TEXT: Grey Lotus
  Andrew Williams
  January 30, 2005
  Copyright c⃝2002-2004 by Andrew E. Williams This material may be distributed only subject to the terms and conditions set
  forth in the Open Publication License, v0.4 or later (the latest version is presently available at
  http://www.opencontent.org/openpub/).
  For your reference, version 0.4 of the Open Publication License is printed in the appendices of this book.
  
  ii
  Contents
  Introduction
  vi
  What You Need
  . . . . . . . . . . . . . . . . . . .
  vi
  Frequently Asked Questions . . . . . . . . . . . . .
  vi
  1
  Game Mechanics
  1
  Attributes and Skills . . . . . . . . . . . . . . . . .
  1
  Attributes . . . . . . . . . . . . . . . . . . . .
  1
  Skills . . . . . . . . . . . . . . . . . . . . . . .
  1
  Dice Rolls . . . . . . . . . . . . . . . . . . . . . . .
  1
  Determining Diﬃculty . . . . . . . . . . . . . . . .
  2
  Margins . . . . . . . . . . . . . . . . . . . . . . . .
  2
  Time . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  2
  Character Creation
  3
  Concept . . . . . . . . . . . . . . . . . . . . . . . .
  3
  Character Points . . . . . . . . . . . . . . . . . . .
  3
  Race . . . . . . . . . . . . . . . . . . . . . . . . . .
  3
  Attributes . . . . . . . . . . . . . . . . . . . . . . .
  3
  Homeland . . . . . . . . . . . . . . . . . . . . . . .
  4
  Magic . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  Skills . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  Special Abilities
  . . . . . . . . . . . . . . . . . . .
  4
  Derived Attributes . . . . . . . . . . . . . . . . . .
  5
  Money and Equipment . . . . . . . . . . . . . . . .
  5
  Finishing Touches
  . . . . . . . . . . . . . . . . . .
  5
  3
  Character Traits
  6
  Attributes . . . . . . . . . . . . . . . . . . . . . . .
  6
  Derived Attributes . . . . . . . . . . . . . . . . . .
  6
  Other Abilities . . . . . . . . . . . . . . . . . . . .
  7
  Advantages . . . . . . . . . . . . . . . . . . . . . .
  7
  Flaws
  . . . . . . . . . . . . . . . . . . . . . . . . .
  11
  Races
  . . . . . . . . . . . . . . . . . . . . . . . . .
  13
  Homelands
  . . . . . . . . . . . . . . . . . . . . . .
  18
  4
  Skills
  20
  Master Skill List . . . . . . . . . . . . . . . . . . .
  20
  Skill Dice . . . . . . . . . . . . . . . . . . . . . . .
  21
  Trade Skills . . . . . . . . . . . . . . . . . . . . . .
  21
  Normal Skills . . . . . . . . . . . . . . . . . . . . .
  23
  Combat Skills . . . . . . . . . . . . . . . . . . . . .
  26
  5
  Styles, Schools, and Techniques
  28
  Overview
  . . . . . . . . . . . . . . . . . . . . . . .
  28
  Personal Style . . . . . . . . . . . . . . . . . . . . .
  28
  Style Tier Rewards . . . . . . . . . . . . . . .
  28
  Tier Bonuses
  . . . . . . . . . . . . . . . . . .
  29
  Schools
  . . . . . . . . . . . . . . . . . . . . . . . .
  29
  Learning a School . . . . . . . . . . . . . . . .
  29
  Learning Techniques . . . . . . . . . . . . . .
  29
  Acquiring Technique Points . . . . . .
  30
  Using Techniques . . . . . . . . . . . . . . . .
  30
  Multiple Fighting Schools . . . . . . . . . . .
  30
  Learning Forbidden Techniques . . . . . . . .
  30
  Common Techniques . . . . . . . . . . . . . .
  30
  Fighting Schools
  . . . . . . . . . . . . . . . . . . .
  31
  Archery . . . . . . . . . . . . . . . . . . . . .
  31
  Axe/Mace . . . . . . . . . . . . . . . . . . . .
  33
  Brawling . . . . . . . . . . . . . . . . . . . . .
  36
  Pole Arm
  . . . . . . . . . . . . . . . . . . . .
  38
  Swordsmanship . . . . . . . . . . . . . . . . .
  41
  Thrown Weapon
  . . . . . . . . . . . . . . . .
  43
  Special Styles . . . . . . . . . . . . . . . . . .
  46
  Techniques
  . . . . . . . . . . . . . . . . . . . . . .
  46
  6
  Magic
  58
  Overview
  . . . . . . . . . . . . . . . . . . . . . . .
  58
  Theory and Use of Magic
  . . . . . . . . . . . . . .
  58
  Backlash . . . . . . . . . . . . . . . . . . . . . . . .
  58
  Spell Construction and Terms . . . . . . . . . . . .
  58
  Determining Diﬃculty and Backlash . . . . . . . .
  59
  Cast Time . . . . . . . . . . . . . . . . . . . . . . .
  59
  Matrices . . . . . . . . . . . . . . . . . . . . . . . .
  59
  Spell Rackers . . . . . . . . . . . . . . . . . . . . .
  59
  Vectors
  . . . . . . . . . . . . . . . . . . . . . . . .
  60
  Casting
  . . . . . . . . . . . . . . . . . . . . . . . .
  60
  Gestures and Incantations . . . . . . . . . . . . . .
  60
  Creating a Magician Character . . . . . . . . . . .
  60
  Disciplines . . . . . . . . . . . . . . . . . . . . . . .
  61
  Focal Skill Descriptions
  . . . . . . . . . . . . . . .
  62
  Path Skill Descriptions . . . . . . . . . . . . . . . .
  67
  Magical Eﬀects . . . . . . . . . . . . . . . . . . . .
  69
  Attribute Modiﬁers . . . . . . . . . . . . . . .
  69
  Creating Weapons
  . . . . . . . . . . . . . . .
  69
  Magical Conﬂicts . . . . . . . . . . . . . . . .
  70
  Stacked Eﬀects . . . . . . . . . . . . . . . . .
  70
  
  CONTENTS
  iii
  7
  Equipment
  71
  Money . . . . . . . . . . . . . . . . . . . . . . . . .
  71
  Equipment Points
  . . . . . . . . . . . . . . . . . .
  71
  Armor . . . . . . . . . . . . . . . . . . . . . . . . .
  71
  Armor Attributes . . . . . . . . . . . . . . . .
  71
  Layering Armor . . . . . . . . . . . . . . . . .
  72
  Descriptions . . . . . . . . . . . . . . . . . . .
  72
  Shields . . . . . . . . . . . . . . . . . . . . . . . . .
  73
  Descriptions . . . . . . . . . . . . . . . . . . .
  74
  Weapons . . . . . . . . . . . . . . . . . . . . . . . .
  74
  Weapon Attributes . . . . . . . . . . . . . . .
  74
  Basic Weapon Descriptions
  . . . . . . . . . .
  75
  Signature Weapons . . . . . . . . . . . . . . . . . .
  77
  Obtaining Signature Weapons . . . . . . . . .
  77
  Alden Weapons . . . . . . . . . . . . . . . . .
  77
  Altayan Weapons . . . . . . . . . . . . . . . .
  79
  Armek Weapons
  . . . . . . . . . . . . . . . .
  79
  Cassian Weapons . . . . . . . . . . . . . . . .
  79
  Fellmar Weapons . . . . . . . . . . . . . . . .
  80
  Kathman Weapons . . . . . . . . . . . . . . .
  80
  Kolban Weapons . . . . . . . . . . . . . . . .
  80
  Loren Weapons . . . . . . . . . . . . . . . . .
  81
  Madeiran Weapons . . . . . . . . . . . . . . .
  81
  Nodar Weapons . . . . . . . . . . . . . . . . .
  81
  Ryantran Weapons . . . . . . . . . . . . . . .
  81
  Sanctuary Weapons
  . . . . . . . . . . . . . .
  82
  Soluman Weapons
  . . . . . . . . . . . . . . .
  82
  Taysen Weapons
  . . . . . . . . . . . . . . . .
  83
  Tuathan Weapons
  . . . . . . . . . . . . . . .
  83
  Valtan Weapons
  . . . . . . . . . . . . . . . .
  84
  Zerubrian Weapons . . . . . . . . . . . . . . .
  84
  Goods . . . . . . . . . . . . . . . . . . . . . . . . .
  85
  Services . . . . . . . . . . . . . . . . . . . . . . . .
  85
  Animals . . . . . . . . . . . . . . . . . . . . . . . .
  85
  8
  Combat
  86
  Combat and Time
  . . . . . . . . . . . . . . . . . .
  86
  Combat Progression
  . . . . . . . . . . . . . . . . .
  86
  Determine Available Actions
  . . . . . . . . .
  86
  Determine Initiative
  . . . . . . . . . . . . . .
  86
  Declare Actions . . . . . . . . . . . . . . . . .
  86
  Resolve Actions . . . . . . . . . . . . . . . . .
  86
  Missile Attacks . . . . . . . . . . . . .
  87
  Magic . . . . . . . . . . . . . . . . . .
  87
  Movement and Other Actions . . . . .
  87
  Melee Attacks . . . . . . . . . . . . . .
  87
  Extra Attacks and Defenses . . . . . .
  87
  Apply Damage . . . . . . . . . . . . .
  87
  Combat Basics . . . . . . . . . . . . . . . . . . . .
  88
  Attacking . . . . . . . . . . . . . . . . . . . .
  88
  Called Shots
  . . . . . . . . . . . . . .
  88
  Disarm Attempts . . . . . . . . . . . .
  88
  Vital Blow
  . . . . . . . . . . . . . . .
  88
  All Out Attacking
  . . . . . . . . . . .
  88
  Defending . . . . . . . . . . . . . . . . . . . .
  88
  Passive Defenses . . . . . . . . . . . .
  88
  Actively Defending . . . . . . . . . . .
  88
  Parrying Bare Handed . . . . . . . . .
  88
  Cover And Concealment . . . . . . . .
  89
  Using Shields as Cover . . . . . . . . .
  89
  Movement . . . . . . . . . . . . . . . . . . . .
  89
  Charging
  . . . . . . . . . . . . . . . .
  89
  Special Battle Conditions
  . . . . . . . . . . .
  90
  Attacking From Horseback . . . . . . . . . . .
  90
  Surprise . . . . . . . . . . . . . . . . . . . . .
  90
  Wounds And Damage
  . . . . . . . . . . . . .
  90
  Missile Combat . . . . . . . . . . . . . . . . . . . .
  91
  Range . . . . . . . . . . . . . . . . . . . . . .
  91
  Point Blank . . . . . . . . . . . . . . .
  91
  Aiming . . . . . . . . . . . . . . . . . . . . . .
  91
  Firing Into A Melee
  . . . . . . . . . . . . . .
  91
  Optional Rules . . . . . . . . . . . . . . . . . . . .
  91
  Reach . . . . . . . . . . . . . . . . . . . . . .
  91
  Example of Combat
  . . . . . . . . . . . . . . . . .
  92
  9
  Running the Game
  93
  Gaia And Fate
  . . . . . . . . . . . . . . . . . . . .
  93
  Injury, Death, and Healing
  . . . . . . . . . . . . .
  93
  Wounds . . . . . . . . . . . . . . . . . . . . .
  93
  Death . . . . . . . . . . . . . . . . . . . . . .
  93
  Healing
  . . . . . . . . . . . . . . . . . . . . .
  94
  Hazards . . . . . . . . . . . . . . . . . . . . . . . .
  94
  Falling . . . . . . . . . . . . . . . . . . . . . .
  94
  Drowning . . . . . . . . . . . . . . . . . . . .
  94
  Fire
  . . . . . . . . . . . . . . . . . . . . . . .
  94
  Experience and Advancement . . . . . . . . . . . .
  95
  10 Campaign
  96
  The World
  . . . . . . . . . . . . . . . . . . . . . .
  96
  Geography . . . . . . . . . . . . . . . . . . . .
  96
  History
  . . . . . . . . . . . . . . . . . . . . .
  96
  The Kurr’d-ah
  . . . . . . . . . . . . . . . . . . . .
  99
  Nations of Gaia . . . . . . . . . . . . . . . . . . . . 100
  Alden
  . . . . . . . . . . . . . . . . . . . . . . 100
  Altay . . . . . . . . . . . . . . . . . . . . . . . 100
  Armek . . . . . . . . . . . . . . . . . . . . . . 101
  Canyon of the Moon . . . . . . . . . . . . . . 101
  Cass . . . . . . . . . . . . . . . . . . . . . . . 101
  Fellmar
  . . . . . . . . . . . . . . . . . . . . . 102
  Kathma . . . . . . . . . . . . . . . . . . . . . 102
  Kolb . . . . . . . . . . . . . . . . . . . . . . . 102
  Loren
  . . . . . . . . . . . . . . . . . . . . . . 102
  Madeira . . . . . . . . . . . . . . . . . . . . . 103
  Nodar . . . . . . . . . . . . . . . . . . . . . . 103
  Ryantra . . . . . . . . . . . . . . . . . . . . . 103
  Sanctuary . . . . . . . . . . . . . . . . . . . . 104
  Soluman Empire
  . . . . . . . . . . . . . . . . 104
  Valta . . . . . . . . . . . . . . . . . . . . . . . 105
  Zerubria . . . . . . . . . . . . . . . . . . . . . 106
  
  iv
  CONTENTS
  11 Bestiary
  108
  Mundane Creatures
  . . . . . . . . . . . . . . . . . 108
  Normal Animals
  . . . . . . . . . . . . . . . . 108
  Men . . . . . . . . . . . . . . . . . . . . . . . 109
  Faeries . . . . . . . . . . . . . . . . . . . . . . . . . 110
  The Kurr’d-ah
  . . . . . . . . . . . . . . . . . . . . 110
  Aliens . . . . . . . . . . . . . . . . . . . . . . . . . 111
  Abominations . . . . . . . . . . . . . . . . . . . . . 112
  A Sample Spells
  114
  Draiocht . . . . . . . . . . . . . . . . . . . . . . . . 114
  Ainmhite
  . . . . . . . . . . . . . . . . . . . . 114
  Na Siogai
  . . . . . . . . . . . . . . . . . . . . 114
  Tir . . . . . . . . . . . . . . . . . . . . . . . . 115
  Pise´oga
  . . . . . . . . . . . . . . . . . . . . . 116
  Elementalism . . . . . . . . . . . . . . . . . . . . . 116
  Air . . . . . . . . . . . . . . . . . . . . . . . . 116
  Earth
  . . . . . . . . . . . . . . . . . . . . . . 117
  Fire
  . . . . . . . . . . . . . . . . . . . . . . . 117
  Water . . . . . . . . . . . . . . . . . . . . . . 118
  B Compiled Tables
  120
  C The Open Publication License v0.4
  126
  Special Thanks
  127
  
  v
  List of Tables
  1.1
  Attribute Groups
  . . . . . . . . . . . . . .
  1
  1.2
  Skill Dice
  . . . . . . . . . . . . . . . . . . .
  1
  1.3
  Diﬃculties . . . . . . . . . . . . . . . . . . .
  2
  2.1
  Power Levels . . . . . . . . . . . . . . . . .
  3
  2.2
  Races . . . . . . . . . . . . . . . . . . . . . .
  3
  2.3
  Skill Costs . . . . . . . . . . . . . . . . . . .
  4
  2.4
  Maximum CP from Flaws . . . . . . . . .
  4
  3.1
  Comparative Sizes . . . . . . . . . . . . . .
  7
  3.2
  Normal Advantages . . . . . . . . . . . . .
  7
  3.3
  Granted Powers
  . . . . . . . . . . . . . . .
  7
  3.4
  Flaws . . . . . . . . . . . . . . . . . . . . . .
  11
  4.1
  Skill Dice
  . . . . . . . . . . . . . . . . . . .
  21
  6.2
  Area
  . . . . . . . . . . . . . . . . . . . . . .
  62
  6.1
  Alter
  . . . . . . . . . . . . . . . . . . . . . .
  63
  6.3
  Duration . . . . . . . . . . . . . . . . . . . .
  63
  6.5
  Magical Healing Diﬃculty . . . . . . . . .
  64
  6.4
  Eﬀect . . . . . . . . . . . . . . . . . . . . . .
  65
  6.6
  Enhancements
  . . . . . . . . . . . . . . . .
  65
  6.7
  Range . . . . . . . . . . . . . . . . . . . . . .
  67
  6.8
  Target
  . . . . . . . . . . . . . . . . . . . . .
  67
  7.1
  Currency . . . . . . . . . . . . . . . . . . . .
  71
  7.2
  Armor
  . . . . . . . . . . . . . . . . . . . . .
  72
  7.3
  Shields . . . . . . . . . . . . . . . . . . . . .
  74
  7.4
  Normal Melee Weapons . . . . . . . . . .
  75
  7.5
  Normal Missile Weapons
  . . . . . . . . .
  75
  7.6
  Signature Weapons . . . . . . . . . . . . .
  78
  7.7
  Signature Weapons(cont.) . . . . . . . . .
  79
  8.1
  Concealment
  . . . . . . . . . . . . . . . . .
  89
  8.2
  Cover . . . . . . . . . . . . . . . . . . . . . .
  89
  8.3
  Conditions . . . . . . . . . . . . . . . . . . .
  90
  9.1
  Gaia . . . . . . . . . . . . . . . . . . . . . . .
  93
  9.2
  Healing . . . . . . . . . . . . . . . . . . . . .
  94
  9.3
  Fire Base Damage . . . . . . . . . . . . . .
  94
  9.4
  Fire Damage Multiplier
  . . . . . . . . . .
  95
  9.5
  Awarding XP . . . . . . . . . . . . . . . . .
  95
  9.6
  Experience Rank . . . . . . . . . . . . . . .
  95
  9.7
  Spending XP . . . . . . . . . . . . . . . . .
  95
  11.1 Kurr’d-ah Random Attributes . . . . . . 110
  
  vi
  Introduction
  Grey Lotus is a fantasy role-playing game, in the same
  genre as Lord of the Rings. Designed with the veteran role-
  player in mind, this game is not intended for those new
  to the RPG hobby. Other games are more suited for the
  beginner level, and the reader is encouraged to look into
  the games oﬀered at their local hobby shop, or online.
  So, if other games are available, why play Grey Lotus?
  The simplest answer is because it is free, but I hope that
  players and Game Masters will also ﬁnd other elements
  of the system appealing, such as the setting, the freeform
  magic system, and the battle system. This is an ongoing
  project, subject to change and revision. The latest version
  should always be available at http://www.greylotus.org.
  It should be noted that many of the rules, especially the
  magic system, rely on the Game Master and players to main-
  tain a state of balance, as they can be easily abused. In later
  versions, some of this may be corrected, but an attempt has
  been made to provide a fully playable version with this doc-
  ument.
  What You Need
  Though the system is more complex than some, many
  attempts were made to simplify play. Players should need
  only a character sheet, pencil, and some ten-sided dice(d10),
  preferably ﬁve or six. Spellcasters will probably want an-
  other sheet to keep track of spells and to aid in on-the-ﬂy
  casting. The Game Master should probably keep a notepad
  nearby, in addition to his own set of dice.
  Frequently Asked Questions
  Why is this game called “Grey Lotus?” During
  the
  ﬁrst iteration of the game, I was also working on a novel
  set in the same campaign world.
  This novel, called
  Grey Lotus, revolved around two characters and their
  quest to ﬁnd the elusive Grey Lotus ﬂower, rumored to
  be able to cure any aﬄiction. Though the novel was
  eventually abandoned roughly one fourth of the way
  through, the game continued to evolve, eventually tak-
  ing the name of the novel for lack of a better name.
  What’s diﬀerent about this game? Well, its two main
  points are the fantasy setting that is not based on
  Tolkien, and the freeform magic system. Grey Lotus
  doesn’t have “elves” or “dwarves” or “halﬂings” like
  most fantasy systems, instead blending Celtic lore with
  other myths, and mixing in some original creations.
  The magic system is completely open ended, but lim-
  ited in enough ways that magician characters are on
  fairly even footing with non-spellcasters. Other appeal-
  ing characteristics are an epic, detailed ﬁghting system,
  open-ended advancement, and the fact that its free!
  Why no hit locations/armor damage/etc? As for hit
  locations, the short answer is that I’m not too fond of
  hit location systems. Long answer is the same as the
  answer to all the others: complexity. I don’t have time
  to create and test a system I won’t use, especially if it
  bogs down play more than necessary. If someone else
  is willing to do the creation and testing, I’m perfectly
  willing to include optional rules.
  What about rules for Kurr’d-ah Magic? These
  will
  be introduced in the Magic supplement.
  This book
  would be too large if all the magic rules were included.
  These stats don’t make sense! If there’s a statistic or
  statement that you feel is inaccurate, please email the
  location and I will look into it. Frequently I cut and
  paste things, and forget to change one detail, or update
  one section of the rules and forget another reference.
  What’s with all these things that say “gray0.7?”
  You’re reading the HTML version.
  I don’t check to
  see if the formatting on that is decent, and I rarely
  try to ﬁx anything. It’s provided as a convenience for
  previewing, not to actually be usable.
  Why are the PDF ﬁles so huge? They weren’t, until I
  added images and color. I might try to pare it down
  sometime, but it’s not exactly my highest priority right
  now.
  Why Version 2? Though the ﬁrst incarnation underwent
  a large amount of testing, ending in a workable system,
  many elements were changed ‘on the ﬂy’ without much
  thought. This resulted in a number of small inconsis-
  tencies that added complexity that was deemed unnec-
  essary. Also, I wanted a slightly more generic system,
  tailored for more ﬂexibility and to address complaints
  that were still extant in the original version.
  
  1
  Chapter 1
  Game Mechanics
  Attributes and Skills
  Attributes
  Attributes in Grey Lotus have a varying range, but nor-
  mal Human range is roughly from 0 to 5, with 2 being av-
  erage. These are used to derive abilities, and very rarely
  called upon for their own value.
  Attribute Groups
  Each Attribute is part of a pair in an Attribute Group,
  representing a more abstract view of the abilities of the
  character. These Groups have their own rating, which is an
  average of the two Attributes that belong to it. This rating
  is used for some Skills, and when deriving certain abilities.
  Table 1.1: Attribute Groups
  Attribute Group
  Attributes
  Body
  Endurance, Strength
  Agility
  Dexterity, Reﬂexes
  Mind
  Intelligence, Perception
  Spirit
  Willpower, Wisdom
  Social
  Charisma, Manipulation
  Skills
  Skills have two components: Rating and Dice. The Rat-
  ing is the actual representation of how skilled the character
  is, and ranges from 1 to 10. The Dice is the number of dice
  rolled for the Skill, and increases based on the Rating. Some
  circumstances or special abilities may grant extra Dice, but
  in general the Dice is determined by the Rating, and is only
  recorded as a matter of convenience. As may be noticed, at
  lower levels of Skill, Attributes play a much more important
  role, but greater Skill quickly overwhelms an opponent with
  better Attributes. The number of Skill Dice for each Rating
  is given in table 1.2.
  As each Skill is usually based on two Attributes added
  together, the Skill Base is also recorded. This allows a quick
  tally of all the necessary numbers when making a Skill Roll.
  Table 1.2: Skill Dice
  Rating
  Dice
  1-5
  2
  6-7
  3
  8-9
  4
  10
  5
  Dice Rolls
  When rolling for a Skill, the player rolls a number of ten-
  sided dice(d10) equal to his Skill Dice, choosing the highest
  roll and adding it to the Attributes associated with that
  Skill. The character’s Skill Rank is then added to this num-
  ber. The result is his Skill Total for that action.
  Example: Victor has a Swordsmanship of 8. He attacks,
  rolling a 9, an 8, a 7, and a 2. His highest roll was 9, so
  he adds that to his Skill of 8, then to his Reﬂexes of 4 and
  Dexterity of 3, for a total of 24.
  Exploding Dice
  If the player ever rolls a 10 on a die, they may roll an
  extra die. If that rolls a 10, they may add 2 to the total and
  roll yet again, continuing until a 10 is not rolled. If multiple
  dice are being rolled, and more than one roll a 10, then each
  extra 10 adds 2 to the total, and each die with a 10 is rolled
  to check for further bonuses.
  Example: Victor, with his Swordsmanship of 8, rolls 4
  dice. These result in 10, 10, 10, and 4. He has two extra
  10’s, so adds 4 to his result of 10, for a total of 14. Also, he
  rolls a three dice as a bonus, and one also results in a 10.
  He adds another two points to the total, for 16, and rolls
  again with another 10! This brings the total to an 18. His
  next roll is a 7, meaning he ﬁnally stops rolling, and adds
  18 to his Swordsmanship Rating and his Attributes. With
  his Rating of 8 and his Skill Base of 7, this gives him a total
  of 33!
  
  2
  CHAPTER 1.
  GAME MECHANICS
  Unskilled Rolls
  In the event that a Skill Roll is needed, but the character
  does not have the Skill, the player rolls 1 die and adds the
  Attributes that the Skill is based upon. No further penalty
  is applied.
  Attribute Rolls
  In some cases, a roll may be needed which does not con-
  form to a speciﬁc Skill. In such cases, an Attribute alone
  may be used.
  The player rolls 2 dice, instead of 1, and
  adds the highest to the Attribute in question. Note that
  Attribute rolls generally have a lower diﬃculty than Skill
  Rolls, as the average roll is much lower.
  Determining Diﬃculty
  For actions which are opposed by another character, Dif-
  ﬁculty is usually determined by their Skill total, or a derived
  value. For other situations, the Game Master must assign
  a Diﬃculty. A table of examples is provided below.
  Table 1.3: Diﬃculties
  Level
  Diﬃculty
  Examples
  Trivial
  7
  Hitting
  an
  immobile
  target
  with
  a
  melee
  weapon
  Easy
  10
  Jumping a short gap,
  recalling the name of a
  country’s ruler
  Average
  12
  Knowing the eﬀects of
  a common spell, climb-
  ing a tree
  Complicated
  16
  Identifying a signature
  weapon by nation of
  origin
  Hard
  20
  Climbing a cliﬀ, solving
  a diﬃcult riddle
  Very Hard
  22
  Recalling
  the
  king’s
  great-great-grand
  uncle
  Amazing
  25
  Climbing a sheer wall,
  identifying a lost arti-
  fact
  Attribute Roll
  -3
  Raw tests of Strength,
  Perception, etc.
  Margins
  Many references are made to two terms: Margin of Suc-
  cess(MoS) and Margin of Failure(MoF). These are simply
  numbers equal to the amount the user succeeded or failed
  the roll by. This is used to calculate the degree of success
  or failure.
  Example: In the above example, Victor rolled very well on
  his Swordsmanship total, getting a 33 result. His opponent’s
  TN was 20, meaning Victor beat the Diﬃculty by 13. His
  MoS is 13.
  Time
  The basic unit of time is the Round, lasting roughly 5
  seconds. Any actions not measured in Rounds are measured
  in minutes, hours, or whatever other unit is appropriate.
  
  3
  Chapter 2
  Character Creation
  Concept
  The ﬁrst, and most important step in creating a char-
  acter is the concept. The player should discuss his or her
  “vision” of the character with the Game Master, after read-
  ing up on the setting in Chapter 10: Campaign. It is the
  player’s responsibility to make a character that will work
  within the group, though a limited amount of internal fric-
  tion can make games more interesting. An example would
  be a Soluman forced to work with a Valtan, leading to many
  disagreements, but both working toward the same goal.
  Example: Our player, Nate, decides he likes the “dashing
  swordsman” type. He isn’t sure of where he’ll be from, but he
  thinks a somewhat foppish, slightly spoiled young man, with
  budding skills in the sword, would be the type of character he
  would like to play. Since motivation for adventuring is wide
  open for this type of character, the Game Master agrees.
  Character Points
  Now the character is given a number of Character Points
  to purchase abilities and skills. The number given varies de-
  pendent on the power level of the game, but a recommended
  amount is 150. Game Masters should use the table below
  to decide how to assign Character Points.
  Table 2.1: Power Levels
  Power Level
  Points
  Low
  100
  Average
  150
  High
  250
  Epic
  500
  Example:
  Nate is playing in an Average Power Level
  game, so is given 150 points to spend.
  Race
  A character’s Race determines their base Attributes and
  Special Abilities. The exact abilities of each Race are given
  in Chapter 3, page 13. With a character concept, the race
  should be predetermined, but without, it can give a good
  guide to the type of character to play.
  Table 2.2: Races
  Mundane Races
  Faerie Races
  Human
  Troll
  Fahael
  Tuathan
  Edounan
  Halfbreeds
  Taysa
  Glade Child
  Alien Races
  Grey One
  Alec-nir
  Galar
  Example: Nate looks over the list, but doesn’t have many
  points to spend. He brieﬂy contemplates being a Grey One,
  but decides to stick to being a normal Human. He checks
  the Human entry, and records all his Attributes as 2, and
  his Size as 0.
  Attributes
  Now the player must assign Attributes for the character.
  As explained on page 1, Attributes are divided into groups.
  The player need only put points into the two sub-Attributes
  of each Group, as the value of the Group is determined from
  the two sub-Attributes.
  The player may distribute 5 points among Attributes, but
  may not raise a single Attribute more than twice. After-
  wards, they may spend Character Points to raise Attributes,
  at a rate of 15 per point, or gain 15 Character Points by low-
  ering an Attribute by 1. Attributes may not go above the
  starting value plus 3, or below the starting value minus 2,
  leaving Human range at 0 to 5. Some special Advantages
  allow an Attribute to be raised or lowered further than nor-
  mal.
  Example: Nate’s character has 150 Character Points, and
  is Human, so all Attributes start at 2. Since he wants this
  character to be a swordsman, he chooses Reﬂexes and Dex-
  terity to be raised to 3 each, giving him an edge in combat.
  He leaves Charisma, Manipulation, Wisdom, Willpower,
  and Intelligence alone, deciding the normal values are good
  
  4
  CHAPTER 2.
  CHARACTER CREATION
  enough for him. He raises Endurance to 3 with one of his
  ﬁve points, and decides that Perception is a good candidate
  for another raise. He has one free raise left, and contem-
  plates raising Strength, but instead chooses to raise Reﬂexes
  to 4. Finally, he spends 15 Character Points to raise Dex-
  terity to 4 as well, matching his Reﬂexes. Nate’s character’s
  ﬁnal Attributes are:
  Strength: 2
  Endurance: 3
  Dexterity: 4
  Reﬂexes: 4
  Intelligence: 2
  Perception: 3
  Willpower: 2
  Wisdom: 2
  Charisma: 2
  Manipulation: 2
  The character’s Attribute Groups are now calculated. He
  averages each Attribute value, rounding down. His ﬁnal At-
  tribute Groups come out to be:
  Body: 2
  Agility: 4
  Mind: 2
  Spirit: 2
  Social: 2
  Homeland
  At this step, the player chooses a Homeland for the char-
  acter and records it. The character’s Homeland determines
  their native Language and sometimes provides modiﬁers.
  The player should reference the Homelands section on page
  18 for beneﬁts, and the Nations section on page 100 for more
  background on the country he wishes his character to call
  home.
  Example: Nate chooses his character to be from the coun-
  try of Altay.
  Checking the nation’s description, he notes
  that he will pay half price for the Heraldry and Savoir Faire
  skills.
  Magic
  If the player has chosen to learn magic, they should note
  how many levels of Magery they wish to have and which
  Discipline they want. Remember that the number of Path
  Skills is limited to the character’s Magery +1.
  Path Skills cost 8 CP for the ﬁrst Rank, but afterward
  are 3 CP per Rank, just like Combat Skills. Focal Skills are
  bought as Trade Skills, including the initial cost.
  Example: Nate already decided he didn’t want to fool with
  Magic. For an example of character creation for a magician,
  see page 60 in Chapter 6
  Skills
  Skills may be purchased relatively cheaply, depending on
  the type of Skill desired. At character creation, the costs to
  purchase a Skill are detailed below, up to a limit of Rank
  6. Starting characters may not have above Rank 6 in any
  Skill.
  Table 2.3: Skill Costs
  Skill Class
  Cost per Rank
  Trade
  1
  Normal
  2
  Combat
  3
  Example: Nate knows he wants to be a swordsman, and
  has 135 points left to spend. He spends 18 to get Swords-
  manship at Rank 6, then starts to contemplate what else he
  should get. He decides to buy Trader’s Tongue at Rank 4
  for 8 points, and Alden at Rank 4 for another 8, thinking
  he should be able to speak to most of the southern continent
  that way. He also buys Brawling at Rank 1 for 3 points,
  Thrown Weapon Rank 4 for 12, and Archery Rank 1 for
  3. He has now spent 50 points. He decides he should get
  Dodge at Rank 2 for 6, then stops with the Combat Skills.
  Moving on, he buys Awareness 3(6 points), Acrobatics 1(2
  points), Cyphering 1(2 points), Heraldry 3(3 points, because
  of half price), Survival 4(8 points), and Savoir Faire 5(5
  points, half price). Totaling so far, he’s spent 50 + 32 = 82
  points. He looks at the list some more, and buys Healing 1(2
  points), and Charm 1(2 points). Now he has a few points
  for Trade Skills. He chooses Musical Instrument at Rank 6
  for 6 points, along with Singing at Rank 4 for 4 points, and
  ﬁnally Cooking 1 for 1 point.
  Special Abilities
  Now it is time to use the remaining Character Points.
  Players may buy any Advantages they can aﬀord, and
  may also take Disadvantages to give them extra Charac-
  ter Points. See page 7 for a description of Advantages, and
  page 11 for Flaws. At this point players may also purchase
  Fighting Styles and Techniques. The number of points that
  can be spent on Flaws is limited by the character’s Power
  Level. However, the character may exceed this by taking
  one major ﬂaw of up to 3 times the listed maximum. For
  example, a character of Low Power may take a 30 point
  Flaw.
  Table 2.4: Maximum CP from Flaws
  Power Level
  Max CP from Flaws
  Low
  10
  Average
  25
  High
  40
  Epic
  120
  Example: Nate now needs to pick his Special Abilities. He
  has 38 points to spend, so he ponders for a while. He ﬁrst
  picks Altayan Fencing Style for 5 points. He then buys two
  
  5
  levels of Enhanced Move for 10 points, Danger Sense for
  15, a level of Status for 5, Acute Sense(Vision) for 3, and
  ﬁnally decides to spend his last 5 points on a level of Appear-
  ance, instead of on Techniques. Moving to Techniques, his
  Rank 6 Swordsmanship gives him 6 Technique Points. His
  Altayan Fencing style gives him an extra 2 points to spend
  on Altayan Fencing Techniques, for a total of 8. Looking
  through the descriptions, he chooses Parry Disarm from the
  Restricted Techniques list for a whopping 5 points, and is
  forced to buy Precision Strike I with the remaining 3 points
  to meet the prerequisite for Parry Disarm.
  Derived Attributes
  The player can now calculate his remaining statistics.
  Some Advantages and Flaws modify these calculations.
  Count these in after the normal calculation, unless other-
  wise speciﬁed.
  Fatigue: 11 + (3x Endurance)
  Backlash: 3x Spirit.
  Gaia: 5
  Base Damage: Strength.
  Punch Damage: Strength - 1
  TN to be Hit: 8 + Reﬂexes + Perception.
  Wound Threshold: Endurance + 1
  Initiative: Agility + Mind.
  Passive Defenses: Equal to Skill Rank in relevant Skill.
  Example: Nate can now calculate his other statistics. His
  Fatigue is 11 + (3 x 3 = ) 9, for 20 Fatigue. His Backlash
  is (3 x 2 = ) 6. He notes that he has 5 Gaia Points. His
  Strength is 2, so his Base Damage is 2 and Punch is 1.
  His TN to be Hit is 8 + 4 + 3 for a 15 TN. His Wound
  Threshold is 4 for Light, 8 for Heavy, 12 for Severe, and
  16 for Mortal. His Initiative is (4 + 2 = ) 6. His Passive
  Defenses are Parry 6, Dodge 2, and Block 0.
  Money and Equipment
  Finally, the character can be equipped. Starting money is
  usually 25 silver, or 15 silver plus 2d10 if the player wishes
  to roll.
  Characters also get 5 Equipment Points to purchase
  weapons, armor, and major items.
  Minor items, such as
  whetstones, clothes, rope, etc. are simply selected, within
  reason and with Game Master approval.
  See Chapter 7,
  Equipment for a list of items.
  Example: Nate looks at his character and consults with
  the Game Master. First, he ﬁgures out that he starts with 25
  silver, as he doesn’t want to roll. He wants his main weapon
  to be an Altayan Rapier, which uses up 3 of his 5 points.
  He also spends an Equipment Point on an Altayan Main
  Gauche, and another point on a Chain Vest. For his sec-
  ondary weapon, he chooses the throwing dagger, and marks
  down that he has 3 of them. For his last weapon, he picks up
  a short bow and a quiver of arrows, then throws in a travel
  pack with some standard gear(rations, tinderbox, etc.), some
  bandages, a ﬂute(for his Musical Instrument Skill), and a
  few sets of nice clothes.
  Finishing Touches
  Now the player records the details of his character, such
  as name, sex, and the character’s past.
  Example: Nate is almost ﬁnished. He decides his charac-
  ter will be named Altair, that he’s 16 years old, about 5’9”
  and 140 pounds. He has blond hair and light blue eyes, and
  has a rather thin, wiry build like many Altayans. He and
  the Game Master discuss history, and decide that Altair is
  a younger son of a wealthy merchant family, and is in the
  presence of nobility fairly often(Savoir Faire and Heraldry
  Skills). However, he is not in line to inherit much, and so
  is something of a rebel, wanting to go oﬀ and make a name
  and fortune for himself. He is brash, cocky, and has a hard
  time taking anything seriously. He is used to getting what
  he wants, but isn’t exactly spoiled, being willing to work for
  what he gets.
  
  6
  Chapter 3
  Character Traits
  Attributes
  Body
  The general build of the character, his ﬁtness and descrip-
  tion. A high Endurance and decent Strength would lend
  itself to a wiry build, while a high Strength but fairly low
  Endurance would indicate a large amount of muscle mass,
  but most of it in the upper body.
  Endurance
  The stamina and toughness of the character, used for re-
  sisting fatigue and damage.
  Strength
  The lifting and force that the character can achieve. This
  is used for carrying capacity and Base Damage.
  Agility
  The general quickness and nimbleness of the character.
  High Agility characters are likely somewhat thin, and very
  ﬁt.
  Dexterity
  Hand-eye coordination and nimbleness of ﬁngers and
  hands. Used for anything requireing delicate hand motions.
  Reﬂexes
  Reactions, coordination, and ﬂexibility of the body. This
  Attribute is used whenever fast movement or movement of
  the entire body is needed.
  Mind
  General indication of the mental prowess of the user.
  Highly-skilled individuals and scholars often have a high
  Mind.
  Intelligence
  Memory and deductive reasoning. Anything dealing with
  conclusions or remembering relies on Intelligence.
  Perception
  The ability to notice oddities and note the presence of
  things and events.
  Spirit
  The force of the character’s personality and strength of
  soul.
  Willpower
  The endurance of the spirit, and the ability of the charac-
  ter to resist outside inﬂuences. Also needed to resist damage
  from magic.
  Wisdom
  Intuition and insight into the spirit of creatures. used for
  guiding magic, and relying on innate feelings.
  Social
  The character’s ability to understand and relate to others,
  and inﬂuence them towards his views.
  Charisma
  The natural likeability of the character, and a measure of
  his natural inﬂuence. Charm, attractiveness, and conﬁdence
  play a large part in this.
  Manipulation
  The character’s ability to inﬂuence others, and get them
  to perform as he likes. This is a measure of his understand-
  ing of the motivations of others, and how to use them in
  persuasion.
  Derived Attributes
  Fatigue
  The actual physical stamina of the character, including
  the resistance to minor bruises and cuts, as well as general
  ﬁtness.
  
  7
  Backlash
  The character’s spiritual ﬁtness, and a measure of his “in-
  ner strength” which can be drawn upon. Used heavily by
  magicians, and by advanced warriors using more compli-
  cated Techniques.
  Other Abilities
  Movement
  The number of yards the character can move in one
  Round.
  May be increased through the usage of Skills or
  purchased Advantages.
  Size
  An abstract representation of the character’s mass and
  height, with 0 being the baseline for human-sized creatures.
  Each reduction or addition is roughly a doubling in size.
  The chart below gives some common creature size compar-
  isons.
  Table 3.1: Comparative Sizes
  Size
  Examples
  -4
  large insect, mice, other tiny creatures
  -3
  squirrel, rat, small mammal
  -2
  cat, bird of prey
  -1
  Troll, Taysen, dog
  0
  Human, small pony, large dog
  +1
  bear, horse, cow
  +2
  Kurr’d-ah, ogre
  +3
  drake, giant Kraken
  +4
  true Dragon
  A larger size grants some protection from the attacks of
  smaller creatures. For each level of Size a defender has over
  an attacker, count the Wound Threshold as 1 higher. For
  each level of Size an attacker has over a defender, add +1
  to Base Damage. For every 2 levels over a defender, add +1
  to the DM of every muscle-powered attack.
  A smaller size gives some defense against being hit. For
  every 2 full levels under the attacker, a defender raises their
  TN to be Hit by 1. For every level under, the defender gains
  a +1 to Active Dodge.
  Example: Victor and company are ﬁghting a Kurr’d-ah.
  As man-sized creatures, Victor and the others are Size 0
  creatures. The Kurr’d-ah is a Size +2 creature, the Kurr’d-
  ah’s attacks have a +2 Base Damage, and a +1 DM to
  Victor and his friends. Any Trolls or Taysen in the group,
  as Size -1 creatures, take +3 Base Damage and +1 DM.
  Meanwhile, all of the attacks from Victor and his friends
  are felt less by the alien creature. His Wound Threshold is
  normally 6, which is already quite hardy, but because of his
  extra Size, it is considered 8 against Victor and his friends.
  On the positive side, all of Victor’s friends gain a +1 TN
  to be Hit and a +2 to Active Dodge. Trolls and Taysen in
  the group get a +3 to Active Dodge.
  Advantages
  Table 3.2: Normal Advantages
  Advantage
  CP Cost
  XP Cost
  Absolute Direction
  8
  -
  Acute Sense
  3
  -
  Alertness
  10
  15
  Ambidextrous
  15
  -
  Animal Empathy
  10
  -
  Appearance
  5/lvl
  -
  Blood of Heroes
  5
  -
  Bravery
  10
  15
  Clerical Status
  5/lvl
  -
  Danger Sense
  15
  -
  Double Jointed
  5
  -
  Empathy
  10
  -
  Enhanced Move
  5/lvl
  10/lvl
  Equipment
  1/pt
  -
  Extra Backlash
  7/lvl
  10/lvl
  Gaia’s Grace
  10/pt
  -
  Great Stamina
  5/10
  8/15
  Legal Power
  5/lvl
  -
  Literacy
  15
  20
  Luck
  10
  15
  Magery
  10/lvl
  15/lvl
  Rapid Healing
  15
  -
  Status
  5/lvl
  -
  Time Sense
  4
  6
  Tough
  20
  30
  True Friend
  8/15
  10/25
  Versatility
  10
  15
  Wealth
  10
  -
  Table 3.3: Granted Powers
  Granted Powers
  CP Cost
  Elemental Aﬃnity
  10/20
  Fianna F´ail
  15
  Faerie Kinship
  15
  Magic Resistance
  5/lvl
  Regeneration(1/day)
  15
  Regeneration(1/hour)
  30
  Regeneration(1/minute)
  60
  Normal Advantages
  Absolute Direction
  CP Cost: 8
  
  8
  CHAPTER 3.
  CHARACTER TRAITS
  XP Cost: Cannot Buy.
  Eﬀect: The character has an innate feel for which way
  is north(or out). This grants a +3 on any rolls involving
  direction, or to resist getting lost.
  Acute Sense
  CP Cost: 3
  XP Cost: Cannot Buy.
  Eﬀect: Choose one sense to apply this Advantage to, and
  the character gains a +2 to rolls involving that sense.
  Alertness
  CP Cost: 10
  XP Cost: 15
  Eﬀect: The character gains a +2 to notice hidden things
  or details that are not immediately obvious, and may also
  act even when surprised, taking his action last in the Sur-
  prise Round.
  Ally Group
  CP Cost: 5+
  XP Cost: Cannot Buy.
  Eﬀect: Through some circumstance, the character has a
  small group of people that will often come to his aid. This
  could represent a number of things, such as a small com-
  mand of troops for military PCs, a crew on a sailing vessel,
  or even a sort of medieval “gang” of protective friends.
  The minimum point value is 5 CP, which grants a group of
  up to 5 NPCs of 50 points, assuming normal power level for
  the campaign. Every 5 CP more can either double the size
  of the group, or increase their point value by 25, although
  the GM should limit this as they see ﬁt.
  The Ally Group will help the character whenever possible,
  but may or may not follow orders, depending on the kind of
  relationship the character has with the Ally Group. They
  should not be able to ﬁght the character’s battles for them,
  but helping is not out of the question. The player and GM
  should clearly deﬁne under what conditions the Ally Group
  is available, to prevent abuse, but remember that this is
  an advantage that was paid for. Lost members of the group
  will eventually be replaced, although their absence will tem-
  porarily weaken the group. Periodic losses may have a more
  permanent eﬀect, such as reduced loyalty.
  Ambidextrous
  CP Cost: 15
  XP Cost: Cannot Buy.
  Eﬀect:
  The character favors neither hand, taking no
  penalty when using one or the other. This does not allow
  the character to take any extra actions, but does count as
  knowing the Oﬀ-Hand Technique for any prerequisites for
  Techniques.
  Animal Empathy
  CP Cost: 10
  XP Cost: Cannot Buy.
  Eﬀect: The character gains a +3 when attempting any
  action involving an animal, such as Riding. Also, the char-
  acter may attempt to befriend any animal that is not ac-
  tively hostile by making an opposed Will roll. The user has
  a -4 penalty to befriend a non-domesticated animal.
  Appearance
  CP Cost: 5/lvl, up to 5 levels
  XP Cost: Cannot Buy.
  Eﬀect: People ﬁnd the character attractive. This grants
  a +1 per level to Charm and similar Skills when relating to
  the opposite sex, and a +1 per two full levels when dealing
  with the same sex. Fahael, Alec-nir, and Galar cannot take
  this Advantage.
  Blood of Heroes
  CP Cost: 5
  XP Cost: Cannot Buy.
  Eﬀect: The character is descended from a particularly ex-
  ceptional individual, one whose bloodline has been marked
  by their deeds. The character has the potential to exceed
  normal boundaries, though many with this ability never do
  so.
  In game terms, the character can raise a singe Attribute
  one Rank higher than normal. In other words, their maxi-
  mum Attribute is their Base +4 instead of Base +3, which
  allows a normal Human to raise the chosen Attribute to
  6.
  The Attribute must be chosen at character creation.
  This advantage may be bought multiple times for diﬀerent
  Attributes, but not for the same Attribute. Pure Faeries
  cannot purchase this Advantage, although halfbreeds can.
  Bravery
  CP Cost: 10
  XP Cost: 15
  Eﬀect: When confronted with a situation requiring a Fear
  check, the character gains a +2 to the roll to resist.
  Clerical Status
  CP Cost: 5/lvl, up to 5 levels
  XP Cost: Cannot Buy.
  Eﬀect: The character is an ordained priest of Gaia. The
  Order of Gaia is still in its infancy, only growing more
  popular since the invasion, but is growing more recognized
  throughout the world. The character gains +1 per level to
  any rolls when relating to the Order or any sworn enemies
  of the Kurr’d-ah, such as most Valtans. He may seek shelter
  in any wayhouse run by the Order, though only fairly large
  towns and cities have these. He may also roll a die, adding
  his level of Clerical Status, to attempt to ﬁnd shelter in a
  town without a wayhouse. The GM may impose penalties
  
  9
  to this roll in particularly remote areas, but the character
  will normally succeed on a total of 10 or higher.
  Danger Sense
  CP Cost: 15
  XP Cost: Cannot Buy.
  Eﬀect: This ability notiﬁes the character of imminent
  danger, through tell-tale signs like hair raising, a queasy
  feeling, etc.
  It is normally activated just before combat,
  allowing the player to take a normal Initiative roll during a
  Surprise Round if he can roll a 7 or higher on one die. It
  also activates in the presence of very strong evil or powerful
  forces that intend harm to the character.
  Double Jointed
  CP Cost: 5
  XP Cost: Cannot Buy.
  Eﬀect: The character’s limbs are far more ﬂexible than
  normal, granting a +2 to any feats of maneuverability or
  escape, including breaking a grapple in unarmed combat.
  The character has a +1 to his Parry when using Brawling
  against an unarmed foe.
  Empathy
  CP Cost: 10
  XP Cost: Cannot Buy.
  Eﬀect: The character has a natural “feel” for others, to
  the point of unconsciously understanding their emotional
  state. They gain a +3 to resist Fast Talk and Charm(unless
  the charmer is telling the truth!), and can make an opposed
  Perception roll versus the target’s Will to discern a person’s
  emotional state.
  Enhanced Move
  CP Cost: 5/lvl, up to 3 levels
  XP Cost: 10/lvl
  Eﬀect: The character is faster than a normal member of
  his species. Each level adds 1 to the character’s Base Move
  during a Round.
  Equipment
  CP Cost: 1/pt
  XP Cost: Cannot Buy.
  Eﬀect: Each point gives the character another Equipment
  Point to purchase items with.
  Extra Backlash
  CP Cost: 7/lvl
  XP Cost: 10/lvl
  Eﬀect:
  Each level grants the character an amount of
  Backlash equal to twice their Spirit Scale, in addition to any
  already possessed. This allows non-magical characters and
  races unable to purchase Magery to increase their Backlash.
  Gaia’s Grace
  CP Cost: 10/pt
  XP Cost: See XP section, page 95.
  Eﬀect: The character gains one extra Gaia Point each
  time this advantage is purchased.
  Great Stamina
  CP Cost: 5/10
  XP Cost: 8/15
  Eﬀect: For 5 points, the character adds 1 to his En-
  durance for calculating Fatigue. For 10 points, they add
  2.
  Legal Power
  CP Cost: 5/lvl, up to 4 levels
  XP Cost: Cannot Buy.
  Eﬀect: Through various international accords, the char-
  acter is the holder of a license to dispense justice. Exactly
  how much power they have varies, but in general they gain
  +1 per level to legal interactions when in their own coun-
  try, and +1 per 2 levels when travelling abroad. A table of
  beneﬁts is below.
  Level
  Beneﬁt
  1
  Travel papers to move freely between country
  borders. Examples: Licensed bounty hunter,
  Soluman Venatar.
  2
  Limited accusatory powers in foreign coun-
  tries, may make arrests within home country.
  3
  Recognized representative of home country,
  may arrest citizens of other countries for
  trial. May dispense justice in home country.
  4
  May arrest and hold citizens of any country,
  and attempt to press charges. Requests for
  legal permission in home country granted al-
  most immediately.
  Literacy
  CP Cost: 15
  XP Cost: 20
  Eﬀect: The character can read and write in any language
  which he possesses at Rank 3 or above. This is an impor-
  tant ability for anyone using papers(such as merchants or
  lawyers), and for Elementalists who wish to record their
  Algorithms.
  Luck
  CP Cost: 10
  XP Cost: 20
  Eﬀect: The character is extremely lucky, and can often
  break the odds when performing diﬃcult tasks. The player
  may choose a roll to be “lucky” before it is made, and then
  roll twice to choose the best result. This may be done a
  number of times equal to the character’s XR + 1 per game
  session. This Advantage may be purchased multiple times.
  
  10
  CHAPTER 3.
  CHARACTER TRAITS
  Magery
  CP Cost: 10/lvl
  XP Cost: 15/lvl
  Eﬀect: The character has a larger than normal amount
  of Magical Potential. Each level purchased gives 1 Level of
  Magery, and adds three times the character’s Spirit to his
  available Backlash.
  Rapid Healing
  CP Cost: 15
  XP Cost: Cannot Buy.
  Eﬀect: The character’s hardiness is exceptional, allowing
  him to make two Healing rolls a day.
  Status
  CP Cost: 5/lvl, up to 4 levels
  XP Cost: Cannot Buy.
  Eﬀect: The character is of noble birth, or hold some honor
  that is highly valued within his own country. Each level
  grants a +1 to social interactions with commoners who rec-
  ognize the character’s Status(most criminals and ruﬃans
  will not) and a +1 to Heraldry rolls within the character’s
  home country. The character also has a level of Legal Power
  equal to one level below his Status.
  Note that high levels of Status lead to a much more polit-
  ical game, and players should consult with the Game Mas-
  ter before purchasing levels above 2. Players wishing to be
  “true” nobility may take a level of Status one lower than the
  one they wish to be, and play the son or daughter of a no-
  ble, as the next in line is usually considered to be one rank
  lower than the father until coming into their inheritance.
  Level
  Equivalent
  1
  Knight or honored personage
  2
  Baron
  3
  Landed Baron
  4
  Viscount
  Time Sense
  CP Cost: 4
  XP Cost: 6
  Eﬀect: The character always knows the time, down to a
  few minutes, and when thinking about it, can keep exact
  time, much like a modern stopwatch. This may add a +1 to
  +3 for some precisely-timed movements or actions requiring
  precision timing.
  Tough
  CP Cost: 10
  XP Cost: 20
  Eﬀect: The character adds 1 to his Wound Threshold.
  True Friend
  CP Cost: 8/15
  XP Cost: 10/25
  Eﬀect:
  The character has a person whom they have
  known since childhood, or whom they have been through
  extraordinary circumstances with, causing a bond of fel-
  lowship beyond normal friendship. When together, these
  friends may spend Gaia for one another, even if the other
  friend has already spent Gaia on something which only al-
  lows one point to be spent. The usage of Gaia for the other
  person must be voluntary on the part of the person sacriﬁc-
  ing the Gaia, but the one beneﬁting from the expenditure
  cannot refuse the eﬀects.
  This costs 8 CP or 10 XP to purchase if the True Friend is
  a PC, and both PCs must purchase it. If the True Friend is
  an NPC, the cost is 15 CP or 25 XP. If purchasing after char-
  acter creation, it is recommended that the circumstances of
  the friendship being formed be roleplayed out.
  Versatility
  CP Cost: 10
  XP Cost: 15
  Eﬀect: A character with Versatility may choose TWO
  Personal Styles, with Tier bonuses for each. When ﬁghting,
  he or she may use either style, altering the bonuses received.
  They may not mix and match Tiers from diﬀerent Styles
  when awarded Tier 2 or higher. This may only be purchased
  if the optional Style rules are being used.
  Wealth
  CP Cost: 15/lvl
  XP Cost: Cannot Buy
  Eﬀect:
  The character possesses greater than normal
  starting funds, and a regular income(from an existing job
  that can be performed on the road, inheritance, stipend,
  or whatever).
  The Game Master may wish to limit this
  Advantage, depending on the ﬂavor of the game.
  Wealth Levels
  Level
  Starting Silver
  Income(per week)
  1
  30 + 3d10
  1d10
  2
  50 + (2d10x2)
  2d10
  3
  100 + (2d10x5)
  4d10
  Example: Victor has bought 2 Levels of Wealth. His start-
  ing assets are 50 plus 2d10x2. Rolling the dice, his player
  gets a 6 and an 8, for a total of 14. Multiplying by 2 is 28,
  and adding the 50 gives him a total starting silver of 78. He
  also earns between 2 and 20 silver a week, from his family.
  Granted Powers
  Elemental Aﬃnity
  CP Cost: 10(20 for Elementalists)
  
  11
  Eﬀect: The character has been gifted with a strong tie
  to a particular element, granting +3 to resist Damage from
  that element, and an innate sense of its properties.
  The
  character may make a Hard(17) Perception roll to detect
  pure concentrations of the element within Wisdom x10
  yards, and the direction it lays in. This requires a bit of
  concentration(1 Round), but is not otherwise fatiguing.
  Elementalists who have Elemental Aﬃnity add 1 to their
  Int and Will when using magic from the same Path as their
  Aﬃnity.
  Fianna F´ail
  CP Cost: 15
  Eﬀect: The Fianna F´ail, or “Warriors of Destiny,” are
  warriors chosen by Gaia to defend her, for sometimes ob-
  scure reasons. Many Fianna are apparently indiﬀerent to
  the Kurr’d-ah and other threats to Gaia, but always end up
  performing some great service for the world, sometimes by
  dumb luck.
  In any case, Fianna have several advantages over other
  Gaia-aware beings.
  The foremost among them is instant
  recognition by other Fianna, who are almost always willing
  to aid the character. Fianna also receive a +2 bonus when
  resisting the Kurr’d-ah Fear eﬀect, making them more ef-
  fective in ﬁghting the invaders. Chieﬂy, however, a Fianna
  can use Gaia in a much more controlled manner, as shown
  below.
  Gaia
  Eﬀect
  3
  Negate 1 Kurr’d-ah Magic Eﬀect.
  1
  Add Spirit to Initiative for 3 Rounds.
  1
  Gain 4 Kurr’d-ah Magic Resistance for 3
  Rounds.
  5
  Permanently Stabilize Reality Warp caused
  by Kurr’d-ah Magic.
  Faerie Kinship
  CP Cost: 15
  Eﬀect: Through either a profound experience with pow-
  erful Faerie Magics, or possibly a Faerie in their ancestry in
  the distant past, the character possesses an innate knowl-
  edge and understanding of all things Faerie. The character
  gains a +2 bonus when interacting with pure Faeries, and
  automatically gains Faerie Lore 1, representing an instinc-
  tive “feel” for Faerie creatures.
  If possessed by a race not normally capable of learning
  Faerie Magic, the character may learn up to two Paths of
  Faerie Magic. This does not apply if the character is nor-
  mally unable to use magic at all(such as a Fahael or Galar).
  This Advantage is only available to Mundane Races, but is
  not available to Taysen.
  Magic Resistance
  CP Cost: 5/lvl(up to 10 levels)
  Eﬀect: The ether around the character resists change, re-
  inforced by the character’s aura into a more stable state, and
  incedentally causing magic to be weakened when directed
  against him. Magic Resistance aﬀects all types of Magic,
  and all spells. The character cannot selectively choose which
  spells to allow, so even healing spells are resisted.
  When the character comes into contact with a magical
  eﬀect, the player rolls one die. If the roll is less than the
  character’s Magic Resistance, the eﬀect is dispelled. Even
  if the character does not dispell the magic, anything cast
  speciﬁcally at him is weakened signiﬁcantly. Magic Resis-
  tance acts as unpenetratable AV versus Attack spells, and
  spells using Target must add the character’s Magic Resis-
  tance level to their Diﬃculty.
  Regeneration 1/day
  CP Cost: 15
  Eﬀect: The character does not make Healing rolls, and in-
  stead automatically heals 1 Wound Point per day, no matter
  how strenuous his activities. The character may still take
  the Rapid Healing Advantage, but this only lets him make
  one Healing roll a day, in addition to his automatic Healing.
  As with normal Healing, the least severe Wounds are healed
  ﬁrst.
  Regeneration 1/hour
  CP Cost: 30
  Eﬀect: The character heals 1 Wound Point every hour.
  The Rapid Healing Advantage can still be taken, but is
  pointless with this Advantage.
  Regeneration 1/minute
  CP Cost: 60
  Eﬀect: Wounds to the character heal almost instantly, at
  the rate of 1 Wound Point per minute. As always, the least
  severe Wounds are healed ﬁrst.
  Flaws
  Table 3.4: Flaws
  Normal Flaws
  CP Points
  Appearance
  2/lvl
  Cowardice
  10
  Criminal
  5-45
  Enemy
  5-15
  Nightmares
  5-25
  Oath
  5-10
  Outcast
  5-30
  Phobia
  5-15
  Status
  5/lvl
  
  12
  CHAPTER 3.
  CHARACTER TRAITS
  Normal Flaws
  Appearance
  CP Given: 2/lvl(up to 5)
  Eﬀect: The character is either scarred or just plain ugly.
  Each level of the Appearance Flaw forces the player to take a
  -1 penalty for social interactions involving sight. Characters
  of the same sex are not as aﬀected by this, and so the penalty
  is only -1 for every 2 levels.
  Cowardice
  CP Given: 10
  Eﬀect:
  When confronted with a situation requiring a
  Fear check, including Kurr’d-ah, the character suﬀers a -
  2 Penalty to the Fear check’s roll. The character may not
  purchase any abilities that bypass Fear checks, such as the
  Valtan Combat Schools, until this Flaw is bought oﬀ at a
  cost of 15 XP.
  Criminal
  CP Given: 5 base, up to 45
  Eﬀect: The character has been accused of some crime
  in his home country, and is wanted by the authorities.
  This limits the movements of the character, and possibly
  endagers his life. The number of points given depends on
  the severity of the punishment.
  Punishment
  CP
  Imprisonment
  5
  Death
  10
  If the character is actually guilty, add 5 to the base points
  given, as it is much harder to clear the character’s name.
  If the character is known as a criminal in an entire region,
  of a size of at least 4 countries, the points given are doubled.
  If the character is known as a criminal worldwide, triple the
  point value.
  Enemy
  CP Given: 5-15
  Eﬀect: A single person or a group has targeted the char-
  acter as someone to hurt in some way. The strength of the
  enemy determined the points given. The enemy should ap-
  pear often enough to be a worry for the character, but not
  every session. The Kurr’d-ah cannot be taken as an enemy,
  as this is assumed to be true for all characters.
  Strength
  CP
  Examples
  Nuisance
  5
  A single NPC of about the same
  strength(a rival or old grudge), or an
  organization of weak, non-inﬂuential
  people.
  Minor
  10
  An
  NPC
  stronger
  than
  the
  character(captain
  of
  the
  guard,
  etc)
  or
  a
  moderately
  inﬂuential
  group(Musicians Guild)
  Major
  15
  A single NPC of great power(Prince
  of Valta or head of the Ryantran
  BladeMagery school) or a group
  of strong members and great in-
  ﬂuence(the
  Merchant’s
  Guild
  or
  Thieve’s Guild)
  Nightmares
  CP Given: 5/10/15/20/25
  Eﬀect: For some reason or other, either because of a
  traumatic experience or a curse or any other reason that
  can be given, the character suﬀers violent and vivid night-
  mares most nights, resulting in a lack of sleep and a constant
  haunted look.
  Every time the character sleeps, they must make a
  Willpower roll at a diﬃculty equal to 8 plus the level of
  Nightmares taken.
  If they fail, they succumb to a ﬁtful
  night of disturbed rest, leaving them with a -1 Penalty to
  all rolls and a -2 Penalty to Initiative the following day.
  Levels of Nightmares can be bought oﬀ at a cost of 7 XP
  per Level.
  Oath
  CP Given: 5 or 10
  Eﬀect: The character has sworn to uphold a value or
  not perform some action. This must be adhered to, and
  breaking the Oath is cause for severe penalties, up to and
  including permanently losing Gaia Points. The reason for
  breaking an Oath is irrelevant, the penalties are still applied.
  The exact penalty is determined by the Game Master, but
  usually a quest for atonement can undo the damage.
  Oath
  CP
  Examples
  Minor
  5
  Always obey the local law, never use
  a sword not your own, never strike
  a helpless enemy, always keep your
  word.
  Major
  10
  Never strike ﬁrst, never retreat from
  battle, give half your earnings to
  charity.
  Outcast
  CP Given: 5-30
  Eﬀect: This ﬂaw is similar to Criminal, above, but the
  character has either served his sentence or is merely accused
  of a crime. The character is disliked, possibly even barred
  from entering, his home country.
  
  13
  For 5 points(Social), the character is merely a Social Out-
  cast, heavily mistrusted and disliked in his homeland. The
  forces a -3 penalty on all social interactions with his own
  people, unless the person does not know or care.
  For 10 points(Banished), the character has been banished
  from his homeland.
  Returning usually has a penalty of
  death, or sometimes merely imprisonment or forced expul-
  sion.
  For 15 points(Hunted), bounty hunters and the authori-
  ties are actively hunting the character, even in other coun-
  tries.
  The character expects constant harrassment, and
  must keep a low proﬁle.
  If the character is outcast from an entire area or group of
  countries, double the value of this Flaw.
  Phobia
  CP Given: 5,10, or 15
  Eﬀect: For some reason, the character suﬀers an intense,
  illogical fear of one speciﬁc event or creature. When nearing
  the trigger of his or her phobia, the character must make a
  Fear check versus a Diﬃculty of 12 just to approach. Ac-
  tually nearing within touching distance, or confronting the
  fear directly(such as walking across a narrow bridge when
  afraid of heights), is normally not possible. In extreme cir-
  cumstances, a Willpower check versus a 15 Diﬃculty may
  be attempted. Bonuses from Bravery or Combat Schools do
  not apply when confronting a phobia.
  The CP given by the Phobia ﬂaw varies according to
  the rarity of the fear.
  Incredibly rare creatures or situ-
  ations, such as Time Hounds, give no points.
  Very rare
  fears, such as draconic creatures, Magi artifacts, or fairly
  rare magical creatures give 5 points. Moderately rare sit-
  uations or creatures award 10 CP, examples being spiders,
  snakes, and heights. More common creatures or situations
  award 15 CP, with good examples being enclosed or wide
  open spaces(claustrophobia or agoraphobia, respectively),
  the dark, dogs, horses, et cetera.
  Status
  CP Given: 5/lvl(up to 3)
  Eﬀect: The character suﬀers from a reduced station in
  life, and is regarded in a negative way by nobles and even
  commoners.
  Each level results in a -3 penalty to social
  interactions with those of higher station. In addition, the
  character will have very little sway in politics or law-driven
  situations.
  The ﬁrst level of this Flaw merely represents a lower sta-
  tion, analogous to the “lower class” in modern day. This is
  not an oﬃcial station, merely a perception of many others.
  The second level is reserved for former criminals, political
  dissidents, revolutionaries, and others that are perceived as
  a danger to the commoner’s way of life. Players should be
  cautious when picking this level.
  The third level only exists for those with Solumas as their
  homeland, and basically makes the character a slave. The
  character is either bound to one of the other PCs, or is an
  escaped slave(thus also earning the Outcast: Hunted Flaw).
  Races
  A character’s Race determines basic Attributes and abil-
  ities. Attributes are assumed to be 2 unless the Race’s de-
  scription states otherwise.
  Mundane Races
  Humans(sing. Human)
  Attributes: Normal.
  Special Abilities: None.
  Limitations: None.
  Size: 0
  Move: Base 8, Jump 2/1, Swim 4
  Description: Humans vary from roughly 5’5” to 6” in
  height, and about 120 to 220 pounds in weight, on aver-
  age. Females tend to be about 2 inches shorter and 5 to
  10 pounds lighter. Skin tone on the two known continents
  ranges from pale to a heavily-tanned brown, though there
  are stories of people from far oﬀ lands with darker shades.
  Hair color ranges from light blond to dark brown, though
  some people have red(mostly in Madeira). Eye color is blue
  or brown, with some having green or grey eyes. They usu-
  ally live from 50 to 60 years, but have been known to reach
  100. Humans usually start play at anywhere from 15 to 18
  years old.
  Summary: Humans have come to dominate the world of
  Gaia, largely due to their fast breeding rate and greater am-
  bition than other races. Because of their large numbers and
  widespread presence, little can be said about them in gen-
  eral. Each country has its own peculiarities. The average
  Human peasant, however, is a simple man, fearing magic
  and any other “strange occurrences.” Most Humans regard
  other races with varying degrees of curiousity and suspicion.
  In general, they are friendly and curious toward the Faerie
  Races and the Edouna Nach, but slightly nervous around
  Fahael, and suspicious of any of the Alien Races or Tay-
  sen. They are usually unfriendly, at the very least, toward
  true Kurr’d-ah, and most Humans both hate and fear the
  insectoid invaders.
  Fahael(sing. Fahael)
  Attributes: Endurance 3, Dexterity 1, Manipulation 1
  Special Abilities:
  Aquatic - Hold breath for a number of minutes equal
  to Endurance x 4, Swim Move has a x3 “run” value.
  Natural Weaponry
  - Tails: Damage = +0/2, AP 0/0/2
  - Claws: Damage = +1/2, AP 1/1/0
  - Teeth: Damage = +1/2, AP 2/0/0
  Natural Armor - AV 2, Type: Leather
  Limitations: Fahael cannot use Magic.
  Size: 0
  
  14
  CHAPTER 3.
  CHARACTER TRAITS
  Move: Base 7(Sprint at x5), Swim 5, Jump 3/2
  Description: The Faheal are a reclusive reptilian species
  of swamp dwellers. They are tall, ranging from 5’8” to 6’4”,
  and are a little burlier than the average Human. A Fahael
  is usually anywhere from 140 to 250 pounds of pure muscle.
  Females are roughly 2 or 3 inches taller and 15 to 20 pounds
  heavier, on average. They look much like bipedal, two-tailed
  alligators, with a scale color ranging from a bright green
  down to a muddy brown, with occasional lighter streaks.
  Their long snouts are ﬁlled with sharp teeth and powerful
  jaw muscles, though they can still speak Human languages
  with great diﬃculty. Their hands are tipped with hooked
  claws, making it impossible to use a bow, although some
  have crossbows custom made at quadruple the normal price.
  Their eyes are yellow or, rarely, white, with a slit vertical
  pupil. They only live to be about 40 years old due to their
  harsh lifestyles, but it is possible that a careful Fahael could
  live much longer. A typical Fahael character would be 8 to
  10 years old.
  Summary: The Fahael were little more than an occasional
  curiosity before the Kurr’d-ah invasion. Their numbers were
  small, and they kept to themselves. Since the invasion, Fa-
  hael have become increasingly involved in both military ac-
  tions and relations with Humans. Although they will rarely
  join a Human army, they sometimes act as scouts in actions
  against the Kurr’d-ah. Some have found that they like the
  outside world, and have made friends amongst the Humans
  and other races.
  The Faheal will not say why, but they hate the Kurr’d-ah
  with a passion. Some sages speculate that this is due to their
  close connection with nature.
  They are friendly towards
  the Fairie and Alien races, and neutral toward Humans and
  Edouna Nach. They are curious of the Taysen, but welcome
  those few Taysen who can put aside their xenophobia.
  Fahael are generally quiet, relying on actions to get their
  point across. Some see them as dull or impulsive, especially
  given the lack of Fahael magicians, but the Fahael are every
  bit as intelligent as Humans, and most think their actions
  through very carefully. They cannot manipulate the ether
  directly, and have expressed little interest in trying, anyway.
  Fahael will often ﬁght with their bare claws, but they will
  use weapons if they would gain an obvious advantage in
  doing so. They rarely wear armor, as it both slows them
  down in the water and they must pay quadruple the normal
  price to get it ﬁtted for their frames.
  Taysen(sing. Taysa)
  Attributes: Strength 1, Reﬂexes 3
  Special Abilities:
  Night Vision - Can see in darkness as well as day.
  Magic Resistance(Kurr’d-ah Magic Only) - 5
  Taysen Fighting and Taysen Cavern Fighting
  available
  Limitations: Taysen cannot start with Elementalism,
  though they may later learn it at double XP Cost.
  All
  Taysen have the Canyon of the Moon as their Homeland,
  and cannot choose another Homeland. Also, the small size
  of the Taysen prevent them from using large weapons.
  Size: -1 (However, as they use weapons on the same scale
  as Size 0 characters, they are counted as Size 0 in combat,
  except when unarmed)
  Move: Base 9, Jump 3/2, Swim 3
  Description: The Taysen are small, cave-dwelling hu-
  manoids. They are between 3’3” and 4’0” tall, and weigh
  around 80 to 120 pounds, with females averaging about
  an inch shorter and of the same weight.
  Their skin is a
  pale, rock grey, and their legs are digitigrade(like a wolf or
  cat).
  They have long, tapering ears and have very little
  hair. Their eyes are sometimes blue or brown, but usually
  a steely grey, and what little hair they have varies between
  silver, blond, and a dark, rich black. Despite their rather
  harsh lifestyle, they usually live to be about 80 years old.
  Player character Taysa start at between 13 and 17 years old.
  Summary: Until recently, the Taysen were thought to be
  a mere myth. Hightly reclusive and xenophobic, the Taysen
  conﬁned themselves exclusively to the Canyon of the Moon,
  on the Solumas continent. The canyon’s treacherous slopes
  kept out most would-be explorers, and the few who made
  it to the bottom were killed by the outlying villages of the
  Taysen community. Within the last few years, however, a
  very few Tayesn have chosen to venture out into the outside
  world. Some of these brave souls have even managed to put
  aside their almost instinctive hatred of other races and work
  with the rest of the world in ﬁghting the Kurr’d-ah invasion.
  It is from these few individuals that the world has gleaned
  their knowledge of the Taysen.
  The recent exploration is in response to the Taysen priest-
  hood’s detection of the Kurr’d-ah invasion. For some un-
  known reason, the Taysen have a unique sense for all things
  Kurr’d-ah. Some sages postulate that the Taysen have en-
  countered the Kurr’d-ah before, as the Taysen religion tells
  of a “great darkness” from which their race ﬂed. The mu-
  tual, instinctive hatred between the Kurr’d-ah and the Tay-
  sen races only serves to reinforce this theory, as does the
  inherit resistance of the Taysen to Kurr’d-ah magic.
  Taysen tend to look down on all other races as inferior.
  Even those Taysen who have put aside their hatred for other
  races thent to be patronizing at times. They are ﬁercely
  independent, but have taken a liking to the Fahael, and will
  sometimes join or aid a Fahael in trouble, and have been
  known to work with Fahael scouts for oﬀensives against the
  Kurr’d-ah. They are skilled warriors, though their small size
  prevents them from using some of the larger weapons. They
  have their own styles of armor, but have been known to wear
  armor made for Trolls with slight modiﬁcation, doubling the
  price.
  Edouna Nach(sing. Edounan)
  Attributes: Reﬂexes 1, Wisdom 3
  Special Abilities: None
  Limitations: None
  Size: 0
  Move: Base 8, Jump 2/1, Swim 4
  
  15
  Description: The Edouna Nach are very much like Hu-
  mans in shape, save for being a bit shorter and heavier.
  They range from 5’0” to 5’9” in height, and from 135 to
  260 pounds. Females are about 5 pounds lighter and gen-
  erally of the same height. Edouna Nach have a skin tone
  ranging through the various shades of blue, and their hair
  is always silver, sometimes with metallic grey or gold high-
  lights. The sclera of their eyes, instead of Human white, is
  yellow, though their iris color shows the same range as that
  of a Human. Their blood has a strong yellowish tint to it.
  Their lifespan is a little greater than that of a Human’s at
  around 70. Player characters should start between 18 and
  21.
  Summary: The Edouna Nach are an old race, almost as
  old as the Faerie Races. They were, until recently, a dy-
  ing race, rarely seen in modern times. With the relatively
  recent formation of Ryantra, the Edouna Nach have begun
  to recover from whatever tragedy decimated their numbers
  ages ago. Even so, few people doubt that the age of the
  Edouna Nach is over. They may survive, but Humans are
  the rulers of the modern world.
  Edouna Nach are ﬁercely neutral in almost all respects,
  especially regarding relations with other races. They are
  friendly with the Faerie Races, and hate the Kurr’d-ah as
  much as most people do. They also have very friendly re-
  lations with any Humans from Valta, due to the unusual
  circumstances surrounding that nation’s formation.
  Faerie Races
  Trolls(sing. Troll)
  Attributes: Strength 1, Endurance 3, Wisdom 3
  Special Abilities:
  Cold Iron Vulnerability - Trolls take +2 Damage
  and +1 Damage Multiplier from Cold-forged iron.
  Night Vision - Trolls can see in darkness as well as
  day.
  Gaia Sense - A Troll’s intimate connection with the
  planet allows it to sense nearby weak points in natural rock
  formations - within 20 to 30 yards - and to sense when the
  earth has been poisoned by chemicals or warped by Kurr’d-
  ah magic.
  Limitations: A Troll cannot use large weapons, due to
  their small size.
  Size: -1 (However, as they use weapons on the same scale
  as Size 0 characters, they are counted as Size 0 in combat,
  except when unarmed)
  Move: Base 7. Jump 1/1, Swim 4
  Description: Trolls are small beings, averaging between 3
  and 4 feet tall and 70 to 120 pounds. Females are roughly
  the same size. Despite their rather heavy weight for their
  size, Trolls are actually quite slim, most of their weight com-
  ing from their characteristically high density. Trolls nor-
  mally have very fair skin, and blond or black hair with pale
  eyes, although some darker eye colors are known. To some,
  they seem almost childlike, but their small frames hide con-
  siderable strength.
  Trolls are a pure Faerie Race, albeit
  one from the Lower Orders, and are theoretically immor-
  tal. While living on Gaia, their weakening connection to
  the planet gives them a lifespan of roughly three centuries.
  Player characters are usually very young, from 25 to 35 years
  old.
  Summary: Until quite recently, Trolls had even less con-
  tact with Humans than other Faerie Races. They possess a
  deep love of Gaia, which is the main reason why they con-
  tinue to stay when other Faeries have moved on into the
  Higher Realm. It is this connection to Gaia that is bring-
  ing them into contact with other races more and more fre-
  quently, as individuals of the species grow restless with the
  damage caused by the Kurr’d-ah invasion. It is not uncom-
  mon to see a Troll wandering far from his or her secluded
  home, exploring the outside world.
  Outsiders will ﬁnd Trolls to be friendly but aloof. They
  tend to mind their own business, and are not easily angered.
  They do prefer quiet locales to rest from time to time, but
  are otherwise quite willing to take on Human habits. The re-
  cent surge of Troll interest in the outside world has ensured
  that most Human merchants keep a good stock of Troll-sized
  gear on hand at no extra cost. The cost of custom-crafting
  such gear is oﬀset by the lesser amount of materials used.
  Tuatha(sing. Tuathan)
  Attributes: Normal
  Special Abilities:
  Kurr’d-ah Iron Vulnerability - The Tuatha aﬃn-
  ity for metal makes them particularly susceptible to the
  corruption inherit in the Kurr’d-ah metalworking process.
  They suﬀer +2 Damage and +1 Damage Multiplier from
  Kurr’d-ah weapons made of iron.
  Night Vision - Tuatha can see in darkness as well as
  day.
  Metal Aﬃnity - A Tuathan gains a +2 to any
  roll involving assessing or manipulating metal, as long as
  they can touch the metal. This includes Lore skills, even
  Lore(Weapons).
  Limitations: None
  Size: 0
  Move: Base 8, Jump 2/1, Swim 4
  Description:
  Tuatha,
  technically
  the
  “Tuatha
  de
  Danaan,”
  are
  the
  most
  Human-looking
  of
  the
  non-
  shapeshifting Faeries. They are a little taller and slimmer
  than Humans, averaging about 5’6” to 6’ and 110 to 175
  pounds for males, with females on average 3 inches shorter
  and 15 pounds lighter. The greatest diﬀerence is their uni-
  formly light hair and eyes. Tuathan hair ranges from blonde
  to silver to a darker, steely grey, while their eyes are almost
  always grey or silver, although some rare individuals have
  colorless eyes. Of all the Faerie Races remaining on Gaia,
  the Tuatha are the closest to true mortals, and thus have a
  lifespan limited to roughly 120 years. They commonly reach
  adulthood between the range of 21 and 26 years.
  Summary: The Tuatha are seen as a dying breed, but
  it would be more accurate to describe them as “becoming
  Human.” Ever since their patron Seelie, Dana, moved on
  
  16
  CHAPTER 3.
  CHARACTER TRAITS
  into the Higher realm, the remaining Tuatha are seen as
  distant kin by other Faeries, at best. Still, they have ex-
  tremely good relations with the Seelie Court, and are on
  friendly terms with almost all other races, with the obvi-
  ous exception of the Kurr’d-ah. In truth, little can be said
  about most Tuatha that does not apply to Humans as well,
  though their Fairie blood makes magic use far more common
  and respected amongst the Tuatha.
  Alien Races
  The Kurr’d-ah invasion has made the inhabitants of Gaia
  much more aware of other beings that dwell in the myriad
  other worlds that exist parallel to Gaia. Over the last half
  century of warfare, the continued strong resistance of Gaia
  against the invaders has caused more and more uprisings
  within the ranks of the Kurr’d-ah slave races. Recogniz-
  ing a kindred spirit, these rebels often migrate to Gaia, to
  help defend what they see as the only stronghold against
  the Kurr’d-ah war machine. They face a diﬃcult struggle,
  being seen as traitors by the Kurr’d-ah and viewed with sus-
  picion and prejudice by the Gaians, but some few continue
  to cross over, hoping for escape, a better life, of sometimes
  to aid a noble cause. It is not too unusual now to see an
  alien or two in a very large city, where the prejudice against
  their kind has softened somewhat, or to see one in Fairie
  lands. The Soluman Empire has been particularly accept-
  ing of the aliens, to the surprise of many, as have the Fahael,
  the Edouna Nach, and all the Faerie Races.
  Alec-nir(sing. Alec-nir or Alec)
  Attributes: Strength 3, Endurance 3, Dexterity 1, Reﬂexes
  1, Intelligence 1, Wisdom 3
  Special Abilities:
  Magic Vulnerability - The caster’s Will is consid-
  ered 1 point higher.
  Alec-nir cannot use Magic
  Alien - Start with Kurr’d-ah Language, in addition
  to native language, and Lore(Kurr’d-ah) Rank 2
  Natural Armor - AV 6, type considered Plate, but
  not metal
  Limitations: Aside from not being able to use magic,
  none.
  Size: 0
  Move: Base 7, Jump 1/1, Swim 2
  Description: The Alec-nir are often seen as big, slow, and
  not too bright.
  This perception is, unfortunately, rather
  close to the truth. A typical Alec-nir looks somewhat like
  a humanoid version of a Kurr’d-ah, being large and covered
  in hard, chitinous plates. The resemblence ends there, how-
  ever, as the Alec-nir’s carapace is not dull and dark, but
  colorful to the extreme. Each Alec-nir has a unique color
  patter, usually a mix of red, blue, and yellow, but some-
  times the colors are combined to form more exotic colors.
  It is rare to see an Alec-nir with more than three colors on
  his or her carapace, but some have been recorded with as
  many as seven distinct colors. Alec-nir normally stand be-
  tween 5’4” and 5’10”, the same as Humans, but are a bit
  bulkier, averaging between 145 and 215 pounds. Females
  are a tiny bit taller and larger on average, but not by much.
  Their general good health and toughness allows them a lifes-
  pan of roughly 75 years, much less when in Kurr’d-ah lands.
  A starting character will be between 15 and 20 years old.
  Summary: The Alec-nir, despite their relative similarity
  in appearance to the Kurr’d-ah, are the most well-liked
  of the alien races.
  This is perhaps due to their general
  good cheer and helpfulness. The Alec-nir are normally very
  friendly, and have a deeply rooted sense of right and wrong.
  This does, unfortunately, lead to a somewhat black and
  white view of the world. Still, the Alec-nir have tried very
  hard to be a part of Gaian society, and have succeeded far
  more than many would have ever expected.
  Galar(sing. Galar)
  Attributes: Strength 1, Dexterity 3
  Special Abilities:
  Galar cannot use magic
  Empathic - As Empathy Advantage, but gain a
  Bonus Die when using.
  Double-Jointed - Gain a Bonus Die when unusual
  positions of the body are required.
  Limitations: None
  Size: 0
  Move: Base 9, Jump 3/2, Swim 3
  Description: The Galar are somewhat comical in appear-
  ance, which has eased their acceptance into Gaian society a
  little. Looking much like an overgrown ostrich with arms,
  the Galar are the least Human-looking of the common in-
  telligent races. Their limbs seem all joints to observers, and
  their peculiar habit of twitching in odd directions while lis-
  tening tends to make most observers queasy. They are not
  too tall, roughly 5’ to 5’4” and weighing between 100 and
  140 poinds, but seem much larger due to their overbearing
  manner. Their plumage is on the drab side, tending toward
  blacks and greys with very little white. They are very long
  lived, lasting about 120 years, but reach adulthood late, at
  around 40.
  Summary: The Galar have been met with some hostility
  by Gaian races. Their utterly alien manner and appearance
  makes most races uneasy, and the Galar’s somewhat con-
  ceited view of themselves does little to endear them to any-
  one. Still, they have been becoming more common within
  the countries of Anathas, so that armor for their frames
  is available at four times the normal price. The Soluman
  Empire has been more accepting, and has a relatively large
  Galar population. Equipment is available at only triple the
  normal price.
  Halfbreeds
  With so many races on Gaia, it is inevitable that some
  interspecies marriage and breeding will occur. Most of these
  unions do not result in any oﬀspring, but occasionally one
  
  17
  will prove fertile. These are always a result of a Human
  and another being, never between two mystic races. The
  result of such a union is unpredictable, due to the magical
  inﬂuence over an event which nature never intended. Due
  to this fact, Halfbreeds are almost universally ostracized,
  sometimes even hated. The Soluman Empire, despite its
  tolerance toward alien beings, is particularly bad in relations
  with Halfbreeds, treating them as second-class citizens. The
  only countries even somewhat friendly toward Halfbreeds
  are Ryantra and Loren, largely because of the signiﬁcant
  Faerie population of each. Valta is also particularly tolerant
  of these beings, believing that each individual stands on
  their own strength.
  A Halfbreed kingdom is rumored to
  exist somewhere within the Sun’s Nest Mountains, but if
  anyone has found it, they aren’t talking.
  Glade Children(sing. Glade Child)
  Attributes: Strength 1, Charisma 3
  Special Abilities:
  Cold Iron Vulnerability - Glade Children take +2
  Damage and +1 Damage Multiplier from Cold-forged iron.
  Appearance - Glade Children are very pleasing to
  look at, and gain two levels of Appearance.
  Halfbreed Special - See below.
  Limitations: None
  Size: 0
  Move: Base 8, Jump 2/1, Swim 4
  Description: Glade Children are the rarest of the Half-
  breed races, but also the most accepted. Small and slender
  by Human standards, Glade Children stand about 5’ to 5’6”
  at most, and are roughly 85 to 130 pounds in weight. Fe-
  males are even smaller, averaging about 2” shorter and 10
  pounds lighter. Their slender build hides an extraordinary
  toughness, though they are somewhat weaker than full Hu-
  mans. Glade Children are quite distinctive, both from their
  delicate beauty and their dark green hair and eyes. Their
  skin tone is almost always darker than the norm, as if they
  have a perpetual tan. Having the blood of a High Faerie
  in them gives these rare beings an extraordinary lifespan,
  some having been known to live as long as 300 years. Their
  Human side allows them to reach maturity quickly, usually
  between 16 and 18, with players starting at around 20 years
  old.
  Summary: The result of a Human union with a Dryad
  Faerie, Glade Children are the only Halfbreed race almost
  universally accepted.
  Their gentle demeanor and exotic
  beauty gives most other races a good impression, leading
  to a far more tolerable attitude. Glade Children are almost
  always soft-spoken and calm.
  Special Powers: A Glade Child may roll on the table be-
  low(or pick, if the Game Master allows) once at Character
  Creation.
  Roll
  Ability
  1
  No Vulnerability to Cold Iron
  2
  Plant Skin
  3
  Chameleon
  4
  Magic Resistance
  5
  Empathy
  6
  Animal Empathy
  7
  Danger Sense
  8
  Immune to Natural Poisons
  9
  Draiocht Power
  10
  Regeneration
  No Vulnerability to Cold Iron - The character
  does not suﬀer extra Damage from Cold-forged iron.
  Plant Skin - Don’t need food as long as sunlight and
  soil is near for 4 hours.
  Chameleon - +4 for hiding and stealth related ac-
  tions.
  Magic Resistance - 3 Levels of Magic Resistance.
  Empathy - As the Advantage.
  Animal Empathy - As the Advantage, with a Bonus
  Die.
  Danger Sense - As the Advantage.
  Immune to Natural Poisons - Unaﬀected by ani-
  mal or plant toxins, though brewed poisons are treated nor-
  mally.
  Draiocht Power - Start with Tir Path of Faerie
  Magic at Rank 1, and Magery 1.
  Regeneration - As the Regeneration(1/day) Advan-
  tage.
  Grey Ones(sing. Grey One)
  Attributes: Normal
  Special Abilities:
  Kurr’d-ah Iron Vulnerability - Grey Ones suﬀer
  +2 Damage and +1 Damage Multiplier from Kurr’d-ah
  forged weapons.
  Night Vision - Grey Ones can see in darkness as well
  as day.
  Halfbreed Special - See below.
  Limitations: None
  Size: 0
  Move: Base 8, Jump 2/1, Swim 4
  Description: Grey Ones are very close to Humans in ap-
  pearance, roughly 5’5” to 5’11” in height, and about 120 to
  220 pounds in weight. Females tend to be about 2 inches
  shorter and 5 to 10 pounds lighter. Skin tone ranges from
  pale to a heavily-tanned brown. Hair color ranges from light
  blonde to dark red, with varying shades in between, but is
  always streaked with silver or grey. Eye color is almost al-
  ways grey, though occasionally blue or hazel. They usually
  live from 70 to 80 years, but can reach 150. They usually
  start play at anywhere from 17 to 20 years old.
  Summary: The cross between a Human and a Tuathan,
  Grey Ones are both the most common and among the least
  liked of Halfbreeds. They are usually loners, having been
  ostracized from society since birth, and are almost always
  
  18
  CHAPTER 3.
  CHARACTER TRAITS
  very strong-willed. Though not exactly hated, Grey Ones
  are usually met with a cold reception from anyone recog-
  nizing their heritage, being seen as creatures against the
  natural order.
  Special Powers: A Grey One may roll on the table be-
  low(or pick if the Game Master allows) once at Character
  Creation.
  Roll
  Ability
  1
  No Vulnerability to Kurr’d-ah Iron
  2
  Empathy
  3
  Draiocht Power
  4
  Magic Resistance
  5
  See Invisible
  6
  Boost one Attribute
  7
  Danger Sense
  8
  Immune to Natural Poisons
  9
  Sense Metal
  10
  Invisibility
  No Vulnerability to Kurr’d-ah Iron - The char-
  acter does not suﬀer extra Damage from Kurr’d-ah iron.
  Empathy - As the Advantage.
  Draiocht Power - Start with Na Siogai Path of
  Faerie Magic at Rank 1, and Magery 1.
  Magic Resistance - 3 Levels of Magic Resistance.
  See Invisible - The character can see any magically
  invisible objects and creatures, and gains a +2 to rolls made
  to spot hidden objects and creatures.
  Boost one Attribute - Roll randomly for which, and
  raise by 1.
  Danger Sense - As the Advantage.
  Immune to Natural Poisons - Unaﬀected by ani-
  mal or plant toxins, though brewed poisons are treated nor-
  mally.
  Sense Metal - Within Wisdom x 2 yards, can deter-
  mine distance, direction, and type.
  Invisibility - Can turn invisible.
  Doing so costs 3
  Fatigue per Round, and the character can only move at his
  Base Move. No Attacks or other complicated actions are
  allowed.
  Homelands
  The Homeland of a character determines his starting abil-
  ities, and his outlook on the world. The bonuses given by
  each Homeland are given here, but the player should refer-
  ence Chapter 10: Campaign for more information.
  Alden
  Bonus:
  As Alden natives are very well-educated, the
  character may purchase Literacy and the Cyphering Skill
  for half cost.
  Language: Alden
  Altay
  Bonus: Altayans may purchase the Heraldry and Savoir
  Faire Skills at half price.
  Language: Alden(Altayan Dialect) - characters have a -3
  penalty to understanding regular Alden, and Aldens have
  the same penalty to understand Altayans.
  Armek
  Bonus: The slow but steady seeping of magic into all
  aspects of the land and its inhabitants has hardened the
  Armek toward magical eﬀects. They may purchase Magic
  Resistance at 3 CP per Level instead of 5.
  Language: Armek
  Canyon of the Moon
  Bonus: Absolute Direction and Time Sense Advantages
  may be purchased at half price
  Language: Taysen
  Special: Only Taysen can choose Canyon of the Moon as
  their Homeland.
  Cass
  Bonus: Any Languages, including Literacy, are bought
  at half price.
  Language: Cassian
  Conquered Lands
  Bonus: Characters raised in the war-town lands of the
  Kurr’d-ah may purchase Hardy or Tough at half cost.
  Language: Valtan OR Soluman
  Fellmar
  Bonus: Half price for Survival and Tracking Skills.
  Language: Kathman
  Kathma
  Bonus: Half price for Lore(Kurr’d-ah) and a +1 when
  using Archery.
  Language: Kathman
  Kolb
  Bonus: Half price for Survival Skill and Hardy Advan-
  tage.
  Language: Alden
  Loren
  Bonus: Half Price for Lore(Faerie) Skill and Fianna F´ail
  Advantage.
  Language: Faerie
  
  19
  Madeira
  Bonus: Half Price for Lore(Faerie) Skill and Fianna F´ail
  Advantage.
  Language: Madeiran
  Nodar
  Bonus: Half price for Riding Skill and Animal Empathy
  Advantage
  Language: Armek
  Ryantra
  Bonus: Half price for Lore(Edouna Nach) Skill and Fi-
  anna F´ail Advantage.
  Language: Faerie
  Sanctuary
  Bonus: Half price when purchasing Lore(Faerie), Sur-
  vival, or Discipline Skills
  Language: Faerie
  Soluman Empire
  Bonus: May purchase Literacy and the Cyphering Skill
  for half cost.
  Language: Soluman
  Valta
  Bonus: Lore(Weapons) and Lore(Kurr’d-ah) Skills are
  half cost. One Combat Skill is half cost up to Rank 5, but
  at least one Combat Skill MUST be taken(not including
  Dodge or Block).
  Valtans pay double cost on their ﬁrst
  Trade Skill aside from Dancing, Law, Singing, or Musical
  Instrument.
  Language: Valtan
  Zerubria
  Bonus: Half price for Survival and Tracking Skills.
  Language: Kathman
  
  20
  Chapter 4
  Skills
  Master Skill List
  Recommended Skills are in bold
  Trade Skills
  Acting(Cha+Man)
  Armorer(Int+Per)
  Artist(Per+Wis)
  Blacksmithing(Int+Per)
  Bowyer(Int+Per)
  Carpentry(Dex+Per)
  Cartography(Int+Per)
  Cooking(Per+Per)
  Dancing(Wis+Ref)
  Fishing(Per+Per)
  Illumination(Int+Per)
  Jeweler(Per+Int)
  Law(Int+Per)
  Leatherwork(Dex+Per)
  Masonry(Int+Per)
  Musical Instrument(Wis+Per)
  Pottery(Dex+Per)
  Sculpting(Dex+Per)
  Shipwright(Int+Per)
  Singing(Cha+Cha)
  Weaving(Dex+Per)
  Normal Skills
  Acrobatics(Ref+Ref)
  Animal Handling(Wis+Cha)
  Astronomy(Int+Int)
  Athletics(End+Ref)
  Awareness(Per+Per)
  Charm(Cha+Man)
  Cyphering(Int+Int)
  Discipline(Spi+Will)
  Disguise(Mind+Per)
  Escape(Dex+Ref)
  Fast Talk(Man+Man)
  Forgery(Int+Per)
  Gambling(Per+Man)
  Healing(Wis+Per)
  Heraldry(Int+Per)
  Interrogation(Per+Man)
  Intimidation(Str+Man)
  Language*(Int+Int)
  Leadership(Cha+Man)
  Lockpick(Dex+Per)
  Lore*(Int+Int)
  Navigation(Per+Wis)
  Persuasion(Man+Man)
  Pickpocket(Dex+Per)
  Riding(Wis+Ref)
  Savoir Faire(Per+Cha)
  Seamanship(Per+Wis)
  Stealth(Wis+Ref)
  Strategy(Per+Int)
  Streetwise(Per+Man)
  Survival(Per+Wis)
  Tracking(Per+Per)
  Combat Skills
  Archery(Dex+Agility)
  Axe/Mace(Dex+Agility)
  Block(Ref+Agility)
  Brawling(Ref+Ref)
  Dodge(Ref+Ref)
  Exotic Weaponry*(*)
  Pole Arm(Ref+Agility)
  Swordsmanship(Agility+Dex)
  Thrown Weapon(Dex+Dex)
  
  21
  Skill Dice
  As stated in the Game Mechanics Chapter, a higher Rank
  in a Skill results in more Skill dice to roll. The exact number
  of dice is determined by referencing the table below. For a
  swifter conversion, divide the Rank by two, rounding down,
  with a minimum of 2 Dice for Skilled characters. Unskilled
  rolls are done with 1 Die.
  Table 4.1: Skill Dice
  Rating
  Dice
  1-5
  2
  6-7
  3
  8-9
  4
  10
  5
  Trade Skills
  Acting
  Mostly used to entertain, this skill has two facets. The
  one most commonly applied is to aid in a story or lie, or to
  appear to be feeling in a manner that is contrary to reality.
  A player may make an Acting check when pretending to be
  someone else, or when making a complex, planned out lie.
  Making up plausible lies under pressure relies on the Fast
  Talk Skill, not this Skill.
  The second usage is to project emotions and body lan-
  guage in a way suﬃcient to make the meaning clear. This
  is a Skill meant to entertain, not deceive. Thus, it is useful
  when a person wants to make their feelings clear without
  speaking, or when performing.
  Acting is usually based oﬀ of Charisma plus Manipula-
  tion.
  Armorer
  The ability to shape materials into a protective covering.
  This is diﬀerent from Blacksmithing or Leatherworking, al-
  though those Skills are needed to make thematerials them-
  selves. Armorer is used to ﬁt the metal or other material
  to the shape of a human body, and provide the durability
  necessary to protect the wearer, yet keep the armor light
  enough that it does not impede movement.
  Anyone
  using
  Armorer
  without
  the
  Blacksmithing
  Skill(for metal armor) or Leatherworking Skill(for leather
  armor) cannot make new armor unaided. They may, how-
  ever, maintain and repair most damage to any type of ar-
  mor. Full rules for equipment damage, repair, and construc-
  tion will be provided in a separate supplement.
  Armorer is usually based oﬀ of Perception, to ﬁnd ﬂaws or
  to properly shape the armor, plus Intelligence, when iden-
  tifying or drawing upon generic knowledge.
  Artist
  The ability of drawing and painting is the concentration
  of this skill. With brush, chalk, or pen, the character can
  create depictions and works of art.
  This is also used to
  assess the ability of another work of art.
  Artist may be based oﬀ Perception plus Wisdom, but can
  at times rely on Dexterity or another Attribute.
  Blacksmithing
  The skill of shaping metals, speciﬁcally iron and steel,
  into useful objects. Used mainly for tools, but any black-
  smith can learn how to fashion weapons, given time and
  training. Signature Weapons generally require specialized
  techniques, preventing a common blacksmith from replicat-
  ing them without supreme eﬀort and a lot of guessing.
  The diﬃculty of a blacksmithing roll is determined by
  the simplicity and the familiarity of the blacksmith with
  the object being fashioned. A simple horseshoe, being com-
  mon and not complex, might require a 7, while a ﬁne sword
  would need a 16 or 20, and replicating a Signature Weapon
  without training would need a 25 or more. Full rules for
  equipment damage, repair, and construction will be pro-
  vided in a separate supplement.
  Blacksmithing is most often based oﬀ of Intelligence plus
  Perception.
  Carpentry
  The art of using tools to shape wooden objects, and other
  soft building materials, and ﬁt them together into a form
  that is useful. This skill merely covers building and deco-
  rating furniture or other such uses of shaping wood, it does
  not cover making works of art with wood.
  Carpentry is usually based oﬀ of Dexterity plus Percep-
  tion.
  Cartography
  This skill covers the making and reading of maps, includ-
  ing scaling distances, representing landmarks, and making
  and understanding shorthand notes. This is most often used
  to make a map leading to an important place. The ease of
  reading the map depends on the actual Cartography roll
  made when the map was drawn.
  Cartography is usually based oﬀ of Intelligence plus Per-
  ception.
  Cooking
  The art of making a ﬁne-tasting meal with only basic
  ingredients. Making something edible only requires a low
  roll, from 8 to 10 depending on the quality of ingredients.
  Higher rolls give a more vibrant taste, even with limited or
  old supplies, providing nothing is toxic. A very high MoF
  on this roll(4 or greater) results in food poisoning, requiring
  an Endurance Roll(diﬃculty 10) to avoid a -2 on all actions
  for the next 24 hours from nausea.
  
  22
  CHAPTER 4.
  SKILLS
  Cooking is almost always a Perception plus Perception
  based Skill.
  Dancing
  Dancers rely on natural coordination and intuitive feel-
  ing of the music to which they dance. Generally, skill rolls
  are only needed in competitions or unusual situations, but
  a dancer may attempt an especially intricate series of move-
  ments requiring a roll.
  Dancing is based on Reﬂexes plus Wisdom, or others de-
  pending on the situation.
  Fishing
  This is not the casual ﬁshing done with a pole, while
  lounging. This involves all aspects of catching ﬁsh, from
  ﬂycasting to netting, knowing the proper types of bait, and
  the depths that various ﬁsh swim at. Popular in Anathas
  more than Solumas, with Cass and Madeira being the pri-
  mary places that people skilled in this are found.
  Fishing can be based oﬀ Perception plus Perception or
  Wisdom, depending on the amount of information available.
  Illumination
  The highly specialized skill of decorating the letters and
  margins of text.
  Much like a ﬁne-grained Artist skill, it
  requires careful training to avoid making the letters illegible.
  Note that many Illuminators cannot read the texts they
  decorate.
  Almost always based on Perception plus Intelligence, or
  rarely, Dexterity.
  Jeweler
  A Jeweler can cut and ﬁt gemstones for use in jewelry, as
  well as estimate the price of jewelry and gemstones.
  Jeweler is based oﬀ of Perception plus Intelligence.
  Law
  The Law skill indicates knowledge of legal proceedings
  and customs both in the character’s home region, and
  abroad. It may be used to defend someone against arrest,
  or in the court, by utilizing older but valid laws or technicl
  interpretations. When in court, an opposed Law roll must
  be made, with a modiﬁer to diﬃculty dependent on the ev-
  idence available. In other cases, the diﬃculty corresponds
  directly with the complexity of the problem or the severity
  of the crime. Convincing a guard that wearing weapons in
  an area where such behavior is banned may be a diﬃculty
  from 12 to 16, while convincing the arriving guards not to
  execute someone on the spot, after ﬁnding them standing
  over the Emperor’s body, bloody dagger in hand, would re-
  quire a 30 or more.
  Law is almost always based on Intelligence plus Percep-
  tion, or in some cases, Manipulation.
  Leatherwork
  Leatherwork allows both the shaping of leather into use-
  ful items, and the preperation, curing, and repair of leather
  items.
  The diﬃculty is dependent on the complexity of
  the item for item creation, or the condition of the hide for
  leather preperation. Full rules for equipment damage, re-
  pair, and construction will be provided in a separate sup-
  plement.
  Leatherwork is often based on Dexterity plus Perception.
  Masonry
  The skill of selecting and laying stone, brick, tile or other
  “hard” materials to make a structure.
  Also includes the
  mixing and application of mortar, if needed.
  Masonry is based on Intelligence plus Perception for most
  applications.
  Musical Instrument
  This is used for playing an instrument, involving both
  knowing the notes and keeping in time with music with
  the instrument.
  Using a similar instrument is done at a
  -2 penalty.
  The character knows how to play a number
  of intruments equal to their Skill Level, and may purchase
  more by spending 2 XP per extra instrument known.
  This skill is based oﬀ of Perception plus Wisdom or
  Charisma.
  Pottery
  The skill of shaping and baking clay into containers. Mak-
  ing pots is a fairly specialized skill, and one which has de-
  clined in recent years.
  Pottery is based oﬀ of Dexterity plus Perception.
  Sculpting
  An artist’s skill, used for both shaping clay into ﬁgures,
  or carving with hammer, chisel, and sandpaper. Also used
  to judge the origin or skill used in the creation of another
  sculpture.
  Based oﬀ of Perception plus Dexterity, or Intelligence for
  identiﬁcation rolls.
  Shipwright
  This is the skill required to design, build, and maintain
  seafaring vessels. This covers major repairs and actual con-
  struction, as well as minor patches and other things covered
  by the Seamanship Skill.
  This skill is usally based oﬀ of Intelligence plus Percep-
  tion.
  
  23
  Singing
  Used when singing, a basic roll of 10 is all that is needed
  to carry the tune.
  Higher rolls indicate correspondingly
  better attempts at the song, and opposed rolls are used in
  competitions.
  Singing is almost always based oﬀ Charisma times two.
  Weaving
  A combination of skills involving any kind of weaving to-
  gether of elements. Baskets, rugs, and anything else requir-
  ing the interlacing of threads or other ﬂexible materials falls
  under this skill’s domain.
  Weaving is based oﬀ of Dexterity plus Perception.
  Normal Skills
  Acrobatics
  The ability to move the body in a wide variety of ﬂips,
  twists, and delicate maneuvers. Acrobatics may have sev-
  eral uses, both in combat and out.
  In combat, the character may make an opposed check of
  his Acrobatics versus an opponent’s Weapon Skill to ma-
  neuver past them without provoking a free attack.
  The
  character is limited to 2x his Base Move when doing this.
  He may also specify an Acrobatic Dodge as an Active De-
  fense, allowing him to use a number of dice equal to his
  Acrobatics Skill Dice in place of Dodge Skill Dice, though
  the number added to the total is still equal to his Dodge
  Skill. This has no eﬀect if the character’s Dodge Skill is
  equal to or greater than his Acrobatics.
  Out of combat, Acrobatics can be used to slow a fall, at
  a Diﬃculty equal to the 8 plus 1 per 3 yards fallen. Suc-
  cess reduces the Damage taken by the MoS. It may also be
  used to keep the character’s balance when maneuvering in
  odd situations, such as leaping on top of a table for higher
  ground.
  Acrobatics is almost always based on Reﬂexes times two.
  Animal Handling
  The Skill used for the training and control of animals,
  usually beasts of burden. A character may make an Animal
  Handling check to calm a frightened animal or urge it to
  continue when it would otherwise run.
  The Diﬃculty of
  this task is usually equal to the animal’s Willpower plus 12.
  This skill may also be used to train an animal. The Base
  Diﬃculty for teaching an animal a behavior or trick is 16,
  though complicated tricks or behaviors(such as training a
  horse to stay steady in battle) raise the Diﬃculty by any-
  where from 2 to 9. The character makes an Animal Han-
  dling check after 2 weeks of training. If failed, the character
  may continue to train the animal for another 2 weeks, and
  make another check with a -1 to the Diﬃculty. This reduc-
  tion continues until a minimum Diﬃculty is reached, equal
  to the original Diﬃculty - 10.
  In order to be considered
  training the animal, at least ﬁve days every week must be
  spent teaching the animal, for at least 3 hours a day.
  Animal Handling is largely an intuitive Skill, and so is
  usually based on Wisdom plus Charisma.
  Astronomy
  Astronomy is used to represent familiarity with star po-
  sitions, patterns, and events. A successful check can allow
  the character to guess the approximate time and their gen-
  eral location on the planet, or to predict the position of the
  stars or moon at some point in the future. In general, this
  requires a roll against a Diﬃculty of 12, but predicting the
  Kapinstar’s position requires a higher roll, usually in the 20
  to 25 range.
  Astronomy is based on Intelligence times two.
  Athletics
  This Skill covers all actions involving movement and phys-
  ical exertion, including running, swimming, jumping, lifting,
  and throwing. During movement, a character with this Skill
  may attempt to push himself harder, gaining an extra yard
  or two, depending on the diﬃculty attempted.
  Action
  Diﬃculty
  Boost Movement by 1
  16
  Boost Movement by 2
  20
  Reduce Fatigue by 1
  18
  Athletics is based on a number of diﬀerent Attributes.
  Endurance plus Reﬂexes for movement uses, Endurance plus
  Strength for lifting and swimming, Dexterity times two for
  throwing, etc.
  Awareness
  Awareness represents the character’s experience in notic-
  ing oddities or details in their perceptions, and reacting to
  them. It is one of the core skills of a character, but not
  required, as many people are somewhat oblivious of things
  despite having keen senses. Generally, Awareness is used
  to take notice of something unexpected, and not used when
  actively examining an item, person, or place.
  Awareness is based oﬀ of Perception times two.
  Charm
  Used when attempting to incline another character to like
  the user. Charm requires a roll versus the target’s Discipline
  roll. Success indicates a positive response, with a higher
  MoS giving correspondingly greater increases in feeling. An
  MoS of 4 or 5 indicates a deﬁnite liking, and leaves a very
  good impression, while a 10 or more would have the target
  swooning. Attractiveness lends a bonus to this Skill, while
  a wary victim gives a penalty.
  Charm is based oﬀ of Charisma plus Manipulation.
  
  24
  CHAPTER 4.
  SKILLS
  Cyphering
  Cyphering is a term used for basic math skills, or rather
  math skills that should be basic. It covers multiplication,
  division, higher-order counting, and fractions. Levels 8 to
  10 include basic algebra and factoring, as well. Characters
  without Cyphering are limited to counting on their ﬁngers,
  for the most part.
  Cyphering is an Intelligence-based Skill.
  Discipline
  Discipline represents training meant to build up resis-
  tance to mental commands and temptation. Discipline is
  used to resist any character interaction skills, such as Charm
  or Fast Talk, or to resist some mental-based spells.
  Discipline is based on Spirit plus Willpower.
  Disguise
  The art of making oneself look like someone or something
  else. The resulting roll is the base Diﬃculty of an Awareness
  check to recognize the character. The Awareness check has
  several modiﬁers.
  Situation
  Modiﬁer
  Poor lighting
  -3
  Extensive time taken
  -2
  Imitating
  very
  diﬀerent
  species/diﬀerent gender
  +6
  Imitating
  a
  speciﬁc
  person
  known to the observer
  +4
  Imitating
  a
  speciﬁc
  person
  known very well to the observer
  +8
  Disguise uses Mind plus Perception as its base Attributes.
  Escape
  Escape is a fairly specialized Skill, limited to slipping out
  of bonds. Cuﬀs, ropes, straightjackets, and similar devices
  all limit the freedom of movement, though it can also include
  other escapes.
  Normally used with Lockpick.
  Ropes are
  fairly simple, requiring anywhere from a 12 to 16, depending
  on the skill of the person tying them. More complex devices
  may have much higher diﬃculties.
  Escape is usually based oﬀ of Dexterity plus Reﬂexes.
  Fast Talk
  The ability not just to lie convincingly, but to conceive of
  lies quickly enough and believably enough to fool the per-
  son being lied to. The Fast Talk roll is usually compared
  against a Discipline roll for the victim, with the victim gain-
  ing a bonus of anywhere from -4 to +10 depending on the
  believability of the lie.
  Fast Talk is based oﬀ Manipulation times two.
  Forgery
  The Skill required for faking oﬃcial, or even unoﬃcial
  documents. A forger with access to an example can eﬀec-
  tively duplicate signatures and handwriting(even if the char-
  acter cannot read), or mold casts for signet rings or other
  devices used for identiﬁcation. The roll of the Forgery is
  the Diﬃculty to detect the diﬀerence, using an Awareness
  check. A bonus or penalty may be applied for the examiner’s
  familiarity with the document, any distractions, or the suc-
  cess of a Fast Talk roll accompanying the forged document’s
  presentation.
  Forgery is an Intelligence plus Perception-based Skill.
  Gambling
  This Skill aids in analyzing the odds of a game of chance,
  recognizing when to back out, and recognizing cheating
  in common gambling games. Usually opposed by another
  Gambling roll.
  Gambling uses Perception plus Manipulation.
  Healing
  Knowledge of basic ﬁrst aid and wound dressing, includ-
  ing techniques for setting bones and stitches at the higher
  levels.
  Combined with Lore(Herbs), this can be used to
  counter diseases and infection, and is also needed to accel-
  erate wound recovery.
  Healing is based oﬀ Wisdom plus Perception.
  Heraldry
  The knowledge of noble houses, prominent nobles, and the
  crests and coat of arms of said nobles. A successful Heraldry
  check, with a Base Diﬃculty of 12 or so, can determine the
  nation of origin that the bearer of a standard hails from.
  Higher rolls indicate knowledge of the speciﬁc region, house,
  or even the noble in question.
  Heraldry is an Intelligence plus Perception-based Skill.
  Interrogation
  The ability to convince prisoners to divulge information,
  by any means available.
  Torture is common, but other
  methods can be eﬀective, though non-threatening attempts
  often have a penalty. The Skill is resisted by the target’s
  Discipline, though the user of the Skill gains bonuses de-
  pendent upon the lethality of the methods used.
  Interrogation is usually Perception plus Manipulation-
  based.
  Intimidation
  Intimidation is used to gain a psychological advantage
  over an opponent, aiding attempts at obtaining information,
  or possibly even preventing or stopping a battle. Usually
  more eﬀective when backed up by a display of prowess, the
  target resists with Discipline.
  
  25
  Intimidation can be based oﬀ many attributes, but is most
  often Strength plus Manipulation-based.
  Language
  This Skill may be taken multiple times, once for each
  language. It is rarely rolled, unless attempting to convey
  a complicated point or concept, and is more often used as
  a limit in social interactions. The Skill level indicates the
  general ability. When performing a social interaction relying
  on a non-native language, such as Charm or Persuasion, the
  character must use the lower of the two values between their
  Skill and their Language Skill.
  Level
  Ability
  One
  Basic ability in language, can
  communicate all but the more
  complicated
  concepts
  without
  diﬃculty.
  Three
  Fluent
  in
  language,
  but
  ob-
  viously
  a
  non-native
  speaker.
  Accented,
  though not heavily
  enough to cause problems.
  Five
  Complete ﬂuency in language,
  equivalent to a native speaker. A
  slight accent, but more of a quirk
  than anything else.
  Eight
  A scholar in the language, no
  accent apparent without a Very
  Hard(20) Skill roll.
  Familiar
  with the roots of the language.
  Ten
  Complete
  mastery.
  Indistin-
  guishable from native, and rarely
  encounters a word that is un-
  known.
  Common Languages
  Alden Very common on Anathas, and the native language
  of Alden and Kolb.
  Altayan A dialect of Alden; characters have a -3 Penalty
  to understand Alden, and Alden-speaking characters
  understand Altayan at a -3 Penalty.
  Used in Altay
  exclusively.
  Armek Native language for Armek and Nodar, and spoken
  throughout the southern part of Anathas.
  Cassian Spoken by Cass, but few others. Most people use
  Trader’s Tongue to speak to Cassians.
  Faerie The musical speech used by all intelligent Faerie
  creatures, and adopted by Loren and Ryantra.
  Fahael The aquatic lizard beings have their own language,
  distinct from any other races.
  Kathman A harsh-sounding language distantly related to
  Valtan, spoken by Kathma, Fellmar, and Zerubria.
  Kurr’d-ah The
  odd
  language
  of
  clicks,
  hisses,
  and
  screeches used by the invaders.
  Madeiran Limited to Madeira itself, this is a fusion be-
  tween Faerie and Alden.
  Soluman Very popular due to the wide reach of the
  Soluman Empire, it is claimed as the native language
  throughous Solumas.
  Taysen The clicking and hissing speech of the Taysen,
  sounding similar to the Kurr’d-ah speech to the un-
  trained ear, but vastly diﬀerent in practice.
  Trader’s Tongue The “common” language of Gaia, spo-
  ken by most travellers and highly-recommended for be-
  ginning characters.
  Valtan The ﬂowing, but somehow hard language of the
  Valtan people.
  Language is based oﬀ Intelligence times two.
  Leadership
  The Skill to inspire and direct large numbers of people,
  be they commoners or troops.
  Rolls are required for co-
  ordinating group actions successfully, or to recover morale.
  Mass combat and more uses for Leadership will be covered
  in a future supplement.
  Leadership is usually Charisma plus Manipulation-based.
  Lockpick
  Used to bypass a mechanical lock, by unlatching it in a
  manner that leaves few indications to investigation. Usually
  requires a set of lockpicks.
  Lockpick is Dexterity-based, or sometimes Intelligence,
  plus Perception.
  Lore
  Intimate knowledge of a subject, usually very speciﬁc.
  Characters can use Lore to determine facts about a place or
  thing, or methods used in a certain situation. Some exam-
  ple Lore Skills are: Weapons, Magic, Faerie, Local History,
  Valtan Law, Magi.
  Lore is Intelligence-based.
  Navigation
  Navigation is used to guide a character without land-
  marks, such as through a desert or over the sea. Diﬃculty
  is dependent upon the presence or absence of equipment,
  and the prevailing conditions.
  Navigation uses Perception plus Wisdom.
  
  26
  CHAPTER 4.
  SKILLS
  Persuasion
  Convincing another person to see the character’s view-
  point through logic or emotion is the purview of the Per-
  suasion Skill.
  This is resisted by the target’s Discipline,
  with bonuses awarded to the persuader for convincing ar-
  guments.
  Persuasion is usually Manipulation-based.
  Pickpocket
  Resisted by the victim’s Awareness, the Pickpocket Skill
  is needed to lift small items without the target being aware
  of the theft. Penalties are applied to larger items, or items
  in hard to reach places.
  Picpocket uses Dexterity plus Perception.
  Riding
  The Skill used for riding horses, ponies, and other beasts
  of burden.
  Riding requires a Skill roll whenever there is
  a good chance of the character falling oﬀ or losing control
  of his mount, such as from shock or a panicked mount. It
  also limits any Combat Skills used on it to a number of dice
  equal to the character’s Riding Dice.
  Riding is based on Wisdom plus Reﬂexes for most checks.
  Savoir Faire
  Etiquette and the ability to relate to others, especially
  those of high rank. Savoir Faire is used to know what to
  say, or what not to say, in any diplomatic situation. It is
  also used to detect insults or social gaﬀes, and to smooth
  over such things.
  Based on Perception plus Charisma or Manipulation.
  Seamanship
  All things related to the maintenance and operation of a
  sailing ship, including sail position, terminology, and culture
  of shipboard life.
  Checks are made to control a ship, or
  contribute in a useful way, when the ship is under stressful
  conditions. Storms, damage, and battle all count as stressful
  conditions.
  Seamanship usually uses Perception plus Wisdom.
  Stealth
  The ability to remain undetected, by any means neces-
  sary. This is opposed by an Awareness check made by any-
  one nearby. Very bright areas, large open areas, and other
  diﬃcult to hide places apply a penalty, while low light and
  distractions aid in this Skill’s usage.
  Stealth is based on Wisdom plus Reﬂexes for remaining
  quiet, Perception for remaining out of sight, and Wisdom
  for avoided searches.
  Strategy
  Strategy is used to devise tactics and outwit opponents
  in both large-scale battles and small groups. A successful
  Strategy check can detect likely positions of an ambush,
  and opposed Strategy checks can even arrange an ambush,
  granting surprise.
  Strategy is usually Perception plus Intelligence-based.
  Streetwise
  Familiarity with the culture and ﬂow of cities, and their
  inhabitants. This Skill represents the ability to locate and
  talk to information sources within a city, either for investi-
  gation or for purchasing rare items.
  Streetwise is usually based oﬀ Perception plus Manipula-
  tion.
  Survival
  Knowledge of how to keep oneself alive in harsh condi-
  tions, without support from others.
  Covers how to ﬁnd
  shelter, basic navigation, identifying animal lairs, and ﬁnd-
  ing edible plants.
  Survival is Perception plus Wisdom-based.
  Tracking
  Finding and identifying tracks, including the estimation
  fo speed and size based on the depth of the depression and
  the material. This Skill is far more diﬃcult to use when the
  prey crosses large expanses of water or solid rock, but not
  impossible.
  Tracking is based oﬀ Perception times two.
  Combat Skills
  Archery
  Usage of any bow-type device, from normal bows to cross-
  bows. This Skill does not provide the ability to Parry with
  the weapon.
  Archery is Dexterity plus Agility-based.
  Axe/Mace
  Any bashing or cleaving weapon, two-handed or one-
  handed, excepting those with extremely long reach.
  Axe/Mace is Dexterity plus Agility-based.
  Block
  The ability to use a shield eﬀectively, both for cover and
  to deﬂect blows.
  Block is based oﬀ Reﬂexes plus Agility.
  
  27
  Brawling
  Any unarmed combat, covering both basic boxing and
  ﬁsticuﬀs, and more developed unarmed styles relying on
  leverage and hard strikes.
  Brawling is based oﬀ Reﬂexes times two.
  Dodge
  Knowing how to get out of the way of danger. Also in-
  cludes the ability to rapidly ﬁnd cover.
  Dodge is based oﬀ Reﬂexes times two.
  Exotic Weaponry
  Any weapon which is rare enough or unique enough to
  require its own Skill. A good example is the whip, used often
  by the Kurr’d-ah to control their slaves. Exotic Weaponry
  has no predeﬁned Styles, so the GM must allow Techniques
  on a case-by-case basis.
  The Attribute that Exotic Weaponry uses is variable, but
  usually Agility plus Dexterity.
  Pole Arm
  Any weapon mounted upon a long haft, including spears,
  halbards, and any of the pole arm class of weapons(glaives,
  guisarmes, etc). Does not include the ability to throw the
  weapon, if applicable.
  Pole Arm is based oﬀ Reﬂexes plus Agility.
  Swordsmanship
  Any bladed weapon falls under this Skill, which is some-
  what harder to use than the other Combat Skills.
  Swordsmanship is Agility plus Dexterity-based.
  Thrown Weapon
  Any weapon designed for being thrown utilizes this Skill,
  from daggers to spears. Unlike Archery, this Skill can still
  be used to Parry.
  Thrown Weapon is Dexterity-based.
  
  28
  Chapter 5
  Styles, Schools, and Techniques
  Overview
  After the basics of combat have been mastered, all war-
  riors tend to develop their own unique ﬁghting tendencies.
  Over the centuries, many of the best ﬁghters have honed
  the tricks and techniques taught to them by their masters,
  forming schools of ﬁghting. Each School is unique, and is
  taught diﬃcult Techniques which can do things beyond sim-
  ple attack and parry combinations.
  Most of these Techniques were developed long ago, though
  a new one occasionally surfaces. The most powerful of these
  are imitations of the feats that the WeaponMasters of the
  Magi performed during the Magi Wars. Though it is nearly
  impossible for mortals to mimic such power without magical
  aid, the attempts to do so have met with limited success.
  In modern times, nearly anyone with a decent amount of
  skill begins focusing on a combat School. Some even manage
  to master more than one, attempting to combine Schools to
  form their own brand of ﬁghting.
  In addition to the Techniques learned from Schools, each
  ﬁghter has their own distinct Style of ﬁghting, a unique
  tendency which ﬂavors most of their attacks, and often gives
  them a slight edge once they ﬁnd the style that ﬁts them
  best. This Personal Style is intrinsic to each character, and
  is separate from their School(s).
  Personal Style
  Note: This entire section on Personal Style relies heavily
  on GM judgement, and is completely optional. It does add a
  dramatic ﬂair to combat resembling console RPG or anime
  stereotypes, encouraging players to be descriptive in their
  attacks and defenses, so it is encouraged if the players are
  seeking that feel for their game. It does make characters
  much more powerful at the higher levels of reward, so game
  diﬃculty should be adjusted.
  A character’s Personal Style deﬁnes how he or she nor-
  mally reacts in combat. This is not a rigidly deﬁned descrip-
  tion, and is more an exercise in roleplaying than a distinct
  rule. However, a player matching their Personal Style can,
  at times, gain bonuses reﬂecting their Style if describing
  their attack.
  Some examples of Personal Styles are:
  • Highly aggressive and reckless.
  • Cautious and very defensive.
  • Precise, collected, and very controlled.
  • Controlled but ﬂashy.
  • Acrobatic and ﬂuid, emphasizing speed.
  The more descriptive, the better. Players are encouraged
  to write a few sentences describing their ﬁghting style, and
  choose bonuses, below, relating to that.
  Style Tier Rewards
  After creating a description for their Style, players also
  select bonuses for each of the three reward Tiers.
  These
  bonuses are awarded depending on situation and description
  from the player, at the discretion of the referee. Awarded
  bonuses are cumulative, so that a character gaining a Tier
  3 Reward gains their Tier 3 Bonus plus their Tier 2 Bonus
  plus their Tier 1 Bonus.
  Tier 1 Awarded when a description of the character’s ac-
  tions is a dramatic example of their personal style.
  Tier 2 Awarded when a very descriptive maneuver is used
  in an unusual or stressful situation, and is adjusted to
  ﬁt those circumstances.
  Tier 3 Only awarded when a maneuver is altered or cre-
  ated in a very stressful or unusual situation, using ex-
  ceptional creativity.
  Note that the word ‘maneuver’ does not refer to a Tech-
  nique, only a description that the player uses when attacking
  or defending.
  Example 1: Victor Northcliﬀ is a well-established char-
  acter, and already possesses a deﬁned style as being witty,
  swift, elegant, and ﬂashy in his battle style.
  His Tier 1
  Bonus is a +1 to Initiative. During a battle, he decides to
  attack and dive behind a stone table. Describing his action,
  he states that he is diving backward and rolling over the ta-
  ble, while bringing his sword upward and using the roll to
  help his attack with an slice from low to high, keeping the
  sword raised as he lands. He is descriptive enough that the
  GM awards his Tier 1 Bonus, as that maneuver matches
  his style description well.
  
  29
  Example 2: Victor is in over his head(again), and wishes
  to make a quick getaway by leaping oﬀ the balcony and grab-
  bing a rope his companions have left behind to swing to the
  ﬂoor below. He uses the same type of maneuver as above,
  making an upward swipe while throwing himself backward,
  only this time he’s throwing himself oﬀ the balcony and into
  midair! This qualiﬁes as a Tier 2 maneuver, the GM rules,
  giving Victor his Tier 1 +1 to Initiative and his Tier 2
  Bonus as well, which is a +1 to Hit.
  Example 3: Victor, in his usual manner, lands himself in
  a situation where he pursues a villain across the rooftops.
  Seeing his quarry on the next rooftop over, Victor asks if he
  can make the jump, and the GM tells him that the villain
  used one of the clotheslines to cross. Victor gets one of his
  crazy ideas, and decides to split his actions to make an Ac-
  robatics Roll to grab the clothesline mid-jump, ﬂip up to the
  rooftop, and as he approaches use his Dance Strike Tech-
  nique combined with his aerial maneuvers to attack before
  he lands. This deﬁnitely applies as a Tier 3 Bonus, giving
  Victor his Tier 3 Bonus of +1 Damage Multiplier, a +1
  to Hit, and a +1 to Initiative, in addition to the probable
  reduction of his opponent’s Defense as a result of the Dance
  Strike!
  Tier Bonuses
  Players should choose one from each Tier and record
  them on their character sheet. Those characters with the
  Versatility Advantage may choose one from each Tier for
  each Style.
  Tier 1
  • +2 to Damage
  • +1 to AP
  • +1 Initiative
  • +2 Base Move
  • Conditional Penalties reduced by 1
  • Movement Penalties reduced by 1
  • +1 to any Skill Rolls when Splitting Actions
  • Recover 1 Fatigue
  Tier 2
  • +4 to Damage
  • +3 to AP
  • +1 to Hit
  • +3 to Initiative
  • Double Move without Penalty
  • +1 TN to be Hit
  • Extra Passive Defense
  • +1 Endurance for resisting Damage
  • Does not take Fatigue for actions in Round
  Tier 3
  • +5 to Damage
  • +2 to Hit
  • Automatically take First Action
  • +2 TN to be Hit
  • +3 to any Skill Rolls when Splitting Actions
  • +5 AV for Round
  • +1 to Damage Multiplier
  Schools
  Learning a School
  Characters must choose a School upon reaching Rank 3
  in a Weapon Skill(with the exception of Exotic Weaponry).
  At character creation, the cost in CP is dependent upon the
  character’s Homeland, and is listed with the School descrip-
  tion.
  When a character reaches Skill Rank 3 during play, they
  may choose to spend XP to learn a School from any available
  master, paying the lowest listed cost. However, this usually
  involves doing a favor for the master or the country that he
  is from. Anyone with a Skill Rank at least 1 higher than the
  character can serve as a master, with the exception that a
  master with Skill Rank 10 can teach a character advancing
  to Rank 10.
  Learning a School immediately grants the user access to
  their School Bonus, if the School has one. This School Bonus
  normally applies only when using the weapon associated
  with the School. School Bonuses that are obviously generic
  in nature, such as the Valtan immunity to fear, apply even
  when the character is not using the associated weapon.
  Example: Victor Northcliﬀ just raised Swordsmanship to
  Rank 3.
  Being from Alden, if he had done this during
  Character Creation he would have needed to spend 30 CP
  to learn Valtan BattleDancing.
  However, he has already
  started play, and recently aided in the rescue of the Valtan
  Princess, Alia. The King of Valta grants him a boon, so he
  requests to be trained in Valtan BattleDancing. Victor pays
  15 XP, not 30, as that is the lowest cost listed.
  Learning Techniques
  Each School listing provides two lists of Techniques, with
  each Technique listing the required Skill Rank and Cost.
  The lists provided consist of Featured Techniques which the
  School uses most often, and a Restricted List of Techniques
  
  30
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  rarely taught by that School, thus warranting a higher TP
  Cost.
  Learning a Technique involves simply paying the cost in
  Technique Points(TP), which may be purchased on a 1 for
  1 basis with XP or CP. It is assumed that the character was
  taught the necessary steps to perform the Techniques for his
  Skill Rank, but has not practiced enough to utilize them.
  Paying the Technique Point cost represents perfecting the
  Technique to a usable level.
  Acquiring Technique Points
  A character gains 3 TP automatically upon reaching Skill
  Rank 3, in addition to any Bonus Tech Points given by
  the Style he chooses. In addition, the character receives a
  number of TP equal to his new Skill Rank when raising the
  Skill the School is based on(4 for Skill Rank 4, 5 for Rank
  5, etc).
  These “free” Tech Points may only be spent on
  purchasing Techniques for the School associated with that
  Skill.
  Technique Points may also be bought with XP or CP, at
  a rate of 1 TP per XP or CP.
  Using Techniques
  Techniques are divided into Active and Passive forms. A
  character can only use one Active Technique per Round. A
  Passive Technique is always in eﬀect, though some Passive
  Techniques only work when the character is armed with
  a certain weapon type, or upon certain conditions(such as
  “when doing an Active Parry”).
  Multiple Fighting Schools
  When using a weapon not covered by the Skill his School
  is designed for, the character cannot use Active Techniques,
  or any Passive Techniques that rely on the presence of the
  weapon(such as Parry Strike). Even Common Techniques
  must be bought separately for each School. However, the
  character must still purchase Passive Techniques that are
  Prerequisites for other Techniques in a diﬀerent School, even
  if the Passive Technique is able to be used at all times(such
  as Fluid Motion). As a bonus of knowing the general
  theory of the Technique, the TP cost of any Tech-
  nique the character knows under a diﬀerent School
  is halved(round up, minimum 1 TP)
  Some Techniques may only be partially eﬀective, depen-
  dent upon the description.
  A Soluman Duelist with the
  Compensation Technique, for example, would still reduce
  his Armor Penalty and TN Penalty Reduction even when
  using Brawling, but would not reduce any Penalties to hit,
  as that would normally be associated with using his weapon.
  In the case where School Bonuses overlap(as in the Valtan
  Schools and their immunity to fear), they do not stack, but
  instead the cost for purchasing the second style is reduced
  by two-thirds(round down). A Valtan with BattleDancing,
  therefore, pays only 5 XP or CP more to learn Distant Vic-
  tory.
  A character may learn multiple Schools for the same type
  of weapon, but must do so by purchasing the Weapon Skill
  again. When ﬁghting, the highest Skill Level is always used,
  unless a Technique from the School associated with a lower
  Skill total is used. If both Schools have a School Bonus,
  then both School Bonuses are applied, if possible.
  Example:
  Victor Northcliﬀ has a Rank 8 in Swords-
  manship with the Anathasian SwordMastery School. Later,
  he picks up Valtan BattleDancing by purchasing a second
  Swordsmanship Skill and raising it to Rank 6. He also pur-
  chases Precision Strike I for 2 TP, as he already has Pre-
  cision Strike I for Anathasian SwordMastery. He also buys
  Dance Strike at the same time. Now, when ﬁghting with
  a sword, Victor uses his Skill of 8, but gains a +2 to AP
  and is immune to fear. His Skill is always considered an 8,
  unless he performs a Dance Strike. In this case, his Skill
  is only at Rank 6. If he should later learn Ryantran Blade-
  Mastery, he would gain a +1 Initiative in addition to his
  +2 AP, but only when using a sword.
  Learning Forbidden Techniques
  If a player wishes a character to have a Technique which is
  forbidden to his School or exclusive to another School, and
  does not wish to purchase a second Skill for one Technique,
  there is a way to learn Techniques from other Schools.
  The character must ﬁrst ﬁnd another character that
  knows the Technique, and either study under them, or ob-
  serve the Technique in use for an extended period of time(at
  least a few times a day for a number of weeks), during which
  he must study the Technique. Upon meeting these require-
  ments, he may purchase the Technique at twice the listed
  cost, but only after paying the cost for all Prerequisites of
  the Technique, as well. In addition, if there are any Pre-
  requisites he does not already possess, he must purchase
  them for his actual School, if possible. If not possible, he
  must purchase the Prerequisite using the same manner of
  learning forbidden Techniques before purchasing the desired
  Technique. Prerequisites do not need to be purchased mul-
  tiple times if the character is learning multiple Techniques
  from the same School, but must be purchased again if the
  character learns from a diﬀerent School, just as if they had
  purchased a new Skill.
  Obviously, it is more economical to simply learn a new
  School rather than purchase Techniques from another, for
  any but the most basic Technique.
  Common Techniques
  The following Techniques are available to every character,
  regardless of School.
  • Beat Parry I (Rank 3, 1 TP)
  • Beat Parry II (Rank 7, 3 TP)
  • Counter I (Rank 5, 4 TP)
  • Counter II (Rank 9, 7 TP)
  
  31
  • Hip Shot (Rank 3, 3 TP)
  • Longbow (Rank 4, 3 TP)
  • Power Thrust I (Rank 3, 3 TP)
  • Power Thrust II (Rank 6, 4 TP)
  • Power Thrust III (Rank 8, 7 TP)
  • Precision Strike I (Rank 3, 3 TP)
  • Precision Strike II (Rank 9, 9 TP)
  • Quickdraw (Rank 4, 3 TP)
  • Speed Load (Rank 4, 4 TP)
  • Stop Thrust (Rank 5, 2/4 TP)
  Fighting Schools
  Archery
  Soluman Archery
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  A simple, yet eﬀective School of Archery, Soluman
  Archery is very widespread.
  Most towns of any size will
  have at least one person skilled in the School, and even the
  Anathasian continent has adopted it as the standard bow
  School.
  Featured Techniques:
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pin (Rank 5, 3 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Fatal Strike II (Rank 9, 18 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  Loren Watchman
  Point Cost:
  0 (Loren)
  5 (Ryantra, Madeira)
  20 (Solumas)
  40 (Taysen)
  10 (everyone else)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  A more reﬁned School than Soluman Archery, the
  ﬁghting style of the Loren Faerie Guard is focused more
  on staying power and a quick takedown than for real bat-
  tleﬁeld use. It is a popular alternative for those living near
  Loren.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Pin (Rank 5, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Compensation (Rank 7, 23 TP)
  - Instinct Strike (Rank 3, 8 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Alden Bowmanship
  Point Cost:
  5 (Alden, Kathma, Kolb)
  10 (Cass, Loren, Madeira, Ryantra, Zerubria)
  25 (Solumas)
  40 (Taysen)
  15 (everyone else)
  School Bonus: +2 Damage at Short Range.
  Bonus Tech Points: +2
  Background:
  A further reﬁnement of Soluman Archery, the country
  of Alden has made a fair amount of progress in replacing the
  Soluman School with its own. Unfortunately, the relative
  diﬃculty of learning this School keeps it from completely
  replacing its predecessor.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  
  32
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III
  - Pin (Rank 5, 3 TP)
  - Stun Attack (Rank 6, 4 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Fatal Strike II (Rank 9, 18 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Sanctuary
  Point Cost:
  10 (Sanctuary)
  50 (everyone else)
  School Bonus: Reduce Range penalties by 1(i.e. -1 for
  Medium, -4 for Long)
  Bonus Tech Points: +2
  Background:
  This rare School is still rather young, but is progress-
  ing rapidly, and already has several Techniques unavailable
  to other Schools. Most users steadfastly refuse to teach it to
  other bowmen, causing users of this School to be somewhat
  disliked by many of the more experienced archers.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Catch Missile (Rank 10, 18 TP)
  - Compensation (Rank 7, 15 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Hand Parry (Rank 8, 10 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pin (Rank 5, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Stun Attack (Rank 6, 4 TP)
  - Twin Strike (Rank 7, 8 TP)
  Restricted Techniques:
  - Enhanced Range II (Rank 9, 15 TP)
  - Fatal Strike I (Rank 7, 12 TP)
  - Master of the Strike (Rank 8, 30 TP)
  - Pierce Armor I (Rank 4, 5 TP)
  - Pierce Armor II (Rank 7, 11 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  Zerubrian Sharpshooting
  Point Cost:
  10 (Zerubria)
  15 (Nodar, Kathma)
  50 (Taysen, Fellmar, Solumas)
  20 (everyone else)
  School Bonus: When aiming, a Zerubrian Sharpshooter
  gains 1 Bonus Die per Round, up to +3. These Dice do not
  count for any calculations involving Skill Dice.
  Bonus Tech Points: +4
  Background:
  Developed by necessity from the many years of war-
  fare, Zerubrian Sharpshooters are well respected as snipers
  and marksmen. A practical School, Sharpshooting is the
  elegant archer’s choice, despite its brutal origins.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Dodge Strike (Rank 9, 10 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Mounted Blow (Rank 4, 4 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Pin (Rank 5, 3 TP)
  - Stun Attack (Rank 6, 4 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Fluid Motion (Rank 7, 12 TP)
  Kathman Wind of Vengeance
  Point Cost:
  15 (Kathma)
  20 (Zerubria, Valta)
  30 (everyone else)
  50 (Taysen)
  School Bonus:
  +2 AP versus Chain and Plate, add
  Archery Skill Dice to Damage Base.
  Bonus Tech Points: +4
  Background:
  Rapidly
  developed
  by
  combining
  Valtan
  and
  Zerubrian
  battle
  Techniques
  with
  their
  own
  unique
  ﬁghting ideal, the Kathmans have advanced this deadly
  School forward enough to allow them to ﬁght the en-
  croaching Kurr’d-ah. The Kathman archers are respected
  throughout Gaia, and are a match for the Valtans in their
  skill and ferocity.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  
  33
  - Focus (Rank 7, 4 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Kapinstar (Rank 10, 20 TP)
  - Master of the Strike (Rank 8, 20 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Ride the Wind (Rank 10, 12 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Triple Strike (Rank 10, 14 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Pin (Rank 5, 5 TP)
  - Fluid Motion (Rank 7, 12 TP)
  - Mounted Blow (Rank 4, 6 TP)
  - Stun Attack (Rank 6, 6 TP)
  Valtan Distant Victory
  Point Cost:
  15 (Valta)
  20 (Kathma, Ryantra)
  25 (Cass, Loren)
  30 (everyone else)
  50 (Solumas, Taysen)
  School Bonus: Valtan archers are completely immune to
  both normal Fear eﬀects and the eﬀects of Kurr’d-ah Fear.
  In addition, they have a +4 to resist any type of Magical
  Fear. Valtan archers automatically add 2 points to the AP
  of any bow weapon they use.
  Bonus Tech Points: +4
  Background:
  The Valtans are by nature melee combatants, but are
  as pragmatic in their battle tactics as they are deadly. With
  the eﬀectiveness of longbows versus the Kurr’d-ah proven
  time and again, the Valtans have taken what was once a
  niche ﬁghting School in their lands into a fully battle-ready
  School.
  Though not as developed as some of their other
  Schools, Valtan Distant Victory is still one of the more dan-
  gerous Schools on Gaia.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Compensation (Rank 7, 15 TP)
  - Dance Step (Rank 8, 14 TP)
  - Dodge Strike (Rank 9, 10 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Pin (Rank 5, 3 TP)
  Restricted Techniques:
  - Focus (Rank 7, 6 TP)
  - Ignore Wound II (Rank 9, 20 TP)
  - Spirit Strike (Rank 9, 18 TP)
  - Twin Strike (Rank 8, 12 TP)
  Axe/Mace
  Soluman Guardsman
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  A somewhat dated School, Soluman Guardsman is ac-
  tually more common on Anathas than Solumas itself, due
  to the Soluman Empire’s reliance on swords and spears over
  axes. Still, the School is easy to pick up and ideal for de-
  fense, so it is fairly widely known
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Focus (Rank 7, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Fancy Footwork (Rank 7, 23 TP)
  - Instinct Strike (Rank 3, 8 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Alden Axe-Fighting
  Point Cost:
  0 (everyone except Solumas and Taysen)
  5 (Solumas)
  10 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  A more recent School than Soluman Guardsman, the
  Alden form of Axe-Fighting is more oﬀensive and, some
  say, better for actual combat.
  It is nearly as popular as
  the Soluman form of ﬁghting, but many prefer the extra
  protection the cautious Soluman School provides.
  Featured Techniques:
  
  34
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  - Anticipation I (Rank 6, 5 TP)
  - Bind (Rank 5, 3 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Focus (Rank 7, 4 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Instinct Strike (Rank 3, 8 TP)
  - Fatal Strike I (Rank 7, 12 TP)
  Kolban Axe-Fighting
  Point Cost:
  0 (everyone except Solumas and Taysen)
  5 (Solumas)
  10 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Another attempt to improve upon the Soluman
  Guardsman School, developed at the same time and with
  the same goal as the Alden version. Kolban Axe-Fighting is
  even more aggressive than Alden’s, but unfortunately leaves
  little room for defensive Techniques.
  Featured Techniques:
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Overpower (Rank 6, 6 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  Restricted Techniques:
  - Mounted Blow (Rank 4, 6 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  Madeiran Blade Way
  Point Cost:
  5 (Madeira)
  15 (Solumas, Fellmar)
  50 (Taysen)
  10 (everyone else)
  School Bonus: +1 AP versus Leather and Chain
  Bonus Tech Points: +2
  Background:
  An ancient School, the mostly peaceful Madeirans
  have had little need to reﬁne this any further, but it has
  become much more popular of late.
  With the Kurr’d-ah
  menace creeping closer, an eﬀort has been made to organize
  the masters of this School, but with little success thus far.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Compensation (Rank 7, 23 TP)
  - Masterful Forms (Rank 9, 30 TP)
  - Pierce Armor II (Rank 7, 11 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  Fellmar Battlemastery
  Point Cost:
  10 (Fellmar)
  15 (Armek, Kathma)
  50 (Taysen, Zerubria)
  20 (everyone else)
  School Bonus: Add Skill Dice to Damage Base when per-
  forming an All-Out Attack.
  Bonus Tech Points: +4
  Background:
  Fellmar’s ﬁghting School is as brutal as its people, fo-
  cusing solely on taking down the opponent. Though not a
  particularly popular School, few can argue of its eﬀective-
  ness.
  Featured Techniques:
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Finishing Strike (Rank 9, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Overpower (Rank 6, 6 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  Restricted Techniques:
  - Mounted Blow (Rank 4, 6 TP)
  - Overpower (Rank 6, 9 TP)
  - Power Drive (Rank 7, 15 TP)
  
  35
  Armek Warrior
  Point Cost:
  10 (Armek)
  15 (Nodar)
  50 (Taysen)
  20 (everyone else)
  School Bonus: Upon learning this School, characters add
  their Spirit x2 to their Fatigue.
  Bonus Tech Points: +6
  Background:
  Despite their relatively primitive outlook on life, the
  Armek have managed to construct a well-developed School
  used by their more highly-skilled warriors. The eﬀectiveness
  of this School is well-respected enough that it has spread
  further, and is not unheard of even in Solumas.
  Featured Techniques:
  - Fatal Strike I (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Overpower (Rank 6, 6 TP)
  - Power Drive (Rank 7, 10 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Crush (Rank 9, 21 TP)
  - Fatal Strike II (Rank 9, 18 TP)
  - Mounted Blow (Rank 4, 6 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Zerubrian Guard
  Point Cost:
  10 (Zerubria)
  15 (Nodar, Kathma)
  50 (Taysen, Fellmar, Solumas)
  20 (everyone else)
  School Bonus: When an Opposed Skill Roll is called for
  using the Axe/Mace Skill, for a Technique or any usage
  other than Active Defense, the user’s Skill Rank is consid-
  ered one higher. This may grant extra Skill Dice.
  Bonus Tech Points: +4
  Background:
  A versatile, defensive School, the Zerubrian Guard is
  well-prepared for taking on opponents who are faster or
  more skilled than they.
  Their School is popular among
  warriors ﬁghting the Kurr’d-ah, but not incredibly common
  otherwise.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Recovery (Rank 5, 3 TP)
  - Shielded Strike (Rank 9, 8 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Iron Body (Rank 8, 18 TP)
  - Masterful Forms (Rank 9, 30 TP)
  - Overpower (Rank 6, 9 TP)
  - Parry Disarm (Rank 6, 8 TP)
  Valtan Cleaver
  Point Cost:
  15 (Valta)
  20 (Ryantra, Cass)
  25 (Loren, Kathma)
  50 (Taysen, Solumas)
  30 (everyone else)
  School Bonus: Valtan Cleavers are completely immune to
  both normal Fear eﬀects and the eﬀects of Kurr’d-ah Fear.
  In addition, they have a +4 to resist any type of Magical
  Fear. BattleDancers automatically add 2 points to the AP
  of any axe or mace they use.
  Bonus Tech Points: +4
  Background:
  Tarlis
  Valta
  believed
  swords
  superior
  to
  other
  weapons, but recognized that each weapon had its uses.
  To that end, he founded a School for each weapon type,
  dedicated to adapting the budding BattleDancing School
  to each weapon. His dream never came to fruition, exactly,
  as many of the School diverged signiﬁcantly over the years,
  but led to the Valtan Cleaver being an eﬀective, powerful
  attack School.
  Featured Techniques:
  - Compensation (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Soul Cleave (Rank 9, 16 TP)
  - Steel Wall (Rank 7, 8 TP)
  
  36
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Dance Strike (Rank 6, 15 TP)
  - Fancy Footwork (Rank 7, 23 TP)
  - Focus (Rank 7, 6 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Nodar Axemaster
  Point Cost:
  15 (Nodar)
  20 (Armek, Zerubria)
  50 (Taysen)
  30 (everyone else)
  School Bonus: +1 TN to be hit when mounted.
  Bonus Tech Points: +4
  Background:
  Distantly related to the Armek School of axe and mace
  ﬁghting, the Nodar have adapted and reﬁned the tactics
  used by their slightly more primitive neighbors for use on
  horseback. Many see the Nodar and their mounts as one
  being, able to do nearly anything on horseback that can be
  accomplished on foot, and sometimes even better.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Compensation (Rank 7, 15 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Focus (Rank 7, 4 TP)
  - Great Blow (Rank 3, 4 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Mounted Blow (Rank 4, 4 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Overpower (Rank 6, 6 TP)
  - Passing Strike (Rank 6, 6 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Strike With One Mind (Rank 10, 12 TP)
  Restricted Techniques:
  - Instinct Strike (Rank 3, 8 TP)
  - Recovery (Rank 5, 5 TP)
  - Stun Attack (Rank 6, 6 TP)
  Brawling
  Alden Fisticuﬀs
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  A widespread ﬁghting School originating in Alden, em-
  phasizing toughness and hard hits. Mostly used by street
  toughs, few real ﬁghters use this School, viewing it as un-
  cultured.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Roundhouse (Rank 3, 3 TP)
  Restricted Techniques:
  - Anticipation II (Rank 6, 8 TP)
  - Fatal Strike II (Rank 9, 18 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Kolban Boxing
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  An attempt to reﬁne Alden Fisticuﬀs, Kolban Boxing
  sacriﬁces some defensive power in an attempt to diversify
  the attacks. It is not quite as popular as its predecessor, but
  is practiced widely by warriors looking for something with
  a little more power behind it. The only downside is its lack
  of advanced moves, leaving the more skilled practitioners at
  something of a disadvantage.
  Featured Techniques:
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Overpower (Rank 6, 6 TP)
  - Roundhouse (Rank 3, 3 TP)
  Restricted Techniques:
  - Fatal Strike I (Rank 7, 12 TP)
  - Fatal Strike II (Rank 9, 18 TP)
  - Steel Wall (Rank 7, 12 TP)
  Soluman Boxing
  Point Cost:
  0 (everyone except Taysen and Valta)
  5 (Taysen)
  10 (Valta)
  School Bonus: None
  Bonus Tech Points: 0
  
  37
  Background:
  A result of the Soluman pride that is often praised(or
  disparaged), Soluman Boxing is a direct attempt to prove
  the Soluman way equal or superior to the rest of the world.
  This School has become popular in recent years due to the
  wide range of Techniques available to it, but is not being as
  aggressively developed as before, with the Kurr’d-ah taking
  so much of the Empire’s attention.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Compensation (Rank 7, 15 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Recovery (Rank 5, 3 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Focus (Rank 7, 6 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Instinct Strike (Rank 3, 8 TP)
  Loren Martial Spirit
  Point Cost:
  5 (Loren)
  10 (Madeira, Ryantra)
  50 (Taysen)
  15 (everyone else)
  School Bonus: +2 to Discipline Rolls made in combat
  Bonus Tech Points: +2
  Background:
  Like many of the Loren School, Martial Spirit is a pas-
  sive, defensive School, emphasizing focus of the self and in-
  ner strength. Though not widely practiced outside of Loren,
  this School has a healthy amount of respect from many other
  warriors, giving even armed combatants pause.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Compensation (Rank 7, 15 TP)
  - Defensive Throw (Rank 7, 10 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Recovery (Rank 5, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Stun Attack (Rank 6, 4 TP)
  - Trip Kick (Rank 4, 3 TP)
  Restricted Techniques:
  - Ignore Wound I (Rank 5, 9 TP)
  - Iron Body (Rank 8, 18 TP)
  Valtan Conditioning
  Point Cost:
  10 (Valta)
  15 (Cass, Ryantra)
  50 (Solumas, Taysen)
  20 (everyone else)
  School Bonus: Valtan Conditioning renders the warrior
  completely immune to both normal Fear eﬀects and the ef-
  fects of Kurr’d-ah Fear.
  In addition, they have a +4 to
  resist any type of Magical Fear.
  Bonus Tech Points: +2
  Background:
  The result of a brutal training regime, the Valtan un-
  armed combat School still lags behind their other School in
  eﬀectiveness. One would be foolish to say that it is weak,
  however. With or without weapons, any Valtan is a warrior
  to be feared.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Compensation (Rank 7, 15 TP)
  - Dance Step (Rank 8, 14 TP)
  - Dance Strike (Rank 6, 10 TP)
  - Defensive Throw (Rank 7, 10 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Recovery (Rank 5, 3 TP)
  - Roundhouse (Rank 3, 3 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Great Blow (Rank 3, 6 TP)
  Armek Wrestling
  Point Cost:
  10 (Armek)
  15 (Nodar)
  50 (Taysen)
  20 (everyone else)
  School Bonus: Upon learning this School, characters add
  their Spirit x2 to their Fatigue
  Bonus Tech Points: +4
  
  38
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  Background:
  The brutal Armek way of life has lead to an extremely
  well-developed wrestling School. Able to topple even expe-
  rienced swordsmen at times, Armek Wrestling is a School
  to be wary of.
  Featured Techniques:
  - Compensation (Rank 7, 15 TP)
  - Crush (Rank 9, 14 TP)
  - Defensive Throw (Rank 7, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Overpower (Rank 6, 6 TP)
  - Power Drive (Rank 7, 10 TP)
  - Recovery (Rank 5, 3 TP)
  - Roundhouse (Rank 3, 3 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Stun Attack (Rank 6, 4 TP)
  - Trip Kick (Rank 4, 3 TP)
  Restricted Techniques:
  - Focus (Rank 7, 8 TP)
  - Hand Parry (Rank 8, 15 TP)
  - Iron Body (Rank 8, 18 TP)
  - Master of the Strike (Rank 8, 30 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  - Pierce Armor I (Rank 4, 5 TP)
  - Spirit Strike (Rank 9, 18 TP)
  Gaia’s Voice
  Point Cost:
  15 (Fahael)
  20 (Anyone else)
  School Bonus: +2 Initiative
  Bonus Tech Points: +4
  Background:
  Gaia’s Voice is not so much learned as it is known from
  the start. This is a School exhibited almost exclusively by
  the Fahael, Werebeasts, and other intelligent natural crea-
  tures. The users ﬁght by opening themselves up to Gaia,
  letting the natural lifeforce within them and around them
  guide their actions.
  It is a School in its infancy, and is
  unique among the known Schools in its movements.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Compensation (Rank 7, 15 TP)
  - Eternal Strike (Rank 10, 30 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Gaia’s Strength (Rank 6, 7 TP)
  - Guided Strike (Rank 10, 20 TP)
  - Illusory Fighting (Rank 7, 10 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Iron Body (Rank 8, 12 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Master of the Strike (Rank 8, 20 TP)
  - Mimicry (Rank 10, 20 TP)
  - Recovery (Rank 5, 3 TP)
  - Shield Of Will (Rank 10, 20 TP)
  - Smite (Rank 8, 12 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Trip Kick (Rank 4, 3 TP)
  - Will Of Gaia (Rank 10, 20 TP)
  Restricted Techniques:
  - Defensive Throw (Rank 7, 15 TP)
  - Hand Parry (Rank 8, 15 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Ignore Wound II (Rank 9, 20 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  - Pierce Armor I (Rank 4, 5 TP)
  Pole Arm
  Anathasian Spear Fighting
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Much like Anathasian SwordMastery, this School is a
  basic attempt to create a standard, easy to use School that
  is well-rounded enough to be useful. Most often used by
  footsoldiers in the standing armies of the world, Anathasian
  Spear Fighting is widespread enough that a master can be
  found almost anywhere.
  Featured Techniques:
  - Bind (Rank 5, 3 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Fancy Footwork (Rank 7, 23 TP)
  - Flurry Attack (Rank 5, 8 TP)
  
  39
  Soluman Staﬀ Dueling
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Though
  the
  Soluman
  armies
  actually
  use
  the
  Anathasian School for their spears, the idea of dueling is
  widespread enough in Solumas that a seperate School has
  formed.
  Concentrating more on defensive and non-lethal
  techniques, many amatuer soldiers pick this School up as
  an attempt to diﬀerentiate themselves, and those with sta-
  tus ﬁnd it an entertaining diversion that keeps them ﬁt, as
  well.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Disarm Steal (Rank 8, 8 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Ignore Wound I (Rank 5, 9 TP)
  - Parry Disarm (Rank 6, 8 TP)
  - Steel Wall (Rank 7, 12 TP)
  Kolban Spear Battling
  Point Cost:
  5 (Alden, Kolb)
  25 (Taysen)
  10 (everyone else)
  School Bonus: +1 Damage with Pole Arms.
  Bonus Tech Points: +2
  Background:
  In the usual Kolban mindset , the small country has
  aggressively reﬁned the more common Anathasian School
  into a disciplined, and more dangerous School.
  Kolban
  Spear Battling has not reached the popularity of its an-
  cestor, but only due to its steeper learning curve. With the
  Kurr’d-ah invasion, more and more warriors are seeking out
  this School instead of its simpler cousins.
  Featured Techniques:
  - Compensation (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Overpower (Rank 6, 6 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Fancy Footwork (Rank 7, 23 TP)
  - Flurry Attack (Rank 5, 8 TP)
  - Focus (Rank 7, 6 TP)
  - Master of the Strike (Rank 8, 30 TP)
  Fellmar Halberdier
  Point Cost:
  5 (Fellmar)
  15 (Solumas)
  50 (Taysen, Zerubria)
  10 (everyone else)
  School Bonus: Users add their Willpower to their Dam-
  age Base when performing an All Out Attack.
  Bonus Tech Points: +2
  Background:
  Originally evolving due to the Fellmar tendancy to-
  ward heavy, long-hafted weapons, Fellmar Halberdier has
  spread slowly across the southern continent since then. Ma-
  turing into a more generic pole arm School, it is somewhat
  popular among soldiers on the front lines of a conﬂict, but
  otherwise ignored, for the most part.
  Featured Techniques:
  - Bind (Rank 5, 3 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Overpower (Rank 6, 6 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  Restricted Techniques:
  - Power Drive (Rank 7, 15 TP)
  - Preemptive Strike (Rank 6, 5 TP)
  Valtan Armsmastery
  Point Cost:
  10 (Valta)
  15 (Cass, Ryantra)
  50 (Solumas, Taysen)
  20 (everyone else)
  
  40
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  School Bonus: Valtan Armsmasters are completely im-
  mune to both normal Fear eﬀects and the eﬀects of Kurr’d-
  ah Fear. In addition, they have a +4 to resist any type of
  Magical Fear.
  Bonus Tech Points: +2
  Background:
  Until recently, the Valtans had been lax in developing
  their pole arm skills, relying more on sword, axes, and bows.
  This was the one area where the Valtans were at a disad-
  vantage compared to most, but with the recent devastating
  losses, they have corrected that mistake with a vengeance.
  While not yet as deadly as their other Schools, Armsmasters
  have earned the respect of their comrades.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Recovery (Rank 5, 3 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Dance Step (Rank 8, 21 TP)
  - Fancy Footwork (Rank 7, 23 TP)
  - Focus (Rank 7, 6 TP)
  - Spirit Strike (Rank 9, 18 TP)
  Cassian Pike Fighting
  Point Cost:
  10 (Cass)
  15 (Valta)
  45 (Taysen)
  25 (everyone else)
  School Bonus: +1 TN to be Hit when striking ﬁrst in a
  Round against that opponent.
  Bonus Tech Points: +2
  Background:
  Complementing their Dual Blade Fighting Tech-
  niques, but not quite as unusual, Pike Fighting is adapted
  to unusual situations and defense. Usually learned by any-
  one that travels extensively by ship, it is equally eﬀective
  on land.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Recovery (Rank 5, 3 TP)
  - Steel Fortress (Rank 10, 10 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Fatal Strike II (Rank 9, 18 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Trip Kick (Rank 4, 5 TP)
  Madeiran Guardian Way
  Point Cost:
  15 (Madeira)
  20 (Loren)
  40 (Fellmar, Solumas)
  50 (Taysen)
  30 (everyone else)
  School Bonus: +2 TN to be Hit when ﬁghting more than
  one opponent.
  Bonus Tech Points: +2
  Background:
  The pride of the Madeiran army, Guardian Way
  evolved from the Madeiran ideal of defense before oﬀense,
  and was reﬁned to the point where it is nearly untouchable
  by other Schools in terms of capability.
  It is diﬃcult to
  master, leading to a relative rarity outside of Madeira, but
  well known.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Force Of Will (Rank 10, 16 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Master of the Strike (Rank 8, 20 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Recovery (Rank 5, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Stun Attack (Rank 6, 4 TP)
  
  41
  Restricted Techniques:
  - Catch Missile (Rank 10, 27 TP)
  - Hand Parry (Rank 8, 15 TP)
  - Ignore Wound II (Rank 9, 18 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  Swordsmanship
  Anathasian Swordmastery
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Taught by most of the smaller academies through-
  out the world, Anathasian Swordmastery is a well-rounded
  School, if not particularly deadly. It is a little easier to learn
  than most, making it very popular for soldiers who manage
  to gain enough skill to reﬁne their abilities, but lack the
  time to master one of the more advanced ﬁghting School.
  Featured Techniques:
  - Bind (Rank 5, 3 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Flurry Attack (Rank 5, 8 TP)
  - Oﬀ Hand (Rank 5, 6 TP)
  Loren Bladeguard
  Point Cost:
  0 (Loren)
  5 (Ryantra, Madeira)
  20 (Solumas)
  40 (Taysen)
  10 (everyone else)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Developed in parallel with Anathasian Swordmastery,
  Bladeguard takes a less martial stance toward combat. Re-
  lying on defensive maneuvers and the strength of the spirit,
  Bladeguard is a more cerebral School than most others.
  Given the paciﬁstic nature of its origin, it is considered one
  of the less intense Schools available, but is somewhat harder
  to learn than Swordmastery.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Disarm Steal (Rank 8, 8 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Stun Attack (Rank 6, 4 TP)
  Restricted Techniques:
  - Dodge Strike (Rank 9, 15 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Masterful Forms (Rank 9, 30 TP)
  Armek Battler
  Point Cost:
  0 (Armek)
  5 (Nodar)
  50 (Taysen)
  10 (everyone else)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Evolving more from personality than any speciﬁc de-
  sire for a combat School, Armek Battler reﬂects the sav-
  age nature of its origins. A brutal School focused solely on
  taking down as many opponents as possible, it is generally
  regarded as a School that lacks ﬁnesse, but few can argue
  with its eﬀectiveness.
  Featured Techniques:
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Overpower (Rank 6, 6 TP)
  Restricted Techniques:
  - Power Drive (Rank 7, 15 TP)
  - Preemptive Strike (Rank 6, 5 TP)
  Altayan Fencing
  Point Cost:
  5 (Altay)
  50 (Taysen)
  15 (everyone else)
  School Bonus: +2 Damage Base with one-handed swords.
  Bonus Tech Points: +2
  Background:
  Considered by most to be a nobleman’s School, Al-
  tayan Fencing is more for show than for any practical value.
  
  42
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  Despite this fact, many have discovered that the highly re-
  ﬁned School lends itself well to actual combat. Training re-
  quires more eﬀort than most other Schools, but a Fencer’s
  movements telegraph “ﬁnesse.”
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Parry Disarm (Rank 6, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Compensation (Rank 7, 23 TP)
  - Dodge Strike (Rank 9, 15 TP)
  - Instinct Strike (Rank 3, 8 TP)
  - Twin Blade (Rank 5, 15 TP)
  Cassian Dual Blade Fighting
  Point Cost:
  10 (Cass)
  15 (Valta)
  45 (Taysen)
  25 (everyone else)
  School Bonus: +1 TN to be Hit when not wearing armor
  Bonus Tech Points: +2
  Background:
  Honed by generations of ﬁghting on the decks of ships,
  and inﬂuenced slightly by nearly every other existing School,
  Dual Blade Fighting has become its own distinctive and ex-
  otic School. Concentrating on avoiding damage and ﬁghting
  multiple enemies, the Cassian School of swordsmanship of-
  ten takes years to learn.
  Special Note: The Oﬀ Hand and Twin Blade Techniques
  must be learned before the character can advance to Rank
  7 in Swordsmanship.
  Featured Techniques:
  - Baﬄe (Rank 8, 8 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Reversal (Rank 6, 2 TP)
  - Second Strike (Rank 8, 6 TP)
  - Steel Flurry (Rank 10, 16 TP)
  - Steel Wall (Rank 7, 8 TP)
  - Twin Blade (Rank 5, 10 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Fancy Footwork (Rank 7, 23 TP)
  - Fatal Strike I (Rank 7, 12 TP)
  - Focus (Rank 7, 6 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Preemptive Strike (Rank 6, 5 TP)
  Soluman Dueling
  Point Cost:
  10 (Solumas)
  35 (Taysen)
  50 (Valta)
  20 (everyone else)
  School Bonus: +1 to Hit when striking ﬁrst in a Round
  against their target(s).
  Bonus Tech Points: +4
  Background:
  Speciﬁcally tailored to the honor-bound culture of
  Solumas, Dueling is an advanced combat School, but not
  as practical for actual ﬁghting as some other School until
  the higher levels of advancement have been reached. Fo-
  cusing almost entirely on ﬁnesse and one-on-one combat,
  Soluman Dueling is a well-known and respected School, but
  rarely practiced even in Solumas itself.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Master of the Strike (Rank 8, 20 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Parry Strike (Rank 10, 30 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  Restricted Techniques:
  - Fatal Strike II (Rank 9, 18 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Parry Feint (Rank 6, 6 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  - Preemptive Strike (Rank 6, 5 TP)
  - Steel Wall (Rank 7, 12 TP)
  
  43
  Valtan BattleDancing
  Point Cost:
  15 (Valta)
  20 (Ryantra, Cass)
  25 (Loren, Kathma)
  50 (Taysen, Solumas)
  30 (everyone else)
  School Bonus: Valtan BattleDancers are completely im-
  mune to both normal Fear eﬀects and the eﬀects of Kurr’d-
  ah Fear. In addition, they have a +4 to resist any type of
  Magical Fear. BattleDancers automatically add 2 points to
  the AP of any sword they use.
  Bonus Tech Points: +2
  Background:
  First developed by Tarlis Valta based on teachings
  from WeaponMaster Malkrim, BattleDancing eventually
  evolved into a deadly School focusing on the movement of
  the body in combat. Teaching that battle is a form of ex-
  pression, a BattleDancer’s every attack appears as if it were
  a carefully rehearsed performance. With the coming of the
  Kurr’d-ah, this School has ﬂowered into a powerful form of
  ﬁghting. BattleDancers are among the most feared sword
  ﬁghters in the world.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - BattleDance (Rank 10, 20 TP)
  - Compensation (Rank 7, 15 TP)
  - Dance Step (Rank 8, 14 TP)
  - Dance Strike (Rank 6, 10 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Great Blow (Rank 3, 4 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Ignore Wound II (Rank 9, 13 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Recovery (Rank 5, 3 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Bind (Rank 5, 5 TP)
  - Masterful Forms (Rank 9, 30 TP)
  - Pierce Armor III (Rank 9, 18 TP)
  - Spirit Strike (Rank 9, 18 TP)
  Ryantran BladeMastery
  Point Cost:
  15 (Ryantra)
  20 (Loren, Valta)
  50 (Taysen, Solumas)
  30 (everyone else)
  School Bonus: +2 Initiative
  Bonus Tech Points: +4
  Background:
  Founded by Rilseth Ryantra, the second of Malkrim’s
  students, the School of BladeMastery bears some resem-
  blance to Valtan BattleDancing.
  Where BattleDancing
  was inﬂuenced by ﬁghting numerous foes and the heavily-
  armored Kurr’d-Ah, however, BladeMastery focused on
  small numbers of opponents of equal power. Considered by
  most to be the pinnacle of Swordsmanship, the elite Blade-
  Masters are known and respected by any decent swordsman.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Bind (Rank 5, 3 TP)
  - Compensation (Rank 7, 15 TP)
  - Disarm Steal (Rank 8, 12 TP)
  - Fancy Footwork (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Focus (Rank 7, 4 TP)
  - Hand Parry (Rank 8, 10 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Masterful Forms (Rank 9, 20 TP)
  - Master of the Strike (Rank 8, 20 TP)
  - Mirror Slice (Rank 10, 20 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Parry Feint (Rank 6, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  - Recovery (Rank 5, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Steel Wall (Rank 7, 8 TP)
  Restricted Techniques:
  - Catch Missile (Rank 10, 27 TP)
  - Dodge Strike (Rank 9, 15 TP)
  Thrown Weapon
  Anathasian Knife Throwing
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  Another somewhat simplistic School common on both
  continents, Anathasian Knife Throwing is even more pop-
  ular than the Anathasian variants of Schools for other
  
  44
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  weapons.
  Well balanced and eﬀective, few warriors need
  anything more than this School.
  Featured Techniques:
  - Compensation (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Pin (Rank 5, 3 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Enhanced Range I (Rank 4, 8 TP)
  Cassian Boarder
  Point Cost:
  0 (everyone except Taysen)
  5 (Taysen)
  School Bonus: None
  Bonus Tech Points: 0
  Background:
  More suited for heavier weapons than its cousin,
  Anathasian Knife Throwing, the Cassian variant has grown
  into its own School, and become fairly common outside of
  its country of origin. It is occasionally used by those who
  want to have an unexpected surprise in store for their en-
  emies, letting them strike hard before their opponent can
  adapt.
  Featured Techniques:
  - Compensation (Rank 7, 15 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pin (Rank 5, 3 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Enhanced Range I (Rank 4, 8 TP)
  - Flurry Attack (Rank 5, 8 TP)
  Taysen Guiding Spirit
  Point Cost:
  5 (Taysen)
  30 (everyone else)
  School Bonus: +2 AP versus Chain and Plate.
  Bonus Tech Points: +2
  Background:
  The only truly distinctive combat School that the Tay-
  sen have displayed so far, Guiding Spirit is slowly becoming
  popular even with non-Taysen. A smooth, ﬂowing School,
  the Taysen have hinted that more advanced Schools are
  available to them.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Compensation (Rank 7, 15 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation II (Rank 6, 8 TP)
  - Focus (Rank 7, 6 TP)
  - Master of the Strike (Rank 8, 30 TP)
  - Spirit Strike (Rank 9, 18 TP)
  - Stun Attack (Rank 6, 6 TP)
  Ryantran BladeFlight
  Point Cost:
  5 (Ryantra)
  45 (Taysen)
  10 (everyone else)
  School Bonus: +1 Initiative for the ﬁrst 3 Rounds of
  combat.
  Bonus Tech Points: +2
  Background:
  Developed to complement Ryantra’s deadly Blade-
  Masters, this School focuses almost exclusively on light
  weapons such as daggers. Though not incredibly popular
  outside of Ryantra, it competes with Altayan Swift Blade,
  below, for the attention of nobles desiring something more
  reﬁned than the norm.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Compensation (Rank 7, 15 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pin (Rank 5, 3 TP)
  - Spirit Strike (Rank 9, 12 TP)
  
  45
  Restricted Techniques:
  - Hand Parry (Rank 8, 15 TP)
  - Fatal Strike I (Rank 7, 12 TP)
  - Master of the Strike (Rank 8, 30 TP)
  - Pierce Armor I (Rank 4, 5 TP)
  - Pierce Armor II (Rank 7, 11 TP)
  - Stun Attack (Rank 6, 6 TP)
  Altayan Swift Blade
  Point Cost:
  5 (Altay)
  50 (Taysen)
  10 (everyone else)
  School Bonus: +1 to hit when performing a Called Shot
  Bonus Tech Points: +2
  Background:
  An elegant, precise School, the Altayans take great
  pride in the beauty of their ﬁghting School in action. While
  some have criticized that this School is more for good looks
  than for real battle, there have been many cases of users of
  this School doing spectacularly well when forced into real
  combat. Still, this remains mostly a gentleman’s School.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Dodge Strike (Rank 9, 10 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Focus (Rank 7, 4 TP)
  - Hidden Strike (Rank 7, 12 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Pin (Rank 5, 3 TP)
  - Stun Attack (Rank 6, 4 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Compensation (Rank 7, 23 TP)
  - Fatal Strike I (Rank 7, 12 TP)
  - Instinct Strike (Rank 3, 8 TP)
  - Master of the Strike (Rank 8, 30 TP)
  Valtan FarStrike
  Point Cost:
  10 (Valta)
  15 (Cass, Ryantra)
  50 (Solumas, Taysen)
  20 (everyone else)
  School Bonus: Valtan Farstrike grants complete immu-
  nity to both normal Fear eﬀects and the eﬀects of Kurr’d-
  ah Fear. In addition, it grants a +4 to resist any type of
  Magical Fear.
  Bonus Tech Points: +2
  Background:
  The Valtans have relied on bows for most of their exis-
  tence, rather than heavier but shorter range weapons. This
  has led to a weaker School than their others concerning
  thrown weapons, and it does not seem to be changing any
  time soon. Still, few would call a Valtan weak, as this School
  still outstrips many of its competitors.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Compensation (Rank 7, 15 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Ignore Wound I (Rank 5, 6 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  Restricted Techniques:
  - Anticipation II (Rank 9, 18 TP)
  - Focus (Rank 7, 6 TP)
  - Ignore Wound II (Rank 9, 20 TP)
  - Master of the Strike (Rank 8, 30 TP)
  - Spirit Strike (Rank 9, 18 TP)
  Kathman Death Strike
  Point Cost:
  15 (Kathma)
  20 (Valta, Zerubria)
  50 (Taysen)
  30 (everyone else)
  School Bonus:
  +2 AP versus Chain and Plate, add
  Thrown Weapon Skill Dice to Damage Base.
  Bonus Tech Points: +4
  Background:
  Complimenting their Wind of Vengeance School,
  Death Strike cements the Kathman nation as masters of the
  ranged weapon. Though not quite as well known as their
  archer counterparts, the practitioners of Kathman Death
  Strike are fearsome as well, instilling dread in all but the
  most conﬁdent of warriors.
  Featured Techniques:
  - Death Rain (Rank 10, 25 TP)
  - Enhanced Range I (Rank 4, 5 TP)
  - Enhanced Range II (Rank 9, 10 TP)
  - Fatal Strike I (Rank 7, 8 TP)
  - Fatal Strike II (Rank 9, 12 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  
  46
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  - Kapinstar (Rank 10, 20 TP)
  - Master of the Strike (Rank 8, 20 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Spirit Strike (Rank 9, 12 TP)
  - Triple Strike (Rank 10, 14 TP)
  - Twin Strike (Rank 8, 8 TP)
  Restricted Techniques:
  - Anticipation I (Rank 6, 8 TP)
  - Catch Missile (Rank 10, 27 TP)
  - Compensation (Rank 7, 23 TP)
  - Fluid Motion (Rank 7, 12 TP)
  - Hand Parry (Rank 8, 15 TP)
  - Stun Attack (Rank 6, 6 TP)
  Special Styles
  Taysen Fighting
  Point Cost:
  0 (Taysen)
  School Bonus: None
  Bonus Tech Points: None
  Background:
  The unique ﬁghting School of the Taysen does not
  concentrate on a single weapon type. Instead, the Taysen
  are taught how to move quickly, and use whatever means
  they can to hurt their foe. Unlike other Schools, Taysen
  Fighting is available to any Taysa with a Combat Skill of
  3 or higher, and the Techniques learned may be applied to
  any weapon the Taysa uses, but not combined with a School
  that the Taysen knows for another weapon.
  Featured Techniques:
  - Anticipation I (Rank 6, 5 TP)
  - Anticipation II (Rank 9, 12 TP)
  - Compensation (Rank 7, 15 TP)
  - Fluid Motion (Rank 7, 8 TP)
  - Flurry Attack (Rank 5, 5 TP)
  - Focus (Rank 7, 4 TP)
  - Instinct Strike (Rank 3, 5 TP)
  - Oﬀ Hand (Rank 5, 4 TP)
  - Pierce Armor I (Rank 4, 3 TP)
  - Pierce Armor II (Rank 7, 7 TP)
  - Pierce Armor III (Rank 9, 12 TP)
  - Preemptive Strike (Rank 6, 3 TP)
  Restricted Techniques:
  - Fatal Strike I (Rank 7, 12 TP)
  - Ignore Wound I (Rank 5, 9 TP)
  - Master of the Strike (Rank 8, 30 TP)
  - Spirit Strike (Rank 9, 18 TP)
  Techniques
  Anticipation I
  Skill Level: 6
  Tech Points: 5
  Usage: Passive
  Prerequisites: None
  Eﬀect: Upon being attacked, the user may choose to not
  use a Passive Defense(either to save for a more deadly at-
  tack, or because they have exhausted their Passive Defenses)
  and instead make an opposed Skill Roll versus his opponent.
  If successful, the user adds 3 to his TN to be Hit by any
  attacks from that opponent for the rest of the combat, pro-
  vided no Passive Defenses are used on the attack.
  Anticipation II
  Skill Level: 9
  Tech Points: 12
  Usage: Passive
  Prerequisites: Anticipation I
  Eﬀect: As Anticipation I, but the TN to be Hit is in-
  creased by 6 instead of 3.
  Baﬄe
  Skill Level: 8
  Tech Points: 8
  Usage: Active
  Prerequisites: Twin Blade, Steel Wall
  Eﬀect: The character using this Technique gains a +2
  TN to be Hit and 2 extra Passive Parries for the Phase.
  BattleDance
  Skill Level: 10
  Tech Points: 20
  Usage: Active
  Prerequisites: Dance Strike, Dance Step, Dancing 8+
  Eﬀect: Having brought his body and mind perfectly in
  sync with the rhythm of combat, the user becomes a nearly
  unstoppable warrior. When using this Technique, the char-
  acter aﬀects any opponents within a number of yards equal
  to his Spirit +1. Against each of these opponents, the user
  gains a number of free Attacks and Passive Parries equal to
  his Skill Dice minus the opponent’s Skill Dice, in addition
  to his normal number of Attacks and Parries. The character
  must spend a Gaia Point to use this Technique.
  Beat Parry I
  Skill Level: 3
  Tech Points: 1
  Usage: Active
  Prerequisites: None
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  
  47
  Eﬀect: When doing an Active Parry, the character may
  make an opposed Strength vs. Strength roll against each
  attacker, assuming the Parry was successful. If he wins or
  ties the contested roll, he gains a +2 to hit that opponent
  until the end of the next Round.
  Beat Parry II
  Skill Level: 7
  Tech Points: 3
  Usage: Active
  Prerequisites: Beat Parry I
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: As Beat Parry I, but the user may add their Re-
  ﬂexes to the opposed Strength roll.
  Bind
  Skill Level: 5
  Tech Points: 3
  Usage: Active for initiating, Passive for holding
  Prerequisites: None
  Eﬀect: By making an opposed Skill Roll, the user may
  trap his opponent’s weapon. Each Round after the ﬁrst, the
  opponent may make an opposed Strength roll to break free
  of the Bind, and gains their action for that Round at their
  normal Initiative -2.
  When in a Bind, neither the user’s
  or opponent’s weapon can be used to attack. A weapon or
  punch from the free hand may still be used. This Technique
  can only be used against armed opponents.
  Catch Missile
  Skill Level: 10
  Tech Points: 18
  Usage: Passive
  Prerequisites: Hand Parry, Oﬀ Hand
  Eﬀect: If the user parries a missile by 2 or more using
  either Passive or Active Parry, he now holds the missile,
  undamaged, in his free hand. This Technique may only be
  used if one hand is free, or when using a bow.
  Compensation
  Skill Level: 7
  Tech Points: 15
  Usage: Passive
  Prerequisites: Fluid Motion
  Eﬀect: The character has learned to deal with unusual
  situations and use them to his advantage. Any penalties to
  the user’s Attack rolls are reduced by 1, and any penalties
  to his TN to be Hit are reduced to -1, with the exception
  of loss of TN caused by Armor. Armor penalties are re-
  duced by 1. The penalty reduction does not apply to Called
  Shots, Wound Penalties, or Penalties brought on by usage
  of Active Techniques by the character. It only applies to
  Penalties from unusual conditions, footing, lighting, etc. It
  does allow the character to use one extra Skill Die when on
  horseback, if his Riding Skill has limited his Skill Dice. The
  Concealment of any opponents is lowered by 1.
  Counter I
  Skill Level: 5
  Tech Points: 4
  Usage: Passive
  Prerequisites: None
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: If the user performs an Active Parry and succeeds
  by 4 or more points, he gains an immediate counterattack
  at a -4 Penalty to hit. He may only do a number of coun-
  terattacks per Round equal to his Reﬂexes + 1.
  Counter II
  Skill Level: 9
  Tech Points: 7
  Usage: Passive
  Prerequisites: Counter I
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: As Counter I, but the counterattack is made at
  no Penalty.
  Crush
  Skill Level: 9
  Tech Points: 14
  Usage: Active
  Prerequisites: Fatal Strike II, Power Thrust III
  Eﬀect: The user of this Technique must take 5 Fatigue
  each use. The Base Damage of this Attack is equal to the
  target’s Armor Value, and the AP of the Attack is equal to
  the user’s Strength+1.
  Dance Step
  Skill Level: 8
  Tech Points: 14
  Usage: Passive
  Prerequisites: Dancing 5+, Fluid Motion
  Eﬀect: If the user is attacked and does not have a Passive
  Defense available which would help against that attack, the
  user may roll his Dancing versus his opponents Combat Skill
  to gain a free Passive Defense of the appropriate type. If
  more than one type can be used, the player may choose
  which one to use. Also, the character may substitute his
  Dancing Skill + 1 in place of any Active Defense Roll.
  Dance Strike
  Skill Level: 6
  Tech Points: 10
  Usage: Active
  Prerequisites: Dancing 4+, Precision Strike I
  
  48
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  Eﬀect: By sacriﬁcing a Passive Parry, the user may make
  an opposed Skill Roll against his opponent. If successful, the
  user attacks as normal, but reduces the opponent’s Passive
  Defense values for that attack, and that attack only, by
  an amount equal to the user’s Dancing Skill. This may not
  subtract a greater number than the target’s Passive Defense
  can grant, and is useless if they do not use a Passive Defense
  on that attack.
  Death Rain
  Skill Level: 10
  Tech Points: 25
  Usage: Active
  Prerequisites: Flurry Attack, Triple Strike
  Eﬀect: The user may expend up to 5 extra ammuni-
  tion(only 2 extra for weapons larger than a dagger) on a
  single attack. A +2 bonus to hit is added to the Attack for
  each extra ammunition expended. The user must spend a
  Gaia Point to use this Technique.
  Defensive Throw
  Skill Level: 7
  Tech Points: 10
  Usage: Active
  Prerequisites: Counter I, Fluid Motion
  Eﬀect: When the user declares a Defensive Throw, they
  may make an opposed Skill Roll versus any opponent who
  attacks them, up to a maximum number of opponents equal
  to his Reﬂexes +1. Failure indicates the attack is resolved
  normally, but success automatically negates the attack and
  throws the attacker a number of yard equal to the user’s
  Strength + MoS of his roll. The attacker may make an Ac-
  robatics check with a Diﬃculty equal to the user’s Defensive
  Throw roll to land upright, but is otherwise knocked prone.
  Disarm Steal
  Skill Level: 8
  Tech Points: 8
  Usage: Active
  Prerequisites: Focus, Precision Strike I
  Eﬀect: By making an opposed Skill Roll against his op-
  ponent and winning by 3 or more, the user may disarm
  his opponent.
  If the attempt is successful, the user may
  make a Reﬂexes check(Diﬃculty 13) to catch the opponent’s
  weapon in a free hand. If the attempt fails, the character
  may not use Passive Defenses against the opponent’s next
  attack.
  Dodge Strike
  Skill Level: 9
  Tech Points: 10
  Usage: Active
  Prerequisites: Anticipation I, Dodge 6+
  Eﬀect: If an Active Dodge succeeds by 4 or more, the user
  gains an immediate counterattack at no penalty. Archers
  may only perform this if they have a reloaded weapon, un-
  less they possess Speed Load, Quickdraw, and a Reload rat-
  ing of 1 or less. The user may only counterattack with this
  Technique a number of times in the Round equal to his Re-
  ﬂexes.
  Enhanced Range I
  Skill Level: 4
  Tech Points: 5
  Usage: Passive
  Prerequisites: None
  Eﬀect: The user adds a number of yards equal to his Skill
  Dice to his Base Range for Thrown Weapons, or Skill Rank
  for Archery.
  Enhanced Range II
  Skill Level: 9
  Tech Points: 10
  Usage: Passive
  Prerequisites: Enhanced Range I
  Eﬀect: The user adds a number of yards equal to his
  Skill Rank to his Base Range for Thrown Weapons, or Skill
  Rank times two for Archer. Not cumulative with Enhanced
  Range I.
  Eternal Strike
  Skill Level: 10
  Tech Points: 30
  Usage: Active
  Prerequisites: Focus, Smite, Spirit Strike, Will of Gaia
  Eﬀect: By spending a Gaia Point on this attack, and
  successfully hitting his opponent, the character may later
  deal an equal amount of Damage to the opponent simply
  by spending a number of Backlash equal to half the Dam-
  age done, rounding up. The user may do this even if the
  opponent is not in sight. The user loses this ability if he
  does not use it for 3 full minutes(36 Rounds), is knocked
  unconscious, or runs out of Gaia.
  Fancy Footwork
  Skill Level: 7
  Tech Points: 15
  Usage: Active
  Prerequisites: Anticipation I
  Eﬀect: When used, this Technique lowers the Bonus an
  opponent gains to their attack by 2 when the user is closing
  or opening Distance. This Technique is only useful if the
  Reach rules are used.
  Fatal Strike I
  Skill Level: 7
  Tech Points: 8
  Usage: Active
  Prerequisites: Healing 2+, Precision Strike I
  
  49
  Eﬀect: The user may add their Healing Skill Dice to the
  Damage of this attack.
  Fatal Strike II
  Skill Level: 9
  Tech Points: 12
  Usage: Active
  Prerequisites: Fatal Strike I, Precision Strike II, Healing
  4+
  Eﬀect: The user may add his Healing Skill Rank to the
  Damage of this Attack.
  Finishing Strike
  Skill Level: 9
  Tech Points: 8
  Usage: Active
  Prerequisites: Great Blow
  Eﬀect: By taking a Light Wound, the user may add their
  Strength+1 to the Damage of their Attack. In addition, if
  the Attack hits, any Passive Defense values used to boost
  the TN are not used when calculating MoS, though they
  are used to determine if the Attack hit. A Finishing Strike
  must be declared before the Attack roll.
  Fluid Motion
  Skill Level: 7
  Tech Points: 8
  Usage: Passive
  Prerequisites: Dodge 4+
  Eﬀect: The character gains 1 extra Passive Dodge per
  Round, and also adds 1 to their Passive Dodge value.
  Flurry Attack
  Skill Level: 5
  Tech Points: 5
  Usage: Active
  Prerequisites: None
  Eﬀect: The user may make 1 extra attack when perform-
  ing an All-Out Attack.
  Focus
  Skill Level: 7
  Tech Points: 4
  Usage: Active
  Prerequisites: None
  Eﬀect: By sacriﬁcing all Actions and Passive Defenses
  for 1 Round, the user gains +2 to hit, +2 Damage, and +1
  to all Passive Defenses for the next 3 Rounds. This only
  applies if the character is not hit during the preparation
  Round.
  Force of Will
  Skill Level: 10
  Tech Points: 16
  Usage: Active
  Prerequisites: Instinct Strike, Spirit Strike
  Eﬀect: Using this Technique requires spending a Gaia
  Point. Firstly, the user may add his Willpower to his to
  hit rolls. In addition, he may spend Backlash to ignore an
  amount of his opponent’s Passive Defense equal to 1 point
  per 2 points of Backlash, or apply a penalty to the oppo-
  nent’s Active Defense(up to a number equal to the victim’s
  normal Passive Defense). The eﬀects of this Technique last
  3 Rounds.
  Gaia’s Strength
  Skill Level: 6
  Tech Points: 7
  Usage: Active
  Prerequisites: Power Thrust I
  Eﬀect: The user of this Technique boosts any Damage
  done while unarmed by his Strength. If attacking without
  natural weapons, his Punch Damage is equal to his Base
  Damage. The user adds his Skill Dice to the AP of any
  unarmed attacks. Note that this Technique is Active, and
  so may not be used with other Active Techniques.
  Great Blow
  Skill Level: 3
  Tech Points: 4
  Usage: Active
  Prerequisites: Power Thrust I
  Eﬀect: The user may declare, before the to hit roll, that
  he is taking Fatigue to raise the Damage of the attack by
  their Skill Dice for 4 points of Fatigue. This also raises the
  AP of the attack by their Willpower.
  Guided Strike
  Skill Level: 10
  Tech Points: 20
  Usage: Passive
  Prerequisites: Compensation, Focus, Instinct Strike
  Eﬀect: The character suﬀers no penalties to hit from ad-
  verse conditions, only from Wound Penalties.
  He is still
  penalized for Called Shots or Vital Blows. He ignores up
  to 3 points worth of Armor Penalties, and reduces Conceal-
  ment of opponents by 5.
  Hand Parry
  Skill Level: 8
  Tech Points: 10
  Usage: Passive
  Prerequisites: Compensation, Precision Strike I
  Eﬀect: The user may parry missile attacks, and may use
  his armed Parry value even when unarmed. If armed with
  
  50
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  a one-handed weapon, and the user’s second hand is free,
  he gains an extra Parry per Round.
  Hidden Strike
  Skill Level: 7
  Tech Points: 12
  Usage: Active
  Prerequisites: Anticipation I, Hip Shot
  Eﬀect: By making an opposed Skill Roll versus his oppo-
  nent, the user gains an attack before combat even begins,
  in addition to his normal attack(s). This can only be done
  in the ﬁrst Round of combat.
  Hip Shot
  Skill Level: 3
  Tech Points: 3
  Usage: Active
  Prerequisites: None
  Restrictions: Archery or Thrown Weapon only
  Eﬀect: The user may declare this action when determin-
  ing Initiative, though they may wait until all totals have
  been announced. Using this Technique, the user may add
  their Skill Dice to their Initiative total, but must subtract
  1 Skill Die and 2 Damage from their attack.
  Ignore Wound I
  Skill Level: 5
  Tech Points: 6
  Usage: Passive
  Prerequisites: None
  Eﬀect: The user may make an Endurance Roll to ignore
  Wound Penalties. The diﬃculty depends on how bad the
  Wound is. This must be rolled seperately for each Wound
  taken, and only reduces the Wound Penalty by 1, to a min-
  imum of 0.
  Light Wound: Diﬃculty 9
  Heavy Wound: Diﬃculty 11
  Severe Wound: Diﬃculty 13
  Mortal Wound: Diﬃculty 15
  Ignore Wound II
  Skill Level: 9
  Tech Points: 13
  Usage: Passive
  Prerequisites: Ignore Wound I
  Eﬀect: As Ignore Wound I, but the Wound Penalty may
  be reduced by 2 points.
  Illusory Fighting
  Skill Level: 7
  Tech Points: 10
  Usage: Active
  Prerequisites: Compensation, Focus, Instinct Strike
  Eﬀect: By spending a Gaia Point, the user may make an
  Active Defense roll and Attack in the same Phase.
  Instinct Strike
  Skill Level: 3
  Tech Points: 5
  Usage: Active
  Prerequisites: None
  Eﬀect: This attack is at +2 Initiative, -2 to Hit, and -2
  Damage, but ignores any other penalties to hit(from bad
  footing, etc.)
  or concealment(darkness, invisibility, etc.)
  other than Wound Penalties.
  The user may not make a
  Called Shot or Vital Blow.
  Iron Body
  Skill Level: 8
  Tech Points: 12
  Usage: Passive
  Prerequisites: Compensation, Focus
  Eﬀect: The user gains a permanent AV(Type: Leather)
  equal to their Skill Dice, and their Endurance is treated as
  1 point higher for purposes of determining Damage taken.
  Kapinstar
  Skill Level: 10
  Tech Points: 20
  Usage: Active
  Prerequisites: Flurry Attack, Focus, Spirit Strike
  Eﬀect: This Technique is used by spending 2 ammunition
  on a single attack and sacriﬁcing the use of all Passive Tech-
  niques for the Phase. The Attack is resolved normally, but
  a second Attack is performed immediately afterward, using
  the roll of the ﬁrst Attack. The Damage of this second At-
  tack is equal to the normal weapon Damage, but with an
  MoS of half the MoS of the ﬁrst Attack(round down), and
  ignores armor completely, even if the ﬁrst Attack did not
  penetrate the armor. This Technique costs 1 Gaia Point to
  use.
  Long Bow
  Skill Level: 4
  Tech Points: 3
  Usage: Passive
  Prerequisites: None
  Restrictions: Archery only
  Eﬀect: This Technique allows the user to use the long
  bow without any penalty, assuming the minimum Strength
  requirement is met.
  Masterful Forms
  Skill Level: 9
  Tech Points: 20
  Usage: Passive
  Prerequisites: Anticipation II, Fancy Footwork
  
  51
  Eﬀect: The character’s skill with their chosen form of
  ﬁghting has reached a level that they instinctively adjust
  for distance and constantly dance in and out of reach. The
  character may consider their Reach to be 1 higher or lower,
  at their choice, when ﬁghting.
  Master of the Strike
  Skill Level: 8
  Tech Points: 20
  Usage: Passive
  Prerequisites: Fatal Strike I, Focus, Precision Strike I
  Eﬀect: The character has learned how to strike any op-
  ponent for greatest eﬀect. Their DM when using the School
  for which they bought this Technique is increased by 1.
  Mimicry
  Skill Level: 10
  Tech Points: 20
  Usage: Active
  Prerequisites: Anticipation II, Focus, Compensation
  Eﬀect: By spending a Gaia Point, the character may in-
  stantly perform any Technique he has seen used in the last 3
  Rounds. Techniques which are performed by using Mimicry
  cannot be Mimicked, nor can any Technique which explic-
  itly requires a weapon(Death Rain, etc.). The character can
  only Mimic Active Techniques.
  Mirror Slice
  Skill Level: 10
  Tech Points: 20
  Usage: Active
  Prerequisites: Flurry Attack, Focus, Instinct Strike
  Eﬀect: The character may not use any Passive Techniques
  in the Phase in which this Technique is used. To use this
  Technique, the character makes a normal Attack. If the to
  hit roll exceeds the target’s normal TN to be Hit(unmodiﬁed
  by Passive Defenses), the user gains another Attack using
  the ﬁrst Attack’s hit roll minus 2. This continues until the
  Attack total falls below the target’s normal TN to be Hit,
  up to a number of attacks equal to the user’s Reﬂexes+2.
  The target may continue to use Passive Defenses until all
  are expended.
  Example: Tristan gets a 22 total to hit his opponent, who
  has an 8 Parry, 4 Dodge, 2 Parries per Round, and a 13
  TN to be hit. The ﬁrst strike hits(13 + 8 = 21 vs 22), the
  second misses with a 20 total. With the third strike, Tristan
  has an 18 total and the target, with no Parries left and one
  Dodge left this Round, opts to use the Dodge to give a total
  TN of 17, so Tristan still hits. Tristan hits yet again with
  the fourth strike, as his total of 16 beats the target’s now
  unmodiﬁed TN of 13. His ﬁfth strike, a 14 total, hits as
  well. He does not get a sixth Attack, as his 12 total cannot
  beat the target’s TN of 13. Tristan hit a total of four times,
  with the MoS of the Attacks being 1, 1, 3, and 1.
  Missile Disarm
  Skill Level: 7
  Tech Points: 4
  Usage: Active
  Prerequisites: Precision Strike I
  Restrictions: Archery or Thrown Weapon only
  Eﬀect: The user may attempt to Disarm an opponent at
  a diﬃculty of only TN + 4.
  Mounted Blow
  Skill Level: 4
  Tech Points: 4
  Usage: Passive
  Prerequisites: Riding 1+
  Eﬀect: While on horseback, the user gains a bonus to hit
  equal to half his Riding Skill Dice(round up).
  Oﬀ Hand
  Skill Level: 5
  Tech Points: 4
  Usage: Passive
  Prerequisites: None
  Eﬀect: The character has no penalty when ﬁghting with
  his non-preferred hand, as long as he is using a weapon
  associated with the Skill this Technique is learned for. The
  character does not gain any extra Parries or Attacks, simply
  the ability to use the hand without penalty.
  Overpower
  Skill Level: 6
  Tech Points: 6
  Usage: Active
  Prerequisites: None
  Eﬀect: The user may substitute their Strength times 2
  for any rolls involving the Combat Skill’s normal usage(not
  for Skill Rolls based oﬀ Perception, etc.) for the rest of the
  Round.
  Parry Disarm
  Skill Level: 6
  Tech Points: 5
  Usage: Active
  Prerequisites: Precision Strike I
  Eﬀect: If the user’s Active Parry succeeds by 4 or more,
  he may make an Opposed Skill Roll at -2 versus his oppo-
  nent. If successful, his opponent is disarmed.
  Parry Feint
  Skill Level: 6
  Tech Points: 4
  Usage: Active
  Prerequisites: Beat Parry I, Preemptive Strike
  Eﬀect: By expending a Passive Parry for the Round, the
  user lowers his TN to be hit by 2, but gains +3 to hit and
  
  52
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  +2 Damage to his Attack that Round. They may still use
  their remaining Passive Parries to defend, even with their
  lowered TN.
  Parry Strike
  Skill Level: 10
  Tech Points: 30
  Usage: Passive
  Prerequisites: Counter II
  Eﬀect: When any Parry(Passive or Active) succeeds by
  4 or more, the user gains an immediate counterattack at no
  penalty.
  Passing Strike
  Skill Level: 6
  Tech Points: 6
  Usage: Active
  Prerequisites: Mounted Blow, Riding 2+
  Eﬀect: The user may make an Attack without stopping
  while mounted, at no penalty.
  Pierce Armor I
  Skill Level: 4
  Tech Points: 3
  Usage: Active
  Prerequisites: None
  Eﬀect: The may add 2 to AP verses all kinds of Armor
  for this Attack.
  Pierce Armor II
  Skill Level: 7
  Tech Points: 7
  Usage: Active
  Prerequisites: Pierce Armor I, Precision Strike I
  Eﬀect: The may add 4 to AP verses all kinds of Armor
  for this Attack.
  Pierce Armor III
  Skill Level: 9
  Tech Points: 12
  Usage: Active
  Prerequisites: Pierce Armor II, Precision Strike II
  Eﬀect: The may add 8 to AP verses all kinds of Armor
  for this Attack.
  Pin
  Skill Level: 5
  Tech Points: 3
  Usage: Active
  Prerequisites: Precision Strike I
  Eﬀect: By making an Attack on the opponent at a Dif-
  ﬁculty of TN + Parry +4, the user may immobilize the
  opponent’s weapon. The user may choose to do Damage as
  well, using the MoS of this roll. The opponent must spend
  an action readying his weapon again, without the aid of
  Quickdraw or other Techniques.
  Power Drive
  Skill Level: 7
  Tech Points: 10
  Usage: Active
  Prerequisites: Great Blow, Overpower
  Eﬀect: By making an opposed Strength Roll, the user
  may subtract his Strength times 2 from any Passive De-
  fenses his opponent uses to defend against the Power Drive.
  The user takes 4 Fatigue when using this Technique.
  Power Thrust I
  Skill Level: 3
  Tech Points: 3
  Usage: Active
  Prerequisites: None
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: The character may declare this Technique only
  before rolling to hit. If the attack is successful, the user
  adds an amount of Damage equal to their Skill Dice, but
  suﬀers an immediate loss of 2 Fatigue.
  Power Thrust II
  Skill Level: 6
  Tech Points: 4
  Usage: Active
  Prerequisites: Power Thrust I
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: As Power Thrust I, but only causes 1 Fatigue.
  Power Thrust III
  Skill Level: 8
  Tech Points: 7
  Usage: Active
  Prerequisites: Power Thrust II
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: The user may either declare this Technique to be
  used after the to hit roll to add their Skill Dice to Damage
  at a cost of 1 Fatigue, or declare its use before the to hit
  roll and add Skill Rank to Damage at a cost of 3 Fatigue,
  but not both.
  Precision Strike I
  Skill Level: 4
  Tech Points: 3
  Usage: Active
  Prerequisites: None
  Restrictions: None
  
  53
  Eﬀect: When using this Technique to make a Called Shot
  or Vital Blow, the user may choose to resolve the attack as
  a normal attack(without the beneﬁt of the Called Shot’s
  eﬀects) even if he missed, as long as he missed by 2 or less.
  Precision Strike II
  Skill Level: 9
  Tech Points: 9
  Usage: Active
  Prerequisites: Precision Strike I
  Restrictions: None
  Eﬀect: If the user misses a Called Shot or Vital Blow
  while using this Technique, but would have hit if the at-
  tack had been a normal attack, resolve the attack as a
  normal(non-Called Shot) attack.
  Preemptive Strike
  Skill Level: 6
  Tech Points: 3
  Usage: Active
  Prerequisites: Stop Thrust, Quickdraw
  Eﬀect: To use this Technique, the player must declare a
  target before combat begins. The user gains a +1 Initiative
  when determining Initiative. If the user beats his declared
  target’s Initiative total, he gains a +3 to hit and +2 Dam-
  age. This Technique can only be used in the ﬁrst Round of
  combat.
  Quickdraw
  Skill Level: 4
  Tech Points: 3
  Usage: Passive
  Prerequisites: None
  Restrictions: None
  Eﬀect: The user immediately has his or her weapon ready
  at the beginning of combat, and does not need to use an
  action to ready it, assuming it is in a convenient place(not
  in a pack/tied to his horse/etc). In addition, if the user has
  this Technique for the Archery Skill, he may string his bow
  in only 1 Round(2 for a longbow).
  Recovery
  Skill Level: 5
  Tech Points: 3
  Usage: Passive
  Prerequisites: Acrobatics 3+
  Eﬀect: The user immediately recovers from any knock-
  down without using an Action.
  Reversal
  Skill Level: 6
  Tech Points: 2
  Usage: Active
  Prerequisites: Bind, Twin Blade
  Eﬀect: This Technique can only be performed while car-
  rying two weapons. If one of the user’s weapons is caught
  in a Bind, they may make an Opposed Skill roll to break
  free of the Bind and act on their opponent’s Initiative total.
  Their opponent acts on the user’s Initiative total, or their
  own Initiative -3, whichever is lower.
  Ride the Wind
  Skill Level: 10
  Tech Points: 12
  Usage: Active
  Prerequisites: Enhanced Range II, Focus, Instinct Strike
  Eﬀect: When using this Technique, the character may
  consider any target in Line of Sight to be in Short Range.
  Roundhouse
  Skill Level: 3
  Tech Points: 3
  Usage: Active
  Prerequisites: None
  Eﬀect: By taking a -2 penalty to Initiative and a -1 to hit,
  the user gains a bonus to Damage equal to his Skill Rank.
  Second Strike
  Skill Level: 8
  Tech Points: 6
  Usage: Active
  Prerequisites: Twin Blade
  Eﬀect: The user gains an attack with their Oﬀ Hand
  weapon at no penalty, in addition to his normal Attack.
  Note that this is an Active Technique, and thus no Active
  Techniques may be used with this Attack.
  Shield of Will
  Skill Level: 10
  Tech Points: 20
  Usage: Active
  Prerequisites: Anticipation II, Focus, Iron Body
  Eﬀect: By spending 2 Gaia Points, the user becomes im-
  mune to all types of Magic, including Kurr’d-ah Magic, for
  the next 3 Rounds.
  Any enchantments on the character
  when this Technique is used are instantly dispelled.
  Shielded Strike
  Skill Level: 9
  Tech Points: 8
  Usage: Active
  Prerequisites: Focus, Instinct Strike, Steel Wall
  Eﬀect: If the user Attacks an opponent ﬁrst in the Round
  he is using this Technique, and hits, he may add the MoS
  of the Attack to his TN to be Hit by that opponent for the
  next 3 Rounds. If the opponent Attacks ﬁrst, and misses,
  the user of this Technique adds the amount by which the
  
  54
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  opponent missed to his Attack roll to hit the opponent for
  the next 3 Rounds.
  Smite
  Skill Level: 8
  Tech Points: 12
  Usage: Active
  Prerequisites: Focus
  Eﬀect: Using this Technique sacriﬁces one Passive Parry
  and one Passive Dodge. The user makes a normal Attack,
  but adds his current total Wound Penalties to his to hit roll
  instead of subtracting them.
  Soul Cleave
  Skill Level: 9
  Tech Points: 16
  Usage: Active
  Prerequisites: Fatal Strike I, Great Blow, Overpower
  Eﬀect: The user spends a Gaia Point and makes an At-
  tack. If successful, the MoS is not applied to Damage, but
  the Attack instead does an amount of Backlash equal to
  (MoS +1) x (target’s Magery + 1), in addition to doing the
  Base Damage of the weapon in actual Damage. Creatures
  without a Magery Rank speciﬁed use their (Backlash / 2) /
  Spirit to ﬁnd a substitute value.
  Speed Load
  Skill Level: 4
  Tech Points: 4
  Usage: Passive
  Prerequisites: None
  Restrictions: Archery only
  Eﬀect:
  This Technique reduces the time required to
  reload a missile weapon. Bows may ﬁre every Round, Light
  Crossbows every other Round, and Heavy Crossbows every
  3 Rounds.
  Spirit Strike
  Skill Level: 9
  Tech Points: 12
  Usage: Active
  Prerequisites: Focus, Power Thrust II(or Precision Strike
  II for Archery/Thrown Weapon Skills)
  Eﬀect: The user may spend Backlash at a rate of 2 Back-
  lash per extra Damage point to raise the Damage of an
  Attack. This may be done up to 7 times for a single Attack,
  and may be declared after the to hit roll.
  Steel Flurry
  Skill Level: 10
  Tech Points: 16
  Usage: Active
  Prerequisites: Second Strike, Flurry Attack
  Eﬀect: Requiring two weapons, this Technique allows the
  user to make a total of 3 Attacks for the Round it is used
  in, 1 Attack for each blade, and a bonus Attack with the
  weapon of his choice. On an All-Out Attack, an extra At-
  tack is granted for each blade, for a total of 5 Attacks.
  Steel Fortress
  Skill Level: 10
  Tech Points: 10
  Usage: Active
  Prerequisites: Dodge 4+, Steel Wall
  Eﬀect:
  The user gains unlimited Passive Parries this
  Phase at a level equal to his normal Parry level + Dodge
  Skill Dice.
  Steel Wall
  Skill Level: 7
  Tech Points: 8
  Usage: Active
  Prerequisites: None
  Eﬀect: By sacriﬁcing all actions for the Phase, the user
  may make an unlimited number of Passive Parries at his
  Skill Rank + 2.
  Stop Thrust
  Skill Level: 5
  Tech Points: 2(4 for Axe/Mace)
  Usage: Active
  Prerequisites: None
  Restrictions:
  Not available to Archery or Thrown
  Weapon
  Eﬀect: The user may choose to add their Skill Dice to
  their Initiative total when determining Initiative, but must
  subtract 1 Skill Die and 2 Damage from their attack.
  Strike With One Mind
  Skill Level: 10
  Tech Points: 12
  Usage: Passive
  Prerequisites: Mounted Blow, Riding 6+
  Eﬀect: The user’s mount, after at least 3 months of train-
  ing, gains access to all the Combat Techniques the user pos-
  sesses, even Techniques from other Styles.
  Stun Attack
  Skill Level: 6
  Tech Points: 4
  Usage: Active
  Prerequisites: Precision Strike I
  Eﬀect: This attack is at -2 to hit, but is otherwise normal.
  Any Damage remaining after Armor has been deducted has
  the user’s Strength+2 added to it. This Damage is all ap-
  plied as Fatigue, instead of being used to calculate Wounds.
  
  55
  Trip Kick
  Skill Level: 4
  Tech Points: 3
  Usage: Active
  Prerequisites: Precision Strike I
  Eﬀect: The user makes a normal Attack roll. If successful,
  the Attack does no Damage, but the user rolls an opposed
  Strength roll against his opponent, adding the MoS of his
  Attack to the total. If successful, the opponent is knocked
  prone.
  Twin Blade
  Skill Level: 5
  Tech Points: 10
  Usage: Passive
  Prerequisites: Oﬀ Hand
  Eﬀect: The user may carry a second weapon of similar
  type to the ﬁrst in his oﬀ hand. Though the user does not
  gain a second Attack, they do gain all the beneﬁts of having
  a weapon in their oﬀ hand. In addition, the user adds 1 to
  his TN to be Hit while carrying two weapons, and an extra
  Passive Parry per Round. The user also gains +2 to Active
  Parry.
  Twin Strike
  Skill Level: 8
  Tech Points: 8
  Usage: Active
  Prerequisites: Hip Shot
  Eﬀect: The user may make 2 simultaneous Attacks, but
  may not use any Passive Techniques during this Phase.
  Triple Strike
  Skill Level: 10
  Tech Points: 14
  Usage: Active
  Prerequisites: Twin Strike
  Eﬀect: The user may make 3 simultaneous Attacks, but
  cannot use any Passive Techniques during this Round.
  Will of Gaia
  Skill Level: 10
  Tech Points: 20
  Usage: Active
  Prerequisites: Focus, Gaia’s Strength, Smite
  Eﬀect: By spending a Gaia Point, the user automatically
  hits, rolling a number of dice equal to his Reﬂexes and tak-
  ing the best roll as his MoS. This die roll is not added to an
  Attribute, resulting in an MoS from 1 to 10(or 12, or 14, or
  higher, if multiple 10s are rolled). Any Called Shot or Vital
  Blow Penalties are applied to the MoS, and may result in a
  negative MoS or even reducing Damage to 0.
  
  56
  CHAPTER 5.
  STYLES, SCHOOLS, AND TECHNIQUES
  Technique
  Type
  Points
  Rest.
  Page
  Prerequisites
  Rank 3
  Beat Parry I
  Active
  1
  -
  46
  None
  Great Blow
  Active
  4
  6
  49
  Power Thrust I
  Hip Shot
  Active
  3
  -
  50
  None
  Instinct Strike
  Active
  5
  8
  50
  None
  Power Thrust I
  Active
  3
  -
  52
  None
  Roundhouse
  Active
  3
  5
  53
  None
  Rank 4
  Enhanced Range I
  Passive
  5
  8
  48
  None
  Longbow
  Passive
  3
  -
  50
  None
  Mounted Blow
  Passive
  4
  6
  51
  Riding 1+
  Pierce Armor I
  Active
  3
  5
  52
  None
  Precision Strike I
  Active
  3
  -
  52
  None
  Quickdraw
  Passive
  3
  -
  53
  None
  Speed Load
  Passive
  4
  -
  54
  None
  Trip Kick
  Active
  3
  5
  55
  Precision Strike I
  Rank 5
  Bind
  Active
  3
  5
  47
  None
  Counter I
  Passive
  4
  -
  47
  None
  Flurry Attack
  Active
  5
  8
  49
  None
  Ignore Wound I
  Passive
  6
  9
  50
  None
  Oﬀ Hand
  Passive
  4
  6
  51
  None
  Pin
  Active
  3
  5
  52
  Precision Strike I
  Recovery
  Passive
  3
  5
  53
  Acrobatics 3+
  Stop Thrust
  Active
  2/4
  -
  54
  None
  Twin Blade
  Passive
  10
  15
  55
  Oﬀ Hand
  Rank 6
  Anticipation I
  Passive
  5
  8
  46
  None
  Dance Strike
  Active
  10
  15
  47
  Dancing 4+, Precision Strike I
  Gaia’s Strength
  Active
  7
  11
  49
  Power Thrust I
  Overpower
  Active
  6
  9
  51
  None
  Parry Disarm
  Active
  5
  8
  51
  Precision Strike I
  Parry Feint
  Active
  4
  6
  51
  Beat Parry I, Preemptive Strike
  Passing Strike
  Active
  6
  9
  52
  Mounted Blow, Riding 2+
  Power Thrust II
  Active
  4
  -
  52
  Power Thrust I
  Preemptive Strike
  Active
  3
  5
  53
  Stop Thrust, Quickdraw
  Reversal
  Active
  2
  -
  53
  Bind, Twin Blade
  Stun Attack
  Active
  4
  6
  54
  Precision Strike I
  Rank 7
  Beat Parry II
  Active
  3
  -
  47
  Beat Parry I
  Compensation
  Passive
  15
  23
  47
  Fluid Motion
  Defensive Throw
  Active
  10
  15
  48
  Counter I, Fluid Motion
  Fancy Footwork
  Active
  15
  23
  48
  Anticipation I
  Fatal Strike I
  Active
  8
  12
  48
  Healing 2+, Precision Strike I
  Fluid Motion
  Passive
  8
  12
  49
  Dodge 4+
  Focus
  Active
  4
  6
  49
  None
  Hidden Strike
  Active
  12
  18
  50
  Anticipation I, Hip Shot
  Illusory Fighting
  Active
  10
  15
  50
  Compensation, Focus, Instinct Strike
  Missile Disarm
  Active
  4
  6
  51
  Precision Strike I
  Pierce Armor II
  Active
  7
  11
  52
  Pierce Armor I, Precision Strike I
  Power Drive
  Active
  10
  15
  52
  Great Blow, Overpower
  Steel Wall
  Active
  8
  12
  54
  None
  
  57
  Technique
  Type
  Points
  Rest.
  Page
  Prerequisites
  Rank 8
  Baﬄe
  Active
  8
  -
  46
  Twin Blade, Steel Wall
  Dance Step
  Passive
  14
  21
  47
  Dancing 5+, Fluid Motion
  Disarm Steal
  Active
  8
  12
  48
  Focus, Precision Strike I
  Hand Parry
  Passive
  10
  15
  49
  Compensation, Precision Strike I
  Iron Body
  Passive
  12
  18
  50
  Compensation, Focus
  Master of the Strike
  Passive
  20
  30
  51
  Fatal Strike I, Focus, Precision Strike I
  Power Thrust III
  Active
  7
  -
  52
  Power Thrust II
  Second Strike
  Active
  6
  -
  53
  Twin Blade
  Smite
  Active
  12
  18
  54
  Focus
  Twin Strike
  Active
  8
  12
  55
  Hip Shot
  Rank 9
  Anticipation II
  Passive
  12
  18
  46
  Anticipation I
  Counter II
  Passive
  7
  -
  47
  Counter I
  Crush
  Active
  14
  21
  47
  Fatal Strike II, Power Thrust III
  Dodge Strike
  Active
  10
  15
  48
  Anticipation I, Dodge 6+
  Enhanced Range II
  Passive
  10
  15
  48
  Enhanced Range I
  Fatal Strike II
  Active
  12
  18
  49
  Fatal Strike I, Precision Strike II, Healing 4+
  Finishing Strike
  Active
  8
  12
  49
  Great Blow
  Ignore Wound II
  Passive
  13
  20
  50
  Ignore Wound I
  Masterful Forms
  Passive
  20
  30
  50
  Anticipation II, Fancy Footwork
  Pierce Armor III
  Active
  12
  18
  52
  Pierce Armor II, Precision Strike II
  Precision Strike II
  Active
  9
  -
  53
  Precision Strike I
  Shielded Strike
  Active
  8
  12
  53
  Focus, Instinct Strike, Steel Wall
  Soul Cleave
  Active
  16
  24
  54
  Fatal Strike I, Great Blow, Overpower
  Spirit Strike
  Active
  12
  18
  54
  Focus, Power Thrust II or Precision Strike II
  Rank 10
  BattleDance
  Active
  20
  -
  46
  Dance Strike, Dance Step, Dancing 8+
  Catch Missile
  Passive
  18
  27
  47
  Hand Parry, Oﬀ Hand
  Death Rain
  Active
  25
  -
  48
  Flurry Attack, Triple Strike
  Eternal Strike
  Active
  30
  -
  48
  Focus, Smite, Spirit Strike, Will of Gaia
  Force of Will
  Active
  16
  -
  49
  Instinct Strike, Spirit Strike
  Guided Strike
  Passive
  20
  30
  49
  Compensation, Focus, Instinct Strike
  Kapinstar
  Active
  20
  -
  50
  Flurry Attack, Focus, Spirit Strike
  Mimicry
  Active
  20
  -
  51
  Anticipation II, Compensation, Focus
  Mirror Slice
  Active
  20
  -
  51
  Flurry Attack, Focus, Instinct Strike
  Parry Strike
  Passive
  30
  -
  52
  Counter II
  Ride The Wind
  Active
  12
  18
  53
  Enhanced Range II, Focus, Instinct Strike
  Shield of Will
  Active
  20
  30
  53
  Anticipation II, Focus, Iron Body
  Steel Flurry
  Active
  16
  -
  54
  Flurry Attack, Second Strike
  Steel Fortress
  Active
  10
  -
  54
  Dodge 4+, Steel Wall
  Strike With One Mind
  Passive
  12
  -
  54
  Mounted Blow, Riding 6+
  Triple Strike
  Active
  14
  21
  55
  Twin Strike
  Will of Gaia
  Active
  20
  -
  55
  Focus, Gaia’s Strength, Smite
  
  58
  Chapter 6
  Magic
  Overview
  Magic in Grey Lotus is a freeform system, requiring much
  eﬀort from the GM to keep abuse to a minimum.
  It is
  quite possible to use only the given spells, and forbid players
  from inventing their own, but the full-ﬂedged system was
  designed to reward creative players.
  At its most basic, “magic” is simply the manipulation
  of the invisible “ether” that is always present.
  A skilled
  spellcaster ﬁrst enforces his will on the ether to imbue it
  with the desired capabilities of the spell, then uses his skill
  to guide the raw forces into a cohesive eﬀect.
  In game terms, this means that a spellcaster must use
  special “Focal Skills” to give the desired attibutes to the
  spell, “building” it from the ground up, and then “cast”
  the spell using his Skill in the required magical Path. This
  can seem complicated at times, but an experienced player
  can achieve the desired eﬀect in a few moments.
  Theory and Use of Magic
  Magic is not an external force that acts on the world,
  but rather an internal quality of most objects and beings.
  The world itself has magical energy within it. This force
  cannot be directly aﬀected by living beings, but is instead
  a result of interactions with the magical “charge” of other
  objects.
  Magicians, however, can manipulate this energy
  in an indirect way by using the “ether” that surrounds the
  world. Ether is, put simply, the excess energy bled away
  from the existing sources of energy, and can interact with
  the world’s magic to aﬀect it in some way. Living beings
  may harness this energy, channelling it through their own
  magical “aura” to manipulate the world around them.
  The act of channelling ether can be accomplished in many
  ways, leading to several diﬀerent Disciplines of magic use.
  The two most common, Elementalism and Faerie Magic,
  hold two widely diﬀering views. Elementalism, most often
  practiced by humans, forces the ether to manipulate the four
  basic elements of Earth, Air, Fire, and Water to change the
  world around it, forcing the ether through sheer willpower
  to change itself.
  Faerie magic, used by the Faerie races
  and some very highly magical beings, relies upon the user’s
  aura to inﬂuence the ether, causing it to enhance and shift
  the auras of objects in the world in subtle ways. Of the
  two, Elementalism is much easier to perform and has more
  dramatic eﬀects, but Faerie magic places far less strain on
  the caster, and also tends to last longer.
  Backlash
  Forcing the ether into motion is diﬃcult, and channeling
  it through the user’s own life force results in a tremendous
  strain on their very being. For this reason, spellcasters tend
  to feel fatigued after casting, though their physical bodies
  may be in perfect health. Over time, this “backlash” builds
  up, eventually sending their minds into a type of fugue,
  resembling unconsciousness.
  Spending time resting their
  minds without casting spells tends to let a caster’s aura
  repair the damage, so a caster suﬀering from the Backlash
  eﬀect can rest to regain his ability to cast spells.
  More
  experienced casters tend to have stronger auras, and can
  take far more strain before collapsing.
  Spell Construction and Terms
  A normal spell is constructed by joining together various
  Focal Skills needed for the desired eﬀect. If the spell does
  a combination of things, it may be necessary to use a Focal
  Skill more than once.
  • Aspect: Faerie Magic has two Aspects of Seelie and
  Unseelie. Each spell cast carries an Aspect in one di-
  rection or the other, or possibly completely neutral.
  The Aspect aﬀects the caster’s own Aspect, and his or
  her diﬃculty in casting similar spells or spells of the
  opposite Aspect. See page 61
  • Casting Ability(CA): The complexity of magical el-
  ements that a character can normally perform in one
  Round.
  • Complexity: The sum of the values of all Focal Skills
  used in the spell.
  • Focal Skill: A special type of Skill, bought separately
  from normal Skills and used to construct spells. Focal
  Skills are combined at varying levels to produce a re-
  sult. They are the actual “template” of the spell. See
  page 62.
  
  59
  • Path Skill: The magician’s ability to bind Focal Skills
  together and manipulate the ether, within a certain
  area of expertise.
  Each Discipline has its own Path
  Skills, and a magician must master all of them to use
  that Discipline’s true power. A Path Skill is much like
  a normal Skill, but is usually considered a Combat Skill
  due to the diﬃculty of learning magic. See page 67.
  • Power Level: The general strength of the spell, in
  terms of energy. Equal to the level of the highest Focal
  Skill.
  • Scope: The number of Focal Skills used, including du-
  plicates.
  Example Spell: Flame Blade
  Discipline/Path: Elementalism, Fire Path
  Focal Skills: Alter 1(Damage), Alter 2(Enhancement),
  Duration 2, Eﬀect 3(Damage), Eﬀect 3(Enhancement),
  Maintain 3
  Power Level: 3
  Complexity: 14
  Scope: 6
  Description: When cast upon a weapon(not necessar-
  ily a blade), an aura of ﬁre surrounds the damaging part
  of the weapon, adding +4 to Base Damage, and +2 to the
  weapon’s to-hit roll.
  The spell lasts for (Willpower x 2)
  Rounds, and may be maintained at 2
  3 the initial cost.
  Determining Diﬃculty and Backlash
  Generally, the Power Level, Complexity, and Scope are
  used to determine Diﬃculty and Backlash. Each Discipline
  generates these numbers in a diﬀerent manner, reﬂecting
  the diﬀerence in casting styles.
  Example Spell: Flame Blade
  Diﬃculty: PL + Scope + 3 = (3 + 6 + 3) = 12
  Backlash: Complexity = 14
  Cast Time
  The Cast Time is usually dependent on the Complexity of
  the spell, but this is only a base value. The Cast Time may
  be shortened by raising Diﬃculty. It may not be extended
  to make the spell easier, though some advanced Skills(not
  yet introduced) allow manipulations of the Cast Time to
  achieve other eﬀects.
  The normal manner to ﬁnd Cast Time is to divide the
  Complexity by the Casting Ability of the mage casting the
  spell. If the caster wants a faster casting, they may raise
  their Casting Ability by their Intelligence(for Elementalism)
  or Wisdom(for Faerie Magic) by increasing the Diﬃculty by
  1.
  Example: Victor prepares to cast Flame Blade. His Cast-
  ing Ability is 7, 3 from his Magery and 4 from his Intelli-
  gence. With the Complexity of 14, he can cast the Flame
  Blade in 2 Rounds. in order to cast it in 1 Round, he must
  raise the Diﬃculty by 2, which will put his Casting Ability
  at 15 for that Round.
  Matrices
  Some Disciplines possess the ability to construct a Spell
  Matrix, a special “pattern” that the ether can follow to
  duplicate a spell construction. These “patterns” are usually
  stored within the caster’s aura. Thought they can only store
  a limited number of spells, having the pattern ready allows
  an easier casting. Any spell cast from a Matrix subtracts the
  caster’s Magery Level from the Spell’s Backlash, subtracts
  half their Magery(rounded up) from the Diﬃculty, and adds
  the caster’s Magery to their Casting Ability.
  Unfortunately, Matrices have some drawbacks.
  First,
  simply constructing the spell is not enough to put it into a
  Matrix. The spell must be analyzed and broken down into
  a complex formula called a Spell Algorithm. This takes a
  number of hours equal to the Scope to attempt, and a Skill
  roll of a Diﬃculty equal to the unmodiﬁed Spell Diﬃculty.
  Afterward, putting the Spell into a Matrix takes a num-
  ber of minutes equal to the Scope of the spell. Magicians
  often record their Algorithms in Spellbooks to allow easy
  access and, incidentally, allow Magicians to trade Spell Al-
  gorithms.
  A second concern is that storing a spell in a Matrix makes
  it Static, meaning it casts in the same manner each time.
  The Diﬃculty and all the Focal Skills are permanently set,
  limiting ﬂexibility.
  Example Spell: Flame Blade
  Casting Ability Bonus: + 2 x Int.
  Duration: Willpower x 2 Rounds
  Eﬀect: + 3 Base Damage, + 2 to-hit
  Diﬃculty:
  13 (1 less from “free” Casting Ability
  bonus) - Magery / 2
  Backlash: 14 - Magery
  To ﬁnish oﬀ the example spell, if an Elementalist with
  Magery 3, Willpower 4, and Intelligence 3 used this Matrix,
  the values would be:
  Example Spell: Flame Blade
  Casting Ability Bonus: +6
  Duration: 8 Rounds (40 seconds)
  Eﬀect: +3 Base Damage, +2 to hit
  Diﬃculty: 13 - 2 = 11
  Backlash: 14 - 3 = 11
  Spell Rackers
  Some items are designated as “Spell Rackers.”
  These
  powerful items hold extra Matrices. A Spell Racker always
  has a Rating, indicated the maximum Power Level of any
  spells stored, and a Capacity, designating the number of
  Matrices the item can hold. Any person holding the item
  may roll the appropriate Path Skill to cast any spells stored
  
  60
  CHAPTER 6.
  MAGIC
  in the Spell Racker, even if they do not have the appropriate
  Focal Skills. They may not make the roll unskilled, however,
  so this is only useful to spellcasters of the same Discipline as
  the spells stored in the Spell Racker. Obviously, as Faerie
  Mages do not have Matrices, they cannot use Spell Rackers.
  Vectors
  “Vectors” are items that help focus the ether for the user.
  These items may be used in casting to lower the Diﬃculty
  of the spell by their Rank, but decrease Casting Ability by
  the Scope of the spell. A spell in a Matrix may only use
  a Vector if it was designed with that Vector in mind, and
  may not be used without the Vector.
  Casting
  Once the spell is made, it can be cast, either “on the ﬂy”
  or from a Matrix. To cast the spell, the magician rolls their
  Path Skill based oﬀ the Attributes speciﬁed by their Disci-
  pline. For every point of MoS on the Skill Roll, subtract 1
  point from the Backlash caused by the spell. A magician
  who exhausts all Backlash collapses, remaining unconscious
  for 1 hour for each point by which they exceeded their max-
  imum.
  Gestures and Incantations
  Normally, gestures and words are needed to cast a spell.
  It is usually possible to eliminate this requirement by raising
  the Diﬃculty by 2 to eliminate either words or gestures, or
  by 5 to eliminate both. Spells close to the caster’s limits,
  however, require some aid in casting by using hand and body
  motions or chanting. Any time the Complexity of the spell
  is greater than the caster’s (Skill Rank + Magery) x 2, an
  incantation is required. Gestures are required for any spell
  which is “directed,” such as an attack spell, or any time
  the Scope of the spell is greater than the caster’s Willpower
  plus Spirit.
  Example:
  An Elementalist casts the sample “Flame
  Blade” spell. His Intelligence, Mind, and Willpower are all
  3, his Spirit is 2, his Magery is 3, and Skill in Fire Path is
  5. He casts from a Matrix, and rolls an 8, for a total of 19.
  The Diﬃculty is 13, resulting in an MoS of 6, which reduces
  the Backlash from 11 to 5. When casting, he does not re-
  quire an incantation(Complexity 14 is < (Skill 5 + Magery
  3) x 2 = 16), but he does require gestures to complete the
  Spell(Scope 6 is > Willpower plus Spirit of 5).
  Creating a Magician Character
  Once a player has a basic understanding of the Magic
  System detailed previously, they can begin spending the
  Character Points given during Character Creation.
  Starting Backlash
  A magician’s beginning Backlash is calculated oﬀ of their
  Spirit and their Magery Rank. This supercedes the Back-
  lash calculation given in the Character Creation chapter.
  Example: Marion has a Magery of 4 and a Spirit of 4.
  Her starting Backlash would normally be (4 x 3) = 12, but
  the four Levels of Magery add another (4 x 4 x 3 = ) 54
  points, for a total of 66.
  Choosing Discipline and Paths
  A magician’s Discipline determines what kind of eﬀects he
  can cause with magic. A single Discipline is chosen for free,
  with the ﬁrst Path Skill bought. The Path Skills themselves
  represent the general areas of magic that the spellcaster can
  manipulate. Path Skills cost 8 CP for the ﬁrst Rank, and
  are advanced as Combat Skills thereafter.
  A character is limited in how many Paths they may pur-
  chase by their Magery, to a maximum of their Magery +
  1.
  See page 67 for more information on what the diﬀerent
  Paths can do.
  Example: Marion has a lot of Character Points to burn,
  and doesn’t want any weaknesses. As she is a female Hu-
  man, she has the option to be a Faerie Mage or an Elemen-
  talist. Liking the idea of Faerie Magic, she buys all 4 Paths
  at a cost of 8 CP apiece, for 32 points total. Since she has
  a Magery of 4, she can purchase up to 5 Paths... she’s well
  within her limit. With her Magery of 4, she’s already spent
  a large chunk of points... 72 CP on Magic alone.
  Starting Matrices
  Each Discipline has its own number of Matrices that a
  character begins with, and its own cost for additional Ma-
  trices.
  Example: Marion is a Faerie Mage, and so cannot use
  Matrices. She skips this step. If she did have Matrices, she
  would start with a whopping 16, due to her Spirit of 4 times
  Magery of 4.
  Focal Skills
  Though Path Skills determine how well the character
  casts spells, and the general eﬀect the spell can have, the Fo-
  cal Skills determine exactly what spells they can cast. This
  is an important step, and fortunately for characters with a
  low number of CP to spare, basic levels of Focal Skills are
  cheap!
  Focal Skills are bought as Trade Skills, ranging from 1 to
  10. A character can only use Focal Skills up to a maximum
  level equal to the Path they are using plus 2, but they may
  learn Focal Skills at any level.
  Example: Marion now prepares to purchase Focal Skills.
  She immediately buys every Focal Skill at Level 1, wanting
  the ﬂexibility that oﬀers, spending 12 Points.
  She raises
  
  61
  Alter, Duration, Eﬀect, Element, and Range to Level 2 af-
  terward, spending 10 more Points. She has now spent 22
  points, on top of her earlier 72, for a total of 94 points
  spent. Wanting more power in some areas, she raises Eﬀect
  to 3, Origin to 2, and Target to 2, for 7 more points. As
  she still needs to purchase Skills, she stops there, to raise
  the others with experience.
  Disciplines
  Elementalism
  Elementalism focuses completely on altering and creating
  the four basic elements, and the attributes associated with
  them. Elementalism has four Path Skills, listed below with
  their areas of inﬂuence.
  Schools
  Elementalism is taught in various diﬀerent manners
  across the globe, but can be split into four basic schools.
  Each player should choose one School upon learning El-
  ementalism, most often Alden or Independent if from
  Anathas, Soluman if from Solumas, or Valtan if from Valta.
  The Bonuses only apply when casting Elementalism spells.
  School
  Bonus
  Alden
  -3 Backlash, 1 Extra Matrix
  Independent
  +2 CA, +1 Int when raising CA
  Soluman
  -2 Diﬃculty
  Valtan
  +2 Initiative, +2 Will during Conﬂicts
  Fire Path: Damage, combat, accuracy, chance
  Air Path:
  Quickness, movement, mental abilities,
  weather
  Earth Path: Protection, strength, conﬁnement, en-
  durance
  Water Path: Life, healing, change, growth
  The details required for Elementalists are listed below.
  Path Skills use: Intelligence + Willpower
  Starting Matrices: Spirit x Magery
  Focal Skills: Alter, Area, Divination, Duration, Ef-
  fect, Illusion, Maintain, Origin, Range, Target
  Path Skills: Fire, Air, Earth, Water
  Spell Diﬃculty: Power Level + Scope + 3
  Spell Backlash: Complexity
  Casting Ability: Intelligence + Magery
  Modiﬁcations:
  Raise Diﬃculty by 1 to increase
  Casting Ability by Intelligence.
  Faerie Magic(Draiocht)
  Unlike the more common Elementalism, Faerie Magic
  achieves its eﬀects by subtly altering the relationship be-
  tween the ether and the world’s innate magical energy. For
  this reason, it is almost completely centered around alter-
  ations and enhancements of natural eﬀects, and tends to be
  more subtle and diﬃcult to work with than the “brute force”
  approach of Elementalism. On the other hand, it also takes
  far less eﬀort to achieve the desired result, and the Backlash
  is minimal. Faerie Magic has four Path Skills, but many of
  these abilities overlap in some way, making Faerie Magic
  more ﬂexible than its stronger counterpart, Elementalism.
  Aspect
  Faerie Mages have the added bonus(or curse) of dealing
  with their Aspect.
  Each Mage begins play with an As-
  pect Rating of 0, and 0 Aspect Points. Each spell cast also
  has an Aspect Rating, dependent on the dominant Aspects
  of the Focal Skills, which will be Seelie(positive) or Un-
  seelie(negative). Casting the spell adds(or subtracts, in the
  case of Unseelie spells) the Aspect Rating to the character’s
  Aspect Points.
  The Aspect Rating of a character increases when their
  Aspect Points reach an amount equal to 10 times the next
  highest Rating. If the character has a negative Rating, they
  require 10 times the current Rating, without the sign, to add
  one. To decrease their Aspect, the process is reversed, re-
  quiring negative Aspect Points. After changing the Aspect
  Rating, the Aspect Points are set to zero.
  A positive(Seelie) Aspect reduces the Diﬃculty of any
  positively-Aspected spells by the Aspect Rating, and in-
  creases the Diﬃculty of any negatively-Aspected spells. A
  negative(Unseelie) Aspect does the same, but as it is a neg-
  ative number, the eﬀect is the exact opposite. Spells with
  zero Aspect are not aﬀected.
  Example 1: Marion has been casting a large number of
  healing spells, giving her an Aspect Rating of 2 and 27 As-
  pect Points. She casts another healing spell, with an Aspect
  of 3. This raises her Aspect Points to 30, which is 10 times
  her next Aspect Rating of 3. Her Aspect Rating is raised
  to 3, reducing the Diﬃculty of all Seelie spells by 3, but
  increasing the diﬃculty of her Unseelie attack spells by 3.
  Later, she throws several curses, and her Aspect Points go
  to a -30... 10 times her current positive Aspect in negative
  value. Her Aspect Rating goes down to 2.
  Example 2: Some time later, Marion has reduced her As-
  pect Rating to a -2. She casts several Seelie spells success-
  fully, raising her Aspect Points to 20. This is 10 times the
  absolute value of her Aspect Rating, so it changes to a -1.
  If she instead accrued -30 Aspect Points, her Aspect Rat-
  ing would reduce to -3, increasing the Diﬃculty of all Seelie
  spells by 3, but making Unseelie spells easier by 3 points.
  Ainmhite(AN-vay-huh): Focused on animals and
  animal-like attributes.
  Na Siogai(na SHEE-ohg-ee): Folk. Thinking be-
  ings and the Faerie realm.
  Tir(cheer): Nature and natural eﬀects.
  Pise´oga(PISH-ohg-ah):
  Protection, curses, raw
  magic.
  Restrictions: Only Faerie Races and female Humans
  can learn Faerie Magic.
  
  62
  CHAPTER 6.
  MAGIC
  Path Skills use: Wisdom + Willpower
  Starting Matrices: None, Cannot use Matrices
  Focal Skills: Alter, Area, Divination, Duration, Ef-
  fect, Element, Enchant, Illusion, Maintain, Origin, Range,
  Target
  Path Skills: Ainmhite, Na Siogai, Tir, Pise´oga
  Spell Diﬃculty: Power Level + Scope + 5
  Spell Backlash: Complexity - Magery - Wisdom
  Casting Ability: Wisdom + Magery
  Modiﬁcations:
  Raise Diﬃculty by 1 to increase
  Casting Ability by Wisdom.
  Focal Skill Descriptions
  This section gives a short description of each Focal Skill,
  and what it is used for in a spell. Appendix A, Sample
  Spells, has several spells which chould give a player a good
  idea of what each Focal Skill is capable of.
  Alter
  Faerie Aspect: Unseelie when using for gross alteration,
  diminish, or AP, neutral for enhancement, resistance, or
  protection.
  Alter is used when the spell changes something in any
  way.
  Alter only controls the amount of change, not the
  amount aﬀected or strength.
  Elementalists also use this
  to enchant items and people with elemental power. Faerie
  Mages use Enchant and Element to do this, and should use
  Alter in a more general fashion.
  Alter is also important for oﬀensive spells, as it adds an
  AP value to the spell. Elementalists change the AP depen-
  dent upon what Path the spell belongs to.
  Rank 1 Tier 1 Enhancements. Mages may apply this level
  to use Eﬀect to enhance any ability in their Tier 1 list.
  Rank 2 Tier 2 Enhancements. Mages may apply this level
  to use Eﬀect to enhance any ability in their Tier 2 list.
  Rank 3 Resistance. Mages may apply this level to add re-
  sistances to speciﬁc things within their realm of inﬂu-
  ence. For example, an Animal spell may add resistance
  to poison, and a Fire spell to ﬁre. Elementalists may
  also use this level to shape the element the spell belongs
  to, using Eﬀect for the mass shaped.
  Rank 4 Protect and Tier 3 Enhancement. Mages may use
  this level to create a barrier against an element or to
  create armor.
  They may use Eﬀect to enhance any
  ability in their Tier 3 list. This Rank allows healing,
  or the manipulation of an aura(Backlash).
  Rank 5 Shift Abilities. This level can provide abilities not
  normally allowed by the target, such as allowing a Hu-
  man to ﬂy, and may also alter states, such as turning
  light to dark, minor alterations of physical form, such
  as extra ﬁngers or limbs, and reversals.
  Rank 6 Tier 4 or 5 Enhancements. Mages may apply this
  level to use Eﬀect to enhance any ability in their Tier
  4 or 5 list. It may also be used by Faerie to create an
  area to prevent entry of creatures with speciﬁc deﬁned
  attributes(all humans with hostile intent), or warding
  of other things(some types of magic)
  Rank 7 Change properties of element. Elements can be
  made to do things unnatural for them, such as allowing
  water to seem as air and be breathed, or ﬁre to freeze,
  while air can become almost solid.
  Rank 8 Elements can be absorbed fully, weakening the
  source by strengthening the spell or target of the spell.
  Targets, either people or objects, may be imbued with
  the properties of an element or animal or plant, such as
  the intangibility of air or the imperviousness of stone,
  or the instincts of an animal. Absorption allowed.
  Rank 9 Transmute Element.
  This level can be used to
  change one element to another element, completely.
  Rank 10 Any change that can be achieved by magic can
  be done at this level.
  Complete shapeshifts, making
  ﬁre act like water in all respects, or otherwise altering
  the fundamental nature of the target.
  Area
  Faerie Aspect: Neutral.
  Area simply gives the spell an area eﬀect.
  The radius
  of the spell is normally centered on the caster, unless the
  spell has a Range component, in which case the caster may
  designate any place within the Range as the center of the
  spell.
  The level of the Focal Skill designates the Radius, in
  yards, from the center that the spell eﬀects extend. The
  spell can also form a wall, by default 2 yards high and 1
  yard deep. Adding or subtracting from height or depth(by
  doubling or halving) will either double the length(if sub-
  tracting from other dimensions) or halve it(if adding). The
  wall length is normally 4 x the Radius.
  Table 6.2: Area
  Rank
  Radius
  (Elemental)
  Radius
  (Faerie)
  1
  1 yard
  1 yard
  2
  (Int) yards
  (Wis) yards
  3
  (Int x 2) yards
  (Wis x 2) yards
  4
  (Int x 3) yards
  (Wis x 3) yards
  5
  (Int x 5) yards
  (Wis x 5) yards
  6
  (Int x 7) yards
  (Wis x 7) yards
  7
  (Int x 10) yards
  (Wis x 10) yards
  8
  (Int x 15) yards
  (Wis x 15) yards
  9
  (Int x 20) yards
  (Wis x 20) yards
  10
  (Int x 40) yards
  (Wis x 40) yards
  
  63
  Table 6.1: Alter
  Rank
  AP
  Air
  AP
  Earth
  AP
  Fire
  AP
  Water
  AP
  Faerie
  Limits
  1
  1/1/1
  0/0/2
  0/1/2
  2/1/0
  1/1/0
  Tier 1 Enhancement
  2
  2/2/2
  1/1/4
  1/2/3
  3/2/1
  2/2/1
  Tier 2 Enhancement
  3
  3/3/3
  1/1/6
  1/3/5
  5/3/1
  3/3/1
  Resistance, shape element, diminish
  4
  4/4/4
  2/2/8
  2/4/6
  6/4/2
  4/4/2
  Protect, Healing, Tier 3 Enhancement
  5
  5/5/5
  2/2/10
  2/5/8
  8/5/2
  5/5/2
  Shift Abilities
  6
  6/6/6
  3/3/12
  3/6/9
  9/6/3
  6/6/3
  Wards, Tier 4 or 5 Enhancement
  7
  7/7/7
  3/3/14
  3/7/11
  11/7/3
  7/7/3
  Change properties of element
  8
  8/8/8
  4/4/16
  4/8/12
  12/8/4
  8/8/4
  Absorb element, Imbue with essence
  9
  9/9/9
  4/4/18
  4/9/14
  14/9/4
  9/9/4
  Transmute element
  10
  10/10/10
  5/5/20
  5/10/15
  15/10/5
  10/10/5
  Change essence, major alteration
  Divination
  Faerie Aspect: Seelie.
  Using Divination, the spell can ﬁnd information.
  This
  can be linked with an Eﬀect or Alter, to make some parts
  of the spell execute when conditions are present or absent.
  Each separate item of information divined requires a sepa-
  rate Divination inclusion. For example, ﬁnding the direction
  to the strongest concentration of saltwater within the spell’s
  range would require Divination 3 to detect concentration of
  water, a Divination 2 for salt water, and another Divination
  3 to detect the direction.
  Attempting to divine information about an object or
  place’s past requires Duration, but instead of extending the
  spell’s Duration, the rating speciﬁes the amount of time in
  the past that can be perceived. Take the time given and
  multiply by 100 to determine how far back the spell can
  perceive.
  This Focal Skill requires a great deal of judgement on
  the part of the GM, both in how much information can be
  obtained, and what Path Skill is required.
  Rank 1 Detect presence or absence of abstract thing. Life,
  air, rock, water, magical energy beyond the normal
  amount, etc. No speciﬁc information available.
  Rank 2 Detect presence or absence of more speciﬁc thing.
  Type of life(animal, folk, plant), type of water or liquid,
  Discipline or type of magic.
  Rank 3 General strength or concentration of life, thing,
  or magic.
  Classiﬁcation of thing(type of animal, for
  example dog or horse, type of folk, such as human or
  Tuathan, etc), or Path of magic present. Direction of
  detection. Current time.
  Rank 4 See invisible or concealed creatures. Know general
  distance to thing.
  Rank 5 Determine creature or thing’s origins, for example
  the homeland of a character or the owner of a dog.
  Translate single language.
  Rank 6 Exact strength or concentration, in units the
  caster is most familiar with.
  Determine Focal Skills
  used, if applicable to magic. Exact distance to thing.
  Rank 7 Good idea of time passed since a condition has
  occurred(within 1 unit of the same units the time is
  measured in.
  Looking 14 hours back would have an
  idea of when the condition occurred to within 1 hour),
  understanding any person or creature.
  Rank 8 Determine name of creature, purpose of item.
  Rank 9 Complete knowledge of creature’s Attributes in
  comparison to the caster’s, exact time passed since a
  condition has occurred.
  Rank 10 Complete postcognition knowledge of conditions
  in the past, including full sensory input.
  Duration
  Faerie Aspect: Neutral.
  Duration allows a spell to last for longer than an instant.
  Not normally needed for Attack spells, but most enhance-
  ment or otherwise general purpose spells have Duration, or
  possibly Maintain.
  Table 6.3: Duration
  Rank
  Duration
  (Elemental)
  Duration
  (Faerie)
  1
  (Will) Rounds
  (Will) Rounds
  2
  (Will x 2) Rounds
  (Will x 3) Rounds
  3
  (Will x 3) Rounds
  (Will x 5) Rounds
  4
  (Will x 5) Rounds
  (Will x 8) Rounds
  5
  (Will x 10) Rounds
  (Will) Minutes
  6
  (Will x 2) Minutes
  (Will x 3) Minutes
  7
  (Will x 5) Minutes
  (Will x 8) Minutes
  8
  (Will x 15) Minutes
  (Will x 20) Minutes
  9
  (Will x 2) Hours
  (Will x 3) Hours
  10
  (Will x 5) Hours
  (Will x 8) Hours
  
  64
  CHAPTER 6.
  MAGIC
  Eﬀect
  Faerie Aspect: Varies
  Eﬀect is the most diﬃcult Focal Skill to arbitrate, as the
  levels of intensity are diﬀerent depending on the application.
  It is used in almost every spell, as it is needed to actually
  enforce a change.
  Whenever a division is called for, always round up. In
  some cases, the Game Master may arbitrate a value. The
  GM should record the calculation used, in case similar sit-
  uations occur.
  Damage(Unseelie)
  Attack spells determine Damage by two Eﬀect Focal val-
  ues, though only one is needed. The necessary Eﬀect pro-
  vides the Damage Base for the attack, but the attack will
  have a DM of 1. A second Eﬀect can change this DM, as
  seen on table 6.4.
  These spells are Directed Spells, meaning they require a
  second roll after the casting roll in order to hit the target and
  determine the MoS for Damage. This roll uses the Path Skill
  based oﬀ Dex + Dex for Ranged spells, or a Brawling Attack
  for spells without Range. It is also possible to form weapons,
  using the appropriate Alter. See Creating Weapons on
  page 69.
  Spells using Area do not automatically hit the opponent.
  If the target has enough Move left in the Round to escape
  the spell’s Area, they may dodge as normal. If not, they
  have a -2 Penalty to Dodge, as they must ﬁnd cover. The
  GM may modify this roll if the area has a lot of cover(a
  forest) or very little(an empty plaza), but it is cumulative
  with the Penalty to Dodge from Origin.
  Spells which are triggered or do continuing damage might
  not allow an attack roll past the ﬁrst roll to hit, and ignore
  DM when doing continuous Damage. They do only their
  DB every Round, although they do use any AP granted
  from Alter.
  A caster may design a Spell as doing Fatigue Damage
  only, but this decision must be made when the Algorithm
  is created if they wish to put it into a Matrix. The Fatigue
  done is calculated as normal, but Wounds are converted to
  Fatigue at a rate equal to the target’s Wound Threshold -
  1 per Wound.
  If the caster wishes to do Backlash Damage only, it re-
  quires an Alter of 4. Elementalists must use the Water Path,
  Faerie Mages use the Path appropriate to the target. The
  DB of this spell is reduced by 4 for Elementalists(Faerie
  Mages are unadjusted), and the DM is reduced by 1. The
  target’s Willpower acts as Armor. Any Damage above the
  target’s Willpower is applied as a reduction in Backlash.
  Elementalists use their Will + Eﬀect as the DB.
  Faerie Mages use their Will + Eﬀect - 2 as the DB.
  Healing(Seelie)
  Healing spells are performed much like Damage spells.
  The caster has a Healing Base, and a Healing Modiﬁer,
  which is by default 1. Most healing spells also require a
  roll of the user’s Path Skill, using Spirit + Wisdom(for
  Faerie Mages) or Spirit + Intelligence(for Elementalists) as
  the base, against a Diﬃculty Number equal to the Diﬃ-
  culty of Healing the target’s worst Wound + 10, with a 10
  Diﬃculty for Fatigue. See table 6.5 for precalculated Diﬃ-
  culties. The result determines the MoS of the Healing roll.
  This results in a Healing Total. If the roll was failed, reduce
  the Healing Base by the MoF, no matter what the Healing
  Modiﬁer, to get the Healing Total. The Healing Total can
  never be less than 1.
  The Healing Total is divided by the Healing Threshold,
  which is equal to 7 - the caster’s Will, with a minimum of
  2. The result is the amount of reduction in a single Wound,
  with the remainder reducing Fatigue. If extra Wound Levels
  are healed, they heal Fatigue equal to the Healing Threshold
  per extra Wound Level. Unlike most forms of healing, a
  spell cast in this manner can heal the Wound of the caster’s
  choice, but only 1 Wound at a time can be healed.
  To have an HM above 1, an extra Eﬀect must be applied.
  See table 6.4 for HM by Eﬀect. Like Damage spells, adding
  a Duration forfeits the roll for Healing, and applies only
  the Healing Base each Round, and also treats the least se-
  vere Wound ﬁrst. For Duration-based Healing, the Healing
  Threshold is equal to 10 - Will, with a minimum of 3.
  Using a Healing Eﬀect requires an Alter of 4.
  Elementalists use their Will + Eﬀect - 2 as the HB.
  Faerie Mages use their Will + Eﬀect as the HB.
  Table 6.5: Magical Healing Diﬃculty
  Wound Level
  Diﬃculty
  Fatigue
  10
  Light
  14
  Heavy
  17
  Severe
  19
  Mortal
  23
  Over
  26
  Example: Marion attempts to cast a healing spell on Vic-
  tor, who currently has a Severe Wound and 2 Light Wounds,
  with 13 Fatigue. Marion’s spell has Eﬀect 4 for the HB, and
  Eﬀect 3 for the HM. With her Willpower of 4, this means
  her Healing Base is (4 + 4 =) 8, her Healing Modiﬁer is
  2, and her Healing Threshold is (7 - 4) 3. She casts the
  spell successfully, takes her Backlash, and makes her Heal-
  ing Roll with a total of 22.
  The Diﬃculty for a Severe
  Wound(Victor’s worst) is 9 for normal healing, so 19 for
  her, making her MoS 3. This is a Healing Total of (8 +
  2 x 3 =) 14. 14 divided by 3 is 4 remainder 2, so she can
  heal the Severe Wound completely, and 5 Fatigue(2 remain-
  der plus 1 Wound times Healing Threshold of 3), or she can
  heal a Light Wound and 11 Fatigue.
  
  65
  Table 6.4: Eﬀect
  Rank
  DM
  Faerie
  DM
  Elemental
  HM
  Faerie
  HM
  Elemental
  Armor
  Type
  Move
  Type
  Weight
  Strength
  Bonus
  1
  1
  1
  1
  1
  Plate
  Jog
  1 pd
  +0
  2
  1
  1
  1
  1
  Plate
  Jog
  (Will) pds
  +1
  3
  2
  2
  2
  2
  Plate
  Run
  (Will x 3) pds
  +2
  4
  2
  2
  2
  2
  Chain
  Run
  (Will x 10) pds
  +2
  5
  2
  2
  2
  2
  Chain
  Run
  (Will x 25) pds
  +3
  6
  3
  3
  3
  3
  Chain
  Sprint
  (Will x 50) pds
  +4
  7
  3
  3
  3
  3
  Chain
  Sprint
  (Will x 200) pds
  +4
  8
  3
  4
  4
  3
  Leather
  Run(x4)
  (Will x 500) pds
  +5
  9
  4
  4
  4
  4
  Leather
  Run(x4)
  (Will x 1000) pds
  +6
  10
  4
  5
  5
  4
  None
  Run(x5)
  (Will) tons
  +7
  Armor(Seelie)
  Forming Armor is a simple task of creating AV, and de-
  termining the type.
  The ﬁrst(required) Eﬀect creates an
  AV, equal to the (Eﬀect Level + Will - 3), and by default
  attackers use whichever AP value is best. A second Eﬀect
  is used to determine Armor Type, as seen on table 6.4. A
  Type of “None” means that no AP can be used to reduce
  the AV.
  Movement(Neutral)
  When enhancing normal movement, adjust the Base
  Move with the Enhancement rules. When creating a new
  Movement, such as allowing a human to ﬂy, the Base Move
  is determined by the Eﬀect. Also, by default the new move-
  ment has no Jog, Run, or Sprint values. A second Eﬀect
  may be added to allow these to become available, as listed
  on table 6.4 below. The actual Base Move varies dependent
  upon the Discipline. If the Move Type is listed as Run, fol-
  lowed by a number, then the Run movement multiplier is
  that new number, and the Sprint is one higher. The charac-
  ter using this Movement still takes Fatigue when Running
  or Sprinting, as normal.
  Elementalists use their Will + Eﬀect - 2.
  Faerie Mages use their Will + Eﬀect.
  Weight(Neutral)
  When aﬀecting an object, either supporting or shaping
  or other manipulation beyond damaging, the maximum
  amount of weight is determined by looking on the Weight
  column on table 6.4.
  Strength(Neutral)
  When pushing objects or otherwise substituting magic for
  muscle, a spell’s Strength is determined by the caster’s Will
  and the Eﬀect of the spell. The base Strength is equal to
  the caster’s Will - 3 for Faerie Mages, or Will - 2 for Elemen-
  talists. Add a bonus to this dependent on the Eﬀect of the
  spell, using the Strength Bonus column of table 6.4. This
  Strength may be resisted by Willpower for some spells(such
  as warding spells).
  Enhancement(Seelie)
  When performing an Enhancement, the player must de-
  termine which Tier the Enhancement is in by consulting
  their Path Skill’s reference, and the table below, and use
  the appropriate Alter level. Then consult table 6.6 for the
  actual Bonus given for that Eﬀect.
  Table 6.6: Enhancements
  Rank
  1
  2
  Tier
  3
  4
  5
  1
  +1
  +0
  +0
  +0
  +0
  2
  +3
  +1
  +1
  +0
  +0
  3
  +4
  +2
  +1
  +1
  +0
  4
  +6
  +2
  +2
  +1
  +1
  5
  +7
  +3
  +2
  +2
  +1
  6
  +9
  +4
  +3
  +2
  +1
  7
  +10
  +4
  +3
  +2
  +2
  8
  +12
  +5
  +4
  +3
  +2
  9
  +13
  +6
  +4
  +3
  +2
  10
  +15
  +7
  +5
  +4
  +3
  Diminish(Unseelie)
  Diminish is functionally equivalent to Enhancement, but
  the Bonus is turned into a Penalty. Don’t forget that a high
  Target and an opposed Will roll are needed to aﬀect the
  target with the Penalty. Faerie Mages use the same Tiers
  as their Enhancements, while the Tiers for Elementalists
  performing a Diminish are switched with their opposing el-
  ement.
  Fire spells use the Water Enhancement Tier list
  for their Diminish abilities, and Air spells use Earth Tiers,
  Earth use Air, and Water use Fire.
  
  66
  CHAPTER 6.
  MAGIC
  Element
  Faerie Aspect: Unseelie.
  This Focal Skill is used to add attributes of an element to
  a spell(or item, if Enchant is used). Any time a spell uses
  one of the four elements, this Focal Skill must be used. This
  Focal Skill may be used multiple times to allow more than
  one element in a spell.
  The level of Element needed is equal to the spell’s Power
  Level - 2, with a minimum of 1. If the Element is readily
  available in signiﬁcant quantities within the caster’s Path
  Skill Rank in yards, for example a campﬁre for the Fire ele-
  ment, the amount of Element needed is reduced by 2 more.
  If the Element is being used in an environment inimical to
  its creation(air or ﬁre under water, earth in midair), then
  the minimum Element needed is increased by 2.
  Enchant
  Faerie Aspect: Neutral.
  Enchant is used to imbue a non-living item with special
  abilities. It’s use is simple: The level of Enchant must be
  equal to the Power Level of the spell Focal Skills being im-
  bued. This Focal Skill only needs to be used once, no matter
  how many diﬀerent spell eﬀects are being enchanted. Mul-
  tiple inclusions of Enchant into a spell allows the user to
  Enchant multiple objects, though they must be touching
  the objects when casting the spell, unless Range is used.
  Enchant cannot be used with Area to Enchant multiple ob-
  jects, though the Enchantment itself may aﬀect an Area.
  Note that the level of Enchant need not be equal to the
  Power Level of the spell, so long as the enchantment can be
  performed with the Power Level equal to the Enchant used.
  For example, A spell granting the eﬀects of Eﬀect 3, Alter
  2, needs only Enchant 3, even if it can be cast on an object
  far enough away to require Range 8.
  Illusion
  Faerie Aspect: Seelie.
  This Focal Skill subtracts from the Complexity of the
  spell, but does count toward Scope. The maximum level
  of Illusion that can be applied is equal to the Power Level
  of the spell. Illusion can only be used against unwilling or
  unaware targets.
  If the recipient of the spell knows it is
  an Illusion, it has no eﬀect on them, though the caster is
  usually the only one who has this knowledge.
  Anyone aﬀected by the spell, or even witnessing the spell,
  rolls an opposed Will Attribute Roll against the caster to
  disbelieve the Illusion. If successful, the spell vanishes for
  that person only. Others aﬀected by the spell still see and
  feel it, as normal. Anyone who has good reason to believe
  the spell is an Illusion(as in one of their allies telling them
  so) gains a +3 Bonus on the Will Roll. If they have already
  attempted their roll, they gain another attempt, but only
  add a +1 Bonus.
  Maintain
  Faerie Aspect: Neutral.
  Maintain is included in a spell to allow the caster to ex-
  tend the spell past its normal Duration. If the spell did not
  have a Duration included, the spell must be Maintained ev-
  ery Round. To Maintain a spell, the caster simply spends
  the required Backlash. This does not take an action, and
  requires no concentration, but the caster must be conscious.
  The Backlash must be deducted the Round after the spell
  would normally end, or the spell is automatically ended.
  The Backlash cost is based on a fraction of the original
  Backlash that the spell cost, after the MoS reduction was
  applied. All fractions are round up.
  To calculate the fractional cost of the spell, take a frac-
  tion of the spell’s Power Level and divide it by the Level of
  Maintain used in the spell. Elementalists divide the Power
  Level by 2, and Faerie Mages divide the Power Level by 3.
  Example: The Flame Blade spell in the example has a
  Power Level of 3 and has a Maintain of 3 as a component.
  Since it is an Elemental spell, the Power Level is divided by
  2, for a total of 1.5, rounded up to 2. 2 divided by 3 is 2
  3, so
  that is what the cost for maintaining the spell is. If it had
  been a Faerie magic spell of Power Level 3 and Maintain 3,
  the cost would have been merely 1
  3, since the Power Level of
  3 would have been divided by 3. If the mage casting the spell
  had taken 6 Backlash, they would need only 4 to maintain
  it for another (Willpower x2) Rounds.
  Origin
  Faerie Aspect: Neutral.
  This Focal Skill is included when the starting point or
  starting conditions of a spell are diﬀerent from the norm.
  This is one of the more unusual Focal Skills, but a useful
  one, at times.
  When a spell is cast with Origin, the spell may come
  into existence at its target point, as long as it is within
  Range, and thus cannot be Parried or Blocked. Dodging is
  at a -2 penalty to the roll(for an Active Dodge) or to the
  value of the Passive Defense. This also bypasses any cover
  modiﬁcations or obstacles.
  The Level of Origin used must be equal to the Level of
  Range used in the spell.
  Range
  Faerie Aspect: Neutral.
  Range is used to allow the spell to aﬀect targets beyond
  the caster’s range of touch. Most spells do not require a
  roll to hit the target, simply a designation. Attack spells,
  or any spell that would apply its eﬀect to a target without
  giving an unwilling target a roll to resist, require a roll to
  hit by using the Path Skill based upon Dex + Dex.
  
  67
  Table 6.7: Range
  Rank
  Elemental
  Faerie
  1
  (Int) yards
  (Wis) yards
  2
  (Int x 2) yards
  (Wis x 2) yards
  3
  (Int x 5) yards
  (Wis x 4) yards
  4
  (Int x10) yards
  (Wis x 8) yards
  5
  (Int x 15) yards
  (Wis x 12) yards
  6
  (Int x 25) yards
  (Wis x 20) yards
  7
  (Int x 50) yards
  (Wis x 40) yards
  8
  (Int x 100) yards
  (Wis x 80) yards
  9
  (Int x 200) yards
  (Wis x 150) yards
  10
  (Int x 500) yards
  (Wis x 300) yards
  Target
  Faerie Aspect: Neutral.
  Under normal circumstances, any spell may aﬀect an
  inanimate object. Allowing a spell to aﬀect a living being,
  however, takes extra eﬀort. This Focal Skill allows a spell to
  aﬀect a living being. Note that spells used to Attack do not
  need this, as they simply cause a hostile environment. This
  Skill is only needed to aﬀect people with enhancements(or
  curses) of the caster’s choosing. Without this Focal Skill,
  the caster can only aﬀect himself with spells.
  The table for Target assumes willing targets. If the tar-
  get(s) are unwilling, lower the eﬀective Level used in the
  spell by 3. This means at least a Rank of 4 in this Focal
  Skill is needed to aﬀect unwilling targets. The targets get a
  Will Roll versus the caster to resist, with a +2 Bonus. For
  every Level higher than necessary, this Bonus is reduced by
  1, with no maximum. This may convert the Bonus into a
  Penalty.
  An exception to the Target requirement is Area. If an
  Area is applied to a spell, the eﬀects are automatically ap-
  plied to any willing targets within the Area of eﬀect. Un-
  willing Targets automatically resist with no roll needed. To
  select which targets in an area of eﬀect that the spell applies
  to, both Target and Area are needed in the spell. Likewise,
  if the spell targets multiple unwilling creatures in an area,
  the Target must be high enough to aﬀect them.
  If Area is not used and the spell can support multiple
  Targets, the caster may designate one target per Simple
  Action. If the spell does not have Range, they must touch
  the target, which requires a Brawling attack if the target
  is unwilling to be touched. This means that unless Area is
  used, a spell must have a Duration component to allow the
  caster to touch more than two recipients and put the spell
  upon them.
  Example: A spell with a Target of 7 is used to enchant a
  group of allies. They are willing, so the maximum number
  aﬀected is equal to 20 times the caster’s Will, assuming that
  many ﬁt into the Area of eﬀect. The same spell, against un-
  willing targets, can aﬀect up to twice the caster’s Willpower
  in number of targets. If the caster wished the Willpower Roll
  to have no bonus, they must make sure that no more than
  2 targets are aﬀected, as that reduces the +2 bonus to +0.
  If they used the spell on a single unwilling target, the target
  would have a -1 Penalty to their Willpower Roll to resist.
  Table 6.8: Target
  Rank
  Targets
  1
  1
  2
  2
  3
  (Will)
  4
  (Will x 2)
  5
  (Will x 4)
  6
  (Will x 10)
  7
  (Will x 20)
  8
  (Will x 50)
  9
  (Will x 100)
  10
  (Will x 250)
  Path Skill Descriptions
  Air Path(Elementalism)
  Air controls motion, quickness of movement, the arts of
  the mind, and weather. One of the weaker Paths in straight
  combat, but very useful in its own way. Air is used to aid
  in movement or to speed up a target, but may also be used
  to help mental abilities, and control rain and lightning.
  Special Abilities: Air can be used to:
  • Attack with lightning or gusts of wind.
  • Speed up movement, or move an object.
  • Allow a type of movement, such as ﬂying.
  • Alter the weather.
  • When providing movement, add the caster’s Willpower
  again.
  Weaknesses:
  • Reduce AV granted by 3 (total of Eﬀect + Will - 6)
  • The level of Eﬀect used to grant Armor Type is reduced
  by 2.
  Limitations: Air cannot be used for the following, unless
  an Alter of 10 is used for each eﬀect. Even then, the beneﬁts
  are halved, rounding down.
  • Heal Wounds or Fatigue.
  • Alter anything not listed in Tiers.
  Enhancement Tiers:
  
  68
  CHAPTER 6.
  MAGIC
  Tier 1 Movement
  Tier 2 Initiative, TN to be Hit, Base Damage, Fatigue
  Tier 3 Roll to hit, Perception, Reﬂexes, AP
  Tier 4 Intelligence, Manipulation, Dexterity, AV
  Tier 5 Damage Multiplier, other Attributes
  Ainmhite Path(Faerie Magic)
  The Path of the Animal world, this Path is used for any
  spell involving a non-thinking being, or to enhance a think-
  ing being to resemble an animal.
  Shapeshifting, animal
  calming and animal healing spells, and enhancement spells
  generally fall under this Path.
  Enhancement Tiers:
  Tier 1 Movement
  Tier 2 Initiative, AP, Fatigue, Strength, Endurance, AV
  Tier 3 Roll to hit, Perception, Reﬂexes, Base Damage
  Tier 4 Dexterity, TN to be Hit, Size
  Tier 5 Damage Multiplier, other Attributes
  Earth Path(Elementalism)
  Earth is stubborn and unyielding,
  and so controls
  strength, conﬁnement, protection, and endurance.
  Earth
  is used mostly as a defensive Path, and an enhancing one.
  Earth is used to restrict movement, abilities, and even spell-
  casting, or to protect someone.
  Special Abilities: Earth is best at:
  • Shield someone. Earth Path spells may add the caster’s
  Willpower to any AV bonus.
  • Lower movement rates or abilities, or prevent spellcast-
  ing.
  • Add 2 to Strength when using magic in place of
  Strength.
  Weaknesses:
  • Healing Base is reduced by 4 for Healing spells.
  • Eﬀect used to change the Healing Multiplier is counted
  as 2 lower.
  • Reduce Intelligence by 1 when calculating Range.
  Limitations: Earth cannot be used for the following,
  unless an Alter of 10 is used for each eﬀect. Even then, the
  beneﬁts are halved, rounding down.
  • Enhance movement or speed.
  • Aﬀect anything not listed in Tiers
  Enhancement Tiers:
  Tier 1 AV, AP
  Tier 2 Base Damage, Fatigue, Strength, Endurance
  Tier 3 TN to be Hit
  Tier 4 Damage Multiplier, Roll to Hit
  Tier 5 Other Attributes, Size
  Fire Path(Elementalism)
  Fire represents chance, destruction, and chaos.
  This
  Path is heavily favored by younger Elementalists and battle
  mages, but is less ﬂexible than many of the others. Fire
  Path is used for attacking others, and aﬀecting chances, or
  for aiding in battle.
  Special Abilities: Fire is most often used to:
  • Attack. Fire spells that are used to Damage add the
  caster’s Willpower to their Damage Base.
  • Add to the roll of any action requiring chance, such as
  Gambling.
  Weaknesses:
  • Healing Base is reduced by 4 for Healing spells.
  • Eﬀect used to change the Healing Multiplier is counted
  as 2 lower.
  • The Diﬃculty for the Healing Roll of any Healing spell
  is increased by 4.
  • Reduce AV granted by 3(total of Eﬀect + Will - 6)
  • The level of Eﬀect used to grant Armor Type is reduced
  by 2.
  Limitations: Fire cannot be used for the following, un-
  less an Alter of 10 is used for each eﬀect. Even then, the
  beneﬁts are halved.
  • Grant Movement
  • Aﬀect anything not already listed.
  Enhancement Tiers:
  Tier 1 Base Damage
  Tier 2 TN to be Hit, Roll to hit, AP, Luck
  Tier 3 Movement, Reﬂexes, Dexterity, Initiative
  Tier 4 AV, Damage Multiplier
  Tier 5 Other Attributes
  
  69
  Na Siogai Path(Faerie Magic)
  The Path of Folk, any spell directly aﬀecting a sentient
  being, Mundane, Alien, or Faerie, falls into this category.
  Healing spells, alterations of perception and basic enhance-
  ments are all the domain of this Path. Note that some sen-
  tient beings are not covered by Folk, most notably Dragons
  and other very magical creatures.
  Enhancement Tiers:
  Tier 1 Initiative
  Tier 2 Fatigue, Charisma, Manipulation
  Tier 3 Movement, TN to be Hit, Roll to hit, AP
  Tier 4 Intelligence, Perception, AV, Base Damage
  Tier 5 Damage Multiplier, Size
  Pise´oga Path(Faerie Magic)
  The Path of Faerie Magic devoted to magic itself, includ-
  ing protection of beings, and limitations or curses.
  This
  Path is used to aﬀect raw magic, keep hostile elements or
  beings at bay, and to restrict or otherwise indirectly harm
  a target. Many of the spells in this Path would fall under
  Na Siogai if they had a positive eﬀect instead of negative.
  The diﬀerence is in the intent of the spell, not the details.
  Enhancement Tiers:
  Tier 1 AV
  Tier 2 AP(reduce only), Base Damage(reduce only)
  Tier 3 TN to be Hit, Roll to Hit(reduce only)
  Tier 4 Attributes(reduce only)
  Tier 5 DM(reduce only)
  Tir Path(Faerie Magic)
  Tir Path represents the raw power of the elements, the
  strength and persistence of Gaia. Spells aﬀecting the world
  itself or plants fall into this Path, along with alterations of
  weather and many of the direct Attack spells that Faerie
  Magic uses. Any spell which draws upon the power of the
  natural world itself falls into this Path.
  Enhancement Tiers:
  Tier 1 AV, Base Damage
  Tier 2 AP, Fatigue
  Tier 3 Initiative, Endurance, Strength, Charisma
  Tier 4 TN to be Hit, Roll to Hit
  Tier 5 Damage Multiplier, other Attributes
  Water Path(Elementalism)
  Water is the focus of life and change, the source of growth.
  The Water Path aids in healing, repair, drastic changes, and
  ﬂows of energy. It also has ﬂexibility, allowing it to attack
  or protect by turning to cold ice.
  Special Abilities: Water is most often used to:
  • Heal Wounds and Fatigue.
  • Change the world around the caster.
  • Speed up growth.
  Weaknesses:
  • Base Move created by magic is reduced by 2.
  Limitations: Being the essence of change, Water is not
  limited in most ways, though some of the more unusual
  eﬀects, such as unassisted ﬂight, are beyind its scope.
  Enhancement Tiers:
  Tier 1 Fatigue
  Tier 2 AP, AV
  Tier 3 Base Damage, Initiative
  Tier 4 TN to be Hit, Roll to hit, Movement
  Tier 5 Damage Multiplier, Size, Other Attributes
  Magical Eﬀects
  Some common uses of magic have speciﬁc rules associated
  with them. Appendix A: Sample Spells is a much better
  reference for what can be done, but some common necessary
  derivations are provided here.
  Attribute Modiﬁers
  Any increase or reduction of an Attribute alters any de-
  rived abilities, except for magic use. Increasing Willpower,
  Wisdom, or Intelligence does not change any calculations for
  Focal Skills, although it does alter Skill Rolls and Casting
  Ability. Ranges and Durations and other values calculated
  oﬀ Willpower and other Attributes are not changed, nor are
  Backlash values.
  Creating Weapons
  Instead of using Brawling, a mage may use Alter at Rank
  3 to shape a damaging spell into a weapon. This weapon
  is chosen at the time of spell design, so a spell in a Ma-
  trix would produce the same weapon every time. Elemen-
  talists create a weapon of the appropriate element(ﬂame,
  stone or crystal, ice, lightning, or other related substance
  to an Element), while Faerie mages use either Element, or
  some substance related to the Path they are using, such as
  
  70
  CHAPTER 6.
  MAGIC
  a sapling shaped into a spear. The weapon’s Damage Base,
  Damage Multiplier, and AP are all determined by the spell.
  Any special qualities of the weapon are ignored. Only Reach
  and Size of the weapon made are determined by the weapon
  type.
  Magical Conﬂicts
  Occasionally, two spells come into conﬂict with each other
  in their eﬀects. Whether from two opposing Elements bat-
  tling for supremacy, or an actual counterspell or anti-magic
  shield, contests of raw magical energy have their own way
  of resolving.
  When two spells meet, the casters make opposed Will
  rolls, but must use the Power Level of the spell for deter-
  mining how many Dice the action has, as if the Power Level
  were a Skill. The loser’s spell is eliminated immediately, as
  if the Duration had ended or it had completed normally.
  The winner’s spell operates normally. The Power Level of
  the spell is added as a Bonus to the Willpower roll.
  Should the casters tie in their Will rolls, the spells con-
  tinue to battle for that Round, and another roll is made on
  the next Round. No eﬀects are applied from either spell
  while they are ﬁghting for dominance, but the Rounds that
  the casters tie in are not applied to the Durations of the
  spells. The casters much each apply an amount of Backlash
  equal to the Power Level of their spell or the tie is automat-
  ically lost. The countering spell must supply the Backlash
  ﬁrst. Less Backlash maybe used, but the eﬀective Power
  Level for the next roll will be equal to the Backlash spent.
  The casters may not spend more Backlash than the Power
  Level of the spell. Once one or the other wins, the winning
  spell operates as if the battle had never occurred, and the
  Rounds resume counting toward its Duration, if it has one.
  Stacked Eﬀects
  Multiple Eﬀects do not stack, only apply diﬀerent bonuses
  or eﬀects. Likewise, multiple spells do not stack, though
  increases from artifacts or items may stack with spells.
  
  71
  Chapter 7
  Equipment
  A swordsman without a sword is just a man. The vari-
  ous nations of Gaia have widely varied methods for equip-
  ping their citizens, but enjoy a limited world economy that
  simpliﬁes commerce considerably, and also leads to some
  common items that can be had throughout the world.
  Money
  Thanks in part to the vast Soluman Empire, and to the
  loose uniﬁcation provided during the Magi Wars, Gaia has
  something of a standard currency. The most common coins
  are small pieces of silver, called Barings(β). Cheaper items
  are bought with copper Bits(♭), which are twelve to the
  silver. More rare are the gold Sovereigns(S), worth twenty
  silver apiece.
  Table 7.1: Currency
  Currency
  Sovereigns
  Barings
  Bits
  Sovereigns
  1
  20
  240
  Barings
  1
  20
  1
  12
  Bits
  1
  240
  1
  12
  1
  These coins were once for the Soluman Empire alone, but
  have quickly become the standard for international trade
  of small amounts of goods. For large goods, gold bars or
  barter are more often used. The Soluman Empire is quite
  pleased that its currency is so widespread, making travel for
  their citizens easier, and the traveling merchants are happy
  to have a stable coinage to trade between themselves.
  Other countries will accept the Soluman currency for
  transactions with the state, though Valta balks at doing
  so too often. The local markets and merchants will not al-
  ways accept the coins, however. Many nations mint their
  own currency, for use by their citizenry when trading with
  one another. The value of this currency is less stable than
  the Soluman Empire’s, but lately has been ﬂuctuating less,
  as many nations freeze exchange rates when gearing up for
  the war with the Kurr’d-ah. For ease of play, assume a 10%
  exchange fee when trading for local currency, but most of
  the time, players should not bother.
  Equipment Points
  During Character Creation only, a system of Equipment
  Points is used. These represent not only material wealth,
  but also the ability to acquire hard to ﬁnd and rare items.
  Players need not spend all their Equipment Points at Char-
  acter Creation, and may turn them in for 20 silver per Point.
  Armor
  Armor is intended to lessen the eﬀects of a blow, sav-
  ing the user from possibly fatal damage.
  Unfortunately,
  weapons tend to be developed to penetrate that armor
  rather quickly, and the armor itself tends to be very heavy
  and unwieldy.
  At the current time, heavy armor is fairly uncommon on
  Gaia. Some use Plate Mail when commanding armies or en-
  tering into a particularly vicious melee, but the proliferation
  of the long bow has rendered the mounted knight slightly
  less eﬀective, and the expensive suits are more carefully de-
  ployed now. Most professional soldiers and warriors wear
  lighter armor, mostly a mix of chain and leather.
  Armor Attributes
  Armor
  has
  three
  main
  attributes:
  Type,
  Armor
  Value(AV), and Encumbrance.
  Type
  Armor comes in three basic types - Leather, Chain, and
  Plate.
  Leather is usually the cheapest to produce, and the light-
  est. It is characteristically good against impact or abrasion,
  somewhat weak against piercing, and decent against cut-
  ting damage. Unfortunately, most leather armors are very
  lightweight, providing only a small amount of protection.
  Chain is common among more experienced warriors.
  Though more expensive and much heavier than leather,
  chain usually has even better protection against impact
  damage, due to the give in the armor and the heavy padding
  normally worn beneath. It is good versus cutting, as well,
  but not particularly eﬀective against very ﬁne-tipped pierc-
  ing weapons.
  
  72
  CHAPTER 7.
  EQUIPMENT
  Table 7.2: Armor
  Armor
  Type
  AV
  Encumberance
  Cost(β)
  Points
  Notes
  Soft Leather
  Leather
  1
  0
  10
  0
  Padded Clothes
  Leather
  1
  0
  8
  0
  Stiﬀ Leather
  Leather
  2
  1
  20
  1
  Studded Leather
  Leather
  3
  1
  24
  1
  Lined Leather
  Leather
  4
  1
  40
  2
  Appears to be Stiﬀ Leather.
  Chain Vest
  Chain
  6
  2
  28
  1
  Chain & Leather
  Chain
  7
  2
  40
  2
  Chain & Greaves
  Chain
  9
  3
  60
  3
  Chain & Scale
  Chain
  9
  3
  70
  3
  Scale & Leather
  Leather
  4
  2
  48
  2
  Scale & Greaves
  Leather
  5
  3
  75
  3
  Half Plate
  Plate
  14
  4
  120
  5
  Plate Mail
  Plate
  18
  5
  140
  6
  Hardened Plate
  Plate
  22
  5
  200
  8
  Full Plate
  Plate
  25
  6
  250
  10
  Plate is almost solid metal, very expensive and heavy. It
  is usually combined with chain for greater mobility and to
  reduce costs. Plate is excellent against most forms of attack,
  though it tends to slow the wearer down and get very hot.
  Also, although it provides good protection against normal
  battering and bruising impacts, very concentrated, force-
  ful impact attacks tend to crumple the armor, rendering it
  useless against these attacks. A very concentrated piercing
  weapon can also penetrate relatively easily.
  Armor Value(AV)
  The Armor Value is basically the amount of Damage the
  armor absorbs. This can be eﬀectively reduced by Armor
  Piercing, although some magical and high-quality armors
  have a certain amount of AV that cannot be penetrated.
  Encumbrance(Enc)
  Wearing armor restricts the movement of the body some-
  what, and also weighs down the user. Because of this, some
  actions the user takes are less likely to succeed, as the wearer
  is slowed down and less responsive.
  If the character wears armor with an Encumbrance
  greater than their Body, they suﬀer a Penalty to all ac-
  tions performed equal to the diﬀerence between their Body
  and the armor’s Encumbrance value(for example, an En-
  cumbrance of 4 with a Body of 2 would apply a penalty
  of -2 to all of the character’s actions). This Penalty also
  applies to the character’s Initiative and TN to be Hit.
  Layering Armor
  It is normally impossible to layer more than one suit of
  armor on top of another. All cases where this is done in a
  hybrid fashion are already accounted for(for example, Half
  Plate is actually some Plate Mail over some Chain Mail),
  and should not be taken further.
  In some cases, however, two diﬀerent sets of AV will be
  on a person. This can be due to a spell, natural AV, or
  some other eﬀect. In this case, both Armor Values apply,
  one after the other. If the two armors are of the same Type,
  simply treat them as one suit of armor. Otherwise, apply
  the AP of the weapon against the outer armor ﬁrst. If the
  AP of the weapon against the inner armor is higher than the
  AP against the outer armor, then an amount of AP equal to
  the normal amount minus the outside amount is applied. If
  the weapon completely penetrated the outside armor, then
  only the outer armor’s AV is deducted from the AP.
  Example:
  Victor attacks a Kurr’d-ah with his Spirit
  Blade. The AP of his sword is 4/4/6. The Kurr’d-ah had
  a natural AV of 8(Plate), and is wearing a Chain Vest with
  an AV of 4(Chain). Victor expends some Backlash to boost
  his AP to 6/6/8. He attacks, and hits. His AP of 6 versus
  Chain slices right through the outer armor, with 2 to spare.
  The AV of the outer armor is deducted from his Plate AV,
  reducing it to 4.
  Descriptions
  Padded Clothes
  Normal clothing, but with several layers of cloth sewn into
  the lining, creating a thick, somewhat stiﬀ armor. These
  clothes are a little harder to move in than leather, but are
  much easier to make, and also keep the user warm during
  winter, or when travelling the northern reaches of Solumas.
  Soft Leather
  A simple thick leather jerkin, with arm and leg wrappings
  or other coverings. Soft Leather armor is easy to make, and
  thus fairly cheap. It is not much more conﬁning than normal
  clothing, making it ideal for those who desire stealth, or who
  wish to retain full mobility.
  
  73
  Stiﬀ Leather
  Much like Soft Leather, but the outer layers have been
  boiled repeatedly and reinforced, making the armor less ﬂex-
  ible, but harder to penetrate.
  Studded Leather
  Stiﬀ leather with small plates of armor inserted, seen as
  metal studs on the outside, which help to deﬂect incoming
  blows. Studded Leather is fairly rare, but fairly recognizable
  by any experienced warrior.
  Lined Leather
  This armor has the appearance of Stiﬀ Leather, but in
  fact has ﬁne steel plates and sleeves inserted into it, though
  they are narrow enough to allow ﬂexibility. Lined Leather is
  diﬃcult to make, and very rare, but oﬀers a deceptive level
  of protection.
  Chain Vest
  Though Chain armor was diﬃcult to make during the
  Magi Wars, the process has been reﬁned within the last
  century, allowing it to become the most common armor for
  those involved in combat often. Fairly cheap, but granting
  decent protection, the Chain Vest is seen on every ﬁghter
  from bandit to mage. Consisting of links or rings connected
  together, and attached to a cloth backing, this armor type
  is not too restrictive, but oﬀers good protection.
  Chain & Leather
  Simply a Chain Vest with a leather jacket and leggings,
  this combination oﬀers slightly better protection, while still
  being cheap and sacriﬁcing little in the way of ﬂexibility.
  Chain & Greaves
  Chain armor for the entire body, including a ﬁne mesh
  for the limbs. This is slightly more encumbering than most
  are willing to deal with, as the weight on the arms and legs
  inhibits movement.
  Chain & Scale
  Combining the Chain Vest with bracers and leggings of
  Scale Mail. This is an unpopular combination, but is some-
  times seen in Kathma and Solumas.
  Scale & Leather
  Consisting of a garmet of leather with small metal scales
  attached to rings sewn on it, Scale Mail is fairly time-
  consuming to make, but oﬀers enough protection that some
  warriors still insist on using it. To save on costs, this armor
  uses plain leather for the greaves and leggings.
  Scale & Greaves
  This is a full set of Scale Mail, covering the arms and legs
  as well as the torso.
  Half Plate
  Mainly made up of Chain Mail, with a breastplate of steel
  and sometimes covering the upper arm or hips, half-plate
  oﬀers excellent protection at the cost of signiﬁcantly slowing
  movement. All types of Plate armor have fallen into disuse
  with the rise in popularity of crossbows and long bows.
  Plate Mail
  Replacing the Chain Mail leggings and greaves of Half
  Plate, Plate Mail adds armguards and shinguards, but
  leaves the joints and several other areas exposed with Chain
  Mail.
  Hardened Plate
  This is a much more high-quality suit of Plate Mail,
  with the steel providing greater protection, at the cost of
  a steeper price tag, and the diﬃculty of ﬁnding an armorer
  with enough skill to construct the suit.
  Full Plate
  Customized speciﬁcally for each user, and consisting of ar-
  ticulated joints to cut down on vulnerable spots, the knight
  in Full Plate armor was once the king of the battleﬁeld.
  With the rising proliferation of weapons that can more eas-
  ily penetrate these suits, they have become rarer, as few
  wish to spend the money required to construct them only
  to have a loss in mobility and uncertain protection. They
  are more often seen at formal occasions and reenactments
  than in actual combat.
  Shields
  Though many consider shields to be a part of armor,
  their usage is quite diﬀerent. Where armor diminishes the
  strength of a blow, hopefully to the point of harmlessness,
  shields are meant to deﬂect a blow entirely. A thick piece of
  metal or wood, struck at an angle, will keep an attack from
  landing any signiﬁcant amount of force.
  The use of the shield is an art into itself, however. Anyone
  can put a hunk of wood in front of them, but it would do
  little to deter the skilled attacker. A warrior who uses a
  shield regularly can make even the strongest blows bounce
  away, angling the shield to let weapons slide away easily.
  Larger shields can also be used as protection from missile
  weapons, either in a similar fashion to using against melee
  weapons, or by providing cover.
  Shields are not very popular on Gaia, for a number of
  reasons.
  The time spent learning how to properly use a
  shield can be spent further developing weapon skills, and
  magical defenses are fairly common. When shields are used,
  
  74
  CHAPTER 7.
  EQUIPMENT
  they are mainly intended to defend against arrows and other
  missile weapons.
  For more information on shields in battle, see page 89
  Table 7.3: Shields
  Shield
  Cover
  Points
  Cost(β)
  Arm Guarda
  None
  0
  12
  Bucklera
  None
  0
  6
  Shield, Large
  7
  0
  18
  Shield, Small
  4
  0
  10
  aSee description for further notes.
  Descriptions
  Arm Guard
  A simple metal bracer covering the forearm and back of
  the wrist, and sometimes the upper arm. Arm Guards do
  not use the Block Skill, but are instead used to perform a
  Parry with the Brawling Skill, without the defender taking
  damage. The user’s Passive and Active Parries suﬀer a -1
  Penalty when using the Arm Guard to Parry, but they may
  Parry weapons without damaging themselves.
  Buckler
  A very small armor plate, barely more than a gauntlet.
  It oﬀers very little protection, able to block only one Attack
  per Round, but allows the wearer to use their shield hand
  without encumbering them.
  Shield, Large or Small
  A basic barrier between the user and danger. All metal
  shields are exceedingly rare, due to weight concerns. Most
  shields, especially large shields, are made up of wood, hide,
  and reinforcement of metal under a painted front, possibly
  with a very thin sheet of metal bolted on. The small shield
  is usually round, roughly two feet in diameter, while the
  large shield is a bit wider and much taller, covering a good
  portion of the body.
  Weapons
  The purpose of a weapon is, obviously, to hurt someone.
  To that end, several diﬀerent types have been created, each
  with its own advantages and disadvantages. Most warriors
  have a preference for a certain type, sometimes even a spe-
  ciﬁc weapon.
  Swords are by far the most common type, doing a good
  amount of damage and having no real disadvantages, with
  the possible exception of a low AP value. Most of the best
  Techniques are based on Swordsmanship, as well. Unfortu-
  nately, swords are slightly more diﬃcult to use than other
  weapons, requiring a certain ﬁnesse of movement to be ef-
  fective.
  Axes and Maces fall into the same category, as both are
  heavy-topped implements to hit someone with. The main
  diﬀerence between the two is the type of damage.
  Axes
  rely on their heft to cut deep into their target, while mace-
  type weapons cause crushing and bruising damage. There
  are several diﬀerences in style between the two, but it is
  common practice to teach both at the same time.
  Pole Arms are long-handled weapons, usually of the pierc-
  ing or cutting variety, and were designed with reach and
  versatility in mind. A pole arm is ideal for keeping an en-
  emy at bay, or for ﬁghting a mounted foe. Most of them are
  also easy to construct, making them common for infantry.
  Finally, missile weapons are used to make distance at-
  tacks, but rely on a limited amount of ammunition. Bows
  are most common on Gaia, but some of the more devel-
  oped nations have crossbows available, granting more lethal
  shots and longer range at the cost of a slower reload time.
  Some people also use thrown weapons, which can sometimes
  double as a melee weapon once an enemy closes, and can
  sometimes be hidden, for when a bow would be too conspic-
  uous.
  Weapon Attributes
  Damage Base (DB)
  The Damage Base of a weapon indicates its general heft
  and deadliness at the most basic level. The Damage Base
  is a modiﬁer to the user’s Base Damage Attribute, usually
  equal to his Strength Scale. This is the amount of Damage
  done on a basic, barely successful attack.
  Damage Multiplier (DM)
  This number is a representation of how much better a
  weapon performs in the hands of a skilled user.
  As the
  DM is multiplied by the MoS of an Attack, a weapon with
  a good DM can be much deadlier than a weapon with a
  comparitavely low DM.
  Armor Piercing (AP)
  Though some weapons do massive Damage, armor is de-
  signed to stop this Damage.
  Conversely, many weapons
  are designed to bypass the advantages armor provides. A
  weapon’s AP is presented in a triple number format.
  The ﬁrst number is applied versus type Leather armor,
  the second against Chain, and the last against Plate. Like
  this: Leather/Chain/Plate. So a weapon with 1/0/2 would
  deduct 1 from the AV of Leather armor, 0 from the AV of
  Chain armor, and 2 from the AV of Plate armor.
  Reach
  The weapon’s Reach, if the optional Reach rules are being
  used. Two numbers(such as a 0/1) means the weapon can
  be used with either value as the Reach, at the character’s
  choice. For more details on Reach, see 91
  
  75
  Table 7.4: Normal Melee Weapons
  Weapon
  DB
  DM
  AP
  Reach
  Size
  Skill
  EP
  Cost(β)
  Notes
  Axe, Battle
  +5
  3
  0/0/3
  3
  1
  Axe/Mace
  0
  12
  -1 Initiative
  Axe, Hand
  +3
  2
  3/0/3
  2
  0
  Axe/Mace
  0
  6
  Club
  +1
  2
  0/0/1
  1
  0
  Axe/Mace
  0
  3 Bits
  Dagger
  +1
  2
  2/3/4
  0/1
  -1
  Sword
  0
  2
  Halberda
  +7
  3
  3/2/5
  4
  1
  Pole Arm
  1
  22
  -3 Initiative
  Mace
  +3
  2
  0/0/8
  1
  0
  Axe/Mace
  0
  9
  Maula
  +7
  3
  0/1/11
  3
  1
  Axe/Mace
  1
  17
  -4 Initiative
  Pikea
  +4
  2
  4/4/4
  5
  1
  Pole Arm
  0
  8
  Speara
  +3
  2
  2/3/1
  4
  1
  Pole Arm
  0
  4
  Can be used as Staﬀ
  Staﬀa
  +2
  2
  0/0/2
  2/3
  1
  Pole Arm
  0
  5 Bits
  Sword, Bastarda
  +4
  3
  1/0/2
  3
  0/1
  Sword
  0
  17
  -2 Initiative
  Sword, Greata
  +5
  3
  0/0/4
  4
  1
  Sword
  1
  25
  -4 Initiative
  Sword, Long
  +3
  2
  1/2/2
  2
  0
  Sword
  0
  12
  Sword, Short
  +2
  2
  3/2/3
  1
  -1
  Sword
  0
  7
  aSee description for further notes.
  Table 7.5: Normal Missile Weapons
  Weapon
  DB
  DM
  AP
  Skill
  Reload
  Range
  Points
  Cost(β)
  Notes
  Axe, Throwing
  +3
  2
  3/0/3
  Thrown
  0
  BD yards
  0
  6
  Bow, Longa
  +5
  2
  2/4/8
  Archery
  1
  50 yards
  2
  50
  Bow, Short
  +3
  2
  1/2/2
  Archery
  1
  30 yards
  0
  15
  Crossbow, Heavya
  14
  3
  2/3/6
  Archery
  8
  80 yards
  3
  100
  +1 to hit
  Crossbow, Light
  8
  2
  2/2/1
  Archery
  3
  50 yards
  1
  25
  +1 to hit
  Dagger
  +1
  2
  2/3/4
  Thrown
  0
  BD yards
  0
  2
  Javelina
  +2
  2
  2/2/0
  Thrown
  0
  BDx4 yards
  0
  1
  Knife, Throwinga
  +0
  2
  2/3/3
  Thrown
  0
  BDx2 yards
  0
  9 Bits
  Speara
  +3
  2
  2/3/1
  Thrown
  0
  BDx3 yards
  0
  4
  aSee description for further notes.
  Size
  The minimum Size a character must be to use the weapon
  in one hand. Weapons one Size greater than the character
  may be used in two hands. Weapons with a Size two or
  more points greater than the character cannot be eﬀectively
  wielded, though characters of great Strength may be able
  to use them at a Penalty of -3.
  Skill
  This is simply the Skill used when attacking with the
  weapon. Some weapons can be used with more than one
  kind of Skill, though usually at a slight penalty.
  These
  exceptions are noted in the weapon descriptions.
  Reload
  This is the number of Rounds the user must spend reload-
  ing the weapon to be ﬁred again. A rating of 0 means the
  weapon can be ﬁred every Round, while a rating of 1 indi-
  cates the weapon must be reloaded for 1 Round each time
  it is ﬁred, for a total rate of ﬁre of once every other round.
  The Speed Load Technique reduces this by 1 Round, to a
  minimum of 0. Thrown weapons have a Reload of 0, but
  a new weapon must be readied each Round after a throw.
  Unless the Quickdraw Technique is available to the wielder,
  this reduces them to an attack every other Round.
  Range
  This is the Base Range of the weapon, which is basically
  considered “short” range. Medium Range is twice this num-
  ber, and Long Range is 4 times the Base Range.
  Basic Weapon Descriptions
  Axe, Battle
  Like its smaller cousin the hand axe, the battle axe is a
  simple heavy blade on a long wooden or light metal haft.
  Considerably longer in reach and with a heavier blow, the
  battle axe is somewhat slow, but can be surprisingly versa-
  tile in the hands of a skilled warrior.
  The battle axe has a -1 Penalty to Initiative if it is being
  used in combat.
  
  76
  CHAPTER 7.
  EQUIPMENT
  Axe, Hand or Throwing
  A small hafted weapon, usually between 18 and 30 inches
  long, with a wooden handle sometimes reinforced with a
  metal core, and a heavy head.
  Usually only one end is
  sharpened, and it doubles as a tool for chopping wood. The
  throwing axe is built lighter and with better balance for
  hurling, with a counterweight or spike on the side not sharp-
  ened.
  Bow, Long
  Usually a combination of wood, sinew, and horn, these
  bows are often around six feet tall, unstrung. With a large
  pull behind them, they can ﬁre arrows long distances with
  little eﬀort, and are strong enough to pierce most armor
  except the best Plate. Though relatively simple to make
  compared to crossbows, long bows can be very expensive
  for quality craftsmanship.
  Using a long bow requires a minimum Strength of 2, and
  some training.
  Using a long bow without the Long Bow
  Technique incurs a -3 Penalty on the to hit roll, and reduces
  the Range to 40 yards. A character must be at least Size 0
  to use a long bow.
  Bow, Short
  A simpler and smaller bow than its cousin, the short bow
  is what most archers in forts and cities are equipped with,
  if they are not dedicated archers. It lacks the power of its
  larger cousin, but is still very eﬀective.
  Club
  A simple weighted piece of wood. This assumes a crafted
  weapon, but any heavy object with good balance can be
  used. The GM may wish to apply a -1 to hit Penalty for a
  clumsy improvised club.
  Crossbow, Heavy
  Usually crafted in Solumas, Valta, or Alden, these heavy-
  stocked riﬂe-like weapons take some time to produce, and
  only their popularity with the soldiers keeps the price down,
  the process of making them quite expensive. They are more
  powerful than a bow, and shoot farther, and are easier to
  use, but reloading is a time-consuming process. In addition,
  their relatively complex mechanics make it diﬃcult to ﬁx a
  broken weapon while in the ﬁeld.
  Heavy crossbows have a +1 bonus added to the to hit
  roll. A character must be at least Size 0 to use a heavy
  crossbow.
  Crossbow, Light
  A bit simpler and easier to produce than the heavy cross-
  bow, this weapon is also faster to reload, due to the use of
  a lever rather than a crank to pull the drawstring back. It
  isn’t quite as damaging, but the eﬀect is still impressive.
  Light crossbows have a +1 bonus added to the to hit roll.
  Dagger and Dagger, Throwing
  A short blade meant for stabbing and cutting in close
  range.
  Also easy to hide in a boot or clothing.
  This is
  generally preferred for a backup weapon, or for throwing.
  Throwing daggers are usually balanced better for ﬂight than
  daggers meant for melee, but the diﬀerence is small enough
  that no real diﬀerence in statistics is needed.
  Knife, Throwing
  Smaller and lighter than the daggers and knives used for
  close combat, these small blades do less damage, but have
  a much better Range.
  Using a throwing knife in close combat gives the user a
  -1 Penalty to hit and has a Reach of 0.
  Halberd
  A heavy pole arm requiring at least a Strength of 2 to
  utilize with any eﬀectiveness.
  It consists of a long haft,
  usually at least partially reinforced, with a large axe-like
  head and a point similar to a spear, allowing it to be used
  for thrusting and swinging. The halberd is a bulky weapon,
  but quite devastating in the right hands.
  Halberds have a -3 Penalty to Initiative.
  If the Reach
  rules are not being used, a halberdier suﬀers a -3 to hit
  in close combat after the ﬁrst attack when ﬁghting shorter
  weapons. A halberd can be used with the Axe/Mace Skill
  at a -2 Penalty.
  Mace
  Several variations of maces exist, but all are basically a
  heavy weight, sometimes with spokes of metal, mounted on
  a fairly long handle measuring between 12 and 24 inches. It
  is especially eﬀective against rigid armor, like plate mail.
  Maul
  Similar to a very large, heavier and longer version of the
  mace, the maul requires a minimum Strength of 2 to use
  eﬀectively.
  Due to the slowness of this massive weapon,
  it is fairly rare, but relative simple to make for those who
  require one.
  A maul has a -4 Penalty to Initiative in combat.
  Pike
  An extraordinarily long spear, crafted mostly to keep cav-
  alry at bay. A well-disciplined line of pikemen are nearly
  impenetrable from melee attack, but the weapon does have
  the unfortunate ﬂaw of being almost unusable in close quar-
  ters. Normally, pikemen imitate the strategy of archers by
  carrying a short sword or other backup weapon, dropping
  the pike and drawing their sword if their ﬁrst line of defense
  is broken.
  If not using the Reach rules, a pike has a -4 penalty
  against most weapons after the ﬁrst Attack, but the ﬁrst
  Attack is made with a +1 bonus.
  
  77
  Spear and Javelin
  Simply a long wooden staﬀ with a blade on the tip, the
  spear is a cheap and versatile weapon. Usually measuring
  between 5 and 7 feet in length, it has considerable reach,
  and can be thrown as well. Its smaller cousin the javelin is
  somewhat shorter and lighter, but has a greater range.
  A spear can be used as a staﬀ if needed. Using a javelin
  in close combat incurs a -3 Penalty and has a Reach of 3.
  If the Reach rules are not being used, a spear grants a +1
  to Active Parry when being used as a spear.
  Staﬀ
  A piece of wood roughly as tall as the wielder, sometimes
  reinforced with metal bands or a core.
  A staﬀ is a sim-
  ple, versatile weapon, and is allowed in areas where other
  weapons like swords may be restricted. It is particularly ef-
  fective against swords in the hands of a skilled wielder, but
  shorter weapons such as daggers can nullify this advantage.
  A staﬀ has a +2 bonus to Active Parry and a +1 to
  Passive Parry. Reduce the bonus on Active Parry to +1 if
  the Reach rules are being used.
  Sword, Bastard
  A long, fairly heavy blade which can be used in one or two
  hands. Measuring ﬁve to six feet in length, it can be slow
  to ready, but has greater heft and damage than a typical
  blade.
  A bastard sword has a -2 Penalty to Initiative. When
  used one-handed, the DM of the sword drops to 2.
  Sword, Great
  A huge, heavy sword requiring a Strength of 2 and both
  hands to wield. Normally at least six feet in length, the
  great sword has the reach of many pole arms, but the power
  and familiarity of a sword.
  A great sword has a -4 Penalty to Initiative when used.
  Sword, Long
  Long but relatively lightweight, this is a blade with good
  reach and speed, designed to slash or, in some situations,
  stab. It is one of the most common weapons among pro-
  fessional soldiers, and probably the weapon with the most
  variation in style between nations.
  Sword, Short
  Much like a slightly longer, but much heavier dagger, the
  short sword is a good backup weapon for archers and pole
  arm users. Balanced for thrusting instead of slashing, the
  short sword lacks the reach of most of its cousins, but main-
  tains a decent amount of power.
  Signature Weapons
  Though the techniques for making the more common
  weapons have been well reﬁned and are widespread, many
  countries possess ways of forging weapons that are dist-
  tinctly diﬀerent from the norm.
  This usually makes the
  weapon more eﬀective in some way, but is more expensive
  to create, and harder to ﬁnd. Creating signature weapons
  requires more skill than most craftsmen have, and the meth-
  ods to do so are a fairly well-kept secret within the nation
  itself.
  Obtaining Signature Weapons
  During Character Creation, signature weapons can be ob-
  tained simply by paying the required number of points. If
  the character’s homeland is the country that the signature
  weapon originates from, the EP cost is normal. Otherwise,
  the EP cost is double the listed amount.
  The only exception to this rule is Tuathan Weapons.
  These ﬁne weapons are rare enough that no single nation
  has an abundance of them, and therefore the point cost is
  the same for every character, even Taysen.
  During play, obtaining a signature weapon can be as sim-
  ple as looting an opponent from that nation. Some nations,
  such as Valta, will attempt to reclaim a weapon gained in
  such a manner, though this is rare. Such items can also
  be bought by a native of the country for the listed price,
  or bought on the black market for triple or quadruple the
  listed price. However, such items are hard to ﬁnd legally,
  and even harder to ﬁnd among the criminal elements. Their
  rarity ensures some control over distribution.
  The ﬁnal method of acquiring a signature weapon during
  play is through a gift. Performing a service for the nation
  that makes the weapon desired can sometimes result in it
  being given as a reward. This is rarely done by request, so
  is fairly unreliable. Valta, in particular, is known to be very
  stingy with its specialty weapons, to the point of having a
  stock kept on hand with a diﬀerent design, to identify them
  as gifts to the bearer.
  Alden Weapons
  Alden lacks the diversity implied by its size, largely due
  to a too eﬃcient trades guild. Its weapons have a practical,
  yet solid feel to them, having reliability but lacking some
  personality because of it.
  Axe, Battle
  Alden’s version of the battle axe is slightly smaller and
  lighter than the typical axe, yet just as eﬀective. The allows
  its Initiative Penalty to be reduced to -1.
  Bow, Short
  The Alden short bow has a variant with several ideas
  lifted from Kathma, in an attempt to strengthen their archer
  
  78
  CHAPTER 7.
  EQUIPMENT
  Table 7.6: Signature Weapons
  Weapon
  DB
  DM
  AP
  Reach
  Reload
  Size
  Range
  EP
  Cost(β)
  Notes
  Alden Weapons
  Axe, Battle
  +5
  3
  1/2/4
  3
  1
  1
  18
  -1 Initiative
  Bow, Short
  +4
  2
  1/2/2
  1
  35 yards
  1
  25
  Altayan Weapons
  Main Gauche
  +1
  2
  2/2/3
  1
  -1
  1
  18
  Rapier
  +2
  2
  3/4/5
  2
  0
  2
  35
  +1 Initiative
  Cassian Weapons
  Dirk
  +1
  2
  3/4/5
  1
  -1
  1
  16
  Boarding Pike
  +4
  2
  4/4/4
  4/5
  1
  2
  35
  Sabre
  +3
  2
  3/1/0
  2
  0
  2
  33
  +1 Initiative
  Spear
  +3
  2
  2/2/0
  4(0)
  1(BDx5 yards)
  1
  10
  Fellmar Weapons
  Axe, Battle
  +7
  3
  3/0/4
  3
  1
  2
  34
  -1 Initiative
  Halberd
  +8
  3
  4/2/7
  4
  1
  3
  50
  -3 Initiative
  Mace
  +5
  2
  0/2/9
  2
  0
  2
  30
  Kathman Weapons
  Bow, Long
  +7
  2
  3/5/10
  1
  60 yards
  6
  125
  +1 to hit
  Bow, Short
  +4
  2
  1/2/4
  1
  35 yards
  3
  53
  +1 to hit
  Knife, Throwing
  +0
  2
  2/3/5
  0
  BDx2 yards
  1
  2
  7
  +1 to hit
  Kolban Weapons
  Axe, Hand
  +3
  2
  1/0/2
  2
  0
  2
  32
  +1 to hit
  Spear
  +3
  2
  2/3/1
  4(0)
  BDx2 yards
  2
  23
  +1 to hit
  Loren Weapons
  Bow, Long
  +5
  2
  2/4/8
  1
  55 yards
  5
  100
  +1 to hit
  Bow, Short
  +3
  2
  1/2/2
  1
  35 yards
  3
  65
  +1 to hit
  Madeiran Weapons
  Knife, Long
  +1
  2
  2/3/4
  1
  -1
  1
  24
  Spear, Blossom
  +3
  2
  2/4/3
  4(0)
  1(BDx3 yards)
  3
  50
  +1 to hit
  Nodar Weapons
  Axe, Horse
  +5
  3
  1/2/4
  3
  0/1
  1
  16
  +1 to hit if mounted
  Bow, Horse
  +6
  2
  2/4/6
  1
  50 yards
  2
  50
  -2 to hit if not elevated
  Ryantran Weapons
  Knife, Long
  +1
  2
  2/4/4
  1
  -1
  2
  35
  +1 Initiative
  Knife, Throwing
  +0
  2
  2/4/3
  0
  (BD+1)x2 yards
  1
  3
  6
  Long Sword
  +3
  2
  2/4/3
  2
  0
  3
  65
  +1 to hit
  Sanctuary Weapons
  Bow, Long
  +5
  2
  2/4/8
  1
  70 yards
  6
  150
  +1 to hit
  Bow, Short
  +3
  2
  1/2/2
  1
  45 yards
  4
  80
  +1 to hit
  Gaia Bow
  +6
  3
  3/5/10
  1
  80 yards
  15
  500+
  +1 to hit
  Soluman Weapons
  Bow, Long
  +5
  2
  2/4/8
  1
  55 yards
  4
  95
  +1 to hit
  Bow, Short
  +3
  2
  1/2/2
  1
  35 yards
  2
  35
  +1 to hit
  Crossbow, Light
  8
  2
  2/2/1
  3
  55 yards
  2
  40
  +2 to hit
  Sword, Long
  +3
  2
  1/2/2
  2
  0
  2
  40
  +1 Initiative
  Sword, Short
  +2
  2
  3/2/3
  1
  -1
  1
  23
  +1 Initiative
  
  79
  Table 7.7: Signature Weapons(cont.)
  Weapon
  DB
  DM
  AP
  Reach
  Reload
  Size
  Range
  EP
  Cost(β)
  Notes
  Taysen Weapons
  Dagger
  +1
  2
  2/3/5
  0
  BD yards
  0
  2*
  Javelin
  +2
  2
  2/3/5
  0
  BDx4 yards
  1
  2
  5*
  Knife, Throwing
  +1
  2
  2/4/5
  0
  BDx2 yards
  1
  3
  3*
  Spear, Short
  +3
  2
  2/3/3
  3(0)
  0(BDx3 yards)
  0
  5*
  Sword, Short
  +3
  2
  4/4/5
  1
  -1
  1
  24*
  Tuathan Weapons
  Knife, Long
  +2
  2
  4/5/6
  1
  -1
  5
  100
  +1 Initiative
  Sword, Long
  +4
  2
  4/4/5
  2
  0
  10
  250
  +1 Initiative, +1 to hit, +1
  Active and Passive Parry
  Spirit Blade
  +5*
  *
  */*/*
  2
  0
  20
  500+
  +1 Initiative, +1 to hit, +1
  Active and Passive Parry
  Gaia Blade
  +5*
  *
  */*/*
  2
  0
  25
  700+
  See Description
  Valtan Weapons
  Axe, Battle
  +5
  3
  1/2/5
  3
  1
  45
  2
  Bow, Short
  +3
  2
  1/2/3
  1
  40 yards
  2
  40
  Crossbow, Hand
  7
  2
  2/2/1
  3
  45 yards
  2
  40
  Dirk
  +2
  2
  3/3/3
  1
  -1
  2
  30
  +1 to hit
  Halberd
  +7
  3
  3/2/6
  4
  1
  3
  65
  -2 Initiative
  Stealth Sword
  +3
  2
  2/3/5
  2
  0
  5
  *
  +1 to hit
  Zerubrian Weapons
  Short Bow
  +3
  2
  1/2/2
  1
  40 yards
  1
  20
  Long Bow
  +6
  2
  2/4/8
  1
  65 yards
  4
  90
  ranks. This recurve bow has a slightly greater power and
  range behind it, at an increased cost.
  Altayan Weapons
  The weapons made in Altay have some similarity to the
  metallurgical techniques of Alden, but have tended toward
  even lighter weapons and entirely diﬀerent designs.
  Main Gauche
  A type of dagger, with a blade roughly a foot long and a
  wide crossguard, intended to be used when parrying.
  When not using the Reach rules, apply a +2 to Active
  Parry when using a Main Gauche.
  Rapier
  Altay’s highly-reﬁned version of the long sword, the rapier
  has about the same length, but is designed with piercing in
  mind rather than slashing.
  It is much thinner and well-
  balanced, light and quick.
  Rapiers grant the wielder a +1 to Initiative for actions
  they use the rapier with.
  Armek Weapons
  Armek has no Signature Weapons, mainly getting their
  weapons from trading with neighboring countries. Or for
  more violent tribes, raiding. Some tribes have a blacksmith
  of their own to forge weapons, but the sparseness of iron in
  the region makes Armek-made weapons rare.
  Cassian Weapons
  The Cassians have a distinctive style about their weapon-
  forging process, tending toward light and curved weapons
  for shipboard use.
  The waterways dominate everything
  about the lives of these seafarers.
  Dirk
  Designed much like a slightly longer, more slender dagger,
  the dirk is intended for more precision and requires ﬁner
  work to craft. The excellent balance and construction grant
  it a slightly better ability to penetrate most kinds of armor.
  Pike, Boarding
  Expensive to construct, these long-hafted spears are more
  eﬀective than conventional pikes, especially for shipboard
  actions. The boarding pike has a small hook located a few
  inches below the point for grappling actions, and the last 18
  inches of the haft can be broken down to shorten the length,
  making it easier to use in close combat.
  If the Reach rules are not being used, the boarding pike
  is identical to the normal pike, but only suﬀers a -2 to hit
  in close combat.
  
  80
  CHAPTER 7.
  EQUIPMENT
  Sabre
  Similar to a long sword, but slightly shorter and lighter,
  the Cassian sabre is ideal for ﬁghting lightly armored or
  swift opponents, but lacks the penetration against heavier
  protection that a long sword gains.
  Using a sabre in battle grants a +1 Initiative.
  Spear
  Much like their pike variation, the Cassian spear is
  slightly more expensive to create. Lighter materials lend
  this weapon a similar damage but at a much increased
  throwing range.
  In all other respects, the Cassian spear is identical to a
  normal spear.
  Fellmar Weapons
  Fellmar has a chaotic infrastructure, but their trade guilds
  are far more organized than the government. Even so, most
  of their eﬀorts are shoddy and of low quality. What few
  weapons do come out superior for Fellmar smiths usually
  concentrate on making the weapon do more damage to the
  victim.
  Axe, Battle
  The Fellmar variant of the battle axe is, naturally, pos-
  sessing a greater weight at the blade for a better damage
  potential. Surprisingly, through a usage of counterweights
  and superb balance, this axe is appreciably faster than the
  normal design.
  The Fellmar battle axe requires a Strength of 3 or better
  to wield without a -2 Penalty to hit, but only has a -1 to
  Initiative.
  Halberd
  Like their version of the battle axe, the Fellmar halberd
  possesses a more vicious blade, countered by a balancing
  weight in the base.
  This combination allows a more de-
  structive weapon without sacriﬁcing maneuverability, but
  at the cost of weight.
  The Halberd requires a minimum Strength of 3 to use
  properly, or the wielder suﬀers a -2 to hit Penalty. In all
  cases, they suﬀer a -3 to Initiative. If the Reach rules are
  not being used, the wielder has a -3 to hit in close combat.
  Mace
  Unlike the axe and halberd, which showed a large amount
  of ingenuity, the Fellmar mace simply adds a greater heft
  and carefully crafted spikes to add to its damage potential
  and penetration. It is a simple, incremental improvement
  over the standard mace.
  Kathman Weapons
  Kathma has long been viewed as a nation of archers, and
  their bowyers reﬂect that fact with the advanced designs of
  their bows and thrown weapons. Kathman Signature Bows
  are works of art compared to most other bows, with the
  possible exception of Sanctuary bows.
  Bow, Long
  The better bows of Kathma show great care in their
  craftsmanship, though the composite materials and the
  careful stress of the bow itself make them prohibitively ex-
  pensive. The elite archers of the dwindling kingdom still put
  forth the required funds for these elaborate weapons, pos-
  sessing greater power and range than the standard long bow,
  and even superior in some ways to the mysterious Sanctuary
  bows.
  A Kathman long bow counts as a normal long bow in
  all respects except the statistics given on the table, plus
  granting a +1 to hit due to the accuracy of the weapon.
  Bow, Short
  Kathma’s custom short bow has nearly the power of a
  normal long bow, though without the range or armor pene-
  tration. Like its larger cousin, it is also far more expensive
  than most can aﬀord, but incredibly eﬀective.
  Like all Kathman weapons, the short bow is well made,
  granting a +1 to hit.
  Knife, Throwing
  Not as impressive as their bow work, but still above the
  norm, many Kathman smiths produce ﬁne, well-balanced
  throwing knives for the soldiers in the Kurr’d-ah front.
  These lack the damage capacity of the bows, but are pre-
  ferred by many footsoldiers in short range melee.
  Kathman throwing knives have a +1 bonus to hit, from
  their ﬁne balance.
  Kolban Weapons
  Kolb is often viewed as the poor cousin of Alden, but
  surprisingly, their smiths have moved in a slightly diﬀerent
  direction than those of Alden.
  Still, the standardization
  of designs toward the lowest common denominator is done
  here, as well, making Kolban designs of note just as rare as
  Alden Signature Weapons.
  Axe, Hand
  Taking the opposite approach from many nations in its
  situation, Kolb has chosen to focus on excellent balance
  and comfortable weight over greater damage. They have
  had limited success, and the Kolban hand axe is the most
  commonly replicated achievement.
  The superior balance of this axe grants a +1 to hit.
  
  81
  Spear
  Like their hand axe, the Kolban spear is a favorite among
  their soldiers. Its improved balance and good, sturdy con-
  struction go well with the Kolban martial Schools.
  Kolban spears give the wielder a +1 to hit.
  Loren Weapons
  Loren has a very disorganized crafts guild, and so most of
  their weapons of note come from the better bowyers rather
  than smiths. This is in keeping with the leanings toward
  nature and the lack of industry and farming in most areas,
  favoring foraging and hunting.
  Bow, Long
  Bows from Loren have none of the exotic materials other
  nations use to improve their weapons. Instead, they rely
  on high quality wood and craftsmanship to construct an
  accurate weapon with a slight improvement in range.
  The Loren long bow grants a +1 to hit to the wielder.
  Bow, Short
  Not as common as the Loren long bow, their Signature
  short bow has many of the same properties as its larger
  brother.
  This bow grants a +1 to hit when used.
  Madeiran Weapons
  Consisting of a largely agricultural and peasant popula-
  tion, weapons of note within Madeira are relatively rare.
  Even so, the larger cities have a well-developed economy,
  and the archaic government is very stable, providing a base
  for the exchange of knowledge needed to create more ad-
  vanced technologies. Though idyllic for the moment, the
  distant Kurr’d-ah threat and the distress of the nation’s al-
  lies within Loren have started to rouse this kingdom to more
  experimentation on their martial abilities.
  Knife, Long
  Lighter and swifter than a short sword, the Madeiran
  long knife is a relatively rare sight even so.
  The shorter
  dagger is often more eﬀective, and true swordsmen prefer a
  sturdy long blade. However, the long knife has become a
  darling child to the Madeiran nobility, worn during social
  functions and when out among the commoners. Despite the
  largely decorative use to which it is normally put, most of
  the nobility’s knives are well cared for and battle-worthy.
  It is common practice to give the heir of a family their
  own knife upon their twelfth birthday, with the family crest
  engraved thereupon.
  Madeiran long knives grant no combat bonuses, but in
  the event some sort of roll to resist breakage is made, their
  excellent steel and construction grants a +3 bonus to the
  roll.
  Spear, Blossom
  The Madeirans use an interesting mettalurgical technique
  to form the head of their spears. Consisting of a large, ta-
  pered hollow blade, their process keeps the tip strong, while
  giving it a lighter structure and making it easier to wield.
  While not improving the damage of the weapon much, it
  does make the wielder slightly faster, and makes a distinct
  whistling sound when used by a skilled warrior.
  The Blossom Spear may be used as a spear or staﬀ, just
  like a normal spear, but it’s superb balance and grip grant
  the user a +1 to hit when using the weapon.
  Nodar Weapons
  Faced with the same problem as other underdeveloped
  nations, Nodar weapons are rare due to the lack of an or-
  ganized guild in their nation. Even so, their horse-centered
  lifestyle has given rise to a few unique weapons.
  Axe, Horse
  Using a reinforced, longer haft, the Nodar have created
  an axe that can be used with one or two hands. Despite
  this, it is often more eﬀective than the battle axe.
  A horse axe acts as a battle axe on the ground, but may be
  used one-handed at a -2 Penalty to hit and with a reduction
  of the DM to 2. On a horse, the axe may be used as either,
  but at a +1 to hit. When used one-handed on a horse, the
  DM is still reduced to 2, but the Bonus replaces the Penalty
  taken when on foot.
  Bow, Horse
  A longer version of the long bow, this weapon is cumber-
  some and less eﬀective on the ground, but slightly superior
  than a normal long bow when riding. The Nodar have entire
  divisions of archer cavalry using this weapon.
  The horse bow acts as a long bow in most respects, in-
  cluding the Penalty given when the user does not have the
  Long Bow Technique. On foot, when not elevated somehow,
  the bow has a -2 Penalty to hit. On a horse, the archer’s
  Riding is considered 2 points higher when determining ef-
  fective Archery Skill.
  Ryantran Weapons
  As could be expected from a nation with such a reputation
  for excellent swordsmanship, Ryantra has focused its skills
  on the development and reﬁnement of steel, speciﬁcally steel
  used in swords and blades.
  Knife, Long
  Unlike its Madeiran counterpart, the Ryantran version
  of the long knife sees more use, albeit as a backup or sec-
  ondary weapon for their swordsmen. Its lighter construc-
  tion and diﬀerent length provide a useful support role for
  the Ryantran swords.
  
  82
  CHAPTER 7.
  EQUIPMENT
  Ryantran long knives give the user a +1 Initiative when
  attacking with the long knife.
  Knife, Throwing
  Continuing its tradition of lighter blades, Ryantra has
  a common variant on the throwing knife with a slightly
  greater range. Given their reliance on swords, this weapon
  serves as a good replacement for a ranged attack when nec-
  essary.
  Sword, Long
  Ryantra’s swordsmithing abilities are well-known world-
  wide, their blades considered by many to be the pinnacle of
  mortal weaponsmithing. Solumas would argue in favor of
  its own blades, and Valta has a reasonable presentation of
  ability with their Stealth Sword, but for many the Ryantran
  steel is hard pressed to be found wanting by any blade but
  a Tuathan-forged.
  A Ryantran blade grants a +1 to hit when used in combat,
  and should a roll to resist breakage or damage be needed,
  the sword has a +4 to the roll where applicable.
  Sanctuary Weapons
  It is not clear how developed Sanctuary is, but their
  unique style of archery brings with it bows of unusual crafts-
  manship. Sanctuary bows are lovingly crafted of a compos-
  ite set of materials, from soft and hard woods to some metal
  and horn. More exotic materials are sometimes seen, but all
  Sanctuary bows are elegantly made and in the hands of a
  skilled archer, can literally sing when releasing their arrows.
  Bow, Gaia
  These rare weapons are ﬁnely crafted from several dif-
  ferent kinds of wood, and with a tracery of a translucent
  material vaguely similar to that found in Valtan blades.
  Slightly magical in nature, these bows allow the user to
  ignore Penalties from Range, at the cost of 1 Backlash per
  point of Penalties ignored. Their excellent craftsmanship
  provides a superior range, impressive power, and a +1 to
  hit for the user. When making Called Shot or Vital Blow,
  they gain a further +1 to hit(for a total of +2), due to their
  precision.
  Bow, Long
  While not as impressive as the near legendary Gaia Bow,
  Sanctuary long bows have a unique craftsmanship vaguely
  reminiscent of that of Valta and Loren. Mostly made up
  of high quality wood with a backing of ceramic, these long
  bows have slightly better penetration than most, and are
  considerably more accurate at longer ranges.
  The Sanctuary long bow’s accuracy grants a +1 to hit.
  Bow, Short
  Like their long bow, the short bow from Sanctuary has
  a ceramic backing to the bow part, extending the eﬀective
  range and power. Since most of these weapons are in the
  hands of users of the Sanctuary School of archery, the short
  bows are far less common than the long bows favored by
  experienced archers.
  The Sanctuary short bow’s accuracy grants a +1 to hit.
  Soluman Weapons
  With its considerable development and complicated trade
  organization, it comes as no surprise that Solumas has a
  number of smiths making a wide variety of weapons.
  In
  fact, the large empire is diverse enough that the weapons
  below are only a very small sample of the quality arms they
  create.
  Bow, Long
  Priding themselves on the accuracy of their measurement
  and woodworking tools, the Soluman bowyers have natu-
  rally put these tools to work in making a more stable and
  precise long bow.
  Soluman long bows act as normal long bows in all respects
  except those noted on the table. In addition, they grant a
  +1 to hit.
  Bow, Short
  Though not as successful as their long bow, the Soluman
  short bow has similar reﬁnements in the woodworking pro-
  cess applied to it.
  Soluman short bows grant a +1 to hit.
  Crossbow, Light
  With the higher availability in precise machining tools on
  the Soluman continent, making a more accurate and better
  quality crossbow is an easier and cheaper task. Still expen-
  sive, the light crossbow is the only variant that has proved
  economically feasible.
  The Soluman light crossbow has a +2 to hit rather than
  a +1.
  Sword, Long
  Where Anathasian blades focus on balance and strength
  with their metallurgical reﬁnements, Solumas chooses to
  make its blades lighter and balanced for speed. This com-
  plements their “strike ﬁrst” philosophy.
  This long sword has a +1 to Initiative.
  Sword, Short
  Soluman smiths have successfully given the same advan-
  tage of swiftness and balance their long swords have to their
  thrusting weapons, speciﬁcally the short sword. This has
  
  83
  been advantageous, considering the makeup of their army,
  using spears and short swords.
  The Soluman short sword has a +1 to Initiative.
  Taysen Weapons
  Taysen weapons are of a distinctly diﬀerent design than
  most, with unnatural curves and angles in the blades. They
  are well-balanced and light, made with unusual variations
  in the alloys, but are very rare outside of the Canyon of
  the Moon. Any non-Taysen character starting with such a
  weapon must pay ﬁve times the normal cost. The asterisk
  next to the monetary costs indicates their relative value
  among the Taysen, as actually purchasing these items is
  unlikely.
  The Taysen weapons listed on the table are for excep-
  tional or unusual variations. They produce a large num-
  ber of weapons which are similar in function to the normal
  weapons listed in the previous section, although their cos-
  metic design is disturbingly alien.
  Tuathan Weapons
  The Tuatha de Danaan, now known simply as the Tuatha
  by most since Dana’s destruction at the hands of the Magi,
  were always known as excellent metalsmiths. In fact, they
  were one of the few Faerie creatures that did not have a
  vulnerability to cold iron, allowing them to create alloys
  and weapons unknown to most of their kin. Despite the
  severing of their connection with the higher Seelie Court,
  Tuathan weapons are still some of the most ﬁnely-balanced
  and well made blades available.
  Knife, Long
  Tuathan smiths were the ﬁrst to create the long knife
  that Ryantra and Madeira later adopted as a compliment
  to the longer weapons they use. The Faerie forged blade is
  sharper and more eﬀective than the later variants, and it is
  still produced by some skilled Tuathan smiths.
  This knife gives the wielder a +1 to Initiative when used
  to attack.
  Sword, Long
  Of near mythical quality, these rare blades are supe-
  rior in nearly every way to their mortal cousins. Lighter,
  stronger, better balanced, sharper, and faster than most
  normal swords, not even Solumas can claim to approach
  the ability of the Tuathan smiths that make these blades.
  A Tuathan long sword grants the user a +1 to Initiative,
  +1 to hit, and a +1 to Active and Passive Parry when used
  in combat. They are also incredibly resistant to damage,
  gaining a +6 and two extra dice to their roll to resist break-
  age.
  Tuathan Spirit Blade
  A true melding of the Tuathan Faerie nature and met-
  alworking skills, the Spirit Blades have grown increasingly
  rare since the loss of Dana of the Seelie Court. In modern
  times, very few Tuathans can still ﬁnd the necessary con-
  nection with Gaia to forge a proper Spirit Blade, making
  these weapons more rare with each passing year.
  A Spirit Blade uses the wielder’s inner strength to hone
  its edge beyond the natural level. The Spirit Blade’s Dam-
  age Base is based oﬀ of the Spirit of the user, instead
  of Strength, and the Damage Multiplier increases with a
  stronger Spirit.
  The AP also rises as the owner’s inner
  strength grows more powerful.
  Spirit
  DM
  AP
  0
  1
  0/0/0
  1
  2
  1/2/3
  2
  2
  2/4/6
  3
  3
  3/6/9
  4
  3
  4/8/12
  5
  4
  5/10/15
  6
  4
  6/12/18
  7
  5
  7/14/21
  The user may also increase the AP by +1/+1/+1 by
  spending 2 Backlash.
  He may do this multiple times, to
  increase the AP to whatever level he desires. The duration
  of the increase is equal to 1 Round. Also, as the Spirit Blade
  is a weapon partly made of magic, it can damage creatures
  otherwise immune to physical attacks, being treated as a
  magical attack by such beings. Magic Resistance may tem-
  porarily nullify the Spirit Blade’s abilities, turning it into a
  normal Tuathan Long Sword when used against the Magic
  Resistant creature for that combat only. Check anew at the
  beginning of each combat with a Magic Resistant opponent.
  In all other respects, the Tuathan Spirit Blade is equiva-
  lent to a Tuathan long sword.
  Tuathan Gaia Blade
  Gaia Blades are even rarer than their cousins, the Spirit
  Blades. A Gaia Blade is a modern creation, made by one
  of the few Tuathans still capable of forging a weapon linked
  to Gaia. Only a handful of these swords are created every
  few years, and several have been destroyed in battle. It is
  estimated that only 30 to 40 Gaia Blades exist.
  For game purposes, the Gaia Blade behaves exactly like
  a Spirit Blade, but also deals 2 extra points of Damage to
  Kurr’d-ah. If a Kurr’d-ah or the eﬀects of a Kurr’d-ah spell
  are within a number of yards equal to the user’s Spirit x 20,
  the blade glows a pale green. The user may suppress this
  behavior at will.
  Gaia Blades do not suﬀer ill eﬀects when in contact with
  Magic Resistant beings, unlike Spirit Blades.
  
  84
  CHAPTER 7.
  EQUIPMENT
  Valtan Weapons
  As could be expected from a nation that places such value
  on martial abilities, Valta has a huge variety of specialty
  weapons they have become famous for, aided no doubt by
  their friendly relationship with Cass.
  Axe, Battle
  In some ways the Valtan battle axe is more impressive
  than any of its other weapons. With perfect balance, better
  penetration, and the same damage as a normal axe, this
  weapon puts all other battle axes to shame with the ease of
  use. The ﬁne craftsmanship comes at a cost, but it is one
  almost any axe wielder would gladly pay.
  A Valtan battle axe has no Penalty to Initiative at all.
  Bow, Short
  Despite their impressive archery School, the Valtans have
  had diﬃculty reﬁning a process for better quality bows.
  Their short bow shows some promise in increased range,
  but it has yet to be duplicated for the long bow, a source
  of some frustration considering the long bow’s general eﬀec-
  tiveness against the Kurr’d-ah.
  Crossbow, Hand
  A truly unique weapon, the Valtan’s reliance on small
  groups of mobile troops, or even single “commando-stile”
  units have pressed them into a need for a smaller weapon
  similar to the light crossbow. By sacriﬁcing a small amount
  of power and accuracy, they have successfully made a cross-
  bow that a human can ﬁre in one hand.
  Dirk
  Most likely borrowed from their Cassian allies, the Val-
  tan’s dirk is more carefully balanced and holds an edge even
  better than the Cassian variant.
  A Valtan Dirk grants a +1 to hit.
  Halberd
  Like their battle axe, the Valtan halberd is an impressive
  attempt to counterbalance and increase the speed of this
  cumbersome weapon. Pole arms are more common in the
  small former empire since the Kurr’d-ah invasion, and this
  is one indication of their growing popularity.
  This halberd has a -2 Penalty to Initiative. If the Reach
  rules are not used, it also has a -2 Penalty to hit in close
  combat.
  Valtan Stealth Sword
  The Valtan Stealth Swords have become a symbol for the
  resourceful nature of Valta, as well as a badge of honor and
  skill to many warriors. The actual process of making these
  blades is a closely guarded secret, but many suspect that it
  involves gathering materials from the Kurr’d-ah conquered
  lands, as not a single person has successfully reproduced a
  Stealth Sword.
  The blade of a Stealth Sword is not made of metal, but
  a lightweight, transparent mineral. Dirt, blood, and other
  liquids run oﬀ easily, leaving an almost completely pristine
  blade at all times. This makes the blade diﬃcult to see in
  the confusion of battle, giving an edge to the wielder.
  Stealth Swords cannot normally be bought, their expen-
  sive forging process leading them to be given mostly to elite
  Valtan warriors or those who have done a great service to
  the country. Anyone given such a blade is aware of their
  importance as a symbol, and will challenge anyone carry-
  ing another Stealth Sword who is not Valtan. Valta does
  make a limited number of blades to be given as gifts, with
  a noticeably diﬀerent hilt style. It presents these to the few
  non-Valtan warriors that the king deems worthy, allowing
  them to walk freely with the blades.
  In addition to the obvious combat advantage, the distinc-
  tiveness of the blade and the notoriety of its wielders lend
  a further edge. Any person with a Swordsmanship of Rank
  4 or higher, or any Ranks in Lore(Weapons), Lore(Valta),
  Lore(Swordsmanship), or any related Lore, automatically
  recognizes the weapon.
  Anyone else may make an Intel-
  ligence roll at a Diﬃculty of 10 to identify it. Any person
  recognizing the weapon must make a Will roll at a Diﬃculty
  of 10 or suﬀer a -1 Penalty to hit the wielder for the ﬁrst
  Round of combat from intimidation. Valtans always recog-
  nize the blade, but do not suﬀer from the Penalty if they
  have any of the Valtan combat styles making them immune
  to fear.
  In addition to the statistics on the table, Stealth Swords
  grant a +1 to hit.
  Zerubrian Weapons
  Like Loren, Zerubria has a very loose trade infrastruc-
  ture, leading most of their better weapons to be in the
  archery ﬁeld.
  They do have a small amount of commu-
  nication among smiths and craftsman, leading to a rare ex-
  ceptional process or design being passed around the towns.
  Bow, Long
  Zerubria’s archers are already famed for their sharpshoot-
  ing prowess, but surprisingly their bows do not reﬂect this.
  Instead, the weapons focus on increased power and range
  over accuracy, relying on natural ability and Skill to hit
  their target.
  Bow, Short
  The Zerubrian short bow has seen little development com-
  pared to the long bow. A greater range is all that can be
  shown for this ill-favored weapon, useful only for some trav-
  elers, in the mind of most of the more skilled archers.
  
  85
  Goods
  Clothing
  Outﬁt
  Cost
  Points
  Weight
  Poor Outﬁt
  4 ♭
  0
  2 lbs.
  Working Clothes
  1 β
  0
  4 lbs.
  Travel Clothes
  1 β
  0
  4 lbs.
  Winter Clothes
  3 β
  0
  6 lbs.
  Nice Clothes
  7 β
  0
  5 lbs.
  Formal Wear
  15 β
  0
  10 lbs.
  Supplies
  Item
  Cost
  Points
  Weight
  Feed(1 wk)
  1 β
  0
  10 lbs.
  Pots & Pans
  1 β
  0
  20 lbs.
  Trail Rations(1 wk)
  3 β
  0
  5 lbs.
  Gear
  Item
  Cost
  Points
  Weight
  Backpack
  1 β
  0
  2 lbs.
  Blanket
  4 ♭
  0
  3 lbs.
  Grappling Hook
  1 β
  0
  3 lbs.
  Journal(50 pages)
  1 S
  1
  1 lb.
  Lantern
  4 β
  0
  2 lbs.
  Oil(1 pint)
  2 ♭
  0
  1 lbs.
  Paper(per sheet)
  1 ♭
  0
  N/A
  Pouch
  3 ♭
  0
  1 lbs.
  Rope(hemp, 10 yd)
  5 ♭
  0
  8 lbs.
  Rope(silk, 10 yd)
  4 β
  0
  4 lbs.
  Tent(2 man)
  3 β
  0
  22 lbs.
  Torch(set of 3)
  1 ♭
  0
  1 lb.
  Services
  Service
  Cost
  Inn, poor
  6 ♭/day
  Inn, typical
  1 β/day
  Inn, ﬁne
  3 β/day
  Ale, mug
  2 ♭
  Wine, glass
  1 β
  Meal, simple
  3 ♭
  Meal, lavish
  1 β
  Animals
  Animal
  Cost
  Points
  Horse, Riding
  3 S
  3
  Horse, Fast
  7 S
  6
  Horse, Cavalry
  5 S
  5
  Horse, War
  9 S
  7
  
  86
  Chapter 8
  Combat
  Combat and Time
  During combat, time moves in Rounds, units of time
  roughly 5 seconds in length.
  Character actions, attacks,
  movement, and generally everything else can be done dur-
  ing a Round. More details on game time can be found in
  Chapter 9.
  Combat Progression
  Each Round, the following progression is made.
  1. Determine available actions.
  2. Determine Initiative.
  3. Declare Actions.
  4. Resolve Actions, in Descending Initiative Order
  (a) Resolve Missile Attacks.
  (b) Resolve Magic.
  (c) Resolve Movement and other actions.
  (d) Resolve Melee Attacks.
  (e) Apply Damage.
  (f) Return to (a)
  5. Return to Step 1
  Determine Available Actions
  Before starting the Round, Techniques and Passive De-
  fenses are refreshed. Missile Attacks may or may not be
  allowed, depending on the reload times of the weapon.
  Determine Initiative
  Each person rolls a die for Initiative, and adds the result
  to their Initiative Attribute.
  The Game Master rolls for
  each NPC in the combat, or groups them into a convenient
  number of groups and rolls for each group, in the same man-
  ner. Characters act in descending order of their Initiative
  Totals. Players must declare any Techniques which modify
  Initiative here, though they may wait until after the roll.
  Declare Actions
  Characters now declare their actions for the Round. Each
  character can take two Simple Actions and move a distance
  equal to their Base Move for the Round, or take one Com-
  plex Action and remain stationary. In most cases, the two
  Simple Actions taken cannot be the same action, though
  some exceptions are possible.
  Simple Actions
  • Make a normal Attack
  • Ready a convenient weapon
  • Use most Active Techniques(exceptions are noted in
  the Technique description)
  • Reload a weapon
  • Use a simple item
  • Recover from prone to kneeling, or from kneeling to
  standing
  • Move at Base Move(for a total of 2x Base Move)
  Complex Actions
  • Cast a spell
  • Run(Base Move x 3) or Sprint(Base Move x 4)
  • String a bow
  • Perform an Active Defense
  • Perform an All-Out Attack
  • Recover from prone to standing
  Resolve Actions
  Starting with the highest Initiative, characters begin per-
  forming their actions. Ties are assumed to happen simulta-
  neously, including simultaneous Attacks, but in a sensitive
  situation(such as trying to grab a knife) the characters may
  make opposed Reﬂexes rolls to determine who goes ﬁrst.
  
  87
  Missile Attacks
  To make a Missile Attack, roll the character’s Skill as
  normal. The Diﬃculty is equal to the target’s TN to be
  Hit, plus any Passive Defenses the target chooses to use.
  Normally, only Dodge can be used. Characters normally
  receive 2 Dodges per Round. If an Active Defense is rolled
  with the Skill being used to defend with, it applies to all
  attacks in the Round. See page 88
  Example: Victor has a TN to be Hit equal to 12, and a
  Dodge Skill of 4, for a Passive Dodge of 4. If he chooses to
  use one of his two Passive Dodges, his TN will go up to 16.
  Any attackers would need to roll at least a 16 to hit him.
  Magic
  Casting a spell is a Complex Action, taking the caster’s
  complete attention. If the Casting Time is longer than 1
  Round, the spellcaster must use a Complex Action while
  casting each Round. Passive Defenses may still be used, but
  any attack that hits forces the caster to roll his Willpower,
  versus a Diﬃculty equal to 3 + the Damage taken. Failure
  indicates the spell failed and must be restarted next Round.
  Attacking with a spell does require a roll to hit, as long
  as the spell does Damage. Spells aﬀecting status or abili-
  ties(i.e. requiring Target) automatically hit, but are resisted
  with a Will roll. The caster rolls their Path Skill, based on
  Dexterity, when rolling to hit with a ranged spell, and uses
  their Brawling Skill to hit with a touch spell. Area eﬀect
  spells can still be Dodged, but the caster gains a +3 to hit
  if the edge of the Area of the spell is beyond the target’s
  Base Move.
  Movement and Other Actions
  Any character not performing a Complex Action can
  move their Base Move in a Round at no penalty. By us-
  ing a Simple Action, a character can move their Base Move
  again(for a total of twice their Base Move) but suﬀers a
  penalty of -3 to any rolls made(unless Charging, see page
  89) Any person the character passes by while moving who is
  in striking distance receives a free attack against the moving
  character, provided they are not already engaged in combat
  with another person.
  Other actions can be performed, such as pulling a lever or
  jumping over a small gap. The Game Master has the ﬁnal
  say on what is considered a Simple Action.
  Some Skills
  and abilities, such as Acrobatics or Athletics, can alter the
  character’s Base Move for the Round. These are usually a
  Simple Action, as otherwise it would be simpler to Run.
  Running or Sprinting is a Complex Action, but allows
  the character to cover more ground. Running moves the
  character a number of yards equal to his Base Move times
  3, while Sprinting multiplies Base Move by 4. A Running
  character takes 1 Fatigue every 3 Rounds spent Running,
  rounding up(4 Rounds spent Running causes 2 Fatigue, etc).
  Sprinting causes 1 Fatigue per Round to the character.
  Melee Attacks
  Melee Attacks are resolved exactly like Missile Attacks,
  except that the target has the added option to use a Pas-
  sive Parry. All characters get 2 Passive Parries per Round
  automatically.
  Extra Attacks and Defenses
  Characters with higher Skill Ranks can sacriﬁce Skill Dice
  and take Penalties to gain extra Actions. Performing two
  attacks, or an extra simple action, reduces the number of
  dice rolled for all actions in the Round. Obviously, declar-
  ing the extra Actions should be done before any Actions
  are done. The player subtracts 1 Skill Die from any “pri-
  mary” Actions(the normal Simple or Complex Actions) and
  subtracts 2 Skill Dice from the “extra” Action. All actions
  during the Round take a -2 Penalty, in addition to the re-
  duced Dice.
  Characters may gain an extra Passive Defense by sacri-
  ﬁcing 1 Skill Die from their Attack that Round, or from one
  Action if they are not performing an Attack.
  They may
  continue to sacriﬁce Dice as long as they have 1 Die to use.
  This only applies to one Action, and if Attacking, it must
  be the Attack.
  Example 1:
  Victor Northcliﬀ, our favorite example
  swordsman, has found himself facing three very decent
  swordsmen.
  With only 2 Parries, this could prove fatal,
  given his less than excellent Dodge Skill. Since Victor has a
  Skill of 8 in Swordsmanship, he chooses to reduce his Attack
  from 4 Skill Dice to 3 Skill Dice, and have 3 Passive Parries
  that Round.
  Example 2: Victor, having taken care of one of his oppo-
  nents from above, is in a bit of a hurry. In order to move
  things along, he decides on an extra Attack. He subtracts
  1 Die from his ﬁrst Attack, using 3 Dice, and then uses 2
  Dice on his second Attack to the next soldier.
  Apply Damage
  Applying Damage involves several steps, detailed below.
  Though it appears complex, it is actually several simple
  steps. See the section on Wounds and Damage, page 90.
  Don’t forget to apply adjustments for Size.
  1. Add the weapon’s Damage Base to the result of the
  character’s MoS times the weapon’s Damage Multi-
  plier.
  2. Subtract the weapon’s Armor Piercing value for the
  type of armor the target is wearing from his Armor
  Value, minimum 0.
  3. Subtract the remaining Armor Value from the Damage
  Total determined in (1).
  4. Divide the remaining Damage by the target’s Wound
  Threshold(usually Endurance +1).
  
  88
  CHAPTER 8.
  COMBAT
  5. The result of the above division is the Wound Level
  taken. The remainder is the amount of Fatigue taken.
  Example: Victor is using a long sword, with Damage Base
  of Base + 3, and a Damage Multiplier of 2. Its AP value
  is 1/2/2. Against Chain(the second number) it reduces AV
  by 2 points. Victor’s Base Damage is 2, so the sword’s DB
  is 5. If he strikes an enemy in a Chain Vest with a 3 point
  MoS, he has done 11 points Damage: 5 from his DB, plus
  2 x 3 for the DM times the MoS. He subtracts 2 from his
  opponent’s AV of 6, which leaves 4. His 11 is reduced to a
  7 from the armor. That 7 is divided by the target’s Wound
  Threshold of 3, resulting in 2 with a remainder of 1. The
  target takes a level 2 wound(Heavy) and 1 Fatigue.
  Combat Basics
  In its most basic form, combat consists of two principles:
  hit the enemy and avoid being hit yourself.
  The actual
  Attack roll is just another Skill check, but the confusion of
  battle can lead to several special situations.
  Attacking
  As stated before, making an attack is the same as making
  a Skill Check, with the Diﬃculty equal to the opponent’s
  TN to be Hit, plus any defenses. The Attack roll can also
  be modiﬁed by some conditions, and equipment.
  Called Shots
  An attacker may designate a speciﬁc area for their attack,
  by taking a Penalty. This is usually at a -4, but can be worse
  for small targets. This Penalty to hit applies as if it were
  any other penalty, worsening the eﬀect of the strike.
  Disarm Attempts
  This is a special kind of Called Shot to the opponent’s
  weapon. The Penalty for this attack is -6, and the defender
  always counts their Passive Parry into their TN, even if all
  their Passive Defenses have been used for the Phase.
  A
  success either disarms the foe, or forces him to release one
  hand from a two-handed weapon.
  Vital Blow
  A Vital Blow is a special type of Called Shot that attempt
  to strike a particularly important part of the target’s body.
  This can only work against foes that the attacker knows the
  weak points of, but is devastatingly eﬀective.
  The Vital Blow is made at a Penalty of -8 to hit, but this
  Penalty is not factored in when the MoS is calculated. This
  gives a minimum MoS of 8, possibly more. If successful, the
  attacker gains +3 to DB and a +1 to DM for the attack.
  All Out Attacking
  When in combat, it is normal to attempt to strike the
  enemy, while trying to keep your own defenses up to keep
  your foe from landing a blow. Some desperate or conﬁdent
  ﬁghters may choose to do an All Out Attack, trying much
  harder to strike than defend themselves.
  When making an All Out Attack, the character may
  not use any Passive Defenses, and only uses his base TN
  when being attacked. However, he may add his Wisdom
  or Willpower(whichever is higher) to his to hit roll. An All
  Out Attack cannot be done if a Passive Defense was already
  used for the Round, nor can Techniques such as Dance Step
  or Twin Blade replace the Passive Defenses sacriﬁced.
  Defending
  Defending involves, as stated earlier, doing everything
  possible to not be hit. The only variance is how much at-
  tention is paid to doing this, and any modiﬁers to these
  defenses.
  Passive Defenses
  Assuming the character is trying to strike their opponent
  at the same time, or do another action, they still have a
  number of Passive Defenses. These are added to their TN
  to be Hit when used. The number gained and when they
  can be applied varies, as shown below.
  Passive Defenses
  Defense
  Number
  Used
  Block
  2 per Round
  Uses a shield to aid against
  melee attacks.
  Parry
  2 per Round
  Uses weapon to aid against
  melee attacks.
  Dodge
  2 per Round
  Aids against melee or mis-
  sile attacks.
  Actively Defending
  By sacriﬁcing all other actions in a Round, a character
  can do an Active Defense. This can be an Active Dodge,
  Active Parry, or Active Block, and is performed by using
  the appropriate Skill in a Skill roll. The minimum result
  is always equal to their normal TN when using that Skill
  for Passive Defense, even if the roll was lower. Because they
  are focused entirely on avoiding being hit, the character may
  apply this TN against an unlimited number of attacks that
  Round, as long as the Defense would normally apply.
  If
  the type of Defense does not apply, they may use a Passive
  Defense which does apply, as normal.
  Parrying Bare Handed
  It is possible to use Parry with Brawling(though not with
  Archery) to Parry a weapon. If the character has no protec-
  tion, the Parry is less eﬀective(excepting use of Techniques
  such as Hand Parry), and only adds half the Skill Rank to
  TN, rounding down. It is possible to wear gauntlets or arm
  
  89
  braces to allow a useful bare handed Parry. When using
  this strategy, subtract 1 from the user’s eﬀective Parry De-
  fense for a more limited mobility. This is much diﬀerent
  from using a shield, which involves angling and positioning
  diﬀerent from a Parry.
  When doing a bare-handed Parry without protection or
  Techniques to help, the defender automatically takes the
  Damage Base of the weapon in Damage. This bypasses any
  Armor, excepting natural AV or spell-granted AV. Should
  the Parry fail, the Damage Base of the weapon is doubled.
  Cover And Concealment
  In some cases, it is possible to either hide from sight(such
  as when casting an invisibility spell) or put something be-
  tween you and the enemy, like a table or door. Concealment
  is deﬁned as some condition which makes it likely to com-
  pletely miss you, while Cover is some sort of obstacle which
  may or may not stop an Attack.
  Concealment is handled in a straightforward way. The
  Attack is made with all other modiﬁers factored in, and
  then a die is rolled versus the Concealment of the target.
  If the roll is greater than or equal to the Concealment rat-
  ing, the Attack is resolved normally. The Concealment is a
  function of conditions, determined by the Game Master. A
  few examples are given below.
  Table 8.1: Concealment
  Condition
  Concealment
  Complete darkness, vague indi-
  cation of target location.
  9
  Complete darkness, good idea of
  target location.
  5
  Heavy fog or rain.
  4
  Mist or dusk.
  3
  Cover is implemented in a similar fashion, with the Game
  Master applying a Cover rating dependent upon how much
  of the target’s body is hidden by the Cover. A person behind
  a bar would have a Cover of 5 or 6, for example, depending
  on the height of the bar, while a person peeking behind a
  door would have a 10 or possibly an 11(impossible to hit
  without going through the cover).
  The diﬀerence in Cover over Concealment is that it is
  usually possible to penetrate the Cover. An Attack which
  would have succeeded, but failed the Cover roll, still hits
  the target, but must apply the Cover as a type of armor.
  Cover cannot normally be penetrated with AP(though the
  Game Master may make an exception), and also has a spe-
  cial quality: Hardness.
  When an Attack must penetrate Cover, the DM of the
  Attack is reduced by the Hardness value before Damage is
  calculated. After the reduced Damage is found, the AV of
  the Cover is factored in, and any Damage left is applied to
  the target as normal. If no Damage remains, the Attack
  was unable to penetrate the Cover.
  Table 8.2: Cover
  Material
  AV
  Hardness
  Door, light wood
  6
  1
  Door, heavy wood
  12
  2
  Table
  10
  2
  Wall
  16
  3
  Stone
  20
  4
  Taking Cover is usually a Complex Action. The Cover
  rules apply to spell eﬀects, even Area Eﬀect spells, though
  an Area Eﬀect can sometimes ignore Concealment ratings.
  Using Shields as Cover
  Shields are only useful as cover when used against missile
  weapons. Using a shield in this manner involves holding it
  steady between the user and the attacker, and prevents the
  defender from attacking or performing some other actions.
  Movement is performed normally. The defender may choose
  to kneel behind the shield, raising its Cover rating by 3.
  Movement
  As stated earlier, characters may automatically move a
  number of yards equal to their Base Move, unless performing
  a Complex Action. A Simple Action may be used to move
  at double that rate, instead, but the character suﬀers a -3
  to any actions. The character may also Run or Sprint as
  a Complex Action, moving at x3 and x4 his Base Move,
  respectively. Running causes 1 Fatigue per 3 Rounds, with
  a minimum of 1, and Sprinting causes 1 Fatigue per Round.
  Moving past an enemy who is not currently engaged in
  battle or performing a Complex Action grants the enemy
  a free attack on the character. Simply moving close to an
  enemy, in order to Attack, does not grant this free Attack,
  only moving in and out of range does.
  Charging
  Instead of simply moving and attacking, a character may
  choose to Charge. A Charge is at no Penalty to hit, and
  adds 1 to the DB of the Attack for every 3 yards moved,
  rounding down. The character may choose to Run or Sprint
  into a Charge, but suﬀers the Fatigue cost and a -4 Penalty
  to hit.
  If the Charge is successful, the opponent suﬀers the extra
  Damage, and must make an opposed Strength roll with the
  attacker. The attacker gains a +1 to his Strength roll for
  every 2 yards moved in the Charge, rounding down. If the
  opponent fails, he is knocked to the ground, Prone.
  If the Charge misses, the defender gains a free Attack on
  the charger, at no Penalty. Also, if the defender wishes to
  do so, the attacker can be knocked Prone with no roll. If
  the defender chooses not to knock down the charger, the
  charger continues past his target until he has moved his full
  Movement for that Round.
  
  90
  CHAPTER 8.
  COMBAT
  Special Battle Conditions
  Some events or conditions may aﬀect the abilities of some
  participants in the battle. These take the form of Penalties
  to TN and Penalties to hit. These Penalties are left to the
  Game Master, but some examples are given below.
  Table 8.3: Conditions
  Condition
  TN
  Hit Roll
  Sick, sleepy, or otherwise
  wearied
  -2
  -3
  Unstable Footing
  -2
  -2
  Inferior Position
  -1
  -1
  Limited Movement
  -3
  -1
  Prone(in Melee)
  -4
  -4
  Kneeling(in Melee)
  -3
  -2
  Prone(Missile)
  +3
  -
  Kneeling(Missile)
  +1
  +1
  Attacking From Horseback
  Fighting from a moving horse is diﬃcult, due to the need
  to control the mount. A horse not trained for battle will
  likely spook, counting as Unstable Footing for purposes of
  combat. Even a horse trained for battle presents diﬃculties,
  however.
  When attacking from a moving horse, the target is con-
  sidered to have an Inferior Position, due to the diﬀerence
  in height, but the attacker is limited to rolling a number
  of dice equal to his Riding Skill Dice, if it is less than his
  Combat Skill Dice. Their Skill is still considered and added
  in as normal, this penalty only aﬀects number of dice rolled.
  Example:
  Victor attacks an opponent from horseback.
  Victor’s Swordsmanship is 8, but his Riding is only 4. He
  rolls two dice, getting a 6 and a 6.
  He takes the 6, ob-
  viously, and adds his 6 for Attributes(Agility 3 + Dex 3),
  and then adds 8 for his Skill, not 4. With the +1 from his
  sword, this gives a total of (6(Attribute) + 6(Roll) + 8(Skill)
  +1(Sword) = ) 21 to hit. His opponent is considered to be
  in an Inferior Position, so their TN of 11 is reduced to 10,
  plus 4 for his Parry, for a total of 14. Victor hits.
  Surprise
  Surprise occurs when one party is unaware of their at-
  tackers. This can normally be avoided by Alertness checks,
  though the Game Master has the ﬁnal say.
  A Surprised
  party is at a severe disadvantage for the ﬁrst part of the
  battle.
  The Surprised party does not roll for Initiative, and may
  take no actions in the ﬁrst Round of combat.
  They re-
  ceive no Passive Defenses, unless Quickdraw is possessed. If
  a character has Quickdraw, they may draw a weapon and
  receive one Passive Parry, assuming the attack occurs af-
  ter their Base Initiative(the total attacker’s Initiative after
  their roll was still less than the character’s Initiative before
  a roll).
  After the ﬁrst Round, combat proceeds as normal.
  Wounds And Damage
  When an Attack does Damage, after all modiﬁers such
  as AV and AP have been applied, the remaining amount is
  divided by the target’s Wound Threshold. The quotient is
  the level of the Wound taken, and the remainder is applied
  as Fatigue. Taking a Wound ﬁlls in one point on that Wound
  Level.
  If a Wound Level has already taken one or more
  points at that level, the player must make an Endurance
  check against a Diﬃculty number dependent on the Wound
  Level, with a Penalty of -1 for each Wound at that Level
  beyond the ﬁrst. Wound Penalties do not apply to this roll.
  Don’t forget to adjust the Wound Threshold for diﬀer-
  ences in Size.
  Wound Level
  Diﬃculty
  Light
  4
  Heavy
  7
  Severe
  9
  Mortal
  13
  If the result is beyond a Mortal Wound(5 or higher for
  most beings), then the character is unconscious and near
  death. The character may make an Endurance roll(ignoring
  Wound Penalties) every Round, at Diﬃculty of 10, to re-
  main alive until being healed or another character success-
  fuly stabilizes them with a Healing Skill roll.
  Wound Penalties for all Wound Levels that have points
  are applied to any physical action, or to an action requiring
  precise control or clear thought. Characters may spend a
  Gaia Point to ignore all Wound Penalties for 1 Round, or
  may spend a Gaia Point at any time to reduce a single
  Wound by two levels of severity.
  Fatigue is another matter. When reduced to 0 Fatigue, or
  below 0 Backlash, a character falls unconscious. They have
  no danger of death, simply exhaustion and the possibily
  that an enemy may take advantage of their helplessness.
  Example: Victor takes 11 Damage after AV. With his
  Wound Threshold of 3, that causes a Severe Wound(3
  Wound Levels), and 2 Fatigue. He also suﬀers a -2 Wound
  Penalty. A little later, he is hit twice more for 10 Dam-
  age and 11 Damage. He takes a Severe Wound again, and
  1 Fatigue, and must roll Endurance versus a Diﬃculty 9.
  He rolls an 8, for a total of 10, and takes another Se-
  vere Wound. Upon taking the third Severe Wound and 2
  Fatigue, he must roll against a Diﬃculty of 9 with a -1
  Penalty(for the second Wound on that Level). He rolls a
  total, with penalty, of 7, and takes a Mortal Wound instead.
  His Wound Penalty is now -5(-2 for Severe, and -3 for the
  Mortal)
  
  91
  Missile Combat
  Range
  A character has no penalties for ﬁring at anything within
  the Base Range of his weapon. Further than its Base Range,
  but less than twice the Base Range, forces a -2 Penalty to hit
  on the character. Further than that, up to four times Base
  Range, carries a -5 Penalty. Anything beyond four times the
  Base Range is considered beyond maximum eﬀective Range.
  Point Blank
  Archery weapons have another range value: Point Blank.
  Any target within 5 yards is considered to be within Point
  Blank Range, granting the attacker a +2 to hit. Thrown
  Weapons do not have a Point Blank Range.
  Aiming
  A character may spend a Round Aiming, instead of per-
  forming an Attack, to gain a to hit Bonus. While Aiming,
  the character may only use Passive Defenses, and any At-
  tack which hits causes him to lose any accumulated Bonus.
  The Bonus given is +1 per Round spent Aiming at a target,
  up to a limit of +3.
  Firing Into A Melee
  If a character is ﬁring at a target engaged in melee com-
  bat, they have a chance to hit the target’s opponents or
  allies if the shot misses. The Game Master determines ran-
  domly which opponent is the new target of the Attack, and
  the attacker makes a normal Attack roll with a -8 Penalty.
  This Penalty is reduced by 1 for every point the attacker
  missed the original target by. The new target may use Pas-
  sive or Active Defenses to avoid this Attack.
  Example: Caleb ﬁres at a swordsman engaged in combat
  with Victor. Rolling a 2, for a total of 12, he misses by
  3 points.
  The Game Master now rolls randomly, as the
  swordsman was aided by one of his allies. He decides that
  a 5 or under is Victor, while a 6 or higher is the second
  attacker. He rolls a 4, so Caleb makes another attack at
  Victor. Rolling a 7, for a total of 17, Caleb subtracts 5 from
  that roll(-8 Penalty reduced by 3, for the original miss) for a
  12. Victor’s Base TN is 12, which means Caleb would have
  accidentally hit him, but Victor uses a Passive Dodge to
  raise his TN by 4. The arrow ﬂies past all three combatants.
  Optional Rules
  Reach
  In battle, the opponent with the longer weapon often
  has a signiﬁcant advantage over the one with the shorter,
  at least when using it properly. To reﬂect this, weapons
  have been given the Reach attribute, reﬂecting their length
  and the distance at which they are eﬀective.
  This num-
  ber does not represent any speciﬁc physical distance, but is
  an abstraction of the advantage or disadvantage given by a
  weapon’s usage.
  When using the Reach rules, melee combat between two
  individuals is presumed to start at a Distance equal to the
  longest Reach of the weapons being used. If the combat
  started when one side was surprised, or before one could
  ready their weapon, the character with a ready weapon can
  determine the starting distance instead, possibly preventing
  their foe from using their preferred weapon.
  For the duration of the combat, each opponent has a Dis-
  tance that is kept between them and the opponents they
  are ﬁghting. When attacking with a weapon, their weapon’s
  Reach must equal the Distance to have no Penalties. For
  every point of diﬀerence, they have a -2 Penalty to attack
  their target.
  Closing and Opening Distance
  The
  Distance
  can
  be
  reduced(closing)
  or
  in-
  creased(opening or retreating) by either of the combatants,
  but at a price.
  Under normal circumstances, a combatant may close or
  retreat any Distance, but the defender gains a free attack
  during the maneuver.
  In addition, the character who is
  closing or retreating has a penalty to their Parry(Passive
  or Active) equal to twice the amount of Distance they are
  moving. Dodge or Block may be used as normal.
  The exception to either of these circumstances is when
  one opponent misses an attack roll by 4 or more. In this
  case, the other opponent may Close or Retreat ONE step of
  Distance without Penalty. This reﬂects an opening in the
  defenses of their opponent during the attempted attack.
  If the Distance and the Reach diﬀer by more than 2,
  the weapon cannot be used eﬀectively without closing or
  retreating. At Distance 0, a foe may be grappled, which
  uses one hand and requires a Brawling attack to be success-
  ful, but from then on acts as a Bind, requiring an opposed
  Strength or Brawling roll to break free.
  Example:
  Our favorite swordsman, Victor, has found
  himself ﬁghting an experienced opponent with a spear, a
  Reach 4 weapon. Victor’s long sword is a Reach 2 weapon.
  At the start of the ﬁght, both weapons are readied, so
  Victor starts at Distance 4.
  He attacks ﬁrst, at a -4
  Penalty(Distance 4 - Reach 2) and misses. His opponent
  attacks at no Penalty, and also misses, but only by 2 points.
  The distance remains the same.
  On the next attack, the
  opponent goes ﬁrst, attacking again and missing by 5. Vic-
  tor takes the opportunity and closes the Distance by 1 point
  to 3. He attacks at a -2 penalty, and hits for some minor
  damage. His opponent, next round, also has a -2 penalty,
  and chooses not to retreat, attacking and only missing by
  3.
  Victor, fed up with this, closes anyway and uses his
  Dodge against the second attack his opponent gets, leaving
  his opponent with a -4 Penalty and himself with none. If he
  closes once more, the spear wielder will not be able to use
  
  92
  CHAPTER 8.
  COMBAT
  his weapon as a spear, though Victor will take a -2 Penalty
  on his to hit rolls.
  Example of Combat
  The Situation
  Three characters are wandering in inhospitable territory
  and happen upon a group of brigands terrorizing the road.
  The group leader, Victor Northcliﬀ, challenges the leader of
  the brigands and causes combat to begin. The three heroes
  are 15 yards from their enemies, who outnumber them two
  to one and are split into two groups, two archers to the side
  and four swordsmen with the leader, in the middle of the
  road.
  Note
  This has yet to be rewritten for Version 2.
  
  93
  Chapter 9
  Running the Game
  Gaia And Fate
  Player characters are more than just people who hap-
  pen to choose to adventure. They are extraordinary peo-
  ple, capable of adapting to situations faster, and perform-
  ing greater feats than normal. Even more importantly, they
  are what is known as Gaia-aware beings. That is, they are
  more intimately tied with the world itself, and are some-
  what favored by it. This is similar to the Fianna F´ail in
  many ways, but more subdued. The Fianna are individuals
  chosen by Gaia for a greater purpose, and are by deﬁnition
  Gaia-aware. Those who are merely Gaia-aware simply have
  some importance to Gaia, but have no speciﬁc purpose.
  Just as Gaia favors some individuals, granting them her
  favor, the forces aligned against Gaia choose some beings
  to be their tools of enforcement. These individuals can be
  empowered in a similar manner to Gaia’s favored, and to
  similar eﬀects. This force is known as Fate, and is normally
  viewed as the force of destruction in the world.
  Gaia and Fate both lend some of their power to their
  chosen. This takes the form of Gaia Points, or Fate Points
  for those against Gaia. These Points can be used to inter-
  vene on the character’s behalf, giving them extra strength
  or shifting the odds in their favor.
  Table 9.1: Gaia
  Points
  Eﬀect
  1
  Add 2 to an Attribute(3 Round Duration)
  1
  Add 1 Die to any Roll
  1
  Raise Skill by 2 Ranks(1 Round Duration)
  1
  Heal 2 Wound Levels
  1
  Recover 12 Fatigue or Backlash
  1
  Ignore Wound Penalties(3 Round Duration)
  Only one Gaia or Fate Point can enhance a given Ability
  at a time, but there is no limit to the number that can be
  spent at a given time. So, a character’s Strength could not
  be raised twice by 2 Gaia, but they could easily spend 2
  Gaia to raise Strength and Endurance at once.
  Characters normally regain 1 Gaia or Fate Point per night
  of rest, and sometimes regain more due to highly spiritual or
  uplifting experience. If the character should ever fall out of
  favor with their patron power, they may still spend Points,
  but no longer regain them. It is possible for a character to
  switch allegiance, and have both Fate and Gaia Points, but
  this is almost unheard of.
  Injury, Death, and Healing
  Wounds
  The body can take an astounding amount of punishment
  and still recover. However, it is also delivered large amounts
  of damage with the help of weapons. In order to help players
  visualize how badly hurt their characters are, a few descrip-
  tions of the wounds should be given.
  Fatigue represents small nicks and bruises, along with
  general stamina. It is the kind of damage that can be ig-
  nored easily, and likely eliminated with a good night’s rest,
  leaving only some soreness.
  Light wounds are mostly superﬁcial, if painful.
  These
  are shallow cuts or deep bruises, things that will annoy the
  character for a little while, but probably not scar if taken
  care of, and deﬁnitely not life threatening.
  Heavy wounds start to really degrade performance. Deep
  cuts, cracked ribs, bone bruises, twists and sprains are all
  covered by this category. Scars are likely to result from any
  cuts unless magic is used or extreme care is taken.
  Severe wounds can be crippling, involving heavy bleeding,
  bruised organs, and broken bones. They will leave traces of
  the injury even after healing unless magical healing is used.
  Mortal wounds are life-threatening, such as punctured
  lungs, concussions, and large amounts of internal bleeding.
  They are not permanent damage, though they may have
  long-lasting eﬀects. Magic healing will clean these up per-
  fectly.
  Anything worse than a Mortal wound requires an En-
  durance roll of Diﬃculty 16 to survive, every Round. This
  type of wound involves permanent damage, and magic must
  be used to heal it, or the character will suﬀer some perma-
  nent inconvenience.
  Death
  Death in Grey Lotus is usually permanent, with no com-
  mon resurrection spells. A character who has died is dead,
  with few options otherwise. Some of the Faerie Lords and
  
  94
  CHAPTER 9.
  RUNNING THE GAME
  Dragons are rumored to be able to bring the dead back to
  life, and the Magi were rumored to be able to do some-
  thing similar, but these powers are out of the hands of most
  players.
  If the Game Master and the players agree, the characters
  may be able to embark on a quest to revive a fallen comrade.
  The important thing to remember is that reviving the dead
  is rare beyond belief, and should not come lightly. Life is
  not cheap.
  Healing
  Characters have two options when wounded: magic and
  natural healing. In either case, the least severe wound is
  always healed ﬁrst, unless the character is targeted by a
  one shot healing spell.
  Magical healing is simple, as the spell just heals the char-
  acter, and that’s it. Regeneration also works this way, re-
  ducing the wounds at regular intervals. It is only natural
  healing that has any complications.
  A natural healing roll is made for the least severe wound
  ﬁrst, according to the time given on the table below. The
  roll is made using Endurance, and the Diﬃculty is also listed
  below. Failure delays the next roll until the next available
  period. The Healing Skill may be used to make a second
  check in the same time period, to either heal twice or gain
  a second chance. The diﬃculty of the Healing Skill roll is
  equal to the Diﬃculty for the Wound Level to heal + 3, plus
  the number of Wounds of that Level the character has.
  Table 9.2: Healing
  Wound Level
  Time Required
  Diﬃculty
  Light
  1 Day
  4
  Heavy
  1 Week
  7
  Severe
  1 Month
  9
  Mortal
  1 Month
  13
  Example: Victor has been badly wounded, with 3 Severe
  Wounds and 1 Heavy Wound. Away from his friends, he
  crawls into a cave to recover.
  He ﬁrst rests for a week,
  gathering his strength and resting. After 1 week, he rolls
  Endurance against a 7 Diﬃculty, getting a 9. He also rolls
  Healing, for a second chance, with the Diﬃculty of 11(7 +
  3 + 1 for the number of Wounds) and gets a 13. He heals
  the Heavy down to Light, and his healing roll allows him
  another roll against a 4 for the Light Wound, reducing it to
  nothing when he makes this check.
  One month later, Victor can again roll an Endurance
  check. He makes the Diﬃculty of 9(barely), and his Healing
  check of Diﬃculty 15(9 + 3 + 3), but fails his second chance
  of an Endurance check. He now needs to wait a week to heal
  the Heavy Wound, and still has 2 Severe Wounds to worry
  about. It will be at least 2 and a half more months before
  Victor is healed up.
  Hazards
  Falling
  The Base Damage for a fall is 1, +1 per 3 yards fallen,
  maximum 8. The Damage Multiplier is 1 per 3 yards, with a
  maximum of 7, and the AP is 1/1/2 per 3 yards, maximum
  7/7/14. One die is rolled to determine the MoS, and the
  result is halved, rounding down. All distance calculations
  are rounded down, as well.
  A character with Acrobatics may attemt to reduce the
  Damage taken by a fall, at a diﬃculty equal to 8 +1 per 3
  yards fallen. Success reduces the Damage total by the MoS.
  Example: Victor is pushed oﬀ a castle wall, 30 feet in
  the air. This equals 10 yards, though only 9 count toward
  the falling Damage. The base is 4(1 +3), and the DM is 3.
  The AP is 3/3/6. The GM rolls a 7, for an MoS of 3, so
  the total Damage would be 13(4 + (3 x 3)), with 3 points
  penetrating Victor’s AV of 6, from his Chain Vest.
  The
  total Damage is thus 10, for a Severe Wound to Victor,
  as his Wound Threshold is 3. However, Victor makes an
  Acrobatics check, and scores a 15. The Diﬃculty is 11(8
  +3), so he scored an MoS of 4, reducing the Damage from
  10 to 6. He takes a Heavy Wound.
  Drowning
  A character can hold their breath for a number of Rounds
  equal to their Endurance times 5, or equal to their En-
  durance times 10 if they have a chance to prepare. After
  that time is up, the character must make an Endurance roll
  every Round they are without air, with a Diﬃculty starting
  at 5, and increasing by 1 each Round. Missing a check gives
  the character a Light Wound. Wound Penalties are counted
  in this Endurance check.
  Fire
  Flames are a common threat, but diﬃcult to deal with.
  Generally, the Base Damage is found by looking at the size
  of the ﬂame, and the Damage Multiplier determined by its
  intensity. As usual for an inanimate attack, the GM deter-
  mines MoS by rolling one die and dividing by two, rounding
  down. Fire does not have an AP, but instead halves any AV
  that the character has, unless the armor is speciﬁcally in-
  tended to guard against heat or ﬂame.
  Table 9.3: Fire Base Damage
  Size
  Base Damage
  Match-sized
  1
  Torch
  3
  Small Campﬁre
  5
  Large Campﬁre
  6
  Bonﬁre
  9
  Inferno
  12
  
  95
  Table 9.4: Fire Damage Multiplier
  Intensity
  Multiplier
  Barely burning
  0
  Burning out
  1
  Steady
  2
  Blazing or very hot
  3
  Volatile material
  4
  Experience and Advancement
  After every session, the Game Master should award XP
  for the players to improve their characters. Awards vary,
  usually between 12-16 per session, and rarely more than 18
  or 20, unless a major quest is completed.
  Table 9.5: Awarding XP
  Action
  Award
  Automatic
  3
  Success
  2-5
  Learning
  2-5
  Good Role Playing
  1-4
  Heroism
  1-5
  Sacriﬁce
  2-5
  Danger Level
  0-6
  Good Planning/Ideas
  1-5
  Experience Rank: XR
  Players keep track of not only their current XP, but the
  total amount that they have earned since starting the cam-
  paign.
  Once a certain amount is reached, the character
  reaches a new XR. This brings several beneﬁts with it.
  • Certain magical items can be used more eﬀectively.
  • New Abilities may become available to the character.
  • If the Faster Advancement rules are used, the character
  may gain extra XP for Skills.
  The XR also gives a general idea of how powerful the
  character is, useful information for bringing in new players
  and deciding challenges.
  Table 9.6: Experience Rank
  XR
  XP Total
  0
  0
  1
  45
  2
  90
  3
  150
  4
  225
  5
  315
  6
  420
  7
  540
  8
  675
  +1
  +150
  Faster Advancement
  Some groups prefer to have the players advance a little
  faster than others. In most cases, simply increasing the
  amount of XP given per session can be enough.
  As
  an alternative, the Game Master can choose to reward
  XP for certain uses when a character reaches a new
  XR. If this option is used, each character gains their
  Intelligence x3 or Intelligence x4 in XP, depending on
  the Game Master’s choice, each XR. These points may
  only be spent on buying new Skills, including Focal
  Skills, or on improving existing Skills. This encourages
  players to increase their Skill Ranks as they advance,
  instead of concentrating on Techniques and new special
  abilities.
  Spending XP
  XP can be spent to improve anything that could be
  improved through repeated use. Thus, Attributes, Skills,
  learning Techniques and Magic, or purchasing certain Ad-
  vantages.
  Gaia can also be raised this way.
  The Game
  Master may overrule an XP expenditure, if he feels that the
  character has no way of becoming more skilled given the ex-
  periences they have had. The costs for each item are given
  in the following table. All fractions round up.
  Table 9.7: Spending XP
  Improvement
  XP Cost
  Raise Attribute
  New Level x 10
  Raise Gaia
  15
  Raise Combat Skill
  New Rating x 2
  Raise Normal Skill
  New Rating x 1.5
  Raise Trade Skill
  New Rating x 1
  New Combat/Path Skill
  10
  New Normal Skill
  5
  New Trade/Focal Skill
  3
  Technique Point
  1
  Advantage
  XP Cost given
  
  96
  Chapter 10
  Campaign
  The World
  Geography
  The world of Gaia is ﬁlled with magic, creating a highly-
  varied environment despite the relatively small amount of
  habitable land. Physically, the world is slightly smaller than
  Earth, and a fair amount cooler about the equator. The
  temperature lowers only slightly as latitude increases, re-
  sulting in a fairly wide temperate band, but drops oﬀ sud-
  denly as the poles are approached.
  This leads to a very
  sudden glaciation at the extreme north and south, causing
  extremely violent weather during most of the year. Deep
  winter is actually the safest time to investigate the poles.
  The known world is broken up into two continents,
  Solumas and Anathas. The larger one, Solumas, is to the
  north. Roughly 3500 miles across at its widest point, the
  landmass extends upward to the North Pole, but only about
  1500 to 2000 miles of the continents longitude is habitable,
  before the glaciers take over. The climate is a little colder
  than its smaller cousin, Anathas, but more regular, staying
  at a constant cool temperate clime.
  Anathas,
  the
  smaller
  landmass,
  is
  separated
  from
  Solumas by an island-ﬁlled series of seas ranging from 300
  miles across at the widest, to a narrow 5 mile strait. The
  equator runs through Anathas, creating a much warmer en-
  vironment than Solumas, except at the far north and south
  ends.
  The geography is much more varied, with deserts,
  deep forests, plains, and mountains packed into a smaller
  space than the much more gentle variance of Solumas.
  Astronomically, Gaia has one moon, Selune, slightly
  larger than Earth’s moon, resulting in slightly more extreme
  tides. In an odd twist of fate, the moon managed to capture
  a small asteroid, which now maintains an erratic orbit about
  it, torn between the pull of Selune and Gaia. Dubbed the
  Kapinstar, it appeared shortly before the outbreak of the
  Magi Wars, and has come to be an accepted part of the
  night sky.
  History
  Creation
  As far as any sage can tell, Gaia has always been. But
  sometime in the mists of time, life was created, mostly as an
  extension of herself. These early beings were highly magical,
  to the point of creating disturbances in the world around
  them, inevitably leading to the necessary development of
  more mundane variants. This led to a highly diverse ecosys-
  tem, where the rare magical creature preys on or sustains a
  large number of weaker, normal animals or plants.
  The Faeries
  Some time after life ﬁrst formed, Gaia created the Faeries.
  Intelligent and powerful, these beings quickly dominated the
  world, forming their own hierarchy of powerful lords. Age-
  less and patient, disagreements smoldered slowly, eventually
  splitting the alignment of the Faeries into the Seelie and Un-
  seelie division which still exists to this day.
  The Seelie lords believed in a passive existence, living oﬀ
  the magic of the land and working together with it. The
  Unseelie opposed this idea, wishing for the advancement of
  the race in a more immediate fashion, despite the short-term
  eﬀects it may have on the planet.
  Disagreement led to ambivalence, then to more direct op-
  position. Being long-lived creatures, the Faeries conducted
  their battle of ideals slowly, posing action and counter-
  action on a small scale, stretching over centuries.
  So it
  was that the Faeries, to this day, remained in a deadlocked
  struggle for the desire to ascend into a higher being, and in
  so struggling, begin to achieve their goal.
  The Mundane Races
  Though Gaia loved the Faerie races, their existence was a
  drain on her resources, their highly magical nature sapping
  her strength. To counter this, she ﬁrst created the Edouna
  Nach. Still magical in some ways, the Edouna Nach were
  long-lived, and created a stable society that lasted for cen-
  turies, while the Faeries were still squabbling.
  The Edouna Nach were a calm and very easy to care for
  race, but they lacked drive. After centuries, Gaia became
  restless again, and the Humans and Fahael were created.
  This occurred at the same time as a chance accident of an
  unknown nature nearly destroyed the Edounan civilization,
  leaving a void to ﬁll.
  The Fahael were similar to the Edouna Nach in temper-
  ment, retreating to the swamps and rivers to tend to the
  land, and rarely contacting the other races. The Humans,
  
  97
  meanwhile, formed small bands and laid claim to various ar-
  eas, competing with one another in terms of increasing their
  size and survivability. This eventually led to open warfare,
  a concept unheard of by the Faeries or the Edouna Nach,
  and the advancement of technology in ways that were not
  conceived of before.
  The Formation of Nations
  As the small bands of Humans grew, they began to form
  alliances for mutual protection. Like-minded bands claimed
  an area for themselves, carving out their own laws and soci-
  ety. At ﬁrst, these ﬂedging nations had fuzzy borders, often
  coming into conﬂict with one another. The Faerie races,
  however, had taken notice of the Human nations and the
  problems they caused with their own maneuvering. They
  quickly organized and declared the nation of Loren, deﬁning
  borders and working out trade and peace accords with their
  neighbors.
  Loren quickly became very successful, despite their rela-
  tively sparse population. Seeing the advantage gained by
  this more highly-developed form of diplomacy, the then
  small country of Solumas, on the northern continent, du-
  plicated these eﬀorts. Occupying a convenient trade route,
  Solumas rapidly became a secure and stable country, backed
  by extreme wealth that would prove the key to their later
  control of the then-unnamed northern continent.
  The Soluman example was duplicated by Alden on the
  southern continent, followed closely by Cass and Madeira,
  each nation setting down rules of conduct with its neigh-
  bors. Over time, many smaller countries formed on both
  continents, creating a somewhat stable political climate and
  the beginning of an international trade standard.
  The Magi Wars
  After roughly two centuries of stable advancement, the
  Faeries had relaxed somewhat, returning to their ages-old
  argument. Gaia, as an actual spiritual entity, was barely
  known among the Mundane Races. In fact, many of the
  Seelie and Unseelie Courts were worshipped as psuedo-gods
  by the Humans. It was common to ask for a blessing from
  one of the greater Faeries when preparing for a diﬃcult task,
  a custom which amused the Faeries to no end.
  No one thought that the Humans would dare to challenge
  their gods.
  The wielding of magic was still in its infancy among most
  of the nations, and only the Faeries practiced it widely, mak-
  ing them seem even more above Human judgement. So it
  came as a large surprise when a small group of magicians,
  thirteen in number, siezed control of the northern part of
  Tamaril, one of the larger nations on the northern conti-
  nent. Few paid any real notice, at ﬁrst, as the mountains
  they laid claim to were slowly being covered by glacier.
  These magicians, calling themselves the Magi, soon de-
  clared themselves the rulers of the continent, already mak-
  ing threats toward the southern continent even as most of
  the northern laughed at them. The Faeries of Loren, how-
  ever, were very concerned. They approached several of the
  nations on both continents, bringing attention to the de-
  population of the Faerie races near the Magi stronghold.
  Within a 100 league radius of the Magi, not a single Faerie
  remained. More to humor their allies than out of real con-
  cern, several nations sent a combined force on a diplomatic
  investigation of the Magi, to ask their intentions.
  The Magi demanded the immediate surrender of every
  nation, threatening invasion if their desires were not ful-
  ﬁlled. They also asked for every Faerie creature to be sur-
  rendered to them, but refused to say why.
  Despite their
  obvious numerical inferiority, the Magi refused to negotiate.
  The combined nations, now very concerned at this turn of
  events, combined their eﬀorts to send a small force to take
  the mountain stronghold.
  The Magi destroyed the entire company easily, raining
  down vast magical power onto them. A few escaped, telling
  of the horrors of the spells that brought down their com-
  rades. A hasty alliance was formed, soon leading to a full-
  scale invasion and war.
  In the 22 years that followed, Gaia revealed herself. The
  very planet opposed the dark magics used by the Magi,
  choosing champions to represent her from among the Hu-
  mans. The Faeries tried hard to aid in the war, but were
  particularly vulnerable to the Magi spells. After losing the
  majority of the greater Faeries, they retreated to Loren,
  spending their time supplying the Human armies with en-
  chanted weapons of great power.
  It was at this time that the Time Hounds ﬁrst made an
  appearace, somehow drawn to Magi magic and seeking to
  destroy the wielder. At ﬁrst thought to be another creation
  of the Magi, twisted by their spells into a servant, the Time
  Hounds quickly became a rallying point in any battle they
  appeared. The Hounds themselves did not seem to care,
  tracking down blatantly powerful spells with an obsession
  that frightened the most hardened soldier. The Magi lost
  two of their number to these powerful beasts, before a solu-
  tion was found.
  In the course of the war, many Humans and other Mun-
  dane Races had come to join the Magi, but their numbers
  were low. Outnumbered, and unable to use their most pow-
  erful magics unhampered, the Magi set about enchanting
  their own generals. Much like the Abominations they had
  created to serve them, these new generals possessed great
  power, far beyond that of a normal man. They were Hu-
  mans to some degree, and could reveal their power when
  needed, only to hide it again before a Time Hound appeared.
  With the aid of their new generals, dubbed the Weapon-
  Masters by troops, the Magi began to gain ground. The Hu-
  man nations and their Faerie allies began to despair, when
  the Magi suddenly faced opposition from their own.
  Two of the remaining eleven Magi splintered from the
  group, protesting the wholesale slaughter that was going
  on. They brought two of the WeaponMasters with them,
  by the names of Talon and Malkrim, leaving only two on
  the opposing side. This caused a fundamental shift in the
  tide of the war.
  
  98
  CHAPTER 10.
  CAMPAIGN
  With half their generals turned rogue, the Magi lost
  ground quickly. Within two years of the betrayal, the bat-
  tle was at the foot of their stronghold. Human magicians
  clashed with the awesome power of the nine remaining Magi,
  while the WeaponMasters and their armies fought almost
  continuously for a fortnight.
  Finally, the war was over.
  In a sudden surprise at-
  tack, the Faeries took a chance and rallied alongside the
  Humans, overwhelming and killing every remaining Magi.
  The WeaponMasters were killed or defeated, and the Magi
  stronghold sealed within the already advancing glacier.
  Aftermath and the New Era
  The two Magi that had turned to the side of the Faeries
  renounced their powers, refusing to speak of them ever
  again, and went on to found the Soluman and Alden El-
  ementalist Colleges. Talon had died during the ﬁnal battle,
  and Malkrim wandered the planet for a short while, training
  two apprentices: Rilseth Ryantra, who went on to unite the
  Edouna Nach and carve out their own nation, and Tarlis
  Valta, who formed his own nation as well. The year was
  declared to be the beginning of a new age, with the Faeries
  much reduced in power, and the Humans enlightened by the
  knowledge of their creator. This was known as 0 AW, or 0
  years After War.
  Solumas rapidly expanded, its stable economy and wealth
  providing security to the war-torn lands of the northern con-
  tinent. Soon, the continent was named Solumas, in honor of
  the only nation that controlled its abundant lands. War was
  not unknown, but the complex trade agreements kept large
  scale conﬂict to a minimum, with a few minor exceptions.
  Expansion
  In the 50 years following the war, most of the kingdoms in
  the eastern portion of Anathas, the southern continent, had
  stabilized. The faeries claimed a large section in the north-
  east corner, and with their neighbors the Ryantrans, formed
  a buﬀer zone between the smaller kingdoms and the rapidly
  growing Soluman Empire to the north.
  As the formerly
  small nation of Solumas swept across the war-torn northern
  continent, the nations south of Loren and Ryantra formal-
  ized their boundaries in a series of minor, mostly cosmetic
  wars.
  Alliances and rivalries were made, most persisting
  to this day. The lands east of the Sun’s Nest Mountains
  enjoyed over 200 years of relative stability.
  The western portion of the continent fared worse, as they
  had been hit harder by the Magi Wars. The formation of
  Valta, with its rigid military heirarchy, was to be the most
  signiﬁcant event in the history of the continent. Showing an
  eﬃciency and security that most of the people longed for,
  many of the kingdoms simply surrendered when challenged
  by the growing army of Valta. With a similar series of easy
  victories for Solumas in the north, it came as a shock to both
  of the ﬂedgling empires when they met. The two military
  superpowers met in a clash that was to last for decades,
  and inadvertently leave the eastern part of the continent in
  peace.
  Roughly a century after the Magi Wars, both empires
  were weary of war, and signed a peace treaty. Several skir-
  mishes broke out over the next 150 years, and a bitter rivalry
  between the two lasts until this day, but the boundaries re-
  mained stable.
  The Invasion
  In 251 AW, the entire world suﬀered from a sudden, unex-
  pected outbreak of war, against an enemy never seen before.
  The Kurr’d-ah appeared in massive numbers, throwing the
  western portion of both continents into confusion. Solumas
  and Valta each accused the other of reawakening the forces
  that began the Magi Wars, losing valuable time in heated
  arguments as their armies fell. Magic proved eﬀective, but
  the bizarre and dangerous warping of reality itself around
  the insectoid creatures shattered morale and sliced through
  carefully-prepared tactics.
  After massive losses, the two empires formed a reluctant
  treaty, allied against a common foe than now appeared to
  be from beyond the bounds of the known world. Still, it
  was too late to save much of their lands, as the Kurr’d-ah
  armies had grown with the addition of human slaves from
  their conquered territories. Each continued to lose ground,
  until Valta was but a shadow of its former self, and Solumas
  lost over two-thirds its lands.
  The kingdoms of Anathas at ﬁrst assumed the jumbled
  and confused reports of conﬂict was a simple reigniting of
  the old Solumas-Valta war, an inconvenient but not unex-
  pected development. As the two nations organized, and the
  nation of Loren stirred in response to the pain of Gaia it-
  self, realization that something was wrong slowly dawned.
  The ﬁrst emissaries of Valta, sent to propose alliances and
  requesting military support, were met with a more open ear
  than otherwise. This was also due to the sudden appearance
  of strange, metal-clad ships in the seas, blockading the west-
  ern portion of both islands from support and trade. Cass,
  the premier trading nation of the sea, was especially useful
  in applying pressure to involve the other nations in the war,
  and they have been staunch allies to Valta ever since.
  As the Kurr’d-ah armies spilled over the Sun’s Nest
  Mountains to attack, the kingdoms of the east were more
  ready than Valta had been. Though many suﬀered devastat-
  ing losses, especially the hardened Kathmans, the advance
  was halted.
  Fighting was ﬁerce, but the Kurr’d-ah had
  been stopped for the ﬁrst time, thanks to a newly-united
  Anathas.
  Modern Times
  The current year, early April of 314 AW, sees the con-
  tinued encroachment of the Kurr’d-ah into human-occupied
  lands. The progress of the alien army has been slowed to
  a crawl, but by no means stopped.
  Kathma, Valta, and
  Solumas remain the most active ﬁghters, but the rest of the
  kingdoms are slowed by constant political maneuvering and
  
  99
  debate. Loren and Ryantra are exceptions to this, with the
  former lending magical support to many of the forces on the
  fron, and the latter giving advice and training, along with
  sending small groups of elite ﬁghters into Kurr’d-ah lands
  to search out weaknesses in the aliens. Armek, having little
  political organization, is also exempt from the squabbling
  of the nations around it. Though not allied with anyone, it
  is becoming common for many clans to send their younger
  warriors to aid the ﬁght against the Kurr’d-ah, believing
  that it builds character.
  The Kurr’d-ah
  Possibly the greatest threat to Gaia since the Magi Wars,
  the Kurr’d-ah are not native to Gaia. Many at ﬁrst believed
  that they were demon lords, broken through to Gaia by us-
  ing the residue of the cataclysmic Magi Wars. To many,
  they seemed unstoppable, powerful warriors and able to cast
  spells that warp the very planet itself. They appeared sud-
  denly over 50 years ago, in the year 254 AW, and within
  two decades swept over a large portion of both continents.
  By speaking with the various races the Kurr’d-ah brought
  with them, the truth is now known.
  Many worlds exist
  alongside Gaia, similar in many ways, but with diﬀerent
  creatures, and diﬀerent geography.
  The Kurr’d-ah have
  learned how to tear holes in reality, crossing between the
  worlds. They are dimensional pirates, plundering and en-
  slaving the population of each world as they conquer it, then
  moving to the next when they have taken all that they can.
  Physiology
  The Kurr’d-ah themselves are terrifying creatures, nearly
  12 feet tall and half a ton in weight. The bulk of their body
  is in their abdomen, stretching 8 to 10 feet behind them and
  held up by the creature’s six legs. The abdomen is actually
  several smaller parts, segmented much like a scorpion, and
  covered in smoothly overlapping plates of chitin. Their tor-
  sos rise from the front, more humanoid than the rest, but
  still large and covered in an exoskeleton. The torso has four
  arms, each capable of operating independently. The head
  resembles that of a wasp, with compound eyes and sharp
  mandibles, but the antennae are short, rarely longer than
  six inches.
  Curiously, dissections of the few recoverable corpses has
  revealed that the Kurr’d-ah possess an internal skeleton and
  muscles anchored around it. The outer exoskeleton is too
  thin to support the creature’s weight by itself, and seems to
  be more for providing protection than anything else. Their
  hands are very humanoid, as well, with three ﬁngers and an
  opposable thumb.
  The Kurr’d-ah appear to be asexual, and have a wide
  variety of body types. Some sages have speculated that the
  Kurr’d-ah originally had a hive structure, and the diﬀerent
  body types served diﬀerent purposes. Regardless, the mix
  makes the Kurr’d-ah even more unpredictable.
  Psychology and Society
  An individual Kurr’d-ah is wildly unpredictable, simply
  because such a thing does not seem to exist. Each Kurr’d-ah
  houses several diﬀerent beings, mentally, and these person-
  alities constantly trade places in controlling the body. The
  split personalities seem ingrained into their interaction with
  one another, to the point that groups of Kurr’d-ah seem to
  “sync up” to their personality switches, allowing them to
  work haphazardly toward a common goal.
  Those Kurr’d-ah with fewer personalities, or personali-
  ties that are very similar, tend to take positions of power in
  their society. These beings are in charge of ordering the oth-
  ers to perform tasks, allocating slaves, and doing long-term
  planning. Even so, their plans and order often contradict
  themselves, or have a completely unintended eﬀect. The so-
  ciety itself does seem to have some sort of ordered existence,
  but noone has encountered the rulers that must surely be
  directing the assault on Gaia.
  Technology
  Like the Kurr’d-ah themselves, their technology is hap-
  hazard and widely varying.
  Weapons and other durable
  items are constructed of an odd iron alloy, very strong but
  not quite as light as steel. Though red-brown in color, the
  alloy does not rust, and rarely dulls. Their forging process
  is roughly on par with that of most of Gaia, but they seem
  to have the ability to manufacture instruments on a much
  ﬁner scale.
  Kurr’d-ah medicine is very advanced in some areas, but
  astonishingly primitive in others. Though they are largely
  disease-free, and can seal cuts and other large gashes, they
  have no concept of braces or painkillers. A Kurr’d-ah with
  a broken limb will often not heal properly, resulting in a
  twisted limb and most likely a horribly scarred exoskeleton
  around the region of the fracture.
  Fortunately for them,
  mechanical prosthetics are surprisingly advanced, usually
  suﬃcing until a mage ﬁnally regenerates the limb on a whim.
  Their transportation over land is primitive, relying on
  foot travel or pack animals, but their navy is nearly unde-
  featable. The seas controlled by the Kurr’d-ah are very dan-
  gerous, with iron-clad ships roaming the borders. Thank-
  fully, neither side in the war has discovered anything anal-
  ogous to gunpowder, so catapults and ballista are the only
  means of ship-to-ship combat. For this reason, most naval
  battles still consist of boarding actions.
  Magic
  The magic used by the Kurr’d-ah is probably the most
  terrifying thing about them. Kurr’d-ah mages channel the
  ether through brute force, and appear to release the Back-
  lash through the fabric of reality itself. Instead of taking
  damage themselves, the mages warp the world around them,
  resulting in strangely colored lights, inanimate growths, and
  other weirdness. This can have a detrimental eﬀect on the
  
  100
  CHAPTER 10.
  CAMPAIGN
  environment, but for all practical purposes, it removes the
  major limit on spellcasting for Kurr’d-ah mages.
  The Kurr’d-ah do appear to have limits, however. The
  amount of raw energy which a spellcaster can control is ﬁ-
  nite, and a mage trying to draw too much power loses con-
  trol, though still warps reality around himself. This means
  that Kurr’d-ah mages, while able to mimic Elemental and
  Faerie spells, and even make them a little more powerful,
  are unable to perform massive feats of magic unaided. The
  horrors of the Magi Wars have thus far been spared from
  Gaia this time, though the reality warping eﬀect has caused
  massive damage to the landscape.
  Nations of Gaia
  Alden
  Alden is one of the most progressive of the kingdoms of
  Gaia. Though small compared to the Soluman Empire,they
  are one of the largest kingdoms on Anathas, held together
  by an eﬃcient hierarchy of feudal lords. The nation believes
  in education of the commoners, leading to a high literacy
  rate and the largest percentage of middle-class in the world.
  Mathematics, tactics, technology, and magic are all at the
  cutting edge as Alden nears a Renaissance-type era, held
  back only by the pressures of war.
  Alden has been in existence in one form of another for at
  least six centuries. Being one of the most stable nation in
  that time period, despite several changes in the royal family,
  Alden has a fairly extensive network of roads, of varying
  manners of construction.
  These are kept in good repair,
  and are a major part of the economy. The war eﬀort has
  unfortunately drawn away from patrol eﬀorts along these
  roads, leading to a rash of bandit raids on the caravans. In
  response, the Alden chapter of the Merchant’s Guild and the
  government have pooled a large amount from their coﬀers
  to pay for bounties.
  The recent legalization of bounty hunters has caused some
  uproar, as until recently weapons were restricted to the mil-
  itary, nobles, and police forces of the cities. Only in the
  farmlands were personal weapons allowed to be posessed by
  citizens. At ﬁrst, licenses were granted to those who could
  demonstrate both need and responsibility, but this led to
  some friction as more foreign travellers ﬂocked to Alden as
  a midway point on the way to the Kurr’d-ah front. The
  Alden Guard has taken to giving dated travel papers for
  guests of the kingdom, permitting the wearing of weapons
  for a limited time. This has not led to any corresponding
  rise in criminal activity, but the general public has perceived
  such, and is growing restless with the situation.
  The capital city of Alden is technically the city of Alden,
  itself, following the pattern of most kingdoms.
  This city
  is merely the political center, however, maintaining the
  palace and a decently-sized walled city. The true hub of
  power, both economically and in many ways politically, lies
  in the large, sprawling metropolis of Bravenhold. One of the
  largest cities on Gaia, it rivals the bigger Soluman cities in
  population, but is considerably more disorganized. It also
  holds the Alden University, including a College of Elemen-
  talism rivalled only by that of Solumas or, possibly, Valta.
  Alden has always been a nonaggressive nation. Though
  they have had conﬂicts in the past, including a few skir-
  mishes within the last century with Kolb and Madeira, the
  old kingdom has no real enemies. Its borders are very strin-
  gently patrolled nonetheless, as the people have become
  somewhat insular over the years. The war with the Kurr’d-
  ah has necessitated cooperation, but Alden still remains
  aloof, for the most part, maintaining decent relations with
  most other kingdoms, with slightly better standing with Al-
  tay. Some of the minor nobles have recently made noises
  about allying with other kingdoms, but the king and his
  court retain a neutral stance toward most. Still, Kathma
  has been making overtures toward a more ﬁrm alliance, and
  rumors are ﬂying that the young princess of Valta has been
  spending a large amount of time in Bravenhold.
  Altay
  Situated on the southeastern seaboard of Anathas, Altay
  considers themselves a cultured kingdom trapped among
  barbarians. Bordered by Nodar, Armek, and Fellmar, they
  have some claim to this, though they are quite civil to their
  last neighbor, Cass. Most people view citizens of Altay as
  arrogant and wealthy, and are usually correct.
  Originally a type of colony of Alden, Altay was favored
  by nobility for its warm climate and shoreline. During the
  Magi Wars, the colony was cut oﬀ from Alden due to the
  limited resources and the civil war in Fellmar. Fortunately,
  Altay possessed large amounts of precious minerals, partic-
  ularly gold, very pure iron, and jewels. The hills that hold
  these metals are old and weathered, leaving no treacherous
  heights to scale or deep tunnels to dig. Quickly utilizing
  their skills in the ﬁner arts, Altay traded with Cass and
  Nodar for supplies, becoming a fully independent nation in
  the few years it took for the civil war to subside.
  Altay is one of the youngest kingdoms of Anathas, and
  still has problems with humility.
  Although they have a
  healthy respect for Cass, and are even friendly toward the
  seafaring nation, Fellmar is viewed with distaste, and the
  Armek are seen as little more than animals. The Nodar are
  respected, but seen as rude and uncouth in many ways, due
  to their rough lifestyle.
  The entire kingdom is wealthy, down to the peasants that
  life a more comfortable life than most. Most are miners, liv-
  ing short but comfortable lives, as the mines are not as harsh
  in Altay as in many other places. Visitors have commented
  that the people are comfortable to the point of decadence,
  becoming soft. Since the war with the Kurr’d-ah, this has
  changed somewhat, with Altay being one of the most vocal
  opponents of the Kurr’d-ah. Unfortunately, it is mostly just
  talking at the moment, as the small kingdom has very little
  in the way of military power. Only the strife amongst its
  neighbors keeps them from being overrun by another king-
  dom. However, the merchant houses of Altay have begun
  ﬁnancing research into ways to defeat the Kurr’d-ah, ex-
  
  101
  panding the small College of Magic to which the kingdom
  lays claim.
  Altay maintains good relations with its parent kingdom,
  Alden, and has a fair amount of contact with Madeira. It
  is close allies with Cass in many ways, and the Shipwright’s
  Guild even makes an eﬀort to get the two nations to work
  together, preferring Altayan artisans to decorate and aid
  in the design of the sturdy and swift Cassian vessels. They
  dislike Fellmar, keeping that border well-patrolled, but have
  no real enemies.
  Armek
  To call Armek a kingdom would be stretching the truth.
  In fact, it would be a blatant lie.
  Despite being nestled
  between many diﬀerent organized nations, Armek is a land
  without order, its borders deﬁned by convenience more than
  by political agreement. Armek is a frontier in the middle of
  civilization, an oddity of circumstance.
  Much of this is due to the unusual nature of the land.
  During the Magi Wars, the entire area that Armek and
  Nodar span was an intense battleground, the seat of the
  conﬂict on the southern continent. Though Nodar has been
  recovering, Armek has suﬀered from a plague of odd events,
  the unnatural perversion of magic having seeped into the
  very earth of the region. Strange Abominations wander the
  land, with even natural creatures being warped by the latent
  magic.
  The people of Armek are a rough lot, sticking together
  in small nomadic clans. They hunt the native creatures to
  survive, living oﬀ the resource-barren land and trading the
  odd pelts of the creatures they kill for metal and other ma-
  terials, when they come into contact with the surrounding
  kingdoms. These clans often have rivalries and small battles
  between themselves, often for complicated reasons of honor.
  Despite the complex rules by which the Armek live, their
  simple lifestyle of hunting and living within tents has led
  them to be considered barbarians by most.
  Armek has no allies or enemies, as it has no uniﬁed gov-
  ernment to befriend. Recently however, the Kurr’d-ah have
  begun to encroach upon their borders. The warping eﬀect of
  Kurr’d-ah magic on the already-saturated land births truly
  monstrous beasts, and a large number of clans have rallied
  to push the invaders out. They have successfully stopped
  the advance of the Kurr’d-ah, but are still disorganized, with
  no one leader to direct the eﬀorts of the numerous clans.
  Canyon of the Moon
  Home of the mysterious Taysen race, the Canyon of the
  Moon remained unexplored for over a thousand years. The
  Soluman Empire largely ignored it, after several scouting
  expeditions disappeared into it, and marked it as a danger-
  ous area. Only after the arrival of the Kurr’d-ah did anyone
  successfully make contact with the Taysen living at the bot-
  tom, and that contact was short-lived before the canyon was
  swallowed by the Kurr’d-ah advance.
  The canyon itself is large, roughly 40 miles long and
  slightly curved.
  Its width varies widely, both along its
  length and depth, so much that the bottom is always
  blocked by the numerous crags and outcroppings along the
  side. A very faint mist overshadows the entire canyon, hov-
  ering roughly 100 yards down inside it. The mist does not
  interfere with vision often, but dispels and absorbs any
  magic passing through it, aiding in the seclusion of the
  canyon’s inhabitants.
  Those few who have made it to the bottom report an alien
  but thriving culture, primitive in some ways, advanced in
  others. The Taysen cluster around elders and shamans of
  their people, living oﬀ of fungi and creatures inside the mul-
  titude of caverns winding through the sides of the canyon.
  The vegetation that survives along the bottom, through ﬁl-
  tered sunlight, is bizarre and otherworldly.
  Perhaps the
  strangest phenomenon, and the one that grants the canyon
  its name, is the absence of the sun. Though daylight reaches
  the bottom in a reduced form, the actual sun is never visi-
  ble, the arc of its journey across the sky blocked by the walls
  of the canyon. The moon passes overhead with a startling
  regularity, however. The Taysen appear to know what the
  sun is, through their tales, but few have ever seen it.
  Despite being more forgiving of trespassers recently, the
  Taysen are still very xenophobic. With the Kurr’d-ah con-
  quered lands overlapping the area around the canyon, few
  attempts to establish relations have been attempted, and
  the Taysen appear to prefer it that way.
  The Kurr’d-ah
  themselves avoid the canyon, a curious tendency which is
  perhaps good for them, as the Taysen attack any of the
  Kurr’d-ah with a near-suicidal frenzy.
  Cass
  Lacking the wealth of Altay or the abundant natural re-
  sources of Madeira, Cass would normally be a small, unim-
  portant kingdom. Instead, utilizing the abundant natural
  harbors of its coastline, Cass has become a vast maritime
  power. A center for trade due to their control of the shipping
  lanes, this small kingdom is well-respected and represented,
  with Cassians present in nearly every port city.
  Cass is an old land, but has gone through many name
  changes over the centuries. The current line of rulers has
  kept the kingdom strong and stable for nearly eight cen-
  turies, it is rumored. Many doubt that claim, but it cannot
  be argued that the Cassian economy is one of the most sta-
  ble in all of Gaia.
  Much of their success is due to their mastery of the sea.
  No one builds faster or more durable ships than the Cas-
  sians, and even if someone should ﬁnd themselves with a
  ship, a Cassian crew can operate with nearly half the peo-
  ple that another folk would need. Their entire culture is
  ingrained with sayings and teachings of the sea, and their
  ships bring in just as much coin as any other, even for other
  nations.
  Due to their situation, Cass has no strong enemies,
  though Solumas resents their marine power. They are on
  good terms with Altay and Madeira, whom they trade with
  
  102
  CHAPTER 10.
  CAMPAIGN
  for timber for the ships. They also have an agreement with
  Valta to run supplies past the Kurr’d-ah blockade regularly,
  in exchange for a handful of feared Valtan soldiers to serve
  on their more important shipments, to deter would be pi-
  rates. They ignore Fellmar, keeping a wary eye on the un-
  trustworthy kingdom at their border, but little else. Travel
  between the two is very closely watched, and the customs
  process can take weeks.
  Fellmar
  Fellmar has a rich and interesting history, or so say the
  more cautious historians. Consisting mainly of swamplands
  and very thick forests, life is rather harsh and unforgiv-
  ing here. The farmers manage to eke out a living through
  creative means, draining fertile swampland and keeping a
  vigilant watch for the various animals and creatures that
  slip through from Armek.
  The strength of Fellmar lies in its keeps, sturdy structures
  built upon the few pieces of dry land available. Heavily de-
  fensible and garrisoned with hardened veterans of constant
  battle, the Fellmar military has gained something of a re-
  spectful reputation, despite their relatively crude technique.
  The kingdom has a decent trade in hiring out soldiers as
  mercenaries, letting others do the tactics.
  The nobility itself is rife with bickering and corruption,
  with a new king gaining the throne every few years. Schem-
  ing and assassinations are common, though a few policies
  hold steady through the diﬀering leaders.
  Fellmar has no real allies, though many nations have hired
  their forces at one time or another.
  They are relatively
  neutral toward most of their neighbors, though constantly
  watching for signs of a crippling weakness to exploit, hop-
  ing to expand into territory that does not threaten life and
  limb. They do not consider the Magi-corrupted Armek to
  be viable, having occupied a part very brieﬂy over a cen-
  tury ago, only to be driven out by the constantly spawning
  abominations. They dislike the Zerubrians, whom they see
  as haughty and spoiled, and are constantly having small
  skirmishes along the border. This has broken out into war
  at least 7 times in the last three centuries, though the arrival
  of the Kurr’d-ah is keeping the rivalry of the two kingdoms
  down to mere name-calling and “accidental” encroachments,
  rather than full-blown conﬂict.
  Kathma
  Formerly a large nation stretching from the Sun’s Nest
  mountains to the edge of Alden, Kathma has suﬀered
  greatly from the war with the Kurr’d-ah. A very warm re-
  gion of rolling hills, the region produced several exotic crops
  and minerals that ensured it some safety, and the wealth to
  maintain a decent army.
  Kathma has fallen on hard times with the loss of so much
  land. Their capitol has been moved twice, now resting in
  Tarkham. The palace is little more than a large mansion,
  with several nearby buildings attached by some hastily-
  erected walls. The entire kingdom is in a state of fear and
  despair.
  Despite this, the Kathmans stay, joining the army in
  droves to retake their old homes, now lost in the new wilder-
  ness of the Kurr’d-ah lands. Though not as competent as
  the Valtans, the Kathmans have become experts on ﬁghting
  the Kurr’d-ah, relying on their devastating ranged weapons
  and techniques.
  Kathma enjoys the respect of Valta, being viewed as
  something of a “little brother” nation. They also accept aid
  from Alden and Zerubria in the form of supplies, as farm-
  land in the dry lands is scarce, and the population density
  has swollen with the retreat from the west.
  Kolb
  Kolb is a practical, simplistic kingdom. Inﬂuenced heav-
  ily by Alden, the smaller kingdom lacks the abundance of
  resources to maintain the same sophisticated law enforce-
  ment, road infrastructure, and education. Thus, the cul-
  tural similarity is more in the realm of custom, existing
  laws, and political structure.
  Being one of the poorest nations has forced Kolb to be
  very creative with what resources it does have. Its greatest
  asset is its people, accustomed to a much rougher life than
  those of Alden. Kolb also has abundant farmland, which
  means it keeps up a heavy export of food and mercenaries
  to other kingdoms.
  Kolb tries to keep on good terms with its neighbors,
  though the Kurr’d-ah solved many of those problems. Un-
  fortunately, the poor country now relies mostly on aid from
  Ryantra and Alden to keep the aliens at bay. Due to this
  situation, Kolb has been one of the most vocal proponents
  for drastic measures in banishing the Kurr’d-ah, even to the
  point of calling for use of some of the Magi artifacts stored
  by each of the kingdoms.
  Loren
  Not truly a kingdom, Loren is simply the lands acknowl-
  edged to be under the control of the surviving Faeries. Sep-
  arated from its neighbors by a small mountain range, Loren
  for the most part ignores the other kingdoms, the Seelie
  Court which rules it only occasionally sending a representa-
  tive to meet with Madeira or Ryantra, and rarely anywhere
  else.
  The lands themselves are lush forests, with few roads to
  speak of. An occasional small castle does grace the forest
  where it thins, each one holding one of the Higher Sidhe re-
  sponsible for that area. Any large villages are often amongst
  the trees, or even in the branches, in some cases.
  Relying on nature and magic to provide everything, Loren
  has very little trade with the outside world. They do have
  a handful of regular trade routes, and have put in place
  a political system for the lower Faeries not unlike that of
  the surrounding kingdoms.
  Visitors to Loren will ﬁnd it
  quiet, peaceful, and without many of the conveniences of
  civilization, but will ﬁnd the social structure familiar. A fair
  
  103
  number of Humans even choose to live among the Faeries,
  and are generally accepted as equals.
  Loren has few enemies or allies, holding itself aloof from
  most of the political games. They do have very good re-
  lations with Madeira and Ryantra, their closest neighbors,
  and have a slight distrust of Solumas. Since the Kurr’d-
  ah invasion, they have been providing magical aid for any
  kingdom ﬁghting the aliens, improving their image consider-
  ably, but they have been withdrawing even more from other
  aspects of the world.
  Madeira
  A fairly large kingdom on the east coast of Anathas,
  Madeira resembles Ryantra in tone.
  Consisting of large
  amounts of virgin wilderness, intersperesed with a few roads
  and cities, Madeira looks to be much like Loren, but with a
  social structure and technology nearly on par with Alden.
  Madeira is a peaceful kingdom, whose people are well-
  rooted in tradition. This accounts for their age, as the citi-
  zens rapidly mobilize to ward oﬀ any threat to their happy
  lifestyle. Unfortunately, this leads to several of the more
  rural areas being somewhat narrow-minded about many
  things, resisting change.
  The kingdom itself rules loosely, doing little more than
  collecting taxes for road maintenance and other public
  projects. They also oversee the country’s trade, exporting
  mostly timber and other natural resources, either over land
  or by sea.
  Madeira is closely allied with Loren, largely due to the
  respect for nature that its citizens show. They are also on
  friendly terms with Cass, but speak little with the other
  kingdoms nearby. Their relationship with Alden is an un-
  steady one, with many disagreements, but little conﬂict.
  Nodar
  Located to the south of Armek, jutting out into the ocean
  to the south, Nodar is a region of rolling plains and strong
  winds. Sharing the same fate as Armek during the Magi
  Wars, Nodar was originally a brutal environment for hu-
  mans, leading to a large number of scattered clans inhabit-
  ing it, like its neighbor to the north. The ﬂat land allowed
  these barbarians to make good use of horses, such that they
  became central to their culture, a ﬁxture that remains to
  this day.
  In the late 100’s AW, the scars of the Magi magic began
  to fade, leaving behind an overgrown wilderness. By 210
  AW, both Valta and Altay had begun making moves toward
  claiming the land, deeming it safe for their own citizens.
  The natives took exception to this, protesting loudly as
  the two nations began to encroach upon their ancestral
  lands. One clan leader, a quiet but severe man by the name
  of Gheran, took matters into his own hands. Armed only
  with his bow, her stepped forward during a meeting of clan
  leaders and declared the need for unity, nominating himself
  as leader among leaders, to form the entire Nodar region
  into a kingdom of its own.
  The other leaders protested,
  but Gheran defeated any challengers quickly and ruthlessly.
  Eventually, they agreed to listen to his plans.
  In 214 AW, the Valtan army was met by a vast number of
  cavalrymen, bearing an unknown standard and organized in
  a military style. Declaring the Valtans to be trespassing, the
  leader of the horsemen oﬀered them the chance to withdraw.
  The Valtans, despite being outnumbered three to one, re-
  fused. Battle was joined, but it was scarcely two hours later
  that the bloodied Valtans conceded defeat, though not with-
  out large casualties to the Nodar cavalry.
  Within the next two years, Gheran repelled any advances
  into his domain, declaring it a new kingdom. Eventually,
  Altay and Valta both recognized the ﬂedgling nation, Al-
  tay’s army too weak for an extended campaign, and Valta
  occupied on the Soluman front. Nodar was oﬃcially a king-
  dom.
  Gheran ruled for two more years, laying out laws and poli-
  cies for the new government, before he suddenly vanished
  in the winter of late 218. His quarters were spotless, only
  his bow and a few sets of travelling clothes missing, and a
  note detailing the laws of succession laying upon the desk,
  the ink still wet.
  As per Gheran’s last order, Nodar is now ruled by the
  Council of Chiefs, as clan life still plays a large role in the
  developing nation. A Regent is elected every 10 years, to
  handle foreign aﬀairs and other matters. The kingdom itself
  is still largely wilderness, and cities are few and very small,
  with many of the Nodar still roaming in small clans.
  Nodar is neutral toward most other kingdoms, with the
  exception of Altay and Valta.
  Altay is still viewed with
  suspicion, after the attempted land grab, while Valta is a
  respected former opponent. Valta sees the bravery of Nodar,
  and allows them to remain unmolested, especially given the
  recent losses by the former empire.
  Ryantra
  The sister nation to Valta, Ryantra was founded by the
  Edounan hero Rilseth Ryantra, the second of Malkrim’s stu-
  dents. Bargaining with Kolb and Loren with both military
  pressure and several artifacts of the Magi, he was able to lay
  claim to a large portion of the northern part of Anathas for
  his own personal kingdom. He declared this place a refuge
  for Edouna Nach, a place to gather and revitalize. Though
  the race is still few in number, even today, they have made
  a miraculous recovery with the addition of a place to call
  their own.
  Ryantra is much like Loren in climate, with large tracts of
  forest interspersed with farmlands. It does have some of the
  trappings of human lands, however. Roads wind through
  the forests and farms, easing the way for the traders that
  make their way to the walled cities that have grown up over
  the past three centuries. Small villages dot the landscape,
  rarely more than two or three days travel apart. Ryantra
  is a middle ground, possessing the quaint spirit and testa-
  ment to nature that Loren holds onto, yet with a veneer of
  civilization, similar to Alden’s, but more rough and young.
  
  104
  CHAPTER 10.
  CAMPAIGN
  Curiously, by declaring the kingdom a haven for one race,
  Rilseth made Ryantra into one of the most diverse nations.
  Humans and even some halfbreeds work the ﬁelds and vil-
  lages, living side by side with the Edouna Nach in the larger
  cities, while various faerie races dwell in the forests. Trav-
  ellers are often struck by the feeling of someone watching
  them, and sometimes this proves true, when the native
  faeries halt or ruin an ambush by bandits, or shelter a lone
  traveller from a storm. With Loren becoming more insular,
  many are coming to see Ryantra as a memory of “the way
  things used to be,” referring to before the Magi Wars.
  Ryantra has a small standing army, but possesses vast
  amounts of Faerie Magic, along with several more rare dis-
  ciplines. The Ryantran school of BladeMastery is the most
  respected school of swordsmanship in the world, and the
  Royal Guard are some of the most highly-trained warriors
  known. Rumors persist of a new school of swordsmanship
  being taught only to the most favored Ryantrans, one meld-
  ing the ways of blade and magic cleanly.
  Valta is Ryantra’s closest ally, though some friendly com-
  petition between the militaries exists. The two kingdoms
  exchange information and even training with each other,
  adding to each nation’s reputation. They also maintain ex-
  cellent relations with Loren, if quiet ones, and Kolb. Trade
  with Alden is brisk, but Solumans are rarely seen, more as
  a matter of avoiding the sensitive Valtan issue than out of
  any hatred from either.
  Sanctuary
  Sanctuary is not an oﬃcially recognized kingdom. In fact,
  many are uncertain it even exists. Some small amount of
  information has been gathered from wandering archers who
  demonstrate the Sactuary style of archery, rumored to have
  originated in this small kingdom.
  The location of Sanctuary is vague... some place it near
  Valta, nestled in the Sun’s Nest mountains, while others
  put it on an island to the east of Anathas. Some even claim
  it lies in the glacier to the north of the Soluman Empire,
  resting above a massive hot spring. All indications point
  toward a land size roughly two-thirds the size of Valta, per-
  haps smaller, and ringed by mountains on all sides.
  The mountains have only two easy passages in or out,
  both heavily guarded by archers from watchtowers.
  The
  land itself is a mixture of farmlands and forest, with roads
  rarely being mentioned, though the level of technology
  seems to be fairly high. The inhabitants live mostly in soli-
  tary homes scattered throughout the countryside, though
  at least one city has been mentioned.
  The political climate is a mystery, as no clear ruler has
  ever been alluded to. The one common theme is the abun-
  dance of halfbreeds, the small land named for its acceptance
  of the magical beings unwanted by others. If this is the case,
  then the land is probably ruled by a small council of elders,
  in keeping with Faerie tradition and the dislike that half-
  breeds have for absolute authority.
  Sanctuary has no allies or enemies, being too secretive
  to forge such bonds. Valta has expressed some respect for
  it publically, but made no oﬀer of alliance.
  Solumas has
  made their indiﬀerence clear, along with Alden, but Loren
  has been surprisingly hostile to the idea that such a nation
  could exist.
  Soluman Empire
  From the massive size of the Empire today, no one would
  ever guess that Solumas ever contained more than one na-
  tion. The Soluman Empire was originally a small country
  on the coast, mainly acting as a middleman in trade routes
  and negotiations. The Magi Wars changed that.
  With all of its neighbors weakened ﬁnancially, the small
  country formed mutual alliances, then eventually absorbed
  its neighbors. This led to a snowballing of its gains, as more
  nations were convinced to let the more stable nation take
  car of their aﬀairs, and the young Soluman Empire now had
  an army to emphasize their point.
  By 27 AW, one quarter of Solumas was controlled by the
  Empire, all gained by negotiation and minimal confronta-
  tion. The surrounding kingdoms had recovered enough to
  consider themselves stable again, and declined to join the
  growing Empire. Unfortunately for them, the government of
  Solumas had become convinced of the rightousness of their
  cause, and began to engage in military conﬂicts to absorb
  the remaining countries.
  The large kingdom, now oﬃcially know as the Soluman
  Empire, swept through the continent in a manner of
  decades, ﬁnally taking Tamaril in 62 AW, and cementing
  its control over the entire continent. After that point, the
  Empire set about reorganizing and stabilizing its lands, a
  process which took only a decade.
  In 72 AW, the Empire began to expand into Anathas.
  The ﬁrst few kingdoms fell quickly, and for 5 years Solumas
  enjoyed success in forming a world government. Then, in
  77 AW, they encountered the growing Valtan Empire, and
  clashed.
  The conﬂict lasted centuries, though a stalemate was
  reached withing a few decades. During this time, the Em-
  pire reﬁned its political system, bulding roads and organiz-
  ing its member cities into a uniform layout. Their war with
  Valta lasted until the arrival of the Kurr’d-ah, and contin-
  ues to this day, though they focus mainly on the invaders
  on their own continent, and have abandoned Anathas.
  The Empire is ruled as a republic, with two dictators
  sharing power and putting forth suggestions for laws. These
  dictators have 10 year terms, after which the Senate elects a
  new pair. No person can have two terms in a row, though it
  is fairly common to have the same person elected multiple
  times. The Senators themselves are elected for life, though
  many step down after a few decades to make way for newer
  candidates. The Senate consists of 103 members at the mo-
  ment, many of whom represent lands long since conquered
  by the Kurr’d-ah.
  The Empire also claims one man as Emperor, who han-
  dles foreign policy and the military. The Emperor usually
  remains so for life, replaced by another Senator upon his
  death.
  Twice in recorded history the Emperor has been
  
  105
  forced to resign due to overreaching his power, but this has
  not been done in over a century.
  The Soluman Empire has no real allies, though they are a
  welcome trade partner with many nations. Valta still has a
  rivalry with them, and by extension, they are not well liked
  in Ryantra either. Still, with the halting of the Empire’s
  expansion, Soluman representatives are treated well. Their
  Venatars, licensed law enforcement specializing in extradi-
  tion of criminals from foreign lands, are even welcomed in
  Valta, and many nations have come to emulate the Empire
  in drafting treaties to aid in recovering dangerous criminals.
  Valta
  Of all the countries, Valta has been one of the most active
  in resisting the invasion. Unfortunately, it has also suﬀered
  more than any other, and is now a mere fragment of its for-
  mer glory. Still, Valtans have come to be either respected or
  feared throughout the world for their success in combating
  the Kurr’d-ah menace.
  Valta is a relatively young country, founded in 37 AW by
  a former Kolban by the name of Tarlis Valta. Tarlis was one
  of the two top students of the Swordmaster Malkrim, along
  with Rilseth Ryantra, but followed a diﬀerent path from his
  friend and rival. Tarlis believed that martial perfection was
  equal to personal perfection, and so carved a country from
  the devestation of the Magi Wars with this concept as the
  central belief.
  From Valta’s founding, it has always concentrated on mil-
  itary might over the exclusion of all else. A mandatory ser-
  vice in the army, combined with a ﬂowering culture that
  placed great respect in the way of a warrior, soon found
  Valta in the role of peacekeeper for the countries west of the
  Sun’s Nest mountains, and then, after Tarlis’ death in 51
  AW, the country inevitably became a conquerer. Thanks
  in part to Tarlis’ thorough instruction in advanced battle
  techniques, the Valtans quickly defeated any armies before
  them, growing quickly in power.
  By 77 AW, Valta controlled most of the continent of
  Anathas west of the mountains, having absorbed the coun-
  tries which had been weakened by the Magi Wars. Up until
  this time, the neighboring countries east of the mountains
  had been growing more concerned by the increasingly ex-
  pansionist policy of the young nation, but as these contries
  had recovered quite well from the war, had yet to be con-
  fronted. Valta’s sister country, Ryantra, was quick to form
  a defensive alliance, and most other border countries signed
  non-aggression pacts with Valta, including trade agreements
  for the growing country to cope with the lack of resources in
  the western part of Anathas. It was at this time, however,
  that Valta was to face its ﬁrst real opponent.
  The Soluman Empire had, by this time, absorbed almost
  all of the northern continent. Rich with resources, the pow-
  erful empire was much more capable of winning a prolonged
  conﬂict. Or so they believed. Upon assaulting the northwest
  lands of Anathas, the Solumans found themselves combat-
  ing an army whose training and resolve far exceeded their
  own.
  Faced with the brutal Valtan defense of their con-
  quered lands, and forced to ferry supplies from one continent
  to the other, the Solumans were at ﬁrst at a disadvantage.
  The massive resources at their disposal compensated for this
  fairly quickly, and the Soluman Empire gained ground in an
  extended land war, pushing back the previously undefeated
  Valtans.
  By 110 AW, the war had reached a stalemate. Solumas
  occupied one eigth of Anathas, the northern half of the lands
  west of the Sun’s Nest, while the Valtans remained in con-
  trol of the southern half of that area. Within 5 years, an
  uneasy truce had been called, and the Solumans were forced
  to lay their dreams of one worldwide nation aside. Mean-
  while, the Valtans had to acknowledge a nation with equal
  military might, a distasteful admission that results in em-
  nity between the two countries to this day. Still, the border
  remained relatively stable for over a century, despite sev-
  eral minor skirmishes between the two military juggernauts.
  The Valtans simply lacked the manpower and resources to
  push back the northerners, while the Soluman Empire was
  caught up in keeping its massive holdings running smoothly,
  not to mention the expense of maintaining supply lines to
  the Soluman-Valtan front.
  In 251 AW, the Valtans suﬀered another blow to their
  holdings, though they also ﬁnally saw the expulsion of their
  Soluman neighbors. The Kurr’d-ah invasion swept through
  both countries indescriminately, completely destroying the
  Soluman presence on Anathas, nearly crippling the Valtans,
  and striking severe blows to the countries east of the moun-
  tains. Despite the incredible power of the invaders, the Val-
  tans rallied and managed to keep a small, defensible portion
  of their land, forming a hardened corps of warriors whose
  success against the invading armies is unmatched.
  Today, Valta occupies a small piece of land nestled against
  the Sun’s Nest mountains on one side, and the South Sea on
  another. Most of the land consists of low foothills, covered
  in farmland to feed the vast military engine. A fundamen-
  tal shift in thinking has occurred, with the martial country
  recognizing the indespensible farmers as being just as im-
  portant as soldiers. In fact, a recent edict states that those
  intending to be farmers are only required to do 3 months of
  basic training, waiving the normal 4 year duty required in
  the army. The military itself is a hardened entity consisting
  of amazingly competent soldiers. Each footsoldier is usually
  on par with a veteran unit of another nation, and a Valtan
  commando is a force to be feared on the battleﬁeld.
  In addition to their strong army, Valta is defended by
  the treacherous southern part of the Sun’s Nest mountains
  on one side. Only three passes exist into the country from
  these mountains, each heavily guarded against intrusion.
  North pass, at the northern part of the country, is espe-
  cially well-defended due to the proximity to the Kurr’d-ah,
  while Ocean Pass at the very south end of the mountains is
  generally the easiest way in. Those travellers with papers
  usually opt for Imperial Pass, leading almost directly into
  the capital city.
  Valta’s allies include Ryantra, formed around the same
  time, and Cass, as the seafaring nation smuggles much-
  needed supplies through the Kurr’d-ah blockade. Many oth-
  
  106
  CHAPTER 10.
  CAMPAIGN
  ers on the southern continent will aid Valta during military
  operations, realizing the young country is indespensible in
  ﬁghting the invaders. In fact, Ryantra has started a type of
  exchange program for their battle schools, allowing Valtans
  to be trained in Blademastery. Only Solumas remains indif-
  ferent to the country, grudgingly admitting their usefulness
  against a shared enemy.
  Zerubria
  Despite a relatively large portion of Anathas under the
  control of Zerubria, the kingdom is often forgotten by oth-
  ers. Despite centuries of almost constant warfare with Fell-
  mar, a nation that very few actually like, Zerubria is passed
  over by anyone not dealing with some aspect of it, which
  happens only rarely.
  The reason for this is Zerubria’s lack of involvement.
  Aside from maintaining their borders, their trade and polit-
  ical involvement is practically nonexistent. The people are
  happy, and mostly consist of self-suﬃcient farmers anyway,
  with only a few scattered cities. The army is small, relying
  on guerrilla tactics to contain Fellmar.
  The government of Zerubria is very loosely deﬁned. They
  are a monarchy, with hereditary succession, but aside from
  some basic laws and patrols, the citizens are mostly given
  free reign. Taxes are minimal, but so are the government
  sponsored programs for its citizens.
  Zerubria has no enemies other than Fellmar, where a mu-
  tual hate exists. All other nations are either indiﬀerent or
  slightly friendly, maintaining minimal relations as a matter
  of manners.
  
  107
  
  108
  Chapter 11
  Bestiary
  What follows is a summary of common creatures, and
  some not so common, encountered on Gaia. Not that some
  of these creatures may have Intelligence scores that are very
  high, yet still be non sentient. This reﬂects natural cunning
  and instinct.
  In most cases, only the ratings for the Attribute Group
  are given, to cut down on complexity.
  Assume both At-
  tributes in the Group have the same value.
  Mundane Creatures
  Normal Animals
  These are nonmagical, typical creatures that are particu-
  larly common throughout Gaia.
  Bear
  Body: 5
  Agility: 2
  Mind: 2
  Spirit: 3
  Social: 2
  Init: 4
  TN : 12
  Dodge: 2
  Parry: 5
  Block: 0
  Gaia: 0
  Claw: 7
  BD: 5
  Fatigue: 25
  Backlash: 9
  Armor: 3(Leather)
  Wound Threshold: 6
  Size: 1
  Move: 7
  Skills
  Athletics: 6
  Awareness: 5
  Brawling: 5
  Dodge: 2
  Intimidate: 6
  Stealth: 5
  Tracking: 5
  Attacks
  Bite: DB 6, DM 2, AP 1/0/0, Reach 0
  Claw: DB 7, DM 2, AP 2/0/0, Reach 1
  Special
  Keen Senses - A Bear’s senses grant a +1 on all
  Awareness checks, and they are assumed to possess Acute
  Smell.
  Non-Sentient - Bears are animals, and do not possess
  normal reasoning abilitites, although they can learn and can
  be trained.
  Description
  The common brown bear, found on Solumas and in the
  southern areas of Anathas, is a powerful but shy creature.
  With thick fur ranging from a soft brown to a pitch black,
  and a heavy, several hundred pound body, bears can be
  intimidating and surprisingly fast when angered. Despite
  their large size and threatening stance, their brawling abil-
  ity is only mediocre. Still, their power makes them deadly
  combatants to the unarmed or amateur warrior.
  Summary
  Bears, like most normal animals, avoids humans and other
  non-natural creatures. Very protective of their own, they
  sometimes cross paths with hunters or those lost in the for-
  est, but are more often unseen.
  Horse
  Body: 5
  Agility: 2
  Mind: 2
  Spirit: 2
  Social: 2
  Init: 4
  TN : 12
  Dodge: 4
  Parry: 4
  Block: 0
  Gaia: 0
  Kick: 6
  BD: 5
  Fatigue: 26
  Backlash: 6
  Armor: 0
  Wound Threshold: 6
  Size: 1
  Move: 10 (x3/x5/x6)
  Skills
  Athletics: 6
  Awareness: 6
  Brawling: 4
  Dodge: 4
  Attacks
  Hooves: DB 6, DM 2, AP 0/2/5, Reach 1
  Teeth: DB 6, DM 2, AP 1/0/0, Reach 0
  Special:
  Keen Senses - A horse’s senses give them a +1 to
  Awareness rolls, and they are considered to possess Acute
  Smell and Acute Hearing.
  Non-Sentient - Horses are animals, and do not pos-
  sess normal reasoning abilitites, although they can learn and
  can be trained.
  Description
  Ranging from a few feet tall at the shoulder, to nearly
  the height of a man, horses come in a wide variety of colors
  and sizes. Most are fairly lean, though warhorses and draft
  varieties can be very heavily built.
  
  109
  Summary
  Used as mounts or as workers, horses are valuable to any
  traveler on Gaia. A steady companion, and a way to avoid
  fatigue and shorten long journeys, the horse is the most
  important animal in the war-torn society of Gaia. Horse
  thieves are one of the most hated types of criminal, as good
  specimens of equine are diﬃcult to come by, with the coming
  of the Kurr’d-ah.
  Wolf
  Body: 4
  Agility: 3
  Mind: 2
  Spirit: 2
  Social: 2
  Init: 5
  TN : 13
  Dodge: 4
  Parry: 4
  Block: 0
  Gaia: 0
  Bite: 5
  BD: 4
  Fatigue: 23
  Backlash: 6
  Armor: 2(Leather)
  Wound Threshold: 5
  Size: 0
  Move: 9
  Skills
  Athletics: 6
  Awareness: 6
  Brawling: 4
  Dodge: 4
  Intimidate: 2
  Stealth: 8
  Tracking: 8
  Attacks
  Bite: DB 5, DM 2, AP 1/0/0, Reach 0
  Special
  Keen Senses - A Wolf’s senses are very keen, giving
  them a +1 to Awareness rolls, and they are considered to
  possess Acute Smell and Acute Hearing, with a +4 bonus
  instead of the normal bonus.
  Non-Sentient - Wolves are animals, and do not pos-
  sess normal reasoning abilitites, although they can learn and
  can be trained.
  Description
  Wolves have a large variety of forms, but the most com-
  mon breed is large, stocky, and grey-furred.
  Few would
  mistake a wolf for a dog, as the large size and general wild
  look about them are good indicators of their actual species.
  Summary
  Wolves are common on Gaia, predators that tend to stay
  in packs, laying claim to a limited region for their hunt-
  ing needs. They shy away from Humans and other bipeds,
  though lean winters have brought them into conﬂict with
  farmers and herders, as wolves will attack livestock when
  their natural prey of deer and rodents are in short supply.
  Men
  Soldier
  Body: 2
  Agility: 2
  Mind: 2
  Spirit: 2
  Social: 2
  Init: 4
  TN : 12
  Dodge: 2
  Parry: 4
  Block: 0
  Gaia: 0
  Punch: 1
  BD: 2
  Fatigue: 17
  Backlash: 6
  Armor: 2(Leather) or 6(Chain)
  Wound Threshold: 3
  Size: 0
  Move: 8
  Skills
  Archery: 4
  Athletics: 2
  Awareness: 4
  Brawling: 2
  Dodge: 2
  Swords: 4
  Attacks
  Short Sword: DB 4, DM 2, AP 3/2/3, Reach 1
  Short Bow(sometimes): DB 5, DM 2, AP 1/2/2
  Description
  Typical soldiers are quite common, used for fodder in the
  armies and for guards in castles and cities. They are nor-
  mally ﬁt and move with a practiced ease, but are otherwise
  indistinguishable from a normal Human.
  Summary
  Soldiers are not much of a threat to a well-trained ﬁghter
  one-on-one, but multiple soldiers can quickly overwhelm a
  character. Many times, soldiers lose their employment and
  become mere bandits, bringing them into conﬂict with other
  soldiers and, likely, Player Characters.
  Thrall
  Body: 2
  Agility: 2
  Mind: 1
  Spirit: 1
  Social: 2
  Init: 3
  TN : 11
  Dodge: 2
  Parry: 2
  Block: 0
  Fate: 0
  Punch: 1
  BD: 2
  Fatigue: 17
  Backlash: 3
  Armor: 0
  Wound Threshold: 3
  Size: 0
  Move: 7
  Skills
  Archery: 2
  Athletics: 2
  Awareness: 2
  Brawling: 2
  Dodge: 2
  Swords: 2
  Attacks
  Short Sword: DB 4, DM 2, AP 3/2/3
  Short Bow(sometimes): DB 5, DM 2, AP 1/2/2
  Description
  Thralls resemble gaunt Humans, though they possess wiry
  muscle all through their body, despite their apparent mal-
  nutrition.
  They are usually dirty and unkempt, wearing
  minimal clothing, and always have a haunted, blank look in
  their eyes.
  Summary
  Thralls are normal Humans who have been slaves to the
  Kurr’d-ah for drastically long periods of time. They have
  little to no will of their own, doing whatever their masters
  tell them, and ﬁght lethargically, at best. Still, they have
  been gathered from multiple worlds, and thus are usually
  overwhelming in number.
  
  110
  CHAPTER 11.
  BESTIARY
  Faeries
  Grey Man
  Body: 4
  Agility: 2
  Mind: 2
  Spirit: 4
  Social: 1
  Init: 4
  TN : 12
  Dodge: 6
  Parry: 8
  Block: 0
  Gaia: 2
  Punch: 3
  BD: 4
  Fatigue: 23
  Backlash: 24
  Armor: 3(Leather)
  Wound Threshold: 5
  Size: 1
  Move: 8
  Skills
  Athletics: 7
  Awareness: 10
  Brawling: 8
  Dodge: 6
  Intimidation: 8
  Stealth: 8
  Survival: 10
  Techniques
  Counter
  Focus
  Overpower
  Power Thrust I
  Attacks
  Punch: DB 3, DM 2, AP 0/0/0
  Special
  Cold Iron Vulnerability - Grey Men take +2 Dam-
  age and +1 Damage multiplier from weapons forged of Cold
  Iron.
  Earth Sense - The Grey Man has the ability to see
  any place in its claimed domain. They can “feel” the pres-
  ence of any animals or creatures not “attuned” to the area,
  a process that takes several long visits.
  Fear Eﬀect - At any time, the Grey Man can lay a
  fearful aura about itself or its land, aﬀecting any that the
  Faerie creature chooses. Anyone targeted by the Fear Eﬀect
  must make an opposed Will Roll against the Grey Man,
  or ﬂee in terror away from the center of the Grey Man’s
  domain. The eﬀect is magical in nature, and disappears as
  soon as the target leaves the domain.
  Description
  Grey Men are large humanoids, resembling a grey-furred,
  very hairy human of about 8 to 9 feet tall, and between 250
  and 350 pounds. They are heavily muscled, yet move with
  an unnatural grace. Their most distinctive feature is their
  eyes, a bright, almost glowing red.
  Summary
  Grey Men are solitary Faeries found in any hilly or moun-
  tainous area. They are somewhat rare, but their homes are
  not hard to ﬁnd, as local villages often have tales of “the
  frightening creature upon the hill” or something similar.
  Finding the place they live and actually ﬁnding the Grey
  Man are two diﬀerent things, however.
  Disliking company of any sort, outside of the one time
  they mate, the Grey Man often hides away from any ex-
  plorers to his chosen domain. They usually lay claim to a
  large area, often over a square mile in size, and always near
  the top of a hill or small mountain. The Grey Man is al-
  most always aware of trespassers in its domain, though its
  Earth Sense can be countered with magic. It usually only
  interferes when trespassers come too near its actual lair, or
  some other place it values, or itself.
  The Grey Man focuses on chasing out trespassers, relying
  on its Fear eﬀect for defense. It is normally a very passive
  creature, and not much of a threat in actual combat.
  Kurr’d-ah
  True Kurr’d-ah
  Due to the wildly erratic nature of the Kurr’d-ah mental
  state, True Kurr’d-ah have variable statistics for some ar-
  eas. Whenever a *(#)d is present, the value of the statistic
  changes every Round. The ﬁrst time the statistic is used in
  the Round, roll the number of dice given by (#) and take
  the highest, then compare to the chart below.
  Table 11.1: Kurr’d-ah Random Attributes
  Roll
  Attribute
  1
  1
  2-4
  2
  5-7
  3
  8-9
  4
  10-11
  5
  12+
  6
  Example: A character casts a spell to slow down a Kurr’d-
  ah Drone. The spell calls for a Will roll, and the Drone’s
  Spirit is *2d.
  The Game Master rolls 2 dice for the At-
  tribute, with a result of 2 and 5, for a 5 total. Looking at
  the table, this indicates that the Drone’s Willpower is 3.
  Kurr’d-ah Fear
  The Kurr’d-ah are naturally terrifying, but have an innate
  aura that builds upon that fear, crippling normal foes with
  indecision.
  Upon ﬁrst encountering a speciﬁc Kurr’d-ah,
  characters make an Opposed Will roll, with the Kurr’d-
  ah gaining a +2 Bonus to the roll.
  If the roll is failed,
  the character loses their ﬁrst Round, stunned in fear, and
  has a -2 to hit and -1 TN for the duration of the battle.
  Every time the Kurr’d-ah is injured(at least 1 Fatigue), the
  PC may roll again to shake oﬀ the eﬀect. The Fear Eﬀect
  applies seperately to each Kurr’d-ah.
  Drone
  Body: 6
  Agility: 3
  Mind: *2d
  Spirit: *2d
  Social: 2
  Init: 3 + *2d
  TN : 14
  Dodge: 4
  Parry: 6
  Block: 6
  Fate: 3
  Punch: 5
  BD: 6
  Fatigue: 41
  Backlash: 24
  Armor: 12(Plate)
  
  111
  Wound Threshold: 7
  Size: 2
  Move: 8
  Skills
  Awareness: 6
  Shield: 6
  Brawling: 6
  Dodge: 4
  Intimidate: 6
  Swords: 6
  Techniques
  Bind
  Counter I
  Overpower
  Power Thrust I
  Attacks
  Bastard Sword: DB 12, DM 4, AP 0/0/0, Reach 5
  Short Sword: DB 10, DM 3, AP 0/0/2, Reach 3
  Special
  Fear Eﬀect - Described in the overview section above,
  but the Drone does not get the +2 Bonus to their Will Roll.
  Extra Arms - 4 Passive Parries, 4 Passive Blocks.
  May use 2 weapons per Round for multiple Attacks.
  Description
  The Drone is slightly smaller than a normal Kurr’d-ah,
  about 10 feet tall and 8 long. They appear otherwise un-
  remarkable in their physical form, with a carapace a dark
  rusty brown, and slightly exaggerated antennae. See page
  99 for a more complete description.
  Summary
  Drones are the lowest of the Kurr’d-ah, sometimes per-
  forming menial tasks that are beyond the ability of slaves,
  but more often simply ﬁghting in the ongoing war. Though
  deadly, they are the weakest of the Kurr’d-ah, and the type
  most commonly encountered. Drones are the most likely
  Kurr’d-ah to retreat from a battle, though their mental in-
  stability makes that uncertain even when they are faced
  with overwhelming odds.
  Warrior
  Body: 7
  Agility: 5
  Mind: *2d
  Spirit: *3d
  Social: 2
  Init: 5 + *2d
  TN : 15
  Dodge: 8
  Parry: 8
  Block: 8
  Fate: 6
  Punch: 6
  BD: 7
  Fatigue: 38
  Backlash: 36
  Armor: 14(Plate) + 6(Chain)
  Wound Threshold: 9
  Size: 2
  Move: 8
  Skills
  Archery: 8
  Awareness: 6
  Brawling: 7
  Dodge: 7
  Healing: 4
  Intimidate: 8
  Shield: 8
  Swords: 8
  Techniques
  Bind
  Counter I
  Fatal Strike I
  Fluid Motion
  Flurry Attack
  Hip Shot
  Overpower
  Power Thrust I
  Precision Strike I
  Quickdraw
  Steel Wall
  Attacks
  Bastard Sword: DB 13, DM 4, AP 0/0/0, Reach 5
  Short Sword: DB 11, DM 3, AP 0/0/2, Reach 3
  Crossbow: DB 16, DM 4, AP 4/5/9, +2 to Hit, 100
  yard Range
  Stinger: DB 10, DM 3, AP 3/3/2, Reach 1/2
  Special
  Fear Eﬀect - Described above.
  Extra Arms - 4 Passive Parries, 4 Passive Blocks.
  May use 2 weapons per Round on multiple Attacks.
  Poison Stinger - May attack every other Round re-
  gardless of other attacks made. Doing a Light Wound or
  higher injects a poison into the victim’s body, resulting in
  paralysis unless a Hard(16) Endurance check is made. If the
  ﬁrst attempt fails, the character may make another check
  every 15 minutes(60 combat Rounds), with the Diﬃculty
  reduced by 1 each time. Success still results in a -3 penalty
  to all actions, unless a second check is made, also with a
  Hard(16) Diﬃculty.
  Description
  Standing 14 feet tall and 10-12 long, the Warrior Kurr’d-
  ah is a large variant on the basic Kurr’d-ah frame. Their
  physical form has a carapace of a deep red, ﬂecked with
  steely grey. Aside from the normal Kurr’d-ah physique, the
  Warriors also sport a long, scorpion-like tail, with a stinger
  on the end to strike at its foes.
  See page 99 for a more
  complete description.
  Summary
  The mainstay of the Kurr’d-ah war eﬀort, the Warrior
  caste is a far more deadly than all but the most skilled
  ﬁghter. Nearly unstoppable, with a speed and skill rivalling
  even the most dedicated swordsman, no mortal creature
  stands alone against a Warrior unless there are no other
  options. Fortunately, they are relatively rare compared to
  the weaker Drones.
  Aliens
  In the past few centuries, many creatures have appeared
  which defy the natural order of Gaia. In some cases, these
  are artiﬁcial beings, such as Abominations(q.v.) or other
  constructs. But in others, the creature comes from some-
  place else. The Kurr’d-ah are the best example of this, and
  the misery it can bring, but there are many other worlds,
  and the barriers between them and Gaia have weakened
  considerably.
  
  112
  CHAPTER 11.
  BESTIARY
  Time Hound
  Body: 7
  Agility: 6
  Mind: 3
  Spirit: 6
  Social: 2
  Init: 9
  TN : 17
  Dodge: 11
  Parry: 10
  Block: 0
  Gaia: 12
  Bite: 9
  BD: 7
  Fatigue: 39
  Backlash: 78
  Armor: 6(Leather)
  Wound Threshold: 10
  Size: 1
  Move: 10(x3/x5/x6)
  Skills
  Athletics: 10
  Awareness: 10
  Brawling: 10
  Dodge: 10
  Intimidate: 10
  Tracking: 10
  Ainmhite: 8
  Na Siogai: 6
  Tir: 8
  Pise´oga: 10
  Focal Skills
  Alter 10
  Area 10
  Divination 10
  Duration 10
  Eﬀect 10
  Element 10
  Enchant 7
  Illusion 7
  Maintain 10
  Origin 7
  Range 10
  Target 10
  Techniques
  Beat Parry I, II
  Counter I, II
  Power Thrust I-III
  Precision Strike I, II
  Stop Thrust
  Anticipation I, II
  Gaia’s Strength
  Instinct Strike
  Recovery
  Trip Kick
  Compensation
  Fluid Motion
  Focus
  Illusory Fighting
  Iron Body
  Smite
  Guided Strike
  Mimicry
  Shield of Will
  Spirit Strike
  Will of Gaia
  Eternal Strike
  Attacks
  Bite: DB 9, DM 4, AP 8/8/10, Reach 1
  Special
  Keen Senses - A Time Hound’s possesses Acute
  Smell, with a +5 bonus instead of +2, and has a +2 to
  all other Awareness rolls.
  Magic Aura - A Time Hound’s mere presence sat-
  urates the ether around it, bleeding over into the physical
  world and interfering with any spells coming near it. The
  Time Hound’s aura manifests itself as a soft blue ﬂame,
  of an indeterminate temperature. This makes it easily de-
  tectable by any spells or abilities that sense magic. The aura
  is distinctive enough that no one sensing it once would mis-
  take it again. The interference acts as a Magic Resistance
  of 8, and even aﬀects magic items and permanent magical
  eﬀects. The Time Hound’s aura is uniquely dangerous, in
  that it permanently dispels magical eﬀects on items. Only
  artifacts are immune to this eﬀect.
  Faerie Magic - A Time Hound can cast Faerie Magic
  spells without the need for gestures or incantations, no mat-
  ter the Complexity or Scope of the spell.
  They are not
  thorough masters of Faerie Magic, but their spells are very
  powerful, as their Wisdom and Willpower are considered
  7 for purposes of casting spells. Their own spells are not
  aﬀected by their Magic Resistance.
  Description
  These supernatural beasts are sometimes mistaken for
  large Hellhounds(q.v.), due to their canine form, ﬂame-like
  aura, and large size. They are actually far larger than Hell-
  hounds, averaging nearly 5 feet at the shoulder, and weigh-
  ing several hundred pounds. Their fur is shaggy, and their
  build very much like a timber wolf, but with a deep, burnt
  grey color. A Time Hound is constantly surrounded by a
  bluish ﬂame, though anyone approaching near enough will
  note that the ﬂames do not give oﬀ any heat.
  Summary
  The Time Hounds ﬁrst appeared during the Magi Wars,
  and at ﬁrst were thought to be on the side of the Faeries.
  It was soon apparent that these creatures were something
  akin to the watchdogs of reality itself, policing and destroy-
  ing any great alterations to time or the fabric of reality.
  They were thought to be a mere myth, meant as an exam-
  ple to prevent magicians from meddling in the same heresies
  that the Magi committed, but have recently begun to ap-
  pear again. Though never great in number, these powerful
  creatures have a natural hatred for the Kurr’d-ah, due to
  the reality-warping nature of Kurr’d-ah magic. Though in-
  telligent, they have sometimes been confused and crossed
  paths with native Gaians who hunt the Kurr’d-ah, as the
  magic tends to linger on living creatures.
  Abominations
  Hellhound
  Body: 5
  Agility: 3
  Mind: 1
  Spirit: 2
  Social: 2
  Init: 4
  TN : 12
  Dodge: 4
  Parry: 4
  Block: 0
  Fate: 1
  Bite: 6
  BD: 5
  Fatigue: 29
  Backlash: 22
  Armor: 3(Leather)
  Wound Threshold: 6
  Size: 0
  Move: 9
  Skills
  Athletics: 8
  Awareness: 8
  Brawling: 4
  Dodge: 4
  Intimidate: 6
  Tracking: 8
  Attacks
  Bite: DB 6, DM 2, AP 1/0/0, Reach 0
  Fire Breath: DB 10, DM 3, AP 5/6/12, Range 15
  yards
  Special
  Keen Senses - A Hellhound’s has a +2 bonus to
  Awareness checks, and are considered to possess Acute
  Smell, with a +4 bonus instead of +2.
  
  113
  Flame Aura - When in battle, a Hellhound radiates
  heat to such a large degree that the air around it bursts into
  ﬂame. Any person attacking the Hellhound with a melee
  weapon with a Reach less than 3 must take an amount of
  Damage equal to 4 plus their MoS. Weapons with wooden
  hafts catch ﬁre, and will break within a few Rounds(roll of
  7 or higher on ﬁrst Round, reducing the threshold by one
  each additional Round until the ﬁre is doused). The ﬂames
  sometimes burn up incoming missiles, giving Hellhounds an
  eﬀective Cover of 4, with an AV of 4 and Hardness of 1
  versus wooden missiles. Hellhounds are immune to any heat
  or ﬁre damage.
  Fire Breath - At the cost of 8 Backlash, the hound
  can unleash a gout of searing ﬂame, which bursts into a
  ﬁreball with a 5 yard radius upon impact.
  This takes a
  normal Attack action, and uses the Hellhound’s Brawling
  Skill to hit.
  Description
  A Hellhound at rest appears as a somewhat large dog,
  somewhat akin to an Elkhound or Shepherd, but with fur
  ranging from a deep crimson to an charcoal black.
  The
  eyes, paws, and tail are all tipped with black, and often
  the back and other places are striped with grey or black,
  as well. They stand just under 3 feet at the shoulder, and
  often weigh in excess of 150 pounds.
  Summary
  One of the more widespread of the creations of the Magi,
  the Hellhound was bred for the express purpose of guarding
  valuables and hunting dangerous quarry. Since the end of
  the Magi Wars, more remote areas have become a breeding
  ground for these creatures, often at the cost of displacing
  the area’s natural predators. Many nations oﬀer a bounty
  on the rogue canine menaces, either alive or dead.
  Some wealthy or powerful individuals have managed to
  tame Hellhounds and breed them in captivity, proving that
  they are merely vicious canines at their core. As a result,
  it is not unheard of to ﬁnd Hellhounds as guard dogs in
  important homes, though they are rarely kept indoors for
  fear of starting a ﬁre. They are sometimes used to track
  down dangerous criminals by governments, but the expense
  of taming and breeding these creatures keeps their sightings
  down to a minimum.
  Iron Elk
  Body: 4
  Agility: 3
  Mind: 2
  Spirit: 2
  Social: 2
  Init: 5
  TN : 13
  Dodge: 4
  Parry: 7
  Block: 0
  Fate: 0
  Hoof : 6
  BD: 4
  Fatigue: 32
  Backlash: 6
  Armor: 3(Leather)
  Wound Threshold: 5
  Size: 2
  Move: 10(x4 Run)
  Skills
  Athletics: 7
  Awareness: 8
  Brawling: 7
  Dodge: 4
  Intimidate: 7
  Attacks
  Hoof: DB 6, DM 2, AP 0/0/4, Reach 0/1
  Gore: DB 7, DM 3, AP 5/6/5, Reach 2
  Special
  Keen Senses - An Iron Elk has a +2 bonus to Aware-
  ness checks, and are considered to possess Acute Hearing,
  with a +4 bonus instead of +2.
  Metallic Antlers - Iron Elk possess a mild alteration
  that makes their antlers “grow” as intricate, sharp designs
  in metal, the mix of iron and normal antler nearly as hard as
  steel. These antlers are sometimes fashioned into weapons
  or mounted as trophies. They allow the Elk to Parry blows
  from weapons used on them without Penalty, with an eﬀec-
  tive Reach of 1 or 2, in addition to the increased Damage
  and AP they cause.
  Description
  Iron Elk look much like very ﬁt specimens of normal
  elk, roughly the size of a horse, perhaps a little smaller
  than some. The major diﬀerence with the males is in their
  antlers, which have a grey metallic tint through most of
  them, darkening to a rust red near the base. Doe and fawn
  Iron Elk are indistinguishable from normal elk, although
  a good animal handler or hunter can identify a male fawn
  as an Iron Elk with a few minutes of investigation(roll of
  Animal Handling or Survival at Diﬃculty 16, or Scholar:
  Abominations or similar skill at 13).
  Summary
  Iron Elk are one of the more benign Abominations. They
  are native to Armek, although they have spread throughout
  Anathas and the occasional specimen has been rumored on
  Solumas. Apparently arising through a magical saturation
  rather than an intentional construction, Iron Elk are almost
  normal animals, and are even hunted by some Armek tribes
  for their meat. The alteration carries through the males,
  and doe Iron Elk that are born can mate with and give
  birth to normal elk without trouble. Even though the Iron
  Elk is a result of Magi Magic, and is thus considered an
  Abomination, many sages are considering the idea of moving
  their classiﬁcation into that of a Magical Beast.
  The only noteworthy characteristic of the Iron Elk, aside
  from the metal antlers that are its namesake, is a signiﬁcant
  increase in aggressiveness. Where most bucks would retreat
  after the does were safely away, an Iron Elk ﬁghts to kill,
  although they will run away if badly wounded.
  
  114
  Appendix A
  Sample Spells
  Each spell includes a list of Focal Skills, the Scope, Com-
  plexity, and Power Level. The normal Diﬃculty, and Base
  Backlash(before Magery or Wisdom is deducted from it) are
  also calculated. Each spell also includes a basic description,
  and in some cases a few notes on variants.
  Draiocht
  Ainmhite
  Cat Eyes
  Focal Skills: Alter 5, Duration 3, Maintain 3
  Complexity: 10
  Scope: 3
  Power Level: 5
  Aspect: -5
  Diﬃculty: 13
  Backlash: 10
  Eﬀect: Allows the caster to see in the dark for a number
  of Rounds equal to their Will x 3, and may be maintained
  at a cost equal to 2
  3 the original cost.
  Dragon Might
  Focal Skills: Alter 2(Strength), Alter 2(Endurance), Al-
  ter 6(Size), Duration 6, Eﬀect 6(Strength), Eﬀect 6(En-
  durance), Eﬀect 5(Size), Maintain 4, Target 1
  Complexity: 38
  Scope: 9
  Power Level: 6
  Aspect: +17
  Diﬃculty: 20
  Backlash: 38
  Eﬀect:
  Although it is a diﬃcult and fatiguing spell,
  Dragon Might is very eﬀective when cast on an experienced
  warrior, granting them +4 to Strength and Endurance, and
  increasing their Size by 2 levels. It lasts for Will x 3 Min-
  utes, and may be maintained at 1
  2 the original cost.
  Lead the Pack
  Focal Skills: Alter 1, Area 4, Duration 6, Eﬀect 6, Main-
  tain 4, Target 4
  Complexity: 25
  Scope: 6
  Power Level: 6
  Aspect: +6
  Diﬃculty: 17
  Backlash: 25
  Eﬀect: Adds +9 to the Base Movement of all allies within
  a radius of the caster’s Wisdom x 3 in yards, up to a number
  of willing Targets equal to the caster’s Will x 2. Lasts for
  Will x 3 minuts, and may be renewed at 1
  2 the original cost.
  Na Siogai
  Knit
  Focal Skills: Alter 4, Eﬀect 4, Duration 4, Target 1
  Complexity: 13
  Scope: 4
  Power Level: 4
  Aspect: +4
  Diﬃculty: 13
  Backlash: 13
  Eﬀect: Heals a Healing Base of 4 + Willpower for the
  target each Round. It is active for Will x 8 Rounds. The
  Healing Threshold is 10 - the caster’s Willpower.
  Minor Heal
  Focal Skills: Alter 4, Eﬀect 4, Target 1
  Complexity: 9
  Scope: 3
  Power Level: 4
  Aspect: +4
  Diﬃculty: 12
  Backlash: 9
  Eﬀect: Heals a Healing Base of 4 + Willpower for the
  target, with a Healing Modiﬁer of 1.
  Median Heal
  Focal Skills: Alter 4, Eﬀect 4(Base), Eﬀect 3(HM), Tar-
  get 1
  Complexity: 12
  Scope: 4
  Power Level: 4
  Aspect: +7
  Diﬃculty: 13
  Backlash: 12
  Eﬀect: Heals a Healing Base of 4 + Willpower for the
  target, with a Healing Modiﬁer of 2.
  
  115
  Major Heal
  Focal Skills: Alter 4, Eﬀect 6(Base), Eﬀect 6(HM), Tar-
  get 1
  Complexity: 16
  Scope: 4
  Power Level: 6
  Aspect: +12
  Diﬃculty: 15
  Backlash: 16
  Eﬀect: Heals a Healing Base of 6 + Willpower for the
  target, with a Healing Modiﬁer of 3.
  Great Heal
  Focal Skills: Alter 4, Eﬀect 8(Base), Eﬀect 8(HM), Tar-
  get 1
  Complexity: 21
  Scope: 4
  Power Level: 8
  Aspect: +16
  Diﬃculty: 17
  Backlash: 21
  Eﬀect: Heals a Healing Base of 8 + Willpower for the
  target, with a Healing Modiﬁer of 4.
  Invisibility
  Focal Skills: Alter 8, Duration 8, Maintain 6, Target 1
  Complexity: 23
  Scope: 4
  Power Level: 8
  Aspect: -8
  Diﬃculty: 17
  Backlash: 23
  Eﬀect: Makes the target completely invisible for a num-
  ber of minutes equal to the caster’s Will x 20, and may be
  maintained at 1
  2 the cost.
  Variants: By dropping the Target Skill, the caster lim-
  its the spell’s use to themselves, but drops the Scope and
  Complexity by 1. This reduces the Diﬃculty by 1 and the
  Backlash by 1. Another common variant is the addition of
  Illusion to reduce the Complexity and make the spell more
  Seelie.
  Neutralize Poison
  Focal Skills: Alter 5, Element 3, Target 1
  Complexity: 9
  Scope: 3
  Power Level: 5
  Aspect: -8
  Diﬃculty: 13
  Backlash: 9
  Eﬀect: Negates the eﬀects of a poison in the target by
  turning it to a harmless ﬂuid(water or blood).
  Variants: Many ﬁnd it useful to add Range to this spell,
  as it merely adds 1 to the Diﬃculty and some to the Back-
  lash, but allows them to cure targets immediately.
  Nondetection
  Focal Skills: Alter 8(Invisibility), Alter 7(Silence), Du-
  ration 8, Maintain 6, Target 1
  Complexity: 30
  Scope: 5
  Power Level: 8
  Aspect: -15
  Diﬃculty: 18
  Backlash: 30
  Eﬀect: Target becomes both invisible and silenced, mak-
  ing Stealth checks incredibly easy.
  The eﬀect lasts for a
  number of minutes equal to the caster’s Will x 20, and main-
  tained at 1
  2 the cost.
  Silence
  Focal Skills: Alter 7, Duration 7, Maintain 6, Target 1
  Complexity: 21
  Scope: 4
  Power Level: 7
  Aspect: -7
  Diﬃculty: 16
  Backlash: 21
  Eﬀect: Mutes all sound from the target for a number of
  minutes equal to the caster’s Will x 8, making them immune
  to detection from noise.
  Variants:
  Adding a Range and increasing the Target
  allows the caster to mute an unwilling target, silencing
  warnings and preventing spells that require an incantation.
  Adding an Area and increasing the Target allows the caster
  to silence an area, and all of its occupants, useful for sneak-
  ing in a group of people. Illusion is also a common addition,
  for reasons similar to Invisibility.
  Tir
  Flame Spurt
  Focal Skills: Eﬀect 3, Element 3, Range 3
  Complexity: 9
  Scope: 3
  Power Level: 3
  Aspect: -6
  Diﬃculty: 11
  Backlash: 9
  Eﬀect: A quick, rolling jet of ﬂame that bursts from the
  caster’s palm. The Damage Base is Will +1, the Multiplier
  is 1, and the Range is the caster’s Wisdom x 4 yards.
  Nature’s Protection
  Focal Skills: Alter 1(Add AV), Alter 4(AV), Duration
  6, Eﬀect 4(Type), Eﬀect 10(Enhance), Eﬀect 10(AV),
  Enchant 10
  Complexity: 45
  Scope: 6
  Power Level: 10
  Aspect: +20
  Diﬃculty: 21
  Backlash: 45
  Eﬀect: This powerful protective spell grants the caster an
  Armor Value of their Willpower + 7, of the Chain type, and
  enhances any armor they may be wearing by 15 points, mak-
  ing them able to withstand huge amounts of punishment.
  The protection lasts for Will x 3 Minutes.
  
  116
  APPENDIX A. SAMPLE SPELLS
  Variants: Adding a Target of 1 increases Backlash, Scope,
  and Diﬃculty by 1, but allows this spell to be cast on an-
  other creature.
  Obscurement
  Focal Skills: Alter 5, Area 5, Duration 5, Element 3
  Complexity: 18
  Scope: 4
  Power Level: 5
  Aspect: -8
  Diﬃculty: 14
  Backlash: 18
  Eﬀect: Summons a mist in the area surround the caster,
  with a radius equal to their Wisdom x 5 in yards, which
  lasts a number of minutes equal to their Will.
  Purify Water
  Focal Skills: Alter 5, Eﬀect 5, Element 3
  Complexity: 13
  Scope: 3
  Power Level: 5
  Aspect: -3
  Diﬃculty: 13
  Backlash: 13
  Eﬀect: Removes any dangerous chemicals, diseases, or
  poisons from the water, up to the caster’s Will x 25 pounds,
  which is about 3 gallons per point of Willpower.
  Pise´oga
  Detect Magic
  Focal Skills: Area 2, Divination 1, Duration 1
  Complexity: 4
  Scope: 3
  Power Level: 2
  Aspect: +1
  Diﬃculty: 10
  Backlash: 4
  Eﬀect: Can determine the presence of any dormant or
  active magic within the caster’s Wisdom in yards, and has
  a duration of the caster’s Will in Rounds.
  Ethereal Disruption
  Focal Skills: Area 1, Eﬀect 6, Duration 1, Maintain 6.
  Complexity: 14
  Scope: 4
  Power Level: 6
  Aspect: +6
  Diﬃculty: 15
  Backlash: 14
  Eﬀect: Creates a bubble of churning ether, invisible to the
  eye, but acting as an instant Counterspell to any magical
  eﬀect within its radius of 1 yard around the caster. The
  bubble lasts for a number of Rounds equal to the mage’s
  Willpower.
  The spell is Power Level 6, giving 3 dice to
  resist any incoming spell and a +6 to the Willpower check,
  and can initiate a contest to dispel existing eﬀects.
  The
  spell may be maintained at 1
  3 initial cost.
  Variants: Adding Range and Origin allows the caster
  to throw a crippling spell at other mages.
  This adds
  2 the Scope, raising the Diﬃculty to 17 and the Back-
  lash/Complexity.
  Often, the Duration is dropped in this
  case, lowering the Diﬃculty, Complexity, and Backlash by
  1, but limiting this to a single dispel on the area, leaving it
  vulnerable to new spells.
  Elementalism
  Air
  Flight
  Focal Skills: Alter 5, Eﬀect 5(Base Move), Eﬀect 3(Move
  Type), Duration 4, Maintain 4
  Complexity: 21
  Scope: 5
  Power Level: 5
  Diﬃculty: 13
  Backlash: 21
  Eﬀect: Allows the caster to ﬂy through the air, with a
  speed equal to his Will + 3. He may use the Jogging and
  Running rules, with similar costs in penalties and Fatigue,
  but may not Sprint. The spell lasts for a number of Rounds
  equal to the caster’s Will x 5, and may be maintained at 3
  4
  the original cost.
  Variants: Adding Target of 1 allows this spell to be cast
  on another person, but increases Complexity, Backlash, and
  Diﬃculty by 1.
  Lightning Bolt
  Focal Skills: Alter 4(AP), Eﬀect 7(Base), Eﬀect 8(DM),
  Range 6
  Complexity: 25
  Scope: 4
  Power Level: 8
  Diﬃculty: 15
  Backlash: 25
  Eﬀect: A powerful arc of electricity, laying low all but the
  most sturdy enemy. Damage Base is the caster’s Willpower
  + 7, and the DM is 4. The AP of the attack is 4/4/4, and
  it may be performed from up to Int x 25 yards away.
  Speed of Thought
  Focal Skills: Alter 2, Eﬀect 6, Duration 2, Target 1
  Complexity: 11
  Scope: 4
  Power Level: 6
  Diﬃculty: 13
  Backlash: 11
  Eﬀect:
  Raises the target’s Initiative by +4, for the
  caster’s Will x 2 Rounds.
  Wind Shield
  Focal Skills: Alter 2, Eﬀect 6, Duration 2, Maintain 6
  Complexity: 16
  Scope: 4
  Power Level: 6
  Diﬃculty: 13
  Backlash: 16
  
  117
  Eﬀect: Gives the mage a +4 to their TN to be Hit for a
  number of Rounds equal to 2 x Will, which may be main-
  tained at 1
  2 the original cost.
  Variants: Target 1 may be added to cast on another per-
  son, increasing Complexity, Diﬃculty, and Backlash by 1.
  Earth
  Gaia’s Wrath
  Focal Skills:
  Area 4, Alter 4, Eﬀect 6(Base), Eﬀect
  6(DM), Range 5, Origin 5
  Complexity: 30
  Scope: 6
  Power Level: 6
  Diﬃculty: 15
  Backlash: 30
  Eﬀect: Stone spikes erupt beneath the targeted area, with
  no warning to the occupants. Any point within the caster’s
  (Int - 1) x 15 in yards may be targeted, and the eﬀects
  extend for a radius equal to their Int x 3. The spikes may
  not be Parried or Blocked, and Dodging is at a -2 penalty.
  The Damage Base is the caster’s Will + 6, and the DM is
  3. The AP of this attack is 2/2/8.
  Stoneskin
  Focal Skills: Alter 4, Duration 2, Eﬀect 6(AV), Target
  1
  Complexity: 13
  Scope: 4
  Power Level: 6
  Diﬃculty: 13
  Backlash: 13
  Eﬀect: Hardens the target’s skin, granting an AV equal
  to the caster’s (Will x 2)+ 3. The protection lasts for a
  number of Rounds equal to the mage’s Will x 2. The type
  is considered Plate.
  Fire
  Ambient Warmth
  Focal Skills: Alter 3, Area 3, Duration 3, Maintain 3
  Complexity: 12
  Scope: 4
  Power Level: 3
  Diﬃculty: 10
  Backlash: 12
  Eﬀect:
  Warms the air around the caster, protecting
  against cold weather.
  Warms in a radius equal to the
  caster’s Int x 3 in yards, and lasts his Will x 3 in Rounds.
  May be maintained at 2
  3 the original cost.
  Artful Dodger
  Focal Skills: Alter 4(Dex), Alter 4(Ref), Duration 2,
  Eﬀect 4(Dex), Eﬀect 4(Ref), Maintain 4
  Complexity: 22
  Scope: 6
  Power Level: 4
  Diﬃculty: 13
  Backlash: 22
  Eﬀect: Enhances the caster’s Reﬂexes and Dexterity by
  +2 each. The eﬀect lasts for a number of Rounds equal to
  their Will x 2, and may be maintained at 1
  2 the original cost.
  Eternal Warrior
  Focal Skills: Alter 4, Duration 2, Eﬀect 6, Maintain 6
  Complexity: 18
  Scope: 4
  Power Level: 6
  Diﬃculty: 13
  Backlash: 18
  Eﬀect: Regenerates every Round with a Healing Total
  equal to the caster’s Willpower, with a Threshold of 10
  - Willpower. The regeneration lasts a number of Rounds
  equal to the caster’s Will x 2, and may be maintained at 1
  2
  the original cost. Due to the high Threshold of this spell
  and the low Eﬀect, it is usually used to regenerate Fatigue.
  Fabulous Fortune
  Focal Skills: Alter 2, Duration 2, Eﬀect 6, Maintain 3
  Complexity: 13
  Scope: 4
  Power Level: 6
  Diﬃculty: 13
  Backlash: 13
  Eﬀect: Grants the caster enhanced luck, in the form of a
  bonus of +4 to be applied to any actions dependent on luck,
  such as Gambling and, in some cases Awareness and Dodge
  rolls. The spell lasts his Will x 2 in Rounds, and may be
  maintained at the original cost.
  Fire Ball
  Focal Skills:
  Alter 4, Area 2, Eﬀect 6(Base), Eﬀect
  6(DM), Origin 5, Range 5
  Complexity: 28
  Scope: 6
  Power Level: 6
  Diﬃculty: 15
  Backlash: 28
  Eﬀect: The famous attack of any Fire Elementalist, con-
  sisting of an explosion of ﬂame that appears without warn-
  ing. The burst of ﬁre aﬀects an area in a radius equal to
  the caster’s Intelligence in yards, and may appear anywhere
  within a number of yards equal to his Int x 15. The attack
  may not be Blocked or Parried, and is at a -2 to Dodge. The
  actual Damage has a Base Damage of the caster’s (Will x
  2) + 6, a Damage Multiplier of 3, and an AP of 2/4/6.
  Fire Shield
  Focal Skills:
  Alter 2(Raise TN), Duration 2, Eﬀect
  6(TN), Eﬀect 4(Base Damage), Maintain 3
  Complexity: 17
  Scope: 5
  Power Level: 6
  Diﬃculty: 14
  Backlash: 17
  Eﬀect: Raises the caster’s TN to be Hit by +4, and any-
  one attacking using a melee weapon takes Damage, with a
  Damage Base equal to the caster’s (Will x 2) + 4.
  The
  
  118
  APPENDIX A. SAMPLE SPELLS
  caster may make Brawling attacks with the same Damage
  Base, and a DM of 1. The spell has an AP of 0/0/0. The
  ﬂaming shield lasts a number of Rounds equal to the caster’s
  Will x 2. It may be maintained at the original cost.
  Flame Dart
  Focal Skills: Eﬀect 1(Damage), Range 1
  Complexity: 2
  Scope: 2
  Power Level: 1
  Diﬃculty: 6
  Backlash: 2
  Eﬀect: Shoots a small burst of ﬂame. Damage Base is
  (Will x 2) + 1, DM is 1. Range is Int in yards.
  Flame Jet
  Focal Skills: Alter 3(AP), Eﬀect 3(Base), Eﬀect 3(DM),
  Range 3
  Complexity: 12
  Scope: 4
  Power Level: 3
  Diﬃculty: 10
  Backlash: 12
  Eﬀect: A basic attack spell, consisting of a long stream
  of ﬁre. Damage Base is (Will x 2) + 3, DM is 2. AP 1/3/5.
  Range is Int x 5 yards.
  Flare
  Focal Skills: Duration 1, Eﬀect 1, Range 3
  Complexity: 5
  Scope: 3
  Power Level: 3
  Diﬃculty: 9
  Backlash: 5
  Eﬀect: A tiny jet of ﬂame streaks to the desired point,
  up to the caster’s Int x 5 yards away, where it “pops” and
  holds position until the duration expires, lighting the area
  much like a torch. The ﬂame lasts for a number of Rounds
  equal to the caster’s Will. Should it be used as an attack,
  the Base Damage is (Will x 2) +1, and the DM is 1. The
  target will continue to take the Base Damage every Round,
  but the spell’s AP is 0/0/0.
  Flickering Flame
  Focal Skills: Duration 1, Eﬀect 1, Maintain 1
  Complexity: 3
  Scope: 3
  Power Level: 1
  Diﬃculty: 7
  Backlash: 3
  Eﬀect: Summons a small ﬂame in the caster’s palm. Suit-
  able for illuminating an area like a torch, but can also be
  used to attack any enemy within melee range. Should it be
  used as an attack, the Base Damage is (Will x 2) +1, and
  the DM is 1. The ﬂame lasts a number of Rounds equal
  to the caster’s Will, and may be maintained at the original
  cost of the casting.
  Heartburn
  Focal Skills: Alter 4(AP), Eﬀect 4(Base), Eﬀect 6(DM),
  Origin 6, Range 6
  Complexity: 26
  Scope: 5
  Power Level: 6
  Diﬃculty: 14
  Backlash: 26
  Eﬀect: Causes the target to be burned from the inside.
  Damage Base is (Will x 2) +4, DM is 3. AP 2/4/6. Range is
  Int Scale x 25. This attack may not be Blocked or Parried,
  and is at -2 to Dodge.
  Inferno Sphere
  Focal Skills: Area 1, Duration 2, Eﬀect 2, Maintain 2
  Complexity: 7
  Scope: 4
  Power Level: 2
  Diﬃculty: 9
  Backlash: 7
  Eﬀect: Surrounds the caster in a large “bubble” of ﬂames,
  damaging any that come near. The radius is 1 yard, and
  lasts his Will x 2 in Rounds. May be maintained at 1
  2 the
  original cost. Base Damage is (Will x 2) + 2. The spell has
  an AP of 0/0/0, and may not be used as a direct attack, so
  the DM is unimportant.
  Victor’s Fiery Might
  Focal Skills: Alter 1(Base Damage), Alter 2(Roll to hit),
  Alter 6(DM), Duration 3, Eﬀect 4(Base Damage), Eﬀect
  3(Roll to hit), Eﬀect 5(DM), Maintain 6
  Complexity: 30
  Scope: 8
  Power Level: 6
  Diﬃculty: 17
  Backlash: 30
  Eﬀect: Creates an aura around the character that in-
  creases his combat ability. The eﬀect grants a Bonus to Hit
  of +2 and a Bonus to Base Damage of +6. The caster’s
  Damage Multiplier is increased by 2. The aura lasts the
  caster’s Will x 3 Rounds. May be maintained at 1
  2 the orig-
  inal cost.
  Water
  Ice Lance
  Focal Skills:
  Alter 5, Eﬀect 4(Base), Eﬀect 3(DM),
  Range 5
  Complexity: 17
  Scope: 4
  Power Level: 5
  Diﬃculty: 12
  Backlash: 17
  Eﬀect: A sharp icicle forms in the caster’s hand, which
  is then hurled toward the target. The spell has a Range of
  the caster’s Int x 15, and the Damage Base is their Will +
  4. The DM is 2, and the AP of the lance is 8/5/2.
  
  119
  Rejuvenate
  Focal Skills:
  Alter 4, Eﬀect 4(Healing Base), Eﬀect
  3(HM), Target 1
  Complexity: 12
  Scope: 4
  Power Level: 4
  Diﬃculty: 11
  Backlash: 12
  Eﬀect: The target is healed, with a Healing Base of Will
  + 2 and a Healing Modiﬁer of 2. The Threshold is 7 - Will.
  
  120
  Appendix B
  Compiled Tables
  Skill Dice (page 1)
  Rating
  Dice
  1-5
  2
  6-7
  3
  8-9
  4
  10
  5
  Diﬃculty (page 2)
  Level
  Diﬃculty
  Examples
  Trivial
  7
  Hitting
  an
  immobile
  target
  with
  a
  melee
  weapon
  Easy
  10
  Jumping a short gap,
  recalling the name of a
  country’s ruler
  Average
  12
  Knowing the eﬀects of
  a common spell, climb-
  ing a tree
  Complicated
  16
  Identifying a signature
  weapon by nation of
  origin
  Hard
  20
  Climbing a cliﬀ, solving
  a diﬃcult riddle
  Very Hard
  22
  Recalling
  the
  king’s
  great-great-grand
  uncle
  Amazing
  25
  Climbing a sheer wall,
  identifying a lost arti-
  fact
  Attribute Roll
  -3
  Raw tests of Strength,
  Perception, etc.
  ComparativeSizes (page 7)
  Size
  Examples
  -4
  large insect, mice, other tiny creatures
  -3
  squirrel, rat, small mammal
  -2
  cat, bird of prey
  -1
  Troll, Taysen, dog
  0
  Human, small pony, large dog
  +1
  bear, horse, cow
  +2
  Kurr’d-ah, ogre
  +3
  drake, giant Kraken
  +4
  true Dragon
  Normal Advantages (page 7)
  Advantage
  CP Cost
  XP Cost
  Absolute Direction
  8
  -
  Acute Sense
  3
  -
  Alertness
  10
  15
  Ambidextrous
  15
  -
  Animal Empathy
  10
  -
  Appearance
  5/lvl
  -
  Blood of Heroes
  5
  -
  Bravery
  10
  15
  Clerical Status
  5/lvl
  -
  Danger Sense
  15
  -
  Double Jointed
  5
  -
  Empathy
  10
  -
  Enhanced Move
  5/lvl
  10/lvl
  Equipment
  1/pt
  -
  Extra Backlash
  7/lvl
  10/lvl
  Gaia’s Grace
  10/pt
  -
  Great Stamina
  5/10
  8/15
  Legal Power
  5/lvl
  -
  Literacy
  15
  20
  Luck
  10
  15
  Magery
  10/lvl
  15/lvl
  Rapid Healing
  15
  -
  Status
  5/lvl
  -
  Time Sense
  4
  6
  Tough
  20
  30
  True Friend
  8/15
  10/25
  Versatility
  10
  15
  Wealth
  10
  -
  Granted Powers (page 7)
  Granted Powers
  CP Cost
  Elemental Aﬃnity
  10/20
  Fianna F´ail
  15
  Faerie Kinship
  15
  Magic Resistance
  5/lvl
  Regeneration(1/day)
  15
  Regeneration(1/hour)
  30
  Regeneration(1/minute)
  60
  
  121
  Athletics Push (page 23)
  Action
  Diﬃculty
  Boost Movement by 1
  16
  Boost Movement by 2
  20
  Reduce Fatigue by 1
  18
  Area (page 62)
  Rank
  Radius
  (Elemental)
  Radius
  (Faerie)
  1
  1 yard
  1 yard
  2
  (Int) yards
  (Wis) yards
  3
  (Int x 2) yards
  (Wis x 2) yards
  4
  (Int x 3) yards
  (Wis x 3) yards
  5
  (Int x 5) yards
  (Wis x 5) yards
  6
  (Int x 7) yards
  (Wis x 7) yards
  7
  (Int x 10) yards
  (Wis x 10) yards
  8
  (Int x 15) yards
  (Wis x 15) yards
  9
  (Int x 20) yards
  (Wis x 20) yards
  10
  (Int x 40) yards
  (Wis x 40) yards
  Duration (page 63)
  Rank
  Duration
  (Elemental)
  Duration
  (Faerie)
  1
  (Will) Rounds
  (Will) Rounds
  2
  (Will x 2) Rounds
  (Will x 3) Rounds
  3
  (Will x 3) Rounds
  (Will x 5) Rounds
  4
  (Will x 5) Rounds
  (Will x 8) Rounds
  5
  (Will x 10) Rounds
  (Will) Minutes
  6
  (Will x 2) Minutes
  (Will x 3) Minutes
  7
  (Will x 5) Minutes
  (Will x 8) Minutes
  8
  (Will x 15) Minutes
  (Will x 20) Minutes
  9
  (Will x 2) Hours
  (Will x 3) Hours
  10
  (Will x 5) Hours
  (Will x 8) Hours
  Magical Healing (page 64)
  Wound Level
  Diﬃculty
  Fatigue
  10
  Light
  14
  Heavy
  17
  Severe
  19
  Mortal
  23
  Over
  26
  Enhancements (page 65)
  Rank
  1
  2
  Tier
  3
  4
  5
  1
  +1
  +0
  +0
  +0
  +0
  2
  +3
  +1
  +1
  +0
  +0
  3
  +4
  +2
  +1
  +1
  +0
  4
  +6
  +2
  +2
  +1
  +1
  5
  +7
  +3
  +2
  +2
  +1
  6
  +9
  +4
  +3
  +2
  +1
  7
  +10
  +4
  +3
  +2
  +2
  8
  +12
  +5
  +4
  +3
  +2
  9
  +13
  +6
  +4
  +3
  +2
  10
  +15
  +7
  +5
  +4
  +3
  Range (page 67)
  Rank
  Elemental
  Faerie
  1
  (Int) yards
  (Wis) yards
  2
  (Int x 2) yards
  (Wis x 2) yards
  3
  (Int x 5) yards
  (Wis x 4) yards
  4
  (Int x10) yards
  (Wis x 8) yards
  5
  (Int x 15) yards
  (Wis x 12) yards
  6
  (Int x 25) yards
  (Wis x 20) yards
  7
  (Int x 50) yards
  (Wis x 40) yards
  8
  (Int x 100) yards
  (Wis x 80) yards
  9
  (Int x 200) yards
  (Wis x 150) yards
  10
  (Int x 500) yards
  (Wis x 300) yards
  Target (page 67)
  Rank
  Targets
  1
  1
  2
  2
  3
  (Will)
  4
  (Will x 2)
  5
  (Will x 4)
  6
  (Will x 10)
  7
  (Will x 20)
  8
  (Will x 50)
  9
  (Will x 100)
  10
  (Will x 250)
  Concealment (page 89)
  Condition
  Concealment
  Complete darkness, vague indi-
  cation of target location.
  9
  Complete darkness, good idea of
  target location.
  5
  Heavy fog or rain.
  4
  Mist or dusk.
  3
  Cover (page 89)
  Material
  AV
  Hardness
  Door, light wood
  6
  1
  Door, heavy wood
  12
  2
  Table
  10
  2
  Wall
  16
  3
  Stone
  20
  4
  Conditions (page 90)
  Condition
  TN
  Hit Roll
  Sick, sleepy, or otherwise
  wearied
  -2
  -3
  Unstable Footing
  -2
  -2
  Inferior Position
  -1
  -1
  Limited Movement
  -3
  -1
  Prone(in Melee)
  -4
  -4
  Kneeling(in Melee)
  -3
  -2
  Prone(Missile)
  +3
  -
  Kneeling(Missile)
  +1
  +1
  
  122
  APPENDIX B. COMPILED TABLES
  Alter (page 63)
  Rank
  AP
  Air
  AP
  Earth
  AP
  Fire
  AP
  Water
  AP
  Faerie
  Limits
  1
  1/1/1
  0/0/2
  0/1/2
  2/1/0
  1/1/0
  Tier 1 Enhancement
  2
  2/2/2
  1/1/4
  1/2/3
  3/2/1
  2/2/1
  Tier 2 Enhancement
  3
  3/3/3
  1/1/6
  1/3/5
  5/3/1
  3/3/1
  Resistance, shape element, diminish
  4
  4/4/4
  2/2/8
  2/4/6
  6/4/2
  4/4/2
  Protect, Healing, Tier 3 Enhancement
  5
  5/5/5
  2/2/10
  2/5/8
  8/5/2
  5/5/2
  Shift Abilities
  6
  6/6/6
  3/3/12
  3/6/9
  9/6/3
  6/6/3
  Wards, Tier 4 or 5 Enhancement
  7
  7/7/7
  3/3/14
  3/7/11
  11/7/3
  7/7/3
  Change properties of element
  8
  8/8/8
  4/4/16
  4/8/12
  12/8/4
  8/8/4
  Absorb element, Imbue with essence
  9
  9/9/9
  4/4/18
  4/9/14
  14/9/4
  9/9/4
  Transmute element
  10
  10/10/10
  5/5/20
  5/10/15
  15/10/5
  10/10/5
  Change essence, major alteration
  Eﬀect (page 65)
  Rank
  DM
  Faerie
  DM
  Elemental
  HM
  Faerie
  HM
  Elemental
  Armor
  Type
  Move
  Type
  Weight
  Strength
  Bonus
  1
  1
  1
  1
  1
  Plate
  Jog
  1 pd
  +0
  2
  1
  1
  1
  1
  Plate
  Jog
  (Will) pds
  +1
  3
  2
  2
  2
  2
  Plate
  Run
  (Will x 3) pds
  +2
  4
  2
  2
  2
  2
  Chain
  Run
  (Will x 10) pds
  +2
  5
  2
  2
  2
  2
  Chain
  Run
  (Will x 25) pds
  +3
  6
  3
  3
  3
  3
  Chain
  Sprint
  (Will x 50) pds
  +4
  7
  3
  3
  3
  3
  Chain
  Sprint
  (Will x 200) pds
  +4
  8
  3
  4
  4
  3
  Leather
  Run(x4)
  (Will x 500) pds
  +5
  9
  4
  4
  4
  4
  Leather
  Run(x4)
  (Will x 1000) pds
  +6
  10
  4
  5
  5
  4
  None
  Run(x5)
  (Will) tons
  +7
  Gaia (page 93)
  Points
  Eﬀect
  1
  Add 2 to an Attribute(3 Round Duration)
  1
  Add 1 Die to any Roll
  1
  Raise Skill by 2 Ranks(1 Round Duration)
  1
  Heal 2 Wound Levels
  1
  Recover 12 Fatigue or Backlash
  1
  Ignore Wound Penalties(3 Round Duration)
  Healing (page 94)
  Wound Level
  Time Required
  Diﬃculty
  Light
  1 Day
  4
  Heavy
  1 Week
  7
  Severe
  1 Month
  9
  Mortal
  1 Month
  13
  Awarding XP (page 95)
  Action
  Award
  Automatic
  3
  Success
  2-5
  Learning
  2-5
  Good Role Playing
  1-4
  Heroism
  1-5
  Sacriﬁce
  2-5
  Danger Level
  0-6
  Good Planning/Ideas
  1-5
  Experience Rank (page 95)
  XR
  XP Total
  0
  0
  1
  45
  2
  90
  3
  150
  4
  225
  5
  315
  6
  420
  7
  540
  8
  675
  +1
  +150
  Spending Experience (page 95)
  Improvement
  XP Cost
  Raise Attribute
  New Level x 10
  Raise Gaia
  15
  Raise Combat Skill
  New Rating x 2
  Raise Normal Skill
  New Rating x 1.5
  Raise Trade Skill
  New Rating x 1
  New Combat/Path Skill
  10
  New Normal Skill
  5
  New Trade/Focal Skill
  3
  Technique Point
  1
  Advantage
  XP Cost given
  
  123
  Master Skill List (page 20)
  Recommended Skills are in bold
  Trade Skills
  Acting(Cha+Man)
  Armorer(Int+Per)
  Artist(Per+Wis)
  Blacksmithing(Int+Per)
  Bowyer(Int+Per)
  Carpentry(Dex+Per)
  Cartography(Int+Per)
  Cooking(Per+Per)
  Dancing(Wis+Ref)
  Fishing(Per+Per)
  Illumination(Int+Per)
  Jeweler(Per+Int)
  Law(Int+Per)
  Leatherwork(Dex+Per)
  Masonry(Int+Per)
  Musical Instrument(Wis+Per)
  Pottery(Dex+Per)
  Sculpting(Dex+Per)
  Shipwright(Int+Per)
  Singing(Cha+Cha)
  Weaving(Dex+Per)
  Normal Skills
  Acrobatics(Ref+Ref)
  Animal Handling(Wis+Cha)
  Astronomy(Int+Int)
  Athletics(End+Ref)
  Awareness(Per+Per)
  Charm(Cha+Man)
  Cyphering(Int+Int)
  Discipline(Spi+Will)
  Disguise(Mind+Per)
  Escape(Dex+Ref)
  Fast Talk(Man+Man)
  Forgery(Int+Per)
  Gambling(Per+Man)
  Healing(Wis+Per)
  Heraldry(Int+Per)
  Interrogation(Per+Man)
  Intimidation(Str+Man)
  Language*(Int+Int)
  Leadership(Cha+Man)
  Lockpick(Dex+Per)
  Lore*(Int+Int)
  Navigation(Per+Wis)
  Persuasion(Man+Man)
  Pickpocket(Dex+Per)
  Riding(Wis+Ref)
  Savoir Faire(Per+Cha)
  Seamanship(Per+Wis)
  Stealth(Wis+Ref)
  Strategy(Per+Int)
  Streetwise(Per+Man)
  Survival(Per+Wis)
  Tracking(Per+Per)
  Combat Skills
  Archery(Dex+Agility)
  Axe/Mace(Dex+Agility)
  Block(Ref+Agility)
  Brawling(Ref+Ref)
  Dodge(Ref+Ref)
  Exotic Weaponry*(*)
  Pole Arm(Ref+Agility)
  Swordsmanship(Agility+Dex)
  Thrown Weapon(Dex+Dex)
  
  124
  APPENDIX B. COMPILED TABLES
  Technique
  Type
  Points
  Rest.
  Page
  Prerequisites
  Rank 3
  Beat Parry I
  Active
  1
  -
  46
  None
  Great Blow
  Active
  4
  6
  49
  Power Thrust I
  Hip Shot
  Active
  3
  -
  50
  None
  Instinct Strike
  Active
  5
  8
  50
  None
  Power Thrust I
  Active
  3
  -
  52
  None
  Roundhouse
  Active
  3
  5
  53
  None
  Rank 4
  Enhanced Range I
  Passive
  5
  8
  48
  None
  Longbow
  Passive
  3
  -
  50
  None
  Mounted Blow
  Passive
  4
  6
  51
  Riding 1+
  Pierce Armor I
  Active
  3
  5
  52
  None
  Precision Strike I
  Active
  3
  -
  52
  None
  Quickdraw
  Passive
  3
  -
  53
  None
  Speed Load
  Passive
  4
  -
  54
  None
  Trip Kick
  Active
  3
  5
  55
  Precision Strike I
  Rank 5
  Bind
  Active
  3
  5
  47
  None
  Counter I
  Passive
  4
  -
  47
  None
  Flurry Attack
  Active
  5
  8
  49
  None
  Ignore Wound I
  Passive
  6
  9
  50
  None
  Oﬀ Hand
  Passive
  4
  6
  51
  None
  Pin
  Active
  3
  5
  52
  Precision Strike I
  Recovery
  Passive
  3
  5
  53
  Acrobatics 3+
  Stop Thrust
  Active
  2/4
  -
  54
  None
  Twin Blade
  Passive
  10
  15
  55
  Oﬀ Hand
  Rank 6
  Anticipation I
  Passive
  5
  8
  46
  None
  Dance Strike
  Active
  10
  15
  47
  Dancing 4+, Precision Strike I
  Gaia’s Strength
  Active
  7
  11
  49
  Power Thrust I
  Overpower
  Active
  6
  9
  51
  None
  Parry Disarm
  Active
  5
  8
  51
  Precision Strike I
  Parry Feint
  Active
  4
  6
  51
  Beat Parry I, Preemptive Strike
  Passing Strike
  Active
  6
  9
  52
  Mounted Blow, Riding 2+
  Power Thrust II
  Active
  4
  -
  52
  Power Thrust I
  Preemptive Strike
  Active
  3
  5
  53
  Stop Thrust, Quickdraw
  Reversal
  Active
  2
  -
  53
  Bind, Twin Blade
  Stun Attack
  Active
  4
  6
  54
  Precision Strike I
  Rank 7
  Beat Parry II
  Active
  3
  -
  47
  Beat Parry I
  Compensation
  Passive
  15
  23
  47
  Fluid Motion
  Defensive Throw
  Active
  10
  15
  48
  Counter I, Fluid Motion
  Fancy Footwork
  Active
  15
  23
  48
  Anticipation I
  Fatal Strike I
  Active
  8
  12
  48
  Healing 2+, Precision Strike I
  Fluid Motion
  Passive
  8
  12
  49
  Dodge 4+
  Focus
  Active
  4
  6
  49
  None
  Hidden Strike
  Active
  12
  18
  50
  Anticipation I, Hip Shot
  Illusory Fighting
  Active
  10
  15
  50
  Compensation, Focus, Instinct Strike
  Missile Disarm
  Active
  4
  6
  51
  Precision Strike I
  Pierce Armor II
  Active
  7
  11
  52
  Pierce Armor I, Precision Strike I
  Power Drive
  Active
  10
  15
  52
  Great Blow, Overpower
  Steel Wall
  Active
  8
  12
  54
  None
  
  125
  Technique
  Type
  Points
  Rest.
  Page
  Prerequisites
  Rank 8
  Baﬄe
  Active
  8
  -
  46
  Twin Blade, Steel Wall
  Dance Step
  Passive
  14
  21
  47
  Dancing 5+, Fluid Motion
  Disarm Steal
  Active
  8
  12
  48
  Focus, Precision Strike I
  Hand Parry
  Passive
  10
  15
  49
  Compensation, Precision Strike I
  Iron Body
  Passive
  12
  18
  50
  Compensation, Focus
  Master of the Strike
  Passive
  20
  30
  51
  Fatal Strike I, Focus, Precision Strike I
  Power Thrust III
  Active
  7
  -
  52
  Power Thrust II
  Second Strike
  Active
  6
  -
  53
  Twin Blade
  Smite
  Active
  12
  18
  54
  Focus
  Twin Strike
  Active
  8
  12
  55
  Hip Shot
  Rank 9
  Anticipation II
  Passive
  12
  18
  46
  Anticipation I
  Counter II
  Passive
  7
  -
  47
  Counter I
  Crush
  Active
  14
  21
  47
  Fatal Strike II, Power Thrust III
  Dodge Strike
  Active
  10
  15
  48
  Anticipation I, Dodge 6+
  Enhanced Range II
  Passive
  10
  15
  48
  Enhanced Range I
  Fatal Strike II
  Active
  12
  18
  49
  Fatal Strike I, Precision Strike II, Healing 4+
  Finishing Strike
  Active
  8
  12
  49
  Great Blow
  Ignore Wound II
  Passive
  13
  20
  50
  Ignore Wound I
  Masterful Forms
  Passive
  20
  30
  50
  Anticipation II, Fancy Footwork
  Pierce Armor III
  Active
  12
  18
  52
  Pierce Armor II, Precision Strike II
  Precision Strike II
  Active
  9
  -
  53
  Precision Strike I
  Shielded Strike
  Active
  8
  12
  53
  Focus, Instinct Strike, Steel Wall
  Soul Cleave
  Active
  16
  24
  54
  Fatal Strike I, Great Blow, Overpower
  Spirit Strike
  Active
  12
  18
  54
  Focus, Power Thrust II or Precision Strike II
  Rank 10
  BattleDance
  Active
  20
  -
  46
  Dance Strike, Dance Step, Dancing 8+
  Catch Missile
  Passive
  18
  27
  47
  Hand Parry, Oﬀ Hand
  Death Rain
  Active
  25
  -
  48
  Flurry Attack, Triple Strike
  Eternal Strike
  Active
  30
  -
  48
  Focus, Smite, Spirit Strike, Will of Gaia
  Force of Will
  Active
  16
  -
  49
  Instinct Strike, Spirit Strike
  Guided Strike
  Passive
  20
  30
  49
  Compensation, Focus, Instinct Strike
  Kapinstar
  Active
  20
  -
  50
  Flurry Attack, Focus, Spirit Strike
  Mimicry
  Active
  20
  -
  51
  Anticipation II, Compensation, Focus
  Mirror Slice
  Active
  20
  -
  51
  Flurry Attack, Focus, Instinct Strike
  Parry Strike
  Passive
  30
  -
  52
  Counter II
  Ride The Wind
  Active
  12
  18
  53
  Enhanced Range II, Focus, Instinct Strike
  Shield of Will
  Active
  20
  30
  53
  Anticipation II, Focus, Iron Body
  Steel Flurry
  Active
  16
  -
  54
  Flurry Attack, Second Strike
  Steel Fortress
  Active
  10
  -
  54
  Dodge 4+, Steel Wall
  Strike With One Mind
  Passive
  12
  -
  54
  Mounted Blow, Riding 6+
  Triple Strike
  Active
  14
  21
  55
  Twin Strike
  Will of Gaia
  Active
  20
  -
  55
  Focus, Gaia’s Strength, Smite
  
  126
  Appendix C
  The Open Publication License v0.4
  OPEN PUBLICATION LICENSE Draft v0.4, 8 June 1999
  I. REQUIREMENTS ON BOTH UNMODIFIED AND MODIFIED
  VERSIONS
  The Open Publication works may be reproduced and distributed
  in whole or in part, in any medium physical or electronic, provided
  that the terms of this license are adhered to, and that this license or
  an incorporation of it by reference (with any options elected by the
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  127
  Special Thanks
  Playtesters
  Jeremy Acs
  B. Lee Adamson, Jr.
  W. Allen Caswell - “The wizard seems to be suﬀering from
  premature invocation...”
  Andrew Cummings
  Matthew Emch - “I know I didn’t follow the plan.
  I
  changed my mind.”
  Nathan Emch
  James R. Farley II - “Mind the trap step!... Made you
  look!”
  Debbie Hardee - “If it’s cold iron, I can forge it into a
  weapon! I have Forgery!”
  John Murphy - “You can lead a horse to water, but it’s
  damn hard to drown it.”
  Brian Pennington - “I only put a little bit of urine in this
  batch.”
  Design Aid
  Jay Eychaner - For the Kurr’d-ah, the idea of the magic
  system, and countless other little details.
  My Playtesters - For whining until I set down the rules,
  and not failing to complain about a problem.
  James R. Farley II - Editing work, and helping with play
  balance issues.
  W. Allen Caswell, James R. Farley II - For learning how
  to use the magic system even better than I.
  Andrew Cummings - Solumas details, map of Gaia.
  Matthew Emch - Language system changes and tweaks.
  
SOURCE: textdata/thevault/Grey Lotus/Grey Lotus Corebook.pdf