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Sx3 (Swords, Sorcery & Sandals) - Character Generation


Noir

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- - -The Core Mechanic - - -

 

Roll (Trait + Skill)D10's and then you may keep a number equal to the Trait used. The kept dice are totaled and compared to the TN (Target Number) to see if you succeed or not.

 

If you have 3 Agility and 2 Swordsmanship. So you roll 3+2 = 5 dice and then may pick 3 to keep and count.

 

This rolling and keeping dicepool is expressed as 5k3.( i.e. Roll 5 dice, Keep 3).

 

 

Rolling when skilled

If you are skilled, then 10's 'explode'. This means that if you roll and any dice come up 10, you may re-roll it and add the new result to the 10. You may keep doing this as long as you keep re-rolling 10's. So if you roll a 10 and then re-roll it and get a 7, that one dice counts as a 17 for the purpose of selecting the dice you keep.

 

For example, If you have 3 Agility and 2 Swordsmanship you roll 5k3 to attack with a sword. You TN is 15.

 

You roll and get 9, 10, 6, 1, 4.

 

Since you are skilled, the 10 is re-rolled and added to the 10 result. You re-rolled and get a 7.

 

So you have rolled 9, 17, 6, 1, 4.

 

You are 5k3, so you may select any 3 results to keep and total up.

 

If you keep the 9, 17 and 6 then you have a total of 32!

 

If you attempts a roll unskilled, you may not take Raises and 10's do not explode

 

 

TN Chart

5 = Mundane

10 = Easy

15 = Average

20 = Hard

25 = Very Hard

30 = Heroic

and so on...

 

 

Raises

When the GM gives a player a TN that’s a little too easy, or if the player wants to achieve something spectacular, the player may voluntarily raise the TN by 5 point increments. “Bidding up,” or Raising, the TN will increase just how impressive the success will be. Raising allows a character to complete tasks more quickly, more effectively, or with more style. A “called shot” (striking an opponent in the hand, firing an arrow into an opponent’s leg, etc.) is an example of bidding up, but the GM will tell the player how difficult the called shot is, and tell the player how many raises are required to achieve the exact called shot intended. As the rules go on, you will see more references to “Raises” - they always mean a 5 point increase to the TN in order to achieve a greater success.

 

Remember that while you increase the level of success, you are also increasing your chance of failure. If the target number is increased by the character in increments other than 5 points (through magic or special abilities), each increase of 5 above the base TN is still considered a “raise.” A player can’t Raise his TN for a single roll more times than his skill (or Fate trait, whichever you prefer). Occasionally a character will receive a “Free Raise:’ A Free Raise gives the character the results of a raise, but doesn’t increase the Target Number.

 

Raises can be used on virtually any roll. Raises can be used for called shots, +1k0 damage each raise, to finish a task quicker, to remember extra information, to climb faster, jump father, make a better weapon and so forth.

 

Free Raises can often be used to lower the TN of the roll you need to make.

 

Note: The traditional mechanics uses only d10's. For certain weapons, situations and species other dice might be used (typically for damage). In this is the case, the new dice will be clearly expressed, otherwise assume you use d10's.

 

 

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- - - Rings and Traits - - -

 

Rings and Traits are generally on a 1 to 5 scale, with some races and even (often legendary) people exceeding 5 in one or more.

 

The average person has Traits of 1-2.

 

The Rings and accompanying Traits are:

 

 

FIRE

Agility - Agility is the ability to move with style and grace, to be able to control one’s actions. Characters with a high Agility are able to make complicated and coordinated movements with ease.

 

Intelligence - Intelligence is the ability to acquire and apply knowledge; a character’s ability to gather and process information. The higher a character’s Intelligence, the faster he will be able to put facts together, solve puzzles and think clearly.

 

 

AIR

Reflexes - A character’s Reflexes represent how quickly he can react to sudden stimuli. A character with a high Reflexes can act almost without thinking.

 

Awareness - A character’s Awareness Trait represents his intuition and empathy. If a character has a high Awareness, he will be a “quick read,” sensitive to the emotional states of others. But awareness goes a little further. Because a character with a high Awareness is able to sense the moods and attitudes of others, he is also able to play off those impressions. A character with a high Awareness can be very charismatic when he needs to be.

 

 

WATER

Strength - A character’s ability to lift, carry and push and hold fast is represented by his Strength. It is, in the simplest terms, raw physical power. Strength is the Trait that helps determine how much damage a character can deal out in combat.

 

Perception - Perception is a character’s ability to perceive the world around him using the five senses. Characters with a high Perception are able to pick up minute details and slight differences.

 

 

EARTH

Stamina - Stamina represents a character’s ”wind.” A long-distance runner has a high Stamina, as well as a champion swimmer. The higher a character’s Stamina, the longer he can press his physical reserves to the limit.

 

Willpower - Willpower represents a character’s ability to say “No.” Just as Stamina is the ability to resist physical distractions, Willpower is Stamina’s mental counterpart.

 

 

FATE  - Fate is both a Ring and a Trait. Fate represents the character’s ability to tap into fate/destiny and find that moment of perfection. The higher a character’s Fate, the more he understands fate and either accepts his pace or rejects it, making his own fate.

 

Characters start the game with a number of Fate Points equal to their Fate trait. When a player spends a Fate Point to augment his character’s action, it represents the one moment when the strands of fate and destiny are tugged to lead to a moment perfect synchronicity. It is not a conscious act on the character’s action. The character will, more than likely, be surprised at his own skill (if the action is successful, that is), step back and say, “How did I do that?”

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- - - Integrity, Reputation and Status - - -

 

Integrity
Characters are governed by Integrity, which represents a more generalized sense of individual moral character than the specific beliefs of samurai Honor. Integrity reflects a general assessment of how trustworthy and upright a character is, and hence how much others can rely on him. It encompasses such character traits as honesty, personal loyalty, and willingness to abide by the codes and ideals of one's people or nation.

It is possible for characters to gain a sense of another person's Integrity. Characters with a high Awareness have an advantage when attempting to discern another's Integrity. An individual with a low integrity has the feel of a scoundrel and a villain, whereas a character with a high Integrity radiates trustworthiness and strength of character.

Ranks and Points
A character's beginning Integrity is determined by his Character Class. Integrity Ranks are divided into points, with ten points making up a single Rank. Many Character Classes allow a character to begin with a certain Integrity Rank plus 5 additional points toward the next Rank.

Most actions that a character lakes will be appropriate for their Integrity rank (see the Rank descriptions below), and cause no change in their Integrity. Sometimes, however, a character may perform a task that is appropriate to a higher Integrity Rank. When this happens, the character is typically awarded some small number of Integrity points in recognition of this act. When a character reaches 10 Integrity points, he advances to the next Rank.

Just as Integrity can be awarded for virtuous acts, it can be taken away for disgraceful acts. If this reduces the number of points a character has below zero at their current Rank, their Integrity Rank drops to the next lower level. For example, a character with 3.2 Integrity who loses 3 Integrity points for doing something untrustworthy ends up with an Integrity of 2.9.


Reputation and Status
While Integrity measures how a character views himself, how others view him is equally important. Two Traits called Reputation and Status represent different aspects of a character's reputation, power, and notoriety among the peoples of the Known World.

Reputation is a measure of the fame of one's deeds. As with Integrity, it embraces a wider and more general range of behaviors. Reputation comes as a result of performing heroic acts in the public eye, or doing something that proves that you possess exceptional intelligence, generosity, or shrewdness. Someone with a high Reputation may be the subject of plays or poems, and his name is instantly recognized in the Governors' and Emperor's palaces and in the streets of Praetea. A person with a low Reputation is not well known outside of his close family and friends.

Status, on the other hand, represents power. It is a measure of how much political and social clout an individual possesses. At the height of his power the Praetean Emperor has a Status of 10, the highest possible rank, whereas a beginning character just starting out in the world typically possesses only a single Rank. Status can be acquired through appointments to positions of responsibility, or by acquiring wealth or prestigious allies.

Reputation and Status interact in different ways. Some with high Ranks in both Reputation and Status is both famed and important, such as a senior leader in a Faction who has reached that station through impressive deeds. Conversely, someone with a low Rank in both is both unknown and unimportant, such as the average beginning character. A character. with a high Reputation and low Status is well-known for a notable deed but has little or no political influence. A character with a high Status and a low Reputation is important but obscure, perhaps someone who has just been promoted to a high office in a kingdom or the Empire without acquiring any seniority, or for no obvious outward reason at all.

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- - - TN to Be Hit - - -

 

It is assumed that people will try to reasonably avoid attacks directed at them. When awake, aware and not restrained, your base TN to Be Hit (the TN to successfully attack you) is equal to your Reflexes x5 plus your Defense skill.

 

Armor, shields and other factors may add to this total.

 

If caught aware, your TN To Be Hit is typically 5 (regardless of you Reflexes), though armor always applies.

 

 

 

- - - Damage - - -

 

Weapons have a damage rating (DR), such as nice sword being 3k2. This is the base dicepool to which you add your Strength in rolled dice.

So if you have a 3k2 sword and 4 strength, then you roll 7k2.

 

Bows have a minimum strength to use and a maximum strength (the most you can get out of it, no matter how strong you are).

 

So a Str 2/3 bow means you must have Strength 2 to use it and it and you can use your Strength up to 3 (meaning +2k0, or +3k0 depending on your strength). Even if you are Strength 5, only 3 points of strength translate to the Str 2/3 bow.

 

The Strength of the bow is added to the damage dicepool of the arrow.

 

 

 

- - - Soak and Wounds - - -

 

Everybody gets hurt, but just how tough is your character? In order to determine how much damage your character can take, we use Soak and Wounds.

 

Whenever damage is rolled against your character, you may subtract your Stamina from the damage total. This is your Soak. Soaked damage may not be reduced past 1.

 

Whenever your character gets hurt, he’ll lose Wounds.

 

There are 8 Wound Levels and they are:  -0, -1, -2, -3, -4, Down, Out, Dead

 

To determine how many Wounds your character has in each Wound Level, multiply your Earth by 4 and write this number down. This reflects your physical hardiness (Stamina) and ability to function through the pain and keep going (Willpower), both of which are equally important.

 

Every time your character loses a number of Wounds equal to the number in a Wound Level, you lose that Wound level and move down to the next one.

 

Notice that the first Wound level has a -0 next to it. This means that you aren’t seriously injured, and don’t lose any dice due to Wounds. However, if you lose enough Wounds to take you down to the next Wound level, you’ll be at -1: this means that you roll one fewer die on each roll you attempt.

 

Your wound penalty is also a static penalty to the result of your Initiative rolls.

 

A character is not dead until all of his wounds are lost in his Dead Wound Level.

 

 

Healing

Characters will naturally heal Wounds equal to their Stamina each day (with reasonable rest). Medicine, medical attention and healing can increase this.

 

 

 

- - - Initiative - - -

At the beginning of each combat round you roll for your initiative. To do this you rolled 1d10, add your Reflexes to the result and then subtract your current wound penalty.

 

Some weapons (such as polearms) and advantages (such as Quick) can modify your initiative as well.

 

 

 

- - - Combat Postures - - -

 These are: Standard Attack (the default attack), Full Attack, and Full Defense.

 

 

Standard Attack

A standard attack is the most common form of attack. No special modifiers are applied to attack or defense.

 

 

Full Attack

A Full Attack is an all out attack, sacrificing defense and personal safety for attack power (Northmen are especially known for this).

 

When you make a Full Attack, you base TN to Be Hit drops to 5 (armor still applies though), but in return you gain 2 Free Raises on your attack roll.

 

 

Full Defense

When you perform a Full Defense you give up a chance to attack to focus on dodging and parrying attacks all round.

 

When in Full Defense, attackers may not keep any rolled dice who's result when rolled is less than your Reflex+Defense. So with a 3 Reflexes and 4 Defense, attackers could not 7's and lower when attacking you.

 

In addition, the use of a shield (and certain other weapons) can also temporarily increase your TN to be hit (beyond their normal bonus) while in Full Defense posture.

 

 

 

Mounted Combat

As long as you have the Riding skill you get the following modifiers while fighting from your mount:

 

- When mounted you suffer one less dice of damage when rolling on the Battle Chart.

 

- When mounted you gain a +5 to your TN to be hit vs opponents on foot and in melee with you as long as you as long as you are armed with a weapon longer than short sword. (a footman with a polearm, for example, counters this bonus.)

 

- When mounted you gain a +1k0 bonus to melee damage vs opponents on foot.

 

- Charging while mounted gives you a Fear rating (usually 1-3).

 

- Using an inappropriate bow while mounted incurs a +10 TN penalty to the attack.

 

- When mounted your effective combat skills cannot exceed the level of your Riding skill. So 1 Riding and 4 Sword means that while mounted, your Sword skill is effectively 1.

 

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Swords, Sorcery and Sandals (Sx3) Character Creation Walk-through

 

I am forgoing the stuff about concepts and such and just addressing the mechanics.

 

 

1) All Rings (and Traits in each ring) start at 2. Reputation and Status start at 1

 

2) Pick Race

 

Each Race gives an option of a +1 to one of two traits...

 

Northmen: +1 Strength or Stamina

Lykan: +1 Perception or Stamina

Low-light vision, Excellent senses

Human (Praetea): +1 Intelligence or Awareness

 

Human (Atanidare): +1 Intelligence or Perception

 

Human (Nosuv): +1 Intelligence or Willpower

 

Human (Ruskova): +1 Intelligence or Stamina

 

Sidhe: +I Awareness or Reflexes

Low-light vision

Dain-Sidhe: +I Agility or Reflexes

Low-light vision

Dwaur: +1 Stamina or Strength

Heat vision

Ni-Dwaur: +1 Intelligence or Agility

Low-light vision

Orekhovo: +1 Perception or Willpower

Low-light vision

 

 

 

3) Pick Class

 

Each Class gives a specified +1 trait bonus.

Each Class gives 1 level in all of the class' skills (occasionally 2 in a skill if specified).

Each  Class also gives you your starting outfit.

 

You have all spoken to me about your starting classes so I posted what you need (at least to start) here...

 

 

When anybody if given a choice of "any weapon" you may select a bow and a dozen arrows of any type(s).

 

 

Sidhe Warden
 
Benefit: +1 Perception   
 
Beginning Integrity: 3.5
 
Outfit: (All items are of Fine quality) Knife, Bow, 20 arrows of any type(s), sword, any 1 weapon, light armor (often partial), clothing, Warder's cloak, traveling pack, 15 gold

Skills: Animal Husbandry, Archery, Defense, Herbalism, Hunting, Stealth, Sword
 
Rank 1 Technique: The Wardens hone there sense in the wilds, learning to spot the difficult to see. The Warden may add his Perception to all class skill rolls and TN to be hit. In addition, at each Rank of Warden, the Warden selects a class skills and from then on gains a free raise with it.

 

Due to their time spent in the wilds and working closely with the Ecomancers, Wardens may purchase applicable Inner Gift advantages (with GM approval) for 2 cp or xp.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Ecomancer
 

Benefit: +1 Willpower

 

Beginning Integrity: 3.5

 

Outfit: (All items are of Average quality, one item of Fine quality) Knife, staff or spear, any 1 weapon, partial armor, clothing, fur cloak, traveling pack, 10 gold
 

Skills: Animal Handling, Athletics, Hunting, Herbalism, Spellcraft, Stealth, +1 to any class skill
 

Rank 1 Technique: The Ecomancer has learned the basics of Ecomancey and may cast Ecomancy spells. At every Ecomancer Rank, including the first, the Ecomancer may select a Path and will gain a Free Raise with that Path for all Ecomancy spells using the Path from then on. A Path may be selected more than once.

 

Ecomancy is divided into several Paths, based on the effects. Those Paths are:

 

Flora (Plants)

 

Fauna (Animals)

 

Tempesta (Weather)

 

Elementa (Elements)

 

Each Path is rated 1-5, though this can exceeded by particularly powerful or aged Ecomancers. The rating of a Path determines the effects the Ecomancer is capable of with one Rank being able to sense the the subject of the Path (for example: sense animals, find plants, sense temperature, locate water), and 5 being near total mastery.

 

A Ecomancer begins with one rank in each Path, plus two more ranks to allocate to Path as he wishes.

 

The TN for a Ecomancy spell is equal to the level of highest Path used +5 for each additional Path (no matter the level used). Any unused ranks in the primary Path grants a Free Raise (these bonus Free Raises may not be used to lower TN).

 

So if you have 4 Fauna, but your spell is only a 3 Fauna effect, then the spell is TN 15 with a Free Raise (since the highest Path level used is only 3 out of a possible 4).

 

To use Ecomancy, The ecomancer rolls (Trait [or Ring] + Ecomancer Rank) and keeps a number of dice equal to the trait Trait (or Ring). The Trait (or Ring) used varies based on the spell.

 

If a Ecomancy roll fails, then further Ecomancy rolls are at a +2 TN (cumulative). Then penalty remains until either the Ecomancer can successfully focus or gets a full nights sleep.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Northman Warrior or Shieldmaiden
 

Benefit: +1 Stamina    

 

Beginning Integrity: 2.5
 

Outfit: (All items are of Average quality) Knife, any 3 weapons, partial armor, helm, buckler or medium shield, clothing, fur cloak, traveling pack, 10 gold
 

Skills: (Choice of: Hafted, Sword or Spear), Defense, Brawling, Sailing, Navigation, Athletics, (Choice of Craft or Hunting)
 

Rank 1 Technique: Northmen are excellent sailors and in battle attack fast and hard, using a shield as their primary defense. Northmen warriors may add their Water to the result of hit and damage rolls and their TN to Be Hit as long as their armor does not penalize Agility or Reflexes (shields may though) . In addition Northmen may add rolled their dice equal to their Rank to Sailing and Navigation rolls.
 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Berserker

 

Benefit: +1 Willpower

 

Beginning Integrity: 1.5

 

Outfit: (All items are of Average quality) Knife, any 1 weapon, (choice of any 1 weapon, buckler or medium shield), light armor, helm, clothing, traveling pack, 10 gold

 

Skills: (Choice of Hafted or Sword), Defense, Brawling, Athletics, Intimidation, Focus

 

Rank 1 Technique: When berserkers go into their trance, they forget the tenets of other battle philosophies and (so cannot use any techniques of other classes). In exchange, they gain an inhuman strength and the ability to absorb incredible amounts of damage. The benefits of being a berserker increases as time goes on: as he gains experience, he learns how to harness his rage more and more effectively, and can thus strike with greater and greater amounts of power and fury. The Ranks of the Berserker class reflect this increased effectiveness.

 

When a berserker is in a rage, he ignores wound penalties for a number of rounds equal to his Earth x2 (the wounds are suffered, they just have no effect on him until his rage ends). Furthermore, he may roll and keep (+1k1) an extra die of damage for every Berserker Rank he has, reflecting his ability to focus his rage into his attacks. These extra dice are rolled regardless of what the berserker is attacking with, be it an axe, sword, club, or his bare hands.

There is a price to be paid for such power, however...

After a number of rounds equal to his Earth x2, the berserker is fatigued for a number of rounds equal to his Earth x2, during which.he cannot spend Fate Points and all of his rolls are at +15 TN. Each Rank of Berserker reduces the number of rounds fatigued by 1 (to a minimum of his Earth) and the TN penalty for fatigue by 2. Because of this, many berserkers live short, brutal lives, despite their combat effectiveness.

 

So a Rank One Berserker with 3 Earth could rage for 6 rounds, after which he would be fatigued for 5 rounds.at +13 to his TNs.

 

A berserker may end a rage early with a successful Willpower+Focus roll (TN=Earth x5). Ending a rage early reduces the number of fatigued rounds by one per round of rage not used. No matter Rank how early a rage is ended, a berserker is fatigued for a minimum number of rounds equal to his Earth.

 

So a Rank One Berserker with 3 Earth could rage for 6 rounds, but ends his rage 2 rounds early. So he would be fatigued for 3 rounds at +13.to his TNs

 

Rank 3: The Berserker learns to let his rage move him. He gains an addition attack while in a rage, but it must be Full Attack. This is in addition to all of the other bonuses for increasing Berserker Rank,

 

Rank 5: In addition to all of the other bonuses for increasing Berserker Rank, at this time the berserker has come to understand and master his fury. He may end a rage at any time. In addition, he may touch the surface of his rage and use his Rank 3 attack in or out of a rage.

 

So a Rank 5 Berserker with 5 Earth would rage for 10 rounds. He could make up to 2 attacks per round (in or out of rage) as long as one of them was a Full attacks. At the end of his rage he would be fatigued for 5 rounds at a +5 to his TNs.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Dwaur Stoneguard

 

Benefit: +1 Stamina    
 

Beginning Integrity: 2.5
 

Outfit: (All items are of Fine quality) Knife, any 3 weapons, Dwaur plate & chain, helm, Choice of shield, clothing, cloak, tools for your craft, traveling pack, 20 gold
 

Skills: Hafted, Battle, Defense, Athletics, Wrestling, Mountaineering, Choice of Craft Skill

 

Rank 1 Technique: The Dwaur warrior begins by learning how to tap into his own Earth energy. Every time the warrior rolls to hit and damage, he may add his Earth to the total of the roll. Also, because Dwaur warrior training is always done in full armor and with shields, they reduce the total Encumbrance penalty from their armor and shield by their Earth x3.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Hand of Atanidare

Benefit: +1 Agility   
 
Beginning Integrity: 1.5
 
Outfit: (All items are of Average quality with 2 items of Fine quality.) 2 Knives, any 1 weapon, partial armor, clothing, gloves, cloak, traveling pack, 25 gold

Skills: Athletics, Deciet, Knife, Savvy, Slight of Hand, Stealth, Any 1 Low Skill or Locksmith

Rank 1 Technique: The Hand of Atanidare are some of the most skilled thieves and rogues in the known world. When using a class skill, the rogue may re-roll any dice that do not exceed his Rank in this class. Dice re-rolled in this fashion may only be re-rolled once and the new result must be accepted (but does not have to be one of the kept dice).

 

In addition the rogues of Atanidare know the city like "the back of their hand". This functions as Way of the Land: Atanidare advantage for free.

 

 

 

4) Character Points

 

You then get 25 40 character points to spend on raising traits, skills, buying new skill and buying advantages. Taking disadvantages gives you more character points to spend, but remember, they ARE disadvantages.

 

Raising a skill by one or buying a new skill costs 1 character point per rank.

 

House rule: A skill cannot be raised by more than 2 ranks in creation. So a class skills at 1 can be raised to a max of 3. An entirely new skill bought with character points can only go up to 2.

 

Raising a Ecomancer Path costs 5 character points per rank.

 

Raising a Trait costs 8 characters point per rank.

 

Raising Fate Ring costs 12 character points per rank.

 

Raising Integrity costs 3 character points per rank. (Lowering it by a Rank gets you 2 character points). Integrity can only be raised or lowered by 1 Rank.

 

Raising Reputation costs 5 character points per rank.

 

Skills, Mechanics, Equipment lists and the costs and explanations of Advantages and Disadvantages are coming in the next posts.

 

 

If you need any help or have any questions, just let me know here, in a PM or chat.

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- - - Skills - - -

 

Skill are generally on a 1 to 5 scale, with some races and even (often legendary) people exceeding 5 in one or more skills.

 

Next to each skill is the most common (but not only) Trait used with it.

 

I did not elaborate on many skills as they are probably obvious to a gamer. if you have any questions about a skill, please ask.

 

 

High Skills

 

Art (Varies) - Acting, bard, dance, music, painting, poetry, singing and the like. Must be purchased separately for each art.

 

Conversation (Awr) -

 

Courtier (Varies) -

 

Diplomacy (Awr) -

 

Etiquette (Awr/Int) -

 

Gosip (Varies) -

 

Heraldry (Per/Int) -

 

History (Int) -

 

Invesigation (Varies) -

 

Law (Int) -

 

Lore (Varies) - Various lores, such as.. Lore: Sidhe, Lore: Myth & Legend, Lore: Magic, Lore: Praetea, Lore: Monsters. Must be purchased separately for each Lore.

 

Manipulation (Awr) -

 

Oratory/Rhetoric (Awr/Int) -

 

Political Maneuvering (Awr/Int) -

 

Riding (Varies) -

 

Theology (Int/Awr) -

 

Focus (Fate) - Used to clear the mind and refocus. This is a form of mental, social or physical exercise and can be anything from a warrior clearing his mind while running drills alone to relaxing, philosophical thought, prayer or simple meditation. A character with the Focus skill can make a simple Fate+Focus roll vs. a TN of 20 to gain back ALL his spent Fate Points. Focus requires an undisturbed hour to complete.

 

Shared Focus (Fate) - Much the same as Focus, but instead the exercise is led by one person, helping the others to refocus. It is also a common way of bonding. It takes about a 1/2 hour for a character with this skill to lead the exercise (a simple Fate+Shared Focus roll) and all involved (the leader and others up to the skill Rank of the leader) will gain back a single spent Fate Point.

 

Martial Skills

 

Archery (Agl) -

 

Athletics (Varies) - Running, jumping, climbing, swimming and the like.

 

Battle (Per/Int) - Battle tactics and military organization

 

Crossbow (Agl) -

 

Knife (Agl) -

 

Defense (Ref/Agl) -

 

Exotic Weapon (Varies) - For more unusual and exotic weapons, such as nets, chain weapons and whips. Must be purchased separately for each weapon.

 

Hafted (Agl) - Use of axes, hammers, and clubs.

 

Hand-to-Hand (Varies) -

 

Polearm (Agl) -

 

Spear (Agl) -

 

Quickdraw (Ref) - Attacking with a blade on the draw (instead of spending an action drawing your sword).

 

Quickshot (Ref) - Allows the drawing of an arrow and firing with a single action but you do not get the benefits of aiming.

 

Thrown (Agl) -

 

Siege (Int) -

 

Staff (Agl) -

 

Sword (Agl) -

 

 

Merchant Skills

 

Appraisal (Per) -

 

Commerce (Awr/Int) -

 

 

Craft Skills

 

Advanced Medicine (Int/Per) - Advanced medical knowledge including some surgery and the treatment of sever wounds and illness. Cannot exceed 1/2 of your Medicine skill until Medicine reaches 5.

 

Animal Husbandry (Varies) - The appraisal, care, breeding and training of animals. Purchased separately for each type of animal (Horses, dogs, and so on).

 

Armorer (Varies) - The making and maintenance of armor and shields.

 

Craft (Varies) - Any other craft skill, such as brewing, carpentry, mason, blacksmith, jeweler, making paper or pottery. Each is a separate skill.

 

Engineering (Int) -

 

Herbalism (Per/Int) - The knowledge and use of pants and herbs, as well as the ability to locate and recognize them. Commonly used for herbal remedies, spices (and poison ingredients).

 

Hunting - Hunting, tracking, general wilderness knowledge and survival.

 

Locksmith (Int/Agl) - The construction (and picking) of locks and locking mechanisms.

 

Medicine (Int) - Basic medical knowledge including the used to splints, stitches, treatment of minor, common illness and so forth.

 

Mining (Varies) -

 

Mountaineering - Essentially Hunting for mountainous terrain.

 

Navigation (Int/Per) -

 

Sailing (Agility) -

 

Weaponsmithing (Varies) - The making and maintenance of weapons.

 

 

Low Skills

 

Conceal (Per) - Concealing tracks and hiding objects/people in natural environment.

 

Deceit (Awr) - Lying, fast-talking, bribing

 

Escape (Agl) -

 

Shadowing (Ref) -

 

Forgery (Varies) -

 

Gambling (Varies) -

 

Intimidation (Will) -

 

Mimicry (Awr) -

 

Poison (Int) - Knowledge to create, identify and proper use poisons.

 

Savvy (Awr) - Criminal/underworld etiquette and knowledge

 

Seduction (Awr) - Resisted by Willpower (if resisted at all!)

 

Slight of Hand (Agl) - Used for palming objects and concealing small items on your person.

 

Stealth (Agl) - Sneaking to avoid detection.

 

Torture (Awr) - Using paint to extract information (or just for fun!)

 

Traps (Varies) - Construction, detection and deactivation of mundane traps.

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- - - Advantages - - -

 

Heart of Vengeance

3 points
Pick a group of people (a tribe, clan, faction). For some reason or another, members of that group will always draw your wrath. Whenever you are using any skill against a member of that group, you always keep an additional die.

 

Absolute Direction
1 point

This character never gets lost. You always know what direction is North.

 

Allies
2-8 points

You are connected. You have an ally or allies who will assist you even under stange circumstances, but the strength of your alliance depends heavily upon the amount of points spent on this advantage.

 

Influence:

1 point Minor (without land, political appointment much reputation)

2 points Moderate (some land, minor political appointment, some reputation)

4 Points Major (vast lands, significant political power, significant reputation)

 

Devotion:

1 point Your ally would go out of his way, but not risk much to help you.

2 points Your ally would take personal risks to help, but would do so secretly

4 points Your ally would do anything to aid you, regardless of the cost.

 

Ambidextrous
3 points

You are equally skilled with both hands. When fighting with a weapon in your off-hand, you do not receive the normal +5 TN penalty. When fighting with two weapons, the normal penalties are reduced by 5, so that you have only +5 TN penalty to all attacks.

 

Balance
2 points

You are blessed with an inherent sense of calm and tranquility. Efforts to taunt or antagonize you almost always fail. You gain a _5 to the result of Test of Integrity.

 

Disarming
3 points
2 for Dain-Sidhe and Sidhe

People are attracted to you. It may be your looks or your charm, or it may be both. You just have that certain "something." Whenever you make a roll involving persuasion, keep an additional die (two if they are attracted to you already). 

 

Bland
2 points

You are quiet and unassuming, and therefore difficult to remember. As a result, you can move among aothers, even enemies, rather easily, although it may also be difficult for you to gain recognition for services you have performed. Others who attempted to remember or reconize you have theyr TN increased by 10. 

 

Man For All Seasons
3 points

1 for Lykans

2 for Northmen and Orekhovo

4 for Praetans and Ni-Dwaur
You have a special connection with nature and the weather which renders you resistant to cold, heat, and extremes of temperature. You cannot be harmed by any naturally occurring weather-related phenomena and always succeed at any Stamina checks involving temperature changes.

 

Clear Thinker
4 points

2 for Sidhe

3 for Atanidare
It isn't easy to trick you. Whenever another character tries to confuse, befuddle, or lie to you, add 10 to their TN. Opponents attempting to use the Feint maneuver against you in combat must take an additional raise to do so.

 

Combat Reflexes
6 points

7 for Dwaur
After initiative is rolled, you may switch places with the character whose action is directly before yours. For example, if you are third in line for actions this turn, you may switch places with the person who is second. That person then becomes third in line.

 

Warrior's Hands
8 points

You have a innate familiarity with many forms of weapons, and can wield most of them with some degree of effectiveness. Your weapon Skills are all considered 1 rank higher than they actually are, even skills for which you have not yet purchased a Rank. This is not a "substitute" for regular skill Ranks, and all weapons skills must still be purchased as normal. In addition, you suffer no penalties for using unfamiliar weapons.

 

Crafty
7 points

Quite simply, you are very good at being bad. Your Low Skills are all considered 1 rank higher than they actually are, even skills for which you have not yet purchased a Rank. These 'ghost ranks' do not count toward insight. If, however, you wish to buy a Low skill you do not have, you must purchase Rank 1 with Experience Points as normal.

 

Dangerous Beauty
2 points
1 for Sidhe

A woman (or man) with Dangerous Beauty rolls two additional dice (+2k0) for Deceit and Seduction rolls made against those attracted to your gender.
A character who wishes to purchase both Disarming and Dangerous Beauty must pay an additional 3 Character Points on top of the total price for the advantages.

 

Natural Athlete
3 points

2 for Orekhovo
You are blessed with a natural athleticism that allows you to accomplish impressive physical feats.  You gain a +5 bonus to the result of Athletics rolls. Once per session, if attempting an action the GM consideres foolhardy or daring, you may roll a single die. If the result is 6 or better, you may add the result to a single Skill or Trait roll involved in that action.

 

Death Trance
3 points

2 for Orekhovo
This character understands that death has no hold over him, and has taken this philosophy to heart. When he faces death, he enters into a thoughtless trance that gives him great courage in the face of adversity. A character with Death Trance automatically succeeds any Fear test.

 

Arcane Attunement
1 point

Dwaur, Dain-Sidhe, Sidhe, Lykan, Orekhovo only
The character is attuned to the shifts, ebbs, and flows of arcane energy. With a successful Awareness roll (TN set by GM), the character may detect the use of magic in the immediate area.

 

Great Destiny
5 points

When this character was born, it may have been that the stars were aligned just right, or a birthmark was in just the right shape, but the ancestors smiled and a Destiny was created for this child. The great wheel moves this character slowly and surely towards this destiny. If this character takes damage that would kill him, he is reduced instead to a single Wound at the Unconscious Level. Fortune will only protect a character in this manner once per story. The GM will decide what the Great Destiny is, but need never reveal it to the character. Once the Destiny has been fulfilled, these points are turned into another advantage of the GM's choice.

 

Great Potential
8, or 10 points

Pick one of your character's skills. The character is a natural talent in this area, and will one day be a master. When using this skill, the character may make any number of raises, unlimited by his Void. This advantage provides no free raises. Taking Great Potential costs 8 points. For 10 points, a sorcerer character may purchase this advantage for a single element/path/realm/sphere and so on, for use only when casting spells from it. A character may only purchase this advantage once.

 

Medium
3 points

The character can occasionally see, hear and even speak to ghosts, This can be good and bad...

 

Hands of Stone
5 points

Dwaur and Northman combat techniques are brutal in the extreme, and make good use of their strength and/or great size. But you are a prodigy even by their standards. In unarmed combat, you keep and additional die of damage (+0k1).

 

Heartless
2 points

Sidhe many not take this advantage at character creation
All attempts to woo or sway your heart to pleas of compassion, love, or courtesy fall on deaf ears. Any appeal to your heart shall find it made of stone. Any skills used with Awareness in such an attempt (such as Seduction, Poetry, Acting, or Sincerity) need to raise twice in order to be successful.

 

Higher Purpose
2 points

You have dedicated yourself to a single goal, a single objective. Whenever you take a step toward achieving your Higher Purpose, you gain an extra Experience Point at the end of the session.

 

Inheritance
Variable

You have been given a magical/ancestral item of some sort. This item has been carried by your ancestors and its spirit has become more powerful than a normal item. The cost in points and the nature of the item must be agreed upon with the GM, but even a minor magical item would cost 2 or 3 points.

 

Innate Ability
3 points

You get a free raise when casting a specific spell.

 

Inner Gift
6 points

4 for Orekhovo
The character with Inner Gift has been blessed with an uncontrollable talent, perhaps empathy, precognition, or the ability to sense when danger is near. It is up to the GM to let the character know when their Gift activates, and what that means to the current situation. A character with the Inner Gift of precognition, for example, might have a series of dreams about a bloody knife, only to wake up one morning and find their dearest friend has been assassinated. A character with empathy might be able to tell when someone is lying to them, or a character with a Gift of psychometry (reading emotions from objects) might gain a flash of insight when they pick up a samurai's katana. The Gift must be clearly defined at the time a character purchases this advantage. Some examples of Gifts a character can choose from are: precognition, animal speech, psychometry, and empathy. For some examples, see below.

 

Animal Kenship

You may instinctively sense the feelings of animals. Additionally, animals regard you as friendly.

 

Creature Awareness
You aware of all living things with an Awareness of 2 or more within his own Awareness in feet, multiplied by 10. Obstacles, organic or not, are ignored for the purposes of this ability.

 

Danger Sense
The character with this Inner Gift cannot be ambushed, regardless of the circumstances or the skills of his opponents. He will always be aware of coming attack, and at the very least be able to roll for Initiative.

 

Empathy

You gain a +5 modifier to the results of any rolls made to determine another's feelings, desires or Integrity.

 

Shared Senses

The character is able to link his five senses with those of and animal or another being of the same species (pick which type at character creation). This effect lasts for one hour, and may only be used once between cycles of sleep.

 

Spatial Awareness
The character is always familiar with the surrounding terrain (out to his Perception x150 feet), even when blinded.

 

Spirit Touch

Awareness roll (TN 15) to see the image of the last person to touch an object you are touching.

 

Irreproachable
2 points per rank

1 point per rank for Dwaur
Others find it near impossible to tempt you into disgraceful behavior. For each point you spend on this advantage, all attempts to bribe or seduce you  are at +5 TN. You may not purchase Greed or Lechery. You may not spend more points on this advantage than you have ranks in Willpower.

 

Dwaur Oath-Weapon
5 points

3 for Dwaur
You have inherited one of the fabled Dwaur Oath-Weapons, a magnificent weapon which has been in your family's hands for generations. It keeps an extra die of damage (+0k1 damage) and is indestructible, but it must cared for, respected and never lost. It is said that if the owner breaks an oath, the weapon will become brittle and shatter when next it meets steel.

 

Sidhe Quick-Blade
8 points
4 for Sidhe

Sidhe Quick-Blades are some the finest swords in the known world, thinner and more flexible than ordinary sword and extremely well-balanced with a gentle curve made for the quickdraw. A character who carries one has prestige, and draws attention. A character can begin the game with a Sidhe Quick-Blade only under certain circumstances. These blades are rarely given to non-Sidhe characters. A Sidhe Quick-Blade rolls and keeps one extra die (+1k1) when rolling to hit an opponent, and allows its user to re-roll a single damage die on a Quickdraw strike.

 

Languages

Varies

You are familiar with a language other than the primary language of your kingdom. For 1 point you speak another language fluently. For 2 points, you can read and write another language. So being able to fluently speak, read and write another language costs 3 points total. Praetean is the most common language and the de facto trade tongue (even before the birth of the Empire).

 

Large
2 points
1 for Northmen

Sidhe may not take this advantage
You are big. If human, you are anywhere from 6' to 6'5". This is both an advantage and a disadvantage. Whenever you engage in social situations, you roll one less die. However, all damage rolls gain a +1k0 bonus.  This bonus may be added to Intimidation as well with threats (even just implied) of physical violence.

 

Leadership
7 points
4 for Praeteans

A character with the Leadership advantage is able to bestow limited benefits on those who follow him. If another character is following a Leader, he is able to use some of his Leader's skills. Whenever a character is following a Leader's example (performing the same action as the leader), he automatically gains a bonus Rank in that skill. If the character does not have the skill, then he performs as if he had Rank 1. The Leader's skill must be higher than those who follow him, and must be at least Rank 3 in order for his followers to gain this bonus.

 

Luck
3, 6, or 9 points

For every level of Luck, you may re-roll one unsuccessful roll during a session.

 

Magic Resistance
2, 4, or 6 points

For some reason or another, you are highly resistant to magic. For every two points spent on Magic Resistance, any spells (harmful and beneficial) that target you add 5 to their TN.

 

Meek
5 points
2 for Atanidare

Northmen and Orekhovo may not take this advantage.
Try as you might, you just don't look very threatening. Unless you're having a serious effect upon combat, opponents won't attack you until they've disposed of all your allies first. If you're not attacking, casting spells, or holding any offensive weapons, they might not bother to attack you at all. Your demeanor is so non-threatening that you may roll an extra die on all rolls involving diplomacy or negotiation, even if you're simply begging for your life. This skill is particularly useful for Miya shisha, for whom an intimidating appearance is an impediment. This Advantage in no way prevents anyone from questioning, capturing, or verbally harassing the character. In most non-Miya bushi families (the Hida and Matsu in particular), meekness is often seen as a curse or a grievous error in one's upbringing.  

 

Perceived Integrity

2, 4, or 6 points

1, 3, 5 for Praeteans

Others find it difficult to perceive your true nature, thinking you far more honest than you actually are. For every 2 points spent those who attempt to discover your Integrity rank though use of Awareness believe your Integrity to be one rank higher.

 

Perfect Balance
2 points

1 for Dain-sidhe and Ni-dwaur
You roll an additional die whenever performing actions involving balance.

 

Precise Memory
3 points

2 for Atanidare
The character has a phenomenal ability to memorize facts, figures, and written material. Their mind records information easily, but this does not make them infallible. Neither does it give them any unusual ability to understand the information, nor learn new skills or languages. Characters wishing to remember information you have seen before must roll Intelligence (TN 10). More obscure or specific information may increase the TN considerably at the GM's discretion.

 

Quick
3 points

2 points for Dain-Sidhe and Ni-Dwaur
You're just faster than other folks. When determining Initiative, roll two dice and keep the higher.

 

Quick Healer
3 points

2 points for Lykans, Dwaur and Northmen
You heal wounds as if your Stamina were one Rank higher.

 

Read Lips
2 points

With a successful Perception roll, you can read the lips of anyone you can see.

 

Sage
4 points

Books and knowledge are nearly as important to you as food and water. It is well known you are a seeker of wisdom and words, and many come to you when they want to know about the past and present Your devotion to the texts has given you an excellent memory for the events they record and the lessons they impart. Before you make a Lore or History roll you may choose to roll and keep one additional die (+1k1) or gain a Free Riase.

 

Servant
Variable

If you wish to have servants, you can purchase it with this Advantage.

 

2 Points: Stablehand, personal attendant

3 Points: Groom, armorer, weaponsmith

4 Points: Scribe, spy (both are rare)

 

Silent
3 points

2 for Ni-Dwaur
The character is naturally quiet and rolls one extra die (+1k0) on Stealth & Shadow tests. 

 

Social Position

5 points per rank

You have achieved a prestigious position in society, such as a magistrate or military commander, or maybe you are just the child of a powerful individual. Each rank purchased grants you an additional rank of Status.

 

Strength of the Earth
2, 4, or 8 points

1, 3, or 6 for Dwaur
A character who has the Strength of the Earth may ignore some effects of Wound Levels on their rolls. The Wound Rank penalty is decreased by one die for every level of Strength of the Earth.  

 

Student of Battle
5 points

4 for Praeteans
While many generals seek to improve their position on the battlefield, you take a slightly different approach. Instead of looking at to take advantage of your enemy's mistakes, you look for ways to encourage him to stumble. Whenever your opponent rolls on the Battle Table (and you are not in the Reserves), you may adjust his total by exactly three points in either directions.

 

Tactician
5 points
3 for Praeteans and Dwaur

You've been trained in the art of warfare and you know how to look for opportunities in the clamor of battle. Whenever you roll on the battle table (and you are not in the Reserves), you may modify your final roll by 3 points, up or down (i.e. a roll of 13 can become either 10 or 16). 

 

Voice
2 points

3 for Dwaur

4 for Orekhovo
Your voice has a muscial quality that enchancts listeners. You gain a Free Raise on any rolls that depends upon your speaking ability, such a Oratory, Singing or Storytelling.

 

Way of the Land
2 points

You have traveled extensively through one particular region. You never get lost and know all the best travel routes. You may tank this advantage multiple times, applying it to a different geographical area each time.

 

Wealthy
1-10 points

For each point a character spends on this advantage, they begin with two additional gold.

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- - - Disadvantages - - -

 

Antisocial

2 or 4 points

You have difficulty getting along with others. Perhaps this manifests as shyness, troubled speech, discomfort around people, or even bouts of depression. Whatever the symptoms, you find it hard to communicate your feelings properly or withdraw from contact with others. For 2 points, all of your social skills roll 1 fewer die (-1k0). For 4 points, all of your social skills keep 1 fewer die (-0k1).

 

Bad Fortune

1 point

A character with Bad Fortune puts his fate in the hands of the GM. The GM makes a secret roll on the table below (or just chooses one of the options). Some of the results are obvious, but others are less so. You may not take this disadvantage more than once.

 

Few of the outcomes on the list below have any effect on game mechanics, but all can cause roleplaying challenges. You have been warned!

 

Bad Fortune Table:

 

   1. Someone is secretly in love with you and will go to great lengths to mess up your current love life (if any) to make room for their affections.

    2. You have a disfiguring scar or birthmark: the mark of being born under a bad sign. Just touching you can cause bad luck. Good luck getting a massage.

    3. You lack one item from your standard outfit.

    4. You have an allergy to a common item. Tobacco smoke, seafood, wool, and cotton are all good examples.

    5. You have the "evil eye" (one of your eyes is discolored). People tend to avoid your gaze and whisper about evil spirits as you pass by.

    6. One of these days, one roll - a very important roll - is going to fail completely. You won't even need to make the roll. You won't get to use Luck or any other mechanic to salvage the situation. It's your destiny. Accept it.

    7. You have an enemy in another family/tribe/clan/nation. You won't even know you've developed this enemy until it's far too late, of course.

    8. Your father has accrued a great gambling debt that you will have to pay off. Soon. Very soon.

    9. You just haven't gotten the hang of one of your skills just yet. All TNs for one skill are at +5. You may spend one Experience Point to get rid of this Bad Fortune.

   10. Your Bad Fortune has yet to manifest itself, a fact your Gm will surely forget about...

 

Bad Health

3 points

A character with Bad Health has his Wound Levels figured as if his Stamina Trait were one lower. You must have at least 2 Stamina to take this disadvantage and cannot lower your Stamina below 2 in character creation.

 

Bad Sight

4 points

With this Disadvantage, the PC's sight is impaired, and he rolls two fewer dice (-2k0) for all sight-based Perception checks.

 

Bad Vibe

2 points

There is just something about you that others find repulsive. Add an additional die (+1k0) to any fear or intimidation attempts, but subtract two dice (-2k0) from any attempts at cordiality or etiquette.

 

Brash

2 points

You are exceptionally hot-headed and likely to answer any insult with steel. You must make an Integrity roll (TN 20) to keep control of your emotions when insulted. You may not take the Balance advantage.

 

Bounty

2, 4, or 6 points

A price has been placed upon your head for a crime, although whether or not you are guilty is between the player and the GM. The level of the Disadvantage depends upon the nature of the crime, which also determines the amount of the bounty and the nature of those who hunt the PC in order collect it.

 

2 points: Minor Offense (TN 25 to be recognized)

4 points:  Serious Offense (TN 15 to be recognized)

6 points:  Violent Offense (TN 10 to be recognized)

 

Can't (or Won't) Lie

3 points

A character with this disadvantage just can't tell a good lie or you will not permit yourself to lie. Whenever he tries, he fails. The party listening doesn't even need to make a roll.

 

Compulsion

2, 3, or 4 points

You have an uncontrollable urge (drinking, gambling, a love of women, or even the need to visit every significant temple you pass near). You must make an Willpower pr Integrity roll every time you confront your compulsion to avoid it. The cost of compulsions depends on the TN of your Honor roll:

 

TN 15 : 2 points

TN 20 : 3 points

TN 25 : 4 points

 

Contrary

3 points

A player character with this disadvantage may not remain neutral about anything. He does not have to act, but must have an opinion about each and every thing he encounters. This means that the player must take a side in every dispute, seek to solve every problem (even if he can't), and never settle to stand by idly while others do things. In game terms, this means that he must make a simple Willpower roll vs. a TN determined by the GM (commonly between 5 and 20) to avoid acting in tense situations. Should he fail the roll, he must do something decisive, regardless of the consequences.

 

Cruel

3 points

Sidhe may not take this disadvantage

Beyond being uncaring, a cruel person delights in the suffering of others. The cruelty need not manifest itself as physical, but instead could be just glee in making someone dance on their strings.

 

In addition, their Awareness is considered one less (-1k0) when interacting with anyone socially and you Integrity is considered 1 rank lower for Integrity tests.

 

Dark Fate

3 points

This is the opposite of the Great Destiny Advantage. Your character can achieve great things in his day, but his death will be spoken of in hushed whispers, if at all. Some enormous failure will mark the end of his days. Only a premature death via battle or suicide can stop this fate. Once per story, when the character takes damage that will kill him, he is reduced to 1 Wound instead. Sounds advantageous, doesn't it? In truth, he is only being kept alive to meet his dark fate, one which will damn him, his family, perhaps even an entire kingdom. Death might be preferable.

 

Dependent

1, 2, or 4 points

You have someone who is completely dependent upon you. Who it is (a child, grandparent, etc.) is up to you, but they are helpless without you. Good examples of dependents include small children and aged grandparents, but a naive spouse could also be included as a dependent.

 

1 point = Adult Dependent

2 points = Elderly Dependent

4 points = Child Dependent

 

Driven

3 points

This is the dark side of the Higher Purpose advantage. A character who is Driven has a single goal that he will sacrifice anything to achieve.

 

Frail Mind

3 points

Whenever you are the subject of a magical attack, Seduction roll, or any other task that would test your Willpower (other than spells that oppose your Willpower, such as certain spells), your opponent gets two Free Raises.

 

Greedy

4 points

You are unusually fond of material wealth. Others attempting to bribe you with material goods or money gain two Free Raises.

 

Gullible

3 points

You either have an unshakeable faith in others, or are just naive enough to believe almost anything you're told. You often take people at their word no matter how outrageous their stories are. Any attempt to lie to you or convince you of something has it's TN reduced by 15, to a minimum of 15.

 

Lechery

1 point per rank

Love (or lust) is more important to you than it should. For each Rank of Lechery, your enemies get a Free Raise on all Seduction skill rolls they make. You may not make an Integrity test to avoid being seduced.

 

Lost Love

2 points

You once knew true love, and now it's gone. You tend to have fits of melancholy when you are reminded of your love. Whenever your love is mentioned, your TNs are raised by 5 until you spend a Fate Point to bring yourself back to the present. Spending a Fate Point in this manner avoids relapse for the remainder of the day.

 

Low Pain Threshold

5 points

Whenever you get wounded, add an additional -1 to your Wound Penalty.

You may not take this disadvantage if you possess Strength of the Earth.

 

Meddler

3 points

You cannot resist getting into other people's business. You always have an opinion and enjoy sharing it with others. You know what's best for everyone and have no qualms about telling them. This can get you in a lot of trouble. Sticking your nose in other people's business could get it cut off.

 

Missing Eye

3 points

For whatever reason you determines you have only one functioning eye and this no depth perception. All visual Perception rolls have their TNs raised by 5, and the TN to attack with a melee weapon is likewise raised by 5. Your ranged attacks have their TNs raised by 5 for targets within fifty feet, and by 10 for those farther than fifty feet.

 

Mute

4 points

You cannot speak; you can act sincere, you can learn to understand foreign languages. But you cannot speak.

 

Nemesis

2 points

You must already have the Sword Enemy disadvantage to take this. Your enemy is now a nemesis who constantly plagues your life. When facing your nemesis, you cannot spend your Fate Points.

 

Obligation

2 or 4 points.

Either you or your family owes someone a favor that you have been charged with repaying. A minor obligation is worth 2 points and would not threaten your standing, but may cause some inconvenience to perform. A major debt is worth 4 points and requires a great deal of effort and risk, and could take a significant amount of time to repay and possibly cost your life. When called upon to pay your debt, you are bound to do everything in your power to complete the request. Failure to perform your duty results in a loss of a full rank of Integrity (as well as other repercussions).

 

Permanent Wound

5 points

You begin the game with a wound that has never properly healed. In game terms, this means that you your  -0 Wound Level it permanently filled.

 

Phobia

1-5 points

Every time you encounter your phobia, all rolls you make are 5 TN higher per rank of this disadvantage. Having a phobia must also be approved by the GM.

 

Small

2 points

You are below average height and weight, causing minor hindrances in your day-to-day life. You roll one less die (-1k0) on all unarmed and melee damage rolls.

 

Soft-Hearted

2 points

You have a profound respect for the life of all beings. Your conscience overcomes you whenever you are about to commit an act of inhumane cruelty. Whenever you try to take a life, you must make a simple Willpower roll against a 20 or you can't follow through with the action.

 

Sworn Enemy

2-5 Points

The character has a Sworn Enemy that desires his death. Having the Sworn Enemy of roughly equal power/ability is worth 2 points; up to three additional points can be gained if the Sworn Enemy is more experienced. The Enemy can show up at any time, at the GM's whim, and while he or she may be temporarily satisfied with ruining the character's plans or reputation, the ultimate goal is death. The player should detail to the GM's satisfaction the nature and cause of the vendetta, and the GM can either have the character create the NPC enemy or create the Enemy himself.

 

Touch of the Fates

2 points

Somewhere in your family line, your ancestors gained a close connection to the Fates, which has manifested itself in you. While your "attunement" allows you to use an extra point of Fate each day, you are often unable to control your power. Each time you spend a point of Fate, all people (including yourself) within a five foot radius must roll their Willpower against a TN of your Fate x 5. Those who fail the roll feel the backlash of your power, becoming dizzy and disoriented. The effect lasts for as many turns as your Fate Trait; during this time affected characters roll one fewer die (-1k0) on all rolls.

 

Unhygienic

2 points

Simple matters of hygiene are trivial and unimportant to you. You may go weeks and months without bathing, a practice incredibly offensive to others. A PC with this disadvantage bathes very infrequently, and often has a very unpleasant odor as well as a filthy appearance. He will be denied entrance to virtually any place of refinement, and keeps one fewer die (-1k0) in social interactions. Also, the incessant itching caused by this condition imposes a -2 on all Initiative roll results.

 

Unluck

3, 6, or 9 points

Any character with Unluck will find himself the victim of the GM's whim. For every 3 points the character invests in Unluck, the GM may - once per session - command the re-roll of any roll the character makes. It is possible to take both Luck and Unluck; a GM may not command a roll the character has just re-rolled using the Luck advantage.

 

Vanity

1 point

You are gorgeous and/or brilliant - and you know it. Unfortunately, the rest of the world doesn't seem to notice. You'd better make sure they know the quality of the person they are dealing with!

 

Weakness

5 points per rank

You can reduce any Trait (excepting Fate) by one point to gain 5 Character Points. You may not reduce a Trait below one, or by more than two levels.

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- - - SHIELDS- - -

 

Buckler

5 sp
+1 TN
+5 to TN to be Hit vs ranged

NO Encumbrance

Maybe be used just strapped to the arm, leaving the hand free to hold a weapon. If this is done, you gain no bonus from your Shield skill.

If the shield strap is gripped with the hand you may add your Reflexs to your TN to Be Hit

 

Medium Shield

15 sp

+3 to TN to be Hit vs melee
+10 to TN to be Hit vs ranged

+3 Encumbrance to all rolls using Agility or Reflex

 

Rider's Shield

20 sp

+3 to TN to be Hit vs melee
+10 to TN to be Hit vs ranged

+3 Encumbrance to all rolls using Agility or Reflex

 

Large Steel Shield

40 sp

+5 to TN to be Hit vs melee
+12 to TN to be Hit vs ranged
+5 Encumbrance to all rolls using Agility or Reflex

 

Praetean Scutum

50 sp (if you can find it for sale)

+7 to TN to be Hit vs melee

+15 to TN to be Hit vs ranged

+8 Encumbrance to all rolls using Agility or Reflex

 

 

- - - ARMORS - - -

 

Light Armors

Light armors are the most common form of armor in the world (next to a shield) as a balance between protection and mobility.

They typically protect the torso and often the upper arms and/or thighs with a skirt.

 

Generic Light Armor

200-300 sp

+5 to TN to be Hit

+5 Encumbrance to all Athletics and Stealth rolls

 

Greaves & Vambraces

100 sp

+2 to TN to be Hit

+1 Encumbrance to all Athletics and Stealth rolls

Can be worn with most Armor types.

If worn with armor that Encumbers Agility or Reflex, then this Encumbrance adds to it.

 

Partial Armor

100 sp

+3 to TN to be Hit

NO Encumbrance

 

Jazerant

100 sp

+5 to TN to be Hit
+2 Encumbrance to all Athletics and Stealth rolls
Any weapon that reduces armor may take 2 Raises to smash the armor open.

 

Light Chain Shirt

200 sp

+5 to TN to be Hit

+0 to TN to be Hit vs piercing weapons

+3 Encumbrance to all Athletics and Stealth rolls

 

Metal Cuirass

400 sp

+5 to TN to be Hit

+3 Encumbrance to all Athletics and Stealth rolls

 

Lorica Segmentata

700 sp (if you can find it for sale)

+5 to TN to be Hit

+3 Encumbrance to all Stealth rolls

 

Heavy Chain Shirt

700 sp (if you can find it for sale)

+7 to TN to be Hit

+2 to TN to be Hit vs piercing weapons

+5 Encumbrance to all rolls using Agility or Reflex

 

 

Medium Armor

An Uncommon armor type due to the skill and cost required to craft it.

These armors are very difficult to find for purchase.

 

Chain Mail

1,000 sp (if you can find it for sale)

+10 to TN to be Hit

+7 to TN to be Hit vs piercing weapons

+2 Carapace vs Sword and Knife weapons

+5 Encumbrance to all rolls using Agility or Reflex

 

Riding Armor

1,500 sp (if you can find it for sale)

+14 to TN to be Hit (Mounted)

+8  to TN to be Hit (On foot)

+5 Encumbrance to all skill rolls involving Agility or Reflexes (On Foot)

 

 

Heavy Armor

The rarest forms for armor in the world due to the cost, skill, time and materials required, but also due to it's Encumbrance.

Still, some (mostly Dwaur) find the protection worth the drawbacks.

These armors are incredibly difficult to find for purchase.

 

Generic Heavy Armor

2,000-3,000 sp

+10 to TN to be Hit

+5 Encumbrance to all skill rolls involving Agility or Reflexes

 

Half Plate & Chain

2,000 sp (if you can find it for sale)

+10 to TN to be Hit

4 Carapace vs Knife, Sword and Spear weapons

+10 Encumbrance to all rolls using Agility or Reflex

 

Dwaur Plate & Chain

5,000 sp (if you can find it for sale)

+10 to TN to be Hit

6 Carapace vs Knife, Sword and Spear weapons

+5 Encumbrance to all rolls using Agility or Reflex

 

Dwaur Full Plate

10,000 sp (if you can find it for sale)

+15 to TN to be Hit

7 Carapace vs Knife, Sword and Spear weapons

+10 Encumbrance to all rolls using Agility or Reflex

 

 

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Weapons

 

There weapons represent average versions of a wide range of designs.

 

 

- - - Knife - - -

Knife - 2 sp

1k1
Grants 1 Free Raise to conceal with Slight of Hand.

Knives can be drawn as a free action.
 

 

- - - Sword - - -

 

Wooden Practice Sword - 3 sp - A common practice weapon.

2k1

Armor is doubled or +5 (whichever is less).

You must drop your highest damage die.

 

 

Short Sword  - 15 sp - The most common sword in the world.

2k2

 

 

Calvary Sword  - 30 sp - Used by mounted troops, especially the Orekhovo.

2k2

 

 

Bastard Sword - 25 sp  (if you can find it for sale) - Favored by Northmen

2k2 (1h) / 3k2 (2h)

 

Longsword (2h) - 50 sp (if you can find it for sale) - Uncommon, but used to some degree by most races/nations in some form.

3k2
 

 

Scimitar - 100 sp (if you can find it for sale) - 

4k2

 

Greatsword (2h) - 125 sp (if you can find it for sale) - A rare weapon, occasionally found in use by Northmen or Lykans

1k4

Minimum Strength 3

Ignores 3 armor/Carapace
 

 

Sidhe Battle-Blade (2h) - 500  sp (if you can find it for sale) - A long, slightly heavier sword blade (24"-27") with an extremely long grip (24"-30").

4k2

Grants +1k0 to Initiative roll for the first round

Counters the +5 TN to be hit bonus an opponent gains from being mounted.

 

 

Dwaur Hammerblade (2h) - 500 sp (if you can find it for sale) - A massive, vaguely chisel-shaped greatsword (cannot be used to thrust).

3k3

Ignores 5 armor/Carapace

Minimum Strength & Stamina 3

 

 

 

- - - Hafted - - -
 

Hand Axe (1h) - 10 sp - A one handed axe. One of the most common weapons in the world.

1k2

Ignores 1 point Armor

 

 

Battle Axe (2h) - 35 sp - A large, 2 handed axe used by several races/nations. A favorite of Northmen..

3k2
Ignores 3 points Armor/Carapace

Minimum Strength 2

 

 

Dwaur War-Axe (2h) - 300 sp (if you can find it for sale)

2k3
Ignores 5 points Armor/Carapace

Minimum Strength 3

 

 

Mace or Hammer (1h) - 20 sp - A common, 1 handed hammer or mace.

1k2

Ignores 2 Armor

 

 

Heavy Club or Hammer (2h) - 60 sp - Large, 2 handed weapon. Heavy clubs (often studded) are common to the Lykans and Orekhovo. Heavy hammers are sometimes used by Northmen

2k2

Minimum Strength 2

Ignores 3 Armor/Carapace

 

 

Warhammer (2h) - 125 sp - A massive, 2 handed hammer occasionally use by Northmen.

3k2
Minimum Strength 3.
Ignores 5
Armor/Carapace

 

 

Dwaur Battlehammer (2h) - 500 sp (if you can find it for sale) - A massive hammer with a pick on the back.

1k3 (hammer)

Ignores 5 Armor/Carapace.

1k2 (pick)

Ignores 10 Armor/Carapace.
Minimum Strength 3 to use regardless of attack.
 

 

 

- - - Staff - - -

 

 

Staff - 5 sp - A simple staff, a common weapon.

0k2

Armor is doubled or +5 (whichever is less)

Grants 1 free raise on knockdown attempts

May add your Staff skill to your TN to be hit vs melee.

If skilled, grants an additional +5 to your TN to be hit when in Full Defense

 

 

Small Club - 2 sp - A simple club or plain fighting stick roughly 2'-3' long.

0k2

Armor is doubled or +5 (whichever is less)

Clubs can be used with the Hafted or Staff skill.

If skilled you suffer no penalties for wielding 2 small clubs. However both clubs are always used to make a single attack at 1k3 damage

 

 

 

- - - Spear - - -

 

 

Javelin - 3 sp - A typical javelin. One of the most common ranged weapons. It can be stabbed with or thrown.

0k2  (melee or thrown)
Can be thrown to a maximum of 50 feet.

Beyond 30 feet the weapon's damage rating drops to 0k1.

At 50' you must drop the highest damage die as well.

 

 

Pilum - 10 sp (if you can find it for sale) - A javelin used by the Praetean Legions. Designed so the short metal shaft just behind the point bends on impact, ensuring it is not thrown back.

1k3 (thrown only)

Can be thrown 30'

If the pilum hits armor or shield it weighs it down until it is removed. The requires an action and a Strength or Agility roll vs TN 15.

Until removed the target moves as if his Water ring were 1 lower.

Upon impact the tip bends making it worthless to throw back.

 

 

Spear - 15 sp - A common spear. It can be stabbed with or thrown.

2k2

1k2 (thrown up to 30')

Grants +1k0 to Initiative roll for the first round

You may add your Spear skill to your TN to be hit vs Melee

Counters the +5 TN to be hit bonus an opponent gains from being mounted.

 

 

Sidhe Straight Spear - 300 sp (if you can find it for sale) - A spear with a long, straight blade (think "yari") not really intended to be thrown. (7'-8' shaft + 12"-18" blade).

4k2

Ignores 3 Armor/Carapace.
Grants +1k0 to Initiative roll for the first round
Counters the +5 TN to be hit bonus an opponent gains from being mounted.

 

 

 

- - - Slings - - -

 

 

Sling - 3 sp - A common ranged weapon used to throw small stones..
2k2
75'
Beyond 30 feet the weapon's damage rating drops to 0k2.

At 50' you must drop the highest damage die as well.

 

 

Staff Sling - 15 sp - An improvement on the sling, attaching it to the end of a short pool for more leverage.
3k2
100'
Beyond 50 feet the weapon's damage rating drops to 1k2.

At 90' you must drop the highest damage die as well.

 

 

 

- - - Bows - - -

 

Bows have a minimum and maximum Strength, expressed as (minimum) / (maximum)
When calculating damage from a bow, use the archer's Strength or the bow's Strength (whichever is lower) and add it do the arrow's damage dicepool.

An archer may aim. Each round spent aiming grants the archer 1 Free Raise on the attack roll.
The archer may aim for a number of rounds equal to his Archery skill.
The archer's base TN to be hit drops to 5 (+ armor) in any round that is spent aiming.
 
 
Hand Bow - 15 sp - A small, often collapsible bow.
Strength 1/1
100'
Armor/Carapace penetration is half (rounded down).

Past half range it gains no armor/Carapace penetration and you must drop the highest damage die.

 

Short Bow - 30 sp - The most common of bows. Often used for hunting of smaller game.
Strength 1/2
100'
+5 to TNs if used from Horseback

 

Composite Bow - 50 sp (if you can find it for sale) - A marked improvement on the short bow. Slightly larger, but with better range and damage.
Strength 1/2
200'

+2 to damage total.

+7 to TNs if used from Horseback


Horsebow - 120 sp (if you can find it for sale) - A composite bow designed for use form horseback. Works equally well on foot. Common among the Orekhovo.
Strength 1/3
200'
+1k0 damage

 

Composite Longbow - 80 sp (if you can find it for sale) -  The longest rang bow one can typically find, though fairly rare.
Strength 2/3
400'

+1k0 damage
+10 to TNs if used from Horseback

 

Sidhe Warbow - 500 sp (if you can find it for sale) - A strange, multi-stringed bow rarely seen outside of the Sidhe lands.
Strength 1/3
300'
+2k0 damage

+5 to TNs if used from Horseback

 

Dwaur Light Crossbow - 700 sp (if you can find it for sale) - A new innovation of the Dwaur, often used by their Thunder Ram Charioteer teams.
4k2
200'

Ignores 10 Armor/Carapace

Penetration drops by 3 at 50' and again for every 50' thereafter 
+5 to TNs if used from Horseback

It takes 3 actions to load with a Strength + Crossbow roll, TN 10. Each raise reduces the time required by one action, to a minimum of 1 action.

Uses it's own bilt ammunition and cannot use any arrow types.

 

 

Dwaur Heavy Crossbow - 1,200 sp (if you can find it for sale) - A new innovation of the Dwaur, rarely used for anything other than Keep defense..
6k2
300'

Ignores 15 Armor/Carapace

Penetration drops by 3 at 60' and again for every 60' thereafter 
+15 to TNs if used from Horseback and cannot be reloaded while mounted.

It takes 5 actions to load with a Strength + Crossbow roll, TN 15. Each raise reduces the time required by one action, to a minimum of 1 action.

 

 

- - - Arrows - - -

 

Standard Arrow  -  6 per sp

2k2

 

Armor Piercer  -  3 per sp

0k2
Ignores 3 points of Armor/Carapace for every damage die added from bow.

 

Flesh-Ripper -  2 per sp

3k3 
Target's Armor/Carapace is DOUBLED vs this arrow.
If the target's Carapace is 11 or higher, ignore the arrow completely.

 

Rope Cutter -  1 per sp

1k1 
This arrow grants 1 Free Raise for shots like cutting ropes.

 

Signal Arrow -  1 per sp

0k1 
On the battlefield this ammo grants a Free Raise for all Battle rolls involving movement or organization of troops.
 

 

 

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Examples of Item Qualities:

 

Most things made by man are of Average Quality.

 

Poor Quality is usually due to hurried construction, lack of skilled craftsmanship, sub-standard materials used manufacturing or a lack of maintenance (causing the item to decline in Quality).

 

The some armies do things like using scores of poor quality (and therefore much cheaper) arrows. Quantity and cost, not quality, is more important to many when an army is using hundreds if not thousands of arrows in a battle.

 

Bandits, peasants and nomads often have items of Average to Poor Quality.

 

Animals have a Quality Level, reflective of breeding, training and care.

 

 

The only Quality level above Average generally seen in any significant quantity is Fine Quality.

 

 

 

Item Quality List

 

Poor: x1/2 price / -1 Upgrade Points

 

Average: x1 price / 0 Upgrade Points

 

Fine: x5 price / 1 Upgrade Points

 

Excellent: x10 price / 2 Upgrade Points

 

Exceptional: x15 price / 3 Upgrade Points

 

Exquisite: x20 price / 4 Upgrade Points

 

Superb: x35 price / 5 Upgrade Points

 

Superior: x50 price / 6 Upgrade Points

 

Legendary: Priceless / 7+ Upgrade Points

 

 

So a short sword (15 sp) of Fine Quality (x5) would cost 75 sp and would have 1 point to purchase a benefit with. A truly Fine blade.

 

A short sword (15 sp) of Exquisite Quality (x20) would cost 300 sp and would have 4 points to purchase benefits with. An Exquisite weapon indeed!

 

 

 

Examples of Benefits and Point Costs. You can always come to me with other ideas.

 

1 point:

+1k0 to damage

+1k0 to appropriate skill when used

+1 or +2 TN to be hit (depending on armor, shield type and possibly for clothing)

Water resistant

Does not tarnish or fade

Small hidden pocket

 

2 points:          

+0k1 to damage

+0k1 to appropriate skill when used

+1k0 to Initiative

Negate heavy armor penalty

+3 to +5 TN to be hit (depending on armor, shield type and possibly for clothing)

Edge does not dull

Waterproof

Large hidden pocket

 

3 points:           

+1k1 to damage

+1k1 to appropriate skill when used

+7 TN to be hit (for armor or possibly clothing)

Unbreakable (essentially)

 

4 points:

+10 TN to be hit (for armor or possibly clothing)

+0k1 to initiative

 

Varies:             

Extravagant Ornamentation

 

Half Cost:         

Advantages and Disadvantages for animals. The other bonuses above still be purchased for animals.

 

For example,

 

A well-trained (Fine) Horse might give a +1k0 to Riding rolls to represent how well trained and accepting of a rider it is.

 

A large and well-trained (Excellent) horse might give a +1k0 to Riding and possess the Large advantage (as advantages cost half for animals using Upgrade Points)

 

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Goods & Services

 

The items and services listed here are average prices. The price can vary based on season, location and other factors.

 

All items listed are of Average quality, unless otherwise specified. For higher or lower quality items, adjust prices accordingly.

 

 

 

Food

All of the meals described below are full meals capable of at least sustaining a character for a full day.

 

Simple Meal: 3 cp
A simple meal consists of cheese, bread, and fruit when in season. This type of meal emphasizes quantity over quality.

Average Meal: 1 sp

The average meal includes fatty meat, bread, cheese, fruit in season, and a few mugs of average wine/ale to wash it down.

Good Meal: 3 sp
A good meal includes fine fish or lean meat, vegetables, three or more types of bread, a bowl of soup, and a few mugs of good wine/ale. Dessert may or may not be included, depending on the establishment.

Sumptuous Feast: 50 sp
A sumptuous feast includes at least nine courses, including appetizers, soup, wine/ale-tasting with various breads, salad, wine/ale-tasting with different cheeses, a shared entree, a personal entree, wine/ale-tasting with nuts, and dessert. Fine Wine or dwaur stout is served throughout the meal, a different variety for each course, with at least three varieties served during each wine/ale-tasting.

 

 

Rations

 

Trail Rations

Jerky, nuts, & dried fruit.

- 1 day: 3 sp

- 5 days: 10 sp

 

Dwaur Stone Rations

Dried subterranean plants and fungi with a texture and consistency near that of gravel. They taste awful to any but Dwaur (and the Lykans surprisingly like the crunch) and keep incredibly well.

If you eat only stone rations all day, your Stamina is considered one higher for the purposes of healing the next day. After 5 days eating nothing else, you must make a Willpower test to keep eating them.

For lykans, the TN is 5. For dwaur , the TN is 10. For orekhovo, ni-dwaur and humans, the TN is 15. For sidhe and dain-sidhe, the TN is 20. The TN goes up by +1 for each 5 days thereafter.

- 5 days: 25 sp

 

Orekhovo Spiced Jerky

A type of spicy, flavorful jerky made by the Orekhovo with moderate to severe 'heat'. They use it to help them make it through long ride and it does not spoil to speak of.

If you eat only this jerky all day, your TN to resist fatigue is lowered by 5, and you TNs for Seduction and other similar social rolls with non-Orekhovo are 5 higher (10 higher if dealing with a Lykan).

- 1 day: 6 sp

- 5 days: 30 sp

 

Sidhe Wayfare

A small biscuit with bits of an unknown fruit inside, made by the Sidhe and used to sustain themselves on long journeys. One biscuit will sustain a Sidhe for a day (the equivalent of a full day's food and water ration). Most other races require 2-3 biscuits per day to sustain them. They do not seem to spoil and weigh very little. It is virtually impossible to obtain outside of the Sidhe Courts (originating in Torren) and even then it is usually not sold to other races. Sidhe will often split a biscuit at a meal among guests at a table as a sign of .

- 1 day: 3-10 sp

- 5 days: 10-30 sp

 

 

Drinks
Wine is the most common alcoholic drink in Known World. it is the Praetean standard, and they are quite skilled at it's production. After wine, the next most common drink is ale. Beers of any sort are considered more 'barbaric' by Praetean standards and is typically consumed by other nations, some Praetean Provinces and on the border regions of the Praetean Imperium. To the north, honey mead is more popular as the favored drink of the Northmen, while the Dwaur favor their own dark stout. The Sidhe in general favor a light, sparkling wine, though each court has it's own native favorites as well. The Orekhovo enjoy the drinks of most peoples, due to their nomadic nature, but also produce a drink (a mixture of beer and coffee) called Uuchlaaripivo. In Ruskovian settlements, a clear spirit called Whadka is commonly consumed.

 

Various spirits are produced by some kingdoms and races as well, but they are less common.

 

Prices also vary, ranging from a few copper pieces for a mug to a king’s ransom for the best vintages.

 

Wine/Ale/Mead
- Mug: 5 cp

- Bottle or small cask: 2 sp

 

Dwaur Stout

- Mug: 3 sp

- Small Cask: 15 sp

 

Sidhe Sparkling Wine

- Glass: 6 sp
- Bottle 30 sp

 

Uuchlaaripivo

- Mug: 2 sp

- Small Cask: 12 sp

 

Whadka

- Glass: 6 sp
- Bottle 30 sp

 

Lodging

Nearly all towns and cities offer lodging of varying quality. The most typical lodging houses are described below. Prices are listed on the Goods and Services Table.

Flophouse
Flophouses are the most inexpensive lodging available. These facilities are basically large, common rooms where characters roll up in their own blankets and sleep on the floor. Flophouses offer no services of any kind.

- Common room, no bed: 1 cp

Cheap Inn

Cheap inns offer both public and private rooms. Public rooms have one large bed which can accommodate several people. A private room contains a single occupancy bed. Cheap inns usually offer simple and average meals, and average ale and wine.

- Public Room, one large bed: 5 cp
- Private Room, one bed: 1 sp

Good Inn
These inns offer higher quality accommodations than cheap inns, but also cost more. They offer only private rooms, some of which come with private baths. Good inns offer all types of food and drink, from simple meals to sumptuous feasts.

- Private Room, one bed: 3 sp
- - as above, with bath: 5 sp

 

Guild Inns

Guild inns are run by the merchant guilds, who originally built these facilities to house traveling guild members. Over the years, many have begun to serve other travelers, who have ready coin.

Most rooms at these inns have security locks, resistant to lock picking.

- Room, with bed and bath: 8 sp
- - with security lock: +4 sp

 

Luxury Inn
Luxury inns exist only in larger towns and cities. The staff at these establishments pay attention to details and try to fulfill any reasonable customer request.

Some have magical amenities such as ever-cool mugs, ever-warm plates, ever-dry towels, ever-warm beds, etc. All rooms have security locks, resistant to lock picking.

For nervous travelers carrying valuables, luxury inns feature safes and safe deposit boxes.

- Room, with bed and bath: 25 sp
- - with magical amenities: +15 sp
- - - with private valet: +30 sp + tips

 

 

 

Clothing

 

Package Deals

You can buy a full suit of clothes for less than the cost of the pieces. The package deals are:

 

Peasant Garb:

- Tunic or plain shirt & plain breeches, belt, sandals; 11 cp.

- Or plain dress, belt, & sandals, 25 cp.

 

Traveler's Garb:

- Wool cloak, plain brooch, sandals or soft boots, belt, Tunic or plain shirt & plain breeches: 8 sp.

- - with linen robe or plain dress instead of Tunic/shirt & breeches: 9 sp.

 

Wealthy Traveler's Garb:

- Riding boots, sandals, fine hat, belt, silk or satin lined cloak, three embroidered tunics or three patterned shirts with 1 pair of guild breeches or two patterned dresses: 40 sp.

- - with two embroidered robes instead of tunics/shirts/breeches/dresses: 50 sp.

 

 

Belt: 5 cp

 

Sandals: 2 cp

 

Boots, Soft (walking): 1 sp

 

Boots, Riding: 4 sp

 

Boots, Mountain: 8 sp

 

 

Tunic: 4 cp

 

Shirt, Plain: 2 cp

 

Shirt, Patterned: 1 sp

 

Shirt, Silk: 45 sp

 

Toga: 5 sp

 

 

Breeches, Plain: 4cp sp

 

Breeches, Merchant's: 1 sp

 

Breeches, Guild: 7 sp

 

 

Embroidered Robe: 5 sp

 

Sidhe Robe or Dress: 80 sp.

These extraordinarily fine and beautiful garments are only made by sidhe and are their preferred attire. Mostly worn by Sidhe and a few humans. Despite denials of magical properties, it is often said that they never drape properly on the orekhovo or dwaur. They are often additionally enchanted for the Sidhe with some of 'The Evers', often ever-clean, ever warm, ever-cool.

 

 

Dress, Plain: 2 sp

 

Dress, Patterned: 7 sp

 

Dress, Embroidered: 22 sp

 

Dress, Satin: 100 sp

 

 

Jacket, Wool: 12 sp

 

Scarf: 5 sp

 

 

Hat, Felt or Straw (the Farmer Brown): 4 cp

 

Hat, Woolen Cap: 8cp

 

Hat: 2 sp

 

 

Gloves, Leather: 2 sp

 

 

Pin: 1 sp

 

Brooch, Plain: 2 sp

 

Brooch, Ornamental: 12 sp

 

Brooch, Silver: 15 sp

 

Brooch, Gold: 120 sp

 

Cloak, Wool: 5 sp

 

Cloak, Fur-trimmed: 50 sp

 

 

 

Adventuring Gear

 

Package Deals

 

Adventurer's Kit:

- Backpack, bedroll, flint & steel, torch, waterskin, large sack: 15 sp

- - With Small Tent: The tent sleeps two: 40 sp.

 

Fishing Kit: 20 sp
- 10 Fish Hooks, Fishing Net, Fishing Rod, Bait Jar

 

Writing Kit: 25 sp
- Quill Pen, Writing Ink, 10 Sheets of Parchment or Paper, 2 Candles, 10 Pieces of Chalk

 

Other Items:

 

Artisan's Tools:

  - Carving: 15 sp

  - Sculpting: 30 sp

  - Painting: 45 sp

  - Embroidery/Sewing: 25 sp

  - Musical Instrument: 5 sp

 

Thief's picks and tools: 100 sp, 1 lbs.

 

Map or scroll case: 1 sp

 

Paper or parchment (per sheet) 1 sp

 

Writing Ink, 1 vial: 10 sp,

 

Chalk, 5 pcs: 3 cp

 

Chalk, Firefly: 12 sp per stick.

Chalk is enchanted to be faintly luminescent.

 

Healer's Kit: 75 sp

Contains bandages, salves, ointments, for 3 treatments.

 

Healer Kit Refill: 50 sp

 

 

Belt Pouch: 8 cp

 

Sack, small: 1 sp

 

Sack, Large: 2 sp

 

Backpack: 5 sp

 

 

 

Bedroll: 5 sp

 

Blanket: 15 sp

 

Tent: 30 sp

This is a 2 man pup tent.

 

Rope, 10 feet: 8 sp

This rope is fairly heavy hemp, about 3/4 inch in diameter.

 

Rope, 25 feet: 15 sp

 

Rope, 50 feet: 25 sp

 

Chain, light (per 10 feet): 10 sp

 

Chain, heavy (per 10 feet): 50 sp

 

Grappling Hook: 10 sp

 

Piton: 1sp

 

 

Flint & Steel: 1 sp, 1 lbs

 

Candles, 2: 7cp, 1/2 lbs

 

Torch: 5cp, 1 lbs

 

 

Fish Hook: 1cp

 

Fish Net (15 sq feet): 15 sp

 

Pot, Iron: 20 sp, 5 lbs

 

Water/Wine Skin: 2 sp

 

 

 

Magical Healing Aids and Potions

 

Healing takes time. However, many magical healing aids do help you recover wounds faster (if you can find them for purchase).

 

The body does not well-tolerate drinking a number of potions greater than your Earth Ring in a single day. Magical salves count against this total as well.

 

 

Minor Potion of Recovery: 30 sp/dose

Grants a +4 bonus when you next determine your wounds healed naturally for the day.

 

Potion of Recovery: 50 sp/dose

Grants a +8 bonus when you next determine your wounds healed naturally for the day.

 

Minor Healing Potion: 100 sp/dose

Drinking this will heal one entire Wound Rank immediately.

 

Lesser Healing Potion: 300 sp/dose

Drinking this will heal two entire Wound Ranks immediately.

 

Greater Healing Potion: 500 sp/dose

Drinking this will heal three entire Wound Ranks immediately.

 

Superior Healing Potion: 1,000 sp/dose

Drinking this will heal four entire Wound Ranks immediately.

 

Any of the above potions in salve form: (Price) x1.5

A salve need not be drunk and can therefore be applied to the unconscious/dying more easily.

 

Salve of Wound Closure: 100 sp/dose

Using this salve closes all wounds, stopping any further damage from bleeding/lack of treatment.

 

 

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Money

 

Coins may vary in shape, size and design from nation to nation, but they all contain the same amount of precious metals thanks to the Sidhe, who worked long and hard to get everybody on the same coinage which has greatly helped with trade. In certain remote areas the coins of another nation might be devalued slightly, but if so, not by much.

 

The Bit is small copper wedge (usually with 10 wedges forming a copper piece likes slices of a pie) and the smallest coinage. Bits are generally used for tiny purchases and are most often seen in the hands of children or the poor in any quantity.

 

The Copper Piece is used for small purchases, such as a piece of fruit.

 

The Silver Piece is the most common coin and is used for most transactions.

 

The Gold Piece is used primarily by merchants and trading houses where large sums of money change hands or for larger purchases (generally 100 sp or more) where carrying hundreds of silver pieces is not practical.

 

Some larger coins do exist, but are rarely seen outside of the hands of the wealthiest Merchant Guilds and kingdom's treasuries..

 

The major exception is the Lykans. They have adopted a form of coinage they wear, called hackmetal, in the form of crude, spiraling bracelets made of precious metals. When one must pay, they remove the bracelet and hack off a piece of the precious metal of appropriate value. After a short time all the little bits are melted back down and formed into a new hackmetal bracelet. The Praeteans are not sure if it is worn by the Lykans as a means of displaying one's wealth, or if it is simply an aesthetic choice.

 

Coinage works on a 1 to 10 ratio.

 

1 gp =10 sp = 100 cp = 1,000 bits

 

 

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