Darkening Skies - Overview

Grey

Dialectical Hermeticist
At each stage, apply racial modifiers as necessary.


Step 1: Attributes


All Attributes begin at one. Contrary to the standard rules, 1 is now the baseline and average. Select 3 Major Attributes and divide five points between them. Then choose 3 Minor Attributes, and divide 4 points between those. You have 3 points remaining to spend where you will. Remember that you needn't limit yourself to a single umbrella, such as all social or all physical. Attributes are capped at 4 unless stated otherwise.


Step 2: Skills


You have 25 points to divide among your skills. No skill can go higher than 3 without background points. You may select four Skill Specialties for free (I did not know how to feel when I saw that Exalted errata also does that).


Step 3: Derived Traits


Calculate the following:


Speed = Fitness + Athletics + any racial modifiers


Combat Pool = Speed + Dexterity + any racial modifiers


Ranged Pool = Dexterity + Intuition + Ranged/Guns + modifiers


Offense: Melee = Dexterity + Melee


Offense: Ranged = Dexterity + Ranged, Intuition + Guns


Offense: Unarmed: Dexterity + Unarmed


Parry/Block = Dexterity + Parry


Dodge = Dexterity +Evasion


Health and Condition vary by species.
 
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Humans


Humans are the most populous species, and one of the oldest. They have the greatest capacity for Magic out of all the peoples of Imeria, and the most varied cultures. While they do not match the speed of the Rattus, the intellect of the Treefolk, the natural power of the Elementals, the strength of the Trolls, or the grace of Vampires, humans are noted for stubbornness. Humans have stamina no other species can quite match, and their will is perhaps even more resilient.


Modifiers:


+1 Fitness at chargen, may attain Fitness 5


Humans use Fitness x3 for determining Fatigue.


All Transcendent Paths are open to Humans


Condition 20, Health 10


Rats


Man's best friend. The Rattus are four feet high anthropomorphic rats, as intelligent as a human if not as fit or strong. The Rattus are integrated into any human society, and the two species get along well together. Rattus are shorter-lived than Humans, but breed in litters. They are faster and more dexterous than humans. Rather than have a particularly unique culture, the Rattus simply coexist with humans. Generally, the two species make good partners.


Modifiers:


+1 Dexterity, Rats may attain Dexterity 5


+2 Speed


Rats have a natural bite attack


Rats have access to all Transcendent Paths


Condition 15 Health 10


Trolls


Trolls, the mystic priesthood and rulers of the Trollkin, are typically around 8 feet tall, thick-furred, and muscular. Normally peaceful, contemplative beings, Trolls rarely leave their homeland except to provide spiritual guidance to Trollkin away from home. Trolls who are found to be sterile or who develop Magic are not exiled, exactly, but they are shunned and the shame is usually enough to make them leave their homeland.


Modifiers:


+1 Strength, can attain Strength 5


Trolls have a natural tusk weapon.


Trolls are resistant to cold but fare poorly in hot climates.


Condition 25 Health 10


Trolls may become Magi, Phayder, Arcanotechs, Monks, or Inquisitors, but lose their connection to Mother.


Orcs


Orcs are six feet high, typically, muscular and imposing, lightly furred. While Orcs are by no mean stupid, they are forthright and honest to a fault, and lack imagination. They have no time for art or beauty, though they appreciate things which are clearly well-made for their intended use. Some Orcs do exhibit some unsettling tendencies like 'independence' and 'doubt' and 'humour', and are normally driven out to mingle with humans by concerned normal Orcs.


Modifiers:


+1 Strength & Fitness


Cannot raise Guile above 1


Condition 20 Health 10


Orcs can become Monks, Arcanotechs, or Inquisitors.


Goblins


Each Goblin is one mind in six bodies. Magi have speculated and experimented for year and still cannot unravel the mechanisms of the Goblin mind, though they have found ways to mimic it. Each Goblin is very much part of the whole, and losing a Goblin isn't just like losing a limb, but like losing a part of one's mind - memories, intelligence, they are lost with the Goblin that dies. Goblins are shrewd and sociable, and so tend to serve as the face of Trollkind to the outside world. Some even go rogue and are rarely missed. Each Goblin is about two to three feet tall, lean and wiry with sparse hair.


Modifiers:


Goblins cannot raise Strength or Fitness higher than 2, nor Dexterity higher than 3


Goblins receive +1 to Guile.


Goblin receive 3 Attribute points per member, but cannot raise any Attribute above 6


Condition 10 Health 10


Goblins can become Inquisitors.


Treefolk


The natives of Sylana and guardians of the Worldcap, the Treefolk exhibit inexplicable sexual dimorphism and a capacity for Magic that suggests human ancestry. Requiring only water and a few hours basking in sunlight to live, Treefolk are quite self-sufficient but encourage art and construction as spiritual acts. They build beautiful, towering cities in massive trees, and produce excellent musical instruments and woodcrafts.


Treefolk grow as plants for the first twenty years or so after being planted, until they simple wake up, pull up their roots, and get on with life. They seem to inherit all the information they need for life in the Wood.


Treefolk are almost immortal, but don't take good care of saplings, so their numbers remain relatively stable. Their lifespan is reflected in their contemplative nature, being slow to action and very thorough with projects.


Modifiers:


+ 1 Composure, may attain Intellect 5


Natural Armour: Treefolk are resistant to Piercing and Crushing damage.


No Organs: Treefolk are not affected by internal bleeding, organ rupture, or certain other results on the Damage Tables


-Spriggan:


+1 Strength or Fitness, but cannot raise Social Attributes except Composure above 3


Spriggan Leap: A healthy and well-fed Spriggan can leap 4 feet (xFitness)


-Dryads


+1 Guile or Bearing, cannot raise Physical Attributes except Dexterity above 3


Dryad Pollen: Dryads may use their Bearing as bonus dice in social interactions with living, sexual sapients


Condition 20 Health 10


Elementals


The Elementals, like the Infernal Scions, are the progeny of some bygone race interbreeding with humans. They are half-Spirit and half-Human, taking on aspects of beasts or of nature. While their Spiritual aspect heavily influences their personality, Elementals may integrate into normal human society as they please, and many do tire of the power struggles under Worldcap to go in search of peace or adventure. Despite a near universal lack of discipline, Elementals are also proficient martial artists, able to bend elements to their will in combat


Windborne


Windborne often have skin, hair, or eyes the colour of sapphires. They are lithe and graceful, fickle and aloof.


+1 Dexterity or Guile


Firehearts


Firehearts are intense. They burn brightly, either violently or passionately. They can be very engaging, but also frightening. Dedicated or vengeful. Mind your step. They are often red haired, red skinned, red eyed, or have small fires burning within or on them.


+1 Bearing or Strength


Steelteeth


Stoic, patient, uncompromising. Steelteeth are bulky, rocky, or metallic, with gems set into their body or moss growing on their heads.


+1 Composure or Fitness


Clawtorn


Clawtorn are an endlessly varied bunch, and varied as their are animals to choose from. Accordingly, their personalities or appearances differ. Clawtorn can assume a half-man, half-beast shape or transform into their totem animal entirely.


Elementals cannot be Magi or Arcanotechs


Infernal Scions


The Infernal Houses are descended from powerful entities of old times called Demons. Half-human, and half something else, they form noble and powerful bloodlines going back centuries. The Infernal Scions are possessed of great natural powers, unique to each bloodline, and possess considerable political influence. They do not belong to one nation, but instead can be found anywhere. That being said, the bulk of their grandiose manors can be found near the Stormcircle, Mountains, and Curselands. Each House has a different field in which it prefers to excel. The bloodlines always breed true with normal Humans, but cannot produce offspring with Scions of a different House.


House Lezek


The Lezekim are arrogant and prideful to a fault. They are, however, warriors without peer. Their holdings are in southern Kelen. The Lezekim make their wealth on oratory, leadership, and combat. As the Light Infernal shines brighter within them, the Lezekim approach physical perfection and later, grow wings.


+1 Bearing or Dexterity


House Lybar


Hedonists to a man, the Lybarim are endlessly lusty and debauched. In addition to trading in flesh and luxuries, many Lybarim are talented doctors, having an innate understanding of the body. Older Lybarim are androgynous wonders who can, once provoked, explode into a writhing mass of tentacles.


+1 Bearing or Guile


House Dellebron


House Dellebron is full of thieves and drunkards, all exceptional liars, lockpickers, and merchants. Dellebron produces fine ales and wines, but much of that stock ends up the belly of its miserable scions. Envy is the vice of the Dellebron, and in their old age they become nightmares of ice and tears.


+1 Guile or Dexterity


House Hulbrad


Hulbrad is a house of learning. The Hulbradim however, enjoy learning with various herbal supplements. Hulbrad trades in information, documentation, and dreams. Elder Hulbradim become somewhat... divorced from reality.


+1 Intuition or Guile


House Olimak


Olimak does not carry itself with the grace and distinction of Lezek, but when one needs dirty work done, an enemy made an example of, or someone beaten to a pulp, the wrath of Olimak may be called down upon them. Elders of the line often smoulder quietly, the molten metal flowing their veins visible through their skin.


+1 Strength or Bearing


House Yrva


Sometimes clashing with the Guild, the Yrvanim are a merchant house. Greedy and coin-grabbing, Yrva makes up for a lack of social graces with financial acumen and technical skill. In time, Yrvanim become curious combinations of flesh and machine, more elegantly put together than Guild members.


+1 Intellect or Composure


House Djuke


Highest of the Infernal Houses, the Djukanim are a hateful lot. They do as they please, each member willful and arrogant, convinced of their own superiority. The only term to describe elder Djukanim is draconic.


+1 Willpower


Infernal Scions can be Monks.
 
Magic


Rules for Magic are contained in the .pdf, so I won't repost them here except by request.


Each Path will receive a post to itself shortly.
 
Infernal Scions have an Ascendance trait. This begins at 2 and increases to 10 during play. New Powers and Expressions will be unlocked as Ascendance proceeds. Expressions are 'mutations' that reflect the lineage of the Scion. They tend to add bonuses, added effects, or free-to-use abilities. Powers are the active abilities and 'spells' of the Infernal Scions. While they resemble certain patterns of Magic, they tend to be less abstract, more internal, and focused. For example, while a Torchbearer may inspire friends with insight and ideas, or fire lasers from their hands, the Lezekim power of Radiance amplifies the charisma of the Lezekim, sometimes to the point of blinding onlookers. Powers are fueled by Essence, which regenerates slowly over time but can be regained faster by indulging in Vices. Indulgence in Vices also increases Ascendance, but as Ascendance proceeds more extreme and risky indulgences are required. For example, a young Olimakim will gain Ascendance by savagely beating an opponent in a bareknuckle boxing match. An Elder Olimakim would have to stay behind on a crashing enemy ship, personally beating the captain to death, to increase Ascendance.


Essence is Ascendance x 5


Ascendance increases every 100 points, they points simply become harder to gain each time.


EDIT FOR CLARITY


You'll note four Powers in each House entry. You start with the first listed and gain the rest at Ascendance 4, 6, and 8 in the order listed. This may be subject to change.
 
Elementals draw on ambient magic like Magi, but rather than force it by sheer willpower they bend and manipulate it carefully.


Elemental powers are collectively referred to as the Wildervar


Elementals have a selections of traits called Attunements, Elemental resonances that they call on to use their powers. Different types of Elemental have an easier time with different Attunements, such that their primary Attunement grows in power freely as they age. The Attunements are Fire, Water, Air, Earth, Metal, Wood, and Primus.


Elementals develop physical traits and minor abilities in line with their most advanced Attunements. For example, a Fireheart whose second most advanced Attunement is Water will exude steam, and will have less open flames on their body. A Steeltooth whose secondary Attunement is Water might resemble coral.


To use their powers, Elementals employ Channels. While Attunements increase in power, Channels are binary; you either have them, or you don't.


The Channels most often resemble meditative or martial techniques, are divided into Artifice, Glamour, and War. Naturally, some Attunements function better with certain Channels.


The War Channel is probably the most widely used and varied, and the easiest to learn, a selection of martial arts that harness the elements to augment their strikes.


To Raise Attunements


To raise your primary Attunement, increase any of the linked Attributes by 1. Primus counts as primary for all. Raise any 2 linked Attributes to increase Secondary Attunement's by 1. Raise any 3 linked Attributes by 1 to increase Deficient Attunements.


Fire - Strength, Bearing, Intuition


Earth - Fitness, Composure, Intellect


Water - Dexterity, Guile, Intuition


Wind - Dexterity, Intellect, Guile


Metal - Strength, Composure, Intellect


Wood - Fitness, Intuition, Guile


Primus - Willpower


To Gain Channels


Artifice is unlocked at Craft or Artisan 3


War is unlocked at Melee, Ranged, Unarmed, or Thrown 3


Glamour is unlocked at Leadership, Perform, or Subterfuge 3


Firehearts


Primary Attunement: Fire


Affinity Attunements: Air and Metal


Opposing Attunement: Water


Steelteeth


Primary Attunement: Earth


Affinity Attunements: Metal and Wood


Opposing Attunement: Air


Windborne


Primary Attunement: Air


Affinity Attunements: Fire and Water


Opposing Attunement: Earth


Icebound


Primary Attunement: Water


Affinity Attunements: Earth and Wood


Opposing Attunement: Fire


Clawtorn


Primary Attunement: Wood


Affinity Attunements: Fire, Earth, Air, Water


Opposing Attunement: Metal
 
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A Motley Lot


Communers dabble almost more than any other Magus. They strive to shape and change the world around them, especially living things. Communers breed and mutate all manner of creatures, almost every monster in the world is the result of their labours.


There is no reason, therefore, not to play or encounter someone dramatically changed by Magic.


When creating your barely-human character, consider the Magus responsible to be Logos 5, with ideal working conditions. You have 10 mutation points to work with on a standard human base. For the resultant mutations to breed true costs 4 of the those points. You'll need to negotiate with the Historian for the precise point-values, but some examples follow. If starting from an engineered base, such as a humanoid or non-humanoid monstrous form, you have 15 points to work with.


The process is usually iterative, in this case. The Magus creates a breeding pair, and then alters the offspring in more ways, gradually adding new mutations over generations.


Metabolic cost is important to consider. If a creature cannot feasibly support its anatomy through its diet, it will die or be unable to use various mutations. Fortunately, some Communers have developed organs capable of siphoning ambient magic from the air to sustain and power some creations. These usually take the shape of crystalline horns or similar protuberences. Creatures which cannot abide by normal biological rules are, therefore, sustained by Magic.


Example One Point Mutations:


Aesthetics – changes in colour, texture, hair, etc.


Bioluminescence – Areas of bioluminscent skin.


Rapid Healing 1 – Regenerates 1 Condition per hour


Claws – Sharp claws that make unarmed damage Slashing


Example Two Point Mutations


Toughed Flesh - +1 Soak


Rapid Healing 2 – Regenerates 1 Condition per round.


Magic Siphons – Extracts ambient Magic from the air to power abilities.


Vigour - +2 Max Health


Example 3 Point Mutations


Fire Breath – The creature can project a jet of flame


Dessicating Touch – The creature can remove all water from a target by touching it. This takes at least three rounds of contact.


Wings – For flight or gliding.


Enhanced Body - +1 Physical Attribute


Example 4 Point Mutations


Incorporeal Shift – The creature can become ghostlike and able to pass physical barriers


Venom – The creature produces a powerful venom, which can either necrotize flesh, paralyze, or attack the nervous system.


Shriek – The creature can deal damage by screaming with incredible force.


Enhanced Healing – The creature can heal 2 Condition per Hour


Example 5 Point Mutations


Enhanced Mind - +1 to Mental Attributes


Magic Absorbing – Can absorb spells thrown at it and be largely unharmed.


Lightning Strike – the creature can project a powerful electric arc.


Call the Dead – The creature can reanimate corpses under its control as feral zombies.
 
Magic, any Magus knows, is tied to the soul. It suffuses their very nature.


Any Magus to have ventured south, or encountered a Splinter, also knows that The Dark hates Magic. The two forces are antithetic to one another.


The vile servants of The Dark tend to strike at Magi first - whether they know what will result is uncertain.


The agony is unbearable. The creature is destroyed as the Mage's Etheric Weave is wrenched from their soul and sears the monster to nothingness, and the Magus is driven catatonic by the shock.


When they awaken, their flesh is hard, cold, and marble-white. Their eyes and any hair oily black. The hollow in their soul left by the departing Weave is filled by the power of the Dark. They become Phayder, avatars of the Dark. Resistant to Magic, physically powerful, Phayder are able to call upon the Corruption in their soul for powerful time/space distortion abilities, weapons, and other foul magics.


Phayder can feel the Dark, calling to them, and the willpower so prized as Magi remains vital to resist. Phayder rarely find acceptance - especially from Infernal Houses or Elementals - and are treated with suspicion as potential agents of the Dark.
 
The Engineer's Guild of the City-Engine wish to abandon their mortal frailty and ascend to the power of the Machine. Their enthusiasm borders on religious zeal, their fondness for technology almost reverent. Gradually they replace parts of themselves with machinery, build wondrous devices, and they alone rule the City-Engine. Many do, however, set out to serve their own interests - sometimes due to rivalry, or curiosity, or being so downright crazed they are awarded a 'prestigious research position' somewhere far away.
 
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The Cult of the Dream is an esoteric religion that believes the world is merely the Dream of some greater entity. The Cult pursues, therefore, transcendence of their sleeping state. To awaken as both Dream and Dreamer, and shape the world accordingly. In a moment of epiphany, a Dreamchaser may achieve the sublime awareness necessary to begin the ascent to wakefulness. They embark on a pilgrimage to experience all that life might offer, all battles and loves and hates without prejudice. In so doing, they begin to move beyond the mortal world and become something other.


Their powers manifest in two ways – Oneiromancy, the art of Dream-Weaving, and their empathic bond to the minds and emotions of living things. Their powers of empathy allow them to sense living things, allowing no one to hide from their sight. Not only that, but they can shape and sway the emotions of whole crowds when they become powerful enough, making them excellent leaders and figures of inspiration. This empathic bond also leads them to join with others, seeking to share the experiences of their journey and those of their allies. Much as Dreamchasers may learn to leave the world behind, people will always be vital. There can be no true knowledge of the self without knowing others, without the shaping hands and refining blades of lovers and enemies.


Oneiromancy is more overt, and unusual. Even the newest Dreamchaser is aware that the world is but a Dream – how can a dream harm them? And so physical attacks barely scar them, or sometimes pass right through their bodies. Still more powerful Dreamchasers realise that distance in a dream means nothing, and can cross rooms in the blink of an eye, or tear any enemy apart by unmaking their very being.


Dreamchasers begin their journey at any time, young or old. There is a moment of epiphany that distinguishes a Dreamchaser from those who merely know the Path, a sublime realisation where their powers begin to manifest.


Oneiromancy – Intuition, Lore, Awareness


Empathic Link – Mingling, Persuasion, Subterfuge


Spirit Weapon – Lore, Investigation
 
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Their shrines dot the countryside. Their temples are in hidden places. Their monastery has never been looked upon by the uninitiated. The Holy Order of Eotre is an ancient sect of warrior monks, paragons of martial excellence trained from childhood to fight the creatures of darkness. The Order is said to have been founded over 1000 years ago by a divine warrior named Eotre. Blessed by The Old Gods, Eotre was a man of impressive stature, beautiful in aspect and fearsome in battle. Artwork in the Eotran Monastery depicts him bathed in a golden light and bearing a fiery sword.


Training begins at age 8, sometimes younger, when a child from any background – often an orphan, or bastard – is taken to the Monastery. They are trained in meditation, martial arts, and the Lore of the Old Gods. At 11, they are assigned a mentor. At the age of 21 a Monk must fight and kill a Vampire in single combat, and are awarded with a Blessed Dagger, a symbol of their duty and heritage. These weapons are said to have been forged from the bones of the Old Gods, and are formed of a single piece of material which resembles ivory or highly polished bone, inlaid with jewels. Blessed Daggers never break, blunt, or chip, and cannot be carved with runes. Eotran Monks wander the countryside, observing a vow of poverty, and sworn to protect the weak. They are men and women of incredible willpower, wisdom, and self-control.


The Monastery itself is located on an island far off the east coast. Travel is effected by the Gates – within the Monastery are 12 stone archways, arranged in a circle. Each one is a magical portal to a corresponding Shrine on the mainland of northern Imeria, said to be gifts from the god Saganas. The existence of the Gates is a closely guarded secret.


Monks honour The Old Gods and accept the Book of Creation as their holy text. According to the Monks, the world was ruled justly by the Old Gods, until mortals dared to try and steal divinity for themselves. Whatever the specifics, it is said that these traitors become the first Vampires, and waged a war that tore apart the Empire. Disgusted, the Old Gods turned their back on mankind, and returned to The Beyond.


Monks see it as their duty to purge the taint of Vampirism in atonement for the sins of the past.


Viewing themselves as weapons of the gods, Monks abandon personal names in favour of titles, such as Sublime Expression of Righteous Fury, or Ascendant Blade of Dawn.


The Order is led, spirtually at least, by the Abbot. Below him are the Grandmasters of the Eotran Martial Arts. And below them are the ten or so full fledged Monks and their acolytes, and below them the recruits. Monks rarely survive long enough for their numbers to swell, and no Monk is more dangerous than an old Monk.


Martial Arts – Appropriate combination of Melee/Unarmed/Ranged/Evasion/Parry


Enlightenment – Lore, Awareness


Doctrine – Raises with other Perks


The Order possesses a number of magical Runes and Mantras they can use for powerful effects, along with a selection of Martial Arts styles which allow them to face monsters one-on-one.


Runes and Mantras function differently to other Perks – Each Bar in Enlightenment comes with a free Rune effect or Mantra, but you can also buy additional Runes and Mantras using experience. For example, the first Bar allows only one Rune, Second Bar grants a second Rune, and allows you to buy a third, Third Bar grants another free Rune, and allows you to buy two more for a total of three.


Lesser Runes – 5 XP each, each subsequent purchase costs 2XP more but increases effect


Lesser Runes of Accuracy - + 1 success to hit. Cannot be improved


Lesser Runes of Destruction - +4 Damage to Vampires, each purchase adds +2


Lesser Runes of Speed - + 1 to speed with weapon. Cannot be improved above +3


Tattoo Runes:


Lesser Runes of Warding + 5 Natural Armour, +1 per additional purchase


Runes of Speed: + 2 to Speed, cannot be improved


Mantras: 10 XP each


Mantra of Freedom – Domination Resistance, +2


Mantra of Clarity – Negates the bonuses received from Shadowmeld


Mantra of Protection – Minor resistance to vampiric powers, +1


Mantra of Purity – Minor resistance to Magic, +1


Doctrine


Failure to uphold these doctrines results in -1 reductions in all Eotran Runes and Mantras per violation. Additionally, any ability above 3rd Bar ceases to function following two or more violations. More obviously supernatural effects of Eotran Martial Arts fade entirely. This fall from grace is permanent, for the Gods do not forgive. Bars in Doctrine increase relative to Bars in Enlightenment, and grant + 1 to all Rune or Mantra effects.


1st Bar: Purity Through Austerity


The Monk must observe a vow of poverty.


2nd Bar: Respect Through Humility


The Monk must aid the innocent, the weak, and the helpless.


3rd Bar: Strength Through Purity


The Monk cannot wear armour.


4th Bar: Purpose Through Strength


The Monk must obey the orders of an ally more skilled than she.


5th Bar: Indomitability Through Purpose


The Monk cannot allow himself to be defeated.
 
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Mutation & Affliction


Mutation is the catch-all term for both of these conditions.


Mutants are a common fact of life. One or two people in every village will have a visible mutation – more will have mutations even they do not notice. These tend to be minor – oddly coloured eyes or extra fingers, or the more 'useful' mutations such as night sight, or prodigious strength.


Where Mutation is physical, Afflictions are metaphysical, but both come from the same source.


Magi speculate that Mutation is the result of someone who would have been born a Magus, but something went wrong. Like a birth defect, their Pattern failed to fully form, leaving them with a Mutation or Affliction. As such, when choosing a Mutation or designing a Mutation, it must relate to a Pattern.


Mutations are physical or near-physical aberrations. The obvious ones are tough, rocklike flesh, or horns, or a third eye. Afflictions are metaphysical changes, such as the ability to see ghosts, or the connection between people, or share their emotions with others. A list of examples will follow, but you and your group are guaranteed to think of more and better ones than I, these are simply guidelines. Mutations and Afflictions are as often negative as positive, or their benefits are offset by problems.


Hand of Flame – the character can sprout magical fire from his fingertips.


Hand of Ice -The character can freeze what she touches.


Hand of Doom – the character can wither what she touches, dealing either 1 Health or 2 Condition damage per turn


Healing Touch – The character can restore Health to another at the cost of her own.


Cloak of Shadow – The character can gain a +1 automatic success to Stealth checks in shadows or darkness


Piercing Vision – The character can see in the dark


Kissed by Fate – the character can roll a chance die to automatically succeed a task they could not possibly accomplish


Out of Sync – When threatened, the character gains +1 to dodge or defend as they move slightly faster than the world around them.


Dognose – The character has an unusually powerful sense of smell, but looks no different..


Armoured Soul – the character gains + 1 to resist magic


Empathic – The character is adept at reading emotions, + 1 to persuade, lie, or seduce.


Ill Fated – the character must roll a chance die once per day which may cause them to fail miserably.


Light sensitive – the character suffers – 1 to awareness in full sunlight


Dark Fear – the character suffers -1 to awareness in dimly lit places, as they have a terrible sense of things watching them from the shadows sapping their concentration.


Bloodboil – character is short-tempered and ALWAYS feels hot. -1 to Endurance in hot environments, never any environmental penalties in all but the most extreme cold.


Ghostspeaker – character can communicate with the dead -whether they like it or not.


Quick Healer – The character can heal CON at a rate of 1 per day – but must eat near constantly for the duration of the speedy healing.


Implacable – character receives 5 extra CON, but their skin feels... stony.


Broken Mirror – the character has no reflection


Prophetic Dreams – does what it says on the tin.


Slow Ageing – The character ages more slowly than normal, living a good twenty years more.


However, they learn and grow just a slowly – experience costs are + 2


Soulless – The character is without a soul, they nullify nearby magic. Run the risk of becoming a Darkling.


Vagrant Spirit – On death, the character possesses the nearest living body.


Shapeshifter – character can take on one animal shape of their choice, but their features subtly akin to that animal.


Barkskin – the character is more plant than human – vulnerable to fire, but able to photosynthesise to recover condition.


Water Through Fingers – character has a -2 resistance to physical damage, as their body flows around the weapon like water - but be wary of immersion in fast-flowing water breaking them apart.


Shadow Touched – the character suffers -1 to all rolls in sunlight, has dark skin and claws, allowing them to deal slashing damage while unarmed.


I Am The Storm – the character constantly crackles with electricity, and must discharge a blast of lightning every two hours.


Burning Rage – the character literally bursts into flame when angered – this does not harm them.


Glorious Aspect – the character radiates a soft golden glow, and seems somehow divine. + 1


Charisma.


Dreamless – The character cannot dream. They are resistant to Faerie magic.


Gills – The character is ambhibious.


Truesight – The character can see something, has behold something – they can see raw flows of Magic, or Fate, or even the face of a god. Driven mad by the revelation, some are seen on chains, being led around by Inquisitors like some frightful bloodhound.


To The Victor – When the character deals a deathblow, the soul of their victim passes through theirs, leaving them with fragments of memory. Gain +1 to a random Skill when killing an enemy. Causes severe identity problems over time.


Vae Victis – The character is a fetter for the ghost of everyone they kill. They cannot see or hear the wailing procession of ghosts that follows them.


Forgettable – People's eyes seem to slide right off the character, and their face is hard to remember.


Familiar Stranger – The character's face and body change by minute amounts over time, gradually shifting their appearance over the years.


The Ties That Bind – The character can see the faint threads that connect people to one another.
 
Eotran Martial Arts


A monk may take only one Martial Arts Style in addition to Wrath of the Ancient's Style.


Wrath of the Ancients Style:


Feel the blessing of the Old Gods flow through you, internalise and channel their favour, their ideals. To understand their words fully is to unlock the secrets of the universe, and there is no foe which can stand before such knowledge.


1st Bar: Tooth of the Dragon


Adds + 1 die to all attack rolls with a Blessed Dagger


2nd Bar: Hide of the Dragon


Adds + 1 die to all defensive rolls with a Blessed Dagger



3rd Bar: Heart of the Dragon


Adds 1 die per bar in this style to the previous levels.



4th Bar: Eye of the Dragon


Martial Artist automatically dodges ranged attacks that they can see.



5th Bar: Fury of the Dragon


The Martial Artist is sanctioned to use a Blessed Sword, and has learned to dual-wield it with their Dagger.



Vengeful Dragon Style – Counter Attacks, Spears & Glaives


A Dragon is regal in aspect and pure in purpose. To strike one is to invite its wrath, and to be deserving of such punishment. Their enemies are but buzzing flies, to be cast aside with simple motions, or destroyed utterly for their persistence.


1st Bar: Vengeful Dragon Form


Player must have a spear or glaive equipped, and assumes a fluid, reactive stance that seemingly leaves them open to attack, but allows them to strike back with ease. Stance allows reflexive counterattacks per round equal to bars in this style using a number of dice equal to bars in this style – this does not detract from Combat Pool.


2nd Bar: Dragon's Regal Presence


The Martial Artist assumes a defiant pose, daring the enemy to hit them.


Roll 3 CP. Forces one enemy per success to attack the Martial Artist at -1 to hit per success.


3rd Bar: Sweeping Dragon Tail


The Martial Artist sweeps his polearm in a low arc to take the feet from under his enemies.


Roll full CP, allows the Martial Artist to trip up to three enemies on three successes.


4th Bar: Contemptuous Flick


Sacrifice 2 CP Dice to make, on reflexive counterattack provided by Vengeful Dragon Form, a sweeping uppercut that knocks the enemy back, causing a one turn penalty of -2 Dexterity


5th Bar: Dragon's Righteous Fury


With a moment's concentration, the Martial Artist lunges forward and drives their polearm through the body of their enemy.


Rolls full CP to to impale a single opponent regardless of armour on four successes.


Iron Warrior Style – Defensive, bare handed


The Mountain is immovable and eternal. It relies on no other, on no crutch or support, for it is that upon which the world itself is built.


1st Bar: Iron Warrior Stance


The Martial Artist assumes a balanced, closed stance, prepared to dodge or to parry.


User must have no weapon in hand. Gains + 1 to Combat Pool per Bar in this style. + 1 die on defense rolls.


2nd Bar: Fist of Iron


Long hours of practice have taught the Martial Artist to make more punishing blows in more vulnerable locations.


Unarmed damage is doubled.


3rd Bar: Roots of the Mountain


The Martial Artist has cultivated flawless balance, and cannot be shaken from their stance.


Martial Artist cannot be knocked down, and can Parry without a weapon.


4th Bar: Fist of Steel


The Martial Artist has learned to channel their will into their strikes, allowing them to hit with supernatural force.


Unarmed attacks take the “Crushing” damage type.


5th Bar: Relentless Boulder Cascade


Martial Artist can deliver a punishing flurry of blows by reserving two dice for defence, and gaining two attacks per two dice used in attack. For example, with a CP of six – two to defend, two attacks on two dice, two more attacks using the other two.


Sword of Heaven Style – Offensive, sword style


Chosen weapon of Eotre, the sword is a symbol of nobility, justice, truth, and determination. The weapon rebels in the hands of the unworthy, and mocks the blades of lesser foes. There is no enemy which can stand before the wrath of Heaven.


1st Bar: Avatar of Justice Stance


The Martial Artist assumes a disciplined dueling stance, effective at fending off other swordsmen.


User gains + 1 die on attack rolls versus other swordsmen.


2nd Bar: King of Weapons Technique


The Martial Artist knows the best means to defeat opponents using inferior weapons.


User gains + 1 die against any enemy not using a sword.


3rd Bar: Humble The Enemy


Rolls 3 CP to disarm the enemy on 2 successes


4th Bar: Shatter the Fortress


The Martial Artist focusses, and unleashes a mighty blow against an enemy to destroy their armour.


Rolling four CP, destroy a target piece of armour per success.


5th Bar: Wrath of Heaven


Rolling full CP, the Martial Artist leaps into the air, and brings their sword down on the enemy in a powerful vertical slash dealing double damage.


Storm of Fire Style – Versatile, staff weapon, multiple opponent style


To overcome the horde, be as the storm, as the raging fire. Let them underestimate you, let them strike against you only to hit the wind. Let dread creep into their hearts and shake their will. Finally, consume them, burn them and shatter them, leave but ashes in your wake.


1st Bar: Gathering Storm Stance


The Martial Artist stands ready, watching the enemy, learning their motions and weaknesses.


Gains additional dice on attacks based on the number of enemies who have already taken their turn.


2nd Bar: Churning Clouds Technique


The Martial Artist is constantly moving, their motions unpredictable.


Gains +1 to Dodge


3rd Bar: Ominous Rain


The Martial Artist strikes his foes lightly, warning them off, a taste of what is to come.


Automatic hits at ¼ damage on up to three enemies, CP reduced by 2.


4th Bar: Tempestuous Wind


The Martial Artist spins and dodges, whirling their staff to keep the enemy back.


Sacrifice CP and Turn to automatically defend against every attack that round, as long as there are at least 3 enemies.


5th Bar: The Raging Conflagration


The Martial Artist explodes into a devastating flurry of attacks and sweeping blows.


Rolling full CP and requiring 3 absorbed successes by Gathering Storm Stance, unleashes a double damage attack on all enemies in range but causes the Martial Artist to miss their next two turns.


Mirthless Whistling Wind Style - Archery


Without loyalty, restraint, or affection, the wind twists and blows. It knows neither obstacle nor ally, self-sufficient and uncompromising. It is ephemeral to those foolish enough to strike it, yet strong enough to fell mighty oaks.


1st Bar: Eye of the Hurricane Meditation


With absolute focus and practice, the martial artist can strike any target with relative ease.


Reduces Called Shot penalties by 1 per level in this style.


2nd Bar: Twisting Wind Defense


The martial artist is able to twist away from enemies who attempt to attack in close combat, punishing them for their insolence with a close range shot.


The martial artist suffers no penalties to Dodge while readying a shot and can reflexively retaliate with a 3 dice shot following a successful dodge.


3rd Bar: Curving The Arrow


With focus and faith, the martial artist can call upon the Old Gods to guide her arrow, allowing it to avoid allies and strike at foes.


Each Turn the martial artist spends aiming at a target adds one automatic success to the shooting roll, and after the first turn eliminates the risk of hitting allies in combat.


4th Bar: Spiteful Jab


The archer stabs an enemy who dares approach with an arrow to ward them off.


The martial artist can apply their Ranged skill to determine Offence in close combat in order to make an attack roll with their arrow and immediately afterwards make a standard shooting roll with remaining CP.


5th Bar: Wind Through Locks


Following one turn of concentration the archer can fire an arrow to pierce multiple enemies. The archer can apply a successful attack roll to a number of enemies equal to the successes rolled.


Harmony of Creation Style – Sword and Buckler


All things exist with purpose and in harmony. See that pattern, hear that music, and move with the heartbeat of creation. Fight with the world at your side, and knowing the enemy ultimately moves with you.


1st Bar: Harmony of Creation Stance


The Martial Artist allows their mind and focus to expand, taking in every detail of their surroundings, standing ready to react to every subtle cue – especially those of the enemy.


The Martial Artist gains a +1 die bonus on to Defend rolls, + 2 to Dodge, and + 2 to attack following any successful dodge.


2nd Bar: Improvised Weapon Assault


The Martial Artist knows that all things can be weapons, and can make one 3 dice attack using any nearby object without detracting from their combat pool per Turn


3rd Bar: Elegant Dancer Defense


The Martial Artist uses the environment to enhance their defense – ducking behind cover quickly and easily, kicking off from walls, stepping over ledges and out of reach. At Historian's discretion, the Martial Artist may add up to three dice to defensive rolls provided they use the environment to aid them.


4th Bar: Feeling the Heartbeat of Creation


The Martial Artist learns the motions of his enemy with every strike. For each Rounds the Martial Artist spends in combat with an enemy, their rolls increase cumulatively by + 1 die.


5th Bar: Perfected Inner Eye


The Martial Artist is able to add their Intuition to their Combat Pool.


Fang & Talon Style


Nature is red in tooth and claw, and Jura's enlightenment teaches no differently. All things strive to be – not to some ideal, not to improve, but to survive and express their personal legend.


Rank 1: Quick Hunter Stance


The martial artist gains +2 to their Dodge Rating, +2 dice on Stealth rolls. Furthermore, they can move at full Speed while sneaking.


Rank 2: Merciless Sudden Bite


The martial artist hits with 2 automatic successes if a target is unable to roll their defense.


Rank 3: Furious Desperate Energy


The martial artist gains +1 die on all combat rolls per point of Health missing.


Rank 4: Triumphant Bestial Howl


The martial artist gains an extra attack at 2 dice, one per turn, when they successfully cause Health damage to an enemy.


Rank 5: Thousand Dragon Talons


The martial artist doubles their Dexterity for the purpose of determining attacks per Round.


TO BE ADDED:


Falling Star Style, using thrown knives


LOST ARTS, MAY BE REDISCOVERED


Eternal Silence Style


Divine Judgement Style


Inescapable Spiral Style


Soul-Blade Synchronicity Style
 
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How does one police those with the power to shape the world to their liking? Those who may transcend mere mortality? As far as the Inquisition is concerned, it is done with overwhelming firepower and proper legal authorization.


The Inquisition is a secular organization, outside of standard law and politics, whose purpose is to police the Magi and Infernal Scions of the world. Armed with years of training, magical artifacts, and a righteous purpose, the Inquisition bravely fights to bring tyrannous or criminal Magi and Demonspawn to justice.


Stronghold – Lore, Craft, Academics, Medicine, Tactics, Intimidation


Bodyguard – Leadership, Tactics


Relics – Lore, Melee
 
Bodyguard:


1st Bar: Two Novitiates equipped with basic gear


2nd Bar: The Novitiates are equipped with better armour and sidearms, along 8 XP of their very own.


3rd Bar: Four Novitiates, two equipped as starting. 8 more XP


4th Bar: All four equipped as 2nd bar. 8 More XP


5th Bar: Either five Novitiates, or promote two to fratremaul rank and dismiss the others.


Fratremaul start with standard stats, +20XP, and are equipped with magical weapons and armour


Stronghold:


All Strongholds are impenetrable to Scions and Spawn. For each Rank, the Inquisitor may add or expand one of the following: Library (+Lore), Workshop (+relevant Craft Skill), Surgery (+Medicine), War Room (+Strategy), Studio (+Artisan), Meeting Room (+Etiquette OR Mingling), Interrogation Cell (+Intimidate)


1st Bar: An office and sleeping quarters in the local branch.


2nd Bar: In addition to the above, a small warded ship.


3rd Bar: A purpose-built building and well secured with five rooms.


4th Bar: As above, but with an armoured ship with slightly more room.


5th Bar: An extravagant skyship.


Relics


1st Bar: A Sigillium Sanguis. The Sigillium is a small amulet composed a wooden ring studded with eleven tiny gemstones, and suspended in the centre a glass cylinder with a needle protruding from the bottom. By taking a sample of blood, the Sigillium will glow and indicate if the subject is a Magus or Demonically tainted.


2nd Bar: Robe of Warding, +1 Dodge. Compatible with armour


Zakha Dusz: Null Maul, a hammer enchanted to be unaffected by magic OR The Silencer, a magical rifle that fires null-enchanted bullets


Zakha Maleficarum: Lion Brass Gauntlet Blade, stats as per a standard Longsword with bonus damage to Demons OR pistol calibre Lion Brass ammunition.


3rd Bar: Cloak of Alacrity, +2 Speed


Zakha Dusz: Aegis of Spellward, providing +2 to all Magic Resistance rolls


Zakha Maleficarum: Lion Brass Hammer, statted as per a one-handed hammer OR rifle calibre Lion Brass ammo. Bonus damage vs. Demons.


4th Bar:


Zakha Dusz: Mantle of Protection, increasing the difficulty of all Magic rolls near the Inquisitor by 1.


Zakha Maleficarum: Lion Brass Demonhammer, as per the Greathammer OR Lion Brass slugs for a shotgun


5th Bar: Darksteel armour of Warding, +2 Dodge, stats as per Half-Plate with no mobility penalty.
 
Workshop


First level of Workshop provides +2 to all Craft or Construction rolls made inside, and +1 for each level after that.


Constructs


The Hound


Rank 1 Construct


Powerstone: 1


The Hound is a quadrupedal construct the size of a large hound with an extreme weight capacity. Hounds are normally used as mobile carriers for heavy tools, equipment, materials, or luggage in general. Combat-Pattern Hounds are fitted with a heavy siege crossbow. This must be fired manually, of course.


Sentry


Rank 1 Construct


Powerstone: 1


The Sentry is a simple, fixed emplacement construct which by default is fitted with an alarm siren. It operates by vibration, sonic, and motion sensing with an effective detection radius of thirty feet.


VIGILANT Class Combat Golem


Rank 2 Construct


Powerstone: 2


The Vigilant is a slow moving, track-mounted golem, humanoid from the waist up, that comes in two variants. Javelin-Pattern Vigilants are armed with bolt throwers, and the Aegis-Pattern is equipped with a pair of large shields mounted on piston-driven limbs, allowing them to be used offensively as bashing weapons.


MARAUDER Class Combat Golem


Rank 2 Construct


Powerstones: 2


This humanoid golem is primarily offensive. The Nobility-Pattern Marauder is a faithful, if clumsy, recreation of a human soldier, equipped with a spear-gun and shield. The Vindictive-Pattern variant is altered for a more quadrupedal gait and equipped with steel talons, moving and attacking in a manner more akin to a Ghoul.


UTHAR Class Combat Golem


Rank 3 Construct


Powerstones: 3


The Uthar golem is the most powerful construct the Guild can bring to bear, capable of use as a heavy siege weapon. The golem moves on six legs on an insectoid manner, and is equipped with a staggering array of weapons, including a heavy siege cannon.


Ascension


Ascension is the Engineer's Guild philosophy of transcending the mortal, organic form and achieving the purity and strength of the Machine. It does, however, mean that an Augmented Engineer must receive regular maintenance (Intellect + Craft (Mechanism) difficulty 8) or their mechanical components will suffer degeneration and reduced functionality.


Rank 1


Powerstone Integration Socket


This Ascendant augmentation does little enough by itself, but is important as a pre-requisite for more potent augmentations such as the Prismatic Cannon. Each socket costs 10XP, and a maximum of three can be fitted – two on the sternum, and one on the back of the neck, at the base of the skull. A complex sub-dermal wirework extends throughout the body in order to supply power to implants. Each powerstone can provide power for three Rank 1 Augmentations, two Rank 2 Augmentations, or a single Rank 3 Augmentation. If Superior Limb Implantation:Torso is installed, the cap of sockets is raised to five.


Integrated Armour Plate


A light-weight armour plate fitted to the body, providing the protection of chainmail without mobility penalties.


Superior Limb Implantation


Pre-requisite: Powerstone Integration Socket


Each purchase of this Augmentation represents a body part replaced or partially upgraded with a mechanical simulacrum. Limbs are the most obvious choice, but the torso can also be improved in this way. The head cannot be replaced, obviously. Each mechanical limb has an additional 2 Condition, and resists 5 points of Slashing or Piercing damage. These form the pre-requisites for other Augmentations, and each one reduces speed by 1 owing to its weight.


Rank 2


Energy Grid Enhancement


Each purchase of this Augmentation costs only 5 XP, and mitigates the speed reduction caused by installation of Superior Limbs. Each purchase beyond that costs 10 XP, and effectively adds +1 Strength as long as the limbs function.


Tireless Machine Tread


An upgrade to Superior Legs, this refinment of the system results in improved Fitness at +1 a purchase.


Leap Enhancement Pistons


Installing these pistons gives a leaping height of twelve feet, and also provides shock absorbers for a fall of up to twenty feet. Addtionally, a kick delivered from a piston driven leg causes 10 Crushing Damage.


Piston-Driven Strike


An assembly of pistons in the arm allows the Engineer to stike out with bone-shattering force, dealing 10 Crushing Damage.


Weapon Integration Socket


This Augmentation allows an Engineer to mount a weapon on their arms or shoulders, depending on installed Superior Limb Implants. Weapons can range from standard blades, to piston-driven dart guns, or more complex Guild weaponry such as the Arc Cannon.


Omnitool


Pre-Requisite: Superior Arm


Incompatible with Piston-Driven Strike


The Omnitool is an array of precision tools installed in the hand and forearm of the Engineer, providing +3 to Craft rolls.


Sensory Uprgade Modules


Each Module improves a different sense, with the exception of touch, providing +1 Perception. These are obvious, visible replacements or changes to associated organs.


Additional modules: Thermal Detection, allowing the Engineer to detect and assess creatures by their body heat.


Thaumic Vision: Allows the Engineer to see recent Magic usage.


Lightning Harness


This is an array of small nodes on the torso and arms of the Engineer that allows them to generate electricity. On use, and for each turn spent charging the array, the Engineer can discharge the elecricity through a weapon (their own, or that of an enemy striking them) and deal 1 point of Health damage and 2 points of Condition. The Condition damage is increased to 4 if the target is wearing metal armour.


Rank 3


Trauma Control Package


In the event that the Engineer is reduced to 8 Condition or 4 Health, this network of life-support systems engages in order to stop bleeding, stabilize organs, and forms protective shields in order to prevent further harm. The Engineer can survive up to three days in this state, but cannot recover naturally or move.


Prismatic Cannon Mount


This weapon, mounted in a Superior Arm, draws power directly from Powerstones and requires a single stone installed in it in order to function. Once per hour, it can fire a blast of pure energy, dealing 20 Condition damage in a narrow beam around six inches in diameter.
 
House Lezek


The Lezekim are arrogant and prideful to a fault. They are, however, warriors without peer. Their holdings are in southern Kelen. The Lezekim make their wealth on oratory, leadership, and combat. As the Light Infernal shines brighter within them, the Lezekim approach physical perfection and later, grow wings.


Vice: Pride


Powers


Excellence – Allows rerolls of failed combat dice, 1 per Rank. 5 Essence


Brilliance – Allows bonus dice on combat rolls, 1 per Rank. 10 Essence


Dominance – Allows automatic successes on Bearing rolls, 1 per Rank. 5 Essence


Radiance – Allows burning radiance, 2 points of Condition Damage per Rank to those nearby. 1 Essence


Expressions


Grace, beauty, toned but svelte musculature, small golden horns, wings, golden eyes


Details


Matriarch: Lezek Irene


Structure: House Lezek keeps to a strict, almost military structure. Advancement is meritocratic and based on duels. Lezekim enjoy formal ceremony and pomp, and baroque titles. They hire underlings to handle ranged weapons (so distasteful) and prefer melee combat where possible.


Holdings: Gabriallus, a flying fortress that travels the Stormcircle in breaks between the clouds, all golden and shining.


Business Interests: Private military contracts, exhibition combat, combat training.


Wealth and Influence: The Lezekim exert considerable military influence and moderate wealth that they tend to spend indulgently. Their military is small, but elite, and they hold sway with organizations or other bodies that don't have the resources to fight them.


Other Notes: Lezekim love their titles and lists of accomplishments. They detest underhandedness and trickery. They will demand a duel in response to any insult or slight.


The Path of Glory, the Lezekim Martial Art


The Tenet of Glory: Even darkness flees my passage.


The Lezekim know no foe, no barrier, no obstacle, nothing which can stand in their path. To fight them is to perish.


This style must be performed with a single or double handed sword, one of masterwork quality or better, preferably personalized to the Practitioner. Anything less than that applies penalties to the style, and improvised weapons will not allow the style to function at all.


Rank 1: Path of Glory


There is but one path to greatness. This rank allows the Practitioner to take "Path of Glory" stance. As long as they are in this stance, their offense and defense is counted as +1 above their actual numbers.


Scion Bonus: This turns to a +2 at 3rd Rank, and a +3 at 5th Rank


Rank 2: None Before Me


Others are weak. They cannot stand before you. Whilst in "Path of Glory" stance, the practitioner may choose to attack with such blinding skill and ferocity that those that see it can only be cowed. The practitioner rolls this attack with half his full CP. Those that perceive it and lose an appropriate fear check will have their offense and defense lowered by -1 for 3 rounds. This ability cannot be stacked, but can be repeated.


Scion Bonus: The penalty is increased to -2 at 3rd Rank and to -3 at 5th Rank.


Rank 3: None Behind Me


The weakness of others serves only to remind you of your own strength. Whilst in "Path of Glory" stance, the Practitioners of Glory may attack with a 1/4 of their full CP any opponent whose fails to hit them. These attacks must follow immediately after the defended attack or they cannot be used at all. These attacks do detract from CP, but cannot reduce it to 0. Scion Bonus: The practitioner does not reduce CP.


Rank 4: None Escape Me


Those not on the path walk to their own deaths. The Practitioner attacks with such skill, such precision and lethality, that even a true defense cannot stand against them. As long as the practitioner has a single success whilst attacking in "Path of Glory" stance, they will cause 1 Con damage to the opponent, or the opponents armor should they be wearing any, regardless of the success of the opponents defense roll. The armor damaged by this is chosen by the practitioner, with regards to the specifics of the attack they made.


Scion Bonus: This ignores armor, and causes 1 Con damage directly to the opponent.


Rank 5: Paved with Blades


The Path of Glory is paved with blades, and washed with the blood of the fallen. Utilizing the full extent of their mastery of the blade, the practitioner can decimate even the mightiest of opponents. Whilst in "Path of Glory" stance, the practitioner may make a single, full CP attack. If it succeeds, it ignores armor and does double damage.


Scion Bonus: If the opponent is killed by this attack, the Practitioners CP is fully refreshed.
 
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House Lybar


Hedonists to a man, the Lybarim are endlessly lusty and debauched. In addition to trading in flesh and luxuries, many Lybarim are talented doctors, having an innate understanding of the body. Older Lybarim are androgynous wonders who can, once provoked, explode into a writhing mass of tentacles.


Vice: Lust


Powers:


Mutation – Make adjustments to one's own body, physical only. 1 Essebce per point value of the mutation,


Parasitism – Produce parasites and symbiotes for service.


Sensation – Receive wound bonuses instead of penalties. Convert 2 Condition damage to 1 bonus die. 10 Essence per.


Consumption – Recover Condition by harming and eating others, 1 Essence per point.


Expressions


Uncanny valley look, beautiful yet grotesque, inhuman shapes, joints, angles. Tentacles, claws, symbiotes.


Details


Patriarch: Lybar Ollivius


Structure: The Lybarim tend to congregate in Salons or Practices, depending on their proclivities. They can be quite democratic, but cliques tend to form around old and influential Lybarim.


Holdings: The House of Sighs, derogatorily called The Whorehouse, located near the edge of Shaydensea in Stormcircle.


Business Interests: Prostitution, medicine, cosmetic surgery, biotechs, slavery, entertainment.


Wealth and Influence: The Lybarim have spies everywhere when their own decadence doesn't defeat them, and they never lack for money.


Other Notes: A small number of older and elder Lybarim are on the run, wanted by the Inquisition for sexual assault and related crimes. A number of them can be found in addiction treatment facilities. They are the most wantonly criminal House, much of the time.
 
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House Dellebron


House Dellebron is full of thieves and drunkards, all exceptional liars, lockpickers, and merchants. Dellebron produces fine ales and wines, but much of that stock ends up the belly of its miserable scions. Envy is the vice of the Dellebron, and in their old age they become nightmares of ice and tears.


Vice: Envy


Powers:


Venom – Blood can be converted to supernatural venom, 1 Point of effect per Rank, 1 Essence per blood used.


Spite – When an enemy beats your roll, they suffer an Attribute penalty equal to Rank, 10 Essence per


Curse – Cause an enemy to suffer roll penalties against you equal to Rank, 10 Essence per


Tearstorm – Project spikes of ice and icy water, 2 Essence for each expected 5 Damage capped by Rank


Expressions:


Blood replaced with icy salt water, talons of ice, skeletal thinness, rimes nearby surfaces with ice, drains the heat from the area.


Details


Patriarch: Dellebron Cylaris


Structure: Dellebronim don't play well together, prone as they are to infighting, backstabbing, and treason. As such they will work together only when it favours their personal goals and constantly suspect one another of plotting betrayal. Dellebronim family disputes can turn into an intricate succession of betrayals, alliances, thefts, lies, framings, double-and-triple-crosses....


Holdings: Castle Dour, located under the Sleeping Sea in the south.


Business Interests: Alcohols, poisons, entertainment, smuggling, kidnapping, spying.


Wealth and Influence: The constant infighting means Dellebron is left with little money or influence, and if there's anyone who can unite some Dellebronim against them, it's anyone else with more money or prestige


Other Notes: You can always trust Dellebronim to betray you at some point. Unless you can convince them of a better target that you can help with.


Bitter Tide Style


Pain is Truth.


Like some foul tide, the Practitioners of Obsession wear away their opponents, each strike carving a little more away, until their victory is assured.


This style must be done with needles.


Rank 1: Gift of Pain


Like the tide brings in gifts of the ocean, so too does the Practitioner bring the gift of pain. For each successful attack, the Practitioner leaves a needle embedded in the opponent, causing (-1 Offence and Defence). Each successive needle stacks penalties, and take 4 CP to remove each one. *Scion bonus* The needles cause frostbite if left in for over three rounds, and cause 1 CON damage for each one removed.


Rank 2: Inescapable Currents


The Practitioner becomes like the riptide, catching the unwary. This style can be practiced at range, but retains the use of the melee skill. *Scion Bonus* Attacks that are not at range leave two needles instead of one.


Rank 3: Oceans Chill


The cold of the vast seas begins to flow through the Practitioners veins, each strike slowly freezing their opponents. If an opponent has three needles at one time, their Dex is reduced by 1 until the number of needles has been reduced to below three. This ability can only be stacked to a number equal to the Practitioners level. *Scion Bonus* This ability has no cap.


Rank 4: Erode the Body


Each wave takes little more out of the shores they crash upon. Little by little, they are shredded to nothing. When an opponent has five or more needles at one time, they begin to bleed, slowly losing one health per round until enough needles so that the number is once again under five. *Scion bonus* The opponent will slowly lose 1 Speed per round as well.


Rank 5: Cruelty of the Sea


The sea creates life, gives life, supports life. Ends life. The Practitioner may attack a targets Health stat directly. Damage is calculated 4:1. *Scion Bonus* This can also affect supernatural stats, such as Energy or Blood. The Practitioner may also, when dealing a killing blow, postpone it for a pre-determined length of time. The target will not suffer any penalties, difficulties to heal, or even knowledge that they will die. To them, it merely seemed that the attack was ineffectual. Once the allotted time has ended, the target will instantly die, appearing to have suddenly dropped dead of drowning related causes.
 
House Hulbrad


Hulbrad is a house of learning. The Hulbradim however, enjoy learning with various herbal supplements. Hulbrad trades in information, documentation, and dreams. Elder Hulbradim become somewhat... divorced from reality.


Vice: Sloth


Powers:


Hallucination – Cause penalty-causing Hallucinations in enemes, 5 Essence per die penalty applied


Telepathy – Read minds or communicate with them, 10 Essence per instance


Telekinesis – Manipulate objects with your mind with an effective Strength equal to your Rank. 1 Essence per Point


Teleportation – 5 Feet per Rank, any direction, no line of sight. 1 Essence per Rank


Expressions


Feet don't touch the ground, eyes seems like black holes, bends and stretches unnaturally, warps surrounding environment.


Details


Matriarch: Hulbrad Syrene


Structure: Hulbradim tend to be solitary types, though they will freely communicate and exchange information. They tend to have good communication links and infrastructure, but hand off a lot of work to proxies.


Holdings: The Black Rose, a beautiful construct suspended somewhere in Shaydensea. It tends to move around unpredictably.


Business Interests: Information, narcotics, lore, books, artifacts.


Wealth and Influence: The Hulbradim are comfortable in their wealth, but quite influential due to their spread nature and strong connections.


Other Notes: Hulbradim can act directly through proxies like a Heartwright, and while one can never be sure if they're watching one can hope they're too lazy to act on it.


Dueling Shadows Style


I am alone.


To the Practitioners of Madness, they are truly alone. The world is just some horribly vivid dream. And while this might not necessarily be true, the force with which they believe it to be allows them act as if it is.


This style must be performed unarmed.


Rank 1: Impose thy Solitude


The Practitioner believes in their loneliness with such fervor that the world itself begins to believe it too, regardless of the people around them. The Practitioner gains a +1 bonus to stealth.


*Scion Bonus* Per rank in this style.


Rank 2: Ignore the Unreal


So convinced of their own solitude, the Practitioner can escape notice even in crowded areas. With a successful attack, the Practitioner can automatically jump into stealth in plain sight until the end of the next round, though the attack does half damage.


*Scion Bonus* Stealth lasts for as many rounds as the Practitioner has ranks in this style.


Rank 3: Dispel the Dream


Individuals that are noticed by the Practitioner can even be subject to the practitioners point of view, becoming fragile and dreamlike. The Practitioner can perform an attack for bonus damage (+5 Damage), bursting out of stealth.


*Scion Bonus* Attacks from stealth are calculated at (-4 Defence) and are treated as dealing Piercing damage.


Rank 4: Shape the World


Practitioners now so readily believe in their dream that the world itself begins to shape to their madness. With a successful defense roll, the Practitioner can choose to redirect an opponents attack towards any immediate nearby target. The attack rolls with a -2 to hit this target.


*Scion bonus* The Practitioner can do this with ranged attacks.


Rank 5: Spread the Madness


The Practitioner knows the truth. The world shifts to accommodate. And others WILL learn. By sacrificing their entire combat pool for a round, the Practitioner can choose an individual to subject completely to their worldview of isolation, temporarily blinding, deafening and eliminating all tactile sensation for three rounds, or until the subject succeeds on a will save. The opponent can still attack, but takes significant penalties and cannot chose a target or use special or targeted attacks. All attacks by the Practitioner to this opponent are counted as stealthed.


*Scion bonus* The isolation lasts until the subject succeeds on the will save.
 
House Olimak


Olimak does not carry itself with the grace and distinction of Lezek, but when one needs dirty work done, an enemy made an example of, or someone beaten to a pulp, the wrath of Olimak may be called down upon them. Elders of the line often smoulder quietly, the molten metal flowing their veins visible through their skin.


Vice: Wrath


Powers


Resurgence – Regenerate (Rank) Condition per turn with Demonic flesh. 1 Essence per pont


Rage – Boost Physical Attributes by (Rank) for two turns. Can be divided between multiple Attributes, 10 Essence


Ironflesh – Spilled blood forms armour, 2 Essence per Point


Steelburn – Conjure fire and burning steel, Essence by GM discretion


Expressions


Hot blood, or molten metal for blood. Basalt, hooves, horns, red skin. Eyes of molten brass. Huge physique, claws and fists of volcanic rock.


Details


Patriarch: Olimak Lothar


Structure: Semi-independent warbands led by so-called Desolators.


Holdings: Grudgeonghast, a huge and mostly-underground castle near the border of the Curselands, decorated with fire, dark stone, and brass.


Business Interests: Security, private military contracts, protection, demolitions.


Wealth and Influence: While the poorest of the Houses, the Olimakim are among the most respected - particularly among weapons manufacturers and anyone who has had a mugging violently interrupted.


Other Notes: Desolator is not a title of empty bombast. These ruthless and elite Olimakim are normally equipped with potent and expensive Manatech for maximum collateral damage.


Growing Fury Style


Vengeance is Justice, there is no mercy.


The Practitioners of Destruction are engines of combat, powered by the attacks of their opponents. They store this anger within themselves, condensing it, utilizing it and finally, violently redirecting it at chosen targets.


This style must be performed by a practitioner utilizing a shield and short one handed weapon, preferably an axe or mace.


Rank 1: Suffer the Assault


Those that dare attack the Practitioners of Destruction, find that their attacks only are only fuel for their opponents fury. For every attack against the Practitioner, regardless of its success, the Practitioner gains 1 Rage point. These may be spent to add +2 each to the Combat Pool for the purposes of attack, though only for that turn. Rage Points last only until the end of combat as do their effects. *Scion Bonus* The Practitioner starts combat with 1 Rage Point per level in this style.


Rank 2: Weather the Conflict


To unleash destruction, one must be capable of surviving it first. The Practitioner gains +1 per level in this style to their combat pool for purposes of defense. *Scion Bonus* These bonuses may be used per attack against the Practitioner.


Rank 3: Channel the Rage


Practitioners of Destruction learn to channel the growing fury within them, focusing it at a single target with devastating results. By spending 1 Rage Point, the Practitioner may chose a opponent that previously attacked them within this combat. They now receive bonuses to hit and damage this opponent (+3 Offense, +3 Damage), and attacks received from this opponent give the Practitioner 2 Rage Points each. However, the Practitioner receives a penalty to hit and damage opponents who are not this opponent(-3 Offense, -3 Damage). The bonuses and penalties received from this chosen opponent revert to normal once the battle ends, or the opponent has been killed or otherwise rendered indisposed. *Scion Bonus* The Practitioner can sense the location of the chosen opponent with accuracy increasing with proximity. This lasts for hours equal to levels in this style.


Rank 4: Fuel the Fires


True rage cannot be contained. It spreads with each strike, a wildfire that consumes the weak. By spending three Rage Points, the Practitioner may attempt to force an opponent to strike him, infecting them with anger through a mocking strike. If they succeed, the opponent MUST attempt to strike back at their next chance. *Scion Bonus* The retaliation must use up no less than half the attackers Combat Pool.


Rank 5: Unleash the Fury


None shall escape the flames of your ire. By spending five Rage points, the Practitioner may spend their entire Combat Pool twice this turn. This includes temporary Combat Pool gained by spending further Rage points, but only ones spent during this turn.


*Scion Bonus* Damage dealt during this turn is increased (+4 fire/heat damage) and causes half splash damage rounded down, to those in the immediate vicinity. This splash damage is non-discriminate, harming everyone/thing in the damage zone capable of being harmed with the exception of the Practitioner. This includes the armor and weapon of the Practitioner if they are capable of being harmed by fire/heat damage.
 
House Yrva


Sometimes clashing with the Guild, the Yrvanim are a merchant house. Greedy and coin-grabbing, Yrva makes up for a lack of social graces with financial acumen and technical skill. In time, Yrvanim become curious combinations of flesh and machine, more elegantly put together than Guild members.


Vice: Greed


Powers:


Hyper-Appraisal – Gain bonus dice to Investigation and Commerce when determining the strengths and weaknesses of objects or even people, at 1 die per 10 Essence.


Craft-Savant – Gain bonus dice to Craft rolls of any kind, 10 Essence per die. Can craft physics defying devices with the correct components.


Integration – Integrate devices and objects into the body. 1 Essence per Condition replaced with machine.


Rendering – Rip stats and traits from other characters, either integrating them or using them to craft things. 10 Essence per stat or trait.


Expressions


Stiff, mechanical movements. Metallic skin, glassy eyes, stilted speech. Mechanical components mounted in and on the body.


Details


Patriarch(?): Yrva Lodess


Structure: Yrvanim organize in Collectives, small groups that focus on a specific trade or field of research.


Holdings: Bastion, in the mountains.


Business Interests: Science, technology, banking, trade.


Wealth and Influence: House Yrva is probably the wealthiest House, but it is also the most miserly. Their business and research ventures would be much more successful if they shared more.


Other Notes:


Walking Armory Style


Control is survival, consumption is control. Give only death.


The Practitioners of Consumption take what they can from their opponents, using their own weapons and even their own strength against them.


This style can be performed with any weapon, even improvised and barehanded.


Rank 1: Strength through Control


Even the smallest advantage can be more than an edge for the Practitioners of Consumption. The Practitioner gains an additional +2 to their combat pool for each limb holding a single weapon.


*Scion Bonus* The Practitioners teeth also count for a +2 to the combat pool, but must be used in that round of combat.


Rank 2: Take the Advantage


It is not enough to have an advantage. The opponent must lose theirs to further your own. The Practitioner can disarm an enemy of a single weapon with a successful attack, so long as they are barehanded in at least one hand. This attack does half damage.


*Scion Bonus* The Practitioner can perform this even with weapons that are spiritually or even physically attached to an opponent, holding it for as many rounds as they have ranks in this style, after which they are returned to their original owner.


Rank 3: Give only Death


The Practitioner will give only one thing in their control of the battle. Death. The Practitioner may sacrifice a weapon for the duration of the combat to perform double damage with it, after which the weapon is embedded in the opponent or surroundings, or broken beyond immediate repair. This attack must be declared before rolling to hit, and if it is missed, the weapon is still rendered unusable for the rest of the combat. The weapon can still be used by any other combatant than the Practitioner during the combat, provided that they are capable of retrieving it.


*Scion Bonus* The weapon does continual damage to the opponent until removed, and until it is, the Practitioner can track the opponent until it is.


Rank 4: Ever more power


The more the Practitioner takes and consumes, the more strength it affords them. Each time the Practitioner obtains a new weapon, they gain a +1 to their combat pool for a number of rounds equal to their rank. This includes drawing weapons at any point during combat. These bonuses cap at the level of their style.


*Scion Bonus* These bonuses do not cap.


Rank 5: Consume


Take even the strength of the enemy for your own. For every successful disarm of an opponent, the Practitioner may also choose to steal a point of any of the opponents physical attributes for rounds equal to the Practitioners level in this style. They cannot reduce an opponents attributes below 1, and do not gain any points if they attempt it. The Practitioner can stack these bonuses up to a maximum of their natural cap of 5. If their attributes are already at 5, then the opponents stat is stolen for those rounds, but the Practitioner gains no bonus.


*Scion Bonus* There is no cap to the amount the Practitioner can stack, limited only by the amount they can hold per round basis.
 
House Djuke


Highest of the Infernal Houses, the Djukanim are possessed of a true nobility in spite of their flaws. They do as they please, each member willful and arrogant, convinced of their own superiority. The only term to describe elder Djukanim is draconic.


Vice: Hate


Powers


Validus - Djukanim can spend 5 Essence to increase any Attribute by their Ascendance for one turn


Aestus - Djukanim can spend 5 Essence to project raw energy against a target


Invictus - Djukanim can spend 5 Essence to negate a point of damage.


Dominor - Djukanim can spend 10 Essence to replace a die with an automatic success.


Expression


Black scales, violet eyes, slitted pupils, baroque horns, scaly wings, claws, tails


Details


Patriarch: Djuke Imperus


Structure: Djukanim work even more poorly together than Dellebronim. Every Djukanim is out for himself. They respect only other Djukanim as equals and acknowledge only Imperus as their lord. They style themselves as tyrants, kings, captains, rulers all. Djukanim take power, hold power, and will yield to no one. This does, however, make them extremely choosy about partners and thus in their long lifespans they bear few heirs or heiresses.


Holdings: Too spread out to list easily, but their seat is simply called The Palace, located in the Curselands.


Business Interests: Whatever any individual Djukanim pleases.


Wealth and Influence: Wealth is hard to track, but they are very influential in almost all areas.


Other Notes:
 
Corruption Increase follows this pattern:


Rank 1 – 0 to 100 points, increases difficulty of nearby spellcasting by 1


Rank 2 – 0 to 200 points, increases difficulty of nearby spellcasting by 2


Rank 3 – 0 to 300 points, increases difficulty of nearby spellcasting by 3


Rank 4 – 0 to 400 points, increases difficulty of nearby spellcasting by 4, causes minor Manatech malfunctions


Rank 5 – 0 to 500 points, increases difficulty of nearby spellcasting by 5, cause moderate Manatech malfunctions


Rank 6 – 0 to 600 points, no longer allowed on airships due to major magical malfunctions


Rank 7 – 0 to 700 points, must beat difficulty 9 Willpower roll not to destroy Manatech


Rank 8 – 0 to 800 points, difficulty 10 not to destroy Manatech or Magi


Rank 9 – 0 to 900 points, difficulty 11 not to rampage


Rank 10 – 0 to 1000 points, Avatar of the Dark, kill on sight.
 
Blasphemies


Voidstrength: 10 Corruption to boost an Attribute by Rank, per point boosted.


Stuff of Nightmares: Recover Condition at 2 for 1 Corruption points, 1 per Rank per turn of combat. This is involuntary and automatic


Dark Messiah: 50 Corruption, infect an animal or person with the Outer Dark


Out of Time: 5 Corruption to increase Speed by 1 per Rank per point, 10 Corruption to step around space/time


World Ending Arsenal: 4+ Corruption to invoke weapons of darkness, or armour.
 
NEW SKILLS


Guns - Used for using both mundane guns and various magical ranged weapons.


Piloting - Used to, as you might expect, pilot a skyship.


Craft Types - Arcanotech, gunsmithing


Repair - Manatech, Arcanotech, Mundane variants.
 

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