DT CB2 Evolved
DT CB2 Evolved
1
                  Monte Cook’s
  CREATIVE DIRECTOR
  Massimo Cranchi                                          TABLE OF CONTENTS
  DESIGNERS
  Monte Cook, Ilaria Gaia Russo,
  Elisabetta Albini, Fabio Passamonti,
  Dean M Lewis, Christopher Robin
  Negelein, Robert Schwalb, John Snead
  MANAGING EDITOR
  Elisabetta Albini
  EDITORS
  Christopher Robin Negelein
  Dean M Lewis
  PROOFREADER
  Tom Cadorette
  ART DIRECTOR
  Ilaria Gaia Russo
                                                           PREFACE                                       4
  COVER ARTIST                                              A World of Adventure		                       4
  Biagio D’Alessandro
  ARTISTS
                                                           PART 1: create your hero		                   13
  Toren “MacBin” Atkinson, Andy Brase,
  Mark Brooks, Kari Christensen, Sergio
  Cosmai, Biagio D’Alessandro, Giuseppe
  De Iure, Jason Engle, Vasco Gioacchini,                   Chapter 1: Create Your Character		           14
  Fabio Gorla, Patrick Keith, Roman
  Kuteynikov, Michael Komarck, Katerina
  Ladon, Eric Lofgren, Jennifer Meyer,
                                                            Chapter 2: Character Concepts		              22
  Stefano Moroni, Federico Musetti, Terese
  Nielsen, Michael Phillippi, Riccarlo Rullo,               Chapter 3: Character Type		                  48
  James Ryman, Jacopo Schiavo, Melissa
  Spandri, J. P. Targete, Sam Wood, Kevin                   Chapter 4: Character Flavors		               73
  Yan, and Kieran Yanner
  CARTOGRAPHY                                               Chapter 5: Character Descriptors		           82
  Jared Blando, Ed Bourelle
                                                            Chapter 6: Character Focus		                 96
    © 2022 Monte Cook, WMS Publishing sas. Arcana
 Evolved, the Diamond Throne, and associated logos are      Chapter 7: Equipment		                      134
  trademarks belonging to Monte Cook in the U.S.A. and
other countries. All Monte Cook characters and character
     names, and the distinctive likenesses thereof, are
trademarks of Monte Cook. Here Be Dragons Games and
its logo are ® of WMS Publishing sas. CYPHER SYSTEM        PART 2: RULES		                             153
 and its logo are trademarks of Monte Cook Games, LLC
             in the U.S.A and other countries.              Chapter 8: Rules of the Game		              154
                     Printed in Europe.
                                                            Chapter 9: Magic of the Diamond Throne		    188
                 hbdragonsgames.com
                 montecookgames.com
                       2
                       2
                                                                                1 preface
         “EVOLVED”
         OVERVIEW
M
               onte Cook’s Diamond Throne Roleplaying Game is about
               storytelling in a world of swords and sorcery and it is driven
               by your imagination. Each player creates a hero (also called
a character) and teams up with other heroes (played by friends). Working
together, the group might explore a ruined dungeon, an ancient city, a
lost fortress, a haunted forest or any other fantasy location in the world of
Serran. The adventurers can solve puzzles, relate themselves with other
characters, fight against foes and monsters, forge alliances and discover
secrets and treasures of the past.
Have fun!
                                                                                  3
                                                                                  3
                                   Nithogar stared at the giant in silence, without the twitch of a draconic
                                 muscle. Eventually, he spoke. “The ancient pacts made between your people
       Throughout this book,     and my own lord Erixalimar, the dragon king, forbade you from even coming
you’ll see page references to    to this land. Yet here you stand.”
various items accompanied          “We came here,” Re-Magul said, “because this land was in peril. A peril you
        by this symbol. These
       are page references to    wrought, then fled from.”
      Unearthed, where you         The muscles around Nithogar’s wide mouth twitched.
  can find additional details
 about places, creatures, or
                                 “Oh yes,” the giant continued. “Perhaps you thought that such lore had been
    cyphers. Often, it will be   lost, but I know who you are, Nithogar the Wicked. Nithogar the Hated.
     necessary to look up the    Nithogar the Despoiler.”
 referenced item in order to
  find information you need        “These are epithets I must have earned after I left.”
  for character creation and     “Then how about this one, dragon: Nithogar, creator of the dramojh.” Out of
     gameplay. Other times,      habit, Re-Magul spat as he said “dramojh.”
  you won’t need to look up
 the item, but doing so can        Nithogar flexed his wings. “You know nothing of it, Hu-Charad.”
      deepen your experience     “Nothing?” Re-Magul’s eyes flared. “You are ancient, it is true, but I am
   and understanding of the
       game and the setting.
                                 no mere youth. I was there when the stone ships arrived on these shores. I
                                 remember the battles with the dramojh—the so-called ‘dragon scions.’ I saw
                                 friends and relatives die in their claws and teeth. They scuttled out of the
                                 shadows and ravaged this land like nothing before them or—thank all the
                                 singers in the Houses of the Eternal—since.”
                                   “So your kind dealt with the dramojh. I am aware of that,” the dragon said.
                                 “And you were some kind of leader in your campaign against them. What do
                                 you want from me? Gratitude? So be it. Thanks to you, giant, and to all your
                                 kind.”
                                   And with a sneer, he added quickly: “Now be on your way.”
                4
                                                                                                               1 preface
                                                        A WORLD OF ADVENT
                                                                   ADVENTURE
A
           dventures in Diamond Throne take          playing adversaries, allies, and other persons
           place in the world of Serran, an          encountered, setting scenes and encounters
           ancient, mysterious and perilous          and describing what happens in the world             Serran, page 28
fantasy setting rife with a rich detailed history,   around your characters. Challenges come in the
old empires, sprawling cities ruled by giants,       form of exploration hazards, monsters, traps,
and countless ruins, lairs, dark woods, magical      machinations of enemies and allies, political
powers and endless adventures!                       schemes, puzzles, interpersonal drama, and
                                                     much more.
WHAT IS A                                               As each scene leads into the next, each
ROLEPLAYING GAME?                                    player contributes to the story evolution,
A roleplaying game is an interactive story           taking actions according to the personality and
where you and a group of friends (the players)       abilities of their character. Dice rolls, combined
take on the roles of fictional characters (player    with use of innate powers, add an element of
characters or PCs) in a world of imagination.        chance and determine whether characters
One player, the Game Master (GM), sets the           succeed or fail at actions they attempt.
scenes, acting like the narrator of a story or
the director of a play or movie. Other players       THE FLOW OF THE GAME
in the roles of player characters (PCs) decide       Diamond Throne is played in sessions, during
what their characters will do in response to a       which players gather in person or online for a few
scene. The game is typically played in a group       hours to play the game. A complete story can be
of four to seven players, GM included. The           as short as a single session—one-shot—or it can
GM prepares, presents, and presides over the         stretch on for multiple sessions, a medium- or
game’s world and story, posing challenges and        long-term campaign that might last for months
                                                                                                                      5
                            (or years), while the Game Master enjoys their       GAME MASTER
                            stories and the players are entertained.
  Running the Game,
                               In a session you can battle with vile beasts,     “Who are you?” The Game Master (GM) is one
            page 120        escape from vicious traps, or complete a heroic      player who acts as storyteller, entertainer and
                            quest. But, you can also negotiate with a baron      rules arbiter. The GM is the creative director
                            for rights to a fortress, infiltrate an army of      who designs adventure plots and the story arcs
                            lumbering chorrim, or bargain with an alabast        before or after a game session, the setting and
                            for something to revive a slain friend               protagonists of every scene during the game.
                               It’s up to you and your group to determine
                            what kind of game you are playing, from              “What do you do?” Who you are is important
                            dungeon exploration to a nuanced political           to define what you do during the game. Being
                            drama, or anything in between.                       the GM could be a challenge, requiring a lot of
                                                                                 work and responsibilities. But it can also be very
                            PLAYERS                                              rewarding and worth all the work required to run
                                                                                 a good game.
                            “Who are you?” Before the game begins,
                            players invent a history and personality for their    Storyteller: The Game Master presents the
                            characters, using the rules to determine their         world and its characters to the players of
                            characters’ statistics and abilities. Whenever you     the game, and it is through the GM that the
                            need to make a decision, keep your character’s         players interact with them. The Game Master
                            backstory and abilities in mind. Players have two      must be able to craft stories and to translate
                            basic approaches:                                      them into a verbal medium. The GM describes
                                                                                   all the situations player characters experience
                             General Approach: Players define their               in an adventure. In Diamond Throne, the GM
                              characters in a few broad lines and play,            will never roll dice, so every encounter in which
                              adding further details about their character         dice need to be rolled, this will be done only by
                              during play, often using the current story to        the players, so the GM can focus their effort on
                              create connections to their past.                    the story.
                             Specific Approach: Players put a lot of details     Entertainer: The Game Master should be able
GM Intrusion, page 183        and roleplaying ideas before the first game          to handle improvisation, ready to make a GM
Player intrusion, page 19     session, because if you have a specific idea         Intrusion when needed, to resolve situations,
                              of who your character is before the first dice       or to adapt their stories after Player intrusion
                              are even rolled, the game itself will benefit.       or other factors that could alter the course
                                                                                   of the programmed events. The GM should
                            Whatever approach you use, playing the game            not be found unprepared even in the worst
                            will help you refine your ideas. After you have        situation, and has to keep the game thrilling
                            played your character for a while, you should          and interesting. They should use monsters
                            have a strong sense of their personality and           and enemies with creativity so the players can
                            an intuitive sense of what they would do in a          find them memorable.
                            particular situation, even if situations could not    Arbiter: The Game Master must be very
                            present easy choices every time.                       familiar with the rules. All rule books,
                                                                                   including this one, are their tools, and their
                            “What do you do?” When playing a roleplaying           word is the law. They must not antagonize
                            game, that’s the question you must ask yourself        the players or work to impede their ability to
                            all the time. The GM describes a situation,            enjoy the game, yet neither should they favor
                            framing a scene for the heroes. It is then up          and coddle them. They should be impartial,
                            to you to decide what your character does and          fair, and consistent in their administration of
                            why. You tell the GM what you want to do, as           the rules, dealing with issues quickly enough
                            do the other players, and then you all work            to keep the pace of the game going. The
                            out what happens. Sometimes, you will use              GM is not the players’ adversary and should
                            dice to resolve actions in a specific order. At        instead act as the players’ advocate within the
                            other times, you simply interact with the other        parameters set by the game rules.
                            players and the characters portrayed by the           Creative: The Game Master’s job does not
                            GM, who are known as nonplayer characters,             end when the game session does. By creating
                            or NPCs.                                               NPCs, plots, magic items, spells, worlds,
         6
                                                                                                                       1 preface
                                                                                                                              7
                           PLAYING THE GAME                                           for guidance in how this works.
                           The rules of the Cypher System are quite                      Character skills, favorable circumstances,
                           straightforward at their heart, as all of                  or excellent equipment can decrease the
Chapter 6: Rules of the    gameplay is based around a few core concepts.              difficulty of a task. For example, if a character
      Game, page 155       This is only an introduction to the basics of              is trained in climbing, they turn a difficulty 6
                           play. Once you understand the basic concepts,              climb into a difficulty 5 climb. This is called
        Ease, page 156     you’ll likely want to reference Chapter 6: Rules           easing the difficulty by one step (or just easing
                           of the Game, for a more in-depth treatment.                the difficulty, which assumes it’s eased by one
                           The basic concepts are presented in bold to                step). If they are specialized in climbing, they
                           make them easy to find, but the Glossary and               turn a difficulty 6 climb into a difficulty 4 climb.
                           Index in the back of this book will help you               This is called easing the difficulty by two steps.
                           find specific rules you need.                              Decreasing the difficulty of a task can also be
                                                                                      called easing a task. Some situations increase,
      Hinder, page 158     BASIC GAME CONCEPtS                                        or hinder, the difficulty of a task. If a task is
                           The Cypher System uses a twenty-sided                      hindered, it increases the difficulty by one step.
         Skill, page 19    die (1d20) to determine the results of most                   A skill is a category of knowledge, ability, or
                           actions. Whenever a roll of any kind is called             activity relating to a task, such as climbing,
                           for and no die is specified, roll a d20.                   geography, or persuasiveness. A character who
    Difficulty, page 156      The GM sets a difficulty for any given task.            has a skill is better at completing related tasks
                           There are ten degrees of difficulty. Thus, the             than a character who lacks the skill. A character’s
                           difficulty of a task can be rated on a scale of 1 to 10.   level of skill is either trained (reasonably skilled)
                              Each difficulty has a target number                     or specialized (very skilled).
      Trained, page 20     associated with it. The target number is always               If you are trained in a skill relating to a task,
                           three times the task’s difficulty, so a difficulty 1       you ease the difficulty of that task by one step.
  Specialized, page 20     task has a target number of 3, but a difficulty            If you are specialized, you ease the difficulty
                           4 task has a target number of 12. To succeed               by two steps. A skill can never decrease a
                           at the task, you must roll the target number or            task’s difficulty by more than two steps.
                           higher. See the Task Difficulty table on page 9               Anything else that reduces difficulty (help
       8
                                                                                                                      1 preface
                                                                                        Creating Your Character
from an ally, a particular piece of equipment,         but for an experienced acrobat, it’s routine. You
or some other advantage) is referred to as             can even ease the difficulty of an attack on a foe
an asset. Assets can never decrease a task’s           to 0 and succeed without rolling.                      Asset, page 158
difficulty by more than two steps.                        If there’s no roll, there’s no chance for
   You can also decrease the difficulty of             failure. However, there’s also no chance for
a given task by applying Effort. (Effort is            remarkable success. In the Cypher System that          Effort, page 16
described in more detail in chapter 6.)                usually means rolling a 19 or 20, which are
   To sum up, three things can decrease a              called special rolls, discussed in chapter 6.          Special rolls, page 11
task’s difficulty: skills, assets, and Effort.
   If you can ease a task so its difficulty is         EXPLORATION MODE
reduced to 0, you automatically succeed and            Most of the time, your character will explore the
don’t need to make a roll.                             world, investigate to uncover a mystery or solve       Exploring, investigating,
                                                       a problem, interact with other characters, travel      solving mysteries or treating
WHEN DO YOU ROLL?                                      from place to place, and overcome challenges.          allies cover an important part
                                                                                                              of the game. If you prefer
Any time your character attempts a task, the           This is called Exploration. Game play is relatively
                                                                                                              roleplaying your character
GM assigns a difficulty to that task, and you roll     free-form during exploration. Leaving town via         more than running them
a d20 against the associated target number.            horseback, following the trail of a marauding          in combat situations, or
   When you jump from a burning roof, swing            chorrim tribe, avoiding the tribe’s scouts,            vice versa, a good GM will
an axe at a chorrim, swim across a raging              and convincing a local hunter to help in an            provide you with plenty of
river, identify a strange substance, convince a        upcoming fight are all examples of things that         possibilities to play in the
                                                                                                              style you enjoy most.
merchant to give you a lower price, craft an           might occur during exploration. Throughout
object, try to control a foe’s mind, or play an        this mode of play, the GM asks the players what
instrument to enchant an audience, you make            their characters are doing as they explore. This
a d20 roll.                                            is important in case a conflict arises. If combat
   However, if you attempt something that              breaks out, the tasks the PCs undertook while
has a difficulty of 0, no roll is needed—you           exploring might give them an edge or otherwise
automatically succeed. Many actions have               affect how the combat begins.
a difficulty of 0. Examples include walking
across the room and opening a door, using a            CHALLENGE MODE
spell to grant the ability to fly, using an ability    In the course of your adventures, there will be
to protect your friend from fire, or activating        times when a simple skill task is not enough to
a magical item you already know how to use             resolve a challenge—when fearsome monsters
to create a force field. These are all routine         stand in your character’s way and the only
actions and don’t require rolls.                       choice is to do battle. This is called Challenge
   Using skill, assets, and Effort, you can ease       mode. Challenges usually involve combat, but
the difficulty of potentially any task to 0 and        they can also be used in situations where timing
thus negate the need for a roll. Walking across a      is critical, such as during a chase or when              Hazards, page 201
narrow wooden beam is tricky for most people,          dodging hazards.
                                                                                                      TASK DIFFICULTY
  Task Difficulty   Description          Target No.   Guidance
         0          Routine                   0       Anyone can do this basically every time.
         1          Simple                    3       Most people can do this most of the time.
         2          Standard                  6       Typical task requiring focus, but most people can usually do this.
         3          Demanding                 9       Requires full attention; most people have a 50/50 chance to succeed.
         4          Difficult                12       Trained people have a 50/50 chance to succeed.
         5          Challenging              15       Even trained people often fail.
         6          Intimidating             18       Normal people almost never succeed.
         7          Formidable               21       Impossible without skills or great effort.
         8          Heroic                   24       A task worthy of tales told for years afterward.
         9          Immortal                 27       A task worthy of legends that last lifetimes.
        10          Impossible               30       A task that normal humans couldn’t consider (but one that doesn’t break
                                                      the laws of physics).
                                                                                                                                           9
                                                                                                                                9      9
                                   COMBAT                                                 take 1 less point of damage from attacks. If a
                                   Making an attack in combat works the same              mugger hits you with a knife for 2 points of
                                   way as any other roll: the GM assigns a                damage while you’re wearing a leather jerkin,
                                   difficulty to the task, and you roll a d20 against     you take only 1 point of damage. If your Armor
                                   the associated target number.                          reduces the damage from an attack to 0, you
                                      The difficulty of your attack roll depends on       take no damage from that attack.
                                   how powerful your opponent is. Just as tasks             When you see the word “Armor” capitalized
                                   have a difficulty from 1 to 10, creatures have         in the game rules (other than in the name
                                   a level from 1 to 10. Most of the time, the            of a special ability), it refers to your Armor
                                   difficulty of your attack roll is the same as the      characteristic—the number you subtract from
                                   creature’s level. For example, if you attack a         incoming damage. When you see the word
                                   level 2 bandit, it’s a level 2 task, so your target    “armor” with a lowercase “a,” it refers to any
                                   number is 6.                                           physical armor you might wear.
                                      As said earlier, players make all die rolls. If a     Typical physical weapons come in three
                                   character attacks a creature, the player makes         categories: light, medium and heavy.
    For more on the types of       an attack roll. If a creature attacks a character,
    weapons that characters        the player makes a defense roll.                       Light weapons inflict only 2 points of damage,
        can use, see Chapter          The damage dealt by an attack is not                but they ease attack rolls because they are fast
             10: Equipment.
                                   determined by a roll—it’s a flat number based          and easy to use. Light weapons are punches,
                                   on the weapon or attack used. For example, a           kicks, clubs, knives, handaxes, rapiers,
                                   spear always does 4 points of damage.                  small firearms, and so on. Weapons that are
              Armor, page 135         Your Armor characteristic reduces the               particularly small are light weapons.
Combat is a vital part of any      damage you take from attacks directed at
       fantasy game. Having        you. You get Armor from wearing physical               Medium weapons inflict 4 points of damage.
      your character’s powers      armor (such as a leather jerkin or a chainmail         Medium weapons include swords, battleaxes,
   and abilities challenged in
                                   shirt) or from special abilities. Like weapon          maces, crossbows, spears, tridents, and so
  the rush of movement and
    violence in a life-or-death    damage, Armor is a flat number, not a roll.            on. Most weapons are medium. Anything that
    situation is very thrilling.   If you’re attacked, subtract your Armor from           could be used in one hand (even if it’s often
                                   the damage you take. For example, a leather            used in two hands, such as a quarterstaff or
                                   jerkin gives you +1 to Armor, meaning that you         spear) is a medium weapon.
                                     GLOSSARY
                                     Adventure: A single portion of the campaign          Nonplayer character (NPC): Characters run
                                     with a beginning and an end. Usually defined         by the GM. Think of them as the minor
                                     at the beginning by a goal put forth by the          characters in the story, or the villains or
                                     PCs and at the end by whether or not they            opponents. This includes any kind of
                                     achieve that goal.                                   creature as well as people.
             10
                                                                                                                 1 preface
    In the Cypher System, players make all die rolls. If a character attacks a
   creature, the player makes an attack roll. If a creature attacks a character,
                         the player makes a defense roll.
                                                                                                                       11
                                         You don’t earn XP for killing foes or overcoming standard challenges in the
                                                course of play. Unearthing is the soul of Diamond Throne.
     Many rules in this system         For example, if the PCs are fighting a group          MAGIC ITEMS
        avoid the cumbersome        of cultists, any character can likely attack             There are two categories of magic items:
    need for precision. Does it     any cultist in the general melee—they’re all             cyphers and artifacts. Cyphers are single-
      really matter if the ghost
                                    within immediate range. Exact positions aren’t           use abilities. They are material objects that
   is 13 feet away from you or
 18? Probably not. That kind        important. Creatures in a fight are always               characters can carry (like equipment) and
    of needless specificity only    moving, shifting, and jostling, anyway. However,         used during the game. The cyphers might
slows things down and draws         if one cultist stayed back to fire with a crossbow,      be potions, crystals, wands, or something
        away from, rather than      a character might have to use their entire action        different: in Diamond Throne, the possibilities
       contributes to, the story.   to move the short distance required to attack that       are endless.
                                    foe. It doesn’t matter if the cultist is 20 feet (6 m)      Characters will find new cyphers frequently
                                    or 40 feet (12 m) away—it’s simply considered            in the course of play, so players shouldn’t
                                    short distance. It does matter if the cultist is more    hesitate to use their acquired cyphers. Because
    Magic Items, page 120           than 50 feet (15 m) away because that distance           cyphers are always different, the characters
                                    would require a long or very long move.                  will always have new special powers to try.
                                                                                                Artifacts are powerful objecs with multiple
                                    EXPERIENCE POINTS                                        uses, granting characters new abilities or
 Experience points, page 183        Experience points (XP) are rewards given to              spells. They can be used often, their powers
                                    players when the GM intrudes on the story                temporary, and a depletion roll needs to be
      GM intrusion, page 183        (this is called GM intrusion) with a new and             made at every use.
                                    unexpected challenge. For example, in the middle            If depleted, they remain as valuable
                                    of combat, the GM might inform the player that           equipment objects. Relics are considered
                                    they drop their weapon. However, to intrude in           unique artifacts.
                                    this manner, the GM must award the player 2 XP.
                                    The rewarded player, in turn, must immediately           OTHER DICE
                                    give one of those XP to another player and justify       In addition to a d20 and a d6, sometimes you’ll
                                    the gift (perhaps the other player had a good            need to roll a number between 1 and 100 (often
                                    idea, told a funny joke, performed an action that        called a d100, d% or percentile roll), which you
                                    saved a life, and so on).                                can do by rolling a d20 twice, using the last digit
                                       Alternatively, the player can refuse the GM           of the first roll as the “tens” place and the last
                                    intrusion. If they do so, they don’t get the 2 XP        digit of the second roll as the “ones” place. For
                                    from the GM, and they must also spend 1 XP               example, rolling a 17 and a 9 gives you 79, rolling
                                    that they already have. If the player has no XP          a 3 and an 18 gives you 38, and rolling a 20 and a
                                    to spend, they can’t refuse the intrusion.               10 gives you 00 (also known as 100). If you have
                                       The GM can also give players XP between               a d10 (a ten-sided die), you can use it instead of
                                    sessions as a reward for making discoveries during       the d20 to roll numbers between 1 and 100. If
                                    an adventure. Discoveries are interesting facts,         you have two d10s, one can be the “tens” and
                                    wondrous secrets, powerful artifacts, answers            the other the “ones.”
                                    to mysteries, or solutions to problems (such as
                                    where the kidnappers are keeping their victim or
                                    how the PCs repair the ship). You don’t earn XP
                                    for killing foes or overcoming standard challenges
                                    in the course of play. Unearthing is the soul of
                                    Diamond Throne.
                                       Experience points are used primarily for
    Character advancement,          character advancement (for details, see
                  page 189          chapter 4), but a player can also spend 1 XP
                                    to reroll any die roll and take the better of the
                                    two rolls.
              12
                                                 1 preface
                  part
                   Part 1 1
      create your hero
        CHARACTERS
CHAPTER
   Chapter1:
          4: CREATE    YOUR
             CREATING YOUR   CHARACTER		14
                           CHARACTER        14
CHAPTER
   Chapter2:
          5: CHARACTER
             TYPE           CONCEPTS		   20 22
CHAPTER
   Chapter3:
          6: CHARACTER
             FLAVOR         TYPE		48     34
CHAPTER
   Chapter4:
          7: CHARACTER
             DESCRIPTOR     FLAVORS		38     73
CHAPTER
   Chapter5:
          8: CHARACTER
             FOCUS          DESCRIPTORS		60 82
CHAPTER
   Chapter6:
          9: CHARACTER
             ABILITIES      FOCUS		95       96
CHAPTER
   Chapter7:
          10:EQUIPMENT		134
              EQUIPMENT                201
                                                   13
Chapter 1                     CREAT
                              CREATE YOUR CHARACT
                                          CHARACTER
                              T
                                     his chapter explains how to create              without food to resisting disease. It’s also
                                     characters. This involves a series              the primary means of determining how
                                     of decisions that will shape your               much damage your character can sustain in
                              character, so the more you understand what             a dangerous situation. Physical characters,
                              kind of character you want to play, the easier         tough characters, and characters interested in
                              character creation will be. The process involves       fighting should focus on Might.
           Speed could be     understanding the four defining game statistics
     thought of as Speed/     and the three aspects that help you determine          SPEED
         Agility because it   your character’s capabilities.                         Speed describes how fast and physically
      governs your overall
                                                                                     coordinated your character is. The concepts of
    swiftness and reflexes.
                              CHARACTER STATS                                        quickness, movement, dexterity, and reflexes are
                              Every player character has four defining               all folded into this one stat. Speed governs such
  Might could be thought      characteristics, typically called “statistics” or      divergent actions as dodging attacks, sneaking
      of as Might/Health      “stats.” These stats are Might, Speed, Intellect,      around quietly, and throwing a spear accurately.
  because it governs how      and Mana. They are broad categories that cover         It helps determine whether you can move farther
       strong you are and
                              many different but related aspects of a character.     on your turn. Nimble, fast, or sneaky characters,
      how much physical
punishment you can take.                                                             or those interested in ranged combat, should
                              MIGHT                                                  focus on Speed.
                              Might defines how strong and durable
        Intellect could be    your character is. The concepts of strength,           INTELLECT
  thought of as Intellect/    endurance, constitution, hardiness, and                This stat determines how smart, knowledgeable,
    Personality because it    physical prowess are all folded into this one          and likable your character is. It includes
 governs both intelligence
                              stat. Might isn’t relative to size; instead, it’s an   intelligence, wisdom, charisma, education,
           and charisma.
                              absolute measurement. An elephant has more             reasoning, wit, willpower, and charm. Intellect
                              Might than the mightiest tiger, which has more         governs solving puzzles, remembering facts,
  Mana could be thought       Might than the mightiest rat, which has more           telling convincing lies, and using mental powers.
 of as Mana/Will because      Might than the mightiest spider.                       Characters interested in communicating
    it governs your overall      Might governs actions from lifting a rock,          effectively, being learned scholars, or wielding
   attunement to magical
                              to forcing doors open to walking for days              psychic powers should stress their Intellect stat.
   energies and willpower.
          14
                                                                                                                       CREATE YOUR
                                                                                                                   1 CHARACTER
                                                                                                                           15
                                     CREATING YOUR                                     can’t roll first and then decide to apply Effort if
                                     CHARACTER IN 5                                    you rolled poorly.
                                                                                          Applying more Effort can lower a task’s
                                     EASY STEPS
                                                                                       difficulty further: each additional level of Effort
                                      1. Grab a pen and blank piece of paper
                                                                                       eases the task by another step. Applying one
                                         (or a character sheet) to record all
                                                                                       level of Effort eases the task by one step,
                                         your choices. Choose a concept for
 Chapter 2: Concept, page 22                                                           applying two levels eases the task by two steps,
                                         your character (ancestry and path) in
                                                                                       and so on. However, each level of Effort after
                                         chapter 2
     Chapter 3: Type, page 48                                                          the first costs only 2 points from the stat Pool
                                      2. Choose your Type in chapter 3. Follow
                                                                                       instead of 3. So applying two levels of Effort
                                         the instructions provided for finishing
                                                                                       costs 5 points (3 for the first level plus 2 for
                                         your stats, skills, abilities, equipment,
Chapter 5: Descriptor, page 82                                                         the second level), applying three levels costs 7
                                         spells and cyphers.
                                                                                       points (3 plus 2 plus 2), and so on.
                                      3. Choose a descriptor and select the
    Chapter 6: Focus, page 96                                                             Every character has an Effort score, which
                                         ancestral descriptor in chapter 5.
                                                                                       indicates the maximum number of levels of
                                      4. Choose a focus in chapter 6.
        Chapter 8: Experience                                                          Effort that can be applied to a roll. A beginning
            Points, page 183
                                      5. Begin your adventure!
                                                                                       (first-tier) character has an Effort of 1,
                                                                                       meaning you can apply only one level of Effort
                                                                                       to a roll. A more experienced character has a
                                   If using your Edge reduces the cost to 0, you can   higher Effort score and can apply more levels
                                   use the ability for free.                           of Effort to a roll. For example, a character
                                      Your Edge can be different for each stat. For    who has an Effort of 3 can apply up to three
                                   example, you could have a Might Edge of 1, a        levels of Effort to ease a task.
                                   Speed Edge of 1, an Intellect Edge of 0, and           When you apply Effort, subtract your relevant
                                   a Mana Edge of 0. You’ll always have an Edge        Edge from the total cost of applying Effort. For
                                   of at least 1 in one stat. Your Edge for a stat     example, let’s say you need to make a Speed
                                   reduces the cost of spending points from that       roll. To increase your chance for success, you
          When applying Effort     stat Pool, but not from other Pools. Your Might     decide to apply one level of Effort, which will
         to melee attacks, you     Edge reduces the cost of spending points from       ease the task. Normally, that would cost 3
             have the option of    your Might Pool, but it doesn’t affect your         points from your Speed Pool. However, you
          spending points from
                                   Speed Pool Intellect Pool or Mana Pool. Once        have a Speed Edge of 2, so you subtract that
    either your Might Pool or
       your Speed Pool. When       a stat’s Edge reaches 3, you can apply one level    from the cost. Thus, applying Effort to the roll
      making ranged attacks,       of Effort for free.                                 costs only 1 point from your Speed Pool.
         you may spend points         A character who has a low stat Pool but a high      What if you applied two levels of Effort to
         only from your Speed      Edge has the potential to perform actions related   the Speed roll instead of just one? That would
        Pool. With melee, you      to the stat consistently better than a character    ease the task by two steps. Normally, it would
          sometimes use brute
     force and sometimes use
                                   who has a stat Edge of 0. The high Edge will let    cost 5 points from your Speed Pool, but after
      finesse, but with ranged     them reduce the cost of spending points from        subtracting your Speed Edge of 2, it costs only
    attacks, it’s always about     the Pool, which means they’ll have more points      3 points.
              careful targeting.   available to spend on applying Effort.                 Once a stat’s Edge reaches 3, you can apply
                                                                                       one level of Effort for free. For example, if you
                                   EFFORT                                              have a Speed Edge of 3 and you apply one level
                                   When your character really needs to accomplish      of Effort to a Speed roll, it costs you 0 points
                                   a task, you can apply Effort. For a beginning       from your Speed Pool. (Normally, applying
                                   character, applying Effort requires spending        one level of Effort would cost 3 points, but
                                   3 points from the stat Pool appropriate to the      you subtract your Speed Edge from that cost,
                                   action. Thus, if your character tries to dodge      reducing it to 0.)
                                   an attack (a Speed roll) and wants to increase         Skills and other advantages also ease a task,
                                   the chance for success, you can apply Effort        and you can use them in conjunction with Effort.
                                   by spending 3 points from your Speed Pool.          In addition, your character might have special
               Ease, page 158      Effort eases the task by one step. This is called   abilities or equipment that allow you to apply
                                   applying one level of Effort.                       Effort to accomplish a special effect, such as
                                      You don’t have to apply Effort if you don’t      knocking down a foe with an attack or affecting
                                   want to. If you choose to apply Effort to a task,   multiple targets with a power that normally
                                   you must do it before you attempt the roll—you      affects only one.
              16
                                                                                                                     CREATE YOUR
                                                                                                                  1 CHARACTER
                                                                                                                        17
                           of 11 and a Might Edge of 0. Before making the         making alliances or defeating menaces,
                           roll, they decide to apply a level of Effort to ease   exploring new places and discovering new
                           the attack. That costs 3 points from their Might       things—the system is about discovery and
                           Pool, reducing the Pool to 8. But the points           exploration, facing dangers as well as achieving
                           are well spent. Applying the Effort lowers the         personal goals. Experience points have many
                           difficulty from 1 to 0, so no roll is needed—the       uses, and one use is to purchase character
                           attack automatically succeeds.                         benefits. After your character purchases four
                              Another character is attempting to convince         character benefits, they advance to the next tier.
                           a guard to let them into a private office to
                           speak to an influential noble. The GM rules            CHARACTER
                           that this is an Intellect action. The character        CONCEPTS
                           is third tier and has an Effort of 3, an Intellect     Diamond Throne offers players many
                           Pool of 13, and an Intellect Edge of 1. Before         incredible options through the combination
                           making the roll, they must decide whether to           of ancestries and careers. In chapter 2, you
                           apply Effort. They can choose to apply one,            will find lots of options and concepts with
                           two, or three levels of Effort, or apply none at       rules suggestions that will help you while
                           all. This action is important to them, so they         forging your heroes in Diamond Throne.
                           decide to apply two levels of Effort, easing the       If you are already familiar with character
                           task by two steps. Thanks to their Intellect           building in the Cypher System, you can jump
                           Edge, applying the Effort costs only 4 points          into the following chapters (2 through 6) to
                           from their Intellect Pool (3 points for the first      create your character concept, type, flavor,
                           level of Effort plus 2 points for the second           descriptor, and focus—all the things you
                           level minus 1 point for their Edge). Spending          need to forge your unique hero.
                           those points reduces their Intellect Pool to 9.
                           The GM decides that convincing the guard is            CHARACTER
                           a difficulty 3 (demanding) task with a target          DESCRIPTOR, TYPE,
                           number of 9; applying two levels of Effort             AND FOCUS
                           reduces the difficulty to 1 (simple) and the           To build your character, you create a simple
                           target number to 3. The player rolls a d20 and         statement that describes them. The statement
                           gets an 8. Because this result is at least equal       takes this form: “I am a [[fill in adjectives (mood
                           to the target number of the task, they succeed.        and ancestry) here] [fill in a noun here] who [fill
                           However, if they had not applied some Effort,          in a verb here].”
                           they would have failed because their roll (8)             Thus: “I am an adjective-adjective noun
                           would have been less than the task’s original          who verbs.” For example, you might say, “I
                           target number (9).                                     am a Tough Sibeccai Fighter who Follows the
                                                                                  Green Path” or “I am an Appealing Human
                           CHARACTER TIERS                                        Channeler who Attunes to Mystical Forces.”
                           Every character starts the game at the first tier.        In this sentence, the adjectives are called your
  Chapter 5: Descriptor,   Tier is a measurement of power, toughness,             mood and ancestry descriptors.
               page 82     and ability. Characters can advance up to                 The noun is your character type.
Chapter 3: Type, page 48   the sixth tier. As your character advances to             The verb is your focus.
      Chapter 6: Focus,    higher tiers, you gain more abilities, increase           Even though your character type is in the
                 page 96   your Effort, and can improve a stat’s Edge or          middle of the descriptor sentence, we’ll start
                           increase a stat. Generally speaking, even first-       there—just as in a sentence, the noun is the
                           tier characters are already quite capable. It’s        foundation of the idea being expressed.
                           safe to assume that they’ve already got some              Character type is the core of your character.
                           experience under their belt. This is not a “zero       It represents your character’s background
                           to hero” progression, but rather an instance           and helps determine their place in the world,
                           of competent people refining and honing their          as well as defining their relationships with
                           capabilities and knowledge. Advancing to               other people in the setting. It’s the noun of
                           higher tiers is not really the goal of Diamond         the sentence “I am an adjective-adjective noun
                           Throne characters, but rather a representation         who verbs.”
                           of how characters progress in a story.                    The descriptors define your character—they
                              To progress to the next tier, characters earn       influence everything you do. Your descriptors
     Ancestries, page 23   experience points (XP) by going on adventures,         place your character in the situation (the first
        18
                                                                                                                                CREATE YOUR
                                                                                                                           1 CHARACTER
                                                                                                                                     19
                                  ACADEMIA                                                MYSTICISM
                                  Drawing on skills that focus on applied                 While Academia focuses on readily available
                                  knowledge and a mastery of obscure lore,                knowledge, the Mysticism skill group provides
                                  the Academia skill group is a useful boon for           access to talents that focus on rare lore and
                                  characters with a good Intellect.                       the study and use of magic. The Mysticism skill
         Knowledge Fields:          Skills (Trained or Specialized): appraising,          group is a useful boon for characters with good
                    Alchemy       concentration, economics, deciphering,                  Intellect and Mana.
                 Architecture     healing,    identifying,   knowledge     field             Skills (Trained or Specialized): astrognosis,
           Art and Literature     (specific),    philosophy,    and    speaking           concentration, identifying, occult philosophy,
                   Ceremony       languages.                                              deciphering, spellcraft, understanding magic
                  Cosmology                                                               devices, using magic devices.
           Dangerous Beasts       ATHLETICS
                 Engineering      Athletics reflects a focus on physical fitness,         SUBTERFUGE
                  Geography       flexibility and strength. The Athletics skill group     When a task requires a fine touch for slight
                      History     is a useful boon for characters with good Might         of hand, or the ability to easily hide from an
                       Magic      and Speed.                                              enemy and strike out in ambush, or to simply
                      Nature         Skills (Trained or Specialized): balancing,          flee and disappear from sight, subterfuge is
      Nobility and Courtesy       breaking things, carrying, climbing, jumping,           the go-to skill. The Subterfuge skill group is a
                     Religion     running, swimming, and tumbling.                        useful boon for characters with good Intellect
                       Runes                                                              and Speed.
     Sailing and Navigation       CRAFTING                                                   Skills (Trained or Specialized): disguise,
                      Science     This skill group includes professional and              deception,      disabling   devices,     forging,
                                  crafting skills. Crafting reflects a focus on           lockpicking, pickpocketing, seeing through
     GMs are free to add new      creating and repairing objects.                         deception, sleight of hand, stealth.
 knowledge fields to this list,      Skills (Trained or Specialized): bowyering/
or new sub-categories if they     fletching,     glassblowing,     leatherworking,        THEATRICS
  like to be more specific. for
                                  metalworking,       repairing,     woodworking,         The art of entertaining others not only can earn
example, Nature (Southern
Wastes), or combining them        stoneworking, and gemcutting.                           you a passable living, it also helps develop a
  if they prefer to mantain a                                                             variety of useful skills.
      more generic approach.      INTERACTION                                                Skills (Trained or Specialized): bluffing,
                                  The Interaction skills focus on your ability to         disguising, performing, public speaking, and
                                  charm others, whether you wish to extract               sleight of hand.
                                  rumors from them, trick them, or just strike up
                                  a friendly relationship. Social interaction could       WILDERNESS
                                  be positive or negative. The Interaction skill          Many adventurers come of age in the forbidding
                                  group is a useful boon for characters with a            wilds, where one’s knowledge of the land draws
                                  good Intellect.                                         the line between survival and death, and are
                                     Skills (Trained or Specialized): deceiving,          really expert in travels.
                                  diplomacy (positive), gathering information               Skills (Trained or Specialized): handling
                                  (positive      or    negative),     intimidating        animal, riding, foraging, hunting, orienteering,
                                  (negative), persuading (positive), public               navigation, riding, rope use, running, piloting,
                                  speaking, seeing through deception, and                 or vehicle driving.
                                  seduction.
                                                                                          COMPETENCE
                                  INVESTIGATIVE                                           A character is considered to have competence
                                  A sharp eye can spot trouble before it befalls you,     in all skills in the group. The general boon
                                  while a keen ear lets you sneak up on a concealed       gained from having competence in a skill group
                                  enemy. Characters that emphasize smart tactics          is the ability to reroll dice of any single task for
                                  and awareness will find this skill group very useful.   any skill in the group. You can do this once a
                                  The Investigative skill group is a useful boon for      day per character tier for a single task related
                                  characters with a good Speed and Intellect.             to a skill. For example, your 1st tier Fighter can
                                     Skills (Trained or Specialized): initiative,         reroll a climbing task or a swimming task once
                                  listening, searching, intuition, spotting,              a day, but not two climbing tasks; a 2nd tier
                                  identifying, assessing danger, and tinkering            character can reroll climbing tasks two times a
                                  with devices.                                           day, but only if related to different tasks.
             20
                                                                                                                       CREATE YOUR
                                                                                                                   1 CHARACTER
                                                                                                                           21
ChapTer 2        CHARACT
                 CHARACTER CONCEPT
                           CONCEPTS
            T
                    he Unearthed corebook describes the         for the players for whom they will run the
                    world as a place that was forged by         games.
                    the interaction of various ancestries,
            creatures, and the use of magical powers. It is a   ANCESTRY CONCEPTS
            living world in which your character will become    The first concept you will choose is one of the
            a part of and its story.                            eight ancestries who live in the lands of Diamond
               Before you begin character creation, you         Throne. Each one has its own peculiarities,
            will need to know what types of characters are      strengths and weaknesses. When you select
            found in the world of Diamond Throne and            one, you will open a plethora of opportunities
            how to build them using the rules in this and       and roleplaying ideas, to create a hero who has a
            following chapters.                                 role in the land, society, and history in the world
               We want to help you during the voyage in this    of Diamond Throne. Choosing an ancestry gives
            new, strange and mysterious land, providing         you more than just a simple perspective and
            you with everything you need to craft your own      physical description. Your hero will have an in-
            legendary hero!                                     depth personality, with relationships to others
                                                                PCs and NPCs in the setting, enabling you to
            CHOOSE YOUR                                         create fantastic stories.
            CONCEPT
            The easiest way to learn the character              PATH CONCEPTS
            creation process is to gain an understanding        The second concept you select is your path,
            of concepts, the building blocks that are the       from eleven that define the lives of your
            foundation of your hero.                            heroes in the world of Diamond Throne.
              If you are new to Diamond Throne or the           Each one has its own peculiarities, strengths
            Cypher System, or a veteran of both, this           and weaknesses. Your path is your future in
            chapter and those that follow will help guide       the Diamond Throne. The path you select
            you in the creation of your character and           characterizes the society your hero lives in,
            playing them in the richly detailed and exciting    the customs you hold to, and the place you
            world of Serran.                                    hold within your culture. It affects where you
              Prospective GMs will find these chapters          come from, such as a farm, village, or city,
            useful for explaining the setting and system        or perhaps you are a wanderer from the wild.
    22
                                                                                                         CHARACTER
                                                                                                     2    CONCEPTS
ANCESTRIES
The descriptions of the player character
ancestries in the following pages include
information on background, personality,
and outlook. Remember that these notes
are generalities not necessarily true of every
specimen of that ancestry living in the Lands
of the Diamond Throne today. Use them as
guidelines, but feel free to depart from them
as needed to make your characters unique
                                                                                                          23
                                 HUMAN                                               adaptive, they make excellent explorers.
                                 Humans are natives to the Lands of the              However, humans can be selfish, more
                                 Diamond Throne. For centuries, a cruel              interested in their own lofty goals than in the
                                 draconic ancestry called the dramojh enslaved       welfare of the land or the populace.
                                 them. An invading giantish army freed them             Generally speaking, humans get along
                                 and wiped out the dramojh. Humans then              with all other ancestries. Most humans have
                                 came under the rule of their giantish liberators,   a special affection for both faen and giants,
                                 who still sit upon the Diamond Throne today.        although some find sprytes unnerving due to
                                                                                     their unfamiliar nature. They get along with
                                 ROLEPLAYING HUMANS                                  sibeccai and verrik as well as anyone, although
                                 Humans are probably the easiest ancestry to         many of the same humans who resent the
                                 play, because you know what it’s like to be a       giants also dislike the sibeccai. They find the
                                 human. They also constitute the broadest            mojh more unpleasant than other ancestries do,
                                 and most well-rounded ancestry. Humans do           because the mojh were once human—and the
                                 face some interesting roleplaying challenges,       connection between the mojh and humanity’s
                                 however.                                            dramojh enslavers doesn’t help.
                                    Unlike some fantasy milieus, humans are
                                 not the dominant ancestry (although they            HUMAN LANDS
                                 might still be the most numerous) in Diamond        Humans are ubiquitous throughout the Lands
                                 Throne. All humans must come to grips with          of the Diamond Throne. Well over a thousand
                                 the presence of giants in their land. Humans        years ago, before the dramojh conquered
                                 were well on their way to being truly dominant,     them, humans were the most numerous and
                                 until they were enslaved by the dramojh. Nearly     most prevalent ancestry in the region. They
                                 a millennium later, after their liberation by the   built more cities and roads than any other
                                 giants, they have yet to regain the ascendance      culture. The Common tongue is, in fact, the
                                 they once had.                                      ancestral language of the area’s humans. Even
                                    How does this history affect each individual’s   today, humans are everywhere—throughout
    HUMAN                        outlook on the world? It’s now been hundreds        the plains, the mountains, the forests, and
                                 of years since the days of slavery (no human        along the coasts.
         Language: Humans        actually remembers the dramojh). Most
            speak Common.        humans still appreciate the giants for what they    HUMAN ADVENTURERS
                                 did and what they continue to do: safeguard         Humans make excellent adventurers. Often
    Names: Most humans use       the land, build fantastic cities and roads, and     delightfully courageous and self-involved at the
      surnames to show family    generally improve the quality of life. Some,        same time, human adventurers crave fortune
relationships, but some choose   however, resent the giants and believe that they    and glory.
        not to. Sample names:
                                 should either relinquish their position or leave
       Human Male Names:         the realm altogether. A few of these dissidents     HUMAN CHARACTER CREATION
     Lofgar, Nathred, Toman.     actually want to drive the giants back to their     If you want to play a Human character, you
    Human Female Names:          original homeland by force.                         need to select the Ancestry Descriptor:
Barvara, Nara, Sadune, Vessi.       Humans are no more or less likely than any       Human.
                                 other ancestry to be of a particular class.
Favored Drink and Food: Any.        Look and Personality: Humans come in             DRACHA
       Favored Weapon: Any.      all shapes and sizes. Skin coloration varies        Dracha (pronounced DRA-kah, both singular and
                                 considerably. Average males stand just short        plural) are draconic warriors. Created via magic
                                 of 6 feet [1.8 m], and females are usually less     by dragons, the dracha are a sort of chimera, the
                                 muscular and a bit shorter. Humans can be           result of the magical mixing of humanoid and
  Human Descriptor, page 83      self-interested and short-sighted compared          dragon traits. They are found in the company of
                                 to other ancestries, but highly adaptive and        dragons or in small groups performing a service
                                 inventive. Many humans possess a need to            for dragons. It is the rare dracha who associates
                                 be in control and sometimes to get involved         with creatures of other ancestries.
                                 where they have no business.
                                    Outlook and Relations: Humans are                ROLEPLAYING DRACHA
                                 ambitious, practical, and hardworking. They         Dracha come from a long line of loyal servants
                                 value duty and honesty. Only the aberrant           to dragonkind. Some have struck out on their
                                 are particularly cruel or hurtful. Curious and      own or operate as free agents among the
              24
                                                                                                                       CHARACTER
                                                                                                                   2    CONCEPTS
other ancestries who would never consciously        determination. Thus, they are eager to serve
work against the dragons.                           their draconic masters, and serve well, but this
   Playing a dracha has some simple                 is only because they truly desire to be free.
aspects—the typical dracha is straightforward          Dracha are as happy underground as above
and approaches situations in a very direct          but are leery of the sea. They can be long-
manner. They desire treasure and usually            winded, usually more than happy to go on at
make better followers than leaders. But they        length about their accomplishments—including
also face many challenges. Dracha are new           a few embellishments. They place little value on
to the lands of the Diamond Throne, and             most creature comforts like expensive food or
the other ancestries often do not trust them.       drink and avoid alcohol or other substances that
This means that a dracha character has to           might take away even a little of their composure
prove himself to any non-dracha potential           or control. Like dragons, they prize wealth
friends or allies. It also means that the dracha    and power and harbor an almost unnatural
face prejudice, particularly from NPCs. This        attraction to precious metals, jewels, and other
distrust and prejudice is probably no greater       treasures. They are fascinated with both magic
than that which the mojh face. The main             and technological devices, although often they
difference is that the dracha personality and       are not good at using either.
physiology makes them far less likely to hide          Outlook and Relations: Dracha are often
under a hooded cloak while in an unfriendly         overconfident. They may forget their own
city. It just wouldn’t occur to them.               limitations and put themselves in untenable
   Dracha devote a great deal of their attention    situations. Sometimes their confidence simply
to their wings. They care for them and keep         comes across as optimism, which is endearing.
them in good condition as a point of pride.         Other times, it comes across as foolhardy, which
(Physical appearance in general is important        is not. Dracha are not stupid, however. Their
to them, although they do not obsess about          confidence comes from having the company of
it.) Dracha can gain the ability of flight and      powerful allies to back them up. When they are
take to the sky when possible just for the          on their own, it is easy for them to forget that               DRACHA
sheer joy of flying. They use their wings to        they are, in fact . . . on their own.
express themselves.                                    More often than not, they are honest in their
   Other dracha, and friends of dracha, can tell    words, and dracha are usually fairly direct in           Names: Dracha are always
an individual’s mood just by how they hold their    their actions. It’s not that they hate duplicity, it’s   named for their ancestors.
wings at a given moment.                            just that they rarely consider it as an option, just     Dracha originally had names
                                                                                                             like dragons—which is to say,
   Look and Personality: Dracha stand around        as they seldom devise elaborate plans. When
                                                                                                             long and complex. Over the
6 feet [1.8 m] tall and have wide shoulders and     something needs doing, they just do it. The              generations, however, the names
broad chests. Their skin is covered in a scaly      straightforward way is the dracha way. However,          have become contracted. Thus,
hide, and most have a frill or ridge on their       if someone suggests a different approach, they           a dracha whose ancestor’s name
backs. Their long reptilian heads rest atop         are usually open to it.                                  was Vestoramir would today
snaky necks. Horns rise from their skull and           It’s easy to compare and contrast the dracha          be called Vest’ram’r or even
                                                                                                             V’ram’r. This makes dracha
taper back. Their eyes are usually red, black,      and their relationship with dragons to sibeccai          names very consonant-heavy
or yellow, while their overall coloration ranges    and their relationship with giants. Dracha               with apostrophes scattered
from black to blue-green to brownish-red.           are the dragons’ favored sons, and dragons               thickly through them. Dracha
Most impressively, large, muscular draconic         have no interest in seeing them move on to               names are not gender specific.
wings rise up on their backs, usually lighter in    find their own place in the world. Because
color than the rest of their bodies. While most     dracha owe their existence to the dragons,               Dracha Male and Female
dracha do not actually fly, their wings are their   they generally respect, revere, and obey them.           Names: K’donr’v, M’narl’s,
most expressive part, always moving, flexing        Likewise, sibeccai are eager, helpful allies of          T’gon’l, Unam’rn, V’ram’r.
or fluttering, depending on their mood. Their       the giants and even show them deference
wingspan is usually a little more than twice        in gratitude for their enlightened state. But            Favored Drink: Strong,
their height. Dracha mature at the same rate        giants do not necessarily want the sibeccai              spiced coffee.
as humans and live about as long.                   at their beck and call forevermore. Another              Favored Food: Cooked
   Dracha are proud, confident warriors             difference is that, when dracha sometimes                meats of all kinds.
who value strength and loyalty. They long to        revert to their non-humanoid ways, it’s a                Favored Weapon:
prove themselves and demonstrate, both as           nature they share with their patrons. When               Axes of any kind.
individuals to each other and as an ancestry        sibeccai do the same, their instincts diverge
to dragon-kind, that they are worthy of self-       from the nature of giants.
                                                                                                                          25
                               DRACHA AND MOJH
                               It’s worth a moment to think about the relationship of dracha and mojh, and the dichotomy they
                               represent. If mojh represent the magical nature of dragons, dracha represent their physical might.
                               One might be tempted to say that mojh have captured the spirit of dragonkind, while dracha have
                               their forms, but that assessment is simplistic.
                                  The mojh have attempted on their own, perhaps using techniques originally devised by
                               the dramojh, to be more like dragons. The dracha were actually made by the dragons—their
                               “dragonness” was granted to them. On the other hand, they had no choice in the matter. Thus,
                               the circumstances shape the personalities in very different manners. In a different world where
                               history took a different turn, one could imagine that the mojh and dracha would be a single
                               ancestry, perhaps sharing traits or existing as a dimorphous ancestry, where the smaller, frailer
                               mojh become mages and the stronger, winged dracha serve as warriors.
          26
                                                                                                                         CHARACTER
                                                                                                                    2     CONCEPTS
   Loresong and quickling characters can choose            Sprytes are only between 16 [40 cm] and
to undergo metamorphosis into a spryte. This            18 inches [46 cm] tall. Their gossamer wings
is something no faen does lightly, because it           resemble those of an insect and beat extremely
is a permanent change. About one in six faen            fast to keep them aloft. Their wingspan is about
metamorphose at some point in their lives.              20 inches [50 cm]. Their bodies are thin and lithe
Becoming a spryte doesn’t really change one’s           (all the better for flying). Their faces are long
outlook: sprytes still display the personality traits   and comely, and they have large but slenderly
of the faen type and individuals they once were.        pointed ears.
Only their form differs. Of course, the change             All faen demonstrate a love for physical
itself—and adapting to the new form, its abilities,     pleasure and frivolous fun. They enjoy food,
and its limitations—can bring about change in           games, puzzles, song, dance, and drink. They
some individuals. More than other faen, sprytes         don’t pay a lot of attention to social standing or
often leave their society to discover the world,        popularity, but they do enjoy praise.
explore nature, or just to be on their own.                Security is of great concern to faen. They want
   Faen value security and safety. The typical faen     to know that they have someplace to run to if
wants nothing more than to settle somewhere             endangered—it’s not uncommon for faen to
safe and live a pleasant, peaceful life with            note the exits of a building as soon as they enter.
friends and family. Aspects of faen psychology,            Outlook and Relations: While few faen are
however, work counter to such a life. For one,          outright sadistic or cruel, an equally small
many faen are extremely curious explorers who           number of them are truly benevolent or
pursue new discoveries. Loresong faen often             altruistic. Most remain fairly self-interested
seek new mystical wonders or magical spells,            or focused solely on the well-being of a small
while quicklings commonly seek wealth or                chosen group of family members and friends.
riches. Sprytes might aim for either.                   Faen believe that people should be able to do
   Faen are also somewhat frivolous. While they         what they want, as long as it does not unduly
enjoy security, they rarely plan too far ahead.         harm or endanger others—or impinge on
They live more for the moment than for the              their desires. They’re not interested in law or
long term, and they value things like laughter,         government and resent someone attempting to
                                                                                                                         FAEN
song, and strong positive emotions more than            give them orders.
humans do. This attitude sometimes leads                   Loresong faen possess an innate attunement         Language: All three ancestries
them into “trouble” (by human standards),               for magic. They prize magic above all else—it is      speak Faen and Common.
forcing them to leave the safety of their homes         not just a fascination, but an actual compulsion.     Names: Faen normally have
to take care of a problem they failed to foresee.          Quicklings feel best when unencumbered.            short first names with longer,
It should be noted that, while faen love laughter,      They seem prone to rash and foolhardy actions.        descriptive surnames (translated
                                                                                                              into Common because they
they are not practical jokers or tricksters. They       The most frivolous of all faen, they are the
                                                                                                              are proud of the meanings).
would rather tell a joke than play a joke on            bravest and noblest as well.                          Their own language uses very
someone. Faen would find a practical joker                 Sprytes are usually quite cautious, due to their   long, complex vowel sounds,
disruptive and annoying, not funny.                     tiny size. Still, they like to have fun and value     so faen names transliterated
   When you play a faen, your actions shouldn’t         kindness and generosity very highly. Faen are         into Common make heavy
be considered reckless, but they might be seen          not quick to judge a creature based on ancestry,      use of diphthongs. Here
                                                                                                              are some sample names:
as less than well-thought out by non-faen. This         so it is safe to say that they get along with all
doesn’t make you unwise or foolish, however.            ancestries equally. Despite the staggering            Faen Male Names:
Faen curiosity has led to amazing discoveries, and      difference in size, faen particularly enjoy the       Phain, Soern, Vaeth.
the success of their civilization over the millennia    company of giants. This most likely stems from        Faen Female Names:
is testimony to their bravery and ingenuity.            the giants’ warm and relaxed demeanor.                Nauva, Raechi.
   Look and Personality: Quicklings stand about            The three different kinds of faen get along        Faen Surnames:
3 feet [90 cm] tall, while loresongs are usually        very well, intermix freely, and live in the same      Goldenhammer, Lorewriter,
about 6 inches [15 cm] taller. Loresong faen            communities. Loresong and quicklings                  Kingmade, Morrowsong,
                                                                                                              Newtongue.
appear more massive than the quicklings, who            frequently intermarry, though their offspring are
are always very thin and lean. Male loresongs           always either pure quickling or pure loresong.        Favored Drink: Sweet
often sport beards or thick side-burns, but             Sprytes cannot reproduce.                             wine, spiced cider.
quicklings grow no facial hair. Both types of faen                                                            Favored Food: Wild game,
tend to wear their thick hair long. Their large         FAEN LANDS                                            fruits, and sweets.
eyes sparkle with life and a hint of magic. Their       Faen live mainly in mountainous, rugged               Favored Weapon: Bows.
ears are pointed.                                       woodlands. They congregate in secluded
                                                                                                                           27
                           villages that often sprout up near natural shelter     the Hu-Charad should return to their home
                           where they can hide for safety (a cave, a valley       across the sea. How will the stewards of the
                           or ravine, and so on). Many have taken up              land react to this new turn of events? Some are
                           residence in the cosmopolitan giantish cities,         affronted, and prepare to ready the Wardance
                           living alongside humans and others.                    once again. Some are confused or afraid. Others
                                                                                  look at it as a fine excuse to go back across the
                           FAEN ADVENTURERS                                       Great Eastern Sea to their ancestral home.
                           Faen adventurers hunt for great treasure or               The life of a giant revolves around ritual
                           new types of magic. They also enjoy uncovering         and ceremony. Even a giant’s growth to their
                           secrets and, in general, just learning new things      massive size depends on a ritual called the
                           and exploring new places.                              Shu-Rin (“attaining the essence”). There are
                                                                                  three stages of Shu-Rin, and at the third, giants
                           FAEN CHARACTER CREATION                                achieve their full growth. Since not every giant
                           If you want to play a Faen character, you need to      goes through all three stages of the ritual, giant
Faen Descriptor, page 84   select the Ancestry Descriptor: Faen.                  heights can vary considerably.
                                                                                     Giants are incredible builders. They construct
                           GIANTS                                                 fantastic structures of stone, glass, and metal.
                           Giants call themselves Hu-Charad, which means          Their cities are wonders, with everything sized
                           “the stewards,” but everyone else just calls           to seem grand—even on their own large scale.
                           them giants—and for good reason. Giants are
                           massive creatures, standing up to 12 feet [3.6 m]      ROLEPLAYING GIANTS
                           tall. Except for their size, they look like normally   There’s just something about playing a character
                           proportioned humans; to them, humans appear            who towers over the rest of the group and most
                           like children. In fact, young giants are indeed the    nonplayer characters you encounter. This great
                           size of adult humans.                                  stature, coupled with the giants’ mastery of
                               Three hundred years ago, tales say, a dying        the land, makes them an attractive ancestry
                           giant prince crawled into a fabulous giant city in     to almost any player. An ancient ancestry, the
                           a land far across the sea. Only one word passed        giants’ history in the current realm goes back
                           his lips before he expired: “West.” No one knew        only a few hundred years. Still, their influence
                           what killed him or what he meant for sure, but         extends over all aspects of society. The fact
                           the only thing that lay west was the Boundless         that standard doorways wherever you go are
                           Sea. Following this omen, however, many                10 to 15 feet [3 to 4.5 m] high and hallways are
                           giants climbed aboard ships of great size and          10 feet wide [3 m] is just one proof of their
                           sailed across the sea to discover the land of the      predominance.
                           humans—and the dramojh who had enslaved                   Giants are warm-hearted and genuinely
                           them. As is the nature of giants, the discovery        friendly unless given a reason not to be. When
                           of a new land invoked in them a powerful sense         angered, though, they become terrible to
                           of responsibility. These giants, in the mindset        behold. They are not frivolous, but they value
                           of what they call Chi-Julud, conquered the land        humor, song, and rituals as much as they value
                           and its people so they could oversee and protect       food and air. Don’t play these characters as
                           it. They built wondrous cities and the Diamond         the bestial giants. Even a not-so-smart giant is
                           Throne, from which they would rule. Again, as is       no crude beastman. And of course, the giants
                           their way, the giants used rituals to change their     are in charge. Resist the temptation to play all
                           own nature from warlike to the just wardens of         giants as authoritarian heavies. Rather than
                           their new territory. Many people grew to love          focus on the fact that they are in charge, focus
                           the giants and the boons that they brought             instead on why they want to be in charge. They
                           the otherwise dangerous and unruly land, but           are caretakers and stewards—they want to see
                           others did not.                                        the land and its people preserved. They want
                               Today, however, the giants face a new              only what’s best for everyone. In an adventuring
                           challenge. The dragons who once ruled the              group, it’s natural for a giant to assume a
                           land they now call home have returned. While           position of leadership (although it’s not always
                           the dragons are grateful for the giants’ efforts       natural for everyone to accept that). However, a
                           in ridding the land of the dramojh (which were         giant normally does what’s best for the group—
                           draconic creations originally), they say that,         whatever that may be. Giants are often more
                           according to ancient pacts made with giantkind,        willing than members of other ancestries to put
        28
                                                                                                                         CHARACTER
                                                                                                                    2     CONCEPTS
themselves at personal risk to help someone              become difficult to calm. Giants do not like
else, but they don’t take foolish chances. In fact,      to be taken advantage of, nor do they take
giants are usually quite wise and consider their         it lightly if someone physically threatens or
actions carefully.                                       endangers them. This sentiment extends to
   Look and Personality: A giant character               those close to them as well: to wrong the
starting at 1st tier stands about 7 feet (2.1 m) tall,   friend of a giant is to wrong the giant. Giants
at the very end of the initial stage of maturity.        are long-suffering and tolerant regarding
                                                                                                                         GIANT
Only through ritual can a giant achieve his full         insults and harsh words. They rarely use them
                                                                                                              Languages: Giants speak Giant
height, which can reach 10 [3 m] to 12 feet [3.6         themselves, however.
                                                                                                              and Common, although they also
m]. Males often wear beards. Both males and                 Giants love jokes (but not practical jokes),      often know many other languages.
females usually keep their hair short.                   stories, songs, food, and drink. In this way, they
                                                                                                              Names: Unlike in some cultures,
   Giants are long-lived but slow to reach               get along with faen nicely. They do not dance.
                                                                                                              giants are not given names— they
maturity, by human standards.                               Outlook and Relations: Giants value order,        choose them when they are old enough
   As an ancestry, giants possess two distinct           safety, and peace. They are not power-hungry,        (giantish children have only nicknames
natures. One, when they are under the sway               but they do have a deeply ingrained feeling of       until then). Giantish names are always
of the ritual known as Chi-Julud (Wardance),             responsibility. So deep does this sense run that     compound structures. The first part of
it makes them warlike, territorial, and deadly.          they take it upon themselves to protect everyone     the name shows a special link to an
                                                                                                              ancestor or chosen hero who has passed
The other nature emerges when they act under             and everything.
                                                                                                              on. The second part involves a personal
the effects of Si-Karan (Caretaker); then they              Giants look upon themselves as the stewards       identifier. Normally, female giants
are calm, cautious, and gentle unless driven             of all the land. They rule, to be sure, but in       take names linked to their female
to anger. The giants of the Diamond Throne all           their view they protect rather than exploit. They    forebears (these contain only vowels),
live under the mantle of the Si-Karan. They are          give more than they take. They see themselves        and males link to male forebears.
wise, warm, and good-natured administrators,             as patrons and guardians, guiding others to          Here are some sample names:
                                                                                                              Giant Male Names: Li-Coraon,
protectors of all their lands and the people who         do the right thing and protecting them from
                                                                                                              Na-Filaris, Ro-Paterik.
live there. Although they would never use such           danger. Of course, not all members of the
                                                                                                              Giant Female Names: Aoe-
terms, giants see themselves as parents and all          other ancestries appreciate this sentiment—it
                                                                                                              Derrel, Iu-Medora.
other ancestries as children.                            garners resentment from some humans, verrik,
   While generous and kind, giants are                   and quite a few mojh.                                Favored Drink: Strong spirits, ale.
also stewards and guardians—they do not                                                                       Favored Food: Fruits
allow themselves or their allies to be taken             GIANT LANDS                                          and vegetables (meat in
advantage of or harmed in any way. They                                                                       small amounts).
                                                         Quite literally, giants rule over all the lands of
are slow to anger, but once incensed can                 the Diamond Throne. In many places in this           Favored Weapon: Heavy
become temporarily engulfed in Chi-Julud. In             realm, however, giants are found only in small       swords and axes.
such a case, they attack without mercy and               numbers. They dwell in greater numbers along
                                                                                                                            29
                                         bodies of water—rivers and seas—and in the                 Other things, however, can shame a litorian
                                         mountains.                                              as well: associating with honorless people,
                                                                                                 betraying a friend, dishonoring your parents,
                                         GIANT ADVENTURERS                                       failing to repay a debt—or worse, failing to
                                         Giants usually go on adventures out of a need           recognize when you are in someone’s debt.
                                         to protect others from some menace or to prove          One who saves the life of a litorian usually finds
                                         themselves as good giants (often as a part of           that litorian swearing to aid him in a great task.
                                         Shu-Rin). Proving oneself as a giant means not          Litorians have a strong sense of a life debt and
                                         only strength of back and bravery in battle, but        will go to great lengths to repay their saviors.
                                         strength of will as well. It also means collecting      When you play a litorian, carefully consider
                                         and relating great tales and forging bonds of           your actions. When you make a friend, stick by
                                         friendship.                                             that friend no matter what. When you make an
                                                                                                 enemy, strive against that enemy with all your
                                         GIANT CHARACTER CREATION                                might.
                                         If you want to play a Giant character, you need to         Look and Personality: Litorians are taller
                                         select the Ancestry Descriptor: Giant.                  and more muscular than humans. Litorian
                                                                                                 bodies are covered in light brown hair, and
                                         LITORIANS                                               their faces are clearly feline in appearance with
                                         Litorians are bestial, honor-bound hunters.             a pronounced snout, a flat, catlike nose, and
                                         Usually found roaming open grasslands far               sharp teeth. They have dark eyes with narrow
                                         from civilization, litorians rarely separate from       pupils. Manes of brown hair surround the heads
                                         their tribes. Unlike members of other ancestries,       of males. Most people notice a thick, almost
                                         only the unique individual litorian interacts with      musky scent around litorians, but few think it
                                         other species.                                          unpleasant.
                                                                                                    Litorians mature much faster than humans,
                                         ROLEPLAYING LITORIANS                                   but they have a life span of similar length.
                                         Litorians are impressive in stature and in their           Litorians are thoughtful and quiet until
      LITORIAN                           honorable nature. Anyone who calls them cat-            provoked. Once angered, they become savage
           Giant Descriptor, page 85     people doesn’t understand them at all. With due         and brutal, almost incapable of showing mercy.
                                         respect to cats, these are not aloof, self-interested      Litorians love the outdoors, good food,
          Language: Litorians speak      felines, but proud warriors and hunters who are         and well-considered stories (not boastful or
             Litorian and Common.        principled and thoughtful in their actions. They        exaggerated ones). They have a deep sense of
                                         ascribe high importance to the well-being of their      personal honor—personal in that it’s not about
 Names: The tribe gives all litorians    allies, their families, and their people.               “saving face” but being true to oneself. A litorian
names that carry a special meaning           Also, do not dismiss them simply as primitive       will not compromise his morals for fear of
  in their own tongue. These names       hunters. Litorians have been around as long             losing his own self-value, even if this makes him
          are then transliterated into
                                         as humans or faen and know much about                   appear strange or foolish to others, and even
     Common for use by others who
 have difficulty with Litorian speech.   those ancestries and the cities they build. The         if it means making a choice others might not
      Here are some sample names:        litorians, however, have rejected the ways of           consider the best one. All litorians develop their
              Litorian Male Names:       other ancestries to embrace their own.                  own set of morals and ethics, although some
Charnaset, Chron, Malethar, Rastor.          Litorians are noble and value personal honor        principles remain true across most members
         Litorian Female Names:          very highly. They also closely guard their image        of the ancestry. Because they highly value both
        Marel, Rann, Sorret, Yintra.     in society. Litorians teach their children that to      honor and life, for example, their need to repay
                                         be caught in a lie, to be seen as a failure, or to be   a life debt is very strong.
  Favored Drink: Water or whiskey.       called a coward are all fates as bad as death. Some        Outlook and Relations: Litorians hold
            Favored Food: Meats.         litorians take this ideal to mean almost never          concepts of personal freedom quite dear. They
          Favored Weapon: Clubs          speak, attempt only what one is good at, and never      believe in only a very loose organizational
      (especially litorian warclubs)     turn from a fight, no matter what the odds.             structure from their tribal upbringing. Strength
             and maces (or bolas).           These points of view, however, border on the        and respect govern their tribes, not law. Litorians
                                         extreme. Most litorians realize that intent holds       find the concept of preconceived, delineated
                                         more importance than action. Abandoning a               parameters of right and wrong difficult to
                                         fight is not cowardly when one has no chance            understand; they are much more likely to judge
                                         of winning. There is no shame in failing at an          situations on a case-by-case basis. Their choices
                                         impossible task. And a statement is never really        stem from their sense of honor and respect for
                                         a lie if you believe it when you say it.                others. They are very rarely selfish or cruel.
                    30
                                                                                                                         CHARACTER
                                                                                                                    2     CONCEPTS
   Litorians have little history with most other        Thus, centuries later, the giants were none
ancestries, except giants, whom they respect but     too happy at the appearance of the mojh.
do not understand. Though they have shared the          By some definitions, it is a mistake to call the
same lands with humans for centuries, the two        mojh an ancestry. All mojh were once humans
ancestries usually keep their distance. Litorians    who chose to transform themselves using a
and faen only rarely meet, but litorians are often   magical process that alters a fully developed
amused and entertained by faen ways.                 human into a draconic mojh. Magical
   Litorians often find themselves at odds with      transformation is the only way to create a mojh:
sibeccai and—of all the other ancestries—are         the process makes the creatures genderless.
probably the least likely to distrust the dracha     They gain a tough, scaly hide and a predilection
outright.                                            for magic and other intellectual pursuits. As
                                                     a result of the transformation, the mojh also
LITORIAN LANDS                                       become extraordinarily long-lived. Only humans
Litorians are nomads, but to call their wandering    can become mojh.
random shows a profound misunderstanding                While mojh cannot reproduce in any
of their culture. They subtly control the open       conventional way, any single mojh, two or three
grasslands upon which they wander: their power       times during its long life, can “give birth” in an
and cunning makes them clear masters of the          asexual budding process to a small reptilian
region they inhabit. No one passes through the       creature called a kobold, or “mojhborn.” The
plains or savannah where they live without their     mojhborn usually become the slaves and
knowledge—and, therefore, their leave.               servants of their progenitors. Mojhborn cannot
                                                     reproduce at all.
LITORIAN ADVENTURERS
Litorians away from their tribe are usually          ROLEPLAYING MOJH
hunters, mercenaries, or members of another          The word “mojh” is meant to make one think
profession that allows them to use both              of the dramojh. It’s meant to convey power and
their outdoor instincts and their natural            engender respect—and a little fear.
strength and agility. Sometimes intimidating             Mojh don’t really look much like the dramojh                   MOJH
to members of other ancestries, litorians            did. They are vaguely draconic humanoids
often find acceptance and friendship among           (dramojh were not humanoid at all) and seem              Language: Mojh speak
adventurers—many of whom are loners or               nothing like the humans they once were. They             Draconic and Common.
wanderers themselves.                                dwell apart from humans and other ancestries
                                                     most of the time. Their communes are isolated            Names: Humans adopt a new
LITORIAN CHARACTER CREATION                          and often secret.                                        name when they become mojh.
If you want to play a Litorian character, you need       Two qualities intrinsic to the mojh ancestry         Here are some sample names:
to select the Ancestry Descriptor: Litorian.         shape their outlook. First, each individual mojh         Mojh Names: Daragoth,
                                                     chose to be a mojh. The process by which a human         Scinathar, Yetheran.
MOJH                                                 transforms into a mojh is not easy, and few go into
The results of magical modifications, mojh           it lightly. One needs to have a real disdain for one’s   Favored Drink: Tea.
(pronounced MOEZH, both singular and                 current identity to undergo such a change, and           Favored Food: Meat
plural) appear to be as much dragons as              one must have a real need to live separate from          (cooked well done).
the humans they once were. They pattern              others who were once of his or her kind.                 Favored Weapon: Rapier
themselves after the creatures known as the              Second, mojh are genderless. Biological              or short sword.
dramojh, or “dragon scions,” which held              urges to mate or such emotions as love do not
mastery over the realm long ago.                     drive them. In fact, they are fairly emotionless
   In the lands now ruled by the Diamond             compared to humans. They devote that mental
                                                                                                              Litorian Descriptor, page 85
Throne, the dramojh once enslaved humanity           energy and that time to other pursuits—usually
and the faen, having conquered them with             in developing their minds, their bodies, or their
magical might and brute force. These ancient,        magical abilities. Each mojh thinks of itself as a
winged fiends, whom some say were equal              work in progress, steadily improving all the time.
parts demon and dragon, fielded vast armies              Any beings who willingly pattern themselves
of powerful spellcasting warriors. Only the          after the dramojh are easy to label as evil. To be
power of the giantish armies of old, in full Chi-    sure, many members of the other ancestries do
Julud mode, could overcome them. The giants          just that. They see the mojh’s fascination with the
hunted the despicable dramojh to extinction.         dramojh and even with dragons as abominable.
                                                                                                                            31
                           Mojh do not trust others easily—even other             gather in small, isolated clutches and keep to
                           mojh. They often assume that others will dislike       themselves.
                           them, and their naturally devious minds take
                           for granted that most other people are just as         MOJH ADVENTURERS
                           devious as they. Even a mojh who would not             Mojh adventurers search for wealth and power.
                           betray another sees betrayal in others quite easily.   Many also seek to better understand their place
                              Mojh characters challenge their players, as         in the scheme of things, now that they have a
                           they are not the most likable creatures by most        new form. Mojh may go on adventures simply
                           standards. Those mojh who do associate with            because they want to take and retain control of
                           others, however, learn to adapt and fit into           their own lives, go where they please, and do
                           standard society. (They also often use hooded          as they like.
                           cloaks or other simple disguises to avoid
                           drawing attention.) In most communities, you’re        MOJH CHARACTER CREATION
                           not likely to see a mojh in a social position—a        If you want to play a mojjh character, you need
Mojh Descriptor, page 86   shopkeeper, an entertainer, or a leader.               to select the Ancestry Descriptor: Mojh.
                              Look and Personality: Most mojh are tall and
                           thin, with a long and narrow head like that of a       SIBECCAI
                           reptile. Small greenish-brown scales cover mojh        Strong and hardy, sibeccai (pronounced SIB-ba-
                           flesh. Their fingers grow long, and their limbs        kai, singular and plural) are excellent warriors
                           tend toward the spindly. They have snakelike           and fierce opponents. The sibeccai were once
                           tails that serve only as aids to balance.              simple beasts, native to a hot, dry desert realm
                              Mojh intentionally give up being human to           far across the sea. The giants used magic to
                           transform themselves, physically and mentally,         uplift these beasts, granting them the intellect
                           into all-new creatures. Clearly, they are fanatic,     and body shape to make and use tools and
                           driven individuals. However, they do not all wish      eventually develop a society and culture of their
                           to see a return to the ways of the evil dramojh        own. The sibeccai felt indebted to their patrons
                           and do not necessarily want to see the other           and served them as soldiers and helpers for
                           ancestries enslaved again.                             centuries. Although the giants no longer require
                              Mojh adore magic, craving and hoarding              their help, the sibeccai remain an indebted
                           its power. They have a particular affinity for         client people.
                           writing, including runes, symbols, and similar
                           pictographs. Mojh can always automatically             ROLEPLAYING SIBECCAI
                           identify familiar hand-writing, and they               Former beasts who try to deny their nature (and
                           pride themselves on developing their own               sometimes fail), sibeccai are as interesting as
                           distinctive and artistic script. They would rather     they are dangerous.
                           communicate through writing than speech if                Sibeccai fall into two informal groups: those
                           given the choice.                                      who still try to define themselves by what the
                              Outlook and Relations: Despite their sinister       giants tell them to do, and those who have shed
                           reputation, not all mojh are selfish, cruel, or        those bonds to define themselves. Both prefer
                           inherently dangerous. In their own view, they          the company of fellow sibeccai to any other
                           have ascended to a new form and a new level of         ancestry. If forced to work alongside others,
                           being. Their concerns deal mostly with finding         sibeccai are normally snide and arrogant, except
                           their place in this new state.                         to giants and other sibeccai. Though they can
                              Separatists to the core, mojh wish to live          demonstrate kindness and generosity toward
                           alone or in small mojh groups. Many ancestries,        those of other ancestries with whom they
                           particularly humans, have a natural aversion to        become familiar and friendly, sibeccai do not
                           the mojh. However, those able to see beyond            make friends easily.
                           that can find treasured companions. Mojh look             Their inability to develop close relationships
                           upon other ancestries fairly equally, referring to     with non-sibeccai and non-giants stems not
                           all of them simply as “nonmojh.”                       from mojhlike distrust, but rather an inherent
                                                                                  inferiority complex. They used to be beasts—
                           MOJH LANDS                                             they haven’t been an intelligent ancestry for long
                           The mojh normally separate themselves from             compared to other ancestries. This insecurity
                           normal society to undergo their transformation,        manifests as overcompensation: they try very
                           and they remain separate afterward. They               hard to demonstrate their superiority. When
        32
                                                                                                                         CHARACTER
                                                                                                                    2     CONCEPTS
trying to get a handle on the sibeccai outlook,       as well as a pecking order, with individuals of
keep in mind this underlying insecurity.              different stations enjoying different rights. All
   Sibeccai value health and appearance. It is        sibeccai believe in doing their best to rise in this
almost unheard of to see an overweight or sickly      order and ultimately attain a higher station.
sibeccai. They also value their reputation and           Sibeccai are devoted to and fanatic about
status. An insulted sibeccai who gets into a fight    things they really believe in.
is more likely defending his reputation than his         Sibeccai feel a genuine respect and admiration
honor—a subtle difference, but one that divides       for giants, an emotion most giants are too
sibeccai from litorians.                              magnanimous to exploit. They dislike litorians,
   Some sibeccai are submissive—even                  whom they look upon as savages, and feel
fawning—toward giants, even when the Hu-              marginally superior to humans, verrik, faen, and
Charad discourage such behavior. Rarely, an           most others. Many humans look upon sibeccai
unscrupulous giant takes advantage of this            with an ancient distrust for their predatory past.
sycophancy; others find it so embarrassing            Sibeccai, for their part, greatly distrust dracha as
that they avoid contact with any sibeccai. Most       servants of their patrons’ enemies.
giants, however, understand sibeccai enough to           Among their own, sibeccai put little value in
smile and nod with tolerance and appreciation         familial life, focusing instead on the ancestry
of the gesture.                                       as a whole. Thus, to a sibeccai, the identity of
   Look and Personality: Sibeccai are humanoids       one’s father or mother does not matter, and
covered in short hair, ranging in color from red      relationships are often short and fairly casual.
to brown and grey to black. Their bodies are          Young are reared by wet nurses and young
muscular and lean, and they have long, narrow         males (professional caregivers), then left to
snouts like those of hounds. Their ears grow          fend for themselves as soon as they seem fit.
large and pointed, and the shock of hair on
their heads appears a shade darker than the           SIBECCAI LANDS
rest of their hide. Some have compared their          Sibeccai meld into cosmopolitan society far
appearance to that of jackals.                        better than litorians, perhaps because they do
   Sibeccai can be haughty and arrogant               not have their own lands. Rather, they dwell                  SIBECCAI
at times, believing themselves a “chosen”             wherever giants do, often making a living
ancestry—chosen by the giants. They do not            serving them in various capacities. For the most        Language: Sibeccai have no
act superior toward giants, however; they             part they are urban creatures, preferring to live       language of their own, but
consider themselves inferior to their patrons.        in communities rather than in the wild. Thus,           most of them speak simple
                                                                                                              Giant as well as Common.
Once in a while, a sibeccai reverts to his natural,   they are adept at gathering rumors and picking
more bestial nature. This occurs mainly in two        up on the subtleties of interaction among               Names: Sibeccai names, though
situations: when he is very hurt or angry, or         intelligent creatures.                                  long and formal, are always just
when he is among only those of his own kind.                                                                  a single word (no surnames). The
                                                      SIBECCAI ADVENTURERS                                    names themselves carry no special
   The short-lived sibeccai mature quickly. They
                                                                                                              meaning, but sibeccai frequently give
have little sense of fun or frivolity, nor do they    Sibeccai adventurers are fairly common. They see        themselves or each other descriptive
value lore and knowledge much, unless it can          gaining new wealth, new skills, and new victories       titles like “Vidirdon the Dreamer”
directly benefit them at the time. They are more      as a way of advancing their station in life.            or “Palathan the Speaker.” Here
interested in rumors and current events than in                                                               are some more sample names:
history or ancient truths.                            SIBECCAI CHARACTER CREATION                             Sibeccai Male Names: Kaganis the
   Outlook and Relations: By some standards,          If you want to play a sibeccai character, you need      Hunter, Tigarithon the Wanderer.
sibeccai are still “new to the world,” and thus       to select the Ancestry Descriptor: Sibeccai.            Sibeccai Female Names:
look at their position with optimism. This                                                                    Mirapolay the Skywatcher,
fresh view of what one can accomplish in life,        VERRIK                                                  Sissathas the Keeper.
however, can skew more toward thoughts                Verrik (singular and plural) are incredibly wise        Favored Drink: Beer.
of what one can get for oneself in life. Thus         and intelligent beings with special innate mental       Favored Food: Meat
sibeccai sometimes develop a selfish outlook.         abilities.                                              (cooked very rare).
Coupled with their feelings of superiority, such         At first blush, verrik appear human. The only        Favored Weapon: Swords
sibeccai can become cruel and vicious.                physical difference is that verrik have wine-red skin   (especially kopeshes).
   Sibeccai respect a strong leader and recognize     and either white or blue-black hair. Verrik are not
a need for rules to keep order. Most sibeccai         human, however. They neither think nor feel as
groups have a clear set of laws that all must         humans do. In fact, members of the two ancestries
follow. They always have a clearly defined leader     often have difficulty relating to one another.          Sibeccai Descriptor, page 86
                                                                                                                           33
                                           Verrik pride themselves on “contextual                and build to humans, which means their size can
                                        thinking.” They believe they see the world               vary considerably. All verrik have vinaceous skin
                                        from a larger perspective, which leads them              and dark eyes. Their straight hair is either white
                                        to make decisions based on ramifications that            or dark black (almost dark blue). They often wear
                                        others may not see. They value intelligence and          their hair long, but they never have facial hair.
                                        wisdom and despise rash actions.                            Verrik can seem arrogant and aloof. Some of
                                           All verrik possess innate mental abilities            them are. Those with great mental powers may
                                        that allow them rudimentary telepathy and                feel quite superior to others. Most members of
                                        telekinesis. Some verrik can learn more powerful         the ancestry, however, are simply introspective
                                        psionic abilities.                                       or contemplative. That smug expression on
                                           Verrik invented witchcraft and discovered the         the verrik’s face really stems from her thoughts
                                        akashic memory.                                          about the implications years from now of an
                                                                                                 event that just happened. They have little need
                                        ROLEPLAYING VERRIK                                       for such frivolous pursuits as music or humor,
                                        Verrik offer the perfect choice for players who          and partake in rituals and ceremonies only when
                                        like enigmatic characters. Each and every verrik         it seems practical to do so.
                                        possesses some level of psychic talent, as                  Outlook and Relations: Pragmatic even
                                        witnessed by the interesting powers innate to            in their approach to the esoteric, verrik see
                                        every member of the ancestry.                            themselves as sensible and practical, even when
                                            Just because they look like humans, do not           those of other ancestries cannot understand
                                        assume you should play verrik like humans. In            their motivations. They appreciate innovation
                                        fact, in many ways, verrik are the most unlike           and respect genius and talent. They have little
                                        humans of all the ancestries. A verrik considers         patience for stupidity or foolishness.
                                        not only how a given course of action will affect           Something about verrik makes them difficult
                                        her, but also how it will affect others (and thus,       to like—humans, faen, and even giants have
                                        how that effect will affect her later). She looks        described a certain quality about them that is
                                        ahead not just to tomorrow, but to next year, to         unnerving or “not quite right.” Verrik consider
      VERRIK                            10 years beyond that, and to her children’s time         all other ancestries more or less the same,
                                        as well. Thus, verrik often see others as short-         although the loresong faen and mojh affinity
                                        sighted and frivolous.                                   with magic garners them a bit more respect.
 Language: Verrik speak Common.             Verrik are inventive. They build, innovate, and      Deep down, most verrik enjoy their enigmatic
Verrik also have their own language,    explore. They think beyond the bounds of what            reputation among other ancestries.
   but they keep it secret from other   others believe. In comparison to members of
  races as best they can and almost                                                              VERRIK LANDS
                                        other ancestries, they are never quick to dismiss
       never use it around nonverrik.
                                        and are very open-minded. Verrik do not make             The verrik dwell in hot, dry areas that were never
                                        assumptions and do not rely solely on empirical          entirely conquered by the dramojh so long
  Names: Verrik names often sound       evidence or the assurances of others. They try           ago. They build large cities, favoring long, flat
  strange to human ears. There are      things for themselves, each time hoping to               buildings. Verrik spellcasters isolate themselves
  no linguistic rules for determining   learn something new, but are are not reckless            in monasterylike communes for study in the
 whether a name is male or female.
                                        or foolhardy.                                            fields of witchery, akashic memory, and magic
     Here are some sample names:            Verrik do not compose poetry or delight in           in general. Verrik warriors gain satisfaction
     Verrik Male Names: Dajsan,         song. Their ceremonies are the simplest of any           from training and sparring, and they also build
                 Qiddedr, Xerzed.       ancestry. They eschew showy displays and put             secluded compounds of their own.
            Verrik Female Names:        little stock in appearance, because they know that
              Ayanc, Nlaada, Sfiri.     appearances can be deceiving. Still, their unusual       VERRIK ADVENTURERS
                                        emphasis on function can lead to the creation            Verrik adventurers seek power and treasure
           Favored Drink: Dry wine.     of interesting forms. For example, a verrik castle       because it makes sense. They appreciate
              Favored Food: Strictly    might appear very strange, with free-standing,           discovering new things and, thus, like to explore.
                   vegetarian fare.     winding staircases up to spiraled towers and             They do not believe in “forbidden knowledge”
      Favored Weapon: Crossbows.        glass minarets. Others might see the structure as        and would not hesitate to explore even the
                                        showy or even artistic, when in fact its builder had     dreaded ruins of a dramojh citadel.
                                        practical motives—perhaps the sun’s heat comes
                                        through the glass minarets and is channeled down         VERRIK CHARACTER CREATION
          Verrik Descriptor, page 86    the spiral tower to heat the rest of the castle.         If you want to play a Verrik character, you need
                                            Look and Personality: Verrik have a similar height   to select the Ancestry Descriptor: Verrik.
                   34
                                                                                                                CHARACTER
                                                                                                            2    CONCEPTS
                                                                                   AGING EFFECT
     Ancestry        Middle Age*          Old**              Venerable†             Maximum Age
      Dracha         35 years             55 years           75 years               +2d20 years
       Faen          100 years            140 years          180 years              +2d% years
       Giant         125 years            205 years          260 years              +1d% years
     Human           35 years             53 years           70 years               +2d20 years
     Litorian        50 years             75 years           100 years              +4d20 years
       Mojh          175 years            257 years          340 years              +3d% years
     Sibeccai        30 years             47 years           70 years               +2d10 years
       Verrik        40 years             70 years           100 years              +2d20 years
 * –1 to Might and Speed Pool; +1 to Intellect Pool.
 ** –2 to Might and Speed Pools; +1 to Intellect Pool.
 † –3 to Might and Speed Pool; +1 to Intellect Pool.
                                                                                                                 35
                                     CHARACTER PATHS                                        interestingly contradictory personalities, being
                                     There are some concepts you can choose for             both focused on their mental disciplines and yet
                                     your character. Here you find the principal            free-wheeling and highly adaptive. Because of their
                                     Diamond Throne paths.                                  powers and ability to master so many skills, an
                                                                                            akashic can work as a shipwright in one city, move
                                     AKASHIC                                                on and get work as a physician in the next, and an
                                     “The memory of all our forebears flows through me.”    animal trainer in the next.
                                                                                                Ancestries: Akashics are so flexible that they
                                     The akashic memory is a collective mental              fill many roles. In human societies they work
                                     storehouse of all thoughts, feelings, and              as rogues, agents, and spies or as advisors
                                     experiences ever held by a living being. Akashics      and sages. Verrik akashics consider themselves
                                     can tap into this collective memory to gain            artists who work in the medium of memory.
                                     knowledge, skills, or information. They are            Giant akashics are often called singers of songs,
                                     neither spellcasters nor warriors. Nevertheless,       for they access their abilities through softly
                                     they prove themselves very capable, with unique        singing simple ancient giantish tunes. Faen
                                     gifts and abilities. Their powers are mystical—        believe akashics have the ability to speak with the
                                     more mental than magical—and come from                 gods on some level and thus usually give them
                                     intense training and discipline. Despite their         great respect. Mojh akashics strive to learn more
                                     regimen, however, akashics can seem quite free         about dragons and the ancient mysteries of the
                                     spirited and even roguish.                             world. Litorian akashics are rare, and those who
                                                                                            do exist consider their abilities and knowledge
                                     ADVENTURERS                                            gifts from their ancestors. Sibeccai akashics, also
                                     Akashics explore and adventure to practice             rare, usually use their abilities to work as artisans.
                                     their abilities and to discover new aspects to the         Other Paths: Akashics work well with
                                     akashic memory. They seek akashic nodes and            anyone. Their powers make them extremely
                                     bits of lost knowledge or lore to enhance their        adaptable and always useful. Likewise, they
   AKASHIC                           abilities and skills. Akashics also gain insight       usually respect the skills of others, and feel
                                     into both collective and personal memories             as at home telling war stories and discussing
  If you want to play an Akashic     by spending time with people in stressful              swordfighting techniques with a warmain as
 character you could make these      and dangerous situations (adventurers). As             they do debating esoterica with a magister.
                  typical choices:   important as the akashic memory is, akashics
                                     know that their own personal memories are              AKASHIC ARCHETYPES
                 Type: Emissary      just as important. They don’t want to sit back         Jack of All Trades: You know a bit about everything,
                Flavor: Akashic      and learn about things passively—they want to          and your mystic connection to the akashic memory
              Focus: Delves into     be there when important things happen.                 allows you to fill in the gaps when necessity
               Akashic Memory           Background: While some people claim to              arises. In any situation, you’ve got something to
                                     be natural akashics, even they require special         contribute. You may not excel at any one thing, but
                                     training. Akashics usually learn their special         you’re also not terrible at anything, either.
                                     skills as apprentices to more accomplished                Loremaster: You’ve lived long with the local
                                     akashics or in institutions developed for the          akashic guild, not only honing your akashic
                                     unique training they require.                          abilities, but also studying all the lore you
                                        Akashics often belong to guilds, usually tied       could—history, magic, science, cosmology,
                                     to the organizations that trained them. These          geography, and more. Loremasters and sages
                                     guilds hire out their members as experts in any        can earn a respectable wage as sources of
                                     needed area. Need a master smith? An expert            information and teachers for the young.
       GM Tips: If you want to       on ancient geography? A thief able to infiltrate       However, you might want to actually use what
         add an encounter with       an enemy stronghold and memorize battle                you’ve learned and go out into the world to
      an akashic NPC, you can        plans? A messenger who can carry the words             make your own fortune, so that someday,
      choose one of these ideas.
                                     of a 10-page missive memorized in his brain?           loremasters will be reading about you.
                 Akashic NPCs:       An expert impersonator to work as a spy or as             Spy: You use your memory-based abilities to
        The jewel thief skilled at   a stand-in for an endangered noble? The guild          tap into the knowledge of others. This allows
 impersonation and infiltration.     can provide you what you need.                         you to not only gather information on them,
The duchess’ mysterious advisor,
                                        Those who do not belong to guilds often wander      but also impersonate them. You are slick and
who looks at you knowingly. The
   prodigy with the wisdom and       about, seeking new experiences and earning their       savvy—you think quickly on your feet and excel
  knowledge of a wizened sage.       fortunes by practicing their skills. They often have   at getting yourself out of tight situations.
                 36
                                                                                                                         CHARACTER
                                                                                                                    2     CONCEPTS
                                                                                                                            37
                                      GREENBOND                                              one to personal power, not necessarily a mantle
                                      “I sing through the land, and the land sings           of responsibility. Sibeccai and verrik greenbonds
                                      through me.”                                           are rare, as they usually do not like the idea of
                                                                                             working with a power so far outside of—and so
                                      The greenbond is a channeler who deals with            much larger than—themselves.
                                      nature. He speaks the language of the leaves,             View of Magic: Greenbonds see all the magic
                                      of a babbling brook, or the stony heartrock of a       they have access to, whether it be spells or
                                      mountain. He remains in tune with the health           special abilities, as extensions of the living
                                      of the land around him. The greenbond is an            Green into this world. They see these extensions
                                      animist who deals with the spirits animate             hanging about them like tangible leaves and
                                      within all things—trees, rocks, rivers, ponds,         vines. Their gestures make the leaves and vines
                                      and even the air around him.                           swirl about them and form the effect they wish.
                                         To understand the greenbond, one first              The words of their spells are invocations to
                                      must understand the Green. The Green is                spirits to aid them: “Spirits of fire, I call upon
                                      the source of life, fertility, and health. Those       your dangerous breath to smite my foe.”
                                      learned in the ways of magic often refer to its           Other Paths: Greenbonds call totem warriors
                                      power as “positive energy,” but greenbonds             their brothers, for both see the truth in animism.
                                      know it as much more. The Green infuses the            Despite their spellcasting ability, greenbonds
                                      world, connecting all living things. It ebbs and       are more comfortable around nonspellcasters.
                                      flows with the coming and going of life. Terrible      Magisters, runethanes, and other spellcasters tend
                                      plagues, fires, or sorcery can destroy a place’s       to look upon magic as a more scientific pursuit.
                                      link with the Green. No plants can grow in such        Such mages often find the greenbond’s relationship
                                      a barren wasteland, and most living things know        with spirits difficult to understand and feel uncertain
                                      not to linger there.                                   about the actual nature of the Green.
                                         Although greenbonds rarely speak of it, the
                                      Green has an opposite called the Dark. The Dark        GREENBOND ARCHETYPES
GREENBOND                             is not death, for death is a part of the natural       The Land’s Redeemer: The land is life, and nothing
                                      cycle of things. Creatures and plants die so that      holds more importance. Those who abuse the
If you want to play a Greenbond       others can live. No, the Dark is the force of anti-    land are your enemies, and you show them no
 character you could make these       life that some call negative energy. This force        mercy. Those who are a part of the land—who care
                  typical choices:    does not pervade the world the way the Green           for it and gain sustenance from it in a wonderful,
                                      does. It lingers in shadow, growing in places of       natural symbiosis—are your friends, and you
             Type: Channeler          pain and slaughter, or where the harbingers of         protect them as though they are a part of the land.
              Flavor: Magical         the Dark—the undead—are known to roam.                 Yours is a heavy burden, but your duty is vital.
Focus: Follows the Green Path            Adventurers: Greenbonds go on adventures to            Mysterious Wise One: You know much more
                                      help friends, to learn more about nature and the       about the world than do most people. You
                                      spirits that inhabit it, and to gain power to defend   comprehend that spirits dwell in each and every
                                      and promote the Green. If possible, they attempt       object and force in nature. The world is alive
                                      to teach others the truth and importance of the        with spirits, but most people don’t realize that.
                                      Green and to demonstrate its power.                    Others, even your own comrades, sometimes
                                         Background:           Greenbonds         normally   don’t understand you and the things you say.
                                      apprentice with other greenbonds to acquire            They claim you speak in cryptic riddles. That is
                                      their training. Sometimes, however, nature             not your problem. They will understand when
        GM Tips: If you want to       spirits guide and train an individual to take the      they need to understand.
       add an encounter with a        path of the greenbond.                                    Preserver of Life: Life is more important
       greenbond NPC, you can            Ancestries: Human greenbonds find                   than anything else. The Green gives life, and
      choose one of these ideas.
                                      the ability to interact with the spirit world          it nurtures all living things. You represent the
              Greenbond NPCs:         empowering and enlightening. Faen as an                Green in the world. In you resides the power
      The terrifying and vengeful     ancestry embrace the importance of the                 to preserve life, and therefore you must do so.
       defender of the forest. The    Green and refer to “the calling of the Green”          Plants, animals, people—the Green blesses all
      spiritual advisor to the lord
                                      as something that beckons an individual                of these things. But life is absolute. Once it is
   mayor. The village healer who
     protects the local crops from    to become a greenbond. Giant greenbonds                gone, who has the right to restore it? Raising
      blight and the people from      likewise are common, using their power to              the dead is a questionable practice at best. The
 illness. The wild and dangerous      protect the land and its inhabitants. Litorians,       undead? No question—they are abominations
             shaman of the tribe.     conversely, see the path of the greenbond as           that must be destroyed at all costs.
                38
                                                                                                                   CHARACTER
                                                                                                              2     CONCEPTS
                                                                                                                     39
                                     MAGISTER                                          power of their role and use it to improve their
                                     “Magic is my meat and drink. I travel through     station.
                                     higher, more esoteric realms than you can           View of Magic: Magisters mentally store
                                     imagine.”                                         their readied spells in their staves, relying on
                                                                                           those key items as a focus and a tool for
                                     The magister is a spellcaster who                         shaping magic. Magisters see magic as
                                     devotes all his time and attention                          a seething tide of unformed energy and
                                     to the study of magic and spells.                           indistinct shapes. Their spells give this
                                     Magisters have greater access to                            energy definition and purpose. Magic
                                     spells than any other type of mage.                        is not an art to them, but a science. It is
                                     Their powers are diverse, and there                     measurable and quantifiable. Just because
                                     is little that a high-level magister cannot       others have no concept of its parameters does
                                     accomplish. All magisters begin the game          not deny its logic.
                                     with a staff, through which they focus their           Other Classes: Magisters follow the “way
                                     impressive might.                                       of the staff ” rather than the “way of the
                                        Magisters approach magic from a                       sword,” and thus often keep warmains,
                                     logical and technical standpoint. Magic                   totem warriors, unfettered, champions,
                                     is a part of the way the world works,                     and even mageblades at arm’s length—
                                     and they are its self-styled masters.                     although they are well aware of the
                                     To maintain their understanding—                          value a warrior ally provides. They get
                                     through which comes their power—                         along with runethanes well, and marvel
                                     they not only study ancient lore but also              at the abilities of the akashic, the witch,
                                     continually experiment with new techniques of     and the greenbond. Many magisters would
                                     spellcasting and unique applications of spells.   sacrifice much to acquire their own oathsworn
                                        Adventurers: Magisters seek lore and power.    bodyguard/companion.
                                     Magic can be addictive, and most magisters
                                                                                       MAGISTER ARCHETYPES
MAGISTER                             crave more and more. They undertake
                                     adventures to find magical treasure, monetary     Doomspeaker: You specialize in curses and
  If you want to play a Magister     treasure (funds to put toward magic items or      divinations, gaining a reputation as a mysterious
 character you could make these      their studies), or magical knowledge. Many        and dangerous figure. Your command of magic,
                 typical choices:    seek to show that magic is a tool capable           particularly magic that grants you knowledge
                                     of anything.                                           or allows you to strike down enemies, earns
               Type: Channeler          Background: Magisters train almost                   you respect—and fear. You do not have a
     Flavor: Magical or Akashic      exclusively in schools, where students                   lot of friends, but many know of you. You
              Focus: Attunes to      all learn rote methods of mastering                      are a bit of a loner, although if you could
                Mystical Forces      the basics of magic. Only later does                     find some worthy allies, you’d certainly be
                                     each individual break off to pursue his                 loyal to them.
                                     own specialization or unique talents                      Priest: A faithful adherent of your
                                     and methods. Magisters come from                    chosen deity or religion, you are recognized
                                     all walks of life, from the wealthiest noble      by others as one ordained in ceremony to
                                     to the lowliest of the poor (schoolmasters        represent that god. Your love of lore has
                                     admit worthy underprivileged students on          enabled you to learn much of the world, of
       GM Tips: If you want to
       add an encounter with a
                                     scholarships). Once one masters the                 history, and of philosophy. Others see your
        magister NPC, you can        art of magic, social class becomes                        spells as an extension of your faith—
      choose one of these ideas.     meaningless—for one joins an all-                           your magic is a gift from your god.
                                     new class.                                                      Teacher: Magic is the way the
                Magister NPCs:
   The foul necromancer raising
                                        Ancestries: Human magisters are                           world works. Magic is science. It is
      a legion of undead, as are     often elemental mages, while faen                            lore. There could be no better teacher
     the crazed cultists wielding    (particularly loresong faen and sprytes)                   than you, whether a teacher of the
strange powers and planning to       enjoy all types of magic. Litorian magisters           young or the master of a single apprentice.
  sacrifice the duke’s kidnapped     are less common, and verrik magisters             People can learn much from you; in turn, you
         son. The wise council of
                                     employ either psionic or energy-related spells.   recognize that you must not only gather more
    elderly sages leaning heavily
    on their staves. The trickster   Giant magisters like to use magic to create       knowledge, but also communicate well so that
performing feats of illusion and     things, while mojh enjoy summoning and            others can understand. A teacher is nothing if
      wonder in the city theatre.    enchantments. Sibeccai magisters enjoy the        not a diplomat of wisdom to the ignorant.
                40
                                                                                                                          CHARACTER
                                                                                                                     2     CONCEPTS
                                                                                                                             41
                                         RITUAL WARRIOR                                            or daughter to such a school so the child can be
                                         “Everything can be controlled. Even a person’s own        raised in the art of combat ritual and eventually
                                         spirit.”                                                  be hired out as a skilled bodyguard, mercenary,
                                                                                                   or military advisor.
                                         Ceremony and ritual provide order in a chaotic               Ancestries: Giants developed the ritual warrior
                                         world. They make sense of randomness and                  class and were the first ritual warriors. Though
                                         haphazard circumstance. They provide choice               they brought the secrets of the ritual warriors with
                                         and power where otherwise powerlessness                   them when they arrived hundreds of years ago,
                                         would reign. Ceremony and ritual tame the                 only very recently has the teaching and training
                                         world. Using focused rites to accompany their             involved in its secrets spread to other races. All
                                         combat training, ritual warriors function as              ancestries seem to have taken to the idea well.
                                         deadly warriors capable of performing near-                  Other Paths: Ritual warriors get along
                                         supernatural actions. They use concentration              well with warriors of any stripe: unfettered,
                                         and inner strength to manifest physical                   warmains, and totem warriors. In particular, they
                                         results.                                                  can appreciate the dedication of champions and
                                            To a ritual warrior, every sword stroke is             oathsworn. They see eye to eye with mageblades
                                         an act of reverence, every parry or flourish              as well, for members of both classes appreciate
                                         a carefully planned sacrament. Combat is                  the blending of physical training and skill with
                                         ritual—it is sacred. Combat is not something              something more—whether spiritual or magical.
                                         for the untrained or unpracticed. They do not             In the view of a ritual warrior, magisters,
                                         understand the art of it. While fighting, ritual          greenbonds, runethanes, and witches can grow
                                         warriors attain an altered state of consciousness.        tiresome at times, for few of them appreciate
                                         Their precise moves are as practiced as the               the need for exercise, physical training, or
                                         motions of a celebrant conducting a hallowed              even meditation (some nonspellcasters don’t
                                         ceremony.                                                 understand the latter, either, which can be
                                            Some ritual warriors wear heavy armor and              irritating). Mostly, though, the ritual warrior
   RITUAL                                carry large weapons, making them appear to                finds all other people fascinating and worthy of
  WARRIOR                                be warmains—until they get into battle. Others            greater understanding.
      If you want to play a Ritual       favor the maneuverability of light armor and
Warrior character you could make         quick weapons. The ritual warrior’s combat                RITUAL WARRIOR ARCHETYPES
             these typical choices:      rites complement either style, or anything in             Combat Devotee: The art of combat is holy—
                                         between.                                                  it is the ultimate culmination of the fusion of
                   Type: Fighter            Ritual warriors appreciate quiet contemplation         mind and body. You seek to glorify combat
                Flavor: Magical          and concentration as they practice their combat           itself in your actions, your attitude, and your
  Focus: Performs Battle Rituals         styles (which resemble careful, ritualistic arts)         highly focused training. To revere that which is
                                         and their ceremonies (which resemble martial              sacred is to crush your enemies utterly. Only by
                                         exercises). They spend much of their day in               becoming the greatest fighter in the world can
                                         meditation and even more time practicing                  you rest, knowing that you have attained the
                                         each combat move and countermove with the                 highest glory possible.
                                         reverence it deserves.                                       Contemplative Knight: Clad in shining armor,
                                            Adventurers: Ritual warriors strive toward             a gleaming sword at your side, you are no boorish
                                         physical and spiritual perfection. The challenges         crusader. You understand that there are greater
         GM Tips: If you want to         faced while exploring dangerous wildernesses or           meanings to your actions, and you always think
         add an encounter with a         monster-filled ruins put their training to the test       before you strike. There is a right and wrong
     ritual warrior NPC, you can         and allow them to hone their skills continually.          to all things, and only through meditation and
        choose one of these ideas.          Background: Ritual warriors undergo vigorous           contemplation can one ascertain the right path.
              Ritual Warrior NPCs:       training, both in body and in spirit. It is a difficult      Enlightenment Seeker: In seeking the ultimate
       The learned master teaching       path, with many tests and trials. Though they             truths, you have found that one can reach them
    young disciples in a monastery.      come from any walk of life, they tend either to be        only by attaining the physical, spiritual, and
The quiet mercenary captain who          upper class (and thus possess the free time to            mental purity gained by facing the greatest
 is far more sophisticated than he       devote to the study and practice required), or they       challenges. You strive for an inner peace even as
  first seems. The priest of the war
 god Mowren. The evil noble who
                                         are commoners who have devoted their lives full           you train for war. People look up to you for your
      thinks of nothing but combat       time to studying in a monastery or other school           prowess as well as your wisdom. Rather than
   and spends all of his spare time      under a high-level ritual warrior. Sometimes, to          finding irony in that, you marry the two concepts
         training in the martial arts.   pay a debt, a commoner will trade his young son           together in perfect harmony.
                  42
                                                                                                                      CHARACTER
                                                                                                                 2     CONCEPTS
                                                                                                                         43
                                      TOTEM WARRIOR                                       snake. Sibeccai like the wolf and hawk totems.
                                      “I hear my totem call to me. It promises me         Verrik totem warriors—also rare—usually
                                      wisdom no mortal could give.”                       choose the hawk, or snake.
                                                                                             Other Paths: Aside from others of their class,
                                      Everything has a spirit. The totem                  totem warriors see eye to eye with greenbonds,
                                      warrior knows that within                           who understand the spirit world even better than
                                      each animal, there lies a                           they. They enjoy fighting alongside unfettered
                                      powerful spirit binding it                               and appreciate their wild side. Warmains
                                      with all others of its kind.                               are far more interested in strategy than
                                      Virtually every animal has                                                     they, and most other
                                      a totem spirit, but some                                                           paths seem too
                                      of the most powerful and                                                           preoccupied
                                      well-represented are the                                                           with spells or
                                      bear, hawk, snake, and wolf.                                                       strange abilities
                                         Totem warriors draw on                                                        that totem warriors
                                      the spirits for information, for                                               have little interest in.
                                      skills, and for power. These fierce                                They often mistake the akashic’s
                                      warriors use savage, instinctual                                  ability to tap into the collective
                                      combat techniques like those of the                              memory for communion with
                                      animals they bond with. Totem warriors gain                      spirits, though, and consider them
                                      animal companions and even the ability to take                 kindred.
                                      the physical form of their totem creature.
                                         Because totem warriors have different totem         TOTEM WARRIOR ARCHETYPES
                                      spirits, their special abilities and physical       Beastmaster: You prefer the company of animals
                                      characteristics can vary considerably: the bear     to that of people. You love the wilderness and
                                      totem warrior is strong and massive, while the      hate the city; you’ll seize upon any excuse to
   TOTEM                              snake totem warrior is fast and wiry.               leave the confines of civilization and travel the
  WARRIOR                                Adventurers: Totem warriors always keep          wildlands. You have a way with animals and a
      If you want to play a Totem     their totem animal in mind in everything they       keen knowledge of their ways—you know the
Warrior character you could make      do. Their actions will never disgrace their totem   smell of a lion stalking its prey and where the
             these typical choices:   animal—they devote their lives to exemplifying      badger finds water when there seems to be
                                      and representing it among mortals. Facing           none—and you survive using your knowledge
      Type: Fighter or Wanderer       challenges and overcoming obstacles is an           of the beasts. When you are with people in the
                 Flavor: Stealth      excellent way to accomplish this goal.              wilderness, you often wish they would just
   Focus: Reveres a Totem Spirit         Background: Totem warriors typically hail        silence their inane prattling so you could hear the
                                      from wilderness areas, particularly regions         buzzing of the insects, the call of the falcon, and
                                      where their totem animal lives naturally. Thus,     the slithering of the snake . . . for these sounds all
                                      bear totem warriors come from the woods, while      carry meaning for you that the babble of speech
                                      snake totem warriors come from the badlands.        does not.
                                      Totem warriors learn the beliefs of animism            Spirit Follower: You never liked to train, never
                                      at a young age. While some imagine that they        liked to work to reach your goals. When you
                                      choose their totem animal, most come to realize     found your totem (or when it found you), you
                                      that the totem spirit chooses them. Often           realized that you could just let it take control.
        GM Tips: If you want to       this happens in the form of dreams or visions       You didn’t need to be good with your weapon
        add an encounter with a       when the warrior is still quite young. Totem        or know anything about the wilderness—your
    totem warrior NPC, you can        warriors receive no training from others—they       spirit totem would make up for that.
       choose one of these ideas.     are expected to learn what they must through           Wise Warrior: You are no mere thug with
          Totem Warrior NPCs:         experience, instinct, and communion with their      a sword, but a trained warrior with instincts
  The ghostly figure in the woods     totem spirit.                                       and knowledge given you from beyond the
     who moves as fast as a wild         Ancestries: Humans favor bear and wolf           ken of normal folk. You are one with the
     beast. The kindly guide who      totems. Faen prefer the hawk totem. Giants          wilderness—it reveals of all its secrets to you.
      knows the wildlands better      most often choose the bear totem. Litorians,        In conversations with others, while making
    than anyone else. The proud
        and noble warrior serving
                                      the most common members of this class, take         plans and formulating strategies, you speak
     as the hereditary leader of a    up the mantle of any of the totems. Mojh totem      with cool, calm assurance. You know what you
   small tribe in the mountains.      warriors are few, the rare examples favoring the    are talking about.
                 44
                                                                                                                         CHARACTER
                                                                                                                    2     CONCEPTS
                                                                                                                           45
                                    WARMAIN                                                 Other Paths: Warmains sometimes
                                    “As I gaze into the eye of my enemy, I know that      have difficulty seeing eye to eye with the
                                    with my strength, my skill, and my trusted tools of   unfettered, but they know the value of
                                    war, I shall not fall.”                               shock troops and berserkers and deploy
                                                                                          them as such. They also can appreciate
                                    The ring of battle is the clarion call of the         the value of akashics and spellcasters as
                                    warmain. In times of strife, no better refuge         support personnel. Warmains admire the
                                    exists than behind her protective shield. Trained     dedication of oathsworn, ritual warriors,
                                    in battle, girded in heavy armor, and capable         and champions, although they can be
                                    of withstanding unbelievable punishment,              dangerously foolhardy in their pursuit
                                    the warmain is the warrior’s warrior. She does        of their goals. Mageblades and totem
                                    not rely on quickness or fancy swordplay, but         warriors make good allies, as their abilities
                                    instead on might, determination, and stalwart         complement a warmain’s. All in all,
                                    bravery. The only thing stronger than her will is     warmains can find a use for anyone in their
                                    the power running through her massive limbs.          strategy.
                                    The warmain’s strength comes not just from her
                                    personal might, but from strategy and tactics.        WARMAIN ARCHETYPES
                                    Hers is the way of the well-planned and well-         Grizzled Veteran: You’ve seen war. You know
                                    prepared military campaign. She studies the           it’s not pretty. Others might think they know
                                    histories and knows the stratagems of past            about the heroism and romance of battle, but
                                    warriors. She prefers to face an enemy with a         you know better. Combat is a dirty job—but
                                    plan in mind—and a backup plan for when               it’s the job you know best. Everyone has a
                                    something goes wrong.                                 calling, and yours happens to be fighting. So
                                       Adventurers: Warmains are usually very                 you’re the best warrior you can be. If others
                                    serious—they go on quests and perform                         go into battle with you, you feel you
                                    missions for some great purpose,                                 should tell them what they need to
WARMAIN                             whether it be to serve a lord, help a                              know. You need to share your vast
                                    friend, earn a payment, or simply                                   experience with them. After all,
 If you want to play a Warmain      to secure an important area from                                     if folks don’t know what they’re
character you could make these      threat. Many high-tier followers of                                  doing in this business, they’ll
                 typical choices:   this path end up as powerful lords                                   end up dead.
                                    ruling their own territories or as                                       Knight of the Silver Sword:
                Type: Fighter       generals commanding their own                                          You are a noble or highborn
             Flavor: Combat         armies.                                                                individual who joined the ranks
    Focus: Masters War Tactics         Background:         Sometimes                                       of an elite order. The Knights
                                    warmains act as highly trained                                         of the Silver Sword have a
                                    mercenaries. More often, they                                         strong code of behavior: chivalry,
                                    are elite soldiers or military leaders                            justice, and honor all must be
                                    serving a powerful lord. Either way, they learn              upheld. You are the traditional knight—
                                    their skills through experience in military           you love to joust, appreciate the finer points of
                                    campaigns. First, however, they train in military     heraldry, care for your horse like it’s a member
                                    colleges and prestigious and rigorous warguilds.      of the family, and take pride in honoring your
                                    The bonds of camaraderie and devotion forged          liege. You expect the respect of others for your
                                    in a warguild never diminish—each member              position.
                                    learns both loyalty and leadership.                      Military Leader: You devote yourself to
      GM Tips: If you want to          Ancestries: The only ancestries whose              knowledge of history and tactics, eager to
      add an encounter with a       members rarely become warmains are the                lead others into battle. You aren’t concerned
       warmain NPC, you can
                                    faen and litorians, both of whom usually reject       about the cause you fight for, just that you
     choose one of these ideas.
                                    the concept of heavy armor and methodical             succeed.
               Warmain NPCs:        military strategy. Giantish warmains have                Warguild Member: You revel in the
The dire warlord threatening a      a long history of military victories and a            camaraderie of other warriors. People who
 land with strife and conquest.
                                    high station in society. Some warmains like           don’t understand the value of a well-crafted
     The power-mad magister’s
body-guards. The aging warrior      to remain encased in heavy armor so as to             weapon in one’s hand just cannot understand
   willing to don his armor one     actually conceal their ancestry and identity,         you. And you don’t understand them. You are
   last time to defend his land.    just for the air of mystery.                          tough as nails, and usually fairly serious.
               46
                                                                                                                    CHARACTER
                                                                                                               2     CONCEPTS
                                                                                                                       47
ChapTer 3                        CHARACT
                                 CHARACTER TYPE
                                 T
                                         he character type is the core of your          FIGHTER
 In some roleplaying games,              character and helps, along with your           Fighters are elite warriors in the Land of Diamond
your character type might be             descriptors and focus, to determine your       Throne, using weapons with lethal precision
  called your character class.   character’s place in the world and relationship        to fight their foes and armor with certainty to
                                 with other people in the setting. It’s the noun        stand against physical threats. Warriors, guards,
                                 of the sentence “I am an adective-adjective] noun      mercenaries and similar combatants would
                                 who verbs.”                                            be considered Fighters. Pathfinders, warlords,
                                    You can choose from four character types:           brigands, and even athletes might fall within
                                 Fighter, Channeler, Emissary, and Wanderer.            the Fighter category. “Fighter” is a common
                                 However, you may not want to use these                 term used almost everywhere in the Land of
                                 generic names for them. Chapter 2 offers a             the Diamond Throne and beyond for someone
                                 few more specific names for each concept,              who is practiced with weapons or martial arts.
              Paths, page 34     also known as paths common in the Land of              Fighters are those who have mastered combat
                                 the Diamond Throne, e.g., a characters who             abilities far beyond the typical person who
                                 uses spells might be called a magister or a            wields a sword.
                                 witch instead of a Channeler.                             Individual Role: Most Fighters are either
                                    Since the type is the basis upon which your         strong (using the heaviest armor and weapons
                                 character is built, it’s important to consider         available and having a high Might) or fast
                                 how the type relates to the setting and other          (sticking with light weapons and armor and
                                 characters. When you are building your                 having a high Speed), while some attempt to
                                 character concepts, you choose a general               use both Might and Speed looking for a balance
                                 archetype to start with. A Fighter, for example,       between their innate strengths. Fighters use
                                 might be anyone from a champion in shining             melee weapons (like swords or axes) and ranged
                                 armor to an unfettered who fights with their           weapons (like bows or darts), while some reject
                                 bare hands.                                            weapons completely, preferring to use their
                                    You can also personalize your type, using           bodies in hand-to-hand combat—punching,
             Flavors, page 73    flavors to help slightly tailor the types toward the   kicking, grabbing, throwing, and so on.
                                 character concepts, or change its view creating           Group Role: Fighters are usually very
                                 something original.                                    serious—they go on quests and perform
             48
                                                                                                                  CHARACTER
                                                                                                              3      TYPE
missions for some great purpose, whether it be          with Fighters, but one Fighter is different from
to serve a lord, help a friend, earn a payment, or      any other. They focus on keeping their bodies
simply to secure an important area from threat.         in shape at all times, using their mental skills to
   In a group of adventurers, Fighters typically        improve strategies and tactics. A Fighter need
take the lead, as they have a physical attitude,        not follow the stereotype of the dumb bruiser
great resistance and superior tenacity to face          mindlessly swinging a sword or an axe.
most dangers. Their martial background makes               Advanced Fighter: As they progress, Fighters
them act protectively toward their companions           become better combatants, often felling multiple
and allies, but it is not uncommon to find              foes in a single stroke. They gain special types of
Fighters more self-interested. Either way, a            attacks and learn to use armor more efficiently
Fighter’s place is often in the middle of the fray.     to get the most out of the protection it offers.
   Societal Role: In most cities and villages,
people hold Fighters in great esteem and                 FIGHTER STAT POOLS
bestow them with honour. Although a Fighters               Stat                      Pool Starting Value
could just as likely be a thug as a noble warrior,
                                                           Might                              11
those who help protect their fellows from the
dangers of the world are always treated with               Speed                              10
respect. There is no shame in getting paid for             Intellect                          7
the use of one’s skills, so being a mercenary or a         Mana                               4
guard are both perfectly acceptable professions.
Restrictions on carrying weapons openly could             You get 6 additional points to divide among
vary from city to city, by a stalwart’s or governor’s   your stat Pools however you wish.
edicts, and most Fighters wear the tools of their
trade with pride.
                                                        FIRST-TIER FIGHTER
   Not surprisingly, Fighters often get along best
with other Fighters, or at least soldiers, guards,      First-tier Fighters have the following abilities:
or similar comrades in arms. Channelers,                ♦ Effort: Your Effort is 1.
Emissaries, and others who prefer a more even-          ♦ Physical Nature: You have a Might Edge of 1
tempered daily activity are less likely to mix well        and a Speed Edge of 0, or you have a Might
                                                                                                                   49
                                                                     FIGHTER BACKGROUND CONNECTION
                                Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
                                following list to determine a specific fact about your background that provides a connection to the rest
                                of the world. You can also create your own fact.
                                 d20   Background
                                  1    You were in the military and have friends who still serve. Your former commander remembers
                                       you well.
                                  2    You were the bodyguard of a wealthy woman who accused you of theft. You left her service in
                                       disgrace.
                                  3    You were the bouncer in a local bar for a while, and the patrons there remember you.
                                  4    You trained with a highly respected mentor. They regard you well, but they have many enemies.
                                  5    You trained in an isolated monastery. The monks think of you as a brother, but you’re a
                                       stranger to all others.
                                  6    You have no formal training. Your abilities come to you naturally (or unnaturally).
                                  7    You spent time on the streets and were in prison for a while.
                                  8    You were conscripted into military service, but you deserted before long.
                                  9    You served as a bodyguard to a powerful criminal who now owes you their life.
                                  10   You worked as an officer or constable of some kind. Everyone knows you, but their opinions
                                       of you vary.
                                  11   Your older sibling is an infamous character who has been disgraced.
                                  12   You served as a guard for someone who traveled extensively. You know a smattering of people
                                       in many locations.
                                  13   Your best friend is a teacher or scholar. They are a great source of knowledge.
                                  14   You and a friend both drink the same kind of rare, expensive liquor. The two of you get together
                                       weekly to chat and have a drink.
                                  15   Your uncle runs a theater in town. You know all the actors and watch all the shows for free.
                                  16   Your craftsman friend sometimes calls on you for help. However, they pay you well.
                                  17   Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its
                                       stranger passages.
                                  18   Someone you fought alongside in the military is now the mayor of a nearby town.
                                  19   You saved the lives of a family when their house burned down. They’re indebted to you, and
                                       their neighbors regard you as a hero.
                                  20   Your old trainer still expects you to come back and clean up after their classes; when you do,
                                       they occasionally share interesting rumors.
  Your character’s starting       Edge of 0 and a Speed Edge of 1. Either way,         ♦ Choose four of the abilities described below.
equipment is as important         you have an Intellect Edge of 0 and a Mana             You can’t choose the same ability more than
as his starting skills. Learn     Edge of 0.                                             once unless its description says otherwise.
     more about what you
                                ♦ Cypher Use: You can bear two cyphers at a            r Bash (1 Might/Speed point): This is an
 carry and how it’s used in
   Chapter 7: Equipment.          time.                                                   extraordinary solid or agile melee attack.
                                s Practiced With All Weapons: You become                  Your attack inflicts 1 less point of damage
                                  practiced with light, medium, and heavy                 than normal, but your target become dazed.
       Practiced, page 156        weapons and suffer no penalty when using             s Combat Prowess: You add +1 damage to one
                                  any kind of weapon.                                     type of weapon attack of your choice: melee
           Dazed: all tasks     ♦ Starting Equipment: Appropriate clothing plus           weapon attacks or ranged weapon attacks.
            performed are         1d20 x 10 gp. Before selecting your weapons,         r Control the Field (1 Might point): This
      hindered for 1 round,       armor, and other gear, you might want to                melee attack inflicts 1 less point of damage
           see Conditions.
                                  wait until after you’ve chosen your abilities,          than normal, and regardless of whether you
                                  descriptors, and focus. Your GM may provide             hit, you maneuver the target into a position
                                  you with two starting cyphers and an artifact.          you desire within immediate range.
           50
                                                                                                                       CHARACTER
                                                                                                                  3       TYPE
                                                                                                                          51
                              s   Successive Attack (2 Speed points): If you     q   Deadly Aim (3 Speed points): For the next
                                  take down a foe, you can immediately make        minute, all ranged attacks you make inflict
                                  another attack on that same turn against         2 additional points of damage.
                                  a new foe within your reach. The second        s Ignore the Pain: You ignore the impaired
 Impaired, debilitated: see       attack is part of the same action. You can       condition and treat the debilitated condition
  damage track, page 166          use this ability with melee attacks and          as impaired.
                                  ranged attacks.                                s Experienced in Armor: The cost reduction
Practiced in Armor, page 51                                                        from your Practiced in Armor ability
                              THIRD-TIER FIGHTER                                   improves. You now reduce the Speed cost for
                              ♦ Choose three of the abilities listed below (or     wearing armor by 2.
                                from a lower tier) to add to your repertoire.    s Expert Cypher Use: You can bear three
                                In addition, you can replace one of your           cyphers at a time.
                                lower-tier abilities with a different one from   q Fury (3 Might points): For the next
                                a lower tier.                                      minute, all melee attacks you make inflict 2
                                                                                   additional points of damage.
                                                                                 r Lunge (2 Might points): This ability requires
                                                                                   you to extend yourself for a powerful stab
                                                                                   or smash. The awkward lunge hinders the
                                                                                   attack roll. If your attack is successful, it
                                                                                   inflicts 4 additional points of damage.
                                                                                 s Reaction: If a creature you attacked on your
                                                                                   last turn with a melee attack uses its action
                                                                                   to move out of immediate range, you gain
                                                                                   an action to attack the creature as a parting
                                                                                   blow, even if you have already taken a turn
                                                                                   in the round.
                                                                                 s Seize the Moment (4+ Speed points): If you
                                                                                   succeed on a Speed defense roll to resist an
                                                                                    attack, you gain an action. You can use the
                                                                                     action immediately even if you have already
                                                                                       taken a turn in the round. You don’t take
                                                                                         an action during the next round, unless
                                                                                               you apply a level of Effort when
                                                                                                 you use Seize the Moment.
                                                                                                  r Slice (2 Speed points): This
                                                                                                   is a quick attack with a bladed
                                                                                                   or pointed weapon that is
                                                                                                  hard to defend against. You
                                                                                                 are trained in this task. If the
                                                                                          attack is successful, it deals 1 less
                                                                                     point of damage than normal.
                                                                                 r Spray (2 Speed points): If a weapon has
                                                                                   the ability to fire rapid shots without
                                                                                   reloading (usually called a rapid-fire
                                                                                   weapon, such as a crank crossbow), you
                                                                                   can spray multiple shots around your
                                                                                   target to increase the chance of hitting.
                                                                                   This ability uses 1d6 + 1 rounds of ammo
                                                                                   (or all the ammo in the weapon, if it has
                                                                                   less than the number rolled). You are
                                                                                   trained in making this attack. If the attack
                                                                                   is successful, it deals 1 less point of
                                                                                   damage than normal. You can also use
                                                                                   this ability on multiple thrown weapons
                                                                                   (stones, shuriken, daggers, and so on) if
          52
                                                                                                                      CHARACTER
                                                                                                                 3       TYPE
  you‘re carrying them on your person or                 long range. Any energy-based defenses
  they are all within reach.                             it has (such as a force field or a Ward          Ward, page 57
r Trick Shot (2 Speed points): As part of                ability) are negated for 1d6 + 1 rounds.
  the same action, you make a ranged                     If the creature has no energy defenses,
  attack against two targets that are within             its Armor is reduced by 2 for one minute.
  immediate range of each other. Make a                  If it has no energy-based defenses or
  separate attack roll against each target.              Armor, attacks against it are eased for
  The attack rolls are hindered.                         one minute.
q Vigilance (2 Intellect points): You take a         r   Snipe (2 Speed points): If you spend one
  cautious approach to combat, focusing                  action aiming, in the next round you can
  more on protecting yourself than on                    make a precise ranged attack. You have
  hurting your opponents. While this ability             an asset on this attack. If your attack is
  is active, you gain an asset on Speed                  successful, it inflicts 4 additional points of
  defense rolls against melee and ranged                 damage.
  attacks, on Mana rolls against spells,             s   Tough As Nails: When you are impaired or
  and your melee and ranged attacks are                  debilitated on the damage track, Might-          Damage track, page 166
  hindered. This effect lasts for as long as             based tasks and defense rolls you attempt
  you wish, but it ends if no combat is taking           are eased. If you also have Ignore the Pain,
  place within range of your senses.                     make a difficulty 1 Might defense roll when
                                                         you reach 0 points in all four of your Pools     A character can’t apply
FOURTH-TIER FIGHTER                                      to immediately regain 1 Might point and          Effort or other abilities to
♦ Choose two of the abilities listed below (or           avoid dying. Each time you attempt to            any task he accomplishes
                                                                                                          using Tough As Nails.
  from a lower tier) to add to your repertoire.          save yourself with this ability before your
  In addition, you can replace one of your               next ten-hour recovery roll, the task is
  lower-tier abilities with a different one from         hindered.
  a lower tier.
s Amazing Effort: When you apply at least            FIFTH-TIER FIGHTER
    one level of Effort to a noncombat task, you     ♦ Choose three of the abilities listed below (or
    get a free level of Effort on that task. When      from a lower tier) to add to your repertoire. In
    you choose this ability, decide if it applies      addition, you can replace one of your lower-
    to Might Effort or Speed Effort.                   tier abilities with a different one from a lower
s Capable Warrior: Your attacks deal 1                 tier.
    additional point of damage.                      s Adroit Cypher Use: You can bear four
s Experienced Defender: When wearing                     cyphers at a time.
    armor, you gain +1 to Armor.                     r Arc Spray (3 Speed points): If a weapon
r Feint (2 Speed points): If you use one action          has the ability to fire rapid shots without
    creating a misdirection or diversion, in the         reloading (usually called a rapid-fire
    next round you can take advantage of your            weapon, such as a crank crossbow), you
    opponent’s lowered defenses. Make a melee            can fire your weapon at up to three targets
    attack roll against that opponent. You gain          (all next to one another) at once. Make a
    an asset on this attack. If your attack is           separate attack roll against each target.
    successful, it inflicts 4 additional points of       Each attack is hindered.
    damage.                                          s Improved Success: When you roll a 17 or
s Increased Effects: You treat rolls of                  higher on an attack roll that deals damage,
    natural 19 as rolls of natural 20 for either         you deal 1 additional point of damage. For
    Might actions or Speed actions (your                 instance, if you roll a natural 18, which
    choice when you gain this ability). This             normally deals 2 extra points of damage,
    allows you to gain a major effect on a               you instead deal 3 extra points. If you roll     Major effect, page 160
    natural 19 or 20.                                    a natural 20 and choose to deal damage
s Momentum: If you use an action to move,                instead of achieve a special major effect,
    your next attack made using a melee                  you deal 5 extra points of damage.
    weapon before the end of the next round          r Jump Attack (5 Might points): You attempt
    inflicts 2 additional points of damage.              a difficulty 4 Might roll to jump high into
r Pry Open (4 Intellect points): You tear                the air as part of your melee attack action.
    apart the defenses of a creature within              If you succeed at the jump and your attack
                                                                                                                         53
                                  hits, you inflict 3 additional points of             and sudden attack, you strike a foe in a
                                  damage and knock the foe prone. If you               vital spot. If the target is level 4 or lower, it
                                  fail at the jump, you still make your normal         is killed outright. For each additional level
                                  attack roll, but you don’t inflict the extra         of Effort you apply, you can increase the
                                  damage or knock down the opponent if you             level of the target by 1.
                                  hit. In addition to the normal options for       r   Spin Attack (5+ Speed points): You stand
                                  using Effort, you can choose to use Effort           still and make attacks against up to five
                                  to enhance your jump; each level of Effort           foes, all as part of the same action in one
                                  used in this way adds +2 feet to the height          round. All of the attacks have to be the
                                  and +1 damage to the attack.                         same sort of attack (melee or ranged).
                              s   Mastery in Armor: The cost reduction from            Make a separate attack roll for each foe.
       Practiced in Armor,        your Practiced in Armor ability improves.            You remain limited by the amount of Effort
                   page 51        You now reduce the Speed Effort cost for             you can apply on one action. Anything that
                                  wearing armor to 0.                                  modifies your attack or damage applies
                              s   Master With Attacks: Choose one type                 to all of these attacks. In addition to
                                  of attack in which you are trained: light            the normal options for using Effort, you
                                  bashing, light bladed, light ranged,                 can choose to use Effort to increase the
                                  medium bashing, medium bladed,                       number of foes you can attack with this
                                  medium ranged, heavy bashing, heavy                  ability (one additional foe per level of
                                  bladed, or heavy ranged. You are                     Effort used in this way).
                                  specialized in attacks using that type           r   Weapon and Body (5 Speed points): After
                                  of weapon. (If you aren’t trained in an              making a melee weapon or ranged weapon
Skill With Attacks, page 51       attack, select Skill With Attacks to become          attack, you follow up with a punch or kick
                                  trained in that attack.)                             as an additional attack, all as part of the
                              s   Mastery With Defense: Choose one type                same action in one round. The two attacks
                                  of defense task in which you are trained:            can be directed at different foes. Make a
                                  Might, Speed, Intellect, or Mana. You are            separate attack roll for each attack. You
                                  specialized in defense tasks of that type.           remain limited by the amount of Effort
                                  You can select this ability up to four times.        you can apply on one action. Anything that
                                  Each time you select it, you must choose a           modifies your attack or damage applies to
                                  different type of defense task.                      both attacks, unless it is tied specifically to
                              s   Parry (5 Speed points): You can deflect              your weapon.
                                  incoming attacks quickly. When you activate
                                  this ability, for the next ten rounds you ease
                                  all Speed defense rolls.
                              SIXTH-TIER FIGHTER
                              ♦ Choose two of the abilities listed below (or
                                from a lower tier) to add to your repertoire.
                                In addition, you can replace one of your
                                lower-tier abilities with a different one from
                                a lower tier.
                              s Again and Again (8 Speed points): You
                                  can take an additional action in a round in
                                  which you have already acted.
                              s Finishing Blow (5 Might points): If your foe
                                  is prone, stunned, or somehow helpless
                                  or incapacitated when you strike, you
                                  inflict 7 additional points of damage on a
                                  successful hit.
                              s Magnificent       Moment: If you make
                                  an attack or attempt a task with the
Seize the Moment, page 52         immediate action you gain by using Seize
                                  the Moment, the attack or task is eased.
                              r Murderer (3 Might points): With a swift
          54
                                                                                                                     CHARACTER
                                                                                                                3       TYPE
FIRST-TIER CHANNELER
                                                                                                                        55
                                                                       CHANNELER BACKGROUND CONNECTION
                                        Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
                                        following list to determine a specific fact about your background that provides a connection to the rest
                                        of the world. You can also create your own fact.
                                         d20   Background
                                          1    You served as an apprentice for a Channeler respected and feared by many people. Now you
                                               bear their mark.
                                          2    You studied in a school infamous for its dark, brooding instructors and graduates.
                                          3    You learned your abilities in the temple of an obscure god. Its priests and worshippers,
                                               although small in number, respect and admire your talents and potential.
                                          4    While traveling alone, you saved the life of a powerful person. They remain indebted to you.
                                          5    Your mother was a powerful Channeler while she lived, helpful to many locals. They look upon
                                               you kindly, but they also expect much from you.
                                          6    You owe money to a number of people and don’t have the funds to pay your debts.
                                          7    You failed disgracefully at your initial studies with your teacher and now proceed on your own.
                                          8    You learned your skills faster than your teachers had ever seen before. The powers that be took
                                               notice and are paying close attention.
                                          9    You killed a well-known criminal in self-defense, earning the respect of many and the enmity
                                               of a dangerous few.
                                          10   You trained as a Fighter, but your Channeler predilections eventually led you down a different
                                               path. Your former comrades don’t understand you, but they respect you.
                                          11   While studying to be a Channeler, you worked as an assistant for a bank, making friends with
                                               the owner and the clientele.
                                          12   Your family owns a large vineyard nearby known to all for its fine wine and fair business
                                               dealings.
                                          13   You trained for a time with a group of influential Channelers, and they still look upon you with
                                               fondness.
                                          14   You worked the gardens in the palace of an influential noble or person of wealth. They wouldn’t
                                               remember you, but you made friends with their young daughter.
                                          15   An experiment you conducted in the past went horribly awry. The locals remember you as a
                                               dangerous and foolhardy individual.
                                          16   You hail from a distant place where you were well known and regarded, but people here treat
                                               you with suspicion.
                                          17   People you meet seem put off by the strange birthmark on your face.
                                          18   Your best friend is also a Channeler. You and your friend share discoveries and secrets readily.
                                          19   You know a local merchant very well. Since you give them so much business, they offer you
                                               discounts and special treatment.
                                          20   You belong to a secretive social club that gathers monthly to drink and talk.
 GMs are always free to pre-select
a type’s special abilities at a given     in a pouch (or “witchbag”). If you do not            ♦ Choose two of the abilities listed below. You
     tier to reinforce the character      have your Concoction with you, you can                 can’t choose the same ability more than once
concept. The GM might have just
                                          attempt to use items around you to produce             unless its description says otherwise.
 said that all magisters start with
                                          makeshift material components, assuming              r Hedge Magic (1 Intellect or Mana point):
    Magic Training as one of their
 tier 1 abilities. This doesn’t make      you can convince the GM the material is                 You can perform small tricks: temporarily
   the character any less powerful        appropriate.                                            change the color or basic appearance of a
  or special, but it says something     ♦ Weapons: You can use light weapons without              small object, cause small objects to float
   about her role in the world and        penalty. You have an inability with medium              through the air, clean a small area, mend a
         expectations in the game.
                                          weapons and heavy weapons; your attacks                 broken object, prepare (but not create) food,
                                          with medium and heavy weapons are                       and so on. You can’t use Hedge Magic to
                                          hindered.                                               harm another creature or object.
                   56
                                                                                                                         CHARACTER
                                                                                                                    3       TYPE
                                                                                                                            57
                                          your size or smaller, must not be affixed to         as an effect created by a character ability)
                                          anything, and must be within short range.            within immediate range. Alternatively, you
                                          The push is quick, and the force is too crude        can use this as a defense action to cancel
                                          to be manipulated. For every 2 mana points           any incoming ability targeted at you, or
                                          spent you can push the target another                you can cancel any device or the effect of
                                          immediate distance from the previous one.            any device for 1d6 rounds. You must touch
                                          You cannot add more than one effect to your          the effect or device to cancel it.
                                          Onslaught ability.                                  q Energy Protection (3+ Intellect or Mana
                                      r   Resonance Field (2 Mana points): You can             points): Choose a discrete type of energy
                                          add the Resonance Field effect on your active        that you have experience with (such as
                                          Ward ability. Faint lines in a color you choose      heat, sonic, electricity, and so on). You
                                          form a tracery over your entire body and emit        gain +10 to Armor against damage from
                                          faint light. The effect lasts for the duration of    that type of energy for ten minutes.
                                          Ward. Whenever a creature within immediate           Alternatively, you gain +1 to Armor against
                                          range makes an attack against you, the               damage from that energy for 24 hours. You
                                          pattern energizes to block the attack. You can       must be familiar with the type of energy;
                                          make an Intellect or a Mana defense roll in          for example, if you have no experience with
                                          place of the defense roll you would normally         a certain kind of extradimensional energy,
                                          make. If you do so and you get a minor effect,       you can’t protect against it. In addition to
                                          the creature attacking you takes 1 point of          the normal options for using Effort, you
           Minor effects, page 159        damage. If you get a major effect, the creature      can choose to use Effort to protect more
           Major effects, page 160        attacking you takes 4 points of damage. You          targets; each level of Effort used in this
                                          cannot add more than one effect to your              way affects up to two additional targets.
                                          Ward ability.                                        You must touch additional targets to
                                      r   Force Field (2 Mana points): You can add the         protect them.
                                          Force Field effect on your active Ward ability.
                                          You can extend your Ward to another target          FIFTH-TIER CHANNELER
                                          while you continue to benefit from its effects.     ♦ Choose two of the abilities listed below (or
                                          You create an invisible energy barrier around         from a lower tier) to add to your repertoire.
                                          a creature or object you choose within short          In addition, you can replace one of your
                                          range. The force field moves with the creature        lower-tier abilities with a different one from
                                          or object and lasts for the current duration of       a lower tier.
                                          your Ward. The target has +1 to Armor until         q Aid Spellcasting: You can help another ally
                                          the effect ends. You cannot add more than               to cast a spell or use another ability with a
                                          one effect to your Ward ability.                        mana point cost. You can transfer a number
                                                                                                  of mana points equal to your tier per round.
                                      FOURTH-TIER CHANNELER                                   s Spellthread: Choose one Spellthread from
                                      ♦ Choose two of the abilities listed below (or              the list. You know and can cast all the spells
                                        from a lower tier) to add to your repertoire.             in that Thread.
                                        In addition, you can replace one of your              q Mind Control (4 Mana points): You
                                        lower-tier abilities with a different one from            can add the Mind Control effect when
                                        a lower tier.                                             you activate your Onslaught ability. You
  Stored Spell: If you need it, you   s Stored Spell: Choose a spell you have access              control the actions of another creature
can choose to store the same spell,       to of level 1-4. You can store it in your focus         you hit. This effect lasts for one minute.
     so you can use it twice a day.       or have a special preparation ready at will to          The target must be level 2 or lower.
                                          cast it without using mana points. You can              Once you have established control, you
                                          change the spell stored but you need one                maintain mental contact with the target
                                          day to make it. The spell is in addition to the         and sense what it senses. You can allow
                                          previous Stored Spell. You can use the spell            it to act freely or override its control on a
                                          stored once a day. Once cast, it will be ready          case-by-case basis. Spending 2 additional
                                          again after you rest for 8 hours.                       mana points you can choose to increase the
                                      s Master Cypher Use: You can bear five                      maximum level of the target or increase the
                                          cyphers at a time.                                      duration by one minute . When the duration
                                      r Countermeasures (4 Mana points): You                      ends, the creature doesn’t remember being
                                          immediately end one ongoing effect (such                controlled or anything it did while under
                  58
                                                                                                                   CHARACTER
                                                                                                              3       TYPE
  your command. You cannot add more than              you touch an artifact, roll for its depletion.
  one effect to your Onslaught ability.               If you touch another kind of device
s Death Strike (4+ Mana points): You can              powered by magic or other energies, the
  add the Push effect when you activate               GM determines whether its power is fully
  your Onslaught ability. Your attack is              drained. In any case, you absorb energy
  the utterance of a magic word so terrible           from the object touched and regain 1d10
  that it snuffs the life from a living target.       mana points. If this would give you more
  The target must be level 1. Spending 2              mana than your Pool’s maximum, you can
  more mana points you can increase the               use extra points to regain Intellect Points
  maximum level of the target by 1. Thus,             lost. If this would give you more mana
  to kill a level 5 target you must spend 12          than your Intellect Pool’s maximum,
  additional mana points.                             extra points are lost and you must make
q Matter Cloud (4 Mana points): You                   a Might defense roll. The difficulty of the
  can add the Matter Cloud effect on your             roll is equal to the number of points over
  active Ward ability. Pebbles, dirt, sand,           your maximum you absorbed. If you fail
  and debris rise into the air around you to          the roll, you take 5 points of damage and
  form a swirling cloud. The cloud extends            are unable to act for one round. You can
  out to immediate range, moves with you,             use this ability as a defense action when
  and lasts for the duration of Ward. When            you’re the target of an incoming ability.
  it ends, all the materials fall to the ground       Doing so cancels the incoming ability,
  around you. The cloud makes it harder for           and you absorb the energy as if it were a
  other creatures to attack you, giving you an        device.
  asset on Speed defense rolls. In addition,        s Stored Spell: Choose a spell you have             Stored Spell: If you need it, you
  while the cloud is around you, you can              access to of level 1-6. You can store it in       can choose to store the same spell,
  use an action to whip the material so that          your focus or have a special preparation          so you can use it twice a day.
  it abrades everything within immediate              ready at will to cast it without using mana
  range, dealing 1 point of damage to each            points. You can change the spell stored but
  creature and object in the area.                    you need one day to make it. The spell is
q Mislead (2 Mana points): You can add the            in addition to the previous Stored Spells.
  Mislead effect on your active Ward ability.         Once cast, it will be ready again after you
  Others shift their gaze upon your barrier,          rest for 8 hours.
  and don’t perceive your presence for the          s Sanctum (8 Mana points): You can select a
  duration of Ward. You are specialized in            secret place as your sanctum. You can use
  stealth and Speed defense tasks. This effect        a special readied spell to teleport to this
  ends if you do something to reveal your             sanctum at any distance in the material
  presence or position—attacking, using an            world. The sanctum is an area with a radius
  ability, moving a large object, and so on. If       of no more than a short distance. All tasks
  this occurs, you can regain the remaining           there are eased by three steps. You gain an
  mislead effect by taking an action to hide          additional one-action recovery. A special
  again your position. If you have another            mirror inside the room gives you the chance
  ability or spell that also confers invisibility     to return to location where you were before.
  or a similar mislead effect, using either one       You can regain the use of the spell, only after
  allows you to remain invisible for twice as         you leave your sanctum and rest for at least
  long as the duration specified. Action to           8 hours.
  initiate or reinitiate                            q Usurp Cypher (8 Mana points): Choose
                                                      one cypher that you carry. The cypher must
SIXTH-TIER CHANNELER                                  have an effect that is not instantaneous.
♦ Choose two of the abilities listed below (or        You destroy the cypher and gain its power,
  from a lower tier) to add to your repertoire.       which functions for you continuously.
  In addition, you can replace one of your            You can choose a cypher when you gain
  lower-tier abilities with a different one from      this ability, or you can wait and make the
  a lower tier.                                       choice later. However, once you usurp a
r Absorb Energy (7 Mana points): You touch            cypher’s power, you cannot later switch
    an object and absorb its energy. If you           to a different cypher—the usurping ability
    touch a cypher, you render it useless. If         works only once.
                                                                                                                     59
                                EMISSARY                                                 EMISSARY STAT POOLS
                                You’re good with words and good with people.            Stat                    Pool Starting Value
                                You talk your way past challenges and out of
                                                                                        Might                            8
                                jams, and you get people to do what you want.
                                   Individual Role: Emissaries are smart and            Speed                            9
                                charismatic. They like people and, more important,      Intellect                        11
                                they understand them. This helps Emissaries get         Mana                             4
                                others to do what needs to be done.
                                   Group Role: The Emissary is often the face        You get 6 additional points to divide among
                                of the group, serving as the person who speaks       your stat Pools however you wish.
                                for all and negotiates with others. Combat and
                                action are not an Emissary’s strong suits, so        FIRST-TIER EMISSARY
                                other characters sometimes have to defend the        First-tier emissaries have the following abilities:
                                Emissary in times of danger.                         ♦ Effort: Your Effort is 1.
                                   Societal Role: Emissaries are frequently          ♦ Genius: You have an Intellect Edge of 1, a
                                political or religious leaders. Just as often,          Might Edge of 0, a Speed Edge of 0, and a
                                however, they are con artists or criminals.             Mana Edge of 1.
  Your character’s starting        Advanced Emissaries: Higher-tier Emissaries       ♦ Cypher Use: You can bear two cyphers at a time.
equipment is as important       use their abilities to control and manipulate        ♦ Weapons: You can use light weapons without
as his starting skills. Learn   people as well as aid and nurture their friends.        penalty. You have an inability with medium
     more about what you
                                They can talk their way out of danger and even          and heavy weapons; your attacks with
 carry and how it’s used in
   Chapter 7: Equipment.        use their words as weapons.                             medium and heavy weapons are hindered.
                                                                                     ♦ Starting Equipment: Appropriate clothing
                                                                                        and light weapon of your choice, plus
                                                                                        1d20 x 10 gp. Before selecting your weapon,
                                                                                        armor, and other gear, you might want to
                                                                                        wait until after you’ve chosen your abilities,
                                                                                        descriptors, and focus. Your GM may provide
                                                                                        you with two starting cyphers and an artifact.
           60
                                                                                                                           CHARACTER
                                                                                                                      3       TYPE
                                                                                                                              61
                                           EMISSARY BACKGROUND CONNECTION
     Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
     following list to determine a specific fact about your background that provides a connection to the rest
     of the world. You can also create your own fact.
      d20    Background
         1   You were in the military and had command over several others who still serve.
         2   You were the head of a wealthy merchant family that lost everything in a disaster.
         3   You were inducted into a secret society that claims to hold and protect esoteric knowledge
             opposing the forces of evil.
         4   Your first love is involved in the ruling council of the community where you spent much of
             your youth.
         5   You have no memory of anything that happened to you before the age of 18.
         6   Your grandparents raised you on a farm far from bustling urban centers. You like to think the
             instruction they gave you prepared you for anything.
         7   As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
         8   You grew up in a large, thriving city and still have many friends and contacts back there.
         9   You served as an envoy for a powerful and influential person in the past, and they still look
             upon you with favor.
       10    You have an annoying rival who always seems to get in your way or foil your plans.
       11    You’ve worked yourself into the position of spokesperson for an organization or company of
             some importance.
       12    Your neighbors were murdered, and the mystery remains unsolved.
       13    You have traveled extensively, and during that time you accumulated quite a collection of
             strange souvenirs.
       14    Your childhood sweetheart ended up with your best friend (now your ex-best friend).
       15    You are part of a maligned minority, but you work to bring the injustice of your status to public
             attention.
       16    You headed a small church, and though you left to pursue your own strange journey, the
             congregation still tries to lure you back to the pulpit.
       17    You once ran a con that cheated important people out of money, and they want revenge.
       18    As a political refugee, you are often treated with suspicion.
       19    You are in a close romantic relationship with someone in local politics.
       20    Someone out there tries to pose as you, using your identity, often for nefarious ends. You’ve
             never met the culprit, but you’d certainly like to.
     r   Calm Stranger (2+ Intellect points): You can          You choose which targets are affected. Affected
         cause one intelligent creature to remain              targets’ actions are hindered for one round.
         calm as you speak. The creature doesn’t              q Gather Information (2 Intellect points):
         need to speak your language, but it must              When in a group of people (a caravan, a
         be able to see you. It remains calm as long           palace, a village, a city, etc.) you can ask
         as you focus all your attention on it and it          around about any topic you choose and come
         is not attacked or otherwise threatened. In           away with useful information. You can ask a
         addition to the normal options for using              specific question, or you can simply obtain
         Effort, you can choose to use Effort to calm          general facts. You also get a good idea of the
         additional creatures allied with your initial         general layout of the location involved, note
         target, one additional creature per level of          the presence of all major sites, and perhaps
         Effort applied.                                       even notice obscure details. For example, not
     s   Disincentivize (1 Intellect point): You hinder all    only do you find out if anyone in the palace
         actions attempted by any number of targets            has seen the missing boy, but you also get a
         within short range who can understand you.            working knowledge of the layout of the palace
62
                                                                                                                            CHARACTER
                                                                                                                       3       TYPE
    itself, note all the entrances and which are           the first attack you make on that target is
    used more often than others, and take notice           eased by two steps. Once you use Unexpected
    that everyone seems to avoid the well in the           Betrayal on a target, using your abilities or
    eastern courtyard for some reason. Action to           attempting simple persuasion on that target
    initiate, about an hour to complete.                   is permanently hindered by two steps.
r   Impart Ideal (3 Intellect points): After
    interacting for at least one minute with           THIRD-TIER EMISSARY
    a creature who can hear and understand             ♦ Choose three of the abilities described
    you, you can attempt to temporarily impart           below (or from a lower tier) to add to your
    an ideal to it that you could not otherwise          repertoire. In addition, you can replace one
    convince it to adopt. An ideal is different          of your lower-tier abilities with a different one
    than a specific suggestion or command; an            from a lower tier.
    ideal is an overarching value such as “All life    q Accelerate (4+ Intellect points): Your
    is sacred,” “My political party is the best,”          words imbue the spirit of a character within
    “Children should be seen, not heard,” and so           immediate range who is able to understand
    on. An ideal influences a creature’s behavior          you, accelerating them so they gain an asset
    but doesn’t control it. The imparted ideal lasts       on initiative tasks and Speed defense rolls
    as long as befits the situation, but usually at        for ten minutes. In addition to the normal
    least a few hours. The ideal is jeopardized if         options for using Effort, you can choose
    someone friendly to the creature spends a              to use Effort to affect more targets; each
    minute or more bringing it back to its senses.         level of Effort affects one additional target.
s   Inspiring Ease: Through stories, songs, art,           You must speak to additional targets to
    or other forms of entertainment, you inspire           accelerate them, one target per round.
    your friends. After spending 24 hours with             Action per target to initiate.
    you, once per day each of your friends can         s Basic Follower: You gain a level 2 follower. One        Followers, page 181
    ease a task. This benefit is ongoing while             of their modifications must be persuasion.
    you remain in the friend’s company. It ends            You can take this ability multiple times, each
    if you leave, but it resumes if you return to          time gaining another level 2 follower.
    the friend’s company within 24 hours. If you       q Blend In (4 Intellect points): When you
    leave the friend’s company for more than 24            blend in, creatures still see you, but they
    hours, you must spend another 24 hours                 attach no importance to your presence for
    together to reactivate the benefit.                    about a minute. While blending in, you are
s   Interaction Skills: You are trained in two             specialized in stealth and Speed defense
    skills in which you are not already trained.           tasks. This effect ends if you do something to
    Choose two skills from the Interaction group           reveal your presence or position—attacking,
    skill. You can select this ability multiple            using an ability, moving a large object, and
    times. Each time you select it, you must               so on. If this occurs, you can regain the
    choose two different skills.                           remaining period of effect by taking an action
s   Practiced in Armor: You can wear armor                 to focus on seeming innocuous and as if you
    for long periods of time without tiring and            belong. Action to initiate or reinitiate.
    can compensate for slowed reactions from           s Discerning Mind: You have +3 Armor against
    wearing armor. You reduce the Speed cost               damaging attacks and damaging effects that            An Emissary with Discerning
    for wearing armor by 1. You start the game             target your mind and Intellect. Defense rolls         Mind has practiced swaying
    with a type of armor of your choice.                   you make against attacks that attempt to              the minds of others so much
                                                                                                                 that she’s gained a measure
s   Practiced With Medium Weapons: You can                 confuse, persuade, frighten, or otherwise
                                                                                                                 of protection against others
    use light and medium weapons without                   influence you are eased.                              attempting the same on her.
    penalty. If you wield a heavy weapon, attacks      s Expert Cypher Use: You can bear three
    with it are hindered.                                  cyphers at a time.
s   Skill With Defense: Choose one type of             r Feint (2 Speed points): If you use one action
    defense task in which you are not already              creating a misdirection or diversion, in the
    trained: Might, Speed, Intellect, or Mana.             next round you can take advantage of your
    You are trained in defense tasks of that type.         opponent’s lowered defenses. Make a melee
s   Unexpected Betrayal: Within a round or two             attack roll against that opponent. You gain an        Enthrall, page 61
    of successfully using Enthrall, Fast Talk, or a        asset on this attack. If your attack is successful,
    similar ability on a target within short range,        it inflicts 4 additional points of damage.            Fast Talk, page 61
                                                                                                                               63
     r Grand Deception (3 Intellect points): You             spew a stream of nonsense to distract a foe
       convince an intelligent creature that can             within immediate range. On a successful
       understand you and isn’t hostile of something         Intellect roll, your defense roll against the
       that is wildly and obviously untrue.                  creature’s next attack before the end of the
     s Informer: You gain an informer within an              next round is eased.
       allied community. They act as your secret           s Heightened Skills: You are trained in two
       (or known) informer. If something of note             tasks of your choosing (other than attacks or
       happens in your informer’s location, they             defense). If you choose a task you’re already
       will use whatever means they have available           trained in, you instead become specialized
       to tell you what’s happened.                          in that task. You can’t choose a task you’re
     s Lead by Inquiry: You keep your allies on their        already specialized in.
       toes with occasional questions, jokes, and          q Infer Thoughts (4 Intellect points): If you
       even mock drills for those who care to join           interact with or study a target for at least a
       in. After spending 24 hours with you, your            round, you can attempt to read its surface
       allies are treated as if trained in tasks related     thoughts, even if the subject doesn’t want
       to perception. This benefit is ongoing while          you to. You must be able to see the target.
       you remain in your allies’ company. It ends if        Once you have gained a sense of what it’s
       you leave, but it resumes if you return to the        thinking—through its body language, its
       allies’ company within 24 hours. If you leave         speech, and what it does and doesn’t say—
       the allies’ company for more than 24 hours,           you can continue to infer the target’s surface
       you must spend another 24 hours together              thoughts for up to one minute as long as
       to reactivate the benefit.                            you can still see and hear the target. Action
     r Oratory (4 Intellect points): When speaking           to prepare; action to initiate.
       with a group of intelligent creatures that          r Read the Signs (4 Intellect points): You
       can understand you and aren’t hostile,                examine an area and learn precise, useful
       you convince them to take one reasonable              details about the past (if any exist). You can
       action in the next round. A reasonable action         ask the GM up to four questions about the
       should not put the creatures or their allies in       immediate area; each requires its own roll.
       obvious danger or be wildly out of character.       s Spur Effort (5 Intellect points): You select an
     q Perfect Stranger (3 Intellect points): You            ally within immediate range. If that character
       alter your posture and way of speaking                applies Effort to a task on their next turn, they
       and make a small but real alteration to an            can apply a free level of Effort on that task.
       outfit (such as putting on or taking off a          q Strategize (6 Intellect points): Having an
       hat, reversing a cloak, and so on). For the           action plan in place before facing a challenge
       next hour (or as long as you keep up the              improves the odds of success, even if that
       alteration), even creatures that know you             plan is eventually changed or discarded once
       well don’t recognize you. All tasks related to        it’s put into play. If you and your allies spend
       hiding your true identity during this period          at least ten minutes going over a plan of
       gain one free level of Effort.                        action, all of you gain one free level of Effort
     s Quick Wits: When performing a task that               that can be applied to one task you attempt
       would normally require spending points                during the execution of that plan within the
       from your Intellect Pool, you can spend               next 24 hours. The plan of action must be
       points from your Speed Pool instead.                  something concrete and executable in order
                                                             to gain this benefit. Action to initiate, ten
     FOURTH-TIER EMISSARY                                    minutes to complete.
     ♦ Choose two of the abilities described               q Suggestion (5+ Intellect points): You
      below (or from a lower tier) to add to your            suggest an action to a creature within
      repertoire. In addition, you can replace one           immediate range. If the action is something
      of your lower-tier abilities with a different          that the target might normally do anyway, it
      one from a lower tier.                                 follows your suggestion. If the suggestion
     r Anticipate Attack (4 Intellect points): You           is something that is outside of the target’s
       can sense when and how creatures attacking            nature or express duty (such as asking a
       you will make their attacks. Speed defense            guard to let an intruder pass), the suggestion
       rolls are eased for one minute.                       fails. The creature must be level 2 or lower.
     r Confounding Banter (4 Intellect points): You              The effect of your suggestion lasts for
64
                                                                                                                            CHARACTER
                                                                                                                       3       TYPE
    up to a minute. In addition to the normal                the aura are hindered. The duration of the
    options for using Effort, you can choose to              aura is extended by one day per level of Effort
    use Effort to increase the maximum level of              applied. The aura is temporarily blocked
    the target you can affect by 1. Thus, to affect          while the object is covered or contained.
    a level 5 target (three levels above the normal      r   Knowing the Unknown (6 Intellect points):
    limit), you must apply three levels of Effort.           By accessing the resources appropriate to
       When the effects of the ability end, the              your character, you can ask the GM one
    creature remembers following the suggestion              question and get a general answer. The GM
    but can be persuaded to believe that it chose            assigns a level to the question, so the more
    to do so willingly.                                      obscure the answer, the more difficult the
                                                             task. Generally, knowledge that you could
FIFTH-TIER EMISSARY                                          find by looking somewhere other than your
♦ Choose three of the abilities described below (or          current location is level 1, and obscure
  from a lower tier) to add to your repertoire. In           knowledge of the past is level 7. Gaining
  addition, you can replace one of your lower-tier           knowledge of the future is impossible.
  abilities with a different one from a lower tier.      s   Skill With Attacks: Choose one type of attack
s Adroit Cypher Use: You can bear four                       in which you are not already trained: light
    cyphers at a time.                                       bashing, light bladed, light ranged, medium
s Discipline of Watchfulness (7 Intellect                    bashing, medium bladed, medium ranged,
    points): You keep your allies on their toes              heavy bashing, heavy bladed, or heavy
    with occasional questions, jokes, and even               ranged. You are trained in attacks using that
    mock drills for those who care to join in.               type of weapon. You can select this ability
    After spending 24 hours with you, your allies            multiple times. Each time you select it, you
    can apply a free level of Effort to any initiative       must choose a different type of attack.
    tasks they attempt. This benefit is ongoing          r   Stimulate (6 Intellect points): Your words
    while you remain in the allies’ company. It              encourage a target you touch who can
    ends if you leave, but it resumes if you return          understand you. The next action it takes is
    to the allies’ company within 24 hours. If you           eased by three steps.
    leave the allies’ company for more than 24
    hours, you must spend another 24 hours               SIXTH-TIER EMISSARY
    together to reactivate the benefit. You must         ♦ Choose two of the abilities described
    spend the Intellect point cost each 24 hours           below (or from a lower tier) to add to your
    you wish to keep the benefit active.                   repertoire. In addition, you can replace one
s The cost reduction from your Practiced in                of your lower-tier abilities with a different         Practiced in Armor, page 63
    Armor ability improves. You now reduce the             one from a lower tier.
    Speed cost by 2.                                      q Assume Control (6+ Intellect points): You
s Expert Follower: You gain a level 3 follower.             control the actions of another creature you
    They are not restricted on their modifications.         have interacted with or studied for at least a
    You can take this ability multiple times,               round. This effect lasts for ten minutes. The
    each time gaining another level 3 follower.             target must be level 2 or lower. Once you have
    Alternatively, you could choose to advance              assumed control, the target acts as if it wants to
    a level 2 follower you already have to level 3          accomplish your desire to the best of its ability,
    and then gain a new level 2 follower.                   freely using its own best judgment unless you
r Flee (6 Intellect points): All non-allies within          use an action to give it a specific instruction
    short distance who can hear your dreadful,              on an issue-by-issue basis. In addition to the
    intimidating words flee from you at top                 normal options for using Effort, you can choose
    speed for one minute.                                   to use Effort to increase the maximum level of
q Foul Aura (5+ Intellect points): Your words,              the target. Thus, to attempt to command a level
    gestures, and touch invest an object no larger          5 target (three levels above the normal limit),
    than yourself with an aura of doom, fear, and           you must apply three levels of Effort. When the
    doubt for one day. Creatures that can hear              effect ends, the target remembers everything
    and understand you feel an urge to move at              that happened and reacts according to its
    least a short distance away from the object.            nature and your relationship to it; assuming
    If a creature does not move away, all tasks,            control might have soured that relationship if it
    attacks, and defenses it attempts while within          was previously a positive one.
                                                                                                                              65
     r Battle Management (4 Intellect points):           WANDERER
       As long as you use your action each round         Wanderers are intrepid jacks of all trades, persons
       giving orders or advice, attack and defense       of action and physical ability, fearlessly facing
       actions taken by your allies within short         the unknown, traveling to strange, exotic, and
       range are eased.                                  dangerous places, and discovering new things.
     q Crowd Control (6+ Intellect points): You          Although Wanderers can be academics or well
       control the actions of up to five creatures in    studied, they are first and foremost interested
       short range. This effect lasts for one minute.    in action. They face grave dangers and terrible
       All targets must be level 2 or lower. Your        obstacles as a routine part of life.
       control is limited to simple verbal commands         Individual Role: Wanderers are hunters
       like “Stop,” “Run away,” “Follow that guard,”     particularly treasure hunters), skalds, rogues,
       “Look over there,” or “Get out of my way.” All    scouts, and experts in a variety of fields, like
       affected creatures respond to the command         crafters, entertainers, architects, engineers,
       unless you specifically command them              con artists, or teachers.
       otherwise. In addition to the normal options         Group Role: Wanderers sometimes work
       for using Effort, you can choose to use Effort    alone, but far more often they operate in teams
       to increase the maximum level of the targets      with other characters. The Wanderer frequently
       or affect an additional five people. Thus, to     leads the way, blazing the trail.
       control a group that has a level 4 target (two       Society Role: Not all Wanderers are out
       levels above the normal limit) or a group of      traipsing through the wilderness or poking
       fifteen people, you must apply two levels of      about an old ruin. Sometimes, a Wanderer
       Effort. When the Crowd Control ability ends,      is a teacher, an herbalist, an executor, or a
       the creatures remember your commands              chronicler. In any event, a Wanderer bravely
       but don’t remember being controlled—your          faces new challenges and gathers knowledge
       commands seemed reasonable at the                 to share with others and are prized members
       time.                                             of society, well respected for what they know
     s Inspiring Success (6 Intellect points):           and can do.
       When you succeed on a roll to perform                Advanced Wanderer: Higher-tier Wanderers
       a task related to the stat that you choose        gain more skills, some combat abilities, and a
       upon selecting this ability, and you applied      number of abilities that allow them to deal with
       at least one level of Effort, you may choose      danger. In short, they become more and more
       another character within short range. That        well-rounded, able to deal with any challenge.
       character has an asset on the next task they
       attempt using that stat on their next turn.        WANDERER STAT POOLS
     s Recruit Deputy: You gain a level 4 follower.
                                                          Stat                       Pool Starting Value
       They are not restricted on their modifications.
                                                          Might                                9
       Alternatively, you can choose to advance a
       level 3 follower you already have to level 4       Speed                               10
       and then gain a new level 3 follower.              Intellect                            9
     r Word of Command (6 Intellect points                Mana                                 6
       + level 6 cypher or 2 permanent Mana
       points): You utter a word so powerful that        You get 6 additional points to divide among
       to fully invest it, you sacrifice a cypher in     your stat Pools
       your possession that is level 6 or higher
       (or you can permanently spend 2 Mana
                                                         FIRST-TIER WANDERER
       points). You issue the word to one creature
       within long range that you can see. The           First-tier Wanderers have the following abilities:
       affected target must obey the command
       for several hours before it is free to act as     ♦ Effort: Your Effort is 1.
       it wishes. Targets that are attacked while        ♦ Physical Nature: You have a Might Edge of 1, a
       under the effect of the command can                 Speed Edge of 0, an Intellect Edge of 0, and a
       defend themselves. Typical commands                 Mana Edge of 0.
       include “retreat,” “calm,” “come,” and            ♦ Cypher Use: You can bear two cyphers at a
       “stay.” The GM decides how the target               time.
       acts once a command is given.                     ♦ Weapons: You can use light and medium
66
                                                                                                                          CHARACTER
                                                                                                                     3       TYPE
  weapons without penalty. You have an                      something very similar, you can apply a free      Free level of Effort, page 158
  inability with heavy weapons; your attacks                level of Effort.
  with heavy weapons are hindered.                      s   Fleet of Foot (1+ Speed points): You can
♦ Starting Equipment: Appropriate clothing                  move a short distance as part of another
  and light or medium weapon of your choice.                action. You can move a long distance as your      Your character’s starting
  Before selecting your weapon, armor, and                  entire action for a turn. If you apply a level    equipment is as important
  other gear, you might want to wait until after            of Effort to this ability, you can move a long    as his starting skills. Learn
                                                                                                              more about what you
  you’ve chosen your abilities, descriptors, and            distance and make an attack as your entire
                                                                                                              carry and how it’s used in
  focus. Your GM may provide you with two                   action for a turn, but the attack is hindered.    Chapter 7: Equipment.
  starting cyphers and an artifact.                     s   Improved Edge: Choose one of your Edge
                                                            stats that is 0. It increases to 1.
♦ Choose four of the abilities listed below. You        s   Athletics Skills: You gain competence in the
  can’t choose the same ability more than once              Athletics skill group. Choose two skills in the
  unless its description says otherwise.                    group: now you are trained in those skills.
s Danger Sense (1 Speed point): Your initiative             You can select this ability multiple times.       Initiative, page 162
   task is eased. You pay the cost each time the            Each time you select it, you must choose
   ability is used.                                         two different skills in the Athletics group.
q Decipher (1 Intellect point): If you spend one        s   No Need for Weapons: When you make an
   minute examining a piece of writing or code              unarmed attack (such as a punch or kick),
   in a language you do not understand, you can
   make an Intellect roll of difficulty 3 (or higher,
   based on the complexity of the language or
   code) to get the gist of the message.
s Endurance: Any duration dealing with
   physical actions is either doubled or
   halved, whichever is better for you. For
   example, if the typical person can hold
   their breath for thirty seconds, you can
   hold it for one minute. If the typical
   person can march for four hours without
   stopping, you can do so for eight hours.
   In terms of harmful effects, if a poison
   paralyzes its victims for one minute,
   you are paralyzed for thirty seconds.
   The minimum duration is always one
   round.
q Familiarize: You can familiarize
   yourself with a new area if you spend
   at least one hour studying a region up
   to a long distance across that you are
   able to directly access and move about
   in. Once you’ve familiarized yourself
   with an area, all your tasks related
   to perception, navigation, salvaging,
   defense, and moving about the area
   gain an asset. Each time you familiarize
   yourself with a new area, you lose focus on
   a previous area unless you spend 1 XP to
   retain the familiarity permanently. Action to
   initiate, one hour to complete.
s Find the Way: When you apply Effort to a
   navigation task because you don’t know
   the way, are lost, are attempting to blaze
   a new route, need to choose between two
   or more otherwise similar paths to take, or
                                                                                                                             67
                                         WANDERER BACKGROUND CONNECTION
     Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
     following list to determine a specific fact about your background that provides a connection to the rest
     of the world. You can also create your own fact.
      d20    Background
         1   You were a gladiator who lived in the arena for years. You’re still in great shape, but those were
             the glory days, man.
         2   Your brother is the leader of a cultist organization.
         3   You have made a number of discoveries in your explorations, but not all opportunities to
             capitalize on them have panned out yet.
         4   You were a border guard, but you gave it up after encountering corruption.
         5   Your parents were missionaries, so you spent much of your young life traveling to exotic places.
         6   You served in the military with honor.
         7   You received assistance from a secretive organization, which paid for your schooling. Now
             they seem to want a lot more from you.
         8   You led a popular uprising in the town where you grew up, and you won. The old leaders were
             exiled.
         9   Your best friend from your youth is now an influential member of the government.
       10    You used to be a teacher. Your students remember you fondly.
       11    You worked as a small-time criminal operative until you were caught and served some time in
             jail, after which you tried to go straight.
       12    Your greatest discovery to date was stolen by your arch-rival.
       13    As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
       14    You were kidnapped as a small child under mysterious circumstances, although you were
             recovered safely. The case still has some notoriety.
       15    You were taken into slavery as a child but later escaped. You still have scars and bad dreams.
       16    While exploring a remote location, you saw something strange you’ve never been able to explain.
       17    You were married, but your partner was stolen by transdimensional beings.
       18    You ran with bandits for a short period, but you left them after thinking better of it. Now,
             however, they are after you, swearing that no one leaves their group while still breathing.
       19    Your sister owns a store and gives you a hefty discount.
       20    One of your parents was a minor official, with access to many privileges and much information.
         it counts as a medium weapon instead of a                 long periods of time without tiring and
         light weapon.                                             can compensate for slowed reactions from
     s   Wilderness Skills: You gain competence in                 wearing armor. You reduce the Speed cost
         the Wilderness skill group. Choose two skills             for wearing armor by 1. You start the game
         in the group: now you are trained in those                with a type of armor of your choice.
         skills. You can select this ability multiple times.   s   Trained Without Armor: You are trained in
         Each time you select it, you must choose two              Speed defense tasks when not wearing armor.
         different skills in the Wilderness group.
     s   Practiced With All Weapons: You become                SECOND-TIER WANDERER
         practiced with light, medium, and heavy               ♦ Choose four of the abilities listed below (or
         weapons and suffer no penalty when using                from a lower tier) to add to your repertoire. In
         any kind of weapon.                                     addition, you can replace one of your lower-
     s   Surging Confidence (1 Might point): When                tier abilities with a different one from a lower
         you use an action to make your first recovery           tier.
         roll of the day, you immediately gain another         s Curious: You’re always curious about your
         action.                                                   surroundings, even on a subconscious
     s   Trained in Armor: You can wear armor for                  level. Whenever you use Effort to attempt
68
                                                                                                                       CHARACTER
                                                                                                                  3       TYPE
                                                                                                                          69
                               you must choose two different skills in the                from your Trained in Armor ability improves.
                               Investigative group.                                       You now reduce the Speed cost by 2.
      Impaired, page 134     s Quick Recovery: Your second recovery roll              s   Expert Cypher Use: You can bear three
                               (usually requiring ten minutes) is only a                  cyphers at a time.
     Debilitated, page 155     single action.                                         s   Ignore the Pain: You ignore the impaired
                             s Skill With Defense: Choose one type of                     condition and treat the debilitated condition
                               defense task in which you are not already                  as impaired.
                               trained: Might, Speed, Intellect, or Mana.             s   Obstacle Running (3 Speed points): For the
                               You are trained in defense tasks of that type.             next minute, you can ignore obstacles that
                             q Stand Watch (2 Intellect points): While                    slow your movement, allowing you to travel
                               standing watch (mostly remaining in place for              at normal speed through areas with rubble,
                               an extended period of time), you unfailingly               fences, tables, and similar objects that you
                               remain awake and alert for up to eight hours.              would have to climb over or move around.
                               During this time, you are trained in perception            This movement might include sliding on a
                               tasks as well as stealth tasks to conceal                  railing, briefly running along a wall, or even
                               yourself from those who might approach.                    stepping on a creature to boost yourself over
                             q Trapster: You are trained in creating simple               something. If an obstacle would normally
                               traps for human-sized or smaller targets,                  require a Might or Speed task to overcome,
                               especially many varieties of deadfalls and                 such as swinging on a rope, balancing on a
                               snares using natural objects from the                      rope, or jumping over a hole, you are trained
                               surrounding environment. When you lay a                    in that task.
                               trap, decide whether you want to hold the              s   Resilience: You have 1 point of Armor against
                               victim in place (a snare) or inflict damage                any kind of physical damage, even physical
                               (a deadfall). Creating a snare is a difficulty             damage that normally ignores Armor.
                               3 task, while the difficulty of creating a             r   Run and Fight (4 Might points): You can move
                               deadfall is equal to the number of points of               a short distance and make a melee attack that
                               damage you want it to inflict. For example, if             inflicts 2 additional points of damage.
                               you want to inflict 4 points of damage, that’s         s   Seize the Moment (4+ Speed points): If you
                               a difficulty 4 task (the training that comes               succeed on a Speed defense roll to resist an
                               with this ability eases the task).                         attack, you gain an action. You can use the
                                  On a success, you create your one-                      action immediately even if you have already
                               use trap in about one minute, and it is                    taken a turn in the round. You don’t take an
                               considered level 3 for the purposes of                     action during the next round, unless you
                               avoiding detection before it is sprung and                 apply a level of Effort when you use Seize
                               for a victim trying to struggle free (if a                 the Moment.
                               snare). If you take one additional hour and            s   Skill With Attacks: Choose one type of attack
                               use additional resources equal to 10 io, the               in which you are not already trained: light
                               trap can instead be up to level 4, or level 5 if           bashing, light bladed, light ranged, medium
                               you use additional resources equal to 20 io.               bashing, medium bladed, medium ranged,
                               Action to initiate, one minute or one hour                 heavy bashing, heavy bladed, or heavy
                               to complete                                                ranged. You are trained in attacks using that
                                                                                          type of weapon. You can select this ability
                             THIRD-TIER WANDERER                                          multiple times. Each time you select it, you
                             ♦ Choose three of the abilities listed below (or             must choose a different type of attack.
                               from a lower tier) to add to your repertoire. In       r   Thinking Ahead (variable Intellect points):
                               addition, you can replace one of your lower-tier           You produce a remedy that removes
                               abilities with a different one from a lower tier.          a negative condition because you’ve
                             s Controlled Fall: When you fall while you are               previously spent considerable time thinking
                                 able to use actions and within reach of a                ahead and preparing for your current
                                 vertical surface, you can attempt to slow your           situation. For instance, if another character
                                 fall. Make a Speed roll with a difficulty of 1 for       is poisoned, you produce an antidote,
                                 every 20 feet (6 m) you fall. On a success, you          or if they’re blinded, you produce a salve
                                 take half damage from the fall. If you reduce            that returns sight (assuming they weren’t
Trained in Armor, page 68        the difficulty to 0, you take no damage.                 blinded because their eyes were destroyed).
                             s Experienced in Armor: The cost reduction                   The Intellect cost for using this ability is
         70
                                                                                                                         CHARACTER
                                                                                                                    3       TYPE
    equal to the level of effect or creature that         debilitated on the damage track, Might-            A character can’t apply
    caused the negative condition.                        based tasks and defense rolls you attempt          Effort or other abilities to
s   Think Your Way Out: When you wish it,                 are eased. If you also have Ignore the Pain,       any task he accomplishes
                                                                                                             using Tough As Nails.
    you can use points from your Intellect Pool           make a difficulty 1 Might defense roll when
    rather than your Might Pool or Speed Pool             you reach 0 points in all three of your
    on any noncombat action.                              Pools to immediately regain 1 Might point
r   Trapfinder (3+ Intellect points): You find            and avoid dying. Each time you attempt
    any traps (like a floor that would give way           to save yourself with this ability before
    beneath you) or mechanical triggers to a              your next ten-hour recovery roll, the task
    trap or defense system that might pose                is hindered.
    a threat. You can do this without setting
    them off and in lieu of making a roll to find      FIFTH-TIER WANDERER
    them. This ability can find traps of level 4 or    ♦ Choose three of the abilities listed below (or
    below. In addition to the normal options for         from a lower tier) to add to your repertoire.
    using Effort, you can choose to use Effort to        In addition, you can replace one of your
    increase the level of traps that can be found        lower-tier abilities with a different one from
    by 2, so using two levels of Effort can find all     a lower tier.
    traps of level 8 or below.                         s Adroit Cypher Use: You can bear four
s   Wrest From Chance: If you roll a natural               cyphers at a time.
    1 on a d20, you can reroll the die. If you         s Free to Move: You ignore all movement
    reroll, you avoid a GM intrusion—unless                penalties and adjustments due to terrain
    you roll a second 1—and might succeed on               or other obstacles. You can fit through any
    your task. Once you use this ability, it is not        space large enough to fit your head. Tasks
    available again until after you make a ten-            involving breaking free of bonds, a creature’s    GM intrusion, page 183
    hour recovery roll.                                    grip, or any similar impediment gain three
                                                           free levels of Effort.
FOURTH-TIER WANDERER                                   r Group Friendship (4 Intellect points): You
♦ Choose two of the abilities listed below (or             convince a sentient creature to regard you
  from a lower tier) to add to your repertoire. In         (and up to ten creatures that you designate
  addition, you can replace one of your lower-tier         within immediate distance of you) positively,
  abilities with a different one from a lower tier.        as they would a potential friend.
s Capable Warrior: Your attacks deal 1                 s Hard to Kill: You can choose to reroll any
    additional point of damage.                            defense task you make but never more than         A character can’t apply
s Expert: Instead of rolling a d20, you can                once per round.                                   Effort or other abilities to
    choose to automatically succeed on a task          r Jump Attack (5+ Might points): You attempt          any task he accomplishes
                                                                                                             using the Expert ability.
    you’re trained in. The task must be difficulty         a difficulty 4 Might roll to jump high into the
    4 or lower, and it can’t be an attack roll or a        air as part of your melee attack action. If you
    defense roll.                                          succeed at the jump and your attack hits,
s Increased Effects: You treat rolls of natural            you inflict 3 additional points of damage and
    19 as rolls of natural 20 for either Might             knock the foe prone. If you fail at the jump,
    actions or Speed actions (your choice when             you still make your normal attack roll, but
    you gain this ability). This allows you to gain        you don’t inflict the extra damage or knock
    a major effect on a natural 19 or 20.                  down the opponent if you hit. In addition to
r Read the Signs (4 Intellect points): You                 the normal options for using Effort, you can
    examine an area and learn precise, useful              choose to use Effort to enhance your jump;
    details about the past (if any exist). You can         each level of Effort used in this way adds
    ask the GM up to four questions about the              +2 feet to the height and +1 damage to the
    immediate area; each requires its own roll.            attack.
s Runner: Your standard movement increases             s Mastery With Defense: Choose one type
    from short to long.                                    of defense task in which you are trained:
s Subtle Steps: When you move no more than                 Might, Speed, Intellect, or Mana. You are
    a short distance, you can move without                 specialized in defense tasks of that type.
    making a sound, regardless of the surface              You can select this ability up to three times.
    you move across.                                       Each time you select it, you must choose a        Damage track, page 166
s Tough As Nails: When you are impaired or                 different type of defense task.
                                                                                                                            71
                              s   Parry (5 Speed points): You can deflect             of potential danger related to one creature
                                  incoming attacks quickly. When you activate         or object within immediate distance.
                                  this ability, for the next ten rounds you ease      This could be a weapon or device held by
                                  all Speed defense rolls.                            someone, a creature’s natural ability, or a
                              s   Physically Gifted: Any time you spend points        trap triggered by a pressure plate.
                                  from your Might Pool or Speed Pool on an          s Share Defense: If your training in a defense
                                  action for any reason, if you roll a 1 on the       task is greater than that of an ally within
                                  associated die, you reroll, always taking the       short range, your advice and insight allow
                                  second result (even if it’s another 1).             them to substitute your training for that
                              r   Take Command (3 Intellect points): You              defense task.
                                  issue a specific command to another               r Spin Attack (5+ Speed points): You stand still
                                  character. If that character chooses to listen,     and make attacks against up to five foes, all
                                  any attack they attempt on their next turn is       as part of the same action in one round. All
                                  eased, and a hit deals 3 additional points of       of the attacks have to be the same sort of
                                  damage. If your command is to perform a             attack (melee or ranged). Make a separate
                                  task other than an attack, the task is eased        attack roll for each foe. You remain limited
          Dazed, page 167         as if it benefited from a free level of Effort.     by the amount of Effort you can apply on
                              s   Vigilant (5 Might points): When affected by         one action. Anything that modifies your
        Stunned, page 167         an attack or effect that would daze or stun         attack or damage applies to all of these
                                  you, you are not dazed or stunned.                  attacks. In addition to the normal options
                                                                                      for using Effort, you can choose to use Effort
                              SIXTH-TIER WANDERER                                     to increase the number of foes you can
                              ♦ Choose three of the abilities listed below (or        attack with this ability (one additional foe
                                from a lower tier) to add to your repertoire. In      per level of Effort used in this way).
                                addition, you can replace one of your lower-tier    q Wild Vitality (4 Intellect points): You attune
                                abilities with a different one from a lower tier.     with the life force of a natural creature (your
                              s Again and Again (8 Speed points): You can             size or bigger) within long range that you
                                  take an additional action in a round in which       can see. This is a level 2 Intellect task. If you
                                  you have already acted.                             succeed, the creature is not harmed, but
                              r Inspire Coordinated Actions (9 Intellect              through resonance with its wild vitality, you
                                  points): If your allies can see and easily          gain several benefits for up to one minute: an
                                  understand you, you can instruct each of            asset to all your Might-based tasks (including
                                  them to take one specific action (the same          attacks and defenses), +2 to your Might Edge
                                  action for all of them). If any of them choose      and Speed Edge, and 2 additional points of
                                  to take that exact action, they can do so           damage on all successful melee attacks.
                                  as an additional action immediately. This
                                  doesn’t interfere with them taking their
                                  normal actions on their turns.
Trained in Armor, page 68     s Mastery in Armor: The cost reduction from
                                  your Trained in Armor ability improves.
                                  You now reduce the Speed Effort cost for
                                  wearing armor to 0.
                              s Mastery With Attacks: Choose one
                                  type of attack in which you are
                                  trained: light bashing, light bladed,
                                  light ranged, medium bashing,
                                  medium         bladed,      medium
                                  ranged, heavy bashing, heavy
                                  bladed, or heavy ranged. You are
                                  specialized in attacks using that
Skill With Attacks, page 70       type of weapon. (If you aren’t trained
                                  in an attack, select Skill With Attacks to
                                  become trained in that attack.)
                              r Negate Danger (7 Intellect points):
                                  You permanently negate a source
          72
                                                                                                                         CHARACTER
                                                                                                                    4     FLAVORS
                                     CHARACT
                                     CHARACTER FLAVORS                                                          ChapTer 4
I
      n terms of play, flavors are groups of          important items, and other requirements that           Flavoring is not mandatory. You
      special abilities the GM and players can        emerge through gameplay.                               can always use a type as is.
      use to alter a character type to make it more                                                          Unless otherwise noted, you
to their liking. For example, if a player wants to    AKASHIC FLAVOR                                         cannot choose the same ability
create a magic-using thief character, she could       This flavor is for characters in roles that call       twice, even if you get it from
                                                                                                             both your type and a flavor.
play a Channeler with stealth flavoring. At a         for more knowledge and more real-world
given tier, abilities from a flavor are traded one    application of talent. It’s less flashy and dramatic   You should never give a type
for one with standard abilities from a type.          than magical powers or the ability to hack apart       more than one flavoring.
So to add the Danger Sense stealth flavor             multiple foes, but sometimes expertise or know-
ability to a Fighter something else—perhaps           how is the real solution to a problem.                 Rituals and Ceremonies. Rituals
Bash—must be sacrificed. The character can               A Fighter flavored with akashic might be a          and ceremonies should involve
now choose Danger Sense as another first-tier         military engineer. A Wanderer flavored with            at least one officiant (usually
                                                                                                             the character’s mentor) and two
Fighter ability, but can no longer choose Bash.       akashic could be a field herbalist. An Emissary
                                                                                                             or more participants per ability
   The flavors available are akashic, combat,         with this flavor might be a mentor.                    tier. The participants should be
magic, and stealth. Flavors are of two types:                                                                connected in some way to the
generic and ceremonial.                               FIRST-TIER AKASHIC                                     theme of the flavor’s investiture.
   Generic flavors are benefits that all              ABILITIES                                              Materials for the ritual or
characters should have access to, including           s   Academic Skills: You have competence in the        ceremony cost 100 gp per ability
                                                                                                             tier. The cost for participants are
Unbound characters.                                       Academia skill group. Further, you become          determined by the GM, based
   The people of the Lands of the Diamond                 trained in two skills in the group in which you    upon on their experience and
Throne value ritual and ceremony, taking pride            are not already trained. You can select this       level. Rituals and ceremonies for
in following tradition and respecting careful,            ability multiple times. Each time you select it,   4th, 5th and 6th tier abilities have
deliberate, and meaningful rites and formal               you must choose two different skills.              additional requirements, such as
                                                                                                             the presence of a particular person
customs. Some benefits provided by a flavor           s   Crafting Skills: You have competence in the
                                                                                                             or item, or the consumption of a
can only be granted to a character through a              Crafting skill group. Further, you become          particular magic item (usually a
special ritual or ceremony. In accordance with            trained in two skills in the group in which you    cypher). Also, the GM can require
the character’s cultural, social, and personal            are not already trained. You can select this       that an ability should be gifted
background, the ritual or ceremony will require           ability multiple times. Each time you select it,   only to members of a specific
officiants and supporters, materials, various             you must choose two different skills.              organization or guild, or after
                                                                                                             a quest has been completed.
                                                                                                                           73
                                       s   Interaction Skills: You have competence                 When you perform a task in which you are
                                           in the Interaction skill group. Further, you            not trained, you can improvise to gain an
Akashic rituals. The rituals should        become trained in two skills in the group in            asset on the task. The asset might be a
    involve from one (usually your         which you are not already trained. You can              tool you cobble together, a sudden insight
mentor) to three other channelers          select this ability multiple times. Each time           into overcoming a problem, or a rush of
  or emissaries. Usually has a cost
                                           you select it, you must choose two different            dumb luck.
  of 100 gp for material used plus
       10 gp for other participants        skills.
                                       s   Investigative Skills: You have competence           FOURTH-TIER AKASHIC
                                                                                               ABILITIES
                                           in the Investigative skill group. Further, you
                                           become trained in two skills in the group in        s   Multiple Skills: You are trained in two skills
                                           which you are not already trained. You can              of your choice in which you are not already
                                           select this ability multiple times. Each time you       trained. You can select this ability multiple
                                           select it, you must choose two different skills.        times. Each time you select it, you must
                                       s   Wilderness Skills: You have competence                  choose two different skills.
                                           in the Wilderness skill group. Further, you         s   Quick Wits (Ceremonial): When performing
                                           become trained in two skills in the group in            a task that would normally require
                                           which you are not already trained. You can              spending points from your Intellect Pool,
                                           select this ability multiple times. Each time           you can spend points from your Speed
                                           you select it, you must choose two different            Pool instead.
                                           skills.                                             s   Specialization (Ceremonial): You are
                                       s   Focused Healing (ceremonial): Your ten-                 specialized in a skill of your choice in
           Recovery roll, page 166         minute recovery roll takes only one action              which you are already trained. You can
                                           instead, so that your first two recovery rolls          select this ability multiple times. Each
                                           are one action, the third is one hour, and the          time you select it, you must choose a
                                           fourth is ten hours                                     different skill.
                                                                                               s   Title (Ceremonial): In a grand ceremony
                                       SECOND-TIER AKASHIC                                         involving 20 people who possess rank
                                       ABILITIES
                                                                                                   or reputations of their own, they impart
        Title ritual. The ceremony     r   Bonded Item (Ceremonial): A simple                      upon you a title such as “The Honorable,”
         should be done only after         ceremony involving a particular item. The               or, “The Compassionate.” From there
                 a particular quest.       ritual ties you magically to the item. You are          on, you are trained in complex social
                                           trained in the item’s use.                              interactions.
                                       s   Extra Skill: You are trained in one skill of
                                           your choice (other than attacks or defense)         FIFTH-TIER AKASHIC
                                                                                               ABILITIES
                                           in which you are not already trained. You can
                                           select this ability multiple times. Each time       s   Multiple Skills: You are trained in three
                                           you select it, you must choose a different skill.       skills of your choice in which you are not
                                       s   Tool Mastery: When you have an asset from               already trained. You can select this ability
                                           using a tool, the time required to perform              multiple times. Each time you select it, you
                                           the task is cut in half (minimum one round).            must choose three different skills.
                                       r   Understanding (Ceremonial): A simple                s   Practiced With Light and Medium
                                           ceremony involving a particular creature.               Weapons: You can use light and medium
                                           The ritual ties you magically to the creature.          weapons without penalty. If you wield a
                                           Everytime you interact with it, the related             heavy weapon, increase the difficulty of
                                           task is eased.                                          the attack by one step.
                                                                                               r   Read the Signs (Ceremonial): You examine
         Read the Sign ritual. The     THIRD-TIER AKASHIC                                          an area and learn precise, useful details
    ceremony should be done only       ABILITIES
                                                                                                   about the past (if any exist). You can ask
      in the presence of important     s   Flex Skill: At the beginning of each day,               the GM up to four questions about the
             people, like Stewards.
                                           choose one task (other than attacks or                  immediate area; each requires its own roll.
                                           defense) on which you will concentrate. For
                                           the rest of that day, you’re trained in that        SIXTH-TIER AKASHIC
                                                                                               ABILITIES
                                           task. You can’t use this ability with a skill in
                                           which you’re already trained.                       s   Skill With Attacks: Choose one type of attack
                                       s   Improvise (Ceremonial, 3 Intellect points):             in which you are not already trained: light
                  74
                                                                   CHARACTER
                                                              4     FLAVORS
COMBAT FLAVOR
Combat flavor makes a character more
martial. An Emissary with combat flavor
would be a battle bard. A Wanderer with
combat flavor might be a pirate. A Channeler
flavored with combat could be a veteran of a
thousand mage wars.
                                                                      75
                                            for wearing armor by 1. You start the game            trained: Might, Speed, Intellect, or Mana.
                                            with a type of armor of your choice.                  You are trained in defense tasks of that
                                        s   Practiced With Light and Medium                       type. You can select this ability up to three
                                            Weapons: You can use light and medium                 times. Each time you select it, you must
                                            weapons without penalty. If you wield a               choose a different type of defense task.
                                            heavy weapon, the attack is hindered.             s   Rapid Reload (Ceremonial, 1 Speed Point):
          Rapid Reload ritual. The                                                                When using a weapon that normally
        ceremony is part of a ritual    SECOND-TIER COMBAT                                        requires an action to reload, such as a heavy
         archery contest with other     ABILITIES                                                 crossbow, you can reload and fire (or fire
participants that takes place every
                                        r   Bash (1 Might point): This is a pummeling             and reload) in the same action.
    year during a special occasion.
                                            melee attack. Your attack inflicts 1 less point   s   Ritual Combat (Ceremonial): You can select
                                            of damage than normal but dazes your                  two combat rites you can have access to for
    Ritual Combat. The ceremony             target for one round, during which time all           your tier.
  should take place only with two           tasks it performs are hindered.                   s   Successive Attack (2 Speed points): If you
  ritual warriors. It lasts one hour.   s   Bloodlust (3 Might points): If you take down          take down a foe, you can immediately
                                            a foe, you can move a short distance, but             make another attack on that same turn
                                            only if you move toward another foe. You              against a new foe within your reach. The
                                            don’t need to spend the points until you              second attack is part of the same action.
                                            know that the first foe is down.                      You can use this ability with melee attacks
  Hands as Weapons ritual. The          s   Hands as Weapons (Ceremonial): Your                   and ranged attacks.
ceremony Is a painful ritual where          hands can siphon off and contain a cypher
  your hands are seared with heat           effect for 24 hours. This is in addition to       FOURTH-TIER COMBAT
   and then thrust into water as if                                                           ABILITIES
                                            your cypher limit.
     they were smithed weapons.
                                        s   Mighty Hurl (Ceremonial): You either deal         s Capable Warrior: Your attacks deal 1
                                            2 additional points of damage with attacks          additional point of damage.
Mighty Hurl ritual. The ceremony            using weapons that you throw or do normal         s Daring Escape (5 Speed points): You
is part of a ritual throwing contest        damage if hitting a target at long range.           dodge an attack. If you succeed on a Speed
 with other participants that takes     r   Pierce (1 Speed point): This is a well-aimed,       defense roll, you can trick your attacker
 place every year in giantish cities.
                                            penetrating ranged attack. You make an              into accidentally attacking a different
                                            attack and inflict 1 additional point of            creature within immediate range.
                                            damage if your weapon has a sharp point.          q Deadly Aim (3 Speed points): For the next
                                        r   Thrust (1 Might point): This is a powerful          minute, all ranged attacks you make inflict 2
                                            melee stab. You make an attack and                  additional points of damage.
                                            inflict 1 additional point of damage if your      q Fury (3 Might points): For the next
                                            weapon has a sharp edge or point.                   minute, all melee attacks you make inflict
                                        s   Trained Without Armor: You are trained in           2 additional points of damage.
                                            Speed defense actions when not wearing            r Spray (2 Speed points): If a weapon has the
                                            armor.                                              ability to fire rapid shots without reloading
                                                                                                (usually called a rapid-fire weapon, such as
                                        THIRD-TIER COMBAT                                       crank crossbow), you can spray multiple shots
                                        ABILITIES                                               around your target to increase the chance of
                                        s   Practiced With All Weapons: You can use any         hitting. This ability uses 1d6 + 1 rounds of
                                            weapon.                                             ammo (or all the ammo in the weapon, if it
                                        s   Skill With Attacks: Choose one type of              has less than the number rolled). The attack
                                            attack in which you are not already trained:        roll is eased. If the attack is successful, it deals
                                            light bashing, light bladed, light ranged,          1 less point of damage than normal.
                                            medium bashing, medium bladed,
                                            medium ranged, heavy bashing, heavy               FIFTH-TIER COMBAT
                                                                                              ABILITIES
                                            bladed, or heavy ranged. You are trained
                                            in attacks using that type of weapon. You         s   Experienced Defender: When wearing
                                            can select this ability multiple times. Each          armor, you gain +1 to Armor.
                                            time you select it, you must choose a             s   Hard Target: If you move a short distance
                                            different type of attack.                             or farther on your turn, the difficulty of
                                        s   Skill With Defense: Choose one type of                all Speed defense rolls is reduced by one
                                            defense task in which you are not already             additional step.
                   76
                                                                                                                         CHARACTER
                                                                                                                    4     FLAVORS
s   Parry (5 Speed points): You can deflect               the character makes an Intellect task check        Whirlwind Attack. The ceremony
    incoming attacks quickly. For the next ten            equal to the item’s level. If successful, she      can only take place during a
    rounds, all Speed defense rolls are eased.            learns a random function of an artifact, as        storm or an extremely windy day.
s   Whirlwind Attack (Ceremonial, 3 Speed                 well as how to activate it. Instead of taking
    points). Once per round, you can make an              a minute, she can attempt to attune as an          Attune to Artifact ritual. The
    additional attack with your chosen weapon.            action, but the task is hindered twice. A          ceremony should take place with
                                                          character cannot learn multiple functions          at least three other spellcasters
SIXTH-TIER COMBAT                                                                                            in a closed area filled with herbal
                                                          with this ability. Once one has tried to attune
ABILITIES                                                                                                    smoke with the presence of a
                                                          to an item, whether successful or not, she         magical item (artifact) to study.
s   Greater Skill With Attacks: Choose one type           cannot try again with the same item. There
    of attack, even one in which you are already          is no limit to how many items a character
    trained: light bashing, light bladed, light           can attempt to attune to.
    ranged, medium bashing, medium bladed,            s   Closed Mind: You are trained in Intellect
    medium ranged, heavy bashing, heavy                   defense tasks and have +2 to Armor against
    bladed, or heavy ranged. You are trained in           damage that selectively targets your Intellect
    attacks using that type of weapon. If you’re          Pool (which normally ignores Armor).
    already trained in that type of attack, you       r   Hedge Magic (1 Mana point): You can
    instead are specialized in that type of attack.       perform small tricks: temporarily change the
s   Mastery With Armor: The cost reduction                color or basic appearance of a small object,
    from your Practiced in Armor ability                  cause small objects to float through the air,
    improves. When you wear any armor, you                clean a small area, mend a broken object,
    reduce the armor’s Speed cost to 0. If you            prepare (but not create) food, and so on.
    select this ability and you already have the          You can’t use hedge magic to harm another
    Experienced With Armor ability, replace               creature or object.
    Experienced With Armor with a different           s   Magic Training: You are trained in the basics
    ability from the same tier because Mastery            of magic (including the operation of magic
    With Armor is better.                                 artifacts and cyphers) and can attempt to
s   Mastery With Defense: Choose one type                 understand and identify its properties.
    of defense task in which you are trained:         s   Mysticism Skills: You have competence in the
    Might, Speed, Intellect, or Mana. You are             Mysticism skill group. Further, you become
    specialized in defense tasks of that type.            trained in two skills in the group in which you
    You can select this ability up to three               are not already trained. You can select this
    times. Each time you select it, you must              ability multiple times. Each time you select it,
    choose a different type of defense task.              you must choose two different skills.
s   Weapon Specialization (Ceremonial): After         s   Priest (Ceremonial): When you wear the             Weapon Specialization ritual.
    a grueling ritualistic kata with six other            symbols and raiment of your religion, your         The ceremony requires at least
    warriors, your weapons now do 2 additional            rolls are eased in pleasant and diplomatic         six different combatants, each
                                                                                                             with their own specialization.
    points of damage. For ranged weapons the              social interactions along with Intimidation
    target must be in Short range.                        skills with those people of the same religion.
                                                      s   Spellthread:       Choose      your    primary     Priest ritual. The ordination
MAGIC FLAVOR                                              Spellthread. You can learn two spells of that      ceremony requires a conclave
You know a little about magic. You might not              Spellthread. You can select spells of 1st or       of at least three other priests,
                                                                                                             taking place in a closed area
be a wizard, but you know the basics—how it               2nd level.
                                                                                                             within a temple or church. Holy
works, and how to accomplish a few wondrous                                                                  symbols and other trappings
things. A Wanderer flavored with magic might          SECOND-TIER MAGIC                                      cost an additional 50 gp.
be a wizard-hunter, and an Emissary with              ABILITIES
magical flavor might be a sorcerer-minstrel.          r   Concussive Blast (2 Mana points): You
Although a Channeler flavored with magic is still         release a beam of pure force that smashes
a channeler, you might find that swapping some            into a creature within short range, inflicting
of the type’s basic abilities with those given here       2 points of damage, plus 1 point for every 2
tailors the character in desirable ways.                  additional mana points spent.
                                                      r   Force Field (2 Mana points): You create an
FIRST-TIER MAGIC ABILITIES                                invisible energy barrier around you. The
s   Attune to Artifact (Ceremonial): After                force field moves with you and lasts for ten
    studying an artifact carefully for one minute,        minutes plus 5 minutes for every additional
                                                                                                                           77
Tattoo Spell ritual. The ceremony           mana point spent. You have +1 to Armor                damage (such as fire, lightning, shadow,
        requires a spellcaster with         until the effect ends.                                or thorn) for one hour. You increase the
     artistic skill as a participant.   s   Spellthread: You can learn one spell of your          elemental protection by +2 for every 2
                                            primary Spellthread. You can select a spell of        additional mana points spent, or you can
      Iron Flesh Spell ritual. The          1st or 2nd level.                                     choose to gain +2 Armor to another type of
     ceremony consists of tracing       s   Tattoo Spell (Ceremonial): You can store a            elemental damage.
       magic runes on the shell or          spell that is one level less than your current    r   Infuse Weapon (Ceremonial): You can infuse
        hide of a heavily armored
                                            tier up to a maximum of a level 3. You can            a weapon with elemental energies. Once per
               beast for six hours.
                                            cast it once a day without spending mana              combat, your weapon or ammunition does
                                            points.                                               an additional 4 points of elemental damage
       Infuse Weapon ritual. The        s   Iron Flesh (Ceremonial): You have an                  (ignores armor).
ceremony requires the completion            additional point of armor.
    of a mini-quest related to one                                                            FIFTH-TIER MAGIC ABILITIES
    or more of the four elements,       THIRD-TIER MAGIC ABILITIES                            s Spellthread: You can learn one spell of your
     and the participation of four
     spellcasters, each focused on      s   Spellthread: You can choose a secondary             Spellthreads. You can select a 5th level or
  one of the four different aspects         Spellthread. You can learn two spells of that       lower spell of your primary Spellthread or
            of elementalist magic.          Spellthread. You can select spells of 1st or        a 4th level or lower spell of your secondary
                                            2nd level. Alternatively you can choose a 2nd       Spellthread.
                                            or 3rd level spell of your primary Spellthread.   s Master Cypher Use: You can bear five
                                        s   Adroit Cypher Use: You can bear four cyphers        cyphers at a time.
                                            at a time.                                        s True Senses: You can see in complete
                                        s   Augment Cypher (2+ Mana points): When               darkness up to 50 feet (15 m) as if it
                                            you activate a cypher, add +1 to its level          were dim light. You recognize disguises,
                                            for every 2 mana points spent. You can’t            illusions, mirages, sound mimicry, and
                                            increase the cypher’s level above 10.               other such tricks (for all senses) for what
                                        s   Brandish Magical Might (Ceremonial): You            they are.
         Brandish Magical Might             can use your magical power in new ways.           q Mirror Sight (Ceremonial): You can see
     ritual. The ceremony should            You may use your knowledge of magic and             through mirrors for 1d6 rounds. If the chosen
  take place with at least 6 other          the power inherent within you to accomplish         method is unsuccessful, the mirror only
spellcasters after a magical quest.
                                            tasks with an Intellect task check, such as         shows a normal reflection. You can also will
        Sense the Unseen ritual.            force open a sealed door or counter a spell.        what is reflected in both mirrors be visible
           The ceremony requires        s   Sense the Unseen (Ceremonial): Your tasks           both ways. Thus your reflection is visible in
          the participation of four         to spot hidden things are eased by two steps.       the target mirror at the same time you are
         other spellcasters, one of
                                                                                                watching the reflection from the target mirror.
           whom should be blind.
                                        FOURTH-TIER MAGIC                                       The reflections are visual only, no sound.
                                        ABILITIES
            Mirror Sight ritual. The    s   Spellthread: You can learn one spell of your      SIXTH-TIER MAGIC ABILITIES
       ceremony should take place           Spellthreads. You can select a 4th or lower       s   Spellthread: You can learn one spell of your
         in a large room of mirrors,        spell of your primary Spellthread or a 3rd or         Spellthreads. You can select a 6th or lower
        with five other practitioners
                                            lower spell of your secondary Spellthread.            spell of your primary Spellthread or a 5th or
       enacting a ritual that allows
    you to use mirrors as a scrying     r   Ignition Blast (3+ Mana points): When you             lower spell of your secondary Spellthread.
     network once a day. You need           release you Concussion Blast, you can             r   Psychic Blast (3+ Mana points): When you
   to be familiar with a particular         designate a creature or flammable object              release your Concussion Blast, you can
     mirror to use it. Alternatively,       you can see within short range to catch               also penetrate into the mind of the target
      you can also be familiar with         fire. The target takes 4 points of ambient            (make an Intellect roll against it). This burst
        a person or a location being
     currently reflected in a mirror.       damage per round plus 1 point of damage               inflicts 4 points of Intellect damage (ignores
                                            for every additional mana point spent                 Armor) plus 1 for each 2 additional Mana
                                            until the flames are extinguished, which a            points you spend. This effect substitutes
                                            creature can do by dousing itself in water,           the Concussion effect.
                                            rolling on the ground, or smothering              r   Reactive Field (3 Mana points): Your Force
                                            the flames. This effect substitutes the               Field increases its power. In addition to the
                                            Concussion effect.                                    main power, if struck by a melee attack, the
                                        r   Force Field (3+ Mana points): Your Force              field creates a backlash that inflicts 4 points
                                            Field increases its power. Now you gain +2            of electricity damage to the attacker plus 1
                                            Armor against one type of direct elemental            for any additional mana points spent.
                   78
                                                                                                                     CHARACTER
                                                                                                                4     FLAVORS
r Power of the Name (Ceremonial): You can            s   Fleet of Foot (Ceremonial): If you succeed       Power of the Name ritual. The
  control a person via their truename if it is           at a difficulty 2 Speed roll to run, you can     ceremony should take place In
  known to you.                                          move a short distance and take an action         a large library with at least 10
                                                                                                          people who don’t know each
The target can be forced to carry out, or refrain        in the same round.
                                                                                                          other, and all of whom come
  from, a service, activity or action. The request   s   Goad (2 Might points): After you                 from different places and of
  cannot be to kill themselves or perform an             successfully attack a creature, the difficulty   different origins and professions.
  action that would result in certain death.             of Speed defense rolls by all others against
The subject can make a hindered Intellect                the creature’s attacks is decreased by one       Fleet of Foot ritual. The
  Defense roll. If they fail, the subject must           step until the end of the next round.            ceremony should take place
  follow the given instructions until the task       r   Legerdemain (1 Speed point): You can             during a special marathon run
                                                                                                          with five other participants
  is completed, no matter how long it takes,             perform small but seemingly impossible
                                                                                                          for several hours.
  up to as many days equal to your tier (or              tricks. For example, you can make a small
  level of caster. Savvy subjects can subvert            object in your hands disappear and move
  instructions.                                          into a desired spot within reach (like your
But if the subject cannot obey the instructions,         pocket). You can make someone believe
  they cannot make recovery rolls. If the subject        that he has something in his possession
  still cannot complete the instructions the             that he does not have (or vice versa). You
  second day, a Might Defense is made and                can switch similar objects right in front of
  they step down to the Impaired damage                  someone’s eyes.
  track at the end of the day. For the third day,    s   Opportunist: You have an asset on any attack
  a Speed Defense roll needs to be made or               roll you make against a creature that has
  the subject drops down the damage track                already been attacked at some point during
  again to Debilitated.                                  the round and is within immediate range.
The effects end if the instructions are              s   Intuitive Sense (Ceremonial): Outside, other     Intuitive Sense ritual. For
  completed, the subject dies, or the effect             participants take shifts chanting mantras        24 hours, you meditate in
  is dispelled (such as the Countermeasures              for the duration. Afterwards, you now are        a magically darkened room
                                                                                                          while incense burns.
  ability). The ritual can be done only once per         trained in Speed Defense tasks.
  subject.                                           s   Stealth Skills: You have competence in the
Spending 6 Mana Points, you can use a                    Subterfuge skill group. Further, you become      Countermeasures, page 58
  subject’s truename to Stun them for 10                 trained in two skills in the group in which
  minutes. This can only be used once per foe,           you are not already trained. You can select
  which includes previous attempts by the                this ability multiple times. Each time you
  same character.                                        select it, you must choose two different
                                                         skills.
STEALTH FLAVOR                                       s   Theatrics Skills: You have competence
Characters with the stealth flavor are good              in the Theatrics skill group. Further, you
at sneaking around, infiltrating places they             become trained in two skills in the group in
don’t belong, and deceiving others. They                 which you are not already trained. You can
use these abilities in a variety of ways,                select this ability multiple times. Each time
including combat. A Wanderer with stealth                you select it, you must choose two different
flavor might be a thief, while a Fighter with            skills.
stealth flavor might be an assassin.
                                                     SECOND-TIER STEALTH
FIRST-TIER STEALTH ABILITIES                         ABILITIES
s   Danger Sense (1 Speed point): The                s   Contortionist (2 Speed points): You can
    difficulty of your initiative roll is reduced        wriggle free from bindings or squeeze
    by one step.                                         through a tight spot. You are trained in
s   Defensive Acrobatic Roll (Ceremonial):               escaping. When you use an action to escape
    You gain a celerity that allows you to               or move through a tight area, you can
    disperse lethal blows. Once per day, when            immediately use another action. You may          Defensive Acrobatic Roll ritual.
    a Might or Speed pool would be reduced               use this action only to move.                    This is a one-time ceremony
    to zero, make a Speed Defense roll equal         r   Find an Opening (1 Intellect point): You         that should take place with
                                                                                                          five other participants in a
    to the amount of damage. A successful                use trickery to find an opening in your
                                                                                                          small cave inhabited by bats.
    roll reduces the damage by half, rounded             foe’s defenses. If you succeed on a Speed
    down.                                                roll against one creature within immediate
                                                                                                                        79
                                         range, the difficulty of your next attack              torture, telepathic intrusion, and mind
                                         against that creature before the end of the            control.
                                         next round is reduced by one step.                 s   Seize Opportunity (4 Speed points): If you
                                       s Get Away (2 Speed points): After your                  succeed on a Speed defense roll to resist
                                         action on your turn, you move up to a short            an attack, you gain an action. You can use
                                         distance or get behind or beneath cover                it immediately even if you have already
                                         within immediate range.                                taken a turn in the round. If you use this
                                       q Impersonate        (2 Intellect points):               action to attack, the difficulty of your
                                         You alter your voice, posture, and                     attack is reduced by one step. You don’t
                                         mannerisms, whip together a disguise,                  take an action during the next round.
                                         and gain an asset on an attempt to                 r   Stab and Run (4 Might points): You make
                                         impersonate someone else, whether it is                a melee attack and move a short distance.
                                         a specific individual (Everald the guard)              The attack inflicts 2 additional points of
                                         or a general role (a watchman).                        damage.
                                       s Sense Ambush: You are never surprised by           s   Subterfuge: When you move no more than
                                         an attack.                                             a short distance, you can move without
                                       s Surprise Strike (3 Speed points): When you             making a sound, regardless of the surface
                                         attack a creature you have surprised, the              you move across.
                                         difficulty of your attack roll is reduced by
                                         one step, and, on a success, you deal 1            FOURTH-TIER STEALTH
                                         additional point of damage.                        ABILITIES
                                                                                            s   Ambusher: When you attack a creature that
                                       THIRD-TIER STEALTH                                       has not yet acted during the first round
                                       ABILITIES
                                                                                                of combat, the difficulty of your attack is
                                       s   Daring Escape (5 Speed points): You dodge            reduced by one step.
                                           an attack. If you succeed on a Speed             r   Debilitating Strike (Ceremonial, 4 Speed
       Debilitating Strike ritual.         defense roll, you can trick your attacker into       points): You make an attack to deliver a
       You learn the secret art of         accidentally attacking a different creature          painful or debilitating strike. The difficulty
     murder with an assassin and           within immediate range.                              of the attack is increased by one step. If it
       accomplish a cruel quest.
                                       r   Evanescence (Ceremonial, 3 Speed points):            hits, the creature takes 2 additional points
                                           You step into shadows or behind cover, and           of damage at the end of the next round, and
Evanescence ritual. You learn the          everyone who was observing you completely            the difficulty of defense rolls to resist its
   secrets of darkness and shadow          loses track of you. Although you’re not              attacks is decreased by one step until the
 with an assassin or an infiltrator.       invisible, you can’t be seen until you reveal        end of the next round.
                                           yourself again by moving out of the shadows      s   Outwit: When you make a Speed defense
                                           or from behind cover (or by making an attack).       roll, you can use your Intellect in place of
                                       s   From the Shadows: If you successfully attack         your Speed.
                                           a creature that was previously unaware of        s   Preternatural Senses: While you are
                                           your presence, you deal 3 additional points          conscious and able to use an action, you
                                           of damage.                                           cannot be surprised. In addition, you are
    Gambler ritual. You learn the      s   Gambler (Ceremonial): Each day, choose               trained in initiative actions.
  secrets of gaming with an expert         two different numbers from 2 to 16. One          s   Tumbling Moves (5 Speed points): When
   gambler after participating in a        number is your lucky number, and the                 you use an action to move, the difficulty of
  clandestine gambling event and
                                           other is your unlucky number. Whenever               Speed defense rolls is reduced by one step
    winning at least three different
            kinds of betting games.        you make a roll that day and get a number            until the end of your next turn.
                                           matching your lucky number, the difficulty       s   Slippery Mind (Ceremonial): If you failed
                                           of your next task is reduced by one step.            an Intellect Defense roll against an
       Slippery Mind ritual. The           Whenever you make a roll that day and get            enchantment of some kind, you may try
    ceremony needs to take place           a number matching your unlucky number,               again next round. All your tasks to discern
  near a portal to another plane,          the difficulty of your next task is increased        illusion are eased.
  over the course of several hours
                                           by one step.
  with two other spellcasters, one
                                       s   Inner Defense: You are trained in any            FIFTH-TIER STEALTH
  of whom must be an illusionist.
                                                                                            ABILITIES
                                           task to resist another creature’s attempt
                                           to discern your true feelings, beliefs, or       s   Assassinate (5 Intellect points): If you
                                           plans. You are likewise trained in resisting         successfully attack a creature that was
                  80
                                                                  CHARACTER
                                                             4     FLAVORS
SIXTH-TIER STEALTH
ABILITIES
s   Exploit Advantage: Whenever you have an
    asset for a roll, the difficulty of the roll is
    reduced by another step.
s   Spring Away (5 Speed points): Whenever
    you succeed on a Speed defense roll,
    you can immediately move up to a short
    distance. You cannot use this ability more
    than once in a given round.
s   Thief ’s Luck (Ceremonial: Luck is not the
    chaotic ocean of random chance most               Thief ’s Luck ritual. You learn the
    people believe it to be. If you fail on a         secrets of thieving with an expert
    task (including an attack roll or a defense       thief and participate in the secretly
                                                      theft of an important item.
    roll), you can change the die result to a
    natural 20. That still might not be enough
    to succeed if the difficulty is higher than
    6. Once you use this ability, it is not
    available again until after you make a ten-
    hour recovery roll. (Thief ’s Luck doesn’t
    work if a character rolls a natural 1 for an
    attempted task, unless she also has and           Wrest From Chance, page 71
    uses the third-tier Wanderer ability Wrest
    From Chance).
s   Twist of Fate: When you roll a 1, you can
    reroll. You must use the new result, even
    if it’s another 1.
                                                                     81
ChapTer 5                   CHARACT
                            CHARACTER DESCRIPT
                                      DESCRIPTORS
                            T
                                    wo descriptors define your character—
        Fierce, page 90             they define everything you do. The
 Contemplative, page 89             differences between a Fierce Human            CHARACTER
                            Wanderer and a Contemplative Verrik Wanderer          DESCRIPTORS
                            are considerable. The descriptor changes the
                            way those characters go about every action.           ANCESTRY DESCRIPTORS
                            Your descriptors provide motivation. They are         Human           Litorian
                            the adjectives of the sentence “I am an adjective-    Dracha          Sibeccai
                            adjective noun who verbs.”                            Faen            Verrik
                               Descriptors offer one-time packages of extra       Giant
                            information, abilities, skills, or modifications to
                                                                                  MOOD DESCRIPTORS
                            your stat Pools. Ancestry descriptors are essential
                            to define your characters with an ancestry, like      Appealing        Impulsive
                            dracha or human. Mood descriptors offer a             Brash            Intelligent
      Inability, page 156   characteristic of your behavior.                      Clumsy           Lucky
                               Not all of a descriptor’s offerings are positive   Committed        Mysterious
                            character modifications, like inabilities—tasks       Contemplative    Resolute
                            that a character isn’t good at, or negative skills—   Cruel            Rugged
                            instead of being one step better at that kind         Cultured         Stealthy
                            of task, you’re one step worse. If you become         Dishonorable     Strong
                            skilled at a task that you have an inability with,    Fierce           Swift
                            they cancel out. Remember that characters are         Graceful         Tough
                            defined as much by what they’re not good at as        Honorable        Virtuous
                            by what they are good at.
                               This section details 7 ancestry descriptors
                            and 21 mood descriptors. Choose one ancestry
                            descriptor and one mood descriptor for your
                            character. You can pick any descriptor you wish
                            regardless of your type.
       82
                                                                                                                    CHARACTER
                                                                                                               5 DESCRIPTORS
                                                                                                                      83
                               damage with your melee attacks and attacks        ♦ Arcane Lore: You have competence in
                               with thrown weapons.                                Mysticism skills.
                             ♦ Natural Armor: Your skin gives you 1 to Armor.    ♦ Magic Training: You are trained in identifying
                             ♦ Reptilian Eyes: You can see in extremely dim        and understanding magic devices.
                               light as though it were bright light. You can     ♦ Innate Magic: You can choose to gain one of
                               see in total darkness as if it were extremely       the following magical abilities:
                               dim light.                                        r Illuminating Touch (1 Intellect or Mana
                             ♦ Breaker: Tasks related to breaking things by          point): You touch an object, and that
                               smashing them are eased.                              object sheds light to illuminate everything
                             ♦ Sage: You are trained in all knowledge                in short range. The light remains until you
                               (dracha) tasks.                                       use an action to touch the object again, or
                             ♦ Gliding: Your wings allow to glide up to 100          until you’ve illuminated more objects than
                               feet if you launch yourself from a height of at       you have tiers, in which case the oldest
                               least 20 feet. When gliding, you move a short         objects you illuminated go dark first.
                               distance. If wearing medium or heavy armor        r Ghost Sound (1 Intellect or Mana point):
                               you cannot glide.                                     You create a sound that rises, recedes,
                             ◊ Inability: Others may see you as strange. Tasks       approaches, or remains at a fixed place.
                               related to Interaction skills are hindered.           You choose what type of sound is created,
                             ♦ Additional Equipment: You have a heavy                and you cannot thereafter change its basic
                               weapon of your choice.                                character. The sound created depends on
                                                                                     your tier. You can produce as much noise
                             TIER 3 DRACHA                                                as three normal humans per tier.
                             Starting at 3rd tier                                                               Thus, you can
                             and every time                                                                      create   talking,
                             you advance to a new                                                                       singing,
                             tier, you can select the                                                                   shouting,
                             following characteristic                                                                   walking,
                             instead of one granted by                                                             marching, or
                             your new tier. You can select                                                  running sounds. The
                             it only once.                                                            noise a ghost sound spell
                              s Flight: You can use your wings                                    produces can be virtually any
                                  to fly. You can even wear medium or                       type of sound within the volume
                                  heavy armor while flying. In terms                        limit. A horde of rats running and
                                  of overland movement, you can fly                         squeaking is about the same volume
                                  about 20 miles (32 km) per hour                            as 6 humans running and shouting.
                                  and you are not affected by terrain.                      A lion’s roar is equal to the noise
                                                                                              from 12 humans, while a dire cat’s
                             FAEN                                                              roar equals the noise from 16
                             Fleet of foot and quick witted, faen are                            humans.
                             exactly what you’re looking for if you like                        ♦ Cypher Limit: Your cypher limit
                             the idea of the legendary fey, of characters                    increases by 1.
                             who favor quickness over brute force, or of         ♦ Additional Equipment: You have a light
    For more information     characters who can’t be measured by their             weapon and one cypher (your choice) to go
about Faen, see Ancestries   stature. You must choose one of the two types         with it.
    in Chapter 2, page 26    of faen: loresong, quickling. You cannot start
                             as spryte.                                          QUICKLING CHARACTERISTICS
                                                                                 You gain the following characteristics:
                             LORESONG CHARACTERISTICS                            ♦ Agile: +2 to your Speed Pool.
                             You gain the following characteristics:             ♦ Run: When you run, you move four times your
                             ♦ Clever: +2 to your Intellect Pool.                  movement. You cannot use this ability when
                             ♦ Magic Affinity: +1 to your Mana Pool                wearing heavy armor.
                             ♦ Low-Light Vision: You can see in extremely        ♦ Low-Light Vision: You can see in extremely
                               dim light as though it were bright light.           dim light as though it were bright light.
                             ♦ Sage: You are trained in Knowledge (faen)         ♦ Sage: You are trained in Knowledge (faen)
                               tasks.                                              tasks.
         84
                                                                                                                     CHARACTER
                                                                                                                 5 DESCRIPTORS
                                                                                                                       85
                                LITORIAN CHARACTERISTICS
For more information about                                                              SIBECCAI
     Sibeccai, see Ancestries   You gain the following characteristics:                 Former beasts who try to deny that nature (and
       in Chapter 2, page 33    ♦ Agile: +2 to your Speed Pool.                         sometimes fail), sibeccai are as interesting as
                                ♦ Low-Light Vision: You can see in extremely            they are dangerous. Sibeccai fall into two informal
                                  dim light as though it were bright light.             groups: those who still try to define themselves
                                ♦ Strong: You have competence in Athletics Skills.      by what the giants tell them to do, and those who
                                ♦ Survivor: You have competence in Wilderness           have shed those bonds to define themselves.
                                  Skills.                                               If forced to work alongside others, sibeccai are
                                ♦ Sage: You’re trained in Knowledge (litorian) tasks.   normally snide and arrogant, except to giants
                                ♦ Bared Claws: Even unarmed, your claws are             and other sibeccai. Though they can demonstrate
                                  light weapons that inflict 2 points of damage.        kindness and generosity toward those of other
                                ♦ Additional Equipment: You have a spear and a          ancestries with whom they become familiar and
                                  pair of javelins.                                     friendly, sibeccai do not make friends easily.
            86
                                                                                                                 CHARACTER
                                                                                                               5 DESCRIPTORS
                                                                                                                  87
                                 BRASH                                                     intrusion on you, based on your clumsiness,
                                 You’re a self-assertive sort, sure of your abilities,     without awarding you any XP (as if you had
                                 energetic, and perhaps a bit irreverent toward            rolled a 1 on a d20 roll). However, if this
                                 ideas that you don’t agree with. Some people              happens, 50% of the time, your clumsiness
                                 call you bold and brave, but those you’ve put             works to your advantage. Rather than hurting
                                 in their place might call you puffed up and               you (much), it helps you, or it hurts your
                                 arrogant. Whatever. It’s not in your nature to            enemies. You slip, but it’s just in time to duck
                                 care what other people think about you, unless            an attack. You fall down, but you trip your
                                 those people are your friends or family. Even             enemies as you crash into their legs. You turn
                                 someone as brash as you knows that friends                around too quickly, but you end up knocking
                                 sometimes have to come first.                             the weapon from your foe’s hand. You and
                                                                                           the GM should work together to determine
                                 TRAITS                                                    the details. If the GM wishes, they can use
                                 ♦ Energetic: +2 to your Speed Pool.                       GM intrusions based on your clumsiness
         Initiative, page 162    ♦ Ready: You are trained in initiative actions.           normally (awarding XP).
                                 ♦ Bold: You are trained in all actions that involve     ♦ Iron Fist: You’ve got a certain bull-like quality.
                                   overcoming or ignoring the effects of fear or           You are trained in tasks involving breaking
                                   intimidation.                                           things.
                                 ◊ Arrogance: Sometimes too much selfassurance           ◊ Awkward: Any task that involves balance,
                                   leads to a kind of self superiority. All                grace, or hand-to-eye coordination is hindered.
                                   Interaction tasks involving positive or
                                   pleasant actions are hindered.                           Initial Link to the Starting Adventure: From the
                                                                                         following list of options, choose how you became
                                    Initial Link to the Starting Adventure: From         involved in the first adventure.
                                 the following list of options, choose how you              1. You were in the right place at the right time.
                                 became involved in the first adventure.                    2. You had a piece of information that the
                                    1. You noticed something weird going on, and         other PCs needed to make their plans.
                                 without much thought, you jumped in with both              3. A sibling recommended you to the other
                                 feet.                                                   PCs.
                                    2. You showed up when and where you did on              4. You stumbled into the PCs as they were
                                 a dare because, hey, you don’t back down from           discussing their mission, and they took a liking
                                 dares.                                                  to you.
                                    3. Someone called you out, but instead of
                                 walking into a fight, you walked into your current      COMMITTED
                                 situation.                                              You are wholeheartedly dedicated and loyal
                                    4. You told your friend that nothing could scare     to a cause, activity, or job, shrugging off any
                                 you, and nothing you saw would change your              obstacles that get in your way. When you
                                 mind. She brought you to your current point.            pick this descriptor, you can work with your
                                                                                         GM to figure out what that cause is. For
                                 CLUMSY                                                  instance, maybe you’re committed to tracking
                                 Graceless and awkward, you were told that you’d         down someone who wronged you long ago.
                                 grow out of it, but you never did. You often drop       Alternatively, you can wait for a cause to catch
       Some players may not      things, trip over your own feet, or knock things        your attention in the campaign. Either way,
      want to be defined by a    (or people) over. Some people get frustrated by         being committed is a personality trait for you,
       “negative” quality like   this quality, but most find it funny and even a         and once you decide to do something, you
  Clumsy, but in truth, even
                                 little charming.                                        throw yourself into it with a vengeance.
   this kind of descriptor has
     enough advantages that
    it makes for capable and     TRAITS                                                  TRAITS
  talented characters. What      ◊ Butterfingers: −2 to your Speed Pool.                 ♦ Steadfast: +4 to your Might Pool.
   negative descriptors really   ♦ Thick-Muscled: +2 to your Might Pool.                 ♦ Dedicated Soul: You’re trained in tasks related
 do is make more interesting     ♦ Inelegant: You have a certain lovable charm.            to enduring trials of mind and body.
and complex characters that
  are often great fun to play.     You are trained in all pleasant interaction           ♦ Dedication Brings Rewards: You tend to practice
                                   skills when you express a lighthearted, self-           things over and over. Once between each ten-
                                   deprecating manner.                                     hour recovery roll, you gain an asset to similar
    GM intrusions, page 159      ♦ Dumb Luck: The GM can introduce a GM                    actions involving the same task (such as making
            88
                                                                                                                        CHARACTER
                                                                                                                   5 DESCRIPTORS
  attacks against the same foe or operating the           1. You seek enlightenment or just a chance to
  same device). The asset doesn’t apply to similar     grow stronger.
  but different tasks (such as attacking a different      2. You feel deeply connected to one of the
  foe, even if of the same kind, or operating a        other PCs.
  different but very similar device).                     3. You believe one of the other PCs to be
◊ Other Things Could Wait: Sometimes you               your lover (or perhaps a relative of yours)
  come across as so single-minded that you             reincarnated.
  put people off. Persuading or similar tasks             4. A vision guided you to this point.
  are hindered.
                                                       CRUEL
   Initial Link to the Starting Adventure: From        Misfortune and suffering do not move you.
the following list of options, choose how you          When another endures hardship, you find it hard
became involved in the first adventure.                to care, and you may even enjoy the pain and          Descriptors like Cruel, and
   1. Your commitment to your cause seems to           difficulty the person experiences if they’ve done     Dishonorable might not be
overlap some aspect of what the other PCs want         you wrong in the past. Your cruel streak may          appropriate for every group.
                                                                                                             These are villainous traits
to accomplish.                                         derive from bitterness brought about by your
                                                                                                             and some people want their
   2. You were looking for something to commit         own struggles and disappointments. You might          PCs to be entirely heroic.
to, and the other PCs had a job they needed to         be a hard pragmatist, doing what you feel you         But others don’t mind a
get done.                                              must even if others are worse for it. Or you could    little moral grayness thrown
   3. Obviously, a task like what the PCs had in       be a sadist, delighting in the pain you inflict.      into the mix. Still others see
mind needed someone as committed as you to                 Being cruel does not necessarily make you a       things like Cruel as traits to
                                                                                                             overcome as their characters
see it through.                                        villain. Your cruelty may be reserved for those who   develop (probably earning
   4. As you completed another mission with            cross you or other people useful to you. You might    them different descriptors).
great success, you overheard the other PCs             have become cruel as the result of an intensely
talking about a new mission and asked to join.         awful experience. Abuse and torture, for example,
                                                       can strip away compassion for other living beings.
CONTEMPLATIVE                                              As well, you need not be cruel in every
Through contemplation the soul may ascend              situation. In fact, others might see you as
to understanding. You embrace moments of               personable, friendly, and even helpful. But when
meditation and are dedicated to a way of life          angered or frustrated, your dual nature reveals
conducive to quieting the mind. This state of calm     itself, and those who have earned your scorn are
centeredness is an aid to exploration of meaning,      likely to suffer for it.
purpose and values. Contemplative practices help
you improve focus and and enhance creativity. Self-    TRAITS
examination improves your mental health, helps         ♦ Cunning: +2 to your Intellect Pool.
you to think clearer and make better decisions and     ♦ Cruelty: When you use force, you can choose
boosts your confidence and self-esteem.                  to maim or deliver painful injuries to draw
  You’re meditative, pensive and spiritual.              out your foe’s suffering. Whenever you inflict
You have a tendency to think and act                     damage, you can choose to inflict 2 fewer
spontaneously rather than from fears based               points of damage to ease your next attack
on past experiences, and you cast off all                against that foe.
preconceptions.                                        ♦ Deceitful: You’re trained in negative
                                                         interaction tasks like deceiving, intimidating
TRAITS                                                   and persuading others with physical or
♦ Pensive: +2 to your Intellect Pool.                    emotional pain.
♦ Spiritual: You are trained in all tasks              ◊ Impassive: You have a hard time connecting
  involving study, contemplation, or mental              with others, understanding their motives, or
  concentration, including spells.                       sharing their feelings. Any task to ascertain
◊ Distracted: You are wholly focused. Tasks              another character’s motives, feelings, or
  involving    perception      and    perceiving         disposition is hindered.
  deception are hindered.                              ♦ Additional Equipment: You have a valuable
                                                         memento from the last person you destroyed.
  Initial Link to the Starting Adventure: From           The memento is moderately priced, and you
the following list of options, choose how you            can sell it or trade it for an item of equal or
became involved in the first adventure.                  lesser value.
                                                                                                                           89
        Initial Link to the Starting Adventure: From         2. You convinced one of the other PCs that
     the following list of options, choose how you        you had invaluable skills.
     became involved in the first adventure.                 3. You know that expanding your education
        1. You suspect that you might gain a long-        requires experience as well as study, and you believe
     term advantage from helping the other PCs and        that you can learn a lot by joining the other PCs.
     may be able to use that advantage against your          4. Just because you’re cultured doesn’t mean
     enemies.                                             you don’t wish to explore, see new places, and
        2. By joining the PCs, you see an opportunity     make a name for yourself!
     to grow your personal power and status at the
     expense of others.                                   DISHONORABLE
        3. You hope to make another PC’s life more        There is no honor among thieves—or betrayers,
     difficult by joining the group.                      backstabbers, liars, or cheats. You are all of these
        4. Joining the PCs gives you an opportunity to    things, and either you don’t lose any sleep over
     escape justice for a crime you committed.            it, or you deny the truth to others or to yourself.
                                                          Regardless, you are willing to do whatever it
     CULTURED                                             takes to get your own way. Honor, ethics, and
     Your excellent education and privileged              principles are merely words. In your estimation,
     upbringing has lent you a refined taste. You’re      they have no place in the real world.
     able to discern degrees of difference where
     others see, hear, or taste the same thing. Your      TRAITS
     awareness extends to artistic endeavors and          ♦ Sneaky: +4 to your Speed Pool.
     general knowledge of the area you reside in and      ♦ Just Desserts: When the GM gives another
     areas far from you (to the extent this knowledge       player an experience point to award to
     is possible). You’re an example, if you do say         someone for a GM intrusion, that player
     so yourself, of the benefits that civilization can     cannot give it to you.
     bring to someone. Though that doesn’t mean           ♦ Deceitful: You are trained in deception related
     you can’t appreciate other ways of living.             tasks.
                                                          ♦ Canny: You are trained in stealth related tasks.
     TRAITS                                               ♦ Hector: You are trained in intimidating related
     ♦ Focused Mind: +1 to your Intellect Pool.             tasks.
     ♦ Expert: You’re trained in all tasks related to     ◊ Untrustworthy,: People don’t like or trust you.
       knowledge of current events and history.             Pleasant interactions skills are hindered.
     ♦ Careful Reader: You’re discerning, trained
       in all tasks related to perception, detecting        Initial Link to the Starting Adventure: From
       differences, and noticing minor flaws (or          the following list of options, choose how you
       strengths) in the works of others.                 became involved in the first adventure.
     ♦ Learned: Being well read and well educated,          1. You are interested in what the PCs are doing,
       you have a wide range of talents. You can          so you lied to them to get into their group.
       attempt one task in which you have no                2. While skulking about, you overheard the
       training as if you were trained. This ability      PCs’ plans and realized that you wanted in.
       refreshes every time you make a recovery             3. One of the other PCs invited you, having no
       roll, but the uses never accumulate.               idea of what you’re truly like.
     ◊ Snob: People who are not Cultured may                4. You bullied your way in with intimidation
       think of you as a snob. Any task involving         and bluster.
       getting people to believe or trust you is
       hindered.                                          FIERCE
     ♦ Additional Equipment: You have a book on           Isn’t Serran to be reserved for menacing and
       a topic of your choice and a set of very fine      dangerous wild creatures, the violently intense,
       clothing.                                          the threatening and the savage? You’ve a savage
                                                          and violent nature. You’re ferocious, extremely
       Initial Link to the Starting Adventure: From       intense or ardent, but also strong and resolute.
     the following list of options, choose how you           You’re angry and always ready to start a fight.
     became involved in the first adventure.              You act with a lot of energy and strong feelings.
       1. You could see that the other PCs would fail     You remain firm in your resolve, no matter what.
     without your help.                                      You most likely look frightening or grim.
90
                                                                                                             CHARACTER
                                                                                                           5 DESCRIPTORS
TRAITS
                                                      HONORABLE
♦ Powerful: +2 to your Might Pool.                    You are trustworthy, fair, and forthright. You try
♦ Intense: You are trained in resisting mental        to do what is right, to help others, and to treat
  effects.                                            them well. Lying and cheating are no way to
♦ Intimidating: You are trained in all actions        get ahead—these things are for the weak, the
  involving forcing someone to do your will.          lazy, or the despicable. You probably spend a
♦ Resolute: You are trained in all actions that       lot of time thinking about your personal honor,
  involve avoiding distractions while fighting.       how best to maintain it, and how to defend it if
◊ Harsh: You’re too proud and have a loud harsh       challenged. In combat, you are straightforward
  voice. Tasks involving charm, persuasion,           and offer quarter to any foe.
  etiquette or deception are hindered.                   You were likely instilled with this sense of
                                                      honor by a parent or a mentor. Sometimes the
   Initial Link to the Starting Adventure: From       distinction between what is and isn’t honorable
the following list of options, choose how you         varies with different schools of thought, but in
became involved in the first adventure.               broad strokes, honorable people can agree on
   1. You forced your way into the mission.           most aspects of what honor means.
   2. You seek vengeance on someone who has
wronged you.
   3. You want to prove yourself in front of the
other PCs.
   4. It’s a perfect occasion to improve yourself
in all ways.
GRACEFUL
You have a perfect sense of balance, moving
and speaking with grace and beauty. You’re
quick, lithe, flexible, and dexterous. Your body
is perfectly suited to dance, and you use that
advantage in combat to dodge blows. You
might wear garments that enhance your agile
movement and sense of style.
TRAITS
♦ Agile: +2 to your Speed Pool.
♦ Balance: You’re trained in all tasks involving
  balance and careful movement.
♦ Dancer: You’re trained in all tasks involving
  physical performing arts.
♦ Evasion: You’re trained in all Speed defense
  tasks.
◊ Fragile: You are not strong. All tasks involving
  Athletics skills, brute strength and carrying
  weights, are hindered.
                                                                                                              91
                                TRAITS
                                                                                         2. You pulled everyone together after you
                                ♦ Stalwart: +2 to your Might Pool.                    heard rumors about something interesting you
                                ♦ Pleasant: You are trained in positive interaction   want to see or do.
                                  skills.                                                3. You blew all of your money and now find
                                ♦ Goodheart: You are trained in discerning            yourself strapped for cash.
                                  people’s true motives or seeing through lies.          4. You’re in trouble for acting recklessly. You
                                                                                      join the other PCs because they offer a way out
                                   Initial Link to the Starting Adventure: From the   of your problem.
                                following list of options, choose how you became
                                involved in the first adventure.                      INTELLIGENT
                                   1. The PCs’ goals appear to be honorable and       You’re quite smart. Your memory is sharp, and
                                commendable.                                          you easily grasp concepts that others might
                                   2. You see that what the other PCs are about       struggle with. This aptitude doesn’t necessarily
                                to do is dangerous, and you’d like to help            mean that you’ve had years of formal education,
                                protect them.                                         but you have learned a great deal in your life,
                                   3. One of the other PCs invited you, hearing of    primarily because you pick things up quickly
                                your trustworthiness.                                 and retain so much.
                                   4. You asked politely if you could join the
   Your descriptor matters      other PCs in their mission.                           TRAITS
      most when you are a                                                             ♦ Smart: +2 to your Intellect Pool.
  beginning character. The      IMPULSIVE                                             ♦ Scholar: You’re trained in an Academia skill
     benefits (and perhaps
                                You have a hard time tamping down your                  and an area of knowledge of your choice.
    drawbacks) that come
       from your descriptor     enthusiasm. Why wait when you can just do it          ♦ Recall: You’re trained in all actions that involve
          will eventually be    (whatever it is) and get it done? You deal with         remembering or memorizing things you
      overshadowed by the       problems when they arise rather than plan               experience directly. For example, instead of
    growing importance of       ahead. Putting out the small fires now prevents         being good at recalling details of geography
       your type and focus.     them from becoming one big fire later. You are          that you read about in a book, you can
   However, the influence
     of your descriptor will    the first to take risks, to jump in and lend a          remember a path through a set of tunnels
remain at least somewhat        hand, to step into dark passages, and to find           that you’ve explored before.
    important throughout        danger.
       your character’s life.      Your impulsiveness likely gets you into               Initial Link to the Starting Adventure: From
                                trouble. While others might take time to              the following list of options, choose how you
                                study the items they discover, you use such           became involved in the first adventure.
                                items without hesitation. After all, the best            1. One of the other PCs asked your opinion of
                                way to learn what something can do is to              the mission, knowing that if you thought it was
                                use it. When a cautious explorer might look           a good idea, it probably was.
                                around and check for danger nearby, you                  2. You saw value in what the other PCs were
                                have to physically stop yourself from bulling         doing.
                                on ahead. Why fuss around when the exciting              3. You believed that the task might lead to
                                thing is just ahead?                                  important and interesting discoveries.
                                                                                         4. A colleague requested that you take part in
                                TRAITS                                                the mission as a favor.
                                ♦ Reckless: +2 to your Speed Pool.
                                ♦ Ready: You’re trained in initiative actions.        LUCKY
                                ♦ Defensive: You’re trained in Speed defense          You rely on chance and timely good luck
                                  actions.                                            to get you through many situations. When
                                ◊ Bored: You’ll try anything once, but quickly        people say that someone was born under
                                  grow bored after that. Any task that involves       a lucky star, they mean you. When you try
                                  patience, willpower, or discipline is hindered.     your hand at something new, no matter
                                                                                      how unfamiliar the task is, as often as not
                                  Initial Link to the Starting Adventure: From        you find a measure of success. Even when
                                the following list of options, choose how you         disaster strikes, it’s rarely as bad as it could
                                became involved in the first adventure.               be. More often, small things seem to go your
                                  1. You heard what the other PCs were up to          way, you win contests, and you’re often in the
                                and suddenly decided to join them.                    right place at the right time.
          92
                                                                                                                      CHARACTER
                                                                                                                  5 DESCRIPTORS
TRAITS
                                                      ♦ Mute: You are trained in resisting interrogation
s Luck    Pool: You have one additional Pool            or tricks to get you to talk.
  called Luck that begins with 3 points, and          ♦ Affiliate: You belong to a secret organization
  it has a maximum value of 3 points. When              and you feel empowered by your connection
  spending points from any other Pool, you can          to that group. If you wish to create a new
  take one, some, or all of the points from your        organization, you and the GM should work
  Luck Pool first. When you make a recovery roll        out the details together.
  to recover points to any other Pool, your Luck      ◊ Unsettle: People never know where they stand
  Pool is also refreshed by the same number of          with you. Any task involving getting people to
  points. When your Luck Pool is at 0 points,           believe or trust you is hindered.
  it does not count against your damage track.        ♦ Additional Equipment: You have an extra             Damage track, page 166
♦ Advantage: When you use 1 XP to reroll a d20          artifact, determined by the GM.
  for any roll that affects only you, add 3 to the
  reroll.                                                Initial Link to the Starting Adventure: From the
                                                      following list of options, choose how you became
   Initial Link to the Starting Adventure: From       involved in the first adventure.
the following list of options, choose how you            1. You just showed up one day.
became involved in the first adventure.                  2. You convinced one of the other PCs that
   1. Knowing that lucky people notice and take       you had invaluable skills.
active advantage of opportunities, you became            3. Some equally mysterious figure told you where
involved in your first adventure by choice.           to be and when (but not why) to join the group.
   2. You literally bumped into someone else on          4. Something—a feeling, a dream—told you
this adventure through sheer luck.                    where to be and when to join the group.
   3. You found a courier's satchel lying alongside
the road. It was battered, but inside you found a     RESOLUTE
lot of strange documents that led you here.           You’re tough-minded, willful, and independent.
   4. Your luck saved you when you avoided a          No one can talk you into anything or change
speeding carriage by a fortuitous fall through an     your mind when you don’t want it changed. This
opening in the ground. Beneath the street, you        quality doesn’t necessarily make you smart, but
found something you couldn’t ignore.                  it does make you a bastion of willpower and
                                                      resolve. You likely dress and act with unique
MYSTERIOUS                                            style and flair, not caring what others think.
You’re inscrutable, secretive and ambiguous.
You’re quiet and you don’t start anything that        TRAITS
doesn’t need to be started. The point is: you         ♦ Willful: +4 to your Intellect Pool.
don’t need attention. You deflect questions,          ♦ Steadfast: You’re trained in resisting mental
never look excited or angry. You look at people         effects.
directly in their eyes when talking to them and       ♦ Heedful: You’re trained in tasks requiring
with a piercing gaze.                                   incredible focus or concentration.
   There is power in the eyes, and your powerful,     ◊ Slow-witted: Willful doesn’t mean brilliant.
confident gaze makes you a magnetic person.             Any task that involves figuring out puzzles or
You can be an extraordinary storyteller, since          problems, memorizing things, or using lore
you’ve learned legends and myths.                       is hindered.
   You wear mysterious clothing like hoods and
long sleeves, and of dark colors.                       Initial Link to the Starting Adventure: From
                                                      the following list of options, choose how you
TRAITS                                                became involved in the first adventure.
♦ Smart: +1 to your Intellect Pool.                     1. Someone did you wrong, and by joining the
♦ Mastermind: You are trained in all tasks that       PCs on the mission, you can put things right.
  involve figuring out puzzles, or recalling            2. You believe that the PCs will fail without
  legendary people and items or noteworthy            you along to see things through.
  places.                                               3. You started the mission to accomplish a
♦ Disguise: You are trained in disguising actions.    goal, and the PCs joined you.
♦ Trickster: You are trained in all actions             4. You overheard the other PCs discuss their
  involving lies or trickery.                         mission and volunteered your services.
                                                                                                                        93
     RUGGED                                                 ♦ Additional Equipment: You carry an explorer’s
     You’re a nature lover accustomed to living               pack with rope, two days’ rations, a bedroll,
     rough, pitting your wits against the elements.           and other tools needed for outdoor survival.
     You are most likely a skilled hunter, gatherer,
     or naturalist. Years of living in the wild have left      Initial Link to the Starting Adventure: From
     their mark with a worn countenance, wild hair,         the following list of options, choose how you
     or scars. Your clothing is probably much less          became involved in the first adventure.
     refined than the garments worn by city dwellers.          1. You heard about what was going on, saw
                                                            a flaw in the other PCs’ plan, and joined up to
     TRAITS                                                 help them out.
     ♦ Athletic: You’re trained in all tasks involving         2. You noticed that the PCs have a foe (or at
       climbing, jumping, running, and swimming.            least a tail) they weren’t aware of.
     ♦ Wilder: You’re trained in all tasks involving           3. You saw that the other PCs were up to
       training, riding, or placating natural animals.      something interesting and got involved.
     ♦ Herbalism: You’re trained in all tasks involving        4. You’ve been noticing some strange things
       identifying or using natural plants.                 going on, and this all appears related.
     ◊ Savage: You have no social graces and
       prefer animals to people. Any task involving         STEALTHY
       charm, persuasion, etiquette, or deception is        You’re sneaky, slippery, and fast. These talents
       hindered.                                            help you hide, move quietly, and pull off tricks
                                                            that require sleight of hand. You are most likely
                                                            wiry and small. However, you’re not much of a
                                                            sprinter—you’re more dexterous than fleet of foot.
                                                            TRAITS
                                                            ♦ Sneaky: +2 to your Speed Pool.
                                                            ♦ Slippery: You’re trained in all stealth tasks.
                                                            ♦ Deceiver: You’re trained in all actions
                                                              involving lies or trickery.
                                                            ♦ Prestidigitation: You’re trained in all special
                                                              abilities involving illusions or trickery.
                                                            ◊ Slow-paced: You’re sneaky but not fast. All
                                                              movement-related tasks are hindered.
                                                            STRONG
                                                            You’re extremely strong and physically
                                                            powerful, and you use these qualities well,
                                                            whether through violence or feats of prowess.
                                                            You likely have a brawny build and impressive
                                                            muscles.
94
                                                                                                                CHARACTER
                                                                                                              5 DESCRIPTORS
TRAITS
                                                       ♦ Healthy: Add 1 to the points you regain when
♦ Very Powerful: +4 to your Might Pool.                  you make a recovery roll.
♦ Iron fist: You’re trained in all Athletics actions   ♦ Sturdy: You’re trained in Might defense
  involving breaking inanimate objects.                  actions.
♦ Leap: You’re trained in jumping actions.             ♦ Additional Equipment: You have an extra light
♦ Additional Equipment: You have an extra                weapon.
  medium weapon or heavy weapon.
                                                          Initial Link to the Starting Adventure: From
   Initial Link to the Starting Adventure: From the    the following list of options, choose how you
following list of options, choose how you became       became involved in the first adventure.
involved in the first adventure.                          1. You’re acting as a bodyguard for one of the
   1. The PCs recruited you after learning about       other PCs.
your reputation as a survivor.                            2. One of the PCs is your sibling, and you
   2. You joined the PCs because you want or           came along to watch out for her.
need the money.                                           3. You need money because your family is in debt.
   3. The PCs offered you a challenge equal to            4. You stepped in to defend one of the PCs
your physical power.                                   when that character was threatened. While
   4. You believe the only way the PCs will            talking to him afterward, you heard about the
succeed is if you are along to protect them.           group’s task.
SWIFT                                                  VIRTUOUS
You move quickly, able to sprint in short bursts       Doing the right thing is a way of life. You live by
and work with your hands with dexterity. You’re        a code, and that code is something you attend
great at crossing distances quickly but not always     to every day. Whenever you slip, you reproach
smoothly. You are likely slim and muscular.            yourself for your weakness and then get right
                                                       back on track. Your code probably includes
TRAITS                                                 moderation, respect for others, cleanliness,
♦ Fast: +4 to your Speed Pool.                         and other characteristics that most people
♦ Quick: You’re trained in initiative actions.         would agree are virtues, while you eschew their
♦ Sprint: You’re trained in running actions.           opposites: sloth, greed, gluttony, and so on.
◊ Awkward: You’re fast but not necessarily
  graceful. Any task involving balance is              TRAITS
  hindered.                                            ♦ Dauntless: +2 to your Might Pool.
                                                       ♦ Perceptive: You are trained in discerning
   Initial Link to the Starting Adventure: From          people’s true motives or seeing through lies.
the following list of options, choose how you          ♦ Ethical: Your adherence to a strict moral
became involved in the first adventure.                  code has hardened your mind against
   1. Against your better judgment, you joined           fear, doubt, and outside influence. You are
the other PCs because you saw that they were             trained in Intellect defense tasks.
in danger.
   2. One of the other PCs convinced you that             Initial Link to the Starting Adventure: From
joining the group would be in your best interests.     the following list of options, choose how you
   3. You’re afraid of what might happen if the        became involved in the first adventure.
other PCs fail.                                           1. The PCs are doing something virtuous, and
   4. There is reward involved, and you need           you’re all about that.
the money.                                                2. The PCs are on the road to perdition, and
                                                       you see it as your task to set them on the proper
TOUGH                                                  moral route.
You’re strong and can take a lot of physical              3. One of the other PCs invited you, hearing of
punishment. You might have a large frame and           your virtuous ways.
a square jaw. Tough characters frequently have            4. You put virtue before sense and defended
visible scars.                                         someone’s honor in the face of an organization
                                                       or power far greater than you. You joined the PCs
TRAITS                                                 because they offered aid and friendship when, out
♦ Resilient: +1 to Armor.                              of fear of reprisals, no one else would.
                                                                                                                 95
Chapter 6   CHARACT
            CHARACTER FOCUS
            A
                        character’s focus makes them              needs a sword, and so on. That said, many
                        unique. No two PCs in a group             foci don’t require additional equipment.
                        should have the same focus,                  Each focus also offers one or more
            although players could have the same focus            suggestions—GM intrusions—for possible
            but with different traits. A focus gives a            effects or consequences of really good or really
            character benefits during character creation          bad die rolls.
            and each time they ascend to the next tier. It’s         As a character progresses to a new tier, a
            the verb of the sentence “I am an adjective-          focus grants more abilities. Each tier’s benefit
            adjective noun who verbs.”                            is usually an Action or Enabler. You will find a
               This chapter contains many sample foci,            symbol near the name of the ability to indicate
            such as “Defends a Cause,” “Has an Athame,”           the benefit: Action [one-action]; Enabler [free-action]; Action to
            or “Was Foretold.” These foci can be created          Initiate [two-actions].
            by a player, or by the GM who adds them to a             If an ability is an Action, a character must take
            list of available foci.                               an action to use it. If an ability is an Enabler, it
                                                                  makes other actions better or gives some other
            CHOOSING FOCI                                         benefit, but it’s not an action. An ability that allows
            When a player chooses a focus for their               a character to attack foes with a special maneuver
            character, they get a special connection to one       is an action. An ability that grants additional
            or more of their fellow PCs, a first-tier ability,    damage when an attack is made is an enabler. An
            and perhaps additional starting equipment:            enabler is used in the same turn as another action,
            one or two pieces of equipment that might be          and often as part of another action.
            required for the character to use their ability, or      Each tier’s benefits are independent of and
            that might pair well with the focus.                  cumulative with benefits from other tiers (unless
              For instance, a character who can build             indicated otherwise). So if a first-tier ability
            things needs a set of tools. A character who          grants +1 to Armor and a fourth-tier ability also
            has a special weapon needs it to activate their       grants +1 to Armor, when the character reaches
            abilities. A character who inscribes runes            fourth tier, a total of +2 to Armor is granted.
            to cast spells needs writing implements. A               In some foci, you have to decide upon a main
            character who slays monsters with a sword             trait, like Reveres a Totem Spirit. This main trait
    96
                                                                                                                     CHARACTER
                                                                                                                6      FOCUS
will give you access to specific special abilities   ATTUNES TO                                           Attunes to Mystical Forces
during your career, that will differ from another    MYSTICAL FORCES                                      GM Intrusions: A known
character who has the same focus.                    You are a catalyst for the magical forces that       spellthread is temporarily lost.
                                                                                                          The aspect of power goes wrong,
  At tier 3 and tier 6, the character is asked       permeate the world. You can channel the
                                                                                                          and attracts a rival spellcaster.
to choose one ability from the two options           mystical flow of magical energies through you,
provided.                                            not just into powerful spells, but by giving you
                                                     the ability to thrill your allies or terrify your
FOCI                                                 enemies. The forces flow within you, changing
Foci are classified in three general categories      your appearance, your strengths, and your
for easy reference: Combat, Magic, and               abilities. Whether or not you are able to cast
Utility, When you choose a focus for your            spells, this mystical flow enables you to move
character, thinking of its general attitude can      toward the discovery of the great mystery of
help to understand the main characteristic.          the world and its driving forces, allowing you
                                                     to reach states of mind or places inaccessible
                                                     to others. By channeling and manipulating
     CHARACTER FOCI                                  magical energies, you embody the very essence
     Attunes to Mystical Forces (Magic)              of magic.
     Defends a Cause (Combat)
     Delves into Akashic Memory (Utility)            CONNECTION
     Follows the Green Path (Magic)                  Choose one of the following.
     Has An Athame (Combat)                             1. Pick one other PC. You have trained with
     Inscribes Runes (Magic)                         this character so much that if the two of you
     Lives Unfettered (Utility)                      stand back to back in a fight, you both gain an
     Manifests Witchery (Magic)                      asset to Speed defense tasks.
     Masters War Tactics (Combat)                       2. Pick one other PC. This character always
     Performs Battle Rituals (Combat)                seems to inadvertently foil your actions, or at
     Reveres a Totem Spirit (Utility)                least make them more difficult. If they are within
     Swears an Oath (Utility)                        immediate range, actions related to this focus
     Was Foretold (Utility)                          are hindered.
                                                                                                                        97
            Action [one-action]      3. Pick one other PC. You recently had a              looking at the the sparks must make
           Enabler [free-action]   weapon go missing, and you’re becoming                  an Intellect or Mana task. If it fails, it is
Action to initiate [two-actions]   convinced that they took it. Whether or not they        confused and all its tasks are hindered by
                                   did is up to them.                                      two steps for 1 round. Spending 1 additional
                                     4. Pick one other PC. You used to dislike them        Mana point allows you to choose one other
                                   greatly, but as you get to know this person,            target or increase the duration by 1 round.
                                   you’re growing more fond of them against your         q Special Eyes (1+ Mana points): You can make
                                   better judgment.                                        your eyes glow a chosen color whenever you
                                                                                           wish. Alternatively, your eyes might have tiny
                                   TRAITS                                                  symbols (skulls, crosses, etc.) in the pupils
                                   ♦ Additional Equipment: You start with a                all the time. Or they might permanently be
                                     magical staff.                                        an unnatural color. All tasks to perceive or
                                   ♦ Minor Effect Suggestions: The target is               notice something are eased two steps for
                                     intimidated and flees as its next action.             1 minute. You can also spot invisible or
                                   ♦ Major Effect Suggestions: You can make                concealed targets. Spending 1 additional
                                     an immediate additional attack with one of            Mana point increases the duration for 1
                                     your weapons.                                         minute.
                                                                                         s Magic Sense (1 Mana point): You can sense
                                   TIER 1                                                  if an object touched has a magical aura.
                                   s Lesser Aspect of Power: Magic flows in you            You can attempt to understand and identify
                                     in a way that manifests as an everpresent             properties of one cypher or artifact touched.
                                     side effect. Choose one of the following
                                     abilities you call upon.                            TIER 2
                                   q Distinct Voice (1+ Mana points): If you wish,       r   Lesser Mind Over Matter: Magic gives
                                     anyone within long distance can hear you                you insights to your intellect, to gain an
                                     regardless of noise around them, even when              advantage in situations that usually demand
                                     whispering. Distinct voice lasts 1 round,               brute force. In situations requiring a Might
                                     during which you can speak a sentence of no             task, you can make an Intellect task or
                                     more than 20 words. Spending 1 additional               you can use Intellect Pool and Effort. For
                                     Mana point you can choose one other target              example, when you attempt to force open a
                                     or increase the duration by 1 round.                    stuck door, you can make an Intellect task to
                                   q Glowing Footsteps (1+ Mana points):                     best position yourself for leverage and recall
                                     Whenever you wish, you can make your                    some secret knowledge about the magic
                                     footsteps glow with a magical aura for 1                stored within the wood of the door to get
                                     minute. You leave no tracks when you walk               it open. This ability never affects attack or
                                     on the ground or move on difficult terrain              damage rolls, except when making rolls to
                                     without hindrances. Spending 1 additional               avoid a grapple situation.
                                     Mana point you can increase the duration by         s   Lesser Aspect of Power: You can choose
                                     1 minute.                                               one Lesser Aspect of Power ability and add
                                   s Innate Spell: Choose a level 1 spell from your          it to your repertoire. You can call upon it by
                                     repertoire. You can cast it once a day without          spending its cost (you cannot change an
                                     spending Mana points.                                   ability previously chosen).
                                   s Skeletal Visage (1+ Mana points): Whenever
                                     you cast a spell, for a brief second your           TIER 3
                                     skull and bones glow with a ghostly light,          Choose either Understanding or Enlightened as
                                     showing through your flesh. Choose one              your tier 3 ability. Whichever ability you choose,
                                     target who can see you. It needs to make            you gain Advanced Aspect of Power.
                                     an Intellect or Mana task. If it fails, all their    r Understanding (1 Mana point): You observe
                                     tasks are hindered until their next turn as it         or study a creature or object. Your next
                                     is intimidated by your presence. Spending 1            interaction with that creature or object gains
                                     additional Mana point allows you to select             an asset.
                                     one more target.                                     s Enlightened: You are trained in any
                                   q Sparkles (1+ Mana points): You create a                perception task that involves sight or magic.
                                     flash of sparkles any time you want when             s Advanced Aspect of Power: You manifest
                                     you move. One target within short distance             another more powerful ever-present side
            98
                                                                                                            CHARACTER
                                                                                                        6     FOCUS
  effect. You can choose one of the following          spending its cost (you cannot change an
  abilities to call upon.                              ability previously chosen).
r Counterstrike (1+X Mana points): You can
  counter the damage effects of an incoming        TIER 5
  melee, ranged or magical attack to you.          s   Greater Aspect of Power: You manifest
  Spending 1 Mana point for every point of             another more powerful ever-present side
  damage you suffered, you can ignore that             effect. You can choose one of the following
  damage. Counterstrike cannot be used on              abilities to call upon.
  attacks that do not deal any damage.             r   Fiery Touch (3 Mana points): You can make
q Disdain Need (1+X Mana points): You no               your hand or hands glow like a torch with
  longer need to eat or drink for a number of          flames that do not hurt you. The effect
  days equal to the Mana points spent. You get         lasts for 10 minutes plus 1 minute for any
  all your nourishment from magic.                     additional Mana points spent. Your touch
q Display Power (2 Mana points): You can               inflicts 3 points of fire damage plus 2 points
  grow more powerful and impressive at will,           of fire damage for each additional Mana
  easing two steps in all Interaction (negative)       point spent (these points do not stack with
  tasks for 10 minutes plus 10 minutes for             those used to increase the duration).
  each additional Mana point spent.                r   Frosty Breath (3 Mana points): Your breath
s Innate Spell: Choose a level 1 spell from your       is extraordinarily cold. You can instantly
  repertoire. You can cast it once a day without
  spending Mana points.
q Name of Power (2 Mana points): You
  become aware when anyone speaks your
  name (referring specifically to you).
  You know when it happens and
  learn the name of the speaker.
  After this happens, the power
  becomes latent and must be
  reactivated.
q Touch Not the Earth (2 Mana
  points): Your feet no longer touch
  the ground for 10 minutes plus 10
  minutes for each additional Mana
  point spent. Instead, when you walk,
  you float 2 inches [5 cm] above any surface.
  While you cannot use this ability to float
  higher, and it does not save you from falls,
  it does allow you to leave no tracks
  and avoid traps triggered by weight
  placed upon a floor. This doesn’t
  affect your weight.
TIER 4
s   Greater Mind Over Matter: Magic gives
    you insight into your intellect, to gain an
    advantage in situations that usually demand
    quickness and dexterity. In situations
    requiring a Speed task, you can make an
    Intellect task or you can use Intellect Pool
    and Effort. This ability affects attack or
    defense rolls.
s   Advanced Aspect of Power: You can choose
    one Advanced Aspect of Power or a Lesser
    Aspect of Power ability and add it to your
    repertoire. You can call upon it at will
                                                                                                             99
                  Action [one-action]      extinguish nonmagical flames smaller than a           Intellect is used instead of another attribute,
                 Enabler [free-action]     campfire within 5 feet [1.5 m]. With an action,       the task is eased.
      Action to initiate [two-actions]     you can breathe on a foe at immediate range       s   Masters Aspect of Power: You can choose
                                           and inflict 3 points of cold damage plus 2            one Greater Aspect of Power, an Advanced
                                           points of cold damage for each additional             Aspect of Power or a Lesser Aspect of Power
                                           Mana point spent, or half that damage if the          ability to call upon at will, spending its cost
                                           target makes a successful Speed defensive             (you cannot change an ability previously
                                           roll.                                                 chosen).
                                         s Innate Spell: Choose a level 2 spell or a level
                                           1 spell from your repertoire. You can cast it     DEFENDS A CAUSE
                                           once a day without spending Mana points.          You are a champion of a cause. You could
         Defends a Cause GM              q Inorganic Flesh (3 Mana points): Your skin        be the champion of righteousness in a land
        Intrusions: A character            takes on a metallic or stony appearance.          threatened by evil, finding the wicked where
      focused on darkness finds            You gain a +2 to Armor, but your weight           they hide, especially creatures born into evil
  that some people are strongly
                                           doubles. The effect lasts 1 hour plus 10          or entities whose mere existence is anathema
         opposed to their cause.
                                           minutes for each additional Mana point            to virtue; or, on the contrary, a champion
          A character focused on           spent.                                            of darkness, embracing your malevolent,
  justice finds that some people         q Magical Blood (3 Mana points): Your blood         destructive, cruel, and compassionless nature.
       resent the presumption of           is temporarily replaced by pure magical           By pledging yourself to the cause of all that’s
          a self-appointed judge.
                                           energy. When wounded, you bleed energy            holy (or unholy), your strength is magnified,
A character focused on life may            rather than fluid. You become immune to           your abilities are enhanced, and your purpose is
harm when attempting to heal.              poison and disease as well as effects that        aligned to the divine.
           A character focused             prey upon your blood. The effect lasts for           You probably wear gleaming plate armor,
         on righteousness may              1 hour plus 10 minutes for each additional        carry a shield with the sigils of the incarnations
  periodically leave themselves            Mana point spent.                                 inscribed on its surface, and wield a shining
         vulnerable to attacks.
                                         s Magical Helper (3 Mana points): You gain          shamshir (a blade like a scimitar).
                                           the aid of a nearly invisible minor magical
                                           creature called a vortex. The creature takes      CONNECTION
                                           the form of a cloud of mist. If it is slain, it   Choose one of the following connections.
                                           disappears. You can use a vortex to carry            1. Pick one other PC. She is the true friend
                                           equipment, open doors, deliver messages,          whose belief in a higher power caused you
                                           and so on. The vortex remains for 1 hour          to become the sacred warrior you are today.
                                           plus 1 hour for each additional Mana point        Whether or not she still believes with the same
                                           spent.                                            fervor is up to her.
                                                                                                2. Pick one other PC. That character has made
                                         TIER 6                                              a few offhand comments that make you suspect
                                         Choose either Explains the Ineffable or Masters     that he does not hold your cause to be especially
                                         Mind Over Matter as your tier 6 ability.            sacred.
                                         Whichever ability you choose, you gain Master          3. Pick one other PC. This character once
                                         Aspect of Power.                                    talked you through the aftermath of a situation
                                          s Explains the Ineffable: Through anecdotes,       in which you had to make a choice when there
                                            historical retellings, and citing knowledge      was no good choice to be made.
                                            that few but you have previously understood,        4. Pick one other PC. You want to win him
                                            you enlighten your friends. After spending       over to your cause. It’s up to him whether he’s
                                            24 hours with you, once per day, each of         receptive to your entreaty.
                                            your friends can ease a particular task by
                                            two steps. This benefit is ongoing while you     CAUSES
                                            remain in your friends’ company. It ends         The cause is the reason behind your powers.
                                            if you leave, but resumes if you return to       Choose one from the following causes.
                                            your friends’ company within 24 hours. If           Darkness: As a champion of darkness, you
                                            you leave your friends’ company for longer       serve a diabolical, sinister power. You harbor
                                            than that, you must spend another 24 hours       dark secrets and willingly serve malevolence.
                                            together to reactivate the benefit.              You do not hesitate to use words like “evil” to
                                          s Masters Mind Over Matter: All of your            describe yourself. You revel in the vile baseness
                                            Intellect tasks are eased two steps. If          of it all. Often a loner, you commit atrocities for
                100
                                                                                                             CHARACTER
                                                                                                         6     FOCUS
your own sake or foul acts for sheer enjoyment.      keep to its principles—you are generous, kind,
You are usually snide, corrupt, and perverse.        forgiving, and honorable. When faced with true
   Champion’s Symbol: You are rarely subtle. You     evil, though, you strive to quench it and protect
wear a black cloak over baroque armor covered        the innocent.
in leering demon faces and symbols of evil.             Champion’s Symbol: You often wear a sunburst
   Justice: You are interested in wrongs being       symbol and are rarely without some sort of light
righted and seeing the guilty punished. You          source.
are not representative of some higher good—
benevolence is secondary to your goals. Nor          TRAITS
you are interested in upholding laws, for the        ♦ Additional Equipment: Plate armor, shield,
letter of the law often confounds justice rather       one medium or light melee weapon of your
than supports it. Rather, you strive to find those     choice, a talisman signifying your cause, and
who have acted unjustly or wronged another in          50 gp.
a fundamental way and punish them. Better            ♦ Minor Effect Suggestion: A blaze of righteous
yet, if you see an injustice being performed,          power causes your foe to drop their weapon
you try to stop it before it actually transpires.      and fall to their knees.
   Punishment at your hands is swift and without     ♦ Major Effect Suggestion: Your foe becomes
mercy or favoritism: you do not listen to excuses      worried, at least for a round, and flees from
and are not interested in rationalizations.            your righteous might.
The ends do not justify the means, if the
means involve harming an innocent. In their
eyes, injustices include: killing or harming
an innocent, stealing from another, cheating
another, being wasteful while others do without,
and discriminating against others because of
their race, to name just a few. However, killing
someone who deserves it, stealing something
from a thief, and so on, are just actions—not
unjust ones.
   You are far less interested in punishing the
guilty as you are in dealing with injustices like
hungry children, disease, catastrophe, and so on.
   Champion’s Symbol: You often wear a
symbol of scales or of a woman with her eyes
blindfolded, for justice is blind.
   Life: As a champion of life, you serve the
power of positive energy and the forces that
bind together all living things. You are champion
of nature and all things natural: plants, animals,
and other living things. You are the champion of
growth, healing, and health. You oppose death
and destruction in all its forms, except as a
necessary evil—just as a forest fire burns away
the undergrowth to encourage the longevity of
the forest as a whole, so too must the champion
of life slay those who spread death.
   Champion’s Symbol: You often adopt a symbol
of life, such as a growing vine, a flower, or the
life-giving sun.
   Righteousness: As a champion of
righteousness, you have bound yourself to forces
of peace, compassion, and truth. Righteousness
is a light that banishes secrets, giving life and
promoting harmony. You are representative of
this light. You strive to uphold goodness and
                                                                                                             101
                                   TIER 1
            Action [one-action]                                                           r Darkness–Quick Death (2 Speed points):
           Enabler [free-action]   q   Call or Imbue Shield (1+ Intellect or Mana           You know how to kill quickly. When you hit
Action to initiate [two-actions]     point): You can summon a shield appropriate            with a melee or ranged attack, you deal 4
                                     to your size and emblazoned with a symbol              additional points of damage. You can’t make
                                     related to your cause. No one can take this            this attack in two consecutive rounds.
                                     shield from you against your will, although it       r Justice–Designation: You assign an innocent
                                     can be dispelled. You gain +1 to Armor per             or guilty label to one creature within
                                     tier for an hour. If you already hold a shield         immediate range, based on your assessment
                                     in your hand when you use this ability, you            of a given situation or a predominant
                                     increase the Armor value of the shield by              feeling. In other words, someone who is
                                     +1 as you imbue it with power. The imbued              labeled innocent can be innocent in a certain
                                     shield takes on a symbol related to your               circumstance, or they can be generally
                                     cause. Unlike a summoned shield, there is no           innocent of terrible crimes (such as murder,
                                     increase of this value based on level. If you          major theft, and so on). Likewise, you can
                                     suffer a minor or major effect while wearing           declare that a creature is guilty of a particular
                                     your shield (summoned or imbued), you                  crime or of terrible deeds in general. The
                                     can spend 2 Mana points to negate a minor              accuracy of your assessment isn’t important
                                     effect, or 4 Mana points to negate a major             as long as you believe it to be the truth; the
                                     effect or extend the minor effect negation             GM may require you to give a rationale.
                                     power to all your allies within short distance.        Henceforth, your tasks to socially interact
                                   ♦ Champion’s Powers: Choose your tier 1                  with someone you designate as innocent
                                     power based on your cause.                             gain an asset, and your attacks against those
                                   s Darkness–Surprise Attack: If attacking from            you designate as guilty gain an asset. You
                                     a hidden vantage point, with surprise, or              can change your assessment, but it requires
                                     before your opponent has acted, you get an             another designation action. The benefits of
                                     asset on the attack. On a successful hit, you          the designation last until you change it or
                                     inflict 2 additional points of damage.                 until you are shown proof that it is wrong.
                                   s Justice–Make Judgment (2 Intellect points):          r Life–Alleviate: All healing tasks to cure a
                                     You can discern the truth of a situation,              malady are eased by two steps.
                                     seeing through lies, or otherwise overcoming         q Righteousness–Devoted Defender (2 Might
                                     deception.                                             or Intellect points): Choose one character
                                   s Life–Healing Touch: Your healing tasks are             you can see. That character becomes your
                                     eased.                                                 ward. You are trained in all tasks involving
                                   r Righteousness–Sense the Wicked (2 Intellect            finding, healing, interacting with, and
                                     points): You sense the presence of the nearest         protecting that character. You can have only
                                     creature of irredeemable evil (such as many            one ward at a time.
                                     dragons, undead, and other creatures your
                                     GM determines) within short range for a brief        TIER 3
                                     time. If the wicked creature has taken special       Choose either Call or Imbue Weapon or Push on
                                     precautions to hide its identity, determining its    Through as your tier 3 ability. Whichever you
                                     presence or true nature is an Intellect-based        choose, you gain also your Champion power.
                                     task with difficulty equal to the creature’s level    q Call or Imbue Weapon (3+ Intellect or
                                     or the level of the effect employed.                    Mana points): You can summon a melee
                                                                                             weapon you are trained with, filled with
                                   TIER 2                                                    the power of your chosen cause. No one
                                   s Call Upon the Power: You call to your chosen            can take the weapon from you against your
                                     cause or devotion, drawing power from its               will, although it can be dispelled. Attacks
                                     name: “I call upon the power of light!” “By             with the weapon are eased and inflict
                                     the might of Fortress Erdolon!” or “In the              additional damage equal to your tier,
                                     name of the Diamond Throne!”. You can                   which lasts for one minute per tier and can
                                     ease a task related to your cause by two                be called once per day. If you already hold
                                     steps or inflict 2 additional points of damage          a melee weapon in your hand when using
                                     when fighting an enemy of your cause.                   this ability, your attacks are eased another
                                   ♦ Champion’s Powers: Choose your tier 2                   step as you imbue it with power. Unlike a
                                     power based on your cause.                              summoned weapon, there is no tier-based
          102
                                                                                                                       CHARACTER
                                                                                                                 6       FOCUS
                                                                                                                        103
                  Action [one-action]        of the same action in one round. Make separate          receive from anyone who heard your
                 Enabler [free-action]       attack rolls for each foe, but all attacks count as     judgment. This judgment lasts for up to one
      Action to initiate [two-actions]       a single action in a single round. You remain           minute or until they move at least a long
                                             limited by the amount of Effort you can apply           distance away from you.
                                             on one action. Anything that modifies your            r Life–Not Dead Yet (6 Intellect points): You can
                                             attack or damage applies to all attacks. You can        bring life to a character who is up to two steps
                                             select 1 target for every 2 Intellect points spent      down on the damage track as your action. For
                                             and inflict 2 additional points of damage to the        you the target is not “dead” yet. The target
                                             target when you use Punish All the Guilty.              ascends one step on the damage track. If a
                                         r   Life–Greater Healing Touch (4 Mana points):             character has dropped all three steps on the
                                             You touch a creature and restore its Might              damage track (dead) but is otherwise in one
                                             Pool, Speed Pool, and Intellect Pool to their           piece and less than a minute has passed since
                                             maximum values, as if it were fully rested. A           they descended to the third step, you can
                                             single creature can benefit from this ability           restore life to them if you succeed at a level
                                             only once each day.                                     6 healing task. If you use this ability on an
                                         s   Righteousness–Willing Sacrifice: When you               NPC who has no health but has been “dead”
                                             take an attack meant for another character,             for less than a minute and is otherwise in one
                                             you know how to take the attack in a way that           piece, the NPC is restored with 1 health.
                                             minimizes its effect. The attack automatically        q Righteousness–True Defender (6 Might or
                                             strikes you, but instead of taking 1 additional         Intellect points): This ability functions as the
                                             point of damage, you take 1 less point                  Devoted Defender ability, except the benefit
                                             of damage (to a minimum of 1 point).                    applies to up to three characters you choose.
                                             Additionally, you can make more than one                If you choose just one character, you become
                                             attack in a given round provided that all the           specialized in the tasks described under the
                                             attacks were originally meant for one target.           Devoted Defender ability.
                104
                                                                                                                 CHARACTER
                                                                                                             6     FOCUS
his thoughts, or even steal its name to gain                address the target by name or potentially
powers.                                                     learn the real identity of someone in
                                                            disguise or the common name of an odd
CONNECTION                                                  object. Knowing the name of a person who
Choose one of the following connections.                    hasn’t revealed it to you could provide an
   1. Pick one other PC. That character borrowed            asset to your attempts to persuade, fool,
an important book from you and has never                    intimidate, or ingratiate yourself with the
returned it.                                                target, depending on the situation.
   2. Pick one other PC. You gave her a short           r   Minor Battle Memory (1 Intellect point):
rhyme that brings good dreams when she                      Calling upon the knowledge of the names
says it before she sleeps, but you wonder if the            of greatest warriors who have ever lived, you
nightmares are building up in the dark.                     can concentrate for 1 round. Afterward, for
   3. Pick one other PC. You’re pretty sure that a          1 round per tier, you ease your attack and
name you made up out of the blue summoned                   defense tasks.
that character into existence some time ago. If
the PC knows that you believe this, he might            TIER 2
think you’re full of yourself, think you’re crazy, or   r   Steal Name (2 Intellect points): You steal the
possibly believe it himself.                                name of a target within short range by lifting
   4. Pick one other PC. She asked you for a                it directly from the creature’s thoughts. An
name that would allow her to stand up to a                  affected target ceases taking actions for
cruel authority figure. You told her you’d find
the perfect name for her need, but you’re having
trouble with the syllables.
TRAITS
q    Onomatology: Thanks to your
   attunement with akashic memory, you
   are trained in the origin, history, and use of
   the names. You can make an Intellect task
   to see whether you know some relevant
   information about notable people, legendary
   items, or noteworthy places. Action to
   initiate. The process takes 10 minutes and
   can be attempted once per day per tier.
   You obtain information as for the level of
   difficulty reached.
s Competence: You are considered trained in
   all skills in a group you have selected,
♦ Equipment: Scholar’s clothes, quill and ink,
  reference book, notebook, a weapon of your
  choice, and 30 gp.
♦ Minor Effect Suggestion: You learn a deeply
  buried secret the target was trying to hide.
♦ Major Effect Suggestion: Foes within short
  range are dazed for one round upon hearing
  you speak a hidden name. During this time,
  the difficulty of all tasks they perform is
  modified by one step to their detriment.
TIER 1
r   Name (1 Intellect point): You attempt to
    discern the common, given name of a
    person, creature, or object within short
    range. This ability doesn’t give you power
    over the target, but it does allow you to
                                                                                                                 105
                                                                                          TIER 4
            Action [one-action]        up to one minute as it attempts to recall
           Enabler [free-action]       its name, or for as long as you use your            sName Object or Force (4+ Intellect points):
Action to initiate [two-actions]       action each round to concentrate on hiding           Your study of names goes beyond creatures
                                       the name from it. If the target is attacked,         and extends to objects and even the laws of
                                       endangered, or seriously provoked, it stops          reality. Objects become more cooperative
                                       worrying about its name and acts normally.           and laws bend to your aid when you name
                                   s   Kinesthetic Memory: Your sensory memory              them, and the task you attempt is eased by
                                       is so precise that you can easily get around         two steps. For example, if you name a level 4
                                       with no penalty when you have a single               wall prior to attempting to climb it, you treat
                                       damaged or deprived sense and are in                 the climb as a level 2 task. If you try to jump
                                       familiar surroundings. For example, if you           across a gap between sky ships and name
                                       are blinded, you can still move about in your        the local force of gravity, a difficulty 5 Might-
                                       home, a shop you frequent, or inside a castle        based task becomes difficulty 3. For each 2
                                       you have viewed extensively with magic, able         additional Intellect points you spend, the
                                       to act without penalty.                              task is eased by one additional step.
                                                                                           q Impersonate (4 Intellect points): Using
                                   TIER 3                                                   your ability to delve into the memories of
                                   Choose either Anti-Name or Name Meld as your             others’ names, you can impersonate other
                                   tier 3 ability. Whichever you choose you gain            living creatures’ mannerisms, speech patterns,
                                   Lesser Battle Memory.                                    knowledge, and overall demeanor, for 1 minute
                                    r Anti-Name (3+ Intellect points): You speak            per tier. You must have been within 25 feet [7.5
                                       a name that is antithetical to up to three           m] of the creature to be impersonated at some
                                       targets within long range. The Anti-Name             point before you can use the ability. The creature
                                       inflicts 2 points of damage that ignore              gains no sense that you are impersonating it. If
                                       Armor. For each level of Effort you apply, you       you’ve previously used Steal Name on a target
                                       can choose to attack an additional target.           you can also use one level 2 or lower ability or
                                    s Name Meld (1 Intellect point): When you               spell known by the target.
                                       successfully use Steal Name on a target, you
                                       also read the target’s surface thoughts at the     TIER 5
                                       same time, even if the target tries to prevent      q     Command Name (5+ Intellect points):
                                       you from doing so. You can continue to read             If you’ve previously used Steal Name on
                                       the target’s surface thoughts for as long as            a target, you can attempt to control the
                                       you keep its name hidden from it by using               target’s actions if it is within short range
                                       Steal Name (up to one minute).                          and can hear and understand you. If you
                                    r Lesser Battle Memory (2 Intellect points):               succeed, you control the target’s actions
                                       Using your knowledge of famous battles                  for two rounds by verbal command. Instead
                                       and the names of expert fighters, you defend            of applying Effort to decrease the difficulty,
                                       yourself well. You gain +1 Armor for 1 round            you can apply Effort to increase the duration
                                       per tier. For each 2 additional Intellect points        of control; each level applied extends the
                                       you spend, you gain an additional +1 Armor.             duration of Command Name by one round.
                                       AKASHIC NODES
                                       Imbued with the psychic resonance of days long past, some sites become focal points of
                                       the akashic memory. Akashics call these places “nodes.” A node is where a large number of
                                       intelligent beings lived over a long period of time—and usually where no one currently lives
                                       (the hustle and bustle of a living city often counteracts the power of the node). These former
                                       residents, both individually and as a group, left a sort of “psychic imprint” on the area that an
                                       akashic can tap into. Thus, nodes usually occur where a city, a citadel, or some other type of
                                       community or large structure once stood, or in the ruins of the community or structure.
                                          If a character with Delves into Akashic Memory is within a node, they ease their Onomatology
                                       task, or their Minor Battle Memory by two steps. GMs are free to change memory abilities of
                                       Delves into Akashic Memory if a player wants different kind of character.
                                          Sometimes, a group of akashics builds a monastic guildhall at the site of a node.
          106
                                                                                                                            CHARACTER
                                                                                                                      6       FOCUS
 When the effect ends, the target recalls being          FOLLOWS THE GREEN
 under your control unless you succeed on                PATH
 an Intellect-based attack whose difficulty is           You deal with nature, speaking the language           Follows the Green Path GM
 equal to the target’s level.                            of the leaves, of a babbling brook, or the stony      Intrusions: An injured natural
qGreater Battle Memory (5 Intellect points):             heartrock of a mountain. You remain in tune           (but dangerous) creature is
                                                                                                               discovered. Someone’s been
 Using the akashic memory of the creature’s              with the health of the land around you. You are
                                                                                                               poaching the wildlife for their
 names you remember its vital spots. You                 a “Greenbond”, an animist who deals with the          skins, leaving the carcasses to
 double the damage you inflict on a target with          spirits animate within all things—trees, rocks,       rot. A tree falls in the forest, one
 a weapon, an ability or magic for 3 rounds.             rivers, ponds, and even the air around you.           of the last surviving elder trees.
                                                            You not only speak for the land, you also
TIER 6                                                   protect it and the natural creatures and forests
Choose either Steal Identity or Memory                   that it supports. In that sense, you are the land’s
Possession as your tier 6 ability. Whichever you         champion. You might be part of an ancient
choose you gain Master Battle Memory.                    priesthood of a select few who are able to
 r Steal Identity (6+ Intellect points): You can         commune with the spirits of nature and who call
   attempt to impersonate any intelligent                upon the magic of the forest, moon, storm, and
   creature who is alive or has ever lived without       beast. In particular, you know how certain long-
   ever having been near that creature. You can          lived trees are conduits of worldly magic. When
   attempt to Steal Name of the creature if it           lightning strikes, fires rage, or the earth shakes,
   is alive, spending the relative cost. Steal           these elder trees channel that elemental fury into
   Identity functions like the Impersonate               themselves. An event may burn away a limb or
   ability. For each 2 additional Intellect points       blow off bark, but the energy contained within
   you spend, you can increase the level of the          the tree becomes part of the magic of the land—
   target’s ability (if you used Steal Name on it)       magic that you, in turn, draw upon.
   by one, or use it another time on a level 2 or           As a follower of the Green Path, you probably
   lower ability or spell the target knows.              wear rough, rugged clothing that shows little
 q Memory Possession (7+ Intellect points):              concern for style. Most of the time, covering
   You can absorb the memories of any                    yourself in natural smells to keep your scent
   intelligent creature who is alive or who has          from spooking wildlife is more important than
   ever lived for 1 round per tier. During this          bathing to be presentable to other people.
   time, the creature’s personality takes control
   of your body. You can use this ability to allow       CONNECTION
   your allies to speak with and ask questions           Choose one of the following connections.
   of the possessing memory (often that of an               1. Pick one other PC. You found that character
   ancestor, absent friend, or other well-known          lying unconscious in the woods with no memory
   figure). If the possessing memory seeks to            of how she got there. Without your help, she
   say or do something against your will, you            likely would have died of exposure.
   may attempt an Intellect task with difficulty            2. Pick one or more other PCs not from the
   5 to prevent it. You can also use this ability to     wilderness. You’ve decided that you will mentor
   remember a level 3 or lower spell, or another         them to become more appreciative of the land
   level 3 type or focus ability of that creature.       and its natural beauty.
   The spell disappears from your memory after              3. Pick one other PC. More often than not,
   it has been cast. If the ability requires an          that character is accidentally singed, snagged,
   action, you can use it at the same time you           bitten, or otherwise caught when you use one of
   use Memory Possession. After that, you will           your special abilities.
   forget it. If it is an enabler ability, you can use      4. Pick one other PC. That character’s sibling
   it for 6 rounds. For each 2 additional Intellect      is responsible for felling a sacred elder tree that
   points you spend, you can increase the level          was important to you.
   of the spell or of the ability by one, or the use
   of an enabler ability by six more rounds.             TRAITS
 q Master Battle Memory (7 Intellect points):            ♦ Additional Equipment: Clothing fit for the
   Using the akashic memory of the creature’s              wilderness, a weapon of your choice, enough
   names you remember its vital spots. You                 dried jerky to last a week, a talisman of
   triple the damage you inflict on a target with          petrified oak, and 30 gp.
   a weapon, an ability or magic for 5 rounds.           s Wilderness Lore: You are trained in
                                                                                                                             107
            Action [one-action]        wilderness navigation and in identifying                 step. The difficulty returns to 2 after that
           Enabler [free-action]       plants and creatures and determining                     creature rests for ten hours. Action to initiate.
Action to initiate [two-actions]       whether water is safe to drink or dangerous.             Ten minutes to complete.
                                   s Percipience: You can see and hear nature
                                       spirits otherwise imperceptible to mortals           TIER 2
                                       (unless a spirit wishes to show itself).             rNature’s Gift (2 Intellect or Mana points):
                                       Spirits are everywhere, all the time—                 You can use your connection with the Green
                                       although only rarely do they pay attention            to draw on the power of nature and infuse
                                       to the actions of mortals.                            it within yourself. You must be touching
                                   ♦ Minor Effect Suggestion: A hawk or raven attacks        something solid and natural (the ground, a
                                     your foe’s head for one round, during which             bit of unworked stone, a plant, an animal,
                                     time the difficulty of all tasks the foe performs is    or a beast) to activate this ability. While you
                                     modified by one step to its detriment.                  maintain this touch, your allies within short
                                   ♦ Major Effect Suggestion: A large ferret, eagle,         range ease one of the following task types
                                     or similar natural creature snags and makes             (your choice): defense tasks, attack tasks, or
                                     off with a piece of equipment worn or held              tasks related to any skill that you are trained
                                     by your foe.                                            or specialized in.
                                                                                            qBond With the Land (3+ Intellect or Mana
                                   TIER 1                                                    points): Your connection to the natural world
                                   sPreternatural Senses: Spirits help you to be             extends to a degree that some would call
                                    aware. While you are conscious and able to               supernatural. While in the wilderness, you
                                    use an action, you cannot be surprised. In               can extend your senses up to a mile in any
                                    addition, you are trained in initiative actions.         direction and intuit the condition of that area,
                                   q Alleviate Pain (1 Intellect or Mana point):             such as if it is harmed in some way (a forest
                                    You restore 1d6 points to one stat Pool of               fire, a famine, or a disease) and gains a general
                                    any creature, curing with natural remedies.              understanding of what is happening. In order
                                    This ability requires a difficulty 2 Intellect           for an event to trigger the bond, it must affect
                                    task. Each time you attempt to heal the same             an area at least 100 yards across or involving
                                    creature, the task is hindered by an additional          at least 25 creatures or large plants (such as
                                                                                             trees). Natural, daily events, such as predators
                                                                                             hunting, do not alert the greenbond. For every
                                                                                             additional point spent, you can gain more
                                                                                             details such distance, direction, duration
                                                                                             or severity. Action to initiate. Four hours to
                                                                                             complete.
                                                                                            TIER 3
                                                                                            Choose either Repair Flesh or Question the
                                                                                            Spirits as your tier 3 ability. Whichever one you
                                                                                            choose, you also gain Greenbond.
                                                                                             r Repair Flesh (3 Intellect or Mana points):
 Damage track, page 166                                                                         When you touch an impaired or debilitated
                                                                                                character, you can move them up one
                                                                                                step on the damage track (for example, a
                                                                                                debilitated PC becomes impaired, and an
                                                                                                impaired one becomes hale). Alternatively, if
                                                                                                you use this ability on a PC during a rest, you
                                                                                                grant them a +2 bonus to their recovery roll.
                                                                                             q Question the Spirits (2 Intellect or Mana
                                                                                                points): You can call a nature’s spirit to you
                                                                                                and petition it to answer a few questions
                                                                                                (usually no more than three before the
                                                                                                spirit fades).
                                                                                             You can ask the spirit of a tree, a brook, the air,
                                                                                                or any other part of nature that you touch
          108
                                                                                                                   CHARACTER
                                                                                                               6     FOCUS
   to speak with you. Generally, only natural                powerful. While you maintain this touch,
   things have spirits—wood made into a door                 your allies within short range ease for 4
   or water in a fountain usually has lost its               rounds, or ease by two steps their next
   spirit.                                                   action of one of the following task types
The spirit is not omniscient. It knows all                   (your choice): defense tasks, attack tasks, or
   observable facts about its surroundings. See              tasks related to any skill that you are trained
   Spirits to learn other aspects about the spirits.         or specialized in.
The spirit may not wish to answer your                   s   Trackless Step (3 Intellect or Mana points):
   questions, in which case you must persuade                You leaves no trail in natural surroundings
   it to help. You can attempt an Intellect task,            and cannot be tracked.
   or you can try with diplomacy or deception
   tasks. Answers should be no longer than a            TIER 5
   word per tier.                                        q    Supreme Bond with the Green: You
A failed task might result in no answer, or it               undertake a spiritwalk, communing with
   might result in a lie (GM’s discretion).                  nature spirits, during which you are simply
Difficulties differ from spirit to spirit. Consider          absent from the world. After this period of
   a spirit a creature of the level stated to                communion, spirits actively seek you out to
   determine the difficulty: Water spirits (level            tell news that is of interest or importance
   2), Wood (level 3); Air spirits (level 4); Animal         to you. You no longer need an Intellect or
   spirits (level 5); Stone spirits (level 6).               diplomacy task when questioning nature
q Greenbond: After a solitary trek into the                  spirits—they will always speak with and
   wilderness, eating and drinking nothing                   answer you willingly. Answers could be one
   other than special herbs and water, you                   short sentence per character’s tier. Action to
   tap into the essence of the Green so that                 initiate. 9 days to complete.
   plants surrounding you merge with your                s   Spirit Vigilance (5 Might or Mana points):
   body. From that point on, you are no longer               When affected by an attack or effect that
   a humanoid (or whatever type you are), but                would daze or stun you, you are not dazed
   a plant. Anything that specifically does not              or stunned. You can extend the effect to one
   harm plants will not harm you. However,                   creature within immediate range, spending
   you still have a discernable anatomy and                  1 Intellect or Mana point.
   remain a living, thinking creature, so mind-
   affecting spells or abilities still work on you.     TIER 6
   Action to initiate; 3-days to complete.              Choose either Spiritform or Nature’s Gift as
                                                        your tier 6 ability. Whichever one you choose,
TIER 4                                                  you also gain Spirit God.
r   Advanced Nature’s Gift (3 Intellect or Mana          s Spiritform (6 Intellect or Mana points): You
    points): Your nature’s gift becomes more               become a part of nature spirits, disappearing
    SPIRITS
    When you use the Speak with Spirits ability, it generally takes you at least a minute to coax a
    spirit to appear. These spirits usually take on a translucent humanoid form, although sometimes
    they simply make a face appear in the water, wood, or other substance they inhabit. Spirits do
    not like to speak with mortals, but you are special and thus more tolerable.
       The nature of a spirit sometimes dictates its answer, particularly when a longer answer
    is requested. Water spirits are quick witted but easily distracted. Wood spirits are quiet and
    demure. Air spirits are impatient and easily flustered. Creature spirits vary considerably—these
    are the totem spirits that those who Revere a Totem are bonded with. Stone spirits are the least
    friendly, the slowest to respond, and the hardest to fathom. Yet, as some of the oldest and most
    stable, they may have the best and most reliable information.
       Spirits have no standard stats. They are beyond mortal interactions. However, diverting a
    river spirit’s flow (or a severe drought) can destroy that spirit, as can cutting apart or breaking
    the stone of a stone spirit. A wood spirit chopped down is destroyed, and, while air spirits are
    difficult to destroy, they rarely spend much time in one place—wind and weather may send
    them far away at a moment’s notice.
                                                                                                                   109
               Action [one-action]       from reality for one minute. You gain an        HAS AN ATHAME
              Enabler [free-action]      asset to sneaking tasks. During this time,      You are devoted as an apprentice to a single
   Action to initiate [two-actions]      you can move through solid barriers (but        master, or in an academy where you spend
                                         not energy barriers) at a rate of 1 foot (30    half the day in martial training and the other
                                         cm) per round, and you can perceive while       half studying eldritch lore. You might wear a
         Has an Athame GM                phased within a barrier or object, which        symbol—a badge, a pin, a tattoo, an amulet,
    Intrusions: Your weapon              allows you to peek through walls. You can’t     certain colors, or the like—that indicates
refuses to be handled by you,            affect or be affected by normal matter or       the school in which you trained, the style of
  suddenly breaks, or bestows
                                         energy. Only mental attacks and special         fighting you have mastered, or the name of
   a temporary curse on you.
                                         transdimensional energies, devices, or          your mentor. Your weapon is almost certainly
                                         spells can affect you, but likewise you can’t   your finest possession. It is your focus, your
                                         attack, touch, or otherwise affect anything.    key weapon, or “athame.” Not only is it well
                                         Action to initiate.                             cared for and of high quality, but you probably
                                      s Great Nature’s Gift (6 Intellect or Mana         keep it in a beautiful scabbard, harness, belt,
                                         points): Your nature’s gift becomes more        case, or something similar. You use it not only
                                         powerful. While maintain this touch, your       in combat, but as a focus for casting spells.
                                         allies within short range ease for 6 rounds,    You imbue this weapon with mystical powers
                                         or ease by two steps their next action for 3    and use spells to augment it further, as well as
                                         rounds of, or ease by three steps their next    to enhance and protect yourself in battle.
                                         action of, one of the following task types         You pride yourself on being self-reliant. Magic
                                         (your choice): defense tasks, attack tasks,     is a tool. It can be used toward an end. You see
                                         or tasks related to any skill that you             your abilities as motions and positions, in
                                         are trained or specialized in.                       the same way a swordfighter sees a thrust,
                                      s Spirit God: Any time you use Effort                    a parry, a feint, or a riposte. Every motion
                                         on an Intellect action, add one of                        has its countermotion. When you raise
Free level of Effort, page 158           the following enhancements to the                             your blade just so and you form
                                         action (your choice):                                            the magic in your mind (and
                                       • Free level of Effort                                             speak it with your mouth), you
                                       • Automatic minor effect.                                          create a shimmering aura. Twirl
                                       • Roll d6: 1-3 minor effect,                                        the blade clockwise and hold it
                                         4-6 major effect.                                                perpendicular to your chest with
                                                                                                          the appropriate thought and
                                                                                                          word, and you can parry a spell.
                                                                                                         Each motion, thought, and word
                                                                                                        combination constitutes a well-
                                                                                                         practiced spellstroke. You can add
                                                                                                          new motions even when you cast
                                                                                                           your spells.
                                                                                                        CONNECTION:
                                                                                                         Choose one of the following.
                                                                                                            1. Pick one other PC. That
                                                                                                          character shows potential in
                                                                                                          the use of your weapon. You
                                                                                                       would like to train them, but you’re
                                                                                                    not necessarily qualified to teach
                                                                                                    (that’s up to you), and they might
                                                                                                   not be interested (that’s up to them).
                                                                                                      2. Pick one other PC. If that person
                                                                                                   is within immediate range when
                                                                                                   you’re in a fight, sometimes they
                                                                                                    grant you an asset, and sometimes
                                                                                                     they hinder you (50% chance either
                                                                                                     way, determined per fight).
                                                                                                       3. Pick one other PC. You once
             110
                                                                                                                         CHARACTER
                                                                                                                     6     FOCUS
                                                            TIER 3
saved this person’s life, and they feel indebted to
you. You wish they didn’t; it’s all just part of the job.   Choose either Slice Through Wardings or Magic
   4. Pick one other PC. This person recently               Resistance as your tier 3 ability.
mocked your combat stance. How you deal with                 r Slice Through Wardings (3 Intellect or Mana
this (if at all) is up to you.                                 points): You can ignore all magic-based
                                                               protections in effect on a target in a single
TRAITS                                                         attack made with your athame.
♦ Additional Equipment: You have a high-quality              s Magic Resistance: You gain +5 to Armor
  weapon of your choosing.                                     against damage from spells or magical
s Athame: You select a bladed light, medium                    effects (like those of a magical item).
   or heavy weapon your are trained with and
   perform a daylong ceremony to make it your               TIER 4
   key weapon, also called an “athame.” You can             sParry Spells (4 Intellect or Mana points):
   have only one athame, and it must be a physical           With your athame in hand you can parry
   or magical weapon (not the creation of a spell).          a spell. Only spells targeting you can be
   The attacks with the athame are eased, but only           parried—not area spells or spells targeted
   while in your hand.                                       elsewhere. You can parry only spells you
 The athame gains a small modicum of sentience               are aware of; spells from invisible casters or
   in the ceremony. It has a very basic empathic             purely mental spells cannot be parried.
   link with you, so you always know where the              q Athame Power: You can summon your
   weapon is (distance and direction).                       athame to appear in your hand. The weapon
You can create a new athame by performing                    can be up to 10 miles per tier away, although
   the ceremony again, but this results in the               if it is in someone else’s possession or in a
   destruction of the previous athame, if it still           locked room, you must make an Intellect or
   exists.                                                   Mana task with difficulty 5 to summon it.
Athame Powers: The athame gives you access                   Action to initiate. 1 round to complete.
   to special powers you can use as a focus
   for your spells. As long as it remains in                TIER 5
   your hands, the Mana point cost of spells is             sSupreme Mastery (5 Might or 5 Speed
   reduced by one per character’s tier.                      points): When using your chosen weapon,
♦ Minor Effect Suggestions: The target is so                 you can reroll any attack roll you wish and
  dazzled by your expertise that it is dazed for             take the better of the two results.
  one round, hindering all of its tasks.                    qSlice Through Spells (5 Speed or Mana points):
♦ Major Effect Suggestions: Make an immediate                You can strike a non-instantaneous spell effect
  additional attack with the weapon as part of               or creation (a summoned monster, an eldritch
  your turn.                                                 wall, an illusion, an area of mist, and so on)
                                                             with your athame and dispel it, disregarding
TIER 1                                                       levels or potency. You cannot dispel effects on
s   Weapon Master: You inflict an additional 1               a creature but only stand-alone effects.
    point of damage with your chosen weapon.
r   Shimmering Aura (1 Intellect or Mana point):            TIER 6
    While you wield your athame, you can shape              Choose either Athame Burst or Athame Critical
    a shimmering aura around you, granting +1               as your tier 6 ability.
    to Armor for 1 minute.                                   s Athame Burst (6 Might or 6 Mana points): You
                                                                spin around with your athame and send replicas
TIER 2                                                          of the blade, composed of magical energy,
s   Weapon Defense: While your chosen                           toward all foes within short distance. You make
    weapon is in your hand(s), you are trained                  separate attack rolls against each target. Each
    in Speed defense rolls.                                     successful attack inflicts damage to the target as
s   Athame Power: The athame strikes at anyone                  you attack it directly with the athame.
    other than you who picks it up or attempts               r Athame Critical: If you strike a foe of level 3
    to use it, unless you specifically command it               or lower with your athame, you kill the target
    not to. The weapon strikes once per round                   instantly. For each additional level of Effort
    until dropped. Resolve the attack as if you                 you apply, you can increase the level of the
    were wielding the weapon.                                   target by 1.
                                                                                                                         111
                   Action [one-action]    INSCRIBES RUNES                                         The art of inscribing runes is very
                  Enabler [free-action]   You learned to create runes, which are visual        personalized, with each character learning and
       Action to initiate [two-actions]   symbols that represent—and thus hold—                mastering different runes. Those individuals
                                          magical might. As a runethane, you can inscribe      are typically bookish and extremely intelligent.
                                          runes on your equipment, on yourself and your        When recognized as such, a young child might
Inscribes Runes GM Intrusions:            allies, or in the air. Each one has a different      be brought in to work with a tutor to learn runes
              You cannot bypass           effect. You spend your private time researching      and their applications. The close bond between
                 your own rune.           new runes and studying their applications.           the tutor and their scholars often remains
       A rune affects you as well.           You frequently put nonmagical runes on your       throughout their lives—usually, a tutor will have
    A rune does something weird           gear and on yourself (as tattoos) because even       only one child to teach their secret knowledge.
       or not what you intended.          without direct magical power, the runes carry           With a thought, you concentrate to see the
                                          meaning important to you. The runes, in your         rune in your mind’s eye, mentally tracing each
                                          minds, also makes you appear more powerful.          line. Then, you reach out to quickly trace the
                                             As you train to create physical manifestations    floating rune around you that matches what you
                                          of magic, you gain an affinity for mechanical        see in your mind. To you, all magic breaks down
                                          devices of all sorts—traps, locks, wheels, clocks,   into symbols (both pictures and words), the way
                                          and so on.                                           a grammarian might diagram a sentence or a
                                                                                               poet might craft a sonnet. The fact that a symbol
                                                                                               simultaneously encodes a verbal sound, a visual
                                                                                               image, and a mental concept is how you attempt
                                                                                               to explain your power to others.
                                                                                               CONNECTION
                                                                                               Choose one of the following.
                                                                                                     1. Pick one other PC. They can easily
                                                                                                   determine what your runes (lesser, advanced
                                                                                                    or greater) do by just seeing them.
                                                                                                       2. Pick one other PC. You recently
                                                                                                    discovered that if they stand near you when
                                                                                                    you craft your first-tier Lesser Rune ability,
                                                                                                  they too become covered in similar runes or
                                                                                               pure light. This doesn’t harm them, and anyone
                                                                                               who tries to touch them or strike them with
                                                                                               a melee attack suffers 1 point of damage that
                                                                                               ignores Armor (but the other PC doesn’t gain +1
                                                                                               to Armor). They must remain within short range
                                                                                               of you to retain the effect.
                                                                                                  3. Pick one other PC. That character is related
                                                                                               to the runethane you apprenticed under.
                                                                                                  4. Pick one other PC. They can trigger a touch-
                                                                                               triggered rune you crafted, just as if you did it.
                                                                                               They must remain within short range of you to
                                                                                               trigger the rune
                                                                                               TRAITS
                                                                                               ♦ Additional Equipment: You have a high-quality
                                                                                                 weapon of your choosing.
                                                                                                 Runes: Runes resemble arcane symbols.
                                                                                               They are usually meaningless to anyone without
                                                                                               the appropriate Academia knowledge skill. You
                                                                                               apply a rune by magically drawing a symbol on
                                                                                               an object, surface, or creature. It is an action to
                                                                                               create a rune, and no rune can be used more
                                                                                                than once per hour.
                                                                                                         You can have a total value of runes
                 112
                                                                                                                     CHARACTER
                                                                                                                 6     FOCUS
    RUNE TYPES
    There are three kinds of runes: touch-trigger, applied, and enchanted object.
       A touch-trigger rune is placed upon an object or a surface, but not a creature. Basically, the rune can
    cover a surface as small as 1 square inch and as large as 10 square feet; multiple runes can cover a
    much larger area. The first creature that touches the object or surface bearing the rune triggers the
    effect immediately. Touch-trigger runes last until triggered, dispelled, or erased by the inscriber. If
    circumstances result in a creature triggering more than one touch-trigger rune at once, only the most
    powerful one takes effect. The others are triggered but have no effect. The inscriber can choose to
    create a touch-trigger rune as a visible rune or as an invisible one.
       If a character (including those who inscribe the rune) wishes to trigger a touch-triggered rune
    intentionally, it requires an action to do so.
       An applied rune requires the inscriber to apply it to activate its effects immediately—usually
    effects related to the object, surface, or creature it is placed upon. Applied runes last only as long
    as their effects. They are always visible.
       Enchanted object runes require the inscriber to apply the rune to an object no larger than himself.
    These imbue the item bearing the rune with a magical ability. Enchanted object runes last for one
    day per tier. They are visible except where stated otherwise.
in existence at any given time equal to your                       Rune of Knowledge: This is an applied
tier. Lesser runes each have a value of 1, which                rune. You place this rune on an object or
counts toward this total. Advanced runes each                   creature and learn something about it. It
have a value of 2, greater runes a value of 3, and              can be used a number of times per day
runes of power a value of 4.                                    equal to your tier.
   Anyone looking upon a visible rune can                         Rune of Sleep: This touch-trigger rune
determine what it does by making an Academia                    causes a target that touches it to make an
knowledge (runes) task. Difficulty is 2 for lesser              Intellect defensive task or fall asleep for
runes, 4 for advanced runes, 6 for greater runes,               4 rounds. If the victim is not the same or
7 for runes of power                                            lower tier/level as you, they merely become
   No more than one rune of a specific type can                 dazed for 4 rounds.
affect an area, person, or object. Thus, a door
cannot receive two runes of blasting.                      TIER 2
   You always know your current rune total, so              r   Erase Rune (Intellect or Mana points): You
even if one of your runes is triggered out of                   can attempt to erase runes you encounter.
your normal perception, you are aware that your                 You can always erase your own runes
potential rune maximum has increased (but you                   without fail. If the rune was created by
gain no information beyond that).                               others, you need to spend Intellect or Mana
   Minor Effect Suggestions: The target is dazed                points equal to the level of the rune plus
for one round, hindering all of its tasks.                      the tier of the creator to erase it. You must
   Major Effect Suggestions: A rune blast. Make                 know a rune’s location to erase it. Erasing
an immediate additional attack as part of your                  a rune you created is an action; otherwise,
turn with the Rune of Affliction effects.                       it takes a full minute. You must be within
                                                                short distance of a rune to erase it.
TIER 1                                                      s   Lesser Rune (Level 1): You learn one Lesser
s    Lesser Rune (Level 1): You learn one rune                  Rune from the Lesser Rune list.
     from the Lesser Rune list below.
        Rune of Affliction: This touch-trigger rune        TIER 3
     blasts the target for 1d6 points + 1 point             s   Advanced Rune (Level 2): You learn one
     per tier of elemental damage (choose one                   Advanced Rune from the Advanced Rune
     from fire, electricity, spirit or shadow). A               list below and one Lesser Rune from the
     successful Speed defensive task reduces the                Lesser Runes list.
     damage by half.                                              Hand Rune: This is an enchanted object
        Rune of Armor: This is an applied rune.                 rune. With this rune you can summon an
     Anyone affected by it gains +2 Armor. This                 object from any distance as an action. The
     effect lasts for one hour.                                 object teleports to you. The object must
                                                                                                                     113
            Action [one-action]        weigh no more than the runethane can lift             an Intellect defensive task or become
           Enabler [free-action]       over his head.                                        dominated for one hour per tier.
Action to initiate [two-actions]           Rune of Blasting: If touched, this touch-           Rune of Resistance: This is an applied rune.
                                       trigger rune explodes with elemental force            The creature or object it is placed upon
                                       (choose one from fire, electricity, spirit or         ignores the first 20 points of damage for one
                                       shadow), inflicting 1d6 points of damage              minute per tier.
                                       per tier to all within immediate distance. A              Rune of Understanding: This enchanted
                                       successful Speed defensive task reduces the           object rune allows anyone hearing the words
                                       damage by half.                                       of the object’s wielder to understand them
                                          Rune of Fear: This is a touch-trigger rune.        as if they were spoken in their native tongue.
                                       Anyone touching it must make an Intellect
                                       defensive task or drop what he is holding         TIER 6
                                       and flee for 1 round per tier.                    s   Inscribe Rune: You can create a permanent
                                           Rune of Healing: This is a touch-trigger          rune. This requires 100 times the normal
                                       rune. Anyone touching it is filled with               amount of time to create the rune. In
                                       positive energy that heals 1d6 points from            addition, it calls for 2,000 gp of valuable
                                       any pool. Undead that touch the rune suffer           inks or materials for a lesser rune, 8,000
                                       the same amount as damage. A single                   gp worth for an advanced rune, 20,000 gp
                                       creature cannot be healed more than once              for a greater rune, 44,000 gp for a rune
                                       per day by a rune of healing.                         of power. The rune can still be erased, but
                                                                                             otherwise it never fades. Thus, a touch-
                                   TIER 4                                                    trigger rune triggers every time someone
                                   r   Sense Rune (3 Intellect or Mana points): You          touches it (no more than once per round),
                                       can sense whether an invisible or otherwise           and an enchanted object rune never loses
                                       hidden rune lies within short distance of you.        its enchantment. Applied runes cannot be
                                   s   Advanced Rune (Level 2): You learn one                inscribed. Inscribed runes still count toward
                                       Advanced Rune from the Advanced Rune list.            your rune total.
                                                                                         r   Rune of Power (Level 4): You learn one Rune
                                   TIER 5                                                    of Power from the list below, and a Greater
                                   s   Password: You assign a special spoken                 Rune from the Greater Rune list, or one
                                       password for your runes. Now you can touch            Advanced Rune.
                                       a touch-trigger rune without triggering it.              Rune of Cheating Death: This applied rune,
                                       This means, for example, that you could               placed upon any living creature, lasts until
                                       create a rune of affliction on a mace, pick it        triggered. When that creature is affected by
                                       up safely, then strike a foe and affect the foe       something (a spell or an attack) that would
                                       with the rune of affliction as well as the mace       normally kill it, the rune triggers and has a
                                       attack. You may choose to have a different            chance of storing the creature’s soul. This
                                       password for different runes or allow them            effect keeps the body in a coma rather than
                                       all to use the same one. You can give the             dying, allowing it to “come back to life” when
                                       password(s) to others.                                it receives magical healing. The creature
                                   s   Greater Rune (Level 3): You learn one Greater         must succeed on a Might task with difficulty
                                       Rune from the Greater Rune list below, and one        12. This rune cannot be inscribed.
                                       Advanced Rune from the Advanced Rune list.               Rune of Devastation: If touched, this touch-
                                         Elemental Rune: This enchanted object rune          trigger rune explodes with elemental force
                                       can be placed on either a weapon or armor.            (choose one from fire, electricity, spirit or
                                       An enruned weapon inflicts an additional              shadow), inflicting 6 points of damage per tier
                                       1d6 points of elemental damage (of a type             to all within short distance. A successful Speed
                                       determined by you when the rune is placed)            defensive task reduces the damage by half.
                                       each time it strikes. Enruned armor (and                  Rune of Transport: When completed, this
                                       the wearer) gains 10 points of elemental              applied rune causes the creature or object it is
                                       resistance (of a type you determine when              created upon to vanish instantly (and safely),
                                       placing the rune).                                    teleporting to a location you know (one you
                                           Rune of Dominion: This applied rune is            have physically visited) within 10 miles [16
                                       placed upon a living humanoid creature.               km] per tier. Unwilling creatures can make an
                                       When finished, the creature must make                 Intellect defensive task to resist the teleport.
          114
                                                                                                                        CHARACTER
                                                                                                                   6      FOCUS
TRAITS
♦ Additional Equipment: You begin with
  a set of simple clothes and a light weapon.
♦ Minor Effect Suggestions: The target is so
  dazzled by your style that it is dazed for
  one round, during which time all of its
  tasks are hindered.
♦ Major Effect Suggestions: Make an
  additional attack with your weapon on
  your turn.
TIER 1
r   Advantage to Disadvantage (1 Speed point):
    With a series of quick moves, you make
                                                                                                                         115
                                   TIER 3
            Action [one-action]                                                                 With a large handful of small objects—tiny
           Enabler [free-action]   Choose either Acrobatic Attack or Successive                 knives, shurikens, stones, jagged bits of
Action to initiate [two-actions]   Attack as your tier 3 ability. Whichever you choose          metal, coins, or whatever is on hand—you
                                   you gain Mobile Fighter.                                     attack every creature in an immediate area.
                                    s Acrobatic Attack (1+ Speed points): You leap              You must make attack rolls against each
                                       into the attack, twisting or flipping through            target. Each attack is hindered. You inflict 3
                                       the air. If you roll a natural 17 or 18, you can         points of damage on targets you hit.
    Minor effect, page 159             choose to have a minor effect rather than
                                       deal extra damage. If you apply Effort to the         TIER 6
                                       attack, you get a free level of Effort on the         Choose either Attack and Attack Again or Return
                                       task. You can’t use this ability if your Speed        to Sender as your tier 6 ability. Whichever you
                                       Effort costs are reduced from wearing armor.          choose you gain Agile Wit.
                                    s Successive Attack (2 Speed points): If you              s Attack and Attack Again: Rather than
                                       take down a foe, you can immediately make                 granting additional damage or a minor
                                       another attack on that same turn against                  or major effect, a natural 17 or higher on
                                       a new foe within your reach. The second                   your attack roll allows you the option of
                                       attack is part of the same action. You can                immediately making another attack.
                                       use this ability with melee attacks and                s Return to Sender (3 Speed points): If you
                                       ranged attacks.                                           succeed at a Speed defense task against a
                                    s Mobile Fighter (3 Speed points): As part                   melee attack, you can make an immediate
                                       of your attack, you can leap on or over                   melee attack against your foe. You can use
                                       obstacles, swing from ropes, run along                    this ability only once per round.
                                       narrow surfaces, or otherwise move around              s Agile Wit: When attempting a Speed task,
                                       the battlefield at your normal speed as if                you instead can roll (and spend points) as if
                                       such tasks were routine (difficulty 0). You               it were an Intellect action. If you apply Effort
                                       can’t use this ability if your Speed Effort               to this task, you can spend points from your
                                       costs are reduced from wearing armor.                     Intellect Pool instead of your Speed Pool (in
                                                                                                 which case you also use your Intellect Edge
    Manifests Witchery             TIER 4                                                        instead of your Speed Edge).
   GM Intrusions: Your             q    Divert Attacks (4 Speed points): For one
  Dark Eye powers blind                minute, you automatically deflect or dodge            MANIFESTS
   you temporarily. Your
power manifested inflicts
                                       any ranged projectile attacks. However, on            WITCHERY
     damage to an ally.                your next turn after you’re attacked with             Your innate ability to shape raw magic is
                                       ranged projectiles, all your other actions are        something dark and mysterious. You can speak
                                       hindered.                                             abominable curses into being and inflict them
                                   s   Evasion: You’re hard to affect when you               on those who deserve to be punished. Animals
                                       don’t want to be affected. You are trained in         tend to shrink from you or react violently, and
                                       all defense tasks.                                    greenery wilts. You can manifest witcheries
                                                                                             capable of creating a grim veil upon you, even if
                                   TIER 5                                                    you are not evil. You can look deeper into reality,
                                   r   Block Magic: If you use a light or medium             particularly its darker aspects, and this gives you
                                       magic weapon, you can block magical                   an air of unsettling eerieness. You have a secret
                                       attacks that have you as their target. You            spiritual side, an innate identity, related to the
                                       cannot block magical area attacks or ones             elements, that focuses your powers.
                                       that have another target. You can block only             You probably wear garish clothing that draws
                                       spells you are aware of; spells from invisible        attention to yourself, because those who would
                                       casters or mental-action only spells cannot be        consider that a reason to give you trouble
                                       blocked. Make an attack roll with difficulty equal    deserve a curse in return.
                                       to the caster’s tier + spell level. If you succeed,
                                       you block the spell and it has no effect on you.      CONNECTION
                                       In case of failure you ease your defensive roll       Choose one of the following.
                                       to resist it by two steps. If you do not have a         1. Pick one other PC. For some reason you
                                       defensive roll to resist the spell, you are given     can’t explain, your powers cannot harm that
                                       one to counter against it.                            character.
                                   r   Whirlwind of Throws (5 Speed points):                   2. Pick one other PC. You recently discovered
          116
                                                                                                             CHARACTER
                                                                                                         6     FOCUS
that if they stand near you when you use your         of water and ice at their command, the winter
Dark Eye, they become blind but anyone who            witch often acts as aloof as a cold winter day.
tries to touch them or strike them with a melee       She is usually pale with flowing white hair and
attack suffers 1 point of damage that ignores         wears diaphanous white-blue clothing.
Armor. They must remain within short range of       Winter Witch Spellthread: You gain knowledge of
you to retain the effect.                             the Water Spellthread.
   3. Pick one other PC. They find your powers to
be ethically questionable and must decide how       Additional Equipment: You carry an amulet
to react to your constant use of witchery around      made of crystal that inspires your witcheries.
them.                                                 Whoever holds it (if you willingly give it into
   4. Pick one other PC. Something about them         their possession) is immune to your powers.
makes your powers harder to use. When they               In addition, if you wish, you can swap an
are near you, your powers cost 1 additional           ability gained from your type for the following.
Intellect or Mana point.                             r Baleful Witchery (1 Intellect or Mana point):
                                                       You spread your magic to a creature within
TRAITS                                                 short range, inflicting it with boils and
Choose one of these five witch types:                  pustules that resemble your elements. If
♦ Earth Witch: Nature, as embodied by the              the target takes a forceful action (such
  enduring reliability of wood and stone, is the       as attacking another creature or moving
  purview of the earth witch. The earth
  witch usually wears dark green and
  brown clothing and sometimes
  even weaves leaves and sprigs
  or gemstones carefully into his
  hair.
Earth Witch Spellthread: You
  gain knowledge of the Earth
  Spellthread and related spells.
♦ Mind Witch: One of the most
  mysterious types of witch, the
  mind witch uses an innate mental
  power to affect the minds of others. Mind
  witches do not even call the spells they
  know “spells”—they call them “psionic
  powers.”
Mind Witch Spellthread: You gain
  knowledge of the Mind Spellthread.
♦ Shadow Witch: The shadow witch
  calls upon the force of shades as well
  as the dread threat of shadow creatures.
  Shadow witches often have a grey pallor
  and dark hair and eyes.
Shadow Witch Spellthread: You gain
  knowledge of the Crippling Shadow
  Spellthreads.
♦ Wind Witch: Like the breath of life, wind
  carries this witch’s power far and wide.
  The wind witch can affect speech, sound,
  and the air around her. The wind witch
  wears billowy clothing and keeps her hair
  long. However, she usually favors light blue
  or white clothing.
Wind Witch Spellthread: You gain knowledge of
  the Elemental Air Spellthread.
♦ Winter Witch: With the frigid, numbing powers
                                                                                                             117
            Action [one-action]       farther than an immediate distance), the              armored foe is chilled and its attack and
           Enabler [free-action]      pustules burst, dealing 2 points of elemental         defensive tasks are hindered by two steps for
Action to initiate [two-actions]      (fire, cold, acid or internal) damage that            1 round. In case of failure nothing happens.
                                      ignore Armor, and the effect ends. If the          Lesser Liquid Fire (1+ Mana points): Your attacks
                                      target cannot hear you or understand your             with weapons, natural or magical may
                                      language (or intent), your attack is hindered.        release acid. The acid inflicts 2 points of
                                   ♦ Minor Effect Suggestion: The target becomes            damage plus 1 for each additional Mana
                                     subject to your Baleful Witchery.                      point on the target and on all targets in
                                   ♦ Major Effect Suggestion: An important item             immediate range.
                                     on the target’s person falls to ash.                Lesser Mindfire (1+ Mana points): You launch
                                                                                            a blast of pure psionic energy at a target
                                   TIER 1                                                   within short range. You can inflict 2 points
                                   s   Dark Eye: You gain the Sight, which is               of damage plus 1 for each additional Mana
                                       the ability to see personal auras. You can           point or the creature cannot perform any
                                       determine the level (or tier, if any) of a           action for 1 round plus 1 additional round
                                       creature you observe for at least one minute.        for any additional Mana point spent.
                                       Regarding creatures that are disguised or         Lesser Shadowfire (1+ Mana points): You can
                                       attempting to avoid the witch’s Sight, you           summon a swirling cloud of shadow that
                                       need to make an Intellect task to prevent            can appear anywhere within long range, with
                                       them from negating the effect.                       a short range in diameter. All within the area
                                                                                            must succeed on a Speed task or be dazed for
                                   TIER 2                                                   1 round plus 1 for each additional Mana point
                                   r  Eye of Sixth Sense (2 Mana points): Your Dark         spent.
                                      Eye can now open to reveal something about
                                      a place. You visualize a place in the darkworld    TIER 3
                                      within short range and cast your mind to that      Choose either Eye of Silence or Eye of Weakness as
                                      place, creating an immobile, invisible sensor      your tier 3 ability.
                                      for one minute or until you choose to end this      r Eye of Silence (3 Mana points): Your Dark Eye
                                      ability. While using your Eye of Sixth Sense,          reveals something to you about a creature
                                      you see through your sensor instead of your            within short range. You keep its mouth shut
                                      eyes using your normal visual abilities. You           with invisible misty threads until it inflicts
                                      may perceive the area around your body                 damage on you, until you release it, or for
                                      using your other senses as normal.                     one day, whichever occurs first. In addition to
                                   s Witchfire: Raw magic flows in you in a                  losing speech (if it had a language), it loses
                                      way that you could manifest in something               the ability to perform any vocal-related attacks,
                                      different based on your spiritual side. You            such as spells. The difficulty of all other tasks
                                      can choose one of the following abilities to           is modified by one step to its detriment.
                                      call upon at will, spending Mana points.            r Eye of Weakness (2 Mana points): Your Dark
                                    Lesser Greenfire (1+ Mana points): Your attacks          Eye reveals something to you about the
                                      with weapons, natural or magical may affect            weakness of a creature within short range
                                      unliving targets better. If you use this ability       and inflicts one of the following disabilities:
                                      while attacking an undead, you can inflict 2         • All tasks are hindered for one minute.
                                      points of damage plus 1 for each additional          • The target’s speed is halved.
                                      Mana point. In addition, you can make an             • The target can take no action for one round.
                                      Intellect task. In case of success, all undead       • The target deals 2 fewer points of damage
                                      attack and defensive actions are hindered              (minimum 1 point) for one minute.
                                      by two steps for 1 round. In case of failure,
                                      nothing happens.                                   TIER 4
                                   Lesser Icefire (1+ Mana points): Your attacks with    r   Trapfinder (3+ Mana points): Your Dark Eye
                                      weapons, natural or magical, may affect                opens to find any traps (like a floor that would
                                      armored targets better. If you use this ability        give way beneath you) or mechanical triggers
                                      while attacking an armored target, you can             a trap or defense system that might pose a
                                      inflict 2 points of damage plus 1 for each             threat. You can do this without setting them off
                                      additional Mana point. In addition, you can            and in lieu of making a roll to find them. This
                                      make an Intellect task. If successful, the             ability can find traps of level 4 or below. You can
          118
                                                                                                                           CHARACTER
                                                                                                                      6      FOCUS
   increase the level of traps that can be found by 2       it, dealing 3 points of Might damage (ignores
   by spending 2 additional Mana points.                    Armor) plus 1 for each additional Mana point
s Witchfire: Raw magic flows in you in a                    spent. Shadows dissipate in one round.
   way that you could manifest in something
   different based on your spiritual side. You           TIER 5
   can choose one of the following abilities to          q   Witchsight (5 Mana points): Your Dark Eye
   call upon at will, spending Mana points.                 allows you to see through illusions and to
 Greater Greenfire (3+ Mana points): Like Lesser            see invisible creatures and objects. Action
   Greenfire, your attacks with weapons, natural            to activate and an action each round to
   or magical may affect unliving targets better.           maintain it (no Mana points need to be spent
   If your target is an undead of level 3 or lower          after initial activation).
   make an Intellect task. In case of success
   you can kill it instantly or take its control and     TIER 6
   its action for 1 minute. In case of failure you       Choose either Crown of Burrowing Worms or
   can inflict 3 points of damage plus 1 for each        Curse of Eyeless Anguish as your tier 6 ability.
   additional Mana point.                                 r Crown of Burrowing Worms (5 Mana points):
Greater Icefire (3+ Mana points): Like Lesser Icefire,      Your Dark Eye reveals a weakness to you about
   your attacks with weapons, natural or magical,           a creature within short range, infesting its
   are more effective against armored targets. If           head with a mass of misty worms. The worms
   your target is an armor-wearing target of level          remain until the target inflicts damage on you,
   3 or lower, make an Intellect task. If successful,       until you release it, or for one day, whichever
   the armor begins to restrict and crush the               occurs first. The target is stunned for one round
   target’s body, inflicting 8 points of damage,            and cannot act, and it takes 2 points of damage
   plus 1 for each additional mana point, and the           (ignores Armor). It is dazed in the following
   target is immobilized for 1 round. In case of            round and cannot act, during which time
   failure you can inflict 3 points of damage plus          the difficulty of its tasks is increased by one
   1 for each additional Mana point.                        step, and it takes 1 point of damage (ignores
Greater Liquid Fire (3+ Mana points): Like Lesser           Armor). In subsequent rounds, it takes 1 point
   Icefire, your attacks with weapons, natural              of damage per round until the effect ends.
   or magical, may release acid. If the target            r Curse of Eyeless Anguish (5 Mana points):
   is wearing armor, make an Intellect task. If             Your Dark Eye reveals something to you
   successful, you penetrate the armor protection,          about the weakness of a creature within
   inflicting 3 points of damage (ignores Armor)            short range. You keep its eyes shut until it
   plus 1 for each additional Mana point spent. In          inflicts damage on you, until you release it,
   case of failure you can inflict 2 points of damage       or for one day, whichever occurs first. The
   plus 1 for each additional Mana point.                   creature is effectively blind and acts as if in     Darkness, page 169
Greater Mindfire (3+ Mana points): Like Lesser              complete darkness when it attacks or when
   Mindfire you launch a blast of pure psionic              it is attacked, modifying the difficulty of rolls
   energy at a target. You can choose a target              against it by two steps to its detriment.
   within long range. If your target is an intelligent                                                          Masters War Tactics
   creature, make an Intellect task. You inflict         MASTERS WAR                                            GM Intrusions: Shields,
   psychosis in the mind of a target, dealing 3          TACTICS                                                or armor straps, or
                                                                                                                weapons used to parry
   points of Intellect damage (ignores Armor)            The ring of battle is the clarion call of the
                                                                                                                break when hit.
   plus 1 for each additional Mana point spent per       warmain. In times of strife, no better refuge
   round. The psychosis can be dispelled if a target     exists than behind her protective shield. Trained
   uses an action doing nothing but calming and          in battle, girded in heavy armor, and capable
   centering itself. If you fail, you can inflict 2      of withstanding unbelievable punishment, you
   points of damage plus 1 for each additional           are the warrior’s warrior. You do not rely on
   Mana point or the creature cannot perform             quickness or fancy swordplay, but instead on
   any action for 1 round plus 1 round for each          might, determination, and stalwart bravery. The
   additional Mana point spent. Action to initiate.      only thing stronger than your will is the power
Lesser Shadowfire (3+ Mana points): Like Lesser          running through your limbs.
   Shadowfire, but instead of an area attack,               Your strength comes not just from your personal
   you can choose a target in the area. If the           might, but from strategy and tactics. Yours is the
   target fails a Might task, shadows constrict          way of the well-planned and well-prepared military
                                                                                                                            119
                                                                                          TRAITS
            Action [one-action]    campaign. You study the histories and know the
           Enabler [free-action]   stratagems of past warriors. You prefer to face an     ♦ Armor Crafter: Choose light or medium
Action to initiate [two-actions]   enemy with a plan in mind—and a backup plan for          Armor. You have crafted and modified it to
                                   when something goes wrong.                               adjust perfectly to your body. Every time you
                                      You carry a shield and probably wear the best         wear it, you can perform a feat of defense or
                                   armor you can find.                                      attacks. You can change your armor, but you
                                                                                            will need to spend 50% of the original cost to
                                   CONNECTION                                               make it perfectly fit you.
                                   Choose one of the following.                           ♦ Minor Effect Suggestions: You gain an asset to
                                     1. Pick one other PC. This character protected         Speed defense rolls for one round.
                                   you from harm recently, and you feel indebted to       ♦ Major Effect Suggestions: If an attack would
                                   them for saving your life.                               hit you next round, it harmlessly strikes your
                                     2. Pick one other PC. This person thinks you           shield instead.
                                   are an incredibly selfish person, perhaps based
                                   on their belief that you always save yourself first.   TIER 1
                                     3. Pick one other PC. You once fought on             s   Sturdy: While you are wearing your chosen
                                   opposite sides of a battle.                                armor, you are trained in Might defense tasks.
                                     4. Pick one other PC. This character seems to        s   Weapon Expertise: You inflict an additional
                                   be a jinx for you. Whenever they are next to you,          1 point of damage with a weapon you are
                                   your Speed defense tasks are hindered.                     practiced in while wearing your armor.
                                                                                          TIER 2
                                                                                          s   Practiced in Armor: Your armor adjustments
                                                                                              allow you to wear your chosen armor for
                                                                                              long periods of time without tiring and
                                                                                              can compensate for slowed reactions from
                                                                                              wearing armor. You reduce the Speed cost
                                                                                              for wearing armor by 1.
                                                                                          s   Weapon Defense: When wearing your
                                                                                              your chosen armor and a weapon you are
                                                                                              practiced in is in your hand(s), you are
                                                                                              trained in Speed defense rolls.
                                                                                          TIER 3
                                                                                          Choose either Disarming Attack or Rapid Attack
                                                                                          as your tier 3 ability. Whichever you choose you
                                                                                          gain Weapon Excellence.
                                                                                           r Disarming Attack (3 Speed points): Your
                                                                                              perfectly fit armor allows you to attempt a
                                                                                              Speed task to disarm a foe as part of your
                                                                                              melee attack. If you succeed, your attack
                                                                                              inflicts 3 additional points of damage and
                                                                                              the target’s weapon is knocked from their
                                                                                              grip, landing up to 20 feet (6 m) away. If
                                                                                              you fail, you can still attempt your normal
                                                                                              attack, but you don’t inflict the extra
                                                                                              damage or disarm the opponent if you hit.
                                                                                           s Rapid Attack (3 Speed points): While wearing
                                                                                              your chosen armor, once per round, you can
                                                                                              make an additional attack with a weapon
                                                                                              you are practiced in.
                                                                                           s Weapon Excellence: You inflict an additional
                                                                                              1 point of damage with a weapon you are
                                                                                              practiced in wearing your armor.
          120
                                                                                                                      CHARACTER
                                                                                                                 6      FOCUS
TIER 4
                                                     the art of combat like you do. While fighting, you
s   Tower of Will: While you are wearing your        attain an altered state of consciousness. Your
    armor, you are more sure of your inner           precise moves are as practiced as the motions
    strength. You are trained in Intellect defense   of a celebrant conducting a hallowed ceremony.
    tasks and gain +3 points to your Intellect       To you, every sword stroke is an act of reverence,
    Pool.                                            every parry or flourish a carefully planned
s   Never Fumble: If you roll a natural 1 when       sacrament.
    attacking with a weapon while wearing your
    chosen armor, you can ignore or negate the       CONNECTION
    GM intrusion for that roll. You can make two     Choose one of the following.
    Speed tasks to elude a disarming action or          1. Pick one other PC. You have trained with
    avoid dropping your weapon accidentally.         this character so much that if the two of you
                                                     stand back to back in a fight, you both gain an
TIER 5                                               asset to Speed defense tasks.
r   Nothing but Defend: If you do nothing on            2. Pick one other PC. This character always
    your turn but defend, you are specialized in     seems to inadvertently foil your actions, or at
    all defense tasks for one round.                 least make them more difficult. If they are within
s   Mastery in Armor: The cost reduction from        immediate range, actions related to this focus
    your Practiced in Armor ability improves.        are hindered.
    You now reduce the Speed Effort cost for            3. Pick one other PC. You recently had a
    wearing armor to 0.                              weapon go missing, and you’re becoming
                                                     convinced that they took it. Whether or not they
TIER 6                                               did is up to them.
Choose either Deadly Strike or Defense Master           4. Pick one other PC. You used to dislike them
as your tier 6 ability. Whichever you choose you     greatly, but as you get to know this person,
gain Weapon Master.                                  you’re growing more fond of them against your
 r Deadly Strike (5 Might points): If you strike     better judgment.
    a foe of level 3 or lower with a weapon you
    are practiced in while you are wearing your      TRAITS
    chosen armor, you kill the target instantly.     ♦ Combat Rites: Combat rites are special abilities
 s Defense Master: Every time you succeed              accessed through careful rituals. Each rite is
    at a Speed defense task, you can make an           a focused ceremony that takes practically no
    immediate attack against your foe. Your            time but allows one to access one’s inner
    attack must be the same type (melee weapon,        strength; the rite’s effects manifest with
    ranged weapon, or unarmed) as the attack           physical results.
    you defend against. If you don’t have an         ♦ Additional Equipment: You start with an
    appropriate type of weapon ready, you can’t        additional light melee weapon.
    use this ability.                                ♦ Minor Effect Suggestions: The target is
 s Weapon Master: You inflict an additional            intimidated and flees as its next action.
    1 point of damage with a weapon you are          ♦ Major Effect Suggestions: You can make
    practiced in when you are wearing your armor.      an immediate additional attack with one of
                                                       your weapons.                                      Performs Battle Rituals GM
PERFORMS BATTLE                                                                                           Intrusions: You suffer damage to
RITUALS                                              TIER 1                                               one of your Pools after using your
                                                                                                          rites. You temporarily lose one of
Ceremonies and rituals provide order in a chaotic    s  Improved Recovery: Your ten-minute
                                                                                                          your rites. A rite effect is totally
world. They make sense of randomness and                recovery roll takes only one action instead,      different and may harm you.
haphazard circumstance. They provide choice             so that your first two recovery rolls are one
and power where otherwise powerlessness                 action, the third is one hour, and the fourth
would reign. Ceremony and ritual tame the world.        is ten hours.
Using focused rites to accompany your combat         ♦ Lesser Combat Rites: Select one of the
training, you function as a deadly warrior capable     following rites:
of performing near-supernatural actions. You use     s Battle Focus (1 Mana point): You ease your
concentration and inner strength to manifest            attack roll this round.
physical results. Combat is not something for the    s Calmness of Thought (1 Mana point): You
untrained or unpracticed. No one understands            ease your defensive roll this round.
                                                                                                                       121
            Action [one-action]    s   Coils of the Snake (1 Mana point): You ease     s  Hidden Reserves: When you use an action to
           Enabler [free-action]       all tasks to evade a grapple or to grapple an      make a recovery roll, you also gain +1 to both
Action to initiate [two-actions]       enemy this round.                                  your Might and Speed Edges for ten minutes
                                   s   Deadly Charge (1 Mana point): You inflict 2        thereafter.
                                       additional points of damage with the single     r Negate Danger (4 Intellect or Mana points):
                                       attack you make at the end of a charge             When you use an action, you permanently
                                       action.                                            negate a source of potential danger related
                                                                                          to one creature or object within immediate
    Impaired, page 166             TIER 2                                                 distance. This could be a weapon or device
   Debilitated, page 166           s  Ignore the Pain: You ignore the impaired            held by someone, a creature’s natural ability,
                                      condition and treat the debilitated condition       or a trap triggered by a pressure plate.
                                      as impaired.                                     ♦ Major Combat Rites: Select one of the
                                   ♦ Lesser Combat Rites: Select one Lesser              following rites:
                                     Combat Rite from the previous list.               s Battle Focus Major (2 Mana points): You
                                                                                          ease your attack roll this round by two steps.
                                   TIER 3                                              s Critical Hit (2 Mana points): If your attack is
                                   Choose either Hidden Reserves or Negate                successful, you can apply your minor effect
                                   Danger as your tier 3 ability. Whichever you           automatically.
                                   choose you gain a Major Combat Rite.                s Calmness of the Mind (2 Mana points): You
                                                                                          ease your defensive roll this round by two
                                                                                          steps.
                                                                                       s Deadly Charge (2 Mana points): You inflict
                                                                                          4 additional points of damage to the single
                                                                                          attack you make at the end of a charge
                                                                                          action.
                                                                                       TIER 4:
                                                                                       s  Increasing Determination: If you fail at a
                                                                                          noncombat physical task (pushing open a
                                                                                          door or climbing a cliff, for example) and
                                                                                          then retry the task, the task is eased. If you
                                                                                          fail again, you gain no special benefits.
                                                                                       ♦ Major Combat Rites: Select one Major
                                                                                         Combat Rite from the previous list.
                                                                                       TIER 5
                                                                                       s  Blood Fever: When you have no points in one
                                                                                          or two Pools, you gain an asset to attacks or
                                                                                          defense rolls (your choice).
                                                                                       ♦ Greater Combat Rites: Select one of the
                                                                                         following rites:
                                                                                       s Battle Focus Greater (3 Mana points): You
                                                                                          ease your attack roll this round by three
                                                                                          steps.
                                                                                       s Deep Strength Hit (3 Mana points): You
                                                                                          call upon some reserves of strength within
                                                                                          you while performing a Might task, such
                                                                                          as battering down a door. You succeed
                                                                                          automatically.
                                                                                       s Great Defense (3 Mana points): Your defense
                                                                                          is invulnerable. The next attack against you
                                                                                          fails automatically.
                                                                                       s Lethal Charge (3 Mana points): You inflict 2
                                                                                          additional points of damage with the single
                                                                                          attack you make at the end of a charge
          122
                                                                                                                        CHARACTER
                                                                                                                   6      FOCUS
   action and you gain an additional attack at        woods, while if you revere a hawk you can come
   the end a charge.                                  from coasts or mountains. You learn the beliefs
                                                      of animism at a young age. While some imagine
TIER 6                                                that you choose your totem animal, most come
Choose either Not Dead Yet or Duel to the Death       to realize that the totem spirit chooses you. Often
as your tier 6 ability. Whichever you choose you      this happens in the form of dreams or visions
gain a Greater Combat Rite.                           when you are still quite young. You receive no
 s Not Dead Yet: When you would normally be           training from others—you are expected to learn
    dead, you instead fall unconscious for one        what you must through experience, instinct, and
    round and then awaken. You immediately            communion with your totem spirit.
    gain 1d6 + 6 points to restore your stat
    Pools, and you are treated as if debilitated      CONNECTION
    until you rest for ten hours. If you die again    Choose one of the following connections.              Recovery roll, page 166
    before you make your ten-hour recovery               1. Pick one other PC. From your point of
    roll, you are truly dead. If you also have this   view, they seem suspicious around the totemic
    ability from another source, your healing         culture. You would like to teach them how to
    from this ability increases to 1d6 + 12.          be more comfortable with the subject of their
 q Duel to the Death (5 Speed points): Choose         prejudice (if they will let you).
    a target (a single individual creature that          2. Pick one other PC. If it wasn’t for you, that
    you can see). You are trained in all tasks        character would have failed a crucial test of
    involving fighting that creature. When you        physical or spiritual achievement.
    successfully attack that target, you inflict         3. Pick one other PC. They suspect you to be
    +5 damage, or +7 damage if the creature is        a werecreature, cursed by an ancient evil power.
    engaging someone else instead of you. You            4. Pick one other PC. They are particularly
    can duel only one creature at a time. A duel      sensitive to the use of your totemic abilities,
    lasts up to one minute, or until you break        and sometimes (half the time) they enter a feral
    it off.                                           frenzy for a few rounds, which hinders their
♦ Greater Combat Rites: Select one Greater            mental actions (however, while they are frenzied
  Combat Rite from the previous list.                 they also gain an asset in all physical tasks).
                                                                                                                          123
            Action [one-action]       Snake: You strike quickly and dart away                You can teach the totem animal three specific
           Enabler [free-action]   to ready another strike. You are cunning and                  and even fairly complex tricks or tasks.
Action to initiate [two-actions]   extremely tricky. As you gain tiers, you begin                Examples include fetching an item or
                                   to look more snakelike. You lose hair, and your               carrying a message.
                                   teeth become fangs. Your flesh even transforms            If the animal dies, a new animal will come to
                                   to a scaly—and protective—coating, which you                  you in 1d10 + 10 days, if you spend that time
                                   shed every year or so.                                        in the animal’s natural environment. The
                                      Animal Companion: Viper, level 1 creature.                 new animal has the stats of the animal that
                                   At tier 3, the viper becomes a cunning viper                  died and will increase in power as usual.
     Viper, wolf, page 74          (level +2). At tier 6, it becomes a dangerous              ♦ Totem Animal Powers: Select your tier 2
                                   viper (level +2).                                             power based on your totem animal.
                                      Wolf: You are known for your nobility mixed with       q Bear–Strength of the Bear (1 Mana point):
                                   savagery. You are fast, intelligent, and relentless. As       You can call upon your totem spirit to imbue
                                   you gain tiers, you look more and more wolfish—               yourself with great physical power. You ease
                                   with a narrowing of your face, a greying/silvering            all Might tasks for 10 minutes. You can use
                                   of your hair, and a slight point to your ears. You            this ability once per day. For every use in the
                                   even sport enlarged canine teeth.                             same day after the first, you must spend an
                                      Animal Companion: Wolf. At tier 3, it                      additional Mana point, i.e., the second use
                                   becomes a cunning wolf (level +2). At tier 6, it              will cost 2 Mana points, the third use will cost
                                   becomes a dangerous wolf (level +2).                          3 Mana points, and so on. After a ten-hours
                                                                                                 rest, begins a new day (so the cost for the first
                                   TRAITS                                                        use will be 1 MP).
                                   Equipment: Plate armor, shield, one medium or             q Hawk–Shape of the Hawk (1 Mana point):
                                     light melee weapon of your choice, a talisman               You can take on the form and stats of a hawk
                                     signifying your cause, and 50 crowns.                       totem animal companion appropriate to
                                   Minor Effect Suggestion: The terrifying                       your tier. You can hover for up to 10 minutes.
                                     apparition of your spirit causes your foe to                You can use this ability once per day. For
                                     drop its weapon and fall to its knees.                      every use in the same day after the first, you
                                   Major Effect Suggestion: Your foe is feared by                must spend an additional Mana point, i.e.,
                                     the spirit presence for at least one round, and             the second use will cost 2 Mana points, the
                                     runs away after you release your totem power.               third use will cost 3 Mana points, and so on.
                                                                                                 After a ten-hours rest, begins a new day (so the
                                   TIER 1                                                        cost for the first use will be 1 MP).
                                   ♦ Totem Animal Power: Select your tier 1 power            q Snake–Shape of the Snake (1 Mana point):
                                     based on your totem animal.                                 You can take on the form and stats of a
                                   q Bear–Hide of the Bear: You gain +2 to                       snake totem animal companion appropriate
                                      Armor.                                                     to your tier. You can take this form for up to
                                   s Hawk–Accuracy of the Hawk: Your ranged                      10 minutes. You can use this ability once per
                                      attacks are eased.                                         day. For every use in the same day after the
                                   r Snake–Quickness of the Snake: You have                      first, you must spend an additional Mana
                                      an asset on all initiative tasks.                          point, i.e., the second use will cost 2 Mana
                                   r Wolf–Speed of the Wolf: You gain +10 feet                   points, the third use will cost 3 Mana points,
                                      to your movement speed.                                    and so on. After a ten-hours rest, begins a new
                                                                                                 day (so the cost for the first use will be 1 MP).
                                   TIER 2                                                    q Wolf–Shape of the Wolf (1 Mana point):
                                   s   Totem Animal Companion: You gain a                        You can take on the form and stats of a wolf
                                       special animal companion imbued with                      totem animal companion appropriate to
                                       the direct manifestation of the totem you                 your tier. You can take this form for up to 10
                                       revere. The animal appears first in a dream,              minutes. You can use this ability once per
                                       and then—if you are in or near its natural                day. For every use in the same day after the
                                       habitat—you find it waiting for you when                  first, you must spend an additional Mana
                                       you wake up. If you do not treat the animal               point, i.e., the second use will cost 2 Mana
                                       well—as a companion, not a slave—the                      points, the third use will cost 3 Mana points,
                                       animal leaves. The animal’s loyalty is                    and so on. After a ten-hours rest, begins a new
                                       natural (not magical) and lasting.                        day (so the cost for the first use will be 1 MP).
          124
                                                                                                              CHARACTER
                                                                                                          6     FOCUS
TIER 3
                                                          wings allow you to fly at double your
Choose either Totem Animal Bond or Totem                  normal speed. You can use this ability
Spirit Companion as your tier 3 ability.                  once per day. For every use after the first,
Whichever you choose, you gain also your                  you must spend an additional Mana point,
Totem Animal Power.                                       i.e., the second use will cost 3 Mana
 s Totem Animal Bond: You enjoy an empathic               points, the third use will cost 4, and so on.
   bond with your totem animal companion as           r   Snake–Scales of the Serpent (2+ Mana
   long as you are within one mile of each other.         points): You gain +2 Armor while small,
   You know the animal’s general condition and            multihued scales visibly cover your skin, for
   well-being and can understand basic, emotional         1 hour plus 1 for every 2 Mana points spent.
   messages from it: “danger,” “safety,” “food,” or   r   Wolf–Moon Affinity (2 Mana points): You
   “water.” You can send similar mental messages          enjoy low-light vision and the ability to ask
   or information to the animal as well.                  your totem spirit companion an additional
      Further, you gain an empathic rapport with          yes or no question once while you are under
   all animals of the creature’s general type. This       the light of the moon.
   rapport allows you to stop an animal of the
   appropriate type from attacking you by making      TIER 4
   an Intellect task. If the animal is not hostile,   ♦ Totem Animal Powers: Select your tier 4
   you can make a similar task to try to gain           power based on your totem animal.
   some very general information from it about        q Bear–Claws of the Bear (1 Might and 2
   the surroundings: “safe,” “full of danger,”          Mana points): You can produce claws that
   “sparsely populated,” “crowded,” and so on.
 r Totem Spirit Companion: You can speak
   directly with your totem spirit once per day,
   asking a yes or no question. The totem spirit
   is not omniscient. It knows all observable
   facts about the present, and thus can always
   answer questions like, “Is there a hostile
   creature on the other side of this wall?” or “Is
   Veruth the giant in his castle right now?” If
   the questions are related to a past fact, “Was
   this forest destroyed by rhodins?” you need
   to make a successful level 4 Intellect task.
   The totem spirit never knows the answer to
   a question pertaining to the future or to the
   thoughts of another, such as, “Can I climb the
   highest mountain in the Elder Mountains?”
   or “Does Veruth know where the king’s
   jewels are?”
 ♦ Totem Animal Powers: Select
   your tier 3 power based on
   your totem animal.
 q Bear–Shape of the Bear (3
   Mana points): You can take
   on the form and stats of a
   bear totem animal companion
   appropriate to your tier. You
   can take this form for up to 10
   minutes. You can use this ability
   once per day. For every use after the first, you
   must spend an additional Mana point, i.e.,
   the second use will cost 4 Mana points, the
   third use will cost 5, and so on.
 s Hawk–Flight (2 Mana points): You grow
   wings that last for 10 minutes. These
                                                                                                              125
            Action [one-action]        inflict 5 points of damage, or 3 points of             r   Wolf–Senses of the Wolf (3 Mana points): All
           Enabler [free-action]       damage if your size is smaller than human                  Perception tasks are eased by two steps and
Action to initiate [two-actions]       size. The claws remains for up to 10 minutes,              you can track with scent for 1 hour. You can use
                                       afterwards they return to normal. You can use              this ability once per day. For every use after the
                                       this ability once per day. For every use after             first, you must spend an additional Mana point,
                                       the first, you must spend an additional Mana               i.e., the second use will cost 4 Mana points, the
                                       point, i.e., the second use will cost 1 Might              third use will cost 5, and so on.
                                       plus 3 Mana points, the third use will cost 1
                                       Might plus 4 Mana, and so on.                          TIER 5
                                   s   Hawk–Speed of the Hawk (3 Speed points):               qTotem     Body: You become so closely bonded
                                       You can take another action during a round.              with your totem and with the natural world
                                       This ability lasts for 4 rounds. You can use this        (and the spirits within it) that if slain, you are
                                       ability once per day. For every use after the first,     automatically and instantly reborn on the spot
                                       you must spend an additional Speed point, i.e.,          as a newly created animal appropriate to your
                                       the second use will cost 4 Speed points, the             totem (advanced as an animal companion
                                       third use will cost 5, and so on.                        appropriate for your tier), but with all your
                                   r   Snake–Eyes of the Snake (1 Intellect and 2 Mana          memories and intellect still intact, as if you
                                       points): Your mesmerizing stare causes one or            had used your totem power ability to change
                                       two creatures within short range to stop and             into the shape of your totem animal. Your
                                       stare blankly at you, hypnotized, for 4 rounds if        original body remains undisturbed. In animal
                                       you make a successful Intellect task. You can use        form, you can take whatever actions you wish,
                                       their rapt attention to make your suggestions and        perhaps avenging your death and remaining
                                       requests seem more plausible. Only creatures             in the animal form forever or attempting to
                                       that you can see are affected. They do not need          restore your real body back to life (at which
                                       to understand your language to be hypnotized.            point your animal body disappears). No
                                       If you use this ability in combat, the task is           magic, other than that which will restore life
                                       hindered. If the hypnosis affects only a single          to the dead, can transform your animal form
                                       creature not in combat at the time, the task is          back to your original form. If your new animal
                                       eased. While hypnotized, all of the creature’s           form dies, you are simply dead (as normal).
                                       tasks related to sight and hearing are hindered.       ♦ Totem Animal Powers: Select your tier 5
                                       Any potential threat allows the creature to make         power based on your totem animal.
                                       an Intellect task to break the effect. Any obvious     qBear–Ferocity of the Bear (4 Mana points): You
                                       threat automatically breaks the hypnotism,               can take on a bear’s ferocity, easing all your
                                       as does shaking or slapping the creature. A              Might tasks by two steps for 8 hours.
                                       hypnotized creature’s ally may shake it free of        s Hawk–Swooping Strike (4 Mana points):
                                       the hypnosis using an action. While the subject          While flying, you can make a charge attack
                                       is hypnotized, you can make a suggestion or              that inflicts double damage if successful. If
                                       request (provided you can communicate with               the swooping strike attack misses, the ability
                                       it), which the subject will carry out to the best        is still considered used for that day. You can
                                       of its ability. The suggestion must be brief and         use this ability once per day. For every use after
                                       reasonable—a subject will not harm themselves            the first, you must spend an additional Mana
                                       or their friends. The suggested course of activity       point, i.e., the second use will cost 5 Mana
                                       can continue for up to one hour. If the subject          points, the third use will cost 6, and so on.
                                       can complete the suggested activity in a shorter       s Snake–Poison Immunity (4 Mana points):
                                       time, the effect ends when they finish what              You are immune to the effects of all poisons
                                       you asked them to do. You can instead specify            for 8 hours.
                                       conditions that will trigger a special activity        r Wolf–Wolfpack (4 Mana points): With a baying
                                       during the duration. If the condition does not           howl, you summon a pack of wolves. At your
                                       occur before the duration expires, the hypnotized        summons, 10 + 1d6 dire wolves appear and
                                       creature does not perform the activity. Even once        do as you command. They disappear after
                                       the hypnosis ends, the affected creature reacts to       1 round per your tier. You can use this ability
                                       you in a friendly way.                                   once per day. For every use after the first, you
                                           A creature does not remember that you                must spend an additional Mana point, i.e., the
                                       hypnotized it. You can use this ability once             second use will cost 5 Mana points, the third
                                       per day.                                                 use will cost 6, and so on.
          126
                                                                                                                     CHARACTER
                                                                                                                6      FOCUS
TIER 6
                                                     SWEARS AN OATH                                       Swears an Oath Intrusions:
Choose either Courageous Warrior or Not Dead         You are an oathsworn, perhaps the most               You temporarily forget your oath
Yet as your tier 6 ability. Whichever you choose,    dedicated and steadfast individual in all the        and its associated powers. A rival
                                                                                                          renders your oath ineffective, and
you also gain your Totem Animal power.               land. You pick a task and then set out to
                                                                                                          you must swear another oath.
 s Courageous Warrior: You and all creatures         accomplish it—no matter what stands in your
    you designate within an immediate                way. Oathsworn are skilled martial artists and
    distance cannot be frightened by the             unarmed combatants, and their supernatural
    effects of magic, creature special abilities,    devotion to their oath allows them to forgo
    or similar sources.                              food, sleep, and even air. You place a number
 s Rapid Recovery: You can make most recovery        of harsh restrictions on yourself. You do not,
    rolls faster than normal. You can make your      however, judge non-oathsworn for not abiding
    one-action recovery roll as part of another      by your restrictions—an oathsworn’s morality
    action or when it isn’t your turn, your ten-     and sense of honor extend only to themselves.
    minute recovery roll takes you only one             To begin with, you do not use weapons or
    action, and your one-hour recovery roll          armor. Only in the case of being unable to fulfill
    takes you only ten minutes (your ten-hour        your oath will you ignore this restriction. For
    rest is unchanged). If you make a recovery       example, if you encounter a flying foe, you may
    roll when it isn’t your turn, until the end of   find need of a ranged weapon. Because of this
    your next turn all of your tasks are hindered.   need, you eventually learn to make any handy
 ♦ Totem Animal Powers: Select your tier 6           object into a ranged weapon you can throw.
    power based on your totem animal.
 q Bear–Size of the Bear (5 Mana points): You
    increase one size category for 8 hours.
 s Hawk–Grace of the Hawk (5 Mana points):
    You gain +6 to your Speed pool. Further,
    you grow wings that last 8 hours.
 r Snake–Bite of the Snake (5 Mana
    points): Your head and mouth
    widen, your mouth bristling with
    snakelike fangs. You gain a bite
    attack that you can make in
    addition to other attacks
    made during the attack
    action. The bite attack
    inflicts 4 points of damage.
    In addition, you are
    considered specialized in
    the bite. The bite carries
    with it a virulent venom
    that inflicts 4 points
    of Might damage. You
    have enough venom
    for a number of
    bites each day equal
    to your Might pool stat.
 r Wolf–Howl of Terror
    (5 Mana points): You can
    loose a howl that causes foes to freeze in
    fear. Those within long range of you who
    can hear the howl must make an Intellect
    defensive task or be paralyzed for 4 rounds
    and dazed for the next 10 rounds after that.
    For every use other than the first one you
    need to spend 1 Mana point more than the
    previous one.
                                                                                                                       127
            Action [one-action]      In any event, you never carry a weapon or                  the tower lies in ruins or if Daerial remains
           Enabler [free-action]   wear armor. You use tools only when absolutely               alive at the end of the year (never having
Action to initiate [two-actions]   necessary—you see it as a sign of weakness to                died at any point during the year), the oaths
                                   need things beyond your own body.                            were fulfilled and you are successful.
                                     You do not ride animals or allow yourself to              Minor Effect Suggestions: You trip your
                                   be borne by another (such as in a cart pulled by         target and knock them prone.
                                   horses or on a sedan chair carried by slaves).              Major Effect Suggestions: You strike one of
                                   The only exception is if you are wounded and             your target’s limbs, making that limb useless
                                   a comrade carries you out of harm’s way—and              for the next minute.
                                   even then you feel ashamed.
                                                                                            TIER 1
                                   CONNECTION:                                              s Refuse Element: You ignore the damage
                                   Choose one of the following.                               of one type of ambient or terrain (desert,
                                     1. Pick one other PC. When they are near you             iceland, mountains, etc.).
                                   some of your powers simply do not work.                  ♦ Oath Abilities: Choose one of the following
                                     2. Pick one other PC. This character seems               abilities.
                                   incredibly unaware of their body and always              s Unarmed Fighting Style: You are trained in
                                   happens to get in your way. If you miss your               unarmed attacks.
                                   foe and accidentally hit someone else in close           s Flesh of Stone: You have +1 to Armor if you
                                   range, it’s likely to be them.                             do not wear physical armor.
                                     3. Pick one other PC. You once swore an oath
                                   with a close friend of theirs, and you owe a             TIER 2
                                   great debt to the mutual friend.                         s Refuse Sleep: You can sleep and regain full
                                     4. Pick two other PCs. Once these two heard              strength after 4 hours.
                                   about your skills, they expressed interest in            ♦ Oath abilities: Choose one of the following
                                   being like you and follow you to fulfill your oath.        abilities.
                                   However, only one seems to have any aptitude.            r Shattering Blow (3 Speed points): With
                                                                                              a number of quick moves, you make a
                                   TRAITS                                                     powerful unarmed strike with the full force
                                   s   Swear an Oath: You must always work                    of your oath behind it. You ignore 1 point of
                                       toward fulfilling an oath. To swear an oath,           Armor for every tier you have.
                                       you name—very specifically—a task you will           s Eschew Food: You no longer need to eat to
                                       accomplish in no more than one year’s time.            survive. You only need air to breathe and
                                       If the task is not completed in that time, or          water.
                                       if conditions arise that indicate the failure of
                                       the oath, you lose all focus abilities for one       TIER 3
                                       month. After that month, you must swear an           s Refuse Fear: You are immune to fear and
                                       oath again (it can be the same oath). If you           fear effects.
                                       lose your focus abilities three times you lose       ♦ Oath abilities: Choose two of the following
                                       them forever (you will need to change your             abilities.
                                       focus). If you successfully fulfill your oath, you   s Fists of Fury: You inflict 2 additional points
                                       must immediately swear a new one. If you do            of damage with unarmed attacks.
                                       not, you lose all focus abilities until you do—      s Moving Like Water (3 Speed points): You
                                       which means you could “retire” after fulfilling        spin and move so that your defense and
                                       an oath, then suddenly regain your powers,             attacks are aided by your fluid motion. For
                                       years later, when you swear a new oath (adding         one minute, all your attacks and Speed
                                       them to your current focus abilities).                 defense tasks gain an asset.
                                          Oaths can be singular tasks (“destroy             s Everything Is a Weapon: You can take any
                                       Tower Nestran”) or ongoing (“keep Daerial              small object—a coin, a pen, a bottle, a
                                       Daymaker alive”). Ongoing oaths can be                 stone, and so on—and throw it with such
                                       renewed at the end of each year. An oath               force and precision that it inflicts damage
                                       must be something measurable, so you                   as a light weapon.
                                       know whether it has been fulfilled. If Tower         s Ignore the Pain: You ignore the impaired
                                       Nestran still stands after one year, or if             condition and treat the debilitated
                                       Daerial Daymaker dies, you clearly failed. If          condition as impaired.
          128
                                                                                                                   CHARACTER
                                                                                                               6     FOCUS
TIER 4
                                                       within immediate distance. This could be
s Refuse Magic: You can ignore the effect of           a weapon or device held by someone, a
  spells cast against you with a successful            creature’s natural ability, or a trap triggered
  Intellect or Mana task with a difficulty equal       by a pressure plate.
  to the level of the spell.                       r   Eschew Air: You no longer need air to
♦ Oath abilities: Choose one of the following          breathe.
  abilities.
r Eschew Water: You no longer need water to        WAS FORETOLD
  survive, only air to breathe.                    Whether you were once a normal person or              Was Foretold GM Intrusions:
q Using the Environment (4 Intellect points):      always a little special, you now enjoy—or             An enemy described in a
  You find some way to use the environment         possibly dread—a growing reputation as the            prophecy appears. Unbelievers
                                                                                                         threaten to ruin the moment.
  to your advantage in a fight. For the next       “chosen one.” You are a runechild. Runechildren
                                                                                                         The character gains a
  ten minutes, attack rolls and Speed defense      are chosen, almost messiah-like figures. Only         reputation as a fraud.
  rolls are eased.                                 some see themselves that way, however. Others
                                                   view the gift of the rune as a responsibility or
TIER 5                                             even a burden. Because runechildren can be
s Refuse age: You can ignore the effects of        members of any ancestries, it is difficult to pin
  aging.                                           down too many defining characteristics. They
♦ Oath abilities: Choose one of the following      normally feel obligated to help those in need
  abilities.                                       when they come upon them, championing the
s Master of Unarmed Fighting Style: You are        oppressed and the downtrodden. They never
  specialized in unarmed attacks. If you are       exploit their powers for their own gain. They do
  already specialized in unarmed attacks, you      not take advantage of others, nor treat others
  instead deal 2 additional points of damage       with cruelty or dispassion, and never inflict pain
  with unarmed attacks.                            or death unless required to do so. They preserve
r Ignore Affliction (5 Might points): If you       rather than destroy. They save life rather than
  are affected by an unwanted condition or         take it. Passion and duty fuel runechildren’s
  affliction (such as disease, paralysis, mind     existence. They feel emotions, from rage to love
  control, broken limb, and so on, but not         to regret, more strongly than the unmarked.
  damage), you can ignore it and act as if         They are tireless in their pursuit of justice,
  it does not affect you for one hour. If the      peace, and altruism. Some enjoy the praise and
  condition would normally last less than an       adulation they get because of their works, while
  hour, it is entirely negated.                    others slip away before anyone can notice them.
                                                      Depending on your level of acceptance of
TIER 6                                             your special status, you either dress to blend
s Refuse Death: When you would normally            in, or you wear loud and elaborate fashion
  be dead, you can ignore the effects of being     that makes it clear that you are someone of
  dead and recover 1 point in every stat pool.     importance.
  You lose all the benefits of your focus and
  must start again with a new one.                 CONNECTION
♦ Oath abilities: Choose two of the following      Choose one of the following.
  abilities.                                          1. Pick one other PC. The character believes
r Crushing Blow: When you use Shattering           your intervention once cured someone close to
  Blow you now ignore 2 points of Armor for        them of a fatal condition. You’re not sure you
  every tier you have.                             did, or if the condition just went into remission.
s Lethal Damage: Choose one of your existing          2. Pick one other PC. You were a drunk or
  attacks that inflicts points of damage           otherwise lost to questionable practices until
  (depending on your type and focus, this          this character plucked you out of the gutter
  might be a specific weapon, a special ability    and cleaned you up. You began to accept your
  such as a blast of fire, or your unarmed         status after that.
  attacks). When you hit with that attack, you        3. Pick one other PC. You made up a mental
  inflict an additional 5 points of damage.        exercise designed to give this character
r Negate Danger (7 Intellect points): You          respite from anxiety during trying situations,
  permanently negate a source of potential         but you now fear unanticipated long-term
  danger related to one creature or object         side effects.
                                                                                                                     129
            Action [one-action]      4. Pick one other PC. You’re pretty sure that        attention to your desires. All Interaction
           Enabler [free-action]   one of your off-hand statements from when              tasks are eased.
Action to initiate [two-actions]   you were younger and less concerned with            ♦ Minor Effect Suggestion: You learn something
                                   consequences is responsible for starting them         secret about the target.
                                   spiraling into a bad situation they faced. The      ♦ Major Effect Suggestion: Foes within sight are
                                   PC might know this, or they might just vaguely        dazed for one round after you use an ability.
                                   remember you from long ago.                           During this time, the difficulty of all tasks
                                                                                         they perform is modified by one step to their
                                   TRAITS                                                detriment.
                                   ♦ Additional Equipment: Some distinguishing
                                     birthmark, tattoo, or talisman that always        TIER 1
                                     seems to find you again even if lost or stolen.   s Interaction Skills: You are trained in two
                                   s Runechild Power: You have a magical rune            skills in which you are not already trained.
                                      on your hand or face. Others recognize there       Choose two skills in the Interaction skill
                                      is something different about you, something        group. You can select this ability multiple
                                      that makes them more amenable to paying            times. Each time you select it, you must
                                                                                         choose two different skills.
                                                                                       ♦ Runechild Power: Choose one of the
                                                                                         following powers.
                                                                                       s Crystalline Body (1 Mana point): Your body
                                                                                          becomes made of animate, translucent
                                                                                          crystal the color of amber for 1 hour plus
                                                                                           1 for each additional Mana point spent.
                                                                                             Your crystalline body grants you +2
                                                                                              to Armor and +4 to your Might Pool.
                                                                                             However, you’re not quick and your
                                                                                            Speed defense tasks are hindered.
                                                                                         Certain conditions, like mundane diseases
                                                                                          and poisons, do not affect you. While your
                                                                                          crystalline body is active it repairs itself
                                                                                          more slowly than living flesh would. You
                                                                                         cannot make any recovery rolls.
                                                                                       r Phase Sprint (1+ Speed or Mana points):
                                                                                         You can run up to a long distance as long
                                                                                         as you take no other actions. During your
                                                                                         action and until the beginning of your next
                                                                                         turn, you are partially phased, and some
                                                                                         attacks pass through you harmlessly. While
                                                                                         phased, you gain an asset to your Speed
                                                                                         defense tasks, but you lose any benefit
                                                                                         from armor you wear. Note that some of
                                                                                         your other special abilities may enable
                                                                                         specific actions that you can take while
                                                                                         using Phase Sprint. For instance, when
                                                                                         using Disrupting Touch, you can make one
                                                                                         touch attack while moving (though this
                                                                                         ends your movement).
                                                                                       TIER 2
                                                                                       s   Destined for Greatness: You enjoy uncanny
                                                                                           luck as if something was watching over
                                                                                           you and keeping you from harm. When
                                                                                           you would otherwise descend a step on the
                                                                                           damage track, make an Intellect defense
                                                                                           roll versus the difficulty set by the level of
          130
                                                                                                              CHARACTER
                                                                                                          6     FOCUS
  the foe or effect. If you succeed, you do not          points): You can choose to phase in a way
  descend that step. If the step was because             that “scratches” normal matter in a long
  you fell to 0 points in a Pool, you are still at       streak as you run using Phase Sprint. This
  0 points; you just don’t suffer the negative           tears a bit at you, too, reflected by the
  effects of being impaired or debilitated. If           Might cost. When you use Phase Sprint,
  you would otherwise descend the final step             you inflict 2 points of damage (ignores
  on the damage track to death, a successful             Armor) to one target you select as you pass
  defense roll keeps you at 1 point in one               within immediate range, without triggering
  Pool, and you remain debilitated.                      Disrupting Touch. In addition to the normal
♦ Runechild Power: Choose one of the                     options for using Effort, you can choose to
  following powers.                                      use Effort to increase the number of targets
s Disrupting Touch (1+ Might or Mana                     along your path that you can attack as part
  points): You can turn your Phase Sprint                of the same action. Make a separate attack
  into a melee attack by purposefully grazing            roll for each foe. You remain limited by
  another creature as you run. When you                  the amount of Effort you can apply on one
  do, the touch releases a violent blast of              action. Anything that modifies your attack
  energy that inflicts 2 points of damage to             or damage applies to all of these attacks.
  the target (ignores Armor). Whether you                Alternatively, if you apply Effort to increase
  hit or miss, your movement (and turn)                  the damage rather than ease the task, you
  ends immediately, which puts you within                deal 2 additional points of damage per level
  immediate distance of your target. If you              of Effort (instead of 3 points); the target
  apply Effort to increase damage rather than            takes 1 point of damage even if you fail the
  to ease the task, you deal 2 additional points         attack roll.
  of damage per level of Effort (instead of 3        s   Immovable: You gain +3 to your Might
  points); the target takes 1 point of damage            Pool. You can attempt a Might task to avoid
  even if you fail the attack roll.                      being knocked down, pushed back, or
r Defensive Body (1 Mana point): While your              moved against your will even if the effect
  crystalline body is active some attacks don’t          attempting to move you doesn’t allow it. If
  harm you. For the duration of Crystalline              you apply Effort to this task, you can apply
  Body, you gain an asset to your Speed                  two free levels of Effort.
  defense tasks.
                                                     TIER 4
TIER 3                                               r Center of Attention (5+ Intellect points): A
Choose either Overcome All Obstacles or Hard-          beam of pure radiance descends from on
Won Resilience as your tier 3 ability. Whichever       high and spotlights you. All creatures you
you choose you gain one Runechild power.               choose within immediate range fall to their
 q Overcome All Obstacles (3+ Intellect                knees and lose their next action. Affected
   points): Those who stand against you                targets cannot defend themselves and are
   do so at their peril and eventually shrink          treated as helpless.
   away in your presence. When you focus             ♦ Runechild Power: Choose one of the
   on a particular foe within long range, the          following powers.
   target suffers 2 points of Intellect damage       s Invisible Phasing (4 Might or Mana points):
   (ignores Armor) each round for one minute           You become invisible while using Phase
   or until the target can throw off the effect.       Sprint and during the following round.
   This ability can only be active on one target       While invisible, stealth is eased by two steps
   at a time. You can apply Effort to increase         and Speed defense is eased by two steps
   damage during the first round, and for any          (this replaces the asset to Speed defense
   one round in which you apply Effort and             tasks provided by Phase Sprint). The first
   use another action.                                 attack you make using any Disrupting
 s Hard-Won Resilience: Your rune grants a             Touch attack abilities is also eased by two
   general resistance. You gain +1 to Armor            steps; however, if you attack a creature,
   and are trained in Might defense tasks.             Invisible Phasing ends immediately instead
 ♦ Runechild Power: Choose one of the                  of lasting for one additional round. If you
   following powers.                                   have the Invisibility ability, you can remain
 s Scratch Existence (1+ Might or Mana                 invisible during the entire round, which
                                                                                                              131
            Action [one-action]     means that if you use Scratch Existence            than ease the task, you deal 2 additional
           Enabler [free-action]    or Shred Existence, attacking each target          points of damage per level of Effort (instead
Action to initiate [two-actions]    along your path is eased by two steps.             of 3 points); targets in the area take 1 point
                                   q Resonant Frequency (4 Mana points):               of damage even if you fail the attack roll.
                                    You can infuse an item of up to level 7 that
                                    you can hold in one hand with a special         TIER 6
                                    vibration generated from your core. The         Choose either As Foretold in Prophecy or
                                    object then functions as if two levels          Greater Enhanced Potential as your tier 6
                                    higher for one minute. At the end of that       ability.
                                    minute, the resonant frequency ramps             r As Foretold in Prophecy: You can take
                                    up exponentially until the object finally           an action to accomplish something that
                                    shatters from the energy buildup. Anything          proves that you are truly the chosen one.
                                    within immediate range of the detonation            The difficulty of the next task you attempt
                                    suffers 5 points of damage.                         is reduced by three steps. You can’t use this
                                                                                        ability again until after you’ve taken a one
                                   TIER 5                                               hour or a ten-hour recovery action.
                                   q   Show Them the Way (6+ Intellect points):      s Greater Enhanced Potential: You gain 6
                                     Your presence overwhelms a creature that           points to divide among your stat Pools
                                     you touch and ask to aid you. Essentially,         however you wish.
                                     if the creature fails to defend against your
                                     presence, you control its actions for up to
                                     ten minutes. The target must be level 3 or
                                     lower. Once you have established control,
                                     you maintain control through verbal
                                     instruction. You can allow the target to act
                                     freely or override control on a case-by-
                                     case basis. In addition to the normal
                                     options for using Effort, you can
                                     choose to use Effort to increase the
                                     maximum level of the target. Thus,
                                     to affect a level 5 target (two levels
                                     above the normal limit), you must
                                     apply two levels of Effort. When the
                                     effect ends, the creature vaguely
                                     remembers doing your will, but it’s
                                     as blurry as a dream.
                                   ♦ Runechild Power: Choose one of
                                     the following powers.
                                   r Crystal Lens (4 Mana points):
                                     You can focus the inherent energy
                                     surging through you from your
                                     Crystalline Body ability. This allows
                                     you to fire a blast of energy that
                                     inflicts 5 points of damage on a target
                                     within very long range.
                                   s Phase       Detonation (2+ Might
                                     points): When you use Phase Sprint,
                                     you can choose to significantly damage
                                     normal matter around you with a blast of
                                     transdimensional energy when you first go
                                     into or come out of phase (your choice).
                                     This detonation inflicts 4 points of damage
                                     that ignores Armor to all creatures and
                                     objects within immediate range. If you
                                     apply Effort to increase the damage rather
          132
                                                                                                                  CHARACTER
                                                                                                             6      FOCUS
                                                      TIER 3
♦ Runechild Power: Choose one of the
  following powers.                                   ♦ Lower-Tier Ability: Choose any tier 1 or 2
s Shred Existence: When you use Disrupting              ability, above.                                Disrupting Touch, page 131
  Touch, Scratch Existence, or Phase                  s Incredible Health: Magic flows in your         Scratch Existence, page 131
  Detonation, you inflict an additional 5               veins. You are now immune to natural
  points of damage that ignores Armor.                  diseases of any kind.
r Resonant Quake (7 Mana points): You                 s Blessed Armor: You are blessed with
  can infuse the ground beneath you with                magic or something similar that protects
  a special vibration generated from your               your body. These changes give you +1
  core. This creates a small quake whose                to Armor even when you’re not wearing
  epicenter you can select within a very long           physical armor.
  distance. Everyone within short range
  of the epicenter is subject to 8 points of          TIER 4
  damage (from shaking and being struck by            ♦ Lower-Tier Ability: Choose any tier 1, 2, or
  toppling objects, crumbling walls, and so             3 ability, above.
  on). However, you are dazed for a round             s Poison Resistance: Magic grants you
  afterward yourself, during which time all             immunity to poisons, toxins, or any kind
  your tasks are hindered.                              of similar threat.
                                                      r Innate Weaponry: You are blessed with
CUSTOMIZING FOCI                                        the ability to summon and project
Although a focus as detailed in this chapter has        energy as a natural weapon. You can fire
specific abilities and powers, you can replace          a blast of energy that inflicts 5 points
some of them from options provided here in              of damage with a range of 200 feet (61
order to customize your character.                      m). There is no cost for you to use this
   At any tier, a player can select one of the          ability.
following abilities in place of the ability granted
by the tier. Many of these replacement abilities,     TIER 5
particularly at the higher tiers, might involve       ♦ Lower-Tier Ability: Choose any tier 1, 2, 3,
body modification, uncovering forbidden                 or 4 ability, above.
secrets, or something similar.                        s Breath Control: You are blessed with
                                                        magic or something similar that enables
TIER 1                                                  you to breathe freely. You do not need
s   Self-Improvement: You gain 6 new points to          to worry about gases, spores, smoke or
    divide among your stat Pools however you            something similar that can be dangerous
    wish.                                               if inhaled.
s   Bringing the Pain: You deal 1 additional          s Defensive Field: You are blessed with magic
    point of damage with every attack you make.         or something similar that grants you the
s   More Training: You gain an additional skill         ability to generate a shield. You now have
    of your choice (not attacks or defense) in          a force field that radiates 1 inch (3 cm)
    which you are not already trained.                  from your body and provides you with +2
                                                        to Armor.
TIER 2
♦ Lower-Tier Ability: Choose any tier 1 ability,      TIER 6
  above.                                              ♦ Lower-Tier Ability: Choose any tier 1, 2, 3,
s Offensive Combat Training: Choose one                 4, or 5 ability, above.
  type of attack in which you are not already         s Reactive Field: You are blessed with
  trained: light bashing, light bladed, light           magic or something similar that grants
  ranged, medium bashing, medium bladed,                you to ability to generate a powerful
  medium ranged, heavy bashing, heavy                   shield. You now have a force field that
  bladed, or heavy ranged. You are trained in           radiates 1 inch (3 cm) from your body
  attacks using that type of weapon.                    and provides you with +2 to Armor. In
s Defensive Combat Training: Choose one type            addition, if struck by a melee attack,
  of defense task in which you are not already          the field creates a backlash that inflicts
  trained: Might, Speed, Intellect, or Mana. You        4 points of electricity damage to the
  are trained in defense tasks of that type.            attacker.
                                                                                                                   133
   Chapter 7                       EQUIPMENT
                                   EQUIPMENT
                                   S
                                           econd in importance to what a character                                          TRADE
                                           can do is what the character possesses.      Commodity                                Price
                                           This chapter offers a rundown of the         Chicken, 1                                2 cp
                                   weapons, armor, clothing, goods, and services        Cinnamon, 1 lb.                           1 gp
                                   a character might need to purchase in the game,      Copper, 1 lb.                             5 sp
                                   as well as their costs and a description of their    Cow, 1                                   10 gp
                                   use. Almost all characters need a weapon, most       Dog, 1                                   25 gp
                                   of them wear some kind of armor, and they all        Flour, 1 lb.                              2 cp
                                   need their own gear and supplies Characters          Ginger, pepper, lb.                       2 gp
                                   should re-evaluate their equipment frequently.       Goat, 1                                   1 gp
                                   Magic items, artifacts, and wonders are not
                                                                                        Gold, 1 lb.                              50 gp
         Unearthed, page 156       listed here; they’re covered in the corebook
                                                                                        Iron, 1 lb.                               1 sp
                                   Unearthed.
                                                                                        Linen, 1 lb. (sq, yard)                   4 gp
                                      Every character begins to play with standard
                                                                                        Ox, 1                                    15 gp
  Warrior Starting Equipment:      equipment plus some money to spend, as
  Appropriate clothing and two                                                          Pig, 1                                    3 gp
                                   indicated in the sidebar.
   weapons of your choice, plus                                                         Saffron or cloves, 1 lb.                 15 gp
                 6d6 + 100 gp.
                                   CURRENCY AND                                         Salt, 1 lb.                               5 gp
Channeler Starting Equipment:      PRICES                                               Sheep, 1                                  2 gp
    Appropriate clothing, plus     Gold is the goal of many adventurers. Here is        Silk, 1 lb. (2 sq. yards)                20 gp
                  3d6 + 80 gp.     how to measure wealth in the game.                   Silver, 1 lb.                             5 gp
 Wanderer Starting Equipment:                                                           Tea leaves, 1 lb.                         2 sp
     Appropriate clothing and      COINS                                                Tobacco, 1 lb.                            5 sp
     a weapon of your choice,      The most common coin that adventurers use is         Wheat, 1 lb.                              1 cp
             plus 3d6 + 90 gp.
                                   the gold piece (gp). In the Lands of the Diamond
 Emissary Starting Equipment:      Throne, a gold piece is called a queen’s coin or a      The most prevalent coin among commoners
Appropriate clothing and a light   “queen.” A skilled (but not exceptional) artisan     is the silver piece (sp), or “deuce.” A gold piece
    weapon of your choice, plus    can earn a gold piece a day. The gold piece is the   is worth 10 silver pieces. Each silver piece is
                   3d6 + 90 gp.
                                   standard unit of measure for wealth.                 worth 10 copper pieces (cp), also known as
              134
                                                                                                                    7 equipment
“bobbers.” Merchants also recognize                                  There’s no need to keep track of           Level of Equipment
platinum pieces (pp), or “royals,”                                  how much a character carries. If the        Mundane equipment is about
which are each worth 10 gp.                                          GM determines that a character             level 4—less if of inferior
   The standard coin weighs about a                                   is carrying too much equipment,           quality or materials, more if of
                                                                                                                superior quality or materials.
third of an ounce (50 coins equal 1 lb.).                             the GM should either (1) assign a
                                                                     difficulty and ask for a Might action,
TRADE                                                                or (2) assign the weight a cost to be
In general, a character can sell off an                             added to the character’s Speed Effort.
                                               A gold queen’s
item for half the price listed in this                             Method 1 is useful when a character
                                               coin or Queen
chapter. The Trade table indicates full price.                     wants to carry a single heavy object for
   Commodities are the exception to                                a limited time—for example, moving
the half-price rule, however.                                        a hefty iron box out of a ruin and
   A commodity, in this sense,                                         loading it onto a cart for transport
is a valuable good that one can                                        back to civilization. Method 2 works
exchange easily, almost as if it                                       well for long-term encumbrance,
were cash. Wheat, flour, cloth, and                                   such as when a character dons a
valuable metals are commodities, and                                second backpack full of gemstones
merchants often trade in them directly                           and continues exploring. As a guideline
without using currency. Obviously, merchants                for what the Speed Effort penalty should
can sell these goods for slightly more than they         be, compare the character’s burden to the
pay for them, but the difference is small enough         encumbrance for wearing armor, and assign the
that you don’t have to worry about it.                   penalty according to that assessment (1 for light, 2
                                                         for medium, or 3 for heavy).
ENCUMBRANCE
Weights of objects are not listed. In fact, it           ARMOR
would be futile to do so because the weight              A suit of armor, or armor harness, can be
of an object depends on what materials were              a combatant’s best friend. However, when
used to make it. An iron axe and a crystalwave           a character needs maneuverability, this ally
axe weigh different amounts.                             quickly becomes an enemy.
                                                                                                                             135
                                    Armor types are categorized by weight.                 that gives you +1 to Armor, a force field that offers
                                 Light armor is usually quite flexible and                 another +1 to Armor, and beastskin that grants +2
                                 not encumbering. Medium armor is more                     to Armor, you have a total of +4 to Armor.
                                 encumbering and tends to slow the character
                                 down a bit. Heavy armor is the most encumbering           USING ARMOR
                                 type, making it difficult for a character even to         Anyone can wear any armor, but it can be taxing.
                                 run. However, usually the heavier armor provides          Wearing armor increases the cost of using a
                                 the wearer with a higher protective armor bonus.          level of Effort when attempting a Speed-based
                                    You can wear only one type of armor at a time—         action. So if you’re wearing light armor and want
                                 you cannot wear chainmail hauberk and scale armor         to use two levels of Effort on a Speed-based roll
Some characters have abilities   together, for example. However, Armor bonuses             to run across difficult terrain, it costs 7 points
   that reduce or even negate    from multiple sources combine to provide a total          from your Speed Pool rather than 5 (3 for the
  the costs of wearing armor.    Armor rating. For example, if you have a scaly skin       first level of Effort, plus 2 for the second level of
                                                                                                                             ARMORS
                                 Light                                   Price         Armor             Speed Effort/Spell Failure
                                 Heavy cloth                             3 gp             1*                       0/0
                                 Hides and furs                          10 gp             1                        1/1
                                 Leather jerkin                          10 gp             1                        1/1
                                 Padded                                  5 gp             1*                       0/1
            136
                                                                                                           7 equipment
Effort, plus 1 per level for wearing light armor).     an incoming attack, this offers protection as a
Edge reduces the overall cost as normal. If you        harness of normal plate armor (Armor 3).
are not experienced with a certain type of armor          Articulated Plate Jack: Similar to articulated
but wear it anyway, this cost is further increased     plate, an articulated plate jack (Fig. A) is a
by 1. Having experience with a type of armor is        breastplatelike armor. However, its flexibility
called being practiced with the armor.                 makes it seem more like a metal jacket than a
                                                       rigid breastplate. If the wearer is unaware of an
ARMOR DESCRIPTIONS                                     incoming attack, this armor offers protection as
    Price: The cost of the armor.                      a normal breastplate (Armor 2).
    Armor/Shield Bonus: This number represents            Banded Mail: This armor is made of
the armor’s protective value as an armor bonus         overlapping strips of metal sewn to a backing
to Armor. Shield bonuses likewise appear in            of leather and chainmail. The strips cover
the table on page 167. You can wear only one           vulnerable areas, while the chain and leather
kind of armor at a time (wearing more than one         protect the joints and provide freedom of
only gives the Armor from the best one and the         movement. Straps and buckles distribute the
Speed Effort cost of the worst one).                   weight evenly. Banded mail (Fig. J) includes
    Speed Effort/Spell Failure: The number on the      gauntlets (Fig. I).
left indicates the points you need to spend while         Beastskin: An improved form of hides and
using level of Effort on Speed-based action. See       furs, usually crafted from a creature with
using Armor for more information. When casting         especially tough skin such as a giant lizard or
a spell while wearing armor you must add the           rhinoceros.
mana points indicated in the right column (as             Beastscale Armor: This is a coat and leggings
armor interferes with the energy channeling            (and perhaps a separate skirt) of leather made
actions needed to cast a spell).                       from the hide of a scaly beast such as a giant
    Articulated Plate: This armor is the product of    lizard, a giant snake, or a wyvern. It includes
careful engineering. Articulated plate has many        gauntlets. It offers a circumstance asset to any
more metal plates than normal plate armor.             tasks to sneak made in natural surroundings
Each one is hinged and jointed so the wearer—          (not a city or underground).
if she knows what she is doing—can divert more            Breastplate: A breastplate (Fig. M) covers
protection to a needed area just by adjusting          the front and back of the chest. It comes with
posture slightly. If the wearer is unaware of          a helmet and matching greaves (plates to cover
               B                                   C
      A
                                                                                               E
                                                                D
                                                       F
  J
                                                                                                              137
                            the lower legs). A light suit or skirt of studded         as a harness of normal Devanian plate armor
                            leather (Fig. N) beneath the breastplate protects         (Armor 4).
                            limbs without restricting movement much.                     Devanian Articulated Plate: Identical to
                               Brigandine: Essentially a studded leather              articulated plate, this armor is crafted to be
                            coat, this flexible torso armor consists of small         lightweight and nonencumbering as well. If
                            plates riveted inside a leather or fabric covering.       the wearer is unaware of an incoming attack,
                               Chain and Plates: (Fig. E) This long coat of           it offers protection as a harness of normal
                            chainmail is covered with separate (usually               articulated armor (Armor 3).
                            rectangular) metal plates. They do not overlap               Devanian Breastplate: Made with skill and
                            and are each attached to the mail independently.          superior materials to be lighter and easier to
                               Chain Hauberk: Chain armor is made of                  wear than normal armor, a Devanian breastplate
Devanian special training   interlocking metal rings. The hauberk is a long           requires special training to use properly (or else
       means a character    coat of this mail that includes a layer of quilted        the same special construction intended to make
     should be trained in   fabric underneath to prevent chafing and to               it easier to use actually makes it harder to use).
defensive actions wearing
                            cushion the impact of blows. Several layers of mail       It otherwise appears to be a normal breastplate.
       Devanian armors.
                            protect vital areas. Most of the armor’s weight              Devanian Chain Shirt: Made with skill and
                            hangs from the shoulders, making chainmail                superior materials specifically to be lighter and
                            uncomfortable to wear for long periods of time. A         easier to wear than normal chainmail, this armor
                            chain hauberk (Fig. F) includes gauntlets (Fig. I).       requires special training to use properly (or else
                               Chain Shirt: A shirt of chainmail protects the         the same special construction intended to make
                            torso while leaving the limbs free and mobile.            it easier to use actually makes it harder to use).
                            A layer of quilted fabric underneath it prevents          It otherwise appears to be a normal chain shirt.
                            chafing and cushions the impact of blows. It                 Devanian Plate: Made with skill and superior
                            comes with a steel cap.                                   materials specifically to be lighter and easier
                               The Definitive Harness: The ultimate suit              to wear than normal plate, this armor requires
                            of armor, combining Devanian craftsmanship                special training to use properly (or else the
                            and superior articulation. If the wearer of the           same special construction intended to make it
                            definitive harness (Fig. Q) is unaware of an              easier to use actually makes it harder to use).
                            incoming attack, this suit offers protection              It otherwise appears to be normal plate armor.
M L
N O
R Q
       138
                                                                                                                7 equipment
                                                                                                                        139
                                                                             WEAPONS
      Light Weapons                 Price     Damage Notes
      Blowgun                        5 gp       2    Short range
        Blowgun darts (20)           1 sp            Piercing
      Dagger                        2 gp        2    Can be thrown up to short range, Piercing
      Hand crossbow                 75 gp       2    Short range
        Crossbow bolts (20)          1 gp            Piercing
      Handaxe                        5 gp       2    Can be thrown up to short range,
                                                     Slashing
      Net                            1 gp       2    Can be thrown up to short range
      Rapier                        25 gp       2    Piercing
      Shuriken (5)                   1 gp       2    Can be thrown up to short range, Piercing
      Sickle                         1 gp       2    Short range, Slashing
      Sling                          1 sp       2    Short range
       Sling bullets (20)            5 cp            Blunt
      Sword, short                  10 gp       2    Slashing
      Throwing dart                  5 cp       2    Piercing
      Unarmed (punch, kick, etc.)     —         2    Short range, Blunt
      Whip                           2 gp       2    Reaching
140
                                                                                                                7 equipment
fast and easy to use. Light weapons are punches,        point against an armored opponent. The claws
kicks, knives, handaxes, darts, and so on. Weapons      of a creature might be considered slashing
that are particularly small are light weapons.          weapons.
   Medium weapons inflict 4 points of damage.              Piercing: Weapons with a point, like daggers,
Medium weapons include broadswords,                     spears, and arrows, are piercing weapons. When
battleaxes, maces, crossbows, spears, and so            an attacker using one rolls a 17 or higher on a
on. Most weapons are medium. Anything that              successful attack, he inflicts 1 additional point
could be used in one hand (even if it’s often           of damage beyond any bonus damage normally
used in two hands, such as a quarterstaff or            granted by his roll. However, if he rolls a 5 or less
spear) is a medium weapon.                              on a successful attack, he inflicts 1 less point
   Heavy weapons inflict 6 points of damage,            of damage as the weapon glances or grazes
and you must use two hands to attack with               off the foe. A creature’s pointed teeth might be
them. Heavy weapons are huge swords, great              considered piercing weapons.
hammers, massive axes, halberds, heavy                     Blunt: Blunt weapons like clubs and hammers
crossbows and so on. Anything that must be              are crushing weapons, effective against even
used in two hands is a heavy weapon.                    well-armored foes. Blunt weapons ignore 1
   Special weapons are intended for specific            point of Armor, but they inflict 1 less point of
ancestries(which sometimes could be tiny or             damage against unarmored foes. The powerful
huge) that grant some specific abilities.               bashes of a creature’s flailing tendrils might be
                                                        considered Blunt weapons.
OTHER INFORMATION                                          Reaching: A Reaching weapon is a long melee
  Slashing: Weapons with sharp edges, like              weapon, like a long spear, a pick, or a whip, that
swords and axes, are slashing weapons. On a             can attack foes at a bit of a distance. Someone
successful hit, they inflict 1 additional point of      with a reaching weapon can hold attackers at
damage against an unarmored foe but 1 less              bay (unless they also have reaching weapons).
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                              Attacks against someone with a reaching                    Blowgun: A long hollow tube used to shoot
                              weapon are hindered. In certain situations,             darts (Fig. N) most often poisoned.
                              such as close-quarters fighting, a reaching                You can fire it with one hand, but you need
                              weapon might hinder the attacks, or using such          two hands to load it.
                              a weapon might be impossible. The attacks of a             Bola, Litorian: This ranged weapon has three
                              very large creature or one with long arms might         heavy spiked balls connected by a light cord.
                              be considered reaching weapons.                         Because the bola can wrap around an enemy’s
        Trip attack: On a                                                             leg or other limb, a character can attempt a trip
   successful attack, the     WEAPON                                                  attack with it.
   target needs to make       DESCRIPTIONS                                               Bolts: Bolts (Fig. M) come in wooden cases that
 a Speed or Might task.
                              Arrows: Arrows (Fig. E) come in leather quivers         hold 20 bolts. A bolt that hits its target is destroyed;
   In case of failure, the
target is knocked prone       that hold 20 arrows. An arrow that hits its target      one that misses has a 50 percent chance of being
     (legs) or its physical   is destroyed; one that misses has a 50 percent          destroyed or lost. A crossbow bolt used as a melee
tasks are hindered until      chance of being destroyed or lost. An arrow             weapon is Tiny and deals 1 point of damage.
    it breaks free(arms).     used as a melee weapon is Tiny and deals 1                 Bullets, Sling: Bullets (Fig. O) are lead
                              point of damage.                                        spheres, much heavier than stones of the same
                                 Arrows, Bodkin: These armor-piercing arrows          size. They come in a leather pouch that holds 20
                              allow the attack roll to ignore 1 point of a target’s   bullets. A bullet that hits its target is destroyed;
                              Armor bonus.                                            one that misses has a 50 percent chance of
                                 Axes: This weapons includes the small                being destroyed or lost.
                              handaxe (a wooden pole with a blade on one                 Bow: A bent piece of flexible wood with a taut
                              end), as well as the larger battleaxe (Fig.             string connected to each end. It fires arrows.
                              AA), greataxe (a larger, heavier version of the         You need two hands to fire it.
                              battleaxe, sometimes with two opposing blades              Broadsword: A long-bladed sword, longer
                              instead of one, Fig. II), and giant’s axe (a Huge       than a dagger, heavier than a rapier, but not as
                              version of the battleaxe that can only be wielded       large as a greatsword.
                              by giants).                                                Club: A simple blunt weapon, such as a sturdy
                                 Battle Claw and Greater Battle Claw: These           tree branch, board, or improvised weapon.
                              glovelike devices have built-in metal claws. The           Crank crossbow: A weapon similar to a light
                              wielder cannot be disarmed. The hand using the          crossbow (Fig. MM), but it has a magazine
                              claw is considered a free hand.                         that holds five bolts. You turn a small crank to
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advance to the next bolt (this is not an action).            Handaxe: A light, one-handed axe that’s good
Action to load an empty magazine with five                for melee or throwing.
bolts, action to reload the crossbow with a new              Heavy crossbow: A heavier, more powerful
magazine. It can be used as a rapid-fire weapon.          version of a light crossbow. You need two hands
    Crossbow, Giant’s: A giant’s crossbow can             to fire or load it. Action to reload.
only be used effectively by Giants. It requires              Heavy mace: A larger, two-handed version of
two hands to use effectively. Loading a giant’s           a mace.
crossbow requires a round.                                   Javelin: A light spear that’s designed to be
    Dagger: A very short blade for piercing or slicing.   thrown.
    Dagger, Punching: The punching dagger (Fig.              Kopesh, Sibeccai: This sword’s blade is
LL) carries the full force of the wielder’s punch         straight near the hilt but ends in a curve. It is
behind it, making it capable of deadly strikes.           only about 2 feet long but very heavy. Using
    Flail, Heavy or Light: (Fig. DD), a handle with       it properly, a character gains an asset when
a chain on one end and a ball or spiked ball at           attempting to disarm an enemy.
the end of the chain. A character has an asset               Light crossbow: A crossbow with a handle
when attempting to disarm an enemy. Use this              and mechanism for drawing and holding the
weapon to make trip attacks.                              string. It fires crossbow bolts. You can fire it with
    Furnoch: Giantish weapons, these large                one hand. You need two hands to load it. Action
throwing wedges have a number of points and               to reload.
sharp edges. A Large creature can use them                   Mace: A wooden handle with a heavy metal
like shuriken, in that they can be drawn like             head that’s spherical, flanged, or knobbed.
ammunition (requiring no action to do so).                   Maul: A larger version of the hammer, such as
    Greatsword: A two-handed version of the               a sledgehammer.
broadsword.                                                  Morningstar: This is essentially a very heavy
    Hammer: A wooden handle with a heavy                  spiked mace.
metal head, either one-sided (like a carpenter’s             Net: A net designed for battle rather than
hammer) or two-sided (like a sledgehammer).               fishing. It has metal hooks at each intersection
    Hand crossbow: A smaller and weaker version of        to help catch your enemy. You can throw it with
a light crossbow. It fires crossbow bolts. You can fire   one hand. Action to refold it so it can be thrown
it with one hand. You need two hands to load it.          again. If you hit an opponent with the net, all
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      of their physical actions are hindered until they    pouch, hold the end of the cords, spin it, and let
      take an action to remove it.                         go of one of the cords to hurl the projectile. You
         Nunchaku and Faen Nunchaku: A nunchaku            can fire it with one hand. You need two hands to
      (Fig. H) is two clubs connected by a cord or         load it. Action to reload.
      chain, favored by characters who prefer the             Spear: A one-handed pole about 3 to
      martial arts. Because of the speed with which        5 feet (1 to 1.5 m) long with a piercing blade on
      the wielder uses them, opponents defense rolls       the end.
      are hindered.                                           Sprytebow: This composite bow is meant for
         Pick: A hafted weapon with a sideways metal       Tiny-sized characters.
      spike on the end, similar to a miner’s tool.            Staves: A quarterstaff is a double weapon.
         Polearm: Various kinds of spears, sometimes       However, a Large creature using it in one
      with hooks or additional blades for special          hand can’t use it as a double weapon. This
      purposes like tripping a foe or pulling an           weapon also comes sized for Tiny creatures
      opponent from their mount.                           (sprytestaff), Small creatures (faen staff), and
         Quarterstaff: A wooden pole about 4 to 5 feet     giants (greatstaff).
      (1.2 to 1.5 m) long.                                    Swordaxes: This longsword’s blade is
         Rapier: A light sword with a thin blade used      topped with a heavy axehead. Though difficult
      for piercing and slashing.                           to wield, it can, with proper training, become a
         Scimitar: A medium-length sword with a            devastating weapon. You can also find smaller
      strongly curved blade.                               versions for faen.
         Shuriken: Although shuriken (Fig. I) are             Swordstaves: A swordstaff (Fig. X) is a
      thrown weapons, these tiny metal starlike            double weapon—a staff of wood with a long
      projectiles can be drawn like rapid-fire attacks.    straight blade on either end. A creature using a
         Sickle: A one-handed hafted weapon with           swordstaff in one hand, however, can’t use it as
      a sharply curved blade, originally used for          a double weapon. In addition to the standard
      harvesting crops but adapted for use as a            size, you can find versions for sprytes, faen, and
      weapon.                                              giants.
         Sling: A small pouch connected to two cords.         Swords: A longsword (Fig. K, S) is an
      You put a stone or bullet (metal slug) in the        adventuring staple. Short swords (Fig. T) are
       SS                                        HH                         KK                     LL
                       FF       GG                                   JJ
                                                          II
MM
NN
                                                                                                      OO
       RR
                            QQ
PP
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                                                                                                             7 equipment
popular as off-hand weapons and as primary            with special lighter materials and fashioned
weapons for Small ancestries. Greatswords and         with a different balance, Devanian weapons are
giant’s swords work well for larger characters.       lighter than their normal counterparts, weighing
   Throwing dart: A very short, light spear meant     half as much as a weapon of a similar type. This
to be thrown rather than used in melee (Fig. F).      template adds +300 gp to the weapon’s price.
   Trident: A three-pronged spear, often used for     Devanian weapons need specific training.
spear fishing (Fig. J).                               Devanian dire weapons need specific training.
   Unarmed: A typical punch, kick, or other              Due to the difficulty of creating these special
weaponless attack.                                    weapons, a masterwork Devanian weapon costs
   Waraxe: A waraxe is too large to use in one hand   a total of +1,000 gp extra (rather than just 300
without special training; a Medium character can      gp for each template). A dire Devanian weapon
use a waraxe only two-handed; a Large creature        also costs +1,000 gp. A masterwork dire
can use it one-handed in the same way.                Devanian weapon costs an additional +2,000
   Warclub, Litorian: This heavy, 5-foot-long,        gp rather than just +900 gp.
iron-tipped club sports a single, hooked spike           Dire: Melee weapons with added spikes,
on each end. A litorian warclub (Fig. PP) is a        spines, jagged blades, and hooks are called dire
double weapon, but a creature wielding it in one      weapons (Fig. Q, S). They are difficult to use—
hand can’t use it as such.                            but deadly in the right hands. Dire weapons
   Whip: A leather cord with a handle, used           inflict 2 additional points of damage. This
more for tricks and inflicting punishments than       template adds +300 gp to the weapon’s price
for deadly combat.                                    and increases the weight by +25 percent. Dire
                                                      weapons need specific training. Devanian dire
WEAPON TEMPLATES                                      weapons need specific training.
For a little variety, you can add any of the             Due to the difficulty of working with dire
templates below to any of the above weapons.          weapons, a masterwork dire weapon costs a
   Crystal-Laced: Crystal-laced weapons (Fig. Z,      total of +1,000 gp extra (rather than just 300 gp
CC) are normal weapons with thin threads of           for each template). A dire Devanian weapon also
crystal spun by the mysterious crystal weavers        costs +1,000 gp. A masterwork dire Devanian
laced throughout their surface. These weapons         weapon costs an additional +2,000 gp rather
have TN 12 and 12 health. Crystal-laced weapons       than just +900 gp.
ease the attack roll and inflict 1 additional point      Masterwork: These well-made weapons
of damage. This template adds +3,000 gp to the        grant an asset to attack rolls. Before a weapon
price of the weapon. Weapons laced with crystal       can carry an enchantment, it must first be a
cannot be Devanian. Crystal-laced masterwork          masterwork weapon. This template adds +300
or crystal-laced dire weapons add +4,000 gp           gp to the weapon’s price. Due to the difficulty
to the price of the weapon rather than simply         of working with dire and Devanian weapons,
+3,300 gp. Crystal-laced masterwork dire              a masterwork dire weapon costs a total of
weapons add +5,000 gp to the price of the             +1,000 gp extra (rather than just 300 gp for
weapon. A crystal-laced item cannot also be           each template), as does a masterwork Devanian
crystalline.                                          weapon. A masterwork dire Devanian weapon
   Crystalline (Crystal Woven): Weapons made          costs an additional +2,000 gp rather than just
of crystal, created by the mysterious crystal         +900 gp.
weavers, crystalline weapons (Fig. T, AA) all have
TN 18 and 18 health. These weapons ease the           EXPLOSIVE WEAPONS
attack rolls by two steps and inflict 2 additional    Incendiary flasks, alchemical             explosive
points of damage. This template adds +9,000           substances, grenades, and other explosives
gp to the price of the weapon.                        operate differently than other weapons. They
   Crystalline weapons cannot be dire or              affect all targets within an area (usually an
Devanian. They can be masterwork weapons,             immediate area) and inflict damage to all of
however; the total price modification for a           them. A separate attack roll is required for
masterwork crystalline weapon is +10,000 gp.          each (or a Speed defense roll if the PCs are the
A crystalline item cannot also be crystal-laced.      targets of such an attack), although to simplify,
   Devanian: The Devanian people of old, expert       the player can make one attack roll and compare
crafters of light yet strong weapons and armor,       it to the difficulty to attack each target. Usually,
developed techniques still used today. Made           even if the attack roll fails (or the Speed defense
                                                                                                                145
      roll succeeds), the targets still suffer a smaller    conditions dictate otherwise, the cloud lasts for
      amount of damage, often 1 point.                      1d6 rounds.
         Explosives like grenades can be thrown a              Tanglefoot Bag: Throw this round leather bag
      short distance. Otherwise, another launcher           full of alchemical goo as an explosive weapon.
      weapon is needed to project them a long               When thrown against a creature (as a ranged
      distance (or farther). See the descriptions below     attack), the bag comes apart and the goo bursts
      for full details on using them.                       out, entangling the target and then becoming
         Acid: A flask of strong acid. Can be thrown up     tough and resilient on exposure to air. All
      to short range, inflicting acid damage as a light     Speed related tasks are hindered by two steps.
      weapon (ignores Armor). If poured carefully,          The entangled character must make a Speed
      it can damage or destroy a small item or area         defensive roll (15) or become glued to the floor,
      made of stone or metal.                               unable to move. Even with a success, it can
         Alchemist’s Fire: Alchemist’s fire is a sticky,    move only at half speed. The effects of multiple
      adhesive substance that ignites when exposed          tanglefoot bags are not cumulative.
      to air. The flames burn out after one round.             A character glued to the floor can break free
      Can be thrown up to short range, inflicting fire      with a successful Might roll (18) or by dealing
      damage as a light weapon (ignores Armor).             10 points of damage to the goo with a slashing
         Alchemist’s Frost: Similar to alchemist’s fire,    weapon. A character trying to scrape goo off
      this is a sticky substance that freezes when it       himself, or another character assisting, does
      touches flesh or something of about the same          not need to make an attack roll; hitting the goo
      temperature. The cold freeze dissipates after one     is automatic, after which the character makes
      round. Can be thrown up to short range, inflicting    a damage roll to see how much of the goo he
      cold damage as a light weapon (ignores Armor).        happened to scrape off. (Inflicting 15 points
         Flash Powder: Throw this powder-filled pellet      of damage removes the goo.) Once free, a
      as an explosive weapon. When the powder               character can move at half speed. A spellcaster
      comes in contact with the air, it creates a bright    bound by the goo must make a successful
      flash that can blind those at close range if they     Intellect or Mana task (15) to cast a spell. The
      fail a Speed defense roll (15). The blindness lasts   goo becomes brittle and fragile after 10 minutes.
      1 round.                                              Creatures bigger than size Large are not affected
           Smoke Bomb: Throw this ceramic ball as a         by tanglefoot bags.
      grenadelike weapon. When it breaks open, the             Thunderstone: Throw this stone as a
      contents produce a cloud of smoke with close          grenadelike weapon. When it strikes a hard
      range. Creatures within the area are partially        surface (or is struck hard), it creates a deafening
      concealed. Creatures on the opposite side of          bang (a sonic attack). Creatures within close
      the cloud are totally concealed. Unless wind          range must make a Speed defensive roll (15) or
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                                                       ADVENTURING EQUIPMENT
 Item                                   Price           Item                                   Price
 Acid (flask)                           25 gp           Iron spikes (10)                       1 gp
 Adventuring pack                       6 gp            Ladder (10 ft. / 3 m)                  1 sp
 Alchemist fire (flask)                 50 gp           Lamp                                   5 sp
 Alchemist tools                        50 gp           Lantern                                5 gp
 Backpack                               2 gp            Lockpicks                              25 gp
 Bag of heavy tools                     25 gp           Manacles                               2 gp
 Bag of light tools                     10 gp           Mirror                                 5 gp
 Battering ram                          10 gp           Musical instrument                     2–50 gp
 Bedroll                                1 gp            Oil (flask)                            1 cp
 Book                                   25 gp           Piton                                  5 cp
 Caltrops, bag                          1 gp            Pole, wooden                           5 cp
 Candle                                 1 sp            Pouch or other small container         5 sp
 Climbing kit                           25 gp           Rations (1 day)                        5 sp
 Crowbar                                2 gp            Rope (50 ft. / 15 m)                   1 gp
 Disguise kit                           25 gp           Sack                                   1 cp
 Grappling hook                         2 gp            Signal horn                            2 gp
 Healing kit                            5 gp            Spyglass                               1,000 gp
 Hourglass                              25 gp           Tent                                   2 gp
 Ink (flask)                            10 gp           Torch                                  1 cp
 Ink pen                                2 cp            Waterskin                              2 sp
be deafened. Deaf creatures, in addition to the        appropriate rolls if the character reads or
obvious effects, hinder all initiative rolls by two    skims the book for at least ten minutes before
steps and are not affected by voice-dependent          attempting the task (this assumes the character
spells or abilities. The deafness lasts for 1d6        has already read the book and is looking for
rounds.                                                relevant information).
                                                          Caltrops, bag: A bag of hard things you scatter
ADVENTURING                                            on the ground to slow or injure anyone walking
EQUIPMENT                                              through an area. One bag covers an immediate
Adventuring pack: Includes 50 feet (15 m) of           area and makes that area count as difficult terrain.
rope, three days’ iron rations, three spikes,          A creature can safely move through it as if it were
small hammer, a set of warm clothes, boots,            difficult terrain (half speed). If a creature moves
and three torches.                                     through the area at normal speed, they must
   Alchemist tools: A sturdy wooden case with          make a difficulty 2 Speed defense roll or take 2
tiny flasks, stirring rods, droppers, and other        points of Speed damage (ignores Armor).
materials used in alchemy. It grants an asset             Candle: A candle burns for one hour and
for identifying potion cyphers and similar             creates dim light in an immediate area.
mysterious liquids.                                       Climbing kit: A set of crampons, pitons, ropes,
   Bag of heavy tools: Contains a hammer, six          and tools. Provides an asset on climbing tasks.
spikes, crowbar, large tongs, chisel, and 10 feet         Crowbar: This bent length of metal grants an
(3 m) of strong rope.                                  asset on tasks to open doors, treasure chests,
   Bag of light tools: Contains a small hammer,        and similar objects.
small tongs, pliers, small pry bar, awl, lockpicks,       Disguise kit: Makeup, simple prosthetics, and
10 feet (3 m) of string, 3 feet (1 m) of metal wire,   a wig or two, suitable for disguises for a theatrical
and a handful of nails.                                production. Provides an asset on disguise tasks.
   Battering ram: This sturdy plank is capped          Some parts are reusable, but the kit runs out
with hard metal. It provides an asset for              after about five uses.
breaking down doors.                                      Healing kit: A collection of bandages, needles,
   Book: A book with information on                    thread, and basic medicines. Provides an asset
a particular topic, such as geography, history,        on healing tasks. Some parts are reusable, but
magic, or religion. Provides an asset on               the kit runs out after about five uses.
                                                                                                                  147
         Lamp: A hollow container filled with oil that              Tent: This has enough room for two humans
      slowly burns to provide light. A lamp creates              or three smaller people.
      normal light in an immediate area and dim                     Torch: A wooden stick with some kind of
      light out to the short area beyond that. It                fuel on one end (such as burlap and wax). It
      burns for three to four hours on 1 pint (.5 L)             burns for one hour, creating normal light in an
      of oil. If dropped, it might spill oil, break, or          immediate area and dim light in the short area
      both.                                                      beyond that. A torch is fragile and usually breaks
         Lantern: An improved version of a lamp, with            if used to hit something.
      a wick that draws oil and glass or metal panes
      to protect it from wind. A lantern creates normal          CLOTHING
      light in an immediate area and dim light out to            DESCRIPTIONS
      the short area beyond that. It burns for three to          Specific pieces of clothing vary by climate and
      four hours on 1 pint (.5 L) of oil. If dropped, it is      local custom, but usually include a hat, shirt,
      less likely to spill than a lamp.                          belt, pants or skirt, shoes, and underclothes.
         Lockpicks: Also known as thieves’ tools, this              Artisan’s outfit: A suitable outfit for a person
      set provides an asset to pick locks and disarm             who performs a trade (blacksmith, cobbler, and
      traps.                                                     so on). Often includes an apron and a belt for
         Manacles: Metal or heavy wooden restraints              holding tools.
      that hold an enemy’s wrists or ankles in place                Ascetic’s outfit: A simple outfit worn by
      and are secured with a pin. A common set of                monks and other people who eschew displays of
      manacles is level 5.                                       wealth and status. Specific styles vary by climate
         Oil: A pint (.5 L) of lamp oil in a leather             and the philosophical tenets of the wearer, but a
      flask. It burns for three to four hours                    typical example is a loose shirt, loose breeches,
      in a lantern or lamp. If prepped with a burning            sandals, a cap, and several cloth straps that can
      wick, it can be thrown, inflicting fire damage as          serve as a belt, scarf, or simple adornments.
      a light weapon (ignores Armor). If poured on a                Cold-weather outfit: A heavier set
      flat surface, it makes an immediate area slippery.         of clothing for protection against cold weather.
         A creature can safely move through the oil                 Entertainer’s costume: Interesting (and usually
      slick as if it were difficult terrain (half speed). If a   colorful) clothing appropriate for an entertainer
      creature moves through the area at normal speed,           such as an actor, bard, juggler, or acrobat.
      they must make a difficulty 3 Speed defense roll              Explorer’s outfit: A set of sturdy clothing for
      or slip on the oil and fall prone. Lighting the oil        adventurers and experienced travelers who
      slick makes it burn for one or two rounds and              want to be prepared for various activities and
      inflicts 1 point of fire damage (ignores Armor) on         environments.
      anyone in or moving through the area.                         Fancy outfit: A stylish set of clothes according
         Signal horn: This horn can be heard up to a             to the local fashions and customs. Generally the
      mile away.                                                 minimum required for meeting with important
         Spyglass: This device grants an asset on                townsfolk such as a mayor or noble. Higher-
      perception tasks to see things at long range               status events require outfits that cost up to four
      or longer.                                                 times as much.
                                                                    Peasant’s outfit: Very simple clothing for free
                                       CLOTHING                  people of low social status. Includes a kerchief
       Clothing item                             Price           or cap, shirt or blouse, trousers or skirt, and
       Artisan’s outfit                          2 gp            heavy cloth shoes or foot wrappings.
                                                                    Priestly vestments: Garments appropriate for
       Ascetic’s outfit                          1 gp
                                                                 performing ceremonies for a specific religion.
       Cold-weather outfit                       6 gp            A common example is a hat or headdress, long
       Entertainer’s costume                     3 gp            tunic or dress, tabard or stole, and shoes, with the
       Explorer’s outfit                         8 gp            outer pieces marked with appropriate symbols.
       Fancy outfit                              25 gp              Traveler’s outfit: A comfortable set of clothes
       Peasant’s outfit                          1 sp            that includes gloves, a protective hat, a jacket,
                                                                 and a cloak with a hood.
       Priestly vestments                        5 gp
                                                                    Wizard’s outfit: Clothing that identifies the
       Traveler’s outfit                         2 gp
                                                                 wearer as a practitioner of arcane magic. A typical
       Wizard’s outfit                           5 gp            outfit includes an interesting hat or cap, a robe
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with long sleeves and many pockets, and shoes,                         ANIMAL AND GEAR
often adorned with runes or representations of           Animals and Gear            Price
magical creatures such as dragons. Scholars              Donkey or mule              8 gp
and sages wear very similar garments that lack           Draft horse                 50 gp
the mystical aspects of wizard clothing.
                                                         Feed (per day)              5 cp
                                                                                                                             149
             BOATS AND BUILDINGS                                            FOOD AND LODGING
      Boats                         Price                     Item                                 Price
      Rowboat                       50 gp                     Ale, gallon                          2 sp
      Oar                           2 gp                      Ale, mug                             4 cp
      Keelboat                      3,000 gp                  Banquet (one person)                 10 gp
      Sailing ship                  10,000 gp                 Bread, loaf                          2 cp
      Longship                      10,000 gp
                                                              Inn stay (per night)
      Warship                       25,000 gp
                                                                 Good                              8 sp
      Galley                        30,000 gp
                                                                 Common                            5 sp
      Buildings                     Price                        Poor                              1 sp
      Simple house                  1,000 gp                  Meals (per day)
      Grand house                   5,000 gp                     Good                              5 sp
      Mansion                       100,000 gp                   Common                            3 sp
      Tower                         50,000 gp                    Poor                              6 cp
      Keep                          150,000 gp
                                                              Meat (one serving)                   3 sp
      Castle                        500,000 gp
                                                              Wine (bottle)                        10 gp
      Huge castle                   1,000,000 gp
                                                              Wine (pitcher)                       2 sp
      Moat with bridge              50,000 gp
      can make sea voyages. It moves an average of           to three levels and is made of wood and brick. It
      two miles per hour.                                    has a slate roof.
          Longship: The longship is 75-foot [22.5 m]            Tower: This round or square, three-level tower
      long and has 40 oars and a total crew of 50. It        is made of stone.
      has a single mast and a square sail. It can carry         Keep: This fortified stone building has 15 to
      50 tons of cargo or 120 soldiers. A longship can       25 rooms.
      make sea voyages. It moves an average of three            Castle: The castle is a keep surrounded by a
      miles per hour when being rowed or under sail.         stone wall 15 feet [4.5 m] high with four towers.
          Warship: This ship is 100 feet [30 m] long and     The wall is 10 feet [3 m] thick.
      has a single mast, although oars can also propel          Huge Castle: A particularly large keep features
      it. It has a crew of 60 to 80 rowers. This ship        numerous associated buildings (stables, forges,
      can carry up to 160 soldiers, but not for long         granaries, etc.) and an elaborate wall 20 feet [6
      distances, since it cannot hold supplies for that      m] high creating bailey and courtyard areas. The
      many. The warship cannot make sea voyages, so          wall has six towers and is 10 feet [3 m] thick.
      it sticks to the coast. It is not used for cargo. It      Moat with Bridge: This moat is 15 feet [4.5 m]
      moves an average of two and one-half miles per         deep and 30 feet [9 m] wide. The bridge across
      hour when rowed or under sail.                         it may be a wooden drawbridge or a permanent
          Galley: A galley is a three-masted ship with 70    stone structure.
      oars on either side and a total crew of 200. This
      vessel, 130 feet [49 m] long and 20 feet [6 m] wide,   FOOD AND LODGING
      can carry up to 150 tons of cargo or 250 soldiers.     In the Food and Lodging table there are items
      For 8,000 gp more, the buyer can fit it out with       that come up frequently for adventurers on their
      a ram and castles with firing platforms fore, aft,     travels.
      and amidships. A galley cannot make sea voyages           Inn Stay: Poor accommodations at an
      but sticks to the coast. It moves an average of four   inn amount to a place on the floor near the
      miles per hour when being rowed or under sail.         hearth, plus the use of a blanket. Common
                                                             accommodations are a place on a raised, heated
      BUILDINGS                                              floor, the use of a blanket and a pillow, and the
      See the text below for explanations of some            presence of a higher class of company. Good
      terms in the table.                                    accommodations are a small, private room
         Simple House: This one- to three-room house         with one bed, some amenities, and a covered
      is made of wood and has a thatched roof.               chamber pot in the corner.
         Grand House: The four- to 10-room grand                Meals: Poor meals might consist of bread,
      house is made of wood and has a thatched roof.         baked turnips, onions, and water. Common
         Mansion: A 10- to 20-room mansion has two           meals might include bread, chicken stew (easy
150
                                                                                                                    7 equipment
                                                                                SPELL CATALYSTS
Spell Catalyst                 Price                     Spell Catalyst                      Price
Andrecite                      100 gp+                   Munich root                        150 gp
Diamond                        1,000 gp+                 Sapphire                          750 gp+
Emerald                        500 gp+                   Supercharged elixir               500 gp
Gold wand                      100 gp+                   Topaz                             250 gp+
Handris incense                500 gp                    Verihas leaf                      800 gp
Miniature silver shield        100 gp+
                                                                                                                            151
      often the PCs gain new cyphers, but that goes         but they could be traded for a different artifact
      against the premise of cyphers in the game:           of about the same level.
      they should be common enough that the PCs                Unlike cyphers, the game doesn’t assume
      use them freely instead of hoarding them.             that PCs have frequent opportunities to gain
         Characters should have many opportunities to       new artifacts or replace the ones that deplete.
      gain replacement cyphers. In other words, cyphers     But artifacts—magic items—are fun for players
      shouldn’t be scarce, and PCs should spend most        when they’re in the hands of the PCs, and fun for
      of their time close to their cypher limit.            GMs when players use them creatively. A good
         The key to addressing this selling-cyphers         rule of thumb is to make sure that each PC ends
      wealth problem is to make it harder to sell or        up with their own artifact somewhere in tier 2 or
      trade cyphers for gold. After all, adventurer-        3, a second artifact by tier 4 or 5, and perhaps a
      focused cyphers aren’t usually things that            third one by tier 6. If an artifact depletes, the GM
      easily fit into the life or economy of a typical      can use that as an opportunity to place another
      community, and most small communities don’t           interesting artifact in the character’s path, or
      have the resources to pay a fair price for them.      wait a while before bringing another one into
      An adventurer trying to pay for a meal worth 1        the game so the player gets over the loss and
      gold coin with a healing potion might be able         can fully appreciate having a new artifact.
      to find an innkeeper willing to accept that as           The GM should understand that the selection
      payment, but it’s unlikely that the innkeeper will    of artifacts in this book is just the start—there
      be able to make change for it, nor would they try     are many, many other magical items from myths,
      to compensate for the overpayment with other          legends, stories, and other RPGs that could be
      services. Even if the innkeeper and the PC agree      written up as artifacts. The GM should also keep
      that a healing potion is worth 100 gold coins, the    in mind that artifacts don’t have to be over-the-
      innkeeper probably won’t offer the PC a hundred       top impressive items. Sometimes it’s enough for
      free meals for it—that’s just not an acceptable or    an artifact to grant an asset on a particular kind
      practical cost for the innkeeper to bear.             of task—attack rolls for a weapon, Speed defense
         The PCs can have opportunities to trade            for armor, a skill for a ring, and so on. Some
      their cyphers with NPCs in town, whether              characters prefer quiet utilitarian items over
      that’s at a magic item shop, the tower of a           flashy items. It’s also fair for a character to have
      mentor magister, a thieves’ guild, a temple,          two weak artifacts even though a different PC in
      other adventurers, or the local government. The       the same group has one strong one. Most of the
      kinds of cyphers these NPCs can offer may be          time, it’s not a question of what level the item
      limited in theme (such as a benevolent temple         is or how powerful it is, but whether the item is
      that makes healing potions and trades them            suitable for the character and the player is happy
      for other useful cyphers) or quantity (such           that they have it.
      as having only one or two cyphers available              In a pinch, an artifact value would be no less
      each month). Two cyphers of the same level            than 10,000 gp, depending on what the artifact
      are generally considered to be about the same         can do. An artifact that grants an asset to one
      value, although local biases and NPC interests        kind of roll is probably worth about that price, one
      may affect their willingness to trade certain         that adds +1 Armor might be worth double, and
      items despite or because of a level disparity. For    a strong defensive or offensive artifact could be
      example, a town with a plague outbreak tends          worth about three or four times a simple artifact.
      to appraise a disease-curing potion as more
      valuable than an amulet that dissolves metal.         LEGENDARY ITEMS
         All of the above means that cyphers are            Legendary items are outside of normal trade.
      treasure for adventurers and it’s hard to come up     They can be considered artifacts, but unique ones,
      with a gold equivalent for their value. In a pinch,   and with an important story as a hero or a villain.
      a cypher is probably worth the equivalent of one      Legendary items are the awards or discoveries in
      or two expensive or very expensive items.             a long campaign, or sometimes they are quite the
                                                            protagonist of the campaign itself. Some legendary
      ARTIFACTS                                             items can’t be carried like as other artifacts. As they
      Artifacts are the high end of magical currency,       are usually the last award of a campaign, GMs are
      and in terms of buying and selling them, they’re      encouraged to not add more than one legendary
      like cyphers: not something a typical NPC can         items in their campaign, or allow characters to have
      use, and beyond what a typical NPC can afford,        more than one legendary item as a group.
152
                                         RULES OF
                                     8   THE GAME
             Part 2
            RULES
                                         153
      Chapter 8                      RULES OF THE GAME
                                     D
                                               iamond Throne uses the rules of           needing a roll) or if there’s a chance of
                                               the Cypher System. Cypher System          failure.
                                               games are played in the joint                 3. If there is a chance of failure, the GM
                                     imagination of all the players, including the       determines which stat the task uses (Might,
                  Might, page 14     GM. The GM sets the scene, the players state        Speed, Intellect, or Mana) and the task’s
                  Speed, page 14     what their characters attempt to do, and the        difficulty—how hard it will be on a scale from 1
                Intellect, page 14   GM determines what happens next. The                (really easy) to 10 (basically impossible).
                  Mana, page 14      rules and the dice help make the game run               4. The player and the GM determine if
                                     smoothly, but it’s the people, not the rules or     anything about the character—such as training,
               Training, page 20     the dice, that direct the action and determine      equipment, special abilities, or various actions—
           Equipment, page 134       the story—and the fun. Rules govern                 can modify the difficulty up or down by one or
        Special abilities, page 19   some important aspects of gameplay—                 more steps. If these modifications reduce the
                                     like exploration, interaction or combat             difficulty to less than 1, the action is routine
                                     situations— giving details for your character’s     (and therefore works with no roll needed).
                                     actions, insights or success and failure roll           5. If the action still isn’t routine, the GM uses
                                     consequences. They tend to be fair, equal           its difficulty to determine the target number—
                                     and simple. You can follow all the rules, or        how high the player must roll to succeed at the
                                     if a rule gets in the way or detracts from the      action (see the Task Difficulty table). The GM
Task Difficulty table, page 9, 157   game, the players and the GM should work            doesn’t have to tell the player what the target
                                     together to change it, or not use it at all. This   number is, but they can give the player a hint,
                                     is your game, so you can do whatever you            especially if the character would reasonably
                                     need to have fun.                                   know if the action was easy, average, difficult,
                                                                                         or impossible.
                                     This list will quickly explain how to play              6. The player rolls a d20. If they roll equal to
                                     Diamond Throne:                                     or higher than the target number, the character
                                       1. The player tells the GM what they want to      succeeds.
                                     do. This is called a “character action.”                That’s it. That’s how to do anything, whether
                                       2. The GM determines if that action is            it’s identifying an unknown trap, calming a
                                     “routine” (and therefore works without              raging drunk, climbing a treacherous cliff, or
               154
                                                                                                                    RULES OF
                                                                                                                8   THE GAME
battling a dragon. Even if you ignore all the           character cannot spend the minimum number
other rules, you could still play Diamond Throne        of points needed to complete the action, they
with just this information. The key features are:       automatically fail at the task.
taking action, determining task difficulty, and
determining modifications.                              DETERMINING TASK
                                                        STAT
TAKING ACTION                                           Every task relates to one of a character’s
Each character gets one turn each round. On             four stats: Might, Speed, Intellect or Mana.
a character’s turn, they can do one thing—an            Physical activities that require strength,
action. All actions fall into one of four categories:   power, or endurance relate to Might. Physical
Might, Speed, Intellect or Mana (just like the          activities that require agility, flexibility, or fast
four stats). Many actions require die rolls—            reflexes relate to Speed. Mental activities
rolling a d20.                                          that require force of will, memory, or mental
   Every action includes performing a task, and         power relate to Intellect. Mental and physical
every task has a difficulty that determines what        activities that require the use of magic and
number a character must reach or surpass with           spells relate to Mana. This means you can
a die roll to succeed.                                  generalize tasks into four categories: Might
   Most tasks have a difficulty of 0, which             tasks, Speed tasks, Intellect tasks and Mana
means the character succeeds automatically.             tasks. You can also generalize rolls into four
For example, walking across a room, opening             categories: Might rolls, Speed rolls, Intellect
a door, and throwing a stone into a nearby              rolls and Mana rolls.
bucket are all actions, but none of them                   The category of the task or roll determines
requires a roll. Actions that are usually difficult     what kind of Effort you can apply to the
or that become difficult due to the situation           roll and may determine how a character’s
(such as firing at a target in a blizzard) have a       other abilities affect the roll. For example,
higher difficulty. These actions usually require        a Channeler may have an ability that makes
a roll.                                                 them better at Mana rolls, and a Fighter may
   Some actions require a minimum expenditure           have an ability that makes them better at
of Might, Speed, Intellect or Mana points. If a         Might rolls.
                                                                                                                    155
KEY CONCEPTS
ACTION: Anything a character does that is significant—punch         PRACTICED: The normal, unmodified ability to use a skill—
a foe, leap a chasm, activate a device, use a special power, and    not trained, specialized, or an inability. Your type determines
so on. Each character can take one action in a round.               what weapon skills you’re practiced in; if you aren’t
                                                                    practiced with a type of weapon, you have an inability in it.
CHARACTER: Any creature in the game capable of acting,
whether it is a player character (PC) run by a player or a          ROLL: A d20 roll made by a PC to determine whether an
nonplayer character (NPC) run by the game master (GM). In           action is successful. Although the game occasionally uses
the Diamond Throne, even bizarre creatures, sentient machines,      other dice, when the text simply refers to “a roll,” it always
and living energy beings can be “characters.”                       means a d20 roll.
COMPETENCE: Characters may have competence in                       ROUND: A length of time about five to ten seconds long.
a group of skills, which means they are quite capable of            There are about ten rounds in a minute. When it’s really
performing some related tasks. They can make a second,              important to track precise time, use rounds. Basically, it’s
unmodified roll and take the last result.                           the length of time to take an action in the game, but since
                                                                    everyone more or less acts simultaneously, all characters
DIFFICULTY: A measure of how easy it is to accomplish               get to take an action each round.
a task. Difficulty is rated on a scale from 1 (lowest) to 10
(highest). Altering the difficulty to make a task harder is         SPECIALIZED: Having an exceptional amount of skill in a
called “hindering.” Altering it to make a task easier is called     task. Being specialized eases the task by two steps. So, if
“easing.” All changes in difficulty are measured in steps.          you are specialized in climbing, all your climbing tasks are
Difficulty often equates directly with level, so opening a          eased by two steps.
level 3 locked door probably has a difficulty of 3.
                                                                    STAT: One of the four defining characteristics for PCs:
EASE: A decrease in a task’s difficulty, usually by one step.       Might, Speed, Intellect or Mana. Each stat has two values:
If something doesn’t say how many steps it eases a task,            Pool and Edge. Your Pool represents your raw, innate
then it reduces the difficulty by one step.                         ability, and your Edge represents knowing how to use what
                                                                    you have. Each stat Pool can increase or decrease over the
EFFORT: Spending points from a stat Pool to reduce the              course of play—for example, you can lose points from your
difficulty of a task. A PC decides whether or not to apply Effort   Might Pool when struck by an opponent, spend points
on their turn before the roll is made. NPCs never apply Effort.     from your Intellect Pool to activate a special ability, or rest
                                                                    to recover points in your Speed Pool after a long day of
HINDER: An increase in a task’s difficulty, usually by one          marching. Anything that damages a stat, restores a stat, or
step. If something doesn’t say how many steps it hinders a          boosts or penalizes a stat affects the stat’s Pool.
task, then it increases the difficulty by one step.
                                                                    TASK: Any action that a PC attempts. The GM determines
INABILITY: The opposite of trained—you’re hindered                  the difficulty of the task. In general, a task is something
whenever you attempt a task that you have an inability in.          that you do and an action is you performing that task, but
If you also become trained in the task, the training and the        in most cases they mean the same thing.
inability cancel each other out and you become practiced.
                                                                    TRAINED: Having a reasonable amount of skill in a task.
LEVEL: A way to measure the strength, difficulty, power, or         Being trained eases the task. For example, if you are trained in
challenge of something in the game. Everything in the game          climbing, all climbing tasks for you are eased. If you become
has a level. NPCs and objects have levels that determine            very skilled at that task, you become specialized instead of
the difficulty of any task related to them. For example, an         trained. You do not need to be trained to attempt a task.
opponent’s level determines how hard they are to hit or
avoid in combat. A door’s level indicates how hard it is to         TURN: The part of the round when a character or creature
break down. A lock’s level determines how hard it is to pick.       takes its actions. For example, if a Fighter and a Channeler
Levels are rated on a scale from 1 (lowest) to 10 (highest).        are fighting a rhodin, each round the Fighter takes an action
PC tiers are a little like levels, but they go only from 1 to       on their turn, the Channeler takes an action on their turn,
6 and mechanically work very differently than levels—for            and the rhodin takes an action on its turn. Some abilities or
example, a PC’s tier does not determine a task’s difficulty.        effects last only one turn, or end when the next turn is started.
156
                                                                                                                                   RULES OF
                                                                                                                            8      THE GAME
                                                                              TASK DIFFICULTY
 Task Difficulty    Description        Target No.      Guidance
        0           Routine                 0          Anyone can do this basically every time.
        1           Simple                  3          Most people can do this most of the time.
        2           Standard                6          Typical task requiring focus, but most people can
                                                       usually do this.
        3           Demanding               9          Requires full attention; most people have a 50/50
                                                       chance to succeed.
        4           Difficult              12          Trained people have a 50/50 chance to succeed.
        5           Challenging            15          Even trained people often fail.
        6           Intimidating           18          Normal people almost never succeed.
        7           Formidable             21          Impossible without skills or great effort.
        8           Heroic                 24          A task worthy of tales told for years afterward.
        9           Immortal               27          A task worthy of legends that last lifetimes.
        10          Impossible             30          A task that normal humans couldn’t consider (but
                                                       one that doesn’t break the laws of physics).
                                                                                                                                   157
                                     adding bonuses to the player’s roll, reducing              the type of task or roll—Might points for a Might
                                     the difficulty lowers the target number. If they           roll, Speed points for a Speed roll, Intellect points
                                     can reduce the difficulty of a task to 0, no roll is       for an Intellect roll, Mana points for a Mana roll.
                                     needed; success is automatic.                                 Every character has a maximum level of Effort
                                        An exception to this rule is if the GM decides          they can apply to a single task. Effort can never
                                     to use a GM intrusion on the task, in which                ease a task by more than six steps—any more
      GM intrusion, page 183         case the player would have to make a roll at the           than six steps from applying Effort doesn’t count.
                                     original difficulty.                                          Free Level of Effort: A few abilities give you
                                        There are three basic ways in which a                   a free level of Effort (these usually require you
                                     character can ease a task: skills, assets, and             to apply at least one level of Effort to a task).
                                     Effort. Each method eases the task by at least             In effect, you’re getting one more level of Effort
                                     one step—never in smaller increments.                      than what you paid for. This free level of Effort
                                                                                                can exceed the Effort limit for your character, but
                                     SKILLS                                                     not the six-step limit for easing a task.
                                     Characters may be skilled at performing a specific
                                     task. A skill can vary from character to character.        ROLLING THE DIE
                                     For example, one character might be skilled                To determine success or failure, a player rolls a
                                     at lying, another might be skilled at trickery,            die (always a d20). If they roll the target number
                                     and a third might be skilled in all interpersonal          or higher, they succeed. Most of the time,
                                     interactions. The first level of being skilled is          that’s the end of it—nothing else needs to be
                                     called being trained, and it eases that task by one        done. Rarely, a character might apply a small
                                     step. More rarely, a character can be incredibly           modifier to the roll. If they have a +2 bonus
                                     skilled at performing a task. This is called being         when attempting specific actions, they add 2
                                     specialized, and it eases the task by two steps            to the number rolled. However, the original roll
                                     instead of one. Skills can never decrease a task by        matters if it’s a special roll.
                                     more than two steps—any more than two steps                   If a character applies a modifier to the die
                                     from being trained and specialized don’t count.            roll, it’s possible to get a result of 21 or higher, in
                                                                                                which case they can attempt a task with a target
                                     ASSETS                                                     number above 20. But if there is no possibility
                                     An asset is anything that helps a character with a task,   for success—if not even rolling a natural 20
                                     such as having a really good crowbar when trying to        (meaning the d20 shows that number) is
                                     force open a door or being in a rainstorm when trying      sufficient to accomplish the task—then no roll
                                     to put out a fire. Appropriate assets vary from task to    is made. Otherwise, characters would have a
    By using skills, assets, and     task. The perfect awl might help when woodworking,         chance to succeed at everything, even impossible
 Effort, you can ease a task by      but it won’t make a dance performance much better.         or ridiculous tasks such as climbing moonbeams,
     a maximum of ten steps.         An asset usually eases a task by one step. Assets can      throwing elephants, or hitting a target on the
                                     never ease a task by more than two steps—any more          opposite side of a mountain with an arrow.
                                     than two steps from assets don’t count.                       If a character’s modifiers add up to +3, treat
                                                                                                them as an asset instead. In other words, instead
         The important thing to      EFFORT                                                     of adding a +3 bonus to the roll, reduce the
   remember is that a skill can      A player can apply Effort to ease a task. To do            difficulty by one step. For example, if a Fighter
      reduce the difficulty by no    this, the player spends points from the stat               has a +1 bonus to attack rolls from a minor effect,
      more than two steps, and
                                     Pool that’s most appropriate to the task. For              a +1 bonus to attack rolls from a special weapon
 assets can reduce the difficulty
    by no more than two steps,       example, applying Effort to push a heavy rock off          quality, and a +1 bonus to attack rolls from a
     regardless of the situation.    a cliff requires a player to spend points from the         special ability, they do not add 3 to their attack
   Thus, no task’s difficulty will   character’s Might Pool; applying Effort to deduce          roll—instead, they reduce the difficulty of the
 ever be reduced by more than        relevant information from various fonts requires           attack by one step. So if they attack a level 3 foe,
four steps without using Effort.     them to spend points from the character’s                  they would normally roll against difficulty 3 and
                                     Intellect Pool. For every level of Effort spent on         try to reach a target number of 9, but thanks to
                                     a task, the task is eased. It costs 3 points from a        their asset, they roll against difficulty 2 and try to
                                     stat Pool to apply one level of Effort, and it costs       reach a target number of 6.
                                     2 additional points for every level thereafter (so            This distinction is important when stacking
                                     it costs 5 points for two levels of Effort, 7 points       skills and assets to decrease the difficulty of an
                                     for three levels of Effort, and so on). A character        action, especially since reducing the difficulty to
                                     must spend points from the same stat Pool as               0 or lower means no roll is needed.
              158
                                                                                                                           RULES OF
                                                                                                                    8      THE GAME
                                                                                                                           159
        OPTIONAL RULE:                                      lands with such panache that those nearby are
        CHOOSING A COMBAT                                   impressed and possibly intimidated. A defender
                                                            makes a free attack on a foe.
        EFFECT AHEAD OF
                                                               Either the GM or the player can come up with
        TIME                                                a possible major effect that fits the situation,
        While normally you get a minor or major effect      but both must agree on what it should be. As
        based on your die roll, sometimes a character       with minor effects, don’t spend a lot of time
        in combat tries to achieve a minor or major         agonizing over the details of a major effect. In
        effect as a part of a deliberate strategy, such     cases where only success or failure matters, a
        as disarming a foe they don’t want to harm          major effect might offer the character a one-
        or shooting a huge beast in the eye to blind it     time asset (a modification of one step) to use
        so they can run away. A character can choose        the next time they attempt a similar action. When
        a minor or major combat effect ahead of time        nothing else seems appropriate, the GM can
        so they can achieve it without rolling a natural    simply grant the PC an additional action on their
        19 or 20 on the die, but the attack is modified     turn that same round.
        in these ways:                                         In combat, the easiest and most
        h For a minor effect, you subtract 4 from           straightforward major effect is dealing 4
           your damage, and the attack is hindered.         additional points of damage with an attack. The
        h For a major effect, you subtract 8 from           following are other common major effects for
           your damage, and the attack is hindered          combat.
           by two steps.                                     Disarm: The foe drops one object that it is
                                                               holding.
          In either case, if your attack would deal          Impair: For the rest of the combat, all tasks
        0 points of damage or less, there is no                the foe attempts are hindered.
        damage or effect at all.                             Knock down: The foe is knocked prone. It can
                                                               get up on its turn.
                                                             Stun: The foe loses its next action.
        example, hitting a creature’s tentacle that is
        wrapped around an ally might make it easier            As with minor effects, usually the GM just has
        for the ally to escape the hold. Hitting a foe in   the desired major effect occur, but sometimes
        the eye might blind it for one round. Hitting a     the GM might require an extra roll if the major
        creature in its one vulnerable spot might inflict   effect is unusual or unlikely.
        a damage that ignores Armor.
                                                            RETRYING A TASK
         Usually, the GM just has the desired minor         AFTER FAILURE
      effect occur. For example, rolling a 19 against       If a character fails a task (whether it’s climbing
      a relatively weak foe means it is knocked off         a wall, picking a lock, trying to decipher a
      the cliff. The effect makes the round more            mysterious text, or something else) they can
      exciting, but the defeat of a minor creature          attempt it again, but they must apply at least
      has no significant impact on the story. Other         one level of Effort when retrying that task. A retry
      times, the GM might rule that an additional           is a new action, not part of the same action that
      roll is needed to achieve the effect—the              failed, and it takes the same amount of time as
      special roll only gives the PC the opportunity        the first attempt did.
      for a minor effect. This mostly happens                  Sometimes the GM might rule that retries are
      when the desired effect is very unlikely, such        impossible. Perhaps a character has one chance
      as pushing a huge monster off a cliff. If the         to convince the leader of a group of thugs not to
      player just wants to deal 3 additional points         attack, and after that, no amount of talking will
      of damage as the minor effect, no extra roll          stop them. Or a failure in a task means there’s
      is needed.                                            no chance to retry it, as when the character falls
                                                            after a failure on a jumping task.
      MAJOR EFFECT                                             This rule doesn’t apply to something like
      A major effect happens when a player rolls a          attacking a foe in combat because combat
      natural 20. Most of the time, a major effect is       is always changing and fluid. Each round’s
      quite beneficial to the character. A climber gets     situation is new, not a repeat of a previous
      up the steep slope in half the time. A jumper         situation, so a missed attack can’t be retried.
160
                                                                                                                            RULES OF
                                                                                                                      8     THE GAME
                                                                                                                            161
      TIMEKEEPING                                                Encounters are not so much measurements of
      Generally, keep time the same way that you                 time as they are events or instances in which
      normally would, using minutes, hours, days, and            something happens, like a scene of a movie or a
      weeks. Thus, if the characters walk overland for           chapter in a book. An encounter might be a fight
      15 miles (24 km), about eight hours pass, even             with a foe, a dramatic crossing of a raging river, or
      though the journey can be described in only a few          a stressful negotiation with an important official.
      seconds at the game table. Precision timekeeping           It’s useful to use the word when referring to a
      is rarely important. Most of the time, saying              specific scene, as in “My Might Pool is low after
      things like “That takes about an hour” works fine.         that encounter with the soul sorcerer yesterday.”
         This is true even when a special ability has a
      specific duration. In an encounter, a duration of          A round is about five to ten seconds. The length
      “one minute” is mostly the same as saying “the             of time is variable because sometimes one round
      rest of the encounter.” You don’t have to track each       might be a bit longer than another. You don’t
      round that ticks by if you don’t want to. Likewise,        need to measure time more precisely than that.
      an ability that lasts for ten minutes can safely be        You can estimate that on average there are about
      considered the length of an in-depth conversation,         ten rounds in a minute. In a round, everyone—
      the time it takes to quickly explore a small area, or      each character and NPC—gets to take one action.
      the time it takes to rest after a strenuous activity.
                                                                 Initiative is rolled to determine who goes first,
      ENCOUNTERS,                                                second, and so on in a round. Each player
      ROUNDS, AND                                                makes a Speed roll called an initiative roll. Most
      INITIATIVE                                                 of the time, it’s only important to know which
      Sometimes in the course of the game, the GM                characters act before the NPCs and which act
      or players will refer to some common words:                after the NPCs. On an initiative roll, a character
      encounter, round and initiative.                           who rolls higher than an NPC’s target number
                                                                                         TIMEKEEPING
       Action                                                          Time Usually Required
       Walking a mile over easy terrain                                About fifteen minutes
       Walking a mile over rough terrain (forest, snow, hills)         About half an hour
       Walking a mile over difficult terrain (mountains, thick         About forty-five minutes
       jungle)
       Moving from one significant location in a city to another About fifteen minutes
       Sneaking into a guarded location                                About fifteen minutes
       Observing a new location to get salient details                 About fifteen minutes
       Having an in-depth discussion                                   About ten minutes
       Resting after a fight or other strenuous activity               About ten minutes
       Resting and having a quick meal                                 About half an hour
       Making or breaking camp                                         About half an hour
       Shopping for supplies in a market or store                      About an hour
       Meeting with an important contact                               About half an hour
       Referencing a book or website                                   About half an hour
       Searching a room for hidden things                              At least half an hour, perhaps one hour
       Searching for cyphers or other valuables amid a lot of stuff    About an hour
       Identifying and understanding a cypher                          Fifteen minutes to half an hour
       Identifying and understanding an artifact                       At least fifteen minutes, perhaps three
                                                                       hours
       Repairing a device (assuming parts and tools available)         At least an hour, perhaps a day
       Building a device (assuming parts and tools available)          At least a day, perhaps a week
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                                                                                                                            RULES OF
                                                                                                                      8     THE GAME
takes their action before the NPC does. As with          OPTIONAL RULE:
all target numbers, an NPC’s target number for           FASTER INITIATIVE
an initiative roll is three times the NPC’s level.       To make an encounter move faster, if at                An initiative roll is a d20 roll.
Many times, the GM will have all NPCs take their         least one character rolls high enough to beat          Since your initiative depends on
actions at the same time, using the highest target                                                              how fast you are, if you spend
                                                         the target number of the NPC(s), all the
                                                                                                                Effort on the roll, the points
number from among all the NPCs. Using this               characters act before the NPC(s). If nobody            come from your Speed Pool.
method, any characters who rolled higher than            rolls high enough to beat that target number,
the target number act first, then all the NPCs act,      all the characters act after the NPC(s). On
and finally any characters who rolled lower than         the characters’ turn, go clockwise around the
the target number act.                                   table. If you’re playing using an online video
                                                         chat or virtual table, start with the leftmost
The Turn Order in which the characters act               player and move right; repeat.
usually isn’t important. If the players want to go
in a precise order, they can act in initiative order
(highest to lowest), by going around the table,         So is running for cover behind a stack of barrels,
by going oldest to youngest, and so on.                 prying open a stuck door, using a rope to pull
   For example, Christopher, Ilaria, and Dean’s         your friend up from a pit, or activating a cypher
characters are in combat with two town guards           (even if it’s stored in your pack).
(level 2). The GM calls the players to make Speed          Opening a door and attacking a guard on the
rolls to determine initiative. Christopher rolls an     other side are two actions. It’s more a matter
8, Dean rolls a 15, and Ilaria rolls a 4. The target    of focus than time. Drawing your sword and
number for a level 2 creature is 6, so each round       attacking a foe is all one action. Putting away
Christopher and Dean act before the guards,             your bow and pushing a heavy bookcase to block
then the guards act, and finally Ilaria acts. It        a door are two actions because each requires a
doesn’t matter whether Christopher acts before          different train of thought.
or after Dean, as long as they think it’s fair. After      If the action you want to accomplish is not
everyone—all PCs and NPCs—in the combat                 within reach, you can move a little bit. Essentially,
has had a turn, the round ends and a new round          you can move up to an immediate distance to
begins. In all rounds after the first, everyone acts    perform your action. For example, you can move
in the same order as they did in the first round.       an immediate distance and attack a foe, open a
The characters cycle through this order until the       door and move an immediate distance into the
logical end of the encounter (the end of the fight      hallway beyond, or grab your hurt friend lying on
or the completion of the event) or until the GM         the ground and pull them back a few steps. This
asks them to make new initiative rolls.                 movement can occur before or after your action,
                                                        so you can move to a door and open it, or you
New Rolls: The GM can call for new initiative           can open a door and move through it.
rolls at the beginning of any new round when
conditions drastically change. For example, if          The most common actions are:
the NPCs gain reinforcements, the environment            Attack (page 163)
changes (perhaps the lights go out), the terrain         Activate a special ability (one that isn’t an
changes (maybe part of the balcony collapses              attack)(page 171)
under the PCs), or something similar occurs,             Move (page 172)
the GM can call for new initiative rolls.                Wait (page 173)
   Since the action moves as a cycle, anything           Defend (page 173)
that lasts for a round ends where it started in          Do something else(page 173)
the cycle. If Ilaria uses an ability on an opponent
that hinders its defenses for one round, the            ACTION: ATTACK
effect lasts until Ilaria acts on her next turn.        An attack is anything that you do to someone
                                                        that they don’t want you to do. Slashing a foe
ACTIONS                                                 with a poisoned dagger is an attack, blasting
Anything that your character does in a round            a foe with a lightning artifact is an attack,
is an action. It’s easiest to think of an action        wrapping a foe in shadowy tentacles is an attack,
as a single thing that you can do in five to            and controlling someone’s mind is an attack. An
ten seconds. For example, if you use your               attack almost always requires a roll to see if you
longbow to shoot an arrow, that’s one action.           hit or otherwise affect your target.
                                                                                                                            163
                                     In the simplest kind of attack, such as a PC            Common elements that affect the difficulty of
                                  trying to stab a thug with a knife, the player rolls    a combat task are cover, range, and darkness.
                                  and compares their result to the opponent’s             The rules for these and other modifiers are
                                  target number. If their roll is equal to or greater     explained in the Attack Modifiers and Special
 Attack Modifiers and Special     than the target number, the attack hits. Just as        Situations section of this chapter.
        Situations, page 168      with any kind of task, the GM might modify the
                                  difficulty based on the situation, and the player       DAMAGE
                                  might have a bonus to the roll or might try to          When an attack strikes a character, it usually
                                  ease the task using skills, assets, or Effort.          means the character takes damage.
                                     A less straightforward attack might be a                An attack against a PC subtracts points from
                                  special ability or a spell that stuns a foe with        one of the character’s stat Pools—usually the
                                  a mental blast. However, it’s handled the               Might Pool. Whenever an attack simply says
                                  same way: the player makes a roll against the           it deals “damage” without specifying the type,
                                  opponent’s target number. Similarly, an attempt         it means Might damage, which is by far the
                                  to tackle a foe and wrestle it to the ground is still   most common type. Intellect damage, which is
                                  just a roll against the foe’s target number.            usually the result of a mental attack, is always
                                     Attacks are sometimes categorized as                 labeled as Intellect damage. Speed damage is
                                  “melee” or “ranged” attacks.                            often a physical attack, but attacks that deal
                                                                                          Speed damage are fairly rare. Mana damage is
                                  Melee attacks mean that you hurt or affect              often a draining attack of magical resources or a
           Backlash, page 190     something within immediate reach. Melee attacks         backlash of some spell failures.
                                  can be Might or Speed actions—player choice.               NPCs don’t have stat Pools. Instead, they
                                                                                          have a characteristic called health. When an
                                  Ranged attacks mean that you hurt or affect             NPC takes damage of any kind, the amount is
                                  something at a distance. Physical ranged attacks        subtracted from its health. Unless described
                                  (such as bows, thrown or ranged weapons) are            otherwise, an NPC’s health is always equal to its
                                  almost always Speed actions, but those that             target number. Some NPCs might have special
                                  come from spells or special abilities tend to be        reactions to or defenses against attacks that
                                  Mana or Intellect actions.                              would normally deal Speed damage or Intellect
                                                                                          damage, but unless the NPC’s description
                                  Spells or special abilities that require touching the   specifically explains this, assume that all
                                  target require a melee attack. If the attack misses,    damage is subtracted from the NPC’s health.
                                  the power is not wasted, and you can try again             Objects don’t have stat Pools or health. They
Object damage track, page 171     each round as your action until you hit the target,     have an object damage track, just like how PCs
    Attacking objects, page 171   use another ability, or take a different action that    have a damage track. Attacking objects might
                                  requires you to use your hands. These attempts          move them down their damage track.
                                  in later rounds count as different actions, so you         Damage is always a specific amount
                                  don’t have to keep track of how much Effort you         determined by the attack. For example, a slash
                                  used when you activated the ability or how you          with a broadsword deals 4 points of damage.
           Onslaught, page 57     used Edge. For example, let’s say that in the first     A Channeler’s Onslaught deals 4 points of
                                  round of combat, you activate a special ability         damage. Often, there are ways for the attacker
                                  that requires you to touch your foe and you use         to increase the damage. For example, a PC
                                  Effort to ease the attack, but you roll poorly and      can apply Effort to deal 3 additional points of
                                  miss your foe. In the second round of combat,           damage, and rolling a natural 17 on the attack
                                  you can try attacking again and use Effort to ease      roll deals 1 additional point of damage.
                                  the attack roll.
                                     The GM and players are encouraged to describe        ARMOR
                                  every attack with flavor and flair. One attack roll     Pieces of equipment and special abilities protect
                                  might be a stab to the foe’s arm. A miss might          a character from damage by giving them Armor.
                                  be the PC’s sword slamming into the wall.               Each time a character takes damage, subtract
                                  Combatants lunge, block, duck, spin, leap, and          their Armor value from the damage before
                                  make all kinds of movements that should keep            reducing their stat Pool or health. For example,
                                  combat visually interesting and compelling. You         if a Fighter with 2 Armor is hit by a broadsword
                                  find much more guidance in this regard on               slash that deals 4 points of damage, they take
                                  Unearthed.                                              only 2 points of damage (4 minus 2 from their
             164
                                                                                                                 RULES OF
                                                                                                             8   THE GAME
Armor). If Armor reduces the incoming damage            Armor as well. This kind of damage is called
to 0 or lower, the character takes no damage            “straight damage.”
from the attack. For example, the Fighter’s 2              A creature may have a special bonus to Armor
Armor protects them from all physical attacks           against certain kinds of attacks. For example,
that deal 1 or 2 points of damage.                      a magical chain shirt might normally give its
   The most common way to get an Armor value            wearer +1 to Armor but count as +3 to Armor
is to wear physical armor, such as a leather jack,      against fire attacks. An artifact worn as a helmet
a chain hauberk, a banded mail or something             might grant +2 to Armor only against mental
else, depending on your character. All physical         attacks.
armor comes in one of three categories: light,
medium, or heavy.                                       AMBIENT DAMAGE
                                                        Some kinds of damage aren’t direct attacks
Light armor gives the wearer 1 point of Armor;          against a creature, but they indirectly affect
Medium armor gives 2 points of Armor;                   everything in the area. Most of these are
Heavy armor gives 3 points of Armor.                    environmental effects such as winter cold, high
                                                        temperatures, or magical radiation. Damage
When you see the word “Armor” capitalized               from these kinds of sources is called ambient
in the game rules (other than in the name               damage. Physical armor usually doesn’t protect
of a special ability), it refers to your Armor          against ambient damage, though a well-insulated
characteristic—the number you subtract from             suit of armor can protect against cold weather.
incoming damage. When you see the word
“armor” in lowercase, it refers to any physical         DAMAGE FROM HAZARDS
armor you might wear.                                   Attacks aren’t the only way to inflict damage
   Other effects can add to a character’s Armor.        on a character. Experiences such as falling
If a character is wearing a chain hauberk (+2 to        from a great height, being burned in a fire,
Armor) that grants +1 to Armor as it is magical,        and spending time in severe weather also deal
their total is 3 Armor. If the character also uses      damage. Although no list of potential hazards
a cypher that hardens their flesh temporarily for       could be comprehensive, the Damage From
+1 to Armor, their total is 4 Armor.                    Hazards table includes common examples.
   Some types of damage ignore physical armor.
Attacks that specifically deal Speed damage,            THE EFFECTS OF TAKING
Intellect Damage or Mana damage ignore                  DAMAGE
Armor; the creature takes the listed amount             When an NPC reaches 0 health, it is either dead
of damage without any reduction from Armor.             or (if the attacker wishes) incapacitated, meaning
Ambient damage (see below) usually ignores              unconscious or beaten into submission.
                                                                                                                 165
                                       As previously mentioned, damage from most            stat Pools to 0, they become impaired. Note
  The damage track allows you       sources is applied to a character’s Might Pool.         that a character whose stat Pools are much
   to know how far from death       Otherwise, stat damage always reduces the Pool          lower than normal can still be hale.
  you are. If you’re hale, you’re   of the stat it affects.
      three steps from death. If
                                       If damage reduces a character’s stat Pool to         Impaired is a wounded or injured state. When an
    you’re impaired, you’re two
     steps from death. If you’re    0, any further damage to that stat (including           impaired character applies Effort, it costs 1 extra
   debilitated, you are only one    excess damage from the attack that reduced              point per level applied. For example, applying
  small step from death’s door.     the stat to 0) is applied to another stat Pool.         one level of Effort costs 4 points instead of 3,
                                    Damage is applied to Pools in this order:               and applying two levels of Effort costs 7 points
                                       1. Might (unless the Pool is 0)                      instead of 5.
                                       2. Speed (unless the Pool is 0)                        An impaired character ignores minor and
                                       3. Intellect (unless the Pool is 0)                  major effect results on their rolls, and they
                                       4. Mana (unless the Pool is 0)                       don’t deal as much extra damage in combat
                                                                                            with a special roll. In combat, a roll of 17 or
    When NPCs (who have only            Even if the damage is applied to another stat       higher deals only 1 additional point of damage.
health) suffer Speed or Intellect   Pool, it still counts as its original type for the      When an impaired PC takes enough damage to
        damage, normally this is    purpose of Armor and special abilities that affect      reduce one of their stat Pools to 0, they become
      treated the same as Might
                                    damage. For example, if a character with 2 Armor        debilitated.
     damage. However, the GM
     or the player has the option   is reduced to 0 Might and then is hit by a creature’s
       to suggest an appropriate    claw for 3 points of damage, it still counts as Might   Debilitated is a critically injured state. A
      alternate effect—the NPC      damage, so their Armor reduces the damage to 1          debilitated character may not take any actions
  suffers a penalty, moves more     point, which then is applied to their Speed Pool.       other than to move (probably crawl) no more
   slowly, is stunned, and so on.   In other words, even though they take the damage        than an immediate distance. If a debilitated
                                    from their Speed Pool, it doesn’t ignore Armor like     character’s Speed Pool is 0, they can’t move at
                                    Speed damage normally would.                            all. When a debilitated PC takes enough damage
                                        In addition to taking damage from their             to reduce a stat Pool to 0, they are dead.
                                    Might Pool, Speed Pool, Intellect Pool or
                                    Mana Pool, PCs also have a damage track. The            Dead is dead.
                                    damage track has four states (from best to
                                    worst): hale, impaired, debilitated, and dead.          RECOVERING POINTS IN
                                    When one of a PC’s stat Pools reaches 0, they           A POOL
                                    move one step down the damage track. Thus, if           After losing or spending points in a Pool, you
                                    they are hale, they become impaired. If they are        recover those points by resting. You can’t
                                    already impaired, they become debilitated. If           increase a Pool past its maximum by resting—
                                    they are already debilitated, they become dead.         just back to its normal level. Any extra points
                                        Some effects can immediately shift a PC one or      gained go away with no effect. The amount of
                                    more steps on the damage track. These include           points you recover from a rest, and how long
                                    rare poisons, disintegration spell attacks, and         each rest takes, depends on how many times
                                    massive traumas (such as falls from very great          you have rested so far that day.
                                    heights, being run over by a a giant creature, and         When you rest, make a recovery roll. To do this,
                                    so on, as determined by the GM).                        roll a d6 and add your tier. You recover that many
                                        Some attacks, like a serpent’s poisonous            points, and you can divide them among your stat
               Enthrall, page 61    bite or a Emissary’s Enthrall, have effects other       Pools however you wish. For example, if your
                                    than damage to a stat Pool or shifting the PC           recovery roll is 4 and you’ve lost 4 points of Might
                                    on the damage track. These attacks can cause            and 2 points of Speed, you can recover 4 points of
                                    unconsciousness, paralysis, and so on.                  Might, or 2 points of Might and 2 points of Speed,
                                                                                            or any other combination adding up to 4 points.
                                    THE DAMAGE TRACK
                                    As noted above, the damage track has four               The first time you rest each day, it takes only
                                    states: hale, impaired, debilitated, and dead.          a few seconds to catch your breath. If you rest
                                                                                            this way in the middle of an encounter, it takes
                                    Hale is the normal state for a character: all four      one action on your turn.
                                    stat Pools are at 1 or higher, and the PC has no
                                    penalties from harmful conditions. When a hale          The second time you rest each day, you must
                                    PC takes enough damage to reduce one of their           rest for ten minutes to make a recovery roll.
              166
                                                                                                                            RULES OF
                                                                                                                      8     THE GAME
The third time you rest each day, you must rest          loud sounds, or affected by a mental attack. When
for one hour to make a recovery roll.                    this happens, for the duration of the daze effect
                                                         (usually one round), all of the character’s tasks
The fourth time you rest each day, you must rest         are hindered. Similar but more severe attacks can
for ten hours to make a recovery roll (usually, this     stun characters. Stunned characters lose their turn
occurs when you stop for the day to eat and sleep).      (but can still defend against attacks normally).
After that much rest, it’s assumed to be a new           Poison and Disease: When characters
day, so the next time you rest, it takes only a few      encounter poison—whether the venom of a
seconds. The next rest takes ten minutes, then           serpent, or a toxic mist—they make a Might
one hour, and so on, in a cycle.                         defense roll to resist it. Failure to resist can
   If you haven’t rested yet that day and you take       result in points of damage, moving down
a lot of damage in a fight, you could rest a few         the damage track, or a specific effect such
seconds (regaining 1d6 points + 1 point per              as paralysis, unconsciousness, disability,
tier) and then immediately rest for ten minutes          or something stranger. For example, some
(regaining another 1d6 points + 1 point per tier).       poisons affect the brain, making it impossible
Thus, in one full day of doing nothing but resting,      to say certain words, take certain actions, resist
you could recover 4d6 points + 4 points per tier.        certain effects, or recover points to a stat Pool.
   Each character chooses when to make recovery             Diseases work like poisons, but their effect
rolls. If a party of five PCs rests for ten minutes      occurs every day, so the victim must make a Might
because two of them want to make recovery rolls,         defense roll each day or suffer the effects. Disease
the others don’t have to make rolls at that time.        effects are as varied as poisons: points of damage,
Later in the day, those three can decide to rest for     moving down the damage track, disability, and so
ten minutes and make recovery rolls.                     on. Many diseases inflict damage that cannot be
                                                         restored through conventional means.
 Recovery Roll               Rest Time Needed
                                                         Paralysis: Paralytic effects cause a character to      GMs should always remember
 First recovery roll         One action
                                                         drop to the ground, unable to move. Unless             that above all else, describing
 Second recovery roll        Ten minutes                 otherwise specified, the character can still take      the action and how it fits into
 Third recovery roll         One hour                                                                           the situation at hand is more
                                                         actions that require no physical movement.
                                                                                                                important than the mechanics.
 Fourth recovery roll        Ten hours
                                                         Other Effects: Other special effects can render a
                                                         character blind or deaf, unable to stand without
RESTORING THE                                            falling over, or unable to breathe. Stranger
DAMAGE TRACK                                             effects might negate gravity for the character
Using points from a recovery roll to raise a stat Pool   (or increase it a hundredfold), transport them to
from 0 to 1 or higher also automatically moves the       another place, render them out of phase, mutate
character up one step on the damage track.               their physical form, implant false memories
   If all of a PC’s stat Pools are above 0 and the       or senses, alter the way their brain processes
character has taken special damage that moved            information, or inflame their nerves so they are
them down the damage track, they can use a               in constant, excruciating pain. Each special effect
recovery roll to move up one step on the damage          must be handled on a case-by-case basis. The
track instead of recovering points. For example,         GM adjudicates how the character is affected and
a character who is debilitated from a hit with a         how the condition can be alleviated (if possible).
destructive spell can rest and move up to
impaired rather than recover points in a Pool.           NPCS AND SPECIAL
                                                         DAMAGE
SPECIAL DAMAGE                                           The GM always has final say over what special
In the course of playing the game, characters face       damage will affect an NPC. Human NPCs usually
all manner of threats and dangers that can harm          react like characters, but nonhuman creatures
them in a variety of ways, only some of which            might react very differently. For example, a tiny
are easily represented by points of damage.              bit of venom is unlikely to hurt a gigantic dragon,
                                                         and it won’t affect a golem or a demon at all.
Dazed and Stunned: Characters can be dazed when             If an NPC is susceptible to an attack that
struck hard on the head, exposed to extremely            would shift a character down the damage track,
                                                                                                                            167
      using that attack on the NPC usually renders it
      unconscious or dead. Alternatively, the GM could
      apply the debilitated condition to the NPC, with
      the same effect as it would have on a PC.
      ATTACK MODIFIERS
      AND SPECIAL
      SITUATIONS
      In combat situations, many modifiers might
      come into play. Although the GM is at liberty
      to assess whatever modifiers they think are
      appropriate to the situation (that’s their role
      in the game), the following suggestions and
      guidelines might make that easier. Often the
      modifier is applied as a step in difficulty. So
      if a situation hinders attacks, that means if a
      PC attacks an NPC, the difficulty of the attack
      roll is increased by one step, and if an NPC
      attacks a PC, the difficulty of the defense roll is
      decreased by one step. This is because players
      make all rolls, whether they are attacking
      or defending—NPCs never make attack or
      defense rolls.
         When in doubt, if it seems like it should be
      harder to attack in a situation, hinder the attack
      rolls. If it seems like attacks should gain an
      advantage or be easier in some way, hinder the
      defense rolls.
      COVER
      If a character is behind cover so that a significant
      portion of their body is behind something sturdy,
      attacks against the character are hindered.
         If a character is entirely behind cover (their
      entire body is behind something sturdy), they
      can’t be attacked unless the attack can go
      through the cover. For example, if a character
      hides behind a thin wooden screen and their
      opponent shoots the screen with a weapon that
      can penetrate the wood, the character can be
      attacked. However, because the attacker can’t
      see the character clearly, this still counts as cover
      (attacks against the character are hindered).
      POSITION
      Sometimes where a character stands gives
      them an advantage or a disadvantage.
168
                                                                                                                           RULES OF
                                                                                                                    8      THE GAME
                                                                                                                           169
                                                                                   MOVING TARGETS
                         A CLOSER LOOK AT
                                                                                   Moving targets are harder to hit, and moving
                         SITUATIONS THAT                                           attackers have a difficult time as well.
                         DON’T INVOLVE PCS
                         Ultimately, the GM is the arbiter of conflicts            Target Is Moving: Attackers trying to hit a foe
                         that do not involve the PCs. They should be               who is moving very fast are hindered. (A foe
                         adjudicated in the most interesting, logical,             moving very fast is one who is doing nothing but
                         and story-based way possible. When in doubt,              running, mounted on a moving creature, riding
                         match the level of the NPCs (characters                   on a vehicle or moving conveyance, and so on.)
                         or creatures) or their respective effects to
                         determine the results. Thus, if a level 4 NPC             Attacker Is Moving: An attacker trying to make
                         fights a level 3 NPC, the level 4 NPC will win,           an attack while moving under their own power
                         but if they face a level 7 NPC, they’ll lose.             (walking, running, swimming, and so on) takes
                         Likewise, a level 4 creature resists poisons              no penalties. Attacks from a moving mount
                         or devices of level 3 or lower but not those of           or moving vehicle are hindered; an attacker
                         level 5 and above.                                        trained in riding or driving ignores this penalty.
                            The essence is this: in Diamond Throne, it
                         doesn’t matter if something is a creature, a              Attacker Is Jostled: Being jostled, such as while
                         poison, or magic dispelling ray. If it’s a higher         standing on a listing ship or a vibrating terrain,
                         level, it wins; if it’s a lower level, it loses. If two   makes attacking difficult. Such attacks are
                         things of equal level oppose each other, there            hindered. Characters trained in balancing or
                         might be a long, drawn-out battle that could              sailing would ignore penalties for being on a ship.
                         go either way.
                                                                                   SPECIAL SITUATIONS
                                                                                   During an encounter you might face some special
                       WATER                                                       situations. The GM can follow these guidelines.
                       Being in shallow water can make it hard to
                       move, but it doesn’t affect combat. Being in                COMBAT BETWEEN NPCS
                       deep water can make things difficult, and being             When an NPC ally of the PCs attacks another NPC,
                       underwater entirely can seem as different as                the GM can designate a player to roll and handle
                       being on another world.                                     it like a PC attacking. Often, the choice is obvious.
                                                                                   For example, a character who has a trained attack
                       Deep Water: Being in water up to your chest (or             animal should roll when their pet attacks enemies.
                       the equivalent thereof) hinders your attacks.               If an NPC ally accompanying the party leaps
                       Aquatic creatures ignore this modifier.                     into the fray, that ally’s favorite PC rolls for them.
                                                                                   NPCs cannot apply Effort. Of course, it’s perfectly
                       Underwater Melee Combat: For nonaquatic                     fitting (and easier) to have the NPC ally use the
Cooperative actions,   creatures, being completely underwater makes                cooperative action rules to aid a PC instead of
           page 174    attacking very difficult. Attacks with stabbing             making direct attacks, or to compare the levels of
                       weapons are hindered, and melee attacks with                the two NPCs (higher wins).
                       slashing or bashing weapons are hindered
                       by two steps. Aquatic creatures ignore these                COMBAT BETWEEN PCS
                       penalties.                                                  When one PC attacks another PC, the
                                                                                   attacking character makes an attack roll,
                       Underwater Ranged Combat: As with melee                     and the other character makes a defense
                       combat, nonaquatic creatures have problems                  roll, adding any appropriate modifiers. If
                       fighting underwater. Some ranged attacks                    the attacking PC has a skill, ability, asset,
                       are impossible underwater—you can’t throw                   or other effect that would ease the attack if
                       things, fire a bow or crossbow, or use a blowgun.           it were made against an NPC, the character
                       Attacks with weapons that do work underwater                adds 3 to the roll for each step reduction (+3
                       are hindered. Ranges underwater are reduced                 for one step, +6 for two steps, and so on).
                       by one category; very-long-range weapons work               If the attacker’s final result is higher, the
                       only to long range, long-range weapons work                 attack hits. If the defender’s result is higher,
                       only to short range, and short-range weapons                the attack misses. Damage is resolved
                       work only to immediate range.                               normally. The GM mediates all special effects.
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                                                                                                                         RULES OF
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                                                                                                                        171
      ACTION: MOVE                                           about 3 miles (5 km) per hour, including a few
      As a part of another action, a character can           stops.
      adjust their position—stepping back a few feet
      while using an ability, sliding over in combat to      Overland: When traveling overland, characters
      take on a different opponent to help a friend,         can move about 12 miles (19 km) per day,
      pushing through a door they just opened,               averaging 2 miles (3 km) per hour, again with
      and so on. This is considered an immediate             some stops. Mounted characters, such as those
      distance, and a character can move this far as         on horseback, can go twice as far. Other modes
      part of another action.                                of travel (carts, aerial or sailing ships, magical
         In a combat situation, if a character is in a       wings) have their own rates of movement.
      large melee, they’re usually considered to be
      next to most other combatants, unless the GM           MOVEMENT MODIFIERS
      rules that they’re farther away because the melee      Different environments affect movement in
      is especially large or the situation dictates it.      different ways.
         If they’re not in melee but still nearby, they
      are considered to be a short distance away—            Rough Terrain: A surface that’s considered
      usually less than 50 feet (15 m). If they’re farther   rough terrain is covered in loose stones or
      away than that but still involved in the combat,       other material, uneven or with unsure footing,
      they are considered to be a long distance away,        unsteady, or a surface that requires movement
      usually 50 to 100 feet (15 to 30 m), or possibly       across a narrow space, such as a cramped
      even a very long distance away, usually more           corridor or a slender ledge. Stairs are also
      than 100 feet to 500 feet (30 to 150 m).               considered rough terrain. Rough terrain does
         In a round, as an action, a character can           not slow normal movement on a round-by-
      make a short move. In this case, they are doing        round basis, but hinders move rolls. Rough
      nothing but moving up to about 50 feet (15             terrain cuts long-term movement rates in half.
      m). Some terrain or situations will change the
      distance a character can move, but generally,          Diff icult Terrain: Difficult terrain is an area
      making a short move is considered to be a              filled with challenging obstacles—water up to
      difficulty 0 action. No roll is needed; they just      waist height, a very steep slope, an especially
      get where they’re going as their action.               narrow ledge, slippery ice, a foot or more
         A character can try to make a long move—up          of snow, a space so small that one must
      to 100 feet (30 m) or so—in one round. This            crawl through it, and so on. Difficult terrain
      is a Speed task with a difficulty of 4. As with        hinders move rolls and halves movement on
      any action, they can use skills, assets, or Effort     a round-by-round basis. This means that a
      to ease the task. Terrain, obstacles, or other         short move is about 25 feet (8 m), and a long
      circumstances can hinder the task. A successful        move is about 50 feet (15 m). Difficult terrain
      roll means the character moved the distance            reduces long-term movement to a third of its
      safely. Failure means that at some point during        normal rate.
      the move, they stop or stumble (the GM
      determines where this happens).                        Water: Deep water, in which a character is mostly
         A character can also try to make a short            or entirely submerged, hinders move rolls
      move and take another (relatively simple)              and reduces round-by-round and long-term
      physical action, like make an attack. As with the      movement to one quarter its normal rate. This
      attempt to make a long move, this is a Speed           means that a short move is about 12 feet(4 m),
      task with a difficulty of 4, and failure means that    and a long move is about 25 feet (7.5 m).
      the character stops at some point, slipping or         Characters trained in swimming halve their
      stumbling or otherwise getting held up.                movement only while in deep water.
172
                                                                                                                               RULES OF
                                                                                                                         8     THE GAME
of the story, this one-roll mechanic can be the               Sometimes an attack provokes two defense            In Diamond Throne, players are
result of a long chase over many rounds.                  actions. For example, a poisonous reptile tries         not rewarded for killing foes in
   Alternatively, if the GM wants to play out a           to bite a PC. They try to dodge the bite with           combat, so using a smart idea to
                                                                                                                  avoid combat and still succeed is
long chase, the character can make many rolls             a Speed action. If they fail, they take damage
                                                                                                                  just good play. Likewise, coming
(perhaps one per level of the NPC) to finish the          from the bite, and they must also attempt a             up with an idea to defeat a
pursuit successfully. For every failure, the PC must      Might action to resist the poison’s effects.            foe without hammering on it
make another success, and if they ever have more              If a character does not know an attack is coming,   with weapons is encouraged—
failures than successes, the PC fails to catch the        usually they can still make a defense roll, but they    creativity is not cheating!
NPC (if chasing) or is caught (if chased). As with        can’t add modifiers (including the modifier from
combat, the GM is encouraged to describe the              a shield), and they can’t use any skill or Effort to
results of these rolls with flavor. A success might       ease the task. If circumstances warrant—such as
mean the PC has rounded a corner and gained               if the attacker is right next to the character—the
some distance. A failure might mean that a basket         GM might rule that the surprise attack simply hits.
of fruit topples over in front of them, slowing them          A character can always choose to forgo
down. Vehicle chases are handled similarly.               a defense action, in which case the attack
                                                          automatically hits.
ACTION: WAIT                                                  Some abilities (such as the Countermeasures         Countermeasures, page 58
You can wait to react to another character’s action.      special ability) may allow you to do something
   You decide what action will trigger your action,       special as a defense action.                            Waiting is also a useful tool for
and if the triggering action happens, you get to                                                                  cooperative actions (page 173).
take your action first (unless going first wouldn’t       ACTION: DO
make sense, like attacking a foe before they come         SOMETHING ELSE
into view). For example, if a rhodin threatens you        Players can try anything they can think of,
with a halberd, on your turn you can decide to            although that doesn’t mean anything is possible.
wait, stating “If it stabs at me, I’m going to slash it   The GM sets the difficulty—that’s their primary
with my sword.” On the rhodin’s turn, it stabs, so        role in the game. Still, guided by the bounds             Rhodin, page 94
you make your sword attack before that happens.           of logic, players and GMs will find all manner
   Waiting is also a good way to deal with a              of actions and options that aren’t covered by a
ranged attacker who rises from behind cover,              rule. That’s a good thing.                              Players are encouraged to come up
fires an attack, and ducks back down. You could              Players should not feel constrained by the           with their own ideas for what their
say “I wait to see them pop up from behind                game mechanics when taking actions. Skills              characters do rather than looking
                                                                                                                  at a list of possible actions. That’s
cover and then I shoot them.”                             are not required to attempt an action. Someone
                                                                                                                  why there is a “do something else”
                                                          who’s never picked a lock can still try. The GM         action. PCs are not pieces on a
ACTION: DEFEND                                            might hinder the task, but the character can still      game board—they are people in
Defending is a special action that only PCs can           attempt the action.                                     a story. And like real people, they
do, and only in response to being attacked. In               Thus, players and GMs can return to the              can try anything they can think
other words, an NPC uses its action to attack,            beginning of this chapter and look at the most          of. (Succeeding is another matter
                                                                                                                  entirely.) The task difficulty system
which forces a PC to make a defense roll. This            basic expression of the rules. A player wants to        provides GMs with the tools
is handled like any other kind of action, with            take an action. The GM decides, on a scale of 1         they need to adjudicate anything
circumstances, skill, assets, and Effort all              to 10, how difficult that task is and what stat it      the players come up with.
potentially coming into play. Defending is a              uses. The player determines whether they have
special kind of action in that it does not happen         anything that might modify the difficulty and
on the PC’s turn. It’s never an action that a             considers whether to apply Effort. Once the final
player decides to take; it’s always a reaction to         determination is made, they roll to see if their
an attack. A PC can take a defense action when            character succeeds. It’s as easy as that.
attacked (on the attacking NPC’s turn) and still             As further guidance, the following are some of
take another action on their own turn.                    the more common actions a player might take.
   The type of defense roll depends on the type
of attack. If a foe attacks a character with an axe,      CLIMBING
they can use Speed to duck or block it with what          When a character climbs, the GM sets a difficulty
they’re holding. If they’re struck by a poisoned          based on the surface being climbed. Climbing is
dart, they can use a Might action to resist its           like moving through difficult terrain: the move         Difficult terrain, page 172
effects. If a psi-worm or a magister attempts             roll is hindered and the movement is half speed.
to control their mind, they can use Intellect or          Unusual circumstances, such as climbing while
Mana to fend off the intrusion.                           under fire, pose additional step penalties.
                                                                                                                               173
                                                 climbing difficulty
                                        Difficulty Surface
                                            2       Surface with lots of handholds
                                            3       Stone wall or similar surface (a
                                                    few handholds)
                                            4       Crumbling or slippery surface
                                            5       Smooth stone wall or similar surface
                                            6       Metal wall or similar surface
                                            8       Smooth, horizontal surface
                                                    (climber is upside down)
                                           10       Glass wall or similar surface
                                       COOPERATIVE ACTIONS
                                       There are many ways multiple characters can
                                       work together. None of these options, however,
                                       can be used at the same time by the same
                                       characters.
                 174
                                                                                                                                 RULES OF
                                                                                                                          8      THE GAME
Draw the Attack: When an NPC attacks a character,              Sometimes, if the item is artistic in nature, the
another PC can prominently present themselves,              GM will add to the difficulty and time required.
shout taunts, and move to try to get the foe to             For example, a crude wooden stool might be
attack them instead. In most cases, this action             hammered together in an hour. A beautiful
succeeds without a roll—the opponent attacks                finished piece might take a week or longer and         Circumstances really matter. For
the prominent PC instead of their companions. In            would require more skill on the part of the crafter.   example, sewing a dress by hand
other cases, such as with intelligent or determined            The GM is free to overrule some attempts at         might take five times as long (or
                                                                                                                   more) as using a sewing machine.
foes, the prominent character must succeed at an            creation, building, or repair, requiring that the
Intellect action to draw the attack. If that Intellect      character have a certain level of skill, proper
action is successful, the foe attacks the prominent         tools and materials, and so forth.                     The GM is free to overrule
character, whose defenses are hindered by two                                                                      some attempts at creation,
steps. Two characters attempting to draw an attack          Skill Task: A level 0 object requires no skill to      building, or repair, requiring
                                                                                                                   that the character have a
at the same time cancel each other out.                     make and is easily found in most locations.
                                                                                                                   certain level of skill, proper tools
                                                            Sling stones and firewood are level 0 items—           and materials, and so forth.
Take the Attack: A character can use their action           producing them is routine. Making a torch from
to throw themselves in front of a foe’s successful          spare wood and oil-soaked cloth is simple, so
attack to save a nearby comrade. The attack                 it’s a level 1 object. Making an arrow or a spear
automatically succeeds against the sacrificial              is fairly standard but not simple, so it’s a level
character, and it deals 1 additional point of               2 object.                                              Obviously, what is considered
damage. A character cannot willingly take more                                                                     “weird stuff ” will vary from
than one attack each round in this way.                     Crafting Materials: Generally speaking, a device       setting to setting, and sometimes
                                                                                                                   the concept might not apply
                                                            to be crafted requires materials equal to its level
                                                                                                                   at all. But many times, there
CRAFTING, BUILDING,                                         and all the levels below it. So a level 5 device       will be something in the setting
AND REPAIRING                                               requires level 5 material, level 4 material, level     that is too strange, too alien,
Crafting is a tricky topic in Diamond Throne                3 material, level 2 material, and level 1 material     too powerful, or too dangerous
because the same rules that govern building a               (and, technically, level 0 material).                  for PCs to mess around with
spear also cover repairing a great aerial vessel.              The GM and players can gloss over much of           (or at least mess around
                                                                                                                   with easily). Einstein may
Normally, the level of the item determines the              the crafting details, if desired. Gathering all the    have been extraordinary, but
difficulty of creating or repairing it as well as the       materials to make a mundane item might not be          that doesn’t mean he could
time required. For cyphers, artifacts, other items          worth playing out—but then again, it might be.         reverse-engineer a teleporter
that require specialized knowledge, or unique               For example, making a wooden spear in a forest         made in another dimension.
items, add 5 to the item’s level to determine the           isn’t very interesting, but what if the characters
difficulty of building or repairing it.                     have to make a spear in the desertic Southern
                                                                                                                                 175
      Wastes? Finding the wreckage of something            human can’t make a chainmail vest in one hour
      made of wood or forcing a PC to fashion a            without some kind of magic aid to help.
      spear out of the bones of a large beast could be        For possible crafting skills: only characters
      interesting situations.                              with a proper special ability might try to make
                                                           a cypher, a magic item or an artifact. That said,
      Crafting/Repairing Time: The time required to        tinkering with weird stuff is not easy. Obviously,
      create an item is up to the GM, but the guidelines   the difficulty varies from situation to situation,
      in the crafting table are a good starting point.     but difficulties starting at 7 are not unreasonable.
      Generally, repairing an item takes somewhere         The time, tools, and training required would be
      between half the creation time and the full          similar to the time, tools, and training needed to
      creation time, depending on the item, the aspect     repair a device. If the tinkering results in a long-
      that needs repairing, and the circumstances.         term benefit for the character—such as creating
      For example, if creating an item takes one hour,     an artifact that they can use—the GM should
      repairing it takes thirty minutes to one hour.       require them to spend XP to make it.
         Sometimes a GM will allow a rush job if the
      circumstances warrant it. This is different than     GUARDING
      using skill to reduce the time required. In this     In a combat situation, a character can stand
      case, the quality of the item is affected. Let’s     guard as their action. They do not make attacks,
      say that a character needs to create a complex       but all their defense tasks are eased. Further, if
      masterwork trap (a level 7 item), but they have      an NPC tries to get by them or take an action
      to do it in one day. The GM might allow it, but      that they are guarding against, the character can
      the device could be extremely flawed, inflicting     attempt an eased Speed action based on the level
      damage on the user during set up, or it might        of the NPC. Success means the NPC is prevented
      work only once. The device is still considered       from taking the action; the NPC’s action that turn
      a level 7 item to create in all other respects.      is wasted. This is useful for blocking a doorway,
      Sometimes the GM will rule that reducing the         guarding a friend, and so forth.
      time is not possible. For example, a single             If an NPC is standing guard, use the same
176
                                                                                                                          RULES OF
                                                                                                                    8     THE GAME
                                                                                                                          177
      roll to succeed. A saddle or other appropriate       OPTIONAL RULE:
      gear is an asset and eases the riding task.          ESCALATION MODE
                                                           There might be critical situations where a GM believes
        Difficulty    Maneuver                             that actions, damage, and possible consequences
                                                           should be dramatically intensified. The GM might
            0         Riding
                                                           want players to experience high-tension exploration
            1         Staying on a mount in a battle       or heart-pumping combat beyond what is normally
                      or other difficult situation         experienced. In situations like this, everything
            3         Staying on a mount when you          becomes more stressful and lethal to reflect the high-
                      take damage                          stakes nature of the situation at hand.
            4         Mounting a moving steed                 To create such a situation for the players, GMs can
            5         Coaxing a mount to move or           implement “Escalation Mode.” The idea is to create
                      jump twice as fast or far as         a sense of escalating tension and menace beyond
                      normal for one round                 what PCs experience in “regular” exploration and
                                                           combat. Escalation Mode should be used sparingly,
                                                           however, and not for every situation the PCs find
      SNEAKING                                             themselves in—just in those that the GM believes
      The difficulty of sneaking by a creature is          need to be more intense and emphasized.
      determined by its level. Sneaking is a Speed            In game terms, exploring or combat begin as
      roll. Moving at half speed eases the sneaking        normal, with the PCs interacting with each other,
      task. Appropriate camouflage or other gear may       their surroundings, and NPCs. At a moment that
      count as an asset and ease the task, as will dim     the GM determines is appropriate to accelerate the
      lighting conditions and having plenty of things      action, they announce that the game has entered
      to hide behind.                                      Escalation Mode.
                                                                 This announcement warns the players that
      SWIMMING                                             the action is going to increase in excitement and
      If you’re simply swimming from one place to          tension. It’s the RPG equivalent of epic music
      another, such as across a calm river or lake, use    beginning to play in a movie scene. While in
      the standard movement rules, noting the fact         Escalation Mode, the rules for GM intrusions
      that your character is in deep water. However,       triggered by die rolls begin to “escalate,” occurring
      sometimes, special circumstances require a           on a 1-2 instead of just 1.
      Might roll to make progress while swimming,             As time passes, according to the Escalation
      such as when trying to avoid a current or being      Stress Rate table below, the situation escalates
      dragged into a whirlpool.                            further, causing the die roll range for GM
                                                           intrusions to increase, occurring on 1-3, and then
      UNDERSTANDING,                                       1-4 on the next escalation, and so on. As the roll
      IDENTIFYING,                                         range increases, this could potentially result in a
      OR REMEMBERING                                       roll that indicates both success in a task and the
      When characters try to identify or figure out        triggering of a GM intrusion.
      how to use a device, the level of the device            As the intrusion range changes with each
      determines the difficulty. For a bit of knowledge,   escalation, the GM should announce this to the
      the GM determines the difficulty.                    players. The feeling of rising tension should be
                                                           dramatic and overt.
       Difficulty Knowledge
           0         Common knowledge
                                                            ESCALATION STRESS RATE
                                                            Activity        Intrusion Range Increases by 1
           1         Simple knowledge
                                                            Exploring a     Every time a new intrusion is
           3         Something a scholar probably
                                                            large area      indicated by a die roll
                     knows
                                                            Exploring       Every ten minutes or every
           5         Something even a scholar might
                                                                            time a new intrusion is
                     not know
                                                                            indicated by a die roll
           7         Knowledge very few people
                                                            Combat          Each round
                     possess
          10         Completely lost knowledge
                                                             For example, while the PCs are exploring a
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                                                                                                                        RULES OF
                                                                                                                    8   THE GAME
dark swamp (a large area), the game goes into            on a task during a particularly dramatic moment,
Escalation Mode and intrusions are triggered on a        or the exhilaration felt during a combat when an
1 or 2. During this exploration, one of the players      extremely tough foe is downed. Whenever a player
rolls a 2. Not only is there an intrusion, but now the   rolls a 20, the chance of obtaining the benefits of
range escalates to 1, 2, or 3. The character is almost   rolls increase, so they obtain the same at 19-20,
dragged into a spot of quicksand-like muck. Then         then 18-20, and so on. They also have the chance to
the PCs find an old abandoned house in the middle        use their own intrusions more quickly, so to achieve
of the swamp. They enter, and now the escalation         victory sooner using their abilities as a group.
rate goes up if they roll a 1, 2, or 3, or every ten        It is important to note that Escalation Mode
minutes that passes in the game. They explore the        affects the entire group mode, so that all the PCs
house for twenty minutes (escalating intrusions to       experience both the increase in GM intrusions and
1 to 5), and during the investigation of the kitchen,    the chances that benefits from rolls will be obtained.
someone rolls a 3, triggering an intrusion. A cabinet    Using it on a single PC would be far too imbalanced,
opens mysteriously and a strangely carved clay pot       unless the GM decides it’s appropriate in situations
falls, striking the character. This also escalates the   where the PC is the only “agent” in the situation, i.e.,
intrusion rate, so they now occur on a roll of 1 to      a single character sneaking into a fortress to open the
6. When the PCs reach the attic, they encounter          gates for a surprise attack, or a “one-on-one” combat
the dreaded swamp slayer, a half-man, half-beast         with a single PC versus a single opponent.
that thrives on blood. It attacks, and now the range
goes up during each round of combat. After four          OPTIONAL RULE:
rounds of fighting, intrusions happen on a roll of 1     GAINING INSIGHT
to 10—half the time. Things are getting dicey, and       Sometimes GMs like to keep lots of mystery in
they’re only going to get worse.                         their games and present the players with many
   When the GM announces that Escalation Mode            unknowns. This can be fun, and it’s realistic—
has ended, the GM intrusion rate goes back to            there’s always some unknown factor in any
normal, occurring only on a roll of 1 or when the        situation that can creep up and cause trouble.
GM awards XP.                                            And trouble is good because it makes things
    At the same time, escalation works for the PCs       more interesting. These unknown factors are
as well, reflecting the excitement at succeeding         usually best portrayed as GM intrusions.
   SAMPLE INSIGHTS
   h The mob boss’s bodyguard always falls asleep after a big lunch.
   h The mayor won’t press charges if they think their child is involved.
   h There must be a secret room at the center of the level because the walls don’t match up.
   h The guard at the gate can’t be bribed.
   h The ship captain won’t believe anything a harrid says.
   h The shopkeeper knows they must sell the stolen goods by the end of the day and will do
     anything to do so.
   h The queen is having an affair with the noblewoman.
   h The magic amulet sank to the bottom of Deepshadow in the Sonish Sea when the ship went
     down.
   h The kidnappers are holding the boy as far away from the cathedral as possible.
   h Rhodins hate the taste of anise.
   h The castle’s defenses include living spells that negate other spell effects.
   h The bridge will collapse if more than one person walks across it.
   h The judge knows who the murderer is.
   h The two magic rings will cancel each other out.
   h Every door in the castle is magically locked, but not to the windows on the top of the towers.
   h The fugitives couldn’t be more than one hour’s ride away.
   h The ambassador shows the telltale signs of being a shapeshifter.
   h The giants of the ancient fortress always put exactly three traps on their doors.
   h The general’s assistant is fiercely loyal and will never betray them.
                                                                                                                        179
         However, when a master unfettered human
      plans to break into a vault and steal the jewels,
      they don’t go in unless they are nearly certain of
      success. They might know exactly what sorts of
      protections are rigged to the door, or what schedule
      the security guards follow when patrolling. This
      isn’t guesswork. The unfettered knows these
      things for sure. That’s how they came up with their
      break-in plan in the first place. It’s what separates
      the master thief from bumbling criminals.
         Similarly, the PCs are competent individuals—
      sometimes even experts—and such people
      can make decisions and devise plans with
      confidence. Yet players often find this difficult
      for two reasons. First, while their characters
      might be world-class con artists, infiltration
      specialists, or demolition experts, the players
      are not. And second, they’re hindered by all the
      previously mentioned unknowns.
         This is why PCs can gain Insights to help them.
      If a character is thinking about a plan, doing
      research, gathering information, casing a job, or
      scouting ahead, they can spend 3 Intellect points
      and one action to gain a single bit of special
      knowledge from the GM that they can count on
      with certainty. Insights are always presented as
      absolutes, and once established, they should
      never be changed, unless it is through the direct
      and deliberate intervention of the PCs. For
      example, if the PCs gain an Insight that giving
      the guard at the gate a bottle of liquor two hours
      after sunset, ensures that the guard is drunk
      by midnight, and they kill that guard and a new
      one is stationed there, the Insight is invalidated
      and all bets are off. (Likewise if they use a spell
      to make the guard hate alcohol.) Either way,
      it changes only because the PCs changed it
      deliberately. Thus, they know for certain, ahead of
      time, that the Insight has become invalid.
         Insights are never an end in themselves—
      they are a means to an end. If the whole point
      of an adventure is to identify a murderer, the
      characters can’t get an Insight to learn the killer’s
      identity. They could, however, use Insights to
      help them along. For example, they might learn
      that the murderer is left-handed, or that the
      accountant is definitely not the murderer.
         Ultimately, the GM decides each Insight’s
      revelation, so there’s no chance that the PCs will
      gain too much information (if such a thing is even
      possible). But GMs are highly, highly encouraged
      to give a valuable Insight if the characters look for
      one (by spending Intellect points and an action),
      even if it must be made up on the spot. Doing so
      allows the players to make intelligent plans and
      feel confident and—more important—competent.
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                                                                                                                   RULES OF
                                                                                                            8      THE GAME
                                                                                                                  181
                                       GM-INSTIGATED                                          anything on the table is probably within very long
                                       INSIGHTS                                               range). Soon, you’ll find that you can eyeball the
                                       Sometimes, the GM can flag a potential Insight to      distances—precision isn’t that important.
                                       a player in a given area. Usually, this is something
                                       the GM has specifically designed ahead of time         SIZE
                                       for this purpose. After the PCs have explored an       In some games that use miniatures, the size of
                                       area and are ready to leave, the GM might say          the miniature’s base is important. In Diamond
                                       “There’s an Insight to be had here.” This kind         Throne, such precision isn’t necessary. However,
                                       of Insight can’t be gained by spending Intellect       it certainly helps if larger creatures have larger
                                       points. Instead, if the character wants to follow      bases, representing that they take up more room.
                                       up on the GM’s comment, they spend 2 XP as if              Speaking of which, GMs are free to consider
              Short-term benefit,      they were buying a short-term benefit. No player       any appropriate creature “big.” An appropriate
                        page 185       is required to make this expenditure—they can          creature would likely be one that is more than
                                       always choose to not spend the XP and not learn        10 feet (3 m) tall or 10 feet (3 m) long. Big
                                       that Insight.                                          creatures don’t have to move their miniature
                                                                                              when making a melee attack within immediate
                                       USING MINIATURES                                       distance. They can just reach that far.
                                       Some players like to use miniatures, counters,             GMs can also designate some creatures
                                       or other tokens to represent their characters,         “huge.” Huge creatures are 20 feet (6 m) tall
                                       particularly in a battlefield situation. Miniatures    or 20 feet (6 m) long. For them, immediate
                                       showing the location of the PCs, NPCs, and             distance is a string 4 inches (10 cm) long—or
                                       terrain features can be useful visual aids. They       four squares on a grid—and they don’t have to
                                       help people see who is closest to the door, which      move to make melee attacks.
                                       foe stands where, and who will be crushed if the           As a rule of thumb, the maximum number of
                                       dangerously weak part of the ceiling caves in.         attackers that can attack a single creature is the
                                                                                              same as the number of figures whose bases can
                                       DISTANCE                                               fit around the creature. In general, this means that
                                       Often, players who use miniatures also use a grid      larger creatures can be attacked by more foes.
                                       to represent distance. If you do this, it’s probably
                                       best to say that each 1-inch (2.5 cm) square           TACTICAL PLAY
                                       represents about 5 feet (1.5 m). Simply move your      When you use miniatures, some aspects of
                                       figure the right number of squares; for example, a     the game become more important, including
                                       short distance would be ten squares.                   range, movement, and special effects that move
                                          However, a grid isn’t necessary in Diamond          characters. If a character is knocked back, move
                                       Throne. Since most things have one of four             their miniature back 1 or 2 inches (or squares),
                                       possible distances—immediate, short, long, and         as appropriate.
                                       very long—that’s all you need to worry about.             That means terrain is more important, too. If a
                                       Thus, you could cut four lengths of string: one 2      deep chasm is nearby, the players need to know
                                       inches (5 cm) long, one 10 inches (25 cm) long,        exactly where it is in relation to their figures in
    Line of sight is a gaming term     one 20 inches (51 cm) long, and one 50 inches          case they have the opportunity to knock a foe into
    meaning that an attacker can       (127 cm) long. If something has immediate range,       that chasm (or face that same risk themselves).
       directly see their target and   stretch the 2-inch string from the origin point to     Likewise, things to hide behind, the layout of
       make an attack. If you can
                                       see how far it goes. Any character whose figure        interior chambers, and so on become important
     draw a straight line from the
    attacker to the target without     is within 2 inches of another figure can make a        and must be depicted along with the miniatures.
   hitting obstacles, you have line    melee attack against that figure. (The attacker is     Many people enjoy playing this kind of game on a
   of sight. You could have line of    assumed to move closer to the target, so slide the     dry-erase or wet-erase surface so they can draw the
sight in an open field, or through     figures together.) If a character wants to move a      features and place the figures right in the action.
     an open doorway or window,        short distance, use the 10-inch string to measure      Sketching them on paper works fine, too, as does
        but probably not around a
          corner or through a wall.
                                       from their starting point to their intended            using books, pencils, or other things to represent
                                       destination. If the string can reach that far, so      ledges, walls, and so forth. And, of course, terrain
                                       can they. For long range, anything you can reach       pieces can be used for extra flavor. Some pieces
                                       with the 20-inch string is in range. For very long     are made of paper to keep them inexpensive.
                                       range, anything you can reach with the 50-inch            Line of sight also becomes more important,
                                       string is in range (of course, that’s longer than      and if you already cut a string to measure distance,
                                       the map space on most home gaming tables, so           it works for this purpose as well. Place the string
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                                                                                                                    RULES OF
                                                                                                                8   THE GAME
anywhere on the base of the character taking the          If a player rolls a 1 on a die, the GM can
action, and stretch the string toward the target. If   intrude without giving the player any XP.
the string can be stretched to any part of the base       Example 1: Through skill and the aid of another
of the target, without having to bend around or        character, a fourth-tier PC eases a wall-climbing
over an obstacle, the attacker has line of sight.      task from difficulty 2 to difficulty 0. Normally, they
                                                       would succeed at the task automatically, but the
POSSIBLE DRAWBACKS                                     GM intrudes and says “No, a bit of the crumbling
The downside to using miniatures is that the           wall gives way, so you still have to make a roll.” As
exacting detail they offer sometimes gets in the       with any difficulty 2 task, the target number is 6.
way of the GM’s narrative control. For example,        The PC attempts the roll as normal and gains 2
without miniatures, a GM can introduce an              XP because the GM intruded. They immediately
intrusion and say “You are standing on the             give one of those XP to another player.
trapdoor when it opens.” With miniatures, a               Example 2: During a fight, a PC swings their
player usually knows exactly where they are            axe and damages a foe with a slice across the
standing at any given moment.                          shoulder. The GM intrudes by saying that the
   Also, psychologically, miniatures seem to           foe turned just as the axe struck, wrenching the
encourage combat. If you place a miniature on          weapon from the character’s grip and sending
the game table representing a new creature that        it clattering across the floor. The axe comes to a
the PCs encounter, some players assume that            stop 10 feet (3 m) away. Because the GM intruded,
they need to engage with it in tactical combat         the PC gains 2 XP, and the player immediately
rather than talk to it, sneak past it, or try some     gives one of those XP to another player. Now the
other course of action.                                character must deal with the dropped weapon,
                                                       perhaps drawing a different weapon or using
EXPERIENCE POINTS                                      their next turn to scramble after the axe.
Experience points (XP) are the currency by
which players gain benefits for their characters.      ESCALATION MODE AND
The most common ways to earn XP are through            GM INTRUSION
GM intrusions and by accomplishing things              With the GM intrusions coming fast and furious
the PCs set out to do. Sometimes experience            toward the end of Escalation Mode, it’s easy to
points are earned during a game session, and           run out of ideas. In combat, intrusions might just
sometimes they’re earned between sessions. In          mean that the monster or villain gets a surprise
a typical session, a player might earn 2 to 4 XP,      extra attack or inflicts more damage. Perhaps a PC
and between sessions, perhaps another 2 XP             is thrown to the ground or nearer to the edge of a
(on average). The exact amounts depend on the          cliff. If the characters are running away, one might
events of the session.                                 trip and fall. If the PCs are exploring, a bookcase
                                                       topples, potentially hitting someone. Think of all
GM INTRUSION                                           the similar moments you’ve seen in horror films.
At any time, the GM can introduce an                      Sometimes, if the GM prefers, the GM
unexpected complication for a character.               intrusion can simply be something frightening,
When they intrude in this way, they must               like a moan or a whisper. These aren’t dangerous
give that character 2 XP. That player, in turn,        to the PCs, but they escalate the tension and
must immediately give one of those XP to               indicate that something bad is getting closer.
another player and justify the gift (perhaps the          In fact, while in Escalation Mode, GMs
other player had a good idea, told a joke, or          should mostly refrain from doing anything bad,
performed an action that saved a life).                ominous, or dangerous unless it’s an intrusion
   Often, the GM intrudes when a player                (either from a die roll or through the awarding of
attempts an action that should be an automatic         XP). In you want to play a dark/horror scenario,
success. However, the GM is free to intrude at         GM intrusions are an indication that things are
other times. As a general rule, the GM should          bad and getting worse, and whenever possible,
intrude at least once each session, but no more        the GM should allow the Escalation Mode to
than once or twice each session per character.         drive the action.
   Anytime the GM intrudes, the player can                Consider this example. The PCs have tracked
spend 1 XP to refuse the intrusion, though that        something that is probably committing a series
also means they don’t get the 2 XP. If the player      of murders to an old complex. They enter the
has no XP to spend, they can’t refuse.                 building to explore. The GM knows where the
                                                                                                                    183
      creature is hiding in the complex, but decides         award XP equal to the artifact’s level and
      that it doesn’t become aware of the characters         divide it among the PCs (minimum 1 XP for
      until an intrusion is indicated. The only clue         each character). Round down if necessary. For
      the PCs have is a mysterious noise off in the          example, if four PCs discover a level 5 artifact,
      darkness. The creature doesn’t move toward             they each get 1 XP. Money, standard equipment,
      them until another GM intrusion occurs. Now            and cyphers are not worth XP.
      they hear something dragging across the floor,             Miscellaneous Unearthings: Various other
      coming closer. But it’s not until a third intrusion    discoveries or revelations might grant 1 XP
      occurs that the creature lunges out from behind        to each PC involved. These are often large,
      a shadowy alcove at the PC who rolled the die.         immobile objects found in the ruins left
         In some ways, the status quo doesn’t change         behind from the past, not artifacts or relics
      until an intrusion happens. This could be seen         that characters can take with them and use.
      as limiting the GM and the need for pacing,            Experimenting with a mysterious dramojh
      but remember that the GM can still have an             device to discover what it does might grant 1 XP
      intrusion occur anytime they desire, in addition       to each PC involved, particularly if they return
      to waiting for the low die rolls.                      with an interesting tale of the wonders of the
                                                             past or of another dimension.
      GM AWARDS                                                  These aren’t always devices, but they’re
      Sometimes, a group will have an adventure that         usually some kind of item or contraption left
      doesn’t deal primarily with a PC’s character arc. In   over from the ancients or other planar creatures.
      this case, it’s a good idea for the GM to award XP     They might include:
      to that character for accomplishing other tasks.       h A huge dramojh vat of an alchemical
      First and foremost, awards should be based on              substance that alters normal animals
      unearthing. Unearthing can include finding a               submersed into it, slowly transforming them
      significant new location, such as a hidden room,           into gigantic versions of themselves.
      a secret fortress, a lost land, a new relic, or an     h A miniature black hole that is used to power a
      unexplored dimension. In this fashion, PCs are             dimension-spanning portal.
      explorers. Unearthing can also include a new           h A series of strange creatures held in stasis
      significant aspect of a setting, such as a secret          from ancient dramojh experiments.
      organization, a new religion, and so on.               h A magical tower that prevents creatures from
         Unearthing can also mean finding a new                  aging indefinitely.
      dimensional gate (something too big to be              h A dragon egg that can be hatched and used
      considered a piece of equipment) or even                   (with great effort) to give birth to a new
      learning previously unknown information by                 species of dragon able to cross planes.
      tapping into akashic memories. If the PCs                  Other Awards: If a character is focused on
      find an ancient ruined stone portal inscribed          activities that don’t relate to unearthing, as a
      by magical runes and get it working again so           general rule, a mission should be worth at least 1
      they can use it to reach a distant location,           XP per game session involved in accomplishing
      that’s a unearthing. If they locate ghosts from        it. For example, saving a family on an isolated
      the past that are causing all the animals in the       farm beset by raiding cultists might be worth
      region to become hostile, and figure out how           1 XP for each character. Of course, saving the
      they could handle them, that’s an unearthing.          family doesn’t always mean killing the bad guys;
      The common thread is that the PCs unearth              it might mean relocating them, parlaying with
      something that they can understand and put             the cultists, or chasing off the raiders.
      to use. A cure for a plague, the means to draw
      power from a magical cyst, operate a flying            PLAYER-DRIVEN
      skyship, or an arcane grimorie that grants the         AWARDS
      knowledge to cast spells creating protective           Players can create their own missions by setting
      force field dome over a structure—these are            goals for their characters. If they succeed, they
      all unearthings.                                       earn XP just as if they were sent on the mission
         Last, depending on the GM’s outlook and             by an NPC. For example, if the characters decide
      the kind of campaign the group wants to play, a        on their own to help find a lost caravan in the
      discovery could be a secret, an ethical idea, an       mountains, that’s a goal and a mission.
      adage, or even a truth.                                  Sometimes character goals are more
         Artifacts: When the group gains an artifact,        personal. If a PC vows to avenge the death of
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                                                                                                                     RULES OF
                                                                                                              8      THE GAME
her brother, that’s still a mission. These kinds     fine way to try to prevent disaster, but it’s not
of goals that are important to a character’s         a good idea to use a lot of XP to reroll a single
background should be set at or near the outset       action over and over.
of the game. When completed, a character goal           A player can also spend 1 XP to refuse a GM
should be worth at least 1 XP (and perhaps as        intrusion.
much as 4 XP) to the PC. This encourages players
to develop their character’s background and to       SHORT- AND MEDIUM-
build in opportunities for action in the future.     TERM BENEFITS
Doing so makes the background more than just         By spending 2 XP, a character can gain a skill—
backstory or flavor—it becomes something that        or, more rarely, an ability—that provides a short-
can propel the campaign forward. With GM             term benefit. Let’s say a character notices that
approval, players can also earn XP advances for      the runes found as inscription on a mausoleum
building a background.                               they’re infiltrating are similar to those used
                                                     by the strange cult they once dealt with. They
SPENDING                                             spend 2 XP and say that they have a great deal
EXPERIENCE POINTS                                    of experience in reading these. As a result, they
Experience points are meant to be used.              are trained in reading and comprehending
Hoarding them is not a good idea; if a player        these runes. This is just like being trained in
accumulates more than 10 XP, the GM can              reading and comprehending ancient runes, but
require them to spend some.                          it applies only to those found in that particular
  Generally, experience points can be spent          location. The skill is extremely useful in the
in four ways: immediate benefits, short- and         mausoleum, but nowhere else (unless those
medium-term benefits, long-term benefits, and        runes are common in other places).
character advancement.                                  Medium-term benefits are usually story
                                                     based. For example, a character can spend 2 XP
IMMEDIATE BENEFITS                                   while climbing through crystal cliffs and say that
The most straightforward way for a player to use     they have experience with climbing in regions
XP is to reroll any roll in the game—even one        like these, or perhaps they spend the XP after
that they didn’t make. This costs 1 XP per reroll,   they’ve been in the mountains for a while and
and the player chooses the best result. They can     say that they’ve picked up the feel for climbing
                                                                                                          Crystal Fields, page 33
continue to spend XP on rerolls, but this can        there. Either way, from now on, they’re trained in
quickly become an expensive proposition. It’s a      climbing in Crystal Fields. This helps them now
                                                                                                                     185
                                          TIER ADVANCEMENT                                      them the ability for a considerable length of
                                          Gaining tiers is not the players’ only goal           time, but not permanently—the device might
   Typically, PCs will earn about         or the only measure of achievement.                   work for only four hours. Again, the story and
half their total experience points        Starting (first-tier) characters are already          the logic of the situation dictate the parameters.
 from arcs or other GM awards.            competent, and there are only six tiers.
                                          Character advancement has a power curve,              LONG-TERM BENEFITS
                                          but it’s only steep enough to keep things             In many ways, the long-term benefits a PC can
                                          interesting. In other words, gaining a new            gain by spending XP are a means of integrating
                                          tier is cool and fun, but it’s not the only           the mechanics of the game with the story. Players
                                          path to success or power. If you spend all            can codify things that happen to their characters
 When in doubt, if one character          your XP on immediate, short-term, and                 by talking to the GM and spending 3 XP.
    accomplishes a step in their          medium-term benefits, you will be different              Things that a PC can acquire as a long-term
       arc but another character          from someone who spends their points                  benefit can be thought of as being story based,
     does not, the first character
                                          on long-term benefits, but you will not be            and they allow the player to have some narrative
    should get the 2 XP reward,
  but the other character should          “behind” that character.                              control over the story. In the course of play, a
 probably still get, at minimum,             The general idea is that most                      player might decide that their character gains a
             1 XP for the session.        characters will spend half their XP on tier           friend (a contact) or builds a log cabin (a home).
                                          advancement and long-term benefits, and               Because a player spent XP, however, they should
                                          the rest on immediate benefits and short-             have some agency over what they’ve gained,
                                          and medium-term benefits (which are used              and it shouldn’t be easily taken away. The player
                                          during gameplay). Some groups might                   should help come up with the details of the
It’s a fine line, but ultimately the      decide that XP earned during a game is                contact or the design of their home.
     GM decides what constitutes          to be spent on immediate and short- and                  It’s also possible to gain these benefits
     a discovery as opposed to just       medium-term benefits (gameplay uses),                 through events in the story, without spending XP.
    something weird in the course
                                          and XP awarded between sessions for                   The new contact comes to the PC and starts the
          of an adventure. Usually,
      the difference is, did the PCs      discoveries is to be spent on character               relationship. The new home is granted to them
  successfully interact with it and       advancement (long-term uses).                         as a reward for service to a powerful or wealthy
      learn something about it? If           Ultimately, the idea is to make                    patron, or maybe the character inherits the home
       so, it’s probably a discovery.     experience points into tools that the                 from a relative. However, because these came
                                          players and the GM can use to shape                   from the GM and not the player (and no XP were
                                          the story and the characters, not just a              spent), the player has no narrative control over
                                          bookkeeping hassle.                                   them and the GM makes up the details.
                                                                                                   Long-term benefits can include the following.
                                                                                                   Contact: The character gains a long-term NPC
                                        and any time they return to the area, but they’re       contact of importance—someone who will help
                                        not trained in climbing everywhere.                     them with information, equipment, or physical
                                            This method allows a character to get               tasks. The player and GM should work out the
                                        immediate training in a skill for half the normal       details of the relationship.
                                        cost. (Normally, it costs 4 XP to become trained           Home: The PC acquires a full-time residence.
     Experience point awards for        in a skill.) It’s also a way to gain a new skill even   This can be a small house in a village or a city,
    artifacts should usually apply      if the PC has already gained a new skill as a step      a cabin in the wilderness, a base in an ancient
    even if the artifact was given      toward attaining the next tier.                         complex, or whatever fits the situation. It
   to the PCs rather than found,
                                            In rare cases, a GM might allow a character         should be a secure place where the PC can leave
     because often such gifts are
          the rewards for success.      to spend 2 XP to gain an entirely new ability—          their belongings and sleep soundly. Several
                                        such as a device, a special ability, or a spell—        characters could combine their XP and buy a
                                        for a short time, usually no longer than the            home together.
                                        course of one scenario. The player and the GM              Title or job: The PC is granted a position of
                                        should agree on a story-based explanation for           importance or authority. It might come with
                                        the benefit. Perhaps the ability has a specific         responsibilities, prestige, and rewards, or it
                                        rare requirement, such as a tool, a substance,          might be an honorary title.
                                        a drug, or some kind of treatment. For example,            Wealth: The PC comes into a considerable
                                        a character who wants to explore a submerged            amount of wealth, whether it’s a windfall, an
                                        location has several alchemical enhancements,           inheritance, or a gift. It might be enough to buy
                                        and they spend 2 XP to cobble together a device         a home or a title, but that’s not really the point.
                                        that lets them breathe underwater. This gives           The main benefit is that the PC no longer needs
                 186
                                                                                                                            RULES OF
                                                                                                                      8     THE GAME
                                                                                                                            187
Chapter
Chapter 9
        44    MAGIC OF THE DIAMOND THRONE
             W
                             ith    special      gestures     and    which keeps the world's equilibrium. It is this
                             utterances, a spellcaster can call      flow, and the ability to draw from it, that allows
                             forth mystic energies, warp the         mana to create or cause effects in the world.
             mind, protect themselves against danger, or even        The channeling of magic into an effect, however,
             create something from nothing. Spellcasters             always results in some kind of consequence, so
             learn spellthreads, a list of related spells from 1st   that the balance is maintained, when anything
             to 6th level. Individual spells in a thread produce     changes the flow.
             a specific effect, sometimes related to other               Whenever a spell is cast or a magical object
             spells, with a cost in mana points. Spellthread         is activated, mana is pulled from the flow and
             effects can be related to magical "schools."            expended, but not lost. Instead, the flow in some
                                                                     other place is randomly altered or diverted in an
             MANA                                                    opposite way so that the use of it is counterbalanced.
             Mana is the magic resource available to each            For example, a spell that might cause destruction in
             character. Magical energies in Diamond Throne           one place results in an act of creation somewhere
             are present everywhere in the natural world, and        else. Even a slight change in the flow in one place
             flowing in all things, including Fighters. Mana is      can cause a significant effect somewhere else.
             the energy that runs through all of the universe,
             including both living and non-living things.            MAGICAL SCHOOLS
             Characters have a specific Mana Pool to draw            There are eight "Schools" of magic, each broadly
             upon that is different from other Pools. Mana can       defining the ways in which mana can be used to
             be drawn upon by everyone, the magical energies         cast spells.
             represented by a personal reserve. The "internal"
             mana one can draw upon is dependent on the              ABJURATION
             "external" sources around the character: a zone         Abjurations protect and ward. They create barriers
             of low or high magic will affect the availability of    that keep out attacks, effects, or even certain types
             mana for use or recovery by individuals.                of creatures. They also create effects that harm
                                                                     trespassers or banish interlopers.
             MAGIC
             Magic is everywhere in the world, constantly            CONJURATION
             flowing throughout the land. The flow is balanced,      Conjuration spells transport creatures via
  188
                                                                                                                           9 magic
                                                                                                                              189
                                                  SPELL BACKLASH
                                                                                       ARCANE PROTECTION
                                 d20     Backlash
                                 1-4     The weather changes in a nonsensical              BLOCK 			                            TIER 1
                                         way for 20 minutes and is a Level 3           Cost › 2 MP
                                         hazard. Blizzard in the desert or a           Duration › 1 minute; trigger
 Spell backlash: GMs can                 desiccating wind in the jungle.               Effect › You emit a lighting interference that
                           .
   modify the table effects      5-9     Summons a creature with level equal              blocks the next single ranged or melee attack
      as they wish, adding                                                                made against you. After triggered, the effect
                                         to the spell tier and related to the spell
    new results or altering
                                         effects. It will immediately attempt to          ends.
  the effect of existing one
adjusting to the situation.              attack the caster.                            MODIFICATIONS
                                                                                       Duration › +1 MP = +1 minute
                                10-14    For two rounds, a person-sized portal
                                                                                       Effect › +1 MP = Block another single ranged or
                                         opens but the bright light emanated
                                                                                          melee attack until the spell ends.
                                         hides what is on the other side.
                                15-19    The effect does not go off but pool                SHOCK			                            TIER 1
                                         points are not expended.
                                                                                       Cost › 2 MP
                                  20     An opposing clone that is a Level             Duration › 10 rounds or until used; or 10
                                         5 version of the caster appears to               minutes (weapon)
                                         oppose the caster. This could range           Effect › Your hands crackle with electricity, and
                                         from being contrarian to replacement.            the next time you touch a creature, you inflict
                                                                                          3 points of damage. Alternatively, if you wield
                               must pay the cost of the spell so they                     a weapon, for ten minutes it crackles with
                               need to be careful with the use of points.                 electricity and inflicts 1 additional point of
                               The character uses the MP from their pool. The             damage per attack.
                               Mana Pool has an initial number of points based         MODIFICATIONS
                               on the character’s type and increases with tiers,       Effect › +2 MP (ongoing) = The target hit by
                               foci, or magical items (cyphers and artifacts).            shock is also dazed for one round.
                                  Once depleted, MP only regenerate with a ten-
                               hour rest. Without MP, it is still possible to cast a        CHARGE			                           TIER 2
                               spell, but the character must use points from her       Cost › 3 MP + 1 MP per level of the device
                               primary pool and make an Intellect check even           Duration › Ongoing
                               when casting a spell of their level.                    Effect › You can charge an artifact or other
                                                                                          device (except a cypher) so that it can be
                                                                                          used once.
                               SPELLS LEGEND
                               The spell entries are explained below.                      DRAIN CHARGE		                       TIER 2
                                  Name › The name and the level of the spell.          Cost › 2 Intellect Points
                                  Cost › Indicates the Mana Points (abbreviated        Duration › Concentration
                               as MP) that must be spent. In some cases, if you        Effect › You can drain the power from an artifact
                               have an active spell, the points to spend go down.         or device, allowing you to regain 1 MP per
                                  Duration › Indicates the standard duration of           level drained. You regain points at the rate
                               the spell.                                                 of 1 point per round and must give your full
                                  Effect › The standard spell effect.                     concentration to the process each round.
                                  Modifications: It is possible to spend                  The GM determines whether the device is
                               additional MP to modify the effect or duration,            fully drained (likely true of most handheld or
                               or alter the effect and duration. Ongoing (you             smaller devices) or retains some power (likely
                               can spend MP while the spell is in effect until            true of large machines). You need an action
                               it ends.)                                                  each round to drain.
                                                                                       MODIFICATIONS
                               SPELLTHREADS                                            Effect › + IP = regain 3 MP per round.
                               When a character choose a spellthread, they
                               learn the way to cast all the spells in that threads.       DISPEL MAGIC 		                      TIER 3
                               The following spellthreads are provided to start        Cost › 4 MP
                               off your Diamond Throne campaign, but there             Duration › Instantaneous
                               are plenty of others to be discovered.                  Effect › Choose one magical effect within long
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                                                                                                                            9 magic
  range. An effect of up to level 3 ends if you            brief touchdown of a twister, a single gust of
  succeed on an Intellect-based attack roll                gale-force winds, and so on. These effects can
  against the level of the effect, or against the          only occur within long range of your location.
  level of the creature or object the magical              You must spend your turn concentrating to
  effect affects, whichever is higher.                     create the effect, which occurs a round later. The     Countereffects of Arcane
MODIFICATIONS                                              effect inflicts 6 points of damage, after which        Protection: When you try to
Effect › +2 MP = Increase by one the level of              the storm begins to disperse.                          charge or discharge a device
                                                                                                                  of its energies, a device might
   the effect that can potentially be dispelled;         MODIFICATIONS
                                                                                                                  cease functioning or begin
   –1 MP = Decrease by one category the range            Duration › +2 MP = +10 minutes                           functioning again elsewhere.
   of the spell.                                         Effect › +3 MP = +2 point of damage.                     The level of the device affected
                                                                                                                  depends on your effective
    ELECTRIC ARMOR		                       TIER 3            FEEDBACK STRIKE                        TIER 5        tier and not the spell level.
Cost › 4 MP                                              Cost › 6 MP
Duration › 10 minutes                                    Duration › 10 minutes                                    When you dispel magic, it is
Effect › When you wish, electricity crackles             Effect › Any creature that attacks you suffers           restored to the mana flow,
   across your body, granting you +1 Armor.                 magical feedback that inflicts 5 points of            but the resulting negation
                                                                                                                  ripples throughout the world as
   While electrified, you have an additional +2             force electrical damage. For the purposes
                                                                                                                  various minor magical effects
   Armor versus electrical damage specifically,             of this spell, an attack is any action that           throughout the world as the flow
   and you inflict 2 points of damage on                    requires an attack roll, whether or not the           returns to its original state.
   any creature that touches you or attacks                 attack succeeds. If you allow someone to
   you with a melee weapon that conducts                    touch you (such as to cast a curative spell),         After you use lightning or other
   electricity.                                             no attack roll occurs, so the action does not         electric energies, the local
MODIFICATIONS                                               trigger the feedback strike effect. Damage is         weather might take a bad turn,
                                                                                                                  or create an effect that affects a
Duration › +1 MP = +10 minutes                              magical. The feedback strike can affect more
                                                                                                                  magical device in a negative way.
Effect › +1 MP = +1 point of damage.                        than one attacker at a time, but no attacker
                                                            suffers the damage more than once per
    BOLTS OF POWER		                       TIER 4           round.
Cost › 5 MP                                              MODIFICATIONS
Duration › Instantaneous                                 Duration › +2 MP = +10 minutes
Effect You blast a fan of lightning out to short         Effect › +3 MP (ongoing) You can force feedback
   range in an arc that is approximately 50 feet            damage to strike a creature you touch, in
   (15 m) wide at the end. This discharge inflicts          addition to automatically damaging those
   4 points of damage to all targets in the area.           that attack you.
   Targets can make a Speed defensive roll to
   halve the damage.                                         WALL OF LIGHTNING                      TIER 6
MODIFICATIONS                                            Cost › 7 MP
Duration › +2 MP = +2 additional points of               Duration › 1 hour
  damage.                                                Effect › You create a barrier of crackling electricity
                                                            up to 2,500 square feet (230 sq. m) in size,
    STORM SEED		                           TIER 4           shaped as you wish. The wall is a level 7 barrier.
Cost › 5 MP                                                 Anyone within immediate distance of the wall
Duration › 10 minutes                                       automatically takes 10 points of damage.
Effect › If outside or in a large enclosed space, you    MODIFICATIONS
   can seed a natural storm of a kind common to          Duration › +1 MP = +10 minutes
   the area. Doing so requires at least an hour’s        Effect › +3 MP = +2 points of damage.
   concentration as you use your connection to
   the air (whether this is due to elemental spirits,    CRIPPLING SHADOW
   magic, or some other source) to initiate the
   storm, though it could take longer if the GM              RIBBONS OF DARK		                      TIER 1
   determines there are additional obstacles at          Cost › 2 MP
   play. Once the storm begins, it lasts for ten         Duration › 1 minute
   minutes. Once during that period, you can             Effect › Dark matter appears and coalesces
   create a more dramatic and specific effect               within an area within long range that is
   appropriate to that kind of storm, such as a             no bigger than an immediate distance in
   lightning strike, a squall of giant hailstones, the      diameter, manifesting as swirling ribbons.
                                                                                                                               191
                                                                                            MODIFICATIONS
   Countereffects of Crippling      All tasks attempted by creatures in the area
 Shadows: The opposite is light     are hindered, and leaving the area requires             Duration › +2 MP = +1 minute
    and blessing. Whenever you      a creature’s entire action to move. You can             Effect › +3 MP = You can ease your Speed defense
      condense shadows on you,
                                    dismiss the dark matter early as an action.                tasks by two steps; +2 MP = You can inflict 1
other dark places are enchanted
      by light. If you summon a   MODIFICATIONS                                                additional point of damage and gain +1 Armor.
   shadow creature, somewhere     Duration › +2 MP = +1 minute.
    a new rune animal appears.    Effect › +3 MP = You can increase the diameter                SUMMON SHADOW 3                        TIER 3
                                     by one category (from immediate to short,              Cost › 4 MP; 1 MP if summon shadow 2 is active
                                     from short to medium and to medium to                  Duration › 1 minute
                                     long); +2 MP = You can hinder the actions in           Effect › You call a level 3 creature of shadow
                                     the area by two steps.                                    within immediate range or condense more
                                                                                               shadow around your first summoned
                                      SUMMON SHADOW                           TIER 1           creature, increasing its level. It will attack any
                                  Cost › 2 MP                                                  target you designate until it is destroyed or for
                                  Duration › 1 minute                                          the duration. When destroyed, it dissipates in
                                  Effect › You call a level 1 creature of shadow               a cloud of mist.
                                     within immediate range. It will attack any             MODIFICATIONS
                                     target you designate until it is destroyed or for      Duration › +2 MP = +1 minute
                                     the duration. When destroyed, it dissipates in         Effect › +2 MP = The touch of the shadowy
                                     a cloud of mist.                                          creature will ignore Armor; +3 MP = The touch
                                  MODIFICATIONS                                                of the shadowy creature inflicts 4 additional
                                  Duration › +2 MP = +1 minute.                                points of cold damage.
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                                                                                                                           193
                                       don’t descend the step and you regain 1 point         ELDRITCH SIGHT
                                       in any Pool empty of points.
                                     MODIFICATIONS                                              SEE THE UNSEEN		                    TIER 1
                                     Effect › +2 MP = You can reload the effect for          Cost › 2 MP
       Countereffects of Eldritch       another use.                                         Duration › 10 minutes
Sight Whenever you use Eldritch                                                              Effect › You can automatically perceive
   Sight to see the physical world       HEALING PULSE		                        TIER 4          creatures and objects that are normally
     around you, the s urrounding
                                     Cost › 5 MP                                                invisible, out of phase, or only partially in
  environment might be exposed
      to unusual images from the     Duration › Instantaneous                                   this universe within short range.
        beyond. Blurred images of    Effect › You and all targets within immediate range     MODIFICATIONS
   strange objects or otherworldly      that you choose gain the benefits of using one       Duration › +1 MP = +10 minutes
  creatures become visible in the      of their recovery rolls (but not their ten-hour      Effect › +2 MP (ongoing) = You can perceive
real world for a moment or two.         recovery roll) without having to spend an action,       objects and creatures that are normally
 If you are trying to see through       wait ten minutes or an hour. Targets regain             hidden.
  time, images of the past could        points to their Pools immediately but mark off
   become real or lost memories         that recovery use. PCs who have already used            IDENTIFY DEVICE		                   TIER 1
 manifest in your mind as if they
                                        up their one-action, ten-minute, and one-hour        Cost › 2 MP
      were currently happening.
                                        recovery rolls for the day gain no benefit from      Duration › Instantaneous
For many, this can be a terrifying      this ability. NPCs targeted by this ability regain   Effect › The spell determines the single most
 experience. The GM determines          a number of health points equal to their level.         basic function of each nonmagical target
       whether an image becomes      MODIFICATIONS                                              item. This includes how to activate that
visible or not, what bizarre thing
                                     Effect › +2 MP = You can increase the range by             function (if appropriate) and how many uses
     is shown, where it manifests,
 and the resulting consequences.        one category                                            remain (if any). For example, a spyglass
                                                                                                would register as a “device for seeing
      The countereffect is rather        GREATER HEALING                        TIER 5          faraway things.”
     straightforward since when      Cost › 6 MP; 5 MP if font of healing is active          MODIFICATIONS
   you attempt to see or identify    Duration › Instantaneous                                Effect › +2 MP = All uses of the device (if any)
  something more clearly, other
                                     Effect › You touch a creature and restore its              are determined, not simply the most basic
       things fade or blur. Tracks
 disappear and people’s eyesight        Might Pool, Speed Pool, and Intellect Pool              function.
   and memory grow blurry and           to their maximum values, as if it were fully
       weak, and what normally          rested. A single creature can benefit from              SEE THROUGH MATTER                  TIER 2
     would be obvious suddenly          this ability only once each day. You can             Cost › 3 MP; 2 MP if see the unseen is active
  becomes very difficult to note.       affect a creature who has already received           Duration › 1 minute
                                        the benefits of another healing surge (like          Effect › You can see through matter as if it were
                                        font of healing).                                       transparent. You can see through up to 6
                                     MODIFICATIONS                                              inches (15 cm) of material made of wood (or
                                     Effect › +3 MP = You can touch and heal another            similar) or 3 inches (8 cm) of stone or metal
                                        creature at the same time.                              material (or similar).
                                                                                             MODIFICATIONS
                                         RESTORE LIFE 		                        TIER 6       Duration › +1 MP = +1 minute
                                     Cost › 7 MP plus 1 MP per creature raised level;        Effect › +2 MP = You can see through another
                                        6 MP if Font of Healing is active                       6 inches of material (wood) or 3 inches of
                                     Duration › Until used; 1o minutes (weapon)                 material (stone or metal).
                                     Effect › You can attempt to restore life to a
                                        dead creature of up to level 3, as long as              IDENTIFY CREATURE                   TIER 2
                                        the corpse is no more than a day old and             Cost › 3 MP
                                        is mostly intact. You can also attempt to            Duration › Instantaneous
                                        restore life to a corpse that is much older          Effect › You learn one random fact about a
                                        but is especially well preserved. When first            creature that is pertinent to a topic you
                                        restored to life, a creature is dazed for at            designate within short range. Alternatively,
                                        least a day, and all tasks they attempt are             you can choose to learn a creature’s level;
                                        hindered.                                               however, if you do so, you cannot learn
                                     MODIFICATIONS                                              anything else about it. This spell is foiled
                                     Effect › +3 MP = You can attempt to restore the            by any type of magical disguise or magical
                                        life of a creature whose level is 1 higher.             shape-changing effect.
                194
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                                                                                                                      195
Countereffects of Elemental Air:        ELEMENTAL AIR                                               of the spell two rounds in a row, so in the
  When you enhance your speed,                                                                      following round, all actions are hindered.
someone will experience slowness.            ENHANCED SPEED		                       TIER 1        MODIFICATIONS
    If you change your movement         Cost › 2 MP                                               Duration › +2 MP = +1 rounds
 and fly, a flying creature loses its   Duration › 1 hour or until used
ability to fly for as long as you do.   Effect › You gain 3 temporary points to your                  GREATER SPEED		                        TIER 3
                                           Speed Pool. You can have only one enhanced             Cost › 4 MP; 2 MP if enhanced speed is active
                                           speed active. You need to consume temporary            Duration › 1 hour or until used
                                           points first. The effects stack with those of          Effect › You gain 6 temporary points to your
                                           greater speed.                                            Speed Pool. You can have only one greater
                                        MODIFICATIONS                                                speed active on yourself. You need to consume
                                        Duration › +1 MP = +10 minutes                               temporary points first. The effects stack with
                                                                                                     those of enhanced speed.
                                             HOVER			TIER 1                                       MODIFICATIONS
                                        Cost › 2 MP                                               Duration › +1 MP = +10 minutes
                                        Duration › 20 minutes
                                        Effect › You slowly float into the air. As your action,       BLINK OF AN EYE		                      TIER 4
                                           you can concentrate to remain motionless in            Cost › 5 MP; 3 MP if enhanced speed or greater
                                           the air or move up to a short distance, but no            speed are active; 1 MP if both are active.
                                           more; otherwise, you drift with the wind or            Duration › 1 round
                                           with any momentum you have gained.                     Effect › You move up to 1,000 feet (300 m).
                                        MODIFICATIONS                                             MODIFICATIONS
                                        Effect › +1 MP (ongoing) = You can increase               Duration › +2 MP = +1 round
                                           the movement up to medium distance.
                                           Every time you increase the movement, the                  FLIGHT			TIER 4
                                           duration decrease by 5 minutes.                        Cost › 5 MP; 3 MP if hover is active
                                                                                                  Duration › 1 hour
                                            FLEET OF FOOT		                         TIER 2        Effect › You can fly or float through the air. In
                                        Cost › 3 MP; 1 MP if enhanced speed is active                terms of overland movement, you move
                                        Duration › Instantaneous, 1 minute if enhanced               about 30 miles (48 km) per hour and are not
                                           speed is active                                           affected by terrain.
                                        Effect › You can move a short distance as part of         MODIFICATIONS
                                           another action. You can move a long distance           Duration › +2 MP = +1 hour
                                           as your entire action for a turn.                      Effect › +2 MP = You can increase your speed by
                                        MODIFICATIONS                                                an additional 30 miles (48 km) per hour.
                                        Duration › +2 MP = +1 minute
                                        Effect › +2 MP (ongoing) = You can move a long                DRACONIC ATTACK                        TIER 5
                                           distance and make an attack as your entire             Cost › 6 MP; 4 MP if flight or hover are active; 2
                                           action for a turn, but the attack is hindered.            MP if both are active
                                                                                                  Duration › Instantaneous
                                            HARD TO HIT		                           TIER 2        Effect › While you hover or fly and are 10 to 200
                                        Cost › 3 MP; 2 MP if enhanced speed is active                feet (3 to 61 m) from a foe, you can attack by
                                        Duration › 1 minute or 10 minutes if enhanced                accelerating yourself toward your foe, at the same
                                           speed is active                                           time gaining +1 Armor and easing all Speed
                                        Effect › You are trained in Speed defense tasks.             tasks. Your impact deals 4 points of damage to
                                        MODIFICATIONS                                                the target and 2 points of damage to all creatures
                                        Duration › +1 MP = +1 or 10 minutes                          and objects within immediate range of the target.
                                                                                                  MODIFICATIONS
                                            SPEED BURST		                           TIER 3        Effect › +2 MP = You deal 2 additional points of
                                        Cost › 4 MP; 2 MP if enhanced speed is active                damage and targets in the area take 1 point of
                                        Duration › 6 rounds                                          damage even if you fail the attack roll.
                                        Effect › You can act faster during your next
                                           rounds. Starting in the round after you cast               PERFECT SPEED BURST                    TIER 6
                                           the spell, you can take two separate actions           Cost › 7 MP; 5 MP if enhanced speed or greater
                                           during your turn. You cannot use the effect              speed are active; 3 MP if both are active
                 196
                                                                                                                     9 magic
Duration › 6 rounds                                    foliage in the area snags and holds a foe you
Effect › You can take two separate actions each        designate within short range. A foe caught
   round for the duration of the spell. At the end     in the grasping foliage can’t move from its
   of the effect you are fatigued.                     position, and all physical tasks, attacks, and
MODIFICATIONS                                          defenses are hindered, including attempts to
Duration › +1 MP = +1 round                            free itself.
                                                         You can also use this ability to clear an area    Countereffects of Elemental
ELEMENTAL EARTH                                        of entangling growth in the immediate radius,       Earth: When you cast a spell,
                                                       such as an area of tall grass, thick brush,         the negation is usually the
    SEEDS OF FURY		                     TIER 1                                                             opposite. One exception is
                                                       impenetrable vines, and so on.
                                                                                                           when an enchanter causes a
Cost › 2 MP                                          MODIFICATIONS                                         quake, the negation is also a
Duration › Instantaneous                             Effect › +2 MP = You inflict 2 points of damage       quake that happens elsewhere
Effect › You throw a handful of seeds in the air        when grasping foliage first snags and holds        —shifting land in one place
   that ignite and speed toward a target within         your foe.                                          causes land to shift in opposite
   long range, scratching the air with twisting                                                            ways somewhere else.
   smoke trails. The attack deals 3 points of            SOOTHE THE SAVAGE                    TIER 3       If your body takes on a stone
   damage and catches the target on fire, which      Cost › 4 MP                                           aspect, stone in another
   inflicts 1 additional point of damage per         Duration › Concentration or 1 minute                  location softens, which can be
                                                                                                           dangerous if the stone is key
   round for up to a minute or until the target      Effect › You calm a nonhuman beast within 30
                                                                                                           to supporting a building or
   uses an action to douse the flames.                  feet (9 m). You must speak to it (although         some other kind of structure.
MODIFICATIONS                                           it doesn’t need to understand your words),
Effect › +1 MP = You can attack another target at       and it must see you. It remains calm for as
   immediate distance from the first one.               long as you focus all your attention on it or a
                                                        minute if not. The GM has final say over what
    STONE SHAPE		                       TIER 1          counts as a nonhuman beast, but unless
Cost › 2 MP                                             some kind of deception is at work, you should
Duration › 1 hour                                       know whether you can affect a creature before
Effect › Your body becomes hard stone. You              you attempt to use this ability on it. Planar
   gain +1 to Armor, +5 to your Might Pool, and         or extradimensional entities, very intelligent
   +1 to your Might Edge. You do not need to            creatures, and golems cannot be affected.
   eat, drink, or breathe (though you do need        MODIFICATIONS
   rest and sleep). You move more stiffly than       Effect › +1 MP = You can can augment the range
   a creature of flesh, which means that for the        of 5 feet; +2 MP = You can use the spell on
   duration you are not considered trained or           another creature within immediate distance
   specialized in Speed defense rolls.                  from the first one.
Furthermore, your stone fists function as a
   medium weapon.                                        STONE GRIP		                         TIER 3
MODIFICATIONS                                        Cost › 4 MP; 2 MP if stone shape is active
Effect › +2 MP = You can add 1 to Armor; +2 MP       Duration › Concentration up to 6 rounds or until
   = you can add 1 additional point of damage           the target breaks free
   to your fists.                                    Effect › You ease the attack with your stone fists.
                                                        If you hit, you can grab the target, preventing
    WILDERNESS LORE                     TIER 2          it from moving on its next turn. Attacks or any
Cost › 3 MP                                             attempts to break free made by a grabbed
Duration › 1 hour                                       target are hindered while you hold it. The
Effect › For the duration you are considered            target could use its action to attempt to break
   trained in wilderness navigation and in              free of your grip instead of attacking, which
   identifying plants and creatures.                    requires you to make a Might-based roll to
MODIFICATIONS                                           maintain your grip. If the target doesn’t break
Duration › +1 MP = +1 hour                              free under its own power, you can continue to
                                                        hold it each round as your subsequent actions,
    GRASPING FOLIAGE                    TIER 2          automatically inflicting 4 points of damage
Cost › 3 MP                                             each round by squeezing.
Duration › One minute                                MODIFICATIONS
Effect › Roots, branches, grass, or other natural    Duration › +1 MP = +1 round
                                                                                                                        197
     Countereffects of Elemental             COMMUNICATION                         TIER 4       ELEMENTAL FIRE
        Fire: When you heat up an        Cost › 5 MP; 3 MP if wilderness lore is active
     area or create a fire, it causes    Duration › Instantaneous                                   SHROUD OF FLAME                        TIER 1
         a significant change in the
                                         Effect › You can convey a basic concept to             Cost › 2 MP
   intensity of the magical energy.
  This added mana is taken from             a creature that normally can’t speak or             Duration › 10 minutes
     somewhere else in the greater          understand speech. The creature can also            Effect › At your command, your entire body
       area where the temperature           give you a very basic answer to a simple               becomes shrouded in flames. The fire
    change occurs, which suddenly           question.                                              doesn’t burn you, but automatically inflicts
turns very cold. Frost may appear        MODIFICATIONS                                             1 point of damage to anyone who tries to
 on bushes and trees, but also on
creatures that u   nexpectedly sense    Effect › +2 MP = You can make another                     touch you or strike you with a melee attack.
  their temperature dropping and           simple question to the same creature or                Flames from another source can still hurt
   their s urroundings b eginning to      communicate and ask a simple question to               you. While the shroud is active, you gain
      chill. Water freezes to ice and       another creature of the same species.                  +1 Armor against damage from fire from
      hot food instantly turns cold.                                                               another source.
                                             INSECT ERUPTION		                     TIER 5       MODIFICATIONS
                                         Cost › 6 MP                                            Duration › Reduce to one minute = +2 Armor
                                         Duration › 1 minute                                       and inflict 2 points of fire damage
                                         Effect › You call a swarm of insects in a place        Effect › +1 MP = You can can add +1 to Armor; +1
                                            where it is possible for insects to appear.            1 MP = +1 point of fire damage.
                                            During the time they remain, they do as you
                                            command while they are within long range.               EMIT FLAME 		                          TIER 1
                                            They can swarm about and hinder any or all          Cost › 1 MP
                                            creatures’ tasks, or you can focus the swarm        Duration › Instantaneous
                                            and attack all targets within immediate range       Effect › You project a beam of energy at a target
                                            of each other (all within long range of you). The      within long range that deals 5 points of fire
                                            attacking swarm inflicts 2 points of damage            damage.
                                            per round. You can also command the swarm           MODIFICATIONS
                                            to move heavy objects through collective effort,    Duration › +1 MP = +1 round
                                            eat through wooden walls, and perform other         Effect › +1 MP = +2 points of damage
                                            actions suitable for a supernatural swarm.
                                            Action required for commanding.                         HURL FLAME 		                          TIER 2
                                         MODIFICATIONS                                          Cost › 3 MP; 2 MP if shroud of flame is active
                                         Duration › +1 MP = +1 minute                           Duration › Instantaneous
                                         Effect › +1 MP = You can increase the damage by        Effect › You generate a halo around your arms
                                            1 point per round.                                     and hurl a handful of fire at a target as an
                                                                                                   action. This is a ranged attack with short
                                             EARTHQUAKE 		                         TIER 6          range that deals 4 points of fire damage.
                                         Cost › 7 MP; 5 if stone shape is active                MODIFICATIONS
                                         Duration › 5 rounds                                    Effect › Reduce the damage to 2 points of fire
                                         Effect › You direct your destructive resonance            damage and make the spell active for another
                                            into the ground and trigger an earthquake with         round.
                                            its centre on a spot you can see within very        Effect › +1 MP = You can increase the fire damage
                                            long range. The ground within short range of           by 1 point.
                                            that spot heaves and shakes for the duration,
                                            causing damage to structures and terrain in             WINGS OF FIRE 		                       TIER 2
                                            the area. Buildings and terrain features shed       Cost › 3 MP; 3 MP if shroud of flame is active
                                            debris and rubble. Each round, creatures in         Duration › One minute
                                            the area take either 3 points of damage due to      Effect › You generate a halo around your back in the
                                            the general shaking, or 6 points of damage if          form of wings of fire and can levitate, moving up
                                            in or adjacent to a structure or terrain feature       or down at a rate of up to 20 feet (6 m) per round
                                            shedding debris.                                       in any direction. You can also take one other non-
                                         MODIFICATIONS                                             movement action on your turn.
                                         Duration › +1 MP = + 1 round                           MODIFICATIONS
                                         Effect › +1 MP = You can increase the damage           Duration › +1 MP = +1 minute
                                            by 2 points.                                        Effect › If you give up the non-movement action on
                  198
                                                                                                               9 magic
  your turn, your move is equivalent to flight, so       human’s hand. The hand acts as you direct,
  you can move in any direction at the basic rate.       floating in the air. Directing the hand is
                                                         an action. Without a command, the hand
    FIRE DETONATION                       TIER 3         does nothing. It can move a long distance
Cost › 4 MP; 3 MP if shroud of flame is active           in a round, but it never moves farther away
Duration › Instantaneous (hurl) or up to 1               from you than long range. The hand can
   minute (explosion)                                    grab, move, and carry things, but anything it
Effect › You charge a small object (such as              touches takes 2 points of damage per round
   a plate, a coffee cup, a book, or a rock)             from the heat. The hand can also attack. It’s
   with incandescent energy so that it literally         a level 3 creature and deals 1 extra point of
   steams. As part of the same action, you can           damage from fire, when it attacks.
   either hurl the object at a target within short     MODIFICATIONS
   range, or carefully set it down and designate       Duration › +1 MP = +1 minute
   the moment when it will explode. Whether it         Effect › +2 MP = You can increase the heat damage
   explodes on impact or at the designated time,          and the extra fire damage of an attack by 1 point.
   all creatures within immediate range take 4
   points of damage.                                       FLAMEBLADE		                           TIER 4
MODIFICATIONS                                          Cost › 5 MP; 3 MP if shroud of flame is active
Effect › +2 MP = The explosion deals 2 additional      Duration › 1 hour; the flame ends if you stop
   points of damage and targets in the area take 1        holding or carrying the weapon
   point of damage even if you fail the attack roll.   Effect › You cover a weapon you wield in flame.
                                                          While the flame lasts, the weapon inflicts 2
    FIERY HAND OF DOOM                    TIER 3          additional points of fire damage.
Cost › 4 MP; 3 MP if shroud of flame is active         MODIFICATIONS
Duration › Ten minutes                                 Duration › +2 MP = +10 minutes
Effect › You can produce a hand made of                Effect › +2 MP = You can increase the fire
   animate flame that is twice the size of a              damage by 1 point.
                                                                                                                199
                                       FIRE BLOOM		                          TIER 4       Effect › Your entire body is covered in a sheen of
                                   Cost › 5 MP; 3 MP if shroud of flame is active            ice that gives you +1 to Armor. While the sheen
                                   Duration › Instantaneous                                  is active, you feel no discomfort from normal
                                   Effect › Fire blooms within long range, filling an        cold temperatures and have an additional +2
                                      area 10 feet (3 m) in a radius and inflicting 3        to Armor versus cold damage specifically.
                                      points of fire damage on all affected targets.      MODIFICATIONS
                                      Make a magical attack once for every target in      Duration › Reduce to one minute = +3 to Armor
                                      the area. Effort applied to one attack counts          versus cold damage
                                      for all attacks against targets in the area of      Effect › +1 MP = You inflict 1 point of cold
                                      the bloom. Even on an unsuccessful attack,             damage to anyone at immediate range every
                                      a target in the area still takes 1 point of fire       round they fail a Might defense roll.
                                      damage. Flammable objects in the area may
                                      catch fire (it does not require an attack).             CREATE LIQUID ITEM                    TIER 1
                                   MODIFICATIONS                                          Cost › 2 MP
                                   Effect › +2 MP = You can increase the radius by 5      Duration › 1 hour
                                      feet (1.5 m); +2 MP = You can increase the fire     Effect › You can shape a gallon of liquid into any
                                      duration of 1 round.                                   simple item (no moving parts) that you can
                                                                                             easily hold in one hand. The item is level 2, but
                                       FIRE TENDRILS 		                      TIER 5          has the appropriate density (so a liquid sword
                                   Cost › 6 MP; 5 MP if shroud of flame is active            can be used as a weapon).
                                   Duration › Ten minutes                                 MODIFICATIONS
                                   Effect › You sprout three tendrils of flame. As        Duration › +1 MP = +1 hour.
                                      an action, you can use the tendrils to attack,
                                      making a separate attack roll for each. Each            FROST TOUCH		                         TIER 2
                                      tendril inflicts 3 points of fire damage,           Cost › 3 MP; 2 MP if ice armor is active
                                      Otherwise, the attacks function as standard         Duration › Until used; 1o minutes (weapon)
                                      attacks. If you don’t use the tendrils to attack,   Effect › Your hands become so cold that the
                                      they remain but do nothing.                           next time you touch a creature, you inflict
                                   MODIFICATIONS                                            3 points of damage. You can use this ability
                                   Duration › +1 MP = +1 minute                             on a weapon, and for 10 minutes, it inflicts
                                   Effect › +1 MP = You can increase the fire damage        1 additional point of damage from the cold.
                                      by 1 point; +3 MP = You can add 1 tendril.          MODIFICATIONS
                                                                                          Duration › +1 MP = +1 round
                                       INFERNO TRAIL 		                      TIER 6       Effect › +1 MP = You augment the damage you
                                   Cost › 7 MP; 6 MP if shroud of flame is active            inflict by 1 point.
                                   Duration › 1 minute                                    Duration and Effect › You can reduce the duration
                                   Effect › You leave a trail of flame in your wake.         of the effect on a weapon to 10 rounds and
                                      The trail matches your path creating a wall            increase the weapon’s cold damage to 2 points.
                                      of flame about 6 feet (2 m) high that inflicts
                                      5 points of fire damage to any creature that            CONDENSATION                          TIER 2
                                      passes through it, potentially catching them        Cost › 3 MP
                                      on fire for an additional 1 point of fire damage    Duration › 10 hours or until used
                                      each round (if they are flammable) until they       Effect › You transform the air into liquid, creating
                                      spend a round putting out the fire.                    up to 100 gallons (380 liters).
                                   MODIFICATIONS                                          MODIFICATIONS
                                   Duration › +1 MP = +1 minute                           Duration › +2 MP = You can render the spell
 Countereffects of Elemental       Effect › +2 MP = You can increase the the height         permanent (until used).
 Water: When you attempt to           of the wall by 2 feet; +2 MP = You can increase
create water, the countereffect       the wall’s fire damage by 2 points.                     FREEZING TOUCH		                      TIER 3
 will be that water disappears
                                                                                          Cost › 4 MP; 3 MP if ice armor is active
               somewhere else.
                                   ELEMENTAL WATER                                        Duration › Until used
        If you freeze the water,                                                          Effect › Your hands become so cold that your
      somewhere frozen liquid          ICE ARMOR 		                          TIER 1          touch freezes solid a living target of your
 elsewhere will melt, or a cold    Cost › 2 MP                                               size or smaller, rendering it immobile for one
  or frozen creature elsewhere
                                   Duration › 10 minutes                                     round. If you have another cold spell activated
  will heat or gain some heat.
              200
                                                                                                                      9 magic
  by touch (such as frost touch), you can use it          ICE STORM			                         TIER 5
  as part of the freezing touch attack.               Cost › 6 MP; 5 MP if resilient ice armor is active
MODIFICATIONS                                         Duration › 1 minute
Effect › +2 MP = You can increase the duration        Effect › You create a layer of freezing ice up
   of the target’s immobility for another round.         to long range that blinds foes. All tasks of
                                                         blinded creatures are hindered by two steps.
    CREATE LIQUID WALL                   TIER 3       MODIFICATIONS
Cost › 4 MP; 3 MP if condensation is active           Duration › +2 MP = + 1 minute
Duration › 1 hour                                     Effect › +2 MP (ongoing) = You can render one
Effect › You shape 100 gallons (380 liters) of           target immobile; +2 MP (ongoing) = You can
   water into a wall about 10 feet (3 m) by 10 feet      inflict 2 points of cold damage to every foe
   (3 m) by 1 foot (30 cm). This wall is level 4.        in area.
   Alternatively, you can shape the liquid into
   a single shape of about the same mass:                 WINTER GAUNTLETS                     TIER 6
   a ladder 100 feet (30 m) tall, a barred cage       Cost › 7 MP; 6 MP if resilient ice armor is active
   about 8 feet (2 m) to a side, or a rope 500 feet   Duration › Until used; 1o minutes (weapon)
   (150 m) long.                                      Effect › As frost touch, but you inflict 6 points
MODIFICATIONS                                            of damage if you touch a creature, or an
Duration › +2 MP = You can increase the                  additional 3 points of cold damage if you
  duration of 1 hour.                                    infuse a weapon. In addition, damaged
                                                         targets are frozen in place (if standing on
    ICE CREATION		                       TIER 4          a solid surface) and can’t move from their
Cost › 5 MP; 3 MP if ice armor is active                 location until they use an action to break free.
Duration › 1 hour if in contact with you; 1d6 + 6        The target can still attack and defend.
   rounds if you’re not in constant contact with      MODIFICATIONS
   them                                               Duration › +2 MP = + 1 round
Effect › You create a solid object of ice that is     Effect › +2 MP (ongoing) = You can augment the
   your size or smaller. The object is crude and         damage you inflict by 2 points.
   can have no moving parts, so you can make          Duration and Effect › You can reduce the duration
   a sword, a shield, a short ladder, and so on.         of the effect on a weapon to 10 rounds and
   Your ice objects are as strong as iron, but           increase the weapon’s cold damage to 4
   break or melt when the effects end. You can           points.
   use the object or give it to another PC, but
   its duration will change (see Duration). For       MIND ESSENCE                                          Countereffects of Mind
   example, you make and wield an ice sword,                                                                Essence: If you create a mental
   but if you give it to another PC, the sword           TELEPATHIC		                          TIER 1       bond with another creature,other
                                                                                                            creatures experience mental
   won’t last as long for that character.             Cost › 2 MP
                                                                                                            voices and personalities outside of
MODIFICATIONS                                         Duration › 10 minutes, or see below                   their own, and visits in their sleep
Effect › +2 MP = You can create an object one         Effect › You can speak telepathically with others     as others occupy their dreams.
   size larger than you.                                 who are within short range. Communication
                                                         is two-way, but the other party must be willing    If you apport or move an object,
    RESILIENT ICE ARMOR                  TIER 4          and able to communicate. You don’t have to         an object elsewhere will move.
Cost › 5 MP                                              see the target, but you must know that it’s        If you enhance yourself or your
Duration › 1 hour                                        within range. You can have more than one           mental force, someone elsewhere
Effect › As ice armor, but +3 Armor, and you gain        active contact at once, but you must establish     will suffer psychic damage.
   immunity to all cold damage. The effects of           contact with each target individually, with an     If you use precognition,
   ice armor and resilient ice armor don’t stack.        action. Each contact lasts up to ten minutes.      someone elsewhere will be
MODIFICATIONS                                         MODIFICATIONS
                                                                                                            unable to make decisions or
                                                                                                            will behave in strange ways.
Effect › +2 MP = You inflict 2 points of cold         Duration › +3 MP = You can extend the telepathic
   damage to anyone at immediate range every            link with one contact to 1 hour
   round (no roll allowed) and 2 points of cold
   damage to those who touch you or you touch             DIVERT ATTACKS		                     TIER 1
   who fail a Might defense roll; +1MP = You can      Cost › 2 MP
   exclude targets from being exposed to your cold    Duration › 1 minute, or see below
   damage.                                            Effect › For one minute, you automatically
                                                                                                                         201
                        deflect or dodge any ranged projectile attacks.         minds of up to three targets within short range
                        However, on your next turn after you’re                 (make a Mana roll against each target). This
                        attacked with ranged projectiles, all your              burst inflicts 2 points of Mana damage and 2
                        other actions are hindered.                             points of Intellect damage (ignores Armor).
                      MODIFICATIONS                                           MODIFICATIONS
                      Effect › +3 MP (ongoing) = While divert attacks         Effect › +2 MP = For each 2 additional Mana points
                         is active, spending 3 MP you can redirect one           you spend, you can make a Mana attack roll
                         ranged projectile attack against the attacker. You      against an additional target; +2 MP you can
                         can divert no more than one attack in a round.          make an Intellect roll instead of a Mana roll.
    202
                                                                                                                     9 magic
                                                                                                                        203
          SPIRIT ACCOMPLICE                      TIER 1           WRAITH CLOAK		                          TIER 2
      Cost › 2 MP                                             Cost › 4 MP, 3 MP if spirit accomplice is active
      Duration › 8 hours, or see below                        Duration › 10 minutes
      Effect › You call a level 1 spirit to follow you and    Effect › At your command, a spirit wraps itself
         your instructions. The spirit must remain               around you and automatically inflicts 3 points
         within immediate range—if it moves farther              of damage to anyone who tries to touch you or
         away, it fades at the end of your following             strike you with a melee attack. While the wraith
         turn and cannot return for a day. You and the           cloak is active, all tasks to evade the perceptions
         GM must work out the details of your spirit             of others are eased. It is not necessary to have
         accomplice, and you’ll probably make rolls for          spirit accomplice active, but if you have it, wraith
         it when it takes actions. The spirit accomplice         cloak gives you also +2 Armor.
         acts on your turn, can move a short distance         MODIFICATIONS
         each round, and exists partially out of phase        Effect › +2 MP = You can increase the damage
         (allowing it to move through walls, though if           by 1 point.
         cannot carry or wield objects). The spirit takes
         up residence in an object you designate, and             COMMAND SPIRIT		                        TIER 3
         it manifests as either an invisible presence         Cost › 4 MP
         or a ghostly shade. Your spirit accomplice is        Duration › 10 minutes
         specialized in one knowledge skill the GM            Effect › You can command a spirit or animated
         determines.                                             dead creature up to level 3 within short range.
          The spirit is normally insubstantial.                  If you are successful, the target cannot attack
      MODIFICATIONS                                              you for one minute, during which time it
      Effect › +3 MP (ongoing) = You can give enough             follows your verbal commands if it can hear
         substance to your spirit to affect the world            and understand you.
         around it. As a level 1 creature with substance,     MODIFICATIONS
         it has a target number of 3 and a health of 3. It    Effect › +2 MP = You can increase the distance
         cannot attack creatures, but while substantial,         by one category; +3 MP = You can increase the
         it can use its action to serve as an asset for any      level by the undead of one.
         one attack you make on your turn.
      While corporeal, the spirit can’t move through               GREATER NECROMANCY TIER 3
         objects or fly. A spirit remains corporeal for       Cost › 5 MP
         up to ten minutes at a time, but fades back          Duration › 1 hour
         to being insubstantial if not actively engaged.      Effect › This spell works like necromancy except
         Effect › +2 MP You can augment the level of             that it creates a level 3 creature.
         the spirit by one.                                   MODIFICATIONS
                                                              Duration › +2 MP = +1 hour
          NECROMANCY		                           TIER 2       Effect › +2 MP = You can create an additional
      Cost › 3 MP                                                undead creature if you have access to multiple
      Duration › 1 hour                                          bodies.
      Effect › You animate the body of a dead creature
         of approximately your size or smaller,                   TURN UNDEAD		                           TIER 4
         creating a level 1 creature. It has none of the      Cost › 5 MP
         intelligence, memories, or special abilities         Duration › Instantaneous
         that it had in life. The creature follows your       Effect › You channel divine power to repel up to
         verbal commands for one hour, after which it            five undead creatures in short range, causing
         becomes an inert corpse. Unless the creature            them to use their actions to move away from
         is killed by damage, you can reanimate it               you. This effect lasts for one minute. All targets
         again when its time expires, but any damage             must be level 2 or lower. Harming the undead
         inflicted carries over to its newly reanimated          breaks the effect. When the effect ends, the
         state.                                                  undead remember that you used your power
      MODIFICATIONS                                              against them. Each additional time you attempt
      Duration › +2 MP = +1 hour                                 to repel the same creature in a 24-hour period,
      Effect › +2 MP = You can create an additional              you need to spend 2 additional MP.
         undead creature if you have access to multiple       MODIFICATIONS
         bodies.                                              Duration › +2 MP = +1 hour
204
                                                                                                                                9 magic
Effect › +2 MP = You can increase the maximum                 you at the time of the casting) invisible to one
   level of the targeted undead; +2 MP = You                  target. This illusion affects the target's mind, so
   affect an additional five undead.                          your actions do not affect whether the target can
                                                              see you. Items you drop or put down become
    DEATH GAZE		                              TIER 4          visible; items picked up disappear if tucked into
Cost › 6 MP                                                   the clothing or pouches you wear. You are not
Duration › Instantaneous                                      magically silenced, and certain other conditions
Effect › You project a chilling gaze at all living            can render you detectable (such as stepping in
   creatures within short range who can see you.              a puddle). A spell or ability that can see through
   Make a separate Intellect attack roll for each             invisibility counters and dispels it, and invisibility
   target. Success means that the creature is                 prohibition suppresses the spell as long as the
   frozen in fear, not moving or taking actions               target (not you) remains in the area of the purge.
   for one minute or until it is attacked. Some             MODIFICATIONS
   creatures without minds (such as constructs)             Duration › +2 MP = +1 minute
   might be immune to Death Gaze.
MODIFICATIONS                                                   MINOR ILLUSION 		                        TIER 1
Effect › +2 MP = You can increase the damage                Cost › 2 MP
   by 2 points; +2 MP = You ease an attack roll.            Duration › 10 minutes; the illusion vanishes if
                                                               you move beyond immediate range of the cube
     TRUE NECROMANCY                          TIER 5        Effect › You create a single image of a creature
Cost › 7 MP                                                    or object within immediate range. The
Duration › 1 hour                                              image must fit within a 10-foot (3 m)
Effect › This spell works like necromancy except               cube. The image can move (for example, you
   that it creates a level 5 creature.                         could make the illusion of a person walk or
MODIFICATIONS                                                  attack), but it can’t leave the area defined by
Duration › +2 MP = +1 hour                                     the cube. The illusion includes sound but not
Effect › +2 MP = You can create an additional undead           smell. If you want to change the original illusion      Countereffects of Weird
   creature if you have access to multiple bodies.             significantly—such as making a creature                 Mirages: When you create an
                                                               appear to be wounded—you must concentrate               illusion, the consequence need
    CALL DEAD SPIRIT                          TIER 6                                                                   not always be negative. It may
                                                               on it again and spend an action (though doing
                                                                                                                       mean that another illusion
Cost › 7 MP                                                    so doesn’t cost additional Intellect points).           suddenly appears in a completely
Duration › 1 day                                            MODIFICATIONS                                              different place, or that some
Effect › At your touch, the remains of a creature dead      Duration › +2 MP = +10 minutes                              creature, object, or landscape
   no longer than seven days appears as a manifest          Duration › +2 MP = Increase the range beyond                suddenly vanishes from sight
   (and apparently physical) spirit, whose level is the       which you can move by one category.                       or flickers for a little while.
   same as it had in life. The raised spirit persists for                                                              When you try to manipulate
   up to a day (or less, if it accomplishes something           DISTRACTION		                            TIER 2        sounds of various kinds, however,
   important to it before then), after which it             Cost › 3 MP                                                the consequence will always
                                                                                                                       be the opposite. If they reduce
   fades away and cannot return again. The raised           Duration › 2 rounds
                                                                                                                       the volume in one place, it
   spirit remembers everything it knew in life and          Effect › You create a mental image in the target's         will be increased in another; if
   possesses most of its previous abilities (though            mind that they will find distracting—because            they create a thunderous burst
   not necessarily its equipment). In addition, it             it is either annoying, alluring, or frightening.        of sound, a similarly great
   gains the ability to become insubstantial as an             The target decides what form the phantasm               noise elsewhere will be entirely
   action for up to a minute at a time. The raised             takes. If the target fails an Intellect defensive       muted (such as lightning or
                                                                                                                       crashing waves that happen
   spirit is not beholden to you, and it does not              task, they cannot make other actions for                without a sound). If the caster
   need to stay near you to remain manifest.                   1 round other than to defend themselves.                creates the sound of someone
MODIFICATIONS                                                  Instead, they interact with the image in their          walking across a gravel path,
Duration › +2 MP = +1 day                                      mind—swatting at an imaginary fly, dodging              somewhere else that precise
                                                               an imaginary attack, staring in surprise at an          sound d isappears. If they create
WEIRD MIRAGES                                                  imaginary loved one, and so on. A new Intellect
                                                                                                                       a knock on a door, nothing is
                                                                                                                       heard when another person
                                                               task is allowed each round, and once the target         somewhere else does precisely
    BLIND THE MIND 		                         TIER 1           makes a successful save, the spell ends.                that. And if the enchanter
Cost › 2 MP                                                 MODIFICATIONS                                              removes a particular sound in
Duration › 1 minute                                         Duration › +2 MP = +3 round                                one place, that exact sound will
Effect › You make yourself and your belongings (on          Effect › +2 MP = You can affect another creature.          inexplicably echo somewhere else.
                                                                                                                                   205
          ILLUSORY DISGUISE                     TIER 2       MODIFICATIONS
206
                                           9 magic
               Appendix
                 Part 1
      BACK MATTER
           MATTER
      CHARACTERS
CHARACTER
Chapter          CREATION
        4: CREATING          STEPS
                    YOUR CHARACTER   208
                                      14
INDEX
Chapter 5: TYPE                      212
                                      20
Chapter 6: FLAVOR                     34
Chapter 7: DESCRIPTOR                 38
Chapter 8: FOCUS                      60
Chapter 9: ABILITIES                  95
Chapter 10: EQUIPMENT                201
                                            207
appendix A                      CHARACT
                                CHARACTER CRAT
                                          CRATION STEPS
flavor
                                                                                                                                       WEAPONS
             add them to the appropriate                                                                                                                                                                             6
                                                                                                                         xp
                                                                                                                                                              Unarmored
                                                                                                                                               9
                                                                                                                                       WEAPON                                   Light
                                                                                                                                                                                                 SKILLS                                                C T       S   I
                                                                                                                                                                Medium         Heavy
                                                  RECOVERY ROLLS
                                                                        edge              pool           edge
                                                                                                                           13
                                                                                                                                       NOTES
                                                                                                                                       ATTACKS                                  eased/
                                                                                                                                                                               hindered damage
                                                                                                                                        10
                                                                                        1 ACTION       10 MINUTES
                                                          1D6 +
             5. FILL IN YOUR
                                                                                         1 HOUR           10 HOURS
DAMAGE TRACK
© HBDragonsGames 2022
     208
                                                                                                                                                                                         appendix A
the cost (if any) of any special abilities. You                                                            you a connection to the first adventure. Write
don’t have to write out the description of the                                                             these down in the Background section of your
ability—just the name, cost, and (optionally)                                                              character sheet.
page number is fine.
                                                                                                           13. DURING PLAY, NOTE
9. WRITE IN EQUIPMENT                                                                                      DAMAGE TRACK,
Write in the starting equipment from your                                                                  RECOVERY ROLLS, XP, AND
type. If your equipment includes armor (or if                                                              ADVANCEMENT
you spend money to buy armor) write down                                                                   During gameplay, keep notes of how many
how many points of Armor it gives you in                                                                   recovery rolls you’ve used each day and where you
the Shield in the left side of the Defense box.                                                            are on the damage track. (If you’re hale or dead,
Write the Speed Effort and Mana cost for                                                                   you won’t need to mark anything, so there aren’t
your armor in the Cost box to the right of the                                                             spots on the damage track for those; otherwise,
Defense box.                                                                                               it’s important to make a note of your status on
  Your descriptors and focus may give you                                                                  the damage track.) The 1d6 + box is for writing
additional equipment or money.                                                                             down the amount that you add to your recovery
                                                                                                           rolls; this number is usually your current tier, but
10. LIST YOUR ATTACKS                                                                                      you might have a special ability that changes it.
Attacks are based on your chosen weapons,                                                                      Additionally, write down how many
and you may have special abilities that you                                                                experience points (XP) you currently have.
can use as attacks. List them here, write down                                                                 As you spend XP on advancing your character,
how much damage they do, and include any                                                                   mark which advancement options you’ve
special modifiers.                                                                                         chosen (on the back of the character sheet).
                                                                                                                                                          17. KNOWN
   EQUIPMENT                                                                             MISSION DIARY                                                    SPELLTHREADS
                                                                                          16
                                                                                          DATE                 DESCRIPTION                    XP EARNED
                                                              Permission to photocopy.
                                                                                                                                                          of your character.
                                                              © HBDragonsGames 2022
                                                                                                                                                                                           209
appendix b                                BIBLIOGRAPHY AND RESOURCES
                                       T
                                                here are many different genres of fantasy    Dying Earth: The Dying Earth (Jack Vance), the
  If you’re a GM, it’s likely that              within the general concept of fantasy        Zothique stories (Clark Ashton Smith), The
your fantasy game world draws                   gaming, and you can use or mix them to       Magic Goes Away (Larry Niven), and the Lords
      on elements from multiple        create your campaign in Monte Cook's Diamond          of Dûs series (Lawrence Watt-Evans).
     kinds of fantasy, and that’s
                                       Throne.
perfectly fine—the combination
  you choose creates something                                                               Fairy Tales: Undine (1811 novella), Jack and the
      unique with your personal        Epic Fantasy (High Magic): The Lord of the Rings      Beanstalk (folklore), Robin Hood (folklore),
  creative stamp. In the land of       (J. R. R. Tolkien), The Chronicles of Narnia (C. S.   Alice in Wonderland (various forms of the story),
  the Diamond throne all kinds         Lewis), the Discworld series (Terry Pratchett),       The Brothers Grimm (2005 film), and Pan’s
       of adventure are possible.      The Chronicles of Prydain (Lloyd Alexander), The      Labyrinth (2006 film).
                                       Neverending Story (1984 film), The Chronicles
 If you’re a player, you probably      of Amber (Roger Zelazny), the Ethshar series          Historical Fantasy: The Princess Bride (1987
    used an interesting character      (Lawrence Watt-Evans), The Wheel of Time              film), the Knights of the Round Table (folklore),
        from fantasy media as the      series (Robert Jordan), the Earthsea series           the Sinbad films animated by Ray Harryhausen,
         inspiration for one of your
                                       (Ursula K. Le Guin), the Shannara series (Terry       Ladyhawke (1985 film), Xena: Warrior Princess
           PCs. By looking at other
     fantasy media in the genres       Brooks), The Chronicles of Thomas Covenant            (1995 TV series), Clash of the Titans (1981 film),
     you know, you can find new        (Stephen R. Donaldson), the Dragaera/Vlad             The City of Brass (S. A. Chakraborty), and Time
     perspectives and keep things      Taltos series (Steven Brust), Shadow of the Fox       Bandits (1981 film).
      interesting. And by learning     (Julie Kagawa), A River of Royal Blood (Amanda
    about other kinds of fantasy,      Joy), Avatar: The Last Airbender (2005 TV             Contemporary Fantasy: The Dresden Files (Jim
   you unlock entirely new kinds
 of gaming to explore, either by
                                       series), and Three Hearts and Three Lions (Poul       Butcher), the Harry Potter franchise, The Magicians
   switching genres or by adding       Anderson), The Broken Earth trilogy (N.K.             (Lev Grossman novels and TV series), Hellboy
  elements from a new (to you)         Jemisin).                                             (comics and films), Buffy the Vampire Slayer
     genre to your existing game.                                                            (1997 TV series), the Anita Blake series (Laurell
                                       Sword and Sorcery (Low Magic): Conan the              K. Hamilton), Wicked Fox (Kat Cho), Supernatural
                                       Barbarian (Robert E. Howard), Red Sonja               (2005 TV series), and Bright (2017 film).
                                       (Marvel Comics), Fafhrd and the Gray
                                       Mouser/Lankhmar (Fritz Leiber), The Sword             Paranormal Romance: Buffy the Vampire Slayer (1997
                                       of Truth (Terry Goodkind), the Book of Swords         TV series), the Twilight saga (Stephenie Meyer), and
                                       series (Fred Saberhagen), Willow (1988 film),         the Anita Blake series (Laurell K. Hamilton).
                                       Dragonslayer (1981 film), The Beastmaster (1982
                                       film), Rebel of the Sands (Alwyn Hamilton), A         Whimsical Fantasy: Discworld series (Terry
                                       Song of Ice and Fire (George R. R. Martin), Spin      Pratchett), the Mouse Guard franchise, the
                                       the Dawn (Elizabeth Lim), and We Hunt the             Harry Potter franchise, the MythAdventures
                                       Flame (Hafsah Faizal).                                series (Robert Asprin), Good Omens (Neil
                                                                                             Gaiman and Terry Pratchett), The Dark Crystal
                                       Dark Fantasy (Obscure magic): Sandman comic           (1982 film), and Labyrinth (1986 film).
                                       series (Neil Gaiman), the Dark Tower series
                                       (Stephen King), The Sword and the Sorcerer            Wuxia: Crouching Tiger, Hidden Dragon (2000
                                       (Norman Winski), the Elric series (Michael            film), Hero (2002 film), The House of Flying
                                       Moorcock), the Kane series (Karl Edward               Daggers (2004 film), The Forbidden Kingdom
                                       Wagner), Children of Blood and Bone (Tomi             (2008 film), and many others popular in Asia that
                                       Adeyemi), The Dark World (Henry Kuttner), and         haven’t received wide distribution in other parts
                                       the works of Gertrude Barrows Bennett.                of the world.
               210
CHARACTER NAME                                                                                                                                ADVANCEMENT
concept path                                                                                   CHARACTER SHEET
                                                                                                                                               INCREASE        MOVE TOWARD            EXTRA              SKILL
                                                                                                                                              CAPABILITIES      PERFECTION           EFFORT           TRAINING
       mood                       descriptor     ANCESTRY               descriptor   SPECIAL ABILITIES                                        +4 points into   +1 to the Edge of   +1 into Effort   Train in a skill
                                                                                                                                                stat Pools        your choice                       or specialize in
IS A                                                                                                                                                                                                 a trained skill
type
                                                                                                                                              DEFENSES
                                                                        WHO
                                                                                                                                                                    Unarmored Defense                 Light
focus                                                                                                                                                                        Medium                  Heavy
                                                                                                                                              ARMOR TYPE
flavor
                                                                                                                                                                                          Speed Effort/Mana Cost
                                                                                                                                              NOTES
might                                 speed                            tier
                                                                                                                                              SKILL GROUPS
                                                                       effort
   pool               edge              pool           edge
intellect                             mana
                                                                       xp            WEAPONS
                                                                                     WEAPON                Unarmored         Light
                                                                                                                                              SKILLS                                                C T       S   I
                                                                                                             Medium         Heavy
   pool               edge              pool           edge                          NOTES
RECOVERY ROLLS
                                                                                     ATTACKS                                 eased/
                                                                                                                            hindered damage
                                      1 ACTION       10 MINUTES
        1D6 +
                                       1 HOUR           10 HOURS
DAMAGE TRACK
         Impaired                                Debilitated
         +1 Effort per level                      Can move only an
                                                 immediate distance
  Ignore minor and major effect
         results on rolls                            Cannot move
                                                  if Speed Pool is 0
 Combat roll of 17-20 deals only +1
             damage
                                                                                                                                              C = competent, T = trained,          S = specialized,      I = inability
                                                                                                 Permission to photocopy.
                                                                                                 © HBDragonsGames 2022
EQUIPMENT                                                                             MISSION DIARY
                                                                                       DATE                 DESCRIPTION                    XP EARNED
     MONEY
              CP           SP         GP                  CHARACTER SHEET
                   ITEMS
PORTRAIT
                                               BACKGROUND
MAGIC ITEMS                                                                           KNOWN SPELLTHREADS
BONUS SPELLS
SPELL CATALYSTS
                                                           Permission to photocopy.
                                                           © HBDragonsGames 2022
                                                                                                           index
                                                                                                          213
emissary                           60    Lucky                                 92    skill groups                   19
encounters                        162    mageblade                             39    skills                       158
encumbrance                        135   magic items                           12    sneaking                     178
equal advancement                 187    magic                               188     special abilities              19
equipment                         134    magic (flavor)                        77    special damage               167
escalation stress rate            178    magical schools                     188     special rolls            11, 159
experience points(XP)          12,183    magister                              40    specialized                   20
exploration mode                     9   major effect                        160     Speed                          14
explosive weapons                 145    Mana                            15, 188     spell backlash              190
faen                                27   Manifests Witchery                  116     spell catalysts               151
Faen (descriptor)		                 84   Masters War Tactics                 119     Spellthreads                190
Fierce                             90    Might                                 14    spells legend               190
fight monsters and XPs            187    mind essence                        201     spending XP                  185
fighter                             48   minor effect                        159     spirits                     109
focus (character)                  96    modifying the difficulty             157    stat Pools                     15
followers                         181    mojh                                   31   stats                          14
Follows the Green Path            107    Mojh (descriptor)		                   86    stealth (flavor)               79
food and lodging                  150    mood descriptors                      87    Stealthy                      94
gaining insight                   179    movement modifiers                   172    Strong                        94
giant                               29   moving a heavy object                177    stunned                      167
Giants (descriptor)		               85   moving targets                      170     surprise                    169
glossary                            10   Mysterious                            93    Swears an Oath               127
GM awards                         184    naming ceremony                       21    Swift                          95
GM intrusion                 159, 183    npcs and special damage             167     swimming                     178
Graceful                            91   oathsworn                             41    tactical play                182
greenbond                           38   object damage track                  171    take the attack               175
guarding                          176    escalation mode                      178    taking action                 155
hale                             166     path concepts                         23    target number                   8
Has an Athame                     110    path customization                    23    task difficulty           9, 157
hauling vehicles                  149    Performs Battle Rituals              121    tier advancement             186
healing                           177    player intrusion                      19    tiers                          18
helping                           174    player-driven awards                184     timekeeping                  162
higher ground                     168    players                                 6   tools of play                   7
hinder (difficulty)                  8   playing the game                        8   totem warrior                 44
Honorable                           91   poison                              167     Tough                          95
how to cast a spell               189    Pool                                   15   trade                   134- 135
Human (descriptor)                  83   position                            168     trained                       20
illumination                     169     prone                               168     type (character)               48
impaired                         166     random height and weight              35    undead master               203
inability                         156    range                               169     unfettered                     45
immediate benefits                185    recovery roll		                     166     using armor                  136
Impulsive                           92   Resolute                              93    using miniatures             182
initial cost                      161    retrying a task after a failure     160     verrik                         34
initiative                        162    Reveres a Totem Spirit               123    Verrik (descriptor)		         86
Inscribes Runes                   112    riding                               177    Virtuous                       95
Intellect                           14   ritual warrior                        42    visibility                  169
Intelligent                         92   round                               162     wanderer                      66
interacting with creatures        177    Rugged                                94    warmain                       46
jumping                           177    rules of the game                   154     Was Foretold                 129
key concepts                      156    rune’s typologies                    113    water                        170
legendary items                   152    runethane                             43    weapon descriptions          142
litorian                            30   short- and medium-term benefits      185    weapon templates             145
Litorians (descriptor)              85   sibeccai                              33    weapons                 139-140
Lives Unfettered                   115   Sibeccai(descriptor)                  86    weird mirages               205
long-term benefits                186    size                                182     witch                          47
     214
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      PRINTED IN EUROPE
216
In this noble, giant-ruled land, explore the reaches of the Floating Forest. Discover the
incomparable beauty of the magical Crystal Fields. Learn the secret of the God-King of
the verrik people. But beware the military might of the chorrim and the fiendish powers
of the shadow trolls.
Evolved is the essential reference for every Monte Cook’s Diamond Throne role-
player. It includes everything you need to create characters and venture into
the world of Serran.
Use this book to create awesome characters from unique ancestries and
paths. Choose your type, focus, and descriptors to forge the next hero in
the Land of the Diamond Throne.
Powered by the award-winning Cypher System, in this book you will find:
  • Complete, streamlined rules for a fast-paced, story-based tabletop
    roleplaying game experience.
  • An intuitive, concept-driven character-generation system, with
    scores of options for building just the character you imagine.
  • Rules for magic, and many spells you can choose from, with a lot
    of options for every spellcaster.
                    © 2022 Monte Cook, WMS Publishing sas. Arcana Evolved, the Diamond Throne, and associated logos are trademarks
                belonging to Monte Cook in the U.S.A. and other countries. All Monte Cook characters and character names, and the distinctive
                    likenesses thereof, are trademarks of Monte Cook. Here Be Dragons Games and its logo are ® of WMS Publishing sas.
                          CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A and other countries.
                                                                      Printed in Europe.
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