Children of the Sun™ Quickstart Kit 1.1 All content Copyright 2002 Misguided Misguided Games, Inc. Children of the Sun is a trademark of Misguided Games, Inc.
Welcome! Thank you for downloading downloading the quickstart quickstart demo kit for Children of the Sun (CotS) role-playing game. game. This packet includes includes an overview overview of the CotS game game world, a simplified set set of rules, and a complete complete adventure, adventure, including characters. characters. CotS is a 352 page book; this is by no means the full game, but we hope it is enough to give you the flavor of the system and setting. Many of the details and special cases have been glossed glossed over to make it is as easy as possible for your group to give the game a try and decide if you like it. If you have comments or questions about this document, or suggestions to make it better, please drop by our forum at http://www.misguidedgames.com or http://www.misguidedgames.com or email me at
[email protected] Enjoy, Lewis Pollak, President -- Misguided Games, Inc.
Setting Overview Dieselpunk
2
Krace
2
Green Sheath
Races
2 2
System Overview Attributes and Tests
3
Skills
4 Culture and Occupational Skills
Social Interaction
4 4
Combat Initiative, Movement, Movement, Multiple Actions
5
Summary of Equations
5
Melee
5
Unarmed
6
Thrown, Missile, and Ballistic
6
Wounds, Unconsciousness, and Death
7
Magic
7
Tokens
8
Trouble in Tilton Adventure
9
Toke Token n and and Magic agic Poin Pointt Use Use Su Summ mmar ary y Sh Shee eett
16
Character Sheets
17
Character Notes
33
Dieselpunk Children of the Sun is what we call dieselpunk fantasy. Dieselpunk is an amalgam of golden age fantasy and technology meshed to create a pulp fantasy adventure setting. setting. Dieselpunk means means a world where: giant radio towers and skyscrapers tower over large cities; knights in chainmail wield swords, and sometimes guns; arcane airships soar above the landscape and fight off air pirates with cannons; elite law enforcement officers patrol city streets on motorcycles; and horrific creatures lurk underneath the very ground you stand on. You can play up the pulp action and technology aspects and have a very high adventure setting, or easily tone them down and play a more traditional traditional high fantasy style of game. Similarly, you can keep the tone relatively light, or go for a more horrific style of game.
Krace The island of Krace is the central focus of CotS and where Trouble in Tilton takes place. The island is ringed with mountains around the outside. The interior of the island is dominated dominated by the massive 2000-foot 2000-foot tall Culhainne trees. These trees give off tremendous branches branches that twine together with branches from other trees nearby to create a stable, nearly solid surface 2000 feet above sea level, that Kracians think of as "ground". While some of the largest cities are located in the mountains, many cities are located on the cut t runks of Culhainne trees or simply on these branches. Fresh water is available from special plants that tap into vascular system of the Culhainne trees. The major crops, fr uits and mushrooms, grow underground underground and are harvested from hazardous hazardous tunnels by orchard miners. Electrical power is available in larger cities and some towns, provided by arcane generators. generators.
Green Sheath "Green Sheath" is the name given to the upper surface of Krace provided by the Culhainne trees. The ground is mostly solid, but very uneven uneven and rough. rough. There are many many cracks and and openings in most areas, so standing standing water is rare. Openings large large enough for a person to enter, or something far more hideous hideous to come out of, are not uncommon. uncommon. While the cities may be relatively civilized, life out on the Sheath is like any other other wilderness area. There are many dangers dangers and it is best to stay on your toes. It is worth noting that Culhainne wood is extremely hard and durable, and is also quite resistant to fire. The area known as the Sheath has been cleared of most of the trees growing above the surface. However, there is a much larger concentration of these in the center of the island, creating a forest above the forest. The areas of moderate density are referred to as "low growth". There are two "old growth" forests, forests, which are so dense, that journeying journeying through them is akin to exploring caves. Trouble in Tilton takes place in a Culhainne logging camp on the edge of the low growth. This area has the feel of a pioneer town from the American American West. Buildings are made made of Culhainne. Culhainne. Electrical power power is supplied by small small generators. It is not at all unusual for people to walk about armed.
Races Banfilidh The Banfilidh are magical plant creatures. Their appearance appearance varies tremendously, from small versions of other races to halfanimal to walking sticks. Most live among large tribes. Each tribe has a Singer that leads leads them and helps them care for their lands. Banfilidh tale on features of the land around them, so those that are closer to cities tend to have more Human or Elven features. As plants, their physiology physiology is drastically different from the other races. races. They have no genetic genetic material, nor do they procreate.
Elves Pointy ears, but forget the rest. To say that Elves are disliked is an understatemen understatement. t. The Elves, on the whole, whole, are despised by the other races. Certain among their number launched launched a campaign of ethnic cleansing from the nation of Lysirial 150 years ago. While this may seems like a long time, the Elves Elves are long-lived, so the pain remains remains fresh in the minds of many. The hatred is far from universal. Krace is actually relatively tolerant, tolerant, and King Aetheri, an Elf, is well-loved.
Hu Lenkra Hu Lenkra are part bigfoot, part Viking. Viking. The Hu Lenkra, Lenkra, or Hu'Kra for short, used to survive by raiding other other nations. In more recent times they live in relative harmony with the other races. They are no taller than Humans on average, but physically imposing nevertheless. nevertheless. They are a proud and boisterous people, people, with a love f or telling tales and contests of all sorts.
Humans In some ways the spiritual opposite of the Elves, Humans are a rugged, adaptive people. people. They can survive and flourish in remarkably adverse conditions. conditions. Humans are also known for their facility with arcane engineering. engineering.
Thorqua These turtles have what seems to be a barely civilized society to outsiders. They live in small villages and don't seem concerned with modern conveniences. Though small, and generally peaceful, they can be fierce when provoked. having a shell to protect them in combat doesn't hurt, either.
There are several races that do not feature prominently in this demo adventure. We thought they were worth mentioning anyway.
Avendera These leonine creatures creatures were driven into underground vaults thousands thousands of years ago. They still tend to distrust the other races. They are known for their ability to detect detect nearby movement movement with their whiskers.
Luparathi The Luparathi are not universally universally regarded as sentient. sentient. These wolf-like beings beings are often treated as animals. animals. Still many are able to live among the rest of society, using their physical gifts to earn a living doing manual labor.
Zheol-Jhe The Jhe live beneath the ocean waves, their gill-cloaks billowing behind them and allowing them to draw oxygen from the water. Jhe society is militaristic. They function on land just fine, provided provided they are supplied with water. water.
Attributes and Tests Attributes in CotS have a die type (d4, d6, etc.) that represents potential, and a number of dice that measures consistency in achieving that potential. potential. If a character or creature has d4-2 as their their die type, then subtract 2 from the result after rolling the dice (treat any result less than zero as simply simply zero). Die rolls in CotS are open-ended/climbing/exp open-ended/climbing/exploding. loding. This means that if the largest possible value is rolled on a die, the die is rolled again and added to the previous total until a different value is rolled. For instance, if a 6 is rolled on a 6-sided die, the 6 is rolled again. If another 6 were rolled, the die would be rolled a third time. If the third roll was a 4, the result would be 6 + 6 + 4 = 16.
Attributes Stre Streng ngth th
- Shee Sheerr phys physic ical al pow power er;; dete determ rmin ines es dam damag agee in mel melee ee
Agil Agilit ity y
- Phys Physic ical al dext dexter erit ity y and and spee speed; d; giv gives es an adva advant ntag agee in in mel melee ee
Vigor Vigor
- Stami Stamina na and endura enduranc nce, e, res resist istan ance ce to inju injury; ry; resist resistss phys physica icall mala maladie dies, s, uncon unconsci scious ousne ness, ss, etc. etc.
Focu Focuss
- Inte Intelle llect ct;; impo import rtan antt in cast castin ing g tech techni niqu ques es (spe (spell lls) s) on othe others rs
Perceptio Perception n
- Physical Physical senses, senses, ability ability to notice notice change change or summarize summarize quickly quickly;; determines determines initiativ initiativee
Disciplin Disciplinee
- Willpow Willpower er or or mental mental toughnes toughness; s; Resis Resists ts magic magical al attac attacks ks
Char Charm m
- Con Convi vinc ncee oth other erss thro throug ugh h flat flatte tery ry or tric tricke kery ry
Leadersh Leadership ip
- Convinc Convincee others others throu through gh rationa rationall thought thought
Fero Feroci city ty
- Conv Convin ince ce othe others rs thro throug ugh h int intim imid idat atio ion n or or fear fear
Quality Test; denoted Q(Attribute) This is the fundamental test in Children of the Sun, and is by far the most common. The other two test types are special cases of the Q test. For a Quality test, roll all dice for an attribute and keep only the largest largest result. remember that the dice are openopenended. If Q(3d4) is required, and and the result is 2,3,4 2,3,4 then the 4 is re-rolled re-rolled producing a 2, the roll is 2,3,6. The final result is the largest value, in this case, 6. A Quality test is a success if the result is equal equal to or greater than the target.
Resistance Test; denoted R(Attribute) A Resistance test is usually needed when someone casts a technique on you. This is the same as a Quality test, except that all dice that are equal or greater than the target are counted as successes. For the above die roll (2,3,6), if the target were three there would be two successes. If the target were 6 there would be one success. if the target were 8, there would be no successes.
Peril Test; denoted P(Attribute) Peril tests are needed only only rarely. Usually, this indicates indicates something pretty nasty is about about to happen. A Peril test differs from Q and R tests in two important ways: Two dice are always rolled, regardless of how many attribute dice there are, or even if there are none available. Rolling equal to the target or lower is a failure. When making a P test, count the number of failures. The problem which necessitated necessitated this test will indicate what happens depending on how many dice fail.
Skills Skills have a rank asso associated ciated with them. The rank is added to the result of a Quality test test when a skill check is made. That is, the basic formula for a skill check is Q(Attribute) Q(Attribute) + Rank of an appropriate skill. Like a Quality test, the skill test is successful successful if the total is equal to or greater than the target. Note that there is a loose relationship relationship between particular particular skills and the Attribute used. For instance the skill Swimming might be used with Strength, Agility, or one of the others, depending on circumstances. The GM decides which which attribute is relevant. A player may make a case for a particular particular attribute or skill.
Culture and Occupational Skills Culture and Occupational Occupational skills are a little different. They don't give a character the ability to do anything, but instead represent their knowledge base. base. For instance, a character with Occupation Occupation (Soldier) still needs a separate skill to be able to fight, but this skill reflects their their standing in their unit, unit, knowledge of of how the unit works, works, etc. Similarly, a character character with Culture (Krace) knows what common folk living in Krace would know. When you need to determine if a character would know something and prefer to leave it to a random die roll, then the percentage chance chance that the character knows knows something is based on their their rank in a relevant relevant Culture or Occupational Occupational skill times one one of the numbers in the following chart, based on how obscure the information is for someone with the skill: Common Knowledge
Rank x 25%
Unco Uncomm mmon on Kno Knowl wled edge ge
Rank Rank x 15% 15%
Obscure Knowledge
Rank x 5%
Social Interaction When one person is trying to convince another another (non-PC) of something, the GM may simply decide the outcome based on role-playing. The following procedure procedure may also be used: used: 1) Player makes statement in character; GM decides which social attribute is most relevant 2) Modify the speaker's attribute dice f or Appearance or situational factors If using Charm, add Appearance. Appearance. If using Ferocity, subtract subtract Appearance. Situational factors typically modify the number of dice by a die or two. Trying to be Ferocious with a duck on your head might give a -2. Telling a harrowing tale while covered in filth and blood might give +1 or +2. If the number of dice would be reduced to zero, reduce the die type instead. 3) Speaker and target roll Q(Attribute), adding a relevant skill if applicable and compare results.
Initiative, Movement, and Multiple Actions Turn order is decided at the start of each round round by rolling Q(Perception). Q(Perception). Use Q(Agility) to resolve ties. Characters roll Q(Agility) to determine how many movement points they receive receive that round. If a character has no Agility dice, they receive a single point. Each point translates to a number of yards based on movement rate as follows: Cautious
.5
Slow
1
Standard
2
Run
4
Sprint
8
When a character takes takes their turn, they may do more than one thing. thing. Multiple actions incur penalties. penalties. The first task undertaken has no penalty. The second and each additional task incurs a cumulative -1 die penalty. A character can not perform a task for which they have no dice in the relevant attribute (the penalties apply to the test to attempt the task only, not any effect test that might also be made, e.g. when attacking someone, they apply to Agility but not to Strength). The first time a character begins movement, movement, do not count count this in the task total. If they stop, then begin to move again, again, this does count. If you run to a wall, climb up, then hop down the other side, side, there is no penalty for the move, no penalty to climb (task 1), and a -1 penalty to hop down (task 2). These penalties end once your turn expires.
Combat Summary This table is reprinted on the character sheets Combat Advantage (CA)
Damage Calculation
Melee/Co /Counter
Q(Agility ity) + Q(Weapon) + Skill
Q(St (Strength) + Q(Weapon) + Combat Advantage
Thrown
Q(Agility)
+ Skill
Q(Strength) + Q(Weapon) + Combat Advantage
Bows/Guns
Q(Perception)
+ Skill
Active Active Defe Defens nsee
Q(Agil Q(A gility ity)) + Q(Weapo Q(Weapon) n) + Melee Melee*3 *3
Passive Defense Dodge
Q(Weapon)*Damage Factor + CA
Q(Weapon) + Melee Q(Agility)(*2 if running) + Dodge
Melee Combat Melee combat is treated as an exchange of blows, not a single swing of a blade. When an individual is attacked, they choose choose if they want to counter attack, actively defend, or dodge. In some cases (such as no Agility dice), they may be able to do none of these and passively defend defend instead. If a target can not protect themselves, they are defenseless. Note that because because melee is an an exchange, exchange, you may not not attack the same target in melee more more than once during during your turn. You may attack multiple targets; each attack is a separate action/task. When it is your opponent's turn they may attack you even if you have attacked them that round. You may then counter attack if you wish.
Combat Advantage Combat Advantage (CA) reflects which combatant gets the upper hand in an exchange. Use the formula above. Combatants subtract their opponent's opponent's result from their own. A positive result in excess of of the character's melee skill is reduced. reduced. That is, if a characters CA is 5, but their skill is only 3, they reduce reduce their CA to 3. A negative CA does not not generally indicate a miss. Both parties may do damage. damage.
Counter Attack A counter is identical to an attack. Must have a weapon.
Active Defense An attempt to reduce damage, damage, not effective if you are unskilled. unskilled. Must have a weapon. weapon.
Dodge Attempting Attempti ng to avoid damage by moving aside. If your opponent's CA is negative, they do no damage.
Passive Defense Not considered considered a task for calculating calculating multiple action action penalties. Must have a weapon. weapon.
Defenseless Targets If you are defenseless, defenseless, treat your melee result as 0, and your opponent's maximum CA equals their melee skill r ank times three.
Armor Reduce damage suffered by Q(Armor) if appropriate.
Unarmed Combat Unarmed Combat is similar to standard melee, but there are no Q(Weapon) rolls and Unarmed Combat skill is substituted for Weapon Use, Melee. More elaborate rules are included in the CotS rulebook on page 157. If using a weapon against an unarmed opponent, the attacker's maximum CA = 2 x their melee rank.
Thrown/Missile/Ballistic Combat Unlike melee combat, Missile combat combat of all forms is not an opposed test, that is, shooting someone is not affected by their skill with a weapon. Instead, a target number number is based on their size and distance. distance. The base target number number may be obtained from: Size 1 2 3 4 5 6 7
Category Tiny Little Stunted Man-Sized Large Huge Behemoth
Example (Fist-sized) (Banfilidh) (Avendera, Thorqua) (Elf, Hu Lenkra, Human, Zheol-Jhe) (Luparim)
Target 14 12 10 8 6 4 2
Range Factor Divide the distance to the target in yards by the weapon's range factor and round down. Add this value to the target number.
Additional Modifiers to Target Number Target Behind Partial Cover Target Lying Down Target in a Crowd Target Target Moveme Movement nt (Linea (Linearr and Steady) Steady) Target Mo Movement (E (Erratic) Shooter Only Partially Aims
+1 Light, +3 Medium, +5 Heavy +4 Treat as partial cover based on how clear the shot is +1 Walking Walking,, +2 Runni Running, ng, +3 +3 Sprintin Sprinting g +3 Walking, +5 +5 Ru Running, +7 +7 Sprinting +4
Penalties to Shooter's Attribute Dice Darkness Shooter Shooter Movem Movement ent
Varies by Race -2 dice dice Walkin Walking, g, -4 dice Running, Running, -8 dice dice Sprint Sprinting ing
Aiming Aiming is a separate task from shooting shooting and is required before before each shot. You may aim in one turn then fire in the next, provided nothing nothing else is done in between.
Reloading For demo purposes, all guns and bows take two tasks to reload one shot.
Dodge and Throw/Shoot With a single task a character character may dodge and throw a weapon weapon or shoot. Subtract 2 dice from both task attempts. attempts. Melee opponents get a free attack (no token required).
Wounds, Unconsciousness, and Death Strain is temporary. Q(1dVigor) is recovered per minute of rest, two minutes while standing or walking leisurely, etc. Healing strain has no effect effect on wounds. Wounds are incurred when when current damage damage equals or exceeds exceeds the strain limit. At this point the number number of wounds increases increases by one one and strain is reset reset to zero. Each wound after the first reduces all attributes by one die (1 wound = no penalty, 2 wounds = -1 die to all attributes, 3 wounds = -2 dice, etc.). Characters are knocked knocked out if they suffer twice their strain limit in one blow. Duration in rounds is damage damage - 2 x strain limit. Unconsciousness also occurs if the current number of wounds equals or exceeds the character's Vigor dice. Death occurs when Vigor, Discipline, and Tendency (one of the social attributes) are reduced to zero dice.
Magic All player characters in Children of the Sun can use magic. There are many different kinds of magical techniques for different kinds of characters. characters. Magic points can be used used to augment techniques techniques in various ways, ways, and for other purposes. Please see the summary sheet with uses for magic points and tokens. Note that magic points can be used at any time to increase the attribute dice received for an individual roll. Magic points that are not maintaining a technique replenish replenish at the end of every round. Magic points do not accrue accrue if they are not used. Outside of combat, magic magic points replenish at a rate of one per hour. hour.
Techniques The base cost in magic points is the technique rank. Additional magic points can increase increase range, duration, area, duration, and Effect (see the sheet with uses for magic points and tokens). To cast a technique, decide if any extra magic points will be used, spend the points, make the required tests based on the type of target (see below), then roll Q(Effect) if applicable.
Targets Self: These require no die rolls. Other: Contested Q(Focus) then R(Discipline) The caster rolls Q(Focus), Q(Focus), which is the difficulty for both of the target's rolls. If the target's Q(Focus) is successful, successful, the technique fails. Each success success from the R test reduces the Effect dice by one. one. If Effect is reduced to zero, the technique fails. Environment: R(Discipline) R(Discipline) + Magic Point buyoff The R test is identical to above (the target is the caster's caster's Q(Focus)). Tell targets if any Effect dice remain; they may may then reduce the number number of Effect dice by one per magic point spent. spent. If Effect is reduced to zero, the technique technique fails to affect that person. Depending Depending on the R tests there may be a different number number of Effect dice for different targets.
Duration Durations are measured from the start of the round after a technique begins. Techniques may be canceled at any time, and they will expire at the end of the round. Instantaneous: Instantaneo us: Here and gone. may have lasting secondary effects. Concentration: Concentration: Caster may only maintain one of these at a time. If they are wounded, they must spend an additional magic point or the technique technique ends. Magic Points remain remain in use until until the technique ends. ends. Indefinite: Lasts as long as the caster likes. Magic Points remain in use until the technique ends.
Dodge and Cast With a single task a character character may dodge and cast a technique. technique. Subtract 2 dice from both task attempts. attempts. Otherwise a caster is defenseless. defenseless. If a character suffers a wound while casting a technique, they must spend an additional magic point or the technique fails. Melee opponents get a free attack (no token required).
Tokens Tokens are a vital part of CotS, and the full system is called the Token System. Each player (and the GM) gets one token each round. it is best if they are distinct from one another. They do not not accumulate across across rounds.
Initiate Combat In a non-combat situation, a player can throw out a token at anytime and combat begins immediately. For that round only, the initiative order is the order in which tokens are are thrown out. Also, in the first round only, a character character may only take their regular turn in the initiative order OR use an i nterrupt (see below).
Support Characters may spend a token to get a one or two die bonus for another character. They should say how they are helping. Verbal encouragement encouragement is sufficient. The GM is encouraged to be a bit lenient and allow creativity here.
Interrupt Interrupts are like taking an extra turn, turn, but with the express intent of preventing preventing an action. A valid interrupt must attempt to stop someone else from doing something. something. For instance, don't use an interrupt to counterattack someone, someone, you can do that without an interrupt. You COULD use an interrupt to draw a weapon before they attack or dive behind a wall before someone shoots you. To make an interrupt, throw out your token when the task you want to prevent is announced. These are like any other turn except that penalties to tasks start at -1 die for the first task and increase by 2 dice for each additional task (-3 for t he second task). These penalties last until the turn of the person interrupted is over. The GM must decide what effect, if any, these have on the original action that was interrupted. The person interrupted may change what they are doing, but count all declared actions when considering penalties, whether or not they were performed. Interrupts may themselves themselves be interrupted, but this can get get tricky in a hurry, and it may be best to avoid that for now. If you wish to try, resolve interrupts in reverse order of declaration. That is, resolve the interrupt of an interrupt before the initial interrupt itself. If multiple persons wish to interrupt a single action, they must declare such intent when the task is announced. They may not wait for the outcome of an interrupt to decide. In this instance, resolve the interrupts interrupts in the order played. If one prevents the intended action, the remaining characters trying to interrupt have lose their tokens for the remainder of the round. In general, save interrupts for those times when you desperately need to do something, but it isn't your turn.
Trouble in Tilton After their ship crashes in the forest, the characters are asked to investigate the disappearance of a number of Banfilidh fr om the sleepy lumber town of Tilton. Time is of the essence, for the leader leader of the Banfilidh tribe, their Singer, grows impatient. Note that this is an event based adventure. The precise locations locations are not not mapped out relative relative to each other. other. Thus, you could could have the party hit Event 2 regardless regardless of where they go. Use this flexibility to your advantage advantage if the group gets sidetracked. sidetracked. We hope the adventure is very straightforward for you. Once you get started with the adventure proper, it should take you perhaps two hours to run.
The Story so Far The party set sail from Echoton to Kracia on the airship “Reliant.” All party members have their own reasons for travel. Enroute the Reliant goes down at the edge of the old growth forest during a terrible storm. Captain Harris (male human captain) and Chief Engineer Duncan (male human human arcane engineer) both die in the crash. Characters aboard ship that are chosen chosen by players also survive unscathed. If Eru is not chosen by one of the players, she could be used as an NPC, because her healing skills skill s will be useful. Otherwise, if Arahi is in the party, you can have him on his way to find Eru instead, as noted on Arahi's sheet.
The Reliant The “Reliant” is a small ship with a crew of three. three. It is a converted seafaring vessel. vessel. It can carry up to twelve passengers passengers and two tons of cargo. The ship receives little damage in the crash, but the power plant is damaged beyond the party’s ability to repair.
Location Overview: Tilton Tilton is a small logging community that processes trees from the nearby forest. Most of the population lives in small huts or even tents. Nearby there is an arcane arcane mill used to make lumber. The lumber is transported transported via a large air barge that come every two weeks. The next stop is over a week away. There are a number of Luparathi laborers mostly kept in line by Borak the foreman (remember that Luparathi are not considered a truly intelligent race by many and are often treated as animals). Tilton is also occupied by a number of other laborers and support persons (laundry, cooking, etc.)
The Town Council Chelis the Human Chief Accountant: Keeps production recor ds and tends to payroll. Chelis is a pencil pusher and will be of little use, except for complaining about what all of this mess with the Banfilidh is costing the camp. Hadrick the Human Chief Engineer: Hadrick tends tends to all of the arcane machinery used to run the town of Tilton. He can examine the Reliant and determine that he can fix it within a few days. Once the investigation begins, begins, his attention will be on fixing the ship.
Borak (HuLenkra Foreman) Borak keeps the laborers in line by using his bulk and skills as a grappler. He is very concerned about the unrest between the camp and the Banfilidh Singer. In combat, Borak wields a long axe, which does Q(2d4) damage with one hand, or Q(2d6) damage with two hands. Strength Agility Vigor
2d10 2d6 2d10
Focus Perception Discipline
2d4-2 2d4 2d4
Charm Leadership Ferocity
2d4-2 2d6 3d10
Notable skills: Occupation (Logger) Unarmed Combat Weapon Use, Melee Dodge
4 4 3 3
Tracking Demolitions Climbing
2 3 3
Pillar (Energy) Pillar (War)
1 1
Magic Points
1
Ignore Pain HuLenkra may also ignore pain. This allows them to ignore penalties from wounds until t heir vigor reaches zero dice. Awesome Aspect (Energy/War) The recipient gains an aura of power and violence. Enemies intending to engage them in combat must make a successful Q(Ferocity) test versus Q(Effect) or take a different course of action, though it will not deter them from fighting if attacked or cornered.
Rank 1
Target Self/Other
Area 1 Creature
Range Touch
Duration 1 minute
Effect 2d4
Resist 0
Seppida (Banfilidh Forester) Forester) Seppida's job is to act as a liaison between the local Banfilidh and the logging operation at Tilton. When the Singer gets angry BAD things can happen. She resembles a small child with bark for skin and long, green vine-like hair. Seppida is afraid of what might happen to the camp if the Singer is not appeased soon. soon. Seppida carries a throwing axe (she has to throw it with both hands Q(3d4)) and several several throwing knives Q(2d4-2). Q(2d4-2). Both have a range factor factor of 2. Note: Seppida is a great NPC to show show off the combat combat system a little bit. This character character was used as a PC during a playtest playtest session. The person running her used her leaping ability abilit y to get away from an oncoming attacker by leaping backward, then cast Nails and Teeth, Teeth, then charged forward into combat, combat, then attacked, attacked, all in one turn. Players accustomed accustomed to other other types of games may not realize they have more flexibility. Strength Agility Vigor
1d4 3d10 2d8
Focus Perception Discipline
1d6 2d6 1d6
Charm Leadership Ferocity
1d6 1d4 1d4
1 3 2 2
Climbing Tracking Stealth Trap Design Persuasion Diplomacy Holistic Medicine
3 3 3 3 1 1 3
Pillar (Body) Pillar (Alteration)
1 1
Magic Points
1
Notable skills: Unarmed Combat Weapon use, Thrown Dodge Acrobatics
Contortion Banfilidh are very flexible, making them difficult to tie up. They can squeeze squeeze through openings as small as 6 inches in diameter. Darksight Filida can see under low light conditions much better than Humans and are able to see twice as far using any source of illumination. In darkness they retain up to four dice dice of Perception
Healing-Resistant Normal healing means, means, both magical magical and mundane, mundane, do not not affect Banfilidh. Those that heal heal plants, do. Seppida can can use Holistic medicine to collect herbs that will heal her. Lack Internal Structure Banfilidh have no internal organs, so can not bleed to death, have concussions, etc. Leaping Leaper Banfilidh may Leap as per the rank one technique Leap once per turn or interrupt. interr upt. Each Leap costs one movement point to execute, execute, and covers a maximum distance distance of Q(Agility) yards. yards. Other types of Banfilidh Banfilidh have the ability to run very quickly or glide through the air. Whisper Filida can speak with any other being within line of sight without those in the interim hearing anything. This ability does not function in winds above 20 miles per hour or t hrough barriers. Toughen Skin (Body/Allteration) When Toughen Skin is used, the caster's skin thickens thickens and toughens. The effect is slightly disconcerting and the caster's Charm is reduced by one die per die of Effect when trying to influence others. Toughen Skin absorbs absorbs Q(Effect) damage from all blows unless wearing armor, in which case it simply adds one to the quality dice of the armor.
Rank 1
Target Self
Area Self
Range 0
Duration 3 minutes
Effect 1d6
Resist NA
Nails and Teeth (Body/Alteration) (Body/A lteration) The caster must touch the target, target, who grows ripping talons and and savage fangs. fangs. Substitute Q(Effect) Q(Effect) for Q(Weapon). These may be used to attack with the Unarmed Combat skill or with Weapon Use, Melee (divide rank by 2).
Rank 1
Target Self/Other
Area 1 Creature
Range Touch
Duration 1 minute
Effect 1d4
Resist 0
Banfilidh Sector The logging camp employs a number number of Banfilidh workers. Although they could easily sleep in the woods, some choose choose to spend time closer to the other loggers. loggers. They are provided with some some tiny huts to use. This is the location of the most recent recent disappearances a couple of days ago.
Event 1 The Banfilidh Sector Through the driving rain, as the survivors compose themselves themselves and survey the ship, an approaching approaching lantern is spotted. This is Borak, the head foreman of the local logging community, investigating investigating the crash. After shouting explanations back back and forth through the howling winds, Borak leads the party back to town where they are taken to meet with the council inside a tent. They are told about the disappearance disappearance of some local Banfilidh including several from the Banfilidh Sector of the camp just days ago. The council suspects suspects foul play but are ill equipped to handle handle the situation. They fear that the Singer (Banfilidh chieftain) chieftain) may get angry and retaliate against the loggers if answers aren't found quickly. The council offers to have Hadrick and his crew repair the Reliant if the party will look into this problem on their behalf. In the Banfilidh Sector, if investigating the exterior of the huts, a Q(Perception) test result of 5 or better will reveal some scratches on one of the huts about a foot off the ground. They appear to be too big to have been made by a Banfilidh.
Item: Claw Sticking out from the hollow of a nearby tree is a hand. Have everyone nearby make a Q(Perception) test and have those with the highest totals notice the hand. If picked up, this claw latches onto the wrist of whomever grabs it. It can be removed by making a contested Q(Strength) test versus the claw's Stren Strength gth of 1d4. At first glance, this hand first looks to be from a Banfilidh, but closer closer inspection reveals reveals that it is manufactured. Pins in the joints and the uniformity of the surface surface reveal this to be a fake.
Exit Nearby where the claw is found, found, drag marks and and broken twigs lead lead into the woods. woods. These are easy easy to spot.
Troubleshooting This section should should be kept as brief as possible. The clues are all easily found. found. It’s a chance to make a few Quality tests, tests, which will get the players ready for the next encounter. Allow the players to absorb a little atmosphere then move them along to encounter two. If the party starts to sidetrack at any point i n the adventure, you can have the hand reanimate and head head off in the direction you want them to go.
Event 2 Hey, That's Mine This encounter takes place in the woods not far from Tilton. While following tracks in the forest, the party is set upon upon by a group of strange abominations. abominations. One is missing a claw. Tracks in the underbrush will lead the party to a cave.
Minor Abomination Strength Agility Vigor
2d4 2d6 1d4
Focus Perception Discipline
1d4 2d4 1d4-2
Charm Leadership Ferocity
Little
(2)
Strain Limit Magic Points
6 None
Bite Claw
1d4 2d4
Unarmed Combat
1
1d4 1d4 1d6
The minor abomination is a small constructed creature similar to a stringless marionette. At first glance they may appear to be Banfilidh. They understand understand only the simple commands commands of their master. They are immune immune to mental attacks. attacks.
Exit More tracks and drag marks lead to a cave hidden behind a copse of trees about ten minutes away.
Troubleshooting Adjust the number of abominations abominations here for the number number of players. About one for every three characters characters will suffice. This is not meant to be a long fight. Give the players a taste of combat combat for a round or two, then point them towards the main encounter. encounter. If you are short on time, simply have the Abominations automatically automatically fall unconscious unconscious when they take their first wound. The precise location location of the event is immaterial. Suppose your your group decides they must must speak with the Banfilidh Singer. Singer. You can tell them they are on the way, and simply throw this encounter at them.
Event 3 We Were Just Leafing The party confronts the mad doctor Esarius and his abominations in his lab.
Doctor Esarius Doctor Esarius is a human scientist scientist working out of a lab that is hidden in a cave near near Tilton. He is obsessed with creating creating artificial life. In his pursuits, he has focused focused his attention on the Banfilidh. He hopes to discover discover the secrets of their magical existence and create create life of his own. All of his experiments thus far have have met with failure. While they have the semblance semblance of life, they have no intellect of their own. Doctor Esarius will not fight the party, he will instead attempt attempt to escape under the cover cover of his abominations when when things turn sour. Until then, have him hide behind behind large objects..
Location: Dr. Esarius Lab The tracks lead to a stairwell inside a cave-like hollow in a massive Culhaine tree. At the bottom of the stairwell the group will discover a crude bridge of tree roots leading across to a door in another tree trunk. Inside is a large hollowed-out area filled with a number of small cages, a variety of arcane equipment equipment (think the old “Frankenstein” movies), movies), and evidence of numerous incomplete or failed experiments. As the party enters the lab they see what appear to be two statues (if 5 or more PCs, otherwise only 1 statue). These are called Howling Abominations, Abominations, and they are sensitive to sound; any loud noises or attacking them will set them off. Esarius can also command command them to attack. Also present are one major major abomination per two characters. characters.
Howling Abomination Strength Agility Vigor
2d6 2d6 3d4
Focus Perception Discipline
1d4 2d4 2d4
Charm Leadership Ferocity
Size
Human-sized (4)
Strain limit Magic Points
10 None
Claw
2d6
Unarmed Combat
2
1d4 1d4 2d6
Abominable Howl Howl The abominations let off a hideous howl. The abomination's Q(Ferocity) sets the difficulty for Q(Ferocity) tests by the party. A success (equal or greater) negates the effect. If anyone fails, they lose one die from all attributes when facing the howling abominations for the rest of the encounter. encounter. Characters may not not use any attribute reduced to zero zero dice. For example, if Agility is reduced to zero dice, they can't move or attack. One die may be recovered for one round for any one attribute per each magic point spent at the very start of a round. round. This is a free action, action, and these points points recover at the the end of the round. round. Magic points may may also be spent on an individual action, though that is less efficient. This monstrosity resembles resembles a human sized wooden statue with a dead-looking Banfilidh Banfilidh strapped inside. They are nearly mindless, as the process used to create them drives the Banfilidh host mad. They react to any stimulus louder than a quiet noise by howling and attacking. They have an unnatural unnatural fear of their creator and and will do as he says. says. The howling abomination abomination IS vulnerable to techniques that affect the undead, but are unaffected by mental attacks.
Major Abomination Strength Agility Vigor Size
2d6 3d6 2d4 Little (2)
Weapon Varies Claw 1d6
Focus Perception Discipline
1d4 2d4 2d4-2
Charm Leadership Ferocity
Strain Limit Magic Points
8 None
Unarmed Combat Weapon Use, Melee
1 2
1d4 1d4 1d6
This is a slightly more competent version of the minor abomination. They understand only the simple commands commands of their master. They are immune to mental mental attacks. Major abominations abominations can carry and use weapons weapons to attack. Most carry either a cudgel or a short sword both of which do 2d6 damage.
Troubleshooting This is the climactic battle of the adventure. Feel free to scale the enemies to make them tougher or easier depending on time constraints. Be sure to play to each each character's character's strengths. Showcase the combat system. system. If a player isn’t using using all of his character's potential it may be appropriate to remind them of what they can do. Don't overwhelm them too much, as they will be trying to figure out how to use the system. Best advice: ask them them what they would like to do and facilitate as best best you can.
Wrap-Up As the fight starts to go against his servants, Dr. Esarius looks to escape through through a back exit. One of his partially completed constructs manages to trip him, sending him sprawling across the floor and delaying him just long enough for a party member to catch him. [Alternately, if one of the PCs catches catches on to the interrupt idea, they could play a token token and stop him when you mention he seems to be heading for an exit]. Esarius is afraid of physical harm and while cocky with a shield of abominations, he will not resist if confronted with force. Once captured, Esarius will be no trouble to take back to Tilton. Meanwhile, the Banfilidh from the unfinished construct, construct, Branching Twig, is still alive. Twig can easily be removed removed from an apparatus identical identical to the Howling Abominations. Abominations. He is weak, but otherwise ok and will refuse treatment [recall that normal healing techniques have no effect on Banfilidh]. Twig is one of the Banfilidh taken from Tilton and will be able to corroborate the entire story that the group relates to the council if Borak or Seppida are not present. present. The other Banfilidh are not so lucky. lucky. All have been used for various various failed experiments and and are beyond help. If the group wants to clean up the lab, it should be pointed pointed out that the Singer will probably want want to survey the scene personally, and things should not be disturbed further. The Filida will take care of their own.
Uses for Tokens Before combat begins: Initiate Combat In a social situation, any player can turn it into a combat encounter encounter by playing a token. Other players should then play their tokens immediately immediately as well. When combat is entered entered in this way, the first round is called a "half round". During the half round, the order of initiative is determined by when the tokens are played. During a half round, each character gets one action at their initiative OR one interrupt (see below) OR one support.
During Combat: Support You can play a token and give a bonus to a comrade. A support is something less than your full assistance. It can even be verbal, such as yelling encourageme encouragement. nt. Be creative.
Interrupt An interrupt basically lets a player take a turn out of sequence sequence by throwing a token out. Interrupts are performed not simply to get an extra turn, but to directly intervene with the stated stated course of action of another another person. The first task in an interrupt carries a -1 die penalty. Each additional additional task increases the penalty penalty by 2 dice (-1, -3, -5).
Uses for Magic Points When casting techniques: Increase Effect Dice Effect dice of a technique can be increased at a cost of one magic point each.
Increase Effect Die Type Type The Effect die type can be increased by one (e.g. from d4 to d6) for each two magic points spent.
Extend Duration Spending a magic point to increase duration doubles doubles the base duration. Two points triples, etc.
Boost Range Similar to duration. One point doubles doubles the range, range, etc. Range of zero zero or touch may not not be increased. increased.
Expand Area of Effect Similar to duration and range. An area of Self may not be increased. increased. If the area has multiple dimensions, dimensions, e.g. 10-foot square, each point may be used to increase one dimension.
Anytime: Boost Attribute Dice You may increase the attribute dice for any single Q or R test by one die per point spent.
Negate Magic Techniques Techniques targeted at the environment (not directly at you) can be shrugged off by spending magic points. Each point reduces the effect by one die. die. Your Guide will tell you how many dice remain remain before you decide. decide.
Recover Attribute Dice Dice If you are at a temporary penalty to an attribute, from a temporary cause other than a wound, you can spend magic points at the start of a round to recover these dice. dice. Each magic point point recovers one die from one attribute. attribute. If the cause of the penalty is an ongoing effect, such as a technique or the presence of a particular person, the penalty is only alleviated one round at a time.
Recover Strain This is an intricate task (takes your your whole turn). Spend one magic magic point and roll Q(Vigor). Reduce current current strain by the result. Strain can't be used used during an interrupt. interrupt.
Arahi-Thorqua Arahi is the Thorqua Thorqua bodyguard for Eru. Eru. He was selected to guide and protect protect Eru because of his skill and experience experience in life outside of the village. If Eru is not part of the party, Arahi is on his way to find her because people from his village are ill. Skill Notes Carousing Friendly interaction with strangers and hiding the effects of intoxication. Traits & Notes Combat Flexibility Thorqua may turn their heads 180 180 degrees. Thorqua can fight fight behind them as effectively as they can those those in front. They must know the opponent is there and be able to turn their head to look at tthem, hem, so fighting two opponents on opposite sides still poses problems. Techniques Dodge (Body/Harmony) Aids the caster against against a number of attacks attacks equal to the effect effect dice. The caster decides decides when the power power is used. When invoked, the caster suddenly suddenly moves or slides away from where where a melee blow is coming. The caster must be aware of the attack to invoke this power, and it is not effective against against missile attacks of any sort. Dodge boosts the caster's caster's Agility die type by one and adds one Agility die when dodging. Leap (Body/Harmony) The caster may make one Leap Leap forward or backward per die of Effect. Roll Q(Agility) to determine the maximum horizontal distance traveled traveled in yards. Maximum vertical rise is half of the horizontal distance distance traveled and minimum vertical rise is one fourth of the horizontal distance traveled, both rounded down. The leaper does not take damage when landing, unless they land at a much lower level than where the Leap was initiated from. In this case, determine determine falling damage from the launching height height to the landing height. height. During combat, each each Leap takes one movement point.
Erik Haggin- Human Erik Haggin is a Kracian soldier returning from leave to his garrison in Kracia. Skill Notes Concealment Hiding items from observation, from a dagger under a cloak to covering an airship with brush. Field Repairs Make quick repairs repairs (up to one quality quality die) to damaged equipment. equipment. Use of this skill takes about 10 minutes. minutes. The nature of the problem must be clear in order to fix it. Traits & Notes Eye of the Dreamer Humans, for whatever reason, reason, have a tendency to attract the attention of the Dreamer. Dreamer. Even when His eyes are closed closed to the world, they still receive his favor. Characters who choose choose this ability may void the result of any one basic task attempt attempt or one effect result and and re-roll. The second die-roll die-roll is binding. Eye of the Dreamer may may be invoked once once per game session. Techniques Deft Attack (Body/War) Deft Attack places a combatant combatant into a mindset focused on striking the enemy. enemy. For each effect die, increase Q(Agility) for all Combat Advantage rolls by one one die when attacking only. Deft Attack dice may allow you to make an attack when when this would not otherwise be possible. possible. The caster may use dodges dodges or defenses while this technique technique is active, but the bonus is not received. Deft Defense (Body/War) Places a combatant combatant into a mindset focused on defense. For each effect die, increase Q(Agility) for all Combat Advantage Advantage rolls by one die when actively defending. defending. Deft Defense dice may allow you to actively actively defend when this would not otherwise be possible. possible. The caster may attack or dodge dodge while this technique is active, but no bonus is received. received.
Eru- Thorqua Eru is an elderly Thorqua shaman. She is traveling southward to another Thorqua villiage where she has been summoned to help with a breakout of crimson fever. She is kind, but uncomfortable outside the village. Skill Notes Holistic Medicine Healing through natural means, including aromatherapy, massage, herbal remedies, etc. Traits & Notes Commune with Nature Thorqua have a divination ability through which they can commune with nature spirits and discern recent activity that has occurred in the area. The more lengthy and landscape-altering landscape-altering this activity is, the easier it is for the spirits to remember it. This ability does not work in most cities or other civilized areas. The Thorqua enters a meditative state for 30 minutes while extending a sensory net through the air and ground for a distance of one mile in all directions. They can feel the presence of of life (sentient beings, animals and plants) and given enough time can sort through the mass mass of data to identify how many of a given type of being are present. present. They can also sense aetherial energy and gains some idea of its nature. The mass of data received is overwhelming. overwhelming. Each time a specific piece of information is sought, sought, the caster makes a P(Perception) check check versus the number of questions questions asked. If one die fails, an answer is received, but the Commune ends. If both dice fail, the Commune ends without an answer answer and the caster suffers a one die penalty to all actions for the next ten minutes while recovering from sensory overload. Techniques Drop (Body/Control) If any effect dice remain, Drop will cause the target to release their grip on whatever they are holding with one hand (specified by the caster). The technique cannot cannot be made to affect both hands at once by spending spending more magic points. Healing (Body/Life) If the target has two or fewer fewer wounds, this enchantment enchantment will restore one. one. Healing does not not work on Banfilidh. Healing may not repair more than one wound per day on the same individual. Slow (Body/Contro ( Body/Control) l) Reduces Q(Perception) Q(Perception) rolls for initiative and Q(Agility) rolls for movement by one die per die of Effect. No other die rolls are affected. The target of the technique seems to blur and slow slow down when moving. Harm Undead (Body/Life) The caster singles out one Undead Undead creature and blasts it with Life energy for Q(Effect) damage. damage. If this damage is greater than the strain limit of the creature, creature, it loses one point point of Fugue. Detain (Body/Control) Prevents the target from moving though though they may turn in place and defend. If a Detained target suffers damage, the caster must roll Q(Focus) and equal equal or exceed the damage done or the effect ends ends for that creature. If the creature is threatened, roll Q(Ferocity) for the target and use that as the target for the caster's Q(Focus) test to maintain the technique. Healing, Wide (Body/Life) Restore one wound to any target who has has 2 or fewer fewer wounds. Healing does not work on Banfilidh. Healing may not repair more than one wound per day on the same individual.
Evadue-Elf Evadue is a young and beautiful apprentice war mage. She is on her way to Kracia to collect some books from the library of her master’s colleagues. Traits & Notes Darksight Elves can see under low light conditions much better than Humans and are able to see twice as far using any source of illumination. In darkness they they retain up to four dice of of Perception. Exceptional Hearing Elves add +2 dice to all hearing-based Perception tests. Resistance to Disease Elves have a very active immune system and add +3 dice to tests to resist disease. Techniques Deft Defense (Body/War) Places a combatant combatant into a mindset focused on defense. defense. For each effect die, increase Q(Agility) for all Combat Advantage Advantage rolls by one die when actively defending. defending. Deft Defense dice may allow you to actively actively defend when this would not otherwise be possible. possible. The caster may attack or dodge dodge while this technique is active, but no bonus is received. received. Uncertain Footing (Matter/War) The very ground becomes becomes treacherous. Anyone trying to run or fight within this area can attack normally but but must immediately make a Q(Agility) check check versus Q(Effect) or fall over. The caster is unaffected and may exempt exempt other persons from the effect at a cost of one magic point per person. Flame Gout (Energy) Gouts of flame rush from the casters fingers to envelop envelop the target, causing Q(Effect) damage. damage. Increase the effect die type by one step (e.g. d4 to d6) if the target is carrying combustible or flammable materials. materials. Armor does not reduce the damage taken unless it provides specific protection against fire. Stone Flight (Matter/War) The caster conjures stones which whirl about the caster then fly through the air at the target causing Q(Effect) damage. Armor provides protection protection against this damage. damage.
Juan Carlos- Human Juan Carlos is the first officer of the Reliant. The reliant is a small airship that carries passengers back and forth from Echoton and Kracia Skill Notes Field Repairs Make quick repairs repairs (up to one quality quality die) to damaged equipment. equipment. Use of this skill takes about 10 minutes. minutes. The nature of the problem must be clear in order to fix it. Traits & Notes Eye of the Dreamer Humans, for whatever reason, reason, have a tendency to attract the attention of the Dreamer. Dreamer. Even when His eyes are closed closed to the world, they still receive his favor. Characters who choose choose this ability may void the result of any one basic task attempt attempt or one effect result and and re-roll. The second die-roll die-roll is binding. Eye of the Dreamer may may be invoked once once per game session. Techniques Cannibalistic Agility (Body/Alteration) The caster’s metabolism metabolism is drastically altered. Agility increases by one die type type per die of Effect (from d8 to d10 for Juan), Juan), but the metabolic increase comes at at a grave price. The caster gains a wide-eyed, wide-eyed, manic gleam about the eyes. eyes. Their body begins to digest muscle to feed the speeding biological engine inside. Juan), and every round the character must roll P(Vigor) Strength immediately drops by one die type (from d6 to d4 for Juan), versus the number of rounds passed. passed. If both dice fail, the target loses a Strength die, and if Strength dice are reduced to zero Cannibalistic Agility ends and the caster falls unconscious for one minute per round that the technique was active. Strength is regained at 1 die per hour of complete rest or four hours of gentle activity. activity. The lost die type returns after Q(1d4) days, provided decent food and rest are available.
Leonado-Elf Leonado is a young Elven gunslinger. Unusually homely for his race, Leonado often unsettles his opponents with his glare. Of course if this doesn’t work he uses his techniques to affect his opponents' hands (a method that has actually caused several gunslingers to surrender without a shot.) Leonado is traveling southward in search of his fortune. Skill Notes Concealment Hiding items from observation, from a dagger under a cloak to covering an airship with brush. Field Repairs Make quick repairs repairs (up to one quality quality die) to damaged equipment. equipment. Use of this skill takes about 10 minutes. minutes. The nature of the problem must be clear in order to fix it. Subterfuge Spotting or concealing hidden motivations. Traits & Notes Darksight Elves can see under low light conditions much better than Humans and are able to see twice as far using any source of illumination. In darkness they they retain up to four dice of of Perception. Exceptional Hearing Elves add +2 dice to all hearing-based perception tests. Techniques Shaking Hands (Body/Corruption) (Body/Corruption) The victim is afflicted with a palsy of the hands, which interferes with any delicate tasks – including using a bow or f irearm, but not hand-to-hand skills. skills. Reduce Q(Agility) by Effect dice when when performing fine motor tasks. Slippery Hands (Body/Corruption) (Body/Corrupt ion) Causes the target's hands hands to exude an oily fluid that makes manipulating manipulating objects difficult. Reduce the target's Q(Agility) Q(Agility) by one die per die of Effect. The target leaves no fingerprints while while Slippery Hands is in effect and the fluid vanishes at the end of the technique's duration.
Marcus Edwardson- Human Marcus Edwardson is a young candidate of Ebrigil. Ebrigil is the Elder Spirit that personifies law and justice. Priests of Ebrigil often act as judges and peacekeepers. Marcus is on his way to begin training as one of Krace's elite Rangers, a law enforcement unit best known for their use of Arcane Steeds (motorcycles) and the deadly .505 Havoc Revolver (note: Marcus has neither). Traits & Notes Eye of the Dreamer Humans, for whatever reason, reason, have a tendency to attract the attention of the Dreamer. Dreamer. Even when His eyes are closed closed to the world, they still receive his favor. Characters who choose choose this ability may void the result of any one basic task attempt attempt or one effect result and and re-roll. The second die-roll die-roll is binding. Eye of the Dreamer may may be invoked once once per game session. Techniques Ebrigil's Blessing (Matter/Harmony/Law) (Matter/Harmony/Law) Calls upon Ebrigil to bestow his blessing blessing on a weapon. Weapon's blessed blessed by Ebrigil are more potent than typical weapons against divine spirits, infernal spirits, and related creatures such as demonic fusions that are normally resistant or immune to mundane weapons. Gleaming Armor (Energy/Harmony) (Energy/Harmony) Creates brilliant shimmering armor armor around the target. This armor provides Q(Effect) Q(Effect) protection against attacks, but is not cumulative with other base armor armor types. It also inspires confidence and and increases the wearer's Leadership Leadership by one die while worn. If cast on an unwilling target, target, Gleaming Armor takes takes full effect unless all dice dice are resisted. That is, if the effect is 2d4 and the target resists only one die, the armor still provides 2d4 protection. Purification (Matter/Harmony) (Matter/Harmony) Removes impurities from up to enough food or water to make a single meal for one Human-sized person per magic point expended. Purification can prevent prevent many illnesses. illnesses. If the food is contaminated contaminated by a magical magical effect or poisoned make make a Q(Effect) test versus the potency of the effect or the Q(Focus) result.
Nicolette Tanner- Human Nicolete Tanner is a young human troublemaker. She grew up in the streets of Echoton and is fl eeing southward, accused accused of a theft that for once she didn’t commit! Perhaps she can get a new start in the capitol? Skill Notes Lip Reading Must be able to understand the language being spoken. Lock Design Constructing or picking locks. Prestidigitation Sleight of hand, palming objects, picking pockets. Trap Design Creating and defeating traps used for hunting and defense. Traits & Notes Eye of the Dreamer Humans, for whatever reason, reason, have a tendency to attract the attention of the Dreamer. Dreamer. Even when His eyes are closed closed to the world, they still receive his favor. Characters who choose choose this ability may void the result of any one basic task attempt attempt or one effect result and and re-roll. The second die-roll die-roll is binding. Eye of the Dreamer may may be invoked once once per game session. Techniques Mudslinging (Matter/War) Looks very similar to Mud Armor when it is cast, but the globs of mud instead leap toward a target of the caster's choosing, doing Q(Effect) damage and dirtying the target. Uncertain Footing (Matter/War) The very ground becomes becomes treacherous. Anyone trying to run or fight within this area can attack normally normally but must immediately make a Q(Agility) check check versus Q(Effect) or fall over. The caster is unaffected and may may exempt other persons from the effect at a cost of one magic point per person.