Cad Wall on Character Creation Complete

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The Attitudes: Every Character’s capabilities are described by a set of six attitudes. These attitudes are ranked from +0 to +6. The six attitudes are as follows: Pugnacity (PUG) - A measure of the energy and instinctiveness of the character and is related to tasks of physical and social force. Sleight (SLE)-A measure of the character’s skill and precision, and is related to tasks that require a good deal of physical and mental control. Style (STY) - A measure of the character’s creativity and eloquence, and is related to tasks that confuses or beguiles others or that rely on a character’s charisma. Opportunism (OPP) - A measure of a character’s wits and ability to be in the right place at the right time. A character’s defence is based on this attitude. Subtlety (SUB) - A measure of a character’s capacity for ruse as well as analysis. Reflects a character’s ability to think ahead Discipline (DIS) - A measure of a character’s ability to organise himself and others, a measure of leadership and guidance. A character’s Mastery score is based on this attitude. All a character’s attitudes start play at +2, this is modified by a character’s selected race and culture. Step 1: Race Race Size Favoured Attitude HP per wound rank MOV POW Init Natural Weapons Distinctive features Centaur 4 SLE+2 4 8 4 4 Fists, Trample War Cry or Resolution/X Dwarf 2 DIS+2 3 3 2 1 Fists Hard Boiled 2 or Possessed 1,3 Elf 3 STY+2 3 5 3 4 Fists Concentration or Regeneration or Toxic 1,2 Giant 4 PUG+2 4 5 5 2 Fists War Fury Half Elf 3 STY+1 SUB+1 3 5 3 4 Fists Ambidextrous or Warfury Human 2 3 SUB+2 3 4 3 2 Fists Fanaticism or War Fury or Bravery Goblin 2 OPP+2 2 4 2 3 Fists and Teeth Survival Instinct Minotaur 1 4 SUB+2 4 5 4 2 Fists, War Fury or

description

Cadwall

Transcript of Cad Wall on Character Creation Complete

  • The Attitudes: Every Characters capabilities are described by a set of six attitudes. These attitudes are ranked from +0 to +6. The six attitudes are as follows:

    Pugnacity (PUG) - A measure of the energy and instinctiveness of the character and is related to tasks of physical and social force.

    Sleight (SLE)-A measure of the characters skill and precision, and is related to tasks that require a good deal of physical and mental control.

    Style (STY) - A measure of the characters creativity and eloquence, and is related to tasks that confuses or beguiles others or that rely on a characters charisma.

    Opportunism (OPP) - A measure of a characters wits and ability to be in the right place at the right time. A characters defence is based on this attitude.

    Subtlety (SUB) - A measure of a characters capacity for ruse as well as analysis. Reflects a characters ability to think ahead

    Discipline (DIS) - A measure of a characters ability to organise himself and others, a measure of leadership and guidance. A characters Mastery score is based on this attitude.

    All a characters attitudes start play at +2, this is modified by a characters selected race and culture.

    Step 1: Race

    Race Size Favoured Attitude

    HP per wound rank

    MOV POW Init Natural Weapons

    Distinctive features

    Centaur 4 SLE+2 4 8 4 4 Fists, Trample War Cry or Resolution/X Dwarf 2 DIS+2 3 3 2 1 Fists Hard Boiled2 or Possessed1,3 Elf 3 STY+2 3 5 3 4 Fists Concentration or Regeneration or Toxic1,2 Giant 4 PUG+2 4 5 5 2 Fists War Fury Half Elf 3 STY+1 SUB+1 3 5 3 4 Fists Ambidextrous or Warfury Human2 3 SUB+2 3 4 3 2 Fists Fanaticism or War Fury or Bravery Goblin 2 OPP+2 2 4 2 3 Fists and Teeth Survival Instinct Minotaur1 4 SUB+2 4 5 4 2 Fists, War Fury or

  • Horns Fierce Orc 3 SLE+2 3 4 4 2 Fists and Fangs Brutal Ogre1 4 DIS+2 4 5 5 2 Fists and Fangs Brutal or Hard Boiled or Sequence Troll1 4 PUG+2 4 5 4 2 Claws, Fangs Regeneration/X Wolfen1,2 4 PUG+2 4 6 4 5 Claws and Fangs Born Killer

    1. These races or sub-races are counted as Fearful characters 2. Drune Humans, Tor-na-bor Dwarves , Wolfen and Akkashyn Elves all have low light vision 3. Dwarves of Mid-nor have Dark Vision

    Step 2:Culture Each culture of origin gives the following benefits to the character. Modifiers for attitudes favoured by the culture in question. Modifiers of +2 for three abilities and one knowledge. The following knowledges: Culture (culture of origin) +2, Language (mother tongue) +2 and Region (region of origin) +2. A contact belonging to the culture of origin at intimacy 2. A distinctive feature or feat. Note: Ogres can be from nowhere but Cadwallon. They are from either the Upper city or Lower city. Culture Attitude

    Bonuses Cultural Abilities

    Knowledge Distinctive Features

    Races

    Ways of Light Dragon (Cynwall Elves)

    PUG+1 DIS+1 Look out/DIS Lunge/STY Confound/DIS Cult (Noesis) Concentration Elf (Cynwall) Griffin (Empire of Akkylanie)

    SLE+1 DIS+1 Look Out/DIS Shoot/SLE Command/DIS Cult (Merin) Fanaticism Human, Dwarf (Tor-Na-Bor)

    Lion (Kingdoms of Alahan)

    STY+1 SUB+1 Ride/STY Pierce/SLE Argue/SUB Etiquette (Diplomats) Bravery Human Minotaur (Sessair Kelts)

    PUG+1 OPP+1 Survive/OPP Bash/PUG Taunt/SUB History (Kelts) War Fury Human, Minotaur, Centaur Giant Paths of Destiny

    Boar SLE+1, DIS Barter/SUB Expertise Hard Boiled Dwarf

  • (Dwarves of Tor-Na-Bor)

    +1 Endure/PUG Identify/SUB (Steam) (Tor-na-bor) Hyena (Devourers of Vile Tis)

    PUG+1, DIS+1 Force/PUG Slash/PUG Taunt/SUB Cult (Vile-Tis) Born Killer Wolfen, Half-elf Jackal (Tribes of Bran-O-Kor)

    PUG+1, SUB+1 Analyse/DIS Bash/PUG Survive/OPP Nature Brutal Orc, Goblin Rat (Empire of No Dan Kar)

    OPP+1, SUB+1 Dodge/OPP Fool/OPP Search/DIS Language (players choice) Survival instinct Goblin, Troll Scarab (Daikinee Elves)

    PUG+1, SUB+1 Argue/SUB Endure/PUG Look out/DIS History (Daikinee) Regeneration Elf (Daikinee). Wolfen

    Tree Spirit (Tribes of the Behemoth)

    PUG+1 DIS+1 Bash/PUG Survive/OPP Endure/PUG Nature Endurance Orc, Troll Wolf (Tribes of Yllia)

    PUG+1, SLE +1 Intimidate/PUG Hunt/OPP Wrestle/OPP Nature Born Killer Elf (Daikinee) , Wolfen Meanders of Darkness

    Hydra (The Colonies of Mid-Nor)

    PUG+1, DIS+1 Command/DIS Endure/PUG Slither/SLE Nature Possessed Dwarf (Mid-nor) Serpent (The Ophidian Alliance)

    OPP+1 SUB+1 Slither/SLE Pierce/SLE Intimidation/PUG Entities Possessed Human* Scorpion (Empire of Syharhalna)

    SLE+1, SUB+1 Argue/SUB, Dodge/OPP Identify/SUB Expertise (Mutagenic) Mutagenic Human Spider (Akkyshan Elves)

    SLE+1, STY+1 Hide/OPP Poison/SUB Seduce/STY Nature Toxic Elf (Akkyshan) Stag (Kelts of the Drune clan)

    PUG+1, SUB+1 Intimidate/PUG Survive/OPP Wrestle/OPP Cult (Cernunnos) Fierce Human, Minotaur Ram (The Duchy of Acheron)

    OPP+1. SUB+1 Disguise/STY Pierce/SLE Seduce/STY Etiquette (Nobility) Resolution Human, Dwarf Native Cadwallon Cultures

    Upper City STY+1, SUB+1 Feign/SLE, Identify/SUB Lunge/STY Fiefdom (upper city) Any general Features which becomes a feat any

    Lower City SLE+1, OPP+1 Bash/PUG, Crook/OPP Look Out/DIS Fiefdom (lower City) Any general Features which becomes a

    any

  • feat

    *Humans of the Serpent culture are considered to be former slaves of Ophidians who have somehow managed to escape their magical servitude.

    Step 3: Trades and Abilities Once a characters background has been decided, he then can decide which trades he has participated in over his history. These trades will grant the character abilities and knowledges as well as a characters equipment. Trades are split into six categories based on the divisions of Cadwe society: Exploration, Confrontation, Interaction, Incantation, Divination and Revolution. There is also a division of culture specific trades. Each trade has 6 ranks that represent a characters professional expertise in that trade.

    Characters start with three ranks to divide amongst his trades; he can place all his ranks in a single trade or divide them between two or three. A character can select trades from different categories without penalty.

    A characters Potential (POT) score is also based on his trade ranks; Potential measures the characters overall experience and skill and is equal to the levels of his two highest trades.

    When a characters rank in a trade increases, the abilities he already possesses from earlier ranks also increase. The table below illustrates the starting levels of a characters abilities gained from his trades;

    Trade Rank Abilities gained at rank 1

    Abilities gained at rank 2

    Abilities gained at rank 3

    Abilities gained at rank 4

    Rank 1 1 - - - Rank 2 2 1 - - Rank 3 3 2 1 - Rank 4 4 3 2 1

  • Exploration Trades Trade Rank 1 Rank 2 Rank 31 Rank 4 Rank 5 Rank 6 Cat Burglar Climb/SLE Hide/OPP Stunt/STY Fiefdom or faction

    knowledge Slither/SLE Search/DIS Tinker/SLE Distract/ OPP Lookout/ DIS

    Dodge/OPP Force/PUG Crook/OPP Tumble Disguise/ STY Fool/OPP

    Cutthroat Steal/OPP Wrestle/OPP Hide/OPP Fiefdom or Faction knowledge

    Dodge/OPP Lookout/DIS Intimidate/ PUG

    Crook/OPP Weapon2 Disarm/ SUB Conceal/ OPP Force/PUG Respite Endure/ PUG Hunt/OPP

    Guide Ride/STY Lookout/DIS Survive/OPP Region or Nature or culture or language

    Climb/SLE Swim/PUG Weapon2 Hide/OPP Hunt/OPP Slither/SLE Dodge/OPP Endure/ PUG Tracking Search/DIS Disguise/ STY

    Shrew Slither/SLE Search/DIS Climb/SLE Region-Cadwallon underground Force/PUG Lookout/DIS Swim/PUG Tinker/SLE Cypher/ SUB Barter/SUB Survive/OPP Stunt/STY Spotting Barter/SUB Survive/OPP Stunt/STY

    Sleuth Lookout/DIS Identify/SUB Hide/OPP Fiefdom or Faction or Admin or Language

    Search/DIS Intimidate/ PUG Hunt/OPP Dodge/ OPP Weapon2 Fool/OPP Crook/OPP Tinker/SLE Absence Disguise/ STY One

    knowledge Sea Dog Climb/SLE Swim/PUG Sail/SLE Region or Language or

    Force/PUG Intimidate/ PUG Wrestle/OPP Dodge/ OPP Lookout/ DIS

    Crook/OPP Survive/ OPP Weapon2 Bravado Stunt/STY Command/ DIS

  • Culture or Mythology

    1: At Rank 3 the character can select 1 skill from that trade and gain an extra gamble each time he uses it. This is chosen once per trade and cannot be changed.

    2: Slash/PUG or Bash/PUG or Pierce/SLE or Shoot/SLE

    Confrontation Trades Trade Rank1 Rank 2 Rank 31 Rank 4 Rank 5 Rank 6 Bandit Intimidate/PUG Weapon2 Region or Fiefdom or Faction

    Lookout/DIS Hide/OPP Slither/SLE Ride/STY Crook/OPP Distract/OPP Identify/SUB Weapon2 Treachery Survive/OPP Hunt/OPP Duelist Parry/STY Taunt/SUB Weapon2 Fiefdom

    Analyse/DIS Lunge/STY Disarm/SUB Charge/PUG Weapon2 Distract/OPP Strike Back/STY Stunt/STY Overture Endure/PUG Intimidate/PUG Guard Lookout/DIS Intimidate/PUG Weapon2 Fiefdom/faction or Etiquette

    Identify/SUB Wrestle/OPP, Parry/STY Confound/DIS Disarm/SUB Command/DIS Defend/DIS Hunt/OPP Uproar Charge/PUG Strike Back/STY Officer Command/DIS Intimidate/PUG Weapon2 Faction or Strategy

    Analyse/DIS Defend/DIS Parry/STY Ride/STY Seduce/STY Argue/SUB Lookout/DIS Identify/SUB Support Distract/OPP Endure/PUG Shooter Defend/DIS Lookout/DIS Shoot/SLE Fiefdom or Faction

    Identify/SUB Strike Back/STY Hide/OPP

    Climb/SLE Aim/SLE Activate3/SLE Distract/OPP Wrestle/OPP Barrage Repair3 Weapon2 Soldier Endure/PUG Parry/STY Weapon2 Faction

    Charge/PUG Slither/SLE Wrestle/OPP Force/PUG Weapon2 Analyse/DIS Ride/STY Intimidate/PUG Rampart Command/DIS

    Strike Back/STY Strong-Arm Disarm/SUB Dodge/OPP Wrestle/OPP Fiefdom or Faction

    Bash/PUG Force/PUG Intimidate/PUG Analyse/DIS Endure/PUG Charge/PUG Lunge/STY Taunt/SUB Bludgeon Distract/OPP Stunt/STY

  • 1: At Rank 3 the character can select 1 skill from that trade and gain an extra gamble each time he uses it. This is chosen once per trade and cannot be changed.

    2: Slash/PUG or Bash/PUG or Pierce/SLE or Shoot/SLE, you cannot gain an ability you already gained from this trade.

    3: Select Machine, Steam or Naptha

    Interaction Trades Trade Rank 1 Rank 2 Rank 31 Rank 4 Rank 5 Rank 6 Courtesan Fool/OPP Identify/SUB Seduce/STY Etiquette or Culture or Faction or Fiefdom

    Disguise/STY Argue/SUB Feign/SLE Crook/OPP Fiefdom or Faction or Language or Culture Analyse/DIS Barter/SUB Distract/OPP Flattery Conceal/OPP Confound/DIS

    Emissary Analyse/DIS Identify/SUB Barter/SUB One Knowledge Argue/SUB Fool/OPP Seduce/STY Confound/DIS Lookout/DIS Command/DIS Feign/SLE Fiefdom or Language or Faction or Admin

    Incitation Intimidate/PUG Crook/OPP

    Merchant Identify/SUB Barter/SUB Seduce/Sty Faction or Commerce or Language Argue/SUB Fool/OPP Crook/OPP Conceal/OPP Feign/SLE Lookout/DIS Intimidate/PUG Faction or Fiefdom or Language Or Admin

    Its Possible Analyse/DIS Faction or Fiefdom or Language Or Admin Miscreant Fool/OPP Feign/SLE

    Crook/OPP Commerce or artefact Or faction Analyse/DIS Identify/SUB Barter/SUB Conceal/OPP Intimidate/PUG Argue/SUB Taunt/SUB Seduce/Sty Scam Disguise/STY Steal/OPP

    Scholar Argue/SUB Cypher/SUB Identify/SUB One Knowledge Study/SUB2 Examine/STY2 One Knowledge

    Fool/OPP Analyse/DIS Command/DIS Examine/STY2 Confound/DIS One Knowledge Sapience Seduce/STY One Knowledge

    Spy Disguise/STY Fool/OPP Feign/SLE One Knowledge Lookout/DIS Identify/SUB Hide/OPP Crook/OPP Tinker/SLE Steal/OPP Search/DIS Seduce/STY Double Sided Cypher/SUB Poison/SUB

    1: At Rank 3 the character can select 1 skill from that trade and gain an extra gamble each time he uses it. This is chosen once per trade and cannot be changed.

  • 2: Select Inert, Machine, Naptha, Steam, Herb, Mutagenic, Powders, or Constructs

    Incantation Trades Trade Rank1 Rank2 Rank3 Rank4 Rank5 Rank6 Cartomancer Incantate1 Fool/OPP Fiefdom Or Faction Or Symbolism Path of

    Magic (Primagic)

    Crook/SUB Hide/OPP Path of Magic (Elemental) 1

    Feel/SUB Seduce/STY Enchant/SLE Look out/DIS Subdue/PUG New Draw Identify/SUB Path of Magic (Elemental)1

    Mage Channel/OPP Incantate1 Feel/SUB Path of Magic (Primagic)

    Dominate/STY Subdue/PUG Path of Magic (any)2

    Incantate1 Path of Magic (any) 2 Cypher/SUB Enchant/SLE Path of Magic

    (any) 2 Arcane Gem crafter Incantate1 One Knowledge

    Magic Teacher Argue/SUB Identify/SUB Incantate1 Path of Magic (Primagic)

    Feel/SUB Subdue/PUG Path of Magic (any) 2

    Dominate/STY Incantate1 Analyse/DIS Fool/OPP One Knowledge Theory class Two Knowledges

    Magister Incantate1 Subdue/PUG Analyse/DIS Path of Magic (Primagic)

    Feel/SUB Hunt/OPP Path of Magic (Any) 2

    Lookout/DIS Weapon3 Channel/OPP Intimidate/PUG Path of Magic (any) 2

    Transfer Identify/SUB Path of Magic (any) 2

    Tarot-Mage Evoke/SLE Summon/STY Conceal/OPP Urban Legends

    Abjure/OPP Identify/SUB History(Cadwallon)

    Fool/OPP Sublimate/SUB Distract/OPP Hide/OPP Fiefdom or Faction or Admin or Symbolism ? ?

    Warrior- Weapon3 Endure/PUG Incantate1 Analyse/DIS Magic Strike

  • Mage Incantate1 Faction or Fiefdom or Region or Culture Path of Magic (Primagic)

    Subdue/PUG Parry/STY Path of Magic (any) 2 Command/DIS Feel/SUB Power Back/STY Path of

    Magic (any) 2

    1: Select one element allowed by your Culture (see Incantation)

    2: Select any one Path allowed by your Culture, you must select your primary path first.

    3:Select Slash/PUG, Bash/PUG, Pierce/SLE or Shoot/SLE

    Divination Trades Trade Rank1 Rank2 Rank3 Rank4 Rank5 Rank6 Bard of Destiny Aspect1 Analyse/DIS Cult

    (Destiny) Culture (upper or lower cities)

    Aspect1 Identify/SUB Pray/DIS Aspect1 Foretell/SUB Argue/SUB Hide/OPP Admin True Consecration Meditate/SLE Recharge/OPP Herald of Felicity Aspect1 Recharge/OPP Cult

    (goodwill) Language (Cadwe)

    Aspect1 Pray/DIS Fiefdom Aspect1 Heal/DIS Meditate/SLE Foretell/SUB

    Revoke/PUG Goodwills kiss Identify/SUB Barter/SUB

    Minstrel of Pain Aspect1 Endure/PUG Cult (suffering) Culture (low city)

    Aspect1 Intimidate/PUG Fanaticize/STY Aspect1 Slash/PUG or Pierce/SLE Revoke/PUG Foretell/SUB Fiefdom Forbidden pleasure Meditate/SLE Exult/PUG

    Cleric Aspect1 Administration One Knowledge Argue/SUB Identify/SUB History Aspect1 One Knowledge Revoke/PUG Cipher/SUB Foretell/SUB Dogmatic Sentence Aspect1 One Knowledge

    Missionary Aspect1 Survive/OPP Region Cult Meditate/SLE Swim/PUG Preach/STY Aspect1 Ride/STY Pray/DIS Sermonize/SUB Region or Language or Culture

    Sacred Mission Aspect1 Foretell/SUB

    Warrior-Monk Aspect1 Parry/STY Weapon2 Cult

    Revoke/PUG Charge/PUG Intimidate/PUG Aspect1 Command/DIS Endure/PUG Fanaticize/STY

    Strikeback/STY Divine Punishment Exult/PUG Weapon2

  • 1: Select Alter, Create or Destroy, you cannot select an aspect twice

    2: Slash/PUG, Bash/PUG, Pierce/SLE or Shoot/SLE. You cannot select the same ability twice.

    Revolution Trades Trade Rank1 Rank2 Rank3 Rank4 Rank5 Rank6 Craftsman Search/DIS Barter/SUB or

    Crook/OPP Or Force/PUG Or Activate (machine)/SLE Repair1 One Knowledge

    Improve/DIS1 Design/SLE1 Examine/STY1 Coordinate/DIS Study/SUB1 Activate /SLE(any) Study/SUB (any) One Knowledge

    Loved by the Guilds Design/SLE (any) Cipher/SUB

    Alchemist Activate (Herbalist)/SLE Examine (Herbalist)/STY Search/DIS One Knowledge

    Climb/SLE Crook/OPP Barter/SUB Design (Herbalist)/SLE Study

    (Herbalist)/SUB Improve (Herbalist)/SLE Poison/SUB Heal/DIS

    Lifes work Survive/OPP One Knowledge

    Engineer Activate/SLE2 Examine/STY2 Repair/SUB2 One Knowledge

    Smash/PUG Barter/SUB Or Crook/OPP One Knowledge

    Design/SLE2 Study/SUB2 Improve/DIS2 Coordinate/DIS One Knowledge Bull Headed Cipher/SUB One Knowledge Omnimancer Activate (mutagenic)/SLE Examine

    (Mutagenic)/STY Heal/DIS One

    Barter/SUB Repair (Mutagenic)/SUB One Knowledge

    Design (Mutagenic)/SLE Study (Mutagenic)/SUB

    Coordinate/DIS Cipher/SUB Posion/SUB Mutagenic Master Argue/SUB Crook/OPP

  • Knowledge Pilot Ride/STY Look Out/DIS Drive/PUG Shoot/STY

    Activate/SLE3 Examine/STY3 Repair/SUB3 Improve/DIS3 Design/SUB3 Activate (Machine)/SLE Survive/OPP One Knowledge

    Ace Study/SUB3 Study (Machine)/SUB Surgeon Endure/PUG Dodge/OPP

    Lookout/DIS Heal/DIS Analyse/DIS Hide/OPP Slash/PUG Activate (herbalist)/SLE Command/DIS

    Design(Herbalist)/SLE Study (herbalist)/SUB Survive/OPP

    Emergency Healing Poison/SUB Examine (Herbalist) /STY

    1: Inert or Machine

    2: Steam or Naptha or Construct

    3: Steam or Naptha

    Step 4: Distinctive Features

    Distinctive features are pairings of advantages and obligations that grant capabilities and obstacles unique to that character. Distinctive features are gained due to race or culture, but can also be gained through experience; gaining a feature a second time also removes its obligation making it a Feat.

    Initially a character has the choice between two distinctive features, one from his race and the other from his culture. If both features are the same, he instead gains that feature as a feat. After having chosen his first distinctive feature (or gaining a racial Feat), the character can then select any one additional feature. (Of course selecting a feature a second time will make it a feat)

    Distinctive features are divided into two categories, general features and unique features. Cadwe characters can select any feature from the general category to be their cultural feature, which automatically becomes a feat. Characters can freely select features from both the general and unique lists as their additional starting feature, so long as they obey the restrictions noted below for unique features.

    Unique features normally cannot be taken on character creation and are instead gained through special events in play. However, some unique features can be purchased normally by certain races and cultures as noted in their descriptions.

    Distinctive features are noted as being Active or passive in use. Active features work when chosen by the character and likewise their obligations are only obeyed during a turn in which the obligation is used. Passive features are considered always to be in effect, and thus their obligation must always be obeyed or their benefits are lost.

    Some features have an X value, which is either a type (such as a race or alliance) Or a number value. Number value features start off with a default value of half the characters POT, rounded up.

    General Features

  • Distinctive Feature

    Benefit Obligation Use Aiming When shooting the character can announce gambles after the dice are rolled. The character can take no other action this round Active Alliance/X Select a Faction as X The player gains an extra contact from that faction at a value of 2 The character cannot use Interaction reactions against members of X

    Passive Ambidextrous No Penalties for using off hand. When you successfully

    Parry an attack gain 1 AP If he can the character must take at least two move/passive actions per round

    Passive Artefact The character has an artefact in his possession which has capabilities

    negotiated with the GM The character must avoid the original owners of the Artefact Passive Assassin When the character

    makes a Charge/PUG attack he gains a bonus die of damage. This does not affect other Assassins, Beings of Destiny or characters with Conscience

    The character must be stealthy when he declares the charge Passive

    Assault Fire The character can declare a shooting attack as he charges. This attack is resolved just before the charge

    The character must target the same character as his charge Active Authority During a scene, the character can switch places in the resolution order with an ally who would normally act later

    OR make an allied character of his choice act immediately after him

    The character must favour his highest attitude Passive

    Bane/X The character can keep an extra die when attacking X (a race, culture or trade type) This ability is cancelled by hard boiled

    The character must attack his Bane first if able Passive

    Block 1s do not count as a failure when defending. The character must select STY as his attitude Passive Blood Brother/X X is another Character or NPC When the two characters are close and can see one another they can transfer AP and RP to one another Your blood brother must be from the same race Passive

  • once their dice have been placed. Born Killer The character gets to keep an extra die on damage against all targets in contact with them

    The character must attempt to finish off all his opponents Passive Bravery The character gains +1 to resist Fear and Intimidation. When he places all dice into AP he gains a minimum quality of 1 on all rolls that would inflict damage.

    The character must always be the last to flee Passive

    Brutal The character counts free dice as bonus dice when using actions favoured by PUG The character cannot hesitate and loses a point of Initiative. Passive Brutish Charge Keeps an extra die on all damage rolls after a charge The character must only make one action this round, a charge Passive

    Cats Paw When stealthy the character makes no noise, and thus can only be detected using sight or smell

    The character must wear no armour nor suffer from Encumbrance penalties Active

    Concentration/X X=half POT The character notes X abilities , his attitude is always favourable when using these abilities The characters attitude must be DIS Active

    Connections The character gains 2 additional contacts at Int 1 The level of intimacy with these contacts can be no higher than 1 Passive Conscience The character is aware of his surroundings in a 360degree circle and does not need line of sight at close range The characters attitude must be DIS Passive

    Counter Attack When the character makes a reaction he may declare a counter attack, making an attack with a single D6 that does not come from his pool

    The characters attitude must be STY Active

    Desperate When acting against a character with a higher POT in close range, he gains +1 to all his rolls The character will never willingly flee Passive

    Devotion/X The character can give part of his essence to grant up to X mana to any Mage within X of him.

    The character must be able to see the mage to do this. Bothe must be from Active

  • The character suffers a damage roll of POW equal to the amount of mana given the same alliance

    Disengagement The character does not have to stop moving when he enters another characters control zone

    The character must spend one RP per zone not stopped in Passive Dodge Character gains a free die when making a confrontation reaction The character must place all his dice in RP Passive Enlightened Any 5 rolled on a Divination roll can be counted as a 5 or 6 The character must verbally tell one prophetic vision or

    dream to onlookers Passive

    Fanaticism When routed the character is never traumatised or panicked and does not have to flee. If the character puts all his dice in AP he gains +1 dam to all damage rolls

    The character must stay faithful to his cause Passive

    Familiar The character is bound to a Familiar of an element of which he masters The character owes a Shihir a favour or boon Passive Feint When the character makes a successful attack he can decided to do no damage an instead removed one die from the targets AP or RP

    The character must place the same number of dice in AP and RP at the start of the turn Active

    Fencer Once per round when he attempts a confrontation action or reaction the character can move 1 die from AP to RP or vice versa The character must place dice in both AP and RP each turn Passive

    Ferocious When the character stuns an opponent he inflicts an extra point of damage The character cannot declare gambles Passive Fierce If he would be struck unconscious he continues to act until the start of next round, suffering -4 to all rolls. The character must select PUG as his attitude Passive

    Focus The result of 5 on an incantate test count as a 5 or 6 The character loses 2 point of initiative Passive Goblin Jeers/X When making interaction rolls in the lower city he can always count an intimacy of X with his target The character needs 1 extra IP to influence characters from the Upper city

    Passive

  • Hard Boiled The character is resistant and hard to wound The character must attempt to inflict damage each round during a combat if able. Passive

    Hardened The character can count free dice as bonus dice when using one of the following skill groups: Confrontation, Exploration, Interaction

    The character must use his maximum D6 when using a skill from his selected category

    Passive

    High Roller A 5 rolled during an action involving gambling can be counted as a 5 or 6 The character selects his attitude randomly Active Harassment The character can interrupt his move to shoot or aim and then continue with his remaining moves The player must select SLY as his attitude Active

    Implacable/X After he places an opponent in the Dead? State the character can take a free move action, this can be used X times per round

    The character cannot be in another characters control zone when he activates this ability

    Active

    Infiltration/X At the start of a round the character can give up one die to move X before dice are placed The character cannot have been seen by any opponent X cannot be higher than the characters MOV

    Passive

    Instinctive fire The character is expert at picking targets out from a crowd, reducing the chance of hitting allies when shooting

    The character must pick OPP as his attitude Passive

    Leadership/X Free die on command tests, Allies can use this characters DIS to resist fear or intimidation within X Cannot move more than X away from an ally Passive

    Leap The character can spend his entire Move when leaping using Stunt and does not need a run up

    The character must select STY as his attitude Active Luck The player can reroll one test per turn The player must reroll his next successful test

    after using Luck Active Martyr/X The character can injure himself to give one faithful up to X TF. The characters Attitude must be DIS Active Master Archer The character can split up

    a successful shoot attack into two attacks by

    The character must use STY as his attitude Passive

  • splitting the dice pool after it is rolled Master Fencer 1s rolled on Pierce/SLE rolls are not failures The character must formally introduce himself to all opponents

    Passive Master Strike/X The character can declare any attack a Master Strike and roll only 1d6. The

    attack gains bonus damage equal to X plus any unrolled dice The characters Attitude must be DIS Active

    Mechanic/X Select on type of technology, the character gains a minimum quality of X when making rolls using that technology

    The character must always carry a piece of that tech Active Mercenary When hired by an

    employer the Mercenary gains a free die on all his moves if his attitude matches his employers

    The character must blindly follow his employers orders Passive

    Minelayer The character is always treated as stealthy when placing explosives The character must be stealthy when he places the explosives or he must set them up before the scene begins Passive

    Personal Enemy/X X is the name of a character hated by the PC The character gains a minimum quality against this individual equal to his intimacy, which starts at 2

    The character must attempt to harm his enemy whenever the occasion presents itself Passive

    Precision Results of 5 on shooting rolls can be counted as 5 or 6 The characters attitude must be DIS Passive Rallying Cry The character can make a rallying cry that increases the TL by 1. All allies gain +1 to DIS checks

    The characters attitude must be DIS Active Rapidity If the character takes two move actions in a row, he gains a third at no cost The character must select STY as his attitude Active Recycler The character is good at restoring old or poor quality items. He increases the quality of materials he uses by one

    The character must hoard pieces of technology whenever he can Active

    Reflexes The character gains +2 Init The character cannot have a bulk penalty Passive Reorient The character can change facing at the end of his The character cannot change attitudes active

  • move at no cost. He can also prevent someone using this feature who is adjacent Resolution/X Once per round the character gains a minimum quality of X on his tests The character can never flee from an opposition he has started

    Active Righteous The character does not rout and cannot be controlled by magic or other affect

    The character must follow his code of honour to the letter Passive Rigor 1s on SUB moves are not Failures -1 to the characters init Passive Romeo When he uses STY abilities any free dies become bonus dice He must attempt to seduce any member of the opposite (or same) sex that he targets with interaction skills

    Active Scout Always counts as stealthy at the start of a scene unless near an opposing scout or character with Consciousness

    The character cannot communicate with others verbally Passive Sequence/X The character can gain up to X extra dice, reducing his abilities by 1 per die gained

    The character cannot spend more than 1 die on facts this turn Active Sharpshooter 1s on shoot and aim rolls are not automatic failures. The character must select SLE as his attitude Passive Strategist 5s rolled on Command or Coordinate rolls are considered 5 or 6 The character must select DIS as his favoured attitude Passive Survival Instinct Before every damage roll against this character roll a D6, on a 6 it is cancelled The character must flee as soon as he is down to a serious wound Passive

    Tightrope walker Reduces the costs to move on rooftops or sheer surfaces The character must select STY as his attitude Active Vivacity The character can place his dice as though his attitude was one higher or lower

    The Character places his dice before all other characters of his attitude Passive

    War Cry/X X= Character POT The character can make a War cry and generate fear equal to X

    Each round this is in use, the TL is increased by 1 Passive War Fury The character throws himself into a war fury, gaining an extra die that must be placed in AP Moreover, no effect can

    The character must place all his dice in AP Active

  • move dice from the characters AP to RP

    Unique Features Feature Benefit Obligation Use Restrictions Additional Limb The character can choose to swap his AP and RP just before he acts for the round

    The character must use his off hand Active Akkyshan Elves, Goblins

    Alpha/X The character gets X free gambles when interacting with characters from his culture socially.

    The character must select PUG as his attitude Active Wolf culture

    Arcane Mastery The character can lower his Incantate ability to gain extra mana The character must have less mana than is required for the spell

    Active Cynwall Elf, Lion culture, Ram Culture Apostate The character is considered from one of the other two alliances when he learns miracles and generates faith

    The character cannot benefit from miracles called by faithful from his cultures alliance. Offensive miracles called by faithful of his alliance gain a free gamble against the character

    Passive Any non Cadwallon

    Bonded Slave The character is accompanied by an absolutely obedient slave The Slave is a Morbid Puppet Passive Meanders of Darkness

    Chimera Each Path of magic level gained grants two spells rather than one The character can only select Incantation trades Passive Lion Culture only

    Crimson Code The character gains + POT free gamble when attempting to seduce The character must accept all sexual solicitations Passive Scorpion Culture only

    Cure/X When the character uses the heal ability The character must attempt to heal all seriously wounded Active Ways of Light OR Scorpion culture

  • he gains a minimum quality of X allies Enormous +1 Size +1 diff on Slither/SLE Passive All non elves Equanimous Warrior The character can learn Equanimous miracles. The character adds +1(light) to the faith of the area he is in.

    The character must have DIS as his favoured attitude. The character loses the ability to call Equanimous miracles otherwise.

    Passive Cynwall elves

    Exalted Does not fail Divination actions on a 1 Must favour his highest attitude Passive Griffin Culture, Wolf Culture, Hydra Culture Hide or Iron Character gains an automatic Pro of 3 The character cannot wear other armour unless it is specialty tailored Passive Spider Culture or Troll

    Iconoclast The faithful draws TF from one of the other alliance values rather than his own The character must fight or verbally abuse characters who express a different dogma

    Passive Scorpion, Hyena, Ram and Stag cultures only Imperial Craftsman The character gains one bonus die when using Assemble/SLE to build Griffin equipment

    All manpower must be Akkylannian Passive Griffin Culture only

    Mutagenic/X The character can add X mutagenic points to a single attitude The selected attitude must be the characters dominant one

    Active Scorpion culture or Goblin only Negation The character does not need line of sight when using countermagic

    The character must spend one extra (any)mana to counter magic

    Passive None Pariah The character cannot be manipulated by interaction abilities of allies or characters from the same culture who does not have the Pariah feature

    The character cannot benefit from the positive effects of interactions unless the target also has the Pariah feature

    Passive Wolfen, Orc. Minotaur Culture Human

    Piety The character The character must Active Ways of Light

  • can keep up to 2 TF points between rounds visit a place of worship for his cult each day if possible Pilgrim The character is considered to possess 1 knowledge rank in all Region, Cult, Culture and Languages

    The character must carry a trinket of the culture he is recalling

    Passive Griffin Culture

    Possessed You count the wounds you take as one rank lower in respect of penalties to dice rolls

    Possessed characters hold their souls in some sort of magical container, possession of this container by another could allow influence or control of the character.

    Passive Meanders of Darkness

    Recovery/X At the end of each round the character can regenerate X mana to one of his gems. This gem must be one of an element that he masters

    The character cannot change his attitude during the round after he uses this feature Passive None

    Regeneration/X At the end of each round the character recovers all HP at his lowest wound level on a d6 score of X or higher. If successful he may attempt this a second (but not 3rd) time. X equals 7-half POT

    The character discards one die from his reserve next round Passive Paths of Destiny or Ram Culture

    Ruthless When inflicting damage on an opponent you always push the target back at least one square. This does not work on steadfast characters

    The character must select OPP as his attitude Passive None

    Sapper/x When inflicting The character must Active Human, Orc,

  • damage to an inanimate object or scenery piece, he has a minimum quality of X carry sapping tools Goblin or Dwarf

    Sentinel The character can use look out as a reaction The character must have at least 1 point of Knowledge:Fiefdom matching the fiefdom he is in

    Passive Wolfen

    Steadfast The character cannot be pushed back The character must not have moved Passive Orc, Ogre, Dwarf , Minotaur or Giant Strength when charging/X The character can add X to his POW when he charges

    The character must select PUG as his attitude Passive Large size character Summoner When summoning creatures using spells or miracles the characters rank is counted as one higher

    The character can only select Incantation trades Passive Paths of Destiny or Meanders of Darkness

    Thaumaturgy The character gains TF equal to his wound penalty The character cannot take an action that would regain him HPs

    Passive Paths of Destiny or Stag Culture Toxic The Character injects venom when hitting with a natural weapon

    The character must inject Venom into any person he touchs

    Passive Spider, Serpent, Scorpion only Touched by Darkness The character can take spells from one of the following paths: Necromancy, Typhonism, Cthonic Or

    Darkness

    The character can only take incantation trades Passive Non Meanders of Darkness only

    Living Dead Immune to Fear and Rout (unless from a Hyperian) Counts as a Fearful character for all living characters

    Any character who masters the Path of Necromancy can spend a point of Mana (darkness) to command the character to perform a simple task

    Passive Ram or Stag cultures

    Warrior Mage See Rulebook The character can Passive None

  • only select Incantation and Confrontation trades Warrior Monk See Rulebook The character can only select Divination and Confrontation trades Passive None

    Wed to Dannu The character has a chance of entering a potent combat rage* The character can never refuse a challenge to combat Passive Humans of the Minotaur culture only

    Wild/X The character gains +1 to all Confrontation ability rolls so long as he is at least X squares away from an ally. X= 10- half POT

    The character must select PUG as his attitude Passive Minotaur, Jackal, Hyena, Stag or Wolf cultures only

    Step 5: Equipment and Secondary characteristics Each character begins with game with equipment based on his trades as well as a number of Ducats. The character gains all the equipment for the trades he has selected, though identical items are gained only once. (For example, the Cat burglar and Shrew both gain rope and climbing gear as equipment. If a character takes both trades he only gains one length of rope and one set of climbing gear) Likewise a character gains only one ranged weapon, melee weapon, parrying weapon and armour to start play and can select between any available from his trades. All trades with also have a specialised item (after the 3) which is only gained by a character that starts play with three ranks of the trade.

    Each character also has a few secondary characteristics determined by his attitudes. Fearful character gains a FEAR rating equal to Pug+1. A characters defence is equal to his OPP+1 and a characters Mastery is equal to his DIS+1.

    Step 6: Joining a Free league The previous steps of character creation represent the characters formative years, once he has joined a free league he will pick up certain talents and knowledge as part of his experiences. The additional abilities and knowledge increase the characters ratings by one if he already possesses the ability.

    Free League abilities; Slash/PUG, Bash/PUG , pierce/SLE, Wrestle/OPP or Shoot/SLE Stunt/STY or Slither/SLE Command/DIS or Intimidate/PUG Conceal/OPP or Hide/OPP or Crook/OPP

  • Dodge/OPP or Parry/STY Identify/SUB or Look out/DIS

    Knowledges: Administration (Cadwallon) 2 Faction (Players choice) +1 Fiefdom (Players choice) +1 Language (cadwe) +2 Leagues +2

    Free League Contacts: 2 points for a single Cadwallon contact 2 Points for the Duke of Cadwallon

    Appendix 1: Incantation

    Mana The basis of all magic in Arrklash is the focusing of mana; the raw substance of creation. Mana is delineated into four elements and two principles, and is accumulated in its raw form as magical gems found in the elemental realms that border Arrklash. From these gems the magician can draw mana into spells and alter reality accordingly.

    The most common mana is that of the four elements; Fire , Water , Earth and air , which are plentiful in the elemental realms. The two principles Light and Darkness are rarer as they usually can only be gained through truck with the powers of either force. Mana gems are a potent and important trade on Arrklash, with many nations reliant on their trade to power both magic and technology.

    Fire opposes water, Earth opposes air and light only opposes darkness. Darkness opposes all elements as well as light and itself due to its destructive nature. These conflicts are manipulated by clever spell crafters as well as used to counter other mages magic. Gems come in two types, immortal gems and ephemeral gems; of the two types only Immortal gems can be recharged with mana once used.

    Magical Abilities The arts of Incantation are governed by a number of abilities learnt though incantation trades; each fulfils part of the magicians art as explained below.

    Channel /SUB Allows the mage to increase the regeneration of his mana gems by channelling mana to them.

    Dominate/STY- Allows the mage to attempt to control elemental beings and magical portals

    Enchant/SLE- Allows the Mage to channel mana into an object making it a minor artefact for a short period of time.

  • Feel/SUB- Allows the Mage to perceive magic and mana, it also allows the mage to Absorb magic using mana opposite to a spell being cast to destroy it.

    Incantate/Special The primary ability of mages, allows the mage to draw mana from his gems and weave it into magic. It also allows the Mage to weave mana to counter the spells of other mages.

    Subdue/PUG- The mage weaves or breaks a link with a gem so that he can draw mana from it. (or prevent someone else from doing so)

    Magical Paths Each culture organises their magical practice into a number of paths, from these paths of knowledge spells are mastered. Some paths are relatively secretive; known only by a single race or culture (Technomancy or Instinctive magic for example) while other are more universal (the elemental paths).

    When selecting or advancing in Incantation trades; characters gain levels of knowledge: Path of Magic that represents their advancement on a particular path of magic. For each level of Knowledge:Path of Magic gained by a character he can learn any one spell from the appropriate path.

    The paths of magic a character can select is usually based on his culture, each culture has a primary path, a number of secondary paths and allowed elemental paths. When selected a path for each of his knowledge skills, the magician must select his cultures primary path before selecting any of the secondary paths. A magician can always select Primagic or an elemental path, but can only select elemental paths allowed by his culture.

    Each cultures paths also come with a number of decorum, two usually, which indicate what the magician does to cast magic from that path. A caster can ignore a decorum by taking a gamble (raising the spell difficulty by 1) when casting the spell. Mages of Cadwallon are well known for their disparate methods of magic and so can select any two decorum of their choice upon character creation.

    Cultural Paths and Attitudes Culture Primary Path Secondary Paths Primary Element Allowed elements Boar Telluric Shamanism Sorcery Earth (DIS) Air (PUG) Fire(SLE)

    Water (STY) Dragon Solaris Fayery Telluric Chronomancy Light (DIS) Air (STY) Earth (SLE) Fire (PUG)

    Water (STY)

  • Griffin Theurgy Hermetism Fire (DIS) Light(SUB) Air (SLE) Earth (PUG) Water (STY)

    Hydra Chtonian Telluric Darkness (DIS) Water (SUB) Fire (OPP) Earth (PUG)

    Hyena Howls Sorcery Whispers Torments Water (PUG) Darkness (DIS) Air (SUB) Fir (STY) Immobilis (Cadwallon)

    Elemental Paths - Any (Player can assign a different attitude to each element)

    - Jackal/Tree Spirit

    Instinctive - - - Lion Hermetism Shamanism Sorcery Telluric Theurgy

    Light (SUB) Air (STY) Earth (DIS) Fire(PUG) Water (OPP)

    Minotaur Shamanism Howls Sorcery Telluric Whispers Any (other than Darkness or Light; player selects attitude to each element)

    - Ram Necromancy Chtonian Typhonism Torments Darkness (OPP) Air(SUB) Earth(DIS) Fire(PUG) Rat Sorcery Chtonian Shamanism Telluric Air(OPP) Earth (STY) Fire (SUB) Water (OPP) Scarab Fayery Shamanism Telluric Whispers Water (STY) Air(SUB) Earth (PUG) Scorpion Technomancy Chtonian Biopsy Darkness (SUB) Earth (DIS) Fire(SLE)

    Water(OPP) Serpent Typhonism Sorcery Chtonian Howls Torments

    Darkness(PUG) Air(OPP) Earth(DIS) Water(SUB)

    Spider Black Chtonian Howls Telluric Sorcery Darkness(STY) Air(PUG)

    Earth(DIS) Water (SUB)

    Stag Shamanism Necromancy Sorcery Telluric Any (other than Light; player selects attitude to each element)

    - Wolf Whispers Howls Shamanism Sorcery Water (PUG) Air(SLE) Earth(STY) Fire(SUB)

  • Telluric

    Appendix 1 Part A Instinctive Magic The Orks of Bran-o-Kor and Behemoth have a unique type of magic; known as instinctive magic. Instinctive magic does not use the standard elemental structures used by most other mages; instead the Ork Shaman can focus almost any type of mana into his spells. While this limits his spell choices, the spells cast by the Orks can use any gem; transforming elemental energy into raw power for the Orks unique spells.

    Ork Shaman can only learn the Instinctive Path of Magic and Primagic spells and do so using their unique Incantate: Neutral/STY ability. While an Ork can learn elemental magic, to do so would require him to learn Incantate/element from another mage; and he would cast spells as a standard magician would.

    When casting using Incantate:Neutral, the Ork gains the following advantages:

    The Caster can draw Mana from any gem, regardless of element. The Casters spell cannot be cancelled or absorbed. Likewise the Ork cannot counter or

    absorb magic.

    Appendix 1 Part B Tarot Mages

    The Magic of the Tarot. The Tarot of Cadwallon is a unique artefact discovered at the dawn of the citys construction. The symbolic power locked within the Tarot created a potent new form of magic; one so powerful it can be manipulated using copies of the legendary deck.

    The Tarot mage focuses magic into his copy of the Cadwallon tarot, in particular he focuses on eight cards; the so called Doors and Keys of the Tarot. Used in combination with the abilities of the Tarot mage these cards focus mana in a similar manner to elemental gems.

    The Two Doors of the Tarot are: The Magician and Creation

    The Keys are: The Emperor, The Chariot, Destiny, The card with no name, The sun and The tower

    The Enchantment Each Tarot Mage must enchant his deck so that he may access the magic of the Tarot, this is a harrowing experience and unfortunately has to be reattempted from time to time. When complete the Tarot mage distributes 22 power points between his cards. From that night until they are enchanted again, the cards can be used by the tarot mage to draw mana for his spells. Each card

  • holds mana equal to the power invested in it, and their rebirth is based on the area of the city the Mage is in.

    The Rebirth of the Cards Area Rebirth Garden of Desire 6 Archaeological Ruins under city

    5

    Cadwallon Underground 4 Upper City 3 Lower City 2 Surrounds of Cadwallon 1 Outside Cadwallon 0 Thickets of Desire Rebirthx2

    The Abilities of Taromancy The art of Taromancy is represented by four abilities, each of which allows for the casting of a certain type of Tarot spell.

    Evocation: The most traditionally spell like of the Tarot mages skills, Evocation allows the mage to use one of the keys to unlock the power of one or both of the doors. This releases a different effect based on the combination of door and key.

    Summon: This ability allows the Mage to call to Cadwallon an arcanic familiar, these creatures can obey simple commands and perform minor tasks but can be used to unlock great power by the mage. Edict of the duke states that a Tarot mage can only have one summoned familiar at a time, though it is possible to summon more.

    Sublimation: This ability allows the mage to transform his familiar into a fearsome Elemental manifestation. Sublimation requires the destruction of the familiars card, so it is a seldom used skill.

    Abjuration: The most feared skill of the Tarot mage is to use the power of the Tarot to seek out and destroy the magical effects of other mages.

    The Voice of the Keys and the Set of Doors The most well-known ability of the Tarot mage is divining the future; there are two common techniques for this. The Voice of Keys calls for advice with regards to himself or another by manipulating a spread of keys. The Set of Doors consults creation or the magician for advice or warnings about future events.

  • Appendix 1 part C Necromancy Necromancy is the dread magic of the dead; originating from the cursed baronies of Archeron it is illegal to use in public within Cadwallon. (Though it is legal to use behind closed doors, many cults in Cadwallon practice necromantic rites) It is unique amongst paths of magic in that it is focused on the animation of the living dead.

    Necromancers have two ways of creating living dead; the simplest way is evoking them directly from the abyss using dark mana. This method is often used to summon morbid puppets and morbid angels, but this summoning is only temporary; with the summoned beings returning to the abyss soon after casting. Its advantage is that the summoning requires no corpses or other preparation to perform.

    The more traditional Necromantic art is focused through the summon undead servant spell that allows creation of permanently animated living dead. This spell requires a near complete corpse to enact and much like a revolution ability; a workspace for the best results. (Usually an Altar and arcane library) The parameters (diff, casting time and cost) vary based on the type of living dead being created.

    There are four classes of living dead that a Necromancer can create; Skeletons, Zombies, Spectral, and Masterpieces. Each is progressively more difficult to create but with more potent results. The chart below describes the different categories and the beings that fall into each.

    Class Types of Living dead (POT in brackets)

    Mana cost Diff Quality of Corpse required

    Skeleton Morbid Puppet (1) Morbid Angel (2) Skelton (2)

    2x POT 6+POT of created creature.

    Mediocre

    Zombie Zombie (2) Dwarf Zombie (3) Undead Steed(2) Scavenger (4)

    2x POT 6+POT of creature created

    Decent

    Spectral Banshee (3) Spectre (3)

    2xPOT 6+POT of creature created

    Fine

    Masterpiece Wolfen Zombie (4) Cerberus (4) Centaur (4) Dark Paladin (5) Flesh Golem (6)

    Special 10 special

    *Note that a Necromancer cannot create a creature with a POT greater than his Path of Magic: Necromancy knowledge.

    The corpse used to create an Undead servant must be prepared before casting if the Necromancer wishes it to become anything more than a morbid puppet. The Necromancer uses his Path of Magic: Necromancy and his workshop to create the beings he desires, preserving corpses and sewing together flesh.

  • The achievability of a spell ready corpse is noted below, if the Necromancer wishes to work on more than one corpse at a time he will need to hire workers (tanners, embalmers, graverobbers etc) as would any character undertaking a revolution trade.

    Quality Achievability Materials Prep Time Mediocre 4 Old corpses, burnt or

    incomplete bodies 1d6 hours

    Decent 6 Complete bodies, not necessarily fresh

    1d6 days

    Fine 8 Ritually killed especially for the purpose of the Necromancy

    1d6 weeks

    Materials can be improved by up to one rank on the chart by extending the preparation time by one rank. (This can also be done the other way around, using finer quality materials to create a less potent creature faster) Failure to prepare suitable corpses reduces the quality of the material by one rank for future attempts.

    Masterpieces all have specific requirements for their creation; these requirements are found in various Archeronian treaties on Necromancy. Not only do each masterpiece have their own material requirements but they require the sacrifice of immortal gems of darkness containing mana equal to the creatures POTx2 or more.

    Spectral Undead are also a special case, but only when it comes to the gender of the corpse used. A female human or elf will create a Banshee, otherwise a spectre is created.

  • Appendix 2: Divination

    In the early ages of Aarklash, the gods were barred from directly interfering in the world of Mortals by the curse of time. However, the gods still take interest in the affairs of men, but due to the curse of time they must manipulate from afar. The pieces in this cosmic game of chess are the people of Aarklash, guided by the faithful of each god and championed by their most potent servants the Incarnates.

    Faith Faith is the power which the faithful draw upon to call upon their deities favours, it is generated by the peoples reverence of the various cults of Aarklash and by the spiritual architecture that creates. The faithful call upon miracles, in a similar way that magicians call upon spells, but rather than being fuelled by mana the miracles of faith call upon the belief that exists around the faithful.

    Generally there are two methods to draw faith; the first is used by so called Orthodox cults and revolves around drawing faith from those sympathetic to their beliefs. The second method is called the Iconoclastic method, used by various violent cults it draws faith from the enemies of the faithfuls god.

    In game terms the amount of power the faithful can call upon is measured by temporary faith, drawn from the area the character is currently in. Each region in the city and else ware has a TF rating for each alliance, Darkness, Light and destiny. Faithful who belong to each alliance draw TF equal to their rank plus this TF rating of their alliance at the beginning of each round. The faithful of Cadwallon are not allied to any of these forces and draw TF from the city itself, so instead they draw faith based on the table below. Cult Upper City Lower City Heralds of Felicity +4 +2 Bards of Destiny +3 +3 Minstrels of Pain +2 +4

    The Tools of Faith: Abilities Like Incantation, the faithful employ several abilities to call upon the power of the gods. These abilities are described briefly below.

    Alter: Used to call miracles that require the Alteration aspect.

    Create: Used to call miracles that require the Creation aspect.

    Destroy: Used to call miracles that require the destruction aspect.

    Exult: Allows a character to unleash his religious fervour, allowing him to transcend his normal abilities.

    Fanaticize: Allows the faithful to instil allies with faith, driving them to exceed their normal abilities.

  • Foretell: Allows the faithful to expand his perceptions beyond the veil of the world to get glimpses of the future of his deities desires.

    Meditate: Strengthens a Faithfuls link to divine, allowing him to resist use of Revoke.

    Pray: The faithful abandons himself to aid allies, allowing his efforts of prayer to aid them.

    Preach: By impressing the people around him, the faithful makes it easier to focus miracles.

    Recharge: Allows the faithful to draw additional faith from a sacred site of his cult.

    Revoke: Used to oppose the miracles of other faithful.

    Sermonize: The faithfuls ability to reprimand and intimidate others with dogma.

    The Fruits of Faith: Miracles The miracles learnt by the faithful are grouped into three aspects, Creation, Destruction and Alteration. When a faithful acquires levels one of these aspects he gains a miracle of that aspect as well.

    When selecting miracles, the faithful has a number of litanys to select from; all faithful can learn miracles from the Universal litany, as well as the litany of his faiths alliance. Some faithful will also have a cultural specific litany to choose from as well. For reasons unknown to scholars, only the miracles of the Cadwallon cults, that of the Dwarves of Tir-na-bor, the Dainkee elves and that of Merin work within Cadwallon.

  • Appendix 3: Revolution The concept of Revolution is used to refer to any of fruits of invention and what we would call science. Many cultures have developed their own revolutionary trades, each manipulating a certain aspect of the physical world.

    Revolutionary abilities The craftsmans skills are represented by a range of abilities, used to design, operate and build revolutionary devices. Most need to be taken multiple times, once for each revolutionary trade the character wishes to practice.

    Coordinate: Used to coordinate staff when constructing revolutionary devices.

    Cypher: Used to conceal and read the meaning of messages or designs.

    Design: Governs the forging, brewing or building of a device or substance

    Drive: Allows a character to drive a machine that acts as a vehicle.

    Examine: Allows a character to study a device to understand its function or diagnose malfunction

    Fix: Repairs a broken device

    Improve: Allows the craftsman to make a device operate more efficiently

    Operate: Used to wield or activate a revolutionary device

    Sabotage: Used to boobytrap or damage a device in a certain way.

    Study: Governs the invention of new items or substances.

    Revolutionary Trades: There are a number of types of revolutionary devices, or substances that exist with the world of Aarklash. Each requires separate skills to study, design and operate.

    Inert: Mundane items, forged or built through time tested means. These items do not require the operate skill to use.

    Machine: Complex mechanisms like clocks and traps.

    Powder: Firearms and other weapons that use blackpowder explosions. Used primarily by the Cynwall and the Akkylaine.

    Naptha: Objects that used the sticky black liquid mined by the Goblins; Usually unstable and volatile.

    Steam: The Dwarvern technology using steam boilers to power devices.

    Herbs: The Alchemists art to create potions, ointments and poisons

    Mutagenic: The Scorpion technique using gentic stems and dark mana to change the biology of beings.

  • Constructs: The rare art to create mechanical beings who have no need of an operator.

    Revolutionary Items:

    Other than inert objects, most revolutionary objects have stats reflecting how difficult they are to use, build and maintain. These stats also help determine how unstable an item is when it is used and how devastating malfunctions can be.

    Achievability: How complex/difficult the item is to create

    Complexity: How complex/difficult the item is to use.

    Instability: How often it malfunctions, and how severe the malfunctions will be.

    The Attitudes:Step 1: RaceStep 2:CultureStep 3: Trades and AbilitiesStep 4: Distinctive Features

    Step 5: Equipment and Secondary characteristicsStep 6: Joining a Free leagueFree League abilities;Knowledges:Free League Contacts:

    Appendix 1: IncantationManaMagical AbilitiesMagical PathsAppendix 1 Part A Instinctive Magic

    Appendix 1 Part B Tarot MagesThe Magic of the Tarot.The EnchantmentThe Abilities of TaromancyThe Voice of the Keys and the Set of Doors

    Appendix 1 part C NecromancyAppendix 2: DivinationFaithThe Tools of Faith: AbilitiesThe Fruits of Faith: Miracles

    Appendix 3: RevolutionRevolutionary abilitiesRevolutionary Trades: