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  Guide
  Suspense Roll
  
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  Overview
   
  See pg: 72 in the Aeternum core book for a full Suspense Roll write up.
  Suspense Rolls play an important role in Fragged Aeternum as 
  they may increase or maintain a sense of danger (even outside of 
  direct combat), they may be used as a tool by the GM to increase a 
  sense of urgency, or to increase drama and wonder.
  Sense of Danger
  Suspense Rolls may increase the sense of danger in a game by 
  making every point of investigation a potential point of risk, and/
  or by increasing the pressure on the PCs at key points of the story 
  (ie: when a GM wishes to curb a sense of security or increase the 
  intensity of a current threat).
  Cost of Success
  While passing a Skill Roll may result in a PC gaining some 
  knowledge, insight or achieving a task; if this roll is also a 
  Suspense Roll it may come with a cost (ie: deciphering the 
  meaning of a Fiendish book may grant knowledge, but it may 
  also harm your mind). GMs may wish to let their players know 
  that specific Skill Rolls may become Suspense Rolls, as a 
  player choosing to take a risk has far more narrative weight 
  than a risk being thrust upon them.
  Avoiding Risk
  Players may learn to avoid situations that may require them 
  to make a Suspense Roll, but this should come with other 
  narrative costs; such as less information, failed/uncompleted 
  task, and/or longer (but safer) travel paths.
  Weakened State
  Suspense Rolls are an attrition on players, draining them of 
  the occasional Spare Time Point or weakening them up before 
  a combat. Entering fight with a few lost Attribute Points makes 
  things feel more dangerous, and mechanically reflect the effort 
  that was exerted in finding their prey.
  Sense of Urgency
  Suspense Rolls make for an ideal threat that may prompt players 
  to act quickly and with clarity. As taking their time to explore every 
  nook and cranny will most likely result in them making many 
  dangerous Suspense Rolls.
  Drama & Wonder
  The universe of Aeternum is a vast and wondrous place that is 
  full of countless secrets. Suspense Rolls reflect the cost of stepping 
  out of the safety of normality and should help players to value the 
  narrative significance of the unusual and abnormal.
  Frequency & Intensity of Use
  Light - 1 point of Damage
   » May occur very frequently (ie: 1-2 times per PC per session).
  Moderate - 2 points of Damage
   » Should occur very rarely (ie: 0-2 times per session).
   » These are less dangerous if the damage is spread over 
  multiple Attributes.
  Intense - 5+ points of Damage
   » Should rarely occur (ie: 0-3 times per session).
   » This type of Suspense Roll should happen more often to PCs 
  who are not near other PCs (ie: great way to stop player’s 
  splitting up the party).
   » Will often kill the PC (which will Heal that Attribute back up 
  to full, but they will need to be resurrected via the Rebirth 
  Healing Roll).
   » If this kills the PC, it should also wipe their memory (ie: they 
  do not know what killed them).
  Skill Choice
  See pg: ##-## for a full breakdown of what Skills should be used 
  for each type of Suspense Roll.
  Combat
  Suspense Rolls should happen during intense narrative points (ie: 
  when a player has a moral decision to make, or when a powerful foe 
  displays their power).
  Traps
  While most traps do not technically require PCs to make Suspense 
  Rolls, they do serve a near identical mechanical purpose (ie: cause 
  Attribute Damage to PCs, make certain choices costly, etc...). GMs 
  should make use of traps in a similar way and frequency to how they 
  would use Suspense Rolls.
   » Traps should deal more damage than Suspense Rolls.
   » Their damage should be reduced by their targets Armour.
   » Characters should be harmed by a trap if they fail a Skill Roll 
  (ie: Awareness, Physical or Production).
   » Traps should deal damage to a random (1d3 or 1d6) Attribute.
  Arrow Launcher, Trap Example
  Sebastian spots an arrow trap with a good Awareness Skill Roll. 
  The GM informs him that he could make a Physical Skill Roll of 14 
  to safely run past the trap, or a Production Skill Roll of 12 (and more 
  time) to disable the trap.
  Sebastian opts to run past the trap but only rolls a 12, resulting in 
  him taking an arrow in the leg; 4 points of Damage, minus his 
  Direct Armour, to his Speed.
  
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  Clarity
  Sudden betrayal, moral conundrums about your mission, necessary 
  evils, and other such attacks on the clarity of your purpose can be 
  incredibly painful.
   » Failing a Clarity Suspense Roll usually deals Damage (no 
  Armour) to a character’s Conviction.
   » Clarity Suspense Rolls usually require a Resolve Skill Roll.
  Triggers
  All characters have a moral code and draw security from something. 
  This may be a particular view about how reality works, other people, 
  or confidence in your own abilities. When this source of security is 
  tested you may be required to make a Clarity Suspense Roll.
  If a player is unable to clearly define their source of security, this 
  normally means that they are placing their trust in themselves. If 
  a character has no strong source of security they should normally 
  have a low Conviction Attribute stat, and may need to make more 
  Clarity Suspense Rolls as almost anything that is difficult will test 
  their conviction to their current path.
  Example Situations:
   » Betrayed by an ally.
   » Experience hatred from people you are aiding.
   » Breaking or bending your moral code.
   » Choosing the lesser of two evils.
   » Not assist a person in need.
  Skill Choice
  While the Resolve Skill should be used for most Clarity Suspense 
  Rolls, it may be possible to justify the use of another Skill if 
  your character has a strong philosophical underpinning that may 
  help them to navigate through their current moral dilemma.
   » Resolve.
   » High Society (Political conviction).
   » Celestial (Religious conviction).
  Consequences
  Failing a Clarity Suspense Roll will not only result in a character 
  taking Conviction Damage, but may also require them to adhere to 
  their moral framework and/or side with their source of security. The 
  Damage to their Conviction is a reflection of them doubting their 
  current direction.
  Passing a Clarity Suspense Roll will allow a character to break/
  bend their moral framework and/or not side with their source 
  of security.
  The results of passing or failing a Suspense Roll should be set by 
  the GM, and should fit the current situation. GMs are encouraged to 
  lay out the consequences of passing or failing the roll before their 
  player rolls any dice.
  Pride, Mid-Combat Clarity Suspense Roll Example
  Anselm Dorf is a proud and exceptionally skilled Tethered.  Armed 
  with his pig-shaped great axe named ‘Glory Hog,’ he is often able to 
  take down mighty Fiends with little assistance from his allies. Anselm 
  adheres to only the most basic moral framework as he wishes to 
  make the best of every possible situation; sometimes acting good, 
  sometimes acting bad, but always acting out of self-interest.
  During a fight with a powerful cult-leader, Anselm is badly stabbed 
  by a frail old man. During his Turn he attempts to push the old man 
  out of the way but fails to do so with a bad Physical Skill Roll. This 
  is seen by his Tethered team and a few neutral bystanders.
  The GM asks Anselm to make a Resolve Clarity Suspense Roll of 
  14 due to potential embarrassment. Anselm rolls a 15 and does not 
  let this minor situation slow him down. Brushing it off as a funny 
  moment when some smoke got in his eye.
  Theology vs the Mob, Clarity Suspense Roll Example
  Julia Flamehorn, priestess of the Twisted Heart, is hunting a 
  werewolf. After many weeks she identifies a local midwife as the 
  beast that is responsible for two dozen deaths. News of her intentions 
  quickly spread as the midwife is loved by the community and Julia 
  is an outsider. A protective mob forms around the mid-wife as Julia 
  approaches, flaming sword in hand.
  The GM asks Julia to make a Clarity Suspense Roll of 16 as the 
  people that she is trying to protect shout insults and throw rotting 
  fruit at her, and she is not even sure if the midwife is aware that she 
  has killed. This would normally be a Resolve Roll, but Julia says that 
  she wishes to pray and think over her theological studies to weigh 
  up the competing interests. The GM says this is a valid approach and 
  allows her to make a Celestial Roll instead.
  Julia rolls a 19, taking no damage to her Conviction as she is able 
  to theologically weigh the need to occasionally guard people against 
  their own desires.
  The Butler Did It, Clarity Suspense Roll Example
  Günter, Karl, Ursula and Irmgard are able to identify three suspects 
  to a brutal murder that happened at a local mansion; the lady of the 
  house, the butler, and a servant girl. During their investigations each 
  of the PCs grows to suspect a different NPC. And Irmgard forms a 
  close friendship with the butler and the servant girl.
  In a dramatic scene it is revealed that the butler was the murderer 
  (in the dining room with the candlestick). The GM asks the PCs who 
  did not suspect the butler to make a Resolve Clarity Suspense Roll 
  of 14 (16 for Irmgard) to not take this betray too heavily.
  Günter and Irmgard both fail their Suspense Rolls, with Günter 
  suffering 1 point of damage, and Irmgard 2, to their Conviction. They 
  are saddened and shocked by the butler’s betrayal and start to 
  doubt their own abilities to discern and reveal the truth.
  
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  Humanity
  Gore, isolation and human suffering can turn a person’s heart cold, 
  disconnecting them from their humanity as a defence mechanism.
   » Passing a Humanity Suspense Roll usually deals Damage (no 
  Armour) to a character’s Empathy.
   » Humanity Suspense Rolls usually require an Insight Skill Roll.
  Triggers
  Humans have an innate ability to empathize with the suffering 
  and struggles of other people, and especially the vulnerable and 
  undeserving. When this ability is strong and well trained it helps us 
  to identify and understand the pain of other humans, but this comes 
  with many personal risks.
  The vastness of Aeternum’s population and the amount of 
  suffering that many people are subjected to (especially by Fiends) is 
  beyond the ability of any human to take on. When people experience, 
  and especially if they understand, the extreme suffering that another 
  person is, or has, gone through they will likely be required to make 
  a Humanity Suspense Roll.
  While characters personal beliefs will alter their perspectives on 
  justice, GMs should not allow their PCs to easily ignore the pain of 
  other humans. If a character is particularly disconnected from the 
  pain of others humans they should have a low Empathy Attribute and 
  possibly 6+ points of Corruption.
  Example Situations:
   » Torture.
   » Cruel Injustice.
   » Death and extreme poverty.
   » Harming a Fiend that looks like a human.
   » Glimpsing the true nature of a Fiend.
  Skill Choice
  While most Humanity Suspense Rolls will use Insight, the GM 
  may also require a simple Awareness or a City roll (to see/
  understand what others do not).
   » Insight (understand pain).
   » Awareness (see suffering that is not immediately obvious).
   » Nature (understand the pain of animals).
   » Impoverished, Commoners or High Society (understand a 
  larger systemic/structural problem that is not obvious to 
  the less-informed).
   » Infernal (understand the true nature of Fiends).
   » Celestial (understand how depraved humans are).
  Consequences
  Passing a Humanity Suspense Roll will not only result in a 
  character taking Empathy Damage, but will also give them a deeper 
  understanding of the pain that others have/are being subjected to. 
  The Damage to their Empathy is a reflection of their mind protecting 
  itself by dampening their ability to take on other people’s pain.
  Failing a Humanity Suspense Roll may reflect a characters inability 
  to notice and/or understand the pain that others have/are endured.
  The results of passing or failing a Suspense Roll should be set by 
  the GM, and should fit the current situation. GMs are encouraged to 
  lay out the consequences of passing or failing the roll before their 
  player rolls any dice.
  Corpse Cavern, Humanity Suspense Roll Example
  Thomas and Uwe smell the stench of death as they enter the 
  undercity cavern. Every footstep is greeted with the crunch of old, 
  gnawed on, bones. They hear the munching of the vile monster that 
  has lived down here for many years, gorging itself on the flesh of a 
  thousand victims.
  The GM has both Thomas and Uwe make Humanity Suspense Rolls 
  of 14 as they make their way down the horrific cavern.
  Thomas rolls a 10 for Awareness as he averts his eyes from the 
  environment’s grisly floor. He takes no Empathy Damage, but may 
  also fail to see things that are hiding in the dark. Uwe wishes to 
  learn more about their target prey and makes an Insight roll of 
  16 to examine the bodies, causing him to take 1 point of Empathy 
  Damage, but also giving him some idea about the size and nature 
  of their target.
  Dark Knowledge, Humanity Suspense Roll Example
  Manfred has uncovered a dark book of Fiendish magic, the Vilis 
  Summa. To uncover its secrets the GM has him make an Awareness 
  (to skim read it) or Infernal (to understand its deeper power) Humanity 
  Suspense Roll of 14 that will also count as a Study Roll.
  Manfred makes an Infernal roll of 13 and is killed (10 points 
  of Empathy Damage, which is Healing back up to full) by some 
  unknown arcane trap, or a dark glimpse into the true power and/or 
  nature of the Fiends. His companions resurrect him, but he is unable 
  to remember the entire night that he spent studying the book.
  Little Monster,
  Humanity & Clarity Suspense Roll Example
  Quietly, with weapons at the ready, Birgit peeks around a corner to 
  be greeted by an unexpected sight. A small girl, no older than 8, is 
  standing on a giant pile of fresh corpses. She knows this is a Fiend, 
  but a primal maternal instinct inside of her urges her not to attack.
  The GM has her make an Infernal Suspense Roll of 14 to understand 
  the nature of the Fiend. The GM also tells her that failing this roll, 
  not passing, will result in her taking Damage (as passing will help 
  her to be 100% sure this is a Fiend). Birgit rolls a 13, taking 1 point 
  of Empathy Damage. She knows this is a Fiend, but she just can’t be 
  a one hundred per cent sure it’s not a little girl under a Fiends 
  control. The GM tells her that she must pass a Resolve Clarity 
  Suspense Roll of 14 to attack.
  
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  Reality
  When otherworldly horrors, magic, great scientific feats, and 
  supernatural forces mess with a person’s sense of reality, especially 
  a deeply ingrained sense, a person’s mind has two choices; bend 
  or break.
   » Passing a Reality Suspense Roll usually deals Damage (no 
  Armour) to a character’s Understanding.
   » Reality Suspense Rolls usually require an Awareness or City 
  Skill Roll to know about something.
  Triggers
  All humans have expectations about how the fundamental laws 
  of existence work and these presumptions become increasingly 
  inflexible as experience and education reinforce them. When these 
  assurances are directly attacked by dramatic displays of power and 
  unknown forces you may be required to make a Reality Suspense Roll.
  Tethered characters may be more accustomed to the unknown 
  and the powerful, but the frequency at which their expectations are 
  challenged is not diminished. If anything, their increased insight only 
  makes them more aware of how little they know and how unassailable 
  their foes may be.
  Example Situations:
   » Magic alters the laws of science.
   » Technology that mimics the power of magic.
   » A Fiend displays vast power.
   » A Celestial appears.
   » Glimpse the vastness of Aeternum.
  Skill Choice
  Reality Suspense Rolls usually require an Awareness or City Roll.
   » Awareness (to see something unexpected or powerful).
   » City Skill (to partially understand how unexpected and/or 
  powerful a force is in relation to normality is).
  Consequences
  Passing a Reality Suspense Roll will not only result in a character 
  taking Understanding Damage, but will also give them some insight 
  into the magnitude of their current situation. The Damage to their 
  Understanding is a reflection of their mind bending or slightly 
  breaking, to accommodate the current situation.
  Failing a Reality Suspense Roll may reflect a characters inability 
  to notice and/or understand the magnitude of their current situation.
  The results of passing or failing a Suspense Roll should be set by 
  the GM, and should fit the current situation. GMs are encouraged to 
  lay out the consequences of passing or failing the roll before their 
  player rolls any dice.
  Impossible, Reality Suspense Roll Example
  While scientific discoveries are known to exist, they are not 
  commonly experienced in dramatic ways. Most scientific progress 
  within Aeternum is short-lived (dying off with the one who made 
  them) and/or overlooked by most as mundane.
  Klaus Rockhammer the storm-mage has infiltrated a meeting of 
  eccentric inventors, suspecting some of their members of disguised 
  dark magic as technological wonders. Throughout the gathering 
  he sits through many presentations, detecting each one for magic. 
  All is going as expected until a wild-haired inventor presents his 
  steam-powered ‘automobile’, a cart that drives without a horse. As 
  most of the inventors have been cheating with magic, they suspect 
  him of the same and are unimpressed.
  The GM has Klaus make a Production Reality Suspense Roll of 
  16 to grasp the significance of this invention, and the countless 
  applications that its so-called ‘engine’ could be applied to. Klaus 
  rolls an abysmal 8, taking no Understanding Damage and completely 
  failing to appreciate the importance of what he has just witnessed.
  Reality Shift, Reality Suspense Roll Example
  The powerful Fiend screams with might as it’s glowing translucent 
  blue body floats into the air. Small particles flow from its mouth as 
  a vortex of magic lifts the Tethered off their feet.
  Temporarily blinded, the Tethered shake their heads and rub 
  their eyes as they fumble for their weapons and wonder what just 
  happened. As their vision clears they see that they are no longer in 
  the endless city of Aeternum, rather they appear to be on top of a 
  snow-covered mountain that is surrounded by green trees and a vast 
  blue ocean. No sign of a city, or the Fiend, can be seen.
  The GM has them make an Awareness Reality Suspense Roll of 12. 
  Most pass this roll, taking 2 points of Understanding Damage as they 
  realize that they have been transported to a new world without a city.
  Divine Task, Reality Suspense Roll Example
  The golden Celestial of fire floats towards Frieda. In his right hand 
  he holds a mighty sword of silver and gold.
  “Arise, faithful servant,” it speaks with a loving smile, but its voice 
  echoes with the power to destroy Districts. “You have been chosen to 
  be a champion of the holy flame. Take my sword, Veritas et Amare, 
  and slay our shared foe, the Million Eyed Fiend of the Abyss.”
  With that, the Celestial being extends his right hand, gifting his 
  mighty sword into Frieda’s shaking and sweating hand.
  The GM has Frieda make a Celestial Reality Suspense Roll of 8 
  to understand just how powerful this entity is. She rolls a 16, taking 
  2 points of Damage to her Understanding, and begins to understand 
  just how powerful the Celestials are. This Celestial does not need 
  her help, he is giving her an opportunity to grow.
  
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  Corruption &
  Madness Guide
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  Corruption
  See pg: ## in the Aeternum core book for a full Corruption write up.
  Corruption points are a reflection of the amount of evil within 
  a character’s life. Temptation towards evil and a lack of positive 
  influences is something that all Tethered must contend with, though 
  their primary source of trouble may be internal or external.
  Corruption does not ALWAYS reflect how evil a character is,
  just how much evil they live with.
  Players should work alongside their GM to define the source and 
  nature of their Corruption, as this may have a strong effect on how 
  the player roleplays their character and how the GM has the world 
  interact with them. The nature of a character’s Corruption may also 
  influence their choice of Complications, Conditions and Traits.
  Example Internal Corruptions
   » Disregard the Celestials.
   » Depression.
   » Growing cold to humanity.
   » Indulgent.
  Example External Corruption
   » Cursed by a hex.
   » Dangerous friends.
   » Unloved.
  Giving in or Fighting
  A character’s personality should shift and change as their 
  Corruption grows. This personality shift should be greatly informed 
  by the attitude of the character towards their Corruption. Most 
  characters overlook or justify their shortcomings, with only a few 
  seeking to improve themselves or their situation.
  GMs should give characters who lean into their Corruption more 
  Corruption points. While characters who fight against their Corruption 
  should be given a few opportunities to reduce their Corruption points 
  when they make a great personal sacrifice or go to some great effort.
  Enjoying the Game
  Having a selfish personality can be fun to roleplay, but can quickly 
  become a point of frustration for other players and the GM. Players 
  should be very careful to make sure their ‘antics’ are not reducing 
  the fun of others in their game, especially if they are taking up 
  too much game time or inhibiting others choices. “But its what my 
  character would do” is not always a valid point of view.
  GMs should be careful to ensure that selfish and evil choices may 
  have negative consequences. The Tethered Order will be quick to 
  strip all power (including immortality) from any Tethered that leads 
  to the premature death or corruption of a human, and especially if 
  done brazenly and without repentance.
  Bad Company, Corruption Example
  Don likes to keep his finger on the pulse of the cities underworld. 
  Over the years his friendships and dealing with numerous pick-pockets, 
  smugglers and mercenaries has given him a near constant trickle of 
  information that has resulted in many dead Fiends. But its impossible 
  to walk through mud and come out clean.
  Don likes to think that he knows when to bend the rules and when 
  to hold to them. But in reality what started out as good excuses 
  for bad behaviour has increasingly become bad excuses for bad 
  behaviour. Most of his Tethered companions do not mind, as the good 
  has so far outweighed the bad. But if Don ever starts aiding those 
  who kill people or aid Fiends, he will quickly find himself stripped 
  of his Tethered powers.
  Fighting Temptation, Corruption Example
  Tralia has long been a priestess of the Celestials, she knows that 
  life is far easier for those who give in to every temptation and desire. 
  Like a log floating down the river with the current, they do not 
  find daily life difficult. But Tralia fights her base desires, she swims 
  against the current as she seeks to better herself.
  The few Corruption points that Tralia has are a reflection of 
  temptations that she faces and sins that she is prone to. They are 
  not reflections of evils within her.
  Great Sacrifice, Corruption Example
  The city is facing an incursion of Fiends. Swarms of glowing 
  green imps and creatures of black slime and bone chase screaming 
  civilians in all directions. Having just slain a Fiend, the priest Corvo 
  looks up to see a mighty Celestials off in the distance, closing a 
  Fiendish portal. Corvo longs to join the Celestial, to fight alongside 
  and possibly converse with the object of his devotion.
  But he sees civilians in need, and he knows that the Celestial is 
  in need of no aid. Making a Resolve Skill Roll of 14, he tames his 
  selfish desires and turns to aid the humans. The GM awards him by 
  permanently reducing his Corruption points by 1.
  Path of Pride, Corruption Example
  Toros is incredibly arrogant and prideful. He regularly taunts 
  human opponents and openly flaunts his immortality and powers. 
  The GM tempts Toros with an exclusive offer from a king; work with 
  this lord as his agent, slaying Fiends and other monsters, and he will 
  reward Toros with a house, servants and a regular income.
  Toros quickly accepts, thinking that his mighty skills have earned 
  him such favour. But in truth, this king is possessed by a powerful 
  Fiend and is using Toros to kill its rivals.
  The GM awards Toros 2 points of Corruption for accepting the 
  position, and 1 point for every mission that he acts upon. The GM may 
  choose to keep these Corruption points a secret, only revealing 
  them to Toros when he learns of the king’s true nature.
   » Lack of positive things (ie: 
  exercise, art, rest, etc...).
   » Lack of self-control.
   » Prideful
   » Regularly Bribed.
   » Watched by a cult/Fiend.
   » Work too much.
  
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  Madness
  That Shouldn’t Have Worked!, Madness Example
  “The villain knocks over a pot of hot water, making the kitchen 
  floor slippery, as he runs for the rear exit!” says the GM “What do 
  you do?”
  “I continue running forward waving my enchanted war-spoon in 
  the air as I grab a nearby large pot and I jump inside.” Replies mad 
  Jimmy Jacks. “Using my forward momentum to slide across the 
  wet floor!”
  Everyone at the game has a quick laugh before the GM asks 
  Jimmy to make a Physical Skill Roll of 12. Normally this would 
  require a higher roll, but the GM thinks Jim’s idea is clever, fits his 
  character and that its ok if a funny element is added to this scene.
  Jimmy Rolls a 13 and slides across the kitchen floor to hit the 
  villain in the legs just as he opened a door. They both tumble 
  through and into the rear alley, falling over each other.
  I See Cute Things, Madness Example
  Wetnot has many Madness points, and often sees things that are 
  not really there. But on occasion, even his allies suspect there might 
  be some faint connection between his visions and reality.
  Wetnot often sees cute, brightly coloured creatures with funny 
  expressions around people, especially children. Wetnot spends some 
  time playing with (or running away from) these creatures, but his 
  allies have seen no hint of them ever existing.
  At first, the players thought they might simply be spiritual 
  manifestations of a person’s emotions. But over time they learn 
  that they are not only more common around children, but they are 
  rarely around the elderly and almost never around the condemned 
  or dying.
  They are manifestations of a person’s potential to influence the 
  future. This discovery is very useful but is most likely not the entire 
  truth. Are these spirits real, or visions? Are they Celestial, Fiendish, 
  or from another source? Can they learn about us, just as we can 
  learn about them?
  Ideologue, Madness Example
  Valentina is a firebrand political zealot who is firmly dedicated 
  to bringing down the established political order. She has many 
  Madness points, but they are not a reflection of insanity or lack of 
  intelligence, they reflect how intensely Valentina’s ideology shapes 
  how she sees the universe.
  Valentina looks at everything through the lens of her political 
  worldview, often oversimplifying problems and making far-fetched 
  connections. She is quite difficult to talk to at times, as she will 
  often inappropriately bring up political issues during a conversation, 
  and is prone to seeing those who don’t agree with her as her 
  suspect and potentially dangerous.
  See pg: ## in the Aeternum core book for a full Madness write up.
  Madness points are a reflection of how differently a character 
  perceives and experiences the universe to others. This alternative 
  perception is usually false and the result of mental erosion, but 
  on occasion it may be due to some kind of insight that others do 
  not have access to. Slowly becoming disconnected from how others 
  perceive reality is a struggle that all immortals must contend with.
  Madness does not ALWAYS reflect how broken a character’s
  mind is, just how differently they experience the universe.
  Players should work alongside their GM to define the source and 
  nature of their Madness, as this may have a strong effect on how 
  the player roleplays their character and how the GM has the world 
  interact with (and described to) them. The nature of a character’s 
  Madness may also influence their choice of Complications, 
  Conditions and Traits.
  Example Madness’
   » Cultural ignorance.
   » Fear of mice.
   » Love of combat.
   » Mental illness.
  Informing your Rolls
  Players and GMs should try to have some fun with the rolls (Skill, 
  Arcane, Spare Time, Attack, etc...) of characters with a high number 
  of Madness points. It should not be uncommon for these characters 
  to describe very odd approaches to problems, so GMs should be a 
  little easier on them when considering a Description Penalty.
   » Failed Skill Roll: have the character do something erratic 
  and/or fail in an unexpected way.
   » Successful Skill Roll: have the character perform well, but in 
  an unusual and potentially socially alienating way.
  Enjoying the Game
  Having a chaotic and random personality can be fun to roleplay, 
  but can become a point of frustration for other players and the GM. 
  Players should be very careful to make sure their ‘antics’ are not 
  reducing the fun of others in their game, especially if they are taking 
  up too much game time or inhibiting others choices. “But its what 
  my character would do” is not always a valid point of view.
  GMs may find it difficult to know when random and foolish choices 
  should have strong negative consequences. The answer will mostly 
  come down to the style of game that is being played. Negative 
  consequences will happen more often in more ‘hardcore’ and 
  ‘realistic’ games, while they may even be encouraged in ‘lighthearted’ 
  games that focus on spontaneous moments of wild fun.
   » See invisible creatures.
   » Short attention span.
   » Smell magic.
   » Underestimate Fiends.
  
  154
  
  155
  155
  ## Canorus Gobbler
  Lists
  
  156
  NPC Variations
  Requirements
  Requirements
  Immense Variation
  Skilled Variation
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Armageddon
  Consume
  Creeping Power
  Doombringer
  Impenetrable
  Marked Bomb
  Marked Trap
  Mass Strike
  Onslaught
  Power Leech
  Power Swell
  Quick Kill
  Zone of Influence
  Zone of Power
  Ability Leech
  Ability Swell
  Bomb
  Brutal
  Call for Aid
  Curse of Pain
  Curse of Hate
  Curse of Sloth
  Indestructible
  Offering of Blood
  Offering of Flesh
  Offering of Soul
  Reprisal
  Servant of Flesh
  Servant of Pain
  Startle
  Telegraph Strike
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Immense NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  -1 Hit and Crit Dmg, all Weapons.
  -2 Defence.
  All enemies gain +2 Momentum each Turn.
  -2 Movement.
  -1 Armour.
  -1 Attribute Point.
  -3 Attribute Points.
  -4 Attribute Points.
  -4 Combat Order.
  -2 Attribute Points.
  After you perform X+3 Actions all enemies suffer 1 Damage (no Armour) to X random (xd6) Attributes.
  Add an additional Henchmen or Power Group to this combat.
  When you perform the Get Ready or Think Action you may kill a nearby appropriate 
  Henchmen or Power Group Body, if you do; you Heal 1d3 points of Attribute Damage, OR 
  gain +2 Momentum points.
  Gain +1 Hit and Crit Dmg at the end of each of your Turns (Stacks).
  Each of your Attacks grant you +1 Momentum point.
  +1 Direct or Splash Armour.
  Momentum X: Gain +X Armour against the next Attack that hits you (Stacks).
  When you perform the Get Ready Action; mark an area of ground (your opponents may see 
  you doing this). At the start of your next Turn; all enemies within 3 of this marked area 
  take 1 Damage (no Armour) to 2 random (2d6) Attributes.
  +2 Attribute Points.
  When you perform the Get Ready Action; mark an area of ground (your opponents may see 
  you doing this). If any characters enter this space they take 1 Damage to 4 random 
  (4d3) Attributes (no Armour).
  +4 End Dmg, all Weapons.
  Momentum 2: Your opponents see you building power. Your first Attack next Turn gains 
  Splash +20 and only affects characters of your choice.
  +2 Max Momentum.
  You may perform a free Action directly after killing a PC.
  You gain +10 Momentum points after killing a PC.
  You gain +2 Hit, End Dmg and Recovery per unspent enemy Momentum point.
  You gain +2 End Dmg and Recovery per unspent ally Momentum point.
  +1 Combat Order.
  +2 Hit, End Dmg and Crit Dmg, all Weapons.
  Momentum 2: Gain the following until you use this ability again; You gain +1 Armour and Crit 
  Dmg vs all characters ‘who are’ OR ‘who are not’ 4 or more spaces away from you.
  +2 Max Momentum.
  If you have not moved since the start of your previous Turn; you gain +3 Momentum points 
  and Heal 10 Endurance at the start of this Turn.
  You gain +1 Hit, End Dmg and Recovery per unspent enemy Momentum point.
  You gain +1 End Dmg and Recovery per unspent ally Momentum point.
  After you perform X+2 Actions all enemies suffer X Damage (no Armour) to their Might.
  Double all Attribute Damage that you cause.
  When you perform the Get Ready Action, an allied Henchmen or Power Group gains +1 Body.
  Strong Hit: Pain (Hit) Target suffers double Endurance Damage from all other characters until 
  your next Turn (does not Stack).
  Strong Hit: Hate (Hit) Target loses all of their Momentum at the end of their next Turn.
  Strong Hit: Sloth (Hit) Target suffers -1 Movement until the end of the Combat (Stacks).
  +20 Endurance.
  When you die; all of your allies Heal 20 Endurance Damage.
  When you die; all of your allies gain +1 Armour until the end of Combat (Stacks up to +2).
  When you die; all of your allies gain Strong Hit +1 until the end of Combat (Stacks up to +2).
  When you take Damage you gain 1 Momentum point.
  All allies gain +1 Armour while you are alive (Stacks up to +2).
  All allies gain +1 Crit Dmg while you are alive (Stacks up to +2).
  +2 Hit and End Dmg, Fear.
  Momentum 2: Suppress an enemy who you Damaged this Turn.
  At the start of your Turn (before any character acts) you must choose a character with a higher 
  Combat Order than you. Your first Attack this Turn gains Strong Hit +1 vs that character.
  
  157
  NPC Traits
  Requirements
  Requirements
  Requirements
  Henchmen Traits
  Power Group Traits
  Traits
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Aid Killing
  Aid Protection
  Aid Thought
  Creeping Might
  Creeping Plan
  Aid Aim
  Aid Soul
  Aid Mind
  Creeping Danger
  Creeping Swarm
  Banner
  Death Stroke
  Hush
  Icon
  Trail of Corruption
  Quick Killer
  Weak vs Dodge
  Weak vs Many
  Weak vs Magic
  Weak vs Stealth
  Weak vs Strike
  Weak vs Think
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  Power Group NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  -2 Bodies.
  -2 Bodies.
  -2 Hit and Crit Dmg.
  -1d6 Hit.
  -3 Movement.
  -1 Hit and Crit Dmg.
  -1 Additional Bodies per Turn.
  This Banner can be removed by a character if 
  they spend X Momentum points.
  This Icon can be removed by a character if they 
  spend X Momentum points.
  -1 Armour vs Attacks from characters who 
  performed Dodge Action during their Turn.
  -1 Armour when two or more enemies are 
  adjacent to you.
  Enemies gain +2 to all Arcane Skill Rolls against you.
  -1 Armour vs Arcane Weapons.
  -1 Armour vs Attacks from Stealthed characters.
  -1 Armour vs Strike Attacks.
  -1 Armour vs Attacks from characters who performed 
  an appropriate Think Skill Roll on you.
  All non-Henchmen allies adjacent to one of your Bodies gains +1 Crit Dmg (Does not Stack).
  All non-Henchmen allies adjacent to one of your Bodies gains +2 Armour (Does not Stack).
  All non-Henchmen allies adjacent to one of your Bodies gains +1 max Momentum (Stacks).
  Gain +1 Hit and Crit Dmg at the end of each of your Turns (Stacks).
  Gain +1d6 Hit and +2 Movement at the end of each of your Turns (Stacks).
  All non-Henchmen allies adjacent to one of your Bodies gains +2 Hit and End Dmg (Stacks).
  All non-Henchmen allies adjacent to one of your Bodies gains +1 Defence and Recovery (Stacks).
  All non-Henchmen allies adjacent to one of your Bodies gains +2 max Momentum (does not Stack).
  Gain +1 Hit and Crit Dmg at the end of each of your Turns (Stacks).
  Increase the number of Additional Bodies that you gain by 1 at the end of each of your 
  Turns (Stacks).
  Momentum X: Once per Combat you may mark an area of ground (your opponents see you 
  doing this). And all allies within X+1 of this area gain one of the following (Stacks):
   » Blood: +3 Recovery.
   » Flesh: Reduce all Attribute Damage against you by 1 to a minimum of 1.
   » Fury: +2 Combat Order.
   » Hate: +2 Hit.
   » Madness: Splash +1 (Any).
   » Pain: +2 End Dmg.
   » Shadow: +2 Defence.
   » Sight: +2 Range.
   » Soul: +1 max Momentum.
  +1 Crit Dmg vs Characters with 0 Endurance, all Weapons.
  All of your enemies are unable to talk while they are within 40 spaces of you.
  Momentum X: Once per Combat you may mark an area of ground (your opponents see you 
  doing this). And all enemies within X+2 of this area gain one of the following (Stacks):
   » Fog: Splash -2.
   » Lies: Hit -2.
   » Panic: May not perform the Dodge Action.
   » Pride: Defence -2.
   » Rage: May not perform the Think Action.
   » Sloth: May not perform the Rush Action.
   » Temptation: -1 Max Momentum.
  Place Dangerous Terrain of your choice wherever you move.
  You are immune to one form of Dangerous Terrain.
  +2 Max Momentum and Combat Order.
  +1d6 Hit, all Weapons.
  +1 Crit Dmg, all Weapons.
  +1 Crit Dmg, all Weapons.
  Your first Attack each Turn gains +1d6 Hit.
  +1 Movement.
  +1 Crit Dmg, all Weapons.
  +1d6 Hit, all Weapons.
  
  158
  Nature (Must Select 1)
  Nature Traits
  Nature
  Overlord
  Gadgeteer
  +1 Leadership and Insight.
  You have 4 Minions.
   » These work a little like Henchmen.
   » Their base Defence, Armour and Movement are equal to yours. They have 0 Endurance 
  and are removed from combat if they would suffer 1 point of Attribute Damage.
   » They may be automatically removed through the Rush Action.
   » They may move once during your Turn.
   » They are armed with the same Weapon as you. When you make an Attack, you may 
  instead have one of your Minion make an attack using all of the modifiers that you 
  would have gained (ie: Attribute Bonuses from that Action, Trait abilities, etc...). Each 
  Minion may only be used in this way once per Turn.
   » Minions have the same Skill Rolls as you, but may only gain up to a +1 bonus, and 
  may not assist other characters.
  +1 Commoners and Production.
  +1 to all Spare Time Rolls.
  Acquire Gadget: You may make 1 free non-Study, non-Commodities Spare Time Roll per session.
   » All Gadgets gained in this way that doesn’t have the ‘X Uses’ Keyword gain the ‘Two 
  Uses’ Keyword (GM discretion should be given).
   » Other Characters will find it difficult to use your Gadgets.
  Corruption +2.
  Madness +1.
  -1 Nature.
  Requirements
  Benefits
  Disadvantages
  Level
  Resource
  Persuasion
  Leadership
  Aura
  Gorge
  Tinkerer
  Trophy Hunter
  Summoner
  Techno-Magi
  Useful Pions
  Actions over Words
  Director
  Proselytizer
  All allies within 3 of you gain +2 Hit and End Dmg on their first Attack each Turn.
  All allies within 3 of you gain +2 Defence.
  Eating the food you Crave outside of Combat Heals 1d3 points of Attribute Damage.
  If you finish the Uses on 2 or more Gadgets during a Session; you gain a Spare Time Point.
  If you land the killing blow on a Skilled or Immense Target Prey; you gain +1 Endurance (Stacks 
  up to +8) and heal 10 Endurance.
  Momentum 2: Your Minions regain 1 lost Body (this Body may be placed in any appropriate space).
  +2 to all non-combat Skill Rolls connected to knowing about and working with Techno-Magic.
  You may store an Arcane Ritual or Arcane Skill Rolls effect in a Gadget. This effect may be 
  triggered with a single Get Ready Action (GM discretion should be given).
  +1 Leadership and Insight.
  Your Minions May gain a Skill Roll bonus up to +4 (normally +1).
  +1 Resolve and Impoverished.
  +2 to all Skill Rolls connected to gaining NPC’s attention and admiration through actions.
  Your first Attack each Combat during your first Turn gains: +10 Hit.
  +1 Resolve.
  Characters Assisted by you, or Assisting you, work more efficiently and quicker.
  When Assisting other characters you grant a +2 bonus (normally +1).
  +1 Resolve and Impoverished.
  Strong Hit: Convert (Success) A persuadable NPC grows in conviction of your ideals.
  Corruption +2.
  Madness +1.
  Corruption +1.
  Madness +2.
  -1 Persuasion and Insight.
  Requirements
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Overlord
  Ravenous
  Gadgeteer
  Apex Predator
  Overlord
  Gadgeteer
  1 Kn
  Overlord
  Martyr
  Overlord
  Pious
  
  159
  Melee
  Insight
  Nature
  Production
  Ranged
  All In
  Custom Gear
  Duck & Weave
  Guardian
  Mechanical Strike
  Overwhelm
  Roar
  Cunning Plan
  Epic Caster
  Mad Idea
  Presence
  Primal Link
  Nasty Bite
  Just the Thing
  Eldritch Crafter
  Meat Shield
  Quick Transform
  Strong Hit: All or Nothing (Does not Req Hit or Success) You and a nearby enemy both gain 
  +2d6 Hit and +2 Crit Dmg on your next Attack (does not Stack).
  Your Stance costs -1 Resource as long as it has 3 or more Modifications.
  Ignore the first Henchmen or Power Body Attack against you per Combat.
  Momentum X: All allies within X gain +2 Armour, and you gain -2 Armour, until your next Turn.
  Momentum X: Fly forward exactly X+1 spaces and then this Attack gains +X+1 End & Crit Dmg.
  +4 Minion Bodies.
  If you spend 2 or more Momentum during a Turn; you grant all nearby allies +1 Momentum.
  +1 High Society.
  Strong Hit: Cunning Plan (Once per Session, Success) For the next 15 real life minutes, you 
  and all of your allies gain +2 to all Skill and Attack Rolls (does not Stack).
  +1 Persuasion and High Society.
  All of your Ritual Arcane Skill Rolls are more powerful and dramatic.
  +1 Persuasion.
  Strong Hit: Mad Idea (Does not Req Success) This Skill Roll will result in an unexpected benefit 
  and amplified risk (Stacks).
  +1 Persuasion and High Society.
  Weak willed characters are automatically intimidated and cautious of you.
  +1 Awareness and Physical.
  You may spend 2 Knowledge to be able to sense the presence of, and communicate with, a 
  select group of natural animals (ie: rats, fish, etc...).
  +1 Physical.
  All of your Weapons gain the Poison Keyword.
  You are immune to all natural poisons and diseases.
  +1 Physical.
  You may destroy a Gadget to gain a small non-combat orientated gadget that will help you 
  in your current situation (ie: Lock Picks, Gas Mask, Flare Gun, etc...). This may grant a +1 
  Description Bonus to a Skill Roll.
  +1 Commoners.
  You may make 1 free Arcane Consumables Spare Time Roll per session.
  Cover from characters grants you +1 Armour.
  Your Weapons with the Transform Modification gain +1 End Dmg and the following ability:
  Momentum 1: This Weapon transforms into its Alternate Form.
  Madness +2.
  Madness +2.
  Madness +1.
  Corruption +1.
  Corruption +1.
  Corruption +1.
  Corruption +1.
  Madness +1.
  Corruption +1.
  -1 to all Spare Time Rolls.
  Requirements
  Requirements
  Requirements
  Requirements
  Requirements
  Benefits
  Benefits
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  Deranged
  2 Kn
  Gadgeteer
  Shrewd
  Martyr
  Gadgeteer
  Overlord
  Beast
  Shrewd
  2 Kn
  Thaumaturge
  Deranged
  Apex Predator
  Beast
  Ravenous
  Gadgeteer
  1 Kn
  Thaumaturge
  Overlord
  Gadgeteer
  1 Kn
  Nature Traits
  Infernal
  Celestial
  Dark Blessing
  Holy Blessing
  +1 Wealth and Insight.
  When you spend a Momentum point; an ally within 6 gains +1 Hit on their next Attack (Stacks).
  +1 Persuasion and Resolve.
  When you spend a Momentum point; an ally within 6 gains +1 Hit on their next Attack (Stacks).
  Corruption +1.
  Madness +1.
  Requirements
  Requirements
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Pious
  Pious
  
  160
  Weapons
  Melee Variations (May Select 1, Melee Only)
  Ranged Variations (May Select 1, Ranged Only)
  Melee Modifications (May Select any Amount, Melee Only)
  Ranged Modifications (May Select any Amount, Ranged Only)
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  2d6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  -1
  4*
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  +2
  30
  Hands
  Hands
  Hands
  Hands
  Hands
  2
  Rng
  Rng
  Rng
  Rng
  Rng
  5
  Hit
  Hit
  Hit
  Hit
  Hit
  -2*
  +2
  -1
  -1
  +4
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  -2*
  +1
  -1
  +1
  +1
  -1
  4
  Resources
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  Acquire
  +0
  -1
  +1*
  +0
  +0
  +1*
  3
  14t*
  14t
  14t
  14t*
  16t
  Variations
  Variations
  Modification
  Modification
  Ranged
  Whip
  Spell Book/Focus/Wand
  Transform
  Named Weapon
  Named Weapon
  Transform (Updated)
  Bombard Ranged
  Strong Hit +1, *+2 Hit and End Dmg per Range increment beyond the 1st (normally -2 Hit) (Stacks up to +4).
  *Must choose a Modification that adds a Arcane Variation.
  *You gain a free ‘Alternate Form’ Weapon that equals the Resource cost of this Weapon (you must pay any Spare Time or Knowledge cost): you 
  may only use your Alternate Form Weapon with the below Momentum Ability and it must have the Transform Modification.
  This Weapon has a cool name.
  This Weapon has a cool name.
  *You gain a free ‘Alternate Form’ Weapon that equals the Resource cost of this Weapon (you must pay any Spare Time or Knowledge cost): you 
  may only use your Alternate Form Weapon with the below Momentum Ability and it must have the Transform Modification.
  Momentum 3: This Weapon transforms into its Alternate Form and gains +1d6 Hit on its next Attack (does not Stack).
  Momentum 3: This Weapon transforms into its Alternate Form and gains +1d6 Hit on its next Attack (does not Stack).
  Large, *+1 Crit Dmg with Unleash Action (or if you don’t move during your Turn and you’re a Henchmen or Power Group Body), Requires 2 Slots.
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  *
  Ranged.
  
  161
  Arcane Variations (May Select 1 per Arcane Weapon Type Only)
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  Hit D6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  Hands
  Hands
  Hands
  Hands
  Hands
  Rng
  Rng
  Rng
  Rng
  Rng
  Hit
  Hit
  Hit
  Hit
  Hit
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  Resources
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  Acquire
  Arcane-Rooftop Variations
  Arcane-Street Variations
  Arcane-Sewage Variations
  Arcane-Garden Variations
  Arcane-Alleyway Variations
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  *
  *
  -2
  -1
  *
  +1
  +1
  -2
  -1
  -1
  *
  -1
  -1
  -1
  -1
  +1
  -1
  +1
  +1
  -1
  *
  -1
  +1
  -1
  -1*
  -1
  +1
  -1
  +1
  -1
  +1*
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  Explosive Gas
  Crippling Venom
  Gamble
  Surprise
  Proclimation
  Leap
  Entertain
  Painful Poison
  Serenity
  Dark Deal
  Theft
  Vision
  Travel
  Trash
  Isolation
  Secret
  Strong Hit: Boom! (Hit) Remove 6 Smoke Dangerous Terrains within 2 spaces of your target, if you do; this Attack gains the Energy Keyword and 
  +2 Crit Dmg (does not Stack).
  Strong Hit: Crippling Pain (Hit) If your target moves more than 4 spaces during their next Turn; they take 5 Endurance Damage (Stacks).
  *You only roll 1 die and then multiple this roll by the total number of dice that you would have rolled (ie: 3d6 = 1d6 x 3, ie: Roll ‘3’ on 1d6 
  (which was 3d6) = the same as rolling ‘3, 3, 3’), *If you roll a ‘1’ you take 10 Endurance Damage (does not Stack).
  *One Attack per Combat from this Weapon gains: +6 Hit and End Dmg (must declare before you roll).
  All allies adjacent to your Target gain +1d6 Hit against them on their next Attack (does not Stack).
  Splash +1 (Any), You may Attack with this Weapon using the Think Action (it gains the Major Effect ‘Attack’ for only this Weapon).
  *Your first Action each Combat gains +6 flying Movement (as you jump) and +2d6 Hit.
  Strong Hit: Painful (Hit) If your target makes 2 or more Attacks during their next Turn; they take 5 Endurance Damage (does not Stack).
  Dangerous 1d6 (Smoke, this Smoke is flammable).
  After you Attack with this Weapon; you heal 3 Endurance.
  Attacks from this Weapon always cause at least 1 free Strong Hit (as if one were rolled).
  Strong Hit: Theft (Hit) Once per Turn, gain +1 Momentum point (+2 if you’re an NPC) and your Target loses 1 Momentum point.
  Your first Attack from this Weapon each Turn ignores enemy Limited Vision Cover (ie: darkness, smoke, etc...).
  Strong Hit: Travel (Hit) Two allies may move up to 4 spaces (Stacks).
  Dangerous 12 (Difficult Terrain, 1 space of Difficult Terrain is always placed over your character and your Target).
  *+2 Hit and End Dmg against targets with no adjacent allies.
  *Once per Turn if an Attack from this Weapon would break your Stealth; that Attack gains +1 Crit Dmg.
  Strong Hit: Entertain Me (Hit) All damaged characters must perform the Think Action during their next Turn or you gain +2 Momentum points 
  (does not Stack).
  
  162
  Example Miscellaneous Items
  The Items listed here are just examples intended to inspire GMs 
  and PCs. GMs should feel free to create new entries.
  12t
  16t
  16t*
  20t
  22t
  22t*
  Loot
  26t*
  Loot
  26t*
  Loot
  20t
  4x 18t
  20t
  Loot
  May affect your Daily Travel Distance, This mount may Glide for a long distance.
  Affects your Daily Travel Distance, This mount looks odd.
  Affects your Daily Travel Distance, This mount looks impressive.
  Affects your Daily Travel Distance, This mount is a Tethered.
  Affects your Daily Travel Distance, This mount looks impressive and terrifying.
  Affects your Daily Travel Distance, This mount grants its rider immunity to environmental fire and heat, This mount 
  looks terrifying.
  Affects your Daily Travel Distance, This mount (not the rider) may disappear and rematerialize at will.
  Affects your Daily Travel Distance, This mount may Fly, This mount looks terrifying and impressive.
  Affects your Daily Travel Distance, This mount may Fly.
  Four Uses, Instantly transport you and a friendly character to any location you have previously visited.
  Affects your Daily Travel Distance, This mount looks terrifying.
  Gain Perk: Access.
  Affects your Daily Travel Distance, This metal carriage looks impressive.
  Tethered may be reborn at this location, This Mount is intelligent and will defend itself.
  Hand Cart
  Glider
  Camel/Zebra
  Barded Warhorse
  Tethered Horse
  Trained Dire Wolf/Tiger/Boar/Ram
  Enslaved Hellhound
  Spectral Stallion
  Griffin
  Flying Carpet 
  Pixie Powder
  Undead Horse Drawn Carriage
  Mobile Workshop/Library (Carriage)
  Techno-Magic Carriage (Car)
  Mobile Great Lantern (Carriage)
  Acquire
  Transportation
  Description
  Capacity
  8 Slots
  0 Slots
  6 Slots
  6 Slots
  6 Slots
  6 Slots
  3 Slots
  0 Slots
  4 Slots
  4 Slots
  0 Slots
  12 Slots
  6 Slots
  12 Slots
  10 Slots
  2x 14t*
  4x 14t*
  2x 14t
  22t
  8x 12t
  3x 14t
  24t
  2x 22t
  2x 22t
  2x 22t
  2x 22t
  Loot
  -2 to all Wealth Spare Time Rolls (may be split across all acquiring characters).
  Gain Perk: Prestige.
  Reduce all Wealth Spare Time Roll penalties from this buildings by 1 (Stacks).
  Gain Perk: Access, *May only be Acquired once per 2 Buildings.
  Reduce all Wealth Spare Time Roll penalties from this buildings by 1 (Stacks).
  Gain Complication: Reputation or Enemy.
  Reduce all Wealth Spare Time Roll penalties from this buildings by 1 (Stacks).
  Reduce all Wealth Spare Time Roll penalties from this buildings by 1 (Stacks).
  Gain Perk: Contact and Membership.
  Gain Perk: Access (must specify a topic).
  Instant travel between this and another portal (at least 2 need to be constructed to gain any benefit).
  Characters may be able to make an Arcane Skill Roll of 16 to open up a portal this location.
  This Building is invisible to most characters.
  This Building may teleport (GM sets the final location).
  All characters gain +1 Crit Dmg vs all Fiends around this Building.
  You will be magically warned if any character enters this Building un-invited.
  Tethered may be reborn at this location, This Building is intelligent and will defend itself.
  *Difficult to Acquire outside Greyburgh Market.
  Charity/Civil Service
  (Church, Fire Brigade, Free Clinic)
  Business
  Slave Driver/Fighting Pit/Tyrant
  Bank/Money Lender/Land Lord/Investor
  Guild
  Library
  Permanent Portal
  Invisibility Enchantment
  Vanishing Enchantment
  Fiend Wards
  Alarm Wards
  Great Lantern
  Acquire
  Building
  Description
  Capacity
  -20 Slots
  -20 Slots
  -20 Slots
  -10 Slots
  -20 Slots
  -20 Slots
  -10 Slots
  +0 Slots
  +0 Slots
  +0 Slots
  +0 Slots
  -20 Slots
  +4t
  +8t
  +10t
  14t
  16t
  18t
  This lantern may give advice through dreams and feelings.
  +1 to all of your Healing Rolls.
  This lantern may fly to nearby locations for 10 minutes (requiring 0 Hands).
  Two Uses per Session, +1 to a Ritual Arcane Skill Roll (Stacks).
  Four Uses per Session, +1 to a Ritual Arcane Skill Roll (Stacks).
  One Use per Session, +1 to a Ritual Arcane Skill Roll (Stacks).
  Lantern Variations (may select one):
  Wispering
  Bright
  Floating
  Techno-Torch
  Supply of Bulky Components
  Large Supply of Bulky Components
  Supply of Quality Components
  Acquire
  Acquire
  Tethered Lanterns
  Arcane Tools
  Description
  Description
  Slots
  Slots
  +0
  +0
  +0
  -1
  2
  3
  0
  
  163
  Example Magic, Rituals
  The Rituals listed here are just examples intended to inspire GMs 
  and PCs. GMs should feel free to create new entries.
  14
  14
  14
  14
  14
  14
  14
  14
  16
  14
  14
  16
  14
  12
  14
  16
  16
  16
  14-18
  16
  16
  16
  14
  16
  14
  4x 22t
  14
  14-18
  14
  14
  16
  16
  14t
  14
  *
  4x 22t
  14
  28t
  18
  14
  16
  10x18t
  14
  2x 16t
  18
  3x 20t
  Banish Undead
  Conjure Acid
  Conjure Disease Cloud
  Conjure Fireplace
  Conjure Snow
  Conjure Poison Cloud
  Conjure Fog
  Conjure Spiders
  Conjure Storm
  Conjure Wasps
  Conjure Pile of Trash
  Cursed Ground
  Death Ward
  Distracting Noise
  Empower Weapon
  Flash of Light
  Holy Shield
  Otherworld Shift
  Phase Out
  Raise Undead
  Raise Undead, Mage
  Telekinetic Grasp
  Telekinetic Throw, Rock
  Telekinetic Throw, Ally
  Telepathic Message
  Burning Rain
  Clairvoyant Eye
  Cleanse Holy Site
  Conjure Banquete
  Conjure Steed
  Conjure Building
  Consecrate Ground
  Crystal Mind
  Death Mark
  Diamond Lock
  Endless Night of Blood
  Fey Pot
  Meteorite Strike
  Otherworld Gate
  Sanctify Blade
  Spirit Guide
  Summon Fiendish Army
  Telepathic Link
  Ward Home
  Ward Bed
  Wave of Sleep
  Acquire
  Arcane Rituals
  Description
  Skill
  Req Tool
  Casting Time
  Celestial
  Impoverished
  Impoverished
  High Society
  Nature
  Impoverished
  Nature
  Nature
  Nature
  Nature
  Impoverished
  Infernal
  Infernal
  Awareness
  Production
  Awareness
  Celestial
  Infernal
  Stealth
  Infernal
  Infernal
  Physical
  Physical
  Physical
  Persuasion
  Celestial
  Awareness
  Celestial
  High Society
  Nature
  Production
  Celestial
  Resolve
  Underworld
  Production
  Leadership
  Stealth
  Celestial
  *
  Celestial
  Celestial
  Infernal
  Persuasion
  Commoners
  Commoners
  Persuasion
  Bulky
  Bulky
  Bulky
  Quality
  Quality
  Quality
  Bulky
  Quality, Exotic*
  Quality, Exotic*
  Arcane Apparatus
  Bulky
  Quality
  Bulky
  Bulky
  Quality
  Quality
  Bulky
  Quality
  Quality
  Exotic*, Infernal
  Quality
  Exotic*,
  Arcane Apparatus
  Quality
  Arcane Apparatus
  Bulky
  Bulky
  Quality, Infernal,
  Arcane Apparatus
  Quality
  Arcane Apparatus
  Bulky
  Quality, Exotic*
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  Think Action
  1 Day
  1 Hour
  1-6 Hours
  1 Hour
  15 Minutes
  2 Hours
  30 Minutes
  20 Minutes
  1 Hour
  1 Day
  1 Week
  1 Hour
  2 Weeks
  1 Day
  30 Minutes
  1 Hour
  1 Month
  20 Minutes
  1 Night
  1 Hour
  1 Day
  Kills an Undead Henchmen within 10 spaces of you.
  Create a space of Acid Pool Dangerous Terrain.
  Create a space of Disease Cloud Dangerous Terrain.
  Create a space of Fire Dangerous Terrain.
  Create a space of Ice Dangerous Terrain.
  Create a space of Poison Cloud Dangerous Terrain.
  Create a space of Smoke Dangerous Terrain.
  Create a space of Crawling Swarm Dangerous Terrain.
  Create a space of Wind Swarm Dangerous Terrain.
  Create a space of Flying Swarm Dangerous Terrain.
  Create 2 spaces of Difficult Terrain Dangerous Terrain.
  Create a space of Cursed Ground Dangerous Terrain.
  Create a space of Trap Dangerous Terrain.
  Create a distracting noise; possibly granting a Description Bonus to Stealth.
  An ally gains +2 End Dmg on their next Attack (Stacks up to +4).
  An enemy is blinded for a short time; -1d6 Hit on their next Attack Roll.
  All allies gain +2 Defence until your next Turn (Stacks).
  Teleport yourself 6 spaces.
  You become Stealthed without Cover as long as you don’t move.
  You gain 1d3 undead Henchmen body for 2 Turns. *Corpses.
  You gain 1 undead mage Henchmen body for 3 Turns. *Mage Corpse.
  You and an enemy are grabbed (becoming Suppressed).
  An enemy within 10 spaces of you takes 4 Endurance Damage.
  One of your allies gains Fly for their next Turn.
  Speak a short message into an allies mind.
  Destroy a large area of Aeternum with burning rain (3 Crit Dmg per Turn).
  Shift your point of visual perception to a point you can see.
  Remove Fiendish corruption from a holy site.
  Create a large table with food, cutlery, chairs and decorations.
  Summon a mount for 8 hours.
  Create a building (ie: workshop, tavern, house, etc...) that will exist for 3 days.
  Fiends have -1 Max Momentum on this ground.
  You and all of your allies gain +2 Defence vs Fear for 1 day.
  For 1 day you gain +2 Hit vs a specific person and -2 Defence vs all others.
  *Others must make a better Arcane Skill Roll than you to open this lock.
  Turns a large number of people into murderers for 1 night, *Fey Tears.
  Fey creatures are attracted to a specific object for 1 night.
  Destroy a large area of Aeternum with a Meteorite (20 Crit Dmg), *Meteorite Ore.
  Open up a portal to another world, *Skill may depend on the final location.
  A blade gains +2 Hit and -2 End Dmg for 1 Combat.
  Some a small celestial spirit to guide you to safety.
  Summon a vast Fiendish army (150,000+), This army may not obey you.
  Create a secret mental link with an ally for up to 3 hours.
  Hide a building from all who are not invited in.
  For one night hide yourself while you sleep from all who would do you harm.
  Send an area of Aeternum into a deep sleep, *Fey Wings.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Aeternum - Greyburgh Market - Playtest v2.pdf