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Chronicles of Rowanon the Rules Guide


By Robin Kellogg
With contributions and co-authorship by: Sal Grandinetti, Nicky Kellogg, Karl Schreib, Alanna Chiausa, Tim
Kramm, Joshua Meredith, Chris Sciame, and Ryan Gottlieb
Illustrated and Edited by: Anna Renee Hunter
This rule guide, and all facets of the Chronicles of Rowanon live action role playing game, would not have been
possible without the hard work and determination of the COR Builders Team, who worked on its initial
development, and the COR Rules Team, that worked to edit, hone, and improve this guide during the games first
year. This publication is dedicated to them.
COR Builders
Lisa Slight, Sal Grandinetti, Avi Segal, Ryan Gottlieb, Nicky Kellogg, Jessica Sibilia, Chris Sciame, Zoe Velasquez,
Tim Kramm, Tristan Schreib, Alanna Chiausa, Robin Kellogg, Anna Renee Hunter, Karl Schreib, and Jennifer
Schreib.
COR Rules Team
Sal Grandinetti, Nicky Kellogg, Tim Kramm, Joshua Meredith, and Robin Kellogg.
Great job, everyone!
www.corlarp.com

2015 Chronicles of Rowanon. All rights reserved. No parts of this book may be reproduced in any form without
the express written consent and permission of Chronicles of Rowanon LLC (COR). Printed in the US. Content
Copyrights include text, photos, and illustrations. Copyrights not belonging to COR are used solely with the
expressed permission and consent of the owners thereof. Copyrights not owned by COR are subject to the same
terms and conditions listed above. Any Copyright infringement may be punishable to the fullest extent of applicable
law.
This book is a work of fiction. The characters, incidents, and dialogue are drawn from the authors imagination and
are not to be construed as real. Any resemblance to actual events or persons, living or dead, is entirely coincidental.
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Table of Contents
Introduction to the Rules Guide
Chapter 1: The Journey Begins
Pools, Death Count, Death, Resurrection
Chapter 2: Abilities and Experience
Level, Passive Skills, Power Surge
Powers: Spells, Feats, Talents, Rituals
Chapter 3: Effects and Modifiers
Effect Categories, Effect Types, Power Modifiers, Power Types
Chapter 4: Affinity and Baptism
Dual Baptism
Chapter 5: Gearing Up
Weapon Physrep Mechanics: Claws and Fists, Firearms, Hardness, Soulbound
Protection: Armor Layering and Mixing, Armor Rating, Equipment Slots, Shields, Soak
Chapter 6: Crafting
Components, Item Rules
Chapter 7: Prepare for Battle
Damage Modifiers, Damage Types, Efficiencies, Strength
Chapter 8: Conduct
Combat, Violations, Out of Game Terms, Area Notes, Night Raids, Player VS Player
Chapter 9: Character Creation
Starting Stats, Innate Abilities: Coup De Gras, Epic, Literacy, Search, Teaching/Learning
Chapter 10: Making Progress
Between Event and NPC Shift Skills, Class Categories, Tiers, Titles, Hybrid Titles,
Legendary, Karma Point Store, Roleplay Point Store, Pre Requisites and Restrictions,
Racial Skills and Paragons
Chapter 11: Races
Clockworks, Dhampyre, Ophidians, Pookah, Lycanthropes, Gorks, Humans, Elves,
Dwarves, Planar
Chapter 12: Cultural Powers
Chapter 13: Life Energy
Chapter 14: Novice
Combat, Guile, Arcane, Divine, Academic, Crafting and Labor
Chapter 15: Apprentice
Combat, Guile, Arcane, Divine, Academic, Crafting and Labor
Chapter 16: Journeyman Titles

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Combat: Might, Discipline
Guile: Marauding, Subterfuge
Arcane: Strategem, Psionic, Transmutation, Spellsong
Divine: Formal, Primal
Academic: Triage, Scholastic
Crafting and Labor
Chapter 17: Master Lists

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Introduction to the Rules Guide
The Chronicles of Rowanon is a live action role-playing game (LARP) taking place in a
high-fantasy and steampunk setting. It is a game where someone can let their imagination run
free and where the possibilities for interpersonal interaction are endless. The game takes place on
the world of Rowanon, a mystical realm where magic, steampowered technology, and medieval
themes are abundant. Our story begins in Vorydia, one of the many kingdoms of this realm.
Vorydia is in the northern continent of Tristas, where unknown dangers lurk. Legends say that
over 500 years ago in Vorydia a town of heroes was locked away by the gods, awaiting the
moment when the world needed them once again.
That is where the story starts, but the direction that it takes is in your hands. This Rules
Guide and the accompanying Lore Book are meant to help you interact with the game world as a
character of your choice. We came up with the mechanics and the background and well set up
the story, but where you take it, the amazing things that you will do, the things that you will
attempt that we couldnt even imaginethats all up to you.
A lot of experience went in to creating this Rules Guide. It wasnt just my LARPing
experience or that of the other Game Masters. It took a team of 8 rules developers and 8 lore
developers, as well as ideas from our friends, fellow LARPers, and supportive family members.
We learned a lot from our 4-year run as the Vorydian Chronicles, and combined that experience
with all of the new ideas to create something truly special. This is forall of us, you included, so
that we can have an epic time in a world of fantasy.
For the last year or so, Chronicles of Rowanon ran well. The story is great and the rules
worked. We played our first event without a single test run, and it worked. Since then, the CoR
Rules team, Game Masters, and other players have worked together to improve what we
originally wrote. Weve put a lot of time and effort into finding flaws, fixing wording, repairing
skills that were broken, empowering the weaker ones, coming up with new ideas, and finishing
projects that I always meant to complete. A lot of improvements have been made since this
guides initial release, and we hope that you enjoy using it as much as we enjoy making it.
As I sit here writing this, I am grateful for all the support, love, and assistance that I
received while putting this guide together. So, I say thank you, to those close to me, to those
that lent their creativity and time, and to anyone who showed any interest or support. The script
is written, the props are ready, and the stage is set, we only need but actors for the story to truly
begin to be told.
With Fondest Regard, Robin C. Kellogg

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Chapter 1: The Journey Begins
You are about to embark on a heroic adventure to the fantastic world of Rowanon. This is a
world where magic, mythical creatures, steam-powered technology, and divine beings are very
real and have integrated into everyday life. Stories are told of the many deeds of legendary
players that have made this world their home. And very soon, your story will be amongst them,
taking any path that you choose. However, to interact with this fantastic land, you must create a
persona for yourself. Your persona, or character, is how you
will live, fight, and grow in Rowanon. This character is you
part in the story of you will affect the world and how it will
affect you. To create a character there are some basics that
you must understand.

Pools
Your character has 3 pools of energy that are vital to their
existence. These pools are filled with a certain amount of
points that allow your character to do various things.
Vaea. This is your health pool. It is your connection to
the Vaean stream that flows through every living creature
in Rowanon and is the source of all natural life. When you
are hurt, you lose Vaea as your connection to the stream depletes. If your Vaea points drop to
0 then you enter your Death Count. Your Vaea can never go below 0, so any damage that
would drop you to a negative number, instead brings you to 0.
Aether. This is your magic pool. It is your connection to the Nexus, which is a magical plane
of existence that encompasses Rowanon and its divine planes. Aether allows you to cast
Spells. Each spell will require a certain amount of Aether to cast. As you cast spells, your
Aether pool will slowly decrease. If your Aether points reach 0, then you cannot cast spells
until you gain more Aether.
Steam. This is your pool of physical energy. It represents your ability to push your body
beyond its normal means to perform amazing feats of physical prowess. Steam allows you to
use Feats. Each feat will require a certain amount of Steam to use. As you use feats, your
Steam pool will slowly decrease. If you run out of Steam, then you cannot use feats until you
gain more steam.
Lives. This is the amount of times that you can be resurrected. You may lose lives when
returning through the Vaean Archway. If your character runs out of lives, then they are
permanently dead. Your character will lose 1 life every 50 levels of experience that they have
spent (this will never permanently kill you).
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The Death Count
With danger around every corner, death is a very real threat in Rowanon. When your Vaea
reaches 0, your Death Count begins.
First Stage: When a person reaches 0 Vaea, they enter the First Stage of the Death Count.
At this stage, the character must roleplay as though their body is failing them. Your First
Stage Death Count lasts for 1 minute. While in the First Stage, you are still conscious of your
surroundings, and can see and hear normally. You can only talk at a whisper, and only move
at a weak crawl. You can heal yourself with alchemical concoctions. You cannot attack or
use any power or ability (unless stated otherwise). Most temporary and active effects do not
go away when you are dropped to your First Stage. During this time, any effect that would
heal your Vaea, will bring you back to life, healing you for whatever numerical value that
ability happens to grant. There is no limit to how many times a character can be healed and
brought out of their First Stage.
Second Stage: If you stay in your First Stage Death Count for the full 1-minute, then your
character enters the Second Stage of their Death Count. Your Second Stage Death Count
also lasts for 1 minute. During this time, normal healing effects will still work. However, in
your Second Stage your character goes unconscious and can no longer talk, move, hear or
see. Most active effects go away when you enter the Second Stage. There is no limit to how
many times a character can be healed and brought out of their Second Stage.
Third Stage: After 1 minute in your Second Stage, you enter the Third Stage or Critical
Stage of your Death Count. Your Third Stage Death Count lasts for 1 minute. During this
time, you are still unconscious and very near death. Breathing has stopped, the heart is barely
beating, and the brain is beginning to die. Normal healing will not bring you out of this stage
of death. You must receive a Life Effect to survive the Third Stage. A Life Effect can be
granted by certain powerful spells and abilities. It is important to note that you can only
receive 1 Life Effect per weekend. Meaning if you have already received one during an
event, a second life effect will not work on you if it is needed.
Death
After 1 minute in the Third Stage Death Count, your character is dead. At this point you have
two options. You may choose to have your characters soul stay with their body, basically
allowing you to stay where your characters corpse is so that you can see what happens to it, see
if someone comes along who can interact with the dead, or wait for someone with the rare ability
to grant life after death has long taken its toll. You may also choose for the characters soul to
leave their body. If you do this, the in-game body turns to dust, leaving behind only the physical
belongings that your character was carrying (except for soul-bound items because they stay with
the soul, not the body). Once you have left your characters body behind, you must go and find a
Marshal, usually at the NPC cabin, who can lead you through resurrection.
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Resurrection and Final Death
After your characters body turns to dust, you must find a Marshal and
inform them that your character died. The Marshal will speak with you
about the situation in which your character died, and bring you to the
Vaean Archway. The Vaean Archway is Morcants doorway, from
which the dead are bathed with Kallens power and granted life once
again. If you resurrect, then you will exit the archway, wearing spirit
robes (that give no mechanical benefit) granted to you from the
beyond, which will dissipate once your character puts on their regular
clothing or gear. Each character can only be resurrected a certain
amount of times. For this reason, the Marshal will mark this death off on your character
card. Although death can bring your character closer to final death, each resurrection could also
come with various boons, information, or in-game drama. Once a character has used up all their
lives and can no longer resurrect, they are granted 1 final chapter of their life. During this chapter
(which could be anywhere from 1 month to a year) the plot team is aware that your character is
reaching their end, and will begin to prepare for that. This death begins a storyline focused on
your character, leading to your characters permanent death or retirement. A character can mean
a lot to a player, so we understand that losing a character can often be difficult. For this reason,
we want to give each character an amazing end. So, avoid death if you can, but when it happens,
it will be epic.

Working on a Dead Body


There are certain skills that allow you to interact with a dead body, such as dissection. A dead
body can have 1 ability used on it per type of item that you are attempting to get. Each ability
must be used separately (unless stated otherwise). This means that a body past Third Stage can
be affected by 1 Component Gathering action, 1 Pool Point gathering action (Vaea, Aether, or
Steam), 1 Affinity gathering action, 1 Personal Buffing action, and 1 Drudging action. Other
actions might be possible, if they do not fall into any of the mentioned categories (talk to a rules
marshal before attempting). Search, identification, and healing abilities are not restricted by this
rule, and can be used on a dead body despite how many other actions were used.

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Chapter 2: Abilities and Experience
Characters are made up of many things. They are formed from imagination, a dash of
personality, a stash of costuming, a bit of inspiration, and, on a mechanical level, they are
comprised of starting stats and mechanical abilities.
Power Surge. Over the last 500 years, mortals have biologically changed to become closer with
the energy that courses through them. In the past, this was a rare gift inherited by birth or
a skill that was learned through hardship and trial. However, now it is something that all
mortals share. It is what allows them to channel energy into weapons, gadgets, song, or
eachother. It also fills them with something called the Power Surge. Mechanically
speaking, the power surge is something that happens every 7 hours. It fills both Aether
and Steam pools to full. This coincides with the NPC shifts at the event, so at the start of
every NPC shift your Steam and Aether pools refresh.
Experience Points. Everything that your character has done is added together to become what
they know and how they act. This is represented by an amount of Experience points.
Specific amounts of Experience points, or EXP, are gained at character creation and
earned at every event that you attend. Abilities are purchased using the EXP that you
build up.
Level. Your character level is determined by the amount of EXP that you have spent. Your
character has 1 level for every 10 exp spent. Character level is used for many different
mechanics.
Abilites. A term used to describe any mechanical in-game interactions. There are two main types
of Abilities in the Chronicles of Rowanon: Passive skills and Powers.
Passive Skills. Permanent abilities that give a constant effect.
Powers. Abilities that require a cost to be used. Chronicles of Rowanon has 4 main types of
Powers: Feats, Spells, Talents, and Rituals. These are separated by their cost. Certain
abilities may allow you to use a power for a different cost. Feats and spells are also
separated into Offensive, Defensive/Beneficial, and Tactical.
Spells: Magical powers that cost Aether. To cast a spell, you must speak the Spell
Verbal and spell name, and then spend the associated amount of Aether. You then have 5
seconds to throw your spell packet at your target. If your packet strikes your target, their
weapons, armor, or shield, then it is successful and you call the effect that hit them, the
amount of damage that they took, and/or the duration of the effect. Spells can be
interrupted. If you do not throw the packet in 5 seconds, miss your target, or are struck
with an attack while speaking your Spell Verbal or before you throw the packet, the spell
fails and the Aether that you spent to cast it is expended. There exist different ways of
delivering spells, but the base way to deliver offensive spells is via spell packet (also
called a bolt spell. Beneficial spells, such as healing, can also be delivered via Touch
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Cast, which works the same as packet casting, but you can touch your target rather than
throwing a packet.
Feats: Physical Powers that cost Steam. To use an offensive feat, you must strike your
target, call your feat name and effect, and spend the associated amount of steam. If you
miss or the feat is defended against, then the feat fails and the steam that you spent is lost.
You may only use 1 feat per weapon every 3 seconds. Many defensive feats are used in
reaction to an attack or ability. When struck by an attack, you have 5 seconds in which to
call out your defense.
Talents: Various powers that cost Time, meaning that you must spend a certain amount
of time roleplaying for the talent to take effect. All talents can be interrupted, in which
case the talent fails and will have to be restarted.
Rituals and Runes: Magical powers that cost Time, pool and/or a unique component.
The pool being used depends on the ritual. Like talents, rituals can be interrupted, in
which case the ritual fails and will have to be restarted. When casting a ritual, the pool
points are spent at the end. You can only have two active rituals on them at a time. You
can only have one rune applied to your person, and each item can only have one rune
applied to it.

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Chapter 3: Effects and Modifiers
Powers can do many things. Some powers may damage an opponent or
heal an ally. Other powers may afflict your enemy with status effects,
often simply called Effects. Effects are organized by Effect Category
and Effect Type.
Effect Category is a category used to organize Effect Types. An Effect
Category has no specific effect of its own. Effect Categories are what
many defenses work against, because they are general and broad.
Effect Types are the reactions to various powers and abilities. An
Effect Type has a specific effect that generally does not change, unless
altered by another ability. Some defenses work against specific Effect
Types, but anything that works on the Effect Types category will also
defend against the Type. Effect Types are generally one to two words.
This makes it so that an effect can easily be called and recognized in
combat without a long description. Some Effect Types are restricted to a
specific category, but most Effect Types can appear in any category.
Effect types have a set duration, but that duration can be altered by other
abilities.

Main Effect Categories


Physical. Applies to most Feats.
Magical. Applies to all Spells.
Mental. Varied powerful effects that work on the mind.
Biological. Varied powerful effects that work on the body, such as Poisons and Humors.

Most Common Effect Types


1 Minute Duration
Blind: You have lost your sight. You cannot fight, call defenses, see, read, or use scrolls.
Constrict: You are bound and cannot move anything from the neck down. While bound, you can
invoke Latent magical defenses, but cannot use feats.
Deaf: You have lost your hearing. Besides being unable to hear, your Spell Verbals take twice as
long to cast (casting time or syllables).
Enfeeble: One of your arms goes limp and loses all feeling. Your arm cannot be used.
Fear: You have been filled with a fear of your enemies. You must push yourself to fight them or
help your allies. You have an Aether and Steam deficiency of 1 and Talents take +1 min.
Hamstring: Your legs have been impaired. You can only walk heel-to-toe.
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Imprisonment: Your body is trapped inside a dense shell of some kind. You are frozen in place,
and cannot move, speak, or use any abilities. However, you are also immune to all
damage and powers.
Ineptitude: Your mind is not connecting well with your body, stopping you from using your
skilled abilities. You cannot use any Power of a designated type.
Inert: One of your gadgets has been sapped of its energy. The gadget chosen by the attacker
does not work.
Invisibility: You are camouflaged, hidden, or turned invisible. You cannot be seen or interact
with anyone else. If you attack someone, you will become visible. In order to represent
being invisible, put an arm over your face in the opera cape position.
Pain: Your body is in immense pain. You can walk and defend yourself normally, but you
cannot attack, run, or use any powers.
Paralysis: Your body is paralyzed. You are frozen in place, and cannot speak, move, or use any
abilities.
Pin: Your legs are stuck to the ground where you are standing. You cannot move anything from
the waist down.
Rampage: Your mind is filled with rage and you see everyone around you as a threat that you
wish to eliminate. You cannot tell friend from foe and are forced to attack everyone
around you, starting with the closest person. If all targets are in their Death Count, you
will search for new targets.
Silence: You can no longer speak or cast spells.
Slowness: Your arms have been impaired. You can only make 1 swing per weapon every 5
seconds.
Taunt: You feel that your enemy has done something to deserve a brutal death. To the best of
your ability, you are compelled to attack the person who taunted you, and will attack no-
one else. However, you may defend yourself from other attackers. This effect will end if
your target drops into their Death Count.
Terror: You are deeply afraid of a single person, and are compelled to do everything that you
can to avoid them. You cannot attack or interact with that person, and will run away if
they approach you.
Other Durations
Charm: You are charmed to another target and now see them as friendly. You will not attack
that target unless they attack you first. You are not compelled to follow their orders or do
favors for them. Duration: 5 minutes.

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Domination: Your mind is being controlled by someone else. You will follow all their
commands and protect them to the best of your ability, even if they have dropped. You
can never be forced to commit suicide, but can be forced to fight until you drop. You
will only follow the commands of others if commanded to by the original caster. This
effect will end if the original caster drops to their Second Stage Death Count or they
attack you. The caster of a Domination can only have 1 target dominated at a time. Lasts
15 minutes.
Duel: You are now locked in an Honor Combat. This generally affects 2 targets, and No-one
else can interfere or affect those 2 targets. Neither of you can move further than 20 feet
from the area that the Duel was enacted. You must damage eachother every 15 seconds or
the effect ends. The effect also ends when 1 person drops to 0 Vaea.
Incapacitate: You have taken a strong blow to the head and are knocked out. You safely fall to
the ground and cannot move, speak, or use any abilities. This effect will end if you take
5 or more damage or are affected by any offensive powers. Duration: 5 minutes.
Posession: You are possessed by an invading Spirit. This commonly works like a dominate, but
can only be defended against as a Posession. However, a possession is only successful if
the possessing entity is equal to or higher level than their target. Lasts 15 minutes OR
varies.
Stun: Youve taken a blow that has stopped you in your tracks. You cannot move, speak, or use
any abilities. This effect ends if you take 5 or more damage or are affected by any
offensive power. Duration: 5 seconds.
Traverse: A Traverse effect allows you to take a certain number of steps in 1 direction
completely unharmed. When you call your Traverse ability, you go OOG, count your
steps, and appear in our chosen spot. Most Traverse effects grant 10 steps. Powers
augmented by Speed can stop a Traverse effect.
Trip: You are knocked backwards onto the ground. Take 1 large step backwards and fall to 1
knee. While on a knee, you can defend yourself, but not attack. Duration: 5 seconds.
Withdrawal: Your Addiction has not been satiated, and your body is fighting back. You feel
weak, awful, and nauseous. Your total Steam and Aether pools are decreased by 2 each.
Talents, Crafting, and Rune/Rituals take double time to use. After taking an addictive
substance, the Withdrawal will affect you in 2 periods. For example, if you take a
Nostrum during period 1, you are affected by Withdrawal at the start of period 3. This
effect will end early if you take a death. If you indulge in the Addiction, the Withdrawals
are suppressed for another 2 periods, however the Withdrawal duration restarts.
Duration: Lasts 6 Periods. This does not stop at the end of an event, and will continue
until 6 full periods have been played as that character.

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Permanent Until Cured (or upon character death)
Addiction: You are now addicted to a substance (generally a Nostrum) and are compelled to
consume it. If this substance is not consumed at least once within 2 periods, then you
will be affected by Withdrawal at the start of the next period. Addiction persists during
Withdrawals. If you go through a complete cycle of Withdrawals (6 periods), the
Addiction is cured. Planars racial weakness is also an Addiction, please see Planar skills
for details.
Bleed: You have a bad wound that wont stop Bleeding. Your Vaea cannot be healed until
Bleeding is removed.
Break Limb: One of your limbs is broken. If it is an arm, you cannot use that arm. If it is your
leg, you cannot walk.
Sever: One of your limbs has been cut off. You can no longer use that arm or leg, and you take
a BLEED effect (curing the Sever cures the Bleed). If it is a leg, you can no longer walk.
Duration: Permanent until cured.
Sunder: Your weapon or armor is now broken. This only affects 1 weapon or 1 piece of armor at
a time. Your weapon cannot be used and that piece of armor grants no benefit.
Instant
Disarm: Your weapon has been struck hard, causing you to drop it. You will safely drop any
weapon in your hand and cannot pick it up for at least 5 seconds. This does not work on
shields. Fist Weapons and soulbound weapons cannot be disarmed, but instead that arm
takes a 5 second Enfeeble.
Knock Back: You have been pushed backwards. Take 10 steps back.

Power Types
Instant: The target of this power takes the effect immediately.
Temporary: The target of this power will have the effect on them for a set duration. These
effects are considered Active effects. You cannot have more than 1 active effect on
you that grants the same benefit or detriment.
Latent: A power that is Latent is not initially active when cast on a target. Latent spells require
a trigger, which could be another ability or situation. Often a Latent power can simply be
activated by the target it was cast on by saying Invoke. Once a Latent power is
invoked, that effect is now considered an Active Effect. If not invoked, a Latent power
will remain on a target until the end of the weekend. Latent powers also forcibly end if
you die and then resurrect.

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Concentration: A power that requires constant contact or Concentration. For spells, this means
that you must point at your target and maintain visual contact with them to keep affecting
them. For Feats, Talents, and Rituals, it may require continued physical contact or
roleplay to maintain Concentration. You may willingly end the Concentration at any
time. However, being struck by an attack will interrupt Concentration and immediately
end the power.
Areas of Effect: A Power or item that affects more than 1 target. An Area of Effect, or AOE,
expands off the target that was initially hit. If that target defends against the attack, then
the AOE does not affect anyone. If a target that was not the initial target defends against
the attack, it does not affect that individual target, but still affects everyone else. AOEs
come in different varieties:
Lance: The power affects the target and 1 target directly behind them within arms reach.
Arc: The power affects the initial target, 1 target directly to their left within arms reach, and 1
target directly to their right within arms reach.
Cross: This works the same as Arc, but also effects 1 target in front and 1 target behind the
initial target within arms reach.
Wave: The power comes off the caster and will affect everyone within 5 feet of them.
Bomb: The power affects the initial target and everyone within 5 feet of them.

Power Modifiers
There are certain abilities that might allow you to modify some of your powers. These Power
Modifiers are called before the name of power that you are using. You may use more than 1
modifier per power.
Perfect Aim: Adding this to a spell or ranged attack allows you to automatically hit the target
without having to hit them OOG with a packet or ammo. It requires you to point at a
target within line of sight, state Aiming 1, Aiming 2, Aiming 3, and then call the Spell
Verbal and Effect, with the targets name at the end. Perfect Aim can be stopped with
normal spell defenses.
Elemental: If you are swinging Affintiy damage due to a permanent skill, active temporary
effect, or an item, you may augment feats with your Affinity damage type. Doing this
signifies that you are attacking with a better than normal damage type, allowing you to
affect incorporeal targets. This does not add your weapon damage to any feats. The Bane
portion of Affinity does not affect feats in this way. You only must do it when fighting an
incorporeal target, but you can do it all the time if you choose. Examples: Fire
Stun. Vile Trip Lightning Kidney Shot Magic Waylay
Surprise: Feats modified with Surprise can only be defended against by defenses that state
that they stop surprise. Surprise attacks must hit targets in the back of the torso.

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Speed: Adding this to a feat or melee attack allows you to automatically hit a target within
weapons distance without having to strike them OOG with your weapon. It requires you
to have 1 hand on your weapons hilt. Speed can be stopped with normal melee
defenses. Speed can also affect those using Traverse abilities. If the target is hit, the
Traverse ability ends. The traversing target can defend against the speed attack by using
a defense augmented with Greater.
Greater: Powers modified with Greater can only be defended against by Greater defenses.
Revenge: Adding Revenge to a Power or Effect means that it was reactively activated by a
trigger (example: you are struck for damage) and now your attacker takes an effect.
Example: You are struck for damage. You take the damage and call Revenge Stun. 5 seconds.
Your attacker is now stunned.

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Chapter 4: Affinity and Baptism
There are many forces that act upon Rowanon that can greatly influence and alter its people and
creatures. Two specific and influential forces are the elements and the divine. Affinity is used to
describe a person or creatures connection to the elements of the universe, and Baptism is the
connection that a person has with the gods and goddesses of Rowanon. These two connections
often work together, but can also work separately.

Affinity
The connection that a character has with a certain element. These universal forces are used by
and governed by gods, but are also a natural part of the world of Rowanon. Each element has a
direct opposite, and opposites greatly clash when going against each other. For example, Dark
opposes Light. Just like the gods, these elements are split up between Solarian and Lunarian
Forces.
Lunarian Dark Lightening Ice Grim Chaos Vile
Solarian Light Earth Fire Spirit Magic Nature

Four other affinities exist that you may encounter. Storm is the combination of Ice and
Lightning and generally attainable by worshippers of Morwyn. Forge is the combination of
Earth and Fire and generally attainable by worshippers of Keld. Storm and Forge are opposites.
All affinities are equal, but two are more powerful than the rest. Divine is an Affinity that
divine beings possess. Void is an Affinity that creatures from the void realm possess. These
can greatly harm anyone, despite their Affinity. Divine and Void are generally not attainable by
mortals, although being very close to those powers can grant you a taste of them. However,
many mortals still take up the path to attain these affinities, not matter how dangerous or
impossible it may be.
Affinity can be earned in many ways. There are passive skills that grant Affinity points or levels
on the Divine Magic skill path and within various racial lists. However, Affinity is not
necessarily bound to religion or race, and oftentimes a characters Affinity could be the opposite
of the god that they worship or the way that they roleplay. For example, a Planar related to the
Brood might have gained Affinity: Dark from their racial list, but they may also worship
Lyrana, strive to be a good person, and seek to escape their shadowy heritage. In this example,
Affinity can motivate roleplay and drive character goals.
Besides race and religion, Affinity can also be gained by using various abilities at events. These
abilities use roleplay or combat to generate Affinity Points. An Affinity Point is a mote of
elemental energy that you can gain which strengthens or establishes your Affinity. It takes 3
Affinity Points in a single element to gain an Affinity Level. Only 1 Affinity point can be earned
in an event. You can gain up to 3 Affinities, but never of the opposite element. You can only
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have a max of 3 Affinity Points per element at a time. If you have a Level 5 Affinity, you can no
longer gain Affinity Points in that element (if you are brought back down to Level 4 though, you
can begin gaining Affinity Points again like normal).
Once an Affinity is established, the character takes minimal from the damage type associated
with their Affinity, and takes double damage (bane) from the opposite type. As the character
progresses, their Affinity can be upgraded to allow for more uses and effects. The abilities
gained through increasing your Affinity level are found on the Life Energy class list. Some
abilities on the Class lists can only be learned if your character has a certain level of Affinity.
Having an Affinity grants a unique way to interact with the world, with benefits and detriments.

Baptism
The connection that a character has with one of the deities of Rowanon. Each deity has power
over a certain domain of the world and grant unique powers to those that follow them. The gods
and goddesses are split into two pantheons, one that is governed by the Solaar and one that is
governed by the Lunaar.
The gods are:
Solaar: Lyrana the Goddess of Light, Keld the God of Creation, Kallen the Goddess of Life,
Aurelius Arcanum the God of Order, and The Nature Twins (Beast Lord and Lady Forest)
the Gods of Nature.
Lunaar: Zigaen the God of Darkness, Morwyn the Goddess of Destruction, Morcant the God
of Death, Oksani the Goddess of Chaos, and The Unvaen Ones (Vaedryn and Lynthul) the
Gods of the Unnatural.
Each deity has an element, a list of tenets, and a list of powers that are associated with them. This
is a small list of Rowanons gods, for more detailed information about the gods, their histories
and their tenets please refer to the Lore Book. Being baptized to a deity is a choice that a
character can make. It is not required, and it will not negatively affect your experience if you
choose not to be baptized. Being baptized does not grant any initial benefits, but is a pre-requisite
for most Divine abilities. You may choose to start you character with a baptism. You may also
choose to start un-baptized and seek out a baptism at events. Being baptized in-game can be an
amazing roleplay experience that can set the path for how a character will development. To
continue to worship your deity and use the powers associated with them, your character must
follow that gods tenets. Playing a character devoted to a god can challenge your roleplaying
skills and help develop them even further. If you act against your deitys tenets in a major way
that is discovered by your church or the dety itself, it is possible that you could lose your baptism
and no longer have access to your gods powers. But redemption and development in other
directions are always achievable.

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Dual Baptism
It is possible to be baptized to more than one god. This is called Dual Baptism. You may not
start the game with a dual baptism, but must earn it in-game. Gaining a dual baptism requires
intense roleplay, and keeping it up requires you to follow the tenets of both gods, with can be
extremely challenging. However, it grants you the ability to use skills and powers from both
gods, opening many different possibilities.

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Chapter 5: Gearing Up
Whether your character intends to fight, heal the wounded, or research ancient lore, you will
inevitably find yourself involved in combat in some way. Although In-Game your character is
throwing spells and fighting with cold steel, Out-of-Game we simulate the fighting with physical
representations of weapons, armor, and spell energy that are much safer than the real thing.

OOG Weapon Physreps


Combat requires an approved physical representation or physrep. Real weapons are not
used. Instead, we use boffer or latex weapons and shields. Boffer weapons are constructed
with duct tape, PVC pipe, pipe foam, and open cell foam. Boffer shields are made from wood,
closed cell foam, duct tape, leather straps, and handles. Latex weapons and shields are
constructed with a fiberglass core, liquid latex, foam, molds, and latex paint.
All weapons and shields must be approved by a weapons marshal before you can use them.
Boffer weapons should be constructed with 1/2-inch PVC pipe, or 3/4-inch PVC pipe for longer
weapons, properly fitted 5/8-inch thick PVC pipe foam, duct tape, and open cell foam,
and 2-inch thrusting tips on both ends. All boffer shields must be made with 5/8-inch
pipe foam and duct tape to cover all exposed edges of the shield. Latex and Calimacil
weapons and shields, are approved on a case-by-case basis. If your weapon or shield
does not fit these exact standards, you can bring them in and get them checked by a
marshal to see if you can use them.
Thrown Weapons are constructed in the exact same way a normal boffer or latex weapon would
be constructed, however they cannot have a core.
Spell Packets are used as physreps for spell energy or other small missiles. Spell Packets are
small squares of cloth, filled with bird seed, and tied or sewn closed.
First and foremost a weapon must be safe. If there is something there that is clearly not safe
(feeling pipe on the blade, too hard, etc) it does not pass. If a weapon is mostly safe and has
passed at other games because it meets their standards, but does not 100% meet our standards,
we'll allow use of these weapons on a case by case basis. If it is safe, but does not have thrusting
tips or something like that, a weapon can be classified in the "latex weapon category".
Homemade weapons like this will be marked with something identifying, like orange safety tape,
so that if anyone happens to pick up the weapon, they know what they can and cannot do with it.
Latex weapon rules are No thrusting and if the marshals find that you are continually fighting
unsafe with a weapon of this category, you will not be allowed to use weapons of this category
for the remainder of the event and possibly for future events.

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Boffer or Latex Sizes
All weapons are ultimately approved or denied by a weapon marshal. This will be done on a case
by case basis and we will take your body size into consideration. If a weapon is a few inches off
from the description and the marshal deems that it is right for the user, it can still be approved.
Weapons can be denied if they are deemed unsafe because they are too long for the user.
Weapon Type Min to Max Inches
Weapon Size
Small Weapon/ Small Claw 16 to 24
One Handed Weapon/ Long Claw 24 to 44
Bastard Weapon 42 to 50
Great Weapon 48 to 92
Staff 60 to 78
Shield 15 to 39 width/height
Small Thrown Weapon 4 to 16
Large Thrown Weapon 16 to 32
Extra Large Thrown Weapon 32 to 48

Ranged Weapon Phys-Reps and Rules


There are two kinds of archery that can be done in Chronicles of Rowanon: Regular Archery
and Packet Archery.
Regular Archery uses a real bow with a pull of X or less, and utilizes boffer or latex arrows.
A Nerf bow and Nerf arrows can be used instead of a regular bow (however the Nerf Agent
Bow is not allowed). Crossbows are accepted on a case by case basis. All archery
equipment, including Nerf bows, must be approved by a marshal. You cannot physically
block OOG with a real or Nerf bow.
Packet Archery involves a boffer bow and spell packets. The boffer bow must be at least
40-50 inches long. It can have a bow string, but the string is optional. If your boffer bow has
a string, it should have some slack. You may physically block with a Boffer bow, but you
cannot strike with it. For Boffer archery, arrows are represented by throwing spell packets,
using the same stance as if you were shooting a real bow. These spell packets are special
packets called Arrow packets. An arrow packet is a spell packet with a ribbon attached to
it, to denote the difference between arrows and spells. Defensive feats that require a weapon,
such as deflect, can be used while holding a bow. Strength is applied to thrown weapons, but
not bows. Ranged weapons may use any offensive feat that is not melee specific, specific to
a certain fighting style, or has a pre-req of strength. You cannot inherently weapon-cast
using ranged weapons.
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Weapon Damage
Weapons can deal different amounts of damage based on the type of weapon, the material that it
is made from, your skill with the weapon, and other factors. For further details on weapon
damage, see the novice combat list.

Claws and Fists


Weapons come in many forms. Some fighters prefer to use their bare hands in combat. Creatures
and some mortal races grow claws that they can fight with. Claws and Fists follow the same
phys-rep rules as melee weapons, but they are usually colored white. Claws and fists cannot be
disarmed through normal means. Additionally, if a claw or fist is broken or Severed, it can be
repaired with any effect that would fix a broken or Severed limb. Just like weapons, claws and
fists do not take damage if struck by other weapons. Weaponcasted spells that strike a claw or
fist will also not affect the target unless otherwise specified. Feats/weaponcasted spells can be
delivered using a claw or fist. Small claws do a base of 1 damage and long claws do a base of 2.

Firearms
At their base description, Firearms are a type of Engineered device that fire bullets. Bullets are
items that can be crafted, traded, or bought. Each shot expends a bullet. Bullets are the main
source of the damage and the bullet determines what damage type the gun shoots. Bullets are
powerful, but they do not go through shields or armor. However, to defend against a bullet your
defense must specify that it works against firearms/bullets. You cannot inherently weapon-cast

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spells using a gun. While using a firearm, you may use defensive feats and offensive feats that
are not melee specific, fighting style specific, have a pre-req of strength, or causes a disarm. If a
feat that works despite these specifications, but it does not seem as though it should not be used
with a gun please ask a marshal.
The Phys rep of a gun designates its type of IG game. Once you designate it as a certain type of
gun, you cannot say that it is any other type of gun. A marshal can help you determine what type
of gun you have, especially if it is not listed in the examples below. The auto-fire option on
battery operated guns cannot be used. To help the ambiance of the game, it is strongly
encouraged that guns be painted to look more metallic and steampunk (be sure to keep the
orange tip for safety).
Phys Rep categories for guns:
Pistol: Can fire 1-6 shots before reloading. 1 handed. Examples: Nerf Fire Strike, Night
Finder, Sidestrike, Maverick, Strongarm, Hammershot, and Sweet Revenge.
Rifle: Can hold up to 18 bullets. 2 handed. Anything that looks like a rifle or a shotgun.
Could have a stock or an extra-long barrel. If your phys-rep is single shot, you can fire it as
quickly as you can OoG load in each bullet. If your phys-rep is clip-fed, you must crank the
firearm for 5 seconds between each shot. Examples: Nerf Retaliator, Longshot, Rough Cut,
Barrel Break, or Sledgefire.
Artillery: 2 handed or unwieldy even with 2 hands. This category includes anything that is
belt fed, requires a stand, fires more than 2 darts at once, holds more than 18 darts, or fires
anything larger than a mega dart.

Point Blank
If you are using a ranged weapon or firearm, you may not fire upon a target that is within 10 feet
of you. Instead, if an attacker gets within 10 feet of you, you may aim your gun or bow at them
and call "Point Blank," stating the amount of damage that your weapon deals. This way, you can
shoot them IG without potentially hurting them OOG. You cannot inherently use Feats with
Point Blank. After calling the damage, you must represent that you are using your ammunition
by dropping an arrow or bullet physrep to the ground, shooting your gun into the ground or your
hand, knocking and un-knocking you arrows, etc. "Point Blank" can only be used defensively,
meaning that you cannot run up to a target and call point blank at them. Point Blank can be used
once per gun. If you are being pursued, you can use Point Blank every 5 seconds. Point Blank is
not necessary for packet archery.

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Hardness
Every breakable item has a hardness value, including weapons, shields, and armor. Hardness is
what determines how hard it is to break that item. The hardness value of an item comes from the
materials it is made from and other abilities that may affect it. If an item is targeted by a
Sunder or Break effect, the item is broken if the hardness of the item attempting to break it is
higher than that its own hardness. Sundered items cannot be used until repaired. Hardness does
NOT act like an items hit points. An item is either Sundered or not. If an effect were to
instead say Destroy, then that item is completely gone and can never be repaired.
Crafting and Labor Item Hardness:
(these values are already incorporated into the base items themselves)
Novice items have base Hardness 1.
Apprentice items have base Hardness 2.
Journeyman items have base Hardness 3.
Master items have base Hardness 4.
Grandmaster items have base Hardness 5.
Items made primarily out of Mineral components have +1 Hardness.
All consumable items, bullets, and bombs have base Hardness 1 regardless of tier.
All engineering devices that are not two-handed firearms, vehicles, or stationary devices have
-1 Hardness, to a minimum of 1.
All inscription implements have -1 Hardness, to a minimum of 1.

Soulbound
Some items can become bound to your soul via ritual, curse, experience, or happenstance. If an
item is soulbound, it cannot be stolen from you. If the item is picked up or taken by someone
else, the item will disappear and reappear with you. To represent this, an item card will say
Soulbound: Character name. If you are not that character and you have picked up the item,
you cannot use it and should make sure that it gets back to its owner or that they are aware of its
location. Additionally, if you die and resurrect, all soulbound items will come through the
archway with you.

Protection
Protection is very important the world of Rowanon, where brigands, monsters, and creatures of
all kinds are ready to threaten your characters life at any turn. Protection comes in many forms.
The most common forms are Armor Rating and natural Soak.

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Armor Rating
Your armor offers you a thick layer of protection from physical blows. This is represented by
your Armor Rating. Your armor rating is how much physical damage your armor can absorb
before your Vaea pool is affected. When struck by physical damage, you take your Armor
Rating number into consideration. If the damage you are receiving is less than or equal to your
Armor Rating, than you take 1 Damage. If the damage you are receiving is higher than your
Armor Rating, than you take the full amount of damage. This is meant to represent that your
armor can only absorb so much. If it is struck harder than it can handle, the full force of the
blow is felt.
Armor is durable and will survive most combat. Your armor is not destroyed from taking
damage. Only certain abilities that state that they break armor, such as Sunder or Rend will
destroy or damage a piece or set of armor. When armor is destroyed or damaged, it will need to
be repaired before it will grant its benefits again.
There are 3 types of physical armor:
Leather (soft or hard)
Chain (chainmail, brigandine, scale, or lamellar)
Plate
Armor Marshals can be found at check-in and throughout the game to check armor for safety and
rules adherence. They can determine what type of armor your phys-rep counts as and designate
how many armor slots it fills.

Armor Slots
Armor in Chronicles of Rowanon can be worn in 7 different areas on your body. These are
known as the Armor Slots. To gain the benefit of a piece of armor, at least 50% of the
designated area must be covered.
The armor slots are:
Head, Neck, Upper Arms (shoulder to elbow)
Lower Arms (elbow to wrist)
Hands, Torso, and Legs (hip to feet)
Your Armor Rating is designated by the amount of armor slots that you have filled, giving you
2 different options. Half Suit Armor Rating is gained by having at least 3 armor slots filled.
Full Suit Armor Rating is gained by having at least 6 armor slots filled or by having 75% of
your entire body covered with armor, as determined by an armor marshal.

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Item Slots
Your character might find other items that they can wear which grant mechanical benefits, like
clothing or jewelry. Just like with armor, there are a set number of items that you can wear on
your body based on the location. These item slots are the same locations as the armor slots.
You can wear armor, jewelry, clothing, etc in the same slot, but it can only be 1 piece of each per
slot (rings and bracelets can be 1 per hand). You must be able to reasonably phys rep items worn
like this, and you should be able to show them to a marshal. Any questions or exceptions should
be discussed with a marshal.

Special Armor and Armor Mixing


Besides granting an Armor Rating, some armor can grant special effects because of the material
it was made from or the enhancements added to it. In order to gain the benefit from special
armor, you must be wearing at least a Half Suit of that type of armor. If you wish to gain the
benefit of 2 different types of special armor, you must be wearing a full suit of armor consisting
of 3-4 pieces of 1 special armor and 3-4 pieces of the other special armor. You cannot normally
gain the benefit of more than 2 types of special armor. However, one way to do that is by
Armor Layering.

Armor Layering
Armor Layering is the act of wearing one type of armor on top of
another that is granted through certain skills, such as Overlay
Armor on the Apprentice Combat list. You can only wear up to
3 types of armor in this way, which would be some combination
of leather, chain, and plate. You cannot layer multiple pieces of
the same type of armor. To gain the Armor rating from your
layered armor, you must follow normal armor rating rules, so
you must be wearing a half suit or a Full Suit. Layered
armor grants less of a protection than normal. There are
diminishing returns for each layer after the first. The armor that
grants the highest Armor Rating grants its full amount. Every
layer of armor after that grants 1 less Armor rating for a half suit
and 2 less for a full suit.

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Soak and Natural Armor Rating
Armor is not the only way to gain protection. There are skills and abilities that grant protection
in more natural ways such as Natural Armor Rating or Soak.
Natural Armor Rating. This works the same as Armor Rating but is not granted through
Armor. This usually represents having extremely tough skin (possibly made of metal) or
some other barrier covering your body. Natural Armor is broken by anything that will break
or damage armor rating; however, it can only be repaired by skills that fix natural armor.
Natural Armor regenerates between events. Natural Armor Rating will not work if you are
unconscious, paralyzed, or incapacitated. Natural Armor Rating works even if you are
wearing armor.
Soak. This is another form of natural protection. This either represents the ability to quickly
move so that you do not receive the full impact of blows, or the ability to absorb damage
completely. When struck by physical damage, you subtract your amount of Soak from the
damage being dealt, and then take the result. Soak can never reduce damage to 0, you will
always take a minimum of 1 point of damage. Damage modifiers, such as doubling for Bane
damage, are applied first, before Soak.

Shields
Shields are used to protect yourself from attacks. Physical melee and ranged damage and Powers
do not go through shields and will have no effect. The only exception to this is if a Power
specifically works against a shield, such as Sunder or Piercing Shot. Spells do go through
shields, although weapon casted spells do not.

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Chapter 6: Crafting
Many things can be crafted in the world of Rowanon. Here are the general rules governing item
creation, components and items:
Crafting Bundles
There are four types of craft: Engineering, Smithing, Alchemy, and inscription. At each tier in
the Crafting and Labor category, there are two crafting bundles related to each of the crafts.
When you learn one of these bundles, you can now make any item listed under that bundle
(which you can find in the crafted items section). While there are no In-Game plans that you
must have on you to craft from, it is highly encouraged that you make an Out-of-Game recipe
book for what you can make so that you remember all the correct crafting requirements.
Basic Crafting Cost
Crafting time + Pool + Components= Finish Product. When you are done creating an item, see
a Logistics marshal or item card box to get the item tag.
Crafting Time
Each item has a crafting time, usually 5 minutes per tier of role-play. Additionally, you can
pause any crafting you are doing. A project can stay paused up to a certain number of minutes
depending on its tier before it spoils and you must start over again (the components and pool are
not spent until the item is finished): Novice-30min, Apprentice-20min, Journeyman-15min,
Master-10min, Grandmaster-5min. For example, a Master gadgets crafting time is 20 minutes,
and you can pause the creation process for up to 10 minutes before having to start over.
Crafting Components
There are three types of components: Mineral, Plant, and Animal. They come in one of four
rarities: Common, Uncommon, Rare, and Very Rare. Items require both the right type and rarity
to make it. For example, a Novice weapon might require one Common mineral to make, and a
Journeyman Poison might require one Rare plant to make. Unique components of divine or
legendary origins also exist, and are needed for some powerful items. They require specific skills
to gather them.
Substituting Components
When crafting an item, a higher rarity component may be freely substituted for a required lower
rarity component of the same kind.
Pool
Making items costs Steam and/or Aether. At base, every item costs 1 Pool point per tier of the
item. Any Pool Efficiencies that would happen to apply to crafting do so to the final Pool cost,
which is the base item Pool cost plus the Pool cost of any augments used.
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Workbench
To make any item, you need to be at a workbench. Many towns and cities in Vorydia and beyond
have permanent, stationary, public workbenches set up for anyone to use. Additionally, portable
items called Crafting Kits can be expended anywhere to count as a workbench for one use.
Abilities
Want to spend components, Pool, and time to get different effects while crafting? There are many
abilities, items, and other effects that alter these costs.
Crafting Augment abilities add more time and pool to an items final costs but make the
item more powerful.
Makers Style abilities let you customize the ratio of your Component/Pool/time costs as
you see fit. There are some items that are easier to make for members of a specific race or
culture. There are even talents that improve workbenches themselves so everyone using
them can gain more benefits.
Affinity Materials
Affinity materials are special components that are imbedded with the various Affinity elements
and come in Several different forms. They are used as unique components for powerful crafted
items and may also have religious significance too. The Harvest Affinity Materials talent in the
Apprentice Crafting and Labor category allows characters to gain these items. The Affinity
shards and slivers are as follows:
Diamond Shard/Sliver - Grants Light, opposite is Dark
Aeonite Shard/Sliver - Grants Spirit, opposite is Grim
Obsidian Shard/Sliver - Grants Earth, opposite is Lightning
Ifritite Shard/Sliver - Grants Fire, opposite is Ice
Aethermarble Shard/Sliver - Grants Magic, opposite is Chaos
Silverwood Shard/Sliver - Grants Nature, opposite is Vile
Vulcanite Shard/Sliver - Grants Forge, opposite is Storm
Eye-of-the-Storm Shard/Sliver - Grants Storm, opposite is Forge
Darksteel Shard/Sliver - Grants Dark, opposite is Light
Ironwood Shard/Sliver - Grants Grim, opposite is Spirit
Plasmite Shard/Sliver - Grants Lightning, opposite is Earth
Galacium Shard/Sliver - Grants Ice, opposite is Fire
Opal Shard/Sliver - Grants Chaos, opposite is Magic
Blightwood Shard/Sliver - Grants Vile, opposite is Nature

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Component Nodes
Gathering skills take 10 minutes per component. Component Nodes are areas where certain
components can be gathered. Each node has a different component type or combination of types
that can be gathered at it. At these locations, you will find a log book, where must write down
the time of your arrival, RP gathering for the set amount of time, write down your departure
time, and take a component card before leaving. There are abilities that allow you to dissect or
salvage components from items or monsters. If the NPC or item does not have a component
card, but your skill still works, then you can take a component card from a node.
Gathering while on NPC shift
You can use a Gathering skill on your NPC shift to gain 2 components per hour while you NPC.
Or you can use a Profession skill to gain money or components from a single profession that you
have.
Getting Components Between Events
Profession skills may grant components, money, or mundane items between events. You must
pick up your income at logistics when registering for event. You do not collect your income if
you forget to collect it, and income is not saved if you miss an event because you cannot gain
more than one month's earnings (you are assumed to have spent what you would have earned).
You may use 1 between event action in order to collect 1 type of stipend from your profession.
You may use multiple actions to collect different types of stipends from the same profession, if it
allows it. You may not use multiple actions to gain the same stipend from a single profession.
Item Rules
Single Use. This category of item generally only allows the item to be used once before the item
is expended or destroyed. When you finish using it, you must rip up the tag or hand it to a
logistics or item marshal.
Permanent. This is an item that is not expended after being used. If broken, it can be repaired.

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Alchemy Rules
Alchemy consists of beneficial potions, detrimental Poisons, painful acids, and other interesting
concoctions. Alchemy is generally a single use item. Alchemy comes in many delivery
methods. The recipe will state the concoctions default base delivery method, as well as other
forms that it can be made into with various augment skills. The base delivery method always
takes the normal time, component, and pool cost to create, regardless of what the base form is.
Alchemy is usually phys repped by a potion bottle or vial. There are different forms that
alchemical substances can take.
Ingestible: Alchemy in a liquid form, meant to be consumed. To activate an ingested
liquid, you simply need to RP drinking it, no extra time is necessary. Ingested alchemy
can be mixed into a drink or plate of food. At least half the contents of the cup or plate
must be ingested before the alchemy takes effect. Any Vaea damage dealt by ingested
alchemy is now dealt as Direct damage.
Salve: Alchemy in the form of a lotion, meant to be applied topically on the skin. This
takes 10 seconds to apply, but can then be activated immediately. Salves grant 2 doses
upon creation.
Dust: Alchemy in the form of dust, which is meant to be inhaled. This is delivered via
spell packet to instantly affect a single target. Dusts do not work underwater or on
creatures that do not breathe.
Blade Poisons/ Viscid: Alchemy in the form of glue, activated by breaking skin or doing
damage to a target. They can be coated onto melee weapons and 1 dose will coat up to 3
arrows, bolts, or thrown weapons. To affect a target, the blade Poison must deal at least 1
damage to the targets Vaea. The blade Poison is expended if it affects the target or is
defended against with a skill (including immunity). If coated on a missile, it is also
expended if it misses the target. Blade Poisons only stay coated on an item for 2 minutes
before they fade.
Gas: Alchemy in the form of gas, meant to cover a great area to be inhaled. Gases are
also delivered via spell packet; however, they instantly affect all targets within 5 feet of
where the packet landed. If the alchemy targets a single item or limb, then the gas form
still works that way. Alchemy made into a dust or gas form must be defended against as
an alchemy, not a physical ranged attack.

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Scroll Rules
Scrolls are single use items that disintegrate after use. Scrolls may contain Feats, Spells, Talents,
Rituals, or Passive Skills. Expending the scroll grants 1 use of the power stored within it. That
power fades if not used within 2 minutes of reading the scroll. To use a scroll, it must be visible
and you must read it out loud. Scrolls can be written in other languages, and you would need the
appropriate literacy in order to read it. When activating a scroll, you do not need to meet the pre-
requisites for the power. Spells cast from a scroll are delivered via packet and you are considered
the caster. Talent scrolls are consumed immediately and grant one use of the power like other
types of scrolls. To use the talent the scroll gave you though, it requires the normal activation
time. However, the talent is not considered used until the activation time is finished (you will not
lose the one use of the talent if you are interrupted while in the middle of activating it). Besides
activating scrolls, you may instead learn from them. Learning from a scroll follows normal
teaching rules and the scroll counts as a teacher. Scrolls that you learn from are expended and
may be handed in with your card at the end of the event. You can only learn from Passive skill
and Ritual scrolls; you cannot activate them.

Implement Rules
Holding Wands/Talismans: If you want to use the mechanical effect of a wand or talisman, you
need to be wielding it (there is no Wand/Talisman Style needed to wield them). Just like with
weapons or shields, you can only wield one item at a time in each hand. If a wand/talisman is
made into a verge, then both the wand/talisman and the weapon/instrument count as being
wielded at the same time.

Engineered Device Rules


Gadgets: These generally require an activation method. This represents anything from a hand
crank, to wires which you channel Aether into. Mechanically, all devices that require activation
require one of the following: Time, Steam, or Aether. Self-activating devices exist, but are almost
always more advanced.

Bombs
These are handheld explosives that are thrown and have a variety of effects. To use one, simply
choose a spell packet (or other appropriate, safe-to-throw phys-rep) and loudly count to 3. Then
the bomb explodes wherever the packet is (thrown at a target, in your hand, in the air, etc).
Bombs can be thrown elsewhere if someone is quick enough to grab it before it explodes. A
bombs effect always happens in a Bomb area, and unlike normal Bomb attacks, these items
effects will happen whether the phys-rep struck a player or not. Please be wise about using these
items in places with little OoG light where no one can see the phys-rep.

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Booby Trap
On its own, it does nothing; it must be used with Integrate Device to function. When a booby
trap is armed, its effects happen each time the device that it is Integrated to is activated (for
devices that require a bullet be shot or a packet thrown, the trap will go off on the user before the
attack is made, which may prevent the attack from going off entirely). The maker can arm and
disarm the booby trap after spending 5 seconds working on it and can always detect it (they can
also teach another character how to arm, disarm, and detect that specific trap on that specific
device for free--write who can work the booby trap on the back of the item card). Characters
must use either Detect Traps or Detect Booby Traps to locate booby traps and either Disarm Trap
(equal to or lower than the tier of the booby trap) or Disarm Booby Trap (any tier of booby trap)
to disarm it if they werent taught how to. When a trap is disarmed either through an ability or by
a character that knows how to, the device can be activated normally without triggering the booby
trap. Bullets cannot have booby traps applied to them, but firearms can.
Phys-reps, Augments, and Integration
Some OoG items naturally have qualities to them that could act as an IG augment (most
spyglasses for instance slide into themselves to reduce space, that would be the telescopal
augment). As such, for very specific devices, they will automatically gain any IG augments that
their OoG phys-rep has. This only applies to augments that have an impact on the phys-reps
physical form, such as Telescopal in the above example.
The list of devices that this rule is applicable for is as follows:
Timepiece, Compass, Aether Torch, Ocular Enhancers, Hand Radio, Locks, Keys.
This also applies to integrated devices that fall under the above list. For instance, having an IG
timepiece item and using a wristwatch phys-rep would turn it into a timepiece integrated into a
wireframe cuff for free (if the IG items that make up this integrated device would be separated,
only the base item remains and the others cease to exist).

Device Slots
Each device has one of the following keywords in its description:
Handheld, Cane, Firearm, Ammunition, Firearm Mod, Bomb, Stationary, Vehicle,
Construct, Hat, Goggles, Coat, Belt, Shoes, Gloves, or Cuffs.
The last 7 are all clothing slots; characters can only equip one device in each of those clothing
slots at a time (through Integrate Device, however, you can technically have many devices in the
same slot, but only one base item that they are all Integrated into). For Shoes, Gloves, and Cuffs
however, you may equip two separate devices into those slots so long as the devices dont
require being worn as a pair (for example, Rocket Boots must be worn as a pair, but you can
wear both a Rocket Glove and an Aethersnatcher at the same time because they dont need a pair
to function).
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For apparel, you must be physically wearing the item in order to activate it. For instance, you can
be wearing as many pairs of goggles on your forehead or around your neck as you like, but only
a pair over your eyes will give its effects (unless you are unable to safely wear goggles OoG such
as if you need prescription glasses - see Rules for approval).

Integration Hubs
Some items dont make sense to integrate into another. Pulling an airship out of your timepiece is
certainly ridiculous, but putting a timepiece onto your airship is a fine idea. As such, several
engineering devices are tagged as integration hubs. When an engineer uses the Integrate
Device augment, they must choose which of the devices will be the centerpiece (see the actual
ability in the Crafting and Labor list for more details). If an item is an integration hub, that means
that it must be chosen to be the centerpiece of an integrated device. Thus, two items that are both
integration hubs cannot be combined, because only one can be the centerpiece. Any other items
that are not integration hubs can be combined into the centerpiece as usual.

Integration and Guns


If you Integrate a device into a firearm that involves throwing a spell packet, you can instead fire
a shot from the firearm to represent the Integrated device activating (shooting the firearm this
way does not cost an In-Game bullet).

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Smithed Item Rules
Smithed items primaryily consist of weapons and armor. When creating a weapon, as long as it
falls into a specific category that you can make,you are to choose the specific type of weapon.
For example, when making a 1 handed weapon, you can choose whether you make a sword, axe,
mace, club, axe, etc. Armor is split into 3 categories: leather, chain, and plate. Any other types
of armor that you might want to make must be put into one of those categories. For example,
depending on the phys rep, scale armor generally counts as chainmail. Weapons and Armor can
be further upgraded by enhancing their properties, to add various different benefits. For more
information on Weapon and Armor rules and Phys reps, please read the Gearing Up section.

Armor and Shield Properties


The crafting requirements for a piece of armor or shield with properties overrides the
requirements for the base version you are trying to make (for example, if you want to make a
reinforced helmet, you dont have to pay the costs and time for the head armor, just the
property). A property cannot be put on a piece of armor or a shield if it would bring the final
products Hardness to 0.

Weapon Properties
The crafting requirements for a weapon or piece of ammunition with properties overrides the
requirements for the base version you are trying to make (you dont have to pay the costs/time
for both one-handed weapon and mercurial weapon if you want to make a mercurial sword, just
the mercurial propertys costs.) If an effect cannot be put on a bow or crossbow, but can be put
on its ammunition, the arrows/bolts will have the effect when fired from the bow or crossbow.
Ammunition here only applies to arrows and bolts; bullets cannot have smith properties applied
to them unless specifically stated otherwise. A property cannot be put on a weapon if it would
bring the final products Hardness to 0.

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Chapter 7: Prepare for Battle!
Damage Types
There are various damage types that exist. The main type of damage is Normal damage, which
is what most weapons innately do and is called by saying Damage after the numerical value of
your strike. Most other damage types are related to Affinity. Each elemental Affinity has an
opposite element. If you deal an elemental damage type to someone that has the opposite
Affinity, they will take double that amount of damage. It is up to the person taking the damage
to multiply the amount that they take, not the person calling the damage. You may only call 1
damage type per strike. The damage types and opposites are as follows:
Dark Lightening Ice Grim Chaos Vile

Light Earth Fire Spirit Magic Nature

Even though there are many damage types, you primarily need to know what your Affinity is and
what its opposite is. Besides that, you may be negatively affected by certain damage types based
on race or other abilities you may get, or from powers that have been temporarily cast on you.
Here are a few more damage types that you might experience.
Storm is the combination of Lightning and Ice. Storm will do double damage to fire or
earth affinities. They will not take double from fire or earth anymore, but will take double
from Forge.
Forge is the combination of Fire and Earth. Forge will do double damage to ice and
lightening affinities. They will not take double from ice and lightening anymore, but will
take double from Storm.
Astral is a damage type from the spirit realm and not an Affinity. It is considered better
than normal and will always affect incorporeal targets. It does not innately do double
damage to any target.
Divine and Void are the strongest of all damage types. Against anyone who does not
have Divine or Void Affinity, Divine or Void damage will deal double Direct damage
to them. Divine and Void are opposites and will deal double to each other.
Subdual damage is considered non-lethal. Hitting a target with subdual damage will not
cause them to enter their Death Count. Instead, a target who gets dropped to 0 Vaea with
subdual damage will be Incapacitated for 1 minute. If a target is being attacked by
subdual and other damage types, the target will only fall unconscious if the last hit that
drops them is Subdual. Regardless of weapon, strength, or proficiencies, Subdual
damage starts at 1 and can only be increased by skills that specifically enhance subdual.

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When going against soak or armor rating, subdual can be reduced to 0, meaning that you
need to do more than 1 Subdual in order to affect a character with Protection. Subdual
Damage may be called by anyone instead of any other damage type.
Damage Modifiers
Certain abilities may allow you to modify your damage. These Damage Modifiers are either
called before or after the damage type that you are using. Only 1 damage modifier can be used
per strike, unless specified. The modifiers are:
Bane: This is the term used to state that something does double damage. It is not necessary
to call Bane when using elemental damage.
Direct: Adding Direct to your damage allows it to ignore armor rating and soak, effecting
the Vaea pool directly. Example of calling Direct damage: " 5 Direct Fire!
Recurring: Recurring damage will continue to affect the target every 10 seconds. This will
end if the target is healed. Example of calling Direct damage: " 2 Recurring Ice!
Aggravated: Aggravated means that a specific type of pool cannot be normally regained for
the rest of the event. Aggravated Vaea, Steam, and Aether are completely healed after the
end of the event. Aggravated is usually only self-inflicted and not often seen in combat.
Strength
Some abilities grant weapon expertise while others
grant pure physical strength. Strength grants you +1
melee damage per hand, meaning that it adds +2 for a
2 handed weapon. Strength is applied to thrown
weapons, but not bows, crossbows or guns. Strength
acts as a pre-req for certain skills and may be used in
some RP scenarios and challenges. Everyone starts
with normal strength. When your strength increases,
you refer to it as Strength + X, where X is the
amount of additional strength categories that you have.
Drudges
A Drudge is a summoned or transmuted entity that serves its creator. The caster must provide
appropriate physreps for the Drudge, such as costuming and weapons if necessary. It is
encouraged that the caster have a card of stats for easy transformation. Drudges must stay within
10 feet of the caster and will obey their commands. Unless otherwise specified, a caster may not
have more than 1 Drudge under their control at a time. If the caster is incapacitated or in the
Second Stage of their Death Count, the Drudge will remain and will continue executing the last
orders that they were given by the caster. If no orders were specifically given, the Drudge will

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protect the body of the caster until it is dispelled. If the caster reaches the Third Stage of the
Death Count, the Drudge will be dispelled. The Caster may dispel the drudge at anytime by
repeating the spell and saying Dispell. The character transformed into the Drudge has no
memory of being a Drudge afterwards. You can only have 1 Drudge at a time.

Efficiencies
Some abilities allow you to become more efficient with how you utilize a certain power pool.
Learning a power Efficiency reduces the amount of Steam or Aether that it takes to use a power.
An Efficiency can never bring your pool cost below 1. Crafting efficiencies reduce crafting by 1
minute. Talent and ritual efficiencies reduce the time it takes to use the talent or ritual by various
amounts based on the talent or ritual itself. There are generally 2 different kinds of Efficeincies:
Pool Specific Efficiencies and Ability Specific Efficiencies. Pool Specific Efficiencies apply
only to a chosen power pool, regardless of the type of power it is fueling. Ability Specific
Efficiencies apply only to a chosen type of ability, regardless of what type of pool is fueling it.
These are designated by whether the efficiency states it works for a specific pool or a specific
ability type. When adding multiple costs into 1 action (attack, crafting an item, etc), you add up
all the costs and then apply the efficiencies. You may only apply 1 efficiency of each type to a
single action. The opposite of an efficiency is called a deficiency.

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Chapter 8: Conduct
Combat
While your character is fighting to survive on the battlefield, we strive to make sure that you are
having a fun and safe time during combat. Fighting at a LARP is a physical activity, but we
want to make sure that no-one gets truly hurt, so we have some combat rules that everyone
should follow. Although there are always marshals to ensure that combat rules are being
followed, the best way to ensure a great experience for everyone is if all players know and abide
by the following rules:

Non-combat
You may choose to be considered Non-Combat if you are injured or have a medical concern
OOG and are worried that being struck in combat could cause you extra real-life damage. Please
inform a GM that you would like to be non-combat so that the announcement can be made at
opening ceremonies. Non-Combat is represented with a yellow headband during the day and a
yellow glowstick at night. If you are non-com, you cannot do any melee fighting and other
players cannot physically hit you, but they can affect your character by coming within weapons
distance, pointing their weapon at you, and calling their attack. You may call defenses as
normal. It is up to you to decide whether you would like to be struck with packets, arrows,
thrown weapons, or bullets. However, it is also your responsibility to make sure that you are
safe, by not sneaking up on people, rushing into combat, or being on the front line.

Hazards in Combat Scenarios


Allowing boffer fighting at COR means theres a strong focus on safety for everyone. The
following is a list of problematic and unsafe actions that could lead to injury on an OOG level. If
the description of these hazards isnt enough, any Rules Marshal can demonstate in a safe way at
an event for clarity.
Please refrain from doing the following.
1. You may only swing/shoot, once per second, per weapon. Violating this rule is called
Machine Gunning.
2. You should not be swinging your weapon any more than a 90-degree arc. Violating this rule
is called Baseball Batting.
3. You may only knock one arrow or bolt at a time.
4. You must clearly annunciate all abilities, effects, and damage that you are using.
5. You may not arc your arrows, bullets, or packets to bear down on a target or group. Violating
this rule is called packet or bullet lobbing.
6. You may not fire an arrow or firearm at anyone who is within 10 feet of you.

39
7. You may not intentionally run forcefully into someone else. Violating this rule is called
Charging.
8. When using a shield, you may not cover all of your legal striking areas with the shield
(violating this is called Turtling
9. When using a shield, you may not intentionally strike someone with your shield. Violating
this is called Shield Bashing.
10. Please do your best to fight as safely as possible. Please do not hit or throw packets too hard,
or intentionally hit someone in the head, throat, or groin or breasts. Fighting unsafely is
called Wild Fighting.
11. Do your best to keep track of your Aether, Steam and Vaea amounts. Do not intentionally
use more power pool points than you have or take more damage your Vaea pool can handle.
Violating this is called Miscounting or Not taking your hits.
12. You may not use abilities that your character does not have. Violating this is called Skill
Bolstering.
13. You may not use of out-of-game knowledge to gain in-game information. Violating this is
called Meta-Gaming.

Important Rules for Game Conduct


You may not play the game while under the effects of alcohol or drugs, and you cannot have
alcohol or drugs on the camp.
Out of Game theft, or going through a player's personal belongings without his or her
permission, or an official marshal present, will not be tolerated.
Harassment, bigotry, racism, sexism, intolerance, abuse of any kind, bullying, and slander are not
tolerated at the game. If you see any form of abuse taking place, feel free to speak out or reach
out to one of the Game Masters or a staff member. Protect and accept each other.

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Consequences to Rules Violations
Rules Marshals, Game Masters, and other staff will be available to ensure that combat and
conduct rules are followed. It is ultimately up to a Marshal to determine whether a person has
violated any rules. If a marshal finds that someone has violated the rules, that player will receive
a violation and a penalty. All penalties are based on the Severity of the rule breaking and decided
on a case by case basis. Following is a list of possible penalties ranging from minor to Severe.
1. A verbal warning to make sure that the player understands the rules.
2. Additional cleanup at the end of the event.
3. Additional NPC shifts.
4. Combat privileges being suspended or restricted.
5. Being sent home from the game for the remainder of the event.
6. Suspension from the game for a set number of events.
7. In the most Severe situations: Permanent banning from game events.
In most combat situations and if mistakes are made you will just get a verbal warning, unless you
are talked to about breaking the same rule multiple times, at which point you may be given a
more Severe penalty. It is not our goal to be harsh and uninviting. These rules are simply set
because we want to make sure that everyone at the game has a safe and fun experience.

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Area Notes, Night Raids and PvP
Most fights that you get into will be Player Character (PC) vs Non-Player Character (NPC), or
Player vs Environment (PVE).
Player Versus Player (PVP): There may be times when you want to attack another PC or
another PC wants to attack you. PvP happens, and in general there are few rules to restrict it.
The most important rule is that we want everyone to have fun, so if PvP happens please try to
keep it as fair as possible and try to keep any In Game Conflict In Game. To maintain that
rule, we ask that if you seek to attack a player who is alone or asleep, or sneak into a players
cabin to steal IG items, that you always have a marshal with you.
Night Raid: This is where a PC or NPC enters a players sleeping area at night to steal or
deal harm. Normally you cannot coup de gras a character who is sleeping. However, if you
have a Marshal you can. For this reason, all Night Raids require a marshal. Although Night
Raids are possible and the game runs all through the night, we still want players to get sleep.
Area Notes: Are notes put on a door to clarify abilities affecting an area or room. You can
use them to protect your room or tent from Night Raids based on your skills. Each room will
have a large Envelope outside for Area Notes. On the paper in the envelope you can write
about any traps, locks, wards, or other powers that protect the room, as well as the name of
anyone in the room who is sleeping OOG for medical reasons. There will also be a smaller
envelope inside where you can place the details of traps and powers, so not to give them
away to those who can only detect their existence. Once the information is placed in and
sealed, the envelopes should only be opened by those who sleep in the room, people using
detections, people entering the room, and marshals. Area notes will also be seen on modules
and can be used for personal traps.

Out of Game and In Game


Everything that happens in the game world is considered In Game or IG. Everyhting that
happens in the real world is considered Out of Game or OOG. There may be time when
players or marshals need to travel OOG. To show that you are OOG, you must wear
a white headband or hold your fist or weapon over the top of your head. If you are out-of-game,
you generally are not allowed to interact with anyone who is in-game and vice versa. Some
exceptions to this rule would be an out-of-game marshal interacting with in-game players to
describe a scene or an in-game player speaking with an out-of-game marshal to clarify. Items
should also be classified in the same way. You may keep Out-of-game items on you or leave
them in your sleeping area, preferably underneath a bed or blanket.

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Important Terminology
HOLD is a call that can be made to immediately stop in-game action. HOLD must be shouted
loud enough for everyone to hear. HOLD can be called by marshals in order to stop the action
and give OOG descriptions of an IG scene or call out IG effects. During a HOLD, everyone is
encouraged to be quiet and stay in their current spot so that descriptions can easily be heard and
the game can be quickly started up again.
HOLD: MEDICAL. If HOLD is followed by MEDICAL that means that someone might
be hurt. Anyone can call HOLD: MEDICAL if they or someone else are hurt. During this type of
hold, those with OOG medical skills should be ready to make their way to the person that called
the hold, in case their aid is needed.
CLARIFY is a call that anyone can make that will not stop in-game action. CLARIFY can
be called to ask about the effects of a Power or skill, or can be used to ask other quick OOG
questions. Marshals may also use CLARIFY to quickly call out an effect or description without
stopping action.
CAUTION is a call that can be made to OOG alert a player that they might be walking into a
something that could harm them, for example: backing quickly into a tree, a wall, or into a hole.
The player in danger may decide to move to a safer location a short distance away. This may put
a quick, temporary stop to the immediate in-game action.
LAY ON is a call that can be made after a HOLD, CAUTION, or long CLARIFY to restart
the action. Generally, the person who called the HOLD or CLARIFY, or was effected by the
caution, is the one to call LAY ON. This is done by loudly calling 3! 2! 1! LAY ON!

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Chapter 9: Character Creation
Now that you have a good understanding of the general game rules, it is time to build your
character. Each character starts out as a hero with access to quite a few abilities because they are
experienced, well-studied, or simply possess a great inner power. Here are the starting stats and
abilities that everyone starts with:
Vaea Points: 20
Aether Points: 5
Steam Points: 5
Lives: 5
Experience Points: 40

Innate Abilities
There are some abilities that all character have from the very start that do not cost any experience
or require to be written on your character card. Those are:
Literacy. Everyone can read and write the common language. However, you may play a
character who cannot read or write if you would like to add some interesting flavor to
your roleplay, although mechanically you would still have this skill.
Teach. You can teach skills and titles to others who wish to learn them and have the pre-
requisites and Exp to do so. Teaching takes 15 minutes per skill/title at novice and
apprentice level, 20 mins at journeyman level, and 30 mins at master level. Teaching will
continue through combat and other interruptions. You can teach up to 2 people at a time.
Learning from a teacher grants you use of the ability in 2 periods. For example, if you
are taught a skill during period 1, you gain access to the skill at the start of period 3. You
cannot reduce the amount of time that it takes teach a title.
Self-teaching. If you cannot find a teacher, you can teach yourself any skill, power, or Title.
Self-teaching takes the same amount of time, but grants you use of the ability at the next
event.
Searching. You may search unconscious or dead targets. Call Searching. Searching takes 30
seconds. This reveals all items on the target that are not hidden by abilities. At the end
of 30 seconds, you can request to take the items that the character had on their body.

44
Coup de Gras. This skill puts a character into the Second Stage of their Death Count and will
prevent them from regenerating Vaea if they can do so. To deliver a Coup de Gras, the
target must be in the First Stage of their Death Count or willing. You may not coup de
gras a character who is incapacitated by mechanical means, such as a Constrict or
waylay. To use Coup De Gras, you must touch the target with your weapon or aim at
them with a ranged weapon, firearm, or damage spell and, in a normal speaking voice,
count Coup 1, coup 2, coup 3 then call Coup de Gras! This counts as a
Concentration effect and may be interrupted. Coup de Gras cannot be used by NPCs
unless given specific permission by the plot marshal.
Epic. The citizens of Vorydia have transcended to a higher level than common adventurers.
Whether they be heroes or villains, veterans or prodigies, each one possesses the ability
to do something truly memorable. Once per period, if you are completely out of Steam or
Aether, you may use 1 Feat or Spell that you know for 0 cost, and attach the prefix "Epic"
to it. The power that you use must be fueled by the pool that is now empty. Epic
powers can only be defended against by Epic or Legendary powers. Epic cannot
be used by NPCs unless given specific permission by the plot marshal.
Steps to Character Creation
Now that you know about your starting stats and abilities you might want to develop a concept
for your character. You can do this in many ways. You might want to look through the CoR
lorebook for ideas. You might want to browse further into the rulebook to see what skills,
races, or titles might inspire you. You might also get inspiration from your favorite books,
games, movies, or TV shows to help you decide what kind of character you might want to play.
There are many options for what you can play in CoR, so having an initial concept is a good
place to start. Once you have a concept, you can start building your character.
Step 1: Pick a Race and Racial Abilities
There are 10 races that you can choose from. Each race has 5 Racial Abilities that you can pick
from at character creation. Out of the 5, you pick 3 to be able to use. Racial skills do not cost
Exp. You also gain a racial weakness.
Step 2: Pick a Culture
There are 20 cultures that you can pick from. This is a culture that your character has spent a
significant amount of time living in. It could be where they were born, where they lived for a
long time, or where they lived most recently. Each culture comes with 1 Cultural Power that you
can use. Cultural skills do not cost Exp.
Step 3: Pick a Baptism
Baptisms are optional, you do not have to start with one. If you choose to start with a Baptism,
pick 1 of the 10 deities that you wish to be baptized to. This costs no Exp, and grants no initial
benefit.
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Step 4: Pick Class Abilities
You begin with 40 experience that you can spend on skills and powers within the Novice tier of
skills. You are not restricted to a single category and can choose any of the skills within the
Combat, Guile, Arcane, Divine, Academic, Crafting and Labor, and Life Energy Categories.
However, you must be aware of Pre-requisite skills that you would need to purchase within that
category or another one. If you are unsure of what skills you wish to learn, looking at the
Apprentice Titles might help you decide on a direction to take based on the concept that you
want to go for. If purchasing a crafting skill at character creation, you can choose up to 2 plans
of that crafting type.
Step 5: Pick starting items
A character starting at base level will start with 30 Gold that you can spend at character creation
on whatever items you want and can afford. You must know what you want before you come to
the game. If you do not know what items you want to start with or just want something quick
and minimal, you may pick from 1 of the following New Character starting packages:
Combat Starting Package
Up to 2 novice tier weapons (this includes shields). If ranged weapons are chosen, they
come with 1 box/case of ammunition. If you only get one weapon, you can choose to
exchange the other for 2 gold.
Up to a full suit (7 slots) of novice tier armor (could be leather, chain and/or plate). You
can choose to exchange the slots of armor you dont have for 2 gold per slot.
4 Healing Potions.
1 Steam Recovery Potion.
4 Gold to have after character creation.
Guile Starting Package
Up to 2 novice tier weapons (this includes shields). If ranged weapons are chosen, they
come with 1 box/case of ammunition. If you only get one weapon, you can choose to
exchange the other for 2 gold.
Choice of either up to 2 novice Engineered traps or novice Poisons.
Up to a half suit (3 slots) of novice tier armor (could be leather or chain). You can choose
to exchange the slots of armor you dont have for 2 gold per slot.
2 Healing Potions.
3 Steam Recovery Potions.
4 Gold to have after character creation.
Divine Starting Package
Up to 2 novice tier weapons (this includes shields). If ranged weapons are chosen, they
come with 1 box/case of ammunition. If you only get one weapon, you can choose to
exchange the other for 2 gold.

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Up to a half suit (3 slots) of novice tier armor (could be leather or chain). You can choose
to exchange the slots of armor you dont have for 2 gold per slot. Or 1 Novice Wand with
3 charges of 1 Novice Spell of any category. You can choose to instead exchange the
Wand for 4 gold.
2 Healing Potions.
1 Steam Recovery Potion.
1 Aether Recovery Potions.
Choice of either an additional 2 Steam Recovery Potions or 2 Aether Recovery potions
4 Gold to have after character creation.
Arcane Staring Package
1 novice tier weapon (this includes shields). If a ranged weapon is chosen, it comes with
1 box/case of ammunition. You can choose to instead exchange the weapon for 2 gold.
2 Healing Potions.
3 Aether Recovery Potions.
2 Novice tier Scrolls of any type and any category.
1 Novice Wand with 3 charges of 1 Novice Spell of any category. You can choose to
instead exchange the Wand for 4 gold.
4 Gold to have after character creation.
Academic Starting Package
1 novice tier weapon (this includes shields). If a ranged weapon is chosen, it comes with
1 box/case of ammunition. You can choose to instead exchange the weapon for 2 gold.
2 Healing Potions.
2 smelling Salts.
1 Feign Death Potion.
2 Novice tier Scrolls of any type and any category.
8 Gold to have after character creation.
Crafting and Labor Starting Package
1 novice tier weapon (this includes shields). If a ranged weapon is chosen, it comes with
1 box/case of ammunition. You can choose to instead exchange the weapon for 2 gold.
2 Aether Recovery Potions, or 2 Steam Recovery Potions.
10 Common Components of any type.
8 Gold to have after character creation.

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Chapter 10: Making Progress!
The more adventures your character goes on, the stronger they become. Each event that you
attend grants you between 8-10 experience points that you can use to learn more abilities or
increase your pool points. By playing you earn 8 EXP, and can purchase 1 for $5 and 1 for 5KP.
Prerequisites and Restrictions
Class lists are open between categories, and strongly guided by Prerequisites and Restrictions.
Prerequisites (or Pre-reqs) are specific requirements which are needed for a character to learn or
use an Ability, wear or use an item, or perform certain types of in-game actions. A pre-
req could be your race, culture, baptism, level, or most commonly a specific ability,
among other things. Some abilities may also have
Restrictions, which means that if you learn this ability then you may not be able to learn other
specific abilities or utilize certain items in the future. So, it is important to be aware of
pre-reqs and restrictions as your character progresses.
Single, Separate, and Multi-Purchase
Some skills may be purchase multiple times, whereas others may only be purchased once.
Single Purchase skills can only be purchased once. They are the most commonly seen skill and
will not be marked.
Separate Purchase skills can be purchased multiple times; however, each purchase is
technically a different skill. These skills usually offer a variety of options within 1 skill.
An example of this would be a Knowledge skill because in this single skill you can learn
many different knowledges. Separate Purchase skills will be marked, and each purchase
costs the same.
Multi-purchase skills can be purchased multiple times to grant the same ability. This type of
skill will be marked and it costs +1 EXP per additional purchase.
Class Categories, Tiers, and Titles
Class abilities are split into 6 categories and each offer different skills and powers: Combat,
Guile, Arcane, Divine, Academic, Crafting and Labor. Life Energy is another category; however,
it does not follow the same progression as other categories. Each category is split into 4 tiers:
Novice, Apprentice, Journeyman, and Master. Everyone starts at the Novice tier. To proceed to
another tier, you must gain a title thats earned by meeting various requirements. At Journeyman,
titles become more specific. Master titles are even more unique and have multiple ways of
achievement. The destination for class abilities is the Grand-Master tier, which does not grant a
list of skills, but instead offers a few powerful abilities. There are no restrictions to the amount of
titles you can get at Apprentice and lower. You can only get 5 Journeyman titles, 2 Master titles,
and 1 Grandmaster Perk.
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EXAMPLE

Hybrid Titles and Jack of All Trades


There are 2 different kinds of titles that do not follow the normal layout of the other class titles.
Hybrid Titles are titles earned by spending Exp in 2 specific categories, and they grant access to
abilities within 2 separate categories or subcategories within the next tier. Hybrid titles generally
require less Exp spent in a single category than a normal title does, but about the same in total.
Hybrid categories generally start at the journeyman level. However due to the large amount of
possible hybrid titles that could exist, there is an option on the Karma Point store where you can
spend Karma Points to create a custom title that can be as early as Apprentice tier. The other
kind of title that differs from normal starts with Jack of All Trades, which is accessible at the
Apprentice tier. This title, and others related to it, require a certain amount of Exp spent across
multiple categories and grants access to multiple categories within the next tier. The apprentice
tile Jack of All Trades and the related journeyman title Master of None have specific
requirements and restrictions, but offer access to a lot of abilities.

Legendary
There is a point in every story where an adventurer leaves other heroes behind, and becomes the
stuff of legends. (Pre-req: level 40) (Cost: 0 exp). Once per weekend, instead of using an "Epic,"
you can instead use the prefix Legendary. This follows the same rules as Epic, however a
Legendary power also grants 1 free use of Epic to all of your allies that heard it.
Legendary powers can only be defended against by Legendary powers. Legendary cannot
be used by NPCs unless given specific permission by the plot marshal.

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Between Event and NPC Shift Skills
The players characters continue to affect the game world after the events have ended. To
represent this, we have an online forum where you can roleplay with other players and Between
Event Skills. At the end of every event, each player gets a set amount of between event actions
that they can do. At base, everyone starts with 1 action. You write this action on your character
card in the Between Event Notes section before you hand it in. Everyone starts with three
actions that they can do, but you can learn passive skills that grant you more options or enhance
the options that you currently have. Responses to Between Event Skills will usually be given
at the beginning of the next event.
If you request something for a between event action and then cannot attend the following event,
modules and encounters related to that action are still most likely going to happen. NPCs (and
plot) will react accordingly In-Game, as if your character requested something and did not show
up. The consequence can be lessened if you contact plot before the event you are going to miss
and let them know, and if your character contacts those involved IG and explains that they will
not be available.
The three starting actions are:
Send Missive: Your character sends a message to someone that they know. Write a
message and the name of the NPC that you wish to send it to. If your desired NPC cannot be
reached, then you might get information about why they could not be reached.
Voyage: Your character is leaving the city and traveling to another location within the
Nation of Vorydia. Write down the destination and what you hope to achieve there. Certain
destinations might require RP points or ties to certain factions. At base, this skill only allows
you to travel within Vorydia. However, you can travel further by purchasing certain items or
learning certain abilities. Using Voyage allows you to Roleplay within different online
forums specific to the location that you are traveling to.
Quest: When enacting a Quest as your BEA at the end of the event, choose 1 of the
following: Nobility, the Watch, or Baptism. Choosing Nobility means that you seek to
become a squire or advance your current noble position. If you are not yet a squire, please
state what Duchy and possibly what Knight you wish to serve. Choosing the Watch means
that you wish to join or increase your position in the Vorydian Watch. Choosing baptism
means that you seek to get Baptized. Please state what god you wish to get baptized too.
Embarking on a quest is different from other BEAs because it uses up at least 2 consecutive
events worth of BEAs, devoting all of your actions during that time to the quest. An extra
events worth of actions could be required if what you are seeking is of a higher rank or
difficult to attain. This will require some forum RP by the character seeking this out, and
will usually result in a write-up that you will be given detailing what happened during the
quest and/or a ceremony at the event after your quest is over.
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Items
Items exist that can be purchased and added to your Between
Event Action. These items must be purchased in-game.
However, some items require being purchased at Logistics when
you are handing in your character card. You would hand the IG
money in with your card. If an item or ability states that it grants
you a set amount of actions, you cannot combine it with another
item or ability that grants a set amount of actions. However,
items or abilities that grant +X actions are combinable.
Here are a few items that can alter your BEAs:
1. Telegraph: Using a Telegraph allows you to do 2 actions as
long as 1 of them is Send Missive. Some towns have a
Telegraph Service that you can use for 5 Silver per missive.
You may also permanently buy a telegraph that you can
constantly use for 10 Gold.
2. Steam Train: Using a steam train can allow you to do 2
actions, as long as 1 of them is Voyage. The Train can still
only take you to places within Vorydia. Some towns may
have a train station where you can purchase a ticket for 1
Gold. Train stations can only be found in capital cities.
3. Caravan: Using a Caravan can allow you to use Voyage to
travel to other areas on the continent of Tristas. Some towns
may have a caravan depot where you can purchase a ticket for 1.5 Gold.
4. Horse: Using a horse can allow you to do 2 actions, as long as 1 of them is Voyage. The
horse can take you anywhere on the continent of Tristas, however there is safety in numbers.
There is more of a chance that you will encounter danger while traveling outside of Vorydia
by yourself or with only a few riders. Most towns have a stable where you can rent a horse
for 4 Gold. You may also permanently buy a horse to allow for constant access for 15 Gold.
5. Airship and Steamboat: Using an airship or steamboat can allow you to use Voyage to
travel to other continents. Steamboats are only accessible in port cities or towns on the
water. Steamboat tickets cost 8 Gold. Various cities might have an airship dock where you
can purchase an airship ticket for 10 Gold. It may possible to purchase an airship or
steamboat, but that will have to be sought out in game.

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NPC Shift Skills
Some skills may allow you to do actions during your NPC shift. To activate this ability, you
must sign in to your NPC shift on time and sign your name on the NPC shift roster. When you
leave NPC, you must also sign yourself out and make sure that you speak to a marshal.
Depending on the skill that you are using, you might need to talk to a plot marshal to get
information or to a logistics marshal who can give you money, components or items that you
may have earned while your character was out. You many only use 1 NPC shift skill per shift,
unless specified otherwise.
Some between event skills may also be used during your NPC shift. The same rules apply to
each type of skill. In addition, you can use the same action or skill during your NPC shift and
between events.

Karma Points and the Karma Store


Karma Points are earned through service and donations to the game. You can gain KP by doing
extra cleanup, doing extra NPC work, working as a staff member, promoting the game, and by
simply coming to the Town Meeting between events. KP can also be earned by donating
weapon and armor phys reps, spell packets, tapestries, costuming, glow sticks, LED lights, and
other props. See a GM or the website for needed donations and their value in KP.
You can spend KP at the beginning of events to grant various benefits for your character.
1. +1 Experience Point: This grants +1 EXP towards your character of choice. This can only
be purchased once per event. Cost: 5 KP
2. Boons: Each boon can only be purchased once per event per character. They each cost 5KP.
Aether Boon: This grants +5 healable Aether for the event.
Steam Boon: This grants +5 healable Steam for the event.
Vaea Boon: This grants +5 healable Vaea for the event.
Warrior Boon: This grants +1 damage to your characters weapon damage for the event.
Mage Boon: This grants +1 damage to your characters damaging spells for the event.
Healer Boon: This grants +1 heal to your characters healing spells for the event.
Crafter Boon: This grants 1 minute off your characters crafting time for the event.
3. Super Boons: You may only purchase 1 Super Boon/event/character. Each cost 15 KP.
Damage Super Boon: This allows your character to swing or cast a specific, PC-allowed,
damage type of your choice for the event.
Aether Efficiency Super Boon: This grants your character an Aether efficiency of 1 for
the duration of the event. This means that your character will subtract 1 from all Aether
pool expenditure requirements. Efficiencies cannot lower pool expenditures past 1.
Steam Efficiency Super Boon: This grants your character a Steam efficiency of 1 for the
duration of the event. This means that your character will subtract 1 from all Steam pool
expenditure requirements. Efficiencies cannot lower pool expenditures past 1.
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Knowledge Super Boon: This grants your character the use of one Knowledge that you
do not already have for the duration of the event. This cannot be used as a prerequisite for
learning skills that require this knowledge.
Insta-Craft Super Boon: This grants your character the ability to ignore crafting times,
thereby instantly crafting, one item of Journeyman tier and lower once per event. You
can still augment items, but you must spend the extra time and pool required.
4. Master Learn: This will allow your character one use of Master Teach, for the purposes of
your character learning one skill instantly, for the event. This can only be purchased once per
event, per character. Cost: 10 KP
5. Retrain: For 20 KP you can respend all skills within 1 category of your choice.
6. PC Shift for FT NPC: This allows a player who is full time NPCing to have one PC shift
during the event that they are full time NPCing at. This can only be purchased once per
event. Cost: 25 KP
7. Create Your Own Title: This grants the ability to create your own character Journeyman
hybrid title. You decide upon the name, requirements, and/or what categories or
subcategories it grants access too. The Rules Team will construct the final title and perks for
your character upon KP purchase and consultation. You will also be asked if you want this
title to be exclusive to you or if you want it to be open to anyone that meets the requirements.
If you choose exclusive, this title will become open if your character retires and if another
player earns and purchases this KP store option to create the same or a similar title, they will
be able to. You can only have 1 custom title per character. Custom titles are meant to be
focused around class skills, and cannot be based around race or culture. Race or culture can
be a pre-req, but should only be a small part of the lists concept. This can only be purchased
once per character. Cost: 30 KP
8. Full Retrain: For 50 KP you can get a full character respend. Purchasable once per
character.
9. Polywarp Potion: This allows a character to permanently change their character race to any
other standard race, except for Dhampyre, Pookah, Clockwork, Lycanthrope, and Planar.
Changing to one of these races requires in-game role play and action. However, the polywarp
potion will allow a character to change from any of these races to any other unrestricted
standard race. This can only be purchased once per character. Cost: 75 KP

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Roleplay Points and the RP Store
Roleplay points are earned through excellent roleplay as your character. It can be awarded for
completing a module or encounter, defeating a boss, making a tough decision, helping an NPC,
excellent costuming and in game decor, or (most commonly) for thinking outside the box or just
doing an excellent job at being your character. You can use RP points to purchase benefits for
any characters you play.

Usable once an event for any character


Benefit Description Cost

Speedy Allows use of the between-event action Send Missive during your NPC 1
Courier shift. To purchase, see a plot marshal at the start of your NPC shift.

Divine Grants one use of Prayer of Guidance. The character must be baptized to 1
Connection a deity. This can be purchased at check in with a logistics marshal or
during the event with a plot marshal.

Epic Strike Grants an additional use of an Epic. This can be purchased at check in 2
with a logistics marshal or during the event with a plot marshal.

Affinity Grants a permanent point of one Affinity (of PC-allowed Affinities). You 2
Boon may purchase one point per Affinity type per event, up to the maximum
Affinity types allowed by the rules. To purchase, talk to a Logistics
marshal at the beginning or end of the event.

Full Grants an additional between-event action for one event. To purchase, talk 3
Schedule to a Logistics marshal at the end of the event.

Bonus Pay Grants double profession stipend, in either gold or components, for one 4
event. To purchase, talk to a Logistics marshal at the end of the event so
that the stipend at your next event is doubled.

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Purchasable only once ever for any character
Benefit Description Cost

Promotion Grants the in-game rank of Squire or Watchman. If you choose Squire, you 5
must stipulate a barony within a duchy that your character is a squire to.
This can only be purchased once per character. To purchase, talk to a plot
marshal at the end of the event.

Greater Grants one permanent level in one Affinity (of PC-allowed Affinities). 8
Affinity You may only purchase this boon once per year, per Affinity Type. To
Boon purchase, talk to a Logistics marshal at the beginning or end of the event.

The The story of your deeds has spread throughout Vorydia, leaving a trail of 15
Legend fame or infamy. Choose 1 duchy and choose Terror or Charm. When
Spreads events/modules are held within that Duchy, you gain the ability to
performance cast a Terror or Charm effect for the cost of 2 Aether
or Steam.

Kallens This allows a death to be permanently removed from your characters card. 25
Blessing To purchase, talk to a Logistics marshal at the beginning or end of the
event.

Restless This allows your character to become a Ghost, as per the Human Ghost 25
Spirit Rules, after your character takes their final death, regardless of what race
they are. To purchase, talk to a Game Master upon character death.

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Racial Skills and Paragon
As your character becomes more experienced, their connection with their racial heritage grows.
When you achieve level 10, you get 3 more racials that you can choose from. You pick 1 that
you gain at the start of the next event. Every 5 levels that you achieve, you get 3 more options,
from which you pick 1. Gaining racials is related to your experience earned, not experience
spent, and racial skills always cost no Exp.
Each of the 3 racials that your character can learn is related to a certain path achievable as a
member of that race. At level 30, your character can unlock one of these Paragon paths.
Becoming Paragon means that you are the pinnacle of your race and have mastered certain
abilities that were locked away in your blood or passed down by your people. To earn a certain
paragon, you must have learned at least 3 of the racials within that paragons path as you
developed. Gaining Paragon grants you 3 powerful abilities that you can now use, as well as a
slight change in your racial makeup or costume. Becoming Paragon is an option that you do not
have to take, especially if you have problems with adding makeup or prosthetics to your
costume. However, if you do not choose to become paragon, then you do not gain the paragon
benefits. If you do have a problem with makeup or prosthetics but you still want to become a
paragon that require them, please talk to a Game Master and we will work with you on how you
can achieve the required look while taking your restrictions into consideration.
Keeper of the Ways
At level 35, paragons gain two new abilities.
You may work with a member of your race to rearrange the racial abilities that they have
learned. Once per weekend per person, you may help them learn and unlearn 1 ability. You
may only do this with a Paragon member of your race if it will not cause them to be
unqualified for paragon.
Only applies to Clockworks, Dhampyre, Lycanthropes, Planar, and Pookah. You gain the
ability to perform a ritual that allows a Human, Elf, Dwarf, Gork, or Ophidian to change
permanently into your race. To perform this ritual, you need 1 member of each type of
paragon (3 people) within your race to gather together and perform a 15-minute ritual on the
target. The target must be willing. Requires a plot marshal.
The rituals are as follows:
Clockworks
Geist Re-birth: A metal body is created. This empty vessel is attuned to the target. The
mortals body is placed to sleep, and the paragon leaders use the power of their Geists to
forge the targets soul into a Geist and transfer it into the vessel.
Dhampyre
The Blood Sharing: The paragons must drink the blood of the target, near to the point of
death. Then the target must drink the blood of the paragons to join them in undeath.
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Lycanthropes
The Rite of the Moon: Must be done on or near a full moon. The target must spend the
evening with the paragons in the forest, hunting and becoming one with nature. Then the
target will be bitten by each paragon and have to survive the night, as the transformation
takes hold.
Planar
Prayer for Divine Blood: In a holy or blessed area, the paragons must pray to the divine
beings and gods that they are related to. They must beseech the divine to gift the target
with divine blood. Although the target can ask for a certain heritage, the outcome is
completely up to the gods (and could result in refusal).
Pookah
The Spirit Merge: Must be done in a natural setting where the animal that the target
would like to merge with might live. The target must prepare themselves to be as
inviting and tempting to the spirit animal as possible. The paragons will aid the target in
baiting out the spirit animal, ensuring the connection between the spirit and mortal, and
aiding them as the spirit and body merge.

57
Chapter 11: Races
In the Chronicles of Rowanon, there are 10 different playable races. Every playable race is listed
here, along with their racial abilities and weaknesses, minimum costuming requirements, and
potential paragons. The racial costuming that is listed is the least amount required. You may
add other interesting embellishments to your race as you see fit.

Race Overview
Clockworks. Machines with their own minds and will. Clockworks are beings made of metal,
cogs, and a touch of mortal soul.
Dhampyre. Dhampyre are noble living dead beings with a thirst for blood.
Dwarves. Sturdy bearded folk that dwell deep within the ground. Dwarves are known for their
accomplished craftsmen and engineers.
Elves. The Elves are a mystical race, embodying a unique mixture of magic and nature. There
are many different species of Elves, each one embodying a different element. The
species consist of the magical Tuatha, the shadowy Drau, the natural Sylphids, the
bloodthirsty cave dwelling Re'Kah, the icy Ondine, and the flighty Hauflin.
Gorks. The brutish, yet simple, Gorks are a quirky and diverse race known for their strength,
craftiness, desire to be useful, and their love of food.
Humans. One of the most abundantly common races in the world is the Humans.
Lycanthropes. Lycanthropes are the shape-changing predators of the forest that are swayed by
the light of the full moon.

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Ophidians. The graceful Ophidians appear similar to normal Humans, but just underneath their
skin you can see writhing snakes that stretch out like veins. Ophidians are known for
their aptitude with Poisons.
Planars. In a world where the deities are ever-present in the lives of mortals, it is not surprising
to see a race touched by the very gods and goddesses of the divine. Planars are beings
that are descended from the union of divine and mortal. Each Planar is a little bit
different, harkening to the many varieties of divine creatures that they could be
descended from.
Pookah. Pookah are the combination of mortal bodies with animal spirits, the spirits physical
features showing through into the mortal form. Each Pookah looks different based on
the mortal body, the type of animal spirit, and the way that they combined.

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Clockworks
Long ago, in the time of Rowanons creation, there existed a race of beings. This race would
prove integral in the construction of our world. These people were not of flesh and blood. Their
skin was iron, brass, and copper. Their innards were tubing, gears, and cogs. Within their
metallic shells there was a soul and a mind capable of free thought. They would come to be
called clockworks, a race of automatons, crafted by the great forger himself, Keld.

Playing a Clockwork
You are a living piece of technology. A metal
body filled with a mortal soul. You have a
primary function: Labor, Combat, or
Knowledge seeking. Will you let this function
define you, or will you stray from your set
programming? Your Geist (soul) is what allows
you to feel emotions and empathize with others.
But sometimes you might need your Geist to
empower your inner workings, and the less
power your geist has, the weaker is your grip
upon your emotions. Will you become as hard
and cold as the metal that youre made of, or
will you strive to become as mortal as the fleshy
creatures that walk around you?

Costuming Requirements
All exposed skin must appear metal, using real or faux metal body armor, bits of metal
costuming, and/or makeup.
Racial Weakness
Intake Regulators: You are immune to all forms and types of alchemy, both beneficial and
detrimental. This is meant to be alchemy that affects you internally, so you are not immune to
Acids, glues, flash paper, and miscellaneous alchemy.

Racial Abilities
Starting Racials (pick 3)
Constructed: You count as a Construct for anything that would benefit a construct. You
also can be affected by any beneficial ability that targets someone with Baptism: Keld.
Reinforced Metal: You have a Natural Armor rating of 1. This stacks with armor.
Forged Soldier: You have +1 Strength.
Enhanced Memory Drum: You are immune to effects that would erase your memory.
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Emergency Systems: During Second or Third Stage Death Count, you can repeat 1
phrase out loud to call others to your aid. The phrase must be approved during character
creation.
Level 10 Racials (pick 1)
Made for Battle: You gain +1 Weapon Proficiency in your weapon of choice (including
firearms). (Praetor)
Warning Claxon: Feat. (To use: 3 Steam) You can detect any invisible or Greater
invisible targets within OOG eyesight. You do not know of their location, but simply
that they are nearby. You must RP a loud alert recording if anyone is detected. (Servitor)
Aether Conductor: You gain 1 level of Magic Affinity. (Aedile)
Level 15 Racials (pick 1)
Martial Memory: (Pre-req: knowledge Tactics) Gain 2 Proficiencies in Knowledge:
Tactics. (Praetor)
Built to Serve: Passive. You gain +1 Strength. (Servitor)
Expanded Memory Disc: Gain 1 Proficiency in any 2 Knowledges of your choice that
you already know. (Aedile).
Level 20 Racials (pick 1)
Battle Repair Protocol: Once per Period, while in your First or Second Stage Death
Count you may heal your Vaea, at a rate of 2 Vaea per 5 seconds, for 30 seconds. While
healing, your Death Count stops, but you cannot move, speak, or act until 30 seconds is
up. This can be interrupted with any ability that would push you into the Third death
stage. (Praetor).
Mechanical Efficiency: You gain a Crafting Efficiency. All crafting skills take you 1
minute less (minimum of 1 minute). (Servitor)
Aether Beacon: Allies standing within arms reach of you gain an Aether efficiency of
1. This ability is not active if you are incapacitated or unconscious. This ability does not
work if you are wearing chain or plate armor. (Aedile).
Level 25 Racials (pick 1)
Ablative Armor: You gain +2 Soak against fire, lightning, and vile. This stacks with
armor and natural armor. (Praetor).
Production Line: Choose one Novice or Apprentice item that you can make. When you
make that item, you can create another one at the same time for no additional cost.
Augments and similar abilities are copied for free as well. (Servitor).
Aether Scrubbers: Choose 3 spells that you know. Those spells each gain +1 Aether
efficiency. (Aedile).

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Level 30 Paragon Racials (Pick 1 Paragon, gain 3 abilities)
Praetor (requires 3+ Praetor related racials) Costuming: Dented body and yellow glow/lights.
Praetorian Armor: +1 natural Armor Rating. Natural armor can now only be reduced
by abilities that decrease it by 3 or more.
Praetorian Prowess: +1 Weapon Master Proficiency (including firearms).
Warframe: Once per period, all of your weapon proficiencies count as Master
Proficiencies, meaning that they add up and apply to all fighting styles that you know.
This does include firearms. Duration: 1 hour.
Servitor (requires 3+ Servitor related racials) Costuming: Rusty body and red glow/lights.
Sturdy Frame: You are immune to knockback, throw, and trip. Also, once per period
you can take no effect from an attack that would interrupt you while crafting.
Strength of Soul: You can drain your Geist to become stronger. Once per weekend,
you can increase your Strength. You can increase from +1 to up to 1/3 of your total level
(example. At level 30 you can gain +10 strength at most). For each +1 strength, you gain
in this way, you also gain a deficiency of 1 for both Steam and Aether and add +1
minutes to talents, rituals, and crafting. Duration: 5 minutes. During this time, RP being
less emotional and more robotic.
Augment Self: Choose two engineered devices up to Journeyman (you do not have to be
able to make them nor do you need to physically have those items first). Your body
modifies itself so that it gains their functions as if those two devices were integrated into
your body (you may ignore integration hubs this way). If you choose a stationary device,
you must remain stationary while using its functions. You may not choose vehicles or
constructs with this ability.
Aedile (requires 3+ Aedile related racials) Costuming: Shiny body and blue glow or lights.
Walking Archive: Every period you can choose to gain access to 1 knowledge that you
do not have for the rest of the period. Also, once per weekend, when doing a knowledge
challenge, you may choose to increase a knowledge up to Knowledge level 5. You must
have at least 1 proficiency in the chosen Knowledge. This only applies to that one
challenge.
Aetherframe: You gain +1 General Aether Efficiency.
Overclock Aether Scrubbers: Once per period, you can activate this ability to heal
Aether at a rate of 1 Aether per 10 seconds. This can continue up to 5 minutes. If you
are attacked during this time, the effect stops and you are taunted to the target that
attacked you (Taunt. 1 min).

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Dhampyre
Dhampyre are the half-breed offspring of ancient vampire beings that use to roam Rowanon in
its earliest days. Eons ago, the blood of mortals mingled with the blood of Unlife. From these
pairings arose a new race unto itself, a race of living dead creatures. These creatures became
known as the Dhampyre.

Playing a Dhampyre
You are a creature caught between life and death. You have
an insatiable desire to feed on the blood of mortals, but
when your thirst is quenched, you can be calm and
collected. Will you drink to keep your composure, let your
desire consume you, or relish the act of draining your
victims? Dhampyre have created a noble aristocratic society.
Will you stand at the top amongst the noblest of your kind,
fall to the bottom amongst the dregs of death, or master the
strength of your bloodline to protect that which matters most
to you?

Costuming Requirements
Fangs and blue veins on your face. Optional: Pale skin.
Racial Weakness
Curse of Vampirism: Dhampyre need to feed on blood. A Dhampyre must drain at least 10
Blood points every event. You can only feed on a mortal who is willing, bound, unconscious,
or incapacitated. To feed on someone, you must roleplay drinking their blood. You drain 1 point
of Blood every 10 seconds. For each point of Blood drained, the target takes 1 direct damage.
Draining Blood does not heal you, and can awaken a incapacitated or unconscious target.
After draining Blood, write down on your character card how much you drank, who you drank
from, and that person must sign their name. If the requirement is not met, the Dhampyre starts
the next event affected by Blood Frenzy: Vaea, Steam and Aether caps decrease by 5. You are
under a Rampage effect with the goal of draining Blood. You gain the feat Vicious Bite: (To
use: 4 steam or aether) Tag target. If successful, the target takes 10 direct damage and you drink
10 Blood instantly. Draining at least 1 point of Blood stops the Rampage, but does not end
Blood Frenzy. Drinking 10 Blood ends Blood Frenzy and raises the pool caps back to normal.

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Racial Abilities
Starting Racials (pick 3):
Tainted Bloodline: You gain 1 level of Vile or Dark Affinity.
Gift of Unlife: You count as undead for anything that would benefit an undead. You
also can be affected by any beneficial ability that targets someone with Baptism:
Unvaean Ones.
Only a Nibble: Talent. RP talking to a target for 5 minutes with subtle hints at feeding
on their blood. Once completed, the target is affected by a mental effect. They believe
that they gave you consent to feed upon them and will offer no resistance. If you drain
more than 10 Blood or drop them to 0 Vaea, then the effect wears off and they are
immediately aware that they did not give consent. Any victim made aware in this way is
immune to "Only a Nibble" for the next hour. This affect fades normally once you
complete your feeding, but the target still remembers consenting.
Blood is Life: Feeding on Blood heals you 1 Vaea for each point that you drain.
Detect Life: Feat. (To use: 1 Steam) Touch target. You can detect if they are alive or
not. This also tells you their Vaea total, and what stage of their Death Count they are in.
Level 10 Racials (pick 1):
Celerity: Feat. (To use:3 Steam). You can traverse 10 steps unharmed. (Vampire).
Claws of Darkness: You gain small claws that naturally swing +0 Dark damage.
(Strigoi).
Embrace the Rot: You gain + 1 level of Vile Affinity. (Nosferatu).
Level 15 Racials (pick 1):
Enhanced Blood Drain: You can now drain 1 point of Blood per second.
(Vampire).
Sense Pulse: Once per period, you can detect if anyone within line of sight is living.
This also tells you exactly where they are, going through invisibility. Duration: 1
minute. (Strigoi).
Vile Stench: Once per period, you can release a horrible stench. No one can get within
10 feet of you for 1 minute. During this time, you must hold 1 arm up at a 90-degree
angle, you cannot attack, and you can only walk at a heel to toe pace. (Nosferatu).
Level 20 Racials (pick 1):
Transformation- Bat: Once per period, you turn into a normal sized bat represented by
a bat puppet or plushie. As a bat, you are invisible. You cannot speak, use abilities, or
attack. You may move at a normal walking pace and drink blood. This allows you to
fly across gaps. This can be ended at will. Duration: 5 minutes. (Vampire).

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Transformation- Wolf: Once per period, you can turn into a wolf. This is represented
by a wolf mask or costuming. During this time, you cannot use weapons or speak. You
gain long claws that do +1 damage (+1 Dark if you have claws of darkness). You also
gain the feat: Wolfs Bite (To use: 4 steam.) Tag Target. Target takes yours x2 your
normal damage and a Bleed effect. May be ended at will. Duration: 30 minutes.
(Strigoi).
Transformation- Rat: Once per period, you can turn into a larger than normal sized rat
represented by a rat mask/ costuming. You cannot speak and you grow a set of small
claws (+0 Dark if you have claws of darkness). You move, attack, and defend like
normal, and have access to your normal feats and passives. All Poisons and diseases that
you are effected by are delayed until rat form ends. You gain the feat Infectious Bite:
(To use: 4 steam.) Tag target. All Poisons and diseases on yourself are transferred to
the target. You also gain the feat Canine Madness: (To use: 4 Steam) Tag Target.
Target takes a Rampage effect for 1 minute. This counts as a Humor of the Blood
Current. The transformation may be ended at will. Duration: 10 minutes.
(Nosferatu).
Level 25 Racials (pick 1):
Undead Royalty: You are considered neutral to most mindless undead creatures. They
will not attack you. If you attack them, this effect ends for all undead in the immediate
combat. Additionally, you gain the spell Vampires Rule: (To use: 3 Aether) Throw
packet at target mindless undead. Target is Dominated to you for 15 minutes. You
may have up to 3 undead dominated to you at one time in this way. (Vampire)
Master of Beasts: You are neutral to most natural creatures, this does not work on
Lyans. Natural creature will not attack you. If you attack them, this effect ends for all
natural creatures in the immediate combat. Additionally, you gain the feat Enrage
Beast: (To use: 3 Steam) RP with target natural creature for 10 seconds. The natural
creature is effected by a Rampage effect for 1 minute, however they will not attack
you during that time. (Strigoi)
Raise Thrall: Once per weekend. Spend 1 minute over a mortal in any stage of their
Death Count, and will count as a Life effect if in stage 3. Their Death Count stops when
you start to work on them. When completed, the target heals to full Vaea and is marked
as your thrall for the rest of the weekend. The Thrall always counts as a willing target
for feeding to its master. Additionally, you can perfect aim cast the following spell at
them: Serve me: (To use: 5 Aether) Target is Dominated to you for 15 minutes.
(Nosferatu).

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Level 30 Paragon Racials (Pick 1 Paragon, gain 3 abilities)
New Weakness: The Awakening Feeding requirement doubles to 20 Blood per event.
Vampire (requires 3+ Vampire related racials) Costuming: Flawless white skin. Optional: Dark
eye makeup.
Thy Mind is a Fortress: You are immune to charm and domination effects.
Exsanguinate: Once per period. Spell. Throw packet at target mortal. You drink 20
blood. Target takes 20 Direct Damage.
Mist Form: Spell. (To Use: 4 Aether). Self Only. You become incorporeal 5 minutes.
Strigoi (requires 3+ Strigoi related racials) Costuming: Extra Fangs and Bat Wings. Optional:
Blood splatter on face.
Beastial Form: Once per event at night, you change into a horrific bat-like creature.
Requires a bat mask. During transformation, you gain: + 10 Vaea, +5 Steam, +1 Strength,
Long claws (base 3 damage w/ strength included), and a Soak of 1. You count as Undead
and gain +1 level of Vile Affinity. You can drink blood at a rate of 5 Blood per 10
seconds. You gain the feat Beastial Fear: (To use: 4 Steam). RP for 10 seconds. Choose
3 targets. Targets are affected by Fear for 1 minute. You can also use Fly:
Concentrate for 10 seconds, and then begin to fly. While flying you must walk heel-to-toe
and are effectively Invisible (but do not detect as invisible). You may end this effect at
any point by landing or attacking a target. In this form, you can talk as normal. This
transformation can last up to 3 hours.
Messy Feeding: Feat. (To Use: 4 Steam) Can use on a target in their first or Second
Stage Death Count. RP ripping the body apart for 15seconds. Target is affected by
killing blow (drop to Third Stage Death Count), and you drink 5 Blood.
Thing of Nightmares: You are Immune to Fear and Terror effects.
Nosferatu (requires 3+ Nosferatu related racials) Costuming: Black dripping eye makeup and
black veins. Optional: Rotting skin.
Dead Nerves: You are Immune to Pain and Bleed effects.
Vile Coating: You gain the ability to add Direct to damage strikes by spending +3
steam per attack.
No Stranger to Death: You may choose to resurrect anywhere; it does not have to be
from an Archway. If you choose to resurrect from an Archway, you come out with a
group of Undead NPCs that are under your control for up to 30 minutes (before they turn
to dust), and the Archway becomes corrupted. Also, once per weekend, in any stage of
your Death Count, you may choose to heal yourself for 10 Vaea (this can heal Third
Stage, but does not count as a life effect), and you can move up to 10 feet from where
you dropped, to appear somewhere else alive.

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Dwarves
Undoubtedly the oldest race in existence, the Dwarves have memories as long and enduring as
the mountains they call home. They have the reputation of being the most accomplished
craftsmen and engineers in the entire world. Dwarves consider themselves to be the children of
Keld.

Playing a Dwarf
You are stout, sturdy, stubborn, and prideful. Dwarves feel a
connection to Keld and his elements of earth and fire. You
are protective and caring when it comes to your family and
your clan. Dwarves are known for their expertise in crafting
and their resilience in combat. Will your path lead you to the
workbenches, the battle field, or to new territory?
Racial Costuming
All Dwarves have a birthmark on their cheek of a Sjrogham
letter denoting their clan (see the Lorebook for the Sjrogham
alphabet). Males must have a large beard. Females must have
long braided hair or a beard.
Racial Weakness
Fiery Pride: At character creation, you must choose 1 concept or object that your character feels
incredibly prideful about (must be approved by a marshal). Examples: family, craftsmanship, or
martial prowess. If the chosen concept or object is insulted, you get extremely angry and are
affected by a Taunt effect for 1 minute, which makes you go after only the person that insulted
your source of pride. This is a mental effect that can be defended against.

Racial Abilities
Starting Racials (pick 3):
Improved Tolerance: Choose 1 Novice Alchemical Poison. You are Immune to it.
Erudites Aptitude: Gain 1 Knowledge skill of your choice.
Warmarked Training: Gain 1 basic Fighting Style of your choice.
Forgemasters Stamina: You gain +2 Steam.
Stone Skin: You have a Natural Armor rating of 1. This stacks with armor.
Level 10 Racials (pick 1):
Aetherforged: You gain +5 Aether. (Erudite).
Forged in Flame: You gain + 1 level of Fire Affinity. (Warmarked).
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Dwarven Efficiency: You gain a Crafting Efficiency. All crafting skills take you 1
minute less (minimum of 1 minute). (Forgekin).
Level 15 Racials (pick 1):
Arcane Curiosity: You gain + 1 level of Magic Affinity. (Erudite)
Skin of Stone: You gain +1 Natural Armor Rating. This stacks with armor.
(Warmarked).
Always Prepared: The final pool cost of any item that you make is reduced by 1, to a
minimum of 0. (Foregekin).
Level 20 Racials (pick 1):
Ancient Rituals: You gain a ritual Efficiency. Rituals take 2 minutes less to complete
(to a minimum of 1 minute). (Erudite).
Stubborn: For no extra cost, you can augment a mental defense with Greater. However,
you are instead taunted to your attacker for 1 min, and get +3 damage and +1 soak for
the duration. (Warmarked).
Of Rock and Clay: You gain + 1 level of Earth Affinity. (Forgekin).
Level 25 Racials (pick 1):
Runic Forging: Ritual. Choose 1 type of Rune: area, transition, or personal. You can
now create a rune of the chosen type using any spell that you know (cannot be a mental
effect or beneficial effect). To do this, you must spend the spells Aether cost and take
3x the aether cost in minutes to make the rune. (Erudite).
Earthen Might: You gain +1 Strength. (Warmarked).
Dwarven Craftsmanship: Spend 1 extra minute per quality level of the permanent item
that you are working on. A Weapon gains +1 damage. Armor gains +1 armor rating.
Everything else gains +1 hardness. The item also requires the wielder to have +1
strength in order to use. This may be used on the same item up to 3 times, adding in the
time for each use, upping the benefit, but also upping the strength requirement. This
abilitys effects and Strength requirements stack with smithing properties that have
Strength requirements. (Forgekin).
Level 30 Paragon Racials (Pick 1 Paragon, gain 3 abilities)
Erudite: (requires 3+ Erudite related racials) Costuming: Blue Sjrogham letter for E on
forehead.
Inclination: You gain an Aether Efficiency of 1.
Gem of Knowledge: Choose 1 Knowledge skill that you know. That knowledge
advances up to level 5.
Dwarven Channeling: When using Energy Conductor, choose 2 targets and draw
runes on both of them. As long as they remain within 10 feet of you and you are not
interrupted, you may channel Aether between them.
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Warmarked: (requires 3+ Warmarked related racials) Costuming: Red Sjrogham letter for
UI on forehead.
Determination: You gain a Steam Efficiency of 1.
Ironheart Wallop: Once per period, Strike Target with melee weapon. Target and
targets within Arc take x4 weapon damage. Your weapon is broken. Call Ironheart
Wallop! Arc X Damage!
Dwarven Tactics: After sucessfuly striking a target with a physical melee attack, you
may spend +4 Steam and call "Dwarven Tactics to affect them with a second attack that
cannot be blocked (call second attack). If the second attack is the same as the first, it has
no additional cost. If the second attack is different, then you must still spend the attacks
base power cost.
Forgekin: (requires 3+ Forgekin related racials) Costuming: Black Sjrogham letter for F on
forehead.
Extra Hardware: When crafting, you may replace the cost of a single augmentation
with +1 primary component. This cannot be used to change the cost of Master Craft.
Lava Forged: You can craft any item and use any talent without a workbench. If you
use a workbench to craft an item, it takes 5 minutes less per tier, to a minimum of 1
minute. Finally, you may choose to gain +1 Level of Fire or Earth Affinity.
Forge Master: Once per event, when creating an item with Grand Design you can
craft it using the normal crafting time, instead of double. This cannot be reduced in any
way.

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Elves
The Elves are somewhat mysterious and nearly as ancient as the Dwarves. They have an origin
that is not fully understoodThe Elves claim that they were woven by Aurelius Arcanum Himself
by combining the essence of life and the power of the Nexus Whatever their true origins, the
Elves are a collection of aloof and mysterious people that are found throughout the world. They
all share a deep respect for the Natural Order and live side-by-side with the world in harmony.

Playing an Elf
You are a mixture of magic and nature. A long-lived race filled with
wisdom and intelligence. The elves are closely intertwined with the
elements of the universe. Because of this, there are many species of
elves, each attributed to a different element. The wise, long-lived
Tuathan people flow with magic. The agile, flighty, often merry,
Hauflins are connected to the wind and lightning. The icy, majestic
Ondine are known as the children of an old dead ice god. The shadowy
Drau are a people who thrive in the darkness. The blood thirsty Re'kah,
also known as "Redcaps," hailed from within the earth. The wild,
winged Sylphids prove that creatures of nature can be beautiful but
deadly. Will you exemplify your element and protect the world, or
follow other winding, darker paths?

Racial Costuming
All elves have small pointed ears and stylized face markings in the color of the element
associated with your chosen species: Tuatha (Magic. Blue, Purple, or Green), Ondine (Ice. White
or Light Blue), Haulfin (Lightning. White or Yellow), Drau (Darkness. Black or White), Rekah
(Earth. Grey or Red), and Sylphid (Nature. Green or Brown). You may also choose to start with
your paragons costuming, but your character must be older.
Racial Weakness
Aether-Touched Mind: To defend against a Charm or Dominate effect, you must spend 2 extra
pool. This must be spent even when using a Latent defense. Also, Elves can never truly be
immune to these effects. Any skill or power that grants immunity to a charm or dominate is
changed to read "The elf must spend 2 pool as usual, but becomes immune to the effect for the
next 5 minutes.

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Racial Abilities
Starting Racials (pick 3):
Wisdom of the Ages: Gain 1 Novice Arcane Spell of your choice for free.
Tricks from Shadows: Gain 1 Novice Guile Talent or Feat of your choice for free.
Light of Tuatha: You gain the Arcane Novice Spell Illuminate for free.
Aether Infused: You gain +2 Aether.
Pact of Bloodlines: You gain 1 level of the Affinity related to your species of elf.
Level 10 Racials (pick 1):
Nexial Awareness: Feat. (To use: 2 Steam). You can detect magical effects and
creatures within 5 feet of you. (Aetherwise).
Gust of Wind: Feat. (To use: 2 Steam) Throw spell packet at target. Target is knocked
back 5 feet. Call Gust of Wind. Knock Back. 5 feet. (Murkshade).
Blood Soaked: After you Coup-de Gras an enemy, you can RP bathing in their blood for
1 minute. For the next 15 minutes, you do +1 melee damage. This can be stacked up to 3
times, but the time does not reset for each use. (Furyguard).
Level 15 Racials (pick 1):
Arcelon's Insight: You gain +1 spell proficiency. (Aetherwise).
Durin's Might: You gain + 2 Backstab Proficiencies. (Murkshade).
Erahn's Fury: You gain + 1 Weapon Proficiency of your choice. (Furyguard).
Level 20 Racials (pick 1):
Enduring Shell: Spell. (To use: 4 Aether). Self only Imprisonment effect. You are
immune to all effects. This cannot be ended early. (Aetherwise).
Shadow Lurk: Spell. (To use: 3 Aether). Can only be done in a place with no direct
light source. You become invisible for 1 minute. You can move at a heel to toe pace.
Attacking, moving above heel-to-toe, and a lightsource ends the effect. (Murkshade).
Defensive Thorns: Feat. (To use: 3 Steam). Reactionary defense. When you are struck
with a melee attack, you may activate Defensive Thorns to deal 5 damage to your
attacker. This does not defend you from the attack. Call Revenge 5 damage.
(Furyguard).
Level 25 Racials (pick 1):
Aether Sapper: After you Coup-de Gras an enemy, you can RP draining their Aether
for 1 min. If the target has Aether, for every 10 seconds spent you gain 1 Aether, this will
also end if you comepeltely drain the targets Aether before 1 min is up. (Aetherwse).
Fleet of Foot: You become immune to trip effects. Also, if affected by anything that
forces you to move, you may choose the direction. (Murkshade).
Strength of the Ancestors: You gain + 1 strength category. (Furyguard).
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Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Aetherwise Court: (requires 3+ Aetherwise related racials) Costuming: Pick 1 Species. Tuatha:
More elaborate face markings of blue, purple, or green. Ondine: White skin and white hair
(Facial markings are now optional).
Aether Disruption: Once per period, you can detect any Latent or active magical effects
on people within 10 feet of you. If there are any, you then may dispel and absorb the
magic, causing the Latent and active effects to fade and healing you for 3 Aether per
person affected.
Aetherian power: You gain an Aether Efficiency of 1.
Nexial Twister: Once per period, you may call Greater Nexial Twister. All targets in
sound of voice are affected by Greater Imprisonment. This is a magical AOE. You
may exclude targets from being affected for +2 Aether per target. Duration: 1 minute.
Furyguard Court: (requires 3+ Furyguard related racials) Costuming: Pick 1 Species. Rekah:
Red hair and grey skin (Facial markings are now optional). Sylphid: Insect wings and small
horns.
Fury Strike: Talent. Spend 10 seconds concentrating. The next physical strike (melee or
ranged, not guns) does x2 damage. The strike must be delivered within 30 seconds or it
fades. This strike cannot be combined with Feats. Call: Fury Strike (insert damage).
Furyian Power: You gain +5 Vaea and +1 Weapon Proficiency of your choice.
Boudicas Mark: Talent. Can only be used during combat. Choose 1 target and RP with
target for 5 seconds. Against that 1 target, you count as having a natural armor rating of
+2 and deal +1 melee damage, until that target drops to 0 Vaea.
Murkshade Court: (requires 3+ Murkshade related racials) Costuming: Pick 1 Species. Drau:
Black skin and White hair (Facial markings are now optional). Hauflin: Long ears and white
facial markings.
Knife-nado: Once per period, Traverse 10 steps towards targets back, while traversing
you cannot be harmed. The next attack you do on that target counts as Surprise. If
your attack drops that target to 0 Vaea, you can instantly do another Traverse towards a
targets back and another surprise attack. If your attack drops that target to 0 Vaea, you
can do it again. This will end if you do not drop a target to 0, you are defended against,
you cannot reach a target, or all the targets are dead.
Murkian Power: You gain a Steam efficiency of +1.
Dark Step: You are immune to traps at night. The trap does not go off.

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Gorks
Gorks are a quirky and diverse race. They are easygoing and like to prove their usefulness.
Gorks are a green-skinned people who can all trace their heritage back to a single legendary
figure called Gorg Broodar the Mighty. The Gorks were slowly dying from a world that had
forsaken them after the Sundering. Back then people called them by different names, such as orc
and goblin. Their numbers were dwindling and no one seemed to care. Finally, the remaining
Gorks were huddled together in a sinister part of the Scath woods, sick and hopeless. It is
written that then, in their darkest hour, the gods sent them a heroic figure, Grandpa Gorg, who
appeared out of the shadows of the Scath and delivered them from extinction.
Playing a Gork
Gorks are somewhat of a monstrous people. Their
simple and often barbaric ways seem to set them apart
from other civilized races. Complex ideas are difficult
for Gorks to understand. But a Gork will always try
their hardest with everything that they do. Gorks have a
simple way of looking at the world that others dont
often see, which affects many aspects of their life, most
obviously seen in their odd way of crafting. Generally,
Gorks are easy to understand. You love a good fight,
helping your friends and family, and eating a good meal.
As a Gork, you have a lot of history against you. But
its based on other races. Not Gorks. Nows the time
for you to help form how people see Gorks in the future!
Racial Costuming
All exposed skin must be green.
Racial Weakness
The Junkyard People: Knowledges/Knowledge Profs
cost 1 Exp Extra.
Racial Abilities
Starting Racials (pick 3):
Strength of Broodar: You have +1 Strength.
War Ready: +1 basic Fighting Style for free.
Nimble Fingers: The time it takes you to
disarm/set trap/pick lock decreases by 30 secs.
Disarm/set/pick skills not included.

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Gorgs Feast: Once per period, Spend 10 minutes eating and RPing great reverence for
your meal in an almost ritualistic way. You then gain +3 healable Vaea for the rest of the
period.
Protection is Protection: A Gork can make slightly functional armor out of anything in
their environment. Spend 5 minutes RPing crafting armor out of a mish-mash of things
taken from your surroundings. You create Cobbled Armor. Must be phys-repped by at
least 1 chest piece or 2 other pieces of armor. Cobbled Armor has an Armor Rating of 3
and lasts for 1 hour. If hit by Rend, this armor is destroyed instantly and cannot be
repaired.
Level 10 Racials (pick 1):
Crude but Effective: Once per period, the Gork may finish a permanent Novice or
Apprentice tier crafted item in 1 minute, but the item is destroyed beyond repair at the
end of the event. (Knockers).
Insatiable Appetite: Spend 10 minutes eating (or RPing eating) a meal. You heal to full
Vaea. (Broodar).
Rough Rider: You gain +2 backstab proficiencies. (Skullduggers).
Level 15 Racials (pick 1):
I can make it work: Once per period. Spend 1 minute of RP getting an engineered
device (up to Journeyman tier) to work with unusual methods. If the device has a pool
cost for using it, that pool cost is cut in half (rounded down) for 1 hour. If turned off
before 1 hour, this effect stops. (Knockers).
Bulk Up: You gain + 1 strength category. (Broodar).
Disappear in a Crowd: Feat. (To use: 3 steam) Can only be used when there are 3 or
more people within weapons distance of you. You become invisible and can walk at a
normal pace. This will continue until you are not near the 3 or more people. Attacking or
speaking ends the effect. (Skullduggers).
Level 20 Racials (pick 1):
Eagle-eyed Scavenger: Whenever using a profession that gathers component, gain 2x
the number of components. (Knockers).
Thick Skull: You are immune to mental effects, but cannot cast spells of Journeyman
tier or higher. (Broodar).
Crowd Pleaser: Talent. Talk to a crowd, of at least 3 or more, for at least 1 minute. After
the first minute, the crowd is stunned with laughter. This continues for as long as you
keep talking. You can make 1 offensive action on a member of the crowd and it cannot
be defended against, however this ends the effect. This effect will also end if you are
attacked or if anyone in the crowd is attacked. Mental effect. (Skullduggers).

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Level 25 Racials (pick 1):
Whatcha ma-call-it: Once per period, the Gork may finish a permanent Apprentice or
Journeyman tier crafted item in 1 minute, but the item is destroyed beyond repair at the
end of the event. (Knockers).
Rugged Skin: You gain + 1 soak. (Broodar).
This is small, right?!: You may use any melee weapon for feats that specifically require
small weapons. (Skullduggers).
Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Knockers: (requires 3+ Knockers related racials) Costuming: Long pointed ears.
Salvage Master: Any Gathering or Salvage skill that gets you components, now
gets you +2 more.
Like Minds: Knockers work best when teamed with other Gorks. For every two Gorks
who work on a basic crafting project together (including you), you gain a Crafting
efficiency of 1. (Cannot reduce crafting below 1 minute). The assisting Gorks do not need
to possess any crafting skills. If working on a Grand Design, for every four Gorks
(including you), you gain a Crafting efficiency of 1.
Eureka: Once per event you may finish a novice to master creation in 1 minute.
(Component cost still stands)
Broodar: (requires 3+ Broodar related racials) Costuming: Tusks.
Battle Buddies: Gain +2 melee damage per every 1 Gork (besides you) within 5 feet.
Green Mean Fighting Machine: Once per period. When your vaea hits 0, you can
continue fighting for the remainder of your First Stage Death Count. During this time,
you are immune to damage. You cannot extend your Death Count or benefit from
healing during this time. You immediately drop to Second Stage after time is up.
Warmonger: You gain efficiency of 1 for Offensive feats.
Skullduggers: (requires 3+ Skulldugger related racials) Costuming: Long nose.
Junkyard Assault: Once per period, you mash together a bunch of junk into a deadly
weapon. Requires a thrown weapon and the skill to use it. Expend components. You get
to do 1 strike with your thrown weapon that deals +1 damage for every component that
you expend.
The Gang Green: You gain +3 melee damage when attacking from behind for every 1
Gork (besides you) within 5 feet.
Jack in a Box: Once per period, when effected by stun, paralyze, incapacitate, Constrict
or Incapacitate, you may negate the effect (any time during its duration) and instantly
gain 1 use of Surprise that you can affix to an attack or feat. You must use the surprise
within 30 seconds of negating, otherwise it fades.

75
Humans
Humans are a versatile and widespread people on Rowanon. It is written, in eons past, that the
humans are not actually native to Rowanon, but arrived from some other plane or star in the
infancy of the world. It is said that they fled some great
terror that drove them from their old home, and that the
gods welcomed them onto Rowanon with open arms.
Humans seem to be able to excel at anything if they work
hard enough.
Playing a Human
Humans are the most populous race on Rowanon. Its hard
to find a city or town without at least a few humans in it.
You might not be as a strong, resilient, long lived, or
divinely connected as other races, but you also have very
few weaknesses. Humans always seem to strive for more in
their lives. It is as if they seek to find their purpose in this
world, or at least to leave a mark upon it before their final
breath.
Racial Costuming
None
Racial Weakness
Mortal Coil-: You start with only 4 lives.
When a human character dies their final death, they can continue to play as a Ghost. The player
must consult with plot and rules to turn their character into a ghost. Together, you come up
with your characters unfinished business, which is a goal that the ghost is driven to
accomplish or see accomplished. Once that goal has been achieved, then the ghost will finally
be able to complete their journey into the afterlife. You will also work to decide what items and
weapons became incorporeal and what your costuming is (using whites, blacks and greys, with
a green glow). Ghosts are lost denizens of the Astral realm. They do not exist in the physical
world and are not capable of freely interacting with it. Their physical form is gone and only
their spirit remains. You count as a Spirit and considered an advanced form of Incorporeal
(immune to normal damage and physical feats) called Ethereal (you can only be damaged by
spells and magical effects). As Incorporeal, you cannot physically interact with anything.
Because you are Ethereal, you cannot speak within the mortal realm. By expending 1 Aether or
Steam, you can become corporeal for 5 mins. During this time, you may interact fully with the
physical world, allowing you to touch, speak, and fight. You may sustain manifestation for as
long as you can sustain the pool cost. You gain the ability to turn Invisible by spending 2
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Aether or Steam. During this time, you may move at a heel-to-toe pace. This lasts for 1 minute,
but can be ended at will. As a Ghost, you have all the skills and memories that you had in life.
Ghosts are only capable of learning new skills with the aid of someone who can interact with
the astral plane. Ghosts cannot self-teach or learn from scrolls.

Racial Abilities
Starting Racials (pick 3):
Magically Attuned: You gain +2 Aether.
Hard worker: You gain +2 Steam.
Hearty and Healthy: You gain +3 Vaea.
Studious: You gain 1 Knowledge skill of your
choice for free.
Employed: You gain 1 Profession of your
choice for free.
Level 10 Racials (pick 1):
Rugged: You gain +5 Vaea. (Sunarian).
Arcane Blood: You gain +3 Aether.
(Muntari).
Endurance: You gain +3 Steam. (Starran).
Level 15 Racials (pick 1):
Soldiers Way: You gain +1 weapon proficiencies in a weapon of your choice.
(Sunarian).
Ancestral Connection: You can passively hear Ghosts, even if they are not manifested.
The ghost can only speak to you in a low tone, requiring close proximity. You can also
aid a Ghost in learning abilities. You may teach them abilities that you know. Once per
weekend you can also help them learn from another target or scroll. (Muntari).
Apprentices Devotion: Choose any one divine spell or ritual up to Apprentice tier and
gain it for free. Regardless of all Pre-reqs, including Baptism. (Starran).
Level 20 Racials (pick 1):
Rough Upbringing: You gain +1 natural armor. (Sunarian).
Studies of the Journeyman: Choose any one Arcane spell up to Journeyman tier and
gain it for free. Pre-reqs dont apply. (Muntari).
Cultured: Gain an additional cultural skill of any culture. (Starran).

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Level 25 Racials (pick 1):
Stalwart: You gain +1 strength. (Sunarian).
Ghostly Presence: You gain +1 level of Spirit or Grim Affinity. Also, if your character
dies and becomes a ghost, you are capable of manifesting fully in the physical world once
per period for 1 hour without spending any pool. (Muntari).
Natural Leader: You can designate up to five individuals which are considered under
your leadership. Once per period, you can boost your group (if they are all together) by
RPing with them for 1 minute. Your group is now immune to mental effects and gain a
Steam efficiency of 1. Duration: 5 minutes. (Starran).
Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Sunarian: (requires 3+ Sunarain related racials) Costuming: Yellow or Gold sun mark on face.
Mark of the Sun: You gain a Steam Efficiency of 1.
Prowess of the Master: Choose any 1 Master tier feat in the Combat or Guile category,
and gain it for free. Pre-reqs dont apply.
Muscle Burn: Once per period, the Sunarain can exert their physical body to become
temporarily stronger. By expending 1 Steam, you can raise your strength level by +1 for
5 minutes. This skill can be stacked to increase your strength by +1 for each point of
Steam spent, up to a maximum of 8. However, the duration of 5 minutes still applies.
Muntari: (requires 3+ Muntari related racials) Costuming: Blue or Silver moon mark on face.
Mark of the Moon: You gain an Aether Efficiency of 1
Magic of the Master: Choose any 1 Master tier spell in the Arcane category, and gain it
for free. Pre-reqs dont apply.
Astral Walk: Once per period, you can go into the astral realm. This can be done for up to
15 minutes. While in the astral realm, you are invisible and cannot be effected by
anything. You also cannot affect anything unless they are also in the astral realm (ghosts).
Starran: (requires 3+ Starran related racials) Costuming: Black or Purple star mark on your face.
Mark of the Star: You gain a Talent Time Efficiency of 1 Minute to a minimum of 1
minute.
Skill of the Master: Choose any 1 Master tier talent in the Craft or Academic category,
and gain it for free. Pre-reqs dont apply.
Diplomatic Resolution: Once per period, you can command the attention of everyone
within a 20-foot radius. For five minutes, those affected must listen to you. After every
minute, you may choose 1 listener and affect them with implant command, giving them
a single order or suggestion of your choice. This skill counts as a single mind effect.

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Lycanthropes
Lycanthropes appear to be people of other races unshifted. Unlike other races, they have the
capability, and the curse, of transforming into a werewolf or werebear. Lycanthropes across the
world are shunned by many societies because some lack the ability to control themselves when
they shift, and when the moon is full they always shift!

Playing a Lycanthrope
Mortal by day, monster by the light of the full moon. That is
the curse of the Lycanthrope. You live a difficult life shunned
by those who fear you and always battling the beast inside of
you. Will you see this as a hateful curse that should be hidden
from sight? Will you seek the aid of the Nature twins, their
followers, and creatures to help tame the beast within? Or
will you embrace the monster and use it to rip apart your
enemies? Those are the questions asked by all Lycans at one
point or another. But whether you are a pack leader, a
parental bear, a lone wolf, or a Lycan in secret, you certainly
have the power to attain greatness.
Racial Costuming
Lycanthropes normally appear as the race of the characters
mortal ancestry. When transformed, you need a wolf or bear
mask. Additional wolf or bear costuming is optional.

Racial Weakness
Moonkin: When there is a full moon during an event (or as designated by the plot team), you
lose control of yourself and fully transform into a Werewolf or Werebear. For each full moon
event, Plot will announce when the transformation starts and ends. Besides full moons, there are
other powers and effects that could cause you transform, so keep your mask nearby. While
transformed, Lycans lose their memory and all semblance of who they are, what they are, who
their friends, etc. You lose the ability to differentiate between friend and foe, and are compelled
to attack anything that you deem a threat or a possible source of food (similar to a Rampage
effect). The Lycan becomes aggressive and must roleplay as such. Lycans lose all cognitive
speech, ability to understand spoken and written languages, spell-casting, and the ability to use
weapons, armor, and most items. When the transformation ends, you painfully return to your
mortal form with no memory of what happened during your transformation (feel free to print out
the following page for reference).

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During your transformation, you gain:
+20 Vaea, +10 Steam, and +1 strength.
You have natural long claws that do 4 damage at base (strength from being shifted already
included). The single fighting style that you have the most proficiencies in are converted into
long claw proficiencies, doing +1 damage per proficiency. You cannot wield any other
weapons besides your claws.
You gain a natural soak of 2.
You heal 1 vaea every minute, even when in your Death Count. This healing stops if coup de
grasd or brought to Third Stage.
You count as a nature being, and gain 1 level of Nature Affinity. You also have Speak with
nature which allows you to speak with nature creatures.
Additionally, when you learn racial skill, you also gain a skill that can only be used while
transformed.
Level 10 Wolf feat: Rushdown: (To use: 4 Steam.) Traverse 10 steps towards a target.
Once you reach target, target takes your melee weapon damage and a Trip.
Level 10 Bear Feat: Bear Hug: (To Use: 3 Steam). Strike target with both claws. Target is
bound by your strength category and takes 1 damage every 10 seconds. Will be
maintained until you let go or are interrupted.
Level 15 Wolf: Ravage: (To use: 3 Steam). Tag target with both claws on the torso. Both
of you and target are take a Trip. Target is also stunned.
Lvel 15 Bear feat: Chomp: (To use: 4 Steam.) Tag target limb. Targets limb is Severed.
You can then choose to concentrate on eating the limb for 10 seconds. If you do, heal 5
vaea.
Level 20 Wolf feat: Evade. (To use: 5 Steam). A defense that can be called in reaction
to any physical or ranged attack (except bullets) from any angle. This will stop surprise
attacks.
Level 20 Bear Feat: Smash: (To use: 5 Steam). Strike target Ward or lock. Target is
broken beyond repair.
Level 25 Wolf Feat: Eviscerate: (To use: 6 Steam). Surprise attack that can only be done
from behind. Target is Bleeding and loses of their current Vaea rounded down or 10
Vaea, whichever is larger.
Level 25 Bear Feat: Invulnerable. (To use: 6 Steam). Defends against any one attack,
power, or skill.

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Racial Abilities
Starting Racials (pick 3):
Unnatural Regeneration: While untransformed, you regenerate1 Vaea every 10
minutes passively. This end when entering the Death Count.
Claws of the Cursed: You gain Fighting Style: Pugilist for free. When transformed
this instead counts as a Long Claw Proficiency.)
Natures Touch: You gain 1 level of Nature Affinity.
Bear Hide: While untransformed or transformed, you gain +1 Natural Soak. This does
not stack with Armor.
Hunters Stamina: You gain +2 steam.
Level 10 Racials (pick 1):
Pack Mentality: Talent. While shifted or un-shifted, choose a willing target and spend 1
minute of RP to form a Pack. Pack members do not need to be Lycans. However,
Lycans can accept the invitation to join the pack even while shifted. The pack can hold
up to 4 people (including you) and gain bonuses as long as you are eyesight of them.
You and all members of the pack deal +1 melee damage. Members of the pack cannot be
forced to attack eachother via power, rampage, or Transformation. (Alpha).
Natures Ally: While shifted or un-shifted, all Nature Creatures regard you as neutral.
They will not attack you unless you attack them first. This includes shape-changed
Lycans. However, Lycans may defend against this ability as if it were a charm. You also
gain +1 level of Nature Affinity. (Warg)
Claws in any Form: (requires Pugilist Style). While un-shifted, you gain the ability to
use long claws. (Bearzerker).
Level 15 Racials (pick 1):
Taste of Control: Once per weekend when shifted, you gain complete control of yourself
for 3 hours, but still cannot speak, read, or cast spells. Also, once per weekend while un-
shifted, you can mark 3 targets as not food, meaning shifted Lycans will NOT eat those
people while shifted. Mark must be phys repped. Lasts for 1 period. (Alpha).
Weathered Hide: While shifted or un-shifted, your skin is naturally resistant and tough.
Gain +1 natural armor. (Warg).
Bestial Growl: Feat. Shifted or Un-shifted. (To use: 4 Steam). Growl/roar for 10
seconds. Choose 3 targets. Targets are affected by Terror for 1 minute. (Bearzerker).

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Level 20 Racials (pick 1):
Resolute Stare: Feat. Shifted or Un-shifted. (To use: 3 steam). Stare at a target for 10
seconds, then call skill. Target is affected by Fear for 1 minute. (Alpha).
Natures Regeneration: Shifted or Un-shifted. Once per Period, while in your First or
Second Stage Death Count you may heal your Vaea, at a rate of 2 Vaea per 5 seconds, for
30 seconds. While healing, your Death Count stops, but you cannot move, speak, or act
until 30 seconds is up. This can be interrupted with any ability that would push you into
the Third death stage. (Warg).
Moonkin Rampage: Feat. Shifted or Un-shifted. (To use: 4 Steam). You are affected by
Rampage. During the Rampage, you deal +2 damage and gain +10 non-healable vaea.
The Rampage lasts 1 minute. (Bearzerker).
Level 25 Racials (pick 1):
Limber: While shifted/unshifted, can add Speed to feats for +3 Steam. (Alpha).
Sharp claws: While shifted or un-shifted, you gain the ability to add Direct to
damage strikes when using pugilist style by spending +2 steam per attack. (Warg).
Broken Strike: While shifted or un-shifted, you gain the ability to add Bleeding to
feats by spending +2 steam. (Bearzerker).
Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Paragon Lycans have evolved to do more when theyre shifted. Shifted Paragon Wargs and
Alphas can use armor, weapons, understand and speak common, (speaking is a Concentration
effect. If attacked during speaking, you cannot speak again for 1 minute.), and cast spells, but
only via performance and psionics (with the appropriate skills). Paragon Bearzerkers can wear
armor, use weapons, and weaponcast, but cannot speak or understand common.
Alpha: (requires 3+ Alpha related racials) Costuming: Red drips from eyes while shifted or
unshifted.
Team Work: Can create a pack as per Pack mentality or can have 6 total pack
members. The Alpha can use Intercede at a cost of 2 Steam to protect pack members.
In addition, while shifted, the Alpha can choose a target at will, and the pack gains +3
backstab proficiencies against that target.
Full Control: You may now shift and unshift at will and have complete control of
yourself when shifted. You can also shift and unshift pack members at will. By Spending
1 minute of RP, you can also force any shifted lycan to un-shift, whether on the full moon
or not. This counts as a mental effect. Once complete call: Full Control. Unshift. Mind.
Feral Gifts: Once per period, choose 1 non-paragon Lycan Racial or shifted feat that you
or another pack member have. All pack members that do not already have it benefit of
this racial for the rest of the period. This benefit is only applied when the pack is
together.

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Warg: (requires 3+ Warg related racials) Costuming: Hybrid costume wolf/bear, green claws.
Thorn Circle: When the unshifted or shifted Warg reaches 0 vaea, they become encased
in a shield of thorns and spines. This shield doubles your Death Count. You can still
benefit from normal healing in this state, but are immune to killing blow and Coup de
Gras. If the shield is attacked in any way, the attacker takes 5 nature damage.
Neutral Presence: You now have control over yourself when shifted. While shifted or
unshifted, the Warg can communicate with shifted Lycans and other nature creatures.
You are an ally to all Lycans no matter the type. RP for 5 seconds, you can passively
charm any shifted Lycan. Also with 5 seconds of RP you can pause the Rampage of a
Bearzerker for 1 minute. Usable once per period. Counts as a greater Mind Effect.
Wargs Den: The unshifted Warg feels familiarity in the wild and remembers its favorite
hiding places during the full moon. At the start of every event, designate 2 locations as
your Dens. You may have up to 2 dens. While in your den and not in combat, while
shifted or unshifted you heal 5 Vaea and 2 Steam per minute. If you regenerate for 5
minutes straight, you are cured of Bleeding and any Poisons.
Bearzerker: (requires 3+ Bearzerker related racials) Costuming: Red drips from the eyes of the
transformation mask only, red claws.
Blood Call: Once per event, the unshifted Bearzerker calls upon the feral heart within
every unshifted lycan. This call forcibly changes all unshifted lycans within ear shot,
including itself during daytime or nighttime, regardless of the full moon. The shift lasts
one period.
Void Strike: Once per period, the unshifted/ shifted Bearzerker can harness the power of
its ancestors. For 1 strike, you can add +0 Void damage. Void does direct bane to all
living or unliving creatures.
The Beast Unleashed: When shifted, you gain +2 strength, +2 Soak, +10 healable Vaea,
+5 Steam, and are immune to mental effects.

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Ophidians
Ophidians present a rather disturbing visage to the world. They resemble Humans in all but one
thing, which is the writhing mass of snakes seen just under the surface of their skin. Ophidians
are known for their aptitude with Poisons, and being able to halt enemies in their tracks. Despite
their semi-monstrous appearance, Ophidians are civilized and respected for their intelligence.
They tend to be mildly matrilineal and matriarchal, but not to an oppressive extent.

Playing an Ophidian
Youre a mysterious and rare kind. Ophidians
are both beautiful and disturbing. Because of
this, you might be considered a monster. It is
up to you to decide whether you will live up
to the misconceptions or work to change
them. You are especially good with Poisons,
almost to the point where you feel that you are
more capable of utilizing them than other
races. You feel a kinship to Gorks because of
your races shared history and the biases
placed upon both of you. However, Gorks feel
that Ophidians have abandoned them. Will
you try to befriend and guide them, or let
them survive on their own?
Racial Costuming
Various snakes drawn on face and exposed skin.
Racial Weakness
Crawling in my Skin- The snakes in your body make it difficult for your skin to get sewn back
together. On an Ophidian, all healing talents that work on physical effects take double time.

Racial Abilities
Starting Racials (pick 3):
Quick metabolism: You gain 1 free purchase of Rapid Metabolism: The duration of
any Poison that affects you is reduced by 10 seconds. You cannot reduce the time below
30 seconds in this way.
Snakes Glare: Spell. (To use: 1 Aether) Hit target with spell packet. Target is stunned
for 5 seconds.

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Vipers Hold: (Feat) (To use: 1 Steam) Snakes in your wrists reach out to grab your
falling weapons. This can be used to defend against disarm.
Slippery Body: Once per period, you can turn a Break Limb that affects you into an
Enfeeble.
Scaly Skin: You gain a Natural Soak of 1. Does not stack with armor.
Level 10 Racials (pick 1):
Snake Bite: When affected by Search or Pick Pocket, you can choose to activate
this skill to deal 3 damage to your attacker. (Ekidna).
Devour: Talent. Spend 5 seconds consuming a plant or animal component. Component
is destroyed. You hea1 2 Vaea per rarity level of the component. (Gorgon).
Coil: Feat. (To use: 2 Steam.) Strike target. Target is affected by Constrict. Continues
for as long as you maintain physical contact and Concentration. Concentration effect.
(Naga).
Level 15 Racials (pick 1):
Toxic Blood: You are immune to all Poisons of novice rank. Additionally, Dhampyre
feeding on your blood take 1 Direct Damage per point of Blood taken, and cannot heal
by drinking from you. (Ekidna).
Stone Stare: Feat. To use: 3 Steam.) Throw spell packet at a target who is looking at
you. Target is affected by Imprisonment for 1 minute. If the target is Blind, they are
immune to this feat. (Gorgon).
Constrictor: Whenever you use a Constrict effect on a target, they are affected by a
Break Limb (on a limb of your choice) once every minute that they are bound. (Naga).
Level 20 Racials (pick 1):
Blood Regulation: Feat. (To use: 3 Steam) Can be activated when you are hit by a
Poison that you are immune to. You gain 1 dose of that Poison as a Dust, which you
can throw as a spell packet. You have 1 minute to throw the Poison before it dissolves.
(Ekidna).
Improved Digestion: Feat. (To use: 4 Steam.) When consuming a beneficial alchemy,
this feat can be used to either increase the value of the beneficial effect or increase the
duration. When used on concoctions that directly affect Vaea, that effect is increased by 5
points. When used on concoctions that have another numerical effect besides Vaea, that
effect is increased by 1 point. When used on concoctions with durations, the duration is
increased by one step on the following chart: 5sec, 15sec, 30sec, 1min, 2min, 5min,
10min, 15min, 30min, 1h, 3h, 6h, 18h, 1 weekend, 2 Events, 3 Events, 1 year. If the
concoction this feat is used on has both a duration and a numerical effect, both are
increased appropriately. (Gorgon).

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Shed Skin: Feat. (To use: 4 steam.) Can be used to stop all negative effects with a
duration that are currently on you. Doesnt work on Broken/Severed limbs/Addictions.
For the next 5 minutes, your skin is sensitive and you take +2 damage. (Naga).
Level 25 Racials (pick 1):
Venom Secretion: Choose 1 Poison of Journeyman tier and lower. You are immune to
that Poison. Additionally, at the start of every month, you create 2 liquid doses of this
Poison as items. (Ekidna).
Weapon to Stone: Feat. (To use: 5 Steam.) Throw a spell packet at a target. Declare a
weapon, shield, or piece of armor. For the next 5 minutes, target items hardness is
reduced to 1. (Gorgon).
Snakes at every corner: Can use any front-only defense for melee attacks from behind.
(Naga).
Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Ekidna: (requires at least 3 Ekidna related racials) Costuming: Snake Head Gloves on hands.
Dangerous Eating Habits: Any Poison or acid that you secrete/generate does double
damage or has double duration.
Venomous Blades: Can be activated when you are hit by a Poison that you are immune
to. You gain 1 dose of that Poison as a Blade Poison. You have 1 minute to apply this
Poison before it dissolves.
Poison Master: Choose 1 Poison of Journeyman tier and lower, and 1 Poison of Master
tier and lower. You are immune to those Poisons.
Gorgon: (requires at least 3 Gorgon related racials) Costuming: Green makeup around eyes.
Intimidation of the Serpent: The Gorgon is proficient in frightening targets. You can
add Terror to any spell or feat at an extra cost of +3 pool.
Shadow of the Snake: Once per period, can be used in reaction getting struck while in
First Stage Death Count, using Play Dead, or when affected by incapacitate. You
take the attack, but your attacker takes Revenge Paralyze. 1 minute.
Curse of the Gorgon: Once per period, stare at target for 20 seconds. When completed,
call Curse of Gorgon. Perfect Aim Petrify. Targets skin is brittle. All natural Armor is
reduced to 0. For 10 minutes, if target is hit with a sunder they fall into Second Stage of
Death Count regardless of armor or vaea total when hit with curse. Counts as a Biological
Effect. This effect also ends when the target is hit by sunder.
Naga: (requires at least 3 Naga related racials) Costuming: Snake tail.
Consume/Regurgitate Object: Spend 15 seconds Rp Consuming an item, no bigger
than a max length 1 handed weapon. The item is in your stomach and cannot be found
using any search skills. The item is found using dissection type skills. Once per
weekend, you consume a person that is paralyzed, incapacitated, or willing. That person
does not take damage, and is considered in a Constrict effect that you can choose to use
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other abilities with. The person can stay in your stomach for up to 5 minutes. The item/
person is instantly regurgitated if you are affected by Pain, dropped into First Stage, or
if you choose to. If a person dies inside the Naga, they resurrect as normal.
Serpents Reflexes: Grants use of Speed. Spend +3 steam to add Speed to offensive
melee feats.
Pythons Grip: Once per period, if a target is successfully hit with a Constrict, the Naga
can use this skill. For every 5 seconds the target remains in the Constrict, the Naga can
constrict the target and either use Sunder 3 (to break either an item, weapon, or piece of
armor) or Break Limb.

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Planar
It is a rare, but not unheard of, occurrence for divine agents of the gods, and even the gods
themselves, to appear and even move within the mortal realm. Some even live in disguise,
pursuing some purpose of their divine masters for quite some time among the mortals. By all
accounts, divine beings are capable of love, or lust, just like those of the mortal races. This is
where Planars come from.
Playing a Planar
One of the most awe-inspiring races, Planars are
children caught between two worlds: the divine world
and the mortal world. You have divine blood running
through veins. The divine connection may be passed
down from a familial bloodline or inherited from a
divine parent. Many times, Planars know nothing
about their divine heritage. Some seek to understand
this heritage, and others seek to bury it. Each god has
tenets that their worshippers follow. Will you live as
directed by the god you are related to or stray from
that path to find your own? There are many different
species of Planars, each one related to a different
divine creature. Winged Celestials are commonly
descended from Lyranas Seraphim (white), Morwyns Valkyrists (red), or Morcants Reapers
(black). Wicked Abyssals are commonly descended from Zigaines Brood or demon spawn.
Wise Draconic Planar are commonly descended from the Aurelius Arcanums arcane dragons.
While these are the common bloodlines, many others may exist, however they would manifest as
1 of the 3 types of Planar. If you would like to play a Planar descended from a different divine
creature or God, you must work with Plot. This may result in more costuming and Affinity.
Racial Costuming
One feature, from the paragon description, denoting Celestial, Draconic, or Abyssal.
Racial Weakness
Gift of Obsession: The Planar must work with a Marshal to choose one Addiction/Obsession.
Your Addiction/Obsession can be an item (mechanical/non-mechanical), a concept, or an
ideology. For example, a celestial, descended from Seraphim, could choose honor, and will
fulfill their Addiction if they do something honorable once every 2 periods. The Addiction must
be appropriate and approved by a marshal. You are permanently affected by Addiction, with
the chosen concept, item, or ideology being the focus. This follows the normal rules of Addiction
and Withdrawal, except Withdrawal is permanent until alleviated by fulfilling the Addiction, and
the Addiction cannot be cured.
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Racial Abilities
Starting Racials (pick 3):
Sense Affinity: Talent. Rp with target for 10 seconds. Touch the target. You can ask the
target what affinities they have.
Divine origins: You gain +1 Affinity level of a certain element. The element is decided
by the god that your blood is related to. Choose light, dark, magic, grim, lightning, or ice.
Focused Will: You are immune to Charm Effects.
Affinity Bond Bolt: Spell. (To use: 1 Aether) Throw a spell packet at target. Target
takes damage of one of your Affinity types, equal to your level in that Affinity. This does
not benefit from Proficiencies. No verbal required. Call (Your Affinity) Bolt! X
(Affinity damage)! Example: Light Bolt! 3 Light!
Satiated: When you partake in any Addiction you are afflicted with (including your
racial detriment Addiction) you gain +3 Vaea, +1 steam, and + 1 Aether for 1 period.
This is healable and you can only be affected by this once per period.
Level 10 Racials (pick 1):
Divine Sensitivity: By spending +20 seconds, you Sense Affinity talent now works on
everyone within 10 feet of you and does not require touch. (Celesital).
The Darkness Within: You gain + 1 level of Dark Affinity. (Abyssal).
Dragon Claws: You gain pugilist fighting style for free, and grow short claws that
naturally swing for Magic damage. (Draconic).
Level 15 Racials (pick 1):
Divine Heritage: Choose to gain either +1 weapon proficiency of your choice (guns
excluded), +1 spell proficiency, or +1 healing proficiency. (Celestial).
Sweet Satisfaction: Once per period when you fulfill an Addiction, you gain +2 strength
for the next 15 minutes. (Abyssal).
Dragon Soul: You gain + 1 level of Magic Affinity. (Draconic).
Level 20 Racials (pick 1):
Celestial Blood: You gain +1 Affinity level of the element associated with the god that
your blood is related to. You can pick from Light, Grim, Lightning, or Ice. (Celestial).
Peer Pressure: Once per period, if you indulge in your Addiction while in your First
Stage Death Count, you are healed to full Vaea and gain any buffs that you normally gain
from utilizing Addictions. This can also be done in Second Stage Death Count, but you
must be aided by someone else who knows your Addiction. (Abyssal).
Magic Blood: You can choose to use Aether for anything that would normally cost
steam. (Draconic).

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Level 25 Racials (pick 1):
Divine Tongue: Once per period. RP for 10 seconds speaking in a powerful voice.
Choose one mental effect: charm, Dominate, Rampage, or Terrify. 1 target is affected by
a Greater version of that effect for the standard duration. (Celestial).
One Track Mind: You are immune to all mental effects. However, Addictions,
including your permanent Addiction, now need to be fulfilled in 1 period instead of 2,
unless you get a Withdrawal effect. (if you have Focused Will, you are now immune to
Greater Charm Effects). (Abyssals).
Wyverns Protection: Spell. (To use: 4 Aether). Latent spell. Self cast only. Can be
invoked to defend against 1 spell that is targeting you or anyone within touch distance of
you. (Draconic).
Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Celestial: (requires at least 3 Celestial related racials) Costuming: White, Red, or Black angelic
wings, runic markings on face of the same color, and a glowing halo of White, Red, or Purple.
Weapon of the Gods: You can passively summon an elemental weapon by concentrating
for 15 seconds. Your weapon can be any melee or ranged weapon (not gun) of your
choice. The weapon has a hardness of 3 and deals +2 Light for Seraphim, Grim for
Reaper, and Storm for Valkyrists. If the weapon is destroyed or taken, it disappears and
can be re-summoned.
Divine Blessing: Choose 1 Affinity that you have. When affected by a spell that does
your chosen Affinity damage, you are healed for that amount instead of taking damage.
Eternal Power: Choose 1 of the Following:
When you successfully cast a beneficial spell, you get 1 free use of Heal Vaea:
Heal 5. Profs do not apply.
When you successfully cast an offensive spell, you get 1 free use of the spell
Stun.
When you successfully use an offensive feat, you get 1 free use of the spell
Affinity Bolt, dealing 5 damage of your chosen Affinity. Profs do not apply.
Abyssal: (requires at least 3 Abyssal related racials) Costuming: Demonic horns, Demonic tail,
Demonic wings, and red or black tribal face markings or full makeup on face.
The Hunger: Once per period, RP with target for 1 minute. Once completed, choose 1
of your Addictions. Target gains that Addiction. If you chose a non-permanent Addiction,
that Addiction is now cured from you. If you chose your permanent Addiction, that
Addiction is satiated for the period.
Shadow Dagger: You can passively summon an elemental small weapon by
concentrating for 15 seconds. The weapon has a hardness of 2 and deals +3 Dark and +5
Dark from behind. If the weapon is destroyed/taken it disappears. Can be re-summoned.
Darkness Tongue: Lie now counts as Greater Lie.
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Draconic: (requires at least 3 Draconic related racials) Costuming: Dragon-like makeup or mask
(scales) in cool color (blue, green, purple, or white), Draconic wings in same color, and Blue
halo.
Draconic Vale: You gain +2 spell proficiencies. All targets within touch distance of
you gain +2 spell or healing Proficiencies.
Dragons Roar: For +3 Aether, you can add Cross to any offensive spell.
Dragons Madness: Once per weekend, all your knowledges increase up to level 5 for
15 minutes. For the following 15 minutes, you have Spell Ineptitude for 15 mintues and
generally RP as being a bit crazy.

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Pookah
Pookah appear to be Humanoid creatures with animal features. They are said to have appeared
on Rowanon after a great ecological disaster, just before the World Sundering, called the
Telyrian Overgrowth. Pookahs are the combination of a mortal body and soul with an animal
spirit. The result is a mortal with animal features, abilities, and attitude.
Playing a Pookah
You are a nature spirit in a mortal body. You act and
comprehend as a mortal with various bestial and wild tendencies
that come through. Some Pookah embrace their beast and
integrate it fully into their personality. Others strive to embrace
nature and everything it offers. Some Pookah seek to understand
their spirit and enhance the connection that it has with their body.
All Pookah act like their plant or animal spirit on some level,
how much is up to you. But whether you are a sturdy stubborn
oak, feral lion, tricky Poison ivy, or timid mouse, All Pookah
have a reverence for nature and an excitement for life.
Racial Costuming
3 features of your chosen plant or animal. (Beast examples: ears,
eyes, face, teeth, tail, feet, hands, markings on body, etc.) (Plant
examples: Leaves, bark, flowers, fruit, etc. on different parts of
your body).
Racial Weakness
Wanderers: You cannot gain a Cultural Skill.

Racial Abilities
Starting Racials (pick 3):
Natures Embrace: You gain + 1 level of Nature Affinity.
Claws of the Beast: You gain Fighting Style: Pugilist for free, and grow short claws.
Being of Nature: You count as a Nature Creature for anything that would benefit a
nature Creature. You also can be affected by any beneficial ability that target someone
with Baptism: Nature twins.
Vernal Hide: You have a Natural Armor rating of 1. This stacks with armor.
Part of the Wild: All Nature Creatures regard Pookah as neutral. They will not attack
you unless you attack them first. This includes shape-changed Lycans. However, Lycans
may defend against this ability as if it were a charm. Also, you can passively speak with
nature.
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Level 10 Racials (pick 1):
Touch of Green: When earning Nature Affinity points, gain +1 per point. (Vernal).
Leap: Feat. (To use: 3 Steam) You can traverse 10 steps unharmed. (Autumnal).
In Touch with Spirit: You gain + 1 level of Spirit Affinity. (Astral).
Level 15 Racials (pick 1):
Natural Camouflage: Feat. (To use: 4 Steam). Can only be done outside. Must be
within touching distance of trees/ foliage that cover at least 50% of your body. You
become invisible and can walk heel-to-toe. If you make an offensive action, move
faster than heel-to-toe, or go outside the range of foiliage, the effect ends. (Vernal).
Natures Bounty: Talent. Spend 5 seconds consuming a plant or animal component.
Component is destroyed. Eating plant components heal you for 3 Vaea per rarity level.
Eating Animal Components grants +1 strength for 1 min per rarity level. (Autumnal).
Astral Eyes: You can permanently see Spirits. (Astral).
Level 20 Racials (pick 1):
Calm Nature: Spell. (To Use: 4 Aether). Speak for 15 seconds. All Nature creatures
and Lycans within sound of voice will not attack anyone for 5 minutes. Charm effect.
(Vernal).
Adaptability: Feat. (To Use: 4 steam) After being struck with a damage type, you may
invoke adaptability to gain a soak of 2 vs that damage type for 1 minute. (Autumnal).
Spirit Scout: Once per period, you can send your spirit animal out of you. Your Spirit
can go up to 15 feet from you and can go through walls. Ask marshal what spirit sees.
Spirit sends info back to you. Counts as a Spirit. You spirit can scout for up to 5 minutes.
(Astral).
Level 25 Racials (pick 1):
Beautiful but deadly: Choose 1 at the start of each period: +2 Healing Prof or +2 Spell
Prof. (Vernal).
Claws of the Hunter: Claws get upgraded to long claws that deal +2 damage. Pugilist
proficiencies apply to the long claws. (Autumnal).
Spirit mastery: Once per period, you may use Possession: Perfect Aim. Works like
Dominate. Can only be defended against as a possession. (Astral).
Level 30 Pargon Racials (Pick 1 Paragon, Gain 3 abilities):
Vernal: (requires at least 3 vernal related racials) Costuming: Gain +2 plant features.
Overgrowth: Any skill that gives you plant components gives you x3 the amount.
Regrowth: Once per weekend. When in stage 2 or 3 of your Death Count, you can end
Death Count and heal full.
Rapid growth: Meditate or rally take 1 minute less (minimum 1 minute) and will re-
grow Severed limbs. Affects you and everyone within 5 feet of you.
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Autumnal: (requires at least 3 Autumnal related racials) Costuming: Gain +2 animal features.
Claw Expertise: You gain long claws (or +1 pugilist prof). Claws get +1 hardness, can
swing Magic or Nature, and can defend against surprise as if it were normal.
The Pookah Bond: Once per weekend, you can create a circular ward of Nature
energy. Requires at least 3 Pookah (that dont have to be paragons) including you. The
ward can be up to 10 feet radius. Pookah control who can enter and exit. Pookah
cannot leave the ward, it ends if they do. Anyone inside heals 1 Vaea for every Pookah
powering the Ward per minute.
Stampede: Once per period. All Nature creatures within sound of voice swing +5
damage for 1 minute and get 1 free use of Trample: traverse. Any target you walk
through is tripped and takes your weapon damage.
Astral: (requires at least 3 Astral related racials) Costuming: Gain +2 plant or animal features,
and blue or white glow.
Ethereal Journey: Once per weekend. Can be invoked in any stage of your Death
Count. Death Count is paused. Your body is pulled into the astral realm. You may get
up and continue fighting as a Spirit. As a spirit, you are at full Vaea, are Incorporeal
(immune to normal damage and physical attacks), you have Spirit Affinity level 3, you
Swing +1 Spirit Damage, and have 3 uses of Invisibility: turn invisible for 1 minute.
You may walk normally while invisible, but if you attack a target you become visible.
This spirit form will end if your Vaea drops to 0 or you willingly choose to return to the
mortal realm, which starts your Death Count where it left off. Duration 5 minutes.
Astral Overpower- Once per period, you may augment an attack or power with
Greater for now additional cost. If the attack or power does numerical damage, that
damage is now Direct and changed to the Astral Damage type.
Spirit Strikes- Your spirit animal manifests and attacks your enemies for you. You may
spend +3 Steam to add Perfect Aim to a feat from a distance.

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Chapter 12: Cultural Powers
Each culture has secret techniques passed from person to person. Choose a culture that best
suits your character. Each culture grants a Cultural power that can be used like normal powers.
Cultural powers cannot be taught. Below is a list of cultures and their powers. For a full
description of the culture, see the Lore book. You can choose to have the culture of Vorydia, or
one of its duchies. Most duchies have a country of origin and they share the same cultural skill.
Vorydia
The land of heroes and legends. A place where different countries came together on a new
continent to see if they could form a single nation. They were successful.
*Note: Instead of any of the Duchies, you may choose to have Vorydia as your culture. *
Feat: Aquillon Retainer. (To use: 2 Steam). When using this feat, an ally can cast a spell on you.
You can hold that spell as a Latent spell, and then you can cast it for free as if it were your own
spell. You may hold up to 3 spells in this way at a time.

Vorydian Duchies
Erranore
Country of Origin: Zyldaren
Home of the elves. The majority of Zyldarn culture
is like classic elven mythology. However, the
outskirts of Zyldaren is tribal, like Native
Americans, and the cities are like Russia.
Spell: Meld with Nature. (To use: 3 Aether) Touch
or throw a spell packet at a tree. You are
immediately teleported inside the tree and are
invisible if you remain there and make no other
action. While inside the tree, you may travel from
tree to tree by casting the spell at another tree.
Sangrael
Country of Origin: Noctis
Land of the undead, primarily ruled by the dhampyre. Noctis culture is like gothic Victorian.
Feat: Grave Robber. (To use: 3 Steam) This can be used when using an ability on a dead body
(past Third Stage). Choose up to 2 more abilities that you know that you can be used on a dead
body. (Search, dissect, etc). You may use all abilities at the same time. It takes as long as the
chosen ability with the longest amount of RP time.

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Bannoch
Country of Origin: Kelmore
A hearty country of farmers and warrior. Kelmore culture is like ancient Celtic or Gaelic.
Talent: Woad UP. Spend at least 1 minute marking your face and the faces of up to 2 others with
a war marking (out of game makeup), while giving an inspiring speech. You and your target(s)
do +2 melee damage for the rest of the period.
Tsumai
Country of Origin: Ni Quan
A bustling land of art and commerce. Ni Quan culture is like ancient Asia.
Feat: Tranquil Meditation. (To use: 3 Steam) After using a pool regaining skill, like rally or
meditate, you may use this feat to convert any amount of steam into Aether and Vice Versa.
Arcelis
Country of Origin: Medonia
A regal, industrial country with the best of etiquette. Medonia culture is like Renaissance or
Victorian England with a steampunk twist.
Talent: Collect yourself. RP treating Target for 5 seconds. Target is cured of a mental effect.
Irongaard
Country of Origin: Thoramyr
Land of the Dwarves. Thoramyr culture is like classic Dwarven depictions with a large amount
of steampunk influence.
Feat: Keldsons Inspiration. (To use: 3 Steam) Used while crafting an item. Reduce the items
crafting time by 1 minute.
Einarr
Country of Origin: Maelheim
An island chain of seafiring warriors. Maelheim is like Norse Vikings.
Spell: Skald Song. (To use: 3 Aether) Using the spell song rules, sing for at least 10 seconds to a
target. Remove 1 mental effect or fear effect from them at your choosing.
IlFarah
Country of Origin: UlHuraam
A dessert filled country of knowledgeable, magically inclined people. UlHarams culture is like
the Middle East and India.
Feat: Fakirs Knot. (To use: 3 Steam) Surprise attack. Can only be done from behind. Target is
bound by rope in a standard Constrict effect.

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Belisarius
Country of Origin: None
A mountainous duchy of hard working, lawful, pious people, descended from the ancient
Vasilicans. Belisarius culture is most like a conservative, devout, and straightforward European
country during the Victorian era.
Feat: Belisariuss Shield. (To use: 3 Steam) Works like Protect: can be used to defend a target
in weapons distance from an attack, you instead take the attack and cannot call a defense.
Additionally, the protected target heals 5 Vaea. This can be increased via Healing profs.

Other Cultures
Garlholme
Home of the Gorks. It is technologically advanced, but dark, dirty, and dusty. Garholme culture
is like a dirty city during Victorian Englands industrial period.
Feat: Black lung. (To use: 3 Steam) When affected by an alchemical dust or gas, this feat can be
used to take a standard stun effect instead of taking the alchemys effect. Must RP coughing.
Nomads
A culture of wanderers and survivors traveling in caravans from place to place. Their culture is a
mixture of every country that they have passed through.
Talent: Close enough. Rp for five minutes and expend the components needed to make one
Alchemy up to Journeyman (no recipe needed). You create that alchemy, but you must
immediately imbibe the concoction in 5 seconds or it is destroyed.
Zagrastasz
A jungle filled land of mysterious, and intelligent people. It is rumored as a land of dragons and
Cannibals. Zagrastasz culture is like ancient Incan and Aztec.
Talent: Consume Heart. Once per period, Rp for 1 minute consuming the heart of a dead body
(paste Third Stage). Gain +5 Healable Vaea till the end of the period.
Turgos
A barbaric warrior country. Turgoss culture is like ancient Germanic tribes.

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Feat: Hroars Roar. (To use: 3 Steam) You are affected by a 1 minute Rampage effect. During
that time, you are immune to mental effects, Pain effects, and fear effects.
Gauges Cove
A bawdy, industrial culture of pirates run mostly by women. Culture in Gauges Cove can be
described as steampunk pirates of the air and sea.
Feat: Cheap shot. (To use: 3 Steam) Pugilist only. A swift kick immobilizes the target, making
them suffer from a Stun and Pain effect. Call Cheap Shot. Stun. 5 seconds. Pain 1 minute.
Telyria
A magical land, where myths and legends come to life. Telyria culture is like a mixture of
fairytales and mythology.
Spell: Telyrian Rainbow. (To use: 2 Aether). At the start of each event, choose 1 normal damage
type. For the rest of the event, you can throw a spell packet for 5 damage using that chosen
damage type (divine and void excluded).
Azrealas Hope
A frozen land of artistic and creative people, mostly populated by Ondine Elves. Culture here
can be described as a combination of classic Elven mythology and Inuit.
Spell: Chill Wind. (To use: 3 Aether) Throw Packet at target. Target is affected by a Slowness
and Hamstring effect for 1 minute.
Ozothyl
The industrial, idol worshipping empire of Dark Dwarves, in a land where magic does not exist
and none of the gods are worshipped. Ozothyl culture can be described as steampunk ancient
Egypt.
*Note: Players may only play characters who are escaped Ozothyl slaves. *
Feat: Barrier of disbelief. (To use: 3 Steam) When used (can be used in response to an attack),
you are immune to all magic, harmful and beneficial, for 1 minute. For the next 5 minutes, you
are unable to cast any spells or use any Divine or Arcane abilities.

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Chapter 13: Life Energy
Life Energy Skills
Vaea Connection: (2 Exp.) (Multi-purchase, cost increases every 5 purchases.)
You permanently gain +2 Vaea per Purchase of this skill.
Aether Containment: (2 Exp.) (Multi-purchase, cost increases every 5 purchases.)
You permanently gain +1 Aether per Purchase of this skill.
Building up Steam: (2 Exp.) (Multi-purchase, cost increases every 5 purchases.)
You permanently gain +1 Steam per Purchase of this skill.
Improved Meditation: (6 Exp.) (Pre-Req: Meditation.) When meditating regain 5 Aether.
Group Meditation: (8 Exp.) (Pre-Req: Meditation.)
If you are meditating within 10 feet of 2 other people who are also meditating, you each
regain an additional +3 Aether at the end of your meditation. Meditation must be initiated at
the same time for this to take effect. This skill may only be applied to a group once per
meditation.
Quickened Rally: (6 Exp.) (Pre-Req: Rally.) Rally now takes 3 minutes.
Group Rally: (8 Exp.) (Pre-Req: Rally.)
If you are using rally within 10 feet of 2 other people who are also using rally, you each
regain an additional +3 Steam at the end of your rally. Rally must be initiated at the same
time for this to take effect. This skill may only be applied to a group once per rally.
Seek Affinity: (3 Exp.) (Separate purchase.)
You have learned to attract or seek out a certain element. When purchasing this skill, choose
1 Affinity. This skill allows you to gain Affinity points based on roleplay or situational
circumstances determined by a marshal. Similar to the way that knowledges work, a marshal
will approach you and ask if you have seek Affinity and a certain Affinity type. If you do,
then they will grant you 1 Affinity point of that type. This skill can be purchased multiple
times to be used with different affinities.
Newfound Affinity (Affinity level 1): (3 Affinity points of 1 type.)
You have connected yourself with an element, creating an Affinity, and are beginning to feel
that bond. When purchasing this skill, choose 1 Affinity. You gain 1 level in that Affinity.
You permanently take minimal from your chosen element. However, you permanently take
bane from the opposite element. This skill can be purchased multiple times for different
affinities.
Growing Affinity (Affinity level 2): (3 Affinity points of 1 type.) (Pre-req: Newfound Affinity.)

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The strength of your Affinity grows. This skill improves a level 1 Affinity that you have, and
must be purchased with Affinity points of that element. You now gain the elemental benefit
when using items made with Affinity conduit materials.
You also gain these powers:
(Affinity) Barrier: (To use: 2 Aether) Can be called to defend against 1 attack of your
Affinitys opposing damage type.
Essence Backlash: (To use: 2 Steam.) When struck in melee combat, this may be
activated to deal your Affinity damage to your attacker equal to your Affinity level. Call
revenge X (Affinity Damage). This skill can be purchased multiple times for different
affinities.
Affinity Familiarity (Affinity level 3): (3 Affinity points of 1 type.) (Pre-req: Growing
Affinity.)
You are getting more used to your Affinity. This skill improves a level 2 Affinity that you
have, and must be purchased with Affinity points of that element. When dealing your
elemental damage via weapon or spell you deal +2 damage. Also, when working with
Affinity conduit materials of your element, your crafting time is reduced by 1 min. This skill
can be purchased multiple times for different Affinities.
Elemental Life Force (Affinity Level 4): (3 Affinity points of 1 type.) (Pre-req: Affinity
familiarity.)
Your Affinity has become intertwined with your soul. This skill improves a level 3 Affinity
that you have, and must be purchased with Affinity points of that element. You now count as
neutral towards elemental creatures of your Affinity type. This effect breaks if you attack the
creature. Also, when using seek Affinity on your level 4 Affinity or destroy Affinity on
the opposite of your level 4 Affinity, you can choose to heal full Vaea, regain 5 Aether, or
regain 5 Steam. Lastly, you now take no effect from your Affinity damage type, but you
also take direct bane from your opposing damage type. This skill can be purchased
multiple times for different affinities.
Elemental Embrace (Affinity level 5): (3 Affinity points of 1 type.) (Pre-req: elemental life
force.)
You have fully merged with your element. This skill improves a level 4 Affinity that you
have, and must be purchased with Affinity points of that element. You now count as an
elemental of your Affinity type. This means that others can use destroy Affinity on you to
gain 1 Affinity point or dissection to gain 1 Affinity Shard or 3 Affinity Slivers, however
the first time this happens you lose 1 Affinity level and no longer count as an elemental. As
a benefit, you gain an efficiency of 1 when using feats or spells that deal your Affinitys
damage type, and you can always choose to deal your Affinity damage with spells and
weapon strikes. Using Affinity conduit weapons now grants an additional +1 Affinity
damage. Also, when affected by spells that deal your elemental damage type, you instead

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heal the amount dealt. You may only have Affinity level 5 in one element. Finally, you gain
1 of the following base on Affinity:
Light: Brilliance. Can cast Greater illuminate at will for no cost. For 4 Aether, this
illuminate will also end Greater invisibility within 5 feet upon activation.
Fire: Explode. Can augment any spell that deals fire damage with Wave for no extra
cost.
Earth: Meld with stone. (To use: 3 Aether) Touch or throw a spell packet at a large rock
or dirt. You are immediately teleported inside the stone or ground, and are invisible if
you remain there and make no other action. While inside, you may travel from stone to
stone by casting the spell at another area.
Spirit: Essence. You can permanently see and hear spirits. Once per weekend, you can
grant 1 target a life effect for no cost.
Magic: Blast. You can augment your Magic damage spells with Greater for +3 Aether.
Nature: Photosynthesis. If you meditate in the sunlight, you heal +3 Aether and 5 Vaea
per meditation. If attacked while meditating, the target is affected by Revenge Constrict.
1 minute and your meditation is not interrupted.
Dark: Pitch Black. Once per period, can cast Everyone in sound of voice. Greater Blind.
1 minute.
Ice: Freeze. You can add Slowness or Hamstring to any ice damage spell for no extra
cost. Also, once per period, you can cast imprisonment on yourself for 1 min.
Lightning: Static Burst. Can augment spells that deal lightning damage with "Cross" for
free.
Grim: Loss. You can permanently see and effect spirits as normal. One per weekend you
can kill a target. Tag target with weapon or packet. Target instantly goes into Third Stage
Death Count.
Chaos: Erratic. Once per period. Choose any spell or feat up to master tier that you do
not know (ignores baptism). You can now cast that spell for double its cost as if you
knew it. Cannot choose the same spell twice in an event.
Vile: Corrupting Pestilence. Once per period, strike target with packet. Target becomes
dominated to the caster for 15 minutes. Counts as a Biological Humor that affects the
Mind/ Crown Current. For the duration, target loses all Nature Affinity and gains their
normal level in Vile Affinity. Call Domination. Bio. 15 mins.
Escape Affinity: (3 Affinity points of 1 type.) (Pre-req: Newfound Affinity.)
You have decided to leave your Affinity behind. This skill removes 1 level of an Affinity that
you have, and must be purchased with Affinity points of the opposite element. This skill can
be purchased multiple times for different Affinities.

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Life Energy Talents
Meditate: (4 Exp.) Spend 5 minutes RPing meditation. Regain 3 Aether.
Rally: (4 Exp.) Spend 5 minutes RPing resting or getting pumped up. Regain 3 Steam.
Destroy Affinity: (4 Exp.) (To use: 1 min.) (Separate purchase.)
When purchasing this skill, choose 1 Affinity. Can only be used on an elemental creature in their
Death Count. That element must be the opposite of the Affinity that you chose. You destroy a
portion of their Affinity to gain 1 Affinity Point of your chosen type. This also counts as a
Killing Blow, and drops the elemental into Third Stage Death Count. This skill can be purchased
multiple times to be used with different Affinities.

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Chapter 14: Novice
Combat Novice
Fighting Styles
One Handed Style: (3 Exp.) Allows you to use small or 1 handed weapons in your main-hand.
Small weapons do a base of 1 damage. One handed weapons do a base of 2 damage.
Two Handed Style: (4 Exp.) Allows you to use 2 handed weapons. Two handed weapons do a
base of 4 damage. If you have one handed Style, you can also use Bastard weapons.
Bastard weapons can be used with 1 or 2 hands, and can be used in any combination style
that requires or is used with One Handed Style. Bastard weapons deal a base of 2
damage in 1 hand and 3 damage in two hands.
Staff: (3 Exp.) Allows you to use a staff. A staff does a base of 2 damage.
Marksman: (4 Exp.) Allows you to use bows, crossbows, and thrown weapons. Bows and
crossbows do a base of 4 damage. Small thrown weapons do a base of 1 damage. Large
thrown weapons do a base of 2 damage. Extra-large thrown weapons do a base of 4
damage.
Pistol Style: (3 Exp.) Allows you to use a pistol. Pistols do a base of 3 damage.
Long gun Style: (5 Exp.) Allows you to use a rifle or shotgun. Long guns do base 5 damage.

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Pugilist: (4 Exp.) Allows you to use small fists. May be used in combination with one handed
style and shield style. Small fists do a base of 1 damage. Fist Weapons can be worn to
allow the benefits of weapon properties to apply to fists.
Shield: (3 Exp.) Allows you to use a shield. May be used in combination with pugilist style, one
handed style/bastard weapons, small pistol style or large pistol style.
Two Weapon Fighting: (4 Exp.) (Pre-req: One handed style.)
Allows you to fight with a 1 handed or small weapon in each hand.
Sword and Pistol Style: (5 Exp.) (Pre-req: One handed style + small or large pistol style.)
Allows you to use a 1 handed or small weapon with a small or large pistol (Costs less
than two weapon style).
Dual Pistol Style: (4 Exp.) (Pre-req: Small or large pistol style.)
Allows you to use 1 pistol (small or large) in each hand.
Fighting Style Proficiencies: Novice
All the following are Multi Purchase Skills.
One Handed Prof: (5 Exp.) (Pre-req: One handed style.)
You permanently swing +1 damage with the small, 1 handed, or bastard weapon in your
main hand.
Two Handed Prof: (7 Exp.) (Pre-req: Two handed style.)
You permanently swing +1 damage with a 2 handed weapon, bastard weapon held in
both hands, or a staff. Every other purchase of this prof grants +2 instead of +1.
Ranged Prof: (5 Exp.) (Pre-Req: Marksman style.)
You permanently do +1 damage with bows, crossbows, and thrown weapons. For bows,
every other purchase of this prof grants +2 instead of +1.
Pugilist Prof: (6 Exp.) (Pre-Req: Pugilist style.)
You permanently swing +1 damage with both of your fists.
Subdual Prof: (4 Exp.) (Pre-Req: Any Fighting Style)
You permanently swing +1 Subdual damage when swinging Subdual with your fists. This
ability also increases the damage done by weapons with the Subdual property like a
normal Weapon Proficiency of that
weapons type.
Pistol Prof: (6 Exp.) (Pre-Req: Pistol style.)
You permanently do +1 damage with
pistols. Applies to one or both hands.
Long Gun Prof: (6 Exp.) (Pre-Req: Long
gun style.)
You permanently do +1 damage with rifles
and shotguns.

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Armor: Novice
Leather Armor Use: (3 Exp.)
Allows you to wear leather armor. Wearing a half suit grants 2 Armor Rating, and a full
suit grants 4 Armor rating.
Chain Use: (4 Exp.)
Allows you to wear chainmail. Wearing a half suit grants 3 Armor Rating, and a full suit
grants 6 Armor rating.
Plate Use: (5 Exp)
Allows you to wear plate armor. Wearing a half suit grants 4 Armor Rating, and a full
suit grants 8 Armor rating.
Other Skills: Novice
Blindfighting: (5 Exp.) (Pre-req: Any fighting style and knowledge: tactics.)
You have combat awareness that allows you to fight without vision. If you get Blind,
you may continue to fight using melee weapons. You cannot see anything, but can still
attack enemies within weapons distance of you.
Warriors Strength: (9 Exp.)
You gain +1 strength. (+1 damage per hand).
Combat Feats: Novice
Willpower: (3 Exp.) (To use: 2 Steam.) Defends against mental attacks. Call willpower.
Disarm: (2 Exp.) (To use: 1 Steam.) Strike targets weapon. Their weapon is disarmed and
cannot be picked up for 5 seconds. Call disarm. 5 seconds.
Stun: (2 Exp.) (To use: 1 Steam.) Strike targets torso. Target is stunned and cannot move or
act for 5 seconds. Call Stun. 5 Seconds.
Rend: (3 Exp.) (To use: 2 Steam.) Strike target. Targets armor or natural armor loses 2 points
of armor rating. This is permanent until repaired. Call rend 2 armor.
Taunt: (3 Exp.) (To use: 1 Steam.) Strike target. Target is taunted and is compelled to attack
you for 30 seconds. This is a mental attack. Call Taunt. Mind. 30 seconds.
Enfeeble: (4 Exp.) (To use: 2 Steam.) Strike targets arm. That arm is enfeebled and cannot
be used for 30 seconds. Call enfeeble (left or right) arm. 30 seconds.
Trip: (3 Exp.) (To use: 2 Steam.) Strike Targets legs. Target is tripped. They take a step
back and go down to 1 knee for 5 seconds. Call trip 5 seconds.
No Guts No Glory: (4 Exp.) (To use: 2 Steam.) You can only use this feat after you have been
dropped to 0 Vaea. You can do one physical attack (melee, ranged, or gun) or feat in your
First Stage Death Count. You must still spend Steam if using a feat. Call No guts! No
glory! and then your attack damage or feat effect.

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Deflect: (3 Exp.) (To use: 2 Steam.) (Pre-req: Any fighting style.)
Defends against a melee attack or feat from the front. If you do not know pugilist, you
must have a weapon, gun, or shield in your hand to use this. Call deflect.
Pin: (2 Exp.) (To use: 1 Steam.) (Pre req: Marksman.)
Strike target with ranged or thrown weapon. Targets feet are stuck to the ground for 1
min. Call pin 1 min.
Shield Bash: (3 Exp.) (To use: 2 Steam.) (Pre-req: Shield style.)
Called as a response to a physical melee attack that hits your shield. Target is knocked
back 5 feet. You do not strike your target with your shield in any way. Call Shield
bash. Knockback 5 feet.
Pull Through: (3 Exp.) (To use: 2 Steam.) (Pre-req: Strength +1.)
Can be used if you are effected by a pin to break the pins effect. Call pull through.
Mighty Strikes. (2 Exp.) (To use: 1 Steam.) (Pre req: Strength +1.)
Call mighty strikes to activate. Once activated, your next 5 melee strikes deal +1
damage. These 5 strikes cannot be feats.
Burst of Strength: (4 Exp.) (To use: 2 Steam.) (Pre-req: Strength +1.)
Call burst of strength! to activate. Once activated, your strength is increased by +1 for
5 seconds.
Adrenaline Rush: (2 Exp.) (To use: 1 Steam.) (Pre-req: None)
Called as a response to a stun or waylay. The effect is delayed for 30 seconds. You take
no effect initially, and cannot defend against it once it sets back in. Call adrenaline
rush.
Combat Talent: Novice
Motivate: (3 Exp.) You exhaust yourself to motivate others. RP with 1 target for 30 seconds.
You lose 1 steam and target gains 1 steam.

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Guile: Novice
Guile Passives
Backstab Prof: (Multi-purchase.) (4 Exp.) (Pre-req: Any fighting style.)
You permanently swing +1 damage when striking targets in the back of the torso. This will
stack with any other damage bonus or modifier that you may benefit from.
Trap Expert: (Multi-purchase.) (6 Exp.) (Pre-req: Disarm simple trap or 1 trap talent.)
The time that it takes for you to set or disarm a trap is reduced by 10 seconds. You cannot
reduce the time below 30 seconds in this way.
Poison Expert: (3 Exp.) (Pre-req: Knowledge alchemy.)
You know how to make the most of your Poisons. Any Viscid Poison that you use on your
melee weapon grants you 2 swings of that Poison.
Rapid Metabolism: (Multi-purchase.) (6 Exp.) (Pre-req: Knowledge alchemy.)
The duration of any Poison that affects you is reduced by 10 seconds. You cannot reduce the
time below 30 seconds in this way.
Eagle Eye: (4 Exp.)
You can always tell when an unconscious target has treasure on their body. You can ask a
target that is in incapacitated or in Second Stage Death Count if they have any treasure on
them. They must answer yes or no. You do not obtain or identify treasure in this way.
Quick Reflexes: (9 Exp.)
You permanently gain a soak of 1. You will not benefit from this skill while wearing more
than a half-suit of leather armor, or any amount of chain or plate armor.
Love of Life: (4 Exp.)
While in your First Stage Death Count, you can now speak or shout normally and move at a
heel-to-toe pace.
Gather Information: (2 Exp.) Between event/ NPC shift skill.
You may ask plot 1 question. This question must pertain to what your character is doing
between events or during your NPC shift. Between events: This question must be written on
your character card. NPC shift: You must ask the question to a plot marshal at the end of
your shift. The response and amount of information that you gain is up to the plot marshal.

Guile Feats: Novice


Cling to Life: (3 Exp.) (To use: 1 Steam.) (Pre-req: Love of life.)
You can use this feat during any stage of your Death Count. The current stage of your
Death Count is extended by one minute. This can only be used once per Death Count.
This feat does not need to be called.
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Play dead: (2 Exp.) (To use: 1 Steam.)
If you do not move, you will look and detect as being in your Second Stage Death Count,
Third Stage Death Count, or dead (you choose when activating this feat). If you are
affected by any medical talent, the user of the talent will be able to tell that you are
playing dead once the talent is completed, this will not break your feat. This feat does not
need to be called.
Kidney Shot: (4 Exp.) (To use: 2 Steam.) (Pre-req: Back stab prof.)
Strike target in the back. Target takes a Bleeding wound. Call Kidney shot. Bleed.
Sense Motive: (2 Exp.) (To use: 2 Steam.)
You can detect the truth. You may OOG ask your target whether the last statement that
they said IG was the truth. Call sense motive.
Lie: (2 Exp.) (To use: 2 Steam.)
Defends you against the feat sense motive, and similar powers. You do not have to
answer their OOG question truthfully. This feat does not have to be called out when
used.
Upper Hand: (4 Exp.) (To use: 2 Steam.) (Pre-req: Back stab prof.)
You may apply your back-stab proficiencies from the front or side of your target for the
next 5 melee strikes.
Pierce: (4 Exp.) (To use: 2 Steam.) (Pre-req: Back stab prof x3 + kidney shot.)
You may add direct to one melee strike. Must hit target in the back.
Misdirection: (3 Exp.) (To use: 1 Steam.)
Strike target in the back and choose another person within weapons distance of your
target. Target is taunted and compelled to attack the other person for 30 seconds. This
is a mental attack. Call misdirect. Taunt to (target) mind. 30 Seconds.

Guile Talents: Novice


Spit Polish: (4 Exp.) (To use: 1 min.) (Pre-req: Appraisal.)
Spend 1 min RP polishing an item. Target item's appraisal value is temporarily increased.
You choose the amount. This lasts for 1 hour. This does not affect the actual value of the
item.
Scruff Up: (2 Exp) (Pre-req: Spit Polish) (To use: RP 1 min).
Target item's Appraisal value is temporarily decreased. You choose the amount. This
lasts for 1 hour. This does not affect the actual value of the item.
Detect Traps: (2 Exp.) (To use: 30 seconds.)
Spend 30 seconds RP examining an area. You can detect all traps within 5 feet. You may
have to ask a marshal or read marshal notes.
Disarm Novice Trap: (3 Exp.) (To use: 1 min.) (Pre-req: Detect Traps)
Spend 1 minute RP disarming a trap. This allows you to disarm any Novice trap.
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Pick Simple Lock: (3 Exp.) (To use: 1 min.)
Spend 1 minute RP picking a lock. This allows you to open any simple lock.

Traps: Novice
Phys-reps: Players are encouraged to be creative with their trap phys-reps. Common phys-reps
are pull poppers or noisemakers like bells. All trap phys-reps should be approved by a rules
marshal before use. All traps must have area notes attached, and some general way of alerting the
player they have triggered the trap.
Set Force Trap: (4 Exp.) (To use: 1 min.) Novice trap. Whether it be a log, a bag of rocks,
or even just a lead weight, a weighted object comes flying into the target, knocking them
back. Target takes a standard knockback effect (10 steps).
Set Snare Trap: (3 Exp.) (To use: 2 mins.) Novice trap. The target steps into a snare that
pins them in place by the ankles. Target takes a pin effect for the standard duration (1 min).

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Set Small Pitfall Trap: (3 Exp.) (To use: 5 mins.) Novicce trap. A small hole, no more than
ankle-deep is dug into the ground and covered, whoever steps into it will be thrown off
balance by the unexpected dip. Target takes a standard trip effect.

Arcane: Novice
Arcane Passives
Spell Proficiency: (5 Exp.) (Pre-req: any numerical damaging spell.) (Multi-purchase.)
Your numerical damage spells deal +1 damage
Spell Enhancements
Efficiency: (5 Exp.) (Pre-req: any spell/rune.) (Separate purchase.)
Choose 1 spell/rune. Chosen spell/rune costs 1 less pool to cast to a minimum of 1. Can

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only be applied once per spell/rune.
Affinity: (4 Exp.) (Pre-req: Affinity level 2.) (Separate Purchase.)
Choose 1 spell. Chosen spells damage type is changed to a chosen damage type that you
have an Affinity for. Can be purchased multiple times for the same spell for any affinities
that you have at level 2.
Temporal: (5 Exp.) (Pre-req: any spell/rune with a duration.) (Multi-purchase/separate
progression for each spell/rune.)
Choose 1 spell/rune with a duration. Chosen spell/rune duration is increased by its base
duration. Can be purchased multiple times for the same spell/rune.
Talented: (4 Exp) (Pre-req: any spell) (Separate Purchase.) Choose 1 Spell. That spell
can now also be cast as a talent with an activation time of 15 seconds per total pool cost.
Sorcery: (4 Exp) (Pre-req: any spell and any ritual or rune) (Separate Purchase.)
Choose 1 Spell. You may cast this spell while casting a ritual/ rune/ talent without
breaking Concentration. Appropriate pool, resources, and time must be spent for both.
Bright Magic: (4 Exp) (Pre-req: any spell/rune) (Separate Purchase.) Choose 1
spell/rune. From 8am to 8pm, this spell/rune has -1 Aether cost and the damage type may
be changed to Light or Spirit (choose 1 at the start of each morning).
Night Magic: (4 Exp) (Pre-req: any spell/rune) (Separate Purchase.) Choose 1 spell/rune.
From 8pm to 8am, this spell/rune has -1 aether cost and the damage type may be changed
to Dark or Grim (choose 1 at the start of each evening).
Wise Magic: (4 Exp.) (Pre-req: any spell) (Separate Purchase.) Choose 1 spell. You may
cast this spell while using Meditation without breaking the meditation.
Scroll Focus: (3 Exp.) (Pre-req: any spell) (Separate Purchase.) Choose 1 spell. If you
cast this spell through a scroll, heal 1 Aether.
Fork Spell: (5 Exp.)
When casting a spell, pay its Aether cost again -1 to cast the same spell from your other
hand at the same time. The second spell must always still cost at least 1 Aether.
Channeling: (6 Exp.)
You can now cast numerical damage spells through melee weapons. Cast spell as normal.
You have 15 seconds to strike your target and deliver the spell. If you miss, are
physically blocked, or are defended against, the spell does not leave your weapon and
you can continue to attempt to discharge it. If the target defends with a power that works
against spells, the spell is negated from your weapon. Channeled spells must hit the
target to take effect. It does not work if you strike their weapon or shield.
Magical Voice: (6 Exp.)
You may replace the verbal of any spell (that does not specify a casting method like
channeling) with a song of a minimum 10 seconds. If done in this way, the spell becomes
perfect aim up to sound of voice and line of sight. The spell song must be appropriate to

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the spell being cast. Casting in this way does not count as a performance.
Read/Write Magic: (4 Exp.)
Allows you to weave magic into writing; layering spells and magical effects into words
or symbols of your choosing. This skill also allows you to understand the magic of any
magically effected text or symbol. Also allows you to identify runes.
Concentration: (5 Exp.)
For the cost of 1 Aether, you may negate one instance of spell interruption. May be use
multiple times while casting, if necessary.
Energy Conductor: (4 Exp.)
Touch 2 targets. You may channel aether from one target to another at a rate one 1 Aether
per 30 seconds.

Arcane Spells: Novice


Spell Verbal- Ex Terra Vox Astrum.
Sense Magic: (2 Exp.) (To Use: 0 Aether) (Spell type: Wave) Detects if there are any magical
effects or objects within 5 feet of the caster.
Illuminate: (1 Exp.) (To Use: 0 Aether) (Spell type: Personal) Creates a light that may be held
by the caster or given to another person. Phys-repped by a flashlight or glow stick.
Dowse Light: (1 Exp.) (To use: 0 Aether.) Ends an Illuminate spell.
Magic Missile: (3 Exp.) (To Use: 2 Aether) (Spell type: Bolt) Launch a bolt dealing 6 magic
damage. Call Magic Missile. 6 Magic.
Arcane Wave: (3 Exp.) (To Use: 1 Aether) (Spell type: Wave) All Targets within 5 feet of you
are knocked back 10 feet. Call Arcane Wave. Knockback. 10 feet.
Arcane Pulse: (3 Exp.) (To Use: 1 Aether) (Spell type: Bolt) Target takes a Knockback effect.
Call Arcane Pulse. Knockback. 10 feet.
Rust armor: (3 Exp.) (To Use: 2 Aether) (Spell type: Bolt) Reduces armor rating of target by 1.
Not improved by spell profs. Call Rust Armor. 1 Armor Damage.
Shock Armor: (4 Exp.) (To Use: 2 Aether) (Spell type: Bolt) Target wearing armor takes 8
Lightning damage. Call Shock Armor. 8 Lightning.
Charm Person: (2 Exp.) (To Use: 1 Aether) (Spell type: Bolt) Target mortal is affected by
Charm. Target treats you as a neutral party and will not attack you unless you attack
them. Call Charm. 5 minutes.
Spell Dampening- (3 Exp.) (To use: 2 Aether) Latent. Can be invoked to reduce all incoming
spell damage to invoker by 3. Duration: 1 minute

Arcane Talents
Transmute to Magical: (3 Exp) (Pre req: dissection, gather components, or salvage
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components) (To use: RP for 5 mins) You can change the properties of common
components so that they may be used in rituals. This may be used on up to 3 components
at a time. Animal components can be destroyed and infused with aether to make Mana
Powder, Minerals absorb aether and become Aether Stone, and Plant matter is ground
up and soaked in Aether and becomes Magic Paste.

Arcane Runes and Rituals: Novice


Rune of Hardness: (4 Exp.) (To use: 1 Aether and 1 min.) (Pre-req: Read/write magic.) (Item
rune.) Target item has its hardness increased by 1 for 30 mins.
Rune of Armor Weaving: (5 Exp.) (To use: 2 Aether and 1 min.) (Pre-req: Read/write magic.)
(Item rune.) Targets half or full suit of armor has its rating increased by 2 for 30 mins.
Rune of Sharpness: (5 Exp.) (To use: 2 Aether and 1 min.) (Pre-req: Read/write magic.) (Item
rune.) Target weapon swings for +1 damage for 30 mins.
Minor Ritual of Summon Weapon: (4 Exp.) (To Use: 1 Aether and 1 min.) Creates a basic
weapon that can be used for the next 30 mins before it turns to dust.
Ritual of Power Gem: (4 Exp.) (To use: 1 Aggravated Aether, 1 common Aether stone and 10
mins.) Creates a gem that holds a single spell or feat. The spell or feat must be cast (for
normal cost) into the gem at the time of creation, granting 1 use of the spell or feat. This
gem is destroyed after use. Duration: Permanent until destroyed.
Ritual of Scrying: (4 Exp.) (To use: 1 Aggravated Aether, 1 common Mana Dust and 10
minutes) Allows you to scry a person or area for 5 minutes. It will show what the person
is doing or what is happening in the area. Requires a marshal.

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Divine Novice
Divine Passives
All the skills on this list have: Pre-req- Baptism.
Stalwart Grit: (4 Exp.)
You permanently gain +1 soak of the damage type that is the opposite of your deitys
damage type. In the case of Keld or Morwyn, one damage type must be chosen.
Divine Guidance: (3 Exp.) (Pre-req: Prayer of guidance.)
Between event.
You may use prayer of guidance between events. This question must pertain to what
your character is doing between events or during your NPC Shift. Between events: This
question must be written on your character card. The response and amount of
information that you gain is up to the plot marshal.
Zeal: (5 Exp.) (Pre-req: Smite.) (Multi-purchase.)
The damage done by the smite feat permanently increases by +2.

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Healing proficiency: (6 Exp.) (Pre-req: 1 Spell that heals Vaea.) (Multi-purchase.)
Your healing spells permanently heal +1 Vaea.
Enhanced Sensitivity: (4 Exp.) (Pre-req: Spiritual sensitivity.)
The skill spiritual sensitivity will additionally detect, based on your baptism:
Lyrana: Detect anyone with Dark Affinity.
Kallen: Detect anyone who is under any status effect or below full Vaea.
AA: Choose 1 Knowledge when using. Detect if anyone in the radius has that knowledge.
Nature Twins: Detects lycanthropes.
Keld: Detects the hardness and quality of an item. Choose 1 item within radius.
Zigaen: Detects anyone with Light Affinity.
Unvaean Ones: Detects anyone who is diseased or Poisoned.
Morcant: Detects if anyone has taken a death or received a life effect within the weekend.
Oksani: Detects if anyone is under the effect of a Nostrum
Morwyn: Detects what fighting styles a target has.
Knowledge: Theology [Deity]: (2 Exp.)
Choose 1 Deity. You have basic knowledge of the chosen deity, that deitys dogma, church, rites,
symbols, history, etc. This counts as level 1 knowledge.

Speak with Creature


(5 Exp.) (Pre-req: Baptism to the Nature Twins, Unvaean Ones, Aurelius Arcanum, or Keld.)
The character may now speak with the creature associated to their god(s).

Nature Unnatural Magic Creation


Nature Beings. Abberations/Undead Aether Creatures Constructs

To do this: To do this: To do this: To do this:


(Sign Language B) (Sign Language U) (Sign Language A) (Sign Language C)

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Seeking Truth: (5 Exp.) (Pre-req: Baptism to Lyrana and sense motive.)
Sense motive lasts for 1 min.
Clouding Judgment: (5 Exp.) (Pre-req: Baptism to Zigaen and lie.)
When activating lie, you can continue to use lie for the next minute.
Poker Face: (5 Exp.) (Pre-req: Baptism to Oksani and lie.)
When someone uses sense motive on you, you can choose to use the feat lie to simply
take no effect from sense motive. They cannot tell whether you are lying or telling the
whole truth. This skill will last for 1 minute after using lie in this way.
Gift of War: (6 Exp.) (Pre-req: Baptism to Morwyn.)
Once per period, choose 1 fighting style that does not include guns. You can utilize that
fighting style for the remainder of the period.
Empathic Touch: (4 Exp.) (Pre-req: Baptism to Kallen.)
You may channel Vaea from yourself to someone else at a rate of 1 Vaea/10 seconds.
Dead Men Speak: (5 Exp.) (Pre-req: Baptism to Morcant.)
The character may speak telepathically with targets who are currently in their Death
Count or have been dead an hour since their Death Count ended.

Divine Feats: Novice


Smite: (2 Exp.) (To use: 1 Steam)
Strike target. For this one strike, your normal damage is enhanced with your deitys
damage type. Call Smite! (X Affinity)
Shield of Faith: (3 Exp.) (To use: 2 Steam)
Defends against a single source of damage of the damage type opposite of your deity.
Call shield of faith.
Enduring Faith: (4 Exp.) (To use: 2 Steam) (Pre-req: 1 divine spell.)
You can only use this feat after you have been dropped to 0 Vaea. You can cast 1 divine
spell in your First Stage Death Count. You cannot target yourself with this spell. You
must still spend Aether. Call enduring faith! and then cast your spell.
Divine Talents: Novice
Spiritual sensitivity: (3 Exp.) (To use: 10 Seconds RP.)
You can detect those of the same faith. When used, you can ask if anyone within 10 feet
of you is baptized to your deity. Also, can be used to ask a marshal if a divine being has
been in the area in the last hour. Call Spiritual sensitivity: (Deity) 10 feet.

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Bless: (5 Exp.) (To use: 3 mins.)
Spend 3 minutes RPing blessing a small item
(the length of a one-handed weapon or smaller).
Those not baptized to a similar deity of the of
the Bless caster, take 1 (caster Affinity) damage
per second while touching the item. This does
not cause a weapon to swing for that damage
type and cannot be used offensively in combat.
This must be marked on the item card or a
marshal note. Duration: 1 period.
Inspire the faithful: (4 Exp.) (To use: 1 min.)
Spend 1 min giving a sermon or speech. All
who hear this that are baptized to the same deity
(including you) gain +5 healable Vaea and +5
healable Aether or Steam (they choose). Duration: 1 hour.

Divine Rituals: Novice


Lesser Prayers cost time (1 min of RP) and power (2 Aether + 2 Steam +2 Vaea). Self Only.
Duration 1 hour.
Prayer of Guidance: (6 Exp.)
Once per event, you may pray to your deity to ask for aid by giving insight. A plot marshal
must be present to determine the ultimate outcome, and to take note of the prayer.
The most common possible outcomes are:
Receive plot-pertinent information in form of a voice or vision.
A puzzle becoming easier.
Temporary use of a knowledge for a period.
Prayer of Protection: (6 Exp.)
Once per event, you may pray to your deity for aid in a fight. These affect only you. A plot
marshal is not required, but can affect the prayers outcome if nearby.
Pick 1 of the following:
4 free uses of the skill Protect/ Intercede That allows you to take an attack for 1 target
within weapons distance and defend against it.
+1 to Armor Rating for one hour.
A Soak of 1 for an hour.
A Soak of 3 vs a specific damage type (Not Void, Divine, Storm or Forge) for 1 hour.
A Soak of 5 against 1 specific enemy for 1 hour.

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Prayer of Empowerment: (6 Exp.)
Once per event, you may pray to your deity for aid in a fight. These affect only you. A plot
marshal is not required, but can affect the prayers outcome if nearby.
Pick 1 of the following:
Add +1 physical damage or +2 spell damage for one hour
Change melee strikes to a damage type of your choice for 1 hour (Not Void, Divine,
Storm or Forge).
+5 Physical damage or +7 Spell damage against 1 specific enemy for 1 hour

Divine Spells: Novice


Unless specified all Divine spells are spell type: bolt

Solaarian Pantheon
Spell Verbal: Use the verbal of your Deity
Pre-req: Baptism to a Solaarian Deity.
Bestow a Solaar Shield: (3 Exp.) (To use: 2 Aether.) (Prerequisite: Shield of faith.) Target gains
1 invokable use of shield of faith: Defends against a single source of damage of the
damage type opposite of your deity. Call Bestow a Solaar shield. Shield of faith vs
(element opposite your deity).
Detect Pantheon: (2 Exp.) (To use: 1 Aether.) Touch target. You can tell whether target is
baptized to a Solaar deity or a Lunaar Deity, by asking them OOG.
Faith Healing: (2 Exp.) (To use: 1 Aether.) This heals the target for 3 Vaea, as long as the target
is baptized to the same faith as you. Certain creature types count as being baptized for
purposes of this spell.
Solaar Beam: (3 Exp.) (To use: 2 Aether.) (Spell Type: Bolt.) The caster manifests a beam of
Solaarian energy. Target takes 6 damage of the elemental damage type associated with
your deity.

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Lyrana
Spell Verbal: By the Power of Lyrana, I
Pre-req: Baptism to Lyrana.
Return Your Honor: (2 Exp.) (To use: 1 Aether.) Cast on Target to end an active mind effect.
Dazzle: (2 Exp.) (To use: 1 Aether.) Target is affected by Blind for 15 seconds, unless they have
light Affinity. Call Dazzle. Blind. 15 seconds. No effect to Light.
Discern Will: (2 Exp.) (To use: 1 Aether.) Cast on Target. Detects if the target is under the
influence of a mental effect.
Empower Companion: (2 Exp.) (To Use: 1 Aether) Target gains +5 Temporary Vaea. This
spell can only be cast on one target at a time. Cannot be cast on self.
Kallen
Spell Verbal: By the Power of Kallen, I
Pre-req: Baptism to Kallen.
Heal Vaea: (2 Exp.) (To use: 2 Aether) Heals any target for 5 Vaea.
Preserve Life: (2 Exp.) (To use: 1 Aether) Latent. Cast on target. Target can invoke this at any
time in their Death Count to extend the current stage by 1 min. Aslo, when invoked in
Death Count, you may alert those nearby that you need help. Phys-rep with a glow stick
or soft light at night and waving your hand during the day.
Grant Freedom: (3 Exp.) (To Use: 2 Aether) Ends a Pin, Constrict, or Hamstring effect on the
target.
Roar of Abbas: (2 Exp.) (To Use: 1 Aether) Target takes a 5 second Imprisonment effect.
Keld
Spell Verbal: By the Power of Keld, I
Pre-req: Baptism to Keld.
Grant Aristons Ingenuity: (2 Exp.) (To use: 1 Aether.) Target gains the ability to craft 1
specific crafted item that either the caster, or someone with the caster at the time of
casting, knows (like how scroll-crafting works) for the period as if they had the
appropriate crafting bundle. Normal crafting time and costs still apply.
Mend Item: (3 Exp.) (To use: 2 Aether.) Repairs a broken item for 15 mins. Will temporarily
repair a suit of armor to full armor rating (not natural armor). Can only be used once on
the item before it needs to be repaired.
Pacify: (3 Exp.) (To use: 2 Aether) (Spell type: Bolt.) The target will not attack anyone for 5
minutes. If attacked, this spell ends. This is a charm effect. Call Pacify. Charm all.
Mind. 5 minutes.
Grant Inspiration: (2 Exp.) (To use: 1 Aether.) Target heals 1 Aether/Steam after successfully
crafting item.

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Aurelius Arcanum
Spell Verbal: By the Power of Arcanum, I
Pre-req: Baptism to Aurelius Arcanum.
Divine Weakness: (3 Exp.) (To use: 2 Aether) (Spell type: Bolt) Target must announce what
damage types they take bane from.
Beseech the Yensai: (2 Exp.) (To use: 1 Aether) This may only be cast on a target in their Death
Count. The count is paused. The target, though dying, may choose to end this at any
point.
Translate Script: (2 Exp.) (To use: 1 Aether) This translates a single page of text into any single
language the caster knows, including Common, but excluding Ancient. Will also dispel
Jumble.
Nintais Insight: (3 Exp.) (To Use: 2 Aether): Latent. The next time the target Meditates or
Rallies, it takes twice as long, but in addition to the normal amount of pool, they gain a
free knowledge proficiency for the remainder of the period.
Nature Twins
Spell Verbal: By the Power of Beast Lord OR Lady Forest, I
Pre-req: Baptism to the Nature Twins.
Fortify Hide: (3 Exp.) (To use: 2 Aether.) Cast on target. Heals 2 points of natural armor. Also
grants +2 temporary Natural Armor for 5 minutes. Can be cast multiple times until
natural armor is full, but the temporary armor does not stack.
Grow Bestial Claws: (3 Exp.) (To use: 2 Aether) Self only. Grow short claws and grants you
pugilist style for 5 mins. If you already have claws, grants +1 claw/pugilist proficiency.
Root: (2 Exp.) (To use: 1 Aether.) (Spell Type: Bolt.) Target is affected by pin, feet are stuck
to ground for 1 min. Call Root. Pin 1 min.
Grant the Eyes of Onku: (3 Exp.) (To Use: 2 Aether) Latent. Automatically invokes when
target takes a blind effect. Target gains blindfighting for 5 minutes.

Lunaarian Pantheon
Spell Verbal: Use the Verbal of your Deity.
Pre-req: Baptism to a Lunaarian Deity.
Lunaar Beam: (2 Exp.) (To use: 1 Aether.) (Spell Type: Bolt.) The caster manifests a beam of
Lunaarian energy. Target takes 5 damage of the elemental damage type associated with
your deity.
Bestow a Lunaar Shield: (4 Exp.) (To use: 2 Aether.) (Prerequisite: Shield of Faith.) Target
gains 1 invokable use of shield of faith: Defends against a Solaarian deity Affinity type
attack that specifically opposes your chosen Lunaarian deity. Call Bestow a Lunaar
shield. Shield of faith vs (element opposite your deity).

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Faith Healing: (2 Exp.) (To use: 1 Aether.) This heals the target for 3 Vaea, as long as the target
is baptized to the same faith as you. Certain creature types count as being baptized for
purposes of this spell.
Mask My Verbal: (2 Exp.) (To use: 1 Aether) Self Only. Allows the caster to use a different
gods Spell Verbal for 5 minutes.
Zigaen
Spell Verbal: By the Power of Zigaen, I
Pre-req: Baptism to Zigaen.
Call a Rogue Strike: (2 Exp.) (To use: 1 Aether.) Self Only. Grants +2 backstab prof for 5 mins.
Use Drucys Coercion: (3 Exp.) (To Use: 2 Aether.) (Spell type: Bolt.) Works on a target that is
charmed to you. You give that target 1 command that they must follow. Your command
cannot entail taking more commands and you cannot command target to kill itself.
Cast Dahlias Revenge: (3 Exp.) (To Use: 2 Aether.) Self only. Latent. Can be invoked when
attacked with a feat, to mimic the feat, and perfect aim it onto the attacker. This does not
work against numerical damage. The invoker still takes the effect of the feat. When
invoked, call Invoke revenge (feat).
Detect Addiction: (2 Exp.) (To Use: 1 Aether) Detect all Addictions the target suffers from,
including Planar racial obsession.
Morcant
Spell Verbal: By the Power of Morcant, I
Pre-req: Baptism to Morcant.
Feign Death: (2 Exp.) (To Use: 1 Aether.) Self only. Latent. When invoked, as long as you do
not move, you will look and detect as being in your Second Stage Death Count, Third
Stage Death Count, or dead (you choose when to activate). If you are affected by any
medical talent, the user of the talent will be able to tell that you are playing dead once the
talent is completed, this will not break your spell. Invoking this spell does not need to be
called.
Bestow Judgment: (3 Exp.) (To Use: 2 Aether.) Latent. Cast on target. Can be invoked when
attacked with numerical damage, to mimic that attack and perfect aim it onto the attacker
in Grim damage. The invoker still takes the damage they are dealt. This does not work
against feats. When invoked, call invoke revenge (X Grim).
Grant a Peaceful Rest: (1 Exp.) (To Use: 0 Aether.) (Spell Type: Touch.) Target corpse cannot
be raised as an unliving. This ends if the target is successfully healed or resurrected.
Detect Transgression: (2 Exp.) (To Use: 2 Aether) Cast on target to detect if the target
knowingly broke a law within the past weekend. Truth Detection effect.

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Morwyn
Spell Verbal: By the Power of Morwyn, I
Pre-req: Baptism to Morwyn.
Command You to Attack Me: (2 Exp.) (To Use: 1 Aether.) (Spell type: Bolt.) Throw Packet.
Target is taunted and is compelled to attack you for 30 seconds. This is a mental
attack. Call command you to attack me. Taunt. Mind 30 Seconds.
Toughen Up: (3 Exp.) (To use: 2 Aether.) Cast on target. Heals 2 points of natural armor. Also
grants +1 temporary Soak for 5 minutes. Can be cast multiple times until natural armor is
full, but the temporary soak does not stack.
Summon a Brettorian Shield: (3 Exp.) (To use: 2 Aether.) Concentration effect. Self Only.
Your arm of choice is considered a shield and may be used to physically block attacks.
Fist and claw phys-reps may be used. Once you take damage or use another power or
ability, the Concentration is broken and this spell fades.
Train Levy: (3 Exp.) (To Use: 2 Aether) Target gains the ability to use one fighting style the
caster knows, casters choice. A Fighting style gained through Gift of War may be
granted with this spell.
Oksani
Spell Verbal: By the Power of Oksani, I
Pre-req: Baptism to Oksani.
Tip the Odds: (2 Exp.) (To Use: 1 Aether.) May reroll a single die, look at a card of one
opponent, or aid in other games of chance (may require marshal approval). This action is
out of game, to simulate luck favoring the caster. May be used on mechanical dice rolls
as well.
Jumble: (2 Exp.) (To Use: 1 Aether.) This jumbles a single page of text to be unreadable.
Overwhelm with Laughter/Tears: (2 Exp.) (To Use: 1 Aether.) (Spell Type: Bolt.) Target is
Stunned for 5 seconds, and is encouraged to roleplay laughing or crying, by the casters
choice, for the duration. Call overwhelm with laughter. Stun 5 seconds.
Last Laugh: (3 Exp.) (To Use: 2 Aether) Latent, invoked in reaction to being hit by a
Revenge ability. The invoking target takes the full Revenge attack, but so does the
person using the Revenge on them.

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Unvaean Ones
Spell Verbal: By the Power of Vaedryn OR Lynthul, I
Pre-req: Baptism to the Unvaean Ones.
Raise a Zombie Drudge: (3 Exp.) (To use: 2 Aether.) Target in any stage of their Death Count
or dead is raised as an unliving mindless drudge, bound to the will of the caster. Targets
Death Count pauses until drudge ends. Duration: 15 mins. Once zombie drudge dies, it
may not be raised again in this way. Can be dispelled by caster at will. A helpful chart
has been created so that you can print out this list for your drudges convieniance. While
drudge is active, target cannot use any of their normal stats and are replaced with the
following:

Zombie Vile Creature Abilities


Drudge *Additional Info.
Feats Cost

Vaea 35 Weapons Claws


Steam 5 Mighty Strike 1Steam
Affinity Level 1 Burst of Strength 2Steam
Type Unnatural Undead Pull through 2Steam
Damage Type Vile Play Dead 1Steam
Soak 1 Deflect 2Steam
Strength 1 *Choose 1 feat that the drudged character
knows. You can use it for the normal cost.

Costuming Zombie clothing or Mask *Can continue to walk, defend, and fight
normally while in First Stage Death Count.

Roleplay No mind of your own. Cannot * Immune to mental effects that do not target
run or Speak. Can groan. Unnatural Creatures specifically.

Spit Vile Acid: (2 Exp.) (To use: 1 Aether.) (Spell Type: Bolt.) Target is Blind for 15 seconds.
Targets with Vile Affinity are immune. Call Spit vile acid. Blind 15 Seconds. No affect
to Vile.
Pherions Madness: (3 Exp.) (To use: 2 Aether.) (Spell Type: Bolt.) Target is affected by
rampage for a minute. Mental Effect. Call Pherions madness. Mind. Rampage 1 min.
Risky Alteration: (2 Exp) (To Use: 1 Aether) Target gains +2 damage for 5 minutes. And then
has -2 damage for 5 minutes.

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Academic Novice
Academic Passives
Knowledge: (3 Exp.) (Separate purchase.)
Knowledges grant the character all kinds of information that the player might not know or
remember. Marshals will often challenge knowledge and give out information based on
knowledge and knowledge level. Each knowledge starts at level 1. The higher your
knowledge level, the deeper the information you know. The highest knowledge level is 5.
This skill can be purchased multiple times to gain use of multiple different knowledges.
Some knowledge skills might specify that they can be used to identify items or components.
To do that, it takes 1 minute of observation. Choose 1 knowledge from the following list to
permanently gain use of it.
Medicine: The understanding of the mortal body and how it is affected by injuries and
maladies known as Humors.
Nature: The understanding of plants, animals, and the natural environment. Can identify
special plant or animal components.
Alchemy: The understanding of the result of combining various substances to create
alchemical concoctions. Can identify alchemy.
Mineralogy: The understanding of rocks, metals, and items made from them. Can
identify special mineral component and smithed items.
Engineering: The understanding of various engineered devices. Can identify engineered
devices and gadgets.
History: The general understanding of various events throughout the history of
Rowanon.
Culture: The general understanding of various cultures found on Rowanon.
Arcana: The understanding of Aether, the Nexus, and
various kinds of Magic.
Psyche: The understanding of mortal behavior,
thought process, and a general understanding of the
mind.
Law: The understanding of the justice system, laws,
and insight into the structure of nobility.
Theology: The general understanding of the deities of
Rowanon, their teachings, and how their teachings can
be applied.
Tactics: The understanding of strategies and problem
solving that can be applied to combat, investigation,
and various forms of survival.
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Knowledge Proficiency: (4 Exp.) (Multi-purchase. Separate progression for each knowledge.)
(Pre-req: Knowledge.)
You have studied more about a certain subject, and have a more in depth understanding
of that knowledge. Pick a knowledge skill that you know. That knowledge increases by
+1 level, increasing the amount of information you can gain when using a knowledge.
This skill can only be used to increase a knowledge up to level 3.
Multi-tasker: (4 Exp.) (Pre-req: First Aid.)
You can use two different physical healing talents at the same time.
Literacy other: (5 Exp.) (Separate purchase.)
Choose one of the following Languages: Elatum, Tuathan, or Sjrogham. You can speak
and read that language. For others to understand that you are speaking a Literacy Other,
say the name of the language at the beginning and end of each sentence.
Example: Elatum.Where is the nearest Library? Elatum. I need to study more. Elatum.
When writing in a Literacy other, you can either write in the languages alphabet, as seen
in the Lorebook, or you can write in common with marshal note stating the language that
you are writing in. There is a better chance of getting RP points for writing in that
languages alphabet.
Field Surgery: (5 Exp.) (Pre-req: Stabilize.)
While using Any academic healing talent, you can now move yourself and your target at
a heel to toe pace without interrupting the skill. This also allows you to move a stabilized
target.
First Aid Proficiency: (5 Exp.) (Pre-req: First Aid.) (Multi purchase.)
You permanently heal +1 when using First Aid.
Combat Historian: (6 Exp.) (Pre-req: Knowledge tactics.)
You are well versed in many forms of combat. You can pick up any non-firearm weapon
and use it for base 1 damage and can wear a half suit of any type of armor, but only gain
2 armor rating.
Research: (3 Exp.) (Pre-req: 2 Knowledges.)
You have learned the correct sources that you need to study a subject in depth. Between
event skill. You may research 1 topic to gain more information about it. This topic must
relate to one of your knowledges. Write down the question or statement that you wish to
research, along with your knowledge and knowledge level, on your character card. The
response and amount of information that you gain is up to the plot marshal.
Academic Talents: Novice
Assess: (2 Exp.) (Pre-req: Knowledge Medicine.)
Study target for 5 seconds. Allows you to tell what stage of Death Count a character is in
and how much Vaea they have.

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Diagnose: (3 Exp.) (Pre-req: Assess)
Study Target for 30 seconds. Allows you to tell what physical or biological status effects
a character is being effected by. Does not tell you what current a Humor is affecting.
Stabilize: (3 Exp.) (Pre-req: Knowledge Medicine.)
RP treating target in their Death Count for 5 seconds. Targets Death Count is stopped.
This effect will end if the target is moved, attacked, or you move more than 5 feet away
from them. You may stabilize multiple targets in this way.
First Aid: (5 Exp.) (Pre-req: Knowledge Medicine)
RP treating target for 15 seconds. Target heals 1 Vaea. If target is in their Death Count,
the count stops when you start treating them.
Snap Out of it: (4 Exp.) (Pre-req: Knowledge Medicine.)
Spend 5 seconds RPing with target that is incapacitated. Target wakes up.
Cauterize: (4 Exp.) (Pre-req: Knowledge Medicine.)
Spend 30 second RPing with target. Target takes 3 Fire damage and is cured of Bleeding
Bloodlet: (4 Exp.) (Pre-req: Knowledge Medicine.)
Spend 30 seconds RPing removing blood from the target. Target takes 3 damage and is
cured of 1 Poison effect.
Splint Limb: (4 Exp.) (Pre-req: First Aid.)
Spend 30 seconds RPing with target. Targets broken limb is cured. However, broken
limb cannot be used for 5 mins.
Appraisal: (2 Exp.) (Pre-req: Knowledge Mineralogy, Engineering, or Alchemy.)
Spend 1 min studying an item that you can identify. You can tell the value of the
item. You can also tell if an item has been made via jury rig or rush job.
Investigate: (3 Exp.) (Pre-req: Knowledge- Tactics)
Spend 1 minute inspecting your current area. Requires a marshal. You can then ask the
marshal 2 questions about the area that would not be seen at first glance.
Academic Feats: Novice
Focused Medic: (4 Exp.) (To use: 2 Steam)
Can only be activated while using a physical healing talent. You cannot be interrupted,
and all damage and effects that you take are delayed until the talent is complete.

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Crafting and Labor Novice
Crafting and Labor Passives
Profession: (3 Exp.) A character can earn money, components, or mundane finished products if
they have a profession. The following are the categories, what they earn, and a few
examples of what your profession could be. You may embellish or come up with a
different profession as long as it falls under 1 of these categories and is approved by a
plot marshal. For a more expanded list of professions, please contact a Rules marshal.
Pick 1 profession per purchase of the skill. You may have up to 2 professions. During an
NPC shift you will earn 6 silver or 3 components based on your profession.
Legitimate Professions Between Event Stipends
Agricultural: Earns 3 Common Components and 4 Gold. Choose 1 type of Component
when deciding your profession. (Examples: Farmer, Hunter, and Miner)
Artisan: Earns 5 Gold and can bring in non-mechanical items based on your profession.
(Examples: Blacksmith, Brewer, Carpenter, Chef, Jeweler, Merchant, Sartor, Writer.)
Entertainment: Earns 5 Gold (Examples: Actor, Bard/ Minstrel, Boxer/ Brawler)
Service: Earns 5 Gold (Examples: Banker, Bodyguard, Bounty hunter, Butler/ Maid,
Courier, Executioner, Inn Keeper, Mercenary, Militia, Physician, Scout, Soldier,
Teacher.)
Transport: Earns 5 Gold (Examples: Airship Pilot, Caravan Driver, Airship/ Nautical
Sailor, Steam Train Conductor)

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Illicit Professions Between Event Stipends
Goods Procurement: Earns 3 Common Components, 4 Gold, and can bring in non-
mechanical items based on your profession. Choose 1 type of Component when deciding
your profession. (Examples: Arms Dealer, Drug Dealer, Fence, Freebooter (Pirate),
Poacher, Smuggler, Tomb Raider.)
Monetary Redistribution: Earns 5 Gold (Examples: Bookie, Con Artist, Money
Lender.)
Dispensation Assistants: Earns- 5 Gold (Examples: Cutthroat, Enforcer, Informant, Saw
Bones)
Entertainment: Earns- 3 random Common Components, 4 Gold, and can bring in any
non-mechanical items. (Examples: Florist, Gambler)
Raise: (4 Exp) (Pre-req: Profession) (Multi-purchase. Separate progression for each Profession.)
One Profession you know that awards gold now permanently gives +5 gold.
Prospecting: (4 Exp.) (Pre-req: Profession) (Multi-purchase. Separate progression for each
Profession.) One Profession you know that awards components permanently give either
+1 component or +1 rarity for all components given.
Harvesting Proficiency:(4 Exp.) (Pre-req: one of either Gather Components, Dissect
Components, or Salvage Components) (Multi-Purchase). All components harvested
through Gather Components, Dissect Components, and Salvage Components have +1
rarity to a maximum of Very Rare (Salvage Components, however, cannot get a higher
rarity component than the component that the item to be salvaged was made with).
Engineer Bundle: Novice Gadgets: (2 Exp.) (Pre-req: Knowledge Engineering)
You can make all items in the Novice Gadgets crafting bundle by following the crafting
rules.
Engineer Bundle: Novice Hazards: (2 Exp.) - (Pre-req: Knowledge Engineering)
You can make all items in the Novice Hazards crafting bundle by following the crafting
rules.
Smith Bundle: Novice Armor Pieces: (2 Exp.) (Pre-req: Knowledge Mineralogy or Nature)
You can make all items in the Novice Armor Pieces crafting bundle by following the
crafting rules.
Smith Bundle: Novice Weapon Bases: (2 Exp.) (Pre-req: Knowledge Mineralogy or Nature)
You can make all items in the Novice Weapon Bases crafting bundle by following the
crafting rules.
Alchemist Bundle: Novice Tonics: (2 Exp.) (Pre-req: Knowledge Alchemy)
You can make all items in the Novice Tonics crafting bundle by following the crafting
rules.
Alchemist Bundle: Novice Toxins: (2 Exp.) (Pre-req: Knowledge Alchemy)

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You can make all items in the Novice Toxins crafting bundle by following the crafting
rules.
Inscriptionist Bundle: Novice Scrolls: (2 Exp.) (Pre-req: Knowledge Tactics, Arcana or
Theology [General or Specific])
You can make all items in the Novice Scrolls crafting bundle.
Inscriptionist Bundle: Novice Implements: (2 Exp.) (Pre-req: Knowledge Arcana)
You can make all items in the Novice Implements crafting bundle by following the
crafting rules.
Makers Style: Jury Rig: (2 Exp.) (Pre-req: any crafting bundle)
When making an item, you may choose to spend additional components on it. For each
additional time, you meet the items component cost again, reduce the final pool cost
after any augments are applied by 1 point to a minimum of 0. An item can only have one
Makers Style applied to it at a time. This ability is not considered an augment.
Makers Style: Slow and Steady: (2 Exp.) (Pre-req: any crafting bundle)
When making an item, you may choose to halve the final pool cost after any augments
are applied, rounded down. If you do, the crafting time is increased by 5 minutes and
another 5 minutes for each augment applied to it. Yes, this makes it so unaugmented
novice items cost no pool to make. An item can only have one Makers Style applied to it
at a time. This ability is not considered an augment.
Makers Style: Rush Job: (2 Exp.) (Pre-req: any crafting bundle)
When making an item, you may choose to halve the final crafting time after any
augments are applied. If you do, then the pool cost of the item increases by 1 point and
another 1 point for each augment applied to it. An item can only have one Makers Style
applied to it at a time. This ability is not considered an augment.
How Hard Could It Be: (3 Exp.) (Pre-req: General Repair)
You can now use General Repair to repair items that are above the tier of your highest
crafting bundle. The item must fall within one of your crafting bundles (excluding tier of
course). The time it takes to do so is increased exponentially for each difference in tiers:
1 tier - Four times as long, 2 tiers - Five times as long, 3 tiers - Six times as long, 4 tiers -
Seven times as long.
Unlike General Repair, effects that reduce crafting time will not apply to repairing an
item this way.

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Kit Creation: (5 Exp.) While at a workbench, you can spend 3 of any combination of
components and 1 minute to make a crafting kit. Crafting kits can be used once each
anywhere to count as a workbench for the purposes of crafting one item (using augments
on that item dont count against this limit), Remaking a single item, or using a single
talent that requires a workbench. If you are using an augment or ability such as Hybrid
Mixture, Integrate Device, Smelting, or Dual Crafting, one crafting kit will work for all
items involved. One crafting kit is sufficient for everyone involved in a Collaborative
Effort, as only one item is being made that way.
Home at the Workshop: (3 Exp.) (Pre-req: any crafting bundle) (Between-Event Action.)
Allows you to work on up to 5 items per use of this Between Event Action. Those 5 can
be any combination of items being crafted or repaired (if you have the General Repair
talent). When you use this Action, turn in the appropriate components to Logistics at the
end of the Event and list what items you are making or repairing in your BEA. You
cannot use any crafting augments on these items.
Use Device: (3 Exp.) (Multi-Purchase) You can now use engineer devices that have a
requirement of Use Novice Device. Each purchase increases the tier of devices that you
can use, to a maximum of Journeyman.
Mend Construct: (1 Exp.) (Pre-req: either Knowledge Engineering or Mineralogy).
You can now use any physical healing talents on constructs.
Crafting and Labor Talents: Novice
Gather Components: (3 Exp.) (Pre-req: Knowledge Mineralogy or Nature) (To Use: RP
10mins) Must spend talent time RPing harvesting from one of the component nodes. You
gain 1 Common component appropriate to the node youre at and what Knowledge you
have. You can only harvest minerals if you have Knowledge Mineralogy and you can
only harvest plants and animals if you have Knowledge Nature. Aether Veins give 1
mineral, Vernal Flowers give 1 plant, Autumnal Remains give 1 animal, and Lunaar Ores
and Solaar Dews each give 1 of any type of component of choice. You do not buy this
talent multiple times to be able to harvest each type of component, you only need to have
the correct Knowledge.
Dissect Components: (3 Exp.) (Pre-req: Knowledge Medicine or Nature) (To Use: Rp 1min.)
Must spend the talent time RPing harvesting from a character who is either dead or in
their second or Third Stage Death Count. This ability will not work on Mortals unless
they are also Elementals. You gain 1 Common animal component from the target (other
component types may be gained instead depending on the creature being Dissected). If
the target wasnt dead by the time you finished the minute of harvesting, they
immediately fall into the Third Stage of their Death Count.
Salvage Components: (3 Exp.) (Pre-req: either Knowledge Engineering or Mineralogy)
(To Use: 1min per targets Hardness.)
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Sunders the item and you get a Common component from it (the type of component depends on
what the item was made of). Doors, furniture, structures, or constructs cannot be
Sundered this way. Breaking an item this way is loud; the usage count must be spoken at
a normal speaking volume at least and not whispered or mumbled. If the item is already
Sundered (including broken doors, furniture, structures, and dead constructs), this entire
process takes just 1 minute and may be done quietly, but the item is Destroyed absolutely
and cannot be repaired.
General Repair: (3 Exp.) (Pre-req: any crafting bundle) (To Use: RP 10/5min per tier)
Requires a workbench. Repairs any Sundered or Inert item to full Hardness and working
condition (items that have been Destroyed cannot be repaired this way). The items tier
must be equal to or lesser than your highest crafting bundle tier (if the item normally has
no tier, consider it Novice). Anything that reduces crafting time applies to repairing as
well (except for Makers Style: Rush Job). Takes a base of 10 minutes per tier or a base
of 5 minutes instead if you can make the item. If you are repairing a suit of armor whose
Armor Rating has been damaged by Rend or a similar effect, one use of General Repair
will return that suit to its full Armor Rating. This process follows the rules for pausing
crafting time based on item tier if interrupted.
Detect Booby Trap: (1 Exp.) (Pre-req: Knowledge Engineering) (To Use: RP 30 seconds)
Functions as Detect Traps but only applies to Engineer booby traps.
Disarm Novice Booby Trap: (2 Exp.) (Pre-req: Detect Booby Trap) (To Use: RP 30 seconds)
Disarms a Novice booby trap if you have detected it first. Does not work on traps made
with Guile talents, even if they were made with engineered devices.
Crafting and Labor: Novice Engineer Abilities
Augment: Integrate Device: (3 Exp.) (Pre-req: any Novice Engineer bundle) Can only be used
when crafting a device. Adds +5 minutes and +2 pool to the items final crafting costs.
When you use this augment while crafting a device, you combine it with an already-made
device to form one item. The second device must be one that you can make and if it is a
piece of apparel it must share the same apparel slot (hat, goggles, coat, belt, cuffs, gloves,
shoes). Devices from different tiers may be combined this way. Choose one of the
devices to be the centerpiece (devices that are considered integration hubs can ONLY be
centerpieces), then the second device is stored within or attached to it in some way. It is
encouraged that the items phys-rep should appear as a hybrid of the two devices, but it is
acceptable to have only the centerpiece device as the phys-rep (especially if you are
trying to In-Game hide the fact that something else is hidden within the device).

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Augment: Boosted Bombs: (5 Exp) (Pre-req: Novice Hazards bundle) (Multi-Purchase) Can
only be used when crafting a bomb. Adds +5 minutes and +2 pool to the items final
crafting costs. The numerical Vaea damage and Vaea healing that this bomb deals is
increased by 1. You can do this to a bomb many times equal to how many purchases of
this ability you have, paying the cost for the augment each time.
Recalibrate Device: (1 Exp.) (Pre-req: any Engineer crafting bundle) (Talent) (To Use: 5sec RP)
One Inert device of a tier equal to your highest tier engineering bundle or lower becomes
functioning again (including all devices integrated into it). This will not repair Sundered
devices.
Overclock Gun: (4 Exp.) (Pre-req: Novice Hazards bundle) (Talent) (To Use: RP time varies)
The next shot fired from the gun deals +1 damage for every 10 seconds you spend
tinkering with it (to a max of +5 damage). If the shot is not fired within the next 30
seconds after you stop tinkering, the built-up tension in the gun causes it to backfire and
become broken until repaired.
Crafting and Labor: Novice Smith Abilities
Self-Made Warrior: (3 Exp.) (Pre-req: any Smith bundle) You can make use of any weapons,
shields, and armor you have made as though you had the appropriate Fighting Style and
Armor Use abilities.
Augment: Tempered Smithwork: (3 Exp.) (Pre-req: any Smith bundle) Can only be used when
crafting a Smith item. Adds +5 minutes and +2 Pool to the items final crafting costs.
The finished items Hardness is permanently increased by 1 (this stacks with any changes
in Hardness that the weapons property gives, if any). Despite the name of this augment,
it does in fact work on any Smith item, regardless of its materials.
Enhance Armor: (2 Exp.) (Pre-req: Novice Armor Pieces bundle) (Talent) (To Use: 1min RP)
Must be done at a workbench. One touched half/full-suit of armor gains an additional
+1/+2 Armor Rating for 1 hour.
Enhance Shield: (2 Exp.) (Pre-req: Novice Armor Pieces bundle) (Talent) (To Use: 1min
RP) Must be done at a workbench. One touched shield gives its wielder +1 Natural
Armor Rating for 1 hour that cant be damaged by effects such as Rend.
Enhance Weapon: (2 Exp.) (Pre-req: Novice Weapon Bases bundle) (Talent) (To Use: 1min RP)
Must be done at a workbench. One touched weapon deals +1 damage for 1 hour. This
can also be done to up to two 2 fist weapons or up to 10 arrows/bolts/throwing weapons.
Crafting and Labor: Novice Alchemy Abilities
Augment: Ingested Alchemy: (1 Exp.) (Pre-req: any Alchemist bundle) Can only be used when
crafting a concoction. Adds +5 minutes and +2 pool to the items final crafting costs. All
ingested alchemy deals Direct damage.

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Augment: Distilled Alchemy: (4 Exp.) (Pre-req: any Alchemist bundle) (Multi-Purchase.) Can
only be used when crafting a concoction. Adds +5 minutes and +2 pool to the items
final crafting costs. When used on concoctions that directly affect Vaea, their effect is
increased by 5 points. When used on other concoctions that have another numerical
effect besides Vaea and duration, the numerical effect is increased by 1. You can do this
to a concoction many times equal to how many purchases of this ability you have, paying
the cost for the augment each time.
Augment: Potent Alchemy: (4 Exp.) (Pre-req: any Alchemist bundle) Can only be used when
crafting a concoction. Adds +5 minutes and +2 pool to the items final crafting costs.
Increases the duration of the concoction by one step on the following chart: 5sec, 15sec,
30sec, 1min, 2min, 5min, 10min, 15min, 30min, 1h, 3h, 6h, 18h, 1 weekend, 2 Events, 3
Events, 1 year. This will not affect concoctions whose effects happen.
Crafting and Labor: Novice Inscriptionist Abilities
Components are Components: (3 Exp.) (Pre-req: any Novice Inscription bundle) You can use
ritual components in place of crafting components to make inscription items. The same
tiers of each must still be used. Aetherstones replace mineral components, magical paste
replaces plant components, and mana dust replaces animal components.
Recharge Wand: (4 Exp.) (Pre-req: Novice Implements bundle) This skill fully recharges a
wand. This skill must be done at a workshop, and requires 3 minutes per tier of the wand
being recharged, the skill to craft the wand being recharged, and the expenditure of a
scroll of the spell that you wish to charge it with. A wand can only hold 1 type of spell at
a time.
Augment: Foreign Scrolls: (1 Exp.) (Pre-req: Novice Scrolls bundle) Can only be used when
crafting a scroll. Adds +5 minutes and +2 pool to the items final crafting costs. You
write the scroll in any In-Game language that you know. Only characters who can read
that language can invoke the scroll.
Augment: Vellum Scrolls: (5 Exp.) (Pre-req: Novice Scrolls bundle) (Multi-Purchase) Can only
be used when crafting a scroll. Adds +5 minutes and +2 pool to the items final crafting
costs. Also, requires you to spend +1 Crafters Kit regardless of whether you are at a
Workbench or not (so you would need 2 Crafters Kits to make a scroll with this augment
when away from a Workbench). Adds +1 charge to the scroll per purchase of this ability,
allowing it to be invoked or learned from additional times before it fades. These charges
cannot be replenished unless Remake is used on the scroll and the augments costs are
paid again. No additional effect if the scroll is used to learn that power from instead.

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Crafting and Labor: Novice Items
Novice Tonics Bundle
Vaea Syrup: (To Make: 5min, 1 Pool, 1 Common Plant) Medicine. Base: Ingested, or Any.
Hardness 1. Heals the target for 10 Vaea.
Simple Antidote: (To make: 5min, 1 Pool, 1
Common Plant) Medicine. Base: Ingested, or
Any. Hardness 1. Cures 1 Poison of the users
choice regardless of tier, not including Greater
Poisons. Doesnt work on Addiction or
Poisons with permanent effects such as Forget
Memory Poison.
Smelling Salts: (To Make: 5min, 1 Pool, 1 Common
Mineral) Medicine. Salve only (while this
isnt a paste that is rubbed on the skin, it
follows the delivery rules for salves).
Hardness 1. Wakes the target up from any
Stun or Incapacitate effects. Salves are made
with 2 doses.
Eye Drops: (To Make: 5min, 1 Pool, 1 Common
Plant] Medicine. Salve only (while this isnt
a paste that is rubbed on the skin, it follows the delivery rules for salves). Hardness 1.
The target is cured of all Blindness effects on them that have durations (will not cure
someone who is permanently blinded). For 15 minutes afterwards, the target is immune
to Blindness effects. Blindness effects caused by being in darkness, bright light, or fog
are not cured or prevented this way. Salves are made with 2 doses. These drops may be
used on someone who is not Blinded to still gain the Blindness immunity.
Feign Death Tonic: (To Make: 5min, 1 Pool, 1 Common Mineral) Potion. Base Ingested, or
Any. Hardness 1. The target counts as if they are under the effects of Play Dead. Until
they move, they may appear and detect as being in any stage of their Death Count or fully
dead (targets choice when first affected).
Repair Oil: (To Make: 5min, 1 Pool, 1 Common Mineral) Oil. Salve only. Hardness 1. Heals a
clockwork character or construct creature for 15 Vaea. If applied to a Sundered item, the
General Repair talent takes 5 minutes less to use on it, to a minimum of 5 minutes. The
oil fades if repairs are not started on the item within 1 minute. Salves are made with 2
doses.

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Repellant Oil: (To Make: 5min, 1 Pool, 1 Common Animal) Oil. Salve only. Hardness 1.
When this concoction is first made, its maker must choose a creature type (excluding
Mortal, Divine, and Void). For 1 hour, creatures of that creature type within a Wave area
of the target are Feared and Terrored until they leave the Wave. This effect should be
clarified as being active before those creatures actually enter the area. If this concoction
is applied to a creature of that creature type, then they are affected by it for the full
duration (unless they can escape a Wave thats constantly centered on themselves).
Salves are made with 2 doses.
Attraction Oil: (To Make: 5min, 1 Pool, 1 Common Animal) Oil. Salve only. Hardness 1.
When this concoction is first made, its maker must choose a creature type (excluding
Mortal, Divine, and Void) and also choose either Charm or Taunt. For 1 hour, all
creatures of that creature type within a Wave area of the target are either Charmed or
Taunted to the target depending on what the maker chose while they are within the Wave.
This effect should be clarified as being active before those creatures actually enter the
area. If this concoction is applied to a creature of that creature type, then they are
affected by it for the full duration (unless they can escape a Wave thats constantly
centered on themselves). Salves are made with 2 doses.
Eathaw Serum: (To Make: 5min, 1 Pool, 1 Common Plant) Oil. Salve only. Hardness 1. Fully
repairs a workbench that has been damaged by an alchemists Incensed Workbench
coldsnap. Salves are made with 2 doses.
Ladybug: (To Make: 5min, 1 Pool, 1 Common Plant) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, the grey film of the world is pulled from your sight to
reveal a realm of color and beauty, leaving you feeling like the horrors and deception
stayed in the grey world of before. You are now immune to Greater Fear and Greater
Terror effects, but can no longer use Lie, Sense Motive, or similar powers. Additionally,
you are Charmed to everything (you must use a Charm defense the first time you see
every character or creature or you become Charmed). All of these effects last for 1 hour.
Afterwards, as the depressing grey film clouds your world again, you become Addicted
to Ladybug and will begin to suffer Withdrawal after 2 periods. Withdrawal: In
addition to the standard Withdrawal penalty (Steam and Aether Deficiency of 2,
Talents/Crafting/Runes/Rituals take double the time to use), you also suffer Fear
from everything that is hostile towards you, are skeptical of the words of others, and
refuse to believe promises. You are also compelled to use Appraisal and Discern
Value as often as possible while shopping if you have them. This effect is
suppressed or cured only when the Withdrawal penalty is.

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Heimylkalm: (To Make: 5min, 1 Pool, 1 Common Plant) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, you become very peaceful and serene. For 1 hour, you
are immune to Greater Rampage, Greater Fear, and Greater Terror. Afterwards,
you become Addicted to Heimylkalm and will begin to suffer Withdrawal after 2 periods.
Sometimes used by the most devoted berserkers of Maelheim when they are sailing to
battle. They take it on the voyage there so that it wears off just in time to fight.
Withdrawal: In addition to the standard Withdrawal penalty (Steam and Aether
Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time to use), all
Rampage effects used on you will count as Greater and have double duration.
Additionally, you grow increasingly angry and vengeful the longer you keep this
Addiction. This effect is suppressed or cured only when the Withdrawal penalty is.
Novice Toxins Bundle
Deficiency Poison: (To Make: 5min, 1 Pool, 1 Common Animal) Poison. Base Ingested, or Any.
Hardness 1. The target suffers from a Steam and Aether Deficiency of 1 for 10 minutes.
Weakness Poison: (To Make: 5min, 1 Pool, 1 Common Plant) Poison. Base Ingested, or
Any. Hardness 1. The target suffers a Slowness and Hamstring effect for 1 minute.
Sundering Acid: (To Make: 5min, 1 Pool, 1 Common Mineral) Poison. Base Salve, or Dust.
Hardness 1. This concoction will Sunder an item with Hardness 2 or less when applied to
it. If delivered as a dust, it will affect the first thing the packet meets after being thrown.
Slow Death Poison: (To Make: 5min, 1 Pool, 1 Common Plant) Poison. Base Ingested, or Any.
Hardness 1. When the target is first afflicted with this concoction, they become aware
that their body is slowly failing and that they will start to die soon. After 15 minutes, the
target falls into their Second Stage Death Count.
Burning Acid: (To Make: 5min, 1 Pool, 1 Common Mineral) Acid. Base Ingested, or Any.
Hardness 1. This concoction deals 10 Vile damage to the target.
Itching Powder: (To Make: 5min, 1 Pool, 1 Common Plant) Powder. Base Dust, or
Salve/Viscid/Gas. Hardness 1. A burst of biting powder causes the target to become
Stunned for 10 seconds from having to itch themselves.
Purging Antidote: (To Make: 5min, 1 Pool, 1 Common Plant) Medicine. Base Ingested, or
Any. Hardness 1. Target is cured of all Poisons in their body, regardless of tier.
However, they are Stunned for 10 seconds for each Poison cured this way as they
regurgitate it all out. Finally, the target also suffers a Pain effect for the next 10 minutes
per Poison cured this way. Doesnt work on Addiction or Poisons with permanent effects
such as Forget Memory Poison.

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EnVeste: (To Make: 5min, 1 Pool, 1 Common Plant) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, all of your senses, both physical and metaphysical, are
greatly enhanced. For 1 hour, you gain Blind Fighting, all of your detecting and sensing
abilities (Detect Traps, Sense Motive, Spiritual Sensitivity, Sense Magic, etc)
become Greater for free, and you may ask 2 additional questions with Investigate for
the duration. Afterwards, you become Addicted to EnVeste and will begin to suffer the
Withdrawal after 2 periods. Withdrawal: In addition to the standard Withdrawal
penalty (Steam and Aether Deficiency of 2, Talents/Crafting/Runes/Rituals take
double the time to use), you can no longer use Blind-Fighting, Investigate, or
detecting or sensing abilities. This effect is suppressed or cured only when the
Withdrawal penalty is.
Addictive Agent: (To make: 5min, 1 Pool, 1 Common Plant) Nostrum. Ingested only. Hardness
1. Cannot be made into a Hybrid Mixture. This nostrum can only be imbibed if added
into food or drink that contains no other alchemy in it. When that food or drink is
consumed, the imbiber gains +5 Steam and Aether for 15 minutes. Afterwards, they
become Addicted to that food or drink and will begin to suffer Withdrawal after 2
periods. Food/Drink Withdrawal: In addition to the standard Withdrawal penalty
(Steam and Aether Deficiency of 2, Talents/Crafting/Runes/Rituals take double the
time to use), your maximum Steam and Aether are each reduced by 5. Consuming
food or drink that does not have an Addictive Agent in it will not count towards
indulging in your Addiction. This effect is suppressed or cured only when the
Withdrawal penalty is.

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Novice Gadgets Bundle
Timepiece: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Does not
require any Use Device ability. Requires 15 seconds of calibrating to activate. Tells you
the time and can be affixed to your wrist or in your pocket. Lasts for 1 minute. Phys-rep:
Pocket Watch.
Compass: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Does not
require any Use Device ability. Requires 15 seconds of calibrating to activate. Tells you
what direction North is. Lasts for 1 minute. Phys-rep: Compass.
Electric Torch: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Does not
require any Use Device ability. Requires 15 seconds of cranking to activate. Once
activated, this provides a bright light that lasts for 5 minutes. The light can be ended at
any time during the duration. Phys-rep: flashlight.
Ocular Enhancers: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Does
not require any Use Device ability. Requires 15 seconds of calibration to use and it lasts
for 1 minute. This portable gadget allows you to look through it and see objects at a great
distance. Phys-rep: telescope/ spyglass.
Hand Radio: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Requires
Use Novice Device. Does NOT come as a pair. Requires 1 minute of cranking to use.
This device allows someone using a hand radio to communicate with someone else using
a hand radio at a decent distance. The distance of communication is the size of one end of
the OOG camp to the other. Each hand radio has a unique signal frequency (number)
that other radios must tune in to to communicate with them. Once activated, allows for 10
minutes of communication. Phys-rep: Steampunked out walkie-talkie.
Novice Lock/Key: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Does
not require any Use Device ability. Requires 15 seconds to affix the lock to something
and to lock the lock. Can be used to lock things like doors, boxes, etc. Takes 15 seconds
to unlock/lock with key. This lock comes with a matching key. Requires pick Novice
lock to unlock the lock without a key. Requires Area notes.
Novice Manacles x2 /Key: (To Make: 5min, 1 Pool, 1 Common Mineral) Cuffs (comes as a
pair). Hardness 2. Does not require any Use Device ability. While wearing a pair of
these cuffs, your arms are considered under a Constriction effect (only your arms, not the
rest of your body). You cannot use the Break Binds feat to escape these manacles unless
you also have a Strength rating equal to their Hardness. These cuffs can be forcibly put
on another character if they are Constricted or Incapacitated.

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Whirl-A-Rang: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Requires
Use Novice Device. Phys-repped by a boomerang-shaped object. Do not actually throw it
at another character when using this device. Spend 10 seconds cranking the device, then
throw a spell packet to Trip the target. The whirl-a-rangs gyros always ensures it returns
to you, even if the target defends against the attack. If you Integrate another device into
the whirl-a-rang that involves throwing a spell packet, then you do not have to return to
the spot where the packet struck to retrieve the device.
Clockwork Toy: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Requires
Use Novice Device. Spend 2 Pool points and 5 seconds cranking the device, then throw a
spell packet at the target to Stun them for 5 seconds (this counts as a Mind effect). The
small clockwork creation you toss out whirrs to life and distracts the target with its noise
and movement (it doesnt fight). You must return to the spot where the packet struck the
character to retrieve the device before you can use it again.
Strobifier: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1. Requires Use
Novice Device. Spend 3 Pool points and 10 seconds cranking the device, then throw a
spell packet to Blind the target for 10 seconds. Phys-repped by any OoG light source.
NOTE: Do NOT use an OoG strobe light and do NOT OoG shine your light phys-rep in
another players face.
Steam Microphone: (To Make: 5min, 1 Pool, 1 Common Mineral) Handheld. Hardness 1.
Requires Use Novice Device. You may pay 1 Pool point and 5 seconds cranking the
device to make your next performance-cast spell or social talent (such as Fast Talk,
Persuade, etc) affect one additional target within range. This stacks with Influence.
Cranium Castle Cap: (To Make: 5min, 1 Pool, 1 Common Mineral) Hat. Hardness 1. Requires
Use Novice Device. You may pay 3 Pool points to use the Willpower feat.
Danger Vision Goggles: (To Make: 5min, 1 Pool, 1 Common Mineral) Goggles. Hardness 1.
Requires Use Novice Device. You may pay 3 Pool points to gain the Blind Fighting
ability for 1 minute.
Blackout Goggles: (To Make: 5min, 1 Pool, 1 Common Plant) Goggles. Hardness 1. Isnt this
just a blindfold? An engineered blindfold, my friend. Much improved. Does not
require any Use Device ability. While wearing these goggles, you are considered Blind.
These may be forced onto another character who is willing, Constricted or
Incapacitated.

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Wireframe Apparel: (To Make: 5min, 1 Pool, 1 Common Plant) Hardness 1. By itself,
wireframe apparel does nothing. However, they still count as devices and as such an
engineer can use Integrate Device to put any other device into this item. When this item
is made, its maker must choose which piece of apparel the wireframe will take the form
of: Cane, hat, goggles, coat, belt, shoes, gloves, or cuffs (if shoes, gloves, or cuffs are
chosen, they can be made as a pair and any Integrated Devices can be activated from
either one). Wireframe apparel appears as a normal piece of clothing or accessory.
Novice Hazards Bundle
Holdout Pistol: (To Make: 5min, 1 Pool, 1 Common Mineral) Firearm. Requires Pistol Style.
Hardness 1. Phys-rep must only be able to fire a single shot before having to manually
reload. No motorized phys-reps are allowed for this firearm. Deals 3 damage as a bullet.
Unlike most other firearms, this item does NOT count as an integration hub.
Additionally, this firearm can always count as being able to fit in a Concealment pouch
even if its phys-rep couldnt. However, this firearm cannot have firearm mods integrated
into it.
Standard Pistol: (To Make: 5min, 1 Pool, 1 Common Mineral) Firearm. Requires Pistol Style.
Hardness 1. Integration Hub. Phys-rep must require pulling back a bolt, hammer, slide,
lever, etc, between each shot. No motorized phys-reps are allowed for this firearm. Deals
3 damage as a bullet.
Standard Rifle: (To Make: 5min, 1 Pool, 1 Common Mineral) Firearm. Requires Rifle Style.
Hardness 2. Integration Hub. If your phys-rep is single shot, you can fire it as quickly as
you can OoG load in each bullet. If your phys-rep is clip-fed, you must crank the firearm
for 5 seconds between each shot. No motorized phys-reps are allowed for this firearm.
Deals 5 damage as a bullet.
Universal Bullets x20: (To Make: 5min, 1 Pool, 1 Common Mineral) Bullets. Hardness 1. This
device cannot be combined using Integrate Device.Can be shot from any firearm that
uses bullets. Each time you fire one of these bullets, you recover its spent shell. 10 spent
shells can be used to reduce either the Pool cost or the component cost of making a new
set of 20 universal bullets by 1 to a minimum of 0. You can use 20 spent shells to reduce
both, but you cannot reduce a single cost more than once this way.
Steam Bomb: (To Make: 5min, 1 Pool, 1 Common Mineral) Bomb. Hardness 1. This device
cannot be combined using Integrate Device. This device follows all the normal rules for
bombs. Requires Use Novice Device. Deals 10 Fire damage to all characters in a Bomb
area. This damage is dealt as a physical ranged attack.

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Force Bomb: (To Make: 5min, 1 Pool, 1 Common Mineral) Bomb. Hardness 1. This device
cannot be combined using Integrate Device. This device follows all the normal rules for
bombs. Requires Use Novice Device. When this bomb explodes, all characters in a Bomb
area are struck with Knockback going away from the phys-rep.
Rope Bomb: (To Make: 5min, 1 Pool, 1 Common Plant) Bomb. Hardness 1. This device cannot
be combined using Integrate Device. This device follows all the normal rules for bombs.
Requires Use Novice Device. When this bomb explodes, a tangle of rope grabs all
characters in a Bomb area and ties them together. For 1 minute or until any of the
characters are attacked (at which point the effect ends for all involved characters), they
are moved close together to where the phys-rep exploded and Constricted.
Booby Trap: Confetti Cannon: (To Make: 5min, 1 Pool, 1 Common Mineral) Stationary
Device. This device follows all the normal rules for booby traps. Hardness 2. When
triggered, the device lets loose an explosion of confetti, smoke or some other harmless
substance which thoroughly confuses the activator of the device, inflicting them with
Surprise Stun for 5 seconds.
Booby Trap: Needle Jab: (To Make: 5min, 1 Pool, 1 Common Mineral) Stationary Device.
This device follows all the normal rules for booby traps. Hardness 2. When triggered, a
hidden needle stabs the activator of the device for 1 Direct trap damage. The needle can
be coated with one dose of a viscid concoction that is dealt to the victim if they take the
needles damage.
Booby Trap: Safety Latch: (To Make: 5min, 1 Pool, 1 Common Mineral) Stationary Device.
This device follows all the normal rules for booby traps. Hardness 2. When triggered,
the device becomes unusable until the trap is deactivated or disarmed.
Guile Trap: Bear Trap: (To Make: 5min, 1 Pool, 1 Common Mineral) Stationary Device.
Requires both Use Novice Device and Set Snare Trap to activate. Hardness 2.
Integration Hub. Empowers the Set Snare Trap talent from the Guile category in the
following ways: In addition to the traps normal effects, the victim suffers 6 Direct trap
damage and the leg that was caught in the trap is also Enfeebled for 1 minute after the Pin
effect ends. If Strength +1, Pull Through, or Break Binds is used to escape, the victim
suffers another 6 Direct trap damage. After the traps duration ends, or if the bear trap is
broken out of by force, it becomes Sundered.
Guile Trap: Spring-Loader: (To Make: 5min, 1 Pool, 1 Common Mineral) Stationary Device.
Requires both Use Novice Device and Set Force Trap to activate. Hardness 2.
Integration Hub. Empowers the Set Force Trap talent from the Guile category in the
following ways: In addition to the traps normal effects, the victim also suffers a Stun
effect for 5 seconds. After its been triggered and its effects go off, this trap becomes
Sundered.

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Guile Trap: Rotating Panel: (To Make: 5min, 1 Pool, 1 Common Mineral) Stationary Device.
Requires Use Novice Device and Set Small Pitfall Trap to activate. Hardness
2. Integration Hub. Empowers the Set Small Pitfall Trap talent from the Guile category in
the following ways: In addition to the traps normal effects, the victim also suffers a Pain
effect for 1 minute. After its been triggered and its effects go off, this trap becomes
Sundered.
Novice Implements Bundle
Novice Wand: (To Make: 5min, 1 Pool, 1 Common Plant, Unique: 1 Novice Spell
Scroll) Wand. Phys-rep should be appropriate for a wand. Hardness 1. This wand can
be made without the spell scroll as a component, but if so, it becomes a blank wand.
Stores 3 charges of the Novice Arcane or Divine spell from the spell scroll used in the
wands making. Wands require a verbal to cast the spell within, which is the standard
verbal for that spell. They must also be wielded to be invoked, but you may throw the
spell packet with either hand. When the charges are all expended, the wand becomes
blank. Blank wands can be used with the Recharge Wand talent to replenish and/or
change the wands charges. Wands follow all the normal rules for the spell that they cast
(area of effect, self-only, etc). Like other non-alchemy items, wands cannot be invoked
while in any stage of your Death Count. If made into a weapon verge, the invoked spell
will always be weapon-cast through that verge, even if the user does not know
Channeling. Cannot be made as a shield-verge.
Novice Spell Talisman: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Talisman.
Phys-rep should be a small glyph or sigil that you can hold in your hand. Hardness 1.
When this talisman is made, the maker must choose one Novice Arcane or Divine spell
that either they or an assistant knows. When this talisman is wielded, that spell costs 1
less Aether for the wielder to cast to a minimum of 1. A spell can only have its Aether
cost reduced by one of these talismans at a time.
Talisman of Power: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Talisman.
Phys-rep should be a small glyph or sigil that you can hold in your hand. Hardness 1.
The wielder can pay 1 Aether to invoke the talisman, which gives them +1 Spell
Proficiency for 15 seconds, so long as they continue to wield the talisman. This bonus
stacks if you wield and invoke two separate Talismans of Power at the same time (you
must have at least one hand free to cast thrown or touch spells). If made into a verge, this
talisman should be invoked as Verge of Power. If this talisman is made into a staff-
verge, then instead the wielder may pay up to 2 Aether for an equal amount of Spell
Proficiencies for 15 seconds, so long as they continue to hold the verge in at least one
hand.

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Talisman of Mercy: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Talisman.
Phys-rep should be a small glyph or sigil that you can hold in your hand. Hardness 1.
The wielder can pay 1 Aether to invoke the talisman, which gives them +1 Healing
Proficiency for 15 seconds, so long as they continue to wield the talisman. This bonus
stacks if you wield and invoke two separate Talismans of Mercy at the same time (you
must have at least one hand free to cast thrown or touch spells). If made into a verge, this
talisman should be invoked as Verge of Mercy. If this talisman is made into a staff-
verge, then instead the wielder may pay up to 2 Aether for an equal amount of Healing
Proficiencies for 15 seconds, so long as they continue to hold the verge in at least one
hand.
Talisman of Zeal: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Talisman. Phys-
rep should be a small glyph or sigil that you can hold in your hand. Hardness 1. While
wielding this talisman, your Smite feat deals +2 damage. This bonus does not stack if
wielding two of these talismans. If made into a weapon verge, the bonus damage only
applies when delivering Smite with it (shield-verges function normally).
Talisman of Grit: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Talisman. Phys-
rep should be a small glyph or sigil that you can hold in your hand. Hardness 1. Once per
Period this talisman can be invoked to make the wielders Stalwart Grits grant double the
Soak for 5 minutes while they continue to wield it. This bonus Soak does not stack if you
wield and invoke two Talismans of Grit at the same time. If made into a verge, this
talisman should be invoked as Verge of Grit. If made into a shield-verge, it may be
invoked twice per period.
Rabbits Foot Talisman: (To Make: 5min, 1 Pool, 1 Common Animal) Talisman. Phys-rep
should look like a small furry animals foot that can be worn on your person. Hardness 1.
Once per Event while wielding this talisman, you may take No Effect from one non-
Greater trap. Note that you must be wielding this talisman before triggering the trap to
invoke its effect. Cannot be made into a shield-verge.
Scrying Medium: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Ornament. Phys-
rep should be a crystal ball, mirror, exquisite bowl that can be filled with water, tarot
cards, oracle bones, or other divination item (phys-rep should be appropriate to the
component used to craft it, but it isnt required). Hardness 1. When the RP for a Ritual of
Scrying focuses on this ornament, the rituals duration is doubled. Additionally, you may
choose to either pay no component cost for the ritual or make the Aether cost no longer
Aggravated. This ornament does not affect Rituals of Greater Scrying.

143
Imbued Scabbard: (To make: 5min, 1 Pool, 1 Common Mineral) Ornament. Phys-rep should
be a sword sheath of any size (not a frog/loop/ring-sheath). Hardness 1. When the RP for
a Minor Ritual of Summon Weapon focuses on this ornament, the duration is doubled and
the weapon gains +1 damage. A weapon summoned with this ornament does not have to
be a sword.
Thunderstick: (To Make: 5min, 1 Pool, 1 Common Plant) Ornament. Phys-rep should be a
large rod with a lightning theme. Hardness 1. If this ornament is being held by a
character who is casting any ritual, they may pay 2 Aether to have the Thunderstick
launch a Perfect Aim 5 Lightning Trip spell (using the casters Spell Proficiencies) to any
one target within a Wave range. Paying Aether and attacking this way does not count as
the caster interrupting the ritual.
Bastion Spike: (To Make: 5min, 1 Pool, 1 Common Mineral) Ornament. Phys-rep should be a
large rod with an earth theme. Hardness 1. If this ornament is being held by a character
who is casting any ritual, they may pay 2 Aether to have the Bastion Spike launch a
Perfect Aim 5 Earth Knockback spell (uses the casters Spell Proficiencies) to any one
target within a Wave range of it. Paying Aether and attacking this way does not count as
the caster interrupting the ritual.
Everburn Torch: (To Make: 5min, 1 Pool, 1 Common Plant) Ornament. Phys-rep should be a
large rod with a fire theme. Hardness 1. If this ornament is being held by a character who
is casting any ritual, they may pay 2 Aether to have the Everburn Torch launch a Perfect
Aim 1 Fire Pain spell (1 minute, uses the casters Spell Proficiencies) to any one target
within a Wave range of it. Paying Aether and attacking this way does not count as the
caster interrupting the ritual.
Shiverspear: (To Make: 5min, 1 Pool, 1 Common Mineral) Ornament. Phys-rep should be a
large rod with an ice theme. Hardness 1. If this ornament is being held by a character
who is casting any ritual, they may pay 2 Aether to have the Shiverspear launch a Perfect
Aim 1 Ice Constrict spell (1 minute, uses the casters Spell Proficiencies) to any one
target within a Wave range of it. Paying Aether and attacking this way does not count as
the caster interrupting the ritual.
Novice Effigy of the Nexus: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Effigy.
Phys-rep should be a small doll, trinket, or some other strange object. Hardness 1. If the
RP for a Novice Arcane ritual focuses on this effigy, it halves the time cost. The effigy is
consumed in the process (the phys-rep should not be destroyed). Only one effigy can be
consumed for a ritual this way at a time.

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Novice Roulette Effigy: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Effigy.
Phys-rep should be a small doll, trinket, or some other strange object. Hardness 1. When
this effigy is made, the maker must choose one deity. If the RP for a Novice Divine ritual
or prayer to the chosen deity focuses on this effigy, it removes the cost from a single Pool
of the users choice. The effigy is consumed in the process (the phys-rep should not be
destroyed). Multiple effigies may be consumed to remove different Pool costs this way.
Novice Scrolls Bundle
Scrolls require a verbal when not being used for teaching, From This Scroll I Invoke
Novice Feat Scroll: (To Make: 5min, 1 Pool, 1 Common Animal/Plant) Hardness 1. This item
follows all the normal rules for scrolls.
Novice Spell Scroll: (To Make: 5min, 1 Pool, 1 Common Animal/Plant) Hardness 1. This item
follows all the normal rules for scrolls. Does not include rituals, runes, or prayers.
Novice Ritual Scroll: (To Make: 5min, 1 Pool, 1 Common Animal/Plant) Hardness 1. Ritual
scrolls can only be used to learn from. A ritual cannot be cast by using a scroll of it.
Does not include normal spells, only rituals, runes, and prayers.
Novice Talent Scroll: (To Make: 5min, 1 Pool, 1 Common Animal/Plant) Hardness 1. This item
follows all the normal rules for scrolls.
Novice Passive Scroll: (To Make: 5min, 1 Pool, 1 Common Animal/Plant) Hardness 1. Passive
scrolls can only be used to learn from. A passive ability cannot be used by using a scroll.
Novice Armor Pieces
Head Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if
Mineral). If making this item as metal, you may choose for it to be either chain or plate.
While wearing a helmet, you are immune to non-Greater Waylay.
Neck Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if
Mineral). If making this item as metal, you may choose for it to be either chain or plate.
While wearing neck armor, you are immune to non-Greater Garrote.
Torso Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if
Mineral) If making this item as metal, you may choose for it to be either chain or plate.
Shoulder Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2
if Mineral). If making this item as metal, you may choose for it to be either chain or plate.
Wrist Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if
Mineral). If making this item as metal, you may choose for it to be either chain or plate.
Hand Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if
Mineral). If making this item as metal, you may choose for it to be either chain or plate.
Leg Armor: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if
Mineral) If making this item as metal, you may choose for it to be either chain or plate.
Shield: (To Make: 5min, 1 Pool, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2 if Mineral).
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Novice Weapon Bases
Small Weapon: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires One-Handed Style to
wield. Hardness 2. Deals 1 damage.
Fist Weapon x2: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires Pugilist Style to wield.
Hardness 2. Made in pairs (any smithing properties applied to this weapon may be
applied to up to 2 of them for no additional cost. Up to 2 may be Remade at once).
Throwing Weapon x5: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires Marksman Style
to wield. Hardness 2. Base damage based on item size. Retrievable after throwing.
Made in packs of 5 (any smithing properties applied to this weapon may be applied to up
to 5 of them for no additional cost. Up to 5 may be Remade at once).
One-Handed Weapon: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires One-Handed
Style to wield. Hardness 2. Deals 2 damage.
Bastard Weapon: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires both One-Handed
Fighting Style and Two-Handed Fighting Style to wield. Hardness 2. Deals 2 damage
when wielded in one hand and 3 damage when wielded in two hands.
Two-Handed Weapon: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires Two-Handed
Style to wield. Hardness 2. Must be wielded in two hands. Deals 4 damage.
Staff: [5min, 1 Pool, 1 Common Plant] Requires Staff Style to wield. Hardness 1. Must be
wielded in two hands. Deals 2 damage.
Bow: (To Make: 5min, 1 Pool, 1 Common Plant) Requires Marksman Style to wield. Hardness 1.
Must be wielded in two hands and requires arrows as ammunition. Deals 4 damage.
Crossbow: (To Make: 5min, 1 Pool, 1 Common Plant) Requires Marksman Style to wield.
Hardness 1. Must be wielded in two hands and requires bolts as ammunition. Deals 4
damage.
Arrows/Bolts x10: (To Make: 5min, 1 Pool, 1 Common Mineral) Requires Marksman Style to
wield. Hardness 2. Ammunition for bows and crossbows. Retrievable after shooting.
Deals no additional damage at base. Made in packs of 10 (smithing properties applied to
this weapon may be applied to up to 10 of them for no additional cost. Up to 10 may be
Remade at once).

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Chapter 15: Apprentice
Title: Apprentice Warrior
Requirements:
At least 1 Fighting style Skill
At least 2 purchases of a fighting style Prof
At least 3 Novice Combat Feats
At least 15 Exp. spent on other Combat Passives and Powers.
Total Level 7
Grants access to Apprentice Level Combat Skills.
Perk: Heart of the Warrior- Gain +5 Vaea, +2 Steam, and 1 Fighting Style Proficiency of your
choice (this does not increase the cost of your FS profs).
Title: Apprentice Scout
Requirements:
At least 1 Fighting style Skill
At least 2 purchases of a Backstab Prof
At least 20 Exp. spent on other Guile Passives and Powers.
Total Level 7
Grants access to Apprentice Level Guile Skills.
Perk: Scout Training- Your training has granted you greater speed and precision necessary to
accomplish tasks in a timely fashion. Gain +5 Steam, +1 Backstab Prof for free, and you may
now undertake +1 between event action, if at least 1 of your actions is not divine or arcane in
nature.
Title: Apprentice Mage
Requirements:
At least 3 Arcane Spells, Rituals, or Runes
At least 2 spell enhancements, or 2 spell profs, or any combination of the two.
Knowledge: Arcana
At least 15 Exp. spent on other Arcane Passives and Powers.
Total Level 7
Grants access to Apprentice Level Arcane Skills.
Perk: Magical Training- Gain +5 Aether, heal +2 Aether per Meditation (stacks other
meditation enhancing abilities), and gain 1 free Spell proficiency or Spell enhancement (this does
not increase the cost of any multi-purchase skill).

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Title: Apprentice Acolyte
Requirements:
At least 3 Divine Spells, Feats, or Talents.
At least 1 Divine Ritual.
Knowledge: Theology [Diety]
At least 10 Exp. spent on other Divine Passives and Powers.
At least 10 Exp. spent on Combat, Guile, or Arcane abilities.
Total Level 7
Grants access to Apprentice level Divine Skills.
Perk: Acolyte Training- Grants +2 Steam, +2 Aether, and +2 Vaea. You also gain 1 Level of an
Affinity related to your baptism, and either +1 Zeal proficiency or +1 Heal proficiency.
Title: Apprentice Docent
Requirements:
At least 2 Knowledge Skills
At least 2 purchases of Knowledge Proficiency.
At least 10 Exp. spent on other Academic passives and powers.
Total Level 6
Grants access to Apprentice Level Academic Skills.
Perk: Intrepid Student: Allows you to learn a skill 5 minutes faster. This stacks with a teacher
who has Instructor. You may now undertake +1 between event action, if at least 1 of your
actions is Research.

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Title: Apprentice Professional
Requirements:
At least 1 Crafting Bundle
At least 1 of either Profession, Gather Components, Dissect Components, or Salvage
Components.
At least 10 Exp. Spent on other Crafting and Labor passives and powers.
Total Level 6
Grants access to Apprentice level Crafting and Labor Skills.
Perk: The First Step: You may now undertake +1 between event action, as long as at least 1 of
your actions is a Profession skill or Home at the Workshop. You also gain +5 Steam OR
Aether.

Title: Apprentice Jack of All Trades


Requirements:
At least 15 exp spent in at least 4 different novice categories
Total Level 7
Cannot have any Apprentice titles already.
Grants access to the Apprentice categories of every novice category you put at least 15 exp into.
Perk: Little Bit of Everything: You can now gain other apprentice titles. You gain +5 Vaea, +3
Steam, and +3 Aether. Also, choose 1 of the following: +1 spell prof, backstab prof, weapon
prof, or knowledge prof.

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Combat Apprentice
Combat Passives
The Khan's Persistence: (6 Exp.) This skill allows you to fight with any broken weapon,
swinging for half the total damage you would normally swing for. This can be fixed with
normal repair skills. If the weapon is broken a second time it is considered absolutely
destroyed past the point of repair, and can no longer be used. This skill does not work
with broken limbs.
Battle Hardened: (6 Exp.) This skill grants +1 natural armor.
Hide of the Elephant: (7 Exp.) (Pre-req: Battle Hardened) This skill grants +1 Natural Armor.
Iron Fist: (5 Exp.) (Pre-req: At least 1 Pugilist Prof) Your fists count as having +1 hardness.
Strength of the Rhino: (10 Exp.) (Pre-req: Strength +1) This skill grants +1 Strength category.
Parry: (4 Exp.) (Pre-req: Deflect) This skill allows you to use deflect for attacks from behind.
Deflect Arrow: (4 Exp.) (Pre-req: Deflect) You are aware of missile attacks. You can use
deflect against ranged weapons, not guns.
Favored Quarry: (5 Exp.) (Pre-req: Knowledge based on chosen target: Nature for Natural,
Arcana for Aether Creatures, Theology for Unnatural, Mineralogy for Constructs,
Medicine or Culture for Mortals) Choose 1 Creature (Aberrations, Unliving, Aether
Creatures, Natural Creatures, and Constructs) or PC playable race type to be your favored
quarry. Against your favored Quarry, you have a Steam efficiency of 1 and deal +1
physical numerical damage.
Walk it off: (7 Exp.) (Pre-req: No Guts No Glory) You can now stay standing and defend
yourself while in stage 1 Death Count.
Armor Proficiency: (7 Exp.) (Pre-req: Leather, Chain, or Plate use) (Multi-Purchase) You gain
+1 Armor Rating when wearing a half suit and +2 when wearing a full suit of armor.
Overlay Armor: (7 Exp.) (Pre-req: 2 Armor Use abilities) You can wear a half/ full suit of one
type of armor (leather, chain, or plate) with a half/ full suit of another armor. Follows
Armor Layering rules.
Bastion: (7 Exp.) (Pre-req: Overlay Armor) You gain +1 Armor Rating per set of armor that you
wear (max of 3).
Armor Master: (7 Exp.) When wearing armor, you always have an Armor Rating of 2, even if
armor is broken or made useless. Cannot be purchased if you have Tough as Nails.
Tough as Nails: (6 Exp.) (Pre-req: Armor Proficiency Leather or Chain.) This skill grants +1
soak per layer of Armor, even after if Armor Rating is reduced to 0. Cannot be
purchased if you have Armor Master.

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Florentine Fighter: (6 Exp.) (Pre-Req: Two Weapon Fighting) You can now apply your main
hand proficiencies to your off-hand weapon.
Artillery Style: (8 Exp.) (Pre-req: Knowledge Tactics, Long Gun Style) Allows you to use
Artillery, cannons, and mortars. Artillery does a base of 6 damage.
Artillery Prof: (9 Exp.) (Pre-Req: Artillery Style) (Multi-purchase) You permanently do +1
Damage with Artillery.
Combat Talents: Apprentice
Tactical Defense: (6 Exp.) (Pre-req: Knowledge: Tactics) Study the fight for 1 minute without
participating in it. You can now use defensive feats with an efficiency of 2 for the next
minute.
Armor adjustments: (5 Exp.) (Pre-req: 2 Armor Proficiencies) You can adjust damaged armor
to protect vital areas. You must RP for 1 minute while adjusting the armor. You regain
2 Armor Rating. You can only do this 2 times for a half suit and 4 times for a full suit
before your armor needs to be repaired.
Combat Feats: Apprentice
Break Binds: (4 Exp.) (To use: 3 Steam) (Pre-req: Strength +1) This feat may be used to
instantly end a Constrict effect. Call Break Binds. Strength +X.
Break Limb: (5 Exp.) (To use: 4 Steam) (Pre-req: Enfeeble) Strike Targets limb. That limb is
Broken. If it is an arm, they can no longer use it. If it is a leg, they cannot walk.
Duration: until cured. Call Break Limb. (Limb).
Cleave Magic: (5 Exp.) (To use: 4 Steam) (Pre-req: Deflect) If you have this skill, you cannot
use Master tier arcane spells. This feat will negate the effect of any single spell or
Weapon casted strike that hits you from the front. This will only work on single target
spells or if the user is the direct target of an AOE.
Critical Strike: (6 Exp.) (To use: 4 Steam) (Pre-req: Fighting Style Prof x2) You swing x2
damage for one swing. All temporary damage modifiers, including those granted by other
Feats, can be used in conjunction with this Feat, but such modifiers are all added in after
this multiplication of base damage is calculated. Call Crit Strike X damage.
Iron Stomach: (4 Exp.) (To use: 3 Steam) (Pre-req: Will power) The character ignores all
effects from any ingested alchemy.
Knockback: (4 Exp.) (To use: 3 Steam) (Pre-req: Trip) Strike target in torso. Target is knocked
back 10 feet. Call Knockback 10 feet.
Throw: (5 Exp.) (To use: 3 Steam) (Pre-req: Pugilist style and Knockback) Strike target in torso
with two Claw/Fist weapons. Target is affected by Knockback, and must move 10 feet
in the direction of your choice. Call Knockback. 10 Feet. (X Direction).

151
Protect: (4 Exp.) (To use: 3 Steam) (Pre-req: Deflect) You can use this feat in response to
someone within weapons distance of you being struck by a weapon or spell. You will
instead take the effect of that attack. You cannot defend against this attack.
Steel Bastion: (6 Exp.) (To use: 4 Steam) (Pre-req: Deflect) This is called immediately after
being struck in melee and using deflect against the attack. Your attackers weapon is
affected by Sunder 1. Call Deflect. Steel Bastion. Revenge Sunder 1.
Hamstring: (4 Exp.) (To use: 3 Steam) (Pre-req: Enfeeble) Strike target in leg. Once
struck, target is affected by Hamstring and must move at a heel-to-toe rate for 1
minute. Call Hamstring 1 minute.
Throat Shot: (5 Exp.) (To use: 4 Steam) (Pre-req: FS 1 handed or pugilist): Strike target in the
torso with small weapon or fists. Target is affected by Silence and cannot speak for 1
minute. Psionics will still work. Call Throat Shot. Silence. 1 Minute.
Trap Weapon: (5 Exp.) (To use: 4 Steam) (Pre-req: Disarm) Strike targets weapon. As long as
physical contact is maintained, the weapon phys-reps Are stuck together and cannot be
used as normal. Knock-back or physically dropping the weapon will break this power.
I Said Dance: (6 Exp.) (To use: 4 Steam) (Pre-req: Firearm prof) Shoot at targets feet with gun.
Target is stunned. You may continue to shoot 1 bullet every 3 seconds to reset the stun.
Lasts until out of bullets. Minimum of 3 shots. Concentration Effect.
Intimidate: (4 Exp.) (To use: 3 Steam) (Pre-req: Taunt) RP with target for 5 seconds. Target is
affected by Fear. This is a mental effect. Call Intimidate. Perfect Aim. Fear. 1
minute.
Cannibalize: (4 Exp.) (To use: 5 Vaea) (Pre-req: None) You strain your body so hard that it
physically damages you, but you are able to draw steam from this. Heal 2 Steam. If you
drop to 0 Vaea doing this, you drop to stage 2 of Death Count.
Ignore injury: (4 Exp.) (To use: 3 Steam) (Pre-req: None) Delays negative physical effects, like
breaks, enfeeble, and Bleed, for 30 seconds.

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Guile Apprentice
Guile Passives
Poison Immunity: (5 Exp.) (Pre-Req: Poison Resistance.) (Separate Purchase) Choose 1 Poison.
You are now permanently immune to that Poison. Note that this immunity does not
extend to Greater versions of this Poison. Limit of 3 purchases.
Concealment: (6 Exp.) (Pre-req: Eagle Eye) You are now adept at concealing items on yourself.
You can now wear/have a pouch that must be clearly labeled Concealed. Any
items/cards in this pouch are undetectable through most normal means, including
searching, pickpocket, Eagle Eye, and Spot a Mark. No item larger than a small weapon
can fit into this pouch.
Paranoia: (5 Exp.) (Pre-Req: Eagle Eye) Being more aware of how to size up potential targets
grants unique insight in how to avoid being sized up. You are now immune to Eagle Eye
and all associated skills.
Fancy Footwork: (8 Exp.) (Pre-Req: Quick Reflexes) The Soak granted by Quick Reflexes
increases by 1. This skill will provide no benefit for a character already benefitting from
the Banditry skill.
Banditry: (8 Exp.) (Pre-Req: Quick Reflexes) You can now benefit from Quick Reflexes
while wearing up to a half-suit of chain, or a full-suit of leather armor. This skill will
provide no benefit for a character already benefitting from the Fancy Footwork skill.
Shank: (5 Exp.) (Pre-req: Kidney Shot. Small weapon use) So long as the character is wielding a
dagger or other similar small weapon, they may use the Kidney Shot feat from any angle.
Antagonistic: (5 Exp.) (Pre-Req: Misdirection. Fast Talk.) The character may now use the
Misdirection feat from any angle, as they have better learned how to antagonize their
enemies against each other.
Quick Search: (3 Exp.) (Pre-req: Eagle Eye) (Multi-purchase) Reduces search time by 5
seconds per purchase. Can be purchased up to 3 times.
Black Market Contacts: (4 Exp.) (Pre-req: Gather Information) Between event skill. You have
tapped into the local black market, and may take advantage of the many services
provided. You may use a between event action to buy and sell illegal wares, gather
information specifically tied to the market and associated topics, or seek out illegal
bounties.

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Guile Feats: Apprentice
Poison Resistance: (4 Exp.) (To use: 3 Steam) (Pre-Req: Rapid Metabolism.) When affected by
a Poison, you can activate this feat to delay the effect for 1 minute. Cannot be used on
more than one Poison at a time.
Dodge: (5 Exp.) (To use: 4 Steam) (Pre-Req: Fancy Footwork OR Banditry) This skill will
negate any one melee, ranged (excluding bullets), or spell attack from the front. Cannot
be used while wearing plate armor.
Dirty Fighting: (4 Exp.) (To use: 3 Steam) (Pre-Req: Stun and Shank) Strike target. Target is
hit with a standard Blind effect. Call Dirty Fighting. Blind. 1 minute.
Suppress Baptism: (5 Exp.) (To use: 3 Steam) (Pre-Req: Lie) You may suppress your current
baptism and instead detect as unbaptized. Duration: 1 minute.
Quick Shot: (4 Exp.) (To use: 3 Steam) (Pre-Req: 1 Firearm Prof) You must have a pistol
holstered with at least one bullet loaded. You can fire a shot without OOG without taking
your pistol out of the holster. Call this feat and throw a spell packet for the normal
damage of your gun. This counts as a shot fired from the appropriate gun. Bullets are still
Expended this way. Cannot be used with other feats.
Interrogate: (5 Exp.) (To use: 4 Steam) (Pre-Req: Sense Motive.) You can detect truth for the
next 5 minutes. During this time, for +2 additional Steam per call, you may choose 1
target and ask them a question. They must answer the question truthfully and to the best
of their knowledge and ability. This part of the effect counts as a mental effect.
Silent Kill: (4 Exp.) (To use: 3 Steam) (Pre-Req: Shank) Allows the character to whisper their
coup de gras count when used.
Mask Culture: (5 Exp.) (To use: 3 Steam) (Pre-Req: Lie) You now detect as a member of any
culture of your choosing against standard detect culture abilities. Duration: 1 minute.
Guile Talents: Apprentice
Disarm Apprentice Traps: (4 Exp.) (Pre-Req: Disarm Simple Trap) Spend 1 minute RP
disarming a trap. This allows you to disarm any Apprentice trap.
Pick Advanced Lock: (4 Exp.) (Pre-Req: Pick Simple lock) Spend 1 minute RP picking a lock.
This allows you to pick any Advanced lock.
Spot a Mark: (5 Exp.) (Pre-Req: Eagle Eye) You are now adept at sizing up living beings for
potential loot or items of value. After 30 seconds of observation, you may discover if the
target has any items of value on their person as per the Eagle Eye skill, regardless of what
condition the target is in.

154
Fast Talk: (6 Exp.) (Pre-Req: Lie) You must engage your intended target in conversation. After
30 seconds, the target is Stunned, with the notable exception that they only speak to
continue the conversation. This stun will last as long as the conversation is maintained. If
anything would break the stun, the effect ends. Mental effect.
Burglars Insight: (4 Exp.) (Pre-Req: Spot a Mark) After 1 minute looking around the
inside/outside of a building, you become aware of all entry and exit points to a building,
as well as any items of worth within the building itself. If used in conjunction with a
Marshal, more information may be gleaned using this skill.
Set Large Pitfall Trap: (5 Exp.) (To use: 5 Minutes) (Pre-Req: Set small Pitfall trap) This is an
advanced trap. When triggered, the target falls into a hole about 6-8 feet deep, taking 5
damage from the sudden fall. While in the pit, the target cannot attack or be attacked in
melee, but can still use and take effect from spells or ranged weaponry. The target can
attempt to climb out of the pit, which takes 1 minute and requires Concentration. Anyone
outside of the pit can assist, which will reduce the time to escape to 10 seconds.
Deadfall Trap: (5 Exp.) (To use: 1 Minutes) (Pre-Req: Set Force trap) This is an Advanced trap.
A heavy object is set to fall upon whoever triggers the trap. Target takes an
Incapacitate effect for 5 minutes. If the target is wearing a helmet, they instead take a
Physical Ineptitude effect for 1 minute.
Poison Dart Trap: (5 Exp.) (To use: 2 Minutes) (Pre-Req: 1 Novice trap talent) This is an
Advanced trap. A small dart may not harm more than your average mosquito, but can be
prepared with all sorts of nasty concoctions. Upon setting this trap, you may choose to
load it with any alchemical concoction of choice. Upon triggering the trap, the target
takes 1 direct damage, and suffers the effect of whatever alchemy was loaded into it. In
addition to a marshal note, the character must leave the item tag for the concoction with
the trap phys-rep.

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Arcane Apprentice
Arcane Passives
Spell Enhancements:
Stretch: (3 Exp.) (Pre-req: any lance, arc, or cross spell/rune.) (Multi-purchase/separate
progression for each spell.) Choose 1 lance, arc, or cross spell/rune. Chosen lance, arc, or
cross spell/rune can affect one additional target. Can be purchased multiple times for the
same spell/rune.
Blood Magic: (5 Exp.) (Separate Purchase) Choose 1 spell, rune, or ritual (cannot be a
healing spell). Chosen spell or rune can be cast with Vaea instead of Aether, spending 5
Vaea per 1 Aether. Chosen ritual can be cast spending Vaea instead of components,
spending 1 aggravated Vaea per rarity of (non-unique) component.
Wand Master: (3 Exp.) (Pre-req: at least 2 other enhancements) (Separate Purchase)
Choose 1 spell and 1 Spell Mastery effect. If you cast this spell through a wand, you may
spend 1 additional charge to augment it with the chosen Spell Mastery effect.
Spell Mastery: (7 Exp.) (Pre-req: 2 spell enhancements in a single spell) (Separate purchase)
Can be purchased once per spell. Choose a spell in which you have at least 2 spell
enhancements and gain 1 of the following benefits:
Aim- Spell can be perfect aimed for 1 additional Aether and a 3-count aim.
Ambidextrous- Spell can be forked for no fork cost.
Active- Spell cannot be resisted by Latent spell defenses.
Quickcast- Spell requires no verbal.
Reverberate: (6 Exp.) Within 10 seconds of casting a spell, pay the spells cost and call
Reverb to cast the spell a second time without a verbal
Magical Executor: (6 Exp.) Damaging single target numerical spells can be sustained to deal
their damage per second, as long as line of sight is maintained and you pay the spells
Aether cost each second. Concentration Effect.
Spell Veil: (6 Exp.) (Pre-req: 1 spell that can be cast Latently.) Can cast a single target
damaging spell you know as a Latent spell defense on yourself, which can be activated
against a melee attacker. When activated, call Revenge before the effect.
Aether Well: (5 Exp.) When Aether is transferred from or through you, the recipient receives 2
additional Aether.
Telepathy: (5 Exp.) (Pre-req: Knowledge psyche.) You can enter people's minds to communicate
with them. Requires target to be within eyesight. You may communicate with 1 target of
your choice. Both of you must hold 2 fingers to your temple to symbolize this skill. You
may communicate back and forth until you decide to cut the connection.

156
Recover Power: (7 Exp.) After OOG physically missing with a spell packet, you may call
Recover and regain 1 Aether.
Ritual Concentration: (6 Exp.) (Pre-req: Concentration) Concentration may now be used while
casting rituals and runes.
Long-handed Runic Casting: (6 Exp.) (Pre-req: Any 1 Rune.) While casting runes, you may
add double any one numerical value, by spending double the time and +2 Aether during
creation. This can be used once per single rune.
Improved Channeling: (6 Exp.) (Pre-req: Channeling) You may now channel any spell through
your weapon, not just numerically damaging spells.
Infusion Training: (4 Exp.) (Pre req: Transmute to Magical) Spend 10 Minutes when using
Transmute to Magical on uncommon components to create uncommon ritual
components.
Arcane Spells: Apprentice
Spell Verbal: Ex Terra Vox Astrum
Bands of Holding: (5 Exp.) (To use: 4 Aether.) (Pre-req: none.) (Spell Type: Bolt.) Target is
affected by Constrict, neck down for 30 seconds. Call Bands of Holding. Constrict.
30 seconds.
Ion Blast: (4 Exp.) (To use: 3 Aether) (Pre-req: none) (Spell type: Bolt) Target Gadget becomes
inert for 1 minute. Call Ion Blast. (Target gadget). Inert. 1 minute.
Fireball: (5 Exp.) (To use: 4 Aether) (Pre-req: Magic Missile) (Spell type: Bomb) Deals 10 fire
damage in a bomb radius. Call Fireball. Bomb. 10 Fire.
Arcane Lance: (4 Exp.) (To use: 3 Aether) (Pre-req: Magic Missile) (Spell type: Arc) Deals 8
Magic to the target and 1 target behind them. Call Arcane Lance. Arc. 8 Magic.
Chain Lightning: (6 Exp.) (To use: 4 Aether) (Pre-req: Magic Missile) (Spell type: Cross) Deals
8 lightning damage to the target, the person behind them and the people to the left and/or
right of them. Call Chain Lightning. Cross. 8 Lightning.
Dominate Mortal: (5 Exp.) (To use: 4 Aether) (Pre-req: Charm) (Spell type: Bolt) Target Mortal
is affected by Domination and must follow any of your orders to the best of their ability
for 15 minutes. Call Dominate. 15 Minutes
Identify Magic: (4 Exp.) (To use: 3 Aether) (Pre-req: none) (Spell type: Touch) Identifies the
qualities of target magic item.
Counter Warp: (4 Exp.) (To Use: 2 Aether) (Pre-req: Spell Dampening) Self Only. Latent. No-
one controls your spells better than you do. Can be invoked when you are hit from any
angle by a spell that you have permanently learned. That spell is negated. Call Invoke
Counterwarp (Spell name).

157
Arcane Runes and Rituals: Apprentice
Rune of Strength: (7 Exp.) (To use: 3 Aether and 2 minutes.) (Pre-req: 1 Novice Rune.)
(Personal Rune.) Target mortal gains +1 strength for 1 hour.
Rune of Armorskin: (7 Exp.) (To use: 3 Aether and 2 minutes.) (Pre-req: 1 Novice Rune.)
(Personal Rune.) Target mortal's skin gains an armor rating of 2 for 1 hour.
Rune of Protection: (7 Exp.) (To use: 3 Aether and 2 minutes) (Pre-req: 1 Novice Rune.)
(Personal rune) Can be Invoked to defend yourself only, against 1 physical attack (front,
back, AOE and Greater).
Ritual of Warding: (8 Exp.) (To use: 3 Aggravated Aether, 1 Uncommon Aether Stone, 1
uncommon Magic Paste, and 10 minutes.) Seals a building, room, or structure from
anyone entering who doesn't say the password at the entrance of the building. Password
must be set during ward creation. This can target a building as small as a tent or as large
as a small shack. Any being ten levels higher than the caster can pass through the ward as
usual. Can be dispelled at will by the caster. Requires Area Notes. Duration: Until end of
event, destroyed, dispelled, or caster takes a death.
Ritual of Aegis of Magic: (8 Exp.) (To use: 3 Aggravated Aether, 2 Uncommon Magic Paste and
10 minutes.) (Pre-req: Minor ritual of Summon Weapon.) Creates ethereal magical
armor on the recipient of this ritual. Target gains a full suit of armor which grants an
armor rating of 4. If this ritual is cast on an already existing suit of armor, it instead
grants that armor an additional armor rating of 2. Can be repaired as normal. Duration:
Until the end of event, dispelled, or destroyed.
Ritual of Mark / Recall: (8 Exp.) (To use: 3 Aggravated Aether, 2 Uncommon Aether Stone,
and 10 minutes.) Marks a location, name it, and write the location on your character card.
You may then call Recall (X location) to instantly teleport to this area. After doing
this once, the mark is consumed. Duration: Until the end of event, dispelled, or caster
takes a death.
Ritual of Energy Gem: (7 Exp.) (To use: 3 Aggravated Aether, 1 Uncommon Mana Dust, 1
uncommon Aether Stone, and 10 minutes.) (Pre-req: Ritual of Power Gem.) Creates a
gem that regenerates Aether or Steam (choose 1 upon creation of the gem) of whoever
possesses it by 1 every 10 mintues. This cannot heal aggravated Aether or Steam.
Duration: Until the end of event, dispelled, or destroyed.
Ritual of Strength: (8 Exp.) (To use: 3 Aggravated Aether, 1 Uncommon Aether Paste, 1
Uncommon Mana Dust, and 10 minutes.) Target gains +1 strength. Duration: Until the
end of event, dispelled, or target takes a death.
Arcane Talents: Apprentice
Drain Magic: (6 Exp.) (Pre-req: Energy Conductor.) RP over dead target (past Third Stage) for 1
minute. Drain up to 2 Aether. Dead target must have Aether left in their system.
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Divine Apprentice
Divine Passives
Face thine Enemy: (5 Exp.) (Pre-req: Stalwart Grit.) Your Stalwart Grit is now a soak of 2
instead of a soak of 1.
Sense Possession: (5 Exp.) (Prerequisite: Spiritual Sensitivity.) Spiritual Sensitivity may now
sense if a target is possessed.
Improved Prayer: (5 Exp.) (Pre-req: Any lesser Prayer.) You may benefit more players with
your prayer. by spending +1 minute and +2 pool per person.
Humble Offerings: (7 Exp.) (Pre-req: Any lesser prayer.) You can now use components in
addition to or in lieu of pool points during a Prayer. Each component rarity counts as 1
pool point, but a minimum of 1 point must still be spent from your pool.
Self Sacrifice: (7 Exp.) (Pre-req: Lesser prayer of Protection or Empowerment.) When using
lesser prayers of protection or empowerment, you may spend +1 Aggravated Pool (Vaea,
Steam, or Aether) to increase the numerical outcome of the prayer by +1 per pool point.
You can instead spend RP Point or Affinity point to increase the numerical outcome of
the prayer +2 per point. This may be spent multiple times; however the maximum is +5.
Holy Symbol: (5 Exp.) (Pre-req: Any lesser Prayer.) A symbol of ones deity, often called a
fetish, becomes infused with the power of ones faith. This allows you to use all of your
prayers +1 time per event. Additionally, Arcane Spells that are enhanced by your
baptismal Affinity count as Divine Spells for the purpose of other skills. Requires a
phys rep of your gods symbol. The item that your holy symbol is on cannot be
mechanical (weapons, armor, etc). In order to use any skills that require or use holy
symbol, your holy symbol must be on you and visible.
Faith through Death: (5 Exp.) (Pre-req: Enduring Faith.) When using Enduring Faith you
may now cast 2 spells in your Death Count.
Immutable Faith: (5 Exp.) (Pre-req: None.) You may cast a Divine spell even if you are
silenced or unable to cast spells, by spending +2 Aether or Steam when casting.
Improved Blessing: (6 Exp.) (Pre-req: Bless.) Your blessing can now work on an item that is up
to 8 feet long (this does not work on an area). The damage from your Blessing is now 1
damage per level of Affinity that you have in your Gods element (Max +5 before other
modifiers).
Inspire the [Solar/Lunar]: (6 Exp.) (Pre-req: Inspire the faithful.) By spending 3 minutes, when
using Inspire the Faithful you can affect targets who are baptized within the same
pantheon as you.

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Light Reveals All: (6 Exp.) (Pre-req: Baptism to Lyrana.) When activating an Illuminate spell,
you can choose to dispel all invisibility spells within 5 feet (Does not work on physical
invisibility or Greater).
Gore Splash: (6 Exp.) (Pre-req Baptism to Zigaen.) The trouble with messy killers is that its
hard to see with gore in your eyes. When using Coup de Gras or Killing blow, you can
choose to throw a spell packet that causes Blind. 5 seconds. Spell packet must be
thrown within 5 seconds of the coup de gras or this effect fades.
Divine Neutrality: (6 Exp.) (Pre-req: Speak with Nature, Unnatural, Magical, or Construct.) The
creature that you can speak to now considers you neutral. They will not attack you unless
you attack them first. For Nature Twins, this includes shape-changed Lycanthropes.
However, Lycanthropes may defend against this ability as if it were a charm.
Battle Inspiration: (6 Exp.) (Pre-req: Baptism to Morwyn, Inspire the Faithful.) When using
Inspire the Faithful, you can also give your targets +1 melee/ ranged damage or +1
spell damage of their choice.
Inspired by Life: (6 Exp.) (Pre-req: Baptism to Kallen, Inspire the Faithful.) When using
Inspire the Faithful, you can also give your targets +1 healing prof.
In Deaths Service: (6 Exp.) (Pre-req: Baptism to Morcant.) If you die, you may choose to
resurrect anywhere (you still take a death and must see plot before resurrecting). If you
choose to resurrect through the Archway, you have more control over how you enter back
into the world of the living (inform plot that you have this ability).
Read Nonsense: (2 Exp.) (Pre-req: Baptism to Oksani.) You can always read any text that was
Jumbled as if it was not jumbled.
Divine Talents: Apprentice
Bestow (AFFINITY): (5 Exp.) (Pre-req: Affinity level 2 in a single Affinity.) RP with weapon
for 1 minute. Targets weapon may swing for the casters baptismal damage type and
gains +1 damage for each level of that Affinity that the caster has. Using that damage
type is optional, but the damage boost only applies when swinging that damage type.
Duration: 30 minutes.
Divine Rituals: Apprentice
Prayer of Divine Intervention: (7 Exp.) (To use: 10 minutes and 3 Aggravated Aether or
Steam) (Pre-req: Prayer of Guidance) Once per event, you may pray to your deity to ask
for assistance in a certain situation. This can be used to help you solve a puzzle, module,
or problem. The god or Divine being will aid in their own way, which could be
detrimental to yourself or others. A plot marshal must be present to determine the
ultimate outcome, and to take note of the prayer.

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Prayer of Divine Favor: (7 Exp.) (To use: 10 minutes and 3 Aggravated Aether or Steam) (Pre-
req: Lesser Prayer of Empowerment) Once per event, you may pray to your deity to ask
them to augment one of your spells or Divine feats. The Spell augmentations that you
can choose from are: Arc, Lance, Wave, Cross, Perfect Aim, or no Spell Verbal. This
can also temporarily change a spells damage type to any of your choice (excluding
Divine, Void, Forge, and Storm). The Divine Feat Augmentations include: speed, arc,
lance, and wave, as well as perfect aim for ranged attacks. If you have self sacrifice
you can spend +1 aggravated Steam or Aether to enhance a spell or feat with 2
augmentations (only 1 can be an AOE augment). This augmentation will last for 6 hours.
A plot marshal is not required, but can affect the prayers outcome if nearby.

Divine Spells: Apprentice


Solaarian Pantheon
Spell Verbal: Use the Verbal of your Deity.
Pre-req: Baptism to a Solaarian Deity.
Grant Stamina: (4 Exp.) (To use: 3 Aether) Target gains +8 temporary Vaea. This does
stack with other temporary Vaea buffs, but is the first Vaea to go.
Grant Freedom of Mind: (3 Exp.) (To use: 2 Aether) Latent. Cast on Target. Target gains 1
use of Willpower. This can be invoked when the target is affected by a Mental Effect.
That effect is defended against and the invoker is immune to Mind Effects from the same
person for 1 minute.
Grant Wisdoms Sight: (3 Exp.) (To use: 2 Aether) Latent. Can be cast on self or others.
Gain 1 free use of Sense Motive: You can detect the truth. Can OOG ask your target if the
last statement that they said IG was the truth. Call sense motive. Can be invoked at will.
Call a Solaar Grip: (3 Exp.) (To use: 2 Aether) (Spell Type: Bolt) The target of this spell is
forcibly pulled towards the caster until they are within weapons distance. After being pulled
within weapons distance, this spell effect ends. Call Call a Solaar Grip. Pull to Weapons
distance.
Lyrana
Spell Verbal: By the Power of Lyrana, I
Pre-req: Baptism to Lyrana.
Preserve Your Loyalty: (4 Exp.) (To use: 3 Aether) (Prerequisite: Return your Honor)
Latent. Cast on Target. Can be invoked to defend against a Mind Effect. For 1 minute
afterwards, the invoker strikes for +2 damage against whoever attempted the Mind Effect.
Quiet the Damned: (4 Exp.) (To use: 3 Aether) (Spell Type: Bolt) The target of this spell
with Dark Affinity is affected by Silence for 5 minutes. Call Quiet the Damned. Silence. 5
minutes. Dark only.

161
Compel a Confession: (4 Exp.) (To use: 3 Aether) Target must answer the casters next
question fully and completely.
Name an Ally of Light: (4 Exp.) (To Use: 3 Aether) Target counts as baptised to Lyrana for
1 hour. This can only be cast on one person at a time, and will not work on followers of
Zigaen/dark Affinity.
Kallen
Spell Verbal: By the Power of Kallen, I
Pre-req: Baptism to Kallen.
Grant Jehrens Protection: (4 Exp.) (To use: 3 Aether) Touch Target. As long as you
maintain physical contact with your target, all damage and effects that would affect the
target, will instead affect you. Target may use physical defenses, such as block and deflect,
but you may only use defenses that negate certain effect types, such as willpower.
Absorb Malady: (3 Exp.) (To use: 2 Aether) (Spell Type: Touch) You can absorb 1
detrimental status effect actively on the target. It now affects you. Effects that cannot be
stacked cannot be absorbed if they are already affecting you. Does not work on Posession.
Give a Second Chance: (3 Exp.) (To use: 2 Aether) Latent. Cast on Target. Can be invoked
in order to negate a Killing Blow, Coup de Gras, or an ability that would instantly put the
target into any stage of Death Count, not counting numerical damage.
Cause Regret: (4 Exp.) (To use: 3 Aether) (Spell Type: Bolt) Target is affected by
Slowness for 1 minute. Call Cause Regret. Slowness. 1 minute.
Keld
Spell Verbal: By the Power of Keld, I
Pre-req: Baptism to Keld.
Fuse Wound: (4 Exp.) (To use: 3 Aether) Target is cured of Bleeding, but takes 3 Fire
damage.
Discern Item: (3 Exp.) (To use: 2 Aether) Cast on item. This discerns what a crafted item is,
including materials and its purpose or effect.
Grant Cadeleons Armaments: (4 Exp.) (To use: 3 Aether) Self or Target gain the ability to
wield a firearm up to rifle-size for 15 minutes. If you already know how to use firearms, gain
+2 firearm profs.
Grant Peaceful Dreams: (4 Exp.) (To use: 3 Aether) Target takes an incapacitate effect for
1 minute. If nothing interrupts the incapacitate, the target heals 2 vaea, 2 steam, and 2 aether
upon waking.
Aurelius Arcanum
Spell Verbal: By the Power of Arcanum, I
Pre-req: Baptism to Aurelius Arcanum.

162
Dispel Magic: (4 Exp.) (To use: 3 Aether) (Spell type: Bolt) This strips all temporary active
magical buff and status detrimental effects from the target. Call Dispel Magic. All Magical
buffs and debuffs.
Call an Arcane Lock/Knock: (3 Exp.) (To use: 2 Aether) This will create or unlock an
Arcane Lock. An Arcane Lock cannot be picked by mundane means. Requires phys rep and
area note. The lock lasts for 6 hours before dissipating.
Grant a Spell Delay: (4 Exp.) (To use: 3 Aether) Latent. Cast on Target. Target may
invoke this when affected by a spell to delay the spells effects for 1 minute.
Grant Patiences Reward: (4 Exp.) (To use: 3 Aether) The targets next meditate or rally
takes triple the normal time. Upon completion of the meditate or rally the target heals pool as
normal and also gains +2 proficiencies of choice. This will stack with Nintais Insight if
Knowledge prof is chosen.
Nature Twins
Spell Verbal: By the Nature Twins Power, I
Pre-req: Baptism to the Nature Twins.
Sense Disease & Poison: (3 Exp.) (To use: 2 Aether) (Spell Type: Wave) You can detect if a
character in a 5-foot radius is affected by a Poison or Humor.
Lick Wounds: (4 Exp.) (To use: 3 Aether) Self Only. Heals 1 Vaea per second for 15
seconds.
Disarm Claw: (3 Exp.) (To use: 2 Aether) (Spell Type: Bolt) Target is disarmed of 1 claw
for 1 minute. Call Disarm Claw. 1 minute.
Grant Onkus Flight: (4 Exp.) (To use: 3 Aether) Self-only. 10-step traverse.
Lunarian Pantheon
Spell Verbal: Use the Verbal of your Deity.
Pre-req: Baptism to a Lunarian Deity.
Bestow a Lunaar Blade: (4 Exp.) (To use: 3 Aether) (Prerequisite: Smite) Grants the target
1 use of Smite: Strike target. For this one strike, your normal damage is enhanced with your
deitys damage type. based on your baptism.
Snuff: (3 Exp.) (To use: 2 Aether) This ends a Life Beacon or similar effect.
Sap Life: (4 Exp.) (To use: 3 Aether) (Spell Type: Bolt) The target of this spell takes 5
damage of the element of your god, while you heal the amount dealt. Spell profs and healing
profs do not apply. Call Sap Life. 5 (Affinity).

163
Grant a Silver Tongue: (3 Exp.) (To use: 2
Aether) Latent. Can be cast on self or others.
Gain 1 free use of Lie: Defends you against
the feat Sense Motive, and similar powers.
You do not have to answer their OOG question
truthfully. Does not have to be called out when
used. Can be invoked at will.
Zigaen
Spell Verbal: By the Power of Zigaen, I
Pre-req: Baptism to Zigaen.
Curse Your Tongue: (3 Exp.) (To use: 2
Aether) (Spell Type: Bolt) Target is affected by
Silence for 1 minute. Call Curse your
Tongue. Silence. 1 minute.
Shroud in Darkness: (4 Exp.) (To use: 3
Aether) (Spell Type: Wave) All targets in 5 feet
are effected by Blind for 1 minute. Call
Shroud in Darkness. Wave. Blind. 1 minute.
Call Bilefroths Greed: (4 Exp.) (To use: 3 Aether) (Spell Type: Bolt) Target swings -1
damage, and you gain +1 damage. Duration: 5 minutes. Call Bilefroths Greed. Swing -1.
Mask Faith: (3 Exp.) (To use: 2 Aether) Self Only. This will mask your baptism for 15
minutes. You choose what baptism/ Pantheon you detect as.
Morcant
Spell Verbal: By the Power of Morcant, I
Pre-req: Baptism to Morcant.
Ensure Deaths Vigil: (3 Exp.) (To Use: 2 Aether) (Spell type: Bolt) Cast on target in their
Death Count. Targets Death Count restricted to 1 minute per stage, and cant be extended.
Enact Karmic Backlash: (4 Exp.) (To Use: 3 Aether) (Spell type: Bolt) Cast on Target.
Whenever target makes an offensive attack (Spell, Feat, or strike for numerical damage) they
will take 1 Grim Damage for each level of Casters Grim Affinity. Duration: 1 minute. Call
Enact Karmic Backlash. 1 Grim per attack. 1 minute.
Evoke Portias Reliance: (3 Exp.) (To Use: 2 Aether) This may be cast while reading a
Novice level scroll. Instead of gaining 1 use of the scroll, you gain full use of that power for
15 minutes. Prerequisites do not need to be followed.
Detain the Unjust: (5 Exp.) (To use: 4 Aether) Self-only, Latent. Invoke in reaction to being
attacked, attacker takes a 30 second Imprisonment effect. Call Revenge Imprisonment. 30
seconds.
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Morwyn
Spell Verbal: By the Power of Morwyn, I
Pre-req: Baptism to Morwyn.
Instill Viragos Wrath: (4 Exp.) (To Use: 3 Aether) Self only. You gain +1 Spell
Proficiency for 5 minutes.
Grant Blood Strike: (4 Exp.) (To Use: 3 Aether) Self only. You gain +1 Fighting Style
Proficiency of your choice for 15 minutes.
Grant Bloodlust: (4 Exp.) (To Use: 3 Aether) Self only. For 1 minute, whenever you deal a
successful Coup de Gras to a character who has not yet been Coup de Grased during their
current Death Count, you heal 3 Vaea. Healing Profs apply.
Grant Orions Discipline: (4 Exp.) (To Use: 3 Aether) Self Only, you gain an efficiency of
1 for feats. Choose One. Duration: 1 Minute.
Oksani
Spell Verbal: By the Power of Oksani, I
Pre-req: Baptism to Oksani.
Make a Little Wager: (3 Exp.) (To Use: 2 Aether) (Spell Type: Bolt) At the start of every
period, flip a coin. Choose which side is heal and which side is deal. Flip coin. The side
that you get denotes how this spell works for the rest of the period. Tip the odds can affect
this. Heals 8 Vaea to any target, or deals 8 Chaos. Call Make a Little Wager. 5 Chaos/ Heal
5 Vaea. Proficiencies apply.
Invite You to Party: (3 Exp.) (To Use: 2 Aether) This marks a target as Ready to Party for
5 minutes. Target is charmed to you. Target also can be affected by abilities that target
Baptism: Oksani and Ready to Party.
Make Back to Front: (4 Exp.) (To Use: 3 Aether) (Spell Type: Bolt) For 15 seconds, the
target of this spell counts as having their back turned to you for skills that require being
struck in the back and for defending (they can only defend their front as if it was their back).
Targets marked baptized to Oksani also benefit from this.
Polymorph: (4 exp) (3 Aether) Target now counts as creature type of choice instead of
whatever creature type they were previously for 5 minutes. Cannot change to divine, telyrian
creatures, or strange entities.
Unvaean Ones
Spell Verbal: By the Unvaean Ones Power, I
Pre-req: Baptism to the Unvaean Ones.
Raise a Skeleton Drudge: (4 Exp.) (To Use: 3 Aether) (Prerq: Raise Zombie Drudge) Target
in any stage of their Death Count or dead is raised as an unliving mindless drudge, bound to
the will of the caster. Targets Death Count pauses until drudge ends. Duration: 3 Hours.
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Once Skeleton drudge dies, it may not be raised again in this way. Can be dispelled by caster
at will. While drudge is active, target cannot use any of their normal stats and are replaced
with the following:

Skeleton Abilities
*Additional Info Cost
Drudge Feats
Vaea 40 Any Fighting Style
Steam 10 Strength +1
Aether 5 Master Prof +3
Affinity 1 * Can continue to fight with broken
Level weapons for half damage.
Creature Unnatural/Unliving *Bone Carving: You gain +5 Vaea per
Type rune/ritual placed upon you.

Damage Vile * Choose 1 novice passive, 1 spell, and 3


Type feats that the drudged character knows.
You can use them at the normal cost.

Disarm 1 Steam Deflect 2Steam


Stun 1 Steam Rend 2Steam

Protect 3 Steam Cleave Magic 4Steam


Costuming Skeleton costuming Roleplay: Can run. Can speak. You are an
and/or mask. echo of your former self, from combat to
spellcasting, but no intelligence or will.
Skeletons are strong frontline fighters

Cause Pain: (3 Exp.) (To Use: 2 Aether) (Spell Type: Bolt) Target is affected by Pain.
They may walk and defend normally, but cannot attack, run, or use any powers for 1 minute.
Call Cause Pain. 1 Minute.
Sew Vidas Agony: (3 Exp.) (To Use: 2 Aether) (Spell Type: Bolt) For 30 seconds, when
Target uses a Power, they take 5 Vile damage. Call Sew Vidas Agony. 5 Vile per power.
30 seconds.
Shatter the Looking-Glass: (4 Exp.) (To Use: 3 Aether) Self only. Caster can see invisible
for 1 minute. For the duration, caster can only speak in unintelligible gibberish, including
through telepathy. Caster can still use Spell Verbals, and may speak with unnatural as
normal.

166
Academic Apprentice
Academic Passives
Combat Medic: (5 Exp.) (Pre-req: Multi-Tasker) You may attack and defend with a small
melee weapon, fist, or pistol while using healing treatments.
Rapid Response: (6 Exp) (Pre-req: First Aid) If your target was last healed by a healing spell
that brought them out of their Death Count, your first use of First Aid on them heals for
double.
Humor Specialist: (4 Exp.) (Pre-req: Diagnose) When using Diagnose, you may now ask the
target what current a Humor is affecting.
Improved Investigation: (4 Exp.) (Multi-purchase) (Pre-req: Investigate) You may ask 1
additional question to the Marshal while using Investigate.
Intense Study: (6 Exp.) When self-teaching a knowledge or Knowledge proficiency, you have
access to it as if you learned it from a teacher. You can only do this once per weekend.
Group Effort: (5 Exp.) When taking part in a knowledge challenge, you may work with another
person to increase your chosen knowledge by +1. The person that you are working with
must have the same knowledge at the same level that you do. You both gain the
information together. Knowledges cannot exceed level 5.
Instructor: (4 Exp.) Teaching abilities takes you 5 minutes less.
Epiphany: (7 Exp.) Once per period. You can ask a plot marshal 1 yes or no question to gain a
hint about the current situation. This does not have to be related to your knowledges.
Class Session: (4 Exp.) (Pre-req: Instructor) You may teach an additional 2 students
Teaching Assistant: (6 Exp.) You may assist someone in their teaching. This allows them to
teach +1 student, and all students benefit from Instructor if one of the teachers has the
skill.
Academic Talents: Apprentice
Training Session: (5 Exp.) (Pre-req: Instructor and Tutor) RP teaching the target for 10
minutes. Choose 1 novice feat, spell, or talent that you know. The target gains that power
for 1 hour if they have the pre-reqs to use it. Only 1 skill at a time can be gained in this
way.
Blending In- (4 Exp.) (pre-req Cultural cues) RP studying someone of a certain culture that you
recognized for 1 min, you gain 1 use of their cultural power.
Treat Current: (6 Exp.) (Pre- req: Humor Specialist) When purchasing this skill choose 1
Vaean Current: Mind, Breath, Blood, or Abdomen. RP treating a target for 10 minutes.
You can cure 1 Humor from affecting your chosen current.

167
Acupressure: (7 Exp.) (Pre-req: Humor Specialist) Requires a 6-sided dice. Spend 5 minutes
treating a Target who is affected by a Humor. After 5 minutes, roll the dice. The Humor
is moved to a different current based on the roll of the dice. If the same current is chosen,
then nothing happens.
1=Mind. 2=Blood. 3=Breath. 4=Abdomen. 5=The Humor leaves your targets body and goes
into you at same current. 6=The Humor leaves the targets body and dissipates.
Suture and Bond: (5 Exp.) (Pre-req: First Aid) Spend 1 minute treating a target who has had
their natural armor rating rended. 1 point of Natural Armor Rating is repaired.
Sensory Restore: (5 Exp.) (Pre-Req: Snap Out of it) RP treating Target for 5 seconds. Target is
cured of Blind, Deaf, or Silence.
Collect Yourself: (5 Exp.) (Pre-req: Snap Out of it) RP treating Target for 15 seconds. Target
is cured of a mental effect.
Treat Withdrawal- (6 Exp.) (Pre-req: Diagnose) RP treating target for 1 minute. Targets
Withdrawals are suppressed for 1 period.
Academic Feats: Apprentice
Set limb: (4 Exp.) (To use: 3 Steam) (Pre-req: Splint Limb) Directly after using and spending
the full treatment time of Splint Limb on a target, you can use Set Limb to allow your
target immediate use of that limb. However, the target is now under a Pain Effect for 1
min (cannot attack, run, or use powers).
Tutor: (4 Exp.) (To use: 3 Steam) This can be used to assist a character who is self-teaching an
ability. Target can use that ability as if they were taught it by a teacher. This can only be
used once per target per weekend. Can only be used in a Library.
Cultural cues: (4 Exp.) (To use: 3 Steam) (Pre-req: Know culture) When used, you can ask if
anyone within 10 feet of you is of a certain culture. Call Cultural Cues: (Culture) 10
feet.

168
Crafting and Labor Apprentice
Crafting and Labor Passives
Lunaars Favor: (5 Exp.) (Pre-req: Gather Components) Between 8pm and 8am, you may have
Lunaar Ore Node yield a component of +1 rarity once per period when you use Gather
Components on it (can go to Very Rare this way). If you can already harvest Very Rare
components, then you may have it yield a second Very Rare component of choice instead
(still once per period).
Solaars Favor: (5 Exp.) (P-req: Gather Components) Between 8am and 8pm, Solaar Dew Node
gives +1 Common component of choice for each additional person Gathering
Components with you. The bonus components rarities cannot be raised.
Dissection Knife: (3 Exp.) (Pre-req: Dissect Components) Using a small weapon or a throwing
weapon that has an Apprentice or higher weapon property while using Dissect
Components causes the talent to yield +1 appropriate common component. The rarity of
this bonus component cannot be raised unless also using a small weapon with the
Vivisection Knife property.
Scavenger: (3 Exp.) (Pre-req: Salvage Components) You can use Salvage Components on the
site of a recent battle and get a component as if you had used it on an item (requires a Plot
or Rules Marshal to have been present at that battle and requires that Marshals
approval). The rarity of the component is up to the max rarity that you can harvest with
Salvage Components.
Engineer Bundle: Apprentice Gadgets: (2 Exp.) (Pre-req: Novice Gadgets bundle) You can
make all items in the Apprentice Gadgets crafting bundle by following the crafting rules.
Engineer Bundle: Apprentice Hazards: (2 Exp.) (Pre-req: Novice Hazards bundle) You can
make all items in the Apprentice Hazards crafting bundle by following the crafting rules.
Smith Bundle: Apprentice Armor Properties: (2 Exp.) (Pre-req: Novice Armor Pieces bundle)
You can make all items in the Apprentice Armor Properties crafting bundle by following
the crafting rules.
Smith Bundle: Apprentice Weapon Properties: (2 Exp.) (Pre-req: Novice Base Weapons
bundle) You can make all items in the Apprentice Weapon Properties crafting bundle by
following the crafting rules.
Alchemist Bundle: Apprentice Tonics: (2 Exp.) (Pre-req: Novice Tonics bundle) You can make
all items in the Apprentice Tonics crafting bundle by following the crafting rules.
Alchemist Bundle: Apprentice Toxins: (2 Exp.) (Pre-req: Novice Toxins bundle) You can
make all items in the Apprentice Toxins crafting bundle by following the crafting rules.

169
Inscriptionist Bundle: Apprentice Scrolls: (2 Exp.) (Pre-req: Novice Scrolls bundle) You can
make all items in the Apprentice Scrolls crafting bundle by following the crafting rules.
Inscriptionist Bundle: Apprentice Implements: (2 Exp.) (Pre-req: Novice Implements
bundle) You can make all items in the Apprentice Implements crafting bundle by
following the crafting rules.
Remake: (3 Exp.) (Pre-req: any crafting bundle) You may use crafting augments on existing
items. You must still be at a workbench and pay the augments time and Pool costs. The
item being Remade must be an item that you can make. You may also choose to remove
any augments from the item by paying half of that augments time and Pool costs. If you
remove the Integrate Device, Hybrid Mixture, or Create Verge augments from an item,
you split it up into its individual items. If you remove the Smelting augment from an
item, then one of the properties of your choice is gone forever (if an item was made with
at least one property, it cant have its number of properties reduced to 0 this way).
Remake has some additional uses as well:
If an item requires the maker to choose something when the item is made (deity, power,
etc), you can choose a different thing so long as its appropriate and does not have a
different component cost. For example, you can change a Novice Effigy of Lyrana into a
Novice Effigy of Zigaen. You could also turn a Magic Missile Talisman into a Charm
Person Talisman, but you would either need to know Charm Person yourself or have an
assistant who does.
A weapon, shield, or piece of armor can have an existing property changed if it has one
or added if it doesnt. Doing so requires you to pay the normal crafting costs of that
property. The previous property, if any, is gone forever.
Tools of the Trade: (4 Exp.) (Pre-req: Use Apprentice Device) Allows you to use any
Craftsmans Device, which greatly reduces the time it takes to make items (you still need
to have the appropriate bundle to make an item with it). You can also use any other
devices that directly aid you in making items that fall under one of your crafting bundles,
regardless of its complexity.
Tricks of the Trade: (5 Exp.) Reduces the final crafting time of any items you make by 5
minutes, to a minimum of 5 minutes. This ability cannot be applied if you are using a
device that directly aids you in making items.
Augmented Workshop: (4 Exp.) (Pre-req: Home at the Workshop and any crafting augment)
You may use up to 5 crafting augments you know in any combination per use of Home at
the Workshop on items made with Home at the Workshop (no time or Pool costs need to
be paid since this is all happening between Events). Note which augments you are using
on what items in your BEA (if any additional components are needed for those augments,
then turn them in when you turn in your character card to Logistics at the end of the
Event).

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Repair Construct: (3 Exp.) (Pre-req: Mend Construct and General Repair). You may now use
General Repair on a construct for added benefits. If used as normal, general repair can fix
a constructs natural armor that was rended. You can also spend 5 minutes repairing to fix
a constructs broken or Severed limb. Or you can spend 10 minutes to bring a construct
back from Third Stage Death Count.
Crafting and Labor Talents
Harvest Affinity: (3 Exp.) (Pre-req: either Gather Components, Dissect Components, or Salvage
Components) (To Use: RP 30 seconds). This talent can only be used immediately after
either you or someone else received an Affinity point from Seek Affinity or Destroy
Affinity. You harvest either 1 Affinity shard or 3 Affinity slivers of the element that had
been gained. Affinity shards and slivers are used as unique components to craft
elemental items and may have religious significance as well. This talent does not steal
any Affinity points from other players, it simply creates a new Affinity shard or Affinity
slivers just for you using the leftover elemental energies in the area. Any number of
characters can use this talent at the same time, but only 1 shard/3 slivers may be
harvested per character this way each moment someone gains an Affinity point (so if
three characters gain an Affinity point at once, still only 1 shard/3 slivers can be
harvested). If multiple characters gain Affinity points of different elements at once, then
you must choose which element shard/slivers you will get and lose access to the others.

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Apprentice Engineer Abilities
Device Efficiency: (5 Exp.) (Pre-req: any Apprentice Engineer bundle) Reduces the Pool point
cost of activating devices by 1, to a minimum of 1.
Marvels: (5 Exp.) (Pre-req: any Apprentice Engineer bundle and the Apprentice Implements
bundle) Inscription implements count as handheld engineer devices for Integrate Device.
Ornaments and tapestries count as integration hubs. Effigies and ornaments that are
consumed when used cannot be Integrated this way. If a wand or talisman is Integrated
with a device, it cannot become a verge. These combinations are usually referred to as
marvels.
Augment: Reinforced Device: (2 Exp.) (Pre-req: any Apprentice Engineer bundle) Can only be
used when crafting a device. Adds +10 minutes and +4 pool to the items final crafting
costs. The finished items Hardness is permanently increased by 1.
Augment: Greasy Device: (4 Exp.) (Pre-req: any Apprentice Engineer bundle) Can only be
used when crafting a device. Adds +10 minutes and +4 pool to the items final crafting
costs. Reduces the Pool point cost to activate the item by 1, to a minimum of 1. If used
while building or Remaking a construct, that creature instead gains a permanent +10
maximum Steam.
Augment: Insulated Device: (3 Exp.) (Pre-req: any Apprentice Engineer bundle) Can only be
used when crafting a device. Adds +10 minutes and +4 pool to the items final crafting
costs. This device automatically cures the Inert condition from itself 10 seconds after it
was afflicted by it. If used while building or Remaking a construct, that creature instead
gains a permanent +10 maximum Aether.
What Does This Button Do: (4 Exp.) (Pre-req: Use Apprentice Device) (Feat) (To Use: 3
Steam) Allows you to activate a device once per use of this feat regardless of what Use
Device ability it requires. If a Marshal is present, activating a device this way may cause
it to backfire.
Bypass Booby Trap: (3 Exp.) (Pre-req: Disarm Booby Trap) (Feat) (To Use: 3 Steam).
Activates/fires a device once without triggering any booby traps that might be on it (you
dont have to know if theyre there or not). This feat must be used each time you wish to
safely activate/fire the device.
Disarm Apprentice Booby Trap: (3 Exp.) (Pre-req: Disarm Novice Booby Trap) (Talent) (To
Use: Rp 30seconds). Disarms an Apprentice-tier or lower booby trap if you have detected
it first. Does not work on traps made with Guile talents, even if they were made with
engineered devices.

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Apprentice Smith Abilities
Improved Armor Augmenting: (2 Exp.) (Pre-req: any Smith crafting augment ability) If you
plan on using crafting augments on multiple pieces of armor one after the other, you may
choose to only pay the additional Pool cost of that augment once for up to a half-suit and
again for up to a full-suit (the additional time needed or any other costs of the augment
must still be paid). For example, if you wanted to make a half-suit of armor and use the
Temper augment on each piece of it, you would only need to pay the augments Pool cost
once to apply it to the half-suit (you would have to pay the Pool cost again if you wanted
to make up to a full-suit). If you wanted to also use the Smelting augment on each piece
of armor, you would have to pay the cost separately (but still only once) for a half-suit
(and again for a full-suit).
Enhance Durability: (3 Exp.) (Pre-req: any Apprentice Smith bundle) (Talent) (To Use: 1min
RP). Must be done at a workbench. Target item with Hardness gains +1 Hardness for 1
hour.

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Apprentice Alchemist Abilities
Augment: Hybrid Mixture: (5 Exp.) (Pre-req: any Apprentice Alchemist bundle) Can only be
used when crafting a concoction. Adds +10 minutes and +4 pool to the items final
crafting costs. When you use this augment while making a concoction, you combine it
with an already-made concoction with the same delivery method into one concoction
with both effects. The second concoction must be one that you can make. Concoctions
from different tiers may be combined this way.
Augment: Salve Alchemy: (2 Exp.) (Pre-req: any Apprentice Alchemist bundle) Can only be
used when crafting a concoction. Adds +10 minutes and +4 pool to the items final
crafting costs. It takes 10 seconds to apply this concoction (can be applied to characters
in their second or Third Stage Death Count). However, the final concoction now has an
additional dose. Using it costs one dose.
Augment: Viscid Alchemy: (3 Exp.) (Pre-req: any Apprentice Alchemist bundle) Can only be
used when crafting a concoction. Adds +10 minutes and +4 pool to the items final
crafting costs. Creates Viscid alchemy that can be applied to melee weapons. One dose
will coat 1 melee weapon or up to 3 arrows, bolts, or thrown weapons. In order to affect a
target, the viscid Poison must deal at least 1 damage to the targets Vaea. The blade
Poison is expended if it effects the target or is defended against with a skill (including
immunity). If coated on a missile, it is also expended if it misses the target. Blade Poisons
only stay coated on an item for 2 minutes before they fade.
Augment: Stifling Alchemy: (2 Exp.) (Pre-req: Apprentice Toxins bundle) Can only be used
when crafting an ingested concoction. Adds +10 minutes and +4 pool to the items final
crafting costs. When the concoction is ingested, it also sears and swells the throat of the
imbiber so that they are Silenced and unable to eat or drink anything, including other
ingested concoctions, for 5 minutes. This effect continues during the imbibers Death
Count. The effects of this augment counts as a Poison for the purposes of curing it.

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Apprentice Inscriptionist Abilities
Transcribe Scroll: (6 Exp.) (Pre-req: Apprentice Scrolls bundle) This skill allows you to copy
an existing scroll. This skill must be done at a workshop. It requires 2 minutes per rank
of the scroll, 2 pool per rank of the scroll, and all of the components needed to create the
scroll (including all components for augmentations made to the original scroll). You can
only transcribe a scroll you have the prerequisites to craft. However, you do not need to
be able to understand or use the scroll, nor do you need to possess the feat, spell or talent
(or an assistant). The time to use this skill may not be reduced.
Augment: Empowered Spell Scroll: (3 Exp.) (Pre-req: Apprentice Scrolls bundle) (Multi-
Purchase) Can only be used when crafting a scroll. Adds +10 minutes and +4 pool to the
items final crafting costs. When this scroll is invoked, the user counts as having +1
Spell Proficiency and +1 Healing Proficiency for each purchase that the maker has of this
augment at the time it was made. The Proficiencies only count towards the spell that is
being cast through the scroll itself.
Augment: Rejuvenating Scroll: (4 Exp.) (Pre-req: Apprentice Scrolls bundle) Can only be used
when crafting a scroll. Adds +10 minutes and +4 pool to the items final crafting costs.
When this scroll is invoked, it heals the invoker either 5 Vaea, 2 Steam, or 2 Aether
(invokers choice) in addition to the scrolls normal effects.
Augment: Empowered Wand: (6 Exp.) (Pre-req: Apprentice Implements bundle) (Multi-
Purchase) Can only be used when crafting a wand. Adds +10 minutes and +4 pool to the
items final crafting costs. You may spend the costs for this augment up to a number of
times equal to the number of purchases of this augment that you have. If you do, for each
time you stack this augment while crafting a wand, it permanently gains +3 max charges.

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Crafting and Labor Items Apprentice
Apprentice Tonics Bundle
Rejuvenation Syrup: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Medicine. Base Ingested,
or Any. Hardness 1. When this concoction is first made, its maker must choose Steam or
Aether. This concoction heals the target for 3 points of the chosen pool.
Resist Affinity Tonic: (To Make: 10min, 2 Pool, 1 Uncommon Mineral, Unique: 1 Affinity
Sliver) Potion. Base Ingested, or Any. Hardness 1. The target takes Minimal damage
against the element of the Affinity sliver used for 10 minutes.
Bone to Stone Tonic: (To Make: 10min, 2 Pool, 1 Common Mineral) Potion. Base Ingested, or
Salve Hardness 1. Grants immunity to Enfeeble and Broken Limb effects for 1 hour.
Syrup of Bone Mending: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Medicine. Base
Ingested, or Salve. Hardness 1. One of the targets limbs of their choice that has been
Enfeebled or Broken, but not Severed, is healed after 5 minutes.
Strength Tonic: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Potion. Base Ingested, or
Salve. Hardness 1. The target gains +1 Strength for 1 hour.
Coagulant: (To Make: 10min, 2 Pool, 1 Common Plant) Agent. Ingested only. Hardness 1. For 1
hour, the target is immune to Bleed effects and +1 minute added to each stage of their
Death Count. Additionally, if a creature would attempt to drain the targets blood during
the duration, it takes twice as long to do so.
Suppress Addiction Pill: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Agent. Ingested only.
Hardness 1. Suppresses the effects of all Addictions and Withdrawals on the target for 2
Periods. Does not suppress the divine cravings of planars.
Enduring Wax: (To Make: 10min, 2 Pool, 1 Common Animal) Oil. Salve only. Hardness 1.
Increases an items Hardness by 1 for the rest of the Event. The Hardness of items made
primarily of wood or leather is increased by 2 this way.
Alchemical Glue: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Oil. Salve only. Hardness
1. Can only be applied to objects and surfaces and lasts for a maximum of 15 minutes.
The next object or person that touches the glued object or surface becomes stuck to it.
This counts as a Pin effect. However, unlike other Pins, the Pinned character may use
+2 Strength to pull anything off the glue (including themselves), at which point the glue
stops working entirely. If used on a surface, each dose covers 3 feet and Area Notes must
be left for a Marshal if the user is not going to stay in the immediate area. If alchemical
glue meets alchemical grease, they absorb each other and their effects end.

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Alchemical Grease: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Oil. Salve only.
Hardness 1. Can only be applied to objects and surfaces and lasts for a maximum of 15
minutes. If applied to an object, it is being Disarmed every second (any ability that can
use items without touching them such as Telekinesis can be used normally). If used on a
surface, each dose covers 3 feet and Area Notes must be left for a Marshal if the user is
not going to stay in the immediate area. Any character who touches the surface suffers a
Trip effect. For the next 10 seconds after Tripping this way, that character suffers Bane
from Fire damage (unless they already took Minimal damage from Fire). If alchemical
grease meets alchemical glue, they both absorb each other and their effects end.
Aegiphine: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Nostrum. Ingested only. Hardness
1. When you imbibe this nostrum, you gain +5 Soak and are immune to Greater Pain
effects, both for 1 hour. Afterwards, you become Addicted to Aegiphine and will begin
to suffer Withdrawal after 2 periods. Withdrawal: In addition to the standard
Withdrawal penalty (Steam+Aether Deficiency of 2, Talents/Crafting/Runes/Rituals
take double the time to use), all Pain effects used on you will count as Greater and
have double duration. Additionally, you feel as if your body was made of glass and
could shatter any second now. This effect is suppressed or cured only when the
Withdrawal penalty is.
Aurelitorium: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Nostrum. Ingested only. Hardness
1. When you imbibe this nostrum, your mind unravels into genius. For 1 hour, you gain
+2 Levels to every Knowledge (including ones you dont have any Levels in), you may
speak, understand, read, and write in Elatum, Sjrogham, and Tuathan, and finally all
crafting times are reduced by half (to a minimum of 5 minutes). Afterwards, you become
Addicted to Aurelitorium and will begin to suffer Withdrawal after 2 periods.
Withdrawal: In addition to the standard Withdrawal penalty (Steam and Aether
Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time to use), all of
your Knowledges count as having -2 levels. If a Marshal asks for a Knowledge check
in a Knowledge that you have -1 or worse levels in, you suffer a Pain effect for 1
minute from sudden splitting headaches. This effect is suppressed or cured only
when the Withdrawal penalty is.
Apprentice Toxins Bundle
Affinity Bane Poison: (To Make: 10min, 2 Pool, 1 Uncommon Mineral, Unique: 1 Affinity
Sliver) Poison. Base Ingested, or Any. Hardness 1. When this concoction is first made,
its maker must choose any Affinity (excluding Storm, Forge, Divine, and Void). The
target suffers additional damage from the chosen Affinity for 10 minutes as if they had a
Bane to it.
Rapid Death Poison: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Poison. Base Ingested, or
Any. Hardness 1. When the target is first afflicted with this concoction, they become
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aware that that their body is quickly failing and that they will start to die soon. After 30
seconds, the target falls into their Second Stage Death Count. If a character begins to use
a talent that would cure Poison, the timer on this concoction is paused while they are
using it.
Rampage Poison: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Poison. Base Ingested, or
Any. Hardness 1. The afflicted target suffers a Rampage effect for 1 minute.
Loneliness Poison: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Poison. Base Ingested, or
Any. Hardness 1. The target suffers from a Blindness and Deafness effect for 5 minutes.
Affinity Oil: (To Make: 10min, 2 Pool, 1 Uncommon Mineral, Unique: 1 Affinity Sliver) Acid.
Viscid only. Hardness 1. When applied to a weapon, that weapon can swing the element
of the Affinity shard used for 1 hour in place of any other damage types.
Flash Powder: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Powder. Base Dust, or
Viscid/Gas. Hardness 1. A burst of powder causes the target to become Blind for 10
seconds.
Anticoagulant: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Agent. Base Ingested, or
Viscid. Hardness 1. Each stage of the targets Death Count is reduced by 15 seconds.
The time it takes to drink blood from the targets body is halved. Whenever the target
suffers a Bleed effect, they take Direct damage equal to half of their maximum Vaea, to a
maximum of 50 Direct damage (only once per new Bleed effect on them). These effects
last for 1 hour.
Bloodborne Agent: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Agent. Ingested only.
Hardness 1. This item only functions if it is 1 of the concoctions in a Hybrid Mixture.
When the Hybrid concoction is used, there is no initial effect. Instead, if any character
drinks the targets blood (either indirectly or right from the source), that character
becomes afflicted with a Direct version of the effects of the Hybrid concoction. This
concoction stays within the targets blood for up to a Period, or until three characters
directly drink the targets blood.
Become Affinity Tonic: (To Make: 10 min, 2 Pool, 1 Uncommon Mineral, Unique: 1 Affinity
Sliver) Potion. Base Ingested, or Any. Hardness 1. The target takes Minimal damage
against the element of the Affinity shard used for 1 hour, but also takes Bane from that
elements opposite for the duration as well. This concoction will not affect elementals
(including mortals with a level 5 Affinity).

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Oksioksio: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, you become the life of the party. You know just what to
say and the right way to say it to get others to do whatever you want. For 1 hour, Lie
and Sense Motive have no Steam cost and you are immune to up to Greater social
abilities (Fast Talk, Threaten, Persuade, Convince,etc). Additionally, you gain 2
uses of Persuade and 1 use of Greater Convince (Talent. RP for 1 min. Target is
affected by Dominate. Greater Mind Effect.) that can only be used within the nostrums
duration. Taking more Oksioksio will both refresh the duration and replenish your free
uses. Afterwards, you become Addicted to Oksioksio and will begin to suffer
Withdrawal after 2 periods. Withdrawal: In addition to standard Withdrawal penalty
(Steam+Aether Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time
to use), you can no longer use Lie, Sense Motive, or any other social abilities.
Additionally, unwanted opinions, comments, and secrets easily tumble from your
lips. This effect is suppressed or cured only when the Withdrawal penalty is.
Rethrine: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Nostrum. Ingested only. Hardness
1. When you imbibe this nostrum, you gain +2 Strength for 1 hour. Afterwards, you
become Addicted to Rethrine and will begin to suffer Withdrawal after 2 periods.
Withdrawal: In addition to the standard Withdrawal penalty (Steam and Aether
Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time to use), your
Strength is reduced by 1. If your Strength drops below 0, you cannot carry other
characters and your attacks where Strength would apply is reduced instead. This
effect is suppressed or cured only when the Withdrawal penalty is.
Velot: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, the world slows to a crawl and time passes slowly for you.
For 5 minutes, you can augment melee attacks with Speed for +1 Steam. Additionally,
you can make two free 5-step Traverses within those 5 minutes. Afterwards, you
become Addicted to Velot and will begin to suffer Withdrawal after 2 periods.
Withdrawal: In addition to the standard Withdrawal penalty (Steam and Aether
Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time to use), you are
affected by Slow and Hamstring. This effect is suppressed or cured only when
the Withdrawal penalty is.

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Apprentice Gadgets Bundle
Craftsmans Device: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness 2.
Requires Tools of the Trade (can NOT be used with Use Advanced Device). When this
item is made, its maker must choose engineering, smithing, alchemy, or inscription.
Spend 3 Pool points and 1 minute cranking this device to activate it. When this item is
used while making an item that falls under a bundle of the chosen craft, it halves the total
time required of the final product. These items usually take the forms of welding guns,
rivet guns, blenders, or typewriters.
Apprentice Lock/Key: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness
2. No Use Device ability is needed to use this device. Requires 30 seconds to affix the
lock to something and to lock the lock. Can be used to lock things like doors, boxes, etc.
Takes 30 seconds to unlock lock with key. This lock comes with a matching key.
Requires pick apprentice lock to unlock the lock without a key. Requires Area notes.
Apprentice Manacles/Key: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Cuffs (comes as a
pair). Hardness 2. No Use Device ability is needed to use this device. While wearing a
pair of these cuffs, your arms are considered under a Constriction effect (only your arms,
not the rest of your body). You cannot use the Break Binds feat to escape these manacles
unless you also have a Strength rating equal to their Hardness. These cuffs can be
forcibly put on another character if they are Constricted or Incapacitated.
Telegraph: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary. Hardness 3.
Integration Hub. Requires Use Apprentice Device. Using a Telegraph allows you to do 2
in-between event actions if 1 is send missive. Phys-rep: Steampunk typing device.
Picture Box: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Phys-rep is some
OOG device that can take a picture. Hardness 2. Requires Use Apprentice Device. Spend
1 Pool point and 30 seconds cranking the device to take a picture. Characters with the
ability Investigate may look at the picture and use Investigate on the scene as though they
were there (the only answers they will get from a Marshall would be dependant on what
was in the picture). They do not need to know Use Apprentice Device to do so.
Music Box: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Phys-rep: an OoG
device that can play music. Hardness 2. Requires Use Apprentice Device. After
spending 1 Pool point and 30 seconds cranking the device, the music box plays one song
of the users choice. With a Marshals permission, by spending 1 Pool point every 30
seconds and concentrating on cranking, the music box can record any song performed or
sounds made while cranking and can play them back later.

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Racket Maker: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary. Hardness 3.
Integration Hub. Requires Use Apprentice Device. Spend 1 minute of cranking this
device to activate it, after which it stays active for 5 minutes, until it is shut down by
someone else with Use Apprentice Device or destroyed. While active, you can spend 2
Pool points to have the racket maker Perfect Aim Taunt a character to it. The racket
maker has 20 Vaea and can be healed as a construct. If the racket maker goes to 0 Vaea,
it is instead Sundered.
Aether Bulb: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary. Hardness 1.
Integration Hub. Requires Use Apprentice Device. It takes 1 minute cranking this device
to activate it. Unlike an aether torch, an aether bulb is designed to be a more powerful
but stationary light source (despite this, it can still be moved if it is a part of an Integrated
Device).
Mystery Box: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary. Hardness 2.
Integration Hub. Opening the mystery box does not require any Use Device ability.
Mystery boxes can be thought of as wireframe containers. By itself, this device
functions as a normal chest or box capable of storing things and nothing else. However,
it still counts as a device and as such an engineer can use Integrate Device to put other
devices into this item. When the box is opened, it will activate any Integrated Devices
that are a part of it onto the one who opened the box all at once without needing to wait
for their activation time. However, this only happens once when the box is first opened
and not anymore afterwards unless the devices are reset. To reset the devices, a character
with Use Apprentice Device must be present and pay each devices activation time and
Pool cost (if any guile trap devices are Integrated into the mystery box, then they are
set/reset by someone using the appropriate trap talent on the box instead). If left
unattended, a mystery box should have Marshal notes attached, just in case another
character decides to open the box. If the phys-rep used is clearly marked or decorated as a
Mystery Box in big letters or bright colors, then there is no Pool point cost to resetting
the devices inside.
Lexi-Reader: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness 2.
Requires Use Apprentice Device. When this item is made, its maker chooses two written
languages that they know (all Mortals can read and write in Common). The user may pay
2 Pool points and 10 seconds cranking the device to translate up to 1 page or 1 person-
sized surface from 1 of the chosen languages into the other. The translated text is visible
on the machine itself for all to read. This device does not change the physical text that it
is scanning.

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Aether Zapper: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary. Hardness 3.
Integration Hub. Requires Use Apprentice Device. It takes 4 Pool points and 1 minute of
cranking this device to activate it. While active, anyone within Wave range of the device
itself suffers an Aether Deficiency of 2 and whenever they spend Aether on anything,
they also lose that much Vaea (this effect does not require line of sight or line of effect).
The device stays active for 1 hour at a time before shutting down. Requires Marshal
notes.
Clockwork Attack Animal: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld.
Hardness 2. Requires Use Apprentice Device. Spend 3 Pool points and 10 seconds
cranking the device. Throw a spell packet at target to cause Bleed and Hamstring. You
must return to the spot where the packet struck target to retrieve the device before you
can use it again.
Screechy-Majig: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness 2.
Requires Use Apprentice Device. Spend 2 Pool points and 10 seconds cranking the
device. Throw a spell packet to Disarm both hands of all characters in a Bomb area
(defended as a Fear effect). The device emits a sudden and sharp screech that causes
those in the area to jump in fright and drop what they are holding. Because you are not
physically throwing the device, you do not have to go to the location the packet landed at
to use the device again.
Auto-Cutter: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness 2.
Requires Use Apprentice Device. Spend 4 Pool points and 10 seconds cranking the
effect to end a Constrict effect on a touched target. Since this effect requires you to crank
the device, it cannot be used to free yourself from a Constriction effect (though if you
had a way to use a device without cranking it, you could).
Net Launcher: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness 2.
Requires Use Apprentice Device. Spend 3 Pool and 10 seconds cranking the device, then
throw a spell packet to Constrict the target for 10 seconds. You must return to the spot
where the packet struck the character to retrieve the device before you can use it again.
Harvomatic: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Handheld. Hardness 2. Requires
Use Apprentice Device. Spend Any amount of Pool and 20 seconds cranking the device
just before using Gather Components. For every 3 points of Pool you spent, the time it
takes to use Gather Components is reduced by 1 minute, to a minimum of 1 minute.
Trajecto-Sights: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Goggles. Hardness 2.
Requires Use Apprentice Device. While wearing these goggles, you may pay 3 Pool
points to deal +1 damage with bows, crossbows, throwing weapons, or firearms you use
for 1 minute.

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Vaklian Top Hat: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Hat. Hardness 1. Requires
Use Apprentice Device. This hat contains a hidden compartment within it that functions
as a pouch used with the Concealment ability. A character must have either Use
Apprentice Device or Concealment in order to locate and open the pouch.
Plague Mask Deluxe: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Goggles (usually takes
the whole face). Hardness 2. Requires Use Apprentice Device. You may pay 4 Pool
points to defend against an attack that comes as a dust, gas, or as breath Humors.
Aethersnatcher: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Gloves (does NOT come in a
pair). Hardness 2. Requires Use Apprentice Device. You may not cast thrown spells in
the hand the aethersnatcher is on (nor can you weapon-cast into a weapon held in that
hand). When you are struck by a thrown spell and the hand that you are wearing the
aethersnatcher on isnt holding anything, you may pay 6 Pool points to call Negation to
the spell. If you are wearing an aethersnatcher in each hand and neither of them are
holding anything, you may pay 2 Pool points instead. If you OoG catch the thrown spell
packet with the hand that the aethersnatcher is on, you instead heal 3 Aether and may call
Greater Negation for no cost.
Tremendous Tinfoil Topper: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Hat. Hardness
2. Requires Use Apprentice Device. Spend 3 Pool points and 1 minute cranking the
device for it to be active for the Period. Characters within line of sight of you instead
suffer a Pain effect for 1 minute whenever they try and use Telepathy on you. Characters
using Telepathy or Ritual of Scrying on you from beyond your line of sight instead see or
hear only static.
Rocket Boots: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Shoes (comes as a pair).
Hardness 2. Requires Use Apprentice Device. You may pay 5 Pool points to use the
Dodge feat as a defense (if you have any abilities that alter Dodge, you may apply those
as well). If you use Dodge this way, you also take a Trip effect (except that you move
either to your left or right instead of backwards). If this item becomes Sundered, it
explodes for 20 Direct Fire damage in a Bomb centered on it (this includes the user as
well).
Rocket Glove: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Gloves (does NOT come as a
pair). Hardness 2. Requires Use Apprentice Device. You may pay 4 Pool points to
augment a melee attack delivered in the hand that this glove is worn on with Speed. If
this item becomes Sundered, it explodes for 20 Direct Fire damage in a Bomb centered
on it (this includes the user as well).

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Paper Wings: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Coat Item. Hardness 1.
Integration Hub. Requires Use Apprentice Device. Allows you to use the Flight feat
(anything that would make Pool point costs cheaper for activating devices applies to the
cost of this feat), except for the following changes to the base rule: You still cannot
interact in melee with other characters who are in the air, but they can interact with you;
you cannot use your arms for anything else besides flapping your wings; if you spend 15
seconds in the air, then the wings become Sundered and you fall to the ground, taking 10
Direct damage.
Flight (4 Steam): Call Flying up 1, flying up 2, flying up 3, and make a wing-flapping
motion with your arms to signal you are in the air. While in the air, you are immune to
all melee attacks by targets who are not in the air (including extended ranges such as
Waves and Bombs delivered via melee), however you are still vulnerable to ranged
attacks and thrown spells from the ground and you cannot make any melee attacks to
targets who are not in the air (characters who are both in the air can affect each other with
melee attacks normally). You may choose to land at any point.
Apprentice Hazards Bundle
Utili-Mod: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Firearm Mod. Hardness 1. This
device only functions if it has been Integrated into a firearm, at which point it gives the
firearm the following effects: It costs no Pool to use Integrate Device on this firearm.
Additionally, you may spend 10 seconds cranking this firearm to reel in all the
Integrated packet-based devices that you shot from the firearm this way, so you no longer
need to go to where the shot struck to use the device again. Finally, it costs 1 less Pool to
a minimum of 1 to activate any device Integrated into this firearm.
Forcefire Mod: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Firearm Mod. Hardness 1.
This device only functions if it has been Integrated into a firearm, at which point it gives
the following effects to that firearm: You may pay 3 Steam when shooting from this
firearm to call Knockback instead of the shots damage. An In-Game bullet is still spent
when shot this way.
Shredround Mod: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Firearm Mod. Hardness 1.
This device only functions if it has been Integrated into a firearm, at which point it gives
you may pay 3 Steam when shooting from this firearm to inflict Bleed instead of the
shots damage. An In-Game bullet is still spent when shot this way.
Quickshot Mod: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Firearm Mod. Hardness 1.
This device only functions if it has been Integrated into a firearm, at which point you can
shoot with this weapon as quickly as the phys-rep can (to a maximum attack speed of 1
shot per second). Cannot be put into a phys-rep that is motorized.

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Crossbow Tension Mod: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Firearm Mod.
Hardness 1. This device only functions if it has been Integrated into a Springbound
Crossbow. This crossbow deals +1 damage. This mod can be stacked with itself on the
same crossbow, however it will only give its effects many times equal to your Marksman
Proficiencies (too much tension with an unskilled hand can have disastrous results).
Steam Belcher Rifle: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Firearm. Requires Rifle
Style. Functions as a standard rifle and uses OoG darts. No motorized phys-reps are
allowed for this firearm. Hardness 3. Integration Hub. It costs 2 Steam per shot instead of
IG bullets, deals 2 Fire damage in an Arc, and deals damage as a bullet. This firearm
requires 5 seconds of cranking between every shot, regardless of phys-rep used (mods
that increase shooting speed cannot be Integrated into this firearm).
Pistol-Specific Bullets x10: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Bullets. Hardness
1. This device cannot be combined using Integrate Device. Can only be shot from
firearms that require any Pistol Style. The firearm these bullets are fired from deal +1
damage. Unlike universal bullets, spent shells are not recovered from shooting these
bullets.
Rifle-Specific Bullets x10: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Bullets. Hardness
1. This device cannot be combined using Integrate Device. Can only be shot from
firearms that require Rifle Style. The firearms these bullets are fired from deal +1 damage.
Unlike universal bullets, spent shells are not recovered from shooting these bullets.
Subdual Bullets x10: (To Make: 10min, 2 Pool, 1 Uncommon Plant) Bullets. Hardness 1. This
device cannot be combined using Integrate Device. Can be shot from any firearm that
uses bullets. These bullets can only ever deal 1 Subdual damage unless a Greater effect
changes it or something else specifically says otherwise. However, any Subdual
Proficiencies you have will also apply to damage dealt by this weapon. Unlike universal
bullets, spent shells are not recovered from shooting these bullets.
Shrapnel Bomb: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Bomb. Hardness 1. This
device cannot be combined using Integrate Device. This device follows all the normal
rules for bombs. Requires Use Apprentice Device. Deals 10 Direct damage to all
characters in a Bomb area. This damage is dealt as a physical ranged attack.
Flash Bomb: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Bomb. Hardness 1. This device
cannot be combined using Integrate Device. This device follows all the normal rules for
bombs. Requires Use Apprentice Device. All characters within a Bomb area of where the
phys-rep exploded are Blinded for 10 seconds.

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Astral Bomb: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Bomb. Hardness 1. This
device cannot be combined using Integrate Device. This device follows all the normal
rules for bombs. Requires Use Apprentice Device. All characters within a Bomb area of
where the phys-rep exploded lose Incorporeal and cannot become Incorporeal again for
5 minutes.
Booby Trap: Net-Snare: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary Device.
This device follows all the normal rules for booby traps. Hardness 3. When triggered, a
secret canister ejects a net that ensnares the activator of the device, Constricting them for
1 minute. Alternatively, the target can be freed by another character Sundering the net (it
has Hardness 2)
Booby Trap: Razor Wire: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary Device.
This device follows all the normal rules for booby traps. Hardness 3. When triggered, the
activator of the device Bleeds and gets a Pain effect, and the booby trap deals 5 Direct
trap damage to them. The razors can also have one dose of a viscid concoction applied to
them, causing them to also afflict the victim if they take the Direct damage.
Booby Trap: Clogged Cogs: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary
Device. This device follows all the normal rules for booby traps. Hardness 3. When
triggered, the device becomes Inert for 5 minutes.
Guile Trap: Steam Shovel: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Stationary
Device. Requires both Use Apprentice Device and Set Large Pitfall Trap to activate.
Hardness 3. Integration Hub. Empowers the Set Large Pitfall Trap talent from the Guile
category in the following ways: In addition to the traps normal effects, the victim suffers
a total of 10 Direct damage from falling, 1 Broken Limb of their choice, and it takes 5
minutes to climb out of the pit alone or 1 minute if they have help from a character
outside the pit. After its been triggered and its effects go off, this trap becomes
Sundered.
Guile Trap: Pulley System: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Requires both
Use Apprentice Device and Set Deadfall Trap to activate. Hardness 3. Integration Hub.
Empowers the Set Deadfall Trap talent from the Guile category in the following ways: In
addition to the traps normal effects, the victim suffers Feat Ineptitude for 5 minutes after
waking up from the Incapacitation. If the victim was wearing a helmet and thus was not
Incapacitated, the helmet is also truck with Sunder 2. After its been triggered and its
effects go off, this trap becomes Sundered.

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Guile Trap: Dart Spitter: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Requires both Use
Apprentice Device and Set Poison Dart Trap to activate. Hardness 3. Integration Hub.
Empowers the Set Poison Dart Trap talent from the Guile category in the following
ways: You may choose for there to be up to 5 darts in the trap at once, each one able to be
loaded with one dose of a viscid concoction (they dont all have to be loaded with the
same concoction). When the trap is triggered, all 5 darts strike the victim for 1 Direct
trap damage and they become affected by all viscid concoctions put into the darts in an
order of your choice (which should be written in the Marshal notes ahead of time). After
its been triggered and its effects go off, this trap becomes Sundered.

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Apprentice Implements
Apprentice Wand: (To Make: 10min, 2 Pool, 1 Uncommon Plant, Unique: 1 Apprentice Spell
Scroll) Wand. Phys-rep should be a appropriate for a wand. Hardness 1. This wand can
be made without the spell scroll as a component, but if so it becomes a blank wand.
Stores 3 charges of the Apprentice Arcane or Divine spell from the spell scroll used in the
wands making. Wands require a verbal in order to cast the spell within, which is the
standard verbal for that spell. They must also be wielded to be invoked, but you may
throw the spell packet with either hand. When the charges are all expended, the wand
becomes blank. Blank wands can be used with the Recharge Wand talent to replenish
and/or change the wands charges. Wands follow all the normal rules for the spell that
they cast (area of effect, self-only, etc). Like other non-alchemy items, wands cannot be
invoked while in any stage of your Death Count. If made into a weapon verge, the
invoked spell will always be weapon-cast through that verge, even if the user does not
know Channeling. Cannot be made as a shield-verge
Apprentice Spell Talisman: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant)
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 1 (or 2 if Mineral). When this talisman is made, the maker must choose one
Apprentice non-ritual Arcane or Divine spell that either they or an assistant knows. When
this talisman is wielded, that spell costs -1 Aether for the wielder to cast to a minimum of
1. A spell can only have its Aether cost reduced by a single talisman at a time.
Talisman of Blade Protection: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant)
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 1 (or 2 if Mineral). While wielding this talisman, you gain +3 Natural Armor
that cannot be damaged by Rend or similar effects. If made into a verge, the bonus armor
is reduced to 1.
Talisman of Spell Protection: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant)
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 1 (or 2 if Mineral). While wielding this talisman, you gain +3 Soak against
spells only. If made into a verge, this spell Soak is reduced to +1.
Talisman of Altered Magic: (To Make: 10min, 2 Pool, 1 Uncommon
Mineral/Animal/Plant) Talisman. Phys-rep should be a small glyph or sigil that you can
hold in your hand. Hardness 1 (or 2 if Mineral). Only functions if made into a weapon
verge or instrument verge. Spells that are weapon-cast through this verge, or spells that
are performance-cast while performing with this verge, cost 1 less Aether to a minimum
of 1.

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Talisman of Execution: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant]
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 1 (or 2 if Mineral). While wielding this talisman and sustaining Magical
Executor, each time the spell repeats it costs +1 Aether but deals +2 damage/healing.
These stack until you stop sustaining Magical Executor or wielding the talisman. Also
stacks if you wield two Talismans of Execution (Need at least one hand free to cast
thrown or touch spells).
Inspiring Talisman: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant] Talisman.
Phys-rep should be a small glyph or sigil that you can hold in your hand. Hardness 1 (or
2 if Mineral). While wielding this talisman, you recover +2 Steam when using Rally.
Serene Talisman: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant) Talisman.
Phys-rep should be a small glyph or sigil that you can hold in your hand. Hardness 1 (or
2 if Mineral). While wielding this talisman, you recover 2 additional Aether when using
Meditate.
Wishbone Talisman: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Talisman. Phys-rep
should look like a small, curved bone that can be worn on your person. Hardness 1.
While wielding this talisman, you are immune to non-Greater Enfeeble in all your limbs.
If you are struck by a non-Greater Break Limb or non-Greater Sever Limb effect while
wielding this talisman, the talisman becomes Sundered instead (it will no longer protect
against Enfeebles, Breaks, and Severs when Sundered). If this talisman is made into a
verge, only the arm of the hand that is wielding the verge is immune to Enfeeble (both
arms are immune if holding the verge in two hands). If a Break Limb or Sever Limb
effect is redirected to the verge, the item that the verge is part of is Sundered instead.
Aethermarble Mortar and Pestle: (To Make: 10min, 2 Pool, 1 Uncommon Mineral, Unique: 1
Aethermarble Shard] Ornament. Phys-rep should be a mortar and pestle painted white.
Hardness 2. When this item is the focus of the RP for the Transmute to Magical talent,
the user may change a component into any other ritual component type of equal tier or
lower. The energies of this item allow for the easy grinding up of minerals and animal
remains as well as plants.
Aethersilk of Warding: (To Make: 10min, 2 Pool, 1 Uncommon Animal] Ornament. Phys-rep
should be a knot of string, cloth, or foam that looks like spider webs. Hardness 1. If the
RP for a Ritual of Warding focuses on this ornament, the level a character needs to
bypass the ward while it is active is doubled.

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Band of Might: (To Make: 10min, 2 Pool, 1 Uncommon Animal) Ornament. Phys-rep should be
a thick belt, a white bone bracelet that can be worn on a bicep, or a ring. Hardness 1. If
you are under the effects of Ritual of Strength, wearing this ornament will grant you an
additional +1 Strength. You do not have to be wearing this ornament when the ritual is
first cast on you to get its benefit. Multiple Bands of Might do not stack, and characters
who do not have a Ritual of Strength active on them gain no benefit from wearing a Band
of Might.
Imbued Chain: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Ornament. Phys-rep should
be a small length of chain, preferably woven together like chainmail but not required.
Hardness 2. If the RP for a Ritual of Aegis of Magic focuses on this ornament, the armor
that is summoned grants +6 Armor Rating instead. If the ritual is cast on an existing suit
of armor, it gains +3 Armor Rating instead.
Vial of Cloying Sands: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Ornament. Phys-rep
should be a handheld bottle full of sand, preferably colored blue, purple, or black but not
required. Hardness 1. This ornament may be the target of a Ritual of Mark/Recall. When
the ritual is invoked to teleport you back to your mark, it will teleport you to this
ornament, wherever it is. Then, the bottle breaks and you are Paralyzed for 1 minute as
your body and possessions reform from the sand, and then you are Stunned for 15
seconds afterwards as you cough up any excess sand. Unlike most ornaments, this item
is consumed after you recall to it. Only one Ritual of Mark/Recall can be linked to this
ornament at a time. If a character steals a Vial of Cloying Sands, the thief should alert
Plot as to who has it/where it is. An OoG note should be left in its place if the ritual
caster tries to recall to it, telling them to see Plot for where to go.
Apprentice Effigy of the Nexus: (To Make: 10min, 2 Pool, 1 Uncommon
Mineral/Animal/Plant) Effigy. Phys-rep should be a small doll, trinket, or some other
strange object. Hardness 1. If the RP for an Apprentice or lower Arcane ritual focuses on
this effigy, it halves the time cost. The effigy is consumed in the process (the phys-rep
should not be destroyed). Only one effigy can be consumed for a ritual this way at a time.
Apprentice Roulette Effigy: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant)
Effigy. Phys-rep should be a small doll, trinket, or some other strange object. Hardness
1. When this effigy is made, the maker must choose one deity. If the RP for an
Apprentice or lower Divine ritual or prayer to the chosen deity focuses on this effigy, it
removes the cost from a single Pool of the users choice. The effigy is consumed in the
process (the phys-rep should not be destroyed). Multiple effigies may be consumed to
remove different Pool costs this way.

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Apprentice Scrolls Bundle
Scrolls require a verbal when not being used for teaching, From This Scroll I Invoke
Apprentice Feat Scroll: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls.
Apprentice Spell Scroll: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls. Doesnt include rituals/runes/prayers.
Apprentice Ritual Scroll: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 1.
Ritual scrolls can only be used to learn from. A ritual cannot be cast by using a scroll of
it. Does not include normal spells, only rituals, runes, and prayers.
Apprentice Talent Scroll: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls.
Apprentice Passive Scroll: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls.

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Apprentice Armor Properties
Standard Apprentice Armor/Shield: (To Make: 10min, 2 Pool, 1 Uncommon
Mineral/Animal/Plant) Hardness 2 (or 3 if Mineral). Can be made in the form of a Novice
shield or Novice piece of armor. If metal armor, it may be made as either chain or plate.
Hardened Armor/Shield: (To Make: 10min, 2 Pool, 1 Uncommon
Mineral/Animal/Plant) Hardness 3 (or 4 if Mineral). This shield/each piece of this armor
has +1 Hardness. If this property would be Smelted, the other propertys Hardness is
always used for the final product, and then it gets the +1 Hardness bonus.
Surplus Armor/Shield: (To Make: 10min, 1 Common Mineral/Animal/Plant) Hardness 1 (or 2
if Mineral). This shield/each piece of this armor has -1 Hardness and a half/full-suit of
armor with at least one piece of this property has -1/-2 Armor Rating. However, the base
Pool cost to make this shield/each piece of this armor is removed (the cost of augments is
unchanged) and it may be made with components one level of rarity lower than usual to a
minimum of Common. These changes are included in the above requirements. If this
property would be Smelted, the following effects are used instead:
The final product is made using only the other propertys component costs (and
components one rarity lower than what that property normally needs may be used, to a
minimum of Common).
The final products base Pool cost is equal to half of the other propertys base Pool cost,
rounded down (the cost of augments is unchanged).
The other propertys Hardness is always used for the final product, and then the piece of
armor gets the -1 Hardness penalty.
A half/full-suit of armor with at least one piece of this property Smelted in has -1/-2
Armor Rating.
Reinforced Armor: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Animal/Plant) Hardness 2
(or 3 if Mineral). A half/full-suit of this armor has an additional +1/+2 Armor Rating.
Each individual piece of this armor requires +1 Strength to wear. The amount of
Strength needed does not increase with each piece; it takes a total of +1 Strength to wear
up to a full-suit of this armor.
Shadowed Armor: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 2. Between
8pm and 8am, or when in a dark area, while wearing a half-suit of this armor, you may
pay 2 Steam to use the Camouflage talent once per Period, even if you dont know it. If
you are wearing a full-suit of this armor, you may use it two times per Period between
8pm and 8am (paying 2 Steam each time). If you already know Camouflage, then instead
it takes 15 seconds quicker to use in a half-suit and 30 seconds quicker to use in a full-
suit.

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Swift Armor: (To Make: 10min, 2 Pool, 1 Uncommon Animal/Plant) Hardness 2. While
wearing a half-suit of this armor, you may take 5 extra steps when Traversing. While
wearing a full-suit of this armor, you may take 7 extra steps instead.
Apprentice Feat Shield: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or
3 if Mineral). When this shield is first made, its maker chooses one Novice or Apprentice
defensive feat that either they or an assistant knows. That feat costs 1 less Steam to a
minimum of 1 while this shield is wielded.
Rattling Shield: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). While wielding this shield, you may pay +3 Steam to make the Taunt feat strike
in an Arc area (you must know the feat first).
Spiked Shield: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). When you successfully hit a target with the Shield Bash feat, you may deal
your weapons current damage to them as Speed (before they leave your weapons Speed
area).
Soldiers Shield: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). Using Shield Bash also Stuns the target for 5 seconds.
Apprentice Weapon Properties
Standard Apprentice Weapon: (To Make: 10min, 2 Pool, 1 Uncommon
Mineral/Plant) Hardness 1 (or 2 if Mineral). Can be made into the form of any of the
Novice smith weapons.
Subdual Weapon: (To Make: 5min, 1 Pool, 1 Common Plant) Hardness 1. This weapons
crafting requirements and base Hardness are different from other Apprentice weapon
properties. The weapon is made primarily out of wood and cloth and is designed to bruise
and incapacitate rather than to wound and kill an opponent. This weapon can only ever
deal 1 Subdual damage unless a Greater effect changes it or something else specifically
says so otherwise. However, any Subdual Proficiencies you have will also apply to
damage dealt by this weapon (for two-handed weapons, every other Subdual Proficiency
grants +2 damage instead of +1). Cannot be put on bows or crossbows.
Hardened Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 1 (or 2 if
Mineral). This weapon has +1 additional Hardness. If this property would be Smelted, the
other propertys Hardness is always used for the final product, and then it gets the +1
Hardness bonus.
Mercurial Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 1 (or 2 if
Mineral). Cannot be put on bows or crossbows. This weapon has -1 Hardness but deals
+1 damage. If this property would be Smelted, the other propertys Hardness is always
used for the final product, and then it gets the -1 Hardness penalty.

193
Guard Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). Cannot be put on throwing weapons or arrows/bolts. When wielded in one
hand, you gain +1 Natural Armor Rating that cannot be damaged by Rend and similar
effects. This effect stacks if wielding two of these weapons. Weapons wielded in two
hands gain +2 Natural Armor Rating that cannot be damaged by Rend or similar abilities
instead. However, because of the different weight caused by the defensive emphasis, this
weapon deals -1 damage, to a minimum of 1.
Apprentice Feat Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2
(or 3 if Mineral). Cannot be put on bows or crossbows. When this weapon is first made,
its maker chooses one Novice or Apprentice offensive feat that either they or an assistant
knows. That feat costs 1 less Steam to a minimum of 1 if it is delivered through this
weapon. Wielding multiple feat weapons of the same feat will not stack.
Shadowed Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). Can only be put on small weapons, fist weapons, one-handed weapons, or
arrows/bolts. This weapon deals +2 damage when delivered to the targets back.
Agile Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). Can only be put on small weapons, fist weapons, one-handed weapons, bows,
and crossbows. Grants+1 Soak while wielded if you are not wearing more armor than a
half-suit of leather armor. The Banditry ability increases the armor limit of this weapon
to a full-suit of leather armor or a half-suit of chain armor. A character can only benefit
from one weapon with this effect at a time.
Hollow Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 1 (or 2 if
Mineral). Cannot be put on bows or crossbows. This weapon has -1 Hardness.
Additionally, one dose of ingested or viscid alchemy can be stored inside the weapon.
You may choose to deliver the concoction at any point when the weapon successfully
strikes the target for at least 1 point of damage (ingested concoctions no longer deal
Direct damage when delivered this way). If attacking with a hollow throwing weapon or
hollow arrow/bolt, that ranged attack must be the one you deliver the concoction with if it
hits. One dose of a concoction can fill up to 3 arrows/bolts or throwing weapons. If this
property would be Smelted, the other propertys Hardness is always used for the final
product, and then it gets the -1 Hardness penalty (this property cant be put on an item if
it would bring its Hardness to 0). Cannot be Smelted with a subdual weapon.

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Springbound Weapon : (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant, must have
Knowledge Engineering or have an assistant who does) Hardness 2 (or 3 if Mineral).
Small weapon, fist weapon, throwing weapon, or crossbow only. Cannot be put directly
on arrows/bolts (see description). This weapon counts as a device for the purposes of
Integrate Device. You can Integrate multiple springbound weapons into one device.
You can NOT Integrate springbound weapons into other springbound weapons.
Weapons that must be wielded in two hands (including Bastard Weapons) count as
Integration Hubs. If this weapon requires ammunition, then one arrow/bolt at a time can
be loaded into the device.
Vengeful Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). Cannot be put on arrows/bolts. When you take Bane damage (more than
Minimal) from another character, this weapon deals +2 damage to all targets for 15
seconds. Any additional Bane damage dealt to you during this time resets the duration to
15 seconds.
Splinter Bolts: (To Make: 10min, 2 Pool, 1 Uncommon Mineral) Hardness 1. Can only be put
on Arrows/Bolts.This item has -2 Hardness. Each arrow/bolt deals +3 damage, but it is
destroyed and irretrievable after each shot whether it hits or misses (it cannot be repaired
or Salvaged). If this property would be Smelted, the other propertys Hardness is always
used for the final product, and then it gets the -2 Hardness penalty. Cannot be Smelted
with a subdual weapon.
Astral Weapon: (To Make: 10min, 2 Pool, 1 Uncommon Mineral/Plant) Hardness 2 (or 3 if
Mineral). Cannot be put on arrows/bolts. Once this weapon tastes the null essence of an
incorporeal creature, its true power awakens. If this weapon has No Effect when trying
to damage an incorporeal character with it, then for the next minute this weapons
damage type becomes Astral (with each attack, you may choose for it to override any
other damage type that the weapon could deal, including Subdual but excluding Divine
and Void, or deal whatever type damage it was before). Astral damage does not do Bane
to any known creatures, but it can simply affect incorporeal creatures without the user
needing to attune themselves to an Affinity or to learn magic. If put onto a bow or
crossbow and any arrow/bolt fired from it has No Effect on an incorporeal creature, then
the bow or crossbow itself will infuse every arrow/bolt fired from it with Astral damage
for the standard duration. If an astral throwing weapon has No Effect on an incorporeal
creature, then all astral throwing weapons in your possession will now deal Astral
damage for the standard duration.

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Surplus Weapon: (To Make: 10min, 1 Common Mineral/Plant) Hardness 1 (or 2 if Mineral).
This weapon has -1 Hardness and -1 Damage (to a minimum of 1 Damage). However,
the base Pool cost to make this weapon is removed (the cost of augments is unchanged)
and it may be made with components one level of rarity lower than usual to a minimum
of Common. These changes are included in the above requirements. If this property
would be Smelted, the following effects are used instead:
The final product is made using only the other propertys component costs (and
components one rarity lower than what that property normally needs may be used, to a
minimum of Common).
The final products base Pool cost is equal to half of the other propertys base Pool cost,
rounded down (the cost of augments is unchanged).
The other propertys Hardness is always used for the final product, and then the weapon
gets the -1 Hardness penalty.
The weapon deals -1 Damage, to a minimum of 1 Damage.

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Chapter 16: Journeyman Titles
Brute
Requirements:
Apprentice Warrior
At least 4 total purchases of a Fighting Style Prof (does not have to be the same FS)
At Least Strength +2
At Least Natural Armor Rating of +2
At least 2 Apprentice Combat Feats.
At least 5 Exp spent in other Apprentice Combat Passives and Powers.
Total Level 13
Grants access to Journeyman level Combat Skills, Subcategory: Might.
Perk: Offensively Minded Fighters: When using an offensive feat or numerical damaging
physical attack, you may spend +4 Steam to augment that attack with Greater. Additionally,
gain +1 Strength and +5 Steam.
Guardian
Requirements:
Apprentice Warrior
Knowledge Tactics
At least 3 purchases of Armor Proficiency
Parry
Deflect Arrow
At least 2 Apprentice Combat Feats
At least 5 Exp spent in other Apprentice Combat Passives and Powers.
Total Level 13
Grants access to Journeyman level Combat Skills, Subcategory: Discipline. Also grants access
to Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Tactics.
Perk: Defensively Minded Fighters: You may now defend against surprise attacks as normal.
Shields now grant you +2 Armor Rating. Additionally, you gain + 5 steam.

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Rogue
Requirements:
Apprentice Scout
At least 4 total purchases of a Backstab Prof
Banditry
At least one Apprentice Trap
Disarm Apprentice Traps
At least 10 Exp spent on other Apprentice Guile Passives and Powers.
Total Level 13
Grants access to Journeyman level Guile Skills, Subcategory: Marauding. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Nature and Tactics.
Perk: Assault from the Darkness: All of your Backstab proficiencies now grants +2 damage
from behind. For the cost of 1 Steam, you may negate one instance of interruption during
disarming a trap. May be used multiple times while disarming a trap, if necessary. Additionally,
you gain +5 Steam.
Spy
Requirements:
Apprentice Scout
At least 1 purchase of Poison Immunity
Pick Advanced Lock
Fancy Footwork
Either Mask Culture or Supress Baptism
At least 10 Exp spent on other Apprentice Guile Passives and Powers.
Total Level 13
Grants access to Journeyman level Guile Skills, Subcategory: Subterfuge. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge History, Law, and Culture.
Perk: Hiding in Plain Sight: You can now at will disguise yourself as any race you know of.
you will appear fully as a distinct person of that race, and no standard (non-skill) methods of
detection will be able to tell that you are not the race you appear to be. You also have become
immune to telepathy. You are not immune to Greater Telepathy, but will know exactly
where/who any Greater Telepathy abilities that affect you are coming from. Additionally, you
gain +5 steam.

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Warlock
Requirements:
Apprentice Mage
Either Fireball, Chain Lightning, or Arcane Lance
At least 4 Spell Proficiencies
At least 1 spell mastery
At least 10 Exp spent on other Apprentice Arcane Passives and Powers.
Total Level 13
Grants access to Journeyman level Arcane Skills, Subcategory: Stratagem. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Arcana.
Perk: Damage Casting: All of your spell proficiencies now grant +2 damage every other
purchase. When casting an offensive Arcane spell (that is not a mental effect) you may spend +4
Aether to augment that spell with Greater. Additionally, you gain 5 Aether.
Ritualist
Requirements:
Apprentice Mage
At least 1 Apprentice Arcane Ritual or Rune
Ritual Concentration
Long Handed Runic Casting
Infusion Training
Knowledge Arcana 2
At least 5 exp spent on other Apprentice Arcane Passives and Powers.
Total Level 13
Grants access to Journeyman level Arcane Skills, Subcategory: Transmutation. Also grants
access to Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-
category for Knowledge Arcana.
Perk: Ritual Casting: While meditating, you can choose to regenerate 1 aggravated aether
instead of the normal amount. Also, the amount of rituals that can be placed on yourself increase
to four and the amount of runes you can place on yourself increases to two. Lastly, you gain 5
additional Aether.

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Psion
Requirements:
Apprentice Mage
Knowledge: Psyche at level 2
Telepathy
Dominate Mortal
At least 10 Exp spent on other Apprentice Arcane Passives and Powers.
Total Level 13
Grants access to Journeyman level Arcane Skills, Subcategory: Psionics. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Psyche.
Perk: Illusion casting: Allows the Psion to cast any spell you know as an illusion that attacks the
mind of a person rather than their body. These spells can only be stopped as a mind effect. When
casting an illusion spell, simply state mental/mind before the name of the spell. Additionally,
you gain 5 Aether.
Bard
Requirements:
Apprentice Mage
At least 2 Apprentice Arcane Spells
Magical Voice
An Entertainment Profession
At least 10 Exp spent on other Apprentice Arcane Passives and Powers.
10 Exp spent on any Academic, Combat, Divine and/or Guile passives and powers
Total Level 13
Grants access to Journeyman level Arcane Skills, Subcategory: Spell Songs. Also grants access
to Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge History, Law, and Culture.
Perk: Performance Casting: When casting a performance or using magical voice, as long as the
target(s) of a performance do not change and a Performance is not interrupted, the performer
need not spend aether after the initial cost of the spell. The spell shall continue to be cast every
10 second interval. Additionally, you gain 5 Aether.

200
Cleric
Requirements:
Apprentice Acolyte
At least 2 Apprentice Divine Spells, Talents, or Rituals.
Holy Symbol
Knowledge: Theology Level 2.
Either Improved Prayer or Improved Blessing
Inspire the Faithful
At least 5 Exp spent on other Apprentice Divine Passives and Powers.
Total Level 13
Grants access to Journeyman level Divine Skills, Subcategory: Formal. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Theology and certain Knowledges specific to the God(s) you are baptized to: Law
(Lyrana). Mineralogy, Alchemy, and Engineering (Keld). Medicine (Kallen). Arcana and History
(AA). Nature (Nature Twins). Psyche (Zigaen). Law (Morcant). Tactics (Morwyn). Alchemy and
Culture (Oksani). Psyche (Unvaean Ones)
Perk: The Churchs Voice: Clerics may use their Gods verbal for all spells, including Arcane. The
duration of Hallow/Consecrate/Bless/Bestow Affinity/Inspire the Faithful is doubled. When using
Inspire the Faithful, targets baptized to the same god can use 1 novice or apprentice divine spell that
you have for the duration. Also, you gain +5 Aether.

Primalist
Requirements:
Apprentice Acolyte
At least 2 Apprentice Divine Spells and/or Rituals
Humble Offerings
Bestow Affinity
Knowledge Theology Level 2
At least 5 exp spent on other Apprentice Divine Passives and Powers.
Total Level 13
Grants access to Journeyman level Divine Skills, Subcategory: Primal. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Theology, Nature, and certain Knowledges specific to the God(s) you are baptized to:
Law (Lyrana). Mineralogy, Alchemy, and Engineering (Keld). Medicine (Kallen). Arcana and
History (AA ). Nature (Nature Twins). Psyche (Zigaen). Law (Morcant). Tactics (Morwyn).
Alchemy/Culture (Oksani). Psyche (Unvaean Ones)
Perk: Primal Devotion: A Primalist may cast their Divine spells using Aether or Steam. Can treat
anyone with at least 1 level of your gods Affinity as baptized to your god for your abilities. Gain 1
Affinity level of a standard Affinity of your choice. You also gain +5 Aether or +5 Steam.
201
Medic
Requirements:
Apprentice Professional
At least 2 First Aid Profs
Knowledge Medicine 2
Treat current
Total Level 13
At least 10 Exp spent on other Apprentice
Academic passives and powers.
Grants access to Journeyman level Academic Skills, Subcategory: Triage.
Also grants access to Knowledge Focus (level 4) and Deep Knowledge (level 5) on the
Scholastic sub-category for Knowledge Medicine and Psyche.
Perk: Vulnus Continua: Gain +1 First Aid Proficiency. While doing a healing talent, you can
spend 1 steam and call Concentration in order to stop your talent from being interrupted,
although you still take the attack. Can be used multiple times while using the same talent. Also,
any healing talent that you have which takes more than 1 minute now takes 1 minute less,
minimum of 1 minute.
Scholar
Requirements:
Apprentice Professional
One Knowledge at Level 3.
A total of 4 Knowledge skills
Instructor
Intense Study
At least 10 Exp spent on other Apprentice Academic passives and powers.
Total Level 12
Grants access to Journeyman level Academic Skills, Subcategory: Scholastic.
Perk: University Patron: You can do +1 Between event Skills if you are using research. Also,
Choose 1 Knowledge. When teaching or assisting in teaching an ability that has that knowledge
as a pre-req (or that knowledge eventually leads up to this skill) that skill is Master Taught for no
extra cost. Also, any non-healing talent that you have which takes more than 1 minute now takes
1 minute less, minimum of 1 minute.

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Artisan
Requirements:
At least 1 Apprentice Crafting Bundle
Home at the Workshop
Either Tools of the Trade or Tricks of the Trade
At least 10 Exp. Spent on other Apprentice Crafting and Labor abilities.
Total Level 12
Grants access to Journeyman level Crafting and Labor Category. Also grants access to
Knowledge Focus (level 4) and Deep Knowledge (level 5) on the Scholastic sub-category for
Knowledge Medicine, Nature, and certain knowledges if you have the appropriate Journeyman
crafting bundle: Alchemy (alchemy), Mineralogy (smith), Engineering (engineer), and Arcana
(inscription)
Perk: Invent: Instead of its usual effects, you can use Home at the Workshop to invent a new
item that must fall under one of your crafting bundles. Between events, come up with the name,
idea, and some rough rules or a concept for how you imagine it working and submit it to the
Rules team. The Rules team will determine if you succeeded and thus make that item In-Game,
or if you fail and must go back to the drawing board. You may submit 1 invention for each use
of Home at the Workshop that you use between events.
If your invention is approved, it is automatically added under the appropriate crafting bundle
and only you have access to it. If you so choose, you may spend 5 minutes per tier of the
invention to create a schematic for it that can be given to other characters (you can create any
number of schematics as you want). If another character who is not the inventor wants to make
this item, they need the schematics as an additional component to do so (schematics are not
destroyed after they are used). The inventor never needs a schematic to make their own
invention. If the schematic is given to or sold to the Wayfarers Guild, Crafters Guild, or similar
public merchants organization, then that invention will be added to the OoG Rulebook and all
characters will be able to make it as if it were a common item starting the next Event (and all
existing schematics of that invention become worthless). The person selling schematics does not
have to be the person who invented it. Once made, a schematic can only be replicated by non-
inventors via Forgery.
In addition, you also get 1 additional Profession for free that can be from either Agriculture or
Artisan. This Profession can go beyond your normal limit of Professions. This does not grant
you an additional Profession action between Events, just another option to choose from.
You also gain +5 Steam OR Aether.

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Hybrid Titles
Each hybrid title (including custom titles and Master of None) grants access to the skills
Knowledge Focus (level 4) and Deep Knowledge (level 5), on the Scholastic sub-category,
for the knowledges listed in the Perk of the non-hybrid Title that grants access to the Journeyman
list that your Hybrid title also grants access to.
Skirmisher
Requirements:
Apprentice Scout and Apprentice Warrior
At least 4 total Purchases of Fighting Style Prof
At least 4 total purchases of Backstab Prof
Critical Strike
Knowledge Tactics level 1
At least 10 Exp spent on other Apprentice Guile Passives and Powers.
At least 5 Exp spent on other Apprentice Combat Passives and Powers
Total Level 14
Grants access to Journeyman level Combat Skills, Subcategory Might OR subcategory
Discipline, and Journeyman Guile Skills, Subcategory: Marauding.
Perk: Flanker Supreme: Any feat that you use from behind count as Surprise. Small weapons
and thrown weapons now deal +2 damage. Gain +5 Steam.
Battlemancer
Requirements:
Apprentice Warrior and Apprentice Mage
At least 4 total Purchases of spell profs
At least 4 total Purchases of weapon profs
Knowledge Tactics level 1
Channeling
At least 10 Exp spent on other Apprentice Arcane Passives and Powers.
At least 10 Exp spent on other Apprentice Combat Passives and Powers
Total Level 14
Grants access to Journeyman level Combat Skills, Subcategory Might OR subcategory
Discipline, and Journeyman Arcane Skills, Subcategory: Stratagem.
Perk: Eldritch Blades: Your weapon casted spells must be defended against as spells, physical
defensive feats will no longer stop them. Also, your weapon casted spells will still affect the
target if physically blocked by a weapon or a shield. You also gain +4 Aether and +4 Steam.

204
Champion
Requirements:
Apprentice Warrior and Apprentice Acolyte
At least 3 total purchases of Zeal
At least 4 total purchases of Weapon profs
Face Thine Enemy
Knowledge Theology level 1 (General or specifically an enemy deity)
At least 5 Exp spent on other Apprentice Divine Passives and Powers.
At least 10 Exp spent on other Apprentice Combat Passives and Powers.
Total Level 14
Grants access to Journeyman level Combat Skills, Subcategory Discipline or Might (choose 1), and
Journeyman Divine Skills, Subcategory: Formal.
Perk: Hand of the Church: Grants +4 Steam +4 Aether. Additionally, Choose 1 of the following:
Choose a melee weapon that now counts as your Holy Weapon. That weapon becomes
soulbound to you. Disarming instead acts as an enfeeble on that weapon for 5 seconds. For 1
Steam, the Champion may un-soulbind or re-soulbind that weapon. A 30 min talent may be
performed to change/bind a different weapon. Also, if your holy weapon is affected by
Sunder, you can meditate over it for 5 mins to work as General repair.
If you have Pugilist style, you may use fist physreps up to the length of a 1-handed weapon that
deal a base of 2 damage. Also, if your fists are broken or Severed, you can meditate for 5 mins to
cure them of Break or Sever. For 5 minutes afterwards, your arms are unusable.

Fanatic
Requirements:
Apprentice Scout and Apprentice Acolyte
At least 2 total purchases of Zeal
Suppress Baptism OR Mask Faith
Knowledge Theology level 1 (General or specifically an enemy deity)
At least 10 Exp spent on other Apprentice Divine Passives and Powers.
At least 5 Exp spent on other Apprentice Guile Passives and Powers.
Total Level 14
Grants access to Journeyman level Guile Skills, Subcategory Marauding or Subterfuge (choose 1),
and Journeyman Divine Skills, Subcategory: Formal.
Perk: Religious Zealot: The fanatic is the infiltrator for their church. The one who will do what they
must for their faith regardless of the consequences. They would rather break a tenet now and repent
for it later, than let the crimes against their deity go unchecked. Choose 1 god. You permanently
detect as baptized to that faith, detect as having 1 Affinity of the gods chosen Affinity, and can learn
Novice and apprentice spells of that faith (and pantheon). Gain +4 Steam and +4 Aether.

205
Master of None
Requirements:
Apprentice Jack of All trades
At least 15 exp spent in at least 4 different Apprentice categories
Total Level 13
Cannot have any Journeyman titles already.
Grants access to every journeyman subcategory of every Apprentice category you put at least 15
exp into.
Perk: Always get the Bronze: You can now gain other Journeyman titles. You can now get as
many Journeyman titles that you are eligible for, more than the 5 Journeyman titles everyone is
restricted to. However, you can never get any Master titles. You also gain +10 vaea, +6 steam,
and +6 Aether. Also, choose 1 of the following +2 spell profs, backstab profs, weapon profs, or
knowledge profs.

206
Combat Journeyman
Might Passives
Deathwish: (5 Exp.) (Pre-req: Willpower) For 1 minute after successfully defending against a
Mind effect from a hostile source, you deal +3 damage to the caster/source of that Mind
effect. This bonus does not stack with itself, but you may have multiple sources that you
deal bonus damage to if you were affected by multiple Mind effects from different
sources.
Seeing Red: (6 Exp.) (Pre-req: Battle Hardened) While suffering from a Bleeding Wound or a
Pain effect, you gain +3 natural armor and strike for +3 damage.
Battered Brawler: (6 Exp.) (Pre-req: Iron Fist) The base damage of your unarmed strikes
increases by +2, and you gain +2 natural armor when wielding no weapons. These
benefits cannot be gained if using plate armor.
Improved Crit Strike: (7 Exp.) (Pre-req: stun, Crit-strike.) The Crit Strike Feat now deals x3
damage against Stunned targets.
Only the Mightiest: (6 Exp.) (Pre-req: Mighty Strikes, +1 Strength) The damage bonus from the
Mighty Strikes Feat increases by +2. Additionally, it now applies to the next 10 strikes,
instead of 5.
Berserk: (6 Exp.) Once per period, you may fly into a blind rage to gain greater power. For the
next 5 minutes, the character has +2 strength, swings +2 damage with all weapons and
fighting styles, has a general steam efficiency of 1, an additional soak of 2, and may
continue to fight even while in First and Second Stage Death Count. The character also
suffers a rampage effect for the same duration.
Toxic Resilience: (7 Exp.) (Pre-req: Iron Stomach) You can apply Iron Stomach to other
forms of Alchemy by spending +1 Steam.
Follow Through: (5 Exp.) If using Coup de Gras while in combat, you no longer need to count.
Simply call Follow Through. Coup de Gras.

Master Two Weapon Fighting: (6 Exp.) (Pre-req: Two Handed Style and Two Weapon
Fighting) Allows you to use 2 Bastard weapons, or a Bastard weapon and a small or 1
handed weapon.
Grand Master Style: (7 Exp.) (Pre-req: Master Two Weapon Fighting and Staff) Allows you to
use a staff in one hand and a small, one handed, or Bastard weapon in the other. The staff
may only be used defensively.

207
Last Stand: (9 Exp.) (Pre-req: Brute and Hide of the Elephant) While you have 5 or less Vaea
remaining, your armor/ natural armor reduces incoming damage to 0 instead of 1.
Toughness: (8 Exp.) (Pre-req: Brute and Hide of the Elephant) You gain an additional +2 natural
armor. Your total armor rating (armor+ natural armor) now applies to all sources of Fire
and Ice damage, including Spells. These benefits cannot be gained if using plate armor.
Savage Strikes: (7 Exp.) (Pre-req: Mighty Strikes and Skirmisher.) While Mighty Strikes is
active, your physical strikes may be augmented by Speed for no additional cost.

Might Feats
Shred: (5 Exp.) (To use: 3 Steam.) Strike target in torso, target suffers a Bleeding Wound. Call
Shred. Bleed.
Knock Out: (5 Exp.) (To use: 4 Steam) (Pre-req: pugilist and 3 pugilist profs or small weapon
and 3 FS profs/ backstabs, or shield and shield bash) Strike target with fist, small weapon,
or weapon you use with a shield. Target is incapacitated. Call Knock Out.
Incapacitate. 5 minutes.
Impale: (7 Exp.) (To use: 6 Steam) (Pre-req: Two-handed Weapon profx3 and Stun) Strike
targets torso with a two-handed weapon. You deal x2 your weapons damage to them,
they are considered Pinned to the weapon for 30 seconds, and Target is affected by
Pain for 30 seconds. During this time, you also cannot move or attack otherwise this
feat ends. Call X Damage, Pain, Pin 30 seconds.
Pulverize: (6 Exp.) (To use: 5 Steam) (Pre-req: Two-handed Weapon profx3, trip) Strike target
who is affected by Trip with a two-handed weapon. Target is affected by Crit Strike
(x2 Damage) and Knockout (Incapacitate 5 minutes). Call Pulverize. X Damage.
Incapacitate. 5 minutes.
Bull Rush: (6 Exp.) (To use: 5 Steam) Traverse 10 steps towards a target. Once you reach
target, target takes your melee weapon damage and a Trip.
Cleaving Strikes: (6 Exp.) (To use: 5 Steam) (Pre-req: Mighty Strikes and +2 Strength) The
next 5 melee strikes made by the character function as an Arc, hitting enemies to the
immediate left and right of the target. Feats cannot be used in these 5 strikes. Call
Cleaving Strikes to activate. Call Arc. X Damage.
Whirlwind: (5 Exp.) (To use: 4 Steam) (Pre-req: Knockback) (Wave) Strike 1 target. All viable
targets within Wave distance take a 10-foot knockback. Call Wave. Knockback.
Determination: (5 Exp.) (To use: 4 Steam) (Pre-req: Break Binds and Pull through) Defends
against 1 Slow, Hamstring, Pin, or Constrict effect. You are immune to that
effect from the attacker for the next minute.

208
Sunder: (6 Exp.) (To use: 5 Steam) (Pre-req: Rend) Strike target or targets weapon/shield.
Strike target to break 1 piece of armor of your choice. Strike weapon/ shield to break
targets weapon. Call the hardness of your weapon after Sunder. If items hardness is
less than your weapons hardness, item is broken. Call Sunder (X hardness.) (Weapon/
Shield/Armor Piece).
Sever Limb: (6 Exp.) (To use: 5 Steam) (Pre-req: Break Limb) Strike Targets limb. That limb
is Severed. If it is an arm, they can no longer use it. If it is a leg, they cannot walk.
Target also takes a Bleed effect. Duration: until cured. Call Sever Limb. (Limb).
Bleed.

Might Talents
Battle Shout: (6 Exp.) Spend 10 seconds shouting your own personal war cry, granting you +10
non-healable Vaea. This bonus Vaea fades after 1 minute. Cannot be used in Death
Count.
Sparring: (6 Exp.) Engage in non-lethal combat with up to 3 other characters for at least 10
minutes. Those targets involved gain +2 damage and +5 non-healable steam until the start
of the next period. Only one Sparring bonus may be active on a character at a time.
Boast: (7 Exp.) Spend 10 minutes telling tales of your exploits, both real and imagined. All
characters who listen for the full story gain +7 refillable Steam for the remainder of the
period. For each character effected this way, the storyteller gains a stacking +2 Healable
Vaea for each person listening for the remainder of the period.
209
Discipline Passives
Vigilant Defense: (8 Exp.) You may spend +4 additional steam to augment any defensive feat
with Greater. These defenses will now block Greater attacks.
Courage: (7 Exp.) (Pre-req: Willpower) Whenever you successfully defend against a mental
effect, you gain +3 armor rating for 1 minute. This effect does not stack with itself.
Master Proficiency: (9 Exp.) (Multi-Purchase.) (Pre-reqs: Weapon Prof x5) You gain +1
damage to all weapons and fighting styles. This does not increase the cost of standard
proficiencies.
Intercede: (6 Exp.) (Pre-req: Protect) When using Protect, you may now use defenses.
Veterans Presence: (8 Exp.) (Pre-req: Soldiers Posture) You may use Offensive Posture,
Defensive Posture, or Soldiers Posture on a friendly character, granting them all the
same bonuses and penalties as per those Feats. You must still pay the Steam costs. You
may make use of this skill even while you are under the effects of a Posture. Characters
may only be in one Posture at a time.
Heavily Armored: (8 Exp.) (Pre-req: Overlay Armor) You may now wear up to 3 suits of
armor, each of a different kind, following the armor layering rules.
Improved Rend: (6 Exp.) (Pre-req: Rend) The Rend feat now removes an additional 2 from the
targets armor rating, for a total of 4.
Improved Trip: (5 Exp.) (Pre-req: Trip) The trip feat now moves the target 5 feet in any
direction of your choice.
Improved Disarm: (6 Exp.) (Pre-req: Disarm) The Disarm feat now causes the target to drop
whatever they are holding in both hands (except shields) Additionally, disarmed items
cannot be picked up for 10 seconds.
Improved Taunt: (9 Exp.) (Pre-req: Taunt) Taunt now prevents the target from using any
defenses, non-damaging spells, or abilities. Call Taunt. Weapon damage only. 1
minute.
Grounded Armor: (7 Exp.) (Pre-req: Cleave Magic) Spells that deal damage/ extra damage
because you are wearing armor now deal half damage (after armor rating is applied, if
any). While wearing armor, you have an Aether Deficiency of 1.
Aegis of Ozothyl: (8 Exp.) (Pre-req: Cleave Magic) Shields and weapons that you wield now
stop spells.
Warded from the Warp: (9 Exp.) (Pre-req: Aegis of Ozothyl) You may now apply your total
armor rating and soak to spell damage. The character can no longer cast Arcane spells of
Journeyman-level or higher.
Valor: (8 Exp.) (Pre-req: Guardian) You now have an efficiency of 1 for all non-damaging
offensive feats.
Vigilance: (9 Exp.) (Pre-req: Guardian) You now have an efficiency of 1 for all defensive feats.

210
Retaliate: (7 Exp.) (Pre-req: Skirmisher.) Whenever you successfully stop an offensive strike or
ability with a defensive feat, you may augment your next physical strike on the initial
attacker with Speed at no cost.

Discipline Feats
Offensive Posture: (5 Exp.) (To Use: 4 Steam) (Pre-req: weapon proficiency x3) You gain +4
melee damage, but take +3 additional damage from all sources. Lasts 1 minute.
Defensive Posture: (5 Exp.) (To Use: 4 Steam) (Pre-req: weapon proficiency x3) You gain +3
armor, but deal 3 less melee damage. Lasts 1 minute.
Soldiers Posture: (6 Exp.) (To Use: 5 Steam) (Pre-req: Offensive Posture and Defensive
Posture.) You gain +2 armor and +2 melee damage. Lasts 1 minute.
Hinder: (5 Exp.) (To Use: 4 Steam) (Pre-req: Rend, Disarm) Strike target in arm, target deals 2
less melee damage for 1 minute. Call Hinder. Deal 2 less. 1 minute.
Bulwark Stance: (5 Exp.) (To Use: 4 Steam) (Pre-req: Parry) Concentration effect. Once
activated you are immune to all physical and magical melee attacks, however you cannot
move or make any actions (doing so would break Concentration). Duration: 1 minute.
Direct Strike: (6 Exp.) (To Use: 4 Steam) (Pre-req: Crit strike) Your next melee strike is
augmented with Direct, bypassing all Soak and armor.
Bladed Armor: (5 Exp.) (To Use: 4 Steam) (Pre-req: Armor Proficiency) Strike target. Target
takes your normal weapon damage plus your total armor rating.
Suppress Magic: (5 Exp.) (To Use: 4 Steam) (Pre-Req: Warded from the Warp.) Call in reaction
to being hit by a spell. That spell will not take effect for 30 seconds.

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Discipline Talents
Run Drills: (7 Exp.) Lead drills and combat exercises with up to 3 other characters for at least
10 minutes. Those targets gain +10 non-healable Vaea and +2 armor until the start of the next
period. Only one Run Drills bonus may be active on a character at a time.

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Guile Journeyman
Marauding Passives
Favored Quarry: (5 Exp.) (Pre-req: FS Prof and Knowledge Nature.) (Separate Purchase)
Choose 1 Creature (Aberrations, Unliving, Aether Creatures, Natural Creatures, and
Constructs) or PC playable race type to be your favored quarry. Against your favored
Quarry, you have a Steam efficiency of 1 and deal +1 physical numerical damage.
Improved Favored Quarry: (7 Exp.) (Pre-req: Favored Quarry x2) (Separate Purchase) You
become extremely proficient at taking down one specific type of being, knowing how to
exploit every inborn weakness. Choose one Favored Quarry. The damage and Steam
efficiency from that Favored Quarry increases by +2 and +1 respectively. Additionally,
you may spend +4 additional Steam to upgrade any feat/effect used on the Improved
Favored Quarry to turn it into a Greater effect.
Dirty Counter: (6 Exp.) (Pre-req: Dirty Fighting) Dirty Fighting may now be called as
reactionary defense. Call Revenge Dirty Fighting. Blind. 1 Min.
Spineshanks Shiv: (7 Exp.) (Pre-req: Shank) Kidney Shot may now be combined with any
other feat or damaging strike.
Rough around the Edges: (8 Exp.) (Pre-req: Rogue, Dirty fighting, Fast Talk, Tough Guy) You
now take no effect from Dirty Fighting, Fast Talk, and Garrote skills.
Tough Guy: (7 Exp.) (Pre-req: Threaten) Being tough doesnt necessarily matter as long as you
look tough. You may now use Fear as a reactionary defense, for 1 Steam, to any non-
surprise melee attack, inflicting a standard duration Fear effect. Call Revenge Fear. 1
minute.
Mark for Death: (9 Exp.) (Pre-req: Improved Favored Quarry, Kill Shot) Once per period, you
may declare a specific person/creature to be your target. You gain a damage bonus of +3
and a Steam efficiency of +1 against that target. You must loudly declare this, and the
target must hear it. This effect ends at the end of the period, or when the target takes a
death, whichever comes first.
Somersault: (5 Exp.) (Pre-req: Evade) You may now use Evade to defend against any area-of-
effect attacks and Traps.
Shadow Stalker: (5 Exp.) (Pre-req: Camouflage) You gain the ability to move at a heel-to-toe
pace while utilizing the camouflage feat.

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Highway Robbery: (6 Exp.) (Pre-req: Black Market Contacts) Between event action. You may
select any number of allies to join you in this action, each must spend their own between-
event actions to do so. You and your allies stake out a caravan route and lie in wait to
ambush any passing caravans. If successful, you would gain various items and gold
depending on the caravan that you ambushed. Note that this is an illegal action and may
result in failure/at-event consequences at plot discretion.
Hitman Contacts: (5 Exp.) (Pre-req: Black Market Contacts) Between event action. You gain
contacts with the local group of hitmen. While assassins focus on killing single targets
stealthily without attracting undue attention, hitmen focus more on mowing down a group
of targets quickly and efficiently. You may utilize these contacts to take out a hit on a
person/group, or learn of any open hits. Note that this does NOT grant membership in
any at-event guild or faction, and merely implies information gathering and contacts.
Gunslinger: (8 Exp.) (Pre-req: 2 Firearm Profs, Tirck Shot, and Piercing shot) (Multi-purchase.)
You have become an expert with all manner of firearms. You gain +1 damage with all
types of guns.
Sharpshooter: (8 Exp.) (Pre-req: 2 Marksman Profs,
Trick Shot, and Piercing Shot) You have
become an expert with all manner of bows,
crossbows, and throwing weapons. You gain
+2 damage with all weapons that fall under
Marksman Style. Additionally, for +3 Steam
per call, you may Perfect Aim any attack
those weapons, using the normal perfect aim
rules.
Speedy Artifice: (10 Exp.) (Pre-req: Banditry) The
Soak granted through Quick Reflexes
increases by +1. The effects of Banditry still
apply to this new total.

Marauding Feats
Evade: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Dodge) A defense that can be called in reaction to
any physical or ranged attack (except bullets) from any angle. This will stop surprise
attacks.
Kill Shot: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Favored Quarry, and at least 2 Firearm or
Marksman Profs) This feat may be delivered with any ranged weapon, including guns.
Can only be used on a Favored Quarry. Target takes 5x normal damage. Call Kill Shot.
X Damage.

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Trick Shot: (5 Exp.) (To Use: 3 Steam.) (Pre-req: at least 1 Ranged or Firearm Prof) Delivered
through any ranged attack, including guns. Target takes your weapon damage and a
disarm effect in specified hand (your choice). Call Trick shot. X damage. Disarm. X
hand.
Waylay: (5 Exp.) (To Use: 4 Steam.) (Pre-req: At least 3 Backstab Profs) Tag target in torso
from behind with a small weapon. Target is Incapacitated for 5 minutes. Surprise
attack. Call Surprise Waylay. Incapacitate. 5 minutes.
Piercing Shot: (5 Exp.) (To Use: 4 Steam.) (Pre-req: at least 2 Ranged or Firearm Profs) Used
with any ranged weapon, including guns. May be combined with any other ranged feat. If
the ranged attack would be stopped by a weapon or shield, it will still count as having hit
the target. Call Piercing Shot before the attack.
Swipe: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Snatch, Pugilist Style) Must be used with a fist
physrep. Strike target weapon or arm. Target loses the item/ weapon in that hand and you
now wield it in the appropriate hand. Disarm effect.
Snatch: (5 Exp.) (To Use: 4 Steam.) Strike target in the torso. Target must give 1 random item
from a specified pocket/pouch/bag/etc. You then benefit from a 5-step Traverse effect.
This feat cannot be used in combat, but it can be used to initiate combat.
Make like a Tree: (5 Exp.) (To Use: 4 Steam.) (Pre-req: Tough Guy) Fire gun at target (need
not hit the target). Target takes a standard duration Terror effect. Call Make like a
Tree. Terror. 1 minute.
Stand and Deliver: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Rogue, Tough Guy) Fire gun at target
(need not hit the target). Target is compelled to give any and all requested possessions to
you for the next 1 minute. Mental Effect.
Kidnap: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Waylay) Strike target from behind with two fist /
claw physreps on each of targets shoulders simultaneously. While you keep
Concentration, the target is affected by Silence and Constrict. Target may be moved
while kidnapped. Surprise attack. Concentration effect. Call Surprise Kidnap. Silence.
Constrict.
Ripper: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Spineshanks Shiv and Skirmisher.) Strike target
from behind. Target is affected by Trip and Stun 5 seconds. The target also
immediately takes 10 direct damage and a Bleeding wound. This is a surprise attack. Call
Surprise. 10 Direct. Bleed. Trip. Stun. 5 seconds.

Marauding Talents
Camouflage: (6 Exp.) (Pre-req: Knowledge Nature) This Talent takes one minute to prepare.
You must cover up to 50% of your body with some sort of natural barrier or foliage.
After 1 minute, you are invisible until you move again or choose to end the talent.

215
Threaten: (7 Exp.) Spend at least 1 minute intimidating the target. When you decide to initiate
it, target takes a Fear effect lasting +1 minute for every minute that you spent RPing.
Disarm Journeyman Traps: (5 Exp.) (Pre-req: Disarm Apprentice Traps) Spend 2 minutes
roleplaying disarming a Journeyman trap. After time is up, trap is disarmed and inert.
Weapon Trap: (6 Exp.) (To use: 2 Minutes) (Pre-req: Poison Dar Trap) Journeyman Trap. Up
to ten weapons can be loaded into the trap. (Item cards should be placed with the marshal
notes. In the case of ranged weapons ammunition must also be provided.) When
triggered, the target will take the base effect of each weapon in the sequence. Note that
there may be non-standard items that can be used with this trap.
Spike Trap: (6 Exp.) (To use: 5 Minutes) (Pre-req: Set Large Pitfall Trap) Journeyman Trap.
Upon triggering the trap, the target falls into a spiked pit, and immediately takes 10
damage and a Bleeding wound. They must then climb out of the trap, following the rules
for the standard pitfall trap.
Cage Trap: (7 Exp.) (To use: 5 Minutes) (Pre-req: Set Snare Trap) Journeyman. Upon triggering
the trap, the target takes an indefinite Constrict effect as they are trapped within a
makeshift cage. The cage has a hardness of 2 and can be broken as per normal hardness
rules, in addition to any defenses or abilities that break bind effects. The character who
set the trap can choose to end the effect at any time.

Subterfuge Passives
Go Undercover: (6 Exp.) (Pre-req: Spy and Black Market Contacts) Between-event action. You
covertly infiltrate an organization of choice. Once this is accomplished, you may attempt
to gain information on the organization and/or their operations, learn potential secrets of
the organization, or even steal small amounts of money. It is your obligation to state
clearly which organization you are attempting to infiltrate and what your goal is. This
operation has a chance of failure, and may
incur at-event consequences.
Ventriloquism: (5 Exp.) (Pre-req: Antagonistic)
You may now utilize the Misdirection feat
via spell packet.
Untouchable: (10 Exp.) (Pre-req: Fancy Footwork)
The Soak granted from Quick Reflexes and
Fancy Footwork is increased to 3. You
cannot benefit from this skill while wearing
any amount of armor.

216
Assassins Guild Contact: (6 Exp.) (Pre-req: Black Market Contacts) Between-event action.
You have gained contacts in the local guild of assassins, killers for hire who specialize in
killing covertly with minimal collateral damage. The character may utilize these contacts
to take out contracts with the guild, and learn of any open targets. Note that this skill does
not grant membership or full access to any at-event guild or faction, it merely represents
basic information gathering and connections.
Suave: (5 Exp.) (Pre-req: Fast Talk, Persuade) Social Talents (Fast Talk, Persuade, etc.) take 10
seconds less time to perform.
Flawless Cover: (10 Exp.) (Pre-req: Artful Deception, Mask Baptism, Mask Culture) You now
always benefit from lie, mask baptism, and mask culture. You can turn these on and off at
will.
Spell Absorption: (5 Exp.) (Pre-req: Knowledge Arcana) (Separate purchase.) Choose an effect
and damage type. You may now negate spells of that effect and/or damage type for 2
Aether, and may then spend an additional 3 Aether to throw an exact duplicate of the
spell themselves.
Thieves Cant: (10 Exp.) (Pre-req: Spell Absorption x5) You can now learn spells up to and
including Journeyman tier that you are capable of absorbing through Spell Absorption,
bypassing all other pre-requisites for these spells, including baptism and Affinity.
Forgery: (6 Exp.) (Pre-req: Inscription Bundle: Novice Scrolls, Knowledge: Law at level 2) You
become capable of forging documents you have had the chance to properly analyze, as
well as copy handwriting you have analyzed. This does include paper writs. These
documents require the same crafting components and time as any Journeyman-level
scroll.
Mirrored Fighting: (10 Exp.) (Pre-req: Evade) For no cost, you may use any offensive or
defensive feat used against you or in defense of you within 10 seconds of seeing that feat
used.
Method Acting: (6 Exp.) (Pre-req: Spy, Flawless Cover) (Multi Purchase for separate skills)
Choose 1 passive skill from any Journeyman or lower list. You may now purchase this
skill as if you had all appropriate pre-reqs. When purchasing this new skill, you spend the
Exp from Method acting and the skill you are purchasing. Only requires a teacher for the
skill that you are learning.
Artful Deception: (6 Exp.) (Pre-req: Lie) You may now spend +4 Steam to allow the Lie feat to
defend against Greater Truth Detection successfully.
Somersault: (5 Exp.) (Pre-req: Evade) You may now use Evade to defend against any area-of-
effect attacks and Traps.
Dodge Bullet: (6 Exp.) (Pre-req: Dodge) You may now use Dodge to defend against bullets.
Cannot be used while wearing chain or plate armor.

217
Mask Affinity: (6 Exp.) (Pre-req: Suppress Baptism) When using Suppress Baptism, you can
also suppress your Affinities. When using Mask Baptism, you may detect as having any
Affinity that you choose.
Subterfuge Feats
Evade: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Dodge) A defense that can be called in reaction to
any physical or ranged attack (except bullets) from any angle. This will stop surprise
attacks.
Nerve Strike: (6 Exp.) (To Use: 5 Steam.) (Pre-req: Dirty Fighting) Tag target in the torso. For
30 seconds, target takes 5 damage whenever they use a power.
Dragon Punch: (5 Exp.) (To Use: 4 Steam.) (Pre-req: pugilism, pugilist prof x2) Tag target with
fist physrep. Target takes their total Armor Rating as direct damage. This includes natural
armor.
Garrote: (6 Exp.) (To Use: 5 Steam.) (Pre-req:Pugilist) Strike target from behind with two fist /
claw physreps on each of targets shoulders simultaneously. While you keep
Concentration, the target is affected by Silence and Paralyze, and suffers 1 Damage
per second. Target may not be moved while using Garrote. Surprise attack.
Concentration effect. Call Surprise Garrote. Silence. Paralyze, then call 1 Damage
every second.
Mask Baptism: (5 Exp.) (To Use: 4 Steam.) (Pre-req: Lie, and Suppress Baptism or Unbaptized)
You may detect and count as baptized to any god you are familiar with for 5 minutes,
allowing you to be affected by spells requiring targets to be of that baptism. Must choose
a god to detect as at the beginning of the feat.
Throat Shot: (5 Exp.) (To Use: 4 Steam.) (Pre-req: FS Prof x 3, FS 1 handed or pugilist): Strike
target in the torso with small weapon or fists. Target is affected by Silence and cannot
speak for 1 minute. Psionics will still work. Call Throat Shot. Silence. 1 Minute.
Subterfuge Talents
Persuade: (6 Exp.) (Pre-req: Fast Talk) Talk to target for at least 1 minute. When you decide to
initiate it, target is charmed to you for 2 minutes for every 1 minute that you spent talking
with them. Mind effect.
Pick Complex Lock: (5 Exp.) (Pre-req: Pick Advanced Lock) You can open complex locks after
spending 2 minutes RPing picking the lock.
Killing Blow: (6 Exp.) (Pre-req: Silent Kill) Can be used on a target in Second Stage Death
Count. Touch target with your weapon or aim at them with a ranged weapon, firearm, or
damage spell. Loudly count Killing Blow 1, Killing Blow 2, Killing Blow 3 then call
Killing Blow! Target drops into their Third Stage Death Count. This counts as a
Concentration effect and may be interrupted.

218
Assassinate: (7 exp) (Pre-req: Garrote) This skill requires a marshal. You must designate a
target, and devise an assassination method, turning over any used item cards and/or
physreps to the marshal. The target must remain within your line of sight for the entire 5
minute duration, as you study them and prepare the attack. After 5 minutes, the marshal
calls a hold, and informs the target that they are now in Third Stage Death Count, with
any physreps/item cards used in the assassination found on their body.
Pickpocket: (6 Exp.) (Pre-req: Spot a Mark) RP with target for 1 minute. Allows you to pick
pockets by being near or bumping into a person. Marshal must be present and notified
when this skill is used. It is the Marshals responsibility to obtain pick-pocketed items
from a target and give them to you. Only 1 item per character per weekend may be pick-
pocketed. Can only be used on a character that has been sized up through Spot a Mark.
This can also be used to covertly slip an object into the targets pouches or pockets.

219
Arcane Journeyman
Stratagem Passives
Spell Alteration:
Lance: (5 Exp.) (Pre-req: Spell Enhancement Stretch) (Separate Purchase) Choose an
offensive bolt spell you know. You can now choose to cast this spell as a Lance spell.
When casting the spell, you must state the word lance after the spell name and before
the effect. (Example: Ex Terra Vox Astrum Magic Missile! Lance. X Damage)
Arc: (5 Exp.) (Pre-req: Spell Enhancement Stretch) (Separate Purchase) Choose an
offensive missile spell you know. You can now choose to cast this spell as an Arc spell.
When casting the spell, you must state the word Arc after the spell name and before the
effect. (Example: Ex Terra Vox Astrum Magic Missile! Arc. X Damage)
Cross: (6 Exp.) (Pre-req: At least 1 Spell Alteration Arc or Lance) (Separate Purchase)
Choose an offensive arc or lance spell you know. You can now choose to cast this spell as
a Cross spell. When casting the spell, you must state the word Cross after the spell
name before declaring your additional targets. (example: Ex Terra Vox Astrum Magic
Missile! Cross. X Damage
Perfect Aim: (6 Exp.) (Pre-req: At least 1 purchase of Spell Mastery: Perfect Aim) By
spending 2 aether and making an aim count (aiming 1-3), the next spell you cast will hit a
target of your choice within line of sight. Call Perfect Aim before the spell name.
Spell Holding: (5 Exp.) After speaking the Spell Verbal, you can now hold a spell for up to 1
minute before throwing it. You can only hold 1 spell in this way at a time.
MultiCast: (8 Exp.) (Pre-req: Spell Holding or Spell Storing) After casting a spell, but before
releasing the spell, you may cast the same spell an additional time, and then cast/channel
the combined spells at the same time with 1 packet/ 1 strike. The second spell costs its
normal amount +1 Aether.
Arcane Backlash: (7 Exp.) (Pre-req: Spell Veil) When being struck in melee combat, for 3
Aether, you may call Revenge Arcane Backlash to deal +1 damager per spell prof that
you have as damage to your attacker.
Mana Barrier: (9 Exp.) You may negate any amount of damage by spending Aether. For every 1
Aether point you spend, 3 damage is negated. Mana barrier cannot stop direct Vaea
damage.
Weapon of a Magus: (6 Exp.) (Pre-req: Staff) While wielding a staff you have a soak of 1.
Spoils of War: (7 Exp.) (Pre-req: Drain Magic) Drain Magic can be done instantly when killing-
blowing a target with Aether in its system.
Resilient energies: (9 Exp.) If an effect would drain or damage your Steam or Aether pools, it
has no effect.

220
Arcane Nova: (7 Exp.) (Pre-req: Arcane Pulse)
By spending +2 Aether, when casting a
spell, you can cause it to affect all targets
within 5 feet, including allies. Spells cast
in this way are augmented by Wave.
Improved Spell Veil: (6 exp) (Pre-req: Spell veil
and Warlock) Your Spell Veil can now also
be used with effect spells.
Counterspell: (4 Exp.) (Pre-req: Warlock)
(Separate Purchase): Choose 1 spell. You
now have a deficiency of 3 when casting
this spell. However, you are now immune
to this spell being cast on you.
Spell Storing: (6 Exp.) (Pre-req: Battlemancer)
May spend +1 Aether to hold a spell in a
weapon for 1 minute after casting the spell
to be channeled.
Arcane Armory: (7 Exp.) (Pre-req:
Battlemancer) You may now channel
spells into arrows, bolts, and thrown
weapons that you are wielding. Also, may
channel a spell into a shield like it was a
weapon. The next target to strike the
shield takes effect from the spell.
Arcane Warrior: (9 Exp.) (Pre-req:
Battlemancer) Steam and Aether may be
used interchangeably. General Pool
efficiencies apply specifically to that pool
(Example: Having an aether efficiency of
1 allows you to spend 1 less Aether for
feats or spells). Ability specific
efficiencies apply to that type of ability
regardless of the pool you are using (Example: Having an efficiency of 1 for defensive
feats allows you to spend 1 less Aether or Steam when using Defensive feats).
Aether Strike: (6 Exp.) (Pre-req: Battlemancer) Spend +3 Aether and make a perfect aim count.
At the end of the count you may call Aether Strike. Target takes Magic damage equal
to how much you are currently swinging. This attack can be stopped like a physical
ranged attack.

221
Stratagem Spells
Ex Terra Vox Astrum
Invisibility: (6 Exp.) (To Use: 5 Aether) Self only. Caster becomes invisible for 1 minute. You
can walk at a heel to toe pace. Interacting with any object not already on your person,
talking, attacking, casting, activating Latent spells or effects, or using any feat, will end
the invisibility.
Spell Sink: (6 Exp.) (To Use: 5 Aether) Latent. Cast on Self or Others. Invoked in reaction to
getting hit by a Spell. Spell is negated, and target heals 3 Aether.
Spell Consumption: (6 Exp.) (To Use: Aether) Latent. Cast on Self or Others. Invoked in
reaction to getting hit by a damaging Spell. Spell is negated, and target heals Vaea equal
to the damage you would have taken.
Paralysis: (6 Exp.) (To Use: 5 Aether) (Pre-req: Bands of Holding) (Spell Type: Bolt) Target is
paralyzed from the neck down for 1 minute. Call Paralysis. 1 minute.
Wave of Destruction: (6 Exp.) (To Use: 5 Aether) (Pre-req: Arcane Wave) (Spell Type: Wave)
Deals 13 Magic to all targets within 5 feet. Call Wave of Destruction. X Damage.
Degauss: (5 Exp.) (To Use: 4 Aether) (Spell Type: Bolt) Target takes a Disarm effect in both
hands, and if they are wearing metal armor, a Hamstring effect. Both the Hamstring
and disarm last 30 seconds. Call Degauss. Disarm both hands. Hamstring. 30 seconds.
Minor Teleport: (4 Exp.) (To Use: 3 Aether.) (Pre-req: None Self only. Traverse effect. Travel
10 steps forward unharmed.
Overcharge: (5 Exp.) (To Use: 4 Aether.) (Spell Type: Bolt.) Target takes damage equal to the
amount of Aether they currently have and a 5 second pain effect.
Summon an Aether Blade: (5 Exp.) (To Use: 4 Aether.) (Pre-req: Battlemancer.) Enchant the
weapon you are wielding; your spell proficiencies count as weapon proficiencies for that
weapon. Duration 5 minutes
Stratagem Feats
Redirect: (6 Exp.) (To Use: 5 Steam) (Pre-req: Battlemancer) Defensive feat, when hit with a
spell, negate the effect and charge that spell into your weapon. The spell must be
discharged in 5 seconds.
Siphoning Strike: (5 Exp.) (To Use: 3 Steam) (Pre-req: Battlemancer) Deals weapon damage
and target loses 5 points of Aether, if Aether is lost in this way you gain up to 5 Aether,
equal to how much was lost.

222
Psionic Passives
Clairvoyance: (8 Exp.) (Pre-req: Psion and Telepathy) You may defend against surprise attacks
as though they were regular attacks.
Telekinesis: (6 Exp.) You can move objects with your mind. For no cost, you may use Perfect
Aim Throw on an inanimate object that you could normally pickup. Requires line of
sight. Perfect aim requires an aim count from 1-3. Throw allows you to move it 10 feet
in any direction you choose.
Telekinetic Proficiency: (5 Exp.) (Pre-req: Telekinesis) (Multi purchase) Your telekinesis has its
effective strength category increased by +1.
Mind like a Fist: (6 Exp.) (Pre-req: Telekinesis) (Separate Purchase) When purchasing this skill,
choose 1 novice or apprentice non-damaging offensive feat that can be used with pugilist
style. By spending Aether equal to the steam cost of the feat, you may deliver the feat
through a spell packet. This feat can be defended against normally.
Mental Incantation: (7 Exp.) (Pre-req: Psion) Allow you to cast spells without verbals. Spells
cast this way cost an additional +1 Aether.
Mind like a Knife: (6 Exp.) (Pre-req: Psion) Damage spells cast with Illusory Casting now
deal direct Vaea damage.
Subconscious Manipulation: (7 Exp.) (Pre-req: Telepathy) Allows you to cast any mind effect
at an unconscious/incapacitated target. When doing so, you may set a trigger (location,
action, spoken word, seeing person, etc.). When the target experiences the trigger, the
spell affects them. This trigger must affect the target within the event it is cast or the
spell wears off.
Telepathic interrogation: (8 Exp.) (Pre-req: Mental Probe) When using telepathy on a target to
speak with them, the target must speak the truth.
Mental Probe: (6 Exp.) (Pre-req: Telepathy) When using telepathy, you may spend +3 Aether to
force the target to answer 1 yes or no question.
Improved Telepathy: (6 Exp.) (Pre-req: Telepathy) You may now link more than one mind
together, becoming a conduit for up to two people to have a telepathic conversation with
you.
Aetherized Mind. (9 Exp.) For +3 Aether, you may augment a Mental Effect Spell so that to
stop it, the target must use a defense that stops mental effects AND a defense that stops
spells. Call Mind AND Magic.
Mental Magnetism: (8 Exp.) (Pre-req: Dominate) You may spend +4 additional Aether to
augment any Charm or Dominate spell with Greater. Can only be stopped by a
Greater defense.

223
Psionic Spells
Ex Terra Vox Astrum
Horrible Illusion: (5 Exp.) (To Use: 3 Aether) (Spell Type: Bolt) Your victims mind is attacked
by an illusion of their worst fear. Target suffers from a Terror effect. Call Horrible
Illusion. Terror. 1 minute.
Erase Memory: (5 Exp.) (To Use: 4 Aether) (Pre-req: Telepathy) Target forgets a 10 min block
of time chosen by the caster at the time this spell is cast.
Melt Mind: (6 Exp.) (To Use: 5 Aether) (Pre-req: Magic Missile) (Spell Type: Bolt) Target takes
8 direct Vaea damage. This is a Greater Spell. Call Greater Melt Mind. 8 Direct.
Psychic Fortress: (5 Exp.) (To Use: 4 Aether) (Pre-req: 1 Mind Effect Spell) Cast on self or
target. Latent Spell defense. Can be invoked to stop one mental spell or spell like ability.

224
Transmutation Passives
Runic Preparation: (7 Exp.) By spending double the amount of time you may cast a rune onto
the palm of your hand. This rune can then be cast once instantly within the next period by
touching the intended target. Limit 1 rune per hand.
Runic Command: (5 Exp.) When casting a rune, you may add a command word. This word
when spoken within earshot of the rune will cause the rune to deactivate, or reactivate if
already deactivated. The word can be said by anyone. The duration of the rune is paused
while de-activated.
Runic Empowerment: (6 Exp.) When creating a rune, spend +1 aggravated aether to allow the
rune to last the whole period.
Rune-Weaving: (8 Exp.) (Pre-req: Ritulist and Long Handed Runic Casting) You may now
spend +3 Aether when casting a rune to weave in an ADDITIONAL effect based on the
Rune. Can be combined with Words of Affinity.
Rune of Hardness: When the item is affected by a physical Sunder, you can then use
Revenge Sunder on attackers weapon.
Rune of Armor Weaving: Target regains 1 point of Armor Rating every 5 minutes
Rune of Sharpness: Target may spend 2 pool to overcharge the rune. Once overcharged,
for 5 seconds the weapon can swing Bleed.
Rune of Strength: Target may spend 2 pool to overcharge the rune, granting +1 strength
for 10 strikes or 15 seconds (whichever comes first). Cannot be stacked.
Rune of Armorskin: If Targets limbs are affected by Sever, it becomes a Break. If
affected by Break, it becomes Enfeeble on arms and Hamstring on legs.
Rune of Protection: May also be invoked to stop a numerical damaging spell.
Rune of Destruction: Requires a marshal when using. Can be used to destroy large
objects, such as doors, walls, and wards, at marshals discretion.
Rune of Nullification: For duration, dispels 1 non-permanent magic effect on target
every minute. Target chooses which effect.
Rune of Trapping: Target also takes a 30 second Pin effect.
Rune of Sealing: May seal an item to a person, making it Soulbound to them for the
duration.
Words of Affinity: (9 Exp.) (Pre-req: Ritualist and Affinity level 2) You may now spend +2
Aether when casting a rune to imbue it with your Affinity, granting ADDITIONAL
effects based on the Rune:
Rune of Hardness: Addtionally, target weapon or shield is immune to spells of the
opposing Affinity.
Rune of Armor Weaving: The Armors Armor Rating now applies to spells of the
opposing Affinity.

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Rune of Sharpness: If target weapon is used to swing the Affinity, it deals +2 damage.
Rune of Strength: Target gains 1 level of the Affinity, to a maximum of 4.
Rune of Armorskin: Target gains a soak of 3 against your Affinity (stacks with other
soaks).
Rune of Protection: When invoked, the rune also deals 8 Affinity damage to the
attacker. Call Rune of protection. Revenge 8 damage.
Rune of Destruction: May be used as the Destroy Affinity skill.
Rune of Nullification: For the duration, targets lose 2 levels of Affinity to a minimum of
1 and Items lose any Affinity based effects.
Rune of Trapping: The damage done by this trap can now be changed to one of your
Affinity types, and causes a knockback to targets with the opposing Affinity.
Rune of Sealing: The item cannot be intereacted with by targets who have the opposing
Affinity, even if turned off using a command word.
Spell book: (9 Exp.) (Pre-req: Read/Write Magic, Inscription Bundle: Novice Scrolls) With this
tiny book, I have rivaled the likes of Warlocks. Choose a book to count as your spell
book. You can scribe a spell into the book by spending 5 minutes, 1 aggravated Aether,
and 1 Aether Stone component of the rarity equal to the spells tier. While holding this
book, you gain an efficiency of 1 and +1 spell proficiency for any spell written in the
book. You can also scribe a ritual into this book for the same cost as the spell. While
holding this book, the inscribed ritual takes 2 minutes per tier less to cast. You cannot
inscribe runes into the spellbook.
Rune-claws: (8 Exp.) (Pre-req: Runic Preparation) Spend 1 Steam to offensively deliver a rune
prepared via Runic Preparation through pugilist. This can be defended against as a feat,
or the rune may be defended as a spell. If defended against as a feat, the rune is not
expended.
Transmutation Master: (6 Exp.) (Pre req: Infusion Training) Spend 15 Minutes when using
Transmute to Magical on rare components to create rare ritual components. Also, when
transmuting common and uncommon components, you now make 2 ritual components
for each mundane component transmuted.
Amass components: (8 Exp.) (Pre-req: Dissection, Improved Dissection) When dissecting
certain creatures, you may also spend an additional minute to extract a Unique ritual
component. Rituals that are journeyman and up require these unique ritual components.
Each Unique component must be gathered from a certain specified type of creature or a
creature with certain abilities.
Transmutation Rituals
Rune of Destruction: (8 Exp.) (To use: 4 Aether and 3 minutes) (Pre-req: At least 1 Apprentice
Rune) (Item rune.) Target item under hardness 3 is sundered.

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Rune of Nullification: (8 Exp.) (To use: 4 Aether and 3 minutes) (Personal or item rune) (Pre-
req: At least 1 Apprentice Rune) Suppresses any active and Latent magical effects on
target for 30 minutes.
Rune of Trapping: (8 Exp.) (To use: 4 Aether and 3 minutes) (Pre-req: At least 1 Apprentice
Rune) (Area rune: 5-foot radius from rune.) Whenever target area is entered the enterer
takes 10 Magic damage. Duration: 1 hour.
Rune of Sealing: (8 Exp.) (To use: 4 Aether and 3 minutes) (Pre-req: At least 1 Apprentice
Rune) (Item rune) Target item cannot be interacted with. Duration: 1 hour.
Gift of the Nexus: (8 Exp.) (Pre-req: Knowledge Arcana Level 3) (To use: 5 Aggravated Aether,
15 minutes, and 3 Unique Elemental Brains (Aether Creatures)). Call out to the Nexus for
answers. Once completed, you have access to all knowledges at level 5 for 10 mins.
Requires a plot marshal.
Ritual of Affinity Blade: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 1 Rare Aether
Stone, 2 Rare Mana Dust, and 2 Affinity Slivers of the desired type) (Pre-req: At least 1
Apprentice Ritual, Affinity level 2) You can infuse a weapon with the power of any
Affinity. The weapon swings for its regular base damage and now swings for that Affinity
type. Additionally, if the wielder is of that Affinity, they add their Affinity level as bonus
damage. Duration: Until the end of event, dispelled, or destroyed.
Ritual of Defense Gem: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 1 rare Aether Stone,
and 3 Unique Dire Beast Hide) (Pre-req: Ritual of Power Gem) Creates a gem that can
store a Latent defensive spell defense (can be the same as one already cast on the holder)
that can then be invoked by the holder of the gem. The gem is not destroyed when used.
Duration: Until the end of event, dispelled, or destroyed.
Ritual of Greater Power Gem: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 1 Rare
Aether Stone, and 2 Doses of Unique Dust from a Sentient Undead (Sentient meaning
free willed and thinking) (Pre-req: Ritual of Power Gem) You can create a gem that can
hold up to 5 charges of 1 Novice/Apprentice Feat or Spell, or 3 charges of 1 Journeyman
Feat or Spell, or 1 charge of 1 Master Feat or Spell. This gem is destroyed once it runs
out of charges. Duration: Until the end of event, dispelled, or destroyed.
Ritual of Ritual Gem: (8 Exp.) (To use: 5 Aggravated Aether,15 minutes, and 1 Rare Aether
Stone, and 2 Unique Construct Bits) (Pre-req: Ritual of Power Gem) Creates a gem that
holds a single ritual. The ritual must be cast (for normal cost) into the gem at the time of
creation, granting 1 use of the ritual. To invoke the ritual from gem, you must spend
the time it takes to cast the ritual. This gem is destroyed after use. Duration: Permanent
until destroyed.

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Ritual of Greater Scrying: (9 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 1 Rare Mana
Dust, and 2 Unique Eyes of a Psionic Creature) (Pre-req: Ritual of Scrying) Follows the
same rules as ritual of scrying, but additionally allows the scene shown to be at any time
within the last year. Requires a Marshal.
Ritual of Dispel Sorcery: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 2 Rare Magic
Paste, and 3 Doses of Unique Nexial Animal Blood) (Pre-req: At least 1 Apprentice
Ritual) This ritual will dispel all rituals cast on an item or a person that are not
permanent.
Ritual of Power Embedding: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 1 Rare Magic
Paste, 1 Rare Mana Dust, and 1 Unique Heart of a Greater/ Boss Abberation) (Pre-req:
Ritual of Power Gem) This ritual allows the recipient to use 1 power off of their own
pool. At least 1 participant in the ritual needs to have the power on their character card.
The power must be commonly accessible on any class list. Duration: Until the end of
event, dispelled, or target takes a death.
Ritual of Skill Embedding: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, 1 Rare Magic
Paste, 1 Rare Mana Dust, and 3 Unique Construct Hands) (Pre-req: Ritual of Greater
Power Gem) This ritual allows the recipient to use 1 passive skill. At least 1 participant in
the ritual needs to have the skill on their character card. The skill must be Journeyman
tier or lower. Duration: Until the end of event, dispelled, or target takes a death.
Spellsong Passives
The Show Must Go On: (7 Exp.) (Pre-req: Concentration) Removes the Aether cost of
Concentration when being interrupted during a performance.
The Performance Comes First: (6 Exp.) (Pre-req: The Show Must Go On) While casting a
performance spell, you are immune to pain, mind, and fear effects. However, any effect
negated this way will take full effect once the performance is no longer sustained.
Bardic Knowledge: (9 Exp.) (Pre-req: Bard and 2 Knowledges) You effectively have a purchase
of every novice tier knowledge. This does not apply as a prerequisite for higher ranks in
those knowledges.
Influence: (6 Exp.) (Pre-req: Magical Voice.) (Multi-purchase.) Your performance spells may
affect 1 additional target.
Magical Minstrel: (8 Exp.) (Pre-req: Bard) You gain 1 free raise in 1 entertainment profession.
Additionally, this profession now yields double the amount of money.
Mimic Feat: (9 Exp.) You may execute any feat that you have seen within the last 5 seconds
provided you are wielding the correct armaments for the feat and spend the appropriate
steam. Feats mimicked this way cannot benefit from surprise or speed.
Mimic Magic: (9 Exp.) You may cast any spell that you have seen within the last 5 seconds
provided you heard the entire verbal and spend the appropriate Aether. This spell cannot
benefit from your spell proficiencies and loses any augmentations it may have had.
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Spellsong Talents
Bardic Embellishment: (6 Exp.) (Pre-req: Lie) Tell a story or spin a tale for at least 1 minute.
While telling the story, truth detections (not greater) cannot be used on you by anyone
that can hear you.

Spellsong Feats
Dramatic Entrance: (6 Exp.) (To Use: 5 Steam) (Pre-req: Bardic Embellishment) When you
enter a room with flair, everyone must pay attention to you. May be used when you enter
a room or building. Targets within the room or building are stunned and must look in
your direction. Mind effect. Duration: 15 seconds.

Spellsong Performances
Sirens Song: (5 Exp.) (To Use: 4 Aether) (Pre-req: Charm Person) Target(s) must walk
towards you at a walking pace, as if infatuated by you. This counts as a mind effect. Ends
when you stop singing or they reach you, whichever comes first.
Nullify: (6 Exp.) (To Use: 5 Aether) Target(s) are incapable of casting spells for 10 seconds.
Call Nullify. Spell Ineptitude. 10 seconds.
Peaceful times: (6 Exp.) (To Use: 5 Aether) (Pre-req: Charm Person) All targets within
eyesight can take no offensive action for 10 seconds. Mental Effect.
War Drums: (6 Exp.) (To Use: 5 Aether) All targets that you deem an ally have a steam
efficiency of 1 for 10 seconds.
Piercing Shriek: (5 Exp.) (To Use: 4 Aether) Target item(s) with hardness 2 or less are
broken.
Inspiration: (5 Exp.) (To Use: 4 Aether) All persons you deem an ally swing for +1 damage
for 10 seconds.
Soothe: (5 Exp.) (To Use: 3 Aether) Target is healed 8 Vaea.
Lamentation: (6 Exp.) (To Use: 5 Aether) Target enemy must walk heel-toe and cannot use
defensive feats for 10 seconds.

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Divine Journeyman
Formal Passives
Exorcism Proficiency: (5 Exp.) (Pre-req: Exorcism) (Multi-purchase) This adds +5 to your total
level for purposes of Exorcism.
Pure Vessel: (8 Exp.) (Pre-req: Exorcism, At least 1 Exorcism Prof) As long as you are wearing
a Holy Symbol, your Latent possession immunity is increased by +5 levels for each
Exorcsim Prof that you have. Additionally, you may choose what you do with a spirit
once you exorcise it or if it tries to possess you. You can willingly pull the spirit into
yourself (at which point you can trap it for the duration of the possession or 15 minutes),
have a mental battle with the spirit (simulated by a duel effect/ honor combat), or you can
choose to kill yourself or get killed ( at which point the spirit is destroyed or returned to
its realm).
Devout PerSeverance: (8 Exp.) (Pre-req: Pure Vessel) You do not take mechanical detriments
from a blessed/consecrated area, as long as you are wearing a Holy Symbol.
Sacred Symbol: (5 Exp.) (Pre-req: Holy Symbol) Your Holy Symbol is now soulbound.
Bound Emblem: (4exp) (Pre-req: Sacred Symbol) You can transfer your Sacred Symbol to a
mechanical item, making it soulbound to you. It must display the symbol of your god.
Ally of Faith: (5 Exp.) (Multi-purchase for Separate Skills) Choose 1 deity of your same
pantheon (Solaarian/Lunarian). This allows you to learn 1 Novice level divine spell of
that deity. Multiple purchases allows you to get multiple spells within the same deity.
Supplication: (6 Exp.) (Pre-req: Any prayer) Other characters may assist in Prayers, adding their
own pool to the cause instead of yours. This can be used with abilities that augment the
pool cost for prayer, but cannot be used with Humble Offerings.
Holy Scriptures: (5 Exp.) (Pre-req: Research) You gain +1 free use of Research between events,
but it must be used to research divine topics.
Banner Enhancement: Resist Possession (7 Exp.) (Pre-req: Raise Banner, Pure Vessel) When a
banner is raised, those affected will gain the benefits of Pure Vessel (Poession
immunity raised by exorcism profs and ability to choose where a possessing spirit goes.
This will not prevent possession by Gods, Demigods, and divine armies of your faith.
Enact Sermon: (6 Exp.) (Pre-req: Inspire the Faithful) Your Inspire the Faithful talent now
grants +10 Vaea, +5 Steam, AND +5 Aether.
Aegis of Faith: (6 Exp.) (Pre-req: Champion) Your armor can defend against spell damage of
the opposing baptismal Affinity as if it were a physical strike.
Sacrosanct Myrmidon: (7 Exp.) (Pre-req: Champion, and Bestow [Affinity]) Your holy weapon
now strikes for your baptismal damage type.

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Resolution: (6 Exp.) (Pre-req: Champion, Willpower) For 4 additional Steam, the prefix
Greater may be added to defenses used against mind effects to defend against greater
mind effects.
Holy War: (5 Exp.) (Pre-req: Crusade) When calling a crusade, instead of targeting 1 person
you may choose to target worshippers of or creatures related to a deity of your choice.
Anyone in that group will be affected by your crusade. When using crusade in this way,
the duration changes from Until dropped/ 1 hour to 5 minutes.
Faith in the Shadows: (5 Exp.) (Pre-req: Fanatic, Holy Symbol) You can continue to gain the
benefits granted by your holy symbol while it is hidden from sight. You still must be
able to show it to a marshal if asked.
Light Reveals All: (6 Exp.) (Pre-req: Baptized to Lyrana, at least 1 truth detection skill) Any
truth effects that you use or cast can be upgraded to Greater for +4 Aether or Steam.
Creative Encouragement: (6 Exp.) (Pre-req: Baptized to Keld) You can now pay the base pool
cost of any crafting done within a wave radius of you. For every 3 amount of pool spent
in this way, you gain a stacking +1 soak. This bonus also now applies whenever you craft
anything yourself. This soak will last the remainder of period.
Unstoppable Life: (8 Exp.) (Pre-req: Baptized to Kallen) All of your healing proficiencies
apply +2 healing every other purchase.
Knowledge is Power, Power is Knowledge: (6 Exp.) (Pre-req: Baptized to AA, Meditate) Self
only. Once per period when you meditate, you may temporarily remove spell/weapon
proficiencies to gain temporary knowledge profs for the remainder of the period.
Conversely, you may temporarily remove knowledge profs to gain temporary
spell/weapon profs for the remainder of the period. (1 prof gained for each 1 prof
removed)
One with Nature: (6 Exp.) (Pre-Req: Baptized to Nature Twins, and Meditate or Rally) While
meditating/rallying in a natural setting, after the first 10 seconds you become invisible
for the remainder of the meditate/rally. Cannot be initiated in combat, or when in any
immediate danger.
Darkness Hides All: (6 Exp.) (Pre-Req: Baptized to Zigaen, at least 1 truth detection defense)
Any truth defenses (example: lie) that you use or cast can be upgraded to Greater for +4
Aether or Steam.
Baptised by Blood: (6 Exp.) (Pre-Req: Baptised to Morwyn) Inspire the Faithful, and any
upgrades you have to it, can now apply to anyone with the Apprentice Warrior title, in
addition to anyone baptised to Morwyn.
One with Death: (6 Exp.) (Pre-Req: Baptised to Morcant) You can now continue to fight and
defend yourself normally in second and Third Stage Death Count. When using this skill
you are under a silence effect.

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Spontaneous Worship: (6 Exp.) (Pre-Req: Baptised to Oksani) At the beginning of each period,
roll a 6-sided dice, gain an ability based upon the following chart for the remainder of the
period: 1: +1 heal prof. 2: +2 spell profs 3: +3 Knowledge profs of choice 4: count as
baptised to god of choice. 5: count as creature type of choice. 6: All of the above (Note:
Tip the Odds will work with this die roll.)
Plagued One: (6 Exp.) (Pre-Req: Baptised to Unvaen Ones) When affected by a Humor, you
can choose to negate it. If you do, you get +2 Strength, +2 Natural Armor, +10
unhealable Vaea, and an efficiency of 1 for either Steam or Aether. Buff lasts 3 Hours.
Formal Feats
Universal Truths: (5 Exp.) (To Use:3 Steam) (Pre-req: Cleric) The benefit to Inspire the
Faithful granted by the Cleric perk is expanded to anyone baptized to a deity in the same
pantheon as you (Solaar or Lunaar).
Sense Baptism: (5 Exp.) (To Use: 3 Steam) (Pre-req: Spiritual Sensitivity, Enhanced Sensitivity)
When using spiritual sensitivity, choose 1 target. This will tell you what deity that
character is baptized to. May be spent multiple times to affect multiple targets.
Penance: (5 exp) (To Use: 5 Aether or Steam) Self only. Heal 2 Aggravated Pool Points
(making it no longer aggravated and healing that pool for 1). You cannot spend pool from
the same pool that you are healing.
Wrath: (6 Exp.) (To Use: 5 Steam) (Pre-req: Crusade) Strike target. Target of your Crusade
takes x3 the amount that you deal with Smite.
Formal Talents
Exorcism: (7 Exp.) (Pre-req: Cleric and Sense Posession) RP for 5 minutes. You may exorcise a
possessing spirit of up to your equal level from a target. More than 1 exorcist may assist
in an exorcism. However, with the exception of the highest level character, each
assistants level is halved, then added together, rounded up. (Ex: Clerics A, B, and C, are
exorcising a possessed character. They are levels 39, 20, and 23. 39+10+11.5=60.5. They
may exorcise an entity up to level 61.)
Holy Words- Rebuke: (6 Exp.) (Pre-req: Enact Sermon) The Cleric speaks, as if performing a
sermon. After 10 seconds, announce Holy Words: Rebuke. As long as you keep
speaking about your faith, no characters baptized to the opposite pantheon may come
within your melee weapons range. Concentration effect. Cannot move during this time.
Holy Words- Council: (7 Exp.) (Pre-req: Enact Sermon) The Cleric speaks, as if performing a
sermon. After 10 seconds, chooses 1 target and announce Holy Words: Council. As
long as you continue to speak of your faith, your target is immune to either Fear, Pain, or
Mind effects. Concentration effect. Cannot move during this time. Target must rain
within earshot.

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Crusade: (6 Exp.) (Pre-req: Champion or Fanatic, Sacred Symbol) RP for 15 seconds calling a
crusade against a single target. Holy symbol must be worn and visible (unless Fanatic).
You now deal +1 damage for each zeal proficiency that you have against that target.
Also, target takes full effect from your deitys damage when hit by you. You can only
have 1 target at a time. Duration: Until target is dropped or 1 hour, whichever is first.
After casted, call Crusade! Full effect from (your deitys damage type) from me.
Divine Protection: (8 Exp.) (Pre-req: Champion, Divine Intervention) RP praying to your god
for 5 minutes. You gain 1 use of the Feat Divine Protection. This can be used in
response to being struck by any feat, spell, or physical numerical damage delivered to
you, regardless of prefix, except for Epic/Legendary (to defend against an
Epic/Legendary, this must also be enhanced as such). Divine Protection prevents that
attack from having an effect. You can only have 1 use of Divine Protection at a time.
Conscription of Faith: (6 Exp.) (Pre-req: Champion, Holy Symbol) RP with willing target for 5
minutes. Target counts as baptized to your deity for 1 hour. This will not work on anyone
already baptized to the Solaarian or Lunarian counterpart.
Formal Rituals
Rite of Baptism: (7 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and 1 non-mechanical
symbol of faith) (Pre-req: Holy Symbol) RP in depth for 15 minutes. This allows you to
baptize a character to your deity. A Plot Marshal must be present for this to be done.
Raise banner: (7 Exp.) (To use: 4 Aether and 3 minutes) (Pre-req: Holy Symbol) The Cleric
mounts a banner. Requires a banner phys rep that must be held by the cleric. While the
banner is raised, beneficial divine spells cast by the Cleric will affect anyone who is
baptized to the same deity who can both see the banner and hear the Cleric. Duration: 15
minutes. Call By my Voice. All Baptized to (deity) (spell).
Bless Water: (7 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and water) (Pre-req: Bless)
This creates the item Holy Water. Holy Water is dependent on Solaar or Lunaar
baptism and your character level. May be given to any character. It may be sprinkled in a
5 foot area around that character or across a doorway in order to prevent characters from
entering that are equal or lower level than you that are baptized to the pantheon opposite
of your deity. This counts as a ward. This will last 15 minutes around a person. In a
doorway, it will last until the end of the event or dispelled as a ritual. Duration of holy
water: Until used, destroyed, or the end of event.
Sanctify Armament: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and 1 Holy Water)
This permanently sanctifies a weapon or shield. The item may only be wielded by
followers of the Clerics faith. Wielded by others, it will not cause damage and damage
will go through it. Additionally, when Bestow Affinityis used on a sanctified weapon,
it lasts for 3 hours (1 period if you are a Cleric). Permanent unless dispelled.

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Formal Rites
(Pre-req: Cleric)
Lesser rituals unique to each god.
Rite of Oath-taking: (7 exp) (Pre-req: Baptized to Lyrana) Spend 5 Aggravated Aether and 15
minutes Rping with 1 willing target of any faith. During the rite, you make the target take
an oath that they must uphold (poverty, protection, honor, etc). This oath cannot be a
tenet of the deity that they follow and must be somewhat of a challenge. Once the rite is
completed, the target gains the benefit of Inspire the faithful (+5 healable Vaea, and +5
healable Aether or Steam) and any modifiers of it that you know, regardless of their
baptism. The target can still benefit from Inspire the Faithful normally, stacking them
together. You can only have 1 target affected by this rite at a time. You may end this rite
at will. Duration: As long as the target does not break the oath.
Rite of Mechiums Toolbox: (7 exp) (Pre-req: Baptized to Keld) Spend 5 Aggravated Aether
and 5 minutes Rping a rite to summon a fantastic machine from Kelds divine plane. This
machine must have only 1 purpose that is decided during the rite (overcome a challenge,
break a ward, do something amazing, etc). Requires a marshal. Once completed the
machine is summoned and has 15 minutes to complete its task. This can be phys-reped by
you or described by the marshal. You cannot make a plan of this machine.
Rite of the Living Shell: (7 exp) (Pre-req: Baptized to Kallen) Spend 5 Aggravated Aether and 5
minutes Rping a rite to affect 1 mortal target that you can see (can be through scrying).
Once completed, the target is affected by imprisonment. While imprisoned, they heal 1
Vaea per second and 1 status effect every 10 seconds (including broken/Severed limbs
and greater effects). This imprisonment lasts until the target is healed full.
Rite of Acceleration: (7 exp) (Pre-req: Baptized to Aurelius Arcanum) Spend 5 Aggravated
Aether, 10 minutes Rping with a group, and 1 Aether stone component per target. Once
completed, all targets gain 1 use of Minor Teleport (traverse 10 steps unharmed), the
ability to use Speed at no extra cost for 10 strikes, and their ritual, crafting, and talent
casting times (that take longer than 1 minute) are cut by half (other time reducers cannot
be applied). Also, any negative status effects with a duration on the target is reduced by
half. Duration: 1 hour.
Rite of the Grove: (7 exp) (Pre-req: Baptized to Nature Twins) Spend 5 Aggravated Aether, 2
Rare Components, and 15 minutes Rping in an area. This blesses an area up to 10x10.
Nature creatures and those baptized to the Nature Twins heal 1 Vaea per second while
within the consecrated area. This area also counts as a component node that generates
animal and plant components (please see Logsitics or an item marshal to collect item
cards). Lastly, you can cast Perfect Aim Constrict on targets within the Grove for 4
Aether each. Requires Area Notes. Can only have 1 Grove or Consecration up at a time.
Duration: 1 Period.
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Rite of the Liars Ball: (7 exp) (Pre-req: Baptized to Zigaen) Spend 5 Aggravated Aether and
10 minutes Rping a rite. Once completed, you gain 3 uses of Liars Ball. Once Liars
Ball is invoked, for the duration all targets listening to you can be affected by Implant
Command: Believe Me, and you are under a Greater Lie Effect. This counts as a Greater
Mind Effect. Each invocation lasts for 10 minutes and the targets will believe you for at
least 10 minutes and then until proven false.
Rite of the Unworthy: (7 exp) (Pre-req: Baptized to Morwyn) Spend 5 Aggravated Aether and 1
minute Rping an epic speech in front of an enemy army describing how powerful your
army is and how the enemy is unworthy. Once completed, all enemy targets that heard
the speech are affected by Fear (Steam and Aether deficiency of 1 for 1 minute),
Stun (5 seconds), -1 Strength, -2 Weapon Profs, and -2 Spells Profs (5 minutes). Also,
for the duration of the combat the enemy is affected by Implant Command: No Retreat.
Rite of Deaths Custodian: (7 exp) (Pre-req: Baptized to Morcant) Spend 5 Aggravated Aether
and 1 minute Rping with a mortal target that is in their Second or Third Death Count
(Death Count is paused) or already dead. Once completed, you may talk to the targets
spirit, which is now under a Greater truth detection. You can converse with the spirit for
up to 5 minutes (can be ended at will). Before ending the conversation, you get to decide
if the target has lived a worthy life, which marks the target to give Morcant/the Reaper
assistance in their judgment. If you decide worthy, then the target has more control of
how they enter back into the world of the living. If you decide unworthy, then the target
has no control of how they enter back into the world of the living. If this is the targets
final or only life than it could affect how they enter the afterlife.
Rite of Water to Wine: (7 exp) (Pre-req: Baptized to Oksani) Spend 10 minutes Rping with a
group of people and 2 components of any type per person involved. You are RPing a
party where you are making a toast to pleasure and happiness. Each target involved needs
a drink of some kind and right before the rites completion the targets must drink. Once
completed, each participant is instantly affected by a liquid alchemical concoction of
your choice of Journeyman tier and lower, and you can choose a different concoction per
person. This effect can be defended against as if it were a potion or Poison.

235
Rite of Disease: (7 exp) (Pre-req: Baptized to Unvaean Ones) Spend at least 1 animal blood
component and 1 minute Rping a rite. For every minute and component that you spend,
you gain 1 use of the ability to cast 1 Humor of your choice from the following list. This
is cast with your normal Spell Verbal and you may pick the same Humor multiple times.
Humors last until cured or stated otherwise, and can only be defended against as Humors
or biological effects.
Scarlet Fever- Target has a Deficiency of 2 for Steam and Aether. You must RP
paranoia and hallucinations. (Breath current)
Consumption- Target is affected by Bleed. (Breath Current)
Cholera- Target is immune to all alchemy and if is affected by alchemy will take a
Stun effect instead. (Abdomen Current)
Pox- Target is affected by Pain for 1 minute. Target is affected by Pain for 1 minute
whenever they are initially affected by Bleed. (Blood Current)
Cove Flu- Target is affected by Slowness. Additionally, whenever they are stunned,
they are also affected by Blind for 30 seconds. (Blood Current)
Hydrophobia- When target is exposed to or can see liquid, they are affected by
Rampage for 1 minute. (Mind Current)
Prentitis- Target begins to mutate and abberate. Target counts as an Unnatural Creature
for beneficial and detrimental effects. Target grows short claws that grant them pugilist
style and deal vile damage. They also gain +2 Natural Armor. Also, while affected by
this Humor, you can cast Perfect Aim Domination (15 minutes) on the target for no
cost. (Mind Current)

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Formal Sacraments
(Pre-req: Champion or Fanatic)
Lesser rituals unique to each god.
Sacrament of the Geas: (7 exp) (Pre-req: Baptized to Lyrana) Spend 5 Aggravated Aether and
15 minutes Rping with an item or body part belonging to a target that you perceive has
gone against the tenets of your faith. During the sacrament, you set a geas or quest that
the target must fulfill (must be achievable). Requires a Marshal to inform the target (who
does not need to be present) of the effect. Once the sacrament is completed, the target is
marked as an Enemy of Lyrana, which will be detected when a Lyrana worshipper uses
Spiritual Sensitivity on them. This means that regardless of Affinity they take bane from
Light, are affected by a Lyrana Champions Crusade and count as a Favored Quarry (+1
damage and a steam efficiency of 1) for Lyrana worshippers. You can only have 1 target
affected by this sacrament at a time. You may end this sacrament at will. Duration:
Until the target completes the quest.
Sacrament of Primordial Armor: (7 exp) (Pre-req: Baptized to Keld) Spend 5 Aggravated
Aether, 2 mineral components, and 5 minutes RPing the sacrament. Your body and
weapons become covered in a protective armor made from an unknown metal from
within the depths of the world. You gain +8 Natural Armor, your limbs and held items
are immune to Break, Sever, and Sunder, and your items count as soulbound.
Duration: 30 minutes.
Sacrament of Martyrs Strength: (7 exp) (Pre-req: Baptized to Kallen) Spend 5 Aggravated
Aether, and 5 minutes RPing the sacrament. You gain 3 uses of Intercede that can be
done on targets within eyesight of you. Also, if you use intercede and a defense for a
target, that target gains 1 free use of the defense that you used.
Sacrament of Dark Templars Scorn: (7 exp) (Pre-req: Baptized to Kallen) Spend 5
Aggravated Aether, and 1 minute RPing the sacrament. Your holy weapon can now be
used to deal 1 Aether damage. Each time you damage a target in this way, you gain +1
unhealable Aether, which can last for the rest of the period if unused. If a single target is
drained of 5 Aether in this way, you can then weapon cast Spell Ineptitude on them at
no extra cost. This Ineptitude will end when the sacrament ends. Duration: 5 minutes.
Sacrament of the Forest Lord: (7 exp) (Pre-req: Baptized to Nature Twins) Spend 5
Aggravated Aether, 2 Animal or Plant components, and 10 minutes RPing the sacrament.
You gain Long Claws that do nature damage, Pugilist Fighting Style, your primary
weapon proficiencies are applied to these claws, +2 Strength, +3 Natural Armor, you
grow quills which allows you to naturally generate thrown weapons that deal a base of 1
Nature Damage, and 5 uses of Wave Pin (Pin. 1 minute). Duration: 30 minutes.

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Sacrament of Hatred: (7 exp) (Pre-req: Baptized to Zigaen) Spend 5 Aggravated Aether and 15
minutes Rping with an item or body part belonging to a target that you hate for any
reason. Requires a Marshal to inform the target (who does not need to be present) of the
effect. Once the sacrament is completed, regardless of Affinity the target takes bane from
Darkness, is affected by your Crusade, and counts as your Favored Quarry (+1 damage
and a steam efficiency of 1). Also, against that target you gain +2 Backstab profs and 1
use per period of Ripper (Surprise. 10 Direct. Bleed. Trip. Stun. 5 seconds.) You can
only have 1 target affected by this sacrament at a time. You may end this sacrament at
will. Duration: 1 Event or if target takes a death. A Target can only be affected by this
sacrament once per event.
Sacrament of the Bloodbath: (7 exp) (Pre-req: Baptized to Morwyn) Spend 5 Aggravated
Aether, and 1 minute RPing the sacrament. Once completed, feats, melee attacks, and
weapon casted spells used with your holy weapon gain the Wave AoE at your
discretion. Duration: 5 minutes.
Sacrament of Rest in Pieces: (7 exp) (Pre-req: Baptized to Morcant) Spend 5 Aggravated
Aether, and 5 minutes RPing the sacrament. Once completed, you gain +5 Grim damage
with your holy weapon. Also, you can choose to do an extended Coup De Gras. Do a
loud Coup De Gras count on a target for 12 seconds instead of 3 (Concentration effect
that can be interrupted). At the end, call Rest in Pieces. This causes the target to
instantly go past their Third Stage Death Count and their body dusts. Doing this ends the
sacrament. Duration: 10 minutes.
Sacrament of Nope: (7 exp) (Pre-req: Baptized to Oksani) Spend 5 Aggravated Aether and 5
minutes RPing the sacrament. This counts as Latent until invoked. Once invoked, you can
use Nope which counts as a Divine Protection to defend against any physical or
magical attack. You must take at least 5 damage between each use of Nope, which
cannot be self-inflicted. Duration: 15 minutes.
Sacrament of Arturos Army: (7 exp) (Pre-req: Baptized to Unvaen Ones) Spend 5 Aggravated
Aether, and 5 minutes RPing the sacrament. Once completed, you gain +5 Vile damage
with your holy weapon. Also, you can choose to strike a target with Contagion Blade.
If target is affected, they take this Greater Biological Humor and now count as an
unnatural creature, swing vile damage with physical attacks, take a Rampage effect,
and gain 1 use of Contagion Blade. If you Use Contagion Blade it ends the bonus
damage. The contagion and all of its effects will end once the sacrament ends. Duration:
10 minutes.

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Primal Passives
Intrinsic Reverence: (8 Exp.) (Pre-req: Primalist, Meditation, and Rally) You may use meditate
and rally at the same time.
Soul Manifestation: (8 Exp.) (Pre-req: Primalist and Holy Symbol) The Primalists soul
manifests into a spirit companion, like a spirit animal. The companion is represented by a
stuffed animal, and must be approved by and noted to plot. You and your manifestation
share a single mind and consciousness, and count as 1 person for all mechanical
purposes. The primal manifestation assists the Primalist in battle. When learning this skill
choose Steam or Aether. The Manifestation grants you an efficiency of 1 for either Steam
or Aether. This does not count as your holy symbol.
Overwhelming Faith: (8 Exp.) (Pre-req: Neutralize Blessing, Consecrate/ Hallow) When using
Neutralize Blessing, you can choose to also cast your own blessing, consecrate, or hallow
at the same time. For no extra cost.
Elemental Demise: (5 Exp.) (Pre-req: Level 2 Affinity) When using Coup de gras on an
elemental creature, once the count is complete call Elemental Demise instead of Coup
de Gras. Target elemental drops into their Third Stage Death Count.
Ritual Mastery: (5 Exp.) (Multi-purchase) Each purchase of this skill reduces the amount of
time that it takes to cast rituals by 1 minute. Cannot be reduced past 1 minute.
Primal Markings: (6 Exp.) (Separate Purchase) The Primalist ritualistically marks themselves
through tattoo or scarification. The mark must be phys repped and able to be shown to a
marshal upon request. Although the names may be associated with an Affinity and its
deity, there is no baptismal restriction. You may learn any or all of these marks.
Primal Marking of Storms: (Prerequisite: Second level Affinity) You may throw spell packets
for free that deal 4 spell damage of any damage type that you have at least 2 levels of
Affinity in. No Spell Verbal required. This is not a spell, no spell augments, boosts, or
proficiencies apply; only benefits specifically to Affinity damage apply.
Primal Marking of the Forge: Each period, you may choose either Steam or Aether. If you
have any unused points in that pool at the end of the period, they carry over into the next
period as unhealable pool that is added to your refreshed power pool. These points expire
at the end of the period. Also, when using Spirit walk you may now bring up to 3
physical items with you into the astral. These items will become corporeal when you do,
unless they are bound to a ghost or denizen of the astral using the ritual of attunement.
Primal Marking of Death: You may now interact with incorporeal beings as normal and swing
Astral damage for free. Also, when using Spirit walk, you may engage in combat
without spending any extra pool.

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Primal Marking of Soul: You may see Spirits. Also, once per period when using Spirit Walk
you may slowly phase through a solid object, like a wall or a door, to reach the other side.
Requires a marshal and cannot be used in combat. Also, while Spirit Walking, all other
incorporeal beings regard you as neutral. This may be defended against as a Mental
Effect.
Primal Marking of Shadows: Once per period, you may become invisible and see invisible for
5 minutes. Also, while using invisible spells, you may walk at normal pace.
Primal Marking of Light: Three times per period, all Primal Markings glow (just like an
Illuminate spell), and you are immune to Blind effects. Also, your abilities that can
detect baptism, pantheon, culture, race, or Affinity count as Greater and will see
through normal masking effects. Duration: 5 minutes
Primal Marking of Nature: (Pre-req: Second level Affinity) You become a feral weapon,
growing claws. You may use short or long claws that swing for the elemental damage
type of your deity. These claws benefit from your primary weapon styles profs, in
addition to pugilist profs. You can weaponcast through thses claws, even without the
Channeling skill.
Primal Marking of Vile: You can benefit from dudge spells that are willingly cast on you, or
you cast on yourself. Drudges at Novice and Apprentice add the stats to your current
card. Journeyman and up override your regular stats. While under any drudge spell, you
maintain your own will. Also, you now take half duration from rampage and pain effects.
Primal Marking of the Arcane: You may store up to 3 spells in this Primal Mark that are used
up upon activation.
Primal Marking of Chaos: Once per period,
for 5 mins, you cannot make offensive
actions, but you can reflect every non-
greater attack that is used on you. This
means that you would call Reflect. No
Effect and then Perfect Aim the
ability back at the attacker.
Primal Rituals
Ritual of Baptism: (7 Exp.) (To use: 5
Aggravated Aether, 15 minutes, and
mark target with deitys holy symbol)
(Pre-req: Holy Symbol) RP in depth
for 15 minutes. This allows you to
baptize a character to your deity. A
Plot Marshal must be present for this.

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Basic Possession: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and Ritual scroll of curse)
(Pre-req: You may possess a target. Possession level is equal to the level of the
possessing entity. You astral project and count as a Spirit and must wear a red headband
or glowstick. By touching a character with a hand or both fists/claws within 5 minutes of
completing the ritual, the character possesses the target and must stay within arms reach.
The caster and the target may speak telepathically, and all of the casters proficiencies
are added onto the targets for the duration. This lasts up to 1 hour, or if the target falls to
Second Stage of Death Count, and may be ended prematurely.
Primal Barrows
Lesser rituals unique to each god.
Barrow of Unliving Enhancement: (7 exp) (Pre-req: Baptized to Unvaean ones) Spend at least
1 animal blood component and 1 minute Rping with an undead target. For every minute
and component that you spend, the target gains 1 option of your choice from the
following list. These benefits last until the drudge spell ends or 10 minutes if cast on a
target that counts as an undead. The target can only benefit from 1 of each option at a
time.
Phantom Drudge: Target undead is now incorporeal (immune to normal damage and
physical feats, but cannot physically interact with any physical person or object. Can
interact with physical objects/people and fight with claws or soulbound weapons by
spending 2 Aether or Steam per 2 minutes.)
Vile claws: Target undead gains +2 vile damage with melee or spells.
Undead Hide: Target undead gains +2 Soak.
Touch of Wight: Target undead gains the spell Sap Life and ability to weaponcast it.
Extend Servitude: Target drudge lasts for 15 minutes longer, also extending the duration
of these enhancement options.
Draugrs Feast: Target Undead can feed on bodies. Target may spend 1 minute Rping
on a mortal in their Second Stage Death Count. Once complete, target heals 5 Vaea and
dying mortal drops to their Third Stage.
Lichs Intelligence: Choose 1 spell that you know of journeyman and lower. Target
undead gains use of that spell off their own Aether and the ability to speak. If Undead
has no Aether, then it gains +5 Aether.
Barrow of Chloroblast: (7 exp) (Pre-req: Baptized to Nature Twins) Spend 5 minutes Rping
with a group of targets and spend 1 animal or plant component for each target. Once
complete, all targets involved heal 1 broken limb or re-grow 1 Severed Limb and heal 10
Vaea.

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Barrow of the Maelstrom: (7 exp) (Pre-req: Baptized to Morwyn, At least 1 level of Ice and
Lightning Affinity) Spend 10 minutes RPing with a group of targets and spend 1 Blood
component for each target. Once complete, you gain Storm Affinity (takes Bane from
Forge Affinity) and your spells can deal Storm damage (damages both Fire and Earth
Affinity). Additionally, all targets involved (including yourself) gain +2 Spell
Proficiencies and +1 Spell Efficiency. Duration: 3 hours.
Barrow of the Titan: (7 exp) (Pre-req: Baptized to Keld, at least 1 level of Fire and Earth
Affinity) Spend 10 minutes RPing with a group of targets and spend 1 Metal or Stone
component for each target. Once complete, you gain Forge Affinity (takes Bane from
Storm Affinity). Also, choose 1 of your melee weapons to deal Forge damage (damages
both Lightning and Ice Affinity). Additionally, all targets involved (including yourself)
gain +1 Strength and +1 Steam Efficiency. Duration: 3 hours.
Barrow of the Torchbearer: (7 exp) (Pre-req: Baptized to Lyrana) Spend 10 Minutes RPing
with a group of targets and 1 Aether Stone component for each target. Once completed,
you become a literal torch protecting the group with your light. For the duration, you
glow (using lights or glowsticks) and you cannot use any skills or powers. Everyone else
in the group becomes immune to all enemy powers as long as they remain within
approximately 20 feet of you. This ritual will forcibly end if you are dropped to 0 Vaea,
and can be ended at will. Duration: 30 minutes.
Barrow of Shadowbind: (7 exp) (Pre-req: Baptized to Zigaen) Spend 5 Aggravated Aether and
10 minutes Rping with 2 targets (1 can be yourself). One target is bound to the other,
becoming their shadow. The shadow is under a Greater Invisibility effect and must
remain within 5 feet of the host. This is not dispelled in any amount of light. The
shadow and its host can speak telepathically. Additionally, the spot where the ritual was
done is marked with the hosts real shadow, creating a point where host and shadow can
teleport to, by stating invoke Shadow Gate. Once the teleportation is used, the ritual
ends. Without teleporting, this ritual can last for up to 3 hours and can be ended at will.
Barrow of Hidden Knowledge: (7 exp) (Pre-req: Baptized to Aurelius Arcanum) Spend 10
minutes RPing with a group of targets. Sacrifice any number of scrolls and plans. Once
completed, those scrolls and plans become a tome. Scrolls in this tome can be used
without being expended. Each scroll can only be invoked once per hour. Information
can also be written down in this tome and only the targets that participated in the ritual
can ever read or use the tome. It appears as blank to everyone else (please note this on
the front of the tome). Scrolls and plans can be added to this tome after it has been
created by performing the ritual again. Duration: Permanent until destroyed or dispelled.

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Barrow of Sombraes Masque: (7 exp) (Pre-req: Baptized to Oksani) Spend 10 minutes Rping
with a group of targets and 2 components of any type for everyone involved. Each
participant rolls a 6-sided dice. These numbers are added up to count as both the ability
modifier on the Masque and the ability detriment for the wearer. The numbers the
participants roll equal how many abilities they can place into the Masque. Abilities that
are inscribed cannot be used by the person who donated it. That means anything that is
placed into Sombraes Masque is unavailable to the original owner who donated the
abilities for the duration of the ritual. The participant meant to be bound to the Masque
does not need to inscribe abilities into the mask nor does it need to be the caster of this
ritual. The target chosen to be bound to the Masque will take the ability modifier (AKA:
number of abilities in the masque) and choose x number of their own powers and abilities
that will be unavailable for the duration of the ritual. Although the bounded cannot use x
number of abilities they now have access to x number of abilities donated by other
participants of this ritual. Duration: up to 1 period unless, destroyed, or dispelled.
Barrow of Sance: (7 exp) (Pre-req: Baptized to Morcant) Spend 5 Aggravated Aether and 10
minutes RPing with a group of targets. Can only be used once per event. Requires a plot
marshal. Give the name of a spirit that you would like to speak with or state that you
would like to speak with a spirit in the current area. Once completed, that spirit will
manifest and speak with you and anyone participating in the ritual. The Spirit will remain
for up to 15 minutes. If the plot marshal does not have the information that you need, this
ritual could become a between event action for the Primalist only.
Barrow of Lifeweaving: (7 exp) (Pre-req: Baptized to Kallen) Spend 5 Aggravated Aether and
RP for 10 minutes on a target in Third Stage Death Count. Targets Death Count is
paused. Once complete, target is healed to 1 Vaea. This does not count as a Life effect.
Primal Curses
Curses are elaborate rituals that require an item or body part belonging to the target that you
wish to curse. The target does not have to be present to do the curse. A target can only be
affected by 1 curse at a time.
Curse of Zombification: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body part or
item belonging to the target) Requires a marshal. The target, whose body part/ item is
being used, is cursed into a zombie like state. They are at -1 strength (can never go
below normal strength), -2 melee damage (minimum 1), a constant slowness effect (1
swing every 5 seconds), and detect as being undead (not count as, just detect as). The
target must RP as though they are very tired and that they have difficulty speaking, never
able to speak louder than normal speaking tone (however, they can groan loudly). Lastly,
the targets eyes must appear to be sunken in. This is permanent until cured. Marshal
must inform the target of the curse (must tell plot if the target is an NPC).

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Curse of Incorporeal: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body part of
the target) Requires a marshal. The target, whose body part/ item is being used, is cursed
to become incorporeal. Target counts as incorporeal, making them immune to normal
damage and physical feats. However, the target can no longer interact with anything
physical. They must spend 2 Aether or Steam per minute order to interact with anything
physical, including fighting with weapons that are not claws or soulbound. The target
must RP as though they are lost and out of touch with the world. Lastly, the target gains
a green glow about them. This is permanent until cured. Marshal must inform the target
of the curse (must tell plot if the target is an NPC).
Curse of Elemental Ravaging: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body
part of the target) Requires a marshal. The target, whose body part/ item is being used, is
internally filled with the element of your god. Target has a Steam and Aether deficiency
of 2, -2 spell damage, -2 to healing spells, and takes bane from the Affinity opposite of
your god, even if they normally immune to it. The target must RP as though they are in
constant pain or discomfort. Lastly, the target has bits of the chosen element growing out
of their skin. This is permanent until cured. Marshal must inform the target of the curse
(must tell plot if the target is an NPC).
Curse of Crushing Breath: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body part
of the target) Requires a marshal. The target, whose body part/ item is being used, is
affected by a Humor invading their Breath current, stopping up their Vaean currents, and
causing their ribs to grow and clench their lungs. Any healing that Target receives to their
Vaea does 2 less and all physical healing talents used on the target take twice as long.
Although this is a Humor, it is not a normal Humor. It cannot be defended against as a
Humor and any Humor healing will only suppress this curse for 1 hour. The target must
RP as though they occasionally struggle to breathe. Lastly, the target has a brand on both
hands of black crossed bones. This is permanent until cured. Marshal must inform the
target of the curse (must tell plot if the target is an NPC).
Curse of Twisted Tongue: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body part
of the target) Requires a marshal. The target, whose body part/ item is being used, is
cursed with gibberish. Targets Spell Verbal is now How much wood would a
woodchuck chuck if a woodchuck could chuck. Also, after doing a knowledge
challenge or a lie skill, the target can only speak gibberish for 1 minute. The target must
RP as though they are having difficulty speaking. Lastly, the target has a brand of a
black swirl on the back of 1 of one hand. This is permanent until cured. Marshal must
inform the target of the curse (must tell plot if the target is an NPC).

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Curse of Dominion: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body part of the
target) Requires a marshal. The target, whose body part/ item is being used, is connected
to a poppet or doll. Requires both you and the target to be able to communicate via
walkie talkies. Three times per period you may contact the target and affect them with
Domination, Pain, or a Break Limb of your choice (each going by the standard
duration). The communication between you and the target is OOG. Lastly, the target has
a small stick figure drawn on the back of 1 of their hands. This is permanent until cured.
Marshal must inform the target of the curse (must tell plot if the target is an NPC).
Eclipse Curse of Hubris: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes, and a body part of
the target) Requires a marshal. This requires 2 primalists to cast: 1 Solaar and 1 Lunaar.
The target, whose body part/ item is being used, is cut from communication with their
deity. The target cannot use any prayer ability and must spend double pool to cast divine
spells. Lastly, the target has a black sun with a crescent moon inside it drawn on the back
of 1 of their hands. This is permanent until cured. Marshal must inform the target of the
curse (must tell plot if the target is an NPC).
Curse Removal: (8 Exp.) (To use: 5 Aggravated Aether, 15 minutes) (Pre-req: Identify Curse)
You must have identified the curse on the target for this ritual to work. Can be used on
self or others. Roll a 6-sided dice. If you roll 2-5, the target is cured of the curse. If you
roll 1 or 6, then the curse is removed from the target, but you now have the curse.
Primal Talents
Spirit Walk: (7 Exp.) Primalists may enter the
Astral realm. RP for 1 minute. Your body
becomes incorporeal. You are immune to
normal damage and physical feats. You
cannot physically interact with anyone or
anything. You cannot bring any items with
you unless they are soulbound. You can
fight with claws or soulbound weapons by
spending 2 Aether or Steam per minute that
you wish to fight for. While using spirit
walk, you may interact with and teach
ghosts as normal. This may be ended at
will. Duration: 5 minutes.
Identify Curse: (4 Exp.) (Pre-req: Enhanced
Sensitivity) Study target for 1 minute. If the
target has a curse, you can Identify what
that curse is.

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Sacrifice: (8 Exp.) (Pre-req: Humble Offerings) (To Use: RP 1 minute) This must be used on a
mortal or creature in their Death Count. Coup de Gras your target and then start your 1
minute of RP. Have the player sign your card as proof of the sacrifice. After 1 minute,
choose 1 of the following:
Primalist heals an amount of Aether or Steam equal to however much of that same pool
the sacrifice had remaining at a 1:1 ratio.
Primalist heals an amount of aggravated Aether or Steam based on however much of that
same pool the sacrifice had remaining at a 5:1 ratio.
Primalist gains +3 temporary Aether or steam that they can spend as aggravated when
casting rituals. Duration: until spent.
Primalist may cast a ritual or prayer at no pool cost. This ritual or prayer must be started
in the next 5 minutes.
Primalist may forgo the time cost of a ritual, instantly casting it, but still paying pool and
components. This ritual must be cast in the next 5 minutes.
Divine Rituals: Formal and Primal
Consecrate: (8 exp) (To use: 5 Aggravated Aether, 15 minutes, and 2 Rare Components) (Pre-
req: Baptism to Solaarian Deity) This blesses an area up to 10x10 to your deity. Those
baptized to the same deity heal 1 Vaea per second while within the consecrated area.
Those who are not baptized to your deity suffer 1 elemental damage per second, based off
your baptismal Affinity (those baptized to Keld must choose either Fire or Earth, and
may only choose one with which you have an Affinity). Requires Area Notes. Can only
have 1 Consecration up at a time. Duration: 1 Period.
Hallow: (8 exp) (To use: 5 Aggravated Aether, 15 minutes, and 2 Rare Components) (Pre-req:
Baptism to Lunarian Deity) This blesses an area up to 10x10 to your deity. Those
baptized to the same deity heal 1 Vaea per second while within the consecrated area.
Those who are not baptized to your deity suffer 1 elemental damage per second, based off
your baptismal Affinity (those baptized to Morwyn must choose either Ice or Lightning,
and may only choose one with which you have an Affinity). Requires Area Notes. Can
only have 1 Consecration up at a time. Duration: 1 Period.
Neutralize Blessing: (8 exp) (To use: 5 Aggravated Aether, 15 minutes, and 2 Rare
Components) (Pre-req: Baptism to any Deity) This will remove Bless, Consecrate,
Hallow, or Sanctify from an item or area.

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Divine Spells: Formal and Primal
Solaarian Pantheon
Spell Verbal: Use the Verbal of your Deity.
Pre-req: Baptism to a Solaarian Deity.
Call Corporeal Chains: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Target Incorporeal
being becomes corporeal for 1 minute
Place You Under Oath: (6 exp) (To use: 5 Aether) (Spell Type: Touch) While this is active,
the target must answer entirely truthfully to the best of their knowledge. This is a Greater
Mental effect. You may only have up to two people affected by this at a time. Duration 5
minutes.
Unveil: (5 exp) (To use: 4 Aether) (Spell Type: Touch) This removes all active and Latent
Lie and Masking magical effects from the target. This will not stop a target from using the
Lie feat. If target is under a physical masking effect, you can instead tell that they are masked
in some way.
Detect Affinity: (5 exp) (To use: 4 Aether) (Spell Type: Wave) When used, you can ask
everyone within 5 feet what their affinities are. Call Detect Affinity: (Deity) 5 feet.
Restore Memory: (6 exp) (To use: 5 Aether) (Spell Type: Touch) This will restore
someones memory that was tampered with by a spell, ritual, or alchemical concoction.
Lyrana
Summon Phoenix Flames: (5 exp) (To use: 4 Aether) (Spell Type: Bomb) White-hot flames
burst forth from the target. Target heals 5 Vaea. All targets within Bomb distance take 5
Light damage. Call Phoenix Flames. Heal 5. Bomb. 5 Light.
Call Burning Justice: (5 exp) (To use: 4 Aether) (Spell Type: Touch) If target tells a lie
within 1 minute, they take 5 Light damage and suffer a Pain effect for 1 minute.
Call James Honor: (6 exp) (To use: 5 Aether) (Spell Type: Bolt) Target is called out to do
an honor duel with you. This is a Greater Duel Effect. No one else can affect either you or
your target. Both combatants are immune to blindness, surprise attacks, backstabs (no
additional damage), and other effects that must be used from behind. The combatants must be
actively in combat or the effect ends. Once either target drops to 0 Vaea, this ends. Count as
a Greater Ward for those wishing to break the effect.
Bestow Sight of Nesul: (5 exp) (To use: 4 Aether) The target of this spell is immune to
Blind and can see invisible. Duration: 5 minutes.

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Kallen
Grant a Breath of Life: (5 exp) (To use: 4 Aether) (Per-req: Heal Vaea) This brings a target
from Third Stage Death Count to 1 Vaea. This is a Life Effect, which a character may only
receive one of per weekend.
Call a Healing Wave: (6 exp) (To use: 5 Aether) (Per-req: Heal Vaea) (Spell Type: Wave) All
targets within 5 feet heal 13 Vaea.
Grant Paws of Abas: (5 Exp) (To use: 4 Aether) Target gains +3 Subdual Proficiencies for 1
hour. Only applies to any weapon or style that utilizes subdual profs.
Summon a Caretaker: (6 exp) (To use: 5 Aether) (Per-req: Give a Second Chance) A caretaker
is summoned to watch over your target. Represented with a glow stick or small light. If the
character that is holding this is dropped to 0 Vaea, they fall and instantly get back up with 5
Vaea. The caretaker has 1 use of this ability for each of your healing profs. Once all its uses are
spent, the caretaker will fade. This may be handed to other players. Duration: 5 minutes.

Keld
Restore Item: (6 exp) (To use: 5 Aether) This will completely repair a single broken item of
journeyman and lower.
Turn Trash to Treasure: (5 exp) (To use: 4 Aether) Self only. Can only be done while
crafting. You may change 1 component that is being used into any component type and
increase 1 rarity level to fulfill the requirement of the item being crafted.
Call Strength of the Forge: (6 exp) (To use: 5 Aether) Target gains +1 Strength for 15
minutes.
Grant Titans Steam: (6 exp) (To use: 5 Aether) Self only. You gain an efficiency of 2 for
15 minutes for Defensive feats only.
Aurelius Arcanum
Summon a Temporal Field: (6 exp) (To use: 5 Aether) (Spell Type: Wave) Concentration
Effect. Within 5 feet of the caster, bullets may be defended against as normal ranged attacks
and speed cannot be used.
Grant a Time Delay: (5 exp) (To use: 4 Aether) (Pre-req: Spell Delay) Latent. Cast on
Target. Target may invoke this when affected by any power or effect to delay that power or
effect for 1 minute.
Dominate Aether Creature: (5 exp) (To use: 4 Aether) (Pre-req: Divine Neutrality) (Spell
type: Bolt) Target Aether Creature is affected by Domination and must follow any of your
orders to the best of their ability for 15 minutes. Call Dominate Aether Creature. 15
Minutes
Negation: (6 exp) (To use: 5 Aether) (Pre-req: Spell Delay) Latent. Cast on Target. Target
may invoke this when affected by a spell. Spell is defended against.

248
Nature Twins
Summon Ashrendars Poison: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Target is affected
by Incapacitate for 5 mins. This counts as a biological sleep Poison. Call Ashrendars Poison.
Bio. Incapacitate. 5 mins.
Dominate Nature: (5 exp) (To use: 4 Aether) (Pre-req: Divine Neutrality) (Spell type: Bolt)
Target Nature Creature is affected by Domination and must follow any of your orders to the
best of their ability for 15 mins. Call Dominate Nature. 15 Mins
Summon Natures Ally: (5 exp) (To use: 4 Aether) (Pre-req: Divine Neutrality) Target counts as
a Nature Being for beneficial effects for 15 mins.
Call Lafonzas Dew: (6 exp) (To use: 5 Aether) (Pre-req: Sense Disease and Poison) Latent
Defense. Cast on target. Choose 1 current. Target can invoke this spell to defend against a Humor
attacking that current. You may only have 1 of this spell on you at a time.
Lunarian Pantheon
Spell Verbal: Use the Verbal of your Deity.
Pre-req: Baptism to a Solaarian Deity.
Offer a Humble Sacrifice: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Target in Second Stage
Death Count is immediately put into Third Stage Death Count. This counts as a Killing Blow.
This spell must be called loudly.
Maim: (5 exp) (To use: 4 Aether) (Spell type: Bolt) For 1 minute, target is affected by
Hamstring (may only move Heel to Toe) and takes 1 damage per step. Call Maim. Hamstring.
1 damage per step. 1 minute.
Mask Affinity: (5 exp) (To use: 4 Aether) (Pre-req: Mask Faith) Self Only. This will mask your
Affinity for 5 minutes. You choose what Affinity you detect as.
Sacrifice Soul: (5 exp) (To use: 4 Aether) Self only. Choose either Aether or Steam. That pool
takes damage instead of your Vaea pool. Duration 1 minute.
Siphon Strength: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Target has -1 Strength and you
gain +1 Strength. If target has only normal strength, this spell fails. Duration: 5 minutes.

Zigaen
Strip Your Faith: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Target loses the ability to use 1
divine spell for 5 mins and you gain use of it for that time, at normal casting cost. You must call out
the spell that you are targeting. If the target does not have that spell, then this fails. Call Strip your
Faith. (Spell) Cannot use for 5 mins.
Mask Race: (6 exp) (To use: 5 Aether) (Pre-req: Mask Faith) Self Only. This will allow you to look
like any other race, not human. Requires costuming and makeup. Duration 1 hour.
Incriminate: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Target counts as though they are lying for
truth detections. Duration: 15 mins.
Cause Hatred: (5 exp) (To use: 4 Aether) (Spell Type: Arc) All targets effected by this spell are
taunted to attack each other for 30 seconds. If only 1 target is affected, you can choose anyone else
within eyesight. Mental Attack. Call Cause Hatred. Arc. Taunt to each other. Mind. 30 Seconds.
249
Morcant
Ensure your Death: (5 exp) (To use: 4 Aether) (Pre-req: Ensure Deaths Vigil) (Spell Type:
Bolt) Targets Vaea cannot be healed for 5 minutes. Includes regeneration abilities.
Instill Balasars Wrath: (6 exp) (To use: 5 Aether) (Pre-req: Enact Karmic Backlash) (Spell
Type: Bolt) For the next 15 seconds, any numerical damage dealt by the target will be taken
by them as direct Grim damage.
Grant Damians Vigilance: (6 exp) (To use: 5 Aether) Self only. Latent. Can be invoked in
reaction to being affected by any attack. That attack fails and you are under the effects of
Imprisonment for 1 minute. You cant act or be effected by anything during it.
Pass Elaans Judgement: (5 exp) (To use: 4 Aether) (Spell Type: Bolt) Throw packet at
target and call a power. If target uses that power in the next 5 minutes, they are affected by
Power Ineptitude (affecting all powers) for 1 minute.
Morwyn
Call a Harm Strike: (6 exp) (To use: 5 Aether) (Spell Type: Bolt) Target takes 5 Recurring
damage. Target takes 5 damage every 10 seconds until healed (any amount of healing). Call
Harm Strike. 5 Recurring.
Give Gulbrandrs Rage: (5 exp) (To use: 4 Aether) (Spell Type: Bomb) Target deals base
weapon damage to all targets in Bomb Distance. Mind Effect. Call Gulbrandrs Rage.
Bomb. Your weapon damage.
Call Brettorus Armor: (5 exp) (To use: 4 Aether) Target gains +2 Natural Armor/15 mins
Compel You to Stand and Fight: (5 exp) (To use: 4 Aether) (Prereq: Channeling) This must
be weapon-cast. You and the target are pinned for 1 min and immune to knock-back effects.
Oksani
Open Sesame: (6 exp) (To use: 5 Aether) Has a chance of instantly unlocking a lock of any
difficulty. Flip a coin. Call heads or tails. If the coin lands with your chosen side up, then the lock
is instantly unlocked. If the other side comes up, the lock increases by 1 level of difficulty. Open
sesame can only be used once per lock. Alternatively, this can be used to instantly unlock an
arcane lock without a coin flip.
Make a Lucky Guess: (5 exp) (To use: 4 Aether) (Pre-req: Any Knowledge) Latent. During a
knowledge call, this may be invoked. You declare an applicable knowledge that you know and
rolls a D6 die (the player is responsible for providing the die). That number overrides the number
of profs, including the original knowledge, already known for that call. (Ex: Roll a three, has
Knowledge: Alchemy 3.) If you roll a 6, you gain no info, but get to make up a lucky guess!
Induce Panic: (5 exp) (To use: 4 Aether) (Spell Type: Bomb) Terror Bomb. 1 minute. Does
not affect those Ready to Party. Call Induce Panic. Terror Bomb.1 minute.
Do the Shoelace Trick: (5 exp) (To use: 4 Aether) (Spell Type: Wave) Trip Wave. Does not
affect those Ready to Party. Call Shoelace Trick. Wave Trip.
250
Unvaean Ones
Dominate Unnatural Being: (5 exp) (To use: 4 Aether) (Pre-req: Divine Neutrality) (Spell type:
Bolt) Target Undead or Abberation is affected by Domination and must follow any of your
orders to the best of their ability for 15 minutes. Call Dominate Unnatural. 15 Minutes
Poison You with Ineptitude: (5 exp) (To use: 4 Aether) The target of this spell cant use Feats
for 1 minute. Call Poison you with Ineptitude. Feats. 1 minute.
Cast Strength of Bone: (5 exp) (To use: 4 Aether) Target Undead creature gains +2 Strength and
+2 Natural Armor for 1 hour.
Raise Mummy Drudge: (6 exp) (To use: 5 Aether) (Prerq: Raise Skeleton drudge) Target in any
stage of their Death Count or dead is raised as an unliving mindless drudge, bound to the will of
the caster. Targets Death Count is paused until drudge ends. Duration: 3 hours. Once Mummy
dies, it cannot be raised again in this way. Can be dispelled at will by caster. While drudge is
active, target cannot use their normal stats and are replaced with the following:

Mummy Unnatural *Additional


Feats Feats&Spells
Drudge Unliving Notes
Cost Cost
*Fighting
Vaea 60 Style: Long Deflect 2 Steam Knock Out 4 Steam
Claws
Mighty
Aether 10 *Strength +3 1 Steam Arcane Wave 1 Aether
Strikes
*Long Claw
Steam 20 Enfeeble 2 Steam Fireball 4 Aether
Prof x3
*Battered Bands of
Affinity Level 1 Vile Rend 2 Steam 4 Aether
Brawler Holding
Mummy
wrapping/
Cleave
Damage 8 Vile 4 Steam Costuming tabard/
Magic
mummy-like
mask.
*Roleplay: Can
*RP Cont.:
*Spell Profs move at a
Natural and
x3 normal pace and
Armor: can preserved.
Gains ability Critical speak
apply to all 6 4 Steam You are the
to augment Strike intelligibly. Vile
sources of fire undead
spell damage infused body
or ice damage armys heavy
with Vile. that is specially
shock trooper.
wrapped
Base
Racial
Retained character 3 Novice 2 Apprentice 1 Journeyman 2 Feats
abilities
Abilities retains all Passives Passives Passive 2 Spells
Retained
strength

251
Academic Journeyman
Triage Passives
In the Fray: (6 Exp.) (Pre-req: Combat Medic) You can now use a 1 handed weapon or a shield
when using a healing talent.
Plague Doctor: (6 Exp.) (Pre-req: Treat current) You are permanently immune to Humors that
effect your Breath current.
Skilled Hands: (6 Exp.) (Pre-req: Bloodlet or Cauterize) When using cauterize and bloodlet, you
can choose not to do damage, but you must instead take twice as much time.
Current Mastery: (7 Exp.) (Pre- Req: Treat Current) (Multi-purchase) You may choose 1 more
current to cure using Treat Current.
Doctors Assistant: (8 Exp.) (Pre-req: Medic) Choose 1 target and pick 1 of the healing talents
that you know. If you are roleplaying with the target and actively talking them through it,
that target can use that talent, but must spend double time to complete it. This can be
done while you are using a talent. The Target must remain within 10 feet of you to use
your talent.
Trauma Treatment: (8 Exp.) (Pre-req: Medic and Multi-Tasker) You can now use healing
treatments on 2 targets at the same time. It must be the same treatment.
Triage Talents
Resuscitate: (8 Exp.) (Pre-req: 4 First Aid Proficiencies) Spend 5 minutes treating a target that is
in the Third Stage Death Count. Target is healed to 1 Vaea.
Autopsy: (7 Exp.) (Pre-req: Dissection) Spend 1 minute roleplaying cutting open a target that is
dead, past their Third Stage. Once finished, you can ask a marshal or the dead player a
question about how they died.

252
Cure Addiction: (8 Exp.) (Pre-Req: Treat Withdrawal) Spend 10 minutes treating a target with
an Addiction. Targets Addiction is cured.
Implant/Extract enhancement: (8 Exp.) (Pre-req: Knowledge Engineering) Spend 10 minutes
roleplaying on a target. Allows you to install a steam enhancement or aethernetic into a
target. Also allows you to remove it from a target in the same amount of time.
Reattach Limb: (7 Exp.) (Pre-req: Set Limb) Spend 5 minutes roleplaying with a target who has
a Severed limb. You re-attach 1 Severed limb. Limb cant be used for the next 5 minutes.
Triage Site: (8 Exp.) (Pre-req: First Aid) Spend 1 minute setting up an area. Once completed,
you create a circle that is 10-foot radius from you. Anyone that enters that radius has
their Death Count paused. The area must be marked. The Triage Site remains as long as
you stay within it.
Current Boost: (8 Exp.) (Pre-req: Humor Specialist) Spend 1 minute roleplaying with a target.
Choose 1 Current. The Target gains 1 use of Current Block which defends against 1
Humor attempting to affect that current. Alternatively, you can spend 5 minutes to grant
them 1 use of Current Block: All that grants a defense for all currents. This can be
used on yourself.
Vitality Infusion: (7 Exp.) Spend at least 1 minute roleplaying with a target. For every minute
that you spend working on them, that target gains + 1 Vaea to their cap that will last until
the end of the period. Maximum: +10 Vaea.
Scholastic Passives
Excellent Teachers Aid: (8 Exp.) (Pre-req: Scholar, Master Teach, Teaching Assistant) You
may apply your master teaching skills to other teachers.
Knowledgeable: (7 Exp.) (Pre-req: Scholar, Group Effort) Allows you to add +1 level to
someone elses knowledge challenge. Must be a knowledge that you do not know. Both
you and the other person gain the information. Cannot exceed level 5.
Clarity: (7 Exp.) (Pre-req: At least 1 Knowledge) When you successfully complete a knowledge
challenge you gain 1 use of Willpower and 1 use of See Invisible for 1 min.
Accomplishment: (8 Exp.) After you teach a target a skill, they gain +1 to a proficiency of their
choice that they already know for 1 hour.
Relaxed Educator: (8 Exp.) (Pre-req: Rally or Meditation) You can use meditate or rally while
teaching. This meditate can only benefit yourself.
Drill Instructor: (7 Exp.) (Pre-req: Training Session) You can use Training session to
temporarily teach a target a power that another person possesses, that person must be
present and willing during the training session.
Improved Research: (6 Exp.) (Pre-req: Research) You may now research 2 different topics
when using Research in between events. This still counts as 1 In-Between event action.

253
Knowledge Focus: (8 Exp.) (Pre-req: A single knowledge advanced to level 3) (Multi-purchase.
Separate progression for each knowledge.) Pick a Knowledge skill that you know that is
level 3. That Knowledge Increases to level 4. At this level, you must pick a Knowledge
focus. The depth of your Knowledge increases in the focused are that you have chosen.
This skill must be learned separately for each knowledge. It can be purchased a second
time to get another focus within a knowledge that you already have a focus in. A list of
suggested focuses follows. If youd like a focus that isnt listed, please talk to plot/rules.
Medicine: Humors or Anatomy
Nature: Flora or Fauna
Alchemy: Potions or Poisons
Mineralogy: Metal or Stone.
Engineering: Guns or Gadgets.
History: Pick one Country. You know the historical events related to that country.
Culture: Pick one known culture. Having Vorydia as a Focus and another culture will
give deeper knowledge about that cultures dutchy.
Arcana: Metaphysics (The scientific application of magic) or Occult (Historical acts and
beliefs about Magic interacting with our world)
Psyche: Emotions or Thought
Law: Justice System or Nobility
Theology: Pick One God to learn more about them, their divine creatures, and the
mundane creatures that are related to them. This can be purchased multiple times to learn
deeper knowledge about multiple gods.
Tactics: War, Survival, or Investigation
Deep Knowledge: (9 Exp.) (Pre-req: A single knowledge at level 4) (Multi-purchase. Separate
progression for each knowledge.) Pick a Knowledge Focus that you know that is level 4.
That Knowledge Focus increases to level 5. Your knowledge in the chosen subject has
increased to the point where you know deep knowledge, lore, and secrets. This skill must
be learned separately for each knowledge focus.
Skilled Identification: (6 Exp.) (Pre-req: A Knowledge up to level 3) You may Identify an
object using knowledge skills in 30 seconds instead of 1 minute.
Scholastic Talents
Master Teach: (7 Exp.) (Pre-req: Tutor) Spend the full amount of time required to teach your
target. Your target instantly learns the ability.
Cultural Charm: (6 Exp.) (Pre-req: Cultural cues) You understand a culture so well that you
can use it in your favor. Spend 1 minute talking to a target of a culture you have
specialized in with Knowledge Culture. That Target is charmed to you. The Charm will
last for as long as you are actively roleplaying with them (maximum 1 hour), but if you
stop actively roleplaying with them, then it will last for 5 minutes.
254
Crafting and Labor Journeyman
Crafting and Labor Passives
Engineer Bundle: Journeyman Gadgets: (2 Exp.) (Pre-req: Apprentice Gadgets bundle) You
can make all items in the Journeyman Gadgets crafting bundle by following the crafting
rules.
Engineer Bundle: Journeyman Hazards: (2 Exp.) (Pre-req: Apprentice Hazards bundle) You
can make all items in the Journeyman Hazards crafting bundle by following the crafting
rules.
Smith Bundle: Journeyman Armor Properties: (2 Exp.) (Pre-req: Apprentice Armor
Properties bundle) You can make all items in the Journeyman Armor Properties crafting
bundle by following the crafting rules.
Smith Bundle: Journeyman Weapon Properties: (2 Exp.) (Pre-req: Apprentice Weapon
Properties bundle) You can make all items in the Journeyman Weapon Properties
crafting bundle by following the crafting rules.
Alchemist Bundle: Journeyman Tonics: (2 Exp.) (Pre-req: Apprentice Tonics bundle) You can
make all items in the Journeyman Tonics crafting bundle by following the crafting rules.
Alchemist Bundle: Journeyman Toxins: (2 Exp.) (Pre-req: Apprentice Toxins bundle) You can
make all items in the Journeyman Toxins crafting bundle by following the crafting rules.
Inscriptionist Bundle: Journeyman Scrolls: (2 Exp.) (Pre-req: Apprentice Scrolls bundle) You
can make all items in the Journeyman Scrolls crafting bundle by following the crafting
rules.
Inscriptionist Bundle: Journeyman Implements: (2 Exp.) (Pre-req: Apprentice Implements
bundle) You can make all items in the Journeyman Implements crafting bundle by
following the crafting rules.
Organized Tools: (2 Exp.) The amount of time you can pause your crafting and augmenting is
increased to the end of the current Period, regardless of the items tier.
Well Practiced: (8 Exp.) (Pre-req: Artisan) Reduces the final crafting time of any items you
make by 5 minutes, to a minimum of 1 minute. This ability stacks with Tricks of the
Trade and CAN be applied if you are using a device that directly aids you in making
items (though in that case Tricks of the Trade would no longer apply).

255
Collaborative Effort: (4 Exp.) (Pre-req: any Journeyman crafting bundle) You can lead a group
consisting of any number of characters in helping you make an item. The other
characters must all have the appropriate crafting bundle for what you are making,
however they can have lower tiers of it depending on how many people are helping (1 tier
lower for every two helpers, not including yourself). The total time it takes to craft the
item is reduced by 1 minute, to a minimum of 1 minute, for each tier of the appropriate
bundle among all your helpers (your own crafting bundle tiers do not count).
For example, there are five people, including you, trying to craft a Master gadget. You
still need the Master Gadgets bundle, but the four helpers each only need to have a
minimum of Apprentice Gadgets to help. If the four helpers do all have Apprentice
Gadgets, then the final product takes 8 minutes less to make.
Dual Crafting: (4 Exp.) (Pre-req: Artisan) You can make two different items at once. This
means that the crafting time required may be paid simultaneously. Each item counts as
its own project for the purposes of Pool costs, component costs, Makers Styles,
augments, devices being used, Collaborative Efforts, etc. The two items being made do
not have to share the same tier, bundle requirements, crafting time, or anything else.
Extra Profession: (8 Exp.) (Pre-req: Profession) +1 use of Profession between events.
Extra Job: (3 Exp.) (Pre-req: 2 different Professions) You gain an additional Profession of
choice when you learn this ability. This Profession can be more than the usual 2
Profession limit. This ability does not actually give you additional uses of Profession
between Events, it just gives you another one to pick from when you use the Profession
Action or get a Raise.
Absent but Not Idle: (3 Exp.) If you FTNPC an event, each of your characters that have this
ability gains +1 Between Event Action of your choice to use between this event and the
next. They are considered to have been doing one of their Actions during the Event. This
ability still applies even if you gain PC shifts while full-time NPCing.
Part-Time Scrounger: (2 Exp.) Your Raises and Harvesting Proficiencies now apply to the
appropriate rewards earned during NPCing.
Quick Worker: (3 Exp.) (Pre-req: either Gather Components, Dissect Components, or Salvage
Components) (Multi-Purchase) The time needed to Gather Components is reduced by 1
minute, to a minimum of 5 minutes per pruchase. The time needed to Dissect
Components and Salvage Components is reduced by 10 seconds, to a minimum of 10
seconds per purchase.
Foraging: (4 Exp.) (Pre-req: Gather Components) You may choose to spend double the base
time while using Gather Components. If you do, you gain +2 components of the same
type and rarity as what you were gathering. This ability may not be used along with other
abilities or items that reduce harvesting time such as Quick Worker or a Harvomatic
device.

256
Anatomical Familiarity: (5 Exp.) (Pre-req- Dissect Components) For 1 hour after Dissecting
Components from a creature, you gain +2 Healing Proficiencies and +2 First Aid
Proficiencies to targets of that creature type and deal +2 physical and magical damage to
them as well.
Hopeful Scraper: (4 Exp.) (Pre-req: Salvage Components) Breaking down junk for scrap in the
hopes of finding something valuable or useful always fills you with energy. Whenever
you successfully destroy an item with Salvage Components, you heal +5 Steam or Aether
in any combination.

257
Journeyman Engineer Abilities
Volatile Ballistics: (4 Exp.) (Pre-req: Overclock Gun) When you use Overclock Gun, you may
choose for the firearm to get +1 damage on the next shot for every 5 seconds you spend
tinkering with it (to a maximum of +10 damage). If you do, the shot must be fired within
5 seconds after you finish tinkering or the firearm will explode, dealing its damage as a
Bomb centered on itself and becoming broken until repaired.
Augment: Telescopic Device: (3 Exp.) (Pre-req: any Journeyman Engineer bundle) Can only be
used when crafting a device. Adds +10 minutes and +4 pool to the items final crafting
costs. The device can fold in on itself to greatly reduce its size when not in use. It takes 5
seconds to collapse or expand the device (the device can only be used while expanded).
While collapsed, the device is considered small enough to fit within a Concealment
pouch. This augment cannot be put on devices that are considered integration hubs.
Augment: Dastardly Traps: (6 Exp.) (Pre-req: Journeyman Hazards bundle) Can only be used
when crafting a Guile trap device or booby trap device. Adds +15 minutes and +6 pool
to the items final crafting costs. Once triggered, the trap reactivates itself automatically
once every 30 seconds unless the trap itself is destroyed.
Overclock Workbench: (5 Exp.) (Pre-req: Kit Creation, Makers Style: Rush Job, and any
Journeyman Engineer bundle) (Talent) (To Use: 5 Min RP). Also costs 1 Crafting Kit
and can only be used on permanent Workbenches. For the next 3 times the workbench is
used to make an item, the crafter may use the Rush Job ability even if they dont have it.
If the crafter does already have Rush Job, then it does not add additional points to the
pool cost of the item being made and any augments applied to it. After 3 items have been
made at this workbench, the workbench itself becomes broken and cannot be used until
repaired (workbenches count as Novice items under no bundle for the purposes of
repairing them, so it takes 10 minutes to fix with General Repair for instance).
Disarm Journeyman Booby Trap: (4 Exp.) (Pre-req: Disarm Apprentice Booby Trap) (Talent)
(To Use: 30 seconds RP). Disarms a Journeyman or lower booby trap if you have
detected it first. Does not work on traps made with Guile talents, even if they were made
with engineered devices.

258
Journeyman Smith Abilities
Augment: Smelting: (5 Exp.) (Pre-req: Any Journeyman Smith bundle) Can only be used when
crafting a weapon, shield, or piece of armor. Adds +15 minutes and +6 Pool to the items
final crafting costs. When you use this augment, you create a weapon, shield, or piece of
armor that has two properties (you cant put the same property on an item twice). The
two properties must both be able to be put on the items chosen material (metal, leather,
or wood). Properties from different tiers may be combined this way. The base time to
make the final product is whichever of the two properties has the highest base crafting
time, and the two properties base Pool point costs and base component costs are
combined (abilities or items that affect time, Pool, and component costs apply after the
two properties have been combined). The Hardness of the final product is whichever one
has the lowest Hardness, unless stated otherwise (if both properties say to use the other
ones Hardness, then just use the one with lower Hardness as normal). If properties have
Strength requirements, they are also combined (if a property has an alternative Strength
requirement, it does not override the other propertys requirements). Because only one
item is being made, any additional augments being used on the final product must be used
once to affect all of the properties involved. If you use this augment to add a property to
an item while you are Remaking it, you must pay the full base time, Pool, and component
costs of the new property. Despite the name of this ability, its effects do in fact work on
non-metal items.
Augment: Mass Forging: (6 Exp.) (Pre-req: Any Journeyman Smith bundle) Can only be used
when crafting a weapon, shield, or piece of armor without any other augments. Adds +15
minutes and +6 Pool to the items final crafting costs. When you use this augment and
finish crafting an item that has no other augments, you also create two duplicate items.
These additional items have the same properties as the original item.
Surplus Workbench: (5 Exp.) (Pre-req: Kit Creation, Makers Style: Jury Rig, and any
Journeyman Smith bundle) (Talent) (To Use: 5 mins RP). Also costs 1 Crafting Kit and
can only be used on permanent Workbenches.
For the next 3 times the workbench is used to make an item, the crafter may use the Jury
Rig ability even if they dont have it. The workbench also gains a cache of 10 surplus
components which can only be accessed if the user already knows the Jury Rig ability.
These surplus components can be used as any tier (up to Very Rare) and any type
component for the Jury Rig effect only. When all 10 surplus components are spent (it is a
cache of 10 to be split between everyone who crafts there) or 3 items have been made at
this workbench, the workbench itself becomes broken and cannot be used until repaired
(workbenches count as Novice items under no bundle for the purposes of repairing them,
so it takes 10 minutes to fix with General Repair for instance).
259
Journeyman Alchemist Abilities
Augment: Dust Alchemy: (4 Exp.) (Pre-req: any Journeyman Alchemist bundle) Can only be
used when crafting a concoction. Adds +15 minutes and +6 pool to the items final
crafting costs. Dusts are delivered via spell packet to instantly affect a single target, and
must be defended as an alchemy, not a ranged attack.
Incensed Workbench: (5 Exp.) (Pre-req: Kit Creation, Makers Style: Slow and Steady, and any
Journeyman Alchemist bundle) (Talent) (To Use: 5 mins RP). Also costs 1 Crafting Kit
and can only be used on permanent Workbenches.
You set up experimental alchemical candles with a magical fragrance that eases the mind
and makes time seem slower. For the next 3 times the workbench is used to make an
item, the crafter may use the Slow and Steady ability even if they dont actually have it.
If the crafter already knows the Slow and Steady ability, then no additional time is added
to the final crafting time of the item and any augments applied to it. After 3 items have
been made at the workbench, a sudden but inevitable alchemical backlash flash freezes it,
making the workbench itself count as broken until repaired (workbenches count as
Novice items under no bundle for the purposes of repairing them, so it takes 10 minutes
to fix with General Repair for instance).

Journeyman Inscriptionist Abilities


Augment: Aetheric Scrolls: (6 Exp.) (Pre-req: Literacy Elatum, Inscriptionist Augment:
Foreign Scrolls, and Journeyman Scrolls bundle) Can only be used when crafting a
scroll. Adds +15 minutes and +6 pool to the items final crafting costs.
Journeyman and lower scrolls with this augment that are written in Elatum may be made
without needing to either know the ability or have an assistant who does. This means you
can just pay the time, Pool, and component costs and write it in Elatum to make a scroll
of any Journeyman or lower ability you wish (so long as it is in the OoG Rulebook).
Augment: Create Tapestry: (6 Exp.) (Pre-req: Journeyman Implements bundle) Can only be
used when crafting a talisman. Adds +15 minutes and +6 pool to the items final crafting
costs.
You take the talisman you are making and turn it into a tapestry. A tapestry has the same
effect as its talisman form, but it affects all characters within a Bomb of the phys-rep (so
including the holder, if any). If the talisman needed to be invoked, then anyone touching
the tapestry may invoke it to give its effects to all characters within a Bomb radius of it.
The phys-rep for a tapestry must be a length of cloth with some symbol, icon, or pattern
on it that can either be held, standing on its own like a flag, or hung up (the phys-rep can
have other mechanical effects, such as also being used for a Clerics Raise Banner).

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Create Verge: (5 Exp.) (Pre-req: Journeyman Implements bundle) (Talent) [To Use: RP time
varies, requires an existing wand or talisman]. This talent can only be used while a
willing character (which may include yourself) is making a weapon or a shield (the
talents activation time is always equal to how long it takes to make the weapon or
shield). You take an existing wand or talisman and combine it into the weapon or shield
being made, creating a verge. Verges function like normal items, but they can also use
the abilities of the implement inside them, essentially allowing a weapon/shield and
wand/talisman to be wielded in the same hand. The wand/talismans Hardness becomes
irrelevant; only the other items Hardness is used for the verge. A weapon can only be a
verge with 1 implement at a time. One implement can be used to make similar verges for
up to 2 fist weapons at once. Throwing weapons and arrows/bolts cannot be made into
verges. If you have Remake, you can use it to add a wand or talisman to an existing
weapon or shield. This talent can also be used to create verges out of musical
instruments. Since most musical instruments do not have mechanical rules effects, they
may be made into verges using this skill without having to first be crafted or using
Remake (using the talent this way takes 5 minutes per tier of the wand/talisman to be
combined). The Hardness of an instrument-verge is equal to the wand/talismans
Hardness (unless the instrument does have a Hardness, at which point that should always
be used instead). If you are also an engineer and have Marvels, you can use this talent or
Remake to add a wand or talisman into an existing firearm or one that is being crafted,
which follows all the same rules as a weapon-verge.
Inscribed Workbench: (5 Exp.) (Pre-req: Kit Creation, any Journeyman Inscriptionist bundle,
and either Rally or Meditate) (Talent) (To Use: 5 Mins RP). Also costs 1 Crafting Kit
and can only be used on permanent Workbenches. You inscribe motivational words and
quotes on the workbench, instilling those who work there with a sense of dedication and
purpose. The next 3 times the workbench is used to make an item, the crafter heals 2
points of Steam or Aether once the item is finished (their choice). In addition, if the
crafter has either the Rally or Meditate talents, they may use those talents while making
items at the workbench. After 3 items have been made at the workbench, the
motivational words get twisted by Oksani and causes the person who made the last item
have some terribly ironic accident that causes the workbench itself to be broken until
repaired (workbenches count as Novice items under no bundle for the purposes of
repairing them, so it takes 10 minutes to fix with General Repair for instance).

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Crafting and Labor Items
Journeyman Tonics Bundle
Life Syrup: (To Make: 15min, 3 Pool, 1 Rare
Plant) Medicine. Base Salve, or Any.
Hardness 1.
The target is given a Life effect.
Regrow Limb Syrup: (To Make: 15min, 3 Pool,
1 Rare Animal) Medicine. Base Ingested,
or Any. Hardness 1.
One of the targets limbs of their choice that has
been Broken or Severed is painfully
regrown over the next 30 seconds.
During that time, the target suffers from
a Pain effect.
Quicksilver Syrup: (To Make: 15min, 3 Pool, 1
Rare Plant) Medicine. Ingested only.
Hardness 1. When this concoction is
made, its maker must choose one of the
Vaean Currents (Mind, Blood, Breath, or Abdomen). When used, the target is cured of
all Humors in that specific Current.
Remembrance Syrup: (To Make: 15min, 3 Pool, 1 Rare Plant) Medicine. Base Ingested, or
Any. Hardness 1. This concoction reverses the most recent memory loss from a spell or
concoction, regardless of tier or length. If the target has had multiple instances of their
memory being permanently erased, multiple Remembrance Syrups will be needed to
restore them all. Does not work on Greater effects.
Become Affinity Tonic: (To Make: 15min, 3 Pool, 1 Rare Mineral, Unique: 1 Affinity Sliver)
Potion. Base Ingested, or Any. Hardness 1.
The target takes Minimal damage against the element of the Affinity sliver used for 1
hour, but also takes Bane from that elements opposite for the duration as well. This
concoction will not affect Elementals (including Mortals with a level 5 Affinity).
Elixir of Invisibility: (To Make: 15min, 3 Pool, 1 Rare Animal) Potion. Base Ingested, or Any.
Hardness 1. The target becomes Invisible for 5 minutes. If the target uses any Powers or
deals any damage, the Invisibility effect ends.

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Drops of See Invisibility: (To Make: 15min, 3 Pool, 1 Rare Animal) Potion. Salve only
(while this isnt a paste that is rubbed on the skin, it follows the delivery rules for salves).
Hardness 1. The target can see creatures with Invisibility effects on them normally for 1
hour. Salves are made with 2 doses.
Time in a Bottle: (To Make: 15min, 3 Pool, 1 Rare Plant) Potion. Base Ingested, or Any.
Hardness 1. For 1 hour, the final crafting time of all items the target makes is halved and
the final Pool cost total of the base item plus augments is reduced by 2 to a minimum of
0. After the duration, the target is exhausted and suffers Feat, Spell, Talent, and Craft
Ineptitudes for 5 minutes.
Arcane Ink: (To Make: 15min, 3 Pool, 1 Rare Plant) Oil. Base Salve. Hardness 1.
This concoction may be applied while the user is also casting a rune. If so, the runes
Aether cost is reduced by 1 to minimum of 1. Only one dose of this ink may be applied
to a rune at a time. Salves are made with 2 doses.
Octora: (To Make: 15min, 3 Pool, 1 Rare Animal) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, all of your limbs that were Severed instantly grow back
and all of your limbs that were Broken are instantly healed. Afterwards, you become
Addicted to Octora and will begin to suffer Withdrawal after 2 periods. When a limb is
regrown from this nostrum, a black octopus tentacle slides out of the stump where the
limb once was and transforms into a new usable limb that looks similar to the previous
one. Withdrawal: In addition to the standard Withdrawal penalty (Steam and
Aether Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time to use),
any Enfeeble Limb attack on your limbs will instead cause them to become
Broken. Any Break Limb attack will instead cause your limbs to be Severed.
Additionally, you have an increasing need to submerge yourself in water the longer
you keep this Addiction. This effect is suppressed or cured only when the
Withdrawal penalty is (limbs are not healed automatically if the Withdrawal is
suppressed or cured).
Ilcuritaen: (To Make: 15min, 3 Pool, 1 Rare Plant) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, you are cured of all status effects on you, excluding
Sever Limb, Addiction, and Withdrawal. Does not heal Vaea or Pool, but it will
restore you to 1 Vaea if in any stage of your Death Count, including Third Stage. Does
not count as your Life effect for the weekend. Afterwards, you become Addicted to
Ilcuritaen and will begin to suffer Withdrawal after 2 periods. Withdrawal: In addition
to the standard Withdrawal penalty (Steam and Aether Deficiency of 2,
Talents/Crafting/Runes/Rituals take double the time to use), your maximum Vaea is
reduced by 15. This effect is suppressed/cured only when the Withdrawal penalty is.

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Journeyman Toxins Bundle
Sleep Poison: (To Make: 15min, 3 Pool, 1 Rare Plant) Poison. Base Ingested, or Any. Hardness
1. The target is put into a deep sleep, Incapacitating them for 1 minute.
Bloody Tears: (To Make: 15min, 3 Pool, 1 Rare Plant) Poison. Base Ingested, or Any.
Hardness 1. This savage venom causes the target to suffer a Blind and Pain effect for 5
minutes, and they also suffer Bleed (which comes from their eyes).
Broods Blood: (To Make: 15min, 3 Pool, 1 Rare Animal) Poison. Base Ingested, or Any.
Hardness 1. The target gains +3 Strength and +10 Natural Armor Rating. Additionally,
they suffer a Rampage effect. All of these effects lasts for 1 minute and are linked, so if
the Rampage is cured or defended against, then the Strength and Armor Rating also fade.
Violent Death Poison: (To Make: 15min, 3 Pool, 1 Rare Plant) Poison. Base Ingested, or Any.
Hardness 1. When the target is first afflicted with this concoction, they become aware
that that their body is slowly failing and that they will start to die soon. After 5 minutes,
the target falls into their Third Stage Death Count. If a character begins to use a talent
that would cure Poison, the timer on this concoction is paused while they are using it.
Secret Death Poison: (To Make: 15min, 3 Pool, 1 Rare Plant) Poison. Base Ingested, or Any.
Hardness 1. The target is unaware that they have been afflicted with this concoction and
they show no symptoms. After the next Power Surge (at the start of the next Period),
they fall into their Second Stage Death Count. This may be done either by telling the
target Out of Game and have them keep track of it, or it may be used while a Marshal is
watching and then the Marshal alerts the player once the time has passed.
Ineptitude Poison: (To Make: 15min, 3 Pool, 1 Rare Plant) Poison. Base Ingested, or Any.
Hardness 1. When this concoction is first made, its maker must choose Feat Ineptitude
or Spell Ineptitude. The target suffers from the chosen Ineptitude effect for 5 minutes.
Forget Poison: (To Make: 15min, 3 Pool, 1 Rare Plant) Poison. Ingested only. Hardness 1.
This concoction erases the last hour of the targets memory. This effect is permanent
until restored.
Disintegration Acid: (To Make: 15min, 3 Pool, 1 Rare Mineral) Acid. Base Ingested, or Any.
Hardness 1. The target suffers 1 Vile damage every second for 1 minute. If this
concoction is Distilled, then it only receives +1 additional damage per second.
Affinity Acid: (To Make: 15min, 3 Pool, 1 Rare Mineral, Unique: Affinity Sliver) Acid. Base
Ingested, or Any. Hardness 1. Made in groups of 3.
The target suffers 10 points of damage of the element of the Affinity shard used.

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Gluttorix: (To Make: 15min, 3 Pool, 1 Rare Plant) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, you become filled with a sense of pride, power,
confidence, and invincibility. For 1 hour, you are immune to all social abilities and
Greater Fear/ Terror. Afterwards, you become Addicted to Gluttorix and will begin to
suffer Withdrawal after 2 periods. This nostrum is often sold much more expensively
than one would think, as it is considered the rich mans drug. If you can afford to feed
into a Gluttorix Addiction, then you must be a person of wealth. Withdrawal: In
addition to the standard Withdrawal penalty (Steam and Aether Deficiency of 2,
Talents/Crafting/Runes/Rituals take double the time to use), you cant use
Willpower. Additionally, you will often feel vulnerable and doubtful of yourself.
This effect is suppressed or cured only when the Withdrawal penalty is.
Ravensnarle: (To Make: 15min, 3 Pool, 1 Rare Animal) Nostrum. Ingested only. Hardness 1.
When you imbibe this nostrum, the world starts to become hazy as if a fog was only
starting to roll in. For 1 hour, you can see and speak with spirits and ghosts, count as 10
Levels higher for trying to Possess others, count as 10 Levels lower for resisting
Possession, and swing Astral damage. Afterwards, you become Addicted to
Ravensnarle and will begin to suffer Withdrawal after 2 periods. Withdrawal: In
addition to the standard Withdrawal penalty (Steam and Aether Deficiency of 2,
Talents/Crafting/Runes/Rituals take double the time to use), each of your Death
Counts are shortened by 20 seconds. This effect is suppressed or cured only when
the Withdrawal penalty is.
Whisperveil: (To Make: 15min, 3 Pool, 1 Rare Plant, Unique: 1 Darksteel Sliver) Nostrum. Gas
only. Hardness 1. Unlike other nostrums, Whisperveil always comes in the form of a
dark, fog-like vapor that lasts in a small area for 1 hour. While outside of the black fog,
you cannot see what is inside of it and detection and sensing abilities will not pick up
anything that is inside it. Inside the fog, everyone sees only nightmarish versions of the
others and distorted voices; everyone is anonymous inside the fog with no way of
knowing who is who unless they tell you. Additionally, no sound can leave the fog and
those inside cannot see outside of it. If you spend at least 5 minutes breathing in the
black fog, you become Addicted to Whisperveil and will begin to suffer Withdrawal after
2 periods. Withdrawal: In addition to the standard Withdrawal penalty (Steam and
Aether Deficiency of 2, Talents/Crafting/Runes/Rituals take double the time to use),
everything you say must be in lies (however you are not compelled to use Lie if you
have it). You feel as though you are incredibly vulnerable when you are around
others, as if they can see through you and know your secrets. You crave the
anonymity of the black fog again so you can be shrouded in its embrace. You must
spend at least 5 minutes breathing in the black fog to count as indulging in it. This
effect is suppressed or cured only when the Withdrawal penalty is.

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Journeyman Gadgets Bundle
Journeyman Lock/Key: (To Make: 15min, 3 Pool, 1 Rare Mineral) Handheld. Hardness 3.
No Use Device ability is needed to use this device. Requires 1 minute to affix the lock to
something and to lock the lock. Can be used to lock things like doors, boxes, etc. Takes 1
minute to unlock lock with key. This lock comes with a matching key. Requires pick
Journeyman lock to unlock the lock without a key. Requires Area notes.
Journeyman Manacles/Key: (To Make: 15min, 3 Pool, 1 Rare Mineral) Cuffs (comes as a
pair). Hardness 3. No Use Device ability is needed to use this device. While wearing a
pair of these cuffs, your arms are considered under a Constriction effect (only your arms,
not the rest of your body). You cannot use the Break Binds feat to escape these manacles
unless you also have a Strength rating equal to their Hardness. These cuffs can be
forcibly put on another character if they are Constricted or Incapacitated.
Portable Ram: (To Make: 15min, 3 Pool, 1 Rare Mineral) Handheld. Hardness 3.
Requires Use Journeyman Device. This device must be built with the Telescopic
augment (but because of the nature of this device, no additional time or pool needs to be
spent for that specific augment). Spend 3 Pool points and 15 seconds cranking the
device, then throw a spell packet to Knockback and Trip all characters within a Cross
area. While it was only a simple block of metal, it rapidly grows in size and weight as
you toss it. You must return to the spot where the packet struck the first character to
retrieve the device before you can use it again.
Thumpinator Gauntlet: (To Make: 15min, 3 Pool, 1 Rare Mineral) Gloves (does NOT come as
a pair). Hardness 3. Requires both Use Journeyman Device and Pugilist Style to use.
This device can be used to deal damage as if it were a fist (Only effects that alter pugilist
damage apply to this device. The fist phys-rep must be wielded in the hand this glove is
worn on). Additionally, you may spend 4 Pool to call Speed Knockback (if you are not
wielding this devices fist phys-rep, the Speed area is equal to your OoG arm length).
Finally, you may spend 6 Pool to call Knockout (not with Speed at base).
Not-So-Innocent-After-All Hat: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hat. Hardness 3.
Requires Use Apprentice Device. You may spend 4 Pool points to make yourself count
as being unbaptized for the purposes of baptism-detecting abilities for 1 minute (effects
that occur based on baptism still happen, you just dont detect as being baptised).
Lie Detector: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hat. Hardness 3.
Requires Use Journeyman Device. While wearing this hat, every time you use the Lie
feat a little buzzer on the device pings that is audible to people nearby. Spells that allow
you to defend against truth detection effects work as normal.

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Aether Condenser: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary. Hardness 4.
Integration Hub. Requires Use Journeyman Device. It takes 4 Pool points and 1 minute
of cranking this device to activate it. While active, anyone within Wave range of the
device itself gains an Aether Efficiency of 1. The device stays active for 5 minutes at a
time before shutting down.
Stasis Chamber: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary. Hardness 4. Integration
Hub. Requires Use Journeyman Device. It takes 1 minute of cranking this device to
activate it. The chamber is large enough to fit one character inside. The one who
activates it from the outside must have Use Journeyman Device and pay 4 Pool points to
seal the inside character away or open the chamber again. The sealed character is
Imprisoned until the chamber is opened again. A Constricted, Sleeping, or Incapacitated
character can be forced inside. The chamber can only stay active for 30 minutes at a time
before it automatically opens again. This will stop characters who are in their Death
Count from dying.
Perfecto-Sights: (To Make: 15min, 3 Pool, 1 Rare Mineral) Goggles. Hardness 3.
Requires Use Journeyman Device. While wearing these goggles, you may pay 6 Pool
points to augment a firearm attack you make with Perfect Aim.
Jump Pack: (To Make: 15min, 3 Pool, 1 Rare Mineral) Coat. Hardness 3. Integration Hub.
Requires Use Journeyman Device. After cranking the device for 1 minute, at any point
during the current Period you may pay 2 Pool points to Traverse up to 10 steps. Call
Jump Pack Traverse when using this function. You can only do this once between time
spent cranking.
Inviso-Goggles: (To Make: 15min, 3 Pool, 1 Rare Mineral) Goggles. Hardness 3.
Requires Use Journeyman Device. Pay 3 Pool points while wearing these goggles to see
Invisible characters as normal for 1 minute.
Aetherlockers x2: (To Make: 15min, 3 Pool, 1 Rare Mineral) Cuffs (made as a pair). Hardness
3. Integration Hub. Requires Use Journeyman Device. While wearing both of these
cuffs, you are under a Spell Ineptitude effect. These bracers can be forced onto another
character if they are willing, Constricted or Incapacitated. Because a character who is
wearing these cuffs can simply take them off if they had Use Journeyman Device, it is
recommended that these be Integrated with manacles if you want to keep a tech-savvy
magic-user restrained.
The Time Out Belt: (To Make: 15min, 3 Pool, 1 Rare Mineral) Belt. Hardness 3. Integration
Hub. Requires Use Journeyman Device. Pay 3 Pool points to send your character and
everything they are carrying forward in time by 1 minute. This is done by the player
going OoG for 1 minute. They must reappear at the same spot in space they left in.

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Implant: Steam Arm: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3. Integration Hub.
This device must be installed into a willing or helpless characters body through the
Implant/Extract Enhancement talent. The limb that this implant is replacing must first be
removed before the device can be attached. The arm cannot be affected by Enfeeble
Limb, Break Limb, or Sever Limb, but is now able to be affected by Inert and Sunder.
That specific arm has +1 Strength and you can spend 3 Steam to augment any melee
strike from a weapon wielded in that arm with Speed.
Implant: Steam Leg: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3. Integration Hub.
This device must be installed into a willing or helpless characters body through the
Implant/Extract Enhancement talent. The limb that this implant is replacing must first be
removed before the device can be attached. The leg cannot be affected by Enfeeble Limb,
Break Limb, Sever Limb, Pin, or Hamstring, but is now able to be affected by Inert and
Sunder. If you have 2 of these legs, you can use the Dodge feat off your own Steam.
Implant: Steam Eye: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3. Integration Hub.
This device must be installed into a willing or helpless characters body through the
Implant/Extract Enhancement talent. The eye that this implant is replacing must first be
removed before the device can be attached. The eye is now able to be affected by Inert
and Sunder. With this eye, you gain Blind-Fighting, deal +1 damage with all physical
ranged attacks, and searching a body takes 5 seconds less to a minimum of 5 seconds.
Also, you can spend 5 Steam to augment a physical ranged attack with Perfect Aim.
Implant: Aether Eye: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3. Integration Hub.
This device must be installed into a willing or helpless characters body through the
Implant/Extract Enhancement talent. The eye that this implant is replacing must first be
removed before the device can be attached. The eye is now able to be affected by Inert
and Sunder. With this eye, you may cast Detect Affinity, Detect Life, Sense Magic, and
Identify Magic for no cost. Additionally, you can pay 3 Aether to cast See Invisibility.
Finally, you can always see both ghosts and spirits.
Personal Balloon: (To Make: 15min, 3 Pool, 1 Rare Animal) Vehicle. Hardness 4. Integration
Hub. Requires Use Journeyman Device.
This simple flying contraption uses a large inflatable bag to float through the air.
Having a personal balloon in your possession gives you a free use of Voyage between
Events. The balloon will allow you to travel to other areas on the continent of Tristas.
Can only safely hold one person and their belongings at a time.
Minor Steam-Chariot: (To Make: 15min, 3 Pool, 1 Rare Mineral) Vehicle. Hardness 4.
Integration Hub. Requires Use Journeyman Device. Having a minor steam-chariot in
your possession gives you a free use of Voyage between Events. The steam-chariot can
can take you anywhere on the continent of Tristas, however there is safety in numbers.
There is more of a chance that you will encounter danger while traveling outside of

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Vorydia by yourself or with only a few riders. Phys-repped by a non-motorized bicycle
(it is against our games contract to use motorized vehicles on the camp during the
Event). Spend 10 Pool points and 10 minutes cranking the device to activate it for 10
minutes. Do NOT attack other players in melee while riding it! Please use the appropriate
OoG protective gear.
Journeyman Hazards Bundle
Marksman Mod: (To Make: 15min, 3 Pool, 1 Rare Mineral) Firearm Mod. Hardness 2. This
device only functions if it has been Integrated into a firearm, at which point it gives the
following effects to that firearm: You may pay 5 Steam and spend 10 seconds aiming to
augment the next shot from this firearm with Perfect Aim.
Buckshot Mod: (To Make: 15min, 3 Pool, 1 Rare Mineral) Firearm Mod. Hardness 2. This
device only functions if it has been Integrated into a firearm, at which point it gives the
following effects to that firearm: You may pay 5 Steam to cause the next shot from this
firearm to deal its damage in an Arc.
Bomb Thrower Mod: (To Make: 15min, 3 Pool, 1 Rare Mineral) Firearm Mod. Hardness 2.
This device only functions if it has been Integrated into a firearm, at which point it gives
the following effects to that firearm: You may pay 2 Steam and spend 5 seconds of RP
loading in a Bomb device that is in your possession to then shoot it from this firearm.
The bomb is represented by the OoG bullet instead of a spell packet or other phys-rep.
An In-Game bullet is not spent when shot this way.
Aether Blaster: (To Make: 15min, 3 Pool, 1 Rare Mineral) Firearm. Requires Pistol Style.
Functions as a standard pistol and uses OoG darts. Hardness 3. Integration Hub.
It costs 3 Aether per shot instead of IG bullets, deals 2 Magic damage, and deals damage
as a spell. Either Pistol Proficiencies or Spell Proficiencies may be used, but not both.
Spells may not be augmented or weapon-cast and fired from this firearm.
Hardened Bullets x20: (To Make: 15min, 3 Pool, 1 Rare Mineral) Bullets. Hardness 3. This
device cannot be combined using Integrate Device.
Can be shot from any firearm that uses bullets. Like universal bullets, you can recover
spent shells from these bullets that can be used to reduce costs of making more hardened
bullets (see universal bullets for rules). Increased Hardness.
Hollow Bullets x10: (To Make: 15min, 3 Pool, 1 Rare Mineral) Bullets. Hardness 1. This
device cannot be combined using Integrate Device.
Can be shot from any firearm that uses bullets. Can be filled with ingested or viscid
concoctions (ingested concoctions do not deal Direct damage this way). Unlike universal
bullets, spent shells are not recovered from shooting these bullets.

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Affinity Bomb: (To Make: 15min, 3 Pool, 1 Rare Mineral, Unique: 1 Affinity Sliver) Bomb,
made in packs of three. Hardness 1. This device cannot be combined using Integrate
Device. This device follows all the normal rules for bombs. Requires Use Journeyman
Device. Deals 5 damage, the element of which depends on what Affinity sliver was used
in the bombs making. This damage is dealt as a physical ranged attack. You do not
need to have Affinity levels to use this device.
Meds Bomb: (To Make: 15min, 3 Pool, 1 Rare Mineral) Bomb. Hardness 1. This device cannot
be combined using Integrate Device. This device follows all the normal rules for bombs.
Requires Use Journeyman Device. Restores 10 Vaea to all characters in a Bomb area.
Severing Bomb: (To Make: 15min, 3 Pool, 1 Rare Mineral) Bomb. Hardness 1. This device
cannot be combined using Integrate Device. This device follows all the normal rules for
bombs. Requires Use Journeyman Device. All characters within a Bomb area of where
the phys-rep exploded suffer 5 Direct damage and Bleed, and one limb of the users
choice is Severed from each target. The user may choose different limbs for each
character.
Booby Trap: Electrified: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary Device. This
device follows all the normal rules for booby traps. Hardness 4. When triggered, the
device courses with electricity, dealing 3 Direct Lightning trap damage per second to
whoever is holding it.
Booby Trap: Steamshot Canister: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary
Device. This device follows all the normal rules for booby traps. Hardness 4. When
triggered, the device deals 20 Direct Fire trap damage to the activator of the device as
steam canisters rupture in their direction.
Booby Trap: Self-Destruct: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary Device. This
device follows all the normal rules for booby traps. Hardness 4. When triggered, the
device Sunders itself violently, causing dealing 20 Direct Fire trap damage in a Bomb
area centered on itself (this includes the user) in addition to being Sundered.
Guile Trap: Dervish Trap: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary Device.
Requires both Use Journeyman Device and Set Weapon Trap to activate. Hardness 4.
Integration Hub. Empowers the Set Weapon Trap talent from the Guile category in the
following ways: Each weapon in the trap will strike twice (ranged weapons must have the
appropriate ammo to do so). After it has been triggered and its effects go off, the trap
becomes Sundered (though the weapons themselves are fine).

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Guile Trap: Spike Pistons: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary Device.
Requires both Use Journeyman Device and Set Spike Trap to activate. Hardness 4.
Integration Hub. Empowers the Set Spike Trap talent from the Guile category in the
following ways: In addition to the traps normal effects, any characters within a Bomb
area of the trap suffer 3 Direct trap damage per second, improved by the setters
Backstabs. This area effect continues for 5 minutes after the trap was triggered. After
the 5 minutes are up, the trap becomes Sundered.
Guile Trap: An Actual Cage: (To Make: 15min, 3 Pool, 1 Rare Mineral) Stationary Device.
Requires both Use Journeyman Device and Set Cage Trap to activate. Hardness 4.
Integration Hub. Empowers the Set Cage Trap talent from the Guile category in the
following ways: The duration of the trap and the Constriction effect is removed.
However, now the victim cannot move more than a Bomb area from the center of the
trap until the cage surrounding them is Sundered (now base Hardness 4). The cage can
be opened from the inside with Pick Journeyman Lock (doing so also causes the trap to
become Sundered). Because they are no longer Constricted, Strength or Break Binds will
not release them. The one who set up this trap can choose to end it at any point. Once
Sundered, the trap wont trigger again unless repaired.
Journeyman Implements Bundle
Journeyman Wand: (To Make: 15min, 3 Pool, 1 Rare Plant, Unique: 1 Journeyman Spell
Scroll) Wand. Phys-rep should be appropriate for a wand. Hardness 2. This wand can be
made without the spell scroll as a component, but if so it becomes a blank wand. Stores 3
charges of the Journeyman Arcane or Divine spell from the spell scroll used in the
wands making. Wands require a verbal to cast the spell within, which is the standard
verbal for that spell. They must also be wielded to be invoked, but you may throw the
spell packet with either hand. When the charges are all expended, the wand becomes
blank. Blank wands can be used with the Recharge Wand talent to replenish and/or
change the wands charges. Wands follow all the normal rules for spells they cast (area of
effect, self-only, etc). Like other non-alchemy items, wands cannot be invoked while in
any stage of your Death Count. If made into a weapon verge, the invoked spell will
always be weapon-cast through that verge, even if the user does not know Channeling.
Journeyman Spell Talisman: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant)
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 2 (or 3 if Mineral). When this talisman is made, the maker must choose one
Journeyman non-ritual Arcane or Divine spell that either they or an assistant knows.
When this talisman is wielded, that spell costs 1 less Aether for the wielder to cast to a
minimum of 1. A spell can only have its Aether cost reduced by one of these talismans
at a time.

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Affinity Talisman: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant, Unique: 1 Affinity
Shard) Talisman. Phys-rep should be a small glyph or sigil that you can hold in your
hand. Hardness 2 (or 3 if Mineral). While wielding this talisman, you may pay 2 Aether
to allow all of your spells to deal damage of the element of the Affinity shard used in its
making for 15 seconds while you continue to wield it. If you have a Level 2 Affinity
with that element, this effect is passively active instead. Note that if this talisman is made
into a weapon verge, it will NOT affect that weapons physical damage. Spells that are
weapon-cast through it will be affected normally.
Talisman of Ascendant Power: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant)
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 2 (or 3 if Mineral) While wielding this talisman, you have +1 Spell Proficiency.
This bonus stacks if you wield two separate Talismans of Ascendant Power (you must
have at least one hand free to cast thrown or touch spells).
If this talisman is made into a staff-verge, then the wielder gains +2 Spell Proficiencies.
Talisman of Triumphant Mercy: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant)
Talisman. Phys-rep should be a small glyph or sigil that you can hold in your hand.
Hardness 2 (or 3 if Mineral). While wielding this talisman, you have +1 Healing
Proficiency. This bonus stacks if you wield two separate Talismans of Triumphant Mercy
(you must have at least one hand free to cast thrown or touch spells). If this talisman is
made into a staff-verge, then instead the wielder gains +2 Healing Proficiencies.
Crusaders Talisman: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant) Talisman.
Phys-rep should be a small glyph or sigil that you can hold in your hand. Hardness 2 (or
3 if Mineral). While wielding this talisman, the duration of Crusade when used with Holy
War remains at 1 hour.
Silver Clover Talisman: (To Make: 15min, 3 Pool, 1 Rare Plant, Unique: 1 Silverwood Shard)
Talisman. Phys-rep should be a real or replica four-leaf clover pressed to a more solid
small object, with the clover preferably painted white or silver but not required.
Hardness 2. While wielding this talisman, the durations of Poisons, acids, and diseases
on you are paused.
Imbued Plate: (To Make: 15min, 3 Pool, 1 Rare Mineral) Ornament. Phys-rep should be a
small replica piece of plate armor. Hardness 3. If the RP for a Ritual of Aegis of Magic
focuses on this ornament, the armor that is summoned grants +8 Armor Rating instead. If
the ritual is cast on an existing suit of armor, it gains +4 Armor Rating instead.

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Gift of Riddles: (To Make: 15min, 3 Pool, 1 Rare Plant, Unique: Either 1 Darksteel Shard or 1
Opal Shard) Ornament. Phys-rep should be a small wooden box with a bow like a
present, with the box colored either black or purple depending on the Affinity shard used.
Hardness 2. When this ornament is the focus of the RP for a Gift of the Nexus ritual, the
duration is now increased to 1 hour. In addition, for the duration of the ritual, you cannot
speak the truth regarding any of your Knowledges and everything you say that is related
to your Knowledges is masked with a Greater Lie effect. You may, however, speak the
truth regarding your Knowledges only through riddles and jokes.
Scabbard of Affinity: (To Make: 15min, 3 Pool, 1 Rare Mineral, Unique: 1 Affinity Shard)
Ornament. Phys-rep: a sword sheath of any size (not a frog/loop/ring-sheath). Hardness
3. When this ornament is used during a Ritual of Affinity Blade where the Affinity chosen
is the same element as the Affinity shard used in the ornaments creation, the wielder of
that weapon can use the Cleave Affinity feat until they stop wielding the weapon or the
ritual wears off. Cleave [Affinity] - Feat (3s). Defends against a numerically-damaging
physical or magical attack whose damage type is the opposite of the element chosen for
the Ritual of Affinity Blade.
Greater Scrying Medium: (To Make: 15min, 3 Pool 1 Rare Mineral/Animal/Plant) Ornament.
Phys-rep should be a crystal ball, mirror, exquisite bowl that can be filled with water,
tarot cards, oracle bones, or other divination item (the type of phys-rep should be
appropriate to the component used to craft it, but it isnt required). Hardness 2 (or 3 if
Mineral). When the RP for a Greater Ritual of Scrying focuses on this ornament, the
caster may choose to look back up to one additional year in the past. If they do, the
rituals Aether cost is no longer Aggravated and they become Greater Blinded until the
end of the Period.
Prism of Sorcery: (To Make: 15min, 3 Pool, 1 Rare Mineral, Unique: 1 Aethermarble Shard)
Ornament. Phys-rep should be a large white or blue gemstone, preferably the size of
someones palm. Hardness 3. When this ornament is the focus of the RP for a Ritual of
Dispel Sorcery, the caster may pay double the rituals Aether cost as Aggravated to
instead transfer any non-permanent rituals that were on the target item or person to
another item or person, using the Prism of Sorcery as a channeling point. The rituals
must have an appropriate target or they will be despelled as normal (for example, Affinity
Blade cant be transferred to a person this way, only to another item).
Locket of Cherished Power: (To Make: 15min, 3 Pool, 1 Rare Mineral) Ornament. Phys-rep
should be a metal locket that can be opened. Hardness 3. Rituals of Power Embedding
can be cast on this ornament. Whoever wears the Locket of Cherished Power has access
to the ability chosen using the rituals normal rules. Characters can only benefit from
wearing up to three Lockets of Cherished Power at once.

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Journeyman Effigy of the Nexus: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant)
Effigy. Phys-rep should be a small doll, trinket, or other strange object. Hardness 1.
If the RP for a Journeyman or lower Arcane ritual focuses on this effigy, it halves the
time cost. The effigy is consumed in the process. Only one effigy can be consumed for a
ritual this way at a time.
Journeyman Roulette Effigy: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant) Effigy.
Phys-rep should be a small doll, trinket, or other strange object. Hardness 1.
When this effigy is made, the maker must choose one deity. If the RP for a Journeyman
or lower Divine ritual, prayer, rite, sacrament, barrow, or curse of the chosen deity
focuses on this effigy, it removes the cost from a single Pool of the users choice. The
effigy is consumed in the process. Multiple effigies may be consumed to remove
different Pool costs this way.
Journeyman Scrolls Bundle
Scrolls require a verbal when not being used for teaching, From This Scroll I Invoke
Journeyman Feat Scroll: (To Make: 15min, 3 Pool, 1 Rare Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls.
Journeyman Spell Scroll: (To Make: 15min, 3 Pool, 1 Rare Animal/Plant) Hardness 1. This
item follows all the normal rules for scrolls. Does not include rituals, runes, or prayers.
Journeyman Ritual Scroll: (To Make: 15min, 3 Pool, 1 Rare Animal/Plant) Hardness 1.
Ritual scrolls can only be used to learn from. A ritual cannot be cast by using a scroll of
it. Does not include normal spells, only rituals, runes, and prayers.
Journeyman Talent Scroll: (To Make: 15min, 3 Pool, 1 Rare Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls.
Journeyman Passive Scroll: (To Make: 15min, 3 Pool, 1 Rare Animal/Plant) Hardness 1.
This item follows all the normal rules for scrolls.
Journeyman Armor Properties Bundle
Standard Journeyman Armor/Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant)
Hardness 3 (or 4 if Mineral). Can be made in the form of a Novice shield or Novice piece
of armor. If metal armor, it may be made as either chain or plate.
Lightweight Armor/Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant) Hardness
2 (or 3 if Mineral). This shield/each piece of this armor has -1 Hardness.
If this property would be Smelted, the other propertys Hardness is always used for the
final product, and then it gets the -1 Hardness penalty (this property cant be put on an
item if it would bring its Hardness to 0). Additionally, the total Strength requirement for
the finished product is reduced by 1, to a minimum of 0.

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Affinity Armor/Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant, Unique: 3
Affinity Slivers of the same element) Hardness 3 (or 4 if Mineral).
When this shield or piece of armor is made, it becomes attuned with the energies of the
Affinity slivers used in its making. If you have a Level 2 attunement with that Affinity,
then you gain the following bonuses:
If a shield, you may use the Affinity Barrier spell and the Essence Backlash feat with any
combination of Steam or Aether. Additionally, once per Period you can use Affinity
Shield, which both defends against any non-Greater attack that deals damage that would
do Bane damage to you and then Revenges that damage back to the attacker but as any of
your Affinitys damage types of your choice.
If armor, then while wearing a half-suit of this armor you gain +3 Soak against that
Affinitys opposite element. While wearing a full-suit of this armor you also no longer
take Bane from that Affinitys opposite element.
Heavy Armor: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant) Hardness 3 (or 4 if
Mineral).
Each piece of this armor requires +2 Strength to wear. The amount of Strength needed
does not increase with each piece; it takes a total of +2 Strength to wear up to a full-suit
of this armor. A half/full-suit of this armor has an additional +2/+3 Armor Rating.
AetherSever Armor: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant) Hardness 3 (or 4
if Mineral). While wearing a half/full-suit of this armor, you suffer from a Spell
Ineptitude. However, a half-suit of this armor allows you to apply half of your total
Armor Rating, rounded down, to spell damage you take. A full-suit instead allows you to
apply your entire Armor Rating instead.
Fitted Armor: (To Make: 15min, 3 Pool, 1 Rare Mineral/Animal/Plant) Hardness 3 (or 4 if
Mineral). You must have a specific character in mind while making each piece of this
armor. That character must be present during the crafting process. When the item is
made, the person who it is fitted to must be written on the item card. When a character is
wearing a half/full-suit of armor that has been fitted for them, the armor has an additional
+1/+2 Armor Rating. If a character wears armor that has been fitted for someone else,
then the armor instead has -1/-2 Armor Rating.
If the armor is fitted for a non-Mortal who normally is unable to wear armor, they do not
gain bonus Armor Rating from wearing fitted armor but are instead simply allowed to
wear it as if they had the proper Armor Proficiency ability (any other properties of the
armor along with its base Armor Rating applies to them normally). If the character the
armor is fitted to can change physical forms, such as a lycanthrope or Spy, then the bonus
only applies to the form that they were in during the armors crafting.

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Ghostly Armor: (To Make: 15min, 3 Pool, 1 Rare Animal/Plant) Hardness 3. Twice per Period
while wearing a half-suit of this armor, you can turn Incorporeal for 5 minutes. This may
be done three times per Period if wearing a full-suit of this armor.
Journeyman Feat Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 3 (or 4 if
Mineral). When this shield is first made, its maker chooses one Journeyman defensive
feat that either they or an assistant knows. That feat costs 1 less Steam to a minimum of
1 while this shield is wielded.
Flask Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 2 (or 3 if Mineral).
When this shield is made, any number of doses of any already-existing viscid, salve, dust
or gas concoctions can be stored inside. This shield has -1 Hardness. If this shield
becomes Sundered, the former wielder must call every concoction that was stored inside
as Revenge on that character who broke the shield if they are in Wave range. If they are
not, then the former wielder may choose for the concoctions to affect a single other
character of choice within a Wave area or all of the concoctions are all wasted. If any
gasses are put into the shield, they will always affect every character in their usual range
regardless of the former wielders wishes. If this property would be Smelted, the other
propertys Hardness is always used for the final product, and then it gets the -1 Hardness
penalty.
Mirror Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3. This item has -1
Hardness. If the shield itself is directly struck with the spell, you may pay 5 points of
either Steam or Aether to reflect the spell back at the caster.
If this property would be Smelted, the other propertys Hardness is always used for the
final product, and then it gets the -1 Hardness penalty.
Absorbing Shield: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 3 (or 4 if
Mineral). The wielder may choose to take double the numerical effect of a spell with a
Bomb area in exchange for the spell not affecting anything else in the area. This does not
apply to spells that restore the targets Vaea.
Journeyman Weapon Properties Bundle
Standard Journeyman Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 3
(or 4 if Mineral). Can be made into the form of any of the Novice smith weapons.
Mighty Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 3 (or 4 if Mineral).
Cannot be put on arrows/bolts. Requires +2 Strength to wield. This weapon deals +2
damage.
Journeyman Feat Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 3 (or 4
if Mineral). Cannot be put on bows or crossbows. When this weapon is first made, its
maker chooses one Journeyman offensive feat that either they or an assistant knows. That
feat costs 1 less Steam to a minimum of 1 if it is delivered through this weapon. Wielding
multiple feat weapons of the same feat will not stack.
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Talon Fists: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3 (or 4 if Mineral). This
property can only be put on fist weapons. If using Pugilist Style or claws, you may
instead wield long-claw phys-reps in the hands these fist weapons are used in.
Lightweight Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 2 (or 3 if
Mineral). Cannot be put on arrows/bolts. This weapon has -1 Hardness.
If this property would be Smelted, the other propertys Hardness is always used for the
final product, and then it gets the -1 Hardness penalty (this property cant be put on an
item if it would bring its Hardness to 0). Additionally, the total Strength requirement for
the weapon is reduced by 1, to a minimum of 0.
Compact Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 2 (or 3 if
Mineral). Cannot be put on small weapons. This item has -1 Hardness. If this property is
applied to a non-small weapon, you may pay 3 Steam to make this weapon count as a
small weapon for a single attack. If this property would be Smelted, the other propertys
Hardness is always used for the final product, and then it gets the -1 Hardness penalty.
Affinity Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant, Unique: 1 Affinity
Shard) Hardness 3 (or 4 if Mineral).
When this weapon is made, it becomes attuned with the energies of the Affinity shard
used in its making. If the wielder has a Level 2 attunement with that Affinity, they may
swing that element damage type with physical strikes with that weapon. If put on a bow
or crossbow, it makes their arrows/bolts deal that damage type instead of any that the
arrow/bolt would have. If the wielder has a level 4 attunement, weapon-cast spells
delivered through the weapon can be of that Affinitys damage type.
Steam Efficiency Weapon: (To Make: 15min, 3 Pool, 1 Rare Mineral/Plant) Hardness 3 (or 4 if
Mineral).
Grants a Steam Efficiency of 1 when wielded. A character can only benefit from one
Steam Efficiency from a weapon at a time (though it stacks with feat weapons).
Vivisection Knife: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 3 (or 4 if Mineral). Can
only be put on small weapons. While wielded, you may ask one additional question while
using Autopsy. Additionally, if this is the weapon used with the Dissection Knife ability,
then the bonus component it gives can be of any level that the user can harvest with
Dissect Components. Cannot be Smelted with a subdual weapon.
Shrapnel Arrows: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 4. Can only be put on
arrows/bolts. These arrows/bolts deal their damage as an Arc. Cannot be Smelted with a
subdual weapon.
Lance Arrows: (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 4. Can only be put on
arrows/bolts. These arrows/bolts deal their damage as a Lance. Cannot be Smelted with a
subdual weapon.

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Ricochet Arrows (To Make: 15min, 3 Pool, 1 Rare Mineral) Hardness 4. Can only be put on
Arrows/Bolts. If this arrow/bolt hits nothing when fired, it may be redirected to any one
character within a Bomb area (or within 5 feet if it does not strike a character) of where
the arrow/bolt first contacts something else. If the arrow/bolt is stopped by an ability, it
cannot be redirected. If the arrow/bolt first contacts a characters shield, then that
character cannot be the target of the redirection.

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Chapter 17: Master Lists
Combat: Might
Berserker
Rage unending, kept contained, then unleashed at a pivotal moment can turn the tide of any
battle. The Berserker seeks to hone their innate rage, learning to channel it into singular
devastating blows, or a flurry of speedy strikes.
Pre-Reqs: Deathwish, Seeing Red, Berserk, Follow Through, Strength +2, Level 26
Perk: Feel the Rage- All rampages that effect the Berserker last +1 mins. Additionally, the
Berserker may now apply the benefits of the Berserk skill (and any skill that works with
or alters the function of Berserk) to ANY rampage that affects them. This will not use up
a use of Berserk. Gain +5 Vaea and +5 Steam.
Passives
Unending Rage: (4 Exp) (Multi-purchase) The character may now go Berserk (as per the
Journeyman skill) +2 use per period. The rampage effect for Berserk becomes Greater
after the first use per period.
Blind Rage: (7 Exp) The Berserker may now call no effect to any attack they receive while
under any rampage effect. Useable once per minute.
Short Fuse: (4 Exp) All Taunt effects dealt to the Berserker now count as Greater. While
Taunted, the Berserker gains all the benefits of the Berserk skill, as well as any other
abilities that rely on the Berserker being under a rampage effect.
Death Rage: (7 Exp) Whenever the Berserker drops into 3rd stage death count, they
automatically enter a 1 minute Greater Rampage. While under this Greater rampage, they
gain +3 strength, stacking with the Berserk bonus, and the ability to augment any feat or
damage strike with Speed for free.
Shield Biter: (8 Exp) Damn shield! Stop getting in my way! While under the effects of a
rampage, whenever a defensive feat is used against you, you gain +1 damage for 1
minute against that target. This may stack up to 5 times within that minute.
Feats
Channel Rage: (6 Exp) (To use: 5 Steam) (Pre-req: Improved Crit Strike) While being affected
by Rampage, you can use this feat to deal x4 damage to a single target. Doing so
immediately ends your Rampage.
Red Haze: (7 Exp) (To use: 6 Steam) Can be called to defend against any mental category
effect, including Greater. The Berserker instead takes an equal duration Greater rampage
effect.
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Lift the Haze: (5 Exp) (To use: 6 Steam) The only way to control rage is with the inner calm to
counter it. This feat may be used to end any Greater rampage effect on themselves or any
others. If used on yourself, you must take a Disarm. If used on others, tag them, and deal
at least your base damage to them.
Talents
Howl of Rage: (6 Exp) (pre-req: Battle Shout) Spend 5 seconds howling, screeching, bellowing,
generally venting rage through vocalization. All enemies who hear this take a fear effect.
If rampaging, this can be changed to a terror effect instead that affects everyone that
hears you.
Self-Destruction: (9 Exp) Spend 30 seconds amping up/hurting yourself. Sacrifice any amount
of Vaea. For the next 1 minute, you gain however much Vaea you sacrificed as bonus
damage. The Vaea you sacrificed cannot be healed until that minute is up. If you drop
yourself in this way, you immediately drop to 3rd stage.

Juggernaut
Paragons of health and physical strength, the Juggernaut is an indomitable force on the
battlefield. Honing their bodies to the very peak of strength and endurance, Juggernauts are just
plain TOUGH, seemingly requiring a whole army to bring them down in pitched combat.
Pre-Reqs: Last Stand, Toughness, Determination, Pulverize, Impale, Brute Title, Level 26
Perk: Paragon of Health and Strength: You gain a general Steam efficiency of 1. All negative
temporary status effects on you have half duration, to a minimum of 5 seconds. You gain +10
Vaea.
Passives
Invincible: (8 Exp) Once per event, you may call Invincible! allowing you to heal full vaea
every minute for 10 minutes. This will not work in 2nd or 3rd stage death count, but
WILL work in 1st stage.
Strength of the Juggernaut: (7 Exp) (Multi-purchase) Each purchase permanently grants you
+1 Strength.
Expanding Muscles: (7 Exp) Any effect/ability that temporarily boosts your strength grants an
additional +2 Strength and +5 temporary Steam.
Olympian: (5 Exp) The Juggernaut is not only the strongest, they know how to use their
strength. You now automatically succeed any contests of strength. If the opponent also
possesses this skill, then the contest is resolved as normal.
Ultimate Constitution: (9 Exp) (Pre-req: Toxic Resilience) You are now immune to ALL
poisons and humors that are not greater.

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Ultimate Endurance: (6 Exp) The Juggernaut is an exemplar of physical endurance, and shrugs
off blows as if their very skin was made of thick armor. Your Natural Armor increases by
+3, additionally, you counts as wearing a helmet and gorget at all times for the purposes
of feat interaction (immune to waylay and garrote).
Strong Bones: (7 Exp) Sever effects that affect you are downgraded to break limb. Break limb
effects are downgraded to enfeeble. You gain immunity to enfeeble effects.
Feats
Shatter: (6 Exp) (To use: 5 Steam) (Pre-req: Improved Crit Strike) You put all of your strength
into one overwhelming attack, dealing X5 direct damage. If the attack successfully
connects or is defended with a mechanical defense, the weapon that you are using is
instantly sundered.
Impervious: (7 Exp) (To use: 6 Steam) This skill may be called as a Greater defense in
reaction to any physical, magical, or ranged attack (including from firearms) used against
you. That attack is completely negated. Efficiencies cannot be applied.
Decapitate: (8 Exp) (To use: 7 Steam) (Pre-Req: Follow Through) You must be fighting your
target for 1 minute before this can be used on them. This attack will sever a targets head
from their body, instantly bringing them to 3rd stage death count. Efficiencies cannot be
applied.

Slayer
Slayers are monster hunters; whose methods and techniques are the common subject of legend
and rumor. Going toe-to-toe with the mightiest of beasts, the Slayer excels at killing such
monsters in single combat. Eeach Slayer keeps a memento or trophy from each of their great
kills, their stories growing more fantastical and elaborate with each telling. While some say
these trophies just serve to give the Slayer bragging rights, other firmly believe that these
trophies grant the Slayer great power.
Pre-reqs: Last Stand, Boast, Favored Quarry, Intimidate, Dissection, Level 26, and either Smith
Bundle: Novice Weapons, Smith Bundle: Novice Armor, or Inscriptionist Bundle:
Implements
Perk: Trophy Hunter- You gain the ability to utilize the full effects of any and all Slayer trophy
items. Additionally, you can now gain special trophy components when dissecting
specific monster types, now referred to as trophy monsters. These unique rarity
components are the primary resource used to craft Slayer trophies, but may also be
utilized as Very Rare animal components in regular crafting. You can also now identify
trophy monsters by sight (by asking OOG if the NPC is a trophy monster). You also gain
+5 Steam and +5 Vaea.

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Passives
Craft Trophy: (5 Exp) This is a B.E. action. You can now create a unique Slayer Trophy. Each
trophy requires 1 Trophy component and the components needed to make the item that
will become the trophy. The item can be a weapon, piece of armor, or an implement,
depending on which of those you can create. Trophies are special items that require the
Slayer title to fully utilize, they count as novice items if used by anyone else. When
crafting a new trophy, you must contact Rules between events and work with them to
decide the specific type of trophy and its effects, which will be partially determined by
the specific creature or type of creature the components were harvested from.
Trophy Prof: (7 Exp) (Multi-Purchase) For each purchase, all numerical values granted by and
dealt with trophies are increased by +2. (damage, AR, Soak, etc.)
Monster Hunting: (6 Exp) This is a B.E. action. The Slayer spends their time hunting down a
trophy monster. Write down a monster that you wish to hunt, which can either be one that
you know of or ask to find a random one. Depending on the monster sought, you may
automatically succeed and gain trophy components, or you may have to fight your quarry
at-event.
Living Legend: (8 Exp) A Slayers exploits are such that their trophies only serve to enhance
their legends to mythic proportions. For each trophy equipped, you gain +2 refillable
Steam and +4 refillable Vaea with trophy weapons.
Forge Legend: (10 Exp) All Slayer trophies carry the story of their creation with them, but some
trophies, forged in the crucible of legendary deeds, become so much more. Twice per
year, when crafting a trophy, you may ask plot to learn of a quest that must be enacted to
unlock the Trophys full potential. This may not apply to all items, as determined by plot.
The quest may be a between event action or achieved at-event. Upon the completion of
this quest the trophy becomes a Legendary trophy. Legendary trophies can either be (pick
1): A) This trophy does not require the Slayer title to utilize. B) This trophy becomes
soulbound and become more powerful. In what specific ways the trophy is upgraded
varies from trophy to trophy. Only you may use this item, however when you die it can
be used by anyone. You can only have 1 soulbound trophy of each item type at a time.
Feats
Slay: (7 Exp) (To use: 6 Steam) This skill may only be utilized with a trophy weapon. This skill
may only be used against monsters of the same type (aberration, undead, warp beasts,
etc.) that the trophy weapon originates from. Tag target in torso. Target falls into third
stage death count. Efficiencies cannot be applied.
Claim Kill: (3 Exp) (Pre-req: Follow Through) (To use: 2 Steam) Tag body in any stage of death
count or dead. Target becomes immune to dissection, raising, looting or tampering in any
way from anyone other than you.
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Flee Beast: (6 Exp) (To use: 5 Steam) Sound of voice Greater Terror effect. This skill will only
effect monsters that share a creature type with any trophies you have equipped. EX: Call
Flee Beast! Undead! All undead greater terror! 1 minute!
Talents
Face Me: (5 Exp) RP for 15 seconds. Perfect Aim Greater Taunt effect. For the duration of the
Taunt, you gain +20 Temporary Vaea, +4 Soak, and the taunted target counts as your
favored quarry. EX: Call Face Me! Perfect Aim Greater Taunt! 1 minute!
Spin Yarn: (8 Exp) Spend 10 minutes telling the story behind one of your currently equipped
trophies. After the time is complete, for the rest of the period all listeners gain the
abilities granted by that trophy as if they were a slayer and had it equipped. For the rest of
the period, you gain +1 Trophy prof. If you affect 5 or more targets, you can instead
choose to make that Trophy immune to disarm, sunder, and rend for the rest of the
period. A person can only have 1 spin Yarn affecting them at a time.

Warlord
Some warriors fight their best alone, with only their wits and strength to keep them alive. Some
prefer fighting in a unit, as a part of a greater fighting force, and some some are made to lead.
The Warlords are such leaders, forming mighty warbands and directing them from the frontlines.
Pre-Reqs: Battle Shout, Sparring, Boast, Knowledge Tactics Level 3, and Level 26
Perk: Commander- You can now apply any self-only beneficial feat or talent effect (Also
augmented by passives) onto others by roleplaying a 5-second per person per effect pep
talk or some form of motivation. You spend the steam, and the target uses it for free.
Must be used within 5 minutes. Gain +5 Vaea and +5 Steam.
Passives
We Fight as One: (5 Exp) The Sparring talent may now be applied to anyone in your
Warband, above and beyond the normal limit of Sparring participants. To gain the
bonus, the members must be present and participating. If the entire Warband participates,
the Sparring effect increases by +3 damage and +5 Steam, and the steam gained
becomes healable for the rest of the period.
Each Fighter Covers Their Left: (6 Exp) For each member of the Warband fighting together
(including the Warlord), the Warband members gain a stacking +1 Natural Armor
(cannot be reduced by rend).
Honor the Fallen: (5 Exp) Whenever a member of the Warband falls into their death count, the
rest of the Warband gains a stacking +2 damage bonus. The Warlord grants +4 damage
when fallen. Duration: Until the fallen is healed (max 5 mins).

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Battle Chant: (6 Exp) (Pre-req: Group Rally) When using Group rally with your Warband, you
and the members of your Warband have Rally reduced to 1 minute. If all members of the
warband are present and using Rally, everyone heals +2 Steam.
Feats
Warband: Charge! (7 Exp) (To Use: 6 Steam) Call out the feat. You and every member of your
Warband who heard the call instantly gain a standard 10 step Traverse. If all warband
members are present, affected, and utilize the Traverse, all warband members gain a free
use of Crit Strike to be spent within 5 seconds of coming out of the Traverse.
Warband: Form Up! (7 Exp) (To Use: 6 Steam) Call out the feat. You and every member of
your Warband who heard the call instantly gain immunity to fear and terror effects.
Duration: 5 mins. If all members of the Warband are effected and form up on you, the
entire Warband heals +10 Vaea and +3 Steam.
Warband: Shield Wall! (7 Exp) (To Use: 6 Steam) Call out the feat. You and every member of
your Warband who heard the call gain +3 armor and +2 soak for 5 minutes. If all
members of the Warband are effected and form up defensively, the entire Warband gains
3 free uses of parry and 3 free uses of intercede.
Warband: Shieldbangers! (6 Exp) (To Use: 5 Steam) Call out the feat. You and every member
of your Warband who heard the call gain 1 use of Perfect Aim Taunt! 30 seconds. If
the entire Warband is effected and utilizes this taunt, the entire warband gains the ability
to call revenge with any offensive ability that they know against their taunted target for
the duration of the taunt.
Talents
Declare Warband: (5 Exp) RP with 1 target for 5 mins. Or you can instead RP with 2 or more
targets at once for 10 mins. You may declare up to 6 other characters to be a part of your
Warband. By default, characters in your Warband (including you, so long as there is at
least one other character in your Warband) gain +1 to all damage and +1 natural armor.
Characters may not be in more than one Warband at a time. Duration of Warband: per
Event. Target must receive a mark stating that they are in your warband. You can
remove a target from your warband by spending 1 min RP with them.
Follow My Lead: (8 Exp) (Pre-Req: 2 Warband feats.) Spends 10 minutes roleplaying
coordinating a battle plan with your warband. After the planning has been completed, the
participants can enhance any Combat skill they know, or gain access to a Combat skill
that you know. If a skill is enhanced, and it is once per period or once per event, they gain
an additional use of that skill while executing the plan. If it is a skill with a Greater
version, then the skill is Greater for free while executing the plan. You must set a goal for
your plan. These skills can only be invoked while executing the plan. The benefits last
until the goal is achieved or 1 period passes.
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Combat: Discipline
Myrmidon
Consummate weapon masters, the Myrmidon is a catch-all title for the warrior who focuses
wholly on mastering their preferred fighting style, or in some cases, mastering every fighting
style. All Myrmidon hone their fighting styles to the level of art form, mastering difficult and
complex techniques lesser warriors would not even be able to grasp, let alone defend against or
counter.
Pre-Reqs: Master Proficiency x3, Soldiers Posture, Weapon profs in a specific fighting style x6
OR Weapon profs in any fighting style x8 (Including Master Profs, which would count
for 1 each), Level 26
Perk: Weapon Master- The Myrmidon chooses a fighting style skill that they have. This is
considered a mastered style. They now have a Steam Efficiency of 1 with that weapon
type, gain a soak of 2 while wielding that weapon type, and weapon profs with that
weapon type (including master profs) now function like two-handed profs. Two-handed
profs now apply +2 damage per purchase, instead of every other purchase. You gain +10
Steam.
Passives
Weapon Study: (7 Exp) (multi-purchase.) Choose a different weapon style. That weapon style
is considered mastered and the bonuses from the Myrmidon Title Perk are applied to
that Weapon Style.
Offensive Mastery: (9 Exp) (Separate Purchase for each fighting style) When purchasing this
skill, choose 1 of the following: Direct, Speed, or Greater. For +1 Steam per use, you
may now apply that augment to offensive strikes used with the chosen fighting style.
Defensive Mastery: (9 Exp) (Separate Purchase for each fighting style) You gain +2 Soak and
+3 bonus AR when wielding the chosen mastered style. Additionally, when purchasing
this skill, choose either Greater or Revenge. If you choose Greater, when wielding
the chosen weapon style, you can augment any defensive feats or abilities with Greater
for +1 Steam. If you choose Revenge, when struck in combat when wielding the chosen
weapon style, you can invoke any offensive feats that you know against the attacker as
Revenge for +1 Steam.
Weapon Forms: (4 Exp) You may now benefit from Rally (and any bonuses to it) while using
any drill talent.
Extension of the Arm: (6 Exp) While wielding a mastered fighting style, you gain immunity to
Greater disarm effects and the Trap Weapon power.
Fluid Techniques: (5 Exp) While wielding a mastered fighting style, you may use 2 feats per
weapon every three seconds, instead of 1 feat per weapon every 3 seconds.
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Weapon Ascension: (9 Exp) (Pre-Req: 1 purchase of Offensive and Defensive Mastery in the
fighting style chosen in the perk.) You may now choose a 2nd option for Offensive
Mastery or Defensive Mastery in the Mastered Fighting Style that you picked in the Perk.
Ultimate Master: (10 Exp) (Pre-Req: 1 purchase of Offensive or Defensive Mastery) (Separate
Purchase) Choose 1 Mastered weapon style. Gain a unique ability that can only be used
with that style:
Duelist: (Single 1 handed weapon) New Feat: Riposte: (5 Steam) Call in reaction to being hit
by any melee strike, the attack is defended against and the attacker takes the full effect of
their own attack.
Savage: (Two-Handed weapon) The damage modifier for the feat Critical Strike increases
by 1.
Gladiator: (Two 1 handed weapons) New Feat: Dervish Strike: (5 steam) You may augment
any melee attack with Wave.
Mercenary: (1 handed weapon and small weapon or 2 small weapons) Attacks delivered
with small weapons may be augmented with surprise for +2 Steam, and may still be
augmented with surprise regardless of the angle of attack.
Sentry: (1 handed weapon and shield) New feat: Impervious: (6 Steam) Stops any attack or
spell delivered from any angle.
Defender: (1 shield and nothing else) New Talent: Sanctuary: (RP for 5 seconds with target)
Target has +3 AR while maintaining contact with you.
Marksman: (throwing and missile weapons excluding guns) All attacks that miss their target
by a margin of 5 feet or less still count as hit. Call the initial attack, if it misses, call
Ricochet (attack).
Soldier: (Bastard weapons) At the beginning of each period, choose either the Duelist or
Savage ability. You gain that ability regardless of how you wield your bastard weapon.
Pistoleer: (Single pistol) You may now use Perfect Aim with pistols for 3 steam.
Gunfighter: (2 pistols) New feat: Firepower: May be used to augment any offensive pistol
shot. Target of this attack must now call 2 unique defenses to stop the attack. Call Firepower
(attack).
Bandit: (Pistol and 1 handed weapon) Close Quarters: You may now call point blank pistol
damage/skills up to maximum clip size.
Musketeer: (Long gun) New Feat: Explosive Shot: (5 Steam) Augment any ranged attack
used with a long gun with Bomb.
Fusilier: (Artillery) Ba-Boom! Successful hits with Artillery now deal direct damage, and
also inflict Greater Trip and Greater Stun.
Magus: (Staff) New feat: Staff Barrier: (3 Steam) For duration, anyone who enters weapons
distance of you takes full weapon damage plus knockback. It is your responsibility to call this
effect. Call Speed (Damage) Speed Knockback. Duration: 1 minute.

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Grand Magus: (Staff and 1 handed weapon) At the beginning of each period, choose either
the Magus or Gladiator ability. You gain that ability.
Soldier: (Dual Bastard weapons) At the beginning of each period, choose either the Savage
or Gladiator ability. You gain that ability.
Pugilist: (fists, claws, fist weapons) New feat: One-inch punch: (3 Steam) You may augment
any pugilist strike with Line.
Feats
Battle Trance: (8 Exp) (To use: 7 Steam) While this feat is active, you gain immunity to all
Mental effects (including Greater). Additionally, all feats may be used at no cost once per
feat. Duration: 1 minute. Efficiencies cannot be applied.
Talents
Drill: Weapon Training- (6 Exp) Spend at least 10 minutes practicing with 0-3 other people in
a mastered weapon style. The Steam Efficiency and Soak granted by the perk are
doubled for the remainder of the period. Anyone who participates with you who use the
same weapon style gain the effects of the Myrmidon perk for the remainder of the period.
Only one Drilling bonus may be active on a character at a time.

Spellbreaker
Spellbreakers are an enigma. No one knows how, but every one of them seems to have gained
utter immunity to nearly all forms of magic. From arcane warlocks to divine clerics, the
Spellbreaker can shrug off the effects of most spells thrown at them, and what they cant shrug
off, they can, through sheer force of will, ignore the effects of, at least for a time.
Pre-Reqs: Aegis of Ozothyl, warded from the Warp, Suppress Magic, must be severed from the
Nexus as per the Ritual of Sever Nexial Connection or other plot approved means, and
Level 26.
Perk: Arcane Antithesis- You can no longer learn Arcane and Divine spells of any tier, and
your Aether pool goes to 0. You can now swing for Direct Aether damage at no cost,
and gain a spell soak of 5.
Passives
Mind over Magic: (6 Exp) Suppress Magic now delays spells for 1 min.
Mage Hunter: (6 Exp) You gain +3 damage and a Steam eff. of 1 for Offensive Feats against
any character you see casting a spell.
Disjunct: (4 Exp) You can now use Cleave Magic to stop spells affecting you from any angle.
Fill the Void: (8 Exp) Being severed from the Nexus leaves a hole in a person. Using that hole
to gain immunity to magic doesnt fill it, but it helps. Whenever you negate a spell
through any means, you heal 1 Steam and 5 Vaea.

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Bane of Artifice: (5 Exp) The Spellbreakers touch unravels even the most potent of
enchantments. You can suppress all magical effects on a person or object by touch for as
long as you are touching them. If you spend 3 steam while touching the target, any
temporary magic effects can be removed.
Null Zone: (6 Exp) (Pre-req: Intercede) When you use Intercede with Cleave Magic, and it costs
no Steam to use.
Feats
Reverse Magic: (7 Exp) (To use: 6 Steam) This feat may be called in reaction to being hit by
any spell or spell-like ability from the front. The spell and all its augments hit the caster
instead of you.
Null Contagion: (6 Exp) (To use: 5 Steam) Spellbreakers tend to seem quite miserable, that is,
until they get the chance to share their misery. Call in reaction to being hit by a spell.
You take the full effect from that spell, and the caster loses the ability to cast non-greater
spells for 15 seconds.
Talents
Aetherward: (7 Exp) Spend 5 minutes meditating on the nature of your severed Nexial
connection. After doing so, you gain +3 Spell soak and 1 free use of Cleave Magic. If you
choose, you may at any time impart this benefit on another character. If another character
is warded in this way, they lose the ability to cast Apprentice-tier and higher spells for the
duration. Duration: 15 minutes (Targets duration starts at the time that you gave it to
them.)
Rituals
Ritual of Sever Nexial Connection: (3 Exp) (To use: 30 minutes, 5 Agg Vaea, 5 Agg Steam, 5
Aetherstone). This ritual may be cast on a willing, unwilling, incapacitated target, or it
may be cast on the self. Target must be present. This ritual severs the targets connection
to the Nexus, preventing them from refreshing/restoring their Aether pool through any
means except consumable items (including period refresh), suppressing any Magic
affinity they have, and preventing them from casting spells of Apprentice tier and above.
However, one per period you can invoke the power of this ritual to become immune to all
magic for 1 minute. Undergoing this ritual is very painful, and anyone under the effect of
this ritual should roleplay as if there is a noticeable piece of them missing that haunts
them. This ritual is permanent until cured, and fulfills the Severed from the Nexus pre-req
for the Spellbreaker title.

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Tactician
Sometimes victory cannot be won by brute force alone. Sometimes the only path to victory is
through positioning, outmaneuvering the enemy force and hitting them where they are at their
weakest. This is the specialty of the Tactician. Their Tactical maneuvers can make or break their
armys victory.
Pre-reqs: Valor or Vigilance, Veterans Presence, Knowledge Tactics level 4, 1 of the
Following: Improved Rend, Improved Trip, Improved Disarm, Improved Taunt, or
Hinder, and Level 26.
Perk: Tactical Advantage- All non-damaging effect feats utilized by the Tactician can count as
Greater by spending +4 Steam. You gain +5 Vaea and +5 Steam
Passives
Tactical Mastery: (5 Exp) (multi-purchase) Any effect that you deliver via a feat has its
duration increased by 1 step (per purchase) on the following chart: 5sec, 15sec, 30sec,
1min, 2min, 5min, 10min, 15min, 30min, 1h, 3h, 6h, 18h, 1 weekend.
Tactical Awareness: (8 Exp) You can now defend against surprise attacks as if they were
normal attacks, and you have an efficiency of 1 when defending against surprise. Also,
you can detect if there is an invisible target within eyesight. You cannot see invisible, but
you know that someone invisible is in the area. If you have the Blind fighting skill,
you can attack invisible targets that you detected.
Strategize: (6 Exp) (Pre-req: Research) B.E. Action. The Tactician spends their time referencing
intel and information to gain tactical insight. Choose a specific area, army, or any other
relevant military topic that you would like to do research on. Using this action grants you
tactical information about that subject, which goes above and beyond what is normally
granted by research or knowledge checks. In certain plot-sanctioned scenarios, this action
can be used to direct troops between-events to great effect, and you and your allies might
also gain a mechanical benefit when fighting the army/ area that you researched, as
decided by Plot.
Drillmaster: (5 Exp) (Pre-req: Run Drills and 1 Tactical Maneuver) You may now apply the
benefits from the Run Drills talent to anyone who participates, beyond the normal
limit. Additionally, when running drills, you may now grant each participant 1 free
invokable use of a Tactical Maneuver that you know that lasts the normal duration. They
may invoke it at will and it only affects the invoker.
Feats
Tactical Maneuvers are feats specific to Tacticians. They affect anyone who hears and follows the
order. It is encouraged that the tactician plans, and before combat begins, they tell the potential group
what the order does and how to get the benefit.

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Tactical Maneuver: Fall Back! (5 Exp) ( To use: 4 Steam) Call out to a specific group and a
specific location, that you begin to exit combat towards. (Example: All Allies! Tactical
Maneuver: Fall Back to the Inn!) All characters who join you gain immunity to all temporary
effects and abilities (non-greater) that would prevent them from exiting battle. This lasts for
no more than 30 seconds.
Tactical Maneuver: Keep the Line! (7 Exp) (To use: 6 Steam) Call out to a specific group, then
proceed to fight defensively in support of your troops. All characters who keep the battle line
and fight defensively gain +2 Armor, +1 Soak, and gain 1 free uses of parry and 1 free use of
Protect w/ Intercede. This lasts for up to 5 mins. (Example: All Allies! Tactical Maneuver:
Keep the Line!)
Tactical Maneuver: Flank Them! (5 Exp) (To use: 4 Steam) Call out to a specific group, then
proceeds to attempt to pin down the enemy in combat. All characters who attempt to flank
enemies already engaged in combat gain +3 Backstab profs and the ability to apply up to 3
strikes with surprise. This lasts for up to 5 mins. (Example: Squad B! Tactical Maneuver:
Flank Them!)
Tactical Maneuver: Press the Attack! (5 Exp) (To use: 4 Steam) Call out to a specific group, then
proceed to aggressively engage the enemy. All characters who follow you and attack
aggressively gain +2 damage with all weapons and a steam efficiency of 1. This lasts for up
to 2 mins. (Example: Wolf Pack! Tactical Maneuver: Press the Attack!)
Tactical Maneuver: Ambush! (6 Exp) (To use: 5 Steam) (Pre-req: Tactical Awareness) When
hearing an ally being struck with a surprise attack, call the order to a specific group, then
proceed to prepare to be ambushed. All characters who follow your lead gain immunity to
surprise attacks and Traps, and get 1 free use of Traverse. (Example: Vorydia! Tactical
Maneuver: Its an Ambush!)

Talents
Gather Intel: (5 Exp) Observe a target in combat for at least 1 minute. During this time, you
cannot engage in combat or the talent will be interrupted. At the completion of the talent,
you may ask the target up to 3 questions concerning their skills, abilities, weaknesses, etc.
You may ask a marshal or wait to ask the target once they are OOG or Out of Combat.
You may use this version on PCs, but they can use lie or masking effects against it. If you
take double time, you can call a Hold! to ask to inspect the targets character/NPC card
to gain full insight into the targets skills and abilities. This version cannot be used on
PCs.

Titan
Some people wear armor, some even wear it well enough to be protected by it. To a Titan, armor is
less something to be worn and more of a second skin. Titans know how to get the most out of
whatever armor they wear. It is said that when a shieldwall of Titans plant their feet, not even the
gods could break their line.
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Pre-Reqs: Vigilant Defense, Vigilance, Intercede, Heavily Armored, Defensive Posture, Armor
Efficiency x4, Guardian Title, and Level 26.
Perk: Expert Defense- You can now use offensive feats as reactionary defenses. When used in this
fashion, the feat counts as a defensive feat and benefits from all bonuses to defensive feats.
(When struck, call Revenge (Offensive feat). You gain +5 Vaea and +5 Steam.

Passives
Second Skin: (5 Exp) Titans make the most out of their armor. Base armor ratings for half and full
suits increase by +2 per layer, regardless of armor type.
Reinforced Joints: (6 Exp) While wearing upper/shoulder and lower arm armor, you are immune to
break and sever effects on your arms. While wearing Leg armor, you are immune to break
and sever effects on your legs.
Hardened Plates: (5 Exp) You can now continue to benefit from your armor even after it is
sundered, benefitting from half of its normal armor rating (after AR boosting skills are
applied). If the armor is hit with a second sunder effect, the armor is rendered useless until
repaired.
Unbendable: (10 Exp) You are now immune to Greater and Lesser Rend effects.
Built-in Layers: (5 Exp) You no longer need to physrep all layers of armor that you wear, only the
outermost layer. Plate is always the outermost layer of armor, followed by chain, and then
leather. Item cards must still be present, and readily available to show to a marshal.
Brass-bound Gauntlets: (4 Exp) While wearing plate lower arm or hand armor, you gain the bonus
AR from shields even without having a shield equipped.
Hardened Shell: (6 Exp) (Pre-req: Steel Bastion) The Sunder effect from Steel Bastion is now based
on the hardness of the highest hardness armor piece being worn.
Keep the Line: (8 Exp) (Pre-req: Walk it off) In your first and second stage death count, you may
walk, fight defensively (cannot advance) and can utilize defensive feats and abilities.

Feats
Lock-Up: (6 Exp) (To use: 5 Steam) The Titan locks their armor together, gaining greatly enhanced
defenses at the cost of mobility. Your Armor Rating is increased by half its total (rounded
up). While benefiting from this, you are affected by Pin. Lasts for 1 min or until pin ends.

Talents
Stance of the Mountain: (7 Exp) Spend 15 seconds roleplaying planting your feet, and then say an
epic 1 liner (Example: You shall not pass!). After the time is complete, so long as you do
not move faster than a heel-to-toe pace you are immune to Greater and lesser movement
effects (Trip, Knockback, Hamstring).

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Guile Master Lists
Guile: Subterfuge
Aristocrat
Masters of court intrigue, the Aristocrat makes use of their (supposedly) noble lineage to gain a
foothold in the local political sphere. So long as they can get a word in edgewise, the Aristocrat
has honed the ability to win friends and influence enemies to an art form.
Pre-reqs: Persuade, Suave, Flawless Cover, Ventriloquism, Knowledge Law level 2, A noble
title of knight or higher (real or forged), and Level 26
Perk: Noblesse Oblige: All nobility derive their power from the people they rule over. True
Aristocrats learn the truth behind that, and become able to empower themselves by
empowering their people. Whenever you place a beneficial effect on anyone of a lower
noble rank or from the Duchy that you are a noble of (has cultural power or part of the
army) you gain the same beneficial effect at no cost. You also gain +5 Vaea and +5
Steam.
Passives
Govern: (5 Exp) BE action. The Aristocrat tends to their land and people, or simply spends time
politicking. This action generates a random amount of influence points (Plot rolls a D10).
At events, when casting a talent you can spend 1 IP and the normal RP time to make that
talent greater. Or at the beginning or end of an event you can spend 3 IP to get 1 RP.
Red Shirt, Brown Pants: (6 Exp) Whenever you defend against a fear, terror, or pain effect, you
gain 1 minute immunity to that effect, and may extend this immunity to any allies who saw
you defend against the effect.
Tea Time: (6 Exp) While meditating/rallying, you project a small Pacify aura, preventing anyone
within from taking any violent action while within the aura. This allows you to use Perfect
Aim Greater Charm to All to anyone within 10 feet for no cost without interrupting your
meditation. Charm lasts only while you are meditating/rallying.

Feats
Stiff Upper Lip: (4 Exp) (To Use: 3 steam) It is the prerogative of the aristocracy to appear
unbowed by physical adversity, to set an example for all those who serve underneath them.
This feat can be used to call reduced effect in reaction to any damaging ability that does
not put you into your death count. The damage is not actually changed on you, and you must
take it in order to use this ability. For each time that you call "reduced effect" in this way,
you may grant 1 nearby ally temporary Vaea equal to the amount of damage taken. This
temporary Vaea lasts until expended. Call Stiff upper lip, reduced effect, (ally) gain +X
temporary Vaea.

292
Into the Breach: (6 Exp) (To Use: 5 Steam) Sometimes Aristocrats find they must lead from the
front, but they never do so alone. Call this feat in reaction to successfully dealing a
damaging attack. Target ally gains bonus damage equal to the amount of damage that you
just dealt. Duration: 5 minutes. Will not stack with itself. Call Into the Breach! (ally)
gain +X damage for 5 minutes.
Talents
Obey Your Betters: (7 Exp) You can convince someone of your noble superiority, and also that
you deserve both deference and obedience. Spend 1 minute roleplaying convincing the
target, after time is up, target takes a Domination effect. Mental Effect.
Gossip: (4 Exp) The Aristocrat masterfully extracts useful information from idle chatter. After
talking with target for 30 Seconds, you may ask a question. The target is compelled to
answer truthfully and to the best of their knowledge. Mental Effect.
Fight On: (6 Exp) The Aristocrat speaks words of encouragement and inspiration, convincing
the common soldiers to stay on their feet in the name of the crown! RP for 10 seconds. So
long as you keep talking/encouraging, any allies that hear you become immune to
enfeeble and break limb effects and can continue to fight normally in first stage.
Demand Satisfaction: (5 Exp) For those times when honor must be defended. Talk with target
for 30 seconds, compelling them to settle differences with you through honorable combat.
Target is affected by Taunt to you (1 Minute) and a Duel effect (until 1 person is at 0
Vaea or 15 seconds pass without any damage being dealt.). Mental effect.
Declare Man-at-arms: (5 Exp) For those times when honor must be defended by someone else.
Talk with willing target for 5 minutes. Target gains access to all of your Aristocrat skills
and proficiencies, and is dominated to you. Target is your Champion. While you have a
champion, you cannot swing damage or call offensive feats. Lasts up to 1 period or until
the champion falls into second stage death count. Can be dropped at will, if the champion
is within earshot of you.

Assassin
The Assassin is the one called in when someone needs to disappear. Specializing in going
unnoticed, eliminating their target, then disappearing before anyone realizes what just
happened, the Assassin is the one keeping paranoid despots awake at night, never sure when or
how their time will come, but always certain it will be without a sound.
Pre-Reqs: Killing Blow, Assassin Contacts, Poison Expert, Assassinate, 4 Backstab Profs, and
Level 26
Perk: Leave No Trace- The Assassinate talent now no longer leaves physical evidence behind
in the form of items/tags (Investigate can still be used to gather information).
Additionally, the Assassinate talent now takes 1 minute less to perform. Lastly, Silent
Kill becomes a permanent skill instead of a feat. Gain +5 Vaea and +5 Steam.

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Passives
Contract Killer: (4 Exp) (Pre-req: Pierce) You and an employer draw up a blood contract
agreeing to kill someone in exchange for an agreed upon sum of gold (kill means target
must take a death). Upon creation of contract, employer takes 3 Aggravated Vaea, which
heals after target is killed and you is paid. Against the contracted target, you gain +3
damage. You can use Pierce at no pool cost once per minute, and Upper Hand can be
combined with Pierce or Garrote from the front. You can only be contracted to kill 1
individual at a time. Also, if target is killed, and employer does not pay, you get the
bonus vs the employer till theyre dead.
Between the Ribs: (7 Exp) You may now augment your attacks and damaging strikes from
behind with Direct at no cost.
From the Shadows: (9 Exp) You gain an efficiency of 2 for feats and a 2-minute efficiency for
talents for any feats or talents utilized while invisible. This will not prevent any feat or
talent that would break invisibility from breaking invisibility. Also, you can now use
assassinate while invisible, however it will break invisibility once the attack is completed.
Stop Heart: (4 Exp) Whenever you use coup de gras, the targets total death count is halved (all
stages) in addition to the normal coup de gras effects.
Big Game Hunter: (3 Exp) Allows you to augment Assassinate with Epic. To do this, one of
your power pools must be at 0.
Feats
Shadow Dweller: (6 Exp) (To Use: 5 Steam) Can only be done in a place with no direct light
source. You become invisible for 1 min. Can move heel to toe. Attacking, moving faster
than heel to toe, and entering light will end this effect. This effect is a Greater Invisibility.
Escape: (6 Exp) (To use: 5 Steam) (Pre-req: Shadow Dweller and Burglars Insight) You gain a
10 step Traverse. If at the end of this Traverse you would be in an appropriate area to
utilize Shadow Dweller, you may do so at no cost. This feat may also be used to utilize
entrances/exits discovered through Burglars Insight.
Rest in Peace: (4 Exp) (To Use: 3 Steam) Tag target. If target drops into their death count in the
next minute, they become paralyzed for as long as their death count lasts.
Talents
Preparation: (7 Exp) Spend at least 3 minutes of RP preparing yourself. For every 3 minutes
spent, choose 1 feat or talent. For the remainder of the period, each feat and talent chosen
is Greater and gains an Efficiency of 2 for one use each.
Poison Mastery: (6 Exp) Spend 5 minutes of RP working on a poison. That poison now counts
as Greater. This effect lasts for the rest of the period, but it ends if it leaves your
possession. If the poison is Ingestible and placed into a food or drink, it remains greater
until used.
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Operative
The quintessential undercover agent, the Operative is a master of disguise and false identity,
always keeping their true intentions shrouded in secrecy. It is even said that some elite
Operatives have learned the art of identity theft, being able to completely step into someone
else's life with no one being the wiser.
Pre-Reqs: Journeyman Spy, at least 1 purchase of Method Acting, Flawless Cover, Mirrored
Fighting, Pick Journeyman Lock, and Level 26.
Perk: Super Spy- The disguise ability from the Spy title is now Greater, and thusly cannot be
detected or stripped without a greater effect. Additionally, the telepathy immunity from
the Spy title is now Greater. You also gain +5 Vaea and +5 Steam.
Passives
Sleeper Agent: (8 Exp) You may now construct a disguise persona, selecting any number of
skills that you know to have associated with the persona, and willfully lose all knowledge
of your true self until triggered. Race, culture, and baptism can be designated as different
from your own by using disguise and various masking abilities. A specific trigger must
be chosen each time you use this skill, and marked on your character card. Until the
trigger occurs, you will fully believe that you are the disguise persona, and will have no
conscious memory of anything not associated with the persona, including any skills or
abilities the persona would not know. Can be used at the end/beginning of shifts. The
first time you use it, you must see Logistics before using, to inform them that this skill is
being used and not that you are playing an alternate character. When the trigger occurs
again, you regain all abilities and memory of who you truly are and retain memory of
everything that happened as the other persona. You can only have 1 persona at a time.
Greater Restore memory will break this skill.
Master of Disguise: (7 Exp) You have honed the art of disguise to near perfection. You may
now gain the racials of whatever race you are disguised as, suppressing your own racials
as you do so. This does include Paragon abilities based off your total level, but also
includes that races detriment.
Identity Theft: (6 Exp) You may now disguise yourself as any specific person that you have
observed via Spot a Mark. This ability will not disguise voice, and it will be obvious
which is the real person in a side-by-side comparison. Costuming required.
Fake it till You Make It: (5 Exp) While in a disguise, you may now swap out your fighting
styles and profs into any other fighting style appropriate for the disguise.
You Expect Me to Talk?: (6 Exp) You are now immune to the Interrogate feat, as well as any
Greater mind effect that would force you to speak the truth. This immunity does not have
to be called. Skills that activate when you lie do not activate because of this skill.

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No Real Name: (5 Exp) (Pre-req: Artful Deception) Any uses of the Lie feat to preserve your
identity or protect a disguise is now augmented with Greater at no additional cost.
Surface Thoughts: (5 Exp) Instead of calling no effect, you may now freely lie to any
attempted use of Telepathy as a Greater Lie.
Feats
Conspirator: (6 Exp) (To Use: 5 Steam per person) You may now disguise others, as per the
Spy title perk. The targets must stay within 10 feet of you while benefitting from this disguise.
Effect ends if the target leaves the distance, or the disguise is willingly dropped. Efficiencies
cannot be applied.
Talents
Mirror Style: (7 Exp) Spend 30 seconds observing target. You gain 1 free use of all observed
fighting styles and powers that the target utilized during that time.
One of those Faces: (6 Exp) Hey don't I know you from somewhere? Spend time telling a target
that you are someone else. RPing for 1 minute lasts for a period. Continuing to RP for 5
minutes will extend the duration to the whole weekend. After the time and RP is
complete, the target will believe that you are who you claim to be. Note: This does not
prevent the target from catching on that something is wrong due to suspicious activity, or
using truth detections on you, they will simply take you and your claimed identity at face
value. Mind effect.

Unforgiven
Bogeymen from the ancient past, the Unforgiven are the soul-eaters and spell thieves of legend,
those branded for the unforgivable act they must perform to open the door to obscene power.
Surely the strange tales of wanderers in the dark carrying odd trinkets and sapping the might
and magic of any who cross them are simply rumours and hearsay.
Pre-reqs: Thieves Cant, Nerve Strike, Read/Write Magic, and Level 26. Must have consumed
the power of a Soul Stone and been Marked by your success
Perk: Unforgivable Mark: You now have a red X marked somewhere on your body. This mark
never fades and will still appear through any disguise or masking effect (the mark may
still be hidden by clothing, but must be presentable to a marshal upon request). Also, if
you are a Spy, the Spy perk can now be used to cause a stun to anyone that uses telepathy
on you. Gain +5 Steam and +5 Aether. You also gain Unforgiven Aptitude: You can
see the flow of power through a living body. (Talent). RP studying target for 15 seconds.
This power tells you how much Aether or Steam a single target has (current and total),
and allows you to see through disguises.
Passives:
The Mark that Burns: (6 Exp) The Unforgivens mark now allows them to see how the Nexus
interacts with people. At will, you can use Identify Magic for no cost, which allows
you to detect magic items and their effects. Additionally, Unforgiven Aptitude now
allows you to OOG ask your target if they have a specific Power.
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Improved Spell Absorption: (8 Exp) Choose 1 effect and 1 damage type that you know with
spell absorption; that damage and effect type can now be absorbed and thrown back for 0
Aether.
Improved Thieves Cant: (5 Exp) (Separate purchase) Choose 1 journeyman subcategory/ God.
You may now learn any and all spells stemming from that category, ignoring all other
pre-reqs, but still spending Exp as normal. You also get the Apprentice and Novice spells
of that category.
Power Thief: (7 Exp) (Pre-req: Pickpocket) Pickpocket may now be used to steal powers from
another character for up to 1 hour, during which time the target loses the use of that
power. You must inform the marshal beforehand of what power you are attempting to
steal. If you have an unfilled Soul Stone in your possession, then you may choose to
instead store the stolen power in the Soul Stone. If this is done, the marshal must be
informed beforehand so that they may inform the target of the associated detriments to
powers being stolen and stored in a Soul Stone. All normal pickpocket rules apply. You
can also now steal charges from magical or crafted items (does not work on Alchemy).
You can steal 1 charge or 1 use of power that you can then use at will or as denoted by
the item. The item counts as being invoked once and you gain 1 free invocation. If the
item has uses per period only 1 use can be stolen per period, decreasing the uses of that
item by 1 for that period, and after the period the uses return back to normal. If the item
has uses per event only 1 use can be stolen per event, decreasing the uses of that item
by 1 for that event, and after the event the uses return back to normal.
Five-point Nerve Denial: (5 Exp) (Pre-req: Assassinate and Pugilist) You can now use
Assassinate with fists. If the Assassinate is successful, then you also drain all of the
targets Steam and Aether (target loses it and you gain it).
Feats:
Block Power: (6 Exp.) (To Use: 5 Steam) The Unforgiven strikes a metaphysical pressure point
on their target, blocking the flow of power through them. Tag target with fist. Target
takes an Ineptitude effect of your choice (Spell, Feat, Talent) for 5 minutes.
Steal Defenses: (6 Exp.) (To Use: 5 Steam) (Pre-req: Power Thief) Tag target with fist. All
active or invokable beneficial spells transfer from the target to you.
Consume Power: (8 Exp 6 Steam) The Unforgiven reaches out to a soul on the cusp of life and
death, and takes a piece for their own uses. This feat may only be used on a target in their
death county (any stage). Choose 1 spell, feat, or talent that you know the target has. You
gain access to that power for the remainder of the period. If the target does not take a
death, they lose access to that power for the remainder of the period. If they do take a
death, they do not lose acces to that power. This feat can only be used once per period per
character. When using this feat, if you have an available Soul Stone, you may choose to
store the power in the stone. The target informed of the detriments of having powers
stolen and stored in a Soul Stone.
Rituals:
Ritual of Soul Stone Creation: (5 Exp) (Pre-Req: Power Thief or Consume Power) (To Use: 30
mins, 10 Aether, and 5 Aggravated Vaea) Long considered a lost craft, the Unforgiven
have over time modified the ancient art of soul stone creation to serve their purposes.
You may now take a mundane item or trinket and imbue it with raw energy, giving it the
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capacity to store powers, and granting the possessor of the item any powers stored within
it. Once this is complete, the item becomes indestructible, and any mechanical properties
that it had are effectively inert. In addition to the base pool cost for this ritual, you may
expend any amount of aggravated Aether or Steam (minimum 1 point from either pool) to
determine the Power Level of the Soul Stone. A Soul Stone can contain a number of
powers, whose pool cost does not exceed the Power Level. This ritual may also be used
on a pre-existing Soul Stone to increase its Power Level. Maximum Power level= 10.
Ritual of Soul Stone Consumption: (3 Exp) (Pre-req: Ritual of Soul Stone Creation) (To Use:
Needs a soulstone, 15 mins, 5 Aether) This ritual destroys any pre-existing Soul Stone,
returning any stolen powers to their owners and granting 5 temporary healable pool for
each each aggravated pool point spent to determine the soul stones power level. This
lasts for the remainder of the event. If the cost of the powers in the Stone are equal to or
more than half of its Power Level, then you can instead choose to gain an Aether and
Steam efficiency of 2 for the remainder of the event. If the caster of this ritual is not
Unforgiven, but is casting this ritual through some other means (such as a ritual gem or
with the aid of an Unforgiven), then the power released overwhelms the caster, dealing an
amount of aggravated Vaea damage equal to the Soul stones total Power Level. If the
caster survived the process, and the cost of the powers in the Stone are equal to or more
than half of its Power Level, then they gain 1 power of choice from the stone to have
Master Taught to them at no exp cost and ignoring any pre-reqs. The caster has now
fulfilled the Must have consumed the power of a Soul Stone and been Marked by their
success pre-req for the Unforgiven title, which must be marked on their character card.
This benefit can only ever be gained once per character.
Soul Stone Mechanics: A Soul Stone is a special kind of magic item that grants the bearer the
ability to use any powers stored within it off of their own pool as if they had the power
themselves. This power comes at a cost however, and that cost is primarily that in order
for the Soul Stone to be filled, the powers must be stolen from others. This is not a
pleasant experience for the owner of the power, and for the the remainder of the period
after the power is put into a Soul Stone, the owner loses access to the power entirely (The
power is still known for the purposes of skill and title prerequisites). After the period is
up, the owner regains use of their power, but does so at a deficiency of 2, and a 5 sec
Pain effect when they use it, due to an intense sense of loss and a longing for that piece
of their soul that was stolen (Duration: Until power is released from Stone). Should the
owner get their hands on the Soul stone that contains their power, they may reabsorb their
power back into themselves by meditating with it for 1 minute. Once this is done, the
power is no longer trapped in the Soul Stone and the owner loses all detriments.
Additionally, anyone with the Unforgiven title may self-teach any power that they have
the ability to learn from a Soul Stone containing the appropriate power, and it will count
as Master Taught. Soulstones can be used for no extra cost if you are an Unforgiven or
marked by Ritual of Soulstome Consumption. If you are not, you can use the
soulstones power for +2 pool on top of the regular cost.

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Guile: Marauding
Bounty Hunter
The master of finding and capturing their targets, dead or alive, the Bounty Hunter is the one to
turn to when the target seemingly can't be caught. To catch their prey, they have become experts
with traps and skills that incapacitate their foes.
Pre-Reqs: Favored Quarry x3 or Improved Favored Quarry x2, Mark for Death, Waylay,
Kidnap, Any 2 Journeyman Traps, and Level 26.
Perk: Wanted Posters- At the start of the event you get a list of active bounties, which you may
or may not encounter throughout the event. You can now use spot mark and ask
someone if they have a bounty on their head, or if they are one of the people on your
bounty list. If yes, then they automatically count as one of your improved favored
quarries, despite their race and you are immune to knockback, paralysis, hamstring, and
incapacitate effects from the target. Also, you gain +5 Vaea and +5 Steam.
Passives
Trap Mastery: (6 Exp) All traps set by the Bounty Hunter are now Greater (counts only for
defenses, not for disarming), and deal +5 damage if they are damaging traps.
Bola Toss: (4 Exp) The Pin and Trip feats can now be combined into one swing. For +2
additional Steam, this combination can be packet-tossed.
Steady Hands: (7 Exp) (Pre-req: Disarm Journeyman traps) Your traps now take +5 minutes to
disarm (must be marked on the Trap notes). You can disarm traps instantly for 5 Steam.
Also, your Disarm Journeyman Traps power can now be used to disarm Master Traps.
Creative Trapping: (5 Exp) You can now combine various trap effects into one trap. It takes +2
minutes per additional trap that you wish to combine. You may combine as many traps
that you know into 1. The marshal notes should reflect what traps were used, as well as
their effects.
Weighted Nets: (5 Exp) You may now packet-toss the Enfeeble feat for +2 Steam. Your
Enfeeble feat can instead do hamstring, if you choose.
Hot Pursuit: (5 Exp) You may now augment strikes with Speed for no additional cost against
targets using Traverse effects or running away from you to leave combat.
Yer Comin' With Me: (5 Exp.) For those marks that just won't stay still. The Kidnap feat
now does Paralyze and can be done from the front with a 1 handed weapon or fist. It
does not count as surprise if used from the front. Also, if you meet or exceed the strength
of target, then target is paralyzed as long as you hold concentration. If target exceeds
your strength, then target is affected by Constrict, and may break out using Break
Binds. You may move target while concentrating.

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Feats
Rapid Set-up: (6 Exp) For 5 Steam, the set-up time for any trap may be reduced to the time it
takes to set-up the physreps and marshal note. Used when beginning a trap talent.
Efficiencies cannot be applied.
Talents
Barbed Wire Trap: (4 Exp) (Master Trap) (5 minute set up) When triggered releases barbed
wire in a bomb radius. This does no damage on its own, but walking through an area with
barbed wire deals 3 damage per step, and forces characters to walk heel-to-toe until they
escape the area. This will last until disarmed.
Mage-Collar Trap: (6 Exp) (Master Trap.) (5 minute set up) When triggered, collar clamps
down on targets neck, silencing them until the collar is removed. The collar has a
hardness of 2 and can be broken as normal. If broken, the wearer of the collar takes 5
damage, and the Silence persists for 1 minute. You can remove collars that you set at any
time, incurring no penalties to the wearer if removed in this fashion.

Hitman
While an Assassin takes out their individual targets silently and with little collateral damage, the
Hitman takes pride in eliminating whole groups of targets quickly and efficiently. Leaving no
witnesses and a hell of a mess in their wake, by bullet or by blade the Hitman will always get the
job done.
Pre-Reqs: Kill Shot, Hitman Contacts, Dirty Counter, Backstab prof x4, and Level 26.
Perk: Vendetta- Hitmen specialize in killing groups, and as such may specialize in taking out
specific groups. You may now take any organization/group or culture as a Favored
Quarry. You gain 1 free Favored Organization and 1 free Favored Culture of your choice.
Gain +5 Vaea and +5 Steam.
Passives
Killing Rush: (8 Exp) The Hitman looks forward to spilling blood, the rush of ending a life
being enough to drive them forward to greater acts of violence. Whenever you drop an
enemy into any stage of death count you gain +5 temporary Steam and a Steam efficiency
of 1. This temporary Steam is the first to be expended. This effect will stack with
Momentum, and will stack up to 5 times, but will only last 30 seconds, refreshing with
each new stack.
Contract Killer: (4 Exp) (Pre-req: Improved Favored Quarry) You and an employer draw up a
blood contract agreeing to kill a group or organization in exchange for an agreed upon
sum of gold (kill means that target must take a death). Upon creation of contract,
employer takes 3 Aggravated Vaea, which heals after target is killed and you are paid.
Against the contracted target(s), you gain +3 damage and the ability to use Upper Hand
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at no cost once per minute. You can augment attacks with Speed for +2 Steam. You
can only be contracted to kill 1 group/organization at a time. Also, if target is killed, and
employer does not pay, you get the bonus vs the employer until they are dead.
Momentum: (8 Exp) The Hitman wields death like an instrument. Each kill a note in an
increasingly complex and frantic piece of music. Whenever you drop an enemy into any
stage of death count, you gain +2 damage with all weapons and +2 Soak. This effect will
stack with Killing Rush, and will stack up to 5 times, but will only last 30 seconds,
refreshing with each new stack.
The Quick and the Dead: (5 Exp) (Pre-req: Evade) Whenever you use the Dodge or Evade
feats, you may now also deliver a ranged attack of choice augmented with Revenge.
Feats may be used this way, spending the normal feat cost in addition to the cost of the
triggering defense. Call Dodge! Revenge (attack).
Blitz Attack: (6 Exp) If you initiate combat, your first attack deals +3 Direct Damage. This
bonus increases by 3 if this attack is delivered while Invisible." Invisibility still breaks.
No Witnesses: (6 Exp) All Hitmen are taught that the best way to conduct their grisly business is
to leave no witnesses left alive to report them. Whenever you use coup de gras on a
target, that target loses all specific memories of you fighting and killing them. Call Coup
de gras. No Witnesses. Lose memory of me during the last fight.
Feats
Scatter Shot: (6 Exp) (To Use: 5 Steam) A rapid onslaught of bullets/arrows can clear a room
like little else. Strike target with ranged attack. Target takes a Cross AoE effect. All
characters affected take your full ranged attack +2. This attack will expend ammunition
equal to the amount of people affected.
Ricochet: (5 Exp) (To Use: 4 Steam) Attack target with a ranged attack. If ranged attack is
defended against, you may call Ricochet. Attack becomes a Line or Arc AOE,
your choice, centered on the defending target. Call Ricochet. (Same Attack)
+Line/Arc.
Killing Frenzy: (8 Exp) (To Use: 6 Steam) Traverse 10 steps, dealing standard melee damage
plus bleed on all targets that you pass through.
Talents
Killing Spree: (7 Exp) Can be used on up to 3 targets in 2nd stage death count. Touch target
with your weapon or aim at them with a ranged weapon, firearm, or damage spell. Loudly
count Killing Spree 1, Killing Spree 2, Killing Spree 3 then call Killing Spree!
Targets drop into their 3rd stage death count. This counts as a concentration effect and
may be interrupted. However, if used on only 1 target that you gained a Killing Rush
and/or Momentum from, Killing Spree cannot be interrupted.

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Outlaw
Whether it be a ruthless vagabond with a mean streak, or a rebellious highwayman who steals
from the rich to give to the poor, everyone knows the Outlaw. Their methods may vary, their
crimes may not be equal, but the thing that marks a person as an Outlaw is a desire to work
outside the accepted bounds of society, and the notoriety to get away with it.
Pre-reqs: Rough around the edges, Highway Robbery, Make Like a Tree or Stand and Deliver,
Backstab Prof x5, Journeyman Rogue, and Level 26.
Perk: Notorious- Gain Notoriety level 1, and the ability to purchase more at 3 RP points per
level of Notoriety. Highway Robbery can now be used once per event for free, but the
free use must be taken solo. Highway Robbery can now earn you 1 level of Notoriety.
Plot can also give you Notoriety at their discretion. You gain +5 Steam and +5 Vaea.
Notoriety: This is a measure of your reputation as an Outlaw. As it grows, the abilities that you
have from the Guile category will grow in strength, as people learn to respect or fear you
and your rebellious ways. Notoriety starts at 1, and more may be purchased with RP
points, to a maximum of 10. Notoriety level must be marked on your character card.
Level 1: Malcontent. You may augment any Fear effects that you deal with Greater for
+4 Steam.
Level 2: Rabble Rouser. You are now immune to all lesser Fear and Terror effects.
Level 3: Thug- You can use the Threaten talent instantly by spending 2 Steam per
minute that you want the Fear to last for. This will still count as a talent for all intents
and purposes.
Level 4: Highwayman. Threaten can now be used to inflict a Terror effect instead of
a Fear effect at your discretion.
Level 5: True Outlaw. Any Fear or Terror effect that you inflict is now augmented
with Greater at no cost. You can use Threaten at no cost on low level NPCs, and it lasts
for the rest of the period.
Level 6: Freebooter. You are now immune to Greater Fear and Terror effects. You
are much more likely to incur the wrath of local officials, sporadically gaining bounties
for even minor infractions. Plot will be informed when you reach this level.
Level 7: High Robber. Threaten can now be used when negotiating prices with any PC
or NPC merchant to gain discounts/better prices (half price at most). NPC merchants will
no longer sell to you without first being threatened. You may have a Wanted poster in
NPC.
Level 8: Dreaded. Threaten can now be used on up to 3 targets at once. NPC merchants
will no longer deal with you willingly, including Threaten. A domination or similar
effect will still work. Your Wanted Poster will be upgraded.
Level 9: Scourge. Threaten can now be used on all characters in line of sight. If used in
this way, it can only be used with Fear and cannot be augmented with Greater. Call
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Threaten. All characters in line of sight. Fear. X mins. All bounties placed on you are
worth double. Your Wanted Poster will be upgraded.
Level 10: Legendary Outlaw. The Threaten augment from level 9 upgrades to Greater
at no cost, and may now also be used to cause Terror. You are now so notorious that
any reports of your actions (real or imagined) are believed, resulting in an essentially
permanent bounty being placed on your head, that refreshes between events. Your
Wanted Poster will be upgraded.
Passives
Threatening Glare: (4 Exp) Threaten can now be used at line of sight on 1 target, without
speaking to the target. Instead, you must stare intently at the target for the duration of the
talent.
Loner: (6 Exp) Whenever outnumbered in combat or whenever engaged in combat with no
allies, you gain a Steam efficiency of +2 and a Soak bonus of +3
Rebel: (7 Exp) (Pre-req: Improved Favored Quarry) You now gain Favored Quarry and
Improved Favored Quarry for Watchmen, Nobles, and Bounty Hunters respectively.
Lay Low: (3 Exp) Sometimes the heat gets too much to handle. This is a Between Event action.
You go out of your way to draw as little attention as possible, letting the short memories
of the people lessen your Notoriety. This BE action will lower your notoriety by 1 level.
Cannot be used multiple times in the same between-event period.
Rapid Fire: (5 Exp) (Pre-req: Quick Shot) Quick shot can now be used to unload up to a full
clips worth of ammunition into a target.
All in: (8 Exp) Every Outlaw prepares for the day their number comes up, and they have to face
the music. This skill can be invoked once per life to grant you a stacking +3 bonus to
Damage, Soak, Armor, and Health per level of Notoriety for 10 minutes. If you defeat all
enemies within line of sight before the effect ends, you gain an immediate +1 boost to
your Notoriety, and the effect ends. When the effect ends, you fall into third stage death
count. Can only be invoked in combat. Can even be invoked in first stage death count.
Feats
Freeze: (6 Exp) (To Use: 5 Steam) Shoot gun at target who is affected by your Threaten, do
not need to hit target. Target is paralyzed. Greater mental effect. Call Freeze! Greater
Paralysis. Mind. 1 minute.
Stare Down: (5 Exp) (To Use: 4 Steam) Allows you to reflect any Fear or Terror effect
(including Greater) that hits you back on to the attacker. This feat can be used to defend
against another Stare Down. In that case, the Outlaw with lower notoriety takes the
effect.
Execute: (7 Exp) (To Use: 6 Steam) (Pre-req: Kill shot) Strike target affected by Incapacitate.
Target falls to third stage death count. Once per event, this will grant you +1 Notoriety.
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You will always gain +1 Notoriety if target is another Outlaw. Efficiencies cannot be
applied.
Robber Baron
The noblest of the ignoble, the cream of the crap, the Robber Baron is a leader amongst thugs,
directing their (often illegal) enterprise towards the acquisition of wealth and material gain.
Rarely acting directly, the Robber Baron is at their best when they can get someone else to do
the dirty work, and more importantly, take the fall.
Pre-reqs: Highway Robbery, Hitman Contacts, Tough Guy, Spot a Mark, and Level 26.
Perk: Enterprise- You gain a free Profession of choice related to owning land, or a free
Raise on any profession that you already have. This professions money payout is
doubled, and you gain +1 free uses of Profession between event for this specific
profession. This benefit can only be utilized once per between-event period. You gain +5
Vaea ad +5 Steam.
Passives
Employee Management: (6 Exp) You can now assign multiple Jobs to each Goon.
Additionally, each Goon that you hire at an event grants you an additional free use of
your Enterprise profession between events. This does not cost the Goon any BE
actions.
Clean Hands: (5 Exp) The Robber Baron no longer needs to get his hands dirty to turn a profit.
You no longer need to be personally involved in uses of Highway Robbery. This still
costs you a BE action, as you organize the robbers acting on your behalf, you simply do
not have to deal with any immediate negative consequences. If using characters who were
your Goons at the event, then there are better chances of getting a good result.
You Want Something Done Right: (5 Exp) (Pre-req: Any 2 Jobs) Once per period, you may
now utilize each Job that you know as a self-only feat. You can only have 1 Job
active at a time. The Job lasts 15 minutes.
Talents
Hire Goons: (3 Exp) Spend 1 minute to affect 1 person, or 5 minutes to affect a group. RP
recruiting another character to work for you. For the remainder of the event, target is
charmed to you, and counts as your Goon for all mechanical purposes. This can be used on
multiple targets at once. Target(s) must be willing. You cannot be anyones Goon.
Instill Loyalty: (6 Exp) Spends 5 minutes of RP instilling loyalty in up to 10 targets. After the time
is spent, the targets become immune to any Truth Detection or mind effect that would force
them to betray you, and they will not do anything to betray or rat out on you in any
perceivable way. This effect is both a truth defense as well as a Domination effect. A
greater defense is required to forgo the Domination effect without making the Robber
Baron aware of the potential snitch. This will last until the next event.
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Here's the Plan: (8 Exp) (Pre-req: 2 Jobs) This skill allows you to organize a group of Goons with
the purpose of executing a specific plan. You must role-play discussing the plan for at least
10 minutes with your goons. After the planning has been completed, the participants can
enhance any Guile skill they know, or gain access to a Guile skill that you know. If a skill is
enhanced, and it is once per period or once per event, Goons gain +1 additional use of that
skill while executing the plan. If it is a skill with a Greater version, then the skill is Greater
for free while executing the plan. You must set a goal for your plan. These skills can only be
invoked while executing the plan. The benefits last until the goal is achieved or 1 period
passes.
You Didnt See Anything: (7 Exp) Spend 1 minute roleplaying with target. Target forgets 10
minutes or up to 5 specific events within the past 2 periods, your choice. Mental effect.
Jobs: Jobs are special types of talents that work differently than normal talents in the
following ways: They can only be used on Goons. They do not have a set duration, the
duration instead is negotiated between you and your Goons, but the duration will never
exceed a period. The time it takes to complete the talent is the amount of time it takes to
do the negotiation. After a Job is completed, you must pay the Goon a sum of money
agreed upon before the Job takes effect. All Jobs have the pre-req: Hire Goons.
You can pay your goons either by salary (1 set cost for the whole event per job assigned.
Abilities must be refreshed each period) or by commission (a variable amount based on
how many jobs they do and the importance of the job). Each Goon can only have 1 job at
a time.
Take em out: (7 Exp) Choose a target group or individual. Goon gains a damage bonus of +X
and a Steam Efficiency of X against target(s). Salary: 4 dmg and Steam Efficiency of 2.
Commission: +2 dmg and efficiency of 1 per 5 gold.
Protect Me: (7 Exp) The Goon gains +X Natural Armor, Pool Efficiency +X for all defensive
feats, and the ability to use the Protect feat on you at no cost. Salary: +5 armor and
Steam off of 2. Commission: +3 Armor and Steam Eff of 1 per 5 gold.
Scout Ahead: (6 Exp) Goon gains X free use of Traverse, Dodge, Detect Traps, and +X
Soak. Salary: 1 free use and +3 Soak. Commission: +1 free use and Soak of +2 per 10
gold.
Work Faster: (5 Exp) Goon gains a talent and craft time efficiency of : Salary: 1 min for talent
and 3 min for crafting. Commission: +1 for talent and +2 for crafting per 5 gold.

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Arcane Master Lists
Arcane: Warlock
Annihilator
Annihilators are the people you call when you want a whole city blown to pieces. They cast large
area of effect magics at ridiculous speed and efficiency, able to destroy whole city blocks in a
matter of seconds.
Pre-Reqs: Journeyman Warlock, 2 Spell Alterations, 2 Purchases of Stretch enhancement and/or
Radial enhancement, Arcane Nova, and Level 26
Perk: Collateral Damage- Choose 1 Effect type: Stun, Trip, Knockback, Terror, Pain, Blind,
and hamstring. Whenever you cast a damage spell that effects more than one target, you
may spend +2 Aether to add this effect to the attack for 5 seconds (if it has a duration).
You gain +5 Vaea and +5 Aether.
Passives
Spell Alteration- Bomb: (6 Exp) (Separate Purchase) Choose an offensive missile spell that you
know. You can now choose to cast this spell as a Bomb AOE spell. When casting the
spell, you must state the word Bomb after the spell name and before the effect.
(Example: Ex Terra Vox Astrum Magic Missile! bomb. X Damage)
Spell Alteration- Wave: (7 Exp) (Separate Purchase) Choose an offensive that spell you know.
You can now choose to cast this spell as a Wave AOE spell. When casting the spell,
you must state the word Wave after the spell name and before the effect. (Example:
Ex Terra Vox Astrum Magic Missile! wave. X Damage)
Overcharged Alteration: (8 Exp) At the cost of +3 Aether, you may apply any spell alteration
that you know to any of your spells for one cast.
Universal Waves: (6 Exp) (Pre-req: Spell Alteration- Wave) At the additional cost of +3
Aggravated Aether, you may augment the radius of any Wave spell to Sound of
Voice range. This will still hit allies.
All Encompassing Destruction- (7 Exp) (Pre-req: Spell Alteration- Bomb) At the additional
cost of +3 Aether per instance, you may increase the radius of one bomb spell by 10 feet,
or 1 Lance, Arc, or Cross Spell by 1 additional target. This effect stacks.
Epicenter: (5 Exp) (Pre-req: Improved Spell Veil) Spell Veil can be used with area of effect
spells.
Chain Annihilation: (4 Exp) (Pre-req: Reverberate) You may indefinitely use the reverberate
ability after casting a spell.

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Disaster Zone- (5 Exp) (Separate Purchase) Choose 1 more effect in the perk. You may now
also use this effect as per the perk.
Spells
Wave of Disintegration: (6 Exp) (To Use: 7 Aether) (wave spell) All items within 5 feet take a
sunder 4. No efficiencies can be applied.
Blast Limb: (7 Exp) (To Use: 6 Aether) Target takes a Sever Limb effect. You choose 1 limb.
Divert Magic: (4 Exp) (To Use: 3 Aether) (Latent spell defense) Invoke to stop the damage or
effect of an area of effect spell that you were not the initial target of but are within the
radius of.

Deathdealer
When you not only want someone dead, but you want no trace of them left afterwards, you call a
Deathdealer. They are the assassins of the magi world, often killing targets with a single
powerful spell.
Pre-reqs: Spoils of War, Invisibility, Magical Executor, 6 total spell profs, 2 Spell Masteries,
and level 26.
Perk: Dance with Death- Whenever a target is dropped to their death count as a result of one of
your damaging spells and then dies, gain +1 spell proficiency (maximum of half your
total spell profs rounded down) for the remainder of the period. This effect fades if you
are dropped into any stage of deathcount. You gain +10 Aether.
Passives
Unending Multi-cast: (4 Exp) (Pre-req: Multi-cast) (Multi- Purchase) You can stack +1 spell
per purchase while using multi-cast. Additionally, multi-cast no longer costs additional
Aether.
Magical Assassin: (8 Exp) While under the effects Invisibility, you may augment any spell
with Surprise. Casting a spell still ends the invisibility. This allows you to use
Surprise from the front or back.
Relentless Magic: (4 Exp) (Pre-req: Recover Power) May use Recover Power whenever 1 of
your spells is defended against by an ability.
Cloak and Magic: (6 Exp) Non-offensive spells cast while invisible do not break invisibility.
Additionally, the Invisibility spell's duration is increased to 5 minutes.
Spells
Unmake: (9 Exp) (To Use: 8 Aether) (Missile) Target falls into the second stage of death count.
Efficiencies cannot be applied to this skill.
Disrupt Warp: (8 Exp) (To Use: 8 Aether) (Pre-req: Dispel Magic) (Missile) Target's latent
spell defenses and magic items become inert for 1 minute. Magic items go back to base
properties.
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Mangle: (6 Exp) (To Use: 7 Aether) (Missile) Target is affected by Silence, suffers an
Enfeeble effect in each arm, and is Blind. Duration 1 min.
Talents
Study the Weave: (4 Exp) Study the magical energies around a target for 1 minute. The next
single target spell that you cast at that target has an efficiency of 2.
Spell Preparation: (5 Exp) (Pre-req: Spell Holding) Spend 1 minute focusing magical energies
into one of your arms. The next spell you cast will remain dormant in that arm and can be
invoked within the next period. Only one spell may be prepared at a time in this way.
Ride the Weave: (7 Exp) (Pre-req: Minor Teleport) RP focusing energy in your body for 5mins.
After prepared, you can move to 1 location within line of sight unharmed, walking OOG
to the location. This counts as a Greater Teleport effect. You may only have 1of these
prepared at a time.
Aecane: Battlemancer
NovaMaster
The NovaMaster has great control of their explosive channeled magic. These arcane warriors
are skilled at wading into battle, drawing the enemy armys attention, and surviving just long
enough to erupt a huge blast of magic from their weapons, blowing holes across the battlefield.
Pre-reqs: Journeyman Battlemancer, Arcane Nova, Spoils of War, Wave of Destruction, Spell
Consumption, Re-direct, and level 26.
Perk: Controlled Area- You may now choose to exclude any number of targets that are within
the boundary of an area of effect spell that you cast, so that they are not affected. You
gain +5 Vaea and +5 Aether.
Passives
Mana-eruption: (5 Exp) (Pre-req: No Guts No Glory) Whenever you enter the first stage of
your death count, you may choose to cast 1 spell (not healing) for its normal cost. That
spell automatically becomes a Wave AoE. Controlled Area can be applied, but no
other augments can.
Prism Barrier: (6 Exp) (Pre-req: Arcane Armory) When channeling through a shield, you can
now choose when to invoke the channeled spell on the attacker instead of the first hit.
Additionally, when hit by an offensive spell while holding a shield, you may now use
Redirect to erupt the redirected spell around you in a Wave AOE.
Guarded by the Warp: (6 Exp) (Pre-req: Mana Barrier) You permanently gain a Soak of 1 for
every 10 Aether that you have. This is your total Aether, it cannot be brought down or
temporarily raised.
Amongst the Carnage: (5 Exp) Whenever you effect more than 1 target with a damaging AOE
spell, you heal 5 Vaea.
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Before the Blast: (4 Exp) (Pre-req: Meditate) After using Meditate gain 1 of the following
bonuses for 1 hour: +1 armor rating, +1 proficiency in a weapon of your choice, + 1 spell
proficiency, or +10 healable Vaea.
Bunker Buster: (4 Exp) (Pre-Req: Bunker Down) When using Bunker Down, the next AOE
spell that you cast requires no verbal to use.
Nexial Charge: (7 Exp) (Pre-req: Minor Teleport) When appearing after using Minor
Teleport, you emit a Wave Stun (5 secs). Can be defended against as a spell AOE.
Lightning Rod: (6 Exp) (Pre-req: Intercede) You can now use Redirect on an AOE spell that
you are effected by (you do not have to be the direct target). You absorb the AOE spell
and can Re-direct as normal. It counts as you casting it, so you can apply the perk.
Spells
Reflection: (7 Exp) (To Use: 6 Aether) (Latent) Invoke to stop a spell from affecting you. Its
caster takes the effect of the spell instead.
Feats
Bunker Down: (6 Exp) (To Use: 5 Steam) (Pre-req: Taunt) Prepare yourself, get their attention,
and survive long enough to blow them away. All enemies within sound of voice take a
Taunt (30 seconds). You become unable to attack for 10 seconds. During this time, all
armor rating and soak are doubled (rounded up), and also apply to spells. Call Bunker
Down! All enemies in sound of voice. Taunt. 30 seconds.

Blade Dancer
Students of the Aetherblade, Blade Dancers have forged a magical bond with their weapon that
both empowers the blade and protects the warrior. One can barely distinguish what is magic and
what is weapon when fighting against a blade dancer, as the two things are merged into one
arcane rhythm. The signature ability of the Blade dancer allows them to create a magical arena,
forcing all participants trapped within to fight to the death.
Pre-reqs: Journeyman Battlemancer, Aether Strike, Re-direct, Arcane Warrior, and level 26.
More to come..

Arcane: Bards
Warcaller
Bards that have become the rhythm of battle may call themselves Warcallers. Their music
inspires their allies to be better in every way, and even when their performance stops, its effects
still echo across the battlefield. Warcallers are masters of the Combat Art, which turns their
brutal and skillful attacks into a magical performance, benefitting allies and tearing down foes.
Pre-reqs: Journeyman Bard, The Show Must Go On, War Drums or Inspire, and level 26.

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More to come.

Celebrity
Those who want to be the best, like no one ever was. To be famous or infamous across the land,
and to gain applause is their cause. Celebrities are charismatic Bards who can turn any of their
spells into a performance. Their tempered charm can amaze crowds, make a single person feel
like the show is all about them, and mystify those that they call enemies.
Pre-reqs: Journeyman Bard, Dramatic Entrance, and level 26.
More to come.

Arcane: Psion
Dominator
Dominator's are the puppet masters of the world, they work in the shadows and manipulate
others, quietly controlling anyone that they see fit. Dominators are known to have multiple
dominated targets at once and the ability to communicate with them at great distances. Sad is
the lowly mage that attempts to control the mind of a Dominator, for they will most likely emerge
from the battle with different memories of what happened and a compelling new goal in life.
Pre-reqs: Journeyman Psion, Mental Magnetism, and level 26.
More to come.

Illusionist
Illusionists use the mind of their enemies against them. They conjure illusory warriors to deal the
damage and take the hits in their stead. Not only can they create illusions, but they can alter the
reality of their foe, making them believe their weapons are missing for a moment or changing
their entire perspective for hours.
Pre-reqs: Journeyman Psion, Telekinesis, Mind like a Knife, Horrible Illusion, at least 1
telekinetic proficiency, and Level 26.
More to come.

Arcane: Ritualists
Nexus-Binder
Nexus-Binders are the purveyor of magic items. They can create magic items by enchanting
ritual components and combining that energy into an already existing item. The possibilities for
what they can create are endless, and only governed by the Binders skill, imagination, and the
items at hand. Legendary Nexus Binders are famous for creating sets of magical items that grant
greater benefits when worn all together.
Pre-reqs: Knowledge: Arcana Level 2, Transmutation Master, Rune of Hardness or Sharpness
or Armor Weaving, Runic Empowerment, Ritual of Affinity Blade, Ritual of Power Embedding,
and Level 26.
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More to come.

Augment Weaver
Augment weavers are masters of Rituals and Runes. They can augment various ritual
components to allow for more ease of casting. They can extend the reach of their rituals to affect
multiple people. Augment Weavers learn advanced Runes called Glyphs which last longer and
are more potent than your average rune.
Pre-reqs: Journeyman Ritualist, 1 Journeyman Transmutation Ritual, 1 Journeyman
Transmutation Ritual, and Level 26.
More to come.

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Divine Masters
Divine: Clerics
Devout
Clerics who focus on healing and enhancing others will eventually find the path of the Devout.
They will learn ways of greatly enhancing their spells in many beneficial ways. The Devout feels
as though their destiny to better all or mortal kind is a direct order from their deity. However,
each deity would see them do this in a different way.
Pre-reqs: 1 spell that heals Vaea, At least 2 Healing Proficiencies, At least 1 Purchase of Ally of
Faith, Universal Truths, Inspire the Solaar/Lunaar, and Level 26
Perk: Faith in all. Any beneficial Divine Passives and Powers that you have that specify that
they only work on certain types of targets (Examples: baptized to the same deity,
baptized within the same pantheon as you, etc.) can now work on anyone you choose
them to (when using a banner, you can specify things like all allies). Does not work
with self only abilities. Also, you gain +10 Aether.
Grants access to Master level Divine Spells of the deity or deities that you are baptized to.
Passives
Divine Flash: (5 Exp.) (Pre-req: at least 1 latent spell (can be non-divine).) It was as if a flash of
Divine energy had saved them at the last second. You may spend +2 Aether to make any
Beneficial spell that can be cast on someone else into a latent spell that can be invoked by
the target. Spell can be invoked defensively in this way. (Example: invoking a healing
spell that heals you just enough to survive an attack that would have put you into your
death count). Say latent before the spell name.
Sacred Pulse: (7 Exp.) (Pre-reqs: at least 1 Wave spell (can be non-divine).) You may spend +2
Aether to augment any Beneficial spell that can be cast on someone else with Wave.
Selfless: (6 Exp.) (Pre-req: at least 1 self only spell (can be non-divine).) You may spend +2
Aether to cast a Self Only spell on others. Self Only spells cast in this way can now
also be augmented by Divine Flash and Sacred Pulse.
Enact Homily: (4 Exp.) The spell given from the Cleric perk can now be a Journeyman spell.
Additionally, now all the benefits given by Inspire the Faithful and all passives
enhancing it now last for the rest of the period.
Banner Enhancement- Council: (6 Exp.) (Pre-reqs: Raise Banner, Holy Words- Council) When
you raise a Banner, those affected will also be immune to either Fear, Pain, or a
Mind effect of your choice.

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Master of Healing: (8 Exp.) (Pre-req: 4 Healing Proficiencies) All of your healing proficiencies now
grant +2 healing every other purchase. If you are baptized to Kallen and have Unstoppable
Life, your healing proficiencies now grant +2 per purchase.
Friend of Faith: (4 Exp.) (Pre-req: At least 1 Purchase of Ally of Faith.) (Multi-purchase/separate
progression for each deity chosen) Choose 1 deity of your same pantheon
(Solaarian/Lunarian) that you have purchased as an Ally of Faith. This allows you to learn
1 Beneficial Apprentice level divine spell of that deity. Multiple purchases allow you to get
multiple spells within the same deity.
Sibling of Faith: (5 Exp.) (Pre-req: At least 1 Purchase of Friend of Faith.) (Multi-purchase/separate
progression for each deity chosen) Choose 1 deity of your same pantheon
(Solaarian/Lunarian) that you have purchased as a Friend of Faith. This allows you to learn
1 Beneficial Journeyman level divine spell of that deity. Multiple purchases allow you to get
multiple spells within the same deity.
The Lights Center: (5 Exp.) (Pre-reqs: Baptism to Lyrana, Summon Phoenix Flames, and either: at
least 1 beneficial wave spell (can be non-divine) and/or Sacred Pulse) When using a
Beneficial Wave Spell, you also are affected by it. When using Summon Phoenix Flames,
you can spend an additional +3 Aether to double the healing amount that the target gets, and
to alter it so that targets caught in the bomb are healed for the non-doubled amount, instead of
taking damage.
Lifes Gale: (6 Exp.) (Pre-reqs: Baptism to Kallen, Grant Breath of Life) You can spend +5 Aether
when using Grant Breath of Life or Restore You to make it no longer count as a Life
effect. This can allow a target to be healed from critical death count without counting against
their 1 life effect per event. Efficiencies do not apply to the spell or this augment.
Banner Enhancement: Unbreakable: (6 Exp.) (Pre-reqs: Baptism to Keld, Mend Item, Restore
Item) When you raise a Banner, the items of those affected are immune to Sunder effects.
Aether Expansion: (7 exp) (Pre-reqs: Baptism to Aurelius Arcanum, and either: at least 1 beneficial
latent spell (can be non-divine) and/or Divine Flash) Beneficial latent spells that you cast can
be stacked on a target up to 3 times, instead of only once. These spells cannot be invoked at
the same time.
Give and Take: (6 Exp.) (Pre-reqs: Baptism to Zigaen, Charm Person) Its simple, really. I give to
you, and then I take away from you. You can, without IG saying it, combine a beneficial
spell that you cast on a target with the spell Charm Person (costs are also combined)
(Example: Cast the beneficial spell, and then whisper to target that Charm Person is also
cast on them). If the beneficial spell is latent, Charm Person takes effect when the
beneficial spell is invoked. If the Charm is defended against, then the beneficial spell does
not work either. Additionally, once per period you can cast a beneficial spell on a target and
double 1 numerical value of that spell (healing amount, duration, etc.). Until the end of the
event, you gain 1 free use of Perfect Aim, Greater Dominate Mortal, 15 minutes that can
only be used on that target.

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Positive Karma: (5 Exp.) (Pre-reqs: Baptism to Morcant, and either: Ensure Deaths Vigil,
Enact Karmic Backlash, Instill Balasars Wrath, and/or Pass Elaans Jugdment) You may
choose to add the prefix Reverse when casting any of the spells listed in the pre-reqs.
For no additional cost, this causes those spells to grant benefits instead of detriments.
Reverse Ensure Deaths Vigil: Cast on target in their death count. Targets death count
is extended by 1 minute in each stage of death count (starting from the current stage
target is in) and target is immune to Coup De Gras, Killing Blow, and similar death
count shortening effects for the duration of their current death count.
Reverse Enact Karmic Backlash: Cast on Target. Whenever target makes a successful
offensive attack (Spell, Feat, or strike for numerical damage), they heal Vaea equal to the
amount of the casters Grim Affinity. Duration: 1 minute. Call Positive Enact Karmic
Backlash. Heal X per attack. 1 minute.
Reverse Instill Balasars Wrath: For the next 15 seconds, target only does base
weapon/spell damage, but they heal the amount of bonus damage they would normally do
when they successfully deal damage.
Reverse Pass Elaans Judgement: Throw packet at target and call a power type (spells
or feats). Target gains a pool Efficiency of 1 of that power type for the next 5 minutes.
Blood is Power: (6 Exp.) (Pre-reqs: Baptism to Morwyn, Selfless, and either: Grant Blood
Strike, Instill Viragos Wrath, and/or Call Brettorus Armor) Your spilt blood allows me
to give you even more power. When casting any of the spells listed in the pre-reqs on a
target besides yourself, that person can sacrifice Vaea to power up the effect of the spell.
5 Vaea = +1 to the total amount of the bonus. Target cannot put themselves into their
death count while sacrificing Vaea, and can only sacrifice Vaea in 1 burst (cannot
sacrifice and heal to sacrifice more).
Banner Enhancement: Prismatic Party Rainbow! (6 Exp.) (Pre-reqs: Baptism to Oksani,
Raise Banner.) Phys-rep your Banner with at least 2 colors of the rainbow. When you
raise a Banner, choose 1 color that you have on your banner. Those affected will have the
benefit from that color (described below) for 5 minutes. Once the 5 minutes is up, you
must pick a different color to give that benefit. This cycle continues as long as you have
the banner raised.
Red: Immune to Bleed Effects.
Orange: Immune to Incapacitate Effects.
Yellow: Immune to Trip Effects.
Green: Immune to Stun Effects.
Blue: Immune to Rampage Effects.
Indigo: Immune to Constrict Effects.
Violet: Immune to Blind Effects.

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Unstable Mutation: (5 Exp.) (Pre-reqs: Baptism to the Unvaean Ones, Cast Strength of Bone)
When using Strength of Bone (which can be enhanced by Faith in All), you can
choose to increase both the strength bonus and the natural armor bonus by up to 5 each. If
you increase either bonuses at all, the duration is instead 30 minutes, and for the 30
minutes after the bonuses from Strength of Bone fade, targets strength and natural
armor are decreased by the same amount as the bonus. (If strength is reduced below 1,
targets physical damage is decreased by 1 for the amount remaining. If natural armor is
decreased below 1, target instead takes +1 damage for the amount remaining.)
Talents
Faiths Embrace: (6 Exp.) (Pre-req: Devout Perseverance) Speak of your faith with up to 3
other characters for at least 10 minutes. Targets gain the passives Pure Vessel and
Devout Perseverance for the rest of the period, and only your exorcism proficiencies
apply to their level to stop possessions. For each character affected this way, you gain an
exorcism proficiency (that does not apply to the targets affected by this talent) for the rest
of the period.
Life Vine: (6 Exp.) (Pre-reqs: Baptism to Nature Twins) Mark a vine on yourself and 1 target.
RP spiritually connecting yourselves for 5 minutes. For the rest of the period, you can
augment beneficial spells that you cast on that target with Perfect aim for no additional
cost. You can only have 1 target under this effect at a time (you can end it at will).

Arbiter
The Arbiter summons the power of their deity to destroy their enemies with devastating spells.
They are the opposite of the Devout, and can similarly augment their spells to deal more
damage, affect multiple targets, and work on foes that are not just the enemies of their church or
creatures of opposite affinity. Legends tell of Arbiters than can cast spells with Divine damage
and summon the Wrath of the Gods to put an end to any foe; be they mortal, divine, or void.
Pre-reqs: Solaar Beam/ Lunaar Beam, Holy Words- Rebuke, Consecrate and/or Hallow, prayer
of Divine Favor, and Level 26. Grants access to Master level Divine Spells of the deity or
deities that you are baptized to.
More to come.

Reliquary
Reliquaries are the divine ritual specialists. They can learn rites, sacraments, and barrows from
their deity and from other deities in their pantheon. A Reliquary is able to further enhance the
followers of their god with their prayers and unwavering speeches of faith and inspiration.
Reliquaries also have the ability to greatly augment objects. They can sanctify armaments with
greater zeal, create ceremonial items to aid in ritual casting, and even pray to their Deity for a
legendary relic of that deitys choice, which could grant divine benefits or carry a brutal curse.

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Pre-reqs: Holy Scriptures, Supplication, Consecrate and/or Hallow, 1 Formal Rite or Sacrament,
Bless Water, and Level 2. Grants access to Master level Divine Spells of the deity or
deities that you are baptized to.
More to come.
Divine: Primalists
Conduit
Some primalists fully devote themselves to the elements, deepening their affinity as far as it will
go. A Conduit has become the very connection between the mortal realm and divine, connecting
directly to whatever affinity (or affinities) that they have allowed to fill their soul.
Pre-reqs: Journeyman Primalist, Affinity level 4 in 1 affinity, Elemental Demise, at least 3
Primal Markings, and level 26.
Perk: Elementalist. The Conduit has become so close to the divine energies of their god that
they take every opportunity to relish in the slightest presence of those energies. You now
ignore the amount of times that you can gain benefits from Seek and Destroy
affinity, and after reaching level 5, you may continue to gain and store points in that
affinity. Additionally, you may now gain levels in as many affinities as you wish. You
still cannot have levels in opposing affinities and can still only have level 5 with one
affinity. Gain +5 Aether and +5 Steam. Grants access to Master level Divine Spells of the
deity or deities that you are baptized to.
Passives
Sacred Scarification: (6 Exp.) (Separate Purchase) Through your connection to the Affinities,
your Primal Markings grow more potent. (Each skill has the associated Primal Marking
as a Pre-req)
Storms: Spell proficiencies may now be applied to your Primal Marking of Storms.
Forge: Both Steam and Aether may now be carried over into the next period.
Additionally, the number of items that may be carried into Spirit Walk increases to 5.
Death: You may now swing Direct Astral at no cost vs incorporeal targets.
Soul: The Charm effect on incorporeal beings while Spirit Walking is now Greater.
Shadows: The Invisibility and See Invisible effects are now Greater. Additionally,
the Primal Marking of Shadows can now be activated 3 times per period.
Light: The Primal Mark of Light may now be activated 5 times per period.
Nature: The claws can now swing any affinity damage type that you have at least 2
levels in. The damage may be augmented with Direct for +4 Steam or Aether.
Vile: Journeyman and Master Drudge Spells now apply as templates on top of your
normal stats. You are now immune to Rampage and Pain effects.

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Arcane: Any spell cast on your Primal Mark of the Arcane can be cast off of your pool
instead of being invoked. You may continue to cast the spell until it is actually invoked
out of your mark.
Chaos: You can now swing for numerical damage while your Primal Marking of
Chaos is active.
Affinity Harvesting: (5 Exp) Whenever you would gain Affinity Points in an Affinity that you
have at level 5, you may instead choose to generate 1 Affinity Shard or 3 Affinity Slivers
of the appropriate affinity.
Absorb Affinity: (5 Exp.) (Pre-req: Seek Affinity) When using Seek or Destroy affinity,
you gain 10 Aether or 10 Steam (instead of 5). Also, you can use Seek and Destroy
on any affinity.
Elemental Duality: (6 exp) You may now gain level 5 in two different affinities, gaining all the
bonuses and detriments granted by both affinities. Additionally, if you are baptised to
Keld or Morwyn, and have level 5 in both fire/earth (Keld) and ice/lightning (Morwyn),
you gain a new level 5 affinity ability:
Keld. Forge Affinity: You can now swing Forge damage. Once per Event, you can cast
Greater Earthquake, which is all targets within Sound of Voice are affected by
Stun and Trip for 30 seconds. It instead deals 3 Siege damage to all Siege-worthy
targets on the ground in range. You are unaffected. Once per period, you can encase
yourself in vulcanite armor, granting +10 Natural Armor Rating, allowing your total
Armor Rating to bring Minimal damage to 0, and allows you to choose to deal 5 Forge
damage to anyone who touches or strikes you in melee combat. Lasts for 10 minutes.
Morwyn. Storm Affinity: You can now swing Storm damage. Once per Event, you
can cast Greater Hurricane, which is all targets within Sound of Voice are affected
by Greater Disarm, Knockback for 10 steps away from caster, and then targets are
affected by Hamstring and Slow for 30 seconds. It instead deals 3 Siege damage to
all Siege-worthy targets in the air or water in range. You are unaffected.
Once per period, you can summon weapons made of pure storm energy, taking the form
of up to 2 melee weapons of your choice. Only you can use these weapons. Each strike
or Feat delivered from these weapons deals Direct damage and can only be defended
against as spells. Lasts for 10 minutes.
Consume Essence: (6 Exp.) You may consume affinity points to deepen your connection with
your affinity to do any of the following:
When casting Bestow Affinity, you can choose to spend 1 Affinity point to make it last
for 1 event.
Connect to the Godly Plane: When using a prayer, you spend 2 Affinity Points to
connect to your deitys divine plane and siphon some of its energy. For the next period,
you and any participants each gain a pool of 20 Aether to spend on spells from either

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Solaar or Lunaar spells (depending on your god). Additionally, for 1 hour the area where
this ritual is done will become an area in which you or others can use Seek Affinity
once to instantly gain 1 affinity point of your gods affinity.
You can spend 1 Affinity point to gain +5 Healable Vaea, or 1 Affinity point to gain +2
Healable Aether or Steam. May be used multiple times. Duration: Event
You can spend 1 Affinity Point instead of 2 Aether or Steam when casting a spell or
using a feat. You can spend 1 Affinity Point instead of 1 Aggravated pool. You can
spend 1 Affinity Point instead of 1 novice or apprentice component or 2 Affinity Points
instead of journeyman or master components. You can spend 1 Affinity Point instead of
1 Affinity Shard or 3 Slivers when crafting.
You may spend 2 Affinity points to gain +1 strength, spell prof, or healing prof for 1
period.
Greater Elemental: (6 Exp) (Pre-req: At least 1 Affinity at level 5) (Separate Purchase) Choose
1 Affinity that you have at level 5. You gain the following bonus depending on your
affinity:
Light: The Greater Illuminate now breaks all Invisibility in line of sight. Also, once
per period your Greater Illuminate grants all allies in line of sight immunity to Surprise
for 1 minute.
Fire: Damaging spells augmented by Explode also become Recurring.
Earth: The Invisibility from Meld with Stone becomes Greater, and can now be cast
offensively as an Imprisonment.
Spirit: The Life effect can be cast once per period. Also it can be used once per weekend
to heal a target from critical death count that has already taken their life effect for the
weekend.
Magic: Once per period, you can augment a Magic damage spell with Epic in addition
to you normal Epic use.
Nature: From the elemental ability, the Bind is upgraded to Paralyze, and you may
drain Steam and Aether from the paralyzed attacker (1 point from your pool of choice
every 5 seconds).
Dark: After using Pitch Black you can augment your attacks with Surprise from any
angle for no extra cost for 1 minute.
Ice: All Ice damage spells augmented by Freeze cause Ice Bane for 1 minute. You
can now choose to end the elemental abilitys Imprisonment at will.
Lightning: Whenever you successfully deal Lightning damage through a spell
augmented with Static Burst, you gain 1 use of Speed and a 5-step traverse for no
additional cost.
Grim: Loss can be used once per period.

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Chaos: The cost to cast a spell or use a feat gained through Erratic is now the base
cost, no longer double. You can now choose 2 powers per period. You still cannot choose
the same power twice.
Vile: The portion of Corrupting Pestilence where Nature affinity is suppressed and
replaced with an equal level of Vile Affinity now lasts until cured as a Mind humor.
Feats
Surge of *Affinity*: (5 Exp) (To Use: 4 Aether) (Wave Spell) Choose 1 of your affinities when
casting. Targets in Wave distance with at least 1 level of 1 of your chosen affinitys
opposite are affected by Terror for 1 minute. Call Surge of (Affinity)! Wave Terror 1
minute to all X Affinity.
Spells
Dominate *Affinity*: (6 Exp)(To Use: 5 Aether) ) Choose 1 of your affinities when casting.
This spell will dominate any person or creature that possesses at least 1 level in the
chosen Affinity. Call out the chosen Affinity as a part of the spell verbal: By the Power
of Keld I Dominate Fire! 15 minutes
Sever Elemental Bonds: (6 Exp) (To Use: 5 Aether) Target loses all affinity levels and cannot
access any divine spells or abilities for 1 minute. Efficiencies cannot be applied to this
spell.
Talents
Affinity Conduction: (6 exp) The Conduit connects to the primordial essence of a chosen
element, and projects an aura of that affinity. Spend 30 seconds channeling one of your
affinities. As long as you remain stationary (you may fight and act as normal), you
project a 10 foot aura of the chosen affinity:
Light: Everyone in the aura may defend against surprise attacks as normal
Fire: All chosen targets in the radius reduce their armor by 3.
Earth: All chosen targets in the radius must spend 1 Steam per attack or be disarmed.
Spirit: You can augment all healing spells with perfect aim to any target within the aura.
Magic: You may spend 2 Aether to negate any spell that targets someone in the radius.
Nature: Everyone in the aura gains immunity to Poisons and Humors while within the
radius.
Dark: Everyone in the aura (including you) may become Invisible at will for no cost
while they remain within the aura.
Ice: Everyone in the aura must move heel-to-toe while within the radius (Hamstring).
Lightning: You may spend 4 Aether or Steam to Stun all targets within the radius.
Grim: Whenever anyone within the radius falls into first stage death count, you or any
chosen target in the radius heals +2 Steam or Aether.

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Chaos: You may spend 3 Aether or steam to transfer any Pain, Mental, or Fear
effects from one target to any other target in the radius.
Vile: Everyone in the radius continues to fight as normal while in first stage death count
while in the radius.

Whisperer
Masters of creature control, the Whisperer speaks to the divine creations of their gods.
Depending on their faith, they may be called Necromancers, Druids, Darkdwellers, Summoners,
Tinkers, Pied Piper, Heralds, Spirit callers, Bloodwoads, or Deaths Messangers. Each
Whisperer is different, but each has the capability of making pacts with higher beings or
controlling armies of creatures or divine servants.
Pre-reqs: Basic Possession, Soul Manifestation, Prayer of Divine Intervention, 1 Primal Barrow
Perk: Divine Pact- The Whisperer learns not only how to commune with the creatures and
divine beings of their god, but also how to form lasting pacts of mutual benefit and
exchange. At plot discretion, you may attempt to make a pact with a divine being or other
boss-level entity associated with your god. This pact may include costs and conditions
that are at the discretion of the creature being bargained with, and up to you to negotiate.
Should the pact be formed, you gain the ability to summon the pact being after spending
15 minutes requesting their aid and calling upon your pact. This summoning can take
several different forms. If plot is given prior notice (at least one BEA period to prepare)
then the being may be summoned directly in its full form and at its full power (Utilising a
plot-provided NPC). Otherwise, the pact being may be summoned into a willing or
incapacitated mortal as a possession effect and making the target a drudge under your
control. This drudge will last up to a period (can be dispelled at any time) and grants only
a portion of its power as an add-on template card. The actual skills and abilities of this
being and the add-on template card will vary based upon the beings creature type and
individual nature. While drudged in this way, the targets base creature type becomes that
of the possessing entity for all intents and purposes. There is no limit as to how many
pacts you can make, so long as you fulfill the requirements of each pact. Additionally,
you gain +5 Vaea and +5 Aether or Steam. Grants access to Master level Divine Spells of
the deity or deities that you are baptized to.
Passives
Essence Control: (4 Exp.) (Multi-purchase.) Increases the number of drudges and dominated
creatures (not mortals) you can have under your control by +1 per purchase.
Being of My Own Heart: (6 Exp.) You may spend +3 Aether or Steam per drudge to have any
beneficial spell or ability that affects you also affect any drudges under your control.
Tend the Flock: (8 Exp.) (Between Event Action.) You whisper to the divine and summon a
group of beings associated with your god. (the amount and type of beings summoned is at

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plots discretion). You then direct them to do a specific purpose (raid a village, defend an
area, etc.). Note that this action at certain places may be considered illegal or highly
frowned upon, and may result in failure/at-event consequences at plot discretion.
Summon Army: (5 Exp.) (Pre-req: Tend the Flock) (At Event Action) This requires extensive
preparation and set-up, thusly requiring all Between-event Actions for at least 2 BEA
periods (2 events worth) that you may have spent on Tend the Flock. Once this is done,
you and Plot will coordinate the intended time, place, and purpose of the summoning, and
plot will facilitate at-event. You summon your army (made up of NPCS) to help you
during an event. This army will vary in size and composition depending on your god, the
purpose of the summoning, and NPC availability. Once summoned, the army will move
to fulfill its purpose first and foremost, but will also obey and protect the caster to the
best of its ability.
Divine Protector: (6 Exp.) Whenever you take a detrimental effect (including numerical
damage), you may choose to redirect that effect to any drudge that you have under your
control at no cost. This will work on Greater effects. The drudge must take the attack,
they cannot defend against it. Additionally, when fighting alongside a creature of your
god, you and 1 target creature of choice gain +2 profs of your choice and +1 soak.
Herd-master: (6 Exp.) You may augment any mental category effects targeting a creature of
your god with Greater for +3 Aether or Steam.
Spells
Command Horde: (5 Exp.) (4 Aether) (Pre-Req: Dominate Construct, Aether Creature, Nature,
or Unnatural.) All creatures associated with your god within sound of voice will follow 1
simple command. This is a Mental Effect that works on a creature type, even if the
creature is normally immune to mental effects. Call Sound of Voice: Implant
command.
Rituals
Create Habitat: (7 Exp.) (Pre-req: Consecrate/ Hallow) (To cast: 10 Aggravated Aether, 20
minutes) Blesses a 10x10 area to take on the attributes of your gods divine plane. All
creatures of your god heal 2 Vaea, Steam, and Aether per minute. Additionally, while in
this area any beneficial spells, rituals, or talents that target a creature of your god have
their casting time (if applicable) reduced to 1 minute and have their duration doubled.
Infuse Essence: (7 exp) (To cast: 5 aggravated Aether, 5 minutes) Infuse a mortal or creature of
your god with the essence of your gods divine plane, enhancing them in various ways. If
cast on a target whose base creature type is mortal, the mortal now counts as a creature of
your god for the duration. Lasts 3 hours on mortals, 6 on a creature of your god. This can
be cast multiple times to gain multiple effects, but each effect can only be applied once.
This ritual can only affect one person at a time.
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Empower: Mortal gains +2 Strength and the ability to augment melee and spell damage
with the affinity of the casters god. Creature gains the same but an additional +2
Strength (total +4)
Enlighten: Mortal gains +2 Spell profs and +10 Healable Aether. Creature gains the
same, plus an Aether efficiency of 1, and the ability to cast 1 Master tier or lower spell
that the caster knows.
Harden: Mortal gains +2 Soak and +3 Natural Armor. Creature gains the same plus 2 free
uses of Impervious.
Divine Transformation: (9 Exp.) (To cast: 15 Aggravated Aether, 3 Affinity Shards of your
gods type) The Whisperer speaks to the very soul of a being, and hurls them into the
crucible of their gods divine plane. When they emerge, they are forever changed.
Requires a plot marshal. Can be self-cast. This ritual changes the base race and/or
creature type of a mortal to one associated with your deity. In doing so, the transformed
character may lose some or all of their original racials, and gain new ones associated with
their new race. This essentially allows for the creation of a customized new race/racial
add-on template. If the deity in question has mundane creatures associated with it, the
target can be made into the image of one of those creatures specifically. If the deity has
no mundane creatures, the target can be made similar to a divine creature or planar
related to that deity. This will have an impact on what new racials/costuming the target
gains. In addition to the components of this ritual, you must spend at least 1 BEA period
preparing to cast this ritual. In some cases, a second casting of this ritual will revert the
transformation, returning the target to their base race.

Witch Doctor
The Witch Doctor has made a contract with a being of the Astral called a Roho which
permanently possesses the Witch Doctor with the spirit of a former Witch Doctor. With that
contract comes the responsibility of protecting the astral and all that is inbetween. To do this, the
Witch Doctor gains abilities such as permanently being in the astral, greater power over
possession, and control over spirits including spirits that can possess for the Witch Doctor.
Never anger the Witch Doctor, as their hexes are much more powerful than curses, like making a
person die in an instant, or to transform into mindless beasts when they least suspect it.
Pre-reqs: Spirit Walk, Identify Curse, Curse Removal, Either: Basic Possession or 1
Journeyman Primal Curse, must have the Ritual of Rohos Contract performed on you, and level
26. Grants access to Master level Divine Spells of the deity or deities that you are baptized to.
More to come

Divine: Champion and Fanatic Lists


Sentinel
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The sentinel is the shield of their faith. These divine warriors use the blessings of their deity to
protect others. They are devoted to their cause, and have honed their power to even stand up
against a dvine being if they must.
Pre-reqs: Journeyman Champion, Divine Protection, Aegis of Faith, Resolution or Vigilant
Defense, Level 26
Grants access to Master level Divine Skills, Subcategory: Sentinel.
Perk: To Protect and Serve- Once per event, you can invoke To Protect and Serve and for 1
hour, you no longer take direct bane from Divine Damage. You gain +5 Vaea and +5
Steam.
Grants access to Master level Divine Spells of the deity or deities that you are baptized to.
Passives
Divine Blessings: (6 exp.) You can have up to 3 uses of Divine Protection on you at a time.
Sanctuary to the Blessed: (7 Exp.) You can now give targets who are baptized to the same deity
as you Divine Protection by spending the normal 5 minute RP time on them. They may
only have 1 use of Divine Protection on them at a time.
The Sentinels Charge: (5 Exp.) (Pre-reqs: Under My Watch or Toughen Your Resolve) When
using Under my Watch or Toughen Your Resolve, instead of targeting 1 person you
may choose to target worshippers of or creatures related to your deity. Anyone in that
group will be affected by that talent. When using these talents in this way, the duration
changes from Until dropped/ 1 hour to 5 minutes.
Protector of the Innocent: (6 Exp.) (Pre-reqs: Baptism to Lyrana, Protect, and either: Spiritual
Sensitivity, Detect Pantheon, Sense Affinity, Divine Sensitivity, and/or Detect Affinity)
Every time you detect someone is baptized to Lyrana, detect someone is baptized to a
Solaar Deity, or detect someone has Light Affinity, you gain 1 free use of Protect to
use on that target (cannot use Intercede with it). Can only have 1 free use per target at a
time.
Improved Absorb Malady: (4 Exp.) (Pre-reqs: Baptism to Kallen, Absorb Malady) Your
Absorb Malady spell now works on any effect, even if it is not listed in the effect types
in the first section of the rulebook. It now works on curses and possessions, and on
targets in any stage of their death count, putting you in that stage of death, and healing
them to the amount of Vaea you had (cant go above targets total Vaea count). This
doesnt count as a life effect. It will work on spells and feats that dont otherwise have
normal effect types.
Earthen Barrier: (6 Exp.) (Pre-reqs: Baptism to Keld, At least level 2 Earth Affinity, Sacrament
of Primordial Armor) All your possessions now seemingly have an outer rocky layer to
them. All items on your person have +2 hardness. Also, at the beginning of each period if
you are wearing a full suit of armor you can choose to take a Hamstring effect that lasts

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for the entire period, but only affects you when wearing that full suit of armor. If you do,
your limbs are immune to Enfeeble, Hamstring, Break, and Sever effects.
Additionally, when using Sacrament of Primordial Armor, the immunities granted for
taking the Hamstring now work on Greater versions of those effects for Primordial
Armors duration.
Latent Surges: (6 Exp.) (Pre-reqs: Baptism to Aurelius Arcanum) Whenever a latent spell is
cast upon you that you already have cast on you, you can spend 2 Aether to accept it
again. This can be used to stack multiple uses of the same latent spell on you.
Hello Darkness, My Old Friend: (7 Exp.) (Pre-req: Baptism to Zigaen) You are immune to
Greater Blind effects, including Blind effects done by IG environment (example:
being in a dark cave). Additionally, when in darkness you gain +3 Soak and +3 Damage.
Fear the Reaper: (6 Exp.) (Pre-req: Baptism to Morcant) You are immune to Greater Fear
and terror effects. Additionally, if you coup de gras a target, you get 1 free use of
Terror that can be cast on 1 target within line of sight. Must be used within the next 5
seconds.
Armor Forever Shining: (5 Exp.) (Pre-reqs: Baptism to Morwyn, Call Brettoruss Armor)
When using Call Brettoruss Armor, you can spend as much Aether as you want. When
spending more Aether beyond what is initially required to cast the spell, every 2 Aether
spent gives +1 Armor Rating (If you hit 20 armor in this way, you also take a
Hamstring effect for the duration).
Forever in Pain: (6 Exp.) (Pre-req: Baptism to the Unvaean Ones) I am always in pain, so I am
dull to other sources of pain. You are immune to Greater Pain effects. Additionally, if
use a Pain effect on someone else, you gain +3 soak for 30 mins (cannot stack).
Talents
Under My Watch: (7 Exp.) (Pre-reqs: Intercede) RP for 15 seconds declaring the target to be
under your protection. You can now use Protect enhanced with Intercede for no cost
on that target. (If a defense is used after Intercede it still has its normal cost.) Also, the
target gains use of Resolution or Vigilant Defense, depending on which you have, for
the duration off of their own Steam. You can only have 1 target at a time. Duration: Until
target is dropped or 1 hour, whichever is first.
Toughen Your Resolve: (5 Exp.) (Pre-reqs: Toughness) RP for 15 seconds telling the target to
toughen themselves up. The target takes minimal damage from your Deitys damage
type(s), and gains your Stalwart Grit and Face Thine Enemy passives, regardless of
what they normally take from those damage types. Also, the target gains +2 natural
armor. Their total armor rating (armor+ natural armor) now applies to all sources of Fire
and Ice damage, including Spells. Duration: Until target is dropped or 1 hour, whichever
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Shield of the Divine: (6 Exp.) Spend 5 seconds raising a shield that is designated as your Holy
Weapon (as per the Champion Perk) above your head. You and 3 targets at maximum
touching distance of you are in an Imprisonment effect that lasts until you lower your
shield or 1 minute, whichever comes first. Targets, besides yourself, can only benefit
from this talent once per period. If someone is Taunted to you while this talent is
enacted, the Taunt effect ends.
Divine Infusion: (7 Exp.) Spend 15 seconds focusing your connection to the divine. Once
completed, you can expend a stored use of Divine Protection to be able to use Divine
Protection as a feat that costs 3 Steam for the next 15 minutes. After the 15 minutes, you
then cannot use Divine Protection at all for the next 3 hours (not even to give it to
others). Efficiencies do not apply.
Sprout Sapling: (5 Exp.) (Pre-req: Baptism to Nature Twins) New Stems are very difficult to
break. Self only. Spend 1 minute concentrating on 1 Broken or Severed limb of
yours. Once completed, the limb is regrown and for the next 5 minutes, that limb is
immune to greater and lower Enfeeble, Hamstring, Break, and Sever effects.
Chaotic Shift: (6 Exp.) (Pre-reqs: Baptism to Oksani, At least level 2 Chaos Affinity) Spend 1
minute of RP jumbling up your affinity inside you. Once completed, choose 1 affinity
other than chaos or magic. You now take the normal effect of Chaos Damage and Magic
Damage, but you now count as having level 1 affinity in the chosen affinity (you still
have all other perks granted from your chaos affinity). Duration: 15 minutes (cannot be
ended early).
Prayers
Prayer to Fill the Void: (6 Exp.) (5 Aggravated Aether or Steam, 15 minutes, 1 Affinity shard
for your deity) Once completed, for 6 hours you no longer take direct bane from Void
Damage.
Prayer of Defensive Elemental Shift: (7 Exp.) (5 Aggravated Aether or Aggravated Steam, 15
minutes, 1 affinity shard of your deity, 1 affinity shard of the opposite of your deitys)
Once completed, for 6 hours you no longer take direct bane from the opposite affinity
type of your Deity and take the full effect of your deitys damage type, regardless of what
you normally take from these damage types. (If you already take normal from the
opposite, then you also no longer take direct from that damage type.)
Prayer of Holy Armor: (5 Exp.) (Pre-req: Sanctify Armament) (5 Agg Aether or Agg Steam, 15
minutes, up to 7 pieces of armor (armor slots cannot overlap per armor layering,
regardless of armor type and all the armor pieces dont have to be the exact same), 1 Holy
Water per 4 pieces of armor) This prayer permanently infuses a set of armor with divine
energies and ties it to your soul. Once completed, the set of armor is permanently
Sanctified as per Sanctify Armament and permanently marked as your Holy Armor
and is Soul Bound to you. The armor rating of your Holy Armor fully applies to spell
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damage. Also, when the Power Surge happens, if your armor is sundered, all slots are
now fully repaired, and if it isnt sundered when the power surge happens, it instead
gains +2 armor rating for 3 hours. Additionally, if your armor is sundered (or its armor
rating has been reduced), you can RP concentrating for 5 minutes and call Mend Holy
Armor, and your Holy Armor will be repaired. All pieces that were made into your holy
armor must be on you to gain any of these effects. You can only have one set of Holy
Armor at a time. If you use this prayer on a second set while you already have a first set,
(pieces from the first set can be in the second set,) the second set is now your holy armor
and the first set is no longer Holy Armor, although it is still sanctified.

Templar
The templar is the weapon of their faith. They allow their deitys hand to guide them, striking
down those that threaten their tenets. They are devoted to their cause, and have honed their
power to greatly wound a divine being if they must.
Pre-reqs: Journeyman Champion, Sacrosanct Myrmidon, Wrath, Holy War, and Total level 26
Grants access to Master level Divine Skills, Subcategory: Templar.
Perk: Power of the Divine- To fight the divine, a templar summons enough power into them to
become an extension of their gods avatar. Once per event, you can invoke Power of
the Divine and for 15 minutes, you can spend +3 pool to augment any attack or power
with the prefix Greater. You gain +5 Steam and +5 Aether.
Grants access to Master level Divine Spells of the deity or deities that you are baptized to.
Passives
Divine Justice: (4 Exp.) (Pre-req: Retribution) Retribution can now be combined with other
feats.
Pledge to a Cause: (3 Exp.) (Separate Purchase) Choose 1 Deity. You can instantly call
Crusade against worshippers and creatures of that Deity.
Venerated Armament: (6 Exp.) Your Holy Weapon (as per the Champion perk,) now does
+1 damage and gains +1 hardness. Also, At the beginning of every period, if your
weapon is sundered, it is now repaired, and if it isnt sundered, it instead gains +2
hardness for 3 hours. Additionally, if your Holy Weapon is sundered, you can also spend
4 Aether instead to repair it instantly (can only repair 1 holy weapon at a time).
Sacred Strikes: (8 Exp.) (Pre-reqs: Only the Mightiest, Retribution) When using Mighty
Strikes, you can also spend the cost of Retribution as well as the cost of Mighty
Strikes. If you do, each strike does Divine Damage.
Face Me, Heathen: (6 Exp.) (Pre-reqs: Improved Taunt) The Taunt feat now puts the target
under the effects of Crusade in addition to being taunted. If the target is already
affected by your crusade, you can instead add the prefix Greater to Taunt for no extra
steam cost.

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Die, Scoundrel: (5 Exp.) (Pre-req: Wrath) The Templar puts their all into their last desperate
attack, badly hurting themselves, but completely obliterating their foe. When using
Wrath, you can spend your own Vaea to power it up. For every 10 Vaea spent, the
damage multiplier goes up by 1. If you spend enough Vaea to go into your death count,
Greater is added and you go immediately to the beginning of your third stage death
count after you attempt your attack. You can only sacrifice Vaea in one burst (cant
sacrifice and heal to sacrifice more). Call Die, Scoundrel! instead of Wrath.
Bonds of Fellowship: (6 Exp.) (Pre-reqs: Baptism to Lyrana) Once per period, choose 1 ally
(they cannot be baptized to Zigaen or have Dark affinity). For the rest of the period,
when you are within weapons distance of eachother you gain +4 damage, and whenever
you affect your enemy with a feat, you and your ally heal 5 Vaea.
Subdual Master: (5 Exp.) (Pre-reqs: Baptism to Kallen, at least 1 subdual prof) Your subdual
damage does Direct for free.
Peace for all: (4 Exp.) (Pre-reqs: Baptism to Keld, Pacify) When using Pacify, you can spend
+4 Aether to add in the prefix of Everyone in Sound of Voice.
Null strike: (6 Exp.) (Pre-req: Baptism to Aurelius Arcanum, Dispel Magic) Instead of
swinging damage, you can swing Dispel Magic with your holy weapon for no
additional cost or casting time.
Offer the Humblest of Sacrifices: (7 Exp.) (Pre-reqs: Baptism to Zigaen, Offer a Humble
Sacrifice) When using Offer a Humble Sacrifice if you pay +4 Aether the target instead
goes directly past the third stage and is dead. To do this, you must cast your verbal twice
before using the spell, and the second time is said even louder than the first (Example
By the power of Zigaen I Offer a Humble Sacrifice! BY THE POWER OF ZIGAEN I
OFFER A HUMBLE SACRIFICE!)
Deaths Presence: (6 Exp.) (Pre-req: Baptism to Morcant, Intimidate) The Fear effect from
the Intimidate Feat now lasts for 5 minutes instead of 1. Additionally, you can spend
extra pool when using Intimidate. For every +2 Steam spent, the deficiency goes up by
+1.
War Forever Waged: (6 Exp.) (Pre-reqs: Baptism to Morwyn, and Either: Instill Viragos
Wrath and/or Grant Blood Strike) When using Instill Viragos Wrath or Grant Blood
Strike, you can spend as much Aether as you want. When spending more Aether beyond
what is initially required to cast the spell, every 3 Aether spent gives +1 Spell Proficiency
or Fighting Style Proficiency (depending on the spell).
Another Way to Die: (6 Exp.) (Pre-req: Baptism to Unvaean Ones) Your drudges gain +2
Strength, +2 Natural Armor, +10 Vaea, and a pool efficiency of 1. If you become a
drudge, you get double that.
Feats
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Retribution (7 Exp.) (To use: 6 Steam) For 1 melee or ranged physical attack, you swing your
damage (+ temporary modifiers but cannot be used in conjunction with other feats, even
ones that can normally combine with others) as Divine damage. Efficiencies cannot be
applied to this skill.
Slay Void: (7 Exp.) (To use: 6 steam) (Pre-reqs: Wrath, Retribution) Tag Target with Void
Affinity in torso. Target falls into 3rd stage death count. If target is boss level, then you
must defend against a fear or terror effect from them before you can use this feat on them.
Efficiencies cannot be applied to this skill.
Talents
Mark of the Hunting Pack: (7 Exp.) (Pre-req: Baptism to the Nature Twins) Spend 5 minutes
of RP with up to 5 targets, teaching them hunting and pack tactics and marking them with
a symbol of your pack. The more members you have, the better the bonuses your pack
gets. Each of these bonuses are only active when within 5 feet of each other. For each
member in the pack besides you within 5 feet of each other, everyone gains +1 damage
for each person besides you. If you have at least 3 people in the pack (including you),
everyone within 5 feet of each other can use the prefix surprise when attacking from
behind. If you have at least 5 people in the pack (including you), everyone within 5 feet
of each other can use the prefix, speed by spending +2 Steam for feats and normal
attacks. Duration: Period.
Spontaneous Shift: (8 Exp.) (Pre-reqs: Baptism to Oksani, Sacrosanct Myrmidon, Lunar Beam)
Spend 1 minute of RP jumbling up your affinity inside you. Once completed, choose 1
affinity other than chaos or magic. Your holy weapon when using Sacrosanct
Myrmidon now strikes for that affinity damage type instead of chaos for the duration.
Additionally, your Lunaar beam now also does the chosen affinity damage type instead of
chaos for the duration. Duration: 15 minutes (cannot be ended early).
Prayers
Prayer of Holy Armory: (8 Exp.) (Pre-req: Sanctify Armament) (5 Agg Aether or Steam, 15
minutes, 1 Holy Water) Requires 1 weapon. Once completed, the weapon used is now
permanently considered your Holy Weapon as per the Champion perk. This is in
addition to any Holy Weapon you may already have. Through this prayer, you can have
as many Holy Weapons as you want, but can only use the prayer on one weapon at a
time.
Prayer of Offensive Elemental Shift: (7 Exp.) (5 Agg Aether or agg Steam, 15 minutes, 1
affinity shard of your deity, and 1 affinity shard of the opposite of your deitys) Once
completed, for 1 hour you deal +5 damage when using your deitys affinity damage type
with physical or spell damage. All temporary damage modifiers are all added in after this
multiplication of base damage is calculated. Also, you take direct bane from your
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opposite deitys damage type for the hour, regardless of what you normally take from that
damage type.

Inquisitor
The Inquisitor keeps the tenets of their deity close to them, scarred somewhere secretly upon
them, so that they may break a tenet in the name of their deity. Inquisitors are the best defenses
against other Inquisitors, as they can infiltrate the churches of other deities, but also find out
those infiltrating their own. The walk the thin lines of their Deitys will so others dont have to.
Hope that you never have a secret Inquisitor helping your prayer, as they can shape your
prayers to their whims.
Pre-reqs: Journeyman Fanatic, Faith in the Shadows, Mask Baptism, Sense Baptism, Sense
Affinity, Level 26
More to come

Master Divine Spells


(You get access to the spells of your specific Deity for gaining any Divine Master list)
Solaarian Pantheon
Lyrana
Give Loves Embrace: (6 Exp.) (Cost: 5 Aether) Cant be used on you, only on others.
Latent. For 5 Minutes, whenever the target uses a defensive feat or invoke a latent spell
defense, they heal 10 vaea (not affected by healing profs).
Lucent Pulse: (8 Exp.) (Cost: 7 Aether) Spell type: wave. Flash a pulse of light, healing all
allies for 10 Vaea and dealing 10 Light Damage to all enemies in the area (who is an enemy
and ally is determined by you) (healing is affected by healing profs, damage is affected by
spell profs).
Shine through Deceit: (7 Exp.) (Cost: 6 Aether) A mote of divine light is summoned in a
Bomb area around you that hovers in the air and remains stationary for the duration. While
within the area of light, you (and only you) can augment any truth detection power with Epic
without taking up your use of Epic for the period. This divine light is destroyed if hit by a
Dowse Light or if it is covered by magical darkness. Efficiencies cannot be applied to this
skill. Duration: 5 minutes.
Kallen
Restore you: (9 exp) (Cost: 8 Aether) (Pre-reqs: Heal Vaea, grant breath of life) The target is
healed to full Vaea and, if they are in their 3rd stage death count, receives a life effect.
Efficiencies cannot be applied to this skill.

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Sing the Song of Freedom: (7 Exp) (Cost: 6 Aether) Any Character in a wave distance is
cured of all mental effects and are immune to those effects for 1 minute.
Grant Succor: (6 Exp.) (Cost: 5 Aether) Cant be used on yourself. For the purpose of
offensive abilities used on them, the Target counts as having no race, baptism, or culture and
is immune to crusade or vengeance. Also, any active Crusades or Vengeances upon the
target are removed. Duration: 15 minutes.
Keld
Call the Forgemasters Guard: (6 Exp.) (Cost: 5 Aether) This may only be cast on a
permanent workbench. A Ward forms around the area of the workbench that lasts for 1 hour.
You dont have to stick around to maintain this ward. You choose who can enter this ward
without penalty. You can even leave a list along with the area notes for the names of
characters you allow in, this can even be abstract only in regard to crafters, so you can say
things like characters with the Professional title can enter or characters with any
alchemy bundle can enter. Characters Level 40 or higher (or are boss level or higher) may
enter without the casters permission. You may at any time for any character within the ward
(if you are within eyesight of the ward and character), for 1 Aether, call perfect aim Ward
Rejection which knocks the target out of the ward and then 5 feet away from the ward.
Restore to glory (8 Exp.) (Cost: 7 Aether) Repairs any sundered item (also repairs a suit of
armor to full A.R.) that is Master tier or lower and increases the hardness by 2 for 1 hour.
Can be cast on a non-sundered item. Also cast-able on a construct to give them +10 healable
Vaea for 1 hour, and can be cast on a construct in their 3rd stage death count to grant them a
life effect.
Grant Unified Strength: (6 Exp.) (Cost: 5 Aether) Choose 2 willing targets (one of them
can be yourself). Choose one of the following: Fighting Style Profs, Healing Profs, Spell
Profs, Strength, Natural Armor, Armor Profs, Soak, Efficiencies (one specific type), Vaea,
Steam, Aether. For the chosen thing, both targets combine the current amount you both they
have and then split them evenly between the two of you (rounded down) for the duration. If a
Pool Type was chosen, then the pool (not the pool cap) can go above each of your pool caps,
and if it does, the amount above the cap is non-healable, and if not used during the duration
the non-healable pool is lost (pool below the cap is not lost, no matter the amount). If
Fighting Style Proficiency is chosen, then each of you must choose 1 style each of you
possess to specifically use to combine the numbers. Duration: 1 hour. Cannot be cast on an
enemy in combat.
Aurelius Arcanum
Grant Cullens Control: (6 Exp.) (Cost: 5 Aether) Latent. Target can invoke to augment an
offensive spell with Greater or Perfect Aim.
Spell Lock: (7 Exp.) (Cost: 6 Aether) Target is affected by Spell Ineptitude for 5 minutes.
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Grant Spell Shield: (7 Exp.) (Cost: 6 Aether) (Pre-req: Negation) Latent. Invoked on
reaction to being hit by a spell. Defends against the spell (any angle). For the next minute, the
target takes No Effect from THAT specific spell (regardless of enhancements to the spell).
Nature Twins
Restore Natures Order: (9 Exp) (Cost: 8 Aether) Target Aberration or Undead (that isnt
boss level) is instantly brought to 3rd stage death count. If using on Boss level or higher
Aberrations or Undead, you must be fighting your target for 1 minute before this can be used
on them. Efficiencies cannot be applied to this skill. Whether or not you are successful, you
take +3 damage from all aberrations or undead for 15 mins, this must be called out after this
skill is used.
Verdantly Grow: (8 Exp) (Cost: 7 Aether) Target is cured of all status effects, including
humors, addictions, and poisons , but does not include the death count, mental effects,
possessions, or curses. Efficiencies cannot be applied to this skill.
Create the Ladys Wall of Brambles: (6 exp) (cost: 5 Aether) Can only be used in
doorways, entrances, and exits. Creates a natural wall that blocks characters from going
through it. It has 200 vaea and Natural Armor of 5 (should have area notes or you/a marshal
nearby keeping track) and can be damaged normally. It is a nature creature and can be
affected as such (can be affected by Nature Twins specific spells, takes minimal from nature
damage, bane from vile damage, etc.). sever limb effects and sunder effects of any hardness
instead do 50 damage to it. Anyone using speak with nature on it allows the character to pass
through it, Open it to all, or Close it, though it wont let you if youve already damaged
it. Dominating it makes it listen to only you. Once its Vaea is at 0, it is destroyed and the
spell ends immediately. Duration: 3 hours or until destroyed.
Lunaar Pantheon
Zigaen
Grant Vengeance: (7 Exp.) (Cost: 6 Aether) Latent. Can only be invoked after being
healed/lifed out of your death count, or having come through a Vaean Archway. Once
invoked, for the duration, you swing Bane Damage (double damage) (overwriting any
damage type you currently have) against the character that specifically put you in your death
count/killed you. If healed/lifed, you can only invoke this within one minute from being
taken out of your DC, and the duration is 1 minute. If you went through the Vaean Archway,
this can be invoked at any point during the weekend, and lasts for 5 minutes. Efficiencies
cannot be applied to this skill.
Traverse through Darkness: (7 Exp.) (Cost: 6 Aether) You and all allies (you can choose
who is and isnt affected) within Wave Distance of you are affected by an invisibility effect.
You and all allies can see everyone who is invisible by your spell. You can all move at a
walking pace, but your allies must stay within wave distance otherwise the invisibility will
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end only on them and they cant go back in it. It will also end only for them if they go above
walking pace, talk, or do any action, be it defensive, offensive, or using a power (latent
effects being invoked is fine). If YOU do any of the above things, the invisibility ends for
you and everyone else. This can also be ended by a magical Illuminate. Duration: 10 minute.
Declare Your God has Failed: (6 exp) (Cost: 5 Aether) Target cannot use any prayers for
one period, also ends the effects of active prayers on the target (not divine intervention or
prayer of guidance). If successful, then your prayers cost pool for the rest of the period
prayers (rounded down). Can only be used once per target per event.
Morcant
Declare You Guilty: (9 exp.) (Cost: 8 Aether) Target Mortal (pc playable race) (that isnt
level 40 or above or is boss level) is instantly brought to 3rd stage death count. If using on
Mortals who are level 40 and over or who are Boss level or higher, you must be fighting your
target for 1 minute before this can be used on them. Efficiencies cannot be applied to this
skill. If the target dies, they must tell plot that this skill was used and who used it.
Quicken Deaths Embrace: (7 Exp.) (Cost: 6 Aether) Self Only. For 5 minutes, you gain the
passive Follow Through (from the Journeyman Might list) and the talent Killing Blow
(from the Journeyman Subterfuge list).
Rend Soul: (6 Exp.) (Cost: 5 Aether) All healing that affects the target is instead turned into
an equal amount of Direct Grim damage. Does not affect a target in their death count and
ends if target enters their death count. Duration: 5 minutes.
Morwyn
Call Forth Orions Tactics: (6 exp.) (Cost: 5 Aether) Self Only. Latent spell. You can
invoke this after getting hit by numerical damage. You now take minimal from all numerical
sources of that damage for 1 minute. This can be any damage type (including normal
damage) except for: Astral, Divine, and Void.
Grant a Storm Shield: (5 Exp.) (Cost: 4 Aether) Latent. Can be invoked as a reaction when
the target is being hit with any physical or magical attack. You must be able to see your
attacker. The attacker takes revenge 10 Storm Damage.
Strike with the Spear of Viragos: (8 Exp.) (Cost: 7 Aether) The target is affected by a 10
foot knock back, trip, constrict for 1 minute, bleed, and 13 storm damage.
Oksani
Flood with Chaos: (9 Exp) (Cost: 8 Aether) Target Aether Creature (that isnt boss level) is
instantly brought to 3rd stage death count. If using on Boss level or higher Aether Creatures,
you must be fighting your target for 1 minute before this can be used on them. Efficiencies
cannot be applied to this skill. Whether or not you are successful, you take +3 damage from
all Aether Creatures for 15 mins, this must be called out after this skill is used.

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Grant Fake Out: (5 Exp.) (Cost: 4 Aether) Latent. Can be invoked when the target has a
spell or feat they used is defended against, missed in general, or the opponent took no effect
from it. The target regains all pool that was spent to use the power (including extra pool spent
for any augments).
Grant Fortunes Luck: (6 Exp.) (5 Aether) Latent. Can only be invoked when the target is
attacked by anything and when within 5 feet of any character/other valid target. Once
invoked, the invoker must choose another valid target that is within 5 feet of them (and is not
the attacker). That target takes the initial effect instead.
Unvaean Ones
Corrupt Nature: (9 Exp) (Cost: 8 Aether) Target Nature Creature (that isnt boss level) is
instantly brought to 3rd stage death count. If using on Boss level or higher Nature Creatures,
you must be fighting your target for 1 minute before this can be used on them. Efficiencies
cannot be applied to this skill. Whether or not you are successful, you take +3 damage from
all Nature Creatures for 15 mins, this must be called out after this skill is used.
Unleash Madness: (7 EXP) (Cost: 6 Aether) Self only latent spell. Can be invoked when
affected by a greater or lower Mind Effect. When invoked, it negates a mind effect and the
mind effect is placed upon you, but is suppressed so it isnt affecting you. For the duration of
the mental effect, you can spend 1 Aether to cast the mental effect as an Unvaean Ones spell,
or you can spend 1 Steam to strike with it as a physical feat (the effect has the same duration
and is greater if made greater, but any augments that were on it before like perfect aim, cross,
or speed no longer apply to it). If the target is successfully affected, then the effect is off you
and you can no longer use it. If the target defends, you can still use the effect.
Raise Lich Drudge: (8 Exp) (Cost: 7 aether) Target corpse is raised as an undead drudge,
that may choose whether it wants to be bound to the will of the caster. It may speak and
count as an Undead instead of their previous creature type, meaning that can only be affected
by Mind and Healing effects that target undead. Give target Lich Card, costuming, and claws
(target can also use a staff). Once Lich drudge dies, it may not be raised again in this way.
Efficiencies cannot be applied to this skill. The base character loses access to their base stats
and gains the appearance and abilities of a Lich Drudge.
Stats: 80 vaea, 35 aether, and 15 steam.
Creature Type: Unliving/ Unnatural. Affinity: Vile level 1.
Weapons: Longs claws that do 8 Vile. Staff that does 12 Vile (profs and +2 Strength factored in)
All spells do +7 vile damage. +3 Heal profs.
Passives: Blindfighting, Concentration, Parry, Deflect Arrow, Reverberate, Spell Veil, Mana
Barrier, Perfect Aim, MultiCast, and Weapon of a Magus.
Feats: Deflect, Willpower, Knockback, Throw,
Spells: "By the Unvaen Ones Power..." Quick Cast Lunaar Beam (vile) Arcane Wave, Arcane
Pulse, Charm Person, Faith Healing, Pherion's Madness, Fireball, Dominate Mortal, Quick Cast
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Dominate Unnatural, Spell Sink, Wave of Destruction, Minor Teleport, Spell Consumption, and
Strength of Bone.
The Lich also gains the following skills and abilities from the base character: 2 novice passives,
3 apprentice passives, 4 journeyman passives, 1 master passive, 3 feats, and 5 spells. The Lich
also retains all knowledges and knowledge ranks of the base character.
Special: When a Lich is created, it may choose whether it is bound to the will of its creator. If it
is tied to its creator, then its creator counts as the Lich's phylactery, and the Lich cannot be
reduced below 1 vaea so long as the phylactery is not in any stage of death count. Liches can
have any number of undead dominated or raised.

Academic Masters
Academic: Medic
Chiurgeon
Master battlefield Medics who take their science to an all new level. They utilize physical
medicine to heal external wounds at the peak of efficiency.
Pre-reqs: Triage Site, Trauma Treatment, at least 5 First Aid Proficiencies, Knowledge
Medicine Level 4 with Focus: Anatomy, and level 26.
Perk: Every stitch Counts- Your healing talents cannot be interrupted (but you still take the
affect or damage you are struck with), and you can walk at a normal pace while treating a
target. Every time you consecutively heal a target with First Aid it increases by +1. You
gain +5 Vaea.
Passives
Miracle Worker: (4 Exp) (Pre-req: Resuscitate) You can use Resuscitate to bring back a
target that is up to 5 minutes past their 3rd stage death count.
Triage Leader: (7 Exp) Your First Aid profs are added to anyone using First Aid in your
Triage Site.
Everywhere at once: (5 Exp) (Pre-req: Doctors Assistant) (Multi- Purchase) You can now use
healing talents via Trauma Treatment on +2 more targets while within your Triage
Site. Also, you can use Doctors Assistant on an additional target while in your Triage
Site.
Triage Guardian: (4 Exp) For 3 steam you may use Perfect Aim Knockback on any enemies
that enter your Triage zone. Also, for 3 Steam, you can use Intercede to protect
targets within your Triage Site.

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Omni-tasker: (5 Exp) (Pre-req: Multi-tasker) You can now use Multi-task on multiple targets
when using Trauma Treatment and Everywhere at once.
Soothing Ointment: (4 Exp) After using Cauterize or Bloodlet on a target, that target is
immune to the effect that you healed (bleed or that specific poison) for the next 5
minutes. If using Skilled Hands, the immunity lasts for 10 minutes.
Multi-limb Treatment: (4 Exp) (Pre-req: Re-attach Limb and Multi-tasker) (Multi-
purchase) Splint Limb or Re-attach Limb can now be used on an additional 1 limb on
the same target at the same time. You can still use Set Limb or a similar skill, but you
must use it separately for each limb.
Not on my Watch: (3 Exp) (Pre-req: Field surgery) You may now leave your Triage Site for
up to 5 minutes at a time without it ending, if there is at least 1 person still inside it.
While carrying a downed body, you count as having +2 strength for purposes of carrying
the body.
Paramedic: (6 exp) (Pre-req: Not on my watch) If you are within 10 feet from your Triage
Site, you may spend 4 steam to Traverse with 1 target to the Triage site.
The Peak of Mortal Medicine: (7 Exp) (Pre-req: Miracle Worker) When using Resuscitate, if
you spend double the time to bring the target out of their 3rd stage death count, it does
not count towards the amount of Life effects that they can receive per event. The time to
do this talent cannot be reduced in any way.

Vaeatician
Masters of current flow and manipulation. A Vaeatician uses bodily pressure points to quickly
heal their allies and boost their physical attributes. They must remain healthy and fit because
their art is very physically demanding. It is said that a Vaeatician can open up the Fifth
Current on someone who is dying to significantly increase the abilities of a mortal body for a
limited time before the spirit fails and must travel through an archway.
Pre-reqs: Current Mastery x3, Pugilist Style, at least 2 Subdual Profs, Knowledge Medicine
level 4, Focus: Humors, and Level 26.
More to come

Corpse Doctor
Medicine can often take you down darker paths. The Corpse Doctor specializes in healing their
allies while damaging others, crafting together flesh golems called Reanimates, and making
dangerously powerful medicinal treatments called Corpse Medicine. Theirs is a realm of
humors, death, and addiction.
Pre-reqs: Current Mastery, Autopsy, Knowledge Alchemy level 2, Knowledge Medicine level
4, Focus: Humors or Anatomy, and Level 26.
More to come

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Academic: Scholar
Pioneer
You are the seeker of lost information. Your investigation skills are at their peak. You have a
penchant for ancient knowledge and feel at home in old dungeons, caves, and ruins.
Pre-reqs: Improved Investigation, Improved Research, Knowledge Arcana, Mineralogy,
Engineering, or Nature at Level 2, Knowledge Culture or History at Level 5, Knowledge
Tactics at level 3, and Level 26.
Perk: World Traveler- You gain +1 Between Event Action. You can utilize 2 of the following
between event items between a single event (including using 2 of the same item):
Telegraph, Steam Train, Caravan, Horse, and Airship/ Steamboat. You can purchase
Train, Caravan, Airship, and Steamboat tickets and rent Horses for half cost. You Gain
+5 Vaea and +5 Steam.
Ancient Trap Study: (5 Exp) (Pre-req: Disarm Novice Traps and Detect Traps) When entering
a dungeon, cave, ruins, or similar area, you can tell a marshal what knowledges that you
have, and ask them what kind of traps you can expect to see in the area, based on those
knowledges. If you gain information in this way, any trap that you set off in the area is
delayed by 30 seconds to represent you using a technique meant to disarm the trap, but
instead delays it. You may extend this to anyone else on the module by RPing with them
for 1 min. If you set off a trap, call Trap Awareness. Trap delay 30 seconds.
Treasure Hunter: (4 Exp) (Pre-req: Appraisal) When entering a dungeon, cave, ruin, or similar
area, you can tell a marshal what knowledges you have, and ask them what kinds of items
or treasure might be in the area, based on those knowledges (including legends about
treasure). If you gain information in this way, you gain the Guile skills Eagle Eye and
+1 Quick Search (-5 seconds beyond limit) while in this area. You may extend this to
anyone else on the module by RPing with them for 1 min. Also, you gain 3 uses of
Treasure Hunter for this area, which can be used to ask a marshal if there are any items
or treasure in the current room.
Ive Got A Bad Feeling About This: (6 Exp) When entering a dungeon, ruin, cave or similar
area, you can tell a marshal what knowledges you have, and ask them what kinds of
creatures might be in the area, based on those knowledges (including legends about
creatures). You can also ask a marshal if it looks like the area was recently broken into or
if it has never been touched. The creatures that you are told to expect inside the area
now count as your Favored Quarry, granting you extra damage and a steam efficiency
against them. You may extend this to anyone else on the module by RPing with them for
1 min.
Obtainer of Rare Antiquities: (5 Exp) (Pre-req: 1 Literacy Other) Much of history was lost
during the world sundering, but it is my vow that it shall not be forgotten. Ancient is a
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modifier that might be seen in dungeons, ruins, caves, and other similar settings. Ancient
is specifically used with items or knowledge that existed before the World Sundering.
You gain Literacy Ancient. This a written only language to represent the many
languages lost during the world sundering. Because this 1 literacy represents many
languages, you cannot read it instantly. You must spend 5 minutes of RP translating the
writing and deciphering exactly what ancient language it is. Also, you can now answer
Knowledge Challenges that are pre-fixed with Ancient. You can also Disarm Ancient
traps and identify Ancient items.
Excavation: (7 Exp) (Pre-req: Obtainer of Rare Antiquities and Treasure Hunter) Between Event
action. Can only be done after you have completed an encounter at an event where a
cave, dungeon, ruins, or similar location was cleared out that you know the location of
(you were there or were told where it was). This action must be approved by Plot. You
occupy this area and begin searching through it. Each event that you use this ability you
have the chance of gaining knowledge, gold, components, or Ancient items from this
area. You can bring more people with you. Each person must spend a Between Event
action. The more people you have, the more likely it is that youll get a better outcome.
Refurbish: (8 Exp) (Pre-req: Excavation) Between Event Action. Ancient Items are items that
were made and used before the World Sundering. Because they are extremely old and
not maintained, they have experienced serious deterioration. Ancient items will appear to
be common items with the pre-fix Ancient. You may utilize 1 between event action in
order to determine the condition of 1 Ancient item. Depending on the item, this may take
1 or multiple events, between event actions, or various other requirements that must be
fulfilled to fully restore the item, as determined by the plot marshal. Once refurbished,
the true properties of the item will be revealed, and the ancient item will be transformed
into a Legendary, Divine, or Unique item (that cannot be the target of remake).
That Belongs in a Museum: (4 Exp) (Pre-req: Excavation) Between Event Action. Allows you
to sell ancient items to the Wayfarer's Guild between events. Selling an ancient item that
has not been refurbished will get a low price and selling an ancient item that has been
refurbished will grant a higher price. If sold to the Guild, this item can be accessed by
the town in dire needs, but you must contact the Guild. If you have the skill Blackmarket
Contacts you can sell an item on the blackmarket for the highest price, however there is
more of a risk of legal consequences, dishonest buyers, and the item going into dangerous
hands.
Fortune and Glory: (5 Exp) (Pre-req: Refurbish and Raise x2 in a single profession) Your
exploits have become well known and admirers often send you items that they hope to be
treasures. Gain +1 Between Event Action. Furthermore, when using your profession
between events you also gain 1 random item of journeyman or better quality. This item
is determined by plot and may or may not be an Ancient item.

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Master Investigate: (5 Exp) (Pre-req: Improved Investigate x2) When using Investigate, spend
5 minutes instead of 1. Instead of asking questions, you simply ask the marshal what
happened within a specific area, and gain all of the details that the marshal can provide.
This will also tell you about concealed or hidden items or entrances within the area.
Superstitious Hocus Pocus: (6 Exp) (Pre-req: Knowledge Arcana level 4, focus Occult)
(Separate Purchase) Some ancient cultures used traps, others preferred curses. I am
prepared for both. Choose 1 Curse or Hex that you know of. You are now immune
to that curse or hex. For each purchase of this skill you may pick a different curse or hex.
You can only be immune to 4 curses or hexes. When using Investigate, or studying a
target for 1 minute, you can identify if a target or area is afflicted by a curse or hex that
you are immune to. Additionally, when entering a dungeon, ruin, cave or similar area,
you can ask a marshal what kinds of curses or hexes might be in the area, provided that
you have cultural or historical knowledge of that area.
Not Even Nature Will Stop Me: (5 Exp) (Pre-req: Knowledge: nature level 2) Inside a
dungeon, ruin, cave or similar area, you are Immune to Natural Environmental Effects
called by a marshal where the environment would slow you down or stop you (examples,
sinking in mud, walls of vines, extreme temperature, balance beams, etc.). Additionally,
when traveling by yourself on a between event action, there is less of a chance that you
will have negative results from traveling due to the environment. Please write down this
skill next to your between event action in order to gain the benefit.

Sage
Sages study extensively and are extremely knowledgeable in many areas. They can apply what
they have learned in many different situations, from identifying items and components to finding
a monsters weakness. Sages are master researchers and have ways of researching many topics
at once. It is said that sages can learn hidden secrets specific to each knowledge that they have
studied, allowing them to create miracles using only the books that they have worshipped.
Pre-reqs: Improved Research, at least 2 Knowledges at level 5, and Level 26. More to come

Headmaster
The Headmaster has mastered the art of teaching. They can teach almost anyone almost
anything, and can aid other teachers greatly and teach large classes with ease. They are
proficient at retraining others who choose to change their path in life. A Headmaster can set up
an academy where learning is much easier to accomplish.
Pre-reqs: Master teach, Excellent teachers Aid, Class Session, 1 knowledge at leve 4, and level
26. More to come

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Crafting and Labor
Crafting&Labor: Alchemist
Envenomed One
The Envenomed One stays true to their name, with poison being something they can eat and spit
back out. With the Gases they craft, all buy their toxins, as they even make ones that affect
clockworks. They can mask their toxins so that even the most skilled investigators cant figure
out what they are until its too late. With poisons of instant death and painful burning Naphtha to
slowly kill their enemies, their toxins are highly prized.
Pre-reqs: Poison Expert, the Journeyman Toxins bundle, Knowledge: Alchemy level 2, 10 EXP
spent in other Journeyman Crafting abilities, and Level 26
More to come

Grand Apothecary
The Grand Apothecary soothes all with the ultimate in restorative tonics. Gases make sure all
allies around are healed, and they have figured out how to even grant clockworks their remedies.
Mixing their tonics into soothing drinks will make sure the imbiber gets many doses of the tonic.
Their Kallens Kiss Elixir fully restores a person before death and without stopping other
Kallens Kisses being used on them. With many helpful Tonics at their disposal the Grand
Apothecary will soothe all.
Pre-reqs: The Journeyman Tonics Bundle and level 26.
More to come

Engineer
Master of Clocks
All sorts of Constrcts bend to the will of the Master of Clocks. They can create tiny constructs
known as Cranklings which can be made for a variety of purposes. They can control Constructs
with ease, even those not of their own creation. Woe be unto the Clockwork that gets on the bad
side of the Master of Clocks, as they too can be controlled by a little turn of the gears. They can
also create steam animals to be faithful companions to all they serve.
Pre-reqs: The Journeyman Gadgets Bundle and level 26.
More to come

Aethertekker
A full fusion between technology and magic, no one thought it was possible. It is also seen as
highly dangerous to do so, but Aethertekkers have perfected it to being a completely safe art
form. They create spell guns that shoot out incredibly powerful spells. They can create

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Aethergeists, mischievous constructs that are invisible to the naked eye who sabotage the
Gadgets of others. So much more is at the fingertips of the Aethertekker, as the possibilities of
magic and technology together are endless.
Pre-reqs: The Journeyman Gadgets Bundle, Knowledge Arcana level 3, and level 26.
More to come

Demolisher
Sometimes someone needs a bigger explosion. Thats when the Demolisher is called. Masters of
all that is firearms and bombs, they are even proficient in using them. They can rig things up to
explode, and they DOESNT AFRAID OF ANYTHING! They also can make Combat
Automatons to help in combat. The explosions they make are large, so foe and friend be wary.
Pre-reqs: The Journeyman Hazards bundle, Knowledge Tactics and Engineering at Level 2, 10
EXP spent on other Journeyman Crafting abilities, Level 26
More to come

Inscriptionist
Scrivener
All knowledge must be preserved, that is the mantra of the Scrivener. Their Grimoires can hold
many scrolls in them, which can be used without their power disappearing. They can also create
scrolls of all the masters, and can even augment scrolls with the greatest abilities that mortals
can use, making even the newest of warriors strike with blinding speeds, and the greenest of
mages blast all in their path.
Pre-reqs: Aetheric Scrolls; Transcribe Scrolls, Either Knowledge Arcana, Tactics, or Theology
(General or Specific) at Level 2, 10 EXP spent on other Journeyman Crafting abilities, and
Level 26.
More to come

Mystic
Those that create the mystical often have strange occurrences happen to them. No one really
knows how or why, but all Mystics somehow happen upon, something they call an Icon of
Wonder. Some believe that the Icon chooses the Mystic, others believe that they conjure them
into existence. Either way, these Icons hold the powers of various implements within them, but
never must be held to be used. Icons always find their way back to their mystics, even if
destroyed, stolen, or lost. Mystics themselves create the most powerful of implements, even being
able to make them into garments able to be worn instead of held. They can also impart the
wondrous returning power of the Icons to others items. If you believe in the strange, then maybe
you will find an Icon of your own.
Pre-reqs: Create Verge; Create Tapestry, Knowledge Arcana Level 2, 10 EXP Spent on other
Journeyman Crafting abilities, and Level 26. More to come
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Smith
Keeper of Crucibles
The elements of the world are precious, and those that can work them can ascend to greater
heights in the crafting of weapons and armor. The Keeper of Crucibles infuses their own affinity
into a Crucible that is their doorway into the most powerful of elemental forging. Each crucible
only enhances the power of its own affinity, but the Keeper can create multiple different
crucibles if they are willing to branch out to different affinities. They can fuse together shards of
affinity to create armaments for those of the Storm and Forge. They can also create golems of
affinity that bend to their will. They can even create elemental weapons that even those of no
affinity can utilize, and make such pure elemental weapons that only elementals can use them.
Pre-reqs: 1 Level of an Affinity (which is sacrificed when you learn the title), either the
Journeyman Weapons bundle or the Journeyman Armor bundle, Harvest Affinity; either Seek
Affinity or Destroy Affinity, 10 EXP Spent on other Journeyman Crafting abilities, and Level 26
More to come

Materio
Elements are not the only things that hold beauty. Materios can bring out the best of any
material, no matter how mundane they may appear. The material of the armaments they create
along with how they create them blend together to make very powerful tools. They also can
sharpen blades and reinforce armor like no other smiths can, making them even finer or the
sharpening hold for longer. The closest held secret of the Materio is the ability to somehow
animate armor to make them follow the Materios commands.
Pre-reqs: Knowledge Materiology Level 3, Journeyman Weapon Properties, Journeyman Armor
Properties, 10 EXP Spent on other Journeyman Crafting abilities, and Level 26.
More to come

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