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El Vagos Conversion Guidebook: 7th Sea

to Honor + Intrigue
This is meant to be used by people who own both the 7th Sea RPG books by AEG and also the Honor +
Intrigue RPG by Basic Action Games. This work is a labor of love by a fan of both, and is not a
challenge to the trademarks or copyrights of their respective owners. You will need the appropriate
sourcebook(s) from each system to make use of this guide. This guide is for personal use only and not for
publication.

Table of Contents
Quick Character Conversion: 7th Sea to Honor + Intrigue ......................................................................... 5
Traits to Qualities .................................................................................................................................. 5
Combat Abilities .................................................................................................................................... 5
Careers .................................................................................................................................................. 5
Mastered Maneuvers ............................................................................................................................ 5
Background, Advantage, and Arcana Conversions ................................................................................... 6
New Boons ................................................................................................................................................ 6
Bearsark ................................................................................................................................................ 6
Castillian Blade ...................................................................................................................................... 7
Castillian Education ............................................................................................................................... 7
Dangerous Beauty ................................................................................................................................. 7
Dracheneisen ........................................................................................................................................ 7
Man of Will............................................................................................................................................ 8
Puzzle Sword ......................................................................................................................................... 8
Righteous Wrath ................................................................................................................................... 8
Syrneth Artifact ..................................................................................................................................... 9
Sympathetic Healer ............................................................................................................................... 9
Twisted Blade ........................................................................................................................................ 9
Unbound ............................................................................................................................................... 9
Special Equipment .................................................................................................................................. 10
Castillian Blades ...................................................................................................................................... 10
Aldana Blade ....................................................................................................................................... 10
Gallegos Blade ..................................................................................................................................... 10

Soldano Blade ..................................................................................................................................... 10


Torres Blade ........................................................................................................................................ 10
Zepeda Blade....................................................................................................................................... 10
Montaigne Puzzle Swords ....................................................................................................................... 10
Rolling for Puzzle Swords .................................................................................................................... 10
General Rules for Puzzle Swords......................................................................................................... 10
Common Puzzle Swords Dice Roll Chart ............................................................................................. 11
Uncommon Swords Dice Roll Chart .................................................................................................... 11
Renard Puzzle Swords ........................................................................................................................ 11
Loup Puzzle Swords ............................................................................................................................. 11
Crer Puzzle Swords ............................................................................................................................ 12
Dtruire Puzzle Swords ....................................................................................................................... 13
Matre Puzzle Swords .......................................................................................................................... 14
Vodacce Twisted Blade ........................................................................................................................... 14
Sword Schools ......................................................................................................................................... 15
Avalon ..................................................................................................................................................... 15
Andrews .............................................................................................................................................. 15
Donovan .............................................................................................................................................. 15
Goodfellow .......................................................................................................................................... 15
Finnegan .............................................................................................................................................. 15
MacDonald .......................................................................................................................................... 15
Peecke ................................................................................................................................................. 15
Robertson............................................................................................................................................ 16
Castille ..................................................................................................................................................... 16
Aldana ................................................................................................................................................. 16
Gallegos ............................................................................................................................................... 16
Gustavo ............................................................................................................................................... 16
Soldano ............................................................................................................................................... 16
Torres .................................................................................................................................................. 17
Zapeda................................................................................................................................................. 17
Montaigne ............................................................................................................................................... 17
Rois et Reines ...................................................................................................................................... 17
Valroux ................................................................................................................................................ 17

Tout Pres ............................................................................................................................................. 17


Boucher ............................................................................................................................................... 17
Gualle .................................................................................................................................................. 17
Eisen ........................................................................................................................................................ 18
Eisenfaust ............................................................................................................................................ 18
Drexel .................................................................................................................................................. 18
Hopken ................................................................................................................................................ 18
Gelingen .............................................................................................................................................. 19
Posen ................................................................................................................................................... 19
Loring .................................................................................................................................................. 19
Durchsetzungburg ............................................................................................................................... 19
Ussura ..................................................................................................................................................... 20
Bogatyr ................................................................................................................................................ 20
Buslayevich.......................................................................................................................................... 20
Dobrynya ............................................................................................................................................. 20
Vendel ..................................................................................................................................................... 20
Larsen .................................................................................................................................................. 20
Rasmussen .......................................................................................................................................... 21
Snedig .................................................................................................................................................. 21
Swanson .............................................................................................................................................. 21
Vesten ..................................................................................................................................................... 21
Halfdanssen ......................................................................................................................................... 21
Kjemper ............................................................................................................................................... 21
Leegstra ............................................................................................................................................... 22
Siggursdottir ........................................................................................................................................ 22
Urostifter ............................................................................................................................................. 22
Voddace .................................................................................................................................................. 22
Ambrogia ............................................................................................................................................. 22
Bernoulli .............................................................................................................................................. 22
Capputina ............................................................................................................................................ 23
Lucani .................................................................................................................................................. 23
Villanova.............................................................................................................................................. 23
Church of the Prophets ........................................................................................................................... 23

Rossini ................................................................................................................................................. 23
Swords of Solomon ............................................................................................................................. 23
The Friars / Rogues of the Cross ......................................................................................................... 24
Pirate Nations ......................................................................................................................................... 24
Rogers ................................................................................................................................................. 24
Secret Society Schools ............................................................................................................................ 24
Bonita .................................................................................................................................................. 24
El Punal Occulto .................................................................................................................................. 25
Mortis .................................................................................................................................................. 25
Shield Man .......................................................................................................................................... 25
Vipera Ex Morsi ................................................................................................................................... 25
Desaix .................................................................................................................................................. 26
Necare ................................................................................................................................................. 26
Quinn................................................................................................................................................... 26
7th Sea Sorcery Conversion ..................................................................................................................... 27
El Fuego Adentro..................................................................................................................................... 28
Glamour Magic........................................................................................................................................ 30
Porte Sorcery .......................................................................................................................................... 35
Laerdom .................................................................................................................................................. 37
Nacht ....................................................................................................................................................... 42
Pyeryem .................................................................................................................................................. 43
Sorte ........................................................................................................................................................ 49
Sorte Decks ......................................................................................................................................... 50
Sympathetic Healing ............................................................................................................................... 52
Scrying (Female) ...................................................................................................................................... 53
Scrying (Male) ......................................................................................................................................... 56
Druid ....................................................................................................................................................... 57
Auspices .............................................................................................................................................. 57
Lesser Gesa ......................................................................................................................................... 57
Greater Gesa ....................................................................................................................................... 57
Sample Gesa Weaknesses ................................................................................................................... 58
Sample Lesser Gesa............................................................................................................................. 58
Sample Greater Gesa .......................................................................................................................... 58

Quick Character Conversion: 7th Sea to Honor + Intrigue


Traits to Qualities
To quickly convert a 7th Sea characters Traits into Honor + Intrigue Qualities, there is a very simple
formula to use.
Brawn -2 = Might
Wits -2 = Savvy
Pannache -2 = Flair
(Resolve + Finnesse)/2 -2 = Daring OR Resolve -2 OR Finnesse -2 = Daring (GMs preference to use
Finesse or Resolve, based on the vision of the character).

Combat Abilities
As a general rule, the more ranks the character has in combat knacks, the more points they have in
corresponding Combat Abilities.
Brawl: Take the characters highest unarmed attack knack for an unarmed type of attack and subtact 2.
This becomes the characters Brawl Combat Ability. Minimum of 0.
Melee: Take the characters highest melee attack knack (like Attack Heavy Weapon or Attack Fencing
Weapons) and subtract 2. This becomes the characters Melee Combat Ability. Minimum of 0.
Ranged: Take the characters highest attack knack for a ranged weapon (like Attack Firearms or Throw
Knife) and subtract 2. This is the characters Ranged Combat Ability. Minimum of 0.
Defense: Take the characters rank in Footwork and Subract 2 from the result. This becomes the
characters Defense Combat Ability. (Minimum of -1). Example: a character with a Footwork 4 would
have a Defense of 2 in Honor + Intrigue, while a character with Footwork 0-1 would have a Defense of 1.

Careers
Careers are relatively easy to convert. Simply take the Skill and find the nearest appropriate Career.
Courtier for example corresponds to Noble quite nicely. When in doubt, use the characters background
to guide you. There is no Farmer Skill in 7th Sea for instance, but you can still use knowledge that the
character was a farmer to add Farmboy to the characters careers.
Generally, the number of ranks to put in any given career is based on the total number of ranks in
knacks the character has for that Skill in 7th Sea. For every 5 ranks in knacks, the character gets 1 rank in
the career, minus 1. So if you have a character with Courtier skill and 11 points worth of knacks, you
would have Noble 1 in Honor + Intrigue. There can be some exceptions to this (Skills that dont have a lot
of knacks available for instance) so be aware of this and use your judgement.
If the person is a swordsman, use the number of ranks in maneuver knacks to determine rank in the
Swordsman career.

Mastered Maneuvers
Many of the 7th Sea Sword School maneuvers have an equivalent in Honor + Intrigue. Any maneuver
with 4 or more Ranks in 7th Sea is considered Mastered in Honor + Intrigue.

Background, Advantage, and Arcana Conversions


A great many of the Advantages and Arcana from 7th Sea will not be listed here. This is because
they are easily replicated by the Honor + Intrigue rules already. For instance, because there are
no skill points in Honor + Intrigue, University Advantage is of no use. You can just take
Learned Advantage, and possibly the Scholar career instead. Honor + Intrigue has a Hunted
Flaw so there is no need to convert the Hunted Background from 7th Sea, either. You get the
point.
So here, well be covering the Big Ones. Things like Dracheneisen, Man of Will, and various
other powers that Honor + Intrigue does not handle using the Rules as Written.
Converting Backgrounds
You can take just about any 7th Sea Background, and turn it into an Honor + Intrigue Flaw.
Whenever the background seriously affects you in some negative way, you gain 1 Fortune.
Some Backgrounds might instead be considered Boons. If you can tap into this background for
some special benefit or aid, pay 1 Fortune Point. Note that it is still possible that a beneficial
background can cause problems as above as well.
Example New Flaw: Defeated

New Boons
Bearsark
Requirements: You must be Vesten. You must have the Barbarian or Warrior Career.
You are immune to fear at all times.
Prior to a battle, you may spend a Fortune Point to go berserk. You enter a mindless rage that
will not stop until all enemies are down. The rest applies while you are berserk

You froth at the mouth.


You feel no pain and are immune to the effects of pain (although you can still be knocked out or
killed).
Your Savvy is reduced to -2.
You gain + 1 Might (also affects Lifeblood and damage rolls).
You increase your Terror Rating to by +2 (this stacks with any existing).
It takes an easy ( +1 ) Savvy check (remember that Savvy is -2) to identify friend from foe in
combat.
You age a week for every round of combat you are berserk.

Castillian Blade
Choose 1 type of Castillian blade (See Castillian Blades under Special Equipment)
Castillian Education
This functions like the Learned Boon from Honor + Intrigue, and requires the character be a
Castillian with the Scholar career. In addition to a Bonus Die, you get +1 to all rolls involving
academic knowledge.
Dangerous Beauty
This Boon is a gift and a curse. Treat this as the Attractive Boon, but in addition, your appearance
causes problems. Members of the same sex, jealous of the effect you have on the opposite sex may slight
you, or even be openly hostile. It is difficult for people to forget you, as well, making it difficult to mix
into the citys population unnoticed. When your appearance causes you a serious problem, gain a Fortune
Point.

Dracheneisen
In Honor + Intrigue rules, a Boon means that you have useful dracheneisen. If you are Eisen, and
have the Noble career, you have dracheneisen in some form (otherwise, you are an ex-noble).
The difference that the Boon makes is whether or not the dracheneisen is useful. Without the
Boon, your dracheneisen might be a single boot, or a punch bowl, or some other less beneficial
piece. Its still enough to make you a Noble, but not very useful in combat.
To have the Dracheneisen Boon, you must be Eisen, and you must have the Noble career.
Your Rank in the Noble career determines how much dracheneisen you have. You get your Rank
in Noble x2 points of dracheneisen. If you have 0 Ranks, you get 1 point of dracheneisen. Use
the following chart to spend your Dracheneisen Points.
Light Armor 2 pts (this is made from a hodge-podge of shoulder guards, arm guards, leg guards,
a partial breastplate, etc. Wearing this is like wearing no armor at all in terms of penalties.)
Helmet 1 pt
Gauntlet 1 pt
Heavy Armor 3 pts
Small Weapon (a dagger, buckler) 1 pt
Medium Weapon (Panzerhand, Pistol, sword, Crossbow) 2 pts
Heavy Weapon (2-Handed Sword, Musket, Arbalest) 3 pts
Lock 1pt (Unbreakable padlock)
Arrows/Quarrels 1pt (5 dracheneisen arrowheads. These get a penetration bonus, but no bonus to
hit)
Modified Panzerhand 3 pts (choose 1 option below)

Built-in Pistol (4 Minor Actions to Reload; Misfire 2-3)


Locking Grip (Once engaged, your grip can not be broken. Unlocking requires a key and a
Major Action. Until then, your off-hand cannot be used for anything else.)

Mounted Crossbow (You have a crossbow mounted on your Panzerhand. It can either be a hand
crossbow with the usual loading time, or a regular crossbow that takes 1 additional Minor
Action to load because it must be done one-handed.)
Spikes (Your Panzerhand has spikes on it. +1 to damage rolls.)
Weighted Knuckles (Your Panzerhand is fused closed into a fist and has extra weight on the
knuckles. It cannot be used for much other than punching. It does 1d6-1 damage with a punch.)
Dracheneisen weapons give +1 to hit, parry, and all other 2d6 rolls, and add 10 to the range
increment of any ranged weapon. For the purpose of avoiding breakage, take the roll made for
the weapon and double it.
(OPTIONAL: dracheneisen weapons ignore 2 points of Protection worn by the target of an
attack. This does not apply to ranged weapons unless the ammunition is dracheneisen. Note that
bullets cannot be made from dracheneisen because it is too light. If the weapon already negates
protection in some way, use whichever is greater and add 1 to the Protection reduction)
Dracheneisen armor functions like Adamant armor does in Honor + Intrigue (p 183). In addition,
Eisen characters do not have a Flair penalty for wearing armor when they wear dracheneisen.
Man of Will
You are immune to mind-altering magic (sorte, runes, sidhe, etc.), effects of repartee, and the
effects of fear and pain. Its not that you dont feel fear and pain; you just know how to ignore
them.
Note: You may not have this Boon if you have any sort of magical ability.
Puzzle Sword
You own a Montaigne Puzzle Sword. This is for Montaigne characters only. You may roll to randomly
obtain one puzzle sword (see Special Equipment for more information).

Righteous Wrath
Inquisition Only
You must also have the Inquisitor Career. You cannot also have the Blessed Boon.
Each story you receive 2 miracle dice. These dice can be spent as follows
(cannot use any except Vanishing Act on someone with Blessed advantage):

Silver Tongue = Bonus Die on one social roll.


Gaze into the Abyss = Make a contested Daring check and you get +1 Daring. You
gain a Terror rating against that person equal to your Inquisitor career rank.
Fanatic Strength = +3 Might for one action.
Piercing the Veil = You automatically detect a lie.
Untapped Reserves = When you have no Fortune Points you can spend a miracle die to get 2
Fortune Points.

Vanishing Act = With a distraction can disappear without a trace. This is automatic; no roll
required.

Syrneth Artifact
Unless otherwise stated, the following artifacts exist with no change at all from the text presented
in The Pirate Nations. In addition to this short list, the GM and player are encouraged to work
together to create their own unique artifacts as well.
Golden Marble (see PN pg 96)
Green Bracelet Gives + 1d6 Protection against the first (and only the first) attack that damages
you during a scene.
Grinning Armband Works like a grappling gun, but with + 1 to hit, and you cannot fall off.
Heavy Knife Does 1d6 Dmg instead of 1d3+1
Mechanical Hand (see PN pg 96)
Ornate Glove and Throwing Knife (see PN pg 96-97)
Reddish Cutlass Spend a Minor Action and 1 Fortune Point to duplicate your attack. Essentially
this lets you Split your action with no penalty, but both actions are exactly the same. Both
actions must be an attack (Bladework, Quick Cut, Lunge, Hilt Punch, etc). You use the same roll
for both actions, including damage. You must spend the Minor Action and Fortune Point before
rolling the attack.
Shining Belt (See PN pg 97)
Silvery Box (See PN pg 97)
Tarnished Mug and Cap (See PN pg 97)
Sympathetic Healer
This does not count as a Boon. Instead, Sympathetic Healer is a Career that functions in much the same
way as a type of Sorcery. See Sympathetic Healing under Sorcery.

Twisted Blade
Vodacce Only: You own a Twisted Blade. See Twisted Blade under Special Equipment.

Unbound
Male Vodacce Only. All fate strands attached to you are court cards, so Fate Witches cannot affect you.
You have a Terror Rating of 2 to Fate Witches

Special Equipment
Castillian Blades
Aldana Blade
+1 to Initiative phase for actions using the Aldana blade.

Gallegos Blade
Spend a Fortune Point to re-roll an attack roll or to resist a Sword Break maneuver if you fail. Keep the more
favorable result.

Soldano Blade
You can spend a Fortune Point to get +2 to any roll made using the Soldano Blade after rolling. This can be
attack, damage, parry, etc. Before rolling, if you spend a Fortune Point, you get +1 to the result in addition to
the Bonus Die.

Torres Blade
+1 to damage rolls.

Zepeda Blade
Spend a Fortune to re-roll an attack roll or damage roll.

Montaigne Puzzle Swords


Rolling for Puzzle Swords
If a Montaigne Hero possesses a Puzzle Sword (with a Boon), roll 1d10 on the following charts to
determine its exact nature, starting with the Common Swords Chart. This roll is modified by region of
Montaigne, allowing results to range from 0 to 11, rather than 1-10.

Heroes from the western provinces (Verre, Toille, Martise, Rachetisse, Rogne, and La Motte)
subtract 1 from all rolls on the Puzzle Sword Charts.
Heroes from the northern provinces (Dore, Crieux, Aur, and Arrent) add 1 to all rolls on the
Puzzle Sword Charts.
Heroes from the southern provinces (Sices, Charouse, Pourisse Gloyure, and Surlign) do not
modify their rolls.

When you take the Puzzle Sword Boon; you take your chances. It is possible you will end up with a
sword considerably less powerful than one you might otherwise acquire with a Boon; then again, you can
also roll one much MORE powerful. You should roll your results with the GM, as he may decide to let
you reroll, or to disallow certain results. An especially generous GM may let you roll two or three times,
and keep the result you like best.

General Rules for Puzzle Swords


Many Puzzle Swords have hidden switches, buttons, etc.
These switches are subject to the following rules:

It takes a Tough (-4) Savvy Check to discover them unless the user is familiar with the switch already.
It takes no Actions to push a button, release a catch, etc., assuming that the person doing so is holding
the sword in his hand.
Many Puzzle Swords have detachable parts such as darts, oil reservoirs, etc. The removal or emptying of
these things throws off the delicate balance of the sword. When a Puzzle Sword is off-balance, its wielder
is at a penalty of -1 to all Attack Rolls and Active Defenses made with the sword.

Common Puzzle Swords Dice Roll Chart


0-5 Roll on the Renard Puzzle Swords Chart.
6-11 Roll on the Loup Puzzle Swords Chart.

Uncommon Swords Dice Roll Chart


0-5 Roll on the Creer Puzzle Swords Chart.
6-11 Roll on the Detruire Puzzle Swords Chart.

Renard Puzzle Swords


0 Garrote Hilt: there is a hidden garrote in the hilt.
1 Solid Grip: Opponents get -1 to Parry this sword
2 Disguised Sheath: The sword looks like an ordinary cane until unsheathed
3 Well Balanced: +1 to Bladework
4 Blade Catcher: +1 to Bind
5-6 Roll Again on this chart (ignore 5-6 results) and also roll on the Uncommon Chart.
7 Long Reach: +1 Initiative
8 Locksmiths Hilt: Hilt contains lockpicks that give +1 to all rolls to pick locks
9 Secret Compartment
10 Rust Proof
11 Locking Sheath It takes a Might of 6 to break it. Otherwise you must press the secret latch to
open it.

Loup Puzzle Swords


0: Serrated Blade - +1 Damage with called shots
1: Flamberge blade 1s explode on damage roll
2: Light Sword - +1 Riposte
3: Unbreakable
4: Barbed Guard - +1 Disarm
5-6: Roll again on this chart and then also roll on the Uncommon Swords chart.
7: Keen Blade - +1 Damage with Quick Cut

8: Spiked Guard - +1 Damage with Hilt Punch


9: Never Dulls
10: Heavy Blade - +2 Beat
11: Dagger Hilt (spring loaded dagger pops out when needed)

Crer Puzzle Swords


0: Smoke Cloud: The sword sprays smoke in a 10 radius when a concealed button is pressed, plunging
the area into total darkness for 10 phases. The sword contains enough smoke for one use, then must be
refilled with a mixture of oil and common herbs (costing 1G) using 3 Minor Actions. When the reservoir
is empty, the sword is off-balance.
1: Articulated Grip: +1 Initiative
2: Lizards Tail: The sword has a false tip that it can shed. After a successful Parry against the swords
wielder, the tip falls off. The target must then reroll the Parry. If its successful a second time, the attack is
blocked; otherwise the trick succeeds and the broken fragment of blade gets through after all. It takes 3
Minor Actions to reattach the tip properly; without the tip, the sword is off-balance.
3: Coiling Hilt: The hilt of this sword springs shut on its wielders hand one Phase after being picked up
unless a hidden catch is released. It takes a 5 Might to pry the victims hand loose once the hilt has sprung
shut. The victim must Spend a Fortune Point or the hand is broken for one month (treat as the missing
limb Flaw for this period). The hilt can be opened by pushing the hidden catch.
4: Grasping Hilt: The swords hilt is a form-fitting design that wraps around the wielders hand. When
grasped, it locks into place. This has two benefits. First, the wielder cannot be disarmed of his sword.
Secondly, the catch to release the hilt is hidden, which means that users unfamiliar with the sword will
find that it traps their hand like a vise.
56: Roll again on this chart. Ignore further 56 results, and roll on the Maitre Swords chart.
7: Adjustable Hilt: The hilt of this sword can be shortened or lengthened, for use as either a Rapier or a
Broadsword, by spending a Minor Action. Using it as a Broadsword requires both hands unless your
Might is 1 or greater, while the Rapier form requires only one hand.
8: Grappling Hilt: The hilt of the sword can be used as a grappling gun. It has 20 feet of strong cord in
it, and takes 6 Minor Actions to rewind. If used as a weapon while the cord is unwound, the sword is offbalance
9: Healing Touch: At the touch of a concealed switch, the sword injects a liquid into the wielder that
heals him of 1d6 Lifeblood. The formula for this liquid is known to the wielder and costs 5G per dose, but
is only effective if
injected. Only one dose per day will work on a single person, and the swords reservoir holds only one
dose. Afterwards it must be refilled, which takes 15 Minor Actions. When it is empty, the sword is offbalance.
10: Loyal Hilt: A poisoned needle jabs into the base of the holders thumb one Phase after picking it up
unless a hidden latch is released. The poison may be either arsenic or knock-out drops, at the owners
option. Heavy gloves, gauntlets, or a panzerhand on the wielders sword hand will defeat this security

measure. The poison reservoir must be refilled after each use, but is not large enough to affect the swords
balance.
11: Blade Breaker: The blade breaker is a device designed to strike an opponents blade at a weak spot
and shatter it. This is only useful when an opponent has just Parried the puzzle sword. The wielder then
depresses a hidden button, and part of the swords hilt smashes down, attempting to break the other blade.
This works like a free use of the Sword Break Maneuver, treating the damage as 1d6+1. Once sprung, a
mechanism must be rewound in the sword, requiring 6 Minor Actions, before the ability can be used
again. Until then, the weapon is off balance.

Dtruire Puzzle Swords


0: Pistol Hilt: There is a single-shot concealed pistol built into the hilt of the sword, which can be fired
by depressing a hidden button.
1: Firebreather: When the sword is swung and a concealed button is pressed, the sword sprays oil from
its tip and ignites it with a built-in flint. This results in a two-foot arc of flame extending from the blades
tip. This attack is rolled using Savvy + Ranged. If it hits, it does 1d6 fire damage. (also consult the rules
for being set on fire). The sword holds enough oil for one use, and must be refilled afterward, taking 15
Actions. When it is empty, the sword is off-balance.
2: Blinding Spray The sword has a reservoir of liquid that can be sprayed into an opponents face at the
touch of a hidden button. This requires a successful Ranged + Savvy attack roll with -2 to hit. Instead of
suffering damage, the victim is blinded until the liquid is washed out of their eyes or one hour has passed,
whichever comes first. The sword holds only enough liquid for one use, and takes 3 Minor Actions to
refill (using water and herbs available for 50c). When the swords reservoir is empty, it is off-balance.
3: Dart Hilt The sword can fire a small dart out of its pommel up to 10 when a hidden button is pressed.
This requires a successful Ranged + Savvy attack roll with -3 to hit. Deadly poisons or knock-out drops
are typically smeared on the dart. If the dart is lost, a skilled Blacksmith (Rank 2+ in the Career) is
required to replace it at a cost of 10G. When the dart is missing, the sword is off-balance. Poison must be
reapplied to the dart after each use.
4: Strange Metal The sword is made from metal so light that the wielder gets +1 to Initiative Rolls and
+2 to break ties on Initiative.
56: Roll again on this chart. Ignore further 56 results. Then roll on the Maitre Swords chart below.
7: Spreading Blade: This sword is designed with a powerful spring between two half blades. When a
hidden button is pushed, the two halves of the sword are forced apart. This often results in broken ribs and
other horrifying wounds to the victim. After a successful attack, the Hero may activate this ability to
inflict an additional +1d3 dmg to the target. However, the sword has -1 to resist Break Sword attempts,
and once it has been sprung, it is useless until 6 Minor Actions have been spent resetting it.
8: Poison Reservoir There is a small watertight compartment inside the swords hilt. When a certain
decoration is twisted on the pommel, it opens up this compartment, allowing whatever is inside to flow
out. If the sword is being held tip down when this is done, the liquid will flow down it, coating it liberally.
This takes one Minor Action. However, until the end of the Round (or until the first successful attack
with the weapon), the liquid will cling to the blade and seep into any wounds it makes. Typically, deadly
poisons or knock-out drops are placed in the reservoir. The sword holds enough poison for one use and
must afterward be refilled, taking 15 Minor Actions. When it is empty, the sword is off-balance.

9: Collapsing Hilt: If the sword is drawn from its sheath without pressing a hidden catch, roll a die. That
many Phases later, the sword falls apart in the wielders hands, taking (10Savvy) Minor Actions to
reassemble.
10: Tainted Metal: When an opponent is wounded by this sword, they do not heal damage inflicted by it
normally for 1 day. In addition, any supernatural healing, alchemical healing, etc, is only half as effective.
11: Razor Edge: You get a bonus die to damage rolls with this weapon, but this has no effect on the
weapons ability to break sword, or to resist break sword attempts.

Matre Puzzle Swords


01: The Eager Blade This sword can instantly leap to its owners hand whenever he wills it, from any
distance. (It is a free action to draw this sword or recover it from on the ground or even across the room).
Should he ever hand the sword to another person hilt-first, the sword will begin to obey that persons
commands. If the owner dies, the first person to touch the sword becomes its new master.
23: The Ghostly Blade No one but the swords owner can pick up this weapon. Everyone elses hands
simply pass right through it. While the wielder holds it in his hand, the sword is solid and can be touched
by others (and touch them in return) but if he lets go of it, the sword once again resumes its ghostly
behavior. Should he ever hand the sword to another person hilt-first, the sword will then allow only that
person to pick it up. If the owner dies, the sword becomes solid, and the first person to touch it becomes
its new master.
45: The Grasping Blade Once per Act, this sword can cut at great distances. If the wielder can see a
person, he can attack him with the sword, no matter how far away he is the blade disappears into the
air and emerges near the target. The target can still use Passive and Active Defenses as usual. Of course, a
Savvy Check (at -2) is in order if the target was unaware of the wielder. Failure renders the target
Surprised.
67: The Shimmering Blade Once per Act, this sword may shimmer. It begins to waver in the air like
a mirage, and until the beginning of the next Round it ignores armor and cover and cannot be Parried (and
the opponent has -2 to Defense against it as well).
89: The Greedy Blade This swords wielder may spend one Minor Action in order to cut open a hole in
the air with the sword, and reach in with his other hand. This allows the wielder to act as though he had
the Porte Pocket Knack at Rank 3, but objects inside never vanish.
1011: The Thirsty Blade Once per Act, this sword can draw some of the blood out of an opponent. The
wielder declares that he is activating the blade before rolling for damage. He may then add +1d6 damage
to the total.

Vodacce Twisted Blade


You have a sword that has had its strands of destiny twisted by a Fate Witch. You can take this Boon multiple
times to make your Twisted Blade more powerful. Each time, you get 2 Destiny Dice per session (to a
maximum of 6) that you can use for any roll involving the sword, even damage. Destiny dice work just like a
Bonus Die- except that you can apply them after seeing the dice roll. So if you rolled a 1, 2, you could use a
Destiny Die. If that die came up 5, it would replace the 1, and your roll would become 7.

Sword Schools
Avalon
Andrews
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Swordsmans Guild
Rapier
Lunge, Feint, Riposte, Dodge, Shove
+1 Parry, +1 Riposte
Bonus Die to Lunge attack rolls

Donovan
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Players Guide
Avalon Smallsword (1d3+1 Dmg, has cutting edge) / Buckler
Bind, Disarm, Riposte, Quick Cut, Hilt Punch (Buckler)
Donovans Twist: Deal 1 point of damage to attacker on successful Parry
Edwards Thrust: You may spend a Fortune Point to make a free Bladework attack at
-2 to hit; even if you have no remaining actions

Goodfellow
Sourcebook
Weaponry
Maneuvers
Benefit
Mastery

Avalon
Avalon Longbow (1d6+2 Damage)
Aim Shot, Disarm, Tag, Staple, Quick Draw
You may add half your Might (Round Down) to the damage done by your bow, You
can make Tag and Disarm attempts using Ranged attack when using a longbow
You have grown so fast, you may split actions when firing a Bow and knocking an
arrow is now a Free action

Finnegan
Sourcebook
Weaponry
Maneuvers
Benefit

Mastery

Avalon
Unarmed
Footwork, Shove/Trip, Grapple, Dodge, Riposte (Counter-Punch)
Unarmed Attacks deal 1d6-1 damage instead of 1d2, you can make an unarmed
Riposte(Counter-Punch) using Brawling instead of Melee following a successful
Dodge
No penalties from intoxication in combat, and you never pass out due to drink; When
you spend a Fortune Point to reduce damage you take, it is reduced by 3 rather than 2

MacDonald
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Avalon
Claymore
Beat, Lunge, Hilt Punch, Shove/Trip, Sword Break
Eliminates -1 Penalty to Parry with Claymore
Ferocious Swing: You can elect to take a Penalty Die on your attack roll in exchange
for a Bonus Die on your damage roll when using a Claymore. In addition, you now
do 1d6+3 damage with a Claymore instead of 1d6+2

Peecke
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Sidhe Book of Nightmares


Quarterstaff
Beat, Feint, Shove/Trip, Hilt Punch, Riposte
You can Split Actions with a Quarterstaff

Mastery:

When you get a Mighty Success with any staff attack, you may make a free
Shove/Trip attempt. If you get a Mighty Success with any Shove/Trip attempt using
a quarterstaff, you may make a free Bladework attack using the Quarterstaff against
the fallen opponent.

Robertson
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Swordsmans Guild
Rapier and Cloak
Cloak Parry, Bind, Riposte, Shove, Feint
+1 Cloak Parry, +1 Riposte
When you get a Mighty Success on any roll made with the cloak, you may make an
immediate free Bladework attack with the rapier.

Castille
Aldana
Weaponry: Rapier
Feint, Riposte, Tag, Footwork, Dodge
Benefit: +1 to Initiative rolls
Mastery: Spend Fortune to Dodge even when out of actions
Gallegos
Weaponry: Rapier
Feint, Riposte, Tag, Lunge, Shove
Benefit: +1 to Parry, +1 to Riposte
Mastery: +1 to Defense
Gustavo
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Los Vagos
Rapier (Mounted or on Foot)
Cloak Parry, Bind, Riposte, Shove, Feint
You can use the benefits of this style both on foot and while mounted.
+1 damage with rapier when fighting from horseback
You may use Footwork while mounted, as you can guide your steed into the perfect
position on the battlefield
+1 to Initiative rolls
You may take an additional Major or Minor Action in a round. The next round, you
are unable to take an action of the type you took the previous round. You must be
able to take both a Major and Minor Action in a round to use this Mastery.

Soldano
Weaponry: Two Rapiers
Tag, Quick-Slash, Footwork, Riposte, Lunge
Benefit: For each Soldano school maneuver youve mastered, you reduce the penalty for splitting
your action to -1 when using two rapiers for one round. Thus if you mastered 3 maneuvers, you have
only a -1 penalty to split your actions (using the rapiers) for 3 rounds. If you mastered 2 maneuvers,
the benefit would last 2 rounds. This benefit begins being used in your first round of combat and
continues until it expires, whether you choose to split your actions or not.
Mastery: Spend a Fortune point to do +1d3 damage whenever you hit an opponent.

Torres
Weaponry: Rapier and Cloak
Dodge, Tag, Stop-Thrust, Riposte, Feint
Benefit: +1 Cloak Parry, +1 Riposte
Mastery: You get a bonus die on damage with Stop-Thrust or Riposte
Zapeda
Weaponry: Whip
Bind, Disarm, Tag, Trip/Shove, Grapple
Benefit: You can grapple and trip with the whip using Melee instead of Brawling. Also +1 to
initiative
Mastery: Whenever you do damage with the whip, that opponent also has a Close Call.

Montaigne
Rois et Reines
Weaponry:
Maneuvers:
Benefit:
Mastery:
Valroux
Weaponry:
Maneuvers:
Benefit:

Mastery:

Tout Pres
Weaponry:
Maneuvers:
Benefit:
Mastery:

Musket and Bayonet


Quick-Draw, Lunge, Hilt-Punch, Aim, Quick-Load
+1 to Initiative Rolls, Increase Musket range increments by 10
Spend a Fortune point to reduce Cover and Range penalties by 3
Rapier and Main Gauche
Feint, Tag, Riposte, Disarm, Bind
+1 to Parry with Main Gauche, Double Parry: Use Flair instead of Savvy to parry
using Main Gauche and Rapier combined. You take a -2 penalty on your parry
attempt, and if successful, you get a Fortune Point (does not count as an earned
point) that must be used within the next round. You cannot split your action to
double parry (you are using both weapons to parry a single attack). If you have
mastered the Parry action, you can use your free Reaction to Double Parry
instead.
+1 to all rolls to use Repartee against opponents & your resistance to Repartee is
increased by 1 as well in combat. When you succeed at a Double Parry, you may
make an immediate Bind or Riposte for free.
Rapier + Improvised Weapon -OR- 2 improvised weapons
Shove, Tag, Bind, Riposte, Dirty Fighting
No penalty for using improvised weapons
Mighty success with one weapon (on any roll; attack, parry, etc) = free attack with
the other.

Boucher
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Montaigne
Two Daggers
Riposte, Quick Cut, Dirty Fighting, Staple, Feint
+1 Initiative, opponents get -1 to Active Defenses taken against your dagger attacks
You may spend a Fortune Point to make a free Bladework attack with a Dagger at -2,
even when you are otherwise out of actions

Gualle
Sourcebook:
Weaponry:

Swordsmans Guild
Rapier and Parrying Dagger

Maneuvers:
Benefit:
Mastery:

Bind, Disarm, Riposte, Sword Break, Footwork


+1 Parry and +1 Disarm with Parrying Dagger
If you succeed at Parrying with your Parrying Dagger, you can immediately make a
Bind attempt as a free action.
If you have your opponents weapon in a Bind with a Parrying Dagger, you can
attempt to Disarm as a Minor Action. You can attempt a Disarm as a free action
immediately after a successful bind (with no penalty for a Quick Disarm) by spending
a Fortune Point.

Eisen
Eisenfaust
Weaponry:
Maneuvers:
Benefit:
Mastery:

Broadsword and Panzerhand (1d3 Dmg)


Beat, Barehand Bind, Disarm, Barehand Parry, Break Sword
You get +1 to attack an enemy who has missed you (not because of any active defense
on your part) earlier this round.
Spend a Fortune Point to immediately follow a successful Barehand Parry or Barehand
Bind with a free Break Sword attempt.

Drexel
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Eisen
Greatsword (Zweihander)
Dirty Fighting, Disarm, Lunge, Hilt Punch, Quick Cut
You do not have the -1 Parry penalty with a Zweihander.
The Drexel School teaches its students to take up to four different stances. Each has
its own benefit and drawback. Before you roll initiative each round, choose which
stance you are taking for the round. Changing stances takes no action, and occurs at
the very beginning of your turn (so if you switch to an Initiative-affecting stance, it
will affect your current Initiative roll).
You know 1 Stance for each Drexel maneuver you have mastered.
Bittner (Forward Stance): Bonus Die to Reaction maneuvers, Penalty Die
to Damage
Gerbeck (High Stance): +1 to Bladework, -1 to Reaction Maneuvers
Kohler (Low Stance): Bonus Die to Initiative, Penalty Die to Damage
Metzger (Back Stance): Bonus Die to Damage, Penalty Die to Reaction
Maneuvers and -1 Defense
Opponents in battle regard you as if you had a Terror rating of 2, and your Terror
Rating cancels the Terror Rating of any opponents, and vice-versa. The effect is that
men under your leadership will be less afraid because they are under your command.
So if you are facing a creature with a Terror Rating of 3, its Terror Rating is reduced
to 1 (and yours is Reduced to 0).

Hopken
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Eisen
Crossbow
Quick Load, Staple, Disarm, Tag, Aim Shot
Crossbow range increments are increased by 10 .You can make Tag and Disarm
attempts using Ranged attack when using a crossbow.
You can use Hopken techniques with an Arbalest as well as a regular crossbow.
When you successfully Quick Load, you achieve 3 Minor actions worth of loading
(allowing you to load and fire an Arbalest every round if you have a Might of at least
2, or are using a goats foot to help load).

All range and cover penalties to your shots are reduced by 1, to a minimum of 0.

Gelingen
Sourcebook:
Weaponry:
Maneuvers:

Benefit:

Mastery:

Eisen
Depends on the monster; there is no specific assigned weaponry to this school
Instead of Maneuvers you instead learn how to exploit the weakness of certain
monsters and animals. This only works on non-sentient monsters; it will not work on
the Sidhe, etc. Instead of learning a new Maneuver, you learn a new creature type
and how to effectively kill it. So you might have Kobold, Horse, or Siren as
Maneuvers. Note that you can use the Maneuver mastery boon to begin with more
Creature Types mastered as if they were ordinary maneuvers; however people who
are not trained in Gelingen cannot take creature types as maneuvers.
Against each creature type you have mastered, you get a bonus die to hit and damage.
If the creature can be harmed, you will know how, and likely you are carrying the
means to do it upon your person, assuming you were prepared for combat.
Against each creature type you have mastered, you get +2 Defense, and all passive
defenses. You also add +2 to hit and damage, on top of your Bonus Die.
You can choose to keep learning more Maneuvers even once you have become a
master of the school by mastering 5. In fact, you know monsters so well, it is now
easier for your to learn how to defeat new monsters, and you Master a new monster
type for only 3 Advancement Points instead of 5.

Posen
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Eisen
Boarspear (Horse-Lance)
Beat, Hurl Spear, Stop-Thrust, Lunge, Footwork
You can use the benefits of this style both on foot and while mounted.
You can throw a boarspear with a 10 Range increment
You may use Footwork while mounted, as you can guide your steed into the perfect
position on the battlefield
+1 to Initiative rolls
You may take an additional Major or Minor Action in a round. The next round, you
are unable to take an action of the type you took the previous round. You must be
able to take both a Major and Minor Action in a round to use this Mastery.

Loring
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Freiburg
Two Panzerhands
Footwork, Disarm, Barehand Parry, Barehand Bind, Grapple
1d6-1 Damage with Panzerhands instead of 1d3
You can choose to avoid the penalty die to Quick Disarm by taking a -1 Defense for
the round instead.
When you successfully Barehand Bind an opponents weapon, you may make an
immediate Disarm attempt as a free action, with no penalty for being a Quick
Disarm.
You also receive 1 Free Barehand Parry per round.

Durchsetzungburg
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Swordsmans Guild
Saber
Tag, Glide, Quick Cut, Riposte, Beat
+1 to Tag and +1 to Parry with saber

Mastery:

+1 to Called Shots. Called Shots do +1 Damage as well.

Ussura
Bogatyr
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Ussura
2-Handed Axe
Hurl Axe, Hilt Punch, Moulinet, Beat, Bind
You may throw a 2-Handed Axe with a 5 Range Increment
Your penalty for Parrying with a 2-Handed Axe is only -1 instead of -2
+1 Damage with a 2-Handed Axe
You gain a Terror Rating of +2 (this stacks with any existing rating you may have
from something other than a Sword School) and also get +2 to Daring checks made to
resist fear

Buslayevich
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Ussura
It is suggested that you take the Born in the Saddle Boon along with this school
Bow
Footwork, Quick Draw (arrow), Staple, Tag, Disarm
No penalty for firing a bow from Horseback
+1 Initiative
You may use Footwork while mounted, as you can guide your steed into the perfect
position on the battlefield
You may make ranged Tag and Disarm attacks using a bow
Gain 3 Fortune Points at the start of every combat or chase scene. These do not count
as Advancement points, and they disappear at the end of the scene. These Fortune
Points can only be used while mounted and holding a bow.

Dobrynya
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Ussura
Unarmed (Wrestling)
Disarm, Choke/Crush, Grapple, Footwork, Shove/Trip
You get a bonus die to resist the effects of Cold
+1 Choke/Crush and +1 Disarm
Whenever you are damaged by an attack, you may either spend a Fortune Point to
reduce the damage by 3 (instead of the usual 2) or to immediately use Choke/Crush
on a grappled opponent as a free action.

Vendel
Larsen
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Vendel / Vesten
You should take the Night Sight Boon in conjunction with this School
Rapier / Lantern (1d3 dmg, +1 Beat)
Dirty Fighting, Feint, Hilt Punch (Lantern), Footwork, Beat (Lantern)
Your penalties due to darkness are reduced by 1 (this stacks with Night Sight, which
would mean no penalty at all in very dim light, and only a Penalty Die in pitch
blackness for most rolls aside from ranged attacks).
When you use your Lantern to make a Dirty Fighting attack against an enemy, you
blind them with a sudden flash of light. They remain blind until they Yield
Advantage or spend a Major Action to recover. (Blindness means they are At a Loss,

have a Penalty Die on all dice rolls, including initiative, damage, etc. -4 to all ranged
attacks, and ranged attacks beyond Close range are impossible).
You have +1 Defense and on all Reaction Maneuvers while fighting in darkness.

Rasmussen
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Vendel/Vesten
Pistol
Hilt Punch, Aim Shot, Quick Load, Quick Draw, Tag
You can make Tag and Disarm attempts using Ranged attack when using a pistol.
Pistol range increments by 10
An attack following an Aim Shot Maneuver does +1d3 Damage

Snedig
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Swordsmans Guild
Rapier
Beat, Feint, Lunge, Riposte, Shove/Trip
Bide your time: You can choose to take a Penalty Die on initiative to get a Bonus Die
either for a damage roll or for a Reaction roll this round. This bonus die is lost at the
start of next round, or after you have rolled it, whether it succeeds or not.
You do +1 damage with a rapier. This stacks with any bonus for mastering
maneuvers, etc.

Swanson
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Swordsmans Guild
Swordcane (Smallsword) / Cane (Club)
Dirty Fighting, Hilt Punch, Bind, Quick Draw, Feint
+1 to Parry (Cane) +1 Dirty Fighting (Cane)
You have no penalty to the Parry action when you split actions. So if you split
actions to Parry and Riposte, you would have -0 to Parry and -2 to Riposte.

Vesten
Halfdanssen
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Vendel / Vesten
Harpoon
Hurl Spear, Staple, Disarm, Lunge, Hilt Punch
+1 to Attack aquatic creatures
No Melee penalty when fighting with a Harpoon
When an opponent takes damage from your attack, you receive a free attempt to
Staple. If the Staple is successful, the target is considered Impaled. While Impaled,
the target suffers -1 to all rolls and Defense. Removing the harpoon does 1d3 damage
and takes a Minor Action.
If your opponent has been Impaled, they must take 1d6 damage and spend a Major
Action to remove the weapon.

Kjemper
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Swordsmans Guild
Longsword and Round Shield (treat as Kite shield)
Shove, Hilt Punch (shield), Beat, Break Sword, Bind
You have become an expert at attacking and breaking an opponents weapon. You
can choose to make a Bladework attack at -2 to hit. If you succeed, instead of doing
damage, you may make an immediate free Break Sword Attempt.

Mastery:

+1 Damage with longsword. This applies even to damage rolls made to perform the
Break Sword maneuver.
+1 Defense with your Shield.

Leegstra
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Players Guide
Axe or Broadsword
Beat, Shove/Trip, Hilt Punch, Grapple, Choke/Crush
Sacrifice a Minor Action to do +1d3 Damage with your axe with your Major Action
OR Sacrifice a Minor Action to gain +1d3 Protection (which stacks with any existing
Protection) against one attack that hits you. You can choose to Sacrifice this Minor
Action in advance of your turn, in time to reduce damage from an incoming attack.
Gain a Bonus Die on damage rolls made using your axe

Siggursdottir
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Vendel / Vesten
Two Hand Axes
Hurl Axe, Moulinet, Quick Cut, Quick Draw, Footwork
Double Strike: You have learned to swing both axes in one fluid motion. You can
choose to take a penalty die to hit for a bonus die on the damage roll with a
Bladework attack.
You can spend a Fortune Point to make an additional Bladework or Hurl Axe attack
on your turn at -2, even if otherwise out of actions.

Urostifter
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Swordsmans Guild
Two Longswords
Beat, Feint, Bind, Shove/Trip, Riposte
+1 Parry and Feint with Longsword
You may spend a Fortune Point to make a free Taunt Repartee against an
opponent during your turn.
+1 Damage with Longsword

Voddace
Ambrogia
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Players Guide
You must take the Left-Handed Training Boon with this School
Rapier / Main Gauche
Dirty Fighting, Riposte, Feint, Hilt Punch, Glide
If an opponent Yields Advantage to avoid damage from your attack, you may Yield
Advantage to do damage anyway. The opponent may choose to Yield Advantage
again to cancel the damage.
If an opponent attacks you and fails, you get a bonus die on your next attack against
them. This attack must be made within 1 round or the bonus is lost.

Bernoulli
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Vodacce
Saber
Beat, Lunge, Shove, Moulinet, Quick Cut
Lunge +1, Parry +1
Spend a Fortune Point to reroll an attack roll using the saber

Capputina
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Vodocce
Throwing Knives
Staple, Quick Draw, Disarm, Quick Cut, Tag
For every Mastered maneuver in the style, you may throw an additional knife in a
single action (make only 1 attack roll). Each additional knife adds +1 to the damage
of the single attack. OR remove 1 pawn for each knife thrown.
You may also use Ranged Attack in place of Melee to Disarm or Tag with a thrown
knife.
Gain a Bonus Die to Ranged attack rolls made with a single throwing knife

Lucani
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Swordsmans Guild
Broadsword and Fist
Beat, Hilt Punch, Shove/Trip, Footwork, Grapple
Footwork +1, Shove/Trip +1
When you get a Mighty Success with a Brawling maneuver, you may make an
immediate Bladework attack with the broadsword as a free action

Villanova
Sourcebook:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Vodacce
Rapier/Main Gauche
Stop Thrust, Feint, Footwork, Bind, Dirty Fighting
+1 Feint, +1 Parry with Main Gauche
You may create a false opening in your defense to lure your opponent in for a deadly
stop-thrust. At the beginning of your turn, you may choose to lower your Defense as
many as 3. This lasts till the beginning of your turn next round. Until then, you get an
equal bonus on your rolls to Stop-Thrust. So if you took -2 to your Defense for the
round, you would get +2 to Stop-Thrust.

Church of the Prophets


Rossini
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Church of the Prophets


Halberd
Bind, Disarm, Beat, Hilt Punch, Shove/Trip
While armed with a Halberd, the student gets +1 Defense against melee and brawling
attacks, a bonus they can choose to apply to either themselves or to somebody next to
them (the person they are charged with defending).
Fighters trained in the Rossini Style forgo the usual -1 penalty to Parry for twohanded weapons.
You can Parry attacks meant for yourself or for your charge.
Youve become adept at standing your ground and parrying rather than retreat from
attack. You may spend a Fortune Point to make a free Parry, even if you have no
actions remaining.

Swords of Solomon
Sourcebook:
Weaponry:
Maneuvers:

Church of the Prophets


Solomon Serpent Sword (+2 to rolls to avoid Sword Break maneuver) + Kite Shield
Bind, Disarm, Hilt Punch (Shield), Shove/Trip, Sword Break

Benefit:

Mastery:

While armed with a Shield, the student gets +1 Defense against all attacks, a bonus
they can choose to apply to either themselves or to somebody next to them (the
person they are charged with defending).
You are not at all encumbered by wielding a Kite Shield.
You can Parry attacks meant for yourself or for your charge.
+1 to all rolls made using the Solomon Serpent Sword, including damage.

The Friars / Rogues of the Cross


Sourcebook:
Special
Weaponry:
Maneuvers:
Benefit:
Mastery:

Church of the Prophets


You must have the Clergy career (Friar in the Church of Avalon)
Unarmed + Improvised Weapons
Beat (Improvised Weapon), Shove/Trip, Disarm, Dirty Fighting, Dodge
No penalty with Improvised Weapons
+1 Damage with Brawling attacks
When you hit an opponent 3 times with an unarmed or improvised attack, they must
make a Hard (-2) Flair check or lose 1 Composure due to embarrassment.
+1 to all rolls made using improvised weapons, including damage

Pirate Nations
Rogers
Sourcebook:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Pirate Nations
Rapier or Cutlass, may also use Improvised Weapons
Bind, Dirty Fighting, Shove/Trip, Disarm, Quick Draw
Choose any 2 of the following Pirate Tricks:
You can Quick Draw a weapon that has fallen to the ground by kicking it
up into your hand.
You get a Bonus Die to perform stunts aboard a ship, such as riding a dagger
down the sail, or swinging into an enemy from a rope, etc.
You ignore the penalties for Improvised Weapons
Gain +1 Terror Rating (you may take this up to two times, which stacks)
+1 to Shove/Trip and Dirty Fighting attacks
+1 to hit with Belaying Pins and Beer Mugs
+1 to any Boarding Action roll made during Ship to Ship combat when you
are part of the Boarding Action
+1 to Defense and Reactions made from on board a ship
Choose 2 more Pirate Tricks. You may continue to learn new Pirate Tricks for 5
Advancement Points each.

Secret Society Schools


Bonita
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Invisible College
You must be a member of the Invisible College
Rapier
Bind, Disarm, Dodge, Shove/Trip, Footwork
+1 to all rolls to escape during a chase scene
+1 to Parry
Youve become so skilled at defending yourself that you may spend a Fortune Point
to make a free Parry or Dodge, even if you have no actions remaining.

El Punal Occulto
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Los Vagos
You must be a member of El Corazon Del Vago
Rapier with spring-loaded dagger
Hilt Punch, Bind, Shove, Feint, Riposte
As a member of El Corazon Del Vago who has also learned the El Punal Occulto
style, you are given a rapier with a spring-loaded dagger for free (you dont need to
buy a boon for it). This sword, the Punal Occulto, allows the dagger to spring out to
stab with the pommel OR it can be separated for 2-weapon fighting. If you
successfully Shove an opponent, you may spend a Fortune Point to make a free
Bladework attack with the knife.
When you Hilt Punch using the sword while the dagger blade is sprung, it has the
effect of a Hilt Punch and does the damage of a dagger Bladework attack. Once per
scene, you may make two free Hilt Punch attacks against an opponent you have
successfully attacked with Bladework using your sword.

Mortis
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Die Kreuzritter
You must be a member of Die Kreuzritter and have the Assassin career to take this
school
Two Stilettos
Riposte, Quick Draw, Bind, Feint, Footwork
You can throw a Stiletto with a 5 Range Increment
+1 Damage with Called Shots against an opponent who is surprised
The Litany of Death: You begin giving the opponent the Last Rites while they are
still alive. Each round, your Terror Rating increases by +1, at the start of your turn.
The opponent must make a Daring roll against your new Terror Rating each time it
increases. Your Terror Rating stops increasing once it is equal to your Flair +1.

Shield Man
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Explorers Society
You must be a member of the Explorers Society
Improvised Weapons
Dirty Fighting, Bind, Shove/Trip, Riposte, Dodge
No penalties with Improvised Weapons
You can parry for a companion
When you roll to avoid a trap, you can apply the roll to a companion as well by taking
a -2 to the roll (you pull them out of the way). You can spend a Fortune Point to give
a companion a Close Call to avoid a Trap if you wish.
+1 Parry with improvised weapons,

Vipera Ex Morsi
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Rilasciare
You must be a member of the Rilasciare and you must have the Assassin career
Stiletto
Dirty Fighting, Grapple, Shove/Trip, Lunge, Quick Draw
+1 Damage with called shots using Stiletto
If your opponent Yields Advantage to an attack, they still take 1 point of damage
You have become a master of killing with a stiletto. In your hands it does 1d6
damage

Desaix
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:

Mastery:

Rose and Cross


You must be a member of the Rose and Cross
Rapier and Main Gauche
Feint, Lunge, Footwork, Bind, Disarm
You get +1 to Parry with the Main Gauche, and you can make Parries for another
person you are protecting (Knights of the Rose and Cross often rescue the weak).
When you split your actions to make two Bladework attacks against a single
target using the rapier and main gauche, you can take the -2 penalty for splitting
actions on the damage rolls instead of the attack rolls.
Youve become so skilled at defending yourself that you may spend a Fortune Point
to make a free Parry, even if you have no actions remaining. This can be used to
defend other people as well as yourself.

Necare
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Sophias Daughters
You must be a member of the Sophias Daughters and you must have the Assassin
career. You should have the Poisoner and Magnificent Arms/Hidden Weapon boons.
Dagger
Shove, Quick Draw, Feint, Quick Cut, Lunge
There is one type of poison you work with a lot and have built up immunity to it.
You do +1 damage to any target that is At a Loss when using a dagger.
You are now immune to all poisons.
The Light Touch: You can attack a target with such a light scratch that they may not
even realize they have been cut (or poisoned). You can make an attack roll against a
target with -3 to hit. If you succeed, they take 0 damage, but have been poisoned by
your cut nevertheless. They must make a tough (-4) Savvy check to even notice
theyve been injured, as would anybody inspecting their body (or corpse) afterwards
(a physician or assassin could add their career bonus to this check when inspecting
the body of another person).

Quinn
Sourcebook:
Special:
Weaponry:
Maneuvers:
Benefit:
Mastery:

Novus Ordum Mundi (ebook)


Must be a member of NOMs assassins, the Espectro Acero (steel phantoms), trained
by the master assassin Quinn himself. You must of course, have the Assassin Career
Knife (any, but techniques do not apply to throwing attacks)
Beat, Feint, Lunge, Grapple, Quick Draw
+1 Damage with any knife, +2 if the target is Surprised. +1 to all rolls to use stealth.
Killing Blow. Spend 2 Fortune Points to increase damage by +1d6 after a successful
attack. If the opponent is surprised, the damage is increased by +1d6 per Fortune
Point spent (you may spend as many Fortune as you like this way).

7th Sea Sorcery Conversion


Rank 0-2 Apprentice
Rank 3-4 Adept
Rank 5-6 Master

Half Blooded vs. Full Blooded: This is distinguished simply by how many Ranks you take. If you are
half-blooded, you should not have any more than 2 Ranks in any sorcery.
Twice-Blooded: You can choose to be Twice-Blooded. If this is the case, choose two types of sorcery
for this career. However your ranks in the career count as follows: 0-1 = Counts as 0 Ranks in both; 2-3 =
Counts as 1 Rank in each, 4-5 = Counts as 2 Ranks in each.
Note: You cannot take the Gifted boon with Sorcery if you are Half-Blooded or Twice-Blooded
Important: The Price of Sorcery: Learning to use sorcery requires a lot of extra time and concentration.
If you have the Sorcerer Career, you get 1 less point to spend on Careers at start. This means you would
normally begin with 3 points to spend on your 4 Careers at start. You cannot begin with more than 3
Ranks in sorcery at start unless you have the Gifted Boon.
Important: Advancement: Because it is so powerful, raising Sorcery uses Advancement Points as if it
were a Quality rather than a Career.

El Fuego Adentro
El Fuego Adentro first appeared with one of the senators of the Old Empire in Numa.
This sorcery is believed to be extinct. Practitioners were wiped out by the inquisition and secret societies.
If any still exist, they probably are in Rancho Gallegos in Castille.
When using this sorcery, tiny flames can be seen in the sorcerer's eyes. Sorcerers cannot actually create
fire, they can only manipulate it. And fires need a source of fuel unless the
Feed knack is used to compensate.

Apprentice

Fire and heat-based effects do not harm you or


any equipment kept in close contact with you.
You can direct the movement of one fire within
10 feet of you. It will ignore winds and can
even cross water if Feed is used. The
movement rate is 10 feet per round (15 if
Adept, 20 if Master). The wind can sometimes
move it faster.

Adept

You can grasp fire as if it were a solid object.

Master

You can give flames the semblance of life.

Fire Table
Round 1: 1 Dmg, Candle
Round 2: 1d3 Dmg, Torch
Round 3: 1d6 Dmg, Campfire
Round 4: 2d6 Dmg, Bonfire
Round 5: 3d6 Dmg, House fire
Round 6+: 4d6 Dmg, Forest Fire

At rank 0, you can have just 1 ability. For each rank you gain, you may choose 2 Apprentice Abilities, or
1 Adept or Master ability (if you qualify). Aside from getting abilities as you raise Rank, you can also
buy additional Abilities for 20 Advancement Points each.
Concentrate

For every rank you can control an additional fire beyond the first.

Extinguish

You may use a Major action to reduce a fire by a number of rounds equal to your rank
in this knack. You can affect 100 square feet of fire per rank. Thus a Rank 3, you can
reduce 300 square feet of fire from Round 6 (4d6 Dmg) to Round 3 (1d6 Dmg). No
roll is required.
If instead you want to aid someone else extinguish a flame (and attract less attention to
yourself) you can add your Career rank as a bonus to their roll to extinguish it. This is
only a Minor Action.

Feed

You may keep a fire going by taking damage as if you were on fire. This damage is
reduced by your rank in this sorcery to a minimum of 0. Remember that fire does an
increasing amount of damage each round! So the first round youd take 1 damage,
round 2 youd take 1d3 damage, etc (reduced by your rank each round)

Range

You may affect fires up to 40 feet times your rank away.

Firestarting

You may take 1 damage to light a fire in adverse conditions. How adverse depends on
your rank
1=damp tinder or strong wind, 2= wet tinder or light rain,
3= waterlogged tinder or medium rain, 4= non-combustible tinder or heavy rain, 5=
any material or weather conditions.

Flaming Blade

You may place your sword into a fire and pick up the flames. The sword does extra
damage as follows: +1 (Apprentice), +2 (Adept), or +3 (Master).

Hurl Fire

*Requires Adept status before this can be used


You may use a Major action to reach into a fire and throw a chunk at an opponent.
Roll Savvy+Ranged to hit with a range of 5+(Might*2) yards. Damage if you hit is
1d6+1 (Adept) or 2d6 (Master). Regardless, you lose 1 Lifeblood. This fire dies out
and cannot be used to ignite someone or something.

Fire Flies

*Requires Master status before this can be used.


You may spend 2 full rounds to convert 1d6 of fire into a 10' by 10' cloud of fireflies,
and you lose 1 Lifeblood (which won't heal until the cloud goes away). You control
the cloud as a Minor Action and can extinguish it at will with no action. The cloud can
move 50 feet per round. Any creature in the cloud loses 1 Lifeblood unless wearing
heavy clothing or other protection. You can have 1 cloud per Rank.

Flame Serpent

*Requires Master status


You may spend 3 full rounds to transform 2d6 of fire into a flame serpent, and you lose
3 Lifeblood (which won't heal until the serpent goes away). You control the serpent
with a Minor Action and can extinguish it at will using no action. It moves 20 per
round. It acts as if it had all Qualities and Brawling of 2. It has a Defense of 0, but it
cannot be harmed except by immersion in water. It has 10 Lifeblood and takes damage
from water the way normal people are damaged by fire. It does 2d6 damage with its
first attack, each subsequent attack does -1 damage less. It can negate 1 point of
penalty to damage by spending a round sitting in a fire (eventually restoring it to the
full 2d6). You can have 1 Flame Serpent per 2 ranks at a time.

Firebird

Requires Master status


You may spend four full rounds to transform 3d6 of fire into a firebird with a 40 foot
wingspan, and you lose 5 Lifeblood (which won't heal until the firebird goes away).
You control the firebird with a minor action and can extinguish it at will with no
action. When extinguishing it, you may choose to have it explode doing 4d6 damage
(in the same manner as a grenade).
It acts as if it had all Qualities of 2, but it cannot be harmed except by immersion in
water (as Flame Serpent). It does not attack or deal damage. It can instead travel up to
25 miles times your rank each day.
And it may carry one passenger for every 2 ranks you have.

Glamour Magic
Glamour was taught to the Avalons by the Sidhe. If the Graal is lost, Glamour will stop working.
You may have only one Legend for each Quality.
Apprentice

You get +1 Fortune point per session.


You may use the Apprentice ability
of any Legend knacks you know.

Adept

You get +2 Fortune points per session.


You can spend a Fortune point to undo the effect of another character's use of a
Fortune Point.
You may use the Adept ability of any Legend knacks you know.

Master

You get +3 Fortune points per session


You may use the Master ability of any Legend knacks you know.

*Sidhe Legends: Normally you are limited to 1 Legend per Quality. However, sidhe and
humans with a Quality of 6 are not bound by this restriction. If you have a Quality of 6, you may
take a second Legend for that Quality. In addition, you may choose from the special Sidhe
Legends. However whenever you use a Sidhe legend, there is a chance they'll notice and become
curious. The GM will secretly roll whenever you use it, and if the result is a 2 on 2d6, you'll be
noticed. If you're in Bryn Brasl, the GM rolls a Penalty Die as well, keeping the lowest 2 dice.
Might Legends
The Horned Hunter: You may spend a Fortune Point to use your rank instead of Might for one
die roll. If your Might is higher, you may add 1 to your Might for one roll.
Adept: At the start of your turn, you may spend a Fortune Point to use your rank instead of
Might for one round. If your Might is higher, you may add 1 to your Might for one round. This
temporarily even raises your Lifeblood.
Iron Meg: Apprentice: You may spend a Fortune Point and a Major Action to heal yourself of 1
Lifeblood per Rank.
Adept: You may spend a Fortune Point to cancel the effects of a poison affecting you.
Mad Jack O'Bannon:
Apprentice: You may spend a Fortune Point to disappear behind an object as long as you remain
still. You can still be heard and can be seen if you peek around the object to look.
Adept: You may spend a Fortune Point to disappear behind one object and reappear behind
another that is up to 100 feet away for each rank.
Master: You may spend 3 Fortune Points when killed. If you do, you return to life at dawn the
next morning with 1 less Might (permanent until Advancement is spent to increase it). If your
Might becomes 0 or less, you stay dead.
The Horned King*
Apprentice: +1 to seduction and social rolls against someone of the opposite sex.
Adept: You can activate this Legend to move from a forest to any other forest within 100 miles.

You have no control over where in the forest you appear.


Master: You assume the form of any animal up to bear size until the next dawn.
Savvy Legends
Ann O' The Wind
Apprentice: You may spend a Fortune Point to add your rank to your initiative total for this
round.
Adept: You may spend a Fortune Point to add your rank to all rolls made to run until the end of
the round. In addition, you move 5 feet per rank faster each round.
Master: You may spend a Fortune Point to allow you to automatically go first at the beginning of
a Round. If two Glamour mages use this at the same time, the one with the highest Rank+Savvy
goes first.
Blackcloak
Apprentice: You may spend a Fortune Point to hide traces of your passage for the rest of this
scene so that others have no chance to track you.
Adept: You may spend a Fortune Point to add your rank to all rolls to climb for the rest of this
scene.
Master: You may spend a Fortune Point to add your rank to all rolls to pick locks for the rest of
this scene.
Robin Goodfellow
Apprentice: You may spend a Fortune Point to reduce your range penalties with a bow by 1 per
rank for your next attack.
Adept: You may spend a Fortune Point to add your rank to your damage with a bow for your
next attack.
Master: You may spend a Fortune Point to improve a bow attack roll by 2 after the roll is made.
Isaac Snaggs
Apprentice: You may spend a Fortune Point to add your rank in this to an active defense roll
after you see your roll.
Adept: You may spend a Fortune Point to catch a missile weapon with a free hand. This isn't
considered a Close Call. You can spend a Reaction to immediately throw it back. This is
considered a successful active defense.
Master: You may spend a Fortune Point to catch a bullet that was fired at you. Your enemy
seeing this must make a Daring Check as if they had just had a Close Call (you don't have one).
This is considered a successful active defense.
Daring Legends
Red Cap*
Apprentice:You can add your Rank to all rolls for stealth and taunting opponents for 1 scene per
session.
Adept: You grow claws which give you +1 to attack and damage on your Brawling attacks for a
number of rounds equal to twice your rank. Usable 1/scene.

Master: You take on Red Caps appearance, which gives you a Terror Quality of 3 for a number
of minutes equal to your rank. You can use this 1/session.
The Green Man
Apprentice: You may spend a Fortune Point to give a willing person other than yourself a bonus
until the end of the scene.
Roll a number of d3s equal to your rank and keep the highest number. This number is added to
all rolls by that person until the end of the scene. No person may be affected by Green Man twice
at the same time. You may only affect a number of people equal to your rank in this knack. At the
end of the scene, the character loses 1 Lifeblood per point of bonus you provided.
Adept: You may spend a Fortune Point to make the next single injury a chosen person receives
be healed at the end of the round in which it is received. This may bring the character back from
being knocked out.
Master: You may use your Adept ability on another person using one of their Fortune Points
instead of yours.
King Robert the Dark
Apprentice: You may spend a Fortune Point to add half your ranks (round down) to your army's
battlefield roll. If more than 1 mage is doing this, use whoever has the highest rank.
Adept: You may spend a Fortune Point to add you rank to your personal roll in mass combat.
Master: You may spend a Fortune Point to add half your rank (round down) to the next roll of up
to 5 people you choose (including yourself). Expires at end of scene.
The Stone Knight
Apprentice: You may spend a Fortune Point to let up to your rank in this knack in friends hear
your cry for help and know exactly where you are regardless of distance.
Adept: You may spend a Fortune Point to ignore a Terror Quality less than or equal to your rank.
Master: You may spend a Fortune Point to choose a 10 by 10 area where you cannot be killed
or crippled as long as you stay in the area and until one sunrise and one sunset have passed. You
still take damage during this time and may be knocked out when this expires.
Queen Maab*
Apprentice: You can spend a Fortune Point to speak with any sea-based creature; the power lasts
for five minutes per rank.
Adept: 1/ Session, you can survive without breathing for the next six hours (underwater, buried
alive, being strangled, in poisoned gas).
Master: When standing in a foot of seawater you gain a Terror quality of 2 and +2 on all rolls for
a number of rounds equal to your Ranks.
Flair Legends
Jeremiah Berek
Apprentice: You may spend a Fortune Point to add a bonus die after rolling.
Adept: You may spend a Fortune Point to treat a roll of 10 or 11 on 2d6 as a Mighty success.
Master: You may spend a Fortune Point after failing a roll to try a second time. This can only be
done once per roll and does not combine with other re-roll abilities.

St. Rogers
Apprentice: You may spend a Fortune Point to add your rank to a Sailor career roll.
Adept: You may spend a Fortune Point to repair a ship you are touching of 1d6 lost Timber.
Master: You may spend a Fortune Point to become one with a ship whose wheel you are holding
(until you let go of the wheel). When rolling for either of you, use the Quality that is highest
between the two of you. Damage you suffer becomes Timber lost on the ship and vice versa.
In addition, a Master may once in their lifetime bestow one of the following on one ship:
The ability to acquire an impressive reputation. The crew can roll a bonus die in any
attempt to impress or intimidate people by invoking the name of their ship. In addition,
the ship has a Terror quality of 2 to any enemies who spot it.
A permanent +2 on any one Quality except Size (ignoring all maximums). Instead you
can add +20 Timber to a ship's maximum.
The ability for the ship to sail itself. This means it wont go aground or into an obstacle
unless specifically directed to do so. Any penalties given by obstacles, shoals, reefs, etc,
are ignored by this ship!
Thomas
Apprentice: You can sense someone with Sorcery within 30 feet of you by a tingling in your left
thumb. When someone uses Sorcery on you, you immediately know what is being done. You
may use a Fortune Point to cancel the effect of a Sorcery on you if your rank is greater than or
equal to their Sorcery rank.
Adept: You may spend a Fortune Point to cancel a Sorcery being used or that is active within 30
feet of you if your rank is greater than or equal to their Sorcery rank. For example, you may
prevent a Porte mage from escaping, revert an Ussuran shapeshifter to human form, or cancel a
fate witchs blessing.
Master: You may spend a Fortune Point to prevent magic working within 10 feet of you for a
number of rounds equal to your rank. Any active effects that enter this area are canceled.
The Seelie Queen*
Apprentice: Increase your stature and aura to gain +2 to all social rolls for a number of hours
equal to your rank in this knack.
Adept: Create a small whirlwind, causing your opponent to gain a Penalty Die to all 2d6 rolls for
a number of rounds equal to your rank.
Master: Your opponent loses one rank from any Quality (to a minimum of -1) until the next
dawn
Jack
Apprentice: You may spend a Fortune Point to transform a small object (under 1 cubic foot) into
another object until the next dawn, at which time it reverts. If broken in the new form, one of the
pieces reverts into an unbroken object and the other pieces disappear. If killed (animal) or eaten
(food) in the new form, the object is destroyed permanently. Possible objects
include: Knife, Fist-sized hunk of cheese, Bird, Rock (up to 5 objects), Pair of dice, Normal size
playing card (up to 5 objects), Coin (up to 5 objects times rank), 20 feet of twine in a ball,
Button.
Adept: You may spend a Fortune Point to transform yourself with one of these forms until the

next dawn. You may spend two Fortune Points to transform another willing person or an animal.
You know a number of forms equal to your rank.
Child Form If not already young, the person or animal achieves the energy and spryness of
youth.
Hag Form The person appears older and is unrecognizable as himself. Gets 1 on social
interactions.
Noble Form The person appears more handsome or beautiful. Gets +1 on all social rolls.
Ogre Form The person appears more intimidating. Gets 1 on social rolls except intimidation,
which gets +2.
Peasant Form The person appears much blander. Gets +2 on rolls to avoid being noticed.
Master: You may spend a month of preparation to enchant a building (up to 4,000 sq ft). When
complete, you may choose 3 of the following laws, which work in the building unless otherwise
disrupted. You can only have one building so enchanted at a time.
I cant die in my house.
Nobodys magic but mine works in my house.
I always know where everything and everyone is in my house.
No one can enter my house without permission.
Nobody ages in my house.
The pantry in my house always has food and drink in it.
I can instantly rearrange the inside of my house with a thought
My house cannot be harmed in any way.
The inside of my house is twenty times bigger than the outside.
No one can find the way to my house unless I let them.
King Elilodd
Apprentice: You may spend a Fortune Point to add your rank to a roll on the Repartee system
against Sidhe. Only works with positive effects (Charm, etc) against Seelie and with negative
effects (Intimidate, etc) against Unseelie.
Adept: You may spend a Fortune Point to call on the nearest Seelie for aid. Roll Flair+Rank
against a diificulty of -4. If successful, a Seelie shows up to help (for a price). On Calamitous
failure, an Unseelie shows up and demands a much higher price.
Master: You may spend a Fortune Point to create a 5 foot radius circle around yourself that the
Unseelie cannot enter. Ones inside the circle are cast out when activated. You can maintain this
for as long as you are awake and stay in the same spot.
Lady of the Lake*
Apprentice: By activating this Legend you automatically succeed at a perception check. 3/day.
Adept: You may reroll any roll; this knack may be used a number of times equal to your mastery
level per session.
Master: You can look into a body of fresh water and see the events (current, past or future)
occurring within sight of any other body of fresh water; this requires a Savvy check against a
difficulty of -4. The effect lasts for 15 minutes and can be used 1/day.

Porte Sorcery
Porte first appeared with one of the senators of the Old Empire in Numa. Porte sorcerers can
open up rips in the fabric of the universe and reach or walk through. These rips appear to bleed,
and some say you can hear crying as if something was in pain.
Apprentice: You may open a small (fist-sized) doorway.
Adept: You may open a doorway large enough for man-sized objects, including yourself.
Master: You may open a doorway for larger objects, up to a number of persons equal to your
Flair.
You learn one knack at rank 0 and an additional knack for each new rank attained. Obviously,
Walk would be a useless knack to an Apprentice, so choose your knacks carefully.
Attunement
You can tell what direction an object you blooded is from you.
Range depends on rank: 1= 10 feet, 2= 100 feet, 3= 1 mile, 4= 5 miles, 5= 10 miles.
Blooding
You can use 4 Full Rounds to mark an object rolling Flair+Rank vs. a moderate (0) difficulty.
Each level you increase the difficulty on this roll gives you a +1 on later rolls to open portals to
that object.
You may have up to 3 (if apprentice) / 6 (if adept) / 9 (if master) objects blooded at one time. You
can
drop an object from this list at any time. Also, a person may wash off the blood.
Bring
You can use a Minor action to open a doorway and reach in and bring a blooded object to you.
Roll Flair+Rank with a -1 Difficulty.
You can Bring an item that is in a locked box with no sign of entry. If you Bring an item that is
underwater, it shows up wet but you dont feel water and no water rushes through.
You may also use this knack to hand off an object to another Porte sorcerer. Use 1 action to alert
the other sorcerer and a second to hand it off. The other sorcerer uses an action to open their
portal and a second action to bring the object through. Difficulty depends on closeness of
bloodlines: twins= +1, father/mother/son/daughter= 0, brother/sister= 0,
aunt/uncle/nephew/neice= -1, first cousin=-2, other related and any non-related= -4.
Catch
You may roll Savvy+Rank as an active defense Reaction against firearms and other projectiles. A
small portal is opened and the bullet or projectile is lost. You get a +1 on rolls against slower
projectiles such as arrows and thrown objects.
Pocket
You can use a Minor action to put an object into or bring an object out of a hidden pocket in
the air. This pocket may hold any non-living objects which hold their shape (no liquids without

containers) massing up to 10 pounds times your rank.


There is a small chance that the objects may disappear (a Calamitous Failure) so it is not totally
safe. Also, if you exceed the weight limit, all objects are lost.
Walk
You can use 2 Minor actions (+1 per extra person) to open a doorway and 5 Minor actions (+2
per extra person) to move through to a blooded object. Roll a moderate (-0) Flair+Rank check.
Every person coming with you adds -2 to the Difficulty. For every time you raise the Difficulty
by -2, you can lower the walking time by 1 Minor action.
At Journeyman level, you may use this ability while falling to Walk to an object. The difficulty
depends on how long the fall is (the longer the fall the easier it is): 1 Story= -4, 2= -2, 3= -1, 4= 0, 5 or more = +1.
If the object being Walked to isnt in a large enough space for you to appear, you are lost unless
you choose a different object to Walk to. Note that you must be at Adept level to open a large
enough doorway for yourself and at Master level to open one for others to come with you.
In the walkway between doorways, if someone opens their eyes they may be lost forever.
Occasionally something tries to make you open your eyes. Roll an easy (+1) difficulty Savvy
check to keep your eyes shut.
Any person moving through a doorway suffers 2d6 rounds with a Penalty Die on all actions as a
form of portal sickness. Someone with Porte sorcery reduces the number of rounds by an
ammount equal to their Flair.

Laerdom
Laerdom is the ancient study of true names of things and concepts. It was taught to the Vesten
by the gods at the dawn of time (it is still officially part of the sorceries given to the old empire
senators).
Followers of Laerdom are called Skjaeren. The various runes (Laerds) are described below.
They are forged or written onto items, which are then made part of a ritual to unlock that power.
Whenever you fail with a rune, you lose 1 Lifeblood for every point your roll to cast it failed by.
You may only invoke a number of runes per day equal to your Savvy+1.
You may only control up to your Might+1 in rune effects (via invoke or inscribe) at one time. To
use more raises the difficulty by 2 per excess rune on every action attempted. If you fail this, all
the runes fail and burn out (if inscribed), and you take 1d3 in damage per rune being used at the
time.
No person or thing may be affected by the same rune more than once at the same time.
You may have up to your Might+1 inscribed non-weather runes at one time. If you exceed this,
all the
inscribed objects runes burn out and those objects may never be reinscribed.
Weather runes are not counted.
You may only become one rune, ever.
Vendel are restricted to a maximum Rank or 4, and may not reach Master. Vesten may do so.
You know 1 Rune, and learn one more for every Rank you achieve. So if you have Laerdom 0,
you would know 1 Rune, if you have Laerdom 3 you would know 4, etc. Aside from learning
runes as you raise Ranks, you may also learn an additional Rune for 20 Advancement Points.
Weather Effects:
A weather effect covers a square mile and lasts 1 hour (apprentice), 3 miles and lasts 1 day
(adept), or 10 miles and lasts 1 week (master). You can cancel a weather effect at any time.
Apprentice:
You may invoke a rune. Invoking uses a Major action and a roll of Flair+(Rank) versus the
invoke Difficulty. If successful, a dice effect lasts for 1 round plus 1 round per greater level of
difficulty you attempt.
You may make runes only in a temporary way, such as on paper, sand, wood, glass, or other such
surface.
Adept:
You may inscribe a rune. Inscribing uses 2 Full Rounds and a roll of Flair+Rank versus the
inscribe Difficulty. If successful, a dice effect lasts for one year, and the effect can be renewed.
The effect may be passed to a person who says the objects name (see below) while touching it,
at which point the effect lasts for 1 round plus 1 round per raise.
A weather effect may be called upon once like an invoke, and is then erased. The invoking
person
takes 1d3 damage.
You may inscribe runes into a permanent (nonliving) surface. When doing so, you must name the
object and that object will be forever known as that name. Objects previously inscribed already
have a

name and you have to know it in order to reinscribe the object. Objects previously inscribed may
never have a different rune than their original inscription placed on them.
Master:
Your may brand a rune into your skin permanently and become the rune. Becoming uses 5 Full
Rounds
(which cannot happen in combat) and a roll of Flair+Rank versus the becoming Difficulty. If
successful, you gain the effects of the rune permanently to call upon at will. You take 2d3
damage due to the branding. If you fail, you still take damage and must wait a week before trying
again.
You may inscribe a rune that you have Become.
This takes 5 Full Rounds and a roll of Flair+Rank versus the becoming Difficulty. You also lose
2d3 Lifeblood. If successful, the rune is permanently on the object. If you fail, the object is
ruined. Runes inscribed this way do not count against he number of runes you may have
inscribed at one time. They
are activated like other inscribed runes and the effect does count as one of the rune affects
affecting you. Weather runes cause 1d3+1 damage (instead of 1d3). You may only activate such
an object once every round.
Bevegelse (Empathy)
Invoke TN=-1 Inscribe TN= -4 Become TN=-6
This is the rune of empathy. Union of self with the outside world.
+2 to any social interaction.
Ensomhet (Solitude)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
This is the rune of cutting away the past in order to move forward.
+2 dice to Daring tests.
Fjell (Mountain)
Invoke is Moderate (0) Inscribe is Tough (-4) Become is Demanding (-6)
This is the rune of sacrifice.
You may igore a serious injury for the duration. Effectively, you heal 5 damage for the
duration...at which point the wound re-opens (the damage comes back)
If you become a rune, you may ignore the injury until it is healed.
Fornuft (Gateway)
Invoke is Tricky (-1) Inscribe is Tough (-4) Become is Demanding (-6)
You may view events at a place you are familiar with (invoke) / have seen for a short while
(inscribe) / have been to (become). Duration is 1 round plus 1 round per raise. During this time
you close your eyes and cannot speak.
Grenselos (Unbound)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
All bindings and shackles fall off you.
Herje (Ruin)

Invoke is Tricky (-1) Inscribe is Tough (-4) Become is Demanding (-6)


Give a person a penalty of (your rank) to their next roll of 2d6. This is a one shot effect and not a
duration.
Host (Harvest)
Invoke is Tricky (-1) Inscribe is Tough (-4) Become is Demanding (-6)
You may take a 1 rank on a Career or Combat Ability for the duration of a story and at the end
you get back 2 Advancement Points that can only be spent on raising that Career or Combat
Ability.
Kjolig (Hatred)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
You may descrease the temperature within the area of affect to cause a freezing weather (or
something more mild).
Kjott (Flesh)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
This is the rune of self. Know yourself and be honest with yourself.
+2 to resist attempts to fool or beguile you through magic or mundane means.
Total immunity to the Varsel (Omen) rune.
Krieg (Warrior)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
+1 to all attack rolls.
Kyndighet (Skill)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
You may re-roll one die result of 1 during each combat round. So if you rolled a pair of ones,
you could reroll one of them. If you roll a 6 and a 1, you can reroll the 1. If you roll a 1 on
initiative or damage, you can reroll it.
Lidenskap (Passion)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
You may increase the temperature within the area of affect to cause a heat wave (or something m
ore mild).
Nod (Intensity)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
When acquiring this rune for the first time, choose weather or emotion. This choice cannot
change later.
You are stuck with the choice forever.
Weather: Worsens weather in area by one level (storm<-gale<-breeze< -calm).
Emotion: +2 when trying to promote aggressive behavior.
Reise (Journey)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)

+2 to perception tests (using Savvy)


.
Sinne(Anger)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
+2 to Might checks. This does not apply to Damage rolls or raise your Lifeblood.
Stans (Calm)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
When acquiring this rune for the first time, choose weather or emotion. This choice cannot
change later.You are stuck with the choice forever.
Weather: Stills weather in area by one level (storm->gale->breeze->calm).
Emotion: +2 when trying to calm anothers mood.
Sterk (Wholeness)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
This is the rune of defense.
+1 to your Defense.
Storsaed (Greatness)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
This is the rune of the young, untrained hero.
The number of Difficulty level increases you attempt when doing this rune should be recorded
(to a maximum of your lowest Quality +1).
When invoked, you may divide that number of +1s among all present which are applied to
each persons next 2d6 roll.
If you become a rune, ignore the number of raises. It is always equal to your lowest Quality+1
and you can divide them up during each scene as you see fit.
Styrke (Strength)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
This is the rune of strength.
+1 to all damage rolls.
Tungsinn (Gloom)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
+2 to an attempt to cause depression or fear in another person.
Uvitenhet (Mystery)
Invoke is Tricky (-1) Inscribe is Tough (-4) Become is Demanding (-6)
This is the rune of hiding the truth.
+2 to all rolls to deceive someone.
Counteracts the Fornuft (Gateway) rune within a 50 foot radius.
Varsel (Omen)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
Only those you wish to speak to understand you. Others hear a garbled foreign language.

Velstand (Wealth)
Invoke is Easy (+1) Inscribe is Tricky (-1) Become is Demanding (-6)
When acquiring this rune for the first time, choose money or wisdom. This choice cannot
change later.
You are stuck with the choice forever.
Money: All money (other than regular income) you acquire is doubled. If you are using wealth
levels, it means whenever you gain wealth levels, treat it as if it were 1 level higher. So if you
have a Wealth Level of 2, and receive 1 Wealth Level, it is as if you received 2, and now your
Wealth Level is 3 (otherwise 1 Wealth level would have had no effect on your overall wealth).
Wisdom: You may tap into hereditary memory and ask the GM a question, which is answered by
a flashback to another Skjaeren of the Wealth runes experiences.
Villskap (Fury)
Invoke is Moderate (0) Inscribe is Hard (-2) Become is Demanding (-6)
You may fire a lightning bolt. Range is 75 Feet (apprentice) / 150 feet (adept) / 225 Feet
(master). These are absolutes, with no Range Increments.
Attack roll uses your Rank+Savvy and damage roll is 1d6 per Mastery Level.
Homebrewed Runes
Hrzla (Terror)
Invoke is Tricky (-1), Inscribe is Tough (-4), Become is Demanding (-6)
One target you select becomes terrified of you. You gain a Terror Rating against that target equal
to your Mastery Level. Nobody but your target perceives the horrors you invoke.

Nacht
Only knights of Die Kreuzritter may have this sorcery. Only one knight a year may gain this
ability, so it is very rare. Nacht counts as a separate Boon.
Unlike other sorcery, Nacht sorcery does not count as a Career (it is a Boon) has no apprentice,
adept, or master ranks.
Users of this sorcery may travel from one place to another by stepping through shadows.
Knights are sworn to kill any non-knight who witnesses the use of this ability although some
knights have received exemptions with regard to certain trusted individuals.
Entering
To enter the Dark Paths, you need to touch or be partially in a shadow. Touching your own
shadow counts. It takes one action to enter.
You may bring along up to 20 pounds of equipment. You cannot bring along any living things.
Objects connected to you come with you, so this cannot be used to escape bonds. You cannot
enter while in complete darkness. There must be some light in order for there to be a shadow.
Leaving
Leaving works just like entering. Touch a shadow and spend an action. If it his would place you
in a solid object, you appear in the nearest open space.
If you leap out of a shadow, opponents must make a Hard (-2) Savvy check or be Surprised.
Appearance
The Dark paths are like a shadow of the real world that is in constant twilight. All natural
features (hills, etc.) appear as black objects and have a slightly springy surface. These objects
cannot be moved, dug into, or otherwise modified. Buildings and living objects (like trees and
people) appear, but are shadowy and can be walked through.
Water does not appear at all. Thus, entering while in water may place you in the air. And leaving
from a
place that is underwater in the real world may put you in a position to drown. The sky is
translucent white and sometimes shapes are seen pressed against it.
Traveling
Time runs at the normal rate. Walking is the only form of travel available.
Shadowburn
Each round you are in the Dark Paths, you suffer an icy chilling pain that saps your strength.
The first round you are in the Dark Paths, make a Might check at -1 Difficulty. Each round, the
difficulty increases by one step. (-2, -4, up to -6).
Once the character fails a Might roll, they begin to die, losing a cumulative 1 Lifeblood/round. So
the first round they lose 1 Lifeblood, second round they lose 2, third round they lose 3, etc. Once
a character falls below 0 Lifeblood, they are unconscious and may possibly die unless they are
somehow rescued.
Other Dangers
Various monsters and Nights roam the Dark Paths.
Other Rules
Fire does not work in the Dark Paths. Sound does not travel as far and so it is easy to be caught
unaware or be unable to communicate with a companion who is far away.

Pyeryem
Pyeryem is a form of mystic art granted to the Ussurans by a relationship with Matushka (mother
Ussura).
To gain use of an animals form, the sorcerer bargains with one of the animals. The animal gives
over access to the form in exchange for living as long as the sorcerer (plus possible other costs).
If you roll a 4 or less on any form change, you cannot try to transform again until the next dawn.
Animal Form
You know 1 Animal Form and learn 1 more for every Rank. So if you are a Rank 3, you know 4
Animal Forms, and if you are Rank 0, you know 1. Aside from gaining Animal forms with
Ranks, you can also buy additional animal forms for 20 Advancement points apiece.
Roll Flair+Rank to change into an animal. The Difficulty changes by animal type and you can
only do animal forms you have
learned. When in animal form you may use your Sorcery+Daring to attack and do 1d3
damage.
Man
Roll Flair + Rank to change back to human form with a Moderate (0) difficulty.
Speak
Within Ussura you can speak to all animals regardless of this rank. Outside Ussura, roll
Flair+Rank against a Difficulty determined by the GM (1 attempt is possible per scene per type
of animal). This will be higher the further you are from Ussura and the more domesticated the
animal is. Combine the distance and tameness to determine the total Difficulty:
Tameness
Wild
-1
Any animal in its natural wilderness habitat
City Bred/Semi Tame -2
A rat, a pigeon, a falconry bird, hunting dog
Tame / Domesticated -3
A housecat, a horse, a lap dog, a pet parrot
Distance from Ussurra
Nearby
-1
Vendel/Vesten, Eisen, Cresent, Vodacce
Far
-2
Montaigne, Avalon, Castille, Cathay
Very Far
-3
Midnight Archepelago, Bryn Braesl
Apprentice
You may transform fully into animal form. In that form you may speak with other animals (using
the Speak ability) and with humans with
Pyeryem (but not with other humans).
To transform takes a Major action and 1 Fortune Point. Roll against the forms Difficulty.
Use the Man Ability to transform back to human form. This transformationdoes not cost a
Fortune Point.
Adept
You may partially transform, using a Major action and 1 Fortune Point to take on one Pyeryem
boon (not to be confused with the Boons from Honor + Intrigue). Only the part of the body
associated with that boon transforms. Roll against the form's Difficulty.
You may do multiple partial transformation, but each body part may only be affected once, and
you may have only one such boon per animal form.

The Man knack is used to transform back, undoing any or all partial transformations by your
choice.
Master
You may gain any or all boons for a given animal form by using a Minor action and 1 Fortune
Point. Roll against the animal form's TN. This does not involve any physical transformation (so
you could swim like an otter without changing into one).
You can cancel this at will (you do not need to use the Man ability). The effect ends at the next
dawn if not cancelled before then.
Animal Forms
Natural attacks like bites are treated as regular Brawling attacks with damage as listed by form
Asprey (-1, Tricky)
+2 to Defense & -1 Might
Bite (Attack 1d3 Dmg)
Flight & No Grasping Limbs
Speed ( Bonus Die to Initiative each round)
Boar (0, Moderate)
+1 Might
Gore (1d6 Dmg)
No Grasping Limbs & Speed ( Bonus Die to Initiative each round)
Boca (+1, Easy)
+2 to Defense & -1 Might (Minimum -1)
Leaping (+3 to rolls made to jump) & No Fine Manipulation (Penalty die on rolls requiring
manual action)
Cat (0, Moderate)
+1 Savvy & -2 Might (minimum -1)
Climb (+3 on rolls to climb)
Falling (all falls 1 category less severe)
Keen Hearing (+3 on perception rolls involving hearing)
Night Vision (Can see in near total darkness. 1 to vision checks while in bright light.)
No Grasping Limbs & Silence (+3 on stealth rolls)
Drachen* (-6, Demanding)
+3 Might
Armor (1d6 Protection)
Bite (1d6 Dmg)
Claw (1d3 Dmg)
Duck (0, Moderate)
Flight & No Grasping Limbs
Hold Breath (+10 Rounds)

Swimming (Movement is unimpeded while swimming)


Firebird* (-4, Tough)
+2 Defense
Flight & No Fine Manipulation (Penalty Die on rolls requiring manual action)
Bite (1d6 Dmg)
Fish (+1 Easy)
Breathe Water (The drowning rules apply to you in air instead of in water)
Swimming (Movement is unimpeded while swimming) & No Grasping Limbs
Frog (0, Moderate)
Hold Breath (+10 Rounds)
Leaping (+3 to any roll made to jump)
Swimming (Movement is unimpeded while swimming) & No Fine Manipulation (Penaltyt die on
rolls for manual actions)
Goat (+1, Easy)
+2 Might & No Grasping Limbs
Gore (1d3 Dmg)
Goshawk (Hawk) (0, Moderate)
-2 Might (minimum -1) & Speed (bonus die to initiative)
Claws (1d3 Dmg)
Flight & No Fine Manipulation (Can fly. Penalty die on rolls requiring manual action.)
Keen Sight (+3 on perception rolls involving sight)
Hinde* (-4, Tough)
+3 Daring & No Grasping Limbs
+2 Defense
Gore (1d3 Dmg)
Leaping (+3 on rolls to jump)
Speed (Bonus Die to initiative rolls)
Horse (0, Moderate)
+2 Might & No Grasping Limbs
Speed (Bonus die to initiative rolls)
Kodiak Bear (-4, Tough)
+3 Might & -2 Savvy (minimum -1)
Bite (1d3 Dmg)
Claws & No Fine Manipulation (1d6 Dmg. Penalty die on rolls for manual actions.)
Keen Smell (+3 on perception rolls involving smell)
Swimming (Movement is unimpeded while swimming)
Warmth (Extreme cold does not bother you. Extreme heat bothers your at double the effect.)

Monkey (-1, Tricky)


+1 Daring
Climb (+3 on rolls to climb)
Falling (treat all falls as 1 category less severe)
Mouse (0, Moderate)
+2 Defense, -3 Might (minimum -1)
Keen Hearing (+3 perception rolls involving hearing)
Keen Smell (+3 on perception rolls involving smell)
Night Vision (Can see in near total darkness. 1 to vision rolls while in bright light.)
No Fine Manipulation (Penalty die on rolls requiring manual action)
Silence (+3 on rolls to be stealthy)
Otter (0, Moderate)
-1 Might (minimum -1) & Swimming (Movement is unimpeded while swimming)
Hold Breath (+10 Rounds)
Keen Smell (+3 on perception rolls involving smell)
Owl (+1, Easy)
-1 Might (minimum -1)
Beak (1d3 Dmg)
Flight & No Fine Manipulation (Can fly. Penalty die on rolls requiring manual action.)
Night Vision (Can see in near total darkness. 1 to vision while in bright light.)
Silence (+3 on rolls to be stealthy)
Rabbit (0, Moderate)
+1 Defense & -2 Might (minimum -1)
Burrow (You can dig at 6 inches per round)
Keen Hearing (+3 to perception rolls involving hearing)
Keen Sight (+3 to perception rolls involving sight)
Leaping (+3 on rolls to jump)
Speed & No Grasping Limbs (bonus die to Initiative rolls)
Raven (0, Moderate)
Flight, No Fine Manipulation (Penalty die on rolls requiring manual action)
+1 Defense
Red Fox (0, Moderate)
+1 Defense & -1 Might (minimum -1)
Howl (Can communicate with other animals and Pyeryem humans over distances of up to 5
miles)
Keen Smell (+3 to perception rolls involving smell)
Leaping (+3 to rolls to jump)
Silence & No Grasping Limbs (+3 on stealth rolls)
Reindeer (+1, Easy)

+1 Daring & No Grasping Limbs


Gore (1d3 Dmg)
Warmth (Extreme cold does not bother you. Extreme heat bothers your at double the effect.)
Snake (-1, Tricky)
+1 Savvy
Bite (1d3 Dmg) & Poor Hearing (Penalty die on rolls involving hearing).
Burrow (You can dig 6 inches per round)
Climb (+3 on Clumbing rolls)
Silence (+3 on Stealth rolls)
Speed (Bonus Die to Initiative) & No Grasping Limbs
Snow Leopard (-4, Tough)
+2 Might
Claws & No Grasping Limbs (1d3 Dmg)
Climb (+3 on Clumbing rolls)
Keen Smell (+3 to rolls involving smell)
Leaping (+3 on Leaping rolls)
Poor Sight (Penalty Die on perception rolls involving sight)
Speed (Bonus die to initiative rolls)
Warmth (Extreme cold does not bother you. Extreme heat bothers your at double the effect.)
Songbird (0, Moderate)
+2 Savvy
+2 to Defense & -3 Might (Minimum -1)
Flight & No Fine Manipulation (Penalty die on rolls requiring manual action)
Turtle (0, Moderate)
Armor (1d6 Protection) & -1 Daring (Minimum -1)
Hold Breath (+10 Rounds)
Swimming (Movement is unimpeded while swimming) & No Grasping Limbs
Wolf (-2, Hard)
+1 Might & No Grasping Limbs
Bite (1d3 Dmg)
Howl (Can communicate with other animals and Pyeryem humans over distances of up to 5
miles)
Keen Hearing (+3 on perception rolls involving hearing)
Keen Smell (+3 on perception rolls involving smell)
Silence (+3 on Stealth rolls)
*These forms are extremely rare and limited in number. GM's permission only.
Create Your Own Creatures
You can also make your own creatures. This works by adjusting the Difficulty to transform into
the creature from Moderate (0). Different abilities have different effects on the Difficulty.

Penalties MUST be paired with some sort of bonus. So wings would give no grasping limbs
paired with Flight.
Armor (1d3 Protection/1d6 Protection)
Defense (+1 / +2)
Might
(strength)
Daring
(speed)
Savvy
(skill)
Breath Water
Burrow
Flight
(same move speed)
Hold Breath (+10 Rounds)
Howl
Keen Sense
Leaping
Night Vision
No Fine Manipulation
+1
No Grasping Limbs
Poor Sense
Silence
Speed
Swim
Warmth
Attack (d3 / d6)
Speech (able to speak to humans)
Example New Creature:
Penguin (0, Moderate)
Swim & No Grasping Limbs (+1)
Hold Breath (-1)
Warmth (-1)
-2 Might & +1 Defense (+1)
Shark (-4, Tough)
Bite 1d6 Dmg & Poor Vision (-1)
Armor (1d3 Protection) (-1)
Breathe Water (-2)
Swim & No Grasping Limbs (+1)
Warmth (-1)
Parrot (-2, Hard)
Flight & No Grasping Limbs
Speech

-1/-2
-1/-2
-1 per +1 OR +1 per -1
-1 per +1 OR +1 per -1
-1 per +1 OR +1 per -1
-2
-1
-2
-1
-1
-1 per Sense
-1
-1
+2
+1 per Sense
-1
-1
-1
-1
-1/-2
-2

Sorte
Sorte first appeared with one of the senators of the Old Empire in Numa. Only women may have
this sorcery. They are commonly called Fate Witches.
Fate witches learn to see strands first through the use of tarot cards (called a sorte deck). They
can also see them, but think of them in terms of cards anyway.
Whenever a fate witch gets a Mighty Success on a Sorte roll, they get a Fate Lash. You may
choose not to keep the Mighty Success (downgrade to a regular success) to avoid the Fate Lash.
A Fate Lash causes the immediate loss of 3 Fortune Points.
For each die short, take 1d6 Damage that won't heal for 3 months.
Apprentice
You may see the single most important strand for a person (two strands at Adept and three at
Master).
You may see a specific relationship between two people using a Moderate (0) Difficulty roll of
Savvy+Rank.
You may curse or bless a person.
You may see if a person has any Boons or Flaws, and what their Careers are. Roll a Moderate (0)
Difficulty Daring+Rank roll to see them.
Adept
You may alter fate by tightening or loosening a strand. Roll Daring+Rank with a Difficulty equal
to the amount you want to change the strength of a strand by (a maximum of -6). This is done
carefully since how the change takes place is impossible to control and may take a while to take
effect.
You may alter fate by stretching a strand to change a single die roll.
Spend a Major Action and Roll Flair+Rank vs. a Hard (-2) Difficulty. If you succeed, the target
gets a Bonus die or Penalty die to their next roll.
Master
You may alter fate by creating or destroying a fate strand. Roll Flair+Rank vs a Difficulty of
Demanding (-6) to Destroy a fate strand. To Create a Fate Strand, you must succeed at TWO
Demanding (-6) checks. This can be very dramatic and immediate. It can also be dangerous
because all other threads on the two persons are also altered and you become attached to both
those persons in an unknown way.
Sorte Knacks
You know 1 of these abilities at Rank 0, and learn 1 more for each Rank you achieve after this.
Aside from gaining it as part of a Rank, you can also buy a Sorte ability seperately for 20
Advancement Points.
Arcana
Coins
Cups
Staves
Swords

This knack is used to see Boons, Flaws, and Careers.


Commerce. Yellow. Business or financial relationships.
Passion. Blue. Emotional relationships.
Authority. Green. A relationship based on status or respect.
Conflict. Red. Emotional or physical conflict.

Black

Strand Only Adepts and Masters may learn this knack. It relates to death.

The Strands
Strands have a type and strength , which can always be seen. The type is Coins, Cups, Staves,
and Swords. The strength is ranked from 1 (weakest) to 10 (strongest). Strands have end points.
If the person at the other end is not visible, you can only see the direction of the strand. A strand
cannot be altered if a Court Card is on it. This happens if the strand is too new and unstable
(Squire), too powerful (Knight), is splitting into two strands (Queen), too old and stable (King).
Strands may be seen as getting stronger (twisting), weaker (fraying), or as broken (remnants after
being severed).
Curses and Blessings
A curse or blessing is made by looking a person in the eyes, saying their name 3 times and then
kissing them. Roll Daring+Rank. The person receives a blessing or curse die if you make a
Tough (-4) check for a Blessing or a Hard (-2) check for a Curse. You need to write down by
how much your roll exceeded this difficulty, because if affects the duration of the Blessing or
Curse. In addition, you receive a Curse die (whether you succeed or fail).
A Blessing die gives a Bonus Die on all rolls related to a specified strand. You must identify
which die is your Blessing die before rolling (usually by using a specific color). Whenever the
Blessing Die rolls a 1, it uses up a charge. A Blessing die that uses up its last charge is
extinguished. A Blessing die has 1 Charge +1 for every point your roll exceeded the difficulty
when creating the Blessing Die. So if you made your roll by 2, your Blessing die would have 3
charges (be able to roll a 1 three times before being extinguished) where as if you made it
exactly, it would have only 1 charge before extinguising.
A Curse Die is the inverse of a Blessing Die. It provides a Penalty Die to all rolls made, and uses
up a charge when it rolls a 6. A Cursed Die that the Fate Witch takes on to bestow a
Blessing/Curse on somebody else has the same number of Charges as the die she bestowed on
her ally/enemy (or a minimum of 1 Charge if it failed).
Sorte Decks
A card spread involves using a knack to influence fate. It takes 10 minute of uninterrupted time
to perform a card spread.
Coins Spread = Spend 1 Fortune Point (or recipient spends 2). You must have the Coins Ability.
Roll your Rank+Savvy against a Difficulty equal to the person's Wealth Level. If you succeed,
they will gain a Wealth Level. (or if simply tracking coins they will get double money from their
next month's business).
Cups Spread = Spend 2 Fortune or Advanment Points (or recipient spends 4). You must have
the Cups ability. Roll Rank+Savvy against a Tough (-4) Difficulty. If you succeed, the person
gets a Bonus Die on charm repartee attempts against one target for a month.
Staves Spread = Must be an Adept or Master with the Staves ability. Spend 3 Fortune or
Advancement Points (or recipient spends 6). Roll Rank+Savvy against a Demanding (-6)
Difficulty. If you succeed, the person gets a bonus die on all social rolls for the next month due
to an improved reputation.

Swords Spread = Must be an Adept or Master with the Swords ability. Spend 4 Fortune or
Advancement Points (or recipient spends 8 Fortune or Advancement). Add one destiny die to an
ordinary weapon (not Dracheneisen, puzzle sword, etc.) as per the Twisted Blade advantage. This
knack may be performed as often as it can be paid for, but you cannot have more destiny dice so
enchanted than your rank. You can cancel the bonus dice at any time.
Black Strand Spread = Must be a Master, with Black Strand ability. Spend 5 Fortune or
Advancement Points. Roll Rank+Savvy vs. Tough (-4) Difficulty. If you succeed, the recipient
won't age for 1 year. You could do this annually to remain young forever, in theory. If a Fate
Lash occurs then all benefits for the recipient from this knack in the past are also lost.
Arcana Spread = Must be a Master, with Arcana ability. Spend 10 Fortune or Advancement
Points and two months of labor to weave a tapestry. One of the target's Boons or Flaws is
replaced by the one specified for the coming 10-X months, where X is the target's Flair. This
knack may be performed as often as it can be paid for, but you may have only 3 tapestries active
at any one time.
Twisted Blade: You have a sword that has had its strands of destiny twisted by a Fate Witch. You
can take this boon multiple times to make your Twisted Blade more powerful. Each time, you get
2 Destiny Dice per session (to a maximum of 6) that you can use for any roll involving the
sword, even damage. Destiny dice work just like a Bonus Die- except that you can apply them
after seeing the dice roll. So if you rolled a 1, 2, you could use a Destiny Die. If that die came
up 5, it would replace the 1, and your roll would become 7.

Sympathetic Healing
Vesten Only Career: Sympathetic Healer (follow same rules as Sorcerer regarding Advancement)
You can touch an ally and make a Career + Flair roll vs. a Moderate (0) Difficulty to heal an ally
(while you take the same amount of damage). Spend a Fortune Points based on how much you
want to heal / take. So if you heal 1-4 damage, it would be 1 Fortune, if you healed 5-8 damage,
it would be 2 Fortune, if you healed 9-12 damage it would be 3, etc.
You can also touch an ally and spend a Fortune point (no roll needed) to take on one Illness or
dose of poison that is afflicting them, onto yourself.
You can spend a Fortune Point and touch another person (if they're unwilling you need to make a
Brawling+Savvy roll against their Defense to just touch them) and transfer an illness or dose of
poison from yourself to them by making a Tricky (-1) Career + Flair roll.
Likewise, you can spend a Fortune point and touch another person (see above) and transfer an
injury from yourself to them. You must make a Moderate (0) Career + Flair roll, and heal
yourself 5 damage, and do 1d6+1 damage to them.

Scrying (Female)
Sophias Daughters
This type of sorcery means you are a descendant of the Lady of the Lake, drawing powers from
the mystical waters of Bryn Braesyl. You can use water to see visions, granting a form a
clairvoyance, and also to brew potions and elixirs.
Apprentice:
You can sense whether someone is good (hero) or evil (villain).
You can breathe water (but not other liquids).
You gain +1 on all social rolls where your appearance might be a factor (this stacks with the
Attractive Boon).
Adept:
Your Scry ability improves.
You may travel to/from Bryn Bresail through special pools. To do so, make a Tricky (-1)
Savvy+Career roll. You get -2 more on your roll for every person you try to bring with you.
These people suffer 1d6+2 rounds of disorientation, -1 round per point in Savvy (they are At a
Loss until the duration ends).
Master
Your Scry Ability Improves
Scrying (Female) Knacks:
False Potion: To make a potion that appears in all ways like the real one but without the effect,
use the Difficulty of the potion being mimicked as the base, but make it 1 easier. The false
potion still uses the same ingredients.
Scry: Using a pool of fresh water, you may see and hear what is going on at another place (or
time). To do this, spend a Fortune Point and succeed on a Tricky (-1) Career + Savvy roll.
Others within sight and hearing of the pool may also see and hear the events. This takes several
minutes to do, and if interrupted you take a -2 on your roll.
When peering into the future, things look blurry. An apprentice can only look in the present and
only at people, places, and things they are familiar with. Something they have seen only once
results in a -1 on the roll.
An adept can see into the past up to their birth and into the future up to one year. They get a -1
on their roll for every 5 years into the past or every month into the future.
A master can see without limits into the past and future and suffers only a -1 for every 10 years.
The GM may choose to instead award a Fortune Point and replace a vision with something else.
Potion: You know how to make 2 potions per rank in the Sorcerer career (1 potion at Rank 0).
Brewing a potion requires a roll of Savvy+Career against the potion's difficulty. Each ingredient
that you skip gives you a -2 on your roll. It takes 30 minutes to brew a potion. Each brewing
attempt produces your mastery level in doses (apprentice=1, adept=2, master=3).
Elixirs and philters are ingested. Fumes and vapors are inhaled. Balms, dusts, oils, and powders

are applied with contact. You can change the kind of a potion by taking a -1 on your roll.
Potion effects last for one Act (several scenes)
A person may only be affected by their Might+2 in potions at a single time. If an additional
potion is applied, the oldest one still affecting them is cancelled. Also, a person may not be
affected by more than one kind of potion (philter, oil, balm, etc.). If a new kind is applied, all
those of a different kind are cancelled.
Potions that modify Qualities and Career rolls cannot raise one above 5 or lower them below -1.
The maximum effective change is equal to your mastery level (apprentice=1, adept=2,
master=3). You take a -1 on your roll for each point greater than 1 of change.
Potions
Antidote Philter
Cooling Balm

Roll
-1
0

Ingredients
A spider
Fresh leaf from an
oak tree
.
A pinch of pepper

Dust of Irritation

Dust of Petrification

-5

A stone from a
riverbed

Elixir of Eagle's Flight


.
Elixir of Good Fortune

-3
-3

Two feathers from


an eagle
A foot of a rabbit

Elixir of
Tongues

-2

.none

Elixir of Velme

Elixir of Warmth

-1

Fumes of
Slumber

-1

A feather from a
songbird
A pinch of white
ash from a fire no
more than a day old
A pinch of sand

Gilead's Whisper
(Elixir)

-2

A glove of white
silk

Glasswater (Balm)

-3

A snake's shed skin

Effects
Nullify the effects of one poison
Makes the person immune to effects from hot
weather
The person has fits of itching and sneezing.
This gives them a -1 on all rolls.
The person takes on a stone-like appearance.
They gain +2 Protection against all attacks
and get -2 on all initiative rolls.
The person may fly. This does not increase
their base speed
The person gains a number of luck points
equal to the brewer's mastery level
(apprentice=1,
adept=2, master=3). Luck points work like
Fortune Points for helping the users luck
(surviving falls, avoiding damage, succeeding
on attacks, etc) but not for other Fortune Point
functions, like fueling sorcery or as
Advancement Points.
You can understand and speak any language.
This does not include reading and writing
The person will feel lustful. Seduction and
Charm attempts on the person get +1.
Makes the person immune to effects from cold
weather.
The person rolls their Savvy against the
brewer's Career. If the person loses, they sleep
until the potion wears off.
Disguises all signs of sorcery (but not
shamanism) the person may have. The effect
is
cancelled if sorcery is used.
The person may reshape their appearance to
take on a new look. This does not change

Healing Balm

-2

Love's Scented Oil


.
Oil of Clumsiness

-1
-2
-3
-4

A foot of an
albatross and
down from a
fledgling hawk

Oil of Dullness

-2
-3
-4

A powdered mule's
hood and three
worker ants

Lowers the person's Savvy / Flair for rolls


requiring keen-wittedness by 1, 2 (adept or
better), or 3 (master)

Oil of Feebleness

-2
-3
-4
-2
-3
-4
-2
-3
-4
-2
-3
-4
-2
-3
-4

An earthworm and
a cobweb

Lowers the persons Might by 1, 2 (adept or


better), or 3 (master)

A handful of moss
and a powdered
clamshell
A mouse's tail and 3
eggshells

Lowers the persons Initiative rolls by 1, 2


(adept or better), or 3 (master)

A used fencing
glove

Raises the person's Melee by 1, 2 (adept or


better), or 3 (master)

A sparrow's feather
and a serpent's
tooth
.
An owl's feather
and a handful of fox
fur .
A diamond

Raises the person's Daring / Savvy for acts


requiring physical dexterity by 1, 2 (adept or
better), or 3 (master)

Oil of Sloth

Oil of Weakness

Philter of Champions

Philter of Grace

Philter of Intelligence

Philter of Invisibility
.
Philter of Quickness

Philter of Stamina

Philter of Strength

Powder of the Buffoon

-2
-3
-4
-2

-2
-3
-4
-2
-3
-4
-2
-3
-4
-2
-3
-4

A scab from your


body
A dozen red roses

size or clothing. It may lessen the effects of


Attractive, Unsettling, and Distinctive
Appearance Boons/Flaws.
Heals 1d6+1 Lifeblood

A fishs scales and


forelegs of a
praying mantis
A piece of the root
of an old tree and
ground turtle's shell
Powdered horn of a
bull and claw of a
bear
A handful of dirt

The person gains +1 Rank in the Don Juan /


Temptress Career
Lowers the person's Daring/Savvy for rolls
requiring physical dexterity by 1, 2 (adept or
better), or 3 (master)

Lowers the persons maximum Lifeblood by


2, 3 (adept or better), or 4 (master)

Raises the person's Savvy / Flair for acts


requiring quick wittedness by 1, 2 (adept or
better), or 3 (master)
The person is fully invisible (even to Scry
attempts). This gives them +4 on Stealth and
Shadowing rolls
Raises the persons Initiative rolls by 1, 2
(adept or better), or 3 (master)
Raises the persons maximum Lifeblood by 2,
3 (adept or better), or 4 (master)
Raises the persons Might by 1, 2 (adept or
better), or 3 (master)
Lowers the person's Melee by 1, 2 (adept or
better), or 3 (master)

Vapor of Forgetfulness

-1

Dust from a
cobweb

The person rolls Savvy versus the brewer's


Career.
If they fail, they forget all the events of this
scene. If the brewer worsens the difficulty to
create it by -4, then the memory gap will be
permanent. Otherwise, it may eventually
come back.

Scrying (Male)
Sons of Lugh
This sorcery involves turning the person into a perfect physical specimen. You are very
attractive, have never been sick, and you heal amazingly quickly.
In addition to the Apprentice, Adept, and Master Abilities, you can also choose 1 Scrying Knack
(Male) from the list at the end for each rank you have in the Sorcerer career.
Apprentice
You can sense whether someone is good (hero) or evil (villain).
You can breathe water (but not other liquids).
You gain +2 to all social rolls where your appearance is a factor. This stacks with the effects of
the Attractive boon.
You suffer the effects of aging as if you were half your age. You are immune to diseases.
At the end of every scene, you may make a (-3) Might check to heal +1d3 damage in addition to
half your lost lifeblood.
Adept
You get a +1 to your Defense.
You may spend a Fortune Point to heal 1d6-1 damage. This is a free action you can do on your
turn.
Master
You get +2 to your Defense
You may spend a Fortune Point to heal 1d6+1 damage. This is a free action you can do on your
turn.
Scrying (Male) Knacks (Pick 1 per rank in the Sorcerer Career. If you have Rank 0, you dont
get to choose a knack yet).
Agility
Perception
Speed
Stamina
Strength

Gain +1 to Savvy / Daring rolls involving physical dexterity


Gain +2 to Savvy rolls to notice things
Gain +1 to initiative rolls
Gain +1 maximum Lifeblood and +1 to rolls requiring endurance
Gain +1 to Might rolls, including damage

Druid
Druids use a form of Shamanistic magic, which is separate from Sorcery in 7th Sea. A sorcerer may never
learn this type of magic.
Druid is a career unto itself, and the Advancement Point cost to increase ranks is the same as an equivalent
rank in Sorcerer.
Druids also should have the Bard career in addition to the Druid career.
Apprentice Druids may use Auspices, Adept (Bard) Druids may use Lesser Gesa, and Master (Ollamdh)
Druids may use Greater Gesa.

Auspices
Druids are able to see omens and auspices to predict the proper moment for success in an action. This allows
them to spend a Fortune Point to add to the roll made by an ally. The amount added to the roll is equal to the
Druids mastery level (Apprentice 1, Adept 2, Master 3). This ability may be used up to 3 times a day, and is a
free action that may be performed outside the Druids own turn. Note this only affects rolls for success or
failure; it does not add to damage rolls, or any other rolls that do not determine success / failure.

Lesser Gesa
You may have no more than three Lesser Gesa in effect at once, and no single Hero may have more than 2 at
the same time upon him or her. Lesser Gesa are restrictions placed on a Heros actions to strengthen him. If the
Hero violates the restrictions, the Gesa is broken and the benefit comes to an end.
To cast a Lesser Gesa, you must say it out loud in front of the Hero you wish to affect, spending some Fortune
Points based on the restrictions of the Gesa. If the Gesa is easy to avoid (Never eat dog) it costs 3 Fortune
Points. If it is harder to avoid (Never Bathe) it costs 2 Fortune Points. If it is difficult to avoid (Always offer
hospitality to strangers) it costs 1 Fortune Point. Once the Fortune is spent, the Gesa is completed by making a
Tricky (-1) Savvy + Druid roll. The points are lost even if the roll fails.
For each Lesser Gesa a character is under at the end of a story, that character gains one Gesa Point. Three
Gesa Points can be used as one Advancement Point by the Hero affected.
When a Gesa is lost, the Gesa Point that would be gained that session is not; a new Gesa cannot be placed
upon that character until next game session.

Greater Gesa
You may have no more than one Greater Gesa in affect at once, and a Hero can have no more than one Greater
Gesa upon him / her at once.

Greater Gesa restrict the manner in which a character may die. Only if the conditions are met can the character
be killed. Note that being immune to being killed does not prevent severe wounds, unconsciousness, etc.
Choose a weakness that the GM approves of. Tell the Hero you wish to affect you may only be killed by
________________. Spend 3 Fortune Points and make a -5 difficulty Savvy + Druid roll. The Fortune Points
are lost anyway if the roll fails.
The weakness can have one AND ONLY ONE descriptor added to it. So it can be a bearded man but not a
one eyed bearded man with red hair.
When the Hero is faced by the Weakness, not only can he die, he cannot spend any Fortune Points.

Sample Gesa Weaknesses


by fire
by a pistol
by a newborn babe
while standing under the moon
in pitch darkness
by a red-haired man
by a left-handed woman
by his own horse

Sample Lesser Gesa


Must never remove boots / sword / tunic / etc.
Must keep head shaved / never cut hair
Must never wash
Must not give name to strangers
Must not eat pork / beef / chicken
Must never seek a reward
Must never fight before noon

Sample Greater Gesa


Can only die by fire / sword / pistol
Can only be killed when it is raining
Can only be killed in his own house
Can only be killed by his greatest love

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