TEXT: 7th Sea Sorcery Handbook 
   
  by Stephen D'Angelo (dangelo@crystalkeep.com) 
  with additional content from Andy Aiken 
  updated January 8, 2004 
   
  Key to Sourcebooks: 
   
  AH  
  = Arrow of Heaven 
  AV  
  = Avalon 
  CA  
  = Castille 
  CE 
  = Crescent Empire 
  CJE 
  = Cathay, Jewel of the East 
  CM  
  = 7th Sea Compendium  
  CN#  
  = Crow's Nest (issue #) 
  CP 
  = Church of the Prophets 
  DK  
  = Die Kreuzritter 
  FR  
  = Freiburg (box set) 
  EN  
  = Eisen 
  ES 
  = Explorer’s Society 
  GM  
  = GM's Guide 
  IC  
  = Invisible College 
  IG 
  = Islands of Gold 
  KM 
  = Knights and Musketeers 
  LF  
  = Lady's Favor (GM's Screen) 
  LV 
  = Los Vagos 
  MO  
  = Montaigne 
  MR 
  = Montiagne Revolution 
  NM#  = NOM (issue #) 
  PG  
  = Player's Guide 
  PN  
  = Pirate Nations 
  RC  
  = Knights of the Rose & Cross 
  RI  
  = Rilasciare 
  SBN 
  = Sidhe Book of Nightmares 
  SD 
  = Sophia's Daughters 
  SF  
  = Scoundrel's Folly 
  SG 
  = Swordsman’s Guild 
  SH 
  = Strongholds and Hideouts 
  US  
  = Ussura 
  VK  
  = Villains Kit 
  VO  
  = Vodacce 
  VV 
  = Vendel / Vesten 
  WOB = Waves of Blood 
   
  Overview of Sorcery 
  Each type of sorcery includes 5 or more knacks.  During hero creation, these knacks can only be increased using 
  Sorcery points.  During play, they may be increased just like other knacks can. 
  You start at Apprentice level.  To achieve Adept, you must have rank 4 in at leas t 4 knacks.  To achieve Master, you 
  must have rank 5 in at least 5 knacks. 
  Knacks are unique per sorcery, so if you have more than one sorcery with the same knack, those knacks are considered 
  as different knacks for purposes of determining their rank. 
  
   
  2
  Sorceries 
  (PG 200) 
  The type of sorcery or shamanism your character can know depends on the nation they are from. 
   
  Nation 
  Sorcery / Shamanism 
  Description 
  Avalon 
  Glamour (Legend) (PG 200) 
  A magical power that draws on legendary people 
   
  Druid (Gesa) (AV 98) 
  The ability to place a Gesa (bonus experience as long as some rule 
  is followed). 
  Castille 
  El Fuego Adentro (Fire) (CA 
  98) 
  Ability to control fire. 
  Cathay 
   
   
  Han Hua 
  Huan Shu (CJE 84) 
  Illusion 
   
  Fu (CJE 108) 
  Talisman magic 
  Khimal 
  Baofong Xue Wudao (CJE 
  87) 
  Snow and ice magic 
  Koryo 
  Song Hwang Tung (CJE 87) 
  Tree magic 
  Lanna 
  Nha Nong (CJE 85) 
  Plant magic 
  Tashil 
  Tashila (CJE 85) 
  Yoga 
  Xian Bei 
  Youya Chima Ren (CJE 86) 
  Horse magic 
  Crescent Empire 
   
   
  Aldiz’ahali 
  Takim’aldiz (Star) (CE 89) 
  Star magic. 
  Altar’vahir 
  Khel’kalb ( Horse) (CE 85) 
  Horse magic. 
  Jadur’rihad 
  Sharkici (Chanting) (CE 88) 
  Chanting. 
  Kurta’kir 
  Duman’kir (Wolf) (CE 79) 
  Wolf and mist magic. 
  Ruzgar’hala 
  Ruzgar’canli (Spirit) (CE 88) 
  Spirit magic. 
  Yilan’bazlik 
  Rimal (Sand) (CE 87) 
  Sand magic. 
   
  Sulimaq (Water ) (CE 88) 
  Water magic. 
  Eisen 
  Zerstorung (Disintegration) 
  (RI 79) 
  Ability to accelerate effects of time. 
  Midnight 
  Archipelago 
   
   
  Carlos 
  Carl Native (IG 75) 
  Mix of El Fuego Adentro, Porte, Sorte and Zerstorung 
  Kanuba 
  Opah (IG 81) 
  Weapon magic 
  Marcina 
  Erego Medicine (IG 79) 
  Faith healing 
  Sange Tara 
  Taramonde (IG 83) 
  Voodoo 
  Montaigne 
  Porte (Doorway) (PG 212) 
  Teleportation magic. 
  Ussura 
  Pyeryem (Shapeshifting) (PG 
  214) 
  Shapeshifing to and from an animal form. 
  Vendel 
  Astrologer (VV 98) 
  The ability to influence events using the stars. 
  Vestenmannavnjar 
  Laerdom (Rune) (PG 203) 
  The use of Viking runes to create magical effects. 
   
  Sympathetic Healer (VV 
  100) 
  The ability to take wounds upon yourself. 
  Vodacce 
  Sorte (Fate) (PG 219) 
  The ability to change fate. 
  Die Kreuzritter 
  Nacht  (Shadow) (DK 71) 
  The ability to move in the shadow world. 
  Inquisition 
  Righteous Wrath 
   
  Qatihl’i 
  Af’a (Snake) (CE 103) 
  The ability to move through tight spaces. 
  Sophia's Daughters 
  Scrying (Female)  (SD 92) 
  The ability to see other places and times . 
   
  Scrying (Male)  (SD 92) 
  Becoming perfectly physically fit. 
   
  
   
  3
  Sorcery 
  (PG 200) 
  Sorcery is something a character is born with, so it cannot be purchased later. 
   
  Level of Sorcery 
  Cost 
  Description 
  Full Blooded 
  40 HP 
  7 Sorcery Points.  Maximum Rank = 5. 
  Half-Blooded 
  20 HP 
  3 Sorcery Points.  Maximum Rank = 3. 
  Twice-Blooded 
  40 HP 
  Half-Blooded in two kinds of Sorcery. 
   
  Purchasing any kind of sorcery gives a -5 HP discount on purchasing the Noble advantage, and a -5 HP discount on 
  purchasing the Loring School. 
  You may not purchase additional ranks in Sorcery knacks using HP during hero creation, but you may do so during 
  game play using XP. (CM 7) 
  Twice-blooded characters 
  (IG 75) 
  You can choose to spend 3 Sorcery Points to purchase a unique sorcerous knack at Rank 1, like a Carl native. 
  Shamanism 
  A shaman is not a sorcerer, but does have magical powers.  You cannot have both a Shaman ism and a Sorcery 
  advantage at the same time. 
  You may be able to learn a shamanism after character creation, subject to GM approval. 
  
   
  4
  Af’a (CE 103) 
  Overview 
  Country  
  None (Qatihl’i) 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  The Qatihl’i are assassins and they 
  use this sorcery to gain access to 
  places that others believe are safe. 
  You are double jointed in all joints. 
   
  Mastery Levels 
  Apprentice 
  You are immune to all snake 
  venoms. 
  You can spend a drama die to 
  dislocate joints and squeeze through 
  an 8 inch square (10.5 inches if large, 
  5 inches if small).  This takes 13 
  minus Finesse minus Flexibility 
  knack rounds to do. 
  Adept 
  You can spend a drama die and make 
  a Wits+Flexibility roll TN 20 to 
  negate all damage from a fall.   
  You can spend a drama die and make 
  a Brawn+Flexibility roll when 
  making your wound check against 
  something falling on you. 
  You can use your squeeze ability to 
  get through a 5 inch square (7 inches 
  if large, 4 inches if small). 
  Master 
  When you drink snake venom, 
  instead of taking dramatic wounds, 
  you gain Venom Dice that work like 
  drama dice.  They go away when the 
  interval of the venom passes or half 
  the duration of the venom (whichever 
  is later). 
  You can use your squeeze ability to 
  get through a 3.5 inch square (5 
  inches if large, 2.5 inches if small). 
  Af’a Knacks 
  Charming 
  By rolling Resolve+Charming with TN 10 you can make a snake ignore you.  +5 TN per extra 
  snake. 
  By spending a drama die, you can make a Resolve+Charming check TN 20 to control a snake.  +5 
  TN per extra snake.  Maximum snakes controlled is 2 (apprentice), 4 (journeyman), 6 (master).  
  Commands can be simple and immediate actions. 
  Constriction 
  You add twice your rank in this knack to use of the Grapple knack.  You add your rank in this 
  times your mastery level to damage from a Bear Hug. 
  You may make a contested roll of Brawn+Constriction against opponent’s Brawn+Escape or 
  Finnesse+Escape (their choice) to cancel their use of the Break knack. 
  Flexibility 
  You add your rank in this knack multiplied by your mastery level to attempts to escape from 
  ropes, shackes, Grapple holds, etc. 
  Hiding 
  You add your rank in this knack to Stealth, Shadowing, Ambush, and Unobtrusive rolls.   
  If you have at least one rank in this, you are immune to magic used to spy on you.  Sorte will see a 
  Yilan viper instead of a card when looking at you.  Attempting to see your fate strands requires a 
  contested check of your Resolve+Hiding against their Wits+Fate Knack.  Failure means they just 
  see snakes.  The Ruzgar Ghost Wind and the Fornuft rune cannot see you.  The Thomas knack of 
  Glamour can, however, det ect you. 
  Slither 
  You can use this knack instead of climbing to scale a tree or wall, or instead of Sprinting to move 
  across the ground. 
  
   
  5
  Astrologer (VV 98) 
  Overview 
  Country  
  Vendel 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
   
   
  Effects 
  You may roll Wits+A stronomy with a TN of 15 to help 
  or hinder someone.  If you hinder, their mass combat 
  checks this scene are at -2 (minimum 1) and the TN for 
  all their rolls is increased by 3. If you help someone, 
  their mass combat numbers this scene are +2 and the 
  TN for all their rolls is decreased by 3. For +10 TN you 
  can make either last for a whole act.  Only one 
  Astrologer can affect a person at a time.  To override 
  another Astrologer, you need to make more additional 
  raises (+5 TN) than they did. 
   
  Baofong Xue Wudao (CJE 87) 
  Overview 
  Country  
  Cathay (Khimal) 
  Type 
  Shamanism 
  Cost 
  25 HP 
  Description 
  Snow and ice magic 
   
  Effects 
  Immune to damage from cold weather 
  Immune to damage from snow or ice (including icicles 
  and avalanches) 
  Can fall any distance onto snow or ice and take no 
  damage 
  Airborne snow or ice does not limit your vision, and 
  you can breathe normally even if buried in it  
  Snow and ice do not prevent movement while you are 
  buried in it, and your voice carries normally 
  Can walk across snow without leaving footprints, and 
  you will not sink into it  
  If there is snow nearby, you can call a snowstorm with 
  a Resolve check against TN 15; for each Raise, the 
  weather gets one category rougher or colder (damage is 
  as weather +1k1, inflicted on everyone in the area on 
  Phase 10 each round); lasts for a number of rounds 
  equal to twice your Panache, or you can take an action 
  to end it 
  Can target an individual in a snowstorm you have 
  created; roll Finesse to hit; target cannot use Parry or 
  Block to defend; damage is (Resolve)k1 
  Can spend a DD to create ice storm rather than snow 
  storm (+1k0 damage on Phase 10, +1k0 to hit and +0k1 
  damage for targeted attacks; lasts half as long) 
  
   
  6
  Carl Native (IG 75) 
  Overview 
  Country  
  Midnight Archipelago (Carlos) 
  Type 
  Sorcery 
  Cost 
  20 HP per sorcery. 
  Description 
  The character can be half-blooded in 
  up to four sorcerous bloodlines, from 
  Porte, Sorte, Zerstorung, and El 
  Fuego Adentro, which cost 20 HP 
  each (if you take only one, you can 
  be full-blooded for 40 HP). 
   
  Unique Sorcerous Knacks 
  You can choose to spend 3 Sorcery Points to purchase a unique sorcerous knack at Rank 1; such a knack is not limited 
  in rank by being half-blooded. 
   
  Bloodline 
  Unique Sorcerous Knack 
  Porte / Sorte 
  Distant Sights 
  Choose a common object as a focus (mirror, spider web, etc). Make a Resolve + Distant Sights roll to view anything 
  taking place within 50ft of such an object. TN is 10 +1 for every 5 miles of distance. Limited to line of sight only.  
  Porte / El Fuego Adentro 
  Fiery Essence 
  Blood is flammable if exposed to air; can be used to ignite objects, or used as a thrown weapon. Sorcerer is immune to 
  this damage.  
  Rank 1: 1k1 damage 
  Rank 2: 2k1 damage 
  Rank 3: 2k2 damage 
  Rank 4: 3k2 damage 
  Rank 5: 3k3 damage 
  Sorte / El Fuego Adentro 
  Sense Ambient Heat 
  Can sense variations in temperature using Panache + Sense Ambient Heat, which can be used to detect the presence of 
  living beings (number and general direction only). 
  Within 50 ft: TN 10 
  50 – 100 ft: TN 15 
  100 – 200 ft: TN 20 
  200 – 300 ft: TN 25 
  300 – 400 ft: TN 30 
  400 – 500 ft: TN 35 
  Over 500 ft: impossible 
  Porte / Zerstorung, Sorte / 
  Zerstorung, or Porte / Sorte 
  / Zerstorung 
  Distant Pain 
  Attack someone within sight; make a Resolve + Distant Pain roll using the target’s TN to be hit, doing 3k2 wounds. 
  Zerstorung / El Fuego 
  Adentro 
  Stinging Ash 
  Once per day you can create a cloud of hot ash, causing 1k1 damage to anyone in the area. The cloud spreads out from 
  the sorcerer at 5ft radius per round to a maximum of 30 ft. Sorcerer takes no damage, but must make a Resolve + 
  Stinging Ash roll to maintain the cloud each round. The TN is 10 +5 per round after the first. 
  Porte / Sorte / El Fuego 
  Adentro, or Porte / 
  Zerstorung / El Fuego 
  Adentro 
  Blood Rain 
  Once per day you can cause blood-red rain to fall on everyone within 500ft, lasting for 2k2 x 5 rounds. Non-Carls treat 
  the sorcerer as if he had a Fear Rating equal to his rank in this knack for as long as the rain lasts. 
  Sorte / Zerstorung / El 
  Fuego Adentro 
  Fate’s Price 
  You may grant anyone (including yourself) an extra DD, but when it is used you suffer a number of wounds equal to 
  the number rolled (or 1k1 wounds if the DD is used without rolling). If more than one are used simultaneously, they 
  are treated as a single damage roll. If they are not used by the end of a scene, they are lost and inflict damage then. 
  You may have a number of these dice in effect equal to your rank in this knack.  
  Porte / Sorte / Zerstorung / 
  El Fuego Adentro 
  Alter Matter  
  Choose one material from gold, wood, lead, glass. Once per week you can change any inanimate substance into that 
  material. This affects one object per rank (if the object is smaller than one cubic foot) or one cubic foot of material (if 
  the object is larger than one cubic foot). 
   
  
   
  7
  Genetic Weaknesses 
  For each bloodline a Carl sorcerer takes after the first, he gains a genetic weakness. 
   
  Roll 
  Genetic Weakness 
  1 
  Misshapen limb 
  Lose one point of Finesse (min 1); can never have a Finesse score above 3 (or 2 if this is rolled twice, or 1 if it is rolled three times).  
  2 
  Repugnant 
  Twisted facial feature sweats blood, etc. The TN for social interaction rolls is increased by 10.  
  3 
  Deformed digits 
  The TN for fine manipulation rolls is increased by 5. 
  4 
  Weakening malady 
  Brittle bones, hemophilia, etc. Attacks against you do +1k0 damage. 
  5 
  Visual malady 
  Flawed vision, misaligned eyes, etc. Lose one point of Finesse (min 1); can never have a Finesse above 3 (or 2 if this is rolled twice, or 1 if it 
  is rolled three times). 
  6 
  Sensitive to bright lights 
  Lose one unkept die when in bright sunlight. 
  7 
  Mentally deficient 
  Lose one point of Wits (min 1); can never have a Wits above 3 (or 2 if this is rolled twice, or 1 if it is rolled three times).  
  8 
  Insane 
  Roll on the Random Insanity table (IG 78). 
  9 
  The character suffers no ill effects. 
  10 
  Roll twice on this table, ignoring this result hereafter.  
  
   
  8
  Druid (AV 98-101) 
  Overview 
  Country  
  Avalon 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
  Druids are a special order with many 
  secrets.  They are de-facto judges in 
  Avalon for civil disputes. 
  Almost all Druids have Bard, 
  Doctor, and Hunter skills. 
  Druids have 5 knacks but which 
  knack is used for rolls isn’t under 
  their control.  It depends on the time 
  and date!  The knacks are: 
  Spring: April 1 – June 30. 
  Summer: July 1 – September 30. 
  Autumn: October 1 – December 30. 
  Winter: January 1 – March 31. 
  Moon: At nights (if not new moon). 
  No knack is usable on nights of a 
  new moon or on the Prophet’s Mass 
  (December 31). 
   
  Mastery Levels 
  Apprentice 
  Three times per story, you may add 
  your rank in your appropriate knack 
  to another person’s roll after they 
  roll.  No roll by you is required. 
  Adept 
  You may place a Lesser Gesa on 
  someone.  You may have no more 
  than three in effect at one time, and 
  no one person can have more than 
  two at one time. 
  To place a Lesser Gesa, say it in 
  front of the person, roll Wits+knack 
  against a TN of 20, and spend drama 
  dice (1 if hard to avoid breaking, 2 if 
  annoying to avoid breaking, 3 if easy 
  to avoid breaking).  Once broken, a 
  person cannot get a new Gesa until 
  the next story. 
  A Lesser Gesa restricts the person’s 
  actions.  As long as they follow the 
  restriction, they get +1 XP at end of 
  each story.  For example, “must 
  never remove their boots” or “must 
  never eat alone”. 
  Master 
  You may place a Greater Gesa on 
  someone.  You may have no more 
  than one in effect at a time, and no 
  one person can have more than one at 
  one time. 
  To place a Greater Gesa, say it in 
  front of the person, roll Wits+knack 
  against a TN of 40, and spend 3 
  drama dice. 
  A Greater Gesa sets conditions under 
  which the person may or may not be 
  killed.  For example, “can only be 
  killed by fire” or “can only be killed 
  on a rainy day”.  See AV 100. 
  When confronted with your 
  weakness, you are in big trouble. 
  - You cannot spend drama dice when 
  threatened by the weakness. 
  - You cannot actively defend when 
  confronted by the weakness. 
  - Dramatic wounds inflicted during 
  this time cannot be healed by any 
  means. 
  - You are killed instead of knocked 
  out when you have dramatic wounds 
  equal to twice your resolve. 
  
   
  9
  Duman’kir (CE 79) 
  Overview 
  Country  
  Crescent (Kurta-kir) 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  This is a form of wolf magic.   
  Your canine teeth can extend to twice 
  as long as the rest of your teeth (1k1 
  weapon) and your fingernails can 
  extend as claws (0k2 weapon).  You 
  can also retract them and appear 
  normal.  You get +5 on intimidate 
  checks when they are extended. 
  Wolves accept you into their pack 
  and won’t bother you unless 
  provoked. 
   
  Mastery Levels 
  Apprentice 
  You can spend a drama die and make 
  a Wits+Mist with TN 20 to call up a 
  mist for one hour (or until you 
  dismiss it).  You get +5 within 1 hour 
  of dawn or if it rained in the past 24 
  hours.  +5 to TN for each level 
  thicker you make the mist, which 
  adds +5 to the TN of perception 
  checks in the area. 
  Adept 
  When in mist your rank in the Mist 
  knack to the TN to see you or to 
  attack you.  Also add your Mist rank 
  to your Ambush rolls. 
  You can spend a drama die and make 
  a Resolve+Mist check TN 30 to 
  teleport to any other point in the mist 
  within 100 yards.  Roll one die per 
  10 yards moved and take damage 
  equal to the highest single die roll.  
  You cannot take animals or people 
  with you when doing this. 
  Master 
  You can spend a drama die and make 
  a Resolve+Mist check TN 20 to turn 
  int o mist.  Your possessions are left 
  behind.  You cannot be harmed by 
  physical attacks. 
  Duman’kir Knacks 
  Fangs 
  This knack is used as an attack knack for your teeth and claws. 
  Mist 
  See the mastery levels for use of this knack. 
  Pack 
  You can give a wolf an instruction with a contested Wits+Pack against its Resolve.  It must be an 
  instruction the wolf would understand. 
  Senses 
  Your perception checks are Wits+Senses instead of just Wits.  You add 5 times this knack to 
  Tracking rolls. 
  Silence 
  Add 5 times this knack to your Shadowing and Stealth rolls.  Add your rank in this knack to 
  Ambush rolls. 
  
   
  10 
  El Fuego Adentro (CA 98-101) 
  Overview 
  Country  
  Castille 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  El Fuego Adentro first appeared with 
  one of the senators of the Old Empire 
  in Numa. 
  This sorcery is believed to be extinct.  
  Practitioners were wiped out by the 
  inquisition and secret societies.  If 
  any still exist, they probably are in 
  Rancho Gallegos in Castille. 
  When using this sorcery, tiny flames 
  can be seen in the sorcerer's eyes. 
  Sorcerers cannot actually create fire, 
  they can only manipulate it.  And 
  fires need a source of fuel unless the 
  Feed knack is used to compensate. 
   
  Mastery Levels 
  Apprentice 
  Fire and heat-based effects do not 
  harm you or any equipment kept in 
  close contact with you. 
  You can direct the movement of one 
  fire within 10 feet of you.  It will 
  ignore winds and can even cross 
  water if Feed is used. The movement 
  rate is 10 feet per round (15 if Adept, 
  20 if Master).  The wind can 
  sometimes move it faster. 
  Adept 
  You can grasp fire as if it were a 
  solid object. 
  Master 
  You can give flames the semblance 
  of life. 
  El Fuego Adentro Knacks (Part 1) 
  Concetrate  
  For every rank in this you can control an additional fire beyond the first. 
  Extinguish 
  You may use an action to reduce a fire by a number of dice equal to your rank in this knack.  See 
  GM 200 for fire rules.  You can affect 100 square feet of fire per rank in this knack. 
  Feed 
  You may keep a fire going by taking 2 times the number of dice of fire you want to prevent being 
  lost in flesh wounds each phase.  This damage is reduced by your rank in this knack.  A wound 
  check is made at the end of each round for this damage. 
  Range 
  You may affect fires up to 40 feet times your rank in this knack away. 
  Firestarting 
  You may take 1 flesh wound to light a fire in adverse conditions.  How adverse depends on your 
  rank.  1=damp tinder or strong wind, 2= wet tinder or light rain, 3= waterlogged tinder or medium 
  rain, 4= non-combustible tinder or heavy rain, 5= any material or weather conditions. 
  Flaming Blade 
  You may place your sword into a fire and pick up the flames.  The sword does extra damage equal 
  to your rank in this knack times 1 (Apprentice), 2 (Adept), or 3 (Master). 
   
  
   
  11 
  El Fuego Adentro Knacks (Part 2) 
  Hurl Fire 
  Requires Adept status before this knack can be raised to 1 or higher. 
  You may use an action to reach into a fire and throw a chunk at an opponent.  Roll Finesse+this 
  knack to hit with a range of 5+(Brawn*2) yards.  Damage if you hit is 3k3 (Adept) or 4k4 
  (Master).  Regardless, you take 2 flesh wounds minus your rank in the Feed knack.  This fire dies 
  out and cannot be used to ignite someone or something. 
  Fireflies 
  Requires Master status before this knack can be raised to 1 or higher. 
  You may spend 3 actions to convert 1 die of fire into a 10' by 10' cloud of fireflies, and you take 1 
  flesh wound (which won't heal until the cloud goes away).  You control the cloud and can 
  extinguish it at will. The cloud can move 15 feet or 1 level per phase. 
  Any creature in the cloud takes 1 flesh wound per phase unless wearing heavy clothing or other 
  protection.  
  You can have one cloud for each rank you have in this knack. 
  Flame Serpent  
  Requires Master status before this k nack can be raised to 1 or higher. 
  You may spend 5 actions to convert 2 dice of fire into a flame serpent, and you take 3 flesh 
  wounds (which won't heal until the serpent goes away).  You control the serpent and can 
  extinguish it at will.   
  It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water.  It starts 
  with your rank in this knack in damage dice (for example, 3k3 if your rank is 3), but after each 
  successful hit it loses a damage die.  When at zero dice it can still move but does no damage.  It 
  may regain dice up to its starting value at the rate of 1 die per round of sitting in a fire.   
  You can have one flame serpent for each rank you have in this knack. 
  Firebird 
  Requires Master status before this knack can be raised to 1 or higher. 
  You may spend 10 actions to convert 4 dice of fire into a firebird with a 40 foot wingspan, and 
  you take 5 flesh wounds (which won't heal until the firebird goes away).  You control the firebird 
  and can extinguish it at will.  When extinguishing it, you may choose to have it explode as a rank 
  4 explosion. 
  It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water.  It does not 
  attack or deal damage.  It can instead travel up to 50 miles times your rank in this knack each day.  
  And it may carry one passenger for each rank you have in this knack.  
   
  
   
  12 
  Erego Medicine (IG 79) 
  Overview 
  Country  
  Midnight Archipelago (Marcina) 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
  Faith healing 
   
   
  Use 
  You gain the Medicine Man s kill for 
  free, and one rank in each of its 
  advanced knacks. The Surgery and 
  Channel Oroi knacks are considered 
  to be advanced knacks of this skill 
  for you. 
  Channel Oroi 
  This knack is used to channel the 
  spirits known as oroi. Roll Resolve + 
  Channel Oroi against the TN of the 
  oroi; if you succeed, you have 
  channelled the power of the oroi. 
  Healing Oroi 
  The TN to channel a healing oroi is 15; for each raise you take you get a FR for a healing knack (First Aid, Diagnosis, 
  Surgery), which must be the next roll you make and must be one to which the particular oroi would be applicable. You 
  gain a FR to your Channel Oroi knack if you are touching some of the plant. 
   
  • 
  Sweet gum (used to treat damage from acids) 
  • 
  Pleurisy root (used to negate the effects of diseases ) 
  • 
  Goldenseal (used to heal damage from cuts and slashes) 
  • 
  Arnica (used to heal bruises and damage from falls and blunt weapons) 
  • 
  Narrowleaf dock (used to negate contact poisons) 
  • 
  Lobelia (used to counteract poisons that are swallowed) 
  • 
  Plantain (used to counteract poisons that are injected, such as beestings and snakebites) 
  • 
  Cayenne (used to counteract the effects of breathing toxic fumes) 
  • 
  Aloe (useful in treating damage caused by burns) 
  • 
  Jasmine (useful in treating damage caused by hot weather) 
  Animal Oroi 
  The T N to channel an animal oroi is 25; the channeling lasts for the rest of the scene. You can see through the eyes and 
  share all the senses of any member of the species you are aware of. If you make two raises, you gain a special power 
  related to the animal. You gain a FR to your Channel Oroi knack if you are within sight of a member of that species. 
   
  • 
  Bear (you gain one rank in Bear Hug) 
  • 
  Fish (you gain one rank in Swimming) 
  • 
  Fox (attempts to track you are at -2k0) 
  • 
  Hunting dog (you gain two FR to Tracking) 
  • 
  Monkey (you gain one rank in Climbing) 
  • 
  Seagull (fishing rolls get +1k0) 
  • 
  Shark (you gain a biting attack with an Attack knack of 3 and damage of 0k2) 
  • 
  Snake (add 10 to your Initiative Total) 
  • 
  Songbird (you gain two FR to Singing) 
  • 
  Turtle (lose one rank of Panache, but reduce all damage by 10 flesh wounds per attack) 
  • 
  Wolf (ambush rolls get +1k0) 
  Ancestor Oroi 
  The TN to channel an ancestor oroi is 30; the channeling lasts for the rest of the scene. You get a FR if you have 
  something belonging to your ancestor. 
  It is p ossible to have the ability to channel more than one ancestor of the same type. 
   
  • 
  Avenger (you gain the Hot-headed hubris and the Victorious virtue for the rest of the scene) 
  • 
  Chief (you gain the Judgemental hubris and the Commanding virtue for the rest of the scene) 
  • 
  Explorer (you gain the Rash hubris and the Worldly virtue for the rest of the scene) 
  • 
  Hunter (you gain the Loyal hubris and the Perceptive virtue for the rest of the scene) 
  • 
  Lover (you gain the Star-crossed hubris and the Passionate virtue for the rest of the scene) 
  • 
  Madman (you gain the Overconfident hubris and the Fanatical wile for the rest of the scene) 
  • 
  Martyr (you gain the Overzealous hubris and the Wilful virtue for the rest of the scene) 
  • 
  Mystic (you gain the Righteous hubris and the Uncanny virtue for the rest of the scene) 
  
   
  13 
  Fu (CJE 108) 
  Overview 
  Country  
  Cathay (Han Hua) 
  Type 
  Sorcery 
  Cost 
  40 HP for full aptitude.  
  20 HP for some aptitude. 
  Description 
  Talisman magic 
   
  Mastery Levels 
  Apprentice 
  Choose a trigram; to create a 
  talisman for that trigram, spend a DD 
  and roll Wits + the trigram knack 
  (the TN is noted in the trigram 
  description). The talisman keeps its 
  magic for as long as the sorcerer is 
  alive. 
  You must create the talisman 
  described in the ‘first talisman’ 
  column before the one in the ‘second 
  talisman’ column. 
  Adept 
  Choose a trigram; you can now use 
  that trigram in addition to the one 
  you chose as an apprentice. 
  To make a hexagram talisman with 
  any two abilities from trigrams you 
  know, spend a DD and make a roll 
  for each of the abilities; the roll for 
  the second ability is raised twice. 
  Trigram talismans keep their abilities 
  as long as the item exists. Hexagram 
  talismans keep their abilities for as 
  long as the sorcerer is alive. 
  Master 
  Choose a trigram; you can now use 
  that trigram in addition to the other(s) 
  you know. 
  You may work with other Fu Masters 
  to create talismans with more than 
  one trigram or hexagram; spend 2 
  DD, one to create the trigram or 
  hexagram and one to join it with the 
  others. Each Master rolls Resolve 
  against T N25 to concentrate; failure 
  ruins the talisman. Each Master then 
  rolls to create the trigram or 
  hexagram effect. More than one 
  Master may use the same hexagram, 
  but each must use a different ability 
  from it. 
  Any talisman created by a Master 
  keeps its abilities for as long as the 
  sorcerer is alive. 
  Choosing 
  Trigrams 
  If you choose the same trigram twice, 
  you gain two FR to use that trigram’s 
  abilities. 
  If you choose a trigram three times, 
  you do not gain another two FR; 
  instead, you roll a die when creating 
  a talisman; if the result is even, you 
  do not need to spend a DD to make 
  the talisman. 
  
   
  14 
  Fu: Trigrams 
   
  Ch’ien (the creative) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Creativity 
  Any inanimate object that will 
  survive inscription 
  +1k1 to Invention rolls (TN 30) 
  +1 or -1 to personal results for mass combat 
  (TN 35) 
  Animal: 
  Horse 
  A representation of a horse in 
  any medium  
  The talisman turns into a living horse (not a 
  steppes pony); if the horse is slain the talisman 
  is destroyed (TN 35) 
  You can control horses with a Resolve roll 
  against TN 5 + 5 per horse (TN 25) 
  Body 
  Part: 
  Head 
  A representation of a human 
  head in any medium (not a real 
  one) 
  Opponents must call twice as many raises as 
  normal to make a called shot to your head (TN 
  30) 
  Once per story you can use the effects of the 
  Creative virtue (TN 45) 
  Direction: 
  South 
  An arrow in any 3D medium 
  except paper 
  On command the talisman points due south (TN 
  20) 
  You may enchant a ranged weapon such that its 
  range is doubled when it fires within 10° of due 
  south (TN 30) 
   
  K’un (the receptive) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Receptivity 
  Part of the item to be grown 
  The user can grow crops in any land 
  (TN 25) 
  At the end of a story the user gains 1XP to be 
  spent on a knack or skill he saw someone using 
  (TN 35) 
  Animal: 
  Ox 
  A representation of an ox in any 
  medium; horns or hooves may be 
  used 
  The talisman turns into a living ox; if 
  the ox is slain the talisman is destroyed 
  (TN 30) 
  You can control oxen with a Resolve roll against 
  TN 5 + 5 per ox (TN 25) 
  Body Part: 
  Belly 
  A rice bowl 
  The talisman creates enough food for 
  one person three times a day (TN 30) 
  The user is immune to any ingested poison, 
  alcohol or afyam, but cannot be used to counteract 
  addiction (TN 40) 
  Direction: 
  North 
  An arrow in any 3D medium except 
  paper 
  On command the talisman points due 
  north (TN 20) 
  You may enchant a ranged weapon such that its 
  range is doubled when it fires within 10° of due 
  north (TN 30) 
   
  Chen (the arousing) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Movement 
  Any inanimate object that 
  will survive inscription 
  Once per act the user can roll and keep one extra action 
  die (TN 40) 
  The user gets +1k1 to any rolls made in 
  chases (TN 45) 
  Animal: 
  Dragon 
  A representation of a 
  dragon in any medium 
  The talisman turns into a “living” statue of a specified 
  type of dragon (CJE 73), which cannot move from its 
  place; if the statue is destroyed the talisman is 
  destroyed (TN 55) 
  Roll Panache against a TN of 10 x your 
  Dragon Dreams background; success means 
  you have no dragon dreams that night (TN 
  30) 
  Body Part: 
  Foot 
  A representation of a 
  human foot in any medium 
  (not a real one) 
  +0k1 to Footwork, Sprinting, Side-step, Kick (TN 25) 
  +5 to your TN to be hit when using 
  Footwork (TN 35) 
  Direction: 
  Northeast 
  An arrow in any 3D 
  medium except paper 
  On command the talisman points due northeast (TN 20) 
  You may enchant a ranged weapon such that 
  its range is doubled when it fires within 10° 
  of due northeast (TN 30) 
   
  Sun (the gentle) 
   
  Physical compo nent 
  First talisman 
  Second talisman 
  Attribute:  
  Regeneration 
  Any inanimate object that will survive 
  inscription 
  Once per scene per person the 
  talisman removes all of the user’s 
  flesh wounds (TN 30) 
  Once per story the talisman can remove all poison 
  and disease from the user’s body (the third time this 
  talisman is made, it can restore lost body parts) (TN 
  60) 
  Animal: 
  Rooster 
  A representation of a rooster in any 
  medium, or a recently slaughtered 
  rooster with its head 
  The talisman turns into a living 
  rooster; if the rooster is slain the 
  talisman is destroyed (TN 20) 
  You can control roosters with a Resolve roll against 
  TN 5 + 5 per rooster (TN 15) 
  Body Part: 
  Thigh 
  A representation of a human leg in 
  any medium (not a real one); ginger or 
  ginseng root may be used 
  +0k1 to Long Distance Running, 
  Lifting, Leaping (TN 20) 
  Once per day the user can take only one DW from 
  an attack, regardless of his wound check (TN 40) 
  Direction: 
  Southwest 
  An arrow in any 3D medium except 
  paper 
  On command the talisman points 
  due southwest (TN 20) 
  You may enchant a ranged weapon such that its 
  range is doubled when it fires within 10° of due 
  southwest (TN 30) 
  
   
  15 
  Kan (the abyss) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Water 
  Any inanimate object that will survive 
  inscription 
  The user may breathe underwater (TN 
  25) 
  The talisman creates enough water for one 
  person for a day (TN 20) 
  Animal: 
  Boar 
  A representation of a boar in any medium, or 
  a recently slaughtered boar with its head, or a 
  boar’s head 
  The talisman turns into a living boar; 
  if the boar is slain the talisman is 
  destroyed (TN 35) 
  You can control boars with a Resolve roll 
  against TN 5 + 5 per boar (TN 25) 
  Body 
  Part: 
  Ear 
  A representation of a human ear in any 
  medium (not a real one) 
  +2k0 to perception checks involving 
  hearing (TN 25) 
  The user can hear through the talisman as if it 
  were an ear (TN 35) 
  Direction: 
  West 
  An arrow in any 3D medium except paper 
  On command the talisman points due 
  west (TN 20) 
  You may enchant a ranged weapon such that 
  its range is doubled when it fires within 10° 
  of due west (TN 30) 
   
  Li (fire) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Fire 
  Any inanimate object that will survive 
  inscription 
  On command the talisman can set any 
  object touching it on fire, causing 1k1 
  dam age (TN 30) 
  The user is immune to natural fire (TN 40) 
  Animal: 
  Pheasant 
  A representation of a pheasant in any 
  medium, or a recently slaughtered 
  pheasant with its head 
  The talisman turns into a living pheasant; 
  if the pheasant is slain the talisman is 
  destroyed (TN 20) 
  You can control pheasants with a Resolve 
  roll against TN 5 + 5 per pheasant (TN 15) 
  Body 
  Part: 
  Eye 
  A representation of a human eye in any 
  medium, or an agate, or a preserved 
  human eye 
  The user gains the Keen Senses 
  advantage (TN 25) 
  The user can see through the talisman as if it 
  were an eye (TN 35) 
  Direction: 
  East 
  An arrow in any 3D medium except paper 
  On command the talisman points due east 
  (TN 20) 
  You may enchant a ranged weapon such that 
  its range is doubled when it fires within 10° 
  of due east (TN 30) 
   
  Ken (mountain) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Stillness 
  Any inanimate object that will survive 
  inscription 
  The talisman allows the user to sleep 
  comfortably on any surface (TN 20) 
  Once per story, the user may freeze one person or 
  thing in sight (including the user himself) for 1k1 
  phases; the target cannot be moved or damaged in 
  any way (TN 45) 
  Animal: 
  Dog 
  A representation of a dog in any 
  medium 
  The talisman turns into a living dog 
  (not a dead pet); if the dog is slain 
  the talisman is destroyed (TN 35) 
  You can control dogs with a Resolve roll against TN 
  5 + 5 per dog (TN 25) 
  Body 
  Part: 
  Hand 
  A representation of a human hand in 
  any medium (not a real one); ginger 
  or ginseng root may be used 
  The user gains the Firm Grip 
  advantage (TN 30) 
  The talisman can hold items for the user with a grip 
  as tight as the user would have with the Firm Grip 
  advantage (TN 20) 
  Direction: 
  Northwest 
  An arrow in any 3D medium except 
  paper 
  On command the talisman points due 
  northwest (TN 20) 
  You may enchant a ranged weapon such that its range 
  is doubled when it fires within 10° of due northwest 
  (TN 30) 
   
  Tui (the joyous) 
   
  Physical component 
  First talisman 
  Second talisman 
  Attribute:  
  Pleasure 
  Any inanimate object that will 
  survive inscription 
  +1k0 to Charm rolls (TN 20) 
  Everyone in the house gains +1k1 to 
  Charm rolls (TN 35) 
  Animal: 
  Sheep 
  A representation of a sheep or yak in 
  any medium, or a recently 
  slaughtered sheep or yak with its 
  head 
  The talisman turns into a living sheep (or yak for Xian 
  Bei); if the sheep or yak is slain the talisman is 
  destroyed, but the user can gather wool or milk 
  without harming it (TN 35) 
  You can control sheep with a Resolve 
  roll against TN 5 + 5 per sheep (TN 
  25) 
  Body 
  Part: 
  Mouth 
  A representation of a human mouth 
  in any medium (not a real one) 
  The talisman may amplify the user’s voice so that it 
  can be heard a mile away (TN 20) 
  The user can speak through the 
  talisman from any distance (TN 30) 
  Direction: 
  Southeast 
  An arrow in any 3D medium except 
  paper 
  On command the talisman points due southeast (TN 
  20) 
  You may enchant a ranged weapon 
  such that its range is doubled when it 
  fires within 10° of due southeast (TN 
  30) 
  
   
  16 
  Fu: Hexagrams 
   
  Name 
  Description 
  Concept 
  Meaning 
  Benefit 
  Ch’ien 
  Chi’en / 
  Ch’ien 
  The creative 
  Furthering through perseverance, the 
  superior man makes himself strong and 
  untiring 
  +5 to your TN to be hit 
  P’i 
  Chi’en / K’un 
  Stagnation 
  The standstill serves to help the great 
  man to attain success 
  You can spend a DD to reroll an AD 
  Wu 
  Wang 
  Chi’en / Chen 
  Innocence / 
  unexpected 
  If someone is not as he should be, he 
  has misfortune 
  +1k0 to Disguise 
  Kou 
  Chi’en / Sun 
  Coming to meet 
  Thus does the prince act when 
  disseminating his commands 
  +1k0 to Etiquette 
  Sung 
  Chi’en / Kan 
  Conflict 
  To contend before him brings supreme 
  good fortune 
  Once per game, FR to Attack for Boarding 
  T’ung 
  Jen 
  Chi’en / Li 
  Fellowship with men 
  Thus the superior man organises the 
  clans and makes distinctions between 
  things 
  FR to Cold Read 
  Tun 
  Chi’en / Ken 
  Retreat 
  Voluntary retreat brings good fortune to 
  the superior man 
  FR to Footwork 
  Lu 
  Chi’en / Tui 
  Treading 
  Treading upon the tail of the tiger, 
  which does not bite the man 
  FR to Animal Training 
  T’ai 
  K’un / Ch’ien 
  Peace 
  He furthers and regulates the gifts of 
  heaven and earth, and so aids the 
  people 
  FR to Theology 
  K’un 
  K’un / K’un 
  The receptive 
  Following gives guidance 
  You gain the Obligation (3) background to your 
  mentor 
  Fu 
  K’un / Chen 
  Turning point 
  Success going out and coming in 
  without error 
  FR to Navigation 
  Sheng 
  K’un / Sun 
  Pushing upward 
  The superior man heaps up small things 
  in order to achieve something high and 
  great 
  +2k1 qian  monthly income 
  Shih 
  K’un / Kan 
  The army 
  An army must set forth in proper order 
  FR to Attack in mass combat 
  Ming I 
  K’un / Li 
  Darkening of the light 
  He veils his light, yet still shines 
  You gain the True Identity (3) background 
  Ch’ien 
  K’un / Ken 
  Modesty 
  Moderation – reduce that which is too 
  much, augment that which is too little 
  Once only, you may lower a trait by one and 
  raise a lower trait by 1 
  Lin 
  K’un / Tui 
  Approach 
  The superior man is without limits in 
  his tolerance and protection of the 
  people 
  FR to Diplomacy 
  Ta 
  Chuang 
  Chen / Ch’ien 
  Power of the great 
  The superior man does not tread upon 
  the paths that do not accord with 
  established order 
  Once per story, you may temporarily lower the 
  Feng Shui rating of an area by 1 
  Yu 
  Chen / K’un 
  Enthusiasm 
  It furthers one to install helpers and set 
  armies marching 
  You gain 3 points of the Servants advantage 
  Chen 
  Chen / Chen 
  Arousing 
  Shock brings ruin and terrifi ed gazing 
  around 
  FR to Intimidation 
  Heng 
  Chen / Sun 
  Duration 
  Thus the superior man stands firm and 
  does not change his direction 
  You gain the Vow (3) background 
  Hsieh 
  Chen / Kan 
  Deliverance 
  One kills three foxes in the field and 
  receives a yellow arrow 
  FR to Attack (bow) 
  Feng 
  Chen / Li 
  Abundance 
  The superior man decides lawsuits and 
  carries out punishments 
  FR to Cold Read 
  Hsiao 
  Kuo 
  Chen / Ken 
  Preponderance of the 
  small 
  It is well to remain below 
  FR to Stealth 
  Kuei 
  Mei 
  Chen / Tui 
  The marrying maiden 
  The superior man understands the 
  transitory in the light of the eternity at 
  the end 
  FR to Omens 
  Hsiao 
  Ch’u 
  Sun / Ch’ien 
  Taming power of the 
  small 
  The rain comes, there is rest 
  FR to Charm 
  Kuan 
  Sun / K’un 
  Contemplation 
  Full of trust they look up to him  
  You gain the Combat Reflexes advantage 
  I 
  Sun / Chen 
  Increase 
  If the superior man sees good, he 
  imitates it; if he has faults, he rids 
  himself of them 
  Once per game, you can remove any negative 
  modifiers from a roll 
  Sun 
  Sun / Sun 
  The gentle 
  In life, the penetrating clarity of 
  judgement thwarts all dark hidden 
  motives 
  FR to Scheming 
  Huan 
  Sun / Kan 
  Dispersion / 
  dissolution 
  He brings help with the strength of a 
  horse 
  FR to Ride 
  Chia Jen 
  Sun / Li 
  Family (clan) 
  The superior man has substance in his 
  words and durat ion in his way of life 
  FR to Oratory 
  Chien 
  Sun / Ken 
  Gradual progress 
  Thus the superior man abides in dignity 
  and virtue, in order to improve the 
  mores 
  FR to Theology 
  Chung 
  Fu 
  Sun / Tui 
  Inner truth 
  This the superior man discusses 
  criminal cases in order to delay 
  executions 
  FR to Law when defending an accused person 
  
   
  17 
  Name 
  Description 
  Concept 
  Meaning 
  Benefit 
  Hsu 
  Kan / Ch’ien 
  Waiting 
  It furthers one to cross the great water 
  You gain the Sailor skill 
  Pi 
  Kan / K’un 
  Holding together 
  Those who are uncertain gradually join 
  You gain the Romance (3) background 
  Chun 
  Kan / Chen 
  Difficulty at the 
  beginning 
  Difficulty at the beginning works 
  supreme success 
  Once per story you can call any number of raises 
  from which you gain no benefit; for every 2 
  raises you gain a Chun Die (like a DD, but does 
  not turn into XP) 
  Ching 
  Kan / Sun 
  The well 
  They come and go and draw from the 
  well 
  Once per story you can reroll any roll 
  K’an 
  Kan / Kan 
  Abysmal 
  The superior man walks in lasting 
  virtue 
  Reduce Reputation losses by 1 (min 1) 
  Chi Chi 
  Kan / Li 
  After completion 
  The superior man takes thought off 
  misfortune and arms himself against it 
  in advance 
  At the end of each story, you can 1 extra XP  
  Chien 
  Kan / Ken 
  Obstruction 
  It furthers one to see the great man. The 
  superior man turns his attention to 
  himself and molds his character 
  FR to Sincerity 
  Chieh 
  Kan / Tui 
  Limitation 
  The superior man creates number and 
  measure, and examines the nature of 
  virtue and correct conduct 
  FR to Etiquette 
  Ta Yu 
  Li / Ch’ien 
  Possession in great 
  measure 
  Fire in the heaven above, superior man 
  curbs evil and furthers good 
  Once per story you can spend a DD to increase 
  your location’s Feng Shui rating by 1; the GM 
  gets the DD 
  Chin 
  Li / K’un 
  Progress 
  The powerful prince is honoured with 
  houses in large numbers 
  You gain the Steppes Pony advantage 
  Shih Ho 
  Li / Chen 
  Biting through 
  It furthers one to be mindful of 
  difficulties and to be persevering 
  FR to damage if you have at least 1 DW 
  Ting 
  Li / Sun 
  Cauldron 
  Supreme good fortune 
  Once per story, can spend a DD to reroll any 
  roll; the GM gets the DD 
  Wei Chi 
  Li / Kan 
  Before completion 
  The superior man is careful in the 
  differentiation of things, so that each 
  finds its place 
  FR to Appraise 
  Li 
  Li / Li 
  Clinging 
  Thus the great man, by perpetuating 
  this brightness, illumines the four 
  quarters of the world 
  FR to any one Artist or Performer skill 
  Lu 
  Li / Ken 
  The wanderer 
  Success through smallness; the superior 
  man is clear-minded and cautious in 
  imposing penalties and protracts no 
  insults 
  FR to Law 
  K’uei 
  Li / Tui 
  Opposition 
  Amid all fellowship, the superior man 
  retains his individuality 
  FR to rolls to resist being Taunted 
  Ta Ch’u 
  Ken / Ch’ien 
  Taming power of the 
  great 
  When there is a great store of energy, 
  everything depends upon the power of 
  the personality 
  FR to Charm 
  Po 
  Ken / K’un 
  Splitting apart 
  The house of the inferior man is split 
  apart 
  You gain the Lost Love (3) background 
  I 
  Ken / Chen 
  The corners of the 
  mouth (providing 
  nourishment) 
  Pay heed to the providing of 
  nourishment 
  FR to Cooking 
  Ku 
  Ken / Sun 
  Decay 
  Work on what has been spoiled has 
  supreme success 
  You gain the Lost Relative (3) background 
  Meng 
  Ken / Kan 
  Youthful folly 
  Youthful folly has success 
  At the start of each story, you and the GM get 
  one extra DD 
  Pi 
  Ken / Li 
  Grace 
  Grace has success in small matters, but 
  not in large ones 
  FR to Attack as long as you are not in mass 
  combat 
  Ken 
  Ken / Ken 
  Keeping still 
  Thus the superior man does not permit 
  his thoughts to go beyond his situation 
  FR to Resolve when you are trying to maintain 
  concentration 
  Sun 
  Ken / Tui 
  Decrease 
  The superior man spreads his 
  commands abroad and carries out his 
  undertakings 
  FR to Leadership 
  Kuai 
  Tui / Ch’ien 
  Resolute 
  The superior man dispenses riches 
  downward and refrains from resting on 
  his virtue 
  Start with +1k1 Reputation, but only 90% wealth 
  Ts’ui 
  Tui / K’un 
  Gathering together 
  This the superior man renews his 
  weapons to meet the unforeseen 
  FR to any roll to avoid being surprised or 
  ambushed 
  Sui 
  Tui / Chen 
  Following 
  The superior man at nightfall goes 
  indoors for rest and recuperation 
  Heal 1 DW after a full night’s sleep 
  Ta Kuo 
  Tui / Sun 
  Preponderance of the 
  great 
  Thus the superior man, when he stands 
  alone, is unconcerned 
  FR to Attack and AD when outnumbered 
  K’un 
  Tui / Kan 
  Oppression 
  (exhaustion) 
  Thus the superior man stakes his life on 
  following his will 
  You gain the Indomitable Will advantage 
  Ko 
  Tui / Li 
  Revolution (moulting) 
  Changing the form of government 
  brings good fortune 
  FR to Incitation 
  Hsien 
  Tui / Ken 
  Influence (wooing) 
  To take a maiden to wife brings good 
  fortune 
  You gain the Betrothed (2) background 
  Tui 
  Tui / Tui 
  Joyous 
  The superior man joins with his friends 
  for discussion and practice 
  FR to Socialise 
  
   
  18 
  Glamour (PG 200-203, AV 101-104) 
  Overview 
  Country  
  Avalon 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  Glamour was taught to the Avalons 
  by the Sidhe.  If the Graal is lost, 
  Glamour will stop working. 
  You may have only one Legend 
  knack for each trait. 
  Glamour Dice are treated as Drama 
  Dice except they cannot be used for 
  Arcana/Hubris activation and they do 
  not turn into experience if unspent. 
   
  Mastery Levels 
  Apprentice 
  You may use your Reputation Dice 
  as if they were Glamour Dice. 
  You may use the Apprentice ability 
  of any Legend knacks you know. 
  Adept 
  The GM receives your lowest trait 
  fewer drama dice (min=# of players) 
  each story. 
  You may use the Adept ability of any 
  Legend knacks you know. 
  Master 
  Your number of drama dice depends 
  on your highest trait (instead of your 
  lowest). 
  You may use the Master ability of 
  any Legend knacks you know. 
  Brawn Legends 
  The Horned 
  Hunter (PG 201) 
  Apprentice: You may spend a Drama Die to add your rank in this to your Brawn for one die roll (not a contested roll, 
  wound check, or damage roll). 
  Adept: You may spend a Drama Die to add you rank in this to your Brawn for a Wound Check. 
  Master: You may spend a Drama Die to add your rank in this to your Brawn for a damage roll or contested roll. 
  Iron Meg (AV 102) 
  Apprentice: You may spend a Drama Die to heal yourself of 5 flesh wounds for each rank in this knack.  
  Adept: You may spend a Drama Die to cancel the effects of a poison affecting you. 
  Master: You may spend a Drama Die to succeed at a wound check (with TN of 100 or less).  
  Mad Jack 
  O’Bannon  
  (AV 103) 
  Apprentice: You may spend a Drama Die to disappear behind an object as long as you remain still.  You can still be heard 
  and can be seen if you peek around the object to look. 
  Adept: You may spend a Drama Die to disappear behind one object and reappear behind another that his up to 100 feet 
  away for each rank in this knack.  
  Master: You may spend 3 Drama Dice when killed.  If you do, you return to life at dawn the next morning with –2 Brawn.  
  If your Brawn becomes 0 or less, you stay dead.  
  The Horned King 
  (Sidhe)  
  (SBN 43) 
  Apprentice: +1k1 to seduction and social rolls against someone of the opposite sex. 
  Adept: You can activate this knack to move from a forest to any other forest within 100 miles. You have no control over 
  where in the forest you appear. 
  Master: You assume the form of any animal up to bear size until the next dawn. You also gain the Lecherous hubris during 
  this time. 
  Finesse Legends 
  Anne o’ the Wind  
  (AV 101) 
  Apprentice: You may spend a Drama Die to add 5 times your rank in this to your initiative total for this round. 
  Adept: You may spend a Drama Die to add you rank in this to your Sprinting knack until the end of the round. 
  Master: You may spend a Drama Die to allow you to use all your remaining actions in a round immediately.  You can do 
  this before phase 1 of the round.  If two Glamour mages use this at the same time, the one with the highest initiative total 
  goes first. 
  Blackcloak  
  (AV 101) 
  Apprentice: You may spend a Drama Die to hide traces of your passage for the rest of this scene so that others have a –5 to 
  tracking rolls for each rank you have in this knack. 
  Adept: You may spend a Drama Die to get +10 on a Climbing check for each rank you have in this knack. 
  Master: You may spend a Drama Die to get +10 on a Lockpicking check for each rank you have in this knack. 
  Robin 
  Goodfellow   
  (PG 201) 
  Apprentice: You may spend a Drama Die to lower the effective range of your next bow attack by 5 yards for every rank you 
  have in this knack. 
  Adept: You may spend a Drama Die to add to your next bow attack an unkept damage die for every rank you have in this 
  knack. 
  Master: You may spend a Drama Die so that your next bow attack is at +5 to hit for every rank you have in this knack.  
  Red Cap (Sidhe)  
  (SBN 43) 
  Apprentice: You gain an extra kept die per mastery level to Stealth and Taunt rolls for 5 minutes per rank in this knack. 
  Adept: You grow claws which give you +1k1 to attack and damage on your unarmed attacks for a number of rounds equal 
  to twice your mastery level. There is no penalty for unskilled unarmed attacks. 
  Master: You take on Red Cap’s appearance, which gives you a Fear Rating of 3 for a number of minutes equal to your rank 
  in this knack.  
  
   
  19 
  Resolve Legends 
  The Green Man 
  (PG 203) 
  Apprentice: You may spend a Drama Die to give a willing person other than yourself a bonus until the end of the scene.  
  Roll a number of unexploding dice equal toy our rank in this, and keep the highest number.  This number is added to all 
  rolls by that person until the end of the scene.  No person may be affected by Green Man twice at the same time.  You may 
  only affect a number of people equal to your rank in this knack.  At the end of the scene, the character suffers one dramatic 
  wound if you rolled 1-5 and two dramatic wounds if you rolled 6-10. 
  Adept: You may spend a Drama Die to make the next dramatic wound a chosen person receives be healed at the end of the 
  round in which it is received.  This may bring the character back from being knocked out. 
  Master: You may use your Adept ability on another person using one of their Drama Dice instead of yours. 
  King Robert the 
  Dark (AV 103) 
  Apprentice: You may spend a Drama Die to add your rank in this to your general’s Strategy roll this round.  Up to 3 mages 
  can contribute this way to a single roll. 
  Adept: You may spend a Drama Die to add you rank in this to your personal results roll in mass combat. 
  Master: You may spend a Drama Die to add twice your rank in Leadership to the next roll of up to 5 people you choose 
  (including yourself).  Expires at end of scene. 
  The Stone Knight  
  (AV 104) 
  Apprentice: You may spend a Drama Die to let up to your rank in this knack in friends hear your cry for help and know 
  exactly where you are regardless of distance. 
  Adept: You may spend a Drama Die to ignore a Fear Rating less than or equal to your rank in this knack until end of scene. 
  Master: You may spend a Drama Die to choose a 10’ by 10’ area where you cannot be killed or crippled as long as you stay 
  in the area and until one sunrise and one sunset have passed.  You still take dramatic wounds during this time and may be 
  crippled or knocked out when this expires. 
  Queen Maab 
  (Sidhe) (SBN 43) 
  Apprentice: You may speak with any sea-based creature; the power lasts for five minutes per rank in this knack. 
  Adept: You can survive without breathing for the next six hours (underwater, buried alive, being strangled, in poisoned 
  gas). 
  Master: When standing in a foot of seawater you gain a Fear Rating of 2 and +2k2 on all rolls for a number of rounds equal 
  to your mastery level. 
  Panache Legends 
  Jeremiah Berek 
  (AV 102) 
  Apprentice: You may spend a Drama Die to add twice your rank in this to any die roll. 
  Adept: You may spend a Drama Die before you roll so that all dice that explode give you two extra rolls instead of one. 
  Master: You may spend a Drama Die after failing a roll to try a second time.  This can only be done once per roll and does 
  not combine with other re-roll abilities. 
  St. Rogers  
  (AV 104) 
  Apprentice: You may spend a Drama Die to add three times your rank in this to a Sailor skill knack die roll. 
  Adept: You may spend a Drama Die to heal a ship you are touching of one critical hit. 
  Master: You may spend a Drama Die to become one with a ship whose wheel you are holding (until you let go of the 
  wheel).  When rolling for either of you, use the trait that is highest between the two of you.  Dramatic wounds you suffer are 
  critical hits on the ship and vice versa. 
  In addition, a Master may once in their lifetime bestow one of the following on one ship: 
  - 
  The ability to acquire Reputation and use Reputation Dice.  It’s number of dice is the sum of the crew’s 
  reputation dice divided by 10. 
  - 
  A permanent +2 on any one trait (ignoring all maximums).  
  - 
  The ability for the ship to sail itself.  This means it won’t go aground or into an obstacle unless specifically 
  directed to do so.  
  Thomas  (PG 203) 
  Apprentice: You can sense someone with Sorcery within 30 feet of you by a tingling in your left thumb.  When someone 
  uses Sorcery on you, you immediately know what is being done.  You may use a Drama Die to cancel the effect of a 
  Sorcery on you if your rank in this knack is greater than or equal to their Sorcery knack’s rank. 
  Adept: You may spend a Drama Die to cancel a Sorcery knack being used or that is active within 30 feet of you if your rank 
  in this knack is greater than or equal to their Sorcery knack’s rank.  For example, you may prevent a Porte mage from 
  escaping, revert an Ussuran shapeshifter to human form, or cancel a fate witch’s blessing. 
  Master: You may spend a Drama Die to prevent magic working within 10 feet of you for a number of rounds equal to your 
  rank in this knack.  Any active effects that enter this area are canceled.  
  The Seelie Queen 
  (Sidhe) (SBN 43) 
  Apprentice: Increase your stature and aura to gain +1k1 to all social rolls for a number of hours equal to your rank in this 
  knack. 
  Adept: Create a small whirlwind, causing your opponent to lose a number of kept dice equal to your mastery level for a 
  number of rounds equal to your rank in this knack. 
  Master: Your opponent loses one rank from any trait (to a minimum of 1) until the next dawn. 
  
   
  20 
  Wits Legends 
  Isaac Snaggs  
  (AV 102) 
  Apprentice: You may spend a Drama Die to add twice your rank in this to an active defense roll after you see your roll. 
  Adept: You may spend a Drama Die and one action to catch a missile weapon with a free hand.  This is considered a 
  successful active defense. 
  Master: You may spend a Drama Die and one action to catch a bullet that was fired at you.  This is considered a successful 
  active defense. 
  Jack (PG 201) 
  Apprentice: You may spend a Drama Die to transform a small object (under 1 cubic foot) into another object until the next 
  dawn, at which time it reverts.  If broken in the new form, one of the pieces reverts into an unbroken object and the other 
  pieces disappear.  If killed (animal) or eaten (food) in the new form, the object is destroyed permanently.  Possible objects 
  include: Knife, Fist-sized hunk of cheese, Bird, Rock (up to 5 objects), Pair of dice, Normal size playing card (up to 5 
  objects), Coin (up to 5 objects times rank), 20 feet of twine in a ball, Button. 
  Adept: You may spend a Drama Die to transform yourself with one of these forms until the next dawn.  You may spend two 
  Drama Dice to transform another willing person or an animal.  You know a number of forms equal to your rank in this. 
  Child Form – If not already young, the person or animal achieves the energy and spryness of youth.  
  Hag Form – The person appears older and is unrecognizable as himself.  Gets –1 unkept die on social interactions. 
  Noble Form – The person appears more handsome or beautiful.  Gets +1 unkept die on all social rolls. 
  Ogre Form – The person appears more intimidating.  Gets –1 unkept die on social rolls except intimidation, which gets +2 
  unkept dice. 
  Peasant Form – The person appears much blander.  Gets +2 unkept dice on Disguise, Unobtrusive, and Shadowing rolls. 
  Master: You may spend a month of preparation to enchant a building (up to 4,000 sq ft).  When complete, you may choose 
  3 of the following laws, which work in the building unless otherwise disrupted.  You can only have one building so 
  enchanted at a time. 
  - 
  I can’t die in my house. 
  - 
  Nobody’s magic but mine works in my house. 
  - 
  I always know where everything and everyone is in my house.  
  - 
  No one can enter my house without permission.  
  - 
  Nobody ages in my house. 
  - 
  The pantry in my house always has food and drink in it. 
  - 
  I can instantly rearrange the inside of my house with a thought. 
  - 
  My house cannot be harmed in any way.  
  - 
  The inside of my house is twenty times bigger than the outside. 
  - 
  No one can find the way to my house unless I let them. 
  King Elilodd  
  (AV 102) 
  Apprentice: You may spend a Drama Die to add five times your rank in this to a roll on the Repartee system against Sidhe.  
  Only works with positive effects (Charm, etc) against Seelie and with negative effects (Intimidate, etc) against Unseelie. 
  Adept: You may spend a Drama Die to call on the nearest Seelie for aid.  Roll Resolve+(rank) against a TN of 30.  If 
  successful, a Seelie shows up to help (for a price).  On a roll of 10 or less, an Unseelie shows up and demands a much 
  higher price. 
  Master: You may spend a Drama Die to create a 5 foot radius circle around yourself that the Unseelie cannot enter.  Ones 
  inside the circle are cast out when activated.  You can maintain this for as long as you are awake and stay in the same spot. 
  Lady of the Lake 
  (Sidhe)  
  (SBN 43) 
  Apprentice: By activating this knack you automatically succeed at a perception check. 
  Adept: You may reroll any roll; this knack may be used a number of times equal to your mastery level per Act. 
  Master: You can look into a body of fresh water and see the events (current, past or future) occurring within sight of any 
  other body of fresh water; this requires a perception check against TN 30. The effect lasts for 5 minutes per mastery level. 
   
  Multiple knacks 
  Ordinarily you may only take one Glamour knack for each trait. However, if you have a trait above 5, you can learn an 
  additional Glamour knack for that trait. 
  Using Sidhe Glamour 
  When you use a glamour knack based on a Sidhe legend, roll 1k1 (2k2 in Bryn Bresail); on a result of 20 or higher the 
  Sidhe notices the sorcerer. 
  
   
  21 
  Huan Shu (CJE 84) 
  Overview 
  Country  
  Cathay 
  Type 
  Shamanism 
  Cost 
  35 HP 
  Description 
  Physical magic 
   
  Effects 
  May not have any other sorcery 
  Gain Athlete and either Hard MA or Soft MA for free 
  All Athlete knacks are considered basic 
  Roll and keep Trait and Knack for Athlete knacks 
  Can spend DD on Initiative Roll to gain one action per 
  DD; these DD go to the GM 
   
  Khel-kalb (CE 85) 
  Overview 
  Country  
  Crescent Empire (Altar’vahir) 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Horse magic 
   
  Effects 
  You have a special bond with one horse.  You can 
  communicate with it, and can understand back on a 
  Panache check TN 15. 
  You can add its rank in any trait to any roll made 
  involving that trait while riding it, including adding its 
  Brawn to your damage rolls (for example, +3 for 
  Brawn 3).  You similarly add your traits to rolls made 
  by the horse. 
  You can spend a drama die to move a dramatic wound 
  from yourself to the horse or vice versa. 
  
   
  22 
  Laerdom (PG 203-212, VV 97) 
  Overview 
  Country  
  Vestenmannavnjar (Vendel) 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  Laerdom is the ancient study of “true 
  names” of things and concepts.    It 
  was taught to the Vesten by the gods 
  at the dawn of time (it is still 
  officially part of the sorceries given 
  to the old empire senators).  
  Followers of Laerdom are called 
  Skjaeren. 
  The various runes (Laerds) are 
  described below.  They are forged or 
  written onto items, which are then 
  made part of a ritual to unlock that 
  power. 
  Whenever you fail with a rune, you 
  take 1 kept die in damage for every 5 
  you missed your TN by (round up). 
  You may only invoke a number of 
  runes per day equal to your Wits. 
  You may only control up to your 
  Brawn in rune effects (via invoke or 
  inscribe) at one time.  To use more 
  requires a raise per excess rune on 
  every action attempted.  If you fail 
  this, all the runes fail and burn out (if 
  inscribed), and you take 1 kept die in 
  damage per rune being used at the 
  time.   
  No person or thing may be affected 
  by the same rune more than once at 
  the same time. 
  You may have up to your Brawn in 
  inscribed non-weather runes at one 
  time.  If you exceed this, all the 
  inscribed objects’ runes burn out and 
  those objects may never be re-
  inscribed.  Weather runes are not 
  counted. 
  You may only “become” one rune, 
  ever. 
  In theory, you can work on every 
  knack.  In practice, you need to focus 
  on 4 or 5 of them to achieve Adapt 
  and Master levels. 
  Vendel may not reach Master.  Only 
  Vesten may do so. 
   
  Mastery Levels 
  Apprentice 
  You may invoke a rune.  Invoking uses one action 
  and a roll of Resolve+(rune knack) versus the 
  invoke TN.  If successful, a dice effect lasts for 1 
  round plus 1 round per raise.  A weather effect 
  covers a square mile and lasts 1 hour (apprentice), 3 
  miles and lasts 1 day (adept), or 10 miles and lasts 
  1 week (master).  You can cancel a weather effect 
  at any time. 
  You may make runes only in a temporary way, 
  such as on paper, sand, wood, glass, or other such 
  surface. 
  Adept 
  You may inscribe a rune.  Inscribing uses 5 actions 
  and a roll of Resolve+(rune knack) versus the 
  inscribe TN.  If successful, a dice effect lasts for 
  one year, and the effect can be renewed.  The effect 
  may be passed to a person who says the object’s 
  name (see below) while touching it, at which point 
  the effect lasts for 1 round plus 1 round per raise.  
  A weather effect may be called upon once like an 
  invoke, and is then erased.  The invoking person 
  takes 1k1 damage. 
  You may inscribe runes into a permanent (non-
  living) surface.  When doing so, you must name the 
  object and that object will be forever known as that 
  name.  Objects previously inscribed already have a 
  name and you have to know it in order to re-
  inscribe the object.  Objects previously inscribed 
  may never have a different rune than their original 
  inscription placed on them. 
  Master 
  Your may brand a rune into your skin permanently 
  and become the rune.  Becoming uses 10 actions 
  (which cannot happen in combat) and a roll of 
  Resolve+(rune knack) versus the becoming TN.  If 
  successful, you gain the effects of the rune 
  permanently to call upon at will.  You take 2k2 
  damage due to the branding.  If you fail, you still 
  take damage and must wait a week before trying 
  again. 
  You may inscribe a rune that you have Become.  
  This takes 10 actions and a roll of Resolve+(rune 
  knack) versus the becoming TN.  You also take 2k2 
  wounds.  If successful, the rune is permanently on 
  the object.  If you fail, the object is ruined.  Runes 
  inscribed this way do not count against he number 
  of runes you may have inscribed at one time.  They 
  are activated like other inscribed runes and the 
  effect does count as one of the rune affects 
  affecting you.  Weather runes cause 2k1 wounds 
  (instead of 1k1).  You may only activate such an 
  object once every 10 phases, minus 1 phase for 
  each -5 taken on your inscribe roll. 
  
   
  23 
  Laerdom Runes (part 1 of 2) 
  Bevegelse 
  (Empathy) 
   
  Invoke TN=20    Inscribe TN= 30    Become TN=40 
  This is the rune of empathy.  Union of self with the outside world.  
   
  +2 unkept dice to any social interaction.  
  Ensomhet 
  (Solitude) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  This is the rune of cutting away the past in order to move forward.  
  +2 unkept dice to Resolve tests. 
  Fjell 
  (Mountain) 
   
  Invoke TN=15    Inscribe TN= 30    Become TN=40 
  This is the rune of sacrifice. 
  You may igno re one dramatic wound for the duration.   
  If you become a rune, you may ignore any one dramatic wound until it is healed.  
  Fornuft 
  (Gateway) 
   
  Invoke TN=20    Inscribe TN= 30    Become TN=40 
  You may view events at a place you are familiar with (invoke) / have seen for a short while (inscribe) / have 
  been to (become).  Duration is 1 round plus 1 round per raise.  During this time you close your eyes and cannot 
  speak. 
  Grenselos 
  (Unbound) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  All bindings and shackles fall off you. 
  Herje 
  (Ruin) 
   
  Invoke TN=20    Inscribe TN= 30    Become TN=40 
  Give a person a penalty of (your rank) to their next roll against a TN.  This is a one shot effect and not a 
  duration. 
  Host 
  (Harvest) 
   
  Invoke TN=20    Inscribe TN= 30    Become TN=40 
  You may take a –1 rank on a knack for the duration of a story and at the end you get back this rank and 2 XP 
  that can only be spent on raising that knack.  
  Kjolig 
  (Hatred) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  You may descrease the temperature within the area of affect to cause a freezing weather (or something more 
  mild). 
  Kjott 
   (Flesh) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  This is the rune of self.  Know yourself and be honest with yourself. 
  +2 unkept dice to resist attempts to fool or beguile you through magic or mundane means. 
  Total immunity to the Varsel (Omen) rune. 
  Krieg 
  (Warrior) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  +1 unkept die to Attack rolls. 
  Kyndighet 
  (Skill) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  You may re-roll one die during each combat round.  
  Lidenskap 
  (Passion) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  You may increase the temperature within the area of affect to cause a heat wave (or something m ore mild). 
  Nod 
  (Intensity) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  When acquiring this rune for the first time, choose “weather” or “emotion”.  This choice cannot change later.  
  You are stuck with the choice forever. 
  Weather: Worsens weather in area by one level (storm<-gale<-breeze< -calm). 
  Emotion: +2 unkept dice when trying to promote aggressive behavior. 
  Reise 
  (Journey) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  +2 unkept dice to perception tests. 
  Sinne 
  (Anger) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  +2 unkept dice to Brawn skill checks. 
  Stans 
  (Calm) 
   
  Invoke TN=10    Inscribe TN= 20    Become TN=35 
  When acquiring this rune for the first time, choose “weather” or “emotion”.  This choice cannot change later.  
  You are stuck with the choice forever. 
  Weather: Stills weather in area by one level (storm->gale->breeze->calm). 
  Emotion: +2 unkept dice when trying to calm another’s mood.  
  Sterk 
  (Wholeness) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  This is the rune of defense. 
  +5 to your passive defense TN. 
   
  
   
  24 
  Laerdom Runes (part 2 of 2) 
  Storsaed 
  (Greatness) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  This is the rune of the young, untrained hero. 
  The number of raises you make when doing this rune should be recorded (to a maximum of your lowest trait).  
  When invoked, you may divide that number of +5 on roll among all present… which are applied to that 
  person’s next action roll.   
  If you become a rune, ignore the number of raises.  It is always equal to your lowest trait and you can divide 
  them up during each scene as you see fit. 
  Styrke 
  (Strength) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  This is the rune of strength. 
  +1 unkept die to all damage rolls. 
  Tungsinn 
  (Gloom) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  +2 unkept dice to an attempt to cause depression or fear in another person. 
  Uvitenhet 
  (Mystery) 
   
  Invoke TN=20    Inscribe TN= 30    Become TN=40 
  This is the rune of hiding the truth. 
  +2 unkept dice to all rolls to deceive someone. 
  Counteracts the Fornuft (Gateway) rune within a 50 foot radius. 
  Varsel 
  (Omen) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  Only those you wish to speak to understand you.  Others hear a garbled foreign language. 
  Velstand 
  (Wealth) 
   
  Invoke TN=10    Inscribe TN= 20    Become TN=35 
  When acquiring this rune for the first time, choose “money” or “wisdom”.  This choice cannot change later.  
  You are stuck with the choice forever. 
  Money: All money (other than regular income) you acquire is doubled. 
  Wisdom: You may tap into hereditary memory and ask the GM a question, which is answered by a flashback to 
  another Skjaeren of the Wealth rune’s experiences. 
  Villskap  
  (Fury) 
   
  Invoke TN=15    Inscribe TN= 25    Become TN=40 
  You may fire a lightning bolt.  Range is 25 yards (apprentice) / 50 yards (adept) / 75 yards (master). 
  Attack roll and damage roll are Mastery  level (1=apprentice, 2=adept, 3=master) + Rank in this rune keep 
  Mastery level. 
   
  
   
  25 
  Nacht (DK 71,82-84) 
  Overview 
  Country  
  None (Die Kreuzritter) 
  Type 
  Shamanism 
  Cost 
  25 HP (75 XP) 
  Description 
  Only knights of Die Kreuzritter may 
  have this shamanism.  Only one 
  knight a year may gain this ability, so 
  it is very rare. 
  Nacht shamanism does not have 
  knacks and has no apprentice, adept, 
  or master ranks. 
  Users of this shamanism may  travel 
  from one place to another by 
  stepping through shadows. 
  Knights are sworn to skill any non-
  knight who witnesses the use of this 
  ability… although some knights have 
  received exemptions with regard to 
  certain trusted individuals. 
  About the Dark Paths 
  Entering 
  To enter the Dark Paths, you need to 
  touch or be partially in a shadow.  
  Touching your own shadow counts.  
  It takes one action to enter. 
  You may bring along up to 20 
  pounds of equipment.  You cannot 
  bring along any living things.  
  Objects connected to you come with 
  you, so this cannot be used to escape 
  bonds. 
  You cannot enter while in complete 
  darkness.  There must be some light 
  in order for there to be a shadow. 
  Leaving 
  Leaving works just like entering.  
  Touch a shadow and spend an action.  
  If this would place you in a solid 
  object, you appear in the nearest 
  open space. 
  If you leap out of a shadow, you get 
  +5 on your Wits+Ambush roll. 
   
  About the Dark Paths 
  Appearance 
  The Dark paths are like a shadow of 
  the real world that is in constant 
  twilight. 
  All natural features (hills, etc.) 
  appear as black objects and have a 
  slightly springy surface.  These 
  objects cannot be moved, dug into, or 
  otherwise modified. 
  Buildings and living objects (like 
  trees and people) appear, but are 
  shadowy and can be walked through. 
  Water does not appear at all.  Thus, 
  entering while in water may place 
  you in the air.  And leaving from a 
  place that is underwater in the real 
  world may put you in a position to 
  drown. 
  The sky is translucent white and 
  sometimes shapes are seen pressed 
  against it. 
  Traveling 
  Time runs at the normal rate.  
  Walking is the only form of travel 
  available. Characters may travel 50 ft 
  per action. 
  Shadowburn 
  By a strict reading, characters in the 
  Dark Paths lose 1 Resolve every 
  round and die at -1 Resolve.  It takes 
  one full day of rest before you get 
  your Resolve back. 
  By my rules , characters make a 
  Brawn check against TN 15 every 
  Brawn minutes.  Once they fail this 
  check or the next check after they 
  have made this check Brawn times, 
  they lose 1 Resolve every round (as 
  above).  This is the equivalent of the 
  swimming rules for being in freezing 
  choppy water. 
  Other Dangers 
  Various monsters and Nights roam 
  the Dark Paths. 
  Other Rules  
  Fire does not work in the Dark Paths. 
  Sound does not travel as far and so it 
  is easy to be caught unaware or be 
  unable to communicate with a 
  companion who is not very far away. 
  
   
  26 
  Nha Nong (CJE 85) 
  Overview 
  Country  
  Cathay (Lanna) 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Plant magic 
   
  Effects 
  Immune to plant poisons and pol len allergies 
  Plants yield 20% more per rank in Panache 
  Two free raises to Flora knack 
  Thorns do not scratch you; branches bend to avoid 
  hurting you 
  Can always find food and water in the jungle 
  For 1 DD, can cause plants to grow, ripen or die, or 
  animate a vine (animated vine: henchman with Brawn, 
  Finesse, Resolve, Grapple, Bear Hug equal to 
  character’s Panache; Wits and Panache of 1) 
  
   
  27 
  Opah (CN0 5 -6) 
  Overview 
  Country  
  Kanu 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Those with the Opah shamanism are 
  called Opahkung. 
  Opah shamanism does not have 
  knacks and has no apprentice, adept, 
  or master ranks. 
  Lan represents positive spirits.  Nal 
  represents negative spirits.  All things 
  have either Lan or Nal.  Nothing is 
  neutral. 
  When holding a weapon, the weapon 
  may appear charged with crackling 
  streams of energy that run down the 
  weapon and up the shaman's arms 
  and in the shaman's eyes.  This is 
  white if the weapon has Lan and 
  black if it has Nal. 
  Lan and Nal 
  When the shaman uses a weapon in 
  combat, he or she can add positive or 
  negative power to the weapon.  This 
  applies only to melee weapons or 
  projectiles (arrows or spears).  It does 
  not apply to launchers like a bow or 
  gun. 
  A weapon with positive power is said 
  to have that much Lan.  A weapon 
  with negative power has that much 
  Nal.  For example, +5 is 5 Lan and -2 
  is 2 Nal. 
  Each weapon begins at +1 (1 Lan). 
  A weapon used by the shaman gets 
  +1 for every 5 successful hits on an 
  enemy.  The weapon gets -1 for 
  every 5 misses of an enemy.  The 
  shaman is expected to track all of 
  their hits and misses. 
  There is no zero.  A weapon at +1 
  that gets -1 results in -1.  Similarly, 
  one at -1 that gets +1 results in +1. 
   
  Abilities 
  Any Lan or 
  Nal 
  A sorcerer (but not a shaman) struck 
  by the weapon may not use any 
  sorcerous knacks for one phase per 
  Lan or Nal.  If the sorcerer is hit 
  again during this period, restart this 
  clock (it isn't cumulative). 
  An item with a Laerdom rune that is 
  struck is affected as if it were a 
  sorcerer and becomes deactivated. 
  Each 20 Lan 
  +1 to hit (max bonus of your 
  Resolve). 
  Each 20 Nal 
  -1 to hit (max penalty of your 
  Resolve). 
  Each 50 Lan or 
  each 50 Nal 
  +5 to TN to break the weapon. 
  +1 resistance to sorcery.  When 
  holding the weapon, you may spend 
  a drama die to resist a sorcerous 
  knack being used on you.  The 
  sorcerous knack must be less than or 
  equal to your resistance level.  
  Each 100 Lan 
  You begin each story with an 
  additional drama die.  This die is 
  only usable when holding the 
  weapon.  You cannot more than 
  double your number of drama dice. 
  Each 100 Nal 
  The GM begins each story with an 
  additional drama die.  This cannot 
  more than double the GM's number 
  of drama dice. 
  
   
  28 
  Porte (PG 212-214,MO 78) 
  Overview 
  Country  
  Montaigne 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  Porte first appeared with one of the 
  senators of the Old Empire in Numa. 
  Porte sorcerers can open up rips in 
  the fabric of the universe and reach 
  or walk through.  These rips appear 
  to bleed, and some say you can hear 
  crying as if something was in pain. 
  Mastery Levels 
  Apprentice 
  You may open a small (fist-sized) 
  doorway. 
  Adept 
  You may open a doorway large 
  enough for man-sized objects, 
  including yourself. 
  Master 
  You may open a doorway for larger 
  objects, up to a number of persons 
  equal to your Resolve. 
  Porte Knacks 
  Attunement  
  You can tell what direction an object you blooded is from you.   
  Range depends on rank: 1= 10 feet, 2= 100 feet, 3= 1 mile, 4= 5 miles, 5= 10 miles. 
  Blooding 
  You can use 10 actions to mark an object with Resolve+Blooding using a TN of 20. Each +5 on the TN 
  you make on this roll gives you a +5 on later rolls to open portals to that object. 
  You may have up to 3 (if apprentice) / 6 (if adept) / 9 (if master) objects blooded at one time.  You can 
  drop an object from this list at any time.  Also, a person may wash off the blood. 
  Bring 
  You can use 1 action to open a doorway and a second action to reach in and bring a blooded object to 
  you.  Roll Resolve+Bring with a TN of 20. 
  You can Bring an item that is in a locked box with no sign of entry.  If you Bring an item that is 
  underwater, it shows up wet but you don’t feel water and no water rushes through. 
  You may also use this knack to hand off an object to another Porte sorcerer.  Use 1 action to alert the 
  other sorcerer and a second to hand it off.  The other sorcerer uses an action to open their portal and a 
  second action to bring the object through.  TN depends on closeness of bloodlines: twins= 5, 
  father/mother/son/daughter= 10, brother/sister= 15, aunt/uncle/nephew/neice= 20, first cousin=25, other 
  related and any non-related= 30. (MO 78) 
  Catch (MO 78) 
  You may use this knack as an active defense against firearms and other projectiles.  A small portal is 
  opened and the bullet or projectile is lost.  You get a +5 on rolls against slower projectiles such as arrows 
  and thrown objects. 
  Pocket 
  You can use an action to put an object into or bring an object out of a hidden “pocket” in the air.  This 
  pocket may hold any non-living objects which hold their shape (no liquids without containers) massing 
  up to 10 pounds times your rank in this knack.   
  There is a small chance that the objects may disappear, so it is not totally safe.  Also, if you exceed the 
  weight limit, all objects are lost. 
  Walk 
  You can use 2 actions (+1 per extra person) to open a doorway and 5 actions (+2 per extra person) to 
  move through to a blooded object.  Roll Resolve+Walk with a TN of 20.  Every person coming with you 
  raises the TN by 10.  For every time you raise the TN by 10, you can lower the walking time by 1 action. 
  At Journeyman level, you may use this knack while falling to Walk to an object.  The TN depends on 
  how many levels the fall is: 1= TN 30, 2= TN 25, 3= TN 20, 4= TN 15, 5= TN 10, 6+=TN 5. (MO 78) 
  If the object being Walked to isn’t in a large enough space for you to appear, you are lost unless you 
  choose a different object to Walk to.  Note that you must be at Adept level to open a large enough 
  doorway for yourself and at Master level to open one for others to come with you. 
  In the “walkway” between doorways, if someone opens their eyes they may be lost forever.  Occasionally 
  something tries to make you open your eyes.  Roll Resolve with a TN of 10 to keep your eyes shut.   
  Any person moving through a doorway suffers 1k1 rounds with a –2 unkept dice on all actions as a form 
  of “portal sickness”.  Someone with Porte sorcery suffers for their Resolve fewer rounds. 
  
   
  29 
  Pyeryem (PG 214-219) 
  Overview 
  Country  
  Ussura 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  Pyeryem is a form of mystic art 
  granted to the Ussurans by a 
  relationship with Matushka (mother 
  Ussura). 
  To gain use of an animal’s form, the 
  sorcerer bargains with one of the 
  animals.  The animal gives over 
  access to the form in exchange for 
  living as long as the sorcerer (plus 
  possible other costs).  
  If you roll less than ½ the required 
  TN on any form change, you cannot 
  try to transform again until the next 
  dawn. 
  Pyeryem Knacks 
  Animal Form  
  Each animal form is considered a 
  separate knack.  You can get as many 
  animals as you want, but focusing on 
  3 of them is important for advancing 
  to become an Adept or Master. 
  Roll Resolve+Animal Form to 
  change into an animal.  The TN 
  changes by animal type and you can 
  only do animal forms you have 
  “learned”. 
  When in animal form you may use 
  your Animal Form knack as your 
  attack knack and do 0k1 damage. 
  Man 
  Roll Resolve+Man to change back to 
  human form with a TN of 15. 
  Speak 
  Within Ussura you can speak to all 
  animals regardless of this rank.  
  Outside Ussura, roll Resolve+Speak 
  against a TN determined by the GM.  
  This TN will be higher the further 
  you are from Ussura and the more 
  domesticated the animal is. 
   
  Mastery Levels 
  Apprentice 
  You may transform fully into animal 
  form.  In that form you may speak 
  with other animals (using the Speak 
  knack) and with humans with 
  Pyeryem (but not with other 
  humans). 
  To transform takes 1 action and 1 
  Drama Die.  Roll against the form’s 
  TN.   
  Use the Man knack to transform back 
  to human form.  This transformation 
  does not cost a Drama Die. 
  Adept 
  You may partially transform, using 1 
  action and 1 Drama Die to take on 
  one “boon”.  Only the part of the 
  body associated with that boon 
  transforms.  Roll against the form's 
  TN. 
  You may do multiple partial 
  transformation, but each body part 
  may only be affected  once, and you 
  may have only one such boon per 
  animal form.   
  The Man knack is used to transform 
  back, undoing any or all partial 
  transformations by your choice. 
  Master 
  You may gain any or all “boons” for 
  a given animal form by using 1 
  action and 1 Drama Die.  Roll against 
  the animal form's TN.  This does not 
  involve any physical transformation.  
  You can cancel this at will (you do 
  not need to use the Man knack).  The 
  effect ends at the next dawn if not 
  cancelled before then. 
  
   
  30 
  Animal Forms 
  Animal Form 
  TN 
  Boons 
  Asprey (US90) 
  20 
  +10 to passive defense TN & -1 Brawn 
  Bite (Attack 0k2 using your Animal Form knack) 
  Flight & No Grasping Limbs 
  Speed (+1 unkept action die each round) 
  Boar (US90) 
  15 
  +1 Brawn 
  Gore (Attack 0k3 using Animal Form knack) 
  Speed & No Grasping Limbs (+1 unkept action die each round) 
  Boca (US90) 
  10 
  +10 to passive defense TN & -1 Brawn 
  Leaping (+3 unkept dice on Leaping rolls) & No Fine Manipulation (Lose highest die on rolls requiring manual 
  action) 
  Cat 
  15 
  +1 Finesse & -2 Brawn (minimum 1) 
  Climb (+3 unkept dice on Clumbing rolls) 
  Falling (+1 rank in Break Fall knack) 
  Keen Hearing (+3 unkept dice on perception rolls involving hearing) 
  Night Vision (Can see in near total darkness. –1 unkept die while in bright light.) 
  No Grasping Limbs & Silence (+3 unkept dice on Stealth rolls) 
  Drachen (US90) 
  45 
  +3 Brawn 
  Armor (+10 to passive defense TN) 
  Bite (Attack 0k3 using your Animal Form knack) 
  Claw (Attack 0k2 using your Animal Form knack) 
  Duck (US90) 
  15 
  Flight & No Grasping Limbs 
  Hold Breath (As if +3 Resolve (CM7) for purposes of drowning rules) 
  Swimming (Movement is unimpeded while swimming) 
  Firebird (US90) 
  30 
  +10 to passive defense TN 
  Flight & No Fine Manipulation (Lose highest die on rolls requiring manual action) 
  Bite (Attack 0k3 using your Animal Form knack) 
  Fish (US90) 
  10 
  Breathe Water (The drowning rules apply to you in air instead of in water) 
  Swimming (Movement is unimpeded while swimming) & No Grasping Limbs 
  Frog (US90) 
  15 
  Hold Breath (As if +3 Resolve (CM7) for purposes of drowning rules) 
  Leaping (+3 unkept dice on Leaping rolls) 
  Swimming (Movement is unimpeded while swimming) & No Fine Manipulation (Lose highest die on rolls for 
  manual actions) 
  Goat  (US91) 
  10 
  +2 Brawn & No Grasping Limbs 
  Gore (Attack 0k2 using Animal Form knack) 
  Goshawk 
  15 
  -2 Brawn (minimum 1) & Speed (+1 unkept action die each round) 
  Claws (Attack 0k2 using your Animal Form knack) 
  Flight & No Fine Manipulation (Can fly.  Lose highest die on rolls requiring manual action.) 
  Keen Sight (+3 unkept dice on perception rolls involving sight) 
  Hinde (US91) 
  35 
  +3 Finesse & No Grasping Limbs 
  +10 to passive defense TN 
  Gore (Attack 0k2 using Animal Form knack) 
  Leaping (+3 unkept dice on Leaping rolls) 
  Speed (+1 unkept action die each round) 
  Horse (US91) 
  15 
  +2 Brawn & No Grasping Limbs 
  +5 to passive defense TN 
  Speed (+1 unkept action die each round) 
  Kodiak Bear 
  35 
  +3 Brawn & -2 Finesse (minimum 1) 
  Bite (Attack 0k2 using your Animal Form knack) 
  Claws & No Fine Manipulation (Attack 0k3 using Animal Form. Lose highest die on rolls for manual actions.) 
  Keen Smell (+3 unkept dice on perception rolls involving smell) 
  Swimming (Movement is unimpeded while swimming) 
   
  Warmth (Extreme cold does not bother you.  Extreme heat bothers your at double the effect.) 
  Monkey  (US91) 
  20 
  +1 Finesse 
  Climb (+3 unkept dice on Clumbing rolls) 
  Falling (+1 rank in Break Fall knack) 
  Mouse 
  15 
  +10 to passive defense TN & -3 Brawn (minimum 1) 
  Keen Hearing (+3 unkept dice on perception rolls involving hearing) 
  Keen Smell (+3 unkept dice on perception rolls involving smell) 
   
  Night Vision (Can see in near total darkness. –1 unkept die while in bright light.) 
  No Fine Manipulation (Lose highest die on rolls requiring manual action) 
  Silence (+3 unkept dice on Stealth rolls) 
   
  Otter 
  15 
  -1 Brawn (minimum 1) & Swimming (Movement is unimpeded while swimming) 
  Hold Breath (As if +3 Resolve (CM7) for purposes of drowning rules) 
  Keen Smell (+3 unkept dice on perception rolls involving smell) 
   Owl 
  10 
  -1 Brawn (minimum 1) 
  -1 Finesse (minimum 1) 
  Flight & No Fine Manipulation (Can fly.  Lose highest die on rolls requiring manual action.) 
  Night Vision (Can see in near total darkness. –1 unkept die while in bright light.) 
  Silence (+3 unkept dice on Stealth rolls) 
  Rabbit 
  15 
  +5 to passive defense TN & -2 Brawn (minimum 1) 
  Burrow (You can dig at 2*Finesse inches per round) 
  Keen Hearing (+3 unkept dice on perception rolls involving hearing) 
  Keen Sight (+3 unkept dice on perception rolls involving sight) 
  Leaping (+3 unkept dice on Leaping rolls) 
  Speed & No Grasping Limbs (+1 unkept action die each round) 
  Raven (US91) 
  15 
  +5 to passive defense TN 
  Flight & No Fine Manipulation (Lose highest die on rolls requiring manual action) 
  
   
  31 
  Animal Form 
  TN 
  Boons 
  Red Fox 
  15 
  +5 to passive defense TN & -1 Brawn (minimum 1) 
  Howl (Can communicate with other animals and Pyeryem  humans over distances of up to 5 miles) 
   
  Keen Smell (+3 unkept dice on perception rolls involving smell) 
  Leaping (+3 unkept dice on Leaping rolls) 
   
  Silence & No Grasping Limbs (+3 unkept dice on Stealth rolls) 
  Reindeer (US91) 
  10 
  +1 Finesse & No Grasping Limbs 
  Gore (Attack 0k2 using Animal Form knack) 
  Warmth (Extreme cold does not bother you.  Extreme heat bothers your at double the effect.) 
  Snake (US92) 
  20 
  +1 Finesse 
  Bite (Attack 0k2 using Animal Form knack) & Poor Hearing (-2 unkept dice on perception rolls involving 
  hearing). 
  Burrow (You can dig at 2*Finesse inches per round) 
  Climb (+3 unkept dice on Clumbing rolls) 
  Silence (+3 unkept dice on Stealth rolls) 
  Speed (+1 unkept action die each round) & No Grasping Limbs 
  Snow Leopard 
  35 
  +2 Brawn 
  Claws & No Grasping Limbs (Attack 0k2 using Animal Form) 
  Climb (+3 unkept dice on Clumbing rolls) 
  Keen Smell (+3 unkept dice on perception rolls involving smell) 
  Leaping (+3 unkept dice on Leaping rolls) 
  Poor Sight (-2 unkept dice on perception rolls involving sight) 
  Speed (+1 unkept action die each round) 
  Warmth (Extreme cold does not bother you.  Extreme heat bothers your at double the effect.) 
  Songbird (US92) 
  15 
  +2 Finesse 
  +10 to passive defense TN & -3 Brawn 
  Flight & No Fine Manipulation (Lose highest die on rolls requiring manual action) 
  Turtle (US92) 
  15 
  +10 to passive defense TN & -1 Finesse 
  Hold Breath (As if +3 Resolve (CM7) for purposes of drowning rules) 
  Swimming (Movement is unimpeded while swimming) & No Grasping Limbs 
  Wolf 
  25 
  +1 Brawn & No Grasping Limbs 
  Bite (Attack 0k2 using your Animal Form knack) 
  Howl (Can communicate with other animals and Pyeryem humans over distances of up to 5 miles) 
  Keen Hearing (+3 unkept dice on perception rolls involving hearing) 
  Keen Smell (+3 unkept dice on perception rolls involving smell) 
  Silence (+3 unkept dice on Stealth rolls) 
  
   
  32 
  Rimal (CE 87) 
  Overview 
  Country  
  Crescent Empire (Yilan-bazlik) 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
  Sand magic 
   
  Effects 
  You have sand magic.  You cannot be harmed by sand.  
  You can fall any distance onto sand without being hurt.  
  Your vision is not impaired by airborne sand.  Your 
  breathing is never impaired by sand, even if buried.  
  Sand can impair your ability to move, however. 
  You may spend a drama die and make a Resolve check 
  TN 15 to create a sandstorm.  For every +5 TN, you 
  can change the weather one step rougher.  Damage 
  from this storm is +2k0 and occurs in phase 10 of each 
  round.  You can spend an action die and make a 
  Finesse check to hit the opponent to target an 
  individual with the storm, who cannot use any Parry 
  knacks against this.  Damage is (Resolve)k1.  Duration 
  of storm is your 2*Panache rounds.  You may end the 
  storm early by spending an action die.   
  When you create the storm, you may spend an 
  additional drama die to give the storm a shape (like an 
  image of yourself or a pack of wolves).  If you do this, 
  the storm is +1k0 to hit and -1k0 damage. 
   
  Ruzgar’canli (CE 88) 
  Overview 
  Country  
  Crescent Empire (Yilan-bazlik) 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Spirit magic 
   
  Effects 
  You have spirit magic.  Once per story, you may spend 
  a drama die and make a Resolve check TN 25 to ask 
  the Ghost Wind one question.  It can only answer about 
  things exposed to the wind. 
  You can make a Resolve roll TN 15 to have the Ghost 
  Wind carry a message that is one word long.  +5 TN 
  per extra word. 
  
   
  33 
  Scrying (Female) (SD 92-100) 
  Overview 
  Country  
  Sophia's Daughters 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  (Half-blooded is not a valid choice.) 
  Description 
  Some daughters of Sophia are born 
  with this sorcery.  It can skip 
  generations. 
  This sorcery involves water magic 
  and the seeing of distant places and 
  times. 
  While this sorcery is almost always 
  on women, a small number of men 
  have had it as well. 
   
  Mastery Levels 
  Apprentice 
  You can sense whether someone is 
  good (hero) or evil (villain). 
  You can breathe water (but not other 
  liquids). 
  You gain the Appearance(Above 
  Average) advantage, or get a -5 HP 
  cost on an Appearance advantage. 
  Adept 
  Your Scry ability improves. 
  You may travel to/from Bryn Bresail 
  through special pools.  To do so, 
  make a Wits+Scry roll with TN 20.  
  You get -10 on your roll for every 
  person you try to bring with you.  
  These people suffer 1d10 - their 
  Resolve rounds of disorientation 
  (they get -10 on all rolls). 
  Master 
  Your Scry ability improves. 
  Scrying (Female) Knacks 
  False Potion  
  To make a potion that appears in all ways like the real one but without the effect, use the average 
  of this knack and the appropriate potion knack to determine your effective rank for the roll.  For 
  example, if False Potion is 3 and your potion knack is 1, then roll as if your knack were 2.  The 
  false potion still uses the same ingredients. 
  Scry 
  Using a pool of fresh water, you may see and hear what is going on at another place (or time).  To 
  do this, spend a drama die and roll against against a TN of 20.  Instead of using a trait, your 
  mastery level (apprentice=1, adept=2, master=3) is used for the base.  For example, an adept with 
  Scry of 3 would make a roll of 5k2.  Others within sight and hearing of the pool may also see and 
  hear the events.  This takes several minutes to do, and if interrupted you take a -10 on your roll.  
  When peering into the future, things look blurry. 
  An apprentice can only look in the present and only at people, places, and things they are familiar 
  with.  Something they have seen only once results in a -5 on the roll.  An adept can see into the 
  past up to their birth and into the future up to one year.  They get a -1 on their roll for every 2 
  years into the past or every week into the future.  A master can see without limits into the past and 
  future and suffers only a -1 for every 5 years. 
  The GM may spend a drama die to replace a vision with something else. 
  Potion 
  There is no single potion knack.  Each potion is a separate knack.  You may have ranks in as 
  many potions as desired, but only the 3 highest count toward achieving Adept and Master status, 
  so focusing on 3 potions can be beneficial. 
  Brewing a potion requires a roll of Wits+Knack against the potion's TN.  Each ingredient that you 
  skip gives you a -10 on your roll.  It takes 30 minutes to brew a potion.  Each brewing attempt 
  produces your mastery level in doses (apprentice=1, adept=2, master=3).  Elixirs and philters are 
  ingested.  Fumes and vapors are inhaled.  Balms, dusts, oils, and powders are applied with 
  contact.  You can chance the kind of a potion by taking a -5 on your roll. 
  Potion effects last for one Act.   
  A person may only be affected by their Brawn in potions at a single time.  If an additional potion 
  is applied, the oldest one still affecting them is cancelled.  Also, a person may not be affected by 
  more than one kind of potion (philter, oil, balm, etc.).  If a new kind is applied, all those of a 
  different kind are cancelled. 
  Potions that modify traits and knacks cannot raise one above 7 or lower them below 0.  The 
  maximum effective change is equal to your mastery level (apprentice=1, adept=2, master=3).  
  You take a -5 on your roll for each point greater than 1 of change. 
  
   
  34 
  Potions 
  Potion 
  TN 
  Ingredients 
  Effects 
  Antidote Philter 
  20 
  A spider 
  Nullify the effects of one poison. 
  Cooling Balm 
  15 
  Fresh leaf from an oak tree 
  Makes the person immune to damage from hot weather. 
  ??? 
  Dust of Irritation 
  15 
  A pinch of pepper 
  The person has fits of itching and sneezing.  This gives them a -5 on all rolls. 
  Dust of 
  Petrification 
  40 
  A stone from a riverbed 
  The person takes on a stone-like appearance.  They gain +3k0 on Wound Checks and gets 
  +2 on all Action Dice (maximum 10). 
  Elixir of Eagle's 
  Flight 
  30 
  Two feathers from an eagle 
  The person may fly.  This does not increase their base speed. 
  Elixir of Good 
  Fortune 
  30 
  A foot of a rabbit 
  The person gains a number of luck dice equal to the brewer's mastery level (apprentice=1, 
  adept=2, master=3).  Luck dice work like drama dice for modifying a roll (but not for 
  other drama dice functions).  
  Elixir of 
  Tongues 
  25 
   
  You can understand and speak any language.  This does not include reading and writing.  
  Elixir of Velme 
  15 
  A feather from a songbird 
  The person will feel lust ful.  Seduction and Charm attempts on the person get a +5. 
  Elixir of Warmth 
  20 
  A pinch of white ash from a 
  fire no more than a day old 
  Makes the person immune to damage from cold weather. 
  ??? 
  Fumes of 
  Slumber 
  20 
  A pinch of sand 
  The person makes a contested roll of their Resolve against the brewer's Wits+this knack..  
  If the person loses, they sleep until the potion wears off.  
  Gilead's Whisper 
  (Elixir) 
  25 
  A glove of white silk 
  Disguises all signs of sorcery (but not shamanism) the person may have.  The effect is 
  cancelled if sorcery is used.  
  Glasswater 
  (Balm) 
  30 
  A snake's shed skin 
  The person may reshape their appearance to take on a new look.  This does not change 
  size or clothing.  It may lessen the effects of Appearance of Unnerving Countenance 
  advantages. 
  Healing Balm 
  25 
  A scab from your body 
  Heals all flesh wounds plus one dramatic wound. 
  Love's Scented 
  Oil 
  20 
  A dozen red roses  
  The person gains +5 on Seduction and Charm attempts. 
  Oil of 
  Clumsiness 
  25 
  A foot of an albatross and 
  down from a fledgling hawk 
  Lowers the person's Finesse as per the trait altering rules. 
  Oil of Dullness 
  25 
  A powdered mule's hood 
  and three worker ants 
  Lowers the person's Wits as per the trait altering rules. 
  Oil of 
  Feebleness 
  25 
  An earthworm and a 
  cobweb 
  Lowers the person's Brawn as per the trait altering rules. 
  Oil of Sloth 
  25 
  A handful of moss and a 
  powdered clamshell 
  Lowers the person's Panache as per the trait altering rules. 
  Oil of Weakness 
  25 
  A mouse's tail and 3 
  eggshells 
  Lowers the person's Resolve as per the trait altering rules. 
  Philter of 
  Champions 
  25 
  A used fencing glove 
  Raises the person's Attack(Fencing) and Parry(Fencing) knacks as per the knack altering 
  rules. 
  Philter of Grace 
  25 
  A sparrow's feather and a 
  serpent's tooth 
  Raises the person's Finesse as per the trait altering rules. 
  Philter of 
  Intelligence 
  25 
  An owl's feather and a 
  handful of fox fur 
  Raises the person's Wits as per the trait altering rules. 
   Philter of 
  Invisibility 
  25 
  A diamond 
  The person is fully invisible (even to Scry attempts).  This gives them +20 on Stealth and 
  Shadowing rolls. 
  Philter of 
  Quickness 
  25 
  A fish's scales and forelegs 
  of a praying mantis 
  Raises the person's Panache as per the trait altering rules. 
  Philter of 
  Stamina 
  25 
  A piece of the root of an old 
  tree and ground turtle's shell 
  Raises the person's Resolve as per the trait altering rules. 
  Philter of 
  Strength 
  25 
  Powdered horn of a bull and 
  claw of a bear 
  Raises the person's Brawn as per the trait altering rules. 
  Powder of the 
  Buffoon 
  25 
  A handful of dirt 
  Lowers the person's Attack(Fencing) and Parry(Fencing) knacks as per the knack altering 
  rules. 
  Vapor of 
  Forgetfulness 
  20 
  Dust from a cobweb 
  The person makes a contested roll of their Resolve versus the brewer's Wits+this knack.  
  If they fail, they forget all the events of this scene.  If the brewer takes a -20, then the 
  memory gap will be permanent.  Otherwise, it may eventually come back. 
  
   
  35 
  Scrying (Male) (SD 100-101) 
  Overview 
  Country  
  Sophia's Daughters 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  (Half-blooded is not a valid choice.) 
  Description 
  Some Sons of Lugh are born with 
  this sorcery.  It can skip generations. 
  This sorcery involves turning the 
  person into a perfect physical 
  specimen.  You are very attractive, 
  have never been sick, and you heal 
  amazingly quickly. 
  While this sorcery is almost always 
  on men, a small number of women 
  have had it as well. 
   
  Mastery Levels 
  Apprentice 
  You can sense whether someone is 
  good (hero) or evil (villain). 
  You can breathe water (but not other 
  liquids). 
  You gain the Appearance(Stunning) 
  advantage, or get a -10 HP cost on an 
  Appearance  advantage. 
  You suffer the effects of aging as if 
  you were half your age.  You are 
  immune to diseases. 
  At the end of every scene, you may 
  make a Brawn check with TN 30 to 
  heal a dramatic wound. 
  Adept 
  You get a +5 on your TN to be hit. 
  You may spend a drama die to heal a 
  dramatic wound. 
  Master 
  You get a +10 on your TN to be hit 
  (replacing the previous +5). 
  You may spend a drama die to 
  automatically succeed at a Wound 
  Check. 
  Scrying (Male) Knacks 
  Agility 
  Add your rank in this knack to your Finesse rolls. 
  Perception 
  Add +2 to perception rolls for every rank in this knack. 
  Speed 
  Add your rank in this knack to your Panache rolls.  For initiative, add your rank to your Initiative Total 
  and not to each die. 
  Stamina 
  Add your rank in this knack to your Resolve rolls. 
  Strength 
  Add your rank in this knack to your Brawn rolls (including Wound Checks and damage that adds dice due 
  to Brawn). 
  
   
  36 
  Sharkici (CE 88) 
  Overview 
  Country  
  Crescent Empire (Jadur’rihad) 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
  Chanting 
   
  Effects 
  You get the Rahib skill for free.  You get +1 rank in 
  Chanting. 
  Your chanting can affect any supernatural creature.  
  Spend a drama die and make a contested roll of the 
  creature’s Resolve versus your 
  (Resolve+Singing)k(Resolve).  The one that rolls lower 
  receives a number of flesh wounds equal to the 
  difference between the rolls. 
   
  Song Hwang Tung (CJE 87) 
  Overview 
  Country  
  Cathay (Koryo) 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Tree magic 
   
  Effects 
  Can spend a DD and make a Resolve check against TN 
  15 to make a tree grow enough fruit and nuts to feed a 
  man for a day; plus one man-day for each raise 
  In times of war, can request a boon from a forest or 
  jungle 
  Can spend a DD and make a Resolve check against TN 
  10 to enter the Tree Spirit Forest, plus one person per 
  raise; cannot leave the forest boundary; can see out but 
  cannot be seen; Resolve check against TN 20 to leave 
  
   
  37 
  Sorte (PG 219-223, VO 88-90) 
  Overview 
  Country  
  Vodacce 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
  Sorte first appeared with one of the 
  senators of the Old Empire in Numa. 
  Only women may have this sorcery.  
  They are commonly called Fate 
  Witches. 
  Fate witches learn to see strands first 
  through the use of tarot cards (called 
  a sorte deck).  They can also see 
  them, but think of them in terms of 
  cards anyway. 
  Whenever a fate witch explodes a die 
  2 or more times (any single die of 20 
  or more) on a Sorte knack, they get a 
  Fate Lash.  You may choose not to 
  explode a die.  A Fate Lash causes 
  the immediate loss of 3 Drama Dice.  
  For each die short, take a dramatic 
  wound that won't heal for 3 months. 
   
  Mastery Levels 
  Apprentice 
  You may see the single most 
  important strand for a person (two 
  strands at Adept and three at Master). 
  You may see a specific relationship 
  between two people using a roll of 
  Wits+Sorte knack with a TN of 15. 
  You may curse or bless a person. 
  You may see if a person has an 
  Arcana.  Roll Resolve+Arcana knack 
  with a TN of 15 to see which one. 
  Adept 
  You may alter fate by tightening or 
  loosening a strand.  Roll 
  Resolve+Sorte knack with a TN of 
  10 times the amount you want to 
  change the strength of a strand by.  
  This is done carefully since how the 
  change takes place is impossible to 
  control and may take a while to take 
  effect. 
  You may alter fate by stretching a 
  strand to change a single die roll.  
  Roll Resolve+Sorte knack with a TN 
  of 15 times the number of unkept 
  dice you want to add or subtract from 
  that person's roll. 
  Master 
  You may  alter fate by creating or 
  destroying a fate strand.  Roll 
  Resolve+Sorte knack with a TN of 
  40 (destroy) or 50 (create).  This can 
  be very dramatic and immediate.  It 
  can also be dangerous because all 
  other threads on the two persons are 
  also altered and you become attached 
  to both those persons in an unknown 
  way. 
  Sorte Knacks 
  Arcana 
  This knack is used to see Arcana. 
  Coins 
  Commerce.  Yellow.  Business or financial relationships. 
  Cups 
  Passion.  Blue.  Emotional relationships. 
  Staves 
  Authority.  Green.  A relationship based on status or respect. 
  Swords 
  Conflict.  Red.  Emotional or physical conflict. 
  Black Strand 
  Only Adepts and Masters may learn this knack.  It relates to death. 
  
   
  38 
  Other Sorte Info 
  Strand Info 
  Strands have a type and strength , which can always be seen.  The type is Coins, Cups, Staves, and 
  Swords.  The strength is ranked from 1 (weakest) to 10 (strongest). 
  Strands have end points.  If the person at the other end is not visible, you can only see the 
  direction of the strand. 
  A strand cannot be altered if a Court Card is on it.  This happens if the strand is too new and 
  unstable (Squire), too powerful (Knight), is splitting into two strands (Queen), too old and stable 
  (King). 
  Strands may be seen as getting stronger (twisting), weaker (fraying), or as broken (remnants after 
  being severed). 
   
  Uses of Sorte 
  Curses and 
  Blessings 
  A curse or blessing is made by looking a person in the eyes, saying their name 3 times and then 
  kissing them.  Roll Resolve+Sorte knack.  The person receives 1 blessing or curse die for every 15 
  rolled (round down).  You receive 1 curse die for every 10 rolled (round down). 
  A blessing die becomes an extra unexploding kept die on all rolls related to the specified strand 
  until that die rolls a 1.  A curse die becomes an extra unexploding negative kept die on all rolls 
  related to the specified strand until that die rolls a 10. 
  Card Spreads 
  A card spread involves using a knack to influence fate.  It takes 10 minute of uninterrupted time to 
  perform a card spread. (VO 88-90) 
  Coins Spread = Spend 1 drama die (or recipient spends 2 drama dice).  Roll your Coins knack in 
  kept dice, and add that amount of gold to the recipient's next month of income.  This knack may 
  be performed as often as it can be paid for. 
  Cups Spread = Spend 2 drama dice (or recipient spends 4 drama dice).  Roll your Cups knack in 
  kept dice, and for every 15 points rolled, the recipient gets +1 unkept die on charm repartee 
  attempts against one target for a month.  This knack may be performed as often as it can be paid 
  for. 
  Staves Spread = Must be an Adept or Master.  Spend 3 drama dice (or recipient spends 6 drama 
  dice).  Roll your Staves knack in kept dice, and add the total to the recipient's reputation for the 
  next month.  This knack may be performed as often as it can be paid for. 
  Swords Spread = Must be an Adept or Master.  Spend 4 drama dice (or recipient spends 8 drama 
  dice).  Add one destiny die to an ordinary weapon (not Dracheneisen, puzzle sword, etc.) as per 
  the Twisted Blade advantage.  This knack may be performed as often as it can be paid for, but you 
  cannot have more destiny dice so enchanted than your Swords knack rank.  You can cancel the 
  bonus dice at any time. 
  Black Strand Spread = Must be a Master.  Spend 5 drama dice.  Roll your Black Strand  knack in 
  kept dice, and for every 15 points rolled, the recipient adds 1 year to the start of the Middle Aged 
  and Old categories of aging.  This knack may be performed as much as it can be paid for, but if a 
  Fate Lash occurs then all benefits for the recipient from this knack in the past are also lost. 
  Arcana Spread = Must be a Master.  Spend 10 drama dice and two months of labor to weave a 
  tapestry.  The target's arcana is replaced by the one specified for the coming 10-X months, where 
  X is the target's R esolve.  This knack may be performed as often as it can be paid for, but you may 
  have only 3 tapestries active at any one time. 
  Music 
  You may add 1 unkept dice to your Composer knack for an Apprentice, 2 unkept dice if Adept, 
  and 3 unkept dice for a master.  If you also spend a drama die on the composition, it may have 
  some magical effect on those that listen to the work. (VO 89) 
  
   
  39 
  Sulimaq (CE 88) 
  Overview 
  Country  
  Crescent Empire (Yilan-bazlik) 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Water magic 
   
  Effects 
  You know water magic.  You can spend a drama die to 
  dowse for water.  Make a Panache check TN 5 to find 1 
  pint of water that can be located in 10 minutes of 
  digging.  +5 TN for each additional pint of water. 
  You can summon a rainstorm with Panache+Weather 
  with TN 30.  The storm will drop 1/4 inch of rain 
  during the next 24 hours.  +5 TN for each additional 
  1/4 inch. 
  Once you have drunk from an oasis, you may make a 
  Panache+Navigation check TN 20 to get a rough idea 
  of distance and direction to the near est one you have 
  drunk from.  This does not work on lakes, oceans, and 
  rivers. 
   
  Sympathetic Healer (VV 100) 
  Overview 
  Country  
  Vesten 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
   
   
  Effects 
  You can touch someone and spend a drama die and roll 
  Resolve against TN 10 to transfer their flesh wounds to 
  you.  For each +5 TN you can also transfer one 
  dramatic wound.  You can touch and spend a drama die 
  (no roll) to transfer one dose of poison or illness to you.  
  You can touch and spend a drama die and roll Resolve 
  against TN 20 to transfer one dose of poison or illness 
  from yourself to another person.  You can touch and 
  spend a drama die and roll Resolve against TN 15 to 
  transfer lose one dramatic wound and do 2k2 wounds 
  to another person (these wounds act like a firearm for 
  purposes of extra dramatic wounds). 
   
  Takim’aldiz (CE 89) 
  Overview 
  Country  
  Crescent Empire (Aldiz’ahali) 
  Type 
  Shamanism 
  Cost 
  10 HP 
  Description 
  Star magic 
   
  Effects 
  You know star magic.  You can see the stars and other 
  celestial bodies regardless of obstruction or time of 
  day.  You know the relationship between them as well.   
  You know the time of day, latitude and longitude.  You 
  receive +10 on Navigation rolls. 
  You can spend a drama die and look at a person for one 
  round and make a contested roll of Wits against Wits to 
  find out that person’s astrological sign.  If you succeed, 
  you also gain a Star Die, plus one extra for every -5 
  you took on your roll.  These Star Dice work like 
  Drama dice on rolls made against that person.  They 
  disappear at the end of the scene. 
  
   
  40 
  Taramonde (IG 83) 
  Overview 
  Country  
  Midnight Archipelago (Sange Tara) 
  Type 
  Skill 
  Cost 
  10 XP 
  Description 
  Voodoo 
  Learning 
  Taramonde 
  To learn the Taramonde skill, you 
  must have the Medicine Man skill 
  with two knacks at Rank 4, one of 
  which must be Religious Lore (Sange 
  Tara). 
  Taramonde 
  Skill 
  Basic Knacks: Drawing 
  Advanced Knacks: Kinso, Brito, 
  Viso 
   
   
  Veve 
  Works by inscribing ‘veve’ line 
  drawings, which perform various 
  tasks depending on the amount and 
  combination inscribed. The place 
  where the veve are drawn is called a 
  bonnage, which must be a continuous 
  surface. 
  Multiple veve can be inscribed in the 
  same bonnage, and several people 
  can create a bonnage pattern 
  together, but a multiple people 
  cannot collaborate on a single veve. 
  Breaking or 
  destroying 
  veve 
  Affected creatures may attempt to 
  break through a veve with a Resolve 
  check against a TN of 5 x the number 
  of veve in the pattern. 
  Veve drawn by gods have a TN of 50 
  to break through, even to other gods. 
  Veve can be destroyed by simply 
  marring the pattern, but those 
  affected by the veve cannot touch it 
  themselves. 
  Knacks 
  Kinso (warding) 
  Kinso veve are used to create a trap (to stop something from leaving) or a barrier (to stop 
  something entering). Kinso must be used with brito to function. To draw kinso requires a 
  Resolve + Kinso check against a TN of 5 per kinso. A minimum of three kinso must be drawn 
  to function; they must be no more than 10ft apart. Trapped beings inside the area can move 
  about freely, but cannot pierce the ground or be lifted out of the area. 
  Brito (identifying) 
  Identifies people, creatures and spirits, added to kinso to specify what the trap or barrier is to 
  ensnare or repel. People and spirits require a specific name; creatures require the name of the 
  species. Several names can be intertwined. The base TN to create a brito is 10, +5 for each 
  additional name. 
  If a Sange Taran god’s brito is inscribed, it appears inside the bonnage unless it makes a 
  Resolve check against a TN of 5 per kinso veve (Lesha’s Resolve is 5; Baneer’s is 4; Mama 
  Hadoo’s is 4; Whotan’s is 5; Baron Sange cannot be affected). 
  Viso (affecting) 
  Strengthens or weakens the existing veve. Each viso adds or subtracts 1k1 Brawn. For trap 
  kinso, affects all creatures in the affected area ; for barrier kinso, affects rolls to penetrate the 
  barrier or attacks aimed at those affected by it. The TN to create a viso is 15, +5 for each 
  additional viso. 
  Examples 
  Bear trap: 3 trap kinso (TN 15), 1 brito for bears (TN 10), 1 viso to weaken (TN 15). 
  Ward against Baron Sange: 5 barrier kinso (TN 25), 1 brito for Baron Sange (TN 10). 
  Trap for Michael Goodman and Marian Foster: 4 trap kinso (TN 20), 2 brito for Michael Goodman and Marian Foster 
  (TN 15), 2 viso to weaken (TN 20). 
  Ward against husks and zombies: 4 barrier kinso (TN 20), 2 brito for husks and zombies (TN 15). 
  
   
  41 
  Tashila (CJE 85) 
  Overview 
  Country  
  Cathay (Tashil) 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
  Yoga 
   
  Effects 
  You gain the Rahib skill for free, and one rank in 
  Contortion (which is considered an advanced knack of 
  that skill for you) 
  You do not suffer from aging penalties, and are 
  immune to disease 
  At the end of every round of combat, reduce the 
  number of flesh wounds you have taken by your ranks 
  in Contortion 
  One free raise per rank in Meditation to resist a 
  Repartee action 
  Fear levels are reduced by your rank in Meditation 
   
  Youya Chima Ren (CJE 87) 
  Overview 
  Country  
  Cathay (Xian Bei) 
  Type 
  Shamanism 
  Cost 
  20 HP 
  Description 
  Horse magic 
   
  Effects 
  Can communicate verbally with steed, and make a 
  Panache roll against TN 10 to understand it 
  When on horse, can meld with it; each trait is the 
  higher of that from the man and the horse 
  When combined, get a bonus to all rolls equal to the 
  lower trait (lower Brawn is added to damage rolls; 
  lower Panache is added to Initiative Total) 
  When combined, take damage as one creature; when 
  dismounting or knocked off, DW are split between you 
  (if this is an odd number, you get the extra one) 
  This only applies to one specific horse 
  
   
  42 
  Zerstorung (RI 79-81) 
  Overview 
  Country  
  Eisen 
  Type 
  Sorcery 
  Cost 
  40 HP for Full-Blooded.  
  20 HP for Half-Blooded. 
  Description 
   Zerstorung first appeared with one 
  of the senators of the Old Empire in 
  Numa. 
  This sorcery is believed to be extinct.  
  Practitioners were wiped out by other 
  sorcerers and by secret societies. 
  This sorcery accelerates the ravages 
  of time.  This is not aging, but rather 
  an increase in natural entropy.  It 
  requires direct skin to surface contact 
  to work. 
  A person affected by Zerstorung with 
  a dramatic wound looks weathered 
  and poorly fed.  It takes a full month 
  of bedrest to heal a wound taken in 
  this way. 
  Water, Syrne artifacts, Sidhe objects, 
  Dracheneisen, and ageless monsters 
  are immune. 
   
  Mastery Levels 
  Apprentice 
  You may spend a Drama Die to 
  cause a single object no greater than 
  man sized and no firmer than wood 
  to become brittle and unusable.  This 
  takes 3 actions of contact to work. 
  Adept 
  You may spend a Drama Die to 
  cause a single object under 3 feet tall 
  or up to 1 cubic foot of material to 
  become pitted and rusted.  You may 
  affect stone and metal. 
  You may take a -5 penalty on any 
  Zerstorung roll to affect two items 
  (or 2 cubit feet) instead of one. 
  Master 
  You may spend a Drama Die to 
  cause a dramatic wound to a person 
  (or creature up to horse size). You 
  must touch the person for 3 actions 
  (they won't feel anything  until the 
  third action is completed).  You may 
  do up to 2 additional dramatic 
  wounds at the cost of an extra Drama 
  Die and a -10 penalty to the roll of 
  each additional wound. 
  You m ay take a -10 penalty on any 
  Zerstorung roll to affect three items 
  (or 3 cubit feet) instead of one or 
  two. 
  Zerstorung Knacks 
  Disintegration  
  For each rank in this knack, you may reduce 1 cubic foot to dust instead of simply corroding it.  
  At rank 5, you may reduce all of the affected object(s) regardless of size. 
  Distant Touch 
  Your rank in this knack may never be higher than your rank in Indirect Touch. 
  You may affect objects at a distance with no need to touch at all.  Rank 1= 1 foot, 2= 2 feet, 3= 5 
  feet, 4= 10 feet, 5= 20 feet. 
  Fast 
  Applicaton 
  You may affect an object using just one action by making a roll of Wits (no knack) versus a TN of 
  30 minus 5 times your rank in this knack. 
  Focussed 
  Effect 
  You may affect just part of an object.  Roll Resolve (no knack) versus a TN of 30 minus 5 times 
  your rank in this knack.  If you fail this roll, the entire object is affected. 
  Indirect Touch 
  Roll Resolve+this knack with a TN of 10 plus 5 times the number of layers of material between 
  your flesh and the target object.  A layer thicker than 5 feet counts as one layer per 5 feet. 
   
  
SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/01 For The Player And GM/03 The 7th Sea Sorcery Handbook.pdf