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TLB Core Rules v0.3.1

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CREDITS

Production  Coastal King Productions

Game Design  Andy Reeves

  Patrick White

 Writing   Patrick White

Graphic Design  Chance Strickland

Game Development   Adrian Brooks  Bill Hunsinger  Sean LaVie  Matthew Mitchell  Patrick White

Playtesting, ier I  Dion Ansell  Jaime Castaneda   Joshua Daniel  Nathan DeAustin  aylor DeAustin  Logan Drackett  Nick Dyer

  Paul Firment  Lindsay Harper  Patrick Johnson  Cecil Kennedy   Mychal Klippel  Marie LaVie  Glen Luff, the Alchemist of Perth  Kenneth Martin  Jon Michael  Arya Mirsajedin  “Riccso”

  imothy Smallwood  Jason Smith  Tomas Wieman  Devon Young   Wes Young 

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CONTENTS

A Brief Introduction ......................................................................................................................1Building a Character ................................................................................................................................................... 2Notes for Players ......................................................................................................................................................... 3Notes for Game Masters ............................................................................................................................................. 4

Part I: Attributes ...........................................................................................................................7The Six Main Attributes ............................................................................................................................................... 8 Advancing Attributes ................................................................................................................................................ 11Using Attributes ........................................................................................................................................................ 13Derived Attributes .................................................................................................................................................... 14

Part II: Advantages & Disadvantages ............................................................................................19 Advantage List ........................................................................................................................................................... 20Combat, Priestcraft, Conquest & Alchemy Advantages ............................................................................................. 21 Standard Advantages ................................................................................................................................................. 24Disadvantage List ...................................................................................................................................................... 30

Part III: Skills ..............................................................................................................................37 Skill Success Chance ................................................................................................................................................. 38Using Skills ................................................................................................................................................................ 40 Skill List ..................................................................................................................................................................... 42

Action Skills ...................................................................................................................................................... 42Knowledge Skills ................................................................................................................................................ 46

Combat Application .................................................................................................................................................. 49

Part IV: The Art of Combat ..........................................................................................................51The Flow of Combat .................................................................................................................................................. 52The Anatomy of Waiting ........................................................................................................................................... 54

The Combat Formula ................................................................................................................................................ 56Damage, Death & Dying ........................................................................................................................................... 66 Advanced Maneuvers ................................................................................................................................................ 72

Dagger Expertise ................................................................................................................................................ 75Sword Expertise ................................................................................................................................................. 81Long Weapon Expertise ...................................................................................................................................... 88Polearm Expertise............................................................................................................................................... 95Hafted Expertise ............................................................................................................................................... 102Shield Expertise................................................................................................................................................ 108Ranged Expertise .............................................................................................................................................. 114Unarmed Expertise ........................................................................................................................................... 120Miscellaneous Advanced Maneuvers ................................................................................................................. 126

 Advanced Maneuver Mastery .................................................................................................................................. 133

Part V: Priestcraft, Conquest & Alchemy .................................................................................... 137PRIESTCRAFT ............................................................................................................................................ 138

The Templars of Qi’ri .............................................................................................................................................. 140The Skills of the Templar ......................................................................................................................................... 142

Prayers of the Templar: Piety I .......................................................................................................................... 143Prayers of the Templar: Piety II ......................................................................................................................... 146Prayers of the Templar: Piety III ........................................................................................................................ 149

The Lotus Eaters of Dakrash .................................................................................................................................... 153The Skills of the Lotus Eater .................................................................................................................................... 154The Lotus Craze ...................................................................................................................................................... 155The Nine Gates of Enlightenment ............................................................................................................................ 156

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Prayer Mastery ........................................................................................................................................................ 157 Prayers of the Lotus Eater: Piety I ...................................................................................................................... 158Prayers of the Lotus Eaters: Piety I Mastery ........................................................................................................ 160Prayers of the Lotus Eater: Piety II ..................................................................................................................... 162Prayers of the Lotus Eaters: Piety II Mastery ....................................................................................................... 164Prayers of the Lotus Eater: Piety III .................................................................................................................... 166

Prayers of the Lotus Eaters: Piety III Mastery ...................................................................................................... 168The Shamans of the Hem ........................................................................................................................................ 170The Skills of the Shaman ......................................................................................................................................... 171 Single Group of Scaling Prayers .............................................................................................................................. 172

Prayers of the Shaman ...................................................................................................................................... 174

CONQUEST .............................................................................................................................................. 178

Conqueror ............................................................................................................................................................... 178 Shout Skills .............................................................................................................................................................. 179Battle Shouts of the Conqueror ............................................................................................................................... 180

Rank I .............................................................................................................................................................. 180Rank II ............................................................................................................................................................. 182Rank III ............................................................................................................................................................ 184

Conqueror Tactics ................................................................................................................................................... 186

Other Conqueror Advantages ................................................................................................................................. 187 Continuing With the Conqueror ............................................................................................................................. 188 Standard Bearer ...................................................................................................................................................... 189

The Battlefield Controls .................................................................................................................................... 190Heroics ............................................................................................................................................................ 192

 Marauder ................................................................................................................................................................ 194The Marauder’s Measures ................................................................................................................................. 195The Marauder’s Onslaughts .............................................................................................................................. 198

The Radiant Champion ............................................................................................................................................ 200The Champion’s Stands .................................................................................................................................... 204The Champion’s Accolades ............................................................................................................................... 206

ALCHEMY: THE SECRET ART ...................................................................................................................... 210

Five Reagent Skills ................................................................................................................................................... 212

The Transmute Skill ................................................................................................................................................. 213Simple Alchemy: Gnosis I Mixtures ................................................................................................................... 214Simple Alchemy: Gnosis II Mixtures .................................................................................................................. 216Simple Alchemy: Gnosis III Mixtures ................................................................................................................. 218

Esoteric Alchemy .................................................................................................................................................... 220Other Alchemy Advantages..................................................................................................................................... 228 Janissary .................................................................................................................................................................. 233

Part VI: Equipment .................................................................................................................... 237Encumbrance .......................................................................................................................................................... 238Equipment Lists ....................................................................................................................................................... 240Item Quality Lists .................................................................................................................................................... 261

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A Brief Introduction

 What is Te Last Book? It is a role-playing system intended to be used by a group of players and a “game master,” in order toplay a traditional game. Te GM is invited to use this book, in tandem with a Passage of Te Last Book in order to conducta game with the ideas presented within each. Alternatively, the GM may design and implement his own settings using onlythe content presented here.

Players are invited to create personas that they wish to control and play. Tese personas are referred to as “characters.” InTe Last Book, players are given a vast library of characteristics that they are able to build into their characters. Players areencouraged to explore the system and build the perfect character!

Te Last Book, like many other traditional games, is played with dice, miniatures, pen & paper, and a game board or playmat. While the dice used are explicitly six-sided and ten-sided, the other materials needed for play are at the discretion ofindividual groups. A large part of Te Last Book system relies on rolling dice to check against a percentage, and therefore insome cases, two ten-sided dice will need to be differentiated from each other (different colors, one rolled first, etc.).

Te information that follows will help you get started on the character building process and define some important terms.

Enjoy!

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Building a Character

Putting together a character in Te Last Book system is a highly individual process. Te way one player builds a charactermay be radically different than how another player goes about the task. Te following will briefly summarize the process anddenote some key terms. More detailed information can be found throughout the core rules.

Character Architecture Points [CAP] 

In Te Last Book system, a character is made from the distribution of Character Architecture Points, or CAP. CAP is the“currency,” a player will use to “purchase,” every aspect of what he wants his character to be and do. CAP are awarded invarying amounts when a player decides to create a character. Players are encouraged to follow the steps listed below.

1.  Assume the new character will be made up of at least 450 CAP.2. Make a decision regarding bonus CAP. A player may roll a D10 and multiply the result by 10, the product of which

equals his bonus CAP. Alternatively, players may simply choose to add 50 CAP, bringing the total to 500 CAP. G Note: If the player decides to take his chances and roll for bonus CAP, the GM must supervise this roll.

Otherwise, the GM can roll for the player and dictate his CAP bonus for him.3. Proceed with constructing a character with the determined CAP amount.

Character Creation Constraints

Tough there is much to learn about the different aspects of a character, it is important to understand some throttles andboundaries present during character creation. Below are some rules and guidelines for spending CAP at character creation.

 D Some Advantages, such as Piety, may only be advanced to the first level at character creation. Check within theliterature of individual Advantages to be sure.

 D  A character may only possess up to the fifth level in Skills at character creation. Te Godsend Advantage modifiesthis to some degree, but requires GM approval.

 D Similarly, Basic Maneuvers may only be advanced to the fifth level at character creation. D In terms of currency, a character naturally possesses 1,000 silver pieces that is able to be spent at character creation.

During character building, a player may spend 1 CAP in order to grant his character 100 silver more. He may do

this a total of ten times, for a total of 1,000 bonus silver pieces for 10 spent CAP.

Note that it is critically important for a player to spend all of his allocated CAP on his character during creation. Te firsttime a character is put into the game, any unspent CAP are lost. At this point, regular CAP gain begins. Spend them all!

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Notes for Players

Te Last Book’s focus relies heavily in the player. It should be noted that, unlike some traditional games, the players andthe GM play the game using the exact same rules. Players are encouraged and empowered to explore the system’s depthto produce an interesting character that makes the game fun for themselves, other players, and the GM. Te Last Book ispacked full of attractive and meaningful ways to accomplish this, and build the gaming experience that is desired by everyonein the group.

Be Creative!Te Last Book system itself rewards creativity. Te perfect, perhaps unsuspected mix of exactly what a player wants for hischaracter will generally result in a rewarding experience for everyone involved. ake time to explore the system. Become amaster of character building techniques, and discover hidden synergies within the vast library of character choices in TeLast Book.

Remember that mechanics are not the only means to creativity. Some of the most interesting characters are born from ideasthat are outside the system. What is the character’s history? What are his motivations? Is the character inherently good or evil?

 Who are the character’s family? Does he have any specific characteristics? Te answers to questions like these can promote theintimate definition of characters, and that level of depth typically leads to a more fulfilling and fun experience.

Be Technical!

Spend some time with the core rules. Tis manuscript is written in a conversational tone and is intended to be easy andengaging to read. Te most important part of learning the core rules is discovering all the options that Te Last Book has tooffer. Particular characteristics players choose may work well with others, some may not (or perhaps they do in some way!)Part of the game is finding the connections within the system and bringing them together to construct a meaningful, creative,and useful character.

Have Fun!

Trough all of its intricacies, Te Last Book was built for one, simple purpose: o guide players to an enjoyable experience.ake the time to learn the game and explore the system. Players are invited to scrutinize the game and develop the experience

into whatever brings about the most joy, and the greatest sense of adventure. Should there exist a rule or guideline thatimpedes this idea, players are empowered to discuss its alteration or removal from the game with the GM. Tere is no greaterobjective in Te Last Book besides the enjoyment of its players.

So please, enjoy!

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Notes for Game Masters

Being a Game Master has an interesting compilation of advantages and disadvantages. It visits every point on the spectrumof traditional games. A Game Master controls every aspect of a group’s game, aside from the characters themselves. What willthe world be like? How will the world react to the characters, whose roles are assumed by the group’s players? How will thepowers of the GM be throttled to make a fun, challenging game for everyone?

Know the Rules

 Apart from the duty of designing the game’s content for the players, the GM is responsible for knowing and understandingthe ins & outs of the system. Of course, there will be situations that arise that will call into question this understanding,but GM’s are encouraged to become masters of Te Last Book system. Te GM is also encouraged to advocate the sameunderstanding from the players. Make sure that the players understand that they may approach you if they need a ruling, oran interpretation of the rules.

Bend the Rules

Unlike some traditional games, Te Last Book is meant to be an individual experience. In other words, the way one grouputilizes the system may be totally and inherently different from the next. Tis is almost completely a product of the GM’sability to tailor the system, making slight and subtle amendments to the rules in order to suit his particular setting or game.

Perhaps, for example, a GM and players decide they want to experience a highly combat-oriented game. In this case, theGM might close access to certain Skills and/or Advantages that are irrelevant to combat. Moreover, the group may wish toengage in role-playing in a more dramatic or abstract way, and do not want the mechanics of combat to affect the outcomeof interactions. In that case, the GM may impose a maximum level upon Basic Maneuvers, or shut out the use of AdvancedManeuvers.

Te Last Book is meant to support the GM’s decisions about the game experience he is trying to deliver. It is important fora GM to explore the system and learn how and where he is able to make changes to suit his individual game.

Ignore the Dice

In Te Last Book, dice are used as a means of resolution for almost everything. Tis can be greatly helpful, and very funin most cases. Chance adds the element of excitement to games, and definitely improves the experience. However, in somecases, the dice can dampen the atmosphere. As an example, say there is a player whose character is a Conqueror leading asmall raiding party of other player characters. During the glorious battle, the player wants his character to use the EnduranceShout to invigorate his allies, but he wants to give the action deeper meaning. So, the player himself says what his charactersays, and it is quite invigorating. Te other players are astonished at his dedication to his character and the atmosphere isexciting! Ten he rolls the dice and critically fails. oo bad?

Not exactly. In situations like this, the GM is empowered to ignore the dice. As a reward for improving the game throughrole-playing, or just plain excellence in playing the character, the GM may decide to change the outcome of situations pre-sented by the dice. Te purpose of Te Last Book is fun, and anything the GM can do to facilitate that purpose is encouraged.

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Part I: Attributes

 Attributes are the most fundamental building blocks of a character in Te Last Book system. Almost everything in the gameis, in some way or another, based off of a character’s Attributes. o fill this role, Te Last Book seeks to achieve a simple,yet consequential system for dealing with this basic architecture of the game. Te following section analyzes the six major

 Attributes, their derived statistics, their uses, and how to obtain Attribute levels.

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The Six Main Attributes

Tere are six primary Attributes in Te Last Book system. Tey are Intelligence, Willpower, Awareness, Strength, Agility, andStamina. Tis section will delve into great detail about each, as well as provide a concise resource for their uses.

Intelligence [IQ] 

Simply put, the higher Intelligence is increased, the smarter a character is. Intelligence, abbreviated throughout the core rules

“IQ,” is a character’s innate intellect and his ability to exercise his mental prowess to improve Intelligence-related skills, learnnew skills & abilities, and to focus in a pinch to overcome complex mental challenges or remember events.

Below is a summarized list of Intelligence’s many uses.

 D Learning Rate:  A character’s level in Intelligence translates directly into hisLearning Rate, which is defined as the amount of CAP he gains for every two

 weeks of practice in a certain Skill, or training in order to gain an Advantageor ability. Occasionally, a GM will initiate a ime Skip which is a period oftime where nothing significant is happening in a character’s life. ime Skips areprimarily when a character’s Learning Rate comes into play.

 D Skills: A large number of Skills, primarily Knowledge Skills, are parented byIntelligence. Tis implies that a large part of the formula used to determine theSkill’s effectiveness is based off of Intelligence. For more detailed information,see Part III: Skills.

 D Miscellaneous Use: As you’ll learn elsewhere in this section, all Attributes willsometimes need to be checked for different reasons. Intelligence may need tobe checked to conquer a complex puzzle, remember the details of an event, orconcentrate intently.

Willpower  [WL] 

 A character’s Willpower represents his mental strength. In simple terms, it is a character’s capacity to exercise discipline to act,

or forgo taking action, in order to achieve a goal. In Te Last Book, Willpower (abbreviated “WL”) serves many purposesincluding resisting the effects of mental suggestion, fighting the urge to act upon fear, and winning the favor of a deity.

Below is a summarized list of Willpower’s many uses.

 D Favor: Willpower, in conjunction with the Piety Advantage, directly determines a character’s Favor pool. A characterexpends Favor points to use Prayers that become available to him after taking the Priestcraft and Piety Advantages.For more information, see Part V: Priestcraft, Conquest & Alchemy.

 D Fatigue: Fatigue, in addition to representing how “worn out” a character is, is also used to perform AdvancedManeuvers (See Part IV: Te Art of Combat). Willpower plays a significant role in the formula used to calculate acharacter’s Fatigue pool.

 D Stun & Consciousness: Willpower plays a large role in both the Stun and the Consciousness Derived Attributechecks. As their names imply, these checks are necessary in many combat situations to prevent a character frombecoming Inhibited due to being Stunned, or becoming completely vulnerable, or Prone, due to being Unconscious.For more information on Vulnerability States, see Part IV: Te Art of Combat.

 D Determination: Trough the Determination Skill, a character may hone and improve certain areas of his Willpower,specifically those which allow him to resist mental suggestion and incapacitating effects, such as fear. Willpower isthe primary factor in this Skill’s formula.

 A “Time Skip” is defined

as a two-week period

where nothing significant

happens in a character’s

life. During this time

he may train his Skills,

work on improving his

 Attributes, or learn a new Advanced Maneuver. The

amount of CAP he gains

during this time is his

Learning Rate, and is equal

to his Intelligence.

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 Awareness [AW] 

 A character’s Awareness is defined as his ability and capacity to notice happenings around him, as well as analyze and qualifythe present moment. Awareness, abbreviated “AW,” is important for a great many reasons, including the ability for a characterto use his senses, and his ability to fire ranged weapons with great accuracy.

Below is a summarized list of Awareness’ many uses.

 D Basic Maneuvers: Some Basic Maneuvers, covered in Part IV: Te Art of Combat, are based directly upon Aware-

ness. Awareness is specifically important for the Shoot Maneuver, used to fire ranged weapons such as bows andcrossbows.

 D Miscellaneous Use: As you’ll learn elsewhere in this section, all Attributes will sometimes need to be checked fordifferent reasons. Awareness may need to be checked to notice a particular sight or sound, hear a noise in order to

 wake from sleep, or notice a particular event taking place.

 Strength [ST] 

 A character’s Strength is his ability to move weight with his body, whether it be in short, powerful bursts, or long, enduringstretches. Strength, abbreviated throughout the core rules “S,” has many uses, including parenting some Basic Maneuvers,determining how much damage a character may inflict, and influencing how much weight a character is able to carry withhim in combat.

Below is a summarized list of Strength’s many uses.

 D Basic Maneuvers: Some Basic Maneuvers, covered in Part IV: Te Art of Combat, are based directly upon Strength.Strength is specifically important for the Swing and Block Basic Maneuvers, which a character uses to swipe with a

 weapon, and stop incoming attacks with an implement respectively. D Damage & Minimum Strength: Te formula used to calculate damage is based directly upon Strength. Addition-

ally, every weapon and shield has a “Minimum Strength,” which indicates the Strength requirement to wield theitem effectively. Higher Strength, under normal circumstances, equals larger weapons and that are capable of moredamage.

 D Combat Load : Strength is the primary factor in determining whether a character is carrying an inhibitory amountof weight in combat. Characters with higher Strength will more likely be able to be effective in combat whilecarrying more weight.

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 Agility  [AG] 

 A character’s Agility is representative of his overall nimbleness and his ability to stretch and turn his body quickly. Agility hasa wide variety of uses including determining a character’s Speed, parenting a great variety of Skills & Basic Maneuvers, andhis ability to dodge incoming strikes in combat.

Below is a summarized list of Agility’s many uses.

 D Basic Maneuvers: Some Basic Maneuvers, covered in Part IV: Te Art of Combat, are based directly upon Agility.

 Agility is specifically important for the Trust and Parry Basic Maneuvers, which a character uses to plunge apointed weapon into his opponents, and deflect incoming blows respectively.

 D Speed : A character’s Agility score directly impacts his Speed, determining how many spaces per round he is able tomove in combat, or how quickly he can traverse long distances during travel.

 D Evade: Although Evade is classified as a Basic Maneuver, it is parented by a character’s Speed and is therefore basedprimarily upon his Agility.

 D Miscellaneous Use: As you’ll learn elsewhere in this section, all Attributes will sometimes need to be checkedfor different reasons. Agility may need to be checked in order to avoid falling down, dodge out of the way of adevastating environmental effect, or leap gracefully over an obstacle.

 Stamina [SM] 

In simple terms, Stamina represents a character’s capacity to endure physical hardships, and his body’s overall resistance topunishment. Stamina, abbreviated throughout the core rules “SM,” has a wide range of uses, including determining a char-acter’s overall Health, his capacity to stay conscious under duress, and his ability to sustain his energy in order to continuefighting.

Below is a summarized list of Stamina’s many uses.

 D Health: A character’s Stamina directly determines his Health pool, which is the measure of how much damage hecan sustain, in combat or otherwise, before falling unconscious or dying.

 D Fatigue: Stamina accounts for a fair portion of a character’s Fatigue pool, which allows him to perform AdvancedManeuvers and represents his overall level of energy.

 D Morale: Stamina, in conjunction with the Rank Advantage, directly determines a character’s Morale pool. A char-acter expends Morale points to use Shouts that become available to him after taking the Conqueror and Rank

 Advantages. For more information, see Part V: Priestcraft, Enchantment & Alchemy. D Stun & Consciousness: Stamina plays a large role in both the Stun and the Consciousness Derived Attribute checks.

 As the names imply, these checks are necessary in many combat situations to prevent a character from becomingInhibited due to being Stunned, or becoming completely vulnerable due to becoming Unconscious.

 D olerance: Trough use of the olerance Skill, a character may hone and improve certain areas of his Stamina,specifically those that allow him to resist physical urges and incapacitating effects, such as the need to vomit due toa sickening odor. Stamina is the primary factor in this Skill’s formula.

 D Encumbrance: Stamina is the primary factor in how efficiently a character can travel over long distances while car-rying weight. Characters with higher Stamina scores are able to avoid penalty while travelling over longer distances

 with more burden.

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Advancing Attributes

 When creating a character, or developing a character after creation, it is important to understand the options availablefor advancing his Attributes. Te following section will detail how to use CAP to purchase new levels in the six primary

 Attributes, and what different levels imply for the character.

 Attribute Level, Character Architecture Points & Averages

 When creating a character in Te Last Book system, a player begins with a large amount of Character Architecture Points,abbreviated “CAP.” In general, brand new characters begin with 450 CAP. At this point, the player may roll a D10 andmultiply the result by 10 to determine his bonus points, or he may accept the average of 50 CAP for a total allowance of500 CAP. You’ll notice throughout the core rules that almost everything has a CAP cost required to purchase or advance it.Note that any unspent CAP during character creation are lost, so players are encouraged to spend them all when creatingtheir characters!

 Attributes are no different. Players must spend CAP in order to advance Attributes for their characters. Before listing thechart used to buy Attributes, it should be noted that the average level for every Attribute is 10, and as such a tenth level

 Attribute costs 0 CAP. Any Attribute lower than tenth level will return CAP to a character, and any above draws from theirtotal CAP pool. A character advanced to the tenth level in all six primary Attributes is referred to as a commoner, someone

 with no formal training or outstanding traits. When considering Attribute levels, keep this reference in mind.

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 AttributeLevel 

CAP Costfor Level 

CAP Costfrom Scratch

Notes

5 -25 -125  Atrocious: A character with a level 5 Intelligence, for example,cannot even perform at the mental capacity of a canine

6 -25 -100 Critically Poor: A character with a level 6 Willpower will betaken advantage of and exploited frequently, due to the relative

ease in doing so7 -25 -75  Very Poor: A character with a level 7 Awareness might as well be

blind and deaf (maybe not that harsh)

8 -25 -50 Poor: A character with a level 8 Strength is easily a weakling,barely able to lift a weapon larger than a dagger

9 -25 -25 Below Average: A character with a level 9 Agility, for example, will be playfully regarded as a klutz

10 0 0  Average: A character with a level 10 in all Attributes is considereda villager, the average farmer or peasant

11 50 50  Above Average: A character with a level 11 Stamina is slightlymore hardy than average, and will live through more punishment

12 50 100 Good: A character with a level 12 Intelligence has the ability tobecome a scholar or astronomer, even has to dumb himself downto have conversation with laymen

13 50 150 Beyond Good: A character with a level 13 Willpower is adisciplined titan, capable of resisting the most virile form ofmental manipulation or fear

14 50 200  Amazing: A character with a level 14 Awareness could hear a pindrop on a battlefield, or shoot an arrow into an enemy’s eye froma mile away 

15 50 250 Incomparable: A character with a level 15 Strength is trulymighty, able to perform feats of strength previously unseen by avast majority of people

16 50 300 Unheard Of: A character with a level 16 in any Attribute is quiteliterally unheard of. Level 16 is a superhuman scale, and notrecommended for character creation

17 50 350 Unrivaled: A character with a level 17 in any Attribute isunrivaled in his natural ability. An Attribute advanced to level 17is not recommended for character creation

18 50 400 Perfect: A character with a level 18 in any Attribute is said to betotally perfect in that characteristic. An Attribute advanced tolevel 18 is not recommended for character creation

19 50 450 Epitome: A character with a level 19 in any Attribute is theultimate epitome in that respect. An Attribute advanced to level18 is not recommended for character creation

20 50 500 Living Legend : Tough still technically possible to advancebeyond level 20, this represents a critical level in an Attribute, aninhuman characteristic

The table to the right 

outlines the CAP cost

for each Attribute

level. Note that

different Attributes

do not incur

different CAP costs.

Willpower is not

more influential than

 Agility, for example,

and therefore does

not incur a greater

CAP cost to advance.

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Using Attributes

 After understanding how to purchase different levels in Attributes, it is now important to understand how to use them. Tefollowing section outlines several different ways to use Attributes in Te Last Book system.

 Attribute Checks

In some cases, it is necessary for a character to “check,” an Attribute that he possesses. For example, in order to hear a distant

sound, the GM may ask that the characters check Awareness. If a character passes the check, he hears the sound and is ableto react based on hearing it. If he fails however, he was not aware enough to hear the sound.

 Attributes are checked using a simple formula that produces a percentage, known as the Attribute’s success chance. A passingcheck is a roll of less than or equal to the determined percentage on a D100. A failed check is a roll greater than the successchance of the Attribute.

The Attribute Success Chance Formula

Te formula for Attribute success chance is listed to the right.

In addition to requiring a check, sometimes the GM may ask for a margin of success. Tough this is detailed to greater length

in Part III: Skills, the success margin of any roll is “by what percent the character passed the check.”

 Attribute Success Chance =

 Attribute Level × 5

  Maximum Skill Levels

Besides using Attributes as a way to check basic actions of a character, they are also an integral part of many of the formulas,Skills, and abilities throughout Te Last Book. One incredibly important point to understand is that every Skill in Te Last

Book possesses an Attribute as its parent, and the level of the Parent Attribute is the maximum amount of levels that theparticular Skill may be increased. For example, if a character is trained in the Mend Wounds Skill, which is parented by In-telligence, he may only advance that Skill as high as his Intelligence. If the same character in this example had an Intelligencescore of twelve, he would only be able to advance Mend Wounds to the twelfth level before he would need to first advancehis Intelligence score to continue.

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Derived Attributes

Derived Attributes are classified as passive statistics, or pools, that are built through formulas that include the primary Attributes.Statistics such as Health, Fatigue, and Favor are defined and their uses are explained in the following section.

Health

 A character’s Health pool represents his vitality in a quantified format. Health is primarily used to determine how much dam-

age or physical harm a character is capable of taking before he falls unconscious or dies. Some Advantages outlined in PartII: Advantages & Disadvantages add raw points to this pool, but aside from this one modifier, the formula for calculatingHealth is incredibly simple. Te Health formula is listed to the left.

Health = Stamina

 Fatigue

 A character’s Fatigue pool represents his overall energy level, and more purposefully, his capacity to use Advanced Maneuvers.

Virtually all Advanced Maneuvers incur a Fatigue cost which draws from a character’s Fatigue pool. Some Advantagesoutlined in Part II: Advantages & Disadvantages add raw points to this pool. Otherwise, the formula for calculating totalFatigue is to the left.

Fatigue =

Willpower + Stamina

 Favor / Morale

Te Favor and Morale pools are representative of how much divine power a character has been granted by his god, or howmuch influence he is capable of delivering to his men, respectively. Unlike Health and Fatigue, a character must possesscertain Advantages outlined in Part II: Advantages & Disadvantages in order to have and draw from a Favor or Morale poolat all. Te formulas for calculating total Favor and Morale are listed to the left.

Favor =

Willpower × Piety [I, II or III]

 Morale =

 Stamina × Rank [I, II or III]

 

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 Stun

 A character’s Stun check is defined as a raw percentage that he must succeed against in certain situations to remain uninhib-ited in combat. Tis check is used to avoid being dazed after receiving a mighty strike, or to prevent losing a turn in combatdue to the crippling pain of wounds. Te formula for Stun is a bit more complex than the previous formulas, being that it isa check rather than a pool. Te formula is listed below.

 Stun =

[Willpower + Stamina] × 4

 Consciousness

 A character’s Consciousness check is representative of his ability to stay conscious and reactive in or out of combat. Generally,a character will be required to make this check when he has sustained a large amount of damage and has ended up at a high

 Wound Level (see Part IV: Te Art of Combat). Te formula for a character’s Consciousness check is listed below.

Consciousness =

[Willpower × 3] + [Stamina × 6]

 Reaction

 A character’s Reaction is representative of how quickly he is able to notice events taking place, and take action based on them.Reaction is checked for a number of reasons, primarily to wake from sleeping or to notice and thwart a surprise attack. Teformula for a character’s Reaction check is listed below.

Reaction =

[Awareness × 3] + [Agility × 2] + [IQ]

  Speed 

 A character’s Speed rating is very much a unique rating, as nothing else in Te Last Book is quite like it. Speed concretelyrepresents the number of spaces a character may move in combat per Major Action (see Part IV: Te Art of Combat for moredetails on types of actions). Speed also loosely represents how fast a character is capable of moving over long distances. Teformula for Speed is very simple, and listed to the right.

 Speed = Agility /  2

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Other Notes About Derived Attributes

 D Tough there aren’t many miscellaneous notes about Derived Attributes, it should be noted that neither Fatigue,Favor, nor Morale should ever fall below 0, and players should be vigilant of this.

G If Fatigue falls below 0, the Warrior must immediately pass a Consciousness check at a penalty of -50% perFatigue below 0 or fall unconscious.

 G If Favor falls below 0, the Priest must immediately pass his highest Prayer check at a penalty of -50% per Favor

below 0 or his deity forsakes him and he may not regenerate Favor under any circumstances for the next fullday (see Part V: Priestcraft, Conquest & Alchemy for more information). Furthermore, all active Prayers, andthe effects thereof, cease.

 G If Morale falls below 0, the Conqueror must immediately pass his highest Shout check at a penalty of -50%per Morale below 0, or his influence dwindles and he may not regenerate Morale under any circumstances forthe next full day (see Part V: Priestcraft, Conquest & Alchemy for more information). Furthermore, all activeShouts and actics cease.

 D Note that in some cases, a character’s Speed rating will calculate into a partial number. It is important to keep note ofthis, because as you’ll see in Part IV: Te Art of Combat, a character may use two Major Actions worth of movement,

 which would give him one extra space. For example, if a character possesses a level 13 in his Agility, his Speed rating would equal 6.5. If he used one of his rounds to move twice, he would traverse 13 spaces due to the partial numberincluded in his Speed rating.

A Note to Players

 Attributes are a greatly important aspect of a character. Without exception, everything in Te Last Book system relies ona character’s Attributes in one way or another. You’ll find that Attributes are the largest contributing factor in how yourcharacter performs his Skills. A vast majority of the Advantages your character possesses seek to improve certain Attributes insome way. What your character is able to do in combat is controlled by Attributes in a sure way.

 Attributes are a very expensive endeavor, CAP-wise, especially when compared to other endeavors of character creation in

Te Last Book system. It is quite normal for a player to spend half or more of his total CAP on raising his character’s Attri-butes. When exploring the character creation process in Te Last Book, it is important to understand this about Attributes,and not to be fearful of using a fairly large amount of CAP when deciding their levels.

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Part II: Advantages & Disadvantages

 Advantages are defined as innate abilities that some people possess: Firm Posture, Empathy, Exceptional Intuition, etc. Dis-advantages are the same, except on the other side of the spectrum: unfortunate occurrences such as Deafness, Compulsions,and Arrogance. Te following section is Te Last Book’s take on Advantages and Disadvantages. Te Last Book implementsa simple, yet interesting system for equipping characters with these strengths and flaws.

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Advantage List

Te following pages contain the full list of available Advantages, organized alphabetically. Tis section truly requires nointroduction since all the information a player will need for character creation and development is listed in the individual

 Advantage entries, including CAP cost. Immediately following this list, you will find a list of Disadvantages.

Notes About Advantages

Certain Advantages throughout Te Last Book contain multiple levels such as  Acumen I, II & III. Often times, the CAPspent purchasing Advantages like these may be considered an investment for the character. In other words, if a player spends10 CAP to purchase Acumen I for his character, he would only need 15 more CAP to advance his character to Acumen II,as opposed to requiring an additional 25 CAP. Some Advantages are structured this way and are notated.

Furthermore, some Advantages of this nature require a more particular advancement in order for the CAP to be consideredan investment. For example, in the case of the Brute Fighter & Mighty  Advantage, a character may consider Brute Fighter an investment toward Mighty , but only if he wishes to apply the benefits of such to change the parent of the same BasicManeuver (see the Advantage entry for more details). Should he wish to change the parent of a separate Basic Maneuver, hemust purchase Brute Fighter again.

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Combat, Priestcraft, Conquest & Alchemy Advantages

Basic Combat Proficiency  [10 CAP / Type] 

 A character with the Basic Combat Proficiency  Advantage is practiced in using certain weapons, and no longer suffersthe penalty to wield a weapon he is unfamiliar with (See Part IV: Te Art of Combat for more information). Note that acharacter must first have a Basic Combat Proficiency  in order to further specialize into an Advanced Combat Proficiency .

Te list below outlines the various combat proficiencies a character may choose upon purchasing this Advantage. Note thatin order to choose multiple proficiencies, the Advantage must be purchased separately each time.

 D Rogue: Daggers, other similar improvised weapons D  Warrior: Swords, Hafted Weapons, other similar improvised weapons D Skirmisher: Spears, Staves, Polearms, other similar improvised weapons D Ranger: Bows, Crossbows, other similar improvised weapons D  Vanguard: Shield, other similar improvised weapons D Brawler: Bare Hands, Hand Weapons

 Advanced Combat Proficiency  [CAP Cost Varies] 

 A character with the  Advanced Combat Proficiency Advantage has mastered combat with the use of certain weapons,and may now access the use of Advanced Maneuvers for his weapon type. Note that in order to gain  Advanced CombatProficiency , the character must have first acquired the Basic Combat Proficiency  that corresponds.

Te list below outlines the various CAP cost depending on the type of Advanced Combat Proficiency  the character pos-sesses.

 D Specific Weapon (Longsword, Battle Axe, Rapier, etc.) ........................................................................................ [10 CAP] D  Weapon Group (Hafted, Staff & Spear, Sword) ................................................................................................ [50 CAP] D  All Weapons (All known weapons) ............................................................................................................... [150 CAP] D Combat Mastery  (All known weapons and various bonuses, listed below) ............................................................... [200 CAP]

Characters may advance through the ranks of Advanced Combat Proficiency , but must do so with similar weapon typesthrough the Specific Weapon and  Weapon Group levels. For example, a character may not advance to  Weapon Group:Sword  by CAP spent purchasing Dagger type Specific Weapons; He may only advance to Weapon Group: Dagger in this

 way. As the CAP structure suggests, once a character has fully purchased three Weapon Groups, he then becomes proficientenough to wield all known weapons ( All Weapons).

Combat Mastery , only attainable by advancing through the prerequisite levels of Advanced Combat Proficiency  grants acharacter a bonus of 1 to all combat ratings with any weapon, and a bonus of 2 to his damage with all weapons. Additionally,a character who possesses Combat Mastery  also gains one Advanced Maneuver of his choice from each  Weapon Group.Finally, upon purchase of Combat Mastery , the character gains a bonus of 25% to one of the following Skills: Fast Draw ,Leap, or Strategy .

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Priestcraft [CAP Cost Varies] 

 A character with this Advantage has become a diehard mem-ber and practitioner of a certain faith, to a point which allowshim to use particular divine powers granted to him by thegod or goddess that he serves. Priestcraft runs hand-in-hand

 with the Piety  Advantage and allows the character access to avariety of different Prayers. For more information regardingdeific entities and associated Prayers & abilities, as well as

CAP costs, see Part V: Priestcraft, Conquest & Alchemy.

Piety I, II & III [25 CAP / Level] 

Te Piety  Advantage directly represents a character’s stand-ing in the eyes of his god or goddess. In addition to parentinga variety of options for Prayers (outlined in Part V: Priest-craft, Conquest & Alchemy) this Advantage directly affectsthe character’s Favor pool (see Part I: Attributes). Undernormal circumstances, a character with Piety III must alsobe a high ranking member of the associated church, accessed

through the Status Advantage. A player choosing Piety   forhis character may only choose Piety I at character creationunless otherwise allowed by the GM. Furthermore, in orderto raise Piety  from its basic level, a player may only purchase20 CAP of the necessary 25 CAP for his character after PietyI. Te remaining 5 CAP must be obtained through criticalsuccesses in Prayer Skills. Tese 5 critical successes, termedFealty, are explained in detail in Part V: Priestcraft, Conquest& Alchemy.

Conqueror [50 CAP] 

 A character with the Conqueror Advantage is a natural bornleader, able to affect a battlefield with Shouts of inspiration,strategy, or intimidation. Similar in structure to the Priest-craft  Advantage, a Conqueror gains access to a great varietyof battle shouts and other unique abilities that are throttledby the Rank  Advantage below. For more detailed informa-tion on the Conqueror Advantage, see Part V: Priestcraft,Conquest & Alchemy.

 Additionally, there are unique branches of the Conqueror that can be purchased (using CAP) once certain prerequisitesare met. Once a Conqueror reaches Rank II, the StandardBearer  and Marauder  become available. Once he reachesRank III, the Champion becomes available. Tese Advan-tages and associated information can be found in Part V:Priestcraft, Conquest & Alchemy.

Rank I, II & III [25 CAP / Level] 

Te Rank  Advantage directly represents a character’s stand-ing in the eyes of his men, be it a small combat group or anarmy. In addition to parenting a variety of options for Shouts(outlined in Part V: Priestcraft, Conquest & Alchemy) this

 Advantage directly affects the character’s Morale pool, aunique Derived Attribute only available to Conquerors thatis parented by the Stamina Attribute. Part V: Priestcraft,Conquest & Alchemy outlines more information regardingMorale. Under normal circumstances, a character with RankIII must also be a high ranking member of the associatedmilitia or army, accessed through the Status Advantage. Aplayer choosing Rank   for his character may only chooseRank I  at character creation unless otherwise allowed bythe GM. Furthermore, in order to raise Rank  from its basiclevel, a player may only purchase 20 CAP of the necessary 25CAP for his character after Rank I. Te remaining 5 CAPmust be obtained through critical successes in Shout Skills.Tese 5 critical successes, termed Presence, are explained indetail in Part V: Priestcraft, Conquest & Alchemy.

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 Alchemical Knowledge [50 CAP] 

 A character with this Advantage is a student of the secretart, and has become familiar with the basics of Alchemy andthe alchemical process.  Alchemical Knowledge goes hand-in-hand with the Gnosis Advantage and grants a characterthe basic knowledge necessary to craft mixtures, concoctions,and elixirs of various kinds.

 Additionally, there are unique branches of  AlchemicalKnowledge that can be purchased (using CAP) once certainprerequisites are met. Once an Alchemist reaches GnosisIII, the Janissary and Apothecary  become available. Tese

 Advantages and associated information can be found in PartV: Priestcraft, Conquest & Alchemy.

Gnosis I, II & III [25 CAP / Level] 

Similar in nature to the Piety  Advantage, Gnosis grants acharacter different levels of understanding of the alchemicalcraft as he progresses through the levels. As outlined in PartV: Priestcraft, Conquest & Alchemy, the level of this Advan-tage translates into a character’s Reagent Capacity: Gnosis I implies that a character possesses a Reagent Capacity of three,Gnosis II implies a Reagent Capacity of four, and Gnosis III 

implies a Reagent Capacity of five. Higher levels of Gnosis directly allow an Alchemist to create more complicated mix-tures. Note that unlike the Piety  Advantage, a character isnot required to perform critical successes in alchemical tasksin order to progress Gnosis.

Gnosis may be purchased for 25 CAP per level. At creation,a character may only begin with up to Gnosis I.

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Standard Advantages

 Acumen I, II & III [10 CAP, 25 CAP or 50 CAP]  †

 A player who chooses the Acumen Advantage for his charac-ter may advance his learned Skills at a higher rate than those

 without the Advantage. A character with Acumen I gains abonus of 25% to his Learning Rate. Te even more apt pupil

 with Acumen II gains a bonus of 50% to his Learning Rate.Finally, the character with  Acumen III, a veritable genius,gains a bonus of 75% to his Learning Rate. Tis Advan-tage comes with a scaling prerequisite.  Acumen I requiresthe character to possess a level 10 Intelligence.  Acumen II requires level 11 Intelligence, and  Acumen III  requires alevel 12 Intelligence. Finally, any character who possessesthe Acumen Advantage gains extra “experience CAP” in anamount equal to his  Acumen level each time it is awarded(GM discretion, but usually per game session). For moreinformation on Learning Rate, advancing Skills & abilities,and skipping time, see Part I: Attributes.

 Ambidexterity [25 CAP] 

 Ambidexterity  is the innate ability a character possesses touse both hands with equal effectiveness in all instances. Tisalso means that a character with this Advantage has no pen-alty for using his “off hand,” in combat.

 Attractive I, II & III [10 CAP / Level] 

 A character with the  Attractive Advantage has an aesthet-ically pleasing outward appearance. Tough many of the

implications of the Advantage are GM discretion, it willtraditionally affect the way members of the opposite sex (orsometimes the same sex) treat the character. Te DisguiseSkill allows a character to make himself or herself up, tempo-rarily gaining or losing one level of the Attractive Advantage.

Benefactor I, II & III [10 CAP, 25 CAP or 50 CAP] †

 A Benefactor is a character’s godfather, mentor, or sponsor.In essence, with the Benefactor  Advantage, someone hastaken an emotional, educational, or financial interest in thecharacter’s well-being. While all levels of this Advantageprovide for a character his basic needs and comforts (food,shelter, etc.), the following list provides some definition ofthe different levels of Benefactor. Note that most of the im-

plications of this Advantage are at the discretion of the GM.

 D Benefactor I: Generally a family member, familyfriend, or best friend, the first level of Benefactor islimited in terms of resourcefulness, but fairly strongin satisfying a character’s basic needs. A Benefactor of this level will generally never dole out coin to thecharacter, or gift him a fine sword, but will alwayssee to his health and occasionally impart knowledgeupon him.

 D Benefactor II: Te second level of Benefactor canusually be described as teacher or mentor of somesort, or perhaps a wealthy merchant who has takena particular interest in the character. While experi-encing similar or the same benefits as Benefactor I,a character who possesses this level of the Advantagesees an increase in the Benefactor’s resourcefulness.Most often, this is a financial benefit, in which thephilanthropist will see to the character’s coin fordaily use.

D

Benefactor III: More appropriately a sponsorship,the third level of Benefactor usually implies that aguild or organization of some sort has taken the char-acter under its wing. Generally a source of immense

 wealth or influence, a Benefactor of this caliber willsee that the character is nourished, financially well,and outfitted in the finest equipment. Furthermore,in certain situations, the character may see fieldassistance granted by the Benefactor if relevant.

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Battle Readiness I & II [10 CAP or 25 CAP] †

 A Battle Ready  character has the distinct ability to act firstin the wake of high-action. A character with this Advantagemay consider his Initiative rating to possess a bonus equal hisBattle Readiness level.

Brute Fighter & Mighty  [25 CAP or 50 CAP] †

 A Brute Fighter fights with might instead of finesse. Whendetermining the strike for any Advanced Maneuver, a BruteFighter  may substitute the Parent Attribute of its BasicManeuver with Strength. Note that this Advantage mayonly replace the parent of one particular Basic Maneuver,and only does so for the use of Advanced Maneuvers. TeParent Attributes for the use of Basic Maneuvers will remainthe same. Should a player wish to alter his character’s BasicManeuvers, specifically for Strength, the Mighty  Advantageallows the character to substitute the Parent Attribute of oneBasic Maneuver with Strength. Choose wisely, as this BasicManeuver will be parented by Strength for the duration ofthe character’s lifetime.

Bulwark [50 CAP] 

 A character with the Bulwark  Advantage may seem impossi-ble to neutralize on the battlefield. Bulwark  allows a charac-ter to add 25% to his Consciousness check and an additional10% to his Stun check. Tis Advantage applies to all Stunand Consciousness checks.

Cautious I & II [10 CAP or 25 CAP] †

 A Cautious character possesses an excessive natural instinctto protect his limbs from harm. A character who possess this

 Advantage gains a bonus to his defenses equal to the level ofCautious when defending a strike to his arms, hands, legs,or feet. For more information about striking particular bodyparts and the effects thereof, see Part IV: Te Art of Combat.

Charisma I, II & III [10 CAP / Level] 

 A character with the Charisma  Advantage possesses a naturallikability, and is able to assess the personality of others andmanipulate his demeanor to impress himself upon them.

 Although many of the implications of this Advantage rely onthe discretion of the GM, it will traditionally improve socialSkills to a certain degree, and at higher levels, allow the char-acter to influence other people almost unquestioningly. Aplayer choosing Charisma  for his character may only chooseCharisma   I at character creation unless otherwise allowedby the GM.

Guile & Cunning  [25 CAP or 50 CAP] †

 A character with the Guile Advantage is an acrobatic fighter,exhibiting a particular ease of movement. When determiningthe strike for any Advanced Maneuver, a character possessingthe Guile Advantage may substitute the Parent Attribute ofits Basic Maneuver with Agility. Note that this Advantagemay only replace the parent of one particular Basic Maneu-ver, and only does so for the use of Advanced Maneuvers. Te

Parent Attributes for the use of Basic Maneuvers will remainthe same. Should a player wish to alter his character’s BasicManeuvers, specifically for Agility, the Cunning  Advantageallows the character to substitute the Parent Attribute of oneBasic Maneuver with Agility. Choose wisely, as this BasicManeuver will be parented by Agility for the duration of thecharacter’s lifetime.

Dexterity  [25 CAP] 

 A character with the Dexterity  Advantage possesses a naturalsoft touch and greater ability to perform fine manipulationsusing his hands. Any character that possesses this Advantagemay consider the following Skills one difficulty level easier:

 Animal Handling, Fast Draw, Mend Wounds, Medicine, Jewelling, Play Instrument, Pick Lock, Pick Pocket, Search,and Set rap.

Direction Sense [10 CAP] 

 A character with the Direction Sense Advantage is particu-larly good at “getting his bearings,” and virtually never loseshis direction. At any time, a character with this Advantage

may take a moment to make a basic Awareness check to de-termine which cardinal direction he is facing.

Disease Resistance I, II & III [10 CAP / Level] 

 A character with Disease Resistance  has an exceptionalability to resist the effects of disease, and will resist gettinginfections and contracting viruses more often than someone

 without the Advantage. A character with this Advantagegains a bonus of 10% per level to his Stamina resistance orolerance check to resist disease.

Divine Countenance [25 CAP] 

 A priest with the Divine Countenance Advantage has morefavor with his god than the average pious follower. Any char-acter taking this Advantage may add 5 points to his totalFavor pool.

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Double Jointed  [25 CAP] 

 A character with the Double Jointed  Advantage is able toperform tasks requiring agility and dexterity with greaterease. Tose who possess this Advantage may consider the fol-lowing Skills at a bonus of 25%: Climb, Leap, and Free Run.

Empathetic  [10 CAP] 

 An Empathetic character has the ability to “read” other peo-ple. A character with this Advantage can usually tell another’spersonality type, alignment, and any general insights into

 what type of person they are. Upon meeting someone new,a character who is Empathetic may make an Intelligence orFocus check. If successful, the GM will reveal some generalinformation about the stranger.

Enduring Combatant  [25 CAP] 

 An Enduring Combatant can fight with fervor much longerthan the average warrior. A character with this Advantage

may add 5 points to his total Fatigue pool.

Exceptional Flexibility  [50 CAP] 

 A character with the Exceptional Flexibility   Advantagepossesses a greater freedom of movement with his body thanthose without. With this Advantage, a character may consid-er any Skill with a parent of Agility one difficulty level easier.

Exceptional Intuition [25 CAP] 

 A character with Exceptional Intuition seems to have the

ability to acquire knowledge without reason and withoutusing the standard rational process. A character with this Ad-vantage may add an extra 5% to any Skill he possesses whichhas Intelligence as a Parent Attribute. Tis bonus does notaffect the level of the Skill. As a smaller additional bonus, acharacter with Exceptional Intuition also has a 25% chanceto instinctively make the right decision when presented witha choice.

Firm Posture I, II & III [10 CAP / Level] 

 A character with the Firm Posture Advantage is accustomed

to experiencing freedom of movement in lieu of being weighed down by armor or heavy weapons. Each level ofFirm Posture grants the character the ability to carry 5more pounds before breaching each level of Combat Load.Note that this bonus does not apply to the character’s En-cumbrance. For more information regarding the differenc-es between Encumbrance and Combat Load, see Part VI:Equipment.

Fleet Footed  [25 CAP] 

 A character with this Advantage is naturally quick. Anycharacter with the Fleet Footed  Advantage may add 1 to hisSpeed. Tis also affects his Evade rating.

Godsend  [25 CAP] 

 As though by lineage of the gods, this Advantage affords even

a starting strength character a certain mastery over his abil-ities. A player that chooses the Godsend  Advantage for hischaracter may advance four Skills or four Basic Maneuvers(or any combination of the two) to the tenth level. Note thatthe Godsend  Advantage does not give the character masteryin those abilities (CAP must still be paid to advance them),but only the privilege to advance them beyond the normalfifth level.

Note: Since this Advantage has a significant impact

on the style and balance of the game, the ability for

 players to choose it may be barred by the GM. Players

are encouraged to discuss Godsend with the GM

before choosing it.

Hard to Kill  [25 CAP]

 A character who is Hard to Kill is exceptionally difficult torender unconscious and kill. A character with this Advantagemay add an extra 10% to his Consciousness check.

Harmony With Nature [10 CAP] 

 A character that possesses the Harmony With Nature Ad-vantage has the natural ability to befriend animals. In mostsituations where an animal would be spooked, a character

 with this Advantage would be able to approach it. Feral an-imals that would normally attack tend to avoid a characterunless provoked. Additionally, this Advantage grants thecharacter a bonus of 25% to the Animal Handling Skill.

Hero I, II & III [10 CAP / Level] 

 A character with the Hero Advantage is known throughoutthe land as a good person, be it through deeds, allegiance,or feats worth mention. Tis Advantage is exceptionallyvariable in nature, and players choosing Hero for their char-acters are encouraged to intimately define what the characteris known for. For each level of the Hero Advantage, thereis a 25% chance that anyone the character encounters hasseen his face, or heard of his deeds. Tis recognition maybe, of course, heavily modified by the GM depending onsurrounding area or territory. A player choosing Hero forhis character may only choose Hero I at character creationunless otherwise allowed by the GM.

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Intelligent Fighter & Strategic  [25 CAP or 50 CAP] †

 An Intelligent Fighter fights with brains instead of brawn. When determining the strike for any Advanced Maneuver, acharacter possessing the Intelligent Fighter Advantage maysubstitute the Parent Attribute of its Basic Maneuver withIntelligence. Note that this Advantage may only replace theparent of one particular Basic Maneuver, and only does so forthe use of Advanced Maneuvers. Te Parent Attributes for the

use of Basic Maneuvers will remain the same. Should a player wish to alter his character’s Basic Maneuvers, specifically forIntelligence, the Strategic Advantage allows the character tosubstitute the Parent Attribute of one Basic Maneuver withIntelligence. Choose wisely, as this Basic Maneuver will beparented by Intelligence for the duration of the character’slifetime.

Keen Fighter & Vigilant  [25 CAP or 50 CAP] †

 A Keen Fighter is cautious in combat, perceptive of everymove made by his enemy. When determining the strike forany Advanced Maneuver, a character possessing the KeenFighter Advantage may substitute the Parent Attribute of itsBasic Maneuver with Awareness. Note that this Advantagemay only replace the parent of one particular Basic Maneu-ver, and only does so for the use of Advanced Maneuvers.Te Parent Attributes for the use of Basic Maneuvers willremain the same. Should a player wish to alter his character’sBasic Maneuvers, specifically for Awareness, the  Vigilant  

 Advantage allows the character to substitute the Parent Attri-bute of one Basic Maneuver with Awareness. Choose wisely,as this Basic Maneuver will be parented by Awareness for the

duration of the character’s lifetime.

Light Sleeper  [10 CAP] 

 A Light Sleeper has an easier time waking up at the stimulusof sudden action. Whenever a character who possesses this

 Advantage needs to wake up from sleep (the “Asleep” Vulner-ability State), he may consider his Reaction check at a bonusof 25%. For more information on Vulnerability States, seePart IV: Te Art of Combat.

Linguistics [25 CAP] 

 A character with Linguistics  has a natural understandingof the complex aspects of language. It is much easier fora character with Linguistics  to learn and understand lan-guages than a character without. Te character that choosesthis Advantage may consider his language-related Skills onedifficulty level easier, and may be created with two nativetongues instead of one.

Low Light Vision [25 CAP] 

 A character with the Low Light Vision Advantage has thenatural gift of keen vision, granting him the ability to see inLow Light settings with relative ease. A character with this

 Advantage does not incur Low Light penalties, and is consid-ered Prepared in Low Light. For more information on howlight levels affect a character, see Part IV: Te Art of Combat.

Luck  [25 CAP] 

 A character with this Advantage experiences just the rightamount of luck, just in time. Te Luck  Advantage allows thecharacter the ability to reroll anything of his choosing onceper “time interval chosen by the GM.” Tough the frequencythat this ability can be used is left entirely to individual GMs,the GM is encouraged to consider the CAP cost of the Luck  

 Advantage versus its usefulness, and limit the frequency of itsuse (such as “once per game session,” for example).

Numerical Affinity  [25 CAP]  A character that possesses the Numerical Affinity   Advan-tage is exceptionally skilled with numbers & mathematics.

 A character with this Advantage may consider the followingSkills one difficulty level easier: Engineering, Gamble, andMerchant.

Opportunist I, II & III [10 CAP / Level] 

 A character with the Opportunist  Advantage has an increasedchance to perform a critical strike, or critical defense againstan enemy. For each level of this Advantage, the character

gains a 10% chance to critically succeed on his combat rollsof 11, for a maximum of 30%. As an example, if a character

 with Opportunist II rolled an 11 to strike an opponent, he would then roll a D100 in an attempt to render his strike acritical success. If he then rolled an 18%, his strike would betreated as a critical success and follow the form thereof. Formore information regarding critical successes in combat, seePart IV: Te Art of Combat.

Photographic Memory  [50 CAP] 

 A character with Photographic Memory   remembers finedetails of situations vividly, as if they just happened. Techaracter that chooses this Advantage may consider his Skills

 with Intelligence as a Parent Attribute one difficulty leveleasier. Additionally, anyone with a Photographic Memory  may add an extra 50% to checks related to lore Skills or re-membering the details of an event or situation.

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Pleasant Voice [10 CAP] 

 A character with the Pleasant Voice  Advantage has thebenefit of a charming voice. Any character that possessesthis Advantage may add 10% to the following Skills: Fastalk, Interrogate, Leadership, Merchant, Play Instrument,Politics, Social Grace, aunt, and Weave ale. Note that thebonus for Pleasant Voice only applies to Play Instrument

 with a Specialty in Voice. For more information regarding

Skill Specialties, see Part III: Skills.

Poison Resistance I, II & III [10 CAP / Level] 

 A character with Poison Resistance has an exceptional abili-ty to resist the effects of poisons, and will resist the ill-effectsthereof more often than someone without the Advantage. Acharacter with this Advantage gains a bonus of 10% per levelto his Stamina resistances or olerance checks to resist theeffects of poisons.

Precision [25 CAP]  A character with the Precision Advantage is trained to bedeadly with his weapon, possessing the particular knowledgenecessary to inflict deeper injuries upon his victims. Anytimedamage is being delivered with a weapon, a character withthis Advantage may add 1 damage to any die roll that reads6.

Prophetic Visions [10 CAP] 

 A character with Prophetic Visions has the mystical abilityto occasionally experience dreams or visions that outline

some minute details about the future. Tough the benefitsof this Advantage rely upon the GM’s discretion, Prophetic Visions may ultimately allow the character to avoid somegreat disaster or save a companion’s life. Characters withthis Advantage are encouraged to work with the GM todetermine the finer details of the ability (dreams vs. trance,personal messages vs. worldly insights, etc.)

 Stalwart I, II & III [10 CAP / Level] 

 A character with the Stalwart  Advantage is accustomed tocarrying great amounts of weight over long distances. Eachlevel of Stalwart  grants the character the ability to carry 10more pounds before breaching each level of Encumbrance.Note that this bonus does not apply to the character’s Com-bat Load. For more information regarding the differencesbetween Encumbrance and Combat Load, see Part VI:Equipment.

 Status I, II & III [10 CAP / Level] 

Similar to the Hero Advantage, Status represents a charac-ter’s standing within a certain guild, religious organization, ormilitary. Tough Status defines a character’s reputation andreverence within that organization, it is set apart from Hero in that there is usually a physical title that comes with the

 Advantage (a Status I priest may be considered an Acolyte ofthe church, or a Status I soldier may be Infantry in an army,

etc.) Te recognition check is the same as that described inHero, but is generally only applied to that organization spec-ified by the player (unless the GM sees it fit otherwise, suchas a Status III High Priest in a theocratic nation). A playerchoosing Status for his character may only choose Status I at character creation unless otherwise allowed by the GM.

 Steadfast  [50 CAP] 

 A character with the Steadfast  Advantage fights tooth andnail to dominate a battlefield and become a martial terror,impossible to bring down. A character who is Steadfast  treats the effects of his Wound Levels as if they are one levelbehind. For example, a Steadfast  character who has achieved

 Wound Level II treats the effects thereof as if he was WoundLevel I. While this Advantage does prevent automatic un-consciousness (due to Wound Level V being treated like

 Wound Level IV), a Steadfast  character will still naturallydie upon breaching Wound Level VI, regardless of his stateof Consciousness.

 Superior Hearing I, II & III [10 CAP / Level] 

 A character who possesses Superior Hearing  has a height-ened awareness when it comes to sound. For any Awarenesscheck based on hearing, a character with this Advantagegains a bonus of 10% per level to pass.

 Superior Vision I, II & III [10 CAP / Level] 

 A character who possesses Superior Vision has a heightenedawareness when it comes to sights and visual acuity. For any

 Awareness check based on vision, a character with this Ad-vantage gains a bonus of 10% per level to pass.

 Superior Smell I, II & III [10 CAP / Level] 

 A character who possesses Superior Smell has a heightenedawareness when it comes to scents & odors. For any Aware-ness check based on smell, a character with this Advantagegains a bonus of 10% per level to pass. Unlike SuperiorHearing  & Superior Vision, this Advantage also adds 10%per level to checks used to identify herbs, alchemical compo-nents, and poisons if the checks are based on smell.

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 Superior Taste I, II & III [10 CAP / Level] 

 A character who possesses Superior aste has a heightenedawareness when it comes to taste. For any Awareness checkbased on taste, a character with this Advantage gains a bonusof 10% per level to pass. Unlike Superior Hearing  & Supe-rior Vision, this Advantage also adds 10% per level to checksused to identify herbs, alchemical components, and poisonsif the checks are based on how the item tastes.

 Sure Fall  [25 CAP] 

Tis Advantage represents a character’s innate knowledge ofhow to fall in order to minimize damage or harm to his body.

 A character with Sure Fall only takes half of the damage in-flicted by any fall. A character with the Sure Fall Advantagestill only takes half of his armor into consideration whencalculating falling damage.

Temperature Resistance [10 CAP] 

Tis Advantage allows a character that would normally beuncomfortable, or experience ill-effects from extreme tem-peratures to have a chance to resist them. A character withemperature Resistance  has a 25% chance to resist theeffects of extreme cold or extreme heat.

Tricky I, II & III [10 CAP, 25 CAP or 50 CAP] †

 A character with the ricky  Advantage is particularly compe-tent in combat avoidance, seemingly able to dodge and duckunder every swipe. A character with this Advantage mayconsider his Evade rating at a bonus equal his ricky  level.

Unnatural Vitality  [25 CAP] 

 A character with an Unnatural Vitality  is hardy, and able to withstand more of a beating than the average warrior. Uponchoosing Unnatural Vitality  for his character, a player mayadd 5 points to his total Health pool.

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Disadvantage List

Below is the full list of available Disadvantages, organized alphabetically. Tis section truly requires no introduction since allthe information a player will need for character creation and development is listed in the individual Disadvantage entries,including CAP return.

Notes About Disadvantages

 D

One important note is that Disadvantages give back to a player’s total CAP pool, allowing him to spend the CAPelsewhere, but only up to a maximum of -100 CAP. For this reason, many players spend only -100 CAP in Disad-vantages.

 D  As a final point, it is important to note that many of the Disadvantages in Te Last Book have no mechanicalimplications. Tat is to say that many of the effects listed in certain Disadvantages are assumed to be “played out,”by the character. GMs are encouraged to be intimately familiar with their players’ Disadvantages and hold them toplaying them out.

 Addiction I, II or III [-10 CAP, -25 CAP or -50 CAP] 

Te Addiction Disadvantage implies that the character is ad-

dicted to some form of drug, usually that harms his body, hispockets, or both. Each level of  Addiction increases the po-tential of bodily or financial disadvantage for the character.Many of the effects of this Disadvantage are GM discretionand players are encouraged to discuss the details with theGM.

 Arrogant  [-10 CAP] 

 A character with the  Arrogant  Disadvantage is very full ofhimself, and speaks to others in a condescending tone. Tiselitist attitude makes social situations awkward for the char-

acter’s friends & allies.

Blindness [-100 CAP] 

Te Blindness  Disadvantage is mostly self-explanatory. Acharacter with this Disadvantage suffers extreme penaltiesto Skills (-100% to all Skills) and combat abilities (-10 toall Basic Maneuvers). Furthermore, a character afflicted byBlindness will not be favorably looked upon as a leader, andis prone to being taken advantage of.

Bloodlust  [-50 CAP]  A character with the Bloodlust  Disadvantage is prone to bethrown into a berserker rage at the sight or smell of blood.

 Any situation where blood has been spilled initiates a Will-power resistance or Determination check for a character withthis Disadvantage, and the GM is encouraged to apply pen-alties based on the potency of the blood, the savagery of thebattlefield, or the sheer amount of carnage. If the characterfails his Willpower resistance or Determination check, hecontinues to kill until he can pass it.

Bully  [-10 CAP] 

 A character with the Bully   Disadvantage has a particular

interest in demeaning those who he feels are weaker than heis. Any character who possesses this Disadvantage must passa Willpower resistance or Determination check wheneverhe meets people who he feels are weaker than him to avoidbeing insulting. GMs are encouraged to discuss the Bully’s criteria for weakness with the player.

Code of Ethics I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character who possesses the Code of Ethics Disadvantageis sworn to live by a certain set of standards that are usuallyvery strict. Te details of this Disadvantage are to be dis-

cussed with the GM for individual characters, and GMs areinvited to pay close attention to the three different levels ofrestrictiveness involved with Code of Ethics and the impli-cations thereof.

Compulsion [-25 CAP] 

 A character with the Compulsion Disadvantage possessessome sort of character flaw that they must adhere to. Notethat this Disadvantage does not represent habits, such asalways polishing a sword or popping pimples. Compulsion represents deeply rooted psychological problem such askleptomania, nymphomania, and paranoia. Also note that acharacter may take the Compulsion Disadvantage multipletimes, but no more than two Compulsions are recommend-ed.

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Coward  [-25 CAP] 

 A character with the Coward  Disadvantage is frightened bymost forms of high action and intimidation. A Coward  willmost likely never become a leader, and even has a chance torun away from combat or cower in fear. Te GM is encour-aged to incur Willpower resistances or Determination checksfor a character with Coward  in high anxiety scenarios.

Cross Eyed  [-50 CAP] 

 A character with the Cross Eyed  Disadvantage suffers the weakness of having crossed eyes and obscured vision. Acharacter with this Disadvantage suffers a 25% penalty toall checks requiring sight and to all Skills that require goodvision. Also, a character who is Cross Eyed  gains one levelof the Unattractive Disadvantage (but does not receive CAPback for it).

Deafness [-75 CAP] 

Te Deafness  Disadvantage is mostly self-explanatory. Acharacter with this Disadvantage suffers extreme penalties toSkills (-50% to all Skills) and combat abilities (-5 to all BasicManeuvers). Furthermore, a character afflicted by Deafness 

 will not be favorably looked upon as a leader, and is prone tobeing taken advantage of. Note that if a character has bothDeafness and Blindness, the penalties for both are consid-ered.

Deluded  [-25 CAP] 

 A character with the Deluded  Disadvantage firmly believes

in some non-truth or exaggeration that usually makes othersview him as a moron. Tis Disadvantage is highly variablein nature and could include many different viewpoints inthe details. Players choosing Deluded  for their character areencouraged to discuss the finer points of the Disadvantage

 with the GM.

Disfigured  [-25 CAP] 

 A character with the Disfigured   Disadvantage possessessome sort of strange physical anomaly that obscures his aes-theticism. Tis Disadvantage requires a specific disfigurationto be determined and a character with the Disadvantage suf-fers the same penalties as Unattractive I. However, in somesituations, this Disadvantage could provide a small bonus of10% to the aunt or Interrogate Skills.

Fanatical  [-50 CAP] 

 A character with the Fanatical Disadvantage has an extremedevotion to a religion, military or cause, to a point wherehe obscures the basic creed of the organization. A Fanatical character is usually violent and willing to kill anyone, includ-ing himself, if it serves the cause.

Forgetful  [-25 CAP] 

 A character with the Forgetful  Disadvantage has a poormemory and often times forgets the details of a situation,or forgets that the situation itself ever happened. A character

 with this Disadvantage suffers a penalty of 25% to Intelli-gence or Focus checks to remember things.

Forsaken [-50 CAP] 

 A character with the Forsaken Disadvantage has been seem-ingly exiled from the grace of his god. Considered the op-posite of the Divine Countenance Advantage, a Forsaken 

character may consider his Favor pool 5 points lower. Notethat the character afflicted by the Forsaken Disadvantagemust be a priest and may not possess the Divine Counte-nance Advantage.

Greedy  [-25 CAP] 

 A character with the Greedy  Disadvantage is eager to acquirenew possessions or money, and is often covetous of the pos-sessions of others. A Greedy  character will often times be thefirst to go after the party’s loot, which can sometimes causedissention among allies.

Gullible [-25 CAP] 

 A character with the Gullible Disadvantage is quick to be-lieve anything that anyone tells him, and he will often let lies,no matter how see through, affect his decisions. Detectinglies and reading people is particularly difficult for a character

 who is Gullible.

Habit  [-10 CAP] 

 A Habit  is some insignificant task that a character performs

on a regular basis. While barring deep psychological flaws,a Habit  might be something like a character’s propensity topick his nose or obsessively polish his sword. Note that acharacter may have multiple Habits, but a maximum of twoare recommended.

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Hates Authority  [-25 CAP] 

 A character with the Hates Authority  Disadvantage is oftentimes disagreeable with people who society has granted pow-er such as nobles, town guards, and the military. A character

 with this Disadvantage is likely to get into predicaments,start fights, and disobey the law.

Ham Fisted  [-25 CAP] 

 A character with the Ham Fisted  Disadvantage has large,thick hands and lacks the dexterity to perform certain tasks.

 Any character that possesses this Disadvantage may considerthe following Skills one difficulty level harder: Animal Han-dling, Fast Draw, Mend Wounds, Medicine, Jewelling, PlayInstrument, Pick Lock, Pick Pocket, Search, and Set rap.

Hemophilia [-50 CAP] 

 A character with Hemophilia  has an enormous amount oftrouble getting bleeding wounds to close. A character with

this Disadvantage also bleeds much faster than the averageperson. Any character with the Hemophilia  Disadvantagetakes double damage from bleeding and any medical Skillchecks suffer a 25% penalty to treat someone with Hemo-philia .

Honesty  [-25 CAP] 

 A character with the Honesty  Disadvantage is hard pressedto lie about anything, which gives him trouble in situations

 where an enemy may be prying him for information. Inany situation where the character is forced to lie, those with

Honesty  must pass a Willpower resistance or Determinationcheck to do so.

Hunted I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character with the Hunted   Disadvantage is unluckyenough to have wronged some organization in the past. Anycharacter that possesses this Disadvantage must be constantlyon the lookout for someone who is hunting him, or trying tocollect a bounty on his head. Players who choose Hunted  fortheir character are encouraged to discuss the fine details withthe GM. As a general rule, the CAP value of the Disadvan-tage represents the percentage chance that the organization

 will catch up with the character and engage him.

Impulsive [-25 CAP] 

 A character with the Impulsive  Disadvantage often takesaction without first considering the consequences. Tis cansometimes end in comic relief, but usually ends in sheerdisaster.

Inattentive [-25 CAP] 

 A character with the Inattentive Disadvantage has an ex-tremely short attention span, and often misses key pointsof situations. A character with Inattentive  often incurs apenalty of 25% on checks to notice goings-on.

 Jumpy  [-10 CAP] 

 A character with the  Jumpy  Disadvantage is very often sur-prised by loud noises or sudden action.  Jumpy   charactersare prone to scream if surprised, which could create a tensesituation if he or his allies are hiding. Furthermore, a Jumpy  character gains a bonus of 10% to Reaction checks in orderto wake from sleeping, however he is prone to scream andyell upon waking.

Klutz  [-25 CAP] 

 A character with the Klutz   Disadvantage has the naturalcapacity to fall over objects, trip over his own feet, and ex-

hibit poor balance and agility in general. When presented with a situation where he could trip & fall, a character withthe Klutz Disadvantage must pass a basic Agility check at apenalty of -25% or fall.

Lazy Combatant I, II or III [-10 CAP/Level] 

 A character with the Lazy Combatant  Disadvantage experi-ences the opposite effects as characters with the Opportunist

 Advantage. In combat situations, when a character with thisDisadvantage rolls to strike, a roll of 3 could mean a criticalfailure. Each level of Lazy Combatant   adds 10% to the

chance that a roll of 3 is a critical failure. For more informa-tion about critical failures in combat, see Part IV: Te Art ofCombat.

Lethargic  [-50 CAP] 

 A character with the Lethargic Disadvantage is frequentlyfatigued, feeling the weight of the world on his shoulders allthe time. Considered the opposite of the Enduring Com-batant  Advantage, a Lethargic character may consider hisFatigue 5 points lower. Note that an Enduring Combatant  may not also be Lethargic, and vice versa.

Low Pain Threshold  [-50 CAP] 

 A character with a Low Pain Treshold  is not likely to stay incombat very long after becoming wounded. A character withthis Disadvantage experiences double penalties for WoundLevels, as well as double penalties for Wound Level checksto stay active in combat (Stun, Consciousness, etc.) See PartIV: Te Art of Combat for more details on Wound Levels.

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 Masochist  [-50 CAP] 

 A character with the Masochist  Disadvantage often hurtshimself, and damages his body because it brings him psycho-logical pleasure. Considered the opposite of the Unnatural Vitality Advantage, a Masochist  may consider his Health 5points lower. Note that a character with Unnatural Vitality  may not also be a Masochist , and vice versa.

 Missing Limb [-50 CAP] 

 A character with the Missing Limb Disadvantage is, as thename implies, without either an arm or a leg. If missing anarm, a character with the Missing Limb Disadvantage doesnot have the capacity to take any action that would requirepossessing two arms. Missing a leg is similar, but incurs apenalty of -50% to all Agility checks, and Skill checks basedon Agility.

 Mute [-50 CAP] 

 A character with the Mute Disadvantage has damaged vo-cal cords, making him unable to speak. All Skills involvingspeech, such as Merchant, incur a penalty of -50%. Further-more, if a Skill is based totally on speech, such as Play Instru-ment with a Specialty of Voice, it is impossible to perform.

One Eyed  [-50 CAP] 

 A character with the One Eyed  Disadvantage lacks one of hiseyes and thus experiences a severe loss of depth perception.One Eyed  characters suffer a penalty of -2 to all combat abil-ities except for damage, double penalties for ranged attacks,

and a penalty of -25% to Awareness checks. Most One Eyed  people use an eye patch, or some other form of concealmentto cover the eye socket, but if the character chooses not to,an inherent level of the Unattractive Disadvantage is applied(without any CAP return).

Pacifist I or II [-25 CAP/Level] 

 A character with the Pacifist Disadvantage is morally obligat-ed to protect life. Te first level of Pacifist  allows a characterto take hostile and aggressive action against any enemy whohas attacked him or his allies. A character with the secondlevel of Pacifist  adheres to an extreme moral code, and willonly defend himself or his allies, but will never attack a livingcreature.

Phobia I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character with a Phobia  is absolutely terrified of somethingof the player’s choosing. Te details of this Disadvantage areleft to individual GMs to decide, including the point valueof the Phobia  based on how frightening the object of thePhobia is, and its frequency in the character’s environment.

Poor Charisma I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character with Poor Charisma  is simply a detestable crea-ture. Although many of the implications of this Disadvan-tage rely on GM discretion, it will traditionally hinder socialSkills dramatically, especially at higher levels.

Poor Eyesight  [-10 CAP] 

 A character who possesses Poor Eyesight  has a difficult timeseeing things or reading. For any Awareness check based onvision, a character with this Disadvantage incurs a penaltyof -10% to pass. Note that a character may not possess theSuperior Vision Advantage along with the Poor Eyesight  Disadvantage.

Poor Hearing  [-10 CAP] 

 A character who possesses Poor Hearing  has a difficult timehearing distant noises or other people speaking. For any

 Awareness check based on hearing, a character with this

Disadvantage incurs a penalty of -10% to pass. Note that acharacter may not possess the Superior Hearing  Advantagealong with the Poor Hearing  Disadvantage.

Poor Sense of Smell  [-10 CAP] 

 A character who possesses a Poor Sense of Smell has a dif-ficult time processing scents and odors, particularly if tryingto identify something based on how it smells. For any Aware-ness check based on smell, a character with this Disadvantageincurs a penalty of -10% to pass. Additionally, if a character

 with Poor Sense of Smell tries to identify an herb, potion,

or poison by smelling it, the same penalty applies. Note thata character may not possess the Superior Smell Advantagealong with the Poor Sense of Smell Disadvantage.

Poor Sense of Taste [-10 CAP] 

 A character who possesses a Poor Sense of aste has a dif-ficult time processing what things taste like, particularly iftrying to identify something based on how it tastes. For any

 Awareness check based on taste, a character with this Disad-vantage incurs a penalty of -10% to pass. Additionally, if acharacter with Poor Sense of aste tries to identify an herb,potion, or poison by tasting it, the same penalty applies.Note that a character may not possess the Superior aste 

 Advantage along with the Poor Sense of aste Disadvantage.

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Quirk  [-5 CAP] 

 A character with the Quirk   Disadvantage possesses someseemingly random twitch that is irritating at best. Someexamples include constantly wiggling fingers, tapping feetincessantly, or gritting teeth. Tis Disadvantage is intendedto “round out,” a character’s Disadvantages and it is thereforerecommended that Quirk  be taken only twice.

Prejudiced  [-25 CAP] 

 A character with the Prejudiced  Disadvantage has a seeth-ing hatred for a particular race, religion, or culture. Playerschoosing Prejudiced  for their characters are encouraged todiscuss the fine details of the Disadvantage with the GM.Usually, if the Prejudiced  character encounters that whichhe hates, there is a basic Willpower resistance or Determina-tion check to avoid insulting or attacking the victim.

 Sadist  [-50 CAP] 

 A character with the Sadist  Disadvantage is particularly bru-tal when it comes to defeating and killing his enemies. In or-der to satisfy a psychological desire, a Sadist  will likely maimand dismember an enemy’s body, even long after the enemyhas fallen. Tis trait is often distasteful and even frighteningto other people.

 Seizures [-50 CAP] 

 A character with the Seizures Disadvantage is prone to re-gress into an epileptic fit, especially during moments of highanxiety, or in the presence of loud noises or bright lights.

During times chosen by the GM, the character prone to Sei-zures must pass a Stamina resistance or olerance check withpenalties decided by the intensity of the situation. Becausethe victim begins to shake uncontrollably and no longer hascontrol of bodily functions, some people may mistake thiscondition for demonic possession or heresy.

 Soft Heart  [-25 CAP] 

 A character with a Soft Heart  usually falls victim to extremeemotion in high anxiety situations, and often times has trou-ble killing enemies. In order to take potentially deadly actionagainst an enemy, a character with a Soft Heart  will normallyneed to pass a Willpower resistance or Determination checkto follow through. Also, a character with this Disadvantage isprone to letting emotion take hold and crying, which usuallyinspires laughs from those without Soft Hearts.

 Stingy  [-25 CAP] 

 A Stingy  character is extremely protective of his possessions,especially money. A character with this Disadvantage is likelyto protect his money at all costs, even if it means harm ordeath will come to a friend or ally. Additionally, a Stingy  character has acute paranoia, believing that someone is al-

 ways trying to steal his money.

 Stubborn [-10 CAP] 

 A character with the Stubborn Disadvantage is hard headedand unlikely to sway from his viewpoint, even if proven un-doubtedly wrong. Stubborn characters are hard to deal within team situations as well as social environments.

 Stutter  [-25 CAP] 

 A character with the Stutter Disadvantage repeats words ex-tremely quickly when speaking, and sometimes slurs wordstogether. A character with this Disadvantage suffers a penalty

of -25% to all Skill checks that involve speech, such as Mer-chant and Play Instrument with a Specialty of Voice.

Temper I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character with the emper Disadvantage is angered eas-ily and is known to lash out as a result of becoming angry.For each level of emper a character possesses, he incurs apenalty equal to the CAP value of the Disadvantage to his

 Willpower resistance or Determination check to start a fight,or a heated argument that will likely turn into a fight.

Unattractive I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character with the Unattractive Disadvantage has a de-spicable outward appearance which affects how most peopleinteract with him. Tough the implications of the Unat-tractive Disadvantage rely on GM discretion, it normallynegatively affects the character’s social Skills, and at the thirdlevel, it would be rare for another person to even approachthe character.

Vengeful  [-25 CAP] 

 A character with the Vengeful Disadvantage possesses a par-ticular personality flaw that requires them to seek vengeanceagainst others who have done him wrong, no matter theseverity. Vengeful characters are excessive, and usually haveno time limit on how long they’ll hold a grudge. Generally,the wrong doings of others are the motivation for many ofthe character’s actions.

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Villain I, II or III [-10 CAP/Level] 

 A character with the Villain Disadvantage is known through-out the land as such. Tis Disadvantage is highly variable innature, and it is encouraged for players choosing Villain fortheir characters to intimately define what they are knownfor. For each level of the  Villain  Disadvantage, there is a25% chance that anyone the character encounters has seenhis face, or heard of his misgivings. Tis recognition may

be, of course, heavily modified by the GM depending onsurrounding area or territory.

Vow I, II or III [-10 CAP, -25 CAP or -50 CAP] 

 A character with the Vow  Disadvantage has made a promise,to himself or another, that he will fulfill some act. Undernormal circumstances, this  Vow   is the character’s primarygoal in life and he will not be able to rest easy until the Vow  is fulfilled. Players are encouraged to discuss the details ofthis Disadvantage with the GM. GMs are advised to assessthe severity of the  Vow  and suggest CAP values to players

choosing Vow for their character.

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Part III: Skills

Skills are defined as abilities acquired by training. In Te Last Book, Skills are representative of exactly that. A major part ofcharacter definition in this system is the particular collection of Skills that each player chooses for his character. In the fol-lowing section, you will see how Skills are chosen, understood and purchased. Additionally, you’ll find a comprehensive Skilllist that covers a vast array of categories & training. By the end of the section, players will be able to outfit their characters

 with a unique and meaningful skill set.

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Skill Success Chance

 All Skills in Te Last Book system are based on a percent chance of success. o determine this success chance, several piecesof information are given or chosen for each individual Skill. Te three components of the Skill success chance formula arelevel, Parent Attribute, and difficulty. Each of these components affects the chance that a character will succeed at performinga specific, skill-based task. Te following sections will define each component of the formula.

Parent Attribute

Every Skill in Te Last Book system has a listed Parent Attribute. In simple terms, this means that every Skill available tocharacters has an Attribute that controls it, and affects the success chance heavily. Each Skill’s Parent Attribute is listed withits respective Skill.

In addition to being an essential part of the success chance formula, a Skill’s Parent Attribute also represents the maximumlevel a character may obtain in that Skill. As an example, if a character with a level 10 in his Agility Attribute chose Leapas one of his Skills, he would only be able to train in it until he gained his tenth level. After this point, his Skill in Leap ismaximum until he increases his Agility.

 When choosing Skills, it can be strategically important to understand their Parent Attributes. A priest wouldn’t be wise tochoose a Skills that are mostly based on Agility, in the same way that an agile fighter would see little benefit from choosinglore & knowledge based Skills. Te Parent Attribute of a Skill is arguably its most important quality.

 Skill Difficulty 

In addition to being controlled by a particular Attribute, Skills also contain an inherentdifficulty. A Skill’s difficulty is designed to reflect how much trouble an average person

 with no training would have executing the ability. Te difficulty therefore modifies thesuccess chance as such.

Te chart to the right outlines how a Skill’s difficulty affects the character’s chance of suc-cess when using that Skill. Note that the information in the chart is listed as multipliers.Tis will be explained at the end of the section with the actual success chance formula.

DifficultyLevel 

 Multiplier 

Easy ×6

 Average ×5

Hard ×4

Very Hard ×3

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 Skill Level 

Unlike a Skill’s Parent Attribute and inherent difficulty, itslevel is chosen by the player for his character. Skill level rep-resents the amount of training and understanding the char-acter possesses in the correlating Skill. Te more a character“levels up” in a Skill, the higher his chance for success will be.

 A player uses Character Architecture Points (CAP) to pur-

chase levels in Skills. In short, to purchase a level, a playermust spend an amount of CAP equal to that level, makingthe progression simple. If a character needs his third level ina Skill, the player will spend 3 CAP to purchase it.

However, since a player that is creating a character might bebuying multiple levels in various Skills at one time, the chartbelow serves as a reference. Te table to the right lists Skilllevel, the CAP cost to purchase that level, and the CAP costif purchasing the Skill level from scratch.

Keep in mind that, in addition to several other constraints,Skills may only be advanced to the fifth level or lower duringcharacter creation.

 Skill Level CAP Cost toRaise Level 

CAP Cost toRaise from Zero

1 1 1

2 2 3

3 3 6

4 4 10

5 5 15

6 6 217 7 28

8 8 36

9 9 45

10 10 55

11 11 66

12 12 78

13 13 91

14 14 105

15 15 120

16 16 136

17 17 153

18 18 171

The Skill Success Chance Formula

Now that you understand the basic components of the success chance formula, see below for the formula itself.

 Skill Success Chance =

[Skill Level + Parent Attribute] × Skill Difficulty 

Tis is the all encompassing formula for Skill success chance. Te number found by using this formula is the threshold thata player must roll below on a D100 to successfully execute a Skill. In short terms, this is called a “Skill check.” Skills arechecked for a number of different reasons, which will be described later in this section.

Finally, there are several items which may add to a particular Skill’s success chance. For example, a priest may carry prayerbeads which add a raw 5% to his Prayer Skill checks. Instances of item-added bonuses to a Skill check are not included inthe written formula for Skill success chance because they are rare occurrences.

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Using Skills

Te process for using Skills in Te Last Book system is fairly simple, and traditionally involves only one question: did youmake it? However, as with all components of Te Last Book, the intricacies within the simplicity create a meaningful systemthat is fun to use. Te following section seeks to describe the finer details of Skills and their uses.

 Skill Check 

 As previously mentioned briefly, a Skill check refers to the act of rolling a D100 against a Skill’s success chance. If the playeris lucky enough to roll below the success chance, his character has successfully used the Skill in question. If the player rollsabove the success chance for the Skill, the Skill check is failed, and the character fails to perform the Skill.

Degrees of Difficulty & Success Margin

Tough rolling underneath the Skill success chance is the overall goal, it can go beyond. Sometimes the GM will add extrabonuses or penalties to Skill checks based on the situation. Different scenarios impart different conditions upon charactersand in this case, Skills may be affected.

Te GM may sometimes ask for a success margin. Tis number is defined as how far below the Skill success chance the char-acter succeeded. For example, if Patrick’s character, Aidan, has a Leap success chance of 75%, and he rolls a 25% on a D100,

his margin of success is 50%. A GM may need to know margins of success for a few different reasons, such as environmentalpenalties, situational factors, and even a resistance penalty based off of the character’s enemy’s success margin.

 Skill Specialty 

 Among other avenues through which success margin can be improved, a player may choose Specialties for his character incertain areas of Skills. Tough the Skill List only lists examples, Skill Specialty functions on a very basic mechanic. Troughthis method, fun, new, and creative additions to Skills may be discussed between the player and individual GMs.

 When a player advances his character’s Skills to the fifth level, he is able to choose a Specialty for each. For example, if a char-acter possesses both a fifth level in the Cooking Skill, as well as a fifth level in the Fish Skill, he may then choose a Specialtyfor each. A Specialty is defined as a particular area within the field that the Skill represents that the character is particularly

intuitive about. Using the same example from above, the character may choose Desserts as a Specialty in the Cooking Skill,and Netting as a Specialty in the Fish Skill.

But what does Skill Specialty accomplish? In simple terms, the character performs the Parent Skill at a more advanced level when presented with situations related to their Specialty. In this scenario, the character may check his Skill as if it was twolevels higher than it actually is. Once again using the same example from above, if the character is using the Fish Skill tocatch a large school from a nearby river, and he happens to have a net, he will calculate his Fish Skill as if it was seventh levelinstead of fifth level (which is what it is presently advanced to).

Characters may be experts in multiple areas of Skills. A player may choose multiple Specialties for his character’s Skills bychoosing one per five levels advanced into the Skill.

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 A Success Margin Reference

Below is a table intended to give playersand the GM a general reference for theactual meaning of different margins ofsuccess. In reality, the way the successmargins are interpreted is mostly GM

discretion, unless a hard effect exists inthe literature of the Skill. Tis is the samerule for extra penalties applied to Skillsfor situational difficulty.

 Skill Success Margin Meaning 

Critical Failure(100%)

Te character has totally botched the use of his Skill.Te effects are usually painful, miserable, or embarrass-ing.

Standard Failure(Check exceeds Skill success)

Te character does not perform the Skill, but not forlack of trying. Under scrutiny, it perhaps seems to be abrief lapse of understanding.

Standard Success(Success margin of 1%–0%)

Te character performs his Skill in an average way.He accomplishes only what the situation calls for andnothing more.

Satisfactory Success(Success margin of 11%–25%)

Te character’s performance overcomes a particulardifficult situation, or shows a distinct proficiency inusing his Skill.

Exceptional Success(Success margin of 26%–50%)

Te character uses his Skill proficiently, and the displayis impressive. He could perform this Skill in distinctlyharsh conditions if need be.

Expert Success(Success margin of 51%–100%)

Te character exhibits a veritable expertise in perform-ing the Skill, and the display is awe-inspiring. Observers

are sure he will never fail.

Critical Success(1%, 2%, or 3% normally)

In a brief moment of luck, exceptional aptitude, orboth, the character performs the Skill in the best possi-ble way it can be performed. His ability is undeniable.

Other Notes about Skills

 D  A critical success on a Skill check is 1%, 2%, and 3% for Skills that have a success chance equal to or lower than100%. For Skills that have a success chance higher than 100%, a roll of 4% is also a critical success. Te criticalsuccess chance increases by 1% per 100% success chance increase thereafter. A critical success on a Skill not onlymeans that the character performs the Skill with exceptional aptitude (GM discretion), but the character may alsoadd 1 CAP towards advancing that Skill to the next level.

 D  A critical failure on a Skill check is 100%, regardless of the total Skill success chance. A critical failure implies thatthe character has totally botched the Skill he intended to use (GM discretion), however, the character gains 1 CAP

toward advancing that Skill to the next level (he now understands “what not to do.”) Tis CAP gain for criticalfailure only applies to the first instance of that particular character critically failing to use that particular Skill. Anyfuture critical failures on that same Skill only initiate the detrimental effect.

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ACTION SKILLS

 Act  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Performance, Lying, Feign Death

Te Act  Skill represents the ability of a character to tell a story by way of playing a character written into a play or manuscript. TisSkill covers many areas of the acting field, including acting as a formof espionage.

Climb [AG – A] 

Parent: Agility Difficulty: Average [×5]Example Specialties: Rock, Ice, Walls

Te Climb Skill allows a character to climb most anything: the sidesof buildings, rock faces, trees, etc. Certain items such as climbingboots, harnesses, rope, and spikes can increase a character’s chance toclimb a tough surface. Te GM will sometimes apply penalties to theClimb Skill based on the grade of the climb, or other environmentalfactors.

Dance [AG – A] 

Parent: Agility Difficulty: Average [×5]Example Specialties: Belly Dancing, Fire Dancing, War Dance

Te Dance Skill represents the rhythmic movement of the body,usually to music, for performance purposes. Tis Skill covers a widerange of knowledge and technique.

Decipher  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Spoken Code, Cryptology, Mechanical raps

Te Decipher Skill represents the ability to decode anything writtenin a man-made coded language. Tis Skill is useful for reading secretmessages and figuring out puzzle traps. Note that the corollary to

this Skill is the ability to encode messages, and a character mayconcentrate in either or both.

Skill List

Below is the full list of available Skills, organized categorically between Action Skills and Knowledge Skills.

Determination [WL – A] 

Parent: Willpower Difficulty: Average [×5]Example Specialties: Fear, Suggestion, Pain

Tis Skill is representative of a character’s ability to deny mentalurges and ignore mental suffering. With this Skill, a charactermay deny the urge to run away when afraid or stamp out thepsychological effects of pain. In many situations, checkingDetermination can replace a basic Willpower check (consult withGM).

Disguise [IQ – A] 

Parent: Intelligence Difficulty: Average [×5]Example Specialties: Makeup, Costume, oning 

Description: Te Disguise Skill represents the ability to makeoneself up using make up or clothing in order to impersonateanother or hide identity. A character with this Skill may also imitateup to one level of the Attractive Advantage, or one level of theUnattractive Disadvantage.

Fast Draw  [AG – A] 

Parent: Agility Difficulty: Average [×5]

Example Specialties: Sword, Dagger, Potion

Te Fast Draw  Skill represents the ability to draw a melee weapon,thrown weapon, or ammunition for a ranged weapon in the blink ofan eye. Fast Draw , if checked successfully, changes the drawing of a weapon from a Major Action to a Free Action.

Fast Talk  [IQ – A] 

Parent: Intelligence Difficulty: Average [×5]Example Specialties: Haggling, Gather Intelligence, Manipulation

Te Fast alk  Skill represents the ability to speak with a particular

quickness & wit, leaving no room for interruption or argument. TisSkill is useful when dealing with merchants to get lower prices, or when manipulating someone into giving up information.

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Fish [AW – E] 

Parent: Awareness Difficulty: Easy [×6]Example Specialties: Net, Spear, Pole

Tis Skill represents the ability to capture fish from a naturalenvironment with a medium (such as a pole or a spear) for sport orfood.

Focus [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Recalling, Concentration, Problem-Solving 

Te Focus Skill represents the ability to concentrate, devotingfull attention to the event at hand, or remembering a particularinstance. In many situations, checking this Skill can replace a basicIntelligence check (consult with GM).

Forge [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Signatures, Counterfeit Coin, Legal Documents

Forge gives a character the ability to counterfeit documents, imitatesignatures & seals, and in some cases create false money.

Free Run [AG – H] 

Parent: Agility Difficulty: Hard [×4]Example Specialties: Natural errain, Urban errain, Combat

Te Free Run Skill represents the ability to leap and bound overobstacles, usually in an urban environment, though the Skill covers

natural environments as well. Note that in order to take this Skill,the character must already have the Leap Skill advanced at least onelevel higher than Free Run.

Gamble [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Cards, Dice, Facial Ambiguity 

Te Gamble Skill represents a character’s ability to exploit chancegames such as dice and cards. A character with this Skill knows whenand how much to bet, and is able to keep a straight face when he’sabout to win a game, where others might not be able.

Interrogate [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Mental Manipulation, orture

Te Interrogate Skill represents the ability to question an enemyand pry him for information. Te skilled character is the master oftechnique, information gathering, and torture as a method to extractinformation from a captive.

Leap [AG – H] 

Parent: Agility Difficulty: Hard [×4]Example Specialties: Natural Obstacles, Urban Obstacles, Combat

Te Leap Skill represents the ability to perform acrobatic movementsat a moment’s notice. Leap can be used to provide a bonus to anEvade (bonus of 2) in combat. Additionally, a character may use theLeap Skill in most situations that require a basic Agility  check tokeep balance, avoid falling, or jump over an object.

Lift  [ST – H] 

Parent: Strength Difficulty: Hard [×4]Example Specialties: Push, Pull, Carry 

Te Lift Skill is representative of a characters honed ability & formin lifting heavy objects. A character may use the Lift  Skill in mostsituations that require a basic Strength check, such as to pushthrough a locked door, or lift a large stone that has fallen on an ally.

 Mend Wounds [IQ – E] 

Parent: Intelligence Difficulty: Easy [×6]

Example Specialties: Stop Bleeding, Set Bone, Clean Wound

Te Mend Wounds Skill allows a character to perform basic triageon himself or another. Te primary purpose of Mend Wounds is tostop bleeding effects. A maximum of 1 Health worth of healing maybe done through the use of a Mend Wounds check, thereby stoppingbleeding. Also note that most GMs will require bandages or someother medical item in order to use the Mend Wounds Skill.

Perform Reconnaissance [AW – H] 

Parent: Awareness Difficulty:  Average [×5]Example Specialties: Scouting, Lip Reading, Stalking 

Te Perform Reconnaissance Skill lets the character analyze andobserve an active situation involving enemy troop activity, terrain, orother environmental occurrences. Additionally, a character may usethe Perform Reconnaissance Skill in most situations that require abasic Awareness check to notice events with his senses.

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Pick Lock  [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Padlock, Warded Lock, Lever Lock 

Pick Lock  allows a character to possess and utilize advancedknowledge of various types of locks to successfully pick and disablesuch devices. Certain locks of superior quality and design may haveincreasing penalties.

Pick Pocket  [AG – H] 

Parent: Agility Difficulty: Hard [×4]Example Specialties: Coin, Weapon, Jewelry 

Pick Pocket  allows the character to relieve another person of achosen belonging without his target noticing. o pull off thisdastardly act, the scoundrel is in direct competition of his PickPocket  success margin versus his victim’s Awareness success margin.

Play Instrument  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Lute, Fife, Voice

Tis Skill represents the complete mastery over an instrument, andthe ability to use an instrument to produce pleasant music. Any Skillassociated with playing the instrument, and making music with it, iscovered under this Skill.

Refresh [SM – H] 

Parent: Stamina Difficulty: Hard [×4]Example Specialties: Breath Control, Stretching 

Tis Skill represents the ability to rest one’s body completely, whichallows a character to recover Fatigue faster. A successful check of thisSkill allows a character to recover expended Fatigue at a rate of 1 per5 minutes instead of 1 per 10 minutes. If necessary, the characterusing Refresh must recheck every hour.

Ride [AG – A] 

Parent: Agility Difficulty:  Average [×5]Example Specialties: Maneuvering, Calm Animal, Control Speed

Te Ride Skill represents maneuvering a mounted animal in

advanced ways. Anyone is able to “mount,” an animal without thisSkill, but would not be able to turn sharply, speed up, or control theanimal if it’s spooked.

 Scribe [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Fiction, Non-Fiction, Clerical

Te Scribe Skill represents the use of language through a textualmedium to create a collection meant to inform or entertain those who are able to read. Tis Skill is most commonly used by charactersto write texts that will allow other characters to learn a Skill, whichrequires both the Scribe Skill, and the Skill for which they want to

 write about.

 Search [AW – A] 

Parent: Awareness Difficulty:  Average [×5]Example Specialties: Find raps, Locate Secrets, Notice

Te Search Skill allows a character to inspect an area with greatprudence, and discover the secrets hidden within. As a general rule,a Search check allows the character five minutes of searching a smallarea (GM discretion).

 Set Trap [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Set rap, Disarm rap, Mechanical

Te Set rap Skill allows a character to set various types of traps inlogical areas. Additionally, this Skill also allows a character to disablea trap if it was found with a Search check. Te GM will usuallyapply certain difficulty ratings to different traps that will require ahigher success margin to disarm.

 Sneak  [AG – A] 

Parent: Agility Difficulty:  Average [×5]Example Specialties: Quiet Movement, Concealed Movement,Hiding 

Te Sneak  Skill allows a character to conceal himself within theenvironment and move quietly to sneak up on an unsuspectingvictim. Tis Skill is usually used to attack someone while at adistinct advantage, and is often used in conjunction with AdvancedManeuvers. Te success margin of Sneak  is generally the penalty tothe victim’s Awareness check to notice the character’s presence.

 Swim [SM – E] 

Parent: Stamina Difficulty: Easy [×6]Example Specialties: Speed, Distance, Rough Waters

Te Swim Skill allows a character to swim long distances withrelative ease, as well as perform feats in and under the water. Acharacter is not required to possess this Skill to swim (it is assumedthat everyone can at least perform basic swimming technique), butany advanced swimming will require a Swim check.

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Taunt  [WL – A] 

Parent: Willpower Difficulty:  Average [×5]Example Specialties: Goad, Intimidate, Incense

Te aunt  Skill allows a character to determine another’s personalityand manipulate him verbally into being incensed, insulted, orintimidated. Advantages such as Charisma  assist this Skill, and inmost situations, the success margin of this Skill is the victim’s penaltyto Willpower or Determination to resist its effects (which are

mostly GM discretion).

Tolerance [SM – A] 

Parent: Stamina Difficulty:  Average [×5]Example Specialties: Foul Odors, Resist Vomiting, Hash olerance

Tis Skill is representative of a character’s ability to resist physicalafflictions and urges, such as nausea due to odor, or the urge tovomit. In many situations, checking this Skill can replace a basicStamina check (consult with GM). Tis Skill also represents acharacter’s tolerance to those fun poisons such as alcohol and hash.

Track  [AW – A] 

Parent: Awareness Difficulty:  Average [×5]Example Specialties: Desert, Jungle, Game

Te rack  Skill allows a character to notice and pick up on the trailof another person or animal based on their footprints, droppings, orother signs that have been left behind. Te GM will sometimes applypenalties based on the age of the prints, or how well the person oranimal has covered the tracks.

Weave Tale [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Storytelling, Performance, Embellishment

Te Weave ale Skill is representative of a character’s ability to tella story or perform. Te more a character has advanced this Skilldetermines how well he can engage an audience, or how well he isable to recant the details of a story (and sometimes embellish themfor unscrupulous purposes!)

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KNOWLEDGE SKILLS

Carpentry  [IQ – E] 

Parent: Intelligence Difficulty: Easy [×6]Example Specialties: Architecture, Sculpture, Oak 

Te Carpentry  Skill is representative of the ability to use timber to

craft buildings, furniture, and other objects. Carpentry  also coversthe knowledge of basic architecture.

Cartography  [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]

Te Cartography  Skill represents the ability to plan and drawmaps. It covers the ability to draw city maps, terrain maps, andtopographical maps.

Cooking  [IQ – E] 

Parent: Intelligence Difficulty: Easy [×6]Example Specialties: Boiling, Making-Do, Pork 

Te Cooking  Skill represents the ability to prepare food usingheat to create tasty meals & treats. Cooking  also represents theknowledge of taste, such as which spices go best with certain meats.

Engineering  [IQ – VH] 

Parent: Intelligence Difficulty: Very Hard [×3]Example Specialties: War Machines, Civil Structures, City Planning 

In so many words, Engineering  is the discipline, art and professionof acquiring and applying scientific, mathematical, economic, social,and practical knowledge to design and build structures, machines,devices, systems, materials and processes that safely realize solutionsto particular needs.

Farming  [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Potatoes, Irrigation, Harvest

Te Farming  Skill represents the knowledge required to raise animals

and grow crops for subsistence or large scale sale purposes. Tis Skillcovers a wide range of knowledge such as animal husbandry and croprotation.

 Animal Handling  [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Husbandry, raining, Cattle

 Animal Handling  represents the comprehensive ability to care for an

animal from either birth or capture, all the way until natural death,euthanasia, or release into the wild. Tis Skill covers feeding, generalcare, and general training (not riding).

 Area Knowledge [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Districts, Noble Houses, Streets

 Area Knowledge is the comprehensive understanding of a certainarea. Characters may choose this Skill multiple times for multipleareas. Area Knowledge ranges from geography of the area, to thesocial customs and culture.

 Artistry  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Still-Life, Portraits, Abstract

Te Artistry  Skill represents a character’s ability to create works ofvisual art. Tis Skill covers sketching, drawing, and painting. Allother forms of art (entertainment, performance, writing, etc) arecovered by other Skills.

 Astronomy  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Navigation, Astrometry, Cosmology 

Te Astronomy  Skill represents a character’s knowledge of the stars,their positions, and how to interpret them. Astronomy  is useful ina number of ways including navigation, direction sense, and evenastrology.

Blacksmithing  [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]

Example Specialties: Shields, Iron, Folding Steel

Te Blacksmithing  Skill is representative of the ability to heat andshape metal, such as steel and iron, into weapons, armor, and otheruseful objects such as gates, fences, fire-pokers, etc. Blacksmithing  also covers the knowledge of metals.

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 Merchant  [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Currency, Haggling, Black Market

Description: Te Merchant  Skill represents the understandingof the value of goods, the ebb and flow of certain markets and theability to haggle and get the best deal available.

 Mining  [ST – A] 

Parent: Strength Difficulty:  Average [×5]Example Specialties: Veins, Mine Integrity, Copper

Description: Mining  is representative of a character’s ability andknowledge to successfully harvest minerals and ores from the earth.It also lets a character analyze or maintain the structural integrity ofmines.

Politics [IQ – A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: VIPs, Conspiracies, Social Maneuvers

Te Politics Skill represents a character’s knowledge of currentgoings-on of a region, fiefdom, or nation. It also representsthe ability to diplomatically deal with people based on theircharacteristics and desires.

Research [IQ –A] 

Parent: Intelligence Difficulty:  Average [×5]Example Specialties: Bookwork, Interpretation, Compilation

Te Research Skill represents the ability to learn about subjects indepth by reading books, studying ancient texts, and decipheringother forms of media. With proper supplement, a character can learnalmost any Knowledge Skill by way of Research.

 Seamanship [IQ – E] 

Parent: Intelligence Difficulty: Easy [×6]Example Specialties: Sail Rigging, Galleons, Cannons

Te Seamanship Skill covers a vast skill set, from simply sailing a seavessel, to smuggling goods and maintaining a crew. A character withthis Skill is nothing less than a master ship handler.

 Social Grace [IQ – E] 

Parent: Intelligence Difficulty: Easy [×6]Example Specialties: Hierarchy, Banquet Etiquette, Soiree

Te Social Grace Skill is representative of a character’s knowledgeof different customs of society. He is able to exhibit good mannersamong high society, as well as respect in the presence of the military.

 Strategy  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Deployment, Ambush, Counter actics

Te Strategy  Skill represents a character’s tactical knowledge ofbattles and the planning thereof. Strategy  is useful for discoveringadvantages in large scale battles, and even gaining advantages insmall battles (GM discretion).

 Survival  [AW – A] 

Parent: Awareness Difficulty:  Average [×5]Example Specialties: undra, Hunting, Foraging 

Te Survival Skill is representative of a character’s ability to preparefor and endure harsh environmental conditions by understandingthe basics of climate, naturalism, and triage. Some Advantages, suchas emperature Resistance assist this Skill.

Tailoring  [AG – E] 

Parent: Agility Difficulty: Easy [×6]Example Specialties: Wool, Patterns, Dyes

Tis Skill is representative of a character’s ability to cut & shape clothto create basic clothes, cloth armor, blankets, and other useful items. Additionally, this Skill represents the knowledge of different types ofcloth and their many uses.

Theology  [IQ – H] 

Parent: Intelligence Difficulty: Hard [×4]Example Specialties: Myth, Ritual, Dogma 

Te Teology  Skill represents a vast understanding of religion, religioustheory, and religious ceremony. Tough the Skill grants a charactergeneral knowledge, the GM will often encourage concentrations of this

Skill to be the Teology  of certain religious sects or pantheons.

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Combat Application

Some Skills in Te Last Book system have practical use beyond the standard pass or fail mechanic, specifically in instancesof combat or similar high action. Te following section denotes which Skills can be used to influence particular actions andthe effects of a passed or failed check.

 Act 

Te Act  Skill may be used in situations where the charactermay need to fake his death on the battlefield. If the characterhas fallen, is conscious, and too weak to continue fighting, hemay attempt an Act  check versus his opponent’s IQ or Focus.If he is successful, the character’s opponent will believe thathe’s killed the character and will likely seek out other targets,unless the opponent is Sadistic or just plain rude.

Dance

Te Dance Skill may be checked after an instance of Reac-tion due to a Rear Attack (see Part IV: Te Art of Combat).

If passed, the character may freely face his enemy head-on,negating the Flank penalty to his defense. Tis check mayonly be applied once per round. If the Dance check is failed,the character may not face (even through the normal Reac-tion mechanic) for the remainder of the round.

Focus

Upon firing an aimed ranged weapon, a character may checkthe Focus Skill to gain a bonus of 2 to his strike. Tis bonusis only available to a character who has already aimed the

 weapon and gained its accuracy bonus. A failed Focus check

in this scenario incurs a penalty of -2 to the character’s strike.

Lift 

 A character may check the Lift  Skill when performing an Advanced Maneuver that includes a knockback effect in anattempt to knock his victim back an extra space. Note that inorder for this use of Lift to be successful, the damage inflict-ed from the Advanced Maneuver must be enough to knockthe victim back at least one space. If the Lift  check is failed,the character stumbles and becomes Inhibited (Knees).

Pick Pocket 

Te Pick Pocket  Skill may be used by a character to makean attempt to steal an unequipped weapon from his enemy.Upon using any Basic Maneuver or Advanced Maneuver atclose range (cannot be attempted with a Trow or Shoot,or any Advanced Maneuver parented by such) the charactermay check Pick Pocket  and strike at a penalty of -5. If boththe Pick Pocket and the strike are successful, the charactersteals his enemy’s weapon. If the Pick Pocket check is un-successful however, the character still suffers a penalty of -5to his strike. If the strike is unsuccessful, nothing happens.

Refresh

 Aside from its use for rest, the Refresh Skill may be usedamidst high action. A character may spend one Major Actionand check the Refresh Skill. If successful, he adds one to hisFatigue. If the check is failed, nothing happens. Te Refreshcheck may only be attempted in this way once per round.

Ride

Te Ride Skill may be used to mount an animal at a moment’snotice. A successful Ride check may be used to mount ananimal as a Free Action. If this check is failed, the characterbotches his attempt and is considered Prone (Ground).

 Strategy 

Upon deciding Initiative order before combat, a charactermay check his Strategy  Skill. If he passes, his entire groupgains a bonus of one to Initiative. If he fails, the group suffersa penalty of one to Initiative.

Taunt 

Te aunt   Skill may be attempted in conjunction with ataunt-style Advanced Maneuver to impart a penalty of -10%

to an enemy’s Determination check to resist the provokingeffects of the Advanced Maneuver. However, if the aunt  check is failed, the enemy gains a bonus of 10% to his Deter-mination to resist these effects.

Theology 

Te Teology   Skill may be used to aid in the defenseagainst a resistance based Prayer. Upon becoming victim toa Prayer that requires a Stamina or Willpower resistance (orolerance or Determination check), a character may checkhis Teology Skill to gain a bonus of +10% to resist theeffects of the Prayer. Note that the Teology  Skill must berelevant to the deity that the assailing priest worships. If thisTeology  check is failed, the character suffers a penalty of-10% to resist the effects of the Prayer.

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Part IV: The Art of Combat

In any role playing system, the combat mechanic is an essential component because it gives the players of the game meansto resolve conflict. Tough sometimes complex, combat is usually resolved by determining one simple outcome: who won?Te Last Book system, through a series of fun & competitive rules, seeks to answer that question fairly, and provide anaction-packed, fun combat experience for all involved. Te following section will provide means of combat-wise character

progression, a general explanation of the combat mechanics, lists of abilities that influence combat, and detailed examplesthat will hopefully help players along the way!

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The Flow of Combat

o begin explaining the bulk of the combat mechanic, you must have an idea of how combat flows in real time and in gametime. Te Last Book’s combat system is meant to be fast-paced and every moment is intended to be meaningful as far asdecisions and actions are concerned. o this end, there are several events that will be explained in the following sections.

The Combat Round 

o begin to understand the flow of combat, the combat round must be taken into consideration. Te combat round is the allencompassing event that includes every player’s turn in order. A combat round is a total of five seconds long in game time,though this may be a hundred fold longer in real time.

Let’s say, for example, that there are three players (Adrian, Sean, and Bill) and a GM participating in combat. When theround begins, the GM will take his turn. He moves and attacks. Adrian then takes a turn, where he runs away and drinks apotion. Sean takes a turn and uses all of his actions to run. Bill steps, attacks, and executes a defensive Advanced Maneuver.Now the round is over, and has taken fifteen minutes in real time, time enough for everyone to call their actions, roll dice,and calculate Health, Fatigue, etc. However, keep in mind that all of this happened in only five seconds in the game world.

It is also important to keep in mind that a combat round may refer to the general round, which encompasses everyone’s turn,or a specific player’s turn only. In this vein, both situations refer to the same five seconds, but the general round is objectiveand the player’s round is subjective to the player. Tis is mostly theory, and largely irrelevant to the flow of combat, buthelpful to understand anyway. In summary, each player’s turn is five seconds, but they are taking place simultaneously withinthe same objective five seconds.

 Active & Passive Phases

 Within the combat round, there occurs two separate but simultaneous “phases.” Te active phase is that in which the char-acter will be attacking, moving, and taking other actions. Te passive phase could just as easily be called the “reactive phase.”Tis is the part of the combat round where the character is reacting to the active phases of others, be it other characters orthe GM. In this phase, the character will defend, take damage, or resist the effects of others’ abilities.

Te active phase is, to put it quite simply, the player’s turn. Within a player’s active phase, he may make two Major Actionsand one Minor Action for his character, which will be explained shortly. Te active phase is the bulk of a player’s turn. Duringthis time, he will attack, move, drink a potion, shoot a bow, or assume a defensive stance in preparation for his passive phase.

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 Major & Minor Actions

During a player’s active phase, he is allowed two Major Actions and one Minor Action. Also, any action that is classified as“free,” he may do limitlessly.

 A player has several options to consider for his character’s Major Actions. Te list below outlines several examples.

 D Move: Te character may move a number of spaces equal to his Speed if a Major Action is expended to do so. D  Aim: A ranged weapon may be aimed to avoid a Snapshot Penalty of -4 to the character’s Shoot Maneuver if a Major

 Action is expended to do so. Another Major Action spent aiming affords the character a bonus equal to the weapon’s Accuracy to his Shoot Maneuver. Note that with the Advanced Combat Proficiency relevant to ranged weapons,there is no Snapshot Penalty.

 D  Attack: Whether in the form of using a Basic Maneuver, or an Advanced Maneuver, attacking is considered a Major Action. Note that some Advanced Maneuvers will include two, and sometimes even three separate attacks, but theuse of the Maneuver is what consumes the Major Action.

 D Ready: Te act of readying something (unsheathing a weapon, uncorking a potion, pulling an arrow from thequiver, etc.) is considered a Major Action.

 D Pray: Praying in order to win the assistance of the divine usually requires some speech & hand gestures. A charactermay expend a Major Action to fully or partially invoke a Prayer.

Minor Actions refer to actions that are not as meaningful as Major Actions, but still take too much time to be considered“free.” Te list below outlines several examples of Minor Actions.

 D Drop: Te character may expend his Minor Action to drop something he is holding. D alk: Te character may spend a moment in mid-combat to deliver vital information or bark a command to his

allies. Players are encouraged to keep combat talking short & sweet, keeping in mind that each round is only fiveseconds long.

 D Drink: Te character may expend a Minor Action drinking a potion that he has ready. D Step: Te character may expend a Minor Action stepping to an adjacent space on the playfield. Note that this is only

an option if the character hasn’t used any of his Major Actions to move. D Release Projectile: If the character has a ranged weapon ready, and aimed to the player’s satisfaction, he may expend

a Minor Action releasing the shot.

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The Anatomy of Waiting

In Te Last Book, the mechanism for deciding the order in which characters take turns is Initiative. However, the intentionis that Initiative is more of a guideline than a law. In order to represent this, a character may use a “Wait,” in several different

 ways. Waiting allows a character to exploit the Initiative based turn order in a variety of ways. Te following section definesa Wait and how it is used in Te Last Book.

The Full Turn Wait 

 Any character whose turn does not fall last in the Initiative turn order may choose to perform a Full urn Wait . Tisessentially means that the character opts to take his entire turn at another time during the round. In order to commit to this,the character may not have taken any action whatsoever and must call a Full urn Wait  at the very beginning of his turn. Ifthe character satisfies these conditions, he may take his turn at another time. Te process to ensure that he does this is listedfurther.

The Partial Turn Wait 

 Alternatively, a character may choose to break his turn apart, but may only do so if any of the following conditions are met.

 D Te character has only used one Major Action for movement.

 D

Te character has only used his Minor Action to take a step. D Te character has only used his Minor Action to drink a potion, elixir, or other alchemical concoction. D Te character has only used one Major Action to ready a weapon.

In essence, if a character has performed an attack, whether by using a Basic Maneuver or an Advanced Maneuver, he hasforfeited his opportunity to call a Partial urn Wait . Tis mechanic is meant to be used primarily for positioning, but canbe useful to set up group attacks, or analyze the actions of the enemy. If the character satisfies these conditions, he may takea portion of his turn at another time. Te process to ensure that he does this is listed further.

The Simple Interrupt 

Once a character has successfully waited, he now possesses a few options. Te first and most straightforward option is a

Simple Interrupt . A Simple Interrupt  is when the character inserts his full turn, or partial turn (see above) before anothercharacter’s entire turn takes place. He does this by calling the Simple Interrupt  before the target character takes his turn,and then contesting his Initiative. In this example, the contest in unmodified and the two characters simply check Initiativeto see who goes first.

However, in some cases, it can be strategic for an ally of the character performing a Simple Interrupt  to simply allow him tointerrupt the turn. In this case, the character’s ally can forgo the Initiative contest and let the character take his full or partialturn first.

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The Complex Interrupt 

In tandem with the difference between the Full urn Wait  and the Partial urn Wait , a Complex Interrupt  is the meansfor a character to insert his turn after some actions have already been taken by another character. Tis is significantly moredifficult for the character to do, granting the character he is interrupting a bonus of 2 to the Initiative contest.

It is important to note that a Complex Interrupt  may not interrupt an action, but may only take place amidst anothercharacter’s turn, between actions. For example, if a character is executing Fire Burns, a multiple attack Advanced Sword Ma-neuver, a Complex Interrupt may not happen between attacks. However, after the culmination of the Advanced Maneuver,

a character may try a Complex Interrupt  in order to take action before the active character finishes his turn.

Finally, some abilities in Te Last Book are hard set to require two Major Actions, such as Prayers and Shouts. A ComplexInterrupt may in fact allow a character to take his full or partial turn in between the two actions required by these abilities.However, the character performing these abilities gains an additional  bonus of 2 in the Initiative contest, for a total bonusof 4.

Failing a Contest of Initiative

 When attempting a Simple Interrupt  or Complex Interrupt , a character must perform a contest of Initiative with thecharacter he is attempting to interrupt. If he wins the contest, he successfully interrupts and takes his full or partial turn.

 Alternatively, if he fails, he is given a choice. He may decide to take his full or partial turn after the turn of the character who he failed against, or he may attempt again to perform a Simple Interrupt  or Complex Interrupt  later in the round.However, if he makes the attempt again, he incurs a cumulative penalty of -2 for each future attempt.

The End of the Initiative Order 

 At the culmination of a round, at the end of the Initiative based turn order, there may be a few instances of characters whohave repeatedly failed in interrupt another character, or have simply not acted upon their Full urn Wait  or Partial urn Wait . Tese characters may still take their turns, but a new Initiative order is enacted between them (if necessary) and no waits or interrupts may be performed at the “end of the Initiative” based turn order. In some cases, only characters who areallies with each other will be left at the end, and a new Initiative order does not need to be determined, as they may justdecide amongst themselves what the turn order will be.

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The Combat Formula

Te Last Book’s combat system, though filled with exciting intricacies, is intended to be simple at its core, encouragingthrilling gameplay and easily understood execution. In order to achieve this, combat is based entirely off of one formula thatis used with dice rolls. Tis section explains the combat formula in detail and its application in a combat scenario.

Basic Maneuvers

o understand where each part of the combat formula is derived, one must first understand Basic Maneuvers. Basic Maneu-vers are essentially anything a person could do with any weapon, including his bare hands. Basic Maneuvers are an entity allby themselves, but are treated the same way Skills are treated. Tat is to say that they are purchased with CAP using the SkillCost Chart, and advanced as such. Te only real difference is the way they are calculated; the success of Basic Maneuversis based off of an opponent’s chance to overcome a character’s abilities. Terefore, there is no “success chance,” for a BasicManeuver, per se.

 With this in mind, one must also consider the basics of Te Last Book system. Like Skills, each Basic Maneuver has a“Parent Attribute,” that controls it, similar to the way an Advanced Maneuver will have a Parent Basic Maneuver. Tis is alsoimportant to understand the combat formula.

Basic Maneuvers also mimic Skills for the purposes of character creation in that none may be advanced past the fifth level, without special Advantages such as Godsend.

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Compiled List of Basic Maneuvers

Following is a list of Basic Maneuvers that are available toa character. Note that like everything else, a maximum offive levels are available to the player at character creation,unless specific Advantages, or the GM, suggest otherwise.Te Basic Maneuvers are listed with their Parent Attributebelow.

Included with each Basic Maneuver’s description is alisting of specific bonuses and penalties that it may incur.Te various bonuses and penalties are found throughoutthe core rules, but below is a compiled list for referencepurposes.

 Swing  [ST] 

Description: o execute a Swing, the character’s swipes a weapon in anarc toward his victim. Tis Maneuver requires a weapon with a strikingsurface along the length; whether it is a blade similar to a sword, axe, or ablunt stick similar to a quarterstaff, this Maneuver uses the leverage fromthe length of the weapon to its full advantage. A Swing is parented by acharacter’s Strength.

Bonus: Advanced Maneuvers may provide a bonus to Swing Rating. Seedescriptions for specific Maneuvers for details.

Penalty: Advanced Maneuvers may incur a penalty to Swing Rating. Seedescriptions for specific Maneuvers for details.

Thrust  [AG] 

Description: o Trust, a character plunges a weapon outward,intending to bury it in his victim. Tis requires a striking surface on theend of the weapon. A Trust attack deals less damage, statistically, butencourages more bleeding. Tis is a result of the Maneuver’s smaller,quicker range of motion. A Trust is parented by a character’s Agility.

Bonus: Advanced Maneuvers may provide a bonus to Trust Rating.

See descriptions for specific Maneuvers for details.

Penalty: Advanced Maneuvers may incur a penalty to Trust Rating.See descriptions for specific Maneuvers for details.

Throw  [ST/AG] 

Description: A Trow is the act of hurling a weapon at a victim. TisManeuver is used for ranged weapons that use brute muscle power astheir velocity. A Trow may be parented by a character’s Strength or Agility, but the player must choose a preference for his character atcreation, and cannot change it without training.

Bonus: Advanced Maneuvers may provide a bonus to Trow Rating.See descriptions for specific Maneuvers for details.

Penalty: Advanced Maneuvers may incur a penalty to Trow Rating.See descriptions for specific Maneuvers for details.Penalty: Trow attacks incur natural penalties for being at a distance. Acharacter using the Trow Maneuver must apply incremental penaltiesbased off of his Parent Attribute. Within S yards or AG yards, thereis no penalty to Trow, but a penalty of -2 is applied cumulatively foreach increment of S/2 or AG/2 thereafter.

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 Shoot  [AW] 

Description: Te Shoot Maneuver is the act of shooting a projectile with the assistance of a projecting device. Common devices are bows,crossbows, or slings. Te Shoot Maneuver is parented by a character’s Awareness.

Bonus: Advanced Maneuvers may provide a bonus to Shoot Rating.See descriptions for specific Maneuvers for details.Bonus: If a ranged weapon is aimed, the character will gain a bonus

equal to the Accuracy rating of the weapon.

Penalty: Advanced Maneuvers may incur a penalty to Shoot Rating.See descriptions for specific Maneuvers for details.Penalty: A character who does not possess an Advanced CombatProficiency relevant to the ranged weapon he is using will incur a“Snapshot Penalty” of -4 to Shoot if he does not spend at least oneMajor Action for aiming.Penalty: Shoot attacks incur natural penalties for being at a distance. Acharacter using the Shoot Maneuver must apply incremental penaltiesbased off of his Awareness Attribute. Within AW yards, there is nopenalty to Shoot, but a penalty of -2 is applied cumulatively for eachincrement of AW/2 thereafter.

Parry  [AG] 

Description: With a Parry, the character deflects an attack with a weapon. A Parry is an attempt to deflect the incoming attack enoughthat the weapon bounces off of the character’s armor or misses entirely. A Parry may be attempted once for each ready weapon. Parry isparented by a character’s Agility.

Bonus: Advanced Maneuvers may provide a bonus to Parry Rating. Seedescriptions for specific Maneuvers for details.Bonus: Some weapons afford the wielder bonuses to his Parry Rating.See descriptions for individual weapons for details.

Penalty: Advanced Maneuvers may incur a penalty to Parry Rating. Seedescriptions for specific Maneuvers for details.Penalty: If the incoming attack is one based off of the attacker’s Shootrating, there is a penalty of -4 to Parry.

 Shoot is the only Basic Maneuver that awards full

 Strike Severity to a successful strike without critical

 success. This benefit however, comes at the cost of

a long and arduous ready time for ranged weapons.

Readying a ranged weapon fully requires three

 Major Actions, one to pull the projectile, one to

 secure it to the device, and one to ready the devicefor release. Releasing the projectile is a Minor

 Action. Remember also that the Fast Draw Skill can

change the first Major Action in the sequence to a

free action.

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Block  [ST] 

Description: A Block occurs when a character attempts to stop anattack from striking him by placing either a weapon or shield directly inthe path of the incoming attack. A Block may be attempted twice perturn with a readied shield, or once with each readied weapon.

Bonus: Advanced Maneuvers may provide a bonus to Block rating. Seedescriptions for specific Maneuvers for details.Bonus: Shields are available in a variety of different sizes & makes that

may provide multiple different bonuses. See descriptions for individualshields for details.Bonus: Some weapons afford the wielder bonuses to his Block Rating.See descriptions for individual weapons for details.

Penalty: Advanced Maneuvers may incur a penalty to Block rating. Seedescriptions for specific Maneuvers for details.Penalty: If the incoming attack is one based off of the attacker’s Shootrating, there is a penalty of -4 to Block for every implement used otherthan a shield. Tere is no inherent penalty to the Block Maneuveragainst a Shoot Maneuver when using a shield.Penalty: All uses of the Block Maneuver, even if successful, incur abreak check. See Damaging Objects for the specifics of this check.

Evade [SP] 

Description: Get out of the way! With Speed being a much smallernumber than standard Attributes, a player might be discouraged againstusing Evade, but there are a few points that make Evade very worth thelevels being purchased for it. Evade may be used as a defense an infiniteamount of times during a character’s passive phase. Also, Evade is theonly defense against some Advanced Maneuvers. Note that a characterperforming an Evade in the standard way may remain in the same spaceif he wishes, but he may also move one space in any direction providedthe space is unoccupied. An “Escape” increases this movement optionto two spaces.

Bonus: Advanced Maneuvers may provide a bonus to Evade Rating.See descriptions for specific Maneuvers for details.Bonus: Specific armor may provide a bonus to Evade. See descriptionsof different armor sets for details.Bonus: A character may “Retreat” once during his passive phase,affording him a one-time bonus of 2 to his Evade.Bonus: A successful Leap Skill check will afford a character a one-timebonus of 2 to his Evade. Tis is considered a “Dodge” and may beexecuted an unlimited amount of time during a character’s passivephase.

Penalty: Advanced Maneuvers may incur a penalty to Evade Rating.See descriptions for specific Maneuvers for details.

Penalty: An unsuccessful Leap Skill check will incur a one-time penaltyof -2 to a character’s Evade.

Note that the maximum number of defenses possible

with a single implement (save for special rules due

to Advanced Maneuvers) is two. Blocking twice with

a single weapon or shield however will cause it to

become unready. Since shields are rarely used to

attack, Blocking twice with one is significantly less

consequential than Blocking twice with a weapon.

If a character chooses to “Retreat” and “Dodge”

in order to gain bonuses to the same Evade, and

 successfully passes a Leap check, his total bonus

to the Evade is 4. This is known as an Escape and

can only be performed once per round due to the

restrictions of a Retreat. Remember that a character

who performs an Escape successfully may move up

to two spaces away, provided the space he moves to

is unoccupied.

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The Combat Formula

Te all-encompassing combat formula is based off of Basic Maneuver levels and their Parent Attributes. Using the list above,it is possible to calculate the rating for any Basic Maneuver in Te Last Book system. Tat said, the combat formula is asfollows.

Basic Maneuver Rating =

[Basic Maneuver Level + Parent Attribute] + 2D6

Tis formula is used for every attack and defense during any combat scenario in Te Last Book system.

 Another component of the combat formula that is worthy of note is bonuses and penalties. Tis concept represents individu-al and specific modifiers to the combat formula based on factors such as armor, shield size, and weapon modifiers. Althoughthese bonuses are almost always low, that shouldn’t suggest that they aren’t a meaningful addition to combat ratings.

Finally, a character’s Vulnerability State and/or positioning can have a sometimes drastic effect on his combat ability and theformula above. Te following sections outline Vulnerability States and positioning.

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Vulnerability States

In Te Last Book, a character’s stance, position, or environment indicate his level of vulnerability. No matter what, a char-acter is considered to exist within one of these Vulnerability States at all times. Te items below outline how to determine

 which Vulnerability State a character exists in and how it affects him and those he is engaged with.

 D Prepared: A character who is Prepared  is considered to be standing upright, with good balance, and has all of hissenses about him. Tere are no inhibiting environmental factors, and the character’s awareness & perception are notskewed in any way. When Prepared , a character does not incur any penalties to combat abilities or Action Skills.

 D Inhibited: A character becomes Inhibited  when he is dazed, stunned, fairly off-balance, or otherwise moderatelyincapacitated in some way. Note that within the Inhibited  Vulnerability State, there are several different “sub-states,”that may apply in some way to characters.

 G Stunned: When a character is Stunned  for any reason (a harsh blow to the head, or reeling from wounds),he may take no action during his active phase. Furthermore, he suffers a penalty of -4 to any passive phasecombat action and his Action Skills are considered halved. Note that this penalty to Action Skills never appliesto a character who has already incurred a penalty to Action Skills via Wound Levels, or otherwise (fractionalpenalties do not stack).

 G Knees: If a character is knocked to his Knees, or comes under attack amidst getting up, all combat actions suffera penalty of -4. Additionally, all Action Skills suffer a penalty of -10% due to the character’s awkward balance.Unlike the penalty to Action Skills within the Stunned  Vulnerability State, this raw penalty affects a character

 who has also incurred a penalty due to Wound Levels, with the Wound Level penalty taking priority (fractionalpenalty calculated before raw penalty). Finally, a character must spend 1 Major Action to go from Knees toPrepared , unless a successful Leap check is passed (less the penalty for Knees), in which case it is a Free Action.

 G Dark: When a character’s vision inhibited due to darkness, it is important to determine which level of Dark  the character is present within to determine how it affects him. However, each different category of Dark  requires an Awareness check each round to determine the severity of penalties. Te Superior Vision and SuperiorHearing Advantages may both modify this check to the benefit of the character.

  Low Light: Tis category of Dark  indicates that the level of light is just low enough to make it difficult tosee. In Low Light , a successful Awareness check allows a character to act as normal, as if Prepared  (save forexisting in other, unrelated Vulnerability States or Wound Levels). An unsuccessful Awareness check impliesthat the character suffers a penalty of -2 to all combat actions.

  No Light: Tis category of Dark  is representative of complete darkness, but still natural darkness that theeyes have the ability to adjust to. Within the No Light  Vulnerability State, a successful Awareness checkimplies that a character only suffers a penalty of -2 to combat actions. An unsuccessful Awareness checkcauses the character to incur a penalty of -4 to combat actions and a penalty of -10% to Action Skills. Notethat penalty stacking for Action Skills within No Light follows the same form as within Knees.

   Absolute Dark: Tis category of Dark  refers to divine, magical, or otherwise “unnatural” darkness and isvery rare. However, within Absolute Dark , the Awareness check at the beginning of each round is omitted.Tis Vulnerability State causes all combat actions and Action Skills to be halved. Note that this penalty to

 Action Skills never applies to a character who has already incurred a penalty to Action Skills via WoundLevels, or otherwise (fractional penalties do not stack), however, penalties to combat actions due to WoundLevels or other Vulnerability States may stack after the Absolute Dark  penalty, with the fractional penaltytaking priority.

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Positioning in Combat 

In addition to Vulnerability States, positioning can play a vital role in the outcomes of combat. Tere are, in total, threedifferent positions that a character can be caught in during an attack.

Te most basic of these positions is the Frontal Attack, which implies that the attack is being delivered from within thedefender’s direct line of sight. For a Frontal Attack, there is no special penalty taken on by the defender.

Secondly, if an attack (whether a close attack or attack from afar) is delivered at a defender’s sides, or in his periphery, it is

considered a Flank Attack. A Flank Attack implies that the defender incurs a penalty of -2 to his defenses.

Finally, if an attack (whether a close attack or attack from afar) is delivered at a defender’s rear, or totally out of his line ofsight, it is considered a Rear Attack. In this situation, the defender must check his Reaction. If he is unsuccessful, he mayonly defend the attack using an Evade and incurs a penalty of -4 to that Evade. If he is successful, he is allowed a free positionchange and may alter the direction he is facing in order to render the attack a Flank Attack.

Important Notes about Positioning

 D Flank Attacks and Rear Attacks only apply associated penalties if the attackers initiating those attacks begin theround in position to do so. In other words, a combatant may not use a Major Action of movement to positionbehind an enemy and then execute a  Rear Attack . In this situation, since he started his round able to perform aFrontal Attack , this is what he would perform regardless of where his initial Major Action of movement landed him.

 D Given that different instances of combat will surely yield questionable situations regarding positioning, the GMmay make final rulings regarding positioning. errain, obstacles, and environmental conditions can play a role ina combat’s positioning. However, GMs are encouraged to consider the following when resolving positioning. Teimage shows the defender in the black space. All green spaces would be considered Frontal Attacks, all yellow spacesare Flank Attacks, and all red spaces are Rear Attacks.

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Combat Formula Example

During his active phase, Sean decides he wants to spend his first Major Action moving. With a speed of 6, he moves sixspaces, putting him one space away from his opponent, Bill. Since his sword is ready, and he has one Major Action left tospend, Sean decides to execute a Swing attack against Bill. Since Bill is on his passive phase, he has the option to defend theincoming attack.

Tere are two rolls to be made in this scenario, both based off of the combat formula. o begin, we’ll calculate Sean’s Swingrating. With his Basic Maneuver advanced to the fifth and his Agility at level 12, he will be rolling 2D6 and adding it to a

17. Sean rolls 5 on 2D6, for a grand total of 22. Tis is his Swing rating.

Bill now has to roll 2D6 and add his roll to his Block rating, since he will be defending with a shield. For the purposes of thisexample, we’ll assume that Bill has a large shield, affording him a bonus of 2 to his Block. With his Basic Maneuver advancedto the fifth and his Strength at level 14, Bill will be rolling 2D6 and adding it to a 21 (5+14+2 = 21). He rolls 7 on 2D6, fora grand total of 28. Tis is his Block rating.

Since a 28 to Block is far greater than a 22 to Swing, Bill successfully defends the incoming attack. Tus, Sean’s active phaseis finished and a combat resolution has been determined.

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Other Notes about the Combat Formula

 D Initiative: Te order in which players take their active phase is based off of a free-standing formula based on their Awareness Attributes and Weapon Reach. Tis rating is known as Initiative. Whoever has the highest rating based onthe formula below takes their active phase before anyone else. Te next active phase is dependent on the preferenceof the group. Some will prefer to go clockwise around the table, while others will prefer true Initiative order.

Initiative =

 Awareness + Weapon Reach + 2D6

 A weapon’s reach is listed with the rest of that weapon’s information in its description.

 D Main Hand/Offhand: In Te Last Book’s combat system, one of a character’s hands is considered his main handand the other, his off hand. Any Maneuver executed with the offhand suffers a penalty of -2. Te Ambidexterity

 Advantage negates this penalty. Note that the offhand penalty does not apply to the use of shields, which are meantto be used in the offhand. Warriors are trained to fight in this way.

 D Combat Proficiencies: In the combat formula, it is assumed that the character has at least purchased a Basic Com-bat Proficiency (see Part II: Advantages & Disadvantages) when using the Maneuver with a weapon. If a characteris not proficient with the weapon, but wishes to use a Maneuver with it anyway, his Maneuver level is halved whencalculating the rating.

 D Critical Successes & Failures: Te dice portion of the combat formula requires a player to roll 2D6 (two six-sideddice). It is possible for a player to critically succeed (by rolling a 12) or critically fail (by rolling a 2) on this roll. Bothof these scenarios produce different effects for attacks and defenses.

 G  When attacking, a critical success adds 12 to the attack roll and allows the attacker to roll 2D6 yet again toimprove his Strike Severity (described later). A subsequent critical success has the same effect but modifies theStrike Severity to improve the damage of the strike using the full difference of attack and defense. A criticalfailure on an attack roll causes the attacker to lose the remainder of his round.

 G  When defending, a critical success affords the defender an automatic defense. If the strike being defended wasalso a critical success, the critically successful defense renders the attack a critical failure. A critical failure on adefense affords the attacker a powerful Strike Severity (described later), improving the damage of his strike usingthe full difference between attack and defense ratings.

 As you can see, critical successes and failure impact combat in a very meaningful way. Good luck!

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Damage, Death & Dying

 After swords cross, and a character’s exceptional combat prowess over another character has been proven, it is time to deal with the gritty truth of combat: death. Te Last Book has implemented a meaningful system to deal with dealing damage,taking damage, bleeding, consciousness, etc. in order to enhance the play experience. A character can, with the right arrayof abilities, bolster his ability to cheat death, or deal it efficiently. Tis section will cover all of this, and anything in between.

Calculating Damage

Te amount of damage a character deals to an opponent after a successful, undefended Maneuver is based a few differentfactors. In general, one can expect the damage dealt to be based on the weapon itself, the attacker’s Attributes, and theseverity of the attack. All of these things together factor into a concise damage roll.

Starting with the weapons, you’ll find that each weapon listed in the Equipment section (Part VI: Equipment) has a listedMinimum Strength that is required to wield the weapon. Tere is also a listed Base Damage. As one would expect, the BaseDamage refers to the amount of damage the weapon deals when utilized by someone with a Strength Attribute equal to theMinimum Strength. For each level a character possesses in his Strength Attribute in excess of the Minimum Strength of the

 weapon, he adds an additional point of damage to the amount he deals when using that weapon.

o better illustrate the damage calculation, we’ll define an example.

ONE-HANDED SWORD WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Long Sword  1 - 2 7 2 1 0 1 0 2D6 S/P/I 10 108 150

Te above is the weapon description for a normal Long Sword. Adrian has a Strength Attribute of 13. If he had a Strength Attribute of 10, he would deal 2D6 (two six-sided dice) damage with the Long Sword. However, his Strength is three levels in

excess of the Minimum Strength to wield the weapon. Terefore, his total damage with the weapon is 2D6+3.

Note that weapons are only capable of dealing so much damage, irrespective of the strength of he who holds it. Te Max-imum Damage a weapon can deal is the Base Damage of the weapon plus Class ×2 for one-handed weapons, or plusClass ×3 for two-handed weapons. For example, since the Long Sword above is a Class 2 weapon, it will have a MaximumDamage of 2D6+4, even if its wielder has a Strength Attribute of 15.

For the characters who wish to fight without weapons (Unarmed Expertise), damage is considered to be 1D6 for every fivelevels of Strength the character possesses additional to the tenth level. Additionally, for every two levels of Strength betweenthe increases in die count, an extra point of “raw”damage is added. For example, if Adrian has a Strength of 12, his barehanded damage would be 1D6+1. If he has a Strength of 19, his bare handed damage would be 2D6+2. Should a character

have a Strength level less than ten, he can do no meaningful damage without a weapon.

Te following list shows a scale of Strength scores and the assoicated bare handed damage totals.

 D Strength 10, 11 = 1D6 D Strength 12, 13 = 1D6+1 D Strength 14 = 1D6+2 D Strength 15, 16 = 2D6 D Strength 17, 18 = 2D6+1 D Strength 19 = 2D6+2 D Strength 20, 21 = 3D6

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Damaging Body Parts

Damaging certain body parts, while forcing the character to be more accurate, can sometimes provide special damage effects.Te intent to attack a certain body part must be made clear before the attack is called, otherwise the attack will be targetedtoward the main mass of the body, or the torso. In game terms, this means that when attacking a particular body part, theattacker will incur penalties to his strike, but will gain damage bonuses or special damage effects. Although logically, some ofthis would have been included in earlier sections, the meaningful portion of these effects is in the damage.

Below is a list of attackable body parts and the effects that take place when they are successfully damaged. Te penalty to

strike is also listed along with each body part.

Head (Penalty of -4 to Strike):  Any damage dealt to the head after armorreduction (at an additional bonus of 4 due to the thickness of a human skull)is taken into consideration is tripled. Furthermore, the victim of the damagemust immediately pass a Stun check at a penalty of -50% or lose his next turn.Finally, if the total damage exceeds the victim’s maximum Health, he must passa Consciousness check at a penalty of -50% or immediately fall unconscious.

Neck (Penalty of -8 to Strike): Any damage dealt to the neck after armor

reduction is taken into consideration is tripled. Furthermore, the victim of thedamage must immediately pass a Stun check at a penalty of -50% or lose hisnext turn. Finally, if the total damage exceeds the victim’s maximum hit points,he must pass a Consciousness check at a penalty of -50% or immediately fallunconscious.

 Vital Areas (Penalty of -4 to Strike): Any damage dealt to the vital areas afterarmor reduction is taken into consideration is doubled. Furthermore, the victimof the damage must immediately pass a Stun check or lose his next turn.

 Arms & Legs (Penalty of -2 to Strike): Damage dealt to the arms & legs ofthe victim is dealt as normal. Te purpose of targeting these parts of the body isusually to injure or cripple them.

Hands & Feet (Penalty of -5 to Strike): Damage dealt to the hands & feet ofthe victim is dealt as normal. Te purpose of targeting these parts of the body isusually to injure or cripple them.

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Crippling Limbs

In Te Last Book, excessive damage dealt to the limbs ofa living body produces certain effects. Te section belowoutlines the differences between injuring and crippling bodyparts, as well as the mechanics behind each type of critical

 wound.

 D Injured:  A serious injury occurs to limbs when a

certain amount of damage has been dealt to them.Te damage required to injure a limb changesdepending on the limb, and correlates with the“Damaging Body Parts” chart. Te following listoutlines the amount of damage that must be dealtto each particular limb in order to injure it.

 G  Arms:  In order to injure an arm, the damagedealt must be equal to the victim’s total Health,or one Wound Level worth of Health.

 G Hands: In order to injure a hand, the damagedealt must be equal to half of the victim’s totalHealth, or half of one Wound Level worth ofHealth.

 G Legs: In order to injure a leg, the damage dealtmust be equal to the victim’s total Health, orone Wound Level worth of Health.

 G Feet: In order to injure a foot, the damage dealtmust be equal to half of the victim’s total Health,

or half of one Wound Level worth of Health.

 D Crippled:  Crippling occurs when an exorbitantamount of damage is dealt to an already injuredlimb. In order for a limb to become crippled, dam-age equal to the victim’s total Health, or one WoundLevel worth of Health, must be dealt to the limb inexcess of the injury damage. However, all damagein excess of an injury dealt to a limb is consideredhalved due to the victim’s natural instinct to protecthis injured body part. If a limb is successfully crip-

pled, damage may no longer be dealt to that bodypart. For example, if a character has successfullydealt two Wound Levels worth of damage to anenemy’s arm, and he were to try and deal damage tothat arm again, it would inflict no damage.

Effects of Injuries and Crippling Wounds

Injuries and crippled limbs cause certain effects, dependingon the severity of the critical injury and the body part upon

 which the wound was inflicted. Consult the list below inorder to determine the effects of injuries.

 D  Arms:  A character with an Injured   arm suffers apenalty of -4 to combat actions involving the arm,

and a -4 to damage dealt with that arm, or with animplement held with the arm. Upon injury, thecharacter must immediately check the Attributethat parents his highest Basic Maneuver, or dropanything he was carrying in or using with that arm.

 A character using a two-handed implement suffersthe same penalties. A Crippled   arm is consideredunusable. A character using a two-handed imple-ment with one crippled arm considers all combatactions with that implement halved, including thedamage dealt with it.

 D Hands: A character with an Injured hand suffers apenalty of -2 to combat actions involving the hand,and a -2 to damage dealt with that hand, or withan implement held in the hand. Upon injury, thecharacter must immediately check the Attribute thatparents his highest Basic Maneuver, or drop any-thing he was carrying in or using with that hand. Acharacter using a two-handed implement suffers thesame penalties. A Crippled  hand is considered un-usable. A character using a two-handed implement

 with one crippled hand considers all combat actions with that implement at a penalty of -4.

 D Legs: A character with an Injured  leg suffers a pen-alty of -4 to his Evade Maneuver and a penalty of -1to his Speed (also affects Evade). Upon injury, thecharacter must immediately pass an Agility check orfall to his Knees (Inhibited). Te penalties for an in-

 jured leg double if both legs are injured. A character with a Crippled  leg considers his Evade halved andmay only step for movement. A character with two

crippled legs may not move or Evade.

 D Feet:  A character with an Injured   foot suffers apenalty of -2 to his Evade Maneuver and a penaltyof -1 to his Speed (also affects Evade). Upon injury,the character must immediately pass an Agilitycheck or fall to his Knees (Inhibited). Te penaltiesfor an injured foot double if both feet are injured. Acharacter with a Crippled  foot considers his Evadeand Speed halved. A character with two crippled feetmay not Evade and may only step for movement.

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Wound Levels

 D  Wound Level 0: 1 or more Health D  Wound Level 1: -1× Health through 0 Health*D  Wound Level 2: -2× Health through -1× Health

 D  Wound Level 3: -3× Health through -2× Health D  Wound Level 4: -4× Health through -3× Health D  Wound Level 5: -5× Health through -4× Health D  Wound Level 6: -5× or less Health (Sometimes referred to as “Dead”)

*For example, a character with 10 Health would start incurring penalties from Wound Level 1 at 0 Health and wouldn’tincrease to Wound Level 2 until he reached -10 Health.

Effects of Wound Levels

Te list below outlines what happens to characters when they take enough damage to reach certain Wound Levels.

D  Wound Level 0: All actions are taken as normal. No checks must be made and no penalties due to wounds apply. D  Wound Level 1: Te wounded character must pass a Stun check every turn, or spend that turn reeling from wounds.

If the Stun check is missed, the character may take no actions on his active phase, and defend at a penalty of -4 onhis passive phase. If a Stun check is passed, the character takes actions and defends normally.

 D  Wound Level 2: In addition to the Stun check above (which continues to factor into each turn the character takes),the character must make an immediate Consciousness check or fall unconscious. Te character must make thesechecks each turn. Also, at Wound Level 2, all combat actions suffer a penalty of -2.

 D  Wound Level 3: Te character continues to make Stun and Consciousness checks each turn or suffer the conse-quences. However, at this Wound Level, the checks suffer a penalty of -25%. Furthermore, all Action Skill checksare halved, and combat actions now suffer a penalty of -3.

 D  Wound Level 4: Te character continues to make Stun and Consciousness checks each turn or suffer the conse-quences. However, at this Wound Level, the checks suffer a penalty of -50%. Furthermore, all Action Skill checksremain halved, and combat actions now suffer a penalty of -6.

 D  Wound Level 5: At Wound Level 5, the character has sustained critical injuries and falls unconscious. Tis penaltyis non-contestable and the character may only be revived if healed above -4× his Health (Wound Level 4).

 D  Wound Level 6: Te character’s body has sustained too many critical injuries and fatal wounds. He is now dead.

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Advanced Maneuvers

 As discussed previously, Advanced Maneuvers play a large role in the quality of a warrior. Simply put, Advanced Maneuversare a way for combatants to build their Skills & abilities using the Basic Maneuvers as a foundation. With this system, playersare able to mold their character into the fighter they envision when creating a character in Te Last Book.

 Advanced Maneuvers vs. Basic Maneuvers

First and foremost, it is important to understand that there are key differences between Basic Maneuvers and AdvancedManeuvers. One prime example of this is that every Advanced Maneuver requires a relevant Advanced Combat Proficiency.Furthermore, whereas Basic Maneuvers are progressed using CAP, Advanced Maneuvers are purchased only once. Teyare progressed in the sense that their “parent,” is advanced. Finally, Advanced Maneuvers, unlike Basic Maneuvers, usuallyincur a Fatigue Cost in order to be executed. Tese points will be described in further detail below, but it is important tounderstand the fundamental differences between Basic and Advanced Maneuvers in order to fully understand the AdvancedManeuver system.

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Maneuver Name

Tis area contains the name of the Advanced Maneuver. While this is mostly self explanatory, make note that somespecial types of Advanced Maneuvers will be indicated in

this area, such as Exert Maneuvers or Stances. Tese will beexplained in great detail at the end of the section.

CAP Cost

Te listed CAP cost is the one time burden the player bearsto allow his character to use the Advanced Maneuver, except-ing, of course, if the player wishes for his character to becomea master of the Maneuver. Advanced Maneuver Mastery isdescribed later in the section.

Requirements

Requirements, simply put, list which conditions must be metin order to execute the Maneuver. More often than not, thisentry lists which Advanced Combat Proficiency the charactermust possess in order to train in the use of the AdvancedManeuver, but sometimes other requirements will be listed,such as weapon type.

Parent Maneuver

Te Parent Maneuver listing is quite important. Tis areaindicates which Basic Maneuver controls the Advanced Ma-

neuver. All combat actions where the Advanced Maneuver isconcerned rely on this Basic Maneuver. Note that in manycases, multiple Basic Maneuvers are listed as an AdvancedManeuver’s parent. In these cases, when purchasing Ad-vanced Maneuvers, a player must choose a Parent Basic Ma-neuver at the time of purchase, and the character must usethe chosen parent when executing the Advanced Maneuver.However, characters may possess multiple instances of thesame Advanced Maneuver, and therefore use multiple differ-ent Parent Basic Maneuvers, if they’ve paid the appropriateCAP to do so.

Fatigue Cost

Tis area represents the Fatigue Cost for the Advanced Ma-neuver. Te number indicates the Fatigue loss the characterendures when executing the Maneuver. Fatigue burdens the

character with certain penalties as it diminishes (see Part I: Attributes). When executing Maneuvers, players should keepthis in mind and be sure to remain vigilant of Fatigue loss.

Lapse

Tis area contains the Advanced Maneuver’s Lapse rating.Lapse can be most simply explained as the character’s over-reach, or lapse in judgment. Lapse is the penalty to passivephase defenses that the character experiences if he uses theassociated Advanced Maneuver during his round. Also notethat Lapse stacks within a round. Using two Advanced Ma-neuvers with Lapse ratings of 2 will result in a penalty to -4to passive phase defenses.

Description

Te Description gives a concise overview of what the Ad-vanced Maneuver actually does, as well as bonuses and pen-alties that it provides for the character executing it.

Summary

Tis area gives a brief overview of the Advanced Maneuver

and how it affects the character’s strike. Tis field exists forquick reference, and ease of transfer to character sheets.

 Anatomy of an Advanced Maneuver 

Te subsections on the following pages will detail each component of an Advanced Maneuver and how the AdvancedManeuvers interact with other areas of Te Last Book system.

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DAGGER EXPERTISE

 All Advanced Maneuvers within Dagger Expertise require Advanced Dagger Proficiency.

Advanced Maneuver List

Below is the full list of Advanced Maneuvers, organized by Expertise.

 Assassinate [10 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 3 Lapse: 1

Description: Te rogue bursts upward from a low stance, plunging hisdagger into his victim’s neck. He strikes to the neck at no penalty andgains a bonus of 4 to the strike’s damage.

Summary: Neck strike at no penalty, +4 damage

Bane [10 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 3 Lapse: 0

Description: Te rogue leans into a devastating strike, burying hisdagger in his victim’s intestines and spilling his blood on the battlefield.He strikes to his victim’s vitals, incurring a penalty of -2 instead of thenormal -4. Additionally, due to the severe nature of the newly inflicted wound, the rogue’s victim experiences double bleeding rate (2 bleedingdamage per 5 points of pierce damage taken, or 2 bleeding damage per10 points of slash damage taken).

Summary: Vitals strike at -2 penalty, double bleeding 

Caterwaul  [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 2 Lapse: 2

Description: Te rogue rushes into action, wildly slashing withhis weapons in an attempt to overwhelm his victim. He performs 3consecutive attacks. Te first attack is normal. Te second attack incursa penalty of -2 to strike and -2 to damage. Te final attack incurs apenalty of -4 to strike and -4 to damage. Te victim of Caterwaul mustdefend each attack separately, or choose to Evade all three, contesting

the highest strike.

Summary: 3 attacks, first attack is normal, second attack suffers a -2penalty to strike and damage, third attack suffers a -4 penalty to strikeand damage

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Clout  [10 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 2 Lapse: 0

Description: Te rogue performs a calculated and proficient strike. Hegains a bonus of 2 to his strike.

Summary: +2 strike

Counterbalance [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 0

Description: Te rogue dances around his victim, confusing his eyeto the display of martial prowess. Te rogue performs 2 quick attacks,both with a bonus of 1 to his strike. If he chooses, the rogue may forgodealing damage to his opponent for a one-time bonus of 5 to a singleEvade during his passive phase. Te victim of Counterbalance maydefend each attack separately, or choose to Evade both, contesting thehighest strike rating.

Summary: 2 attacks, both attacks gain +1 strike, choose betweendamage or bonus of 5 to one Evade during passive phase

Rile: Cunning Strike [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 2 Lapse: 0

Description: Te rogue takes a cheap jab on his victim while batteringhim with insults. Te attack gains a bonus of 4 to damage.

Summary: +4 damage, Rile Maneuver

Deceit  [5 CAP] 

Parent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 0

Description: Te rogue exploits his victim’s poor attentiveness to thebattle, forcing him to neglect his defenses. Te rogue feints his victimbrilliantly, at a bonus of 4.

Summary: Feint at a bonus of +4

 Stance: Dodge [5 CAP] 

Parent Maneuver: EvadeFatigue Cost: 2 Lapse: 0

Description: Te rogue takes the initiative of the battle, preparinghimself to move with a particular agility. Te rogue gains a bonus of 2to all Evades until his next round.

Summary: Evade at a bonus of 2 until next round, Stance Maneuver

RILE: This strike is intended to anger the rogue’s

victim, forcing him to become too inflamed to

 seek combat with anyone else. At the beginning

of his next round, the rogue’s victim must pass

a Determination check at a penalty equal to the

damage dealt by the rogue (before armor reduction).

If he succeeds, he may take actions as normal, but ifhe fails, he may only take hostile action against the

rogue. The victim may continue to attempt passing

this check each round, but note that Rile Maneuver

 penalties stack against their victim’s Determination.

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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Expose Weakness [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 2 Lapse: 1

Description: Te rogue notices a weakness in his victim’s armor andmakes the quick decision to seize the opportunity. He executes anormal attack, but the victim armor only provides half of the normaldamage resistance.

Summary: Normal attack, victim’s armor is halved

False Vigor  [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 3 Lapse: 0

Description: Te rogue resolves himself to execute two quick strikes,ending his Maneuver with a defensive posture. Te rogue makes 2strikes, both suffering a penalty of -1 to strike and -2 to damage. Aftercompleting his attacks, the rogue has a 25% chance to gain one extraParry per weapon during his passive phase

Summary: 2 attacks, both suffer a penalty of -1 to strike and -2 todamage, 25% chance for an extra Parry per weapon

Fury  [5 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 3 Lapse: 0

Description: Te rogue leaps into action, bringing his blade downupon his victim. When he lands, his stance is impeccable and he isready to dodge incoming strikes. Te rogue gains a bonus of 2 to hisattack. Additionally, he has a 10% chance to gain a bonus of 2 to eachEvade he executes until his next round.

Summary: +2 strike, 10% chance for a bonus of 2 to each evade untilthe end of the round

Rile: Gut  [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 3 Lapse: 1

Description: Te rogue manages to shove his blade into his victim’sgut with particular force, piercing his appendix. His attack strikes thevictim’s vitals at no penalty.

Summary: Vitals strike at no penalty, Rile Maneuver

Heel Slit  [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 0

Description: Te rogue drops low to open his victim’s heel. He strikesto the foot at no penalty and gains a bonus of 2 to his damage.

Summary: Foot strike at no penalty, +2 damage

RILE: This strike is intended to anger the rogue’s

victim, forcing him to become too inflamed to

 seek combat with anyone else. At the beginning

of his next round, the rogue’s victim must pass

a Determination check at a penalty equal to the

damage dealt by the rogue (before armor reduction).If he succeeds, he may take actions as normal, but if

he fails, he may only take hostile action against the

rogue. The victim may continue to attempt passing

this check each round, but note that Rile Maneuver

 penalties stack against their victim’s Determination.

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Imposing Strike [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 2 Lapse: 0

Description: Te rogue closes in on his victim, maintaining a meleethat both gives him an advantage and puts his enemy at a distinctdisadvantage. Te rogue’s attack gains a bonus of 1 to strike and abonus of 2 to damage. Additionally, he has a 10% chance to gain abonus of 2 to any defense he executes until his next round.

Summary: +1 strike, +2 damage, 10% chance for a bonus of 2 to eachdefense until the end of the round

Kidney Shot  [5 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 2 Lapse: 1

Description: After a brief jockey for position, the rogue claims thebattle by plunging his dagger into his victim’s kidney, inflicting a nearfatal wound. Te rogue’s attack hits his victim’s vitals at no penalty.

Summary: Vitals strike at no penalty 

 Stance: Lamentation [10 CAP] 

Parent Maneuver: Parry Fatigue Cost: 2 Lapse: 0

Description: Te rogue lunges into a defensive stance, affording himan extra Parry per weapon in addition to a bonus of 1 to each Parryexecuted until his next round.

Summary: Extra Parry per weapon, bonus of 1 to each Parry until nextround, Stance Maneuver

 Martial Reward [10 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 3 Lapse: 0

Description: Te rogue performs a mighty stab, digging his bladedeep into his victim. He gains a bonus of 4 to his damage, and forevery 5 points of damage that is inflicted upon his victim (after armorreduction), the rogue gains a bonus of 1 to a single Parry during hispassive phase.

Summary: +4 damage, bonus of 1 to a single Parry for every 5 pointsof damage inflicted

Open Wrist [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 1

Description: Te rogue keenly slips his dagger between his victimsbody and arm and slashes open his wrist. He strikes to the hand at nopenalty and gains a bonus of 2 to his damage.

Summary: Hand strike at no penalty, +2 damage

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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Paralysis [10 CAP] 

Parent Maneuver: Trust, Trow Fatigue Cost: 2 Lapse: 1

Description: Te rogue strikes fear into his victim’s heart with adevastating jab in between his ribs, piercing a lung. He strikes tohis victim’s vitals, incurring a penalty of -2 instead of the normal -4. Additionally, the victim must pass a olerance check less the damagedealt by the rogue (before armor reduction) or become Stunned during

his next round.

Summary: Vitals strike at -2 penalty, victim must pass olerance lessdamage dealt or become Stunned

Plunging Stabs [5 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: TrustFatigue Cost: 2 Lapse: 2

Description: Te rogue rains blows down upon his victim. Heperforms 2 quick attacks. Te victim of Plunging Stabs may defendeach attack separately, or choose to Evade both, contesting the higheststrike.

Summary: 2 attacks

Rake [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 0

Description: Te rogue rakes his blade across his victim’s face, rushingblood into his eyes. He attacks his victim’s head at a penalty of -2instead of the normal -4. Additionally, the victim must check his Awareness each round after the strike. If he fails, he is blind for thatround, suffering all of the effects of becoming Inhibited. Tis checkpersists until the damage inflicted from Rake is healed.

Summary: Head strike at -2 penalty, victim must pass Awareness checkeach round or become Inhibited for that round

Rile: Scissor [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 2 Lapse: 1

Description: Te rogue slashes with his blades, back and forth, rendinghis victims torso to shreds. He performs 2 attacks, both at a bonus of 2to damage. Te victim of Scissor may defend each attack separately, orchoose to Evade both, contesting the highest strike rating.

Summary: 2 attacks, both at a bonus of +2 damage, Rile Maneuver

RILE: This strike is intended to anger the rogue’s

victim, forcing him to become too inflamed to

 seek combat with anyone else. At the beginning

of his next round, the rogue’s victim must passa Determination check at a penalty equal to the

damage dealt by the rogue (before armor reduction).

If he succeeds, he may take actions as normal, but if

he fails, he may only take hostile action against the

rogue. The victim may continue to attempt passing

this check each round, but note that Rile Maneuver

 penalties stack against their victim’s Determination.

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SWORD EXPERTISE

 All Advanced Maneuvers within Sword Expertise require Advanced Sword Proficiency.

 Stance: Aegis of Steel [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 2 Lapse: 0

Description: Te swordsman locks his stance, becoming animpenetrable fortress. Tis highly defensive posture earns him an extraBlock during his passive phase. Additionally, he gains another Block foreach 5 levels he possesses in his basic Block Maneuver.Stance: Tis Maneuver is representative of a stance that the swordsmantakes in order to improve his defenses during his passive phase. TisManeuver must be executed as the last action during his round.

Summary: Extra Block, plus extra Blocks per 5 levels in basic BlockManeuver, Stance Maneuver

Barbaric Rush [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 2

Description: Te swordsman storms his victim from across thebattlefield in a frenzied rage. aking a full round, he moves and executesa vicious attack upon his victim. Te swordsman gains a bonus of 1 tohis damage for each space he moved prior to the attack.

Summary: Move & attack, +1 damage for each space moved, 2 Major Actions

Carve [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 1

Description: Te swordsman engages his victim in a tight melee,turning what seemed to be glancing blows into deep, agonizingslashes. He gains a bonus of 4 to his damage. Additionally, due to thesevere nature of the newly inflicted wound, the swordsman’s victimexperiences double bleeding rate (2 bleeding damage per 10 points ofslash damage taken).

Summary: +4 damage, double bleeding 

Cat Pounce [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 1 Lapse: 1

Description: Te swordsman leaps wildly at his victim, clashing hissword down with great force. He incurs a penalty of -1 to the strike,but gains a bonus of 4 to damage.

Summary: -1 strike, +4 damage

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must beexecuted as the last action during his round.

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Dirge [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 1

Description: Te swordsman twirls his weapon violently, movingswiftly and resolving to hack off his victim’s limbs. Te swordsmanmakes 2 attacks, both at a bonus of 1 to damage, to his victim’s arms atno penalty. He may attack the same arm twice if he chooses. Te victimof Dirge may defend each attack separately, or choose to Evade both,

contesting the highest strike.

Summary: 2 attacks, +1 damage each, Arm strike at no penalty 

Fire Burns [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 4

Description: Te swordsman storms his victim in melee, attemptingto monopolize his attention with three quick and virulent strikes. Tefirst attack is normal. Te second attack suffers a penalty of -2 to bothits strike and damage. Te third attack, weaker due to fatigue, suffers

a penalty of -4 to both its strike and damage. Te victim of Fire Burnsmay defend each attack separately, or choose to Evade all 3, contestingthe highest strike.

Summary: 3 attacks, first attack is normal, second attack suffers a -2penalty to strike and damage, third attack suffers a -4 penalty to strikeand damage

Provoke: Hemorrhage [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 2

Description: Te swordsman batters his victim with insults, divertinghis attention while slicing open his stomach. Te swordsman strikeshis victim’s vital areas, incurring a penalty of -2 instead of the normal-4. Additionally, due to the severe nature of the newly inflicted wound,the swordsman’s victim experiences double bleeding rate (2 bleedingdamage per 5 points of pierce damage taken, or 2 bleeding damage per10 points of slash damage taken).

Summary: Vitals strike at -2 penalty, double bleeding, ProvokeManeuver

PROVOKE: This strike is intended to anger the

 swordsman’s victim, forcing him to become too

inflamed to seek combat with anyone else. At thebeginning of his next round, the swordsman’s victim

must pass a Determination check at a penalty equal

to the damage dealt by the swordsman (before armor

reduction). If he succeeds, he may take actions as

normal, but if he fails, he may only take hostile

action against the swordsman. The victim may

continue to attempt passing this check each round,

but note that Provoke Maneuver penalties stack

against their victim’s Determination.

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 Mortal Slash [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 1 Lapse: 3

Description: Te swordsman arcs his blade, carving an opening in hisvictim’s gut with a proficient slice. He attacks to the victim’s vital areasat no penalty.

Summary: Vitals strike at no penalty 

No Quarter [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 2

Description: Te swordsman steps into melee range of his victim,twirling his swords masterfully. With stunning speed, he performs two well placed strikes. Te swordsman executes 2 attacks, both of whichgain a bonus of 2 to strike and 2 to damage. Te victim of No Quartermay defend each attack separately, or choose to Evade both, contestingthe highest strike.

Summary: 2 attacks, both +2 strike and +2 damage

Provoke: Obliterate [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 1

Description: Te swordsman taunts his victim with a display of martialprowess. He gains a bonus of 4 to his strike.

Summary: +4 strike, Provoke Maneuver

Opportunity Strike [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 1 Lapse: 0

Description: Te swordsman assumes another position on thebattlefield, striking a foe on his way. Te swordsman may take 1Major Action worth of movement, but attack at any point during thatmovement. Opportunity Strike takes 2 Major Actions to complete.

Summary: 1 Major Action worth of movement, strike duringmovement, take 2 Major Actions

Paragon Strike [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 2

Description: Te swordsman drives his blade down upon his victimin a beautiful arc, executing a perfect strike. He gains a bonus of 3 tostrike and a bonus of 1 to damage.

Summary: +3 strike, +1 damage

PROVOKE: This strike is intended to anger the

 swordsman’s victim, forcing him to become too

inflamed to seek combat with anyone else. At the

beginning of his next round, the swordsman’s victim

must pass a Determination check at a penalty equal

to the damage dealt by the swordsman (before armor

reduction). If he succeeds, he may take actions as

normal, but if he fails, he may only take hostileaction against the swordsman. The victim may

continue to attempt passing this check each round,

but note that Provoke Maneuver penalties stack

against their victim’s Determination.

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Provoke: Tempestuous Rend [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 0

Description: Te swordsman rends his victim with a powerful slash,gashing open his flesh. His attack gains a bonus of 4 to damage.

Summary: +4 damage, Provoke Maneuver

Tendon Slice [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te swordsman drops and rips his victim’s hamstring with his blade, intending to cripple his leg. Te swordsman strikesto his victim’s leg at no penalty and gains a bonus of 2 to damage. Additionally, the swordsman has a 10% chance to gain a bonus of 1 toany defense he executes until his next round.

Summary: Leg strike at no penalty, +2 damage, 10% chance for abonus of 1 to each defense until the end of the round

Torrent of Furious Strikes [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 4 Lapse: 2

Description: Te swordsman becomes a whirlwind of calculated blows,rushing his victim. He makes 2 attacks, both at a bonus of 1 to strikeand 2 to damage. Te victim of orrent of Furious Strikes may defendeach attack separately, or choose to Evade both, contesting the higheststrike.

Summary: 2 attacks, both +1 strike and +2 damage

Torrent of Weaving Strikes [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 4 Lapse: 2

Description: Te swordsman scissors his blades over his victim’s flesh,inflicting deep, bleeding wounds. He makes 2 attacks, both of whichgain a bonus of 1 to strike. Additionally, due to the severe nature ofthe victim’s new wound, he bleeds as if the damage inflicted was pierce

damage. Te victim of orrent of Weaving Strikes may defend eachattack separately, or choose to Evade both, contesting the highest strike.

Summary: 2 attacks, both +1 strike, damage treated like pierce

PROVOKE: This strike is intended to anger the

 swordsman’s victim, forcing him to become too

inflamed to seek combat with anyone else. At the

beginning of his next round, the swordsman’s victim

must pass a Determination check at a penalty equal

to the damage dealt by the swordsman (before armor

reduction). If he succeeds, he may take actions asnormal, but if he fails, he may only take hostile

action against the swordsman. The victim may

continue to attempt passing this check each round,

but note that Provoke Maneuver penalties stack

against their victim’s Determination.

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LONG WEAPON EXPERTISE

 All Advanced Maneuvers within Long Weapon Expertise require Advanced Long Weapon Proficiency.

 Jeer: Blitz [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 4 Lapse: 1

Description: Te spearman mocks his victim relentlessly whileperforming a colossal jab from range. In order to execute this attack,the spearman must be at reach 2 (with 1 space in between himself andhis victim). His attack gains a bonus of 6 to damage.

Summary: +6 damage, Far Reach Maneuver, Jeer Maneuver

Daring Assault [5 CAP] 

Parent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 3

Description: Te spearman takes a risky stance in order to power aproficient and impressively strong strike. He gains a bonus of 2 to strikeand the attack’s damage gains a bonus of 4.

Summary: +2 strike, +4 damage

Darting Pommel [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 4 Lapse: 1

Description: Te spearman rushes his victim, culminating his marchin a vicious, crushing blow to the victim’s face. In order to execute this

attack, the spearman must spend a full round, taking 1 Major Action worth of movement and strike from reach 2 (with 1 space in betweenhimself and his victim). He strikes to his victim’s head at no penaltyand gains a bonus of 1 to his damage for each space he moved duringthe charge.

Summary: 2 Major Actions, head strike at no penalty, move & attack,+1 damage for each space moved, Far Reach Maneuver

 Jeer: Daunting Advance [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 2

Description: Te spearman ridicules his victim, laying on blow aftereffortless blow. Te spearman makes 2 attacks, gaining a bonus of 2to strike for both. Both attacks suffer a penalty of -2 to damage. Tevictim of Daunting Advance may defend each attack separately, orchoose to Evade both, contesting the highest strike.

Summary: 2 attacks, both +2 strike, -2 damage, Jeer Maneuver

 JEER: This strike is intended to anger the spearman’s

victim, forcing him to become too inflamed to

 seek combat with anyone else. At the beginningof his next round, the spearman’s victim must

 pass a Determination check at a penalty equal to

the damage dealt by the spearman (before armor

reduction). If he succeeds, he may take actions as

normal, but if he fails, he may only take hostile

action against the spearman. The victim may

continue to attempt passing this check each round,

but note that Jeer Maneuver penalties stack against

their victim’s Determination.

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Flashing Thrust [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te spearman waves his weapon wildly, glancing hisvictim. He seizes the opportunity to strike while his victim is caught offguard. Te spearman executes a feint, and then a normal attack.

Summary: Feint & attack 

Fracturing Blows [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 5 Lapse: 2

Description: Te spearman carefully calculates three swift and potentbashes to his victim’s head with the intent to render him unconscious.In order to execute this attack, the spearman must be at reach 2 (with1 space in between himself and his victim). He makes 3 attacks, allof which gain a bonus of 1 to damage, to his victim’s head at normalpenalty. All of the damage the spearman inflicts with all three attacks istreated as the same source of damage for knockout purposes. Te victim

of Fracturing Blows may defend each attack separately, or choose toEvade all 3, contesting the highest strike.

Summary: 3 attacks to the Head, all +1 damage, all damage inflictedtreated as one source for knockout, Far Reach Maneuver

Guard Buffet [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 2

Description: Te spearman, in a brilliant act of deception, fakes out hisvictim with two jerks of his weapon. Te spearman performs 2 quickFeints, the ill-effects of which stack upon the victim’s defenses.

Summary: 2 Feints

Honor Break [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te spearman jabs his victim with a certain quickness,and returns to a defensive stance, preparing for retaliation. In order toexecute this attack, the spearman must be at reach 2 (with 1 space in

between himself and his victim). He gains a bonus of 1 to make his jab,and a bonus of 4 to its damage. Additionally, the spearman has a 25%chance to gain a bonus of 5 to a single Block during his passive phase.

Summary: +1 strike, +4 damage, 25% chance to gain +5 to one Blockduring passive, Far Reach Maneuver

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Honor Rush [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te spearman charges his victim solemnly, using themomentum of the strike to assume an exceptionally defensive stance.In order to complete his attack, the spearman must spend 2 Major Actions, one for movement, and one for the attack, and he must endhis charge at reach 2 (with 1 space in between himself and his victim).

He performs a normal attack, but gains a bonus of 1 to his defensesduring his passive phase for every 2 spaces he covered charging.

Summary: Move & attack, +1 to defenses for every 2 spaces coveredduring charge, Far Reach Maneuver, 2 Major Actions

Hurricane Sweeps [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 5 Lapse: 4

Description: Te spearman decidedly expedites the end of the melee with his victim by tiring himself and his opposition. He makes 3 rapid

and sudden attacks, surprising his victim. Te strikes are executednormally, but the spearman’s victim must defend each one separately.Te victim may not Evade all three attacks at once.

Summary: 3 attacks, all normal

Lacerate [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 2

Description: Te spearman makes two quick passes with his weapon,raking his victim’s sides. Te spearman makes 2 attacks to the victim’svital areas at a penalty of -2 instead of -4. Additionally, he gains a 10%chance for a bonus of 1 to each defense until the end of his round. Tespearman’s victim may defend each attack separately, or Evade both,contesting the highest strike.

Summary: 2 attacks to Vitals at penalty of -2, 10% to +1 to defensesuntil end of round

 Martial Reckoning [5 CAP] 

 Additional Requirements: 1-Handed Spear or 2-Handed SpearParent Maneuver: Trow 

Fatigue Cost: 3 Lapse: 2

Description: Te spearman launches his weapon, sending it hurtlingthrough the air towards his victim’s head. Te spearman throws to hisvictim’s head at no penalty.

Summary: Head strike at no penalty 

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 Stance: Mirror [5 CAP] 

Parent Maneuver: Parry Fatigue Cost: 2 Lapse: 0

Description: Te spearman chokes the center of his weapon with theintent to utilize its full length to deflect any incoming strikes. Tishighly defensive posture earns him an extra Parry during his passivephase. Additionally, he gains another Parry for each 5 levels he possessesin his basic Parry Maneuver.

Summary: Extra Parry, plus extra Parries per 5 levels in basic ParryManeuver, Stance Maneuver

 Jeer: Onslaught [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 1

Description: Te spearman scorns his victim, bringing his weapondown upon him, delivering a cruel blow. Te spearman’s attack gains abonus of 4 to its damage.

Summary: +4 damage, Jeer Maneuver

Overreach [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 1

Description: Te spearman goes into a berserker rage, executing anall-out attack against his victim. At an astronomical bonus of 6 todamage, the spearman overreaches his weapon. He must pass a Strengthcheck if using Swing to perform the attack, or an Agility check if usingTrust, both at a penalty of -10%. If the spearman fails this check, hedrops the weapon after the attack. Should the spearman choose to usethis Maneuver twice in one round, the second Attribute check incurs apenalty of -25%.

Summary: +6 damage, Strength or Agility check -10% or drop weapon, penalty increased to -25% if used twice in one round

Plexus Strike [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 1

Description: Te spearman plunges his weapon keenly into his victim’s

solar plexus with the intent to wind him, rather than harm him. Tespearman gains a bonus of 1 to strike and incurs a penalty of -4 todamage. Any damage inflicted upon the victim (after armor reduction)reduces his Fatigue instead of his Health

Summary: +1 strike, -4 damage, damage inflicted reduces Fatigue

 JEER: This strike is intended to anger the spearman’s

victim, forcing him to become too inflamed to

 seek combat with anyone else. At the beginning

of his next round, the spearman’s victim must

 pass a Determination check at a penalty equal to

the damage dealt by the spearman (before armorreduction). If he succeeds, he may take actions as

normal, but if he fails, he may only take hostile

action against the spearman. The victim may

continue to attempt passing this check each round,

but note that Jeer Maneuver penalties stack against

their victim’s Determination.

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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 Stunning Blow [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 1

Description: Te spearman bats his victim’s head, and shifts his weightto the side, preparing for retaliation. He strikes to his victim’s headat no penalty, and gains a bonus of 2 to his damage. Additionally, hegains a 10% chance for a bonus of 1 to each defense until the end of hisround.

Summary: Head strike at no penalty, +2 damage, 10% chance to gain+1 to defenses until end of round

Western Wind [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 0

Description: Te spearman arcs his weapon, striking his victim’s sidefuriously. Te spearman’s strike gains a bonus of 4 to its damage.

Summary: +4 damage

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POLEARM EXPERTISE

 All Advanced Maneuvers within Polearm Expertise require Advanced Polearm Proficiency.

 Apotheosis [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 4 Lapse: 2

Description: Te halberdier focuses to execute a colossal, impalingblow. In order to execute this attack, the halberdier must be at aminimum of reach 2 (with 1 space in between himself and his victim).His strike gains a bonus of 6 to its damage.

Summary: +6 damage, Far Reach Maneuver

 Stance: Avert [10 CAP] 

Parent Maneuver: Parry Fatigue Cost: 5 Lapse: 0

Description: Te halberdier focuses on his victim, concentratingon total preparation, ready to deflect a potential killing blow. Tehalberdier’s next Parry gains a bonus of 10.

Summary: +10 to next Parry 

Bloodbath [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 4 Lapse: 1

Description: Te halberdier drives his weapon into his victim, severinghis veins as it plunges through him. In order to execute this attack, the

halberdier must be at a minimum of reach 2 (with 1 space in betweenhimself and his victim). His strike gains a bonus of 2 to its damage. Additionally, due to the severe nature of the newly inflicted wound, thehalberdier’s victim experiences double bleeding rate (2 bleeding damageper 5 points of pierce damage taken).

Summary: +2 damage, double bleeding, Far Reach Maneuver

Counterstrike [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 1

Description: Te halberdier closes in for a quick, wild jab, and returnsto his position with his weapon narrowed against him. He gains abonus of 1 to his strike, and incurs a penalty to -2 to his damage. Additionally, he gains a 25% chance to experience a bonus of 5 to asingle Parry during his passive phase.

Summary: +1 strike, -2 damage, 25% chance for a bonus of 5 to asingle Parry during passive phase

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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Gore [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te halberdier exploits an opening in the melee toexecute a quick rive to one of his victims, and then escape the highaction. Te halberdier spends 2 Major Actions to move and attack,but he may interrupt his movement with the attack, and consume theremaining movement post-attack. Te strike is normal.

Summary: 2 Major Actions, move partially, attack, and then consumeremainder of movement

Impeccable Arcs [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 4 Lapse: 3

Description: Te halberdier advances on his victim, laying down twobrutal smites. In order to make this attack, the halberdier must be at aminimum of Reach 2 (with 1 space between himself and his victim).He makes 2 attacks and gains a bonus of 2 to strike with each. After

his attack is complete, he may freely change his weapon grip to Reach1. Te victim of Impeccable Arcs may defend each attack separately, orchoose to Evade both, contesting the highest strike.

Summary: 2 attacks, both +2 strike, may change grip upon Maneuverend to Reach 1, Far Reach Maneuver

Goad: Lunge [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 3

Description: Te halberdier leans into a potent attack, striking hisvictim from range. In order to make this attack, the halberdier mustbe at a minimum of Reach 2 (with 1 space between himself and hisvictim). His strike gains a bonus of 4 to its damage

Summary: +4 damage, Far Reach Maneuver, Goad Maneuver

Lurch [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 4 Lapse: 0

Description: Te halberdier maintains an opportune balance while

assaulting his victim. In order to make this attack, the halberdier mustbe at a minimum of Reach 2 (with 1 space between himself and hisvictim). He gains a bonus of 1 to the strike, and a bonus of 2 to theattack’s damage. Additionally, the stance he maintains gives him a 10%chance to gain a bonus of 1 to any defense he makes during his passivephase.

Summary: +1 strike, +2 damage, 10% chance to gain +1 to any defenseduring passive phase

GOAD: This strike is intended to anger the

halberdier’s victim, forcing him to become too

inflamed to seek combat with anyone else. At the

beginning of his next round, the halberdier’s victimmust pass a Determination check at a penalty equal

to the damage dealt by the halberdier (before armor

reduction). If he succeeds, he may take actions as

normal, but if he fails, he may only take hostile

action against the halberdier. The victim may

continue to attempt passing this check each round,

but note that Goad Maneuver penalties stack against

their victim’s Determination.

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Rebuke [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 4 Lapse: 1

Description: Te halberdier lashes back with his weapon with suchimpressive force that his victim is flung backwards. Tis strike gainsa bonus of 4 to its damage, and is considered Impact damage (dueto inflicting damage with the haft of the polearm). Additionally, thevictim is knocked back 1 space for every 5 points of damage inflicted

upon him (after armor reduction).

Summary: +4 damage, Impact damage, victim is knocked back 1 spaceper 5 points of damage inflicted

 Stance: Rend the Skies [5 CAP] 

Parent Maneuver: Parry Fatigue Cost: 3 Lapse: 0

Description: Te halberdier chokes the center of his weapon with theintent to utilize its full length to deflect any incoming strikes. Tishighly defensive posture earns him an extra Parry during his passive

phase. Additionally, he gains another Parry for each 5 levels he possessesin his basic Parry Maneuver.

Summary: Extra Parry, plus extra Parries per 5 levels in basic ParryManeuver, Stance Maneuver

Rive [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 1

Description: Te halberdier rakes the field with his weapon, woundinghis victim deeply. In order to execute this attack, the halberdier mustbe at a minimum of reach 2 (with 1 space in between himself and hisvictim). His strike gains a bonus of 4 to its damage.

Summary: +4 damage, Far Reach Maneuver

 Stance: Serenity [5 CAP] 

Parent Maneuver: Parry Fatigue Cost: 3 Lapse: 0

Description: Te halberdier spins his weapon, grasping its haft firmlyin preparation. Tis defensive stance earns him a bonus of 5 to Parry

for his next 2 Parries.

Summary: Bonus of 5 to next two Parries

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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Goad: Skewer [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 4 Lapse: 1

Description: Te halberdier impales his victim, damaging vital organs.In order to execute this attack, the halberdier must be at a minimum ofReach 2 (with 1 space between himself and his victim). He strikes to hisvictim’s vital areas at a penalty of -2 instead of -4.

Summary: Vitals strike at -2, Far Reach Maneuver, Goad Maneuver

 Stagger [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 1

Description: Te halberdier swipes his weapon toward his victim’s feet with the intent to render him prone. In order to execute this attack, thehalberdier must be at a minimum of Reach 2 (with 1 space betweenhimself and his victim). He makes two attacks. Te first strike isnormal, and the second suffers a penalty of -2 to strike. If either strikeis successful, the halberdier deals no damage, but the victim falls prone.

Te victim of Stagger may defend each attack separately, or choose toEvade both, contesting the highest strike.

Summary: 2 attacks, first is normal, second is -2 strike, if either issuccessful, deal no damage, but victim falls prone, Far Reach Maneuver

 Sunder [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 4 Lapse: 2

Description: Te halberdier inflicts lashes a deep cut into his victim.His attack gains a bonus of 4 to its damage, and any damage dealt istreated as if it were Pierce damage.

Summary: +4 damage, Pierce damage

 Sweeping Strike [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 4 Lapse: 3

Description: Te halberdier mars the battlefield with a sweeping strike. Although he incurs a penalty of -1 to strike, he attacks 3 spaces wideat his front, forcing any opponents within those spaces to defend. If

his strike against any of the three potential victims is successful, thehalberdier does not include Strike Severity in his damage, but gains abonus of 2 to the attack’s damage.

Summary: Attack 3 front-facing spaces, +2 damage with no StrikeSeverity 

GOAD: This strike is intended to anger the

halberdier’s victim, forcing him to become too

inflamed to seek combat with anyone else. At the

beginning of his next round, the halberdier’s victim

must pass a Determination check at a penalty equal

to the damage dealt by the halberdier (before armor

reduction). If he succeeds, he may take actions asnormal, but if he fails, he may only take hostile

action against the halberdier. The victim may

continue to attempt passing this check each round,

but note that Goad Maneuver penalties stack against

their victim’s Determination.

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Temerity [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 1

Description: Te halberdier purposely executes a outrageously sloppyattack with the intent to humiliate his victim. He suffers a penalty of -3to strike, but if successful deals damage at a bonus of 4.

Summary: -3 strike, +4 damage

Terrible Arcs [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 2

Description: Te halberdier arcs his weapon down and skillfully twirlsit back up to repeat his vicious blow. Te halberdier performs 2 attacks.Upon the culmination of his attacks, he may freely switch his grip onhis weapon once. Te victim of errible Arcs may defend each attackseparately, or choose to Evade both, contesting the highest strike.

Summary: 2 attacks, may change grip upon Maneuver end

Trick Strike [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 3

Description: Te halberdier jerks his weapon’s haft to fool his victiminto committing to a defense, whereupon he seizes an opportunitystrike. In order to execute this attack, the halberdier must be at aminimum of Reach 2 (with 1 space between himself and his victim).He performs a feint at a bonus of 2 and subsequently makes a normalattack.

Summary: Feint at a bonus of +2 strike followed by normal attack, FarReach Maneuver

Vault [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 5 Lapse: 3

Description: Te halberdier charges his victim, planning to use his fullmomentum to bury his weapon in his victim’s stomach. Te halberdiertakes 2 Major Actions, first to move, and then to strike to his victim’svitals. Every 2 spaces he moves during the rush reduces his penalty to

strike his victim’s vitals, which begins at the normal penalty of -4. It ispossible for the halberdier to move far enough to gain a bonus to strikethe vitals rather than a penalty.

Summary: 2 Major Actions, move & attack, Vitals strike at normalpenalty less 1 for every 2 spaces moved

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Victorious Rush [5 CAP] 

 Additional Requirements: Victorious RushParent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 2

Description: Te halberdier charges his victim, using the momentumgained to lunge into his strike. In order to execute this attack, thehalberdier must use 2 Major Actions, one of which is movement, andend his rush at a minimum of Reach 2 (with 1 space in between him

and his victim). Te halberdier’s strike gains a bonus of 4 to its damage.

Summary: Move & attack, +4 damage, Far Reach Maneuver

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HAFTED EXPERTISE

 All Advanced Maneuvers within Hafted Expertise require Advanced Hafted Proficiency.

Bat [10 CAP] 

 Additional Requirements: Victorious RushParent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 1

Description: Te soldier slings his weapon, clobbering his victim withits weight with such force that he is flung backward. Te soldier gainsa bonus of 2 to his strike’s damage, and for every 10 damage he deals(before armor reduction), his victim is knocked back 1 space

Summary: +2 damage, 1 space knockback for every 10 damage dealt

Breach Armor [5 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 2

Description: Te soldier hammers his victim, crushing through aportion of his armor. Te soldier gains a bonus of 2 to his damage, andhis victim only considers half of his armor when reducing damage dueto damage resistance.

Summary: +2 damage, victim only considers half armor DR 

Carpal Smash [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 2

Description: Te soldier strikes with a particular expertise to hisvictim’s wrist, strategically rendering his hand useless. Te soldier strikesto the victim’s hand at no penalty and gains a bonus of 2 to the strike’sdamage.

Summary: Hand hit at no penalty, +2 damage

 Stance: Citadel [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 2 Lapse: 0

Description: Te soldier assumes an impenetrable stance, prepared to

handle a myriad of attacks against him. Tis highly defensive postureearns him an extra Block during his passive phase. Additionally, hegains another Block for each 5 levels he possesses in his basic BlockManeuver.

Summary: Extra Block, plus extra Blocks per 5 levels in basic BlockManeuver, Stance Maneuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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Enrage: Clobber [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 1

Description: Te soldier brings his weapon down onto his victim’shead with great tenacity and delivers a dazing blow. Te soldier gains abonus of 2 to his strike, and connects his weapon to his victim’s head,incurring only a -2 penalty instead of the normal -4.

Summary: Head strike at -2, +2 strike, Enrage Maneuver

Coup de Grace [5 CAP] 

Parent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 2

Description: Te soldier beats his victim in the face ferociously in anattempt to shatter his skull. Te soldier strike’s his victim’s head at nopenalty.

Summary: Head strike at no penalty 

Crush [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 1

Description: Te soldier lays his weapon down with a certain potencyon his victim’s foot, disabling his leg. Te soldier strikes to his victim’sfoot at no penalty. If he successfully cripples the foot, the victim writhesin pain, moving into a prone position.

Summary: Foot strike at no penalty, if foot is crippled, victim goesprone

Daylight [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 3 Lapse: 2

Description: Te soldier goes into a fury, slamming both of his weapons into his opponent’s side. Te soldier executes 1 attack withboth weapons at a bonus of 2 to strike. If the victim is unsuccessful indefending, the soldier deals damage with both weapons.

Summary: 1 attack with both weapons, +2 Strike, if unsuccessfully

defended, damage is dealt with both weapons

ENRAGE: This strike is intended to anger the soldier’s

victim, forcing him to become too inflamed to seek

combat with anyone else. At the beginning of his next

round, the soldier’s victim must pass a Determination

check at a penalty equal to the damage dealt by the

 soldier (before armor reduction). If he succeeds, he

may take actions as normal, but if he fails, he mayonly take hostile action against the soldier. The victim

may continue to attempt passing this check each

round, but note that Enrage Maneuver penalties stack

against their victim’s Determination.

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Execution [10 CAP] 

 Additional Requirements: 1-Handed Edged Weapon or 2-HandedEdged WeaponParent Maneuver: Swing Fatigue Cost: 4 Lapse: 1

Description: Te soldier, noticing a distinct opportunity in the melee,buries his axe into his victim’s neck hoping to decapitate him. Tesoldier strikes to his victim’s neck at no penalty.

Summary: Neck strike at no penalty 

Flurry of Blows [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 2 Lapse: 3

Description: Te soldier overwhelms his victim with a veritable assaultof strikes. Te soldier performs 3 attacks. Te first attack is normal. Tesecond attack suffers a penalty of -2 to its damage. Te soldier finishes with a final, tired attack that suffers a penalty of -4 to its damage. Tesoldier’s victim may defend each attack separately, or choose to Evadeall three, contesting the soldier’s highest strike.

Summary: 3 attacks, first is normal, second suffer -2 damage, thirdsuffers -4 damage

Incapacitating Blow [5 CAP] 

Parent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 3

Description: Te soldier performs a weighted bash over his victim’shead. He strikes his victim’s head at no penalty and gains a bonus of 4damage to the strike.

Summary: Head strike at no penalty, +4 damage

Internal Bleed [5 CAP] 

 Additional Requirements: 1-Handed Blunt Weapon or 2-HandedBlunt WeaponParent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 2

Description: Te soldier beats his victim relentlessly with his weapon,

exerting so much force that the he ruptures veins underneath his skin.Te soldier gains a bonus of 4 to his strike’s damage and any damageinflicted (after armor reduction) is treated like Pierce damage forbleeding purposes (1 point of damage for every 5 points of damageinflicted).

Summary: +4 damage, Pierce damage

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Leg Snap [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 2

Description: Te soldier side swipe’s his victim’s leg, bashing andshattering his shin. He strikes to the victim’s leg at no penalty and gainsa bonus of 2 to the strike’s damage.

Summary: Leg strike at no penalty, +2 damage

 Maul [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 3

Description: Te soldier hammers his opponent incessantly, strikinghim from high and loosely swinging his weapon to repeat his strike.Te soldier makes 2 attacks, both of which gain a bonus of 2 to strikeand a bonus of 1 to their damage. Te soldier’s victim may defend eachof these blows separately, or Evade both, contesting the soldier’s higheststrike.

Summary: 2 attacks, both gain +2 strike and +1 damage

Overwhelm [5 CAP] 

Parent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 2

Description: Te soldier performs a colossal strike against his victim inan attempt to daze him and slow his advance. Te soldier’s strike gainsa bonus of 4 to its damage. Te victim’s Speed is reduced by 1 for every10 points of damage inflicted upon him (after armor reduction). Tispenalty persists until the damage is healed.

Summary: +4 damage, victim suffers -1 Speed for every 10 points ofdamage inflicted until healed

Pounding Rush [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 2

Description: Te soldier charges his victim, intimating that he willstrike high, but drops his weapon low at the last moment, ravaginghis victim’s knee. Te soldier spends 2 Major Actions to execute hisstrike, the first of which used to move. He strikes to his victim’s leg at a

penalty of -1 instead of the normal -2. Te damage of his strike gains abonus of 1 for each space he moved during the rush.

Summary: 2 Major Actions, move & attack, Leg strike at -1, +1damage for each space moved during rush

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Enrage: Rail [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 4 Lapse: 0

Description: Te soldier fakes his victim out by verbally implying thathe will strike his victim’s groin, but then executing a solid, powerfulstrike to his torso. Te soldier performs a feint at a bonus of 2, and thenexecutes a normal attack.

Summary: Feint at a bonus of +2, then normal attack, EnrageManeuver

Enrage: Shoulder Glance [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 1

Description: Te soldier glances his victim’s shoulder, making obvioushis intent to render the arm useless. Te soldier strikes to his victim’sarm at no penalty and gains a bonus of 2 to the strike’s damage.

Summary: Arm strike at no penalty, +2 damage, Enrage Maneuver

 Stance: Stabilize [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te soldier pauses for a brief moment to take a wide,preparatory stance, waiting to be struck from all sides. Te soldier gainsa bonus of 2 to all Blocks he executes until the end of the round.

Summary: +2 Block until end of round

 Stance: Strike and Guard [5 CAP] 

Parent Maneuver: Swing, Trow and Block Fatigue Cost: 3 Lapse: 0

Description: Te soldier skillfully clobbers his victim and catchesthe weight of his weapon on the way back around, preparing for hisvictim’s retaliation. Te soldier gains a bonus of 2 to his strike, andsubsequently assumes a defensive stance, gaining a bonus of 5 to hisnext Block.

Summary: +2 strike, bonus of 5 to next Block 

Tempest [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing Fatigue Cost: 3 Lapse: 1

Description: Te soldier tricks his victim into preparing for a blowfrom one side, but capably bashes him with his other weapon from theopposite side. Te soldier feints at a bonus of 4, and then performs anormal attack.

Summary: Feint at a bonus of +4, then normal attack 

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

ENRAGE: This strike is intended to anger the soldier’s

victim, forcing him to become too inflamed to seek

combat with anyone else. At the beginning of his next

round, the soldier’s victim must pass a Determination

check at a penalty equal to the damage dealt by the

 soldier (before armor reduction). If he succeeds, he

may take actions as normal, but if he fails, he mayonly take hostile action against the soldier. The victim

may continue to attempt passing this check each

round, but note that Enrage Maneuver penalties stack

against their victim’s Determination.

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Thrash [5 CAP] 

Parent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 1

Description: Te soldier slings his weapon, staggering his victimbackward with the force and momentum of the blow. Te soldier gainsa bonus of 2 to his strike’s damage, and for every 5 damage inflicted(after armor reduction), his victim is knocked back 1 space

Summary: +2 damage, 1 space knockback for every 5 damage inflicted

Titanic Smash [10 CAP] 

Parent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 2

Description: Te soldier rears back and steps into a massively powerfullow blow against his victim. He gains a bonus of 6 to his strike’sdamage.

Summary: +6 damage

Trauma [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 2

Description: Te soldier chooses a moment in the melee when hisvictim is tired to perform a strong solar plexus strike. Te soldiermakes an attack, gaining a bonus of 4 to its damage. Any damage thatis inflicted upon the victim (after armor reduction) is halved, one halfreducing his Health, and the other half reducing his Fatigue. If thedamage total is an odd number, the greater half reduces the victim’sHealth.

Summary: +4 damage, damage inflicted is split, half reduces victim’sHealth, half reduces victim’s Fatigue

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SHIELD EXPERTISE

 All Advanced Maneuvers within Shield Expertise require Advanced Shield Proficiency.

 Stance: Become Immovable [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian becomes an immovable wall of steel, takinga wide, highly defensive stance. He gains a bonus of 5 to his next Block.

Summary: +5 to next Block, Stance Maneuver

 Stance: Become Impenetrable [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian becomes an impenetrable wall of steel,taking a narrow, mobile stance. Tis highly defensive posture earns himan extra Block during his passive phase. Additionally, he gains anotherBlock for each 5 levels he possesses in his basic Block Maneuver.

Summary: Extra Block, plus extra Blocks per 5 levels in basic BlockManeuver, Stance Maneuver

Exert: Belay [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian confidently intercepts his enemy’s blow,preparing for a daunting retaliatory strike. Te guardian suffers a

penalty of -3 to his next Block. His next strike gains a bonus of 4 to itsdamage.

Summary: -3 Block, +4 damage to next strike, Exert Maneuver

Exert: Brace [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian takes full cover behind his shield for a briefmoment to absorb a massive incoming strike. He gains a bonus of 5 tohis next Block.

Summary: +5 to next Block, Exert Maneuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must beexecuted as the last action during his round.

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once per round.

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Charge [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 2 Lapse: 1

Description: Te guardian advances upon his victim in a low dash,using the momentum gained to furiously bash him with his shield. Teguardian spends 2 Major Actions to execute his strike, the first of whichused to move. His strike gains a bonus of 2 to its damage for everyspace that the guardian covered during the charge.

Summary: 2 Major Actions, move & attack, +2 damage for each spacemoved during charge

 Stance: Counterweight [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian prepares himself to lean into an attackagainst him in order to use the mobility to his advantage. He gains abonus of 1 to his next two Blocks. Additionally, he gains a 10% chancefor a bonus of 4 to the damage of all strikes he executes during his next

round.

Summary: +1 to next two Blocks, 10% chance for +4 damage to allstrikes next round, Stance Maneuver

 Stance: Drive [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian presses forward into his enemy’s strike,using the mobility to execute a frenzied attack. Te guardian gains abonus of 5 to his next Block. If the Block is successful, the guardian’snext strike gains a bonus of 4 to its damage.

Summary: +5 to next Block, if successful, +4 damage to next strike,Stance Maneuver

Exert: Ease of Motion [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian capably bats his enemy’s attack down withhis shield, and then steps wide, granting him a certain mobility. Te

guardian gains a bonus of 2 to his next Block. If he successfully Blocks,all of his Evades for the remainder of the round gain a bonus of 2.

Summary: +2 to next Block, if successful, +2 Evade until end of round,Exert Maneuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once per round.

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 Stance: Eclipse [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 4 Lapse: 0

Description: Te guardian sleights the melee by hiding his weaponbehind his shield, lurching it out to strike when his enemy least expectsit. Te guardian gains a bonus of 1 to his next two Blocks. Additionally,each strike he executes during his next round has a 25% chance to gaina bonus of 2.

Summary: +1 to next 2 Blocks, 25% chance for +2 strike to all attacksnext round, Stance Maneuver

 Stance: Fortify [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 4 Lapse: 0

Description: Te guardian fixes his shield into position, bracing itsback with his main hand arm. He gains a bonus of 10 to his next Block.

Summary: +10 to next Block, Stance Maneuver

 Stance: Gammon [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 2 Lapse: 0

Description: Te guardian takes a light stance, but braces himselfto look solid in order to fool his enemy. Te amount by which theguardian’s next Block exceeds his enemy’s strike is his bonus for his nextattack. If the guardian is unsuccessful with his Block, he does not gain abonus to his next strike.

Summary: Success over enemy strike on guardian’s next block is hisbonus to his next strike, Stance Maneuver

 Stance: Hold & Rush [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 4 Lapse: 0

Description: Te guardian intercepts a colossal blow with his shield,and retaliates furiously. He gains a bonus of 5 to his next Block. If theBlock is successful, the guardian’s next strike gains a bonus of 4.

Summary: +5 to next Block, if successful, +4 to next strike, StanceManeuver

Exert: Hold-the-Line [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 2 Lapse: 0

Description: Te guardian experiences an adrenaline rush, reactingquickly to a barrage of incoming attacks against him. His next Blockgains a bonus of 2. If he successfully Blocks, he gains another Block.

Summary: +2 to next Block, if successful, the guardian gains anotherBlock, Exert Maneuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once

 per round.

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Exert: Improved Brace [10 CAP] 

 Additional Requirements: Exert: BraceParent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian focuses intently to balance his steadfastnessand mobility against a barrage of attacks. He gains a bonus of 2 to hisnext two Blocks. Additionally, each strike he executes during his nextround has a 10% chance to gain a bonus of 2.

Summary: +2 to next two Blocks, 10% chance for +2 strike for eachattack executed next phase, Exert Maneuver

 Stance: Improved Redoubt [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian saps the momentum from his enemy’sstrike, advantageously committing it to his mobility. Although he doesnot gain a bonus to Block, if the guardian successfully Blocks any attackduring his passive phase, he gains a bonus of 5 to his next two Evades.

Summary: If guardian successfully Blocks an attack, +5 to next twoEvades, Stance Maneuver

 Stance: Inception [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te guardian has to go deeper… He gains an additionalBlock during his passive phase.

Summary: Guardian gains an additional Block during his passive phase

 Jaw Clip [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 1

Description: Te guardian drives his shield high, catching his victim’s jaw. He strikes to his victim’s head at no penalty and gains a bonus of 4to the strike’s damage.

Summary: Head strike at no penalty, +4 damage

 Stance: Mobility [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 2 Lapse: 0

Description: Te guardian sets his footing at a pivot, ready to turnswiftly and frequently to defend himself. Until the end of the round,the guardian is unable to be flanked, and any attacks from directlybehind him are treated as flanking attacks.

Summary: Guardian is unable to be flanked, attack from directlybehind are treated as flank attacks until the end of the round, StanceManeuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once

 per round.

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 Shield Rush [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 1 Lapse: 1

Description: Te guardian assumes another position on the battlefield,striking a foe with his shield on his way. Te guardian may take 1Major Action worth of movement, but attack at any point during thatmovement. Shield Rush takes 2 Major Actions to complete.

Summary: 1 Major Action worth of movement, strike duringmovement, take 2 Major Actions

 Stance: Stronghold [5 CAP] 

Parent Maneuver: Block Fatigue Cost: 2 Lapse: 0

Description: Te guardian takes a sturdy stance in preparation to usehis shield to its full potential. His next two Blocks gain a bonus of 2.

Summary: +2 to next two Blocks

 Stunning Slam [10 CAP] 

Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te guardian performs a frenzied slam to his victim’shead and whips his shield back into position in one fluid motion. Teguardian strikes to his victim’s head at no penalty and gains a bonus of2 to the strike’s damage. Additionally, the guardian has a 25% chance togain a bonus of 5 to one Block during his passive phase.

Summary: Head strike at no penalty, +2 damage, 25% chance to gain abonus of 5 to one block during passive phase

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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RANGED EXPERTISE

 All Advanced Maneuvers within Ranged Expertise require Advanced Bow and Arrow Proficiency.

 Arrow Storm [10 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 2

Description: Te archer nocks several arrows and fires his bow long,raining arrows down upon a group of his victims. Te archer firesat one extra victim, plus an additional victim for every 5 levels hepossesses in his basic Shoot Maneuver. Each of the targets of ArrowStorm must be in adjacent spaces, either in a line or group.

Summary: Archer fires at an extra victim, plus an additional victim forevery 5 levels he possesses in basic Shoot Maneuver

 Assailing Fire [10 CAP] 

 Additional Requirements: Fast Draw Level 5Parent Maneuver: ShootFatigue Cost: 3 Lapse: 0

Description: Te archer bends at the knees, taking a preparatoryposture and then very quickly draws and fires two arrows at his victim.He makes 2 attacks, the arrows of which must be readied by FastDraw. Both attacks incur a penalty of -2 to strike and a bonus of 1 todamage. Additionally, the archer has a 10% chance to gain a bonus of2 per Evade during his passive phase. Te victim of Assailing Fire mustdefend each attack separately, or choose to Evade both contesting thehighest strike.

Summary: 2 attacks, must be readied by Fast Draw, both -2 strike and+1 damage, 10% chance to gain +2 Evade during passive phase

Barrage [10 CAP] 

 Additional Requirements: Fast Draw Level 5Parent Maneuver: ShootFatigue Cost: 2 Lapse: 2

Description: Te archer fires two arrows, one after the other swiftlyleaving his bowstring. His bombardment strikes two different victims.Te archer makes two attacks, the arrows of which must be readied byFast Draw. Each attack hits a different victim, and both gain a bonus of1 to damage.

Summary: 2 attacks, must be readied by Fast Draw, each attacks hitsdifferent victim, both +1 damage

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Battle Focus [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 0

Description: Te archer focuses intently on his objectives in the battle.He gains a bonus of 3 to his strike. Additionally, he has a 25% chanceto gain a bonus of 5 to one Evade during his passive phase.

Summary: +3 strike, 25% chance to gain bonus of +5 to one Evade

during passive phase

Bombardment [10 CAP] 

 Additional Requirements: Fast Draw Level 5Parent Maneuver: ShootFatigue Cost: 3 Lapse: 2

Description: Te archer fires two arrows, eliminating two differentthreats of the battlefield. Te archer makes two attacks, the arrows of which must be readied by Fast Draw. Each attack hits a different victim,and both strikes gain a bonus of 2.

Summary: 2 attacks, must be readied by Fast Draw, each attacks hitsdifferent victim, both +2 strike

Choke [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 3

Description: Te archer releases a violent arrow at his victim’s throatforcing him to choke on his own blood. Te archer strikes to hisvictim’s neck at no penalty.

Summary: Neck strike at no penalty 

Crippling Snipe [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 1

Description: Te archer exploits a weak spot in his victim’s armor. Hemakes an attack, incurring a penalty of -2 to strike, but his victim’sarmor is only half effective for damage resistance purposes.

Summary: -2 strike, victim’s armor is halved

Deadeye [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 0

Description: Te archer makes a proficient shot toward his victim,displaying his capabilities. He gains a bonus of 3 to his strike. Additionally, the archer has a 10% chance to gain a bonus of 2 perEvade during his passive phase.

Summary: +3 strike, 10% chance to gain +2 Evade during passivephase

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Face Shot [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 1

Description: Te archer performs a traditional kill shot, aimingsteadily for his victim’s head. Te archer strikes his victim’s head at nopenalty.

Summary: Head strike at no penalty 

Full Draw [10 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 2

Description: Te archer overextends his bowstring for an extremelypotent projectile. He performs a strike at a bonus of 2. If his strikeis successful, the arrow blows through the archer’s victim and barrelstoward another victim directly behind. Te second victim must defendthe incoming attacked as if the archer incurred a penalty of -4 to hisoriginal strike. Additionally, the second victim incurs the same penaltiesas if he was being struck from directly behind due to surprise. If the

second victim is hit, the arrow will only inflict half the damage as wasinflicted upon the first victim. If there is not a second target directlybehind the archer’s first victim, then nothing happens.

Summary: +2 strike, blows through if successful, second attack suffers-4 to original strike and half original damage inflicted

Grounding Arrow [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 1

Description: Te archer notices his victim advancing toward him andfires a swift arrow at his leg, the momentum of which keels him over.Te archer strikes to his victim’s leg at a penalty of -1 instead of thenormal -2. Te strike gains a bonus of 2 to its damage. Additionally, thevictim must pass a olerance check less the damage dealt by the archer(before armor reduction), or he is disabled by the momentum of thearrow, falling into the prone position.

Summary: Leg strike at -1 penalty, +2 damage, victim must passolerance check less damage dealt or fall prone

Hamstring [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 2

Description: Te archer take steady aim at his victim’s femoral artery,launching an arrow into his leg and opening a geyser of blood. Tearcher fires to his victim’s leg at no penalty, and his strike suffers apenalty of -2 to its damage. In addition to normal bleeding, every 5points of pierce damage inflicted (after armor reduction) also hindersthe victim’s Speed by -1.

Summary: Leg strike at no penalty, every 5 points of pierce damageinflicted hinders victim’s Speed by -1

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Improved Volley [10 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 0

Description: Te archer draws his arrow high, aiming toward a far offtarget. Te range penalty for the archer’s attack is halved and his strikegains a bonus of 4 to its damage.

Summary: Range penalty halved, +4 damage

Kill Shot [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 4

Description: Te archer concentrates on his shot, aiming down hisfully drawn arrow for his victim’s neck. Tis is his kill. Te archer firesat his victim’s neck at a penalty of -4 to strike instead of the normal -8.His strike also gains a bonus of 3 to its damage.

Summary: Neck strike at -4, +3 damage

 Maim [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 2

Description: Te archer notices the need to disable his victim andaims confidently for his hand. Te archer strikes his victim’s hand at nopenalty and his strike gains a bonus of 2 to its damage.

Summary: Hand strike at no penalty, +2 damage

 Maneuver [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 1 Lapse: 0

Description: Te archer rushes to cover a bit of the distance betweenhimself and his victim. While readying for his attack, the archer maymove spaces equal to half of his Speed.

Summary: Move half of Speed while readying 

Piercing Shot [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 1

Description: Te archer sacrifices his accuracy for the opportunity to wound his victim deeply. He strike incurs a penalty of -2, but gains abonus of 6 to its damage.

Summary: -2 strike, +6 damage

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Pin Down [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 2

Description: Te archer stops his victim dead in his tracks, pinninghis foot to the ground with a well places arrow. Te archer strikes tohis victim’s foot at no penalty. Additionally, the victim must pass aolerance check less the damage inflicted by the attack (after armorreduction). If he fails, he may not take any movement during his next

round.

Summary: Foot strike at no penalty, victim must pass olerance lessdamage inflicted or he may not move during his next round

Puncture [10 CAP] 

Parent Maneuver: ShootFatigue Cost: 3 Lapse: 2

Description: Te archer fires at his victim with tremendous accuracy,slipping the arrow between his ribs and piercing his heart. Te archerstrikes to the victim’s vital areas at a penalty of -2 instead of the normal

-4. Additionally, due to the severe nature of the newly inflicted wound,the archer’s victim experiences double bleeding rate (2 bleeding damageper 5 points of pierce damage taken).

Summary: Vitals strike at -2, double bleeding 

Quickness [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 0

Description: Te archer takes advantage of his many years ofmarksman training and puts it to deadly use. His strike gains the Accuracy bonus of the bow without the required aim.

Summary: Strike gains accuracy bonus without aim

 Salvo [10 CAP] 

 Additional Requirements: Fast Draw Level 5Parent Maneuver: ShootFatigue Cost: 3 Lapse: 3

Description: Te archer bombards his victim with one arrow afterthe other, delivering an endless stream of projectiles. Te archer makes

three attacks, the arrows of which must be readied by Fast Draw. Tearcher’s first attack is normal. Te second strike suffers a penalty of -2to its damage. Te third and final attack suffers a penalty of -4 to itsdamage. Te victim of Salvo must defend each attack separately, orchoose to Evade all three contesting the highest strike.

Summary: 3 attacks, must be readied by Fast Draw, first attack isnormal, second attack suffers -2 damage, third attack suffers -4 damage

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 Sap [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 2

Description: Te archer performs a vile attack against his victim,sending him into a daze due to the severe pain of the injury. Te archergains a bonus of 4 to his strike’s damage. Additionally, the victim mustpass a olerance check less the damage inflicted by the strike (afterarmor reduction) or become Stunned during his next round.

Summary: +4 damage, victim must pass olerance less damage inflictedor become Stunned during his next round

 Steady Aim [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 2 Lapse: 0

Description: Te archer exudes a brilliant confidence in his accuracy.If his shot is fully aimed, he gains double his bow’s normal Accuracybonus.

Summary: Strike gains double accuracy bonus with aim

Volley [5 CAP] 

Parent Maneuver: ShootFatigue Cost: 1 Lapse: 1

Description: Te archer draws his arrow high, aiming toward a far offtarget. Te range penalty for the archer’s attack is halved.

Summary: Range penalty halved

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UNARMED EXPERTISE

 All Advanced Maneuvers within Unarmed Expertise require Advanced Unarmed Proficiency.

Buckling Jab [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 2 Lapse: 0

Description: Te brawler executes a strong & swift strike at theopponent’s torso, knocking the wind out of him. He gains with a bonusof 1 to the strike and 2 to the strike’s damage, but all damage inflicted(after armor reduction) draws from the opponent’s Fatigue pool.

Summary: +1 strike, +2 damage, damage reduces Fatigue

Counter: Check Hook [10 CAP] 

Parent Maneuver: EvadeFatigue Cost: 2 Lapse: 0

Description: Te brawler takes a quick sidestep, narrowly avoiding hisopponent’s attack and seizing the opportunity to hook his side. Tebrawler attempts to Evade. If successful, he moves to the opponent’sflank and executes an immediate Flank Attack.

Summary: Evade, if successful, brawler executes immediate Flank Attack, Counter Maneuver

Counter: Check Hook [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 3 Lapse: 0

Description: Te brawler hypnotizes his opponent with the threat ofa strike, before battering his face with his fist. Te brawler performs aFeint and then strikes to the head at a penalty of -2.

Summary: Feint and attack head at penalty of -2

Combination Strike [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 0

Description: Te brawler lays down three strikes in quick successionupon a single opponent. Te first strike receives a bonus of 2 to strike.

Te second strike receives a bonus of 1 to strike. Te third strike isnormal.

Summary: 3 attacks, first gains +2 strike, second gains +1 strike, thirdis normal

COUNTER: Using his opponent’s attack to his

advantage, the brawler defends the attack with a

well-timed attack of his own. Counter Maneuvers

are technically Exert Maneuvers that may be usedat any time their Parent Maneuver could also be

used. The defensive bonuses provided by Counter

 Maneuvers also stack with those provided by Stance

 Maneuvers. Maneuvers of this type may only be

 performed once per round.

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Deadly Uppercut [10 CAP] 

 Additional Requirements: UppercutParent Maneuver: Swing Fatigue Cost: 3 Lapse: 0

Description: Te brawler performs an improved uppercut, striking just the right area of the chin to rattle the insides of his opponent’sskull. Te penalty for striking the head is reduced to 0 and the brawlerdelivers normal damage, ignoring the extra DR for his opponent’s

skull. Te opponent’s head armor still reduces the damage from thisManeuver.

Summary: Head strike at no penalty, skull DR ignored

Counter: Disarming Parry [10 CAP] 

Parent Maneuver: Parry Fatigue Cost: 3 Lapse: 0

Description: Te brawler commits himself to an aggressive Parry, withthe intent to break his opponent’s grasp on his weapon. Te brawlergains a bonus of 2 to Parry. If he is successful, the opponent must make

a check using whichever Attribute parented his strike less the scoreby which the brawler defended by. If the opponent fails to make thischeck, his weapon is dropped.

Summary: Parry at bonus of 2, if successful, opponent check BasicManeuver Parent of strike less brawler’s defense success margin, drops weapon if failed, Counter Maneuver

Distracting Kick [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 2 Lapse: 0

Description: Te brawler kicks toward his opponent’s head in order todistract him. Te penalty for striking the head is reduced to 2, and theattack is treated as a Beat. If Distracting Kick is successful, the brawler’sopponent suffers the penalty to defend all incoming attacks for theremainder of his passive phase.

Summary: Head strike at -2, attack treated as a Beat

Counter: Elude [10 CAP] 

Parent Maneuver: EvadeFatigue Cost: 4 Lapse: 0

Description: Te brawler exhibits a brilliant ease of movement inescaping his opponent’s threatening attack. Te brawler gains a bonusof 2 to Evade. If successful, he may take one Major Action worth ofmovement immediately.

Summary: Evade gains a bonus of 2, if successful, brawler takes oneMajor Action of movement immediately, Counter Maneuver

COUNTER: Using his opponent’s attack to his

advantage, the brawler defends the attack with a

well-timed attack of his own. Counter Maneuvers

are technically Exert Maneuvers that may be used

at any time their Parent Maneuver could also be

used. The defensive bonuses provided by Counter

 Maneuvers also stack with those provided by Stance

 Maneuvers. Maneuvers of this type may only be

 performed once per round.

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 Stance: Fancy Footwork [10 CAP] 

Parent Maneuver: EvadeFatigue Cost: 3 Lapse: 0

Description: Te brawler assumes a stance, shifting his weight rapidlyfrom one foot to the other, allowing him to quickly position his bodyaway from incoming attacks. Tese highly defensive movementsprovide a bonus of 5 to the first Evade of his passive phase.

Summary: Bonus of 5 to first Evade of passive phase, Stance Maneuver

Flying Kick [5 CAP] 

 Additional Requirements: LeapParent Maneuver: TrustFatigue Cost: 3 Lapse: 0

Description: Te brawler, with a running start, launches himself intothe air, feet toward his opponent. Te brawler consumes both of hisMajor Actions to run and amount of spaces equal to or below hisSpeed, and then Leap once he is two spaces from his opponent. Forevery two spaces he moved as his running start, the brawler gains a

bonus of 5 to his damage. Additionally, a bonus of 1 to strike is addedfor every 50% he passes his Leap by. Finally, for every 5 points ofdamage inflicted before armor reduction, the opponent is knocked backone space. If the opponent’s movement is obstructed, the remainingknockback is treated as fall damage. Te brawler lands in the spacepreviously occupied by his opponent, or if not possible, the spacedirectly in front of him.

Summary: Move, Leap & attack at Reach 2, bonus of 5 to damage per2 spaces moved, bonus of 1 to strike per 50% success margin of Leap,opponent knocked back 1 space per 5 damage dealt

Head Butt [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 3 Lapse: 0

Description: Te brawler uses his skull as a weapon, driving it violentlyinto his opponent. Te brawler executes an attack to his opponent’shead at no penalty and gains a bonus of 4 to his damage. Te opponentsuffers a penalty equal to the damage inflicted (after armor reduction)to his Stun check, in addition to the normal Stun penalty for a headstrike.

Summary: Head strike at no penalty, +4 damage, additional penalty toopponent’s Stun equal to damage inflicted

Leg Sweep [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 3 Lapse: 0

Description: Te brawler drops low and forcefully sweeps his legunder his opponent’s stance. Te brawler strikes his opponent’s legat no penalty and forces him to Evade as a defense. If the defense isunsuccessful, the brawler’s opponent goes Prone.

Summary: Leg strike at no penalty, opponent must Evade, ifunsuccessful, opponent goes Prone

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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 Stance: Maze of Fists [5 CAP] 

Parent Maneuver: Parry Fatigue Cost: 2 Lapse: 0

Description: Te brawler assumes a stance, placing his arms inextremely fluid positions, allowing him to challenge his opponent’sattack speed, and seemingly deflect every attack thrown at him. Tishighly defensive posture grants him one extra Parry for every five levelshe possesses in his basic Parry Maneuver during his passive phase.

Summary: Extra Parries per 5 levels in basic Parry Maneuver, StanceManeuver

Plexus Strike [10 CAP] 

Parent Maneuver: TrustFatigue Cost: 2 Lapse: 0

Description: Te brawler executes a targeted strike to one of thenerve plexuses (i.e. the “Solar Plexus”) of his opponent. Te intent ofthis attack is to Stun the opponent. Te brawler gains a bonus of 2 todamage. Te opponent must pass a Stun check minus the damage dealt

by the brawler (before armor reduction), or be Stunned for his nextturn. If this Maneuver is used to attack a specific part of the body, thepenalty to Stun is added to any associated Stun checks. Te Stun relatedeffects of this Maneuver may stack upon an opponent if executedsuccessfully within the same round, regardless of how many brawlersare using it.

Summary: +2 damage, opponent must make Stun check less damagedealt or become Stunned

Rabbit Punch [5 CAP] 

Parent Maneuver: TrustFatigue Cost: 3 Lapse: 0

Description: Te brawler throws a quick and steady jab to hisopponent’s throat. Te brawler executes an attack to his opponent’sneck at a penalty of -4. Te opponent suffers a penalty equal to thedamage inflicted (after armor reduction) to his Stun check, in additionto the normal Stun penalty for a neck strike.

Summary: Neck strike at -4, additional penalty to opponent’s Stunequal to damage inflicted

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

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 Spinning Vault [10 CAP] 

 Additional Requirements: LeapParent Maneuver: Swing Fatigue Cost: 3 Lapse: 0

Description: Te brawler, with a running start, launches himself intothe air, arms toward his opponent. Te brawler consumes both ofhis Major Actions to run and amount of spaces equal to or below hisSpeed, and then Leap once he is two spaces from his opponent. For

every two spaces he moved as his running start, the brawler gains abonus of 5 to his Strength. Additionally, a bonus of 1 to strike is addedfor every 50% he passes his Leap by. Using his opponent as a hurtle, thebrawler grabs onto his shoulder forcing him to spin and face anotherdirection. Te opponent must check his Strength against the Strengthof the brawler or be spun to face whichever direction the brawlerchooses. It is treated as if the opponent had ended his turn in the newposition for the remainder of the round. Note that the opponent whohas been “faced” by the brawler may still check Reaction to convertthe Rear Attack penalty into a Flank Attack penalty, but he may notactually reface until his next round.

Summary: Move, Leap & attack at Reach 2, bonus of 5 to Strength per2 spaces moved, bonus of 1 to strike per 50% success margin of Leap,initiates contest of Strength, if opponent fails, brawler faces him

Counter: Stop Push [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te brawler diverts the momentum of his opponent’sincoming attack into an immaculately timed shove. Te brawler Blocksat a bonus of 2. If successful, he immediately strikes at a bonus of hisBlock success margin. Te brawler’s opponent is shoved back one spacefor every 5 damage dealt (before armor reduction).

Summary: Block gains a bonus of 2, if successful, brawler immediatelyattack at bonus equal to Block success margin, opponent knocked backone space for every 5 damage dealt, Counter Maneuver

Uppercut [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 0

Description: Te brawler delivers a devastating blow upward to hisopponent’s chin. Te penalty for striking the head is reduced to 0 andthe fighter gains a bonus of 3 to damage.

Summary: Head strike at no penalty, +3 damage

COUNTER: Using his opponent’s attack to his

advantage, the brawler defends the attack with a

well-timed attack of his own. Counter Maneuvers

are technically Exert Maneuvers that may be used

at any time their Parent Maneuver could also be

used. The defensive bonuses provided by Counter

 Maneuvers also stack with those provided by Stance Maneuvers. Maneuvers of this type may only be

 performed once per round.

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 Stance: Ward [5 CAP] 

Parent Maneuver: Parry Fatigue Cost: 3 Lapse: 0

Description: Te brawler exhibits great force in batting away hisopponent’s attacks. During his passive phase, the brawler gains a bonusof 3 to two Parries.

Summary: Bonus of 3 to two Parries, Stance Maneuver

Counter: Whirling Backfist [10 CAP] 

Parent Maneuver: Parry Fatigue Cost: 3 Lapse: 0

Description: Te brawler whirls around violently, moving hisopponent’s attack away and connecting with his fist. Te brawler’s Parrygains a bonus of 2. If he successfully defends, he immediately makes anattack at a bonus equal to the success margin of his Parry.

Summary: Parry at a bonus of 2, if successful, attack immediately atbonus equal to Parry success margin, Counter Maneuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

COUNTER: Using his opponent’s attack to his

advantage, the brawler defends the attack with a

well-timed attack of his own. Counter Maneuvers

are technically Exert Maneuvers that may be used

at any time their Parent Maneuver could also be

used. The defensive bonuses provided by Counter

 Maneuvers also stack with those provided by Stance

 Maneuvers. Maneuvers of this type may only be

 performed once per round.

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MISCELLANEOUS ADVANCED MANEUVERS

 All Miscellaneous Advanced Maneuvers require any Advanced Proficiency.

 Stance: Aggressive Parry [5 CAP] 

Parent Maneuver: Parry Fatigue Cost: 2 Lapse: 0

Description: Te warrior takes a commanding stance, preparing todefend incoming strikes with particular hostility. Te warrior’s nextsuccessful Parry causes the remainder of his opponent’s attacks to suffera penalty of -2 until the end of the round. If the warrior’s Parry exceedshis opponent’s strike by 5 or more, the opponent drops his weapon.

Summary: Next successful Parry causes opponent to incur -2 strikepenalty until end of round, if Parry exceeds strike by 5 or more,opponent’s weapon is dropped, Stance Maneuver

Batter Aside [5 CAP] 

Parent Maneuver: Swing, Trow Fatigue Cost: 1 Lapse: 0

Description: Te warrior bats his victim with the intent to knock himaside. He gains a bonus of 2 to damage. If at least 5 points of damageis inflicted upon the victim, he must pass a Strength check less thedamage dealt (before armor reduction) by Batter Aside. If the victimfails his check, he is knocked to one of four parallel spaces. Te warriorchooses which side to bat his victim to, and the victim chooses whichspace he is knocked to on that side.

Summary: +2 damage, if at least 5 damage is inflicted, victim makesStrength check less damage dealt, if he fails, he is knocked to one offour parallel spaces, warrior chooses side, victim chooses space

Beat [5 CAP] 

Parent Maneuver: Swing Fatigue Cost: 1 Lapse: 0

Description: Much like a Feint, the warrior fakes his victim out,intentionally knocking his weapons or shield wide. Te warrior makesa strike which the victim may attempt to defend with his highest BasicManeuver rating. If the Beat is successful, the victim suffers a penalty of-2 to all defenses until the end of the round.

Summary: Normal strike, victim defends with highest Basic Maneuver

rating, if Beat is successful, victim suffers -2 to all defenses until end ofround

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must beexecuted as the last action during his round.

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Disarm [5 CAP] 

 Additional Requirements: Weapon with Reach ≤ 2Parent Maneuver: Swing, TrustFatigue Cost: 3 Lapse: 0

Description: Te warrior performs a subtle twist during his strike,forcing his victim to juggle his weapon. Similar to a Feint, the warriormakes a strike, but incurs a penalty of -4. Te victim may contest thestrike with his highest combat rating. If Disarm is successful, the victim

drops his weapon.

Summary: -4 strike, victim defends with highest Basic Maneuverrating, if Disarm is successful, victim drops weapon

Dual Strike [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 1

Description: Te warrior executes a swift strike upon his victim,driving at him with both weapons at the same time. Te warrior attacks

 with both weapons. Te victim must only defend once, but if DualStrike is successful, the warrior deals damage with both of his weapons.

Summary: Normal attack, if successful, warrior deals damage with both weapons

Expertise [5 CAP] 

Parent Maneuver: Swing, Trust, Trow, ShootFatigue Cost: 2 Lapse: 2

Description: Te warrior seizes a glaring opportunity in the melee withhis victim, making a daring & capable attack against him. Te warrior’sstrike gains a bonus of 4.

Summary: +4 strike

Fatality [10 CAP] 

Parent Maneuver: Swing, Trust, Trow, ShootFatigue Cost: 2 Lapse: 1

Description: Te warrior slips his weapon in between his victim’s ribs,puncturing one of his lungs. He makes an attack to his victim’s vitalarea, incurring a penalty of -2 instead of the normal -4.

Summary: Vitals strike at -2

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Feint [5 CAP] 

Parent Maneuver: Swing, Trust, Trow Fatigue Cost: 1 Lapse: 0

Description: Te warrior performs an exquisite combat maneuver, but jerks at the last moment in order to fake his victim out. Te warriormakes a strike that the victim may defend with his highest BasicManeuver rating. If the warrior’s victim is unsuccessful in his defense,the difference between the Feint and the defense becomes the penalty

the victim incurs to defend the warrior’s attacks until the end of theround.

Summary: Normal strike, victim defends with highest Basic Maneuverrating, if defense is unsuccessful, the difference becomes the victim’spenalty to all defenses against the warrior until end of round

Feint & Strike [10 CAP] 

 Additional Requirements: Dual Weapons, FeintParent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 0

Description: Te warrior jockeys his victim for position, performing amock strike, and then a quick attack while his victim is off guard. Te warrior performs a feint and then a normal attack.

Summary: Feint and then normal strike

Fierce Strike [10 CAP] 

Parent Maneuver: Swing Fatigue Cost: 2 Lapse: 2

Description: Te warrior focuses all of his power into one mightyattack, crudely battering his victim. Te warrior’s strike gains a bonus of6 to its damage.

Summary: +6 damage

Exert: Flee [10 CAP] 

Parent Maneuver: EvadeFatigue Cost: 4 Lapse: 0

Description: Te warrior sleights the melee, daringly leaping out ofdanger. He gains a bonus of 5 to his next Evade. Flee may not be usedin conjunction with a normal Retreat, but its benefits do stack with the

bonus that Leap provides.

Summary: +5 Evade, Exert Maneuver

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once

 per round.

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 Stance: Guard [10 CAP] 

Parent Maneuver: Block Fatigue Cost: 1 Lapse: 0

Description: Te warrior becomes a bulwark, locking in his position asa preparatory measure to absorb a brutal incoming attack. Te warriorgains a bonus of 5 to his next Block.

Summary: +5 to next Block, Stance Maneuver

Knockout [5 CAP] 

 Additional Requirements: Impact WeaponParent Maneuver: Swing, Trow Fatigue Cost: 2 Lapse: 1

Description: Te warrior waits for his victim to take a low stance inerror and then bashes him over the head. Te warrior strikes his victim’shead at no penalty 

Summary: Head strike at no penalty 

Redouble [5 CAP] 

Parent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 1

Description: Te warrior executes two swift, deadly slashes,overwhelming his victim. He makes two attacks, both of which gain abonus of 1 to strike and incur a penalty of -2 to damage. Te victim ofRedouble may defend each attack separately or choose to Evade both,contesting the highest strike.

Summary: 2 attacks, both +1 strike and -2 damage

Exert: Skirmish [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Parry Fatigue Cost: 3 Lapse: 0

Description: Te warrior furiously bats away incoming strikes utilizingboth of his weapons. He gains a bonus of 2 to his next two Parries.

Summary: +2 to next two Parries, Exert Maneuver

Exert: Stymie [10 CAP] 

 Additional Requirements: Dual WeaponsParent Maneuver: Block Fatigue Cost: 3 Lapse: 0

Description: Te warrior reacts to the intensity building in thecombat, and takes cover, blocking himself from several blows coming tohim. Te warrior gains a bonus of 3 to his next two Blocks.

Summary: +3 to next two Blocks, Exert Maneuver

 STANCE: This Maneuver is representative of a stance

that the rogue takes in order to improve his defenses

during his passive phase. This Maneuver must be

executed as the last action during his round.

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once

 per round.

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Taunt: Taunting Glance [10 CAP] 

Parent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 0

Description: Te warrior riles his victim by performing a glancingattack amidst a storm of insulting banter. Te warrior executes a strike,suffering a penalty of -2 to damage.

Summary: -2 damage, aunt Maneuver

Throat Strike [10 CAP] 

Parent Maneuver: Swing, Trust, Trow, ShootFatigue Cost: 2 Lapse: 2

Description: Te warrior opens his victim’s throat with a frenziedstrike. He strikes to his victim’s neck and incurs a penalty of -4 insteadof the normal -8.

Summary: Neck strike at -4

Trick [10 CAP] 

 Additional Requirements: FeintParent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 0

Description: Te warrior performs a lightning quick feint against hisvictim. He initiates a contest with his victim as normal, but gains abonus of 4 to his Feint.

Summary: Feint at a bonus of +4

Trip [5 CAP] 

 Additional Requirements: Melee weapon with reach ≥ 2Parent Maneuver: Swing, Trust, Trow Fatigue Cost: 2 Lapse: 1

Description: Te warrior impedes his victim’s movement with his weapon with the intent to make him stumble & fall. Te warrior makesa strike that his victim may only Evade. If the victim is unsuccessful indefending, he moves to the prone position. Te warrior does not dealany damage using rip.

Summary: Normal strike, victim must Evade, if unsuccessful, victimmoves to the prone position, rip does not deal damage

TAUNT: This strike is intended to anger the warrior’s

victim, forcing him to become too inflamed to

 seek combat with anyone else. At the beginning

of his next round, the warrior’s victim must pass

a Determination check at a penalty equal to

the damage dealt by the warrior (before armor

reduction). If he succeeds, he may take actions asnormal, but if he fails, he may only take hostile

action against the warrior. The victim may continue

to attempt passing this check each round, but note

that Taunt Maneuver penalties stack against their

victim’s Determination.

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Exert: Turn [10 CAP] 

Parent Maneuver: Parry Fatigue Cost: 2 Lapse: 0

Description: Te warrior reacts quickly to his enemy’s strike andhastily turns his blade. He gains a bonus of 2 to his next Parry.

Summary: +2 Parry, Exert Maneuver

EXERT: An Exert Maneuver represents an action that

the guardian may perform during his passive phase.

Defensive bonuses provided by Exert Maneuvers

also stack with those provided by Stance Maneuvers.

 Maneuvers of this type may only be performed once

 per round.

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Advanced Maneuver Mastery

 An important aspect of combat progression for characters in Te Last Book is the ability to master, and thereby fine tunetheir fighting style by improving individual Advanced Maneuvers. Te following section provides specifics for mastering

 Advanced Maneuvers and how doing so affects a character’s combat ability as a whole. Advanced Maneuver Mastery can givea combat oriented character more depth, and become a meaningful aspect of the character as a whole.

 Attaining Advanced Maneuver Masteries

Every Advanced Maneuver in Te Last Book system has threepossible Masteries, simply called Mastery I, Mastery II andMastery III. Te CAP cost for attaining these Masteries isquite simple: a character must pay for the Advanced Maneu-ver again to attain Mastery I in that Maneuver. Likewise, ifthat character wishes to advance the same Advanced Maneu-ver to Mastery II, he pays the CAP cost of the Maneuver yetagain. Tis process is the same for every Advanced Maneuverand every level of Mastery for them.

 As an example, if Sean wants to purchase and master Open Wrist, an Advanced Maneuver within Dagger Expertise, hemust pay the initial 5 CAP to purchase the Maneuver, anoth-er 5 CAP for Mastery I, yet another 5 CAP for Mastery II,and still another 5 CAP for Mastery III. In the end, Sean haspaid a total of 20 CAP and possesses Open Wrist, MasteryIII.

 As a final note regarding the purchase of Advanced Maneu-ver Masteries, take note that a character must be advancedto the Weapon Group tier of Advanced Combat Proficiencyat minimum, in order to purchase Advanced Maneuver

Masteries. Tis Advantage is a prerequisite for the benefit ofmastering Advanced Maneuvers.

Effects of Mastering Advanced Maneuvers

 With the understanding of how to purchase Advanced Ma-neuver Masteries, we’ll now discuss what they actually do.Te effects of Advanced Maneuver Masteries are dividedby Expertise, or group of weapons. Te following sectionoutlines the Mastery effects for Advanced Maneuvers is eachdifferent Expertise. Note that these effects modify all Ad-vanced Maneuvers within the associated Expertise, but mustbe purchased individually per Maneuver.

Dagger Mastery 

 D Mastery I:  A character that possesses Mastery Iin an Advanced Maneuver from Dagger Expertiseconsiders that Maneuver to gain a bonus of 2 to itsdamage.

 D Mastery II: A character that possesses Mastery II inan Advanced Maneuver from Dagger Expertise con-siders that Maneuver to gain an additional bonusof 1 to its damage, and a bonus of 1 to its strike, inaddition to the benefits of Mastery I.

 D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Dagger Expertisegains a 25% chance to repeat the Maneuver he hasmastered when it is used successfully. He repeatsthis Maneuver at no Fatigue Cost, no Lapse, anddoes not consume an action. Should he successfullyrepeat the Maneuver, it will not trigger anotherchance for it to be repeated again. Te benefits ofMasteries I and II still apply.

 Sword Mastery 

 D Mastery I:  A character that possesses Mastery Iin an Advanced Maneuver from Sword Expertiseconsiders that Maneuver to gain a bonus of 1 to itsdamage.

 D Mastery II:  A character that possesses Mastery IIin an Advanced Maneuver from Sword Expertiseconsiders the Lapse of that Maneuver reduced by 1,in addition to the benefits of Mastery I.

D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Sword Expertisemay consider the Fatigue Cost of that Maneuverreduced by 1. Note that for some Sword Maneuver,Mastery III will cause them to cost 0 Fatigue, butupon execution, the swordsman must still considerLapse and other inherent penalties. Te benefits ofMasteries I and II still apply.

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Long Weapon Mastery 

 D Mastery I: A character that possesses Mastery I inan Advanced Maneuver from Long Weapon Exper-tise considers the Fatigue Cost of that Maneuverreduced by 1.

 D Mastery II: A character that possesses Mastery II inan Advanced Maneuver from Long Weapon Exper-

tise considers that Maneuver to gain an additionalbonus of 1 to its damage, in addition to the benefitsof Mastery I.

D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Long Weapon Ex-pertise may change his grip on his weapon as a Free

 Action upon success of the Maneuver. Te benefitsof Masteries I and II still apply.

Polearm Mastery 

 D Mastery I: A character that possesses Mastery I inan Advanced Maneuver from Polearm Expertiseconsiders the Fatigue Cost of that Maneuver re-duced by 1.

 D Mastery II:  A character that possesses Mastery IIin an Advanced Maneuver from Polearm Expertiseconsiders the Fatigue Cost of that Maneuver reducedagain by 1, in addition to the benefits of Mastery I.

 D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Polearm Expertisemay critically succeed with the Maneuver by rollingan 11 or 12, instead of just 12. Te benefits of Mas-teries I and II still apply.

Hafted Mastery 

 D Mastery I:  A character that possesses Mastery Iin an Advanced Maneuver from Hafted Expertiseconsiders that Maneuver to gain a bonus of 1 to itsstrike.

 D Mastery II: A character that possesses Mastery II inan Advanced Maneuver from Hafted Expertise con-

siders that Maneuver to gain an additional bonus of1 to its strike. Te benefits of Mastery I still apply.

 D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Hafted Expertisehas a chance to Stun his foe. Each Hafted Maneuver

 with Mastery III initiates a Stun check at a penaltyof -10%. If the mastered Maneuver already includesa Stun check, then this level of Mastery adds thepenalty of -10% to the check in addition to thealready applied penalties. Te benefits of Masteries

I and II still apply.

 Miscellaneous Advanced Maneuver Mastery 

 D Mastery I: A character that possesses Mastery I in an Advanced Maneuver from Miscellaneous AdvancedManeuver Expertise considers that Maneuver togain a bonus of 1 to its strike.

 D Mastery II:  A character that possesses Mastery IIin an Advanced Maneuver from Miscellaneous Ad-vanced Maneuver Expertise considers that Maneu-

ver to gain a bonus of 1 to its damage, in addition tothe benefits of Mastery I.

 D Mastery III:  A character that possesses MasteryIII in an Advanced Maneuver from Miscellaneous

 Advanced Maneuver Expertise gains the benefits ofMasteries I and II yet again. Te benefits of Master-ies I and II still apply.

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 Shield Mastery 

 D Mastery I:  A character that possesses Mastery Iin an Advanced Maneuver from Shield Expertiseconsiders that Maneuver to gain a bonus of 1 to itsdefense.

 D Mastery II: A character that possesses Mastery II inan Advanced Maneuver from Shield Expertise con-

siders the Fatigue Cost of that Maneuver reduced by1. Te benefits of Mastery I still apply.

 D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Shield Expertisegains a 25% chance to repeat the Maneuver he hasmastered when it is used successfully. He repeatsthis Maneuver at no Fatigue Cost, no Lapse, anddoes not consume an action. Should he successfullyrepeat the Maneuver, it will not trigger anotherchance for it to be repeated again. Te benefits of

Masteries I and II still apply.

Ranged Mastery 

 D Mastery I: A character that possesses Mastery I inan Advanced Maneuver from Ranged Expertise con-siders the Fatigue Cost of that Maneuver reducedby 1.

 D Mastery II:  A character that possesses Mastery IIin an Advanced Maneuver from Ranged Expertiseconsiders that Maneuver to gain a bonus of 1 to its

strike. Te benefits of Mastery I still apply.

 D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Shield Expertisemay fire an additional, normal arrow upon success ofthe mastered Ranged Maneuver. Tis bonus attackis executed freely, does not consume any actions,and does not incur a Fatigue Cost. Te ranger mustmake a successful Fast Draw check and this attackmay not be aimed or targeted toward a specific partof the foe’s body. Te benefits of Masteries I and II

still apply.

 While certainly allowed, some Masteries are illogical to applyto certain Advanced Maneuvers. As an example, the DaggerMasteries do not improve any aspect of a Stance Maneuver,except for perhaps at Mastery III. Stance Maneuvers are gen-erally not benefitted by Mastery. Te obvious exception tothis point is Shield Expertise.

Unarmed Mastery 

 D Mastery I: A character that possesses Mastery I inan Advanced Maneuver from Unarmed Expertiseconsiders the Fatigue Cost of that Maneuver re-duced by 1.

 D Mastery II:  A character that possesses Mastery IIin an Advanced Maneuver from Unarmed Expertise

considers that Maneuver to gain a bonus of 1 to itsdamage. Te benefits of Mastery I still apply.

 D Mastery III: A character that possesses Mastery IIIin an Advanced Maneuver from Unarmed Expertisemay makes a Leap or Free Run check upon execu-tion of the Maneuver. If he passes the check, theManeuver gains a bonus of 3 to strike. If the Ad-vanced Maneuver being mastered already requires aLeap check, such as Flying Kick, the character gainsa bonus of 25% to Leap. Te benefits of Masteries I

and II still apply.

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Part V: Priestcraft, Conquest & Alchemy

Priestcraft, Conquest & Alchemy represent the more mystical side of game play in Te Last Book. While the combativecharacter, or the skill-based character, is necessary and immersive in most game settings, the curious player may seek morein his experience. Trough a collection of intricate options, Te Last Book aims to sate the need that a player may have formore complexity. Te following section goes into great detail defining these aspects of Te Last Book.

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 PRIESTCRAFT

Priestcraft is the means for a player’s character to follow the divine instruction of a deity, and experience the supernaturalpower thereof. While the gods and pantheons change depending on the particular setting, or Passage, in which Te LastBook is being used to play, the following section will define the fundamental intricacies of Priestcraft. Note that the abilities,Skills, Prayers, etc. here are listed in the spirit of example, and for a more in-depth look at the different deities available,

players of Te Last Book should seek different modules, or “Passages,” which are settings designed for Te Last Book.

Tere is enough content herein to effectively use Priestcraft as it is intended, but much of the information regarding thereligions themselves, the cultures, and the practices is omitted and can be found in “Te Last Book of Qi’ri,” a Passage of TeLast Book. Tis section explores a few of the deities that can be found within that Passage, but those seeking more informa-

tion, more variety, and more branches of Priestcraft withinthe religions should consult with Te Last Book of Qi’ri.

Priestcraft Advantage

Te first obstacle to overcome in understanding Priestcraft inTe Last Book is learning the inherent Advantages that arerequired for a character to become a priest. Te first of theseis the Priestcraft Advantage.

 As noted in Part II: Advantages & Disadvantages, the CAPcost of Priestcraft can vary, depending on the variety ofPrayers, the impact the priest could have in a group of char-acters, and the general strength of the deity. However, thecost of the Advantage for Qi’rish priests (including all of thedeities here) is 50 CAP.

Piety Advantage

Te second inherent Advantage associated with Priestcraft isPiety. Piety, in addition to representing a character’s sworndevotion to his god, is also a tiered requirement for Prayers.

 As noted in Part II: Advantages & Disadvantages, Piety maybe purchased for 25 CAP per level. However, after a charac-ter’s initial purchase of Piety I at character creation, priests

are subject to a special means to gain the next levels of Piety.Tis method, Fealty, is explained in the next section.

Fealty 

 After the purchase of Piety I, which is the maximum level ofPiety allowed at a character’s conception, players may pur-chase 20 CAP of the necessary 25 CAP for all future levels ofPiety. Te remaining 5 CAP must be obtained through crit-ical successes in a priest’s Prayers. Tis progression, knownas a priest’s Fealty, is universal among Priestcraft in Te LastBook.

Some priests may have a different progression of criticalsuccesses required to advance through Piety. As an example,the Lotus Eaters progress normally, as above, from Piety I toPiety II, but from Piety II to Piety III, a Lotus Eater mustcritically succeed in Prayers nine times, and the purchasable20 CAP is omitted from the cost. Te details of individualdeities will cover any variation in Fealty.

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Prayer Skills

 Along with unlocking the Prayers of a certain deity, thepurchase of the Priestcraft Advantage also allows a characterthe ability to purchase the means to use those Prayers. Tisability, represented by three Skills unique to the deity thatPriestcraft was purchased for, is purchased and calculated likeall other Skills in Te Last Book. Similarly, these Skills areformulated into a percentage and checked as such. However,

these Skills are prerequisites to the Prayers inherent to Priest-craft. A simple way to understand this is to think of Prayersas Advanced Maneuvers for a priest. By that same example,the Prayer Skills are his Basic Maneuvers.

 All instances of the Priestcraft Advantage allow a character topurchase three different Prayer Skills that parent his Prayers.Furthermore, these Skills are parented by the priest’s Will-power Attribute. Willpower is very important for priests forthis reason, as well as his Favor calculation.

Using Prayers A priest uses his Prayers by first meeting its Prerequisites,then checking the Parent Skill, and finally, spending theFavor Cost listed in the Prayer’s description. Prayers are list-ed in a very similar way to Advanced Maneuvers (see PartIV: Te Art of Combat). Te primary difference in the wayPrayers are listed is the indication of how many Major Ac-tions a Prayer requires to invoke. Tis is listed in the Prayerguideline.

Note that some Prayers list “Ritual,” as the time it takes to

invoke the Prayer. Tis simply means that the Prayer takestoo long to invoke for it to be useful in fast-paced situations,like combat. In general, these are Prayers that require fiercededication and concentration, or some other aspect that dis-qualify it from usefulness in combat.

The Effects of Prayers

It is important to understand that unless otherwise notedin the literature of the individual Prayer, the effects of thePrayer may only affect its target once, or more appropriately,in one instance. As an example, if a Prayer provides a bonusof 1 to an ally’s Strength Attribute, the Priest may not invokethis Prayer twice in a row to provide his ally a bonus of 2.

Tis, of course, does not apply to Prayers that replenish De-rived Attribute pools such as Health or Favor; Tese can beinvoked as many times as the Priest chooses. Furthermore, iftwo different Prayers have the same effects are invoked, theeffects from both take place. Te law against stacking Prayersonly applies to multiple instances of the same Prayer.

Holy Relics

 A final note to make about priests and their Prayers is thatsome require Holy Relics. Tis is partially based in Te LastBook of Qi’ri, but can still be a very useful tool for GMs.In essence, some Prayers require the ownership and con-sumption of divine power in the form of Holy Relics. Teseare generally items that the priest must possess at the timethe Prayer is invoked. Te following sections provide detailabout the Holy Relics of particular deities, intermingled withthe other details about the Priestcraft.

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The Templars of Qi’ri

Te emplars of Qi’ri are easily the most prominent religious and military force in the Qi’rish Sands. Armed with a vast arrayof divine powers and the will to be inspired by the Patron, the emplar have carried their religion to power and influence, andhave designated Islis their Holy Land. Tis section will not only provide information about the emplar, but will also contain acomprehensive list of Prayers and other important aspects of the holy faith.

Te story of the emplar is a rich, vibrant chapter in Qi’rish

history, filled with bloodshed, deceit, and the invigoration ofa people that were primitive previous to their introductionto the religion. Tough history is written by the emplar,it is accepted this way by virtue of awe; the first scholars ofthe sands were emplar. Before, the sands were shadowedby nomadic, tribal warfare, with not even a slight taste ofcivilization to whet its appetite.

Te introduction of mysticism was the catalyst that guidedthe desert people into a Golden Age. Some scholars say thattales were brought from the jungle far south of present day

Islis. Others say that the tribes of the sands united briefly, ifonly to form an explanation for what would now be calledheresy, ever-present in that time. Regardless of its beginning,the desert sought meaning in mysticism, and thus the em-plar were born. Before language, writing, economy, politics,construction, art, philosophy, or any other keynotes of civili-zation, the sands became obsessed with religion and theology.Before primitive mysticism and paganism had a moment totake hold, this fractured society’s elite had given birth to the-ology and moral code. Before language, written or spoken,had very much time to develop, the desert was named Qi’ri,

an ancient word for “Te Land of God,” and the birthplaceof the emplar named Islis, “Te Holy Empire.”

Te Golden Age of the emplar is defined by its books. Afterseveral decades of the universal confusion of a theocraticcivilization’s attempts to conquer language, the true priest

 was born: the scholar. Te Golden Age is responsible for theemplar’s Good Book, for the innovation of the Te LastBook, for a variety of texts that detail the unusual birth ofthe desert, and for a vast library of supplementary texts tooutline the code of the emplar. Te knowledge was scribedagain and again, and spread to the ever growing populationof Qi’ri. Libraries were erected faster than temples and cathe-drals. Te scribes were revered as gods among men in an age

 where the pen truly was mightier than the sword.

History beyond the Golden Age grew darker though. Soon,dissent among the people crept in like a plague to the fields.

 A select few emplar, though revered, broke the boundary ofthe faith that the people held so dear by claiming themselves“prophets,” who spoke directly for the Patron. Tis councilof priests was also the first to give their god an image, andpurport his divine law. Tis council, soon to be known as

the First Qi’rish Circle, created contention among the more

contemporary emplar of the time. And as violence andtreachery spread throughout the sands, the scholars stopped

 writing for a time for fear of what consequence their ink mayimpart upon them.

Ten came the dark era, an age when the holy religion of thedesert was defined by bloodshed. Some would even say thatthe dark era has not ended, even in the present. At the endof the Golden Age, a small contingent of zealous and blood-thirsty emplar took part in the assassinations of the FirstQi’rish Circle. By this time, a vast portion of the church,

those who claimed to be submissive to the faith instead ofthe politics, disconnected themselves from the situation andtook an exodus to the west. Within a year after the exter-mination of the Circle, a group of loyalists to the self-pro-claimed prophets devised a scheme to preserve the wisdomof the Circle, and in doing so, opened a portal to the darkerside of the Patron’s worship.

Tese preservers, called “Deathspeakers” in the present,learned to evoke the shades of the dead in order to act as theirmedia. Te Deathspeakers independently elected a Second

Qi’rish Circle, a new generation of prophets. Tese elections,according to scholars of the new age, were conducted throughyet another esoteric process, further shrouding the church’selite in mystery. After a thwarted attempt on the lives of theSecond Circle, the old and withering emplar of the Golden

 Age finally succumbed to the growing power of these newcultural elite. Te last bloodline of the Golden Age is said tohave died as exiles, with nothing but an outdated moral codeto fulfill them in death.

 With the contemporary influence of Qi’rish religion moltedinto dust, and the opponents of political dissent far to the

 west (presently Shet’i), the order of emplar amassed awe-some power, wealth, and influence in Islis throughout recenthistory. Te tradition of the Deathspeakers remained longafter there was necessity for it, and the evidence of furtherdelving into necromancy and the occult appeared every-

 where in the Holy Empire. A statue erected in the Golden Age of the father of the bloodline was dismantled and movedto the south to the port city of heretics. Seemingly overnight,a gargantuan obsidian obelisk could be seen rising from thesea about a mile off the shore, a flame burning eternally at itsapex. Te prophets of the Circle, passing through its third,

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fourth, and fifth generation, hid from common people withonly strange additions to the Good Book to indicate theircontinual presence.

However, while this new culture settled in the eastern sands,a radically different one brewed silently in the west. Toughstill technically emplar, the scholars of Qi’ri wrote of acivilization that revered the dead, erected strange triangular

structures, engaged in odd and wicked ritual, and idolizedtheir queen. Te variety, or perhaps corruption, that thesepeople saw as service to the Patron was farther beyond whateven the Circle could see as religion.

In the present time, the Shet’ian is seen as a serpent, one whomeddles with the basic principles of the emplar’s faith. If it

 were asked of an Islish emplar, Shet’i is an empire of pagans.Tus, in the present, as the Circle exists in its Fifth genera-tion, there once again seems to be an impending schism ofthe great Qi’rish religion. Tere are those priests and emplar

and scholars that long for the days of the Golden Age, thatthirst for these idealizations. But, the desert has forgottenthose days, lost in a grand memory clouded by blood, deceitand heresy.

The Templar’s Good Book 

Te emplar’s Good Book is the essential text of this prom-inent Qi’rish religion. It outlines the teachings and generalmoral code of the religion through a series of transcribedprophecies and parables. It is rare to find this book carriedby the priests, being that it is a vast tome (over 4,000 pages),

however it is common to see scribed copies in the variouscathedrals of the Qi’rish Sands. Te original is said to havebeen written by the first Prophets of the faith, who appearedat the conception of the Golden Age of the church, though itis not uncommon for a Seer of the present age to add to theoriginal and send priests en masse to revise all of the scribedrenditions. Out of the living Prophets, only one has writtenin the Good Book. Te original book resides in the cathedralin Islis along with several other relics of the faith. Te bookitself was created to withstand the test of time; the paperis made from dense mulberry wood pulp and the ink is a

mixture of pine soot and the tannin of gallnuts, which givesthe entire book a brownish shade.

The Last Book 

Tough considered a true text of the religion, Te LastBook actually refers to a type of text carried by priests ofthe Qi’rish faith. Tough each of these books will be vastlydifferent from the next, they are the traditional funerary textsof the religion. When a son or daughter of the Patron dies, aliving priest will extract this journal (even if it is completelyblank) and bury it in the tomb with the dead. It is said that

these books are given to the Guardian of the Fields of theFallen by the dead, as a gift of entertainment, in exchangefor their passage. As mentioned before, many of these books

 will indeed be blank, but many of the followers use them formany purposes: dream keeping, atonement for sins, recordsof wisdom, etc. Tey are usually a quarter the size of a nor-mal tome and bound in blackened leather. Tese books areissued to followers as they become a part of the faith.

The Fields of the Fallen

Tough a grim title has been given to this concept of theafterlife, the Fields of the Fallen are actually an amazing endin Qi’rish terms. It is said that the fields hold dens where thehash pipes are never empty, courts where there is always foodand endless women, and coliseums where men fight for glo-ry, but never die. Tis idea, as it is written in the Good Book,is a major influence in the worldly goals of religious menand women. It is also said that the godhead of the Patronroams the Fields of the Fallen, walking and talking among

the immortal dead. Tis is the ultimate production of piety,and some of the more devout followers of the faith have beenknown to choose this as their reason for living within thelaws of the Patron.

The Golden Chalice

Tis item is a bronzed cup set in the cathedral at Islis. It issaid that the creation of man came from this chalice by beingfilled with the blood of the gods and consumed by the fatherof the Qi’rish bloodline. In the present age of the emplar’sfaith, it is a symbol of healing, teaching its followers that the

blood within them is divine in nature and any ailments maybe absolved through the Patron. As such, many clerics of thePatron wear the herald of the chalice.

The Stone Serpent 

Tis item appears in legend only, though some evidence haspresently emerged to account for its existence. Te serpentholds important symbolism in the emplar’s faith, said toepitomize the concept of inner strength and fortitude toovercome any challenge, no matter how insurmountable. Inthe Golden Age, a fantastic marble statue of the Father of theBloodline was erected in Old Islis. Some have purported thatat one point in time, the Stone Serpent wrapped around thestatue’s leg and prevented affliction and harm from the port.Presently, the statue was dismantled and moved to a city tothe south (Abul Urud). Tere is evidence of breakage in thestone around the statue’s leg, but many attribute this to thefragile nature of the statue during the move to Abul Urud.Tere are many rumors to say that the Stone Serpent residesin the obelisk in the sea east of Islis, and that this is the reasonit has remained so untouched and mysterious.

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The Skills of the Templar

Upon purchasing the Priestcraft Advantage, the following Skills become available to the emplar. Note that the following listincludes his three Prayer Skills, as well as a few others that are useful to emplars.

 Afflict [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Afflict Skill represents the emplar’s ability to call down thedivine wrath of his god upon his enemies, whether it be to physicallyharm them or deliver a debilitating affliction of some sort. Note thatthis is one of three emplar Prayer Skills, and can be used directly toinvoke the character’s Prayers.

Bless [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Bless Skill represents the ability to call upon the Patron of Qi’rito provide benefit to the emplar or his allies. Note that this is oneof three emplar Prayer Skills, and can be used directly to invoke thecharacter’s Prayers.

Renew [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Renew Skill represents the emplar’s ability to impart holy lightupon himself and his allies, healing ailments and maladies of allkinds. Note that this is one of three emplar Prayer Skills, and canbe used directly to invoke the character’s Prayers.

Deep Prayer [WL – H] 

ype: Action  Parent: WillpowerDifficulty: Hard [×4]

Te Deep Prayer Skill represents the emplar’s ability to fall into adeep, meditative state in prayer to the Patron. During Deep Prayer,the emplar’s Favor is restored twice as fast than during simple rest(1 Favor per five minutes). Note that while in Deep Prayer, theemplar is considered to be in a state similar to sleep, and requiresthe standard waking process in order to leave Deep Prayer.

Qi’rish Theology [IQ – A] 

ype: Knowledge  Parent: IntelligenceDifficulty: Average [×5]

Te Qi’rish Teology Skill is representative of the emplar’sunderstanding of the more complex aspects of his religion. Aemplar may check this Skill when prompted to remembersomething from the Good Book, recall divine law, or explain someritual of the church.

Note that a level 5 in Qi’rish Theology gives the

Templar a basic understanding of the informationabout Templar listed previous to this section.

Holy Relics of the Templar 

 D alismans of the Qi’rish Circle: Tese items are traditionally possessions or small body parts from the prophets of

the First Qi’rish Circle. Possessions range from daggers to diaries. Body parts range from fingers to tufts of hair andpreserved eyeballs. Tese items expel divine power when used in conjunction with the invocation of a Prayer thatrequires them, and may not be used more than once in this way. GMs are encouraged to tailor the game so that theacquisition of these items is quite rare.

 D Pages from Golden Age Scriptures: As above, these Holy Relics are old but preserved parchments from scriptures written during the Golden Age of the emplar. Tese items expel divine power when used in conjunction with theinvocation of a Prayer that requires them, and may not be used more than once in this way. GMs are encouraged totailor the game so that the acquisition of these items is quite rare.

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Prayers of the Templar: Piety I

Te following is a list of Prayers available to a emplar that possesses Piety I or greater. Note that there is an associated CAPcost listed for these Prayers. A emplar must spend the listed CAP cost in order possess the knowledge of the Prayer. He maythen spend the Favor and check the Parent in order to invoke its effects in the future.

 All Piety I prayers require the Piety I Advantage.

 Awakening [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Renew  

Te emplar awakens a fallen ally that is either sleeping, orunconscious due to wounds. For an amount of rounds equal to theemplar’s Renew Skill level after the Awakening, the emplar’s allycannot be rendered unconscious, due to wound levels or otherwise.

Blessing of Endurance [5 CAP] 

Favor Cost: 1  Prayer: 1 Major ActionParent: Bless 

Te emplar chooses another to impart the gift of clarity upon,uttering willful words to his soul. For an amount of hours equal tothe emplar’s Bless Skill level, the emplar’s chosen gains a bonus ofhis Piety × 10% to his Willpower and Determination checks.

Blessing of Fortitude [5 CAP] 

Favor Cost: 1  Prayer: 1 Major ActionParent: Bless 

Te emplar blesses an ally’s body, praying for the Patron to impartholiness upon his constitution. For an amount of hours equal to theemplar’s Bless Skill level, the emplar’s chosen gains a bonus ofPiety × 10% to his Stamina and olerance checks.

Blessing of Vitality [10 CAP] 

Favor Cost: 3  Prayer: 1 Major ActionParent: Renew  

Calling for the arm of the Patron to fall from the sky, the emplarprays to mend his wounds, or the wounds of his chosen. Teemplar restores 2D6 of his own Health, or the Health of another

instantly.

Breastplate of Righteousness [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Bless 

Te emplar justly prays for redemption, asking that the Patronimpart an aegis upon him to shield his chosen or himself frompotential harm. For an amount of rounds equal to the emplar’sBless Skill level, his DR, or that of his chosen, increases by 1D6 +Piety.

Clarity [5 CAP] 

Favor Cost: 1  Prayer: 1 Major ActionParent: Renew  

Te emplar grants his chosen the gift of divine perception, blessinghis senses with clarity. For an amount of hours equal to the emplar’sBless Skill level, the emplar’s chosen gains a bonus of Piety × 10%to his Awareness checks.

Cleansing [10 CAP] 

Favor Cost: 2  Prayer: 2 Major ActionsParent: Renew  

Te emplar calls to the Patron, seeking mercy upon those who areholy and loyal to him. When this prayer is invoked, the emplarchooses an amount of allies equal to his Renew Skill level who eachreceive 1D6 / 2 Health.

Cleric’s Folly [5 CAP] 

Favor Cost: 2  Prayer: 1 Major ActionParent: Afflict 

Te emplar prays to force his enemy to falter and drop his weapon,or whatever is held in his hand. Te emplar may choose which of

his enemy’s hands to afflict, and the enemy may resist the spasm witha Stamina resistance or olerance check. Both checks incur a penaltyof the emplar’s Afflict Skill success margin.

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Cleric’s Fortune [5 CAP] 

Favor Cost: 2  Prayer: 1 Major ActionParent: Renew  

Te emplar prays over his chosen’s injuries for swift and divinemending. Upon invocation, the emplar removes the detrimentaleffects of an injured limb from himself, or his chosen. Note that thisprayer has no effect on crippled limbs.

Divine Vigor [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Bless 

 With a burst of holy inspiration, the emplar experiences a divinetrance, gaining great speed. For an amount of rounds equal to hisBless Skill level, the emplar gains a bonus of Piety to his Speed.

Holy Decree [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Afflict 

Te emplar delivers judgment upon the unholy, smiting armiesin the name of righteousness. Upon invocation, an amount of theemplar’s enemies equal to his Afflict Skill level are dealt damageequal to his Piety. Te effects of this prayer cannot be resisted.

 Mercy [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Renew  

Te emplar gathers his chosen and blesses them with the Patron’sdivine gift: Vitality. For an amount of hours equal to his Renew Skilllevel, the emplar, and his chosen within Piety spaces, gains PietyHealth per minute.

 Minor Consecration [5 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Bless 

Te emplar utters blessings upon the ground where he stands.For an amount of rounds equal to his Bless Skill level, no being,creature or man, who is unfaithful to the Patron may enter the area

Piety spaces in every direction from the emplar. If the unfaithfulalready occupies this area when Minor Consecration is invoked, heis pushed back and knocked to the ground (Prone) just outside ofthe consecrated ground. However, after the initial invocation of thePrayer, if the emplar moves, causing an enemy to be within the areaof influence, the enemy is simply moved outside of it, to the closestspace. Note that it is possible for the emplar’s allies to take actionfrom the outermost ring of the area, but enemies may also attackinto that area with no ill effects.

 Minor Turning [5 CAP] 

Favor Cost: 2  Prayer: 2 Major ActionsParent: Afflict 

Te emplar prays for the Patron’s holy might to press upon hisenemies, making them vulnerable to his judgment. Upon invocationof Minor urning, an unfaithful being of the emplar’s choosing isforced to the ground. Te effects of this prayer may be resisted, ifapplicable, by a successful Willpower or Determination check, less

the emplar’s Afflict Skill success margin.

 Murmurs of Divinity [5 CAP] 

Favor Cost: 2  Prayer: 2 Major ActionsParent: Bless or Afflict (emplar must choose upon purchase) 

Te emplar seeks divine guidance, and utters a question to thePatron during prayer. If the prayer is successful, this question receivesa divine answer. Most often, this answer comes in the form of a “gutfeeling,” or some other ambiguous sign. Te more direct the questionis, the less ambiguous the answer.

Pardon [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Renew 

Te emplar prays fervently, beseeching the holy Patron to forgivehis many sins. Humbled in the grand light of divinity, the emplar’sHealth is restored by 1D6 per round for an amount of rounds equalto his Renew skill level. Note that the emplar may only pray forthese effects upon himself, not another.

Prophet’s Calling [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Afflict

Te emplar prays to impart upon his enemy a mental affliction,praying for the Patron to descend upon him and blacken his soul.Te emplar’s enemy may resist this vision of terror by passing a Willpower or Determination check less the emplar’s Afflict Skillsuccess margin. If he is unsuccessful however, the terror overcomeshim and he becomes stunned for one round.

Retribution [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Afflict

Te emplar begs the Patron to judge those who are unfaithful, andsmite them with righteousness. Upon Retribution’s invocation, allthose who are unfaithful to the Patron within Piety yards in everydirection from the emplar are afflicted by 2D6 damage, directlyto Health. Te unfaithful ones may resist the effects of this prayerby passing a Willpower or Determination check, less the emplar’s Afflict Skill success margin.

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Righteous Renewal [10 CAP] 

Favor Cost: 2  Prayer: 2 Major ActionsParent: Renew 

Te emplar exudes confidence in another to the Patron, asking thatthey be bathed in his holy light for their devotion. Te emplar andone of his chosen both gain Piety Health for an amount of roundsequal to the emplar’s Renew Skill level.

 Second Sight [5 CAP] 

Favor Cost: 1  Prayer: 2 Major ActionsParent: Bless or Afflict (emplar must choose upon purchase)

Te emplar silently prays for direction, seeking insight into those hemeets. Tis prayer grants the emplar some random, special insightabout a total stranger.

 Sight of the Prophet [5 CAP] 

Favor Cost: 1  Prayer: 1 Major ActionParent: Bless

Te emplar is filled with a strange, holy awareness. Trough prayer,he is able to feel life around him. Upon invocation of Sight of theProphet, the emplar inherently knows if there are any living bodies within an area that extends from him an amount of spaces equal tohis Piety × his Willpower.

 Smite [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Afflict

Te emplar judges his enemies, channeling the holy power ofthe Patron into them for their wrongdoings. Upon this prayer’sinvocation, the emplar deals 2D6 damage to his unfaithful enemy.Te unfaithful one may resist the effects of this prayer by passing a Willpower or Determination check less the emplar’s Afflict Skillsuccess margin.

Templar’s Call [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Renew 

Te emplar calls to the Patron, shouting an exquisite prayer toextinguish the harm inflicted upon his chosen. Te emplar restores1D6 / 2 of his chosen’s Health each round for an amount of roundsequal to his Renew Skill level.

Templar’s Whisper [5 CAP] 

Favor Cost: 1  Prayer: 1 Major ActionParent: Bless

Te emplar prays for the gift of speech without tongue, to speak toan ally in the same manner that the Patron speaks to his children.Upon successful invocation of the emplar’s Whisper, the emplarmay speak one sentence (ten words or less) to another of hischoosing. Te words he speaks cannot be heard by anyone else.

Whisper of the Patron [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Bless

Similar to the emplar’s Whisper prayer, the emplar prays forthe gift of silent speech in order to hold a secret conversation withanother emplar. Upon successful invocation of this prayer, theemplar may speak to another devout member of the faith for anamount of minutes equal to his Bless Skill level. No one else is ableto hear this conversation.

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Prayers of the Templar: Piety II

Te following is a list of Prayers available to a emplar that possesses Piety II or greater. Note that there is an associated CAPcost listed for these Prayers. A emplar must spend the listed CAP cost in order possess the knowledge of the Prayer. He maythen spend the Favor and check the Parent in order to invoke its effects in the future.

 All Piety II prayers require the Piety II Advantage.

 Absolution of Sin [5 CAP] 

Favor Cost: 7  Prayer: 1 Major ActionParent: Renew  

Te emplar forgives his fellow man of his transgressions and praysto the Patron for mercy. Another emplar of his choosing gains 2D6Favor. A emplar may not absolve his own sins.

 Aegis of Sanctity [5 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Bless 

Te emplar becomes like a stone, pressing against all adversity with divine power. For an amount of rounds equal to the emplar’sBless Skill level, the emplar’s chosen gains a holy shield. If he whopossesses this shield has any damage inflicted upon him, the holylight of the Patron bathes him, restoring 1D6 Health. Tis effectmay only take place once per round.

Benediction [10 CAP] 

Favor Cost: 7  Prayer: 2 Major ActionsParent: Renew  

Te emplar calls glorious praises to the Patron, blessing all who are willing to listen to his testimonies. For an amount of rounds equal tothe emplar’s Renew Skill level, anyone within Piety spaces in everydirection from the emplar gains Piety Health per round.

Blessing of Perseverance [5 CAP] 

Favor Cost: 4  Prayer: 1 Major ActionParent: Bless

Te emplar grants his chosen a burst of mental fortitude, sendinga wave of holy mercy over his mind. Te chosen’s next Willpower

resistance or Determination check gains a bonus of 100%.

Blessing of Resilience [5 CAP] 

Favor Cost: 4  Prayer: 1 Major ActionParent: Bless

Te emplar grants his chosen the distinct ability to overcome themortality of his own body. Te chosen’s next Stamina resistance orolerance check gains a bonus of 100%.

Curse of Exhaustion [5 CAP] 

Favor Cost: 3  Prayer: 1 Major ActionParent: Afflict

Te emplar calls the shade of sloth upon an unfaithful one, sappingthe energy from his body and the motivation from his soul. Foran amount of minutes equal to the emplar’s Afflict Skill level,the unfaithful one incurs a penalty of Piety × 10% to his Staminaand olerance checks. Te effects of this curse may be resisted by asuccessful Stamina resistance or olerance check less the emplar’ssuccess margin.

Curse of Hopelessness [5 CAP] 

Favor Cost: 3  Prayer: 1 Major Action

Parent: Afflict

Te emplar calls the shade of chaos upon an unfaithful one,instilling in him fear and hopelessness eternal. For an amount ofminutes equal to the emplar’s Afflict Skill level, the unfaithful oneincurs a penalty of Piety × 10% to his Willpower and Determinationchecks. Te effects of this curse may be resisted by a successful Willpower resistance or Determination check less the emplar’s Afflict Skill success margin.

Curse of Sloth [10 CAP] 

Favor Cost: 7  Prayer: 2 Major Action

Parent: Afflict

Te emplar punishes another for their sins committed against thePatron, forcing them into momentary reverence. Upon invocationof this prayer, the emplar’s chosen becomes stunned for an amountof rounds equal to his Piety. Te unholy one may resist the effects ofthis prayer by passing a Willpower or Determination check, less theemplar’s Afflict Skill success margin.

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Death Tongue [5 CAP] 

Favor Cost: 8  Prayer: RitualParent: Bless or Afflict (emplar must choose upon purchase)

Te emplar enters a state of deep prayer to become a medium forthe soul of the dead. o enter this state, the emplar must tailor thesituation to specific spiritual needs (he must be at the burial site ofthe dead, be in vicinity of where the dead fell, or possess a fetishof great spiritual importance to the dead). During this prayer, the

emplar will speak for the dead and is unable to commit to anyother action. As a preface to the prayer, the emplar must includeanother trustworthy individual to release the spirit of the dead.During the ritual, the spirit of the dead may be disagreeable due tooccupying a state of spiritual limbo, but cannot lie.

Desecration [5 CAP] 

Favor Cost: 7  Prayer: 2 Major ActionsParent: Afflict

Te emplar calls to the shades of the Patron, releasing their wrathupon his enemies. Te emplar chooses an amount of unfaithfulmen equal to his Afflict Skill level. Each of the unfaithful must passa Willpower resistance or Determination check, or become stunnedduring their next round.

Divine Haste [10 CAP] 

Favor Cost: 7  Prayer: 2 Major ActionsParent: Bless

 A prayer of absolution alters the emplar’s reality, the Patrongranting him or his chosen the ability to act faster than time itself.For the next Piety rounds, the emplar or his chosen may take

double the amount of Major Actions that he would normally 

Divine Light [10 CAP] 

Favor Cost: Maximum Favor  Prayer: RitualParent: Renew    Add’l Requirements: Holy Relic

By praying over the recently deceased, the emplar may channeldivine light into the body, bringing the lost soul back among theliving. Te ritual may only be performed if the body is mostly intact,and within the first few minutes after death (-10% to Renew checkper minute after first 10 minutes). During the ritual, the emplarmay not be disturbed. On successful invocation of the ritual, the

deceased is restored to 1 Health. Te resurrected incurs a penalty of-50% to all Skill checks and resistances, as well as a penalty of -10to all combat (save for damage) until he has rested for one hour perHealth below “Dead” he was before Divine Light was whispered.

Note that in order to invoke Divine Light, the Templar

must spend his maximum amount of Favor. If he is

considered “full” at 20 Favor, then the Prayer requires

 20 Favor to invoke.

Divine Sleep [5 CAP] 

Favor Cost: 8  Prayer: RitualParent: Renew 

Te emplar prays immaculately over the body of another, guardinghis chosen from afflictions and even death itself. He who theemplar prays over will become preserved in a death-like state without actually dying. In this state, no poison, disease, or naturaldegradation of the body may occur. Te body may physically take

damage or die (in the event that it is attacked, or directly harmed)but while prayed over, will not experience a passive death. Teemplar must remain in deep, trance prayer in order to keep hischosen in a state of Divine Sleep during which he may take no otheraction. If his prayer is interrupted, or he wishes to pass the burdento another emplar, the next iteration of prayer suffers a penalty of-25% to the Renew Skill.

Exalting Praise [10 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Renew 

Te emplar sings a chorus of praises to the Patron, calling hisglory down upon his chosen. For an amount of rounds equal to theemplar’s Renew Skill level, the emplar’s chosen gains 1D6 Healthper round.

Exhumation [5 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Afflict

Te emplar calls the dead to live again in the humbling presence ofthe Patron. Upon invocation of this prayer, the emplar may bring

a recently deceased man into a state of reanimation for an amountof minutes equal to the emplar’s Afflict Skill level. Te summoneddead will obey every word of the emplar without question. oinvoke this effect, the emplar must lay hands upon the deceasedbody. Te summoned dead will have no recollection of his or herformer life, and any attempts to utter Death ongue or similarprayers will not work under any circumstances.

Fortress of the Patron [10 CAP] 

Favor Cost: 7  Prayer: 1 Major ActionParent: Bless

 A cover of holy light washes over the emplar, protecting him fromharm. Upon invocation of this prayer, the emplar’s chosen gains adivine shield. Te shield may take damage in the amount of Piety × 5before it withers away. All damage that would afflict the emplar willaffect this shield first, and the shield will remain a blessing upon theemplar until it is withered.

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Grace of the Divine [5 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Renew 

Te emplar’s prayer cleanses his chosen’s body of raw affliction.Upon invocation of this prayer, the emplar removes any poisonfrom his body or the body of another. Te emplar must check hisRenew Skill against the strength of any poisons afflicting his chosen.

Greater Smite [5 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Afflict

Te emplar delivers a smite of righteous power upon the sinful. Teemplar inflicts 3D6 damage upon his chosen. Te sinner may resistthe effects of this prayer by passing a Willpower or Determinationcheck less the emplar’s Afflict Skill success margin.

Guidance [5 CAP] 

Favor Cost: 8  Prayer: RitualParent: Bless or Afflict (emplar must choose upon purchase)

In his darkest hour, the emplar seeks guidance from the Qi’rishCircle. Te emplar may choose one of the ten prophets of theCircle to communicate with through prayer. Te prophet willprovide as much guidance as possible. Te prayer may last anamount of minutes equal to the emplar’s Bless or Afflict Skill level. Additionally, at the culmination of the prayer, the prophet will healthe emplar to 1 Health if he is hurt.

Iniquity [10 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Afflict

Te emplar admonishes an unfaithful one, showing the true fury ofthe Patron in his voice. Upon invocation of the prayer, the unfaithfulone must pass a Willpower resistance or Determination check lessthe emplar’s prayer success or become victim to 1D6 damage eachround for an amount of rounds equal to the emplar’s Afflict Skilllevel.

 Major Turning [10 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Afflict

Upon invocation of this prayer, a sworn enemy of Patron is knockedto the ground (Prone) and rebuked for an amount of damageequal to the emplar’s Piety × 1D6. Tis effect may be resisted, ifapplicable, with a Willpower resistance or Determination check lessthe emplar’s Afflict Skill success margin.

 Mercy of the Divine [5 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Renew 

Te emplar’s prayer cleanses his chosen’s body of pestilence. Uponinvocation of this prayer, the emplar banishes any disease from hisbody or the body of another. Te emplar must check his RenewSkill against the strength of any diseases afflicting his chosen.

Rite of Fervor [5 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Renew 

Te emplar falls before the Patron, asking that he cleanse him ofhis wounds, or cleanse the wounds of his chosen. Upon invocationof this prayer, the emplar, or the emplar’s chosen receives 3D6Health.

Ritual of Requital [10 CAP] 

Favor Cost: 7  Prayer: 2 Major ActionsParent: Afflict

Te emplar consecrates the ground around him, rebuking thoseunfaithful to the Patron. Upon invocation of this prayer, any unholypresence within Piety spaces in every direction from the emplarbecomes victim to 3D6 holy damage. Te unfaithful ones may resistthe effects of this prayer by passing a Willpower or Determinationcheck, less the emplar’s Afflict Skill success margin.

 Shield of Unending Divinity [10 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Bless

Te emplar chooses a pious one who is already affected byBreastplate of Righteousness. Upon invocation of the prayer, thechosen’s Breastplate of Righteousness is augmented with divinity thatreflects the damage absorbed by the Breastplate. Tis divine blessingonly applies to melee damage (or any type of damage where thechosen’s opponent must make contact with his victim). Te Shield ofUnending Divinity persists until it has reflected damage an amountof times equal to the emplar’s Piety.

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Prayers of the Templar: Piety III

Te following is a list of Prayers available to a emplar that possesses Piety III or greater. Note that there is an associated CAPcost listed for these Prayers. A emplar must spend the listed CAP cost in order possess the knowledge of the Prayer. He maythen spend the Favor and check the Parent in order to invoke its effects in the future.

 All Piety III prayers require the Piety III Advantage.

 Admonishment [10 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Afflict 

Te emplar reprimands his sinful foes in the name of the Patron,toppling them under the weight of their transgressions. Uponinvocation of the Prayer, the emplar chooses an amount of foesequal to his Piety. Tese foes are knocked to the ground (Prone)and rebuked for an amount of damage equal to the emplar’s Piety× 1D6. Te effects of Admonishment may be resisted by checkingthe Determination Skill or making a Willpower resistance less theemplar’s Afflict Skill success margin.

 Armor of the Righteous [5 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Bless 

Te emplar chooses a pious one who is already affected by theBreastplate of Righteousness Prayer. Upon invocation of Armorof the Righteous, the chosen’s Breastplate of Righteousness isaugmented, doubling its bonus to DR for an amount of roundsequal to the emplar’s Piety.

 Army of Light [5 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Renew  

Te emplar looks upon his allies and calls the command of thePatron to them. Te emplar chooses an amount of allies equal tohis Renew Skill Level, and they all receive 1D6 Health instantly. Alternatively, the emplar may choose an amount of allies equal tohis Piety, who all receive 2D6 Health instantly.

 Avatar of the Patron [5 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Renew  

Te Patron becomes a living god and the emplar is his conduitinto the corporeal world. Upon successful invocation of this prayer,the emplar grants an amount of healing equal to his Piety to anyallies within Piety spaces in every direction from him. Te emplarremains an avatar of the Patron for one full minute.

Beatification [5 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Renew  

Te emplar’s prayers are heard by the Patron, and he is upliftedby celestial power. Upon successful invocation of the prayer, theemplar gains 4D6 Health instantly. Note that the emplar mayonly affect himself with this prayer.

Blessed Spirit [5 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Bless 

Te emplar prays for the haste of the fields, granting him theopportunity to pass divine judgment upon his foes. For an amountor rounds equal to his Bless Skill level, the emplar, or his chosen,gain a chance equal to his Piety × 10% to repeat every Major Action. As an example, if the emplar or his chosen decided to move, andpassed the success chance, he would be given the opportunity tomove again. If he attacked, and passed the success chance, he wouldbe given the opportunity to attack again.

Note that if the Templar or his chosen take any actionthat consumes Fatigue, Favor, or the like, the repeated

actions are taken free of these costs. In addition to

this, any Lapse penalty is also only counted as if the

 Advanced Maneuver was performed once.

Blessing of Discipline [10 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Bless 

Te emplar prays for the mental resilience to remain righteous in a world of temptation to do evil, and seeks to impart the gift upon hischosen. For one full minute, the emplar’s chosen gains a bonus ofPiety to his Willpower Attribute.

Blessing of Insight [10 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Bless 

Te emplar evokes a divine understanding, a gift from the Patron,and imparts it upon his chosen. For one full minute, the emplar’schosen gains a bonus of Piety to his Awareness Attribute.

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Blessing of Stoicism [10 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Bless 

Te emplar prays for the reward of steadfastness from the Patron,and seeks to impart it upon his chosen. For one full minute, theemplar’s chosen gains a bonus of Piety to his Stamina Attribute.

Boundless Exhumation [10 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Afflict

Te emplar recalls the secret prayers to use the Patron’s collectedsouls to his advantage. Upon invocation of this prayer, the emplarmay bring an amount of recently deceased men equal to his Pietyinto a state of reanimation for an amount of minutes equal to theemplar’s Afflict Skill level. Tis Prayer follows the same form as theExhumation Prayer in every way, save for the amount of men theemplar reanimates.

Canticle of the Fool [10 CAP] 

Favor Cost: 10  Prayer: 1 Major ActionParent: Afflict

Te emplar sings a morose chant, soliciting the Patron to breakhis foe’s will by attacking his bones. Te emplar chooses a foe whomust pass a olerance check or Stamina resistance less the emplar’s Afflict Skill success margin. If he is unsuccessful, the emplarchooses one of his hands to become crippled. Te Prayer does notdeal damage, but the crippled hand remains this way for an amountof rounds equal to the emplar’s Afflict Skill level, after which itreturns to normal.

Celestial Absolution [10 CAP] 

Favor Cost: Maximum Favor  Prayer: RitualParent: Bless, Renew, or Afflict (emplar must choose upon purchase)

 Add’l Requirements: 2 Holy Relics 

Te emplar falls before the Patron, asking the he be granted thepower of miracle. By praying over the recently deceased, the emplarmay channel divine light into the body, bringing the lost soul backamong the living. Te ritual may only be performed if the bodyis mostly intact, and within the first few hours after death (-10%to Prayer check per hour after first hour). During the ritual, the

emplar may not be disturbed. On successful invocation of theritual, the deceased is restored to 1 Health. Te resurrected is fullycapable immediately after Celestial Absolution is uttered.

Note that as with the Divine Light Prayer, in order to

invoke Celestial Absolution, the Templar must spend his

maximum amount of Favor. If he is considered “full” at

 20 Favor, then the Prayer requires 20 Favor to invoke.

Celestial Guidance [5 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Renew  

Te Patron’s ways are eternal, and the emplar’s prayers over hischosen are steadfast and perpetual. Te emplar chooses one ally andchannels divine light over him, granting him 2D6 Health. Providedhis invocation is successful, he may repeat it the next round, using1 Major Action and checking his Renew Skill to grant an additional

2D6 Health to the same ally. He does not spend additional Favor torepeat the healing and may do so an amount of times equal to hisPiety.

Ceremonial Clemency [10 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Renew  

Te Patron’s white light guides the emplar to choose the one who ismost burdened by the world, eager to be consumed by divine mercy.Te emplar’s chosen receives 4D6 Health instantly. For an amountof rounds thereafter equal to the emplar’s Piety, his chosen receives1D6 Health.

Chorus of Whispers [5 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Bless 

Te Patron speaks in whispers to his children, and the emplarfinds beauty and prudence in this, and reveres it. Upon successfulinvocation of Chorus of Whispers, the emplar may speak freelyto those of his choosing, an amount of allies equal to his Bless Skilllevel. Te words he speaks cannot be heard by anyone else, and the

effects of this Prayer last for an amount of minutes equal to his Piety.

Curse of Desolation [5 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Afflict 

Te emplar chooses a foe and prays that the Patron take notice ofhis sins, and punish him rightfully. Te emplar chooses a foe. Tenext Determination or olerance check that the emplar’s chosen foemust make suffers a penalty of 100%. Tis also applies to Willpoweror Stamina resistances. Tis Prayer does not cause the foe to sufferthis penalty to each check, but simply the next that fit the criteria.

Te effects of this Prayer may not be resisted.

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Curse of Domination [5 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Afflict 

Te emplar invades the mind of another with horrific prayer,submitting the foe to his own will. For an amount of rounds equalto the emplar’s Piety, his chosen may not act of his own accord, andhis actions are instead controlled by the emplar. Te effects of Curseof Domination may be resisted by a successful Determination check

or Willpower resistance less the emplar’s Afflict Skill success margin.Furthermore, this resistance may be attempted each round the victimis under the emplar’s curse (though the emplar may only check his Afflict Skill upon invocation).

Note that any action whatsoever that is “suicidal,” in

nature, the foe may blatantly disobey. What makes an

action suicidal is to be determined by the GM.

Curse of Reproach [5 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Afflict 

Te Patron, at his follower’s behest, sends particular and harsh judgment to one of the emplar’s foes. Te emplar chooses a foealready afflicted by the Curse of Sloth Prayer. For the remainder ofthe time that this foe is Stunned, he also experiences 2D6 damageper round. Tis effect is not resistible if the initial resistance to Curseof Sloth was failed.

Prayer of Lucidity [10 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Renew  

Te emplar utters a strong prayer, ending his words in a deafeningchant of praise to the Patron. Te Patron compels him to granthis chosen divine clarity. Te emplar chooses an amount of alliesequal to his Piety. Tose allies receive 2D6 Health and 2D6 Fatigueinstantly. After an amount of rounds equal to the emplar’s RenewSkill Level have passed, he and any of his chosen that are alsoemplars receive 2D6 Favor.

Purification [5 CAP] 

Favor Cost: 10  Prayer: 1 Major ActionParent: Bless 

Te emplar empowers his hallowed ground, chanting the blessingsof the Patron to engulf his foes in holy order. Te emplar praysto empower an instance of the Minor Consecration Prayer that isalready in effect. For the remaining duration of the Prayer, if theemplar moves in such a way that the holy ground engulfs a foe, that

foe becomes victim to 2D6 damage before being cast outside thearea.

Rending Light [5 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Afflict 

Te emplar invokes the rage of the Patron, calling down a brutalshard of light upon the sinful. Te emplar inflicts 6D6 damageupon his chosen. Te sinner may resist the effects of this prayerby passing a Willpower or Determination check less the emplar’s Afflict Skill success margin.

 Sacrament of Unity [10 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Renew  

Te emplar falls before the Patron, praying that his chosen ismended by divine light, and unified in body, mind, and soul. Teemplar’s chosen receives 6D6 Health instantly.

 Storm of Sanctity [10 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Bless 

Te Patron’s judgment is meticulous and ever-present, and theemplar seeks to conduct himself in that image. Upon successfulinvocation of the Prayer, the emplar chooses an amount of alliesequal to his Bless Skill level. For an amount of minutes equal tohis Piety, the emplar may instantly deliver the effects of the SmitePrayer to anyone who is critically struck by any of the emplar’schosen. Tis instantaneous Smite does not require an Afflict Check,does not cost Favor, and the effects do not require any time to takeplace.

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The Patron’s Bequest [10 CAP] 

Favor Cost: 11  Prayer: 2 Major ActionsParent: Renew  

Te emplar prays to befall teaching upon his chosen, a fastidioustestament of his Patron’s greatest gift to man: the gift of life. Teemplar’s chosen receives 4D6 Fatigue instantly.

Undying Soul of the Patron [10 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Afflict 

Upon invocation of this Prayer, the emplar spends his next Pietyrounds in a state of awesome reverence of the Patron. During thistime, he may take no action at all, other than one Major Action worth of movement at half his Speed, and all of his defenses aretreated as critical failures. However, all of the damage he takes duringthis time is absorbed and builds up. At the beginning of the nextround (after Piety rounds have elapsed), the emplar converts all ofthe damage into holy power and explodes, inflicting that amountof damage to each foe within an amount of spaces equal to his Afflict Skill level in every direction. After this damage is dealt, theemplar is reduced to an amount of Health as if he just breached Wound Level 5. In other words, the emplar becomes automaticallyunconscious.

The GM should keep in mind that when this Prayer is

invoked, the Templar does not exhibit any signs that

he is absorbing damage dealt to him, so his foes would

continue to attack him as normal.

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The Lotus Eaters of Dakrash

Te Lotus Eaters are a mysterious people, hailing originally from the Dakrashi Jungle, but with a strong and dedicatedpresence in the sands. Tey are the masters of fire, the explorers of oblivion, and the traveling wise men. Tis section will notonly provide information about the Lotus Eaters, but will also contain a comprehensive list of Prayers and other importantaspects of the decree of knowledge and wisdom.

Bound with secret wisdom and sheathed in flame, the Lotus

Eaters are the symbol of mysticism in Qi’rish history. Whilethe emplars experienced a Golden Age in the desert, theDakrashi flood plains saw a unification of its many gods, anda paradigm shift among its people. Te Lotus Eaters may nothave seen their beginnings in the desert, but no man, Qi’rishor Dakrashi, is blind to their influence there.

During the beginnings of the emplar’s Golden Age, a madDakrashi traveler returned from the desert. He was advisedagainst going there, the devout of the Dakrashi gods sayingthat it was certain death, that no man could survive the sea

of sand. But he returned, his body ruined, his sanity shot,hungry, shaking, and dying. Before he fell though, he madehis way into Qir’an, the abnormally peaceful portal between

 what is now Shet’i and the great city of Mahinja-Dara, thecapital of the Dakrashi region Ghosh. Once in Qi’ran, theman fell before the temple of Ganapati, the Ghoshan lord ofbeginnings, and offered the priests a collection of diaries, alibrary he called his “Bhava-Jita.” It was the very same nightthat he died, and was offered a traditional Dakrashi funeraryrite on the Harayana Dakra, or “God’s River.”

Tese men of Ganapati studied this man’s work, the Bha-va-Jita, to a great degree, and the resulting shift came swiftlyand overcame the jungle. His work told of the Gates of En-lightenment, and his passage through them. It told of hispractice with an alternate realm that he called the abyss, orthe void, or oblivion or even sometimes the otherworld. He

 wrote of fragments of this great otherworld, the Pandavas orthe Buddhi that guided him when he was in need. o some,the Bhava-Jita was the ramblings of a madman, but thesepeople were a vast minority. Beginning with the acolytes ofGanapati, a great shift began to occur, where the priests were

 whispered to by the gods, telling them that instead of wor-shipping many gods, it is more important to do as the mad-man who went to the desert and seek true enlightenment, toultimately face their gods as equals. Tis philosophy took agreat hold and spread like fire on dry ground.

In the midst of this age of enlightenment, a particular focus

fell to the Dakrashi people: a scribbling of the madman thatread, “Te Lotus Flower, so ordered and beautiful is the mor-tal key to enlightenment and eventual ascension. o embarkupon the discovery of its use and its sustenance is not toachieve the immediate wisdom of the gods, but it is the mostrelevant obstacle. While the desert’s strange sun assaultedme, burning my skin, I passed through the Gate of Discoveryand learned this truth.”

Te scripture is quite easily the most coherent of the mad-man’s ramblings, and as such, was taken to be something of

a sacrament. Te Dakrashi priests began to call themselvesLotus Eaters, and made Dens out of what used to be temples.

 A great Dakrashi migration occurred, those who sought tofind what the madman found in the desert. Instead theyfound Islis, and Abul Urud, and Shet’i. In Qir’an, the aco-lytes of Ganapati who originally found the Bhava-Jita namedthemselves the “Lotophagi,” the enlightened elite of theLotus Eaters. Tey met no argument with Mahinja-Dara oreven the neighboring warriors, the Sindhish people. Te Lo-tophagi, through countless Lotus crazes and strict discipline,learned the secrets of the gates that the madman discovered.

Tey taught other Dakrashi to pull flame from the void, and jump from existence when the need presented itself.

Soon, the people of Qi’ri and Dakrash began to see Dens ofLotus Eaters nearly everywhere. Underneath the hash housesof Islis and the cathedrals of Shet’i. In the villages of Da-krash and the whore houses of Abul Urud. Te fragmentedappearance as subsequent disappearance truly fit the personaof these people, the Lotus Eaters, who travel to oblivion andlearn the secrets of existence there, with no concern for whatlay within. In fact, any concern has left them, withered away

 with the poison of the Lotus Flower.

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The Skills of the Lotus Eater

Upon purchasing the Priestcraft Advantage, the following Skills become available to the Lotus Eater. Note that the followinglist includes his three Prayer Skills, as well as a few others that are useful to the Children of the Lotus.

Enlighten [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Enlighten Skill represents the ability to call light from the void,or summon an unconscious idea to reality. Note that this is one ofthree Lotus Eater Prayer Skills, and can be used directly to invokethe character’s Prayers.

 Scorch [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Scorch Skill represents the Lotus Eater’s ability to call upon fire, whether from reality or oblivion, in order to consume his enemiesor cleanse his allies. Note that this is one of three Lotus Eater PrayerSkills, and can be used directly to invoke the character’s Prayers.

 Shift [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Shift Skill represents the Lotus Eater’s ability to travel withinand understand the otherworld, allowing him to blip out of realityor consort with the inhabitants within. Note that this is one of threeLotus Eater Prayer Skills, and can be used directly to invoke thecharacter’s Prayers.

 Meditation [WL – H] 

ype: Action  Parent: WillpowerDifficulty: Hard [×4]

Te Meditation Skill represents the Lotus Eater’s ability to fall intoa deep meditation, in an attempt to learn the secret wisdom of thevoid. During Meditation, the Lotus Eater’s Favor is restored twiceas fast than during simple rest (1 Favor per five minutes). Note that while in Meditation, the Lotus Eater is considered to be in a statesimilar to sleep, and requires the standard waking process in order toleave Meditation.

Dakrashi Theology [IQ – A] 

ype: Knowledge  Parent: IntelligenceDifficulty: Average [×5]

Te Dakrashi Teology Skill is representative of the Lotus Eater’sunderstanding of the more complex aspects of his religion. A LotusEater may check this Skill when prompted to remember somethingfrom the Bhava-Jita, explain part of his philosophy, or explain someritual of the Lotus Eaters to one of secular persuasion.

Note that a level 5 in Dakrashi Theology gives the

Lotus Eater a basic understanding of the information

about Lotus Eaters listed previous to this section.

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The Lotus Craze

For the Lotus Eaters, the petals of the Lotus Flower hold sacred knowledge and sustenance. A poison to most, the Lotus Eat-ers have learned, over time, to harness the particular power that this plant holds. A common practice of the Lotus Eaters is toconsume the petals of the Lotus Flower. While this practice is usually performed in quiet, meditative settings, a Lotus Eatermay also benefit from its ingestion in high-action scenarios, boosting his focus and bringing him closer to enlightenment.

It should be noted that while the Lotus Eaters have learned to control the effects of the flower, it is still very much a poison,

and even the Children of the Lotus must exercise caution in its consumption. A Lotus Eater with a Stamina score of at least10 may consume three petals per day safely. Te next break point for this plateau is a Stamina score of 15, at which point, theLotus Eater may consume four petals per day safely. Te unsafe consumption of Lotus Flower petals holds dire consequences,even for Lotus Eaters. Should a Lotus Eater decide to consume one petal past his throttle, whatever that may be, he must passa Stamina resistance or olerance check. If he fails, he immediately dies. Te second petal past his throttle initiates a similarresistance check at a penalty of -25%. Te third holds a penalty of -50%, and so on. Most Lotus Eaters are very focused onmoderation with the sacred plant and will only attempt to consume more than the safe amount in extreme circumstances.

Tere are a great variety of different lotus flowers throughout the world, and each may have different effects, both to LotusEaters and secular peoples. Te comprehensive table below details the different types of Lotus Flowers and their effects.

Lotus Type Region Disciplined Effects Secular Effects RarityRed Lotus Petal Dakrash, Qi’ri 2D6 Favor, 1D6 / 2 Health Stamina/olerance or -1D6

HealthCommon

 Yellow Lotus Petal Dakrash, Qi’ri 2D6 Favor, 1D6 / 2Fatigue

Stamina/olerance or -1D6Fatigue

Common

Blue Lotus Petal Ghosh, Qi’ri 2D6 Favor, +5% to Stunfor 5 minutes

Stamina/olerance orbecome Stunned

Common

Pink Lotus Petal Daksrash 2D6 Favor, 1D6 Health Stamina/olerance -25%Or -1D6 Health

Common

Purple Lotus Petal Various sub-regions ofSindh

3D6 Favor Stamina/olerance -25% or-2D6 Health

Uncommon

Orange Lotus Petal Harayana Dakra RiverValley  2D6 Favor, 1D6 Health &Fatigue Stamina/olerance -25% or-2D6 Fatigue Uncommon

Black Lotus Petal Harayana Dakra RiverValley, Ghosh

4D6 Favor Stamina/olerance -50% or-3D6 Health

Rare

 White Lotus Petal Random 4D6 Favor, 1D6 Health Rare

Silver Lotus Petal Random 4D6 Favor, 1D6 Health &Fatigue

Rare

Iridescent Lotus Petal Unknown 5D6 Favor, Immunity toStun for 5 minutes

Stamina/olerance -50% orDEAH

Extremely Rare

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The Nine Gates of Enlightenment

 Apart from the practices of prayer and meditation, the Lotus Eaters are bound to strive for supreme enlightenment. One ofthe most sacred texts of the Children of the Lotus is the Bhava-Jita, the scribbling of an ancient desert nomad stricken withmadness. His metaphor for the journey of the attainment of true enlightenment has seen adherence throughout rememberedhistory of the Lotus Eaters.

However, the passage of the Gates comes with a near lifetime of learning, and deep devotion to knowledge and under-

standing. Once a Lotus Eater has achieved Piety II in the normal fashion, he may begin passing through the Gates. Tis isaccomplished by critical successes on Prayer Skill checks, similar to Fealty. However, in order to attain Piety III, instead of

 just five Fealty points like normal, a Lotus Eater omits the 20 purchased CAP and needs to only achieve nine critical successesin Prayer. However, each critical success the Lotus Eater obtains on his way to Piety III opens a Gate of Enlightenment,providing him a permanent, passive effect or ability.

See below for a list of the Gates and the effects produced by each.

The First Gate: Suffering 

“As fate gives, it takes. It does this not out of malice, but out ofbalance. o suffer is an essential and brilliant outcry of our experi-

ence.” 

Upon passage through the First Gate, the Lotus Eater gains apermanent bonus of 10% to his olerance skill.

The Second Gate: Discovery 

“As the gate passes overhead, knowledge overwhelms us. o find andsaturate oneself with new knowledge is discovery, and it is the avenueto enlightenment.” 

Upon passage through the Second Gate, the Lotus Eater gains apermanent bonus of 10% to his Focus skill.

The Third Gate: Acceptance

“o accept law is a significant component of understanding the self.Te search for change is important, but the determination of theunchanging is equally as important.”

Upon passage through the Tird Gate, the Lotus Eater gains apermanent bonus of 10% to his Determination skill.

The Fourth Gate: Wisdom

“Te understanding and comfort taken in the knowledge that the wisdom of the Gates applies to all things, in all worlds, at all times, isthe shining display of an aptitude for existence.”

Upon passage through the Fourth Gate, the Lotus Eater gains apermanent bonus of 2 to his total Favor.

The Fifth Gate: Understanding 

“Conjecture and strategy are fine means to self-discovery and thepursuit of knowledge, but it is occasionally right to critique the basics

of one’s understanding; It is the foundation of enlightenment.” 

Upon passage through the Fifth Gate, the Lotus Eater gains apermanent bonus of 10% to his Enlighten skill.

The Sixth Gate: Order 

“Worship the unchanged. It is this sacred order that holds our bodies,minds, and souls together as one.” 

Upon passage through the Sixth Gate, the Lotus Eater gains apermanent bonus of 1 to his defenses.

The Seventh Gate: Guidance

“When one dives into the abyss, one need allow the abyss to be theguide. Absolutely no progress will come of arrogance and stubborn-ness when involved in the affairs of oblivion.” 

Upon passage through the Seventh Gate, the Lotus Eater gains apermanent bonus of 1 to his Intelligence score.

The Eighth Gate: Enlightenment 

“Seek the truth within the void for long enough, and the faces of thegods can be seen. Only then is one truly enlightened.” 

Upon passage through the Eighth Gate, the Lotus Eater permanentlygains the ability to pass a resistance with absolute certainty once per day.

The Ninth Gate: Ascension

“Ascend. Ascend. Ascend.”

Upon passage through the Ninth Gate, the Lotus Eater maynow consider his Enlighten, Scorch, and Shift skills to be of Easydifficulty rather than Average.

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Prayer Mastery

o Lotus Eaters, prayer is not an idle ritual. It is not irrelevant. It has supreme purpose, and thus many Lotus Eaters willgain a deep understanding of their Prayers and discipline themselves to master them in every way. Similar to the mastery of

 Advanced Maneuvers (See Part IV: Te Art of Combat), Lotus Eaters are able to master each individual Prayer available tothem by spending the CAP Cost of the Prayer (again) for each level of mastery, up to the third level.

 After each Piety level’s Prayer list, there is a section that lists each Prayer, the CAP cost, and the effects that each level of

mastery imparts upon a Lotus Eater who possesses it.

Holy Relics of the Lotus Eater 

The Lotus Flower

 D  While the Lotus Eaters consume the petals of the Lotus Flower for a variety of purposes (described earlier), a numberof their Prayers require the use of an entire Lotus Flower, consisting of twelve petals. Depending on the color of theflower, the rarity is varied, but some of the more common types are quite common and can still be used as HolyRelics. Furthermore, if a Lotus Eater finds himself in need of an entire flower, but only possesses mixed colors, thePrayer may still be performed so long as he possesses twelve petals. Once a Prayer with this requirement is invoked,the petals wither and become useless for consumption.

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Prayers of the Lotus Eater: Piety I

Te following is a list of Prayers available to a Lotus Eater that possesses Piety I or greater. Note that there is an associatedCAP cost listed for these Prayers. A Lotus Eater must spend the listed CAP cost in order possess the knowledge of thePrayer. He may then spend the Favor and check the Parent in order to invoke its effects in the future. Note that immediatelyfollowing this section is a list of Prayer masteries that a Lotus Eater may purchase to modify the Prayers listed herein.

 All Piety I prayers require the Piety I Advantage.

Bhesh [5 CAP] 

Favor Cost: 2  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater may influence the perception of those aroundhim in order to disguise himself to look like another. In order toaccomplish this, he must have seen the one whom he wishes todisguise himself as. Te form he wishes to take must be relative to hisown (another human or human-like creature, can be opposite sex)and lasts for an amount of minutes equal to his Enlighten Skill level.

Dhang [5 CAP] 

Favor Cost: 2  Prayer: 1 Major ActionParent: Enlighten 

Te Lotus Eater prays to create a source of light around himself. Tissource of light emanates from the Lotus Eater and gives as muchintensity as a torch. Te light produced from this Prayer lasts anamount of minutes equal to the Lotus Eater’s Enlighten Skill level.

Ghadba [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater channels a torrent of the void toward his victim,implanting an abyssal confusion within him. Upon invocation ofthe Prayer, the Lotus Eater’s chosen victim must pass a Willpowerresistance or Determination check less the Lotus Eater’s EnlightenSkill success margin, or become Stunned for an amount of roundsequal to the Lotus Eater’s Piety.

 Maha [10 CAP] 

Favor Cost: 6  Prayer: 1 Major ActionParent: Shift 

Te Lotus Eater travels within the plane of oblivion to anotherlocation. Upon successful invocation of the Prayer, he teleports anamount of spaces equal to his Willpower Attribute level.

Padma [5 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater enchants a weapon with mystical heat granted tohim by the void. Te enchanted weapon inflicts 1D6 extra damageand stays enchanted for an amount of minutes equal to the LotusEater’s Scorch Skill level.

Pandava [10 CAP] 

Favor Cost: 6  Prayer: RitualParent: Shift

Te Lotus Eater shifts his perception into the otherworld,summoning forth an avatar of oblivion to assist him. Tough uselessin high action, such as combat, the avatar may be beneficial to theLotus Eater in other ways, such as acting as a scout or imparting wisdom upon him that he may have otherwise not known. TeLotus Eater may influence the avatar for an amount of minutesequal to his Shift Skill level. Also, in order to perceive the knowledgethat the avatar may impart, the Lotus Eater must focus intentlyto understand the otherworldly language. Tis is accomplished bypassing a check against his Piety × 10%.

Raja [10 CAP] 

Favor Cost: 6  Prayer: 1 Major ActionParent: Shift 

Te Lotus Eater prays to shift their physical form into oblivion inorder to confuse their enemy’s blade. He may only use this ability onhis second Major Action, similar to a defensive Advanced Maneuver.Te next Piety times the Lotus Eater Evades, he is granted a bonusof his Piety × 3 to his Evade. Should he successfully Evade, he mayteleport to any space within an area equal to his Shift Skill level.

Raksha [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater manipulates the energy of the abyss to surroundhis soul in a shield of vitalizing darkness. For an amount of minutesequal to his Piety, the Lotus Eater, or another of his choosing, gainsthe Hard to Kill Advantage

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Rani [10 CAP] 

Favor Cost: 6  Prayer: 2 Major ActionsParent: Shift 

Te Lotus Eater spends a few moments meditating, praying to theabyss for inhuman focus and the ability to pass through the planesat aggressive & opportune times. He whom the Lotus Eater choosesgains a bonus of Piety to all of his attacks for an amount of minutesequal to the Lotus Eater’s Shift Skill level.

 Shadhaai [5 CAP] 

Favor Cost: 3  Prayer: 1 Major ActionParent: Scorch 

Te Lotus Eater calls forth a swirling dervish of mystical flame thatprojects toward a chosen target and causes an internal affliction. TeLotus Eater’s chosen takes 2D6 damage. Te enemy may resist thisdamage with a Stamina resistance or olerance check less the LotusEater’s Scorch Skill success margin.

 Shuddh [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater summons a cleansing flame of the spirit from theabyss to cauterize his wounds, or the wounds of his allies. He who ischosen by the Lotus Eater gains 2D6 Health.

Vashtu [5 CAP] 

Favor Cost: 2  Prayer: 1 Major Action

Parent: Scorch 

Te Lotus Eater prays to oblivion in order to summon a small bitof fire. Te summoned fire appears in the Lotus Eater’s hand for anamount of rounds equal to his Scorch Skill level. Te conjured fireserves little purpose in high action situations, such as combat, butmay be used in a number of utilitarian ways, such as lighting a torch,igniting a campfire, or performing parlor tricks.

Vedas [10 CAP] 

Favor Cost: 6  Prayer: 2 Major ActionsParent: Shift 

Te Lotus Eater spends a few moments meditating, praying to thegods for inhuman focus and the ability to pass through the planes atopportune times. He whom the Lotus Eater chooses gains a bonusof Piety to all of his defenses for an amount of minutes equal to theLotus Eater’s Shift Skill level.

Vishuddh [5 CAP] 

Favor Cost: 2  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater begs the gods to grant him the understanding ofthe living void. Upon invocation of the Prayer, the Lotus Eater gainsa bonus of 25% to understand his Pandava for an amount of hoursequal to his Enlighten Skill level.

Vitra [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater opens a rift to the realm of flame, consuming anarea of earth. Upon invocation of the Prayer, the Lotus Eater choosesan area of ground equal to his Scorch skill level. Anyone who treadsupon this ground is subject to damage equal to the Lotus Eater’sPiety. Tis rift remains open for an amount of minutes equal to theLotus Eater’s Scorch Skill level.

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Prayers of the Lotus Eaters: Piety I Mastery

Bhesh [5 CAP] 

Mastery I: Favor cost reduced to 1Mastery II: Duration of effects increased by one minuteMastery III: Duration changed from minutes to hours

Dhang [5 CAP] 

Mastery I: Favor cost reduced to 1Mastery II: Duration of effects increased by one minuteMastery III:  Te light of Dhang now occasionally shiftsattacks away from the Lotus Eater, granting him a bonus ofPiety to his defenses for the duration of the prayer.

Ghadba [10 CAP] 

Mastery I: Favor cost reduced to 2Mastery II: Te Lotus Eater’s Enlighten check gains a bonus

of 10% for Ghadba Mastery III: If the Lotus Eater’s victim becomes Stunned, heremains so for one extra round

 Maha [10 CAP] 

Mastery I: Favor cost reduced to 5Mastery II: Te Lotus Eater may now teleport within anarea of Willpower × 2Mastery III: Te Lotus Eater gains a bonus of 3 to all com-bat ratings except damage for the remainder of his round

Padma [5 CAP] 

Mastery I: Duration of effects increased by one minuteMastery II: Favor cost reduced to 2Mastery III: Te weapon damage bonus provided by Padmais now increased by Piety, for a total of 1D6 + Piety

Pandava [10 CAP] 

Mastery I: Favor cost reduced to 5Mastery II: Te check to comprehend the Pandava is in-creased to Piety × 25%Mastery III: Te Lotus Eater summons an additional Panda-va and may command each separately 

Raja [10 CAP] 

Mastery I: Te teleport area of Raja is increased by one spaceMastery II: Favor cost reduced to 5Mastery III: Raja benefits one more Evade

Raksha [10 CAP] 

Mastery I: Te Lotus Eater must only pray for 1 Major Ac-tion to invoke the effects of Raksha 

Mastery II: Favor cost reduced to 2Mastery III: Te Lotus Eater’s chosen gains the Bulwark

 Advantage instead of the Hard to Kill Advantage

Rani [10 CAP] 

Mastery I: Duration of effects increased by one minuteMastery II: Favor cost reduced to 5Mastery III: Te bonus to attacks increases by 1

 Shadhaai [5 CAP] 

Mastery I: Favor cost reduced to 2Mastery II: Te Lotus Eater’s Scorch check gains a bonus of10% for ShadhaaiMastery III: Te damage of Shadhaai gains a bonus of Piety 

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 Shuddh [10 CAP] 

Mastery I: Favor cost reduced to 2Mastery II: Te Lotus Eater must only pray for 1 Major

 Action to invoke the effects of ShuddhMastery III: Te healing of Shuddh gains a bonus of Piety

Vashtu [5 CAP] 

Mastery I: Favor cost reduced to 1Mastery II: Duration changed from rounds to minutesMastery III: Favor cost reduced to 0

Vedas [10 CAP] 

Mastery I: Duration of effects increased by one minuteMastery II: Favor cost reduced to 5Mastery III: Te bonus to defenses increases by 1

Vishuddh [5 CAP] 

Mastery I: Favor cost reduced to 1Mastery II: Bonus to understand the Pandava increased by5%Mastery III: Favor cost reduced to 0

Vitra [10 CAP] 

Mastery I: Favor cost reduced to 2Mastery II: Te area in which the effects of Vitra take placeis increased by one spaceMastery III: Te damage of Vitra is now equal to Piety × 2

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Prayers of the Lotus Eater: Piety II

Te following is a list of Prayers available to a Lotus Eater that possesses Piety II or greater. Note that there is an associatedCAP cost listed for these Prayers. A Lotus Eater must spend the listed CAP cost in order possess the knowledge of thePrayer. He may then spend the Favor and check the Parent in order to invoke its effects in the future. Note that immediatelyfollowing this section is a list of Prayer masteries that a Lotus Eater may purchase to modify the Prayers listed herein.

 All Piety II prayers require the Piety II Advantage.

Batal-Aana [10 CAP] 

Favor Cost: 9  Prayer: 2 Major ActionsParent: Shift

Te Lotus Eater forgets his worldly needs and desires for a shorttime, reaching the pinnacle of mortal enlightenment. For an amountof minutes equal to the Lotus Eater’s Shift Skill, fate becomes his ally,allowing him a Piety × 10% chance to enter oblivion and reconsiderhis actions. If this fateful check is passed, the Lotus Eater may rerollany combat roll except damage.

Buddhi [10 CAP] 

Favor Cost: 9  Prayer: RitualParent: Enlighten   Add’l Requirements: Holy Relic

Te Lotus Eater shifts his perception into the otherworld,summoning forth a powerful avatar of the abyss to assist him.Tough useless in high action, such as combat, the avatar may bebeneficial to the Lotus Eater in other ways, such as acting as a scoutor imparting wisdom upon him that he may have otherwise notknown. Te Lotus Eater may influence the avatar for an amount ofhours equal to his Enlighten Skill level. Also, in order to perceivethe knowledge that the avatar may impart, the Lotus Eater mustfocus intently to understand the otherworldly language. Tis isaccomplished by checking against his Piety × 25%.

Dhalna [10 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater calls a spout of flame from beyond, begging the voidfor the knowledge and example it brings. For an amount of roundsequal to the Lotus Eater’s Scorch Skill level, his strikes gain a bonusof Piety. ake note that the bonuses provided by Dhalna may only

benefit the Lotus Eater, and that these bonuses stack with those fromthe Prayer Rani.

Kasht [5 CAP] 

Favor Cost: 5  Prayer: 1 Major ActionParent: Scorch 

Te Lotus Eater calls forth a swirling dervish of cataclysmic flamethat projects toward a chosen target and causes an internal affliction.Te chosen target takes 3D6 direct damage. Te enemy may resistthis damage with a Stamina resistance or olerance check less theLotus Eater’s Scorch Skill success margin. Additionally, the victim ofKasht must continue to try to pass Stamina resistances or olerancechecks (no penalty) each round for an amount of rounds equal to the

Lotus Eater’s Piety, or the flame ravages his body dealing 1D6 directdamage. Kasht ceases once a Stamina resistance or olerance check ispassed, and this damage over time effect does not increase with moreinstances of Kasht.

 Madh [10 CAP] 

Favor Cost: 6  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater shows his ally a vision of mortal enlightenment,changing the way his mind perceives reality. For an amount ofminutes equal to the Lotus Eater’s Enlighten Skill level, his chosengains 2D6 maximum Health. Note that praying for Madh does notheal the Lotus Eater’s chosen, but only adds to his total Health.

Phurti [5 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Shift

Te Lotus Eater grants the gift of the benevolent abyss to his ally. Onhis next round, the Lotus Eater’s chosen may take one more Major Action than he would normally.

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Prakhat [5 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater is enlightened by oblivion, body and soul, focusingto summon forth a living flame to envelop his being. For anamount of rounds equal to the Lotus Eater’s Scorch Skill level, heis consumed by brilliant flame, amassing enough light to brightenabsolute darkness in Piety spaces in all directions from him.

 Additionally, the Lotus Eater’s mystical flame repels harm that wouldcome to him, providing him a bonus equal to his Piety to his DR.

 Sakaar [5 CAP] 

Favor Cost: 6  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater chooses another soul to teach. His chosen targetmust pass a Willpower or Determination check with a bonus ofthe Lotus Eater’s Piety × 10%. If the Lotus Eater gain’s his target’sacceptance, he may enchant the willful one’s weapon with mysticalfire, causing it to inflict extra heat damage in the amount of 2D6 foran amount of minutes equal to the Lotus Eater’s Scorch Skill level.

 Salah [10 CAP] 

Favor Cost: 9  Prayer: RitualParent: Shift   Add’l Requirements: Holy Relic

Te Lotus Eater submits himself to the guidance and understandingof oblivion. Te Lotus Eater may choose Piety places that he hasdeveloped a deep understanding of through ritual prayer (and HolyRelics) that he may travel to through the plane of oblivion anytimehe pleases using Uthan. For the purposes of this ritual production,

the sight restriction of Uthan doesn’t apply.

 Sehat {10 CAP] 

Favor Cost: 6  Prayer: 2 Major ActionsParent: Scorch 

Te Lotus Eater invokes a mystical inferno, calling the cleansingtorrent of flame from oblivion. Te Lotus Eater chooses an amountof allies equal to his Scorch Skill level. For the next Piety rounds,each of his chosen gains 1D6 Health.

 Sharan [10 CAP] 

Favor Cost: 6  Prayer: 1 Major ActionParent: Enlighten 

Te Lotus Eater decidedly leaves existence in a moment of dire need.Upon invocation of Sharan, the Lotus Eater blips into the void. Heremains in this state for an amount of rounds equal to his Piety.During this time, the Lotus Eater may not be harmed, or affected inany way, and he may take no action other than movement. He is also

completely invisible and silent to those outside of oblivion.

 Sheegh [5 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Shift 

Te Lotus Eater transforms his physical self, allowing his mind todominate his action. For the next Piety rounds, the Lotus Eaterexchanges his Speed, and all subsequent ratings, for his Willpowerlevel.

Uthan [10 CAP] 

Favor Cost: 9  Prayer: 2 Major ActionsParent: Shift 

Te Lotus Eater travels within the plane of oblivion to anotherlocation. Upon invocation of the prayer, he teleports to any locationhe is able to see.

Vidhi [10 CAP] 

Favor Cost: 5  Prayer: 2 Major Actions

Parent: Enlighten 

Te Lotus Eater accesses his deep understanding of oblivion, andgathers unknown knowledge of peace and order. For an amountof rounds equal to the Lotus Eater’s Enlighten Skill level, all of hisdefenses are increased by 5. ake note that the bonuses provided byVidhi may only benefit the Lotus Eater, and that these bonuses stack with those from the Prayer Vedas.

Vidya [5 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater prays momentarily for divine wisdom in his briefmoment of need. Te Lotus Eater may choose a Knowledge Skill andadd Piety × 10% to its success chance for the next check.

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Prayers of the Lotus Eaters: Piety II Mastery

Batal-Aana [10 CAP] 

Mastery I: Favor cost reduced to 8Mastery II: Duration of effects increased by one minuteMastery III: Te Lotus Eater’s check incurred to reconsiderhis actions is changed from Piety × 10% to Piety × 15%

Buddhi [10 CAP] 

Mastery I: Favor cost reduced to 8Mastery II:  Te check to comprehend the Buddhi is in-creased to Piety × 50%Mastery III: Te Lotus Eater summons an additional Bud-dhi and may command each separately 

Dhalna [10 CAP] 

Mastery I: Favor cost reduced to 4

Mastery II: Duration changed from rounds to minutesMastery III: Dhalna may now affect anyone, instead of ex-clusively the Lotus Eater

Kasht [5 CAP] 

Mastery I: Favor cost reduced to 4Mastery II: Te swirling flame of Kasht gains a bonus equalto Piety to its damageMastery III: Te lingering flame of Kasht gains a bonus of3 to its damage

 Madh [10 CAP] 

Mastery I: Te Health increase of Madh is increased by Piety Mastery II: In addition to being increased, the Lotus Eater’schosen is also healed for the same amountMastery III: Upon the first daily invocation of Madh, theeffects benefit the Lotus Eater as well as his chosen

Phurti [5 CAP] 

Mastery I: Favor cost reduced to 7Mastery II: Favor cost reduced to 6Mastery III: Te Lotus Eater’s chosen may take two extraMajor Actions instead of one

Prakhat [5 CAP] 

Mastery I: Te light of Prakhat is increased by one space inevery directionMastery II: Favor cost reduced to 4Mastery III: Te DR bonus of Prakhat is increased by 1

 Sakaar [5 CAP] 

Mastery I: Favor cost reduced to 5Mastery II: Duration changed from minutes to hours

Mastery III: Te damage bonus of Sakaar is increased byPiety 

 Salah [10 CAP] 

Mastery I: Favor cost reduced to 8Mastery II: Favor cost reduced to 7Mastery III: Te amount of places that the Lotus Eater maybecome intimately familiar with increases by one

 Sehat [10 CAP] 

Mastery I: Favor cost reduced to 5Mastery II: Duration of effects increased by one roundMastery III: Te healing delivered by Sehat is increased by1 per round

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 Sharan [10 CAP] 

Mastery I: Favor cost reduced to 5Mastery II: Te Lotus Eater may remain consumed by obliv-ion for one extra roundMastery III:  When the Lotus Eater returns to reality, hesummons a small bit of the void with him, dealing 1D6damage directly to Health to all those within one space inevery direction of his reentry point

 Sheegh [5 CAP] 

Mastery I: Favor cost reduced to 7Mastery II: Favor cost reduced to 6Mastery III: Duration of effects changed from Piety roundsto Piety × 2 rounds

Uthan [10 CAP] 

Mastery I: Favor cost reduced to 8Mastery II: Uthan may now be invoked by expending only

one Major ActionMastery III: Te Lotus Eater gains a bonus of 3 to all com-bat ratings except damage for the remainder of his round

Vidhi [10 CAP] 

Mastery I: Favor cost reduced to 4Mastery II: Duration changed from rounds to minutesMastery III: Vidhi may now affect anyone, instead of exclu-sively the Lotus Eater

Vidya [5 CAP] 

Mastery I: Favor cost reduced to 4Mastery II: Te bonus that Vidya provides to a Skill check ischanged to Piety × 25% instead of Piety × 10%Mastery III: Favor cost reduced to 1

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Ivadda [10 CAP] 

Favor Cost: 14  Prayer: 2 Major ActionsParent: Enlighten   Add’l Requirements: Holy Relic

Te Lotus Eater transforms into a living connection between realityand the void, swearing to the otherworld to dismiss conflict, but alsoswaying conflict from him. For an amount of minutes equal to hisPiety, the Lotus Eater emits light equal to that of a torch in his spaceand each space within Piety spaces in every direction. Additionally,

the secret light from the beyond protects him from harm, aslong as he obeys its code. While Ivadda is active, the Lotus Eatermay take no aggressive action whatsoever (as per the Pacifism IIDisadvantage). As long as he maintains this promise to the void, thevoid sways all attacks away from him. During this time, anyone whomakes an attack against the Lotus Eater must pass a Determinationcheck or Willpower resistance, or his attack is considered a criticalfailure. Te Lotus Eater may remain in this state for an amount ofminutes equal to his Piety.

 Jalda [5 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Enlighten 

Te Lotus Eater manipulates the abyss around his ally’s form,increasing his realistic efficiency. For an amount of hours equal tothe Lotus Eater’s Piety, his chosen gains a 25% chance to take anadditional Major Action each round.

 Jan’a [10 CAP] 

Favor Cost: 14  Prayer: RitualParent: Enlighten 

Te Lotus Eater is a masterful teacher, taking advantage oftechniques adopted from the abyss. Te Lotus Eater chooses astudent and prays for Jan’a: Knowledge. Te Lotus Eater’s chosenstudent gains the Acumen I Advantage for 24 hours, but only gainsthe effects thereof if being taught or trained by the Lotus Eater. Notethat only the “time skip training” portion of Acumen I is effective,and the Lotus Eater must therefore pray for Jan’a daily for two weeksin order for the bonus to training to be effective.

Khatara [10 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Shift

Te Lotus Eater makes a quiet request of the void, making thepath through it a hazard for his foes. He may use this Prayer tomanipulate the gate he created using Ava-Sara. Upon successfulinvocation of this Prayer, any of the Lotus Eater’s foes that passthrough any of his gates must pass a Determination check or Willpower resistance, or become temporarily blind (per theBlindness Disadvantage) for Piety rounds. Furthermore, anysuccessive time the same foe passes through it again, the check toresist blindness accrues a penalty of -10%.

Naraka [5 CAP] 

Favor Cost: 8  Prayer: 1 Major ActionParent: Scorch 

Te Lotus Eater calls forth a swirling dervish of cataclysmic flamethat projects toward a chosen target and causes an internal affliction.Te chosen target takes 4D6 direct damage. Te enemy may resistthis damage with a Stamina resistance or olerance check less theLotus Eater’s Scorch Skill success margin. Additionally, the victim of

Naraka must continue to try to pass Stamina resistances or olerancechecks (no penalty) each round for an amount of rounds equal to theLotus Eater’s Piety, or the flame ravages his body dealing 2D6 directdamage. Naraka ceases once a Stamina resistance or olerance checkis passed, and this damage over time effect does not increase withmore applications of Naraka.

Tantrika [10 CAP] 

Favor Cost: 14  Prayer: 2 Major ActionsParent: Enlighten   Add’l Requirements: Holy Relic

Te Lotus Eater shifts his perception into oblivion, summoningforth an ally from the void to assist him. Te Lotus Eater mayinfluence the avatar for an amount of hours equal to his Enlightenskill level, and antrika grants him all the same benefits as Buddhi,in addition to restoring 1 Favor to him per round. Te antrika andthe Lotus Eater have a deep connection and understanding of eachother, and therefore, no check is required to understand its language.

Thaka [10 CAP] 

Favor Cost: 10  Prayer: 2 Major ActionsParent: Scorch

Te Lotus Eater’s void-bound allies learn the secrets of realityfire, and support the Lotus Eater in his battles. Upon successfulinvocation of Taka, any Pandava, Buddhi, or antrika that areactive begin to attack the Lotus Eater’s foes each round for anamount of rounds equal to his Scorch Skill level. Each round, eachvoid-bound ally may deal 1D6 damage to a foe unless that foe passesa olerance check or Stamina resistance less the Lotus Eater’s Scorchsuccess margin on the original Taka check. Each void-bound allymay attack a separate foe per the Lotus Eater’s wishes.

Ulta [5 CAP] 

Favor Cost: 10  Prayer: 2 Major Actions

Parent: Scorch 

Te Lotus Eater surrounds himself in an enraged flame that leaps outto defend him against harm. For an amount of minutes equal to hisPiety, a tendril of void fire afflicts anyone who strikes the Lotus Eaterin melee and deals damage to him. If damage is dealt to the LotusEater (whether it is affected by his DR or not), the attacker mustpass a olerance check or Stamina resistance less the Lotus Eater’sScorch Skill success margin or become victim to 2D6 damage.

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Ghere [10 CAP] 

Mastery I: Favor Cost reduced to 9Mastery II:  Te olerance check or Stamina resistance toresist the effects of Ghere suffers a penalty of -10%Mastery III: Whenever the Lotus Eater travels through thevoid using any prayer (Maha, for example), he may exhibitthe effects of Ghere instantly upon reentry into reality. Notethat this is the Lotus Eater’s choice, and he must still spendFavor to invoke the effects.

Giran [5 CAP] 

Mastery I: Favor Cost reduced to 10Mastery II: Te Perform Reconnaissance check, Reactioncheck, or Awareness resistance to resist the effects of Giransuffers a penalty of -10%

Mastery III: Te Lotus Eater opens the gate one space high-er, causing the victim to experience 1D6 more falling damage

Ivadda [10 CAP] 

Mastery I: Te effects of Ivadda persist for an extra minuteMastery II:  Te effects of Ivadda persist for yet anotherminuteMastery III: Te Determination check or Willpower resis-tance to resist critical failure on attacks suffers a penalty of-10%

 Jalda [5 CAP] 

Mastery I: Favor Cost reduced to 7Mastery II: Te effects of Jalda persist for an extra hourMastery III: Te chance that the Lotus Eater’s chosen willtake an extra Major Action is increased by 10%.

 Jan’a [10 CAP] 

Mastery I: Favor Cost reduced to 13Mastery II: Favor Cost reduced to 12Mastery III: When Jan’a is invoked, the Lotus Eater’s chosen

gains Acumen II temporarily, instead of Acumen I

Prayers of the Lotus Eaters: Piety III Mastery

 Andha [10 CAP] 

Mastery I: Favor Cost reduced to 13Mastery II: Te Determination check or Willpower resis-tance to resist the effects of Andha suffers a penalty of -10%Mastery III: Favor Cost reduced to 12

 Ava-Sara [5 CAP] 

Mastery I: Te Lotus Eater must only pray for 1 Major Ac-tion to invoke the effects of Ava-Sara Mastery II: Te gate created with Ava-Sara persists for anextra minuteMastery III: Te range within which the Lotus Eater maycreate a gate using Ava-Sara is doubled

Bata [10 CAP] 

Mastery I: Favor Cost reduced to 10Mastery II: Favor Cost reduced to 9Mastery III: When Bata is active, any Reaction checks madeto lessen the effects of a Rear Attack due to an attack fromthe Lotus Eater or his chosen suffer a penalty of -10%

Ca-Lakaa [10 CAP] 

Mastery I: Favor Cost reduced to 10Mastery II: Te effects of Ca-Lakaa persist for an extra hourMastery III: Ca-Lakaa provides a bonus of Piety + 1 to In-telligence

Dagana [5 CAP] 

Mastery I: Favor Cost reduced to 7Mastery II: Te Lotus Eater must only pray for 1 Major

 Action to invoke the effects of Dagana Mastery III: Te cleansing fire of Dagana smolders withinthe Lotus Eater’s chosen, healing him for 1D6 every roundfor the next Piety rounds.

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The Shamans of the Hem

Te Shamans are the strange people of a mysterious, tribal religious sect that wander the line between the Qi’rish desert andthe Dakrashi jungle. Tis border, the Hem, is a bizarre, plagued environment due to the caustic mixture of jungle humidityand dry desert air. Tis may contribute to the odd religious ritual of the Shaman belief. Tis section will not only provide in-formation about the Shaman, but will also contain a comprehensive list of Prayers and other important aspects of the belief.

Te Hem is a treacherous example of the hellish landscape

that the Qi’rish region is capable of producing. Te seam ofthe sea of sand meets the border of the hot, humid jungle,creating a sensible home for unlivable weather effects andbrooding ill. It is the perfect tempest of an environment, aninhospitable hell. Te Shaman’s chronicle is also a tempest,and how they came to occupy the Hem as their plagued holyland is a tragedy in its own right. And, as all things Qi’rish, itbegan with the emplar.

During the schism of the emplars, when there was an exo-dus to modern day Shet’i, many emplars left the holy land

due to what they believed was a perversion of the religion– the Qi’rish Circles and the Deathspeakers. However, theconservative sect of emplars certainly possessed their owndark perversions, namely the esotericism and necromancythat had been a fascination of the elite priesthood since theconception of the religion itself. Many of those in exodus stillcherished this work of the Patron and found exile among theothers, first to Nur and then to Shet’i.

Exiled by the religious schism in Islis and then further ex-iled by the desert in Nur, the soon to be Shamans thought

they found a home in Shet’i. However, it came to pass thatthe contemporary religious leaders in Shet’i quite swiftlyinstalled a theocracy that met almost no opposition. For ahundred years, the different and somewhat pagan ideology ofthe emplar had supreme reign in Shet’i, leaving the esoteri-cists a dying minority, with not even a welcomed philosophyor practice to rely on.

Te final exile came swiftly when a powerful imperial theo-crat began to commission the execution of followers that

practiced in the old way: those that sought communion with

the dead and necromancy. o protect their lives, the stillsmall group of religious pariahs began another exodus, but

 with much less of a population. Tey headed south, wherethey would soon come to the Hem. Seeing the nature of thedreaded place, a great many of them decided that they couldnot be followed there, and if they could learn to control theenvironment, become Shamans of the land, they could breakthe everlasting bonds of ostracism once and for all.

Several thousand years passed, during which there wereseveral instances where the Shamans neared dangerously to

extinction, but over time, they evolved to be at peace withthe chaotic land. Te Shamans became permanent wanderersof the Hem. Over time, the Shet’ian exiles became obsessed

 with the work they conducted with the dead, and over manygenerations, lost reverence for the Patron entirely. Teyserved a new god, one of sickness and despair. Tey becameso ingrained in the He, and so critically obsessed with death,that they began to worship her. Death. Mother Malady.

 After thousands of years, the Shamans of the Hem are consid-ered by scholars to be an established people, different enough

to equate them more to animals. Tey wander the Hem inclans and councils, their evolved bodies conditioned to re-main alive, despite being stricken with plague. Scholars havenoted their deep control of their bodies and the sicknessesof the Hem. As a people, the Shamans seem impervious to

 weather, and have the mysterious capability to control thedead through ill. Tey are not considered a threat, thoughsome have said if they ever decided to leave the Hem andbring their plague to Islis or Shet’i, they could take every-thing from the people of Qi’ri, right down to their health.

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The Skills of the Shaman

Upon purchasing the Priestcraft Advantage, the following Skills become available to the Shaman. Note that the following listincludes his three Prayer Skills, as well as a few others that are useful to Shamans.

Ill & Cold [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Ill & Cold Skill represents the ability to summon sickness andcold, two maladies unseen to those of the desert and jungle, to afflictthe Shaman’s foes. Note that this is one of three Shaman PrayerSkills, and can be used directly to invoke the character’s Prayers.

Inoculate [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Inoculate Skill represents the Shaman’s ability to manipulate theessence of plague, and its effects on others. Note that this is one ofthree Shaman Prayer Skills, and can be used directly to invoke thecharacter’s Prayers.

Know [WL – A] 

ype: Action  Parent: WillpowerDifficulty: Average [×5]

Te Know Skill represents the Shaman’s ability to consort with theforces of nature and life to better understand and utilize the world.Note that this is one of three Shaman Prayer Skills, and can be useddirectly to invoke the character’s Prayers.

 Mimic Death [WL – H] 

ype: Action  Parent: WillpowerDifficulty: Hard [×4]

Te Mimic Death Skill represents the Shaman’s ability to fall intoa deeply focused, deathlike state, mimicking the ultimate treasureof dying in order to become closer to the great malady. WhileMimicking Death, the Shaman’s Favor is restored twice as fastas during simple rest (1 Favor per five minutes). Note that whileMimicking Death, the Shaman is considered to be in a state similarto sleep, and requires the standard waking process in order to leavethe deathlike state.

 Shaman Theology [IQ – A] 

ype: Knowledge  Parent: IntelligenceDifficulty: Average [×5]

Te Shaman Teology Skill is representative of the Shaman’sunderstanding of the more complex aspects of his religion. AShaman may check this Skill when prompted to recall details of theHem, or explain the more complicated rituals of his belief.

Note that a level 5 in Shaman Theology gives the

 Shaman a basic understanding of the information

about Shamans listed previous to this section.

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Single Group of Scaling Prayers

 While the other Priests of Qi’ri gain access to and purchase different groups of Prayers according to their Piety Advantagelevel, the Shamans only have the option to choose from one grouping of Prayers. However, these Prayers scale enormously

 with the Shaman’s Piety, making them greatly advantageous at higher levels.

Types of Shaman Prayers

 Another difference between Shamans and other Priests is that the Shamans possess three very particular types of Prayers, eachfunctioning in a strict way. Tese Prayer groupings are listed below along with their associated mechanics. Furthermore, theindividual Prayer descriptions list a Prayer ype in reference to the mechanics described here.

Pulsing Prayers

 D Pulsing Prayers are eruptions of dust, sickness, frost, or other elements that bust forth from the Shaman each round.Once invoked, the Pulse may remain active until the Shaman chooses to remove it. It is important that he rememberhis Prayer Skill success margin, as many of these Prayers use this as the penalty to resist them. Te Pulses erupt fromthe Shaman and disseminate in every direction for an amount of spaces equal to his Piety. Finally, the Shaman maymaintain an amount of Pulsing Prayers equal to his Piety at the same time. For example, a Shaman who possessesPiety III may use three different Pulsing Prayers at any given time. Note that this does not allow him to stack

multiple instances of the same Prayer.

Clouding Prayers

 D Similar to Pulsing Prayers, the Shaman’s Clouding Prayers are clouds of dust, sickness, frost, or other elements thatthe Shaman may invoke upon a certain area of his choosing. Once invoked, the Cloud may remain active until theShaman chooses to remove it. It is important that he remember his Prayer Skill success margin, as many of thesePrayers use this as the penalty to resist them. Te Cloud forms in an area comprised of an amount of spaces equalto the Shamans Piety × 5. Note that the Shaman must form an area, so it could be a shape or a line, but he may notchoose random, unconnected spaces. Finally, the Shaman may maintain an amount of Clouding Prayers equal to hisPiety at the same time. Tis throttle is inclusive of any Pulsing Prayers he has active as well (a Piety III Shaman mayuse three Pulsing or Clouding Prayers in any combination).

Incantations

 D Finally, the Shaman may possess Incantations. Unlike the previous two Prayer ypes, there is not a specific rhyme orreason to Incantations, save for only being able to affect the Shaman himself, and no one else. Tis is the only ruleof Incantations to remember.

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Final Note About Shaman Prayers

One very important point about Shaman Prayers is that they lack the ability exclude certain parties from the effects. Whileemplars and Lotus Eaters choose individual targets, the Shaman’s Prayer effects take place in an area and affect whoever isin it. For this reason, careful positioning is a great strategy for the player whose character is a Shaman. Note that none of theShaman’s Prayers (except for Incantations) affect himself.

Holy Relics of the Shaman

Fetishes of Mother Malady D Tese items are traditionally small and wretched body parts from the plagued dead that can be found strewn about

the Hem. Note that in order for a fetish of this sort to function properly as a Holy Relic of the Shaman, the bodypart must have come from the corpse of one who has died from the ills of the Hem. Tis could be anyone who died

 while being infected by the Shaman’s Ill & Cold Prayers, or the body parts of those who died within the Hem. Teseitems expel divine power when used in conjunction with the invocation of a Prayer that requires them, and may notbe used more than once in this way. GMs are encouraged to tailor the game so that the acquisition of these items isquite rare.

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Prayers of the Shaman

E’hu Aman [10 CAP] 

Favor Cost: 10  Prayer: RitualParent: Know   Prayer ype: Incantation

 Add’l Requirements: Holy Relic

Te Shaman removes the organs of another who has fallen andconsumes them, taking in and digesting the memories of the dead.Upon successful invocation of E’hu Aman, and consumption of thedead, the Shaman gains a particular memory of fallen, as if it washis own memory. How relevant the memory is to the Shaman’s goalsfor the ritual is determined by the success margin of Know (GMdiscretion).

E’hu Amon [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls a swirling storm of razor sharp shards of cold tosurround him, the shrapnel lodging in his foe’s skin and causinginternal damage. Anyone within the area of the Pulse incurs damageequal to the Shaman’s Piety × 1D6 each round. Tose affected mayattempt to resist once per round with a olerance check or Staminaresistance less the Shaman’s Ill & Cold Skill success margin.

E’hu Ankh [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman calls a cloud of smoky, restorative frost, inviting hisallies to breathe it in and repair the damage done to their bodies. Anyone within the area of the Pulse is healed for an amount equal tothe Shaman’s Piety each round.

E’hu Ankh’ao [10 CAP] 

Favor Cost: 8  Prayer: RitualParent: Know   Prayer ype: Incantation

Te Shaman may focus amidst chaos, seeing the world around himas a creeping plague, while he rushes through. Upon invocation ofE’hu Ankh’ao, the Shaman experiences recovery as if he passed the

Refresh Skill without actually checking it, or committing to a quietstate of rest that the Skill requires. Tis effect lasts for an amount ofhours equal to his Piety. ake note that the Shaman may not actuallycheck Refresh while this Prayer is active.

E’hu Ankh’a [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman summons a rare, elemental dust to surround him,

inoculating his allies’ bodies against the harm of the world. Anyone within the area of the Pulse gains a bonus equal to the Shaman’sPiety to their Health. Note that E’hu Ankh’a does not heal thosein the area of the Pulse for this amount, but simply adds to theirmaximum Health instead.

E’hu Ankh-Atin [10 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman calls a strange pestilence to life around him, invoking ablood lusted vigor in his allies. Anyone within the area of the Pulsegains Fatigue equal to the Shaman’s Piety each round.

E’hu Ei-Te [10 CAP] 

Favor Cost: 8  Prayer: RitualParent: Know   Prayer ype: Incantation

Te Shaman takes the disease of another into his own body,consuming it and using it for his own gain. Upon successfulinvocation of E’hu Ei-e, the Shaman cures the ails of another whois afflicted by a disease or sickness. In order to do this successfully,the Shaman must pass his Know check using the strength of the

disease as a penalty (GM discretion). Furthermore, if the Shamansuccessfully eats the disease of another, he gains a grotesque andmystical shield with Health equal to his Piety × 10. Until the shield’sHealth is depleted, any damage the Shaman would take will insteaddamage the shield first.

E’hu Hash’a [10 CAP] 

Favor Cost: 10  Prayer: RitualParent: Know   Prayer ype: Incantation

 Add’l Requirements: Holy Relic

Te Shaman stares stoically into water, calling to the sickness within

it to show him the land. Te Shaman stares into a small bit of water(usually around a gallon, GM discretion) in a bowl and is able to seethe area around him, a distance of miles equal to his Piety in everydirection. Note that the scrying is usually ambiguous and mysticaland the GM is encouraged to explain the area in this manner.

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E’hu Hemsi [10 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls a wintry slush to jump and spurt around him,causing severe disorientation among his foes, and an eventual snapfreeze. Anyone within the area of the Pulse suffers a penalty of Piety× 10% to a Stun check to resist the effects of the eventual snapfreeze. Tose affected may attempt to resist once per round with a

Determination check or Willpower resistance less the Shaman’s Ill& Cold Skill success margin. Te penalty to Stun is cumulative, andthe snap freeze happens Piety rounds after the original E’hu Hemsiinvocation. At that time, anyone within the Shaman’s area mustpass a Stun check (including any penalties incurred from the Prayeritself) or become Stunned for one round. Note that the penalty toStun that this Prayer generates does not affect Stun checks for otherpurposes.

E’hu Hish [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman calls a terrible, but soothing frost, empowering his alliesto endure. Anyone within the area of the Pulse gains a bonus of Pietyto their Willpower Attribute.

E’hu Kam [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman calls a plague ridden tempest around him that bondsto his allies and hardens, giving their skin a particular resilience.

 Anyone within the area of the Pulse gains a bonus equal to theShaman’s Piety × 2 to their DR.

E’hu Kesh [10 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Clouding Prayer

Te Shaman calls a cloud of antibodies, shielding his alliesresistances against attacks to their bodies and minds Anyone withinthe area of the Pulse gains a bonus of Piety × 10% to olerancechecks, Determination checks, Stamina resistances, and Willpowerresistances.

E’hu Maat [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls an ultra cold blockade of frigidity to surroundhim, causing hesitation in the melee. Anyone within the area ofthe Pulse suffers a penalty of Piety to all combat ratings (except fordamage). Tose affected may attempt to resist once per round with aDetermination check or Willpower resistance less the Shaman’s Ill &Cold Skill success margin.

E’hu Maat’a [10 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls horrific airborne disease to surround him,causing core damage to his foes’ immunities. Anyone within thearea of the Pulse suffers a penalty of Piety × 10% to olerancechecks, Determination checks, Stamina resistances, and Willpowerresistances. Te effects of this Prayer are irresistible.

E’hu Mat’al [10 CAP] 

Favor Cost: 5  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman invokes a cloud of hardening cold, driving his allies’resistances to harm forward. Anyone within the area of the Pulsegains a bonus of Piety × 10% to olerance checks, Determinationchecks, Stamina resistances, and Willpower resistances.

E’hu Nar [10 CAP] 

Favor Cost: 8  Prayer: RitualParent: Know   Prayer ype: Incantation

Te Shaman is more perceptive in the dark, and he alters the worldaround him, shifting it into darkness to his advantage. Uponsuccessful invocation of E’hu Nar, the Shaman gains the Low LightVision Advantage for an amount of hours equal to his Piety.

E’hu Nar-Ra [10 CAP] 

Favor Cost: 8  Prayer: Ritual

Parent: Know   Prayer ype: Incantation

Te Shaman becomes like the plague, exuding the essence ofsickness and finding host in the world around him. Upon successfulinvocation of E’hu Nar-Ra, the Shaman is immune to mundane weather and climate for an amount of hours equal to his Piety. Tissuggests that he will not die, or even become exhausted in extremeheat or cold. Further, he is not affected by natural events that wouldhinder others, such as sandstorms or monsoon.

E’hu Nur [10 CAP] 

Favor Cost: 8  Prayer: 2 Major Actions

Parent: Ill & Cold  Prayer ype: Clouding Prayer

Te Shaman pestilential fog and uses it to stop his enemy’s advance. Anyone within the area of the Cloud incurs damage equal to theShaman’s Piety × 1D6 each round. Tose affected may attempt toresist once per round with a olerance check or Stamina resistanceless the Shaman’s Ill & Cold Skill success margin.

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E’hu Nur [10 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Clouding Prayer

Te Shaman pestilential fog and uses it to stop his enemy’s advance. Anyone within the area of the Cloud incurs damage equal to theShaman’s Piety × 1D6 each round. Tose affected may attempt toresist once per round with a olerance check or Stamina resistanceless the Shaman’s Ill & Cold Skill success margin.

E’hu Pe-Ti [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls a deteriorating plague to surround him, witheringaway his foe’s muscles. Anyone within the area of the Pulse suffersa penalty of Piety to their Strength Attribute. Tose affected mayattempt to resist once per round with a olerance check or Staminaresistance less the Shaman’s Ill & Cold Skill success margin.

E’hu Ra [10 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Clouding Prayer

Te Shaman summons forth an obscuring fog, hiding himself andhis allies, and slowing that which passes through it. Anyone whoattempts to attack another through the Cloud (Shoot or Trow)suffers a penalty of the Shaman’s Piety × 2 to attack.

E’hu Sejem [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls a thick veil of dust to surround him, obscuring hisfoe’s perception and damaging his senses. Anyone within the areaof the Pulse suffers a penalty of Piety to their Awareness Attribute.Tose affected may attempt to resist once per round with a olerancecheck or Stamina resistance less the Shaman’s Ill & Cold Skill successmargin.

E’hu Suut [10 CAP] 

Favor Cost: 5  Prayer: 2 Major Actions

Parent: Know   Prayer ype: Incantation

Te Shaman absorbs the motion around him, learning techniquefrom the ever present plague. Te next Action Skill that the Shamanperforms gains a bonus of his Piety × 10%.

E’hu Te’it [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman summons a cold mist that seeps into the skin of hisallies, bolstering their resilience. Anyone within the area of the Pulsegains a bonus of Piety to their Stamina Attribute.

E’hu Tet [10 CAP] 

Favor Cost: 4  Prayer: 2 Major ActionsParent: Inoculate  Prayer ype: Pulsing Prayer

Te Shaman calls a haze of shimmering cold that embraces his allies. Anyone within the area of the Pulse gains a bonus of Piety to theirStrength Attribute.

E’hu Tiui [10 CAP] 

Favor Cost: 3  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Pulsing Prayer

Te Shaman calls a great barrier of hindering frost to surroundhim, breaking his foe’s will to move with any sort of haste. Anyone within the area of the Pulse suffers a penalty of Piety × 2 to theirSpeed. Tose affected may attempt to resist once per round with aDetermination check or Willpower resistance less the Shaman’s Ill &Cold Skill success margin.

E’hu Tius-Ei [10 CAP] 

Favor Cost: 8  Prayer: 2 Major ActionsParent: Ill & Cold  Prayer ype: Clouding Prayer

Te Shaman summons a wall of winter, breaking the stride of those who pass through it. Anyone within the area of the Cloud suffersa penalty of Piety × 2 to their Speed. Tose affected may attemptto resist once per round with a Determination check or Willpowerresistance less the Shaman’s Ill & Cold Skill success margin.

E’hu War [10 CAP] 

Favor Cost: 10  Prayer: RitualParent: Know   Prayer ype: Incantation

Te Shaman accepts the plague, allowing the sickness in him to

breathe for him. Upon successful invocation of E’hu War, theShaman is not required to breathe for the next amount of hoursequal to his Piety.

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  CONQUEST

Conqueror

Te Conqueror is the commanding presence on any battlefield. Whether commanding a small, tactical group, a vast army,or simply honing his own immaculate combat prowess, the Conqueror is an awe-inspiring fighter. A character who chooses

to become a Conqueror may also choose to focus on the intimidation of his enemies, becoming a feared tyrant. Althoughthe Conqueror is more “supplementary” to a character than Priestcraft, a Conqueror functions in almost the same way, usingpowerful Shouts and frenzies to enhance his performance and the performance of his allies.

Conqueror Advantage

Te Conqueror Advantage, like Priestcraft, represents theall-inclusive training, knowledge, and upbringing of a Con-queror. While it is possible for individual Conquerors tobe radically different from each other (such as inspirationalleaders versus intimidating tyrants) the basic collection of

abilities is the same. By the same note, the following sectionincludes a comprehensive look at Conquerors, unlike thePriestcraft example earlier in Part V: Priestcraft, Conquest& Alchemy.

Rank Advantage

Te second inherent Advantage associated with the Con-queror is Rank. It is simpler to look at Rank as a parallel toPiety for Priestcraft, rather than seeing it as the Conqueror’smilitary rank, or associating it with the Status Advantage.Rank defines which set of abilities, called Shouts, are avail-

able for the Conqueror to choose.

 As noted in Part II: Advantages & Disadvantages, Rankmay be purchased for 25 CAP per level. However, after acharacter’s initial purchase of Rank I at character creation,Conquerors are subject to a special means to gain the nextlevels of Rank. Tis method, Presence, is similar to a priest’sFealty and is explained in the following sections.

Presence

 After the purchase of Rank I, which is the maximum level ofRank allowed at a character’s conception, players may pur-chase 20 CAP of the necessary 25 CAP for all future levelsof Rank. Te remaining 5 CAP must be obtained throughcritical successes in a Conqueror’s Shouts. Tis progression is

known as a Conqueror’s Presence.

 Morale

Te Conqueror’s main set of abilities, called Shouts, are con-trolled by a new Derived Attribute pool that a character mayonly utilize if he has purchased the Conqueror Advantage.Tis pool, called Morale, is similar in structure to a priest’sFavor. Te Morale formula is listed below.

 Morale =

 Stamina × Rank [I, III or III]

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Shout Skills

Similar to a priest’s Prayer Skills, a Conqueror gains the ability to purchase and use Skills that parent his Shouts in battle.Tese Skills, parented by a character’s Stamina Attribute, control his Shout abilities exclusively. Considering the formula fora Conqueror’s Morale, his Stamina is fairly important.

Te following Skills become available to a character after the purchase of the Conqueror Advantage

Rally [SM – A] 

ype: Action  Parent: Stamina Difficulty: Average [×5]

Te Rally Skill represents the ability to inspire ranks of soldiers ona battlefield, providing unmatched martial benefit to an army. Notethat this is one of three Conqueror Shout Skills, and can be useddirectly to invoke the character’s Shouts.

Frenzy [SM – A] 

ype: Action  Parent: Stamina Difficulty: Average [×5]

Te Frenzy Skill represents the ability to put rigorous combattraining to practical use, providing the Conqueror an astoundingprowess and battlefield presence. Note that this is one of threeConqueror Shout Skills, and can be used directly to invoke thecharacter’s Shouts.

Intimidate [SM – A] 

ype: Action  Parent: Stamina Difficulty: Average [×5]

Te Intimidate Skill represents the Conqueror’s ability to strike fearin the hearts of his enemies and demoralize his foes. Note that thisis one of three Conqueror Shout Skills, and can be used directly toinvoke the character’s Shouts.

 Strategize [SM – H] 

ype: Action  Parent: Stamina Difficulty: Hard [×4]

Te Strategize Skill represents the Conqueror’s ability to restfullyanalyze his combat tactics. While Strategizing, the Conqueror’sMorale is restored twice as fast than during simple rest (1 Moraleper five minutes). Note that while in Strategizing, the Conqueror isconsidered to be deep in thought, and even the slightest interruptionmay break his concentration.

 Assemble [SM – H] 

ype: Action  Parent: Stamina Difficulty: Hard [×4]

Te Assemble Skill represents the Conqueror’s leadership abilityover his men and his ability to design his side of the battlefield likeclockwork. Te Conqueror may make one Assemble check per hour.If he passes, the Morale reduction from actics is decreased by theConqueror’s [SM / 10]. If he fails, nothing happens. Keep in mind,an Assemble check may only be attempted once per hour.

The Conqueror’s Skills are easily explained: Rally Shouts

assist his allies, Frenzy Shouts improve his personal ability,

and Intimidate Shouts bring ill-ability to the enemy.

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Battle Shouts of the Conqueror

Te following section provides a comprehensive list of the Shouts available to a character that has purchased the Conqueror Advantage. Te Shout list is divided by the level of Rank required to utilize them. Note that in order to be proficient ininvoking a Shout, a character must purchase it using the listed CAP cost.

 Aspersion [5 CAP] 

Morale Cost: Varies  Shout: 1 Major ActionParent: Intimidate 

Te Conqueror insults an enemy, mocking his combat prowess andcausing him to perform poorly. He chooses an enemy and drainshim of 2D6 Fatigue instantly. Te Morale Cost of this ability is equalto the Fatigue drained. Note that the Conqueror may choose anyamount of Fatigue to drain equal to or less than his roll.

Confusion [10 CAP] 

Morale Cost: 2  Shout: 1 Major ActionParent: Intimidate 

Te Conqueror shouts explicit verses at his enemies, rousing theirattention and distracting them from his allies’ incoming attacks.For an amount of rounds equal to his Intimidate Skill level, theConqueror’s enemies are confused and suffer a penalty of 1D6 toInitiative checks.

Discipline [5 CAP] 

Morale Cost: 4  Shout: 1 Major Action

Parent: Frenzy  

Te Conqueror achieves an amazing feat of will power by convincinghimself to fight on until the battle is won. Te Conqueror instantlyrestores 2D6 of his own Fatigue.

Distress [10 CAP] 

Morale Cost: 4  Shout: 2 Major ActionsParent: Intimidate 

Upon entering combat, the Conqueror stands stoically, creatinga presence that incites fear into the hearts of his enemies. On his

first active round, the Conqueror shouts, inflicting upon all of hisenemies a penalty of his -1 to their defenses. Tis effect lasts for anamount of minutes equal to his Intimidate Skill level. Note that theduration begins when the Conqueror uses the Shout, but the effectdoesn’t begin until he makes a successful attack.

Endurance [5 CAP] 

Morale Cost: 2  Shout: 1 Major ActionsParent: Rally  

 With a valiant shout, the Conqueror invigorates his allies, inspiringthem to continue and fight with great vigor. Te Conquerorinstantly restores 1D6 Fatigue to an amount of allies equal to hisRally Skill level. Note that this Shout does not restore any of theConqueror’s own Fatigue.

Exhaustion [5 CAP] 

Morale Cost: 2  Shout: 1 Major ActionParent: Intimidate 

Te Conqueror delivers a derisive, prodding call, tiring his enemies’ wills. Te Conqueror instantly drains 1D6 Fatigue from an amountof enemies equal to his Intimidate Skill level.

Exaltation [10 CAP] 

Morale Cost: 2  Shout: VariesParent: Rally  

 While his allies are resting, the Conqueror tells them a war storyfrom the past, inspiring in nature. Te time it normally takes for hisallies to recover their Derived Attribute pools (Fatigue, Favor, etc) ishalved. Tis goes from ten minutes for 1 point to five minutes for 1point. Refresh, Deep Prayer, or other Skills that affect rest stack withthis ability. Tis does nothing to the time it takes the Conquerorhimself to recover his Derived Attribute pools.

Intensity [5 CAP] 

Morale Cost: Varies  Shout: 1 Major ActionParent: Rally  

Te Conqueror praises his front line man and encourages him tofight with more fury and passion. He chooses an ally and grants him2D6 Fatigue instantly. Te Morale Cost of this ability is equal to theFatigue granted. Note that the Conqueror may choose any amountof Fatigue to restore equal to or less than his roll.

RANK I

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Invigoration [5 CAP] 

Morale Cost: Varies  Shout: 1 Major ActionParent: Frenzy  

Te Conqueror shouts exaltations of himself, warning those presentthat he is the most fearsome combatant on the field. He instantlyrestores 2D6 Heath to himself. Te Morale Cost of this ability isequal to the amount of Health restored. Note that the Conquerormay choose any amount of Health to restore equal to or less than his

roll.

Leadership [10 CAP] 

Morale Cost: 4  Shout: 2 Major ActionsParent: Rally  

Upon entering combat, the Conqueror moves with brilliant agility,striking his foes swiftly, and proving himself a deadly presence on thebattlefield. Te Conqueror shouts, providing all of his allies a bonusto their Speed equal to his Rank. Tis effect lasts for an amount ofminutes equal to his Rally Skill level. Note that the duration begins when the Conqueror uses the ability, but the effect doesn’t beginuntil he makes a successful attack.

Lethargy [5 CAP] 

Morale Cost: 2  Shout: 1 Major ActionParent: Intimidate 

“You won’t have eyes tonight; you won’t have ears, or a tongue.”Te Conqueror instantly drains 1D6 / 2 Health from an amount ofenemies equal to his Intimidate Skill level.

 Might [5 CAP] 

Morale Cost: 4  Shout: 1 Major ActionParent: Frenzy  

Te Conqueror closes his eyes briefly, focuses, and returns to realitya raging monster, blood flowing swiftly through his veins. TeConqueror instantly restores 1D6 of his own Health.

Practiced [10 CAP] 

Morale Cost: 4  Shout: 2 Major ActionsParent: Frenzy  

Upon entering combat, the Conqueror briefly recalls his intensivecombat training, surfacing a heightened sense of awareness to hisability. Te Conqueror shouts, providing for himself a bonus of1 to his strikes. Tis effect lasts for an amount of minutes equalto his Frenzy Skill level. Note that the duration begins when the

Conqueror uses the ability, but the effect doesn’t begin until hemakes a successful attack.

Preparation [10 CAP] 

Morale Cost: 4  Shout: VariesParent: Frenzy  

Te Conqueror focuses intently upon his next battle plan, puttinghim into a state of sheer rest and preparation. Te time it normallytakes the Conqueror to recover his Fatigue and Morale pools ishalved. Skills like Refresh and Strategize stack with this ability.

Vehemence [5 CAP] 

Morale Cost: 2  Shout: 1 Major ActionParent: Rally  

Te Conqueror barrages his allies with magnanimous praises, causingtheir blood to boil with arrogance. Te Conqueror instantly restores1D6 / 2 Health to an amount of allies equal to his Rally Skill level.Note that this Shout does not restore any of the Conqueror’s ownHealth.

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 Aggression [10 CAP] 

Morale Cost: 5  Shout: 2 Major ActionsParent: Rally  

Te Conqueror calls out orders in midst of combat, increasing theoverall aptitude of his allies. For an amount of rounds equal to hisRally Skill level, the Conqueror grants a bonus of 1 to the strikes ofan amount of allies also equal to his Rally Skill level.

 Assault [5 CAP] 

Morale Cost: 7  Shout: 1 Major Action to BeginParent: Frenzy   1 to End 

Te Conqueror assumes an aggressive stance, displaying proudlyhis expertise in combat training and ability to kill. As long as theConqueror remains in this stance, he receives a bonus of his Rankto his strikes. Note that the Conqueror cannot reap the benefits ofFortress or Siege while gaining the benefits of Assault.

Drawback [10 CAP] 

Morale Cost: 5  Shout: 2 Major ActionsParent: Intimidate 

Te Conqueror shouts derisively as he approaches the enemy line,causing fear and fatigue. For an amount of rounds equal to hisIntimidate Skill level, the Conqueror inflicts a penalty of his Rankto the damage of an amount of enemies also equal to his IntimidateSkill level.

Endowment [10 CAP] 

Morale Cost: Varies  Shout: 2 Major ActionsParent: Frenzy  

Te Conqueror spends a moment reflecting on the finer points of hiscombat style training to fight more florally, with more decoration.Upon completion of this Shout, the Conqueror may convert anamount of Morale equal to his Frenzy Skill level into Fatigue.

Ferocity [5 CAP] 

Morale Cost: 5  Shout: 1 Major Action

Parent: Rally  

 With a ferocious shout, the Conqueror encourages his allies,inspiring them to fight with a feral madness in their steps andswings. Te Conqueror instantly restores 2D6 Fatigue to an amountof allies equal to his Rally Skill level. Note that this Shout does notrestore any of the Conqueror’s own Fatigue.

Fortress [5 CAP] 

Morale Cost: 7  Shout: 1 Major Action to BeginParent: Frenzy   1 to End

Te Conqueror assumes a defensive stance, becoming a fortressof blocks and parries that no blade may siege. As long as theConqueror remains in this stance, he receives a bonus of his Rankto his defenses. Note that the Conqueror cannot reap the benefits of Assault or Siege while gaining the benefits of Fortress.

Frighten [10 CAP] 

Morale Cost: 7  Shout: 2 Major ActionsParent: Intimidate 

Te Conqueror shouts verses of terrifying threats to his enemies,causing their hearts to race for fear of his blade. For an amount ofminutes equal to his Intimidate Skill level thereafter, any bleedingdamage inflicted upon an amount of enemies also equal to his

Intimidate Skill level is multiplied by the Conqueror’s Rank (doublefor Rank II and triple for Rank III).

Glory [10 CAP] 

Morale Cost: 5  Shout: 2 Major ActionsParent: Rally  

Te Conqueror calls blood-boiling yaulps, inspiring a rage againstthe enemy within his allies. For an amount of rounds equal tohis Rally Skill level, the Conqueror grants a bonus of Rank to thedamage of an amount of allies also equal to his Rally Skill level.

Heckle [5 CAP] 

Morale Cost: 5  Shout: 1 Major ActionParent: Intimidate 

Te Conqueror mocks his enemies relentlessly, using their weak willsadvantageously. Te Conqueror instantly drains 2D6 Fatigue froman amount of enemies equal to his Intimidate Skill level.

Ineptness [10 CAP] 

Morale Cost: 5  Shout: 2 Major Actions

Parent: Intimidate 

Te Conqueror serves as a major distraction to his enemies, barkinginsults as they swing their blades. For an amount of rounds equal tohis Intimidate Skill level, the Conqueror inflicts a penalty of -1 tothe strikes of an amount of enemies also equal to his Intimidate Skilllevel.

RANK II

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Iron Will [5 CAP] 

Morale Cost: 7  Shout: 1 Major ActionParent: Frenzy  

Te Conqueror never surrenders, battering down enemy after enemyuntil he rules the battlefield, and the corpses of his foes become histhrone. Te Conqueror instantly restores 3D6 of his own Fatigue.

 Savagery [10 CAP] 

Morale Cost: 7  Shout: 2 Major ActionsParent: Rally  

Te Conqueror shouts a verse of determination, vowing to run thebattlefield red with blood and litter it with the limbs of his enemies.Te Conqueror spends a full round calling this evocation. For anamount of minutes equal to his Rally Skill level thereafter, theConqueror and an amount of allies also equal to his Rally Skill levelgain a bonus of his Rank to each successful attack’s damage. Everytime an enemy falls during this time, the damage bonus is addedagain.

 Steadfastness [10 CAP] 

Morale Cost: 5  Shout: 2 Major ActionsParent: Rally  

Te Conqueror calls out orders in midst of combat, increasing theoverall aptitude of his allies. For an amount of rounds equal to hisRally Skill level, the Conqueror grants a bonus of 1 to the defenses ofan amount of allies also equal to his Rally Skill level.

 Siege [10 CAP] 

Morale Cost: 7  Shout: 1 Major Action to BeginParent: Frenzy   1 to End

Te Conqueror secures his presence on the battlefield, taking a widestance and preparing himself to hail down powerful strikes. As longas the Conqueror remains in this stance, he receives a bonus of 1D6to the damage of his attacks. Note that the Conqueror cannot reapthe benefits of Assault or Fortress while gaining the benefits of Siege.

Vulnerability [10 CAP] 

Morale Cost: 5  Shout: 2 Major Actions

Parent: Intimidate 

Te Conqueror serves as a major distraction to his enemies, barkinginsults as they raise their shields. For an amount of rounds equal tohis Intimidate Skill level, the Conqueror inflicts a penalty equal tohis Rank to the defenses of an amount of enemies also equal to hisIntimidate Skill level.

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Brace [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Frenzy  

Te Conqueror enters a stoic concentration, becoming an aegis inthe melee. When the Conqueror shouts, he gains a bonus of 1 to hisSpeed and defenses for an amount of rounds equal to his Frenzy Skilllevel. Additionally during this time, he gains a bonus of 10% to hisStun and Consciousness checks.

Commit [10 CAP] 

Morale Cost: 8  Shout: 2 Major ActionsParent: Frenzy 

Te Conqueror stops his melee for a moment, time enough to focusand experience a great invigoration. Te Conqueror instantly restores2D6 of his own Fatigue. Additionally, for the next amount of roundsequal to his Rank, he gains that amount of Fatigue again.

Furor [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Frenzy  

Te Conqueror enrages, becoming a beast in battle. When theConqueror shouts, he instantly gains 2D6 Fatigue. Additionally, hegains a bonus of 1D6 to his damage for an amount of rounds equalto his Frenzy Skill level. Also during this time, he gains a bonus of10% to his Stun and Consciousness checks.

Galvanize [10 CAP] 

Morale Cost: 8  Shout: 2 Major ActionsParent: Rally  

Te Conqueror shouts praises upon his men, hardening their willsand pressing them onward. Te Conqueror chooses an amount ofallies equal to his Rally Skill level. Tose allies gain a bonus of 25%to both Stun and Consciousness checks for an amount of minutesequal to the Conqueror’s Rally Skill level.

Ire [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Frenzy  

Te Conqueror enters a crazed bloodlust, exhibiting an immortalpresence in the combat. When the Conqueror shouts, he gains abonus of 1 to his Speed and strikes for an amount of rounds equal tohis Frenzy Skill level. Additionally during this time, he gains a bonusof 10% to his Stun and Consciousness checks.

Renounce [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Intimidate

Te Conqueror calls out an enemy and challenges his courageand purpose. For an amount of minutes equal to the Conqueror’sIntimidate Skill level, his chosen enemy suffers a penalty equal to hisRank to all strikes and all defenses.

Reprieve [10 CAP] 

Morale Cost: 8  Shout: 1 Major ActionParent: Rally  

Te Conqueror shouts a warning to his front line ally, a call to focus.He chooses one ally. Te next attack against that ally is automaticallydefended. In order for this Shout to achieve the proper effects, thechosen ally must possess the ability and means to defend.

Resolution [10 CAP] 

Morale Cost: 0 (Costs Fatigue)  Shout: 2 Major ActionsParent: Frenzy  

Te Conqueror calls out an energetic cry, tiring himself to further hisvictory. Upon completion of this Shout, the Conqueror may convertan amount of Fatigue equal to his Frenzy Skill level into Morale.

 Severance [10 CAP] 

Morale Cost: 8  Shout: 2 Major Actions

Parent: Intimidate 

Te Conqueror tears through his enemies’ hearts with his voice,breaking their wills apart. Te Conqueror chooses an amount ofenemies equal to his Intimidate Skill level. Tose enemies suffera penalty of -25% to both Stun and Consciousness checks for anamount of minutes equal to the Conqueror’s Intimidate Skill level.

 Shock [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Intimidate 

Te Conqueror bellows a frightening call, terrorizing his foes on thebattlefield. Te Conqueror chooses an amount of enemies equal tohis Intimidate Skill level. Tose enemies become Stunned for thenext round.

RANK III

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Terror [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Intimidate 

Te Conqueror’s voice is an omen, driving the imminent death of hisfoes. Te Conqueror instantly drains 1D6 Health from an amount ofenemies equal to his Intimidate Skill level. Of these foes, he choosesone to drain an additional 2D6 Health from.

Tire [10 CAP] 

Morale Cost: 8  Shout: 2 Major ActionsParent: Intimidate 

Te Conqueror prods at the enemy, calling derision to further fatiguetheir battle-weakened morale. Te Conqueror instantly drains 4D6Fatigue from an amount of enemies equal to his Intimidate Skilllevel.

Tumult [10 CAP] 

Morale Cost: 8  Shout: 2 Major ActionsParent: Rally  

Te Conqueror shouts orders at his men, hastening their step. Foran amount of rounds equal to his Rally Skill level, an amount ofallies equal to the same Skill level gain a 25% chance to perform anadditional Major Action each round.

Uplift [10 CAP] 

Morale Cost: 10  Shout: 2 Major ActionsParent: Rally  

Te Conqueror shouts such brilliant praises to his allies that theirhearts race, and their blood simmers. He chooses an amount of alliesequal to his Rank. Tose allies are granted 1D6 Health every roundfor an amount of rounds equal to the Conqueror’s Rank.

Veneration [10 CAP] 

Morale Cost: 8  Shout: 2 Major ActionsParent: Rally  

Te Conqueror exhales a triumphant boom of fervor, becoming abeacon of hope and inspiration for his allies. Tey are in total awe of

him, and will fight on in his name. Te Conqueror instantly restores4D6 Fatigue to an amount of allies equal to his Rally Skill level.Note that this Shout does not restore any of the Conqueror’s ownFatigue.

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Conqueror Tactics

In addition to the employment of Battle Shouts, a Conqueror may also provide his allies with actics to improve the use of Advanced Maneuvers within the group. In essence, the use of actics reduces the Conqueror’s overall Morale, but providesa great benefit to himself and his men. Te steps below outline the means by which a Conqueror can use actics within hisgroup.

STEP 1:

Choose an Advanced Maneuver

STEP 2:

Choose a actic for the Advanced Maneuver

STEP 3:

Use the Following List to Reduce Morale

Te Conqueror may apply actics to enhance up to five Ad-

vanced Maneuvers per level of Rank he possesses. ake notethat a Conqueror may only enhance Advanced Maneuversthat he is personally familiar with.

For each Advanced Maneuver the Conqueror wishes to en-hance, he may choose one actic from the following List.

 D  Assailing: Bonus of Rank to the Advanced Maneu-ver’s strike

 D Baleful: Bonus of Rank to the Advanced Maneuver’sdamage

 D Twarting: Bonus of Rank to the Advanced Ma-

neuver’s defenses (Note: Tis may only apply to Stanceor Exert Maneuvers) D Facile: Reduces Fatigue Cost of Advanced Maneu-

ver by Rank  D Unhindered: Reduces Lapse of Advanced Maneuver

by Rank 

Te Conqueror and his allies may use the Advanced Maneu-ver as it is manipulated above, but only if the Conquerordecides to apply the actics. He does this by assuming thathis total Morale is lower than calculated. Te Morale reduc-

tion costs for actics are listed below.

 D  Assailing: Reduces Morale by 2 D Baleful: Reduces Morale by 1 D Twarting: Reduces Morale by 2 D Facile: Reduces Morale by 2 D Unhindered: Reduces Morale by 3

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Other Conqueror Advantages

Te following section is a compiled listing of all Advantages related to Conqueror’s, as well as a few that aren’t listed elsewherein Te Last Book.

Natural Leader [25 CAP] 

 A Conqueror with the Natural Leader Advantage is seeming-

ly born to be a leader of men, his very presence an inspiringsight to behold. Upon choosing Natural Leader for his char-acter, a player may add 5 points to his total Morale pool.

Colossus I, II & III [10 CAP / Level] 

 A Conqueror with the Colossus Advantage is a calculatingtactician, planning his every move in combat, and brilliantlyeducating his men to exploit the foolishness of the enemy.Te Morale reduction from actics is decreased by the levelof Colossus that the Conqueror possesses. Note that this bo-nus stacks with the similar bonus from a successful Assemble

Skill check.

 Savior [50 CAP] 

 A Conqueror with the Savior Advantage is truly an advo-

cate of his people, drawing the morale of his men from theunlikeliest of sources and using it to the advantage of hiscause. A character who possesses this Advantage considersthe Morale cost of all Rally and Intimidate parented Shoutsreduced by his Rank. Note that at higher levels of Rank, this

 Advantage will reduce that Morale Cost of some lower RankShouts below 1. In this scenario, the Conqueror may usethese Shouts without expending Morale.

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The Battlefield Controls

 All battlefield Controls require Standard Bearer.

 Advance [10 CAP] 

Morale Cost: 2M per round  Parent: Rally 

Te Standard Bearer’s banner becomes a beacon of fervor for hisallies. While within its area of influence, all of the Standard Bearer’sallies gain a bonus of his Rank to their damage and a bonus of 1 totheir strikes.

Dedicate [10 CAP] 

Morale Cost: 1M per round  Parent: Frenzy 

Te Standard Bearer’s flag empowers his people, which in turninspires him. While within the flag’s area of influence, when anyof the Standard Bearer’s allies successfully defend an attack againstthem, the Standard Bearer gains a bonus of 1 to his next strike.

Defend [10 CAP] 

Morale Cost: 1M per round  Parent: Frenzy 

Te Standard Bearer’s flag is the focus of his protective instincts, andhe champions the battle. While within the flag’s area of influence, when any of the Standard Bearer’s allies becomes victim to asuccessful strike against them, the Standard Bearer gains a bonus of 1to his next defense.

Dig In [10 CAP] 

Morale Cost: 3M per round  Parent: Rally 

Te Standard Bearer’s banner is a focus of his people’s prowess incombat, inspiring a rage and fury inside them. While within thebanner’s area of influence, all of the Standard Bearer’s allies gain theSteadfast Advantage. Furthermore, the amount of spaces that anenemy may knock the Standard Bearer’s allies back is reduced by hisRank.

Disorient [10 CAP] 

Morale Cost: 2M per round  Parent: Intimidate

Te Standard Bearer’s emblem distracts his enemy’s focus, its stoicismovershadowing any prowess they may have possessed. While withinthe emblem’s area of influence, all of the Standard Bearer’s enemiessuffer a penalty of Rank to Initiative.

Dishearten [10 CAP] 

Morale Cost: 3M per round  Parent: Intimidate

Te Standard Bearer’s emblem represents a reckoning presence tohis enemies. While within the emblem’s area of influence, all of theStandard Bearer’s enemies suffer a penalty of Rank to their defensesand a penalty of -25% to their Determination.

Encourage [10 CAP] 

Morale Cost: 2M per round  Parent: Frenzy 

Te Standard Bearer’s flag is his symbol of prowess to his people. While within the flag’s area of influence, whenever any of theStandard Bearer’s allies successfully strikes, he gains 1 Morale.

Focus [10 CAP] 

Morale Cost: 2M per round  Parent: Rally 

Te Standard Bearer’s banner hones in his allies’ martial skills,granting an impeccable concentration amidst the chaos of battle. While within the banner’s area of influence, the Standard Bearer’sallies gain a bonus of Rank to their strikes. Additionally, the Accuracy bonus of his allies’ ranged attacks is multiplied by Rank.

Hinder [10 CAP] 

Morale Cost: 3M per round  Parent: Intimidate

Te Standard Bearer’s emblem is a demoralizing bastion, loomingominously over his foes. While within the emblem’s area ofinfluence, the Standard Bearer’s enemies suffer a penalty of his Rankto their strikes and damage.

Hold the Ground [10 CAP] 

Morale Cost: 3M per round  Parent: Rally 

Te Standard Bearer’s banner serves to claim the battlefield, and

empowers his allies to defend their place on it. While within thebanner’s area of influence, the Standard Bearer’s allies’ attacks thatknock their victims back gain more power, hurling the victim backan extra space per Rank. Furthermore, any strike that doesn’t normalknock a victim back, within the banner’s area, it now does at a rate of1 space per 5 points of damage inflicted.

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Redouble [10 CAP] 

Morale Cost: 3M per round  Parent: Rally 

Te Standard Bearer’s banner is a symbol of inspired fury. TeStandard Bearer’s allies see it and become enraged. While within thebanner’s area of influence, the Standard Bearer’s allies gain Fatigueequal to his Rank each round. Furthermore, while within thebanner’s area, the Standard Bearer’s allies gain a 10% chance to takean additional Major Action during their turn.

Respond [10 CAP] 

Morale Cost: 2M per round  Parent: Frenzy 

Te Standard Bearer’s flag focuses him as he batters his enemies awayfrom his allies. Any time any of the Standard Bearer’s allies withinthe flag’s area of influence are attacked successfully by the enemy, theStandard Bearer gains a bonus of 1 to his next strike.

Up-End [10 CAP] 

Morale Cost: 1M per round  Parent: Intimidate

Te Standard Bearer’s emblem serves to cause confusion anddelirium among his enemies. While within the emblem’s area ofinfluence, the Standard Bearer’s enemies have a 10% chance to beknocked prone any time a successful strike is dealt against them.

Wear Down [10 CAP] 

Morale Cost: 3M per round  Parent: Intimidate

Te Standard Bearer’s emblem tires the enemy, inducing a fatigue

from fighting a losing battle. While within the emblem’s area ofinfluence, each of the Standard Bearer’s enemies loses Fatigue equalto his Rank per round.

Weave [10 CAP] 

Morale Cost: 2M per round  Parent: Frenzy 

Te Standard Bearer’s flag is a symbol of his proficiency, teachinghis people the art of combat. When any ally within the flag’s area ofinfluence performs an Advanced Maneuver, the Fatigue cost of theStandard Bearer’s next Advanced Maneuver is reduced by 1. He mayonly achieve a minimum Fatigue cost of 1 in this way.

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Heroics

 A Standard Bearer’s Heroics are his last stand. Heroics are abilities that become available to a Standard Bearer within particu-lar Wound Levels that can sway the course of the battle in his favor. While there is no associated CAP cost for Heroics, theseabilities only become available to a Standard Bearer after he is proficient in all Battlefield Controls of the same parent. Forexample, in order for a standard Bearer to possess the “Empowerment” group of Heroics, he must first purchase all BattlefieldControls with Rally as the parent Skill.

Using HeroicsHeroics are treated as being effectively Shouts, and take two Major Actions to initiate. All Heroics require an Inspire checkto use. Keep in mind that a Standard Bearer must be within the Wound Level associated with the ability in order to use it. Ifhe is beyond that Wound Level, he may still initiate the Heroic.

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Heroics Table

Te table below is an all-inclusive reference for a Standard Bearer’s Heroics.

EMPOWERMENT

Must possess all “Rally”parent Battlefield Controls

PARAGON

Must possess all “Frenzy”parent Battlefield Controls

HERALD

Must possess all “Intimidate”parent Battlefield Controls

WOUND LEVEL I

Te Standard Bearer gains1 Morale per round within

 Wound Level I

Solace: 8 MoraleTe Standard Bearer chooseshimself or an ally. He, or hischosen ally, gains all of hisFatigue back.

 Affront: 8 MoraleTe Standard Bearer criesa derisive taunt upon thebattlefield. Any enemyable to hear him must passDetermination less hisInspire success margin orbecome incensed, and onlybe allowed to commit toattacks upon the StandardBearer for Rank rounds.

Demur: 8 MoraleTe Standard Bearer criesa horrific challenge uponthe battlefield. Any enemyable to hear him must passStun less his Inspire successmargin or become Stunned.

WOUND LEVEL II

Te Standard Bearer gains2 Morale per round within

 Wound Level II

Revelation: 10 MoraleTe Standard Bearer choosesan amount of allies equalto his Rank (may includehimself). For an amount ofrounds equal to his Rank, hischosen allies may criticallysucceed on dice rolls of 10,11, or 12 for all strikes anddefenses.

Stronghold: 10 MoraleTe Standard Bearerempowers his defenses,becoming seemingly impen-etrable. For an amount ofrounds equal to his Rank,the Standard Bearer gains abonus equal to Inspire skilllevel to his defenses.

Collapse: 10 MoraleTe Standard Bearer criesa demoralizing dirge uponthe battlefield. Any enemyable to hear him must passDetermination less his In-spire success margin or loseone of their Major Actionsper round for the followingamount of rounds equal tothe Standard Bearer’s Rank.

WOUND LEVEL III

Te Standard Bearer gains3 Morale per round within

 Wound Level III

Invulnerability: 12 MoraleTe Standard Bearer choosesan ally or himself. For anamount of rounds equal tohis Rank, he or his chosenbecomes unable to take anydamage from any source.

Paradigm: 12 MoraleFor as long as the StandardBearer is within WoundLevel III or greater, hisShouts cost no Morale.

Fall: 12 MoraleTe Standard Bearer criesout, shearing his enemies.

 Any enemy able to hear himmust pass Determinationless his Inspire successmargin or immediatelybecome Prone.

WOUND LEVEL IV

 Within Wound Level IV,all of the Standard Bearer’sHeroics cost half of theMorale they normally

 would.

Solace: 4 MoraleRevelation: 5 MoraleInvulnerability: 6 Morale

 Affront: 4 MoraleStronghold: 5 MoraleParadigm: 6 Morale

Demur: 4 MoraleCollapse: 5 MoraleFall: 6 Morale

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Marauder

Te Marauder is the furious, fearsome brute of the battlefield, concentrated and trained so deeply within his incomparableability to kill and reign over the combat, that his enemies experience fear upon sight of him. Te Marauder has learned touse this cowardly fear advantageously and win the day time and time again.

The Marauder Advantage

Tis Advantage represents a character’s all-inclusive graduation from the Conqueror. He is now trained to exhibit such fervorin combat that he incites fear among his enemies. Trough the use of specialized Maneuvers called Onslaughts, the Ma-rauder uses a Fear resource to dominate in battle. Furthermore, upon purchase of the Marauder Advantage, a wide range ofMarauder-exclusive Advantages, or Measures become available. In order to purchase Marauder, a character must first possessthe Conqueror Advantage, advanced to Rank II. Finally, upon choosing the Marauder Advantage, a character subsequentlyloses his ability to use the Rally Skill and any abilities controlled by it.

The Brutalize Skill 

In order to perform Onslaughts, the Marauder must first passa Brutalize check. He uses this Skill for all of his Onslaughts.

Brutalize [SM – H] 

Tis Skill represents the Marauder’s ability to become a whirlwind ofrage on the battlefield, but maintain a precise measure of discipline.Tough a Marauder’s Onslaughts are treated like Advanced Maneu-vers to some degree, this is the parent Skill for all of the Marauder’sOnslaughts, and he must check Brutalize to perform them.

The Marauder’s Measures

 When a Conqueror graduates to become a Marauder, he gains access to a wide range of purchasable, passive bonuses thatcan be regarded like Advantages, and primarily improve his ability and technique in combat. As such, the new Maraudermay purchase any of the listed Measures for the associated CAP cost and gain the benefit from it permanently. ake note thatthese Advantages are only available to characters that already possess the Marauder Advantage.

The Marauder’s Onslaughts

 A Marauder also gains access to special abilities that he can use to enhance his basic attacks, or even his Advanced Maneuvers.Tese abilities, termed Onslaughts, are inherent to the Marauder (meaning the ability to use them is granted upon purchase

of the Advantage) and rely on the Brutalize Skill.

However, Onslaughts also use a new resource known as Fear. Fear is the all-inclusive representation of the sheer terror andreverence struck into the hearts of the Marauder’s enemies simply due to his presence and candor in the melee. However, Fearis not inherent – the Marauder must earn it by proving himself to be the frenzy of the battle. Te table below lists certainactions the Marauder can perform in order to build his Fear.

Fear-Inducing Action Amount of Fear Granted  

Te Marauder fells an enemy, knocking him unconscious and therefore out ofthe battle, or killing him outright.

1

Te Marauder critically succeeds on a Conqueror Shout with Frenzy or Intim-idate as its parent. 2

Te Marauder critically succeeds on an Onslaught using the Brutalize Skill. 2

Note that Fear is treated as an expendable resource. When it is used to perform an Onslaught, it degrades in the same wayFatigue does when an Advanced Maneuver is used. Furthermore, at the end of a battle (one way or the other), all Fear wastesaway from the Marauder as there are presumably no enemies left standing to be afraid of him.

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The Marauder’s Measures

Te following section provides a comprehensive list of the Measures available to a character that has purchased the Marauder Advantage. Note that in order to gain the benefits of each individual Measure, a character must purchase it using the listedCAP cost.

Bell Ringer [50 CAP] 

 A Marauder with this Measure commits to vicious andterrifying strikes. Te character that possesses this Measuregains a 10% chance to Stun his victim upon every successfulattack. Note that the Marauder’s attacks do not incur Stunchecks, but simply a base 10% chance for his successful at-tacks to Stun.

Bloody Concert [25 CAP] 

 A Marauder who possesses this Measure has learned to em-bellish his Fear by fighting in tandem with other Marauders.

 A Marauder with the Bloody Concert Measure capitalizes on

the Fear gained by other Marauders he is allied with, gainingFear as they do.

Brutal Reputation I & II [50 CAP / Level] 

Te Marauder who possesses this Measure has a reputationthat precedes him. With Brutal Reputation, the Maraudermay begin combat with Fear equal to his level in the Measure.

Exceptional Drive [25 CAP] 

 A Marauder with the Exceptional Drive Measure has anindomitable presence of mind, accomplishing whatever heseeks to do by exercising his unparalleled willpower. A Ma-rauder who possesses this Measure considers all of his Skills

 with Willpower as the parent to be one difficulty level easier.

Exceptional Toughness [25 CAP] 

 A Marauder with the Exceptional oughness Measure has aninsurmountable physiology, able to withstand the harshest ofpunishment and condition. A Marauder who possesses thisMeasure considers all of his Skills with Stamina as the parentto be one difficulty level easier.

Excise [10 CAP] 

 A Marauder with this Measure has a unique resistance topoison and sickness. A Marauder that possesses the ExciseMeasure gains a bonus of 10% to all olerance checks thatare enacted to resist the effects of poison or disease.

Furious Anger I & II [25 CAP / Level] 

 A Marauder with the Furious Anger Measure fights withpurpose and fury. Te Marauder who possesses this Measuremay consider his strikes to gain a bonus equal to his level ofFurious Anger.

Gruesome Display [50 CAP] 

Te Marauder capitalizes on the fearsomeness of his meleeand exploits the horror he inspires in his enemies. A Maraud-er who possesses the Gruesome Display Measure has a chanceto gain fear each time he critically succeeds on a strike. Whenthis happens, any enemy who witnesses the strike must passa Determination check (at a penalty of -50% if the strike wasa felling blow). For each enemy Determination check thatfails, the Marauder with Gruesome Display gains 1 Fear.

Hearty I & II [25 CAP / Level] 

 A Marauder with the Hearty Measure is a hulking titan. AMarauder who possesses this Measure gains a bonus to hisDR equal his level in it.

Indomitable I, II, III & IV [25 CAP, 50 CAP, 100 CAP or 150 CAP] 

Te Indomitable Marauder is ever living, and ever fear-some in battle. Te Marauder who possesses this Measureconsiders himself one Wound Level better (in terms of thepenalties and effects incurred by Wound Levels) per level of

Indomitable.

Note that CAP spent for any level of this Measure are aninvestment toward the next level (See Part II: Advantages &Disadvantages for explanation).

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Iron Monger I & II [10 CAP or 25 CAP] 

 A Marauder with the Iron Monger Measure is exceptionallystrong, and can carry more of a burden with him. Te Ma-rauder that possesses Iron Monger may add 5 pounds to the

 weight he can carry, affecting both Standard Encumbranceand Combat Load, per level of the Measure.

Note that CAP spent for any level of this Measure are an

investment toward the next level (See Part II: Advantages &Disadvantages for explanation).

 Maimer [25 CAP] 

Te Marauder exhibits remarkable sadism in his aggression,pressing to cripple his enemies limbs. A Marauder that pos-sesses the Maimer adds his Conqueror Rank to his damage

 when determining whether he has Injured or Crippled anenemy limb. Note that this is not actual damage and onlyserves to determine Injury.

 Merciless I, II & III [10 CAP, 25 CAP or 50 CAP] 

Te Marauder possesses an unchecked aggression withhis combat, and strikes with more fervor than the average

 warrior. A Marauder with the Merciless Measure deals moredamage with his attacks. Merciless I grants him a bonus of1 to the damage of all successful strikes. Merciless II grantsa bonus of 2 to the damage of all successful strikes. Finally,Merciless III grants a bonus of 4 to the damage of all success-ful strikes.

Note that CAP spent for any level of this Measure are aninvestment toward the next level (See Part II: Advantages &Disadvantages for explanation).

 Morale Vacuum [25 CAP] 

For a Marauder that already possesses the Spirit BreakerMeasure, Morale Vacuum allows him to empower himselfby breaking the will of others. A Marauder who possesses theMorale Vacuum Measure may gain in Fear the Morale Costof any Conqueror-based bonus eliminated through the useof Spirit Breaker.

Note that the Spirit Breaker Measure is a prerequisite ofMorale Vacuum.

Overbearing [25 CAP] 

Te Marauder with the Overbearing Measure is pushy, anddominates the battlefield with his positioning. A Maraud-er with the Measure may attempt to Step (using a Minor

 Action) into a space occupied by an enemy, by initiating acontest of the enemy’s Lift Skill or Strength check versus hisown Lift Skill or Strength check. If the Marauder succeeds,he may choose an adjacent space to “push” the enemy. Notethat this push may not put the enemy in fatal danger, and theGM is encouraged to make sure of this.

Overwhelming I & II [25 CAP / Level] 

Te Marauder exhibits an unmatched force behind his strikes. A Marauder with the Overwhelming Measure gains a knock-back effect with all of his successful strikes. Overwhelming Iprovides his strikes a knockback of one space per 10 damageinflicted (after armor reduction). Overwhelming II grants hisstrikes a knockback of one space per 5 damage inflicted (after

armor reduction). Note that this knockback effect is separatefrom those granted by Advanced Maneuvers, but still takesplace in addition to them.

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 Spirit Breaker [50 CAP] 

 A Marauder that possesses the Spirit Breaker Measure is areckoning force on the battlefield, able to shock the mostinspired spirits into dull submission. A Marauder with thisMeasure saps an enemy Conqueror’s Morale as he deals dam-age. Half of all the Marauder’s damage is applied again asdamage to the enemy’s Morale.

Furthermore, if the Marauder who possesses Spirit Breakeruses an Onslaught against an enemy gaining bonuses froma Conqueror ability (includes Standard Bearer abilities andChampion abilities), that enemy’s Conqueror ally mustcontest his Skill (that is granting the bonus) against the Ma-rauder’s Brutalize. If the Marauder is successful, the enemy’sbonus is lost. Note that this effect of Spirit Breaker may onlyaffect one Conqueror-based bonus per Onslaught.

 Steel Trap [50 CAP] 

 A Marauder with the Steel rap Measure has undergonetraining to focus more intently and fight with more purposein dire circumstances. A Marauder who possesses this Mea-sure gains a bonus of 1 to strikes and damage for every enemyhe is engaged in combat with after two. For the purposes ofSteel rap, a Marauder is considered engaged in combat withany enemy who is within range to execute a melee attackduring the Marauder’s round. Furthermore, the Marauderonly gains bonuses from the Steel rap Measure for everyenemy after the second (granting him a bonus of 1 to strikesand damage upon engaging his third enemy, a bonus of 2 forhis fourth, and so on.)

Thick I & II [10 CAP or 25 CAP] 

 A Marauder with the Tick Measure has an excessive forti-tude and can withstand a high amount of physical punish-ment. For each level of the Tick Measure that a Marauderpossesses, he gains 1 Health.

Note that CAP spent for any level of this Measure are aninvestment toward the next level (See Part II: Advantages &

Disadvantages for explanation).

Unfazeable [25 CAP] 

 A Marauder with the Unfazeable Measure excels at enduringthrough a great amount of abuse. A Marauder who possessesthis Measure gains a bonus of 10% to his Stun and Con-sciousness checks.

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The Marauder’s Onslaughts

Te following section provides a comprehensive list of the Onslaughts, or specialized Advanced Maneuvers, that becomeavailable to a character who purchases the Marauder Advantage. Te Onslaughts utilize a resource called Fear, which isdescribed at the beginning of the section.

 A Marauder does not need to spend CAP on individual Onslaughts. Tey are freely available upon purchase of the Marauder Advantage, but are throttled by requiring Fear to utilize.

Dominate

Morale Cost: Brutalize, Strike  Fear Cost: 2

Te Marauder puts on a stunning display of superiority in combat. After a successful strike, the Marauder may spend Fear and checkBrutalize. If he is successful, the strike (in addition to its standardoutcome) also causes the victim to become Inhibited (Knees).

Draw In

Morale Cost: Brutalize, Defense  Fear Cost: 2

Te Marauder shows his unmatched technique by defending hisenemy brilliantly and turning the attack upon him. After a successfuldefense against a Flank Attack or Rear Attack, the Maraudermay spend Fear and check Brutalize. If he is successful, he mayimmediately return a Flank Attack or Rear Attack to his enemy. Notethat this attack may only be executed with a Basic Maneuver.

Flay 

Morale Cost: Brutalize, Strike  Fear Cost: Varies

Te Marauder exploits his enemy’s weakness in fear and digs hisattack in. After a successful strike, the Marauder may spend Fearand check Brutalize. If he is successful, the strike (in addition to itsstandard outcome) also causes the victim to bleed more, his bleedingdamage multiplied by the amount of Fear expended (3× bleedingdamage for 3 Fear, as an example).

Immovable Object 

Morale Cost: Brutalize, Defense  Fear Cost: 2

Te Marauder carefully shows his enemy that even attacks againsthim are to the enemy’s own detriment. After a successful defense, theMarauder may spend Fear and check Brutalize. If he is successful, theenemy’s weapon becomes unready.

Impale

Morale Cost: Brutalize, Defense  Fear Cost: 2

Te Marauder drives his weapon deep, exhibiting a feral madness. After a successful strike, the Marauder may spend Fear and checkBrutalize. If he is successful, the strike (in addition to its standardoutcome) also causes the victim to bleed twice as much. Additionally,if there is another enemy within range of the Marauder’s weapon, ifhis Brutalize check was successful, he also attacks that enemy withthe same strike.

Irresistible Force

Morale Cost: Brutalize, Defense  Fear Cost: 1

Te Marauder shows precision in his combat, and even turns thesuccessful defenses of his enemies against them. After an unsuccessfulstrike, the Marauder may spend Fear and check Brutalize. If he issuccessful, the enemy’s weapon becomes unready. Note that theMarauder may in fact perform this Onslaught if the enemy defends with a shield, but he must spend 2 Fear instead of 1.

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Render 

Morale Cost: Brutalize, Srike  Fear Cost: 2

Te Marauder takes the opportunity to rend his enemy, who cowersin fear of his next siege. After a successful strike to one of an enemy’slimbs, the Marauder may spend Fear and check Brutalize. If he issuccessful, the strike (in addition to its standard outcome) also dealstwice as much damage.

 Savage Example

Morale Cost: Brutalize, Srike  Fear Cost: Varies

Te Marauder takes note of the attention his enemies give him,and use the opportunity to put on a bloody performance. Aftera successful strike, the Marauder may spend Fear and checkBrutalize. If he is successful, the strike (in addition to its standardoutcome) also deals 2 additional damage for each Fear consumed.Furthermore, all enemies within Brutalize Skill level spaces of theSavage Example must check Determination. Each enemy failuregrants the Marauder 1 Fear.

 Skull Crack 

Morale Cost: Brutalize, Srike  Fear Cost: Varies

Te Marauder bashes his enemy violently as he tries to escape. Aftera successful strike to his victim’s head, the Marauder may spendFear and check Brutalize. If he is successful, the strike (in additionto its standard outcome) also causes the victim to check Stunand Consciousness at an addition -10% penalty for every 2 Fearconsumed.

Unchecked AggressionMorale Cost: Brutalize, Srike  Fear Cost: 2

Te Marauder conquers his enemy, feeling an adrenaline burst as hislimp body slumps to the ground. After a successful strike that causesunconsciousness in or kills a victim, the Marauder may spend Fearand check Brutalize. If he is successful, the strike (in addition to itsstandard outcome) also grants the Marauder one, free Major Action worth of movement. If the Marauder ends up within proper rangeto perform a melee attack against another enemy, he may do so, butmay only execute such an attack using a Basic Maneuver.

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The Champion’s Oath

 When a character dedicates his life to the way of the Champion, he may choose an Oath. Oaths must be sworn daily, in aritualistic way (at sunrise, before meals, etc.) Tis benefit (and associated law) stays with him forever, and may never change.Choose wisely!

Following is a list of available Oaths.

Oath Benefit Detriment  Oath of Homage  Anytime the Champion fells a foe, histotal Morale is increased by 1 for anentire day (24 hours). Tere is no limitto this benefit, but the Championmust carefully track his total Morale.

Te Champion must treat his fallenfoes with dignity by choosing a ritualto honor their deaths, whether it isburial, cremation, or blessing. Further-more, the Champion may never fell afoe in a sadistic or undignified way.

Oath of Ordination Te Champion gains 5 to his totalHealth as long as he is another’sprotector (see detriment).

If an ally of the Champion dies inbattle with him, the Champion losesthe benefit of this Oath, as well as an

additional 5 Health. Te Championmust honor his fallen ally for one yearbefore his lost Health and the benefitof this Oath returns.

Oath of Sacrifice  Whenever the Champion commits aShout, during the following round,each of his affected allies gains a 15%chance to take an additional Major

 Action. Tis benefit is permanent.

 Whenever the Champion criticallyfails a Shout, he loses 1 Morale perma-nently. Tis detriment is permanent.

Oath of the Green Te following Rank I ConquerorShouts are now free of Morale Costpermanently: Leadership, Vehemence

Te Champion loses his ability touse Shouts with the Frenzy parentpermanently.

Oath of the Gold  Te following Rank I ConquerorShouts are now free of Morale Costpermanently: Endurance, Exaltation

Te Champion loses his ability touse Shouts with the Frenzy parentpermanently.

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The Champion’s Pledge

Similarly, when a character becomes a Champion, he may choose a Pledge. Pledges can be described as an active ability thatthe Champion may use once per day, and it becomes a permanent part of him, meaning he can use this ability once per dayforever. However, like the Oaths, he may only choose one of the following Pledges and may never change it.

 D Pledge of utelage: Once per day, the Champion chooses an ally. For the remainder of the day, the Champion’schosen ally gains a bonus of 2 to all of his defenses.

 D Pledge of Allegiance: Once per day, the Champion chooses an ally. For the remainder of the day, the Champion’s

chosen ally may use one of the Champion’s Rank I Shouts as many times as he likes, free of Morale cost. D Pledge of Radiance: Once per day, the Champion may restore the Health and Fatigue of one Ally, in the amount

of Rank D10 each (Rank D10 Health and Rank D10 Fatigue). D Te Green Pledge: Once per day, the Champion’s enemy does not gain a damage bonus per the effects of “aking

the Green,” for the first minute the effects are in place.D Te Gold Pledge: Once per day, the Champion does not have to spend Morale to increase the effects of “aking the

Gold,” for the first minute that the effects are in place. Tis pertains to the reactive Health & Fatigue gain for allies.

The Champion’s Shield 

Upon becoming a Champion, a character is traditionally honored by being granted an ornate Shield, though depending onthe character, he may forge his own. Te details by which a Champion comes by his favored Shield are to be discussed withthe GM, but the following passage describes the benefits a Champion receives from his Shield.

First and foremost, the Shield is Masterwork quality. Te Champion may choose the qualities that make it Masterwork usingthe Item Quality Chart. Furthermore (and the truly great benefit), the Champion has become so connected and so adept inusing his Shield that he may consider all Shield Expertise Advanced Maneuvers 1 Fatigue less than they’d normally cost (maynot fall below 1 Fatigue).

The Green & Gold 

o a Champion, colors can represent a bold symbolism. His philosophy in combat and in life in general is one of honor,protection of his values, and the advocacy of his people. Green and gold are representative of these ideals and he uses this

 wisdom to empower his allies.

Green is a strong, determined, and steadfast color, and a Champion that “takes the Green” into combat exhibits thesequalities in his action. He uses his strength to become an aegis of his people, becoming a protector, gaining advantage forhimself if only to further the advantage of his allies. He draws the enemy to him and holds his shield between his foes andhis allies, purveying his guardianship.

Gold is a sacrificial color, and has much to offer. Te Champion who “takes the Gold,” understands that altruistic selflessnessis not enough to become heroic, a savior of the people. Instead, there must be provision in his sacrifice. A true hero not onlygives, but has much to give. Te Champion is bound to this code, and represents his people as a paragon.

Taking the Green & Gold In combat, the Champion must choose his code. Te following Shouts are his confirmation, and the results are his responsi-bility. As mentioned in the individual Shouts, once a Champion takes the Green or the Gold, his focus lay in that code for atleast a minute following, and he cannot use abilities from the other code. Usually in Te Last Book, this can be the entiretyof combat (twelve rounds).

Note that “aking the Green,” and “aking the Gold,” are abilities that come free of CAP cost when a character comes topossess the Champion Advantage. However, the subsequent Stances and Counters within the Green and the Gold must bepurchased using the listed CAP costs.

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Taking the Green

Morale Cost: 0 Shout: 2 Major ActionsParent: Rally   Requirements: Champion

Te Champion bellows his war cry, establishing himself as the greatleader of his allies. For the next full minute, whenever the Championinflicts 10 or more damage to an enemy, that enemy is much morelikely to focus his combat on the Champion.

Te enemy gains a bonus of 2 to his damage against the Champion.Should the enemy choose to attack someone other than theChampion, he must first pass a basic Willpower or Determinationcheck. If he fails, he may either act aggressively toward theChampion, or do nothing. However, even if the enemy passes thischeck, he still attacks those other than the Champion at a penalty of-4 to strike and -4 damage.

Finally, upon aking the Green, the Champion and all of his alliesgain a bonus of 2 to their damage until the full minute has expired.Furthermore, during this minute, the Champion may only usedeeper abilities that are within the Green code.

Taking the Gold 

Morale Cost: 0 Shout: 2 Major ActionsParent: Rally   Requirements: Champion

Te Champion chants a chorus of sacrifice unto his allies, fallingbefore his people. For the next full minute, any time damage isinflicted upon any of the Champion’s allies, they receive Health andFatigue equal to the Champion’s Rank × 2. Anytime this effect takesplace, the Champion may check his Rally and spend 1 Morale to

increase the effect to Rank × 3.

 Additionally, the Champion may use his shield (must be “TeChampion’s Shield” detailed earlier) to Block for his allies, assumingthey are defending in an adjacent space the Champion (one spacein any direction). He may attempt this maneuver even if the ally isattempting to defend for himself, but must commit to doing thisbefore any resolution. Normal positioning rules apply (as if thedefender was the Champion). If the Champion successfully defendsfor his ally, that ally gains a bonus of 4 to his next strike.

Finally, upon aking the Gold, the Champion and all of his alliesgain a bonus of 2 to their defenses until the full minute has expired.Furthermore, during this minute, the Champion may only use

deeper abilities that are within the Gold code.

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The Champion’s Stands

Upon commitment to the Green or the Gold, the Champion may now take a Stand against his foe, offering himself as thesymbol of righteousness to his allies. Te following abilities correlate each to either Green or Gold, must be purchased usingCAP, and emulate a “Stance” that the Champion can assume with his Shield.

 Stand: Freeze [10 CAP] 

Morale Cost: 2  Fatigue Cost: 1Parent: Block  Requirements: Advanced Shield Proficiency, Champion, Green

Te Champion locks into place and primes his position, ready toimpede enemy movement. While in this stance, any enemy thatmoves through the area (must have begun outside of it) [Rank]spaces in every direction from the Champion must contest theirDetermination versus his Rally. If failed, that enemy goes Prone.

 Stand: Overcome the Odds [10 CAP] 

Morale Cost: 2  Fatigue Cost: 3

Parent: Block  Requirements: Advanced Shield Proficiency, Champion, Green

Te Champion moves his shield with an impossible fluidity,defending an assault of strikes against him. During his passive phase,the Champion may Block [Rank] more attacks than he’d normallybe able to, and each of his Blocks gains a bonus of 1. If any of hisBlocks are successful, he may make a Rally check during his nextround. If successful, he chooses two allies to gain a bonus of 5 totheir next Evade.

 Stand: Rehearse [10 CAP] 

Morale Cost: 1  Fatigue Cost: 2Parent: Block  Requirements: Advanced Shield Proficiency, Champion, Green

Te Champion heaves his aegis into his enemy, performing aresounding defense, calling his allies to mimic his prowess. TeChampion’s next Block receives a bonus of 5. If he successfullydefends, he may make a Rally check during his next round. Shouldhe pass, he may choose two allies to gain a bonus of 2 to their nextstrike. He also gains a bonus of 2 to the damage of his next strike.

 STAND: This Maneuver is representative of a stancethat the Champion takes in order to improve his

defenses during his passive phase. This Maneuver

must be executed as the last action during his round.

 Additional actions that take place during the round

following the use of this Maneuver do not consume

 Major or Minor Actions.

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The Champion’s Accolades

 While in combat, during which the Champion has taken the Green or Gold, he sees a magnanimous strategy in everymove. Te colors guide him and he advocates the victory of his allies. His provision is reaction, and through his prowess, hechannels strength into his men.

In essence, Accolades are reactionary Shouts, that a Champion can interject where most necessary during martial combat.He uses his code and previous actions to guide these Shouts and can use them to turn the tide of battle. ake note of the

Requirements for Accolades, as it is important to understand that the Champion must have executed the proper Standsuccessfully sometime within his current color in order to use Accolades.

Understanding the instant nature of Accolades is as easy as understanding that they can be interjected at any time a character would be able to perform a Simple Interrupt or Complex Interrupt. Tey cannot, however, be inserted into the resolutionof combat. For example, if the Champion’s ally has already been unsuccessful in a defense, the Champion may not use an

 Accolade to rectify the situation. However, if his ally is about to be attacked and the Champion suspects he will need a boost,he may use an Accolade before the attack takes place (mimicking a Complex Interrupt).

Counsel [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Evert within current“Gold”

Te Champion shouts tactical quips to his ally whose blood boils with success. Te Champion chooses one ally. Tat ally gains abonus of 4 to his current or next defense, and 4 to each defensethereafter within the same round. Each successful defense grants him1D6 Health and 1D6 Fatigue instantly.

Detain [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Freeze within current“Green”

Te Champion locks down and releases a terrifying yaulp, driving hisenemies mad. All foes within Rank spaces in every direction from theChampion immediately become Stunned.

Edify [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) 

Requirements: Champion, Successful Stand: Rehearse withincurrent “Green”

Te Champion briefly surveys the battlefield, and calls anempowering yaulp to his allies. All of the Champion’s allies gain abonus of 1D6 to their current or next defenses.

Fight [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Freeze within current“Green”

Te Champion’s voice booms powerfully like a war drum,frightening and deafening his enemies. Te Champion choosestwo allies. Any enemy within one space in any direction ofthe Champion or his chosen allies must check Willpower orDetermination less the Champion’s Rally success margin or becomeProne (Ground) immediately.

Forfeit [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Overcome the Odds within current “Green”

Te Champion sacrifices his stature on the battlefield to empowerthat of his ally’s. Te Champion chooses one ally. Tat ally criticallysucceeds on his current or next defense. Te Champion critically failshis next defense.

Foster [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Rehearse withincurrent “Green”

Te Champion barks inspiration to his ally, encouraging him torealize his full potential. Te Champion chooses an ally to gain abonus of 1D10 to his current or next defense.

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Humiliate [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Freeze within current“Green”

Te Champion commands his ally to stain his enemy’s dignity. TeChampion chooses one ally. If that ally chooses to attack an enemy’slimb (arm, hand, leg or foot), his attack deals double the damage it

 would normally.

Liberate [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Evert within current“Gold”

Te Champion nullifies his ally’s weakness and battle fatigue. TeChampion chooses one ally. Tat ally may take his next active orpassive round free of any penalties incurred due to Wound Levels. After one round of liberation from the penalties, the Conqueror’s allyis granted a 10% chance for this benefit to be repeated once.

 Moderate [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Pyramid withincurrent “Gold”

Te Champion is a master of management on the battlefield, atactician of his people. Te Champion shouts a series of quips,and each of his allies gains a bonus of 1D6 to their current or next

strikes.

Nominate [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Mend within current“Gold”

Te Champion chooses his right hand on the battlefield,empowering his ally in the most critical way. Te Champion choosesone ally. Tat Champion and that ally both gain 1D6 Healthinstantly. Furthermore, the Champion’s named gains a bonus of

Rank to his strikes for the following Rank rounds. Te current ornext attack executed by the Champion’s named gains a bonus ofRank × 3 to its damage.

Ordain [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Rehearse withincurrent “Green”

Te Champion cries out, sending a chill of inspiration and strengththrough his allies’ spines. Te Champion chooses two allies. For theircurrent or next attack, they each gain a bonus of 2 to their damage

and if they inflict 5 or more damage, the enemy becomes Inhibited(Knees).

Portray [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Pyramid withincurrent “Gold”

Te Champion naturally inspires his people, and those that seek to win his favor perform in his likeness. Te Champion chooses an ally.First, the Champion gains a bonus of 5 to his current or next Block.If the Block is successful, the Champion’s chosen ally gains a bonusof Rank D6 to his next strike, and a bonus of 1D10 to the damageof that strike.

Recoil [10 CAP] 

Morale Cost: 6M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Overcome the Odds within current “Green”

Te Champion finds opportunity to empower an ally’s strategy,

calling in a perfect order. Te Champion chooses an ally to gain abonus of 10 to his current or next Block. If the Block is successful,both the Champion and his ally gain a bonus of 10 to their nextBlocks.

Refine [10 CAP] 

Morale Cost: 8M  Parent: Rally Shout: Instant (1 Minor Action if during Champion’s round) Requirements: Champion, Successful Stand: Evert within current“Gold”

Te Champion notices an imminent attack against his ally and calls

to him, giving him time to prepare for the onslaught. Te Championchooses one ally that is about to or has just taken damage. Tat ally’sHealth moves to the end (worst state) of the Wound Level before(better than) his current Wound Level.

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  ALCHEMY: THE SECRET ART

 Alchemy in Te Last Book can be described as the manipulation of raw, natural, and sometimes esoteric materials withthe intent to produce a specific effect. Alchemists use the environment around them to create. Te Last Book approachesthis aspect of a character by providing guidelines for the properties of raw reagents and the process by which an Alchemistcombines them in order to produce meaningful effects.

 Simple Alchemy vs. Esoteric Alchemy Before delving into the specifics of Alchemy in Te Last Book,it is important to note that the system is divided between thebasics and the more advanced, esoteric aspects of Alchemy.Te Esoteric Alchemy system can be very in-depth, and maybe initially confusing to those new to Te Last Book, or newto Alchemy in general. o that end, understanding the moreadvanced aspects of Alchemy in Te Last Book is not a re-quirement.

 Why does this work? Te basic system (“Simple Alchemy”)

is the foundation for the advanced system (“Esoteric Alche-my”). Terefore, while a player learns to understand Esoteric

 Alchemy, he may work with Simple Alchemy for as long asnecessary without becoming an unbalanced force in Te LastBook, and without being stifled. Te Alchemist will still

 work with Reagents, will still create elixirs, and will still reapthe benefits of his hard work when he sees a fiery explosionon the battlefield. However, only when an Alchemist has ad-vanced his understanding to Esoteric Alchemy will he begindeveloping new & strange concoctions, and experience theengaging system of creation within Te Last Book’s Alchemy.

 Alchemical Knowledge Advantage

 A character with this Advantage is a student of the secretart, and has become familiar with the basics of Alchemy andthe alchemical process. Alchemical Knowledge goes hand-in-hand with the Gnosis Advantage and grants him the basicknowledge necessary to craft mixtures, concoctions, andelixirs of various kinds.

Gnosis AdvantageSimilar in nature to the Piety Advantage, Gnosis grants acharacter different levels of understanding of the alchemicalcraft as he progresses through the levels. As outlined in PartV: Priestcraft, Conquest & Alchemy, the level of this Advan-tage translates into a character’s Reagent Capacity: Gnosis Iimplies that a character possesses a Reagent Capacity of three,Gnosis II implies a Reagent Capacity of four, and Gnosis IIIimplies a Reagent Capacity of five. Higher levels of Gnosisdirectly allow an Alchemist to create more complicated mix-tures. Note that unlike the Piety Advantage, a character is

not required to perform critical successes in alchemical tasksin order to progress Gnosis.

Gnosis may be purchased for 25 CAP per level. At creation,a character may only begin with up to Gnosis I.

Reagent Potential 

 An Alchemist’s ability, or the range of complexity by whichhe can construct concoctions, is determined by the ReagentPotential he has at his disposal. Reagent Potential, or howmany physical Reagents he is able to combine into one mix-

ture, is directly determined by his Gnosis Advantage. An Al-chemist’s level in this Advantage translates into the amountof Reagents he is able to mix together.

Note that Reagent Potential is not the measure of differenttypes of Reagents an Alchemist can use in a mixture, but sim-ply the physical amount of them. With this understanding,it can be said that (excepting very particular circumstances),the full Reagent Potential of any concoction is five. An Al-chemist with Gnosis III can mix five Reagents of any typeinto a single mixture.

In rare cases, an Alchemist may have an exorbitant amountof time available to him to concoct a mixture. In general, ifthe Alchemist is willing to forgo two weeks (that he wouldnormally receive CAP equal to his Learning Rate) he maycraft one, single mixture using twice his Reagent Potential.Tis process could make for some exceptionally powerful po-tions, so it is important to discuss this option with the GM,as some GMs may have other requirements, such as specialequipment or unique Reagents.

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Reagent Quality 

 Another possible bonus that an Alchemist can benefit fromis the purity of the Reagents he finds or buys. In general,using higher quality Reagents makes a potion more likely tohave its desired effects (by adding bonuses to the Alchemist’sransmute Skill). Normal quality Reagents do not have thiseffect.

Pure Reagents add a bonus of 10% per Reagent used in themixture to the Alchemist’s ransmute Skill. Note that the

 Alchemist must still take the Mixture Difficulty (an inher-ent penalty to his ransmute Skill) into consideration whencrafting the potion, but each Pure Reagent boosts the Skillrequired to make it by 10%. In order to find Pure Reagents,the Alchemist must pass his Reagent Skill (per the descrip-tion of the individual Skill) with a success margin of at least50%.

Pristine Reagents are much the same, only more beneficial,

and more difficult to find. Tese rare Reagents boost the Alchemist’s ransmute Skill by 25% per Reagent! However,in order to find Pristine Reagents, the Alchemist must passhis Reagent Skill (per the description of the individual Skill)

 with a success margin of at least 100%. For most Alchemists,such a feat requires a critical success.

 Making Mixtures

In order to concoct a mixture, the Alchemist must firstcollect the proper Reagents by using the necessary ReagentSkills, or by finding a merchant willing to sell those particular

Reagents. Following this, the Alchemist must use an alembic,or other relevant alchemical equipment (GM discretion) andspend the proper time to make the potion. For reference,mixtures have a ransmutation time of ten minutes pernon-Fluid Reagent used in the mixture.

Once the Reagents are included and properly combined within the time frame noted, the Alchemist must checkhis ransmute Skill. One very important step is to factorin all of the penalties and bonuses to the ransmute Skillfor individual mixtures. As indicated further, in the mixture

lists, every mixture has a “difficulty,” which is a penalty (orsometimes bonus) to create the mixture. It is very importantto calculate this modifier before checking ransmute. Alsomake sure to consider the bonuses for higher-than-normalquality Reagents.

If the Alchemist is successful in creating the mixture, thequality of the potion is that of his ransmute Skill percent-age. In other words, if an Alchemist with a 75% to create amixture successfully creates one (assuming he does so after allrelevant bonuses and penalties, even if these modifiers loweror raise the ransmute check), that potion now exists with a75% to use, or 75% chance that the effects will take place asintended. If the Alchemist fails to pass his ransmute Skill,

the potion is useless and the Reagents are lost.

Using Mixtures

Further in the mixture lists, it is noted that a “catalyst” is re-quired to use certain mixtures. Tis is basically an indicationof what the Alchemist, or one who is wielding the potion,must do in order for it to be effective. Tis is, of course, afterchecking against the potion (detailed above) to make sureit exhibits the proper effects. Below, you will find differentcategories of catalysts and their implications.

Te Ingestion catalyst is quite simple. Tis means that themixture must be imbibed, and digested through the body,in order to take effect. Te Health onic is a good example.

Te Trown (Ground) catalyst indicates that the Alchemistmust toss the mixture, or hurl it violently, at an area ofground that it will end up affecting.

Sometimes, it may be relevant for enemies in the range ofthis type of potion’s effects to defend. If this is the case, allenemies in the range must check Reaction in order to get a

chance to defend. If passed, those enemies must defend astrike of 15. Defending with an Evade, especially an Escape,increases the chance that the defender will divorce himselffrom the area of effect completely. Defending with a Block

 will reduce the damage of explosions by 50%, but does noth-ing for gas or smoke.

Te Trown (arget) catalyst implies that the mixture ishurled directly at an enemy (or ally) in order to exhibit itsmaximum effects. In this scenario, the enemy must defendthe Alchemist’s or wielder’s Trow directly. In the event of a

mixture that is thrown in this way, but also exhibits area ef-fects, the direct defender follows this procedure, while others within the area of effect follow that of the Trown (Ground)catalyst.

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The Transmute Skill

Quite possibly the most important Skill for the Alchemist is ransmute, which is representative of his ability to combinethe ingredients, apply heat, and actually craft the mixture. Separate from the Reagent Skills, this Skill is what the Alchemistchecks to both make and use potions.

Transmute [IQ – VH] 

ype: Action  Parent: IntelligenceDifficulty: Hard [×4]

Tis Skill is representative of an Alchemist’s ability to combine theingredients, apply heat, and actually craft mixtures, concoctions andelixirs of all kinds. Separate from the Reagent Skills, this Skill is whatthe Alchemist checks to both make and effectively use potions.

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Simple Alchemy: Gnosis I Mixtures

Te following is a list of mixtures available to an Alchemist that possesses Gnosis I or greater. Note that there is no associatedCAP cost listed for these mixtures: Tis is intended. An Alchemist need not purchase any sort of “formula” in order to createpotions, he must simply collect the necessary Reagents and use the ransmute Skill to create the mixture. It is detailed laterthat these mixtures are simply examples of the process used to craft potions using the Esoteric Alchemy system, but newerplayers are encouraged to only use the following until they are comfortable proceeding.

 Armor Enhancement: Clay 

Formula: Fluid, Fluid, Earth EssenceCatalyst: Trown (arget)Mixture Difficulty: -5%  ransmutation: 10 Minutes

Te essential earth in Armor Enhancement: Clay coats an ally’sarmor and instant hardens. When hurled at an ally (using the TrowManeuver), or poured over the wielder’s armor, this mixture grants abonus of 1D6 to the DR of armor for the next 1D6 minutes.

Healing Smoke

Formula: Fluid, Herb, OrganicCatalyst: Trown (Ground)Mixture Difficulty: -10%  ransmutation: 20 Minutes

Healing Smoke is a diffused restorative mixture that fills and area with a cleansing smoke. When hurled at a specific area of ground(one space), anyone occupying that space, or one space away in everydirection, breathes in the smoke and gains 1D6 Health.

Health Tonic 

Formula: Fluid, Fluid, HerbCatalyst: IngestionMixture Difficulty: +10%  ransmutation: 10 Minutes

Health onic is a lightly restorative, cleansing mixture. Uponingestion of this tonic, the imbiber gains 1D6 Health instantly.

Inorganic Solvent 

Formula: Fluid, Mineral, MineralCatalyst: Trown (arget)Mixture Difficulty: -10%  ransmutation: 20 Minutes

Inorganic Solvent is a corrosive acid that is particularly adept attemporarily weakening the structure of armor. When hurled at aenemy (using the attacker’s Trow Maneuver), if unsuccessfullydefended, this mixture deals 1D6 damage to the armor’s DR eachround for 1D6 rounds. When the potion ceases to deal damage tothe armor, the armor regains its normal DR.

Lesser Explosive

Formula: Fluid, Fluid, MineralCatalyst: Trown (arget)Mixture Difficulty: +10%  ransmutation: 10 Minutes

Lesser Explosive is a mixture that combines two caustic elements when disrupted. When hurled at an enemy (using the attacker’sTrow Maneuver), if unsuccessfully defended, this mixture deals1D6 damage.

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Health Potion

Formula: Fluid, Fluid, Herb, HerbCatalyst: IngestionMixture Difficulty: -0%  ransmutation: 20 Minutes

Health Potion is a restorative, cleansing mixture. Upon ingestion ofthis elixir, the imbiber gains 2D6 Health instantly.

Poison Gas

Formula: Fluid, Herb, Herb, OrganicCatalyst: Trown (Ground)Mixture Difficulty: -20%  ransmutation: 30 Minutes

Tis toxic mixture saturates an area when released, causing a harmfulreaction. When hurled at a specific area of ground (one space andthe surrounding area one space in every direction), anyone caughtin this area must make a olerance check or Stamina resistance. Anyone who fails takes 1D6 damage every round for 1D6 rounds. Ifan enemy is initially occupying this space, he must check his Evadeagainst a strike of 15 to avoid experiencing the effects outright.

Quickness Potion

Formula: Fluid, Fluid, Herb, Air EssenceCatalyst: IngestionMixture Difficulty: -15%  ransmutation: 20 Minutes

Te Quickness Potion mixture combines the essence of air with theinternal effects on herbs to produce agile effects on the body. Wheningested, this mixture grants the imbiber a bonus of 2 to his Evadefor 1D6 minutes.

 Standard Explosive

Formula: Fluid, Fluid, Mineral, MineralCatalyst: Trown (arget)Mixture Difficulty: -0%  ransmutation: 20 Minutes

Standard Explosive is a mixture that combines two caustic elements when disrupted. When hurled at an enemy (using the attacker’sTrow Maneuver), if unsuccessfully defended, this mixture deals2D6 damage.

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Simple Alchemy: Gnosis III Mixtures

Te following is a list of mixtures available to an Alchemist that possesses Gnosis III or greater. Note that there is no associ-ated CAP cost listed for these mixtures: Tis is intended. An Alchemist need not purchase any sort of “formula” in order tocreate potions, he must simply collect the necessary Reagents and use the ransmute Skill to create the mixture. It is detailedlater that these mixtures are simply examples of the process used to craft potions using the Esoteric Alchemy system, butnewer players are encouraged to only use the following until they are comfortable proceeding.

 Agility Tonic 

Formula: Fluid, Fluid, Herb, Air Essence, Fire EssenceCatalyst: IngestionMixture Difficulty: -40%  ransmutation: 30 Minutes

Tis infusion isolates certain properties of Elemental Essences inorder to grant the imbiber superior Agility. When ingested, thismixture grants the imbiber a bonus of 1 to his Agility for 1D6minutes.

Cloud of Renewal 

Formula: Fluid, Herb, Herb, Organic, Water EssenceCatalyst: Trown (Ground)Mixture Difficulty: -45%  ransmutation: 40 Minutes

Tis mixture combines the healing properties of Herbs and therestorative powers of Water Essences to produce a refreshing cloud. When hurled at a specific area of ground (one space), anyoneoccupying that space, or one space away in every direction, breathesin the smoke and gains 2D6 Health and 1D6 Fatigue.

Essential Fire & Earth

Formula: Fluid, Fluid, Herb, Fire Essence, Earth EssenceCatalyst: IngestionMixture Difficulty: -40%  ransmutation: 40 Minutes

Tis infusion isolates certain properties of Elemental Essences inorder to grant the imbiber superior Strength. When ingested, thismixture grants the imbiber a bonus of 1 to his Strength for 1D6minutes.

 Massive Explosive

Formula: Fluid, Organic, Organic, Mineral, MineralCatalyst: Trown (Ground)Mixture Difficulty: -30%  ransmutation: 40 Minutes

Te Massive Explosive mixture creates a volatile, large area explosion when disrupted. When hurled at a specific area of ground (one spaceand the surrounding area two spaces in every direction), anyonecaught in this area is subject to 2D6 damage. If an enemy is initiallyoccupying this space in which the mixture lands, he must checkhis Evade against a strike of 15 to avoid experiencing the effectsoutright.

Nerve Agent 

Formula: Fluid, Herb, Herb, Organic, OrganicCatalyst: Trown (Ground)Mixture Difficulty: -30%  ransmutation: 40 Minutes

Tis mixture releases a gas agent when disrupted that fills an area andshocks the nerves of those trapped in it. When hurled at a specificarea of ground (one space and the surrounding area two spaces inevery direction), anyone caught in this area is forced to check Stun.If unsuccessful, the victim becomes Stunned. If an enemy is initiallyoccupying this space, he must check his Evade against a strike of 15

to avoid experiencing the effects outright.

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 Seriously GTFO & STFU

Formula: Fluid, Mineral, Mineral, Mineral, Air EssenceCatalyst: Trown (arget)Mixture Difficulty: -45%  ransmutation: 40 Minutes

Tis volatile mixture creates a density shift in the air when disrupted. When hurled at a target (using the attacker’s Trow Maneuver), ifunsuccessfully defended, this mixture lifts the victim up one space.Te mineral components deal 2D6 damage and knock the victim

back for every 5 damage dealt (before armor reduction). Finally,once knocked back, the victim falls from one space, taking 1D6falling damage, which is inflicted with only half DR. Note that thecalculation for how many spaces the victim is knocked back does notinclude the falling portion of the damage effects.

 Superior Healing Smoke

Formula: Fluid, Herb, Herb, Herb, OrganicCatalyst: Trown (Ground)Mixture Difficulty: -35%  ransmutation: 40 Minutes

Superior Healing Smoke is a diffused restorative mixture that fillsand area with a cleansing smoke. When hurled at a specific area ofground (one space), anyone occupying that space, or one space awayin every direction, breathes in the smoke and gains 3D6 Health.

Trapping Acid 

Formula: Fluid, Organic, Organic, Mineral, MineralCatalyst: Trown (Ground)Mixture Difficulty: -30%  ransmutation: 40 Minutes

 When spilled, this mixture combines dense and corrosive elements to

change the properties of a surface. When hurled at a specific area ofground (one space), anyone caught in this area must pass a Lift checkor Strength resistance at a penalty of -10% or become unable tomove. Tis effect persists until the resistance is passed and the victimleaves the area. Furthermore, while in the area, the victim is subjectto a corrosive acid, being dealt 1D6 damage each round for 1D6rounds. Note that each time the duration of this damage effect ends,it is applied again if the victim still occupies the area. If an enemyis initially occupying this space, he must check his Evade against astrike of 15 to avoid experiencing the effects outright.

Vitality Infusion

Formula: Fluid, Herb, Herb, Herb, Earth EssenceCatalyst: IngestionMixture Difficulty: -45%  ransmutation: 40 Minutes

More than just a simple healing mixture, the Vitality Infusionisolates properties of Earth Essence to increase the imbiber’sfortitude. When ingested, this mixture grants the imbiber a 2D6Health, and additionally increases his Health pool by 2.

Weapon Enhancement: Flame

Formula: Fluid, Fluid, Organic, Fire Essence, Fire EssenceCatalyst: Trown (arget)Mixture Difficulty: -30%  ransmutation: 20 Minutes

Te Weapon Enhancement: Flame mixture is an oily coating meantto be poured over a weapon that ignites, dealing searing heat damageto anyone the wielder strikes with the weapon. For 1D6 minutes,the weapon that this mixture was poured onto deals an extra 2D6damage, in addition to its normal damage, whenever there is a

successful strike with it.

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Esoteric Alchemy

Esoteric Alchemy in Te Last Book is the process by which an Alchemist can discover new combinations of Reagents andthereby create unique mixtures. Tis process is a bit more complex than the system already described (Simple Alchemy), butstill functions on the same rules. Esoteric Alchemy simply gives the Alchemist more variety and allows more creativity tocreate the mixtures he chooses to versus relying on standard mixtures. Te following covers how to do this.

Reagent Laws & Effects

In order to properly combine Reagents in a unique andmeaningful way, the Alchemist must first understand all ofthe inherent Laws & Effects for the different Reagents. Below,there are brief definitions of these two aspects of Reagents.

 A Reagent Law is a “trait,” or “characteristic,” of individualReagents that govern their use. Some Reagents have manyLaws. In order to use a particular Reagent in a mixture, the

 Alchemist must understand that all of its Laws must be ad-hered to in order for the Reagents to exhibit their propereffects. GMs are encouraged to take this into consideration

 when approving custom mixtures.

Note that some Effects (defined below) exist to change oreliminate particular Laws.

 A Reagent Effect is defined as an effect that the Reagent ex-hibits when included in a mixture. All Reagents can producevarious Effects, but it is important to note that when addinga Reagent into a mixture, the Alchemist may only chooseone of them. Should he wish to produce more than one of aspecific Reagent’s Effects, he must add more than one of that

Reagent. Once again, GMs are encouraged to take this intoconsideration when approving custom mixtures.

o tie the definitions together, and exhibit a simple state-ment regarding Esoteric Alchemy: When using a Reagent, an

 Alchemist may choose one of its Effects, but all of its Lawsapply, unless the Effect is to change a Law.

Reagent Potential Revisited 

 As discussed in the description of Simple Alchemy, remem-ber that an Alchemist may only include Reagents equal to his

Reagent Potential in a mixture. If an Alchemist chooses toutilize the Esoteric Alchemy system at Gnosis I, he may stillonly include three Reagents (quantity, not type) per mixture.

Fluid Reagents

Fluid Reagents are the base structure of any mixture. It is auniversal law that all mixtures must contain at least one FluidReagent, even those constructed through Esoteric Alchemy.

 As a short aside for GMs, Fluids are abundant and shouldnot be difficult to obtain (even water is considered a Fluid)!Remember too that it is possible for an Alchemist to findPure and Pristine quality Fluid Reagents.

Te benefit of Fluid Reagents is that they add a bonus of10% to create a mixture using the ransmute Skill, even theFluid required to make the mixture.

 A Note About Catalysts

Covered in the Simple Alchemy section, a mixture’s catalystis quite simply how they are delivered. In Simple Alchemy,this is quite straightforward, as the mixture lists explainoutright which catalyst must be used. However, in Esoteric

 Alchemy, where the options are limitless, there is no specificguidance about catalysts.

Tat said, determining the appropriate catalyst is actuallyquite simple once the Effects produced by different Reagentsare understood. Nearly any mixture that can be crafted usingEsoteric Alchemy will fit into a catalyst that simply makessense. However, for those times where a bit of guidance isneeded either creating the mixture, or approving it as a GM,the following is a list of Reagent types and their “usual”catalyst.

D Herb Reagents: Ingestion D Organic Reagents: Trown (Ground) D Mineral Reagents: Trown (arget) D Elemental Essences: No Usual Catalyst

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Herb Effects

Effect Class Effects Notes

HealEffects within this class produce results thatrestore Health

 D  Adds 1D6 Healing 

Poison

Effects within this class produce damage overtime

 D  Adds 1D6 Damage ** D

 Adds 1D6 Duration **

** Poison Effects require a minimum of two

Herbs, one that adds 1D6 Damage and onethat adds 1D6 Duration. Additional Herbscannot add Duration again (see Te Laws ofHerbalism)

SedativeEffects within this class serve to force a Stun orConsciousness check 

 D  Adds a Stun check  D  Adds a Consciousness check **

** Sedative Effects that force Consciousnessrequire two Herbs for each Effect.

Susceptibility Ingredient Effects within this class react to Sedatives,producing a stronger version of them

 D  Adds a penalty of -10% to resist Poisonand Sedative Effects

The Laws of Herbalism

Te First Law Each Herb Reagent added to a mixture incurs a penalty of -10% to ransmute.

Te Second Law Each Herb added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law All Herb Effects are internal, implying that a mixture that includes an Herb must be ingested to take effect.

Te Fourth Law A Poison’s damage can vary and increases with the addition of more Herbs, but its duration is 1D6 rounds. Alternatively, a Poison’s duration may be increased by manipulating its state into Oil.

Te Fifth Law Poisons and Sedatives are resisted with base, no-penalty-added resistances. Only Susceptibility Ingredientsmay apply penalties to these resistances.

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Organic Effects

Effect Class Effects Notes

StateEffects within this class serve to change thestate of a mixture, allowing it to follow differentlaws or ignore laws completely (such as theTird Law of Herbalism)

Converts the mixture from its base fluid stateinto a …

D Salve, which doubles the amount of timesthe mixture can be used**

 D Gas, which increases the area that themixture affects by one space in everydirection

 D Oil, which increases the duration of themixture’s Effects by one interval***

** Salves can only manipulate the state ofmixtures with the Ingestion Catalyst (or those which follow the Tird Law of Herbalism)*** When using an Organic Reagent tomanipulate a mixture into Oil, the Reagentitself may only add to the duration of one otherEffect. In other words, if a mixture containstwo Effects with a specific duration, only onecan be increased by making the mixture Oil.

SubstanceEffects within this class produce inhibitoryresults

 D Create a sticky surface (Strength orLift versus ransmute success, or nomovement)

 D Create a smoky area (Awareness orPerform Reconnaissance versus ransmutesuccess, or become Inhibited)

 D Create a slippery surface (Leap or Agilityversus ransmute success , or becomeProne)

Organic AugmentationEffects within this class react to States andSubstances, producing a stronger version ofthem

 D Increases the Effect metric of a State** D  Adds a penalty of -10% to resist Substance

Effects

** Augmentation on Salve doubles the amountof times the mixture can be used again, Gas Augmentation increases by another space inevery direction, Oil Augmentation increases theduration of Effects again

The Laws of Vitalism

Te First Law Each Organic Reagent added to a mixture incurs a penalty of -10% to ransmute.

Te Second Law Each Organic added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law Substance Effects last for 1D6 minutes.

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 Mineral Effects

Effect Class Effects Notes

ExplosiveEffects within this class produce one-timedamage

 D  Adds 1D6 Damage

ConcussiveEffects within this class produce effects thatknock objects or victims back 

 D  Adds 1 space of knockback per 5 damagedealt by the mixture (before armorreduction)

 Acid Effects within this class produce damage overtime

 D  Adds 1D6 Damage ** D  Adds 1D6 Duration **

** Acid Effects require a minimum of twoMinerals, one that adds 1D6 Damage and onethat adds 1D6 Duration. Additional Mineralscannot add Duration again (see Te Laws ofMetallurgy & Geometrics)

Solvent Effects within this class produce damage overtime that affects non-living material

 D  Adds 1D6/2 Damage ** D  Adds 1D6 Duration **

** Solvent Effects require a minimum of twoMinerals, one that adds 1D6/2 Damage andone that adds 1D6 Duration. AdditionalMinerals cannot add Duration again (see TeLaws of Metallurgy & Geometrics)

The Laws of Metallurgy & Geometrics

Te First Law Each Mineral Reagent added to a mixture incurs a penalty of -10% to ransmute.

Te Second Law Each Mineral added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law Acids and Solvents last 1D6 rounds.

Te Fourth Law Without the Effects of other Reagents, Explosive Effects only affect one space or target.

Te Fifth Law An Acid’s or Solvent’s damage can vary and increases with the addition of more Minerals, but its durationis 1D6 rounds. Alternatively, an Acid’s or Solvent’s duration may be increased by manipulating its state intoOil.

Te Sixth Law Acid Effects produce results when they come in contact with living things, while Solvent Effects produceresults when they come in contact armor.

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Fire Essence Effects

Effect Class Effects Notes

Essential FireEffects within this class produce damage overtime

 D  Adds 1D6 Damage and 1D6 Duration

Fiery Enhancement Effects within this class produce beneficialresults when used in specific combination with

other Reagents

 D  Adds Bonus of 2 to Swing ** D  Adds Bonus of 2 to Trow (Agility-par-

ent) **

 D  Adds Bonus of 25% to Stun & Con-sciousness **

 D  Adds 1D6 Damage to a weapon’s damage***

** When used in combination with an HerbReagent*** When used in combination with an

Organic Reagent

Essential Enhancement Effects within this class produce beneficialresults when used in specific combination withmultiple other Reagents

 D  Adds Bonus of 1 Willpower ** D  Adds Bonus of 1 to Strength *** D  Adds Bonus of 1 to Agility ****

** When used in combination with an HerbReagent and a Water Essence Reagent*** When used in combination with an HerbReagent and an Earth Essence Reagent**** When used in combination with an HerbReagent and an Air Essence Reagent

The Laws of Essential Materialism: Concerning Fire

Te First Law Each Fire Essence Reagent added to a mixture incurs a penalty of -25% to ransmute.

Te Second Law Each Fire Essence added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law Fiery Enhancements and Essential Enhancements last for 1D6 minutes.

Te Fourth Law Essential Enhancement Effects may be reversed (into Essential Poisons) but only with the addition ofanother Herb Reagent.

Te Fifth Law If combined with the Effects of another Reagent (such as a Mineral Explosive), non-Essential Fire damagedoes not adopt the duration of Essential Fire.

Te Law of Synthesis When Elemental Essence Reagents must be combined with another type of Reagent to produce an Effect(such as those in Fiery Enhancement), the non-Essence Reagent does not produce Effects.

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 Air Essence Effects

Effect Class Effects Notes

Essential Shock Effects within this class produce inhibitoryeffects

 D  Adds 1D6 Damage and a Stun check  D  Adds penalty of -25% to Stun check

of Essential Shock 

Essential Wind Effects within this class produce a lift &drop

 D  Adds a gust of rushing air that lifts& drops one space, causing 1D6 falldamage and Prone Vulnerability State

**

** Te “Prone” portion of Essential Wind is onlyapplied one time, regardless of how many Essential Wind Effects are chosen

 Airy Enhancement Effects within this class produce beneficialresults when used in specific combination with other Reagents

 D  Adds Bonus of 2 to Trust ** D  Adds Bonus of 2 to Shoot ** D  Adds Bonus of 2 to Speed ** D  Adds a Stun check to a weapon’s

damage ***

** When used in combination with an Herb Reagent*** When used in combination with an OrganicReagent

Essential Enhancement Effects within this class produce beneficialresults when used in specific combination with multiple other Reagents

 D  Adds Bonus of 1 Intelligence** D  Adds Bonus of 1 to Awareness *** D  Adds Bonus of 1 to Agility ****

** When used in combination with an Herb Reagentand a Water Essence Reagent*** When used in combination with an Herb Reagentand an Earth Essence Reagent**** When used in combination with an Herb Reagentand a Fire Essence Reagent

The Laws of Essential Materialism: Concerning Air Te First Law Each Air Essence Reagent added to a mixture incurs a penalty of -25% to ransmute.

Te Second Law Each Air Essence added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law Airy Enhancements and Essential Enhancements last for 1D6 minutes.

Te Fourth Law Essential Enhancement Effects may be reversed (into Essential Poisons) but only with the addition of anotherHerb Reagent.

Te Fifth Law Essential Shock Effects that involve Stun are resisted with base, no-penalty-added resistances. More than one Air Essence can improve the effectiveness of these Stun effects.

Te Sixth Law If an Essential Shock Effect is combined with another Reagent that causes Stun, such as Herbs, the durationof the Stun is not increased, but the mixture produces multiple Stun checks.

Te Law of Synthesis When Elemental Essence Reagents must be combined with another type of Reagent to produce an Effect(such as those in Airy Enhancement), the non-Essence Reagent does not produce Effects.

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Water Essence Effects

Effect Class Effects Notes

Essential WaterEffects within this class produce results thatrestore Fatigue

 D  Adds 1D6 Fatigue

Unrefined WaterEffects within this class produce a reduction ofFatigue

 D  Adds Fatigue reduction of 1D6 ** Unrefined Water Effects require a minimumof two Water Essences, that together reduceFatigue by 1D6

 Watery Enhancement Effects within this class produce beneficialresults when used in specific combination withother Reagents

 D  Adds Bonus of 2 to Parry ** D  Adds Bonus of 2 to Evade ** D  Adds 1D6/2 Fatigue reduction to a

 weapon’s damage ***

** When used in combination with an HerbReagent*** When used in combination with anOrganic Reagent

Essential Enhancement Effects within this class produce beneficialresults when used in specific combination withmultiple other Reagents

 D  Adds Bonus of 1 Intelligence ** D  Adds Bonus of 1 to Will *** D  Adds Bonus of 1 to Stamina ****

** When used in combination with an HerbReagent and an Air Essence Reagent*** When used in combination with an HerbReagent and a Fire Essence Reagent**** When used in combination with an HerbReagent and an Earth Essence Reagent

The Laws of Essential Materialism: Concerning Water 

Te First Law Each Water Essence Reagent added to a mixture incurs a penalty of -25% to ransmute.

Te Second Law Each Water Essence added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law Watery Enhancements and Essential Enhancements last for 1D6 minutes.

Te Fourth Law Essential Enhancement Effects may be reversed (into Essential Poisons) but only with the addition of anotherHerb Reagent.

Te Law of Synthesis When Elemental Essence Reagents must be combined with another type of Reagent to produce an Effect(such as those in Watery Enhancement), the non-Essence Reagent does not produce Effects.

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Earth Essence Effects

Effect Class Effects Notes

Essential EarthEffects within this class produce results thatimprove DR 

 D  Adds 1D6 DR 

Earthen Enhancement Effects within this class produce beneficialresults when used in specific combination

 with other Reagents

 D  Adds Bonus of 2 to Block ** D  Adds Bonus of 2 to Trow

(Strength-parent) ** D

 Adds Bonus of 2 to Health ** D  Adds 1 space of knock back for every5 damage inflicted by a weapon ***

** When used in combination with an Herb Reagent*** When used in combination with an OrganicReagent

Essential Enhancement Effects within this class produce beneficialresults when used in specific combination with multiple other Reagents

 D  Adds Bonus of 1 Awareness ** D  Adds Bonus of 1 to Strength *** D  Adds Bonus of 1 to Stamina ****

** When used in combination with an Herb Reagentand an Air Essence Reagent*** When used in combination with an Herb Reagentand a Fire Essence Reagent**** When used in combination with an Herb Reagentand a Water Essence Reagent

The Laws of Essential Materialism: Concerning Earth

Te First Law Each Earth Essence Reagent added to a mixture incurs a penalty of -25% to ransmute.

Te Second Law Each Earth Essence added to a mixture adds 10 minutes to the time it takes to create the mixture.

Te Tird Law Earthen Enhancements and Essential Enhancements last for 1D6 minutes.

Te Fourth Law Essential Enhancement Effects may be reversed (into Essential Poisons) but only with the addition of anotherHerb Reagent.

Te Fifth Law Essential Earth Effects may only affect inorganic material, and does nothing if the reaction is attempted on

skin or other organic material.Te Law of Synthesis When Elemental Essence Reagents must be combined with another type of Reagent to produce an Effect

(such as those in Watery Enhancement), the non-Essence Reagent does not produce Effects.

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Other Alchemy Advantages

Te following section is a compiled listing of all Advantages related to Alchemy, as well as a few that aren’t listed elsewherein Te Last Book.

 Student of the Secret Art [25 CAP] 

 A character with this Advantage is particularly proficient in the creation and study of all manner of mixtures, tonics, and

concoctions. A Student of the Secret Art gains a bonus of 10% in his Reagent Skills: Fluid Principle, Herbalism, Vitalism,Metallurgy & Geometrics, and Essential Materialism. Additionally, he gains a bonus of 5% to his ransmute Skill.

 Student of the Secret Art [25 CAP] 

 A character with this Advantage has organized a laboratory and hydroponics facility at, or somewhere near, his home. Acharacter with the Sufficiency Advantage experiences Reagent gains based on the chart below.

 D Herbs: 2 Reagents per week  D Organics: 1 Reagent per week  D Minerals: 2 Reagents per week  D Elemental Essence: 1 Reagent per month

 Additionally, a character with this Advantage has a small chance (25%) once per month to obtain a pristine Reagent. Ifsuccessful, the player chooses which Reagent he is provided (may not be an Elemental Essence). Finally, if a character is luckyenough to pass this success chance, he gains a rare fluid as well.

Sufficiency does not account for the logistics of obtaining said rewards (if, for example, the character is away from home for

an extended period of time), but the player and the GM are encouraged to discuss this.

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Continuing With Alchemy

In Te Last Book, there are many ways for a character to continue digging deeper into certain lines of advancement. Within Alchemy, one can find a host of different options that emphasize certain aspects of one who practices the secret art. In thefollowing section, these deeper advancements are outlined and detailed immensely.

 Apothecary & Janissary 

 After spending some time with Alchemy, a character may digdeeper into a new advancement. Tis progression may eitherbe the Apothecary or the Janissary. Te Apothecary is a mas-ter of healing and medicine, and can use Reagents to greatereffect than the everyday Alchemist. Te Janissary has a deepunderstanding of how to use Alchemy in battle scenarios,and exploits it for his own gain... By making a gun...

Discovery 

One of these further advancements of the Alchemist becomeavailable after five critical successes in his ransmute Skill,

a process termed Discovery. After the fifth critical success,the Alchemist may choose either Apothecary or Janissary andpay for the remaining 20 CAP of the Advantage to obtainits benefits. Additionally, should the same character criticallysucceed in the ransmute Skill five more times (and therebygaining five more Discovery), the other Advantage becomesavailable to him. Tey are not mutually exclusive from eachother.

 Apothecary [25 CAP] 

Tis Advantage represents a character’s graduation from an Alchemist to a specialist of restoration and medicine. Te Apothecary is, in essence, a field doctor that uses the envi-ronment advantageously to create powerful restorative mix-tures by extracting healing effects of Reagents unknown bytraditional Alchemy. An Apothecary gains access to specialmixtures called Elixirs that achieve this feat of Alchemy.

Note that 5 CAP of the total cost of this Advantage must bepaid for using the Discovery process (detailed above). Teremaining 20 CAP may be purchased normally.

 Janissary [25 CAP] 

Tis Advantage represents a character’s graduation from an Alchemist to an expert in the use of black powder, fascinatedby the destruction it brings. Te tribulation of the Janissaryis the construction of a firearm, a ranged weapon that hemay use in battle. Further, the Janissary can create powerfulmixtures using a mixture-clustering technique not available

 within traditional Alchemy.

Note that 5 CAP of the total cost of this Advantage must bepaid for using the Discovery process (detailed above). Teremaining 20 CAP may be purchased normally.

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The Apothecary’s Elixirs

Elixir of Essential Materialism [10 CAP] 

Formula: Fluid, Herb, Mineral, Varied, VariedCatalyst: IngestionMixture Difficulty: -50%  ransmutation: 40 Minutes

Te Elixir of Essential Materialism is the epitomic mixture of

Elemental Essence Reagents, granting the imbiber a large advantageto his basest attributes. After ingestion, the imbiber gains a beneficialeffect that the Apothecary chooses during the potion’s creation. Te Apothecary may choose an Attribute to enhance using the EssentialEnhancement Effect Classes of Elemental Essences. Te imbibergains a bonus of 3 to the Attribute that the Apothecary chooses for1D6 minutes.

Elixir of Essential Reaction [10 CAP] 

Formula: Fluid, Herb, Herb, Mineral, VariedCatalyst: Ingestion

Mixture Difficulty: -25%  ransmutation: 40 Minutes

Te Elixir of Essential Reaction is a combination of essentialReagents that improves some aspect of the imbiber’s ability whenhe is contacted by steel. After ingestion, the next time the imbiberis struck successfully, he gains a beneficial effect. At the time ofcreation, the Apothecary must choose the Effect he pleases and addthe appropriate Elemental Essence to the mixture. He may chooseone Effect from the following Effect Classes: Fiery Enhancement, Airy Enhancement, Watery Enhancement, and EarthenEnhancement. Te chosen Effect produces twice the benefit listed inthe Effect Class.

Note that this beneficial effect is applied only one time after the

first successful strike against the imbiber, and the benefit lasts 1D6minutes. Finally, also note that the “Weapon Effects” cannot beadded to this Elixir.

Elixir of Expanding Rejuvenation [10 CAP] 

Formula: Fluid, Herb, Herb, Organic, MineralCatalyst: Trown (Ground)Mixture Difficulty: -10%  ransmutation: 40 Minutes

Te Elixir of Expanding Rejuvenation takes advantage of somestrange properties of Minerals to create an ultra-large area

rejuvenating gas. When hurled at a specific area of ground (onespace), anyone occupying that space, or two spaces away in everydirection, breathes in the smoke and gains 3D6 Health.

Elixir of Restored Fervor [10 CAP] 

Formula: Fluid, Fluid, Organic, Organic, Water EssenceCatalyst: IngestionMixture Difficulty: -25%  ransmutation: 30 Minutes

Te Elixir of Restored Fervor uses Organic Reagents to purify the

essence of water into a refreshing mixture, capable of making the weary imbiber feel completely renewed. When ingested, this mixturegrants the imbiber 3D6 Fatigue.

Elixir of Returned Invigoration [10 CAP] 

Formula: Fluid, Herb, Organic, Fire Essence, Water EssenceCatalyst: IngestionMixture Difficulty: -50%  ransmutation: 40 Minutes

Te Elixir of Returned Invigoration isolates fast-acting restorativeproperties of Reagents to allow the imbiber to experience a burst

of furious vigor. When ingested, this mixture grants the imbiber2D6 Health and 2D6 Fatigue. Furthermore, the lowest face ofthe dice rolled for Health and Fatigue is a bonus to the imbiber’sStrength, Agility, and Stamina for an amount of rounds equal to the Apothecary’s Gnosis.

Elixir of Sanguine Synthesis [10 CAP] 

Formula: Fluid, Fluid, Herb, Herb, MineralCatalyst: IngestionMixture Difficulty: +10%  ransmutation: 30 Minutes

Te Elixir of Sanguine Synthesis uses its component Reagents toinspire a rushing vitality when the imbiber is contacted by steel. After ingestion, for 1D6 rounds, the imbiber is healed for 1D6 everytime damage is inflicted upon him.

Elixir of Superior Revitalization [10 CAP] 

Formula: Fluid, Herb, Herb, Organic, Water EssenceCatalyst: IngestionMixture Difficulty: -25%  ransmutation: 40 Minutes

Te Elixir of Superior Revitalization exploits properties of the WaterEssence to produce a stunning restorative effect. When ingested, this

mixture grants the imbiber 2D6 Health. Additionally, it grants theimbiber 1D6 Fatigue every round for the next 1D6 rounds.

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Elixir of Supreme Restoration [10 CAP] 

Formula: Fluid, Herb, Herb, Herb, HerbCatalyst: IngestionMixture Difficulty: +10%  ransmutation: 40 Minutes

Te Elixir of Supreme Restoration is a wildly vitalizing mixture,isolating and empowering the healing properties of Herbs. Wheningested, this mixture grants the imbiber 6D6 Health.

Elixir of Sustainability [10 CAP] 

Formula: Fluid, Herb, Herb, Organic, OrganicCatalyst: Trown (Ground)Mixture Difficulty: -10%  ransmutation: 40 Minutes

Te Elixir of Sustainability uses Organic Reagents to create a long-lasting restorative smoke in a small area. When hurled at a specificarea of ground (one space), this Elixir creates a healing smoke thatemits 1D6 Health per round if inhaled. Inhaling is a free action (solong as the imbiber occupies the space), and the cloud of smokepersists for an amount of minutes equal to the Apothecary’s Gnosis.

Te Apothecary, or whoever hurls the Elixir, must take cautionthough, as enemies will be able to benefit from this effect as well.

Elixir of Resurrection [10 CAP] 

Formula: Fluid, Herb, Herb, Water Essence, Earth Essence (AllReagents must be Pristine)Catalyst: IngestionMixture Difficulty: -50%  ransmutation: 40 Minutes

Te Elixir of Resurrection possesses such powerful restorativeeffects that it can resurrect a person who has recently died. When

the recently dead is forced to ingest this Elixir, he is immediatelyreturned to 1 Health above dead (Wound Level V). Te Elixir suffersa penalty of -10% to use for every minute that passes since the deadfell, excepting the first. As an example, if five minutes has passedsince the death, Elixir of Resurrection suffers a penalty of -40% toexhibit the proper effects.Note that in order to make this Elixir, the Apothecary must use allPristine quality Reagents, including the Fluid and must first possessthe knowledge to create all other Elixirs.

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 Janissary

Te Janissary has learned the hidden method in the art of Alchemy, realizing that he can do more than combine Reagentsin a vial or flask. Tis understanding, combined with his appetite for destructive technique, makes him a dangerous forceon the battlefield. His primary weapon is his own design, a Matchlock, which he uses in conjunction with his discovery ofa volatile Mineral modification termed “Black Powder.” Te following section describes the different abilities that becomeavailable to a Janissary.

The Matchlock Upon becoming a Janissary, the Alchemist first takes time to construct his new weapon: the Matchlock. He accomplishes thisby spending two weeks, a traditional learning period, and checking his Engineering Skill. Assuming he passes, the Matchlockis built and operational. If he fails, the process was for naught and the Janissary must begin again.

Once constructed, the Matchlock can be used in combat in a way similar to an archer using a bow and arrow. In general,the Matchlock require a total of three Major Actions to fully ready and a Minor Action to Shoot. However, just like regulararchery, the first Major Action can be changed to a free action by the use of the Fast Draw Skill. Aiming, as in archery, isalso allowed with the Matchlock. Note that the intricacies of loading the Matchlock is a skill set unique to the Janissary.Tis means that any laymen could fire an already loaded Matchlock, but that would be their one and only shot. Te trained

 Janissary is the only one with the skills to reload the device.

Unlike archery though, every shot of the Matchlock suffers a 10% chance to jam the device. Te Janissary make take anadditional Major Action of readying to eliminate the chance for the Matchlock to jam. Tis process is referred to as “priming”the Matchlock. If the Matchlock does jam, however, the Janissary may not ready or fire it again until he repairs it. Tis isaccomplished by spending a full round and passing an Engineering check.

In terms of damage, like a bow, there is no Strength modifier for the damage. Te Matchlock will deal 3D6 damage regardlessof a character’s Strength Attribute. Te Minimum Strength, in this case, serves only as a prerequisite.

Finally, a critical failure on the Shoot Maneuver when firing the Matchlock causes a backfire. Te Janissary takes 1D6 damagefrom this event. Furthermore, the Matchlock itself takes 2D6 damage and that is considered the penalty against its durability.

Durability of the Matchlock must be immediately checked in this scenario. Lastly, after a critical failure, the Matchlock maynot be used for the remainder of the current battle, as the Janissary must spend several minutes cleaning the device out andmaking minor repairs.

WeaponName

Length(inches) Weight (lbs.)

 Minimum Strength

 AccuracyBonus Damage Durability Cost (SP)

Matchlock  56 10 9 3 3D6 120 NA  

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Black Powder 

Te ammunition used for the Janissary’s Matchlock is amodified Mineral concoction called Black Powder. Tis isa refinement that the Janissary has discovered and can makein the same way he makes regular mixtures. Te informationbelow describes how to make Black Powder and the effects ofthe ransmutation.

Formula: Fluid, Fluid, Fluid, Mineral, MineralCatalyst: NA Mixture Difficulty: +10%ransmutation: 6 Hours (Requires time to combine and dry)

Black Powder is a powerful refinement of Minerals that servesas ammunition for the Janissary’s Matchlock. Upon successfulransmutation, the Janissary receives 20 shots worth of BlackPowder.

Ranged Expertise

 As a final note regarding the Matchlock, the Janissary mayuse most of the Advanced Maneuvers listed in the RangedExpertise category, provided that he possesses AdvancedCombat raining with the weapon. Some Advanced Maneu-vers, however, cannot be realistically used with the Match-lock. Below are the Advanced Maneuvers that are unavailablefor use with the Matchlock.

 D  Arrow Storm D  Assailing Fire D Barrage D Bombardment

 D

Salvo

Cluster Bombs

 Another technique learned by Janissaries is the ability tocreate Cluster Bombs. Tis allows a Janissary, in essence, tocreate a volatile mixture that acts instead like three mixtures,by way of perfect circumstance.

If the Janissary is creating a mixture that includes MineralReagents and functions on the Trown (Ground) catalyst,

he may choose to create a Cluster Bomb. Tis is the firstprerequisite. After he’s decided to make a Cluster Bomb, hemust then ransmute the mixture using at least Pure qualityMinerals. In order for the Cluster Bomb to be effective, allMineral Reagents in the mixture must be Pure quality orhigher. If he passes his ransmute Skill to create the mixture,it is effectively created as a Cluster Bomb.

Te effects of a Cluster Bomb are especially deadly. In essence,a Cluster Bomb, instead of affecting one space, proceeds toexhibit its effects on two connecting spaces as well (forming

a triangle in hex-shaped spaces). Note that all spaces thata Cluster Bomb affects must be touching, but the Janissarymay choose which spaces (if there are many options).

 As an example, if a Janissary decided to make the LesserExplosive Bomb mixture into a Cluster Bomb, the damage(1D6) would affect one space in every direction from all threeinitial spaces, thus allowing a great amount more damage totravel a great distance further.

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Encumbrance

 When a character carries too much, it affects many aspects of play. In this section, the different types of encumbrance are de-fined with specific detail on how they affect characters. Tough lenient, this is an important aspect of gameplay and combat.

 Standard Encumbrance vs. Combat Load 

 As we all know, it is much easier to give an enduring and agile performance if we’re carrying less weight. Te corollary to this

point is that if there is no need to make quick, agile movements, we’re able to endure much more physical strain. In order toproperly reflect this notion, Encumbrance in Te Last Book is split into two statistics: Standard Encumbrance and CombatLoad.

Standard Encumbrance

Standard Encumbrance is basically everything that a character carries: weapons, armor, supplies, etc. Similarly, this total weight is calculated for out-of-combat purposes, since it is assumed that a character has a bag, sack, or satchel that he drops when getting ready for a fight. o determine whether a character is encumbered when out of combat, or his Standard Encum-brance Level, the total weight he carries must be less than his Stamina score multiplied by 10. Below are two lists, in similarfashion to Wound Levels (see Part IV: Te Art of Combat), that describe Standard Encumbrance Levels and their effects.

Below is a list defining what each different Standard Encumbrance Level entails.

 D Standard Encumbrance Level 0: Weight ≤ (Stamina × 10) D Standard Encumbrance Level 1: Weight > (Stamina × 10), but ≤ (Stamina × 15) D Standard Encumbrance Level 2: Weight > (Stamina × 15), but ≤ (Stamina × 20) D Standard Encumbrance Level 3: Weight > (Stamina × 20)

Te list below outlines the penalties incurred by reaching each Standard Encumbrance Level.

 D Standard Encumbrance Level 0: No ill effects. Characters may carry this much weight penalty-free. D Standard Encumbrance Level 1: Te character suffers various penalties at this Standard Encumbrance Level. All

 Action Skills suffer a penalty of 10%, and the character will only cover about 75% of the distance he would normallycover in one day. Additionally, the character will expend 5 points of Fatigue for which he must rest for an hourper point to restore. Should he encounter combat before the Fatigue is restored, his Fatigue pool will be reducedanywhere from 1 to 5 points (GM discretion).

 D Standard Encumbrance Level 2: Te character suffers various penalties at this Standard Encumbrance Level. All Action Skills suffer a penalty of 25%, and the character will only cover about 50% of the distance he would normallycover in one day. Additionally, the character will expend 10 points of Fatigue for which he must rest for an hourper point to restore. Should he encounter combat before the Fatigue is restored, his Fatigue pool will be reducedanywhere from 1 to 10 points (GM discretion).

 D Standard Encumbrance Level 3: Te character suffers various penalties at this Standard Encumbrance Level. All Action Skills suffer a penalty of 50%, and the character will only cover about 25% of the distance he would normallycover in one day. Additionally, the character will expend 15 points of Fatigue for which he must rest for an hour

per point to restore. Should he encounter combat before the Fatigue is restored, his Fatigue pool will be reducedanywhere from 1 to 15 points (GM discretion).

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Combat Load

Combat Load is representative of all of a character’s combat essentials: weapons, armor & potions. It is assumed that acharacter keeps travel supplies and other possessions in a separate bag that he relieves himself of at the beginning of combat.Terefore, to determine Combat Load, players should only calculate the weight of the items their characters carry in combat.o determine whether a character is encumbered when out of combat, or his Combat Load, the total weight he carries mustbe less than his Strength score multiplied by 5. Below are two lists, in similar fashion to Wound Levels (see Part IV: Te Artof Combat), that describe Combat Load and its effects.

Below is a list defining what each different Combat Load entails.

 D Combat Load 0: Weight ≤ (Strength × 5) D Combat Load 1: Weight > (Strength × 5), but ≤ (Strength × 10) D Combat Load 2: Weight > (Strength × 10), but ≤ (Strength × 15) D Combat Load 3: Weight > (Strength × 15)

Te list below outlines the penalties incurred by reaching each Combat Load.

 D Combat Load 0: No ill effects. Characters may carry this much weight in combat penalty-free. D Combat Load 1: Te character suffers various penalties at this Combat Load. All Action Skills suffer a penalty of

10%, and all combat rolls except damage suffer a penalty of 2. Additionally, the character’s Speed suffers a penaltyof 1.

 D Combat Load 2: Te character suffers various penalties at this Combat Load. All Action Skills suffer a penalty of25%, and all combat rolls except damage suffer a penalty of 4. Additionally, the character’s Speed suffers a penaltyof 2.

 D Combat Load 3: Te character suffers various penalties at this Combat Load. All Action Skills suffer a penalty of50%, and all combat rolls except damage suffer a penalty of 8. Additionally, the character’s Speed score is halved.

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Equipment Lists

Te following several pages list different types of weapons, armor, shields, and miscellany with which characters may beequipped.

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FOODSTUFFS 

Item name Description Weight Standard Cost  

 Apple 1 fruit, food for 0.25 day(s) 0.25 lbs. 2 silver pieces

 Assorted Berries 0.5 pound(s), food for 1 day 0.5 lbs. 15 silver pieces

Bananas, Ripe 1 bunch, food for 1 days 1 lbs. 7 silver pieces

Bread  1 loaf, food for 0.5 day(s) 0.5 lbs. 5 silver pieces

Cantaloupe 1 fruit, food for 0.5 day(s) 1.5 lbs. 7 silver pieces

Carambola  1 fruit, food for 0.25 day(s) 0.25 lbs. 10 silver pieces

Carrots 1 bunch, food for 1 day(s) 1 lbs. 7 silver pieces

Cashews, Raw  0.5 pound(s), food for 2 day(s) 0.5 lbs. 10 silver pieces

Cheese 0.25 pound(s), food for 1 day(s) 0.25 lbs. 12 silver pieces

Coconut  1 fruit, food for 0.5 day(s) 1 lbs. 7 silver pieces

Fish, Cooked  1 pound(s), food for 2 day(s) 1 lbs. 10 silver pieces

Fowl, Cooked  1 pound(s), food for 2 day(s) 1 lbs. 10 silver pieces

Red Meat, Cooked  1 pound(s), food for 2 day(s) 1 lbs. 12 silver pieces

Cow’s Milk  1 gallon 8 lbs. 24 silver pieces

Crab, Raw  1 crab, food for 0.5 day(s) 1 lbs. 3 silver pieces

Cucumber 1 vegetable, food for 0.25 day(s) 0.5 lbs. 3 silver piecesBeans, Dried  0.5 pound(s), food for 2 day(s) 0.5 lbs. 12 silver pieces

Eggs, Raw  1 dozen, food for 2 day(s) 1 lbs. 7 silver pieces

Flour 1 pound(s) 1 lbs. 5 silver pieces

Goat’s Milk  1 gallon 8 lbs. 20 silver pieces

Grains 0.5 pound(s), food for 2 day(s) 0.5 lbs. 5 silver pieces

Honey  1 pint 1.5 lbs. 12 silver pieces

Beef, Jerked  0.5 pound(s), food for 2 day(s) 0.5 lbs. 14 silver pieces

Fowl, Jerked  0.5 pound(s), food for 2 day(s) 0.5 lbs. 12 silver pieces

Game, Jerked  0.5 pound(s), food for 2 day(s) 0.5 lbs. 12 silver pieces

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FOODSTUFFS 

Item name Description Weight Standard Cost  

Kiwi 1 fruit, food for 0.25 day(s) 0.25 lbs. 3 silver pieces

Large Fish, Raw  1 large fish, food for 1 day(s) 1 lbs. 8 silver pieces

Lemon 1 fruit, food for 0.25 day(s) 0.25 lbs. 3 silver pieces

Lime 1 fruit, food for 0.25 day(s) 0.25 lbs. 3 silver pieces

Mango 1 fruit, food for 0.25 day(s) 0.25 lbs. 5 silver pieces

Mead  1 gallon 8 lbs. 20 silver pieces

Medium-Sized Fish, Raw  1 medium-sized fish, food for 0.5day(s)

0.25 lbs. 5 silver pieces

Mushrooms, Dried  0.5 pound(s), food for 0.5 day(s) 0.5 lbs. 5 silver pieces

Mussels, Raw  1 dozen, food for 0.5 day(s) 1 lbs. 5 silver pieces

Oats 0.5 pound(s), food for 2 day(s) 0.5 lbs. 5 silver pieces

Onion 1 vegetable, food for 0.25 day(s) 0.5 lbs. 3 silver pieces

Pepper 1 vegetable, food for 0.25 day(s) 0.25 lbs. 3 silver pieces

Pine Nuts, Raw  0.5 pound(s), food for 2 day(s) 0.5 lbs. 10 silver pieces

Pineapple 1 fruit, food for 0.5 day(s) 1.5 lbs. 8 silver pieces

Potato 1 vegetable, food for 0.25 day(s) 0.5 lbs. 3 silver pieces

Rice 0.5 pound(s), food for 4 day(s) 0.5 lbs. 5 silver pieces

Rum 1 gallon 8 lbs. 25 silver pieces

Seaweed, Dried  0.25 pound(s), food for 0.25day(s)

0.25 lbs. 3 silver pieces

Seeds 0.5 pound(s), food for 1 day 0.5 lbs. 10 silver pieces

Shrimp 1 dozen, food for 1 day(s) 0.5 lbs. 3 silver pieces

 Assorted Spices 1 ounce(s) 0 lbs. 25 silver pieces

Squash 1 vegetable, food for 0.5 day(s) 0.5 lbs. 3 silver pieces

Sugar, Raw  1 pound(s) 1 lbs. 20 silver pieces

Swill 1 pint 1 lbs. 3 silver pieces

omatoes 1 fruit, food for 0.25 day(s) 0.25 lbs. 3 silver pieces

 Water 1 gallon, water for 2 day(s) 8 lbs. 2 silver pieces

 Wine 1 gallon 8 lbs. 10 silver pieces

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HOUSING

Item name Description Weight Standard Cost  

Beeswax Candle 48 hours 0.1 lbs. 2 silver pieces

Bench Sturdy, uncomfortable, 2 person 30 lbs. 46 silver pieces

Bookcase  Wooden, holds 45 books 110 lbs. 80 silver pieces

Cabinet   Wooden, holds 30 lbs. 53 lbs. 52 silver pieces

Candelabra  Brass, holds 3 candles 2 lbs. 10 silver pieces

Candle Snuffer Brass 0.25 lbs. 3 silver pieces

Candlestick  Brass 0.5 lbs. 4 silver pieces

Chandelier Brass & silver, holds 16 candles 11 lbs. 55 silver pieces

Chest of Drawers  Wooden, 8 drawers 105 lbs. 1 gold piece, 10 silver pieces

Clay Bowl Brownish 1 lbs. 2 silver pieces

Clay Plate Brownish 1 lbs. 2 silver pieces

Cloth Bedroll 1 person 8 lbs. 15 silver pieces

Feather Mattress Very Comfortable 61 lbs. 3 gold pieces, 23 silver pieces

Feather Pillow  Very Comfortable 0.5 lbs. 65 silver pieces

Furnace Holds 45 lbs. of coal 325 lbs. 10 gold pieces, 22 silver pieces

Hammock  Canvas, 1 person 4 lbs. 12 silver piecesHeavy Armor Stand   Wooden & steel, holds 2 suits of armor 32 lbs. 65 silver pieces

Heavy Weapon Stand   Wooden & steel, holds 3 weapons 32 lbs. 50 silver pieces

Iron Bed  Sturdy, 1 person 102 lbs. 1 gold piece

Iron Cauldron Holds 25 gallons, black 45 lbs. 96 silver pieces

Iron Goblet  Holds 8 ounces, black 2 lbs. 8 silver pieces

Iron ankard  Holds 16 ounces, black 3.5 lbs. 10 silver pieces

Large Mirror Glass, brass rim 32 lbs. 2 gold pieces, 84 silver pieces

Light Armor Stand   Wooden & iron, holds 1 suit of armor 22 lbs. 42 silver pieces

Light Weapon Stand   Wooden & iron, holds 4 weapons 22 lbs. 34 silver pieces

Lock & Key  Steel, black 1.5 lbs. 84 silver pieces

Masterwork Lock & Key  Steel, black, -50% to Pick Lock 1.5 lbs. 3 gold pieces, 55 silver pieces

Padded Chair Sturdy, comfortable 11 lbs. 35 silver pieces

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HOUSING

Item name Description Weight Standard Cost  

Rag Mattress Comfortable 65 lbs. 1 gold piece, 55 silver pieces

Rag Pillow  Comfortable 1.5 lbs. 25 silver pieces

Rug  Silk, 6 square feet 4.5 lbs. 5 gold pieces, 10 silver pieces

Small Mirror Glass, brass rim 4 lbs. 77 silver pieces

Steel Cooking Knife 8 inches, grey 1 lbs. 10 silver pieces

Steel Cutlery  Forks, knives, spoons, etc., grey 3 lbs. 6 silver pieces

Straw Mattress Uncomfortable 50 lbs. 85 silver pieces

Straw Pillow  Uncomfortable 1 lbs. 20 silver pieces

allow Candle 24 hours 0.1 lbs. 1 silver piece

in Cutlery  Forks, knives, spoons, etc., grey 2.5 lbs. 5 silver pieces

in Goblet  Holds 8 ounces, grey 1.25 lbs. 6 silver pieces

in ankard  Holds 16 ounces, grey 2 lbs. 8 silver pieces

 Wall Sconce Iron 3.5 lbs. 10 silver pieces

 Wine Glass Holds 8 ounces 0.1 lbs. 14 silver pieces

 Wooden Bed  Unsturdy, 1 person 70 lbs. 75 silver pieces

 Wooden Chair Sturdy, uncomfortable 10 lbs. 25 silver pieces Wooden Desk  Sturdy, 6 square feet 97 lbs. 76 silver pieces

 Wooden Stool Sturdy, uncomfortable 5.25 lbs. 18 silver pieces

 Wooden able Sturdy, 8 square feet 124 lbs. 1 gold piece, 10 silver pieces

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OUTDOOR & TRAVEL

Item name Description Weight Standard Cost  

Camel (Buy) Riding camel NA 65 gold pieces

Camel (Rent) Riding camel, price per week NA 4 gold pieces

Canoe  Wooden, 2 person 80 lbs. 1 gold piece

Closed Wagon Holds 250 lbs., seats 6 people, canvas cover NA 23 gold pieces, 15 silver pieces

Common Furs +1 DR 6 lbs. 75 silver pieces

Compass Steel & glass 1 lbs. 1 gold piece, 55 silver pieces

Elephant (Buy) Beast of burden NA 175 gold pieces

Elephant (Rent) Beast of burden, price per week NA 18 gold pieces

Flare 1 hour 1 lbs. 5 silver pieces

Hard Leather Saddle Comfortable 6 lbs. 41 silver pieces

Heavy Furs +2 DR 10 lbs. 1 gold piece, 25 silver pieces

Horse (Buy) Riding horse NA 50 gold pieces

Horse (Rent) Riding horse, price per week NA 2 gold pieces

Hunting Dog (Buy) Medium sized dog NA 60 gold pieces

Hunting Dog (Rent) Medium sized dog, price per week NA 2 gold pieces, 50 silver pieces

Large Canvas ent  10 person, 40 square feet 35 lbs. 2 gold piecesLarge Fur ent  10 person, 40 square feet 52 lbs. 3 gold pieces, 11 silver pieces

Machete Steel, 1.5 feet long 2.5 lbs. 15 silver pieces

Mule (Buy) Pack mule NA 35 gold pieces

Mule (Rent) Pack mule, price per week NA 95 silver pieces

Open Wagon Holds 250 lbs., seats 6 people NA 22 gold pieces, 74 silver pieces

Ornamental Coach Seats 6 people NA 70 gold pieces

Sedan Seats 1 person 28 lbs. 10 gold pieces, 50 silver pieces

Sled  Holds 150 lbs., seats 2 people 40 lbs. 6 gold pieces, 33 silver pieces

Small Canvas ent  2 person, 10 square feet 9 lbs. 90 silver pieces

Small Fur ent  2 person, 10 square feet 14 lbs. 1 gold piece, 25 silver pieces

Soft Leather Saddle Uncomfortable 4.5 lbs. 26 silver pieces

Splint Setting   Wooden, +25% Mend Wounds for breaks 1.5 lbs. 18 silver pieces

Steel Carriage Holds 700 lbs., seats 5 people NA 40 gold pieces, 10 silver pieces

Steel Cart  Holds 550 lbs., seats 1 person NA 25 gold pieces

 Walking Staff   Ash, 5 feet tall 2 lbs. 28 silver pieces

 War Chariot  Seats 2 people NA 30 gold pieces, 44 silver pieces

 Whistle in 0.25 lbs. 1 silver piece

 Woodcutting Axe Steel head, wooden handle 8 lbs. 19 silver pieces

 Wooden Carriage Holds 300 lbs., seats 5 people NA 21 gold pieces, 68 silver pieces

 Wooden Cart  Holds 250 lbs., seats 1 person NA 12 gold pieces, 10 silver pieces

 Wooden Chariot  Seats 4 people NA 20 gold pieces

 Wound Packing  Canvas, enough for 10 Mend Wounds checks 1.5 lbs. 18 silver pieces

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PERSONAL MISCELLANY 

Item name Description Weight Standard Cost  

Bath Oil 8 ounces 0.25 lbs. 90 silver pieces

Bell Percussion instrument 1.5 lbs. 5 gold pieces, 3 silver pieces

Common Perfume 4 ounces 0.25 lbs. 1 gold piece

Corn Pipe 7 inches long 0.25 lbs. 3 silver pieces

Excellent Perfume 4 ounces 0.25 lbs. 5 gold pieces

Exquisite Hash 1 ounce 0.1 lbs. 5 gold pieces, 25 silver pieces

Exquisite Perfume 4 ounces 0.25 lbs. 11 gold pieces, 25 silver pieces

Fine Hash 1 ounce 0.1 lbs. 1 gold piece, 33 silver pieces

Flute  Wind instrument 2 lbs. 4 gold pieces, 10 silver pieces

Gold Bangle  Jewelry 0.25 lbs. 4 gold pieces, 95 silver pieces

Gold Necklace  Jewelry 0.25 lbs. 2 gold pieces, 88 silver pieces

Gold Ring   Jewelry 0.25 lbs. 2 gold pieces, 45 silver pieces

Gong  Percussion instrument 5 lbs. 4 gold pieces, 95 silver pieces

Hand Drum Percussion instrument 3 lbs. 4 gold pieces

Hand Mirror 4 inch diameter 0.1 lbs. 25 silver pieces

Harp String instrument 4 lbs. 7 gold pieces, 85 silver piecesHash 1 ounce 0.1 lbs. 38 silver pieces

House Bird  No useful purpose NA 1 gold piece

House Cat  No useful purpose NA 1 gold piece

House Dog  No useful purpose NA 1 gold piece

 Journal Leather bound, 100 blank pages 5 lbs. 2 gold pieces, 46 silver pieces

Lute String instrument 2.5 lbs. 6 gold pieces, 18 silver pieces

Lyre String instrument 6 lbs. 7 gold pieces, 10 silver pieces

Manacles Set of 2, iron 8 lbs. 32 silver pieces

Paper Fan 1.5 foot diameter when open 0.1 lbs. 12 silver pieces

Parchment  Set of 25 pages, yellowish 1.5 lbs. 55 silver piecesPrism Small, crystal 0.25 lbs. 15 gold pieces, 21 silver pieces

Seashell Comb  Wide tooth 0.25 lbs. 14 silver pieces

Shaving Razor 4 inches long 0.25 lbs. 41 silver pieces

Signet Ring  Silver 0.25 lbs. 2 gold pieces, 10 silver pieces

Silk Fan 1.5 foot diameter when open 0.1 lbs. 76 silver pieces

Silver Bangle  Jewelry 0.25 lbs. 2 gold pieces

Silver Necklace  Jewelry 0.25 lbs. 1 gold piece, 45 silver pieces

Silver Ring   Jewelry 0.25 lbs. 1 gold piece, 22 silver pieces

Steel Comb Fine tooth 0.25 lbs. 12 silver pieces

 Wooden Comb  Wide tooth 0.1 lbs. 10 silver pieces

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TOOLS 

Item name Description Weight Standard Cost  

Long Rope wine, 50 feet 45 lbs. 32 silver pieces

Long wine String  20 feet 0.75 lbs. 8 silver pieces

Loom ailoring equipment, iron & wood build 250 lbs. 10 gold pieces, 75 silver pieces

Magnifying Glass Precision glass, iron frame 2.5 lbs. 8 gold pieces, 10 silver pieces

Medium Rope wine, 25 feet 21 lbs. 17 silver pieces

Mining Pick  Steel 7 lbs. 12 silver pieces

Mop wine head, wooden handle 3 lbs. 7 silver pieces

Plow   Wooden & iron 50 lbs. 1 gold piece, 95 silver pieces

Saw  Steel teeth 3 lbs. 14 silver pieces

Scale Measures solid & liquid weight 4.5 lbs. 1 gold piece, 10 silver pieces

Sealing Wax  8 ounces, red 0.1 lbs. 1 gold piece

Sextant  Precision navigation tool, steel 5 lbs. 14 gold pieces, 89 silver pieces

Short Rope wine, 10 feet 8 lbs. 8 silver pieces

Short wine String  5 feet 0.25 lbs. 3 silver pieces

Shovel Iron 8 lbs. 10 silver pieces

Skinning Knife Steel 1 lbs. 6 silver piecesSmall Anvil Iron 75 lbs. 35 silver pieces

Spyglass Navigation tool, precise magnified glass 4 lbs. 8 gold pieces, 15 silver pieces

Steel Fishing Pole 8 feet long 6 lbs. 66 silver pieces

Steel Hammer Narrow head 3 lbs. 14 silver pieces

Steel Hoe 5 feet tall 11 lbs. 21 silver pieces

Steel Nail Set of 20 3.5 lbs. 25 silver pieces

Stonework Chisel Steel 4 lbs. 24 silver pieces

Sundial Clay, large 150 lbs. 1 gold piece, 42 silver pieces

Tieves’ ools Lock picks, taps, needles, etc. 1 lbs. 85 silver pieces

orch 12 hours 1 lbs. 2 silver pieces

orture ools Needles, clamps, vice grips, etc. 22 lbs. 4 gold pieces, 50 silver pieces

rowel Iron 2 lbs. 4 silver pieces

 Wheelbarrow   Wooden & iron 40 lbs. 75 silver pieces

 Whetstone Metal working tool 2 lbs. 5 silver pieces

 Wooden Fishing Pole 8 feet long 3 lbs. 35 silver pieces

 Wooden Hoe 5 feet tall 5 lbs. 12 silver pieces

 Wooden Mallet   Wide head 2.5 lbs. 8 silver pieces

 Woodwork Chisel Iron 5 lbs. 19 silver pieces

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ONE-HANDED HAFTED WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Battle Axe 1 6 3 1 0 -2 1 3D6 S/I/P 10 120 95

BalancedHammer 1 4 2 0 0 -2 -1 1D6+2 I 8 81 20

Bearded War Axe

1 7 3 1 0 -2 1 2D6+2 S/I/P 10 130 79

Club 1 6 2 1 0 0 0 1D6+1 I 7 90 10

Crescent Axe 1 4 3 1 0 -2 0 2D6+1 S/I/P 8 100 57

Crowbill 1 5 3 1 0 -2 1 3D6 I/P/S 10 110 58

Hatchet  1 3 2 0 0 -2 -1 1D6+2 S/I/P 8 63 20

Horseman’sFlail

1 - 2 9 3 1 0 -3 1 3D6+1 I 12 150 80

Horseman’sHammer

1 - 2 9 3 1 0 -2 -1 3D6+1 I 11 150 55

ImprovisedFlail

1 7 2 0 0 -3 0 2D6+2 I 11 108 7

Mace 1 6 2 0 0 0 0 2D6 I 8 99 50

Morningstar 1 9 3 1 0 -2 1 2D6+2 I 10 150 62

Sickle 1 3 2 0 0 -1 -1 2D6+2 S/P/I 9 63 49

Small Pick  1 4 2 0 0 -1 -1 2D6 P/I/S 10 72 39

Tree-BallFlail

1 10 3 1 0 -3 1 3D6 I 11 160 78

wo-Ball Flail 1 9 3 1 0 -3 1 3D6 I 12 150 75

 War Hammer 1 10 3 1 0 -2 1 3D6 I 12 160 45

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DAGGER WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

 Arm SheathDagger

1 1 1 0 1 -1 -3 1D6-1 P/S/I 5 40 25

Buhj 1 2 2 1 0 0 -2 1D6+1 P/S/I 7 63 32

Bundi Katari 1 1 1 0 0 0 -3 1D6 P/S/I 6 40 30

Dirk  1 1 1 0 0 0 -3 1D6 PS/I 7 40 40

Holdout Knife 1 1 1 0 0 -1 -3 1D6-1 P/S/I 5 40 25

Horn Dagger 1 1 1 0 1 -1 -3 1D6 P/S/I 5 40 20

Katar** 1 1 1 0 1 -1 -3 1D6 P/S/I 5 40 38

KidneyDagger

1 1 1 0 1 -1 -3 1D6 P/S/I 5 40 28

Kris 1 2 1 1 1 0 -3 1D6 P/S/I 6 48 110

Main Gauche 1 1 1 0 0 2 -3 1D6 P/S/I 6 40 35

Poignard  1 1 1 0 0 -1 -3 1D6 P/S/I 5 40 30

Roundel

Dagger

1 1 1 0 0 -1 -3 1D6+1 P/S/I 7 40 42

Stiletto 1 1 1 0 1 -1 -3 1D6 P/S 5 40 28

anto 1 1 1 0 1 -1 -3 1D6+1 P/S/I 5 40 95

TrowingKnife*

1 1 1 -1 -1 -3 -3 1D6-1 P/S/I 5 40 30

riple Dagger 1 1 2 1 0 1 -2 1D6 P/S 6 54 230

* Te Trowing Knife has a bonus of +4 to Trow. Tis aspect of the Trowing Knife may also be improved with the Melee Weapon Quality Chart in place ofimproving Swing or Trust.

** Te Katar may be used as a weapon for Unarmed Combat 

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POLEARM WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

 Awl Pike 1 - 3 7 3 1 0 -1 1 5D6 P/S/I 12 108 85

Bardiche 1 - 3 8 3  0 0 -1 1 4D6+1 S/P/I 10  117 80

Beaked Axe 1 - 3 9 3 1 0 -1 1 5D6 S/P/I 12 126 88

Braudestoc 1 - 3 8 3  0 0 0 0 4D6 S/P/I 10  117 92

Catch Pole 1 - 3 7 3 0 0 -1 0 4D6 S/I/P 11 108 125

Falcastra  1 - 3 7 3  1 0 -1 0 4D6+1 S/P/I 12  108 88

Feather Staff  1 - 2 7 3 1 0 1 1 4D6 P/I/S 12 108 110

Glaive 1 - 3 8 3  1 1 1 0 5D6 S/P/I 14  117 75

Halberd  1 - 2 8 4 1 0 1 1 4D6+1 S/P/I 13 120 80

LucerneHammer

1 - 3 9 4  1 1 1 1 5D6 S/P/I 14  130 89

Military Fork  1 - 3 7 3 0 0 1 1 4D6 P/S/I 10 117 70

Pike 1 - 3 9 4  1 1 -1 2 4D6+1 P/S/I 14  160 94

Spetum 1 - 3 6 3 0 0 1 0 4D6+1 P/S/I 10 99 80

Zinnor 1 - 2 6 3  0 0 1 1 4D6 P/S/I 9  99 70

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ONE-HANDED STAFF & SPEAR WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Cateia  1 6 3 0 1 0 -1 1D6+2 P/S/I 6 120 40

Falarica  1 6 3 1 1 1 -1 2D6 P/S/I 11 120 45

 Jo Stick  1 5 2 1 -2 1 1 1D6+1 I 6 81 35

Lance* 4 10 5 0 2 -2 -2 3D6+1 P/I/S 12 198 85

Tin Pilum 1 5 3 1 1 0 0 1D6+2 PS/I 9 110 50

* Te Lance is only effective at a Reach of 4. It serves no useful purpose at any closer range. Te weapon is intended to be used while mounted.

TWO-HANDED STAFF & SPEAR WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Ballum 1 - 2 8 3 0 1 1 0 2D6+2 P/S/I 10 140 90

Boar Spear 1 - 2 9 3 0 1 0 1 3D6 P/S/I 11 150 45

Fine Quarter-staff 

1 - 2 7 3 1 0 2 2 1D6+2 I 9 120 200

 Javelin* 1 - 2 6 3 0 0 1 1 2D6 P/S/I 10 110 50

Naganata  1 - 2 10 3 0 0 1 2 3D6 S/P/I 10 160 220

Pilum 1 - 2 7 3 0 1 1 1 2D6+1 S/P/I 10 130 55

Quarterstaff  1 - 2 7 3 1 0 1 2 1D6+2 I 9 120 40

* Te Javelin has a bonus of +4 to Trow. Tis aspect of the Javelin may also be improved with the Melee Weapon Quality Chart in place of improving Swingor Trust.

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ONE-HANDED SWORD WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Bastard Sword  1 - 2 8 3 1 0 1 1 2D6+2 S/P/I 11 140 200

Broad Sword  1 9 3 1 0 0 1 2D6+1 S/I/P 9 150 150

Cutlass 1 5 2 0 0 1 0 1D6+2 S/P/I 7 90 110

Falchion 1 6 2 0 0 1 0 2D6 S/P/I 10 99 160

Gladius 1 5 2 0 0 1 0 1D6+2 S/P/I 7 90 115

Katana  1 7 3 1 0 1 1 3D6 S/P/I 10 130 600

Long Sword  1 - 2 7 2 1 0 1 0 2D6 S/P/I 10 108 150

Rapier 1 - 2 4 1 0 1 2 0 1D6+2 P/S/I 6 64 215

Sabre 1 4 1 0 1 2 0 1D6+2 P/S/I 7 64 230

Scimitar 1 8 2 1 0 0 1 2D6+1 S/I/P 10 117 140

Short Sword  1 5 2 1 0 1 0 1D6+2 S/P/I 7 90 134

alwar 1 5 2 0 0 1 0 1D6+2 S/P/I 7 90 165

 Wakizashi 1 6 2 0 1 1 0 2D6 S/P/I 7 99 450

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TWO-HANDED SWORD WEAPONRY 

WeaponName    R

  e  a  c   h

   (   h  e  x  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   C   l  a  s  s

   S  w   i  n  g

   B  o  n  u  s

   T   h  r  u  s   t

   B  o  n  u  s

   P  a  r  r  y

   B  o  n  u  s

   B   l  o  c   k

   B  o  n  u  s

   B  a  s  e

   D  a  m  a  g  e

   D  a  m  a  g  e

   T  y  p  e

   M   i  n   i  m  u  m

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Bastard Sword  1 - 2 8 4 1 0 1 2 3D6 S/P/I 12 165 200

Claymore 1 - 2 12 4 1 0 1 2 4D6 S/P/I 12 209 250

Dai-Katana  1 - 2 13 4 1 0 1 1 4D6 S/P/I 13 220 800

Espadon 1 - 2 12 4 1 0 1 1 3D6+1 S/P/I 11 209 215

ExecutionerSword 

1 - 2 11 4 0 0 0 1 3D6+2 S/P/I 11 198 245

Flamberge 1 - 2 12 4 1 0 1 2 4D6 S/P/I 13 209 270

Katana  1 - 2 10 4 1 0 1 1 3D6+1 S/P/I 10 187 600

Zweihander 1 - 3 15 5 0 0 1 3 4D6+2 S/P/I 15 253 285

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BOW WEAPONRY 

Weapon Name    L  e  n  g   t   h

   (   i  n  c   h  e  s   )

   W  e   i  g   h  =   t

   (   l   b  s .   )

   M   i  n   i  m  u  m

   S   t  r  e  n  g   t   h

   A  c  c  u  r  a  c  y

   B  o  n  u  s

   D  a  m  a  g  e

   D  u  r  a   b   i   l   i   t  y   *

   C  o  s   t   (   S   P   )

Composite Bow  45 1.5 10 2 2D6 1 300

Long Bow  71 1.5 11 2 2D6 1 240

Samurai Long Bow  60 1.5 11 3 2D6+1 1 500

Short Bow  47 1 8 1 1D6+1 1 120

Sling  39 0.2 5 1 1D6 1 20

Staff Sling  40 2 6 1 1D6+2 1 26

* All Bows break instantly if any damage is dealt to them (due to the string snapping). Rangers are advised to keep their bows away from angry people with heavyobjects.

CROSSBOW WEAPONRY 

Weapon Name    L  e  n  g   t   h

   (   i  n  c   h  e  s   )

   W  e   i  g   h   t

   (   l   b  s .   )

   M   i  n   i  m  u  m

   S   t  r  e  n  g   t   h

   A  c  c  u  r  a  c  y

   B  o  n  u  s

   D  a  m  a  g  e

   D  u  r  a   b   i   l   i   t  y   *

   C  o  s   t   (   S   P   )

Pistol Arbalest  12 3 9 2 2D6 1 400

Light Arbalest  27 7 10 3 2D6+2 1 200

Medium Arbalest  28 7.8 11 3 3D6 1 240

Heavy Arbalest  29 14 12 3 3D6+2 1 290

Siege Arbalest  39 17 13 3 4D6 1 350

* All Crossbows break instantly if any damage is dealt to them (due to the string snapping). Crossbowmen are advised to keep their bows away from angry peoplewith heavy objects.

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 SHIELDS 

 Shield Name Weight (lbs.) Durability Block Bonus DR Cost (SP)

 Wooden Buckler 3 40 1 6 18

Studded Buckler 3.25 50 1 7 26

Banded Buckler 3.5 60 1 8 35

Steel Buckler 4 89 1 10 48

Small Wooden Shield  6 81 2 6 36

Small Studded Shield  6.5 95 2 7 52

Small Banded Shield  7 108 2 8 70

Small Steel Shield  8 142 2 10 84

Medium WoodenShield 

9 130 3 6 54

Medium StuddedShield 

9.5 145 3 7 76

Medium BandedShield 

10 160 3 8 100

Medium Steel Shield  11 195 3 10 132

Large Wooden Shield  11.5 182 4 6 66

Large Studded Shield  12 198 4 7 96

Large Banded Shield  13 220 4 8 130

Large Steel Shield  14 256 4 10 168

 Wooden ower Shield  14 240 5 6 84

Studded ower Shield  15 264 5 7 120

Banded ower Shield  18 312 5 8 170

Steel ower Shield  20 361 5 10 216

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LIGHT ARMOR

 Armor Type DR Evade Bonus Weight (lbs.) Cost (SP)

Cloth 1 5 5.5 25

Quilted Cloth 2 4 10 50

Padded Cloth 3 4 11 40

Soft Leather 3 4 8 35

Hard Leather 4 3 11 50

 Armored Clothing  4 3 19 550

 MEDIUM ARMOR

 Armor Type DR Evade Bonus Weight (lbs.) Cost (SP)

Bone Brigandine 8 3 33 400

Chain Mail 8 2 44 300

Cuir-Bouilli 5 3 12 75

Hard Leather Ring  5 3 22 150

Quilted Ring  5 4 22 140

Samurai Steel 7 2 33 850

Soft Leather Ring  4 4 16 115

Studded Leather 4 3 17 115

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HEAVY ARMOR

 Armor Type DR Evade Bonus Weight (lbs.) Cost (SP)

 Augmented Chain 9 2 49 465

Cuir-Bouilli Splint  8 1 22 450

Heavy Chain Mail 9 2 58 400

Heavy Plate Mail 13 0 70 900

Laminated  9 1 44 600

Light Plate Mail 11 0 55 750

Steel Scale 9 1 44 400

IMPROVISED ARMOR

 Armor Type DR Evade Bonus Weight (lbs.) Cost (SP)

Bamboo 3 2 10 0

Bone 4 2 25 0

Ceramic 4 1 30 0

Double Clothes 1 2 8 0

Furs 1 3 5 0

Heavy Piece Mail 6 1 40 0

Piece Mail 4 2 24 0

Rags 1 3 3 0

 Wooden 4 2 20 0

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Item Quality Lists

Te following several pages contain charts that can be used by players to improve the overall quality of their characters’various items. Make note that the highest quality item a character may possess at conception is “Fine.” Tis is, of course,subject to GM discretion.

For each level of Item Quality (Fine, Very Fine, etc.) the character may choose one of the shaded upgrades for his item, unlessspecifically noted to choose two.

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 MELEE WEAPON QUALITY 

WeaponQuality    +

   1   P  a  r  r  y

   B  o  n  u  s

  +   1   B   l  o  c   k

   B  o  n  u  s

  +   1   B  a  s  e

   D  a  m  a  g  e

  +   1   S  w   i  n  g

   B  o  n  u  s

  +   1   T   h  r  u  s   t

   B  o  n  u  s

 -   1   M   i  n .

   S   t  r  e  n  g   t   h

 -   1   W  e   i  g   h   t

   (   l   b  s .   )

  +   1   0

   D  u  r  a   b   i   l   i   t  y

   C  o  s   t   (   S   P   )

Normal 1×

Fine 2×

 Very Fine 10×

Masterwork (Choose 2)

100×

GrandmasterCrafted 

1000×

Legendary (Choose 2)

GMDiscretion

RANGED WEAPON QUALITY 

Weapon Quality  +1 Base Damage +1 Shoot Bonus +1 Accuracy -1 Min. Strength Cost (SP)

Normal 1×

Fine 2×

 Very Fine 10×

Masterwork (Choose 2) 100×

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 SHIELD QUALITY 

 Shield Quality  -1 Weight (lbs.) +10 Durability +1 Block Bonus +1 DR Cost (SP)

Normal 1×

Fine 2×


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