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Arthur's Legacy (Alpha)

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Alpha version of Arthur's Legacy, a roleplaying game featuring the Rise of Avalon and reborn mystic knights. King Arthur, Mordred Pendragon, and other mythic immortals have returned to the world, awakening a new Age of magic and intrigue.
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Arthur's Legacy the Rise of Avalon A role playing game of Knights and Fate in the Modern Age - - 1
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Page 1: Arthur's Legacy (Alpha)

Arthur's Legacythe Rise of Avalon

A role playing game of Knights and Fate in the Modern Age

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© 1998, 2001, 2007, 2008 Peter Casey. Some rights reserved.

Released for non-commercial use and

distribution. See the license and attribution requirements at the end of this

work for more information.

Arthur’s Legacy, Pendragon Legacy, The Rise of Avalon, Rise from Slumber and

Legends Interactive Theater are trademarks of Peter Casey, all rights

reserved.

Visit arthurslegacy.com for more setting material, additional optional rules, contact

information and product updates.

The cover image “Knight of the Rebirth” is released under the same license as this work. “Knight of the Rebirth” is based on “Dark Knight” by Kris de Curtis and is

used under the terms of the Creative Commons Attribution license. The original source image and license information may be found at: http://www.flickr.com/photos/

krisdecurtis/759946988/

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Table of ContentsIntroduction 5

Chapter One: Setting 61.1 The Rise of Avalon 61.2 Isle and Realm of Avalon 101.3 Ages of the World 11

Chapter Two: Residents 142.1 The Reborn 142.2 Knights 15

2.2.1 Chivalric Code of Avalon (The Eight Laws) 182.2.2 Rank 19

Chapter Three: Knightly Orders 213.1 Houses 213.2 Royal Houses 22

3.1.1 House Morrigan 223.1.2 House Pendragon 223.1.3 House Templar 233.1.4 House Viridis 23

3.3 Lesser Houses 253.2.1 Engineers 253.2.2 Free Knights 253.2.3 Phantom Edge 263.2.4 Tombknockers 263.2.5 Urban Knights 27

3.4 Errant Orders 28

Chapter Four: Making a Character (Summary) 29

Chapter Five: Basic Bits 305.1 Elements 30

5.1.1 Physical elements 305.1.2 Spiritual elements 31

5.2 Expertise 325.3 Connections 325.4 Holdings 34

Chapter Six: Supernatural Bits 356.1 Roles 356.2 Forces 36

6.2.1 Ego 386.2.2 Id 386.2.3 Will 39

Chapter Seven: Essences 407.1 Essences (Overview) 407.2 Refined Essences 43

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7.2.1 Anima 437.2.2 Beast 447.2.3 Divine 467.2.4 Faith 467.2.5 Flame 487.2.6 Green 507.2.7 Healing 517.2.8 Quick 527.2.9 Resilience 537.2.10 Royal 547.2.11 Stone 557.2.12 Vigor 567.2.13 Wind 58

7.3 Lesser Essences 607.3.1 Construction 607.3.2 Design 607.3.3 Honor 617.3.4 Lightning 617.3.5 Masonry 627.3.6 Mutare 627.3.7 Mort 627.3.8 Necra 637.3.9 Obscurity 637.3.10 Oil 637.3.11 Scheme 64

Chapter Eight: Legends Interactive Theater 658.1 Bidding 658.2 Tasks 658.3 Time Sensitive Actions and Combat 67

8.3.1 Health and Injury 678.4 Equipment 69

Chapter Nine: Character Growth 719.1 Growth Points 71

Appendix: Licensing and Copyright Information 72

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Introduction

Arthur’s Legacy is an interactive fiction product. It provides rules and a setting for telling stories where the audience and actors are the same. There is an interactive theater (also called LARP, or live action role playing) FAQ that helps explain the whole idea quite nicely: http://www.larpaweb.net/wiki/index.php?title=LARP

In Arthur’s Legacy, there are actors, who each portray a single continuous character in the story. Collectively, they are referred to as the cast. There is also a production crew that ensures the production stays on track and runs smoothly. They generally present the setting and plot hooks to the cast, portray characters not played by actors and adjudicate the rules. They also handle administrative functions, such as securing a physical location for sessions, managing a character database and/or maintaining a story’s website.

There are rules that define the strengths and limitations of characters and objects in the story. Just as the setting helps define the world in which the story takes place, the rules help determine how a character interacts with the world around them in a practical, or “mechanical”, sense. For example, if a character is a doctor, they have an “expertise” as a physician that defines the skill, allowing them to perform medical procedures and make attempts to successful carry out difficult diagnoses and surgeries. The important thing is that the rules serve the purpose of guiding the story effectively and fairly. If you are part of a crew and some of the rules do not work for you, feel free to replace them. Do what is fun and do what works are the two most important rules about rules.

The setting is set slightly in the future as written, but can be adapted easily to another time period. The premise is that the Isle of Avalon has risen, and with it mystical beings have returned to the world, including the immortal nobles and supernaturally driven knights. Actors portray knights, people that awoke after a series of nightmares about warfare and monsters to the realization that they are reincarnated knights, called forth into service once more.

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Chapter One: Setting

1.1 The Rise of AvalonIn the near future, a massive dome of rock measuring close to one thousand square miles suddenly rises to the southwest of Ireland and England. Vicious tsunamis strike the coasts of Ireland, the United Kingdom and Western Europe. Nearby islands are devastated. Politicians and disaster relief organizations scramble to manage the destruction. Scientists similarly scramble to explain the appearance of the mysterious rocky island, since there is no evidence of a volcano nor of a significant seismic event. At the same time, hundreds of people begin having similar nightmares of bloody battle, surreal monstrosities and frightful sorcery. Over the coming days, these dreams increase in frequency and intensity, some victims suffering to the point of acute psychological trauma.

The rocky isle Over twelve weeks following the rise of the island, the damaged coastal areas are cleaned up and stabilized, but significant repairs are lacking in the short term. Experts are surprised at the remaining structural integrity of most buildings in the afflicted areas and at the extremely low loss of life (with only 10 confirmed deaths). Scientists theorize that the water was moving in such a fashion as to have multiple conflicting currents within the waves that differ from the normal formation, largely based on the minimized impact and recorded accounts of the impacting waves resolving with sharp lateral curves. However, they are unable to create a mathematical model of such circumstances. Numerous cults and fringe movements make a large (and conflicting) body of claims about the unusual island and its mysterious appearance. Notably, it is often linked to Atlantis and the dawn of a “new Age”. Scientists studying the island are unable to explain its appearance or rise. The composition of the rock was wholly unremarkable, which is a perfect example of the sort of data they collected. Every indication experts could find seemed to indicate that the island, while purely stone, was fairly plain in the analysis. Only the island's sudden appearance, and resulting unusual tsunamis, stood out. The island itself was a plain-faced enigma.

Avalon revealedAt the end of the three months, minor earthquakes occurred and the island began showing fractures. Soon after the isle was evacuated, the rock split in many pieces and fell into the oceans. Underneath was a marvel beyond the explanations of science: Avalon was revealed. People throughout the world were baffled, terrified and enthralled. Castles, villages, rivers and forests were plain to see, complete with wildlife ... and people. Those hundreds who had been dreaming awoke with the certainty that those dreams were memories, those wars were battles they had fought. They knew they were warriors, noblemen, knights. They knew they had lived previous lives, in previous Ages. The people upon the isle of Avalon revealed themselves to be immortals, calling themselves “nobles”. Some of these immortals awoke from death-slumber, others came forth from secret lives among the people of the world and others returned from the wilds. The Three Towers of Merlin, Morgana and Solomon called out to those few with the potential to master the way of the magi. The Houses began organizing and collecting themselves, welcoming the Reborn knights and their awakened immortal rulers. The world was speechless, governments

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incapacitated with uncertainty. However, mass media and the internet came alive with speculations, filled with both wonder and fear.

War of the BannersMordred and Arthur Pendragon, son and father, both laid claim to the throne of Avalon. The result was a war that lasted three days, but excelled in its brutality. A full half of awakened knights met their death and at least one third of the immortals forced back into slumber. The Templar and Veridis both fought with their traditional allies, Arthur and Mordred (respectively). However, the magi of the Three Towers refused to intervene initially. Merlin refused the call of his friend Arthur and Morgana ignored the demands of her son Mordred. Those that would become the lesser Houses had no clear allies and often suffered at the hands both. However, on the third day those ignoble orders united and turned to the magi to force an end to the war.

Course of the warThe world watched the war with horrid fascination for the first day, when the fighting was restrained to Avalon. Websites quickly popped up favoring one side or the other, as well as those condemning the Reborn as demons sent to initiate the end of days. Everything changed the second day, when Miami become a battleground. Even though the battle only lasted two hours, dozens of city blocks were devastated and hundreds of people dead or injured. The United States and other Western countries began openly mobilizing their military forces to defend themselves and their territory. The U.N. Security Council began debating intervention, and how to handle the Reborn in general. Towards the end of the second day, battles erupted in Montreal, London, Lisbon and Alexandria. The world was quickly moving towards panic and military units began to establish field bases outside of the afflicted cities. Early in the third day, the leaders of the five lesser Houses formed an alliance and had representatives covertly enter Avalon to petition the Three Towers for their aid. It is unknown what words were exchanged, but the magi agreed to intervene into the war. By the end of the third day, all of the orders agreed to a ceasefire and fighting was completely stopped.

The Kingdom of AvalonUnder the guidance of Solomon, with the support of Merlin and Morgana, the Houses agreed to avoid war with each other and form a united nation. It is often referred to simply as “The Kingdom”, though usually called “Avalon” or “The Kingdom of Avalon” when dealing with the outside world.

ExcaliburA main point of contention is that Excalibur has yet to return to the world. Some claim this shows that Arthur is not the chosen king of this Age and that as the son of the last legitimate king that Mordred possesses the right to rule. Others retort that in the absence of Excalibur's blessing, no one else may claim the right to rule and that Arthur has a right to reclaim his throne. Lord Lancelot has yet to be Reborn, but many wait, for he was the last possessor of Excalibur and may be able to lay many mysteries and conflicts to rest. Despite these debates, the Sword in the Stone, called Caliburn, did return with the age. During the war it was broken. Arthur Pendragon held the hilt, and thus he held to his claim to the throne. However, Mordred Pendragon held the blade and demanded his strength be acknowledged.

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The SettlementA delicate compromise was crafted to ensure peace. Arthur Pendragon would be High King with limited executive powers, but a greater voice among the nobles. Mordred Pendragon would be called “First Prince”, the heir apparent to the throne. Morgana, mother of Mordred, would be second in line to the throne. Merlin was prohibited from seeking the throne or interfering in succession. The Kingdom is ruled by a parliament possessing one representative from each House, both noble and lesser, except House Morrigan (as they have two representatives). The House Pendragon possesses the greatest voice, lead by the High King Arthur. This is followed by the Morrigan, who have both a prince and a princess to speak for them. Houses Veridis and Templar have an equal say in matters. The lesser orders possess much less sway in this parliament, but each have a particular narrow role in which they overrule other Houses. The Three Towers have also imposed arcane bindings upon the Kingdom. In a dispute that has reached open conflict, or threatens to break the peace, the ranking Free Knight may arbitrate and their decision is mystically binding. (Indeed, this is the special role accorded to the Free Knights.) Open warfare between Houses is expressly forbidden and those attempting to initiate or instigate such a conflict will compulsively confess beyond their control. Anyone participating in open warfare will not only compulsively confess, but will also gradually become sickly and lose their superhuman potential. The binding even reaches to the Mercantile and orderless knights, but it is rumored that heretics and renegades are at least partially immune to the curse.

DeclarationThe Kingdom declared itself five days after the end of the war. It claimed jurisdiction over any and all of the Reborn as its citizens. This caused significant controversy as various nations declared their intent to protect their citizens and enforce their sovereign laws. The controversy exploded when members of the Kingdom tracked down two “renegades”, or Reborn terrorists, in Cleveland, Ohio. The resulting battle did not cause much property damage and no bystanders were injured. However, videos of the fight, which resulted in the fugitives' bloody death, circulated widely. The United States demanded that the Kingdom cease their activities immediately and hand over those involved in the conflict to stand trial for murder. Congress debated whether to declare the Kingdom a terrorist or criminal organization, in response to their acts. Many considered their actions as constituting assault, kidnapping and murder under the law.

Edinburgh AccordsScotland, with the blessing of the United Kingdom, offered to hold negotiations in Edinburgh between the Kingdom of Avalon and the nations of the world. Most member states of the United Nations sent diplomats. The General Assembly issued a declaration endorsing the pursuit of diplomacy, while the Security Council issued a unanimous resolution condemning the violent acts of the Kingdom and its violation of the sovereignty of other nations. The talks were held over the course of two weeks, with constant conflicting reports of progress and mired in controversy. Many people felt that the talks amounted to appeasing terrorists, while many religious figures condemned the Reborn as demonic entities practicing infernal sorcery. The resulting agreement was termed the Edinburgh Accords.

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Signing of the AccordsThe signatory nations recognized that certain individuals (the Reborn) were “inherently” citizens of Avalon and the right of the Kingdom to apprehend and judge “terroristic, acutely criminal and similarly dangerous inherent citizens of Avalon”. Each nation agreed to recognize the Kingdom of Avalon as a nation, including an exchange of embassies and diplomats. Each nation's right to sovereignty, self-rule and impose restrictions on the Kingdom's activity within their national borders was explicitly recognized. It was agreed that nations may individually engage the Kingdom for coordination and cooperation in military and law enforcement matters. A hard currency settlement and a promise to assist in times of crisis and disaster found the Kingdom absolved for the violence of the Banner Wars and taking down “renegades”. The agreement was signed by all countries of the Americas and Europe. Most African nations declined to sign, but nearly all of them individually came to an accord with the Kingdom. Most of the Middle East vociferously opposed the Accords. The majority of that opposition arose out of the term used in the region for the Reborn (“New Crusaders”) and its implications, but was also significantly affected by the conservative religious strata of the region. India signed on to the agreement and additionally signed a further agreement forming close ties between India and Avalon. There is a popular sentiment in India that the Reborn are incarnated minor gods and angels, although there is a fair share of sentiment that they are devils and hungry gods. In Asia, there was a good deal of discomfort over the “Western Ghosts”, but most nations signed onto the agreements, barring countries such as Indonesia and Malaysia. The agreement was particularly popular in Japan, resulting in several religious sects and an entire genre of anime, both dedicated to the Reborn.

The Accords in practiceHow the Reborn are treated varies wildly from country to country, and even among regions in individual nations. Some nations have formal contracts with the Kingdom for military and law enforcement assistance, such as knights possessing full police powers. Others accept such arrangements, but make them on a case-by-case basis and/or leave such arrangements to their individual provinces. Some nations prohibit any “interference” in police or military matters by knights. Some even go so far as prohibiting Avalon from holding noble courts or otherwise engaging in its social and legal governance outside of its embassies. Some nations accord the Reborn special rights (such as exemption from weapons laws, expedited screening at airports, etc.), while other countries go out of their way to ensure knights are obeying the law and treated like any other citizen or legal visitor. In some areas, the Reborn are idolized (and even worshiped), while in other places they may find themselves facing an armed mob if they don't take a “kindly suggestion” to leave.

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1.2 The Isle and Realm of AvalonAvalon, the land of apples and peace. This was where the great sword Excalibur was forged. Fata Morgana ruled its shores after she ascended to the throne of the fey Queen Mab. It is said to exist outside of time and space, able to appear in multiple places at the same time, which do not appear to be the same times to the inhabitants of the mystic isle. The fae claimed a strong connection to the historical isle, saying it was a gateway to, or an outlying region of, the realm and kingdom of Arcadia, birthplace of the Muse. Knights, and even immortals, were generally prohibited from visiting the land of apples, though it is known some of the more prominent magi were allow passage and return.

DisappearanceAt the end of the Age of Riders, Avalon retreated behind the mists and sunk into the sea. Before its complete disappearance, three angels delivered a promise that Avalon would rise again when Britain and the world have need of it. It is believed that some few occasionally found their way to the realm of Avalon, but the isle was never found until it rose in this Age.

Possible returnMany of the Reborn question whether the island that rose is indeed Avalon. It is not the fey land shrouded in mist that is remembered in tales and the memories of some few nobles. Morgana has been among the most vocal, saying that the modern Avalon is at best a reflection or physical avatar of the "true" Avalon.

The Realm of AvalonIn some areas of the world, particularly on the modern island of Avalon, it is possible to find a path leading to the spiritual realm of Avalon. Morgana similarly proclaims the realm to be a reflection, noting that no one (even among the fae) have found a gate or road to Arcadia there. It is a mildly surrealistic place similar to an idealized Avalon. Spirits and fae are common to encounter there, and some of the Reborn regularly visit or even stay for their own purposes.

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1.3 The Ages of the WorldAn Age is an approximate period of time, usually in reference to a period when magic and supernatural beings were dominant. Ages are sometimes overlapping, with indistinct boundaries making it difficult to say when one begins and another ends.

Ages and timeAges do not exactly match up with periods of human history, but rather roughly correspond to them. The corresponding human events can be "muddled" and/or "out of order" compared to the normal understanding of history. It is not so much that the recounting of the Ages and human history are contradictory, but rather a sign that the Reborn experience time and history on a large scale in a different way. The Reborn, including knights, are creatures of high philosophy, devout mysticism and legendary myth. Their paradigm, their worldview and reality, is simply different. The exact order of events and their place in history are much less important than the place of events in legend and faith.

Age of the First WarThis wicked Age is placed at the very beginning of human civilization. Very little is known of this Age, except that it was marked by a vicious war between the earliest of the Reborn and a later generation. It is believed that the common Indo-European myth of old gods coming into conflict with newer gods is based upon fragmented recollections and stories of the First War. The end of Harrapan Valley civilization in the Indian subcontinent is believed to mark the end of this Age.

Age of Rivers and SandThis Age is especially notable in early Egyptian and Sumer-Babylonian history. It is believed to be the root of Western mystery religion and sorcery myths. The Tombknockers and House Viridis claim to have their origin in this Age, which is said to have lasted until the Middle Kingdom of Egypt. Solomon and Gael Chu are believed to have become immortals at the end of this Age, marking them as the oldest of the deathless active in the modern age.

Age of OraclesThe Age was particular notable in early Greek and prosperous Judean history. It is believed to be responsible for the proliferation of oracles and prophets throughout the Mediterranean region during the period. House Templar claims its origins lie in this Age, founded by Solomon. The destruction of Solomon's temple and the Hebrew exile into Babylon is usually considered the end of the Age. Some consider the period to have lasted until shortly before the return of the Hebrews to their homeland.

Age of ConquestThis age began shortly before the birth of Alexander the Great. It was marked by drastic wars and a rapid expansion of Hellenistic culture. The blindingly fast proliferation of Koine Greek is attributed to a failed attempt to unify the world. House Pendragon would dearly love to know if this is true, and who is responsible, for they see it as an ill-omen; an attempt to undo God's work at Babel. This Age is considered to have ended around the fall of the Roman Republic and rise of the Empire.

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Age of RoadsThis Age rose with the rise of the Roman Empire. It is associated with a significant increase in the role and complexity of government. The Engineers lay claim to their origin in this period, taking credit for the Roman works. This Age is believed to have ended after the reign of Constantine.

Age of RidersThis Age emerged after the fall of Rome and was defined by the struggle between old traditions and the spreading influence of Christianity. Houses Pendragon and Morrigan famously arose in this age. The Free Knights rose to prominence in this Age, sitting among the noble orders. After Arthur and Mordred slew each other, and were taken to Avalon, Lancelot ruled with the might of Excalibur and his son ruling without it after Lancelot vanished. After this, Camelot ceased and the Age came to an end.

The Dark YearsFor some centuries, only a few were Reborn at a time and those that were suffered horribly from ill omens and hideous visions. The tiny number of immortals not lost to the wilds or death-slumber left inscriptions proclaiming that two Ages failed to arise because of some great spiritual wound. Most inscriptions left in the modern day are incomplete. No immortal can remember what happened to them in that Age, or at least none will admit it.

Age of SecretsThis Age is known for its great advances in philosophy and the proliferation of mysticism. The Phantom Edge claims to have its roots in this age, saying they are responsible for the profusion of alchemical and Kabalistic texts at that time. Very little is known about this Age, except that all of the orders appeared in forms and names distinct from those that came before or after. Some of the magi have said it was a period of adjustment, the cycle trying to reestablish itself after a period of disruption. A common legend states that Lancelot returned with Excalibur in this period to force the rise of a new Age. Some variations claim the Fisher King summoned Lancelot and the blade to awake from their death-slumber, and together they triggered a Rebirth.

Age of HateThe rise of this Age devastated the shining foundations of the last. Two Houses alone were the noble orders of this time: The Regulators and the Scourge.

The Regulators were known for their obsession with orthodoxy and order, as well as a pathological intolerance and xenophobia. They are largely credited with the development and spread of the Inquisition. They first waged war against the fae, who they saw as too alien and dangerous to tolerate. The magi almost immediately came to the aid of the Muse's children and also suffered the onslaught of the Regulators and their allies in the Scourge.

The Scourge was known for idealizing suffering, war and plague. It was said to gain rank among them, a knight had to commit ever more hideous atrocities. Myth states

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that the purge of the magi and fae was triggered by a knight of the Scourge seeking to do such injustice that they might ascend into immortality.

It is generally believed that these orders were solely the creation of this twisted Age, but some whisper that they were incarnations of Pendragon and Morrigan, respectively. Some knights and nobles fear the retribution of the will-workers and the Muse's children for what their predecessors did in this age.

The Silent YearsAfter the end of the last Age, a sort of silence fell upon the world. Occasionally, knights awoke and were great men and women. The immortals that were not in death-slumber stayed to the far corners of the earth. Some immersed themselves in the seething sea of humanity, as just another face in the crowd. Those few Reborn active in this age simply felt numb or disconnected. Many tried seeking after visions and clues, but none left any record of discovery. Few to no magi discovered their mystical potential in this time. The fae were near-completely absent, hidden in the wild places and "away to Arcadia, in the spaces between spaces". These years were simply silent.

Age of LightningThis is the current Age, marked by the rise of Avalon. This is the first Age since the Age of Riders where Avalon has revealed itself. Many herald this as a sign that the cycle of Ages has finally corrected itself. None too few express a sense of dread, noting the war that began the Age, the absence of Excalibur, the forceful return of the magi and fae, and many other signs. Additionally, many are unsure of what their purpose is in this strange Age ... there are no demon hordes, the angels have not delivered a holy quest, this is not a time of lawlessness, no obvious signs of the apocalypse show themselves ... almost as though despite the clamor of the Rebirth, that the world around them is still in the Silent Years. Everyone is looking for answers to this Age and the one to come.

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Chapter Two: Residents2.1 The RebornThe “Reborn” are those mystical humans and supernatural creatures who awoke or returned after the Rise of Avalon.

NoblesNobles are Immortals that awoke from death-slumber or returned to prominence when Avalon rose from the sea. Many, if not most, were mortal men at some point. None of them became immortal through their own conscious actions. It is unknown how individuals are selected to become immortal. It is also a mystery whether it is a function of a natural mystical law or caused by the intervention of a higher power. Most nobles spend a significant amount of time trying to discover the origin and purpose of their nature, and indeed even grappling with a true knowledge of their nature. Most nobles have a vested interest in a particular House, usually due to their particular inclinations or historical association with that order (or a similar past order). They have universally refused to share their memories of previous Ages, or even confirm how complete their memories may be.

MagiMagi, also called will-workers, are the sorcerers and wise men of the Reborn. All magi were once normal people who had the potential to perform the Art. The Three Towers teach the three paths of magic: Will, Nature and Divinity. The magi serve as a kind of law enforcement and court, ensuring that all knights adhere to the Chivalrous Code of Avalon and the code of their House.

FaeThe fae, who call themselves the Children of the Muse, are remembered as spirits and fairies. As many forms as dreams and inspirations take, so do the fae, though they often present themselves in "traditional" forms. They keep a close association with the magi, though neither explains their relationship. The Children of the Muse revile apathy and other forms of spiritual or social disconnection. They are the spiritual guides of the Reborn, helping knights when their faith flags and enforcing the religious tests of the Houses. The fae also often attend to social propriety and etiquette, and openly scorn people they find to be uncivilized or otherwise distasteful.

Squires and seneschals Squires and seneschals are normal people who work for the Kingdom and its nobles. Squires generally serve knights in a variety of ways, including as mechanics, smiths and public relations. Squires may also serve nobles directly, often as executive assistants. Seneschals generally work for the Kingdom itself or a Noble's fiefdom. They usually handle general assets and financial matters. Competition is very fierce for these positions due to the prestige and numerous benefits. As a result, only the most exceptional people available become squires and seneschals. Through a ritual performed by a noble or general, these servants gain some limited superhuman ability. Notably, these “employees” are granted citizenship in Avalon, in the face of great controversy over this practice both within the native countries of these people, as well as among the Reborn themselves.

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2.2 KnightsKnights were born to normal parents. They lived their life as would any other person. They had a childhood, for better or worse. They went to school. They grew up and made it through adolescence. They lived a life just like anyone else. Then the dreams came. At first, they were fragments that could not be remembered. Then brief dreams of wounds and fear followed, causing them to wake on edge every night and morning. Finally, entire nights are consumed with nightmarish vistas of gruelling war and terrible wounds.

Rebirth The process towards becoming a knight is confusing and sometimes painful for a person. It begins with bloody, vicious and all-too-realistic dreams of warfare and battle. Slowly, elements of a pseudo-feudal society and service begin to seep into the dreams as they become more common and intensify. Many people suffer from symptoms similar to those of a lack of sleep and some even suffer severe post-traumatic behavior.

At the height of this "dream fever" the person dreams nearly the entire night, and dreams of arcane sorcery and creatures they can hardly comprehend. Soon after the peak of the dreams, they awake with the certainty and knowledge that they were a knight in a former life and that they have been called into service once

Waking Most of those who endure this stress wake one morning with the knowledge they are different. They know they have lived multiple lives. They know they are once again awakened to duty. They know they are Knights. Not all accept this knowledge so well, many becoming Renegades. Some who are driven mad by the dreams and revelation are institutionalized. Others of the sick-minded become the worst of Heretics. By far most however become Knights and join into the Kingdom of Avalon.

HumanityKnights are by far the most common of the Reborn. They are also lived a normal human life along with most magi and the rare immortal. They are often torn between their supernatural nature and their mundane lives. They have families. They have friends. For a variety of reasons, many of their loved ones cannot accept what the knights have become. As they grow in power, they become further removed from their former normal lives and relations. Yet, few knights can let go of their normal lives. Many are afraid of forgetting what it means to be human.

Dependency The knights are intimately tied to the other Reborn. Nobles grant them rank, greater privilege and access to greater power. Rank directly influences how far beyond human capacity a knight can develop and how deeply they may understand essence. Fae are the only ones who can unlock the forces of a knight's archetypes. These are the very forces that allow a knight to close their battle wounds and unleash the powers they wield. Magi are the wise ones knights turn to so they may hear the forbidden whispers that let them call upon the essence of reality. Knights can train other knights

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in forces and essence. However, the process is not predictable and the student will often not be able to control the power they call upon. Factions of renegades and heretics alike have claimed to have a technique which lets them overcome this uncertainty. These claims have no evidence and are given little credence except in mockery.

Houses Nearly all knights have a strong "gut feeling" about which House they are meant to serve. Very few knights reject this calling, most of them joining their "intended" order. Most Houses will accept a knight with another calling, if they are suited to service and fellowship in that order.

Which House a knight feels a calling to serve in this Age is not necessarily the same as the House they served in a previous time. Most knights aren't even aware of what order they belonged to in the past, though occasionally a noble will remark about changes in House if they recognize the knight.

The calling of a knight in this Age generally corresponds with the strengths and purpose of the warrior they are in this incarnation, not necessarily with the allegiances they may have held in previous Ages. It is also said to correspond to the needs of this Age. The Phantom Edge and Urban Knights are often used as examples of the needs of modern time.

Training When accepted to a House, the newly awakened knight undergoes an intense period of initiation and training. Initially, the knight is taught to become aware of their nature and to understand the principles of their order. They are then usually forced to train for 18 hours a day for weeks on end. Their bodies and minds are exercised and developed to their new potential.

After the initial training and "boot camp", they are given hands on training working in the "real world", often assisting in carrying out the responsibilities of a contract made with the Kingdom or one of its Duchies. Generally, the knight then is allowed to train however they wish, though they are usually required to train no less than 10 hours a day and closely supervised.

Knightly training is demanding and difficult, intended to push the candidate to their newly expanded limits as quickly as possible. Some journalists have compared it mil-itary boot camp, but the comparison is not entirely apt. Even the best of military can-didates could not withstand the strain and stress of knightly training.

Guilds Nobles will often recognize guilds in their areas, based upon the local population. Some guilds span multiple duchies by agreement, while others are very limited in membership and scope. They are professional fellowships, representing the interests of their members and helping them to study and excel at their chosen path. Guilds often provide a voice of "professional opinion" and can take quite an active role in politics.

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Spiritual reality Knights are aware of particular realities about their existence. They know they are reincarnated souls of warriors who have lived in the past. They believe they have both a physical and spiritual body, which are also the physical and spiritual minds. They know they have a soul which is separate from those bodies.

Knights believe the interplay of the soul, the physical mind and the spiritual mind res-ults in the three forces that drive their psyche. They roughly correlate the soul with the ego, the physical body with the id and the spiritual body with the will. Some knights, particularly those of House Morrigan and the Urban Knights, connect the soul with the will and the spiritual mind with the ego.

Knights know that they have a capacity for understand the underlying ideals of certain things. It is an ability to comprehend and attune oneself with an essential aspect of reality. This manifests itself in a knight's ability to wield the power of essences and the changes they cause in a knight.

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2.2.1 Chivalric Code of Avalon (The Eight Laws)Duty: Your existence is to serve; to serve your lord, your faith and your ideals. This can be a heavy burden, but a true knight is expected to bear his duty with dedication. If you are duty bound to a deed, perform it with your whole heart. Anything less is in-sult to your duty and yourself.

Honour: Always conduct yourself honourably, with nobility and pride. Let your yes be yes and your no be no. Hold your oaths as a sacred duty, and hold your word as no less. Be unwavering in your loyalty and ideals. A knight who is not trustworthy or loyal, lacking honour, is useless to his lord.

Justice: A world without justice is a hollow world, a land of pathetic tyrants and mad-ness. You must seek to bring justice and reveal the truth that the world may be made right. Show mercy when mercy is due, but play no favourites and exact the cost of crime and negligence from wrongdoers whenever you are able.

Nobility: Be true to your ideals, holding to them as dearly as the air you breathe. Set an example for others, demonstrating the perfection of your beliefs. Avoid hypocrisy and double standards, as such petty failings are beneath a knight. Be generous and grant hospitality with ease, to counter the dread temptations of gluttony. Hold yourself with a noble air, above childish dispute and rumors, as fit for one of the gentry.

Piety: Conduct yourself piously, always contemplating your faith. Faith will bring clarity to your minds and deeds. It will soothe the trouble of your soul and provide a home for your passions.

Sagacity: Seek to develop your talents to their maximum potential. A knight should seek to excel in all things and must train constantly to show their true potential, mettle and worth. Become wise, knowing not only the ways of battle, but the finer points of philosophy, beauty and your faith.

Temperance: Show moderation, restraint and self-discipline. Avoid torture, murder of families and other excesses of war. Do not wantonly bring violence or cause offense. A knight given easily to excess is not of the gentry at all, but instead little more than a pathetic drunken braggart with a careless heart.

Valor: Be valorous and courageous in all things. Never attack an unarmed enemy or attack from behind. Never refuse a fair challenge and never turn your back on a foe. Do not shun the truth when it is uncomfortable. Do not turn away from the inconvenient, difficult or dangerous. A knight’s heart must beat with passion so fierce, it cannot be turned away. However, do not mistake foolishness for courage, nor haste for bravery.

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2.2.2 RankRank is the standing and authority of a knight. It also represents a knight's spiritual evolution, moving further towards the ideals they embody and further away from mortality and humanity.

Social Effects* A knight of higher rank is presumed to hold authority over those of lower rank.* A knight with higher rank has the right to speak before, and interrupt, those of lower rank.* A knight of higher rank is expected to aid and counsel those of lower rank.* A knight of higher rank has more credibility and sway in general.

Mechanical Effects* A knight has a base bid of Rank+2.* A knight may learn their primary and natural essence to a level of Rank+2.* A knight may learn any of their common essences to a level equal to their Rank.* A knight may learn foreign essences to level of Rank-1.* A knight's total elements (physical and spiritual combined) are limited by their rank.

* Rank one. Twenty.* Rank two. Twenty-five.* Rank three. Thirty.* Rank four. Forty.* Rank five. Fifty.

* A knight eventually gains a greater capacity for talent and expertise.* Rank three. Professions, hobbies and roles can be developed up to six levels.* Rank five. Professions, hobbies and roles may be increased to seven levels.

Ranks1. Guardsman. These knights are generally given relatively menial tasks and duties. They are rarely called upon for quests. They are generally expected to listen to orders and spend their time learning more about knightly society. Mistakes of etiquette and decorum are often overlooked, but always pointed out. They rarely become ill and re-cover quickly from minor injury.

2. Veteran. These knights are treated more respectfully. They often perform some-what important duties and occasionally are called to quest. They are expected to have a solid basic understanding of what is demanded of them in duty and in social obliga-tions. Common illnesses no longer affect the knight at all and they begin aging at a slower rate.

3. Sergeant. These knights are usually given important duties and regularly called to quest. They are expected to help guardsmen and veterans learn, as well as lead them. Sergeants often find themselves as the middle managers between higher and lower ranked knights. Multiple times the normal lethal dose of a poison is required to make a Sergeant ill and their lifespan is double that of other people. They are also immune to all but serious diseases.

4. Captain. These knights are regularly given very important duties and complex quests. They are expected to enforce standards and rule of law among their lessors. They are also expected to have a full grasp of etiquette and decorum. Only the most

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virulent pathogen will affect the knight, poison has almost no effect on them and their lifespan is quadruple the normal lifespan.

5. General. These knights are tasked with oversight of all their lessors. They are ex-pected to plan and assign duties, as well as quests on occasion. They are the principal mediators between the knights and nobles, often serving a noble directly as a spokes-man and agent. Generals are completely immune to the effects of disease and poison and their lifespan can be upwards of ten times the normal human life expectancy. They may also begin to seek after the secrets of immortality and on rare occasion transcend into the ranks of the nobles.

Gaining rankA knight may only gain rank when anointed by a noble. In order to for a noble to pro-mote a knight, they must meet at least three of the following criteria: * The unanimous recommendation of their peers (those of equal rank). * The recommendation of a significant majority of their lessors (those of lessor rank, including squires and seneschals). * The recommendation of the local chapter of their House. * The recommendation of the local chapter of their guild. * The recommendation of a noble. * Completion of a quest or difficult duty (may be assigned when requesting rank or as an offer for promotion). * Impeccable and/or exceptional service to the Kingdom.

Whether or not a knight sufficiently meets the standards for promotion is at the discre-tion of the noble. Individual nobles may have their own additional criteria. Nobles will rarely encounter a problem for being stringent in their requirements. On the con-trary, nobles will be met with the scorn of their peers and high-ranking knights for "weak" standards or holding to the "bare minimum". Nobles cannot be bribed into ig-noring the basic requirements. A ritual of anointment will simply fail on a knight who does not meet the minimum standards.

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Chapter Three: Knightly Orders

3.1 HousesHouses form the main public factions of knights and nobles. Fae and magi do not swear oaths to orders, but do usually show an affinity for a few particular groups. Most famously, the magi Merlin is known for his favouring of House Pendragon. It is said the wood nymphs blow curses upon the enemies of the Green Knights and weave malice for the enemies of Mordred's mother Morgana. Nobles treat this aid cautiously but put it use as they have through every lifetime.

Orders also represent the main political faction a knight belongs to in the Kingdom. The Orders are largely divided along clear lines, each with their own agenda. However, some have ancient alliances and others will simply ally because their ideals converge. On a local level, the broader alliances are a trend but circumstances can make strange bedfellows. The clearest political line is between the Renegades and the Kingdom itself.

Knights and nobles who serve in the day-to-day political machine rarely hide bias for their Order and its aims. It is expected and encouraged. While most members of the Kingdom do not trust democracy, they do believe a variety of worthy voices will ar-rive at the best conclusions. Orders provide clout and gravity to the words of their members. They also give knights a guaranteed place within the Kingdom and aid in times of need. Knights who do not seem to favour their own Order will be questioned on their graciousness and hospitality. Orders provide so much and as with the knights of old, they are expected to show appreciation and loyalty for what they been given.

TrainingWhen accepted to a House, the newly awakened knight undergoes an intense period of initiation and training. Initially, the knight is taught to become aware of their nature and to understand the principles of their order. They are then usually forced to train for 18 hours a day for weeks on end. Their bodies and minds are exercised and developed to their new potential. After the initial training and "boot camp", they are given hands on training working in the "real world", often assisting in carrying out the responsibilities of a contract made with the Kingdom or one of its Duchies. Generally, the knight then is allowed to train however they wish, though they are usually required to train no less than 10 hours a day and closely supervised.

Knightly training is demanding and difficult, intended to push the candidate to their newly expanded limits as quickly as possible. Some journalists have compared it mil-itary boot camp, but the comparison is not entirely apt. Even the best of military can-didates could not withstand the strain and stress of knightly training.

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3.2 Royal HousesAlso called the “noble orders”, they are distinct from the Lesser Houses, or “ignoble orders”, in a few fashions. They retain formal names, banners and crests. These Houses are lead by nobles with royal title and peerage. Their knights all have access to “refined”, or fully developed, Essences. The voices of their representatives carry greater weight in the noble councils and advisory cabinets of the Kingdom. It is considered standard form to refer to each of the noble orders as "House", such as "House Viridis".

3.2.1 House MorriganThe Morrigan are ruled by Mordred, the bastard son of Arthur. They are tied intimately with the witch-sisters Anna and Morgana. These knights move with a pagan vigor. Each of them is expected to undergo spiritual quests for the True Self, which they believe to be who they truly are and meant to be. These knights will go to any lengths to fulfill their perceived destiny. They also respect strength in all its varieties and just as strongly despise any perceived weakness.

Primary Essence: Beast Common Essences: Faith, Flame, Green, Royal, Vigor

Test of Faith"Blessed are the strong, for they shall inherit the earth. Cursed are the weak, for they shall be slaves. Any who hold the strength, hold the Law. Self-deception is the greatest sin, for it is no less than denying the Self. Self-ignorance is intolerable and the True Self must be found."

Code of Principles* Mercy is forbidden. * The word of your superior is Law. * Any may challenge for leadership at any time, without restriction. * Honorable duels shall never be denied, on pain of death. * Self-reflection is virtuous. * Pushing others towards their potential is a blessing.

3.2.2 House PendragonPendragon is the order founded by the High King Arthur Pendragon. They are associated closely with the magus Merlin. The Pendragon order burns with a fever of Christian devotion. The knights of Pendragon are at once both fiery and conservative. They view themselves as the last bastion of Christian chivalry. These warriors take pride in being passionate in all that they do. “Life is for the living, after all.” However, duty is considered more precious than drawing breath and they will gladly sacrifice their lives and freedom to fulfill their responsibilities.

Primary Essence: Royal Common Essences: Faith, Flame, Resilience, Vigor, Wind

Test of Faith"There is no God but the LORD our God. There is no salvation except by his only begotten Son called Jesus Christ, son of Mary the Eternal Virgin by the power of the Holy Spirit. Arthur Pendragon is the highest of earthly sovereigns, the kings of lords, by the grace of the Father, Son and Holy Spirit, and so shall he forever be called the

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High King. All of our strength, wit and power comes as a gift through the holy grace of God Almighty through His Holy Spirit, and until the end of days shall we be thankful in prayer. Amen."

Code of Principles* Aid the weak. Aid the downtrodden. They are the blessed of the Lord. * Swears oaths by the Lord Almighty, our God, and by no other. *When you sin, repent and seek penance.* Reap what you sow. Receive as you give.* Be faithful, for faith brings about good works and joy.* Be pure of heart, so you may face yourself and face our Lord. * Be civilized and chivalrous in all things, so none may question your character.

3.2.3 House TemplarThe Templar were originally founded by the magi Solomon, great king, architect of the Holy Temple. They are ruled by Justin of Scythia, a Jewish-Christian mystic who bears signs of stigmata. Their desire to uncover the secrets of the universe is unnerving to most. They burn with a need to uncover the ultimate nature of the cosmos. They will go to almost any lengths to experience their legendary Gnosis, but remain cautious of preserving their honor.

Primary Essence: DivineCommon Essences: Anima, Faith, Quick, Stone, Vigor

Test of Faith"Gnosis is freedom. Understanding transforms Knowledge into Wisdom. Wisdom is not true wisdom without honor. The universe is Divine and the pattern of existence is a sacred poem to Divinity, the very name of G-d. What we see is not an illusion, but is separated by many steps from the True Source of Creation. We must climb this Tree of the soul and return to the Source."

Code of Principles* Never fear battle, for War is in our blood.* Never love battle, for Hate is death.* Never forsake an oath, for Lies are cursed.* Never turn away one who is willing to learn.* It is better to fall on your sword, than to forsake Honor.* It is better to feast on nightshade, than to forsake Wisdom.* Above all else, be true to yourself.

3.2.4 House ViridisHouse Viridis, or the Green Knights, is the order founded by Gael Chu, the Green Knight of legend. Knights of Viridis are unerringly loyal to Mother Earth. Doomed is the poor soul that defiles "the Green" under their watch. They both despise and admire modern technology, but are particularly offending by urbanization and expanding real estate development. Their duty is first to the Earth, and then to mankind.

Primary Essence: GreenCommon Essences: Beast, Healing, Resilience, Stone, Wind

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Test of Faith"All are One, children of the Great Mother. From the dust of her bosom we arose, from her dust grows sustenance and in her dust are precious things. Nature, which arises from her existence and life, is holy and pure. Her waters and creatures are sacred. Do not fear Death, for you shall be Reborn. Mother Earth gave us life and Father Sky gave us mind, and we shall not forget them."

Code of Principles* Protect virgin spaces from defilement.* Save all creatures from needless slaughter.* Prevent Mother's waters from being poisoned.* Care for the abused and innocent.* Encourage all things to be in their place in the natural order.* Accept the consequences of your actions.

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3.3 Lesser HousesThese “ignoble orders” are said to be degenerate and imperfect. While three of these Houses are seen as distinctly modern occurrences for this Age, both the Free Knights and Engineers are known to have existed in previous Ages. Their names are considered informal and they lack universal insignia. The Essences unique to these orders are not fully developed, or are similarly imperfect, and cannot be learned to the same level of power and control as the “common” Essences. The voices of their representatives carry lesser weight in social and political circumstances. It is standard form to refer to each of the lesser Houses by their name, without a preceding title like "House".

3.3.1 EngineersNOTE: It is recommended that membership in this order be restricted.The Engineers are ruled by the crazed inventor Archimedes. They are known as builders and architects, and few question their talents in construction and design. However, while most see them as little more than their profession, they are engaged in a holy quest to restore the fallen universe to its divine glory.

Primary Essence: HealingCommon Essences: Construction, Design, Masonry, Scheme, Stone

Test of Faith"We give glory to the Great Architect, Lord of Creation, Master of the Universe. Every speck and every force is crafter with precision and behaves according to exacting rules. Mankind has fallen, and the world of flesh has fallen with it. Restoration, expansion and creation are holy acts. It is our duty to restore the world through our works and deeds. One day we shall create the Perfect Masterpiece and it shall restore the entire world."

Code of Principles* Restore what you can, both living and still.* Improve what you can, both living and still.* Never refuse to create.* Be reluctant to destroy.* Perfect your craft.

3.3.2 Free KnightsThe Free Knights were originally founded by Lord Lancelot, but in the absence of his return the equally headstrong and just Gawain was freely elected to his place. This is the Sir Gawain of legend, Knight of the Round Table. Though he is immortal, he refuses to be called by any title but "Sir", as any knight might be called. These knights guard their honor with a fierce zeal and their freedom is quite precious to them. They are generally kind and forthright as a matter of nature and faith. Free Knights are passionate about enforcing fairness and honesty, much to the chagrin of some knights.

Primary Essence: HonorCommon Essences: Beast, Faith, Green, Healing, Mutare

Test of Faith"Truth is synonymous with G-d and Ultimate. Small truths all resonate with the Truth and that is the way to freedom. Each man must make his own choices, but all must

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held to the standard of honor. Freedom and honor will lead us to the Truth and make us whole."

Code of Principles* Do not lie or steal.* Heal the sick, strengthen the weak, moderate the strong.* Punish the wicked and reform the mislead.* Live life and accept death.* Enjoy pleasure and endure pain.* Freedom above all. Honor above Freedom.

3.3.3 Phantom EdgeNOTE: It is recommended that membership in this order be restricted.The Phantom Edge is lead by the enigmatic noble Forge. This House has much in common philosophically with the computer cracker and “copyleft” cultures of the modern Age. Reality itself is a complex puzzle to be decoded and solved, to these knights. They quest endlessly for their concepts of freedom and enlightenment.

Primary Essence: SchemeCommon Essences: Anima, Design, Lightning, Mutare, Wind

Test of Faith "Greed was the original sin. By hoarding wealth and wisdom, misery was brought into the world. As mean held riches from their neighbors, inequity was born. With inequity came disinformation and poverty. Know in your heart that all information desires to be free. Know in your heart that all men and women are equal. Know in your heart that wicked men of greed seek to destroy freedom, hope and knowledge."

Code of Principles* Be generous.* Offer hospitality.* Free the enslaved.* Distribute the hoarded.* Uncover secrets.* Defend freedom. * Devastate the wicked.

3.3.4 TombknockersNOTE: It is recommended that membership in this order be restricted.The immortal Daladin sits on the Ivory Throne, watching over the Tombknockers. These knights obsess deeply over the secrets and riddles of Death. They believe that Death is the ultimate culmination of Life, holding the secrets of immortality. The meaning of Death, and its immortality granting enlightenment, is called "The Question" by the Tombknockers. They believe the greatest wisdom lies in its answer.

Primary Essence: StoneCommon Essences: Anima, Mort, Necra, Obscurity, Resilience

Test of Faith "The moment of Death is Eternity. In Eternity, all Truth is laid bare and made plain. Mortality is only a condition of the unfulfilled and unenlightened. A moment of the crypt surpasses years of breath. All things fall apart. All Life moves towards Death. All things made of the same power, even Death may die. No one may become

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deathless, but even a watchful fool may murder Death. After all, wisdom is false and fools are prophets. Know that you will die, but you can own your death."

Code of Principles* Honor the dead, for they have paid the cost of living.* Guard the dead, for their bones cannot make their own defense.* Guide the dead, for many are lost and need our help.* Seek the dead, for they know the secrets of the grave.* Scorn the death-fearing, for cowards deserve no respect.* Embrace the fearless, for they have conquered the greatest enemy.* Care for neglected graves and tombs.* Restore defiled graves and tombs.* Punish the defiling of crypts and the neglect of the dead

3.3.5 Urban KnightsThe Urban Knights have no clear leadership as a whole. They are ruled from area to area by various nobles and high-ranking knights. Their representatives to the Kingdom are usually chosen by lot or vote. Their life is "The City". They believe that cities are large computers working out the riddles of existence. They are very secretive and slow to trust new people.

Primary Essence: ObscurityCommon Essences: Masonry, Lightning, Oil, Quick, Vigor

Test of Faith"The City is a riddle, the answer is perfection. The City is alive and awake, called forth from Its slumber by rise of metropolises. As The City grows and becomes more aware, it will reveal all truths. Any city may be healthy or sickly, only as strong as its people and buildings. No one city rules all cities, so no one man can rule all men. Our life is The City, and the city is our life."

Code of Principles* Protect your city.* Heal your city.* Move in secret, speak in public.* Obey only the worthy, give lip service to the corrupt.* Respect those who give respect.* Offend those who give disrespect. * Hospitality is sacred. Always offer it and respect its offering.

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3.4 Errant OrdersThese pseudo-orders are rough alliances and categories, rather than formal organizations. However, knights in the same situation will generally seek the company of peers and similar warriors. In some areas, these false houses are well-organized, while in other there is little (if any) cooperation among those knights.

• Knights Errant are those cast out from other Houses. Traitors, the faithless and misfits are often among the errant warriors. They often associate with each other and help each other in redeeming their reputations and souls.

• Knights Mercantile are organized like a merchant guild. They are comprised of knights that rejected their calling to another House and instead chose a mercenary life.

• Renegades are knights and nobles that have turned against the Kingdom in open rebellion, often committing acts of terrorism and psychological warfare.

• Heretics are those knights following a twisted version of their House's faith and ethics. Through anonymous whispers, they claim to have unlocked esoteric secrets that grant wisdom and power. It is often rumored that they serve malefic forces, spirits of destruction and darkness.

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Chapter Four: Making a Character (Summary)Choose a concept. What kind of character are you looking to portray?

Assign thirteen elements between both categories (physical and spiritual). Neither category may be raised above ten.

Assign seven points into class one (hobbyist) expertise. Distribute six points among any expertise (cost = class x 1). Expertise may not exceed a rating of three in character creation.

Distribute seven points among connections and five points among holdings. Connections and holdings are limited to a rating of five in character creation.

Assign five points into roles. Roles may not exceed a rating of three to start.

Select the Ego, Id and Will. Start with a rating of one in each. Distribute five points among these forces.

Choose a House. Select one of the common essences to be the character’s “natural” essence. Add the first sphere to the primary and natural essences. Add three spheres, split among the primary, natural and common essences. Other essences may not be taken during character creation. The primary and natural are limited to the third sphere. Common essences may only be mastered to the first sphere.

Spent thirty creation points (CP) to round out the character. Costs:Elements = 3 CP Expertise = Class x 2 CP Connections/Holdings = 1 CPRoles = 3 CP Forces = 5 CP Essences = 5 CP

Unique advantages and disadvantages may be taken. Please consult with your production crew to work out customized strengths and drawbacks, including costs.

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Chapter Five: Basic Bits

5.1 ElementsElements represent the raw capacity and capability of a character. They are divided into two categories: "physical" and "spiritual". Physical elements quite literally describe a character's physical condition, but also cover instincts and baser emotions. Spiritual elements represent the "higher nature" of a character, including intellectual capacity and complex emotions.

Some aspects of a person can be described in both "physical" and "spiritual" terms. In those ambiguous cases, the actor should consider which side of their character's nature best reflects that capacity.

Elements form a total in each category, providing a rough picture of the overall capability of the character in that broad area. The scale below compares the total to the human range of potential.

1 - Extremely feeble and barely functional3 - Below average5 – Average7 - Above average10 - Peak human capability11+ - Superhuman

Each element has three "uses". Each use may be expended to add one to a bid.

5.1.1 Physical elements* Adaptive. Able to endure and adapt to a wide variety of situations.* Aggressive. Fierce on the offensive. * Alert. Open-eyed and perceptive.* Commanding. People listen when they're told what to do.* Cunning. Animalistic wit and guile.* Deceptive. Easily mixing lies and truth and passing one for the other.* Destructive. Able to tear things down and lay them to ruin.* Dogged. Rugged determination and a refusal to quit.* Dominating. An undeniable presence and authority.* Durable. Able to withstand extreme conditions and injury.* Entrancing. An almost hypnotic voice and presence.* Evasive. An ability to avoid scrutiny and harm.* Fast. A talent for pure speed.* Feral. A bestial bearing and animalistic talent.* Fit. Unquestionably good physical condition.* Graceful. An excellent sense of balance and fluidity.* Instinctive. An intuitive sense of surroundings and circumstances.* Intimidating. A fearsome demeanor inspiring dread.* Mighty. Capable of limit-pushing action.* Quick. Able to move and react on short notice.* Savage. A raw capacity for survival and brutality.

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* Seductive. Alluring, desirable and hard to refuse.* Strong. Simply well-muscled and capable of applying a lot of strength.* Sturdy. Tough and resistant to harm.* Tireless. A talent for needing little sleep or rest.

5.1.2 Spiritual elements* Altruistic. Generous and helpful.* Aware. Intimately perceptive of surroundings.* Calm. Peaceful and in control of oneself.* Compassionate. Understanding and caring about others. * Devoted. Unerringly dedicated. * Educated. Well-learned, with the understanding of how to acquire knowledge. * Eloquent. Well-spoken and compelling, words flow effortlessly. * Friendly. Affectionate and well-liked. * Insightful. Able to piece together what others miss. * Intelligent. A raw capacity for mental heavy work. * Knowledgeable. Studious with a broad understanding of many subjects. * Modest. Humble and perceptive of etiquette. * Passionate. Driven and fiery, devoting all energy into the task at hand. * Persuasive. Silver-tongued and smooth-spoken, understanding how to effectively convey ideas to others. * Pious. Deeply religious and faithful. * Precise. Exacting, detailed and thorough, acting with exactness. * Protective. Fiercely defensive of others, willing to go to great lengths to shield a charge. * Rational. Pure analytic thinking, reviewing all theories for coherence and logic. * Reflective. Self-aware and very familiar with one's internal workings. * Scholarly. An academic mindset, useful for categorizing knowledge and evaluating theories. * Sincere. Earnest and truthful in action and deed, and believably so. * Serene. Unflappable and tranquil. * Wise. People seek your wisdom, advice and guidance. * Witty. An able to process thoughts on very short notice without making hasty errors. * Zealous. Dedicated and faithful, almost to the point of fanaticism.

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5.2 ExpertiseExpertise represents the hobbies, career path and/or post-secondary education and training of a character. They will generally be the main source of in-depth knowledge and intricate skills.

Expertise has both a class and a rating (or level). The class of a career represents the complexity and amount of training typically involved in the career. The rating (or level) of a career represents the amount of training, experience and skill possessed by a character.

Class1 – Relatively simple careers; hobbies; amateur skills. (Examples: Administrative assistant, driver, customer service, radio operator) 2 – The average “professional” or “skilled trade” career. (Examples: Manager, accountant, electrician, engineer) 3 – Extremely intricate or complex careers. (Examples: Doctor, academic, executive)

Rating1 – The most basic training available in the field 3 – The average skilled and well-trained professional 5 – The height of human capacity; Nobel-prize winners 6+ - Superhuman

SpecializationSpecializations can help better define a character's career path(s) and skill. They do not limit an expertise, but rather indicate specialist knowledge and skill within the profession beyond the normal level of competence. The maximum number of specialties that can be gained is the same as the level of the career (not the rating), so a level two expertise can have up to two specializations.

5.3 ConnectionsConnections are the ties that characters have to people in the setting. They can be friends, business associates or even pawns. Each connection has a rating that approximately indicates how connected those people are to character, and to what extent they will provide assistance.

Each connection represents a specific person or area. Multiple connections of the same type should be noted separately. For example, a character may have a friends connection with a rating of one representing a friendly neighbor and have another friends connection with a rating of five to represent a life-long friend.

Area: You are fairly popular in a particular neighborhood or local scene. People in that area will be generally friendly and willing to help you out within reasonable limits. You will be expected to maintain your reputation in order to sustain this respect.

Employees: People who do what you say, within reason, because they are paid to do so. They will expect to be paid and generally expect to fulfill a particular job function.

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Followers: Those who choose to follow you out of admiration and adoration. They can range from obsessive fans to those worshiping you as an incarnate deity. They generally expect to be praised and acknowledged, as well as receiving words of wisdom and guidance.

Insiders: People who are deep "in the system", such as a lifelong clerk at City Hall or an established parish priest in the local church. They are usually willing to provide an inside track to information and services, as long as risky operations are rewarded with some form of appropriate compensation.

Friends: People who generally and earnestly care about you and will help you out as they can. They will usually expect this friendship to be returned.

Mentors: People in a superior position looking to groom and guide you. They will generally expect loyalty and obedience in exchange for their investment.

Partners: People who have agreed to work with you to build a business or advance a particular ideal. These people see themselves as your equal in the project and expect to fully participate in the venture. They also expect to receive their share of any profit or credit resulting from the partnership.

Sources: People who will tell you things, such as informants. They generally expect a generous "tip" or similar compensation for the "juicy" bits, but often will just chat (providing "free" information), provided your end of the discussion is similarly informative or interesting.

Vendors: People who know how to find things and love to sell them. This includes a wide variety of people, from well-respected antiquities dealers to well-connected drug-dealers. They generally expect to be paid and expect to make a sale if they went through the trouble of acquiring something for you.

Victims: People who will do what you want due to blackmail, threats or other coercion. They will generally dislike and fear their "master", but fulfill requests out of fear.

Scale1 - Knows your face; willing to do occasional trivial favors.2 - Knows your name and a bit about you; willing to do occasional minor favors.3 - You're a familiar face; will perform moderate assistance on occasion.4 - You are a normal part of their life; will perform serious favors occasionally.5 - You are very important, feared and/or loved; will grant serious favors if you have the need. 6 - You are extremely important; very little they will not do for you.7 - You are integral to their existence; willing to give up wealth, reputation or even their life, for your sake.

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5.4 HoldingsHoldings are the property and other assets owned by a character. They each have a rating representing an approximate level of lifestyle and socioeconomic standing.

Cash: Literal cash, in the form of cash on hand, bank accounts, et cetera.

Land: Literal land and buildings owned or leased.

Business: Businesses in which you are a partner or have a controlling interest, or that you own.

Investments: Stocks, bonds and minority business ownership.

Property: Clothing, cars, appliances, art and other material goods.

Scale0 - Desperate poverty; No assets worth noting.1 - Severe poverty2 - Mild poverty 3 - Working class 4 - Middle class 5 - Moderately wealthy 6 - Very wealthy 7 - Extremely wealthy

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Chapter Six: Supernatural Bits

6.1 RolesRoles are literal roles, or niches, that a knight fulfills in the Kingdom. They are similar to professions. They may be considered the part the knight plays in the broader legend of the world, Kingdom and local society. They may be used on bids directly related to the role and when the role would provide some voice of "authority", or expertise, in social situations.

Roles are unique to knights, and may be considered a supernatural aspect of their existence. It is like a part in a story, or a character archetype in folklore. It helps define a knight's place in the world and society, granting them purpose and direction.

Common roles are often phrased as “Protector of”, “Defender of”, “Crafter of”, and similar wordings. Some various examples of roles:Protector of the InnocentPunisher of PollutersExecutor of Divine JusticeProphet of NatureCollector of SecretsRevealer of SecretsSinger of the Old WaysBeacon of LevityGuardian of ChivalryEnforcer of HonorSeeker of TruthLight to the Downtrodden

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6.2 ForcesForces are representations of a knight's inner focus and drive. They become so attuned to their inner natures that it grants them not only an inner strength, but a raw power of personality to call upon.

Reborn society recognizes the development of forces as the knight moving closer to an exemplar. While knights with high forces will not receive a free pass for any and all actions, they will receive generous leeway in their behavior (if it is the result of holding tightly to the paradigm of their forces). Knights with highly developed forces will also receive immense respect for their dedication to ideals, particularly from nobles and high-ranking knights.

The ego is the manifestation of a knight's good nature and desire to do right. The id is the expression of a knight's selfish and destructive impulses. The will is the manifestation of a knight's pure force of will.

Effects of ForcesForces define who a knight is, in the core of their spirit. Even a low-level force is a fundamental piece of a knight's psychology and identity. Actors should keep this in mind when considering a character's actions and motivations.

Mechanical effects by level of force Three: The force begins to dominate a knight's thinking.+1 to all bids fulfilling the force

Five: The knight begins to have trouble moving their attention from their nature.Gain one insanity related to the appropriate archetype; -3 to any bid contracting the force

Seven: The force further ingrains itself in the knight's mind and soul. +2 to any bid fulfilling the force

Eight: As it grows, a force makes a knight feel more repulsed by its opposite.- 5 to any bid contradicting the force; -1 on bids not directly related to one of the three forces

Nine: The knight becomes utterly obsessed with being the paragon of her forces. -7 to any bid contradicting the force; +3 to any bid fulfilling the archetype; -2 on bids not directly related to one of the three forces.

Ten: The knight embodies the living ideal of the force. -10 on all bids contradicting the archetype; + 5 on any bid fulfilling the archetype; -3 on bids not directly related to one of the three forces; gain one additional insanity related to the force

Using ForcesForces may be temporarily spent to fuel Essences or achieve a number of other effects.

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EssencesAll Essences have a cost in forces. In order to wield their command of an essence, a knight must focus the power of their awakened nature.

HealingKnights may call upon their essential nature to make themselves whole and will the wounds of others to shut closed. * Knights may restore up to three health per turn at a cost of one force per health restored. * Knights may heal others at a cost of three forces per health, unless they have the Healing Essence.

This usually manifests as a feeling of soft warmth riding on a light breeze, flowing out from the knight.

BidsThe knight focuses their inner strength to support them in their efforts. * One force will add three to a bid. * Up to three forces may be spent in this fashion on any single bid.

This often shows itself as a wild (or very alive) look in the knight's face and body language.

DamageA knight summons his inner strength to drive home the blow or harden the body in defense. * One force will add one damage to a barehanded or melee attack. * Only one force may be spent on any one attack in this fashion.

* One force will subtract one damage from an incoming attack. * Only one force may be spent on any one attack in this fashion.

This usually manifests itself as a mild flash when the blow lands.

Professions, Hobbies and RolesA knight calls upon the inner wisdom of their mind and soul, and they temporarily have an understanding of the ideal of their talents. This effect is not unlike Essences, in that the knight's understanding of (an aspect of) the true nature of reality grants them power and control. * Three forces will increase any one profession, hobby or role by one rating for a scene. * Up to nine forces may be spent in this fashion at any given time.

This often manifests as an unnatural brightness, and even slight glow, in the eyes.

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6.2.1 EgoThe ego is the constructive portion of a knight's personality, and its perfected ideal. Some knights call it their holy guardian angel, some as the light of their soul, others refer to it simply as their better nature. Regardless, knights are aware of this living urge to do right within them. It makes them feel connected with those around them and feel they are doing "the right thing".

Examples:* Bard. You wish to entertain, to make others feel moved and alive, for your joy is the invigoration of others.* Caretaker. You need to take care people, to see that their needs are met and they better themselves.* Champion. You desire to help people and to protect them from harm, often in the name of a cause.* Explorer. You are compelled to research new possibilities and seek out new places, blazing a trail for the benefit of all.* Instructor. You need to educate others, to help them explore the possibilities of thought and develop the faculties of their minds.* Jester. You love to amuse others, to bring them joy and comfort, the happiness of others brings you peace.* Scribe. You want to preserve history and knowledge, the power of information is unfathomable and should be provided to all.

6.2.2 IdThe id is the destructive and selfish portion of a knight's psyche. Some call it their fallen nature; others call it the angel of destruction. Regardless, knights cannot escape this embodied darkness. It is a hollowness and anger that overwhelms a knight on occasion.

Examples:* Conniver. There is no reason to work when you can trick others into doing it for you. Most people are stupid and deserve whatever lies they swallow.* Critic. Everything is wrong, it is flawed and far from perfection; and everyone should be made aware of this imperfection.* Monster. Pain teaches all lessons and so many are unschooled, they live in ignorance and squalor, needing nothing more than instruction.* Narcissist. Everything beyond your wants and needs is valueless. The true worth of any thing or action lies in how it benefits you.* Rogue. People value material things far too much and it is your purpose to teach them a lesson by taking those things away.* Ruffian. You are stronger and are not shy to demonstrate your power, if someone cannot stop you from imposing your will, then they are weak beneath notice.* Savage. The rules of people are artificial and arbitrary, they are of no use to you, so you define your own propriety and ethics without the rules of man.

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6.2.3 WillThe will is the driving force in a knight's mind. It is a literal sheer will to go on and move forward. Every knight feels this inexplicable need to drive on: no matter the cost, no matter the circumstances.

Examples:* Architect. You need to build something lasting, leaving not only a legacy, but a real and lasting change to the world.* Competitor. Competition reveals all truths, leaving you with a desire to test your limits and the potential of others.* Conformist. Unity, and therefore conformity, is the only pure ideal. The more uniform you can make your surroundings, including others, the better.* Director. People need competent leadership because without anarchy would reign, destroying all societies, rules and things.* Fanatic. You need to champion a cause, to devote yourself entirely to it and convince others to follow.* Judge. Everything needs to be weighed and measured, to be assigned to its category and place in the world and told its value.* Reformer. You understand that things need to revised and corrected in order to achieve their best potential.

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Chapter Seven: Essences

7.1 Essences (Overview)Essences are an understanding learned by knights of the fundamental nature of things. By truly understanding the "ideal", a knight becomes aligned with it and able to con-trol it.

The more attuned a knight becomes to an essence, the more they begin to become that essence. The awareness gained fundamentally alters the perspective of a knight. It is akin to seeing more and more through the eyes of the element, so to speak.

A knight may learn the primary essence of their house with only time and practice. It comes easiest to them. Most knights can learn one of the five common essences in their house (called the “natural Essence”) similarly to the primary essence.

A knight may learn their primary and natural essences up to a level of Rank+2. A knight may learn any of their common essences to a level equal to their Rank. A knight may learn foreign essences to level of Rank-1.

Some knights may lack a primary essence entirely; these knights generally possess secondary essences and often can learn them without a tutor or other aid. Most knights can learn the common essences of their house with effort and a tutor or other teaching aid. Knights almost never learn Essences outside of those of their House.

• For immediate and short-term effects, the cost is the rating of the Essence put to use.

• For long-term effects, the cost is double the rating of the Essence used. • For unending and practically permanent effects, the cost is triple the rating of

the Essence used.

General guidelines:

• First sphere: Basic information; minor personal effects. • Third sphere: Minor miracles; basic imposition on others; significant advant-

age • Fifth sphere: Moderate miracles; serious domination of others; significant su-

pernatural advantages • Seventh sphere: Major miracles; complete command of the essence

Bid bonuses:

• +1 per sphere (level) of the Essence used for general/broad applicability and for secondary effects.

• +2 per sphere invoked for restrictive and specific uses.

Damage:

• 1/2 level used (round down) for specialty or group damage. • Sphere invoked for general damage to individuals.

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Primary EssenceThe primary essence of a knight is determined by their House. Each house has a par-ticular essence to which it is "attuned". The essence may be studied and greater con-trol learned without a tutor or other teaching aid. In addition, this essence comes most easily to a knight, compared to others.

Natural EssenceA natural essence is one a knight is attuned to, similarly to the primary essence of their House. A natural essence is always one of the common essences of their order. The natural essence is selected at character creation. Similarly to the primary essence, a knight may increase their understanding without the assistance of a teacher or other assistance.

Common, or secondary, EssencesIn addition to a primary essence, every knightly order has a secondary set of essences. If a knight studies essences beyond his primary and natural essences, they will almost always be the common essences of their House. Orders will usually arrange instruc-tion in common essences for their members without much difficulty. Those seeking to learn common essences must learn them from a knight that possesses the essence sought as a natural essence, or seek other more esoteric means from the nobles, magi or fae.

Foreign EssencesEssences outside those of a knight's order are called foreign essences. They are rarely learned for a variety of reasons. They are more difficult to study and have a lower limit of power & understanding. Most knights will refuse to teach the secrets of an es-sence to those of other Houses, even if it is a shared essence between the Houses. Though Houses may possess the same essence, their approach and fundamental un-derstanding of it drastically differ. The secrets of an essence another order does not possess are even more valuable. Additionally, there is an amount of social stigma as-sociated with seeking foreign essences. Those within the knight's order will question the student's spiritual purity and dedication to the House. Those from outside his order will suspect him of seeking to steal the mystical and spiritual secrets of their House.

Unnatural EssencesIt is rumoured that some heretics and renegades have developed malformed essences or corrupted versions of existing essences, for their own twisted purposes. The existence of such power is unknown, but if a knight were caught with such knowledge, their punishment would be severe. Such spiritual pollution is intolerable.

It is also rumoured that the magi and the fae have wisdom that allows them to teach a knight unique essences. Some of the nobles are also rumoured to have some similar ability. There is no evidence that such knowledge exists. If a knight were discovered who studied such essences, it is likely that it would be pointedly ignored to avoid the question of impurity, so as to not offend the teacher.

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ReflectionsAs a knight advances through the spheres of an essence, they begin to physically, and fundamentally, reflect the ideal of the essence. Knights commanding Green will begin to resemble plants, for example finding their skin tingeing green and their body odour becoming grassy. Knights commanding Flame may find their flesh gaining red and bronze hues or find their body emanating an amount of heat uncomfortable for others close by. The temperament of a knight can also change to reflect the elements of the universe that they have mastered.

The outward reflections, though not the bid bonuses, may be suppressed by expending a number of forces equal to the level of command over the essence. This suppression will last for up to one hour. This suppression may be extended up to the cycle of the moon (28 days) by sacrificing a number of permanent forces equal to the sphere mastered.

A knight receives a bonus to bids relating to understanding or affecting something re-lated to that ideal. The benefit is +1 for each sphere of enlightenment they have at-tained in an essence. So, a knight with access to the fifth sphere of an essence, would receive a +5 bonus.

CustomsCustoms are teaching tools used to impart the knowledge of essences to a knight. They are the practical grounding that accompanies the broader enlightened of rising through the spheres of an essence. They are the easiest applications of essences, akin to being memorized by rote.

The cost in Forces for using customs is one-half (round up) the normal cost of the Es-sence sphere being used.

The Noble Houses have customs that are unique to them. Anyone may use the Es-sence in the same fashion at the full normal cost. However, only knights of the cus-tom's order that have that Essence as a primary or natural Essence may gain the ad-vantages of the reduced cost and ease of a custom.

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7.2 Refined EssencesThese are the Essences practiced by the noble Houses. They are developed to their full potential and do not incur penalties for normal use.

7.2.1 AnimaAnima is the essence inanimate objects and machines. Anima is the essence of inanimate objects and machines. It is a common essence of the Templars, Phantom Edge and Tombknockers.

Customs

1. Identify -- The knight can identify an object's general type and purpose. An additional force allows the ability to use the object correctly; a further addi-tional force is required if correctly using the object requires circumventing en-cryption or following a complicated or intricate process.

2. Reinforce -- The targeted object receives three health or doubles its health, whichever is greater.

3. Refine -- Doubles the natural effectiveness of an object (bid bonuses, distance limits, etc, as appropriate).

4. Empower -- Imbues the object with three uses of a limited magical effect ap-propriate to the object imbued.

5. Animate -- Temporarily grants an object independent motion. Awakened ob-jects will act of their own accord, while everyday objects will only respond to their animator's commands in a very literal fashion.

6. Awaken -- Imbues an object with a soul and personality. The item becomes sentient and gains a true personality. The personality reflects the purpose and style of the object. It will also reflect the creator to some degree, usually based on the ideals the knight represents. Awakened objects can resist their users (deny any bid bonuses) and control their functions (a computer can refuse to boot; a gun can refuse to fire). They may also act freely if they are animated.

7. Destroy -- The knight can "unmake" any object, returning it to its constituent parts, permanently ruining it. Avalonian goods can be destroyed for double cost. Artifacts that can be destroyed by the power of knights can be laid to waste for triple cost.

Templar customs

1. Attunement – The knight attunes a touched item to their own mental and phys-ical energies. The item now gives the knight a +1 on all appropriate bids. For an additional force expenditure an item can be attuned to someone other than the knight.

2. Psychometry – The knight is able to touch an object and instantly become aware of that objects entire past. He is able to witness any and all scenes that object has been present at. This knowledge is gained instantly; no matter how much long the item has existed. If the item is truly old the player should be forced to focus his attention on specific sections of its history, much like a hu-man searching their own memory.

3. Interchange – The knight is able to use an item in any situation where that type of item would be used, even if the size or shape is wrong. Example: Sir Dingle

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could use his front door key in anyone’s front door and it would still work. A spark plug that doesn’t quite fit would easily slip into place if Sir Dingle used this power on the plug. Bullets from a .22 would work just fine after being loaded into a .45. and so forth.

4. Point of Failure – Utilizing the vast knowledge the Templar has over objects he can cause the object to break down. He can specify the degree of the break-down and can choose the exact point the failure starts at. Alternately he can simply choose an object to break down randomly. Example: Sir Dingle wants his enemy to have car problems. So he uses PoF to force the carburetor to fail. Once his enemy fixes the problem he can choose another vital system and cause that to fail. If his enemy is clever enough to suspect sabotage Dingle can allow the breakdown to occur randomly.

5. Psychometry Mastery – In addition to the effects of psychometry the knight is able to reproduce any action the object has previously undergone. Example: Sir Dingle finds a scalpel that was used in a medical procedure, he can now take that scalpel and perform the same procedure with as much skill as the doctor who originally performed the skill. Outside observers might even no-tice that the movement of the original user are reproduced exactly.

7.2.2 BeastBeast is the essence of animals and feral nature. It is the primary essence of the Morrigan. It is a common essence of the Viridis and Free Knights.

Customs

1. Tongue -- Speaking the language of the wild, allowing communication with any animal.

2. Call -- Call any specific animal or any (available) number of a specific type of animal to your location.

3. Friend -- Animals can be made more amenable. Hostile animals become neu-tral and neutral animals become friendly. Already friendly animals fall in love with the knight.

4. Aspect -- Take on one aspect (with appropriate effects) of any animal common to the area or any animal subjected to other uses of this essence within the past month.

5. Skin -- Take the form of any animal common to the area or any animal sub-jected to other uses of this essence within the past month. The knight gains all the benefits (if any) and no penalties related to the form they have taken.

6. Servant -- Permanently bind an animal into companionship and service. The animal will henceforth want to assist the knight and always be of a friendly disposition to the knight. The animal so bound may become overzealous in its protection and is subject to bouts of jealously towards the knight's associates. The use of this custom is controversial among the Viridis and popular among the Morrigan.

7. Awaken -- The animal becomes sentient and highly intelligent, even gaining the ability to speak (if roughly). The personality reflects the nature of the ani-mal and the spirit of the knight calling it forth into existence.

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Morrigan customs

1. Beast Mastery: Animals know and respect the dominance of the knight and give deference to his strength. Although this allows no communication they would otherwise be able to have, they will not attack unless ordered to do so by another and will generally show submission. Guard dogs will not bark or attack as he passes; horses let him ride them without attempting to buck, etc. This power lasts for a scene when invoked.

2. Cernnunos’ Ire: A Morraganite with this power can curse a victim to be the fo-cus of the ire of the animal world, laying an invisible mark upon them that shows them as an enemy. Spiders will bite, dogs will give chase, cats will scratch and hiss, birds will peck and befoul them, etc. This curse lasts until sundown or sunup, whichever comes first.

3. Words of the Wild Things: The knight can summon forth a small mob of com-mon animals to report what they have seen or undertake a particular spying mission.

4. True Rider: A Mordredite may temporarily turn into pure spiritual matter and "ride" an animal, granting her some rough control and the ability to perceive through the animal's senses. The animal will do nothing that it is not normally capable of, this power grants it no seperate skills or understanding.

5. Alter Beast: A Morraganite can alter any beast he comes across with this power, creating a chimerical monstrosity, subject to the general limitations of the standard custom Aspect.

Viridis customs

1. Analyze Niche: A Knight of the Viridis can examine a particular creature closely and get an idea of what sort of needs it has and whether there is a lack or overabundance of such things.

2. Survival Instinct, by watching the behaviour of animals (or lack thereof) in an area, a Green knight may receive forewarning of impending danger (they have three rounds to prepare/react before danger arrives, though the nature of the threat is unknown, only the scale).

3. Perfect Scent: The Veridis exudes a potent mixture of pheromones, establish-ing their mastery over the animal world. They will be seen as an alpha/domin-ant/powerful member of the same species as the viewer by all animals in the area, and respond appropriately. They gain +6 on bids related to commands and other social privileges of an alpha.

4. Beastly Balm: Any single injury, damage, sickness, or condition short of death to an animal can be healed with a single application of this power. This can also be used to increase a beast’s fertility, as well as reversing any unnatural twisting caused by Alter Beast.

5. Wild Mind: A Knight of the Viridis can inflict a shattering blow to the psyche of a human or Knight, causing their mind to become as that of an animal. They may not bid any Elements, Professions, or Hobbies that require any level of higher thinking, will lose the ability to speak, and will generally behave in a beastly fashion, relying upon survival and fight or flight instincts. This power lasts for a scene.

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7.2.3 DivineDivine is the essence of talent and skill. It is the primary essence of the Templar. It is a common essence of the Pendragon.

Divine has no common customs. The "usual usage" of the essence is in emulating hobbies and professions. Each sphere used can emulate one level of a hobby or profession, or one specialization for a hobby or profession. (The cost is doubled for class 2 professions and tripled for class 3 professions.) Hobbies and professions cannot be raised above three in this fashion, though any "overflow" grants extra uses.

Templar CustomsAs mentioned above, there are no customs for this essence. However, knights of House Templar may gain up to a rating of four, instead of the usual limit of three.

7.2.4 FaithFaith is the essence of piety, belief and divine intervention. It is a common essence in House Pendragon, House Morrigan, House Templar and the Free Knights. It, like Royal and Flame is considered to be a birthright of the Pendragon line. It is believed that the Free Knights inherited the talent due to the past leadership of Lancelot du Lac and the current leadership of Sir Gawain. House Templar's founding by Solomon the Wise is said to have granted them a separate birthright to the essence.

Customs

1. Confession -- You may confess your sins and crimes to an appropriate superi-or and receive both forgiveness and penance.

2. Holy Presence -- Another person may be temporarily convinced of your point of view.

3. Divine Wisdom -- By taking a moment to reflect on the presence of Divinity, a knight may receive prophecies and warnings of things to come.

4. Holy Water -- Blessed water may be imbibed to bring about the prophecies of Divine Wisdom. Holy water may also be used to bless a person, giving them a temporary +2 bonus to their base bid.

5. Guilt -- Forces a subject into throes of guilt over wrongdoings they have com-mitted, against both their own moral code and the general ethics of chivalry. Even a minor sin is accompanied by overwhelming guilt and regret. The penit-ent victim temporarily loses their base bid and becomes obsessed with pen-ance or making things "right".

6. Holy Wisdom -- The knight temporarily gains a Role of three, as they call upon the guidance of higher powers. They also again a +3 bonus on bids against those attempting to interfere with the knight's fulfilment of their new Role. (This bonus does not apply to the direct fulfilment of the role. A knight with the role of "Avenger of the Innocent" does not gain the bonus when dir-ectly facing a paedophile. They would however gain the bonus if the offender-'s brother attempted to stop the knight from carrying out his holy vengeance.) This effect lasts one day or until the uses of the Role are expended.

7. Inspiration -- The knight can press effects similar to Holy Presence and Guilt onto entire crowds.

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Morrigan Customs

1. No Mercy -- The victim seems especially weak and pathetic to those around them. If the victim is receiving punishment it is likely to be the harshest pos-sible. The victim will inspire feelings of disgust and contempt, which is likely to encourage bullying and derision.

2. Divine Visitation -- The victim sees a vision of the god the Morraganite calls out to, and feels an overwhelming emotion associated with it. (e.g. Mort Dreadlock sees one of his fans getting pushed around in the mosh pit and calls out to Thor to get him to stand up for himself. Janice "Crusher" Doughty in-vokes Kali to make the criminal she is confronting run in terror and guilt.)

3. Whispers of Weakness -- Spirits infiltrate the mind of the victim, searching for its weaknesses and whispering them in the Morraganite's ears. Each use un-covers an insanity or reveals the lowest of the victim's Forces, along with the associated Archetype.

4. Avatar -- After invoking the proper spirit or god, the Morraganite becomes host to a shard of that entity's being. It grants an appropriate Role at four as well as appropriate minor cosmetic changes. This power lasts for a scene or until the Uses of the Role are used up, whichever comes first. The Role gained is obvious to anyone watching. The Knight also effectively gains an insanity related to the Role for the duration of the power's effect and MUST spend all of their actions or time in fulfilling that Role. (e.g. Mort Dreadlock raises his guitar over his head and embodies Thor, spending 2 Forces and granting him a 4 point Role as Punisher of Evildoers. His skin crackles with lightning and he develops burning blue eyes and a rich red beard. Diana Alstice (who has Faith 5) calls on Lugh the Lightbringer to guide her hand in her blacksmithing and spends 3 Forces giving her a 5 point Role as Crafter and making her taller, longer of limb and fairer of feature, as well as causing her left arm to glint like silver.)

5. Possession -- The Morraganite calls on one of his spirits or gods to possess and warp the mind of the victim. It grants one or more insanities appropriate to the possessing entity, similar in effect to Avatar above, but with none of the benefits of the additional Role.

Pendragon Customs

1. Find the Faithful: Identify the faith and spiritual beliefs of the people in the general vicinity. More details may be gained by studying an individual.

2. Respect for the Lord: People around the knight are forced to take no action against your religion, preventing them from being blasphemous.

3. Driving out the Heathens: Force any one "heathen" (target not of the knight's faith) to remove themselves from the room.

4. Mark of Cain: Anyone of a different faith from the target treats the target badly to a point just shy of physical harm.

5. No Barbarians in Rome: Consecrate an area (approx. one building). No hea-thens may enter the area, and all heathens inside must leave immediately.

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Templar Customs

1. See the Oathbound: Identifies the Oathbound in the area. An individual may be studied to reveal the general details of their oaths.

2. Find the Safe Haven: The knight may identify and pinpoint any temple or holy site within a 200 mile radius. This ability reveals any holy sites in the knight's immediate vicinity as well.

3. Resolve of the Faithful: Faith in the purpose of a quest grants a variable bonus towards all actions directly related to that quest.

4. Inviolate Soul: Counters any power that forces the subject to go against their faith, short of the powers of generals, magi and nobles.

5. Saint's Walk: Ignore any ward, restriction or prohibition placed on an area in-voked by the equivalent of a fifth sphere Essence or less.

7.2.5 FlameFlame is the very essence of heat, light and fire. It is a common essence among both the House Pendragon and House Morrigan. Like Royal, it is a birthright of the Pendragon line and neither order is willing to part with its powerful secrets.

All damage from Flame is armor-penetrating.

Customs

1. Ignite -- The knight can ignite any flammable material within their field of vis-ion.

2. Bellows -- Increase or reduce the size and heat of any flame or heat source (up to double, down to half).

3. Weapon -- The knight deals one additional damage with melee and hand-to-hand attacks. Only the additional damage is armor-penetrating.

4. Move -- A knight can move a fire from place-to-place within their field of vis-ion.

5. Armor -- The knight is wreathed in multicolored flames. All successful melee and hand-to-hand attacks against the knight cause the attacker to suffer two damage.

6. Firestorm -- Causes three damage to all enemies within an area. 7. Blessing -- The knight is not only immune to fire, but healed by its burning

touch. The knight recovers a number of health equivalent to the damage the fire would normally cause. A knight at zero or less health will always heal to a minimum of one health under the effects of this power.

Morrigan Customs

1. Wyrmling's Breath -- A shower of sparks erupts from the knight's mouth, fully blinding one target standing directly in front of them. The blindness remains for 1 round.

2. Fever -- The victim of this power suffers from a crippling fever as their intern-al temperature rises. They take one damage per round over a duration of two rounds, killing most soft-bodied mortals and harming even most Knights.

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(Note: Scaling this power upward with additional forces extends the time of it but does not increase the damage per round.)

3. Shatter -- The internal structure within an inanimate object (but non non-or-ganic; this works on trees and plants as well) become instantly agitated, and the immediate rise of heat causes the object to shatter, dealing one damage to all within three meters of it. This power does not work on artifacts or items of Avalonian or otherwise exceptional make, and the object must be less than half of the size of the knight himself.

4. Hypothermia -- The heat within a creature or object is quelled, causing tem-porary paralysis (1 round), freezing water, or making certain materials brittle, at staff discretion.

5. The Wyrm's Wrath -- Like the dragon of myth, the knight exhales a ball of flame, igniting flammable materials and dealing three damage to all within five meters, in a 90-degree cone radiating front of the knight.

Pendragon Customs

1. Halo -- Pure light and comforting warmth emanates from about the knight’s head and shoulders; illuminating even supernatural darkness and warming deathly cold to tolerable levels. The light illuminates 10 meters around the knight; the warmth spreads for 2 meters. This power lasts for a scene.

2. Chapel Window -- The Pendragon may control the intensity, quality, heat out-put, and colour of a single light source, even creating effects like glowing fig-ures made of light. This power lasts for a scene, although some Pendragons have expended great force to make it permanent in a holy or sanctified place.

3. Holy Radiance -- The Pendragon's halo expands and broadens, causing him to shine with a terrible light. Any who face towards him are blinded by the bril-liant light until they turn away; any attempting to assault him take a -3 to all bids to do so, either from looking away or from the painful scoring of their ret-inas. The sight impairment lasts for 1 round after looking away; the radiance lasts for a scene.

4. Trial By Fire -- The victim of this power grows warm and increasingly agit-ated, such that increased nervousness or activity causes them to burn within as from a fever. Any attempt to be dishonest or any violent movement inflicts 1 level of damage as their internal heat rises. This often takes the form of boils and blisters appearing on the skin. This power lasts for a scene.

5. The Seraph’s Blade -- A flaming sword like unto the ones wielded by the Ser-aphim guarding the Garden appears before the Knight and guards a spot, ob-ject, or person of their choosing. Alternately, it can remain in their hands; the choice is made when the power is activated. In either case, it relies on the skill of the Pendragon calling it forth to attack. It deals 2 levels of damage in com-bat, ignoring armour, and briefly blinds (-3 on Bids) successfully struck by it for a round. This power lasts for a scene.

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7.2.6 GreenGreen is the essence of plants and growth. It is the primary essence of House Viridis. It is a common essence of House Morrigan and the Free Knights.

Customs

1. Identify - Identifies plants and their medicinal properties. 2. Apothecary - Increase or lesson any biochemical property of a plant. 3. Growth - Cause a plant to grow or wither in a specified fashion in a very short

period of time. 4. Living Vines - Plants will attempt to entangle and attack opponents. 5. Breed - Cause plants to successfully crossbreed, exchange traits, suppress or

enhance traits and pass the changes down in fertile seed, runners and so on. 6. Animate - Plants will uproots and become mobile, obeying the knight’s orders

in a literal fashion. 7. Green Man - The knight becomes a plant avatar in the shape of man. The

knight regenerates two health per turn, deals an additional damage on all at-tacks and gains a +3 bonus on all bids.

Morrigan Customs

1. The Bramble's Grip - The Knight's hands become covered in thorns and brambles. While they are not large enough to cause any significant damage, they add an additional +2 to any bids involving climbing or maintaining their grip, including bids to disarm them.

2. The Bramble's Spite - The Knight's skin sprouts thorns and brambles every-where, dealing an additional level of damage in barehanded combat as well as dealing a level of damage to anyone grappling or striking them barehanded.

3. The Nettle's Sting - With but a touch, the Morraganite can inflict intense, stinging pain through transmission of a painful chemical. A bid must be made to touch or grapple the foe. As long as this contact is maintained or until the end of the scene, whichever comes first, all of the victim's bids are reduced by half, rounded down. The user of this power cannot do anything but maintain this power while it is "on", including invoking extra actions from Quick.

4. Shield of Thorns - Thorny vines sprout from the Knight's body and begin to flail about him, catching and tearing at flesh, clothing, and armour. They cause 1 level of damage to anyone who comes within 3 meters of the Knight and lasts for the scene or until deactivated.

5. The Ivy's Tears - The Morraganite Knight can turn his bodily fluids into tox-ins, weeping or spitting deadly substances. These poisons are powerful enough to affect Knights as well as normal folk, and have flavours and odours as de-cided by the user's whim at creation. They either must be ingested or delivered through injury, as specified each time the power is used. The game effect is damage done over time, either at a rate of a level of damage every other round, one an hour, or one a day. These poisons reveal themselves as simple plant toxins under scientific examination and show no evidence of biological con-nection to the Morraganite themselves. If the victim is a Knight of Rank Three or higher, the poison does not kill them but does reduce them to minimum health until they are healed through intensive medical attention or the use of the Healing Essence Purge or equivalent powers.

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Viridis Customs

1. Master of the Wild - The plant kingdom shows deference to the Viridis. Branches move out of his way, roots will not trip him, and thorns will not sting him (unless ordered to do so by another with the power to do so.)

2. Jack of the Green - The Viridis may blend in to the surrounding scenery, his skin changing to match the verdant surroundings completely. As long as he re-mains motionless in a mainly forested or plant filled setting, he is essentially invisible, and even if he moves, gains a +4 on all bids to remain unseen or move with stealth.

3. Oaken Embrace - The Knight who invokes this power may step into a tree, melding with its essence and becoming a part of it. Damage done to the tree is done to him, however, and if the tree is destroyed, he becomes ejected from it. He has a vague awareness of his surroundings, unless invoking the Eyes of Nature or similar powers.

4. Eyes of Nature - A Viridis using this essence has his senses merge with those of the trees and plant life around him, allowing him to perceive anything with-in roughly 400 meters as long as it is part of the same contiguous terrain, i.e. the same swamp, park, or forest. The Knight gains a low-level awareness of all happenings in that area, and can narrow it down to perceive an individual spot with his senses directly while ignoring the rest.

5. Sacred Glade - A Knight of the Green can consecrate an area to nature, filling those with the will to enter it with a feeling of palpable terror and malaise if they are not welcome. Any Knight who tries to enter the Glade must spend a Force to do so, and must spend another to counteract the feeling of dread with-in, causing him to lose his base bid. Mortals cannot usually enter it at all, al-though either a Knight or a commoner who knows the correct sign or word may enter and leave freely and without penalty. Animals may come and go with impunity, unless they are being directly controlled by another (as with the Morraganite power of True Rider).

7.2.7 HealingHealing is the essence of restoration and recovery. It is the primary essence of the Engineers. It is a common essence of House Viridis and the Free Knights.

Customs

1. Treat Symptoms: Relives shocks, stops bleeding, reduces fevers, etc. 2. Purge: Expunges poisons, fever toxins and other harmful substances from the

patient’s body. 3. Seal Wounds: Heals one health for each forces spent, up to a maximum of

five. 4. Cure: Wake the comatose and purge infections. 5. Rejuvenate: Cure paralysis, blindness and other physical defects of the body. 6. Raise: Instantly restores one person to full health, as long as their condition

could be cured or relieved through the use of Treat Symptoms, Purge and/or Seal Wounds.

7. Resurrection: Restore one person to life who has been dead no longer than two sunsets. If a third sunset occurs or if the person was killed during dusk, they cannot be called back into life. No memories remain of their time in death.

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Viridis Customs

1. Examine Breath: Diagnose an individual, identifying everything from infec-tions to vitamin imbalances.

2. Shun the Unnatural: Provides a temporary immunity to unnatural toxins and poison (i.e. pepper spray, manufactured drugs, etc) to the knight and his band.

3. Perfect Surgery: Ability to perform surgery and other intensive or invasive medical treatments, painlessly with no fluid loss or risk of shock.

4. Remove Error: Remove any single genetic defect from the DNA of the sub-ject.

5. Healing Grove: An area may be consecrated where healing powers and medic-al procedures are more effective. Adds one bonus health to all healing skills and +5 on any necessary bids. Lasts until sunrise or sunset, whichever comes first.

7.2.8 QuickQuick is the essence of speed and grace. It is a common essence of House Templar and the Urban Knights.

Customs

1. Speed. The knight can move double the normal distance. 2. Doubles. The knight may take one additional action that occurs after all other

actions. 3. Fast Thinking. The knight may choose to go before or after all other actions. 4. Interrupt. The knight can dedicate their action to deny another person their

chance to act. 5. Triples. The knight may take two additional actions that occur after all other

actions. 6. Blur. The knight moves so quickly they become a blur. They receive +3 on all

speed and stealth related bids, and also deal two additional damage on all at-tacks where speed can affect the impact of the blow.

7. Pure speed. The knight moves quadruple their normal distance and takes three additional actions that occur after all other actions.

Templar Customs

1. In An Instant: The mind moves fast enough to make accurate counts and cal-culations in an instant. For example, if someone flings a handful of change into the air; as long as you can clearly see the event this power may be in-voked to get an accurate count instantly.

2. Quick Thinking: Minimum time spent on mental activities is cut in half. 3. Planning Ahead: Simultaneously activate two essences, next round 4. Living Computer: Add eight to any bid involving speedy mental processes. 5. Forethought: Simultaneously activate thee essences, next round.

7.2.9 ResilienceResilience is the essence of durability and stamina. It is a common essence of House Pendragon, House Viridis and the Tombknockers.

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Customs

1. Ignore Poison - The knight becomes immune to all poisons and toxins and any in his body instantly purge from his system.

2. Ignore Pain - A knight does not lose consciousness unless killed. 3. Hardskin - The knight’s health doubles for the scene. 4. Ignore Blow - Ignore all damage sustained in one round from any single at-

tacker. 5. Steelskin - The knight takes half damage (round up) from all attacks for a

scene. 6. Diamondskin - The knight’s health triples for a scene. 7. Eternal Armor - The knight may engage in a bid to resist any Essence or other

effect that normally occurs without a bid.

Pendragon Customs

1. See Fortitude: The knight may gauge the durability of a target, including the total number of appropriate physical elements and any fortitude boosting abil-ities, including Essences.

2. Bestow Mettle: The Knight can make any target immune to poisons or toxins, even a squire or commoner.

3. Bestow Tenacity: The Knight can allow a target to remain conscious until the moment of death, even a squire or commoner.

4. Bestow Vitality: The Knight can double the health levels of any target, even a squire or commoner.

5. Bestow True Shield: The Knight can choose a specific type of damage (i.e., fire, electricity, perhaps even bladed attacks or blunt force trauma) and make a target highly resistant to that type of damage. Target suffers only half damage rounded down (min 0). This power cannot be stacked on the same target more than once by the same Knight.

Viridis Customs

1. See Fortitude: The knight may gauge the durability of a target, including the total number of appropriate physical elements and any fortitude boosting abil-ities, including Essences.

2. Constant Sealing: The knight regenerates one health per round. 3. Regrowth: The Knight can regenerate internal organs, cells, and even limbs in-

stantly. In addition to the obvious regrowing of severed body parts, this tech-nique allows the Knight to survive extreme conditions including extreme heat, cold, radiation, lack of oxygen, corrosive gases, etc.

4. Persistent Sealing: The knight regenerates two health once per round. 5. Laugh at Death: This power can only be used once per session. This power

brings the knight from dead to full health. The knight can even be decapitated and still stand up to place the head back onto their shoulders.

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7.2.10 RoyalRoyal is the very essence of nobility, leadership and command. It is the primary essence of House Pendragon. House Morrigan is said to have inherited it among their common essences by the birthright of Modred Pendragon. No other Houses possess easy access to this essence and neither Pendragon nor Morrigan are willing to part with its potent secrets.

Customs

1. Noble Presence: Those around you must treat you respectfully and justly. 2. Friendly Face: +2 on all bids involving sociable behavior. 3. Authority: Those of equal or lesser rank are compelled to obey simple com-

mands. 4. Resist Command: You can ignore any single command of a superior without

penalty. 5. Marching Orders: You can give commands to those of equal or lesser rank that

are complex and/or ongoing. 6. Royalty: You can cause a group to become silently and respectfully listen to

your words. You also receive a +6 bonus on convincing those who listened to your message.

7. Quest: You can order those of equal or lesser rank to undertake extensive and life-threatening quests.

Morrigan Customs

1. Lion's Mein: Like Friendly Face, but not so friendly. The Morraganite receives a +2 on all bids to intimidate, cow, or command his lessors. This power lasts for a scene.

2. Whimpering Curs: All non-Reborn and Knights of lower rank must bow, kneel, or otherwise show display a submissive posture and behavior to the Knight invoking this power. This power lasts for a scene.

3. Tail Between Your Legs: The knight may force a confession for a gaffe or wrongdoing committed against him by a lesser, if that lesser did indeed com-mit it.

4. The Serpent's Tongue: Reflecting upon the belief that a superior's word is Law (as well as House Morrigan's sometimes treacherous nature), the knight may tell a lie with complete impunity and their lessors who hear it will take it to be true until directly faced with evidence to the contrary.

5. The Dragon's Crown - The Knight's inner might shines through; terrifying all who see or hear him. Anyone lesser in rank who tries to act against him, either violently or socially, must spend a Force or lose their base bid for each such action. Mortals are almost always paralyzed in fear or run in terror when the Dragon's Crown is worn.

Pendragon Customs

1. Vital Comment: Any one point made during a conversation must be heard. May only be used once per conversation.

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2. Kingly Praise: A knight may make one other person be treated as though they were more highly respected for a scene.

3. King's Right: Allows one to act as though they are one rank higher for the re-mainder of the scene.

4. Safe Passage: As long a knight and his band do not make any hostile actions, the entourage may move unabated from one area to another. The ability must be invoked again if others are added to the group.

5. Field Promotion: Makes any lower ranked Knight speak with the user's voice. The target must be respected as if they were the knight who invoked this power.

7.2.11 StoneStone is the essence of earth, rock and clay. It is a common essence of House Templar, House Viridis and the Engineers. It is the primary essence of the Tombknockers.

Customs

1. Earthen Speech. The knight may speak with the simple spirits of earth and stone.

2. Transmute. The knight may transform the consistency and composition of earth and stone, turning rock into mud and the like. They may not transform common material into precious or semiprecious metals and stones.

3. Earthen Armour. The knight gains +3 health as clay and rock form a hard ar-mour around her body.

4. Shape. The knight may shape and move earth and stone. 5. Animation. The knight can raise a golem from the very bosom of the earth. 6. Living Armour. The knight gains +3 health in the form of earthen armour that

regenerates two health per turn, even if reduced to zero health. 7. Earth's Wrath. The knight can move massive amounts of earth and stone, caus-

ing earthquakes and opening vast deep fissures.

Templar Customs

1. Buried Treasure: A Templar may see through stone or earth itself, begging it to reveal its secrets. This vision extends for 1 meter through unworked stone or soil.

2. Speaking Stone: A knight using this Custom can encode a secret message in a stone or crystal. The message may have any sensory components and must be read through application of this power or the knowledge of a command word. The stone can keep roughly 2 minutes worth of information in it.

3. Sealing the Door: In a cavern or tunnel of natural stone, the Templar may charge the walls and ceilings themselves to collapse when a certain set amount of weight passes through in a direction of their choosing. Both weight and dir-ection are chosen when the Templar invokes this power.

4. Dowsing: A Knight Templar may focus his senses and locate a single creature of object that he is familiar with or at least knows the name of within 400 meters, so log as they are in contact with a contiguous region of earth or stone.

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5. Chamber: With this Customer a Templar can sequester himself and 4 other people, all of whom must be touching, in a bubble in the earth or stone at least 5 meters deep. This bubble contains enough air to last a scene, after which the group is ejected gently. Alternately the Knight may sequester an object in a similar fashion.

Viridis Customs

1. Trailfinding: A Viridis may invoke this power to sense how many and what type of creature has passed through a 10 meter area of unworked stone or earth in the last 24 hour period. They will be aware of height, weight, number of feet and general direction traveled.

2. Trailblazing: The earth and stone itself makes way for a Viridis using this power. When traversing any sort of terrain made difficult by the lay of the land itself or earth-based features (hills, trenches, etc) or climbing hills or rock faces, the Viridis may move at their normal speed and gains a +4 to all bids in-volving avoiding and overcoming environmental hazards.

3. Impasse: A companion to Trailblazing, this powers warps the lay of the land for those following the Knight, or in a small area of his choosing. Speed is re-duced by half and anyone not travelling with him gains a -6 to bids to avoid and overcome natural hazards such as trenches or hills or craggy places.

4. Purify: A Green Knight may purify up to 40 cubic meters of earth and stone with this power, causing all man-made impurities to be neutralized and dissip-ated. This power does not distinguish between types of impurities, however, so it may destroy wiring, cables, and pipes as easily as purging dioxin or other chemicals.

5. Earth Ward: When someone who does not know the correct sign or gesture passes through the area warded by this power, the earth itself rises to defend it. This can take the form of a hand of stone rising from the earth, a tendril of soil, a spike rising from the ground, etc. It deals 4 damage and then is expen-ded, otherwise it lasts for a day. Multiple applications of this power may be stacked on one spot, though they will not all erupt at the same time.

7.2.12 VigorVigor is the essence of strength and might. It is a common essence of House Morrigan, House Pendragon, House Templar and the Urban Knights.

Customs

1. Heave. The knight may double their lifting power. 2. Smash. The knight adds +1 damage to their blows. 3. Hurl. The knight may throw objects up to ten times heavier or ten times

farther than normal. 4. Grind. The knight adds +2 damage to their blows. 5. Rend. The knight can destroy one section of landscape or one object or build-

ing with a vicious strike. 6. Crush. The knight adds +3 damage to their blows.

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7. Unstoppable Force. The knight is completely immune from being halted in their tracks or forced to move by anything less than a comparable application of an essence.

Morrigan Customs

1. Mordred's Gauntlet: The knight may wield weapons that would otherwise be cumbersome or even impossible to wield as if it were a hefty one-handed weapon. (Limited by lifting capacity of the Knight.)

2. Rising Hate: When the Knight invokes this power he gets a +1 on strength-based bids. Every round thereafter, the knight gains an additional +1 bonus up to a maximum of four.

3. Force Submission: After a successful blow, this power may be invoked to deny the victim any action in the following round, and defensive bids suffer a -2 penalty.

4. Cull the Weak: If the Knight successfully hits a stunned enemy, he deals an additional four damage on the attack.

5. Juggernaut: After this power is invoked, an additional damage is added to the blows of the knight for each successful strike, up to a maximum of five. This lasts until the knight misses or the end of the scene.

Pendragon Customs

1. Read Strength: The knight may gauge the strength of a target, including the total number of appropriate physical elements and any strength boosting abilit-ies, including Essences.

2. Bestow Might: Doubles the lifting power of any target. 3. Bestow Fury: The Knight can increase the damage dealt by one target by one. 4. Bestow True Might: The target can now hurl objects ten times the normal

weight or distance possible. 5. Bestow True Fury: The Knight can increase the damage dealt by one target by

two.

Templar Customs

1. Precise Blow: The Knight can strike at full force with nothing more than feather touch. A Knight could tap a person with a single finger and still deal full damage.

2. Crack the Shell: The Knight can deal double damage towards armor. Any damage that flows over is ignored. If the target is wearing no armor the Knight deals half damage.

3. Hammer Strike: The damage of a single strike is doubled. 4. Snapping the Branches: The Knight can attack with such precise and mon-

strous force that they can cripple an enemy. The Knight declares where he is aiming and if he is successful the enemy cannot effectively use the wounded body part until they heal in some way. A crippled leg would cause movement penalties. A crippled arm would make it impossible to use a two handed sword or to wield a rifle.

5. Drill Strike: The damage of a single strike is tripled.

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7.2.13 WindWind is the essence of air and breeze. It is a common essence of House Pendragon, House Viridis and the Phantom Edge.

Customs

1. Whispers on the Wind: The knight may both listen to whispered conversations and deliver whispered messages within range of sight.

2. Zephyr's Stirring: The knight may slow winds to a dead calm or raise them up to 120 kph (75 mph).

3. Pure Breath: The knight may purge the air of any toxins, poisons or unnatural additives within a large room or equivalent area.

4. Zephyr's Wings: The knight can fly at speeds up to 100 kph (62 mph), carried by whirls and gusts of air.

5. Tornado Shield: The knight becomes immune to ranged attacks requiring a bid. Ranged attacks not usually requiring a bid are forced into a bid, except those originating from Essences of the fifth sphere or higher (or equivalent power).

6. Suffocation: The knight may snatch the air from a person's lungs, causing them to collapse. This ability near-instantly kills a commoner. Against knights and other Reborn, its effects are still devastating. The victim initially suffers one damage and then one damage per round until they regain their breath. The afflicted person must have the Healing Essence used upon them or spend six forces in order to regain their breath. Until their breath is regained, victims must spend a force to act normally or suffer -6 on all bids as they are over-come with instinctive panic and the desperate need to try and draw breath.

7. Aether Mastery: The knight transforms into a misty and swirling humanoid shape, her body transcending into the substance of air itself. She becomes im-mune to all physical attacks, but is similarly unable to cause direct physical harm. Ranged attacks that do not normally require a bid, up to the equivalent of seventh sphere Essences, must succeed in a bid to strike the knight. She can also fly at up to 300 kph (186 mph).

Pendragon Customs

1. Wind in the Door: An ardent zephyr blows from behind the knight, quickening him and guiding his blows. All ranged attacks receive a +1 to their bids and the knight gains an extra 2 steps in combat. This power lasts for a scene.

2. The Penitent Man: A fierce gust lashes out at a single individual, forcing them to drop to their knees or be knocked prone, and interferes with their actions, giving a -2 to all bids for physical activities that require them.

3. The Rapture Denied: A powerful wind lifts a foe off of the ground, and then drops him suddenly and without warning. This deals 2 damage to them from the fall and knocks them prone when they land.

4. Voice of Seven Thunders: The knight’s voice is amplified, carrying clearly wherever he wishes within 400 meters. The level of control achieved is great: he may whisper or scream, and the words will be carried equally well, and can limit it so that it carries to a certain person or place or simply fills the entire ra-dius. Often used as a cry for aid or to battle.

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5. Joshua’s Horn: As the Old Testament Prophet at the walls of Jericho, the Pen-dragon may direct his voice as a terrible weapon, shattering and devastating up to 50 square meters of any structure it is directed at. Any between him and the wall or building he seeks to destroy become deafened for a scene and knocked off of their feet. The price of such might is control; if the structure has less than 50 square meters of surface area, other structures around it or the ground itself beneath it will make up the difference.

Viridis Customs

1. Taste the Air: Precisely identify air quality and pollutants. 2. Wind's Staff: A knight's attacks can reach up to ten feet to strike an enemy

from a distance. 3. Gust: Hurl a person up to thirty meters. 4. Purge the Poison: Pollutants, toxins and other unnatural elements can be re-

moved from the air in an area up to the size of a small house. 5. Gale's Fury: The knight can summon forth a elemental of fierce angry winds.

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7.3 Lesser EssencesThese are the Essences exclusively found among the lesser orders. They are not developed to their full potential and sometimes have drawbacks to their common use.

7.3.1 ConstructionConstruction is the essence of machinery and building. It is exclusively a common essence of the Engineers.

1. Analyze Structure: With but a glance, an Engineer may identify the weak-nesses and strong points of a structure.

2. Reverse Engineer: But taking a moment to study its appearance, the knight may gain a mental blueprint of a building.

3. Assemble Material: Materials will move into place and tools will come to the hand as needed, allowing a knight to build a structure in one-fifth the time nor-mally necessary.

4. Erect Structure: Materials and tools will act semi-independently according to the Engineers plan, effectively cutting the bid needed to construct the building to one quarter the normal required.

5. Summon Monument: The Engineers may conduct an orchestra of furious building, materials and tools flying about in a blur to construct a building. In one evening, the Engineer may replicate one month's work by five average skilled men.

7.3.2 DesignDesign is the essence of schematics and plans. It is a common essence of the Engineers and Phantom Edge.

1. Quick Reference: The knight may study any object for one round and tempor-arily gain a rough "user manual", allowing them to use the item freely and cor-rectly, barring any security features.

2. No Inhibitions: Security systems, locks and other such "obstacles" are quickly reverse engineered, including the easiest means to circumvent the obstacle.

3. Instant Plans: The knight can see through to the essential nature of a manufac-tured item, temporarily receiving all plans and data regarding the item, includ-ing blueprints and current implementation.

4. Simplicity: Plans, blueprints, instructions, etc can be written in such a way that they are easily understood by anyone with an average intelligence or better, re-gardless of the complexity of the underlying science or production process.

5. Masterful Invention: In a savant-like fashion, the knight can write full plans for a new invention. It must be a perfection of a currently extant technology, product or engineering process, or a simple single step up in advancement of the same.

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7.3.3 HonorHonor is the essence of truth and fair dealing. It is the primary essence of the Free Knights and is exclusive to their order.

1. Aura of Truth: While under the effects of this custom, people will know the knight is being truthful. Lying while using this power will cause those around the knight to feel violated and offended.

2. Detect the Untruth: A Free Knight can judge the truthfulness of a statement, not simply knowing if the subject is telling the literal truth, but also knowing what exactly is a lie or half-truth.

3. Force the Truth: A subject is compelled to answer a question, fully and hon-estly.

4. Honest Table: Everyone in the area of the knight becomes prohibited from dis-honesty, broadly construed.

5. Binding Contract: A binding agreement can be formed between parties and sealed by the knight, granting the agreement supernatural power. Those wish-ing to violate the agreement must spend three Forces to do so and lose their base bid regardless, until they confess and make amends.

6. Arbitration: The Free Knight can force binding decisions and conditions among disputing parties, against their will, that carries the force of the Binding Contract. A one-sided settlement cannot be imposed and similarly Arbitration cannot be imposed on those working peacefully or productively towards agreement.

7.3.4 LightningLightning is the essence of electricity. It is a common essence of the Phantom Edge and Urban Knights.

1. Tesla Arc: The knight sings in a crackling noise, able to commune with the spirits of electricity and electronics.

2. Power Up: The knight can charge up and either hold onto that power as a de-fensive measure or use it to power a small apartment for one hour. If the charge is held, anyone attacking the knight hand to hand or using metal melee weapons must spend one Force if they successfully hit or they are stunned the next round.

3. Angry Transformer: The knight can fire a bolt of electricity that deals two damage, but deals double damage if the target is wearing or carrying signific-ant amounts of metal.

4. Spiteful Shrike: The knight can unleash an EMP pulse, large enough to affect half of a city block, knocking out and ruining electronic equipment.

5. Electron Poseidon: The knight is able to perfectly control the flow of electri-city in her vicinity.

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7.3.5 MasonryMasonry is the essence of glass, brick and concrete. It is a common essence of the Engineers and Urban Knights.

1. Mason's Voice: The ability to speak with simple spirits of brick, glass, con-crete and other masonry materials.

2. Crafter's Alchemy: The knight may transmute one building material into an-other.

3. Mason's Home: The knight can merge invisibly into an appropriately sized piece of masonry.

4. Crafter's Hands: The ability to shape and reform building materials by will alone.

5. Terror of Prague: Calls forth a dread golem of brick and glass to defend the knight and crush her enemies.

7.3.6 MutareMutare is the essence of change and self-mutation. It is a common essence of the Free Knights and Phantom Edge.

1. False Mask: The knight may appear as though they are someone else, hide dis-tinctive features, and so on, but they do not automatically gain the mannerisms or change to match the size of the target.

2. Reinforce Disguise: The knight receives +4 to bids related to assuming a dis-guise or carrying it off.

3. Battle Ready: The knight's barehanded attacks deal an additional damage, ar-mour piercing. They also gain an inherent armour that reduces all damage by one.

4. Resize: The knight can dramatically increase or decrease their size, reducing down to one hundredth their mass or increasing up to ten times their mass.

5. Doppelganger: The knight may perfectly appear to be another person in ap-pearance, sound, mannerisms and build.

7.3.7 MortMort is the essence of dead bodies and organic material. It is exclusively a common essence of the Tombknockers.

1. Mortician's Eye - By examining a body for a brief moment, the knight may know the exact cause and time of death, but not the surrounding details or con-text.

2. Taxidermist's Charm - A piece of "corpse" material, that is anything that was once a living thing or a piece thereof (up to and including a literal corpse), can be preserved from decay and the elements.

3. Morbid Puppeteer - "Corpse" material can be animated like a puppet, con-trolled through the dark supernatural power of the animator.

4. Repose - The knight enters a corpse-like state, making her indistinguishable from a dead body. She heals at double the normal rate and is immune to biolo-gical disruptions, but cannot act except to end this ability.

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5. Frankenstein's Wish - Zombies, corpse golems and the like may now be called into the service of the death-seeking knight. Regardless of what intelligence the person had in life, they are a non-sentient semi-conscious creature when "resurrected" in this fashion. The creatures have a very basic low-level intelli-gence and nearly non-existent self-motivation, but they also have an excellent working memory and will follow orders well.

7.3.8 NecraNecra is the essence of dead souls and ghosts. It is exclusively a common essence of the Tombknockers.

1. Disturb the Dead - The knight may see and speak with the dead. 2. Casting Out the Dead - The knight can perform exorcisms, forcing a spirit to

leave a possessed body or area. 3. Dragging Out the Dead - The knight may summon any dead spirit that has not

ascended into Heaven, descended into Hell, or otherwise moved beyond the restless death.

4. Binding of the Bones - The necromancer is able to compel a spirit to do her will, including binding it to an object, creature or area.

5. Passage into Limbo - The death-cultist can now temporarily dissolve his flesh and walk in the grey limbo of ghosts, a half-step away from everyday reality.

7.3.9 ObscurityObscurity is the essence of avoiding notice and hiding. It is the primary essence of the Urban Knights. It is a common essence of the Tombknockers.

1. Face in the Crowd - The knight is able to blend seamlessly into any large group or crowd, becoming impossible to pick out.

2. Trackless - The knight can temporarily become immune to tracking or fail to leave traceable evidence.

3. Never Mind Me - The knight is literally unnoticeable unless they are making significant noise or otherwise drawing attention to themselves.

4. Conflicting Accounts - The knight leaves behind multiple fake trails and even witnesses will tell very divergent stories about what the knight did while this power was active.

5. Shroud the Crib - An effect equivalent to Face in the Crowd and Never Mind Me covers over an entire building, up to the size of a large house.

6. Erasures - This frightening power has the effect to remove all traces and memories of an event or person from existence. It provides both a high level of self-protection and usefulness as a tool of extreme punishment.

7.3.10 OilOil is the essence of crude oil and its derivatives, including plastics. It is exclusively a common essence of the Urban Knights.

1. Slick Tongue: The ability to speak with simple spirits of petroleum and objects made from its derivatives.

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2. Upgrade Boost: Boosts (usually doubles) the natural attributes of an oil based item or substance.

3. Transmute Black Gold: The knight is able to transform petroleum-based products between solid, semi-solid and liquid forms, as well as use tar and crude oil to create petroleum-derived substances and materials.

4. Sinking into the Well: The Urban Knight can blend into a significantly sized amount of oil by-products. For example, she could sink into the parking lot where her quarry lives, waiting within the blacktop for the hunted to return home.

5. Tar Automaton: The metromancer can raise servants from oil, plastics, tars and other petroleum-based materials. They will have no real sentience and are simple-minded, but they are very obedient and will carry out commands to the letter.

7.3.11 SchemeScheme is the essence of patterns and relations. It is the primary essence of the Phantom Edge. It is a common essence of the Engineers.

1. Identify Pattern: The knight focus his mind and identify non-random patterns. The knight automatically gains one piece of information and for the scene gains +2 to all bids involving investigation, deduction, pattern recognition or decoding.

2. Cross-linked Pipelines: The knight’s vision begins to broaden further and he can see how various threads and pieces come together, forming a larger pat-tern. The seer recognizes one piece of apparently unconnected information that ties into the pattern.

3. Deductive Leap: Imparts not only an understanding of what ties to together, but how it does so and to some minor degree why it does so. The knight may ask how certain pieces of information tie together.

4. True Decryption: Security systems and encryption schemes vanish almost in-stantly under a knight's touch. This ability must target a specific system or file. It also works on other people, breaking down their mental barriers, leaving the unfortunate victim spilling forth truth and confessions.

5. High Density Transfer: Terabytes (1024 Gigabytes) of data can be transferred or retrieved almost instantly to or from any computerized system in the world if they have a live connection, or in the general region lacking a live connec-tion between the points. Information may also be transferred mind to mind, roughly within a county, with willing participants.

6. Obscura to Cliché: This strange and potent ability can transform the most ob-scure and dense information into a popular and easily digestible format. Little else is known of it, but it is rumoured it can destroy an enemy's attempts to hide or conceal themselves.

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Chapter Eight: Legends Interactive TheaterLegends Interactive Theater is a rules system for interactive fiction and live role-playing. It is based on a bid system.

8.1 BiddingWhen engaging in a bid, an actor will mark off a number of element uses. The total number of element uses expended is the bid. A bid may be purely representative of an effort or it may be opposed by others.

Base bidsMost normal people have no base bid. Exceptional human beings have a base bid of one or two. Some characters have a base bid. For example, all knights have a base bid of Rank+2. Other variables may also grant a base bid.

When bidding, the base bid is always added to the bid. So, if someone expends four uses and has a base bid of three, their bid is seven. If they expended no uses, their bid would be three.

ExpertiseExpertise represents sets of skills. Generally, they allow a character to perform actions reasonably within their expertise. For each rating, the character has a use (like the element uses above) in that particular skill set. When using the talent, the character may expend one use to add the rating to a bid. For example, someone with Expertise (Physician) 3 has three uses for that profession. Each use expended would add three to a bid. Similarly, someone with Expertise (Electronic) 1 would have only one use and expending it would add one to a bid. Expertise is also divided into three classes: Hobbyist, Professional and Expert.

RolesRoles work similarly to professions and hobbies, but are unique to knights. In addition to the normal use of skill sets, roles provide some additional advantages. Role uses may be expended to add to bids in social settings, when the role if relevant to the situation or discussion.

8.2 TasksA character can perform simple tasks within their skill sets without a bid or expending uses. They simply need the time and skill, as well as any required tools, to complete the task.

For simple tasks outside of defined skill sets, use discretion. For some tasks there's no need to make a bid. It's unlikely a character doesn't know how to start a car and drive, if they have the keys. Similarly, most people can do simple home improvements, figure out how to general use a computer, etc. However, if they want to build an addition to a house or modify programming on a computer, they will require some skills. In some cases, the crew may allow expenditure of uses to compensate for a lack of trained skills. For example, most people could perform car maintenance without much prior knowledge with a bit of effort and time.

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The crew may also allow the expenditure of uses to speed up a task. The cost and time reduction depend on the individual situation and particular task at hand. Many tasks cannot be rushed.

Complex tasksTasks that take place over the long-term or simply involve a high level of complexity and intricacy require a continuing effort and investment to complete. Complicated lab results, decoding encrypted messages and managing a marketing campaign are some examples.

Generally, the crew will set a minimum time and amount of effort for the task. For example, a crew member may determine that it will take three months and one hundred uses minimum to plan and construct a particularly complex security system. A character may take more time if they wish or if they cannot complete the minimum effort in the minimum time. Outside of other factors that limit the time allowed, a character may take as long as they wish on a project. Characters may also choose to expend more than the minimum effort required in order to receive more than the minimum expected results. As a general rule of thumb, expending twice the required minimum will produce a result that is a pinnacle of the work being done. For example, with a "double effort" the previously mentioned security system may not have additional features, it would have a near-zero error and failure rate and would represent a perfect installation of the equipment.

"Secret" tasksFor some attempts, the staff may not reveal the time limits and bid requirements for a task. For example, someone attempting to defeat a high-end security system may not know they need to make a bid of twenty uses within one minute to avoid setting off the alarm. In such instances, a staff member may ask that an actor make a "secret" or "blind" bid. The success, failure and/or consequences will be revealed after the bid is complete.

Opposed tasksSome tasks may be opposed by other individuals and systems. In such a case, all involved parties bid against each other. All opposing parties reveal their bids simultaneously. This is usually done by writing the bid on a small notepad and showing the written bids at the same time. The higher bid wins. All uses expended remain expended for all parties.

Assisted and coordinated tasksA small group may choose to assist one person on a task. Some reason and discretion must be used. The number of people allowed to assist, and even if anyone is allowed to assist, should be considered using common sense. All of those assisting may add their base bid to the task and may spend up their base bid in additional uses to add to the task bid.

A small group may also closely coordinate on a task that allows for, and preferably requires, the effort of multiple people. Generally, each particular sub-task will be handled individually or all of the bids are combined and the time requirement divided by the number of participants.

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8.3 Time Sensitive Actions and CombatCombat is physical conflict. Things are handled in a turn-based system in order to keep the scene coherent and moving. Time critical actions and scenes where actions need to be handled in an orderly fashion or in short periods of time may use combat turns.

Order of TurnsGenerally, actions will be declared clockwise around the room. All actions are as-sumed to be simultaneous. If a character is knocked unconscious, killed or otherwise incapacitated or hindered, they complete their action before suffering the effects.

Some characters may have abilities or artifacts that allow them to act before or after normal action resolution.

ActionsUsually, a character may take one action. They may attack, use an Essence, employ professional skills, etc. Defending and using Forces (outside of using an Essence) do not cost an action.

Some characters may have abilities or artifacts that allow them to take additional ac-tions. Any such ability will define whether those actions occur simultaneously or if the additional actions occur after normal action resolution.

MovementAn actor may take five steps to represent their movement. They may do this before actions, during actions or after actions. In a non-live, or "tabletop", situation this movement can be defined as five meters.

Some characters may have abilities or artifacts that allow them to take additional steps or reduce the number of steps others may take.

MovementNormal attacks from everyday people inflict one damage. Exceptionally strong people or trained fighters inflict two damage. Knights naturally inflict two damage. Equip-ment may alter the damage done or received.

8.3.1 Health and InjuryHealth is a number representing the general state of health of a character. It can be re-duced temporarily by injury, disease and lack of care. Severe harm may permanently reduce the number, reflecting a decline in permanent health. Exercise and good nutri-tion may raise the number slightly, reflecting a better state of fitness.

Most people have between one and three health.

• One. Infants, the elderly and the chronically ill generally possess one health. Relatively minor events can cause unconsciousness and lasting injury.

• Two. The average person possesses two health. While significant injury and moderate illness can cause lasting damage, the general bumps and bruises of life are no real cause for concern.

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• Three. A person in excellent physical condition has three health. Only serious harms truly present a threat of death or lasting injury.

Truly exceptional people may have four or five health.

• Four. Olympic athletes and fitness nuts might possess four health. Only truly severe injuries and illness can kill or cripple.

• Five. Those achieving the limits of human capability might have five health. Only the most deadly injuries and illnesses can cause lasting harm.

Knights possess a vigor and health beyond the capacity of human development. Knights have seven health. Essences and enchantments may raise a knight's health even further.

RecoveryMost people recover one health per week, with rest and any appropriate medical care. Neglected injury or illness will result in a recovery of one health per month, and the possibility of further harm.

Negative health heals at a rate of one per month, with rest and appropriate medical at-tention. Neglected injury or illness that resulted in negative health will not heal and risks further injury or death.

If knocked unconscious, most people will wake in between one hour and one day.

Recovery in KnightsMost knights recover one health per day, with rest and appropriate medical attention. Neglected injuries heal one health per week.

Negative health recovers at a rate of one per week, with rest and care. Neglected in-juries of this severity recover one health per month and can lead to more serious harm.

If knocked unconscious, a knight will usually wake within three rounds, or one minute outside of combat

InjuryWhen normal people are reduced to zero health, they are unconscious and need med-ical care.

If they are reduced to -3, they will die without immediate medical attention and may never fully recover. If they fall below that, they are dead and beyond the help of med-ical attention.

Injury for KnightsWhen knights reach zero health, they are unconscious, but will be OK without medic-al attention.

If they are reduced to -5, they need medical attention.

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If they are reduced to -7, they will die without immediate medical care. If they fall be-low that, they are dead and beyond the help of medical attention.

Legendary ZealA knight at zero or less health may chose to force themselves to act, but at a steep cost.

They may choose to let their body be torn ragged, the loss of a permanent physical element granting three temporary health. Up to half (round up) of a knight's physical elements may be sacrificed in this way.

One permanent force may be sacrificed for seven temporary health levels, as the knight overtaxes his force of will to drive himself on. Only one of each force may be sacrificed in this way.

Any remaining temporary health vanishes at sundown or sunup, whichever is first. If a knight did not receive medical treatment or healing, they will die.

Knights are unable to call upon this ability at dusk or dawn.

8.4 EquipmentEquipment is quite literally just that. For rules purposes the effects of equipment are divided into five categories: time-saving, labor-saving, enhancing, combat and miscellaneous.

Time-savingEquipment with this effect allows the minimum time of a task to be reduced. Profes-sional lockpicks will work faster than improvised wire, for example. This is represen-ted by a reduction in minimum time for a task.

Labor-savingSome equipment helps reduce the amount of effort required to complete a task. Engin-eering software can perform a lot of complex mathematics and formulas for a profes-sional, for example. This is represented by a lowered bid (or expenditure) for a task.

EnhancingSome equipment enhances the effort and talent brought to bear. A microscope, which allows a scientist to see things not possible to perceive with the naked eye, is an ex-ample. This is represented by the particular effect/enhancement the equipment allows.

CombatCombat equipment is broken down into weapons, armor and non-lethal weapons.

WeaponsWeapons generally inflict a set amount of damage, or add additional damage to a blow. Some weapons may also provide a bonus or penalty to bids wielding it.

Armour

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Armour generally provides additional health. The loss of that extra health represents the degradation to the armour. Some armour may also provide a bonus on defensive bids.

Non-lethal weaponsNon-lethal weapons inflict temporary damage, cause a loss of consciousness or cause bid penalties.

MiscellaneousSome items, particularly artifacts, may have unique or specialized effects. This equipment is handled on a case-by-case basis.

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Chapter Nine: Character Growth

9.1 Growth PointsGrowth points can be gained in a variety of ways and can be spent to improve aspects of a character.

Normal sessionIn a normal session, an actor can earn between one and ten growth points. The average is three to five. * Attendance. 1 point. Attending session will provide one point. * Acting. 1-2 points. Acting points can be gained by a solid portrayal of a character, not breaking character, etc. * Story. 1-3 points. Advancing and going after storylines is encouraged. Involved more characters is more likely to cause a gain of multiple points. * Goals. 1-2 points. Achieving individual and group goals is rewarded. * Misc. 1-2 points. Assorted actions that generally improve the game and the experience of other actors will be rewarded with growth points.

Gala sessionAt the annual gala session between three and fifteen growth points will be given out. The av-erage is five to seven. * Attendance. 3 points. * Acting. 1-3 points. * Story. 1-3 points. * Goals. 1-3 points. * Misc. 1-3 points.

MonthlyActivities between sessions can earn growth points on a monthly basis. Monthly participation can provide between one and ten points. The average is two to three. * Activity. 1-2 points. General level and quality of activity on the forums, in the chat room and with the wiki. AIM or Yahoo! chat logs and cc'd emails are welcomed to demonstrate off-site activity. * Acting. 1 point. * Story. 1-2 points. * Goals. 1 point. * Report. 1-2 points. The quality and detail of reports sent in about a character's plans and general activities. * Misc. 1-2 points.

Spending growth points * Elements. 3 each. * Professions. Level x Rating. * Specialization. 3 each. * Hobbies. Rating. * Specialization. 3 each. * Roles. Rating x2. * Connections. Rating. * Holdings. Rating. * Forces. Rating x 2. * Primary Essence. Rating x 3. * Natural Essence. Rating x 5. * Common Essence. Rating x 7.

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Appendix I: Licensing and Copyright InformationThis text is licensed to the public under the Attribution-NonCommercial-ShareAlike 3.0 United States. The full legal text of the license occurs after this explanation.

You are free to copy, distribute, display and recite this book. You are also free to make derivative works. That means you can do things like create additional material based on this book or make alternate versions of this book.

If you take advantage of these permissions, you must give proper attribution. That means you need to give credit to this work, while taking credit for your own work. See “Giving Credit” after the legal text of the license.

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If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license. For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is to visit http://www.creativecommons.org and use one of their methods of displaying a Creative Commons BY-NC-SA license.

Any of the above conditions can be waived if you get permission from the copyright holder. Apart from the derivative works rights granted under this license, nothing in this license impairs or restricts the author's moral rights.

Creative Commons Attribution-NonCommercial-ShareAlike 3.0 United States License

THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.1. Definitions

• "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with one or more other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.

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abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.

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• You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that restrict the terms of this License or the ability of a recipient of the Work to exercise the rights granted to that recipient under the terms of the License. You may not sublicense the Work.

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You must keep intact all notices that refer to this License and to the disclaimer of warranties. When You distribute, publicly display, publicly perform, or publicly digitally perform the Work, You may not impose any technological measures on the Work that restrict the ability of a recipient of the Work from You to exercise the rights granted to that recipient under the terms of the License. This Section 4(a) applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by Section 4(d), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by Section 4(d), as requested.

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UNLESS OTHERWISE MUTUALLY AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND ONLY TO THE EXTENT OF ANY RIGHTS HELD IN THE LICENSED WORK BY THE LICENSOR. THE LICENSOR MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE WORK, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MARKETABILITY, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE

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WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

a. This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works (as defined in Section 1 above) or Collective Works (as defined in Section 1 above) from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.

b. Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

a. Each time You distribute or publicly digitally perform the Work (as defined in Section 1 above) or a Collective Work (as defined in Section 1 above), the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.

b. Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.

c. If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.

d. No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.

e. This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.

Creative Commons NoticeCreative Commons is not a party to this License, and makes no warranty whatsoever in connection with the Work. Creative Commons will not be liable to You or any party on any legal theory for any damages whatsoever, including without limitation any general, special, incidental or consequential damages arising in connection to this license. Notwithstanding the foregoing two (2) sentences, if Creative Commons has expressly identified itself as the Licensor hereunder, it shall have all rights and obligations of Licensor.

Except for the limited purpose of indicating to the public that the Work is licensed under the CCPL, Creative Commons does not authorize the use by either party of the trademark "Creative Commons" or any related trademark or logo of Creative Commons without the prior written consent of Creative Commons. Any permitted use will be in compliance with Creative Commons'

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then-current trademark usage guidelines, as may be published on its website or otherwise made available upon request from time to time. For the avoidance of doubt, this trademark restriction does not form part of this License.

Creative Commons may be contacted at http://creativecommons.org/.

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Giving Credit

When using the bidding system in another work, the system should be called either

“Legends Interactive Theater” or “Legends Bidding”.

When the setting is used, it is should be called “Arthur's Legacy”.

Credit for this work should be given to “Peter Casey, on the web at arthurslegacy.com”. Alternate formulations are acceptable, but the name of the author and the website are both required.

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