​Specialties: ​Specialty Descriptions

  1. ​Specialty List
  2. ​Specialties

Acute Deduction

Requirements: Intelligence 13

Charisma 13

Your character can spend one mojo to learn a valuable clue about some mystery facing the character. The clue, while obscure to others, bears a conclusion that is obvious to your character; the conclusion must be deduced from physical evidence, the description of physical evidence, or the lack thereof. The character knows both the clue and what the clue means.

What constitutes physical evidence should be widely construed but may not delve into psychology or cultural psychology. That a dog didn’t bark is physical evidence providing deductive opportunity; that an Elf would never do that is psychological and not conducive to deduction.

Mojo used for acute deduction provides experience as normal.

Alchemical Bonding

Prerequisite: Topical Alchemy or Iconic Alchemy
Requirements: Sorceror or Prophet

Intelligence 15

The Alchemist may bond spells or spirits to items. Simple possession of the item suffices to use the effects so bonded. As with potions or scrolls, however, the spell disappears once used.

It takes twice spell (or spirit manifestation) level, plus level of effect, mojo to alchemically bond a spell or spirit to an item.

Monetary costs are twice what it would have taken to alchemically create a potion with the same spell or spirit. Alchemical bonding adds 20 silver coins to the cost of laboratory setup (30 to the cost of upgrades) and 2 to the maintenance costs, per spell or spirit level.

Spells and spirit manifestations can be set to “replenish” after they are used, either on a monthly basis, a weekly basis, or daily. Replenishment always occurs at the same time, whether it be midnight, noon, the full moon, or each Sunday. Bonding in a manner that replenishes is more difficult than normal bonding: it costs more money and more mojo.

When bonding an item, any effects choices that may be made by the user add spell (or spirit manifestation) level to the mojo costs.

Mojo Cost Monetary Cost Replenishment
x1 x1 Never
x2 x2 Monthly
x3 x3 Weekly
x4 x5 Daily

There must be a single command word, phrase, or action which activates the item. If deactivation ability is desired, this adds spell level/spirit level to the mojo costs for creating the item; there can then be a single command word, phrase, or action which dispels the effect.

The bonding remains for three months times the alchemist’s level. After this time, the bonding falls apart and the item is once more normal.

​Specialty Descriptions: Alchemy

Prerequisite: Scholar
Requirements: Sorceror or Prophet

Intelligence 13

Alchemy

Herbalism

Animal Lore

The Alchemist brews potions that, when quaffed, mimic the effects of spells or spirit manifestations that the alchemist knows. Such effects must have a specific target (the creature drinking the potion), and cannot require aiming or choosing a target on drinking. The effect must have a duration—it cannot be instantaneous. If there is a choice of effects the choice must be pre-made by the caster. Thus, a potion of “Change Shape” must be a potion of “Change Shape to something,” for example, “Change Shape to Frog.”

Potions require special ingredients appropriate to the effects. Higher level spells and spirits will require even more special ingredients. Notwithstanding the ingredients which may have to be adventured for, each potion will require an outlay of spell/manifestation level times level of effect silver coins. Ingredients (if available at all) will multiply the outlay by ten times spell/manifestation level. Ingredients can, however, be acquired by other means (such as adventuring for them).

Potions require mojo to create. The mojo total required to create a potion is equal to the spell or manifestation level plus the level of effect. An alchemist normally creates one “dose” of potion on each attempt; they may create multiple doses by adding one per dose to the mojo requirement.

The alchemist may gain a bonus of one to the mojo requirement by leaving the duration random, a bonus of one by leaving the range random, and a bonus of one by leaving the area of effect random, if the effect has a duration, range, or area of effect. If the spell/manifestation has a numerical effect, the alchemist may gain a bonus of one by leaving the spell or spirit’s effect(s) random. Randomness is rolled with either one or two dice (alchemist’s choice) that most closely approximate the minimum and maximum effect.

Alchemists must maintain a laboratory. It costs level times 200 silver coins to set up a laboratory that is useful for creating potions of spells/manifestations up to that level. An existing laboratory may be upgraded for 300 silver coins times the level increase desired. Laboratories must be maintained, at the cost of level times 20 silver coins per month. For every month a laboratory is not maintained, there is a penalty of 1 to potion creation mojo costs. If the laboratory is not maintained, then during the second month 40 silver coins are required to bring it back up to normal; during the third, 80 coins; during the fourth, 160 coins, until it becomes cheaper to create a new laboratory from scratch.

Alchemist's_Laboratory,_Heinrich_Khunrath,_Amphitheatrum_sapientiae_aeternae,_1595.pngPotions take effect in about a second, which, in combat, is immediate. Potions last one month per level of the alchemist. After this time they are worthless, and have no effect beyond their individual ingredients.

Always Successful

Requirement: Ability 13

The player can choose one skill at which the character is always successful whenever it is important to be successful. If they fail a roll on that skill they can pay one mojo to succeed. However, if they failed by more than one point there will be an aftermath. Always Successful basically moves the failure to after the action. In a conflict, their opponent will gain a bonus of what the character missed by, on their next action against the character. Outside of conflict, the aftermath will be some lasting consequence whose severity is proportional to the amount the roll was missed by. For example, on a seduction attempt the character might gain their target’s spouse as a dangerous enemy. Compare the miss to the difficulty level chart for severity. For example, a miss of two is fairly minor, but a miss of 16 is extreme.

The character must have a score of 13 or more in the ability most often used for that skill.

Animal Ability

Prerequisite: Animal Form
Requirement: Endurance 11

The character can partially change shape in order to gain the ability of an animal they could otherwise fully change into. For example, if the character wants to be able to fly like an eagle, they can change to have eagle’s wings. If they want to be able to fight like a bear, they can change their hands into bear claws. If they want to run like a deer, they can change their legs into deer legs and hooves.

Animal Companion

Requirements: Charisma 15

Level 4

The character has one very special animal for every four levels the character has. The animal can be any natural animal and will be above average in any abilities the animal has, including intelligence, charisma, and survival. For example, a warrior might have a warhorse of exceptional quality as an animal companion. The animal has one animal level beyond their normal level, and all survival dice that are below average are rerolled until they are above average.

The animal will understand simple instructions and can reliably be sent to known locations and return. It can communicate its basic (one-word) fears, needs, and other concerns to the character. At any time, the character can decide that they need their animal companion, and the animal will arrive as soon as possible from wherever it was.

If an animal companion dies, the character will likely find another animal companion during the next level.

Animal Form

Prerequisite: Nature Friend
Requirement: Charisma 15

The character may change shape into land animal once per day: either a reptile, bird, or mammal. When changing into animal form, the player may spend one mojo to restore all missing survival points. The change occurs immediately, and can be done during the same round as an attack, but not the same round as casting a spell or manifesting a spirit unless the effect requires no words or gestures.

The character gains all the new form’s abilities, including movement, defense, and attacks. The character may only change to natural forms in size from a wren or snake to a bear.

The character may only ‘take’ worn clothing and one item per hand into the new form. Spells and spirits may only be used in the new form if they do not require words.

Two levels after taking this specialty, the character may change form twice per day, and four levels after taking this specialty the character may change three times per day. The character may only change once per type. A character that can change three times a day can change once to a bird, once to a mammal, and once to a reptile, but may not change to the same type more than once a day.

Aquatic Animal Form

Prerequisites: Animal Form or water spirits
Requirements: Endurance 14

The character may change shape into a water animal once per day: either an amphibian or a fish. When changing into aquatic animal form, the player may spend one mojo to gain back all missing verve.

The character gains all the new form’s abilities, including movement, defense, and attacks. The character may only change to natural forms in size from a toad to a seal.

The character may only ‘take’ worn clothing and one item per hand into the new form.

Two levels after taking this specialty, the character may change form twice per day. The character may only change once per type. A character that can change twice a day can change once into an amphibian and once into a fish, but not twice as a fish or twice as an amphibian.

Arcane Resistance

Requirement: Charisma 10

The character is especially resistant to magical effects against the character. Characters with arcane resistance gain a bonus of two to reactions against most spells. This does not affect physical after-effects of a spell, nor things summoned or created by the spell. Thus, the character gains no bonus against a summoned creature, nor against the removal of levitation from a rock. Arcane resistance also affects demonic powers.

Arcane resistance will usually manifest in some physical manner, such as a lightly glowing aura or a physical mark that changes when the resistance comes into play.

​Specialty Descriptions: Assassin

Requirements: Thief

Intelligence 12

Agility 12

Strength 10

Charisma 10

Backstab skill

The assassin gains access to a new thief skill called assassinate in the murder craft field. Assassinate rolls are against intelligence, with wisdom as a major contributor and a penalty of 1. On a successful backstab, the thief can make an assassinate roll. On a successful assassinate roll, the victim potentially has to face death, regardless of their current survival point total. If the victim’s level is less than their current survival, compare the victim’s injury total to their level, rather than their survival, to determine whether the victim faces the possibility of death.

Blind-Fighting

Requirements: Charisma 11

Wisdom 11

The character can use sound, touch, and skill to fight without seeing. The character negates one penalty due to an inability to see their target, and may negate an additional penalty for each level since taking Blind-Fighting.

​Specialty Descriptions: Cantrips

Requirement: Sorceror
Antirequisite: Classical Sorcery

When you have a spell impressed on your mind, it wants nothing more than to get out again. You can use any impressed spell for lesser tricks of similar magic without loosing the spell. For example, if you have fan of fire impressed, you can create a tiny flame from the end of your wand. If you have great ball of fire impressed, you can create a tiny globe of flame that explodes in tiny, harmless fireworks. If you have dust wand impressed, you can clean a small table. If you have open impressed, you can nudge open an unlocked door. Each without expending the spell in question.

Casting the cantrip form of a spell requires a wand of ash, cherry, hawthorn, holly, oak, willow, or yew, taken from a place of power. The character is assumed to have a wand when they first take this specialty, but if they lose it they’ll need to acquire a new one.

Cantrips also require the same ingredients as the full form, however, the ingredients are not used up and may be re-used later. Cantrips do not cost any verve, and you can repeat them for as long as you have a version of the spell impressed. Once you loose the spell’s full form, however, and no longer have that spell impressed, you can no longer use its cantrip form.

Cantrips are at most one-tenth of the full spell’s power. They can’t take effect more than three yards away; if three-dimensional, they can’t affect more than a one-foot radius sphere, and if two-dimensional they can’t affect more than a one-yard radius plane. They cannot last longer than ten minutes. Cantrips cannot directly cause injuries or survival point loss. For example, a cantrip of great ball of fire will not directly harm a person—but if they’re wearing a paper hat covered in oil and it ignites, that can cause harm.

If it doesn’t make sense for a spell to have a cantrip form that doesn’t cause damage, then it can’t be used as a cantrip. There’s no cantrip version of a mage bolt, for example, because all mage bolt does is use pure magic to blast an opponent.

This specialty is unavailable to classical sorcerors; the spell must be impressed in the sorceror’s mind, not just memorized.

Chain Spells

Requirements: Sorceror

Intelligence 11

The sorceror may “chain” spells when they memorize them or learn them, combining multiple spells into a single spell that must be cast at the same time. The total of the chained spells’ levels cannot be greater than the caster’s level. The casting times of the spells are added together for the casting time of the ‘chained’ spells. The spells must be cast at the same time. If memorized (or learned, for classical sorcerors) ‘chained’, they cannot be split later.

For example, a sorceror might ‘chain memorize’ mage bolt and shield, two first level spells. The sorceror must be at least second level, and the casting time of the two spells will be 2 (each has a casting time of 1, adding them together gives 2). The chained spell will take two slots, since individually they each take up one slot. When cast, both mage bolt and shield take effect at the same time.

The verve cost for the spells is determined normally, as if the chained spell were a level equal to the combined levels of the spells. So if a classical sorceror were to chain learn mage bolt and shield, the verve cost would be 2 (for the levels) plus the level of effect.

Chained spells must all have the same target if they have a target.

​Specialty Descriptions: Chameleon

Prerequisite: Species Saurian

The saurian can alter their body color at will to blend in with their surroundings. This grants the saurian a bonus of 3 to attempts to hide or surprise. Anyone trying to see the saurian while the saurian is attempting to hide will be at a penalty of three to their roll.

The chameleon can also communicate soundlessly using their color shifting ability. Anyone within sight who understands chameleon color-talk will understand the chameleon; many other saurians of the same culture will know the color-talk; anyone with the ability to see colors can learn the language the same as any other language.

Charismatic

Requirements: Charisma 13

Intelligence 12

Single Moral Code

This is sort of a demagogue, but the net is wide, including writers, poets, storytellers, preachers, musicians, diplomats, politicians, courtesans, military leaders, and just about anyone who relies on affecting other people’s emotions through non-magical means. Examples of Charismatics might include Warren Zevon’s “The Envoy”, Huey Long, Elvis Presley, and John Lennon. Hunter S. Thompson’s Raoul Duke. The Brown Buffalo. Joan of Arc, perhaps.

Because the Charismatic must maintain at least partial detachment to promote their causes in the Charismatic style (anyone can be a demagogue, Charismatics are effective demagogues), their moral code must contain only a single part. They may be Ordered, Chaotic, Good, or Evil.

Any skill roll against charisma is a specialty of the Charismatic. The character gains a bonus of up to half level on any such roll, or may penalize the opponent by up to half level, or any combination thereof. Thus, a sixth level Charismatic could decide to gain a bonus of 1 on Oratory and penalize target reactions by 2.

The Charismatic also inspires allies. Where oratory or demagoguery can increase the morale of combatants and convince them that their cause is just, the Charismatic can inspire to such an extent that targets enter a higher level of consciousness. This can give targets a bonus of 1 to hit in combat, a bonus of 1 to Defense in combat, a bonus of 1 to ability rolls, and a bonus of 1 to reaction rolls.

For each five levels of the Charismatic, this bonus increases by one. At fifth level and higher, the bonus applies to damage, at one half the other bonuses, round down.

The character may affect up to level, squared, targets. At least half of the targets must be able to hear and understand the Charismatic, and those who don’t understand or can’t hear count as two targets.

Inspiration lasts for as long as the Charismatic continues inspiring, and for a number of minutes afterward equal to five times the level of the Charismatic. Inspiration can only be used on any target or group once per day. It takes three rounds to effect Inspiration. Higher level Charismatics can rush the inspiration by reducing the bonus: a fifth level Charismatic could Inspire to a bonus of 1 in two rounds. A tenth level Charismatic could Inspire to a bonus of 1 in one round, or two in two rounds. A fifteenth level Charismatic could inspire to a bonus of 2 in one round, or 3 in two rounds.

Inspiration is similar to a controlled adrenaline rush. The target sees more clearly their place in the world for the duration of the inspiration. The targets are “in the groove” for whatever action they are attempting. If you’ve ever been in “the sweet spot” playing sports or entertaining a crowd, you’ve an idea of what this is like.

The Charismatic must choose the direction of the inspiration. The bonuses will only apply to attempts to go in that direction. For example, if the Charismatic is attempting to influence the outcome of a battle, rolls on basket-weaving will not be affected. Likewise, if the Charismatic is attempting to influence the outcome of a chess game, attacks in a physical battle will not be affected—unless the fight started over cheating, for example.

The Charismatic can turn this skill around and try to demoralize. Targets are allowed a willpower roll.

The Charismatic must have an appropriate Art to base the inspiration on. It can be anything from oratory to entertainment to etiquette. If it uses a charisma roll, it can probably be used to inspire. The Guide will adjudicate based on culture and skill interactions.

Charismatic Healing

Requirements: Exemplar or Charismatic

Good Moral Code

The character’s charisma is applied as a major contributor to any reaction against disease, disfigurement, or just plain getting dirty. (This is in addition to the minor bonus all Exemplars have, if the character is also an Exemplar.)

The character may also try to heal 2 survival or injuries per day per level; a charisma roll is required for each try to be successful.

The character can cure diseases. This may be tried once per week for every five levels (first through fifth, sixth through tenth, etc.), and requires a successful charisma roll.

Circle Magic

Requirements: Charisma 12

Sorceror

The sorceror can join other sorcerors together in a ritual circle to impress and cast spells at a higher level than any of the individual sorcerors. The circle mage controls the learning and casting of the group’s spells. The group learns and casts spells at a level equal to the circle mage’s level added to half the total of the other mages’ levels (round up). Individual’s levels greater than the circle mage’s level are “clipped”: if a first level circle mage ritualizes with a fourth level sorceror, the group will learn and cast at second level.

Classical sorcerors pool their verve in the same way, with each mage losing a verve point in a round-robin fashion: if there are four sorcerors in the circle, each mage loses one verve for every four points used from the pool.

Circle mages may only join with as many mages as their sorceror level. A third level circle mage may join a circle with three sorcerors (four including the circle mage).

Spells that are already known by a member of the group may be cast by the group if the member makes it available.

Classical Sorcery

Antirequisite: Cantrips

The classical sorceror memorizes spells once and never forgets them. Spells do not disappear from a classical sorceror’s mind after casting, as it does with mnemonic sorcerors. Classical sorcerors may know only as many spells as a mnemonic sorceror could memorize.

Classical sorcerors memorize spells by spending mojo, as the mnemonic sorceror does to research new spells. If they have the mnemonic formula in a language they understand, the cost to learn the spell is only two mojo per spell level.

It costs casting level+1 verve to cast a spell. Spells cannot be cast at a lower level than the spell’s level.

Classical sorcerors cannot use cantrips.

​Specialty Descriptions: Climbing

Requirements: Endurance 12

Strength 11

Agility 11

The character may climb normal walls and steep inclines, vertically, at a movement of 1 per character level, up to a maximum of their normal movement rate. Easier walls allow faster movement, harder (slicker or smoother) walls impede movement. They may fight (one handed weapons only) from walls at a penalty to attack equal to the difference between 8 and their wall movement rate. If there is no difference, or their wall movement rate is greater than 8, the penalty is zero. There is no bonus.

Closed Mind

The character is resistant to psychic skills. The character gains a bonus of two to all reactions against psychic effects.

The character gains a bonus of one to reactions against telepathic-like spells, such as mind-reading spells or illusionary spells.

Combat Frenzy

Requirements: Endurance 13

Strength 10

Charisma 12

The character may enter a berserk rage or other special focused state of mind which enhances the character’s ability to inflict pain, ignore pain, and single-mindedly attack the enemy. The frenzy will last for the duration of combat, or the character’s life, whichever ends first. When the frenzy ends, any points left in the temporary pool are lost. “Combat” means that the character is in combat (with combat movement) or moving toward combat and nothing else.

The character gains a temporary survival pool of twice level. Any survival points lost in combat are lost to the pool first. Damage with hand-to-hand weapons is increased by two points. Combat movement is increased by level.

A character may not enter a combat frenzy more than once without sleeping for at least an hour. Coming down from a combat frenzy requires two rounds (one round if the character’s willpower is 10 or higher). During the coming down period, the character will crow, stomp, and brag about their exploits.

Componentless Casting

Requirements: Sorceror

Special: 13

There are three kinds of componentless casting, and the player must choose one. The player may choose this specialty for their character multiple times to take more than one type.

Nonverbal casting allows the sorceror to cast spells that normally require words without speaking. A 13 wisdom is required.

Motionless casting allows the sorceror to cast spells that normally require gestures without gesturing. A 13 charisma is required.

Immaterial casting allows the sorceror to cast spells that normally require ingredients, without ingredients. A 13 agility is required.

Some components are essential to casting the spell, because without it there’s no place for the spell to form or come from. For example, Inscription will still require expensive ink, and Eternal Flame will still require a pointed object. Ingredients that are destroyed only at the end of the spell’s duration are also usually essential to the spell.

​Specialty Descriptions: Contacts

Requirement: Charisma 13

Characters who take this specialty have important specific contacts. For every level the character has reached, the character gains one important contact which the player will name and describe. These contacts provide reliable information within their sphere of knowledge and are trustworthy. Characters with this specialty also gain the skill contacts in the personality art field. They’ll gain a +1 to their personality art field (or they’ll gain the field at +1 if they don’t yet have it). Their general contacts can also span many cultures.

Contortionist

Requirements: Agility 13

Thief

The character can squeeze through openings or fit into spaces of half the size of non-contortionists. The character gains a bonus of three to rolls involving such actions. The character also gains this bonus to hiding in shadows, moving silently, picking pockets, and picking locks or disabling traps.

Counterspells

Requirements: Sorceror

Intelligence 12

The sorceror understands and can research spells to counter other spells. There is one counterspell for each school. A counterspell can counter any spell of its own school, including another counterspell. The metamagic counterspell counters counterspells of any school.

Counterspells automatically counter the sorceror’s own spells and spells cast at a level lower than the counterspell’s casting level. For spells cast at a higher level than the counterspell’s level, the sorceror must make a reason roll at a penalty of the difference in levels.

Level: 1
Range: six yards per level
Formula: words, gestures
Duration: concentration
Casting Time: 1
Area of Effect: one spell
Reaction: none
Schools: Special, Metamagic

The character also gains a bonus of two to spellcraft skill rolls.

Damaging Cantrips

Requirement: Sorceror
Prerequisite: Cantrips

The character’s cantrips can cause up to one point damage for every die of damage the spell would have caused if cast. Spells whose only effect is to cause damage, such as mage bolt, can be used as a cantrip. A fifth-level sorceror using a memorized mage bolt as a cantrip does two points damage; casting it would do 2d4+2.

Range and area of effect are reduced as normal for cantrips, but the maximum limit on range and area of effect is removed.

Deflect Missiles

Requirements: Endurance 12

Strength 11

Agility 13

The character is able to grab or knock away normal missiles, such as arrows, javelins, spears, or daggers. The player must roll a successful evasion roll. If the weapon has magical bonuses, there is a penalty to the roll equal to the highest of the damage or attack bonus. Characters may not deflect missiles while engaging in close combat—deflecting missiles must be their action for that round.

Disease Immunity

Prerequisite: One of: Exemplar, Martial Artist, Nature Friend, Elf, Gnome, Dwarf, Pixie, Saurian

The character is immune to natural diseases, and gains a special bonus (based on character level) on reactions against magical diseases.

Exceptional Ability

Requirements: Archetypal Ability 18

The character has exceptional ability in their archetypal ability. The character must already have an 18 in their archetypal ability to take advantage of this specialty. Once per session, the player may choose to exercise the exceptional ability. The effects last for ten minutes.

The character may do this an extra time per game session, for every four character levels.

The character gains a bonus of one to the reaction corresponding to that ability, as well as to any skill rolls that use the ability, at any time, and a bonus of three while exercising the exceptional ability.

Exceptional Agility

The thief gains a bonus of four to defense, reaction adjustments, and missile attack rolls, and a bonus of 2 to hit with melee weapons and bare hand attacks.

Exceptional Charisma

Exceptional charisma grants the monk a bonus of three to any d20 rolls for leadership, such as commanding an army. Alternately, the character may “command” any creature or group of creatures to do one thing. The creatures are allowed a willpower roll to refuse the command, and the creatures must understand the command. The creatures gain a bonus to the roll of up to five, depending on how much obvious personal harm is likely to come to them if they follow the command, and a penalty of up to five depending on how inclined they were to do the thing anyway. There is also a bonus on the roll according to the size of the group; see the Mass Combat Chart for that bonus. This “command” ability ends this incarnation of the character’s exceptional ability.

Exceptional Endurance

The non-player character temporarily gains level times 4 survival. Damage taken comes out of these temporary survival points first, and only after the temporary survival points are gone do real survival points get lost.

Note that there is no archetype that has endurance as its archetypal ability. Only creatures whose archetypal ability is endurance can use “exceptional endurance”.

Exceptional Intelligence

Exceptional intelligence allows the sorceror to study and learn as if each minute were a day.

Exceptional Strength

Exceptional strength gives the warrior a bonus of four to attack, six to damage, and triples the amount they can carry per slot.

Exceptional Wisdom

Exceptional wisdom grants the prophet a bonus of three to reactions against temptations, as well as reactions to see through deceptions that attempt to confuse good and evil choices.

​Specialty Descriptions: Exemplar

Requirements: Wisdom 13

Charisma 17

Archetypal Ability 12

Strict Moral Code

The Exemplar is an exemplar of a particular moral code. Usually, the Exemplar will be a fervent worshipper of a local deity, however, the Exemplar has an even higher calling: their moral code. The character must maintain a strict moral code.

All Exemplars may take prophet levels with no roll required. They may only use certain spirits, however. All Exemplars may use spirits of prophet and spirits of protection. Exemplars of Good may use spirits of healing. Exemplars of Order may use spirits of war. Exemplars of Chaos may use spirits of peace. Exemplars of Evil may use spirits of death. The Exemplar-prophet may not use spirits of any other type, unless they were a prophet before they were an Exemplar, or they have some other means of taking prophet levels.

Exemplars may detect their opposing moral code(s) up to twenty yards away for a cost of one mojo. For example, an Exemplar of Order may detect Chaos up to twenty yards away; an Exemplar of Chaotic Good may detect Order and/or Evil up to twenty yards away. Non-player characters don’t have mojo; they may use this ability once per day.

Exemplars of Good are constantly surrounded by a protection spirit vs. Evil for one foot. Exemplars of Evil are constantly surrounded by a protection spirit vs. Good for one foot. The Exemplar may apply charisma as a minor contributor to all reactions.

Exemplars will never retain wealth, including special and magical items, beyond what is needed personally for furtherance of the greater cause. All excess must be donated for use in furtherance of their greater cause.

Exemplar of Goodness and Order

This Exemplar chooses to further Order and Goodness at all personal cost, and must maintain a strict Ordered Good moral code. Examples of these Exemplars include Arthur in the movie Excalibur, Joan of Arc, maybe Samson, and, if you’re a comic-book reader, Captain America.

As an Exemplar of Goodness and Order, you may have been trained by your religion. You may not have been. Regardless, you are a deeply religious person. You have a personal relationship with your deity that others find unnerving.

You also feel there is more. Whether consciously or not, you believe that beyond law and heresy, beyond ally and enemy, there is a deep and abiding Order in the world. A fundamental Goodness that goes beyond mere laws and dogma. And you also see a tangible Evil in the world, a howling Darkness that bites at the soul and tries to drag it down to an endless abyss. You have a physical sense of Good and Evil and every choice that you make is a choice for Goodness.

Every step that you take is a step away from the Abyss.

Exemplar of Goodness and Freedom

This Exemplar chooses to further Chaos and Goodness at all personal cost, and must maintain a strict Chaotic Good moral code. Many times, however, the character may appear to be working with Order, as long as doing so ensures individual rights and reduced governmental or other organizational power.

As an Exemplar of goodness and freedom, you see the puppet strings that bind man from cradle to grave. Your life is trailblazing through a maze of restrictions, exploitation, and slavery, seen and unseen by the slaves. You see it all. You want to clear those restrictions away and help the people, the individuals, of the world reach their full potential as free creatures.

All order corrupts, and the greater the order, the more compromises must be made against Goodness to maintain that order.

Alan Moore’s “V” is an example of a Chaotic Good Exemplar, and perhaps Lao Tzu from Chinese history.

Exemplars of Evil

The Evil Exemplars are more difficult to play, as evil is selfish and normally has no desire to be an exemplar for other creatures. Exemplars are not just the epitome of their moral code; they are also someone who fights to advance that moral code for its own sake, not any benefit for the Exemplar. It requires a sense of a moral grand design. Evil isn’t very good at that. Evil tends to get bogged down in the selfish present. That’s what makes Evil so popular—it is preferred by those who want their benefits in the short run. It is very difficult to create an evil character who still cares selflessly about other evil entities and about Evil in general. But without that sense of a greater cause they aren’t an Exemplar. They’re just an evil person who happens to be more evil than others.

An Exemplar of Good wants other people to be Good. An Exemplar of Evil doesn’t just want other people to be Evil. They want other people to fail to be Good.

Fall Safely

Requirements: Endurance 12

Strength 11

Agility 11

Subtract 1 yard per character level from the distance the character has fallen, for the distance to use for determining damage. Also, the player may make a fortitude roll to either take half damage from the fall or take no injuries, as the player wishes.

​Specialty Descriptions: Familiar

Requirement: Sorceror, Monk, or Prophet

The character gains a special animal companion which is specially tuned to the character’s mind and background. The “familiar” is almost always a small, normal creature, either a bird or small animal. Cats, dogs, falcons, snakes, lizards, ferrets, robins, rats, toads, ravens, rabbits, squirrels, foxes, coyotes, and bats are common examples of familiars.

A familiar has 2 plus 1d4 survival points, and acts as a first level creature of four (low) intelligence, wisdom, and charisma. Player characters may use their verve to protect the familiar. When near or under the control of the character, a familiar may use the character’s reactions and charisma, and may draw from the character’s survival points and attack bonus; and the character may draw from the familiar’s survival points. Attack bonuses drawn from the character may not be used by the character; and drawn survival points are used up as normal.

A familiar can discuss its observations with the character, and can relate things that have happened since the familiar last slept. A reason roll, at a penalty equal to the number of days, will allow the familiar to relate even earlier events. The observations will be from the familiar’s point of view.

The familiar and the character each have a general idea of the other’s direction, and can let the other know that they need aid.

Spells and spirit manifestations with a range of self can also be cast or manifested on the familiar.

The familiar’s intelligence grows with the character’s level. At every even level, overall, that the character has, add one to one of the familiar’s mental abilities (the familiar’s wisdom, intelligence, and charisma may not exceed the character’s). Also, add one to the familiar’s level (which will bring an additional d6 survival).

If a familiar dies, a new one will not be found until after the character reaches the next level.

Familiar Puppet

Requirements: Sorceror, Monk, or Prophet

Charisma 15

Prerequisites: Familiar

Familiar’s Eyes

With Familiar Puppet, the sorceror, monk, or prophet gains full control over their familiar. The character may control their familiar’s movement and actions while using the Familiar’s Eyes.

The character may cast spells, manifest spirits, or use psychic skills through the familiar. Requirements for performing the formula, rite, or power remain the same, which will keep some off-limits for some familiars depending on vocalizations and hand movements required.

When controlling their familiar in this manner, any survival points lost by the familiar are also lost by the controller. Any injury points gained by the familiar are also gained by the controller. If the familiar goes unconscious, dies, or is affected by consciousness-stealing effects such as being turned to stone, the controller will go unconscious. The controller will also need to make any unconsciousness/death rolls as normal for injury points gained in addition to the risk of going unconscious because the familiar goes unconscious.

Familiar’s Eyes

Requirement: Sorceror, Monk, or Prophet
Prerequisite: Familiar or Animal Companion

The character may see through the eyes (or other sensory organs) of the familiar. While doing so, the character is unaware of their own surroundings. The character may also “nudge” the familiar to a desired direction or action. It takes one full round to begin sensing via the familiar’s senses. Familiar’s Eyes work across any distance, and even across planes or dimensions.

Familiar’s Form

Requirement: Sorceror or Prophet
Prerequisites: Familiar

Familiar’s Eyes

The character may take the same form as their familiar. The character maintains their own survival, reactions, and other abilities, although spellcasting may be limited due to inability to perform vocalizations or hand movements. Items worn by the character, including clothing, are not carried into the animal form. The character gains the attack forms of the animal, if any. It takes two full rounds to change into the familiar’s form or back into their normal form. The change may be performed as often as desired.

​Specialty Descriptions: Favored

​ Requirement: Player Character

The character is favored by fate, destiny, or some deity. The character has twice level favor points each level. These points may not be saved from level to level. A first level character has two favor points. A second level character has four, and no more. The player can choose to use the points for any roll anywhere in the game; the points are not lost unless the adjusted roll is successful (or unsuccessful, if the player is trying to make a roll fail); and only the number needed for success are lost. For example, Toromeen’s player rolls a 14 to attack a gryphon; Toromeen is favored. Tony tells the Adventure Guide that he’s willing to burn up to two favor to get a success. Toromeen needs only a 13, so the Guide tells him he just lost 1 favor, and has successfully hit the gryphon. The next round, the gryphon hits Toromeen on a 9 and does 8 points of damage. Tony tells the Guide that he’s willing to burn 4 favors to not get hit by the gryphon. The gryphon needs a ten or lower to hit Toromeen, so he just lost 2 favors and did not lose 8 survival.

Players of favored characters may also, once per level, choose to overturn any one roll anywhere in the game; they may make a successful roll unsuccessful, or an unsuccessful one successful, no matter the odds. However, the Guide will roll against the amount the roll was moved by, and if that roll succeeds, something else will happen to the favored character to balance the scales. The backlash will not negate the overturned roll. It will involve some new hot water for the character that, if overcome, could move the character closer to some other success in this adventure.

Fighting Expert

Requirements: Strength: 11

Agility: 10

Intelligence: 9

The fighting expert may choose one broad class of fighting style and gain a bonus of 1 to the attack roll with that style. The styles are slashing weapons, thrusting weapons, bludgeoning weapons, bows, crossbows/firearms, and thrown/slung missiles.

Fighting experts gain one combat bonus every even level after taking this specialty, which can only be used for additional actions when using a weapon within their fighting style(s).

Focused Attack

Requirements: Charisma 11

Agility 10

Intelligence 10

Once per day, the character may focus their attack in a way that takes advantage of their opponent’s weaknesses and blindspots. The player must make a perception roll while in combat with the opponent; that round, the character will gain a bonus of level to attack that opponent. The bonus lasts for two rounds, plus one round for every three levels of the character.

The perception roll may be attempted over as many rounds as necessary to succeed. Once successful, the focused attack may not be used for the rest of the day. Often, especially when in combat with Fantastic creatures, the bonus will apply to all creatures of that type. When fighting against non-player characters with archetypes, however, the bonus will only apply to that one opponent.

​Specialty Descriptions: Foresight

Requirements: Charisma 11

Wisdom 11

The character has the foresight to plan far ahead. The character can retroactively have had a discussion with anyone or any group of people that they reasonably could have had contact with, at the cost of one mojo for every five minutes of discussion.

Sorcerors and prophets can have retroactively cast a spell or manifested a spirit, for one mojo per level of the spell or spirit manifestation. If retroactively performed today, it may involve retroactively switching some spells or spirits; this doesn’t cost mojo. If the caster is higher level than they were when they cast or manifested the spell or spirit, use their current level for the effects.

Sorcerors and prophets can use one mojo to retroactively memorize a spell or call a spirit. They must either have slots that have always been free since their last chance to memorize or call, or be willing to switch out with another spell or spirit that hasn’t been used.

Retroactive changes must not contradict anything that’s gone before. Retroactive encounters can be roleplayed or summarized, but remember that mojo must be useful.

Holy Weapon

Prerequisite: Exemplar

Somewhere in the world or worlds exists a holy weapon (often a Holy Sword or Holy Spear) which enhances the Exemplar’s abilities. The holy object increases the Exemplar’s protection spirit to a three yard radius, and will usually have other special powers also.

The character must complete a quest to acquire the holy weapon.

Iconic Alchemy

Prerequisite: Symbolic Alchemy
Requirements: Sorceror or Prophet

Wisdom 13

Iconic scrolls require neither the ability to read the language it was written in, nor even the ability to read at all. Any archetype may ‘read’ an iconic scroll. The ‘victim’ or recipient does require the ability to see the icons placed upon the scroll.

All iconic scrolls take effect on the reader; area effect spells and spirit manifestations center on the reader.

Iconic scrolls can be made automatic, so that they take effect immediately on being viewed. This adds two to the spell’s level for purposes of alchemically creating the scroll. When an alchemist creates an automatic scroll, they run the risk of setting it off themselves. The alchemist must make a perception roll (with intelligence as a minor contributor) to avoid accidentally setting off the spell on themselves during the creation process. If an accident occurs, it occurs at a random point during the creation process. Each accident increases the mojo cost by one point.

Iconic alchemy adds 20 silver coins to laboratory setup costs (30 to upgrade costs) and 2 to maintenance costs, per spell or spirit level.

Otherwise, iconic scrolls have the same mojo and other requirements as for making items of symbolic alchemy.

Influential

Requirement: Charisma 12

The character can convince people and creatures of things that are objectively untrue. When attempting to do so, the target(s) make a perception roll to avoid believing the untruth. The character can apply mojo to that roll if their target succeeds, and gains experience from applied mojo as normal. When attempting to convince a group of targets, unnamed individuals are handled as a group effort.

“These are not the foreigners you’re looking for.”

“These are not the foreigners we’re looking for.“

Their reaction roll is usually at a bonus of 2 (easy) for normal untruths, but that number will be modified depending on the blatancy of the untruth. If the reaction roll fails, the target will believe for at least level rounds (in conflict) or level minutes (outside of conflict), and will continue to believe afterward until something happens to make them question their belief.

If the target makes their reaction, they remember the influencing attempt. So if the character tries to convince them that they don’t need to look in the closet, they know that the character was trying to convince them to avoid the closet and may well act on that knowledge.

Besides attempts at convincing objective untruths, rolls to convince another creature of something are archetypal for this character.

Knight’s Charge

Prerequisites: Warrior

Horsemanship skill (in Fighting Art)

The character, when mounted on a warhorse, can charge opponents for greater damage. The character must start the charge from ten yards or more away from their target. If the attack is successful, damage is doubled, including both dice and bonuses. Other bonuses or penalties for movement apply as normal for anyone other than the target. The charging character has no penalties to defense against attacks from whoever they charge.

Knight’s Steed

Prerequisites: Warrior

Horsemanship skill (in Fighting Art)

The character, when mounted on a warhorse, can control the steed almost as if it were an extension of their own body. No attacks can target the horse without also targeting the rider. The horse will never be frightened or panicked unless the knight is also affected, and even then the horse gets its own reaction roll.

The horse can attack separately from the rider, effectively giving the player an extra attack. The player makes all rolls for the steed, and may use their combat pool on the steed’s attacks. If the character has other mounted specialties such as Knight’s Charge or Knight’s Sweep, the steed can also take part in those actions.

Knight’s Sweep

Prerequisites: Warrior

Horsemanship skill (in Fighting Art)

The character, when mounted on a warhorse, can make a sweeping attack against a mass of first level or lower opponents. The player rolls one attack, and the damage rolled is applied to the player’s choice of up to level opponents. The opponents must all be within movement yards of each other, using the movement of the steed. The character must start the sweep at least ten feet away from the first target. The space between the character and the first target must be clear. Bonuses or penalties for movement apply as normal for anyone other than the targets. If the character’s attack roll is successful, the targets have a penalty of three to attack the character.

When performing a sweep, the character can attack individuals even if they are part of a group effort. At third level, the character can perform sweeps against second level or lower opponents; at sixth level, against third level or lower, and at ninth level against fourth level or lower, and so on.

​Specialty Descriptions: Leaping

Prerequisite: Martial Artist or Thief
Requirements: Endurance 12

Strength 12

Agility 12

The character can leap greater distances than normal through the combination of physical excellence and advantageous use of the environment.

Add 1 to the number of feet the character can jump up, or to the number of yards the character can broad jump, per character level.

Legendary Weapon

Requirements: moral code

Your weapon improves with your legend. One of your weapons is an heirloom, a special gift from a master armsmaker, or otherwise bears a special heritage. It is +1 to attack. Whenever it is used as the final hit that downs a creature, you can choose, once for each odd level, to call it a legendary blow. A final hit is one that results in the creature’s death or unconsciousness.

The first time the weapon provides a legendary blow, it becomes +1 to both attack and damage. The second time, it becomes a +2 weapon for attack and damage. Each subsequent legendary blow adds one to the weapon’s attack and damage bonus.

If the weapon provides a legendary blow against the same kind of monster three times, it becomes a special weapon against that kind, gaining double its normal bonus. For example, a +3 legendary sword used three legendary times against dragons will become a +3 sword, +6 vs. dragons. Kinds of monsters are creatures such as dragons, dinosaurs, undead, elves, spiders, chaotic mist creatures, demons, giants, goblins, lizards, manticores, and werecreatures.

If you lose the weapon, your character will, during this or the next level, discover where the weapon is so that it can be recovered.

Long Distance Running

Requirements: Endurance 13

Strength 10

Agility 10

The character is able to move long distances quickly, without tiring. Increase movement by 1 per character level for purposes of daily movement. The character need not rest when they keep their daily movement at normal (including their bonus). They can also choose to move double normal—by staying on the move for twice the normal time in a day—and then make health rolls the same as a normal person moving normally.

​Specialty Descriptions: Long Life

Requirements: Endurance 10

Charisma 12

Moral Code

The character’s lifespan, probably through lineage to a higher ancestry or special dispensation from the gods, is ten times normal for their species. The character gains a bonus of 1 on reactions against disease, and on reactions against death due to injuries. More than most other specialties, this specialty and its justification are likely to require approval from the Adventure Guide.

If the player chooses to make their character older, the character will gain the field and skill benefits of their age. The player may save their age-based field and skill bonuses and use them during play to gain relevant skills and fields.

Magic Heirloom

The character has a magic heirloom that gives them a bonus of 2 to defense or (if a weapon) an attack and damage bonus of 2. Further specialties can add special abilities to the heirloom, such as a further bonus of 2 against special opponents.

The heirloom identifies the character as a member of the family or organization that gave them the heirloom, and its possession will open doors for them among other members.

This heirloom may be lost or stolen, but the character will always have some idea of where to find it again, similar to the Personal Binding specialty.

Magic Specialization

Requirements: Secondary Ability 15

Intelligence 12

Sorceror Archetype

The sorceror character may specialize in one type of magic. Specialists gain a bonus of two on reactions against cast spells in their specialty, but no bonus against spells outside their specialty.

When casting spells within their specialty, sorcerors cast the spell as if they were two levels higher. For classical sorcerors, the spell’s effects are all as if the caster had chosen a level two levels higher than they paid verve for, up to two levels higher than their level.

Specialists gain a bonus of three on reason rolls to understand new spells within their specialty, and a penalty of three on reason rolls outside their specialty. Specialists cannot understand any spell in their opposing type.

Specialization Opposing Type Secondary Ability
Mental Summoning Charisma
Summoning Divination Wisdom
Divination Transmutation Charisma
Transmutation Conjuration Agility
Conjuration Mental Wisdom

Specialists may impress or learn spells outside of their specialty only at a slot cost of one greater than the spell’s normal cost.

Martial Artist

Requirements: Agility 14

Strength 10

Endurance 9

Intelligence 10

Charisma or Wisdom 10

Martial Artists gain the Martial Arts fighting art skill automatically. They gain a +1 to attack when using martial arts.

The Martial Artist gains a bonus of 1 to defense and to evasion rolls when not wearing armor, and a further bonus of 1 every three levels thereafter.

The Martial Artist may convert their attack bonuses when using Martial Arts into a combat pool even if they are not a warrior (see the warrior archetype). They may use this pool as if they were a warrior, but only for Martial Arts actions.

Master’s Voice

Prerequisite: Any of Animal Form, Familiar Puppet, or Familiar’s Form
Requirement: Charisma 12

The character may speak intelligibly while in the form of an animal. If the animal has hands or feet, the character can also grasp items of appropriate size and shape and manipulate them almost as if they were a human of the same size as the animal. This can allow sorcerors or prophets to cast spells or manifest spirits while in the animal form or acting as the animal.

Mental Resistance

Requirements: Wisdom or Charisma 12

Monk Archetype

Mental Resistance gives the monk the mental craft field at +1, and one mental resistance skill. The skills are resist attacks, resist control, resist perception, and detect intrusion.

The character can use their mental craft field bonus on reactions against their chosen form of mental intrusions.

Resist attack grants a reaction bonus against mental attacks meant to cause mental or physical damage. Resist control grants a reaction bonus against any attempts to take control of the character. Resist perception grants a reaction bonus against any attempts to detect or otherwise perceive the character or the character’s power in an extrasensory manner. Detect intrusion gives the character a chance (perception) to recognize that an intrusion is being attempted.

The character must be conscious and unsurprised by a mental intrusion to gain a bonus against it. Mental Resistance may be used against both magical and psychic intrusions.

​Specialty Descriptions: Merry Band

Requirements: Charisma 13

Level 3

Moral Code

You have attracted a band of followers devoted to you. They may be a gang, a band of brothers, fanatics, disciples, henchmen, sidekicks, or viziers, but whoever they are they look to you for leadership, guidance, and support. The band consists of warriors, thieves, and/or experts, but not sorcerors, monks, prophets, or monsters. Only species that are already part of the player character group can be followers. Your character must have at least two followers, and can have as many as you want as long as the total levels of your character’s followers are less than or equal to your own level, modified by charisma as a major contributor. No one follower’s level can meet or exceed your own.

For example, Will Stratford is seventh level and gains a Merry Band. He decides on Doc Laramee (a 2nd level thief), Whisky McBain (a 3rd level warrior), Lucky Glover (a 1st level warrior), and Buttermilk McGuire (a 1st level warrior). (For full effect, followers should be given nicknames rather than real names.) Will has seven levels of followers, the maximum Will is allowed.

The cost of living for a character with a Merry Band is double normal. It also costs one mojo per follower to take a band on an adventure (the entire band does not need to come). If the character wishes to call a follower who did not come on the adventure, it costs one mojo and the player rolls d100 to see how many hours it takes the follower to arrive. Practical mojo may be used for either of these costs.

The player can spend their mojo on any action by the band (as a group effort) or by any individual follower.

Improving and changing followers

Changes to followers are allowed once per level. When your character’s level increases, you can attract new followers, discharge existing followers, replace dead, traitorous, or discharged followers, and/or increase the levels of your existing followers, as long as, at the end of the changes, you have at least two followers and their total levels are do not exceed your maximum.

Discharged followers will initially be nearly as supportive of your character as they were when in your band, but are from then on handled as a normal non-player character by the Adventure Guide.

Follower abilities

The player can roll abilities for any follower using 3d6, assigning them as desired, or the player can use the set 8, 9, 10, 11, 12, 13. A follower’s charisma and wisdom cannot exceed that of their leader.

Followers have verve, and they gain maximum survival and verve for their first level as a player character does. They do not have mojo of their own. They do gain 6 points of practical mojo per level that can be used to gain fields, skills, and equipment as if it were mojo. Equipment is gained at the rate of ten coins per point. Their six points of first-level mojo can use first-level mojo costs for fields and skills. Their other mojo uses normal costs for fields and skills. A follower’s equipment is only available if the follower is available, and, while it can be stolen, it cannot be sold or otherwise converted into money.

Followers do not gain specialties. However, the player can spend one mojo at any time to grant a follower—or a group effort involving followers—one of the character’s specialties. The follower or group effort must meet the requirements for the specialty (prerequisites are met by the player character). Once granted, use of this specialty lasts for the rest of the adventure.

Merry Band: Experts

An expert is a leveled follower that is not one of the real archetypes. Experts designate one intelligence-based field in which they are an “expert”. Rather than gaining a level bonus to the Fighting Art, experts gain a level bonus to that field. They can also apply mojo to this field bonus and to gaining skills within the field.

An expert’s archetypal ability is intelligence, and their archetypal reaction is reason. Their verve contributor is wisdom.

Merry Band: Betrayal

If followers are treated poorly, they may turn on the object of their devotion. They are unlikely to directly confront the player character, but rather will betray the character, feel guilty about it, and run away. Betrayal can come in the form of stealing (especially if the follower feels they’ve not been given their fair share of loot—a good rule of thumb is 10% of the character’s share divided up among the merry band); desertion in time of danger (especially if the character uses followers callously as monster fodder); or even betrayal to the character’s enemies.

After betrayal, a follower will disappear and become a non-player character.

The player is allowed a charisma roll, probably with modifiers, to forestall a disgruntled devotee. On a successful charisma roll the follower(s) forgive their errant leader’s past transgressions.

Multiple Archetype

Requirement: Archetypal Abilities 10

On advancing in level, the player may choose any archetype in which to place that level. A player with a fourth level warrior may, on taking this specialty, decide to place their fifth level in monk, as long as the character has a 10 or higher in charisma, the archetypal ability of the monk.

If this specialty is taken at first level, the player may “pre-choose” the archetype that their character will advance in for their second level. The character will gain the special abilities of that archetype. The character’s “real” archetype(s) are the ones that provide reactions, attack bonus, and survival or verve.

Special abilities include restricted fields, spell-casting, calling spirits, and the ability of warriors to convert attack bonuses into combat bonuses.

For example, a first level character with 16 strength and 12 agility might choose to be a warrior, and pre-choose thief for second level. The character will react, attack, and have survival points as for a warrior but will also be able to learn thief fields as if the character were a first level thief. On reaching second level, the character must place that level in the thief archetype. At that point, the character will be a full first level each in warrior and thief, and will gain the survival points (or in this case verve points), reaction bonus, and attack bonus (if any) for a first level thief.

The character must still meet requirements for the archetype(s).

Characters only gain initial resources at the first character level, not for each first archetype level. Likewise, characters who multi-type to sorceror do not automatically acquire spells for their spellbook. Characters who multi-type to thief do not gain first level thieving fields, but rather the normal increase for level advancement.

Players whose characters have more than one archetype can use their mojo to affect rolls for any of their archetypes. Their costs for gaining or improving things such as fields or skills are according to the archetype they gained their current level in. Verve can be used in place of survival if the damage is archetypal for any of the character’s archetypes.

A player may not choose an archetype that violates the restrictions in the main rules for creating a new group, until at least two levels after the game starts. If the game starts at first level, as is normal, a player can only choose a forbidden (because other player characters already have it) archetype at third level or higher.

Multiple Spell Targets

Requirement: Intelligence 12
Prerequisite: Chain Spells

The sorceror may cast chained spells at more than one target. The sorceror must otherwise be able to cast the spell on the target.

​Specialty Descriptions: Musician

Requirements: Agility 11

Intelligence 10

The character is an exceptional musician. They may play any musical instrument passably given a few days of study, and can play any instrument within a general class immediately, even if they’ve never used that particular instrument before.

The Musician gains the Musical Science field at +1 with one instrument class (Wind, String, Percussion, Keyboard, Vocals) as well as the skill play unfamiliar instrument: a Musician can play unfamiliar instruments with their Musical Science field bonus, at a penalty of 2.

The Musician can gain one field bonus or one new style every three levels after taking this specialty, and can also apply mojo to the field as normal. Musical skills are archetypal for the Musician.

Nature Friend

Requirements: Wisdom 12

Good Moral Code

The character may learn the languages of animals. They gain the field Nature Friend at +1 with the skills calm animal and discern qualities (usually a perception roll). They gain a further bonus of 1 to this field every third level.

The character may add skills to this field as normal. Skills available within this field include woodcraft, the five animal languages (mammals, birds, snakes and lizards, fish and water-creatures, and insects), the forest language of the Faerie, and nature stealth. Nature stealth combines the thief skills hide and silence but only within a natural realm.

The character gains a bonus of 1 to perception in the wild.

The character may befriend any domestic or non-hostile animal automatically. They may also calm a wild or attack animal. The animal must make a willpower roll, with a penalty of the character’s nature friend field bonus. A failure indicates that the animal’s reaction category is shifted one level in the direction the character desires. The character must approach the animal fearlessly to exercise this ability.

The reaction categories are: bloodlust, anger, wariness, no reaction, happiness, friendliness.

The character may choose to multi-type as a prophet, but will be limited to the prophet, plant, animal, weather, and water spirits.

​Specialty Descriptions: Never Miss

Requirements: Agility 11

Charisma 10

The character is such a good shot with their missile weapons that they never take a shot they can’t hit. If they roll a thrown or missile attack and the roll indicates a miss, they did not actually shoot or throw, and they have not wasted the missile or weapon—it remains available for a later attack.

Characters with Never Miss also never have to worry about hitting the wrong target in a crowd: if they miss their target, they didn’t actually fire.

​Specialty Descriptions: Nobility

Requirements: Intelligence 8

Charisma 10

Wisdom 8

The character is from a noble family, and may reap the benefits of nobility. The character must maintain a noble demeanor and uphold the family name. If the character tarnishes the family name, the character may no longer use the familial benefits of nobility, and may even experience a backlash.

The character gains the Art Noblesse Oblige at +1, with two skills. They gain one noble etiquette skill, such as an etiquette for all nobility in a specific culture, or an etiquette for an activity that nobility engage in, such as courting, fashion, ruling etiquette, or chivalry. They also gain one of a noble language, a royal history, equestrianism, law, heraldry, a fine art, or a noble sport such as jousting, dueling, falconry, or hunting. At the time they gain this specialty, they may choose to move any appropriate existing skill into Noblesse Oblige. (This will probably change that skill’s scope.)

The character gains an extra 2d6 times ten silver coins when they take this specialty. The character can also draw on a pool worth level times 50 silver coins. This pool is not available as money, but as things the character’s family owns and that the character may use. The pool may not be saved from level to level. It refreshes itself to the new higher amount whenever the character gains a new level. The character will usually need some means of picking the stuff up from the family or the family’s holdings. The player and Guide can work together to determine the means, which will vary depending on what the character is acquiring.

The character gains a bonus of 1 on interactions with other members of the nobility of their culture. This benefit is not lost if they tarnish the family name, even against members of the nobility participating in a backlash. They’re still part of the in-group, even if the in-group doesn’t like them. An “interaction” is pretty much any roll except an attack roll. Even reaction rolls against spells cast by nobles (of their culture) are at a +1. The other person must know that the character is a noble for the character to gain this bonus. (As a member of the nobility, the character is also affected by this, but only when the other noble has the Nobility specialty.)

The exact effects of nobility will vary from campaign to campaign and from culture to culture.

​Specialty Descriptions: Noble Pet

Prerequisite: Nobility

The character has a pet traditional to nobility, such as a horse, falcon, or dog. The animal is exceptional for its species. It has a 4 intelligence, a 9 charisma, and a +1 on all survival dice. Its first survival die is the maximum for that die. Its perception is the same as its owner’s. The animal has either long been in the character’s family, or has a pedigree entwined with the character’s family.

The animal will never be confused as to its owner or its family, even by supernatural means. It is completely reliable, and may be given simple instructions to carry out in the character’s absence. The animal can reliably be sent to known locations and (if instructed) return. When at all possible, the animal will be able to track and find its owner, though it will not do so if that puts its owner in danger, unless the character wants it to.

When within twenty yards the animal can communicate silently with its owner, giving its owner a bonus of 1 to all perception rolls. The animal can communicate its basic (one-word) fears, needs, and other concerns to its owner and respond to silent commands.

If the animal dies, it will be replaced with another in its line during the character’s next level.

Open Secrets

Prerequisite: Species (Elf or Half-Elf)

The character’s senses are so alien that they easily see things meant to be secret. Whenever the character passes within four yards of a secret or hidden door or similar camouflaged feature, the Adventure Guide should make a perception roll for the character; if it is successful, the character has seen the door.

When actively searching for secret or hidden doors, the player makes a charisma roll instead of a perception roll.

​Specialty Descriptions: Parry

Requirement: Agility 11

The character with the parry specialty may choose any of their own successful attacks and convert them to parries. Each parry negates one incoming attack, chosen by the parrying character.

If a character parries an attack against an attacker who is using multiple attacks per round, the parrying character can (if they have any available) use combat points to increase the number of attacks parried. One combat point adds one parry to the number of parries against a single attacker. No extra roll is required.

Parries can only be performed with weapons that the character is familiar with and may only be performed with and against close combat attacks.

Personal Binding

Requirement: Player Character

The character is “bound” to an item, person, or place, which may be changed once per level. The Guide is forbidden from permanently removing that thing. If an item is stolen, for example, it must be retrievable. Persons may not be killed, nor places destroyed.

When a bound thing is missing, the character always knows how to find it. This knowledge need not be paranormal. It can come from clues, confessions, or soliloquies; or from intuition, magic, divinity, or psychic links. The player may always ask, “will this action lead me closer to the item compared to not taking this action” and the Adventure Guide must answer yes or no truthfully.

All actions which lead the character closer to the bound item compared to not taking those actions are archetypal. When the player chooses to bid mojo on such an action, they will receive up to that many free mojo on top as needed. These free mojo give the character experience as normal. A player who bids three mojo but needs five, for example, will spend their three as well as two free; the character receives experience as if five mojo were spent. If they bid three mojo but need seven, however, it will still fail, because they need four extra mojo beyond their bid, and they only bid three.

​Specialty Descriptions: Poisoner

Requirements: Intelligence 13

Agility 10

Non-Good Moral Code

The Poisoner automatically gets the poison skill in a relevant field of their choice. They gain a bonus of two to the poison skill roll.

Poisons require mojo to manufacture. The base mojo required is the strength of the poison. The action time and effects of the poison also affect the mojo cost to manufacture. The penalties are additive: a poison that causes 1d6 injuries and has an action time of 2 rounds will have a mojo cost of 12. Strengths below zero can offset the mojo cost, but the mojo cost will never be less than one.

Action Time Injury Ability Sleep Mojo
1 hour
30 minutes 1 1 d10 1
10 minutes d2 2 d20 2
1 minute d3 3 2d12 3
5 rounds d4 4 2d20 4
4 rounds d6 5 3d20 5
3 rounds 2d4 6 4d20 6
2 rounds 2d6 7 6d20 7
1 round 3d6 8 2d100 8
+d6 +1 +1d100 +1

1. Injuries are gained once and then the poison is done.

2. The ability (or concentration) will be penalized by that much for the duration of the poison, not per action time.

3. Sleep (or paralysis) time is that many minutes, after which the victim can awaken as normal. Paralysis which resembles death costs two extra mojo. Paralysis that leaves the victim conscious costs two extra mojo.

The poisoner can create multiple doses at an extra cost of half the base cost; each extra dose costs a minimum of one mojo extra.

Creating a chronic poison (one which causes cumulative ability loss or injuries) doubles the mojo cost.

Poisoners may also manufacture antidotes to known poisons or poisons for which they have a sample. The cost is half as much as the poison would have been, but also requires a poison roll with a penalty equal to the new (halved) cost. If the poison roll is failed, only one mojo is spent and the antidote is not created.

Power Casting

Requirements: Charisma 9

Sorceror

Moral Code

The character’s casting level is increased when within a place of power, if at least one of the character’s moral codes match the place of power’s code. If one code matches, casting levels are increased by the place of power’s level. If both codes match, casting levels are increased by twice the place of power’s level.

If the character has access to them, the character can also memorize and cast spells of one level higher than their actual level while within the place of power. Spells memorized but not cast may be neither used nor forgotten while outside a place of power.

Power Shift

Prerequisite: Reliquary Magic if not 4th level in a Mental Archetype
Requirements: Charisma 11 or Wisdom 11

4th level in a Mental Archetype or Reliquary Magic

Moral Code

Player Character

A character with Power Shift is aware of the hidden veins of power feeding the world. They can sense places of power and draw forth moments of power. Drawing a moment of power requires a pattern of lost things, forgotten and dry: a chain of flowers, dried and pressed between the pages of long-unread books hung from a dead tree; letters from long ago, carefully kept in a room no one visits and lain out in a spiral on the ground; hard candy dusty and brittle from an ancient tin strewn through the ashes of an ancient fire.

Manipulating places and moments of power costs mojo. The character can double the radius of a place of power, double the duration of a moment of power, or increase or decrease the level of a place of power by one, for 1 mojo. Creating a zero-level moment of power for one hour at a one-yard radius, costs 1 mojo. Moments of power created by the character are centered on the character and the pattern that the character has created, and have the character’s moral code. The pattern is only needed for creating the moment (or extending the place). If the pattern is destroyed after the moment of power is created, the moment of power remains.

Characters must be within half the radius of the place of power to affect it; that is, they must be near its center. For example, if a place of power is three miles wide, they must be within the center one and a half miles. It takes about five minutes to create a pattern. Creating or shifting a place of power takes one round.

The character can also sense places of power on a perception roll, at a bonus of the level of the place of power. The character must be within the place of power and must actively attempt to sense it.

Rituals require a significant sacrifice, a drawn symbol of power, and a chant, all of which must be related to the results of the ritual. The Adventure Guide has more information about performing rituals.

Prehensile Tail

Prerequisite: Species Saurian

A prehensile tail gives the saurian the ability to do almost anything with their tail that they can do with their hands. A prehensile tail gives the saurian a bonus of 2 to climbing and to walking in unstable situations such as a tightrope. The saurian can have a weapon ready from the front or back, though they may use only one per action. They can use a two-handed weapon and still use a shield. They may ready one weapon without dropping their current weapon. If a thief, they can pick pockets and pick locks (locks and traps) while doing other things, such as fighting.

Prehensile tail makes more sense at early levels, because it is something the character always had.

Priestly Circle

Requirements: Prophet

Charisma 11

The prophet can join with others of their faith to empower spirits to greater ability than the prophet could normally call. The prophet with this specialty is the center of the circle. Each other priest or worshipper in the circle adds half their level to the total level. Any spirits held by a member of the circle may be used by the circle. The circle can also call forth spirits at the higher level of the circle. The circle’s total level may not be more than double the center’s level.

Once an individually-held spirit is made manifest, the circle can disband without losing the manifestation. If a spirit is called by the circle, however, it will be lost when the circle disbands. If its effects are permanent or have a duration, these effects will not disappear when the circle disbands.

Note that the others in the Priestly Circle need not be prophets, and probably won’t be, since prophets are usually rare. They must be a priest or fervent worshipper of the prophet’s faith, however.

Provisioning

Requirement: Charisma 11

The character is an expert at acquiring supplies, equipment, and funds at short notice, and at planning ahead for what items will be necessary. The player may retroactively choose to have purchased small, inexpensive items as long as there has been a reasonable opportunity to purchase or acquire them in the last level weeks. (And as long as the character’s pack, pouch, or other carrying device hasn’t been replaced or emptied since then.)

The small, inexpensive item must be worth less than level silver coins, and the character must have room for the item in their pouch, pack or other carrying device. The character’s funds are reduced by the amount the item costs or would have cost when acquired.

The player may also trade mojo for larger and more expensive equipment. Trading mojo for equipment or supplies results in ten times mojo squared silver coins worth of items. Items take a number of hours equal to the mojo used, to acquire. If the character needs to acquire a horse and tackle, worth 85 silver coins, this will take 3 mojo (for up to 90 silver coins worth of supplies) and 3 hours.

The worth of supplies is measured by what they would cost in the general community near where the character is searching for them.

Psychic Warrior

Requirements: Monk Archetype

Charisma 9

Reason 9

The Psychic Warrior is a master of psychic combat, in the same way that warriors are masters of physical combat. The monk’s psychic combat bonus is the monk’s level, and the combat bonus may be used for various things during psychic combat just as for warriors.

Psychic Combat Bonus Use Cost
+1 to attack 1
+1 to defense 1
1 additional action 3
+1 to damage 2

The psychic warrior may also speak, and move at one-half movement, with only a penalty of 1 to psychic attack and defense.

Quick Healing

Prerequisite: Tough Upbringing if not a physical archetype
Requirement: Thief or Warrior or Tough Upbringing

The character heals more easily than others. For each night’s healing roll, the character automatically makes their health roll to restore survival or heal injury. The character must rest at least three hours. If the character rests for a full day, they will regain twice the normal amount of survival points.

​Specialty Descriptions: Reaction

Requirement: Charisma 11 or Agility 11

The player can tie a specific reaction to a specific triggering event. The character will always react in that manner if at all reasonably possible. Both the trigger and the reaction must be specific. The reaction must be the kind of action that the player would tell an Adventure Guide that they are doing. For example:

• Whenever I see an Orc, I will attack it with my sword.

• Whenever I am surprised in the forest, I will cast mage bolt at whatever surprised me.

• Whenever I fall into a more than 9 foot fall, I will cast slow fall.

• Whenever I enter a room, I will search for exits.

Whenever the character could reasonably have perceived the trigger (“Whenever I…”), the character will immediately initiate the reaction (“I will…”).

Surprise penalties do not affect the reaction. If the character attempts any actions other than the reaction, however, surprise penalties apply as normal. If the reaction requires any “stuff”, such as a sword or spell components, that stuff must be reasonably available to the character but in general it is assumed that the character does keep them available and easily accessible.

Players will want to be careful what they choose. In the second example, that sorceror is likely to end up casting mage bolt at friends and allies. The reaction will occur unless the player says otherwise immediately when the trigger becomes known.

Reliquary Magic

Requirements: Charisma 13

Moral Code

Prophet 3 or Sorceror 5 or any archetype at level 7

The character understands, in some way, the means of ritual curses or sacrificial magic. The character gains a bonus of one to any attempt to use a place of power.

The character also may, at the moment of their death, attempt to lay a curse or create a special magical item.

If the character attempts a curse, the target of the curse (if an individual) is allowed a willpower roll to avoid the curse, at a penalty equal to the level of the dying character.

Curses or magic items may also be created through some sacrifice similar to personal death within a place of power. Such rituals will require special rituals and ingredients which will vary from campaign to campaign, person to person, and ritual to ritual.

Restoration

Prerequisite: Exemplar or Martial Artist
Requirement: Player Character

The character who always seems to take a beating before summoning a reserve of strength? That’s you. Your character can restore lost verve. Restoration costs one mojo. If unconscious, they are restored to consciousness automatically.

For example, if a character with a normal maximum of 19 verve is at 3 verve and uses a mojo point on restoration, they are immediately restored to 19 points.

Restoration requires no action on the character’s part, but it helps to say something ironic or heroic.

​Specialty Descriptions: Riposte

Prerequisite: Parry

The riposte specialty allows a character with the parry specialty to attack immediately following a successful parry if the parrying character’s attack/parry roll was lower than the attacker’s attack roll. The parrying character’s attack occurs as normal.

Ritual Magic

Requirements: Wisdom 10

Mnemonic Sorceror

The sorceror can cast spells directly from their spell book, without preparing it ahead of time. Ritually preparing a spell for casting requires uninterrupted casting time for four minutes per level of the spell. The player must make a reason roll to successfully ritualize the spell. The character may gain a bonus of 1 by taking six minutes per level, a bonus of 2 by taking eight minutes per level, a bonus of 3 at ten minutes per level, and so on. Beyond those requirements, the spell is cast as normal and requires the same components and additional casting time as for normal casting.

A place of power grants a bonus to the reason roll of the place of power’s level, if appropriate to the caster.

Sorcerors with Ritual Magic can use it to cast incompatible spells.

​Specialty Descriptions: Scholar

Requirement: Intelligence 13

The character is a scholar, a seeker of knowledge. Scholars automatically gain the literacy skill in either their native culture or the Language Science field. If they are in a culture that does not have a written language, they will devise their own notation scheme.

The character has a wide array of general knowledge; the player may make a reason roll to know any specific piece of scholarly knowledge and the details surrounding it. What constitutes scholarly knowledge is up to the Guide, but will generally cover any of the standard book-learning fields such as science, history, and math. The Guide may assign penalties or bonuses to the roll depending on the knowledge in question.

On taking this specialty, the character gains one extra language skill and one extra Science skill, in a relevant field of the player’s choice.

Seat of Power

Prerequisites: Staff of Power
Requirements: Sorceror

Charisma 12

Moral Code

The character comprehends the ritual required to construct and use a throne or high seat that enhances magical energies. A seat of power must be installed on and linked to a place of power. It grants a bonus of that place’s level to casting level for all spells cast while seated within the seat of power. (Spells must be cast by the sorceror at a minimum of their level.) It also applies a bonus of the place’s level to any reaction or ability rolls that the sorceror needs to make while casting or resisting sorcery.

A sorceror can only use (and create) a seat in places of power with moral codes that partially match and do not conflict with the sorceror’s moral code. An Ordered sorceror, for example, could use a seat of power in a place of power that is Ordered, Ordered Good, or Ordered Evil. A Chaotic Good sorceror could use a seat of power in a place of power that is Chaotic, Good, or Chaotic Good.

A seat of power may not be moved without breaking its link to the place of power on which it was constructed.

A seat of power requires eight mojo to build.

Sense Arcana

Requirements: Mental archetype

Charisma 12

The character can sense their type of arcane power near them. A sorceror can sense magic, a prophet can sense divine power such as spirit manifestations, and a monk can sense psychic skills in action.

The character is allowed a perception roll at a bonus of the level of effect and a penalty of one for every ten yards away the arcane power is being used.

Any character with Sense Arcana can sense a ritual being performed at a place of power. For such rituals, the penalty is per mile rather than per ten yards.

Demonic power is perceptible to both prophets and monks.

The character senses only that arcane power is in use and the relative strength of that power, but not direction or kind of power (magic school, divine sphere, or psychic field). Relative strength depends on both level of effect and distance. As a rule of thumb, if the combined modifier for level of effect and distance is zero or less, the relative strength is weak; if the modifier is one or two, strength is moderate; for three to five, strength is strong, and for six to nine, strength is powerful. Any higher is very powerful.

​Specialty Descriptions: Sidespell

Prerequisite: Staff of Power
Requirement: Sorceror

The sorceror can cast spells into their staff of power, and then loose those spells later. Verve and components are used when a spell is cast into the staff. The target of a spell is chosen when the spell is loosed. When loosed, a sidespell’s casting time is 1. The sorceror can loose a sidespell even when surprised.

A staff of power can bear a limited number of sidespells at a time. The staff has a number of slots equal to the sorceror’s level. Each spell requires its level plus one slot. Thus, a seventh-level sorceror could have one sixth level sidespell; or one fourth-level and one first-level sidespell; or one third-level and one second-level sidespell; or two first level sidespells and one second-level sidespell, for example. Sidespells must be loosed before another sidespell can be stored in their place.

The sorceror must hold their staff to loose the sidespell. Further, the player must choose an action their sorceror must perform to activate the sidespell, such as:

The sorceror must raise the staff vertically at least a foot up.

The sorceror must stamp the base of the staff against the ground or other horizontal flat surface.

The sorceror must rap the tip of the staff against a wall or other mostly vertical service.

The sorceror must extend the staff horizontally, pointing the tip or base toward the target of the sidespell.

​Specialty Descriptions: Species

The character is an Elf, Dwarf, Halfling, Gnome, or other character race, and gains benefits and penalties according to their species.

Species Ability Adjustments Preferred Archetypes Size Vision
Dwarf: +1 Endurance, -1 Charisma Warrior, Thief Small Underground, -2
Elf: +1 Agility, -1 Endurance Warrior, Sorceror Medium Night, -1
Gnome: +1 Intelligence, -1 Wisdom Warrior, Thief, Mentalist Small Night, -1
Goblin: +1 Endurance, -1 Strength Thief Small Night, -1
Halfling: +1 Agility, -1 Strength Warrior, Thief Small Night, -2
Half-Elf: no adjustments Warrior, Sorceror, Thief Medium Night, -2
Half-Orc: +1 Strength, +1 Endurance, -1 Charisma Warrior Medium Underground, -2
Pixie: +2 Agility, -1 Endurance, -3 Strength Sorceror, Thief Tiny Night, 0
Saurian: +1 Endurance, +1 Fortitude None Large Underground, -2

Preferred Archetypes

If the character has only one archetype no roll is required to advance in that archetype. The character may choose from multiple archetypes at any level increase if the player rolls vs. the archetypal ability of the new archetype (training may be required in-game). The roll has a penalty of the character’s current level in the archetype. If the chosen archetype is preferred, no roll is required. An elf can advance as warrior or sorceror without rolling, for example. They may multi-type at first level, as described under the Multiple Archetype specialty, if both archetypes are preferred. If the character has multiple archetypes, advancement not within a preferred archetype requires a roll.

Special Vision

Most non-human species have both normal vision and either night or underground vision. Night vision is the ability to see in darkness using ambient light from stars or a sliver of a moon. This ability is useless around bright lights. A character with night vision suffers fewer, if any, penalties due to darkness. Underground vision is a combination of senses, with the character able to see differences in heat, feel the motion of air, and triangulate from sounds and echoes. The character with underground vision is able to see and work with no light within enclosed spaces. In the open and outdoors, this vision is less useful. The default penalty for using underground vision in the outdoors is increased by 3. Determining fine differences with underground vision is difficult if not impossible. It can’t be used to read normal text, for example.

Special vision is rarely as good as daylight vision, and characters have a penalty to perception rolls as shown. If circumstances indicate that the special vision is less useful, the penalties will be greater, and at the extreme will not function at all. If there is no ambient light whatsoever, night vision will not function. If the character is in a wide open space such as a desert, underground vision will not function.

Age, height, and weight

Aging affects the character’s base starting age and the number of dice rolled for starting age. Elves generally start at 150 plus 10d6 years old, for example. Aging also affects the age at which a character begins to feel the affects of age, and the rate at which aging affects the character. A Dwarf, for example, will begin to get old at 320 years plus eight times endurance, and will potentially worsen every eight plus eight times endurance as a special contributor years thereafter. That is, all numbers are multiplied by the aging multiplier.

If the player chooses to make their character older, the character will gain the field and skill benefits of their age. The player may save their age-based field and skill bonuses and use them during play to gain skills and fields relevant to the adventure.

Species Base Height Base Weight Height Dice Weight Aging Move Base Average Height Average Weight
Dwarf: 41 80 2d6 x10 x8 8 4’ 150 lbs
Elf: 52 30 6d6 x6 x10 11 6’ 1” 156 lbs
Gnome: 33 48 1d6 x4 x10 6 3’ .5” 62 lbs
Goblin: 32 44 2d6 x4 x3 6 3’ 3” 72 lbs
Halfling: 35 46 2d6 x5 x3 6 3’ 6” 116 lbs
Half-Elf: 54 44 4d6 x7 x6 10 5’ 8” 142 lbs
Half-Orc: 56 52 5d6 x8 x.9 10 6’ 1.5” 192 lbs
Human: 54 48 5d6 x7 x1 10 5’ 11.5” 170.5 lbs
Pixie: 6 5 1d6 x1 x.5 14/3 8.5” 8.5 lbs
Saurian: 80 200 4d6 x5 x2 12/15 7’ 10” 270 lbs

Thieving Modifiers

The species gain bonuses or penalties on thieving skills. Dwarves tend to be good at locks, and Halflings at keeping silent and hidden.

Species Climb Walls Hide Locks & Traps Understand Languages Search Silence Tightrope
Dwarf: +1 +2
Elf: +2 +2 +1
Gnome: +1 +2 +2 +1
Goblin: +1 +1 +1
Halfling: +2 +2
Half-Elf: +1 +1
Half-Orc: -1
Pixie: +2 +2 -2 +1 +3 +3
Saurian: +2 -2 -2 -1 +2

Species: Dwarf

Dwarves live deep in dark caverns in the mountains. They live for mining and metalwork, and deeds of bravery in battle. They tend to be individualists (thus tending toward the moral code of chaos) and do not always work as well with others as they should, even others of their own kind. They have a competitive nature.

Dwarves gain a bonus of two to health rolls. They gain a special bonus based on endurance against any magical items or spells, and may not themselves use magic (should any Dwarf gain the ability to cast spells, they lose their bonus against magic).

Dwarves receive the Spelunking skill in native culture or any relevant field, at no cost.

Species: Elf

Elves live in natural above-ground “remote” areas, usually forests or lakes. Even their denser cities are not always obvious to humans. Elves are as in tune with nature as Dwarves are with their mines and caverns. Elves tend toward the Good moral code.

Elves gain a bonus of two to perception rolls. They also gain a special bonus based on wisdom against any sleep and mind control effects. If Elves travel alone or in a group of other Elves, unarmored, their opponents have a penalty of 3 to any surprise rolls.

Species: Gnome

Gnomes live wherever they please, although usually in remote areas, wooded and hilly.

Gnomes may make a perception roll to know that an item is cursed. Like Halflings and Elves, they may, unarmored and in groups with only other Gnomes, surprise more easily, giving their opponents a penalty of 3 to any surprise rolls. Gnomes gain a special bonus based on intelligence to perception rolls.

All Gnomes have the field Nature Tongues at +0 and the skill plants. This skill lets them talk to plants; plants have knowledge according only to their own sphere sized by their height. Plants are otherwise as intelligent as animals when gnomes talk to them.

They may learn the languages of any unintelligent animal species, adding them to the Nature Tongues field.

Gnomes may gain the Nature Friend specialty without regard to wisdom or moral code.

Species: Goblin

Goblins are not commonly player characters. They are sort of an evil version of gnomes, although player character Goblins may not be Evil. Goblins live in dark and dense wooded areas, often near the foot of mountains where there are shallow caves. When unarmored and in groups of only other goblins they surprise more easily, giving their opponents a penalty of 2 to surprise rolls. Goblins gain a special bonus based on endurance to reactions against disease, sickness, and poison.

Species: Halfling

Halflings live in hill-burrows, or in small, long houses set into the sides of hills.

Known in some areas as “Hobbits”, they are perhaps the race that, except for their size, most resemble humans. Halflings tend to be very conservative, and tend toward the Ordered moral code and the Good moral code. Etiquette plays a large role in Halfling society.

Halflings, like Dwarves, are resistant to magic and may not learn magic. They gain a special bonus based on endurance against magic items or spells. Should a Halfling somehow learn spellcasting, they lose this bonus. They also gain a bonus of 1 to health rolls. If Halflings travel alone or in a group of other Halflings, unarmored, their opponents have a penalty of 3 to surprise rolls.

Species: Half-Elf

Half-Elves, while rare, will be found equally in human and Elven society. Their slower aging can make them distrusted in human society, and garner condescension in Elven society, although the extent of this will depend on the half-elf and on the community.

Half-Elves gain a bonus of 1 to perception rolls and a bonus of 1 against any sleep and mind control effects.

Species: Half-Orc

Half-Orcs tend to be quick-tempered, though not to the extent of their Orc father. Half-Orcs pretty much only result in the aftermath of war between Orc and Human, and are almost always born of female humans. Half-Orcs are rarely accepted by other humans if their lineage is recognized. They are at best grudgingly tolerated. Because half-Orcs are almost always born of human women, they are usually found in human society, or at least on the fringes of it.

Species: Pixie

Pixies are common enough but prefer to live far from any civilized lands, and are generally not player characters. They tend to be unaligned morally, not caring one way or another about morality. Their social structure seems alien to the other civilized races. They may fly, as long as they have a free radius equal to twice their height; otherwise, they must walk at their slower speed.

Pixies gain a bonus of 1 to perception, a penalty of 1 to willpower, and a special bonus based on wisdom against sleep or mind control.

Pixies gain the skills aerobatics and herbalism in their Native Culture.

Pixie thieves must use their slower (walking) speed to gain their bonus of 3 to silence. If a Pixie is a warrior, they can only increase their combat movement by 2 per combat bonus point.

Species: Saurian

Saurians are bi-pedal lizard-like creatures, with long forking tongues, bulbous eyes, and ears behind eye-lid-like membranes. Their shiny, iridescent scales reflect green and blue in sunlight, and also make them appear wet or slimy even in dry conditions. They are suited to warmer temperatures than other species, and withstand any temperature as if it were ten degrees cooler than it really is. Because of this, they prefer not to be out at night when the temperature is cooler.

They can move quickly on all fours, using their long arms as legs. Their larger base movement rate is their all-fours movement.

Saurians will regrow arms, legs, and tails if they lose them. After a scene where a Saurian gains injury points, they can make an evasion roll at +8. On a successful evasion roll, all injuries were to a single limb; they don’t then have to worry about unconsciousness or death from that injury. They may choose which limb is lost; they will then automatically heal one injury point per day in addition to any other healing rolls (which won’t apply to that limb). Until their limb heals, its injuries will only contribute a penalty of three, and only to actions involving that limb. (Movement involves their tail as well as their legs and possibly arms.) Let the player choose which limb was injured, or roll d5 (arm, arm, leg, leg, tail) if they can’t decide. The minimum injury level is three; if their injuries were less than that, they are increased to three when the limb is removed. Thus, it takes at least three days to restore a lost limb.

Saurians gain a bonus of two to any death rolls, as well as to unconsciousness rolls brought on by gaining injuries. Saurians don’t feel pain in the debilitating sense that other creatures do, so they’ll also gain a bonus of four to any rolls against physical torture.

When the temperature goes below 70 degrees, movement drops by 2. For every additional ten degree drop, movement is reduced by 1.

Because they are large creatures, Saurians do not have to roll for unconsciousness or death until they reach two injuries. Their fortitude bonus also comes from being Large.

Speedy Movement

Requirements: Endurance 12

Strength 11

Agility 12

The character is able to get from place to place quickly, by running quickly, using shortcuts, and avoiding the obstacles that normally get in people’s way. Add 1 to the character’s movement per character level.

Spell Preparation

Requirements: Sorceror

Intelligence 11

Agility 11

The caster can perform their spells up to the point of casting but wait to loose them. The level of effect is chosen when the character starts casting the spell. The target and voluntary effects of the spell are chosen at the time the spell is loosed. Ingredients must be kept available until the spell is loosed.

The caster can change their mind and not loose the spell. Verve is not lost, nor is the spell lost from memory, if the character chooses not to loose it.

The caster may not cast another spell while keeping a previous one prepared. The preparation is then lost. If the character loses consciousness (including sleeping), preparation is also lost.

Spellbook Exchange

Requirements: Mnemonic Sorceror

Level 2

Charisma 10

The sorceror can read a spell from their spellbook directly into their mind, replacing a spell that they already have memorized with another spell of that level or lower. Swapping a spell requires one minute and one verve, per level of the spell being swapped in.

​Specialty Descriptions: Spellhold

Requirements: Sorceror

Wisdom 10

Charisma 10

The caster can concentrate to hold a spell and loose it well after casting. Loss of concentration means that the spell goes off. The character may have to make a willpower roll to maintain concentration if surprised, if they lose survival in an attack, or are otherwise shocked enough to possibly lose concentration.

The caster must choose all aspects of the spell at casting. Only the actual effects are delayed. The target, for example, must be chosen at casting. The spell is cast, but is held in abeyance until the sorceror lets it loose. Any reactions are made at the time the spell is cast.

A caster can choose to quench a held spell. This takes spell level rounds. On a loss of concentration during the quenching period, the caster’s willpower roll to control the spell is at a bonus of the spell level and a penalty of the number of rounds to go.

The caster can change their mind about quenching, but must make a willpower roll at a penalty of the number of rounds spent quenching to successfully keep the spell (a failure means that the spell was already quenched).

Whether quenched or loosed, a held spell is used up, and uses verve and other resources at the time of casting.

Spirit Attachment

Requirement: Prophet

The prophet may attach spirits to a place or person. Once attached, spirits are only removed if triggered or if the prophet wills it. The prophet does not “lose” that spirit until that spirit is triggered or otherwise used. For example, if a prophet can hold four spirits of third level, and attaches one spirit to a dwelling to protect the dwelling, that prophet still has four spirits ‘held’, and may not call another one. The prophet can at any time recall the spirit; the spirit attachment ends immediately, and it will take 2d20 minutes for the spirit to return to the prophet’s use. The prophet knows when a spirit is triggered and when it is available.

The spirit’s trigger may, at first level, be a single command word or a single, simple thing (sword, the color red). At higher levels, the trigger may use as many words as the character’s level. A second level character might have it triggered on a “red sword”, a third level character on “three attacking Orcs”, etc. The trigger and the target must be the same at first level. At second level and higher, the words to describe the trigger may be divided between trigger and target. For example, at first level the trigger and target might be described by “human”. If any human (as the sorceror would perceive it) enters the range of the spirit, the spirit is triggered, and that human is the target of the spirit. At second level, the prophet might say that the trigger is “human”, but the target is “tree”. If a human comes within range of the spirit, the spirit’s effect is triggered but the target will be the tree (if there is only one tree within range, or the prophet doesn’t care which tree is targeted).

Spirit Bane

The character is marked with divine protection. The character has a bonus of two to reactions against any divine or spiritual effect. Divine creatures must make a willpower roll to attack the character. Spirit bane also protects against demonic power.

Spirit bane will usually manifest in a physical manner, such as a lightly glowing aura or a physical mark that changes when the resistance comes into play.

Spirit Channel

Prerequisite: Spirit Attachment
Requirements: Prophet

Wisdom: 14

When any of the prophet’s spirit attachments are triggered, the prophet will see, hear, and otherwise perceive what is happening in the area of the spirit as if the prophet were at that location. The prophet can move their point of perception from that location at level yards per round. They can use any spirit manifestations, specialties, or other special powers that affect themself to improve their ability to perceive what is happening.

The effect lasts for level minutes after the triggered spirit manifestation ends. They cannot physically affect the location, but they can choose to speak and (if they wish) manifest a ghostly presence.

Spirit Drain

Requirements: Prophet

Charisma: 9

The prophet may “drain” their called spirits, using them to less than their full potential. A sixth level spirit could be manifest as a third level effect, for example, without losing the entire spirit, only the levels needed. Thus, a sixth level spirit that manifests a third level effect would become a third level spirit: three levels lost for the manifestation.

Spirit Drain works when burning spirits as well; a prophet can choose to burn less than the full spirit. Burning a spirit in this manner is treated the same as if burning a full spirit of the lesser level.

Staff of Power

Requirements: Sorceror

Charisma: 10

Moral Code

The sorceror comprehends the rituals required to create and link a special staff that focuses their magical energies. A staff of power needs to be constructed via special ritual, and it needs to be linked to the sorceror via special ritual at a place of power. The rituals requires an hour in a place of power.

A staff of power, when held and displayed by the sorceror, grants a bonus of one to the sorceror’s casting level for all spells cast. (Spells must be cast at a minimum of their level.)

A staff of power requires four mojo to create.

Stout Heart

Requirements: Endurance 9

Moral Code

The player may roll two dice instead of one, taking the highest roll, for survival point increases. Rolls of 1 on either die are re-rolled.

This specialty may be taken more than once; each extra use increases the roll which may be re-rolled. Taking it twice means that any rolls of 1 or 2 may be re-rolled, three times means that any rolls of 1, 2, or 3 may be re-rolled, etc.

​Specialty Descriptions: Stout Mind

Requirements: Sorceror, Prophet, or Monk

Wisdom 9

Moral Code

The player may roll two dice instead of one for verve increases every even level, and take the highest roll. Any rolls of 1 (on either or both dice) may be re-rolled.

This specialty may be taken more than once; each extra use increases the roll which may be re-rolled. Taking it twice means that any rolls of 1 or 2 may be re-rolled, three times means that any rolls of 1, 2, or 3 may be re-rolled, etc.

Sunless Senses

Prerequisite: Species (Dwarf or Gnome)

The character has a sense of depth, direction, stone, and stonework that does not rely on cues available above ground. The character can sense sloping surfaces, recognize recent excavation or construction, and recognize hidden stonework (such as pits, falling blocks, and sliding stone walls), and easily knows how deep they are underground and what direction they are facing.

When attempting to determine such information, the player makes a charisma roll instead of a perception roll.

Sworn Racial Enemy

Requirement: Charisma 8

The character’s community or race are sworn enemies of another species. The character gains a bonus of 4 to attack their racial enemy, and a penalty of 4 to social rolls regarding the racial enemy.

Symbolic Alchemy

Prerequisites: Alchemy
Requirements: Sorceror or Prophet

Literacy

Intelligence 14

The Alchemist may create scrolls which allow the reader to cast spells or manifest spirits. The reader must be able to read the language used. Symbolic alchemy adds 10 silver coins to the cost of laboratory setup (15 to the cost of upgrades) and 1 to the maintenance costs, per spell or spirit level.

Unlike potions and topical ointments, scrolls can allow choice. The alchemist decides which effects are preset and which are chosen by the reader. For example, a scroll of “Change Shape” may allow the reader to choose the shape, or it may have the shape pre-set by the alchemist. Each choice that the reader is allowed increases the mojo costs by spell level or spirit manifestation level. The mojo costs are the same as for a potion created using the alchemy specialty. If the scroll allows for choice, it may only be used by characters of the same archetype that uses that spell or spirit.

Scrolls have a calling/casting time of spell level. Scrolls last for two months per level of the alchemist before the ink degrades. After this time, the scroll will have no effect (though, if readable it may be useful for someone researching that particular spell).

Team Combat

Requirements: Warrior

Charisma 10

The character can build a team that fights more effectively together. The character can team multiple characters in an attempt to synchronize their attack and defense maneuvers. Each person attempting to join the team must make a perception roll. Anyone with the Fighting Art skill team combat gains their Fighting Art field bonus as a bonus on the roll. Characters with the Team Combat specialty automatically gain the team combat skill.

The character with this specialty is the coordinator of the attack. If their player does not make their roll, the team does not form.

The team—everyone who made their perception rolls—pools all of their attack bonuses together as combat points, which can be allocated by the leader as normal. Each member of the team has one attack by default, and the leader can allocate points for extra attacks as normal. If the team leader allocates some points to defense, the defense bonus applies to all team members. The members of the team are not subject to normal facing rules: even if there is limited room for opponents to attack, if even one of the team members can attack then all will be able to, because the team is working together.

The team leader can attempt to team as many as charisma (as a special bonus) other characters (beyond the team leader) together. So, for example, a team leader with a charisma of 13 could create a team of four: the team leader plus three others.

The team-up lasts for two rounds for every warrior level of the leader. The leader can end the team-up at the beginning of any round. Anyone leaving the team removes their part of the pool.

So, for example, a fourth level warrior with this specialty and a 12 charisma, a second level thief, and a second level warrior decide to team up. Each player makes their perception roll. The total pooled combat points are four (for the leader), one (for the thief), and two (for the second-level warrior), for a total of seven. As a fourth level warrior, she can divert up to eight attack bonuses into combat bonuses. She converts two points of the combat pool into a bonus to defense and leaves the rest on attack, applying it to the second-level warrior. So the leader and the thief attack with no bonus, and the second-level warrior attacks at +5. All three gain a bonus of two to their defense. The team-up lasts up to eight rounds.

Tiny Combat

Prerequisite: Small species

Dwarves, Halflings, Gnomes, and other “small” species may use their size to their advantage in fighting larger creatures, as well as use their race’s long lives and lasting enmity with other races to fight members of those races more effectively.

The character with this specialty will gain a bonus of 1 to attack rolls against up to four levels of other races or creatures (use the creatures’ normal levels from the Encounter Guide, though the bonus will apply to any creatures of that type). The character will also gain a bonus of 4 to defense against the attack rolls of large, humanoid creatures such as trolls, ogres, and giants.

When trying to escape any larger creature, the character gains a bonus according to the difference in size if the smaller creature is not fighting. A small creature trying to escape a large creature will gain a bonus of 2 to defense. This does not combine with the +4 defense bonus against large, humanoid creatures.

Topical Alchemy

Prerequisites: Alchemy
Requirements: Sorceror or Prophet

Intelligence 14

The Alchemist may create salves, oils, and powders which may be applied to the skin instead of taken internally. Creating topical magic items is slightly more dangerous to the alchemist than potions: the alchemist must make a perception roll (with intelligence as a minor contributor) to avoid accidentally setting off the spell on themselves during the creation process. If an accident occurs, it occurs at a random point during the creation process. Each accident increases the mojo cost by one point.

Topical items may be applied to living and non-living targets and targets unable to drink potions.

Topical items require the same mojo and monetary costs as potions.

Tough Upbringing

The character has had a tough upbringing and is exceptionally good at survival for a first level character of that archetype. They gain an extra 4+d6 survival. Endurance modifiers apply to the roll. This specialty makes most sense at first level, but may be taken any time.

Turn Undead

Requirements: Prophet or Exemplar

Wisdom 12

The character can repel and destroy undead creatures. The player makes a willpower roll. If successful, the character has repelled all undead of first level or lower. If the roll is successful by at least two, the character has repelled all undead of second level or lower. If successful by at least four, the character has repelled all undead of third level or lower, and so on.

The character can only turn undead they can see. The character must have and display their holy symbol.

Success level Undead turned 1 injury at
First level 6
2 Second level 8
4 Third level 10
6 Fourth level 12
8 Fifth level 14
10 Sixth level 16
+2 +1 level +2

Unintelligent undead who are turned will flee from the character. Intelligent undead will probably flee, but may hover in the shadows cursing the character. Turned undead will not advance within easy line of sight of the character or within four yards of the character.

Intelligent undead are allowed a willpower roll to avoid being repelled. If the undead makes their reaction, they are not repelled, but they will also not attack the character. The player can choose to reduce their character’s success level and penalize intelligent undead’s reaction rolls by the same amount.

The character can also destroy undead. If the success level is more than five beyond that necessary to turn the undead, the undead will gain one injury for every point the success level is greater than that. (Remember that while injuries will affect an undead’s actions and reactions, undead are not normally susceptible to unconsciousness.)

Turned undead will avoid the area the character is in for the duration of the scene (often, the duration of a combat encounter) plus 2d6 minutes. Unintelligent undead will flee at normal speed for that entire time. Intelligent undead often will, too. If the only reasonably available direction to flee is toward the character, the undead will be able to approach and pass the character. In that case, they may also choose to make one attack as they flee past.

Two-Weapon Blitz

Prerequisite: Two-Weapon Fighting
Requirements: Strength 12+, by weapon

Agility 13

The restrictions for Two-Weapon Fighting also apply here. However, instead of merely an extra attack the character with Two-Weapon Blitz fights almost as two characters. If a warrior, the character can apply their combat bonus completely separately on each weapon. For example, a warrior with a combat bonus of six and Two-Weapon Blitz fighting with a long sword and a short sword could apply two points to attack bonus and four points for extra attack for the long sword (gaining two attacks at a bonus of 2 to hit), and all six points to extra damage with the short sword (for a single attack at a bonus of 3 to damage).

The character may perform separate special actions with each weapon. A character might choose to attack with one weapon and to counterattack with another, for example.

The character with Two-Weapon Blitz is not limited to melee weapons. Thrown and missile weapons may also be used, though they must still be single-handed weapons, such as a dagger.

Two-Weapon Fighting

Requirements: Strength 10+, by weapon

Agility 11

The character may fight with two close combat weapons at the same time—even targeting different opponents with each weapon. The weapons must be single-handed weapons, and the character’s strength must be at least the total of the die sizes used by the weapon. For example, two-weapon fighting with a short sword and a long sword would require at least a 14 strength. The character must be familiar with each weapon’s use.

The character basically receives one extra attack, as if spending the points for that attack as a warrior. The extra attack must be performed with the “extra” weapon (the one in the character’s off-hand). There are no penalties for off-hand use.

Use Basic Weapons

Requirements: Strength 9

Agility 8

Intelligence 8

The character has the basic weapons skill in Fighting Arts, and may gain weapon familiarities with basic weapons. This specialty is normally only useful to the prophet, monk, and sorceror archetypes as it grants nothing thieves or warriors don’t already have.

Vigilant Sleep

Prerequisite: Exemplar, Tough Upbringing, or Nature Friend if not Monk
Requirements: Charisma 10

Monk, Exemplar, Tough Upbringing, or Nature Friend

The character’s senses are nearly as aware while sleeping as while waking. The penalty of six to surprise rolls when sleeping is reduced by 1 per level, until at sixth level the character has no penalty to surprise rolls while sleeping.

The character can choose ahead of time to awake if certain conditions are met. If those conditions occur, the player makes a perception roll; if successful, the character awakes. The condition must be specific, and apply to something that can be sensed specifically. For example, “an enemy approaches our camp” is not specific, but “a goblin approaches” or “anyone approaches” is.

Any penalties that would apply to the perception roll while awake also apply while sleeping.

Weapon Specialist

Prerequisite: Warrior or Fighting Expert
Requirements: Strength: 11

Agility: 10

Intelligence: 9

The specialist may specialize in the use of specific weapons of a particular style. That style counts as a special fighting field. The styles are slashing weapons, thrusting weapons, bludgeoning weapons, bows, crossbows/firearms, and thrown/slung missiles.

The styles cost mojo just as for any field, and the bonus may be increased as for any field. Weapons within the style cost mojo just as for any skill. The character must already have that weapon as a skill in their Fighting Art field.

The bonus for the character’s specialized field and their Fighting Art field are combined. A character with a +2 in slashing weapons and a +3 in Fighting Art will have a +5 to attack if their weapon is in both fields.

A specialist’s total specialist bonus across all weapon styles cannot be greater than their warrior level (or overall level if they have the Fighting Expert specialty).

If a non-warrior with Fighting Expert takes this specialty they may only choose a style that they have also chosen as a Fighting Expert.

Within the campaign world, specializations will usually be recognized as a specific style: those who witness the character use the specialization will, if they are familiar with the style, know where the warrior studied.

  1. ​Specialty List
  2. ​Specialties