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Masters

of

Creation

BETA TEST PDF Dear Supporter: Thank you so much for your support thus far of my project! This .pdf document has been generated for you to enjoy with your friends and family as I work to make Masters of Creation the best game it can be! This document represents the entire set of game rules and the text for the first edition of the Masters of Creation Core Rulebook. It differs from the final version I intend to publish in that it is not illustrated, it does not have an index or internal reference links, it has not received a final edit pass, and certain design elements remain unfinished. Because this game is being beta tested before release, rules and text may change before the date of publication. What this document does provide you with is a full and complete write up of the rules as they currently stand, along with the current full text of the game. It has taken around two years, lots of research, testing, editing and pluck, but in the end I believe it was all worth it. Have fun! Jim

SCRIBD REFERENCE DOCUMENT

Text copyright 2013 by James Brando. Masters of Creation and associated names, places, characters and related indicia are trademarks and James Brando. All rights reserved. Published by James Brando. Publisher since 2013.

Special thanks to Jolene Williams, whose expertise in coding is a magical discipline of its own, and to Desiree Morris, for her excellent work thus far in bringing the Aldemak setting to life.

TABLE OF CONTENTS
I. Introduction .................................................6 II. The World and Its .................................................14 History III. The Races of .................................................39 Aldemak IV. Character Creation .................................................68 V. Disciplines and Skills ................................................ 77 VI. Leveling and ................................................ 252 Adventures VII. Worksheets and .................................................313 Index

part one: introduction


Author's Introduction
Welcome, friend, to Masters of Creation, a game I have been working at for a little over two years. I began to look at the idea of publishing an independent role-playing game at a time when I and others I knew were suffering the worst aspects of the global recession. In my youth I was an avid player of pen and paper role-playing games (at least of certain games, such as those featuring expansive prison ruins and giant fire-breathing lizards). I had enjoyed playing such games and acting as the games' referee. What I found most enjoyable was the ability to share a narrative experience with friends that used formalized rules to keep the game from becoming any one person's flight of fancy. Electronic games may have succeeded in beating pen and paper tabletop games in one area, in that by and large they are better at simulating realistic environments. However, electronic games have not yet succeeded in recreating that aspect of pen and paper role-playing games that I once found so appealing the joy of discovering an adventure personal to oneself and ones' friends. Pen and paper role-playing games allow you to discover original tales, and the occasional life lesson, out of the harmony (and sometimes disharmony) of your group of collective storytellers. Certainly any player entering the world of a modern MMO computer game can capture some of that joy. Yet the limits of the game's engine always ensure that after a time the world and all it offers becomes a stale and common experience languishing in redundancy. One can only kill a pig or fight in the arena so many times before you want to explore unseen shores and undertake once in a lifetime adventures. I believe that it is this ability for different groups to generate an infinite variety of experiences that gives pen and paper role-playing games their undying appeal. Unfortunately, I am older now and possessed of less time than I ever had in those days when I first rolled a die with more than six sides. It is difficult to find a spare moment to fully enjoy the experience of sitting down with friends to share stories in a collective space. I'm sure, especially in these difficult times, it is common for people to consider playing pen and paper roleplaying games and give up, frustrated in no small part due to the complexity of the rules and the time it takes to properly run a full session.
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For those of you who, like me, wish you had a simple and easy to play method for engaging in collaborative storytelling, I offer this game to you. I have tried to create a system that is easy to play while offering strategic complexity and a game world that is as readily understandable as it is surprisingly unique. I hope that all of you will join me in sharing some amazing new adventures as we set foot upon the imaginary shores of Aldemak. I wish you all many great new experiences as you take up the mantle of Masters of Creation.

- Jim

Game Overview

Welcome to Masters of Creation, a


pen and paper role-playing game that takes place in the imaginary land of Aldemak. Masters of Creation is a classical fantasy RPG with a focus on ease of use and character customization. For those familiar with fantasy pen and paper role-playing games, Masters of Creation seeks to mitigate the least enjoyable aspects of those games (micromanaging a complex inventory, forced party roles, lengthy mathematical calculations, experience point tracking, etc.) while focusing on the most enjoyable aspects of those games (character customization, versatility, simple turn based combat, and a world rife with adventure). For those unfamiliar with pen and paper role-playing games, we hope that your forays into Aldemak provide you with an entertaining social game experience now and for many years to come. In Masters of Creation, you will take the role of either a character or a narrator. Narrators tell a story in which they invite the characters to take part. It is

up to the narrators to develop the layout of the world, its challenges and travails, which the narrators must then set against the player characters as they partake in the narrators' story. The narrators play the role of all characters in the story not controlled by a character player. Characters controlled by the narrators are known as NPCs or non-player characters. In comparison, each character player controls only a single person in that world, the player's character, but each character player has the opportunity through adventuring with and improving upon their character to more fully develop that character than any other being in the narrators world. In fact, the narrators are charged with the duty of seeing to it that whatever story may be told, the character players are at the center of it. A simple way of looking at the relationship between narrator and character player is to think of the narrator as the person telling a story and the character player as the person acting out the role of a hero (or villain) in that story.

In Masters of Creation, each narrator is tasked with setting up a challenge for the character players, which challenge will sufficiently test the capabilities of their characters without being too demanding or too easy. These challenges are referred to as events. Events are completed when some major plot point occurs for example, slaying an enemy mage or recovering a lost artifact. Narrators make events interesting by creating encounters within the events. Encounters are smaller challenges within each event that must be met before the events goal can be completed. After three events are completed by a character, such character is said to have finished a chapter. The end of a chapter results in the character leveling up; that is to say, the character's level (which begins at 1) is increased by one. Along with this increase, the character is improved based on the availability of certain improvements and the desire of the person playing the character. Generally speaking, a narrator should focus on ending a story in no more than twenty chapters, as the game is balanced assuming a maximum character level of 20. In other words, a character should prepare for sixty adventures before the end of that character's story.
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Each character begins the game with two primary attributes: health and will. Health determines how much injury a character can suffer before being defeated (i.e. knocked out or killed). Will determines how many strenuous actions the character can undertake. Characters engage in the scene set by the narrators by undertaking actions. Actions include the use of skills, simple actions, movement, or influence. Players customize their characters by selecting skills divided into four archetypal divisions: Adventurer, Combat, Magic and Trade. Adventurer skills focus on surviving in the wilderness or in trapfilled dungeons, avoiding harm, and finding lost treasure troves. Combat skills focus on using martial prowess to subdue, injure or kill others. Magic skills focus on using magical forces to create fantastical if sometimes unpredictable effects. Finally, Trade skills focus on improving your ability to provide useful goods and services and to sell them at the right price. Some skills require special materials or objects, referred to in-game as implements, in order to be used. Implements are stored in a character's inventory and used as needed by the requisite skill. Most skills require some expenditure of will to use fully. Characters using their skills need to

also be aware of environmental conditions that may affect their skill's effectiveness. Such conditions include lighting (or the lack thereof), traction, and heat, to name just a few. Unlike most turn-based fantasy pen and paper role-playing games, characters in Masters of Creation can learn reactive skills that allow the character to take action during anothers turn in combat. Characters are limited in the types of actions they can take. In order for a character to take an action, that character must ordinarily have knowledge of or be able to use the appropriate related skill. The only kinds of actions a character can predictably undertake without a skill are simple actions, movement and influence rolls. Characters may undertake other actions only at the narrators discretion, and such actions have an exceedingly high chance of failure. These improvisational actions can be taken to help a character succeed at an unusual task, but the

results of such actions are in the narrators hands. Movement is simple. A character can ordinarily move a single pace per turn in combat. A pace is a generic, non-numerical measure of distance used in Masters of Creation to provide events with a sense of space without forcing narrators to carefully consider the actual physical dimensions of the space. For example, a narrator can begin an encounter by stating that enemy archers are nine paces away. By making this statement, the players know that their characters are distant from the enemies without having to know exactly how far they are from the enemies (it would take a normally

moving character nine combat turns to reach them, after all). If a character is

out of will, that character is exhausted and can only move half a pace per turn until at least one point of will is restored.

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Influence rolls are made when a players character wants to convince an NPC to take a particular action. Masters of Creation offers a unique influence roll system. Characters can specialize in influencing others in order to achieve extraordinary results. No influence roll will succeed unless the character rolls a number, with modifiers, sufficient to overcome the NPC's resistance. The resistance for a given roll varies depending on how much the character wants the NPC to sacrifice, but it generally will never be less than ten to start. A player character can reduce an NPC's resistance by doing favors for the NPC; each such favor may reduce the NPC's resistance by one. A player character needs to work very hard at earning an NPC's trust and learning more diplomatic skills if the character wants to become successful at using influence. Simple actions are basic, easily performed actions with predefined effects, like skills, that do not need to be learned. Simple actions include basic life supporting actions such as breathing and eating. Simple actions are detailed more fully throughout this book. Simple actions usually cant be used to oppose the effects of skills.

Finally, characters are customized through the use of certain descriptive phrases, called descriptors, which define those qualities of the characters that benefit and hinder them. Descriptors affect influence rolls to a small degree. They also have an impact on the complex actions the narrator allows you to attempt without a skill. There are a few resources you will need to have available to begin play. First, you will need either a six-sided die or an electronic application capable of generating a random number between one and six. You may find such an application at our website at mastersofcreationrpg.com. You will also need either a pen and some sheets of paper or a word processing application to keep track of your characters progress. Finally, Masters of Creation is not designed to be played alone. So find some friends!

Masters

comes prepackaged with a ready-made fantasy land for adventures to take place in Aldemak. More creative narrators should feel free to create and customize their own story settings, as Masters of Creation's game system is readily adaptable to a variety of stories in multiple genres. The following
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of

Creation

pages will explain the setting of Aldemak, its history, races, cultures and legends. If you wish to go directly to the game mechanics, feel free to skip ahead to character creation.

What Does Masters of Creation Do Differently?

If

you have played pen and paper role-playing games before, you are probably wondering what does Masters of Creation do differently? Masters of Creation was designed with the aim of creating a narrative fantasy role-playing experience that is easy to understand and designed to be played quickly. There are a number of fantasy role-playing games available but most focus more on rules and systems and less on ease of play and narrative setting. Masters of Creation uses a rules light system to make fantasy game-play quick and easy without sacrificing character or storyline complexity. Masters of Creation provides detailed lore and character customization to aid players in engaging in collaborative storytelling, while utilizing a simple game system which is easy for young and old gamers to comprehend. There are several unique features to the games system standing by itself including fully developed game mechanics for
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handling social tasks and an easy and intuitive to use skill system (especially if you are familiar with fantasy video game skill trees). The simplicity of the system means that rule expansions can be added on to the core rule set to add different degrees of complexity, as desired by the players. The systems compatibility with a large range of gaming scenarios and simple resolution mechanics makes Masters of Creation a perfect choice for fantasy role-players who want to spend more time playing than they do rules browsing, while allowing game optimizers sufficient choice in available play styles. This has been our intention in publishing this game, and we hope you agree that it was time well spent.

Remember- This Is a Game!

This is that part of the book that all


the old gamers laugh (or groan) aloud about. Its the section that should never need to see print, but must see print, because of the unpredictable nature of human beings. In short this is a game! Nothing contained herein is actually real! You are not a Nightmare Elf! Mixing together the ingredients in the Alchemy discipline

section will not give you magical powers! Attempting to use any of these skills in real life will not only not result in the effect you intend, it will probably get you killed! Dont use this book as a guide to alchemy! Dont use this book as an actual spell book! Dont set fire to things and argue that this book introduced you to some funky new religion! Nothing in here is real! The game is fantasy! The game world is fantasy! You are using your

imagination to engage in social play! You only need words, paper, dice and writing utensils to do this! If you mistakenly believe, for whatever ridiculous reason you have contrived, that this book teaches you how to actually use any of the skills or actions described in this book, please seek mental health counseling immediately! Do not wait! Contact a counselor now!

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part Two: the world and its history


Shining like a gem in an ocean of
darkness, the planet of Dol Aureus orbits a bright bluish white sun, with a single dusky red moon laconically encircling the planet. The continent of Aldemak, situated thereupon, lies closest to the northern pole of Dol Aureus extending towards the equator, and is remote, separated from the rest of the planet by the deep blue oceans that the people of Aldemak believe demarcate the edge of the world. Aldemak itself is possessed of numerous sapient species, although the dominant nation leaders are the humans and the arkan, known more commonly as men and elves amongst the civilized races. territory across Aldemak, each nation having its own culture and civilization, but all united in a history of war and of dark and long forgotten secrets. To the east of Aldemak, in land principally consisting of open plains and rolling hills, lies Rowardan, ancestral home of the Terrans, the race of men closest to the soil, masters of agriculture, whose society is simple and agrarian, politically dominated by feudal lords who maintain vast farming estates. To the north and west of Rowardan lie the mountainous and hilly lands of Gran Daedole, a small but powerful nation ruled by Daedolian mages who oversee the security of their borders from atop their tall spire-cities. The Daedolians are known also as the men of the heavens, for they are always building upwards, their xenophobia and conceit knowing no bounds. To the south of Gran Daedole and the west of Rowardan lies the vast uncivilized expanse of forest and swampland known as the Wilderness, home of the beast people, the Rashumar, and the
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The peoples of Aldemak believe their


continent to be the whole of the world, and in fact when speaking of the world will use the term Aldemak to encompass the entirety of that concept. Several nations control

insectoid Vectrumar, known more commonly amongst the civilized races as Trolls and Bug Men. The Wilderness forms a natural boundary between Gran Daedole and the young nation of Arkterra, with which Gran Daedole shares an antagonistic relationship. Arkterra lies south of the Wilderness, and is a democratic republic, having been founded only a few generations ago by Terrans and the Munarkan (known amongst men as the Town Elves). Prosperous and reasonably peaceful, with a diverse environment, Arkterra is host to numerous races, not only of men and elves, but also of the little folk who call themselves the kys. To the southwest of Arkterra lies the nation of Ar-Urarkan, home of the Burrow Elves, an inventive people who prefer to dwell underground. The landscape of Ar-Urarkan is primarily dominated by forests interspersed with the ruins of Daedolian outposts and the entrances to the Burrow Elves' undercities. Regular patrols of Burrow Elves and their mechanical soldiers, the golems, protect the Ar-Urarkan borders from unwelcome visitors. Further south and along the southwestern coast of Aldemak lies the nation of Ar-Kaedarkan, home of the Nightmare Elves and their infamous Markets, where anything in Aldemak might be procured for a price. Ar15

Kaedarkan consists primarily of a desert that begins at the boundary line with Ar-Urarkan and extends partway to the coastline, where the desert gives way to a lush, subtropical region. Across Ar-Kaedarkan are numerous settlements, most consisting of canvass tents and open canopies, but some of which consist of more permanent structures built out of clay or mud bricks.

Only a little over two centuries ago,


the entirety of Aldemak was ruled by the Daedolian Empire, and the towering spires of the high humans reached into the skies above the lands of man and elf alike. The Daedolian Empire was a meritocracy ruled by magisters, mage-scholars who worked to produce the greatest advances in magic and technology the world had ever seen. Indeed, it is believed by some that it was during the time of the Daedolian Empire that the arkan first appeared in Aldemak, and that their creation was but one of the many accomplishments of this once mighty empire. However, the depravity of the Daedolians was just as great as their accomplishments; seeing other races as little more than slave labor and raw material for their experiments, the Daedolians provided the other races with little say in their

governance. They treated the elves more like animals than people, subjecting the arkan to the worst of their caprices. From their point of view, the Daedolians were simply exercising their right as the world's one 'true' race to use the resources of their world to rediscover the First Principle, the Daedolians' mythical divinity. From the point of view of the other races, the Daedolians had become mad with power and needed to be stopped. An alliance of Terrans and Munarkan, along with a small contingent of mercenary Ashurans (a third race of humans known as the Shadow Men) usurped the Daedolians' power in a violent

struggle that ultimately drove the Daedolians from all of Aldemak save Gran Daedole, where the Daedolians fortified themselves from attack. After a number of unsuccessful forays into Gran Daedole, the alliance of elves and men proposed a truce to the high humans, one which the besieged magisters readily agreed to. As a result, the once great Daedolian Empire was reduced to the single nation of Gran Daedole, and, over time, the borders of the several nations of Aldemak were solidified. The following are some brief descriptions of the nations of Aldemak:

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Ar-Kaedarkan

Stretching across the southern coast


of Aldemak and extending throughout the desert south of the lands of ArUrarkan, Ar-Kaedarkan consists mostly of desert lands with a lusher, subtropical zone near the southernmost lands of the nation. Throughout the vast desert region, vegetation is sparse and primarily consists of cacti and yucca plants, with a few palms cropping up the closer one gets to the southern coast. The desert region is populated by small lizards, two species of birds of prey, and a number of crawling insects and arachnid species. The largest animals found in the desert are the Sand Gorgers, large ten eyed arachnids with spider like bodies equipped with claws at the ends of their pedipalps. Sand Gorgers can grow to five feet in length and have no known natural predators, instead feeding on the local lizard and bird populations, the latter of which it catches by using a high pressure spray of webbing that pulls the birds from flight and holds them while the Sand Gorger feeds. The local Ar-Kaedarkan use the lizards and birds as well as their eggs in cooking, and hunt the Sand Gorgers for their blood, which is extremely toxic to man and elf and can be sold at a high
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profit to those who would have need of such a thing. Along the coast, the desert gives way to a verdant subtropical paradise abundant with palm trees, fruit-bearing trees and vines, and slow moving herbivorous mammals, which serve as prey to the large lizards and snakes that slither and skitter about as they hunt for prey. The largest coastline animals are the Tree Stalkers, giant constricting snakes that can grow to ten feet in length and capture prey by descending upon it from a perch high in the trees. The Tree Stalkers are hunted for their tough leathery hides, while the slower moving mammals and some insect species are prepared as meals for the local populace. The dates produced by some of the palm species are used in wine-making, and such wine is popular throughout all of ArKaedarkan.

Ar-Kaedarkan

is governed by the Merchants' Houses, of which there are four, representing the four most powerful and influential merchant families in Ar-Kaedarkan. Each House controls one of the four territories that Ar-Kaedarkan is divided into, and the laws of Ar-Kaedarkan, such as they are, are set by a consensus vote of three of the four houses. There are

no anti-corruption or bribery laws in Ar-Kaedarkan, and, in fact, lobbying through direct money payments to the Merchants' Houses is not only allowed, but encouraged. Although ostensibly the laws and Kaedarkan culture allow other houses to supplant the current Houses by proof of accounts receivable, the reality is that any merchant family foolish enough to try would find itself swiftly removed from the Ar-Kaedarkan society, both financially and by means of poison or force of arms. Ar-Kaedarkan laws are not officially enforced by a police force or constabulary. Instead, one must pay one of the Merchants' House approved bounty hunters to bring the accused before the courts and, assuming the accused cannot pay the courts enough to secure his or her release, the accused will then stand trial at the expense of the accuser, with the understanding being that the accused shall pay costs of court upon losing.

Merchants' House possesses no more of the prized coastal lands than the other.

The

The

nation of Ar-Kaedarkan is divided into four roughly equal strips of land, each strip running from the northern border of Ar-Kaedarkan to the southern coast of Aldemak, divided as such so that each

easternmost territory of Cheraminine is the territory of House Chernied, and it is this territory that is the most well known to foreigners as it has an active trade with both ArUrarkan and Rowardan. As ArUrarkan and Rowardan are both opposed to slavery, Cheraminine focuses on the sale of exotic wines and spices, along with fine Kaedarkan silks, which it exchanges primarily for weaponry and agricultural produce. Cheraminine is one of the wealthier territories of Ar-Kaedarkan, but suffers from an underdeveloped slave market compared to its fellow territories. While Cheraminine may not engage in a robust slave trade, House Chernied, like all the Merchants' Houses, relies upon slaves to conduct its asset procurement and production activities. As such, much of Cheraminine's intra-territory trade consists of exchanging produce for slaves made available by the other territories.

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To

the west of Chernied lies Orthade, the territory of House Ort, and the territory that supplies Cheraminine with the bulk of its domestic slaves. Ort has a large population of native Kysgreppen (goblins in the common tongue of men), which is where Ort draws the bulk of its slave inventory from. Because Ort is the principal supplier of slaves to Cheraminine, and because the bulk of the slaves Ort possesses and is willing to trade are goblins, foreigners visiting Cheraminine and seeing the large goblin slave population have assumed that the Kaedarkan seek out goblins to enslave as a form of racial enmity. Nothing could be further from the truth; as any ordinary Orthadian would explain, the Kaedarkan simply make use of what is available, and would be happy to extend their slave inventory to include men and elves if they were as easy to acquire. The principal difference between Orthade and Cheraminine are the architectural and cultural differences between the two territories.

with decoration at all, assuming that anyone who arrives at their shop, removed from most foreign trade, knows what they are getting into. Additionally, Cheramininites are tolerant of religion because it helps to promote their trade with the Terrans of Rowardan (and makes such marks much more predictable), while Orthadians openly scoff at religion and any attempt at openly preaching a faith will result in the offender being set in chains for shipment to Cheraminine at the Orthadian authorities' earliest convenience.

To

For

example, Cheramininites decorate their structures in glinting bright materials to attract foreign traders while Orthadians barely bother
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the west of Orthade lies Kaelhade, the territory of House Kael. Kaelhade is often referred to by the Kaedarkan as the lucky territory, for its desert region is the most populous in cacti and yucca plants, as well as the valuable Sand Gorgers, which in some parts of Kaelhade have been known to enter into settlements and assault the residents, much to the delight of resident trappers. Far wealthier than Orthade, the bulk of Kaelhade's business comes from sales of poisons and alchemical potions to Ar-Urarkan and its fellow Kaedarkan territories, who rely on the chemicals for their various and sundry political purposes. Kaelhade boasts the largest number of permanent settlements,

including the unofficial capital of ArKaedarkan, Sul-Kasra. Most Kaelhade settlements include large cities made of clay or mud brick, with mats inside and outside such dwelling made from palm fronds or dried yucca plants.

The

westernmost territory of ArKaedarkan is Galaminine, the former territory of House Galas and present territory of House Raetheed. No more than one hundred years ago, House Galas, once thought of by foreigners as the noblest Merchants House, ruled Galaminine as a republic, having ended slavery and having sought to improve relations with the other elfish nations. The other Ar-Kaedarkan territories saw Galas as a threat to the Kaedarkan way of life, and so they conspired to remove Galas from the political scene permanently. Over the course of three terrible days, assassins from the other three Merchants' Houses eliminated the influence of House Galas, slaying every member of the House along with any extended family that could ever hope to restore House Galas to its former glory. This event came to be known as the Galaminine Purge. The ruling House was replaced by a

political supporter of the other Houses, House Raetheed, which had supplied the assassins essential to administering the other Houses' sanction against House Galas. To this day, House Raetheed has ruled the territory of Galaminine as the least influential of the Merchants' Houses, knowing full well that it owed its existence to the caprice of the other three Houses. However, rumors have begun to form that House Raetheed may be seeking to supplant the less resourceful House Ort and some other rumors go further to suggest that not all of House Galas may have been destroyed in the Galaminine Purge. As a territory, Galaminine is most renowned for the large population of Merumar (mermen) inhabiting its coastal region. Unlike the goblins, the mermen have proven capable combatants, and their ability to survive and fight underwater has prevented House Raetheed from effectively using them as slaves. As such, Galaminine now engages in trade with the Merumar, using the Merumar to act as fishermen while the local Kaedarkan exchange with them various potions and poisons to aid Merumar hunting parties.

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Arkterra

Lying

south of the Wilderness and north of Ar-Urarkan, Arkterra shares its easternmost border with the human nation of Rowardan. Arkterra is an environmentally diverse nation, its northernmost regions as heavily forested as the Wilderness itself, which is separated from northern Arkterra only by the imaginary borders established by the Arkterrans. The central region is mostly flat valley land, well hydrated and brimming with agriculture. To the east, Arkterra becomes hilly, with gently sloping mounds dotting the horizon right up to and beyond Arkterra's border with Rowardan. The western region of Arkterra extends to Aldemak's western coastline, and is forested or fielded depending upon how far south one travels. The southernmost region of Arkterra is dotted with Daedolian ruins and ancient forests, which continue on up to and across Arkterra's border with Ar-Urarkan, home of the Burrow Elves.

Due to its diverse environs, Arkterra


is host to a variety of plant and animal species, of various sizes and ecological niches. The largest species of predators in Arkterra are the five foot long wild cats of the Arkterran plains, which can be a threat to travelers, if infrequently so. The largest animals in Arkterra are a species of Proboscidea that stand ten feet high, have four equally large curved tusks, and a short snout as opposed to a fully developed trunk. These powerfully built animals, known as Quadracorns, have been rarely used as pack animals by the Arkterrans, with mixed to poor results due to their notorious irritability. Quadracorns are herbivorous, but pose a greater threat to travelers than the Arkterran wild cats as they are far more territorial and bold. As a consequence, Quadracorns are regularly hunted by Arkterrans, not only for the beast's useful horns, hide and meat, but in the interests of keeping the population at safe levels.

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In addition to these dangerous beasts,


Arkterrans in the northernmost region are subject to attack from large maneating plants called gilsnarfen, which in the Munarkan dialect of the elvish language translates roughly to Blood Sniffers. Gilsnarfen have an automated attack reflex that is triggered if a bleeding animal crosses its path. For reasons not yet understood, the gilsnarfen will entangle any such creature that crosses its path in its vine like limbs, quickly moving the same for digestion in its enormous eight foot wide maw. Because the Gilsnarfen keep their bulk close to the ground, they are easily overlooked by wayward adventurers passing through the rough underbrush of northern Arkterra, and such fatal oversights may be the source of numerous disappearances reported therein.

technology, armies or economies, Arkterra comes in second amongst all nations in each of these categories.

The

Despite all of the very clear dangers


to travelers in Arkterra, the young nation boasts the largest population of all of the nations of Aldemak, as the liberal culture of Arkterra attracts migrants from other nations seeking relief from the rigid hierarchical structure of their societies. Arkterra attracts a large number of entrepreneurs, and while other nations may have greater magical knowledge,
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Arkterrans are governed by a two tiered system of governance. The Arkterran Council is the decision making body of the nation of Arkterra, and the Council is comprised of one representative from each of the Assemblies, which are the regional governing bodies for the Arkterran Provinces. The Assemblies are reconstituted on a monthly basis and consist of a gathering of those who wish to govern. While it may seem like such an open system would ensure the participation of every provincial resident, in practice such system rarely attracts more than the most zealous, devoted or opportunistic residents most Arkterrans are too focused on their individual pursuits to engage in politics. Each Province has its own unique way of managing its Assembly. From each of the Assemblies, there is appointed a single individual who is appointed to the Arkterran Council. While the Assemblies are responsible for passing and enforcing provincial laws, the Council is responsible for seeing to the defense of Arkterra and establishing guidelines for both government expenditures and diplomacy. Laws are passed in each

Province by a 75% majority vote of the appropriate Assembly. Laws are passed by the Council only with the approval of all Council members. Military actions are conducted with a simple majority vote of the Council, while diplomatic actions can be undertaken at the direction of any Council member, with approval of such treaties as might thereby be developed requiring approval of all Council members. The Arkterran government on both the regional and the national level is incredibly complex and the details of the system would require exegesis beyond a simple summary. Suffice it to say, however, that social appeal is the most important political asset in Arkterra.

Arkterra is on relatively good terms


with neighboring Ar-Urarkan and Rowardan, while remaining wedged between two great enemy powers, ArKaedarkan and Gran Daedole. Each Arkterran Province has a different relationship with the surrounding friendly foreign powers depending on which foreign nations are closest to the Province. Roe Fort, for example,

is near Rowardan and heavily populated by Terrans, adopting mostly Terran customs and architecture. The Province of Peoples' Unity, however, is dominated heavily by Town Elves, with wooden architecture, and serves as the seat of the Council itself, which gives it a strange portmanteau character sharing foreign and domestic influences. The number of Provinces is liable to change at any time (as any number of people sufficient to lay claim to two square miles of land can petition for Province status, separating their selves from the originating Province.) However, there have been eleven stable Provinces within the modern Era: Aurum, Blood Oath, Dennar, Feldar, Ghanu, Igniom, Melamaru, Peoples' Unity, Roe Fort, Seven Stars, and Zealotry. While the Provinces may vie for their interests before the Council, the strong national bonds formed at the inception of the young nation, coupled with the impermanence of many Provinces, has resulted in a relatively peaceable democracy.

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Ar-Urarkan

Lying south of Arkterra and north of


Ar-Kaedarkan, the isolationist nation of Ar-Urarkan stretches out over an expanse of quiet, serene, and mysterious forest land. The whole of Ar-Urarkan is permeated with latent magical energies left over from the ruins of the fallen Daedolian Empire, which gives the air a slightly greenish hue and tends to make light shine brighter and shadows reach further than they otherwise would. The Northern and Central regions of ArUrarkan consists of a large forest, the uniformity of its tree line broken only by the ruins of the fallen fortresses and city-spires of the former Daedolian Empire. Within the Emerald Forest, as it is known, the ambient magical energies give a peculiar sense of awareness to the surrounding environment, and, in some cases, increased intelligence amongst its forest denizens. Although the plants and animals found within the Emerald Forest are natural enough in appearance, such bears, deer and elm trees as one might encounter may not act normally at all. Assemblies of birds might be found discussing the weather

or mice might be found negotiating with wild cats in alien languages; or, perhaps, trees might grow faces and demand payment for the right to pass through their grotto. The Emerald Forest is an unusual place indeed for the wayward adventurer.

It

is beneath the surface of the Emerald Forest, however, that the Urarkan build their cities and construct their interconnecting roadlike passages. The under-cities of the Urarkan are spiraling masses of interconnected wood and stone structures, featuring a series of wooden bridges and hollowed out earthen tunnels. The under-cities are built vertically, with the most important structures and largest residential areas located towards the bottom of each such under-city. Surface openings to the under-cities exist, and consist of large round metal plates set in the side of raised earthen mounds. Such openings are referred to as portcullises by the Urarkan, though other races tend to refer to the metal openings as the Urarkan's bolt holes.

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The Southern region of Ar-Urarkan


is demarcated by the point at which the Emerald Forest breaks to become wide open plains with scant vegetation, ending at the point where the plains become the arid desert land claimed by Ar-Kaedarkan. This region, known as the Desolation amongst the Urarkan, has scant resources and no portcullises, and is instead overseen by a number of Urarkan fortresses built from clay and sandstone. The Urarkan of the Desolation are a grim people generally of sterner demeanor than their northern city dwelling brethren. The Desolation hosts an embassy of ArKaedarkan, from which the Nightmare Elves conduct most of their trade with their Burrow Elf neighbors.

Urarkan use as soldiers and law enforcement officers, the Urarkan have developed magically guided explosive missiles, automated mining equipment, and fully functional prosthetic limbs. The Urarkan are very secretive about their techniques and rarely allow the sale of their most complex creations outside of ArUrarkan. Urarkan traders will sell what they consider 'trinkets', such as ballistic weapons and simple engines, but the Urarkan who would consider the sale of a golem to the Nightmare Elves will likely end up in exile or worse.

The

Ar-Urarkan is foremost amongst all


nations in their knowledge of science and technology. While magic is well known to the Urarkan and used by them often, the Burrow Elves rarely experience the sulfurous odor of a fire ball or the crackling of electric bolts flying from their hands. Instead, the Urarkan imbue constructs with magic to produce extraordinary effects. Besides their golems, which the
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Urarkan have three governing bodies, each of which is comprised of various subdivisions. The first such governing body that most nonUrarkan will be familiar with is the military, which oversees the defense of Ar-Urarkan's borders and patrols the Emerald Forest. The Ar-Urarkan military is overseen by the Minister of Defense, who is appointed by and serves at the behest of the High Arkan. The High Arkan is the elected council overseeing inter-city trade and the extraterritorial affairs of the ArUrarkan cities and fortresses. The members of the High Arkan are comprised of one official from each under-city, elected at large by the

populations of the represented cities from those citizens of advanced age residing within the city they would represent. Finally, each under-city is governed by the Ministries, cooperative government agencies that work together to maintain order in their cities. Each Ministry has one elected office, that of the Minister, and elections in each city are usually staggered to prevent a situation where all of the city's Ministries are undergoing the tumult of political chaos all at once. Each Minister appoints lesser officials to manage the operations of the Ministry. Each Ministry has its budget prepared by a different Ministry, which works well in theory but in practice has led to cronyism and corruption in a statistically relevant number of Ministries. The one way the population of an Urarkan city is able to keep the Ministries in check is to invoke the Rule an age old tradition by which the Minister may be challenged during his term by any person residing in the city (though not more than once per month) in a duel of intellects. If the challenger can appear more knowledgeable about the Minister's Ministry than the Minister himself during the course of a public debate, the Minister will be immediately replaced by the challenger for the remainder of the Minister's
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term. Success in the debate is highly subjective, but such debates are usually moderated and attended by fairly studious and intelligent members of the populace, and it is rare that the attendees would cheer a poor argument or deride a wise one. In short, the Urarkan rely on the wisdom of their populace to keep their leaders in check; whether or not this reliance is misplaced is an entirely subjective determination.

Ar-Urarkan

is on relatively good terms with neighboring Ar-Kaedarkan and Arkterra, and on poor terms with Rowardan and Gran Daedole. The Urarkan are extremely insular and are not known to tolerate the immigration of non-elfish races. The Urarkan border patrols shoot at trespassing men on sight and are known to take kys immediately prisoner if spotted.

The only exception to this rule is that


men or kys accompanying elves may be spared, provided that the elves can explain their companions' presence. Of course, it should be noted that a trespassing Daedolian is usually killed regardless of whether or not the Daedolian is accompanied by an elf, even a fellow Urarkan. Foreigners and non-Urarkan, even immigrants, are

not allowed to participate in the government, may not own land, and are not allowed to serve in the military. The Urarkan also enforce strict regulations regarding where and when foreigners may travel and what they may do when so traveling. Obviously, it is very hard to not be Urarkan while living or visiting in ArUrarkan.

other elves, provided that there is no more pressing matter at hand.

Beyond

However,

the Urarkan themselves enjoy a relatively high quality of life in their homelands. Fellow Urarkan are indoctrinated from an early age to put love of their people before any personal ambitions, and Burrow Elves who are too self-aggrandizing are shunned as readily as those who are not willing to aid their people. The Burrow Elves use their inventions for manual labor, and thereby save themselves the burdens and loss of life that can attend such activities as excavation and combat. Trade occurs, as in other lands, with a desire for profit. However, Urarkan are fair traders not only amongst themselves but with others, largely out of habit. Greed is seen as a serious character fault in Ar-Urarkan. For this reason, many Urarkan are willing to provide whatever resources they don't need to those who require them, and are always happy to sacrifice their time for
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the generosity and technological adroitness found in ArUrarkan society, the Burrow Elves are also dedicated and law abiding citizens, taking their duties seriously and enforcing the law against themselves as much as others. The only threat to this high moral standard in Urarkan society is the Ar-Urarkan system of government, which, as before was mentioned, has been growing more corrupt at the local level in recent years. This is particularly troubling because most laws are enforced through a Ministry of Law Enforcement and most legal judgments are rendered through a Ministry of Justice. An under-city with extensive corruption in these Ministries could unmake much of Urarkan society at the local level.

Although

the Urarkan are always seeking to expand and build new cities, and although cities can come and go depending on the success of each city in managing itself, there are some under-cities that have withstood the tests of time. In the northern region there is Min Kolok, Min Arath, Trenethad and Gulhad. In the central region, there is Abshahad, Glinmaru,

Min Miras and Min Mok. In addition to the under-cities, the Urarkan military controls the fortresses of the southern region, including the military fortress of Min Dolhame, which is vast enough in size and population to rival the population of the under-cities. Min Kolok, Min Arath, Min Miras and Min Mok are fortress-cities, well defended and located as close to the borders of Ar-Urarkan as any city gets. Trenethad, Gulhad, Abshahad and Glinmaru are trade cities that are located further from the borders than the other cities. Each city focuses on a particular form of trade as a specialty. Abshahad, the Jeweled City, is known

for its rich ore and mineral veins and the city has brought in exceptional wealth through trade of the same. The High Arkan convenes in Glinmaru, the Garden City, which is renowned for its resplendent subterranean hydroponics gardens and its skill in horticulture, which the city uses to help the other cities feed their populaces. Trenethad and Gulhad both focus on the trade of magic enhanced machinery, with Trenethad producing a majority of Ar-Urarkan's weaponry and Gulhad producing the bulk of Ar-Urarkan's golems and trade implements.

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Gran Daedole

Lying

north of Arkterra and the Wilderness and west of Rowardan, the isolationist nation of Gran Daedole rises up across an expanse of steep mountains, narrow valleys and unforgiving terrain. The borders of Gran Daedole are fortified by fortresses and magical barriers, and the whole of the Magisters' territory is overseen from atop the massive spires that house the Daedolians' ascendant cities. Gran Daedole is largely cold mountainous terrain, with more temperate valleys hidden in between the narrow breaches in the mountain range. The skies of Gran Daedole are often crossed by the Daedolians' flying crafts, which the Daedolians use as their primary means of transportation. Large magically powered canons are positioned strategically throughout the Daedolian mountain range in order to ensure aerial security. These canons are made of the same white marble as the Daedolian spire-cities and can be difficult to spot from a distance in the snow covered mountains. Few large animals are found in Gran Daedole as the climate and the terrain does not lend itself well to large terrestrial species. For the most part, Gran Daedole is home to small mammalian
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species, medium sized predatory avian species and, in the valleys, some small number of fish and insects. Although lacking in a diversity of animal life, Gran Daedole does have an abundance of plant species, many of which are used by the Daedolians in their alchemical and magical pursuits.

The Daedolian spire-cities are formed


from marble taken from one of the many mines found within Grand Daedole. The Daedolian Mountains are treasure troves of rare and precious minerals, from building stones to precious metals and gems. These same materials are used in Daedolian architecture and sculpture, and the cities of Gran Daedole are unquestionably the most beautiful in Aldemak. Each spire-city is a layered metropolis, with certain sections dedicated to commerce, industry, residential use and city defense. The residential sections of the spire-cities usually have at least one common area housing the sculpture, art and gardens of the inhabitants, with the same arranged by city planners in a tasteful display of Daedolian skill and aesthetics. The Daedolian spire-cities themselves are crafted from locally

mined stone, usually marble, which is magically altered to suit its function.

Daedolians

live in a caste based society, with the highest caste members almost always living closer to the peak of the spire-city than the lower caste members. The Daedolian castes include the Magisters, who study magic and govern Gran Daedole; the Diviners, who study philosophy and see to the spiritual guidance of the Daedolians; the LoreKeepers, who study history and the collective non-magical knowledge of the Daedolians; the Expressionists, who study art and architecture and endeavor to bring beauty to the Daedolians; and the Chattel, which caste includes everyone else. It is the Chattel who work the Daedolian mines, man the Daedolian defenses and engage in direct combat with enemy forces. The Chattel are expected to sacrifice themselves for the good of their betters, and are afforded few rights in comparison to the higher castes. It is important to note that the Daedolians do not consider caste a matter of birth, but rather a matter of one's academic potential. A Daedolian who is born into the Chattel caste may display an unusual aptitude for magic and thereby be raised up into the Magister caste. Likewise, the child of a Magister who cannot cast a spell will
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likely end up in a lesser caste, if the child's Magister parents do not slay the child outright out of shame. Like any meritocracy, nepotism often prevents members of one caste seeking to enter another caste, although, for obvious reasons, the Chattel caste does not have this problem.

Like

Ar-Urarkan, Gran Daedole is very isolationist. Unlike Ar-Urarkan, the Daedolians will rarely kill trespassers unless pressed, preferring to mind wipe them and use them as fodder in the mines. Obtaining entrance to Gran Daedole can be a tricky affair for someone who is not a Daedolian. Kysgilden, who make their homes in abandoned Daedolian mines and some of the valleys of Gran Daedole, are permitted free passage and treated a bit better than mere Chattel in Daedolian society due to their acumen in accounting and trade. Some Daani make their homes along the borders of Gran Daedole and the Wilderness, and generally such settlements are begrudgingly tolerated by the Daedolians. Occasionally Terrans and Ashurans are able to secure entry when they are offering valuable goods for trade, but they can expect to be treated as even less than Chattel and possibly killed if they find

themselves annoying too many of the wrong people within a demesne, a demesne being the territory owing fealty to a particular spire-city.

Gran

Daedole is foremost amongst all nations in the knowledge of the application of raw magical force. While the Daedolians have developed numerous constructs that take advantage of magical principles, their knowledge of enchanting and engineering is marginally less advanced than the Burrow Elves. The Daedolian flying machines, for example, fly not through their own ensorcellment but rather through the application of modified flight spells to the machines while they are being used. Likewise, Daedolian mines are not cleared out using automatons but rather through ordinary mining activities undertaken by the Chattel, and occasionally through the direct application of a destructive spell or two. What the Daedolians lack in the practical application of magic they more than make up for in their effective use of spell casting. Daedolians practice spell craft as an art and any Magister worth his salt should be able to summon a horrific extra-dimensional servant or cast a field-wide fireball. Daedolians can generally cast spells more often and
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with greater effectiveness than any other race. As a result, Daedolians are often showy with their talents, and it is something of a status symbol to be able to cast spells that are more aweinspiring than one's peers.

Each spire-city is treated as its own


sovereign state, and each such state consists of the city itself and its demesne, the land surrounding the city. Each city is ruled over by a council of magisters, who either are chosen by their fellow magisters to be a part of the council or who kill the prior seated magister in a magical duel for the position. Amongst the council there is one Archmage, who is chosen by a simple majority of the council. The Archmage is almost always the magister most feared and presumably most talented amongst the council. Each Archmage is responsible for settling extra-territorial disputes with the Archmages of other cities. As Archmages are by and large prideful and arrogant, disputes are often settled through magical duels. However, Archmages are careful not to seek open war with their neighboring city states, as such a state of affairs would expose the whole of Gran Daedole to the Daedolians' many enemies. Likewise, Archmages rarely duel to the death, because killing an

Archmage will only ensure that another, perhaps more powerful Archmage will take the weaker Archmage's place. A cowed foe is much more pliable than an arrogant upstart.

Gran Daedole is on relatively poor


terms with every nation it borders and even those it does not. Because the Daedolians once used the other races as Chattel or worse, there is little love found for the Daedolians outside of Gran Daedole. The Archmages are well aware of their precarious position and have attempted to ameliorate the same by encouraging active trade relations with the Kysgilden and some of the surrounding Daani, particularly the Rashumar. However, Gran Daedole presently remains without an ally in sight, and it is only the legendary power of the Magisters and the feeble truce reached after the fall of the Daedolian Empire that keeps Gran Daedole from being wiped out by the other nations.

paramount, and a failure to lord one's status over another is seen as a suggestion that one may not deserve one's station. Daedolian children are taught while young to take what is theirs and prepare themselves to fight to keep their status. It is not uncommon for Daedolian parents to pit their children against each other, promising more devotion and attention to the child who outstrips its siblings. Personal advancement is seen as the highest goal in Daedolian society, and a failure to seek such advancement, especially at the expense of others, is seen as a weakness. Despite the Daedolian's self-serving culture, Daedolians do not value wealth, and while trade is conducted in Gran Daedole much as it is elsewhere in Aldemak, ostentatious displays of wealth are looked down upon as placing self fulfillment over self improvement. The people of Gran Daedole respect a great deal more a person's abilities than they do his or her resources.

The

people of Gran Daedole are often arrogant and selfish, and few attempt to hide these facets of their personality from others, even in the course of trade. To the Daedolians, the appearance of power and class is
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Gran Daedole is the oldest of all the


nations, having once been the seat of power for the Daedolian Empire. Numerous entrenched city-states have endured the test of ages, and of those, three are seen as the centers of Daedolian culture and civilization.

Caer Marrylyl, located in the center of Gran Daedole, is the heart of Daedolian artistry and home of the greatest number of Expressionists. Unlike other city-spires, the people of Caer Marrylyl tend to unofficially rank the Expressionists above all other castes save the Magisters. The exterior parapets of Caer Marrylyl are adorned with decorative gargoyles and other features of gothic architecture. It is rumored, and likely true, that the gargoyles can be crudely animated in defense of the spire-city. In the far northwest lies Caer Alcyon, from whence it is rumored that the arkan originated and which now serves as the Daedolian's foremost institute for the learning of destructive magic. Where other Magisters may cast fireballs, Alcyon Magisters cast fire elementals that cast fireballs for them. Caer Alcyon has numerous flying machine launch points on its exterior which serve both as launch pads and as practice points for Magisters casting their destructive magics. Caer Alcyon itself is situated at the peak of the highest mountain in Gran Daedole, and surrounding this peak is a vast gorge, which descends into a smoking, lifeless valley below. It is into this gorge that the Magisters of

Alcyon cast their experimental spells, thereby safely observing the destructive effects thereof and ensuring the security of Caer Alcyon's demesne. Finally, along the border that Gran Daedole shares with the Wilderness is the easternmost city-spire of Caer Alludol. Caer Alludol is a small city with a relatively short spire, but a massive populace, mostly of Chattel. It is within this spire-city that the most international trade is engaged in and also within this city that the most elderly miners have retired. In comparison to the culture found in most spire-cities, Caer Alludol is crude and debased, with few laws and fewer persons enforcing them. The only thing that keeps the Magisters of Caer Alludol in control of the spire-city is their routine extermination of the most offensive trouble makers, by which they make an example to instill order within the city. Caer Alludol is the most despotically controlled and least organized of all the spire-cities, and its position as host to those few traders from outside Gran Daedole who seek to trade with the Daedolians does nothing to diminish the ill will the other nations feel towards the land of the Magisters.

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Rowardan

Lying

east of Gran Daedole, the Wilderness and Arkterra and sharing its southern border with ArKaedarkan, the traditionalist nation of Rowardan is a land of rolling hills, meadows and farmlands, the scenic beauty thereof broken only intermittently by thatched huts and stone fortresses. The lands of Rowardan are fertile and the people simple and prosperous, and some have taken to referring to Rowardan as the breadbasket of Aldemak. In truth, while much of Rowardan consists of fertile plains, Rowardan has some diversity in its environs. Rowardan shares its western border with mountainous Gran Daedole and the forests of Arkterra and the Wilderness. The Rowardan landscape becomes less arable and hospitable close to the boundary Rowardan shares with Gran Daedole, and, though the Rowardanians have cleared most of it, the lands bordering the Wilderness and Arkterra are less hilly, being essentially cleared forest lands. Rowardan is the easternmost nation of Aldemak and as such it shares one of its boundary lines with the eastern shore of Aldemak, the same consisting

of rocky cliffs and sandy shores as opposed to rolling hills.

Above all, the people of Rowardan


value their space, and so the ravages of industry and urbanization have not fallen very hard upon Rowardan's hills, beaches and plains. Rather, at such points as the Rowardanians might deem appropriate or aesthetically pleasing they have erected small farm-holds and stone fortresses of various but, by the standards of the other nations of Aldemak, modest sizes. The typical Rowardan fortress stands as the capital of a province, a territory which encompasses all the lands owing fealty to such count or baron as might act as the lord thereof. Amongst the provinces of Rowardan can be found the somewhat cold and bleak province of Golgotha in the east, the pleasant and diminutive farming province of Rofeld in the southwest, the wild and militaristic province of Trucebreak in the northwest, and the large heartland province of Diligence, ruled over by the royal family of Rowardan, the Warringtons, to which all of the other lords owe their fealty. The culture of Rowardan is likewise diverse in the
34

character of each province. The people of Rofeld are polite and unsophisticated, whereas the people of Golgotha are grim and superstitious. All of the provinces, however, are united in their embodiment of what has been termed the Rowardan character an appreciation for history, a concern for community and a disdain for lethargy.

Rowardanians

are hard working without being obsessive, knowledgeable without being formally educated and dutiful without being demanding. Although the lords of Rowardan are fealty bound to the Warringtons, the faith of the Warringtons is not the faith of the state, and each village in each province determines for itself whether gods or ancestors or nature or some more sublime thing is deserving of worship. The Warringtons themselves, and by extension the gentry of Diligence, practice a form of polytheism that deifies especially legendary kings, spirits of national values, and some natural forces. It is tradition that when a new King is crowned, he is blessed in the name of his patron deity before assuming the throne. Coincidentally, it is also common for the Diligence gentry to go to great lengths to show
35

themselves to be adherents of the King's divine patron, whomever or whatever that may be. Rowardan is host to some of the oldest and most varied religious and philosophical belief systems, from the Venerai faith's worship of the gods of the seasons to the Golgothan Church of Salvation's faith in a god of light and forgiveness. While it may seem strange that a nation ruled by a monarch would have such a tolerance for a diversity of belief, the history of Rowardan helps explain the apparent paradox. In the dark days of the Daedolian Empire, the Rowardanians, chiefly of Terran and Ashuran lineage, were often compelled on pain of death to abandon their beliefs and follow the teachings of the Daedolians. The same Terran and Ashuran ancestors that would come to make up the largest segment of the Rowardan population saw the uprising against the Daedolians as a war for religious independence as much as they saw it a war of national independence. The founding of Rowardan was nearly prevented by the internecine conflicts of the various religious orders vying for dominance. It is suggested in the records of Rowardan's founding, though not outright stated, that the royal family's faith may have arisen from the merging of some of the most prominent competing faiths of the

time. The first king of Rowardan was named either Roe of Warrington, Ro of Gwerdain, or some similar appellation as was recorded, the written word having not been standardized in Rowardan at the time of the keeping of such records. This first king made it his first decree that the people could determine for themselves which gods to worship, or none, so long as everyone understood their duty was first to their nation and then to their gods. From this proclamation until the present day, Rowardan has stood as a bastion of religious tolerance even as its cultural mores and traditions have remained static.

to procure stone for public works, such as the construction and maintenance of public buildings and roads. More commonly laborers may find employ in lumbering, at least in western Rowardan, and there is always demand for soldiers and masons to serve the provincial lords. By and large, however, most Rowardanians are farmers, be it of the self sufficient or for-profit variety.

Rowardan has both a standing and


reserve military. The standing military is housed throughout the most populous provinces, while the reserve military is comprised of all able bodied Rowardan citizens. In the event of a military engagement, the crown ordinarily holds a draft to provide for a sufficient army Rowardan's vast agricultural resources are partially conserved to provide for such eventualities.

Rowardan

trades mostly in agricultural resources and primarily for technology to improve farming productivity. While there are some valuable minerals located throughout Rowardan, active mining operations are few and far between owing to Rowardan's poorly maintained roadways and widely interspersed population, both of which make operating a mine impractical and in many ways unprofitable. Most mines are operated on behalf of the provincial lord in whose province the miners operate. Such provincial mining operations are used primarily
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Rowardan

is on relatively good terms with neighboring Ar-Kaedarkan and Arkterra, and on poor terms with Gran Daedole. Although some of Rowardan's people trade with Gran Daedole, the two nations tend to see each other as enemies. Trade between Daedolian and Rowardan interests is therefore complex and often violent.

With regard to other nations, however, Rowardan is highly tolerant, even trading on peaceful terms with the universally disliked nightmare elves of Ar-Kaedarkan. While Rowardan borders are heavily patrolled, patrolling security forces are understanding towards unintentional trespassers and itinerant wanderers, often choosing to bring them before a provincial lord to discern the foreigners intentions rather than simply killing them outright. Foreigners wishing to immigrate to Rowardan need merely pledge an oath of loyalty to the Warringtons and conduct themselves with integrity in the service of a provincial lord or titled gentry. Over time, such immigrants will be accepted by the nobles of Rowardan at large as a citizen, and may even acquire titles and land of their own. Though Rowardan is seen primarily as a nation of Terrans, all Rowardanians treat each other as equals regardless of

race the first king's words ring true in the hearts of Rowardan's people, and no difference in faith or race will ever be more important to the people of Rowardan than shared nationalism.

Government

is a largely political affair, with noble gentry at the top of a social pyramid, beneath only the royal family in stature. Beneath such gentry are various ministers and lesser lords, their respective power being more a matter of their resources and closeness to higher powers than a matter of title. A foreigner who believes that having the backing of a noble is sufficient cause to ransack a lesser ranked minister's house may find himself in the unenviable position of explaining to the royal family why their favorite cousin's home has been burglarized. Careful consideration should be had of the powers and interests at work when dealing in Rowardans byzantine politics.

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The Wilderness

The Wilderness is the wild and untamed expanse bordered by the nations of Gran
Daedole (to the north), Arkterra (to the south), and Rowardan (to the east). The Wilderness is not a proper nation but rather a forested expanse inhabited chiefly by the Daani, the colloquially named Weird Folk consisting of the brutish Rashumar, insular Merumar and hive-minded Vectrumar. These three species do not work together but rather claim large expanses of territory in the Wilderness which they regularly fight over. Because of the Wilderness's perilous position between Gran Daedole and Arkterra, coupled with its volatile indigenous population, the Wilderness is nearly devoid of men, elves or little folk. There are few features to speak of in the Wilderness that are not frequently changed by its inhabitants, but one geological feature, the Great Maw, is remarkable as a massive canyon in the center of the Wilderness that stretches from one end of the Wilderness to the other. It is this feature which helps to secure the Wilderness as an unclaimed expanse its impassable nature makes it a useful barrier between the conflicting nations of Arkterra and Gran Daedole.

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part Three: the races of aldemak


There are four primary categories (or Kinds) into which the races of Aldemak
fall: the Humans, the Arkan, the Kys, and the Daani. Within each of these kinds of races are three sub-categories. In the case of the Humans, Arkan and Kys, each sub-category contains a different strain of the same race. In the case of the Daani, the three sub-categories represent entirely different species, as Daani is simply Daedolian for Others and is used to refer to the other most populous races on Aldemak besides men, elves and little folk. Each sub-category first lists the name by which the race knows itself, then the meaning of the name by which that race knows itself, and then the common names for such race along with any derogatory or nicknames for the race.

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Humans: The Race of Men


Humans, often simply called men or
man by the other races of Aldemak, are amongst the most populous of the races, competing with the elves for sheer numbers. Humans are native to Aldemak, with records of human involvement in Aldemak affairs existing in every other races' historical accounts. Nearly two thousand years ago, the Daedolians, or Men of the Heavens, ruled nearly the entirety of Aldemak as sorceror kings, conquering and enslaving other races as they built an empire filled with spire-cities the size of mountains. It was not to last. Three hundred years after the foundation of the Daedolian empire, the elves known as the Munarkan led a rebellion against the Daedolian empire, joining with the other races of men, the Terrans and the Ashurans, to topple the Men of the Heavens and bring the Human empire to an end. Since that time, several nations have formed out of the lands once conquered by the Daedolians, mostly populated and ruled by various courts of elves and men. The largest human dominated nations in Aldemak are Gran Daedole, Arkterra, and Rowardan. Gran Daedole remains primarily dominated by the High Humans, the Daedolians, who claim the lands as their ancestral home and hold on fiercely to their control thereof. Arkterra is home to a relatively young democratic government overseen primarily by men and elves who work side by side to ensure that their nation benefits from the joint efforts of the nation's many races while preventing cultural and racial disparity from tearing apart their nascent homeland. Rowardan is an ancient homeland of the Terrans and the Ashurans maintained under a feudal system of government and is primarily human dominated and populated, although outside races are not seen as unwelcome, so long as they work for their fair share.

There are three primary sub-races of


humans on Aldemak - the Terrans, the Daedolians, and the Ashurans. These sub-races are described more fully below:

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Terrans
The Men of the Soil, Ordinary Men, Low Humans

Terrans

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth. The Terrans of Aldemak are highly adaptable and hearty people. They build stone castles and huts for shelter, favoring stone for its durability and functionality. The Terran dominated nation of Rowardan provides the clearest example of Terran ethics and values: hard work, endurance, and a strong sense of community adequately describe the average Rowardan and the average Terran. Terrans have a religious system that venerates divinities that represent societal values such as community and knowledge as well as those that represent emotional states and natural phenomena, such as love and hate or sunshine and rain. Most such spirits are venerated at local

shrines, and very few spirits are worshiped universally by all Terrans.

Terrans as a race tend to be on best


terms with the Munarkan, the Ashurans, and the Kysweft. Terrans relate well to the social nature of the Munarkan and the Kysweft, and see the Ashurans as fellow men with which they share a historical bond. Terrans get along least with the Daedolians, the Kaedarkan and the Kysgreppen. The Terrans see the Daedolians as stuck up oppressors, the Kaedarkan as licentious monsters and the Kysgreppen largely as pests. Terran reactions to the Daani are largely determined by each individual Terran, but the Daani homelands are far enough removed from most Terrans that Terrans possess few preconceptions about them.

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Racial Modifiers: Hard Working: One basic skill from any discipline. Tough: +5 additional health at character creation. Enduring Health: +1 additional health per level for each level after the first. Wealth Modifier: 1.

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Daedolians
The Men of the Heavens, Mad Men, Tower Men, High Humans

Daedolians

are xenophobic scholars exhibiting the same characteristics and variety generally found amongst humans on Earth, with the notable exception that Daedolians have a third eye located directly in the middle of their forehead. The Daedolian third eye is vestigial and blind, serving no known function, though some more spiritually inclined Daedolians like to assert that the third eye sees past the realm of the mundane and into the realm of the divine. Daedolians tend to have tough, almost leathery skin about their faces, often drawn about their features like a bat, and are largely hairless. The Daedolians of Aldemak are highly willful and proud people. They build great spire cities for shelter, favoring stone such as marble for its beauty as much as its stability. Daedolian spire-cities are massive singular structures that extend upwards as opposed to outwards like Terran cities; Daedolians have mastered flight and the peaks of most spire-cities have launch pads, allowing the Daedolians to take off in their flying machines which are called vimana. The Daedolian dominated nation of Gran Daedole provides the clearest example
43

of Daedolian ethics and values: thirst for power and knowledge, ingenuity, and political acuity are prized traits in the average Daedolian. Daedolians have a religious system that borders on a form of mysticism, worshiping a being or concept called the First Principle. Most religious Daedolians are not merely content with venerating the First Principle, but rather seek ways to understand it and, if possible, to control it. In the mind of the Daedolians, the notion of a Daedolian displacing their god would not be a heresy but rather the highest expression of piety.

Daedolians as a race tend to be on


best terms with the Ashurans and the Kysgilden. Daedolians relate well to the mercenary nature of the Ashurans and have long shared their territory with the Kysgilden, whom they have forged a fellowship with, at least in part, because the Daedolians do not value, and therefore cannot covet, the Kysgilden's wealth. Daedolians get along least with the Terrans, all of the Arkan, and the Kysweft. The Daedolians see the Terrans and the Arkan as rebels and traitors and the

Kysweft largely as pests. Daedolians largely see the Daani as potential

fodder for their experiments.

Racial Modifiers: Magical: One basic skill from any magic discipline. Limited Imagination: May not learn any skill from an Adventurer discipline as Daedolians look down upon adventurers as those who would willingly leave the shelter and purity of their spirecities. Willful: +5 additional will at character creation. Enduring Will: +1 additional will per level for each level after the first. Wealth Modifier: 2.

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Ashurans
The Men of the Night, Shadow Men, Hidden Humans

Ashurans

are nomadic sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with the exception that all Ashurans are truly nocturnal beings as opposed to diurnal beings, with a grey skin tone that can range to pitch black. Ashurans tend to have exotically colored eyes, usually red or yellow, and their hair is dark brown or black, usually worn shoulder length, sometimes in complicated knots and hairstyles. The Ashurans of Aldemak are a stealthy and secretive people, preferring not to control nations directly but rather through influence. Ashurans are famed hunters, and most Ashuran settlements are impermanent, being comprised mainly of hide tents and canopies over simple wooden frames. The Ashuran inhabited nation of Rowardan possesses the highest population of Ashurans, where most work as wilderness guides, trappers or assassins. Ashurans are animists, believing that all things have a spirit form that gives it shape in the material

world, and venerate fire, which Ashurans see as an expression of the spirit world retaking the material world into itself. Ashurans' animism is responsible for the large number of Ashuran assassins; most Ashurans see death as being little more than the destruction of a spirit's material vessel, as opposed to the destruction of a living being.

Ashurans as a race tend to be on


best terms with the Terrans and the Daedolians. Ashurans see the Terrans and Daedolians as fellow men with which they share an understanding of the need to hunt, work and reproduce the species. Ashurans get along least with the Munarkan and the Urarkan. The Ashurans see the Munarkan as flighty fools and the Ashurans have legends about the Urarkan once being a cruel, savage race, which legends have hindered Ashuran-Urarkan relations. Ashuran reactions to all other races depend largely on how willing a member of that race is to pay for their services.

45

Racial Modifiers: Fire Worship: One basic skill from the Fire Magic Discipline. Stealthy: One basic skill from the Stealth Discipline. Shadow Dancer: Ashurans have a chance to evade any strike skill used against them in low light conditions. Whenever you would be affected by a strike skill in low light or pitch dark conditions, roll a six-sided die - on a six, damage from that strike skill is completely negated. Low Light Vision (as per the skill of the same name). Nocturnal: Under bright light, Ashurans are fatigued and all of their die rolls are reduced by one (to a minimum of one). Wealth Modifier: 1.

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Elves: the Arkan


The arkan, often simply called elves
by the other races of Aldemak, are amongst the most populous of the races, competing with the humans for sheer numbers. Elves are native to Aldemak, with records of elfin involvement in Aldemak affairs going back nearly as far as the historical accounts of the races of man. Nearly two thousand years ago, the Daedolians, or Men of the Heavens, ruled nearly the entirety of Aldemak as sorcerer kings, conquering and enslaving other races as they built an empire filled with spire-cities the size of mountains. The elves were the Daedolians' prize slaves, and were kept for experimentation, slave labor and worse uses. In fact, it is rumored that the magically adept Daedolians may have created the modern arkan races for these very purposes. Three hundred years after the foundation of the Daedolian Empire, the elves known as the Munarkan led a rebellion against the High Men. They joined with the other races of men, the Terrans and the Ashurans, to topple the Men of the Heavens and bring the human empire to an end. Since that time, several nations have formed out of the lands once conquered by the Daedolians, mostly populated and ruled by various courts of elves and men. The largest elfin dominated nations in Aldemak are ArKaedarkan, Ar-Urarkan, and Arkterra. Ar-Kaedarkan is primarily dominated by the Kaedarkan, the amoral vice selling elves that possess the power to invade the minds of the weak and the unwary. Arkterra is home to a relatively young democratic government overseen primarily by men and elves. These intermixed peoples work side by side in Arketerra to ensure that their nation benefits from the joint efforts of the nation's many races in order to prevent cultural and racial differences from tearing apart their nascent homeland. Ar-Urarkan is an ancient homeland of the Urarkan and is primarily arkan populated, with other races allowed entry only with proper clearance from the ruling council of elders, the High Arkan.

There are three primary sub-races of


elves on Aldemak - the Munarkan, the Urarkan, and the Kaedarkan. These sub-races are described more fully below:
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Munarkan
Arkan of Words, Town Elves, Low Elves

Munarkan

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their slender builds across both genders and their elongated, almost bat-like ears. The Munarkan of Aldemak are simple, humble folk with few traditions of their own and an earthy pragmatism that endears them to most other races. The Munarkan have some lands of their own, but also are happy to live side by side with Terrans, whom they consider their "cousin race." They build wood cabins and huts for shelter, favoring wood for its utility and versatility. The Munarkan dominated nation of Arkterra provides the clearest example of Munarkan ethics and values: political savvy, multicultural fascination and a strong sense of idealism adequately describe the average Arkterran and the average Munarkan. Munarkan have no religious system of their own, but actively study them all, save for the beliefs of the Daedolians, the one race of which they are not particularly fond.
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Munarkan as a race tend to be on


best terms with the Terrans, the Kysweft, and the Urarkan. Munarkan relate well to the social nature of the Terrans and the Kysweft, and see the Urarkan as fellow elves with which they share a historical bond. Munarkan get along least with the Daedolians, the Kaedarkan and the Kysgreppen. The Munarkan see the Daedolians as stuck up oppressors, the Kaedarkan as insane and hurtful to the arkan as a whole, and the Kysgreppen largely as nuisances. Munarkan reactions to the Daani are largely determined by each individual Munarkan, but the Daani homelands are far enough removed from most Munarkan that the town elves possess few preconceptions about them. Munarkan can breed with Terrans and vice versa, which union always results in a sterile child known colloquially as a hurk. There are rumors that some hurks have begun to breed and that they may be the beginning of a new race, but mostly this is considered to be mere fancy.

Racial Modifiers: Hard Working: One basic skill from any discipline. Skilled: One basic adventurer or trade discipline skill. Town Elf Charm: Munarkan are highly sociable and add one to their influence rolls. Influence rolls are improved by an additional one for every four character levels. Wealth Modifier: 1.

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Urarkan
Arkan of Knowledge, Burrow Elves, High Elves
dominated nation of Ar-Urarkan provides the clearest example of Urarkan ethics and values: studiousness, attentiveness to detail, and cautiousness adequately describe the average Ar-Urarkan and the average Urarkan. Urarkan have a religious system similar to the Daedolian religious system, although they would never make such a comparison themselves. Their faith focuses on the metaphysical process of Becoming, the path by which an Urarkan seeks to leave behind its limited existence and become a worldchanging concept or animating force. Unlike the Daedolians, who are rumored to have never succeeded in their quest to obtain perfect knowledge of the First Principle, the Urarkan have many legends of powerful and wise Urarkan completing the process of Becoming and transforming immediately on the spot into a sort of genius loci. The truth of such tales is subject to debate.

Urarkan

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their slender builds across both genders and their elongated, almost bat-like ears. The Urarkan of Aldemak are proud and inventive folk with rigid traditions and a taciturn nature that other races often find off-putting. Urarkan differ from Munarkan in that they are completely hairless. Both genders are completely bald throughout every stage of their lives, to the extent that they do not even possess eyebrows. They have an extremely pallid skin color bordering on translucent. The Urarkan possess some nations of their own, which they guard fiercely against outsiders, especially Daedolians. They build underground cities and small burrows in the sides of hills and mountains for shelter, using whatever materials are nearby and convenient. The Urarkan

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Urarkan as a race tend to be on best


terms with the other arkan and the Kysweft and Kysgreppen. Urarkan see the Kysweft and the Kysgreppen as useful spies, and see the Kaedarkan and the Munarkan as fellow elves with whom they share a historical bond. Urarkan get along least with Humans

and the Kysgilden. The Urarkan see all Humans as descendants of their former masters and the Kysgilden as their former masters' loyal pets. Urarkan reactions to the Daani are largely determined by each individual Urarkan, but the Urarkan would likely see visiting Daani as simply another potential threat.

Racial Modifiers: Intelligent: Two basic skills from any non-combat disciplines. Weak: May not learn any skills from a combat discipline. Will to Succeed: Whenever an Urarkan would roll one or more dice to determine whether or not an action succeeds or fails, that Urarkans player may spend up to five will to add the same amount spent to the total of the roll. Wealth Modifier: 1.

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Kaedarkan
Arkan of Desires, Nightmare Elves, Unwanted Elves
Kaedarkan differ from Munarkan and Urarkan in that they have a skin pigmentation that ranges from bright pink to violet, and a brow adorned with two short fuchsia colored horns. The Kaedarkan are principally found in large groups only in Ar-Kaedarkan, with most Nightmare Elves acting as itinerant wanderers through foreign lands. Nightmare Elves tend to build permanent structures out of hardened clay or mud bricks, and prefer to peddle wares from impermanent structures such as in tents or under outdoor canopies. The Kaedarkan dominated nation of Ar-Kaedarkan provides the clearest example of Kaedarkan ethics and values: amoral, whimsical and always seeking a better deal adequately describes the average Ar-Kaedarkan and the average Kaedarkan. Kaedarkan have no religious system and laugh at those who do. A Kaedarkan judges itself only on its ability to improve its individual wealth, power, and social standing. Beyond this, the Nightmare Elves value nothing.

Sociable

but generally despised or poorly received by many races, the Kaedarkan are known as vice peddlers, seeking to ply their wares to gullible races. Kaedarkan are natural empaths, and while some use their gift to aid others in understanding and coping with their desires, most use their gift to unduly influence others in their pursuit of political and economic power. Kaedarkan tend to be mostly nomadic like the Ashurans, but the (in)famous nation of Ar-Kaedarkan is controlled exclusively by Kaedarkan and is host to a society heavily focused on mercantilism, manipulation and personal gain.

Kaedarkan

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their slender builds across both genders and their elongated, almost bat-like ears. The Kaedarkan of Aldemak are smarmy and duplicitous folk who hold few traditions and who, despite being very fond of social activity, are not well received by many other races.
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Kaedarkan as a race tend to be on


best terms with the Urarkan and the Kysgreppen. Kaedarkan see the

Kysgreppen as fellow businessmen and useful slaves, and see the Urarkan as challenging but accommodating marks. Kaedarkan get along with few other races, being distrusted by most, and for good reason. Kaedarkan

reaction to the Daani is largely determined by each individual Kaedarkan, but the Kaedarkan would likely see visiting Daani as challenging and exotic marks.

Racial Modifiers: Hard-Working: One basic skill from any discipline. Charmer: One basic skill from the Influence Discipline. Desiring Mind: Kaedarkan have natural empathy that allows them to read the surface thoughts of other sentient beings, which can be accomplished as a simple action against one target once per turn. The Kaedarkan rolls two six-sided dice. A roll that totals nine or greater provides the Kaedarkan with knowledge of its targets foremost thoughts and concerns. On a natural roll of twelve on such roll, the Kaedarkan's target is dominated for two rounds. The target may break free of this effect by spending 5 will. Dominated targets act in accordance with the mental commands of the dominating Kaedarkan. In combat, this ability can be used as a simple action on any single target once per turn. The Kaedarkan may apply benefits from the Improved Influence line of skills to uses of this ability as though making an Influence roll, but note that the domination effect does not work unless the total of the roll is a natural, as opposed to a modified, twelve. Wealth Modifier: 2.

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Kys, the Little Folk


The kys, often simply called the little
folk by the other races of Aldemak, are amongst the least populous of the races, controlling no nations and often existing within small settlements nestled inside lands claimed by elves or men. Kys are not believed to be native to Aldemak, having arrived in Aldemak before the fall of the Daedolian Empire but well after the appearance of human and arkan kind. The uniform features of the little folk are as follows: they are always short sentient humanoids, with a tendency towards mischief and miserliness. Beyond these traits, the kys differ greatly, and few would confuse a goblin with a dwarf.

There are three primary sub-races of


little folk on Aldemak - the Kysgreppen, the Kysgilden and the Kysweft. These sub-races are described more fully below:

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Kysgreppen
Greedy Kys, Goblins
mountains for shelter, but do not build any cities or habitable structures as the Urarkan do. The Kysgreppen do not have any stated ethics and values. However, territoriality, a mercenary attitude and a lack of tact and subtlety adequately describe the average goblin. Kysgreppen do not have a religion or organized faith, but do possess a tribal tendency to deify powerful or awe inspiring local creatures and natural phenomena, such a predatory animals, volcanoes, and mountains. Likewise, Kysgreppen societies are not so much organized as functional, with authority depending on one's ability to intimidate others into following one's commands.

Kysgreppen are communal sentients


exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their short and wiry builds across both genders and their noseless faces, which bear instead two thin nostrils where a nose would be on a human. The goblins of Aldemak are mischievous and combative folk known for killing or thieving (often both) for fun and profit. Kysgreppen have pale grey to dark brown skin, and physically differ from their fellow kys in that they are hairless, having instead of hair fine quill like needles. Female goblins possess more quills along their scalps and backs than males. The goblins possess no territory that they permanently hold, being indigent burrowers, digging massive mounds in any countryside they find a foothold, from Gran Daedole to the Ar-Kaedarkan shores. They carve out small burrows in the sides of hills and

Kysgreppen as a race tend to not be


on good terms with any of the other races, though some Kysgreppen have forged bonds with members of other races, usually as members of a pack of roving bandits or as servants to a terrible and possibly worshiped master.

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Racial Modifiers: Adventuresome: One basic skill from any adventurer discipline. Combative: One basic skill from any combat discipline. No Time For Talk: May not learn any skill from a trade discipline. Kysgreppen hate trying to be sociable and see the production of goods as wasteful idleness when the theft of goods would more readily provide profit. Low Light Vision (as per the skill). Wealth Modifier: 1/2.

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Kysgilden
Wealthy Kys, Fair Folk
argue, the reason foreigners are denied equal protection under the local constabulary is that such individuals do not pay their equal and fair share of taxes). Kysgilden are thrifty merchants and craftsman, and see money and comfort as the proper pursuits of a serious minded Kysgilden. Kysgilden do not have a religion or organized faith, but do have cultural traditions that they rely upon and treat with an almost religious reverence. Likewise, Kysgilden society is a very organized thing within each local Kysgilden community, but such communities are not necessarily any less hostile towards other Kysgilden communities than they are foreigners. Kysgilden are devoted to their homes, their families and their local communities, in roughly that order, but have little patience for concerns outside of such spheres of interest. Unlike the Kaedarkan, Kysgilden do not put self interest and personal gain above all else, but like the Kaedarkan the Kysgilden take a dim view of most other races, finding them to be slovenly or uncultured.

Kysgilden

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their short, plump, builds across both genders and their short upturned noses, which bear flared nostrils akin to those found on the Kysgreppen. The fair folk of Aldemak are miserly and secretive people known for hoarding vast treasures in their subterranean lairs. Kysgilden have pale white to light brown skin. Kysgilden have hair akin to humans, which they tend to wear closely cut. Male Kysgilden are almost universally shaved. The fair folk possess small tracts of land primarily in Gran Daedole and the surrounding nations. There they build small underground cities in a manner similar to the Urarkan, albeit with an architectural focus on building small underground homes rather than immense eclectically constructed cities. The Kysgilden have local governments which collect taxes and provide security for their citizens, but which do not provide security for any outsiders seeking asylum therein (primarily, the Kysgilden would
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Kysgilden as a race tend to get along


with Daedolians, as the Daedolians have proven themselves by and large to be tolerant and reliable masters, who are also willing to provide wealth in exchange for services rendered by the Kysgilden. In particular, Daedolians employ Kysgilden for ecumenical tasks to which the Kysgilden are especially suited. Kysgilden are distrusted by other humans but such humans are not openly hostile towards them. Elves

distrust Kysgilden because of their connection with the Daedolians, but Kysgilden are generally disinterested in the musings of elves. The Kysgilden have particular contempt for the Kysgreppen, considering them unruly cretins, and the Kaedarkan, whom they see as dangerous opportunists. The Kysgilden have a grudging respect for the Kysweft, who they see as well organized fellow members of their kind, if a bit doltish at times.

Racial Modifiers: Hard Working: One basic skill from any discipline. Prepared: Three additional implements at character creation. Greedy: Kysgilden regain their spent will automatically whenever they pocket gold or silver coins due to a success in combat, trade, influence or theft. Wealth Modifier: 2.

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Kysweft
Clever Kys, Dwarves
domains, whom they refer to as a Thane. Each Thane holds a court which in turn is comprised of several ministers, usually older Kysweft whose long years have taken from them their physical prowess but not their minds. Kysweft are serious and devout followers of a triune faith, and the Kysweft clergy are second only to the Thanes and their ministers in the eyes of their fellow dwarves. Kysweft specifically worship three divinities, one of creation, another of preservation, and a third of destruction, named Ari, Markus and Arkady, respectively. Kysweft traditions hold that the three dominant races are the children of the three divinities; Kysweft see all kys as the children of Markus, while humans are the children of Ari and elves the children of Arkady. The symbol of the Kysweft faith are three eyes, one wide open, another half shut, and another closed.

Kysweft

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their short, stout builds across both genders and their large upturned noses, which bear flared nostrils akin to those found on the Kysgreppen, albeit more humanoid in appearance. The dwarves of Aldemak are inventive and sturdy folk known for their mastery of philosophy, engineering and war. Kysweft universally have a swarthy complexion, ranging from a medium brown to dark black. Kysweft have hair akin to humans, which they tend to wear long and untrimmed, though often braided or otherwise styled. Male Kysweft are almost universally bearded, and their beards can be just as intricately styled as the hair on their heads. The dwarves possess small tracts of land primarily in Arkterra and the surrounding nations, where they build large fortresses into the sides of hills and mountains, and, when necessary, in well defended valleys. The Kysweft build their communities around their fortresses, with their fealty owed to a chieftain of such
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Like their fellow kys, Kysweft are to


an extent avaricious, seeking lucre in their adventures and hoarding treasures which they use as social displays to enhance their prestige. Unlike their fellow kys, Kysweft are

social and not xenophobic, preferring to conduct trade with humans and elves for exotic goods. Indeed, the ease with which Terrans and Kysweft interact has been noted with some hints of envy by Munarkan and Kysgilden alike. The secret may lie in both races' extraordinary love of alcoholic beverages. The Kysweft are devoted to their gods, friends, their keep, and family, roughly in that order. The Kysweft boast a prodigious number of stone masons, far more so than any of the races save, perhaps, the Daedolians or the Terrans.

Kysweft as a race tend to get along


best with Terrans and Kysgilden, and are also happy to engage the Munarkan and the Ashurans. Kysweft are more tolerant of the Kysgreppen than the Kysgilden, but not by much. Kysweft hold little love for the Daedolians, seeing them as enemies to their allies, and less for the Kaedarkan, who are seen as abhorrent slavers. Kysweft are indifferent towards the Urarkan, finding them rather odd, and the Daani, finding them odder still.

Racial Modifiers: Trained Soldier: One basic skill from any trade or combat discipline. Armed: Two additional implements at character creation. Magical Shielding: Any spell targeting a Kysweft has a one in six chance of failing outright (roll a six-sided die: if a six is rolled, the spell has no effect. Works only on spells that directly target the Kysweft). Magic Taboo: May not learn any skill from a magic discipline. Kysweft despise magic, seeing it as a weakness of character, and will not use it. Wealth Modifier: 1.

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Wild Folk: The Daani


The Daani are the wild folk of Aldemak, savage and in many cases lacking the
culture and sophistication of the humans, arkan and kys. The Daani dwell principally in the Wilderness, but the amphibious Merumar have a range that extends all along the coast of Aldemak. Unlike the other classifications, the Daani are not of a single genetic lineage represented by separate sub-species. Instead, Daani, or others in the Daedolian tongue, is a general heading for the three least populous known races of Aldemak. The different species of Daani are described in detail below:

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Rashumar
Beastfolk, Ape Men, Trolls
predator and prey. Rashumar are ordinarily solitary creatures, but where they do congregate in large groups they are led by the most successful and renowned hunter. Fierce individualists, Rashumar focus on personal strength and glory.

Rashumar

are nomadic, territorial sentients ranging from six to eight feet in height. Rashumar are roughly humanoid in appearance and covered in fur that ranges from dark brown to black. Rashumar have small tusks that jut from a distended lower jaw and bestial faces beset with two red or yellow eyes. Trolls are not renowned for being social creatures, even amongst their own kind, and it is more likely that a troll will be found in isolation or with a mate than in a pack. Rashumar garb is minimal, and Rashumar often do without. Fierce hunters of the Wilderness, the Rashumar are experts in executing stealthy ambushes in wooded or mountainous terrain.

By and large, the Beast Men do not


speak at all, but do possess a language of their own capable of communicating limited concepts and ideas. Some of the Rashumar do learn the common tongues of other species, but their use of it is never masterful and often stilted and incomprehensible to those who have not long been acquainted with the speaker. Despite their limited verbal abilities, Rashumar can understand non-verbal communication very well, and the Rashumar share amongst themselves an advanced system of sign language.

Rashumar

are carnivorous and supplement their diet almost exclusively with their kills. Rashumar culture is centered on the concept of the hunt, and Rashumar observe hunting as both a necessity and a religious practice. Rashumar do not worship any gods but instead place their faith in the way of the hunt and the natural relationship between
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Rashumar as a race tend to get along


best with the other Daani, as Rashumar prefer to be left alone and the other Daani are more than happy to grant the Rashumar their wishes. Rashumar tend to be seen as aggressive by other races, just as the

Rashumar hold other races to be reckless and threatening to their way of life, but by and large there are no

hard and fast rules as to how interactions between Rashumar and the other races will proceed.

Racial Modifiers: Ferocious: Two basic skills from any combat disciplines. Regeneration: When in combat, Rashumar regenerate one die of temporary health each round as a simple action. Temporary health regenerated in this manner cannot exceed the maximum health of the regenerating Rashumar. Regeneration does not work for defeated or dead Rashumar. Wealth Modifier: 1/2.

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Merumar
Merfolk, Fish Men, Lizard Men
during the Merumar's stay in a given area. Culturally, Merumar are not only possessed of a complex language and a vast oral history and religious tradition, but also highly prize linguistic skills. Many Merumar know more than one language, with three or four being the average number of languages known. Merumar oral history speaks of a time when life was born beneath the waves through the machinations of the Old Ones, who the Merumar revere as gods. The Old Ones are not actively prayed to for blessings as their natures are seen as too mercurial to be relied upon, but the Merumar none-the-less shown signs of respect and appreciation to the Old Ones in their customs and festivities.

Merumar

are nomadic, amphibious migratory sentients mostly humanoid in appearance with broad backs and shoulders, narrow waists and long sinuous limbs with webbed elongated digits at their extremities. Merumar have lizard like scales along their bodies, with larger scales tracing a seam along the sides of their backs and outsides of their extremities. Merumar are known amongst men as Fish Men for their ability to breathe underwater, and as Lizard Men for their large toothy mouths and vertically slit pupils (some split the difference and call them Frog Men.) Like the Rashumar, Merumar are sparsely populated and wear minimal adornments. This is where the similarities between the Merumar and the Rashumar end. The Merumar are nomadic and non-territorial, often traveling in small schools of related Merumar, with migratory patterns related to the changing of the seasons and the plenitude of an area's water sources. Merumar prefer to work with more sedentary local populations of non-Merumar, and often form temporary trade agreements with the same to procure safety and protection
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Merumar are essentially pescaterians,


their diet consisting of fish and vegetables but excluding the flesh of land animals. Merumar are master fishers and craftsmen, who use pearls, bones, and other hard organic substances in their decoration and construction. Merumar culture is devoted to revelry in cultural festivities, simple joys, and dedication to the good of the group as opposed

to the individual. There is no exact sense of government in Merumar society, it being understood that the good of the group means all and that the right way to act for each individual Merumar is for the good of the whole of their school. Should a single Merumar endanger the group through its actions, the other Merumar will outcast or destroy the wayward Merumar, as needed, to preserve the group. Conversely, if a group of Merumar feels that one individual has the best idea in regards to how to deal with a threat to the group, the group will rally behind the chosen Merumar until the threat is dealt with. The authority of any given

Merumar is therefore extremely fluid, and anyone doing business with the Merumar should not expect the word of one to bind its group.

Merumar as a race tend to care most


about their group first and other Merumar second. Some Merumar have an uneasy truce with the Nightmare Elves, but for the most part the Merumar keep to themselves. Of all the races that have dealt with the Merumar, the Kysgilden have had the friendliest relations, as both races understand the value of community and trade.

Racial Modifiers: Water-Breathing: This character cannot drown and breathes in water as though under normal air quality conditions. Swim: This character moves through water as though having learned the Swim skill. Deep Meditation: When fully submerged in water, Merumar regain one will each round in combat, or all will if out of combat. Heat Sensitive: Whenever a Merumar suffers heat damage, the Merumar loses one additional health. Wealth Modifier: 1.

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Vectrumar
Insectoids, Bug Men, Bugs
individual; this uniformity of purpose unites the Vectrumar in ways no other race can truly understand. As a result, the need for a shared culture, in which diverse personalities submit themselves to an overall cultural scheme, is obviated. Vectrumar do not speak any language except their own, which consists of seemingly incomprehensible clicking and whirring noises. When dealing with other races, the Vectrumar either use sign language, pictograms, body language, or some combination thereof to communicate their intentions.

Vectrumar

are hive-minded, territorial sentients unmistakably inhuman in appearance, with green, gold or black carapaces and elongated insectoid bodies. Vectrumar have chitinous exoskeletons and bipedal insectoid bodies. Vectrumar are known as Bug Men for their bipedal stance, but there is little else about a Vectrumar that is remotely human. The Vectrumar are typically unconcerned with adornment and tend instead to only wear numerous pouch belts which the Vectrumar use to carry the bare necessities. Vectrumar live in large hives, which are basically massive paper structures formed from surrounding woodlands and the Vectrumar's own saliva. Vectrumar share a sort of hive-mind, with each Vectrumar in a given hive sharing like minded goals and personalities. Conflict amongst the Vectrumar is very rare. Vectrumar are extremely protective of their hives and ordinarily do not allow other races to approach a hive without a compelling need. Vectrumar have no faith and arguably no culture. Each hive shares the same base personality amongst all its members with minor variations per
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Vectrumar are vegetarians, their diet


consisting entirely of vegetation. Vectrumar have no government (or need of government) and have no trade with other races. In combat, Vectrumar are fond of pointed weapons like the spear and javelin. Some Vectrumar learn the arts of poisoning and apply their poisons to the weapons of their warriors to increase their efficiency. Like cicadas, Vectrumar have wings that fold against their backs when not in flight. Vectrumar can use their wings to obtain a combat advantage.

Vectrumar

as a race tend to care most about their hive first and other Vectrumar second. Vectrumar are natives of the wilderness and therefore share and fight over some territory with the Rashumar, but neither race considers such conflict to be of import regarding diplomatic relations, at least in part because neither race understands the concept of diplomatic relations. Of all the races that have ever encountered the Vectrumar, the Daedolians have earned the greatest ire and respect of the Insectoids, as the Daedolian spire-cities are thought

of by the Vectrumar as grand hives and the flying vehicles of the Daedolians as exceptional drones. Were it not for the xenophobia and cruelty of the Daedolians, at least a few of the Vectrumar hives would have considered submitting to Daedolian rule. However, the Daedolians have always seen the Vectrumar as at best fodder for their experiments and at worst vermin. As one can imagine, the results of encounters between the Daedolians and the Vectrumar have not always been pleasant.

Racial Modifiers: Hover: As an active skill with no willpower cost, this character can fly up to six paces into the air and out of reach of non-ranged strike skills, remaining in the air for three rounds. While hovering, you may not use non-ranged strike skills except on targets that are likewise airborne and within range. You are immune to traction conditions for so long as you hover. Exoskeleton: Immune to critical hits. Wealth Modifier: 1/2.

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part Four: character creation


Attributes

All

characters have two essential attributes: health and will. Health determines how much damage your character can take before it falls unconscious or dies (depending on the leniency of your narrator). Will is a resource that is spent on certain skills and strenuous actions. If your character runs out of will, your character must rest for eight hours to fully recover. So long as your character has at least some will left, however, you may rest for less time to recover lesser amounts of will. Initially you have five health and five will, before racial modifications. The maximum will and health you may recover from rest is also equal to five, before modifications. Whenever you increase your health or will at character creation or upon leveling up, you increase your maximum health or will that is recovered through resting

by the same amount. For example, a character that begins the game with five will can rest to restore up to five will. A character that begins the game with seven will can rest to restore seven will. A character that levels up and increases its will by two shall then also gain two more will during rest. The amounts of will and health a character can restore itself to are called its maximum will and maximum health, respectively. The amount of will or health a character has available is referred to as the character's temporary will or health, respectively. Whenever the game refers to losing will or health, the will or health is lost from your temporary, and not your maximum, health or will score. During the character creation process you shall be able to increase the amount of initial health and will you have, if you choose to do so.

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Disciplines and Skills

All characters begin with five skills


from any disciplines allowed by their race. Skills are actions that your character is allowed to undertake, and they come in five tiers of expertise: basic, adept, intermediate, expert and master. If a skill costs will to use, it will usually cost 1 will for each tier of expertise (i.e. a master skill will cost 5 will to use while a basic skill will cost only 1 will to use). Every skill is part of a set known as a discipline, and every discipline is filed under one of four archetypes: magical, combat, adventurer or trade. Magical skills focus on otherworldly effects, combat skills focus on martial prowess, adventurer skills focus on versatility and cunning, and trade skills focus on socializing and producing useful goods. Whenever you level up, you will receive ten upgrade points that you can use to enhance either your attributes or existing skills. You will also be able to spend such points to receive access to two new skills of your choice. If you are learning skills in a given discipline above basic tier, you must meet any prerequisites required by that skill. See Part Five for

a list of all Disciplines and Skills. Note that your character can attempt to undertake any basic skill whether or not you have learned it, but if it is unlearned it will cost two additional will to attempt, even if it ordinarily does not have a will cost. Characters cannot use skills greater than basic without learning them.

Upgrades

Skills

can be upgraded to have additional or stronger effects. Part Five details each skill and the upgrades that can be applied.

Implements

Some

skills require implements in order to use. Edged combat skills require edged weapons such as swords, for example, while magical skills may require wands, staves or foci. Engineering skills require engineering kits and medical skills require medical kits. Defensive skills may require armor or shields. Make sure to pick the implement that is right for you. Implements are covered further in Part Six of this book.

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Character Creation
The Basics

You begin with 5 health, 5 will, and no skills or implements. Then: 1. Choose your Race. 2. Apply your racial bonuses and limitations according to your Racial Modifiers. Your character starts play with a number of gold coins equal to the amount rolled on two six-sided dice multiplied by your Wealth Modifier. 3. Select any five skills to learn, so long as you meet the prerequisites. These skills are in addition to any skills you may have applied pursuant to the Racial Modifiers. 4. Select your implements. You may choose to start the game with any one weapon or launcher implement and up to five nonweapon implements. At your narrators discretion, you may exchange your wealth for more or better quality implements. 5. Spend ten (10) upgrade points on any of the following: 1. +1 health, on a one for one basis. 2. +1 will, on a one for one basis. 3. +1 skill, on a two for one basis. 4. +1 upgrade to a skill, as determined by that skill. 5. +1 implement, on a one for one basis. Narrators determine the implements available. 6. Select your characters descriptors (see below). 7. Begin your adventure.

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When creating your character, keep in mind the following:


1.

2.

3.

More health early on will allow you to survive more encounters, but a dearth of useful skills may lead to survival being your only useful property. Implements can be purchased later in the game using any coin you earn, so it may be wise not to spend all of your upgrade points on implements. Dont put all of your points in new skills! Aldemak is a dangerous place, and a faster or sturdier character will be better off than a weak character with a wide range of low level skill choices.

Playing a Role and Not a Roll

You may be wondering why there


are no numerical attributes other than health or will for player characters. For example, without a strength score, how can you determine the exact weight you can lift? The solution to such questions is readily apparent when one considers that the narrator is the one who crafts the game world and not the character. If the narrator wants an object to be lifted, the narrator will describe that object as something you can potentially lift. If the narrator doesnt want the object to be lifted, it wont be moved. Games with measurements for determining the maximum weight you may bear do not do anything differently, despite
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appearances to the contrary. If you had strength sufficient to lift a weight of one ton, and the narrator didnt want you to lift an object that might ordinarily weigh one ton, the narrator would likely just describe the object as weighing more than one ton. The only difference between the narrators saying You cant lift it as opposed to The charts say you cant lift it is presentation. Understanding that the narrators set the parameters of world interaction makes it easy to understand why there are no actions which rely upon numerical descriptions other than skills and movement the physical description will only matter to the extent that a narrator says it does.

Being a narrative focused game, Masters of Creation encourages you to create


wiry old women who can hit like bears and muscular young men who dont know how to throw a punch because these types of characters are more interesting and, in some ways, more realistic. Your job as a character player is to explain why your character is the way your character is for example, maybe the old woman is a war veteran or a martial artist. Perhaps the muscular man who cant throw a punch is a bookworm mage who worked on a farm for most of his life. Dont let stereotypes control your approach, but do take the time to figure out why your character has the skills and presentation you assign it. By doing so, youll be adding a degree of depth and character development to the game that will help you to enjoy your roleplaying and not just your rolling play.

In order to aid you in developing a fuller character, Masters of Creation uses the

Description System, explained below. The Description System allows you to create
an adventurer not according to arbitrary numerical attributes but according to narrative constructs the smart guy, the strong man, the kind-hearted politician in short, the classics (well, maybe not that last one). The Description System is broken down into three areas of description: Psyche (mental functionality), Physique (physical appearance), and Persona (personality). Each character gets to choose two positive descriptors in each area of description to describe what the character is, and one descriptor to describe what the character is not. This means that one descriptor per category will be left out; this is just a way of signifying that such descriptor is neither particularly accurate nor inaccurate in describing your character. The proper way of recording this on your character sheet is to say that your character is Very __________, Quite _________, Somewhat ____________ but Not ___________. For example, a character that is Very Educated, Quite Focused, Somewhat Quick-Witted but Not Resolute is a learned scholar who can lose himself in mental tasks but who is only ordinarily attentive to his surroundings and also has a hard time recalling the truth of a matter accurately or sticking to his reasoning. Your character should arrange the descriptors in each area of description, starting with the descriptor that best describes your character and ending with the descriptor that least describes your character. Descriptors affect your improvisational actions (but not your skills) you will succeed more often on improvisational
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actions that rely on your positive descriptors than those that rely on neutral or negative descriptors. The Descriptors Psyche Physique Educated Educated Strong Strong characters have characters have the knowledge obtained ability to generate great through years of formal physical force to study and rigorous accomplish their goals. training. An educated Often muscular and large character knows in size, strong characters historical lore, can can force doors open, decipher the ancient punch through walls or symbols of dead scale mountains with languages and is aware of their bare hands. A advances in technology character described as and the sciences. If a not strong is weak, far character is described as more so than normal, and not educated, then that is easily overpowered in character is uneducated raw struggles of physical and possesses a crude strength. intellect, knowing what little the character does through self study and life lessons.

Persona Engaging Engaging characters have an infectious personality and tend to know how to best engage others in communication. Engaging characters can easily determine how to get on another persons good side, to the point that an engaging character can encourage even the most cynical and depraved minds. Characters described as not engaging are withdrawn. Withdrawn characters have a hard time taking interest in others and are often preoccupied by their own thoughts.

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Psyche Focused Focused characters have the ability to clear their minds of distractions and work diligently on problems that require concentration to solve. Focused characters can meditate with ease and can spend hours examining documents scrupulously for minor errors and inconsistencies. If a character is described as not focused, then that character is unfocused and scatter-brained, easily distracted from the matter at hand.

Physique Coordinated Coordinated characters have great reflexes and hand-eye coordination. They are not necessarily strong, but they are nimble and aware of their bodys position in space and time. If a character is described as not coordinated, such character is uncoordinated and has difficulty avoiding unintended physical collision.

Persona Charming Charming characters know how to use words and body language to make people feel welcome and appreciated. Charming characters are able to convince others that the charming character has their best interests in mind. If a character is described as not charming, that character is surly. Surly characters are stand-offish and prefer to avoid pleasantries with others. They rarely have a nice word to say and can be unintentionally offensive.

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Psyche Quick-Witted Quickwitted characters have the ability to respond quickly to sudden changes in the characters environment, often making executive decisions faster than those who are not quickwitted. A quick-witted character can quickly solve riddles and word games, and finds games of tactics and strategy enjoyable. If a character is described as not quickwitted, the character is slow and dull-witted, responding languidly to changes in discussion and becoming quickly confused by complex rules or actions.

Physique Fit Fit characters possess toned bodies and healthy internal biological structures, allowing them to engage in acts of physical exertion for longer periods of time than other characters. Fit characters can run longer, swim further and hold their breath longer than other characters. A character described as not fit is unfit and is overcome readily by physical exertion. Such characters may suffer various physical maladies such as corpulence or disease.

Persona Sophisticated Sophisticated characters understand how to behave in polite society. Sophisticated personas are social chameleons, blending in with their surrounding environment while appearing to be a natural and authoritative member thereof. Sophisticated characters are masters of politics and deal making, and are experts at reading between the lines. Characters that are described as not sophisticated are unsophisticated. Unsophisticated characters are often fish out of water in unfamiliar societies, and tend not to understand fully the unstated meanings of social interactions. Unsophisticated characters frequently do not catch on to cultural taboos and readily miscomprehend implied meanings.

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Psyche Resolute Resolute characters are rigid thinkers who are not easily led to doubt their own thoughts. Resolute characters are certain in the face of doubt and cannot be easily duped or misled. Characters that are described as not resolute are pliable and weak-willed, tending to doubt their own thoughts and question their own motivations, allowing them to more readily accept frauds as truth.

Physique Tough Tough characters are able to overcome pain and physical hardship without being slowed down. A tough character can take a bullet wound or an arrow to the knee without breaking pace and can endure extreme temperatures without complaint. A character described as not tough is soft, being easily upset over physical distress and being readily overcome by pain.

Persona Frightening Frightening characters are terrifying or awe inspiring to behold, acting in a manner that unnerves and unsettles those around his or her self. Frightening characters can intimidate others into doing what they want them to do, and keep their enemies on edge. Characters that are described as not frightening are harmless. Characters perceived as harmless are generally not confrontational and seek to appeal to the better nature of others rather than use others fears against them.

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part five: disciplines and skills


Archetypes
Skills are categorized according to four archetypes. Archetypes explain the general purpose for which the skills are designed to be used. The archetypes and their overall theme are described in detail below:
Adventurer Combat Magic Trade

Adventurer skills are designed to aid player characters and NPCs in surviving encounters in dangerous environments. Adventurer skills allow the player character or NPC to use its own ingenuity in order to survive encounters.

Combat skills are designed to aid player characters and NPCs in dominating combat.

Trade skills are designed to enable player characters and NPCs to overcome influence challenges and to Combat skills allow provide a means the player Magic skills are to enhance their character or NPC useful inside and durability while to apply its martial outside of combat, adventuring. prowess to but they are overwhelm generally less Trade skills also encounters with reliable than provide a means enemy similar Adventurer by which an combatants. and Combat skills. adventuring character might make an honest living.

Magic skills are designed to enable player characters and NPCs to expend their will to create powerful magical effects.

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Disciplines Each Archetype further divides its skills into disciplines, representing packages of skills of similar subject matter with complimentary functions. There are 21 disciplines presented in this book. More disciplines will be released in future game expansions. Stealth Stealth skills aid characters in avoiding detection in low light environments and in detecting things hidden in low light environments. Survival Survival skills aid characters in surviving in hostile environments, allowing them to withstand severe weather conditions and thrive in undeveloped areas. Dungeoneering Dungeoneering skills aid characters in escaping from prisons, exploring dangerous ruins, and in creating hazards for unwary enemies. Fire Magic Fire Magic skills use the study of mystical forces to create sources of heat and warmth, or to incinerate your foes. Ice Magic Ice Magic skills use the study of mystical forces to cool heated objects and to extinguish fires, or to rain freezing death upon your foes.

Lightning Magic Lightning Magic skills use the study of mystical forces to charge engineering constructs and their components, or to electrocute your foes. Engineering Engineering skills aid Enchantment Enchantment skills use characters in constructing weapons and the study of mystical forces to machinery, which can be used in a understand and control the characters variety of situations in and out of environment. combat. Medical Medical skills aid characters Conjuration Conjuration skills use the in recovering from damage and study of mystical forces to create weariness during and after combat or magically formed beings at the expense misadventure. of the characters own health. Shield Shield skills enable characters Mind Magic Mind Magic skills use the to use Shields to prevent themselves study of mystical forces to obtain from taking damage and to engage in control over the minds of others and to limited tactical combat. prevent a characters own mind from being controlled.
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Edged Weapon Edged Weapon skills enable characters to use edged weapons more effectively in combat.

Force Magic Force Magic skills use the study of mystical forces to control the dispersion of kinetic energy, enhancing the character in a number of useful ways and controlling the movement of foes. Blunt Weapon - Blunt Weapon skills Influence Influence skills improve a enable characters to use blunt weapons characters influence rolls. more effectively in combat. Pointed Weapon - Pointed Weapon Alchemy Alchemy skills allow a skills enable characters to use pointed character to combine alchemical weapons and bows more effectively in reagents to produce a useful array of combat. powerful potions and deadly poisons. Unarmed - Unarmed skills enable Armorer Armorer skills allow a characters to use their fists and feet character to restore, create, and more effectively in combat. improve weapons and armor. Combat Expertise Combat Expertise improves a characters overall strength and survivability in combat.

Type Identifiers: Part Five of this book covers the skills that Characters and NPCs may use in the Masters of Creation Role-Playing Game. To make it easier to keep track of how skills work, skills have certain identifiers, indicated under the type category in the skill description. Identifiers provide insight into how a skill functions, although to truly understand a skill it is important to read the skills effect description. Listed below are some commonly used identifiers and their meanings, as well as any special rules for such identifiers.

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IDENTIFIER Alchemy

Animation

Armorer

Aura

Bleeding Block

Blunt

Chance of Failure

MEANING This skill is an Alchemy Discipline skill. Alchemy involves the use of special implements, referred to as materials, in order to create potions. Potions are consumable implements that may be used as per the combat rules in part six of this book. This skill uses enchantment magic to animate inanimate objects, causing them to move in a manner that the enchanter directs. This skill is an Armorer Discipline skill. Armoring involves not only the wearing of special armor but also, and primarily, the creation of exotic and magical arms and armor. This skill allows its user to generate an aura. Auras are effects that spread out a number of paces from the user in accordance with the skills effect description. Auras move with the skill user for the duration of their effect. This skill causes a bleeding effect bleeding effects cause damage over time to the target(s) of the skill. This skill allows its user to block enemy combatants attacks. Blocks usually result in decreased damage, but they may also provide for more varied effects. This skill requires that the skill user equip a blunt weapon implement, and/or this skill causes blunt weapon damage. The skills effect description usually further explains the reason for the blunt identifier in the skill description. This skill has a chance of failure. Ordinarily, skills are automatically successful in Masters of Creation. So long as you pay the appropriate will cost when you use a skill, it will work (although not necessarily as you desire, if there is a random element to the effect). However, some skills have a chance of failure they are so inherently risky that they may not work at all. A skill with a chance of failure has a chance of not working, even after you pay its will cost. In order to determine whether or not skills with a chance of failure succeed, roll three six-sided dice. If the total of the roll is greater than eight, the skill is used successfully. Otherwise,
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Cold Combat

Construct

Defense

Detection Edged

Electric Enchantment

Enhancement

Explosives

the skill fails even though the will has been spent to activate the skills effect. This skill causes cold damage. This skill is a skill intended for use in combat. While there is nothing preventing such skills from being used outside of combat, uses outside such context are unlikely. This skill allows its user to build a construct, a mechanical device capable of performing directed movement. There are special rules for more advanced constructs (see the Engineering Discipline for further details). This skill is designed to be defensive in nature; it probably does little if any damage. Defense skills are almost always REACTIVE. This skill improves its users senses in some manner, allowing the user to detect certain features of the users environment. This skill requires that the skill user equip an edged weapon implement, and/or this skill causes edged weapon damage. The skills effect description usually further explains the reason for the edged identifier in the skill description. This skill causes electric damage. This skill is from the enchantment discipline or a skill that creates an enchantment. Enchantments are magical effects that produce special results when applied to certain appropriate targets, described more fully in the skill effect description for each enchantment. This skill provides some permanent benefit to the skill user, which the skill user does not need to actively use and which the skill user always has available. This skill does not prevent its user from using other active skills on its turn or other reactive skills on anothers turn. This skill creates or uses explosive materials. Explosives may include implements, such as bombs, which detonate to cause extensive damage or other more particular effects.

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Fist

Force

Foot

Healing Heat Homunculus

Influence

Item Creation

Maintained

This skill requires that the skill user use its fist as an implement. Your fists and feet are always available from the start of the game and do not need to be selected during the Character Creation process. Skills that require use of a fist are almost always found in the Unarmed Discipline. This skill causes force damage and/or this skill is from the Force Magic Discipline. The skills effect description will indicate the manner in which the force identifier applies to the skill. This skill requires the use of your foot as an implement. Your fists and feet are always available from the start of the game and do not need to be selected during the Character Creation process. Skills that require use of a foot are almost always found in the Unarmed Discipline. This skill provides a healing benefit. Healing skills usually restore lost health to the skill user or the skill users target. This skill causes heat damage. This skill is a special type of summon skill, that summons a semi-independent entity known as a homunculus. Homunculi act in accordance with the skill that summons them. This skill has an effect on the skill users influence roll. Influence rolls are discussed in greater detail in Part Six of this book. This skill produces some sort of physical object, the item, which the skill is used to create. Item Creation skills are ordinarily found in Adventurer and Trade disciplines. This skill has an effect that lasts for so long as the skill user chooses to continue the effect. Maintained skills ordinarily have a will cost associated with their maintenance. For example, a skill with a will cost of 2 and a cost of +1 will per round to maintain costs two will to use for the first round, and one will for each additional round the effect is maintained. A skill user may use another active skill on a turn in which the skill user is maintaining another skill, so long as the activation of the maintained skill occurred on an earlier turn.
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Medical Mental Mode

Movement Pointed

Ranged

This skill is from the Medical Discipline. This skill is from the Mind Magic Discipline. This skill places the skill user in a special mode of moving or acting that replaces the skill users ordinary movement or action rules for the duration the skill user remains in the mode. This skill effects movement in some manner. This skill requires that the skill user equip a pointed weapon implement, and/or this skill causes pointed weapon damage. The skills effect description usually further explains the reason for the pointed identifier in the skill description. This skill may be used at a particular range from the skills target, following a predictable route to the target before taking effect. Ordinarily a skill that does not provide a range must be used adjacent to the target of the skill (or must affect the skill user). The base range of the skill is ordinarily provided by the phrase ranged up to X paces where X is the number of paces from the skill user that the target may be when targeted by the ranged skill. Some skills may affect a target at range and yet not be considered ranged this is usually because such skills do not have a flight path or instead take up an area starting at a point adjacent to the skill user and extending outward for a given range.

REACTIVE

REACTIVE skills are special skills that are not used on your turn in combat. Instead, reactive skills may only be used on anothers turn and even then only if the skill appears to apply. For example, a reactive skill that affects an enemy combatants strike skill cannot be used unless an enemy combatant is using a strike skill as indicated by the reactive skill. Reactive skills are distinguished from ACTIVE skills by their notable identifier. Active skills are any skills that are not Reactive. Active skills may only be used on your turn in combat, as described in Part Six of this book.
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Repair

This skill may be used to repair broken implements, worn out armor, and damaged constructs, among other things. The exact benefits of a repair skill are provided in the skills effect description. This skill requires that the skill user draw a runic symbol on an object or in an area in order for the skill to take effect. This skill cannot be used unless the skill user has a shield equipped. This skill has or provides an effect that may be taken as a simple action (as per the combat rules in Part Six of this book). Any number of simple actions may be taken per turn in combat, but each simple action may be taken no more than once. This skill is a spell, a type of skill from the magic archetype disciplines that requires the use of special incantations and arcane knowledge. A skill with the spell identifier is subject to the Spell Rule. Spells have a chance of failure if their user equips any armor. If a spell skills user is wearing armor, the user must roll three six-sided dice if the total rolled is greater than eight, the spell skill takes effect as per its description. Otherwise, the spell skill has no effect but the skills will cost must still be paid. This skill places its user in a stance, a state of preparation that improves the skill user as per the stance skills effect description. This skill is from the stealth discipline. Strike skills are skills that must physically impact a target in order for the skill to have effect. Strike skills are usually, but not always, representative of physical attacks, where the implement used to make the attack makes direct physical contact with the target.

Rune Shield Simple action

Spell

Stance

Stealth Strike

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Summon

Survival Targeted

Temporary Enhancement

Theft Trap

This skill conjures some being or object into existence from seemingly insufficient or no resources. Skills with the summon identifier are usually, but not always, spells. This skill is from the survival discipline and/or aids its user in surviving in hostile environments. This skill requires a target in order for it to take effect. It may seem that every skill should have a target in a literal sense, but in the sense of being relevant for rules purposes, this is not so. For example, skills that only affect the skill user or that work regardless of where the skill user is focusing are usually not targeted. This skill provides its user with a passive benefit, which the user does not need to maintain to benefit from. The only difference between a temporary enhancement and a regular enhancement are that temporary enhancements must be activated as provided by the skill and that the benefits of temporary enhancements eventually end. This skill takes an object and adds it to the skill users inventory, or otherwise aids in such an undertaking. This skill creates and/or sets a trap, a device of some kind that can cause damage or otherwise hinder anything that triggers the trap. The skills effect description usually further explains the reason for the trap identifier in the skill description. This skill does not take effect unless certain actions, described in the skills effect description, occur. This skill is from the Unarmed Discipline, and/or this skill causes unarmed damage. The skills effect description usually further explains the reason for the unarmed identifier in the skill description. If used in the Type category, this skill improves something as specified in the skill effect. When used in the Effect description category, this indicates the upgrades that can be made to a skill.

Triggered Unarmed

Upgrade

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The Spell Rule

The Spell Rule is a special rule that applies only to skills that are identified as
spells. All spells have a chance of failure if the spell user has equipped armor. Whenever you use a skill with the spell identifier while wearing armor, you must roll three six-sided dice. If the total number rolled is less than nine, the spell has no effect, although you must still pay any associated costs for using it.

Tiers

All skills are divided into five ranks, called Tiers. The Tiers are BASIC, ADEPT,
INTERMEDIATE, EXPERT and MASTER. Basic skills are simple techniques that even the untrained can use (albeit with an additional cost of two will to represent the effort of using an untrained skill). Adept tier skills and above cannot be used unless they have been learned first.

Prerequisites

Skills

may have prerequisites other skills or requirements which must be learned or met before the skill may be learned. Ordinarily, BASIC skills have no prerequisites, while all skills of other tiers usually have at least one prerequisite. You must meet a skills prerequisite requirement before you can learn it. In the alternative, if you do not meet the skills prerequisite, you may still learn the skill provided that: 1) your narrators allow it and 2) your level equals six if an adept skill, nine if an intermediate skill, twelve if an expert skill or fifteen if a master skill. Generally you will not be able to learn a skill unless you are of such a level that it does not create a balance problem and even then only at your narrators discretion.

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Implements

Most skills require implements in order to be used. If the skill indicates a weapon
implement, that implement must ordinarily be equipped in order for the skill to be used. Likewise, a skill that indicates armor as an implement may only be used if you have equipped armor. Consumable implements and other implements such as Rope, Chalk, Charcoal, Water, Gunpowder, etc. need merely be in your possession when you use the skill.

Cost and Duration

Most skills have a cost to activate, usually paid in an amount of temporary will. In
order to activate the skill so that it takes effect, the cost must be paid. The cost for activating a skill is paid regardless of whether or not use of the skill produces any useful effect, so be judicious when selecting your skills. Likewise, some skills have an effect that lasts longer than the instant in which the skill is activated. Skills that have a longer use than the instant of activation ordinarily do not prevent the use of other active skills for the duration of the effect, but they do prevent another active skill from being used on the same turn that such skill effects are first activated. If a skill has a duration longer than instant, using the skill again while the skills effect is still active will immediately end the earlier effect and duration in favor of the new use of the skill. For example, if a character uses a summon skill to conjure forth a summoned servant with a duration of three rounds, and then uses the same summon skill again on round two, the previously summoned servant will disappear and be replaced by the new summoned servant. Likewise, an enchantment used to control someones mind for four rounds will end prematurely if the enchanter uses the same enchantment on another target three rounds after the first use.

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The disciplines and their respective skills are:

ADVENTURER

Stealth Discipline
-BASICSneak Type: Stealth, Movement, Mode. Implements: None. Cost: 1 will. Duration: Until mode is canceled. the

provided you remain a pace away there-from. In addition, if you are in Hide mode at the time you enter Sneak mode, you will remain in Hide mode and may approach even within a pace of the NPC without notice, so long as you do nothing more than move in sneak mode. Upgrade: 1 upgrade point: No will is required to enter Sneak mode. 3 upgrade points: You may move a pace per turn while in Sneak mode.

Climb Type: Stealth, Movement, Mode. Implements: Hand Spikes OR Grappling Hook and Rope. Cost: 1 will to begin your ascent or descent. If you take any action other than to climb while climbing, the effects of Climb end and you must either immediately reactivate the mode or drop from the surface you are climbing. Duration: Until mode is canceled. the

Effect: You enter sneak mode. You cancel sneak mode if you attack or make any movement other than carefully sneaking forward or backwards at a half pace per turn. So long as an NPC has not yet spotted you, you will be able to continue to avoid notice of that NPC

Effect: So long as you remain in climb mode you can scale walls and steep cliff sides, advancing up or down
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at a steady pace. If you are in Hide mode while you climb, you will also be unseen by NPCs for so long as you take no action other than climbing. Upgrade: 1 upgrade point: No will is required to begin climbing. 3 upgrade points: You may use skills, other than combat skills, while climbing. Legerdemain Type: Stealth, Theft, Upgraded Version: Stealth, Theft, Strike, Targeted. Implement: None. Upgraded Version: Blunt Weapon. Cost: 1 will. Duration: Instant. Effect: Legerdemain can be used to hide a palm sized object on your person or to take an object within reach

from out in the open without being noticed. If you are in Hide mode, acts of Legerdemain do not cost will to perform and may be performed without breaking Hide mode. Upgrade: 1 upgrade point: No will is required to use Legerdemain. You may upgrade Legerdemain in this manner only once. 3 upgrade points: You may use Legerdemain as a strike skill to sap and incapacitate an adjacent target. The target must be unaware of your presence (i.e. you must be in Hide mode or Sneak mode) and you must have a blunt weapon implement. On a successful strike, the target must spend 1 will multiplied by the number you roll on a six-sided die, or be knocked unconscious for three turns.
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Unconscious targets are unable to move, use skills or take simple actions. -ADEPTSap Prerequisite: Legerdemain. Type: Stealth, Strike, Targeted. Implement: Weapon. Cost: 2 will. Duration: Instant. Effect: Like the Legerdemain strike upgrade except that the target must spend 2 will multiplied by the number you roll on a six-sided die. You must equip a blunt weapon implement to use this skill. Upgrade: 1 upgrade point: No will is required to use Sap. You may upgrade Sap in this manner no Blunt

more than once. 1 upgrade point: target must spend one additional will to remain conscious. You may upgrade Sap in this manner no more than five times.

Cling Prerequisite: Climb. Type: Stealth, Enhancement, Movement. Implements: None. Cost: None. Duration: Permanent. Effect: When you enter Climb mode, you may climb across ceilings and other suspended horizontal planes. You may take no other action than to move across such surfaces, or Climb mode will be cancelled and you will fall off. The effects of this skill are permanent and always active.

Upgrade: 1 upgrade point: You may remain still in Climb mode without canceling the mode so long as you pay 5 will for each round you remain suspended. You may upgrade this skill in this manner five times, reducing the will cost for remaining still by one each time. Steal Prerequisite: Sneak AND Legerdemain. Type: Stealth, Theft, Targeted, Chance of Failure. Implements: None. Cost: 2 will. Duration: Instant. Effect: You may now use your expertise in Sneaking and Legerdemain to stealthily remove items from off of an adjacent aware target without it noticing, and you can
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take nearby items of any type from out in the open without being caught. Steal removes one item in plain view from off a person or place and adds it to your inventory without another noticing. If the item removed is from an aware target, you must make a roll to avoid the target noticing the theft. (Roll three six-sided dice, theft is noticed on a total roll within the range of 3-8.) Upgrade: 1 upgrade point: Add one to the total you roll not to be noticed. You may upgrade Steal in this manner up to three times.

-INTERMEDIATEBackstab Prerequisite: Sap. Type: Stealth, Strike, Targeted. Implements: Pointed or Edged Weapon. Cost: 3 will. Duration: Instant. Effect: Like Sap, this skill can only be used while in Hide or Sneak mode and unnoticed by the target. Unlike Sap, this skill requires an equipped edged weapon or pointed weapon implement. Strike an adjacent target to deal 3 x the DMG rating of the weapon equipped. Activation of this skill ends Hide or Sneak mode, revealing the backstabber. Upgrade: 1 upgrade point: Add one to the DMG rating of the weapon used during a

Backstab. You may upgrade Backstab in this manner no more than five times, adding one to the weapons DMG rating each time.

Tumble. If the total of the roll is less than a nine, Tumble has no effect although you must still pay its will cost when activating it. Upgrade: 1 upgrade point: Reduce the will cost of Tumble by one. You may upgrade Tumble in this way up to two times.

Tumble Prerequisite: Any one ADEPT Stealth Skill. Type: Stealth, Movement, Defense, REACTIVE, Chance of Failure. Implements: None. Cost: 3 will. Duration: Instant. Effect: If you would be affected by a strike skill, you may instead activate Tumble and roll away a pace from your location in any direction to avoid the strike. You must end your tumble in an open space. Tumble has a chance to fail. Roll three six-sided dice when you use
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Pickpocket Prerequisite: Steal. Type: Stealth, Theft, Strike, Targeted, Chance of Failure. Implements: None. Cost: 3 will. Duration: Instant. Effect: You may steal items that are hidden away on an adjacent target, including items that are located in a target's pocket, without being noticed. Pickpocket has a

chance of failure. When you use Pickpocket, you must roll three six-sided dice. If the total of the roll is less than nine, Pickpocket fails and your attempt to pickpocket is noticed. Upgrade: 1 upgrade point: Improve your total roll to not be noticed by one. You may upgrade Pickpocket in this manner no more than three times.

Effect: If you would be affected by any targeted skill, you may activate Dodge and avoid the effects of that skill entirely. Dodge has a chance of failure. When you use Dodge, you must roll three sixsided dice. If the total of the roll is less than nine, Dodge fails and you are affected normally. Upgrade: 1 upgrade point: Reduce the will cost of Dodge by one. You may upgrade Dodge in this manner up to three times. Sure Footing Prerequisite: AND Cling. Type: Movement, Maintained. Climb Stealth,

Duration: Until longer maintained.

no

-EXPERTDodge Prerequisite: Tumble. Type: Stealth, Movement, Defense, REACTIVE, Chance of Failure. Implements: None. Cost: 4 will. Duration: Instant.

Effect: You may ignore traction conditions while Sure Footing is maintained. You may cross high wires and other narrow surfaces without any movement penalty and without a risk of stumbling or tripping. (i.e. you are unaffected by traction conditions). You also avoid all traps and similar hazards instinctively. For each round Sure Footing is maintained, you must spend 1 will or Sure Footing ends. Upgrade: 1 upgrade point: Reduce the will cost of activating Sure Footing by one. You may upgrade Sure Footing in this manner no more than four times.

Implements: None. Cost: 4 will to activate, 1 will per round to maintain.

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Disguise Prerequisite: None. Type: Movement, Maintained. Implements: Disguise Kit. Stealth,

Disguise by one. You may upgrade Disguise in this manner up to four times.

Cons:

-MASTEREvasion Prerequisite: Dodge. Type: Stealth, Movement, Defense, Stance, Maintained. Implements: None. Cost: 5 will to activate, 1 will per round to maintain. Duration: Until longer maintained. no

Upgrade: 1 upgrade point: Add one to the value you roll whenever you roll for Evasion. You may upgrade Evasion in this manner no more than four times. Hide Prerequisite: Dodge. Type: Movement, Maintained. Stealth, Mode,

Cost: 4 will to activate, 1 will per round to maintain, consumes one Disguise Kit. Duration: Until longer maintained. no

Implements: None. Cost: 5 will to activate, 1 will per round to maintain. Duration: Until longer maintained. no

Effect: You assume an unrecognizable appearance of roughly the same size and shape as your character. Your character will also exhibit appropriate mannerisms and vocal changes to aid in the disguise. This skill does not work on those who have seen you disguising yourself. Upgrade: 1 upgrade point: Reduce the will cost of activating

Effect: You enter an evasive stance, which you may maintain at the cost of 1 will per round. So long as you maintain evasion, whenever you are targeted by a strike skill, roll a six-sided die. If you roll a six, the skill targeting you fails.
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Effect: Provided you are unobserved and in a pitch dark or low light environment, you enter a Hide mode wherein you cannot be detected by any ordinary vision. While in Hide mode you may move at your ordinary pace. If you take any

hostile action, Hide mode ends. Otherwise, you may use other skills while in Hide mode. This skill cannot be used while you are being observed unless you take the appropriate upgrade. Upgrade: 3 upgrade points: You may now enter Hide mode even in brightly lit environments. You may upgrade Hide in this manner no more than once. 1 upgrade point: Reduce the cost of activating Hide by 1 will. You may upgrade

Hide in this manner no more than five times. 1 upgrade point: You may now use Hide while you are being observed. You may only upgrade Hide in this manner if you have learned Disguise and Sneak. Low Light Vision Prerequisite: None, but you must spend an additional 5 upgrade points on this skill when you purchase it. Type: Stealth, Enhancement.

Implements: None. Cost: None. Duration: Permanent. Effect: You can now see normally in low light environments. Negative modifiers that would take effect due to a low light environment do not affect you. The effects of this skill are permanent and always active. Upgrade: None.

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Survival Discipline
-BASICWariness Type: Survival, Temporary Enhancement. Implements: None. Cost: 1 will. Duration: Lasts for a scene or five rounds in combat. Effect: You are alerted to the presence of traps, hidden adversaries, secret passages, and other non-obvious dangers or advantages. Whenever you would walk into a trap or be ambushed by hidden assailants, you will roll a single six-sided die. If you roll a three or greater, you will detect the trap or ambush, revealing hidden assailants and avoiding the effects of traps. Otherwise you will be

affected by the trap or ambush as you normally would. Upgrade: None.

Rope Use Type: Crafting. Survival,

Implements: Rope. Cost: 1 will.

Find Food Type: Survival, Detection, Movement, Maintained. Implements: None. Cost: 1 will per pace. Duration: Special. Effect: Each pace you take while out of combat provides a 33% chance (roll a 5 or 6 on a six-sided die) of locating something edible. Upgrade: 1 upgrade point: Add one to the amount you roll when using Find Food. You may upgrade Find Food in this manner no more than three times.

Duration: Special. Effect: You use a rope to tie a knot or secure an object or living creature. The higher the number you roll on a six-sided die, the better the rope work is and the longer it will last or endure the struggles of a captive. As a general rule of thumb, rope-work endures for one hour times the number rolled on a six-sided die. Rope Use cannot be used in combat except on enemy combatants who have been defeated. Upgrade: 1 upgrade point: add one to your Rope Use die rolls. You may upgrade Rope Use in this

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manner any number of times. Start Fire Type: Survival. Implements: Consumed: Wood. Cost: 1 will. Duration: Instant. Effect: You use wood and tinder to start a small fire in an open space. Roll one sixsided die. The fire lasts one half hour multiplied by the number you roll. Upgrade: 1 upgrade point: Add one to the number you roll when using Start Fire. You may upgrade Start Fire in this manner no more than six times. Tinder,

Track Prerequisite: Wariness OR Find Food. Type: Survival, Temporary Enhancement. Implements: None. Cost: 1 will. Duration: Lasts for a scene or five rounds in combat. Effect: You become aware of tracks left in your surroundings and are capable of following them to their source. Roll a six-sided die. When Track ends, provided you followed the tracks, you arrive within X paces of the target, where X equals seven less the number rolled on the six-sided die. Upgrade: 1 upgrade point: You may add or subtract one from your die roll when using Track, thereby allowing
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you to better determine how far away from your target you are when you encounter it. You may upgrade Track in this manner any number of times.

Find Water/Food Prerequisite: Food. Find

Type: Survival, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You may use Find Food to determine the direction in which you can find the nearest source of potable water. The effects of this skill are permanent and always active. Upgrade: N/A

-ADEPT-

Set Trap Prerequisite: Wariness AND Rope Use. Type: Survival, Trap. Implements: Consumed: Trap. Cost: 2 will. Duration: Instant. Effect: You successfully set a trap at a location within a pace of yourself. Note that this ability does not provide you with an actual trap to use, but merely allows you to safely set the same. Upgrade: 1 upgrade point: Reduce the will cost of Set Trap by one. You may upgrade Set Trap in this manner no more than twice. 2 upgrade points: Camouflage Trap: Traps you set are undetectable by sight, though other senses and the use of appropriate skills may

still detect the trap. You may upgrade Set Trap in this manner no more than once.

this manner no more than three times.

-INTERMEDIATECooking Prerequisite: Start Fire. Type: Survival. Implements: Pot, Fire. Cost: 2 will. Duration: Instant. Effect: You can cook food that you find, preserving it as rations for later use or improving the quality of the food you eat. Upgrade: 1 upgrade point: Reduce the will cost of Cooking by one. You may upgrade Cooking in this manner no more than twice. 1 upgrade point: Soul Food: Food you cook restores five will when eaten. You may upgrade Cooking in
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Detect Danger Prerequisite: Track. Type: Detection. Cooking Survival,

Implements: None. Cost: 3 will. Effect: You may detect the location of traps and enemies in Hide mode. Roll a six-sided die. If you roll a three or greater, you detect any one trap or enemy of the narrators' choice. Upgrade: 2 upgrade points: You roll an additional die when you use Detect Danger to detect an additional hidden trap or Hidden enemy. You may upgrade Detect Danger in this manner any number of times.

Swim Prerequisite: Water/Food. Find

Avoid Pitfall Prerequisite: Set Trap. Type: Survival, Detection, REACTIVE. Implements: None. Cost: 3 will. Duration: Instant. Effect: If you would fall into a hidden pit or trigger a trap that you failed to detect, you may roll a six-sided die. If you roll a five or better, you avoid falling or triggering the trap. Upgrade: 1 upgrade point: Add one to the number you roll when using Avoid Pitfall. You may upgrade Avoid Pitfall in this manner no more than three times.

Smoke Signaling Prerequisite: Cooking. Type: Survival. Implements: Fire. Cost: 3 will. Duration: Instant. Effect: You send a smoke signal that can be understood by your allies. You may communicate no more than three words per use of this skill. Upgrade: 1 upgrade point: Increase the number of words you can express through Smoke Signaling by one. You may upgrade Smoke Signaling in this manner no more than six times. Blanket,

Type: Survival, Enhancement. Implements: None. Cost: None. Effect: Ordinarily, characters moving through water must move as if they are in a No Traction environment. You may instead move at your normal rate of movement through water, as though moving through ordinary terrain. The effects of this skill are permanent and always active. Upgrade: N/A

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-EXPERTCamouflage Prerequisite: Danger. Type: Detection, Defense. Implements: Consumed: Kit. Cost: 4 will. Duration: Until mode is canceled. the Detect Survival, Mode,

Make Arrows

Bows

and

Construct Shelter Prerequisite: Rope Use, Camouflage, AND Avoid Pitfall. Type: Survival, Item Creation. Implements: Consumed: Wood, Crafting Kit, Rope. Cost: 4 will. Duration: Special. Effect: You may craft a temporary shelter for yourself so long as you are not in combat. Your shelter is camouflaged and if you are inside your shelter you are treated as if in Hide mode until you leave your shelter. The shelter will protect you from the elements and lasts a number of days equal to your roll on a six-sided die. Upgrade: 1 upgrade point: Increase the number of days your shelter lasts by one.

Prerequisite: Set Trap and Rope Use. Type: Survival, Item Creation. Implements: Consumed: Wood, Crafting Kit, Rope. Cost: 4 will. Duration: Instant. Effect: You may craft a bow or up to twenty five (25) arrows. Depending on the wood used in the crafting, the bow or arrows may have additional properties. Upgrade: None.

Disguise

Effect: You may enter Hide mode, as per the Hide skill, provided you are undetected and not within a pace of anyone actively investigating the area when you activate this skill. Camouflage only works outdoors, but it works in any degree of lighting. If you move or take a hostile action while in Camouflages Hide mode, the mode is canceled. Upgrade: None.

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You may upgrade Construct Shelter in this manner any number of times.

traverse the terrain and move more quickly from destination to destination. Enhancement: Traverse Map: If you have a map of an area, roll a six-sided die. If you roll a five or a six, you may bypass the area you have a map of without incident. This portion of Cartography is permanent and always active. Upgrade: 1 upgrade point: Decrease the will cost of activating Cartography by one. You may upgrade Cartography in this manner any number of times.

Iron Body Prerequisite: Cooking AND Construct Shelter. Type: Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You are immune to poison and disease. This effect is permanent and always active. Upgrade: None.

Cartography Prerequisite: AND Water/Food. Track Find

Type: Survival, Item Creation, Enhancement. Implements: Consumed: Parchment. Ink,

Cost: Draw Map: 4 will, Traverse Map: None. Duration: Draw Map Instant. Traverse Map Permanent. Effect: Draw Map: Whenever you enter a new terrain, you may draw up a map of the terrain so long as you are not in combat. You may refer to the map at later times to remember how to

-MASTER-

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Photographic Memory Prerequisite: Cartography, Wariness AND Detect Danger. Type: Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You have a photographic memory. If you ask the narrator a question about the details of any event that happened in the past to you while your character had a Photographic Memory, the narrator(s) must provide a true recounting of the details requested. This effect is permanent and always active. Upgrade: N/A Environmental Mastery Prerequisite: Avoid Pitfall, Shelter, Wariness AND Detect Danger. Type: Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You are immune to the effects of any one environmental condition of your choice. This effect is permanent and always active. Upgrade: 5 upgrade points: You are immune to the effects of one additional environmental condition of your

choice. You may upgrade Environmental Mastery in this manner no more than five times.

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Tame Animal Prerequisite: Track, Wariness, Cooking, AND Detect Danger. Type: Influence. Implements: None. Cost: 5 will. Duration: Special. Effect: You may make an Influence roll against any animal you are not engaged in combat with. If you succeed on the Influence roll, the animal becomes your loyal pet, and remains loyal to you, so long as it is fed twice a day. For each day you fail to properly feed your pet, roll a six-sided die.

If you roll less than a five, your pet goes feral and must be tamed again. So long as your pet is loyal, you may direct its actions, and the pet will aid you as directed in combat. Pets active in combat use whatever natural combat skills they would ordinarily have available. You may only have one tamed animal at a time. Upgrade: 1 upgrade point: Improve Loyalty: Your animal may remain unfed for one additional day without having to roll for loyalty. This skill may be upgraded no more than three times in this manner. 2 upgrade points:

Combat Training: Your pet gains five additional health and five additional will. In addition, your pet may use one additional combat skill compatible with its natural weaponry without meeting the prerequisites for that skill and without being trained in the skill's use, with ultimate discretion on the availability of the skill left to the narrators. Combat skills learned in this manner may not be upgraded and cost their ordinary will to use. You may upgrade Tame Animal in this manner any number of times.

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Dungeoneering Discipline
-BASICDetect Trap Type: Detection, Ranged up to seven paces. Implements: None. Cost: 1 will. Duration: Instant. Effect: You may attempt to detect any trap located within seven paces in front of you. Roll a six-sided die. On a roll greater than four, you detect the location of any traps in front of you within a range of seven paces. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Detect Trap in this manner no more than three times.

Detect Secret Passage Type: Detection, Ranged up to seven paces. Implements: None. Cost: 1 will. Duration: Instant. Effect: You may attempt to detect any hidden doors or passages located within seven paces in front of you. Roll a six-sided die. On a roll greater than four, you detect the location of any secret doors or passages in front of you within a range of seven paces. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Detect Secret Passage in this manner no more than three times.

Dash Type: Enhancement, Movement, Simple Action. Implements: None. Cost: None. Duration: Permanent. Effect: When you move on your turn, you may spend one will to move one additional pace once per turn as a simple action. This effect is permanent and always active. You may not benefit from this skill unless you learn it. Upgrade: 1 upgrade point: You may move one additional pace when using Dash. You may upgrade Dash in this manner no more than twice.

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-ADEPTDisarm Trap Prerequisite: Trap. Type: Detection. Implements: Dungeoneering Kit. Cost: 2 will. Duration: Instant. Effect: You may attempt to disarm any trap of which you are aware. Roll a six-sided die. On a roll greater than four, you disarm any one trap within a pace of you of which you are aware. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Disarm Trap in this manner no more than three times. Detect

Unlock Prerequisite: Secret Passage. Type: Detection. Implements: Dungeoneering Kit. Cost: 2 will. Duration: Instant. Effect: You may attempt to unlock any lock of which you are aware. Roll a six-sided die. On a roll greater than four, you unlock any one adjacent lock of which you are aware. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Unlock in this manner no more than three times. 1 upgrade point: Unlock costs no will to use. You may upgrade Unlock in this manner only once.
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Tumbler Detect Prerequisite: Dash. Type: Enhancement, Movement. Implements: None. Cost: None. Duration: Permanent. Effect: Whenever you move, you may tumble quickly, avoiding all damage from environmental hazards, ignoring the effects of terrain conditions or traps, and passing through spaces occupied by allies or enemy combatants (you must still be able to move far enough to reach an open space before ending your tumble). This skill's effect is permanent and is always active. Upgrade: None.

-INTERMEDIATEPuzzle Solver Prerequisite: Trap. Disarm

number you roll when using this skill. You

Upgrade: None.

Somersault may upgrade Puzzle Solver in this manner no more than three times. Prerequisite: Tumbler. Type: Movement, REACTIVE. Implements: None. Detect Treasure Prerequisite: Unlock Type: Detection, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You are always aware of any peculiar differences in your environment that might house hidden items. You automatically detect the location of hidden treasures, be they implements or items of exceptional value. This skill's effect is permanent and always active.
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Type: Detection. Implements: None. Cost: 3 will. Duration: Instant. Effect: You may attempt to automatically solve any puzzle, riddle or logic game of which you are aware. Roll a six-sided die. On a roll greater than four, you determine the solution to the complex problem before you. This may provide, amongst other benefits, a way to safely traverse a trapped room full of alternating color tiles or to decode an enemy message you intercept. Upgrade: 1 upgrade point: Add one to the

Cost: 3 will. Duration: Instant. Effect: When an enemy combatant enters a space within a pace of you, you may use Somersault to move away. Somersault gives you an immediate movement action that you may use to move as if on your turn (with any modifiers) in any direction. Combining Somersault with the effects of Tumbler (which you should do automatically) allows you to Somersault to any available open space within range.

Upgrade: None. -EXPERTCreate Trap Prerequisite: Solver. Puzzle

you roll in blunt, edged or pointed weapon damage (dependent on components used). Upgrade: 2 upgrade points: You may create traps in combat regardless of whether or not you are noticed by enemy combatants. You may upgrade Create Trap in this manner no more than once. 1 upgrade point: Add two to the damage your trap causes when sprung. You may upgrade Create Trap in this manner no more than five times.

Duration: Special. Effect: Your environmental awareness allows you to quickly scour your location for objects that could reliably be used to construct a barricade of some form. You may use the barricade to bar entry through doors, or you may over time build a wall beyond which enemies may not traverse without either destroying the wall or going around it. Barrier Building cannot be used while in combat (as combat is far too distracting to reliably use this skill) but it can be used outside of combat as a form of preparation. The barrier you construct using this skill has an AR equal to your level and will not be destroyed until it has taken at least its AR in damage.

Type: Item Creation, Trap. Implements: Dungeoneering Consumed: Components. Cost: 4 will. Duration: Special. Effect: You may use this skill to safely craft a trap of your own design. Note that this skill only gives you the ability to make traps; it does not provide you with the ability to set traps. You may not use this skill in combat unless you are in Hide mode or otherwise have not been noticed by any enemy combatants. Roll a sixsided die. Your trap deals twice the number Kit, Trap

Barrier Building Prerequisite: Treasure. Type: Trap. Implements: Dungeoneering Kit. Cost: 4 will.
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Detect

Upgrade: 2 upgrade points: Your barrier now has an AR equal to twice your level. You may upgrade Barrier Building in this manner no more than once. Dash and Slash Prerequisite: Somersault. Type: Enhancement, Movement. Implements: Per Skill. Cost: None. Duration: Permanent. Effect: You may move one pace before using any combat skill. This movement is in addition to the movement you would ordinarily take during your turn, but it must be taken before you use a combat skill. This skill's effect is permanent and is always active. Upgrade: None.

-MASTERRecover Trap Prerequisite: Trap. Type: Trap. Implements: Dungeoneering Kit. Cost: 5 will. Duration: Instant. Effect: You may use this skill to safely disarm a trap in such a manner that it may be reset and, where appropriate, even removed and placed elsewhere. After disarming a trap, roll a six-sided die. On a roll greater than four, you recover the disarmed trap. You may now set the trap using Set Trap. Upgrade: 1 upgrade point: Add one to the number you roll to determine your success in recovering the trap.
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You may upgrade Recover Trap in this manner no more than three times. Create Dungeoneer's Luck Prerequisite: Building. Barrier

Type: Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You are extraordinarily lucky. You may add or subtract one from any dice roll you make. This skill's effect is permanent and always active. Upgrade: None.

Cloud Walker Prerequisite: Dash and Slash. Type: Movement, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You may move vertically to the same extent that you could move horizontally and you may move horizontally in the air so long as you have not exhausted your movement for the turn. In this manner, it is possible for you to leap to incredible heights, or to leap over foes or across chasms. This skill's effect is permanent and always active. Upgrade: None.

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Engineering Discipline
-BASICMake Explosives Type: Item Creation, Explosives, Simple Action. Implements: Consumed: Engineering Kit, Bomb Components, Gunpowder. Cost: 1 will. Duration: Special. Effect: You create a bomb that deals heat damage equal to your level when it explodes. The bomb may be lit and thrown up to three paces as a simple action at any time. Roll a six-sided die. Your bomb will explode in a number of turns equal to the number rolled. Upgrade: 1 upgrade point: decrease your die roll by one when

determining how many turns remain until your bomb explodes. You may upgrade Make Explosives in this manner no more than two times.

Minor Construct Type: Item Creation, Construct. Implements: Consumed: Engineering Kit, One Assembly. Cost: 1 will. Duration: Permanent. Effect: You create a small construct no larger than your hand. The construct is a simple device that may move in a single direction by rolling, slithering or otherwise moving across the ground at the rate of one pace per turn. This construct has an AR of 10 constructs have no
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health or will, but cease to operate when they run out of AR. This construct has no skills that it can use, but it may be enchanted or attached to a bomb in order to act as a delivery mechanism. Upgrade: 1 upgrade point: Increase the number of paces your minor construct moves by one. You may upgrade Minor Construct in this manner no more than two times. 1 upgrade point: Increase the AR of your minor construct by two. You may upgrade Minor Construct in this manner any number of times. 1 upgrade point: Your minor construct may move in a manner other than terrestrial movement. It may swim or fly, as it is designed. You may upgrade Minor Construct in this

manner no more than once. Special Rule Constructs: Take note that Constructs do not have a will score unless they have been granted sentience due to enchantment magic. As such, this question arises - what is the Constructs initiative? Constructs ordinarily do not act of their own accord. If they are being directed by a player character or NPC, the construct may be directed on such persons turn as a simple action. If a construct is sentient, then it rolls initiative and acts as a character would. Constructs that are capable of using skills use up charges in their capacitors, energy storing units used to create more complex constructs.

Fire Gun Type: Combat, Strike, Ranged up to ten paces, Heat, Blunt. Implements: Consumed: Gunpowder. Cost: 1 will. Duration: Instant. Effect: You are familiar with the mechanisms involved in firing the simple firearms found on Aldemak. You may fire a rifle at a target within ten paces, dealing to that target damage in accordance with the type of bullet used. Upgrade: 1 upgrade point: You may fire at a target one pace further away. You may upgrade Fire Gun in this manner no more than five times. 1 upgrade point: You may more accurately target vital organs increase the damage
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Rifle, Bullet,

dealt by Fire Gun by one. You may upgrade Fire Gun in this manner no more than ten times. 2 upgrade points: You may activate Fire Gun twice in one turn as though both activations constitute only one activation of an Active Skill. If you use Fire Gun in this manner, you may not move until your next turn (not even when using REACTIVE skills).

-ADEPTConstruct Launcher Prerequisite: Explosives. Make

Lesser Construct Prerequisite: Construct. Minor

Type: Item Creation, Explosives. Implements: Consumed: Engineering Kit, Launcher Components. Cost: 2 will. Duration: Permanent. Effect: You create a bomb launching device that can launch explosive devices. Note that this skill does not give you knowledge of how to effectively use the launcher. Upgrade: None.

Type: Item Creation, Construct. Implements: Consumed: Engineering Kit, Two Assemblies, One Capacitor (charges as per capacitor). Cost: 2 will. Duration: Permanent. Effect: You create a lesser construct no larger than yourself. The construct is a simple device that may move in a single direction by rolling, slithering or otherwise moving across the ground at the rate of one pace per turn. This construct has an AR of 20 constructs have no health or will, but rather cease to function when they run out of AR. This construct may be outfitted with
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devices that allow it to use non-spell basic skills as though it had learned the same, but no more than two. The construct does not expend will or health when using these basic skills. Instead, the construct uses an appropriate number of charges of its capacitor equal to the will cost for using the skill. Upgrade: 1 upgrade point: Increase the AR of your lesser construct by two. You may upgrade Lesser Construct in this manner any number of times. 1 upgrade point: Your lesser construct may move in a manner other than terrestrial movement. It may swim or fly, as it is designed. You may upgrade Lesser Construct in this manner no more than once.

Fire Launcher Prerequisite: Fire Gun. Type: Combat, Targeted, Ranged up to ten paces, Heat. Implements: Launcher, Consumed: Bomb, Gunpowder. Cost: 2 will. Duration: Instant. Effect: You are familiar with the mechanisms involved in firing a complex explosive launcher such as that produced through using the skill Construct Launcher. You may use a launcher to launch a bomb at a target within ten paces, dealing to that target damage in accordance with the type of bomb used. Unlike bombs lobbed as a simple action pursuant to the skill Make Explosives, bombs launched by Fire Launcher detonate

upon striking the target. REACTIVE skills may not be used by targets in response to Fire Launcher. Bombs launched by Fire Launcher deal your character level as heat damage to everything within two paces of the target. Upgrade: 1 upgrade point: Bombs you launch deal one more heat damage. You may upgrade Fire Launcher in this manner no more than five times. 3 upgrade points: You may activate Fire Launcher twice in one turn as though both activations constitute only one use of an Active Skill. If you use Fire Launcher in this manner, you may not move until your next turn (not even when using REACTIVE skills).

-INTERMEDIATEMake Components Prerequisite: Construct Launcher. Type: Item Creation, Targeted. Implements: Consumed: Engineering Kit, Shaped Metal Objects. Cost: 3 will. Duration: Permanent. Effect: You can create engineering components of all types, including assembly and launcher components, out of shaped metal objects (which may be made through the use of skills in the Armorer discipline or found/bought during the course of your travels). In the alternative, you may use this skill to repair a construct. If you use Make Components in

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this manner, roll a sixsided die. The number you roll is the amount of AR that you restore to a target adjacent construct. Upgrade: None.

Greater Construct Prerequisite: Construct. Lesser

Type: Item Creation, Construct. Implements: Consumed: Engineering Kit, Three Assemblies, One Capacitor (charges as per capacitor). Cost: 3 will. Duration: Permanent. Effect: You create a greater construct no larger than one and one half your size. The construct is a complex ambulatory device that may move in any direction by rolling,

slithering or otherwise moving across the ground at the rate of one pace per turn. This construct has an AR of 30 constructs have no health or will, but rather cease to function when they run out of AR. This construct may be outfitted with devices that allow it to use basic or adept nonmagic skills as though such skills were learned by it, but no more than three of any type of skills. The construct does not expend will or health when using these skills. Instead, the construct expends an appropriate number of charges from its capacitor equal to the will cost for using the skill. Upgrade: 1 upgrade point: Increase the AR of your greater construct by two. You may upgrade Greater Construct in this manner any number of times. 1 upgrade point:
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Your greater construct may move in a manner other than terrestrial movement. It may swim or fly, as it is designed. You may upgrade Greater Construct in this manner no more than once. 1 upgrade point: Your greater construct may use one additional basic or adept nonspell skill as though it had learned the same. You may upgrade Greater Construct in this manner no more than twice.

Set Explosives Prerequisite: Fire Launcher AND Set Trap. Type: Trap, Explosives, Triggered. Implements: Consumed: Engineering Kit, Trap Components, Explosive Components. Cost: 3 will. Duration: Special. Effect: You successfully set an explosive device at a location within a pace of you. You may disguise this device, setting it as a land-mine or trap. The device will trigger upon any one condition you name before setting it (e.g. being stepped on, being approached within a pace, etc.) When the device triggers it will explode, dealing one point of heat damage per your

level to anything within a pace of it. Upgrade: 2 upgrade points: Set Explosives deals twice the amount of damage it ordinarily would. You may upgrade Set Explosives in this manner no more than once.

-EXPERTCraft Assembly Prerequisite: Components. Make

appropriate components. One set of the required components produces one assembly of the appropriate type, as determined by the narrators. In the alternative, you may use this skill to repair a construct. If you use Craft Assembly in this manner, roll two sixsided dice. The total number you roll is the amount of AR that you restore to an adjacent target construct. Upgrade: None.

Type: Item Creation, Targeted. Implements: Consumed: Engineering Kit, Assembly Components. Cost: 4 will. Duration: Permanent. Effect: You can create advanced engineering assemblies consisting of numerous working components, out of
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Major Construct Prerequisite: Construct. Greater

Type: Item Creation, Construct. Implements: Consumed: Engineering Kit, Four Assemblies, One Capacitor (charges as per capacitor). Cost: 4 will. Duration: Permanent. Effect: You create a major construct no larger than one and one half your size. The construct is a complex ambulatory device that may move in any direction by rolling, slithering or otherwise moving across the ground at the rate of one pace per turn. This construct has an AR of 40 constructs have no health or will, but rather cease to function when they run out of AR. This construct

may be outfitted with devices that allow it to use basic or adept nonspell skills as though it had learned the same, but no more than five such skills at a time. The construct does not expend will or health when using these skills. Instead, the construct expends an appropriate number of charges from its capacitor equal to the will cost of using the skill. Upgrade: 1 upgrade point: Increase the AR of your major construct by five. You may upgrade Major Construct in this manner any number of times. 1 upgrade point: Your major construct may move in a manner other than terrestrial movement. It may swim or fly, as it is designed. You may upgrade Major Construct in this manner no more than once. 1 upgrade point: Your major construct
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may use one additional basic or adept skill as though it had learned the same. You may upgrade Major Construct in this manner no more than twice.

Construct Ballista Prerequisite: Set Explosives AND Construct Launcher. Type: Item Creation. Implements: Consumed: Engineering Kit, Two Ballista Assemblies. Cost: 4 will. Duration: Permanent. Effect: You create a ballista, a devastating launcher of massive size, with an inherent AR of 40. Note that this skill does not give you knowledge of how to effectively use the ballista. Construct Ballista produces an

immobile giant launcher that can launch up to three bombs at a single target (see the skill Fire Ballista). Upgrade: 2 upgrade points: Your Ballista will be constructed with wheels, allowing it to be moved or otherwise move at the rate of one half a pace per turn. You may move with your ballista (at the same movement rate as the ballista) in order to move it during the movement phase of your turn. You may upgrade Construct Ballista in this manner no more than once.

-MASTERConstruct Capacitor Prerequisite: Assembly. Craft

Type: Item Creation, Targeted. Implements: Consumed: Engineering Kit, Capacitor Components. Cost: 5 will. Duration: Permanent. Effect: You can create capacitors out of appropriate components. One set of the required components produces one capacitor, as determined by the narrators. When you use Construct Capacitor, roll three six-sided dice. The number rolled is the number of charges the capacitor can hold. In the alternative, you may use this skill to repair a construct. If
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you use Construct Capacitor in this manner, roll three sixsided dice. The total number you roll is the amount of AR that you restore to an adjacent target construct. Upgrade: 1 upgrade point: Roll two additional die to determine the number of charges the capacitor may hold. You may upgrade Construct Capacitor in this manner no more than three times.

Manufacture Golem Prerequisite: Construct. Major

Type: Item Creation, Construct. Implements: Consumed: Engineering Kit, Five Assemblies, One Capacitor (charges as per capacitor). Cost: 5 will. Duration: Permanent. Effect: You have reached the pinnacle of the science of engineering. You may create a golem, an armored humanoid construct no larger than twice your size. The construct is a complex ambulatory device that may move in any direction by running across the ground at the rate of two paces per turn. Golems have an AR of 50 golems have no health or will, but

rather cease to function when they run out of AR. Golems may be outfitted with devices that allow them to use basic, adept or intermediate non-spell skills as though it had learned the same, but no more than six such skills at any one time. The golem does not expend will or health when using these skills. Instead, the golem expends a number of charges from its capacitor equal to the will cost for using the skill. Upgrade: 1 upgrade point: Increase the AR of your golem by five. You may upgrade Manufacture Golem in this manner any number of times. 1 upgrade point: Your golem may move in a manner other than terrestrial movement. It may swim or fly, as it is designed. You may upgrade Manufacture Golem in this manner
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no more than once. 1 upgrade point: Your golem may use one additional basic, adept, or intermediate nonspell skill as though it had learned the same. You may upgrade Manufacture Golem in this manner no more than three times. Fire Ballista Prerequisite: Construct Ballista. Type: Targeted, Ranged, Heat. Implements: Consumed: Bombs. Cost: 5 will. Duration: Instant. Effect: You may accurately fire a ballista, a devastating launcher of massive size. Fire Ballista uses a giant launcher (a ballista) to launch up to three bombs at a single targeted area. Each of Ballista, Three

these launched bombs explodes immediately upon reaching the target area. Each explosion deals heat damage equal to your level to anything within a pace of each of the bombs launched.

Bombs launched using Fire Ballista strike the targeted area directly on the targeted area and one pace to the left and right of the targeted area. Upgrade: 2 upgrade points: You may

launch one more bomb with Fire Ballista at a location one pace behind or in front of your target. You may upgrade Fire Ballista in this manner no more than twice.

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Medical Discipline
-BASICBind Wound Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 0 will. Duration: Instant. Effect: You may bind a wound, restoring some of the damage dealt to your adjacent target and ending any bleeding effects active on the target. Roll a six-sided die. Your targets health is restored by an amount equal to the number rolled. Upgrade: 1 upgrade point: You may roll one additional six-sided die to determine the amount of health you restore. You may upgrade Bind Wound Medical

in this manner no more than two times.

Respirator Type: Targeted. Implements: Consumed: Kit. Cost: 1 will. Medical,

Disinfect Type: Targeted. Implements: Consumed: Kit. Cost: 0 will. Duration: Instant. Effect: You may attempt to disinfect a wound, preventing any disease from affecting the adjacent target. Roll a six-sided die. On a five or greater, you disinfect the target and remove any possibility of disease. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Disinfect in this manner no more than three times. Medical,

Medical

Medical

Duration: Roll a sixsided die. Respirator lasts for a number of rounds equal to the number rolled. Effect: You may use the resources in your medical kit to provide a temporary respirator for your adjacent target. For the duration of Respirator, your target ignores the negative effects of air quality environmental conditions. Alternatively, you may use this skill to help a defeated ally recover. If you use Respirator in this manner, roll a sixsided die. If you roll a five or greater, the defeated target is no longer defeated and is

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restored to one health. When using Respirator in this manner, treat Respirator as if it had an instant duration. Upgrade: 1 upgrade point: Add one to the number you roll when you use Respirator. You may upgrade Respirator in this manner no more than three times.

some of the damage dealt to your adjacent target. Roll two sixsided dice. Your targets health is restored by an amount equal to the total number rolled. Upgrade: 1 upgrade point: You may roll one additional die to determine the amount of health restored to your target by this skill. You may upgrade Healing Salve in this manner no more than three times.

Cure Poison Prerequisite: Disinfect. Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 2 will. Duration: Instant. Effect: You may reduce the severity of and perhaps even cure the effects of poison. If the adjacent target is suffering from poison, roll a six-sided die. The poison lasts a number of rounds equal to the remainder of the poison's duration less the number rolled. Upgrade: 1 upgrade point: Add one to the total you roll. You may upgrade Cure Poison in this manner no more than three times. Medical

-ADEPTHealing Salve Prerequisite: Wound. Bind

Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 1 will. Duration: Instant. Effect: You may bind a wound with a healing poultice, restoring
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Medical

Heart Starter Prerequisite: Respirator. Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 2 will. Duration: Instant. Effect: You may help a defeated ally adjacent to you recover. If you use Heart Starter in this manner, roll a six-sided die. If you roll a four or greater, the defeated target is no longer defeated and is restored to two health. Upgrade: 1 upgrade point: Add two to the amount of health restored to the target. You may upgrade Heart Starter in this manner no more than three times. Medical

-INTERMEDIATERegeneration Salve Prerequisite: Salve. Healing

Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 3 will. Duration: Roll a sixsided die. The effects of Regeneration Salve endure for a number of rounds equal to the number rolled. Effect: You may treat an adjacent wounded ally with a regenerating salve, restoring some of the health your target has lost, over a period of time. Your target regains one health per each round of Regeneration Salve. Upgrade: 1 upgrade point: Regeneration Salve lasts for an additional round. You
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Medical

may upgrade Regeneration Salve in this manner no more than five times. 1 upgrade point: Adds one to the health the target regains per round. You may upgrade Regeneration Salve in this manner no more than twice.

Cure Disease Prerequisite: Poison. Cure

Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 3 will. Duration: Instant. Effect: You may reduce the severity of and perhaps even cure the effects of disease. If the adjacent target is suffering from disease, roll a six-sided die. The disease's severity is Medical

reduced by the amount rolled. If the severity of the disease would be reduced to 0, the disease is cured. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Cure Disease in this manner no more than three times. Surgeon Prerequisite: Starter. Heart

Type: Medical, Enhancement. Implements: None. Cost: 0 will. Duration: Permanent. Effect: You have learned the Surgeon's arts and may now wield edged and pointed implements with surgical precision. Whenever you use a Strike skill that deals edged or pointed weapon damage, you

may add one to your Critical Hit roll. In addition, you may now successfully conduct surgery, which may provide any number of benefits at the narrators discretion. By way of example, a surgeon could remove a Wizened Hand from a person's limb while doing the minimum damage to the hand's victim. (See Conjuration Discipline, Master skills). This skill's effect is permanent and is always active. Upgrade: None.

Implements: Consumed: Kit. Cost: 4 will.

Medical

Duration: Instant. Effect: You may apply a poultice to an adjacent target that calms the nerves and enables the target to regain some lost will without rest. Roll two six-sided dice. Your target recovers an amount of will equal to the total number rolled. Upgrade: 1 upgrade point: Roll one additional die to determine the amount of will restored. You may upgrade Mental Rejuvenation Salve in this manner no more than two times.

-EXPERTMental Salve Rejuvenation

Prerequisite: Rejuvenation Salve. Type: Medical, Healing, Targeted.

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Panacea Prerequisite: Disease. Cure

Combat Medic Prerequisite: Surgeon Type: Medical, Enhancement, Simple Action. Implements: None. Medical Cost: 0 will. Duration: Permanent. Effect: You have learned how to quickly respond to medical threats while effectively combating foes. You may now use all Medical skills as simple actions (i.e. you may now activate any number of medical skills on the same turn as you activate an active skill from another discipline, but you may use each such medical skill no more than once). This skill's effect is permanent and is always active. Upgrade: None. -MASTERFull Rejuvenation Salve Prerequisite: Mental Rejuvenation Salve. Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 5 will. Duration: Instant. Effect: You may apply a poultice to an adjacent target that calms the nerves and enables the target to regain some lost will without rest while simultaneously healing superficial injuries. Roll two six-sided dice. Your target recovers an amount of will and health equal to the total number rolled. Upgrade: 1 upgrade point: Roll one additional die to Medical

Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 4 will. Duration: Instant. Effect: You may cure an adjacent target of poison, disease, enchantments and mental effects which are adverse to the target's interests. Roll a six-sided die. Panacea removes a number of detrimental effects equal to the number rolled. Upgrade: 1 upgrade point: Add one to the number you roll. You may upgrade Panacea in this manner no more than three times.

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determine the amount of health and will restored. You may upgrade Full Rejuvenation Salve in this manner no more than three times.

Cure All Prerequisite: Panacea. Type: Medical, Healing, Targeted. Implements: Consumed: Kit. Cost: 5 will. Duration: Instant. Effect: You remove all adverse effects from an adjacent target, including poison, Medical

disease, enchantments, mental effects and the continuing adverse effects of any skill that targeted your target. Cure All does not affect environmental conditions or the effects of skills that cause damage to your target without directly targeting the same. Upgrade: None.

Duration: Permanent. Effect: You have mastered how to quickly respond to medical threats while effectively combating foes. You have developed a delivery system that allows you to quickly dispense medical aid to those around you without requiring you to directly attend to the needs of the wounded. All of your Medical skills are now also ranged skills with a maximum range of two paces from you. This skill's effect is permanent and is always active. Upgrade: None.

Surgical Precision Prerequisite: Medic. Combat

Type: Medical, Enhancement. Implements: None. Cost: 0 will.

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COMBAT
You may upgrade Shield Block in this manner no more than four times. manner no more than three times. Shield Toss Type: Shield, Combat, Strike, Targeted, Ranged up to three paces, Blunt. Implements: Shield. Cost: 1 will. Duration: Instant. Effect: You throw your shield at a target within three paces, dealing to that target an amount of blunt weapon damage equal to your equipped shield's DMG rating. This action un-equips your shield and causes it to be dropped next to your target. Upgrade: 1 upgrade point: Add two to the amount of damage dealt by Shield Toss.

Shield Discipline
-BASICShield Block Type: Shield, Block, Combat, REACTIVE. Implements: Shield. Cost: 1 will. Duration: Instant. Effect: If you would be effected by a strike skill for damage, you may use Shield Block to absorb some of such damage. Roll a sixsided die. The number you roll is the amount of damage that is absorbed by Shield Block. Upgrade: 1 upgrade point: Roll one additional die to determine the amount of damage absorbed.

Forward Bash Type: Shield, Block, Combat, Movement, Strike, Blunt. Implements: Shield. Cost: 1 will. Duration: Instant. Effect: You charge forward one pace. Anything within your way is pushed backwards one pace and takes one point of blunt weapon damage. Upgrade: 1 upgrade point: Add one to the amount of damage dealt by Forward Bash. You may upgrade Forward Bash in this
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You may upgrade Shield Toss in this manner no more than three times. -ADEPT-

REACTIVE normally.

skills,

Shield Stance Prerequisite: Block Shield

Upgrade: 1 upgrade point: Shield Stance lasts one additional round. You may upgrade Shield Stance in this manner no more than three times. Shield Attack Prerequisite: Bash. Forward

causes one additional point of blunt weapon damage to your target. You may upgrade Shield Attack in this manner no more than once. Boomerang Shield Prerequisite: Toss. Shield

Type: Shield, Block, Combat, Temporary Enhancement, Stance. Implements: Shield. Cost: 2 will. Duration: Roll a sixsided die. Shield Stance lasts for a number of rounds equal to the number rolled. Effect: For so long as Shield Stance is active, Shield Block costs no will to use and absorbs one additional die of damage. You may not move while using Shield Stance, but you may otherwise use skills, including

Type: Shield, Combat, Enhancement. Implements: Shield. Cost: 0 will. Duration: Permanent. Effect: When you use Shield Toss, Shield Toss deals one additional point of blunt weapon damage and your shield returns to you instead of being left at the location of your target. Your shield is still un-equipped after using Shield Toss. This skill's effect is permanent and always active. Upgrade: None.

Type: Shield, Combat, Strike, Blunt. Implements: Shield. Cost: 2 will. Duration: Instant. Effect: You may strike one target adjacent to you with your shield. Shield Attack does blunt weapon damage according to your equipped shield's DMG rating plus one additional point of blunt weapon damage. Upgrade: 1 upgrade point: Shield Attack
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-INTERMEDIATEGuardian Stance Prerequisite: Stance. Shield

Type: Shield, Block, Combat, Temporary Enhancement, Stance. Implements: Shield. Cost: 3 will. Duration: Roll a sixsided die. Guardian Stance lasts for a number of rounds equal to the number rolled. Effect: For so long as Guardian Stance is active, you receive one less damage from all sources. You may not move while using Guardian Stance, but you may use skills, including REACTIVE skills, normally. Upgrade: 1 upgrade point: Guardian Stance lasts one additional

round. You may upgrade Guardian Stance in this manner no more than three times. 1 upgrade point: Guardian Stance absorbs two additional points of damage from all sources. You may upgrade Guardian Stance in this manner no more than once.

within your way struck by Shield Rush is stunned for one round. Beings that are stunned may not activate skills, move, or take simple actions. Upgrade: 1 upgrade point: Add one to the number of rounds beings are stunned by Shield Rush. You may upgrade Shield Rush in this manner no more than two times.

Shield Rush Prerequisite: Attack. Shield

Type: Shield, Combat, Movement, Strike, Blunt. Implements: Shield. Cost: 3 will. Duration: Instant. Effect: You charge forward two paces. Anything within your way is pushed backwards one pace and takes two points of blunt weapon damage. In addition, anything
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Deflection Prerequisite: Boomerang Shield. Type: Shield, Block, Combat, REACTIVE, Chance of Failure. Implements: Shield. Cost: 3 will. Duration: Instant. Effect: If you are the target of a ranged strike skill, you may use Deflection to ignore all

damage that would be caused by that ranged strike skill. This skill has a chance of failure. When you use Deflection, roll three six-sided dice. If your roll totals less than nine, Deflection has no effect. Upgrade: None.

Effect: For so long as Arrow Foe Stance is active, Deflection costs no will to use and has no chance of failure. You may not move while using Arrow Foe Stance, but you may use skills, including REACTIVE skills, normally. Upgrade: 1 upgrade point: Arrow Foe Stance lasts one additional round. You may upgrade Arrow Foe Stance in this manner no more than three times.

Effect: For so long as you have a one handed weapon equipped in one hand and a shield equipped in the other hand, your Shield skills cost one less will to use (to a minimum of one will). This skill's effect is permanent and always active. Upgrade: None.

-EXPERTArrow Foe Stance Prerequisite: Guardian Stance. Type: Shield, Block, Combat, Temporary Enhancement, Stance. Implements: Shield. Cost: 4 will. Duration: Roll a sixsided die. Arrow Foe Stance lasts for a number of rounds equal to the number rolled.

Reflection Prerequisite: Deflection. Type: Shield, Block, Combat, REACTIVE, Chance of Failure. Implements: Shield. Cost: 4 will. Duration: Instant. Effect: If you are the target of a targeted spell skill, you may use Reflection to ignore all effects that would be caused by that targeted spell skill. This skill has a chance of failure.

Sword and Mastery

Shield

Prerequisite: Any one INTERMEDIATE Shield skill. Type: Enhancement. Shield,

Implements: None. Cost: 0 will. Duration: Permanent.


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When you use Reflection, roll three six-sided dice. If your roll totals less than a nine, Reflection has no effect. Upgrade: 2 upgrade points: You may spend one more will to use Reflection. If you do so, the effects of the reflected targeted spell skill affect another target of your choice. This use of Reflection is treated as a Targeted skill. You may upgrade Reflection in this manner no more than once.

Duration: Instant. Effect: If you would be targeted by any skill, you may use Perfect Block to prevent that skill from having any effect. Upgrade: None.

Bash and Smash deals damage to each such enemy combatant equal to the DMG rating of your shield. Upgrade: None.

Study of the Immovable Object Prerequisite: Any one EXPERT Shield skill. Type: Enhancement. Shield,

Bash and Smash Prerequisite: Any one EXPERT Shield skill AND Shield Rush. Type: Shield, Combat, Strike, Movement. Implements: Shield. Cost: 5 will.

Implements: None. Cost: 0 will. Duration: Permanent. Effect: If you have a shield equipped and you did not move last turn or during the current turn, you may not be moved against your will by any skills and any skills which would attempt to move you fail outright. This skill's effect is permanent and always active.

-MASTERPerfect Block Prerequisite: Any one EXPERT Shield skill. Type: Shield, Block, Combat, REACTIVE. Implements: Shield. Cost: 5 will.

Duration: Instant. Effect: You rush forward one pace and strike all enemy combatants adjacent to you. All enemy combatants struck in this manner are knocked down and lose one turn as they try to upright themselves.
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Upgrade: None.

Edged Weapon Discipline


-BASICSlash Type: Edged, Strike, Combat, Targeted. Implements: Weapon. Cost: 0 will. Duration: Instant. Effect: You strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your equipped edged weapon implement. Upgrade: None. Edged

Implements: Weapon. Cost: 1 will.

Edged

Duration: Instant. Effect: You strike swiftly downwards at an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your equipped edged weapon implement. Roll a six-sided die. Your target loses one additional health each round for a number of rounds equal to the number you rolled. Upgrade: 1 upgrade point: Add one to the number of rounds your target loses one additional health. You may upgrade Downward Cut in this manner no more than five times.

Weapon Block Type: Edged, Block, Combat, REACTIVE. Implements: Weapon. Cost: 1 will. Duration: Instant. Effect: If a strike skills effect would cause damage to you, you Weapon Block to absorb one of such damage. Upgrade: 1 upgrade point: Add two to the amount of damage absorbed by Weapon Block. You may upgrade Weapon Block in this manner no more than two times. Edged

Downward Cut Type: Edged, Strike, Combat, Targeted, Bleeding.

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to your target. You may upgrade Forward Slash in this manner no more than three times.

weapon damage to your target. You may upgrade Thrust in this manner no more than two times.

-ADEPTForward Slash Prerequisite: Slash Type: Edged, Strike, Combat, Targeted, Movement. Implements: Weapon. Cost: 2 will. Duration: Instant. Effect: You move one pace forward and strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your edged weapon implement. Upgrade: 1 upgrade point: Forward Slash deals one additional edged weapon damage Edged

Thrust Prerequisite: Downward Cut Type: Edged, Strike, Combat, Targeted. Implements: Weapon. Cost: 2 will. Duration: Special. Effect: You strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your edged weapon implement. Roll a sixsided die. If you roll a four or greater, your target may not move for one round. Upgrade: 1 upgrade point: Thrust deals one additional edged
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Counterattack Prerequisite: Block. Weapon

Edged

Type: Edged, Strike, Targeted, Combat, REACTIVE, Chance of Failure. Implements: Weapon. Cost: 2 will. Duration: Instant. Effect: If a strike skills effect causes you to take damage, you immediately strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your edged weapon implement. This skill has a chance of failure. Roll three six-sided dice when you use Edged

Counterattack. If your roll totals less than nine, Counterattack has no effect. Upgrade: 1 upgrade point: Counterattack deals one additional edged weapon damage to your target. You may upgrade Counterattack in this manner no more than five times.

so, dealing edged weapon damage equal to the DMG rating of your equipped edged weapon implement to all adjacent enemy combatants you move past. Upgrade: 1 upgrade point: Whirlwind Strike deals one additional edged weapon damage. You may upgrade Whirlwind Strike in this manner no more than three times. Sever Artery Prerequisite: Thrust Type: Edged, Strike, Combat, Targeted, Bleeding. Implements: Weapon. Cost: 3 will. Duration: Roll a sixsided die. Sever Artery lasts for a number of rounds equal to the number rolled. Edged

Effect: You strike an adjacent target with lethal precision, striking an artery and causing that target to lose two health per round for the duration of this skills effect. Upgrade: 1 upgrade point: Sever Artery lasts one additional round. You may upgrade Sever Artery in this manner no more than three times.

-INTERMEDIATEWhirlwind Strike Prerequisite: Slash Forward

Wound Prerequisite: Counterattack Thrust. or

Type: Edged, Strike, Combat, Movement. Implements: Weapon. Cost: 3 will. Duration: Instant. Effect: You move two paces in any direction, whirling your weapon about wildly as you do Edged

Type: Edged, Strike, Targeted, Combat, Chance of Failure. Implements: Weapon. Cost: 3 will. Duration: Instant. Effect: You strike an adjacent target, Edged

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inflicting a terrible wound upon your target. If your target is struck in this manner, your target loses one tenth of its total temporary health. This skill has a chance of failure. When you use Wound, roll three sixsided dice. If your roll totals less than nine, Wound has no effect. Upgrade: 3 upgrade points: Wound causes your target to lose an additional one tenth of its total temporary health (i.e. Wound now causes the target to lose one fifth of its total temporary health). -EXPERTEnraged Stance Prerequisite: Any INTERMEDIATE Edged Skill. Type: Edged, Temporary Enhancement, Combat, Stance.

Implements: Weapon. Cost: 4 will.

Edged

Duration: Roll one sixsided die. The effects of Enraged Stance last for a number of rounds equal to the number rolled. Effect: You become enraged, dealing additional damage when you attack with an edged weapon. If you use a damage dealing targeted edged skill while enraged, you deal four edged weapon damage to the skill's target in addition to any damage the skill would ordinarily do. Upgrade: 1 upgrade point: Enraged Stance adds an additional two edged weapon damage to your edged skills damage. You may upgrade Enraged Stance in this manner no more than three times.
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Decapitate Prerequisite: Any INTERMEDIATE Edged Skill. Type: Edged, Strike, Combat, Targeted. Implements: Weapon. Cost: 4 will. Duration: Instant. Effect: You strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your equipped edged weapon implement. Roll two six-sided dice. If you roll a total of twelve or more, you decapitate your target, instantly killing it (the target is not merely Edged

defeated dead).

but

truly

equipped equipped.

is

un-

Upgrade: 1 upgrade point: Add one to the total rolled when using Decapitate. You may upgrade Decapitate in this manner no more than twice. Disarm Prerequisite: Any INTERMEDIATE Edged Skill. Type: Edged, Strike, Combat, Targeted. Implements: Weapon. Cost: 4 will. Duration: Instant. Effect: You strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your equipped edged weapon implement. Roll a six-sided die. If you roll a six, any one weapon implement your target had Edged

Upgrade: 1 upgrade point: Add one to the total rolled when using Disarm. You may upgrade Disarm in this manner no more than twice.

Roll a six-sided die. Your target is knocked away from you a number of paces equal to half the number rolled, rounded up. Upgrade: 1 upgrade point: Add one to the total rolled when using Upward Slash. You may upgrade Upward Slash in this manner no more than twice.

-MASTERUpward Slash Prerequisite: Any EXPERT Edged Skill. Type: Edged, Strike, Combat, Targeted. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You strike an adjacent target with a rising attack, dealing edged weapon damage to that target equal to the DMG rating of your equipped edged weapon implement.
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Cut and Run Prerequisite: Any EXPERT Edged Skill. Type: Edged, Strike, Combat, Targeted, Movement. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of Edged

Edged

your equipped edged weapon implement. Roll a six-sided die. You may move a number of paces away from your target equal to the number rolled. Implements: Weapon. Edged

Upgrade: 1 upgrade point: Add one to the total rolled when using Cut and Run. You may upgrade Cut and Run in this manner no more than once. Cost: 5 will. or more, your target may not equip more than one weapon implement at a time until rest and one of your target's weapon implements is immediately unequipped. Upgrade: 1 upgrade point: Add

Sever Limb Prerequisite: Any EXPERT Edged Skill. Type: Edged, Strike, Combat, Targeted. Duration: Instant. one to the total rolled when using Sever Limb. You may upgrade Sever Limb in this manner no more than twice.

Effect: You strike an adjacent target, dealing edged weapon damage to that target equal to the DMG rating of your equipped edged weapon implement. Roll two six-sided dice. If you roll a total of ten

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Blunt Weapon Discipline


-BASICCrush Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 0 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Upgrade: None. Blunt

Downward Slam Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 1 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target loses an amount of will equal to the number you roll. Upgrade: None. Blunt Stunning Blow Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 1 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target is stunned for a number of turns equal to the number rolled. Stunned targets may not move or activate skills. Upgrade: None. Blunt

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-ADEPT-

Upgrade: 1 upgrade point: Reduce the will cost of Bludgeon by one. Bludgeon may be upgraded in this manner only once.

Leg Breaker Prerequisite: Any BASIC Blunt Skill. Type: Blunt, Strike, Combat, Targeted.

Bludgeon Prerequisite: Any BASIC Blunt Skill. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 2 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. If you roll a six, you may immediately use Bludgeon again on the same turn at a cost of one more will than you previously used Bludgeon for. Blunt Knockback Prerequisite: Any BASIC Blunt Skill. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 2 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target is knocked away from you a number of paces equal to the number rolled. Upgrade: None.
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Implements: Weapon. Cost: 2 will. Duration: Instant.

Blunt

Blunt

Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target may not move for a number of rounds equal to the number you rolled. Upgrade: 1 upgrade point: Add one to the number you roll when using Leg Breaker. Leg Breaker may be upgraded in this manner only once.

-INTERMEDIATEBatter Prerequisite: Bludgeon. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 3 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to twice the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. If you roll a six, you may immediately use Bludgeon on the same turn. Upgrade: None. Blunt

Concussive Blow Prerequisite: Knockback. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 3 will. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target is stunned for a number of rounds equal to the number rolled. Stunned targets may not move or activate skills. Upgrade: None. Blunt

Arm Snapper Prerequisite: Breaker. Leg

Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 3 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target may not use strike skills for a number of rounds equal to the number you rolled. Upgrade: 1 upgrade point: Add one to the number you roll when using Arm Snapper. Arm Snapper may be upgraded in this Blunt

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manner no more than three times. -EXPERTDoom Drum Delirium Prerequisite: Batter. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 4 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to two times the DMG rating of your equipped blunt weapon implement. Roll a sixsided die. Your target loses an amount of will equal to the number rolled. Upgrade: None. Blunt The Armsman's Formal Stance Prerequisite: Any INTERMEDIATE Blunt Skill. Type: Blunt, Temporary Enhancement, Combat, Stance. Implements: Weapon. Cost: 4 will. Duration: One round per level. Effect: Whenever you would deal damage to a target with a targeted blunt strike skill, the damaged target loses one will. Upgrade: None. Blunt Knockdown Prerequisite: Any INTERMEDIATE Blunt Skill and Knockback. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 4 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target is knocked down for a number of rounds equal to the number rolled. Knocked down targets may not move, activate any skills or use any simple actions. Blunt

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Upgrade: None.

-MASTERSkull Crusher Prerequisite: Any EXPERT Blunt Skill. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll two six-sided dice. Your target loses an amount of will equal to the total number rolled. Upgrade: 2 upgrade points: Your target loses one additional Blunt

will when struck. You may upgrade Skull Crusher in this manner no more than five times. Blunt Knowledge Prerequisite: Any EXPERT Blunt Skill. Type: Blunt, Strike, Combat, Targeted. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You strike an adjacent target, dealing blunt weapon damage to that target equal to the DMG rating of your equipped blunt weapon implement. Roll a six-sided die. Your target loses the ability to use EXPERT or MASTER tier skills for a number of rounds equal to the number rolled. Blunt

Upgrade: None.

Crushing Advance Prerequisite: Any EXPERT Blunt Skill. Type: Blunt, Strike, Combat, Targeted, Movement. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You run up to a target within five paces of you and strike the target, dealing blunt weapon damage to that target equal to the DMG rating of your blunt weapon implement. Upgrade: None. Blunt

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Multi-Pierce

Shoot Arrow Type: Pointed, Strike, Combat, Targeted, Ranged up to seven paces. Implements: Bow, Consumed: 1 Arrow. Cost: 1 will. Duration: Instant. Effect: You strike any one target within a range of seven paces for an amount of pointed weapon damage equal to the DMG rating of the Arrow consumed by this skill. Upgrade: 1 upgrade point: Add one to the amount of pointed weapon damage Shoot Arrow does to its target. You may upgrade Shoot Arrow in this manner no more than three times.

Pointed Weapon Discipline


-BASICPierce Type: Pointed, Strike, Combat, Targeted. Implements: Weapon. Cost: 0 will. Duration: Instant. Effect: You strike an adjacent target, dealing pointed weapon damage to that target equal to the DMG rating of your equipped pointed weapon implement. Upgrade: None. Pointed

Type: Pointed, Strike, Combat, Targeted. Implements: Weapon. Cost: 1 will. Duration: Instant. Effect: You strike any number of adjacent targets, dealing pointed weapon damage to those targets equal to the DMG rating of your equipped pointed weapon implement. Upgrade: None. Pointed

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-ADEPTWeapon Pin Prerequisite: Pierce or Multi-Pierce. Type: Pointed, Strike, Combat, Targeted. Implements: Weapon. Cost: 1 will. Duration: Instant. Effect: You strike an adjacent target, dealing pointed weapon damage to that target equal to the DMG rating of your equipped pointed weapon implement. Roll a six-sided die. If you roll a six, your target un-equips one weapon implement of your choice. Upgrade: None. Pointed

Eye Gouge Prerequisite: Pierce or Multi-Pierce. Type: Pointed, Strike, Combat, Targeted. Implements: Weapon. Cost: 2 will. Duration: Special. Effect: You strike an adjacent target, dealing pointed weapon damage to that target equal to the DMG rating of your equipped pointed weapon implement. Roll a six-sided die. For a number of rounds equal to the number you rolled, your target has a one in six chance to miss you when using targeted skills. Upgrade: 1 upgrade point: Add one to the
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number of rounds that the target has a chance of missing you. You may upgrade Eye Gouge in this manner no more than five times.

Long Shot Prerequisite: Arrow. Shoot

Pointed

Type: Pointed, Strike, Combat, Targeted., Ranged up to twelve paces Implements: Bow, Consumed: 1 Arrow. Cost: 2 will. Duration: Instant. Effect: You strike any one target within a range of twelve paces for an amount of pointed weapon damage equal to the DMG rating of the Arrow consumed by this skill.

Upgrade: 1 upgrade point: Add two to the amount of pointed weapon damage Long Shot does to its target. You may upgrade Long Shot in this manner no more than three times.

pointed weapon you use with this skill. This skill un-equips the pointed weapon you use and displaces it three paces away near (or in) your target. Upgrade: None.

skill and have a pointed weapon implement equipped, roll a sixsided die. If you roll a four or more, you parry that strike skill and take no damage from it. Upgrade: 1 upgrade point: Add two to the number of rounds Parrying Stance lasts. You may upgrade Parrying Stance in this manner no more than five times.

-INTERMEDIATEWeapon Toss Prerequisite: Any ADEPT Pointed Skill. Type: Pointed, Strike, Combat, Targeted, Ranged up to three paces Implements: Weapon. Cost: 3 will. Duration: Instant. Effect: You strike any one target within a range of three paces for an amount of pointed weapon damage equal to twice the DMG rating of the equipped Pointed

Parrying Stance Prerequisite: Any ADEPT Pointed Skill. Type: Pointed, Temporary Enhancement, Combat, Stance, REACTIVE. Implements: Weapon. Cost: 3 will. Duration: Roll a sixsided die. The number you roll is the number of rounds the effects of Parrying Stance last. Effect: While in Parrying Stance, whenever you are targeted by a strike skill that is not a ranged
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Lethality Prerequisite: Any ADEPT Pointed Skill. Type: Pointed, Enhancement, Combat. Implements: None. Cost: 0 will. Duration: Permanent. Effect: Add one to your Critical Hit rolls. This skill's effect is

Pointed

permanent and always active. Upgrade: 1 upgrade point: Add an additional one to your Critical Hit rolls. You may upgrade Lethality in this manner no more than once.

-EXPERTDragon's Descent Prerequisite: Any INTERMEDIATE Pointed Skill. Type: Pointed, Targeted, Strike, Combat, Movement. Implements: Weapon. Cost: 4 will. Duration: Two rounds. Effect: You leap two and half paces into the air, striking downward at an adjacent target beneath you in the next round. For the first Pointed

round you do no damage and instead become airborne as though flying or using the vectrumars hover ability. In the second round, you may select any target within a pace of where you used to be standing. You fall upon that target and strike it, dealing pointed weapon damage to that target equal to four times the DMG rating of your equipped pointed weapon implement. Upgrade: 1 upgrade point: Add two to the amount of pointed weapon damage dealt to your target by Dragon's Descent. Dragon's Descent may be upgraded in this manner no more than five times.

Mantis Claws Prerequisite: Any INTERMEDIATE Pointed Skill. Type: Targeted, Combat. Pointed, Strike,

Implements: Two Pointed Weapons, one in each hand. Cost: 4 will. Duration: Instant. Effect: You strike an adjacent target, dealing pointed weapon damage to that target equal to the DMG rating of one of your equipped pointed weapon implements. You may immediately thereafter use Mantis Claws again on the same turn, striking an adjacent target and dealing pointed

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weapon damage to that target equal to the DMG rating of your other equipped pointed weapon implement. Uses of Mantis Claws other than the first use in a turn cost no will to use. You may use Mantis Claws no more than twice in this manner per turn. Upgrade: 2 upgrade points: You may now use Mantis Claws once more per turn. You may upgrade Mantis Claws in this manner no more than twice.

Cost: 4 will. Duration: Instant. Effect: You split a single arrow into multiple projectiles and strike any number of targets within a range of seven paces for an amount of pointed weapon damage equal to the DMG rating of the Arrow consumed by this skill. Upgrade: 1 upgrade point: Add one additional pointed weapon damage to the damage dealt by MultiShot. You may upgrade Multi-Shot in this manner no more than three times. -MASTERImpale Prerequisite: Any EXPERT Pointed Skill. Type: Targeted, Combat. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You strike an adjacent target that is not facing you, dealing pointed weapon damage to that target equal to three times the DMG rating of your equipped pointed weapon implement. Upgrade: 2 upgrade points: You may now use Impale regardless of whether or not the target is facing you. You may upgrade
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Pointed, Strike, Pointed

Multi-Shot Prerequisite: Any INTERMEDIATE Pointed Skill AND Long Shot. Type: Pointed, Targeted, Strike, Combat, Ranged up to seven feet. Implements: Bow, Consumed: 1 Arrow.

Impale in this manner no more than once.

Puncture Artery Prerequisite: Any EXPERT Pointed Skill. Type: Targeted, Combat. Implements: Weapon. Cost: 5 will. Duration: Instant. Effect: You strike an adjacent target, dealing pointed weapon damage to that target equal to the DMG rating of your equipped pointed weapon implement. If you strike a target in Pointed, Strike, Pointed

this manner, roll three six-sided dice. Your target loses an additional amount of health equal to the number rolled. Upgrade: 2 upgrade points: You may roll one additional six-sided die when using Puncture Artery. You may upgrade Puncture Artery in this manner no more than three times.

Implements: Bow, Consumed: 1 Arrow. Cost: 5 will. Duration: Instant. Effect: You strike one target at any range for an amount of pointed weapon damage equal to the DMG rating of the Arrow consumed by this skill. Roll a sixsided die. If you roll a five or more, you may use Barrage again this turn for a cost of 1 will instead of five. Upgrade: 2 upgrade points: Add one to the number rolled when using Barrage. You may upgrade Barrage in this manner no more than three times.

Barrage Prerequisite: Shot. Multi-

Type: Pointed, Targeted, Strike, Combat, Ranged up to any number of paces.

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Unarmed Discipline
-BASICPunch Type: Unarmed, Fist, Strike, Combat, Targeted. Implements: Fist. Cost: 0 will. Duration: Instant. Effect: You strike an adjacent target with your fist, dealing unarmed weapon damage to that target equal to the DMG rating of your fist. Upgrade: None.

Hand Block Type: Unarmed, Fist, Strike, Combat, Targeted, REACTIVE. Implements: Fist. Cost: 1 will. Duration: Instant. Effect: If a target adjacent to you targets you with a strike skill, you may roll a sixsided die. If you roll a five or greater, you intercept the strike, preventing the skill from having any effect. Upgrade: 1 upgrade point: Add one to the number you roll when you use Hand Block. You may upgrade Hand Block in this manner no more than two times.

Kick Type: Unarmed, Foot, Strike, Combat, Targeted, REACTIVE. Implements: Foot. Cost: 1 will. Duration: Instant. Effect: If a target adjacent to you uses a skill, roll a six-sided die. If you roll a four or greater, you strike the adjacent skill using target, dealing unarmed weapon damage to that target equal to the DMG rating of your foot. Upgrade: 1 upgrade point: Add one to the number you roll when you use Kick. You may upgrade Kick in this manner no more than three times.

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-ADEPTPrecision Blow Prerequisite: Punch. Type: Unarmed, Fist, Strike, Combat, Targeted. Implements: Fist. Cost: 1 will. Duration: Instant. Effect: You strike an adjacent target with your fist, dealing unarmed weapon damage to that target equal to the DMG rating of your fist. This skill always results in a Critical Hit. Upgrade: 1 upgrade point: You deal one additional unarmed damage to the target of Precision Blow. You may upgrade Precision Blow in this manner no more than five times.

Counterstrike Prerequisite: Block. Hand

Trip Prerequisite: Kick Type: Unarmed, Foot, Strike, Combat, Targeted, REACTIVE. Implements: Foot. Cost: 2 will. Duration: Instant. Effect: If a target adjacent to you moves, roll a six-sided die. If you roll a four or greater, you strike the adjacent moving target with your foot, dealing unarmed weapon damage to that target equal to the DMG rating of your foot and preventing that target from moving this turn. Upgrade: 1 upgrade point: Add one to the number you roll when you use Trip. You may upgrade Trip in this manner no more than three times.

Type: Unarmed, Strike, Targeted, Combat, REACTIVE. Implements: Fist. Cost: 1 will. Duration: Instant. Effect: If you are damaged by a nonranged strike skill, you immediately punch an adjacent target, dealing unarmed weapon damage to that target equal to the DMG rating of your fist. Upgrade: 1 upgrade point: Counterstrike deals one additional unarmed weapon damage to your target. You may upgrade Counterstrike in this manner no more than five times.

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-INTERMEDIATELethal Punch Prerequisite: Precision Blow. Type: Unarmed, Fist, Strike, Combat, Targeted. Implements: Fist. Cost: 2 will. Duration: Instant. Effect: You strike an adjacent target with your fist, dealing unarmed weapon damage to that target equal to the DMG rating of your fist. If using this skill results in a Critical Hit, roll two six-sided dice. If the total number you roll is greater than or equal to eleven, your target dies unless it spends five will. (The target is truly dead and not merely defeated). Upgrade: 1 upgrade point: You may add one to your critical hit

roll when using Lethal Punch. You may upgrade Lethal Punch in this manner no more than once.

Throwdown Prerequisite: Trip. Type: Blunt, Strike, Combat, Targeted. Implements: Two Fists.

Catch Missiles Prerequisite: Counterstrike. Type: Unarmed, Combat, REACTIVE. Implements: Fist. Cost: 3 will. Duration: Instant. Effect: If you are targeted by a ranged strike skill that would cause you to take damage, you snatch the offending projectile out of the air before it strikes you and the ranged strike skill has no effect. Upgrade: None.

Cost: 3 will. Duration: Instant. Effect: You strike an adjacent target, dealing unarmed weapon damage to that target equal to the combined DMG rating of both your fists. Roll a sixsided die. Your target is knocked down for a number of rounds equal to the number rolled. Knocked down targets may not move, activate any skills or use any simple actions. Upgrade: None.

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-EXPERTEye Poke Prerequisite: Punch. Lethal

missing you. You may upgrade Eye Poke in this manner no more than five times.

Type: Unarmed, Fist, Strike, Combat, Targeted. Implements: Fist. Cost: 4 will. Duration: Special. Effect: You strike an adjacent target, dealing unarmed weapon damage to that target equal to the DMG rating of your fist. Roll a six-sided die. For a number of rounds equal to the number you rolled, your target has a one in six chance to miss you when using targeted skills against you, and such skills will have no effect. Upgrade: 1 upgrade point: Add one to the number of rounds the target has a chance of

Throwing Stones Prerequisite: Missiles. Catch

Upgrade: 1 upgrade point: Add one to the number rolled when using Throwing Stones. You may upgrade Throwing Stones in this manner no more than five times.

Type: Unarmed, Strike, Blunt, Fist, Combat, Targeted, Ranged up to three paces. Implements: Fist, Consumed: One handful of stones. Cost: 4 will. Duration: Instant. Effect: You strike any number of targets within a range of three paces for one blunt weapon damage. Roll a six-sided die. Each target struck by throwing stones loses an amount of will equal to the number rolled.

Bodyslam Prerequisite: Throwdown. Type: Unarmed, Strike, Fist, Foot, Combat, Targeted. Implements: Fist, Foot Cost: 4 will. Duration: Instant. Effect: You strike an adjacent target for an amount of unarmed damage equal to the combined DMG rating of your Foot and Fist. Roll a six-sided die. If you roll a six, your target is stunned for two rounds. Stunned

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targets may not move or activate skills. Upgrade: 1 upgrade point: Add one to the combined DMG rating of your Foot and Fist when using Bodyslam. You may upgrade Bodyslam in this manner no more than five times.

additional will when using Rising Phoenix Kick, but no more than five. If you spend additional will in this manner, multiply the amount of unarmed damage done by Rising Phoenix Kick by the amount of additional will spent. Upgrade: 1 upgrade point: You may spend one more additional will when using Rising Phoenix Strike. You may upgrade Rising Phoenix Strike in this manner no more than five times.

Flying Jump Kick Prerequisite: Bodyslam. Type: Unarmed, Strike, Foot, Combat, Targeted, Movement. Implements: Foot Cost: 5 will. Duration: Instant. Effect: You move to a target within three paces of you and strike that target for an amount of unarmed damage equal to the DMG rating of your Foot multiplied by the number of paces you moved to the target. A target struck by Flying Jump Kick is moved back one pace and stunned for one round. Stunned targets may not move or activate skills. Upgrade: None.

-MASTERRising Phoenix Kick Prerequisite: Throwdown. Type: Unarmed, Strike, Foot, Combat, Targeted, Movement. Implements: Foot Cost: 1 will + Special. Duration: Instant. Effect: You strike an adjacent target for an amount of unarmed damage equal to the DMG rating of your Foot. You may spend

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Stun Prerequisite: Throwing Stones Type: Unarmed, Strike, Fist, Combat, Targeted. Implements: Fist Cost: 5 will. Duration: One round for every four levels, rounded down. Effect: You strike an adjacent target with your fist, dealing no damage but stunning the target until the target spends five will plus one will for each round the target has been stunned or until Stun's duration runs out. Stunned targets cannot move or activate skills. Upgrade: None.

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Combat Expertise Discipline


-BASICSprint Type: Movement. Combat,

Anticipate Maneuvers Type: Combat, REACTIVE, Movement. Implements: None. Cost: 1 will. Duration: Instant. Effect: If a target adjacent to you moves, you may use Anticipate Maneuvers to move with the target, keeping the target adjacent to you. For each pace beyond the first that you move in this manner, you must spend one additional will. Upgrade: None.

Rally Type: Combat, Temporary Enhancement, Ranged up to three paces. Implements: None. Cost: 1 will. Duration: Roll a sixsided die. The number rolled is the number of rounds the effects of Rally last. Effect: You use a battle cry to inspire your allies. You and your allies within three paces of you gain one will per round until Rally ends. Upgrade: Add one to the number of rounds Rally lasts. You may upgrade Rally in this manner no more than five times.

Implements: None. Cost: 1 will. Duration: Instant. Effect: Move one pace. You may use this skill in addition to your ordinary movement this turn. Upgrade: 1 upgrade point: You may move one additional pace. Sprint may be upgraded in this manner no more than seven times.

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-ADEPTImproved Speed Prerequisite: Sprint Type: Enhancement, Combat, Movement. Implements: None. Cost: None. Duration: Permanent. Effect: You may move one additional pace per turn when you move. This skill is permanent and its effects are always active. Upgrade: None.

Improved Evasiveness Prerequisite: Anticipate Maneuvers. Type: Enhancement, Combat, REACTIVE. Implements: None. Cost: None. Duration: Permanent. Effect: Whenever you are the target of a targeted skill, roll two six-sided dice. If you roll a combined total of ten or better, the targeted skill misses you and has no effect. This skill is permanent and its effects are always active. Upgrade: 4 upgrade points: Improved Evasiveness causes a skill that targets you to miss and have not effect if you roll a combined total of eight or better. You may upgrade Improved Evasiveness in this

manner no more than once.

Toughness Prerequisite: Rally Type: Enhancement, Combat. Implements: None. Cost: None. Duration: Permanent. Effect: You have an additional five maximum and temporary health. This skill is permanent and its effects are always active. Upgrade: 2 upgrade points: You have an additional five maximum and temporary health. You may upgrade Toughness in this manner no more than five times.

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-INTERMEDIATE-

Mighty Leap Prerequisite: Improved Speed. Type: Combat, Targeted, Ranged up to three paces, Movement. Implements: None. Cost: 3 will. Duration: Instant. Effect: You leap to a position three paces away from your current position. If you move in this manner you may move through occupied spaces and over adverse traction conditions without having your movement affected. Upgrade: 1 upgrade point: When you arrive at your destination, you deal one unarmed damage to all adjacent

enemy combatants. You may upgrade Mighty Leap in this manner no more than five times.

Improved Aiming Prerequisite: Improved Evasiveness. Type: Enhancement, Combat. Implements: None. Cost: None. Duration: Permanent. Effect: Whenever your strike skill would be prevented from having effect by a REACTIVE skill, roll two six-sided dice. If you roll a combined total of ten or better, the REACTIVE skill fails and has no effect. This skill is permanent and its effects are always active. Upgrade: points: 4
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Aiming prevents a REACTIVE skill that responds to your strike skill from taking effect if you roll a combined total of eight or better. You may upgrade Improved Aiming in this manner no more than once.

Improved Resistance Prerequisite: Toughness. Type: Enhancement, Combat, REACTIVE. Implements: None. Cost: None. Duration: Permanent. Effect: Whenever you would be dealt electric, cold, heat, or force damage, roll two sixsided dice. If you roll a combined total of six or better, the damage you would receive is reduced by one. This skill is permanent and

upgrade Improved

its effects are always active. Upgrade: 2 upgrade points: Improved Resistance reduces electric, cold, heat or force damage that would be dealt to you by one. You may upgrade Improved Resistance in this manner no more than five times.

must still pay the appropriate will cost for any combat skill you use in this manner. This skill is permanent and its effects are always active. Upgrade: None.

Rage Prerequisite: Improved Resistance. Type: Temporary Enhancement, Combat. Implements: None. Cost: 4 will.

Critical Precision Prerequisite: Improved Aiming. Type: Enhancement, Combat. Implements: None.

Duration: One round per level. Effect: You may enrage yourself, becoming a living force of maddened destruction. So long as Rage lasts, whenever you deal damage you deal one additional point of damage of the type dealt. Upgrade: 1 upgrade point: Rage causes you to deal one more point of damage as per its description. You may upgrade Rage in this manner no more than six times.

-EXPERTQuick Attack Prerequisite: Leap. Mighty

Cost: None. Duration: Permanent. Effect: You always score a critical hit on a ranged skill so long as it is not a spell. This skill is permanent and its effects are always active. Upgrade: None.

Type: Enhancement, Combat. Implements: None. Cost: None. Duration: Permanent. Effect: You may activate any one combat skill in addition to any other active skill once per turn. You

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-MASTERDouble Strike Prerequisite: Attack. Quick

Upgrade: None.

amount damage.

of

normal

Devastating Blows Prerequisite: Precision. Critical

Upgrade: None.

Type: Enhancement, Combat. Implements: (Both hands must have equipped an implement of the type used by the affected skill). Cost: None. Duration: Permanent. Effect: You may activate one combat skill twice per turn. You must still pay all will costs for each use. This skill is permanent and its effects are always active.

Armor Mastery Prerequisite: Rage. Type: Enhancement, Combat. Implements: Armor. Cost: None. Duration: Permanent. Effect: The AR of your armor has twice its normal AR when worn by you. This skill is permanent and its effects are always active. Upgrade: None.

Type: Temporary Enhancement, Combat. Implements: None. Cost: 5 will. Duration: One round per level. Effect: For so long as the effects of Devastating Blows are active, whenever you score a Critical Hit with a basic or adept skill, you deal three times the normal amount of damage rather than twice the

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MAGIC
accordance with the degree of warmth released. Small fires may be set to flammable materials with a roll of four or more, while frozen objects may be thawed with a roll greater than one. Large fires may not be created by Warm. The Narrator should determine exactly when and how Warm may be used to add heat to an area. Upgrade: 1 upgrade point: Add one to the degree of warmth released. You may upgrade Warm in this manner no more than seven times. 2 upgrade points: You may use Warm as a Ranged skill by choosing a target at a range of no more than three paces. If you use Warm in this manner, Warm costs an additional one
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Fire Discipline
-BASICWarm

Magic

will to use. You may upgrade Warm in this manner no more than once. Sparks Type: Spell, Heat, Strike, Targeted. Implements: Consumed: Handful of Gunpowder. Cost: 1 will. Duration: Instant. Effect: You toss a handful of gunpowder in the air and heat it, causing it to burst into an array of sparks directly in front of you. Sparks impresses the superstitious or the magically inept, reducing their resistance to your influence rolls by an amount equal to your roll on a six-sided die. In addition, Sparks also

Type: Spell, Heat, Strike, Targeted. Implements: None. Cost: 0 will. Duration: Instant. Effect: You touch a target in order to release warmth upon the target. Roll a sixsided die. The number rolled represents the degree of warmth you release. When released onto an adjacent enemy combatant, Warm deals heat damage to the target equal to the degree of warmth you release. When released onto an object, the object is warmed in

does one point of heat damage to any target adjacent to you. This spell may also be used to ignite caches of gunpowder, with predictably explosive results. Upgrade: 1 upgrade point: Sparks requires no gunpowder to use instead you snap your fingers and the sparks will fly forward at a target within a pace of you. 1 upgrade point: Sparks deals one additional heat damage to your target. You may upgrade Sparks in this manner no more than three times.

Boil Water Type: Spell, Heat, Targeted, Simple Action. Implements: None. Cost: 0 will. Duration: Instant. Effect: You may use your finger to stir water held in a container, such as a pitcher, jug or pot, and the water will begin to boil. This is useful for preventing the spread of water borne diseases and can be used offensively if need be the water may be thrown as a simple action to deal one point of heat damage to a target within one pace of you. Upgrade: None.

-ADEPTFlare Prerequisites: Warm Type: Spell, Heat, Strike, Targeted, Ranged up to nine paces. Implements: Staff OR Wand. Cost: 2 will. Duration: Instant. Effect: You fire a fiery missile at any target within nine paces of you, dealing one point of heat damage per three character levels to the target. Upgrade: 1 upgrade point: Alternatively, you may use Flare to ignite a single area of terrain, no more than one pace by one pace in area, within four paces of you. The terrain burns for a number of rounds equal to your level, dealing one point of

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heat damage per round to anything occupying that space. You may upgrade Flare in this manner no more than once.

Campfire Prerequisites: Sparks Type: Spell, Heat, Strike, Targeted, Ranged up to three paces, Simple Action. Implements: Staff OR Wand. Cost: 2 will. Duration: One round per level. Effect: You ignite an open space within three paces of you. This fire is well contained and completely under your control, though it cannot move from the point of ignition. The fire will give off heat and is useful for camping and for

staving off the cold. Additionally, anything foolish enough to walk into the fire takes one point of heat damage for each round that it remains in the Campfire occupied space. Upgrade: 1 upgrade point: You may move your campfire once per round as a simple action to another open space. You may upgrade Campfire in this manner no more than once.

Blood Boil Prerequisites: Water Boil

Type: Spell, Heat, Targeted, Ranged up to two paces. Implements: Staff OR Wand. Cost: 2 will. Duration: Roll a sixsided die. The number you roll is the number of rounds Blood Boil's effect lasts. Effect: You fire a ray of heat at any target within two paces of you, which ray causes the water within its target to boil. When used on living targets, their blood boils painfully until the effects of Blood Boil end, dealing one point of heat damage each round to the target and causing the target to be unable to move for the duration of Blood Boil.

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Upgrade: 1 upgrade point: The effect of Blood Boil lasts one additional round. You may upgrade Blood Boil in this manner no more than five times.

serpent lasts until it is defeated or its duration expires. The flame serpent has one skill: Fire Fang. This skill operates as follows:

Fire Fang
Type:Heat, Targeted. Strike,

-INTERMEDIATEFlame Serpent Prerequisites: Flare Type: Spell, Summon, Elemental. Implements: Staff OR Wand. Cost: 3 will. Duration: One round per level. Effect: You summon a flame serpent into being, an animated creature of flame in the shape of a large snake that attacks your enemies. The flame serpent is summoned with a quarter of your health and will, rounded up. The flame

Implements: None. Cost: 1 will. Effect: The flame serpent strikes one enemy combatant adjacent to it for two heat damage. The stricken enemy must roll a four or greater on a six-sided die or be ignited. Ignited enemies are dealt one point of heat damage per round for a number of rounds equal to your level. You may summon up to three flame serpents at the same time without ending Flame Serpents effect.

Upgrade: 2 upgrade points: Fire Fang deals one additional heat damage when it strikes its target. You may upgrade Flame Serpent no more than three times in this manner. 1 upgrade point: Flame Serpent costs one less will to use. You may upgrade Flame Serpent in this manner no more than twice.

Fireball Prerequisites: Campfire Type: Spell, Heat, Targeted, Ranged up to nine paces. Implements: Staff OR Wand. Cost: 3 will. Duration: Instant. Effect: You hurl an orb of heat and flames at a target within nine paces. The orb will burst into a fiery maelstrom upon your

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target, inflicting one point of heat damage per every two levels you possess to the target. Roll a six-sided die. The number you roll represents the number of additional enemy combatants within two paces of your target that are also struck for an amount of heat damage equal to half your level. Upgrade: 1 upgrade point: Fireball affects one additional enemy combatant within range of your target. You may upgrade Fireball in this manner no more than three times. 1 upgrade point: Fireball affects additional enemy combatants one additional pace further from your target than normal. You may upgrade Fireball in this manner no more than five times.

Searing Heat Prerequisites: Boil Blood

Type: Spell, Heat, Strike, Targeted, Ranged up to seven paces. Implements: Staff OR Wand. Cost: 3 will. Duration: One round per level. Effect: You ignite a space within seven paces of you, transforming it into an unbearable well of searing heat. The space is no larger than one pace by one pace in area. Anything occupying this space or moving into it is dealt two heat damage for each round it is caught therein. Upgrade: 1 upgrade point: You may move Searing Heat one pace once per round as a
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simple action to a nearby space. You may upgrade Searing Heat in this manner no more than once. -EXPERTFire Elemental Prerequisites: Serpent. Flame

Type: Spell, Summon, Elemental, Maintained. Implements: Staff OR Wand. Cost: 4 will, +1 will per round to maintain Duration: One round per level or until no longer maintained. Effect: You summon a fire elemental into being, an animated creature of flame and heat that attacks your enemies. This elemental is summoned with half your health and will. The elemental lasts until it is defeated or its duration expires. The fire elemental has two

skills: Flame Fist and Fire Storm. These skills operate as follows:

Flame Fist
Type:Heat, Targeted. Strike,

per round for a number of rounds equal to your level. Consecutive uses of Fire Storm do not stack damage but will increase the duration.

Implements: None. Cost: 1 will. Duration: Instant. Effect: The fire elemental strikes all enemy combatants adjacent to it for two heat damage.

Upgrade: 2 upgrade points: Add +1 to the damage dealt by Flame Fist. You may upgrade Fire Elemental no more than three times in this manner.

Effect: You create a supernatural storm of fiery rain that releases torrents of flaming death upon everything within ten paces of you except yourself. Fiery Rain deals three heat damage per round to everything within range. Upgrade: 3 upgrade points: Add one to the damage dealt by Fiery Rain. You may upgrade Fiery Rain no more than three times in this manner.

Fiery Rain Prerequisites: Fireball. Type: Spell, Heat. Implements: Staff OR Wand. Cost: 4 will. Duration: Roll a sixsided die. Fiery Rain lasts for a number of rounds equal to the number rolled.

Fire Storm
Type: Spell, Ranged up to three paces. Implements: None. Cost: 4 will. Duration: Instant. Effect: All enemy combatants within two paces of the fire elemental take one point of fire damage

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Fire Shield Prerequisites: Heat. Searing

-MASTERLiving Flame Prerequisites: Elemental. Fire

and Smokescreen. These skills operate as follows:

Type: Spell, Summon, Heat. Implements: Staff OR Wand. Cost: 4 will. Duration: One round per level. Effect: You form a fiery barrier around yourself that follows you as you move. The barrier deals one point of heat damage per round to anything within one pace of you, and absorbs all heat damage that would affect you, negating it. Upgrade: 2 upgrade points: Add one to the damage dealt by Fire Shield. You may upgrade Fire Shield no more than three times in this manner.

Type: Spell, Summon, Elemental, Maintained. Implements: Staff OR Wand. Cost: 5 will, +1 will per round to maintain. Duration: One round per level or until no longer maintained. Effect: You summon a greater fire elemental into being, an animated creature of flame and heat that sprawls out over a large area, two paces by two paces in area, and attacks multiple enemies at once. This elemental is summoned with half your health and will. The elemental lasts until it is defeated or its duration expires. The greater fire elemental has two skills: Flare
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Flame Lick
Type:Heat, Spell, Ranged within nine paces. Implements: None. Cost: 2 will. Duration: Instant. Effect: The greater fire elemental flares up and laps flames against all enemy combatants within three paces of it, dealing two heat damage to each such combatant.

Smokescreen
Type: Spell, Ranged up to four paces. Implements: None. Cost: 4 will. Duration: One round per level.

Effect: All enemy combatants within four paces of the greater fire elemental are caught up in plumes of sooty smoke, causing them to have to act in an environment as though under the conditions of low light, hot temperature and suffocating air quality (see Part Six of this book). Upgrade: 2 upgrade points: Add one to the damage dealt by Flame Lick. You may upgrade Living Flame no more than three times in this manner. 2 upgrade points: Add one to the number of paces distant from the greater fire elemental in which Smokescreen is effective. You may upgrade Living Flame no more than two times in this manner.

Meteor Shower Prerequisites: Rain. Fiery

including REACTIVE skills. Upgrade: 1 upgrade point: Add two to the damage dealt by Meteor Shower. You may upgrade Meteor Shower no more than five times in this manner. Incinerate Prerequisites: Shield. Fire

Type: Spell, Summon, Strike, Heat, Targeted, Ranged up to nine paces, Maintained. Implements: Staff OR Wand. Cost: 5 will, +1 will per round to maintain. Duration: One round per level or until no longer maintained. Effect: Flaming meteors are conjured into the air above you, which you continuously launch each round at a target of your choice no more than nine paces away from you. The meteors strike your target and everything within five paces of your target for ten heat damage. While you are maintaining Meteor Shower you may not move or activate any skills,
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Type: Spell, Heat, Ranged up to seven paces. Implements: Staff OR Wand. Cost: 5 will. Duration: Instant. Effect: You superheat a target of your choice within seven paces of you, attempting to reduce it to ash. Roll two six-sided dice. Your target rolls two six-sided dice as well. If the total of your roll plus your remaining

temporary will is at least six greater than the total of your target's roll plus your target's remaining temporary will, your target is

reduced to a pile of smoldering ash the target is not merely defeated but truly and utterly destroyed. Otherwise, you deal an

amount of heat damage equal to the total number you have rolled to the target. Upgrade: None.

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Ice Discipline
-BASICCool

Magic

Type: Spell, Cold, Strike, Targeted. Implements: None. Cost: 0 will. Duration: Instant. Effect: You touch a target in order to release coldness onto it. Roll a six-sided die. The number rolled represents the frigidity of the coldness you release. When released onto an adjacent enemy combatant, Cool deals cold damage to the target equal to the frigidity of the coldness. When released onto a heated object, Cool reduces the heat of the object in accordance with Cools frigidity. Red

hot objects may be cooled completely with a roll of four or more, while warmed objects may be made cool to the touch with a roll greater than one. The Narrator should determine exactly when and how Cool may be used to reduce heat in an object. Upgrade: 1 upgrade point: Add one to Cool's frigidity. You may upgrade Cool in this manner no more than three times. 2 upgrade points: You may use Cool as a Ranged skill by choosing a target at a range of no more than three paces. If you use Cool in this manner, Cool costs an additional one will to use. You may upgrade Cool in this manner no more than once.

Chill Breeze Type: Spell, Cold, Targeted, Ranged up to three paces. Implements: Fan. Cost: 1 will. Duration: Instant. Effect: You fan a cool breeze upon a target, cooling it. Roll a sixsided die. The number rolled represents the frigidity of the breeze you release. Chill Breeze does no damage to enemy combatants, but it may be used to reduce the heat intensity of fires. When released onto a small fire or heated object, Chill Breeze reduces the intensity of the heat affecting the fire or object in accordance with its frigidity. Red hot objects and large fires may be cooled completely with a roll of four or more, while warmed objects and

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small fires may have their heat snuffed out with a roll greater than one. The Narrator should determine exactly when and how Chill Breeze may be used to reduce heat in an area. Upgrade: 1 upgrade point: Add one to Chill Breeze's frigidity. You may upgrade Chill Breeze in this manner no more than three times.

Frost Type: Spell, Targeted. Cold,

Implements: One Fan, Consumed: One Cup of Water. Cost: 1 will. Duration: One round per level. Effect: You chilling it, water into air, which fan the air, and throw the cooled then falls

upon the ground to create a sheet of ice in front of you. Roll a sixsided die. The number rolled represents the number of paces in front of you the ice sheet extends. You may choose to have Frost affect that many paces directly in front of you or you may choose to have Frost affects a number of paces in front or to the side of you (but never behind you). Enemy combatants move through the ice covered terrain as though subject to slippery traction conditions (see Environmental Conditions in Part Six of this book). Upgrade: 2 upgrade points: When the ice solidifies upon the ground, it forms ice spikes akin to stalagmites. If an enemy combatant falls upon the spikes, the enemy takes one point of cold damage. You
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may upgrade Frost in this manner no more than three times. 1 upgrade point: Frost affects one additional pace of terrain. You may upgrade Frost in this manner no more than five times. 1 upgrade point: You do not need to use water to use Frost. You may upgrade Frost in this manner no more than once.

-ADEPTFreeze Prerequisites: Any one BASIC Skill from the Ice Magic Discipline. Type: Spell, Cold, Targeted, Ranged up to five paces. Implements: Wand. Cost: 2 will. Duration: Roll a sixsided die. The number rolled is the number of rounds Freeze lasts.

Effect: You freeze a single target solid, preventing the target from moving and dealing one point of cold damage to the target per round of Freezes duration. The target may still use skills normally but may not move for the duration of Freeze. Upgrade: 1 upgrade point: Freeze deals an additional one point of cold damage per round. You may upgrade Freeze in this manner no more than two times. 1 upgrade point: You may choose to have Freeze do no damage for the duration of its effect. You may upgrade Freeze in this manner no more than once. 1 upgrade point: Freeze lasts one additional round. You may upgrade Freeze in this manner no more than three times.

Frozen Winds Prerequisites: Any one BASIC Skill from the Ice Magic Discipline. Type: Spell, Cold, Ranged up to four paces. Implements: Wand. Cost: 2 will. Duration: Instant. Effect: You produce winds that carry sheets of jagged ice within them, which rapidly rip their way along a path two paces wide and four paces in length. Anything caught within the Frozen Winds take three cold damage. Furthermore, anything caught within the Frozen Winds will be temporarily disoriented and unable to move in the round you use Frozen Winds. Upgrade: 1 upgrade point: Frozen Winds deals one more cold
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damage. You may upgrade Frozen Winds in this manner no more than three times. 2 upgrade points: Frozen Winds has a chance of decapitating humanoids with the sheets of ice the winds carry. Any humanoid (e.g. any man, elf, little folk or weird folk) must roll two six-sided dice when affected by Frozen Winds. If that humanoid rolls a total of two, that humanoid is dead (not defeated dead. Remove the humanoid from the game and/or loot its corpse). You may upgrade Frozen Winds in this manner no more than once.

Ice Shards Prerequisites: Any one BASIC Skill from the Ice Magic Discipline. Type: Spell, Cold, Targeted, Strike, Ranged up to three paces. Implements: Wand. Cost: 2 will. Duration: Instant. Effect: You cast a freezing spell upon the moisture in the air, seemingly creating shards of jagged ice from nothing. These shards fly out at targets of your choice within three paces of you, inflicting one point of cold damage per shard. Roll a six-sided die. You create a number of shards equal to the number rolled. You may choose different targets for the shards, but all of the shards must be used in the same turn.

Upgrade: 1 upgrade point: You produce one additional shard. You may upgrade Ice Shards in this manner no more than three times. 1 upgrade point: Ice Shards travel one additional pace. You may upgrade Ice Shards in this manner no more than three times. 1 upgrade point: The shards you create using Ice Shards hover around you and no longer need to be used in the same turn in which they are created. If you use any number of shards to attack any number of targets in a turn, such use counts as though you activated an active skill for that turn. The shards will melt away into vapor when you are not in combat. You may upgrade Ice Shards in this manner no more than once.

-INTERMEDIATEIce Shield Prerequisites: Any one ADEPT Skill from the Ice Magic Discipline. Type: Spell, Temporary Enhancement. Cold,

Implements: Wand. Cost: 3 will. Duration: One round per level Effect: You freeze the air moisture around you, bringing forth sheets of ice that rotate around you in a circular pattern. These sheets will absorb damage that would be dealt to you as though they were armor. Roll a six-sided die. You create a number of ice sheets equal to the number rolled. Each ice sheet has an AR of 4. These ice sheets endure until the damage they absorb

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exceeds their AR or until their duration expires. Upgrade: 1 upgrade point: You produce one additional ice sheet. You may upgrade Ice Shield in this manner no more than two times. 1 upgrade point: Your ice sheets have an AR of 5. You may upgrade Ice Shield in this manner only once. 2 upgrade points: Your ice sheets are magically enhanced to be reflective. You may look into them as they rotate to see what is behind you. Moreover, any damage dealing non-strike spell which targets you has its damage absorbed by the ice sheets and any damage so absorbed is then instantly returned to the damage dealing spells caster. Damage returned cannot exceed the AR of the ice sheets. You may upgrade Ice Shield in

this manner no more than once. Frozen Rain Prerequisites: Any one ADEPT Skill from the Ice Magic Discipline. Type: Spell, Cold. Implements: Wand. Cost: 3 will. Duration: One round per level. Effect: You create a storm of frozen rain within the air above you, which rapidly spreads out as far as your eyes can see (ten paces from you in any direction). The storm immediately begins to pelt everything in it with frozen rain, dealing one point of cold damage per round to everything caught in the rain. In addition, the terrain caught beneath the Frozen Rain becomes slippery (see the Environmental
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Conditions in Part Six of this book). Furthermore, skills or actions that would enable you, any allies or enemy combatants to levitate off the ground do not work within the area affected by Frozen Rain. Flying, hovering and otherwise aerial beings are brought down to the earth, weighted down by the icy press of the storm. Upgrade: 1 upgrade point: Frozen Rain causes one additional point of cold damage per round to everything caught within it. You may upgrade Frozen Rain in this manner only once. 1 upgrade point: Frozen Rain will not affect you or your allies in any way. You may upgrade Frozen Rain in this manner only once.

Shivering Orb Prerequisites: Any one ADEPT Skill from the Ice Magic Discipline. Type: Spell, Cold, Targeted, Strike, Ranged up to ten paces. Implements: Wand. Cost: 3 will. Duration: Instant. Effect: You hurl a globe of solid ice at your target. The globe will shatter upon your target, inflicting one point of cold damage per every two levels you possess to the target. Roll a six-sided die. The number you roll represents the number of additional enemy combatants within three paces of your target that are struck for an amount of cold damage equal to one quarter your level, rounded up.

Upgrade: 1 upgrade point: Shivering Orb affects one additional enemy combatant within range of your target. You may upgrade Shivering Orb in this manner no more than three times. 1 upgrade point: Shivering Orb affects additional enemy combatants one additional pace further from your target than normal. You may upgrade Shivering Orb in this manner no more than five times. 1 upgrade point: When Shivering Orb deals damage to enemy combatants other than your target, Shivering Orb deals an amount of cold damage equal to half your level instead of a quarter of your level. Shivering Orb may be upgraded in this manner no more than once.

-EXPERTFrost Wall Prerequisites: Any one INTERMEDIATE Skill from the Ice Magic Discipline. Type: Spell, Cold, Ranged up to three paces. Implements: Wand. Cost: 4 will. Duration: Roll a sixsided die. Frost Wall lasts for a number of rounds equal to the number rolled. Effect: You create a wall of solid ice at an open space no more than three paces away from you. The wall takes up a space of two paces wide by nine paces long by nine paces tall, forming a literal wall of solid ice. Anything that would be located where the wall would form is pushed back a pace

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from the wall in the direction opposite you. The wall is immobile, has an AR of three for each of your character levels and is extremely cold to the touch. Anything touching the wall takes one point of cold damage per round that it remains touching it. Needless to say, the space occupied by the wall may not be traversed until the wall is breached or its duration ends. Upgrade: 2 upgrade points: As an active skill and at a cost of 4 will, you may have Frost Wall fall forward or backward, which destroys the wall but also does one point of cold damage per level to anything within nine paces of the wall when it falls. You may not make the wall fall until after you have created it. 1 upgrade point: Frost Wall lasts one round longer than normal. You may

upgrade Frost Wall in this manner no more than two times.

Ice Shower Prerequisites: Any one INTERMEDIATE Skill from the Ice Magic Discipline. Type: Spell, Cold, Targeted, Ranged up to twenty paces, Maintained. Implements: Wand. Cost: 4 will, +1 will per round maintained. Duration: Until longer maintained. no

roll a three or greater on a six-sided die or be unable to move. The ice shower will actually follow the target whenever the target moves so long as the ice shower is maintained. So long as the ice shower is maintained, you may not move or activate any skills other than REACTIVE skills. Upgrade: 2 upgrade point: Ice Shower deals two additional point of cold damage to your target. You may upgrade Ice Shower in this manner no more than twice.

Effect: You create a localized ice shower over a single target. The ice shower deals one point of cold damage per round to the target as it showers the target with freezing rain and shards of ice. Worse, any moving target caught beneath an Ice Shower must
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Wave of Cold Prerequisites: Any one INTERMEDIATE Skill from the Ice Magic Discipline. Type: Spell, Cold, Targeted, Ranged up to ten paces. Implements: Wand. Cost: 4 will. Duration: Instant. Effect: You strike a target with a wave of bitterly cold frost which extends from your wand to any target within ten paces. All enemies caught within this path are struck by the Wave of Cold. Each enemy caught within the Wave of Cold rolls a six-sided die. Each enemy caught within the Wave of Cold that rolls less than a three on the six-sided die is frozen solid (unable to move or use skills) for one round. In addition,

anything caught within the Wave of Cold takes one point of cold damage per every two of your character levels. Upgrade: None.

-MASTERFrost Guard Prerequisites: Any one EXPERT Skill from the Ice Magic Discipline. Type: Spell, Summon, Elemental. Implements: Wand. Cost: 5 will, +1 will per round to maintain. Duration: One round per level or until no longer maintained. Type: Spell, Summon, Elemental, Maintained. Effect: You summon an ice elemental into being, an animated creature of ice and frost
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that attacks your enemies. This elemental is summoned with half your health and will. The elemental lasts until it is defeated or its duration expires. The ice elemental has two skills: Frozen Fist and Shard Storm. These skills operate as follows:

Frozen Fist
Type: Cold, Targeted. Strike,

Implements: None. Cost: 1 will. Duration: Instant. Effect: The ice elemental strikes one target adjacent to it for two cold damage. Roll a six-sided die. The struck target cannot move for a number of rounds equal to the number you rolled.

Shard Storm
Type: Spell, Ranged up to three paces. Implements: None. Cost: 3 will. Duration: Instant. Effect: All enemy combatants within three paces of the ice elemental take one point of cold damage per every two of your levels.

Freezing Tempest Prerequisites: Any one EXPERT Skill from the Ice Magic Discipline. Type: Spell, Cold. Implements: Wand. Cost: 5 will. Duration: One round per level. Effect: You create a violent ice storm within the air above you, which rapidly spreads out as far as your eyes can see (ten paces in any direction from you). The storm immediately begins to pelt everything in it with frozen rain and hail the size of boulders, dealing two cold damage to everything caught in the rain for each round of its effect. In addition, the terrain caught beneath the Frozen Rain becomes slippery (see the
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Upgrade: 1 upgrade point: Add one to the damage dealt by Frozen Fist. You may upgrade Frost Guard no more than six times in this manner.

Environmental Conditions in Part Six of this book). Furthermore, no skill or action, that would enable you or any allies or enemy combatants to levitate off the ground, works within the area affected by Freezing Tempest. Flying, hovering and otherwise aerial beings are brought down to the earth, weighted down by the icy press of the storm. Finally, anyone caught within the effect of the Freezing Tempest must roll a six-sided die at the beginning of each round. If anyone rolls a three or less, such being is knocked unconscious by an ice boulder for a number of rounds equal to the number rolled. Unconscious beings may not use any skills, move, or take any simple actions. Upgrade: points: 2 upgrade Freezing

Tempest causes one additional point of cold damage per round to everything caught within it. You may upgrade Freezing Tempest in this manner no more than three times. 2 upgrade points: Freezing Tempest will not affect you or your allies in any way. You may upgrade Freezing Tempest in this manner only once.

Frost Kill Prerequisites: Any one EXPERT Skill from the Ice Magic Discipline. Type: Spell, Cold, Targeted, Ranged up to three paces. Implements: Wand. Cost: 5 will. Duration: Instant. Effect: You attempt to expose a single target to extremes of cold so severe that the target is instantly defeated. Roll two six-sided dice. If

the total of the roll is equal to or greater than ten, the target is defeated (i.e. the target loses all health). Otherwise, deal cold damage to the target equal to the total number rolled. Upgrade: 2 upgrade points: Frost Kill causes one additional point of cold damage to the target on a roll of less than ten. You may upgrade Frost Kill in this manner no more than five times.

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Lightning Discipline
-BASICCharge

Magic
strength in the relevant stored units of energy. Upgrade: 1 upgrade point: Add one to the strength of your charge. You may upgrade Charge in this manner no more than two times. 2 upgrade points: You may use Charge as a Ranged skill by choosing a target at a range of no more than three paces. If you use Charge in this manner, Charge costs an additional one will to use. You may upgrade Charge in this manner no more than once. Sense Energy Type: Spell, Detection, Temporary Enhancement. Implements: None. Cost: 1 will. Duration: One round per level. Effect: You can detect magical, electric, and other distinct energies and unfailingly determine their origin. You may only trace the source of one type of energy at a time and you must name the type of energy you are attempting to sense before using this skill. Upgrade: None.

Type: Spell, Electric, Strike, Targeted. Implements: None. Cost: 0 will. Duration: Instant. Effect: You rub your hands together vigorously and then touch your target in order to release an electric charge into the target. Roll a six-sided die. The number rolled is the strength of the charge you release. When released onto an enemy combatant, charge deals electric damage to the target equal to the strength of the charge. When released into a capacitor or other energy storing device, the charge provides its

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Static Transference Type: Spell, Electric, Strike, Targeted. Implements: One metal object. Cost: 0 will. Duration: Instant. Effect: You may transfer your built up static electricity into a targeted metal object, thereby allowing you to work with complicated engineering constructs or otherwise sensitive materials without discharging the build up at an inappropriate time. Upgrade: 1 upgrade point: You may release a static field onto the metal object, encompassing it in an electric charge that causes one electric damage to any enemy combatant you strike with it. Roll a six-sided die. The number rolled

is the number of rounds the charge remains effective. You may upgrade Static Transference in this manner no more than three times, with each additional upgrade after the first having no effect other than to increase the charge's electric damage by one.

-ADEPTEmpower Battery Prerequisite: Charge Type: Spell, Electric, Strike, Targeted. Implements: One capacitor or other inorganic object capable of maintaining a charge. Cost: 1 will. Duration: Instant. Effect: You may completely charge any inorganic object capable of holding an
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electric charge. Constructs are restored to full power and capacitors are fully charged. Moreover, you may convert electric charges generated in this manner into magical energy for the purpose of restoring spent magical artifacts or magically enhanced weapons that have lost their abilities. Upgrade: None.

Redirect Energy Prerequisite: Energy Type: REACTIVE. Implements: Staff. Cost: 2 will. Duration: Instant. Effect: Whenever you would take magical, electric, heat, or cold damage, you may instead redirect such damage onto a target within a pace of you. Upgrade: 2 upgrade points: You may select a target one pace further away from you than you ordinarily could select. You may upgrade Redirect Energy in this manner no more than five times. Sense Spell,

Shocking Touch Prerequisite: Static Transference or Charge Type: Spell, Electric, Strike, Targeted. Implements: None. Cost: 2 will. Duration: Instant. Effect: You release a powerful electric charge onto a target that you touch. Roll a six-sided die. The number you roll is the amount of electric damage that you cause to the touched target. Upgrade: 1 upgrade point: You deal one additional electric damage to the target when you use Shocking Touch. Shocking Touch may be upgraded in this manner no more than two times.

-INTERMEDIATEEnergy Shield Prerequisite: Empower Battery or Redirect Energy Type: Spell, Electric, REACTIVE. Implements: None. Cost: 3 will. Duration: Instant. Effect: In a flash of blinding light you create a solid barrier of energy that intercepts any attempt to strike at you before vanishing just as quickly as it appeared. Whenever you would be affected by a strike skill, you may use this skill to ignore the effects of the strike skill. Upgrade: 1 upgrade point: The energy shield fires a bolt of electricity at the strike skill's user, dealing one electric damage to the same. You may

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upgrade Energy Shield in this manner no more than five times.

Shocking Aura Prerequisite: Shocking Touch or Redirect Energy Type: Spell, Electric. Implements: Staff. Cost: 3 will. Duration: Roll a sixsided die. Shocking Aura lasts for a number of rounds equal to the number rolled. Effect: You become a living capacitor, discharging electricity at regular intervals and damaging all enemy combatants within three paces of you. Each round that Shocking Aura is active, enemy combatants within three paces of you take one electric damage.

Upgrade: 1 upgrade point: For each round it is active, Shocking Aura causes two additional electric damage to enemy combatants it affects. You may upgrade Energy Shield in this manner no more than two times. 2 upgrade points: Shocking Aura lasts one additional round. You may upgrade Shocking Aura in this manner no more than five times.

energy at a target. Roll two six-sided dice. The total number rolled is the amount of electric damage you inflict upon the target. Upgrade: 3 upgrade points: When the target of Lightning Bolt loses health to electric damage, roll a six-sided die. The number you roll is the amount of electric damage Lightning Bolt inflicts upon all enemy combatants, other than the target, that are within two paces of the target. You may upgrade Lightning Bolt in this manner no more than twice.

Lightning Bolt Prerequisite: Shocking Touch or Empower Battery Type: Spell, Electric, Ranged up to seven paces, Targeted. Implements: Staff. Cost: 3 will. Duration: Instant. Effect: You hurl an arc of deadly electrical
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-EXPERTEnergy Burst Prerequisite: Energy Shield or Lightning Bolt Type: Spell, Electric, Ranged up to seven paces. Implements: Staff. Cost: 4 will. Duration: Instant. Effect: You release a burst of energy extending out from you seven paces in every direction. The energy burst has the following effects: 1. All enemy combatants receive one point of electric damage for each pace the energy burst traveled before reaching them. 2. All enemy combatants are moved away

from you in the direction of the burst for one pace. 3. Roll a six-sided die. All capacitors or other energy storing devices over which the burst passes receive a charge with strength equal to the number you rolled. 4. Roll a six-sided die. All constructs over which the energy burst passed are stunned for a number of rounds equal to the number rolled. Constructs stunned in this manner cannot move or use any skills. Upgrade: 3 upgrade points: Add one to the electric damage dealt by Energy Burst and
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all die rolls associated with Energy Burst. You may upgrade Energy Burst in this manner no more than three times.

Lightning Storm Prerequisite: Shocking Aura or Lightning Bolt Type: Spell, Electric. Implements: Staff. Cost: 4 will. Duration: One round per level. Effect: You create a massive Lightning Storm above you and your enemies, extending for as far as the eye can see (extending outward from you ten paces in every direction). Each enemy combatant must roll a six-sided die at the beginning of each round that Lightning Storm is in effect. If an enemy combatant rolls

a three or less, that enemy combatant is struck by lightning for six electric damage. Otherwise, Lightning Storm has no effect for that round on the fortunate enemy combatant. Upgrade: 3 upgrade points: When an enemy combatant rolls a three or less against Lightning Storm, that combatant rolls another six-sided die. If that combatant rolls a three or less on this second roll, Lightning Storm deals an additional six electric damage to that enemy combatant. You may upgrade Lightning Storm in this manner no more than once.

Arc-Lightning Prerequisite: Shocking Aura or Energy Shield Type: Spell, Electric, Ranged up to seven paces. Implements: Staff. Cost: 4 will. Duration: Instant. Effect: You hurl an arc of deadly electrical energy at a target that rebounds to additional targets. Roll two sixsided dice. The total number rolled is the amount of electric damage you afflict upon the target. When the target of ArcLightning loses health to electric damage, roll a six-sided die. The number you roll is the number of other enemy combatants within range, other than the target, that are dealt the same amount of electric damage.

Upgrade: 1 upgrade point: Arc-Lightning deals an additional one electric damage. You may upgrade ArcLightning in this manner no more than four times. -MASTERAbsorb Energy Prerequisite: Burst Type: Temporary Enhancement. Implements: Staff. Cost: 5 will. Duration: Roll a sixsided die. Absorb Energy lasts for a number of rounds equal to the number rolled. Effect: For the duration of the effect, you absorb one energy type of your choice magical, electric, heat, or cold. Damage of the appropriate energy type Energy Spell,

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fails to harm you. Furthermore, each point of damage you absorb using Absorb Energy restores to you one point of temporary will on a point by point basis. Upgrade: 2 upgrade points: Absorb Energy allows you to absorb one additional energy type when activated. You may upgrade Absorb Energy in this manner no more than three times.

down from the heavens, descending upon a single target with incredible ferocity, and possibly striking the target mercilessly multiple times. Roll four six-sided dice. The total number rolled is the amount of electric damage you inflict upon the target. When the target of Bolt of the Heavens loses health to electric damage, roll a six-sided die. If you roll a five or greater, Bolt of the Heavens damages the target

Living Lightning Prerequisite: ArcLightning or Lightning Storm Type: Spell, Summon, Maintained. Implements: Staff. Cost: 5 will. Duration: One round per level. Type: Spell, Summon, Elemental. Effect: You summon a lightning elemental into being, an animated creature of electricity that attacks your enemies. This elemental is summoned with half your health and will. The elemental lasts until it is defeated or its duration expires. The lightning elemental has two skills: Charged Bolt and Stunning Storm. These skills operate as follows:

Bolt of the Heavens Prerequisite: ArcLighting or Lightning Storm Type: Spell, Electric, Targeted. Implements: Staff. Cost: 5 will. Duration: Instant. Effect: A mighty burst of lightning strikes

again (roll four more six-sided die to determine damage again). Repeat this
process indefinitely until you fail to roll a five or greater. Upgrade: None.

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Charged Bolt
Type: Spell, Electric, Strike, Targeted. Implements: None. Cost: 1 will. Duration: Instant. Effect: The elemental strikes up to two targets within a pace of it. Roll a six-sided die. Each target takes an amount of electric damage equal to the number rolled.

Stunned combatants cannot move or activate any skills. Upgrade: 1 upgrade point: Add one to the damage dealt by Charged Bolt. You may upgrade Living Lightning no more than two times in this manner.

Stunning Storm
Type: Spell, Ranged up to three paces. Implements: None. Cost: 3 will. Duration: Instant. Effect: All enemy combatants within a pace of the lightning elemental are stunned for two rounds.

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Enchantment Discipline
-BASICExplosive Runes Type: Spell, Enchantment, Rune, Targeted, Triggered, Force. Implements: Magical Foci, Chalk (Consumed) Must inscribe a runic symbol on the object subject to the effects of Explosive Runes. Cost: 1 will. Duration: Special. Effect: You magically enchant an inorganic object to explode when struck. The object can be of any size it may even be a portion of flooring over a large area however, the entire area must be covered by a single runic symbol (i.e. twelve paces of terrain would take twelve turns to fully effect). When struck by any impact more forceful than a gentle touch, the object targeted by Explosive Runes will explode. This explosion deals an amount of force damage equal to your roll on a six-sided die for every four of your character levels to anything within one pace of the object, starting with one through six damage at level one and advancing thereafter every four levels (1-6, 2-12, 3-18, 4-24, 5-30). Upgrade: 2 upgrade points: The explosion caused by Explosive Runes causes one additional point of force damage to all within one pace of the explosion. You may upgrade Explosive Runes in this manner no more than five times. 2 upgrade
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points: The object targeted by Explosive Runes will cause damage with its explosion to everything within two paces of the object when it explodes. You may upgrade Explosive Runes in this manner no more than once.

Warding Runes Type: Spell, Enchantment, Rune, Targeted, Triggered. Implements: Magical Foci, must inscribe a runic symbol on the object subject to the effects of Explosive Runes. Cost: 1 will. Duration: Special. Effect: You magically enchant an inorganic object to provide additional protection against damage when you or an ally would suffer damage. The object can be of any size it may even be a portion of flooring over a large area however, the entire area must be covered by a single runic symbol (i.e. twelve paces of terrain would take twelve turns to fully effect). When you or an ally would be damaged within one

pace of the warded object, the damage is instead diverted to the object targeted by Warding Runes. The amount of damage an object enchanted by Warding Runes can absorb is dependent upon the size and durability of the object. A small round stone cannot even safely absorb one point of damage, while a suit of armor will absorb up to its AR in damage before breaking. Exactly how much damage may be safely absorbed by an object is determined by the narrators. When the Warding Runes' enchantment triggers, all of the damage triggering the enchantment is redirected to the enchanted object, destroying the object if it takes more damage than it can safely absorb. Once the enchanted object has taken damage in this
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way, the effects of this skill will end. Upgrade: 3 upgrade points: The damage absorbed by Warding Runes does no damage to the enchanted object, although the effects of Warding Runes still end when the enchantment triggers. You may upgrade Warding Runes in this manner no more than once. 3 upgrade points: Whenever the enchantment of Warding Runes triggers, roll a six-sided die. If you roll a five or six, the effects of Warding Runes do not end so long as the enchanted object was not destroyed. You may upgrade Warding Runes in this manner no more than once.

Minor Animation Type: Enchantment, Animation, Maintained. Spell, Rune,

Implements: Magical Foci, Must inscribe a runic symbol onto an object. Cost: 1 will, +1 will per round of combat while maintained. Duration: Until you cease maintaining the spell or until the animated object undertakes the maximum number of directed movements. Effect: You may animate an otherwise inanimate object. By etching magical runes onto the object, you cast a spell upon it that causes it to move in a simple manner. Armor can be made to march, swords may float through the air or attack on their own the exact limits of this

skill are left to the discretion of the narrators. However, this skill does not invest the enchanted object with any sentience it does not act on its own but rather only as its animator directs. Furthermore, the enchanted object will perform only one action at the behest of its animator. For example, a sword cannot be made to fly around a room and attack specific targets at the same time. One creative use of this skill is to enchant bullets to fling themselves at enemy combatants a clever enchanter might also consider enchanting these same bullets with Exploding Runes. In no event may this skill be used on any object larger than you. While you are maintaining Minor Animation, you may use no other skill not

even skills.

REACTIVE

Upgrade: 2 upgrade points: You may choose to have Minor Animation last for one round per level if you choose to have Minor Animation endure for this alternate amount of time, Minor Animation will not need to be maintained. Minor Animation will still end after the maximum number of actions have been taken. You may upgrade Minor Animation no more than once in this manner. 3 upgrade points: You may use Minor Animation to enchant up to twelve projectiles instead of using it as described above if you use Minor Animation in this alternative manner, you may fire the projectiles even if you do not have an appropriate weapon implement to launch

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them. In other words, skills that would use the enchanted projectiles and another implement, such as a bow or rifle, instead need only the enchanted projectiles to function. This use of Minor Animation does not need to be maintained and instead lasts on each projectile until that projectile has been fired. You must still use the appropriate skill to fire the projectile. You may upgrade Minor Animation in this manner no more than once.

-ADEPTIncendiary Runes Prerequisite: Explosive Runes Type: Spell, Enchantment, Heat, Rune, Targeted, Triggered. Implements: Magical Focus, Charcoal (Consumed), Must inscribe a runic symbol on the object subject to the effects of Incendiary Runes. Cost: 2 will. Duration: Special. Effect: You magically enchant an inorganic object to ignite when struck. The object can be of any size it may even be a portion of flooring over a large area however, the entire area must be covered by a single runic symbol (i.e. twelve paces of terrain would take twelve turns
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to fully effect). When struck by any impact more forceful than a gentle touch, the object targeted by Incendiary Runes will ignite, dealing one point of heat damage for every two character levels to anything within one pace of the object (minimum one heat damage), and causing one point of heat damage to everything within one pace of ignition for a number of rounds equal to half your level as a burning effect. Upgrade: 2 upgrade points: The ignition caused by Incendiary Runes causes one additional point of heat damage per round to all within one pace of the enchantment's target as a burning effect. You may upgrade Incendiary Runes in this manner no more than three times. 2 upgrade points: The object

targeted by Incendiary Runes will cause damage with its ignition to everything within two paces of the object, rather than one pace, when it ignites. You may upgrade Incendiary Runes in this manner no more than once.

you to absorb damage so long as the shield is enchanted. If you would take damage resulting from a targeted skill, the amount of damage done to you is reduced by two. Upgrade: 2 upgrade points: Shimmering Shield reduces the damage done to you by one additional point of damage. You may upgrade Shimmering Shield in this manner no more than three times.

effects of Animation.

Lesser

Cost: 2 will, +1 will per round of combat while maintained. Duration: Until you cease maintaining the spell or until the animated object undertakes the maximum number of directed movements. Effect: You may animate an otherwise inanimate object. By etching magical runes onto the object, you cast a spell upon it that causes it to move in a simple manner. Armor can be made to march, swords may float through the air or attack on their own the exact limits of this skill are left to the discretion of the Narrator. However, this skill does not invest the enchanted object with any sentience it does not act on its own but rather only as its

Shimmering Shield Prerequisite: Runes Warding

Type: Spell, Enchantment, Rune, Targeted, REACTIVE. Implements: Chalk (Consumed), Shield, Must inscribe a runic symbol on the shield subject to the effects of Shimmering Shield. Cost: 2 will. Duration: Instant. Effect: You quickly magically enchant the target shield with a warding rune, allowing

Lesser Animation Prerequisite: Animation Type: Enchantment, Animation, Maintained. Minor Spell, Rune,

Implements: Magical Foci, Must inscribe a runic symbol onto an object subject to the
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animator directs. Furthermore, the enchanted object will perform only two actions at your behest. A sword can fly around the room and attack targets, but it will not return to you. One creative use of this skill is to animate an implement to undertake a simple and stealthy pattern of activity for example, a lockpick could be animated to travel to a door and unlock it. In no event may this skill be used on any object larger than you. While you are maintaining Lesser Animation, you may use no other skill not even REACTIVE skills. The animated object may use any appropriate skill you could perform provided the object has either equipped or is the right implement to use with such a skill. Upgrade: None.

-INTERMEDIATEImprisoning Sigil Prerequisite: Incendiary Runes Type: Spell, Enchantment, Rune, Targeted, Triggered. Implements: Magical Foci, Chalk (Consumed), Must inscribe a runic symbol on the area subject to the effects of Imprisoning Sigil. Cost: 3 will. Duration: Roll a sixsided die when this enchantment triggers. The number rolled is the number of rounds the triggering object is imprisoned Effect: You magically enchant an area of terrain to imprison anything that crosses it. The area can be of any size it may even cover the entire combat area however, the
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whole area affected must be covered by a single runic symbol (i.e. twelve paces of terrain would take twelve turns to fully effect). When this area is entered by any mobile object, be it a person, construct, creature or otherwise, the enchantment will trigger and imprison that mobile object in an extra-dimensional space, removing it from the world for a limited period of time. While the object is so imprisoned it can not affect or in any way be affected by anything outside of the extradimensional space in which it is imprisoned. Upgrade: 2 upgrade points: The imprisonment lasts for an additional round. You may upgrade Imprisoning Sigil in this manner no more than three times. 2 upgrade points: You may choose to target a

space of terrain no larger than two paces by two paces in area and at a distance from yourself of up to six paces and enchant such space without drawing a rune upon it. You must still roll to determine the number of turns the effects of the enchantment last. You may upgrade Imprisoning Sigil in this manner no more than once.

Scrying Device Prerequisite: Shimmering Shield Type: Enchantment, Targeted. Spell,

Implements: Mirror or other flat reflective surface. Cost: 3 will, +1 will per round of combat while maintained. Duration: One scene or until interrupted or no longer maintained. Effect: You magically enchant a flat reflective surface, allowing you to remotely view all terrain within two hundred paces of you in any direction. The enchantment is maintained without cost for as long as you peer into the surface without looking away. If you must look away for any reason, the enchantment ends. You may use active and
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REACTIVE skills while peering into the enchanted surface (because the surface allows you to view incoming attacks), but if you take any damage you will lose your concentration and the effects of Scrying Device will end. Upgrade: 2 upgrade points: Scrying Device does not end when you look away from it. Instead, it now ends after you walk three paces away from the enchanted surface or, in the case of a mirror or other hand-held object, after lasting one round per level of your Character. You may upgrade Scrying Device in this manner no more than once. 2 upgrade points: The enchanted surface allows you to remotely view an additional one hundred paces in any direction from yourself. You may upgrade Scrying Device in this

manner no more than three times. Greater Animation Prerequisite: Animation Lesser

Type: Spell, Enchantment, Animation, Targeted, Maintained. Implements: Magical Focus, Object to animate. Cost: 3 will, +1 will for each round the enchantment is maintained. Duration: Until you cease maintaining the spell or until the animated object undertakes the maximum number of directed movements. Effect: You may animate an otherwise inanimate object. By imposing your will upon an object no more than three paces away from you, you

may cause the object to move at your direction. Armor can be made to march, swords may float through the air or attack on their own the exact limits of this skill are left to the discretion of the Narrator. However, this skill does not invest the enchanted object with any sentience it does not act on its own but rather only as you direct. Furthermore, the enchanted object will perform only three actions at your behest before this effect ends. A sword can fly around the room and attack targets and return to you, but thereafter the effect shall end. One creative use of this skill is to animate an implement to undertake a simple and stealthy pattern of activity for example, a shield could be animated to knock down two opponents and return to you, or a
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dagger could be animated to fly to a rope, cut it, and return to you. While you are maintaining Greater Animation, you may use no other skill not even REACTIVE skills. The animated object may use any appropriate skill you could perform provided the object has either been equipped with or is the right implement to use with such a skill. Upgrade: None.

-EXPERTMindsnare Prerequisite: Imprisoning Sigil Type: Enchantment, Targeted. Spell,

Implements: Wand. Cost: 4 will. Duration: One round per level or until the target solves the snare or loses health. Effect: You magically enchant a single targeted sentient being. For one round for each level of your Character, the target is enchanted to believe itself caught within an incomprehensible maze and will be unable to use any skill, including REACTIVE skills, or move. The target may attempt to solve the Mindsnare as a simple action for each round that it is enchanted; to

do this, the target affected by Mindsnare, rolls two six-sided dice. If the total of the roll is greater than or equal to eight, the enchantment ends, and the target may act normally. Otherwise, the target remains under the effects of the Mindsnare enchantment. If the target of the Mindsnare enchantment loses health in any way while enchanted, the Mindsnare enchantment ends. Upgrade: 2 upgrade points: Mindsnare will not end unless either the target rolls a combined value of ten or greater using two six-sided dice or the target loses health. You may upgrade Mindsnare in this manner no more than once. 3 upgrade points: Mindsnare's enchantment does not automatically end when its target loses health.
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Instead, when the target of Mindsnare's enchantment loses health, the target may roll two six-sided dice. If the target rolls a combined total of six or more, the enchantment ends. Otherwise, the enchantment continues to effect the target. You may upgrade Mindsnare in this manner no more than once.

Painbringer's Aura Prerequisite: Device Type: Enchantment, Triggered. Implements: Foci. Cost: 4 will. Duration: One round per level. Effect: You enchant yourself and transform yourself into the bane of your enemies. Whenever you would lose any health this enchantment triggers and enemy combatants within five paces of you lose one health. Note that this enchantment does not trigger for each point of health lost but rather only for each event of health loss (i.e. enemy combatants within range lose health only once whether you lost Scrying Spell,

only one point of health or much more). Upgrade: 2 upgrade points: Painbringer's Aura causes enemy combatants within five paces of you to lose one additional health when it triggers. You may upgrade Painbringer's Aura in this manner no more than two times. 3 upgrade points: Painbringer's Aura's enchantment also triggers when any ally within five paces of you loses health. You may upgrade Painbringer's Aura in this manner no more than once.

Major Animation Prerequisite: Animation Greater

Type: Spell, Enchantment, Animation, Targeted. Implements: Magical Foci, Object to animate. Cost: 4 will, maximum will. Duration: Until object or you destroyed. 1 the are

Magical

Effect: You may animate an otherwise inanimate object. By imposing your will upon an object no more than three paces away from you, you may cause the object to move at your direction. Armor can be made to march, swords may float through the air or attack on their own the exact limits of this skill are left to the discretion of the Narrator. However,

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this skill does not invest the enchanted object with any sentience it does not act on its own but rather only as you direct. Note that the animation is permanent and the number of actions the object may be directed to take are infinite. Note also that unlike lesser animations, this animation is semiindependent and you will therefore be able to use skills and move normally. The cost for permanently transforming an object into an extension of your will is great, however. You must sacrifice one maximum will point to use Major Animation as a result, you will have less will in reserve for using other skills and will regain less will when you rest. The costs and benefits of this skill must be weighed heavily before its use. Objects

animated with this skill are treated as ally combatants with a will of one for the purposes of combat. They receive their own turns in combat and may use any appropriate skill you could perform provided the object has either equipped or is the right implement to use with such a skill. The health and AR of such objects is determined by the Narrator, but, by way of example, a steel sword will absorb a great deal more damage before being destroyed than a flesh and blood being. Given the high costs for using this skill, it may even be desirable to treat the animated objects as indestructible so long as you don't do anything clearly foolish with them. A narrator is completely within his or her rights to take away your animated snowball if

you fling it at a fire monster. Upgrade: None. -MASTERPetrify Prerequisite: Mindsnare. Type: Enchantment, Targeted. Spell,

Implements: Wand. Cost: 5 will. Duration: Special. Effect: You enchant a targeted organic being, turning it to stone. Roll a six-sided die. The number you roll is the number of turns the target will remain as stone. After being turned to stone, the target will have its health set to one and its AR set to twenty. While transformed into stone, the target will be unable to move, use skills, or take any other

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action whatsoever. If the target's health is completely depleted before Petrify ends, the target dies as opposed to being merely defeated. When this enchantment ends, the target is restored to maximum health and will as if it had fully rested. Upgrade: 5 upgrade points: You may use Petrify twice on the same target to permanently transform the target into stone. Roll two six-sided dice when using this skill on an already petrified target. If you roll a total of seven or greater, you permanently transform the target into stone. You may dismiss the effects of Petrify at any time to restore the target to its former state, but, otherwise, the enchantment will never end. If you use Petrify in this manner the target becomes

indestructible while enchanted. You may upgrade Petrify in this manner no more than once. Time Manipulation Prerequisite: Painbringer's Aura Type: Enchantment, Maintained. Spell,

You may not move or use any other skill, including REACTIVE skills, so long as you maintain Time Manipulation. Upgrade: 3 upgrade points: You may alternatively use Time Manipulation as a REACTIVE skill when a round of combat would end to undo the entire previous round of combat. If you use Time Manipulation in this manner, all actions within the past round of combat are undone and play proceeds as if that round of combat never occurred, except that the will cost for this skill is paid. This use of Time Manipulation is not Maintained. You may upgrade Time Manipulation in this manner no more than once.

Implements: None. Cost: 5 will, +1 will per round to maintain. Duration: One round per level or until no longer maintained. Effect: You enchant the entire area within twenty paces of yourself in any direction, gaining control over all time therein. So long as you maintain Time Manipulation, your allies take two turns per round and your enemies take one turn per every two rounds.
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Sentience Prerequisite: Animation Major

Type: Spell, Enchantment, Animation, Targeted. Implements: Magical Foci, One inorganic, insensate object. Cost: 5 will, maximum will. 1

Duration: Until the object is destroyed. Effect: You have reached the pinnacle of enchantment and may now perform the greatest feat of the enchanting arts you may grant sentience to an inorganic, insensate object. The target of Sentience acquires an intelligence of its own and an innate maximum five will, which it restores following a resting period as though it were a normal player character. The target

cannot move any more than it ordinarily could, although engineering skills or lesser animation magics may provide this benefit for the newly formed intelligence. The new intelligence may also communicate with you through a telepathic bond formed upon using this skill. Note that the intelligence is permanently bestowed and will endure so long as the object housing the intelligence is not destroyed. The mind of the object is truly its own and not its maker's, so it may disagree with your course of action from time to time it will, however, by and large share your disposition. The cost for creating a new will is great. You must sacrifice one maximum will point to use Sentience as a result, you shall have less will in reserve for using other skills and shall regain less will
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when you rest. The costs and benefits of this skill must be weighed heavily before its use. Objects enlightened with this skill are treated as ally combatants with a maximum will of five for the purposes of combat (if the object housing the intelligence is animated through Major Animation, treat it as a combatant with a maximum will of six). They receive their own turns in combat and may use any appropriate skill you could perform provided the object has either equipped or is the right implement to use with such a skill. The health, personality and AR of such objects are determined by the narrator, but, by way of example, a steel sword will absorb a great deal more damage before being destroyed than a flesh and blood being. Given the high costs

for using this skill, it may even be desirable to treat the sentient objects as indestructible so long as you don't do anything clearly foolish with them. A narrator is completely within his or her rights to take away your sentient snowball if you fling it at a fire monster which would frankly be completely barbaric of you. Note that if you combine Sentience with the Construct line of skills in engineering, you will produce a Sentience that is able to manipulate its own body as the construct would its AR will be determined by the construct, and its initiative will be determined by either its will or charge, whichever value is greater. Sentience may be granted to a component that is later used to build the construct (thereby

being housed in the component) or it may be granted to the construct as a whole. Upgrade: 3 upgrade points: The intelligence produced through your use of Sentience is now greater than normal. The intelligence now possesses ten will instead of five upon creation. 3 upgrade points: The intelligence produced through your use of Sentience now levels up like a regular player character its personality is still controlled by the narrator. The intelligence should be assigned an additional inherent AR equal to its starting will, which may be further improved as the intelligence gains levels (on a one for one basis in place of health). Note that the intelligence still cannot animate its own form with this upgrade.

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Conjuration Discipline
-BASICEye Spy Type: Spell, Summon, Maintained. Implements: Magical Focus, 1 health (consumed), Must draw a circle on the ground. Cost: 1 will, +1 will per round of combat. Duration: Until no longer maintained or until defeated. Effect: You sacrifice some of your blood and conduct a simple magic ritual to summon a floating disembodied eye, which obeys your mental commands. The eye will telepathically relay what it sees to you and can be used to scout areas for enemies or traps. While using this skill you cannot move unless the Eye Spy is within a pace of you. The Eye Spy can take no action other than to move and communicate with you. The Eye Spy has one point of health and will, but no skills. Because the Eye Spy can levitate, it can traverse terrain subject to hostile traction conditions without any difficulty. Upgrade: 1 upgrade point: The Eye Spy may enter Hide mode so that it cannot be detected by anyone other than the character who created it. You may upgrade Eye Spy only once in this manner. 1 upgrade point: You may move regardless of where the Eye Spy is; however, if you are not within a pace of the Eye Spy
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when moving, the Eye Spy is dismissed. You may upgrade Eye Spy only once in this manner. Summon Fetch Type: Spell, Summon, Maintained. Implements: Magical Focus, 1 health (consumed), Must draw a circle on the ground. Cost: 1 will, +1 will per round of combat. Duration: Until no longer maintained or until defeated. Effect: You sacrifice some of your blood and conduct a simple magic ritual to summon a small deformed humanoid, which obeys your mental commands. The Fetch will obey your

mental commands, performing tasks as you direct. The Fetch is physically weak and generally useless as a fighter, but can be a useful thief and servant. The Fetch has one health and will, and it may move and interact with objects as you direct. Upgrade: 2 upgrade points: The Fetch obtains one of the following skills or an upgrade to one of the following skills: Set Trap, Sneak, Unlock and Steal. You may upgrade Summon Fetch in this manner any number of times.

Peasant's Feast Type: Spell, Summon. Implements: Magical Focus, 1 health (consumed), a handful of sand. Cost: 1 will. Effect: You sacrifice some of your blood and mix it with sand to create a loaf of bread. The bread may be consumed to prevent starvation. Upgrade: 1 upgrade point: Your Peasant's Feast summons a glass of water along with a loaf of bread, to stave off dehydration. You may upgrade Peasants Feast in this manner no more than once.

-ADEPTLiving Flesh Shield Prerequisite: Eye Spy. Type: Spell, Summon, Maintained. Implements: Focus, 2 (consumed), shield. Magical health one

Cost: 2 will, +1 will per round of combat. Duration: Until no longer maintained or until defeated. Effect: You sacrifice some of your blood and transform a shield you are carrying into a hideous living monstrosity that hovers around you, seeking out pain. The Living Flesh Shield comes into being with 5 health and eagerly seeks to interpose itself between you and any strike or ranged attack that may be directed at you. While you

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maintain Living Flesh Shield, and when you would be targeted by a strike or ranged skill that deals damage, the damage is instead dealt to the Living Flesh Shield. If the Living Flesh Shield's health is depleted, the Living Flesh Shield is dismissed, returning to an ordinary shield that crashes to the ground. Upgrade: 1 upgrade point: Your Living Flesh Shield gains 10 additional health. You may upgrade Living Flesh Shield in this manner no more than five times. 2 upgrade points: Your Living Flesh Shield regenerates 1 health per round of combat. You may upgrade your Living Flesh Shield in this manner no more than three times.

Summon Nuisance Prerequisite: Summon Fetch. Type: Spell, Summon. Implements: Focus, 2 (consumed), shield. Cost: 2 will. Duration: One round of combat per character level. Effect: You sacrifice some of your vitality and summon a handful of Fetches that attack one of your enemies, effectively crawling over and scratching at such enemy without doing significant damage. The fetches summoned by this skill cannot be controlled by you and will attack anyone attempting to cause you harm. While the fetches summoned by this skill do no damage, their sheer annoyance prevents
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Magical health one

enemies from effectively using certain skills. Enemies affected by Summon Nuisance have a chance of failure, as though wearing armor, when casting spells. Strike skills used by such enemies only take effect if the skill use results in a critical hit. If such affected enemies attempt to use any other type of skill, those skills have a chance of failure and the skill fails on a roll of three six sided dice that totals less than nine. Upgrade: 2 upgrade points: Your Summon Nuisance Spell affects one additional enemy. You may upgrade Summon Nuisance in this manner no more than three times.

Oasis Prerequisite: Feast. Peasant's

Type: Spell, Summon. Implements: Magical Focus, 2 health (consumed), a handful of sand. Cost: 2 will. Duration: One round of combat per character level or one scene, whichever period is shortest. Effect: You mix a handful of sand with your blood and then release it, transforming an area of nine by nine paces into an oasis full of lush vegetation, edible fruit, and slow moving game animals. Upgrade: 2 upgrade points: Your Oasis affects a larger area. Each time Oasis is upgraded in this manner it affects a space one pace by one

pace larger in area. You may upgrade Oasis in this manner any number of times. 2 upgrade points: Your Oasis will hinder intruders. Intruders in your Oasis suffer from one environmental condition of your choice. Each time you upgrade Oasis in this manner your Oasis can inflict an additional concurrent environmental condition provided the conditions do not affect the same environmental category (i.e. you can have a condition affecting air quality and traction, but not two conditions affecting traction). You may upgrade Oasis in this manner any number of times.

-INTERMEDIATEIronic Demise Prerequisite: Flesh Shield. Living

Type: Spell, Summon, REACTIVE (second use), Targeted. Implements: Focus, 3 (consumed). Cost: 3 will. Duration: Permanent. Effect: You summon an anvil at any point in space, including any point within the atmosphere. The anvil is extremely heavy and solid, and cannot be harmed except by extreme heat or cold. When summoned in the air of an environment exhibiting ordinary gravity, the anvil falls at a rate of three paces per round until striking the surface beneath it. Anyone caught beneath Magical health

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the anvil when it falls suffers blunt weapon damage equal to two times the number of paces the anvil fell. The anvil may also be cleverly summoned in front of a moving target as a REACTIVE skill. If the anvil is so summoned, the target's movement is terminated at the point where the anvil is summoned and the target must roll a five or greater on a sixsided die or strike the anvil, causing the target to lose one health and the remainder of the target's turn as the target uprights itself. Finally, the anvil may be summoned on top of a humanoid target's foot, causing the target to lose the ability to move from the spot until removing the anvil, which takes an entire turn. This third use of the anvil causes no damage to the target.

Upgrade: 3 upgrade points: The falling anvil deals damage equal to three times the number of paces it has fallen. Ironic Demise can only be upgraded once in this manner. 3 upgrade points: The falling anvil falls one more pace per turn. Ironic Demise can only be upgraded twice in this manner. 2 upgrade points: Removing the anvil from atop one's foot takes an additional turn, preventing those so affected from moving until the anvil is removed. You may upgrade Ironic Demise in this manner only once.

Devouring Earth Prerequisite: Oasis. Type: Spell, Summon. Implements: Focus, 3 (consumed). Cost: 3 will. Duration: One round per character level plus an additional one to six rounds determined at random. Effect: You create an area of sentient ground, nine paces by nine paces wide, which aids allies and hinders enemies. All enemies within this area suffer from slippery traction, while all allies within this area gain the benefits of magically enhanced traction. In addition, enemies caught within the field of Devouring Earth take one force damage every round they are caught therein. Magical health

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Upgrade: 2 upgrade points: Devouring Earth deals one additional health worth of force damage to enemies within its area of effect every round. You may upgrade Devouring Earth in this manner no more than twice. Upgrade: 3 points: Devouring Earth lasts twice as long as normal. You may upgrade Devouring Earth in this manner only once.

Duration: defeated dismissed.

Until or is

weapon damage (your choice) to it.

Effect: You create a guardian homunculus, an animated creature of blood, air and sand that protects you and attacks your enemies. The guardian is summoned with half its summoner's health and half its summoner's will. The guardian has two skills: Sandstrike and Bloodshield. These skills operate as follows:

Bloodshield
Type: REACTIVE. Spell,

Implements: None. Cost: 1 health. Duration: Instant. Effect: Reduce damage you would take by one.

Summon Guardian Prerequisite: Summon Nuisance. Type: Spell, Summon, Homunculus. Implements: Magical Focus, 3 health (consumed), one hand full of sand (consumed). Cost: 3 will.

Sandstrike
Type: Strike, Targeted. Implements: None. Treat as if Pointed or Edged Weapon. Cost: 1 will. Duration: Instant. Effect: The guardian strikes an adjacent target, dealing four pointed or edged

Upgrade: 1 upgrade point: Add one to the damage dealt by Sandstrike. You may upgrade Summon Guardian no more than two times in this manner. 1 upgrade point: Improve the health loss prevented by Bloodshield by two. You may upgrade Summon Guardian no more than four times in this manner.

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-EXPERTSummon Silencer Prerequisite: Summon Guardian. Type: Spell, Summon, Homunculus. Implements: Magical Focus, 4 health (consumed), one hand full of sand (consumed). Cost: 4 will. Duration: Until defeated or dismissed. Effect: You create a silencer homunculus, an animated creature of blood, air and sand that strikes your enemies down from afar. The silencer is summoned with half its summoner's health and half its summoner's will. The silencer has two skills: Bloodshot and Sandshift. These skills operate as follows:

Bloodshot
Type: Ranged up to ten paces, Targeted, Strike. Implements: None. Treat as if Pointed or Blunt Weapon. Cost: 2 health. Duration: Instant. Effect: Strike a target at range to deal 1 pointed or blunt damage (your choice) plus 1 additional damage of the type you chose for each pace the silencer is distant from its target. The target may not use REACTIVE skills in response to this skill.

Effect: The silencer moves two paces away from any target that has moved a pace or more this turn. Upgrade: 2 upgrade points: Add one to the damage dealt by Bloodshot. Summon Silencer may be upgraded in this manner no more than three times. Upgrade: 3 upgrade points: The silencer moves one additional pace when it uses Sandshift. Summon Silencer may be upgraded in this manner no more than once.

Sandshift
Type: REACTIVE. Spell,

Implements: None. Cost: 2 will. Duration: Instant.

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Wall of Living Wind Prerequisite: Demise. Ironic

Type: Spell, Summon, Ranged to seven paces. Implements: Focus, 4 (consumed). Cost: 4 will. Duration: Six rounds or until dismissed. Effect: You create a wall of living wind at a location no more than seven paces from you. The wall takes up a space of two paces wide by seven paces long by nine paces tall, forming a literal wall of churning sentient wind. The wall is immobile. Any enemies entering the space occupied by the wall are pushed backwards two paces in the direction they came. Furthermore, any enemies within a pace of the wall are dealt one point of blunt Magical health

weapon damage per turn as the wall throws debris at them and buffets them with high winds. Upgrade: 2 upgrade points: Wall of Living Wind deals one additional point of blunt weapon damage per turn. Wall of Living Wind may be upgraded in this manner no more than twice. 3 upgrade points: The Wall of Living Wind may turn itself in any direction on its turn and may move one pace per turn. You may upgrade Wall of Living Wind no more than once in this manner. Horde of Goblins Prerequisite: Devouring Earth Type: Spell, Summon, Ranged to five paces. Implements: Focus, 4 (consumed).
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Cost: 4 will. Duration: rounds. Three

Magical health

Effect: You summon a horde of goblins in actuality, you transform surrounding vermin (rats, cats, bats, gnats anything smaller than a medium sized dog will suffice) into three foot tall aggressive humanoids that take an appearance that some races believe is akin to kysgreppen. The vermin coalesce into a cloud and then transform at a single point, immediately attacking all creatures (including the summoner's allies!) within a pace of them. The horde dies by popping in a horrific display of combusting bodies within three rounds of being summoned. The combustion deals no damage but does cover those nearby in slime and viscera. The horde

consists of a random amount of goblins (roll two six-sided dice to determine the exact number) each of which deals 3 points of edged weapon damage to any creature within a pace of it (as an active strike skill with no cost). The goblins are indestructible and take their actions at the beginning of each round. Upgrade: 2 upgrade points: Add one to the damage dealt by the goblins. Horde of Goblins may be upgraded in this manner no more than twice. Upgrade: 4 upgrade points: Add one more six-sided die to the roll used to determine the number of goblins produced. Horde of Goblins may be upgraded in this manner no more than twice.

-MASTERAvatar of the Terrible Sharpness that Lurks in the Dark Prerequisite: Devouring Earth, Summon Silencer Type: Spell, Summon, Ranged up to ten paces. Implements: Foci, 5 (consumed). Cost: 5 will. Duration: Five rounds. Effect: You summon an Avatar of the Terrible Sharpness that Lurks in the Dark, a dark spirit of a bygone era. The Avatar appears as a three paces by four paces long bat like shadow that slithers along the floor or across walls. Any living creature caught within the Avatar's shadow is suddenly rent apart by four massive four foot
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Magical health

long clawed hands that rise out of the shadow. The narrator rolls a sixsided die once per round for each target that is caught within the Avatar's shadowy form. On a six, the target is destroyed unless the target rolls for itself a three or greater on a six-sided die. Otherwise, the Avatar automatically strikes the target and deals edged weapon damage to the target equal to (4 x the number rolled by the narrator on the sixsided die). The Avatar may target its master and allies if they are within its shadow when it makes its attack, so those who use this spell should be careful to cast it from a distance. Upgrade: 1 upgrade point: The Avatar lasts one additional round of combat. You may upgrade the Avatar in this manner no more

than five times. 2 upgrade points: The Avatar may roll one additional die to determine whether or not it instantly kills its target. The target rolls in response to each successful die as per the skill description. These two rolls are totaled when determining the damage done by the Avatar. The Avatar may be upgraded in this manner no more than once. 3 upgrade points: The Avatar does not target its master or its master's allies. The Avatar may be upgraded in this manner no more than once. 3 upgrade points: The Avatar deals one extra point of damage if it doesn't instantly kill its target. The Avatar may be upgraded in this manner no more than five times.

Wizened Hand Prerequisite: Ironic Demise, Horde of Goblins Type: Spell, Summon, Homunculus. Implements: 5 health (consumed), one hand preserved or fresh, but not skeletal. Cost: 5 will. Duration: One round per level. Effect: You summon a Wizened Hand, an animated hand that crawls along the ground, looking to grasp an enemy by its nearest available appendage. The Wizened Hand always approaches the nearest enemy target. The Wizened Hand is born from the transformed hand used in its summoning ritual, and takes the appearance of that hand albeit with a mummified
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appearance. The Wizened Hand can move swiftly along the ground at a rate of two paces per round. When the Wizened Hand latches onto an enemy combatant it will drain the life from the combatant, represented by a loss of one health from that combatant per round. The Wizened Hand is hard as stone and cannot be destroyed, but it can be removed if the hand's target severs the limb upon which the hand rests. Once the hand is removed, its duration expires, or the target of the hand dies, the hand will wither away and rot, being reduced to a mound of useless muck and dust in a single turn. Upgrade: 1 upgrade point: The Wizened Hand lasts one additional round of combat. You may upgrade Wizened Hand no more than

three times in this manner. 2 upgrade points: The Wizened Hand causes it target to lose one more health per round. You may upgrade Wizened Hand in this manner no more than two times. 3 upgrade points: The Wizened Hand does not expire when it is removed or its target dies. You may upgrade Wizened Hand no more than once in this manner.

Simulacrum Prerequisite: Wall of Living Wind, Summon Guardian Type: Spell, Summon. Implements: 5 health (consumed), Magical Foci. Cost: 5 will. Duration: One round per level. Effect: You summon a Simulacrum, a copy of yourself that looks as you do. The copy isn't perfect it can only use skills of intermediate level or below. The Simulacrum also possesses a limited sense of self, and must rely upon the verbal commands of its creator to direct it. The Simulacrum is further limited in that is has only half your health and will and may only

move at half your rate of movement. Upgrade: 1 upgrade point: The Simulacrum lasts one additional round of combat. You may upgrade Simulacrum no more than ten times in this manner. 2 upgrade points: The Simulacrum may use one Expert or Master level skill of your choice. You may upgrade Simulacrum no more than three times in this manner. 2 upgrade points: The Simulacrum may move at the same rate as you. You may upgrade Simulacrum no more than once in this manner. 2 upgrade points: The Simulacrum may be commanded through telepathy, allowing you to direct it from any distance. You may upgrade Simulacrum no more than once in this manner.

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Mind Discipline
-BASICContest of Wills Type: Spell, REACTIVE.

Magic
opponents total number, you mentally resist the effects of the influence attempt or Mental skill. Upgrade: 1 upgrade point: Add +1 to the value of your roll when using Contest of Wills. You may upgrade Contest of Wills no more than five times in this manner. 2 upgrade points: If you succeed in besting your opponent by a difference of ten or more, your opponent loses 1 will. You may upgrade Contest of Wills in this manner no more than five times.

Misdirect Type: Spell, Targeted. Mental,

Implements: None. Cost: 1 will.

Mental,

Implements: None. Cost: 1 will. Duration: Instant. Effect: Whenever an opponent attempts to influence you or use a Mental skill or ability against you, you may mentally resist the attempt. You roll two six-sided dice. Your opponent rolls two sixsided dice and may add any applicable influence bonuses to the roll (even if you are resisting a Mental skill personable mentalists are harder to resist). If you roll a higher total number than the influencing or Mental skill using

Duration: Roll a sixsided die. Misdirect lasts for a number of turns equal to the number you roll. Effect: You temporarily confuse a single target. In order to use Misdirect, you must be capable of using your full range of motion and have the ability to speak or otherwise make noise normally. This skill will allow you to engage in gestures and wordplay in such a manner that you will momentarily confuse any one target who cannot take any action other than to ponder what the target had just witnessed for a

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number of turns which are determined by the roll of a six-sided die. This skill does not work at all if the target it is applied to is already engaged in combat against you (i.e. if the target has already perceived you to be an enemy combatant). Any movement will end your use of Misdirect prematurely. Upgrade: 2 upgrade points: Add one to the number of turns the target is confused. You may upgrade Misdirect in this manner any number of times.

Effect: You accurately determine the intentions of any one target of this skill. In order to use Discern Intentions, you must look the target in the eyes (or equivalent sensory organs). Provided that you are able to roll a four or higher on a six-sided die, you will successfully discern the target's present intentions. Upgrade: None.

lasts for a number of turns equal to the number rolled or until you cease to maintain the stun. Effect: You use your knowledge of the mind to stun a single target. You may use no other skill, including REACTIVE skills, while you are maintaining the stun. You may not move while you are maintaining the stun. Stunned targets may not move or activate any skills. Upgrade: 3 upgrade points: You may move while maintaining Mind Stun. You still may not use any skills, including REACTIVE skills, while maintaining Mind Stun. 3 upgrade points: Your Mind Stun costs no will to maintain, but it still runs out after a number of turns equal to your roll on a sixsided die.

-ADEPTMind Stun Prerequisite: Contest of Wills Type: Spell, Mental, Maintained, Targeted. Implements: None. Cost: 2 will. 1 will per turn to maintain. Duration: Roll a sixsided die. Mind stun
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Discern Intentions Type: Spell, Targeted. Mental,

Implements: None. Cost: 1 will. Duration: Instant.

Induce Minor Hallucination Prerequisite: Misdirect Type: Spell, Targeted. Implements: Focus. Cost: 2 will. Duration: One round per level. Effect: You induce a minor hallucination in a single target. That target sees flits of shadow and light that play at the corners of the target's eyes, convincing the target that it keeps missing seeing something just out of view. Besides the obvious paranoia this induces in the target, the target will also fail to notice anything hidden or sneaking while so impaired. Moreover, the target must roll a six-sided die at the beginning of each turn. Mental, Magical

If the target rolls a 1, the target may not use any REACTIVE skills until the target's next turn (as the target is too distracted to react quickly). Upgrade: 2 upgrade points: Induce Minor Hallucination lasts one additional round. Induce Minor Hallucination may be upgraded in this manner no more than five times. 3 upgrade points: Roll a six-sided die when you use Induce Minor Hallucination. Induce Minor Hallucination affects that many more additional targets. You may upgrade Induce Minor Hallucination no more than once in this manner.

Confuse Intentions Prerequisite: Intentions Type: Spell, Targeted. Implements: Focus. Discern Mental, Magical

Duration: Three rounds or until target loses health or until intention is carried out. Cost: 2 will. Effect: You temporarily confuse a single target and convince it to undertake some other, simple, action. For example, if the target desired to run away from you, you may make the target run towards you or bend down on one knee, but not both. If the target loses health while undertaking the action, the effects of Confuse Intentions automatically end. Commands that the target harm itself in a direct manner

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(stabbing itself with a dagger, throwing itself off a cliff) are ignored. On the other hand, commands that the target harm itself in an indirect manner are followed (ordering the target to run towards you when there is a dangerous animal between you and the target would succeed). The command will be followed literally and once obeyed the effect of Confuse Intentions will end if you wish to get the most from this spell's duration you must order a target to do something more than sit or stop. Note that you do not need to speak to use this spell the new intention is implanted entirely as a subliminal mental command, not as a spoken demand. Upgrade: 1 upgrade point: Confuse Intentions lasts one additional round. You may upgrade Confuse

Intentions in this manner any number of times. 3 upgrade points: Confuse Intentions will always last at least three rounds even if the newly implanted intention is carried out. The target will simply carry out the intention again if it can. If it cannot, you may use your turn to implant a new intention (you may not use any other skills, except for REACTIVE skills, that round). You may upgrade Confuse Intentions in this manner no more than once.

-INTERMEDIATEMind Spasm Prerequisite: Mind Stun Type: Spell, Targeted. Mental,

Implements: None. Cost: 3 will. Duration: Instant. Effect: You use your knowledge of the mind to cause damage to the mind of one target. Roll a six-sided die. On a roll of four or greater, the target loses 6 will or loses its next turn (target's choice) Upgrade: 2 upgrade points: Mind Spasm causes the target to lose one additional will. You may upgrade Mind Spasm in this manner no more than three times. 2 upgrade points: Mind Spasm succeeds on a roll of three or greater.

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Induce Hallucination

Major

Prerequisite: Induce Minor Hallucination Type: Spell, Targeted. Mental,

Implements: None. Duration: Roll a sixsided die. Induce Major Hallucination lasts for a number of rounds equal to twice the number rolled. Cost: 3 will. Effect: You induce a major hallucination in a single target. That target sees illusions as you direct you may have the target choose to see anything from a particular person to a swarm of monsters so long as you can describe it, your target will experience it. Besides the obvious confusion and panic this induces in the target, the target will also fail to notice

anything hidden or sneaking while so impaired. Moreover, the target must roll a six-sided die each turn. If the target rolls a 1, the target may not use any skills until the target's next turn (as the target is too distracted to make rational decisions). Upgrade: 2 upgrade points: Induce Major Hallucination lasts one additional round. Induce Major Hallucination may be upgraded in this manner no more than two times. 2 upgrade points: Roll a six-sided die when you use Induce Major Hallucination. Induce Major Hallucination affects that many more additional targets. You may upgrade Induce Major Hallucination no more than once in this manner.

Confusion Prerequisite: Intentions Type: Spell, Targeted. Confuse Mental,

Implements: None. Duration: Roll a sixsided die. Confusion lasts for a number of rounds equal to twice the number rolled. Cost: 3 will. Effect: You temporarily confuse a single target and convince it to undertake actions at random. For each turn under the effects of confusion, the target rolls a six-sided die. On a roll of three or less, the target can take no action for that turn (i.e. the target can neither use a skill nor move nor take a simple action). On a four or five, the target takes its intended action. On a roll of six, the target takes an adverse action

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against itself or a nearby ally (for example, it may use a damaging strike skill against an ally or it may use damaging fire magic on itself the only limitation is that the target cannot use any skill or undertake any other action that it could not ordinarily perform). Upgrade: 3 upgrade points: Confusion lasts one additional round. You may upgrade Confusion no more than twice in this manner. 3 upgrade points: The target affected by Confusion cannot use REACTIVE skills for the duration of Confusion. You may upgrade Confusion no more than once in this manner.

-EXPERTMind Shock Prerequisite: Spasm. Mind

Type: Spell, Mental. Implements: None. Cost: 4 will. Duration: Instant. Effect: You generate a psychic wave that emanates outward from you, damaging nearby enemy minds. All enemies within six paces of you in any direction must roll a six-sided die. Each enemy that rolls a three or less suffers 5 points of magical damage, loses 5 will, or loses a turn (as that enemy chooses). Upgrade: 1 upgrade point: Mind Shock either causes one additional point of magical damage or causes the loss of one additional will (enemy's
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choice). An enemy affected by Mind Shock in this manner cannot choose to lose a turn to avoid the additional damage or loss. Mind Shock may be upgraded in this manner no more than five times.

Vision of Unfathomable

the

Prerequisite: Induce Major Hallucination Type: Spell, Targeted. Mental,

Implements: None. Cost: 4 will. Duration: Special. Effect: You induce a vision of something incomprehensible in a single target. The target rolls a six-sided die. On a roll of one, the target suffers a neurological event and goes into a coma lasting a day. Nothing will wake the

target from this coma once it takes effect, and the target may be attacked and even killed while in such state. On a roll of 2, 3, 4 or 5, the target loses a number of turns equal to the number rolled as the target desperately attempts to gather its thoughts. On a roll of six, the target finds a way to comprehend the vision. As a result, the target actually gains six will (though the target may not gain will that exceeds its maximum). Upgrade: 4 upgrade points: Vision of the Unfathomable does not allow the target to recover will on a roll of a six, but it still has no detrimental effect on the target if a six is rolled. Vision of the Unfathomable may be upgraded in this manner no more than once.

Mind Ward Prerequisite: None. Type: Spell, Mental. Implements: Focus. Magical

-MASTERMental Domination Prerequisite: Mind Shock and Mind Ward. Type: Spell, Targeted. Mental,

Duration: One round per level. Cost: 4 will. Effect: You use your knowledge of Mental magic to shield your mind against such magic that might adversely affect you. You are immune to Targeted Mental skills for the duration of Mind Ward. Upgrade: 4 upgrade points: You are immune to all Mental skills and effects for the duration of Mind Ward. You may upgrade Mind Ward no more than once in this manner.

Implements: None. Cost: 5 will. Duration: Roll a sixsided die. Mental Domination lasts for a number of rounds equal to the number rolled. Effect: For the duration of Mental Domination, you control a single target's mind. That target selects the targets you choose, uses the skills you choose, and moves as you direct. You cannot move or take any simple action for the duration of Mental Domination, as the effects of this skill require all your concentration. Moreover, so long as

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Mental endures, activate including skills.

Domination you cannot any skills, REACTIVE

Mirage Prerequisite: Mind Shock and Vision of the Unfathomable. Type: Spell, Mental. Implements: Focus. Cost: 5 will. Duration: One round per level. Effect: All enemies within nine paces of you experience a collective vision that hides the presence of you and your allies and spreads panic amongst your foes. Affected enemies cannot see you or your allies within the field of the Mirage and therefore cannot use Targeted skills against you or your allies. Furthermore, all enemies trapped within the Mirage experience hostile illusions that sap their will. Once per round, one enemy will be struck by an
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Upgrade: 3 upgrade points: You may move while using Mental Domination, but you still cannot activate skills while using Mental Domination. You may upgrade Mental Domination in this manner no more than once. 4 upgrade points: You may activate skills while using Mental Domination but you still cannot move while using Mental Domination. You may upgrade Mental Domination in this manner no more than once. 3 upgrade points: Mental Domination lasts one additional turn. You may upgrade Mental Domination in this manner no more than five times.

Magical

illusion that drains 3 will from the stricken enemy. In addition, the Mirage has a random chance to disguise an enemy as one of your allies. Each turn, an affected enemy must roll a six-sided die. On a roll of one or six, the enemy sees one of its allies as one of your allies and reacts to it, as one might expect, by attacking it. Throughout the duration of the Mirage, you may not move, but you may use skills as you normally would. If you move while Mirage is active, the Mirage ends. Upgrade: 3 upgrade points: Those looking into the Mirage fail to see through the illusion even if they are not within the area of effect. Ranged attacks from outside of the Mirage may not target you or your allies within the Mirage. You may upgrade Mirage in

this manner no more than once.

Mental Block Prerequisite: None. Type: Spell, Mental, REACTICE, Targeted. Implements: Focus. Cost: 5 will. Duration: Instant. Effect: Mental Block allows you to quickly snap a mind shut upon itself, although it recovers quickly thereafter. The brief loss of consciousness is still enough to interrupt an attempt to strike or otherwise harm you. If you are the target of a Targeted skill, you cancel all the effects of that skill. Upgrade: None. Magical

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Force Discipline
-BASIC-

Magic

Adrenaline Rush Type: Spell, REACTICE. Force,

while you are using a maintained skill. Upgrade: 1 upgrade point: Add two additional dice to your total dice roll when using Adrenaline Rush. You now avoid damage from a targeted or strike skill if your total dice roll is greater than the damage you would receive from such skill. You may upgrade Adrenaline Rush in this manner no more than five times.

Enhance Strike Type: Spell, Force. Implements: Implement. Cost: 1 will. Duration: Special. Effect: You spend a turn focusing the force of your will into a weapon of some kind, be it a sword, a hammer or even your fist. Your next strike skill using this implement is an automatic Critical Hit. Upgrade: 2 upgrade points: You may use any one strike skill you know once on the same turn you use Enhance Strike. You may upgrade Enhance Strike in this manner only once. Weapon

Implements: None. Cost: 1 will. Duration: Instant. Effect: Adrenaline Rush allows you to react quickly in combat if you are the subject of an attack. When you use Adrenaline Rush, roll a six-sided die. If the number you roll on the die would be greater than the damage you would take from a targeted or strike skill, you take no damage from such targeted or strike skill and may immediately move one pace in any direction. You may not use Adrenaline Rush

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Pressure Type: Spell, Targeted. Implements: Fist. Cost: 1 will. Duration: Until combat ends. Effect: Pressure lasts for one entire combat encounter. If you use an Unarmed Targeted Strike skill that uses your fist while under Pressure, you may exert additional pressure on the body of your target, damaging any armor the target is wearing. For each point of damage the target's armor absorbed, that target's armor takes one additional point of force damage. Upgrade: 2 upgrade points: Your Unarmed Targeted Strike skills deal one additional point of force damage. You may upgrade Force,

Pressure in this manner no more than three times.

-ADEPTHaste Prerequisite: Adrenaline Rush Type: Spell, Force. Implements: Wand. Cost: 2 will. Duration: One turn per level. Effect: You use your control over force magic to enhance your physical speed. You may move two paces instead of the usual one per combat round and you may activate any one skill you know every two combat rounds in addition to your standard skill activations. Upgrade: 4 upgrade points: Haste affects
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you and all of your allies within five paces of you. You may upgrade Haste in this manner no more than once. 2 upgrade points: You may move one more pace than usual per round of combat. Haste may be upgraded in this manner no more than two times. 4 upgrade points: You may activate two skills per combat round instead of the usual one, but you no longer benefit from Haste's additional skill activation every two combat rounds. You may upgrade Haste in this manner only once.

Force Burst Prerequisite: Strike Enhance

Type: Spell, Force, Targeted, Strike, Ranged within nine paces. Implements: Wand. Cost: 2 will. Duration: Instant. Effect: You strike a target with a burst of forceful wind which extends from your wand to any target within nine paces. All enemies caught within this path are struck by the Force Burst. Roll a six-sided die for each enemy struck. Force Burst deals force damage to each enemy equal to the number you roll for each enemy. Force Burst may not result in a Critical Hit. Upgrade: 1 upgrade point: Force Burst

deals one additional point of force damage to each enemy that it strikes. You may upgrade Force Burst in this manner no more than nine times. 2 upgrade points: Each enemy struck by Force Burst is moved one pace away from you. You may upgrade Force Burst in this manner only once. 3 upgrade points: Force Burst may result in a Critical Hit. You may upgrade Force Burst in this manner only once.

Effect: You create a barrier of force around a single target. So long as Hold is Maintained, the target may not move or activate any skill. So long as Hold is Maintained, you may not activate any skill, including REACTIVE skills, nor may you move. Hold has no limit of duration so long as it is Maintained. The target of a Hold may spend one will per round to prevent the Hold from taking effect. Upgrade: 1 upgrade point: Hold lasts for one round after it is no longer Maintained. Hold may be upgraded in this manner no more than three times. 3 upgrade points: The target of Hold may no longer spend will to prevent it from taking effect during any round Hold is Maintained. You may upgrade Hold in this manner no more than once. 3

Hold Prerequisite: Pressure Type: Spell, Force, Targeted, Maintained. Implements: Wand. Cost: 2 will, + 1 will per round to maintain. Duration: Until longer maintained. no

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upgrade points: You may activate skills while Hold is Maintained. You still may not move while Hold is Maintained. Hold may be upgraded in this manner no more than once.

-INTERMEDIATEWind Barrier Prerequisite: Force Burst and Haste Type: Spell, Force. Implements: Wand. Cost: 3 will. Duration: One turn per level. Effect: You create a wind barrier around yourself that rebuffs Ranged Strike skills affecting you. For the duration of Wind Barrier, Ranged Strike skills that would affect you have no effect.

Upgrade: 2 upgrade points: Wind Barrier may be used as a REACTIVE skill in response to a ranged strike skill targeting you. Wind Barrier retains its duration. You may upgrade Wind Barrier in this manner no more than once. 3 upgrade points: Wind Barrier affects all allies within four paces of you. You may upgrade Wind Barrier in this manner no more than once. 3 upgrade points: Your unarmed skills that deal damage deal an additional one point of force damage. Wind Barrier can be upgraded in this manner no more than five times.

Force Wave Prerequisite: Force Burst and Hold Type: Spell, Force, Ranged within twelve paces. Implements: Wand. Cost: 3 will. Duration: Special. Effect: A magical wave of force travels pace by pace in a straight line up to twelve paces in front of you. The wave itself extends directly from your point of use and two paces to the left and right of you, traveling one pace per round forward until it has moved forward twelve paces or it has struck an object of greater size than the wave. All objects of lesser width than the wave (i.e. most humanoids) are propelled along with the wave to some degree before being

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released at some point prior to the Force Wave ending. Each object or person affected by Force Wave rolls a six-sided die for each round caught in the wave. On a roll of three or more, the person or object is released from the Force Wave. Otherwise, the Force Wave continues to carry the person or object with it each round until it ends. Force Wave causes no harm to those caught within it, but those beings caught within the Force Wave cannot move or activate skills while they are being moved. Upgrade: 2 upgrade points: Force Wave does not affect allies. Force Wave may be upgraded no more than once in this manner. 2 upgrade points: Force Wave deals one point of force damage per round to beings caught within it.

Force Wave may be upgraded in this manner no more than four times. 4 upgrade points: Force Wave may be used as a REACTIVE skill whenever an enemy combatant comes within one pace of you. Force Wave may be upgraded no more than once in this manner. Force Missiles Prerequisite: Burst Force

you roll is the number of missiles you may fire. Each missile strikes their target for one force damage for every three paces the missile traveled to reach its target (for a minimum of one force damage each), up to a maximum of six damage each. You may choose more than one target for the missiles. Upgrade: 3 upgrade points: Each Force Missile deals an additional one health worth of force damage, but the maximum missiles still cannot deal more than six points of force damage each. You may upgrade Force Missiles in this manner no more than three times. 3 upgrade points: You may fire one additional missile. You may upgrade Force Missiles in this manner no more than twice.

Type: Spell, Force, Targeted, Ranged within twelve paces, Strike. Implements: Wand. Cost: 3 will. Duration: Instant. Effect: You use your control over force magic to fire a series of magical missiles at your enemies. Roll a sixsided die. The number
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-EXPERTTornado Prerequisite: Barrier Wind

Type: Spell, Force. Implements: Wand. Cost: 4 will. Duration: One round per two levels. Effect: You create a tornado at a location of your choosing. The tornado moves erratically at a rate of one half pace per turn. Roll a six-sided die each turn if the roll is even the tornado moves east or north; if the roll is odd the tornado moves west or south. Whenever the tornado lands on a space occupied by anything else not bolted into the ground or otherwise secured, the tornado propels such object, person or other thing through the

air and in a direction opposite of that direction in which the tornado just moved. Moreover, the force of the propulsion causes massive though unpredictable damage. Roll three six-sided dice. The total of the dice rolled equals the amount of damage Tornado does to anything it propels. Tornado may cause harm to allies as well as enemies, so you must be careful as to how this spell is used. Upgrade: 3 upgrade points: Allies caught in a Tornado may spend 1 will per point of damage received in order to nullify the effects of the Tornado. Tornado may be upgraded in this manner no more than once. 2 upgrade points: Ranged non-magical skills used within three paces of the Tornado have no effect. Tornado may be
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upgraded in this manner no more than once.

Flight Prerequisite: Barrier Type: Spell, Maintained. Wind Force,

Implements: Wand. Cost: 4 will, + 2 will per round to maintain. Duration: Until longer maintained. no

Effect: You may fly. You will levitate up to seven paces into the air and move at a rate of two paces per turn so long as Flight is Maintained. Strike skills that target you will have no effect unless they are Ranged or the Strike skill user is using Flight and is within range to use the skill. Strike skills that you use will have no effect unless they are Ranged

or the target is also using Flight and within range. You may not use any REACTIVE skills while Flight is Maintained. So long as Flight is Maintained you are not subject to traction conditions. Upgrade: 2 upgrade points: You may use REACTIVE skills while Flight is Maintained. 2 upgrade points: You move an additional pace per turn so long as Flight is Maintained. Flight may be upgraded in this manner no more than twice.

Force Crush Prerequisite: Wave and Missiles Force Force

Type: Spell, Force, Targeted, Ranged within nine paces. Implements: Wand. Cost: 4 will. Duration: Roll a sixsided die. Force Crush lasts for a number of rounds equal to the number rolled. Effect: You use your control over force magic to expose a single target to intense, unbearable pressure. For each round Force Crush is active, the target loses 1 health and 1 will. Moreover, the target cannot move or activate any skills for the duration of Force Crush. Upgrade: 2 upgrade points: Force Crush lasts twice as long and
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causes the target to lose 1 additional will or health per round (target's choice). You may upgrade Force Crush in this manner no more than three times.

-MASTERSingularity Prerequisite: Crush Type: Spell, Targeted. Force Force,

Implements: Wand. Cost: 5 will. Duration: Instant. Effect: You use your control over force magic to create a singularity, a superdense point that draws even light into it with its pull. The singularity dissipates almost immediately after it

forms (thankfully preventing the formation of a permanent black hole) but for its brief duration it exerts so much pressure within its localized space that it utterly destroys anything within one pace of it. Any being within one pace of the Singularity must roll a six-sided die. The number rolled represents the amount of will the being must expend to prevent being destroyed. The being is destroyed if it cannot afford the will cost. Upgrade: 3 upgrade points: You may choose to activate Singularity twice per turn as if both uses constituted one activation of an active skill, but you must pay the will cost for both uses. Singularity may be upgraded in this manner no more than once.

Force Barrier Prerequisite: Force Crush and Tornado Type: Spell, Maintained. Force,

by flight due to its height. Upgrade: 3 upgrade points: You may form the barrier as a dome around a target instead of in front of or around yourself. If you use Force Barrier in this manner, Force Barrier is treated as a Targeted skill. 3 upgrade points: When Force Barrier ceases to be Maintained you may reconstruct the remainder of its dissipating force immediately into three Force Missiles, which may be used as per the skill Force Missiles.

Implements: Wand. Cost: 5 will. 3 will per round to maintain. Duration: Until longer maintained. no

Effect: You use your control over force magic to create an impenetrable barrier, either surrounding you as a dome or appearing before you as a wall twelve paces long and three paces wide. The Barrier is utterly impenetrable by anything including you. While you may activate skills and move freely behind or within the Force Barrier, there is no way to affect what is beyond the barrier. The height of the Force Barrier is even insurmountable
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Kinetic Field Prerequisite: Flight Type: Spell, Maintained. Force,

Implements: Wand. Cost: 5 will, + 1 will per round to maintain. Duration: Until longer maintained. no

Effect: You create a kinetic screen before you a special field of opposing forces that changes how skills quality and traction!) All actions within the Kinetic Field should be undertaken as though there are no pertinent environmental conditions. Upgrade: 3 upgrade points: Kinetic Field

work within it. The Kinetic Field extends over a massive area (the entire area of combat, essentially), and is so subtle in its implementation as to be practically imperceptible except by the faint breezes that blow throughout it. First, all Ranged skills you or your allies use within the Kinetic Field have unlimited range. Second, Ranged skills used by enemy combatants within the Kinetic Field will be costs four less will to use. It still costs 1 will per round to maintain. Kinetic Field may be upgraded in this manner no more than once. 3 upgrade points: Kinetic Field nullifies environmental conditions only for you and your allies, and

redirected towards the combatant using such Ranged skill, or towards the combatant's allies, determined at random by the narrator. Third, you and your allies will move twice as fast as normal, while enemy combatants will have their movement rate halved. Fourth and finally, any environmental conditions will be completely nullified within the Kinetic Field (including light, air only if such nullification would be to your advantage. Kinetic Field may be upgraded in this manner no more than once.

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TRADE
Deceptive Bribery I Type: Influence, REACTIVE. Implements: None. Cost: 1 will. Duration: Instant. Effect: If you would fail an Influence roll, you may immediately react by spending money to improve your Influence roll. You may spend twenty silver coins to improve your Influence roll by one. The benefits of Deceptive Bribery I stack with all other tiers of Deceptive Bribery. Deceptive Bribery may not be used while in combat. Upgrade: 3 upgrade points: The cost of Deceptive Bribery I is reduced by two silver. You may upgrade
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Influence Discipline
-BASICImproved Influence I Type: Influence, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You may add one to your Influence roll total. The benefits of Improved Influence I stack with all other tiers of Improved Influence. You must spend two will to use the benefits of this skill without learning it. Upgrade: None.

Deceptive Bribery in this manner no more than three times.

Goodwill Ambassador Type: Targeted. Influence,

Implements: None. Cost: 1 will. Duration: Special. Effect: You are an exceptional gift giver. You may activate Goodwill Ambassador to observe a target and discern what kind of gift would most appeal to the target. You must see the target to use Goodwill Ambassador. Once you use Goodwill Ambassador, the narrator shall inform you of the target's ideal gift and you will have twenty four hours (in game

time) to obtain this gift for the target. If you provide the target with this gift, the target's resistance to your influence roll will be reduced by one. You may use Goodwill Ambassador in this manner no more than once every three days (in game time) on the same target. Upgrade: 3 upgrade points: Gift-giving pursuant to Goodwill Ambassador decreases the target's resistance by two. You may upgrade Goodwill Ambassador in this manner no more than once.

-ADEPTImproved Influence II Prerequisite: Improved Influence I Type: Influence, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You may add one to your Influence roll total. The benefits of Improved Influence II stack with all other tiers of Improved Influence. Upgrade: None.

Deceptive Bribery II Prerequisite: Deceptive Bribery I Type: Influence, REACTIVE. Implements: None. Cost: 2 will. Duration: Instant. Effect: If you would fail an Influence roll, you may spend money to improve your Influence roll. You may spend fifteen silver coins to improve your Influence roll by one. The benefits of Deceptive Bribery II stack with all other tiers of Deceptive Bribery. Deceptive Bribery may not be used while in combat. Upgrade: 3 upgrade points: The cost of Deceptive Bribery II is reduced by two silver. You may upgrade Deceptive Bribery in

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this manner no more than three times. Perfect Stranger Prerequisite: Goodwill Ambassador Type: Influence. Implements: None. Cost: 2 will. Duration: Lasts until combat. Perfect Stranger cannot be used during combat. Effect: So amiable are you that you are able to convince those that possess no familiarity with you to trust you. For the duration of Perfect Stranger, targets of your Influence rolls treat you as if they know and have good history with you, even if they don't. See the section on Influence in Part Six of this book to see how this ability affects you. Upgrade: None.

-INTERMEDIATEImproved Influence III Prerequisite: Improved Influence II Type: Influence, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You may add one to your Influence roll total. The benefits of Improved Influence III stack with all other tiers of Improved Influence. Upgrade: None.

Deceptive Bribery III Prerequisite: Deceptive Bribery II Type: Influence, REACTIVE. Implements: None. Cost: 3 will. Duration: Instant. Effect: If you would fail an Influence roll, you may spend money to improve your Influence roll. You may spend ten silver coins to improve your Influence roll by one. The benefits of Deceptive Bribery III stack with all other tiers of Deceptive Bribery. Deceptive Bribery may not be used while in combat. Upgrade: 2 upgrade points: The cost of Deceptive Bribery III is reduced by two silver. You may upgrade Deceptive Bribery in this manner

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no more than three times. Face of Terror Prerequisite: Stranger Type: Targeted. Perfect Influence,

solely to affect one additional target with Face of Terror. Face of Terror may be upgraded in this manner no more than three times.

Deceptive Bribery IV Prerequisite: Deceptive Bribery III Type: Influence, REACTIVE. Implements: None.

Implements: None. Cost: 3 will. Duration: Roll two sixsided dice. Face of Terror lasts a number of rounds equal to the total number rolled. Effect: For the duration of Face of Terror, you may use your Influence roll to induce panic during combat. Targets of your Influence roll during combat must resist the same or be terrified, running away from you and taking no other action until the terror subsides. Upgrade: 3 upgrade points: You may make one additional Influence roll per turn

-EXPERTImproved Influence IV Prerequisite: Improved Influence III Type: Influence, Enhancement. Implements: None. Cost: None. Duration: Permanent. Effect: You may add one to your Influence roll total. The benefits of Improved Influence IV stack with all other tiers of Improved Influence. Upgrade: None.

Cost: 4 will. Duration: Instant. Effect: If you would fail an Influence roll, you may spend money to improve your Influence roll. You may spend eight silver coins to improve your Influence roll by one. The benefits of Deceptive Bribery IV stack with all other tiers of Deceptive Bribery. Deceptive Bribery may not be used while in combat. Upgrade: 1 upgrade point: The cost of Deceptive Bribery IV is reduced by two silver. You may upgrade Deceptive Bribery in this manner

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no more than three times. Sensual Stranger Prerequisite: Stranger Type: Targeted. Perfect Influence,

Implements: None. Duration: Sensual Stranger lasts until you do something contrary to the mood this skill creates. Cost: 4 will. Effect: You may use your Influence to seduce someone regardless of how long you have been acquainted. You perform an Influence roll while using Sensual Stranger; your target's resistance is three less than usual for the purposes of this skill. If you succeed, the target will be interested in developing an intimate relationship

with you. The exact details of this relationship depend upon the target's particular interests. If the target would ordinarily not be attracted to you, the target will, at the very least, want you to be both happy and nearby. The ways in which this skill may be used are left to your imagination and the tolerance of the narrator. Upgrade: None.

Effect: You may add one to your Influence roll total. The benefits of Improved Influence V stack with all other tiers of Improved Influence. Upgrade: None.

Deceptive Bribery V Prerequisite: Deceptive Bribery IV Type: Influence, REACTIVE. Implements: None.

-MASTERImproved Influence V Prerequisite: Improved Influence IV Type: Influence, Enhancement. Implements: None. Cost: None Duration: Permanent.
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Cost: 5 will. Duration: Instant. Effect: If you would fail an Influence roll, you may spend money to improve your Influence roll. You may spend six silver coins to improve your Influence roll by one. The benefits of Deceptive Bribery V stack with all other tiers of Deceptive Bribery.

Deceptive Bribery may not be used while in combat. Upgrade: 1 upgrade point: The cost of Deceptive Bribery V is reduced by two silver (to a minimum of one). You may upgrade Deceptive Bribery in this manner no more than three times.

Master of Impressions Prerequisite: Stranger.

First Sensual

Type: Influence, Enhancement. Implements: None. Cost: None. Duration: Permanent.

Effect: The first time you perform an influence roll on a target, that target's resistance is reduced by five. This benefit only applies when you would make an influence roll against the resistance of a target you have never tried to influence before. Upgrade: None.

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Alchemy Discipline
-BASICCreate Elixir of Health Type: Alchemy, Item Creation. Implements: Consumed: One Bottle, Three Crushed Mint Leaves, Three Pulped Dates, One Pulped Aloe Leaf. Cost: 1 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion capable of restoring lost health. When this potion is imbibed, the imbiber rolls a six-sided die. The number rolled is the amount of health restored. Upgrade: 1 upgrade point: Elixir of Health restores one additional

die worth of health. Create Elixir of Health may be upgraded in this manner no more than three times.

the amount restored.

of

will

Create Elixir of Will Type: Alchemy, Item Creation. Implements: Consumed: One Bottle, One Handful of Crushed Elderberries, Three Pulped Dates, Three Crushed Mint Leaves. Cost: 1 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion capable of restoring lost will. When this potion is imbibed, the imbiber rolls a six-sided die. The number rolled is

Upgrade: 1 upgrade point: Elixir of Will restores one more will. Create Elixir of Will may be upgraded in this manner no more than three times.

Pest Kill Poison Type: Alchemy, Item Creation. Implements: Consumed: One Bottle, Six Crushed Hemlock Leaves, One Handful of Tobacco Powder, Boiling Water. Cost: 1 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a poison capable of causing those who imbibe it to lose health. The poison created by

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Pest Kill Poison must be imbibed or consumed with food in order for it to take effect. When consumed or imbibed, the victim of the poison rolls a six-sided die. The number rolled is the number of rounds the poison lasts. Once consumed or imbibed, the victim will lose one health per round until the poison has run its course or a cure is provided. The victim cannot Break Free of Pest Kill Poison. Upgrade: 2 upgrade points: Pest Kill Poison lasts one more round when imbibed or consumed. Pest Kill Poison may be upgraded in this manner no more than three times. 2 upgrade points: Pest Kill Poison causes the victim to lose one additional health per round. Pest Kill Poison may be upgraded in this

manner no more than three times.

-ADEPTCreate Potion Intangibility of

Type: Alchemy, Item Creation. Prerequisite: Create Elixir of Will OR Create Elixir of Health Implements: Consumed: One Bottle, Carbonated Water, Seven Pulped Limes, One Handful Powdered Cinchona Tree Bark. Cost: 2 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion capable of making the imbiber intangible. When this potion is imbibed, the
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imbiber rolls a sixsided die. The number rolled is the number of rounds the potion's effect lasts. So long as you are under the effects of a potion of intangibility, you are immune to strike skills, but you also cannot use strike skills. Moreover, so long as you are under the effects of a potion of intangibility, you can move through obstacles (such as enemy combatants) and traction conditions have no effect upon you. Upgrade: 1 upgrade point: Potion of Intangibility lasts one extra round. You may upgrade Create Potion of Intangibility no more than five times in this manner.

Create Potion of Elemental Resistance Type: Alchemy, Item Creation. Prerequisite: Create Elixir of Will OR Create Elixir of Health Implements: Consumed: One Bottle, Spring Water, One Stick of Cinnamon, One Handful of Crushed Sage. Cost: 2 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion capable of making you resistant to the elements. When this potion is imbibed, the imbiber rolls a sixsided die. The number rolled is the number of rounds the potion's effects last. So long as you are under the effects of a potion of

elemental resistance, you lose one less health to fire, cold, electric or force damage. Moreover, so long as you are under the effects of a potion of elemental resistance, heat conditions have no effect upon you. Upgrade: 1 upgrade point: Your Potion of Elemental Resistance lasts one extra round. You may upgrade Create Potion of Elemental Resistance no more than five times in this manner. 1 upgrade point: Your Potion of Elemental Resistance prevents the loss of an additional one health to fire, cold, electric or force damage. You may upgrade Create Potion of Elemental Resistance no more than five times in this manner.

Diamond-hide Potion Type: Alchemy, Item Creation. Prerequisite: Create Elixir of Will OR Create Elixir of Health Implements: Consumed: One Bottle, Powdered Cinchona Tree Bark, One Stick of Cinnamon, One Handful of Salt. Cost: 2 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion which grants the imbiber natural armor for a time. When this potion is imbibed, the imbiber rolls a six-sided die. The number rolled is the amount of damage that the potion's effect absorbs before dissipating. So long as you are under the

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effects of a Diamondhide Potion, health you would lose due to damage is first absorbed by the effects of the potion. For example, if you rolled a four on drinking the potion, when you would lose four health due to damage, the damage is instead absorbed by the potion's effect, you lose no health, and the potion's effect ends. The Diamond-hide Potion's effects are used up before any other source of damage absorption, such as armor. Upgrade: 1 upgrade point: Add one die to the imbibers roll when imbibing Diamondhide Potion. You may upgrade Diamond-hide Potion no more than five times in this manner.

-INTERMEDIATEBats-Eye Brew Type: Alchemy, Item Creation. Prerequisite: Create Potion of Intangibility OR Create Potion of Elemental Resistance Implements: Consumed: One Bottle, Powdered Bat Marrow, One Handful of Salt, Water, Powdered Tumeric, Dried Cumin. Cost: 3 will. Duration: Special. Effect: Note that this potion does not actually require any bat eyes to create the effect of the potion is named for its ability to make a sightless person see and not for its ingredients. Using the inherent magic in certain material components, above listed, you create a
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potion which grants the imbiber the ability to see in all light conditions. The effects of drinking Bats-Eye Brew last an entire twenty four hour period (in game time) before expiring. So long as you are under the effects of a BatsEye Brew, lighting conditions have no effect on you as you are able to see everything around you as sound and vibration, reinterpreting the same instantaneously into comprehensible images. You are also immune to any skill that would affect your vision for the duration of the potion's effect. Upgrade: None.

Lungfish Elixir Type: Alchemy, Item Creation. Prerequisite: Create Potion of Intangibility OR Create Potion of Elemental Resistance Implements: Consumed: One Bottle, One Lungfish Scale, One Handful of Crushed Ginger Root, Water, One Handful of Crushed Garlic. Cost: 3 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion which grants the imbiber the ability to breathe in almost any environment. The effects of drinking Lungfish Elixir last an entire twenty four hour period before expiring. So long as you are under the effects of a

Lungfish Elixir, air quality conditions have no effect on you. You may breathe underwater as easily as upon land and may even breathe in environments with little or toxic air. You cannot breathe in a vacuum, however Lungfish Elixir will not allow you to leave the atmosphere to explore outer space, nor will it let you survive in an environment fully deprived of breathable air, such as in an airtight vault. Lungfish Elixir cures the effects of Pest Kill Poison if it is administered to a victim of such poison. Upgrade: None.

Dispelling Distillation Type: Alchemy, Item Creation. Prerequisite: Create Potion of Intangibility OR Create Potion of Elemental Resistance Implements: Consumed: One Bottle, Salt, Water, One Ounce Crushed Celery Stalk, One Ounce Crushed Saffron. Cost: 3 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion which dispels all magical effects to which the imbibing party is subject. The effects of drinking Dispelling Distillation last an entire twenty four hour period before expiring. So long as you are under the effects of a

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Dispelling Distillation, you are immune to magic. Spells can not affect you in any way, and Magical environmental conditions are utterly ignored (this includes Magical Nullifying environments). Furthermore, any Spell presently affecting you is dispelled upon imbibing the Dispelling Distillation. You cannot use Spells on yourself so long as you are subject to the effects of Dispelling Distillation. Upgrade: None.

-EXPERTInvisibility Serum Type: Alchemy, Item Creation. Prerequisite: Lungfish Elixir OR Dispelling Distillation Implements: Consumed: One Bottle, One Ounce Crushed Saffron, One Ounce Crushed Coriander, Juniper Berry Juice, Mineral Water. Cost: 4 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create a potion which makes the imbibing party invisible and completely unobservable to the naked eye. The effects of drinking Invisibility Serum last an entire twenty four hour
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period before expiring. However, you may not activate any skills while invisible if you try to activate such skills, the effects of the Invisibility Serum ends. Note that someone under the effects of Bats-Eye Brew can see an invisible target. Upgrade: None.

Poison of Prurience Type: Alchemy, Item Creation. Prerequisite: Pest Kill Poison AND Lungfish Elixir OR Dispelling Distillation Implements: Consumed: One Bottle, Almond Milk, Banana Pulp, Lavender Oil. Cost: 4 will. Duration: Special. Effect: Using the inherent magic in certain material

components, above listed, you create a potion which makes the imbibing party extraordinarily aroused and receptive to carnal advances. The entire potion must be used for it to take effect, but it need not be imbibed directly (i.e. it can be cooked into foods). The effects of consuming Poison of Prurience last an entire twenty four hour period before expiring. The potion must be digested to take effect injecting it or coating a weapon with it will have no effect (and frankly, why would you coat a weapon with it?). All amorous uses of influence on a target that has imbibed or eaten a product laced with the poison are treated as though the target had one less resistance per each level you had attained at the time you brewed the potion.

Upgrade: None. Noxious Poison Type: Alchemy, Item Creation. Prerequisite: Pest Kill Poison AND Lungfish Elixir OR Dispelling Distillation. Implements: Consumed: One Bottle, Six Curare Stalks With Leaves, Phantasmal Frog Secretions, Salt, Boiling Water. Cost: 4 will. Duration: Instant. Effect: Using the inherent magic in certain material components, above listed, you create a poison capable of causing those who touch it to lose health. The poison created by Noxious Poison may be applied to weapons or vaporized for airborne distribution. When inhaled or
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touched, the victim of the poison rolls a sixsided die. The number rolled is the number of rounds the poison lasts. Once touched or inhaled, the victim will lose one health per round until the poison has run its course or a cure is provided. The victim cannot Break Free of the effects of Noxious Poison. Upgrade: 1 upgrade point: Noxious Poison lasts one more round and causes the victim to lose one additional health per round. Noxious Poison may be upgraded in this manner no more than five times.

-MASTERThe Adder's Kiss Type: Alchemy, Item Creation. Prerequisite: Poison. Noxious

Implements: Consumed: One Bottle, Six Curare Stalks With Leaves, Crushed Hemlock, Oil of Lavender, Powdered Saffron, Salt, Water. Cost: 5 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create an unusual poison capable of being expectorated at targets of your choosing, or used to coat your lips for a poisonous kiss. The poison created by The Adder's Kiss may be applied to one's lips or held in one's mouth

(but not swallowed!). The poison must not linger in the mouth or on the lips of the poisoner for more than two rounds or the poison will take effect upon the poisoner his or herself! If expectorated, the target of the poisonous expulsion must be within three paces of the poisoner. Once the poison has been delivered to the target or the poisoner, roll two six-sided dice. The total number rolled is the number of rounds the poison lasts. Once the poison has been delivered, its victim will lose one health per round until the poison has run its course or a cure is provided. The Victim cannot break free of the Adders Kiss. Upgrade: 2 upgrade points: The effects of the Adder's Kiss last one more round. There is no limit to the
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number of times in which the Adder's Kiss may be upgraded in this manner.

The Stone

Philosopher's

Type: Alchemy, Item Creation. Prerequisite: Poison of Prurience OR Invisibility Serum. Implements: Consumed: One Bottle, Lye, One Mold, One Orb of Alkahest, Seven Phoenix Feathers. Cost: 5 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create the greatest of all alchemical works the Philosopher's Stone. In order to create a Philosopher's Stone, you must first obtain

two extremely rare components phoenix feathers and an orb of alkahest, the latter of which is believed obtainable only by beings not native to the material world. However, should you come across such rare ingredients your knowledge of alchemy will allow you to mold a stone capable of two particular uses. First, the stone created through use of this skill may be heated and smelted into any metal ore, the resulting alloy of which shall always be gold of the highest quality of the same amount as the ore which was smelted with the stone. Secondly, if the bearer of the stone would die or be defeated for any reason, the stone will crumble to dust and the bearer shall be restored to full health and completely regenerated of any damage the bearer has

ever suffered (even scars and old wounds will fade away to nothing). The power of the stone endures until it is lost in either of these two manners, but its bearer must be wary those few who know of the stone's power will covet it for themselves and will seek the power of the stone at all costs. Upgrade: 4 upgrade points: The Philosopher's Stone may be created with any number of Phoenix Feathers. Whenever the stone would restore its bearer, one of the feathers floats out of the stone and disappears in a shimmering yellow light. Only when the the last feather used in the stone's creation has been depleted will the stone be destroyed. You may upgrade The Philosopher's Stone in this manner no more than once.
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Arkaan Wind Type: Alchemy, Item Creation. Prerequisite: Invisibility Serum OR Noxious Poison. Implements: Consumed: The Blood of an Arkan, Saffron, Frankincense. Cost: 5 will. Duration: Special. Effect: Using the inherent magic in certain material components, above listed, you create an incense that may be burned. All those who breathe in the incense are possessed of the Arkaan Wind, which enhances their combat reflexes immensely. Upon inhaling the incense created by this skill, roll a six-sided die. The number you roll is the number of rounds you are affected by Arkaan Wind. So

long as you are affected by Arkaan Wind, your active combat skills costs one less will to activate, your REACTIVE combat skills cost two less will to activate (to a minimum of 0) and you move at a rate of two paces per turn.

Upgrade: 2 upgrade points: The effects of breathing in the incense last one additional round. Arkaan Wind can be upgraded in this manner no more than six times. 2 upgrade points: Arkaan Wind reduces the will costs

of your non-combat skills as well as your combat skills. Arkaan Wind does not reduce the will cost of noncombat REACTIVE skills, however. Arkaan Wind can be upgraded in this manner no more than once.

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Armorer Discipline
-BASICRepair Armor/Weapon Type: Armorer, Repair. Implements: Hammer, Anvil, Consumable: Metal Ingot or Leather (depending on Armor/Weapon being repaired), Repair Kit. Cost: 1 will. Duration: Permanent. Effect: You can repair weapons and armor in your possession that have been destroyed, either magically or through use. So long as you have access to a hammer and anvil, you may use a Repair Kit to re-forge or refurbish broken weapons and tattered armor. Weapons are automatically repaired through the use of this skill. When you repair armor, roll a six-sided die. The number you roll is the armor rating to which the armor is restored. You may not use this skill to restore armor to a higher armor rating than it had before the repair. You may not repair magically enhanced weapons and armor using this skill. This skill cannot be used while you are engaged in combat. Upgrade: 2 upgrade points: Add one to your die rolls when using this skill. Repair Armor/Weapon may be upgraded in this manner no more than three times.

Sharpen Type: Armorer, Upgrade, Targeted. Implements: Sharpening Stone. Cost: 1 will. Duration: Roll a sixsided die. The number rolled is the number of rounds of combat the effects of Sharpen shall last. Effect: You can sharpen an edged weapon in your possession so that it deals more damage for a limited amount of time. Sharpen's duration does not begin to run until combat has been commenced, so it may be used in preparation outside of combat. So long as Sharpen's duration lasts, target edged weapon implement has +1 DMG.

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Upgrade: 2 upgrade points: Add one to your die rolls when using this skill. Sharpen may be upgraded in this manner no more than three times. 2 upgrade points: So long as Sharpen's duration lasts, target edged weapon implement has +1 additional DMG. Sharpen may be upgraded in this manner no more than three times. Skinning Type: Armorer, Item Creation. Implements: Knife, Consumed: Recently Deceased Animal. Cost: 1 will. Duration: Permanent. Effect: You can skin animals, thereby obtaining their pelts or hides. Some pelts (mink, for example) can be sold for

considerable profit, while hides may be cleaned, boiled and later tanned to transform them into armor quality leather. The amount of usable material you obtain is dependent upon the discretion of the narrator. Upgrade: None.

-ADEPTMetallurgy Type: Armorer, Item Creation. Prerequisite: Repair Armor/Weapon OR Sharpen Implements: Forge, Mold Consumed: Two Metal Ore(type depends upon alloy produced). Cost: 2 will. Duration: Permanent.

Effect: You can convert appropriate metal ore into simple metal alloys of bronze, brass, gold, silver or iron. Whenever you use Metallurgy, roll a sixsided die. If you roll a one, you destroy the ore and fail to produce a usable alloy. If you roll a six, you create twice the ordinary amount of the alloy you are seeking to produce. Otherwise, you produce the alloy you desire. This skill cannot be used while you are engaged in combat. Upgrade: 2 upgrade points: You may produce more complex alloys, such as steel and meteoric iron. (Technically meteoric iron is an alloy already, but this upgrade lets you produce an ingot from a meteoric iron ore sample). You may upgrade metallurgy in this manner no more than once.

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Shape Metal Type: Armorer, Item Creation. Prerequisite: Repair Armor/Weapon OR Sharpen Implements: Hammer, Anvil, Forge. Consumed: Metal Alloy. Cost: 2 will. Duration: Permanent. Effect: You can shape appropriate metal alloys into metal ingots, and you can shape ingots into a desired metal object. Whenever you use Shape Metal to make an ingot, roll a six-sided die. If you roll a one, you destroy the alloy and fail to produce any ingots. If you roll a six, you create twice the ordinary amount of ingots you are seeking to produce. Otherwise, you shape the metal as you desire. Two Metal

Ore samples produce one Metal Alloy, and one Metal Alloy can be shaped into one Metal Ingot. This skill cannot be used while you are engaged in combat. Upgrade: None.

determined by the narrator. This skill cannot be used while you are engaged in combat. Upgrade: None.

-INTERMEDIATETanning Type: Armorer, Item Creation. Prerequisite: Skinning Implements: Consumed: Solution. Cost: 2 will. Duration: Permanent. Effect: You can tan prepared hides and produce leather. You produce one piece of usable leather per every two pieces of hide you work with. Different kinds of leather may provide different advantages when crafting armor, as
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Meltdown Type: Armorer, Item Creation. Prerequisite: Metallurgy. Implements: Hammer, Anvil, Mold, Forge, Consumed: Armor or Weapon. Cost: 3 will. Duration: Permanent. Effect: You can melt down your metal armor and weapons, converting the same into ingots of like metal. Different kinds of metal may provide different advantages when the ingots

Knife, Tanning

produced by this skill are used in crafting armor. In general, armor melted down in this fashion produces half the number of ingots that would be needed to make the armor (for example, if steel armor requires four steel ingots to make, then it can be melted down into two steel ingots). Upgrade: None.

Create Armor/Weapon Type: Armorer, Item Creation. Prerequisite: Metal. Shape

Implements: Hammer, Anvil, Mold, Forge, Consumed: Ingots, Leather, Wood. Cost: 3 will. Duration: Permanent. Effect: You can create your own armor or

weapons. Some of the materials needed to make more common armors and weapons are provided in the section regarding implements. The narrator should determine what materials are appropriate when a character attempts to craft a more exotic weapon or a custom suit of armor. When you use this skill, roll a six-sided die. If you roll a one or two, subtract one or two from the created armor's armor rating or the created weapon's damage. If you roll a six, add one to the created armor's armor rating or the created weapon's damage. Otherwise, you create weapon or armor of ordinary functionality and durability. This skill cannot be used while you are engaged in combat. Upgrade: None.
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Perfect Repair Type: Armorer, Item Creation. Prerequisite: Repair Armor/Weapon and any one ADEPT Armorer skill. Implements: Hammer, Anvil. Cost: 3 will. Duration: Permanent. Effect: You can automatically repair any armor or weapon back to its original functionality. You may repair magically enhanced weapons and armor using this skill. This skill cannot be used while you are engaged in combat. Upgrade: None.

-EXPERTPerfect Creation Type: Armorer, Item Creation. Prerequisite: Perfect Repair and Create Armor/Weapon Implements: Hammer, Anvil. Cost: 4 will. Duration: Permanent. Effect: You can create your own armor or weapons. Some of the materials needed to make more common armors and weapons are provided in the section regarding implements. The narrator should determine what materials are appropriate when a character attempts to craft a more exotic weapon or a custom suit of armor. Unlike Create Armor/Weapon, there is no die roll on

this skill. This skill cannot be used while you are engaged in combat. Upgrade: None.

Strengthen Armor/Weapon Type: Armorer, Enhancement. Prerequisite: Meltdown and Create Armor/Weapon. Implements: Hammer, Anvil, Forge. Cost: 4 will. Duration: Special. Effect: You can strengthen existing armor or weapons, for a time, by reinforcing the armor or weapon in a temporary but effective manner. Using expert skill, you enhance a single weapon or piece of armor for a number of days equal to your
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character level. Roll a six-sided die. If you are strengthening armor, add the number of your die roll to your armor rating. If you are strengthening weapons, add the number of your die roll to your weapon's damage. This skill cannot be used while you are engaged in combat. Upgrade: None.

Reinforce Creation Type: Armorer, Enhancement. Prerequisite: Any INTERMEDIATE Armorer skill. Implements: Hammer, Anvil, Forge, Consumed: Materials as directed by Narrator. Cost: 4 will. Duration: Permanent. Effect: Immediately after using an Item Creation skill, you may use this skill to reinforce your creation, protecting it from being damaged or destroyed outside of use in combat. Examples of reinforcement may include crafting simple steel containers for an alchemist's potions or crafting a steel case in which to store your armor. The Narrator is the ultimate arbiter of what materials may be

used to reinforce any given creation and the Character using this skill should consult with the Narrator in advance regarding its use. Upgrade: None.

-MASTERInfuse Creation Type: Armorer, Enhancement. Prerequisite: Reinforce Creation. Implements: None. Cost: 5 will, plus 1 will per point of infusion. Duration: Special. Effect: Your legendary skill with the hammer and anvil allow you to infuse the essence of your very will into the works you have wrought. Each point of will you spend over the initial five improves
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one set of armor's AR or one weapon's DMG by one permanently. You may not use Infuse Creation any more than once on any one set of armor or weapon. Weapons and Armor enhanced by Infuse Creation may be repaired through the use of Perfect Repair, but not by any other skill. Weapons and Armor subject to any other enhancement may not be enhanced by Infuse Creation. Upgrade: 3 upgrade points: You may use Infuse Creation to spend will in combat to restore the AR of Armor affected by Infuse Creation so long as you are in physical contact with such armor.

Create Magic Armor/Weapon Type: Armorer, Item Creation, Enhancement. Prerequisite: Creation. Perfect

Implements: Hammer, Anvil, Forge. Cost: 5 will. Duration: Permanent. Effect: You may craft magically enhanced weapons and armor. Magically enhanced weapons and armor are not necessarily more damaging or sturdier than ordinary weapons and armor, but they may provide certain inherent bonuses or skill-like effects. For example, a set of armor could be enchanted to make its wearer incorporeal for a limited duration once per day while a weapon could be enchanted to conjure

fetches whenever it strikes an enemy combatant. The limitations of this skill are left to the discretion of the narrator, and the simple rule that no more than one enhancement of this nature may be placed upon the armor or weapon created in this fashion. This skill cannot be use while you are engaged in combat. Upgrade: 4 upgrade points: An additional enhancement may be placed upon the armor or weapon created in this fashion. Create Magic Armor/Weapon may be upgraded in this manner no more than twice.

Create Ghost Armor Type: Armorer, Item Creation. Prerequisite: Reinforce Creation. Implements: Hammer, Anvil, Forge, Consumed: One set of magically enhanced armor. Cost: 5 will. Duration: Permanent. Effect: Your mastery as an armorer is proven through the use of this skill. Using Create Ghost Armor, you can melt down magically enhanced armor in your forge and then reforge the armor's magic in the form of the lost armor. The resulting armor is not made of metal but rather a shimmering magical energy. The armor is weightless but solid, and may be donned as ordinary armor. This ghost

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armor can no longer be repaired or enhanced in any way, nor does it have any of the magical properties that the consumed armor had. However, the ghost armor does have one distinct advantage over any other form of armor its armor rating is not reduced when it absorbs damage.

Damage will therefore only affect the wearer of ghost armor if the damage in a single turn exceeds the AR of the ghost armor. When you use Create Ghost Armor, roll a six-sided die. The amount rolled is the armor rating of the ghost armor created. Ghost armor does not invoke the spell rule. This skill

cannot be used while you are engaged in combat. Upgrade: 2 upgrade points: Add one to the amount rolled when using Create Ghost Armor. You may upgrade Create Ghost Armor in this manner no more than two times.

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part six: LEVELING AND ADVENTURES


Implements

Implements are objects that are required in order to use certain skills or, in some
rare cases, take certain actions. Implements can include combat, magical and even trade implements. Some implements are consumed (i.e. they are used up and cease to exist when they are used in association with an appropriate skill). Others are reusable (i.e. they will not be used up when used with an appropriate skill). The general rule is that an implement is reusable unless the implement states that it is consumed.

Weapons are implements that are used primarily in combat. Weapons have an
attribute called damage which is abbreviated DMG. Some skills also cause damage. Damage reduces the health of those affected by it on a one for one basis. A character can equip only one one-handed weapon per hand, or one two handed weapon per two hands (all characters are assumed to have no more than two hands unless stated specifically otherwise by the narrators). Weapon implements may be found that have magical effects, the details of which may be found below.

In

contrast to weapons, armor constitutes a class of implements that absorb damage, thereby preventing the bearers of such implements from losing health to damage. All sets of armor have an Armor Rating, abbreviated AR. As armor absorbs damage, its AR is reduced by the amount of health loss prevented. When Armor runs out of AR, it breaks and ceases to absorb any damage. This is an automatic and inherent effect of wearing armor. There is no need to use an armor skill to benefit from armor you need merely equip the armor you wish to use in
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order to take advantage of it. Armors may be found that have magical effects, the details of which may be found below.

The following is a non-exhaustive list of implements that can be obtained in the


game: Implement
Arrow, Quiver of 25

Type
Cons.

Description
One quiver contains twenty five arrows which take up one inventory slot. DMG 3 (treat as if pointed weapon) when launched. Creation: 1 wooden shaft and 1 iron arrow tip OR 1 wooden shaft and 1 steel arrow tip (add one to DMG if you use this combination instead of an iron arrow tip) OR 1 wooden shaft and 1 exotic alloy arrow tip (add two to DMG if you use this combination instead of an iron arrow tip).

Assembly

Cons.

Bombs, Bag of 10

Cons.

Bow Bullet, Box of 25 Capacitor

Launcher Cons. Cons.

Component, Set of 2

Cons.

Used by some Engineering skills, Assemblies are organized structures of gears, levers and other mechanical components used in making constructs. Each Assembly uses one inventory slot. Used by some engineering skills, bombs are small devices constructed to detonate either after a time or when used as a projectile. Bombs explode for an amount of damage dependent upon the skill used to create them. Every ten bombs take up one inventory slot. DMG per arrows. Used to launch arrows according to appropriate skills. One box of bullets contains twenty five bullets which take up one inventory slot. DMG 4. Creation: 1 steel ingot = 25 bullets. A device used to store electric charges. Capacitors may be consumed by some skills used in crafting and construction. Capacitors may be recharged through exposure to an electric current. Capacitors used in building a construct can be recharged, replaced and otherwise manipulated after the Construct is built, as needed for maintenance. Used in the creation of some tools and devices. Components come in a variety of types and only certain types of components are useful for some skills. Every 2 components take up one inventory slot.
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Dagger

Weapon, Pointed.

Armor, Leather Armor, Iron Armor, Steel Armor, Meteoric Iron Armor, Exotic Alloy Fan

Fist

Foot Great Axe

One Handed. DMG 1, +1 to Critical Hit roll. Must be equipped to be used with appropriate skills. Creation: 1 iron ingot OR 1 steel ingot (add one to DMG if you use steel instead of iron) OR 1 meteoric iron ingot (add two to DMG if you use meteoric iron instead of iron) OR 1 exotic metal alloy ingot (add three to DMG if you use an exotic metal alloy of good quality instead of iron). Armor. AR 2. Absorbs damage when equipped. Creation: 1 iron ingot, 2 tanned leather. Armor AR 3. Absorbs damage when equipped. Creation: 4 iron ingots, 2 tanned leather. Armor AR 4. Absorbs damage when equipped. Creation: 4 steel ingots, 2 tanned leather. Armor AR 5. Absorbs damage when equipped. Creation: 4 meteoric iron ingots, 2 tanned leather. Armor AR 6-10. Absorbs damage when equipped. Creation: 4 exotic alloy ingots, 2 tanned leather. Weapon, One Handed. DMG 1, +1 to Critical Hit roll. Must be equipped Edged. to be used with appropriate skills. Creation: 1 iron ingot OR 1 steel ingot (add one to DMG if you use steel instead of iron) OR 1 meteoric iron ingot (add two to DMG if you use meteoric iron instead of iron) OR 1 exotic metal alloy ingot (add three to DMG if you use an exotic metal alloy of good quality instead of iron). Weapon, One Handed. DMG 1. Must be equipped (i.e. you must have Unarmed. one hand free) to be used with appropriate skills. Does not take up any inventory slot and is always available so long as your character has a hand. Weapon, One Handed. DMG 1. Does not take up any inventory slot and Unarmed. is always available so long as your character has a foot. Weapon, Two Handed. DMG 4, - 1 to Critical Hit roll. Must be equipped Edged. to be used with appropriate skills. Creation: 4 iron ingots OR 4 steel ingots (add one to DMG if you use steel instead of iron) OR 4 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 4 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

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Great Sword

Weapon, Edged.

Gunpowder, Pouch of 25 uses. Halberd

Cons. Weapon, Edged.

Two Handed. DMG 4, - 1 to Critical Hit roll. Must be equipped to be used with appropriate skills. Creation: 4 iron ingots OR 4 steel ingots (add one to DMG if you use steel instead of iron) OR 4 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 4 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron). One pouch of gunpowder is good for twenty five shots. A single pouch takes up one inventory slot. Two Handed. DMG 4, - 1 to Critical Hit roll. Must be equipped to be used with appropriate skills. Creation: 4 iron ingots OR 4 steel ingots (add one to DMG if you use steel instead of iron) OR 4 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 4 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

Hammer

Weapon, Blunt.

One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

Hand Axe

Weapon, Edged.

One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

Hand Spikes

Weapon, Pointed.

One Handed. DMG 1, +1 to Critical Hit roll. Must be equipped to be used with appropriate skills. Creation: 1 iron ingot OR 1 steel ingot (add one to DMG if you use steel instead of iron) OR 1 meteoric iron ingot (add two to DMG if you use meteoric iron instead of iron) OR 1 exotic metal alloy ingot (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

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Ingots, pack of 12 Javelin

Cons. Weapon, Pointed.

Kits (Disguise, Engineering, Medical, etc.) Leather, Tanned Lock picks, set of 25. Long Sword

Cons.

One pack of ingots contains twelve ingots of the same metal alloy. One pack of ingots takes up one inventory slot. One Handed. DMG 3. Must be equipped to be used with appropriate skills. Creation: 3 iron ingots OR 3 steel ingots (add one to DMG if you use steel instead of iron) OR 3 meteoric iron ingots (add two to DMG if you use meteoric iron instead of iron) OR 3 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron). Consumable set of supplies used to produce skill specific results. Each Kit takes up one inventory slot. Crafting component used in creating armor. Each piece of tanned leather uses up an inventory slot. Each lock pick may be used twice before breaking and being truly consumed by the skill using the lock pick. Lock picks come in sets of 25, and each such set takes up one inventory slot. One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

Cons. Cons.

Weapon, Edged.

Mace

Weapon, Blunt.

One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

Magical Focus Morningstar

Weapon, Blunt. Weapon, Blunt and Pointed.

One Handed. DMG 0. Must be equipped to be used with appropriate skills. Creation: 1 iron ingot. One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

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Potions and Poisons

Cons.

Rope

Special

Rifle Shield

Launcher Weapon, Blunt.

Short Sword

Weapon, Pointed.

Spear

Weapon, Pointed.

Staff Wand

Weapon, Blunt. Weapon, Blunt. Weapon, Blunt.

Potions are special implements that can be used to restore lost health or will or otherwise improve their imbibers. Poisons are the deadly opposites of potions, causing their victims to lose health or suffer other unpleasant consequences. Each potion bottle or vial of poison uses up one inventory slot. Non weapon implement used in various adventuring skills. May be recovered after use (and therefore is not consumed in the ordinary sense) but may be also lost if left unrecovered. Rope never uses up an inventory slot. Used to launch bullets, DMG as per bullets. Creation: One wooden barrel, 2 iron ingots. One Handed. DMG 0. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron). One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron). One Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: 2 iron ingots OR 2 steel ingots (add one to DMG if you use steel instead of iron) OR 2 meteoric iron ingots (add two to DMG is you use meteoric iron instead of iron) OR 2 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron). Two Handed. DMG 2. Must be equipped to be used with appropriate skills. Creation: One shaped wooden pole. One Handed. DMG 1. Must be equipped to be used with appropriate skills. Creation: One short shaped wooden pole. One Handed. DMG 3. Must be equipped to be used with appropriate skills. Creation: 3 iron ingots OR 3 steel ingots (add one to DMG if you use steel instead of iron) OR 3 meteoric iron ingots (add two to DMG if you use meteoric iron instead of iron) OR 3 exotic metal alloy ingots (add three to DMG if you use an exotic metal alloy of good quality instead of iron).

Warhammer

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Whip

Weapon, Edged.

Miscellaneous, Other

Special

One Handed. DMG 1. Must be equipped to be used with appropriate skills. Creation: 1 piece leather OR 1 piece of leather and iron (add one to DMG if you use this combination instead of just leather) OR 1 piece of leather and steel (add two to DMG if you use this combination instead of just leather) OR 1 piece of leather and an exotic alloy (add three to DMG if you use this combination instead of just leather) There are many types of implements not included on this list that may be required by different skills. Some, such as forges and anvils, are obviously too heavy to carry around in ones inventory. Others, such as cups of water or tinder, are so inconsequential that realistically they can be treated as not even taking up space in the inventory. The general rule for narrators is that if an implement seems small it should take up no more than one inventory slot, and if it seems exceptionally large it should take up one or more inventory slots or be impossible to carry. The exact determinations are left to the sound discretion of the narrators.

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Weapon and Armor Magic Table:


Name Damaging + X Restorative + X Implement Type Weapon Weapon Effect Improves DMG by X. Restores X health to wielder when dealing damage using a skill that requires this implement. Drains X will from targets of skills using this implement and provides it to wielder. Armor regains lost AR equal to X at the end of every round. Those who successfully use a nonranged strike skill to cause damage to the armor wearer automatically are dealt X magical damage, which ignores AR. Armor has X additional AR.

Sapping + X

Weapon

Regenerating + X

Armor

Retaliating +X

Armor

Reinforced + X

Armor

X, as represented in the above table, is a variable that may be as high as the Narrator desires, although it probably should not exceed five in most cases. Note that the Narrator is free to develop any number of magical effects as appropriate and necessary to the Story. These effects are provided as guidance, not as limitations.
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Inventory

Characters may ordinarily possess a number of inventory slots equal to ten + the
characters level. Implements usually take up such slots on a one implement for one slot basis, although equipped implements are never counted against this capacity. Narrators may increase or decrease inventory slots as appropriate and necessary to the story. Narrators may occasionally have characters carry plot relevant implements that is to say, implements that are used for a plot specific purpose and that have no function outside of such purpose these types of implements are referred to as plot items. Plot items never take up any inventory space, although they may burden the character in some manner as appropriate to the item and as described by the narrators.

Wealth

Characters may earn wealth over the course of their adventures. Different coinage
is used by the differing nations of Aldemak, but in general the denominations are minted in gold, silver, and copper, with gold coins being worth five times that of silver coins which, in turn, are worth ten times copper coins. Some coins are more valuable than others, and some nations may impose arbitrary exchange rates to reduce the value of foreign currency. Narrators should determine the appropriate rate of exchange considering the currency exchanged and the location of the exchange. The purity of the metal of the coin will often come second to politics when it comes to currency exchange. For example, Daedolian bursars are not going to provide a fair exchange for arkan coin, but they are likely to provide a fairer exchange for Kysgilden currency. Characters begin with an amount of starting wealth as described in Part Four of this book regarding Character Creation. Starting gold denominations are always in currency used by the region in which the beginning of the Story is set. Wealth does not take up any inventory slots.

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Wealth is principally obtained through trade in Aldemak, although adventures


may lead to the acquisition of wealth over time. Narrators interested in determining the wealth possessed by NPCs should assume a ratio of zero to five silver coins per level (roll a six-sided die and subtract one, then multiply by level). Likewise, items purchased at higher levels tend to cost more than those available at lower levels. A good iron weapon implement should cost five - ten silver, depending on the characters standing in the region where the purchase is made, while a magically enchanted weapon made from an exotic alloy should be priced higher. A good rule of thumb for narrators pricing higher level implements is to multiply the characters level at the time of purchase by five-ten silver and then, if the characters level is not 1, to divide the product of such multiplication by two. In other words, a fourth level character buying a good steel weapon implement will probably pay tentwenty silver for that implement, a sixth level character buying a good meteoric iron weapon implement would pay fifteen to thirty silver, etc. Keep in mind that prices should be adjusted for the characters standing in the society where the purchase is made. A feared Daedolian magister located in Gran Daedole likely purchases equipment there for less than he would in a Rowardan province.

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Combat

The Combat Rules come into effect whenever a player character or NPC seeks to
engage another being in a contest of might. While this will often mean violence, it may also include honor duels or more exotic challenges.

Combat takes place over a series of rounds. At the beginning of each round,
initiative is rolled. Thereafter, each combatant takes a turn, until all combatants have taken a turn, ending the round. At the end of each round, narrators check the combatants to determine if combat shall continue. The particularities of each of these stages are explained in more detail in the following paragraphs.

Roll Initiative

Each character player rolls three six-sided dice and adds his or her characters
temporary will score to the total of the roll. Individual NPCS then do the same. A cluster (a large group acting as a single NPC, such as a swarm of bees) of NPCs roll three six-sided dice and add the size of the cluster to the roll. The result is that individual or cluster's initiative score. Highest score goes first, followed by next highest, ad infinitum, until all combatants are accounted for. This is done at the beginning of each round of combat. In the event of a tie, initiative is rerolled until there is no longer a tie.

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On Your Turn

In any order, you may:


1) Move. Base movement is one pace in any direction, but skills and environmental conditions can modify this movement rate. You must move into an open space (i.e. one not occupied by another character or object) and you may not move through a space that is not an open space. 2) Activate an active skill or attempt to make an influence roll against a combatant. You may only activate one active skill per turn. In the alternative, you may attempt to influence a combatant, once per turn. If you are under the effects of a skill, you may not stack the effects of that skill by using that skill to apply the same effect again. If you do use a skill which you are still under the effects of, the original effects end and that skills effects are renewed as per the new use. 3) Pass. You may choose to do nothing, and you automatically pass if you do not take any action for more than three minutes (in real time). 4) Take a simple action. Very rarely, some skills or racial traits will allow you to take a simple action. In addition, there are some simple actions, detailed below, which any character may take. While any number of simple actions may be taken per turn, only one attempt at each type of simple action available may be made each turn. 5) Break Free. If you are under the effects of a skill, and such effects have a duration measured in rounds or turns (as happens when stunned, knocked down, ignited or bled) you may spend will in order to end the effect (referred to as breaking free). The amount of will spent in order to break free is two will plus one will for each tier above basic the skill that caused the effect is (i.e. 2 will for basic, 3 will for adept, etc.). If you break free, you may take no other action during your turn. You may only break free of one such effect in this manner (you may put yourself out if aflame or snap out of stun, but you may not do both).

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On Another's Turn

You may activate any number of Reactive Skills, provided you know the skills and
meet the requirements for such skills' use.

Simple Actions
A character may undertake all of the following as simple actions (once per turn in combat): 1. Breathe. Every character is assumed to do this automatically unless the characters player directs otherwise. Technically suffocating air conditions prevent breathing, which results in the loss of will provided under that environmental condition. 2. Eat/Drink. Every character can freely eat or drink any consumable food item or any alchemical potion that the character has available. 3. Jump. Costs 1 will, but a character may jump across a space no more than half a pace in width while moving, allowing the character to leap over small terrain obstacles. The character may also jump up to half a pace upwards, for such purposes as grabbing onto a ledge or hanging rope, for example. 4. Equip/ Un-equip one implement. Every character can equip or un-equip one implement of that characters choice, once per turn. 5. Speak. Every character may speak freely during his or her turn as a simple action, provided such speech is not an attempt at influencing anyone. 6. Interact with Object. If a character is near an object that can be easily moved, the character can move it. If a character is near a device that can be easily manipulated, the character can manipulate it. Generally speaking, if there is an object near the character that the character could conceivably interact with based on the ordinary properties of the object (as determined by the narrators) the character should be able to freely interact with it. Such interaction should be feasible if an elderly character encounters an anvil, ordinarily the narrator should not allow the anvil to be moved. Narrators are
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in charge of determining the kind of environment characters find themselves within and how they interact with it. If an interaction would appear to reflect the effects ordinarily accomplished by a skill, assume that the interaction is significantly complex enough to require a skill to accomplish successfully. 7. Look Around. Every character can attempt to orient his or her self and to obtain a reasonable understanding of his or her surroundings. Characters should feel free to look around and examine their environments. 8. Effortless Inconsequential Action. Occasionally there will be a character that wants to do something entirely irrelevant to game play maybe the character wants to dance, or taunt a foe in a non-verbal manner, or conduct some shadow puppetry on a wall for entertainment. Generally such actions do not provide a combat advantage, although narrators may feel free to modify influence rolls against enemies frightened by a characters shadow puppetry or increase the effectiveness of enemies that find a characters antics enraging. The general rule, however, is that effortless inconsequential actions do nothing more than lend to the Story, and such actions should not provide a benefit or detriment to the character unless it makes the Story more entertaining as determined by the narrator or narrators.

Defeat

If any combatant's health reaches zero, that combatant is defeated and is thereafter
excluded from combat until the combat ends. If any combatant's health would be reduced below zero, that combatant's health is instead reduced to zero and that combatant is defeated. Combat ends when the only combatants left standing do not seek to continue combat. Defeated combatants are killed or spared at the victor's discretion. Some skills outright kill or otherwise destroy combatants these skills do not result in defeat, but rather have the effect provided by the skill.

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Death

It comes for us all, and if it comes for your character before his or her story is
over, it is the end of your tale. Death results in the permanent removal of a character from the game. Characters removed from the game are excluded there from and may no longer participate as characters in the story in which the character died. Narrators may want to ask players of deceased characters to act as a narrator for the story such collaborations help keep the dead character player engaged and may be used as an incentive to have character players look out for each other.

Critical Hits

Whenever you use a strike skill, you roll a six-sided die. If you roll a six on such
six-sided die, you will inflict a critical hit. On a critical hit, a strike skill deals twice as much damage as it would ordinarily do. Moreover, unless otherwise stated in a skill description, REACTIVE skills cannot be used in response to a skill resulting in a critical hit.

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Influence

Influence rules come into effect whenever a player character or NPC seeks to
engage another character in a contest of wills. While this will often mean bartering and diplomacy, it can also include courtly arguments or more exotic explorations of argumentative conflict.

Influence functions as follows: First, the player character or NPC seeking to engage
another character in a contest of wills is referred to as the "influencer." The character or characters the influencer is seeking to gain influence over is/are referred to as the "target(s)." Each target has its own target number that the influencer must overcome to influence the target; this number is referred to as the target's "resistance." A target's resistance is set by the narrator(s), usually at an initial amount of ten. The influencer may attempt to influence the target right away, or may instead reduce the target's resistance. The target's resistance is reduced by one for each favor that the influencer performs for the target. These favors are set by and vary from target to target. NPCs may lower the resistance of player characters at the option of the narrator. After the influencer determines that the target has had its resistance sufficiently reduced, the influencer makes an influence roll by rolling two six-sided dice, attempting to overcome (roll higher than) the resistance of the target. This influence roll may be aided by the appropriate racial traits or trade skills. Influence rolls take one of four forms: encouragement, persuasion, suggestion and intimidation. Engaging characters add a bonus to their encouragement influence rolls, charming characters add a bonus to their persuasive influence rolls, sophisticated characters add a bonus to their suggestion influence rolls and frightening characters add a bonus to their intimidation influence rolls. The size of the bonus is equal to four for characters described as very descriptor, and two for characters described as quite descriptor. Characters that are not engaging, charming, sophisticated or frightening subtract two from their respective encouragement, persuasion, suggestion and intimidation influence rolls. If the influence roll succeeds, the influencer manages to influence the target to take the course of action suggested by the influencer. If the influencer rolls a natural two the attempt at influencing the target fails, regardless of modifiers
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Depending on what the influencer is seeking to argue, the resistance of a target


may be greater than the standard ten.

The Influence Table, below, explains the values for some common types of targets
the influencer may try and influence:

Resistance
1

Type of Target
A friendly party with good history with the influencer, who sees some benefit to the argument. A friendly party with good history with the influencer, who sees no benefit to the argument. A friendly party with little or no history with the influencer, who sees some benefit to the argument. A friendly party with good history with the influencer, who sees the argument as possibly detrimental. A friendly party with little or no history with the influencer, who sees no benefit to the argument. A friendly party with good history with the influencer, who sees the argument as certainly detrimental. A friendly party with little or no history with the influencer, who sees the argument as possibly detrimental. A friendly party with little or no history with the influencer, who sees the argument as certainly detrimental

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10

A completely neutral party with good history with the influencer, who sees no benefit to the argument. A completely neutral party with no history with the influencer, who sees some benefit to the argument. A completely neutral party with no history with the influencer, who sees no benefit to the argument. A completely neutral party with no history with the influencer, who sees the argument as possibly detrimental. A completely neutral party with no history with the influencer, who sees the argument as certainly detrimental. A hostile party with no history with the influencer, who sees some benefit to the argument. A hostile party with no history with the influencer, who sees no benefit to the argument. A hostile party with no history with the influencer, who sees the argument as possibly detrimental. A hostile party with no history with the influencer, who sees the argument as certainly detrimental. A hostile party with bad history with the influencer, who sees some benefit to the argument. A hostile party with bad history with the influencer, who sees no benefit to the argument.

11

12

13

14

15

16

17

18

19

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20

A hostile party with bad history with the influencer, who sees the argument as possibly detrimental; any party to whom you suggest suicide or acts contrary to their nature (murder or exceptional charity, for example).

Note that, after the target heeds or dismisses the influencer's argument, whatever
work was done to reduce the target's resistance is undone and the target is thereafter treated as a new target under the above table. So, if the influencer argued the target to take an action that hurt the target, the target might go from a friendly party to a hostile party with bad history or perhaps fall somewhere more along the middle resistance range where once that party was easier to influence. In the alternative, if the influencer convinces the target to take an action that benefits the target, the target may actually change from hostile to friendly or at least neutral. Failed influence rolls usually result in no change other than a return to base resistance. Once the narrators are familiar with this system, it may benefit the narrators to keep and update resistance values for all of the NPCS with which the player characters can interact. The "Suicide Rule" is encompassed in the Resistance rating of 20 asking a non- predisposed character to kill, starve or otherwise act against one's self interest to great detriment requires the most exceptional of all rolls, regardless of disposition. It is just as difficult to convince the friend who loves his or her life to kill his/her self as it is to convince an opponent who hates you to come to your birthday party. Exceptionally out of character actions require the highest resistance in the game.

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Movement

Characters and NPCs move at a rate of one pace per turn. A pace is a nonnumerical measurement of the average distance a healthy character should be able to traverse without interruption per turn. Generally, movement does not need to be ruled upon except during combat situations. In combat, movement is limited to one pace per turn. Certain conditions, described further in this book, affect movement as well. Some skills may also modify movement as per their description. Movement as described in this section assumes movement through the air or over solid ground. Characters moving underwater will want the Swim skill to maximize their effectiveness, as swimming characters are otherwise treated as if they are moving through No Traction terrain (see Environmental Conditions, below).

Resting

Characters may rest outside of combat. Resting for a full eight hour period
allows a character that is not poisoned or diseased to fully recover all health and will. Characters that are poisoned or diseased may regain lesser amounts of health or will, at the narrators discretion, or even no health or will at all. If a character rests in a dangerous area (such as an enemy stronghold), a narrator should roll a six-sided die to determine how many hours the Character is able to rest before being disturbed. Bonuses may be awarded to this roll if the Character undertakes some action to secure his or her resting place.

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Leveling

Characters level up after every three successfully completed Events. At level up,
each character receives ten (10) new upgrade points which they may spend on the following: 1. +1 (maximum and temporary) health, on a one for one basis. 2. +1 (maximum and temporary) will, on a one for one basis. 3. +1 new skill for which the character meets any prerequisites, on a two for one basis. The character may select no more than two new skills per level. 4. +1 upgrade to a skill, as indicated by the upgrade. 5. +1 implement, on a one for one basis

Environmental Conditions

Environmental Conditions are conditions that can affect combat and non-combat
actions to some degree by adjusting the difficulty of such actions. The categories of environmental conditions implemented in Masters of Creation include Lighting Conditions, Traction Conditions, Heat Conditions, Magical Properties and Air Quality Conditions. Although multiple categories of conditions may affect one climate at a time, only one condition of any category can affect the same climate at once (i.e. a climate cannot be hot and freezing at the same time but may be slippery and freezing). The Environmental Conditions and their effects are listed below:

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Lighting Conditions
Pitch Darkness Pitch Darkness represents an absolute absence of light. In Pitch Darkness, strike skills cannot be used and fail unless the skill user rolls a natural six on a six-sided die. Any targeted skill is similarly disabled. A failing roll on the use of a strike skill in pitch darkness can be disastrous. On a roll of a one or two on a six-sided die, any strike skill used in Pitch Darkness not only fails to work properly but strikes you or an ally at the narrators discretion. Low Light Low Light represents an extremely limited amount of light, such as that found on a moonlit night. In Low Light, strike skills can fail unless the user of the strike skill rolls a three or higher on a six-sided die. Targeted skills are similarly subject to failure. Normal Light Normal Light represents a normal amount of light, such as that found on a slightly overcast day or in a well lit room. There are no penalties for acting in normal light. Bright Light Bright Light represents an unusual amount of light, such as that found on a perfectly clear sunny day or in a brightly lit room. The brightness can be initially disorienting. Any character first entering a brightly lit area must spend one turn adjusting to the change in light before activating any skills. There are otherwise no inherent penalties to acting in a brightly lit area.

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Traction Conditions
No Traction No Traction refers to terrain that cannot be traversed without crawling across it slowly and perhaps not even then. Far worse than merely slippery conditions, an environment with no traction makes ordinary mobility impossible and combat inconceivable. Anyone entering an environment with no traction fails to move across the surface and falls, striking the ground if attempting to cross a flat plane or tumbling to the earth if ascending a slope. Movement across a flat plane with no traction requires a slow crawl across the same, at a quarter pace per turn. Bipedal creatures traversing a plane with no traction must crawl on all fours (or fives, or sixes, as the case may be) to make any headway at all. No skills can be successfully activated in an environment with No Traction, as some degree of reliable footing is essential to properly use any skill. Characters that have not learned to Swim move across or through planes of water as if subject to No Traction conditions. Slippery Slippery refers to terrain that cannot be traversed without a possibility of falling due to the slick or unsure footing of the terrain. Whenever anyone attempts to move or use a skill in an environment with Slippery terrain, he or she must roll a four or greater on a six-sided die or fall to the ground (or off the ledge!) remaining prone for a turn (or falling to his or her death!). Normal Traction Normal Traction means that the terrain is ordinarily traversable. If describing a flat plane, the footing is sure and the plane may be traversed at one pace per turn. If describing a slope, the slope is easily surmountable and may be similarly quickly traversed. There are no penalties or benefits to moving in terrain with Normal Traction.

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Firm Footing Firm Footing means that the terrain is better than ordinarily traversable, making movement easier and quicker. If describing a flat plane, the footing is sure and the plane may be traversed at one and a half paces per turn. If describing a slope, the slope is easily surmountable and may be similarly quickly traversed. Magically Enhanced Magically Enhanced means that the terrain has been magically altered to enhance movement across it. Magically Enhanced terrain allows for instantaneous teleportation to any location within the Magically Enhanced area. Movement to a location outside the Magically Enhanced area occurs normally, with the moving party teleporting to the limits of the Magically Enhanced area and then moving according to the Traction Conditions of the target area. Magically Enhanced areas usually give off some effect to distinguish them from surrounding terrain, such as a glowing blue aura or a wavy, indistinct appearance.

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Heat Conditions
Freezing Freezing conditions suggests an inhospitable terrain wherein all mobile objects, including living organisms, are gradually frozen and immobilized. Upon immediately encountering freezing conditions, those subject to the conditions are reduced to half their movement speed. For each round spent in the freezing conditions, movement speed is further cut in half. When a subject's movement speed would fall below one half pace per turn, the subject is immobilized and cannot move. Subjects that are immobilized in this manner also can not attack and, after three rounds of such immobilization, living subjects expire from exposure. Cold Cold conditions suggest a chilly climate wherein all living creatures have their reaction times slowed. An incapacitated living subject left exposed in this climate can expire as a result. Living creatures subject to cold conditions have the numerical effects of their reactive skills (such as damage absorption) reduced by half (rounded up)and the will costs of their reactive skills increased by two times the normal cost (For example, Dodge costs 8 will in Cold conditions rather than 4 will). Temperate Temperate conditions suggest a habitable and generally safe temperature for living beings and inorganic constructs. Temperate conditions do not affect skill use or other actions of living beings or inorganic constructs in any meaningful way. Warm Warm conditions suggest a somewhat more heated and perhaps humid environment. While this ordinarily has no effect on living beings, constructs suffer as if they were living creatures subject to Cold conditions.

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Hot Hot conditions suggest an inhospitable terrain wherein all mobile objects, including living organisms, are struck with searing heat, increasing the costs of all skills activated by such beings to two times what such costs would ordinarily be. Even if a skill could be used without spending will, it is assumed that the skill now costs at least 1 will to use.

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Magical Properties
Magic Nullifying An environment with Magic Nullifying properties prevents the use of any magic whatsoever within its boundaries. No spell, of any kind, can be used in a Magic Nullifying Environment. Magic Dampening An environment with magic dampening properties prevents the use of any spell from a single magic discipline. For example, a dungeon subject to magic dampening may be warded against the use of conjuration or enchantment, and spells from the affected category would fail to take effect. Mundane A mundane environment is one bereft of properties affecting the use of magic. There are no penalties or benefits to using spells in a mundane environment. Magic Enhancing A magic enhancing environment is one which enhances spells from a single magic discipline. For example, conjurors may summon minions that are twice as damaging or fast, or enchantments may be cast that produce extraordinary benefits for the enchantment. The limits of a magic enhancing environments effects are subject only to the imagination of the games narrators. Magically Reactive A magically reactive environment is one in which spells have an unexpected and unintended effect. For example, a magically reactive environment may transform summon spells into rainbows or an enchantment spell into a fire spell. The exact consequence of a magically reactive environment is left to the imagination of the games narrators.

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Air Quality
Toxic Toxic air is lethal to organic living beings and causes such beings one health damage per round spent breathing in the toxic air. Prolonged exposure may result in such beings as are exposed expiring when their health runs out. Obviously, beings which do not have to breathe are not affected. Suffocating Suffocating air is potentially lethal to organic living beings and causes such beings to lose one will per round spent breathing in the suffocating air. A being perishes if it runs out of will in a suffocating environment. Obviously, beings which do not have to breathe are not affected. When underwater, beings without water-breathing act as though exposed to suffocating air. Breathable Breathable air produces no particular positive or negative effects and can be breathed in normally without any adverse reaction. Oxygenated Oxygenated air refers to easily breathable air, of particularly high quality, that tends to make respiration easier. In such an environment, combat skills cost no will to use so long as they are not reactive. Thin Thin air refers to a lack of breathable air, as opposed to air contaminated in some way as to be useless for respiration. While not as devastating as toxic and suffocating air, thin air can impede every action a character takes and makes exertion difficult. Skills used in thin air cost one extra point of will to use, and whenever a being breathing the thin air uses a combat skill, that being must roll higher than a two on a six-sided die or become unconscious for one turn, remaining prone and vulnerable to attack for the duration of such unconsciousness. Unconscious beings may not move, use skills or use simple actions.
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Starvation and Dehydration

Characters must eat once every three days or they will begin to suffer the effects of
starvation. Likewise, characters must drink once every day or suffer the effects of dehydration. A character suffering from either starvation or dehydration must roll a six-sided die once every four hours, and once before each rest. If the Character rolls less than a four, the Character slips into a comatose state and perishes within a day unless revived. Feed your Characters! Ample food and drink should ordinarily cost no more than a few copper coins, and food may readily be found in the wild. There are also skills and magical spells that may help stave off hunger, as discussed previously in Part Five of this book.

Narrators: Remember that you can move time forward or backward as necessary to progress the story! If you dont want to bother keeping track of the nourishment requirements of your player characters, feel free not to if it improves your story!

Exhaustion

Characters that run out of will are exhausted. Exhausted characters move at half
their ordinary movement speed until they have recovered at least one will. Characters may rest to recover will eight hours of uninterrupted rest in game time will result in full recovery of all will unless poisoned or diseased (in which case recovery is left to the narrators discretion). Exhausted characters must rest fully if they are able to do so safely.

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Encounters

The word encounter when used within Masters of Creation simply refers to a
situation where Characters must interact with NPCs. Encounters are the core feature of Events. Each Event should have a number of encounters to keep the Event feeling lively and interesting. While there is no set number of encounters per Event, narrators are encouraged to use their best judgment based upon the degree of difficulty they wish to impose upon their players characters. The Masters of Creation website provides a random encounter generator for purchasers of the Core Rulebook (i.e. this book). The random encounter generator may be used by a narrator to quickly put together NPCs which may serve as suitable encounters. If you are still looking for more customized encounters, you should reference Masters of Creations ever expanding user generated online encounter database, which will list all known encounters for use within the game. You may find this database at the official Masters of Creation website.

Saving the Game

If a character does something to get his or her self in a bind from which there is
no conceivable escape, the character may appeal to the narrator once per event to save the game and create a (usually costly) method of getting the character out of the bind its in. A narrator is always free to help characters out of such problems to improve the story, but only when a character specifically requests that the narrator save the game must the narrator act to allow the character to escape its doom. Narrators shouldnt save the game on regular threats, like combat or influence rolls, but rather on odd and unusual narrative dead-ends. Examples of such dead-ends include characters getting hopelessly lost in a maze or finding themselves losing all of their gear while climbing a mountain.

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Poisons and Disease

There are a number of poisons and diseases which may affect Characters and
NPCs. Poisons and their effects are described under the Alchemy Discipline description in Part Five of this book. Diseases are rarer occurrences for an adventuring party, and there are no skills in this book that cause disease. However, a narrator is free to imagine any number of horrible afflictions, and future rulebooks will distinguish at least some of the various diseases that exist in Aldemak. For now, two examples of diseases are reproduced below: Golgothan Blight Found almost exclusively in the Rowardan province of Golgotha, the Golgothan Blight is a rare affliction spread by the Strigoi, undead monsters native to Golgotha. If a Character is incapacitated (defeated) by the bite or scratch of a Strigoi, the Character has a chance to catch the Golgothan Blight. One hour after being defeated (in game time), the afflicted character rolls two sixsided dice. If the total of the dice rolled is less than five, the Character dies and, if a Terran, may become a Strigoi (50% chance). Otherwise, the Character is afflicted with the Golgothan Blight. Characters afflicted with the Golgothan Blight suffer a 50% reduction in their maximum will until the disease is cured. Emerald Nausea Found in the Emerald Forest in Ar-Urarkan, the Emerald Nausea is caused by inhaling the green fumes sometimes encountered in the center of the Emerald Forest. These fumes cause a loss of stability and sense of disorientation for one to six days until the Nausea passes. Characters afflicted by the Emerald Nausea treat normal traction terrain as though it is slippery, and slippery terrain as though there is no traction at all. The Emerald Nausea is sometimes jokingly referred to as the Green Disease as it causes the diseased persons skin tone to take a greenish hue for the duration of the effect.

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The Narrators Role

The narrators role within a game of


Masters of Creation is to present the
storyline and its related challenges to the characters who play the game. If you are a narrator, you should read this section so that you have some understanding of how to effectively run the game for your play group.

Effective Narration for Young and Old

Masters

of Creation is a narrative

game. If you are the narrator this means that you are not just running your players through the motions of playing a competitive game, but rather building a collaborative story-telling experience with your players. The memories that your players take away from the game are as important as the actual game play itself. For this reason, you must prepare a few things before you begin a play session.

First, you need to develop a plot


you dont need to develop a plot for the entire story (at least not initially).

You should, however, develop a new plot for each chapter of the story. A plot is a series of events which you intend to put the characters through. You should think carefully about how each event will conclude. For example, the first event may be the successful clearing out of a bandit camp. Perhaps you decide that once the bandit camp is cleared, the event is completed. Leading up to this event, you should describe several encounters to the characters perhaps the characters are waylaid by bandits several times on the way to the camp or perhaps the characters encounter wild animals or a hidden village of primitive kysgreppen. Encounters leading up to the conclusion of an event are at the heart of a game session. Narrators should design encounters that are appropriate not only to the characters level, but also to their learned skill sets. For this reason, it is recommended that narrators obtain a copy of their players character sheets before each game session. This gives the Narrator time to develop a series of encounters

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appropriate to the characters and an event with goals the characters can reasonably meet. Remember that all this talk about bandits is hypothetical! You dont need to run bandits in your game! Feel free to create more interesting events, such as negotiating a truce between warring factions or discovering the location of a legendary ruin. As a narrator, your ability to customize events is limited only by your imagination! the event, you must now design the hat if your characters decide to non-player characters, or NPCs, that join the bandits? Its best to design will populate the encounters within events with shifting goals characters each event. NPCs should be designed shouldnt feel like there is a wrong with the same consideration as choice in completing an event. If the characters. A good narrator should characters decide to join the bandits, know each NPCs abilities, personality you should let them, and adjust your quirks, interests, strengths and future encounters and events weaknesses before play begins. When accordingly. Remember, the goal of an NPC is the subject of an this game is to have fun dictating encounter, that NPC represents a how you want the characters to play challenge to the characters. The degree the game isnt fun. You design the of such challenge may be lesser, world with which the characters moderate or greater depending upon interact, but the characters should be the particular encounter. Probably the allowed to interact therein as they see most difficult aspect of designing fit. NPCs is developing full attribute and skill sets for the NPCs. To help alleviate this burden, Masters of fter you have developed a plot and Creation provides a random encounter have designed the event your generator on its website at characters will be participating in, as mastersofcreationrpg.com. The well as the encounters your characters random encounter generator will will experience during the course of

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allow you to quickly generate encounters without all the fuss of carefully crafting each and every NPCs game statistics. If youre going to develop your NPCs manually, you need to first determine whether or not each NPC will be a lesser, moderate, or greater threat. Lesser threats can easily be handled by a single character. In fact, a single character could take on two or three lesser threats at a time

without encountering too much difficulty. Moderate threats are fairly even opponents a moderate threat is a reasonably dangerous challenge for a single character, but easily taken out by a group of characters. Greater threats are truly dangerous opponents. A greater threat cannot reasonably be overcome by a single character acting alone. Only teamwork will help bring down a greater threat. threats also help characters to understand how their skills function in encounters and what the best approach to using their skills is. Rarely do lesser threats serve as a challenge of a characters wit or abilities.

Lesser

threats are generally treated

like characters that have access to no more than half of the upgrade points available during leveling. A level 20 lesser threat should be developed like a stunted character with a number of upgrade points equal to 10% to 50% of what a regular character would have available. An encounter will typically include some number of lesser threats, which the characters should be able to easily defeat. Lesser threats should not have many reactive skills and should generally be less effective in combat than any other threat. Lesser threats exist in your story to make the players characters feel powerful and to give them a sense of strength and achievement. Lesser
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Moderate threats are generated like a


character that has access to 80-100% of the upgrade points available to a character of the same level. An encounter will typically include one to two moderate threats for each player character. Moderate threats exist to challenge the games players to use their skills competently. If you are the narrator, NPCs that are moderate threats should receive the greatest background detail, for they are often

the antagonists or the driving force behind a Chapter.

Greater threats are generated like a


character that has access to 150-200% of the upgrade points available to a character of the same level. Greater threats are incredible challenges that must be met by more than one character at a time to be overcome. Greater threats exist in your story to challenge the characters abilities to operate as a team. Greater threats will devastate single characters in one on one combat and can be used to test whether or not a character is wise enough to know when not to fight. If you are the narrator, NPCs that are greater threats should receive a fair amount of background detail greater threats are often not the drivers of a storyline, but they may be terrible beasts under the control of such an antagonist, or maybe the antagonist his or her self after a magical transformation. In general, greater threats should not simply be powerful

people but rather unnaturally powerful things beyond the ken of ordinary beings after all, the players characters are powerful people and even they are nowhere near as powerful as greater threats.

All NPCs should help to support the


plot you have established. Moderate threat NPCs that the characters interact with should help to drive the storyline, while lesser threats should serve as minions to antagonists or as random encounters with wild beasts when exploring the forests and plains of Aldemak. Greater threat NPCs should be reserved for fantastic beasts and incredible monsters. For example, the gilsnarfen, a monstrous plant which devours people whole, is a greater threat. In comparison, an ambitious Daedolian Archmage is likely a moderate threat which could act as a foil to the characters, while the Archmages servants could be lesser threats, guarding the Archmage.

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Clusters Clusters are groups of people or things that act as a single NPC. While intended for swarms of insects and similar nuisances, clusters can also be useful if you want to pit your player characters against multiple enemies in a large scale conflict, such as a battle between nations. Clusters use their size as their will score for the purposes of rolling initiative (i.e. a cluster of six enemy soldiers would have a will of six for initiative purposes) but actually possess a shared health and will. As the clusters health and will drops, you can describe the exhaustion and death of the individual members of the cluster, which can enhance your charact er players beliefs in their characters prowess. Instant death effects that affect a cluster will successfully kill off every member of the cluster (once again, making your character players feel special), and similarly conditions such as stun or bleeding will affect every member of the cluster. Clusters can only activate a single active skill per turn, and every member of the cluster moves at the same time, acting as one entity. Using clusters as encounters can be a very good way for a narrator to provide the character players with moderate or even greater threats.

When

developing a plot, keep in

mind your target audience your players. The players age, interests and personalities should figure heavily into the plot you develop for the players to experience. For example, lets assume a family play group two older siblings and two younger siblings. Lets assume that the older siblings are in their late teens, while the younger

siblings are around ten or eleven years of age. Immediately a good narrator should recognize that whatever plot the narrator intends to use must make sense to the ten and eleven year old players, without being too simple or childish so as to bore the older players. The following is an example of good narration under these circumstances:

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Narrator: You are part of an adventuring party hired by the king of Rowardan to safeguard the kingdoms borders. You are outside of a small village on the kingdoms western border when you see smoke and flashes of fire rise from the middle of the village. The villagers are shouting Help! Save us! You run toward the village and see that it is under attack by a band of raiding goblins. What do you do? Older Player: How many goblins are there? Narrator: Its hard to tell they keep running around, burning and stealing thingsbut you would guess about twelve. Younger Player: Thats a lot! Narrator: Yes, it is a lot, and it seems they have noticed you five of them rush to meet you, swords drawn! slowly detail the situation, allowing the older players to engage at their pace. With younger players, the narrator must move the story forward at a faster clip, and engage the players by directly responding to the younger players insights instead of waiting for the younger players to act on them. A less obvious technique that the narrator is using is simplicity. The narrator is not going into detail about how the party formed, who the king is, or where the village lies because all the players need to know is that they have a duty to protect the village and the village is being attacked. Lets look at how this situation might have been handled had the players been older.

Notice how the narrator is taking an


active role in guiding the plot the game has begun with the narrator moving the characters to the scene of an attack without giving them a chance to consider what they want to do about it! Part of the reason for this is that the older players may want to hold back and observe before engaging, while the younger players probably will react more quickly to the situation. In order to keep the group together, the narrator has to assume some control over it. This narrator is also moving the story along quickly while responding to the players. A narrator with an older play group can probably take the time to
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Narrator: You are a member of the constabulary of Mage Watch, a small village along the western border of the nation of Rowardan, lying within the Rowardan province of Golgotha. Mage Watch is a quiet town with a medium sized garrison. It was established two hundred years ago as a guard post against invaders from the nearby nation of Gran Daedole. Over time it has grown into a merchant town famous for its metal working, which has been aided by the presence of a large iron mine only a mile out from the village. Older Player 1: So its chiefly iron merchants then? Narrator: And craftsmen. The village still serves as a guard post and is fairly well defended, mostly due to the vigilance of people like you. The strength of Mage Watchs defenses have kept most would be bandits and invaders at bay today, however, the defenses are being put the test. The western watch post has raised the alarm and you can see fire and smoke rising from the western edge of town. Older Player 1: Is there anything that I can see that would tell me whats going on? Narrator: You notice that a number of villagers are fleeing from the west and running past you. In the distance, you can hear the sound of metal on metal. It seems that combat, of some type, has commenced. Older Player 2: If were members of the constabulary, are there extra arms or armor we can try and access? We might need it. Narrator: Yes, the armory is directly adjacent to you. Older Player 2: It looks like well have to fight. Lets go in the armory first and then see what we can do to better arm ourselves. not rushing the characters. They have every opportunity to make their own decisions and arrive at their own conclusions, which older players will enjoy more than engaging in a series of forced encounters.

Here you can

see that the narrator

has taken his time to describe the setting in a bit more detail, and has provided the players characters with sufficient space from the conflict at hand for the players to consider their options before rushing into combat. The narrator in this example is also
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Age is only one factor the narrator


must take into consideration. Interests are important as well. Perhaps the play group you are narrating for prefers political drama or espionage to

action/adventure. Perhaps the play group likes more villainous roles than heroic ones. Consider this example:

Narrator: Your band arrives outside of the village of Mage Watch, near the western border of the Rowardan province of Golgotha. The town has a famous iron trade, and substantial wealth derived from this trade. It is ripe for the picking, and, as goblin bandits, picking is well within your area of expertise. Player 1: Sweet! So are there any guards, or Narrator: Yes, there are a number of guards, at least two at each corner of the village. They seem to move from post to post in regular intervals. Player 1: What race are the guards? Narrator: Everyone in Mage Watch is a Terran, as far as you know. Player 1: No low-light vision? Narrator: Not ordinarily, no. Player 2: What time of day is it? Narrator: Noon. Player 2: Lets wait until dark and then attack them! Player 1: Lets also watch the guards patrols maybe we can slip in at night without anyone knowing were there. involve no combat at all. If the otice that in the situation presented, narrator knew that his players liked the characters had plenty of time to being the bad guys and finding plan a successful raid of the village. alternative solutions to combat, the While it may not go off without a narrator has done a good job in hitch, the characters are able to plan a presenting this scenario to the night raid that could conceivably characters.

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After you have developed the plot, it


is time to run the game. As per the examples above, remember to consider your audience as you narrate the game session. Generally you should be fairly flexible with older players and fairly direct with younger players, but responsive to both never ignore characters observations or thoughts or try to railroad the characters into doing something they seem totally disinclined to do.

When

you are running a combat

encounter, you should be more rigid in your approach. Combat rules are

very exact for a reason. Left to their own devices, characters would justify all sorts of actions that could bog combat down or make every encounter non-threatening. If you have younger players, make it clear that combat is different than noncombat encounters. Younger players may want to play the game as win or flee if the combat rules are not enforced rigidly. When running combat with younger players, dont be draconian in your presentation. Instead, try and reinforce the possibilities that are available to the younger player. Consider these two examples of play:

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Narrator: You are attacked by the goblin bandits! Roll for initiative. Younger Player 1: I run away! Narrator: You cant! The rules expressly provide that you can only move one pace per turn of combat, and the goblins are within a pace of you. They will just catch up anyway. You need to roll initiative now. Players roll initiative. Narrator: You have more temporary will and a higher roll than the goblins clearly you go first. Use one active skill, make an influence attempt, or use a simple action as indicated in the rules. Younger Player 2: Uh so what can I do? Narrator: Look it up, but hurry you only have three minutes or you forfeit your turn. VS

Narrator: You are attacked by the goblin bandits! Narrator rolls initiative dice. Narrator: Youve got the drop on them! What do you do? Younger Player 1: I want to run away! Narrator: You try to run but the goblins are right behind you! Youll have to turn and fight! How will you fight them? Younger Player 2: I dont know! What can I do? Narrator looks over his copy of the character sheets and sees that Younger Player 2 has learned Slash and Warm. Narrator: You can slash at them with your sword or set them on fire. Younger Player 1: Can I do that? Narrator looks over his copy of the character sheets and sees that Younger Player 1 has learned Crush and Charge. Narrator: No, but you can crush them with your mace or shock them with lightning! Younger Player 2: Burn! Younger Player 1: I crush them! Narrator: You attack the goblins, burning and crushing them, as they holler in rage and fear!
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In the first example, the narrator has


tried overly hard to enforce the rules

without interpreting them for the play group. Unless the other players are
rules-lawyers, they very likely are not enjoying the game right now. The narrator also shows little knowledge of the characters abilities. Not only is this bad from a player interaction standpoint, it is also bad from a plot development standpoint.

cut down on the mental work the players had to do while playing and at the same time allowed them to continue to feel as if they were in control of their characters.

Remember to flesh out your NPCs


as well as they arent just encounters. NPCs are representations of actual characters in the story! There is a wealth of materials available, either on the internet or in your local library, which can be referenced to give you a good idea of the types of characters you can create. There are even websites that specifically break down the different types of characters and plot devices used to create memorable and intriguing tales. A little research can go a long way. Dont just send seemingly mindless foes to their doom against the characters. Make them schemers, manipulators, clever thieves and powerful political figures. Show in game consequences for encountering NPCs that go beyond the accumulation of wealth or the characters continued survival. Maybe one of the goblin bandits your players killed was the son of a powerful Kysgreppen chief who seeks revenge
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In the second example, the narrator


acts like he has allowed the younger players to actually run away while at the same time showing these players the futility of fleeing from the encounter. This is a much more effective way to engage the players in the game and convince them to fight. Moreover, the narrator is prepared to answer the question of what the characters should do, which is an essential trait when dealing with younger players. Also notice that the narrator gave the players a choice. The narrator didnt just say you use warm and you use crush; instead, he looked over the players character sheets and selected options for the players. This

upon your players. Maybe the socalled bandits were really the displaced natives of Mage Watch, who had been forcibly evicted by a corrupt constabulary in league with a greedy mining cartel. Remember, for every tale you tell, there is another story waiting to be told that is directly related to the one you are telling. As the narrator, you should always be thinking of new ways to engage your characters minds in the narrative you create as well as the game you play together.

Avoiding Narrator vs. Character Player Confrontation

Masters

of Creation is a game of

collaborative storytelling the key word here is collaborative. Even if you are the narrator, this is not your
game that you are playing. The game belongs to everyone, narrators and characters alike. Remember to engage your characters in your stories. At the

end of every game session, ask the other players what they liked and didnt like about the game. Work with players who are having a hard time understanding the plot or the events going on around them, so that they can better understand what they are doing. Allow your players to occasionally succeed using their minds in other ways than simple skill use. After all, the simple and improvisational action rules allow characters to engage in activity other than movement or skill use. Above all, try and be considerate of your fellow players. Dont berate them for their choices. Certainly bad choices may be paid for in a number of ways, but try not to suggest that the players were foolish for making such choices. Let the narrative explain your reasoning to the character players. You dont need to make demands on them.

Consider these examples:

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Narrator: The goblins are attacking! What do you do? Player: Goblins are superstitious right? Ill make a show of my mystical might to try and persuade them to leave us alone. Narrator: Well, lets say you make the show as a simple action what is it by the way? Player: I, uh, can I create a nimbus of flame around my head? Narrator: The rules dont say anything about it, but why not, you know some basic Fire Magic and it cant hurt anything. Go ahead and do it as a simple action. Player: Does it scare them? Narrator: Make an influence roll and add two to what you roll as a bonus for your magic show. Player: I rolled a seven, so, adding my improved influence and the bonus- ten? Narrator: Well, the goblins are certainly a little put off by your performance, but theyre not backing down. VS. Narrator: The goblins are attacking! What do you do? Player: Goblins are superstitious right? Ill make a show of my mystical might to try and persuade them to leave us alone. Narrator: Do you have a skill called mystical show? If not, I guess youll have to make an influence roll. Player: Okay, fine, Ill roll influence with a bonus for improved influence can I add something if I describe my use of magic to improve the roll? Narrator: The rules say no. Good luck. Player: I rolled a seven, so eight total with improved influence what does that do? Narrator: Nothing. Way to waste a turn. Player: Yeah, well, what else was I supposed to do? Narrator: Maybe you could have not gotten in this fight to begin with.

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In

the first example, the narrator

knows that it is highly unlikely that the goblins are going to back down from a fight, but wants to reward the characters ingenuity even if the rules dont provide a clear method for doing what the character wants to do. The narrator therefore interpreted the rules to provide a slim possibility that the characters plan might work, even though there isnt a specific mechanism for it. In the second example, the narrator was punishing the character for being in the fight, and then deriding the character for wasting time on tactics without clear rulings, even if they were in keeping with the narrative. The first narrator is running the game properly. This narrator is treating the game as a collaborative storytelling experience where logical and novel approaches to problems that have some basis should be explored. The second narrator is trying to shoehorn the character into

making the right decisions, as the narrator has determined. There are no right decisions for characters to make in Masters of Creation. There are only decisions, with consequences that make sense within the context of the game and the narrative. The narrator in this situation should have just said no or that wont work, try something else, and left it at that, rather than engaging in the behavior in the second example. Courtesy in the game will go a long way towards making its play more enjoyable for you and your fellow players.

Sometimes character players can get


out of hand. If character players become unruly, arguing with other players or trying to sidetrack the game, a good narrator will know how to deal with it. One of the best ways to deal with such a situation is to turn the tables on a disruptive player characters good fortune in a humorous manner like so:

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Player 1: Gee, Player 2, your character is useless. She cant react to anything and only has those survival skills and basic fighting skills. If not for me youd be dead twice over now. Player 2: Hey, I helped you fight those goblin bandits in the village! Player 1: Yeah, and the way you fought nearly got us killed Narrator rolls three six-sided dice, pretending to note what was rolled. Narrator: As you are walking, and engaged as you are in your argument, you slip off the edge of an embankment, overlooking a cliff side with a steep drop off. You are hanging on to the edge of the cliff, barely grasping on with your hands as soil begins to give way between your fingers. Player 1: Way to go, Player 2! Narrator: No, its just your character that fell off, Player 1. Player 1: What? Why? Narrator: Player 2 is coordinated, and youre not. I did a narrative roll modified by your coordination well, you lost. Dont worry though, Player 2 can just scurry down the cliff face and rescue you. Player 2: Oh will I? Narrator: Well, its up to you. Player 1: Oh, come on, Im sorry already, just get down here and lift me up! fun someplace else at the moment, you should let them. If the players are fighting with each other over something, the narrator should try his or her best to mediate the conflict, without appearing annoyed over having to do so. If a player is acting in a dangerous or aggressive manner, or just generally causing everyone a hard time, that player should be removed from the game and dealt with before proceeding further with the narrative.
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If

the

narrator

cant

stop

the

derailment, there are a few options. The narrator should start by stopping the game and having a discussion with the other players about whatever issue is being disruptive. If the play group is having more fun in a conversation that has started outside the game, the narrator should relax, enjoy the conversation, and just start up next time at where the game left off. Remember this is about having fun, and if your fellow players are finding

When Scenery Attacks!

Sometimes the environment itself can


be hazardous in ways that are unique to the location. For example, an encounter set in a mad engineers clockwork mansion might have more than just guardian constructs, traps and magically enhanced terrain. There may be walls that slam shut as part of a security system, or perhaps stalactites that fall from the ceiling of a cavernous basement as it is rocked by an artificial earthquake. The question is How does one handle such events within the context of the game?

in an enclosure of some kind, the character may be waiting for a world of pain to be heaped upon her.

Additionally, sometimes objects will


fall on characters or be lobbed at characters, as the situation allows. Objects which fall on or are lobbed at characters due to such unusual circumstances can harm or otherwise impact the characters. To determine how much damage is done, take the AR of the object hurled or dropped and multiply it by the number of paces it has been launched or fallen. For example, a chair hurled in a bar fight is probably fairly sturdy but not exceptionally so perhaps an AR of 3. If the chair is hurled a pace, it will deal 3 points of blunt weapon damage to the character it strikes. Likewise, a large rock boulder rolling down a mountain may have an AR of 8. If it falls off a ledge for two paces before landing on a character, it will deal 16 points of blunt weapon damage to a character. Objects should generally deal damage of a type appropriate for the object. A room full of flying razor
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First off, all inorganic objects have an


armor rating, or AR. If a barricade has been set up to block a characters path, or if a wall hinders the character, then the character can ordinarily do damage to such object as if the objects AR were its health. If the object loses its AR, it breaks, and the objects destruction will have whatever effect is appropriate. For example, a wall that is destroyed will no longer block a characters path, but if it was a load-bearing wall and the character is

buzz saws may cause edged weapon damage. An iron maiden would cause pointed weapon damage and have a bleeding effect.

Calculating damage in this manner is


only needed when dealing with

sources of damage external to the players characters and the NPCs. Generally, player characters and NPCs will deal damage to each other only in accordance with their skills.

Managing Wealth and Implement Rarity

may be looted for whatever wealth they are carrying) and trade (where the characters develop or obtain goods and sell them at profit).

Over

the course of the game,

characters will begin to acquire wealth in the form of new implements and hard currency. Too much wealth will cause the characters to ask why they cant just afford to send someone else to handle whatever event is at hand. Too little wealth and the characters may feel that they are not being adequately rewarded for their efforts. While Masters of Creation is more focused on fantasy story-telling than on loot acquisition, some amount of wealth gain is simply healthy for the game. Sources of wealth include employment (where a character is told that he or she will be rewarded if he or she completes some task), defeated enemies (where the defeated enemies
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Employment is the easiest source of


wealth to manage. You determine how much wealth you want your characters to have access to, and have an NPC offer to provide that wealth to the characters provided that the characters complete some task.

Wealth

from

defeated

enemies

should be commensurate with the likelihood the enemy would carry wealth and the difficulty of the enemy. For example, a low level Daedolian magister likely has a large amount of silver on her for encounters of her level. A high level Rashumar hunter probably has little wealth on him relative to encounters of his level, and

might even have less wealth than the low level Daedolian magister. When in doubt, do the following: multiply the enemys level (1-20) by its likelihood to have currency of some form (a value of 0-5, where 0 means that the enemy wouldnt use currency and where 5 means that the enemy was wealthy by relative comparison to most of its peers). Multiply this number, if it is greater than zero, by one, two or three depending on whether the enemy was a lesser, moderate or greater threat. The total amount determined in this fashion is the amount of silver coinage that can be taken from an enemy that the characters have defeated.

Trade is a tricky business. Generally,


characters can sell their wares for more than the cost used to produce such wares, provided that such wares take more than a modicum of skill to produce. The real way to make money, however, is by taking advantage of exchange rates. Consider this a Kysgilden from Gran Daedole that is given some measure of freedom decides to make money as a traveling merchant. The wandering merchant
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begins with thirty Daedolian silver in his pocket. He exchanges the coins at an exchange office for sixty Rowardan silver. Using these sixty Rowardan silver, the merchant purchases alchemy supplies in Rowardan. The price for such supplies is the same in Rowardan as it is in Gran Daedole thirty silver coins. The merchant trades thirty of his Rowardan silver coins for the supplies. He produces the alchemical potions and returns to Gran Daedole, where he exchanges his Rowardan silver coins for fifteen Daedolian silver coins. The merchant sells the alchemy potions at a markup of 10% of the component costs thirty three silver. The Kysgilden merchant now possesses forty eight silver coins, for a profit of eighteen silver coins, less whatever minor costs were incurred in traveling. This is how trade works generally in Aldemak money is made not only in the sale of goods, but in knowing how to take advantage of trade discrepancies and business opportunities. Of course, if characters seem to be making too much money through trade, there is always the risk of encountering trouble along the way.

Implement

rarity is an issue for

several reasons. Better quality weapons deal more damage, better armor absorbs more damage, and engineering components, if made too common, could result in characters leading an army of golems. Generally, speaking, weapons and armor are divided into different tiers of quality. There are five types of materials that can be used to make weapons and armor: leather, iron, steel, meteoric iron, and exotic metals (which come in a variety of forms as determined by the narrator and as made by the characters). Weapons and armor can also be enchanted to have additional magical effects of various types. Leather and iron are common materials and should be priced relatively inexpensively. Steel is less common but not exactly scarce, and so a price point one and a half times the amount of the more common materials would be appropriate. Meteoric Iron is incredibly scarce and valuable, but naturally occurring and therefore easier to come by than exotic metal alloys. Meteoric Iron is usually three times the value of iron, at the
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very least. Exotic metal alloys are metal alloys either created by the characters or by master armorers. These alloys are not only rare but unavailable to characters without access to the appropriate skills and metals. Such metals may cost a character dearly to obtain. To make matters worse, exotic metal alloys in an un-worked state will have no value to merchants who are not familiar with the alloys. The purchase of unworked exotic metal alloys is a risky business. Generally, assume that unworked exotic metal alloys cost seven to ten times the amount of ordinary materials, such as iron or leather, and have no resale value except to the person who created the alloy. Also, and again only as a general rule subject to your discretion, iron and leather are appropriate materials for the arms and armor of characters up to fifth level, with steel and meteoric iron appropriate for characters of up to tenth level and more exotic alloys appropriate for every level thereafter. Magically enhanced weapons and armor may be appropriate at any level depending on the strength of the enhancement, but they should be used

sparingly. Regenerating +5 armor is very powerful, and, in the hands of a low level character, probably makes the game feel excessively easy. Make sure to space out the distribution of such implements over time rather than delivering all of the best weapons and armor at once.

to be made or provided as a reward of employment. Remember that constructs are permanent creations, until destroyed at least, and a single golem could last a character an entire story. Be very careful not to let engineering get out of hand.

Engineering

components should be

Round Table Narration

hard to come by. Besides Ar-Urarkan, Aldemak has little in the way of engineering, and the number of places where such components could be readily purchased is very limited. Even where found, engineering components should be fairly costly, perhaps costing as much as a suit of iron armor per component. Assemblies are exceeding costly, easily worth ten times the amount of the components from which they are comprised, and not commonly available. A Character who came across more than twenty available assemblies in an entire game could count his or herself lucky. It is always possible to cannibalize enemy constructs, at your discretion, of course. Capacitors are extremely rare and almost never sold except in ArUrarkan. Most capacitors either have
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What if you have a group of players


and no one (or everyone) wants to be the narrator? Well, the solution is simple. If no one (or everyone) wants to be a narrator, then everyone is a narrator as well as a character. Heres how this works. Everyone creates a character to play. Everyone agrees generally upon the type of event they would like to participate in. Then each player rolls a six-sided die, with ties re-rolled until there isnt a tie. The player with the highest roll is the narrator first, and remains the narrator until the characters have completed their first encounter. Thereafter, the next highest rolling player takes the role of the narrator, and so on, until the event is completed. While a player is a narrator, that player continues to

control his or her character as he or she usually would although now as an NPC until such time as the player relinquishes the role of narrator. In this manner, the group of characters can remain consistent while everyone has a chance to be in charge of the narration. As a rule, each player should have a chance to narrate up to one encounter before the event ends. So, in a group of three players, there should be no less than three encounters before the event ends. Remember, each player gets a turn at narration even if their character dies during the course of the event. Indeed, remember this fact well, particularly when narrating a potentially lethal encounter in a round table event.

that they do not have skills for and which were not anticipated either by you in your role as narrator or by this book. How does one adjudicate whether or not such an action succeeds? Other times, you will want to subject character players to novel situations unpredicted by this book. Remember the hidden embankment the argumentative character fell down? What if you had really intended to give the character a chance to avoid falling down the embankment? How should the narrator have determined whether or not the character avoided sliding down the embankment?

The answer is a narrative roll. In the


character creation section in Part Four of this book, the character is asked to add descriptors to the character. The characters player uses these descriptors to remember how to roleplay the character. The narrator uses these descriptors when making a

The Narrative Roll

It has been mentioned previously in


this sections text boxes that you will occasionally engage in something called a narrative roll. What does a narrative roll, with two Ls, mean? Outside of combat and influence rolls, character players will sometimes want to undertake improvisational actions
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narrative roll.

narrative

roll

looks

at

the

character and asks the question, What quality of the character is being

tested? Each character has a positive, negative or neutral relationship with a measured quality, which quality is provided by the descriptor. For example, if a character is described as coordinated and educated, that character has a positive descriptor of coordinated and a positive descriptor of educated. If the character is described as not charming, then the character has a negative descriptor of charming (that is to say, the character is not charming at all). Any descriptor not mentioned is one the character is neutral towards, not being especially inclined to exhibit positively or negatively and which does not bear on the narrative roll either way. To make a narrative roll, roll three six-sided

dice. Then add four to the result for a (very) positive descriptor, two to the result for a (quite) positive descriptor, zero to the result for a (somewhat) neutral descriptor or subtract two from the result for a negative descriptor (i.e. that which you are not). The number that results from this roll suggests something good for the character if it is a thirteen or above and something bad or meaningless for the character if it is less. Consult the charts below to determine exactly how a narrative roll works.

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Narrative Roll Results 13 or more: Success or 9-12: Nothing Happens. Good Fortune! The The character neither character avoids the succeeds at a non-skilled consequences of a action nor is affected by dangerous situation or anything requiring the succeeds at a non-skilled narrative roll. Nothing action. The higher the happens in relation to the character and whatever number, the greater the success or good fortune. scenario resulted in the A roll of eighteen or more need for the roll, and the results in an obvious character remains in the success with highly same situation he or she appreciable results, while was in before the roll was a roll of thirteen is a made. matter of the character just succeeding or overcoming some challenge. For example, a strong character on a narrative roll of eighteen wont just bash in a door, hell strike it so hard it will fly into the next room. On a thirteen, the door will break. This will allow the character entry, but it wont be nearly as dramatic.

8 or less: Failure or Misfortune! The character is affected by the consequences of a dangerous situation or fails at a non-skilled action. The lower the number, the worse the failure or misfortune. A roll of three or less is a severe failure that costs the character greatly, while a roll of eight is just enough of a failure to affect the character adversely. For example, a character that is not coordinated and tries to maintain his balance on a sinking seafaring vessel on a narrative roll of three will fall off the vessel and into the sea, likely to have the vessel collapse atop him. In comparison, on a roll of eight such character will only slip and fall to the floor.

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The Descriptors Psyche Physique Educated Educated Strong Strong characters have characters have the knowledge obtained ability to generate great through years of formal physical force to study and rigorous accomplish their goals. training. An educated Often muscular and large character knows in size, strong characters historical lore, can can force doors open, decipher the ancient punch through walls or symbols of dead scale mountains with languages and is aware of their bare hands. A advances in technology character described as and the sciences. If a not strong is weak, far character is described as more so than normal, and not educated, then that is easily overpowered in character is uneducated raw struggles of physical and possesses a crude strength. Very/Quite intellect, knowing what Strong characters get a little the character does +4/+2 bonus on narrative through self study and life rolls that require the lessons. Very/Quite character to use physical Educated characters get might to overcome some a +4/+2 bonus on challenge or undertake narrative rolls that some action, while weak require the character to characters suffer a -2 use his accumulated penalty when wealth of knowledge, undertaking such and uneducated activities. characters get a -2 penalty to rolls that require such knowledge.

Persona Engaging Engaging characters can easily determine how to get on another persons good side, to the point that an engaging character can encourage even the most cynical and depraved minds. Characters described as not engaging are withdrawn. Very/Quite Engaging characters get a +4/+2 bonus on narrative rolls that require the character to notice an issue affecting another character or to encourage or otherwise support that character emotionally. Withdrawn characters receive a -2 penalty to narrative rolls that require such interpersonal acumen. In addition, very/quite engaging characters receive a +4/+2 bonus to influence rolls to provide encouragement, while withdrawn characters receive a -2 penalty when attempting an influence roll to provide such reinforcement.

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Psyche Focused Focused characters have the ability to clear their minds of distractions and work diligently on problems that require concentration to solve. Focused characters can meditate with ease and can spend hours examining documents scrupulously for minor errors and inconsistencies. If a character is described as not focused, then that character is unfocused and scatter-brained, easily distracted from the matter at hand. Very/Quite Focused characters get a +4/+2 bonus to narrative rolls that require the character to carefully study or consider a matter, and unfocused characters receive a -2 penalty to narrative rolls that require such mental fortitude.

Physique Coordinated Coordinated characters have great reflexes and hand-eye coordination. They are not necessarily strong, but they are nimble and aware of their bodys position in space and time. If a character is described as not coordinated, such character is uncoordinated and has difficulty avoiding unintended physical collision. Very/Quite Coordinated characters get a +4/+2 bonus to narrative rolls that require the character to maintain balance or avoid collision, while uncoordinated character receive a -2 penalty to narrative rolls that require such physical awareness.

Persona Charming Charming characters are able to convince others that the charming character has their best interests in mind. If a character is described as not charming, that character is surly. Surly characters are stand-offish and prefer to avoid pleasantries with others. They rarely have a nice word to say and can be unintentionally offensive. Very/Quite Charming characters get a +4/+2 bonus to narrative rolls that require the character to be flattering and likeable, while surly characters receive a -2 penalty to narrative rolls that require social graces the character lacks. In addition, very/quite charming characters receive a +4/+2 bonus to persuasive influence rolls that rely upon flattery and charm, while surly characters receive a -2 penalty to influence rolls that require affability.

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Psyche Quick-Witted Quickwitted characters have the ability to respond quickly to sudden changes in the characters environment, often making executive decisions faster than those who are not quickwitted. A quick-witted character can quickly solve riddles and word games, and finds games of tactics and strategy enjoyable. If a character is described as not quickwitted, the character is slow and dull-witted, responding languidly to changes in discussion and becoming quickly confused by complex rules or actions. Very/Quite Quick-witted characters receive a +4/+2 bonus to narrative rolls that require the character to react quickly to mental challenges, while dull-witted characters receive a -2 penalty to narrative rolls that require such mental responsiveness.

Physique Fit Fit characters possess toned bodies and healthy internal biological structures, allowing them to engage in acts of physical exertion for longer periods of time than other characters. Fit characters can run longer, swim further and hold their breath longer than other characters. A character described as not fit is unfit and is overcome readily by physical exertion and suffering from various physical maladies such as corpulence or disease. Very/Quite Fit characters receive a +4/+2 bonus to narrative rolls that require the character to endure strenuous physical activity, such as exercise or physical labor. Unfit characters receive a -2 penalty to narrative rolls that require the character to undertake such extended acts of physical exertion.

Persona Sophisticated Sophisticated characters are masters of politics and deal making. Characters that are described as not sophisticated are unsophisticated. Unsophisticated characters tend not to understand fully the unstated meanings of social interactions. Very/Quite Sophisticated characters get a +4/+2 bonus to narrative rolls that require knowledge of cultural taboos and unspoken meanings, while unsophisticated characters receive a -2 penalty to narrative rolls that require such comprehension. In addition, very/quite sophisticated characters receive a +4/+2 bonus to influence rolls that rely on suggesting courses of action, while unsophisticated characters receive a -2 penalty to influence rolls that rely upon such suggestions.

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Psyche Resolute Resolute characters are certain in the face of doubt and cannot be easily duped or misled. Characters that are described as not resolute are pliable. Very/Quite Resolute characters receive a +4/+2 bonus to narrative rolls that require the character to trust in the characters memory and beliefs, while pliable characters receive a -2 penalty to narrative rolls made regarding such challenges, allowing them to be easily deceived. This is not the same as the characters resistance to an influence roll. Influence rolls check a characters disposition to respond favorably to a request. A resolute or pliable character may need a narrative roll to determine if that character recalls a memory correctly or to test a characters faith during a crisis. It has no effect on resisting influence rolls.

Physique Tough Tough characters are able to overcome pain and physical hardship without being slowed down. A tough character can take a bullet wound or an arrow to the knee without breaking pace and can endure extreme temperatures without complaint. A character described as not tough is soft, being easily upset over physical distress and being easily overcome by pain. Very/Quite Tough characters receive a +4/+2 bonus to narrative rolls that require the characters to withstand physical agony and pressure, while soft characters receive a -2 penalty to narrative rolls that test such bodily resilience.

Persona Frightening Frightening characters can intimidate others into doing what they want them to do, and keep their enemies on edge. Characters that are described as not frightening are harmless. Characters perceived as harmless are generally not confrontational and do not use others fears against them. Very/Quite Frightening characters get a +4/+2 bonus to narrative rolls made to evoke terror, either through expression, direct intimidation or the creation of elaborate illusions. Harmless characters receive a -2 penalty to such narrative rolls, as they are generally not good at such intimidation. In addition, very/quite frightening characters receive a +4/+2 bonus to influence rolls that are used to intimidate the target while harmless characters receive a -2 penalty to such frightful uses of influence.

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Narrative Priority

There is a rule that specifically limits


the use of narrative rolls and that is the rule of narrative priority. Narrative priority means that narrative rolls take a back seat to more specifically defined rule sets, such as skills, simple actions, movement and influence rolls. When a skill is used, it is the skills description that controls and not a contrary narrative roll. When a skill is not used, and a determination of success/failure or impact/no impact must be made, a narrative roll may be used. Narrative rolls never take priority over skill descriptions. A character player has a right to know exactly what he or she is able to do when he or she uses a skill. Simple actions also have a degree of narrative priority. Anything that a character can do as a simple action does not require a narrative roll. Likewise, influence rolls have a degree of narrative priority. A narrator should not make a narrative roll to determine if a character may make an influence roll. If a character wants to make an influence roll that character may make an influence roll according to the
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influence chart regardless of a narrators preferences. However, with an influence roll, a character does add or subtract two from the roll depending on whether or not the influence attempt suits the characters persona. When two different results from different actions come into conflict, which results come into effect are determined in this manner: Skills, simple actions granted by skills, breaking free, and influence roll effects take priority over regular simple actions and movement. All of these actions take priority over improvisational actions that require a narrative roll.

When an effect comes into conflict


with another effect of the same priority, the exception always overrides the general rule. For example, a skill that causes damage and one that prevents damage when damage would be caused is an example of a general effect (cause damage) and an exception (if damage would be caused, instead prevent damage). Likewise, if a character is flying and a spell is cast that prevents

flying, the flying character is grounded. For this reason, reactive skills that take effect in a manner contrary to an active skill have priority over and effectively overrule active skills. Where two effects somehow come into conflict at the same time (two characters react to an area affecting strike skill and tumble towards the same position in response, for example) LIFO (last in, first out) applies: the last person to activate the effect trumps the first persons effect and prevents it from happening.

What are some examples of character


actions that qualify as improvisational actions requiring a narrative roll? Ordinarily the following actions are all exempt: Moving, jumping, breathing, eating, drinking, performing effortless inconsequential actions, using skills, making an influence roll, using any other simple action allowed in this book, and breaking free. So why would a character ever require a narrative roll? Consider the following:

1. The character is trying to escape a strong current that is too fast to swim out of. The character has no skill to escape the current, and the action is hardly effortless. A physique roll for the strong character is appropriate. 2. The character is trying to recall some ancient lore the character encountered as a young mage. The lore is hard to recall and generally unknown to the uneducated masses. A psyche roll for the educated character is appropriate. 3. The character is trying to get a read on a political opponent and unfortunately cannot just read this opponents mind. The character tries to comprehend the ramifications of what the opponent is saying and pick up on the opponents tells. A persona roll for the sophisticated character is appropriate.
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Narrative rolls are appropriate in all of these situations and in situations similar thereto. The narrative roll is a mechanism for allowing characters to pursue novel solutions to unique noncombat problems. As previously mentioned, it is not a substitute for an appropriate skill or simple action during the ordinary course of the game. As the name implies, narrative rolls are also not made at the discretion of character players.

Narrators must decide for themselves whether a character should be given an opportunity to undertake an improvisational action. The allowance of improvisational actions, and the determination of their results, rests entirely within the sound discretion of the games narrators.

Optional Rule: Karma Coin Masters of Creation does not use experience as a reward for good play, which may be disappointing to gamers who like to be rewarded for good role-playing/decision making. One way to handle this is to reward good role-players with karma coins. To do this, the narrators will need a few pennies, at least three for each character player. Whenever all the character players (if more than one) or all of the narrators feel that a character player has done a good job of acting in character, a narrator should give the character player one of these coins. Each character player can possess no more than three such coins at any one time. At any time, and as a meta-game event rather than as an action, that player can hand the coin back to the narrators in exchange for any one of the following: restore the players characters health by the total rolled on three six sided dice, restore the players characters will by the tota l rolled on three six sided dice, survive a lethal event (i.e. death) or automatically succeed at any one narrative roll. If the narrators want to add a competitive element to earning karma coins, they may set a limit on the number of karma coins that can be distributed to the character players at any one time. For example, in a group with three character players, a narrator might decide to only hand out five karma coins at a time. In this way, character players could be encouraged to take roleplay opportunities whenever a coin becomes available, in the hopes of obtaining one before they are fully distributed.

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PART SEVEN: WORKSHEETS AND INDEX

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Masters of creation character sheet Name: Race:


Maximum Health: Maximum Will:

PLAYER: Level:
Temporary Health: Temporary Will:

Maximum AR: Equipped Implement, Right Hand: Equipped Implement, Left Hand: Armor: Consumable Implements: Racial Modifiers: | Enhancement Skill Type
| | | | | | | | | |

Temporary AR: DMG: DMG:

Permanent Effect

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Active/ Reactive Skills


| | | | | | | | | | | | | | \

Will Cost

Skill Effect

Remaining Inventory

Descriptors Psyche: Very____________, Quite ____________, Somewhat __________ but Not ____________. Physique: Very____________, Quite ____________, Somewhat __________ but Not ____________. Persona: Very____________, Quite ____________, Somewhat __________ but Not ____________.
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Unlearned Basic Skill List

Basic skills may ordinarily be used by any Character regardless of whether or not
they are learned. It can be a burden to sift through the entire skill list to find a basic skill to use and determine its effect. To alleviate this burden, please see the table below: Name Sneak Cost 3 will Effect You enter Sneak mode and are invisible for so long as you only move at half a pace per turn, do not come within a pace of an observer, and do not take any aggressive action. You cannot use Sneak while you are being observed. 3 will You may climb vertical surfaces, such as walls and cliffsides. Requires special equipment. You must reactivate Climb whenever you stop moving. 3 will You may hide small objects that could fit within the palm of your hand. You may only hide objects that are on your person or not being carried by another person. 3 will For five rounds, you have a 50% chance to detect hidden persons and traps adjacent to you. 3 will You may bind things with rope. The rope binding lasts for a number of hours equal to your roll on a six-sided die. 3 You can find food by investigating your surroundings. will/pace Roll a five or a six for each pace you move forward to find food within that pace. 3 will You can start a fire. 3 will Roll a four or better on a six-sided die to detect a trap within seven paces of you. 3 will Roll a four or better on a six-sided die to detect a hidden passage within seven paces of you.
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Climb

Legerdemain

Wariness Rope Use

Find Food

Start Fire Detect Trap Detect Secret Passage

Make Explosives

3 will

Minor Construct

3 will

Fire Gun

3 will

Bind Wound

2 will

Disinfect

3 will

Respirator

3 will

Shield Block

3 will

Forward Bash Shield Toss

3 will 3 will

Slash

2 will

You create a bomb that may be lobbed at a target as a simple action. The bomb deals damage equal to your level after a number of turns equal to the amount rolled on a six-sided die. Construct. You create a construct with an AR of 10. The construct can be directed to move as a simple action on your turn. The construct can only move. It cannot use skills. You may fire a rifle, dealing damage equal to the bullets used. Requires an equipped rifle, gunpowder and bullets. You end bleeding effects on an adjacent target and restore an amount of health to the target equal to the number rolled on a single six-sided die. If you roll a five or greater on a six-sided die, you prevent the onset of any disease in the adjacent target due to infection of a clearly identifiable wound. The adjacent target is immune to air quality conditions for a number of rounds equal to your roll on a sixsided die. REACTIVE. You prevent an amount of damage that would be caused to you by a targeted strike skill by an amount equal to your roll on a six-sided die. Requires an equipped shield. You rush a target and knock the target back a pace, dealing one blunt weapon damage to the target. You throw your shield at a target up to three paces away you lose the shield but deal blunt weapon damage to the target equal to the DMG rating of your shield. Requires an equipped shield. Deal edged weapon damage to an adjacent target equal to the DMG rating of your equipped edged weapon implement.

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Downward Cut 3 will

Weapon Block

3 will

Crush

2 will.

Downward Slam

3 will.

Stunning Blow

3 will.

Pierce

2 will

Multi-Pierce

3 will

Shoot Arrow

3 will

Punch

2 will

Deal edged weapon damage to an adjacent target equal to the DMG rating of your equipped edged weapon implement. If you do damage in this way, the target loses one health per round to bleeding for a number of rounds equal to your roll on a six-sided die. REACTIVE. Prevent one damage that would be dealt to you by a targeted strike skill if you have an edged weapon implement equipped. Deal blunt weapon damage to an adjacent target equal to the DMG rating of your equipped blunt weapon implement. Deal blunt weapon damage to an adjacent target equal to the DMG rating of your equipped blunt weapon implement. If you do damage to an adjacent target in this manner, that target loses an amount of will equal to your roll on a six-sided die. Deal blunt weapon damage to an adjacent target equal to the DMG rating of your equipped blunt weapon implement. If you do damage to an adjacent target in this manner, that target is stunned for a number of turns equal to your roll on a six-sided die. Stunned targets cannot activate skills or move for the duration of the stun. Deal pointed weapon damage to an adjacent target equal to the DMG rating of your equipped pointed weapon implement. Deal pointed weapon damage to all adjacent targets equal to the DMG rating of your equipped pointed weapon implement. If you have a bow equipped, fire an arrow at a target up to seven paces away from you, dealing pointed weapon damage to that target equal to the DMG rating of the arrow fired. Deal unarmed damage to an adjacent target equal to the DMG rating of your Fist.
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Hand Block Kick

3 will 3 will

Sprint Anticipate Maneuvers

3 will

Rally

Warm

Sparks

Boil Water Cool

Chill Breeze Frost

Charge

3 will, +1 will per pace after the first. 3 will You restore one will to yourself and your allies for a number of rounds equal to the number rolled on a sixsided die. 2 will Spell. Warm an object or deal heat damage to an adjacent target equal to the number you roll on a sixsided die. 3 will Spell. Create a dazzling display of sparks from a handful of gunpowder. Reduces the influence resistance of superstitious observers by an amount rolled on a six-sided die. Deals one point of heat damage to an adjacent target. 3 will Spell. Boil water, preventing water borne pathogens from spreading disease. 2 will Spell. Cool an object or deal cold damage to an adjacent target equal to the number you roll on a sixsided die. 3 will Spell. Cool an object at a distance, or reduce the intensity of a fire. 3 will Spell. Create a sheet of ice in front of you, creating slippery terrain for a number of paces equal to the number you roll on a six-sided die. 2 will Spell. Charge an object or deal electric damage to an adjacent target equal to the number you roll on a sixsided die.
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Roll a five or greater on a six-sided die to prevent the strike skill of an adjacent target from having any effect. REACTIVE. Roll a five or greater on a six-sided die to deal unarmed damage to a skill-using adjacent target equal to the DMG rating of your Foot. Move one pace in addition to the pace you could ordinarily move on your turn. REACTIVE. Move with any adjacent target when that target moves, keeping it adjacent to you.

Sense Energy

3 will

Spell. You discern where a particular type of energy originates from. Spell. You release built up static energy, allowing you to come in contact with advanced engineering works without damaging them.

Static Transference

3 will

Explosive Runes

Spell. Draw a runic symbol on an object. When the object is struck with any degree of force greater than a gentle touch, the object explodes, dealing force damage to everything within a pace of it equal to the number you roll on a six-sided die. You roll an additional dies worth of force damage for every four character levels beyond the first you have obtained at the time you enchant the object. Warding Runes 3 will Spell. Draw a runic symbol on an object. When you would be damaged, instead the damage is redirected to the object. Minor 3 will Spell. Animate a single object to undertake some Animation simple action. Eye Spy 1 health, Spell. Maintained. Create an animated floating eye 3 will, 1 monster that reports what it sees to you. You cannot will per move while maintaining this skills effect. round. Summon Fetch 1 health, Spell. Maintained. Create a small monstrosity that 3 will, 1 undertakes basic non-combat actions for you, like will per unlocking doors or delivering messages. round. Peasants Feast 1 health, Spell. Summon up a loaf of bread so that you dont 3 will. starve to death.

3 will

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Contest of Wills

3 will

REACTIVE. Spell. You may attempt to resist Mental skills or Influence rolls used against you. You roll two six-sided dice, your opponent rolls two six-sided dice and adds any positive influence modifiers the opponent may apply. If you roll a higher total number than the opponent, you resist the skill or influence roll. Spell. Confuse a target that isnt hostile for a number of turns equal to your roll on a six-sided die. The confused target does nothing but ponder your display for the duration of Misdirect, but you cant move without ending the effect.

Misdirect

3 will

Discern Intentions Adrenaline Rush

3 will

3 will

Enhance Strike Pressure

3 will 3 will

Improved Influence I Deceptive Bribery I

2 will 3 will

Spell. Roll a four or greater on a six-sided die to accurately discern the intentions of a target you are able to look in the eyes. REACTIVE. Spell. Roll a six-sided die if you would be affected by a targeted or strike skill. If the number you roll is greater than the damage dealt by the skill, you prevent all damage dealt by the skill and move one pace in any direction. Spell. Your next strike skill automatically results in a Critical Hit. Spell. For a number of round equal to your roll on a six-sided die, damage dealt by your Unarmed Targeted Strike skills deal double damage when absorbed by armor. Enhancement. Improves your Influence rolls by one. REACTIVE. Simple action. Improves your Influence roll by one at the cost of twenty silver coins if you were about to fail the roll.

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Goodwill Ambassador

3 will

Create Elixir of Health Create Elixir of Will

3 will 3 will

You may observe a target to determine what type of gift to obtain for the target. If you provide the gift to the target, the targets disposition towards you improves and your next Influence roll against the target will be improved by one. Create a health restoring potion using alchemical reagents. Create a will restoring potion using alchemical reagents. Create a poison that may be used to lace food or drink. Causes one health damage to the consumer for one to six rounds. Restore one to six AR on damaged armor, automatically restore broken weapons. Edged weapon has +1 DMG bonus for one to six rounds. Skin an animal corpse for its pelt.

Create Pest Kill 3 will Poison Repair 3 will Weapon/Armor Sharpen 3 will Skinning 3 will

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The Easy to Read, Ultra Fast Play Guide BEGIN STORY (A story is a sequence of 20-60 events). Step One: Group Formation. Gather friends before beginning play; determine who will be a narrator and who will be a character player. If everyone or no one wants to be a narrator, everyone is a narrator. Step Two: Creation. Character players create their characters. Step Three: Event Design. At least one day before play, narrators review a copy of character sheets to design an event for character players. Step Four: Play Event. Narrators set different encounters against character players. Characters may: Interact within the event by using actions. Actions include skill use, influence rolls, movement, simple actions and improvisational actions. Outside of combat, a character can attempt any action. Narrators have discretion to deny improvisational actions. Within combat, characters can use skills, move, use a simple action or make influence rolls. Improvisational actions are not allowed. Within combat, characters can undertake any one allowed simple action once per turn, activate an active skill effect once per turn OR make an influence roll, and move once per turn. Note that when strike skills are used, one die should be rolled to determine if the strike is a critical hit. When a character acts on his or her turn, the narrator should check to see if there are any reactions (i.e. uses of REACTIVE skills) in response before resolving the effect of the action. Characters may perform tasks for NPCs to reduce the resistance of such NPCs to the characters influence rolls. Step Five: Conclude Event. When the event concludes, if such event is the third such event (or earlier if you are running a shorter story) then the player characters level up. Whether or not they level up, character players should provide their character sheets to a narrator so that the narrator can prepare the next event. Events should usually conclude at the end of every game session. Step Six: Conclude Story. If the event concluding is the last event in the story (the 60th) then, the story ends. Step Seven: Start New Story. Start over again with new characters and entirely new adventures!
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Masters of creation Glossary of terms


By now you have read an incredible number of pages and rules and, perhaps, you may feel like it is hard to keep them all straight. While Masters of Creation is designed to be rules light and simpler than most systems to play, it does none-the-less have more complexity than a simple game of make believe. To help narrator and character players alike, here is provided a glossary of terms that can help settle questions regarding the meaning of terms and confusion over rules conflicts: Action An act or process of doing something, undertaken by a players character or a non player character. Categories of actions are provided below: Improvisational Action an improvisational action is an action which is not a skill, simple action, influence roll or movement, but which a character wishes to undertake anyway. The outcomes of improvisational actions are determined by a narrative roll. Influence Roll an influence roll is an action that is undertaken to convince another character to undertake an action. There are four types of influence rolls encouragement, persuasion, suggestion and intimidation. See Influence, below, for more information. Movement movement is an action that moves the actor from the actors present location to another location. Ordinarily a character can move no more than one pace per turn in combat. Simple Action a simple action is an action that is so easy in nature it does not require any special training to undertake nor does it have a recognizable chance of failure. See Simple action, below, for more information. Skill a skill is an action that the actor has trained itself to use and which the actor has a special proficiency in, such that while they are not as simple as simple actions they do not require a narrative roll. See Skills, below, for more information.

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Character an autonomous entity in the Story controlled either by a character player or a narrator player. Character players control one character while narrators control multiple characters of lesser consequence to the Story. Characters have certain attributes, described below: AR AR, or armor rating, is a measure of the amount of damage that can be absorbed before damage causes the character to lose health. Characters with AR have a maximum and a temporary AR. Whenever a character with an AR would take damage, the damage is reduced by the characters temporary AR. The characters temporary AR is reduced by the amount of damage it absorbs. Once the character loses all temporary AR, the character loses health when damaged. AR may be restored by an armorer up to the amount of the armors maximum AR value. Description Characters are described according to their mental, physical and personality make-up, respectively referred to as the areas of description: Psyche, Physique and Persona. Characters have two positive descriptors and one negative descriptor for each area of description. See Description System and Descriptors, below, for more information. DMG DMG, or damage rating, is a measure of the amount of damage that a character can do with the weapon implements it has equipped. Some skills use DMG to determine how much damage they do. Equipped Weapons weapon implements that the character has equipped are equipped weapons. Weapons require one or two hands to use, and a character with a weapon equipped must have such hands available to equip it. This is the source of a characters DMG. Equipped Armor Armor that the character has equipped. This is the source of a characters maximum and temporary AR. Health health is a measure of the characters overall wellness. A character possesses a maximum and a temporary health attribute. A character must have at least one point of temporary health to remain conscious or undertake any action. A character with no temporary health is defeated. A defeated character may be killed or resuscitated as a simple action at the discretion of those undefeated characters near the defeated character following resolution of combat. Characters killed in this manner are dead. Dead characters are removed from the game their story has ended. Characters may restore their temporary health, but never to an amount in excess of their maximum health. Resting is a process that allows a character to recover lost temporary health.
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Inventory a characters inventory describes all of the implements that the character is carrying on his or her person. A character has a limit to what can be carried in his or her inventory. See Inventory, below, for more information. Level level is a measurement of the characters progress through the story and of the characters relative power. A character has a level equal to one plus the number of chapters the character has seen to conclusion. Some skills calculate their effects based on a characters level. Will will is a measure of the characters overall energy. A character possesses a maximum and a temporary will attribute. Temporary will is reduced by skill use, some simple actions, and the effects of some skills and environmental conditions. A character with no temporary will suffers from exhaustion. An exhausted character moves at half its normal speed (one half pace per turn ordinarily). Characters may restore their temporary will, but never to an amount in excess of their maximum will. Resting is a process that allows a character to recover lost temporary will. Combat combat is a series of actions undertaken by two or more characters where the characters engage in a display of applied force in order to overcome those who oppose them. Combat follows special rules in order to prevent the game from being bogged down in conflicting narrative accounts. Initiative initiative is determined for each character engaged in combat by rolling three six-sided dice and adding the characters temporary will score. Initiative is recalculated at the beginning of each round. The character with the highest initiative total takes its turn first, second highest second, et cetera, until the round has concluded. Turn a turn is a moment in combat where a character can use any simple actions, any one active skill, make an influence roll, or move. Once a character has undertaken every action the character is able to in one turn, the turn ends. Round a round is a full series of turns. Once every character engaged in combat has had their full number of turns, the round ends and a new round begins with those characters that are not defeated or dead.

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Damage damage is harm caused to an object or character. Damage dealt to a character reduces that characters temporary AR or temporary health. Damage dealt to an object reduces the objects temporary AR. Damage reduces health and AR on a one for one basis equal to the amount of damage dealt. Blunt Weapon blunt weapon damage is damage dealt from a source that bludgeons a character or object. Edged Weapon edged weapon damage is damage dealt from a source that cuts or tears at a character or object. Pointed Weapon pointed weapon damage is damage dealt from a source that pierces or impales a character or object. Cold Damage cold damage is damage dealt from a source that chills or freezes a character or object. Electric Damage - electric damage is damage dealt from a source that shocks or electrifies a character or object. Force Damage force damage is damage dealt from a source that exerts non-elemental pressure on a character or object. Heat Damage- heat damage is damage dealt from a source that burns or ignites a character or object. Magical Damage magical damage is damage dealt from a source that mystifies or mentally shocks a character or object. Description System and Descriptors the Description System is the system whereby characters are assigned certain qualities, called descriptors, which inform the players as to the natures of those characters. Descriptors are those qualities of mind, body and spirit that determine how the character behaves. Descriptors are most important to note when making narrative rolls. Psyche The psyche is an area of description used to describe the state of a characters mind. A character will have a positive relationship with two descriptors and a negative relationship with one descriptor. One descriptor will not accurately or inaccurately describe the character. Narrative rolls may be modified by a characters psyche when the character is seeking to perform a complex mental task without knowledge of an appropriate skill. The type of task the character is seeking to perform should inform the narrative roll.
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Educated Educated characters are characters with an exceptional academic background. They excel at tasks that require knowledge of languages, histories, artifacts, sciences, religion and philosophy. Narrative rolls related to such tasks receive a +4 (very educated) or +2 (quite educated) bonus for such characters. Characters described as not educated are uneducated and suffer a -2 penalty to narrative rolls related to tasks requiring an education. Focused Focused characters are characters that have the ability to work on a single mental task through to completion. Focused characters are not easily distracted and are capable of great concentration; they excel at tasks that involve meditation, research, concentration and planning. Narrative rolls related to such tasks receive a +4 (very focused) or +2 (quite focused) bonus for such characters. Characters described as not focused are unfocused and suffer a -2 penalty to narrative rolls related to tasks requiring concentration and sustained mental effort. Quick-Witted Quick-witted characters are characters that have the ability to quickly respond to mental challenges and changes in their environment. Quickwitted characters are not easily taken off-guard and are capable of quickly responding to danger; they excel at tasks that require quick thinking, improvisation, and lying. Narrative rolls related to such tasks receive a +4 (very quick-witted) +2 (quite quick-witted) bonus for such characters. Characters described as not quick-witted are dull-witted and suffer a -2 penalty to narrative rolls related to tasks requiring quick thinking and improvisation. Resolute - Resolute characters are characters that have the ability to accurately recall the foundational information underlying their beliefs, which helps to reinforce the integrity of their thoughts. Resolute characters are not easily misled about matters of which they have knowledge, and can more readily see through forgery and deception; they excel at tasks that require excellent memorization and recall skills. Narrative rolls related to such tasks receive a +4 (very resolute) or +2 (quite resolute) bonus for such characters. Characters described as not resolute are pliable and suffer a -2 penalty to narrative rolls related to tasks regarding memory and recognition.

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Physique - The physique is an area of description used to describe the state of a characters body. A character will have a positive relationship with two descriptors and a negative relationship with one descriptor. One descriptor will not accurately or inaccurately describe the character. Narrative rolls may be modified by a characters physique when the character is seeking to perform a demanding physical task without knowledge of an appropriate skill. The type of task the character is seeking to perform should inform the narrative roll. Strong - Strong characters are muscular and capable of generating greater than average physical force. They excel at tasks that require lifting, throwing, or breaking things. Narrative rolls related to such tasks receive a +4 (very strong) or +2 (quite strong) bonus for such characters. Characters described as not strong are weak and suffer a -2 penalty to narrative rolls related to tasks requiring physical strength. Coordinated- Coordinated characters are spatially aware and dexterous. They excel at tasks that require physical contortion, hand-eye coordination and accuracy. Narrative rolls related to such tasks receive a +4 (very coordinated) or +2 (quite coordinated) bonus for such characters. Characters described as not coordinated are uncoordinated and suffer a -2 penalty to narrative rolls related to tasks requiring such physical awareness. Fit - Fit characters are healthy and capable of withstanding long period of physical exertion. They excel at tasks that require continuous physical strain and effort, such as running, swimming, paddling, manual labor, or scaling vertical surfaces. Narrative rolls related to such tasks receive a +4 (very fit) or +2 (quite fit) bonus for such characters. Characters described as not fit are unfit and suffer a -2 penalty to narrative rolls related to tasks requiring endurance in the face of physical hardship. Tough - Tough characters are resilient and naturally unaffected by pain. They excel at tasks that require enduring physical agony or working through pain, such as running with an arrow in the knee or remaining conscious after suffering severe physical trauma. Narrative rolls related to such tasks receive a +4 (very tough) or +2 (quite tough) bonus for such characters. Characters described as not tough are soft and suffer a -2 penalty to narrative rolls related to tasks requiring tolerance to pain.

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Persona - The persona is an area of description used to describe the state of a characters personality or spirit. A character will have a positive relationship with two descriptors and a negative relationship with one descriptor. One descriptor will not accurately or inaccurately describe the character. Narrative rolls may be modified by a characters persona when the character is seeking to perform a demanding communicative task without knowledge of an appropriate skill. The type of task the character is seeking to perform should inform the narrative roll. In addition, positive persona descriptors improve influence rolls, while negative persona descriptors penalize influence rolls, as described below:

Engaging - Engaging characters are communicative and enjoy social interaction. They excel at keeping conversations going and are great at lifting spirits or enabling productive debate. Narrative rolls related to such tasks receive a +4 (very engaging) or +2 (quite engaging) bonus for such characters. Characters described as not engaging are withdrawn and suffer a -2 penalty to narrative rolls related to tasks requiring extroverted behavior. Engaging characters receive a +4 (very engaging) or +2 (quite engaging) bonus to influence rolls made to encourage a target. Withdrawn characters receive a -2 penalty to influence rolls made to encourage a target. Charming - Charming characters excel at making others perceive them in a positive light. They are experts at seducing, manipulating and cajoling others. Narrative rolls related to such tasks receive a +4 (very charming) or +2 (quite charming) bonus for such characters. Characters described as not charming are surly and suffer a -2 penalty to narrative rolls related to tasks requiring persuasive and considerate behavior. Charming characters receive a +4 (very charming) or +2 (quite charming) bonus to influence rolls made to persuade a target. Surly characters receive a -2 penalty to influence rolls made to persuade a target. Sophisticated - Sophisticated characters excel at reading body language and the political atmosphere. They excel at reading unintended tells and perceiving social tension, and can be quite savvy gamblers or politicians. Narrative rolls related to such tasks receive a +4 (very sophisticated) or +2 (quite sophisticated) bonus for such characters. Characters described as not sophisticated are unsophisticated and suffer a -2 penalty to narrative rolls related to tasks requiring knowledge of unintended interpersonal behavior. Sophisticated characters receive a +4 (very
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sophisticated) or +2 (quite sophisticated) bonus to influence rolls made to offer a suggestion to a target. Unsophisticated characters receive a -2 penalty to influence rolls made to offer a suggestion to a target. Frightening - Frightening characters excel at terrifying and intimidating others. They are experts at understanding the underlying fears of others and exploiting them. Narrative rolls related to such tasks receive a +4 (very frightening) or +2 (quite frightening) bonus for such characters. Characters described as not frightening are harmless and suffer a -2 penalty to narrative rolls related to tasks requiring an understanding of fear. Frightening characters receive a +4 (very frightening) or +2 (quite frightening) bonus to influence rolls made to intimidate a target. Harmless characters receive a -2 penalty to influence rolls made to intimidate a target. Implements Implements are objects and tools that a character can use or carry. Skills ordinarily have certain implement requirements. See Skills, below, for more information. Some implements need to be worn by the character (i.e. equipped) before they can be used with any skills. Examples of common implement types are provided below: Armor A type of implement that a character must equip in order to receive any benefit from. Only one set of armor may be equipped by a character at any one time. Armor possesses AR, or armor rating, an intrinsic attribute that allows the armor to absorb damage that would affect the one equipping the armor, preventing any consequent health loss. Armor has a maximum AR and a temporary AR rating. Damage absorbed by armor reduces the armors temporary AR by an amount equal to the damage absorbed. Once a set of armors temporary AR is reduced to 0, the armor breaks and is unusable (treat as if it no longer absorbs damage) until its temporary AR is repaired. Armor may not ordinarily have its temporary AR repaired above its maximum AR. Each set of armor takes up one inventory slot in a characters inventory when not equipped. Consumable A type of implement that is destroyed and removed from a characters inventory when it is used. Consumable implements include food and drink, potions and poisons, and other such materials and items as are specified consumable by a skills description. Different consumable implements have different inventory requirements dependent upon their size. See Size and Space Issues, below, for more information.

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Plot Items A type of implement that has no function outside of a narrative specific function designated by the narrators. Plot items do not take up any space in a characters inventory but may inconvenience characters in any number of ways a narrator might imagine. Size and Space Issues; Miscellaneous Implements Implements that are not weapons or armor take up space in a characters inventory according to their size. Small implem ents usually require little or no space. For example, it takes twenty five arrows to take up one inventory slot. Alchemy components usually take up little or no space an entire array of components might take up one inventory slot at best. When an implement is carried and the rules do not define the amount of inventory space it consumes, the narrator should look to the size of the implement and determine whether or not the character having room for the item makes sense. Large implements, like a forge or an anvil, probably shouldnt be carried in a characters inventory, while smaller implements, as aforementioned, shouldnt take up more than one inventory slot. Un-equipped armor, un-equipped weapons, potions, poisons, and some equipment take up one inventory slot each. Weapons - A type of implement that a character must equip in order to receive any benefit from. Only two one-handed implements or one two-handed weapon may be equipped by a character at any one time. Weapons possess DMG, or a damage rating, an intrinsic attribute that determines the amount of damage certain skills cause. If a skill requires a weapon implement in its description, that implement must be equipped unless the skill provides otherwise. Each weapon implement takes up one inventory slot in a characters inventory when not equipped Influence Influence is the system whereby characters compete against others without resorting to combat. Through influence, characters are able to motivate others to act in accordance with the characters wishes. Influence is explained more fully below. Influence Discipline The Influence discipline is a skill discipline specifically designed to enhance influence rolls and thereby improve a characters chance of succeeding in influencing a target. Influence Effect An influence effect is the effect caused by a success on an influence roll. For example, intimidated targets may back down from an aggressive stance or encouraged targets may remain committed to a fight they would otherwise abandon. The exact results of an influence roll are determined by a narrator, but usually the purpose of the influence roll informs the effect.
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Influence Roll An influence roll is an attempt to influence a target to take a desired course of action. The influence roll is made in one of four types of manners through encouragement, persuasion, suggestion and intimidation. The character making the influence roll rolls two six-sided dice and adds any modifiers (such as benefits from the influence discipline) and persona (+4/+2 for very/quite positive persona descriptors, -2 for negative descriptors). The total result is then compared to the targets resistance. If the total equals or exceeds the targets resistance, the target is influenced and the narrator must determine an influence effect. Otherwise, the target is unaffected. Persona A characters persona is an area of description for a character describing a characters personality or spirit. See Description System and Descriptors, above, for more information. Every character has a positive relationship with two descriptors and a negative relationship with one descriptor. For the purposes of making influence rolls, characters described as engaging receive a +4 or +2 bonus to influence rolls for encouragement, those described as charming receive a +4 or +2 bonus to influence rolls for persuasion, those described as sophisticated receive a +4 or +2 bonus to influence rolls for suggestion, and those described as frightening receive a +4 or +2 bonus to influence rolls for intimidation (depending on whether the character is described as very or quite with regards to the descriptor). Characters described as not engaging receive a 2 penalty to influence rolls for encouragement, those described as not charming receive a -2 penalty to influence rolls for persuasion, those described as not sophisticated receive a -2 penalty to influence rolls for suggestion, and those described as not frightening receive a -2 penalty to influence rolls for intimidation. Type Influence rolls come in four types: encouragement, persuasion, suggestion and intimidation. Engaging characters are good at encouragement, charming characters are good at persuasion, sophisticated characters are good at making suggestions and frightening characters are good at intimidation. Encouragement is a type of influence roll that attempts to restore a targets morale or drive the target to continue with an action the target would otherwise abate. Persuasion is a type of influence roll that attempts to charm a target into feeling positively towards the influencer, thereby convincing the target to undertake some action the target would not otherwise take. Suggestion is a type of influence roll that informs the target in such a way as to convince the target that it heard what it wants to hear. Targets subject to a suggestion may undertake a new action or cease undertaking an old one in response to the suggestion. Intimidation is a type of influence roll that convinces a target to cease undertaking an action contrary to the influencers wishes.

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Resistance Resistance is the target number that a character making an influence roll must reach in order to influence the target. Resistance is determined based on the history of the target with the influencer and on the likelihood of detriment that the target foresees if the target follows through with the recommended course of action/inaction. An average person has a resistance of ten. See the Influence Table within this book for more information. Inventory the space a character has available to carry additional items in, other than the ones the character has equipped. For example, in real life your inventory consists of your pockets or your purse. In the game, your character has satchels, backpacks, pockets, and holsters in which to store his or her implements and assorted items. Implements Implements are usable items, which may be stored within an inventory. See Implements, above, for more information. Inventory Slots a characters inventory is divided into inventory slots, areas of space which can be occupied by a medium sized implement on a one for one basis. Generally, anything within an inventory takes up one inventory slot. There are exceptions. For example, very small items may not take up an inventory slot except in the aggregate. Characters have a number of inventory slots equal to the characters level plus ten. The narrator is the ultimate arbiter of whether or not an inventory item alone or as a set should take up an inventory slot. When in doubt, assume that an implement takes up one slot unless there are rules to the contrary. Narrator A narrator is a person who controls the events that make up the story. The narrator sets the scene, controls characters not controlled by character players, and determines the prevailing environmental conditions. Narrators also make narrative rolls, determinations of whether or not characters succeed or fail at risky actions they undertake. Narrative Priority Narrative priority is shorthand for saying that specific and exceptional rules take priority over general and non-specific rules. The narrator may not use narrative rolls to undermine a character players reliance on skill rules, influence roll rules, movement rules or simple action rules. Narrative rolls should only be used for actions that are not covered under any of the other four action types. Likewise, where a skill and a simple action come into conflict, the skill is assumed to take effect. This is to prevent characters from arguing that their effortless inconsequential action, such as a taunt, somehow interferes with the taunted targets skill use. Simple actions provided through the use of skills are considered skill effects and have the same priority as other skill use. Narrative priority also gives resolution priority to specific rules over general
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rules and exceptions to the rule to a rule itself. A skill that allows flight is therefore countered by a skill that prevents flight, a skill that would cause damage is countered by a skill that prevents damage, ordinary movement is altered by skills that effect movement, etc.

Narrative Rolls Narrative rolls are dice rolls made to determine the effects of improvisational actions. Narrative rolls may be made in one of two instances: 1) A character wants to do something for which there are no other rules (an improvisational action) or 2) the narrator presents a character with a situation outside of combat where the character wants to do something to get out of the situation, and nothing within the other rules allows the character to so extricate itself. As an example, a character sinking in quicksand that has no skill to get out of the quicksand may try and force itself out of the sand, forcing a narrative roll based on the characters physique. As an additional example, a character that is walking through a mine field without any way to detect mines but who wants to try and discern where they are located forces a narrative roll based on the characters psyche. Narrative rolls are made by the narrator, not the characters player. The narrator determines whether or not fortune favors the character when a narrative roll is called for. Non-player Characters (NPCs) Non-player characters, or NPCs, are characters that the narrator controls. Unlike the characters that character players control, NPCs often are less developed and have only those skills and attributes that the narrator needs to be aware of. NPCs are often used as threats and foils for the character players, and occasionally as allies. Saving the Game Character players may ask the narrator to save the game and get the characters out of a bind if the characters have reached a narrative dead end that would result in the end of their story. Saving the game is appropriate where the characters have failed to foil their enemys plan to conquer the world/kingdom/market/street, or where similar narrative failures on the part of the characters have left them with no way to meaningfully impact the story (all characters turned to stone, all characters locked in cement cases and thrown into the sea, alien invasion vaporizes characters, etc.). Its a last chance opportunity for the characters to set right whatever has gone wrong, and it should be costly to the characters when it is used. Saving the game should not save characters from the consequences of combat, failure at an influence roll, or other mundane failures. Only exceptionally dire circumstances call for the characters to request that the game be saved by the narrator.
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Simple action a simple action is an action that does not require training or considered effort and which an ordinarily healthy and capable character is able to undertake without risking failure. During combat, a character can take any number of simple actions, but may perform each simple action no more than once. Different types of simple actions are provided below. Each of these actions can be used no more than once each turn: Breathe Characters may breathe as a simple action. Characters are assumed to always use this simple action when available unless a character player informs the narrators otherwise. Eat/Drink Characters may eat or drink any consumable item provided it is within reach. Effortless Inconsequential Action Characters may engage in inconsequential and easy to perform activities, such as conducting shadow puppetry, dancing, laughing, sleeping, pointing, taunting and scrawling. These activities have no noticeable effect on game play unless allowed by the narrator. Equip/Un-equip Characters may equip or un-equip one equipped weapon or armor implement. Interact with Object Characters may interact with objects normally as a simple action, provided such interaction is a reasonable and ordinary use of the object. Jump Characters may spend one will to jump while moving, which is sometimes useful to overcome minor obstructions or to reach just out of reach ledges. Look Around Characters are free to look around and ask the narrators what they observe during their turn. Skill-Provided Technically a super-category of simple actions. Several skills offer training to the character that allows the character to perform seemingly complex maneuvers as simple actions. Each simple action provided by such a skill is treated as its own type of simple action (i.e. you can lob a bomb and use another simple action on the same turn). Speak Characters can speak freely, provided they are not trying to use such speech to make an influence roll.

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Skills Skills are special actions that characters can undertake, with predefined effects that result from their use. Skills are the primary method characters have for undertaking actions in a story. Activate A skill is activated when its will cost is paid. A skill that does not have a will cost does not need to be activated in order to be used. Active All skills that are not reactive are considered active skills. Active skills are simply skills with effects that can be used on your turn in combat or out of combat without being used in response to anything. Cost All skills have a cost, measured in the amount of temporary will the character must lose in order to activate or maintain the skill. Critical Hit Skills with the identifier strike have a chance to deal double damage when they would cause damage. Roll a six sided die when a strike skill would cause damage. If the total of the roll is a six, the damage caused is doubled and reactive skills cannot be used in response to the skill. Discipline Skills are divided into disciplines, which are clusters of skills related to similar subject matter. There are twenty one total disciplines outlined in this book. Duration The effects of skills have durations, periods of time for which the effect lasts. An effect that happens immediately and then ends has an instant duration, while effects with longer lasting consequences may endure for several turns, rounds, or even whole hours or scenes of game time. Effect Every skill is an action with a predetermined effect. Unlike narrative rolls, where the effect is determined by the narrator responding to the roll, skills produce effects with clear results that the characters can rely upon. Identifier Skills are identified through several identifiers, descriptive words or phrases that provide additional information about the skill. See Type, below, for more information. Implements Skills often require implements to be used. Where a skill specifies a weapon implement, the implement must be equipped for the skill to be used. Implements that are indicated as consumed are lost to the character after the skill is used.

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Prerequisite Skills have prerequisites, either skills that the character must know before the character learns the skill or conditions the character must meet before learning the skill. If a skills prerequisites are not met, the skill cannot be learned, except at the narrators discretion. Reactive Reactive skills are skills that react to some precondition that occurs when it is not the reacting characters turn. Reactive skills usually prevent the effect of an action taken against the reacting character. One way to think of it is to say that reactive skills have narrative priority over the active skills they react to. Tier Skills are divided into five tiers, which represent different degrees of complexity within the discipline in which such skills are found. The tiers are: Basic Basic skills are simple skills that ordinarily can be used with difficulty even by characters that have not learned them. Characters using basic skills they have not learned spend two additional temporary will to use such skills. Adept Adept skills are more advanced skills than basic skills, but still not too incredibly complex. Adept skills cannot be used unless learned. Intermediate Intermediate skills are complicated skills more complex than adept skills. Intermediate skills cannot be used unless learned. Expert Expert skills are complicated skills more complex than intermediate skills. Expert skills cannot be used unless learned. Master - Master skills are complicated skills more difficult to master than any skill from any other tier. Master skills cannot be used unless learned. Type Skills come in various types, which are indicated by their identifiers. Some types are more common than others. The identifiers that indicate the types of skills available are described in detail in the Identifier Table within this book. Upgrade Skills can be improved through the upgrade process. When a character levels up, the character can spend upgrade points on a skill to improve it, as described by the upgrade. The cost of each upgrade is listed before the upgrades description. Cumulative upgrades of the same type stack.

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Story The story is the entire game as experienced by the characters over the course of twenty chapters. In real time, a story is predicted to last approximately sixty game sessions, but a narrator may speed it up or slow it down depending on the number of events completed per session. Chapters A chapter of the story comes to a close when the characters have gone through three events. At the end of a chapter, all character players increase the level of their characters by one. Scene A scene is a moment of time within the story that can last anywhere from an entire event to a single encounter. A scene is generally as long as the narrator feels is sufficient to convey new information to the character players. Scenery Scenery describes the world around the character players, including all of the trees, streets, buildings, constructs and other details that make it up. Encounters Encounters are challenges that the character players must overcome to complete an event. Encounters can include combat, influence rolls, or more unusual challenges such as races, political debates, etc. An event is usually comprised of a number of encounters, and usually cannot be completed until at least one encounter has been met. Environmental Conditions Environmental conditions are special situations that affect the environment in which the characters interact. Environmental conditions describe conditions that affect the quality of the air, the lighting of the scene, the traction of the terrain, etc. Environmental conditions can be used to make encounters more challenging or amusing. Events Events are changes in the story that are brought about due to the actions of the characters. Each game session usually concludes with the completion of an event. Examples of events include deposing a corrupt politician, saving a town from bandit raids, finding a new mineral in the depths of the Ar-Urarkan mines, or uncovering the source of a terrible evil. A narrator should have a firm idea of what the event will be, but should also be willing to let character players take the event in unanticipated directions. Narrators may choose to treat every encounter as an event, which will propel the story forward quickly, or to treat a series of encounters as an event, which will slow the story down. Every three events culminate in the conclusion of a chapter, at which time the players characters level up.

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Paces Dimensions in space are measured in paces, non-numerical units of measurement that roughly measure the distance a healthy character not subject to exhaustion could move in a single turn. Objects suspended in the air will be located a number of paces vertically from the ground, while objects located at a distance along the ground will be located a number of paces horizontally away from any other object. Poisons and Disease Poisons and diseases are conditions that have a lasting effect on those they afflict. Poisons and disease may afflict characters from time to time due to skill use, new rules, or the whimsy of a narrator. This book only delves a little bit into the nature of poisons and diseases. Generally, poisons will have a shorter onset and duration than diseases, but a higher rate of mortality. Diseases have a longer onset and may endure until they are cured. Some diseases kill, while others simply disorient or sicken the afflicted for a time.

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