Athletics Skills Intellectual Organizational Doctrines Afflictions
Athletics
Athlete Athletics
An Athlete is physically fit and can enhance their physical skills.
Runner 1
Dash: +1
D
.
Catch Breath: +1
D
.
Runner 2
Dash: +2
D
.
Catch Breath: +2
D
.
Climber 1
Climbing:
+
2
D
.
1
D
Stamina Loss
:
+
2
D
to Climbing Check.
Climber 2
Climbing:
+
3
D
.
1
D
Stamina Loss
:
+
3
D
to Climbing Check.
May do Defensive Action while Climbing
Swimmer 1
Swim
Full: Swimming
1
S
+
Agl
+
Endr
1S: Move 1 Space.
1S: Attempt Active and/or Defensive Action.
OR
2S: Attempt Full Action with
6 Only
.
3S: Attempt Full Action.
Swimmer 2
Air Loss Resist: +1
D
.
Swim
Full: Swimming
1
S
+
Agl
+
Endr
+
1
D
1S: Move 1 Space.
May attempt Active and/or Defensive Actions.
OR
2S: Attempt Full Action.
Acrobat 1
+
1
D
to any Checks involving Jumping/Maneuvering/Balancing.
Land: +2
D
.
Acrobat 2
+
2
D
to any Checks involving Jumping/Maneuvering/Balancing.
Land: +3
D
.
Horse Rider Athletics
Horse Rider allows the use of Horses for transportation and even Combat.
A Horse may be represented by a NPC Card.
A Horse is required to Train this Ability.
Panicking
If a Horse is Attacked (Hit or Miss) becomes Panicked.
Panicked: Each Round moves 2 Spaces away from danger if possible and attempts Contest of
Str
(Horse) vs
Endr
/
Agl
(Rider).
Horse Wins: Rider falls 1 Space in random direction from Horse and takes 2
S
+
4
D
Impact Damage.
Rider 1
Horse Travel: May Ride Horse. Horse Resists Travel Fatigue.
      Saddle Soreness: You gain +1
D
Fatigue whenever Horse Resists Fatigue.
Novice Ride
Full
Cha
+
1
D
My have Horse moves in the chosen direction. 1S: Horse may Dash.
Clamber
Full
Agl
1S: Get on/off Horse. 0S: Fall Prone.
Rider 2
Saddle Soreness: You gain +1
D
Fatigue for every unresisted Fatigue Horse receives.
Skilled Mount/Dismount: Can Mount or Dismount Horse as an Active Action.
Intermediate Ride
Active
Cha
+
Agl
+
1
D
My have Horse moves in the chosen direction. 1S: Horse may Dash.
Horse Care
Downtime
Cha
+
2
D

Druid Bonus
1 Essence:
+
1
S
1S: Horse gains 1 Morale.
1S: Horse loses 1 Fatigue.
Calm Horse
Free
When a horse would become panicked,
Cha
+
1
D
1S: Horse is not panicked.
Rider 3
Ride
Free
My have Horse moves in the chosen direction. Horse may Dash.
Riding Maneuver
Challenge
Agl
+
Cha
Attempt tricky maneuver while riding horse.
Bond
Downtime
Cha
+
1
D
1 Essence:
+
1
S
2S: Become Bonded with Horse.
Saddled Rider: Can Ignore Saddle Soreness w/ Bonded Horse.
Brave Horse: Bonded Horse does not panic unless 4 Mental Dmg.
Nimble Rider: Bonded Horse has +1
D
to Dodge, +1
D
to Dash.
Horse Call:Bonded Horse may come at your command and follow simple instructions.
Brawler Athletics
Req: Fighter 1/Barbarian 1/Rogue 1
A Brawler knows their way around basic unarmed combat.
Boxer
Unarmed Strike
Active
Strike
1
S
+
Dex
+
3
D
:
Bash
1
S
+
Str
+
2
D
Block
Defend
Block
Agl
+
2
D
Full Blocks apply Dmg to the limb used to Block.
Grappler
Grab:
+
1
D
to Grab Checks.
Grappling:
+
1
D
to all Grapple, Prevent, and Assist Checks.
Disarm Attack: When doing Grapple:Disarm apply
Str
+
1
D
Dmg to Target's arm on 1S or more.
Dirty Fighter
Improvised
Active
Strike 
1
S
+
Dex
+
2
D
Bash
1
S
+
Str
+
1
D

:
+
1
S
If Edged: Bleed 2
Throw Item
Active
Proj 
Dex
+
Sense
+
2
D
Bash
1
S
+
Str
+
Sense
+
1
D
If Edged: Bleed 2
Push
Active
Strike 
1
S
+
Dex
+
2
D
Contest:
Str
+
Fort
+
1
D
(you)
vs.
Str
+
Fort
(target)
On tie (Trip): Knockdown Target.
:
+
1
S
. Move with Target.
Win:Push: 1. Knockdown 1.
Weapon Training Athletics
The Martial Fighter's skill, and Knowledge of weapons.
Weapon Item Cards have subtitles, (Sword,Blade, Barbaric, etc) if an item has two or more Types, then follow these rules:
      1. Types with + between them require both Types to be Trained.
      2. A / seprating types mean either Type needs be trained.
Barbaric
Trained: Axe, Hammer, Club. Req: Fighter, Barbarian, Pit Fighter
Blunt
Trained: Mace, Flail, Hammer Req: Fighter, Cleric, Pit Fighter
Sword
Trained: Swords Req: Fighter, Ranger(Adv), Rogue 3
Pole-Arms
Trained: Spear, Glaive, Halberd, etc Req: Fighter
Blade, Small Shield
Trained: Knife, Dagger, Buckler, etc Req: Fighter, Rogue, Archer, Barbarian, Pit Fighter,
Throwing
Trained: Throwing Blade, Slings, etc Req: Rogue, Archer, Pit Fighter,
Shield
Trained: All Sheilds Req: Fighter, Cleric.
Bow
Trained: Bows, etc. Req: Archer
Crossbow
Trained: Crossbows, etc. Req: Archer, Scoundrel
Whip
Adv. Whip
Trained: Whip Req: Fighter, Exotic Animal Trainer, Rogue
Large Weapon
Trained: Great Sword, Great Axe, Great Hammer, etc. Req: Fighter, Barbarian
Exotic Weapons Athletics
Req: Monk 1
Exotic Weapons can be very deadly but require highly specialized skills and training to use.
If trained in at least one weapon type:
Treat Weapon attacks as Martial Attacks.
Weapon Strike Ki: Gain
Spirit
Ki when attacking with any Trained Weapon.
Fist Weapons
Trained: Brass Knuckle, Steel Claw.
Staff Weapons
Trained: Nunchuck, Quarterstaff, Segmented Staff
Nunchuck Chain: When doing any Chain Attack, may apply additional Swing Attack with each Nunchuck.
Quarterstaff Combat:
+
2
D
Dmg to Monk Kicks. Add any defensive Stance bonus to Block with Quarterstaff.
Chain Weapons
Trained: Kusarigama, Rope Dart, Meteor Hammer
Swing Chain: When doing any Chain Attack, may apply additional Swing Attack.
Bladed Weapons
Trained: Iron Fan, Katar, Hook Sword
Throwing Weapons
Trained: Return Blade, Large Return Blade, Hoop Blade
1 Ki Delay Return: Weapon comes back one turn later.
Skills
Survivalist Skill
A Survivalist is able to survive off the land and manage dangerous terrain.
Survivalist (1)
Forest
- Terrain Specialist (2)
Temperate Terrain, Green landscape, Forests.
Jungle
- Terrain Specialist (2)
Jungle, Dense foliage.
Desert
- Terrain Specialist (2)
Dry, arid, desert like terrain.
Arctic
- Terrain Specialist (2)
Cold Climate, Snowy area, Glacial, Icy Fields,
Mountain
- Terrain Specialist (2)
Peaks and Slopes
River & Swamp
- Terrain
Specialist (2)
Any place with fresh water, lakes rivers, swamps, bogs
Ocean
- Terrain Specialist (2)
The ocean, surface and deep
Cave
- Terrain Specialist (2)
Narrow rocky caves, Dark spelunking.
Actions
Survialist 1
Forage
Interim
Resist:
1F
w
/
Endr
    Attempt Additional Forage: Resist
+
1F
.
Sense
+
Endr
+
2
D
1S: 1 Rummage 1S: 2 Herbs 2S: 1 Food
1S: Refill Tinderbox
Hunt /
Fish
Interim
Resist:
1F
w
/
Endr
Req. Tool; bow/spear/fishing rod/net, etc.
Sense
+
Agl
+
2
D
2S:Kill Small(2 Meat) Creature.
3S:Medium(4 Meat). 4S:Large(6 Meat + Cloak).
Find/Make
Shelter
Interim
Resist:
1F
w
/
Endr
Sense
+
Int
+
2
D
1S: +1 Heat/Cool Dice.
2S: +2 Heat/Cold Protection.
2S + Region/Weather Mod:
+
1F
, Make Fire.
Terrain Specialist (2)
All Actions are only applicable in the given Terrain.
May reroll Forage, Hunt, and Make/Find Shelter Checks once without using Fatigue.
Knowledge (Terrain)
Challenge
Knowledge about area's plants and Geography.
Monster Knowledge
Active
Int
+
Cha
+
1
D
1S: All allies gain +1 Will against Terrain specific monster.
Guide
Interim
Sense
+
Cha
1S:
+
1
D
Party's Resist Travel Fatigue check.
Musician Skill
A Musician is someone skilled in playing an instrument or singing.
Musician 1 Instrument type may be used for Bard/Musician Checks without
6 Only
.
String 1
Wind 1
Percusion 1
Busk
Downtime
Cha
+
2
D
Gain 1
D
Stress. 1S: +1 Gold.
Perform
Downtime
May attempt once per song. When entering a Settlement / returning after some time, songs can be played again.
Cha
+
Song Mod (Max 3)
+
Perform Bonus
+
Locations Bonus
Location Bonus: Village (
+
0
D
), Town (
+
1
D
), City (
+
2
D
)
1S: +1 Gold.
Compose Song
Downtime
Cha
+
Spirit

+1 Stress:
+
1
D
(No Limit)
Add/Rewrite/Replace Song.
1S: Increase Song Mod Dice Value.
      Musician 1 Songs
Mod
1.
Mod
2.
Mod
3.
Mod
4.
Mod
5.
Mod
6.
Musician 2 - Must learn Level 1 of instrument first. When using Instrument: Perform Bonus:
+
Spirit
/
Dex
, Perform Max 4 Songs,
Bard may use Instrument Play Add-On.
String 2
Wind 2
Percusion 2
      Musician 2 Songs
Mod
7.
Mod
8.
Mod
9.
Mod
10.
Mod
11.
Mod
12.
Sailor Skill
A Sailor is someone who knows how to handle watercrafts.
A Sailor may Captain a vessel as long as they have the permission of the owner (or support of the crew). This allows them to choose where the ship travels and what actions it takes in combat.
Sailor 1
Can Captain a Sailboat
Sea Legs: You may move during ship in Combat as if -1 Difficult Terrain.
+
1
D
to Ship Challenges and Boarding Challenges.
+
1
D
to Fishing.
Sailor 2
Can Captain a Longboat or Caravel.
May reroll wind check once per 3 days.
+
1
D
to Ship Repair and to Hit w/ Cannons.
+
2
D
to Ship Challenges and Boarding Challenges.
+
2
D
to Fishing.
Sail Bonus: 2
D
Sailor 2
Can Captain a Galley or Frigate.
May reroll wind check once per day.
Sea Legs: You may move during ship in Combat as if -2 Difficult Terrain.
+
2
D
to Ship Repair and to Hit w/ Cannons.
+
3
D
to Ship Challenges and Boarding Challenges.
+
2
D
to Fishing. May reroll and take Highest once per day.
Sail Bonus: 4
D
Actions
Sailor 1
Sail Boat
Downtime
Sense
+
Endr
+
Int

+
Sail Bonus
2S: Move boat an additional space.
Sailor 2
Ship Combat Assist
Full
Add
Int
+
1
D
to any Vehicle Combat Check you are close enough to effect. (Once per Vehicle Combat Action per Vehicle Combat Round).
Sailor 3
Command Crew
Active
Requires Crew to carry out Actions.
May add up to
Cha
+
2
D
spread among any Vehicle Combat Checks. (Once per Vehicle Combat Round).
Armorer Skill
Req. Fighter 2, An Armorer knows how to repair and maintain weapons in the field.
Armorer 1
Reduce Repair Costs by 1G.
+
1
D
to Maintenance Checks. (Fighter Only)
Increase Max Sharpness and Durability by 1. (Fighter Only)
May use 1 additional Sharpness/Durability per Round. (Causes 1
D
to Weapon/Armor each.) (Fighter Only)
+
1
D
to Dmg Back from your Weapons and Armor.
+
1
D
Dmg to when hitting Weapons and Armor.
Armorer 2
Reduce Repair Costs by 2G.
+
2
D
to Maintenance Checks. (Fighter Only)
Increase Max Sharpness and Durability by 2. (Fighter Only)
May use 2 additional Sharpness/Durability per Round. (Causes 1
D
to Weapon/Armor each.) (Fighter Only)
+
2
D
to Dmg Back from your Weapons and Armor.
+
2
D
Dmg to when hitting Weapons and Armor.
Armorer 3
Reduce Repair Costs by 3G.
+
Int
+
1
D
to Maintenance Checks. (Fighter Only)
Increase Max Sharpness and Durability by 3. (Fighter Only)
May use 3 additional Sharpness/Durability per Round. (Causes 1
D
to Weapon/Armor each.) (Fighter Only)
Double Dmg Back from your Weapons and Armor.
+
3
D
Dmg to when hitting Weapons and Armor.
Animal Trainer
Flying Companion
Str
0
Fort
0
Endr
1
Agl
2
Dex
3
Sense
3
Cha
1
Int
1
Spirit
3
Body Area
Harm
Wound
Harm
Crit
1S: Body
Fly Pace 4, Ascend 1
S
+
Agl
KO
Constitution
Weak
6 Only
Collapse
Will
Morale
/ 5
Actions
Dodge
Defend
Reduce Strike/Proj by 3
D
=
Agl
+
1
D
.
Channel Communion
:
Active
Druid Communion may be channeled and emanate from companion's position.
Distract
:
Active
Challenge: 2
D
=
Cha
+
1
D
vs
Target
Fort
/
Endr
/
Spirit
1S: Target must reroll a check and take lowest.
Trainer 1
Companion: Pet follows you around and listens to simple commands. Eg, fetch
Pet Death: Gain 3
D
Stress and 1
S
+
1
D
Dread.
Play
Downtime
Cha
+
1
D
1S:
+
2
D
Player Morale. +1 Pet Morale.
Survival Sense
Challenge
-1 Pet Morale
+
2
D
to Sense Survivalist Checks (Forage, Hunt, Shelter, Guide) today.
Guard
Challenge
Pet may attempt 5
D
=
Sense
+
2
D
  to warn of danger.
Trainer 2
Combat Action: May control pet in Combat. (movement, attack, abilities)
Intuitive You share a closenss that allows your understand your pet a bit deeper.
Assist
Challenge
-1 Pet Morale
Bonus to your Challenge or Pet does a Challenge (GM discretion).
Warn
Free / Active
Cha
+
2
D
1S: Reduce Dmg Pet takes this Round by 1.
Agile Companion
Str
0
Fort
0
Endr
1
Agl
3
Dex
2
Sense
2
Cha
3
Int
1
Spirit
2
Body Area
Harm
Wound
Harm
Crit
1S: Body
Pace 3
KO
Constitution
Weak
6 Only
Collapse
Will
Morale
/ 5
Actions
Dodge
Defend
Reduce Strike/Proj by 4
D
=
Agl
+
1
D
.
Channel Communion
:
Active
Druid Communion may be channeled and emanate from companion's position.
Distract
:
Active
Challenge: 4
D
=
Cha
+
1
D
vs
Target
Fort
/
Endr
/
Spirit
1S: Target must reroll a check and take lowest.
Trip
:
Active
Challenge: 4
D
=
Agl
+
1
D
Knockdown (Resist w/
Str
/
Agl
)
Trainer 1
Companion: Pet follows you around and listens to simple commands. Eg, fetch
Pet Death: Gain 3
D
Stress and 1
S
+
1
D
Dread.
Play
Downtime
Cha
+
1
D
1S:
+
2
D
Player Morale. +1 Pet Morale.
Survival Sense
Challenge
-1 Pet Morale
+
2
D
to Sense Survivalist Checks (Forage, Hunt, Shelter, Guide) today.
Guard
Challenge
Pet may attempt 5
D
=
Sense
+
2
D
  to warn of danger.
Trainer 2
Combat Action: May control pet in Combat. (movement, attack, abilities)
Intuitive You share a closenss that allows your understand your pet a bit deeper.
Assist
Challenge
-1 Pet Morale
Bonus to your Challenge or Pet does a Challenge (GM discretion).
Warn
Free / Active
Cha
+
2
D
1S: Reduce Dmg Pet takes this Round by 1.
Small Companion
Str
0
Fort
0
Endr
1
Agl
2
Dex
2
Sense
2
Cha
3
Int
1
Spirit
2
Body Area
Harm
Wound
Harm
Crit
2S: Body
Pace 2
KO
Constitution
Weak
6 Only
Collapse
Will
Morale
/ 5
Actions
Dodge
Defend
Reduce Strike/Proj by 3
D
=
Agl
+
1
D
.
Channel Communion
:
Active
Druid Communion may be channeled and emanate from companion's position.
Distract
:
Active
Challenge: 4
D
=
Cha
+
1
D
vs
Target
Fort
/
Endr
/
Spirit
1S: Target must reroll a check and take lowest.
Trip
:
Active
Challenge: 3
D
=
Agl
+
1
D
Knockdown (Resist w/
Str
/
Agl
)
Trainer 1
Companion: Pet follows you around and listens to simple commands. Eg, fetch
Pet Death: Gain 3
D
Stress and 1
S
+
1
D
Dread.
Play
Downtime
Cha
+
1
D
1S:
+
2
D
Player Morale. +1 Pet Morale.
Survival Sense
Challenge
-1 Pet Morale
+
2
D
to Sense Survivalist Checks (Forage, Hunt, Shelter, Guide) today.
Guard
Challenge
Pet may attempt 5
D
=
Sense
+
2
D
  to warn of danger.
Trainer 2
Combat Action: May control pet in Combat. (movement, attack, abilities)
Intuitive You share a closenss that allows your understand your pet a bit deeper.
Assist
Challenge
-1 Pet Morale
Bonus to your Challenge or Pet does a Challenge (GM discretion).
Warn
Free / Active
Cha
+
2
D
1S: Reduce Dmg Pet takes this Round by 1.
Dog Companion
Str
1
Fort
2
Endr
2
Agl
2
Dex
2
Sense
2
Cha
2
Int
1
Spirit
2
Body Area
Harm
Wound
Harm
Crit
1S: Body Pace 4
KO
Constitution
Weak
6 Only
Collapse
Will
Morale
/ 5
Actions
Dodge
Defend
Reduce Strike/Proj by 3
D
=
Agl
+
1
D
.
Bite
Active
Strike 
1
S
+
4
D
=
Dex
+
2
D
Slash
2
S
+
2
D
=
Str
+
1
D
Bleed 2, Pin 2
D
Pounce
Active
Strike 
1
S
+
4
D
=
Agl
+
2
D
Pounce
Contest 1
S
+
1
D
Str
vs. Target
Str
.
Win: Knockdown and Grapple Target.
Pin: Bite
Grapple
4
D
=
Str
+
Agl
:
+3
D
Prone Target
:
+
1
D
0S:
Slash
2
D
=
Str
+
1
D
Bleed 1
1S:
Slash
2
S
+
2
D
=
Str
+
1
D
Bleed 2
Trainer 1
Companion: Pet follows you around and listens to simple commands. Eg, fetch
Pet Death: Gain 3
D
Stress and 1
S
+
1
D
Dread.
Play
Downtime
Cha
+
1
D
1S:
+
2
D
Player Morale. +1 Pet Morale.
Survival Sense
Challenge
-1 Pet Morale
+
2
D
to Sense Survivalist Checks (Forage, Hunt, Shelter, Guide) today.
Guard
Challenge
Pet may attempt 5
D
=
Sense
+
2
D
  to warn of danger.
Trainer 2
Combat Action: May control pet in Combat. (movement, attack, abilities)
Intuitive You share a closenss that allows your understand your pet a bit deeper.
Assist
Challenge
-1 Pet Morale
Bonus to your Challenge or Pet does a Challenge (GM discretion).
Warn
Free / Active
Cha
+
2
D
1S: Reduce Dmg Pet takes this Round by 1.
Intellectual
Scholar Intellectual
An Scholar is someone who has studied the knowledge of the world.
Scholar
Knowledge
Challenge
Int
+
1
D
May check/use knowledge. Social, Nature, or Cosmological
More successes indicates stronger knowledge/understanding.
Writer Req: Scholar
Can write a Novel. Purchase a Manual Script Item to get started.
Social Knowledge
Cultures, History, Geography, Lineages, etc.
Social Studies 1
Req: Scholar
Knowledge (Social):
Int
+
3
D
Social Studies 2
Knowledge (Social):
Int
+
5
D
      Mage: 1
AP
towards Yellow, Green, or Shadow Schools.
Nature Knowledge
Nature, Creatures, Monsters, anatomy, biology, behavior, etc.
Nature Studies 1
Req: Scholar
Knowledge (Nature):
Int
+
3
D
Nature Studies 2
Knowledge (Nature):
Int
+
5
D
      Mage: 1
AP
towards Plague, Blood, or Death Schools.
Surgery Checks: +2
D
Cosmological Knowledge
Aether, theology, prehistory, cosmology, etc.
Cosmological Studies 1
Req: Scholar
Knowledge (Cosmological):
Int
+
3
D
Cosmological Studies 2
Knowledge (Cosmological):
Int
+
5
D
    Mage: 1
AP
towards Red, Blue, Purple, or Soul Schools.

Sense Divine / Arcane: +2
D
Linguist Intellectual
A Linguist is someone who has learned many languages throughout the world.
33%: Can understand some words
66%: Can almost hold a conversation
100%: Comfortably speak and read
Linguist 1 (Common)
Learn to speak and write basic human languages.
Westron
Can Read/Speak the common language of Arthia (Ersonia, Venica, Salesia, Cressen, Skelvar)
Southron
Can Read/Speak the common language of Zibaria and Anatokia
Eastron
Can Read/Speak the common language of Shandu, Syoto and Jahandra
Linguist 2 (Uncommon)
Learn Nonhuman languages.
Elven
Can Read/Speak the language of High Elves, Forest Elves, and Dark Elves
Dwarven
Can Read/Speak the language of Stone Dwarves, Deep Dwarves, and Lava Dwarves
Aquatic
Can Read/Speak the common language of Aquatic Creatures like Merfolk.
Monster Speak
Can Speak the common language of simple monsters like Goblins
Linguist 3 (Rare)
Learn Obscure Languages.
Ancient Tongue
Can read/speak the language of ancient peoples and Rare old monsters.
Angelic
Can read/speak the language of angels and parts of the overworld.
Demonic
Can read/speak the language of demons and parts of the underworld.
Occultic
Can read/speak the language of occult practices and forbidden places.
Healer Intellectual
Specializes in healing with first aid.
Nurse (1)
Trained: First Aid.
First-Aid Bonus:
+
1
D
Doctor (2)
Req: Nature Studies 2
First-Aid Bonus:
+
3
D
1 Fatigue: Reroll
Actions
Nurse
Medical Knowledge
Challenge
Int
+
1
D
+
First Aid Check
List knowledge of obscure medical information.
Resuscitate
Full
Int
/
Cha
+
First Aid
Bonus
Can only be done the round after a Character gets 3 Dying Points.
3S: Remove 1 Dying Point. Dying Checks continue.
2S: May try again next Round.
1S: May try again with 6 Only next Round.
0S: They are Dead. May not be resuscitated.
Doctor
1F
Set
Downtime
Int
/
Dex
Disabled/Broken Wound does 1
D
less Dmg when used.
0S: Target gains 1 Fatigue.
1F
Limb
Reattachment
Downtime
Int
+
Dex
Must have an uninfected missing limb.
Resist 1 Illness for each day limb has been unattached w/
Fort
.
1S or Less: Cannot reattach Limb.
2S: Reattached. Limb has Full Dmg (Sticky) and is Disabled.
1F
Last Resort
Downtime
Int
+
Dex
3S: Remove up to 3 Death Points.
2S or Less: Patient Dies. Resist 3 Dread w/
Spirit
.
Leader Intellectual
A Leader's Role is to help and support your allies.
Leader 1
Battle Cry: (At Start of Combat) Spread 3
D
Will among Party.
Speech
Feast-Addon
Cha
+
Sprt
1S: An Ally can Reroll a Feast Check.
3S: All Allies can Reroll with
Success 4/5/6
.
Leader 2
Each Follower starts combat with
+
Cha
Will
Rally
Full
Cha
/
Sprt
+
1
D
          
Once per battle
1S: +1 Will to whole party
Pep Talk
Interim
-1
Morale
Ally gains
Cha
/
Sprt
Morale
OR
Ally removes
Spirit
+
1
D
Dread.
Leader 3
+
2
D
on Social Challenges.
+
2
D
on Encourage Checks.
+
1
D
to Rally Check.
+1 Follower (of any type under your control)
Organizational
Priest Organization
A sanctioned member of the Holy Church of Azeal.
The Church of Azeal is the representative of Azeal's will on the earth. They spend their time healing those in need, giving to the poor, and burning sinners alive. How they define these things depends on which member of the church is enacting Azeal's will. The church has enormous influence all over the world, though it is in the continent of Arthia where they have the strongest hold. Many of the faith sit at the side of kings and emperors, advising their decisions and acting as a go-between to the Sacred Isle.
Churches throughout the world are organized by Priests who are often assisted by young acolytes. Many Priests are often traveling Priests who travel the land administering Azeal's will.
Paladins are military branches of the faith and sometimes work directly under the church, but can also be found in the service of lords, or acting on their own behalf. The Centurain are the most holy and renowned Paladins in the world and of those, The Holy Hands represent the ten most elite.
Bishops are above Priests and often manage higher order tasks and goals of the church.
The Holy One is the highest member of the church and is considered to be Azeal's voice on the earth. He is assisted in the by The High Council. They spend their time on the Quiet Isle acting as the sole leader of the entire church and one of the most powerful people in Ersonia.
The Quiet Isle: The headquarters of the faith is an island north of Arthia. The island is covered in fortresses of white marble and contains the Holy City, a gleaming marble city that contains the most precious of Azeal's relics and where the Holy One seats in The Crystal Tower a piercing white obelisk that pierces deep into the sky.
Church Reputation: The Character standing with the church. This is gained by doing missions given or sanctioned by the church or in other ways that enact Azeal's will.
Acolyte
Get one free bandage and 3G per week from the church.
+
1
D
to Prayer if at or near Church.
Priest (2)
Req: Scholar
Get 2 Bandages and 5G per week from the church.
All Church Services and Items half price (rounded up)
1 Valor: Gain 5 Food and 8 Water from a church.
Bishop (3)
     /15 Church Rep
May stay in any church as if it was an inn for at least a week.
Are granted 1 Magic Item. You may access the Holy Libraries.
May ask for an audience from The High Council or even The Holy One.
Actions
Priest
Preach
Payer Addon
2
S
+
Cha
+
Int
Must be at a church
1S: 1 Gold or 2
D
Valor.
Bless Water
Downtime
Cha
+
Sprt
Anywhere 2S 1 Valor: Make 1 Holy Water.
Church: 1S: 1 Valor: Make 1 Holy Water.
Bless Area
Challenge
Cha
+
Sprt
Use 1 Holy Water. Location is more resistant to dark forces. Vile Creatures take
+
1
D
Damage in Combat here.
Merchant Organization
Debtor (1)
Banks may loan money to Debtors with a Debt of 110% of the Loan.
Failing to pay back on time will result in thugs, bounties, and attempts to Imprison you.
Banks may have smaller loans or extra penalties for those they dont trust. More convincing people may be able to get bigger loans and a better deal.
Debt:
/          
Date:
Courier (1)
Couriers buy goods in Bulk and sell them with the assistance of the Trader's Guild
Buy Trade Cargo: Buy Trade Cargo from other merchants. (GM sets Type/Max Amount.)
Sell Trade Cargo
Downtime
1
S
+
Cha
+
Int
Gain value of Trade Cargo after traveling them to another location.(Round Down)
Easy Trip: Get 100% + 1S: 10% Back on Bulk Goods.
Harsh Trip: Get 250% + 1S: 20% Back on Bulk Goods.
Dangerous Trip: Get 500% + 1S: 30% Back on Bulk Goods.
Easy (~300mi), Harsh (~600mi), Dangerous ~(900mi). The danger of the paths that must be taken may lower the miles needed.
Manager (3)
Managing a Business. Requires Assets.
Assets: Help produce money for business. (Ex: Employees, Location, etc)
Asset Type
Value
Cost
Minor Asset
1
5G
Medium Asset
3
13G
Major Asset
5
20G
Temporary Assets: Last a limited time (1 to 3 weeks). Ex: Quality Goods, Marketing Push
Assets can be gained/improved through quests and other in game activities as well.
Revenue
Weekly
3
D
0S: Loss Must pay Total Assets x 5G.
1S: Minor Profit Gain Total Assets x 3G.
Debt: All Revenue Loss becomes a Debt to the Bank if not paid.
If enough is owed to the bank they will come after you and your business.
Investor (4)
Investments Can be done at a Bank, Shipyard, Guild Hall, or other places of Business.
Characters may make an Investment of up to 200G. In 4 Weeks they roll an Investment Check and may pick up their rewards.
Safe
4
D
0S:Lose All. 1S:Get equal value. 2S/3S:Get x2 value. 4S:Get x3 value.
Risky
4
D
0S/1S:Lose All. 2S/3S:Get x3 value. 4S:Get x4 value.
Stocks:
Date:
Business
This card can be used to track information about your business.
Business Name:
Business Description:
Assets
Asset Name
Value
Improvement
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Management Style
Safe      
Standard      
Risky
Un-Collected Profits:
May pick up at Business or at Bank.
Noble Organization
A Noble is of high blood. They own land and have connections to the rulers of the land.
House Name:
House Crest:
House Motto:
House Region/History:
Becoming a Noble
Noble can only be gained in Character Creation or in-world events.
A Nobles position of Fallen/Low/Med/High takes into account the total power of their House as well as within their House. For example a Low Noble could be a low or disgraced member of the Royal Household, and a Mid Noble might be the head of lower house.
House Rank Fallen Lower Middle High
Fallen Noble 0 - 9 Rank
Character Creation: 0
CP
, +25G
Lower Noble 10 - 19 Rank
5G per Week. Character Creation: -1
CP
, +65G
Middle Noble 20 - 29 Rank
10G per Week. Character Creation: -2
CP
, +80G
High Noble 30+ Rank
15G per Week. Character Creation: -3
CP
, +100G
Character Creation
1
CP
toward Dragon Blood / Celestial/Demon Blood / Ancestral Weapon OR 30G
.
-5G: Horse Rider 1.            -15G: Scholar.            -5G: Linguist: Any Level 1 Language.
House Rank Points
A Noble's importance is determined by their House Rank Points. More points mean a more impressive family, with better connections to the ruler of the realm. Fallen Nobles are those that have lost all glory, and are often in disgrace.
House Rank Rewards
Having House Rank Points not only means more wealth for you and your House, but also clout within the kingdom. House Gold represents the portion of the wealth available to you weekly, and can be retrieved from a bank.
Ways to gain Rank Points:
    Deliver a Message For The King, Impress at the Ball (1 House Rank Point)
    Find a famous treasure for the house (3 House Rank Points)
    Help win a major battle for the kingdom (4 House Rank Points)
    Slay the Dragon terrorizing the kingdom (6 House Rank Points)
Ways to lose Rank Points:
    Losing Family Heirloom (-2 House Rank Points)
    Embarrassing your family by looking poor at court (-2 House Rank Points)
    Angering the king by saying the wrong thing (-2 House Rank Points)
Criminal Organization
Underworld access to the Black Market and work from Gangs.
Underworld Access
Black Market (All Cities)
Drugs/Poison/Lockpicks: Trip 3G, Sleet 1G, Fizzyn 1G, Lock Picking Kit 5G, Poison 15G
Other: Caltrops 5G, Garrote 5G, Rumors 1G, Secrets 2 to 20G, Hit Attempt 30 to 100G
Perks
LoansGangs may loan money with a Debt of 110% of the Loan. Failing to pay back on time will result in thugs, bounties, and attempts to Imprison you. Gangs may have smaller loans or extra penalties for those they dont trust. More convincing people may be able to get bigger loans and a better deal.
Fighting Pits On some days may fight a monster or another fighter. (Ex: Goblin, Bugbear, Bear.)
10G per Difficulty. They offer bonuses for fighting without equipment etc. Commissioner will only allow fights they find interesting. Viewers might be able to bet money on the fight.
Gambling 1. Put starting value in the pool.       2. Roll 3
D
and Keep Results Hidden.
3. Each Player may put more money in the pool. (Must match the highest amount to stay in.)
4. Reveal Hidden Dice and roll +2
D
.       5. Most Successes Wins Pool. Tie 2
D
until broken.
Gangs
Doing quests for Gangs increases Rep by 1 to 5 points depending on difficulty. The Black Hand Gang
Reputation
Initiate10 Rep.
Made 30 Rep.
Operates in illegal trades, including smuggling, drugs, and assassinations throughout Arthia. Ruled by the Lord of Secrets, a shadowy figure who manipulates entire empires to their own ends.
Initiation: Must assassinate someone for the Black Hand. Initated: Gain 4G per week.
Made: Special quest. Reward: Gain 10G per week. Free access to Spy Network. May ask for a favor from the Lord of Secrets.
Order of Shadow Gang
Reputation
Initiate10 Rep.
Made 30 Rep.
Thought to be a secretive wing of the Eastern Governments but often seems to act on its own accord. Mostly involved in illegal trade and hired assassinations.
Initiation: Lose Finger and do a job for Order of Shadow. Initated: Gain 4G per week.
Made: Gain 10G per week. Eat a Black Lotus:+100% progress (any ability), +1
D
to Stealth in darkness.
Shiah-Deem Gang
Reputation
Initiate10 Rep.
Made 30 Rep.
Thought to be mostly operated by non-humans such as Night Elves, Demon kin, and Fish People. Mostly operate in bloodsport, illegal magic, and drugs.
Initiation: You/representative must fight in pits and win. Initated: Gain 4G per week.
Made: Special quest. Reward: Gain 10G per week. Gain a Magic Item.
Gang Actions
Job
Downtime
Gain 1
S
+
5
D
Rep. Gain 1
S
+
6
D
Gold. By doing one of the following (Random 1-4):
      1: Disposal Resist 1 Fatigue w/
Fort
. Gain 1
D
Dread.
      2: Shake Down May gain
Cha
+1
D
Gold. If so 1
D
1S: Lose 4
D
Rep.
      3: Beat Down: Resist 3 Wound w/
Fort
.
      4: Grift: 2
D
2S: Must get 2
S
on
Agl
/
Cha
/
Int
or guards attempt to arrest you.
Shmooze
Downtime
Cha
+
1
D
1S: +1 Rep in Gang. Can't go above 15 this way.
Doctrines
Follower of Azeal Doctrine
Follower
Initiation
The Blessing of Light.
Often involves being submerged in holy water and bathed in the light of Azeal.
Info
Azeal is the God of Light, Order, and Justice. Azeal can be both merciful and cruel and values those who help the poor, fight for righteousness, and punish those who sin against him.
The Church of Azeal is the God's primary force in the world. They are a large organization with chapters in almost every city in Ersonia. The Church of Azeal is made up of Bishops with the Head Bishop being named the High Inquisitor. Serving the church is The Centurion a group of the 100 most valorous Paladins in the land.
Serving Azeal's will most directly are The Messengers a group of angels rarely seen by mortals. Highest of these are The Pure Ones considered to be Azeal's voice in the world.
Vile creatures are those that Azeal is particularly opposed to. These include the Undead (Zombies, Skeletons), Demons, and Disease Spawn. Azeal grants Valor for disposing of such creatures.
Covenant with Azeal is best brought through holy sites and artifacts.
Valor
Valor is the Favor of Azeal.
Gaining Valor (Prayers): These are gained through the Prayer Action.
Gaining Valor (Deed): Valor is granted to those who further Azeal's interests. This includes acts related to charity, order, and scourging the vile and wicked.
Losing Valor: Azeal takes Valor away for acts of disorder such as stealing.
Blasphemy
Azeal deplores not helping those in need, disturbing order, and going against the church. Blasphemy is when Azeal punishes his followers with Disfavor when going deeply against the Doctrine. Disfavor is a Con Point (Df).
1 to 2 Disfavor:
6 Only
on all Cleric Checks. 3 Disfavor: Fail all Cleric Checks.
Abilities
Prayer
Downtime
Gain
Spirit
+
1
D
Valor.
In a Church
:
+
1
D
. On Sunday
:
+
2
D
. These may stack.
1 Valor
Blessing
:
+
2
D
to
Str
/
Endr
/
Cha
Check.
2 Valor
Azeal's Touch
:
Azeal hand is on your shoulder. You will remain steadfast.
+
4
D
to Resist Hunger/Thirst/Travel Fatigue Check.
3 Valor
Mercy of Azeal
:
You beg Azeal to have mercy on your companion. The holyfield water mixes with the tears of hope.
+
4
D
to Ally's Death or Dying Check or
+
2
D
to Death or Dying Check of Self. Additional
+
2
D
if pouring water over them.
3 Valor (Prayer)
5 Valor (Deeds)
Bloodpact of Tyrannus Doctrine
Blood Sworn
Initiation
The Baptism of Blood.
Often involves a test of strength or pain, and/or a fight to the death as well.
Info
Tyrannus, by the legends is a 2 Headed Eagle God while others feel Tyrannus as a surge of power in their veins, a driving force behind their actions. Tyrannus is Bloodshed, War, and Destruction. Tyrannus is cruel to others, Allegiance to the group. Create order through the destruction of the weak. Tyrannus is mastery and success. Only respect the strong, and the weak should be culled. Those who follow Tyrannus find battle the highest of callings.
The Cabal of Tyrannus is the God's primary force in the world. They don't hold regular meetings, but do have Blood Festivals, often with much combat. These are typically held outside the sway of civilization. The Cabal of Tyrannus usually has a leadership based on strength but some Blood Shamans commune the will of Tyrannus more directly.
The most powerful of Tyrannus's servents are called the The Blood Champions, demon warriors and warlords who reside in the underworld. Also serving Tyrannus are The Maidens of War, ethereal beings who favor the strong and who many pray to for victory.
Covenant with Tyrannus is best achieved through blood sacrifice.
Bloodpact
Bloodpact is the Favor of Tyrannus.
Gaining Bloodpact (Prayers): These are gained through the Prayer Action.
Gaining Bloodpact (Deed): Bloodpact is granted to those who further Tyrannus's interests. These may be acts related to bravery, mercilessness, and battlefield strength.
Losing Bloodpact: Tyrannus takes Valor away for acts of weakness and cowardice.
Blasphemy
Blasphemy is when Tyrannus punishes his followers with Disfavor for going deeply against the Doctrine. Tyrannus deplores cowardice, turning down a well met battle, and showing too much mercy. Disfavor is a Con Point (Df).
1 to 2 Disfavor:
6 Only
on all Barbarian Checks. 3 Disfavor: Fail all Barbarian Checks.
Abilities
Prayer
Downtime
Gain
Spirit
+
1
D
Bloodpact.
Drinking Blood of Enemies You Have Slain:
+
3
D
Blood Pact 1
Blood Strength
:
+
2
D
to
Str
/
Fort
/
Sense
Check.
Blood Pact 2
Tyrannus's Toughness
:
You will not fall. You will fight. Tyrannus demands blood.
Remove
+
3
D
to Wounds and 3
D
Fatigue and 2
D
Illness.
Blood Pact 3
Blood of Tyrannus
:
You cease feeling pain. Only bloodlust. BLOOD FOR THE BLOOD GOD!
Ignore all Harm 2 Effects,
,
,
KO
for the next 3 Days. Gain
+
1
D
DR and do 1
D
Dmg until end of Combat.
3 Bloodpact (Prayer)
5 Bloodpact (Deeds)
Revelation of Yavera Doctrine
Reveler
Initiation
The Draught of Revelry..
Often involves a debauched act of revelry and may require a feat a creativity as well.
Info
Yavera some consider it to be a many faced god, while others feel it as a driving force that steers their actions. Yavera is aligned with the mischievous, trickers, artists, and tortured souls. It's a muse of art, or the passions of an eccentric serial killer. Yavera flourishes in chaos and languishes in order.
The Revelers of Yavera are a decentralized organization devoted to Yavera that tend to have wild parties/orgies of debauchery. May include drinking, dancing, and even sometimes human sacrifice led by a Master of Ceremonies. These ceremonies are kep secret to outsiders and are called Yavarra's Call and happen outside of cities, often at Night or the early Morning. Yavera's most favored are called Meastros and arethose who have acheived complete mastery over their craft.
The Muses are anglic beings who serve Yavera's will. They typically have special dominions such as the Muse of Harmony, Mischeif, Blood, Passion, etc.
Covenant with Yavera is best acheived under the influence of powerful drugs and in the presense of revelry.
Revelation
Revelation is the Favor of Yavara.
Gaining Revelation (Prayers): These are gained through the Prayer Action.
Gaining Revelation (Deed): Revelation is granted to those who further Yavera's interests as well as provide entertain. This includes acts related to art, mischeif, and debached and festive acts.
Losing Revelation: Yavera takes Revleations away from those found boring or stale.
Blasphemy
Blasphemy is when Yavera punishes his followers with Stress or Dread for going deeply against the Doctrine. Yavera deplores being uninteresting, living a too ordered life, or turning down a good time. Disfavor is a Con Point (Df).
1 to 2 Disfavor:
6 Only
on all Bard Checks. 3 Disfavor: Fail all Bard Checks.
Abilities
Prayer
Downtime
Gain
Spirit
+
1
D
Revelation.
Participate in Yavara's Call:
+
4
D
Revelation 1
Vitality
:
+
2
D
to
Dex
/
Agl
/
Cha
Check.
Revelation 2
Yavara's Luck
:
Pain dances within your moving body, like happy Fearies, Wounds glowing and shifting.
      Prevent 3
D
Dmg
      OR Move up to 6
D
incoming Dmg to a different Body Area.
Revelation 3
Yavara's Jubilee
:
Fall into hallucinogenic trance, festive celebration all around... May share with allies.
1
S
+
Cha
+
3
D
Morale, Everyone can eat up to 3 Food.
Resist 2 Fatigue w/
Str
/
Fort
/
Spirit
.
3 Revelation (Prayer)
5 Revelation (Deeds)
Witness of Ernok Doctrine
Witness
Initiation
The Rite of Growth.
Often involves finding a fairy circle deep in nature and perhaps a test of will.
Info
Ernok is the God of Nature, Beasts, and Trees. Ernok is primarily concerned with preservation of nature, though also values survival of the fittest and natural beauty.
Hermitage's of Ernok can sometimes be found deep in nature, and sometimes populated by worshippers of Ernok. These organizations tend to be small and loosely distributed.
Distributed around Urdun are Spirit Beasts and Life Trees, ancient undying beings representing the most primal forces of the natural world.
Unnatural Areas such as cities and their encroachment into nature are disliked by Ernok, who would prefer nature to claim them.
Valnoa is the second, darker face of Ernok, who represents the sea, the storms, and creatures of the deep.
Covenant with Ernok is best achieved through places far from civilization especially when near Life Trees and Spirit Beasts.
Essence
Essence is the Favor of Ernok.
Gaining Essence (Prayers): These are gained through the Prayer Action.
Gaining Essence (Deeds): Essence is granted to those who further Ernok's interests. This includes acts that further the beauty and power of nature.
Losing Essence: Ernok takes Essence away from those that harm nature or stray too far away from it for too long.
Blasphemy
Blasphemy is when Ernok punishes his followers with Stress or Dread for going deeply against the Doctrine. Ernok deplores beings that hurt the forest, are cruel to animals, and spend too much time away from nature. Disfavor is a Con Point (Df).
1 to 2 Disfavor:
6 Only
on all Druid Checks. 3 Disfavor: Fail all Druid Checks.
Abilities
Prayer
Downtime
Gain
Spirit
+
1
D
Essence.
At least 10 miles from road/civilization:
+
2
D
Essence 1
Invigorate
:
+
2
D
to
Dex
/
Sense
/
Spirit
Check.
Essence 2
Ernok's Gift
:
You are blessed but beauty and bounty of nature.
Gain 1
S
+
2
D
Meals.
Essence 3
Ernok's Spring
:
A spring of pure natural wonder. Blessed is nature, mother to us all.
Small spring appears giving each Ally 2 Water, remove 2
D
Wound, and remove 3
D
Fatigue.
3 Essence (Prayer)
5 Essence (Deeds)
Servant of Morgeth Doctrine
Servant
Initiation
The Sacrament of Death.
Involves going deep into a pit of death and complete darkness. Not all survive.
Info
Morgeth is the God of Death, Darkness, and Rot. Morgeth values the end of life and the cycle of renewal. Most who worship Morgeth do so for greed of the power he may grant.
Silent Sect operates as a secret society, only showing itself rarely to potential members. It is favored by mages who practice dark magic, as well as assassins and others seaking the power of death. It also includes the The Council of Darkness consisting of an archmage from each school of dark magic.
Administering the process of death and the collection of the souls are groups of ghosts and demons. The Silent Guides act as harvesters, pointing the way for new spirits. More powerful The Pale Riders are used for resistant souls or particularly large events of death. The most powerful are the Keepers of the Abyss, who guard and maintain the Soul Fonts deep in the underworld.
Covenant with Morgeth is best achieved in places of extreme death or even entering a death like state.
Umbra
Umbra is the Favor of Morgeth.
Gaining Umbra (Prayers): These are gained through the Prayer Action.
Gaining Umbra (Deeds): Umbra is granted to those who further Morgeth's interests. This includes acts related to death, power, and the extermination of light.
Losing Umbra: Morgeth takes Umbra away from those who turn away from death.
Blasphemy
Blasphemy is when Morgeth punishes his followers with Stress or Dread for going deeply against the Doctrine. Morgeth deplores helping the forces of light, not embracing darkness, and fearing death. Disfavor is a Con Point (Df).
1 to 2 Disfavor:
6 Only
on all Dark Mage Checks. 3 Disfavor: Fail all Dark Mage Checks.
Abilities
Prayer
Downtime
Gain
Spirit
+
1
D
Umbra.
In a place with lots of death:
+
2
D
Umbra 1
Resurgence
:
+
2
D
to
Fort
/
Endr
/
Int
Check.
Umbra 2
Morgeth's Insomnolence
:
The darkness is but a window into the truth. Nightmares are messages from the night.
May see additional 2 Spaces in Darkness for a Day.
May both do Day Action and Rest that Day.
May remove 2
D
Wound and gain 1
D
Dread that night.
Umbra 3
Whispers of Morgeth
:
The dark lord takes pity on your failing body. Your service is not yet finished.
Remove 1
S
+
3
D
Fatigue/Rot/Death from self or ally.
May also Remove additional 3
D
Rot/Death and gain 3
D
Dread.
3 Umbra (Prayer)
5 Umbra (Deeds)
Touched by Xythuul Doctrine
Touched
Initiation
The Awakening of the Abyss.
Involves being restrained and put through a ritual in a circle of madness. Potentially a draught or parasite may be forced inside the initiate.
When Completing:
+
1 Stat and an Insanity Aspect:
Voices
Staring Into the Void
Seizures
Delusional Paranoia*
Damaged*
Not My Hand*
Forbidden Sight
Masochist
*: These may be difficult and require working with the GM.
You cannot lose this Insanity by normal methods. If you would lose the Insanity or Doctrine, subtract 1 stat from your Character as well.
Info
Xythuul is called the mad alien god. To worship Xythuul is to know madness, and the true name is unpronounceable and terrible to hear. It is unknown where Xythuul comes from, but it is rumored he in unlike the other gods, and hails from a place outside time and space.
The Cult of the Unspeakable is deeply hidden, though it is rumored to have initiates in many positions of power. It is unclear what their goals are, but said they wait for their god to come and claim this world in madness. Many join merely for the power this provides, but often ultimately are driven to madness and death in the pursuit.
Several lesser aspects or children of Xyhuul exist, which are almost regarded as tendrils of Xythuuls corruption into the world. Some names that are known are Shisugothoa, the bleeding corruption, Zyjujtrath, the gibbering colossus, and Xadrahedron, the devourer of stars, and other entities of madness and destruction.
Covenant with Xythuul is best achieved through rituals of madness and places and times of great corruption.
Delirium
Delirium is the rejection of Favor from other gods, the Favor of the Abyss. Favor from the Unnamable creatures of Xythuul.
Gaining Delirium (Prayers): These are gained through the Prayer Action.
Gaining Delirium (Deeds): Delirium is granted for acts of nihilism and the destruction of meaning itself.
Losing Delirium: Delirium is taken from those who promote meaning and sanity.
Blasphemy
Blasphemy is when Xythuul punishes his followers with Stress or Dread for going deeply against the Doctrine. Xythuul deplores acting too sane, not embracing insanity, and any act that would prevent the consumption of this world. Disfavor is a Con Point (Df).
1 to 2 Disfavor:
6 Only
on all Cultist Checks. 3 Disfavor: Fail all Cultist Checks.
Abilities
Prayer
Downtime
Gain
Spirit
+
1
D
Delirium.
+
2
D
Delirium if didn't sleep last night.
Delirium 1
Distortion
:
+
2
D
to
Agl
/
Int
/
Spirit
Check.
Delirium 2
Xythuul's Madness
:
Time and space are but unimportant variables in the non-euclidean equations of the new cosmos.
Choose a number other than 5 or 6. That number counts as a Success instead of 5 or 6.
Delirium 3
Aberration of Xythuul
:
SsEnDaM sI hTuRt DnA hTuRt Si sSeNDaM. NoIsUlI nA TuB sI YtilAeR.
Remove Mortal Wound or Infection. +1 Permanent Points to Insanity Meter.
3 Delirium (Prayer)
5 Delirium (Deeds)
Afflictions
Vampirism
Vampirism comes about via a bite from a Vampire. Those who want to become a vampire, may have a Vampire perform the bite and hope they survive the sickness.
Getting Afflicted: Gain 2
S
+
2
D
Vampire Sickness (VS) Con Points.
1: Vampirism Sickness
3 Con (B) in Daylight
1
D
when eating any Food, 1S: Throw it up and it has no effect.
May Vampire Bite
6 Only
Remove Vampirism Sickness:
Drink Holy Water: Take 1S+4D Vital Wound, Change 2D Con(VS) to Illness.
Once all VS removed, remove Vampirism Sickness.
Become Vampire Fledgling:
After Drinking 6 Blood can become Vampire Fledgling.
2: Vampire Fledgling
/6 Blood
3 Con (B) in Daylight
Dark Vision +2
Vile: Weak to Azeal's Holy Attacks.
Thirst: Drinking water is meaningless. Every 4 Days Resist 4 Thirst w/
Spirit
.
Become a Vampire:
After Drinking 12 more Blood can become a vampire.
3: Vampire
/12 Blood
Have a blurry reflection in mirrors.
2 Con (B) in Daylight. If Body Areas exposed to sunlight catch fire Burning 2
D
.
Bed Rest: Only applied if sleeping in a completely enclosed area with no light. (Aka Coffin) Can't be too exposed to elements
Each Day: Remove 1
D
Wound/Fatigue.
Dark Vision
+
1
D
to Challenges to Hide in Darkness
Vile: Weak to Azeal's Holy Attacks. Churches can’t heal you, Con point while inside, and Burning 2
D
upon entering. Touching Holy Implements applies Burning 1
S
+
2
D
and 1
S
+
3
D
Dmg.
Thirst: Drinking water is meaningless. Every 7 Days Resist 4 Thirst w/
Spirit
.
Drink 1 Blood: Remove 1 Harm/Wound or Fatigue.
Actions
Vampire Bite
Grapple
Killing someone gives 4 Blood Total. People already dying or children may have less blood.
Cha
+
Endr
+
1
D
2S: Drink or store 1 Blood. (May Drink 4 Blood from a person max.)
Regain 2
D
Stamina, may remove 1 Hunger/Thirst
(Stale Humanoid/Non-Humanoid Blood: 1
D
Thirst/Hunger)
Dmg: Pierce
1
S
+
4
D
Resists 3 Illness w/
Fort
/
Spirit

Bleed 3
+
3
D
Lycanthropy
And Other Monster Transformations
Afflication an be gotten by being bitten by someone else suffering it. Afflciation comes most often in wolf (Lycanthropy) and bear variants, but others exist.
Character Creation May take in Character Creation for +2CP.
Triggering Transformation If you would be KOd: May turn into a werewolf and lose control of Character until the end of combat. See Real time transformation.
During the Transformation Trigger: Whenever the transformation trigger is active, typically the three nights of the Full Moon (starting the night before and ending the night after), turns into a monster and loses control of your character.
Silver Collars: A Silver Collar can be made for 75G that when worn prevents transformation. These can only be made by highly skilled blacksmiths.
Controlling Transformation Real Time: GM controls Character. May attempt
Spirit
+
1
D
to cease violence and flee in certain situations.
Overnight (Bound): Roll Brk check against any bounds with
+
3
D
. If you do not Escape Resist 3 Stress w/
Spirit
.
Overnight (Free):
     Enclosed: Attack allies. Attack stops once you are KOd.
     Wilderness (Sparse): 2
D

          0S: Resist 1 Dread w/
Spirit
. Gain 2 Food. Remove 1 Wound/Fatigue.
          1S: Resist 2 Dread w/
Spirit
. Gain 4 Food. Remove 2 Wound/Fatigue.
     Wilderness (Dense): 2
D

          0S: Resist 3 Stress w/
Spirit
.
          1S: Resist 1 Dread w/
Spirit
. Gain 2 Food. Remove 1 Wound/Fatigue.
     Populous:
          2
D

          0S: Resist 2 Dread w/
Spirit
. Gain 4 Food. Remove 2 Wound/Fatigue.
          1S: Resist 2 Dread w/
Spirit
. Gain 4 Food.
          1
D
0S: Gain 1
S
+
3
D
Wound (Spread) 1S: Remove 2 Wound/Fatigue.
Transformation Abilities Use associated monster card to determine abilites. (Ex: Man-Wolf, Bear, etc.)
Undeath
Undeath is a condition usually brought on by powerful necromancy. The afflicted are alive though their heart does not beat. Eventually the afflicted loses their mind to the zombification.
Zombification
Character Creation May take in Character Creation for +2CP.
Zombification Resist 2 Zombification per Day w/
Fort
/
Endr
/
Spirit

A Death Mage can use a Spell Material to remove
Int
+
2
D
Zombification (
+
1
D
if Necromancer,
+
2
D
if Master Necromancer)
A Doctor can use medicine to remove
Int
Zombification (
+
2
D
if surgeon) or a Field Bandage to remove 1
D
Zombification (2
D
if Surgeon)
A Witch can use 2 Herbs to remove
Spirit
+
1
D
Zombification (
+
2
D
if Witch 2)
Undeath 1: 0 to 20 Zombification Unaffected by Bleeding/Poison.
+1 Perm Zombification (Zb) Con Points.
2 Perm Dmg to 2 Different Limbs.
+
3
D
to Resist Air Loss.
Can eat Disgusting Food and Raw Meat at no penalty.
Undeath 2: 21 to 40 Zombification Gain 1
D
Stress per day
Unaffected by Bleeding/Poison.
+1 Perm Zombification (Zb) Con Points.
+4 Perm Dmg spread among 3 Different Limbs.
Unaffected by Air Loss.
+1 to a Stat of your choice, -1 to 2 Stats of your choice (if down to 0 gain assocaited 0 aspect).
Can eat Disgusting Food and Raw Meat at no penalty. Must eat 1 human flesh per weak or gain 3
D
Stress.
Undeath 3: 41 to 60 Zombification Gain 1
D
Dread per day
Unaffected by Bleeding/Poison
+1 Perm Zombification (Zb) Con Points, and another in Weak area.
4 Perm Dmg spread among 3 Different Limbs.
+1 Perm Torso Harm.
Unaffected by Air Loss.
+2 to a Stat of your choice and +1 to another Stat, -4 to any Stats of your choice (if down to 0 gain assocaited 0 aspect).
Can eat Disgusting Food and Raw Meat at no penalty. Must eat 1 human flesh per weak or gain 4
D
Dread.
Full Zombification: Over 60 Zombification Become a mindless Zombie.