many strikes a person can receive before the armor that is being worn becomes useless. When someone is struck for physical damage, regardless of how much damage they are struck for, that damage is reduced to 0 and then they will lose 1 point of durability each time they are physically struck. Additionally, almost any Offensive Spirit Skill that someone is struck for will instead reduce a persons Durability by 1

point per strike rather than have an effect. Once someones Armor has zero Durability points left, the Armor becomes useless, losing all its abilities. Once this happens, the Armor offers no protection until it can be repaired by a Smith. To call this kind of protection so that an opponent is aware of the defense, the character wearing the armor must annunciate clearly ARMOR. Once a character begins taking full affect from any strike, the character must then annunciate clearly AFFECTED. It is important to note that Armor will not help defend against spells of any kind, unless a skill, Feat, or Spell states otherwise. Also, by default, no one in the game can wear armor, just as no one in the game can use a weapon. A skill needs to be purchased in order to allow someone to wear armor. Aside from the Basic Armor Use skill on the Common List which grants the use of wearing any armor, specific Archetypes and Classes have skills to enhance the benefits of wearing certain types of armor. Without those skills, all armor, regardless of type, will grant the same default Armor Threshold and Durability amount. By default, with the Basic Armor Use skill, wearing any armor will grant and a Durability of 1 for each piece of armor worn, with the exception of the torso piece, which would grant 5 points of Durability. Skills, spells, and alloys exist IG which can enhance or change these default numbers. The following are the various types of armor found IG: Leather Chain / Scale / Brigandine Plate Characters without any Armor or Durability will always take a minimum of 1 point of numerical damage per numerical damage strike from weapons or spells, regardless of any skill or spell, unless specifically otherwise specified. This includes Class or Race skills that grant Thresholds. Armor Slots 48

In order to measure durability and qualify what a piece of armor constitutes, there are Armor slots. Each Armor slot counts as a slot that an armor piece, for the purposes of durability calculation, can be worn. There are 9 total Armor slots: Head, Neck, Torso, Arms, Hands, Belt, Shoulders, Legs, and Feet. More than 50% of a persons OOG corresponding Armor slot must be covered by an approved piece of armor in order for that slot to qualify as being covered by armor, and therefore grant durability for the slot being covered. Armor Mixing Characters may decide to mix armor. When mixing armor, each Armor Slot must still be covered at least 50% by an appropriate physrep. Each piece of armor will grant a separate amount of durability which will be dependent upon the type of armor that is being worn in that particular Armor Slot and any skills that the character has from an Archetype or Class list which affects Durability granted by particular Armor Types. Armor Layering Armor Layering is the act of wearing one type of Armor on top of another. An example of Armor Layering would be a character who wears a Leather Chest Plate on top of a Chainmail Hauberk. To calculate Durability with Armor Layering, you add the amount of Durability each armor piece grants in a given Armor Slot together. Armor Material Some materials that armor can be made from in the game grant special properties. In order for a character to benefit from these special properties, more than 50% of a characters total armor pieces must be made from these materials. When layering armor, each layer of armor must have more than 50% of its respective armor pieces to be comprised of a material in order for a character to receive the benefits of that material.

Other Weapons Rules Threshold Some types of characters may have Threshold. Threshold is always present and is a way for a character to reduce the amount of numerical damage that is dealt to the character. However, no matter how much Threshold a character has, that character will always take a minimum of one damage, unless that character is wearing Armor. Various skills exist in the game which grant Thresholds to a character. Threshold specifically reduces the amount of damage that would normally be sustained by a character by the amount that their total Threshold is for. (I.E. if a character with a total Threshold of +40 is struck for 50 points of damage, that character will effectively take 10 points of damage.) Resilience Some creatures in the game have Resilience. Resilience is similar to Durability, but it is a natural type of armor. It counts just as durability and follows all of the same rules. Since Resilience is natural armor, it usually does not need to be physrepped. Shields Shields, like armor, are a tool for protection. Shields in the game can only be a maximum of 39 inches in total diameter or 39 inches in length along an edge. All physical damage and Feats that strike a shield are considered blocked and will have no effect. The only exception to this is if a Feat specifically has an effect against a shield, such as Sunder. Once a shield is broken from a Feat or from a Spell, the shield must be repaired by a Smith. Until then, the shield cannot be used. If in the event a character has multiple shields, they may use the same physrep for their other IG shield. However, a person must have all items that they carry on their person physrepped at all times. As such, using one physrep for multiple IG items is not something that can be done in the midst of a combat situation. Aside from what has been described earlier in the chapter, there are some additional rules governing weapons IG. By default, no one in the game can use a weapon, just as no one in the game can wear armor. A skill needs to be purchased in order to allow someone to wield a weapon. Aside from the Basic Weapon Use skill on the Common List which grants the use of wielding any weapon for 1 point of damage, specific Archetypes and Classes have skills to grant benefits for perfecting certain Fighting Styles. Additionally, all physical damage and Feats that strike a weapon are considered blocked and will have no effect. The only exception to this is if a Feat specifically has an effect against a weapon, such as Sunder. If a weapon is broken from a Feat or from a Spell, the weapon must be repaired by a Smith. Until then, the weapon cannot be used. If in the event a character has multiple weapons, they may use the same physrep for their other IG weapon, provided that the physrep appropriately represents the other weapon that they have. However, a person must have all items that they carry on their person physrepped at all times. As such, using one physrep for multiple IG items is not something that can be done in the midst of a combat situation. Hardness Every breakable item in the game has a hardness value. The hardness value of an item is determined by the materials it is made from, any magical effects that are affecting the item, and the manner in which the item was crafted. Items that have a hardness level higher than the item being used to try to break it are immune to those break effects. In other words, in order to break an item, the item that a character is using to break with must have a hardness value equal to or greater than the target item that the character is attempting to break. Weapons, shields, and armor all have hardness values. Fighting Styles 49

Certain Archetypes and Classes can learn to fight using certain Fighting Styles. Fighting Styles are predefined ways of fighting which dictate what weapon types are allowed to be used by a given character, whether or not use

of a shield is permitted, and / or how many simultaneous weapons a person may wield. Certain Archetypes and Classes only have access to certain Fighting Styles. The various Fighting Styles and their allowed Archetypes and Classes are as follows:

Fighting Style Deity

Archetypes / Classes Acolytes

Duelist

Warriors; Magi; Scouts; Channelers Warriors; Rangers; Battlemancers Warlocks

Gladiator

Grand Magus

Magus Marksman

Warriors; Magi; Channelers Warriors; Scouts; Bards Warriors; Scouts; Channelers

Mercenary

Pugilist

Warriors; Scouts

Sentry

Warriors

Slayer Soldier

Warriors; Battlemancers Warriors; Battlemancers

Description Allows ability to fight with any single (not all) Fighting Style(s) allowed by the deity that the character is baptized to. All weapons corresponding to the chosen Fighting Style will strike for their inherent base damage while wielded. Allows ability to fight with a single one-handed weapon up to maximum length. All one-handed weapons will strike for their inherent base damage while wielded. Allows ability to fight simultaneously with two one-handed weapons up to maximum length. All one-handed weapons will strike for their inherent base damage while wielded. Allows ability to fight with a staff and one-handed weapon simultaneously. All one-handed weapons and all staves will strike for their inherent base damage while wielded. Allows ability to fight with a staff. All staves will strike for their inherent base damage while wielded. Allows ability to fight with thrown weapons and with bows and arrows. All thrown weapons and bows and arrows will strike for their inherent base damage while wielded. Allows ability to fight with a one-handed weapon up to maximum length and a small weapon simultaneously. All one-handed weapons and small weapons will strike for their inherent base damage while wielded. Allows ability to fight hand-to-hand style. All natural weapons, including fists and claws, will strike for their inherent base damage while wielded. Allows ability to fight with a one-handed weapon up to maximum length and a shield. All one-handed weapons will strike for their inherent base damage while wielded. Allows ability to fight with Great Weapons. All two-handed weapons will strike for their inherent base damage while wielded. Allows ability to fight with a bastard weapon, both one handed and two handed styles. All bastard weapons will strike for their inherent one-handed base damage with one hand and for their inherent twohanded base damage with two hands while wielded. Fighting Styles. Each Deity has different allowed Fighting Styles. The following chart shows each potential baptism and their respective allowed Fighting Styles:

Deity Fighting Style Deity Fighting Style is a specific Fighting Style for faith-based Archetypes and Classes. Certain Deities allow their clergy to fight with certain 50

Baptism Lyrana / Ius Keld / Ariston Aurelius Arcanum Cadence Jehren Morwyn Morcant / Balasar The Beast Lord Lady Forest Oksani Laoch / The Fiend Nesul Lady Vae The Dread Mistress Prentus It is important to note that only Acolytes gain access to Deity Fighting Styles, not baptized worshipers. Baptized worshipers only have access to Fighting Styles that their Archetype and / or Class allow(s) them to have access to. Integrated Fighting Styles Some Fighting Styles inherently integrate the knowledge of other Fighting Styles. This means that if a character possesses the knowledge of Primary Fighting Style Duelist Gladiator Grand Magus Magus Marksman Mercenary Pugilist Sentry Slayer Soldier Claws and Fists

Allowed Fighting Styles Sentry, Gladiator, Soldier. Baptized worshipers of Ius have no additional Fighting Styles available. Slayer, Sentry, Soldier. Baptized worshipers of Ariston also have access to Marksman. Duelist, Magus Magus, Marksman Pugilist; Magus Sentry, Gladiator, Slayer, Soldier, Pugilist, Magus, Marksman Sentry, Slayer, Gladiator, Soldier. Baptized worshipers of Balasar also have access to Marksman. Gladiator, Marksman, Pugilist, Magus Gladiator, Marksman, Pugilist, Magus Mercenary, Marksman Mercenary, Soldier, Marksman. Baptized worshipers of The Fiend also have access to Pugilist. Gladiator, Sentry, Slayer Mercenary, Slayer, Soldier, Pugilist, Magus Gladiator, Pugilist, Slayer Magus, Duelist how to fight with a particular Fighting Style, that character also inherently knows how to fight with that Fighting Styles corresponding Integrated Fighting Styles as well. While this may make some Fighting Styles more mechanically advantageous, it is a realistic approach to the way that real weapon use works. The following chart shows which Fighting Styles integrate which other Fighting Styles:

Integrated Fighting Styles None Mercenary; Duelist Duelist; Magus None None Duelist None Duelist None None Similar to weapons, there are certain characters or monsters which may use claws or fists (in the 51

case of Fighting Style: Pugilist) instead of weapons. Claws and Fists must be properly physrepped just like weapons. Special rules will govern the size requirements for claws and fists and these rules will be outlined under sections relevant to claw use by a particular race or class. However, claws and fists do share some universal commonalities. Claws and fists cannot be disarmed through normal disarming means. A Feat or Spell must specifically state that it disarms or works on a claw or fist in order for it to have an effect. Additionally, if a claw or fist is broken or severed, they can be repaired with any effect that normally fixes a broken or severed limb. Like weapons, if a Feat strikes a claw or fist, that Feat is considered to have no effect unless the Feat inherently affects a claw, fist, or limb. Weapon-casted spells that strike a claw or fist will not affect the target unless otherwise specified. Feats and weapon-casted

Spells can be delivered to a target from a claw or fist rather than from a weapon. Fighting Style Proficiencies There are permanent skills in the game, commonly referred to as proficiencies, which increase how proficient a character is with a particular Fighting Style. When a Fighting Style Proficiency is purchased, the purchasing character must decide on which single chosen Fighting Style that one proficiency will apply to. All proficiencies purchased for any given Fighting Style will also count as proficiencies for Integrated Fighting Styles. Furthermore, there are three different types of proficiencies that can be purchased for any given Fighting Style. These types of proficiencies are Offensive, Defensive, or Tactical. Below is a chart that outlines what each type of proficiency would grant for any particular Fighting Style: Tactical Proficiency Effect +1 Offensive and Defensive Feats per Minute +1 Offensive and Defensive Feats per Minute +1 Offensive and Defensive Feats per Minute +1 Offensive and Defensive Feats per Minute +2 Offensive Feats per Minute +1 Offensive and Defensive Feats per Minute +1 Offensive and Defensive Feats per Minute +2 Defensive Feats per Minute +2 Offensive Feats per Minute +1 Offensive and Defensive Feats per Minute

Fighting Style Duelist Gladiator Grand Magus Magus Marksman Mercenary Pugilist Sentry Slayer Soldier

Offensive Proficiency Effect +5 Numerical Damage +5 Numerical Damage per Hand +5 Numerical Damage per Hand +5 Numerical Damage +5 Numerical Damage +5 Numerical Damage per Hand +5 Numerical Damage per Hand +5 Numerical Damage +10 Numerical Damage +5 Numerical Damage / +10 Numerical Damage

Defensive Proficiency Effect +5 Threshold +5 Threshold +5 Threshold +5 Threshold N/A +5 Threshold +5 Threshold +10 Threshold +5 Threshold +5 Threshold

Once a character obtains 4 proficiencies in a single Fighting Style, that Fighting Style becomes his or her Primary Fighting Style. A character may not have more than 6 proficiencies total in their Primary Fighting Style. A character may not have more than 3 proficiencies total in any Fighting Style that is 52

not that characters Primary Fighting Style. Proficiencies beyond 3 in any given Primary Fighting Style will not apply to any Integrated Fighting Styles of the Primary Style. Finally, a character may not purchase more than 4 proficiencies of a single type, as outlined in the above chart, for any Fighting Style (I.E. even

though 6 total proficiencies can be purchased, no more than 4 of a specific type can be purchased). Item Accessories

physrep held by a character can also be magical. Wearing multiple magical items in a single slot will render both magical items and their effects inert. Strength

There are crafted items in the game which can be considered accessories. Like Armor Slots, there are specific Accessory Slots that accessories can be worn in. There are 7 total accessory slots: Head, Neck, Back, Wrists, Fingers, Belt, and Feet. Accessories can be worn in addition to armor. Typical accessories may include rings, earrings, necklace, cape, sash, bracelet, or shoes. Magic Items There are many magic items in the game world. These items can be temporary or permanent and have various properties unique to each specific item. Whether temporarily enchanted or permanently enchanted whether armor, weapon, or accessory, characters can only have a maximum of 1 magic item per Armor Slot and / or Accessory Slot. Additionally, any single Strength Category Normal

Strength is a term used to describe how strong a person is. Certain Races and Classes benefit from having more strength than normal. This is typically represented by skills which specify that the character has a specific category of strength. When a character has increased strength like this, the character will strike for an additional amount of physical melee damage, dependent upon the strength category. Additionally, the character may announce to another character or marshal whatever their strength category is. This will benefit a character when the character with extra strength wishes to accomplish a feat such as carrying something or lifting something. Different strength categories also allow a character to break out of bind effects. Below is a chart outlining the strength categories of the game:

Description By default, all characters fall into this strength category. No benefit is gained by having normal strength. Barbarian This strength category allows a character to strike for +5 numerical damage with onehanded physical melee weapons or for +10 numerical damage with two-handed physical melee weapons. Additionally, the character may call Barbarian Strength when trying to lift or move something. Lastly, the character may break any Rank 0 or 1 Bind effects by exerting themselves for 5 seconds. Once the binds are broken, the character will be at one strength category lower for a duration of 1 minute due to exhaustion and will lose the benefits of this strength category. Mammoth Strength This strength category allows a character to strike for +5 numerical damage with onehanded physical melee weapons or for +10 numerical damage with two-handed physical melee weapons. Additionally, the character may call Mammoth Strength when trying to lift or move something. Lastly, the character may break any Rank 0, 1, 2, or 3 Bind effects by exerting themselves for 5 seconds. Once the binds are broken, the character will be at one strength category lower for a duration of 1 minute due to exhaustion and will lose the benefits of this strength category. Giant Strength This strength category allows a character to strike for +10 numerical damage with onehanded physical melee weapons or for +20 numerical damage with two-handed physical melee weapons. Additionally, the character may call Giant Strength when trying to lift or move something. Lastly, the character may break any Rank 0, 1, 2, 3, 4, or 5 Bind effects by exerting themselves for 5 seconds. Once the binds are broken, the character 53

Titan Strength

will be at one strength category lower for a duration of 1 minute due to exhaustion and will lose the benefits of this strength category. This strength category allows a character to strike for +10 numerical damage with onehanded physical melee weapons or for +20 numerical damage with two-handed physical melee weapons. Additionally, the character may call Titan Strength when trying to lift or move something. Lastly, the character may break any Rank 0, 1, 2, 3, 4, 5, 6, or 7 Bind effects by exerting themselves for 5 seconds. Once the binds are broken, the character will be at one strength category lower for a duration of 1 minute due to exhaustion and will lose the benefits of this strength category. be defended against by Feats unless the Feat specifies otherwise. Knowledges Knowledges are a type of skill that grant characters a higher level of potential interactive role-play with Marshals and Creative Studio at and between events. If a player with any given knowledge asks a pertinent question while IG with a Plot Marshal present or a Plot Marshal specifically asks if any character has the corresponding knowledge, any character with the corresponding knowledge is eligible for additional plot information. Additionally, if the character wishes to research information surrounding any knowledge he or she has, especially between events, the amount and accuracy of pertinent information will greatly increase. Because of the sheer vastness of the amount of potential knowledges any person could have, we have created a set amount of knowledges. As such, each knowledge that is available may encompass a broad scope of relative topics. The following is a chart of all available knowledges:

Furthermore, characters may work together and combine strengths to effectively equal a single person of a higher strength category. It takes 2 people of one strength category to equal the strength of one character which possesses strength of one category higher (I.E. two normal strength people are as strong as one barbarian strength person while two barbarian strength people are as strong as one mammoth strength person, and so on). Firearms As outlined earlier, there are firearms in the game world. Firearms are a type of Engineered device which are used to fire projectiles at people. Hand guns and shotguns are typical types of firearms in the game world. Firearms cause various different amounts of damage, but firearms do have some universal rules which govern how they all work. Unless otherwise specified, all firearms ignore Armor. Additionally, all firearms cause Bleeding Wounds whenever a character is struck by a firearm projectile. All firearms require bullets. Bullets are crafted by smiths and different types of bullets will have different types of effects. Unless otherwise specified, normal Feats may not be used with a firearm. Also, bullets cannot

Knowledge Anatomy Biology Chemistry Civics

Description This skill allows the character knowledge of Anatomy, including the anatamoies of all mortal races, aberrations, unliving, dreadborn, and fauna. This skill allows the character knowledge of Biology, including flora, fauna, and all naturally occurring life forms. This skill allows the character knowledge of Chemistry, including Alchemy and the chemical makeup of any naturally occurring substance. This skill allows the character knowledge of Civics, including laws, general customs, 54

names of officials, etc. Culture This skill allows the character knowledge of Culture, including cultural history, arts, customs, populations and statistical information, etc. Ecology This skill allows the character knowledge of Ecology, nature, natural habitats, natural ecosystems and the inhabitants thereof, etc. Forensics This skill allows the character knowledge of Forensics, including minor physics, minor biology, psychology, investigation, etc. History This skill allows the character knowledge of History, including ancient history, relative history, minor cultural or religious history, and general history. Materiology *NOTE This is NOT a Real-Life Term* - This skill allows the character knowledge of Materiology, including gems, jewels, metals, precious component materials, etc. Metaphysics This skill allows the character knowledge of Metaphysics, including magic, all things arcane, Arcanum, minor information about Aurelius Arcanum as a deity and his plane, the Magisterium, Channelers, Magi, the various Schools of Magic, etc. Occult This skill allows the character knowledge of the Occult, including mythology, rituals, rites, practicality of dealing with unexplained phenomena and monsters, etc. Physics This skill allows the character knowledge of Physics, including mechanics, mathematics, geometry, algebra, trigonometry, astrophysics, particle physics, and physical sciences. Politics and Nobility This skill allows the character knowledge of Politics and Nobility, including heraldry, famous noble houses, minor history, nations, alliances, etc. Psyche This skill allows the character knowledge of psychology, the mind, sociology, and behavioral science. Technology This skill allows the character knowledge of Technology, including identifying the purpose of a technological device, how to use a technological device, etc. Theology: Deity This skill allows the character to choose any one known deity. That character will have dynamic IG role-play knowledge of the chosen deity, that deitys dogma, church, allies, enemies, rites, symbols, etc. War This skill allows the character knowledge of War, including historical wars and battles, famous battle tactics, Citadels, standing armies, etc. Knowledge Focus A Knowledge Focus is a way to granularly define a specific specialty within a particular knowledge base. Certain skills in the game grant the ability to choose a Knowledge Focus. Because of how diverse the IG world is, a Knowledge Focus is something specific and to define every possible Knowledge Focus would be far too cumbersome. Because of this, any skill which grants a Knowledge Focus is accompanied with the caveat that the player purchasing the skill must speak with a Plot Marshal about what specific Knowledge Focus they would like to choose for that Knowledge. Because a Knowledge Focus is an adjunct of an existing Knowledge skill, here are some examples: A character with Knowledge Biology chooses to purchase Knowledge Focus: 55 Aberrations so that the character can have a greater in-depth understanding of the biology of Aberrations. Knowledge Anatomy can include Knowledge Focus Orc for example. Its up to the player to decide what kind of focus they would like to choose and then they must have this approved by a Creative Studio Marshal. Spell-Casting Earlier, we went over Spells and Spell-like Abilities. However, Spell-casting is the marriage between Spells, Spell-like abilities, and Combat scenarios. Spell-casting is the act of speaking an appropriate Spell Verbal, throwing a Spell Packet at a target, and, if the packet strikes the target, notifying the target of the effect of the spell that he or she was struck with. A Spell-

Caster has 5 seconds to throw a Spell Packet after speaking the appropriate Spell Verbal before the spell dissipates. Arcanum is still expended for Spells that dissipate. If a target is struck by a Spell Packet, that target will take the effect of the Spell. Spells will travel through one medium to strike a target, meaning a spell that strikes a weapon physrep or a shield or armor or clothing will still affect a target. Spell Verbals Spell Verbals are specific phrases that must be spoken by a Spell Caster before the Spell Caster may throw a Spell Packet at a target in order to cause the effect of the Spell they are trying to Archetype Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte Baptism Lyrana / Ius Keld / Ariston Aurelius Arcanum Cadence Jehren Morwyn Morcant / Balasar Beast Lord Lady Forest Oksani

cast. Spell Verbals vary by Archetype, Class, and Baptism. Below is a chart outlining the Spell Verbals for the various Archetypes and baptized worshipers of a deity. Please note that, unless otherwised specified, the Baptismal Spell verbals can be used by any Archetype for deity-related spells only. Characters must always use the most appropriate Spell Verbals associated with any given spell. For example, this means that a Magi who is baptized to Lyrana must use their Magi Spell Verbals for their Magi Spells and their Lyrana / Ius Spell Verbals for any spells that they may have as a result of being baptized. Spell Verbal With the shining power of the light I With the living power of the forge I With the awesome power of the Arcane I With the tranquil power of the Yensai I With the peaceful power of mercy I By the might of the Blood Maiden I By the might of judgements wrath I By the might of the feral hunt I By the might of the silver forest I The spell verbals for baptized followers, Acolytes, and Priests of Oksani are as variable and chaotic as the goddess herself. They are variable and customizable by the caster. The only stipulation is that the verbal must contain at least eight syllables. Oksani verbals may include any article, pronoun, conjunction, and/or preposition. Oksani verbals may also include any of the following words; Chance, Chaos, Luck, Lucky, Hand, Mischief, Guide, Joy, Party, Pleasure, Happy, Fool, Fooled, Play, and Joke, or other similarly appropriate words at the casters discretion. I call forth the darkness of shadows to I call forth the blessings of the One True God to We call forth the power of Unlife to N/A (Players interested in learning about the Dread Mistress baptisms, Acolytes, and Classes must do so IG.) I call forth the projet of perfection to "Ex Terra Vox Astrum" "Ex Terra Vox Astrum"

Any / Acolyte Any / Acolyte Any / Acolyte Any / Acolyte

Laoch / The Fiend Nesul Lady Vae The Dread Mistress

Any / Acolyte Channelers Magi

Prentus N/A N/A

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Spell Packets Spell Packets are physreps for the magical bits of energy that are thrown by a Spell Caster when they cast a spell. Spell Packets are small squares of cloth, tied closed, and filled with bird seed. Spell Packets can also be sewn closed. Mediums Mediums are physical boundaries between a spell and a target. By default, spells may travel through one medium to successfully strike a target. Air or any kind of gas is not considered a medium for the purposes of spell delivery. Armor and clothing are also not considered mediums for the purposes of spell delivery. Shields and weapons are considered mediums. Therefore, if a character casts a spell and throws a spell packet at a target, the spell packet may travel through one medium in order to affect the target. Ergo, if a spell packet strikes a targets shield, weapon, or armor, the target is still affected by the spell. Weapon-Casting Weapon-Casting is a unique ability which is available to only certain Races, Archetypes, and / or Classes. Weapon-Casting is the act of being able to cast a spell through a weapon rather than using a Spell Packet. Unless otherwise specified, a character who weapon-casts will have a Spell Verbal and must clearly annunciate the Spell Verbal and the Spell name. Once this is done, the caster infuses that Spell into the weapon. This qualifies as the spell travelling through one medium and, as such, will not affect a target if the character delivering the spell strikes that target in a shield or weapon. The casting character has 60 seconds to deliver the weapon-casted spell by striking a target and clearly calling the name of the Spell. If the target blocks or dodges the attempts to strike them with the weapon-casted Spell either from actually blocking or dodging or by using a Feat, the weapon-casted Spell will have no effect on them. However, the weapon is still considered infused with the Spell energy and the character who initially casted the Spell may continue to 57

try to strike a target with that Spell for the remainder of the 60-second duration. At the end of the 60 seconds, the Spell energy fades from the weapon. Arcanum is still spent regardless of whether or not a weapon-casted spell affected a target. If a target is struck by the weapon-casted Spell, then the weaponcasted Spell is considered delivered and the target must take the Spell Effect. A character that uses some sort of an Invoked Spell Defense such as a Negation in order to nullify the effect of a Spell that strikes them will stop a weaponcasted Spell. Weapon-casted spells that are stopped in such a way are considered successfully delivered and the character that weapon-casted the Spell may not continue to attempt delivery of that Spell unless the character recasts the Spell by re-speaking the Spell Verbal and re-spending the Arcanum it cost to cast the Spell to begin with. Spell Interruption When casting a Spell by default, the caster must remain uninterrupted. Therefore, any numerical damage, Offensive Feat, or spell with a negative status effect which affects a caster while he or she is in the process of speaking a Spell Verbal will be considered to have been interrupted. If a Spell Caster is interrupted, the spell verbal must be respoken, essentially forcing the spell to be entirely recast. Interrupted spells have no effect and do not count as being cast. Spells which are interrupted do not expend Arcanum. Spell Concentration Some spells in the game, especially Sustained spells, require the caster to remain Concentrated. Concentration means that the caster must stay within 20 feet of the target, maintain visual observation of their target, and must have their hand pointed at their target so long as the caster wishes to remain concentrated. Casters may willingly end concentration at any time of their choosing. By default, a caster that is struck for physical damage, an Offensive Feat, or a spell that grants a detrimental status effect will interrupt

a concentrated effect, causing it to end immediately. Latent Spell Effects A latent spell is a spell that is cast on a target which must be invoked to have an effect, but has not yet been invoked. By default, all latent spells will last for 5 hours or until invoked. Once a latent spell is invoked, its duration or effect will vary depending upon the invoked effect. Metabolizing Effects Some effects in the game recurr at fixed intervals, such as with sustained Spells or with Bleeding Wounds. As such, when a character is struck by any effect which recurs at an interval and then moments later is struck with a different effect that also recurs at the same fixed interval of time (I.E. every minute), rather than start a new, separate count for each individual effect, the character will metabolize all like-interval effects at same time. All effects with like-intervals will be metabolized by the character at the first possible interval in which an effect that the character is already affected by would have already recurred. This effectively would make all effects of a given fixed interval affect a character simultaneously at each fixed interval of passing time rather than calculated separately. Drudges A Drudge is a summoned entity that serves its caster. There are spells in the game which allow a character to summon a Drudge to do their bidding. Different types of Drudges exist and each has different skills and power pool totals. By default, unless otherwise specified, summoning a Drudge counts as a ritual and must be roleplayed by the caster as such. A Creative Studio Marshal must be present during the summoning process and determines whether or not the summoning actually works. It takes 5 minutes per rank to summon a 58

Drudge. The Drudge must be roleplayed by a willing person. The caster may ask an appropriate Marshal prior to the summoning whether or not an NPC can be borrowed for use. Drudges are considered to be spontaneously generated and will last for 30 minutes by default. When summoned, the caster must provide appropriate physreps for the Drudge to use in order to look like the way the Drudge is supposed to look and to be able to utilize the mechanical skills that the Drudge has. Drudges must stay within 10 feet of the caster at all times, lest the summoning be dispelled. If the caster reaches the second stage of the death count, the Drudge will be dispelled. If the caster is unconscious or in the first stage of the death count, the Drudge will remain and will continue executing the last orders that it was given by the caster. If no orders were specifically given, the Drudge will protect the body of the caster until it is dispelled. Unless otherwise specified, a caster may not have more than one Drudge under his or her control at a time. Feats in Combat When a character wishes to use a Feat, they must clearly annunciate the skill they are using. Some Feats require that a target must be struck in a particular area of his or her body in order to have an effect. Some Feats do not require any action other than simply calling the Feat to indicate its use. These specifics will be outlined in the description of each specific Feat in the game. Like Spell-Casting, Feats that are called but miss a target or Feats which have their effects stopped still require the expenditure of Spirit. Being Affected By Feats and Spells There is a very basic, but important rule that must be followed by everyone that is affected by any given Spell, Feat, or Spell-like Ability at the time that said skill affects them. That character must clearly announce AFFECTED in order to let those around them know that they were indeed affected by a particular Spell, Feat, or Spell-like ability. This is especially important

when in combat and a character is struck by an opponent, but the opponent does not know whether or not a skill affected their target on an OOG level. There are some instances that AFFECTED does not need to be announced, though, such as with all Mind-Affecting spells and any others which specifically state otherwise. Additionally, some spells have the exact same name as other spells, but are of a different rank (effectively having same spells of varying ranks). Because of this, whenever a spell is cast, the caster must include the rank of the spell at the end of the spell name in order for the target to know, mechanically, how to react to the spell (I.E. Dominate 3, Dominate 5, Detect Truth 2, etc.) Charm and Dominate Effects In the game there are effects which are referred to as Charms or Dominates. These effects are mind effects of equal rank to whatever the spell or skill is. Minimally, these effects mechanically prevent a target from taking aggressive action against the caster or source of the charm or dominate. Additionally, there are implied role-playing aspects to these effects not listed directly in the skill descriptions. Charms imply that a character should role-play as though the caster or source of the effect is a very close friend of theirs. Dominates imply that a character should role-play as a loyal slave in complete and utter servitude to the caster or source. However, dominated characters can never directly commit suicide. Life and Death Another very important aspect to the game is the understanding of the concepts of life and death within the game world. Life in the game world is quantified by a persons Vaean Power Pool. The Vaean Pool is a measurement of how much Vaea, or life energy, a character has. The amount of Vaea possessed by a character determines how much direct numerical damage their body can sustain before they die.

A character, unless otherwise specified by a skill effect or spell effect, may never fall below 0 Vaea points. By default, any numerical damage that would cause a character to fall below 0 Vaea instead reduces that persons Vaea total to 0. When a character has 0 Vaea, they are considered clinically dead. Coup De Gras Coup De Gras is a free skill that everyone in the game can call on an unconscious, sleeping, or otherwise incapacitated target. Coup De Gras automatically reduces the targets Vaea total to 0. Death Count When a person reaches 0 Vaea, they enter into what is known as the First Stage of the Death Count. During this time, the character must fall down as though unconscious and they have a one minute period of time in which they must count. During this minute, any normal healing effect, be it magical or alchemical, will bring the character back to life, healing them for whatever numerical value the particular spell or alchemical effect happened to be. There is no limit to how many times a character can enter into the First Stage of the Death Count and no limit to how many times they can be healed and brought out of the First Stage of the Death Count. If a character surpasses the 1-minute time period for the First Stage of the Death Count, the character enters into what is known as the Second Stage of the Death Count. During the Second Stage of the Death Count, like the First Stage of the Death Count, the character begins a 1-minute countdown. During this time, no standard methods of numerical healing, be they magical or alchemical, will affect a character. It is during the Second Stage of the Death Count that only a Life Effect will bring a character back to life. There is no limit to how many times a character can enter into the Second Stage of the Death Count, but there is a limit to how many times a character can receive a life-effect.

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A character may only receive one life-effect per weekend. If a character surpasses the 1-minute time period for the Second Stage of the Death Count, the player may choose to have the characters soul stay in the body, essentially leaving a lifeless corpse that cannot be healed through magic of any kind or may choose for the characters soul to leave the body. If a player chooses to stay as a corpse, there are possible benefits. There are skills and spells in the game that allow characters to speak with the dead as well as skills or extremely powerful spells which may be able to resurrect a character back to life. If a player chooses to have the characters soul leave the body, the IG body turns to dust, leaving behind only the physical belongings that were on the body at that time. There are exceptions to this, however, such as any soulbound items. Soul-bound items will stay with a soul, not the body. The Vaean Archways

At the point when a characters body turns to dust, they must find a qualified Plot Marshal and inform them that they died. The Plot Marshal will then direct that character towards the Vaean Archways, where they can resurrect. The Plot Marshal will mark off a death on the characters card, indicating that they have passed through the Vaean Archways. The reason for this is because there is a finite number of times that any given character can pass through the Archways before they permanently die and can never resurrect again. There are special caveats, circumstances, and hidden secrets in the game that affect a character when they die or are related to character deaths. Such caveats, circumstances, and secrets are kept by Creative Studio. Any players wishing to uncover the secrets of resurrection, how many times a person can die before permanent death, or other similar questions related to death are encouraged to seek this information IG. Creature Types All monsters and PC playable races fall under a particular creature type. The types, in general, are as follows:

Creature Type Aberrations

Divine Entities Mortals

Nature Beings

Unliving

Description Aberrations are a widespread creature type that consist of horrifically transformed beasts. Types of Aberrations include Flesh Beasts, Hirsutians, Flayers, Slimes, Oozes, Forest Hags, Gremlins, Mudmen, Insectoids, Hydras, Rocs, Gibberlings, Stirges, Rot Swarms, Morphlings, Seekers, Mongrels, and more. All higher servants of a deity and the Deity itself is considered a Divine Entity. These beings are extraordinarily powerful and are few and far between. Mortals are the most commonplace and widespread of all the Creature Types. The known Mortal races consist of 7 subcategories, each with 3 subtypes. These are the Humans, Fae, Elemental Races, The Horde, The Living Dead, Planars, and Beastmen. Human subtypes are Midlander, Muntari, and Sunarian. Elemental Races consist of Dwarves, Hauflins, and Sarpa. The Horde has Orcs, Goblins, and Ophidians. The Living Dead boast Wraiths, Dhampyr, and Revenants. Planars consist of Celestials, Abyssals, and Lycans. Beastmen have Minotaurs, Avians, and Felideans. Nature Beings are beings of natural origin and which live in the various regions of the world. These creatures are generally beasts or vegetation of the wild. Bears, Wolves, Jackalopes, Flowers, Treants, Dew Drops, and more all fall into this category. Unliving are the raised corpses of those once alive. Types of unliving vary, but include Carrions, Zombies, Skeletons, Ghouls, Banshees, Phantoms, Wights, Ghasts, Mummies, Vampyr, Liches, and more. 60

Void Spawns Warp Beasts

Void Spawns are an enigma whose source is not fully known. Void Spawns consist of Dreadborne, Night Terrors, Dopplegangers, and more. Warp Beasts are beings that emerge from the Nexus itself. These creatures are highly magical and chaotic. They consist of Devils, Warp Hounds, Drakes, Wyverns, Wyrms, and more. including OOG item cards, for real currency or on an OOG level in any way. Similar to real money, there are different denominations of IG money as well. This is to allow for a more accurate and realistic economy. Every IG item has a value. IG items can be gems, jewels, rare rocks or metals, crafted items, material components, food and drink, and so on. These items will have a translated value in the appropriate monetary denomination. The following chart shows a list of IG monetary denominations and how each denomination translates to one another:

The Economy In the game, there is an economy. The economy consists of IG and OOG components. All aspects of the game economy impact the IG world and the OOG logistical mechanics of the game. Monetary Writs and Coin In order to accommodate an IG economy, there are Monetary Writs and Coins which are primarily used to represent currency. This currency can be used to buy IG items. Likewise, IG items can be sold for IG currency. It is strictly forbidden for players to sell or trade IG items, Denomination Silver

Gold

Platinum

Description Lowest form of monetary denomination. Is usually used to purchase small, inexpensive items such as common components or food and drink. Available in both coin and writ form. 10 silver is equal to 1 gold. Most widespread form of monetary denomination. It is usually used to purchase the bulk of available items, ranging from craftsman labor to finished crafted products, to inn lodging and taxes. Available in both coin and writ form. 10 gold is equal to 1 platinum. Highest form of monetary denomination. Only real estate and rare magical items usually have their worth calculated in platinum. those items that the character possessed. Concealed items may not be looted in this way. Please see the rules in later chapters for more details on concealed items. Treasure Cards are cards given to NPCs for characters that loot them. Treasure cards have seven classifications. Each treasure class denotes how much value a treasure card is worth and / or what kind of treasure it is. The following chart shows each treasure classification and provides a short description of each, including the approximate worth of any item belonging to a particular class.

Looting and Treasure Cards The act of searching a body of a slain enemy is also referred to as looting. In order to loot a body, any character must announce their intent to the target that they wish to loot and must spend one minute role-playing as though they are searching the body. Additionally, the character being searched must ask the looting character OOG to describe his or her search. At the end of one minute, the character being looted must give the looting character one of that characters treasure cards if it is an NPC, or any IG items and item cards associated with

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Treasure Classification Class F Class D Class C Class B Class A Class S Class ?

Description Denotes a total value of items up to 5 silver. Denotes a total value of items greater than 5 silver, but less than 10 silver (1 gold). Denotes a total value of items equal to or greater than 1 gold, but less than 5 gold. Denotes a total value of items equal to or greater than 5 gold, but less than 10 gold (1 platinum). Denotes a total value of items equal to or greater than 1 platinum, but less than 5 platinum. Denotes a total value of items equal to or greater than 5 platinum, but less than 10 platinum. Denotes a total value of items greater than 10 platinum. govern this. All IG forged items require an OOG item card as well. Please see specific skill descriptions in later chapters for a more detailed explanation of IG forgery. Combat Violations Combat safety is of the utmost importance to us. It is important to have a firm grasp on all of the combat rules for this reason. It is also the reason why there are such limitations on weapon construction and shield construction. While we understand that realism and historical accuracy are very important, safety is even more important. For this reason, weapon and shield sizes are what they are and the following list of actions are against the rules. Charging Charging is against the rules. Charging can be defined as someone forcefully approaching someone else, resulting in unwanted physical contact during a combat situation. This can include, but is not necessarily limited to running at an opponent at full speed and not stopping before running into them or to slowly but forcefully push yourself through a line of fighters to get behind them. The only time Charging is allowed is when all people involved in the Charge have agreed to allow it to happen and that no one else in the vicinity is susceptible to injury. Head Shots Head Shots are against the rules. A Head Shot is physical strike, delivered from melee or range, which strikes the target in the throat or head. Under no circumstances are Head Shots allowed. 62

Treasure Cards may be handed in to Logistics / Treasure to attain an appropriate IG reward. Treasure Cards themselves are not IG items and may not be traded as such; they are simply a mechanic for stream-lining treasure management for the game. Item Cards In order to keep track of all the potential items in the game world, almost every IG item requires an item card. There are different types of item cards for different types of items. These include, but are not limited to Component Cards, Weapon Cards, Armor Cards, Magic Item Cards, Monetary Writs, and so on. All Item Cards are issued by the Logistical Coordination Team. Some items of particular note or importance, such as permanent magical items and all Monetary Writs, have an Item Number. These numbers are used for the logistical tracking of items for the purposes of smooth logistical operation of the game on an OOG level and to prevent cheating on an IG level. This ultimately allows for the most realistic and efficient establishment of an IG economy. Forgery On an OOG level, forgery of any kind is against the rules and players who are found forging any kind of IG or OOG documentation will be penalized. However, Forgery is a type of skill in the IG world. On an IG level, Forgery of various IG items is possible and there are rules which

Groin Shots - Groin Shots are against the rules. A Groin Shot is physical strike, delivered from melee or range, which strikes the target in the groin area. Under no circumstances are Groin Shots allowed. Turtling Turtling is against the rules. Turtling can be defined as the act of using any form of static or unmoving cover, especially a shield, to prevent another person from being able to strike you in a legal area. An example of Turtling would be a person kneeling down behind a maximum sized shield and only keeping their head visible. Since the head is an illegal target, but is the only target that can be struck, the person in the above example is Turtling. Another example of Turtling would be a person who holds their shield out as far from their body as possible and keeps their feet and legs as far back as possible. A person who is standing and fighting with various areas of their body exposed for a potential strike who uses a shield and moves their shield too quickly to be struck is NOT Turtling. Shield Bashing Shield Bashing is against the rules. Shield Bashing can be defined as using your shield offensively by swinging it or by pumping your shield. An example of Shield Bashing would be a person who pumps their shield in front of them to advance on an enemy or to prevent an enemy from getting close to them. Another example of Shield Bashing would be swinging your shield and hitting someone near you. Defending yourself with a shield by standing your ground against a person who charges you is NOT Shield Bashing. Shield Bashing is only allowed when all people involved with the Shield Bashing have agreed to allow it to happen and that no one else in the vicinity is susceptible to injury. Baseball Batting Baseball Batting is against the rules. Baseball Batting can be defined as swinging a weapon with an inappropriate amount of force and / or too large of a trajectory. An example of Baseball Batting could be a person wielding a Great Weapon who winds their swing up and clubs someone as 63

hard as they are physically capable of doing. Generally, no more than a 90 degree swinging arc is recommended for fighting. Machine Gunning Machine Gunning is against the rules. Machine Gunning can be defined as a person rapidly swinging their weapons faster than once every second per weapon. Machine Gunning is particularly evident when a person is swinging so fast that you cannot understand the effects that are being called by the person who is swinging the weapon. Machine Gunning can also include swinging a weapon at less than a 45 degree arc of trajectory and / or solely using wrist movement to swing a weapon. Pommel Armor Pommel Armor is against the rules. Pommel Armor can be defined as not taking the effect of a strike that wholly connects or mostly connects but grazes off of a shield, weapon, or some other defense that would otherwise normally stop the effect from affecting a target. In order for a weapon or shield to stop the effect from a weapon strike, the weapon strike must be clearly and solidly blocked. If the weapon strike is not solidly blocked, at least for the most part, then it is considered to have an effect. Weapon Whipping Weapon Whipping is against the rules. Weapon Whipping can be defined as inappropriately using a boffer or latex weapons inherent OOG physical construction to gain an unfair advantage over an opponent IG. An example of Weapon Whipping would be constructing a maximum length pole weapon, which counts as a Great Weapon, and holding the weapon as close to the aft end as possible and whipping it or wiggling it in front of an opponent. Another example of Weapon Whipping would be to flick a weapon and have its own inertia cause the weapon to bend and strike a target. Packet Whipping Packet Whipping is against the rules. Packet Whipping can be defined as using excessive force to throw a Spell Packet, which may result in causing physical injury to the target. An example of Packet Whipping would be a Spell Caster who winds up their

throw as though they were pitching a baseball and throws the Spell Packet as hard as they are physically capable of doing at a target. Packet Lobbing Packet Lobbing is against the rules. Packet Lobbing can be defined as the intentional arcing of a Spell Packet when throwing it so that it bears down on an individual or group of people, resulting in an increased risk of striking someone in the head with the packet. An example of Packet Lobbing could be a person who arcs a Spell Packet up in the air towards a clustered group of other characters with the intent to strike someone in the center or back of the group. Aside from the increased risk of striking someone in the head, Packet Lobbing is against the rules also because when a character is weaving a spell or spell-like ability in the game and then throwing that energy, the energy is not governed by the same physics IG as the Spell Packet is OOG. That being the case, gravity and the geometric physics of the arc on the OOG Spell Packet will cause the packet to strike a person OOG differently than the IG physics within the game world would allow a magic spell to strike a target. Lazy Fighting Lazy Fighting is against the rules. Lazy Fighting can be defined as being apathetic while in combat. While this is a very broad and vague definition, a good example of Lazy Fighting would be a person involved in a combat situation who stands lazily with their arm against their chest, allowing their shield to simply rest against their chest while their boffer or latex weapon is held across their shoulder and that person shows a general disinterest or a lack of heightened urgency or awareness. Lazy Fighting is against the rules because people who are apathetic in combat situations are not as cautious as if they were attentive and treated the situation with urgency. It is also a severe break of game ambience. Wild Fighting Wild Fighting is against the rules. Wild Fighting can be defined as wildly and / or inconsiderately fighting with wide swings, which may also result in Shield Bashes, Charging, Head Shots, Groin Shots, etc. Wild 64

Fighting is one of the most severe types of combat violations. It is ultimately up to a qualified combat marshal to determine whether or not a person has violated any of the combat rules. In the case that a combat marshal does find that someone has violated the combat rules, the combat marshal is required to issue a penalty to the violator. These penalties are known as Combat Violations. There are four levels of Combat Violations. Verbal Warning, Written Warning, Marked Warning, and Suspension. Verbal Warning On every player card, there is a checkbox area for Verbal Warning. A Verbal Warning is the lowest level of Combat Violations. There is no actual penalty for a Verbal Warning other than receiving the checkmark on the player card and being verbally warned about the violation. The combat marshal is required to write on the player card why the Combat Violation was given. Written Warning On every player card, there is a checkbox area for Written Warning. A Written Warning is one step up from a Verbal Warning. The combat marshal is required to write on the player card why the Combat Violation was given. The penalty for receiving a Written Warning is to perform additional cleanup services that month. Additionally, the player will start the next event they attend with a Verbal Warning. Marked Warning On every player card, there is a checkbox area for Marked Warning. A Marked Warning is one step up from a Written Warning. The combat marshal is required to write on the player card why the Combat Violation was given. The penalty for receiving a Marked Warning is to perform additional cleanup services that month and the violator has all combat privileges for the remainder of the month suspended. Additionally, the player will start the next event they attend with a Written Warning.

Suspension On every player card, there is a checkbox area for Suspension. A Suspension is the most severe of Combat Violations. The combat marshal is required to write on the player card why the Combat Violation was given. The penalty for receiving a Suspension is expulsion from the game for the remainder of the month. Additionally, the player will start the next event they attend with a Marked Warning. Failure to abide by the consequences of receiving any Combat Violation will immediately raise the Combat Violation to the next level. In the event that a player fails to willingly abide to the suspension consequences, permanent expulsion to game events may occur. Rules Violations Similar to Combat Rules in spirit, the game has certain rules that must be abided by or a player will receive a Rules Violation. Rules and Rules Violations are similar to Combat Rules and Combat Violations, with some differences in the specifics. Miscounting Miscounting is against the rules. Miscounting can be defined as the intentional or unintentional over-expenditure of a characters Power Pools. Any character who spends more Vaea, Durability, Spirit, Talent, or Arcanum than they would be permitted to is a violation of the rules. An example of Miscounting would be a character that has only 3 Spirit left but uses a 5-Spirit skill. Another example of Miscounting would be a character that has only 20 points of Durability and 20 Vaea, but has taken more than enough strikes and / or damage to die but does not do so. Miscounting is a severe transgression and will result in harsh Rules Violations. Meta-Gaming Meta-Gaming is against the rules. Meta-Gaming can be defined as the intentional or unintentional use of OOG knowledge to garner or disseminate IG information that would otherwise not have been available at that time. An example of Meta-Gaming could be if a PC disguises his or 65

herself to assassinate another PC while they slept, and the target of the assassination realizes OOG that they were assassinated by a particular character IG, so the target of the assassination uses their OOG knowledge to go after the character IG. Another example of Meta-Gaming would be having knowledge that one character of yours would have, such as the true identity of a spy, and using that knowledge as a different character that would otherwise not have had that information. Skill Bolstering Skill Bolstering is against the rules. Skill Bolstering can be defined as using a skill or spell as though the character had access to that skill or spell even though the character does not have access to that skill or spell. An example of Skill Bolstering would be a character without Strength +1 calling 1 extra damage all the time as though they did, and always calling +1 strength when performing an activity in which doing so would assist the character. General or Other Cheating Ultimately, we expect people to abide by the spirit of the rules in which we have written them. We ask and expect people to use common sense and deductive logic while adhering to a code of moral ethics when it comes to determining whether or not a particular action is or is not against the rules. Qualified Rules Marshals will always have the final say as to whether or not someone has violated the rules and will always be required to explain why it is a violation of the rules. It is ultimately up to a qualified Rules Marshal to determine whether or not a person has violated any of the non-combat rules. In the case that a Rules Marshal does find that someone has violated the rules, the Rules Marshal is required to issue a penalty to the violator. These penalties are known as Rules Violations. There are four levels of Rules Violations. Verbal Warning, Written Warning, Marked Warning, and Suspension. Verbal Warning On every player card, there is a checkbox area for Verbal Warning. A Verbal Warning is the lowest level of Rules Violations.

There is no actual penalty for a Verbal Warning other than receiving the checkmark on the player card and being verbally warned about the violation. The Rules Marshal is required to write on the player card why the Rules Violation was given. Written Warning On every player card, there is a checkbox area for Written Warning. A Written Warning is one step up from a Verbal Warning. The Rules Marshal is required to write on the player card why the Rules Violation was given. The penalty for receiving a Written Warning is to perform additional cleanup services that month. Additionally, the player will start the next event they attend with a Verbal Warning. Marked Warning On every player card, there is a checkbox area for Marked Warning. A Marked Warning is one step up from a Written Warning. The Rules Marshal is required to write on the player card why the Rules Violation was given. The penalty for receiving a Marked Warning is to perform additional cleanup services that month and the Rules Marshal may, at his or her discretion, stipulate another appropriate punishment, such as not allowing the player to use a particular skill or spell that they were misusing, for example. Additionally, the player will start the next event they attend with a Written Warning. Suspension On every player card, there is a checkbox area for Suspension. A Suspension is the most severe of Rules Violations. The Rules Marshal is required to write on the player card why the Rules Violation was given. The penalty for receiving a Suspension is expulsion from the game for the remainder of the month. Additionally, the player will start the next event they attend with a Marked Warning. Failure to abide by the consequences of receiving any Rules Violation will immediately raise the Rules Violation to the next level. In the event that a player fails to willingly abide to the suspension consequences, permanent expulsion to game events may occur.

Conduct Violations Not conducting oneself appropriately is against the rules. Adhering to the rules of Conduct is something that must be done at all times and any violation of this will result in extremely harsh penalties, up to and including pressing criminal charges against severe transgressors. Conduct Violations can be given for any of the following (but is not limited to only these): - Bringing alcoholic beverages to the game - Being illegally influenced by drugs or alcohol while at the game. - Breaking any municipal, county, state, or federal laws while at the game. - Harassing anyone at the game in any OOG way, including sexual, verbal, or otherwise. - Acting belligerent or provoking someone verbally, physically, emotionally, mentally, or otherwise - Disrespecting or otherwise acting in an inappropriate manner towards anyone, especially for reasons such as ethnicity, religious affiliation, or gender - Any form of OOG bullying The penalties for violating these rules will be dependent upon the severity of the transgression, but can include suspension from events permanently and pressing full criminal charges against a transgressor. We take Conduct Violations very seriously and are committed to making sure that the game is a safe, law-abiding, and fun environment for everyone.

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Bloodmourne Citadel Heraldry 67

Chapter 4: Character Development

Celestial Warlock 68

This chapter goes over Character Creation steps, development rules for characters, and the specific rules governing the way Archetypes, Classes, Races, Professions, and specific skills work. It will also provide information on Experience Points, levels, the mechanics of baptism to an IG deity, and the IG and OOG paperwork associated with each player and character which allows a player to interact with the game world on an IG and OOG level. Creating a New Character After reading Chapter 2, you will have an idea of what kind of character you would like to play, at least conceptually. Keeping in mind all of the general rules from Chapter 3, it is time to take your character concept and apply a set of rules to govern and facilitate its actual creation. Experience Points The first thing to understand about the way that character creation works on a mechanical level, is the concept of Experience Points. Experience Points, or EXP, are points that a character earns by a player attending an event and paying to play the game. For each Playable Period a player purchases, that player earns 2 EXP in which he or she must apply to one of his or her characters. In addition to the 2 EXP per purchased Playable Period, a player may purchase +2 additional EXP per character per event. In addition to this, one time per year, a player may purchase +10 EXP per character. When learning certain skills IG, a character must spend EXP. Each permanent skill on all Archetypes, Classes, Professions, and even the Common List have an EXP cost associated with each particular skill. When learning these skills IG, the character must spend his or her unspent or earned EXP in order to learn the skill. If a character does not have enough EXP to learn a particular skill, then mechanically, that character may not possess or use that skill. From an IG standpoint, for a character trying to learn a skill but not having enough EXP OOG to learn it, that character just cant seem to get it

right and will need to practice or study more before it will stick. The fundamental idea of EXP is what drives character advancement at a very basic level. The more EXP a character has, the more potential skills that character can have or obtain, thus advancing the character to be more powerful. EXP is only earned by paying money for EXP specifically or for playing periods. All new characters start with 50 EXP to spend. Teaching and Learning Skills There are two basic categories of skills in the game: Permanent Skills and Pool Skills. Pool Skills include Feats, Spells, and Talents. All Permanent Skills, with the exception of the free Paragon and Exemplar Skills (which will be outlined later in the rulebook), have an EXP cost associated with the skill. This means that the amount of EXP a character has available to them can be used to buy these Permanent Skills. The cost for each Permanent Skill varies and a character may not learn a Permanent Skill if that character does not have enough unspent EXP to purchase the skill without going into a negative amount of available EXP. A character may self-teach themselves any Permanent Skills that they have all of the pre-requisites for. If a character does that, it will take two months before that character can benefit from using that Permanent Skill. A character that is taught a Permanent Skill by someone with the skill Teach (who must also possess the Permanent Skill that the character wishes to learn) will benefit from being able to use that Permanent Skill the following month. Purchasing or buying Permanent Skills is the the act of spending EXP on desired skills that a character has all of the pre-requisites for. There are instances where the same skills, such as Fighting Style or Fighting Style Proficiency, are listed multiple times on a list. In those cases, a character may purchase that skill once for each separate skill listing. Unless specifically stated otherwise, if a skill is not listed multiple times on any given list, then it cannot be purchased more than once.

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Pool Skills, on the other hand, do not cost any EXP for a character to learn. Pool Skills, including Feats, Spells, and Talents, all require a Scroll or Emblem of some kind to learn. Similar to Permanent Skills, as long as a character has the prerequisites to learn a Pool Skill and possesses a Scroll or Emblem for the particular Pool Skill that character wishes to learn, that character may self teach that Pool Skill but will not benefit from being able to use that Pool Skill until the second month after the selfteaching. A character that is taught a Pool Skill by someone with the skill Teach (who must also possess the Pool Skill that the character wishes to learn) will benefit from being able to use that Pool Skill the following month. Regardless of whether or not a Pool Skill is self taught or taught by another, once a character learns a Pool Skill, the Scroll or Emblem for that Pool Skill is immediately consumed. Normally, a character cannot self teach a Buy-In Skill for an Archetype, Class, or Profession. A character can ONLY self teach themselves a Buy-In Skill for an Archetype, Class, or Profession under special circumstances. Anyone who wishes to do such a thing should speak with a member of Creative Studio. Difficulty Ratings Every skill in the game has a Difficulty rating to learn. By default, all difficulty ratings of all skills are 0 unless otherwise specified. The difficulty rating of any given skill indicates how many additional months beyond normal it takes to learn that skill. For example, since normally, a skill has a Difficulty Rating of 0, it will take 2 months to self teach, 1 month to be taught regularly, or learned instantly with a Master Teach. A skill with a Difficulty Rating of 1 would take 3 months to be self taught, 2 months to be taught regulary, and 1 month to be taught if Master Teach was used. By default, all Archetype, Class, and Profession Buy-In skills, all skills that grant any type of Knowledge, and all skills which grant any type of Literacy, including Common, have a Difficulty Rating of 1. Levels 70

As with many games, the amount of EXP that a character has denotes that characters level. For every 10 EXP a character has, that character has 1 level. All Player Characters start at 5th level. A characters level may have an effect on the IG world, such as having the ability to enter warded areas. Multi-Classing In the Vorydian Chronicles it is possible to multi-class, meaning to have more than one Archetype, Profession, or even Class. By default, a Character may have a maximum of one Race, two Archetypes, two Classes, and one Profession. Additionally, the amount of EXP needed to purchase skills on a secondary Archetype or secondary Class costs twice the listed amount. Because the amount of EXP required to purchase skills on a secondary Archetype or Class is doubled (in most cases), in order to purchase any skill on a secondary list with a total EXP spent pre-requisite, the character must have spent twice the listed amount that the pre-requisite calls for. (Note that, in some cases, this may not be the case, such as with races that do not spend double EXP on secondary lists). Also, characters that multi-class can also purchase Pool Points as their secondary Archetype. However, one must keep in mind that when doing this, the character will (usually) spend double EXP per point, as it still qualifies as a skill from the secondary list. In some cases, this will not be mechanically advantageous while in other cases it may be, depending upon the primary and secondary Archetype / Class combinations. Furthermore, there may be some skills on different lists which are exact duplicates of oneanother (as in skill name, rank, EXP cost, and description) as well as skills which are pseudoduplicates (very similar, such as exact same description, but different rank, EXP cost, or skill name). As it pertains to multi-classing,

characters are not obligated to purchase the secondary list version of any skill they already possess in order to make use of that skill as it may pertain to their secondary list. However, as such, it is important to note that NOT purchasing such skills may not allow for a character to meet EXP pre-requisite reqirements for certain skills. It is also imperative that close attention is paid to the EXACT pre-requisites required for use of particular skills, feats, spells, and talents, especially as it pertains to pseudo-duplicate skills on Archetype and Class lists. Please note, there are caveats which may circumvent the afforementioned default rules. Read each specific Race, Archetype, Class, and Profession for any additional or specific rules which govern the number of allowed Archetypes, Classes, or Professions a character may have and the associated EXP costs to purchase them. Item Alchemy Potion Alchemy Potion Alchemy Potion Pharmaceutical Pharamceutical Pharmaceutical X Bow Rod of Endless Light P.O.W.E.R. Unit P.O.W.E.R. Unit Small Pistol Large Pistol Jewelery Jewelery Simple Leather Armor Skill Scroll Spell Scroll Feat Scroll Talent Scroll Spell Scroll Feat Scroll Talent Scroll Iron Bullets Iron Weapon Iron Armor Rank 1 2 3 1 2 3 1 2 1 2 2 3 1 2 1 0 1 1 1 2 2 2 1 1 1

Base Starting Stats and Items All characters, unless otherwise specified from a skill they possess, start with the following base stats: Vaea Points: 20 Arcanum Points: 0 Spirit Points: 0 Talent Points: 0 Experience Points: 50 Additionally, characters start with a total of 40 gold (400 Silver). This gold may be used at character creation to purchase any common items, weapons, armor, engineered devices, crafted items, scrolls, and so on. The following chart shows a list of some common, available starting items and their corresponding values. If you are interested in starting with an item that is not listed, please inquire with a rules marshal. Value (Silver) 17 47 105 13 50 90 19 40 23 53 50 90 17 85 17 8 21 19 21 58 53 58 17 17 17

Description Rank 1 Alchemy Potion (See Alchemists List) Rank 2 Alchemy Potion (See Alchemists List) Rank 3 Alchemy Potion (See Alchemists List) Rank 1 Pharamceutical (See Doctors List) Rank 2 Pharamceutical (See Doctors List) Rank 3 Pharamceutical (See Doctors List) Cross bow. Rank 1 Engineered Device Flashlight. Rank 2 Engineered Device Required to power certain engineered devices Required to power certain engineered devices Type of firearm. Single shot. Type of firearm. 4 to 8 shot. Rank 1 Jewelery (See Jewelers List) Rank 1 Jewelery (See Jewelers List) Simple Leather Armor (per Piece) Standard Rank 0 Skill Scroll Standard Rank 1 Spell Scroll Standard Rank 1 Feat Scroll Standard Rank 1 Talent Scroll Standard Rank 2 Spell Scroll Standard Rank 2 Feat Scroll Standard Rank 2 Talent Scroll Bullets for firearms. Box of 10. Iron Melee Weapon Iron armor (per piece) 71

Steel Bullets Steel Weapon Steel Armor Wooden Bow Wooden Arrows Mercurial Weapon Titanium Armor Ironwood Bullets

2 2 2 1 1 3 3 3

Bullets for firearms. Box of 10. Steel Melee Weapon Steel armor (per piece) Simple Wooden Bow Simple Wooden Arrows. Quiver of 10. Mercurial Melee Weapon Titanium Armor (per piece) Bullets for firearms. Box of 10.

66 58 66 17 17 112 175 155

Racial and Cultural Costuming Requirements Most characters require some sort of costuming based on their race and all characters require costuming based on their culture. It is important to note, though, that racial costuming has nothing to do with cultural costuming. A characters race does not necessarily denote what culture they are from nor does a characters culture denote what race they are. As such, racial costuming requirements have to do with how the race physically looks, such as skin color or texture, noticeable birthmarks, or other anatomically distinguishing features. Cultural costuming has Race Abyssal Avian Celestial Danann Dhampyr Draudanann Dwarf Felidean Goblin Hauflin Lycan Midlander Minotaur Muntari Ophidian

to do with clothing, armor and weapon styles, or suggested accents. Because of this, a character may be any race from any culture, allowing for hundreds of possible racial / cultural combinations. Below are two charts one for each race and racial costuming requirements as well as one with a list of cultures. Please note that not every possible culture is listed on the cultural chart; however, this does not mean that a character can only choose from that chart. We are simply providing the cultural chart to suggest and encourage ideas, not to limit the possibilities for a character.

Racial Costuming Requirements Until Paragon List is achieved, Abyssals appear as the race of the characters mortal ancestry. Beak, all hair must have feathers in it. Optional full body feather covering or prosthetics. Until Paragon List is achieved, Celestials appear as the race of the characters mortal ancestry. Pointed ears and tribal birthmarks on the face. Birthmark colors must be greens, blues, and / or purples. Optional hair color of blue, green, or purple. Pale white skin and fangs. Pointed ears, jet black skin, snow white hair. Earth-tone colored skin such as browns, grays, or reds. Males must have a large beard. Female beards optional, but if a female does not have a beard, hair must be braided. Great cat-like features and skin patterns, such as lions, tigers, or leopards. Optional fur or cat-like contact lenses and prosthetics. Olive green skin with long or warty pointed ears. Optional long nose. Long pointed ears. Optional hairy feet. Unless changed into a horrific transformation, Lycans appear as the race of the characters mortal ancestry. None. Midlanders look like regular human beings. Bull-like horns and snout and fur. Hooves or prosthetics optional. A birthmark of a crescent moon, blue or silver in color, somewhere noticeable on the face of the character. Hair must have snakes in it. 72

Orc Revenant Sarpa Sunarian Sylphid Wraith

Yellow skin with optional orange scars or tattoos. Optional tusks. Corpse-colored or rotting skin, black eyes, black hands and forearms. Optional prosthetics. Scaly skin of warm colors, such as yellows, oranges, reds, and / or browns. Optional fangs, lizard or snake-like contacts, or prosthetics. A birthmark of a sun, orange, yellow, or gold in color, somewhere noticeable on the face of the character. Fairy-like, butterfly-like, or dragonfly-like wings, pointed ears, and horns. Optional tribal birthmarks on the face which must be colored in blue, green, and / or purple. All skin, hair, clothing, and physreps must be colored in shades of white, gray, and black. Must have a green glow-stick or some sort of green ambient light about them at all times. Cultural Costuming Suggestions Ancient Greece or Roman Empire. Medieval and Fantasy Pirate or Merchant. African and Native American tribal. Viking. Medieval Scotland and Ireland. Suggested Irish or Scottish brogues. Medieval Europe, including England, France, Spain, and Italy. Steampunk and Victorian Europe as well. Colonial American. Suggested British, French, or Spanish brogues. Ancient and Medieval Asia, including China, Japan, Korea, and Mongolians. Classic Victorian Europe and Colonial American with a modern-day gothic overtone. Steampunk and Fantasy Dwarven. Historical Gothic, Visigoth, and / or Medieval German as well as Pictish tribal. Middle-eastern, Ancient Egyptian, and / or Hindi. Suggested middle-eastern brogue. Fantasy Elven, Native American tribal, and Medieval Russian or Slovakian and Hindi. Suggested Russian or Slovakian brogue. Other cultures not listed such as Amazonian, South American Native American, Gypsy, or any other culture possible. Character becomes eligible to buy into a Paragon List or an Exemplar List. Heroic Skills, as the name implies, are skills that only the most learned and resilient characters can perform. These skills portray amazing feats of determination and steadfastness by a character. Below is a chart outlining the skill names, level requirements, and Archetype requirements for the Heroic Skills.

Culture Carthis Dark Gallows Horde Lands Kaelheim Kelmore Medonia

Ni Quan Provinces Noctis Thoramyr Turgos UlHuraam Zyldaren Other

Racial and Heroic Skills Each character starts the game with three free skills. Two of these skills will vary depending upon a characters race and are known as Racial Skills or Racials. The other skill that all characters start with is a Heroic Skill. Free Racials are known inherently by starting characters and Heroic Skills are earned for free at certain levels until such a time that there are no more free Heroic Skills to learn and a Skill Name Heroism Ace Under Pressure Divine Vigilance Iron Hide Level 1 15 15 15

Archetype Any Scout Acolyte Warrior 73

Effect Type Ongoing Temporary Ongoing Temporary

Power Surge Reign of Magic

15 15

Channeler Magi

Ongoing Temporary

Heroism: Every person has the capability of doing something so incredible that it defies all magic and skill. Heroism allows a character to attach the prefix Heroic to any Spell, Talent, or Feat they know once per event and only when that character has 0 power points in the respective pool for the type of skill they wish to attach the prefix Heroic too. Any Spell, Talent, or Feat enhanced with Heroism does not cost the character any power points to use. Skills used offensively which are enhanced by Heroism cannot be stopped with normal defenses and can only be stopped with defenses enhanced by Heroism, unless otherwise specified. Ace Under Pressure: Scouts can accomplish great feats while under duress. Once per event, when a Scout has 0 Spirit, the Scout may activate Ace Under Pressure to use all of their Defensive Feats as Tactical and for 0 Spirit per use. Ace Under Pressure lasts for 1 minute. Divine Vigilance: Once per weekend, if the Acolyte is in any stage of his or her death count, the Acolyte may activate Divine Vigilance to heal his or herself back to full Vaea. If this skill is Invoked by the Acolyte when he or she is in the second stage of the death count, Divine Vigilance counts as a life effect. Iron Hide: A Warrior can push beyond the limits of a normal person and withstand physical punishment that no other could. Once per event, when a Warrior has 0 Spirit, the Warrior may activate Iron Hide to take minimal from all sources of physical damage. Iron Hide lasts for 15 minutes. Power Surge: Once per weekend, when the Channeler transfers Spirit or Arcanum from one character to another, the Channeler may also benefit from gaining an amount of Arcanum or Spirit equal to the amount of Arcanum or Spirit that the donating character in the transfer is already donating to the receiver. The Channeler can only gain Spirit in this way if the 74

Channelers Spirit is at 0. Likewise, the Channeler can only gain Arcanum in this way if the Channelers Arcanum is at 0. The Channeler can only benefit from this skill for 1 minutes worth of transfer time. Reign of Magic: Magi can bend the fabric of Arcanum under dire circumstances. Once per event, when a Magi has 0 Arcanum, the Magi may activate Reign of Magic to use all of their Spells with no spell verbal and for 0 Arcanum per use. Reign of Magic lasts for 1 minute. Baptisms Characters may be baptized to any single god or demi-god in the game. There are exceptions to this rule in regards to certain IG scenarios controlled by Creative Studio. Please confirm with a member of Creative Studio whether or not it is possible to be baptized to a particular deity. When a character becomes baptized, that Character instantly gains access to learn Rank 0 Spells of that deity. Additionally, each god and demi-god in the game have Alignment requirements that a character must meet in order to be eligible for baptism to that particular deity. Furthermore, while each deity allows Acolytes, not every deity allows for Priests, Champions, or Primalists. Below is a chart outlining each deity, acceptable alignments for baptism, and Acolyte-related classes that the deity allows. **Note: Dread Mistress and the Devourer Baptisms, Acolytes, Classes, and their respective spells are not available to starting player characters in this rules edition. For anyone interested in seeking out specifics on the Dread Mistress mechanics and classes or the Devourer

mechanics and classes, we encourage your character to pursue these In Game.

Additionally, while Cadence allows Primalists, a player may not start the game as a Primalist of Cadence. Available Classes Priest; Champion Priest Priest; Champion Priest; Primalist Champion Champion; Primalist Priest; Champion Primalist Primalist Priest Priest; Champion; Primalist Priest; Champion Priest; Champion Priest; Champion; Primalist Priest

Deity Lyrana / Ius Keld / Ariston Aurelius Arcanum Cadence Jehren Morwyn Morcant Beast Lord Lady Forest Oksani Laoch Nesul Lady Vae Dread Mistress Prentus Concept of Paragon and Exemplar Lists

Accepted Alignments Good Good; Balance Good; Balance; Evil Good Good Good; Balance; Evil Balance Good; Balance; Evil Good; Balance; Evil Good; Balance; Evil Evil Good; Evil Evil Balance; Evil Evil

Paragon Lists are advanced racial lists that can be achieved through good role play and time spent at the game. Exemplar Lists are advanced class lists that can be achieved through good role play and time spent at the game. A character may only have one Paragon List or one Exemplar List, not both, in addition to their regular Archetype(s), Class(es), or Profession(s). Not every race in the game has a Paragon List available to them. The following charts show what races are eligible for Paragon Lists and what the name of those Paragon Lists are, but not the actual skills. Likewise, a second chart will show a list of Exemplar Lists and the classes that typically can earn those lists, but not the actual skills. We encourage players who are interested in unlocking these advanced lists to Race Abyssal Celestial Dhampyr Draudanann Felidean Lycan Ophidian 75

do so through IG research and role play. It is important to note that eligibility for a Paragon List or an Exemplar List is determined by a combination of character level as well as character-plot interaction. Creative Studio ultimately makes the determination as to whether or not a Character is eligible for learning a Paragon List or an Exemplar List and these lists must be found and learned IG. It is also important to note that these lists are by no means complete and that there are many hidden and secret Exemplar lists and Paragon lists in the game. Furthermore, available, unlockable skills on each Paragon and Exemplar list will vary from player to player, based upon their specific interaction with the IG world. As such, it is entirely possible for two Paragon Celestials to exist or two Exemplar Gladiators, but have many different skills from each other. Available Paragon List Abyssal Celestial Vaedren Shadafae Predator Lycan Gorgon

Revenant Sarpa Wraith Class Bard Battlemancer Brute Champion Guardian Priest Primalist Psion Ranger Rogue Runesmith Skirmisher Spy Summoner Warlock

Rot Swarm Dragonkin Eidolon Available Exemplar Lists Celebrity; Maestro Empyrean; Bombardier Juggernaut; Dragoon; Gladiator Avenger; Chosen Sentinel; The Dauntless Blessed; Pariah Shaman; Druid Neuromancer; Worldbender Stalker; Sniper; Ghost; Bounty Hunter Swashbuckler; Outlaw; Bounty Hunter; Gunslinger Warder; Sealer; Maker Guerilla; Ghost; Operative; Gladiator Assassin; Unforgiven; Aristocrat; Operative Demonologist; Necromancer; Arch Convoker Deathdealer; Voidcaller

With a clear character concept, grasp of the general rules, and knowledge of how to create and develop a character, it is finally time to look at all of the actual Common, Racial, Archetype, Class, and Profession rules and lists.

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Hearthguard Citadel Heraldry 77

Chapter 5: Common and Baptism Lists

Midlander Commoner

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Character Lists Overview Outlined in Chapter 2 briefly, there are various lists to choose from in the game. At this point, you should have a clear idea of what kind of character you would like to play. Mechanically speaking, a Character List is a categorized list of skills that can be purchased by a character for EXP so that the character can perform relative IG actions. With the exception of the Common List, every Character List in the game has what is called a Buy-In Skill or a Buy-In for short. Buy-Ins are entry skills that must be purchased by a character in order for that character to gain potential access to learn the other skills of a particular Character List. In order to purchase a Buy-In, the character must meet all of the prerequisites as normal, if any exist, and must adhere to the multi-classing rules (meaning that a character, under normal circumstances,

cannot purchase a 3rd Archetype Buy-In skill due to the multi-classing rules). Because of the way Character Lists work, by default, the only list that every character in the game has automatic access to is the Common List. Characters are not required to purchase Buy-Ins for Archetypes, Classes, or Professions. As such, a player could, in theory, play a commoner. Likewise, a character could also only purchase a Buy-In for a Profession, but not an Archetype. This allows for a great level of diversity and realism for players. The Common List The Common List is a publicly open skill list that every character in the game has access to, regardless of Race, Archetype, Class, Profession, Alignment, or Baptism. The skills on this list can be purchased by any character at all. Below is a chart outlining the skill names, pre-requisites, and EXP costs for the Common List skills. EXP 3 3 3 3 5 3 3 3, 4, 5 2 3 1 1 2 3 4 2 3

Skill Name Appraisal Arcanum: Standard Basic Armor Use Basic Weapon Use Common Feats Fighting Style: Choice Knowledge Focus Knowledgeable Literacy Spirit: Standard Stamina Talent: Standard Teach Use Advanced Engineered Device Use Complex Engineered Device Use Simple Engineered Device Vaea: Standard

Prerequisites None None None None None Basic Weapon Use; Any Archetype Any Knowledge None None None None None None Use Simple Engineered Device Use Advanced Engineered Device None None

Appraisal: Allows the character to accurately determine the market value of almost any mundane item. The Appraised Value field on any item card can be used as IG knowledge for any character with this skill. Note that some

rare or magical items may not be able to have their worth determined by this skill. Arcanum Standard: Grants the character 3 additional Arcanum Points. This skill may be purchased unlimitedly. 79

Basic Armor Use: A character with this skill can wear any type of armor in the game. A shield does not count as armor for the purposes of this skill. The character will have 1 point of durability per piece of armor worn, with the exception of the torso piece, which will grant 5 points of durability. This skill applies regardless of what type of armor the character is wearing. This skill is superseded by other Archetype or Class skills which grant durability to a character for armor use. Basic Weapon Use: A character with this skill can wield any melee weapon in the game and strike for 1 point of numerical damage as a base total, regardless of what the weapons normal base damage is. Skills such as strength or spells and feats that increase weapon damage or strength totals will affect this, to a maximum of 5 points of damage total. Common Feats: This skill grants the character access to Common List Feats. Fighting Style - Choice: This skill grants the character a single fighting style of their choice, provided the choice is a fighting style that the character is potentially capable of learning. Knowledgeable: This skill grants a character any single knowledge as per the Knowledges rules. This skill may be purchased up to 3 times. The EXP cost to purchase this skill goes up by 1 for each time it is purchased. Knowledge Focus: This skill grants a Knowledge Focus of the characters choice to any Knowledge he or she has. Literacy: This skill grants the character the ability to read and write the common language. Spirit Standard: Grants the character 3 additional Spirit Points. This skill may be purchased unlimitedly. Stamina: This skill permanently increases a characters Vaean Pool by 5 points.

Talent Standard: Grants the character 3 additional Talent Points. This skill may be purchased unlimitedly. Teach: This skill allows the character to expedite the learning process for any other character learning a skill, feat, or spell, reducing learn time by 1 month. The learning character must still have a Feat or Spell Scroll and must otherwise have all of the prerequisites needed in order to learn the skill, feat, or spell to begin with. A character using this skill must appropriately role-play with the learning character as though they are teaching the skill. Use Advanced Engineered Device: A character with this skill may use any engineered device that is classified as Advanced on the item card. Use Complex Engineered Device: A character with this skill may use any engineered device that is classified as Complex on the item card. Use Simple Engineered Device: A character with this skill may use any engineered device that is classified as Simple on the item card. Vaea Standard: Grants the character 3 additional Vaea Points. This skill may be purchased unlimitedly. Common List Feats The Common List Feats are a list of feats that are available to all characters that have purchased the Common Feats ability from the Common List. Like all Feats, these are pool abilities and require the corresponding Feat Scroll in order for a character to learn them. Below is a chart outlining the Feat names, skill types, pre-requisites, Spirit costs, rank, and EXP costs. It is important to note, that this chart does not outline all of the available Common Feats in the game, simply a handful of them to give players an idea of what is on the Common Feat list. To uncover hidden Feats or those which are not listed, a character must find them through IG interaction. 80

Feat Name Cling to Life Lie Sense Motive Willpower

Rank 5 1 1 4

Prerequisites Common List Feats Common List Feats Common List Feats Common List Feats

Skill Type Tactical Feat Offensive Feat Defensive Feat Defensive Feat

Effect Type Sustained Per Minute Ongoing Ongoing Ongoing

Spirit 5 1 1 4

Cling to Life: This Feat allows a character to stop his or her death count completely for 1 minute. Lie: This Feat allows a character to lie without being detected. This counts as a Rank 0 effect for the purposes of truth-discerning skills and spells. A character that uses this Feat does not need to announce its use unless another Feat or Spell used against the character specifies otherwise. Sense Motive: This Feat allows a character to determine whether or not a person lies to them without the use of a Feat or Spell. Willpower: This Feat will stop any one mind effect from having an effect on the target. This skill will only work on rank 3 and lower mind effects. A character that uses this Feat does not need to announce its use unless another Feat or Spell used against the character specifies otherwise. Baptism List

Aside from purchasable skills on the Common List and the free Racials that a character earns, there are mechanical benefits for a character who is baptized to a deity. All baptized characters, regardless of Race, Archetype, Class, or Profession, have access to permanently learn Rank 0 Spells with a pre-requisite of a baptism to a corresponding deity. These Rank 0 Spells count as Cantrips and are not associated with any Sphere of Magic. Below is a set of charts outlining each deity and a list of corresponding Rank 0 Spells available to baptized followers of each deity. It is important to note, though, that these charts are by no means a complete list of the Rank 0 Baptismal Spells in the game. The charts are merely to show a list of common Rank 0 Baptismal Spells and to provide an accurate depiction of the types of spells that are attainable in the game world. We encourage players to seek out information and other possible spells IG as their characters.

Spell Name Grant Protection from Evil Heal Vaea Illuminate Sense Evil Summon Orbs of Akari

Lyrana / Ius: Rank 0 Baptismal Spells With the shining power of the light I Rank Prerequisites 0 Baptism to Lyrana or Ius 0 Baptism to Lyrana or Ius 0 Baptism to Lyrana or Ius 0 Baptism to Lyrana or Ius 0 Baptism to Lyrana or Ius

Arcanum Cost 0 0 0 0 0

Effect Type Invoked Temporary Temporary Ongoing Ongoing

Grant Protection from Evil: This is a latent spell. It is invoked as a defense to negate the effects of one Rank 0 spell with a pre-requisite of Alignment: Evil.

Heal Vaea: The target of this spell is healed 1 Vaea per minute for 5 minutes. This effect ends if a target enters into the first stage of their death count.

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Illuminate: This spell creates a white light for five minutes. This is represented by a flashlight. Sense Evil: The caster can determine if one target is of evil alignment by touch. This counts as a Rank 0 alignment detection.

Summon Orbs of Akari: This spell summons 3 globes of light which can be thrown by the caster for 1 Light damage each. This is simulated by throwing a spell packet for each.

Spell Name Charm Aberration Grant Aristons Inspiration Grant Kelds Ingenuity Grant Stamina Mend Item

Keld / Ariston: Rank 0 Baptismal Spells With the living power of the forge I Rank Prerequisites 0 Baptism to Keld or Ariston 0 Baptism to Keld or Ariston 0 Baptism to Keld or Ariston 0 Baptism to Keld or Ariston 0 Baptism to Keld or Ariston

Arcanum Cost 0 0 0 0 0

Effect Type Temporary Invoked Ongoing Temporary Temporary

Charm Aberration: The target Aberration cannot take aggressive action against the caster for the duration of one minute. If the caster takes aggressive action against the Aberration during the duration, the spell is broken. Grant Aristons Inspiration: This spell allows the target to gain back 1 Talent for any item they craft.

Grant Kelds Ingenuity: This spell allows the caster to gain knowledge of the target items rank and function. Grant Stamina: The target of this spell gains +10 Vaea to their Vaea pool cap for one hour. Mend Item: This spell temporarily repairs one broken item for the duration of one minute. After one minute the item turns to dust and cannot be repaired.

Aurelius Arcanum: Rank 0 Baptismal Spells With the awesome power of the Arcane I Spell Name Rank Prerequisites Arcanum Cost Discern Spell 0 Baptism to Aurelius Arcanum 0 Illuminate 0 Baptism to Aurelius Arcanum 0 Read Script 0 Baptism to Aurelius Arcanum 0 Sense Magic 0 Baptism to Aurelius Arcanum 0 Summon Magic Missiles 0 Baptism to Aurelius Arcanum 0 Discern Spell: This spell is latent until invoked. Once invoked, for five minutes it grants the caster all the information pertinent to the spells the caster sees cast including Rank, Sphere, Alignment, Effects, casting cost and Baptismal Requirements. Illuminate: This spell creates a white light for five minutes. This is represented by a flashlight.

Effect Type Invoked Temporary Ongoing Temporary Ongoing

Read Script: This spell allows the caster to read one word of written script regardless of the language or code. Sense Magic: This spell detects whether or not a single item is magic by touch. Summon Magic Missiles: This spell summons 3 missiles of magic which can be thrown by the caster for 1 Magic damage each. This is simulated by throwing a spell packet for each.

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Spell Name Bessech the Yensai Cause a Time Delay Divine Your Weakness Heal Vaea Slow Your Wisdom

Cadence: Rank 0 Baptismal Spells With the tranquil power of the Yensai I Rank Prerequisites Arcanum Cost 0 Baptism to Cadence 0 0 Baptism to Cadence 0 0 Baptism to Cadence 0 0 Baptism to Cadence 0 0 Baptism to Cadence 0

Effect Type Temporary Invoked Ongoing Temporary Temporary

Beseech the Yensai: This spell allows the caster to extend the death count of one target who current in any stage of their death count. The caster must keep both hands on the target for the duration of the spell. While the caster has their hands on the target, the targets death count time is multiplied by 2. Cause a Time Delay: This is a latent spell. The target of this spell may call this as a defense in response to any one attack. The spell delays the effect of one attack for the duration of 5 seconds.

Divine Your Weakness: The target of this spell must tell the caster their mechanical weaknesses, if any. Heal Vaea: The target of this spell is healed 1 Vaea per minute for 5 minutes. This effect ends if a target enters into the first stage of their death count. Slow Your Wisdom: The target of this spell must repeat their spell verbal, effectively saying it twice, when they wish to cast a spell. This lasts for one minute.

Spell Name Empathic Healing Gift You With Self Defense Grant a Change of Heart Grant Martyrs Protection Invoke Guardian Spirit

Jehren: Rank 0 Baptismal Spells With the peaceful power of mercy I Rank Prerequisites 0 Baptism to Jehren 0 Baptism to Jehren 0 Baptism to Jehren 0 Baptism to Jehren 0 Baptism to Jehren

Arcanum Cost 0 0 0 0 0

Effect Type Ongoing Temporary Temporary Ongoing Invoked

Empathic Healing: This spell heals the target for 5 Vaea. The caster takes 5 Vaea damage. Gift You With Self Defense: Grants the target Fighting Style: Pugilist for one minute. Grant a Change of Heart: The target of this spell will not attack anyone for one minute. If the caster attacks the target the spell is broken. This is a Rank 0 Mind Effect. Grant Martyrs Protection: This spell will make the caster take the effect of the next damage

dealing attack done to the target. The target will not take the effect. Invoke Guardian Spirit: This spell is latent until the caster dies and becomes a spirit. It must be cast before death. If the caster dies and becomes a spirit, they may choose a person to follow as a Guardian Spirit. The Guardian Spirit will call no effect on the next single attack upon the target, at which time the caster becomes a normal spirit.

Morwyn: Rank 0 Baptismal Spells By the might of the Blood Maiden I 83

Spell Name Call a Storm Strike Call Fury of the Storm Command You To Mark Me Grant The Gift of War Sacrifice Soul

Rank 0 0 0 0 0

Prerequisites Baptism to Morwyn Baptism to Morwyn Baptism to Morwyn Baptism to Morwyn Baptism to Morwyn

Arcanum Cost 0 0 0 0 0

Effect Type Ongoing Ongoing Temporary Temporary Temporary

Call a Storm Strike: This allows the caster to enhance a single physical strike with the damage type Ice or Lightning. Call Fury of the Storm: The target of this spell takes 5 Ice or Lightning damage. Command You To Mark Me: This spell forces the target to attack only the caster for 1 minute IF the target attacks. Does not force the target

into attacking, merely makes the caster the first viable target. This spell lasts 1 minute. Grant The Gift of War: This spell grants the caster a single Fighting Style of their choice for the duration of one minute. The caster cannot choose Grand Magus with this spell. Sacrifice Soul: This spell allows the caster to use their Spirit Pool as Vaea for the duration of one minute.

Spell Name Detect Life Enact Karmic Backlash Enact Karmic Denial Feign Death Grant Peaceful Rest

Morcant / Balasar: Rank 0 Baptismal Spells By the might of Judgements wrath I Rank Prerequisites Arcanum Cost 0 Baptism to Morcant or Balasar 0 0 Baptism to Morcant or Balasar 0 0 Baptism to Morcant or Balasar 0 0 Baptism to Morcant or Balasar 0 0 Baptism to Morcant or Balasar 0

Effect Type Ongoing Temporary Temporary Ongoing Ongoing

Detect Life: This spells allows the caster to tell the state of life in a single target. This includes where they are in their death count, how much Vaea they currently have, whether they are Living, Unliving, Undead or Living Dead. Enact Karmic Backlash: The target of this spell, for the duration of one minute, takes 1 damage for every offensive Feat they use. Enact Karmic Denial: The target of this spell, for the duration of one minute, takes 1 damage for every defensive Feat they use.

Feign Death : This spells allows the caster to appear dead and in the second stage of their death count regardless of their state of health. The spell effect ends if the caster moves or speaks. Grant Peaceful Rest: When this spell is cast upon a corpse (in any stage of their death count) it will not be able to be raised as an Unliving. If a target is healed, resurrected or granted a restorative life, the spell protection ends.

Spell Name Heal Beast Invoke Bestial Claws Invoke the Hunters Mark Sense Lycan

Beast Lord: Rank 0 Baptismal Spells By the might of the feral hunt I Rank Prerequisites 0 Baptism to the Beast Lord 0 Baptism to the Beast Lord 0 Baptism to the Beast Lord 0 Baptism to the Beast Lord 84

Arcanum Cost 0 0 0 0

Effect Type Temporary Temporary Ongoing Ongoing

Speak with Beast

Baptism to the Beast Lord

Temporary

Heal Beast: This spell heals any beast or shapechanged Lycanthrope 2 Vaea per minute for 5 minutes. This effect ends if a target enters into the first stage of their death count. Invoke Bestial Claws : Allow the caster to fight with claws for the duration of one minute. Damage does not affect Bestial Claws.

Invoke the Hunters Mark: This spell grants the caster a Spirit efficiency of 1 for their next Offensive Feat. Sense Lycan: This spell allows the caster to discern whether a target is a Lycan by touch. Speak with Beast: The caster may speak with one animal for one minute. The caster may only speak with one animal at a time.

Spell Name Heal Nature Sense Disease & Poison Snare Speak With Nature Summon Natures Thorns

Lady Forest: Rank 0 Baptismal Spells By the might of the silver forest I Rank Prerequisites 0 Baptism to Lady Forest 0 Baptism to Lady Forest 0 Baptism to Lady Forest 0 Baptism to Lady Forest 0 Baptism to Lady Forest

Arcanum Cost 0 0 0 0 0

Effect Type Temporary Ongoing Temporary Temporary Ongoing

Heal Nature: This spell heals any plant or nature entity for 2 Vaea per minute for 5 minutes. This effect ends if a target enters into the first stage of their death count. Sense Disease & Poison: This spell allows the caster to discern whether a target is diseased or poisoned by touch. Snare: The target of this spell must move at a heel to toe rate for the duration of five seconds.

Speak With Nature: The caster may speak with one plant or nature entity for one minute. The caster may only speak with one entity at a time. This spell does not include beasts or Lycanthropes. Summon Natures Thorns: This spell allows the caster to throw five thorns for one Nature damage each via spell packets.

Oksani: Rank 0 Baptismal Spells The spell verbals for baptized followers, Acolytes, and Priests of Oksani are as variable and chaotic as the goddess herself. They are variable and customizable by the caster. The only stipulation is that the verbal must contain at least eight syllables .Oksani verbals may include any article, pronoun, conjunction, and/or preposition. Oksani verbals may also include any of the following words; Chance, Chaos, Luck, Lucky, Hand, Mischief, Guide, Joy, Party, Pleasure, Happy, Fool, Fooled, Play, and Joke, or other similarly appropriate words at the casters discretion. Spell Name Rank Prerequisites Arcanum Cost Effect Type Fake Out 0 Baptism to Oksani 0 Invoked Jumble 0 Baptism to Oksani 0 Ongoing Lucky Charm 0 Baptism to Oksani 0 Temporary Make a Little Wager 0 Baptism to Oksani 0 Ongoing Tip the Odds 0 Baptism to Oksani 0 Invoked

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Fake Out: This is a latent spell. Once invoked, this spell allows the caster to recall one action worth of pool points if the action in question misses or is negated. Jumble: This spell renders a single page of nonmagical written text illegible. Lucky Charm: This spell allows the caster to imbue an object with one use of any Rank 0 spell of Oksani that the caster knows, making it invokable out of the item for five hours. The caster loses the use of that spell for five hours.

Make a Little Wager: This spell does either one point of damage or heals one point of damage to the target. The caster must flip a coin, calling heads or tails for healing. This cannot be used in combat. Tip the Odds: This spell is latent. It can be invoked during a game of chance. It allows the caster to either look at one opponent's cards or re-roll one dice roll. This action is considered out-of-game. This spell can only be used once per hour.

Laoch / The Fiend: Rank 0 Baptismal Spells I call forth the darkness of shadows to Spell Name Rank Prerequisites Arcanum Cost Dowse Light 0 Baptism to Laoch or The Fiend 0 Grant Protection From Good 0 Baptism to Laoch or The Fiend 0 Grant a Silver Tongue 0 Baptism to Laoch or The Fiend 0 Killing Blow 0 Baptism to Laoch or The Fiend 0 Mask My Alignment 0 Baptism to Laoch or The Fiend 0 Dowse Light: This spell will extinguish a target Rank 0 Illuminate spell or any normal mundane light such as a candle or a lantern. Grant Protection From Good: This spell is latent until invoked. It negates a single Rank 0 good aligned spell. Grant a Silver Tongue: This is a latent effect. The character does not need to announce its invocation. Once this spell is invoked, the chaeracter can lie undetectably against any Rank 0 or lower truth discerning ability or spell for thirty minutes.

Effect Type Ongoing Invoked Invoked Ongoing Invoked

Killing Blow: This spell allows the caster to force a target that is in the first stage of their death count into the second stage of their death count. Mask My Alignment: This is a latent effect. Once this spell is invoked, it will cause the targets alignment to not register as evil for any Rank 0 or lower detection. The target may allow their alignment to be detected normally at their discretion. This lasts for thirty minutes.

Nesul: Rank 0 Baptismal Spells I call forth the blessings of the One True God to Spell Name Rank Prerequisites Arcanum Cost Enact Spiritual Tyranny 0 Baptism to Nesul 0 Heal Vaea 0 Baptism to Nesul 0 Sense Evil 0 Baptism to Nesul 0 Sense Good 0 Baptism to Nesul 0 Summon Orbs of Prell 0 Baptism to Nesul 0

Effect Type Temporary Temporary Ongoing Ongoing Ongoing

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Enact Spiritual Tyranny: The target of this spell is prohibited from casting Rank 0 spells for one minute unless the target is baptized to Nesul. Heal Vaea: The target of this spell is healed 1 Vaea per minute for 5 minutes. This effect ends if a target enters into the first stage of their death count. Sense Evil: The caster can determine if one target is of evil alignment by touch. This counts as a Rank 0 alignment discernment.

Sense Good: The caster can determine if one target is of good alignment by touch. This counts as a Rank 0 alignment discernment. Summon Orbs of Prell: This spell summons 3 globes which can be thrown by the caster for 1 Dark or 1 Light damage each. This is simulated by throwing a spell packet for each. The type of damage must be stipulated by the caster at the time of summoning.

Spell Name Cause Pain Detect Life Feign Death Heal Unlife Speak With Legion

Lady Vae: Rank 0 Baptismal Spells We call forth the power of Unlife to Rank Prerequisites 0 Baptism to Lady Vae 0 Baptism to Lady Vae 0 Baptism to Lady Vae 0 Baptism to Lady Vae 0 Baptism to Lady Vae

Arcanum Cost 0 0 0 0 0

Effect Type Temporary Ongoing Ongoing Temporary Temporary

Cause Pain: The target of this spell is blind and deaf for five seconds, as they bleed out their eyes and ears. This counts as a pain effect. Detect Life: This spells allows the caster to tell the state of life in a single target. This includes where they are in their death count, how much Vaea they currently have, whether they are Living, Unliving, Undead or Living Dead. Feign Death: This spells allows the caster to appear dead and in the second stage of their death count regardless of their state of health.

The spell effect ends if the caster moves or speaks. Heal Unlife: This spell heals target Unliving for 2 Vaea per minute for 5 minutes. This effect ends if a target enters into the first stage of their death count. Speak With Legion: The caster may speak with one target Unliving for one minute. The caster may only speak with one Unliving at a time in this way.

Prentus: Rank 0 Baptismal Spells I call forth the projet of perfection to Spell Name Rank Prerequisites Converse with Aberrated Entity 0 Baptism to Prentus Create a Skin Graft 0 Baptism to Prentus Invoke Venom of Acontia 0 Baptism to Prentus Sense Disease & Poison 0 Baptism to Prentus Vex Aberrated Entity 0 Baptism to Prentus Converse with Aberrated Entity: Caster may speak with one aberration for one minute. The caster may only speak with one aberration at a time.

Arcanum Cost 0 0 0 0 0

Effect Type Temporary Temporary Ongoing Ongoing Temporary

Create a Skin Graft: This spell allows the caster to work with an Engineer to temporarily graft an Engineered Device onto an organic entity. This graft lasts for one hour.

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Invoke Venom of Acontia: The target of this spell will take 1 damage per minute for the duration of five minutes. Sense Disease & Poison: This spell allows the caster to discern whether a target is diseased or poisoned by touch. Vex Aberrated Entity: The target aberration of this spell is compelled to attack the nearest person to them for 1 minute. This counts as a Rank 0 Mind Effect.

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Heraldry of the Ni Quan Provinces

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Chapter 6: Character Lists Races

Revenant

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Racial Lists Overview Aside from the role-playing implications that choosing a race and culture will have on a character, there are also mechanical implications. As outlined in Chapter 2, each Race type in the game is just a general categorization of the specific races therein. Each Race Type grants a single, mechanical Racial Skill, or Racial. The Race Type Racial skills are shared by all of the Races within that Race type. Each specific Race within each Race type also grant their own unique Racial. Racial Race Dwarves Goblins Minotaurs Beastmen: Avians, Felideans, and Minotaurs The first of the Race types we will discuss are Beastmen. Beastmen have Avians, Felideans, Skill Name Bestial Heritage Natural Artisan Predatory Animal Strength of the Bull Prerequisites Race Type: Beastman Race: Avian Race: Felidean Race: Minotaur

skills are all free to purchase, so they do not cost any EXP and a character will have and start with free Racials just for being a Race. The following sections outline each Race type and their respective Races, including the Racials that each has available to them. Archetype Restrictions While most Races can choose to learn any Archetype Buy-In, there are a few restrictions. Below is a chart outlining Race / Archetype restrictions.

Restricted Archetypes Magi Magi Magi and Minotaurs as available Races. Below is a chart with the Racials available to each Beastman Race.

Skill Type Racial Racial Racial Racial

Effect Type Permanent Permanent Permanent Permanent

Bestial Heritage: Beastmen are regarded as animals by some mortals, but also by most animals. All naturally occurring beasts regard Beastmen as neutral, unless provoked in some way. This means that all natural animals, unless under the influence of a spell or skill that states otherwise, will not treat any Beastman with hostility, such as attacking them or being aggressive towards them unless the Beastman does such a thing first. Additionally, shapechanged Lycans may choose to interact with Beastmen as they wish, as opposed to not being in control of who they attack. This does not count as a charm affect, but allows Lycans to not attack a Beastman if they wish. Furthermore, all Beastmen naturally have "Fighting Style: Pugilist" and can use up to 36

inch fist / claw/ talon physreps. Minotaurs get Fist, Avians get Talons, Felideans get Claws. Natural Artisan: Avians are adept at almost any craft. They have a permanent Talent Efficiency of 1. This skill only applies to Profession Talents. Additionally, the Avian gains +5 Talent and may choose a single Talent, Rank 1 - 3, from any Profession and learn that Talent permanently. Furthermore, Avians may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Sartor. Predatory Animal: Felideans are hunters by instinct. They strike for a base of 10 damage with their claws. Felideans may also use normal defenses to stop Speed attacks. Additionally, Felideans may choose any overarching Race 91

Type or overarching Monster Type outlined in previous chapters as a Favored Quarry. When interacting with characters of the chosen type, the Felidean will strike for an additional +5 damage and have a Spirit Efficiency of 1. Furthermore, Felideans may take a second Profession, paying double EXP cost for all skills, if their first Profession is an Engineer. Strength of the Bull: Minotaurs are immensely strong. This skill grants the Minotaur Mammoth Strength. Additionally, the Minotaur gets +5 Spirit and may choose one Feat, Rank 1 - 3, from the Warrior list and learns that feat Skill Name Draconic Ancestry Elemental Blood Gust of Wind Skin of Stone Prerequisites Race: Sarpa Race Type: Elemental Race: Hauflin Race: Dwarf

permanently. The Minotaur also gains the Appraise Skill from the Common list. Furthermore, Minotaurs may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Smith. Elementals: Dwarves, Hauflins, and Sarpa The next Race type we will discuss are Elementals. Elementals have Dwarves, Hauflins, and Sarpa as available Races. Below is a chart with the Racials available to each Elemental Race.

Skill Type Racial Racial Racial Racial

Effect Type Permanent Permanent Ongoing / Permanent Permanent

Draconic Ancestry: Sarpa have an intrinsic and mysterious connection to the flow of Arcanum. Sarpa can use Arcanum to power any Feat, Spell, or Talent they have. Additionally, Sarpa may take a second Profession, paying double EXP cost for all skills, if their first Profession is an Alchemist. Elemental Blood: Elemental races seem to have a kinship with the element that their race is supposedly descended from. Each elemental race takes minimal damage from their kinship element. Additionally, any spell damage thrown by an Elemental may strike for their kinship element. Dwarves are Earth, Hauflins are Air (Lightning), and Sarpa are Fire. Gust of Wind: Hauflins can manipulate the air around them. Hauflins permanently have the ability to throw spell packets at any target for a 5-foot knockback effect at no cost. Additionally, Hauflins may take a second Profession, paying Skill Name Blood of the Shadows Magic Born Thorn Skin Wisdom of the Ages Prerequisites Race: Draudanann Race Type: Fae Race: Sylphid Race: Danann 92

double EXP cost for all skills, if their first Profession is a Sartor. Skin of Stone: Dwarven skin is carved from the bosom of the Earth. Dwarves have a Threshold of +10. Additionally, Dwarves may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Smith or an Engineer. If a Dwarf chooses Smith and Engineer or Engineer and Smith respectively as his first and second Professions, then his second Profession does not cost double EXP for any skills and the Dwarf may then learn a third Profession, paying double EXP cost for all skills on the third Profession. Fae: Danann, Draudanann, and Sylphids The next Race type we will discuss are Fae. Fae have Danann, Draudanann, and Sylphids as available Races. Below is a chart with the Racials available to each Fae Race. Skill Type Racial Racial Racial Racial Effect Type Permanent Permanent Ongoing / Permanent Permanent

Blood of the Shadows: Drau have a unique affinity to darkness and shadows. Drau take minimal damage from Dark Damage, regardless of Alignment. Drau may also use Dark Damage in place of any spell damage they throw. Additionally, the Drau permanently gains the ability to throw spell packets for 5 dark damage per packet for 0 Arcanum. Furthermore, Draudanann may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Doctor. Magic Born: All Fae are magical in nature. Fae have a natural Arcanum Efficiency of 1 to a minimum of 1. Additionally, Fae are immune to Rank 3 Arcanum Deficiencies and lower. Thorn Skin: Sylphids bodies naturally react when they are struck in melee combat. Any attacker who strikes a Sylphid in melee combat will take 1 point of Nature Damage. This damage counts as physical damage. Additionally, Sylphids may take a second Skill Name Barbarism Horde Mentality Ingenuity Metabolize Poison Prerequisites Race: Orc Race Type: Horde Race: Goblin Race: Ophidian

Profession, paying double EXP cost for all skills, if their first Profession is an Alchemist. Wisdom of the Ages: Danann are intrinsically connected to the Nexus. The Danann gains +5 Arcanum. Additionally, the Danann may choose one spell, Rank 1 through 3, from the Magi archetype and respective classes or from the Channeler Archetype and respective classes. The Danann has permanent knowledge of that spell and can use it normally. For Channeler spells, the Danann must use the spell as though it is Channeled, not thrown cast. Additionally, Danann may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Jeweler. The Horde: Goblins, Ophidians, and Orcs The next Race type we will discuss are The Horde. The Horde have Goblins, Ophidians, and Orcs as available Races. Below is a chart with the Racials available to each Horde Race. Skill Type Racial Racial Racial Racial Effect Type Permanent Permanent Permanent Temporary / Permanent

Barbarism: Orcs are natural barbarians. Even the most cultured can find themselves able to do things only a barbarian could or would do. Orcs have a natural strength category of Barbarian. Orcs have a Threshold of +5. Additionally, Orcs may take a second Profession, paying double EXP cost for all skills, if their first profession is Smith. Horde Mentality: Horde Races work together very well. As long as there are 3 other friendly Horde characters within 10 feet of the Horde Character, he or she will strike for +5 physical numerical damage for melee and ranged attacks. Ingenuity: Goblins are very clever and adept at finding out-of-the-box ways of dealing with situations. When crafting any type of item, a Goblin may substitute any one component, 93

required to make the item, with any other component of the same type and rarity level. Additionally, Goblins may take a second Profession, paying double EXP cost for all skills, if their first profession is Engineer. Metabolize Poison: Ophidians have the natural ability to Metabolize Poisons. For 3 Spirit per use, an Ophidian may negate the effect of any poison that strikes them. Furthermore, the Ophidian may spend 3 Spirit per use to throw a spell packet for the effect of whatever poison they last metabolized. Metabolized poisons will only last for 5 hours. Additionally, Ophidians may take a second Profession, paying double EXP cost for all skills, if their first profession is Jeweler. Humans: Midlanders, Muntari, and Sunarians

The next Race type we will discuss are Humans. Humans have Midlanders, Muntari, and Skill Name Human Versatility Magic-Touched Ruggedness Spirited Prerequisites Race Type: Human Race: Muntari Race: Sunarian Race: Midlander

Sunarians as available Races. Below is a chart with the Racials available to each Human Race. Skill Type Racial Racial Racial Racial Effect Type Permanent Permanent Permanent Permanent

Human Versatility: Humans are a diverse bunch that take to almost anything with aptitude easily and without much effort. A Human does not pay double cost for secondary Archetypes, Classes, or Professions. Magic-Touched: Muntari are learned and have a natural connection with Arcanum. Muntari start with a base of 15 Arcanum instead of 0. Additionally, Muntari may take a second Profession if their first Profession is a Scholar. Ruggedness: Sunarians are hearty folk, infused with life and toughness. Sunarians start with 35 base Vaea points instead of 20. Additionally, Sunarians may take a second Profession if their first Profession is a Smith. Skill Name Curse of the Fleshless Curse of the Undying Curse of Vampirism Gift of Unlife Prerequisites Race: Wraith Race: Revenant Race: Dhampyr Race Type: Living Dead

Spirited: Midlanders are spirited, independent, and ingenious folk. Midlanders start with a base of 15 Spirit instead of 0. Additionally, Midlanders may take a second Profession if their first Profession is a Doctor. The Living Dead: Dhampyr, Revenants, and Wraiths The next Race type we will discuss are The Living Dead. The Living Dead have Dhampyr, Revenants, and Wraiths as available Races. Below is a chart with the Racials available to each Living Dead Race.

Skill Type Racial Racial Racial Racial

Effect Type Permanent Permanent Ongoing / Permanent Permanent

Curse of the Fleshless: Wraiths are incorporeal beings that are caught between the worlds of life and death. If a Wraith wishes to interact with the corporeal world, he or she must spend 2 Spirit, 2 Arcanum, or 2 Talent to be able to do so for 15 minutes. Interaction can be defined as anything mundane, such as opening a door or writing with a pen, or carrying something which is not magical but is corporeal. Wraiths are unaffected by any mundane weapons and damage. Wraiths have white claws, 24 inch max length, which strike for a base of 5 magic damage. Using these claws as weapons does not count as interacting with the corporeal world. Although Wraiths are incorporeal, they cannot pass through solid objects such as walls or doors, though solid objects such as mundane 94

weapons, rocks, rope, etc. all pass through them. Spells and magical effects will work on a Wraith as normal just as a Wraith who casts a spell can affect a target in the corporeal world as normal. Magical weapons or weapons enhanced with a spell to swing a non-normal, non-metal damage type will affect a Wraith normally. Additionally, Wraiths may take a second Profession, paying double EXP cost for all skills, if their first Profession is aScholar. Curse of the Undying: All Revenants exude a black miasma from their eyes and claws. Revenants can use black claws naturally, up to 24 inches maximum length which strike for a base of 5 vile damage. Standard claw rules otherwise apply. Additionally, if the Revenant

ever uses any weapon, their black miasma will envelop the weapon, making it entirely black and miasmic as well, so long as they are holding the weapon. Revenants always strike for Vile damage regardless of any spells or magic items they possess, unless specifically otherwise stated. Additionally, Revenants never pass through Vaean Archways. When a Revenant dies, he or she must resurrect where they died after 1 minute has passed from the end of the Second Stage of the Death Count. The Revenant must still find a marshal to mark the death on the card. Additionally, Revenants may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Scholar. Curse of Vampirism: All Dhampyr can drain blood from a sentient living mortal or higher power that is either willing or incapacitated. They drain at a rate of 1 Vaea every second by placing both hands on the target and role playing as though they are draining blood from the target by biting them and drinking from the wound. Additionally, Dhampyr are allergic to Silver Wood. Any weapon made from Silver Wood will deal bane damage to a Dhampyr. If a Dhampyr is staked through the heart with a Skill Name Angelic Power: Good Angelic Power: Balance Angelic Power: Evil Insatiable Desire Moonkin: Werebear Moonkin: Weremantis Moonkin: Wererat Moonkin: Weretoad Moonkin: Werewolf Supernatural Heritage

Silver Wood stake, it will force the Dhampyr into the Second Stage of their Death Count. Dhampyr are required to drain a minimum of 60 Vaea per event. If a Dhampyr does not drain the minimum amount of Vaea in a given event, then that player must contact Creative Studio before attending the next event to inform them, as there may be special role-playing implications for not feeding. Additionally, Dhampyr may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Doctor. Gift of Unlife: All of the Living Dead are blessed with the gift of unlife. In addition to normal beneficial effects, anything that would normally benefit an Unliving creature will benefit a Living Dead race. Detrimental effects that normally work on Unliving do not work on the Living Dead unless otherwise specified. Planars: Abyssals, Celestials, and Lycans The final Race type we will discuss are Planars. Planars have Abyssals, Celestials, and Lycans as available Races. Below is a chart with the Racials available to each Planar Race. Skill Type Racial Racial Racial Racial Racial Racial Racial Racial Racial Racial Effect Type Permanent Permanent Permanent Permanent Temporary / Permanent Temporary / Permanent Temporary / Permanent Temporary / Permanent Temporary / Permanent Permanent

Prerequisites Race: Celestial; Alignment: Good Race: Celestial; Alignment: Balance Race: Celestial; Alignment: Evil Race: Abyssal Race: Lycan; Heritage: Bear Lunaarian Race: Lycan; Heritage: Mantis Lunaarian Race: Lycan; Heritage: Rat Lunaarian Race: Lycan; Heritage: Toad Lunaarian Race: Lycan; Heritage: Wolf Lunaarian Race Type: Planar

Angelic Power Good: Celestials have some sort of angelic ancestry and as such have inherited some of the power. Whenever the Good Celestial uses a Defensive Feat or Casts a Rank 1 Spell or higher, a globe of healing light conjures and can be used to Heal any target for 10 Vaea (represented by a spell packet). The Celestial is immune to Light damage. Furthermore, any spells that cause numerical damage known by the Celestial can be used 95

with Light Damage instead at the caster's discretion. Additionally, Celestials may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Jeweler. Angelic Power Balance: Celestials have some sort of angelic ancestry and as such have inherited some of the power. Whenever the Balance Celestial strikes for numerical damage, a globe of magical energy conjures and can be

used to deal 10 Bane Damage to any target (represented by a spell packet or weapon cast). Furthermore, the Celestial strikes for +5 magic damage with any physical strike, rounded to the nearest number divisible by 5. Additionally, Celestials may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Jeweler. Angelic Power Evil: Celestials have some sort of angelic ancestry and as such have inherited some of the power. Whenever the Evil Celestial uses an Offensive Feat or Casts a Rank 1 Spell or higher, a globe of harming darkness conjures and can be used to deal 10 Dark damage to any target (represented by a spell packet or weapon-cast). The Celestial is immune to Dark damage. Furthermore, any spells that cause numerical damage known by the Celestial can be used with Dark Damage instead at the caster's discretion. Additionally, Celestials may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Jeweler. Insatiable Desire: Abyssals have such a strong desire to do what they want, that no one can tell them otherwise. Abyssals are permanently immune to any mind controlling effects such as dominations or charms. Illusion spells that count as mind effects which do not exert direct control or influence over an Abyssals will still affect the Abyssal as normal. Additionally, Abyssals may take a second Profession, paying double EXP cost for all skills, if their first Profession is a Sartor. Supernatural Heritage: All Planars have some sort of supernatural heritage. Planars have the natural ability to detect anyones alignment by touch. This counts as a rank 0 detection for the purposes of alignment masking abilities.

Moonkin: Lycans are swayed by the power of the moon. Whenever there is a full moon, a Lycan will lose control of their mind and their body will shape-change into that of a horrific transformation. The Lycan does not have control over when they can shape change, only the cycle of the moon or specific spells can force a Lycan to change. While in the horrific transformation, the Lycan loses all semblance of self identity and memory of who they are, what they are, who they are friends with, and so on. The character gains a Lycan template in addition to their character card stats and abilities. This template is only applied when the Lycan is transformed, so these abilities are not always available to a Lycan character. Regardless of what type of Lycan the character is, when Lycans are transformed, they all adhere to certain rules and caveats. When transformed, all Lycans lose the ability to differentiate between friend and foe. Unless otherwise specified, they lose all cognitive speech and spell-casting ability, including psionics. They take double damage from all Acid Damage. They all take minimal damage from Nature Damage and they are all immune to Normal Damage. The horrific transformation lasts for as long as the moon is full or until the duration of the effect that triggered the transformation ends. It is important to note that the full moon is dictated by the actual full moon as well as circumstances where Creative Studio states that there is an IG full moon. There may be certain spells or circumstances IG which force a Lycan to shapechange. Additionally, Lycans may take a second Profession, paying double EXP cost for all skills, if their first Profession is an Alchemist. Below is a set of charts outlining each Moonkin type and their abilities.

Werebear Moonkin Werebear Arcanum Bonus Strength Bonus Threshold Bonus +0 Giant + 20 Permanent Skills Claws of the Werebear; Fortitude of the Werebear; Hide of the Werebear; Speed of the Werebear; Unnatural Regeneration 96 Vaea Bonus + 100 Spirit Bonus +0

Feats Bear Hug; Knockback; Maul; Soak; Vicious Bite Spells None Werebear Permanent Skills Claws of the Werebear: The Lycan grows a set of claws. These claws can be up to 34 inches in length. The claws strike for a base of 5 magic damage. All Primary Fighting Style proficiencies apply as Claw Proficiencies. If the character does not have a Primary Fighting Style yet, then the Fighting Style that has the highest number of proficiencies will have all of its proficiencies apply to the claws. Fortitude of the Werebear: The Lycan becomes immune to any effects that would bind it, break its limbs, sever its limbs, or in any way impede its movement. Feat Name Bear Hug Knockback Maul Soak Vicious Bite Rank 1 3 5 5 4 Prerequisites Transformed into Werebear Transformed into Werebear Transformed into Werebear Transformed into Werebear Transformed into Werebear Hide of the Werebear: The Lycan gains 20 points of Resilience. Speed of the Werebear: For an additional 5 Spirit per call, the Lycan may attach the prefix Speed to any Feat that they know. Unnatural Regeneration: The Lycans Vaea regenerates at a rate of 10 Vaea per minute. The Lycan cannot regenerate Acid damage. Coup De Gras stops this effect until the Lycan is healed. Werebear Feats

Skill Type Offensive Feat Offensive Feat Offensive Feat Defensive Feat Offensive Feat

Effect Type Sustained per Second Ongoing Ongoing Ongoing Permanent

Spirit 1 3 5 4 4

Bear Hug: The character may use this Feat by placing both Claws on the shoulders of a target. The targets arms and legs are considered bound, but this does not count as a bind effect. The target loses one point of Vaea and Durability per second while this is being sustained. If this is sustained for one minute, both of the targets arms are considered broken and the target must drop whatever is in both hands and loses use of the limbs until they are healed. The target may break this effect by winning an opposing strength match with the Werebear. Knockback: The character may use this Feat by striking a target in the torso. The target must move backwards a minimum of 10 feet. This counts as a Knock-back effect. Maul: The character may use this Feat by striking a target in the torso. The target of this 97

attack loses 20 points of durability or resilience. If the target does not have any durability or resilience, the target loses of their total Vaea or 25 points of Vaea, whichever is more. Soak: The character may use this Feat in response to being struck by any feat, spell, or physical numerical damage delivered to the Werebear. Soak prevents the damage, spell, or feat from having an effect. Soak also works on Bullets. Vicious Bite: The character may use this Feat by striking the target in any legal area. This attack deals 20 points of aggravated magic damage. Additionally, the target becomes infected with the Rank 4 disease Lycanthropy. Anyone affected with Lycanthropy must contact a member of Creative Studio immediately to find out the effects.

Weremantis Moonkin Weremantis Arcanum Bonus Strength Bonus Threshold Bonus +0 Mammoth + 10 Permanent Skills Claws of the Weremantis; Fortitude of the Weremantis; Hide of the Weremantis; Speed of the Weremantis; Unnatural Regeneration Feats Deflect; Evade; Sunder; Vicious Bite Spells None Vaea Bonus + 50 Spirit Bonus + 25

Weremantis Permanent Skills Claws of the Weremantis: The Lycan grows a set of claws. These claws can be up to 34 inches in length. The claws strike for a base of 5 magic damage. All Primary Fighting Style proficiencies apply as Claw Proficiencies. If the character does not have a Primary Fighting Style yet, then the Fighting Style that has the highest number of proficiencies will have all of its proficiencies apply to the claws. Furthermore, the Weremantis claws ignore Armor-granted Thresholds. Fortitude of the Weremantis: The Weremantis regenerates Resilience at a rate of 1 point per minute. Feat Name Deflect Evade Sunder Vicious Bite Rank 2 5 5 4 Prerequisites Transformed into Weremantis Transformed into Weremantis Transformed into Weremantis Transformed into Weremantis Hide of the Weremantis: The Lycan gains 20 points of Resilience. Speed of the Weremantis: For an additional 1 Spirit per call, the Lycan may attach the prefix Speed to any Feat that they know. Unnatural Regeneration: The Lycans Vaea regenerates at a rate of 10 Vaea per minute. The Lycan cannot regenerate Acid damage. Coup De Gras stops this effect until the Lycan is healed. Weremantis Feats

Skill Type Defensive Feat Defensive Feat Offensive Feat Offensive Feat

Effect Type Ongoing Ongoing Ongoing Permanent

Spirit 2 5 5 4

Deflect: A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This Feat is used as a reactionary defense when the character is successfully struck. This skill will not work on attacks delivered from behind. Evade: This Feat is called as a reactionary defense to any Feat, Spell, or numerical damage strike. That Feat, Spell, or numerical damage

strike has no effect. This Feat can be used to stop surprise attacks. Sunder: This Feat is used by striking a target in the weapon, shield, arm, or torso. If struck in the weapon, that weapon is broken. If struck in a shield, that shield is broken. If struck in the arm, any items that were being held by the target such as an engineered gun are broken. If struck in the torso, all armor durability on the target is reduced to 0. Broken items cannot be used unless a skill specifically states otherwise. 98

Broken items need to be repaired by the appropriate Professions before they can be used again. Vicious Bite: The character may use this Feat by striking the target in any legal area. This attack

deals 20 points of aggravated magic damage. Additionally, the target becomes infected with the Rank 4 disease Lycanthropy. Anyone affected with Lycanthropy must contact a member of Creative Studio immediately to find out the effects.

Wererat Arcanum Bonus Strength Bonus Threshold Bonus +0 Barbarian +5 Permanent Skills Claws of the Wererat; Fortitude of the Wererat; Hide of the Wererat; Speed of the Wererat; Unnatural Regeneration Feats Dodge; Evade; Infectious Bite; Master Disarm; Vicious Bite Spells None Wererat Permanent Skills Claws of the Wererat: The Lycan grows a set of claws. These claws can be up to 24 inches in length. The claws strike for a base of 5 magic damage. All Primary Fighting Style proficiencies apply as Claw Proficiencies. If the character does not have a Primary Fighting Style yet, then the Fighting Style that has the highest number of proficiencies will have all of its proficiencies apply to the claws. Fortitude of the Wererat: The Lycan becomes immune to the effects of all diseases and poisons. Any diseases or poisons that strike the Wererat may be used by the Wererats Infectious Bite Feat. Additionally, the Wererat can squeeze through any openings the size of the players forearm. Feat Name Dodge Evade Infectious Bite Master Disarm Vicious Bite Rank 3 5 2 5 4 Prerequisites Transformed into Wererat Transformed into Wererat Transformed into Wererat Transformed into Wererat Transformed into Wererat Hide of the Wererat: The Lycan gains 10 points of Resilience. Speed of the Wererat: For an additional 2 Spirit per call, the Lycan may attach the prefix Speed to any Feat that they know. Additionally, all Feats known by the Wererat count as Tactical. Unnatural Regeneration: The Lycans Vaea regenerates at a rate of 10 Vaea per minute. The Lycan cannot regenerate Acid damage. Coup De Gras stops this effect until the Lycan is healed. Wererat Feats Moonkin Wererat Vaea Bonus + 25 Spirit Bonus + 40

Skill Type Defensive Feat Defensive Feat Offensive Feat Offensive Feat Offensive Feat

Effect Type Ongoing Ongoing Ongoing Ongoing Permanent

Spirit 3 5 2 5 4

Dodge: This Feat is called as a reactionary defense to any Feat, Spell, or numerical damage strike delivered to the character from the front. 99

That Feat, Spell, or numerical damage strike has no effect.

Evade: This Feat is called as a reactionary defense to any Feat, Spell, or numerical damage strike. That Feat, Spell, or numerical damage strike has no effect. This Feat can be used to stop surprise attacks. Infectious Bite: The character may use this Feat by striking a target in any legal area. The target of this attack becomes infected with any diseases or poisons currently carried by the Wererat. Additionally, the target is affected by the Rank 2 Disease Rabies. Rabies causes the target to be unable to differentiate between friend and foe and to become filled with anger. It counts as a mind effect. Rabies is permanent until cured.

Master Disarm: The character must strike a target in the weapon or weapon in order for this Feat to have an effect. A character that is struck in the weapon or weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. Vicious Bite: The character may use this Feat by striking the target in any legal area. This attack deals 20 points of aggravated magic damage. Additionally, the target becomes infected with the Rank 4 disease Lycanthropy. Anyone affected with Lycanthropy must contact a member of Creative Studio immediately to find out the effects.

Weretoad Moonkin Weretoad Arcanum Bonus Strength Bonus Threshold Bonus + 30 Barbarian +5 Permanent Skills Tongue of the Weretoad; Fortitude of the Weretoad; Hide of the Weretoad; Speed of the Weretoad; Unnatural Regeneration Feats Evade; Spring Attack; Tongue Lash; Vicious Bite Spells Toad Paralysis Weretoad Permanent Skills Tongue of the Weretoad: The Lycan grows an enormously large and powerful tongue. This tongue can be represented by a 2-handed stafflike physrep, up to 78 inches in total length. The tongue strikes for a base of 1 magic damage. All Primary Fighting Style proficiencies apply as Tongue Proficiencies. If the character does not have a Primary Fighting Style yet, then the Fighting Style that has the highest number of proficiencies will have all of its proficiencies apply to the tongue. Additionally, rather than strike for damage, the Lycan may strike at a targets legs and call Trip instead. If successfully struck, the target must take a single 5-foot step back and drop to one knee for 5 seconds. Fortitude of the Weretoad: The Weretoad retains the ability of cognitive speech, but still cannot differentiate between friend and foe. As such, the Weretoad retains the ability to cast any spells that the character normally knows, but must speak in croaks. Hide of the Weretoad: The Lycan gains 10 points of Resilience. Speed of the Weretoad: For an additional 4 Spirit per call, the Lycan may attach the prefix Speed to any Feat that they know. Unnatural Regeneration: The Lycans Vaea regenerates at a rate of 10 Vaea per minute. The Lycan cannot regenerate Acid damage. Coup De Gras stops this effect until the Lycan is healed. 100 Vaea Bonus + 25 Spirit Bonus + 10

Weretoad Feats Feat Name Consumption Evade Spring Attack Tongue Lash Vicious Bite Rank 3 5 3 2 4 Prerequisites Transformed into Weretoad Transformed into Weretoad Transformed into Weretoad Transformed into Weretoad Transformed into Weretoad Skill Type Offensive Feat Defensive Feat Offensive Feat Offensive Feat Offensive Feat Effect Type Ongoing / Permanent Ongoing Ongoing Ongoing Permanent Spirit 3 5 3 2 4

Consumption: To use this Feat, the Weretoad must merely announce its use and follow all the rules outlined within this description. The Weretoad can consume any paralyzed target. If undisturbed for one minute, the Weretoad can completely consume any paralyzed target, forcing them into the First Stage of the Death Count while the target is being digested by the Weretoad. The Weretoad must remain still and within weapons distance of the target while consuming. The Weretoad will regurgitate any inanimate objects after they consume a target. The Weretoad cannot move while it digests a target. The target will not be fully digested until the end of the Second Stage of their Death Count. If the Weretoad moves or is damaged or in any way interrupted during consumption, the Weretoad will regurgitate the target. If the target had not been consumed for 1 minute, they will still be paralyzed for the remainder of the duration, but otherwise unaffected. If the target was consumed for 1 minute or more, but not for the full duration of their Death Count, the target will be regurgitated, but will still be in their Death Count where they left off. If the target is consumed for the full length of their Death Count, the Weretoad may move as normal after regurgitating inanimate objects and the target must find a Marshal and pass through a Vaean Archway as per the Life and Death rules. Evade: This Feat is called as a reactionary defense to any Feat, Spell, or numerical damage strike. That Feat, Spell, or numerical damage strike has no effect. This Feat can be used to stop surprise attacks. Spell Name Toad Paralysis Rank 2 Prerequisites Transformed into Weretoad 101

Spring Attack: Unlike most Feats, this Feat is used by striking a target with a Spell Packet. If successfully struck, the Weretoad places a green headband on to signify they are jumping through the air. The Weretoad walks to where the struck target is. The target must then touch hands and buttocks to the ground and the targets arms and legs are considered bound. This does not count as a bind effect, though. The Weretoad must stay within weapons distance of the target for the target to remain bound. The target can break from the bind by defeating the Weretoad in an opposing strength match. Tongue Lash: Unlike most Feats, this Feat is used by striking a target with a Spell Packet. If successfully struck, the Weretoad may disarm anything the target is holding and throw it 10 feet in any direction of the Weretoads choosing, using the target as the point of origin for the throw. Vicious Bite: The character may use this Feat by striking the target in any legal area. This attack deals 20 points of aggravated magic damage. Additionally, the target becomes infected with the Rank 4 disease Lycanthropy. Anyone affected with Lycanthropy must contact a member of Creative Studio immediately to find out the effects. Weretoad Spells Weretoads do not need to speak a spell verbal for their racial spells.

Skill Type Defensive Feat

Effect Type Ongoing

Arcanum 2

Toad Paralysis: The Weretoad may throw a Spell Packet that paralyzes the target entirely for 1 minute. Werewolf Moonkin Werewolf Arcanum Bonus Strength Bonus Threshold Bonus +0 Mammoth + 10 Permanent Skills Claws of the Werewolf; Fortitude of the Werewolf; Hide of the Werewolf; Speed of the Werewolf; Unnatural Regeneration Feats Evade; Eviscerate; Knockback; Swipe; Vicious Bite Spells None Vaea Bonus + 60 Spirit Bonus + 15

Werewolf Permanent Skills Claws of the Werewolf: The Lycan grows a set of claws. These claws can be up to 34 inches in length. The claws strike for a base of 10 magic damage. All Primary Fighting Style proficiencies apply as Claw Proficiencies. If the character does not have a Primary Fighting Style yet, then the Fighting Style that has the highest number of proficiencies will have all of its proficiencies apply to the claws. Fortitude of the Werewolf: The Lycan becomes immune to any effects that would bind it, break its limbs, sever its limbs, or in any way impede its movement. Feat Name Evade Eviscerate Knockback Swipe Vicious Bite Rank 5 5 3 2 4 Prerequisites Transformed into Werewolf Transformed into Werewolf Transformed into Werewolf Transformed into Werewolf Transformed into Werewolf Hide of the Werewolf: The Lycan gains 30 points of Resilience. Speed of the Werewolf: For an additional 3 Spirit per call, the Lycan may attach the prefix Speed to any Feat that they know. Unnatural Regeneration: The Lycans Vaea regenerates at a rate of 10 Vaea per minute. The Lycan cannot regenerate Acid damage. Coup De Gras stops this effect until the Lycan is healed. Werewolf Feats

Skill Type Defensive Feat Offensive Feat Offensive Feat Offensive Feat Offensive Feat

Effect Type Ongoing Ongoing Ongoing Temporary Permanent

Spirit 5 5 3 2 4

Evade: This Feat is called as a reactionary defense to any Feat, Spell, or numerical damage strike. That Feat, Spell, or numerical damage strike has no effect. This Feat can be used to stop surprise attacks. Eviscerate: The character may use this Feat by striking a target in the torso. The target loses of their total Vaea or 50 Vaea, whichever is more. This Feat ignores armor. This Feat must

be delivered from behind and counts as a surprise attack. Knockback: The character may use this Feat by striking a target in the torso. The target must move backwards a minimum of 10 feet. This counts as a Knock-back effect. Swipe: The character may use this Feat by striking a target in the torso. The target is considered tripped, and must take a single 5102

foot step back and drop to one knee for 5 seconds. The character is also considered stunned for 5 seconds, and cannot take any action at all for the duration of the stun effect, unless that target is struck for 5 points of total damage or an Offensive Feat. Vicious Bite: The character may use this Feat by striking the target in any legal area. This attack deals 20 points of aggravated magic damage. Additionally, the target becomes infected with the Rank 4 disease Lycanthropy. Anyone affected with Lycanthropy must contact a member of Creative Studio immediately to find out the effects.

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Chapter 7: Character Lists Archetypes

Minotaur Warrior

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Archetype Lists With the Common List and all Races further explained and skills described, its time to take a closer look at all of the Archetypes the game. Acolytes The first of the Archetypes we will discuss are Acolytes. Acolytes are the only Archetype in the game that requires a character to be baptized in order for the character to be eligible to purchase the Buy-In. As such, all Acolytes must worship a deity. Because it is an Buy-In Devotion: Deity

Archetype, there are no Deity restrictions for Acolytes, save the restrictions outlined in previous chapters regarding the Dread Mistress, Cadence, and the Devourer. Because Acolytes require a baptism to a deity, the Skills, Feats, and Spells available to Acolytes will vary depending upon baptism. This allows for a very wide diversity of Acolytes from both a role-playing aspect and from a mechanical aspect. Below is a set of charts outlining the Skills, Feats, and Spells of the Acolyte Archetype.

Prerequisites EXP Baptism to a Deity 10 Description This skill is what grants the Archetype Acolyte and is the first skill required to purchase any other skills on the list. The Acolyte gains +10 Spirit and +10 Arcanum. Additionally, the Acolyte gains Knowledge Theology: Deity where the Deity is the God / Goddess that the Acolyte is baptized to. Unless otherwise specified, this skill may not be purchased if a character has 2 other Archetype Buy-In Skills. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Devotion: Deity 2 Acolyte Feats: Rank 1 1 Devotion: Deity 2 Acolyte Spells: Rank 1 0 Devotion: Deity 0 Devotion: Deity 0 Devotion: Deity

Skill Name Acolyte Feats: Rank 1 Acolyte Feats: Rank 2 Acolyte Spells: Rank 1 Acolyte Spells: Rank 2 Arcanum Spirit Vaea

EXP 10 15 10 15 3 3 3

Acolyte Feats: Rank 1: This skill grants the ability to permanently learn any Rank 1 Feat in the game, provided the character has any other prerequisites required for the specific Rank 1 Feat they wish to learn. Acolyte Feats: Rank 2: This skill grants the ability to permanently learn any Rank 2 Feat in the game, provided the character has any other prerequisites required for the specific Rank 2 Feat they wish to learn. Acolyte Spells: Rank 1: This skill grants the ability to permanently learn any Rank 1 Spell in the game, provided the character has any other

prerequisites required for the specific Rank 1 Spell they wish to learn. Acolyte Spells: Rank 2: This skill grants the ability to permanently learn any Rank 2 Spell in the game, provided the character has any other prerequisites required for the specific Rank 2 Spell they wish to learn. Arcanum: This skill grants the character +5 Arcanum. This skill may be purchased unlimitedly. Spirit: This skill grants the character +5 Spirit. This skill may be purchased unlimitedly.

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Vaea: This skill grants the character +5 Vaea.

This skill may be purchased unlimitedly.

Skill Name Faith of the Acolyte Sphere of Magic

Rank 1 1

Passive Skills: Rank 1 Prerequisites Devotion: Deity Devotion: Deity

EXP 3 3

Faith of the Acolyte: This skill grants the character +5 Vaea, +5 Spirit, and +5 Arcanum.

Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Skill Name Sphere of Magic Spiritual Sensitivity

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 4 4

Sphere of Magic: This skill allows the character to learn any one Sphere of Magic. Spiritual Sensitivity: This skill allows the Acolyte to discern whether anyone within a 10 feet radius is baptized to their faith and whether

anyone is possessed, at will. The player must consciously state the use of this ability, it is not considered an always-active ability. Additionally, this skill will allow the Acolyte to determine whether a divine entity has been in the area within the last hour.

Skill Name Meditation Sphere of Magic

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 5 5

Meditation: By meditating for fifteen minutes, the character may heal 5 Arcanum. The Acolyte must meditate by role-playing appropriately and must not engage in any combat or

interaction aside from the meditation while this skill is being performed. Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Skill Name Soldier of Deity Sphere of Magic

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 6 6

Soldier of Deity: This skill grants the Acolyte knowledge of one Fighting Style of the players choice that is allowed by their deity as well as the ability to wear leather armor more efficiently. Leather armor will now grant 2 points of durability per piece, with the

exception of the torso piece, which will grant 10 points of durability total. Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Skill Name Prayer

Rank 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank 106

EXP 7

Sphere of Magic

Equal Number of Passive Skills of the Previous Rank

Prayer: The Acolyte may "pray" for however long a duration they want and fuel the skill with as much Spirit, Arcanum, and / or Vaea as they want in order to garner any request they wish from their deity. The player is encouraged to be as in-depth with role-playing the prayer as possible. A Creative Studio Marshal must be Acolyte Feats

present and decides what effect, if anything, happens, depending upon how well the player role-plays as well as how many pool points are expended. Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Feat Name Block Disarm Retain Smite Stun

Rank 1 1 1 1 1

Rank 1 Acolyte Feats Prerequisites Spirit Acolyte Feats: Rank 1; Fighting 1 Style Acolyte Feats: Rank 1; Fighting 1 Style; Retain Acolyte Feats: Rank 1; Fighting 1 Style Acolyte Feats: Rank 1 1 Acolyte Feats: Rank 1; Fighting 1 Style

Effect Type Ongoing Ongoing Ongoing Ongoing Temporary

Feat Type Defensive Offensive Defensive Offensive Offensive

Block: This Feat is used as a reactionary defense after being struck from the front for physical numerical damage. That damage is considered nullified. Disarm: The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. Retain: Retain will stop any normal disarm effect of equal or lower rank. It is called as reactionary defense when a character is affected by a skill or spell that would disarm them.

Smite: This Feat allows the acolyte to strike for Light, Dark, or Magic damage (depending on alignment) for a single weapon strike. Good Alignment is Light, Evil Alignment is Dark, Balance Alignment is Magic. Stun: The character must strike a target in the torso in order for this Feat to have an effect. If a character is struck in the torso with this Feat, he or she will be stunned for 5 seconds and cannot perform any actions, including the activation of an active Spell or Feat. If the character is struck for 5 points of damage or more or the character becomes affected by a negative status effect, the Stun will immediately wear off.

Feat Name Blessing Deflect Inspire the Faithful Shield of Faith

Rank 2 2 2 2

Rank 2 Acolyte Feats Prerequisites Spirit Acolyte Feats: Rank 2 2 Acolyte Feats: Rank 2; Block 2 Acolyte Feats: Rank 2 2 Acolyte Feats: Rank 2 2 107

Effect Type Temporary Ongoing Temporary Ongoing

Feat Type Tactical Defensive Tactical Defensive

Taunt Weaken Armor

2 2

Acolyte Feats: Rank 2 Acolyte Feats: Rank 2; Fighting Style

2 2

Temporary Ongoing

Tactical Offensive

Blessing: This Feat allows the character to consecrate, desecrate, purify, or hallow a single item. Which type of blessing depends on the chosen alignment of the Acolyte. By spending 1 minute, the Acolyte can bless a small item that is less than 16 inches in length, width, and / or height. Good aligned characters will consecrate items. Evil aligned characters will desecrate items. Balance aligned characters will purify items. Characters baptized specifically to Nesul will hallow items. Consecrated items cannot come in contact with evil-aligned characters. Desecrated items cannot come in contact with good-aligned characters. Purified items cannot come in contact with good-aligned or evilaligned characters. If an evil-aligned character comes in contact with a consecrated item or place, they will take 1 damage every second they remain and cannot cast any spells with a prerequisite of Alignment: Evil. If a good-aligned character comes in contact with a desecrated item or place, they will take 1 damage every second they remain and cannot cast any spells with a prerequisite of Alignment: Good. If a good-aligned or evil-aligned character comes in contact with a purified item or place, neither will take damage but both will be knocked back ten feet. If any character not baptized to Nesul comes in contact with a Hallowed item, that character will suffer 1 point of damage every second that they remain in contact and cannot cast any spells. This blessing lasts for five hours. Deflect: A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat

from having an effect on them. This Feat is used as a reactionary defense when the character is successfully struck. This Feat will not work on attacks delivered from behind. Inspire the Faithful: This Feat increases the maximum Arcanum, Spirit, and Vaea by 5 of a person devoted to the same deity as the Acolyte for 5 hours. Shield of Faith: This Feat negates any source of numerical damage from the opposite or associated alignment. Good aligned characters negate dark damage, Evil aligned characters negate light damage, and balance characters negate magic damage. Taunt: The character may strike the target in the torso with a melee weapon and cause that target to attack only that character for 1 minute. This counts as a Rank 2 mind effect. Weaken Armor: A target struck with this Feat will lose 2 points of Durability or Resilience. Acolyte Spells Because of the special nature of Acolytes, as far as Spells are concerned, each Acolyte of any given deity is like its own Archetype in its own right. Acolytes have uniquely available spells based on their baptism. There may be other pre-requisites as well. Acolyte Spells: Lyrana and Ius

Spell Name Grant Protection from Evil Grant Shield of Light Heal Vaea

Rank 1 1 1

Lyrana / Ius: Rank 1 Acolyte Spells With the shining power of the light I Prerequisites Arcanum Baptism to Lyrana or Ius; 1 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 1 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 1 Acolyte Spells: Rank 1 108

Effect Type Invoked Temporary Ongoing

Sphere of Magic Evocation Evocation Abjuration

Sense Evil Sense Truth Smite Evil

1 1 1

Baptism to Lyrana or Ius; Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; Acolyte Spells: Rank 1

1 1 1

Temporary Invoked Ongoing

Divination Divination Evocation

Grant Protection from Evil: This is a latent spell. It is invoked as a defense to negate the effects of one Rank 1 spell with a pre-requisite of Alignment: Evil. Grant Shield of Light: This spell can only be cast on a target with an Alignment of Good. All Dark Damage suffered by the target of this spell is halved for 1 minute. Heal Vaea: The target of this spell is healed 10 Vaea.

Sense Evil: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is evil. Sense Truth: The caster must cast this spell on themselves and invoke it. Once invoked, this spell allows the caster to discern for the duration of one minute whether any statement they hear spoken is truthful. Smite Evil: The target of this spell takes 10 Light damage.

Spell Name Call a Pulse of Light Grant a Life Beacon Grant Protection from Evil Grant Shield of Light Heal Vaea Sense Evil Sense Truth Smite Evil

Rank 2 2 2 2 2 2 2 2

Lyrana / Ius: Rank 2 Acolyte Spells With the shining power of the light I Prerequisites Arcanum Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1 Baptism to Lyrana or Ius; 2 Acolyte Spells: Rank 1

Effect Type Ongoing Invoked Invoked Temporary Ongoing Temporary Invoked Ongoing

Sphere of Magic Evocation Necromancy Evocation Evocation Abjuration Divination Divination Evocation

Call a Pulse of Light: This spell causes everyone of evil alignment within ten feet of the caster to be knocked back 10 feet from the caster. This spell does not affect targets that have their alignment masked. Grant a Life Beacon: This spell is latent until the target falls to 0 Vaea and begins their death 109

count. When the target is lying in their death count, their spirit becomes visible hovering above their body. During the day the target may raise one arm and wave to attract attention to the location of their body. During the night the target may, using a glow stick, raise one arm and wave to attract attention to the location of their body.

Grant Protection from Evil: This is a latent spell. It is invoked as a defense to negate the effects of one Rank 2 spell with a pre-requisite of Alignment: Evil. Grant Shield of Light: This spell can only be cast on a target with an Alignment of Good. All Dark Damage suffered by the target of this spell is halved for 5 minute. Heal Vaea: The target of this spell is healed 20 Vaea.

Sense Evil: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is evil. Sense Truth: The caster must cast this spell on themselves and invoke it. Once invoked, this spell allows the caster to discern for the duration of one minute whether any statement they hear spoken is truthful. Smite Evil: The target of this spell takes 20 Light damage. Acolyte Spells: Keld and Ariston

Spell Name Charm Aberration Grant Aristons Inspiration Grant Kelds Ingenuity Grant Stamina Mend Item Summon Sjokrars Fire

Rank 1 1 1 1 1 1

Keld / Ariston: Rank 1 Acolyte Spells With the living power of the forge I Prerequisites Arcanum Baptism to Keld or Ariston; 1 Acolyte Spells: Rank 1 Baptism to Keld or Ariston; 1 Acolyte Spells: Rank 1 Baptism to Keld or Ariston; 1 Acolyte Spells: Rank 1 Baptism to Keld or Ariston; 1 Acolyte Spells: Rank 1 Baptism to Keld or Ariston; 1 Acolyte Spells: Rank 1 Baptism to Keld or Ariston; 1 Acolyte Spells: Rank 1

Effect Type Temporary Invoked Ongoing Temporary Temporary Ongoing

Sphere of Magic Illusion Abjuration Evocation Evocation Abjuration Conjuration

Charm Aberration: The target Aberration cannot take aggressive action against the caster for the duration of 15 minutes. If the caster takes aggressive action against the Aberration during the duration, the spell is broken. Grant Aristons Inspiration: This is invoked upon completing the crafting of an item. The character gains back 2 Talent. Grant Kelds Ingenuity: This spell allows the caster to gain knowledge of the target items rank and function. Additionally it grants the

caster the ability to use Simple Engineered Devices for 15 minutes. Grant Stamina: The target of this spell gains +20 Vaea to their Vaea pool cap for one hour. Mend Item: This spell repairs the target broken Rank 1 crafted item. The repairs last for five minutes. An item can only be repaired once in this way. Summon Sjokrars Fire: The target of this spell takes 10 Fire damage.

Spell Name

Rank

Keld / Ariston: Rank 2 Acolyte Spells With the living power of the forge I Prerequisites Arcanum 110

Effect Type

Sphere of Magic

Charm Aberration Grant Aristons Inspiration Grant Stamina Infuse You With Creativity Mend Item Summon Sjokrars Fire

2 2 2 2 2 2

Baptism to Keld or Ariston; Acolyte Spells: Rank 2 Baptism to Keld or Ariston; Acolyte Spells: Rank 2 Baptism to Keld or Ariston; Acolyte Spells: Rank 2 Baptism to Keld or Ariston; Acolyte Spells: Rank 2 Baptism to Keld or Ariston; Acolyte Spells: Rank 2 Baptism to Keld or Ariston; Acolyte Spells: Rank 2

2 2 2 2 2 2

Temporary Invoked Temporary Temporary Temporary Ongoing

Illusion Abjuration Evocation Evocation Abjuration Conjuration

Charm Aberration: The target Aberration cannot take aggressive action against the caster for the duration of 15 minutes. If the caster takes aggressive action against the Aberration during the duration, the spell is broken. Grant Aristons Inspiration: This is invoked upon completing the crafting of an item. The character gains back 3 Talent. Grant Stamina: The target of this spell gains +40 Vaea to their Vaea pool cap for one hour.

Infuse You With Creativity: This spell grants the target a Talent efficiency of 1 for one hour. Mend Item: This spell repairs the target broken Rank 2 crafted item. The repairs last for five minutes. An item can only be repaired once in this way. Summon Sjokrars Fire: The target of this spell takes 20 Fire damage. Acolyte Spells: Aurelius Arcanum

Spell Name Call a Bolt of Arcanum Call an Arcane Knock Call an Arcane Pulse Craft an Arcane Lock Illuminate Sense Magic

Aurelius Arcanum: Rank 1 Acolyte Spells With the awesome power of the Arcane I Rank Prerequisites Arcanum Effect Type 1 Baptism to Aurelius Arcanum; 1 Ongoing Acolyte Spells: Rank 1 1 Baptism to Aurelius Arcanum; 1 Ongoing Acolyte Spells: Rank 1 1 Baptism to Aurelius Arcanum; 1 Ongoing Acolyte Spells: Rank 1 1 Baptism to Aurelius Arcanum; 1 Temporary Acolyte Spells: Rank 1 1 Baptism to Aurelius Arcanum; 1 Temporary Acolyte Spells: Rank 1 1 Baptism to Aurelius Arcanum; 1 Temporary Acolyte Spells: Rank 1

Sphere of Magic Evocation Abjuration Evocation Conjuration Conjuration Divination

Call a Bolt of Arcanum: This spell creates a bolt of energy. Any target struck with this spell will suffer 10 points of magic damage.

Call an Arcane Knock: This spell will unlock a Rank 1 Arcane Lock. The Arcane Lock is considered dispelled.

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Call an Arcane Pulse: The target of this spell is knocked back from the target ten feet. This counts as a knock-back effect. Craft an Arcane Lock: This spell magically manifests a Simple Lock on any closable object, such as a door or box, for one event.

Illuminate: This spell creates a white light for fifteen minutes. This is represented by a flashlight. Sense Magic: This spell detects all magical items within 10 feet for a duration of 1 minute.

Spell Name Call a Bolt of Arcanum Dispel Magic Identify Magic Illuminate Spell Ward

Aurelius Arcanum: Rank 2 Acolyte Spells With the awesome power of the Arcane I Rank Prerequisites Arcanum Effect Type 2 Baptism to Aurelius Arcanum; 2 Ongoing Acolyte Spells: Rank 2 2 Baptism to Aurelius Arcanum; 2 Ongoing Acolyte Spells: Rank 2 2 Baptism to Aurelius Arcanum; 2 Ongoing Acolyte Spells: Rank 2 2 Baptism to Aurelius Arcanum; 2 Temporary Acolyte Spells: Rank 2 2 Baptism to Aurelius Arcanum; 2 Ongoing Acolyte Spells: Rank 2

Sphere of Magic Evocation Abjuration Divination Conjuration Abjuration

Call a Bolt of Arcanum: This spell creates a bolt of energy. Any target struck with this spell will suffer 20 points of magic damage. Dispel Magic: This spell removes all active or latent spell effects that are Rank 2 or lower from the target. This spell may also temporarily or permanently remove magicl effects from objects or places, at a Marshals discretion.

Identify Magic: This spell allows the caster to identify the properties of a single magic item by touch. Illuminate: This spell creates a white light for thirty minutes. This is represented by a flashlight. Spell Ward: This spell is latent until invoked. It negates the effects of a Rank 2 or lower spell. Acolyte Spells: Cadence

Spell Name Beseech the Yensai Call a Temporal Arrow Cause a Time Delay Divine Bloodline Heal Vaea Sense Alignment

Rank 1 1 1 1 1 1

Cadence: Rank 1 Acolyte Spells With the tranquil power of the Yensai I Prerequisites Arcanum Baptism to Cadence; Acolyte 1 Spells: Rank 1 Baptism to Cadence; Acolyte 1 Spells: Rank 1 Baptism to Cadence; Acolyte 1 Spells: Rank 1 Baptism to Cadence; Acolyte 1 Spells: Rank 1 Baptism to Cadence; Acolyte 1 Spells: Rank 1 Baptism to Cadence; Acolyte 1 112

Effect Type Temporary Ongoing Temporary Ongoing Ongoing Temporary

Sphere of Magic Time Conjuration Time Divination Abjuration Divination

Sense Truth

Spells: Rank 1 Baptism to Cadence; Acolyte Spells: Rank 1

Invoked

Divination

Beseech the Yensai: This spell allows the caster to extend the death count of one target who current in any stage of their death count. The caster must keep both hands on the target for the duration of the spell. While the caster has their hands on the target, the targets death count time is multiplied by 3. Call a Temporal Arrow: Summons a magical arrow. The target of this spell takes 10 Magic damage. Cause a Time Delay: This is a latent spell. The target of this spell may call this as a defense in response to any one attack. The spell delays the effect of one attack for the duration of 1 minute.

Divine Bloodline: The target of this spell must tell the caster what their true race is. Heal Vaea: This spell heals the target for 10 Vaea. Sense Alignment: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is Good, Evil, or Balance. Sense Truth: The caster must cast this spell on themselves and invoke it. Once invoked, this spell allows the caster to discern for the duration of one minute whether any statement they hear spoken is truthful.

Spell Name Beseech the Yensai Call a Temporal Arrow Cause a Time Delay Heal Vaea Sense Alignment Sense Truth

Rank 2 2 2 2 2 2

Cadence: Rank 2 Acolyte Spells With the tranquil power of the Yensai I Prerequisites Arcanum Baptism to Cadence; Acolyte 2 Spells: Rank 2 Baptism to Cadence; Acolyte 2 Spells: Rank 2 Baptism to Cadence; Acolyte 2 Spells: Rank 2 Baptism to Cadence; Acolyte 2 Spells: Rank 2 Baptism to Cadence; Acolyte 2 Spells: Rank 2 Baptism to Cadence; Acolyte 2 Spells: Rank 2

Effect Type Temporary Ongoing Temporary Ongoing Temporary Invoked

Sphere of Magic Time Conjuration Time Abjuration Divination Divination

Beseech the Yensai: This spell allows the caster to extend the death count of one target who current in any stage of their death count. The caster must keep both hands on the target for the duration of the spell. While the caster has their hands on the target, the targets death count time is multiplied by 3. Call a Temporal Arrow: Summons a magical arrow. The target of this spell takes 20 Magic damage. 113

Cause a Time Delay: This is a latent spell. The target of this spell may call this as a defense in response to any one attack. The spell delays the effect of one attack for the duration of 5 minutes. Heal Vaea: This spell heals the target for 20 Vaea. Sense Alignment: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is Good, Evil, or Balance.

Sense Truth: The caster must cast this spell on themself and invoke it. Once invoked, this spell allows the caster to discern for the duration of

one minute whether any statement they hear spoken is truthful. Acolyte Spells: Jehren

Spell Name Consume Attack Empathic Healing Grant a Change of Heart Grant Martyrs Protection Ward Evil

Rank 1 1 1 1 1

Jehren: Rank 1 Acolyte Spells With the peaceful power of mercy I Prerequisites Arcanum Baptism to Jehren; Acolyte 1 Spells: Rank 1 Baptism to Jehren; Acolyte 1 Spells: Rank 1 Baptism to Jehren; Acolyte 1 Spells: Rank 1 Baptism to Jehren; Acolyte 1 Spells: Rank 1 Baptism to Jehren; Acolyte 1 Spells: Rank 1

Effect Type Ongoing Ongoing Temporary Sustained Per Minute Sustained Per Minute

Sphere of Magic Channeling Necromancy Illusion Channeling Evocation

Consume Attack: The target of this spell will have their next Offensive Feat affect the caster instead of the target that the feat was used on. The original target of the feat will not take the effect. Empathic Healing: This spell heals the target for 10 Vaea. The caster takes 5 Vaea damage. Grant a Change of Heart: The target of this spell will not attack anyone for one minute. If the caster attacks the target the spell is broken. This is a Rank 1 Mind Effect.

Grant Martyrs Protection: This spell will make the caster take all damage effects that would otherwise affect the target for one minute. The target will not take the effect. The caster must keep both hands on the target for the duration of the spell or the spell effect will end. Ward Evil: This spell will keep a target 10 feet away from the caster. The Caster must concentrate in order for this spell effect to continue.

Spell Name Empathic Healing Grant a Change of Heart Absorb Malady Gift You With Self Defense Grant Stone Fist Call a Pulse of Light

Rank 2 2 2 2 2 2

Jehren: Rank 2 Acolyte Spells With the peaceful power of mercy I Prerequisites Arcanum Baptism to Jehren; Acolyte 2 Spells: Rank 2 Baptism to Jehren; Acolyte 2 Spells: Rank 2 Baptism to Jehren; Acolyte 2 Spells: Rank 2 Baptism to Jehren; Acolyte 2 Spells: Rank 2 Baptism to Jehren; Acolyte 2 Spells: Rank 2 Baptism to Jehren; Acolyte 2 Spells: Rank 2

Effect Type Ongoing Temporary Ongoing Temporary Temporary Ongoing

Sphere of Magic Necromancy Illusion Channeling Evocation Evocation Evocation

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Absorb Malady: This spell absorbs one detrimental effect being suffered by the target, effectively removing it from the target, but instead having it affect the caster. Call a Pulse of Light: This spell causes everyone of evil alignment within ten feet of the caster to be knocked back 10 feet from the caster. This spell does not affect targets that have their alignment masked. Empathic Healing: This spell heals the target for 15 Vaea. The caster takes 5 Vaea damage.

Gift You With Self Defense: Grants the target Fighting Style: Pugilist for one minute. Grant a Change of Heart: The target of this spell will not attack anyone for one minute. If the caster attacks the target the spell is broken. This is a Rank 2 Mind Effect. Grant Stone Fist: This spell will grant the target +1 Proficiency of their choice for Fighting Style: Pugilist for a duration of 1 minute. Acolyte Spells: Morwyn

Spell Name Call Fury of the Storm Command You to Attack Grant Blood Strike Grant Heros Resolve

Rank 1 1 1 1

Morwyn: Rank 1 Acolyte Spells By the might of the Blood Maiden I Prerequisites Arcanum Baptism to Morwyn; Acolyte 1 Spells: Rank 1 Baptism to Morwyn; Acolyte 1 Spells: Rank 1 Baptism to Morwyn; Acolyte 1 Spells: Rank 1 Baptism to Morwyn; Acolyte 1 Spells: Rank 1; Alignment: Good

Effect Type Ongoing Temporary Temporary Invoked

Sphere of Magic Conjuration Illusion Evocation Abjuration

Call Fury of the Storm: The target of this spell takes 10 Ice or Lightning damage. Command You To Attack: This spell forces the target to attack only the caster for 1 minute. This counts as a Rank 1 Mind Effect.

Grant Blood Strike: This spell grants the caster a single Fighting Style: Proficiency of their choice for 1 minute. Grant Heros Resolve: This spell is latent until invoked. By invoking this spell defense, the invoker can negate all numerical damage from any single source. This spell is caster / self only.

Spell Name Call a Grip of Darkness Call Fury of the Storm Command You to Attack Grant Blood Strike Harm Strike

Rank 2 2 2 2 2

Morwyn: Rank 2 Acolyte Spells By the might of the Blood Maiden I Prerequisites Arcanum Baptism to Morwyn; Acolyte 2 Spells: Rank 2; Alignment: Evil Baptism to Morwyn; Acolyte 2 Spells: Rank 2 Baptism to Morwyn; Acolyte 2 Spells: Rank 2 Baptism to Morwyn; Acolyte 2 Spells: Rank 2 Baptism to Morwyn; Acolyte 2 115

Effect Type Ongoing Ongoing Temporary Temporary Ongoing

Sphere of Magic Conjuration Conjuration Illusion Evocation Evocation

Summon a Brettorian Shield

Spells: Rank 2 Baptism to Morwyn; Acolyte Spells: Rank 2

Temporary

Conjuration

Call Fury of the Storm: The target of this spell takes 20 Ice or Lightning damage. Call a Grip of Darkness: The target of this spell is forcibly pulled towards the target until they are within weapons distance. After being pulled within weapons distance once, this spell effect ends. Command You To Attack: This spell forces the target to attack only the caster for 1 minute. This counts as a Rank 2 Mind Effect.

Grant Blood Strike: This spell grants the caster two Fighting Style: Proficiencies of their choice for 1 minute. Harm Strike: This spell causes a bleeding wound in the target. Summon a Brettorian Shield: This spell causes one arm of the casters choosing to count as a shield. The arm may still be used to throw spell packets for the purposes of spell-casting, but may not hold any physical items for the duration. This spell lasts for 5 minutes. This spell is self only.

Spell Name Call a Ward of Unlife Enact Karmic Backlash Enact Karmic Denial Heal Vaea Mortal Strike Sense Alignment Sense Truth

Rank 1 1 1 1 1 1 1

Morcant / Balasar: Rank 1 Acolyte Spells By the might of Judgements wrath I Prerequisites Arcanum Effect Type Baptism to Morcant or 1 Sustained Balasar; Acolyte Spells: Rank 1 Per Minute Baptism to Morcant or 1 Temporary Balasar; Acolyte Spells: Rank 1 Baptism to Morcant or 1 Temporary Balasar; Acolyte Spells: Rank 1 Baptism to Morcant or 1 Ongoing Balasar; Acolyte Spells: Rank 1 Baptism to Morcant or 1 Ongoing Balasar; Acolyte Spells: Rank 1 Baptism to Morcant or 1 Temporary Balasar; Acolyte Spells: Rank 1 Baptism to Morcant or 1 Invoked Balasar; Acolyte Spells: Rank 1

Sphere of Magic Evocation Evocation Evocation Abjuration Evocation Divination Divination

Call a Ward of Unlife: This spell will only affect an Unliving Target. The target must stay a minimum of 10 feet away from the caster as long as the caster sustains this spell and is concentrating. Heal Vaea: This spell heals the target for 10 Vaea. Enact Karmic Backlash: The target of this spell, for the duration of one minute, takes 5 damage for every offensive Feat they use. 116

Enact Karmic Denial: The target of this spell, for the duration of one minute, takes 5 damage for every defensive Feat they use. Mortal Strike: This spell deals 10 Mortal damage to a target. Sense Alignment: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is Good, Evil, or Balance. Sense Truth: The caster must cast this spell on themselves and invoke it. Once invoked, this

spell allows the caster to discern for the duration of one minute whether any statement

they hear spoken is truthful.

Spell Name Enact Karmic Backlash Enact Karmic Denial Heal Vaea Mortal Strike Sense Alignment Sense Truth

Rank 2 2 2 2 2 2

Morcant / Balasar: Rank 2 Acolyte Spells By the might of Judgements wrath I Prerequisites Arcanum Effect Type Baptism to Morcant or 2 Temporary Balasar; Acolyte Spells: Rank 2 Baptism to Morcant or 2 Temporary Balasar; Acolyte Spells: Rank 2 Baptism to Morcant or 2 Ongoing Balasar; Acolyte Spells: Rank 2 Baptism to Morcant or 2 Ongoing Balasar; Acolyte Spells: Rank 2 Baptism to Morcant or 2 Temporary Balasar; Acolyte Spells: Rank 2 Baptism to Morcant or 2 Invoked Balasar; Acolyte Spells: Rank 2

Sphere of Magic Evocation Evocation Abjuration Evocation Divination Divination

Heal Vaea: This spell heals the target for 20 Vaea. Enact Karmic Backlash: The target of this spell, for the duration of one minute, takes 10 damage for every offensive Feat they use. Enact Karmic Denial: The target of this spell, for the duration of one minute, takes 10 damage for every defensive Feat they use.

Mortal Strike: This spell deals 20 Mortal damage to a target. Sense Alignment: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is Good, Evil, or Balance. Sense Truth: The caster must cast this spell on themselves and invoke it. Once invoked, this spell allows the caster to discern for the duration of one minute whether any statement they hear spoken is truthful.

Spell Name Befriend Beast Grant Bestial Proficiency Heal Beast Invoke the Hunters Mark Speak with Dreadborn Ward Beast

Rank 1 1 1 1 1 1

Beast Lord: Rank 1 Acolyte Spells By the might of the feral hunt I Prerequisites Arcanum Baptism to Beast Lord; Acolyte 1 Spells: Rank 1 Baptism to Beast Lord; Acolyte 1 Spells: Rank 1 Baptism to Beast Lord; Acolyte 1 Spells: Rank 1 Baptism to Beast Lord; Acolyte 1 Spells: Rank 1 Baptism to Beast Lord; Acolyte 1 Spells: Rank 1 Baptism to Beast Lord; Acolyte 1 Spells: Rank 1

Effect Type Temporary Temporary Ongoing Temporary Temporary Sustained Per Minute

Sphere of Magic Illusion Evocation Abjuration Evocation Divination Evocation

117

Befriend Beast: This spell causes the target beast or shape-changed lycanthrope to be friendly towards the caster. This is a Rank 1 Mind effect. It lasts for fifteen minutes. Grant Bestial Proficiency: This spell grants the target +1 Proficiency of their chouce in Fighting Style: Pugilist for one minute. Heal Beast: This spell heals any beast or shapechanged Lycanthrope 10 Vaea.

Invoke the Hunters Mark: This spell grants the caster a Spirit efficiency of 1 for all Offensive Feats for one minute. Speak with Dreadborn: The caster may speak with one animal for one minute. The caster may only speak with one animal at a time. Ward Beast: This spell will only affect a Beast or shape-changed Lycan target. The target must stay a minimum of 10 feet away from the caster as long as the caster sustains this spell and is concentrating.

Spell Name Befriend Beast Befriend Dreadborn Disarm Claw Grant Bestial Proficiency Heal Beast Invoke the Hunters Mark Maim

Rank 2 2 2 2 2 2 2

Beast Lord: Rank 2 Acolyte Spells By the might of the feral hunt I Prerequisites Arcanum Baptism to Beast Lord; Acolyte 2 Spells: Rank 2 Baptism to Beast Lord; Acolyte 2 Spells: Rank 2 Baptism to Beast Lord; Acolyte 2 Spells: Rank 2 Baptism to Beast Lord; Acolyte 2 Spells: Rank 2 Baptism to Beast Lord; Acolyte 2 Spells: Rank 2 Baptism to Beast Lord; Acolyte 2 Spells: Rank 2 Baptism to Beast Lord; Acolyte 2 Spells: Rank 2

Effect Type Temporary Temporary Temporary Temporary Ongoing Temporary Temporary

Sphere of Magic Illusion Illusion Evocation Evocation Abjuration Evocation Evocation

Befriend Beast: This spell causes the target beast or shape-changed lycanthrope to be friendly towards the caster. This is a Rank 2 Mind effect. It lasts for fifteen minutes. Befriend Dreadborn: This spell causes the target dreadborn to be friendly towards the caster. This is a Rank 2 Mind effect. It lasts for fifteen minutes. Disarm Claw: This spell removes one claw of the casters choice from the target for one minute. This can only be stopped by an equal or higher rank retain effect.

Grant Bestial Proficiency: This spell grants the target +1 Proficiency of their choice in Fighting Style: Pugilist for one minute. Heal Beast: This spell heals any beast or shapechanged Lycanthrope 20 Vaea. Invoke the Hunters Mark: This spell grants the caster a Spirit efficiency of 1 for all Offensive Feats for five minutes. Maim: This spell causes the target to move heel-to-toe for one minute and take 1 damage per step.

Lady Forest: Rank 1 Acolyte Spells By the might of the Silver Forest I 118

Spell Name Befriend Nature Chloroblast Heal Nature Root Sense Disease & Poison Snare Summon Natures Thorns Ward Nature

Rank 1 1 1 1 1 1 1 1

Prerequisites Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1 Baptism to Lady Forest; Acolyte Spells: Rank 1

Arcanum 1 1 1 1 1 1 1 1

Effect Type Temporary Ongoing Ongoing Temporary Temporary Temporary Ongoing Sustained Per Minute

Sphere of Magic Illusion Abjuration Abjuration Evocation Divination Evocation Conjuration Evocation

Befriend Nature: This spell causes the target Nature Entity or plant to be friendly towards the caster. This is a Rank 1 Mind effect. It lasts for fifteen minutes. This spell does not include beasts or Lycanthropes. Chloroblast: This spell heals the target 5 Vaea per minute for five minutes. Heal Nature: This spell heals any plant or nature entity for 10 Vaea. This spell does not include beasts or Lycanthropes. Root: This spell binds the caster from the waist down for one minute. This is a Rank 1 Bind effect.

Sense Disease & Poison: This spell allows the caster to discern if anyone within a ten foot radius is diseased or poisoned. This lasts for 1 minute. Snare: The target of this spell must move at a heel to toe rate for the duration of 1 minute. Summon Natures Thorns: This spell allows the caster to throw five thorns for 5 Nature damage each via spell packets. Ward Nature: This spell will only affect a Nature Entity or Plant. The target must stay a minimum of 10 feet away from the caster as long as the caster sustains this spell and is concentrating.

Spell Name Befriend Nature Chloroblast Heal Nature Root Snare

Rank 2 2 2 2 2

Lady Forest: Rank 2 Acolyte Spells By the might of the Silver Forest I Prerequisites Arcanum Baptism to Lady Forest; 2 Acolyte Spells: Rank 2 Baptism to Lady Forest; 2 Acolyte Spells: Rank 2 Baptism to Lady Forest; 2 Acolyte Spells: Rank 2 Baptism to Lady Forest; 2 Acolyte Spells: Rank 2 Baptism to Lady Forest; 2 Acolyte Spells: Rank 2 119

Effect Type Temporary Ongoing Ongoing Temporary Temporary

Sphere of Magic Illusion Abjuration Abjuration Evocation Evocation

Summon Natures Thorns

Baptism to Lady Forest; Acolyte Spells: Rank 2

Ongoing

Conjuration

Befriend Nature: This spell causes the target Nature Entity or plant to be friendly towards the caster. This is a Rank 2 Mind effect. It lasts for fifteen minutes. This spell does not include beasts or Lycanthropes. Chloroblast: This spell heals the target 10 Vaea per minute for five minutes. Heal Nature: This spell heals any plant or nature entity for 20 Vaea. This spell does not include beasts or Lycanthropes.

Root: This spell binds the caster from the waist down for one minute. This is a Rank 2 Bind effect. Snare: The target of this spell must move at a heel to toe rate for the duration of 5 minutes. Summon Natures Thorns: This spell allows the caster to throw five thorns for 10 Nature damage each via spell packets.

Oksani: Rank 1 Acolyte Spells The spell verbals for baptized followers, Acolytes, and Priests of Oksani are as variable and chaotic as the goddess herself. They are variable and customizable by the caster. The only stipulation is that the verbal must contain at least eight syllables .Oksani verbals may include any article, pronoun, conjunction, and/or preposition. Oksani verbals may also include any of the following words; Chance, Chaos, Luck, Lucky, Hand, Mischief, Guide, Joy, Party, Pleasure, Happy, Fool, Fooled, Play, and Joke, or other similarly appropriate words at the casters discretion. Spell Name Rank Prerequisites Arcanum Effect Type Sphere of Magic Double Headed Coin 1 Baptism to Oksani; Acolyte 1 Invoked Time Spells: Rank 1 Grant Silver Tongue 1 Baptism to Oksani; Acolyte 1 Invoked Illusion Spells: Rank 1 Houdies 1 Baptism to Oksani; Acolyte 1 Temporary Illusion Uncontrollable Spells: Rank 1 Laughter / Sobbing Lucky Charm 1 Baptism to Oksani; Acolyte 1 Temporary Channeling Spells: Rank 1 Make a Little Wager 1 Baptism to Oksani; Acolyte 1 Ongoing Abjuration Spells: Rank 1 Open Sesame 1 Baptism to Oksani; Acolyte 1 Ongoing Evocation Spells: Rank 1 Unjumble 1 Baptism to Oksani; Acolyte 1 Ongoing Abjuration Spells: Rank 1 Double Headed Coin: This is a latent spell. The caster may invoke this spell to re-flip any coin for the purposes of spell casting. Grant Silver Tongue: This is a latent effect. The target does not need to announce its invocation. Once this spell is invoked, the target can lie undetectably. This lying can only be detected by a lie-detecting spell of greater rank than this. 120

Houdies Uncontrollable Laughter / Sobbing: The target of this spell is stunned for five seconds as they are forced to either laugh or cry uncontrollably for the duration of the spell. What the target is forced to do is at the casters discretion. This counts as a Rank 1 Mind effect. Lucky Charm: This spell allows the caster to imbue an object with one use of any Rank 1 or

lower spell of Oksani that the caster knows, making it invokable out of the item for five hours. The caster loses the use of that spell for five hours. Make a Little Wager: This spell either deals or heals 5 point of damage to the target. The caster must flip a coin, stating what he or she would like the spell to do (heal or deal), and call heads or tails. If the flip ends up in the Casters favor, the spell effect is as the caster intended.

If it is not in the Casters favor, it has the opposite effect. This cannot be used in combat. Open Sesame: This spell will unlock one Simple Lock. It will not work on Arcane Lock. Unjumble: Reverses a Jumble spell or erases page, depending on coin flip. Caster states which side of the coin will have which effect and calls the flip.

Oksani: Rank 2 Acolyte Spells The spell verbals for baptized followers, Acolytes, and Priests of Oksani are as variable and chaotic as the goddess herself. They are variable and customizable by the caster. The only stipulation is that the verbal must contain at least eight syllables .Oksani verbals may include any article, pronoun, conjunction, and/or preposition. Oksani verbals may also include any of the following words; Chance, Chaos, Luck, Lucky, Hand, Mischief, Guide, Joy, Party, Pleasure, Happy, Fool, Fooled, Play, and Joke, or other similarly appropriate words at the casters discretion. Spell Name Rank Prerequisites Arcanum Effect Type Sphere of Magic Beer Goggles 2 Baptism to Oksani; Acolyte 2 Temporary Illusion Spells: Rank 2 Grant Silver Tongue 2 Baptism to Oksani; Acolyte 2 Invoked Illusion Spells: Rank 2 Lucky Charm 2 Baptism to Oksani; Acolyte 2 Temporary Channeling Spells: Rank 2 Make a Little Wager 2 Baptism to Oksani; Acolyte 2 Ongoing Abjuration Spells: Rank 2 Pantsing 2 Baptism to Oksani; Acolyte 2 Temporary Conjuration Spells: Rank 2 Turn Water to Wine 2 Baptism to Oksani; Acolyte 2 Permanent Evocation Spells: Rank 2 Beer Goggles: This spell causes the target to be amorous towards the next character which is of a gender that the target of the spell would normally being amorous towards. This counts as a Rank 2 Mind effect. This spell lasts for fifteen minutes. Grant Silver Tongue: This is a latent effect. The target does not need to announce its invocation. Once this spell is invoked, the target can lie undetectably. This lying can only be detected by a lie-detecting spell of greater rank than this.. Lucky Charm: This spell allows the caster to imbue an object with one use of any Rank 2 or lower spell of Oksani that the caster knows, 121 making it invokable out of the item for five hours. The caster loses the use of that spell for five hours. Make a Little Wager: This spell either deals or heals 5 point of damage to the target. The caster must flip a coin, stating what he or she would like the spell to do (heal or deal), and call heads or tails. If the flip ends up in the Casters favor, the spell effect is as the caster intended. If it is not in the Casters favor, it has the opposite effect. This cannot be used in combat. Pantsing: This spell causes the target to walk at a heel to toe ration for the duration of one minute. The target is effectively snared. A pair of pants magically appears around the ankles of

the target. They arent necessarily the targets pants and cannot be removed by normal means.

Turn Water to Wine: This spell transmutes a cup of water into a cup of wine.

Spell Name Dowse Light Grant Protection from Good Grant Silver Tongue Mask My Alignment Mask My Verbal Sense Good Smite Good Turn Pain to Pleasure Ward Good

Rank 1 1 1 1 1 1 1 1 1

Laoch / The Fiend: Rank 1 Acolyte Spells I call forth the darkness of shadows to Prerequisites Arcanum Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1 Baptism to Laoch or The 1 Fiend; Acolyte Spells: Rank 1

Effect Type Ongoing Invoked Invoked Invoked Temporary Temporary Ongoing Invoked Sustained Per Minute

Sphere of Magic Evocation Abjuration Illusion Illusion Illusion Divination Evocation Abjuration Evocation

Dowse Light: This spell will extinguish any target Rank 1 spell or lower that grants light or any normal mundane light such as a candle or a lantern. Grant Protection From Good: This spell is latent until invoked. It negates a single Rank 1 or lower spell that can only be cast by a good aligned character. Grant Silver Tongue: This is a latent effect. The target does not need to announce its invocation. Once this spell is invoked, the target can lie undetectably. This lying can only be detected by a lie-detecting spell of greater rank than this.. Mask My Alignment: This is a latent effect. Once this spell is invoked, it will cause the targets alignment to be undetectable. The target may allow their alignment to be detected normally at their discretion. The invokers alignment can only be detected by an 122

alignment-detecting spell of greater rank than this. This lasts for thirty minutes. Mask My Verbal: This spell changes the verbal the caster may use for spells to any other god's for the duration of thirty minutes. The caster may also use the Magi verbal. Sense Good: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is good. Smite Good: This spell deals 10 Dark damage to the target. Turn Pain to Pleasure: This is a latent effect and must be invoked. The invoker of this spell heals 10 Vaea. Ward Good: This spell will only affect a goodaligned target. The target must stay a minimum of 10 feet away from the caster as long as the caster sustains this spell and is concentrating.

Spell Name Call a Grip of Darkness Call a Pulse of Darkness Charm Person Dowse Light Grant Protection from Good Grant Silver Tongue Mask My Alignment Smite Good Snuff Your Beacon Turn Pain to Pleasure

Rank 2 2 2 2 2 2 2 2 2 2

Laoch / The Fiend: Rank 2 Acolyte Spells I call forth the darkness of shadows to Prerequisites Arcanum Effect Type Baptism to Laoch or The 2 Ongoing Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Ongoing Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Temporary Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Ongoing Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Invoked Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Invoked Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Invoked Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Ongoing Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Ongoing Fiend; Acolyte Spells: Rank 2 Baptism to Laoch or The 2 Invoked Fiend; Acolyte Spells: Rank 2

Sphere of Magic Conjuration Evocation Illusion Evocation Abjuration Illusion Illusion Evocation Necromancy Abjuration

Call a Grip of Darkness: The target of this spell is forcibly pulled towards the target until they are within weapons distance. After being pulled within weapons distance once, this spell effect ends. Call a Pulse of Darkness: This spell causes everyone of good alignment within ten feet of the caster to be knocked back 10 feet from the caster. This spell does not affect targets that have their alignment masked. Charm Person: The target Mortal cannot take aggressive action against the caster for the duration of 15 minutes. If the caster takes aggressive action against the Mortal during the duration, the spell is broken. Dowse Light: This spell will extinguish any target Rank 2 spell or lower that grants light or any normal mundane light such as a candle or a lantern.

Grant Protection From Good: This spell is latent until invoked. It negates a single Rank 2 or lower spell that can only be cast by a good aligned character. Grant Silver Tongue: This is a latent effect. The target does not need to announce its invocation. Once this spell is invoked, the target can lie undetectably. This lying can only be detected by a lie-detecting spell of greater rank than this.. Mask My Alignment: This is a latent effect. Once this spell is invoked, it will cause the targets alignment to be undetectable. The target may allow their alignment to be detected normally at their discretion. The invokers alignment can only be detected by an alignment-detecting spell of greater rank than this. This lasts for thirty minutes. Smite Good: This spell deals 20 Dark damage to the target. 123

Snuff Your Beacon: This spell will extinguish an active Life Beacon on the target.

Turn Pain to Pleasure: This is a latent effect and must be invoked. The invoker of this spell heals 20 Vaea.

Spell Name Enact Spiritual Tyranny Grant Shield of Darkness Grant Shield of Light Heal Vaea Sense Evil Sense Good Smite Evil Smite Good

Nesul: Rank 1 Acolyte Spells I call forth the blessings of the One True God to Rank Prerequisites Arcanum Effect Type 1 Baptism to Nesul; Acolyte 1 Temporary Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Temporary Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Temporary Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Ongoing Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Temporary Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Temporary Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Ongoing Spells: Rank 1 1 Baptism to Nesul; Acolyte 1 Ongoing Spells: Rank 1

Sphere of Magic Evocation Evocation Evocation Abjuration Divination Divination Evocation Evocation

Enact Spiritual Tyranny: The target of this spell is prohibited from casting Rank 1 or lower spells for one minute, unless the target is baptized to Nesul. Grant Shield of Darkness: For the duration, Light damage will not count as bane against the target. This is invoked and lasts for 1 minute once invoked. Grant Shield of Light: For the duration, Dark damage will not count as bane against the target. This is invoked and lasts for 1 minute once invoked. Heal Vaea: The target of this spell is healed 10 Vaea.

Sense Evil: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is evil. Sense Good: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is good. Smite Evil: This spell deals 10 Light damage to the target. Smite Good: This spell deals 10 Dark damage to the target.

Spell Name Call a Grip of Darkness Enact Spiritual Tyranny

Nesul: Rank 2 Acolyte Spells I call forth the blessings of the One True God to Rank Prerequisites Arcanum Effect Type 2 Baptism to Nesul; Acolyte 2 Ongoing Spells: Rank 2; Alignment: Evil 2 Baptism to Nesul; Acolyte 2 Temporary Spells: Rank 2 124

Sphere of Magic Conjuration Evocation

Grant Shield of Darkness Grant Shield of Light Heal Vaea Sense Evil Sense Good Sense Truth Smite Evil Smite Good

2 2 2 2 2 2 2 2

Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2 Baptism to Nesul; Acolyte Spells: Rank 2

2 2 2 2 2 2 2 2

Temporary Temporary Ongoing Temporary Temporary Invoked Ongoing Ongoing

Evocation Evocation Abjuration Divination Divination Divination Evocation Evocation

Enact Spiritual Tyranny: The target of this spell is prohibited from casting Rank 2 or lower spells for one minute, unless the target is baptized to Nesul. Call a Grip of Darkness: The target of this spell is forcibly pulled towards the target until they are within weapons distance. After being pulled within weapons distance once, this spell effect ends. Grant Shield of Darkness: For the duration, Light damage will not count as bane against the target. This is invoked and lasts for 5 minutes once invoked. Grant Shield of Light: For the duration, Dark damage will not count as bane against the target. This is invoked and lasts for 5 minutes once invoked. Heal Vaea: The target of this spell is healed 20 Vaea.

Sense Evil: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is evil. Sense Good: This spell allows the caster to discern for the duration of one minute whether anyone within a ten foot radius of the caster is good. Sense Truth: The caster must cast this spell on themselves and invoke it. Once invoked, this spell allows the caster to discern for the duration of one minute whether any statement they hear spoken is truthful. Smite Evil: This spell deals 20 Light damage to the target. Smite Good: This spell deals 20 Dark damage to the target.

Spell Name Cause Pain Cause Pherions Madness Heal Unlife

Rank 1 1 1

Lady Vae: Rank 1 Acolyte Spells We call forth the power of Unlife to Prerequisites Arcanum Baptism to Lady Vae; 1 Acolyte Spells: Rank 1 Baptism to Lady Vae; 1 Acolyte Spells: Rank 1 Baptism to Lady Vae; 1 125

Effect Type Temporary Temporary Ongoing

Sphere of Magic Evocation Illusion Necromancy

Raise Carrion Drudge Smite Good Spell Shield

1 1 1

Acolyte Spells: Rank 1 Baptism to Lady Vae; Acolyte Spells: Rank 1 Baptism to Lady Vae; Acolyte Spells: Rank 1 Baptism to Lady Vae; Acolyte Spells: Rank 1

1 Aggravated 1 1

Temporary Ongoing Invoked

Necromancy Evocation Abjuration

Cause Pain: The target of this spell is blind and deaf for 1 minute, as they bleed out their eyes and ears. This counts as a pain effect. Cause Pherions Madness: The target of this spell cannot distinguish between friend and foe for one minute. This counts as a Rank 1 Mind effect.

Heal Unlife: This spell heals target Unliving for 15 Vaea. Raise Carrion Drudge: This spell raises the corpse of an animal into an Unliving Carrion Drudge under the casters control. The Drudges stats are as follows:

Carrion Drudge Arcanum Strength Threshold Resilience +0 Barbarian +5 + 10 Permanent Skills Skill Name Description Claws of the Carrion This skill grants the drudge Fighting Style: Pugilist, allowing it to strike with claws or fists, up to 36 inches in length, for a base of 5 damage per. Mindless Drudge This skill makes the drudge immune to mind effects, unless otherwise specified. Feats Feat Name Rank Spirit Effect Type Feat Type Block 1 1 Ongoing Defensive Deflect 2 2 Ongoing Defensive Disarm 1 1 Ongoing Offensive Intercede 3 3 Ongoing Tactical Drudge Carrion Vaea + 50 Spirit + 20 Feat Name Block Deflect Description This Feat is used as a reactionary defense after being struck from the front for physical numerical damage. That damage is considered nullified. A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This Feat is used as a reactionary defense when the character is successfully struck. This Feat will not work on attacks delivered from behind. The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. This Feat must be called when the character is within weapons distance of another character that was struck with a spell, feat, or for numerical damage. The character that uses this Feat instead takes the effects of a single spell, feat, or numerical damage strike which just struck another character within weapons distance.

Disarm

Intercede

126

Smite Good: This spell deals 20 Dark damage to the target. Spell Shield: Once invoked, this spell causes an Unliving or Lady Vae baptized target to develop

immunity to all Rank 0 or 1 spells that they initially take an effect from. Effects from Mortal damage do not apply. This lasts for 5 minutes after invocation.

Spell Name Cause Pain Cause Pherions Madness Heal Unlife Raise Skeleton Drudge Raise Zombie Drudge Smite Good Spell Shield

Rank 2 2 2 2 2 2 2

Lady Vae: Rank 2 Acolyte Spells We call forth the power of Unlife to Prerequisites Arcanum Baptism to Lady Vae; 2 Acolyte Spells: Rank 2 Baptism to Lady Vae; 2 Acolyte Spells: Rank 2 Baptism to Lady Vae; 2 Acolyte Spells: Rank 2 Baptism to Lady Vae; 2 Acolyte Spells: Rank 2 Aggravated Baptism to Lady Vae; 2 Acolyte Spells: Rank 2 Aggravated Baptism to Lady Vae; 2 Acolyte Spells: Rank 2 Baptism to Lady Vae; 2 Acolyte Spells: Rank 2

Effect Type Temporary Temporary Ongoing Temporary Temporary Ongoing Invoked

Sphere of Magic Evocation Illusion Necromancy Necromancy Necromancy Evocation Abjuration

Cause Pain: The target of this spell is blind and deaf for 1 minute, as they bleed out their eyes and ears. The target also takes 10 points of Vile damage. This counts as a pain effect. Cause Pherions Madness: The target of this spell cannot distinguish between friend and foe for one minute. This counts as a Rank 2 Mind effect.

Heal Unlife: This spell heals target Unliving for 30 Vaea. Raise Skeleton Drudge: This spell raises the corpse of a humanoid into an Unliving Skeleton Drudge under the casters control. The Drudges stats are as follows:

Skeleton Drudge Drudge Vaea Spirit Arcanum Strength Threshold Resilience Skeleton + 50 + 20 + 20 Barbarian +5 + 10 Permanent Skills Skill Name Description Style of the Skeleton This skill grants the drudge Fighting Style: Pugilist, allowing it to strike with claws or fists, up to 36 inches in length, for a base of 5 damage per. This skill also allows the skeleton to fight in any Fighting Style, striking for base damage of the weapon. Mindless Drudge This skill makes the drudge immune to mind effects, unless otherwise specified. Spells of the Drudge This skill allows the drudge to cast any spells that their creator knows. Feats Feat Name Rank Spirit Effect Type Feat Type Block 1 1 Ongoing Defensive Deflect 2 2 Ongoing Defensive Disarm 1 1 Ongoing Offensive 127

Intercede Retain Feat Name Block Deflect

3 1

3 1

Ongoing Ongoing

Tactical Defensive

Disarm

Intercede

Retain

Description This Feat is used as a reactionary defense after being struck from the front for physical numerical damage. That damage is considered nullified. A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This Feat is used as a reactionary defense when the character is successfully struck. This Feat will not work on attacks delivered from behind. The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. This Feat must be called when the character is within weapons distance of another character that was struck with a spell, feat, or for numerical damage. The character that uses this Feat instead takes the effects of a single spell, feat, or numerical damage strike which just struck another character within weapons distance. Retain will stop any normal disarm effect of equal or lower rank. It is called as reactionary defense when a character is affected by a skill or spell that would disarm them.

Raise Zombie Drudge: This spell raises the corpse of a humanoid into an Unliving Zombie Drudge under the casters control. The Drudges stats are as follows: Zombie Drudge Drudge Vaea Spirit Arcanum Strength Threshold Resilience Skeleton + 75 + 20 +0 Barbarian +5 + 10 Permanent Skills Skill Name Description Style of the Zombie This skill grants the drudge Fighting Style: Pugilist, allowing it to strike with claws or fists, up to 36 inches in length, for a base of 5 damage per. The Zombie strikes for Vile damage and must always move at a heel-to-toe pace. Mindless Drudge This skill makes the drudge immune to mind effects, unless otherwise specified. Feats Feat Name Rank Spirit Effect Type Feat Type Block 1 1 Ongoing Defensive Deflect 2 2 Ongoing Defensive Disarm 1 1 Ongoing Offensive Mighty Strike 1 1 Ongoing Offensive Stun 1 1 Ongoing Offensive Feat Name Block Deflect Description This Feat is used as a reactionary defense after being struck from the front for physical numerical damage. That damage is considered nullified. A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This 128

Disarm

Mighty Strike

Stun

Feat is used as a reactionary defense when the character is successfully struck. This Feat will not work on attacks delivered from behind. The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. Mighty Strike allows the character to add +5 numerical damage to one weapon strike which deals physical melee damage. This may not be used in conjunction with any Feat that multiplies damage unless otherwise specified. This Feat is used by calling Mighty Strike X Damage where X is the normal amount of damage the character would have struck for, plus the additional 5 from Mighty Strike. The character must strike a target in the torso in order for this Feat to have an effect. If a character is struck in the torso with this Feat, he or she will be stunned for 5 seconds and cannot perform any actions, including the activation of an active Spell or Feat. If the character is struck for 5 points of damage or more or the character becomes affected by a negative status effect, the Stun will immediately wear off. immunity to all Rank 2 or lower spells that they initially take an effect from. Effects from Mortal damage do not apply. This lasts for 5 minutes after invocation.

Smite Good: This spell deals 20 Dark damage to the target. Spell Shield: Once invoked, this spell causes an Unliving or Lady Vae baptized target to develop

Spell Name Adorn You with Acid Charm Aberration Create Pox Poison You With Ineptitude Sense Disease & Poison Ward Aberration

Rank 1 1 1 1 1 1

Prentus: Rank 1 Acolyte Spells I call forth the projet of perfection to Prerequisites Arcanum Baptism to Prentus; 1 Acolyte Spells: Rank 1 Baptism to Prentus; 1 Acolyte Spells: Rank 1 Baptism to Prentus; 1 Acolyte Spells: Rank 1 Baptism to Prentus; 1 Acolyte Spells: Rank 1 Baptism to Prentus; 1 Acolyte Spells: Rank 1 Baptism to Prentus; 1 Acolyte Spells: Rank 1

Effect Type Ongoing Temporary Temporary Temporary Temporary Sustained Per Minute

Sphere of Magic Evocation Illusion Conjuration Conjuration Divination Evocation

Adorn You with Acid: The target of this spell takes 5 points of Acid damage per minute for five minutes. Charm Aberration: This spell charms one Aberration to befriend caster for fifteen minutes. This counts as a Rank 1 Mind effect.

Create Pox: The target of this spell is stunned for five seconds and must role play as if they were vomiting. Poison You With Ineptitude: For the duration, the target of this spell may only use Talent to power Feats or Spells. Additionally the target is at a Talent deficiency of 1. This counts as a poison effect. The duration is one minute.

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Sense Disease & Poison: This spell allows the caster to discern if anyone within a ten foot radius is diseased or poisoned. This lasts for 1 minute.

Ward Aberration: This spell will only affect an aberration. The target must stay a minimum of 10 feet away from the caster as long as the caster sustains this spell and is concentrating.

Spell Name Adorn You with Acid Charm Aberration Create Pox Curse You to Blither Poison You With Ineptitude

Rank 2 2 2 2 2

Prentus: Rank 2 Acolyte Spells I call forth the projet of perfection to Prerequisites Arcanum Baptism to Prentus; 2 Acolyte Spells: Rank 2 Baptism to Prentus; 2 Acolyte Spells: Rank 2 Baptism to Prentus; 2 Acolyte Spells: Rank 2 Baptism to Prentus; 2 Acolyte Spells: Rank 2 Baptism to Prentus; 2 Acolyte Spells: Rank 2

Effect Type Ongoing Temporary Temporary Temporary Temporary

Sphere of Magic Evocation Illusion Conjuration Illusion Conjuration

Adorn You with Acid: The target of this spell takes 10 points of Acid damage per minute for five minutes. Charm Aberration: This spell charms one Aberration to befriend caster for fifteen minutes. This counts as a Rank 2 Mind effect. Create Pox: The target of this spell is stunned for 1 minute and must role play as if they were vomiting. Any detrimental status effect or 5 points of numerical damage or more will break this effect. Curse You to Blither: The target of this spell must use the following spell verbal for all of their spell casting for the duration of one

minute. With loquacious eloquence and deplorable depiction I . Poison You With Ineptitude: For the duration, the target of this spell may only use Talent to power Feats or Spells. Additionally the target is at a Talent deficiency of 2. This counts as a poison effect. The duration is one minute. Channelers The next of the Archetypes we will discuss are Channelers. Channelers are a unique type of Archetype who utilize alternative methods for spell-casting. Below is a set of charts outlining the Skills, Feats, and Spells of the Channeler Archetype.

Prerequisites EXP None 10 Description This skill is what grants the Archetype Channeler and is the first skill required to purchase any other skills on the list. The Channeler learns Sphere of Magic: Channeling. Additionally, the Channeler can naturally transfer Spirit or Arcanum between two willing targets. The transfer only goes 1 way and only 1 type of power can be transferred at a time. The target donating may give any amount that they currently have. Once the receiving targets pool is at their maximum amount the transfer stops. The Channeler can transfer up to 10 Spirit or Arcanum per minute. The amount that they can transfer is called their Reservoir. The Channeler cannot willingly stop the transfer once it is started. Channelers never have to use a focus to store or cast spells or feats. All of their spells and feats are stored within their own body. Lastly, the Channeler 130

Buy-In Energy Conductor

must choose a Channeling Expertise. There are three types of Channeling Expertises and each one is a doorway to a respective Channeler Class. The Channeling Expertises are Weapon-casting, Performing, and Rune-marking. What spells the Channeler has access to is determined by what Channeling Expertise they have. Weapon-casting allows the Channeler to learn spells with a prerequisite of Channeling Expertise: Weapon-casting. Those spells do not require a spell verbal and instead must be prefaced with Charging X where X is the name of the spell. Normal Weapon-casting rules apply otherwise. Performing allows the Channeler to learn spells with a prerequisite of Channeling Expertise: Performing. Those spells require that the Channeler perform either through instrument, song, or dance for a minimum of 10 seconds. At the end of 10 seconds, the Channeler chooses a single target within 20 feet and the spell effect will work on that target as though the target was struck with a spell packet. Rune-marking allows the Channeler to learn spells with a prerequisite of Channeling Expertise: Rune-marking. Runes take 3 minutes per rank to cast. There are 4 types of runes: Area runes, Personal runes, Item runes, and Transition runes. Area runes are inscribed on a place and are Invoked by physically touching the rune. Personal runes are inscribed on people and are Invoked by saying activate. Item runes are inscribed on items and the person holding the item may activate that item rune by saying activate. The person activating the runes must do it willingly. Transition runes are placed on entrances or anywhere that can be passed. Passing the rune will activate it, whether it be going through a doorway or placing a hand into a chest with a rune on the inside lip. Runes must be physrepped with chalk, glow sticks, and marshal notes. Furthermore, many Channeler spells have an "additional" sphere of magic listed as a pre-requisite. These additional spheres are not actual pre-requisites to use those spells in their normal Channeling capacity. However, what these spheres allow is that if a Channeler purchases the additional Sphere of Magic, they may be cast as a normal spell with a spell packet, using the "Ex Terra Vox Astrum" spell verbal. The "normal spell" version of these spells may have slightly alternate effects. If a spell does not have a secondary sphere of magic listed, then it can only be channeled and not cast normally. Unless otherwise specified, this Buy-in skill may not be purchased if a character has 2 other Archetype BuyIn Skills. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Energy Conductor 2 Channeler Feats: Rank 1 1 Energy Conductor 2 Channeler Spells: Rank 1 0 Energy Conductor 0 Energy Conductor 0 Energy Conductor

Skill Name Channeler Feats: Rank 1 Channeler Feats: Rank 2 Channeler Spells: Rank 1 Channeler Spells: Rank 2 Arcanum Spirit Vaea

EXP 10 15 10 15 3 3 3

Channeler Feats: Rank 1: This skill grants the ability to permanently learn any Rank 1 Feat in the game, provided the character has any other prerequisites required for the specific Rank 1 Feat they wish to learn. Channeler Feats: Rank 2: This skill grants the ability to permanently learn any Rank 2 Feat in the game, provided the character has any other prerequisites required for the specific Rank 2 Feat they wish to learn. 131

Channeler Spells: Rank 1: This skill grants the ability to permanently learn any Rank 1 Spell in the game, provided the character has any other prerequisites required for the specific Rank 1 Spell they wish to learn. Channeler Spells: Rank 2: This skill grants the ability to permanently learn any Rank 2 Spell in the game, provided the character has any other

prerequisites required for the specific Rank 2 Spell they wish to learn. Arcanum: This skill grants the character +5 Arcanum. This skill may be purchased unlimitedly.

Spirit: This skill grants the character +5 Spirit. This skill may be purchased unlimitedly. Vaea: This skill grants the character +5 Vaea. This skill may be purchased unlimitedly.

Skill Name Armor Efficiency: Leather Fighting Style

Rank 1 1

Passive Skills: Rank 1 Prerequisites Energy Conductor Energy Conductor

EXP 3 3

Armor Efficiency: Leather: This skill allows the character to wear any kind of Leather Armor efficiently. While wearing Leather Armor, the character will gain an Armor-granted Threshold of 2 and will have 2 points of Durability for each piece of Leather Armor they wear. If the character is wearing a chest piece and back

piece, those two pieces will collectively count for 10 points of total Durability between the two pieces instead of 2 points per piece. Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class.

Skill Name Abundance of Energy Enhanced Life Force

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 4 4

Abundance of Energy: This skill grants the character +10 Spirit and +10 Arcanum.

Enhanced Life Force: This skill grants the character +10 Vaea.

Skill Name Empower Reservoire Sphere of Magic

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 5 5

Empower Reservoire: The Channelers Reservoir increases so that they can now transfer 20 Spirit or Arcanum per minute.

Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Skill Name Sphere of Magic Studious Channeler

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 6 6

Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Studious Channeler: The Channeler learns two of the following knowledges of his or her choice: Metaphysics, War, Culture, History, or Materiology.

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Skill Name Impervious Reserves Sphere of Magic

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 7 7

Impervious Reserves: The Channeler becomes immune to any effect which would damage or siphon their Arcanum or Spirit. This skill does not prevent the expenditure of power for skills, including aggravated expenditure.

Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Feat Name Augment Transfer Block Disarm Retain Stun

Rank 1 1 1 1 1

Rank 1 Channeler Feats Prerequisites Spirit Channeler Feats: Rank 1 1 Channeler Feats: Rank 1; Fighting Style Channeler Feats: Rank 1; Fighting Style; Retain Channeler Feats: Rank 1; Fighting Style Channeler Feats: Rank 1; Fighting Style the any his per 1 1 1 1

Effect Type Sustained Per Minute Ongoing Ongoing Ongoing Temporary

Feat Type Tactical Defensive Offensive Defensive Offensive

Augment Transfer: This Feat allows Channeler to add his own pool points to power transfer up to the amount of reservoir maximum. This Feat is sustained minute.

Retain: Retain will stop any normal disarm effect of equal or lower rank. It is called as reactionary defense when a character is affected by a skill or spell that would disarm them. Stun: The character must strike a target in the torso in order for this Feat to have an effect. If a character is struck in the torso with this Feat, he or she will be stunned for 5 seconds and cannot perform any actions, including the activation of an active Spell or Feat. If the character is struck for 5 points of damage or more or the character becomes affected by a negative status effect, the Stun will immediately wear off.

Block: This Feat is used as a reactionary defense after being struck from the front for physical numerical damage. That damage is considered nullified. Disarm: The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect.

Feat Name Arcane Sensitivity Deflect Rend Power

Rank 2 2 2

Rank 2 Channeler Feats Prerequisites Spirit Channeler Feats: Rank 2 2 Channeler Feats: Rank 2; Block Channeler Feats: Rank 2 133 2 2

Effect Type Sustained Per Minute Ongoing Ongoing

Feat Type Tactical Defensive Offensive

Warp Efficiency Warp Strike

2 2

Channeler Feats: Rank 2 Channeler Feats: Rank 2

2 2

Sustained Per Minute Ongoing

Tactical Offensive

Arcane Sensitivity: This Feat allows the Channeler to detect magic items and magical effects within a ten foot radius. This Feat is sustained per minute. Deflect: A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This Feat is used as a reactionary defense when the character is successfully struck. This Feat will not work on attacks delivered from behind.

Rend Power: This Feat allows the character to strike for 5 Spirit or Arcane damage. Warp Efficiency: This Feat allows the Channeler to cast spells with an Arcanum Efficiency of one. This Feat is sustained per minute. Warp Strike: This Feat allows the character to augment a single weapon strike for +5 magic.

Spell Name Dispel Magic

Rank 1

Flame Strike

Shock Armor

Stone Strike

Warp Feat

Banshees Belting Bellow Brettorus Ballad of Bravery Chords of Chaos Kallens Caressing Cantata Mermaids Mesmerizing Melody

Rank 1 Channeler Spells Prerequisites Arcanum Channeler Spells: Rank 1; 1 Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 1 Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 1 Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 1 Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 1 Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 1 Channeling Expertise: Performing Channeler Spells: Rank 1; 1 Channeling Expertise: Performing Channeler Spells: Rank 1; 1 Channeling Expertise: Performing Channeler Spells: Rank 1; 1 Channeling Expertise: Performing Channeler Spells: Rank 1; 1 Channeling Expertise: Performing 134

Effect Type Ongoing

Sphere of Magic Channeling; Abjuration Channeling; Evocation Channeling; Evocation Channeling; Evocation Channeling

Ongoing

Ongoing

Ongoing

Temporary

Ongoing

Channeling; Evocation Channeling

Sustained Per 10 Seconds Sustained Per 10 Seconds Sustained Per 10 Seconds Sustained Per 10 Seconds

Channeling; Evocation Channeling; Abjuration Channeling

Rune of Armor Skin Rune of Binding Rune of Sharpening Rune of Strength Rune of Trapping Rune of the Unbreakable

Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking

Personal Rune; Temporary Transition or Area Rune; Temporary Item Rune; Activated

Channeling

Channeling; Conjuration Channeling

Personal Rune; Activated Transition or Area Rune; Ongoing Item Rune; Temporary

Channeling

Channeling; Evocation Channeling

Dispel Magic: This spell allows the caster to remove a single latent or active spell effect of his or her choosing from the target. The target spell effect must be equal or lower rank to the dispel. Flame Strike: This spell deals 10 fire damage to the target. Shock Armor: This spell deals 5 points of durability or resilience damage to a target. Stone Strike: This spell deals 10 earth damage to the target. Warp Feat: This spell allows the Channeler to charge their weapon with a Feat that he or she knows instead of a spell. The initial charging of that Feat does not cost any Spirit. Charging a Feat in this way will count as taking up a spell slot for the purposes of Weapon-casting. The Channeler may use that Feat, using his or her own Spirit. So long as a Feat is charged into a weapon in this way, the Channeler can use that Feat once per minute in addition to their normal cool-down. The number of Feats that can be stored and the rank of Feat that can be stored is determined by the rank of Warp Feat that is cast.

Banshees Belting Bellow: This performance will shatter any item(s) of the performers choosing with hardness 0 or lower. Brettorus Ballad of Bravery: As long as this performance is sustained, the target(s) will be immune to fear effects equal to the rank of the performance. Chords of Chaos: As long as this performance is being sustained, the target(s) will suffer 15 points of magic damage per sustained interval. Alternate effect Evocation - 10 magic damage. Kallens Caressing Cantata: As long as this performance is being sustained, the target(s) will heal 15 points of Vaea per sustained interval. Alternate effect Abjuration - Heals 10 Vaea. Mermaids Mesmerizing Melody: As long as this performance is being sustained, the target(s) will be considered charmed to be the performers friend. This counts as a mind effect equal to the rank of the performance. Rune of Armor Skin: Once activated, this rune grants a threshold of +5 per rank and Regenerating Resilience of 2 plus the spell rank. This rune lasts for 1 hour.

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Rune of Binding: When this rune is triggered, the triggerer is considered bound from the neck down. Lasts for 5 minutes. This bind effect is equal to the rank of the rune. Alternate effect Conjuration - bound from the waist down for 1 minute. Rune of Sharpening: When this rune is activated, it lasts for 15 minutes. The weapon that this rune is activated on will strike for +5 damage per rank of the rune for the duration.

Rune of Strength: When this rune is activated, it lasts for 15 minutes. The activator will have a strength category of Barbarian for the duration. Rune of Trapping: When this rune is triggered, the triggerer will suffer 25 points of magic damage. Alternate effect Evocation - 10 magic damage. Rune of the Unbreakable: This rune will grant a hardness of +1 per rank of the rune on a target item. This lasts for 1 hour.

Spell Name Dispel Magic

Rank 2

Flame Strike

Shock Armor

Stone Strike

Warp Feat

Banshees Belting Bellow Brettorus Ballad of Bravery Chords of Chaos Kallens Caressing Cantata Mermaids Mesmerizing Melody Rune of Armor Skin Rune of

Rank 2 Channeler Spells Prerequisites Arcanum Effect Type Channeler Spells: Rank 1; 2 Ongoing Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 2 Ongoing Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 2 Ongoing Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 2 Ongoing Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 2 Temporary Channeling Expertise: Weapon-Casting Channeler Spells: Rank 1; 2 Ongoing Channeling Expertise: Performing Channeler Spells: Rank 1; 2 Sustained Per 10 Channeling Expertise: Seconds Performing Channeler Spells: Rank 1; 2 Sustained Per 10 Channeling Expertise: Seconds Performing Channeler Spells: Rank 1; 2 Sustained Per 10 Channeling Expertise: Seconds Performing Channeler Spells: Rank 1; 2 Sustained Per 10 Channeling Expertise: Seconds Performing Channeler Spells: Rank 2; 2 Personal Rune; Channeling Expertise: Temporary Rune-marking Channeler Spells: Rank 1; 2 Transition or Area 136

Sphere of Magic Channeling; Abjuration Channeling; Evocation Channeling; Evocation Channeling; Evocation Channeling

Channeling; Evocation Channeling

Channeling; Evocation Channeling; Abjuration Channeling

Channeling

Channeling;

Binding Rune of Sharpening Rune of Strength Rune of Trapping Rune of the Unbreakable 2

Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking Channeler Spells: Rank 1; Channeling Expertise: Rune-marking

Rune; Temporary 2 Item Rune; Activated

Conjuration Channeling

Personal Rune; Activated Transition or Area Rune; Ongoing Item Rune; Temporary

Channeling

Channeling; Evocation Channeling

Dispel Magic: This spell allows the caster to remove a single latent or active spell effect of his or her choosing from the target. The target spell effect must be equal or lower rank to the dispel. Flame Strike: This spell deals 20 fire damage to the target. Shock Armor: This spell deals 10 points of durability or resilience damage to a target. Stone Strike: This spell deals 20 earth damage to the target. Warp Feat: This spell allows the Channeler to charge their weapon with a Feat that he or she knows instead of a spell. The initial charging of that Feat does not cost any Spirit. Charging a Feat in this way will count as taking up a spell slot for the purposes of Weapon-casting. The Channeler may use that Feat, using his or her own Spirit. So long as a Feat is charged into a weapon in this way, the Channeler can use that Feat once per minute in addition to their normal cool-down. The number of Feats that can be stored and the rank of Feat that can be stored is determined by the rank of Warp Feat that is cast. Banshees Belting Bellow: This performance will shatter any item(s) of the performers choosing with hardness 1 or lower.

Brettorus Ballad of Bravery: As long as this performance is sustained, the target(s) will be immune to fear effects equal to the rank of the performance. Chords of Chaos: As long as this performance is being sustained, the target(s) will suffer 30 points of magic damage per sustained interval. Alternate effect Evocation - 20 magic damage. Kallens Caressing Cantata: As long as this performance is being sustained, the target(s) will heal 30 points of Vaea per sustained interval. Alternate effect Abjuration - Heals 20 Vaea. Mermaids Mesmerizing Melody: As long as this performance is being sustained, the target(s) will be considered charmed to be the performers friend. This counts as a mind effect equal to the rank of the performance. Rune of Armor Skin: Once activated, this rune grants a threshold of +5 per rank and Regenerating Resilience of 2 plus the spell rank. This rune lasts for 1 hour. Rune of Binding: When this rune is triggered, the triggerer is considered bound from the neck down. This bind effect is equal to the rank of the rune. Rune of Sharpening: When this rune is activated, it lasts for 15 minutes. The weapon

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that this rune is activated on will strike for +5 damage per rank of the rune for the duration. Rune of Strength: When this rune is activated, it lasts for 15 minutes. The activator will have a strength category of Barbarian for the duration. Rune of Trapping: When this rune is triggered, the triggerer will suffer 50 points of magic damage. Alternate effect Evocation - 20 magic damage.

Rune of the Unbreakable: This rune will grant a hardness of +1 per rank of the rune on a target item. This lasts for 1 hour. Magi The next of the Archetypes we will discuss are Magi. Magi are the epitome of magical power, bending the threads of the Nexus to their will in order to cast spells. Below is a set of charts outlining the Skills, Feats, and Spells of the Magi Archetype.

Prerequisites EXP None 10 Description This skill is what grants the Archetype Magi and is the first skill required to purchase any other skills on the list. This skill grants the character +20 Arcanum. The Magi may now also cast Rank 0 spells as long as they have the prerequisites. Additionally, whenever a Magi is struck for damage, he or she may spend 1 Arcanum to remain concentrated and not have their spell interrupted. Lastly, the Magi chooses either Knowledge: Metaphysics or Knowledge: Occult and gains use of that Knowledge permanently. Unless otherwise specified, this skill may not be purchased if a character has 2 other Archetype Buy-In Skills. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Arcane Study 2 Magi Spells: Rank 1 0 Arcane Study 0 Arcane Study 0 Arcane Study

Buy-In Arcane Study

Skill Name Magi Spells: Rank 1 Magi Spells: Rank 2 Arcanum Spirit Vaea

EXP 10 15 2 5 4

Magi Spells: Rank 1: This skill grants the ability to permanently learn any Rank 1 Spell in the game, provided the character has any other prerequisites required for the specific Rank 1 Spell they wish to learn. Magi Spells: Rank 2: This skill grants the ability to permanently learn any Rank 2 Spell in the game, provided the character has any other prerequisites required for the specific Rank 2 Spell they wish to learn.

Arcanum: This skill grants the character +5 Arcanum. This skill may be purchased unlimitedly. Spirit: This skill grants the character +5 Spirit. This skill may be purchased unlimitedly. Vaea: This skill grants the character +5 Vaea. This skill may be purchased unlimitedly.

Skill Name Astrix Connection Literacy: Other Sphere of Magic

Rank 1 1 1

Passive Skills: Rank 1 Prerequisites Arcane Study Arcane Study Arcane Study 138

EXP 3 3 3

Astrix Connection: This character +15 Arcanum.

skill

grants

the Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Literacy: Other: This skill allows the character to learn any one Literacy. This skill must be learned in game. Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Sphere of Magic Equal Number of Passive Skills of the Previous Rank

Skill Name Spell Proficiency Sphere Focus Sphere of Magic

Rank 2 2 2

EXP 4 4 4

Spell Proficiency: This skill grants +5 damage to all damage dealing spells cast by the character. If a character has a spell that does not cause an amount of damage evenly divisible by 5, those spells will be rounded to the nearest number divisible by 5 after the +5 damage from this skill is applied.

Sphere Focus: This skill grants the character a permanent Arcanum efficiency of 1 for a specific chosen Sphere of Magic that the caster knows. Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Skill Name Meditation Spell Proficiency Sphere of Magic

Rank 3 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 5 5 5

Meditation: This skill allows the Magi to meditate for fifteen minutes in order to gain back 5 Arcanum. If this skill is purchased on another list in addition to this list, then the time to meditate will be reduced to 10 minutes. Spell Proficiency: This skill grants +5 damage to all damage dealing spells cast by the character.

If a character has a spell that does not cause an amount of damage evenly divisible by 5, those spells will be rounded to the nearest number divisible by 5 after the +5 damage from this skill is applied. Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Skill Name Improved Concentration Sphere of Magic War Wizard

Rank 4 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 6 6 6

Improved Concentration: This skill allows the Magi to retain their spell concentration if they 139

are struck without spending an additional 1 Arcanum stipulated in Arcane Study.

Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

War Wizard: This skill grants any Magi-allowed Fighting Style to the character. Additionally, the character gains +10 Vaea.

Skill Name Fork Spell Oksanis Gift Sphere of Magic

Rank 5 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 7 7 7

Fork Spell: Allows the Magi, for 1 additional Arcanum, to throw a second spell packet at the time they cast a spell in order to strike a different target. The spell packet must be thrown at the same time as the first, meaning the Magi must use both hands simultaneously. The Magi may not target the same target with both packets. Oksanis Gift: This skill allows the Magi to cast a "custom" ritual. They may fuel it with any amount of Spirit, Arcanum, or Vaea, and time expenditure they wish to contribute. A Creative

Studio Marshal must be present while the ritual is performed. The caster must explain to the Marshal exactly what desired effect they want their custom ritual to have and then must roleplay out the ritual. Once the caster is complete, the Marshal must rule on the effect of the ritual, if any, based on the desired effect, the amount of power expended to fuel the ritual, and the level of roleplay and time dedicated to the ritual by the caster. Sphere of Magic: This skill allows the character to learn any one Sphere of Magic.

Spell Name Discern Spell Illuminate Read and Write Invisibility Sense Magic Summon Magic Missiles

Rank 0 0 0 0 0

Rank 0 Magi Spells Ex Terra Vox Astrum... Prerequisites Arcane Study Arcane Study Arcane Study Arcane Study Arcane Study

Arcanum 0 0 0 0 0

Effect Type Invoked Temporary Temporary Ongoing Ongoing

Discern Spell: This spell is latent until invoked. Once invoked, for five minutes it grants the caster all the information pertinent to the spells the caster sees cast including Rank, Sphere, Alignment, Effects, casting cost and Baptismal Requirements. Illuminate: This spell creates a white light for five minutes. This is represented by a flashlight. Read and Write Invisibility: This spell allows the caster to record in writing any amount of text

invisibly. This spell also allows the caster to read any text written in such a way. It lasts for 5 minutes. Sense Magic: This spell detects whether or not a single item is magic by touch. Summon Magic Missiles: This spell summons 3 missiles of magic which can be thrown by the caster for 1 Magic damage each. This is simulated by throwing a spell packet for each.

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Spell Name Call an Arcane Pulse Charm Person Destroy Ion Blast Mage Armor Summon Magic Missiles Summon Shield Summon Weapon Trip

Rank 1 1 1 1 1 1 1 1 1

Rank 1 Magi Spells Ex Terra Vox Astrum... Prerequisites Arcanum Magi Spells: Rank 1 1 Magi Spells: Rank 1 1 Magi Spells: Rank 1 1 Magi Spells: Rank 1 1 Magi Spells: Rank 1 1 Magi Spells: Rank 1 1 Magi Spells: Rank 1 Magi Spells: Rank 1 Magi Spells: Rank 1 1 1 1

Effect Type Ongoing Temporary Ongoing Ongoing Temporary Ongoing Temporary Temporary Temporary

Sphere of Magic Evocation Illusion Evocation Evocation Conjuration Conjuration Conjuration Conjuration Evocation

Call an Arcane Pulse: The target of this spell is knocked back from the target ten feet. This counts as a knock-back effect. Charm Person: The target Mortal cannot take aggressive action against the caster for the duration of 15 minutes. If the caster takes aggressive action against the Mortal during the duration, the spell is broken. Destroy: This spell breaks any one item with a Hardness of 0 or lower. Ion Blast: This spell causes a single Rank 1 or lower Engineered Devices that the target is carrying to become Inert. The device will not function until the effect is removed, but is not broken or destroyed. Mage Armor: This spell summons a magical aura around the caster which grants a Magical Threshold of +5 per rank for one hour. Threshold gained in this way cannot allow a

character's total Threshold to exceed an amount equal to 5 times the rank of the Mage Armor being cast. Summon Magic Missiles: This spell summons 3 missiles of magic which can be thrown by the caster for 5 Magic damage each. This is simulated by throwing a spell packet for each. Summon Shield: This spell summons a shield with a hardness of 0 which lasts for fifteen minutes. The caster must provide the physrep. Summon Weapon: This spell summons a weapon with a hardness of 0 which lasts for fifteen minutes. The caster must provide the physrep. Trip: The target of this spell is knocked to the ground. They must take a single 5-foot step back and then drop to one knee for 5-seconds. They can still cast spells and use physreps as normal during this time.

Spell Name Call an Arcane Pulse Charm Person Ion Blast Mage Armor Summon Bands of Holding Summon Magic Missiles

Rank 2 2 2 2 2 2

Rank 2 Magi Spells Ex Terra Vox Astrum... Prerequisites Arcanum Magi Spells: Rank 2 2 Magi Spells: Rank 2 2 Magi Spells: Rank 2 2 Magi Spells: Rank 2 2 Magi Spells: Rank 2 2 Magi Spells: Rank 2 2

Effect Type Ongoing Temporary Ongoing Temporary Temporary Ongoing

Sphere of Magic Evocation Illusion Evocation Conjuration Conjuration Conjuration

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Call an Arcane Pulse: This spell causes everyone within 5 feet of the caster to be knocked back ten feet. This counts as a knock-back effect. Charm Person: The target Mortal cannot take aggressive action against the caster for the duration of 15 minutes. If the caster takes aggressive action against the Mortal during the duration, the spell is broken. Ion Blast: This spell causes a single Rank 2 or lower Engineered Devices that the target is carrying to become Inert. The device will not function until the effect is removed, but is not broken or destroyed. Mage Armor: This spell summons a magical aura around the caster which grants a Magical Threshold of +5 per rank for one hour. Threshold gained in this way cannot allow a character's total Threshold to exceed an Buy-In Superior Agility

amount equal to 5 times the rank of the Mage Armor being cast. Summon Bands of Holding: The target of this spell is bound in place from the neck down for 5 seconds. This is a Rank 2 Bind effect. Summon Magic Missiles: This spell summons 3 missiles of magic which can be thrown by the caster for 10 Magic damage each. This is simulated by throwing a spell packet for each. Scouts The next of the Archetypes we will discuss are Scouts. Scouts are quick-witted, dexterous, and extremely resourceful. Below is a set of charts outlining the Skills, Feats, and Spells of the Scout Archetype.

Prerequisites EXP None 10 Description This skill is what grants the Archetype Scout and is the first skill required to purchase any other skills on the list. Additionally, this skill grants the character +20 Spirit. Unless otherwise specified, this skill may not be purchased if a character has 2 other Archetype Buy-In Skills. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Superior Agility 2 Scout Feats: Rank 1 0 Superior Agility 0 Superior Agility 0 Superior Agility

Skill Name Scout Feats: Rank 1 Scout Feats: Rank 2 Arcanum Spirit Vaea

EXP 10 15 3 2 4

Scout Feats: Rank 1: This skill grants the ability to permanently learn any Rank 1 Feat in the game, provided the character has any other prerequisites required for the specific Rank 1 Feat they wish to learn. Scout Feats: Rank 2: This skill grants the ability to permanently learn any Rank 2 Feat in the game, provided the character has any other prerequisites required for the specific Rank 2 Feat they wish to learn. 142

Arcanum: This skill grants the character +5 Arcanum. This skill may be purchased unlimitedly. Spirit: This skill grants the character +5 Spirit. This skill may be purchased unlimitedly. Vaea: This skill grants the character +5 Vaea. This skill may be purchased unlimitedly.

Skill Name Armor Efficiency: Leather Expert Flanking Fighting Style

Rank 1 1 1

Passive Skills: Rank 1 Prerequisites Superior Agility Superior Agility Superior Agility

EXP 3 3 3

Armor Efficiency: Leather: This skill allows the character to wear any kind of Leather Armor efficiently. While wearing Leather Armor, the character will gain an Armor-granted Threshold of 2 and will have 2 points of Durability for each piece of Leather Armor they wear. If the character is wearing a chest piece and back piece, those two pieces will collectively count for 10 points of total Durability between the two pieces instead of 2 points per piece. Expert Flanking: The character with Expert Flanking must strike a target from behind and call Expert Flanking X where X is the number of Expert Flanking purchases that the character has. For 1 minute, the character will benefit from their chosen Expert Flanking Tree. When purchasing Expert Flanking, a character must choose what Tree that particular purchase will grant them. No more than 3 total Expert Flanking purchases may be in a single tree. Offensive Flanking: +5 Numerical Damage per hand for duration (per purchase of Expert Flanking)

Defensive Flanking: +5 Threshold against target (+10 if using shield) (per purchase of Expert Flanking) Tactical Flanking: +1 Defensive Feat per minute from target / +2 Offensive Feats per minute against target (per purchase of expert Flanking) Expert Flanking is considered a Surprise Attack and the initial call of Expert Flanking X can be defended against as such, denying the Flanker the benefits from their Expert Flanking. The benefits of Expert Flanking will still apply for the duration even if fighting a character face-toface (I.E. the opponent turns to fight the Flanker after they successfully strike the target for Expert Flanker X to gain the initial benefits). Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class.

Skill Name Expert Flanking Fighting Style Fighting Style Proficiency

Rank 2 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 4 4 4

Expert Flanking: The character with Expert Flanking must strike a target from behind and call Expert Flanking X where X is the number of Expert Flanking purchases that the character has. For 1 minute, the character will benefit from their chosen Expert Flanking Tree. When purchasing Expert Flanking, a character must choose what Tree that particular purchase will grant them. No more than 3 total Expert Flanking purchases may be in a single tree. 143

Offensive Flanking: +5 Numerical Damage per hand for duration (per purchase of Expert Flanking) Defensive Flanking: +5 Threshold against target (+10 if using shield) (per purchase of Expert Flanking) Tactical Flanking: +1 Defensive Feat per minute from target / +2 Offensive Feats per minute against target (per purchase of expert Flanking)

Expert Flanking is considered a Surprise Attack and the initial call of Expert Flanking X can be defended against as such, denying the Flanker the benefits from their Expert Flanking. The benefits of Expert Flanking will still apply for the duration even if fighting a character face-toface (I.E. the opponent turns to fight the Flanker after they successfully strike the target for Expert Flanker X to gain the initial benefits).

Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class. Fighting Style Proficiency: This skill grants +1 Proficiency in a chosen Fighting Style. Once purchased for any one Fighting Style, this skill may not be purchased again at this rank.

Skill Name Appraisal Expert Flanking Trap Knowledge

Rank 3 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 5 5 5

Appraisal: This skill allows the Scout to determine how much almost any item is worth at any given time. Expert Flanking: The character with Expert Flanking must strike a target from behind and call Expert Flanking X where X is the number of Expert Flanking purchases that the character has. For 1 minute, the character will benefit from their chosen Expert Flanking Tree. When purchasing Expert Flanking, a character must choose what Tree that particular purchase will grant them. No more than 3 total Expert Flanking purchases may be in a single tree. Offensive Flanking: +5 Numerical Damage per hand for duration (per purchase of Expert Flanking) Defensive Flanking: +5 Threshold against target (+10 if using shield) (per purchase of Expert Flanking)

Tactical Flanking: +1 Defensive Feat per minute from target / +2 Offensive Feats per minute against target (per purchase of expert Flanking) Expert Flanking is considered a Surprise Attack and the initial call of Expert Flanking X can be defended against as such, denying the Flanker the benefits from their Expert Flanking. The benefits of Expert Flanking will still apply for the duration even if fighting a character face-toface (I.E. the opponent turns to fight the Flanker after they successfully strike the target for Expert Flanker X to gain the initial benefits). Trap Knowledge: This skill allows the scout to know the mechanical effect of any trap they encounter. This also allows Scouts to identify engineer blueprints that are blueprints of traps. This does not allow the Scout to detect nearby traps nor does it allow them to disable or set traps, just lets them know what a trap they find does.

Skill Name Expert Flanking Poison Expert Technique of the Scout

Rank 4 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 6 6 6

Expert Flanking: The character with Expert Flanking must strike a target from behind and call Expert Flanking X where X is the 144

number of Expert Flanking purchases that the character has. For 1 minute, the character will benefit from their chosen Expert Flanking Tree.

When purchasing Expert Flanking, a character must choose what Tree that particular purchase will grant them. No more than 3 total Expert Flanking purchases may be in a single tree. Offensive Flanking: +5 Numerical Damage per hand for duration (per purchase of Expert Flanking) Defensive Flanking: +5 Threshold against target (+10 if using shield) (per purchase of Expert Flanking) Tactical Flanking: +1 Defensive Feat per minute from target / +2 Offensive Feats per minute against target (per purchase of expert Flanking) Expert Flanking is considered a Surprise Attack and the initial call of Expert Flanking X can be

defended against as such, denying the Flanker the benefits from their Expert Flanking. The benefits of Expert Flanking will still apply for the duration even if fighting a character face-toface (I.E. the opponent turns to fight the Flanker after they successfully strike the target for Expert Flanker X to gain the initial benefits). Poison Expert: Allows the scout to know the mechanical effect of any poison they encounter. Also allows scouts to identify alchemical recipes and pharmaceutical formulas that are of poisons. This skill does not allow the scout to detect whether or not a person is poisoned. Technique of the Scout: This skill permanently increases the amount of times a Scout can use Offensive Feats per minute by 2 and Defensive Feats per minute by 1.

Skill Name Eagle Eye Evasion Expert Flanking

Rank 5 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 7 7 7

Eagle Eye: Any Treasure Class cards submitted to NPC or Logistics by a Scout with this skill count as one rank higher than what it is listed as. Evasion: The Character gains a permanent +5 Regenerating Resilience. This Resilience is regenerated at a rate of 1 point every minute, to whatever maximum total Resilience the character has. The regeneration rate does not stack with other resilience regenerators. The character will only benefit from this resilience if he or she is not wearing armor of any kind, including armor physreps for armor that has had its durability reduced to 0. Expert Flanking: The character with Expert Flanking must strike a target from behind and call Expert Flanking X where X is the number of Expert Flanking purchases that the character has. For 1 minute, the character will benefit from their chosen Expert Flanking Tree. When purchasing Expert Flanking, a character must choose what Tree that particular purchase 145

will grant them. No more than 3 total Expert Flanking purchases may be in a single tree. Offensive Flanking: +5 Numerical Damage per hand for duration (per purchase of Expert Flanking) Defensive Flanking: +5 Threshold against target (+10 if using shield) (per purchase of Expert Flanking) Tactical Flanking: +1 Defensive Feat per minute from target / +2 Offensive Feats per minute against target (per purchase of expert Flanking) Expert Flanking is considered a Surprise Attack and the initial call of Expert Flanking X can be defended against as such, denying the Flanker the benefits from their Expert Flanking. The benefits of Expert Flanking will still apply for the duration even if fighting a character face-toface (I.E. the opponent turns to fight the Flanker after they successfully strike the target for Expert Flanking X to gain the initial benefits).

Feat Name Block Disarm Disarm Simple Trap Pick Simple Lock Retain Set Simple Trap Stun

Rank 1 1 1 1 1 1 1

Rank 1 Scout Feats Prerequisites Scout Feats: Rank 1; Fighting Style Scout Feats: Rank 1; Fighting Style; Retain Scout Feats: Rank 1; Fighting Style; Set Simple Trap Scout Feats: Rank 1 Scout Feats: Rank 1; Fighting Style Scout Feats: Rank 1 Scout Feats: Rank 1; Fighting Style

Spirit 1 1 1 1 1 1 1

Effect Type Ongoing Ongoing Ongoing Ongoing Ongoing Ongoing Temporary

Feat Type Defensive Offensive Tactical Tactical Defensive Tactical Offensive

Block: This Feat is used as a reactionary defense after being struck from the front for physical numerical damage. That damage is considered nullified. Disarm: The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. Disarm Simple Trap: This Feat will allow the character to disarm any simple trap. It takes one minute to disarm a simple trap. Pick Simple Lock: This Feat will allow the Scout to instantly pick any Simple Lock. The Scout requires Simple Lock Picks.

Retain: Retain will stop any normal disarm effect of equal or lower rank. It is called as reactionary defense when a character is affected by a skill or spell that would disarm them. Set Simple Trap: This Feat will allow the character to set any simple trap. The player requires the engineered physrep and pull snaps when setting the trap. It takes one minute to set a simple trap. Stun: The character must strike a target in the torso in order for this Feat to have an effect. If a character is struck in the torso with this Feat, he or she will be stunned for 5 seconds and cannot perform any actions, including the activation of an active Spell or Feat. If the character is struck for 5 points of damage or more or the character becomes affected by a negative status effect, the Stun will immediately wear off.

Feat Name Deflect Double Tap

Rank 2 2

Kidney Shot Pin

2 2

Rank 2 Scout Feats Prerequisites Scout Feats: Rank 2; Block Scout Feats: Rank 2; Fighting Style; Fighting Style Proficiency Scout Feats: Rank 2; Fighting Style; Expert Flanking Scout Feats: Rank 2; Fighting Style: Marksman 146

Spirit 2 2

Effect Type Ongoing Ongoing

Feat Type Defensive Offensive

2 2

Ongoing Temporary

Offensive Offensive

Trip

Scout Feats: Rank 2; Fighting Style

Temporary

Offensive

Deflect: A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This Feat is used as a reactionary defense when the character is successfully struck. This skill will not work on attacks delivered from behind. Double Tap: This Feat may only be called after successfully striking a target for physical numerical melee damage. The target immediately takes the same amount of numerical melee damage that he or she was just struck for by the character using this Feat. Double Tap may only be defended against with an Invoked spell defense or Feat enhanced with Heroism. Kidney Shot: This Feat counts as a surprise attack and must be delivered from behind. The character must strike the target in the back and call Kidney Shot. The character affected by Kidney Shot has a Bleeding Wound as per the Bleeding Wound rules. Buy-In Warriors Resolve

Pin: This Feat may only be delivered through a thrown weapon. The character must strike the target in any legal area. The character chooses either the targets left leg or right leg upon a successful strike. That limb is considered pinned and must remain planted for 1 minute. Trip: The target of this spell is knocked to the ground. They must take a single 5-foot step back and then drop to one knee for 5-seconds. They can still cast spells and use physreps as normal during this time. Warriors The last of the Archetypes we will discuss are Warriors. Warriors are masters of arms and the most combat-oriented Archetype. Below is a set of charts outlining the Skills, Feats, and Spells of the Warrior Archetype.

Prerequisites EXP None 10 Description This skill is what grants the Archetype Warrior and is the first skill required to purchase any other skills on the list. Additionally, this skill grants the character +10 Vaea and +10 Spirit. This skill may not be purchased if a character has 2 other Archetype Buy-In Skills. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Warriors Resolve 2 Warrior Feats: Rank 2 0 Warriors Resolve 0 Warriors Resolve 0 Warriors Resolve

Skill Name Warrior Feats: Rank 1 Warrior Feats: Rank 2 Arcanum Spirit Vaea

EXP 10 15 5 3 2

Warrior Feats: Rank 1: This skill grants the ability to permanently learn any Rank 1 Feat in the game, provided the character has any other prerequisites required for the specific Rank 1 Feat they wish to learn.

Warrior Feats: Rank 2: This skill grants the ability to permanently learn any Rank 2 Feat in the game, provided the character has any other prerequisites required for the specific Rank 2 Feat they wish to learn.

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Arcanum: This skill grants the character +5 Arcanum. This skill may be purchased unlimitedly. Spirit: This skill grants the character +5 Spirit. This skill may be purchased unlimitedly.

Vaea: This skill grants the character +5 Vaea. This skill may be purchased unlimitedly.

Skill Name Armor Efficiency: Leather Fighting Style Stamina of the Warrior

Rank 1 1 1

Passive Skills: Rank 1 Prerequisites Warriors Resolve Warriors Resolve Warriors Resolve

EXP 3 3 3

Armor Efficiency: Leather: This skill allows the character to wear any kind of Leather Armor efficiently. While wearing Leather Armor, the character will gain an Armor-granted Threshold of 2 and will have 2 points of Durability for each piece of Leather Armor they wear. If the character is wearing a chest piece and back piece, those two pieces will collectively count

for 10 points of total Durability between the two pieces instead of 2 points per piece. Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class. Stamina of the Warrior: This skill grants the Warrior +15 permanent Vaea.

Skill Name Blindfighting Fighting Style Fighting Style Proficiency

Rank 2 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 4 4 4

Blindfighting: This skill allows a character affected by any Blindness effect to fight any attackers within 5 feet of them. This does not allow the character to pursue fleeing attackers nor does it allow a character to see while affected by any Blindness effects. It merely allows the character to attack and defend against any target within 5 feet of them while the character is blind.

Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class. Fighting Style Proficiency: This skill grants +1 Proficiency in a chosen Fighting Style. Once purchased for any one Fighting Style, this skill may not be purchased again at this rank.

Skill Name Battle Hardened Fighting Style Fighting Style Proficiency

Rank 3 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 5 5 5

Battle Hardened: This skill grants a permanent Threshold of +5 for the Warrior.

Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class. 148

Fighting Style Proficiency: This skill grants +1 Proficiency in a chosen Fighting Style. Once

purchased for any one Fighting Style, this skill may not be purchased again at this rank.

Skill Name Fighting Style Fighting Style Proficiency Technique of the Warrior

Rank 4 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 6 6 6

Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class. Fighting Style Proficiency: This skill grants +1 Proficiency in a chosen Fighting Style. Once

purchased for any one Fighting Style, this skill may not be purchased again at this rank. Technique of the Warrior: This skill permanently increases the amount of times a Warrior can use Offensive Feats per minute by 2 and Defensive Feats per minute by 1.

Skill Name Fighting Style Fighting Style Proficiency Strength of the Warrior

Rank 5 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

EXP 7 7 7

Fighting Style: Allows the character to learn any one Fighting Style available to the Archetype or Class. Fighting Style Proficiency: This skill grants +1 Proficiency in a chosen Fighting Style. Once

purchased for any one Fighting Style, this skill may not be purchased again at this rank. Strength of the Warrior: This skill will increase the Warriors natural strength category by 1.

Feat Name Block Disarm Mighty Strike

Rank 1 1 1

Retain Stun

1 1

Rank 1 Warrior Feats Prerequisites Spirit Warrior Feats: Rank 1; 1 Fighting Style Warrior Feats: Rank 1; 1 Fighting Style; Retain Warrior Feats: Rank 1; 1 Fighting Style; Barbarian Strength Warrior Feats: Rank 1; 1 Fighting Style Warrior Feats: Rank 1; 1 Fighting Style

Effect Type Ongoing Ongoing Ongoing

Feat Type Defensive Offensive Offensive

Ongoing Temporary

Defensive Offensive

Block: This Feat is used as a reactionary defense after being struck from the front for physical

numerical damage. That damage is considered nullified.

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Disarm: The character must strike a target in the weapon in order for this Feat to have an effect. A character that is struck in the weapon with this skill must drop what they are holding with that hand. Shields cannot be disarmed in this way. This can only be stopped by an equal or higher rank retain effect. Mighty Strike: Mighty Strike allows the character to add +5 numerical damage to one weapon strike which deals physical melee damage. This Feat is used by calling Mighty Strike X Damage where X is the normal amount of damage the character would have struck for, plus the additional 5 from Mighty Strike.

Retain: Retain will stop any normal disarm effect of equal or lower rank. It is called as reactionary defense when a character is affected by a skill or spell that would disarm them. This can only be stopped by an equal or higher rank retain effect. Stun: The character must strike a target in the torso in order for this Feat to have an effect. If a character is struck in the torso with this Feat, he or she will be stunned for 5 seconds and cannot perform any actions, including the activation of an active Spell or Feat. If the character is struck for 5 points of damage or more or the character becomes affected by a negative status effect, the Stun will immediately wear off.

Feat Name Defensive Posture

Rank 2

Deflect Double Tap

2 2

Enfeeble

Offensive Posture

Taunt Trip Weaken Armor

2 2 2

Rank 2 Warrior Feats Prerequisites Spirit Warrior Feats: Rank 2; 2 Fighting Style; Battle Hardened Warrior Feats: Rank 2; Block 2 Warrior Feats: Rank 2; 2 Fighting Style; Fighting Style Proficiency Warrior Feats: Rank 2; 2 Fighting Style; Barbarian Strength Warrior Feats: Rank 2; 2 Fighting Style; Fighting Style Proficiency Warrior Feats: Rank 2 2 Warrior Feats: Rank 2; 2 Fighting Style Warrior Feats: Rank 2; 2 Fighting Style

Effect Type Sustained Per Minute Ongoing Ongoing

Feat Type Defensive

Defensive Offensive

Temporary

Offensive

Sustained Per Minute Temporary Temporary Ongoing

Offensive

Tactical Offensive Offensive

Defensive Posture: This Feat is used simply by calling Defensive Posture. A character who uses Defensive Posture will strike for -5 numerical damage whenever they strike for physical damage; however, that character will benefit from an additional Threshold of +5. Deflect: A character may use this Feat to stop any numerical damage attack delivered from a weapon or any weapon-delivered Spell or Feat from having an effect on them. This Feat is 150

used as a reactionary defense when the character is successfully struck. This skill will not work on attacks delivered from behind. Double Tap: This Feat may only be called after successfully striking a target for physical numerical melee damage. The target immediately takes the same amount of numerical melee damage that he or she was just struck for by the character using this Feat. Double Tap may only be defended against with

an Invoked spell defense or Feat enhanced with Heroism. Enfeeble: The character must strike a target in a limb when using this Feat. The targets struck limb goes numb and cannot be used for 1 minute. The target must act as though the affected limb is completely limp. This will not cause the target to drop any items they are holding. Offensive Posture: This Feat is used simply by calling Offensive Posture. A character who uses Offensive Posture will strike for +5 numerical damage whenever they strike for physical damage; however, that character will take +5 numerical damage from all physical damage. Taunt: The character may strike the target in the torso with a melee weapon and cause that target to attack only that character for 1 minute. This counts as a Rank 2 mind effect. Trip: The target of this spell is knocked to the ground. They must take a single 5-foot step back and then drop to one knee for 5-seconds. They can still cast spells and use physreps as normal during this time. Weaken Armor: The character must strike the target in the torso to use this Feat. The target loses 5 points of Durability or Resilience.

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Chapter 8: Item Crafting and Professions Lists

Midlander Alchemist

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Profession Lists and Crafting Items In the previous chapter, we discussed Archetype lists in detail. This Chapter will focus on Professions and Crafting Items.

Crafting and Repairing Items One of the many things that Professions can do in the game world is craft items. Each Profession has a different set of items that they are capable of crafting and a set of skills associated with their profession. Skills (Conceptual) Identifying Poisons; Enhancing Normal Alchemical Effects Identifying and Treating Injuries; Resuscitation; Cybernetics Repairing and Enhancing Devices; Cybernetics Repairing Damaged or Destroyed Jewelery Repairing Damaged or Destroyed Garments and Leather Armor Copying of Scrolls and Removing Knowledge from Soulstones Repairing Damaged Melee Weapons and Metal Armor As outlined in the chart above, each Profession is capable of crafting and repairing different types of items. There are some unique rules which govern different Professions specifically. Throughout this chapter, we will go over each Profession, special rules that apply to each, and their respective skill lists. Alchemists The first Profession we will outline is that of the Alchemist. Alchemists combine science and magic to produce powerful concoctions with a multitude of effects. They can make potions, poisons, and even acids with the right skills. In order to craft an Alchemical Potion or Poison, the Alchemist must first possess the appropriate skill to craft an Alchemical Concoction of that Rank. The Alchemist must also physically have a recipe for any specific potion or poison that he or she wishes to craft. The Alchemist also needs the correct components, as per the recipe, to craft the potion or poison. Lastly, the Alchemist must have a corresponding skill to craft the potion or poison into a specific delivery method, such as 153

Profession Alchemist Doctor Engineer Jeweler Sartor Scholar Smith

Craft Items (Conceptual) Magical Potions; Poisons; Acids Pharmaceuticals; Medicinal Items Firearms; Explosives; Electronic Devices Rings; Earrings; Bracelets; Necklaces; Jeweled Accessories Clothing; Apparel; Leather Accessories; Leather Armor Scrolls; Emblems Swords; Axes; Bows; Arrows; Chain Armor; Plate Armor

There are some universal rules which govern how every item in the game is crafted. Every craftable item in the game requires components. Components can be found in the game either as treasure, rewards, or through purchasing with IG currency from a merchant. The number of components needed per craftable item, the rarity level of the components, and, as such, the component value, all vary. Crafting items also takes a significant amount of time. By default, it takes 20 minutes per rank to craft an item. Therefore, the higher the item rank (and, by proxy, the more powerful the item), the longer it takes to craft. Repairing a damaged or broken item as per the various talents which do so requires only 5 minutes per rank. Some Professions require a workshop or laboratory in order to craft or repair items. Some Professions are capable of setting up temporary workshops for repairs or crafting.

ingestion, contact, dust, or vapor. Alchemists may craft any potion or poison into any of the delivery methods that the Alchemist knows how to, based on the permanent skills that the Alchemist possesses. In order to make Acids, Alchemists must also possess the correct Buy-In Esoteric Theory

permanent skill on their list. Once an alchemical concoction is crafted, it is produced as one dose per crafting. Alchemists require a laboratory to craft alchemical concoctions. Alchemist List

Prerequisites EXP None 10 Description This is the first skill that a character learns to become an Alchemist. The Alchemist can choose 1 of the following Knowledges to learn: Metaphysics, Chemistry, Biology, or Ecology. Additionally, they are able to instantly identify any alchemy up to Rank 5 of which they are able to examine. Unless otherwise specified, this skill cannot be purchased if the character has 1 other Profession Buy-In already. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Esoteric Theory 2 3 4 5 Alchemist Talents: Rank 1 Alchemist Talents: Rank 2 Alchemist Talents: Rank 3 Alchemist Talents: Rank 4

Skill Name Alchemist Talents: Rank 1 Alchemist Talents: Rank 2 Alchemist Talents: Rank 3 Alchemist Talents: Rank 4 Alchemist Talents: Rank 5

EXP 5 10 15 20 25

Alchemist Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Alchemist Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Alchemist Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent in the game, provided the character has any

other prerequisites required for the specific Rank 3 Talent they wish to learn. Alchemist Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Alchemist Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name Concoct Alchemy Rank 1 Culinary Arts

Rank 1 1

Passive Skills: Rank 1 Prerequisites Esoteric Theory Esoteric Theory 154

EXP 3 3

Concoct Alchemy Rank 1: This skill allows the Alchemist to create any Alchemical Concoction from a Rank 1 recipe.

Culinary Arts: When crafting Alchemy, the Alchemist may specify Ingested as a delivery method for the alchemy. Ingested Alchemy will only affect a target if they imbibe it through eating or drinking.

Skill Name Concoct Alchemy Rank 2 Tools of the Trade

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank; Concoct Alchemy Rank 1 Equal Number of Passive Skills of the Previous Rank

EXP 4 4

Concoct Alchemy Rank 2: This skill allows the Alchemist to create any Alchemical Concoction from a Rank 2 recipe.

Tools of the Trade: The Character can use any Engineered Device, regardless of complexity, which pertains to his or her Profession.

Skill Name Amalgamation and Calcination Concoct Alchemy Rank 3

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Concoct Alchemy Rank 2

EXP 5 5

Amalgamation and Calcination: When crafting Alchemy, the Alchemist may specify Contact or Dust as a delivery method for the alchemy. Contact Alchemy will only affect a target if they are exposed to the Alchemy via touch. This includes blade poisons that hurt a target or

healing salves and ointments. Dust Alchemy is delivered to a single target via spell packet. Concoct Alchemy Rank 3: This skill allows the Alchemist to create any Alchemical Concoction from a Rank 3 recipe.

Skill Name Concoct Alchemy Rank 4 Precipitation and Vitriol

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank; Concoct Alchemy Rank 3 Equal Number of Passive Skills of the Previous Rank

EXP 6 6

Concoct Alchemy Rank 4: This skill allows the Alchemist to create any Alchemical Concoction from a Rank 4 recipe. Precipitation and Vitriol: When crafting Alchemy, the Alchemist may specify Vapor as

a delivery method for the alchemy. Vapor Alchemy is delivered via spell packet and will affect all targets within 10 feet of the original target.

Skill Name Concoct Alchemy Rank 5 The Elixir

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank; Concoct Alchemy Rank 4 Equal Number of Passive Skills of the Previous Rank 155

EXP 7 7

Concoct Alchemy Rank 5: This skill allows the Alchemist to create any Alchemical Concoction from a Rank 5 recipe. The Elixir: The Alchemist can make Elixirs which can be applied in any application form. Additionally, the Alchemist can reverse engineer any concoction that they have identified and examined. This process destroys

the concoction. The Alchemist can also create their own recipes. They must bring their idea to a marshal from creative studio and will be told by Creative Studio exactly what they will need to obtain in order to craft such a concoction. Creative Studio and Legislation and Enforcement have sole discretion over the exact mechanical effects of a recipe designed by the character.

Talent Name Distillation Hybrid Mixture Potency Purge Poison Savvy Apprentice

Rank 1 1 1 1 1

Rank 1 Alchemist Talents Prerequisites Alchemist Talents: Rank 1 Alchemist Talents: Rank 1 Alchemist Talents: Rank 1 Alchemist Talents: Rank 1 Alchemist Talents: Rank 1

Talent 1 1 1 1 1

Effect Type Permanent Permanent Permanent Ongoing Ongoing

Distillation: This Talent allows the Alchemist to double the effect of any single Rank 1 Concoction that he or she crafts. Hybrid Mixture: This talent allows the Alchemist to combine two Concoctions into one dose. The two Concoctions must be in the same form to combine. Potency: This Talent allows the Alchemist to double the duration of any one Rank 1

Concoction that he or she crafts. It must be a temporary duration. Purge Poison: This Talent allows the Alchemist to purge any Rank 1 alchemical or magical poison from a target. Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item.

Talent Name Distillation Potency Purge Poison

Rank 2 2 2

Rank 2 Alchemist Talents Prerequisites Alchemist Talents: Rank 2 Alchemist Talents: Rank 2 Alchemist Talents: Rank 2

Talent 2 2 2

Effect Type Permanent Permanent Ongoing

Distillation: This Talent allows the Alchemist to double the effect of any single Rank 2 Concoction that he or she crafts. Potency: This Talent allows the Alchemist to double the duration of any one Rank 2

Concoction that he or she crafts. It must be a temporary duration. Purge Poison: This Talent allows the Alchemist to purge any Rank 2 alchemical or magical poison from a target.

Talent Name Distillation Potency Purge Poison

Rank 3 3 3

Rank 3 Alchemist Talents Prerequisites Alchemist Talents: Rank 3 Alchemist Talents: Rank 3 Alchemist Talents: Rank 3 156

Talent 3 3 3

Effect Type Permanent Permanent Ongoing

Distillation: This Talent allows the Alchemist to double the effect of any single Rank 3 Concoction that he or she crafts. Potency: This Talent allows the Alchemist to double the duration of any one Rank 3

Concoction that he or she crafts. It must be a temporary duration. Purge Poison: This Talent allows the Alchemist to purge any Rank 3 alchemical or magical poison from a target.

Talent Name Distillation Potency Purge Poison Veteran Craftsman

Rank 4 4 4 4

Rank 4 Alchemist Talents Prerequisites Alchemist Talents: Rank 4 Alchemist Talents: Rank 4 Alchemist Talents: Rank 4 Alchemist Talents: Rank 4

Talent 4 4 4 4

Effect Type Permanent Permanent Ongoing Ongoing

Distillation: This Talent allows the Alchemist to double the effect of any single Rank 4 Concoction that he or she crafts. Potency: This Talent allows the Alchemist to double the duration of any one Rank 4 Concoction that he or she crafts. It must be a temporary duration.

Purge Poison: This Talent allows the Alchemist to purge any Rank 4 alchemical or magical poison from a target. Veteran Craftsman: This skill allows a craftsman to halve the crafting time of a single item.

Talent Name Distillation Potency Purge Poison

Rank 5 5 5

Rank 5 Alchemist Talents Prerequisites Alchemist Talents: Rank 5 Alchemist Talents: Rank 5 Alchemist Talents: Rank 5

Talent 5 5 5

Effect Type Permanent Permanent Ongoing

Distillation: This Talent allows the Alchemist to double the effect of any single Rank 4 Concoction that he or she crafts. Potency: This Talent allows the Alchemist to double the duration of any one Rank 4 Concoction that he or she crafts. It must be a temporary duration.

Purge Poison: This Talent allows the Alchemist to purge any Rank 4 alchemical or magical poison from a target. Alchemical Concoctions Below is a list of commonly known alchemical concoctions.

Item Name Antidote Burning Acid Corroding Acid Disintegration Acid

Alchemical Profession Items (Rank 1) Rank Components 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 Dram Aloe 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 Dram Lye 1 Rank 1 Alchemy Kit, 1 Dram of Vinegar, 1 Dram Hot Chili Pepper 1 Rank 1 Alchemy Kit, 1 Dram of Vinegar, 157

Talent 1 1 1 1

Value (Silver) 14 14 14 17

Enfeeble Poison Forget Poison Healing Potion Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion Restore Arcanum Potion Restore Memory Potion Restore Spirit Potion Restore Talent Potion Sleep Poison Slowness Poison

Item Name Antidote Burning Acid Corroding Acid Disintegration Acid Enfeeble Poison Forget Poison Healing Potion Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion Restore Arcanum Potion Restore Memory Potion Restore Spirit Potion

1 Dram Recluse Spider Venom 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 17 1 Dram Black Nightshade 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Nutmeg 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Peppermint 1 Rank 1 Alchemy Kit, 1 Dram Boiling Water, 1 17 1 Dram Black Nightshade 1 Rank 1 Alchemy Kit, 1 Dram Chilled Water, 1 17 1 Dram Black Nightshade 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Banana 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Broom Weed 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 17 1 Dram Gingko 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Burdock 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Gotu Kola 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Hemlock 1 Rank 1 Alchemy Kit, 1 Dram Water, 1 14 1 Dram Hemlock Alchemical Item Descriptions (Rank 1) Description Cures one Rank 1 or lower poison, except Forget Poison. Represented by a blue bottle. Target takes 10 Acid damage. Represented by a black bottle. Target item of Hardness 1 or lower is destroyed. Represented by a black bottle. Target takes 5 Acid Damage per minute for five minutes. Represented by a black bottle. Target suffers minus one level of Strength for one minute. Will only work on Barbarian Strength or lower. Represented by a green bottle. Target forgets everything that happened for the last five minutes. Represented by a green bottle. Heals target for 10 Vaea. Represented by a blue bottle. Target cannot cast Rank 1 Spells or lower for one minute. Represented by a green bottle. Target cannot use Rank 1 Feats or lower for one minute. Represented by a green bottle. Heals target 5 Vaea per minute for five minutes. Represented by a blue bottle. Heals target for 5 Arcanum. Represented by a blue bottle. Restores memory lost due to a Rank 1 or lower Forget Poison. Represented by a blue bottle. Heals target for 5 Spirit. Represented by a blue bottle. 158

Restore Talent Potion Sleep Poison Slowness Poison

Heals target for 5 Talent. Represented by a blue bottle. Target falls asleep for one minute. Represented by a green bottle. Target cannot attack more than once per five seconds for one minute. Represented by a green bottle. Alchemical Profession Items (Rank 2) Rank Components Talent Value (Silver) 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Aloe, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Lye, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram of Vinegar, 2 47 1 Dram Recluse Spider Venom, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 47 1 Dram Black Nightshade, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Nutmeg, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Peppermint, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Boiling Water, 2 47 1 Dram Black Nightshade, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Chilled Water, 2 47 1 Dram Black Nightshade, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Banana, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 47 1 Dram Gingko, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Hemlock, 1 Dram Ether Dust 2 Rank 2 Alchemy Kit, 1 Dram Water, 2 44 1 Dram Hemlock, 1 Dram Ether Dust Alchemical Item Descriptions (Rank 2) Description Cures one Rank 2 or lower poison, except Forget Poison. Represented by a blue bottle. Target takes 20 Acid damage. Represented by a black bottle. Target takes 5 Acid Damage per minute for ten minutes. Represented by a black bottle. Target suffers minus one level of Strength for one minute. Will only work on Mammoth Strength or lower. Represented by a green bottle. Target forgets everything that happened for the last fifteen minutes. Represented by a green bottle. Heals target for 20 Vaea. Represented by a blue bottle. Target cannot cast Rank 2 Spells or lower for one minute. Represented by a green bottle. Target cannot use Rank 2 Feats or lower for one minute. Represented by a green bottle. Heals target 5 Vaea per minute for fifteen minutes. Represented by a blue 159

Item Name Antidote Burning Acid Disintegration Acid

Enfeeble Poison Forget Poison Healing Potion Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion Restore Memory Potion Sleep Poison Slowness Poison

Item Name Antidote Burning Acid Disintegration Acid Enfeeble Poison Forget Poison Healing Potion Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion

Restore Memory Potion Sleep Poison Slowness Poison

bottle. Restores memory lost due to a Rank 2 or lower Forget Poison. Represented by a blue bottle. Target falls asleep for five minutes. Represented by a green bottle. Target cannot attack more than once per five seconds for five minute. Represented by a green bottle.

Item Name Antidote

Burning Acid

Corroding Acid

Alchemical Profession Items (Rank 3) Rank Components 3 Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Aloe, 2 Drams Ether Dust, 1 Dram Eucalyptus 3 Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Lye, 2 Drams Ether Dust, 1 Dram Giant Scorpion Stinger 3 Rank 3 Alchemy Kit, 1 Dram of Vinegar, 1 Dram Hot Chili Pepper, 2 Drams Ether Dust, 1 Dram Scotch Bonnet Chili Pepper 3 Rank 3 Alchemy Kit, 1 Dram of Vinegar, 1 Dram Recluse Spider Venom, 2 Drams Ether Dust, 1 Dram Black Widow Venom Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Black Nightshade, 2 Drams Ether Dust, 1 Dram Deadly Belladonna Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Nutmeg, 2 Drams Ether Dust, 1 Dram Yew Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Peppermint, 2 Drams Ether Dust, 1 Dram Ginger Rank 3 Alchemy Kit, 1 Dram Boiling Water, 1 Dram Black Nightshade, 2 Drams Ether Dust, 1 Dram Yellow Jasmine Rank 3 Alchemy Kit, 1 Dram Chilled Water, 1 Dram Black Nightshade, 2 Drams Ether Dust, 1 Dram Foxglove Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Banana, 2 Drams Ether Dust, 1 Dram Cinnamon Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Broom Weed, 2 Drams Ether Dust, 1 Dram Ginger Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Gingko, 2 Drams Ether Dust, 1 Dram Ginseng Rank 3 Alchemy Kit, 1 Dram Water, 1 Dram Burdock, 2 Drams Ether Dust, 1 160

Talent 3

Value (Silver) 120

120

102

Disintegration Acid

114

Enfeeble Poison

102

Forget Poison

93

Healing Potion

102

Mental Ineptitude Poison

111

Physical Ineptitude Poison

102

Regeneration Potion

93

Restore Arcanum Potion

102

Restore Memory Potion

105

Restore Spirit Potion

93

Restore Talent Potion

Sleep Poison

Slowness Poison

Item Name Antidote Burning Acid Corroding Acid Disintegration Acid Enfeeble Poison Forget Poison Healing Potion Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion Restore Arcanum Potion Restore Memory Potion Restore Spirit Potion Restore Talent Potion Sleep Poison Slowness Poison

Dram Cinnamon 3 Rank 3 Alchemy Kit, 1 Dram Water, 3 102 1 Dram Gotu Kola, 2 Drams Ether Dust, 1 Dram Ginseng 3 Rank 3 Alchemy Kit, 1 Dram Water, 3 111 1 Dram Hemlock, 2 Drams Ether Dust, 1 Dram Oleander 3 Rank 3 Alchemy Kit, 1 Dram Water, 3 111 1 Dram Hemlock, 2 Drams Ether Dust, 1 Dram Oleander Alchemical Item Descriptions (Rank 3) Description Cures one Rank 3 or lower poison, except Forget Poison. Represented by a blue bottle. Target takes 30 Acid damage. Represented by a black bottle. Target item of Hardness 3 or lower is destroyed. Represented by a black bottle. Target takes 10 Acid Damage per minute for fifteen minutes. Represented by a black bottle. Target suffers minus two levels of Strength for one minute. Will only work on Mammoth Strength or lower. Represented by a green bottle. Target forgets everything that happened for the last thirty minutes. Represented by a green bottle. Heals target for 30 Vaea. Represented by a blue bottle. Target cannot cast Rank 3 Spells or lower for one minute. Represented by a green bottle. Target cannot use Rank 3 Feats or lower for one minute. Represented by a green bottle. Heals target 10 Vaea per minute for fifteen minutes. Represented by a blue bottle. Heals target for 10 Arcanum. Represented by a blue bottle. Restores memory lost due to a Rank 3 or lower Forget Poison. Represented by a blue bottle. Heals target for 10 Spirit. Represented by a blue bottle. Heals target for 10 Talent. Represented by a blue bottle. Target falls asleep for fifteen minute. Represented by a green bottle. Target cannot attack more than once per five seconds for fifteen minutes. Represented by a green bottle. Alchemical Profession Items (Rank 4) Rank Components 4 Rank 4 Alchemy Kit, 1 Dram Water, 1 Dram Aloe, 3 Drams Ether Dust, 1 Dram Eucalyptus, 1 Dram Dew Drop Essence 4 Rank 4 Alchemy Kit, 1 Dram Water, 1 Dram Lye, 3 Drams Ether Dust, 1 Dram Giant Scorpion Stinger, 1 Dram Cobra Venom 161

Item Name Antidote

Talent 4

Value (Silver) 206

Burning Acid

206

Bone to Stone Potion

Rank 4 Alchemy Kit, 1 Dram Water1 Dram of Gingko, 3 Drams Ether Dust, 1 Dram Mandrake Root, 1 Dram Ginseng

191

Disintegration Acid

Enfeeble Poison

Forget Poison

Healing Potion

Mental Ineptitude Poison

Physical Ineptitude Poison

Regeneration Potion

Regenerate Limb Potion

Restore Memory Potion

Sleep Poison

Slowness Poison

Item Name Antidote Burning Acid Bone to Stone Potion Disintegration Acid

Rank 4 Alchemy Kit, 1 Dram of Vinegar, 4 164 1 Dram Recluse Spider Venom, 3 Drams Ether Dust, 1 Dram Black Widow Venom, 1 Dram Brood Pus 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 201 1 Dram Black Nightshade, 3 Drams Ether Dust, 1 Dram Deadly Belladonna, 1 Dram Cobra Venom 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 203 1 Dram Nutmeg, 3 Drams Ether Dust, 1 Dram Yew, 1 Dram Brood Pus 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 188 1 Dram Peppermint, 3 Drams Ether Dust, 1 Dram Ginger, 1 Dram Vulden Root 4 Rank 4 Alchemy Kit, 1 Dram Boiling Water, 4 200 1 Dram Black Nightshade, 3 Drams Ether Dust, 1 Dram Yellow Jasmine, 1 Dram Wormwood 4 Rank 4 Alchemy Kit, 1 Dram Chilled Water, 4 191 1 Dram Black Nightshade, 3 Drams Ether Dust, 1 Dram Foxglove, 1 Dram of Wormwood 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 191 1 Dram Banana, 3 Drams Ether Dust, 1 Dram Cinnamon, 1 Dram Utopian Spice 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 203 1 Dram Gingko, 3 Drams Ether Dust, 1 Dram Ginseng, 1 Dram Wyvern Blood 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 203 1 Dram Gingko, 3 Drams Ether Dust, 1 Dram Ginseng, 1 Dram Saffron 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 197 1 Dram Hemlock, 3 Drams Ether Dust, 1 Dram Oleander, 1 Dram Weretoad's Blood 4 Rank 4 Alchemy Kit, 1 Dram Water, 4 197 1 Dram Hemlock, 3 Drams Ether Dust, 1 Dram Oleander, 1 Dram Weretoads Blood Alchemical Item Descriptions (Rank 4) Description Cures Rank 4 or lower poison, except for Forget Poison. Represented by a blue bottle. Target takes 40 Acid damage. Represented by a black bottle. All limbs of the target are immune to Break and Sever Limbs for five minutes. Represented by a blue bottle. Target takes 10 Acid damage per minute for thirty minutes. Represented by a 162

Enfeeble Poison Forget Poison Healing Potion Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion Regenerate Limb Potion Restore Memory Potion Sleep Poison Slowness Poison

black bottle. Target suffers minus one level of Strength for one minute. Will only work on Giant Strength or lower. Represented by a green bottle. Target forgets everything that happened for the last hour. Represented by a green bottle. Heals target for 40 Vaea. Represented by a blue bottle. Target is unable to cast Rank 4 or lower Spells for one minute. Represented by a green bottle. Target is unable to use Rank 4 or lower Feats for one minute. Represented by a green bottle. Heals target for 10 Vaea per minute for thirty minutes. Represented by a blue bottle. Restores one broken or severed limb of target. This takes one minute. Represented by a blue bottle. Restores memory lost due to a Rank 4 or lower Forget Poison. Represented by a blue bottle. Target falls asleep for thirty minutes. Represented by a green bottle. Target cannot attack more than once per five seconds for thirty minutes. Represented by a green bottle. Alchemical Profession Items (Rank 5) Rank Components 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram Aloe, 3 Drams Ether Dust, 1 Dram Eucalyptus, 1 Dram Dew Drop Essence, 1 Dram Vernal Kiss 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram Lye, 3 Drams Ether Dust, 1 Dram Giant Scorpion Stinger, 1 Dram Cobra Venom, 1 Dram Ink of Malfeix 5 Rank 5 Alchemy Kit, 1 Dram Vinegar, 1 Dram Hot Chili Pepper, 3 Drams Ether Dust, 1 Dram Scotch Bonnet Chili Pepper, 1 Dram Void Venom 5 Rank 5 Alchemy, 1 Dram Vinegar, 1 Dram Recluse Spider Venom, 3 Drams Ether Dust, 1 Dram Black Widow Venom, 1 Dram Brood Pus, 1 Dram Spores of Acontia 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram Black Nightshade, 3 Drams Ether Dust, 1 Dram Deadly Belladonna, 1 Dram Cobra Venom, 1 Dram Autumnal Kiss 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram Nutmeg, 3 Drams Ether Dust, 1 Dram Yew, 1 Dram Brood Pus, 1 Dram Tears of Vae 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram Peppermint, 3 Drams Ether Dust, 1 Dram Ginger, 1 Dram Vulden Root, 1 Dram Crushed Lyranas Tears 163

Item Name Antidote

Talent 5

Value (Silver) 329

Burning Acid

329

Corroding Acid

260

Disintegration Acid

347

Enfeeble Poison

314

Forget Poison

326

Healing Potion

311

Mental Ineptitude Poison

Physical Ineptitude Poison

Regeneration Potion

Restore Arcanum Potion

Restore Memory Potion

Restore Spirit Potion

Restore Talent Potion

Sleep Poison

Slowness Poison

Item Name Antidote Burning Acid Corroding Acid Disintegration Acid Enfeeble Poison Forget Poison Healing Potion

Rank 5 Alchemy Kit, 1 Dram Boiling Water, 1 5 323 Dram Black Nightshade, 3 Drams Ether Dust, 1 Dram Yellow Jasmine, 1 Dram Wormwood, 1 Dram Tears of Vae 5 Rank 5 Alchemy Kit, 1 Dram Chilled Water, 1 5 314 Dram Black Nightshade, 3 Drams Ether Dust, 1 Dram Foxglove, 1 Dram Wormwood, 1 Dram Autumnal Kiss 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 299 Banana, 3 Drams Ether Dust, 1 Dram Cinnamon, 1 Dram Utopian Spice, 1 Dram Ambrosia 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 323 Broom Weed, 3 Drams Ether Dust, 1 Dram Ginger, 1 Dram Saffron, 1 Dram Yensai Petals 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 426 Gingko, 3 Drams Ether Dust, 1 Dram Ginseng, 1 Dram Saffron, 1 Dram Yensai Petals 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 299 Burdock, 3 Drams Ether Dust, 1 Dram Cinnamon, 1 Dram Utopian Spice, 1 Dram Ambrosia 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 308 Gotu Kola, 3 Drams Ether Dust, 1 Dram Ginseng, 1 Dram Saffron, 1 Dram Ambrosia 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 320 Hemlock, 3 Drams Ether Dust, 1 Dram Oleander, 1 Dram Weretoads Blood, 1 Dram Spores of Acontia 5 Rank 5 Alchemy Kit, 1 Dram Water, 1 Dram 5 320 Hemlock, 3 Drams Ether Dust, 1 Dram Oleander, 1 Dram Weretoads Blood, 1 Dram Spores of Acontia Alchemical Item Descriptions (Rank 5) Description Cures one Rank 5 or lower poison, except Forget Poison. Represented by a blue bottle. Target takes 50 Acid damage. Represented by a black bottle. Target item of Hardness 3 or lower is destroyed. Represented by a black bottle. Target takes 15 Acid Damage per minute for thirty minutes. Represented by a black bottle. Target suffers minus two levels of Strength for one minute. Will only work on Giant Strength or lower. Represented by a green bottle. Target forgets everything that happened for the last five hours. Represented by a green bottle. Heals target for 50 Vaea. Represented by a blue bottle. 164

Mental Ineptitude Poison Physical Ineptitude Poison Regeneration Potion Restore Arcanum Potion Restore Memory Potion Restore Spirit Potion Restore Talent Potion Sleep Poison Slowness Poison

Target cannot cast Rank 5 Spells or lower for one minute. Represented by a green bottle. Target cannot use Rank 5 Feats or lower for one minute. Represented by a green bottle. Heals target 15 Vaea per minute for thirty minutes. Represented by a blue bottle. Heals target for 20 Arcanum. Represented by a blue bottle. Restores memory lost due to a Rank 5 or lower Forget Poison. Represented by a blue bottle. Heals target for 20 Spirit. Represented by a blue bottle. Heals target for 20 Talent. Represented by a blue bottle. Target falls asleep for one hour. Represented by a green bottle. Target cannot attack more than once per five seconds for one hour. Represented by a green bottle. are two kinds of pharamaceuticals that a Doctor is capable of crafting. One kind is in pill form, the other is in serum form. Serums can only be administered through injection by a doctor. Once a pharmaceutical is crafted, it is produced as one dose per crafting. Doctors require a laboratory to craft pharmaceuticals. In order for Doctors to administer consumable crafts or utilize certain talents, they may be required to use an appropriate IG administration kit. This Doctors Kit would be a permanent IG item and would need to be appropriately physrepped by the Doctor.

Doctors The next Profession we will outline is that of the Doctor. Doctors use science, chemistry, and anatamological knowledge to treat injuries and craft pharamceuticals. They can make pills and injections and are capable of rescuscitating individuals back to life. In order to craft a Pharmaceutical, the Doctor must first possess the appropriate skill to craft a Pharamceutical of that Rank. The Doctor must also physically have a formula for any specific pharamceutical that he or she wishes to craft. The Doctor also needs the correct components, as per the formula, to craft the pharamaceutical. There Buy-In Medical Aptitude

Prerequisites EXP None 10 Description This is the first skill that a character learns to become a Doctor. The Doctor is capable of discerning almost anyones physical status as it pertains to Vaea, poison or disease effects (not specific), incapacitation effects (unconscious vs. paralyzed vs. broken limbs). Basically this skill allows the Doctor to ask a character out of game how much Vaea they have, if they are poisoned or diseased, how they are incapacitated, or if they have any broken limbs. The Doctor cannot determine how any of these effects happened or what the poison or disease is, but simply that the character is suffering from any of these effects. The Doctor also gets to choose one of the following Knowledges to learn: Biology, Anatomy, Forensics, Chemistry, Psyche, or Technology for no additional EXP cost. This skill also allows a Doctor to administer injections. Lastly, by keeping one hand in contact with a target, the Doctor will stabilize a target in the first or second stage of their death count, effectively halting their death count so long as the Doctor remains in contact with the target. A target being stablized cannot be moved. Unless otherwise specified, this skill may not be purchased if the character already has one other Buy-In skill for a Profession. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 165

Skill Name

EXP

Doctor Talents: Rank 1 Doctor Talents: Rank 2 Doctor Talents: Rank 3 Doctor Talents: Rank 4 Doctor Talents: Rank 5

1 2 3 4 5

Medical Aptitude Doctor Talents: Rank 1 Doctor Talents: Rank 2 Doctor Talents: Rank 3 Doctor Talents: Rank 4

5 10 15 20 25

Doctor Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Doctor Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Doctor Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent in the game, provided the character has any

other prerequisites required for the specific Rank 3 Talent they wish to learn. Doctor Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Doctor Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name Pharmacology Rank 1 Secondary Practice

Rank 1 1

Passive Skills: Rank 1 Prerequisites Medical Aptitude Medical Aptitude

EXP 3 3

Pharmacology Rank 1: This skill allows the Alchemist to create any Pharmaceutical from a Rank 1 formula.

Secondary Practice: The Doctor may choose another Knowledge from the list noted in Medical Aptitude.

Skill Name Pharmacology Rank 2 Tools of the Trade

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank; Pharmacology Rank 1 Equal Number of Passive Skills of the Previous Rank

EXP 4 4

Pharmacology Rank 2: This skill allows the Alchemist to create any Pharmaceutical from a Rank 2 formula.

Tools of the Trade: The Character can use any Engineered Device, regardless of complexity, which pertains to his or her Profession.

Skill Name Expert Diagnosis Pharmacology

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Pharmacology Rank 2

EXP 5 5

Expert Diagnosis: The Doctor can always tell the exact poison, disease, or spell effect that is 166

affecting someone. They can ask a player OOG about how any of these effects were or are being administered and use that knowledge IG.

Pharmacology Rank 3: This skill allows the Alchemist to create any Pharmaceutical from a Rank 3 formula.

Skill Name Master Apothecary Pharmacology

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Pharmacology Rank 3

EXP 6 6

Master Apothecary: The Doctor can reverse engineer any pharmaceutical that they have identified and examined. This process destroys the pharmaceutical. The Doctor can also create their own formulas. They must bring their idea to a marshal from Creative Studio and will be told by Creative Studio exactly what they will need to obtain in order to craft such a

pharmaceutical. Creative Studio and Legislation and Enforcement have sole discretion over the exact mechanical effects of a formula designed by the character. Pharmacology Rank 4: This skill allows the Alchemist to create any Pharmaceutical from a Rank 4 formula.

Skill Name Pharmacology Miracle Worker

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank; Pharmacology Rank 4 Equal Number of Passive Skills of the Previous Rank twice as much Talent. resuscitation skills. This

EXP 7 7 includes

Miracle Worker: This allows the Doctor to use any of their Profession feats on a character that has been clinically dead (meaning first or second stage of their death count or beyond) for up to a maximum of five hours. All skills used in this manner take twice as long and cost

Pharmacology Rank 5: This skill allows the Alchemist to create any Pharmaceutical from a Rank 5 formula.

Talent Name First Aid Savvy Apprentice Serum Regiment

Rank 1 1 1

Rank 1 Doctor Talents Prerequisites Doctor Talents: Rank 1 Doctor Talents: Rank 1 Doctor Talents: Rank 1

Talent 1 1 1

Effect Type Sustained Per Minute Ongoing Permanent

First Aid: This Talent heals the target for 20 Vaea. This skill takes one minute. If a target is in the first stage of their death count while this skill is being performed, the death count is considered stopped for the duration.

Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item. Serum Regiment: This talent allows the Doctor to combine two pharmaceuticals into one dose.

Talent Name Snap Out of It

Rank 2

Rank 2 Doctor Talents Prerequisites Doctor Talents: Rank 2 167

Talent 2

Effect Type Ongoing

Suture Transfusion

2 2

Doctor Talents: Rank 2 Doctor Talents: Rank 2

2 2

Ongoing Sustained Per Minute

Snap Out of It: The Doctor can instantly end the effects of a waylay, stun, or any other effect that makes a target non-magically unconscious or incapacitated. Suture: This Talent stops bleeding wounds and recurring damage. This skill takes one minute to finish, but the effects will stop as soon as the Doctor begins roleplaying the suturing. Transfusion: This Talent allows the Doctor to transfer Vaea from one donor to a receiver. The donor and receiver must hold hands while the

skill is active. For each minute of contact, the donor transfers 20 Vaea to the receiver. This Vaea is considered Aggravated Damage to the donor. This skill can continue indefinitely. The Doctor must remain within ten feet of the donor and receiver and only the Doctor can end the transfusion. If a receiver gains Vaea in this way for thirty minutes or more, any blood disease will be purged from their system and they will effectively be cured. This Talent will also heal Aggravated damage.

Talent Name Implant / Extract Field Surgury Set Limb

Rank 3 3 3

Rank 3 Doctor Talents Prerequisites Doctor Talents: Rank 3 Doctor Talents: Rank 3 Doctor Talents: Rank 3

Talent 3 3 4

Effect Type Ongoing Ongoing Permanent

Implant / Exctract: This Talent allows the Doctor to surgically implant an item into a character or to extract any item that was implanted into a character. If something is put in and is not taken out within five hours, the character with the implanted item suffers from an infection which counts as a disease called Sepsis. That character will lose all strength bonuses and take five aggravated Vaea per hour until cured. They can be under the effects of Sepsis multiple times. If the disease is not cured within five hours of the onset, the character falls to the first stage of their death count. The item cannot be looted from a characters body

normally. No normal means of detection will reveal the item. This skill does work to remove organs from a characters body. This skill takes 15 minutes to perform. Field Surgery: This Talent will remove one physical ongoing status effect which is not a broken or severed Limb nor an effect that is causing the target to be unconscious. This skill takes 5 minutes to perform. Set Limb: This Talent allows the Doctor to heal a broken limb. This takes 1 minute.

Talent Name Reattach Limb Veteran Craftsman

Rank 4 4

Rank 4 Doctor Talents Prerequisites Doctor Talents: Rank 4 Doctor Talents: Rank 4

Talent 4 4

Effect Type Permanent Ongoing

Reattach Limb: This Talent allows the Doctor to heal a severed limb. This takes 5 minutes.

Veteran Craftsman: This skill allows a craftsman to halve the crafting time of a single item.

Talent Name Graft Cybernetics

Rank 5

Rank 5 Doctor Talents Prerequisites Doctor Talents: Rank 5 168

Talent 5

Effect Type Permanent

Resuscitate

Doctor Talents: Rank 5

Aggravated 5

Ongoing

Graft Cybernetics: This Talent grafts a Cybernetic Engineered Device permanently to a character. A Creative Studio marshal must be present for this.

Reuscitate: This Talent will bring someone from death to the beginning of the first stage of their death count. While this talent is being performed, the targets death count stops. This skill does not count as a life-effect. This takes 30 minutes to role-play.

Item Name Anti-Venom Serum Injection Health Serum Injection Indicia Inhibitor Injection Indicia Inhibitor Pill Pain Killer Pill Pestilence Inoculation Injection Sedative Injection Sedative Pill Sepsis Inoculation Injection Item Name Anti-Venom Serum Injection Health Serum Injection

Pharmaceutical Profession Items (Rank 1) Rank Components 1 Rank 1 Chemist Kit, 1 Dram Monovalent 1 Rank 1 Chemist Kit, 1 Dram Ferrous Sulfate 1 Rank 1 Chemist Kit, 1 Dram Penicillin 1 Rank 1 Chemist Kit, 1 Dram Penicillin 1 Rank 1 Chemist Kit, 1 Dram Aspirin 1 Rank 1 Chemist Kit, 1 Dram Sulfur

Talent 1 1 1 1 1 1

Value (Silver) 11 11 11 11 11 11

Indicia Inhibitor Injection

Indicia Inhibitor Pill Pain Killer Pill Pestilence Inoculation Injection Sedative Injection

Sedative Pill Sepsis Inoculation Injection

1 Rank 1 Chemist Kit, 1 Dram Diazepam 1 11 1 Rank 1 Chemist Kit, 1 Dram Diazepam 1 11 1 Rank 1 Chemist Kit, 1 Dram Vancomycin 1 11 Pharmaceutical Item Descriptions (Rank 1) Description Cures any natural Rank 1 Poison. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Heals 20 Vaea with 5 hours of uninterrupted rest. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 1 Disease for one hour. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 1 Disease for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Gives a +5 Threshold for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Makes a target immune to and cures Pestilence for one event. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts the target to sleep for one hour. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts a target to sleep for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Makes a target immune to and cures Sepsis for one event. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Pharmaceutical Profession Items (Rank 2) 169

Item Name Anti-Venom Serum Injection Health Serum Injection Indicia Inhibitor Injection Indicia Inhibitor Pill Sedative Injection Sedative Pill

Rank 2

Item Name Anti-Venom Serum Injection Health Serum Injection

Indicia Inhibitor Injection

Indicia Inhibitor Pill Sedative Injection

Sedative Pill

Components Talent Value (Silver) Rank 2 Chemist Kit, 1 Dram Monovalent, 2 41 1 Dram Bivalent 2 Rank 2 Chemist Kit, 1 Dram Ferrous Sulfate, 2 56 1 Dram Thiamin 2 Rank 2 Chemist Kit, 1 Dram Penicillin, 2 41 1 Dram Cordrazene 2 Rank 2 Chemist Kit, 1 Dram Penicillin, 2 41 1 Dram Cordrazene 2 Rank 2 Chemist Kit, 1 Dram Diazepam, 2 41 1 Dram Lorazepam 2 Rank 2 Chemist Kit, 1 Dram Diazepam, 2 41 1 Dram Lorazepam Pharmaceutical Item Descriptions (Rank 2) Description Cures any natural Rank 2 Poison. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Heals 40 Vaea with 5 hours of uninterrupted rest. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 2 Disease for one hour. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 2 Disease for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. This puts the target to sleep for two hours. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts a target to sleep for two hours. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy.

Item Name Addictive Agent Anti-Venom Serum Injection Booster Shot Health Serum Injection Indicia Inhibitor Injection Indicia Inhibitor Pill Pain Killer Pill Pestilence Inoculation Injection Sedative Injection

Pharmaceutical Profession Items (Rank 3) Rank Components 3 Rank 3 Chemist Kit, 1 Dram Nicotine 3 Rank 3 Chemist, 1 Dram Monovalent, 1 Dram Bivalent, 1 Dram Polyvalent 3 Rank 3 Chemist Kit, 1 Dram Pyrodoxine 3 Rank 3 Chemist Kit, 1 Dram Ferrous Sulfate, 1 Dram Thiamin, 1 Dram Cobalamin 3 Rank 3 Chemist Kit, 1 Dram Penicillin, 1 Dram Cordrazene, 1 Dram Tetracyclin 3 Rank 3 Chemist Kit, 1 Dram Penicillin, 1 Dram Cordrazene, 1 Dram Tetracyclin 3 Rank 3 Chemist Kit, 1 Dram Aspirin, 1 Dram Ketoralac, 1 Dram Thiamin 3 Rank 3 Chemist Kit, 1 Dram Permethrin, 1 Dram Sulfur, 1 Dram Bivalent 3 Rank 3 Chemist Kit, 1 Dram Diazepam, 1 Dram Lorazepam, 1 Dram Triazalom 170

Talent 3 3 3 3 3 3 3 3 3

Value (Silver) 81 87 81 87 96 96 96 87 96

Sedative Pill Sepsis Inoculation Injection

Item Name Addictive Agent Anti-Venom Serum Injection Booster Shot Injection

Health Serum Injection

Indicia Inhibitor Injection

Indicia Inhibitor Pill Pain Killer Pill Pestilence Inoculation Injection Sedative Injection

Sedative Pill Sepsis Inoculation Injection

Rank 3 Chemist Kit, 1 Dram Diazepam, 3 96 1 Dram Lorazepam, 1 Dram Triazalom 3 Rank 3 Chemist, 1 Dram Vancomycin, 3 87 1 Dram Bacid, 1 Dram Thiamin Pharmaceutical Item Descriptions (Rank 3) Description Can be added to any injection or pill. Addicts the target to whatever pharmaceutical it has been added to. Cures any natural Rank 3 Poison. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This will reset the time on any single inoculation. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Heals 80 Vaea with 5 hours of uninterrupted rest. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 3 Disease for one hour. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 3 Disease for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Give target a +10 Threshold for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Makes a target immune to and cures Pestilence for three events. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts the target to sleep for three hours. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts a target to sleep for three hours. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Makes a target immune to and cures Sepsis for three events. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Pharmaceutical Profession Items (Rank 4) Rank Components 4 Rank 4 Chemist Kit, 1 Dram Monovalent, 1 Dram Bivalent, 1 Dram Polyvalent, 1 Dram Ophideous Extract 4 Rank 4 Chemist Kit, 1 Dram Ferrous Sulfate, 1 Dram Thiamin, 1 Dram Cobalamin, 1 Dram Mumio 4 Rank 4 Chemist Kit, 1 Dram Penicillin, 1 Dram Cordrazene, 1 Dram Tetracyclin, 1 Dram Leva Floxin 4 Rank 4 Chemist Kit, 1 Dram Penicillin, 1 Dram Cordrazene, 1 Dram Tetracyclin, 1 Dram Leva Floxin 171

Item Name Anti-Venom Serum Injection

Talent 4

Value (Silver) 161

Health Serum Injection

161

Indicia Inhibitor Injection

170

Indicia Inhibitor Pill

170

Sedative Injection

Sedative Pill

Item Name Anti-Venom Serum Injection Health Serum Injection

Indicia Inhibitor Injection

Indicia Inhibitor Pill Sedative Injection

Sedative Pill

Rank 4 Chemist Kit, 1 Dram Diazepam, 4 155 1 Dram Lorazepam, 1 Dram Noxite Compound 4 Rank 4 Chemist Kit, 1 Dram Diazepam, 4 155 1 Dram Lorazepam, 1 Dram Noxite Compound Pharmaceutical Item Descriptions (Rank 4) Description Cures any natural Rank 4 Poison. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Heals 160 Vaea with 5 hours of uninterrupted rest. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 4 Disease for one hour. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 4 Disease for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. This puts the target to sleep for four hours. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts a target to sleep for four hours. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Pharmaceutical Profession Items (Rank 5) Rank Components 5 Rank 5 Chemist Kit, 1 Dram Monovalent, 1 Dram Bivalent, 1 Dram Polyvalent, 1 Dram Ophideous Extract, 1 Dram Argentum-Arboracillin 5 Rank 5 Chemist Kit, 1 Dram Ferrous Sulfate, 1 Dram Thiamin, 1 Dram Cobalamin, 1 Dram Mumio, 1 Dram Hippophae 5 Rank 5 Chemist Kit, 1 Dram Penicillin, 1 Dram Keldamycin, 1 Dram Cordrazene, 1 Dram Tetracyclin, 1 Dram Leva Floxin 5 Rank 5 Chemist Kit, 1 Dram Penicillin, 1 Dram Keldamycin, 1 Dram Cordrazene, 1 Dram Tetracyclin, 1 Dram Leva Floxin 5 Rank 5 Chemist Kit, 1 Dram Black Opium 5 Rank 5 Chemist Kit, 1 Dram Aspirin, 1 Dram Ketoralac, 1 Dram Thiamin, 1 Dram Loprox 5 Rank 5 Chemist Kit, 1 Dram Astrum-Lamina Oxide, 1 Dram Ophideous Extract, 1 Dram Permethrin, 1 Dram Bivalent 5 Rank 5 Chemist Kit, 1 Dram Merrywicks Miracle 5 Rank 5 Chemist Kit, 1 Dram Diazepam, 1 Dram Lorazepam, 1 Dram Noxite 172

Item Name Anti-Venom Serum Injection

Talent 5

Value (Silver) 269

Health Serum Injection

269

Indicia Inhibitor Injection

293

Indicia Inhibitor Pill

293

Opiate Pain Killer Pill


Pestilence Inoculation Injection

5 5 5

200 242 281

Restorative Serum Injection Sedative Injection

5 5

200 263

Sedative Pill

Sepsis Inoculation Injection

Item Name Anti-Venom Serum Injection Health Serum Injection

Indicia Inhibitor Injection

Indicia Inhibitor Pill Opiate Pain Killer Pill Pestilence Inoculation Injection Restorative Serum Injection

Sedative Injection

Sedative Pill Sepsis Inoculation Injection

Compound, 1 Dram Pherigan 5 Rank 5 Chemist Kit, 1 Dram Diazepam, 5 263 1 Dram Lorazepam, 1 Dram Noxite Compound, 1 Dram Pherigan 5 Rank 5 Chemist Kit, 1 Dram Vancomycin, 5 218 1 Dram Bacid, 1 Dram Thiamin, 1 Dram Fitch Pharmaceutical Item Descriptions (Rank 5) Description Cures any natural Rank 5 Poison. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Heals full Vaea with 5 hours of uninterrupted rest. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 5 Disease for one hour. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Stops the effects of a Rank 5 Disease for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Addictive. Causes euphoria and immunity to all pain effects for one hour. Anyone under the effects suffers from a Spirit and Arcanum deficiency of one. Give target a +15 Threshold for one hour. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Makes a target immune to and cures Pestilence for one year. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This will turn aggravated damage into normal damage. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts the target to sleep for five hours. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. This puts a target to sleep for five hours. This is administered by swallowing a pill. Represented by a Tic Tac or similar candy. Makes a target immune to and cures Sepsis for one year. Only Doctors can administer injections. Represented by a clear bottle and administered with a prop syringe physrep. Engineer must also physically have a blueprint for any specific Engineered Device that he or she wishes to craft. The Engineer also needs the correct components, as per the blueprint, to craft the Engineered Device. Engineered device have perhaps the widest range of uses, more-so than any other type of craftable item. Engineers require a workshop to craft or repair Engineered Devices.

Engineers The next Profession we will outline is that of the Engineer. Engineers combine science with magic to craft Engineered Devices. They can make a variety of devices ranging from flashlights to firearms to power armor. In order to craft an Engineered Device, the Engineer must first possess the appropriate skill to craft an Engineered Device of that Rank. The Buy-In

Prerequisites 173

EXP

None 10 Description This is the first skill that a character learns to become an Engineer. It allows the Engineer to use any Engineered Device regardless of complexity. Additionally, it allows the Engineer to choose from one of the following Knowledges and permanently learn that Knowledge at no additional EXP cost: (Knowledge: Materiology; Knowledge: Technology, Knowledge: Physics, Knowledge: Metaphysics). Unless otherwise specified, this skill may not be purchased if the character already has one other Buy-In skill for a Profession. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 The Knack 2 3 4 5 Engineer Talents: Rank 1 Engineer Talents: Rank 2 Engineer Talents: Rank 3 Engineer Talents: Rank 4

The Knack

Skill Name Engineer Talents: Rank 1 Engineer Talents: Rank 2 Engineer Talents: Rank 3 Engineer Talents: Rank 4 Engineer Talents: Rank 5

EXP 5 10 15 20 25

Engineer Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Engineer Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Engineer Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent in the game, provided the character has any

other prerequisites required for the specific Rank 3 Talent they wish to learn. Engineer Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Engineer Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name Auxillary Focus Engineering Rank 1

Rank 1 1

Passive Skills: Rank 1 Prerequisites The Knack The Knack

EXP 3 3

Auxillary Focus: The Engineer may choose another Knowledge from the list noted in The Knack.

Engineering Rank 1: This skill allows the Engineer to create any Engineered Device from a Rank 1 blueprint.

Skill Name Autonomous

Rank 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank 174

EXP 4

Integration Engineering Rank 2

Equal Number of Passive Skills of the Previous Rank; Engineering Rank 1

Autonomous Integration: This skill allows the Engineer to combine any 2 engineered devices into one device. The engineer must have the ability to Engineer a device of the same rank of the highest ranking device used in the Integration. The Engineer does not need to

specifically know how to engineer either device. It takes 5 minutes per rank to combine devices. Engineering Rank 2: This skill allows the Engineer to create any Engineered Device from a Rank 2 blueprint.

Skill Name Engineering Rank 3 Jury Rig

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank; Engineering Rank 2 Equal Number of Passive Skills of the Previous Rank

EXP 5 5

Engineering Rank 3: This skill allows the Engineer to create any Engineered Device from a Rank 3 blueprint. Jury Rig: This skill allows the Engineer to not have to use 1/3 of the total number

components needed to create an engineered device. The components not used must be the lowest ranking components. However, devices crafted in this way will only work for the weekend.

Skill Name Engineering Rank 4 Master Scientist

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank; Engineering Rank 3 Equal Number of Passive Skills of the Previous Rank

EXP 6 6

Engineering Rank 4: This skill allows the Engineer to create any Engineered Device from a Rank 4 blueprint. Master Scientist: The Engineer can reverse engineer any Engineered Device that they have identified and examined. This process destroys the Engineered Device. The Engineer can also

create their own blueprints. They must bring their idea to a marshal from Creative Studio and will be told by Creative Studio exactly what they will need to obtain in order to craft such an engineered device. Creative Studio and Legislation and Enforcement have sole discretion over the exact mechanical effects of a blueprint conceived by the character.

Skill Name Engineering Rank 5 Its Crazy Enough to Work

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank; Engineering Rank 4 Equal Number of Passive Skills of the Previous Rank

EXP 7 7

Engineering Rank 5: This skill allows the Engineer to create any Engineered Device from a Rank 5 blueprint. 175

Its Crazy Enough to Work: The Engineer may spend any amount of Talent they wish when

crafting or using an Engineered device in order to craft or use the device in a unique manner to achieve a unique or special mechanical effect. A Marshal must be present. The Engineered device is crafted with a unique or additional feature at the Marshals discretion based on

what the Engineer is trying to accomplish. If the device is being used in a non-standard way, the device becomes useless after the Engineer uses the device in a way that the device was not meant to be used.

Talent Name Recharge P.O.W.E.R. Unit Repair Engineered Device Salvage Components Savvy Apprentice Spare Parts

Rank 1 1 1 1 1

Rank 1 Engineer Talents Prerequisites Engineer Talents: Rank 1 Engineer Talents: Rank 1 Engineer Talents: Rank 1 Engineer Talents: Rank 1 Engineer Talents: Rank 1

Talent 1 1 1 1 1

Effect Type Ongoing Ongoing Permanent Ongoing Permanent

Recharge P.O.W.E.R. Unit: This Talent allows the Engineer to recharge a Rank 1 used P.O.W.E.R. unit. Repair Engineered Device: This Talent allows the Engineer to repair any physically broken Rank 1 Engineered Device. Salvage Components: This Talent allows the Engineer to salvage one component from a physically broken Rank 1 Engineered Device.

Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item. Spare Parts: This Talent allows the Engineer to not require a single Rank 1 component needed to craft a Rank 1 Engineered Device. This can only be used once per item during crafting.

Talent Name Recharge P.O.W.E.R. Unit Repair Engineered Device Salvage Components Spare Parts

Rank 2 2 2 2

Rank 2 Engineer Talents Prerequisites Engineer Talents: Rank 2 Engineer Talents: Rank 2 Engineer Talents: Rank 2 Engineer Talents: Rank 2

Talent 2 2 2 2

Effect Type Ongoing Ongoing Permanent Permanent

Recharge P.O.W.E.R. Unit: This Talent allows the Engineer to recharge a Rank 2 used P.O.W.E.R. unit. Repair Engineered Device: This Talent allows the Engineer to repair any physically broken Rank 2 Engineered Device.

Salvage Components: This Talent allows the Engineer to salvage one component from a physically broken Rank 2 Engineered Device. Spare Parts: This Talent allows the Engineer to not require a single Rank 2 component needed to craft a Rank 2 Engineered Device. This can only be used once per item during crafting.

Talent Name Recharge P.O.W.E.R. Unit Repair Engineered Device Salvage Components Spare Parts

Rank 3 3 3 3

Rank 3 Engineer Talents Prerequisites Engineer Talents: Rank 3 Engineer Talents: Rank 3 Engineer Talents: Rank 3 Engineer Talents: Rank 3 176

Talent 3 3 3 3

Effect Type Ongoing Ongoing Permanent Permanent

Recharge P.O.W.E.R. Unit: This Talent allows the Engineer to recharge a Rank 3 used P.O.W.E.R. unit. Repair Engineered Device: This Talent allows the Engineer to repair any physically broken Rank 3 Engineered Device.

Salvage Components: This Talent allows the Engineer to salvage one component from a physically broken Rank 3 Engineered Device. Spare Parts: This Talent allows the Engineer to not require a single Rank 3 component needed to craft a Rank 3 Engineered Device. This can only be used once per item during crafting.

Talent Name Recalibrate Device Recharge P.O.W.E.R. Unit Repair Engineered Device Salvage Components Spare Parts Veteran Craftsman

Rank 4 4 4 4 4 4

Rank 4 Engineer Talents Prerequisites Engineer Talents: Rank 4 Engineer Talents: Rank 4 Engineer Talents: Rank 4 Engineer Talents: Rank 4 Engineer Talents: Rank 4 Engineer Talents: Rank 4

Talent 4 4 4 4 4 4

Effect Type Ongoing Ongoing Ongoing Permanent Permanent Ongoing

Recalibrate Device: This Talent will render an Engineered Device that is under any effect to make it inert to start working again. Recharge P.O.W.E.R. Unit: This Talent allows the Engineer to recharge a Rank 4 used P.O.W.E.R. unit. Repair Engineered Device: This Talent allows the Engineer to repair any physically broken Rank 4 Engineered Device.

Salvage Components: This Talent allows the Engineer to salvage one component from a physically broken Rank 4 Engineered Device. Spare Parts: This Talent allows the Engineer to not require a single Rank 4 component needed to craft a Rank 4 Engineered Device. This can only be used once per item during crafting. Veteran Craftsman: This skill allows a craftsman to halve the crafting time of a single item.

Talent Name Collaborative Effort Recharge P.O.W.E.R. Unit Repair Engineered Device Salvage Components Spare Parts

Rank 5 5 5 5 5

Rank 5 Engineer Talents Prerequisites Engineer Talents: Rank 5 Engineer Talents: Rank 5 Engineer Talents: Rank 5 Engineer Talents: Rank 5 Engineer Talents: Rank 5

Talent 5 5 5 5 5

Effect Type Ongoing Ongoing Ongoing Permanent Permanent

Collaborative Effort: This Talent must be used by two or more Engineers working together. It reduces the time needed to craft a single item by a factor of 2 per Engineer involved. It also allows Engineers to design and craft Engineered devices of one rank higher than they are normally capable of, so long as all Engineers involved are capable of crafting an item of the

previous rank. Each Engineer involved must spend the Talent required. Recharge P.O.W.E.R. Unit: This Talent allows the Engineer to recharge a Rank 5 used P.O.W.E.R. unit.

177

Repair Engineered Device: This Talent allows the Engineer to repair any physically broken Rank 5 Engineered Device. Salvage Components: This Talent allows the Engineer to salvage one component from a physically broken Rank 5 Engineered Device.

Spare Parts: This Talent allows the Engineer to not require a single Rank 5 component needed to craft a Rank 5 Engineered Device. This can only be used once per item during crafting.

Item Name X Bow Directional Calibration Unit Loud Super Mega Ultra Vocifier Ocular Close-Up Magnifier Prismatic Operational World Energy Regulator (P.O.W.E.R.) Unit Reverso Mega Ultra Sound Enhancer Spring Loaded Trap

Engineered Device Profession Items (Rank 1) Rank Components 1 Rank 1 Engineering Kit, Trigger Mechanism, Ratchet Wheel 1 Rank 1 Engineering Kit, Magnetic Coil, Casing 1 Rank 1 Engineering Kit, Casing, Amplifier Mechanism 1 Rank 1 Engineering Kit, Optical Glass, Casing 1 Rank 1 Engineering Kit, Energy Crystal, Magnetic Coil 1

Talent 1 1 1 1 1

Value (Silver) 17 17 17 14 20

Rank 1 Engineering Kit, Casing, Amplifier 1 17 Mechanism 1 Rank 1 Engineering Kit, Trigger Mechanism, 1 20 Magnetic Coil Timographier 1 Rank 1 Engineering Kit, Casing, Energy 1 17 Crystal Simple Lock and Key 1 Rank 1 Engineering Kit, Tumblers, Casing 1 14 Simple Combination Lock 1 Rank 1 Engineering Kit, Tumblers, Casing 1 14 Engineered Device Item Descriptions (Rank 1) Item Name Description X Bow A trigger bow which does 10 points of damage, ignoring armor and causing a bleeding wound. Bolt Ammunition is required. This device requires the Use Simple Engineered Device skill to be used. It is represented by a Nerf or similar type bow, or a LARP safe crossbow by approval. Directional Calibration Unit Handheld device which discerns geographical direction unerringly. This device requires the Use Simple Engineered Device skill to be used. It is represented by a compass. Loud Super Mega Ultra Allows the user to amplify their voice. Requires a P.O.W.E.R. unit. This device Vocifier requires the Use Simple Engineered Device skill to be used. It is represented by a megaphone. Ocular Close-Up Magnifier Allows the user to see far away by looking through the lens. This device requires the Use Simple Engineered Device skill to be used. It is represented by a pair of binoculars or a spyglass. Prismatic Operational World A Rank 1 source of energy required by some Engineered Devices. For a Rank 1 Energy Regulator device it lasts one weekend. For a Rank 2 device it lasts for five hours. For a (P.O.W.E.R.) Unit Rank 3 device it lasts for one hour, For a Rank 4 device it lasts for thirty minutes. For a Rank 5 device or higher it lasts for one minute. This device requires the Use Simple Engineered Device skill to be used. It is represented by batteries. Reverso Mega Ultra Sound A device, worn on the ear(s), which allows the wearer to hear sounds and 178

Enhancer

Spring Loaded Trap

Timographier

Simple Lock and Key Simple Combination Lock

voices at an amplified volume. Requires a P.O.W.E.R. unit. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a hearing amplifying device. This trap causes five points of damage and is usually used as a method of delivering poison (poison sold separately). The appropriate trap skills must be used to set this trap. It is represented by a pull snap. A device that allows the user to know what hour it currently is and how the hour stands. This device requires the Use Simple Engineered Device skill to be used. It is represented by a watch or clock. A simple lock with a matching key. This device requires the Use Simple Engineered Device skill to be used. It is represented by a padlock and key. A simple lock which opens with a specific combination. This device requires the Use Simple Engineered Device skill to be used. It is represented by a combination padlock. Engineered Device Profession Items (Rank 2) Rank Components 2 Rank 2 Engineering Kit, Magnetic Coil, Energy Crystal, 1 Dram Ether Dust 2 Rank 3 Engineering Kit, Steel Mesh, Rubber Insulator, Casing 2 Rank 2 Engineering Kit, Casing, Ratchet Wheel Steam Piston 2 Rank 2 Engineering Kit, Casing, Ratchet Wheel, Steam Piston 2 Rank 2 Engineering Kit, Casing, Magnetic Coil, 1 Dram Ether Dust 2 Rank 2 Engineering Kit, Energy Crystal, Magnetic Coil, Copper Conductor 2

Item Name Anti-Mind Control Helmet Bullet Stopper 2000 Chiselizer Clack Fabinger Goody Baddy Finder Magog Prismatic Operational World Energy Regulator (P.O.W.E.R.) Unit Rod of Endless Light Small Pistol Smiths Super Buddy Riveter Apparatus Whirly Mixer 8000

Talent 2 2 2 2 2 2

Value (Silver) 50 56 47 47 47 50

Item Name Anti-Mind Control Helmet

Bullet Stopper 2000

Chiselizer

Rank 2 Engineering Kit, Filament, Casing, 2 38 Optical Glass 2 Rank 2 Engineering Kit, Casing, Firing Pin, 2 41 Trigger Mechanism 2 Rank 2 Engineering Kit, Casing, Ratchet 2 47 Wheel, Steam Piston 2 Rank 2 Engineering Kit, Casing, Ratchet 2 47 Wheel, Steam Piston Engineered Device Item Descriptions (Rank 2) Description A helmet that renders the wearer somewhat immune to mind effects (marshals discretion). This device requires the Use Simple Engineered Device skill to be used. It is represented by aluminum foil or an aluminum foil helmet. An armored vest that allows the wearer to take half damage and no status effect from all Rank 2 Firearms or lower. This device requires the Use Simple Engineered Device skill to be used. It is represented by an armored vest or flak jacket. A specialized tool for Jewelers which halves the crafting time for anything 179

Clack Fabinger

Goody Baddy Finder Magog

Prismatic Operational World Energy Regulator (P.O.W.E.R.) Unit

Rod of Endless Light

Small Pistol

Smiths Super Buddy Riveter Apparatus

Whirly Mixer 8000

Jeweler-related. Requires a P.O.W.E.R. unit. Only Jewelers with the appropriate skill may use this device. It is represented by any grinding power tool or physrep of a power tool. A specialized tool for Scholars which halves the crafting time for anything Scholar-related. Requires a P.O.W.E.R. unit. Only Scholars with the appropriate skill may use this device. It is represented by a typewriter or a mechanized pen-like physrep. A handheld device which is capable of divining a targets alignment. This counts as a Rank 2 alignment detection. This device requires the Use Simple Engineered Device skill to be used. It is represented by any handheld electronic device. A Rank 2 source of energy required by some Engineered Devices. For a Rank 1 or 2 device it lasts one weekend. For a Rank 3 device it lasts for five hours. For a Rank 4 device it lasts for one hour. For a Rank 5 device it lasts for thirty minutes. For higher ranks it lasts for five minutes. This device requires the Use Simple Engineered Device skill to be used. It is represented by batteries. A handheld device which casts a beam of light in any direction that it is pointed. Requires a P.O.W.E.R. unit. This device requires the Use Simple Engineered Device skill to be used. It is represented by a flashlight. A small handgun which does 20 points of damage, ignoring Threshold and causing a bleeding wound. Bullet ammunition is required. This device requires the Use Simple Engineered Device skill to be used. It is represented by a Nerf N-Strike or equivalent small pistol. A specialized tool for Smiths which halves the crafting time for anything Smith-related. Requires a P.O.W.E.R. unit. Only Smiths with the appropriate skill may use this device. It is represented by any power tool or physrep of a power tool. A specialized tool for Alchemists and Doctors which halves the crafting time for anything Alchemical or Pharmaceutical-related. Requires a P.O.W.E.R. unit. Only Alchemists or Doctors with the appropriate skill may use this device. It is represented by any mixing power appliance or physrep of a power appliance. Engineered Device Profession Items (Rank 3) Rank Components 3 Rank 3 Engineering Kit, Trigger Mechanism, Steam Piston, Gold Conductor, Magnetic Coil 3 Rank 3 Engineering Kit, Tumblers, Casing, Magnetic Coil, Steam Piston 3 Rank 3 Engineering Kit, Tumblers, Casing, Magnetic Coil, Steam Piston 3 Rank 3 Engineering Kit, Trigger Mechanism, Steam Piston, Razor Wire, Magnetic Coil 3 Rank 3 Engineering Kit, Spider Silk Mesh, Rubber Insulation, Casing, Inertial Dampener 3 Rank 3 Engineering Kit, Casing, Steam Piston, Trigger Mechanism, Firing Pin 3 Rank 3 Engineering Kit, Energy Crystal, 180

Item Name Advanced Knockback Tripwire Trap Advanced Lock and Key Advanced Combination Lock Advanced Standard Tripwire Trap Bullet Stopper 3000 Large Pistol Prismatic Operational World

Talent 3 3 3 3 3 3 3

Value (Silver) 105 78 78 87 159 81 102

Magnetic Coil, Gold Conductor, Rubber Insulator 3 Rank 3 Engineering Kit, Optical Glass, 2 3 93 Drams Ether Dust, Magnetic Coil, Filament Translajigger 3 Rank 3 Engineering Kit, Optical Glass, 2 3 93 Drams Ether Dust, Magnetic Coil, Filament Transma-Voiceafiers 3 Rank 3 Engineering Kit, Casing, Antenna, 3 126 Amplifier Mechanism, Modulator/Demodulator Engineered Device Item Descriptions (Rank 3) Item Name Description Advanced Knockback Causes target to be affected by a ten-foot Knock Back. Requires a P.O.W.E.R. Tripwire Trap unit. The appropriate trap skills must be used to set this trap. It is represented by a pull snap. Advanced Lock and Key An advanced lock with a matching key. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a padlock and key. Advanced Combination Lock An advanced lock which opens with a specific combination. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a combination padlock. Advanced Standard Tripwire Causes 10 points of damage and is usually used as a method of poison Trap delivery (poison sold separately). The appropriate trap skills must be used to set this trap. It is represented by a pull snap. Bullet Stopper 3000 An armored vest that allows the wearer to take half damage and no status effect from all Rank 3 Firearms or lower. This device requires the Use Simple Engineered Device skill to be used. It is represented by an armored vest or flak jacket. Large Pistol A small handgun which does 30 points of damage, ignoring armor and causing a bleeding wound. Bullet ammunition is required. This device requires the Use Simple Engineered Device skill to be used. It is represented by a Nerf NStrike or equivalent large pistol. Prismatic Operational World A Rank 3 source of energy required by some Engineered Devices. For a Rank Energy Regulator 1, 2 or 3 device it lasts one weekend. For a Rank 4 device it lasts for five (P.O.W.E.R.) Unit hours. For a Rank 5 device it lasts for one hour. For higher ranks it lasts for thirty minutes. This device requires the Use Simple Engineered Device skill to be used. It is represented by batteries. Sneakamatic An ocular device which allows the wearer to perceive and see invisible people and things. This device requires the Use Simple Engineered Device skill to be used. It is represented by a monocle, magnifying glass, goggles, or glasses. Translajigger A handheld lens device which is capable of translating almost any written language visually into a language that the reader can understandably read. This device requires the Use Simple Engineered Device skill to be used. It is represented by a monocle, magnifying glass, goggles, or glasses. Transma-Voiceafiers A device, consisting of two parts, which allows the bearer of each part to communicate with each other over long distances. Requires a P.O.W.E.R. unit for each part. This device requires the Use Advanced Engineered Device skill to be used. Both parts are represented by a pair of walkie talkies. Engineered Device Profession Items (Rank 4) 181

Energy Regulator (P.O.W.E.R.) Unit Sneakamatic

Components Talent Value (Silver) Rank 4 Engineering Kit, Titanium 4 368 Framework, Hydraulic Piston, Electromagnetic Coil, Photon Emitter, Modulator/Demodulator Arcanum Snuffingers 4 Rank 4 Engineering Kit, 4 Drams Ether Dust, 4 269 Photon Emitter, Electromagnetic Coil, Warp Calibrator, Rubber Insulator Darkseeums 4 Rank 4 Engineering Kit, Optical Glass, 4 4 221 Drams Ether Dust, Electromagnetic Coil, Filament, Photon Emitter Prismatic Operational World 4 Rank 4 Engineering Kit, Energy Crystal, 4 230 Energy Regulator Electromagnetic Coil, Sodium Iron Emulsion, (P.O.W.E.R.) Unit Ceramic Insulator, 4 Drams Ether Dust Shotgun 4 Rank 4 Engineering Kit, Casing, Hydraulic 4 149 Piston, Trigger Mechanism, Firing Pin, Magnetic Coil Small Automatic Weapon 4 Rank 4 Engineering Kit, Casing, Steam Piston, 4 185 Auto Trigger Mechanism, Firing Pin, Electromagnetic Coil Stasis Chamber 4 Rank 4 Engineering Kit, Titanium 4 277 Framework, 4 Drams Ether Dust, Warp Calibrator, Electromagnetic Coil, Timographier Engineered Device Item Descriptions (Rank 4) Item Name Description SS Standard Steamymech Articulated suit of body enhancing armor. Grants wearer Mammoth Strength, Armored Apparatus allows wearer to call Speed for 3 Spirit per call, has 20 points of Durability, and is immune to Rank 4 bullets and lower. Requires a P.O.W.E.R. unit. This device requires the Use Complex Engineered Device skill to be used. It is represented by the users imagination-equivalent of power armor. Arcanum Snuffingers Gloves with allow the wearer to catch spell energy and diffuse it without the wearer taking effect from the spell. Requires a P.O.W.E.R unit. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a pair of gloves. Darkseeums An ocular device which allows the wearer to see clearly in darkness without giving off any light source for other to perceive. Requires a P.O.W.E.R. unit. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a pair of night vision goggles. Prismatic Operational World A Rank 4 source of energy required by some Engineered Devices. For a Rank Energy Regulator 1, 2, 3 or 4 device it lasts one weekend. For a Rank 5 device it lasts for five (P.O.W.E.R.) Unit hours. For higher ranks it lasts for one hour. This device requires the Use Simple Engineered Device skill to be used. It is represented by batteries. Shotgun A powerful two-handed gun which does 40 points of damage which ignores armor and causes a bleeding wound. Target is also knocked back 10 feet and Tripped. If target is wearing armor, the attack does 10 point of Durability. Bullet ammunition is required. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a Nerf N-Strike or equivalent shotgun. 182

Item Name SS Standard Steamymech Armored Apparatus

Rank 4

Small Automatic Weapon

Stasis Chamber

A small automatic gun which does 20 points of damage, ignores armor and causes a bleeding wound. Bullet ammunition and a P.O.W.E.R. unit are required. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a Nerf N-Strike or equivalent battery operated small pistol. A sarcophagus-like device which will keep a person placed within help in lifestasis indefinitely. The persons death count, aging, and status effects are all stopped (not cured). This includes beneficial status effects as well. Requires a P.O.W.E.R. unit. This device requires the Use Complex Engineered Device skill to be used. It is represented by a suitable tech-like and/or steampunk decorated coffin or container that can safely and comfortably hold a human body.

Engineered Device Profession Items (Rank 5) Item Name Rank Components Talent Value (Silver) AA Steamymech Armored 5 Rank 5 Engineering Kit, Titanium 5 468 Accelerator Suit Framework, Hydraulic Piston, Electromagnetic Coil, Photon Emitter, Algorithmic Computational Explicator (ACE) Unit, A smith-made weapon and/or shield specific to the fighting style to be imbued Cannon RPG Rocket 5 Rank 5 Engineering Kit, Titanium 5 284 Launcher Framework, Hydraulic Piston, Trigger Mechanism, Firing Pin, Electromagnetic Coil, Ceramic Insulator Heavy Automatic Weapon 5 Rank 5 Engineering Kit, Titanium 5 299 Framework, Hydraulic Piston, Auto Trigger Mechanism, Firing Pin, Electromagnetic Coil, Rubber Insulator Noseeum Invisiband 5000 5 Rank 5 Engineering Kit, Titanium 5 431 Framework, 5 Drams Ether Dust, Warp Calibrator, Photon Emitter, Algorithmic Computational Explicator (ACE) Unit, Electromagnetic Coil Prismatic Operational World 5 Rank 5 Engineering Kit, Energy Crystal, 5 338 Energy Regulator Electromagnetic Coil, Sodium Iron Emulsion, (P.O.W.E.R.) Unit Ceramic Insulator, 5 Drams Ether Dust, Warp Calibrator Engineered Device Item Descriptions (Rank 5) Item Name Description AA Steamymech Armored Articulated suit of body enhancing armor. Grants wearer Titan Strength and Accelerator Suit Fighting Style depending on make, allows wearer to call Speed for 3 Spirit per call, has 40 points of Durability, and is immune to Rank 5 bullets and lower. Requires a P.O.W.E.R. unit. This device requires the Use Complex Engineered Device skill to be used. It is represented by the users imagination-equivalent of power armor. Cannon RPG Rocket A very large automatic hand cannon which does 50 points of damage to the Launcher target and to everyone within a 10 foot radius of target. All durability in the blast radius is reduced to zero. The attack ignores Threshold. Requires bullet 183

Heavy Automatic Weapon

Noseeum Invisiband 5000

Prismatic Operational World Energy Regulator (P.O.W.E.R.) Unit

ammunition and a P.O.W.E.R. unit. This device requires the Use Advanced Engineered Device skill to be used. It is represented by an extra large Nerf gun or equivalent. A two-handed automatic gun which does 30 points of damage, ignores armor and causes a bleeding wound. Requires bullet ammunition and a P.O.W.E.R. unit. This device requires the Use Advanced Engineered Device skill to be used. It is represented by a large Nerf N-Strike or equivalent gun which requires batteries. While wearing this device, the wearer is completely invisible. There are no limitations to movement and all items on the wearer are invisible as well. The wearer can attack targets and remain invisible. Requires a P.O.W.E.R. unit. This device requires the Use Complex Engineered Device skill to be used. It is represented by a steampunk or tech-like belt, bracer, headband, or collar. A Rank 5 source of energy required by some Engineered Devices. For a Rank 1, 2, 3, 4 or 5 device it lasts one weekend. For higher ranks it lasts for five hours. This device requires the Use Simple Engineered Device skill to be used. It is represented by batteries. jewelry. Once invoked by the wearer, the spell acts as though it were the just cast by the invoker. There are two types of components for each piece of jewelry. One type of component is called the Core. The Core is the main part of the jewelry, usually a type of metal or bone. The rarity of the core determines how many spells can be stored in a piece of jewelry. The second type of component is called the Accent. Accents are usually gems or crystals of some kind. The rarity level of the Accent determines what rank spells are capable of being stored in the piece of jewelry. Jewelers require a jewelers kit to craft or repair jewelry.

Jewelers The next Profession we will outline is that of the Jeweler. Jewelers use precious stones and metals to craft beautiful jewelry. They can make a variety of accessories ranging from rings to necklaces to bracelets. In order to craft Jewelry, the Jeweler must first possess the appropriate skill to craft Jewelry of that Rank. The Jeweler must also physically have a design for any specific jewelry that he or she wishes to craft. The Jeweler also needs the correct components, as per the design, to craft the jewelry. Jewelry can have spells cast on it so that it can be invoked by anyone wearing the Buy-In Whitesmith

Prerequisites EXP None 10 Description The Jeweler may choose 1 of the following knowledges: Materiology, Ecology, Culture, and Occult. Additionally, the Jeweler can identify any jewelry and tell what it is made of, what rank the gem and metal is, and whether or not it is holding an active enchantment. Unless otherwise specified, this skill may not be purchased if the character already has one other Buy-In skill for a Profession. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Whitesmith 2 Jeweler Talents: Rank 1 3 Jeweler Talents: Rank 2 4 Jeweler Talents: Rank 3 5 Jeweler Talents: Rank 4 184

Skill Name Jeweler Talents: Rank 1 Jeweler Talents: Rank 2 Jeweler Talents: Rank 3 Jeweler Talents: Rank 4 Jeweler Talents: Rank 5

EXP 5 10 15 20 25

Jeweler Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Jeweler Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Jeweler Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent

in the game, provided the character has any other prerequisites required for the specific Rank 3 Talent they wish to learn. Jeweler Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Jeweler Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name Jewel Crafting Rank 1 Reset Stone

Rank 1 1

Passive Skills: Rank 1 Prerequisites Whitesmith Whitesmith

EXP 3 3

Jewel Crafting Rank 1: This skill allows the Jeweler to create any Jewelery from a Rank 1 design.

Reset Stone: The skill allows the Jeweler to swap out accents (gems or precious stones) in order to exchange them with another accent. To do this, the jeweler needs a jewelers kit.

Skill Name Jewel Crafting Rank 2 Tools of the Trade

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank; Jewel Crafting Rank 1 Equal Number of Passive Skills of the Previous Rank

EXP 4 4

Jewel Crafting Rank 2: This skill allows the Jeweler to create any Jewelery from a Rank 2 design.

Tools of the Trade: The Character can use any Engineered Device, regardless of complexity, which pertains to his or her Profession.

Skill Name Coalescence Jewel Crafting Rank 3

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Jewel Crafting Rank 2

EXP 5 5

Coalescence: This skill allows the Jeweler to melt down and combine precious metals to make special alloys. Each component mixture makes one Nugget of the alloy. Specific Alloy types need to be researched in-game.

Jewel Crafting Rank 3: This skill allows the Jeweler to create any Jewelery from a Rank 3 design.

Passive Skills: Rank 4 185

Skill Name Evanescence Jewel Crafting Rank 4

Rank 4 4

Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Jewel Crafting Rank 3

EXP 6 6

Evanescence: The Jeweler can reverse engineer any jewelry that they have identified and examined. This process destroys the jewelry. The Jeweler can also create their own designs. They must bring their idea to a marshal from Creative Studio and will be told by Creative Studio exactly what they will need to obtain in order to craft such jewelry. Creative Studio and

Legislation and Enforcement have sole discretion over the exact mechanical effects of a design conceived by the character. Jewel Crafting Rank 4: This skill allows the Jeweler to create any Jewelery from a Rank 4 design.

Skill Name Jewel Crafting Rank 5 Lapidarian Finesse

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank; Jewel Crafting Rank 4 Equal Number of Passive Skills of the Previous Rank

EXP 7 7

Jewel Crafting Rank 5: This skill allows the Jeweler to create any Jewelery from a Rank 5 design. Lapidarian Finesse: The Jeweler must choose accents (gems and precious stones) or core (precious metals). If accent is chosen, any

jewelry that the Jeweler makes can store a spell of 2 ranks higher than it normally would be able to. If core chosen, any jewelry that the Jeweler makes can store +2 spells per piece of jewelry. Jewelry made in this way must be made with the Master Crafted Talent.

Talent Name Repair Jewelry Savvy Apprentice

Rank 1 1

Rank 1 Jeweler Talents Prerequisites Jeweler Talents: Rank 1 Jeweler Talents: Rank 1

Talent 1 1

Effect Type Permanent Ongoing

Repair Jewelry: This Talent allows the Jeweler to repair any broken Rank 1 piece of jewelry.

Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item.

Talent Name Repair Jewelry

Rank 2

Rank 2 Jeweler Talents Prerequisites Jeweler Talents: Rank 2

Talent 2

Effect Type Permanent

Repair Jewelry: This Talent allows the Jeweler to repair any broken Rank 1 piece of jewelry. Rank 3 Jeweler Talents Prerequisites Jeweler Talents: Rank 3

Talent Name Repair Jewelry

Rank 3

Talent 3

Effect Type Permanent

186

Repair Jewelry: This Talent allows the Jeweler

to repair any broken Rank 1 piece of jewelry.

Talent Name Repair Jewelry Veteran Craftsman

Rank 4 4

Rank 4 Jeweler Talents Prerequisites Jeweler Talents: Rank 4 Jeweler Talents: Rank 4

Talent 4 4

Effect Type Permanent Ongoing

Repair Jewelry: This Talent allows the Jeweler to repair any broken Rank 1 piece of jewelry.

Veteran Craftsman: This skill allows a craftsman to halve the crafting time of a single item.

Talent Name Repair Jewelry Master Crafted

Rank 5 5

Rank 5 Jeweler Talents Prerequisites Jeweler Talents: Rank 5 Jeweler Talents: Rank 5

Talent 5 5 Aggravated

Effect Type Permanent Permanent

Repair Jewelry: This Talent allows the Jeweler to repair any broken Rank 5 piece of jewelry. Master Crafted: This skill allows a craftsman to make a Master Crafted version of any item they are crafting. Master Crafted items take twice as long to craft and, unless otherwise specified,

cannot have any talents or devices used which reduces the time required to craft. Master Crafted items are the only items in the game that are capable of being turned into permanent magic items with the help of a Runesmith.

*Jewelry craft rank is determined by the rank of the highest component used. Though most designs call for the same rank components for construction, the use of the Reset Stone skill will allow a Jeweler to set a higher rank accent in a lower rank core. Jewelry Cores: Rank Denotes Number of Spells Capable of Being Stored Core Rank Types of Cores Rank 1 Bone, Stone, Bronze, Iron, Wood Rank 2 Steel, Silver, Gold, Ivory Rank 3 Cobalt, Titanium, Chromium, Ironwood Rank 4 Damascus, Dark Steel, Star Metal, Electrum, Platinum Rank 5 Silverwood, Mithril, Galacium, Plasmite, Ifritite Jewelry Accents: Rank Denotes Rank of Spell(s) Capable of Being Stored Accent Rank Types of Accent Rank 1 Quartz, Coral, Turquoise, Jade, Polished Stone Rank 2 Pearls, Opal, Onyx, Agates, Amethyst, Topaz, Lapis Lazuli Rank 3 Emeralds, Rubies, Sapphires Rank 4 Diamonds, Ether Crystals, Rare Crystals Rank 5 Lyranas Tears, Star Diamonds, Bloodstones Jeweler Metal Hardness Levels Material Component Bone, Stone, Bronze, Iron, Wood Steel Gold, Silver, Ivory 187

Rank Rank 1 Rank 2 Rank 2

Hardness 0 1 0

Rank 3 Rank 3 Rank 4 Rank 4 Rank 4 Rank 5 Rank 5

Cobalt, Chromium, Ironwood Titanium Damascus Dark Steel, Star Metal Electrum, Platinum Silverwood, Galacium, Plasmite, Ifritite Mithril Jeweler Profession Items (Rank 1) Rank Components 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice 1 Rank 1 Jewelers Kit, 1 Nugget of Rank 1 Core of Choice, Rank 1 Accent of Choice Jeweler Profession Items (Rank 2) Components Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice Rank 2 Jewelers Kit, 2 Nugget of Rank 2 Core of Choice, Rank 2 Accent of Choice

1 2 2 1 0 2 3

Item Name Common Bracelet Common Anklet Simple Necklace Plain Ring Peasants Amulet Modest Earrings Sumptuary Circlet

Talent 1 1 1 1 1 1 1

Value (Silver) 14 14 14 14 14 14 14

Item Name Jeweled Bracelet Jeweled Anklet Woven Necklace Engraved Ring Insignia Amulet Detailed Earrings Maidens Circlet

Rank 2 2 2 2 2 2 2

Talent 2 2 2 2 2 2 2

Value (Silver) 74 to 92 74 to 92 74 to 92 74 to 92 74 to 92 74 to 92 74 to 92

Item Name Fancy Bracelet Fancy Anklet

Rank 3

Jeweler Profession Items (Rank 3) Components Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice 3 Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice 188

Talent 3 3

Value (Silver) 162 162

Fine Necklace Nobles Ring Fancy Amulet Ladys Earrings Lords Circlet

3 3 3 3 3

Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice Rank 3 Jewelers Kit, 3 Nuggets of Rank 3 Core of Choice, Rank 3 Accent of Choice Jeweler Profession Items (Rank 4) Components Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice Rank 4 Jewelers Kit, 4 Nuggets of Rank 4 Core of Choice, Rank 4 Accent of Choice

3 3 3 3 3

162 162 162 162 162

Item Name Tooled Bracelet Tooled Anklet Complex Necklace Princess Ring Cardinals Amulet Stately Earrings Dukes Circlet

Rank 4 4 4 4 4 4 4

Talent 4 4 4 4 4 4 4

Value (Silver) 258 to 356 258 to 356 258 to 356 258 to 356 258 to 356 258 to 356 258 to 356

Item Name Master Bracelet Master Anklet Queens Necklace Signet Ring Courtly Amulet Exquisite Earrings Royal Crown

Jeweler Profession Items (Rank 5) Rank Components 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice 5 Rank 5 Jewelers Kit, 5 Nuggets of Rank 5 Core of Choice, Rank 5 Accent of Choice

Talent 5 5 5 5 5 5 5

Value (Silver) 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590

Sartors The next Profession we will outline is that of the Sartor. Sartors use various materials and hides 189

to craft beautiful Garments or Leather Armor. They can make a variety of accessories ranging from pouches to circlets. In order to craft Garments or Leather Armor, the Sartor must

first possess the appropriate skill to craft Garments or Leather Armor of that Rank. The Sartor must also physically have a pattern for any specific Garments or Leather Armor that he or she wishes to craft. The Sartor also needs the correct components, as per the pattern, to craft the Garments or Leather Armor. Garments can have spells cast on them so that they can be invoked by anyone wearing the Garments. Once invoked by the wearer, the spell acts as though it were the just cast by the invoker. There are two types of components Buy-In Visual Deconstruction

for each piece of Garments. One type of component is called the Core. The Core is the main part of the Garment, which are the materials used to craft them. The rarity of the core determines how many spells can be stored in Garment. The second type of component is called the Accent. Accents are usually trim or special buttons of some kind. The rarity level of the Accent determines what rank spells are capable of being stored in the piece of Garment. Sartors require a workshop to craft or repair garments and leather armor.

Prerequisites EXP None 10 Description The Sartor may choose 1 of the following knowledges to permanently learn: Materiology, Culture, Anatomy, Physics, and History. Additionally, the Sartor is able to look at clothing and leather armor and tell what materials it is made out of, if it has ever been repaired, and how much durability it has left. Unless otherwise specified, this skill may not be purchased if the character already has one other Buy-In skill for a Profession. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Visual Deconstruction 2 Sartor Talents: Rank 1 3 Sartor Talents: Rank 2 4 Sartor Talents: Rank 3 5 Sartor Talents: Rank 4

Skill Name Sartor Talents: Rank 1 Sartor Talents: Rank 2 Sartor Talents: Rank 3 Sartor Talents: Rank 4 Sartor Talents: Rank 5

EXP 5 10 15 20 25

Sartor Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Sartor Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Sartor Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent in the game, provided the character has any

other prerequisites required for the specific Rank 3 Talent they wish to learn. Sartor Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Sartor Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name Field Kit

Rank 1

Passive Skills: Rank 1 Prerequisites Visual Deconstruction 190

EXP 3

Work Garments Rank 1

Visual Deconstruction

Field Kit: The Sartor can make a temporary workshop on the field. It takes 15 minutes to set up the shop and the Sartor must role-play that they are setting up their field kit and finding an appropriate place to set it. The shop

lasts for 1 hour and allows the Sartor to repair clothing and leather armor. Work Garments Rank 1: This skill allows the Sartor to create any garment or leather armor from a Rank 1 Pattern.

Skill Name Tools of the Trade Work Garments Rank 2

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Work Garments Rank 1

EXP 4 4

Tools of the Trade: The Character can use any Engineered Device, regardless of complexity, which pertains to his or her Profession.

Work Garments Rank 2: This skill allows the Sartor to create any garment or leather armor from a Rank 2 Pattern.

Skill Name Make it Work Work Garments Rank 3

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Work Garments Rank 2

EXP 5 5

Make it Work: This skill allows the Sartor to omit 1/3 of the total number of components, starting with the lowest rank component, used to craft any garment qualified as clothing. That garment is enchantment quality for the weekend and then becomes mundane clothing.

Work Garments Rank 3: This skill allows the Sartor to create any garment or leather armor from a Rank 3 Pattern.

Skill Name Seam Ripping Work Garments Rank 4

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Work Garments Rank 3

EXP 6 6

Seam Ripping: The Sartor can reverse engineer any garment or leather armor that they have identified and examined. This process destroys the item. The Sartor can also create their own patterns. They must bring their idea to a marshal from Creative Studio and will be told by Creative Studio exactly what they will need to obtain in order to craft such an item. Creative

Studio and Legislation and Enforcement have sole discretion over the exact mechanical effects of a pattern conceived by the character. Work Garments Rank 4: This skill allows the Sartor to create any garment or leather armor from a Rank 4 Pattern.

Skill Name

Rank

Passive Skills: Rank 5 Prerequisites 191

EXP

Signature Design Work Garments Rank 5

5 5

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Work Garments Rank 4

7 7

Signature Design: The Sartor must choose leather armor or clothing. If armor is chosen, any leather armor that the Sartor makes will grant the wearer +1 Durability per piece. If clothing is chosen, any clothing that the Sartor makes can hold spells 1 rank higher than they would normally be able to hold. The clothing can also hold 1 additional spell than it would

normally be able to hold. If the Sartor wishes to craft an item with these properties, he or she must use the Master Crafted talent. Work Garments Rank 5: This skill allows the Sartor to create any garment or leather armor from a Rank 5 Pattern.

Talent Name Repair Clothing Repair Leather Armor Savvy Apprentice

Rank 1 1 1

Rank 1 Sartor Talents Prerequisites Sartor Talents: Rank 1 Sartor Talents: Rank 1 Sartor Talents: Rank 1

Talent 1 1 1

Effect Type Permanent Permanent Ongoing

Repair Clothing: This Talent allows the Sartor to repair any broken Rank 1 garment. Repair Leather Armor: This Talent allows the Sartor to repair Rank 1 leather armor.

Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item.

Talent Name Repair Clothing Repair Leather Armor

Rank 2 2

Rank 2 Sartor Talents Prerequisites Sartor Talents: Rank 2 Sartor Talents: Rank 2

Talent 2 2

Effect Type Permanent Permanent

Repair Clothing: This Talent allows the Sartor to repair any broken Rank 2 garment.

Repair Leather Armor: This Talent allows the Sartor to repair Rank 2 leather armor.

Talent Name Repair Clothing Repair Leather Armor

Rank 3 3

Rank 3 Sartor Talents Prerequisites Sartor Talents: Rank 3 Sartor Talents: Rank 3

Talent 3 3

Effect Type Permanent Permanent

Repair Clothing: This Talent allows the Sartor to repair any broken Rank 3 garment.

Repair Leather Armor: This Talent allows the Sartor to repair Rank 3 leather armor.

Talent Name Repair Clothing Repair Leather Armor Veteran Craftsman

Rank 4 4 4

Rank 4 Sartor Talents Prerequisites Sartor Talents: Rank 4 Sartor Talents: Rank 4 Sartor Talents: Rank 4

Talent 4 4 4

Effect Type Permanent Permanent Ongoing

Repair Clothing: This Talent allows the Sartor to repair any broken Rank 4 garment. 192

Repair Leather Armor: This Talent allows the Sartor to repair Rank 4 leather armor.

Veteran Craftsman: This skill allows a craftsman to halve the crafting time of a single item.

Talent Name Master Crafted Repair Clothing Repair Leather Armor

Rank 5 5 5

Rank 5 Sartor Talents Prerequisites Sartor Talents: Rank 5 Sartor Talents: Rank 5 Sartor Talents: Rank 5

Talent 5 5 5

Effect Type Permanent Permanent Permanent

Master Crafted: This skill allows a craftsman to make a Master Crafted version of any item they are crafting. Master Crafted items take twice as long to craft and, unless otherwise specified, cannot have any talents or devices used which reduces the time required to craft. Master Crafted items are the only items in the game that are capable of being turned into

permanent magic items with the help of a Runesmith. Repair Clothing: This Talent allows the Sartor to repair any broken Rank 5 garment. Repair Leather Armor: This Talent allows the Sartor to repair Rank 5 leather armor.

*Sartors craft a unique mixture of items which mechanically resemble both Jewelers and Smiths. Like Jewelers, many of their patterns will include a selection of various materials and accents of choice which will determine the rank of the item and the spell-storing capabilities of their clothing. Like Smiths, many of their patterns are also for crafting armor. Unlike Smiths, the materials used by Sartor armorers are leathers, hides, and other organic sources. Many craft components used by Sartors to make armor, much like Smiths, have special qualities which become inherent in the items being crafted out of them. Unless otherwise specified, such as a per piece distinction, a characters total armor must contain at least 50% of a special material to gain the inherent qualities. It is important to keep in mind that clothing, unlike armor, does not benefit from the special inherent qualities of these components with the exception of Hardness values. Likewise, armor is not inherently capable of storing spells like clothing and jewelry are. While the ability to create magically enhanced clothing and jewelry that will act as armor as well as magically created armor that can hold spells, these things require advanced knowledge and the abilities of a Runesmith. Sartor Fabrics: Rank Denotes Number of Spells Capable of Being Stored in Clothing Fabric Rank Types of Fabric Rank 1 Cotton, Wool, Burlap, Common Leather Rank 2 Twill, Linen, Elastics, Boar Hide, Wolf Hide, Bear Hide, Great Cat Hide Rank 3 Velvet, Silk, Satin, Buffalo Hide, Elephant Hide, Rhino Hide, Crocodile Hide Rank 4 Brocade, Spun Gold, Spider Silk, Sea Serpent Hide, Dinosaur Hide, Dreadbourne Hide, Chimera Hide Rank 5 Spun Light, Spun Darkness, Warp Weave, Kallens Hair, Hydra Hide, Wyvern Hide, Wight Hide, Darkleaf Leather Sartor Accents: Rank Denotes Rank of Spell(s) Capable of Being Stored Accent Rank Types of Accents Rank 1 Wood Buttons, Bone Buttons, Homespun Trim Rank 2 Simple Metal Clasp, Monochrome Trim Rank 3 Silver Buttons, Gold Buttons, Woven Trim Rank 4 Jeweled Buttons, Elegant Trim 193

Rank 5

Wyvern Scale Buttons, Ermine Flame Trim

Rank Rank 1 Rank 2 Rank 2 Rank 2 Rank 2 Rank 3 Rank 3 Rank 3 Rank 3 Rank 4 Rank 4 Rank 4

Rank 4 Rank 5 Rank 5 Rank 5

Rank 5

Sartor Leather Inherent Qualities for Armor Material Component Qualities Common Leather None Boar Hide +1 Durability per piece Wolf Hide Grants wearer Spirit Efficiency of 1 Bear Hide Hardness 1 Great Cat Hide Grants Threshold of +5 After Durability is depleted Buffalo Hide +1 Durability per piece and Grants Threshold of +5 After Durability is depleted Elephant Hide Grants Threshold of +10 After Durability is depleted Rhino Hide +2 Durability per piece Crocodile Hide +1 Damage Shield Sea Serpent Hide Hardness of 2, +1 Durability per piece Dinosaur Hide Hardness of 1, Grants Threshold of +10 After Durability is depleted Dreadbourne Hide Hardness of 1, Rank 0 Fear Aura ten feet (characters need to spend 1 Spirit to make any offensive actions against the wearer), and Grants Threshold of +5 After Durability is depleted. Chimera Hide Special Contact Creative Studio Hydra Hide Hardness of 2, Regenerates 1 point of Durability her hour, causes wearer to take minimal damage from Fire. Wyvern Hide Hardness of 2, grants wearer an Arcanum Efficiency of 1, and Grants Threshold of +5 After Durability is depleted Wight Hide Causes wearer to count as incorporeal. Wearer can still interact with corporeal world. Durability can be repaired by Heal Unlife spells. Grants wearer a Damage Shield of 5 Ice Damage. A character must be of Evil alignment to wear Wight Hide armor. Darkleaf Leather Causes wearer to take minimal damage from Dark. Grants the wearer the ability to forego using spell verbals. Grants Threshold of +10 After Durability is depleted Sartor Profession Items (Rank 1) Components Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 194

Item Name Peasant Tunic Idiot Pants Homespun Skirt Farmers Hat Work Gloves Common Belt Kaelheim Kirtle

Rank 1 1 1 1 1 1 1

Talent 1 1 1 1 1 1 1

Value (Silver) 14 14 14 14 14 14 14

Serf Boots Simple Vest Plain Cloak Leather Torso Armor (Hard or Soft) Leather Arm Armor (Hard or Soft) Leather Leg Armor (Hard or Soft) Leather Belt Armor (Hard or Soft) Leather Helmet (Hard or Soft) Leather Shoulder Armor (Hard or Soft) Leather Foot Armor (Hard or Soft) Leather Hand Armor (Hard or Soft) Leather Gorget (Hard or Soft)

1 1 1 1 1 1 1 1 1 1 1 1

Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 1 Measure of Rank 1 Fabric of Choice, Rank 1 Accent of Choice Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather Rank 1 Sewing Kit, 2 Measures of Common Leather

1 1 1 1 1 1 1 1 1 1 1 1

14 14 14 14 14 14 14 14 14 14 14 14

Item Name Swordsman Tunic Dandy Pants Market Day Skirt Artisans Hat Warriors Gloves Tooled Belt Maidens Dress Hunting Boots Doublet Travelers Cloak

Sartor Profession Items (Rank 2) Rank Components 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 2 Rank 2 Sewing Kit, 2 Measure of Rank 2 Fabric of Choice, Rank 2 Accent of Choice 195

Talent 2 2 2 2 2 2 2 2 2 2

Value (Silver) 44 to 56 44 to 56 44 to 56 44 to 56 44 to 56 44 to 56 44 to 56 44 to 56 44 to 56 44 to 56

Fitted Corset Leather Torso Armor (Hard or Soft) Leather Arm Armor (Hard or Soft) Leather Leg Armor (Hard or Soft) Leather Belt Armor (Hard or Soft) Leather Helmet (Hard or Soft) Leather Shoulder Armor (Hard or Soft) Leather Foot Armor (Hard or Soft) Leather Hand Armor (Hard or Soft) Leather Gorget (Hard or Soft)

2 2 2 2 2 2 2 2 2 2

Rank 2 Sewing Kit, 2 Measures of Rank 2 Fabric of Choice, Rank 2 Accent of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice Rank 2 Sewing Kit, 3 Measures of Rank 2 Leather or Hide of Choice

2 2 2 2 2 2 2 2 2 2

44 to 56 44 to 62 44 to 62 44 to 62 44 to 62 44 to 62 44 to 62 44 to 62 44 to 62 44 to 62

Item Name Noblemans Tunic Fine Pants Ladies Skirt Fashionable Hat Riding Gloves Fancy Belt Party Frock Tailored Boots Tailored Shoes Knights Coat Riding Cloak Leather Torso Armor (Hard or Soft) Leather Arm Armor (Hard or Soft)

Sartor Profession Items (Rank 3) Rank Components 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 3 Measure of Rank 3 Fabric of Choice, Rank 3 Accent of Choice 3 Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice 3 Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice 196

Talent 3 3 3 3 3 3 3 3 3 3 3 3 3

Value (Silver) 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 153 to 180 90 to 126 90 to 126

Leather Leg Armor (Hard or Soft) Leather Belt Armor (Hard or Soft) Leather Helmet (Hard or Soft) Leather Shoulder Armor (Hard or Soft) Leather Foot Armor (Hard or Soft) Leather Hand Armor (Hard or Soft) Leather Gorget (Hard or Soft)

3 3 3 3 3 3 3

Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice Rank 3 Sewing Kit, 4 Measures of Rank 3 Leather or Hide of Choice

3 3 3 3 3 3 3

90 to 126 90 to 126 90 to 126 90 to 126 90 to 126 90 to 126 90 to 126

Item Name Dukes Tunic Noblemans Pants Princess Skirt Courtly Hat Kid Gloves Designer Belt Ball Gown Dancing Boots Dancing Slippers Lordly Doublet Rich Cloak Leather Torso Armor (Hard or Soft) Leather Arm Armor (Hard or Soft) Leather Leg Armor (Hard or Soft) Leather Belt Armor (Hard or Soft) Leather Helmet

Sartor Profession Items (Rank 4) Rank Components 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measure of Rank 4 Fabric of Choice, Rank 4 Accent of Choice 4 Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice 4 Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice 4 Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice 4 Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice 4 Rank 4 Sewing Kit, 4 Measures of Rank 4 197

Talent 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Value (Silver) 272 272 272 272 272 to 320 272 272 272 to 320 272 to 320 272 272 332 332 332 332 332

(Hard or Soft) Leather Shoulder Armor (Hard or Soft) Leather Foot Armor (Hard or Soft) Leather Hand Armor (Hard or Soft) Leather Gorget (Hard or Soft)

4 4 4 4

Leather or Hide of Choice Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice Rank 4 Sewing Kit, 4 Measures of Rank 4 Leather or Hide of Choice

4 4 4 4

332 332 332 332

Item Name Princes Tunic Royal Pants Queens Skirt Kings Hat Couture Gloves Formal Girdle Coronation Gown Miladys Slippers Formal Doublet Royal Cloak Leather Torso Armor (Hard or Soft) Leather Arm Armor (Hard or Soft) Leather Leg Armor (Hard or Soft) Leather Belt Armor (Hard or Soft) Leather Helmet (Hard or Soft) Leather Shoulder Armor (Hard or Soft) Leather Foot Armor (Hard or Soft) Leather Hand Armor (Hard or Soft)

Sartor Profession Items (Rank 5) Rank Components 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measure of Rank 5 Fabric of Choice, Rank 5 Accent of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 5 Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice 198

Talent 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

Value (Silver) 575 575 575 575 575 575 575 575 575 575 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590

Leather Gorget (Hard or Soft) Scholars

Rank 5 Sewing Kit, 5 Measures of Rank 5 Leather or Hide of Choice

500 to 590

The next Profession we will outline is that of the Scholar. Scholars create crystals, scrolls, and emblems. They also have a vast amount of knowledge. Crystals are used to store Feats, Spells, Talents, or Skills for a finite number of uses by someone who uses them. Scrolls are used to permanently learn Feats, Spells, Talents, or Skills. Emblems are used to Buy-In Enlightenment

permanently learn any Emblematic Powers that a Class has access to. In order to craft Crystals, Scrolls, or Emblems, the Scholar must first possess the appropriate skill to craft Crystals, Scrolls, or Emblems of that Rank. The Scholar must also physically have an outline for any specific Crystals, Scrolls, or Emblems that he or she wishes to craft. The Scholar also needs the correct components, as per the outline, to craft the Crystals, Scrolls or Emblems.

Prerequisites EXP None 10 Description The Scholar may choose any 2 Knowledges in the game to learn. Additionally, they gain the skill Literacy: Other which allows them to read and write in another language. Lastly, the Scholar gains the ability to craft Rank 0 crystals and scrolls. For the purposes of crafting times, rank 0 crystals and scrolls count as rank 0.5, effectively taking 10 minutes to craft. Unless otherwise specified, this skill may not be purchased if the character already has one other Buy-In skill for a Profession. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Enlightenment 2 Scholar Talents: Rank 1 3 Scholar Talents: Rank 2 4 Scholar Talents: Rank 3 5 Scholar Talents: Rank 4

Skill Name Scholar Talents: Rank 1 Scholar Talents: Rank 2 Scholar Talents: Rank 3 Scholar Talents: Rank 4 Scholar Talents: Rank 5

EXP 5 10 15 20 25

Scholar Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Scholar Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Scholar Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent in the game, provided the character has any

other prerequisites required for the specific Rank 3 Talent they wish to learn. Scholar Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Scholar Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name

Rank

Passive Skills: Rank 1 Prerequisites 199

EXP

Scholastic Pursuit Scribe Rank 1

1 1

Enlightenment Enlightenment

3 3

Scholastic Pursuit: The Scholar may choose 1 additional Knowledge of their choice to permanently learn.

Scribe Rank 1: This skill allows the Scholar to create any crystal or scroll from a Rank 1 outline.

Skill Name Scribe Rank 2 Tools of the Trade

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank; Scribe Rank 1 Equal Number of Passive Skills of the Previous Rank

EXP 4 4

Scribe Rank 2: This skill allows the Scholar to create any crystal or scroll from a Rank 2 outline.

Tools of the Trade: The Character can use any Engineered Device, regardless of complexity, which pertains to his or her Profession.

Skill Name Scribe Rank 3 Secondary Elective

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank; Scribe Rank 2 Equal Number of Passive Skills of the Previous Rank

EXP 5 5

Scribe Rank 3: This skill allows the Scholar to create any crystal or scroll from a Rank 3 outline.

Secondary Elective: The Scholar may choose 1 additional Knowledge of his or her choice to permanently learn and an additional language for Literacy: Other.

Skill Name Master Academic Scribe Rank 4

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Scribe Rank 3

EXP 6 6

Master Academic: The Scholar can reverse engineer any crystal, scroll, or emblem that they have identified and examined. This process destroys the item. The Scholar can also create their own outlines with the help of any other character who has a Feat, Talent, Spell, Emblematic Skill, or Permanent Skill that the Scholar wishes to make an outline of.

Furthermore, the Scholar can now craft emblems from appropriate outlines. Emblems count as Rank 5.5 for the purposes of craft times, effectively taking 110 minutes to craft. Scribe Rank 4: This skill allows the Scholar to create any crystal or scroll from a Rank 4 outline.

Skill Name Contemplation Scribe Rank 5

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Scribe Rank 4

EXP 7 7

200

Contemplation: The scholar must choose feats or spells. They can now fuel either feats or spells with Talent points in lieu of Spirit or Arcanum. This choice can only be made once. Additionally, the Scholar can meditate and

regain 5 talent points for every 15 minutes spent meditating. Scribe Rank 5: This skill allows the Scholar to create any crystal or scroll from a Rank 5 outline.

Talent Name Savvy Apprentice Scrivener Tutor

Rank 1 1 1

Rank 1 Scholar Talents Prerequisites Scholar Talents: Rank 1 Scholar Talents: Rank 1 Scholar Talents: Rank 1

Talent 1 1 1

Effect Type Ongoing Permanent Sustained Per Minute

Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item. Scrivener: This skill allows a Scholar to transfer the contents of a crystal to a scroll or vice versa. Doing so will destroy the original. This talent works only on Rank 1 crystals and scrolls.

Tutor: This Talent gives the ability to give the temporary use of a Rank 1 Feat, Spell, or Talent that the Scholar knows to another character. The character has use of it as long as the Scholar sustains the cost of this Talent per minute. The Scholar loses the ability to use the skill for the as long as they sustain the transfer of use.

Talent Name Scrivener Tutor

Rank 2 2

Rank 2 Scholar Talents Prerequisites Scholar Talents: Rank 2 Scholar Talents: Rank 2

Talent 2 2

Effect Type Permanent Sustained Per Minute

Scrivener: This skill allows a Scholar to transfer the contents of a crystal to a scroll or vice versa. Doing so will destroy the original. This talent works only on Rank 2 crystals and scrolls. Tutor: This Talent gives the ability to give the temporary use of a Rank 2 Feat, Spell, or Talent

that the Scholar knows to another character. The character has use of it as long as the Scholar sustains the cost of this Talent per minute. The Scholar loses the ability to use the skill for the as long as they sustain the transfer of use.

Talent Name Scrivener Tutor

Rank 3 3

Rank 3 Scholar Talents Prerequisites Scholar Talents: Rank 3 Scholar Talents: Rank 3

Talent 3 3

Effect Type Permanent Sustained Per Minute

Scrivener: This skill allows a Scholar to transfer the contents of a crystal to a scroll or vice versa. Doing so will destroy the original. This talent works only on Rank 3 crystals and scrolls.

Tutor: This Talent gives the ability to give the temporary use of a Rank 3 Feat, Spell, or Talent that the Scholar knows to another character. The character has use of it as long as the Scholar sustains the cost of this Talent per 201

minute. The Scholar loses the ability to use the skill for the as long as they sustain the transfer

of use.

Talent Name Master Linguist Scrivener Tutor Veteran Craftsman

Rank 4 4 4 4

Rank 4 Scholar Talents Prerequisites Scholar Talents: Rank 4 Scholar Talents: Rank 4 Scholar Talents: Rank 4 Scholar Talents: Rank 4

Talent 4 4 4 4

Effect Type Ongoing Permanent Sustained Per Minute Ongoing

Master Linguist: This Talent will allow the Scholar to translate one word of any text, regardless of what language it is in. Scrivener: This skill allows a Scholar to transfer the contents of a crystal to a scroll or vice versa. Doing so will destroy the original. This talent works only on Rank 4 crystals and scrolls. Tutor: This Talent gives the ability to give the temporary use of a Rank 4 Feat, Spell, or Talent

that the Scholar knows to another character. The character has use of it as long as the Scholar sustains the cost of this Talent per minute. The Scholar loses the ability to use the skill for the as long as they sustain the transfer of use. Veteran Craftsman: This skill allows a craftsman to halve the crafting time of a single item.

Talent Name Master Teach Scrivener Tutor

Rank 5 5 5

Rank 5 Scholar Talents Prerequisites Teach; Scholar Talents: Rank 5 Scholar Talents: Rank 5 Scholar Talents: Rank 5

Talent 5 5 5

Effect Type Permanent Permanent Sustained Per Minute

Master Teach: This skill may be used in conjunction with the skill teach. If it is, it will reduce the amount of time it takes to learn the skill being taught by 1 month. Scrivener: This skill allows a Scholar to transfer the contents of a crystal to a scroll or vice versa. Doing so will destroy the original. This talent works only on Rank 5 crystals and scrolls.

Tutor: This Talent gives the ability to give the temporary use of a Rank 5 Feat, Spell, or Talent that the Scholar knows to another character. The character has use of it as long as the Scholar sustains the cost of this Talent per minute. The Scholar loses the ability to use the skill for the as long as they sustain the transfer of use.

Item Name Skill Scroll Rank 0 Feat Scroll Spell Scroll Talent Scroll

Rank 0.5 1

Scholar Profession Items (Rank 1) Components Rank 1 Scribes Kit Rank 1 Scribes Kit, 1 Roll Enchanted Parchment, 1 Dram Essence Ink 1 Rank 1 Scribes Kit, 1 Roll Enchanted Parchment, 1 Dram Wizard Ink 1 Rank 1 Scribes Kit, 1 Roll Enchanted Parchment, 1 Dram Masters Ink 202

Talent 1 1 1 1

Value (Silver) 6 17 20 20

Item Name Skill Scroll Rank 0 Feat Scroll Spell Scroll Talent Scroll

Scholar Item Descriptions (Rank 1) Description A scroll with a Rank 0 spell or feat. A scroll with a Rank 1 Feat. A scroll with a Rank 1 Spell. A scroll with a Rank 1 Talent. Scholar Profession Items (Rank 2) Rank Components Talent 2 Rank 2 Scribes Kit, 1 Roll Enchanted 2 Parchment, 2 Drams Essence Ink, 1 Dram Ether Dust 2 Rank 2 Scribes Kit, 1 Roll Enchanted 2 Parchment, 2 Drams Wizard Ink, 1 Dram Ether Dust 2 Rank 2 Scribes Kit, 1 Roll Enchanted 2 Parchment, 2 Drams Masters Ink, 1 Dram Ether Dust Scholar Item Descriptions (Rank 2) Description A scroll with a Rank 2 Feat. A scroll with a Rank 2 Spell. A scroll with a Rank 2 Talent. Scholar Profession Items (Rank 3) Rank Components Talent 3 Rank 3 Scribes Kit, 1 Roll Enchanted 3 Parchment, 3 Drams Essence Ink, 2 Drams Ether Dust, 1 Dram Arcane Setting Powder 3 Rank 3 Scribes Kit, 1 Roll Enchanted 3 Parchment, 3 Drams Wizard Ink, 2 Drams Ether Dust, 1 Dram Arcane Setting Powder 3 Rank 3 Scribes Kit, 1 Roll Enchanted 3 Parchment, 3 Drams Masters Ink, 2 Drams Ether Dust, 1 Dram Arcane Setting Powder Scholar Item Descriptions (Rank 3) Description A scroll with a Rank 3 Feat. A scroll with a Rank 3 Spell. A scroll with a Rank 3 Talent. Scholar Profession Items (Rank 4) Rank Components 4 Rank 4 Scribes Kit, 1 Roll Enchanted Parchment, 4 Drams Essence Ink, 3 Drams Ether Dust, 2 Drams of Arcane Setting Powder, 1 Dram Ethereal Resin 4 Rank 4 Scribes Kit, 1 Roll Enchanted Parchment, 4 Drams Wizard Ink, 3 Drams 203

Item Name Feat Scroll

Value (Silver) 50

Spell Scroll

56

Talent Scroll

56

Item Name Feat Scroll Spell Scroll Talent Scroll

Item Name Feat Scroll

Value (Silver) 120

Spell Scroll

129

Talent Scroll

129

Item Name Feat Scroll Spell Scroll Talent Scroll

Item Name Feat Scroll

Talent 4

Value (Silver) 266

Spell Scroll

278

Talent Scroll

Item Name Feat Scroll Spell Scroll Talent Scroll

Ether Dust, 2 Drams of Arcane Setting Powder, 1 Dram Ethereal Resin 4 Rank 4 Scribes Kit, 1 Roll Enchanted Parchment, 4 Drams Masters Ink, 3 Drams Ether Dust, 2 Drams of Arcane Setting Powder, 1 Dram Ethereal Resin Scholar Item Descriptions (Rank 4) Description A scroll with a Rank 4 Feat. A scroll with a Rank 4 Spell. A scroll with a Rank 4 Talent.

278

Item Name Feat Scroll

Spell Scroll

Talent Scroll

Emblem

Item Name Feat Scroll Spell Scroll Talent Scroll Emblem Smiths

Scholar Profession Items (Rank 5) Rank Components Talent 5 Rank 5 Scribes Kit, 1 Roll Enchanted 5 Parchment, 5 Drams Essence Ink, 4 Drams Ether Dust, 3 Drams Arcane Setting Powder, 2 Drams Ethereal Resin, 1 Dram Dragons Breath 5 Rank 5 Scribes Kit, 1 Roll Enchanted 5 Parchment, 5 Drams Wizard Ink, 4 Drams Ether Dust, 3 Drams Arcane Setting Powder, 2 Drams Ethereal Resin, 1 Dram Dragons Breath 5 Rank 5 Scribes Kit, 1 Roll Enchanted 5 Parchment, 5 Drams Masters Ink, 4 Drams Ether Dust, 3 Drams Arcane Setting Powder, 2 Drams Ethereal Resin, 1 Dram Dragons Breath 5 Rank 5 Scribes Kit, 1 Roll Enchanted 5 Parchment, 5 Drams of Emblematic Ink, 5 Drams Ether Dust, 4 Drams Arcane Setting Powder, 3 Drams Ethereal Resin, 2 Drams Dragons Breath, 1 Ephemeral Quill, 1 Emblematic Plate Scholar Item Descriptions (Rank 5) Description A scroll with a Rank 5 Feat. A scroll with a Rank 5 Spell. A scroll with a Rank 5 Talent. An Emblem for an Emblematic Skill

Value (Silver) 440

467

467

887

The last Profession we will go over is that of the Smith. Smiths create various types of armor and weapons. In order to craft Armor or Weapons, the Smith must first possess the appropriate skill to craft Armor or Weapons of 204

that Rank. The Smith must also physically have a process for any specific Armor or Weapon that he or she wishes to craft. The Smith also needs the correct components, as per the process, to craft the Armor or Weapon. Smiths require a workshop to craft or repair armor or weapons.

Prerequisites EXP None 10 Description This is the first skill that a character learns to become a Smith. It allows the Smith to permanently learn one knowledge from the following choices: Technology, Materiology, War, or Ecology. In addition, the Smith can look at any weapon, shield, or armor and know what it is made of, know if it has been broken and repaired, what material it is made from, and how much durability is left. Permanent Feat Skills, Spell Skills, and Talent Skills Rank Prerequisites 1 Lore of the Blacksmith 2 Smith Talents: Rank 1 3 Smith Talents: Rank 2 4 Smith Talents: Rank 3 5 Smith Talents: Rank 4

Buy-In Lore of the Blacksmith

Skill Name Smith Talents: Rank 1 Smith Talents: Rank 2 Smith Talents: Rank 3 Smith Talents: Rank 4 Smith Talents: Rank 5

EXP 5 10 15 20 25

Smith Talents: Rank 1: This skill grants the ability to permanently learn any Rank 1 Talent in the game, provided the character has any other prerequisites required for the specific Rank 1 Talent they wish to learn. Smith Talents: Rank 2: This skill grants the ability to permanently learn any Rank 2 Talent in the game, provided the character has any other prerequisites required for the specific Rank 2 Talent they wish to learn. Smith Talents: Rank 3: This skill grants the ability to permanently learn any Rank 3 Talent in the game, provided the character has any

other prerequisites required for the specific Rank 3 Talent they wish to learn. Smith Talents: Rank 4: This skill grants the ability to permanently learn any Rank 4 Talent in the game, provided the character has any other prerequisites required for the specific Rank 4 Talent they wish to learn. Smith Talents: Rank 5: This skill grants the ability to permanently learn any Rank 5 Talent in the game, provided the character has any other prerequisites required for the specific Rank 5 Talent they wish to learn.

Skill Name Journeymans Forge Smithing Rank 1

Rank 1 1

Passive Skills: Rank 1 Prerequisites Lore of the Blacksmith Lore of the Blacksmith

EXP 3 3

Journeymans Forge: The Smith can construct a makeshift forge in any location. It takes 15 minutes to create the forge and the forge will last for 1 hour. The Smith must role-play that he or she is constructing the forge.

Smithing Rank 1: This skill allows the Smith to create any smithed product from a Rank 1 Process.

Skill Name Smithing Rank 2 Tools of the Trade

Rank 2 2

Passive Skills: Rank 2 Prerequisites Equal Number of Passive Skills of the Previous Rank; Smithing Rank 1 Equal Number of Passive Skills of the Previous Rank 205

EXP 4 4

Smithing Rank 2: This skill allows the Smith to create any smithed product from a Rank 2 process.

Tools of the Trade: The Character can use any Engineered Device, regardless of complexity, which pertains to his or her Profession.

Skill Name Smelting Smithing Rank 3

Rank 3 3

Passive Skills: Rank 3 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Smithing Rank 2

EXP 5 5

Smelting: This skill allows the Smith to melt down and combine metals to make special alloys. Each mixture makes one Nugget of the alloy. Specific Alloy types need to be researched in-game.

Smithing Rank 3: This skill allows the Smith to create any smithed product from a Rank 3 process.

Skill Name Advanced Processing Smithing Rank 4

Rank 4 4

Passive Skills: Rank 4 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Smithing Rank 3

EXP 6 6

Advanced Processing: The Smith can reverse engineer any smithed product that they have identified and examined. This process destroys the item. The Smith can also create their own processes. They must bring their idea to a marshal from Creative Studio and will be told by Creative Studio exactly what they will need to obtain in order to craft such an item. Creative

Studio and Legislation and Enforcement have sole discretion over the exact mechanical effects of a process conceived by the character. Smithing Rank 4: This skill allows the Smith to create any smithed product from a Rank 4 process.

Skill Name Smiths Signature Smithing Rank 5

Rank 5 5

Passive Skills: Rank 5 Prerequisites Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank; Smithing Rank 4

EXP 7 7

Smithing Rank 5: This skill allows the Smith to create any smithed product from a Rank 5 process. Smiths Signature: This skill allows the Smith to choose either weapons or armor as a signature craft. Shields count as armor for the purposes of

this skill. If the smith chooses weapons as his signature, all the weapons the Smith creates deal +5 base damage. If the Smith chooses armor as his signature style, then all armor will grant the wearer +1 Durability per piece. The Smith must use the Master Craft Talent to craft items in this way.

Talent Name Repair Armor

Rank 1

Rank 1 Smith Talents Prerequisites Smith Talents: Rank 1 206

Talent 1

Effect Type Permanent

Repair Shield Repair Weapon Savvy Apprentice

1 1 1

Smith Talents: Rank 1 Smith Talents: Rank 1 Smith Talents: Rank 1

1 1 1

Permanent Permanent Ongoing

Repair Armor: This Talent allows the Smith to repair any broken Rank 1 Smithed Armor. Repair Shield: This Talent allows the Smith to repair any broken Rank 1 Smithed Shield.

Repair Weapon: This Talent allows the Smith to repair any broken Rank 1 Smithed Weapon. Bullets, Arrows, and Bolts cannot be repaired. Savvy Apprentice: This Talent allows a craftsman to take five minutes off of the total crafting time of a single item per rank of the item.

Talent Name Repair Armor Repair Shield Repair Weapon

Rank 2 2 2

Rank 2 Smith Talents Prerequisites Smith Talents: Rank 2 Smith Talents: Rank 2 Smith Talents: Rank 2

Talent 2 2 2

Effect Type Permanent Permanent Permanent

Repair Armor: This Talent allows the Smith to repair any broken Rank 2 Smithed Armor. Repair Shield: This Talent allows the Smith to repair any broken Rank 2 Smithed Shield.

Repair Weapon: This Talent allows the Smith to repair any broken Rank 2 Smithed Weapon. Bullets, Arrows, and Bolts cannot be repaired.

Talent Name Repair Armor Repair Shield Repair Weapon

Rank 3 3 3

Rank 3 Smith Talents Prerequisites Smith Talents: Rank 3 Smith Talents: Rank 3 Smith Talents: Rank 3

Talent 3 3 3

Effect Type Permanent Permanent Permanent

Repair Armor: This Talent allows the Smith to repair any broken Rank 3 Smithed Armor. Repair Shield: This Talent allows the Smith to repair any broken Rank 3 Smithed Shield.

Repair Weapon: This Talent allows the Smith to repair any broken Rank 3 Smithed Weapon. Bullets, Arrows, and Bolts cannot be repaired.

Talent Name Repair Armor Repair Shield Repair Weapon Veteran Craftsman

Rank 4 4 4 4

Rank 4 Smith Talents Prerequisites Smith Talents: Rank 4 Smith Talents: Rank 4 Smith Talents: Rank 4 Smith Talents: Rank 4

Talent 4 4 4 4

Effect Type Permanent Permanent Permanent Ongoing

Repair Armor: This Talent allows the Smith to repair any broken Rank 4 Smithed Armor. Repair Shield: This Talent allows the Smith to repair any broken Rank 4 Smithed Shield. 207

Repair Weapon: This Talent allows the Smith to repair any broken Rank 4 Smithed Weapon. Bullets, Arrows, and Bolts cannot be repaired.

Veteran Craftsman: This skill allows a craftsman

to halve the crafting time of a single item.

Talent Name Master Crafted Repair Armor Repair Shield Repair Weapon

Rank 5 5 5 5

Rank 5 Smith Talents Prerequisites Smith Talents: Rank 5 Smith Talents: Rank 5 Smith Talents: Rank 5 Smith Talents: Rank 5

Talent 5 5 5 5

Effect Type Permanent Permanent Permanent Permanent

Master Crafted: This skill allows a craftsman to make a Master Crafted version of any item they are crafting. Master Crafted items take twice as long to craft and, unless otherwise specified, cannot have any talents or devices used which reduces the time required to craft. Master Crafted items are the only items in the game that are capable of being turned into permanent magic items with the help of a Runesmith.

Repair Armor: This Talent allows the Smith to repair any broken Rank 5 Smithed Armor. Repair Shield: This Talent allows the Smith to repair any broken Rank 5 Smithed Shield. Repair Weapon: This Talent allows the Smith to repair any broken Rank 5 Smithed Weapon. Bullets, Arrows, and Bolts cannot be repaired.

Rank Rank 1 Rank 2 Rank 2 Rank 2 Rank 3 Rank 3 Rank 3 Rank 3 Rank 3 Rank 4 Rank 4 Rank 4 Rank 4 Rank 5 Rank 5 Rank 5 Rank 5 Rank 5

Smithing Metal/Wood Inherent Qualities of Armor, Shields and Weapons Material Component Qualities Wood, Bone, Bronze, None Iron Steel Alloy Hardness of 1 Silver/Silver Plating Weapons swing for Silver damage Cold Forged Iron Weapons strike for Magic damage (but does not count as a magic weapon). Cobalt Hardness of 1, Weapons swing for +5 Damage Titanium Hardness of 2 Chromium Hardness of 1, Armor or Shield grants wearer the ability to Weaponcast without having the Weaponcast skill. Ironwood Hardness of 1, Weapons swing for Mortal Damage, Armor or Shield causes the wearer to take minimal damage from Vile. Mercury/Mercurial When a Weapon is made Mercurial, it will strike for +10 damage Damascus Hardness of 2, Weapons swing for +5 damage Dark Steel Hardness of 1, Weapons swing for +10 damage Star Metal Hardness of 1, Armor, Weapons, or Shield will grant wearer a Spirit Efficiency of 1 and an Arcanum Efficiency of 1. Electrum Weapons will swing Magic, Silver, or normal damage at users discretion. Silverwood Hardness of 2, Weapons swing Silver or Mortal damage at users discretion Mithril Hardness of 3, Weapons swing for Mithril damage Galacium Hardness of 2, Weapons do +5 Ice Damage, Armor causes wearer to take minimal damage from Ice Plasmite Hardness of 2, Weapons do +5 Lighting damage, Armor causes wearer to take minimal damage from Lighting Ifritite Hardness of 2, Weapons do +5 Fire damage, Armor causes wearer 208

to take minimal damage from Fire Smith Profession Items (Rank 1) Rank Components 1 Rank 1 Smith Kit, 1 Bit of Rank 1 Wood or Bone, 1 Bit of Sinew 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal 1 Rank 1 Smith Kit, 1 Bit of Rank 1 Metal or Bone, 1 Bit of Rank 1 Wood or Bone 1 Rank 1 Smith Kit, 1 Bit of Rank 1Metal or Wood/Bone, 1 Bit of Common Leather 1 Rank 1 Smith Kit, 1 Bit of Rank 1 Metal or Wood/Bone, 1 Bit of Common Leather 1 Rank 1 Smith Kit, 1 Bit of Rank 1 Metal or Wood/Bone, 1 Bit of Common Leather 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone 1 Rank 1 Smith Kit, 2 Bits of Rank 1 Metal, Wood or Bone Smith Profession Items (Rank 2) Rank Components 2 Rank 2 Smith Kit, 3 Bits of Rank 2 Metal 2 Rank 2 Smith Kit, 3 Bits of Rank 2 Metal 2 Rank 2 Smith Kit, 3 Bits of Rank 2 Metal 2 Rank 2 Smith Kit, 2 Bits of Rank 2 Metal or Bone, 1 Bit of Wood or Bone 2 Rank 2 Smith Kit, 2 Bits of Rank 2 Metal, 1 209

Item Name Bow Great Weapon Missile Weapon Bullets (10) Arrows or Bolts (10) Small Weapon One Handed Weapon Bastard Weapon Shield Helmet Shoulder Armor Torso Armor Arm Armor Belt Armor Leg Armor Foot Armor Hand Armor Gorget

Talent 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Value (Silver) 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14

Item Name Great Weapon Missile Weapon Bullets (10) Arrows or Bolts (10) Small Weapon

Talent 2 2 2 2 2

Value (Silver) 62 to 80 62 to 80 62 to 80 53 to 65 55 to 56

One Handed Weapon Bastard Weapon Silver Plated Great Weapon Silver Plated Missile Weapon Silver Plated Bullets Silver Plated Arrows or Bolts (10) Silver Plated Small Weapon Silver Plated One Handed Weapon Silver Plated Bastard Weapon Shield Helmet Shoulder Armor Torso Armor Arm Armor Belt Armor Leg Armor Foot Armor Hand Armor Gorget

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Bit of Spun Wire Rank 2 Smith Kit, 2 Bits of Rank 2 Metal, 1 Bit of Spun Wire Rank 2 Smith Kit, 2 Bit of Rank 2 Metal, 1 Bit of Spun Wire Rank 2 Smith Kit, 1 Bit of Silver, 2 Bits of Steel Alloy Rank 2 Smith Kit, 1 Bit of Silver, 2 Bits of Steel Alloy Rank 2 Smith Kit, 2 Bits of Silver, 1 Bit of Steel Alloy Rank 2 Smith Kit, 1 Bit of Silver, 1 Bits of Steel Alloy, 1 Bit of Wood or Bone Rank 2 Smith Kit, 1 Bit of Silver, 1 Bit of Steel Alloy, 1 Bit of Spun Wire Rank 2 Smith Kit, 1 Bit of Silver, 1 Bit of Steel Alloy, 1 Bit of Spun Wire Rank 2 Smith Kit, 1 Bit of Silver, 1 Bit of Steel Alloy, 1 Bit of Spun Wire Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal Rank 2 Smith Kit, 3 Bits of Rank 2 Metal

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

55 to 56 55 to 56 55 to 56 55 to 56 55 to 56 55 to 56 55 to 56 55 to 56 55 to 56 62 to 80 62 to 80 62 to 80 62 to 80 62 to 80 62 to 80 62 to 80 62 to 80 62 to 80 62 to 80

Item Name Ironwood Bow Great Weapon Missile Weapon Bullets (10) Arrows or Bolts (10) Small Weapon One Handed Weapon Bastard Weapon Mercurial Great Weapon Mercurial Bullets

Smith Profession Items (Rank 3) Rank Components 3 Rank 3 Smith Kit, 3 Bits of Ironwood, 1 Bit of Spun Wire 3 Rank 3 Smith Kit, 4 Bits of Rank 3 Metal 3 Rank 3 Smith Kit, 4 Bits of Rank 3 Metal 3 Rank 3 Smith Kit, 4 Bits of Rank 3 Metal 3 Rank 3 Smith Kit, 2 Bits of Rank 3 Metal, 2 Bits of Ironwood 3 Rank 3 Smith Kit, 3 Bits of Rank 3 Metal, 1 Bit of Spun Wire 3 Rank 3 Smith Kit, 3 Bits of Rank 3 Metal, 1 Bit of Spun Wire 3 Rank 3 Smith Kit, 3 Bits of Rank 3 Metal, 1 Bit of Spun Wire 3 Rank 3 Smith Kit, 1 Bit of Mercury, 3 Bits of Steel Alloy 3 Rank 3 Smith Kit, 2 Bits of Mercury, 2 Bits of 210

Talent 3 3 3 3 3 3 3 3 3 3

Value (Silver) 150 108 to 171 114 to 171 114 to 171 123 112 to 150 112 to 150 112 to 150 108 114

Mercurial Arrows or Bolts (10) Mercurial Small Weapon Mercurial One Handed Weapon Mercurial Bastard Weapon Shield Helmet Shoulder Armor Torso Armor Arm Armor Belt Armor Leg Armor Foot Armor Hand Armor Gorget

3 3 3 3 3 3 3 3 3 3 3 3 3 3

Steel Alloy Rank 3 Smith Kit, 1 Bit of Mercury, 2 Bits of Steel Alloy, 2 Bits of Ironwood Rank 3 Smith Kit, 1 Bit of Mercury, 2 Bits of Steel Alloy, 1 Bit of Spun Wire Rank 3 Smith Kit, 1 Bit of Mercury, 2 Bits of Steel Alloy, 1 Bit of Spun Wire Rank 3 Smith Kit, 1 Bit of Mercury, 2 Bits of Steel Alloy, 1 Bit of Spun Wire Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Rank 3 Smith Kit, 4 Bits of Rank 3 Metal Smith Profession Items (Rank 4) Components Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 2 Bits of Rank 4 Metal, 3 Bit of Ironwood Rank 4 Smith Kit, 4 Bits of Rank 4 Metal, 1 Bit of Steel Thread Rank 4 Smith Kit, 4 Bits of Rank 4 Metal, 1 Bit of Steel Thread Rank 4 Smith Kit, 4 Bits of Rank 4 Metal, 1 Bit of Steel Thread Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal Rank 4 Smith Kit, 5 Bits of Rank 4 Metal

3 3 3 3 3 3 3 3 3 3 3 3 3 3

150 112 112 112 171 171 171 171 171 171 171 171 171 171

Item Name Great Weapon Missile Weapon Bullets (10) Arrows or Bolts (10) Small Weapon One Handed Weapon Bastard Weapon Shield Helmet Shoulder Armor Torso Armor Arm Armor Belt Armor Leg Armor Foot Armor Hand Armor Gorget

Rank 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Talent 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Value (Silver) 272 to 332 272 to 332 272 to 332 245 to 269 308 308 308 332 332 332 332 332 332 332 332 332 332

Item Name Silverwood Bow

Smith Profession Items (Rank 5) Rank Components 5 Rank 5 Smith Kit, 5 Bits of Silverwood, 1 Bit of Steel Thread 211

Talent 5

Value (Silver) 539 to 590

Great Weapon Missile Weapon Bullets (10) Arrows or Bolts (10) Small Weapon One Handed Weapon Bastard Weapon Shield Helmet Shoulder Armor Torso Armor Arm Armor Belt Armor Leg Armor Foot Armor Hand Armor Gorget

5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 4 Bits of Rank 5 Metal, 2 Bit of Ironwood Rank 5 Smith Kit, 5 Bits of Rank 5 Metal, 1 Bit of Steel Thread Rank 5 Smith Kit, 5 Bits of Rank 5 Metal, 1 Bit of Steel Thread Rank 5 Smith Kit, 5 Bits of Rank 5 Metal, 1 Bit of Steel Thread Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal Rank 5 Smith Kit, 6 Bits of Rank 5 Metal

5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590 500 to 590

212

Holy Symbol of Oksani

213

Chapter 9: Class Lists Overview

Draudanann Psion 214

Class Lists Overview This chapter will go over the available class lists in the game. The classes listed in this chapter are in alphabetical order, not categorized by Archetype grouping. Please see the Epilogue for information regarding Class List Source Guides. Bards Bards are a unique delineation of Channelers who combine their love of performing the arts with powerful channeled magic to create something brilliant and invigorating to behold.

Through singing, dancing, story telling, fire spinning, or any other audio or visual performance, a bard can grant arcane gifts upon anyone in their audience. Bards are also well traveled and well trained in certain physical arts. Their knowledge consists of bits of information from everywhere, so that the bard has come to learn a little bit about almost everything. Bards are wondrous to see alone, but combined in an ensemble they are truly a sight to behold. Their emblematic skills allow them to do just that, and each group piece is amplified by the amount of members performing it.

Buy-In Skill Expert Performer Skill Name Bard Feats: Rank 3 Bard Feats: Rank 4 Bard Feats: Rank 5 Bard Spells: Rank 3 Bard Spells: Rank 4 Bard Spells: Rank 5 Bard Skills: Emblematic Skill Name Bardic Knowledge Professional Performer Expanded Audience Bathed in the Limelight Virtuoso Bard Feats and Spells Rank 1 2 3 4 5

Bards Pre-Requisites EXP Cost 90 EXP Spent on Channeler List 10 Permanent Pool Skills Pre-Requisites Skill Type EXP Cost Channeler Feats: Rank 2 Permanent 20 Bard Feats: Rank 3 Permanent 25 Bard Feats: Rank 4 Permanent 30 Channeler Spells: Rank 2 Permanent 20 Bard Spells: Rank 3 Permanent 25 Bard Spells: Rank 4 Permanent 30 Bard Spells: Rank 5 Permanent 35 Passive Skills Pre-Requisites Skill Type EXP Expert Performer Permanent 3 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Permanent Permanent Permanent 5 6 7

Bards utilize both powerful magic and physical feats of bravery. Bards deliver their spells in the form of an arcane performance, which can affect multiple targets at various distances away. With their wondrous words, movements, and sounds, Bards warp their audience with various harmful and soothing affects. Those at a Bards performance can either leave rested and pumped up for battle, or damaged and 215

weaker than they were before they heard the songs of war. Bards train hard physically and utilize feats of agility that help them stay alive in combat. These actors and performers love a good spectacle, and are often seen entering a room with flare, bringing all eyes upon them. Bards are also master diplomats and can use their theatrical natures to distract or negotiate with a future friend. Battlemancers

Battlemancers are what some might call the spell-blades and mage-fighters of Rowanon. These specified Channelers use their born or hard learned talents to channel their explosive arcane powers through their weapons, making them as deadly up close as Warlocks are from a distance. It has been said that Battlemancers train harder than any other class because they must combine the resilience and physical skill of the toughest Warrior with the mental prowess

and arcane control of the most learned Magi. Through rigorous study Battlemancers learn how to utilize stronger armor, fight with deadlier styles, and master the most impressive weaponcasting ability that anyone has ever seen. As an emblematic skill, a Battlemancer can expel charged arcane energy into a burst around their body known as a warp storm, which empowers the caster while blasting their foes with hurricane like power.

Buy-In Skill Eldritch Blade Skill Name Battlemancer Feats: Rank 3 Battlemancer Feats: Rank 4 Battlemancer Feats: Rank 5 Battlemancer Spells: Rank 3 Battlemancer Spells: Rank 4 Battlemancer Spells: Rank 5 Battlemancer Skills: Emblematic Skill Name Armor Efficiency: Chain Fighting Style Proficiency Fighting Style Proficiency Armaments of the Battlemancer Arcane Warrior Rank 1 2 3 4 5

Battlemancers Pre-Requisites 90 EXP Spent on Channeler List Permanent Pool Skills Pre-Requisites Channeler Feats: Rank 2 Battlemancer Feats: Rank 3 Battlemancer Feats: Rank 4 Channeler Spells: Rank 2 Battlemancer Spells: Rank 3 Battlemancer Spells: Rank 4 Battlemancer Spells: Rank 5 Passive Skills Pre-Requisites Eldritch Blade

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent EXP Cost 20 25 30 20 25 30 35

Skill Type Permanent Permanent Permanent Permanent Permanent

EXP 3 4 5 6 7

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Battlemancer Feats and Spells Battlemancers are truly perfectionists at combining physical feats with arcane powers. In a flurry of blows, a good Battlemancer can alternate between deadly strikes and multiple powerful spells surging from their weapons. This makes the Battlemancer as tricky and tactical in combat as any Skirmisher. One must train to learn which spells work with which feats, and when each can be useful. If done correctly, the fighting of a Battlemancer truly 216

becomes an artform. Battlemancers can learn many of the same feats as advanced warriors, while adding their own strikes which utilize their ability to channel, redirect, and enslave magic. It is said that the worst enemy of a Battlemancer is another battlemancer, for only they have enough understanding of weaponchanneled spells to counter them. Battlemancer spells can be as simple as wrapping a blade in flames, or as complex as making a shield conduct spells into its wielder. These Channelers also have a deep

understanding of the arcane energy that pulses through their bodies, allowing them dispel magical enhancements with a single crackling strike of a blade. Brutes Brutes are the ultimate expression of offensive combat. These specialized warriors utilize

tough skin, shear physical force, and unyielding persistence to cleave their enemies in two using any weapon that they can get their hands on. Pain is nothing to a Brute. They can take massive amounts of damage without armor and still put up a vicious fight. The Brutes emblematic skill is a vicious war cry, which enhances their strength and offensive abilities by enormous amounts.

Buy-In Skill Hale and Hearty Skill Name Brute Feats: Rank 3 Brute Feats: Rank 4 Brute Feats: Rank 5 Brute Skills: Emblematic Skill Name Fighting Style: Proficiency Opposed Fighting Style The Khans Persistence Expert Assault Fighting Style Proficiency Expert Assault Vim and Vigor Opposed Fighting Style Fighting Style Proficiency Hide of the Brute Resilience Iron Fists Stamina of the Brute Hide of the Brute Statue of Flesh Monstrous Onslaught Unending Brawn Unstoppable Force The Juggernaut Luthaars Revenge Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Brutes Pre-Requisites 90 EXP Spent on Warrior List Permanent Pool Skills Pre-Requisites Warrior Feats: Rank 2 Brute Feats: Rank 3 Brute Feats: Rank 4 Brute Feats: Rank 5 Passive Skills Pre-Requisites Hale and Hearty Hale and Hearty Hale and Hearty

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Hale and Hearty Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

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Brute Feats Champions Brute feats are a combination of powerful attacks that brutally cripple their opponent and defensive abilities that use shear will to stop an enemy from affecting the Brute. Brutes can knock opponents backwards or smash them onto the ground; break weapons, shields, or limbs; allow them to effectively use any weapon; fend off mental attacks, binding magic, and disarming strikes; and slash a magic spell in half, effectively making it fade back into the Nexus. There are no brute-specific spells, but with muscles like steel and the will of a Giant, they need no power other than their own. Champions combine martial prowess, devout faith, and a strong sense of spiritual militarism. Conceptually, Champions are capable of weapon-casting spells and calling upon powers which make them deadly foes in melee combat, especially against enemies that directly oppose what their respective churches stand for. Champions also have emblematic skills which are auras, granting beneficial or detrimental area effects which directly have to do with the deity that the Champion worships.

Buy-In Skill Divine Aura Skill Name Champion Feats: Rank 3 Champion Feats: Rank 4 Champion Feats: Rank 5 Champion Spells: Rank 3 Champion Spells: Rank 4 Champion Spells: Rank 5 Champion Spells: Emblematic Skill Name Armor Efficiency: Chain Fighting Style Proficiency Fighting Style Proficiency Combat Mastery Divine Warrior Rank 1 2 3 4 5

Champions Pre-Requisites 90 EXP Spent on Acolyte List Permanent Pool Skills Pre-Requisites Acolyte Feats: Rank 2 Champion Feats: Rank 3 Champion Feats: Rank 4 Acolyte Spells: Rank 2 Champion Spells: Rank 3 Champion Spells: Rank 4 Champion Spells: Rank 5 Passive Skills Pre-Requisites Divine Aura

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent EXP Cost 20 25 30 20 25 30 35 EXP 3 4 5 6 7

Skill Type Permanent Permanent Permanent Permanent Permanent

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Champion Feats and Spells Champions share many Feats and some Spells with one another, but most Spells and some Feats are dependent upon the deity that the Champion serves. Champion Feats, regardless of deity, are combat oriented and focus on the ability for the Champions to better defend themselves and to be more deadly combat

opponents. Champion Spells almost entirely differ based on deity served. Guardians Guardians are the masters of armor and defensive combat. These specialized warriors understand how to get the best use out of any type of armor, while still being able to cut down their enemies without any problems. A 218

Guardian is able to effectively use the final scraps of armor strapped to their bodies, block even the hardest of blows with a shield that has been ripped apart, or place their armor in the perfect position so that even arcane energy will

disperse across their protective shell. The Guardians emblematic skill allows them to enact disciplines which will allow others to temporarily gain the absolute defense that this warrior possesses.

Buy-In Skill Defenders Discipline Skill Name Guardian Feats: Rank 3 Guardian Feats: Rank 4 Guardian Feats: Rank 5 Guardian Skills: Emblematic Skill Name Fighting Style Proficiency Armor Efficiency: Chain Armor Efficiency: Plate Expert Defender Fighting Style Proficiency Expert Defender Vim and Vigor Opposed Fighting Style Fighting Style Proficiency Opposed Fighting Style Aegis of Abadonnis Tactical Defense Opposed Fighting Style Reactive Offense Field Marshal Sejeks Armor Mastery Armor Expertise Opposed Fighting Style Immovable Object Stalwart Protector Ancillary Fortress Guardian Feats Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Guardians Pre-Requisites 90 EXP Spent on Warrior List Permanent Pool Skills Pre-Requisites Warrior Feats: Rank 2 Guardian Feats: Rank 3 Guardian Feats: Rank 4 Guardian Feats: Rank 5 Passive Skills Pre-Requisites Defenders Discipline Defenders Discipline Defenders Discipline

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Defenders Discipline Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

219

Guardians are known primarily for their defensive abilities in combat. Any offensive attack that they use is usually to remove their foe from the battle so that their allies can live another day. Guardians have an uncanny sense that allows them to pull an enemies attack towards them, ultimately saving an allys life. They can also protect themselves from magical spells, mental attacks, arcane prisons, attacks from behind, severing blows, binding effects, and they can even cleave a bullet in half before it reaches their body. There are no Guardianspecific spells, but who needs magic when you are encased in an impenetrable bastion which fits you like a second skin?

Priests Priests are the devout leaders of their church. Each priest strictly follows the tenets of their faith set forth by their God, either through their own interpretation or through the word of the church. Priests are able to enhance the abilities of their fellow worshippers and deal death to the enemies of their church. The priests emblematic skills is a divine pennant that allows their spells affect al followers of their god in a larger area than normal.

Buy-In Skill Priests Devotion Skill Name Priest Spells: Rank 3 Priest Spells: Rank 4 Priest Spells: Rank 5 Priest Spells: Emblematic Skill Name Knowledge of the Priest Armor Efficiency: Chain Exorcist Pure Vessel Knowledge of the Priest Exorcism Mastery Greater Blessing Piety Venerable Heart Exorcism Mastery Soul Steward Aura of Reverence Divine Servant Exorcism Mastery Major Blessing Pennant of Inspiration Supplication Sanctification Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5

Champions Pre-Requisites 90 EXP Spent on Acolyte List Permanent Pool Skills Pre-Requisites Acolyte Spells: Rank 2 Priest Spells: Rank 3 Priest Spells: Rank 4 Priest Spells: Rank 5 Passive Skills Pre-Requisites Priests Devotion Priests Devotion

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Priests Devotion Priests Devotion Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank 220

Aura of Reverence Sainthood Priest Spells

5 5

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Permanent Permanent

7 7

Priest Spells almost entirely differ based on deity served. Most Priest spells deal with healing others, dealing damage to enemies of their church, enhancing followers of their faith, or doing various other effects. Priest spells show off the pure power that each deity gives to a leader of their faith. Primalists Primalists epitomize the absolute dedication to their deities. A Primalists worship of their deity is very personal. They convene directly with spirits and have a closer connection to their deity than most Priests. Through focused

meditation, Primalists can leave their bodies behind and explore the spirit realm, making them ethereal to the common eye. As their connection the spirit world grows, the body of the Primalist changes to represent their wild devotion. A Primalist may not have the fighting prowess of a Champion, but with sharpened claws and a toughened, leathery hide, they are fearsome in battle and will rip apart those that oppose the ideals of their deity. Primalists use their emblematic skills to summon forth power that some believe must come directly from the tongue of their deity. With ominous words, they curse their foes with long lasting horrific punishments that truly show the wrath of an angry god.

Buy-In Skill Primal Devotion Skill Name Primalist Spells: Rank 3 Primalist Spells: Rank 4 Primalist Spells: Rank 5 Primalist Spells: Emblematic Skill Name Natural Weaponry Primal Mark Scent of the Wild Spiritual Meditation Astral Journey Fighting Style Proficiency Primal Mark Weathered Hide Fighting Style Proficiency Heart of the Wild Primal Mark Weathered Hide Astral Connection Astral Sight Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4

Primalists Pre-Requisites 90 EXP Spent on Acolyte List Permanent Pool Skills Pre-Requisites Acolyte Spells: Rank 2 Primalist Spells: Rank 3 Primalist Spells: Rank 4 Primalist Spells: Rank 5 Passive Skills Pre-Requisites Primal Devotion Primal Devotion Primal Devotion Primal Devotion

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank 221

Primal Mark Weathered Hide Astral Potency Commune With Deity Spirit Animal Weathered Hide Primalist Spells

4 4 5 5 5 5

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Permanent Permanent Permanent Permanent Permanent Permanent

6 6 7 7 7 7

Primalist Spells almost entirely differ based on the deity that is worshipped. Their spells all have to do, conceptually, with what their faith is. Primalist spells specifically focus on the primal and raw forces of whatever is drawn forth from their deity. It takes the pure, beastial aspects of their god or goddess and summons it forth to harm their enemies or grant the faithful Primalist a boon directly from that which the so diligently follow. Psions Psions specialize in working with subtle and precise arcane forces that allow them to warp the reality of others. These magi focus primarily on affecting an enemys mind, gently or forcibly altering their world with illusionary magic. Their arcane studies have taught them

how to alter chemistry within the brain itself, giving the Psion access to a persons very thoughts and actions. Through studying how to utilize the arcane to affect the thoughts of others, Psions in turn augment their own minds, giving them access to mental abilities that commoners only dream of. A learned Psion can move objects without touching them, read the thoughts of others, and, upon losing consciousness, the mind of a Psion reaches out to those nearby and releases static called a Psychic Scream that damages every inch of their beings. It has even been said that a Psion has minor pre-cognitive abilities that allow them to have glimpses into the future. Psions use their emblematic skills to create fluxes, which are bubbles of augmented reality. The magi can instantly affect anyone within the flux with spells and special abilities unique to the type of flux created.

Buy-In Skill Psychic Aptitude Skill Name Psion Spells: Rank 3 Psion Spells: Rank 4 Psion Spells: Rank 5 Psion Skills: Emblematic Skill Name Spell Proficiency Lore of Civics Telepathy Telekinesis Spell Proficiency Lore of Civics Psychic Scream Minor Precognition Rank 1 1 1 1 2 2 2 2

Psions Pre-Requisites EXP Cost 90 EXP Spent on Magi List 10 Permanent Pool Skills Pre-Requisites Skill Type EXP Cost Magi Spells: Rank 2 Permanent 20 Psion Spells: Rank 3 Permanent 25 Psion Spells: Rank 4 Permanent 30 Psion Spells: Rank 5 Permanent 35 Passive Skills Pre-Requisites Skill Type EXP Psychic Aptitude Permanent 3 Psychic Aptitude Permanent 3 Psychic Aptitude Permanent 3 Psychic Aptitude Permanent 3 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Permanent 4 222

Improved Psychic Scream Improved Telepathy Arcane Mastery Improved Telekinesis Improved Psychic Scream Major Precognition Clairvoyance Unmatched Brilliance Improved Psychic Scream Psychic Backlash Overwhelm Mind Kinetic Force Psion Spells

3 3 3 3 4 4 4 4 5 5 5 5

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

5 5 5 5 6 6 6 6 7 7 7 7

Rangers Psion spells primarily come from the arcane sphere of illusion. They are used to fool the enemys mind to believing what the caster wishes them to. Some of these spells allow the Psion to dominate the target to their will, erase and rewrite their memories, cause them to flee in terror, or make them stop moving altogether. Psions are also able to cast spells directly into ones mind, allowing them create protections from other mind affecting magic, or melting specific areas of the brain that cause pain to the target. Psions do not know how to use any physical feats because their studies allow them to strengthen their minds instead of their bodies. A truly powerful Psion can end any foe without even lifting a finger. Rangers are masters of the wilderness. These specialized scouts have learned to adapt to their surroundings, allowing them survive in many different environments. Rangers are superior trackers and expert marksmen, using bows in a way that other warriors can only dream of. Rangers make fantastic hunters of both man and beast, using their resilience and skill to take down any target. It has been said that the most powerful rangers can tap into the heart of the wild and manifest their soulstones as spirit animals that help guide them in their endeavors. As their emblematic skill, a Ranger can mark an enemy with an arrow, giving them various powerful advantages against that foe.

Buy-In Skill Wilderness Survival Skill Name Ranger Feats: Rank 3 Ranger Feats: Rank 4 Ranger Feats: Rank 5 Ranger Skills: Emblematic Skill Name Fighting Style Rank 1

Rangers Pre-Requisites 90 EXP Spent on Scout List Permanent Pool Skills Pre-Requisites Scout Feats: Rank 2 Ranger Feats: Rank 3 Ranger Feats: Rank 4 Ranger Feats: Rank 5 Passive Skills Pre-Requisites Wilderness Survival 223

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3

Skill Type Permanent

Proficiency Armor Efficiency: Chain Expert Flanking Scent of the Wild Blind Fighting Expert Flanking Favored Quarry Fighting Style Proficiency Fighting Style Proficiency Natures Fortitude Shadow Stalker Poison Immunity Fighting Style Proficiency The Red Mark Expert Marksman Technique of the Ranger Sharpshooter Spirit Animal Improved Favored Quarry One with the Wind Ranger Feats

1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Wilderness Survival Wilderness Survival Wilderness Survival Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Rangers attack primarily using a bow an arrow. They can shoot using perfect aim, faster than can be seen by the naked eye, with two arrows at once, or powerful enough to break a limb or shield. Rangers can further use their abilities to hide themselves in the woods or track targets hours after they have already left the area. Rangers train hard to survive in any situation, thus they have learned how to accurately dodge or evade any attack. Rangers do not use magic, but like magi they are excellent from a distance, being able to deal massive amounts of damage with their powerful bows and piercing arrows. Rogues Rogues go by many names: Cutpurse, brigand, thief, scoundrel, crook and rascal to name a Rogues 224

few. But whatever you name they go by, a rouge fights dirty and loves doing it. Rogues tend to work as mercenaries or bounty hunters. Whereas their cousin the ranger works in the wild hunting beats, rogues spend their days in cities hunting people. As long as they are able to walk away from the mission with a satchel of gold and all limbs in tact, then the rogue could care less who their mark was or who they were killing for. These scouts have specialized their skills to keep themselves alive and allow them to escape from any situation. The Rouges emblematic skill allows them to force others into a situation where the rogue is in complete control. These unique skills, called Heists, allow the Rogue to intimidate everyone around them to gain knowledge, gold, or to simply clear a room.

Buy-In Skill Taking the Initiative Skill Name Rogue Feats: Rank 3 Rogue Feats: Rank 4 Rogue Feats: Rank 5 Rogue Skills: Emblematic Skill Name Fighting Style Proficiency Armor Efficiency: Chain Expert Flanking Paranoia Dirty Fighting Expert Flanking Favored Quarry Makeshift Weapon Concealment Expert Flanking Master Thief Poison Immunity Expert Flanking Captain Spineshanks Shiv Merrywicks Business Ethics Technique of the Rouge Expert Flanking Catch Me If You Can Improved Favored Quarry Professional Thug Rogue Feats Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Pre-Requisites 90 EXP Spent on Scout List Permanent Pool Skills Pre-Requisites Scout Feats: Rank 2 Rogue Feats: Rank 3 Rogue Feats: Rank 4 Rogue Feats: Rank 5 Passive Skills Pre-Requisites Taking the Initiative Taking the Initiative

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Taking the Initiative Taking the Initiative Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Runesmiths

Rouges attack using agility and skill. Many of their abilities use their knowledge and experience to safely get through a mission, such as allowing them to pick locks or disarm traps. Many rogue attacks are done from the shadows, sneaking up behind their enemy and either incapacitating them or striking critical points. Rogues are also very agile and have no problem dodging or evading attacks.

Runesmiths use their channeling abilities to condense spells into concentrated, long lasting glyphic writing. These specialized Channelers draw runes upon people, places, and items, and empower them with various arcane energies. Runesmiths really excel at their work and have mastered every aspect of the runes, allowing them to use them in clever ways that others never would think of. The most common picture of a Runesmith is an old dwarf sitting in 225

his workshop, preparing allies, armor, and weapons for battle. However, techniques have been created to allow Runesmiths to be effective in any situation. Some arcane-smiths whip up glyphs in their palms and, with grace, throw them towards their targets, invoking them on contact. Other Runesmiths lure their enemies towards a mark on the ground, and with a single command, invoke the rune and blast their foes to bits. It is also common to see

the ingenious smith with an empowered tattoo on their body, as they are always looking for new ways to use their glyphic art. In the end, a Runesmiths true passion is creating magically enchanted items. With emblematic runes, a large amount of taxing power, certain components, and time, a Runesmith can permanently imbue an object with arcane power, making their skills much sought after.

Buy-In Skill Runic Casting Skill Name Runesmith Spells: Rank 3 Runesmith Spells: Rank 4 Runesmith Spells: Rank 5 Runesmith Skills: Emblematic Skill Name Sphere of Magic Runic Efficiency Command Word Glyph of Transference Runic Efficiency Echoing Command Rapid Transfer Hold Rune Echoing Command Rapid Transfer Signature Rune Arcane Tattoo Echoing Command Rapid Transfer Mastered Signature Empowered Tattoo Echoing Command Rapid Transfer Mastered Signature Legendary Tattoo Runesmith Spells Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Runesmiths Pre-Requisites 90 EXP Spent on Channeler List Permanent Pool Skills Pre-Requisites Channeler Spells: Rank 2 Runesmith Spells: Rank 3 Runesmith Spells: Rank 4 Runesmith Spells: Rank 5 Passive Skills Pre-Requisites Runic Casting Runic Casting Runic Casting Runic Casting

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Runesmiths cast their spells by using runes. Runes are actually very complex weavings of arcane power that draws energy from the smith 226

as they are crafted. For this reason, runes take time and patience to create. A rune can be a single eldritch symbol or a series of symbols intertwined in a certain and precise pattern. Each rune has a different effect and requires

different mediums. Runes consist of different categories: item, personal, area, and transition. The rune will only activate if placed on its intended medium, but all runes are useful in their own ways. Runes can drastically enhance the capabilities of an object or person, ward an entrance or area, or explode on contact, making them particularly useful as arcane traps. Runesmiths do not use any physical feats of their own, because their time is diligently spent studying the runes. However, Runesmiths still utilize the fighting skills of the Channeler and are thus not entirely ineffective in combat. Skirmishers Skirmishers are extremely deadly tactical fighters. Theses specialized warriors fight using

a balance between offensive and defensive abilities. Skirmishers are the assassins of the battlefield, using wit and tactics to take down their enemies faster than brute strength ever could. They generally target one enemy and take them out using their specialized skills before moving on to the next mark. Skirmishers understand the most efficient ways of using any attack. They are able to surprise any foe without being surprised themselves, always keep a grip on their weapon, swing their steel faster than the naked eye can see, and they are masters of the art of the thrown weapon. The Skirmishers emblematic skill is a fatal combination maneuver using normal attacks to lure their foe into a devastating final blow that either cripples them or kills them outright.

Buy-In Skill Guerilla Tactics Skill Name Skirmisher Feats: Rank 3 Skirmisher Feats: Rank 4 Skirmisher Feats: Rank 5 Skirmisher Skills: Emblematic Skill Name Fighting Style Proficiency Armor Efficiency: Chain Expert Assault Expert Defender Fighting Style Proficiency Expert Flanking Stamina of the Skirmisher Deft Hands Combat Awareness Expert Flanking Planned Offensive Deadly Aim Expert Flanking Weapon Finesse Energy Reserve Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4

Skirmishers Pre-Requisites 90 EXP Spent on Warrior List Permanent Pool Skills Pre-Requisites Warrior Feats: Rank 2 Skirmisher Feats: Rank 3 Skirmisher Feats: Rank 4 Skirmisher Feats: Rank 5 Passive Skills Pre-Requisites Guerilla Tactics Guerilla Tactics

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6

Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

Guerilla Tactics Guerilla Tactics Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank 227

Feint Expert Flanking Second Chance Speed Fancy Footwork Skirmisher Feats

4 5 5 5 5

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Spies

Permanent Permanent Permanent Permanent Permanent

6 7 7 7 7

Skirmishers rely heavily on their offensive and defensive attacks. Their strikes are calculated and subtle, such as severing off a limb rather than crushing it. A skirmisher can attack using stealth to sneak up on an unsuspecting foe, or attack their target from the front by slicing their armor, slashing their throat, piercing their leg, trapping their weapon, or attacking critical points to deal increased pain. Skirmishers are extremely agile, allowing them to evade both physical blows and spells, or send a strike right back to the attacker. There are no Skirmisherspecific spells, but instead of blowing a foe up with a fireball, a good Skirmisher would much rather find their target, pierce their leg with a throwing dagger, sneak up on them, disarm them, severe their limbs, and strike them down with a razor sharp blade before the mark could even blink.

At their very core, spies are secretive information hunters. With quick wit, ever changing appearance, and skills suitable for every situation, Spies work to steal knowledge in any form to further their goals, or the goals of their organization. Spies make excellent operatives, assassins, and thieves, but their skills can also be used as diplomats, aristocrats, merchants, or detectives. These specialized scouts have honed their skills to steal everything from knowledge to magic, feats, and even the words from a scroll. They have steeled their minds, so that they can never be forced to tell the truth about anything, including the writs and documents that they like to forge. Spies do not have an emblematic skill. Instead, they learn the Thieves Cant, which allows them to steal spells and use them as their own regardless of many restrictions.

Buy-In Skill Natural Subterfuge Skill Name Spy Feats: Rank 3 Spy Feats: Rank 4 Spy Feats: Rank 5 Thieves Cant Skill Name Learned Aristocrat Spell Absorption Expert Flanking Literacy: Other Spell Absorption Expert Flanking Nerve Strike Blood, Sweat, and Tears Concealment Rank 1 1 1 1 2 2 2 2 3

Spies Pre-Requisites EXP Cost 90 EXP Spent on Scout List 10 Permanent Pool Skills Pre-Requisites Skill Type EXP Cost Scout Feats: Rank 2 Permanent 20 Spy Feats: Rank 3 Permanent 25 Spy Feats: Rank 4 Permanent 30 Spy Feats: Rank 5 Permanent 35 Passive Skills Pre-Requisites Skill Type EXP Natural Subterfuge Permanent 3 Natural Subterfuge Permanent 3 Natural Subterfuge Permanent 3 Natural Subterfuge Permanent 3 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank Permanent 4 Equal Number of Passive Skills of the Previous Rank 228 Permanent 5

Spell Absorption Master Thief Poison Immunity Spell Absorption Forgery Empower Scroll Underhanded Assault Spell Absorption Mark of the Lotus Mirrored Fighting Daggers of Aleksandra Spy Feats and Spells

3 3 3 4 4 4 4 5 5 5 5

Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

5 5 5 6 6 6 6 7 7 7 7

them keep up a certain rouse, for instance if a spy is playing the role of a healer. Summoners Summoners are the magical masters of conjuration. These specialized Magi are fine spellcatsers on their own, but they really excel at working with Drudges that they summon from the Warp or pull from the Legion. They have spent their days researching and studying the most effective ways to summon and utilize their servants. Techniques have been developed to conjure a beast faster, allow the drudge to move farther from its Summoner, and transfer both beneficial and detrimental effects from master to servant. The Summoner emblematic skill allows them to conjure a mysterious well encasing a portal that leads to nearly anywhere. This gives a dangerous escape for the brave, but an entrance into the world for the unknown.

The Spy fights like one would imagine an assassin should. They emerge from the shadows, incapacitate their victim, and drag them out of sight. If anything goes against their well schemed plan, Spies tend to use their hands and feet to demolish their foe, rather than using a loud, clunky steel sword. Spies also use their skills to interrogate their victims, hopefully giving them clues in order to attain their goal. It has even been said that the most powerful Spies can study their target, find a weak point, and send them bleeding to the ground with a single throwing dagger before the target even realizes that they were being watched. Spies are extremely agile and can dodge weapon strikes, spells, and even bullets with ease. Spies have no spells of their own, but they can steal almost any spell that they can see demonstrated. Spies tend to favor magic that will aid them in a stealth mission, such as sleeping or forgetting spells, or magic that helps

Buy-In Skill Eternal Convocation Skill Name Summoner Spells: Rank 3 Summoner Spells: Rank 4 Summoner Spells: Rank 5 Summoner Skills: Emblematic Skill Name Rank

Summoners Pre-Requisites 90 EXP Spent on Magi List Permanent Pool Skills Pre-Requisites Magi Spells: Rank 2 Summoner Spells: Rank 3 Summoner Spells: Rank 4 Summoner Spells: Rank 5 Passive Skills Pre-Requisites 229

EXP Cost 10 Skill Type Permanent Permanent Permanent Permanent EXP Cost 20 25 30 35 EXP

Skill Type

Spell Proficiency Lore of Exploration Summoners Focus Summoners Reach Spell Proficiency Lore of Exploration Summoners Reach Pain of the Drudge Summoners Reach Duty of the Drudge Arcane Mastery Speed Summoning Summoners Reach Speed Summoning Bond of the Drudge Recall Summoning Summoners Reach Imp Mastery Indentured Servitude Empower Summoning Summoner Spells

1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Eternal Convocation Eternal Convocation Eternal Convocation Eternal Convocation Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Summoners focus primarily on the magical sphere of conjuration, allowing them to conjure both creatures and inanimate objects. They can summon various weapons, pieces of armor, shields, constructs, devils, and living dead. Other spells are meant to reinforce and aid their drudge, as the creature defends its master to the very end. Summoners do not utilize any physical feats, since they are not meant to be in direct combat, but their drudge will use both physical and magical abilities to enact the will of the Summoner that brought them into being. Warlocks Warlocks are the wielders of pure, destructive magic. These specialized Magi have enhanced

their connection to the Nexus, allowing them to fill their bodies with deadly power. This training allows them to utilize raw Arcanum to defensively damage others who get too close, recall power from a missed spell, absorb Arcanum from spells that hit them, and utilize their Arcanum more efficiently than others. Although Warlocks are known for their arcane force, they also apply technical skill to their spells, allowing them to double in power or hit a target regardless of distance. It has been said that Warlocks have passed down a fighting style used by a great mage years past, using both sword and staff. Warlocks have the uncanny emblematic skill to add devastating layers to their spells, most of which make the spell hit the target regardless of their physical means of avoiding a blast.

Buy-In Skill Unbridled Power Skill Name Warlock Spells: Rank 3

Warlocks Pre-Requisites 90 EXP Spent on Magi List Permanent Pool Skills Pre-Requisites Magi Spells: Rank 2 230

EXP Cost 10 Skill Type Permanent EXP Cost 20

Warlock Spells: Rank 4 Warlock Spells: Rank 5 Warlock Skills: Emblematic Skill Name Spell Proficiency Lore of Stratagem Fighting Style: Grand Magus Raw Force Spell Proficiency Lore of Stratagem Warrior Mage Arcane Explosion Spell Proficiency Spell Siphon Arcane Mastery Total Power Spell Proficiency Recall Power Arcane Weapon Arcane Feedback Spell Proficiency Perfect Aim Arcanum Shield Spell Suspension Warlock Spells Rank 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

Warlock Spells: Rank 3 Warlock Spells: Rank 4 Warlock Spells: Rank 5 Passive Skills Pre-Requisites Unbridled Power Unbridled Power Unbridled Power

Permanent Permanent Permanent Skill Type Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent Permanent

25 30 35 EXP 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7

Unbridled Power Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank Equal Number of Passive Skills of the Previous Rank

Warlock Spells are extremely destructive and damaging. They can destroy almost every bit of a target, from blasting off their limb to imploding their armor to nullifying their firearm. Once the target is defenseless, a

warlock will send an enemy to their final rest by attacking them with glowing orbs of Arcanum, massive fireballs, or avalanches that fall from the sky. Warlocks are not trained to use physical feats in combat, but instead utilize their mastery of the arcane to assault their enemy in both short and long range

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Epilogue

Heraldry of the Magisterium

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This guide is meant to provide an in-depth understanding of the rules which govern the mechanics of how to play The Vorydian Chronicles LARP. The Core Rulebook and other source guides are free for those who participate in the Vorydian Chronicles LARP. This book and all source guides may be edited from time to time with pertinent, updated information to ensure the most accurate mechanics for the rules are available. The Lorebook, this Rulebook, and all Source Guides, however, are considered the sole intellectual property of Knights of QQ, LLC and may not be used in any manner outside of use for playing at a Knights of QQ sponsored or owned LARP. Any reproduction or use of this material in a way that is not specifically

sanctioned by Knights of QQ, LLC will be considered copyright infringement and an unlawful use of intellectual property which will be prosecuted to the fullest extent of all applicable law. Character Classes In-depth mechanical details on Character Classes are not available in the Vaeanomicon: Core Rules Edition. The amount of information for each of the classes within an Archetype is vast. As such, various source guides are being created for each set of classes. For full mechanical rules governing each class available in the game, please see the following Source Guides:

Classes and their Source Guides Deity Acolyte Classes of Lyrana and Ius Acolyte Classes of Keld and Ariston Acolyte Classes of Aurelius Arcanum Acolyte Classes of Cadence Acolyte Classes of Jehren Acolyte Classes of Morwyn Acolyte Classes of Morcant and Balasar Acolyte Classes of The Beast Lord Acolyte Classes of Lady Forest Acolyte Classes of Oksani Acolyte Classes of Laoch Acolyte Classes of Nesul Acolyte Classes of Lady Vae Acolyte Classes of The Dread Mistress Acolyte Classes of Prentus Channeler Classes Magi Classes Scout Classes Warrior Classes Source Guide Name Luminomicon The Divine Forge Librum Arcana The Temporal Wake Pennant of Peace Sanguinomicon Codex Imperium A Hunters Guide The Autumnal Kiss Chenanigans Sharade Noxinomicon Sanctenomicon Magnum Necropus Annals of Dread The Projet of Perfection A Harmonious Prism The Nexus Unwarped The Hidden Hand Concilium Tactica

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The Vorydian Chronicles is a game owned and operated by the Knights of QQ LLC
Knights of QQ, LLC is owned and operated by Aaron Cervasio, Jen Schreib, and Robin Kellogg

Knights of QQ would like to extend a special thanks to Anna Renee Hunter, Paul Nikulshin, Bill Curtis, Alec Hayes, and Karl Schreib in recognition of all of their hard work and dedication to the Vorydian Chronicles and for their direct and numerous contributions to this rules system. Knight of QQ also thanks Leo Astudillo for his efforts and support of The Vorydian Chronicles.

Knights of QQ, LLC (KOQQ) 121 Johnson Ave. Wallington, NJ 07057 http://www.knightsofqq.com http://www.vorydianchronicles.com

Copyright 2010 Knights of QQ, LLC All rights reserved. No part of this book may be reproduced in any form without the expressed written consent and permission of Knights of QQ, LLC (KOQQ). Printed in the U.S. Content Copyrights include text, photos, and illustrations. Copyrights not belonging to KOQQ are used solely with the expressed permission and consent of the owners thereof. Copyrights not owned by KOQQ are subject to the same terms and conditions listed above. Any Copyright infringement may be punishable to the fullest extent of applicable law.

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