Until Further Notice: These Rules are currently being written, and will see slight adjustments and revisions until they are completed. The rules will be updated about once every two days, for peer review and commentary, as well as de-bugging. Setting FurryFaire is an online game set on Kith Kanaan, an island chain east of the dark continent of Midiron. Kith Kanaan has been home to many cultures and refugees from the mainland, but is isolated enough that there is no real fear if invasion. Kith Kanaan is divided into nations, each nation having developed more or less in isolation from one another until recent history. As culture flourished, trade and interaction have begun to increase, and the borders between nations have grown smaller, until now where skirmishes have only just begun. The nations of Kith Kanaan are rich in diversity, both cultural and magical. From the dark age feel of Drachen to the exotic flavours of the cursed deserts of Anansie, from the mysterious, legendary feel of Anaitha to the haunted and violent alleys of Aranous, there is much to offer. Twenty-four years ago, there were a serious of violent upheavals, both in open war, and in the re-appearance of lost religions and secret organizations within Kith Kanaan. Tension has begun to mount, but there is now a current lull, perhaps it is just the calm, before the storm. A Fantasy Setting Getting the right idea The nations of Kith Kanaan are mostly medieval, with technology and culture from the early 800s to the early 1500s. A lot of things we might take for granted simply do not exist for characters in this game, and it is important that these are brought to the player's attention so that they can play with the correct mindset. The first thing to remember is that the world seems much larger in a world without radio, television, or the internet. It may take hours to learn of an event happening one town away, and days or even months to learn what's happening in the next kingdom over. Cars and planes do not exist, so travel requires horses, carriages, or just simply walking. It might take six or seven hours to walk to the next village, and days to cross a single kingdom. Another important aspect to remember is magic and superstition. On Kith Kanaan, magic is accepted as a part of life, but those who practice it are seen with a bit more distrust than regular folk. Among the upper class, magic is seen as a gift, and perhaps a tool, but among the peasants, a child who practices magic may be branded a witch and put to death. Those who are 'different' or 'strange' among the lower classes are usually shunned or banished. Technology Education and the growth of technology is slow. With the presence of magic and the supernatural, the study of science is hindered. It does exist, but mostly among scholars and rarely publically accepted. Some cultures dislike technology and the advance of 'reason', while others are attempting to blend reason with magic into something better artificers. For the most part, technology is barely past the sword-and-shield stage for most nations, but there are some regions which have progressed, creating alchemical laboratories, and simple constructs as well as incredible architecture. Society Society is isolated, and most places distrust strangers. Normal people do not travel from city to city, as the regions between them is most likely very dangerous. People who do travel are seen with some mixture of distrust and antipathy, as they are seen as unreliable or touched in the head. Civilization has grown around cities, with towns and villages on the outskirts of these regions, connected by trade routes and guard outposts. Communication is limited to couriers and messengers, and anything beyond these hubs is generally out of range for most people. Information and news is usually weeks old before it has spread to another nation, so innovations and new knowledge is very slow in spreading. Education Education is slow in progressing. It has been twenty-four years since the return of the Brothers of the Book, and as such a lot of knowledge that they possess is not spreading very quickly. Most people are too poor to gain a proper education. Books are rare and expensive, as the printing press is yet to be developed. Perhaps once the basic needs of survival are met, education can begin, slowly. Rulership Authority is very important. Those of higher rank are expected to protect those of the lower rank, and presumably keep society safe. This is a very real fact, and those in power hold control over almost every aspect of life. The city guard are paid by the nobility, the merchants negotiate trade with the nobility, and the city functions through the money of the nobility. Royalty is something special, and in the blood. Nobility is a close second. While in some societies, nobility is questioned, it is understood that destroying the leadership of a city or town is effectively destroying the entire community. While a ruler may not be liked, the alternative is far worse. This is understood by the nobles and merchants as well. If you slay a ruler, you are opening the door to the idea that it is right to kill any ruler you disagree with, which puts any form of authority in danger. As such, the most useful tactic when dealing with a ruler you do not like is avoidance. Once society has progressed enough that people feel secure, then new ideas about authority will progress and grow. Nations Characters are allowed to be from anywhere on Kith Kanaan, but it is understood they need a solid explanation for how they were able to get to the region they are roleplaying in. Travel is very hard now, and most under the age of 30 will be native to the area they live in now. Some people will have been born or raised on the road or stranded in a city that is not their own, but very few established and wealthy people will be from somewhere else. Another thing to consider is the ideals and beliefs of the character's homeland. These will carry over and influence the character when dealing with locals. Some concepts will seem foreign, while others may seem barbaric. A character from Aranous will seem like a bandit or worse in Anaitha, and a character from Drachen will seem almost anarchic to the nobles of Siren's Cove. Character Background FurryFaire is, essentially, High Fantasy. This means the heroes tend to be larger than life, and most characters are a form of archetype. While it is fine to make a character which is mundane, make them noticeable and special in some way. If you are playing a merchant, give them mannerisms and something to make them stand out. There is hundreds of merchants in the city, but why is this merchant the one people talk with? You are, essentially, a 'main character' in a play or movie, so if you want your audience (the other players) to take interest in you and play with you, you need to have something which will draw their attention. Concepts One thing that you must remember when making your character is that they are a starting character, at the beginning of their career. Whatever else you may imagine for your character, there will be more experienced characters out there, who are better than your character. It does not matter what your character's age is, or how much of a background you make, it will not change the fact your character is inexperienced. Furries All characters on FurryFaire are 'furries' or 'anthro'. There are a number of types of anthro, recognized as a animal/human form of hybrid. The most common type is your typical 'furry', which is more or less a 50% split between both races. The other types include non-morphic, which is about 75% animal to 25% human, 'taurs, who are humanoid from the waist up, but with a quadruped animal body below the waist, and the last type, which are humans with animal characteristics, about 75% human to 25% animal. To make things clear however, furries are more human than animal. They do not have estrus cycles, they do not give birth to 'litters', winged furries do not fly, and for the most part they do not gain the special senses or abilities of their animal counterparts. For those who wish such, there are Powers a character can gain to have these abilities (explained later). The reason behind these restrictions is fairly simple. A lot of people have their own idea for what any given race 'should' or 'should not' have, and what they are capable of. Even more people simply don't care what others think, and would rather do things their own way. To prevent clashing of ideals, we simply have removed this problem. Unless your character has a racial advantage and have paid the points for it, those advantages do not exist. Consider this what would an anthro skunk have? Could it spray? What about things such as what it would eat? The reproductive and birth cycle? Growth rate? At some point most people will throw their hands up and say 'I don't care!' and that is the problem. Without a uniform rule that everyone follows equally, you get a mish-mash of ideals from different players, which can cause more problems than they are worth. Heritage Because this is a Fantasy game, some characters will have an exceptional heritages. These heritages cost points, but grant the character some advantages in exchange for the cost. A character may have a faerie ancestor, or demonic heritage, or may in fact be a faerie or demon themselves. If the player wishes to be truly exceptional in this manner, they must take the appropriate heritage, and pay the points for it this is neither automatic, nor free. As such, try to be realistic with your character. Do not give them a long and glorious history that the character's attributes and skills will not support, and do not focus your character entirely around a single aspect. While it might be nice to make a swordsman, do not make them only a swordsman. There are other people out there who use the sword, and it is most likely they are much better than the character due to playing here for a longer period of time. If you make the character multi-faceted, the character will be much better off in the long run. Caste A character may be from any level of society. Being a member of royalty will be exceptionally hard without permission from the players who are already within the royalty of any given nation. If the player wishes to have a noble character, however, that may be easier. If the character is from the merchant or working class, nothing exceptional is required. If the character is from the peasantry or lower class, things will be easier still. Regardless of which, the character should have a brief background or bio, which will be listed with their character. Being a noble means more work. The player has a number of choices they can either join an existing noble family (with the consent of the person who is the head of that family), or they can begin their own noble family. If the player wishes to create their own noble house, they need to write up a history or background for the noble house, and see that it is approved. Once approved, the character is expected to represent the noble family in the game, and must push the agendas of that noble family, or keep it visible in the game. Noble families who do nothing are absorbed or removed from the game. Regardless, any character playing a noble must write up a background for their character. Because of the responsibilities the player has in playing a noble, there is work involved in playing them. Character Creation Each character begins play with 20 DP (discretionary points) with which to build their characters. They are also given a number of attribute and skill points automatically, as DP are used to round out the character and to deal with background. Order of Character Creation To make your life simplest, this is the correct order for making a character. 1) Choose Attributes One at 4, Two at 3, One at 2 2) Choose Skills One at 4, Two at 3, Two at 2 3) Choose Nationality (Optional) 4) Choose Race (Optional) 3 DP per, 1 or 2 DP for certain Nations. 5) Choose Magic (Optional) 4 DP per, 2 DP for certain Nations or Races. 6) Choose Order (Optional) 2 DP, only one can be chosen without special permission. 7) Choose Order Abilities (Optional) 1 DP per Ability available within Order. 8) Choose Psionics (Optional) 3 DP / 5 DP 9) Choose Powers (Optional) 3 DP per, or 1 DP if proper Race. 10) Set Traits 1 DP per level of Resources. Others defined by Attributes and Powers 11) Buy Spells or Gifts (Optional) 1 DP per Spell (Magic) or Gift (Psionics) 12) Purchase Equipment (Optional) Limited by Resources Building The number of rooms allowed to a character is completely dependant on their Resources and where they are living. To try to support the growth of the Shire specifically, things are biased towards building inside the city line and inside the city proper. For the sake of the players, hallways, yards, and roof tops do not count as 'rooms' for building. Inside the City (Urban): 4 Rooms per point of Resources Inside the City Line (Suburban): 3 Rooms per point of Resources Outside the City Line (Rural): 2 Rooms per point of Resources Glossary Difficulty: A penalty to the number of dice rolled. So, Difficulty 3 means a 3 die penalty. Damage (#): The damage of a weapon or effect. The number of successes of the attack is multiplied by Damage to inflict Wounds. Soak (#): The amount of wounds taken off an attack before they are applied to a character's Health. Wounds: How much Health a subject loses from an attack. Nationality A character can be from one of the local nations which surround the Shire. This is free, and does not require DP for the character. Characters from beyond Kith Kanaan are allowed, but do not get any bonus for being from beyond Kith Kanaan's borders. Anaitha A mysterious land to the south, surrounded by haunted forest; Anaitha has sealed itself from the rest of Kith Kanaan. Those descended from it are often found to have spirit blood. The primary language of Anaitha is Anaithan, and has some influences from Phae and Naiponese. The character has +1 to their Spiritual Attribute, and can be Faerie for only 1 DP. (Influences: Arthurian / Feudal Japan) Rath Sliabh Dorca: Called 'Rath' by most, this was once a kingdom outside of Anaitha and the Shire Lands. In the last few decades, the fortunes of Rath waned, and the heir to the crown married into Anaitha before the closing of the borders. Now, Rath exists outside of the haunted woods of Anaitha, acting as the voice of the strange, forbidden kingdom to the rest of the world. (Influences: Celtic Welsh) Anansie A cursed desert nation, Anansie fell to the attacks of the Southern Wilds, and the demons and undead that fled Aranous. They put up a brave battle, but the nation was overwhelmed. Most have fled to either Anaitha or to the Shire Lands, while more moved to roam the desert and attempt to take back the jewel of the desert. The primary language of Anansie is Hinde, taken from the region on the Main Land where Anansie originated. It has picked up some words however, from the Drachen tongue. The character can take Faerie or Wild for only 1 DP and gains a +1 to their Mental Attribute. (Influences: Arabian) Aregon A region to the far north, Aregon is a rich, pleasant land of rolling hills and warm fens. The people are split into tribes, each ruled by a chieftain and guided by a druid. The legendary bards wander from tribe to tribe, learning the stories of the people and keeping them alive. The primary language of Aregon is Dremy, and takes some words from Phae. The character gets +1 to their Social Attribute, and can be Wild for only 1 DP. (Influences: Irish Celtic) D'Remes: A mystical realm said to be ruled by the Goddess of Magic, the land of D'Remes is surrounded by mist and virtually inaccessible. It is said that those who sail to close lose all sense of time, returning to their homes after decades have passed, thinking it only days. (Influences: Avalon) Aranous A lost nation to the south which once had powerful political ties to demonic and necromantic forces. Those who survived the loss of Aranous often have remnants of their lost power. The primary language of Aranous is Drachen, though it has borrowed some Enochian terminology from the demon worlds. The character can take either Infernal or Undead heritage for only 1 DP each. (Influences: Gothic Germanic) Drachenkeep A powerful, and eternal kingdom to the north, the people of Drachenkeep were once the servants of the ancient dragons, but have long since become noble and honourable. The primary language of Drachenkeep is Drachen, though it also uses some terminology from Old Draconic. The character has a +1 to their Social Attribute, and can have the Draconic heritage for 1 DP. (Influences: European Feudal) Threshold: A city that was once the border between the Northern Wilds and Drachen, this region is a major trade port between Aregon, Tarantis, and Drachen. Anything which can be purchased (legal or not) can be found in Threshold. Northern Wilds The character is a barbarian from the heavily wooded north, where magic is more primal and great beasts and horrors lurk. There are a multitude of lesser languages in the Northern Wilds. The character may know Dremy, or Phae (the language of the unicorns). The character has a +1 to their Physical Attribute, and can be Wild for only 1 DP. R'Tal Once a thriving merchant city-state, R'Tal was utterly devastated by the demons and undead that fled the destruction of Aranous. Those who come from R'Tal are savvy merchants, and powerful sorcerers. The primary language of R'Tal is Trade, though it has borrowed a significant amount of words from Aranous. The character has +1 to their Social Attribute and Spiritual Attribute. (Influences: Renaissance Denmark) Shire Lands The Shire Lands have grown since the destruction of Aranous and Anansie, with the heart of the Shire itself a growing city. The Shire Lands are a series of communities ruled by a peace-keeping force, and operated by the merchant class, through the noble class is attempting to alter the balance of power. The primary language of the Shire is Trade, though Drachen is also common. The character has +1 to any Attribute, and can purchase any race for 2 DP. Southern Wilds A region cursed with the taint of death, home to undead and worse, the Southern Wilds are inhospitable and a place only the heroic or the foolish dare enter. Once watched by Anansie, the lands south of the Southern Desert grows uncontested. The primary language of the Southern Wilds is called Fallen, though there are a number of Hinde and Enochian words in it as well. The character can be Infernal, Undead, or Wild for 1 DP. Springdale A valley surrounded by low hills, Springdale is a tribal land which once only had a few settlements. Now, it has flourished with the refugees from Aranous, which has upset the delicate balance of the region. The Spire, a large towering monolith, shields the area so that no harmful magics can be cast within those lands, and keeps the demons and undead from the south at bay. The primary language of Springdale is Trade, though there is some influences of Drachen as well. The character has +1 Physical and can be Wild for 1 DP. (Influence: Fantasy English Medieval) Tarantis The kingdom of Tarantis is a warm, comfortable region, that has begun the study of the 'natural sciences', and has begun to see an increase in the arts and cultures. The people here have so far been fortunate to avoid most of the tragedy and destruction of the south, and is close to becoming one of the greatest cultural centres on Kith Kanaan. The primary language of Tarantis is Drachen. The character has a +1 to their Mental Attribute and Social Attribute. (Influence: Renaissance Italy and Spain) Siren's Cove: The heart of Tarantis, Siren's Cove is a thriving city which also houses the Tower of Magic, the home of Raveena, avatar of the Goddess of Magic. Siren's Cove is a thriving community and does brisk trade all along the east coast. Other Nations There are other nations, some of them quite far from the lands of Kith Kanaan. Most characters will not be from there, though if a good background is provided, or if the character has been made as part of an existing family, there can be exceptions made. Chin'Na and Naipon (The Empire of Ivory and Jade) These regions use the rules for Anaitha. Hinde This region uses the rules for Anansie. The Heartlands This region uses the rules for Aranous. Race A player is allowed to take one or more special heritages for their character. This provides a discount for purchasing Powers for the character that are appropriate to the race, and may grant access to specific forms of magic. It costs 3 DP to take a Race from the list. Each Race also has access to a number of sub-races, which may have their own additional DP cost. Unless specific otherwise, a character can take multiple races or sub-races. Someone who decides not to take a Race gains a +5 DP bonus. In most cases, the character is assumed to be an offspring of one of these races, not an actual member of the race in question. These races are usually much more powerful than a starting or even seasoned character, and a player wishing to be on par with this sort of race will usually be disappointed. Souls True-Blooded Divine, Faerie, Infernal, and Undead are entities. They are not natural creatures, and do not have souls. Instead, they have spirits, which are essentially Essence which has form and thought and will. It is normally assumed that characters are not true-blooded, and are instead first generation or later bred with mortals, which is enough to give them some connection to the cycle of life and death. Miko-Kami, unfortunately, never have this luxury, and are soul-less. Divine The entities recognized as divine are those that manifest from the 'higher realms' are often greeted with awe and reverence. They are most associated with the concepts of 'Good' and 'Order', though this is not always the case. These entities are usually supernaturally benevolent, but are actually servitors of some of the more powerful gods revered in Kith Kanaan and are in fact associated with Justice, more than 'Good'. Except for Omi-Kami, all Divine have wings and the Power of Flight. Angel Angels are associated with Yahweh, and represent the power of the Jeshuite god. Angels often have six white wings, and radiate power and majesty. Angels rigidly enforce the will of the Jeshuite god, and are often present for punishment of the truly wicked, or the protection of the truly pious. It is forbidden for Angels to have intimate relations with mortals, though it is known to have been done, producing grigori (half-angels). Grigori are considered abominations by the Jeshuites, as they are considered vulnerable to evil. Angels are immune to Infernalism. Archon Archons are associated with Arion, and represent his immortal messengers, servitors, and warriors. It is known that in the last century, Arion has ascended two people to Archon status. Archons usually have white or silver wings, and radiate a pleasant aura about them, such as the Archon of Life. Some, such as the Archon of Death, have black, draconic wings, and radiate a feeling of menace. Archons are immune to the Aria. Daeva This is the 'generic' term for a divine entity, and is used for any divine entity which is not recognized as part of any belief system in Kith Kanaan. True daeva are rare, but some have been discovered from time to time. The term in modern times is more often associated with messengers of Kij, who have four white wings. Daeva gain a +1 bonus to their Spiritual Attribute. Omi-Kami A term used in Anaitha, omikami is the term given to celestially-aligned entities and spirits. While not common in Anaitha, omikami are the majority of entity found within the cities of Anaitha and are a part of the ruling body. Omikami rigidly enforce the laws of the Celestial Court in Anaitha, and their wrath can be truly terrifying. Omikami are Immune to Necromancy, and waive the Essence Cost for this immunity. Draconic The Age of Dragons saw Kith Kanaan ruled by powerful, near-mythic beasts. The True Dragons were larger than any dragon to follow, but those favoured by the True Dragons were often visited by the offspring or servants of the dragon lords. In the modern age, it is nearly impossible to witness a True Dragon, as only two are rumoured to still exist, and have blended in with society, or simple gone elsewhere. There is legend of the Dragons of the End, who will rise up to destroy civilization at some point in the distant future, but it is often believed to be myth. The draconic races of modern Kith Kanaan are the weaker descendants of the True Dragons and their minions. All Draconic characters gain a Soak (3). Draconic Draconic characters can have a Size one higher than what is normal for their other (furry) racial type. Draconian A true-blooded draconic who can trace their line back to one of the True Dragons, unsullied by the blood of other races. Draconians are incredibly rare, but can be quite powerful. Being a Draconian requires +1 DP to purchase, but allows the character to begin with a Size of +5, an innate Soak (+3), and to their +1 Physical Attribute, but can never have any other Race Type. Faerie The word 'faerie' is associated with the multitude of spirits that exist within and without Kith Kanaan. The most common classification for a faerie is any entity which is connected to nature in a recognizable form. Faeries have played a significant role in the growth of Kith Kanaan, and are both respected and feared. They are not mortal by any stretch of the imagination, and most follow rules and have mannerisms which can be completely alien to the uninformed. Faeries do not have souls, though some born of faerie blood may still possess one themselves. All Faeries get the Power of Breathless and Grounding. Elementals The faeries of Anansie, an elemental is a spirit of Earth, Fire, Water, Wind, or rarely, Shadow, and go by the proper name of Gnome, Salamander, Undine, Sylphe or Ombre for those not of noble lineage, or Dao, Ifrit, Jann, Djinn, or Shade if they are. These spirits have an incredibly fierce pride, and have an Immunity to any effect which matches their own element. Miko-kami Also called 'little gods' by the people of Anaitha, the mikokami are the spirits of nature that haunt the Anaithan woods, and are also the source of the kitsune who are not specifically Celestial. The children of the mikokami gain much of the strength of their parents, and all mikokami gain True Spirit for free. Sidhe The sidhe are the most commonly accepted form of faerie on Kith Kanaan, and are most numerous around Aregon and D'Remes. They manifest all throughout the northern parts of the island, and are often seen as noble and beautiful. Sidhe are immune to Necromancy. Infernal The entities recognized as infernal are those that manifest from the 'lower realms', and are often greeted with mistrust and fear. They are most associated with the concepts of 'Evil' and 'Chaos', though this is not always the case. These entities are usually supernaturally malevolent, but are simply those who do not serve a higher power, either by being cast our, or by choice to remain 'free'. The infernal are not always evil, but instead are entities of Deceit or Trickery or as some may describe it, 'freedom from responsibility'. All Infernal characters begin with wings and the Power of Flight. Demon The universal term for any infernal creature, but in actuality a specific branch of the infernal. Demons are recognized as the most physically powerful of the infernal races, and are the ones who are most often summoned as they are most likely the safest. Demons are allowed to take a Size of +5 and gain a permanent Soak (+3). Devourer The most physically dangerous, though not the most powerful, of the infernal races, these entities exist to hollow out the World, devouring the souls and essence that brings it life. Devourers begin with +1 Spiritual and the Power of Vampirism. Enticer Perhaps the most potentially dangerous of all the infernal races, these are the ones who seduce and coax those who come across their path to perform actions they would not normally do in exchange for an obvious reward. This race of infernal is normally called by those who show great lack of wisdom. Enticers gain a +1 to their Social Attribute and can spend 5 Essence to ignore any restraints or confinements that possess them for a single round. Undead Creatures which have risen from the grave, or that no longer possess a physical form, the undead are seen with distrust and fear across Kith Kanaan. They exist in large numbers to the south, but some are able to slip past the defences laid out, to explore further north. Undead gain nothing from food or drink, and can not starve. Undead, however, do not heal at all. It takes Necromancy to restore an undead who has been damaged, or in the case of ghosts, the gradual replenishment of Essence. All Undead gain the powers of Breathless, Tireless, and Unaging. Ghost Ghosts are undead who have lost their physical forms. They are often bound to a specific emotion or event that fuels them, giving them the passion needed to continue to exist. Ghosts begin with the permanent Power of Incorporeal and True Spirit, and must spend Essence to manifest. Revenant A revenant is the spirit of someone who was wronged, and who has re-animated their bodies for revenge. These undead continue to pursue those who have wronged them, and will not rest until vengeance has been meted out. Revenants begin with the Power of Immortality and Armour. Vampire A vampire is a hungry dead, who devours blood and the souls of the living to feed themselves. Vampires are the most commonly accepted of Undead (such as it is). They begin with the Power of Vampirism and Invulnerability. Wild The term 'Wild' is applied to any character who has stronger-than-normal connections to their non-sentient counterparts. Wild characters are more primal, primitive, or instinctual than their more civilized counterparts, but are still accepted as part of society. Wild characters often find their contact with civilization to be somewhat unnerving, but some have adapted to it fairly well. Wild characters are not really broken down into 'types', and all Wild characters gain +1 Physical and +1 Spiritual and +1 Size. Attributes and Traits All characters have four Attributes: Mental, Physical, Social, Spiritual. The character chooses one Attribute to begin at 4, two to be at 3, and one to be at 2. Mental includes intelligence, memory, and perception rolls. Physical includes agility, endurance, and strength rolls. Social includes persuasion, presence, and social rolls. Spiritual includes willpower, creativity, and magic oriented rolls. A character may increase Attribute by one per 2 DP spent on the Attribute. Once an Attribute reaches 5, it costs 3 DP to increase the Attribute. Once the Attribute reaches 9, it costs 4 DP to raise the Attribute to 10. Traits (Defence, Essence, Health, Initiative, Resistance, Resolve, Resources, Size, Speed) These are secondary Traits, not normally used for skill rolls or attribute rolls. The character can spend DP on only a few aspects in this section, most are derived from Attributes. Defence A character's Defence Trait is used to avoid being harmed by melee or unarmed attacks. Defence has no effect against ranged attacks. A character has a Defence equal to the lower of the character's Mental and Physical Attributes Size. This is the Difficulty of any physical attack made on the character. When the character attempts to defend themselves actively, they add their Skill to their Defence. Minimum Defence is 0. Essence Essence is used to fuel magic, some abilities, and to be lucky. A character can spend a point of Essence to increase a die roll by +3 dice, or to increase their Defence or Resistance by +2 for a single action. A character begins with a number of points of Essence equal to two times their Social + Spiritual Attribute, and regains a number of points equal to their Spiritual Attribute every day. Health Health determines how much damage the character can take before falling down. A character has a number of points of Health equal to five times their (Mental + Physical Attribute + Size), and regains a number of points equal to their Physical Attribute every day. A character reduced to 0 (or worse) Health is Critically Injured, and must be tended to or they may die. Initiative This determines how quickly the character can react. The character's Mental + Physical Attribute are added together for this trait. To see who goes first, the player rolls 1d12 and adds it to their Initiative, with the highest person going first. If the character rolls a 11 or higher total, then they get two actions which can be taken at the same time. Resistance A character's Resistance Trait is used to avoid being affected by magic. A character has a Resistance equal to the lower of the character's Mental and Spiritual Attributes. This is the Difficulty of any magical attack made on the character. Minimum Resistance is 0. Resolve A character's Resolve Trait is used to avoid being affected by persuasion. A character has a Resolve equal to the lower of the character's Mental and Social Attributes. This is the Difficulty of any social roll made on the character. When the character is hostile, they add their Persuasion Skill to their Defence. Minimum Resolve is 0. Resources A character begins with a Resources of 0. Resources indicates the wealth and means the character has of gaining income. When a character wishes to spend money, they make a Resources + Mental + Business roll. For every success, the cost of the item is reduced by one. If the cost becomes equal to or less than the character's Resources, then they can afford to pay for the item, and the character's Resources are reduced by the modified cost of the item. Resources replenishes every two weeks. It costs 1 DP to raise Resources one point. When Resources reaches 5, it costs 2 DP to increase it by one point. When Resources reaches 9, it costs 3 DP to increase Resources to 10. A character with enough successes can buy things at a Resource cost of 0, thus not reducing their Resources, or making purchases while 'broke'. Size A character begins at size dependant on the type of animal they are. The list below can be used to determine the average Size of the character. Characters can be one Size greater or smaller than is normal for their animal type for 'free'(to a minimum of -4 or a maximum of +4). Size -4: Mouse 1' 5" Size +1: Wolf 6' 5" Size -3: Squirrel 2' 5" Size +2: Horse 7' 5" Size -2: Skunk 3' 5" Size +3: Moose 8' 5" Size -1: Fox 4' 5" Size +4: Polar Bear 9' 5" Size 0: Wolverine 5' 5" Size +5: Draconian 10'5" A character adds their Size Trait to all damage rolls, and subtracts them from their Defence. Thus, a larger creature hits harder, while a smaller creature can evade better. Additionally, Size is added to the character's Mental + Physical Attributes to help determine the character's overall Health. Speed The character's Size is added to twice the character's Physical Attribute. This determines how many yards the character can travel in one round (10 seconds). This means of course, that smaller creatures do not have as much speed as larger creatures. Minimum Speed is 1. Skills A player chooses one Skill at 4, two skills at 3, and two skills at 2. It costs 1 DP to gain a new skill or to increase a skill by one point. Once a skill reaches 5, it costs 2 DP to increase the skill. Once the skill reaches 9, it will cost 3 DP to increase the skill to 10. Common Skills Academia (Professional Education and Learning) Acrobatics (Balance and Grace) Animal Empathy (Animal Training and Knowledge) Artistry (General Artistic Skill) Athletics (Physical Training and Ability) Awareness (Intuitive Sense of Supernatural and Empathy) Business (Merchant Skills) Chirurgeon (Knowledge of Medicine and Surgery Techniques) Criminal (Knowledge of Underworld and Criminal Skills) Herbalist (Knowledge of Herbs, Poisons, and Alternative Medicine) Inventor (Skill in Building and Crafting) Language (Character gets 1 Language per Skill Level) Larceny (Skill in Sleight of Hand and Misdirection, Cons, and Fast-Talking) Meditation (Ability to Meditate, and Slow Body) Occultism (Fortune Telling, Knowledge of the Supernatural) Persuasion (Ability to Lie, Convince, Interrogate, and Persuade) Socialize (Knowledge of Working Social Circles, Entertaining, and Fashion) Spy (Knowledge of Body Language and Codes and Eaves-Dropping) Stealth (Move Silently and Sneaking, Spotting Such) Streetwise (Knowledge of Streetlife, Gangs, and City Survival) Survival (Training in Wilderness Survival, Tracking, Hunting, and Basic Herbalism) Vehicle (Training in Driving Wagons, Carts, Chariots) Weapon Skills Archery Bows and Crossbows Blades Knife and Sword Entangle Weapons Whips and Nets Exotic Weapons Strange and Unusual Impact Weapons Axes and Clubs, Flails Pole Weapons Polearms, Spears, Staves Shields Attacking and Parrying with Shields Thrown Thrown Weapons Unarmed Hand to Hand .type Languages .name Anaithan .desc A fluid, pleasant sounding language, which mixes the Phae and Naiponese tongues into a musical, rhythmic vocabulary. Difficult to learn, but perfect for music and poetry, Anaithan is the language borrowed from most for court terminology. Anaithan has many colourful swear words, mostly religious in nature. .name Arin .desc The language of scholars, used almost exclusively by the followers of the Arion pantheon. Arin was banned by the Jeshuites for nearly a thousand years, but has been used for ciphers and codes for generations. Arin is a very strong language, excellent for description and categorization, and a number of alchemists and artificers have used Arin to write out formulae. It is also seen among Blue Mages to write out spell formulae, and for casting spells. If the caster knows and uses Arin, they may add their Linguistics as bonus dice to any Alchemy, Artificing, or Azure spell rolls if they use the language (written or spoken). .name Drachen .desc The most common of the main languages, Drachen is descended from the slave language of the dragons. It has harsh syllables and is excellent for giving quick commands or getting to the point. Drachen has a lot of colourful swear words, mostly scatological in nature. .name Dremy .desc A language not heard much south of the Northern Wilds, Dremy is pleasant and natural sounding language which has borrowed a lot from the Phae tongue. A little confusing to outsiders, as the words sound quite alike when spoken quickly, the Dremy tongue is a natural for song. When used as a part of Bardic or Druidic magic, the caster may add their levels in Linguistics as bonus dice to the spell roll. .name Enochian .desc The language of the infernal races, Enochian is as old as time. The language has an eerie, deep tone to it, the words complex and precise. Enochian is an excellent language for rhythm, and the intonations are almost hypnotic. Enochian is a highly effective language for Infernalists, allowing them to converse well with the demons they summon. When used as part of Infernalist magic, the caster may add their level in Linguistics as bonus dice to the spell roll. .name Fallen .desc A very rare language, used by the creatures of the Southern Wilds, and a number of tiny island nations further south along the edge of the Southern Wilds. Fallen has a lot of hisses, clicks and glottal stops as well as some screeches, making it nearly impossible to decipher by other cultures, and is good for signals and giving complex orders in as few words as possible. This language seems to please the dead and the darker creatures of the south, and if used as a part of Shadow Magic or Necromancy, allows the caster to add their level in Linguistics as bonus dice to the spell roll. .name Hinde .desc The language of Hinde is very fluid and quick, with a lot of sudden, harsh stops that use the throat. It is a descriptive language, used for storytelling and for debate by giving the user many different ways to say the same thing. Hinde is aided by body language and use of the hands. Hinde has some colourful curses to fling around, but not so many actual swear words. When used as part of the rituals of the Path of Suleiman, the caster may add their level in Linguistics as bonus dice to the spell roll. .name Naiponese .desc Actually two languages, Naiponese is an inflective language with formal and informal terminology. One is detailed and splits many common words into degrees, giving higher or lower stature to a word depending on where the syllables are placed, while the informal aspect places emphases by using specific prefixes or suffixes on certain words. The language emphasizes the past and present, as future-tense and present-tense are the same. .name Old Draconic .desc The language of the True Dragons, and spoken partially by the draconic races, this language is sibilant and very seductive. It is good for negotiations, the language built for politics and persuasion, as it has many words which are inflective, meaning one thing or another, depending on pitch, creating a lot of neutral terms. The language also has a lower form, which is more guttural, with short, sharp words and direct terminology used for speaking with one's lessors. A lot of these terms eventually grew into Drachen. .name Phae .desc The language of the spirit courts, and the faeries. This language is melodic and distracting, filled with light, musical tones and strange words which run together. The language is pleasant to hear, but requires much concentration from the listener to understand. The language appeases the spirits, and grants spell casters who use it the benefit of adding their Linguistics as bonus dice for Shamanistic and Glamour magic. .name Trade .desc Trade is a creole language, which is a combination of Drachen and Anaithan. This makes it a colourful, if somewhat confusing language for those who are unaccustomed to it, and uses many slang terms that it has picked up from both its parent languages. The language is flexible, borrowing new words picked up from nearly anywhere. It has some swear words, most are direct, and taken from Drachen, which is used for more relaxed, everyday talk, though the more polite terminology comes from Anaithan and is common for 'civil' discussion. Interestingly enough, the blend of languages has allowed hedge witches to access specific words from the different languages to hone their ability to banish and protect. Anyone using Trade for Blessings and Wards gains their level of Linguistics as bonus dice. .name Rolls .desc Attribute + Skill (d12). Each die that rolls an 9 or higher is a 'success'. Any die that rolls a 12 counts as two successes. Under normal circumstances, when rolling against an opponent, the character will subtract a number of dice (called a Difficulty) equal to the opponent's Defence (physical), Resolve (mental or social), or Resistance (magical). If none of these Traits apply, the character suffers a Difficulty equal to the opponent's appropriate Attribute or Skill (whichever is less). A character can not roll less than 1 die on an action, and only one success is needed to succeed in the action. Additional Successes Characters will rarely be able to get a means to automatically additional successes. These potent benefits are rare, but not perfect any roll which would benefit from an additional success still requires the character to generate at least one natural success before they can be applied. Thus, if a character rolls no successes, then the additional success gained from the benefit does not apply to the roll. Experience When a player does an exceptional job of roleplaying, or takes part in an public RP or TP event, they will be rewarded with Experience Points. The DP cost of things presented in character creation is doubled when buying it with XP. A character usually gains 1 or 2 XP any time they are rewarded, and can expect to gain about 1 XP per month in addition. If a character does exceptionally well, proving themselves to be a creative and mature role-player, they may upon rare occasion be rewarded with a DP. Penalties which are normally applied to XP expenditure are not applied to DP expenditure. Equipment A character can choose starting equipment without expending their Resources. A character gains a number of Cost 1 items equal to their Resources level. They can then take a number of Cost 2 items equal to their Resources 1. They can then take a number of Cost 3 items equal to their Resources 2. This continues until they reach a cost equal to their Resources, which they can only take one of. Anything beyond this amount requires actually finding a seller. Bonuses: Some gear grant special bonuses to either skills or to magic. These bonuses do not stack, and any bonuses granted are usually not universal they may only apply when the equipment is being used in the proper manner. Bulk: To determine something's bulk, take the half the weight of the object in pounds if it is a weapon, or the weight divided by five if it is a shield or armour, and round up. This determines how much of a Physical Attribute the character must have to use the item effectively. Cost: The Resource cost for equipment. The character must add their Size to the cost of armour or weapons before it is rolled against. The minimum adjusted Resource before rolling can not drop below 1. The character makes a Mental + Business + Resource roll. For every success, the Cost of the item is reduced by one. The character then subtracts the remaining Cost from their Resources as a purchase. The minimum Resource cost for an item is 0 (indicating the character's Resources are unhindered). Damage: The damage a weapon inflicts. Damage is multiplied by the successes of an attack, to determine how many Wounds are inflicted against an opponent. The target's Soak is then subtracted from this number, to determine how much Health is lost. Defence: Shields increase a character's Defence against attacks without using an Action. As per the normal rules of multiple attacks, Shield Defence degrades as the character defends against multiple attacks. Range: The range that a weapon can fire to, or how far a weapon can be thrown. The range is in feet. Reach: A reach weapon grants a +5 initiative bonus, due to being able to keep an opponent at bay. Reach weapons are marked with an * Soak: Soak is used to reduce Wounds after a character is successfully hit. The amount of Soak is subtracted directly from the Wounds inflicted by an attack, with a minimum Health loss of 0 from a successful hit. Armour and Shields A character suffers a 1 Soak penalty for wearing armour that is larger or smaller, and can not wear armour more than one Size difference. An off-sized shield reduces the character's Defence by one per Size level different. Armour Soak Cost Bulk Banded (Mail) 6 7 7 Chain (Mail) 5 6 8 Chain (Shirt) 4 6 5 Hide 3 3 5 Leather 2 3 3 Leather (Studded) 3 4 4 Padded 1 2 2 Plate (Breast) 5 7 6 Plate (Full) 8 9 10 Plate (Half) 7 8 10 Scale (Mail) 4 5 6 Splint (Mail) 6 7 9 Add Spikes +1 +2 Shield Defence Cost Bulk Buckler +1 3 1 Shield (Heavy Metal) +2 4 3 Shield (Heavy Wood) +2 3 2 Shield (Light Metal) +1 2 2 Shield (Light Wood) +1 1 1 Shield (Tower) +4 4 7 Add Spikes +1 +1 Weapons A character attempting to use a weapon that is too large or too small for them suffers a 1 die penalty to all attack and parry rolls with the weapon for every Size level difference there is. Unarmed Combat Damage Cost Bulk Skill Armour (Spiked) 3 See Armour Unarmed Gauntlet 1 1 1 Unarmed Katar 2 1 1 Unarmed or Blades Spiked Gauntlet 2 2 1 Unarmed Unarmed Strike 1 0 0 Unarmed Ranged Damage Cost Bulk Skill Blowgun 1 1 1 Exotic Fire: 10/20/30 Blowgun (Greater) 2 3 2 Exotic Fire: 10/20/30 Bola 2 2 1 Entangling/ Thrown Throw: 10/20/30 Bow (Long) 4 5 2 Archery Fire: 100/200/300 Bow (Long, Composite) 4 6 2 Archery Fire: 110/220/330 Bow (Short) 3 4 1 Archery Fire: 60/120/180 Bow (Short, Composite) 3 5 1 Archery Fire: 70/140/210 Chakram 2 3 1 Thrown Throw: 30/60/90 Crossbow (Hand) 2 6 1 Archery Fire: 30/60/90 Crossbow (Heavy) 5 5 4 Archery Fire: 120/240/360 Crossbow (Light) 4 4 2 Archery Fire: 80/160/240 Crossbow (Repeat Heavy) 5 8 6 Archery Fire: 120/240/360 Crossbow (Repeat Light) 4 7 3 Archery Fire: 80/160/240 Dart 2 1 0 Thrown Throw: 20/40/60 Javelin 3 1 1 Thrown Throw: 30/60/90 Shuriken 1 0 0 Thrown Throw: 10/20/30 Sling 2 0 0 Thrown Throw: 50/100/150 Melee Damage Cost Bulk Skill Axe (Battle) 4 3 3 Impact Axe (Great) 6 4 6 Impact Axe (Hand) 3 3 2 Impact Axe (Throwing) 3 2 1 Impact or Thrown Throw: 10/20/30 Chain 3 2 3 Entangling Chain (Spiked) 4* 4 5 Entangling Club 3 0 2 Impact or Thrown Throw: 10/20/30 Club (Great) 5 2 4 Impact Dagger 2 1 1 Blades or Thrown Throw: 10/20/30 Flail 4 2 3 Impact Flail (Heavy) 5 3 5 Impact Glaive 5* 2 5 Pole Guisarme 4* 2 6 Pole Halberd 5 3 6 Pole Hammer (Light) 2 1 1 Impact or Thrown Throw: 20/40/60 Hammer (War) 4 3 3 Impact Kama 3 1 1 Exotic Kukri 2 2 1 Blades Lance 4* 3 5 Pole Mace (Heavy) 4 3 4 Impact Mace (Light) 3 2 2 Impact Naginata 5* 3 3 Pole Net 0 4 3 Entangle Throw: 10/20/30 Nunchaku 3 1 1 Impact Pick (Heavy) 3 2 3 Impact Pick (Light) 2 1 2 Impact Quarter Staff 3 0 2 Pole Sai 2 1 1 Exotic Sap 3 1 1 Impact Scythe 4 3 5 Exotic Shield (Heavy) 2 See Armour Shield Shield (Heavy, Spiked) 3 See Armour Shield Shield (Light) 2 See Armour Shield Shield (Light, Spiked) 2 See Armour Shield Spear 4 1 3 Pole or Thrown Throw: 20/40/60 Spear (Long) 4 2 5 Pole Spear (Short) 3 1 2 Pole or Thrown Throw: 20/40/60 Sickle 3 2 1 Exotic Sword (Bastard) 5 4 3 Blades Sword (Butterfly) 3 3 1 Blades Sword (Falchion) 4 5 4 Blades Sword (Great) 6 5 4 Blades Sword (Katana) 5 7 3 Blades Sword (Long) 4 3 2 Blades Sword (Rapier) 3 4 1 Blades Sword (Scimitar) 3 3 2 Blades Sword (Short) 3 3 1 Blades Sword (Wakizashi) 3 7 2 Blades Trident 4 3 2 Pole Throw: 10/20/30 War Fan 3 4 2 Exotic Whip 2* 1 1 Entangle Standard Equipment Cost Special Backpack 1 Barrel 1 Basket 1 Bedroll 1 Bell 1 +2 die bonus for any spell with a sound component. Blanket (Winter) 1 Bottle (Wine) 1 Bucket 1 Caltrops (20) 1 Damage (1) if stepped on. Requires a Physical + Athletics to avoid. Candles (6) 1 +2 die bonus to Summoning and Shadow Magic. Canvas Cloth (1 yard) 1 Case (Map / Scroll) 1 Chain (10 feet) 5 +10 die bonus for any binding or confining spell. Chalk (25 pieces) 1 +2 die bonus for any summoning, binding, banishing, and wards. Chest (Wood and Iron) 1 Crowbar 1 +2 die bonus for any spell which opens. Firewood (1 week) 1 +2 die bonus for summoning Fire spirits. Fishing Net (25 feet) 2 +4 die bonus for ensnaring or binding spirits. Flask 1 +2 die bonus for Alchemy. Flint and Steel 1 +2 die bonus for fire spells. Grappling Hook 1 Hammer 1 +2 die bonus to Artificing. Ink 3 +6 die bonus for summoning. Jug (3, Clay) 1 +2 die bonus for Alchemy. Ladder (10 feet) 1 Lamp (Common) 2 +4 die bonus for Necromancy. Lantern (Beacon) 4 +8 die bonus for Necromancy. Lantern (Hooded) 3 +6 die bonus for Shadow Magic. Lock (Simple) 4 Difficulty 2 to open. +8 die bonus for sealing spells. Lock (Average) 5 Difficulty 3 to open. +10 die bonus for sealing spells. Lock (Good) 6 Difficulty 4 to open. +12 die bonus for sealing spells. Lock (Amazing) 7 Difficulty 5 to open. +14 die bonus for sealing spells. Manacles (Average) 4 Difficulty 4 to escape. +8 die bonus for binding and charm spells. Manacles (Superior) 5 Difficulty 5 to escape. +10 die bonus for binding and charm spells. Mirror (Small, Metal) 3 +6 die bonus to deflecting spells and counter-spelling. Oil (1 pint flask) 1 +2 die bonus to fire spells and blessings or charms. Paper (Sheet) 1 +2 die bonus to Suleiman pact-making. Pole (10 feet) 1 +2 die bonus to Azure elemental spells. Pot (Iron) 1 +2 die bonus to Alchemy. Pouch (Belt) 1 Rope (Hemp, 50 feet) 1 Rope (Silk, 50 feet) 3 Sack 1 Sealing Wax 1 +2 die bonus to binding spells. Signet Ring 2 +4 die bonus to summoning spells. Sledge 1 Soap 1 Spade or Shovel 1 +2 die bonus to elemental earth spells. Spy Glass 8 +16 die bonus on sight-enhancing or scrying spells. Tent 3 Torch (12) 1 +2 die bonus on fire spells or warding spells. Vial 1 +2 die bonus on making potions and salves. Waterskin 1 +2 die bonus to elemental water spells and healing spells. Tools Cost Special Alchemist's Lab 7 +14 die bonus to Alchemy and Artificing. Artisan's Tools 2 +2 die bonus to Artistry rolls. +4 die bonus to Glamour. Climber's Kit 6 +6 die bonus to Athletics rolls for climbing. Disguise Kit 5 +5 die bonus to Artistry or Larceny for disguise. Healer's Kit 5 +5 die bonus to Chirurgeon rolls. Holy Symbol (Wood) 1 +1 die bonus to Faith rolls. Holy Symbol (Sacred) 5 +5 die bonus to Faith rolls. Hourglass 5 +10 die bonus to time-manipulating spells. Magnifying Glass 6 Musical Instrument 2 +2 die bonus to Artistry rolls. +4 die bonus to Bardic spells. Scale (Merchant's) 1 +1 die bonus to Business rolls. Spell Pouch (Component) 2 +2 die bonus to all spells. Spell Book 4 +4 die bonus to all spells. Thieves' Tools 5 +5 die bonus to Larceny rolls. Clothing Cost Special Artisan's Outfit 1 +1 die bonus to Socialize rolls. Anklet (Plain) 3 +6 die bonus to Glamour or Suleiman spells. Anklet (Ornate) 5 +10 die bonus to Glamour or Suleiman spells. Brooch (Plain) 3 +6 die bonus to disguise spells. Brooch (Ornate) 5 +10 die bonus to disguise spells. Clerical Vestments 2 +2 die bonus to Socialize rolls. Cold Weather Outfit 3 +3 die bonus to resist cold weather. Courtier's Outfit 5 +5 die bonus to Socialize rolls. Entertainer's Outfit 2 +2 die bonus to Socialize rolls. Explorer's Outfit 3 +3 die bonus to Survival rolls. Noble's Outfit 6 +6 die bonus to Socialize rolls. Peasant's Outfit 1 Pin 2 +4 die bonus to disguise spells. Royal Outfit 7 +7 die bonus to Socialize rolls. Scholar's Outfit 2 +2 die bonus to Socialize rolls. Traveller's Outfit 1 +1 die bonus to Survival rolls. Hospitality Cost Special Ale (Gallon) 2 +4 to Bardic Spells Ale (Mug) 1 +2 to Bardic Spells Banquet (per Person) 3 +6 to Glamour Spells Bread (10) 1 Cheese (10) 1 Inn (Good, per Week) 4 Inn (Common, per Week) 3 Inn (Poor, per Week) 2 Meals (Good, per Week) 3 Meals (Common, per Week) 2 Meals (Poor, per Week) 1 Meat (10) 2 +4 to Wild Spells Wine (Pitcher) 1 +2 to Bardic Spells Wine (Bottle) 3 +6 to Bardic Spells Mounts Cost Special Barding +1 +1 cost over normal armour. Bit and Bridle 1 Dog (Guard) 5 Dog (Riding) 7 Donkey / Mule 3 Feed (per Week) 2 Horse (Heavy) 7 Horse (Heavy Warhorse) 8 Horse (Light) 6 Horse (Light Warhorse) 7 Horse (Pony) 5 Horse (War Pony) 6 Saddle (Military) 4 +4 die bonus to Athletics to ride. Saddle (Pack) 2 +2 die bonus to Athletics to ride. Saddle (Riding) 3 +3 die bonus to Athletics to ride. Saddle Bags 2 Stabling (Per Week) 2 Transport Cost Carriage 6 Cart 3 Galley 11 Keel Boat 9 Long Ship 10 Rowboat 5 Sailing Ship 10 Sled 4 Wagon 5 War Ship 10 Services Cost Coach Cab (Per100 mi) 1 Hireling (Trained, Weekly) 2 Hireling (Untrained, Weekly) 1 Messenger (Per 100 mi) 1 Road or Gate Toll 1 Ship's Passage (per 10 mi) 1 Spells Caster's Mastery or Spell's Mastery, whichever is higher. Powers Powers are available to any character, as long as a reasonable explanation is given as to why the character has it. Powers which are 'native' to the character's Race cost only 1 DP to purchase. If the character is not from the proper Race, then the Power costs 4 DP to purchase. For Wild characters, the type of animal that the character is a member of must be appropriate. Powers which have 'All' indicates that the Power is native to all Races. If a character has not purchased a Race, they can take these specific Powers at 2 DP each, rather than 4 DP. Alacrity (Undead, Wild) The character is insanely quick and can spend 5 Essence to double both their Init and their Speed Traits for the Scene. During this time, the character gains a +3 bonus to all rolls involving sheer agility and quickness (not attack rolls), and may use their Defence to avoid ranged attacks. Ambush (Undead, Wild) The character can spend 5 Essence during a combat to attack or act before initiative is even rolled. The target attacked has an effective Defence of 0 against the attack if it is a physical attack. Armour (All) The character has a physical resilience and gains Soak (3) against all physical attacks. This armour can not be bypassed since it is a part of the character's being. Aura (Divine, Faerie, Infernal, Undead) The character can spend 5 Essence to radiate an aura of light, providing 20 feet of illumination for the scene. The character can spend 10 Essence to make a Spiritual + Presence attack roll against the highest Resistance of everyone in the area. If the roll succeeds, everyone in the area suffers as if hit by a Damage (3) attack each round. Alternatively, this aura can be combined with other powers to cause a radius effect for the scene instead by spending 10 Essence plus the Essence Cost of the Power used. Beguile (Divine, Faerie, Infernal, Undead) The character can spend 5 Essence and entrance a target within 10 feet. The character rolls Social + Persuasion against the target's Resolve. Succeed indicates the target is charmed for 1 Scene per success or until they take damage. The target will be well-disposed to the character and enamoured. Blending (Draconian, Undead) The character can change their skin colour or create an aura of obfuscation which makes them hard to see. The character can spend 5 Essence to blend into the surroundings for the scene. This increases the character's Defence by 3 and gives them a +3 die bonus on any stealth rolls. Breathless (Divine, Faerie, Infernal, Undead) The character does not need to breathe, and is completely immune to air-borne toxins, drowning, or suffocation. Damage by strangulation is still possible, but only by the weapon type, rather than by the need to breathe. Breath Weapon (Draconian, Faerie, Infernal, Undead, Wild) The character can spend 10 Essence to spray an attack or launch an attack at a range of 50 feet. The character makes a Physical + Exotic Weapon attack roll against the target's Defence. If successful, this is a Damage (5) attack. Cling (Draconian, Undead, Wild) The character is capable of moving along any surface at their normal Speed, and can cling to walls and ceilings. Attacking a character using this Power can be difficult, as the character uses the strange angles to their advantage, granting them a +2 to Defence. Discharge (Infernal, Wild) The character can spend 5 Essence to discharge a cloud of noxious substance to a range of 10 feet. This is considered to be a Physical + Exotic attack against the highest Defence of everyone present. If successful, the targets suffer a +3 Difficulty on all actions for the scene. The cloud remains for the scene and will affect anyone foolish enough to enter it. Echo (Draconic, Wild) The character can navigate by sound and perform echo location to a range of 50 feet. The character is not penalized by darkness or being blind, and can not be ambushed or surprised if the assailant is within 50 feet. Enhanced Sense (All) The character has an enhanced sense. Each sense is an individual power. The character can choose one of the five basic senses, or can choose one of the following: Faith, Life, Magic, Psychic, or Spirits. These five senses have a range of fifty feet. Wild characters can choose any of the additional five senses, on top of sense appropriate to their animal type. The character gains a +3 die bonus when using that sense. Emotion (Divine, Faerie, Infernal, Undead) The character has the ability to influence the emotions of another by spending 5 Essence and making a Social + Awareness roll against the target's Resolve. Success causes the target to feel the individual emotion for one scene per success. This may not be directed as the character wishes, since it is simply an undirected emotion, though the target will attempt to associate it with the scene in some manner. Entrance (Divine, Faerie, Infernal, Undead) The character has the ability to cause someone to stand in place, entranced, by spending 10 Essence and making a Mental + Awareness roll against the target's Resolve. Success indicates the target has become frozen in place for one round per success, or until damaged. During this time, the target has a Defence of 0. Flight (All) The character may have wings or simply has the ability to fly. The character moves at twice their Speed while in flight, and can remain airborne for one hour per point of Physical before needing to rest for an hour. Grounding (Divine, Draconic, Infernal) The character has the ability to withstand the onslaught of magical attacks, and permanently has a Soak (3), specifically for resisting magical damage. By spending 5 Essence, the character can increase this to Soak (6) in reaction to a magical attack. Hydra (All) The character has additional appendages which they would normally not have. This Power applies to 'taurs, who obviously have six limbs when most characters do not, but also applies to winged characters who do not normally have wings (and Flight is needed for such wings to be useful). The character may have tentacles, additional limbs, or even multiple heads. A character using these additional limbs to attack gain an additional attack roll each round. Imitation (Faerie, Infernal, Undead, Wild) The character is skilled at imitating any sound they have heard, granting the character a +3 die bonus to Artistry when attempting to mimic any sound in such a way as to fool others. Immortal (Divine, Faerie, Infernal) The character is blessed with Immortality, and is incredibly hard to slay. Any time the character dies, they can spend 20 Essence to rise again somewhere else in Kith Kanaan. The character must pay +2 XP to increase any Attribute. If the character can not spend the 20 Essence, they are slain. Immunity (All) The character is immune to one substance which can normally harm them. This can be diseases, drugs, poisons, or even faith, magic, or psionics. Each immunity must be taken individually, and makes the character completely immune to the substance taken by spending 5 Essence when the character comes in contact with it. If the character does not have Essence to spare, then the character is subject to the normal effects of the substance. Innate Weapon (All) The character has natural weapons which can be used in combat, such as a powerful bite, quills, claws, or stingers. The character can make a Physical + Unarmed attack against the target's Defence. The natural attack is considered to be Damage (3). Incorporeal (Divine, Faerie, Infernal, Undead) The character can become incorporeal, spending 15 Essence and making them immune to damage not inflicted by magical items or spells. The character can pass through physical objects while in this form. Some creatures may be innately non-corporeal, in which case, they must spend 10 Essence to turn solid, and can only remain solid for one scene before they must spend another 10 Essence. Invulnerability (Divine, Faerie, Infernal, Undead) The character is nigh-invulnerable to normal weaponry. What this means is that the character reduces the Damage of all weaponry that strikes them by 2, making them immune to all weapons of Damage (1-2). Depending on the race of the character however, they suffer enhanced damage from something specific: Divine (Gold), Faerie (Iron), Infernal (Silver), Undead (Blessed). Weapons of the appropriate type have double their normal Damage and are unaffected by Invulnerability. Iron Will (Draconic, Wild) The character is very resistant to outside influences, and gains a +2 permanent bonus to Resolve. The character's Resolve can never go below 2, regardless of penalties or abilities being employed against the character. By spending 5 Essence, the character gains an additional +2 to Resolve for the round, with the same benefits as the previous bonus. Large (All) The character is larger than normal, and has their Size increased by +1. This can be taken up to three times, granting the character a maximum of +3 feet in height, and all the benefits and problems that come with such great size. Leap (Faerie, Undead, Wild) The character is capable of incredible leaps and bounds, and gets and gains a +3 die bonus on any rolls to perform a leaping action. The character's normal distance for leaping is doubled. Longevity (Divine, Draconic, Infernal, Wild) The character has a longer than normal lifespan. This power can be taken multiple times, each time increasing the character's lifespan by 10%, to a maximum of 100%. The character looks younger than they actually are as well, usually within 10% of their actual age for each time this power is taken. Magic Resistant (Draconic, Wild) The character is very resistant to magical influences, and gains a +2 permanent bonus to Resistance. The character's Resistance can never go below 2, regardless of penalties or abilities being employed against the character. By spending 5 Essence, the character gains an additional +2 to Resistance for the round, with the same benefits as the previous bonus. Pheromone (Draconic, Faerie, Wild) By touching a target's bare skin and spending 10 Essence, the character can reduce the Resolve of a target to 0 for any rolls involving social interaction with the target, as the character tailors their pheromones to match the target's for the Scene. Regeneration (All) The character heals incredibly quickly, recovering 3 Wounds per round. The character can spend 5 Essence to regrow any severed limb or lost organ in the space of 24 hours, including lost hair or fur. If the character wishes to keep a permanent wound or mark, they must spend 25 Essence to ensure the mark becomes a part of them. Scream (All) The character gives off an incredibly loud scream or cry which can deafen those nearby. The character spends 5 Essence and rolls Physical + Athletics against the highest Defence of anyone within 50'. If successful, everyone in the area is temporarily deafened, suffering a 2 die bonus to any rolls involving sound for the scene. Sixth Sense (Draconic, Wild) The character is able to sense danger even before the character is actively threatened, and gains a +2 permanent bonus to Defence. The character's Defence can never go below 2, regardless of penalties or abilities being employed against the character. By spending 5 Essence, the character gains an additional +2 to Defence for the round, with the same benefits as the previous bonus. Small (All) The character is smaller than normal, and has their Size decreased by 1. This can be taken up to three times, granting the character a maximum of 3 feet in height, and all the benefits and problems that come with such tiny size. Strong Soul (All) The character has a stronger soul / spirit and thus has more Essence to fuel their powers and abilities. The character can purchase this up to three times. Each time it is taken, the multiplier for the character's Essence is increased (x3, x4, x5). Telepathy (Divine, Faerie, Infernal, Undead) The character can spend 2 Essence to communicate with someone with 100 feet of them for a scene. The character must know the target, and while the character can communicate with them, the target must find other means to answer unless they also have telepathy. If resisted, the character rolls Mental + Awareness against the target's Resistance. Tendrils (All) The character has snake-like tendrils which can grab and crush an opponent, or can grapple enemies. These tendrils have a range of up to ten feet plus the character's Size, and grants a +3 die bonus on any grapple-related rolls and a +3 die bonus to climb if there are solid objects to hold onto for support. Tireless (Divine, Faerie, Infernal, Undead) The character simply does not get tired. The character never becomes exhausted, and is relentless in their pursuits. Tongues (Divine, Draconic, Faerie, Infernal) Anything the character says can automatically be understood by the listeners, who hear it in the language they are the most comfortable with. Additionally, the character understands any spoken language automatically. Transform (Divine, Faerie, Infernal) The character is capable of changing their shape. Each shape is an individual power, and must be purchased individually. The character may sacrifice powers from one shape, to allow them the appropriate powers of another shape, which are 'fixed' into place when they are assigned to that shape. When changing, you can increase or decrease your Size by one for free. True Spirit (Divine, Faerie, Infernal, Undead) The character is not mortal, but a manifested entity from the outer realms or a powerful undead monster. The character is completely immune to all non-magical and some magical diseases and poisons, and the character's Essence and Health traits are combined into a single trait called Mana, which replaces both. The character does not possess an actual soul, however, and if the character's Mana is reduced to 0, they are banished back to the outer realms and lost. The character can not be restored to life through magic, though a summoning may work. The character can not be healed through non-magical means except rest. All Attributes and Skills suffer a +2 XP cost to increase. Unaging (Divine, Faerie, Infernal, Undead) The character exists outside of time and is not affected by age. As such, any attempt to alter the character's age is prone to failure, and the character is immune to aging effects. The character however, requires +2 XP on all costs to learn and increase skills. Vampirism (Faerie, Infernal, Undead) The character can make contact with a target, and drain them of Essence or Health. The character makes a Spiritual + Awareness roll against the target's Resistance. Each success drains either one Essence or one Health, and gives the character half of the amount gained. Venom (Draconic, Infernal, Undead, Wild) The character can spend 5 Essence to have a potent venom which causes one of three effects as part of an attack: Type 1) The target suffers 1 additional Wounds every round, for a number of rounds equal to the character's Physical Attribute. Type 2) The target suffers a penalty to their actions equal to the character's Physical Attribute for one scene. Type 3) The target's Defence, Resolve, and Resistance all drop to 0 for the scene. Each version is its own power, and the character must purchase each one individually. Vitality (All) The character has more Health than normal. The character can purchase this up to three times. Each time it is taken, the multiplier for the character's Health is increased (x6, x7, x8). Water Baby (All) The character is comfortable in water, swims at twice their Speed, and holds their breath for one scene per point of Physical Attribute. Wounding (All) The character's unarmed or natural attacks inflict wounds which do not clot or heal easily. The character can spend 5 Essence when performing attack to use this power. If successful, the character regains only 1 Health a day from natural healing, while healing spells suffer a -3 die penalty. Regeneration is reduced to 1 Health per round. These penalties persist until the character is restored to full Health. Magic A character who wishes access to any form of magic must pay for the type of magic they wish to perform. If the form of magic matches the type used by the character's race or nationality, then it only takes 2 DP to purchase that form of magic. If neither applies to that form of magic, the character must spend 4 DP for that form of magic. Casting Spells Each type of Magic uses a specific Attribute to fuel it. On all rolls for that form of magic, the Attribute is used. The character then picks a skill appropriate to the actions the character is performing, or to the effects of the spell. Thus, a character performing a spell to augment their ability to understand language can use the Linguistics skill for casting the spell, while another character performs a ritual dance using a sword to focus on their spell can use either Artistry or Swords to cast the spell. The roll for casting a spell is Attribute + Skill. Multiple Forms If a character knows multiple forms of magic, they can choose to blend these forms together, choosing the best of each form of magic and applying it to their spells. However, any form used also brings their dangers into the magic as well. Thus, any form which has a failure penalty automatically incorporates the penalties for failure into their spells. When combining forms of magic, the lowest Mastery of all forms being brought to bear must be used. Mastery Each form of magic lists Attributes, Skills, or Traits as Mastery. The character's level of Mastery is the lowest of any of the listed requirements. When a character attempts to cast a spell, the spell will have a Mastery as well. A character can not cast a spell unless their Mastery meets or exceeds the Mastery of the spell. Rites A character can spend 1 DP to learn a Rite. A rite is a spell that is personalized and unchanging; the character is capable of repeating the spell again and again, but it has been fine-tuned to a specific action and effect and can not be changed. The player writes down the Rite on their character sheet as-is. The character gains an additional success on the roll for casting the rite, and the Difficulty of the spell is reduced by two (to a minimum of 0.) Countering Magic A character can attempt to counter a spell as it is being cast. The primary type of countering is to simply injure or interrupt the spell caster. If a spell caster is injured or their concentration is broken, they must make a Mental + Meditation roll against a Difficulty of 5. Failure indicates that the spell is interrupted and ends immediately (and thus any failure results of such are triggered). If the spell caster succeeds, they can continue attempting to cast the spell. The more riskier way is to attempt to use counter magic. The character spends 10 Essence (or 5 if they know how to use magic), and rolls Spiritual plus the lower of the character's Awareness or Occultism. The Difficulty is equal to the caster's Mastery of the form of magic being used. If the counter speller knows that form of magic, they may choose to replace their Skill for the counter spell with their Mastery over that form of magic. A character does not need to know how to use magic to attempt to counter spell. It just helps. Attempting to counter spell uses an action. Bonuses and Spell Casting When a character attempts to cast a spell and has multiple bonuses to attributes or skills, only the highest bonus to a single attribute, and the highest bonus to a single skill can be applied to the die roll for the spell. Bonuses do not stack. .type Magic .name Alchemy .desc Native to the ancient dragons, Alchemy has been handed down over generations to the people of Drachenkeep. While this knowledge has not been jealously guarded, it fell out of favour until recently, and has seen a resurgence in popularity. Alchemy is the process of making potions, poultices, balms, and solvents to perform magical effects, and is used to transmute material from one form into another. Because of the process involved in making items using Alchemy, there are specific rules and complications involved in the process of designing an alchemical creation. Each 'spell' is an individual alchemical creation that can be carried and used as desired. Each is, also, only one use. .set Approved Draconic, Drachenkeep .set Attribute Mental .set Skills Academia, Herbalist, Inventor, Occultism .set Mastery Mental, Resources .set Time Hours .set Bonus +4 die bonus on making expendable items (Potions, Salves, Etc) or for performing transmutation. .name Alchemy/Cost .desc The character must make a standard Resources roll once the creation is finished (success or failure) with a Cost equal to half the unadjusted Essence Cost (rounded down), to ensure they can afford the material costs. Doing this reduces the character's Resources as normal. Essence Cost remains unchanged. .name Alchemy/Duration .desc Because alchemical creations are always Triggered (drink the potion, eat the food), the additional level cost for creating triggered effects is waived. Because most alchemical creations are temporary, the caster can increase the duration that a creation can 'wait' before it is triggered beyond what their Mastery allows. This costs 5 Essence per level of Duration that the object can 'wait' before being triggered. .name Alchemy/Resistance .desc The effect of the spell is rolled when it is created, and is triggered (but not rolled) when used. The Resistance of the spell begins at 5. For every 5 Essence the caster spends, the Difficulty of the spell is reduced by 1. The character can reduce the Difficulty a number of times equal to their Inventor Skill. .name Aria .desc Almost unheard-of, the Aria is literally the music sang to create the world and everything in it. While not perfected, and quite dangerous, the Aria is considered one of the most powerful (and risky) forms of magic, and is used by the secretive faction known as the Reclaimers. The Reclaimers were able to slowly piece the music together, until they had the complete symphony at their disposal. The problem is that mortals are not meant to comprehend the Aria, let alone attempt to use it. It is thought that it was this magic which destroyed Aranous. .set Approved Divine, Reclaimers .set Attribute Social .set Skills Artistry, Awareness .set Mastery Social, Artistry, Awareness .set Time Minutes .set Bonus Aria Spells do not gain any bonuses. .name Aria/Divine Magic .desc The caster may choose to bypass their Mastery for casting. For every 2 die penalty the caster accepts, they may increase their Mastery allowed for the spell by +1. .name Aria/Divine Right .desc The caster can also draw on the special abilities of other forms of magic. The special abilities which can not be duplicated are Bonus, Casting Time, Costs, or Mastery. For every 5 Essence spent by the caster, one different type of magic can be imitated. If Failure is an aspect of a form of magic, the penalties that would apply for failing the spell also get duplicated. .name Aria/Failure .desc If the caster fails (gets 0 successes) in casting the spell, the spell goes unnaturally wrong. The effect is up to a member of the Wizard Staff, but takes the desired effect of the spell in mind. The effect is often very dangerous and potentially destructive. All Levels for the Spell are increased by +2 (maximum 10) to determine the actual effect. The caster takes a number of Wounds equal to five times the highest (adjusted) Level of the spell. If this kills the caster, the caster is erased from existence and can not be brought back through normal (or magical) means. .name Aria/Resistance .desc Aria Spells are never resisted. As such, the Difficulty of an Aria is dependant on the Difficulty of the spell. .name Artificing .desc The ability to create objects of wonder and magic, Artificing is a rare and draining art, not often used due to the incredible amounts of time required to craft such objects. The lands of Anansie were known for their items of wonder, while Tarantis has some of the best swordsmiths in Kith Kanaan, who regularly create rapiers and other fine blades with at least some mystical property. Because of the process involved in making items using Artificing, there are specific rules and complications involved in the process of designing artifacts. Each 'spell' is an individual design made to help the character craft an artifact. .set Approved Draconic, Anansie, Tarantis .set Attribute Physical .set Skills Artistry, Inventor .set Mastery Physical, Mental, Artistry, Inventor, Resources .set Time Days .name Artificing/Cost .desc The character must make a standard Resources roll before the creation is finished, with a Cost equal to the unadjusted Essence Cost of the item, to ensure they can afford the material costs. Doing this reduces the character's Resources as normal. Essence Cost remains unchanged. This cost is added to the cost of actually making or buying the item which will be created. .set Artificing/MasterSmith .desc The caster may choose to bypass the Mastery for crafting. For every 2 die penalty the character accepts, they may increase their Mastery for the effect by +1. .set Artificing/Charges .desc Successes and Essence can be expended to grant the device charges. Multiply the additional Essence spent by the number of successes sacrificed to indicate the number of charges the item has. .set Artificing/Duration .desc The character can attempt to increase the duration of a magic item, to enchant it so that the effect is permanent or at least longer lasting. For every 10 Essence and 5 Health added to the cost of the item, the duration for the item can be increased by one. The character can only raise Time (Duration) a number of levels equal to their Inventor Skill on a single object. The Health shed for this does not have to be the artificer's, but the person expending Health must be present at the time of the crafting. .name Wards .desc The Shire is one of the most cosmopolitan regions on Kith Kanaan, and has seen nearly every culture and belief pass through its borders. Mid-wives, hedge witches, and others have learned many superstitions and charms, and over the centuries have woven them together into a hodge-podge of methods used to protect allies and curse enemies. This form of magic is a bunch of simple charms, wards, and remedies which are used for protection by the peasant folk and hedge witches of the Shire Lands. While not particularly powerful, Blessings and Wards is effective at doing what it is expected to do in providing simple protection from the supernatural threats that exist. .set Approved Wild, Shire Lands .set Attribute Spiritual .set Skills Herbalist, Occultism, Survival .set Mastery Spiritual, Occultism .set Time Actions .set Exception Time uses the higher of Spiritual and Occultism. .name Wards/Bonus .desc +4 dice to any blessing, curse, ward, or charm made by the caster. For this form of magic, a blessing is a beneficial effect granted to a specific attribute, skill, or benefit, while a curse is a hindering effect applied to a specific attribute, skill, or hindrance. A Ward is an area which is protected against a specific type of group, while a Charm provides protection to an individual against a specific type of group. .name Wards/Difficulty .desc Wards and Charms are unresisted, and use a different Difficulty (rather than Resistance). The Difficulty of making a Ward or Charm is 5. This Difficulty is reduced to 3 if the caster names a specific category of opponent (undead, fairies), or 0 against a specific sub-category of opponent (vampires, wolves). .name Wards/Duration .desc Wards and Charms are expected to last longer than normal magic. When the caster creates a Ward or Charm, the caster can spend Essence for additional successes to apply specifically to Time (Duration). For every 5 additional Essence spent on the Ward or Charm, the caster gains one additional Success to apply specifically to extending the Duration. If the Duration is not extended, the effective level of the spell is reduced by one. .name Glamour .desc The magic of illusion and misdirection, Glamour is used by the spirits and fair folk that skirt through the woods of Anaitha, and who live on the island of D'Remes. The people of Anaitha and Aregon have learned some of the arts of glamour, though they are often loath to share it. The secret to Glamour is that the illusions it draws is actually wisps of reality from the spirit worlds and the lands of dreams, and with enough strength and belief, it becomes a reality. .set Approved Faerie, Anaitha, Aregon .set Attribute Social .set Skills Artistry, Awareness, Persuasion .set Mastery Social, Awareness .set Time Rounds .set Bonus +4 die bonus to create illusions which affect the senses or which influence emotions or the mind. .name Glamour/Area .desc Glamour Magic is particularly effective at carpeting a region with illusion. When the caster creates an illusion, the caster can spend Essence for additional successes to apply specifically to Area. For every 5 additional Essence spent on the illusion, the caster gains one additional Success to apply specifically to extending the Area. If the Area of effect is not able to be modified with successes, the effective level for Area is reduced by two (to a minimum of 0). .name Glamour/Resistance .desc Glamour Spells are resisted by Resolve, and any physical spell created using Glamour doubles the Resolve of the target for purposes of Difficulty. The target must automatically attempt to resists any Glamour Spell. For every 5 Essence spent however, the Resolve of the target is reduced by one. .name Infernalism .desc The magic of Infernalism is one of calling demons and other dark spirits, and petitioning them for favours or power. In most cases, a price is exacted by the creature called, though particularly strong-willed and crafty diabolists may be able to find ways to keep their souls intact. This magic was quite common in Aranous, but is forbidden anywhere else. This form of magic is often seen as evil, and while it can be used for good purposes the risks involved and the source of magic ensures that evil individuals are drawn to it more than anyone else. Casters use it to fuel dark impulses in others, to cause things to fall apart or be destroyed, and to summon demons for pacts. .set Approved Infernal, Aranous .set Attribute Social .set Skills Knife, Occultism, Persuasion .set Mastery Social, Occultism, Persuasion .set Time Hours .set Bonus +4 die bonus to cast a spell which causes others to act out their darker emotions (hatred, jealousy, fear). .name Infernalism/Summon .desc The character may attempt to improve their Mastery for casting a spell by calling on demonic powers and offering a sacrifice. The caster must offer up a sacrifice to the demon before completion of the spell this sacrifice is in Attribute points, equal to the Essence Cost of the spell, split evenly among all four Attributes, either the caster's Attributes, or of a willing or restrained individual. Once the casting time is completed, the caster makes a Spiritual + Occultism roll with a Difficulty equal to the Difficulty of the spell. If the sacrifice is a success, the caster raises their Mastery by the successes generated by the sacrifice. If the roll is a failure, the sacrifice is taken anyway, but with no effect. Either way, the spell is then rolled for. (And see Failure.) .name Infernalism/Failure .desc If the caster fails (gets 0 successes) in casting a spell, there is a chance that the caster will be claimed by demonic forces. If the caster had made a sacrifice and succeeded on the sacrifice roll, then the caster is perfectly safe and nothing bad happens. If there was no sacrifice, or the sacrifice was a failure, then the caster loses Attribute points in the manner mentioned under Summon. If this reduces any attribute to 0, the character has been claimed completely. If the caster was attempting to cast a spell with a higher Mastery than what they can normally cast, and the sacrifice fails to bring the caster's effective Mastery up to a point where the spell is possible, then the spell is automatically considered a Failure. .name Necromancy .desc Once common in Aranous, forbidden in Anaitha and Anansie, the magic of Necromancy is still frowned upon, though not absolutely forbidden, in most other lands. While not intrinsically evil, Necromancy can easily be abused and used for dark purposes. The ability to communicate with the deceased, call upon the souls of the dead, animate the dead, and manipulate the forces of life and death are the powers of Necromancy. Ironically, this form of magic is perhaps the most adept at healing the injured. Even at its most benign, a necromancer accepts certain risks when using these powers. .set Approved Undead, Aranous .set Attribute Spiritual .set Skills Awareness, Chirurgeon, Occultism, Persuasion .set Mastery Spiritual, Occultism .set Time Rounds .set Bonus +4 die bonus on all healing or animating spells. .name Necromancy/Sacrifice .desc The caster may sacrifice Health to increase the potency of their spell. This can be either their own Health, or the Health of another target. If using someone else's Health, a proper attack roll is required to see if enough damage is done to fuel the spell if they are unwilling. The number of wounds inflicted grants an equal number of dice to add to the spell, with a maximum equal to the caster's Occultism Skill. .name Necromancy/Death Magic .desc The caster can attempt to reduce the Difficulty of any spell which target's a person or animal. For every 5 Essence spent, the caster can reduce the Difficulty of the spell by one. The maximum number of points the caster can reduce the Difficulty is by their Occultism Skill. .name Necromancy/Failure .desc If the caster fails (gets 0 successes) in casting a spell, the caster is touched by death. The character loses a number of points of Essence equal to the original Difficulty of the spell. If the caster runs out of Essence, they begin showing signs of disfigurement, as the energies of the death lands corrupts and rots the body. The remaining points are split between the character's Attributes as evenly as possible. If an Attribute is reduced to 0, the caster goes permanently insane (and non-playable). .name Shamanism .desc The magic of Shamanism grants the individual the power to communicate with spirits, allowing the character to call on them for aid, call upon their powers, or bind them to oaths of service. This magic is common among the people of Anaitha, who use it to commune with the kami, while the people of Aregon use it to talk and interact with the faerie. The people of the Northen Wilds commune with strange spirits, and call upon totems to give them strength. Shamanism is often seen as 'primitive', but is still a respected art in most nations. .set Approved Faerie, Anaitha, Aregon, Northern Wilds .set Attribute Spiritual .set Skills Artistry, Awareness, Persuasion .set Mastery Spiritual, Artistry .set Time Minutes .name Shamanism/Bonus .desc +4 die bonus for spells which target spirits, plants, or animals. (Characters do not count as animals for this) .name Shamanism/Spirit Mastery .desc Shamans are masters of the spirit world. By spending 5 Essence, a spell which targets or summons a divine, infernal, undead, or faerie character or creature, or a spirit creature of any type has its Difficulty reduced to 0. Additionally, because spirits are not limited by location, a Shaman can spend 5 Essence to ignore the Range of a spell, treating any Range as 0 as long as the shaman has some form of sympathetic or symbolic link to the target. .name Azure .desc The Azure Path was a system of magic created by one of the ancient dragons, Ashurra, and is the magic of raw elemental power, time and space, and the invocation of names. The mage who follows the Azure Path can call upon spirits, demons, and daeva, invoking their names and ancient pacts to command them to act. This magic originated in Drachenkeep, but has also spread to the colleges of magic in Tarantis as well. Outsiders often think that mages who study the Azure Path are arrogant and perhaps it is true, but then, perhaps the Blue Mages have a right to be. .set Approved Draconic, Drachenkeep, Tarantis .set Attribute Mental .set Skills Academia, Language, Occultism .set Mastery Mental, Academia, Occultism .set Bonus +4 die bonus on Elemental or Time / Space Effects. .set Time Rounds .name Azure/Ritual .desc The caster can summon an entity from the outer realms, and call upon them to assist in a ritual casting. The spell has a casting time of Minutes (rather than Rounds), and the mage rolls Physical + Occultism against a Difficulty of 5. For every success rolled, the caster gains a +1 die bonus to the spell, and the spell being cast is considered to have a 1 to the Mastery Level of the spell. If the character gains no successes, the Essence Cost of the spell is still paid, but the spell is a failure. .name Azure/Rule ofPower .desc Azure magic is incredibly potent, and rightly feared for it. Any use of Adjustment or Impact from the Effect Aspect can be doubled by simply spending 5 additional Essence on the spell. Additionally, by spending 10 Essence on the spell, the Azure mage can double the Area for the spell as well. .name Bard .desc This path involves the gathering of lore and the spreading of knowledge. It is a path of inspiration, trickery, and curses (known as gaesa) as well as a path of prophesy. Bards who have gathered enough lore can graduate to join the Path of the Druid. These bards are not 'wandering minstrels', but are instead historians and legend-keepers who settles disputes among the tribes and keeps their histories alive. The character is expected to learn the folk legends and tales that exist, weaving them into a tapestry of song and story to teach others. .set Approved Aregon, Tarantis .set Attribute Social .set Skills Academia, Artistry, Socialize .set Mastery Social, Artistry .set Bonus +4 dice on all spells which involving prophesy or geasa. .set Time Rounds .set Bard/Prophesy .desc When the Bard attempts to use an Extended Time Aspect to look into the past or future, they may spend Essence to increase the number of successes for that part of the spell. For every 5 Essence spent, the bard gains 5 additional successes on their Time Aspect specifically for how far ahead or behind they can see. The bard can only do this a number of times equal to their Academia Skill for a single effect. .name Bard/Bans .desc The bard can create a ban or geas. In the case of a ban, the bard states an action that a target can not take or an event the target should not let occur, or they suffer a negative consequence (the spell effect). In the case of a geas, the bard grants a benefit to the target, which remains until a specific event or action occurs to negate it. The character gains bonus dice for the spell depending on how likely the event or action is to occur. The character can, alternatively, place a curse or a negative geas on a person, inflicting a negative result until such time as the conditions are met or actions are performed to the bard's liking; The trigger is common / hard to avoid: (do not let a woman walk through a door before you do.): +5 dice; The trigger is uncommon / possible to avoid: (do not eat red meat): +3 dice The trigger is rare / easy to avoid: (do not marry): 3 dice; The trigger is very unlikely / impossible to attain: (do not face west during an eclipse in winter); +5 dice When performing a ban, geas, or curse, the bard waives the additional costs of creating a Trigger, and may increase the Level for Time (Duration) of the spell by spending 10 Essence per Level raised beyond the character's normal Mastery. .name Druid .desc While most druids were once on the Path of the Bard, it is not mandatory. A character who has taken the Path of the Bard can take this path for 1 DP less (minimum of 1 DP). Druids gain a deep understanding of the order of things, learning much of nature and astrology. They can see events to come, shape current events towards a desired goal, and command sacred sites. Druids are seen as mysterious, and are somewhat disconcerting, as they know things to come, and one can never help but wonder if any event that happens is natural, or a part of a druid's manipulations. Druids are keepers of wisdom, and often help settle legal disputes and provide advice when needed. .set Approved Aregon, Anaitha .set Attribute Mental .set Skills Academia, Animal Empathy, Herbalism, Occultism .set Mastery Mental, Occultism .set Bonus +4 dice on all spells involving plants, or places of power. .set Time Minutes .name Druid/Channel .desc By spending 10 Essence and making a Mental + Occultism roll against a Difficulty of 5, the druid can detect the closest place of power, and tap into it for power. For the rest of the scene, the druid reduces the Difficulty of all spells, and reduces the Essence Cost of all spells, by one per success. There must be a site of power in the location, or a ley line nearby for the druid to access. .name Druid/Foresight .desc Druids are known for taking the long view, and often keep track of astrological signs and makes divinations to prepare for future events. Once a scene, by spending 5 Essence and making a Mental + Occultism roll, the character can recall omens about the current event, and what steps they made to prepare for it. The character has a number of spells prepared equal to the successes rolled, which reduces the casting time for these spells to Actions. .name Shadow .desc A very rare path, rumoured to be taught by only a handful of people, the Path of Shadow deals with the realms of shadow, the places between planes, and the realms of the void and aether. This form of magic deals with the darker emotions of the subject, and creating forms out of the formless. It is a magic of trickery and deception, as well as one of the infinite potential of Nothing. While the true nature of the realm of shadow is debated, the Path of Shadow is mysterious and fluid, capable even of emulating other forms of magic. .set Approved Faerie, Anansie .set Attribute Spiritual .set Skills Acrobatics, Exotic, Occultism, Stealth .set Mastery Spiritual, Occultism .set Bonus +4 dice on spells cast from within shadow (between darkness and light). .set Time Actions .name Shadow/Draw Essence .desc Any time a character spends Essence for any reason, the shadow mage can decide to make a Spiritual + Occultism roll against a Difficulty of 5. For every success gained, the target must spend one additional point of Essence. If the character does not have enough Essence, all Essence is spent and the benefits normally gained from the Essence expenditure is lost. The mage gains 1 Essence per success on the roll. .name Shadow/Shadow Weave .desc The mage can attempt to emulate the special abilities of another form of magic, essentially creating a shadow illusion of another magical art. The mage spends 5 Health to create a shadow weave. The Casting Time, Cost, and Difficulty of the spell is increased by 3, but the caster can emulate any special benefits of another form of magic except for Casting Time, Costs, or Mastery. Only one form of magic can be emulated at once. If the spell fails, the caster suffers an additional loss of Essence and Health equal to the twice the Difficulty of the spell. If the caster emulates a form of magic which has a failure condition, that condition also applies to the magic. .name Suleiman .desc Also called The Path of Circles, this path deals with bindings, spirit traps, and the ability to call and barter with the elemental spirits. Powerful creatures from the elemental realms can be called, invoking the name of the greatest magician of Anansie's history, Suleiman. These pacts are made willingly by both sides, though rogue elementals can also be trapped, bound, and indentured if necessary. With this Path, the magician calls upon an elemental noble, summoning the entity into a circle, then negotiates with the spirit. Negotiations can be long and tedious, as the summoner offers wealth, servants, or favours in exchange for servitude, magic, powers, wealth, or anything else the summoner can imagine. Once the negotiations are done, the circle is broken, and both the summoner and the entity fulfil their side of the bargain. .set Approved Anansie .set Attribute Social .set Skills Academia, Merchant, Occultism, Persuasion .set Mastery Social, Persuasion, Occultism .set Bonus +4 dice bonus to all summoning, binding, and banishing spells. .set Time Minutes .name Suleiman/Circle Magic .desc The character is capable of making potent circles, which can be used for summoning, banishing, binding, and warding. The circle takes one hour to create for every level of Mastery they wish the circle to be able to support, and requires a Resource roll with a cost equal to the Mastery of the Circle. When using a circle to summon, bind, or banish, the caster's Mastery can be increased to match that of the circle by spending 10 Essence. The character can also spend 5 Essence to gain one additional success on any spell which uses the circle. .name Suleiman/Bargain .desc When the caster calls an elemental noble, they may make a bargain with it. The caster may choose to first makes a Social + Persuasion roll with a Difficulty equal to the spell. If successful, the player may choose one thing that the caster must do for the summoned noble, and for requirement the caster has, the summoned noble must perform one task or service for the caster. The Duration of the summoning becomes Indefinite, indicating that the elemental is freed once all conditions are met. At this time, the caster must fulfil any obligations to the elemental as well. .name Suleiman/Bind .desc If an entity with connection to the outer realms crosses into a Circle with a Mastery equal to our higher than the entity's highest Attribute, the caster may spend 10 Essence to make an attempt to bind the entity. The caster makes a Spiritual + Occultism roll against a Difficulty equal to the target's highest Attribute. If the caster gains any successes, the target is bound inside the circle. The caster then must either bargain with it, or must banish it to the proper outer realm. If the caster decides not to, the circle will release the entity in a number of days equal to the successes rolled by the caster on binding it. The caster has until this time to either bargain or banish the entity. Binding will work on any character who has Divine, Faerie, Infernal, or Undead as a part of their Race. .name Suleiman/Banis.desc The art of banishing is difficult. Once an entity is bound within a Circle, the caster can attempt to banish the target. This requires the caster to make a Spiritual + Occultism roll with a Difficulty equal to the highest Attribute of the trapped entity. If the roll is a success, the target loses 1 Essence per success rolled. If the roll is a failure, the caster loses a number of Essence equal to the lowest Attribute of the entity. If the entity loses their last point of Essence, they are banished to the outer realm appropriate to their type. If the caster runs out of Essence, the entity can make a Social + Persuasion roll with a Difficulty equal to the caster's Resolve. If the entity succeeds, they can make a number of demands equal to the successes rolled, and the caster must obey them all. If the caster refuses, their magic is stripped of them completely (regardless of Type) and can not regain it without a major undertaking. .name Wild .desc This path is an unusual one, and not well understood in lands outside of those that teach it. The Path of the Wild involves tapping into the primal instincts of the animal, and harnessing the natural abilities of creatures (or, rarely, plants) to use for survival or as a weapon. The caster does not cast spells, but instead channels their magic inwards, allowing the character to augment themselves with animalistic features and strange abilities. They do not see the lack of methods to cast outward as a problem however. .set Approved Wild, Northern Wilds, Aregon, Springdale .set Attribute Physical .set Skills Animal Empathy, Athletics, Survival, Unarmed .set Mastery Physical, Animal Empathy, Herbalism .set Bonus +4 dice on all spells which augment the caster by drawing on animalistic traits. .set Time Seconds .name wild/Personal .desc The caster can not cast a spell with a Range higher than Self or a Target higher than Self, and the caster must spend one additional point of Essence for every level of Area of Effect the spell has. Because of the personal nature of this magic, however, all spells have a Manifestation of None for Target and Environment, and the caster gains 5 additional successes specifically applied to Duration above what the spell's actually successes grant. If the character wishes multiple effects for the spell, the Manifestation total increases by +1 per effect. Spell Construction A spell is made by consulting a series of tables called Aspects, taking what is appropriate to what the character wishes to do, and adding the costs together. Each form of magic has specific rules on what can be taken and what the character is effective at. Under most circumstances, players will be able to simply throw a spell together when it is needed, and release it immediately. (Per Success) Effects which are listed as having 'per success' indicates the character takes the successes generated for casting the spell, and uses them to augment the effects of the spell. These successes are not split up, but equally applied to any aspect which requires successes. Mastery The Mastery of a spell is determined by using the highest unadjusted Level of all Aspects chosen for the spell. In some cases, where an Aspect has to be chosen multiple times, the highest of the different Levels picked is used to determine the Mastery of the spell. Essence Cost The Essence Cost of the spell is equal to the highest adjusted Level of the spell, +1 for every additional Aspect required for the spell. This is the Essence Cost of the spell. If the caster wishes to reduce the Essence Cost, they may increase the casting time by 1 for every point of Essence they wish to reduce the Essence Cost by. Any additional costs depends on the type of magic used. Casting Time The total adjusted Levels for each Aspect are added together to determine the casting time. The caster can sacrifice dice from the casting of the spell to reduce the casting time, dividing the casting time by the number of dice sacrificed +1 (round down). The minimum casting time for a spell is (0), which can sometimes make the spell be an instant spell (no action to cast). Modifiers A modifier adjusts the effective level of an Aspect. This does not increase the Mastery Level of a spell, but does have an influence on casting times, and can have an effect on the Essence Cost and Difficulty of the spell if the Aspect is raised high enough. Due to modifiers, an Aspect may have an effective level beyond 10. Difficulty A spell has a Difficulty equal to the highest adjusted Aspect Level the spell possesses, or the Resistance of the target of the spell, whichever is higher. How does summoning work? If you want to summon a creature as a spell, you can do so with the following method: Duration: Determines how long the creature will remain. Targets: Determines how many creatures you plan on calling. Range: Summoning a generic creature has a normal range depending on where the creature is to arrive. Summoning a specific target has a range depending on where the target is. Attributes: Each Attribute is its own Aspect, with a Level equal to what you wish the Attribute set at. Skills: A creature gets a pool of Skill Points equal to five times the Level the character chooses. The maximum level of a skill equals the caster's Maximum. Powers: A creature can have a number of Powers equal to the Level chosen. Each form of Magic is a Power, as is each Psionic Gift. Aspect: Time This Aspect determines how the spell reacts to time. This includes how long a spell can last (Duration), or how far ahead or behind in time the spell can influence. A character can take multiple Time Aspects as necessary to tailor the spell. Each Aspect is considered individually for purposes of Casting Time, Difficulty, and Essence Cost. Duration: All spells must have a Duration, indicating how long the spell will last for. Influence: Used for spells which has an affect on the past or future to see how far ahead / behind the character can influence. Time Levels 0 1 2 3 4 5 6 7 8 9 10 Instant Round Minute Hour Day Week Month Year Decade Century Permanent Modifier: Extended This modifier is used to extend the amount of time the spell influences. For Duration, the duration of the spell is multiplied by the number of successes rolled. The character can also use it for Influence to multiple the time to indicate how far ahead or behind the character can influence. Modifier: Trigger This modifier is used to set a triggering condition. This requires two Durations. The first duration is used for the duration the spell can remain quiescent before it is triggered, and the second is used for the actual duration of the spell. If the caster wishes to, the spell can either remain 'always on' or be triggered each time a condition occurs. Regardless of which, the minimum effective time that a spell will be considered active is one round. Modifier: Concentration This modifier indicates that the spell remains active for as long as the character concentrates. If the caster also adds a Duration to the spell, once concentration is broken, the spell can remain in effect for the duration of the spell. If the character takes any damage not self-inflicted, the character must pay the Essence Cost of the spell or Concentration is broken. Examples: Duration (2): The spell has a duration of one minute. Duration (1), Triggered (1+1): The spell remains quiet for an hour, but if it is triggered, releases an effect for one round. Influence (3+1, Extended Past): The spell works up to a number of days in the past equal to the successes rolled. Concentration (1+1): The spell lasts for one round after concentration is broken. Aspect: Targets This Aspect is used to determine either the number of targets affected by the spell, or how many individual effects are created at once. A character may use this spell to strike ten targets with arrows of fire, or summon six zombies to rise from their graves, or create four floating spheres of light. Targets and Number are considered individual Aspects for purposes of Casting Time, Difficulty, and Essence Cost. Targets Levels 0 1 2 3 4 5 6 7 8 9 10 Self / None 1 2 5 10 50 100 1000 10 000 100 000 1 000 000 Targets This Aspect is very important for when the character wishes to target specific individuals for a spell effect, or wants to protect specific individuals from an area-effect spell. All people targeted must be within range of the spell for them to be selected. Number This Aspect determines how many times the spell effect is unleashed. Thus, a spell may unleash five meteors, each with a different target, or may raise an army of a hundred undead from a graveyard, or summon two elemental spirits. If the caster wishes, this may be combined with Targets so that multiple targets are struck with multiple effects. Modifier: Extended This modifier is used to extend the number of targets the spell influences. The number of targets or effects is multiplied by the number of successes the caster gains on the spell. Examples Targets (2): The spell strikes two targets. Number (3): The spell performs its effect three times. Targets (2+1, Extended), Number (3): For every success of the spell, two targets are hit with five spell effects. Targets (2), Number (1+1, Extended): Two targets are struck once by the spell for every success. Aspect: Area This Aspect deals with how much of an area is covered by an affect. Unlike other Aspects, Area is fairly simple and straight- forward, since everything within the area is a target of the spell effect, unless Targets is used specifically to protect individuals who are within the area chosen. Area Level 0 1 2 3 4 5 6 7 8 9 10 None 1 in 1 ft 1 yd 10 yd 100 yd 1 mi 10 mi 100 mi 1000 mi Global Modifier: Extended This modifier can be used to increase the area of effect for the spell. The character can multiply the area by the successes of the spell, allowing for greater blanketing effect. Aspect: Range This Aspect is used to determine either the Range of a spell, or the Distance that the spell has access to for performing an effect. The caster can attempt to target a person within that range, or can use Distance to determine how quickly the character can move, or the distance the character can travel. Range and Distance are considered individual Aspects for purposes of Casting Time, Difficulty, and Essence Cost. For spells, Target can also mean location, and can also be used for Distance, indicating where the target can get to. Additionally, the character can combine distance with duration to create speed, allowing the character to use this Aspect to provide movement. Range Level 0 1 2 3 4 5 6 7 8 9 10 Personal 10 ft Sense 100 ft Remote 1000 ft Sympathetic 10 mi Realm 1000 mi ? Personal: The caster must touch the target. Alternatively, this works for Range: Self. Sense: The caster can detect the target with at least one natural sense. Remote: The caster can detect the target using augmentation through magic, psionics, or artificial means. Sympathetic: The caster has an object with some meaning for the target, or represents the target in a meaningful manner. Realm: The caster knows who the target is, and they are on the same realm, or knows where the target is but not who. ?: The caster knows who the target is, but not where, or knows where the target is, but not who. Modifier: Extended This modifier can be used to increase the effect for any range which has a numerical distance. The character can multiply the number by the successes of the spell, allowing for greater range or distance. Modifier: Extra-Realm This modifier is used if the effect must occur in another realm and is used for non-numerical ranges. Thus, a character who has a sympathetic link to a target in another realm can attempt to cast a spell on that target. This is normal for summoning. Examples Range (1): A target within 10 feet. Range (1+1, Extended): The target within 10 feet per success of the spell. Distance (4+1, Extra Realm): The caster can travel to a realm he can sense. Range (3), Distance (7): The caster can target someone within 100' and send them 10 miles away. Distance (1), Duration (2+1, Extended): The caster travels at 10 feet per round, until the duration ends. Aspect: Effect This Aspect is unarguably the most important part of any spell, as this is what the spell does. Effect is broken down into a number of parts, including Secondary, which indicates how much of an additional impact the spell should have on a person or environment, Adjustment, which indicates any adjustments to a character which are made as a bonus or penalty, and Impact, which represents an absolute increase or decrease to a Trait or other effect. Each of these sections are treated as their own Aspect, and if the character wishes a spell with multiple effects, each effect is considered its own Aspect as well. Effect Levels Secondary Adjustment Impact 0 None No Adjustment No Impact 1 Insignificant Effect to Target 1 Die * 2 Insignificant Effect to Area Power / Gift 1 * 3 Minor Effect to Target 2 Dice * 4 Minor Effect to Area 1 Success * 2 * 5 Major Effect to Target 3 Dice * 6 Major Effect to Area 2 Successes * 3 * 7 Drastic Effect to Target 4 Dice * 8 Drastic Effect to Area 3 Successes * 4 * 9 Life Changing Effect to Target 5 Dice * 10 Life Changing Effect to Area 4 Successes * 5 * * This Aspect has an effective level of +1 if affecting an Attribute. Secondary This indicates that the spell has an effect beyond the mechanical bonuses or effects listed under Adjustment or Impact. This is broken down into levels, to help measure how much of an impact the secondary effect has. Whether this has an impact on the target of the spell, or on witnesses (environment) adjusts the level. Insignificant The spell has a negligible secondary effect which can be overlooked or which does not cause anything significant to happen. Dice should not be involved with this effect. It may cause a potential reaction, but not something enforced. For example, if a spell makes someone possibly mistaken for someone else, but does not enforce this with a die roll, then the spell is said to have an insignificant impact. Minor Effect The spell causes an effect which can include a die roll. The spell effect can not be simply overlooked, there can be a reaction to it, positive or negative. For example, the spell inflicts a fear effect, which witnesses to the spell have to roll against or react according to the spell's description. The secondary effect can not be severe, but it can cause characters to act within their nature to a reasonable extent. Major Effect The spell's effect can not be overlooked, and the reaction is one that can even cause people to act out of character or seriously adjust the way they respond to circumstances. The spell's secondary effects do not have to be immediate, and are not absolute. For example, the spell causes someone who hates a target to treat the target as their friend, or it can cause a creature that is immune to become vulnerable to something. Drastic Effect This spell causes an effect which sets up a secondary condition which will have an impact on the environment or the target in such a way as to illicit a response. No die roll is necessary for this, the spell will cause a secondary effect which is not resisted. For example, a fireball spell which causes clothing or a building to ignite as part of the spell's description does not require a die roll, but the response to the fire will be significant. Life-Changing This spell causes an extreme effect which can change the way things work significantly. This effect does not require a die roll, and the effect is important enough that it completely alters how the rules work. For example, a spell which destroys a target and does not leave anything left to attempt to bring them back with. A spell which pulls a city into another realm with all inhabitants. A spell which brings the dead back to life. Adjustment The spell inflicts a bonus or penalty to skill or attribute rolls. This can either be an adjustment to dice or an increase or decrease to the number of successes the target has when they make the roll. Alternatively, the character can grant or take away a Power or Gift from the target. If the character is affecting an Attribute, the effective level of the aspect is one higher. These adjustments do not actually change Attributes or Skills, so do not specifically adjust anything related to those Attributes or Skills. Impact This Aspect deals with direct impacts to a character's Skills or Attributes, increasing them or decreasing them by a fixed amount. If the character is adjusting the target's Attributes, the effective level of the aspect is one higher. These spells will adjust anything related to the Attribute or Skill. Alternatively, the Aspect can influence Soak or Damage, increasing these traits, and can allow a target to do damage or protect either Health or Essence. If the spell is influencing Damage or inflicting Damage, the effective level is one higher. If the spell damages or protects Essence, rather than Health, the spell has an effective level of one less. Modifier: Extended This modifier can be used to boost the effectiveness of either Adjustment or Impact, the value being multiplied by the number of successes. Because of how powerful this Modifier is, the effective level for using it is increased by two, rather than one. When used for Impact, each successes increases the base effect by one, it does not multiply the base effect. Examples Adjustment (3): Grants a +2 die bonus to a skill roll. Impact (4+1): Inflicts a Damage (2) effect to an opponent's Health. Secondary (3), Adjustment (1): The spell inflicts a Fear roll (Spiritual+Meditation) on any witnesses, with a 1 die penalty. Impact (6+3): Healing (3), +1 per success. Total multiplied by successes for final result. Faith Faith. The connection between the mortal and the divine. A glimpse at a higher meaning for the sometimes chaotic events that occur around an individual, and the assurance that any event good or bad is part of some form of higher plan. Or it can mean an understanding that, even in the worst of situations, that there is someone there, willing to listen and nurture and ease the suffering of the faithful. Faith is personal. It is not something that can be easily explained to another, and for each member of the faithful it is a personal journey of discovery. Sometimes, what is discovered is not pleasant. Using Faith A character's Faith can be used to aid them or hinder others. This isn't magic, but belief. In essence, the character can call for a miracle. Depending on how the character's belief works, these miracles may be subtle, or very obvious. A character with Faith in Talis, for example, may find themselves living a charmed life, with things simply going the character's way, while someone with Faith in the Celestial Courts may find themselves blessed by the kami and never without friends. A character wishing to invoke a miracle describes how their belief applies to the current situation. A staffer decides how much the player is stretching the tenets of the character's Faith, and invokes a cost from 0 to 5 Essence. The player rolls their character's Spiritual + Awareness with a Difficulty equal to the essence cost of the Miracle. 0 The miracle is fully within the realm of the character's beliefs and is a subtle effect. 1 The miracle falls well within the realm of the character's beliefs, but the effect is more obvious. 2 The miracle is within the realm of the character's beliefs, but the effect is noticeable. 3 The miracle is probably within the scope of the character's beliefs, but is significantly obvious to a few non-believers. 4 The miracle is peripherally within the scope of the character's beliefs, or is obvious to more than a few non-believers. 5 The miracle is marginally within the scope of the character's beliefs, or is a blatant show of power and not necessary. What can a miracle do? It depends on the strength of the miracle, and the staffer always has final say on the outcome. The player can decide what they wish, but it is the staffer who determines how it finally manifests. A good system for understanding is given by the Essence Cost of the miracle. Bonuses Usually, a bonus is granted equal to the Essence Cost of the miracle. At lower levels this may be a simple die bonus equal to the Essence Cost, but with enough successes, the character may find themselves with automatic successes instead. Damage Direct damage requires essence unless the target has really invoked the wrath of the patron deity. Damage is usually simple: Essence Cost x Successes. More likely however, miracles can be used to heal (with the same formula), or to provide protection (Defence or Soak). At the most extreme, and with enough successes, instant death or resurrection is allowed. Duration Most miracles are instant effects, which come and go in almost no time. Longer effects are possible, usually using something akin to the Time Aspect of Sorcery (at Essence x 2 for the actual Level). These usually, however, require significant successes if they are to be drawn out events. Scope Miracles are often local, immediate events, and most people don't notice anything grand about them unless the character is pulling out all the stops. To call the wrath of a god on an entire village requires some significant events, or a lot of successes to pull off. .type Psionics .name / .desc The term psychic is known to the citizens of Kith Kanaan, but the term psionic is rarer. The ability to influence the world through the power of will is something only recently explored, and not as common as magic yet. In essence, Psionic abilities are a form of science, much like Magic is an art form. It is barely understood, but there are groups who are interested in exploring the Psionic sciences and improving upon them through trial and observation. .name Augmentive .desc This style of Psionics teaches the character how to modify and adjust their body, and deals with shape-shifting, enhancing natural abilities, and augmenting attributes. Characters with this style of psionics are often quite healthy, and can sometimes become very scary. .name Clairsentient .desc This style of Psionics deals with expanding ones sense beyond the limits of the body. The character can project their senses to experience the world beyond their location, project their souls into the spirit world, and can interact with and communicate with spirits and other planes, or potentially see into the future. .name Empathic .desc This style of Psionics deals with interacting with others. Mind reading, mind control, seeing auras, commanding another's body or mind to operate specific ways, and similar methods all fall under the purview of empathic psionics. This form of psionics is the least liked or trusted. .name Kinetic .desc This style of Psionics deals with energy and force. It includes telekinesis, the ability to move objects, and expands into creating fires, throwing lightning, and even manipulating the weather. Anything that deals with force or motion is under the aegis of this field. This style of psionics is not liked, due to its destructive nature. Once a character has chosen their Forms, they may then pick specific abilities called Gifts. A character begins with 3 Gifts for free, and can select them from any Form the character has. All further Gifts cost 2 DP each, regardless of which of the two Forms it is selected from. Requirements Psionic Gifts have a requirement, the minimum an Attribute must be before the character can use it. If the character doesn't meet the requirement, they can not learn the Gift. Once the Gift has been learned, however, it does not matter what the character's Attribute becomes. Activation and Costs A character can activate one Gift as part of an action, but can have multiple Gifts active at the same time as long as only one of them has a duration of Concentration. Activating a Gift costs Essence, which is expended when the Gift is used. Any Gift with a (p) beside it can be taken permanently by spending twice the Essence cost as a permanent cost of the Gift, thus reducing the character's maximum Essence. A Gift which is allowed to be activated more than once has a maximum character's unmodified Attribute required to gain the Gift Augmentative .name Augmentive/PHY Boost .desc When the character wishes to activate this Gift, the character makes an Physical + Awareness roll. For each success gained, the character's Attribute is increased by one for the scene. This character can only have this active for each Attribute once, multiple activations do nothing for the character, until the effect is worn off. .set Duration 1 Scene .set Essence 3 .set Attribute Physical 3 .name Augmentive/MEN Boost .desc When the character wishes to activate this Gift, the character makes an Mental + Awareness roll. For each success gained, the character's Attribute is increased by one for the scene. This character can only have this active for each Attribute once, multiple activations do nothing for the character, until the effect is worn off. .set Duration 1 Scene .set Essence 3 .set Attribute Mental 3 .name Augmentive/SPI Boost .desc When the character wishes to activate this Gift, the character makes an Spiritual + Awareness roll. For each success gained, the character's Attribute is increased by one for the scene. This character can only have this active for each Attribute once, multiple activations do nothing for the character, until the effect is worn off. .set Duration 1 Scene .set Essence 3 .set Attribute Spiritual 3 .name Augmentive/SOC Boost .desc When the character wishes to activate this Gift, the character makes an Social + Awareness roll. For each success gained, the character's Attribute is increased by one for the scene. This character can only have this active for each Attribute once, multiple activations do nothing for the character, until the effect is worn off. .set Duration 1 Scene .set Essence 3 .set Attribute Social 3 .name Augmentive/Balance .set Duration Concentration .set Essence 5 .set Attribute Physical 5 .desc The character gets an incredible sense of balance and agility, and for every 5 Essence spent, gains one additional success on any balance or acrobatic rolls. The character is capable of tightrope running, flips, tumbles, and leaps, and also increases their Defence by one for every 5 Essence spent. The character may use the bonus Defence specifically against Ranged attacks. .name Augmentive/Body Control .set Duration Concentration .set Essence 3 .set Attribute Physical 3 .desc The character is able to control their body and resist any form of poison or disease. For every 3 Essence spent the character gains a +1 die bonus to resist a poison or disease within the character's system. .name Augmentive/Cat Fall .set Duration 1 Minute .set Essence 3 .set Attribute Physical 3 .desc The character is capable of falling for great distances without taking damage. For every 3 Essence spent, the character may fall ten feet without taking any damage at all. If the character falls from greater height than they can handle, the distance is considered 10 feet less for every 3 Essence spent. .name Augmentive/Deflect Missile .set Duration 1 Scene .set Essence 1 .set Attribute Mental 1 .desc The character may attempt to snatch ranged weaponry out of the air or deflect them with a weapon. The character activates this Gift and makes a Mental + (Weapon Skill) roll with a Difficulty equal to the number of successes of the attack. If any successes are gained, the character succeeds in catching / deflecting the attack. This Gift may be activated in response to a ranged attack. .name Augmentive/Enhanced Senses .set Duration Concentration .set Essence 5 .set Attribute Mental 5 .desc This Gift enhanced the character's senses, allowing the character to gain a +1 die bonus on any perception-based rolls using the character's senses. These senses are hyper-acute, allowing the character to track like a bloodhound, hear like a bat, see like an eagle, sense vibrations like a snake, and taste the myriad flavours of anything eaten. .name Augmentive/Improved PHY .set Duration 1 Scene .set Essence 5 .set Attribute Physical 5 .desc This is actually four Gifts, one for each Attribute. When the character wishes to activate this Gift, the character may gain a +1 to the appropriate Attribute for every 5 Essence spent. This bonus remains for the scene, and is a modifier to the character's actual Attribute. If the character takes this Gift permanently the cost of raising the character's Attribute still uses the unmodified level. .name Augmentive/Improved MEN .set Duration 1 Scene .set Essence 5 .set Attribute Mental 5 .desc This is actually four Gifts, one for each Attribute. When the character wishes to activate this Gift, the character may gain a +1 to the appropriate Attribute for every 5 Essence spent. This bonus remains for the scene, and is a modifier to the character's actual Attribute. If the character takes this Gift permanently the cost of raising the character's Attribute still uses the unmodified level. .name Augmentive/Improved SPI .set Duration 1 Scene .set Essence 5 .set Attribute Spiritual 5 .desc This is actually four Gifts, one for each Attribute. When the character wishes to activate this Gift, the character may gain a +1 to the appropriate Attribute for every 5 Essence spent. This bonus remains for the scene, and is a modifier to the character's actual Attribute. If the character takes this Gift permanently the cost of raising the character's Attribute still uses the unmodified level. .name Augmentive/Improved SOC .set Duration 1 Scene .set Essence 5 .set Attribute Social 5 .desc This is actually four Gifts, one for each Attribute. When the character wishes to activate this Gift, the character may gain a +1 to the appropriate Attribute for every 5 Essence spent. This bonus remains for the scene, and is a modifier to the character's actual Attribute. If the character takes this Gift permanently the cost of raising the character's Attribute still uses the unmodified level. .name Augmentive/Lethal Strike .set Duration 1 Round .set Essence 5 .set Attribute Physical 5 .desc This Gift sheaths the character in psychic energy, allowing the character to perform ferocious strikes. When this Gift is activated, the character increases their unarmed Damage by one for every 5 Essence spent. All Wounds inflicted by this form of attack can not be Soaked by normal armour, though innate, natural, or magical armour can soak it normally. .name Augmentive/Magic Resistance .set Duration 1 Scene .set Essence 1 .set Attribute Spiritual 1 .desc The character is inherently resistant to magic. For every 1 Essence spent on this Gift, the Difficulty of any spell cast against the character is increased by 1. This Gift is not exclusive, and does not discern between friendly and unfriendly magic. .name Augmentive/Psychic Armour .set Duration 1 Scene .set Essence 5 .set Attribute Mental 5 .desc The character sheaths themselves in a psychic field, which protects the character from physical or magical harm. For every 5 Essence spent on this Gift, the character gains a +1 Soak. .name Augmentive/Rapid Healing .set Duration 1 Scene .set Essence 5 .set Attribute Physical 5 .desc The character can recover from injuries quickly. By activating this Gift, the character regenerates 1 Health per round for every 5 Essence spent. This Gift can not regenerate damaged or missing body parts unless the character has taken it as a permanent Gift in which case the character can regrow damaged limbs or organs within a month. .name Augmentive/Savant .set Duration 1 Scene .set Essence 3 .set Attribute Mental 3 .desc This is actually a number of Gifts, one for each Skill. When the character wishes to activate this Gift, the character may gain a +1 to the appropriate Skill for every 3 Essence spent. This bonus remains for the scene, and is a modifier to the character's actual Skill. If the character takes this Gift permanently the cost of raising the character's Skill still uses the unmodified level. .name Augmentive/Sprint .set Duration Scene .set Essence 3 .set Attribute Physical 3 .desc The character gains incredible quickness. For every 3 Essence spent, the character adds their based Speed to their Speed Trait for the Scene. (3 Essence = x2 Speed, 6 Essence = x3 Speed, and so forth). .name Augmentive/Suspended Animation .set Duration 1 Year .set Essence 1 .set Attribute Mental 1 .desc The character can put themselves into suspended animation. While in such a state, the character does not age, or really breathe, and the character does not need to eat. Poisons or diseases in the character's system slow to almost a crawl. The character can set a triggering condition which will wake the character early, but is unaware of the world around them during this time unless they have the proper Clairsentient Gifts. .name Augmentive/Tolerance .set Duration 1 Hour .set Essence 3 .set Attribute Physical 3 .desc The character's body is capable of adapting to harsh climate, and grants the character a +1 die bonus to all rolls to resist damage inflicted by the environment for every 3 Essence spent. This includes starvation, thirst, suffocation, and exposure. .name Clairsentient/Astral Sight .set Duration Concentration .set Essence 2 .set Attribute Spiritual 2 .desc The character can adjust their perceptions, looking into the spirit world. The character can see any entity or ghost, regardless of whether or not they are manifested, and can see invisible characters due to the image they leave on the spirit planes. The character can also see if a place is 'tainted' by any specific forms of magic or energies, and can see gateways to other planes, wards, circles, and magical signatures. .name Clairsentient/Clairvoyance .set Duration Concentration .set Essence 6 .set Attribute Mental 6 .desc The character can extend one sense, to a range of 1 mile, for every 6 Essence spent. The more senses used, the clearer the sensation of 'being there' the character gets. At spending 15 Essence, the character astrally projects, sending their spirit out. While projected, the character can use Clairsentient, Empathic, or Kinetic Gifts as if they were actually there that do not require physical actions on the character's part. .name Clairsentient/Combat Awareness .set Duration Scene .set Essence 1 .set Attribute Mental 1 .desc The character gains a hyper awareness of their surroundings and any perceived threats that may exist, making everything seem to move in slow motion and allowing the character the time to react. For every 1 Essence spent by the character, they gain a +1 bonus to Initiative and a +1 bonus to Defence for the scene. The character is capable of using their Defence to avoid ranged attacks. .name Clairsentient/Night Sight .set Duration Concentration .set Essence 3 .set Attribute Mental 3 .desc The character enhances their sense of sight, allowing them to see in perfect darkness. The character reduces all penalties for darkness by one for every 3 Essence spent. .name Clairsentient/Psychometry .set Duration Scene .set Essence 3 .set Attribute Spiritual 3 .desc The character can look into the past of an item or person handled. By making a Spiritual + Meditation roll, the character can look back one day for every 3 Essence spent, multiplied by the square of the number of successes rolled. (3 Essence and 3 Successes makes 1 day x 3 x 3 = 9 days). The character gets images and flashes of emotional or important events in the past of the target, including sights, sounds, and emotional responses. .name Clairsentient/Rider .set Duration Concentration .set Essence 2 .set Attribute Mental 2 .desc The character can choose someone within sight of them, and attach their senses to the target. For as long as the character concentrates, they can use one of the target's senses as their own. For every 2 Essence spent, the character can use another sense along with the first one. The character can not do anything to the target with these, and the target is unaware of their senses being used. Form: Empathic .name Empathic/Agony .set Duration Concentration .set Essence 2 .set Attribute Mental 2 .desc The character sends a burst of terrible pain into a target within sight, inflicting one Wound per 2 Essence spent. These wounds ignore Soak completely. However, as long as the character concentrates, the target suffers a +1 Difficulty on all actions as well. .name Empathic/Alter Memory .set Duration Concentration .set Essence 4 .set Attribute Mental 4 .desc The character can alter the memories of a target within sight, confusing them and making them remember things which never happened. As long as the character keeps concentrating, these false memories remain in place. The character makes a Mental + Awareness roll against the target's Resolve, and for every 4 Essence spent, the Difficulty of the roll is reduced by one. If the character makes the effect permanent, the memories remain in place and the character need no longer concentrate. .name Empathic/Animal Ken .set Duration Concentration .set Essence 3 .set Attribute Social 3 .desc The character can detect the emotions of animals and can develop a natural affinity with them. While this power is active, the character gains a +1 die bonus to all Animal Empathy rolls for every 3 Essence spent, and can 'befriend' an animal as a familiar for the duration. If taken permanently, the character can bond with one animal, taking it as an animal companion for each time this Gift is made permanent. .name Empathic/Blind .set Duration Concentration .set Essence 3 .set Attribute Mental 3 .desc The character can briefly strike a target blind. As long as the character concentrates on someone within sight, the target suffers a +2 Difficulty for every 3 Essence spent on any actions which require the sense of sight. .name Empathic/Command .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character issues a command, which can be disguised as part of conversation, to a target within earshot. The character makes a Mental + Persuasion roll against the target's Resolve, and if the roll succeeds, the target follows the command without thought. This command does not carry any weight beyond the simple, direct moment, and if the target is distracted the command is lost. .name Empathic/Confusion .set Duration Concentration .set Essence 3 .set Attribute Mental 3 .desc The character can cause confusion in a target, disoriented them with conflicting images and sounds that only they see and hear. The target suffers a 1 die penalty on all rolls for every 3 Essence spent by the character. .name Empathic/Control Action .set Duration Concentration .set Essence 3 .set Attribute Mental 3 .desc The character can control the actions of the target by making a Mental + Awareness roll against the target's Resolve. For every 3 Essence spent, the character reduces the Difficulty by one. If successful, the character is able to control the target's actions directly, though the target is in full control of their own thoughts. .name Empathic/Control Emotion .set Duration Concentration .set Essence 3 .set Attribute Social 3 .desc The character can control the emotions of the target by making a Social + Awareness roll against the target's Resolve. For every 3 Essence spent, the character reduces the Difficulty by one. If successful, the character is able to control the emotions of the target directly. .name Empathic/Control Thoughts .set Duration Concentration .set Essence 4 .set Attribute Mental 4 .desc The character can control the thoughts of the target by making a Mental + Awareness roll against the target's Resolve. For every 4 Essence spent, the character reduces the Difficulty by one. If successful, the character is able to control the character mentally, making them compelled to do what the character desires. .name Empathic/Empathic Sense .set Duration Concentration .set Essence 1 .set Attribute Social 1 .desc The character can detect the emotions of someone within line of sight, gaining the ability to gauge the target's feelings and responses. While this Gift is active, the character gains a +1 die bonus on all rolls with the subject that deal with negotiation or persuasion. .name Empathic/Enthral .set Duration Scene .set Essence 5 .set Attribute Social 5 .desc The character can entrance people by speaking or singing to them. The character can spend 5 Essence and make a Social + Persuasion roll or Social + Artistry roll against the target's Resolve. For every 5 additional Essence spent, the character can reduce the Difficulty by one. If the character succeeds, one person per success becomes entranced, remaining in place with their full attention on the character, unable to act or react until the scene is done, or they have been attacked, or the character stops early. .name Empathic/Healing .set Duration 1 Round .set Essence 1 .set Attribute Spiritual 1 .desc The character can heal another, easing pain and helping the body to mend. This allows the character to heal 1 Wound for every point of Essence spent, over the course of a the round. .name Empathic/Illusion .set Duration Concentration .set Essence 4 .set Attribute Mental 4 .desc The character can create an illusion which affects one target's senses. The target will suffer a 1 die penalty on all rolls to try to ignore or work around the illusion, and any impact the illusion has on the character will leave marks (though no real damage). .name Empathic/Iron Resolve .set Duration 1 Scene .set Essence 5 .set Attribute Mental 5 .desc The character is highly resistant to mind control and other influences on the character's thoughts or emotions. For every 5 Essence spent, the character gains a +1 to Resolve for the Scene. This also increases the absolute minimum Resolve the character is capable of having by one. .name Empathic/Psi Blade .set Duration Instant .set Essence 1 .set Attribute Spiritual 1 .desc The character augments their unarmed attack with a psychic force which does neurological or physiological damage, or which disrupts the essence flows within the target. The amount of Wounds inflicted on the unarmed attack also reduces the target's Essence by an equal amount. If the target is reduced to 0 Essence, they are knocked unconscious. Against a target with Mana, the attack simply inflicts twice the Mana loss. .name Empathic/Telepathy .set Duration Concentration .set Essence 4 .set Attribute Mental 4 .desc The character is capable of sending their thoughts to another, and hearing the thoughts of the target in return, as long as they are in sight. For every 4 Essence spent, the character can communicate with another target, creating a network for everyone to communicate on. If this Gift is made permanent, the character is capable of talking with one person constantly, regardless of distance, and without need of concentration. Form: Kinetic .name Kinetic/Earth Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Fire Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Ice Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Lightning Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Steam Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Water Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Wind Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character can gather and release a forceful assault of an elemental substance. Each element is a separate Gift which must be taken individually. The accepted Elemental forms are: Earth, Fire, Ice, Lightning, Steam, Water, and Wind. Under most circumstances, the character can gather the necessary material from around them if there is a ready source, though they can not simply create the substance from nothing. (Earth is the most limited for these, everything else can be created nearly spontaneously due to water vapour, air, and general ionization) The character can release an assault, doing Damage (1) for every 5 Essence spent, to a maximum range of 50 yards. The character rolls Mental + Exotic to perform the attack, and ignores Defence. as per a normal ranged attack. .name Kinetic/Great Leap .set Duration Instant .set Essence 3 .set Attribute Physical 3 .desc The character is capable of incredible leaps. For every 3 Essence spent, the character gains one additional success on all leaps they make, whether vertical or horizontal, and reduces the Difficulty of all leaps by one. .name Kinetic/Inertial Strike .set Duration Instant .set Essence 5 .set Attribute Mental 5 .desc The character releases a powerful force at an opponent within ten yards. This force does not do much damage, but it does knock the target off their feet and shoves them back. The character spends 5 Essence and makes a Mental + Exotic roll with a Difficulty equal to the target's Size. (If the target has a size of less than 0, the character does get bonus dice). For every 5 additional Essence spent, the character gains one additional success on the roll. For every success on the attack, the opponent is thrown back ten feet and takes 1 Wound. The opponent is immediately knocked prone (reducing their Defence to 0) if they do not have any abilities which prevent such. .name Kinetic/Kinetic Bolt .set Duration Instant .set Essence 2 .set Attribute Mental 2 .desc The character releases a bolt of force which can do physical damage to an opponent. This attack has a range of 10 yards and inflicts Damage (1) for every 2 Essence spent. The character rolls Mental + Exotic to attack, and this attack ignores Defence completely. .name Kinetic/Penetrating Strike .set Duration Instant .set Essence 8 .set Attribute Mental 8 .desc The character can unleash a powerful strike on an opponent which manifests a short distance from the point of impact. The character can make an unarmed or melee attack against a target, and ignores the Soak of the target completely. This effect also bypasses Natural, Innate, or Magical armour. Increased Defence gained through blocking or parrying the attack is also ignored. .name Kinetic/Levitate .set Duration Concentration .set Essence 4 .set Attribute Mental 4 .desc The character is capable of lifting or moving objects with just their mind as long as they are within sight. For every 4 essence spent, the character can lift one size level (starting at -4) or 2 Bulk and move it with enough force to inflict a Damage (1) attack using Mental + Exotic. .name Kinetic/Remote Hands .set Duration Concentration .set Essence 4 .set Attribute Mental 4 .desc The character is capable of using any manual skill at a distance of ten yards. For every 4 Essence spent, the character can use their skill at one level of competency. .name Kinetic/Unmovable .set Duration Concentration .set Essence 1 .set Attribute Physical 1 .desc The character can root themselves to the spot and can not be moved. They can not move around while this Gift is active, but otherwise can act normally. Attempts to grapple the character, lift the character, or shift the character's position, including through the use of any abilities, has their Difficulty increased by 5. .name Kinetic/Wall Running .set Duration Concentration .set Essence 1 .set Attribute Physical 1 .desc The character is capable of performing short bursts of speed to run up walls or other sheer vertical surfaces, or to briefly 'land' on a ceiling to adjust their movement. This gives the character amazing control over their momentum and allows them to move one yard for every Essence spent along walls or ceilings. The character may add Acrobatics to their Defence when attempting to defend using this Gift, as long as the appropriate terrain exists to assist the character. The Orders Each Order lists where they draw their powers from. Those Orders with Faith also gain the ability of the same name for free. Those Orders which gain their powers from Rituals gain the ability to perform Rituals, using the ability of the same name for free. Each Order also lists a key figure within the Order. This will usually be the leader of that Order, but sometimes it simply lists influential members. These characters are usually for reference, but may also appear as part of a plot. .name Brotherhood of the Book .set Owner Tamper .name Sisterhood of the Blade .set Owner Sanguine .name Dragonwright .set Owner Tzepesh, Lilith .type Orders .name / .desc There are a number of mystical orders available to characters to choose from, each of which grants specific abilities or powers depending on their nature. A character can not usually be a member of more than one order. The Orders are groups or organizations with common ideals. A character can spend 2 DP to join an order, and gains three free skills for doing so. Each Order has specific codes of conduct, and gives access to specific abilities which the character can purchase for only 1 DP each. .name Brotherhood of the Book .desc The legend of Arion and Sanguine is the legend of the dawn of Creation. This legend is the foundation of the belief of the Brotherhood of the Book and the Sisterhood of the Blade. The Brotherhood of the Book revere Arion as the embodiment of Judgement, while the Sisterhood revere Sanguine as the embodiment of the transition between Life and Death, Birth and Rebirth. The Legend of the Dawn, as Recorded on the Scroll of Stories The End In the end, there were only Two Order, and Chaos. The Two were locked in a battle unending, the land barren of life and cracked as they faced one another in eternal struggle. The sky wept dry tears, the world forsaken itself as doomed, and the dried ground beneath their feet shattered and cried beneath their feet as the Two battled unendingly, having long forgotten their reason to exist. Deep in the heart of the realm slept the One and her name was Magic. Her sleep was not restful, for her dreams were of the dead, whose souls cried out to be reborn, but there were none to give life. She mourned the loss of her children, and the life that once filled the realm, and she cried out a Name in her sleep. From between the stars, beyond the reaches of mortal men the Hermit heard his Name. He was weary from his many travels, but felt the urgency of the call. He stepped onto the world, and it trembled. He came upon the Light and the Dark, and observed their struggles. He examined the carnage of the of their conflict, and he felt the pain their war had brought to the realm. Beneath, he felt the sorrow of Mana. Approaching, he called out, "Powers, why do you battle over scorched earth? Your war has no cause, and the fruits of victory have long died!" The beings, primal and fierce, did not seem to hear the Hermit. Their battle unending continued and the sky seemed torn. The Hermit, weary, approached closer. "Order and Chaos, why do you war over forgotten people? Those who worship you are no more, and there is nothing here for you." Again, the Hermit was ignored, and He grew bitter. The tears of Mana sent an ache through him and he shed his cloak, drawing the crimson blade of Sanguine from her sheath. It was His place to judge the many worlds He walked, and He sensed with great distress His work was not yet done. He approached closer to those who battled, and called again. "Light and Darkness, by the Names of the Nine, I command you take heed! A Traveller has arrived, and found you wanting!" Order and Chaos, whose battle unending destroyed the realm they sought to claim, turned as one upon Judgement, and they knew fear. The air grew still, the tears of heaven no longer fell. The ground no longer trembled, wracked with pain. In the heart of the realm, Mana began to awaken. "Begone, Traveller," cried the Two. "Your kind is not wanted here!" Judgement surveyed the world, feeling her cries for Justice. He sensed the presence of Mana, and felt her growing fear. "I was called by Name. My presence is no accident." Order and Chaos feared. The Traveller was of a race older than they, and He possessed a sword of legend. Sanguine sang in the hand of Judgement, for its master would let her taste the blood of Gods this day. "We tell you again to leave, Traveller. Forget this place, and we shall be merciful. We will tend to the One. She misspoke." Judgement laughed, as the mask of Death fell over His features. "Merciful as you were to those whose faith fulled your existence? Merciful as you would be to the One who called me? I shall give you as much mercy as you deserve. Rest well." And Judgement approached, and Order and Chaos died, and Sanguine sang. The Riders and the Choice The Hermit walked the World. He sang soothing songs to the scarred flesh, and the world knew rest. The sky wept tears once more, and the skin of the World closed, but it would not heal. Nothing lived upon the World, and the Hermit felt sorrow for the loss of so many. His compassion drew the One from her hiding place, and she approached Him. Her eyes were the night sky, stars dancing within them, and her skin was the pale of the moon. "You came," she said in a voice filled with grief. "What will you do?" The Hermit turned to the One, "The World is dead. I shall bury her, and move on." "And what of me?" she asked. "I do not wish to be alone." The Hermit watched her. "You may walk with me." There was the sound of hooves, and the Four arrived. One carried a sword. One carried a staff. One carried nothing. And one carried a scythe. Mana knew fear, but the Hermit stepped forward to protect her. Death spoke, and his words were terrible. "You have called, Judgement. This World cries out for an ending. Have you determined its fate?" The Hermit watched the Riders. "I have chosen," He said. "This World is dead, and it is time for a new World to rise from its ashes." The Riders turned from the Hermit, and they rode. They killed the World, but by their hand it was merciful. The World died, and then there was Nothing. The Riders returned to the Hermit, and with them was the life of all that had died, and the souls of all that had lived. "The World is dead. There is Nothing left. What shall you do now?" The Hermit walked. He saw that there was Nothing, and he saw the Riders. His past weighed on Him heavily, and He wept. "Eternity alone has left me empty. I wish to create." Death replied, "We reap the Worlds you Judge. We do not create. We are no longer needed." And the Riders departed. The Hermit walked in Nothing, with Mana at his side. He wept for the lost and the dead, then turned to her. "Will you come with me, and walk where I walk?" But Mana could not. "This is my home. There is Nothing left for me, but it is still mine. The souls of the lost sing to me, and I must sooth them." The Hermit new sorrow. "I am damned, that I must always destroy. I am not whole. If I could, I would create a new World for you, so that the souls would sing in joy, not in sorrow, and bring life here once more." Mana could feel the pain within the Hermit, and wept with him. And Sanguine, the God Slayer, who knew no pity, felt their sorrow and wept with them. "I know how to create," She said. "I drink the blood of Gods, and I learn their Secrets. I will share this with you, so that you may create. But I ask something in return." The Hermit looked upon Nothing, and in His mind He saw Mana, alone for eternity. He knew that He could not abandon her to such a fate. "As you wish." And She shared Her secrets with Him. When he heard her words, He knew peace. "Together, we will create the Second World." As He spoke these words, He drew her to his chest, and pierced His heart. The Beginning And Sanguine drank deep of the Hermit, and tasted His life as She sang. Her song drew from the body of the Hermit and made the World. She drew from His blood and made Water. His soul became the Sun and Stars, and His bones made the Mountains. His hair became Forest, and his Seed brought life to the World. Her song faded, and she wept for she knew Love. "I have killed and drank my fill, but I am empty." Mana gazed in wonder at the World, and felt Sanguine's sorrow. She stepped into the World and knew it was incomplete. From deep within, she gave the World her own gift. She became the Moon, and brought Mystery to the World. Her gentle light gazed down upon Sanguine. "He will return. When war becomes madness, he shall return. Wait for him." And Sanguine stilled Her tears. "Then I shall war. For his children will walk this land, and they are Good. If they do not know the wisdom of my Lover, then I shall strike them down, and bring madness upon them, and they will know war." And Mana felt sadness once more, for she had seen enough of war. "Then you are Evil," she said. "So be it," replied Sanguine. "For if there is no Evil, then there can be no Good. I will wait for him." And with those words, She plunged herself deep into the World, to be found by His children. "And so will I," said the One. Roleplaying The Brotherhood of the Book are the recorders of history. It is their place to observe the events that go on around them, and scribe everything down so that when Judgement is called again, they will have the history of the world presented for Arion, that he can judge their works, and that the world will be remembered. Their temples are libraries rich in the history of the world, constantly being added to as the Oracles leave to record events of the past and present. The order records anything of interest, and with their ability to glimpse the future, they are fairly aware of what events are important to record, even if they seem trivial in the present. A simple heated exchange could lead to a family feud which spans generations, and the Oracles would record each step along the way. Oracles attempt their best to be neutral in the events of the world, observing each event to be recorded, but while this is a constant goal, they are decided not neutral when it comes to the long term. They wish for society to continue, and they wish to be present to watch as it does. As such, they are not above nudging events along when necessary, offering cryptic clues to what could be done. Their books are accessible to anyone who wishes to come in, and depending on how much the information would help their goals, the order has been known to leave the right book open in the right place for when an inquisitive person enters the library to ask for assistance. Shield Maidens are the sworn protectors of the Oracles, watching over them as they travel Kith Kanaan and scribe events that play out. Oracles tend not to have many friends or much companionship, and the Shield Maidens often fill in the role of friend, confidant, and sometimes lover for the Oracles. In spite of the order being called a brotherhood and this group called maidens, neither role is gender-specific. There can just as easily be a shield brother if the need is required. It is important to remember that the Oracles do see the future, as Arion is the god of Destiny. The leaders within the order are fully aware of each member of their faith, and what important actions will be taken by them. Someone who is selfish, abusive, or corrupt will never be accepted into the order, and neither is one who would risk the future of the order or of society for what they consider righteous causes. .type Orders .name / .desc There are a number of mystical orders available to characters to choose from, each of which grants specific abilities or powers depending on their nature. A character can not usually be a member of more than one order. The Orders are groups or organizations with common ideals. A character can spend 2 DP to join an order, and gains three free skills for doing so. Each Order has specific codes of conduct, and gives access to specific abilities which the character can purchase for only 1 DP each. .name Brotherhood of the Book .desc The legend of Arion and Sanguine is the legend of the dawn of Creation. This legend is the foundation of the belief of the Brotherhood of the Book and the Sisterhood of the Blade. The Brotherhood of the Book revere Arion as the embodiment of Judgement, while the Sisterhood revere Sanguine as the embodiment of the transition between Life and Death, Birth and Rebirth. .set Law.1 The destruction of knowledge is wrong. .set Law.2 Knowledge comes to those who search for it. .set Law.3 Arion is the creator of the world, but he is not its keeper. .set Law.4 Mortals hold destiny in their hands, and it is their role to shape the world. .set Law.5 Raise a weapon only to defend. Each death removes a tale from the world. .name Brotherhood of the Book .set Deity Arion (Most Places), Silverhawk (Aregon) .set Aliases The Hermit, Judgement, The Traveller. .set Titles Opener of the Ways (Anansie), The Destroyer (Reclaimers), Destiny, Fate .set Times Summer, Solar Eclipse, Lunar Eclipse .set Symbol The Rod and the Sun .set Signs 5, 9, Silver, Blue, Gold, Lightning .set Weapons Quarterstaff, Long Sword, Javelin, Bow, Spear .set Familiars Hawk, Raven, Falcon, Stag .set Quote "Every journey begins with but a single step." .name Oracles .desc The Brotherhood of the Book are dedicated to recording a detailed and accurate history of events for when Arion comes to call Judgement on the world. They are historians, attempting to keep an unbiased record of every event of importance. Their libraries hold accounts of every secret and every event performed. This has made them respected by scholars and those who seek wisdom, but reviled and hated by those who hold dark secrets and value the power of fear and anonymity. .set Skills +1 Academia, +1 Awareness, +1 Occultism .set Focus Faith .set Order Brotherhood of the Book .name Oracles/Know Fate .desc The character can spend 5 Essence to observe the past, present, or future of a specific target, whether it is a location, object, or individual. The Oracle makes a Spiritual + Awareness roll against a Difficulty of 3 for looking into the past, 5 for looking into the present, or 7 for looking into the future. For every success rolled, the character gains one level on the Time Aspect under magic, for how far they can witness. The information is as detailed as the Oracle wishes, and they can observe the event from any angle needed, gaining a clear picture of the time period. The character remains in a 'distracted' state as they do this, but is capable of speaking, writing, or performing simple actions. They remain in such a state for about one minute per success, regardless of how much time they witness. When observing the future, an Oracle is aware of the most likely future. .name Oracles/Purification .desc Arion is also the god of the sun and balance, and the Oracles are capable of enforcing that balance. By spending 10 Essence, the character can purify a region by making a Spiritual + Occultism roll. For every success, the Oracle purifies an area 10 yards in radius around them. Any magic or outer influence (divine, faerie, infernal, or death) is erased from the area, leaving the area fertile and healthy. Anyone inside the area is immediately freed of any external influences, including possession or control, healing 10 Wounds per success. Undead, however, take 10 Wounds of damage per success. .name Oracles/Sojourn .desc The character determines a place they wish to go to and spends 10 Essence, making a Spiritual + Athletics roll, with a Difficulty equal to the number of people who will benefit from this miracle. For each success, the Speed of the character and everyone chosen is multiplied by 5. This benefit remains as long as the group remains together and heads towards the desired location. Once the group stops for any reason, the effect ends, and anyone who strays more than 10 yards from the group loses the benefits of this miracle. .name Shield Bearers .desc Shield Bearers are the bodyguards of the Oracles. During the period of 5 AE to 25 AE, assassination attempts were made on the more powerful Oracles of the Brotherhood. More militant members of the Brotherhood desired a chance to strike back at these enemies, and over the next decade a back-and-forth struggle began between the Brotherhood and the agents of the Demon known as Ravana, who had followed the followers of Yahweh to Kith Kanaan. By 35 AE, the attacks on the Brotherhood began to decline, as the Oracles put their divinatory powers to the test to seek out the havens of their attackers. The Brothers who took up the blade discovered they had lost their gift for divination, but had instead turned their faith to other uses instead. This group became known as the Shield Bearers, and devoted themselves to protecting Oracles from harm. Most Oracles have one Shield Bearer, who often become close friends or even lovers to their dependants. .set Skills +1 Athletics, +1 Shields, +1 Spears .set Focus Rituals .set Order Brotherhood of the Book .name Shield Bearers/Combat Sense .desc The character knows when they or the Oracle they are sworn to protect, is in danger. The character is on Full Defence at all times, including if they are unaware, knocked out, or asleep. This does not require the character to expend an action, and they can still fight or act normally. .name Shield Bearers/Increased Health .desc Whenever the Shield Maiden is wounded, they can transfer as much of the damage they have taken to their Essence, on a one-for-one basic. This is always an optional ability, the Shield Maiden does not have to do this if they do not wish to. .name Shield Bearers/Paragon .desc By spending 10 Essence, the character can increase their Physical Attribute by 3 for the scene. This benefit modifies the Shield Maiden's Traits, and augments any rolls requiring the character's Physical Attribute. The character also gains a +3 bonus to any Wounds they successfully inflict on opponents for the scene. Roleplaying The Celestial Courts are not interested in the conflicts of Good and Evil. Every kami has a positive and negative (wrathful) aspect. Instead, the Court of Heaven and those who follow it believe in discipline, honour, and cleanliness (in body and spirit). Those who follow the Celestial Court believe that their actions are judged when they die, and their soul goes to meido. If one has lived a life if discipline and duty, they become a blessed ancestor and go to yomi. Those who shirked their duty, and behaved with dishonour, go to jigoku, banished there to one of the Thousand Hells. Beneath the Three Gods are the Seven Fortunes, also known as the Seven Lucky Gods. The character chooses which of these Fortunes is the character's patron, and gains a benefit depending on which of the Fortunes is chosen. The character can only have one Fortune as their patron. .name Celestial Court .desc Also known as the Court of Heaven, this faith reveres Amaterasu Omikami, and the Fortunes. It is said that in the east, the god Izanagi drew the metal from the World, and with it forged the Sword of Heaven. Each spark that flew from the forge burned brightly. Those that fell to the earth become one of the Ten Thousand Little Gods, the miko-kami. Those that flew into the sky became the Ten Thousand Celestial Gods, the omi-kami. The brightest of these was Amaterasu, Lady Sun, who rose into the sky with her brothers; Susano, the god of the Sea, and Tsuki-Yomi, the Lord Moon. When the sword was ready, his wife, Izanami, cooled the blade with water from the ocean, the droplets that fell to the earth sparkled, forming the first souls, while the steam that rose into the air created Heaven. .name CC Ebisu .desc Fortune of Merchants (Male) .set Skills +2 Bargain .set Order Celestial Court .name CC Daikokuten .desc Fortune of Wealth (Male) .set Attributes +1 Resources .set Order Celestial Court .name CC Bishamonten .desc Fortune of Warriors (Male) .set Skills +1 Blades, +1 Archery .set Order Celestial Court .name CC Benzaiten .desc Fortune of Music (Female) .set Skills +2 Artistry .set Order Celestial Court .name CC Fukorokuju .desc Fortune of Longevity (Male) .set Skills +2 Chirurgeon .set Order Celestial Court .name CC Hotei .desc Fortune of Abundance (Male) .set Skills +2 Herbalist .set Order Celestial Court .name CC Kichijoten .desc Fortune of Happiness (Female) .set Skills +2 Persuasion .set Order Celestial Court If the character is Kitsune, they can choose one of the lesser Fortunes, famous in Kith Kanaan. .name CC Inari .desc Fortune of Rice (Male or Female) .set Skills +2 Survival .set Order Celestial Court .name CC Koki Tenno .desc Mother of Foxes (Female) .set Skills +2 Awareness .set Order Celestial Court Laws .name Celestial Court .set Law.1 Desire nothing. Your life is your lord's. .set Law.2 Fear nothing. For the coward, there is no life. .set Law.3 Regret nothing. Do not hesitate, but act. Accept what is done. .set Law.4 Do not touch anything unclean. (Dead flesh, spilled blood, urine, feces, etc.) .set Law.5 Do not eat red meat. (Bird, Fish, and Hare is exempt, and considered 'clean') .set Law.6 Do not use necromancy, blood magic, or magic that directly affects the flesh or blood of the target. .set Law.7 Respect your ancestors and the kami, and follow the pattern laid out in the karmic cycle. .set Law.8 Keep your word of honour. .set Focus Faith .name Celestial Court/Air Aspect .desc The character is difficulty to be grasped or held, and can spend 5 Essence to double their Defence for a round. The character is also capable of spending 10 Essence to escape from any form of restraint, including being tied, held, grappled, or even from prison cells or binding circles. This is also sometimes called Wood Aspect. .name Celestial Court/Fire Aspect .desc The character is sociable and excitable. The character can spend 5 Essence to reduce the Resolve of someone they are speaking with to 0 for one round. The character is also energetic, and can spend 10 Essence to reduce the Difficulty of any athletic roll to 0 for one round. .name Celestial Court/Earth Aspect .desc The character is tenacious and stubborn, as well as very protective. The character can spend 5 Essence to double their Resolve for one round. The character can spend 10 Essence to increase their Soak by +6 for one round. .name Celestial Court/Water Aspect .desc The character is logical and relentless, but can be seen as cold. The character can spend 5 Essence to double their Resistance for one round. The character can spend 10 Essence to halve the Difficulty of a spell they cast (round up). .name Celestial Court/Void Aspect .desc The character is mysterious and hard to understand. The character can spend 5 Essence to cause one roll against them to absolutely fail. This can be done once per round. The character can spend 10 Essence to gain one success on a single action. The Tale of Maya and Tsunami As told by Nalani the Scribe, Follower of Arion After Arion passed away and Sanguine mourned, the new universe they had created began to take shape. Matter and energy swirled about like milk in a churn, forming the sun, moon, and stars. From this primal brew also arose Maya, the Earth goddess. Earth was fresh and lovely, but lonesome, as nothing lived upon her yet. Her gaze fell upon Tsunami, the young god of the Sea, water streaming from his hair, and she exclaimed, "Ah! What a handsome youth!" To which he replied, "Ah! What a beautiful maiden!" And so Sea embraced Earth, and all life springs from their ecstatic union. Soon fish of all sizes swam in the waters, and animals walked, crept, and flew over the earth. Maya wrapped herself in garments of green, and Tsunami caused rains to adorn his beloved with silver rivers and lakes. Some of the animals learned to walk upright, make tools for themselves, and to worship their Mother and Father. And so the two lived happily together for many years. But there came a day when Maya told her husband, "I must travel Below for three days, deep into the heart of the world. Do not pursue me; I will return. But before I go, tell me: do you love me?" "I love you dearly," replied Tsunami. "Would you love me no matter what?" asked his wife. "I would," said the Lord of Waters. Mother Earth asked, "Would you ever leave me?" And Father Sea replied, "I will never leave you." Then Maya went below into the Underworld. All creatures missed their Mother, and Father Sea was lonely and impatient. He made great waves, caused rainstorms, threw back the gifts that mortals offered him. On the third day, Tsunami could bear his wife's absence no longer, and followed her path inside the earth. He travelled down, down, down, through the black caverns. At last he thought he heard his lady's voice raised in song. Walking toward the sound, he found a doorway covered by a curtain made of cobwebs, through which he saw the silhouette of his mate. He swept the veil aside. Instead of the shapely form and gentle face of the Summer Queen, the Storm King beheld a fearsome hag. The crone's skin had shrunken onto her bones, giving her the look of a living skeleton. Serpents twined themselves through her tangled white hair, and spiders scuttled across her torso, mending holes in her dress. She had long, ragged nails and sharp teeth like those of a beast. But most terrible were her eyes: they blazed into his soul, as though they knew his every secret and his very fate. "Eeyaaaaaah!" spake the Lord of Waters, and he fled out of the Underworld, across the land, down to his den at the bottom of the sea. Days and more days passed. The land grew cold; plants began to die. When the world's first snows began to fall, and the Folk shivered in their homes and cried out to the gods for help, Tsunami knew he must face the death-crone again and retrieve his beloved. So Tsunami girded on his fish-scale armour, hefted his trident and set out to travel underground -- only to discover that he could no longer find the passage. He jumped up and down and cursed for some moments, then, tired from this exercise, sat upon a stone to think. It was then that he noticed a serpent crawl past him and wriggle through a crevice in the rocks. The Sea Lord changed into a snake and slithered after. Following the snake, Tsunami wound his way through twisting passages, deep into the belly of the earth. At last he reached a chamber wherein the skeletal woman sat upon a throne of ivory and held court. Her burning eyes met his. "What do you in my realm, living god?" she asked. He trembled under the crone's gaze, but held his ground. "I come to find my queen, Lady Maya, whom I love above all else. And I would know: who are you?" The hag replied him thus: "I am called Zillah, She Who Waits below the earth. All creatures, when they fall to the Divider's sword, come to me. My lands are the lands of the dead; I am the Guardian of Ghosts, who teaches the dead to live backwards until they can be reborn. I am the mistress of secrets, who knows the fate of every being. This is who I am." "Where then," asked the Storm King, "is my wife?" "She is here with me," Zillah told him. So Tsunami searched among the shades that were gathered in that realm, but he did not find his mate. He returned then to their Queen. "You have one question left to ask me, God of Many Tempers," said Zillah. "Choose it well." In despair, Tsunami cried out: "What have you, skeletal hag, to do with Lady Maya, who is beautiful and generous and loved by all things?" And the death-crone replied: "I am her sister, and her self. You have broken your word, Sea Lord." Then Tsunami knew the mistake he had made, and he wept with remorse. He begged his mate's forgiveness, and vowed that he would love her no matter what form she took. So saying, he gathered Zillah in his arms and kissed her withered mouth. As he did so, her lips under his became full and moist, and her bony body changed back to the lush, youthful form of Lady Earth. Goddess and God made love there, in the centre of the world; while above, forests and hillsides burst into bloom, and beasts and folk alike came out to rejoice in the spring rains. Since this time, Mother Earth has also been the Queen of the Underworld. Father Sea learned wisdom from this, and became also the Lord of Visions. And so it has been to this day. Roleplaying .name Children of Maya .desc Life, and Death. The children of Maya revere life and death, and the passing of seasons. Maya is the Earth Mother, she is the incarnation of the World, and all life springs from her womb. Zillah is the Queen of the Dead, incarnation of what lays beneath the soul, and nestles all who died to her chest, helping them to forget so they can live again. Where Sanguine is the division between Life and Death, Maya and Zillah are Life and Death itself. Laws .set Law.1 Celebrate Life in all its forms. .set Law.2 Never violate another's body or soul. .set Law.3 Do not allow the Undead to exist. .set Law.4 Let every soul move on in peace. .set Deity Maya (Life Aspect), Zillah (Death Aspect) .set Aliases Gaia (Life Aspect) .set Titles The Maiden (Maya), The Crone (Zillah), The Twins. .set Times Spring and Summer Solstice (Maya), Autumn and Winter Solstice (Zillah) .set Symbol The Apple and the Swan (Maya), The Lantern, the Snake (Zillah) .set Signs 2, Red, Green, Gold, Black, Violet, Silver .set Familiars Bat, Deer, Snake, Spider, Swan .set Quote "Love as thou wilt." .name Lovers of Maya .desc The Lovers of Maya are to give comfort to the living. They exist as temple prostitutes and healers, and turn aside none who need healing or comforting, either physical or emotional. They do not charge for their healing, but when performing physical services they will barter, exchanging their favours for food or goods, but rarely for money. This practice was outlawed by the Joshuites in the early years of their arrival, but the tradition was kept in secret until the last few decades, where it has once more been welcomed. .set Skills +1 Artistry, +1 Herbalist, +1 Persuasion .set Focus Faith .set Order Children of Maya .name Lovers of Maya/Laying of Hands .desc The character can lay their hands upon a target and spend 5 Essence. They then make a Spiritual + Awareness roll which heals 2 Health to the target for every success. This form of healing is very soothing, removing the aches and pains of the subject, and leaving them in a calm, relaxed state. .name Lovers of Maya/Fertility .desc The Lovers are well known for aiding in the tending of crops and seeing to the health of the local community. By spending an hour in prayer, the character can imbue one target with fertility. This can be a farmer's field, a lone tree, or person who wishes to be blessed with fertility. The character spends 10 Essence, and makes a Spiritual + Meditation roll against a Difficulty of 5. For each success, the target is protected for one month, purified of toxins, diseases, and anything which would be harmful to the flourishing growth that is to come. The target is fertile and abundant, crops growing rapidly to full health, trees strong and healthy, and people fertile and vigorous. .name Lovers of Maya/Comforting .desc The Lovers are expected to bring comfort to others, and sometimes come across those less than willing. By spending 5 Essence, the character can drop a target's Resolve to 0 against any Social rolls made by the character for the scene. The target must be talking with the character for this ability to work, and the Social rolls must be used to bring comfort or to help the target relax and be soothed. .name Mourners of Zillah .desc The Mourners serve to bury the dead and pay their final respects, ensuring the soul goes on to their reward or punishment, so that the cycle of life and death can continue without interruption. They bring comfort to those who remain, giving gentle advice and helping them through their period of mourning. They have an intense hatred of the undead, and actively hunt down ghosts and other restless dead, ensuring they are given their final reward. A significant number of the Mourners were former members of the Lovers who have since retired. A character can spend 1 DP to switch from being a Lover of Maya to a Mourner of Zillah. They gain the Skills and Abilities of a Mourner for free, but lose the Abilities of a Lover. .set Skills +1 Awareness, +1 Occultism, +1 Persuasion .set Focus Faith .set Order Children of Maya .name Mourners of Zillah/Last Rites .desc The Mourner can perform a series of rites over a corpse or grave site. By spending 5 Essence, the character sends the soul into the underworld and consecrates the body or site, protecting it from Necromancy. The dead body can not be animated or affected, and neither can the soul. .name Mourners of Zillah/Banish Dead .desc The Mourner can exorcize one who has been possessed, or do grievous harm to an undead with her faith. By spending 10 Essence and making a Spiritual + Occultism against a Difficulty of 5, the character can banish a possession, protecting the subject from further possession for one hour per success. Against an undead, this is ability inflicts Damage (5) and negates the Power of Immortality. .name Mourners of Zillah/Sense Death .desc The Mourner can sense when someone has died within 100 yards, and what direction it is in. The character can also automatically sense when a place has been defiled by Necromancy, or when someone is suffering the Touch of Death. They can also sense any place where the barriers between the lands of the living and the lands of the dead are weak. Crimson Paw Long ago in the burning deserts of Anansie a merchant found himself stifling under caliph imposed trade rules and regulations. Seeking fellow like-minded peers he established one of the first trade guilds that would not succumb the supreme power abused by the nobles of the land. Out of this group came the idea of an organization that would operate without laws of kingdoms to dictate what they did, and the illegal organization of the Crimson Paw was born. The organization branched out into not only trades (both legal and smuggled) but also mercenary services, theft and assassination. In recent years a youthful feline rose to the highest ranks (called, in a twist of irony, 'Caliph') by the name of Xerces. This feline stood apart from other members of the Paw, and even managed to claim the crown of Drachenkeep for a few years before disappearing after the invasion of Marduk. The faction remained operable in Anansie even after her disappearance until the tragedies that befell the great nation, forcing most of the Paw to flee to Shire. Roleplaying Now the Paw seeks to gain a foothold in the Shirelands amid the current guilds, seeking to perform better services or offer rare goods at cheaper prices. while some have come to trust Crimson Paw merchandise, most of the Shire isn't comfortable with the Anansie refugees yet. The more illegal activities of the order have been cut to a bare minimum. While agents are still trained in the skills of combat and stealth, the rare few who are members of this group only take out special contracts when ordered by the right person. Until then, they maintain a facade of being merely warriors for hire. Members of the Crimson Paw maintain a secret agenda to uphold the Paw's activities in the Shire. This means doing as asked. In addition, they pay a tithe of one tenth profits earned back to the guild. However, as one of the inner members, the character has access to food, shelter, and equipment for free just by asking a fellow Paw member. This is what the tithing pays for. Symbol A red four fingered cat's paw. Most who are part of the inner workings also bear a special tattoo or scar to let agents of the Paw know that they are part of the organization. .name Crimson Paw .desc Now the Paw seeks to gain a foothold in the Shirelands amid the current guilds, seeking to perform better services or offer rare goods at cheaper prices. while some have come to trust Crimson Paw merchandise, most of the Shire isn't comfortable with the Anansie refugees yet. The more illegal activities of the order have been cut to a bare minimum. While agents are still trained in the skills of combat and stealth, the rare few who are members of this group only take out special contracts when ordered by the right person. Until then, they maintain a facade of being merely warriors for hire. Members of the Crimson Paw maintain a secret agenda to uphold the Paw's activities in the Shire. This means doing as asked. In addition, they pay a tithe of one tenth profits earned back to the guild. However, as one of the inner members, the character has access to food, shelter, and equipment for free just by asking a fellow Paw member. This is what the tithing pays for. Laws .set Law.1 Survival of the Crimson Paw is the most important tenet, punishment is severe and swift. .set Law.2 No one but those who bear a mark may know of the inner workings of the Paw. .set Law.3 Do not nominate someone you hold dear for bearing the Mark, let an impartial agent choose. .set Law.4 Respect those of higher station, for you might achieve the same some day. .set Skills +1 Business, +1 Criminal, +1 Stealth .set Focus None .name Crimson Paw/Tithe .desc Any time the character would gain Resources, the amount gained is reduced by one. However, the character can make a Social + Criminal roll once a week instead of making a Resources roll. They can claim any item which has a Cost equal to the successes rolled or less. .name Crimson Paw/Poison .desc The character knows how to do simple alchemy to make poisons and drugs. A poison requires 10 Essence, and the character to make a Mental + Herbalism roll. The Difficulty of the roll depends on the Damage the character wishes to make. If the character is making a drug, the Difficulty is how much it will reduce the target's Defence, Resolve, and Resistance. Poisons do their damage for one round per success of the roll. Drugs have a duration for a number of minutes equal to the successes of the roll. .name Crimson Paw/Critical Strike .desc The character has an understanding of the weak points that a person has in their armour and knows how to make decisive, lethal blows. On the first round of combat, and for every round after equal to the character's Mental Attribute, the character can choose to ignore the target's Soak granted by armour, and treat the opponent's Defence as 0. However, according to the legends of the Brotherhood of the Book, there is a hidden place where the Dragons of the End sleep. If these dragons were to ever awaken, they would herald the end of the world, and Arion would arrive to pronounce his Judgement. While not every member of this Order holds faith in Arion, they do believe in the Dragons, as their founder was descended from the true dragons which were kin to these ancient terrors. The Dragonwright continue to hunt down the sleeping True Dragons, ensuring they are either slain, or imprisoned so they will never awaken. The Dragonwright exist as a mostly mercenary group of soldiers, blending in to any kingdom or city, and taking assignments like any other mercenary. They are, however, loyal to Tzepesh, who still exists to this day, his schemes still moving ahead relentlessly. The leadership is a military chain of command, and Tzepesh often leaves the order to its own devices for decades or more. Roleplaying: The Dragonwright have a strong prejudice against those characters descended from dragons, and do not trust them. They are not blatant about their affiliation, and most people should never discover the character is a member of this order. Secrecy is one of the character's greatest shields against being hunted by the dragons and those that serve them. Draconic characters are not accepted into the Order. As mentioned, this organization has a strong chain of command. Those of higher rank are expected to lead, while those of lower rank are expected to obey. A character who does not follow commands may find themselves under inquiry. If an excellent reason can not be found for the character to disobey orders, they are dealt with. The secrets of the Dragonwright can not be leaked to the public. A character begins at the lowest rank (Ebony Wing), and can spend 1 DP to increase their Rank as they wish. When a member is to be promoted, they go through a series of rites and tests to ensure they are ready. Once promoted, the rites infuse the member with special abilities. A character can not attain the position of Draco without replacing Tzepesh himself. .name Dragonwright .desc The Dragonwright were formed during the Age of Dragons by Tzepesh Draco hay Naydene, the son of the dragon Naydene. Knights in service to the dragon rulers, this order served as Naydene's enforcers, ensuring her law was upheld. During the end of the Age of Dragons, however, Tzepesh turned against his mother and the other dragons, and sided with the people of Threshold to fight back against the dragons and their minions. He then proceeded to hunt down and entrap each of the dragon rulers. Goals .set Law.1 To find and bind the Dragons of the End. .set Law.2 To ensure that Kith Kanaan is safe from the tyranny of the dragons. .set Law.3 To protect the common folk. Symbol The Dragonwright do not wear an obvious symbol. Most commonly, they simply wear the colours associated with their rank, and those of the Wing ranks have a wing motif somewhere on their armour. They prefer not to be blatant about their affiliation, and only use such when necessary. .set Skills +1 Awareness, +1 Blades, +1 Shields .set Focus Rituals .name Dragonwright/Ebony Wing .desc Upon attaining the lowest rank, the character may spend 5 Essence to sense the presence of any dragon or draconic creature within 100 yards for the scene. While this sense is active, the character gains a +2 Defence against any attack made by a dragon or draconic character. The character is usually a scout or does general infantry work and simple assignments for the order. .name Dragonwright/Crimson Wing .desc Upon attaining this rank, the character may spend 5 Essence to gain a +2 die bonus to all attack rolls, and to increase the Damage of all attacks against a dragon or draconic opponent by 2 for the scene. The character is assigned to a town or village, and usually has a few Ebony Wings working for them. .name Dragonwright/Azure Wing .desc Upon attaining this rank, the character can choose to increase the Difficulty of any Azure spell cast against them by +2 with no Essence Cost. They can activate both Crimson Wing and Ebony Wing abilities at once for 5 Essence. The character is in charge of a region within a city, or to a town, and has up to three Crimson Wings working for them. .name Dragonwright/Ebony Claw .desc Upon attaining this rank, the character gains the Power of Immunity (Dragons). This power makes the character immune to all Powers used by a dragon or draconic character, and allows the character to bypass any Powers which make the opponent immune to the character's attacks or magic. This Immunity lasts for one round when activated and can bypass Armour, Invulnerability and even Immortality as well as protect the character from things such as the opponent's Breath Weapon. This resistance often manifests as luck or dramatic actions. The character most likely looks after an entire city, and may have one to five Azure Wings under their command. .name Dragonwright/Crimson Claw .desc Upon attaining this rank, the character knows how to bind dragons and draconic opponents. The character draws out an area with coal or inlays an area with obsidian. The character then spends 20 Essence and makes a Spiritual + Occultism roll against the target's Resistance. If the character succeeds, the target is unable to move from the area which is drawn out or defined by the character. For true dragons, this lasts for 1 century per success. For draconics, this lasts for one day per success. If the ward is broken (the circle erased or the obsidian broken), the target can escape. The character is in charge of a single nation, and has as many Ebony Claws as needed to cover each city or area. .name Dragonwright/Azure Claw .desc Upon attaining this rank, the character does not spend Essence to activate their Ebony Claw, Ebony Wing, or Crimson Wing abilities. The character's resistance against Azure magic improves, allowing the character to increase the Difficulty of an Azure spell against them by an additional +2 if they so wish. The character has influence over a number of territories, and is sent to trouble spots as needed. They are usually joined by a number of Crimson Claws under their command. Draco: Currently, there is only one Draco, and that is Tzepesh Draco hai Naydene. It is not known what this rank actually grants to its members. Emerald Adepts The Emerald Adepts are a knightly order, founded by the wife of Tzepesh Draco hai Naydene, upon the discovery of the lost temple to Mana that existed beneath the city of Threshold. There, Nightfell Draco became touched by the goddess of magic, and became the first Emerald Adept. While Tzepesh tried to organize the Dragonwright to oppose Naydene, Nightfell was critically wounded, and was placed in suspended animation within the temple of Mana. From her sleep she guided the knights to protect the city, and to serve the goddess. The order grew quickly, drawing mostly women who heard Nightfell's siren call. Taking up arms and armour, the order defended the city and the temple from any threat, most importantly the threat of the Northern Wilds. They became known as incorruptible enforcers of law, and vicious masters of magic and faith. They were sworn to protect the city, but did not answer to the city's rulers. Instead, they answer to Mana. When Tzepesh transferred control of Threshold to Drachenkeep, the rulers of Drachen inherited the Emerald Adepts. The order did not answer to the rulers of Drachenkeep, but instead took it upon themselves to enforce the law, and enforce the ideals that Mana presented to them. This often put them in conflict with Shaden Darkwing, the general of Drachen's armies and consort of the Queen, but the situation never grew beyond minor arguments with the general of the Emerald Adepts. When Aranous and Anansie fell, the Emerald Adepts were given a new mission to spread towards the south, finding the supernatural and magical threats that were rising up, and destroying them. They have since entered the Shire, and are continuing their task enforcing the law, and upholding the tenets set down by their goddess. Roleplaying The Emerald Adepts do not serve any lord or any nation, and go where they please, judge and jury. They are respected in Drachen and Tarantis, and can not be bribed or black-mailed from their sacred duties to do so would immediately invoke the wrath of Mana. The Emerald Adepts find those who misuse magic, or magical threats to Kith Kanaan, and destroy them. 'Misuse' does not mean 'use for evil purposes', the Adepts do not care of good or evil. To them, magic used for sheer destruction magic which serves no purpose but to do harm without reason can not be allowed to exist. As such, their gifts allow them to hunt those who use magic, and slay them efficiently. .name Emerald Adepts .desc The Emerald Adepts are a knightly order, founded by the wife of Tzepesh Draco hai Naydene, upon the discovery of the lost temple to Mana that existed beneath the city of Threshold. There, Nightfell Draco became touched by the goddess of magic, and became the first Emerald Adept. While Tzepesh tried to organize the Dragonwright to oppose Naydene, Nightfell was critically wounded, and was placed in suspended animation within the temple of Mana. From her sleep she guided the knights to protect the city, and to serve the goddess. Laws .set Law.1 An Emerald Adept serves the Goddess of Magic before all others. .set Law.2 An Emerald Adept is a Warrior, not a politician. .set Law.3 An Emerald Adept is a Guardian, not a courtier. .set Law.4 An Emerald Adept enforces the Law, as long as it is Just. .set Law.5 An Emerald Adept may not use Necromancy. .set Law.6 An Emerald Adept may not use Summoning. .set Skills +1 Awareness, +1 Blades, +1 Occultism .set Focus Faith .name Emerald Adepts/Spell Catching .desc The Adept is capable of using a weapon or their hand to 'catch' a spell being cast by another. The Adept spends 5 Essence and makes a Spiritual + Awareness roll against a Difficulty equal to the successes of the spell. If they succeed, the spell has been successfully caught, drawn to them and grounded with no effect. The Adept can chose to lose an amount of Health equal to the Essence Cost of the spell, and then direct it at anyone within eyesight. The spell keeps the number of successes it had from the original casting, plus those of the Adept in catching it. .name Emerald Adepts/Sacred Magic .desc Adepts as paladins of the Goddess of Magic, and are blessed with her gifts. Each Adept may choose one form of magic which they can perform as a miracle rather than as sorcery. The accepted forms of magic are: Alchemy, Artificing, Azure Path, Blessings and Wards, Path of Suleiman, or Path of the Wild. The character can perform miracles which imitate the style of magic chosen, and gains the benefits of the style of magic they have decided upon. .name Emerald Adepts/Sacred Arms .desc The character chooses one weapon, one suit of armour, and one shield to be theirs. This equipment takes a deep, emerald green hue (hence their name). From this point on, that weapon gains a +2 die bonus for all attack and parry rolls, loses 2 points of Bulk, and ignores Soak. The armour grants a +2 Soak bonus above normal, and loses 2 points of Bulk. The shield gains a +2 bonus to Defence and to attack and parry rolls, and loses 2 points of Bulk. If any of this equipment is lost or stolen, the character must attempt to track it down, or get new equipment forged by an Artificer and pay the Essence Cost for the Artificing out of their own Health. Some have crafted stories of the Four, but even these stories are few. They are the destroyers, and all that has ever been written are folk tales about who each of them are who they were before they were called to duty. After all, they could not have always been that way, could they? In the distant past, when the world was young, a lone assassin named Shaden was spoken of. He carried the rune sword Midori, and would stalk those he called the unjust. Any who wished could petition him, offering what they could to send him against their enemies. If the enemy was 'unjust', they would die. If they were just... the punishment meted against the petitioner varied. It is said that Shaden was not touched by the great Dragons, though he would sometimes hunt down their servants and slay them. In return, the servants of the Dragons have been said to slay him many times, but he would always rise again and slaughter his attackers in the night. As the world changed, others joined the crusade. The search for the unjust grew, and the stories of horsemen riding through the warring city-states grew with it. Men and women dressed in dark cloaks who would enter cities and leave corpses in their wake. Some would hang the skewered bodies against the city hall, with the word 'Unjust' carved into their chest. Other victims would simply vanish. And, so the legends said, those who angered Shaden simply... died. Roleplaying The Horsemen are killers. They are dedicated to the hunting down of those who are 'unjust'. In the minds of the Horsemen, the unjust are those who believe they are better than those that serve them. They exist to prove 'all are equal', and enforce it with lethal efficiency. They do not believe in any form of democracy, nor do they simply hunt evil. They instead, hunt those who feel they are above the rules they lay down, or who act out of self-interest. A paladin who is cruel to those he deems wicked, or who is arrogant and callous to his 'lessors', will face the same fate as a tyrannical lord who tortures his slaves. Most of the Horsemen are distant from those around them, as the role they serve does not often provide a warm personality. That said, however, they can be extremely loyal and dedicated to those who they consider worthy, and have contracted themselves as guards or retainers to those they consider 'just', to ensure a long rule or to protect the children of a just individual. Those who contract a Horseman know that they will be scrutinized as much as the enemy. In some cases, that is reason enough to petition a Horseman. Tyrant who is about to fall to their enemies have been known to send a Horseman out to destroy their foes, accepting they will die soon after. Those who are innocent, but have asked for a petition against someone else who is just, are often given firm warnings, though some have disappeared, only to be seen a decade later a Horseman themselves. Symbol A Celtic-styled ring with a cross in the centre. Each point of the cross holds a stone. The top is white, the bottom black, the right yellow, and the left red. A symbol of each of the Four Horsemen. .name Horsemen .desc The legends of the Four Horsemen are very few. They are mentioned once, at the death of the First World, and the creation of the Second World. There is much speculation about what they are, but no evidence as to their true nature. Each has a Name, but these names have never been spoken. There are no rituals for summoning them, there are no reports of their being sighted, and even the gods do not speak of them. Laws .set Law.1 Strike Down the Unjust. .set Law.2 Never Kill a Child. .set Law.3 Educate the Innocent. .set Skills +1 Awareness, +1 Blades, +1 Stealth .set Focus Faith Abilities: .name Horsemen/Sense Virtue .desc By spending 5 Essence, the character is capable of sensing whether or not someone is 'just'. This sense is not absolute, and most Horsemen use it only as a 'first impression'. Specifically, it sense whether or not a target is corrupt, cruel, cowardly, greedy, petty, or selfish. The more any of these terms would apply to someone, the stronger the sensation is. If four of the terms would apply to the subject, the character considers the target unjust. .name Horsemen/Unseen Presence .desc By spending 5 Essence, the character becomes almost impossible to notice. They are not invisible, but instead are simply overlooked. The character gains an additional success on all Stealth and Larceny rolls, and if the character is not specifically and actively looked for, becomes simply part of the scenery. This lasts for the scene. .name Horsemen/Vital Blow .desc When attacking someone who is unaware of the character, or who is not expecting an attack, the character can spend 5 Essence to perform a vital blow. The Damage of the attack is doubled, and the character can completely bypass Soak or Defence. The character may spend 10 Essence to be able to bypass any normal Soak for the Scene. Only Soak provided by Powers, Spells, or other Abilities can hamper this ability. Joshuites There is a land called the Burning Lands. A desolate and cursed region deep within the Mainland. But it was not always so. The followers of Yahweh have a story to tell, about a time when the Burning Lands were called the Heartlands. The Heartlands, according to the Joshuites, were a lush and plentiful region a paradise. The god Yahweh looked favorably upon his children, and they prospered under his care. The names of the rulers of that time have been lost, but legends of what happened to send the followers of Yahweh fleeing for their very lives is still told. The Empire of the Eremites loomed over the lands bordering this heart of civilization for many centuries. As old as Yahweh's children, the Eremites worshiped the lands of the dead, and were thought to practice a form of sacrificial magic to appease the demon god, Ravana. Hinde, the land of the Eremites, was a blasted, barren land, and Yahweh's eyes gazed down upon the Empire of Brass, and His sight burned the crops and dried the rivers. The Eremites were envious of the prosperous and fertile Heartlands, and begun a war in Ravana's name, setting fire to the villages of the children of Yahweh and stealing the children to sacrifice to Ravana. Shape-shifting rukshasa plagued the children of Yahweh, believing that the peaceful folk of the Heartlands would fall swiftly. From a distant land came Joshua, a prophet. His faith was greater than the magics of the rukshasa, and he saw through the illusions and lies that they wove. He united the scattering people of the Heartlands, and unified their faith in Yahweh. His vision and leadership created the order of the Rose and Cross, and the Order of the Temple, to protect the sacred shrines of Yahweh, and to return the shed blood of the children of Yahweh back upon the Eremites a thousand fold. When the Cult of Ravana saw the sacred armies approach the city of Eremus, their priests prayed to the Demon King to save them. In answer, Joshua led a strike upon the forbidden temple, followed by a thousand loyal knights. The darkest hour of the children came when a rukshasa, hidden among the Rose and Cross, struck Joshua down from behind. Joshua's sacred blood spilled out into the temple of Ravana, shattering the ritual which would have summoned the Demon King. Then did Yahweh's eyes gaze upon the fertile Heartlands, burning the crops and stripping it of all life. Yahweh's paradise would never be soiled by the Eremites. The children of Yahweh fled, guided by the last words of the prophet. "No kingdom lasts forever except for the Eternal Kingdom. Yahweh has a land prepared to the West, and it is there His children must build and prosper. His children will know when it is time to return and reclaim the Heartlands once more in His name." The Journey west was long, and many enemies of the faithful rose in an attempt to destroy them, but their faith was strong. They wandered, until they came to the Exta Sea. There, they made ships, and sailed to the land of Kith Kanaan, the land of Cane, and rebuilt their temples. It has been a thousand years, and the Joshuites have toiled and looked after their new home. Their eyes have turned back to the East, and many called for a reckoning, a chance to reclaim the holy land that was taken from them. Armies have gathered, and sailed and marched upon the Blasted Lands and the Empire of Ravana. Two thousand faithful went into the heart of the Demon's lands, yet only a dozen returned, carrying nightmares of rukshasa and blood, of the land rising to strike down the children of Yahweh, and of elemental demons howling and descending upon the faithful. One by one the survivors died, but the warning has reached the ears of the Joshuites Ravana has come to Kith Kanaan, to finish what was started so long ago. Internal Structure The Church is divided into four groups. Two of these groups make the majority of the faith, while the other two groups are sub- divisions that can be found within either of the primary groups. The Church consists of a number of regions called parishes. Each parish is responsible for the village, town, or region that it is situated in, and is controlled by a Pardoner, who takes the title 'Reverend'. In a city, more than one parish may exist, in which case a Priest is used to oversee the region, and settle disputes and coordinate the actions of the Reverends in the region. Each parish is autonomous from one another, and does not answer to any one governing authority unless a Priest has been chosen to assist the parish's actions with its neighbours. There are no such thing as 'bishops', 'cardinals' or 'popes' within the faith. .name Joshuites .desc There is a land called the Burning Lands. A desolate and cursed region deep within the Mainland. But it was not always so. The followers of Yahweh have a story to tell, about a time when the Burning Lands were called the Heartlands. The Heartlands, according to the Joshuites, were a lush and plentiful region a paradise. The god Yahweh looked favorably upon his children, and they prospered under his care. The names of the rulers of that time have been lost, but legends of what happened to send the followers of Yahweh fleeing for their very lives is still told. The Empire of the Eremites loomed over the lands bordering this heart of civilization for many centuries. As old as Yahweh's children, the Eremites worshiped the lands of the dead, and were thought to practice a form of sacrificial magic to appease the demon god, Ravana. Hinde, the land of the Eremites, was a blasted, barren land, and Yahweh's eyes gazed down upon the Empire of Brass, and His sight burned the crops and dried the rivers. The Eremites were envious of the prosperous and fertile Heartlands, and begun a war in Ravana's name, setting fire to the villages of the children of Yahweh and stealing the children to sacrifice to Ravana. Shape-shifting rukshasa plagued the children of Yahweh, believing that the peaceful folk of the Heartlands would fall swiftly. Laws .set Law.1 Believe in Yahweh, and his prophet, Joshua. It is by your faith that you rise above all others. .set Law.2 Do not revere any save Yahweh. All other 'gods' are false. Do not revere the spirits, nor the daeva, nor the demon. .set Law.3 You shall swear no oath, nor take no oath. You are bound to none but Yahweh. .set Law.4 On the seventh day, remember who you are and remember what was lost to your people. .set Law.5 Honour your mother and your father. Your life is theirs. .set Law.6 You shall not murder. You shall not slay another without just cause. .set Law.7 You shall not commit adultery. A wife shall have one husband, a husband shall have one wife. .set Law.8 You shall take nothing which is not give to you, nor shall you take a man, woman, or child against their will. .set Law.9 You shall not bear false witness against your brethren. Protect one another, but always speak truth. .set Law.10 You shall not desire your brethren's home, nor their wife, nor their servants. Why is there so much on the Joshuites? The Joshuite Faith is the most numerous and most influential of any faith in Kith Kanaan. It has existed for a thousand years as the guiding faith for most of Kith Kanaan, from Drachenkeep down through to Springdale and beyond. Other faiths existed, but they were either localized (the Celestial Court in Anaitha for example), or went underground and bided their time (The Brotherhood and Sisterhood), or were nearly destroyed (The Children of Maya and the Storm Wardens). As such, the details of the Joshuites are quite important, as they should not simply be seen as a 'Fantasy Christian' stereotype. They are not simply foils for 'pagans', nor are they simply 'good', they have deep beliefs and should be treated with respect. .name Pardoners .desc The Pardoners are the voice of the church. It is through the Pardoners that Good Works can be done, and it is their goal to see their parish prosper. The Pardoner reads the books of Yahweh, and the writings of Joshua, teaching the faithful of the blessings of Yahweh and preparing the faithful for the eventual journey to the Heartlands. The Pardoners are also the hand of Yahweh on earth, granting His favour to the worthy, and turning His wrath on those who would harm His children. Bans .set Law.1 Resist the Seven Sins of Ravana: Avarice, Lust, Envy, Gluttony, Pride, Sloth, and Wrath. .set Law.2 May not use weapons or raise a hand to strike another. The Pardoners are teachers, not warriors. .set Skills +1 Academia, +1 Language, +1 Persuasion, +1 Socialize .set Focus Faith .set Order Joshuites .name Pardoners/Calm Hostility .desc By spending 5 Essence, the pardoner can sooth the emotions of others in an area, promoting civility and discourse and ending violence. The pardoner makes a Social + Persuasion roll against the highest Resolve of anyone in the area. Success indicates that tempers are cooled for the scene, and a character wishing to invoke violence must spend 5 Essence per success of the pardoner to do so. .name Pardoners/Blessing of Yahweh .desc By spending 5 Essence, the pardoner can place a blessing upon another. The pardoner makes a Spiritual + Awareness roll, with a Difficulty of 0 if the recipient is a member of the faith, or 5 if the recipient is not of the faith. For every success rolled, the recipient gains a +1 die bonus on all actions for the scene, as long as they do not break one of the 10 Laws. .name Pardoners/Wrath of Yahweh .desc By spending 10 Essence, the pardoner can call upon Yahweh's wrath. The pardoner makes a Spiritual + Awareness roll, with a Difficulty of 0 if the recipient is in violation of one of the 10 Laws, or 5 if the recipient is innocent. For every success rolled, the recipient suffers 5 Damage and a 1 die penalty on all actions for the scene. .name Rosicrucians .desc The Rose and Cross (A rose wrapped around a sword) is the symbol of the purity which drives the sword-arm of the Church. It is through the Rosicrucians that the Order of Yahweh is kept, and the people are protected. The Order of the Rose and Cross are expected to travel the land that is protected by a Ministry, to find those who are a threat to the folk, and the Church. They are trained in the tactics that have been used against supernatural creatures and enemies of the church for a thousand years. They are familiar with the powers of their enemies, and have developed means to counteract such powers. Bans .set Law.1 You are a hunter. You do not pass judgement on the prey, that is the role of the Hospitallers. .set Law.2 You are not a preacher. You do not enforce Yahweh's will upon the people. .set Law.3 You must be chaste. Temptation is a sin, and will lead you away from your duty. .set Law.4 You must keep what you carry. Wealth is a sin, and will lead you away from your duty. .set Skills +1 Athletics, +1 Meditation, +1 Shield, +1 Sword .set Focus Faith .set Order Joshuites .name Rosicrucians/Sword of Yahweh .desc When using a sword blessed by a Pardoner, the character may expend 5 Essence to gain a +3 die bonus on all attack and parry rolls with the sword, and the Damage of the sword is increased by +1. These bonuses remain for the scene. .name Rosicrucians/Shield of Yahweh .desc When using a shield blessed by a Pardoner, the character may expend 5 Essence to gain a +3 die bonus to parry with the shield, and increases his armour by 3. These bonuses remain for the scene. .name Rosicrucians/Resist Profane .desc The character gains the Power of Immunity. This immunity applies specifically to Powers and Magic used by infernal and undead characters. This allows the character to pierce Immunity and Armour as well. The character must pay the Immunity cost with each attack or defence the character makes. If the character breaks any of the 10 Laws or any Ban, or abuses the gifts granted by the faith, then each of these benefits becomes a Bane until the character can atone. The character automatically suffers a 3 die bonus on attack and parry rolls, and 1 damage with their weapon, they suffer a 3 die penalty on all soak rolls, and decreases their armour by 3, and is constantly exhausted, their Defence reduced to 0, while halving their Speed and Initiative, and suffering a 3 die penalty on all athletics or agility rolls. .name Templars .desc The Order of the Temple are the watchers of the Church. It is the Templars which ensure that the faith remains pure in its actions. They enforce the Church doctrine among the clergy, and root out corruption among those under the protection of the Church. While the Rosicrucians are the sword arms of the church, the Templars are the fires of purity which forges each sword. Bans .set Law.1 Remain pure in thought, word, and deed. .set Law.2 Allow no corruption of the Word to go unpunished. .set Skills +1 Academia, +1 Awareness, +1 Spy, +1 Unarmed .set Focus Faith .set Order Joshuites Advantages: .name Templars/True Sight .desc By spending 5 Essence, the Templar is capable of penetrating any illusion or deceit for the scene. Any attempt to use a Power, Spell, or Gift to sway the character or to confuse the character's senses automatically fail, as does any roll to lie or deceive the character. .name Templars/Confession .desc By spending 5 Essence, the Templar may force someone to speak the truth to a single question, holding back nothing. Only magical bindings or Gifts which prevent the character from speaking on the subject can hold the character's tongue, and if such is the case, the subject suffers 1 Wound of damage as they struggle to speak out. Each additional question requires 5 Essence. .name Templars/Profane Immunity .desc The character gains the Power of Immunity. The character is automatically immune to all Infernal Powers and to Infernalist magic. This ability is always on, and does not have an Essence cost. .name Hospitallers .desc The Order of the Hospital study the theology of the Church, and those of local religions. They keep all records of the cultures they have seen, and decipher the writings of Joshua and the Book of Yahweh. They determine the path of the Church, and create the law the church follows. The Order of the Hospital also ensures that each church is given the funds needed to remain in good order, and sees to the needs of the clergy. The Hospitallers also ensure that the Templars are acting with proper devotion to the church, and not themselves. Bans None .set Skills +1 Academia, +1 Language, +1 Persuasion, +1 Socialize .set Focus Faith .order Joshuites Advantages: .name Hospitallers/Tongue of Multitudes .desc By spending 5 points of Essence, the character is able to speak, read, and write any language. The character is fluent, and has perfect hand writing and literacy skills in the language needed. The character also reduces the Resolve of someone they are interacting with to 0, allowing the person to be open to new ideas. .name Hospitallers/Laying of Hands .desc By spending 5 points of Essence, the character can make a Spiritual + Awareness roll against a Difficulty of 0, and lay hands on a subject. For every success, the subject heals 5 wounds. Additionally, the subject is cured of any non-magical disease or poison. If the character spends 25 Essence, they can also cure magical curses, diseases, and poisons including lycanthropy. .name Hospitallers/Memory of Truth .desc By spending 10 Essence, the character reduces the Difficulty to remember something the character has read or recorded, or something which was told to them, to 0. The character knows all sorts of trivia and history and lore, and can provide such information quickly and accurately. Kiri lived a number of years in Threshold, watching the city grow. She could sense the growing corruption of the merchants within the city, and behind it, she knew were creatures far from natural. Intent on trying to free the city from the control of creatures not from Kith Kanaan, she threw herself into the cause that her village elders started, making many enemies and dismissed as a lunatic. A young man named Stalak encountered Kiri, and saw some truth to her wild claims. Inviting her into his home, he fed and sheltered her, and listened to her story about the loss of her homeland and the hands guiding the growth of the city. Concerned, he decided to assist her in her vengeance, by first introducing her to a power he had developed independent of magic or other outside force. He showed her the growing science of Psionics, and together they began a search to develop the first Psionic Order. Internal Structure The name 'Kithain' means 'children of Kith Kanaan'. The order is sworn to the utmost secrecy, and the exact number of Kithain on the island is unknown. Because of the delicate nature of the Kithain's work, secrecy is important, and the knowledge of its members and their positions must remain sacrosanct. The Kithain term for a non-magical, mundane individual is 'Folk'. Only Folk are allowed into the Kithain. Over the centuries, the Kithain have developed many ways to combat the seemingly endless threat of supernaturals and magicians. They are not above using assassins or brainwashing, or programming threats to Folk to hunt down and kill other supernaturals. They have had thousands of years to perfect their craft, and have learned how to cover their tracks through careful use of decoys, psionics, aura-masking, and dupes. Tracking the upper levels of the Kithain is a near-impossible task, and the Kithain have means of masking their presence from even the Brotherhood of Arion or the Reclaimers. Most Kithain are perfectly normal. Only a small percentage are psionically active, and their purpose is to cloak, mask, and protect the normal Folk who serve the interests of the Kithain. They have waged a secret war against the rulers of Threshold, and a number of the less-than-normal rulers of Kith Kanaan in an attempt to liberate the Folk from the rule of those that are less than mundane. Kithain can be from any walk of life. A number of Kithain are even in the Church of Yahweh, finding faith and the belief of the Church to work well with their own beliefs. To them, however, Yahweh is not an omnipresent being, but a manifestation of the collective will of the Folk. Roleplaying The most important aspect of the Kithain is that they are secretive and do not tell anyone who they are. A secret known is not a secret, and the Kithain have every right to be paranoid. They do not like the supernatural, they do not like magic, and they do not trust anything that was not created by the effort of normal people. They are patient, and will watch, study, and make friends with their enemies so that they can betray said enemies to further the cause of their order. They will not, however, harm innocents to further their goals. They do not reveal their identities to one another, unless working as a pair, and are fully willing to kill themselves before betraying their order to an outsider. .name Kithain .desc The Kithain were founded during the Age of Dragons, when villages were victimized by the creatures that existed in that ancient time. Under the tyrannical rulership of Naydene, and the cults that would eventually become the first religions of Kith Kanaan, mundane folk were plagued by creatures and powers beyond anything they had experienced before. Death was often quick and brutal, and many innocent lives were lost by the careless use of magic and summoning that was available to those who wished to study or sell themselves to ancient powers. The first true appearance of the Kithain began with a simple town meeting in the Shire Lands. Elders and merchants banded together in an attempt to hold off an invading horde of summoners intent on gaining access to the node that the town happened to be on. The town was decimated regardless, and the only survivor of the attack was a woman named Kiri, who fled to the city of Threshold. Cause .set Law.1 To give the Folk command of their own destiny, without influence of the supernatural. .set Law.2 To destroy all creatures of otherworldly origin who would threaten good Folk. .set Law.3 To enlighten the Folk in the ways of the mind, science, and culture. .set Law.4 To turn Folk away from the paths of magic, a chaotic force which threatens all. Method .set Law.5 Any method which does not harm an Innocent Folk is justified. .set Law.6 Extreme use of Folk who are a threat to their own kind is allowed. .set Law.7 The study of magic or summoning is prohibited. .set Law.8 The use of magical weapons is prohibited. .set Skills +1 Athletics, +1 Awareness, +1 Occultism .set Focus None Advantages: .name Kithain/Psionic Training .desc The character is capable of buying psionics at a discount. The first Field the character takes only costs 2 DP. The second Field the character takes only costs 3 DP. The character does not have to pay for this Advantage, it is automatic for all Kithain. .name Kithain/Community Support .desc The character has the support of the community. Even those Kithain who do not take a hard line against enemies of the Folk are still supportive of the common population, and help support the community, and are respected for the good they do. The character gains a +3 die bonus on all Resource rolls. .name Kithain/Silver Tongue .desc The character gains extra training in the field of psionics, in an attempt to be more persuasive and to help in recruiting others or to escape from dangerous situations. The character gains the Beguile, Emotion, or Entrance Powers as an innate psionic ability. This Power does not require the use of Essence, and this Advantage can be taken multiple times. As the dark tidings sounded throughout the land, Tarken gathered up mercenaries looking for work, soldiers displaced from their lieges, even farmers and others common folk left bereft and homeless, giving them a place in his quickly growing army. Even the old and the very young found a place and protection in the amassing force. Together with then friend and now mate Rhapsody, the lutrai/fox hybrid deployed his forces to aid in keeping the demonic and undead plague at bay, if only enough to let villages and towns have enough time to evacuate. During this time, a gypsy bard had given a toast to the Knights of the Fallen Sun, the name referring to Tarken's paladin status, the double entendre done on purpose. Later, one of Tarken's lieutenants created a banner of a shattered sun with rays in a deep purple field to rally under. After the tide had turned and the demons and undead were culled away from the lands they tried to overrun, so did too the Knights seem to vanish. Tarken and Rhapsody still maintain a large mercenary force, sending aid as needed, however there are still those of the Fallen Sun all over Kith Kanaan. They still protect and help all furs, no matter the nation or ruler. They can be found from field, to garrison, to marketplace if their aid is needed. The Knights of the Fallen Sun pay homage to no particular faith, accepting anyone who is willing to fight under their banner and take up their cause. .name Fallen Sun .desc Tarken kal Lairu, scion of the Solinar Lairu and the sorceress Mika, formed out of a group of ragtag mercenaries a band of protectors. Once on the path to become a Solinar like his father, the former king of Drachenkeep went through a crisis of faith in himself and renounced his mantle as paladin and fully abdicated his throne and crown to his sister Dove and her consort, Shaden. Shaking off the paladinhood saw Tarken become more of a berserker warrior, but still able to direct his raging fury against those that would harm others. .set Symbol A shattered sun with rays in a deep purple field .set Quote "Join, be counted among us and know you have a place here." .set Skills +1 Chirurgeon, +1 Spear, +1 Survival .set Focus Rituals .name Fallen Sun/Immunity to Fear .desc The knights have faced demonic and undead terrors since their founding, and have even stepped into the unthinkable dangers of the Southern Wilds. They have mastered their fears, and can stand and face even the most horrifying of threats. The knights gain the Immunity Power, and waive the Essence cost normally associated with it. This power is considered always active. .name Fallen Sun/Peasant Hero .desc The knights have quickly gained a reputation as heroes and idealists, and are popular among the peasantry and merchant people. When making a purchase of Resources 1 or 2, the character gains one additional success on their Resources roll. .name Fallen Sun/Determination .desc The knights are determined in their goal to defeat the threats that have risen in the south, and gain the Tireless Power. Additionally, the knights may spend 5 Essence at any time they would suffer from a supernatural or magical disease, curse, or infection (including the Death Touch) to successfully resist it and be completely immune to further infections or curses for the scene. In recent years, the head master Khan left the Kith Kanaan region, for reasons known only unto himself. With a sudden absence in power, it seemed an internal conflict might arise. The Shadow Mage Kyn'Elwynn, himself a senior member, took it upon himself to step in as the new Overseer, and return the lands back to Drachen, placing the guild as a taxable part of their holdings. While many voiced an opinion against such a manouevre, the wily tiger had enough members on his side to see the long term wisdom of such an act. With Drachen in ownership of the lands, any new member who sought to oust him would find that they'd have a large amount of legislation and bureaucracy to go through, thus making the desire for the position unfavourable. Kyn then used his influence in the courts of Drachen and with the queen to guarantee such an arrangement. This bold move kept the guild from dissolving, despite the additional responsibility the tiger faced. Role-playing The majority of the members are content to let politics settle themselves, as long as they have a place to study, read, experiment and practice, they are content. With the annexation into Drachen, the guild fees have increased to not only costs of resources, but pay their new landlord as well. The Midnight Mages accepts just about anyone seeking to study any form of magic. There's a small screening process as well as basic test to root out pretenders and those who dabble in the two arts not supported by the guild, necromancy and infernalism. To this date, not a single Kithain infiltrator has managed to make it inside the complex or pass a test. Membership is not widely publicized as the Midnight Mages know that to announce ones mystic abilities is often an open invitation for trouble and challenges. Symbol A black crescent moon, high over a horizon on a deep twilight blue field and a single star in the curve of the moon sliver. Many mages incorporate this design into their clothing, so as to show other members their secret allegiance without being too overt. Laws Practice no magical art which is impure or unclean; those lead to the path of power and corruption of one's soul. Let no one abuse magic for their personal gain; it is not merely a tool, it is a mystery of creation, worthy of respect. Protect the secrecy of your fellow members. Protect and acquire knowledge whenever possible. Share knowledge only with those worthy of receiving it. .name Midnight Mages .desc The order of the Midnight Mages was established not too long ago in Shirelands history. The great wizard Khan asked the then newly elected queen of Drachenkeep, Xerces for some land to construct a tower for the purpose of this guild. With that request granted, he established an organization devoted to study, knowledge and unlocking the mysteries of the universe through arcane means. .set Skills +1 Academia, +1 Linguist, +1 Occult .set Focus Ritual .name Midnight Mages/Arcane Mastery .desc Due to the extensive library at the disposal of the Midnight Mages, and the cross referencing and aid that their fellow mages can give to their members, the character gains a +3 die bonus to all spells cast in their primary field. The character also gains two Rites each time they spend DP to learn one. .name Midnight Mages/Thaumaturgy .desc The character is instructed in the responsibilities of the guild and of being a mage, and in how to practice discipline in the face of temptation. When the character is successfully targeted by any skill or special ability which uses the character's Resolve, they may spend 10 Essence to force the opponent to re-roll the result, and add the character's Spirit Attribute to the Difficulty. If the opponent still succeeds, the character loses this ability for a month. .name Midnight Mages/Principle Focus .desc The character knows how to use foci to their best effect, and gains an additional success to spells when using an item which grants a die bonus to casting. Mana settled in upon the land created from the death of the Hermit, and watched the inhabitants grow and learn and adapt to the world that was given them. She could feel the sorrow within the heart of the Slayer, and admitted herself that it would have been pleasant if the fallen god had seen his work. She wondered what secret was shared between the Slayer and the Hermit, and how such produced the life around her. As she pondered on this, a worshipper approached her where she rested. "Mistress?" asked the servant. "What is life?" "It is a riddle," she replied. "One which holds a valuable secret." Her servant thought about this, then asked, "Then what is magic, Mistress?" "It is a key to the riddle," Mana replied, smiling cryptically. "It is my gift to you, so that you may solve the mysteries that surround you. Solve the riddle, and learn the secret." Her servant thought on this, and returned once more to his people, carrying the seed of curiosity. Mana watched the seed bear fruit, then blossom, and waited to see if perhaps her people would guide her to understanding the riddle herself. Roleplaying The Mysteries are the worshippers of Mana, who specifically follow the path of magic. With their knowledge of things both divine and arcane, they hope to unravel the key of magic, to use this key to unlock the riddle of life, and ultimately to find the answer to all things. They hope that doing this will bring enlightenment to the people, to their faith, and ultimately to the goddess they serve. Mysteries tend to be enigmatic and mischievous, though not malicious or hurtful. They like to create riddles and challenge the perceptions of those around them, partly due to curiosity on their own part, and partly to educate the victim of their attention. .name Mysteries .desc The Mysteries are the worshippers of Mana, who specifically follow the path of magic. With their knowledge of things both divine and arcane, they hope to unravel the key of magic, to use this key to unlock the riddle of life, and ultimately to find the answer to all things. They hope that doing this will bring enlightenment to the people, to their faith, and ultimately to the goddess they serve. Mysteries tend to be enigmatic and mischievous, though not malicious or hurtful. They like to create riddles and challenge the perceptions of those around them, partly due to curiosity on their own part, and partly to educate the victim of their attention. .set Skills +1 Academia, +1 Awareness, +1 Occultism .set Focus Faith .name Mysteries/Divine Magic .desc The character is capable of casting a spell as a miracle using Faith. The Essence Cost of the miracle is equal to the Mastery Level of the spell, but in all other cases, the spell casts like a miracle instead. This spell can not be used for selfish reasons. The character must know the spell as a Rite. .name Mysteries/Divine Counter .desc The character is capable of counter spelling a spell as a miracle. The Essence Cost of this miracle is equal to the Mastery Level of the spell to be countered. .name Mysteries/Locus Mastery .desc The character is capable of tapping into a locus or other place of power. This costs 5 Essence, and grants the character a +2 die bonus on all spells and miracles for the Scene, as well as replenishes the character for 2 Essence every round. Peace Keepers In the early days of the Shire, when the Blue Wizard chose the fertile valley as her domain, she saw the rise and fall of kindgoms around her, and the corruption that could take root. She did not wish that in her domain, but was wise enough to know that law was needed to ensure peace in her land. She chose a few protectors, naming them the Peace Keepers, and chose a sheriff from among their ranks to guide the Peace Keepers as a whole. When the wealthy came into her land, declaring themselves nobles and above the law of the common people, her Peace Keepers showed them the errors of their ways. Nobility meant nothing in the Shire, it was ones worth to the community that was important. There were attempts at uprisings among the nobility, but the Blue Wizard had the backing of the merchant class and the Peace Keepers, and in short order, the matter was settled. A little over twenty years ago, the Blue Wizard charged the Peace Keepers with ensuring the safety of her domain. She spoke of dire portents, and the need to perform a journey to find the answers she sought to prevent things from going too far. The Peace Keepers accepted this charge, and became the rulers of the Shire as well as the enforcers of law. With the refugees of Aranous and Anansie, the last twenty years have proven very difficult for the Peace Keepers. The presence of new nobility means, once again, the Peace Keepers have to enforce the fact that noble blood does not bring with it special privileges or rights. With the creation of the districts of Argus and New Anansie, the Peace Keepers have to enforce Shire law over the customs and laws known by the refugees. Conflicts have erupted many times, but the Peace Keepers are adamant. They are the Law, and they will ensure it is enforced. Roleplaying The Peace Keepers are the enforces of Shire Law. Their duty is almost sacred to the Blue Wizard, who has gifted them with her blessing in exchange for their long years of service to her. They are stalwart defenders of the Shire Lands and the enforcement of equality between the castes. The Anaithan Pact Not too long ago, the Shire saw an increase in the number of faerie from Anaitha and abroad. These spirits followed a code of ethics which created tension between the Peace Keepers and Anaitha. Over time, to help keep the peace between the two nations, the Peace Keepers discussed the need of the faeries and what was acceptable with them. In exchange, the faeries of Anaitha allowed the Peace Keepers to do their job without interference and allowed them to pass into the Anaithan Woods without harm. This became known as the Anaithan Pact. In essence, the pact with Anaitha and the faeries of the Court is very simple: Magic which involves use of the blood, or which involves harmful necromancy or the creation or control of undead, is forbidden. Infernalism is also forbidden within the confines of the Shire. The binding or control of miko-kami within the Shire is also forbidden. The punishment of these crimes is either branding and banishing into the Anaithan woods, or gilgul the art of stripping a mage forever from their magic. .name PeaceKeepers .desc In the early days of the Shire, when the Blue Wizard chose the fertile valley as her domain, she saw the rise and fall of kindgoms around her, and the corruption that could take root. She did not wish that in her domain, but was wise enough to know that law was needed to ensure peace in her land. She chose a few protectors, naming them the Peace Keepers, and chose a sheriff from among their ranks to guide the Peace Keepers as a whole. Laws .set Law.1 Slavery: Illegal. Punishment is branding, forfeiture of possessions, and branding. .set Law.2 Branding: A branded character is banished from the Shire. Punishment for returning to Shire Lands is execution. .set Law.3 Combat: Conflict outside of a sanctioned, PK-enforced duel is illegal. Punishment is a fine and time in prison. .set Law.4 Death: Accidental death is a fine and short prison term. Willful death is imprisonment, execution, or branding. .set Law.5 Caste: Caste means nothing. The currency of worth in the Shire is determined by one's actions. Branding Branding is done through a rite. A character who is branded gains a mark on their forehead which is immediately noticeable by spirits and Peace Keepers. Any character who has all three Abilities from the Peace Keepers is capable of making a brand. If someone notices or senses the brand on a target, the character gains twice their Resolve against the branded character. Oaths of the Peace Keeper .set Law.6 Compassion: A Peace Keeper shows compassion and mercy regardless of station, and is not cruel. .set Law.7 Courage: A Peace Keeper is brave and courageous, and will not falter. .set Law.8 Duty: A Peace Keeper upholds their duty to the Shire and the Blue Wizard, and will not stray. .set Law.9 Honesty: A Peace Keeper is honest and direct, and will not lie. .set Law.10 Integrity: A Peace Keeper is a symbol of what is best in the Shire, and will not fall. .set Skills +1 Impact Weapons, +1 Persuasion, +1 Shields .set Focus Ritual Abilities: .name PeaceKeepers/Blue Wizard Oath .desc The Peace Keeper has sworn to uphold the oaths of the order. By expending only 5 Essence, the Peace Keeper can determine who has made the Oath, and if a person who has made the Oath has broken it. In this way, the Peace Keepers police their own, knowing who among them can be trusted. As long as the Oath is upheld, the character gains one additional success on all Attribute and Skill rolls. A Peace Keeper who breaks their Oath loses one success on all Attribute and Skill rolls. .name PeaceKeepers/Blue Wizard Symbol .desc The Peace Keeper represents the authority of the Blue Wizard, and their place in enforcing the law. By spending 10 Essence, the Peace Keeper can double their Defence, Resolve, and Resistance for the Scene, when acting in their role as enforcer of the law and when upholding their oaths. These values can not be reduced for the Scene by outside influences. .name PeaceKeepers/Jewelled Maiden Oath .desc The Peace Keepers have made a pact with the spirits of Anaitha, and their one- time matron, the Jewelled Maiden. The Peace Keeper is perfectly save within the Anaithan Woods, and any divine or faerie entity who is allied with Anaitha (including Naipon) will defer to the Peace Keeper as long as the character does not attack them, break the Pact, or break their Oaths. Spell: Gilgul (Path of the Bard) Mastery: 6 Difficulty: 6 Casting Time: 29 Rounds Essence Cost: 13 Description: The Bard places a ban on a subject within 10 feet, calling for the land to bear witness to the crimes of the target. If the target is guilty of the crimes presented to them by the Peace Keepers, then the ban takes effect, stripping the victim of all magical ability. All forms of magic and all spells are permanently lost, and the Essence Cost of any Powers are permanently increased by 2. This experience is excruciating, and inflicts 2 Wounds for every path of magic the target had, and every spell the target knew. If anyone attempts to restore the target's ability to do magic through the magical arts, the caster loses 3 dice (minimum 1) and two successes on the spell. This ban normally has a duration of one month per success, though most bards are willing to spend the 40 Essence to make the ban permanent. This ban grants a +5 die bonus to casting for Bards. .name Sun Worshippers .desc Once a member of a much larger pantheon, Kij is the last survivor of the Oblivion War in the distant realm of Rym. This conflict saw the destruction of eleven deities at the hands of the Creators, and their war machines. Kij crashed to earth, gravely wounded, and would have died if the race known as the Lutrai had not found her. Believing the fallen goddess a special omen, they nursed her back to health and hid her from the agents of the undead, who saw her moment of weakness as an opportunity to destroy their hated foe. Many lutrai died keeping her safe, and when she finally regained the strength to reveal herself to them, she swore to repay their kindness. Roleplaying The Sun Worshippers are a religion of peace and joy, who do not accept violent members into their community. They look after their community, keeping harmony with it, and protect it from outsiders who would do harm. They do not hate the undead, but for those who are violent, they see a need to 'nudge' the undead on into the next life. The Solar Temple in the Shire is the most well-known shrine of Kij, and is a gate-way back to the lands of Rym. The lutrai are strangers to Kith Kanaan, but their easy-going nature and general cheerfulness has made them a welcome part of the community. A large number of the lutrai and those who have converted to the faith of Kij have headed south in recent years to do battle against the rising tides of undead and demons found there. Not too long ago, it was discovered that Lairu, the head paladin of Kij in Kith Kanaan, was the chosen representative of the god Arion, who has accepted Kij as a partner and not a rival. As such, Arion's Pantheon works hand in hand with the Solinar as kindred spirits. .name Sun Worshippers .desc Once a member of a much larger pantheon, Kij is the last survivor of the Oblivion War in the distant realm of Rym. This conflict saw the destruction of eleven deities at the hands of the Creators, and their war machines. Kij crashed to earth, gravely wounded, and would have died if the race known as the Lutrai had not found her. Believing the fallen goddess a special omen, they nursed her back to health and hid her from the agents of the undead, who saw her moment of weakness as an opportunity to destroy their hated foe. Many lutrai died keeping her safe, and when she finally regained the strength to reveal herself to them, she swore to repay their kindness. Laws .set Law.1 Celebrate Life in all its forms. .set Law.2 Heal the injured, the diseased, and the cursed. .set Law.3 Destroy the undead who bring death and destruction. Leaves alone those who do no harm. .set Law.4 Violence is not Kij's way. .set Deity Kij Aliases: None .set Titles The Sun .set Times Summer Solstice, Autumn Equinox, Spring Equinox. .set Symbol Golden Sphere or Disk, Painted Tribal fur patterns. .set Signs Eclipse (Kij in Battle), Sun Showers .set Weapons Sun Sword .set Familiars The Phoenix .set Quote "Faith is the courage to believe in something greater than yourself." .name Sun Worshippers/Combat Sense .desc The character knows when they or the Oracle they are sworn to protect, is in danger. The character is on Full Defence at all times, including if they are unaware, knocked out, or asleep. This does not require the character to expend an action, and they can still fight or act normally. .name Sun Worshippers/Increased Health .desc Whenever the Shield Maiden is wounded, they can transfer as much of the damage they have taken to their Essence, on a one-for-one basic. This is always an optional ability, the Shield Maiden does not have to do this if they do not wish to. .name Sun Worshippers/Paragon .desc By spending 10 Essence, the character can increase their Physical Attribute by 3 for the scene. This benefit modifies the Shield Maiden's Traits, and augments any rolls requiring the character's Physical Attribute. The character also gains a +3 bonus to any Wounds they successfully inflict on opponents for the scene. .name Sun Worshippers/Refresh .desc By touching an ally, spending 5 Essence, and making a Spiritual + Meditation roll, the Shield Maiden can heal the ally of 5 Wounds per success on the roll. .name Solinar .desc Solinars are the paladins of Kij, charged with destroying the undead and protecting the lutrai homeland. Those Solinar who have come to Kith Kanaan have adopted the Shire as their homeland and defend it fiercely from the undead and demons that attempt to make raids from the south. .set Skills +1 Athletics, +1 Artistry, +1 Herbalist, +1 Socialize .set Focus Faith Abilities: .name Solinar/Immunity (Vampirism) .desc Solinars have a powerful link to their goddess and to the positive energies that flow from her. They are completely immune to the powers of vampirism, and can waive the normal essence cost associated with the Immunity Power. This power is considered always active. An undead or infernal who attempts to use Vampirism on the character suffers a Damage (5) attack, using the Solinar's Spiritual + Awareness which is unresisted and has a Difficulty of 0. Undead are known to explode from attempting to drain Solinars. .name Solinar/Life Tap .desc By spending 10 Essence, the Solinar can restore life and fertility to a full square mile of wilderness, removing all impurities and revitalizing soil. This process often leaves the priestess quite weak afterwards, her Resolve, Resistance, and Defence reduced to 0 for an hour afterwards. .name Solinar/Destroy Undead .desc By spending 5 Essence, the Solinar strikes any undead within line of sight with terror, causing them to flee as the Solinar glows with a radiant, holy light. This acts as the Aura and Emotion Powers, with a range of Line of Sight, and uses the Solinar's Spiritual + Awareness against a Difficulty of 5, regardless of what form of undead is faced. Those undead within the area cower and flee as they take damage. .name Storm Wardens .desc Before the Brotherhood, the Storm Wardens were the visionaries of the Shire and coastal regions. They were gifted with prophesy, the ability to see what may be, and what actions were destined for those who spoke to them. They were masters of the storm, lords of the waters, and where there was a Storm Warden, there was harmony. The fish would always be plentiful, and the sailors would find calm waters for their journeys. With the coming of the Brotherhood, the prophets of the Storm saw a change in power. The Brotherhood did not compete with the Storm Wardens however, and found their visions fascinating and helpful. The two orders worked together, the visionaries seeing what may come, while the fledgling Brotherhood recorded what would be. The clear sight of the Brotherhood helped the Storm Wardens learn what was immutable, but they also studied what was not said in the writings of the Brotherhood, and used that to more readily define what could be changed. The Storm Wardens faced a crisis with the coming of the Joshuites, who did not accept the prophets, and struck down any who showed signs of prophesy. They did not enjoy the thought of a god leading others through a future only the chosen of Tsunami could see, and the Storm Wardens were almost utterly destroyed. They were soon collected by the Brotherhood, and the faith fled into hiding. Roleplaying The Storm Wardens enjoy the open waters, and can often be found along any coast or beach line, as sailors, fishermen, and pirates. They are welcomed onto ships as they bring calm waters when appeased, and frightening storms against their enemies. They are visionaries, getting glimpses of the future, and what could happen, guiding others into taking actions to fulfil their destinies or to slip between the cracks of fate. .name Storm Wardens .desc Before the Brotherhood, the Storm Wardens were the visionaries of the Shire and coastal regions. They were gifted with prophesy, the ability to see what may be, and what actions were destined for those who spoke to them. They were masters of the storm, lords of the waters, and where there was a Storm Warden, there was harmony. The fish would always be plentiful, and the sailors would find calm waters for their journeys. .set Deity Tsunami .set Sphere Ocean, Prophesy, Winter .set Titles The Storm Lord, Winter Lord .set Times The Winter Solstice, The first and last days of Winter .set Symbol A curling wave with a staff in the centre. .set Signs Blue, 9, Lightning-struck trees .set Weapons Oak staff .set Familiars The dolphin, the eagle, the wolf .set Quote "One must face the future as they face the storm. Full of intent and readiness." Laws .set Law.1 Ensure the health and bounty of the community. .set Law.2 Respect the ocean and life within it. .set Law.3 Look to the future, and guide those who walk with you. .set Law.4 Respect your oaths. .set Law.5 Even in the face of greatest adversity, show no fear. .set Skills +1 Athletics, +1 Exotic Weapons, +1 Survival .set Focus Faith Abilities: .name Storm Wardens/Prophesy .desc The character can invoke a prophesy, and those who follow the prophesy find their actions easier. By spending 10 Essence and making a Spiritual + Occultism roll, they can grant an individual a number of additional successes equal to the successes they roll for the prophesy. For the next 24 hours, if the character takes an action which follows the goals of the prophesy, they can choose to add additional successes to the result after the roll is made. .name Storm Wardens/Master Storm .desc The character is capable of shaping the weather and calling for stormy or calm weather. The character makes a Spiritual + Survival roll, against a Difficulty determined by the type of weather the character is attempting to create. The character also spends 20 Essence + the Difficulty of the effect. Create / Still a Hurricane: Difficulty 10 Create / Still a Tornado: Difficulty 8 Create / Still a Storm - Blizzard: Difficulty 6 Create / Still a Wind or Fog: Difficulty 4 Create / Still a Heat Wave - Cold Snap Difficulty 2 Create / End a Becalming Difficulty 0 .name Storm Wardens/Call Elements .desc The character is capable of attacking an opponent with fierce weather or environmental effects. The character can strike the target with a hostile environment this can be calling lighting from a storm, throwing hail, blinding with fog, or striking the person with the blistering heat of the sun. The character is dependant on the type of weather available however. The character makes a Spiritual + Survival roll. The duration is one minute per success. Tornado Strike: Damage (6) per round, Essence Cost 30 Lightning Strike: Damage (5) per round, Essence Cost 25 Hail Storm: Damage (3) per round, Essence Cost 15 Heat / Cold: Damage (1) per minute, Essence Cost 5 Fog: Difficulty +5 for all sight / sound related rolls, Essence Cost 5 Wind and Rain: Difficulty +5 for physical actions, Essence Cost 10 Combat Step One: Initiative All characters involved in combat roll 1d12 and add their Initiative. The character with the highest total goes first, and in cases of ties, the character with the highest Initiative Trait goes first. For every ten full points the character rolls over 1, they gain an additional action (two at 11, three actions at 21, four actions at 31, etc). All actions are done at once, rather than broken up over the round. Step Two: Attack To make an attack, the character rolls Attribute + Skill against a Difficulty equal to the target's Defence (for melee attacks), or against the range of the attack (for ranged attacks). One success is all that is needed to succeed in an attack. There are, however, mitigating factors involved: Melee: Melee Attacks use the character's Physical Attribute Ranged: Ranged Attacks use the character's Mental Attribute. Ranged weapons have three numbers (such as 10/20/30). This is the weapon's range in feet, and represents Short, Medium, and Long Range. Attacks made at Short Range are not penalized, while attacks made at Medium Range suffer a Difficulty of 3, and attacks made at Long Range suffer a Difficulty of 6. Bulk: The bulk of a weapon or shield increases the Difficulty of an attack using it by every point it surpasses the character's Physical Attribute. The character can not attack if this reduces their dice pool to 0. The bulk of someone's armour reduces their Defence by every point it surpasses the character's Physical Attribute. The character's minimum Defence through this method is 0. Shields automatically add to a character's Defence without taking an action. Parry: A character can use an action to parry an attack. This increases the character's Defence by the skill of the weapon or shield that they are using to parry with. A weapon can only be used to parry one attack, and can't parry ranged attacks. A shield can be used to parry multiple attacks, including ranged attacks. Many-On-One: For every additional attack made on the character, their Defence drops by one. Step Three: Damage If the attack is successful, the character multiplies the number of successes on the attack roll with the Damage (#) of the weapon. This is the number of Wounds inflicted on the target. The number of wounds is decreased by the Soak (#) of any armour or Powers that the defender has. The remaining Wounds are subtracted from the target's Health. Step Four: Dying, and the Art of Not Dying When a character is reduced to 0 Health, they are critically wounded. The character makes a Physical Roll, and if they gain any successes, they are dying. If they get no successes, they are dead. A dying character can survive a number of rounds untended equal to the number of successes they rolled. A wounded character can be healed by someone with the Chirurgeon Skill as well. This can be done once per day, with the healer making a Mental + Chirurgeon roll against a Difficulty of 3. Each success heals the target for 1 Health. A dying character can be treated with the Chirurgeon skill. The Difficulty is 5. If the healer gains any successes, the character is not dying any longer, but remains at 0 Health. They are critically wounded, and will heal normally over time. Cost 1-2 1 3-5 2 6-10 3 11-20 4 21-50 5 51-100 6 101-500 7 501-1000 8 1001-5000 9 5001-10000 10 Reclaimers Sisterhood of the Blade Storm Wardens Wayfarers (Gypsies) Constructs (Quick and Dirty PC Rules) Race Cost: 6 The character is an artificial entity which has been crafted or constructed through some method. The construct has a semblance of life, but does not possess a soul or spirit, and is animated through clockwork magic, artificing, or other methods. The character can not choose a Nation, and gains the following abilities and limitations: The character has No Essence. The character does not heal. The character can not gain XP or DP beyond what is spent at character creation. Once skills have been chosen, and DP has been spent on them, the character knows only those skills, and is unable to learn or develop new skills, nor does the construct truly understand the concepts behind foreign skills. Any use of any other skill which requires an actual Skill Roll is an automatic failure. The character can purchase Powers for a cost of 2 DP per Power, and waives the Essence Cost for these Powers. Attempts to repair a construct requires a Resources roll equal to the character's Physical Attribute, and a Mental + Invention roll against a Difficulty equal to the construct's Physical Attribute. Each success restores one Health. Mage-Killer (Construct Power) This form of construct is capable of learning Sorcery. The construct does not gain a path of magic, but instead has a Mastery equal to the lowest of the construct's Attributes. The Construct must purchase Rites, and can not 'free cast' spells. The character gains an Essence pool, but does not generate Essence, instead gaining 1 Essence every time someone spends Essence near them, storing the Essence to fuel spells at a later point. Sisterhood of the Blade Founded at the same time as the Brotherhood of the Book, this order came into being near 800 BE. The Sisterhood of the Blade revered the goddess Sanguine, the embodiment of the state that exists between Life, and Death. In some ways, the Sisterhood is also an Armageddon Cult, as they constantly make preparations for the time of Judgement. The Sisterhood believes it is their role to prepare the world for when Judgement arrives, by taking part in the battles and conflicts that occur, keeping a delicate balance of the world's forces. The Sisterhood is made of a group of warrior women and midwives, who use blood as part of their belief system. The religion is made completely of women, with one historical exception the immortal wolf known as Ramses, who was specifically chosen by their goddess as the first (and only) male priest. Once a year, during the Summer Solstice, the Sisterhood holds an event called the Games. These games begin with a lottery, to find which Sister will be chosen as the Sacred Mother. Once that is done, the competition begins with any males who wish to participate to see which among them will be the Sacred Father. The Sacred Father is pampered and given every hospitality until the Winter Solstice, where the Sacred Mother gives birth. The Sacred Father is ritually sacrificed, so that his soul can become pure and infuse the child; in the hopes that this will bring Arion's spark to life within the baby. So far, there have been no accounts of the Sacred Mother giving birth to a man. Instead, the child has always been a daughter. It is expected that if a male child is born, it will be Arion. The sacrifice has often been seen as 'evil' by the Joshuites and by some other faiths, but the sacrifice is a fertility ritual, which helps crops, farm animals, and the people in the region. One life is given, so that the land and those who use it will benefit, and if possible, the ritual is performed on a willing subject. Many of the Sisterhood have headed down to the south to battle the undead and demons present there. According to the legends, a great war is to precede the coming of Arion, and they hope that the war to the south is the one that is prophesied. Those who know about such things are just as worried the Sisterhood may be correct. So far, however, none have been born with the mark of the Hermit the symbol that they are the child Arion, reborn. Roleplaying While not active in preaching the faith of Sanguine, the Sisterhood are more visible than their scholarly counterparts. The group can act with surprising violence when provoked, and the Sisterhood has a long history of clashes with the Joshuites and other faiths which are not tolerant of them. Unlike the Brotherhood, the Sisters of the Blade take a more active role in society. They act in the interests of women, slaying those who would abuse them and being midwife for those about to give birth. They protect children, and often patrol the streets at night around their temple. Two groups exist among the Sisterhood, the Battle Maidens, and the Midwives. The Sisterhood is built around temples to Sanguine, with a Priestess in charge of the temple, and the Sisters working under them. Each temple is usually autonomous, not interacting with other temples unless requested by the High Priestess. .name Sisterhood of the Blade .desc Founded at the same time as the Brotherhood of the Book, this order came into being near 800 BE. The Sisterhood of the Blade revered the goddess Sanguine, the embodiment of the state that exists between Life, and Death. In some ways, the Sisterhood is also an Armageddon Cult, as they constantly make preparations for the time of Judgement. The Sisterhood believes it is their role to prepare the world for when Judgement arrives, by taking part in the battles and conflicts that occur, keeping a delicate balance of the world's forces. Laws .set Law.1 Protect our weaker brethren, for it is they who see the road we walk. .set Law.2 Each war attracts the eyes of the Traveller. Make each war a wonder to behold. .set Law.3 Know the purpose of each conflict, and side with those who keep balance. .set Law.4 The Final War will bring the Traveller here. Ensure his Judgement will not destroy us all. .set Deity Bloodletter, Sanguine (sang-gwen) .set Sphere Life, Death, Night .set Titles Godslayer, the Divider, Lady Death, Lady Night .set Times Winter Solstice, Summer Solstice .set Symbol The Sword, Double-Headed Axe and the Moon, the Sickle .set Signs 3, 7, 21. Red, Silver, Blood .set Holy Weapons Short Sword, Dagger, Axe, Bow .set Familiars Raven, Wolves, Cat, Panther .set Quote "When the war becomes all, he shall return" .name Battle Maidens .desc The Battle Maidens are the mercenaries and warriors of the Sisterhood. They hire themselves out as guardians and soldiers, but are fairly choose about who they will work for. Their placement is usually chosen by a member of the Brotherhood, or by the High Priestess, and any conflict they take part in is usually expected to escalate. As part of their prayers to Sanguine, Battle Maidens tend to shed their own blood before taking part in a battle. When the Sisterhood hears of a war that they feel is foolish, the Sisterhood gathers their forces and joins the opposing side. The number of Sisterhood present is usually enough to drastically tip the scales in the favour of the side they have chosen, and they take no prisoners, and accept no surrender, slaughtering every last opponent they encounter. .set Skills +1 Blades, +1 Shields, +1 Survival .set Focus Faith .set Abilities .set Order Sisterhood of the Blade .name Battle Maidens/Blood Goddess Blessing .desc By spending 10 Essence, the character becomes nearly immune to any edged, piercing, or cutting weapon that strikes them. The character reduces the Damage of these weapon types by two for the Scene. (So a Damage (3) sword inflicts only Damage (1) for the scene). .name Battle Maidens/Blood Thirst .desc By spending 10 Essence and running the edge of their weapon across their skin, the Sister blesses the weapon which turns a deep red. For the scene, the Damage of the weapon is increased by two, and any damage inflicted by the weapon automatically heals the Sister for the same amount. .name Battle Maidens/Obscurity .desc By drawing the hood up over their heads of one of the red, sacred cloaks of the Sisterhood wears, the character can spend 5 Essence and become invisible to normal sight and hearing. The character increases the Difficulty of any rolls against them requiring sight or hearing by 5. The only thing which will give the Sister away is the faintest smell of musk which emanates from the area, as if the Sister had just started he estrus cycle. .name Midwives .desc The Midwives are the most soothing members of the Sisterhood. They oversee each birth, placing their blessing on the child so the child will grow up strong and healthy. They tend to those who are pregnant, seeing to their needs and helping around the homes before and after the birth. Some are adopted into young families, acting as nurses secondary mothers to the children until they come of age, and tend to be kind, if firm. The Midwives are also the teachers of the order, ensuring the acolytes learn the importance of their duties. They are not combatants, but leave conflicts to the Battle Maidens. .set Skills +1 Academia, +1 Chiurgeon, +1 Herbalist .set Focus Faith .set Order Sisterhood of the Blade .name Midwives/Sympathetic Healing .desc By spending 5 Essence, the character can touch a target, and heal them of their wounds. For every 2 Wounds the character wishes to heal from the target, they take 1 Wound themselves. This can be done as often as the character wishes. .name Midwives/Sympathetic Wounding .desc By spending 5 Essence, the character is protected for the Scene. For every 2 Wounds that the character takes, their attacker takes 1 Wound themselves. The character can end this effect at any time. .name Midwives/Obscurity .desc By drawing the hood up over their heads of one of the red, sacred cloaks of the Sisterhood wears, the character can spend 5 Essence and become invisible to normal sight and hearing. The character increases the Difficulty of any rolls against them requiring sight or hearing by 5. The only thing which will give the Sister away is the faintest smell of musk which emanates from the area, as if the Sister had just started he estrus cycle. Another belief is that the Reclaimers were once scholars and who discovered an artifact from the Old World. With it, they learned of a paradise where none knew hunger or pain, and that Arion was a petty, jealous god who waged war on the other gods until only he stood alone. Regardless of the story, the Reclaimers are a group of scholars and dissidents who do not like the order imposed by those who follow Arion's faith. They believe that the path foreseen by the Brotherhood, and the goals of the Sisterhood, are fundamentally wrong, and that the 'paradise' of the Old World is a worthy goal. The belief is, that Order and Chaos represented a critical balance, and that Arion had shattered this balance, dooming his 'creation'. While the ages turned, the Reclaimers existed as scholars and explorers, using powerful magic and wandering Kith Kanaan and abroad to find what they could of the languages, cultures, and magic of the Old World, hoping to find critical information on these ancient and lost civilizations. The goal, in the end, was to rebuild the Old World, and overthrow the New. Some radicals even went so far to attempt to learn how to call their own Judgement on the world, to remake it according to their beliefs. Their greatest breakthrough was the creation of the Aria, a translation of the Divine Song into mortal form, giving them access to the power of the gods. Their understanding was less than perfect however, and thus they used this new magic carefully. It is unfortunate, but they lost the original scrolls, and shortly after they met with crushing defeat after crushing defeat, fracturing the order. Roleplaying The Reclaimers have split into two groups in the last twenty years, which have not become completely set in their ways. The first group are a monastic order now, who believe that they can shepherd the current World towards their ideal by acting as healers, advisors, and helpful members of society. They still are not satisfied with the world as it is, but are willing to shape it through guidance and aid rather than by force. They often attempt to discredit the followers of Arion, but do not promote violence. This group was formed when the Reclaimers were forced into hiding with the death of their last leader, a badger named Scar. They lurked in regions like Anansie, Anaitha, and Aranous, knowing they were in constant danger. The more violent in this group were killed quickly by outsiders when they became too bold. The second group is a bit more radical, believing that the gods are as prone to mistakes as mortals, and that they should not be the guiding of society. They believe that mortals should create their own destiny, and that the Reclaimers must, in the end, challenge the gods and win. One the gods have been defeated, they believe, then society can throw off the shackles of faith, and claim their own destiny. Laws None. The two groups have not yet developed concrete laws. .name Reclaimers .desc The mythology around the Arion pantheon is generally accepted on Kith Kanaan. The story of the death of the primal gods of Order and Chaos, and the self-sacrifice of Arion to recreate the world is seen as a metaphor of change, of the basic stories of the seasons and the chance of regrowth. The Reclaimers and their origins are most likely lost to everyone except for the Brotherhood, and it is one of the few stories they are not willing to share. The rumours are that they were formed from the remnants of a cult that existed before even the Age of Dragons, who lost their purpose when the Brotherhood first rose into power. When they lost their purpose, they grew resentful, and became a 'counter-faith' to the beliefs of the Arion pantheon. .set Skills +1 Academia, +1 Meditation, +1 Occultism .set Focus Ritual .name Reclaimers/Aria Abbadon .desc The character knows a number of simple melodies of the Aria which can cause damage. By spending 15 Essence, the character can inflict an attack against an opponent by making a simple Mental + Artistry roll. The Difficulty of this attack is equal to the Damage the character desires, and is unresisted by the target. At may manifest in any way the character wishes. Failure inflicts 5 Wounds to the character for every level of Difficulty. .name Reclaimers/Aria Genesis .desc The character knows a number of simple melodies of the Aria which create. By spending 15 Essence, the character is capable of creating simple items with a Mental + Artistry roll. The Difficulty of this roll is equal to the Resource Cost of the item the character is attempting to make. Simple life forms are also possible with this Aria, the Difficulty equal to the highest Attribute of the being. Failure inflicts 5 Wounds to the character for every level of Difficulty. .name Reclaimers/Aria Proteus .desc The character knows a number of simple melodies of the Aria which transmutes. By spending 25 Essence, the character is capable of performing simple changes on a target with a Mental + Artistry roll. The Difficulty of the roll is the higher of the two Resource Costs of what is being changed, or if the character is performing an alteration on a target, the Difficulty is 5 if the character is granting or removing a Power, or 5 + either the higher of the target's current Attribute / Skill, or their target Attribute / Skill. Failure inflicts 5 Wounds to the character for every level of Difficulty.