CRUCIBLE GAME GUIDE

Transcription

CRUCIBLE GAME GUIDE
CRUCIBLE GAME GUIDE
GAMMA RELEASE
The Gamma release of the Crucible Game Guide should be just about everything a participant needs to create a character and engage in the
Chronicle. Additional setting material can be found in the Crucible Codex that will help with working out backstories and the nature of the
greater setting.
Some feedback is still welcome as we polish this document, though we will not be making any major changes to the structure of the ruleset, and
will focus our efforts on streamlining and tweaking existing material.
Artwork or photography to embed within this document would also be appreciated.
Feedback can be emailed to [email protected]
CONTENTS
Page
Chronicle Participation
2
Characters4
Abilities6
Combat Abilities
Professional Abilities
Arcane Abilities
Knoweldges
Flaws
6
7
10
11
12
Game Calls
14
Concepts & States of Being
17
Magic20
Alchemy24
Crafting & Enchanting
26
Resources27
Currency & Equipment
28
Downtime30
1
CHRONICLE PARTICIPATION
The Chronicle
Crucible is intended to be a 3-year Live-Action Roleplaying Chronicle consisting of seven Chapters, each with a weekend Chapter game and a
variable number of day games in between. The Chapter games are to be held in Auckland, though the day games are hoped to be held in multiple
centres, including at least Auckland, Wellington, and Hamilton.
The theme of the Chronicle is one of adventure, exploration, faction loyalty, colonial conflict, and arcane mysteries. Though there is intended to be
a noticeable theme of dark fantasy within the setting, elements that in particular may disturb participants are either to be optional participation or
not to be portrayed within the Chronicle. For more details, please consult the Crucible Welfare Guide.
Participation in the Chronicle is restricted to those 16 years or older, except where a parent or guardian is present and taking care of one who is
underage.
Information on the Crucible Chronicle can be found on the website at www.cruciblelarp.com
Gamemaster Team
The overall command of and decision making in regard to Crucible is through a team of Gamemasters
(GM) that act as the absolute authorities on any matters that occur in relation to the Chronicle. The
members of the Gamemaster team are listed on the website.
Quartermaster - This important Out-of-Character role will be filled by either a Gamemaster or a
senior crewperson, and will be an important point of contact for characters with special abilities or
with equipment requests or returns. They will be located at a set point at each Chapter event, and at
some Day events.
Faction Representatives - Each player and NPC faction will have an Out-of-Character representative
that between games and during any Chronicle events will act as a contact point for the GM team and
the players belonging to that faction, or in the case of crew, those who have a preferred NPC faction.
The names of these representatives are listed on the website.
Participation - Players
As a player in the Chronicle, a participant is expected to select from one of the six player factions (on the following page) with which their character
will be aligned, and then develop their character and their backstory in a way that will work in well with the other players in their faction. All the
necessary information to create a player character can be found within this document, though additional setting information can be found in the
Crucible Codex, and there are many more spells, artefacts, lost knowledge, and special abilities awaiting discovery within the Chronicle.
An appropriate character is one that has a set of traits and abilities purchased with
a player’s starting Experience Points, a selection of spells and knowledges purchased
with Gnosis Points (where appropriate), a selection of key equipment purchased with
starting wealth in sunshards (ss), and a backstory document that describes to us who
the character is. While it is up to a participant to decide how much of a backstory they
provide us with, if this amounts to over two pages worth of writing, participants are
asked to provide a summary of no more than a page that the GM team can review
with haste when necessary.
To submit a character and their backstory, players are required to create it as a Google
Document, and share it with [email protected] (with edit permission). The
document should be titled ‘Crucible - [Character Name] - [Player Name]’. This will
allow the GM team to review and keep track of the character, even as you update it
over the course of the Chronicle.
Participation - Crew
As a crewperson, a participant will play a variety of roles over a game as specified by the GM team. The purpose of these roles is to provide challenges
for the players to try to overcome, while enriching the world with NPC characters and making it feel like as much of a living, breathing environment
as is possible.
To allow the GM team to focus on the task of running the storyline, a system of
badges has been implemented in the Chronicle which crew can be rewarded with
if they meet the criteria. These allow a crewperson to lead scenes, generate plot, use
special abilities, and finish off fallen foes without the need to obtain specific sign-off
from the GMs.
In the Chronicle there is some capacity for crew participants to possess selfgenerated characters belonging to the NPC factions and notable characters from
the backstories of the player factions. Their appearance in the Chronicle games will
be dependant on the number of crew that have signed on and appear at an event.
To create and submit such a character, the same process as the players use should
be followed, though ‘NPC’ should be added in brackets after the Character Name in
the title of the Google document.
For more information, please consult the Crucible NPC Guide on the website.
2
Alteraan
Grown prosperous through an industrial revolution built in part on a foundation of resource exploitation and lower class
labour, most Alteraanians ignore the mutterings of druids and peasants about the smog that clouds the skies. They are instead
quite comfortable with the status that their industrial advancement has given them amongst the Five Realms, and that they
are assuredly richest of the kingdoms.
To be a noble, either in parliament or not, is through mercantile aptitude or careful social climbing, providing you can also
watch out for all the knives aimed for your back. For the rest of the Alteraanian society, daily life is centred around working
a steady job that will put food on the table with the most common dream being owning land.
Alteraanians typically wear reds and purples with gold accents. Leonine or laurel motifs figure heavily and armour or jewellery are the most usual
displays of wealth.
Dra’zhar
The largest of the Five Realms, the Dra’zhar are a nomadic, communal, self-sufficient society. Ruled over by Khans, who
can be men or women, and unified under a supreme Il-Khan, an individual’s worth to their tribe is based on what they can
contribute to their family and community, as a fighter, producer of food and through household tasks - regardless of gender.
Exporting only when there is an excess, they trade in horses, alchemical mixtures, and aetherstones, and are careful to reserve
anything their tribe can make use of.
No other army has defeated the Dra’zhar in large-scale warfare on the open plains, in part because Dra’zhar tribes are always
ready to move on, and to fight. Though the Dra’zhar are famous for their horseback troops, the foot troops are equally fearsome.
Light, comfortable, and durable clothing in browns and reds with copper accents is the standard, with thick leather being the most common form
of armour. Horse or geometric motifs are popular, and trophies are a sign of nobility or significance.
Korashur
Korashur is a magocracy in which those who study or practise magic are seen as innately superior to those who do not and
the most powerful lead the realm. Korashur maintains the largest slave population in the Five Realms, a resource it uses to
support much of its society.
In Korashur one’s gender is irrelevant; the strength of an individual’s will is all that distinguishes them from others. Those
who can understand and wield the mysteries of the arcane arts are elevated above all others, and those who fail the state are
the lowest of the low.
The common colours in Korashuran dress are purples and blues with silver accents, with draconic or elemental motifs. Nobles and mages invest
resources into enhancing their staves, wands, or other magical foci (or other magical items if the person is not a mage), and mages frequently have
tattoos of arcane glyphs which they will display at any opportunity as signs of their prowess.
Sachsenheim
The people of Sachsenheim are proud and resilient, equally capable of wielding a sword, a plough, or a ship’s tiller, with a
culture that deeply honours their ancestry and the courage and capability of the individual. Of recent lament is the occupation
of Northern Sachsenheim by Alteraan in the wake of the last Crown War. Though the peace accord struck with their northern
neighbours has effectively ceded it to their control, many Sachsens are anxious to reclaim it as soon as the opportunity
presents itself.
The common colours in Sachsen dress are blues and whites with bronze accents, and eagle or runic motifs figure heavily
in ornate outfits. The most common items that a noble or person of renown will invest resources into enhancing are their
weapons.
The general style of dress is fairly consistent from upper to lower classes, with sturdy leggings and a comfortable shirt covered by a tunic or dress
being the base outfit. Various leather belts, baldrics, bracers, and breastplates often worn for functional and aesthetic purposes, commonly embossed
with ancestral designs. Armour for battle is commonly chainmail, though those with fewer resources or those who skirmish tend to prefer leathers.
Valeria
The Empire of Valeria is renowned across the Five Realms and beyond as a land of virtue and righteousness, as well as a place
of enigmatic rituals and arrogant knights. Valerians are a people devout in their belief in the goddess Chiera as the divine
protector. The poor are given food and shelter even when they cannot afford it themselves, while any with means will give a
share of what they have to the church.
Women in Valeria are held in high regard and it is the duty of a man to respect and protect and obey women to the utmost of
his ability. Valeria is ruled by an Empress, considered to be the avatar of Chiera and through whom the Goddess’ will is done.
The wearing of Masques within Valerian society is a prominent ritual engaged in by nobles and peasants alike. Reflecting the
need in life to put a role and its responsibilities ahead of someone’s personality, the wearing of a mask stylised in some way to the role being carried
out can be anything as simple as one that just surrounds the eyes, to a full face mask and hood.
Valerian colours are whites and greens with gold accents, with gryphon or solar motifs in ornate outfits, which involve a lot of frills and decoration.
Heavily ornamented masks are the main show of wealth and importance.
The Hounds
Descended from an ancient order of mage-knights, the Hounds are a hardened mix of vengeful hunters, pardoned criminals,
and mystic archivists. Members rise through the ranks from the harsh life of a rank-and-file initiate to the even harsher life of
a Witcher, and fulfill duties ranging from the hunting of monsters to fostering diplomacy and peace between the Five Realms.
After training, initiates will go through severe testing in order to become Witchers. Made chemically sterile, Witchers can
never truly lay down their weapons and turn to a new life; the blood in their veins, the years of training, and the fear of normal
citizens means that once a Witcher, always a Witcher.
Their common dress colours are black or brown, though other colours and accents will be included by Hounds working to
be accepted in particular realms.
3
CHARACTERS
STARTING CHARACTERS
Each new player starts the Chronicle with 30 Experience Points (XP) to spend on Traits, a Path, and/or Abilities. This total and any additional XP
gained through the course of the Chronicle will be carried over in the event of a player choosing to make a new character after an existing one
perishes or is retired.
TRAITS
A character possesses five core traits that form the basis for derived traits like Health and Mana, and determine which abilities they can acquire.
These traits are Power, Finesse, Fortitude, Will and Wits. Each character starts with a score of 1 in each trait, and 2 additional points to distribute
amongst them as they see fit. The derived traits are calculated as follows: Health is the character’s Fortitude plus 2, and if they are a Spellcaster, they
also possess Mana, which is equal to 2 times their Will.
Any additional points beyond this cost 5 XP. The maximum each of these traits can go to is 4. Additional trait points may be purchased over the
course of the Chronicle. PATHS
The paths are optional classes of characters with a collection of trait bonuses and discounted abilities appropriate to their theme. A Fighter for
instance is able to use almost any weapon or piece of armour they wish, and a Druid is adept at foraging and creating elixirs.
They cost 20 XP each, can only be purchased at Character Creation, and only one can be purchased for each character. Optional skill selections are
distinguished by being divided by a ‘/’, and a player may select one of the two for their character. Though any character may possess an ability from
a path without meeting the prerequisites, to use any such abilities, the character still need to possess the necessary trait levels as specified by the
ability and any prerequisite abilities.
Fighter
A warrior, trained in the military arts since youth and
at the front line of any conflict.
Paladin
A warrior who also has some grasp of the art of
spellcasting.
+1 Power & +1 Will
x1 Weapon Ability
Novice Spellcaster
Spellslinger
x1 Weapon Ability / Weapon Channelling
Armour Fitness Adept / High Mage
Keen Intellect / Resilient
+1 Power & +1 Fortitude
x2 Weapon Abilities
Resilient
x1 Weapon Ability / Shield Adept
Adept Armour Fitness / 2-Handed Weapon Control
Stalwart / Weapon Focus
Mage
One practised in the art of spellcasting, and
knowledgeable about the arcane world.
Druid
A guardian of the wilds, versed in survival
and magic.
+1 Will & +1 Wits
Novice Spellcaster
Adept Spellcaster
Mana Reservoir / Warmage
College Mage / Spellslinger
Scholar / Novice Forager
Countermagic / Ritualist
+1 Fortitude & +1 Will
Novice Alchemist
Novice Forager
Resilient / Scholar
Novice Spellcaster / Adept Forager
Novice Hunter / Spellslinger
Adept Physician / Hardy
Bard
A consummate communicator; perhaps a diplomat,
storyteller, or musician.
Ranger
A scout, skilled at tracking, hunting, and
fighting.
+1 Wits & +1 Finesse
Novice Merchant
Small Weapon Adept
Hidden Blade
Stealth / Social Network
Novice Pickpocketing / Scholar
Backstab / Danger Sense
+1 Power & +1 Wits
x1 Weapon Ability
Novice Hunter
Novice Archery / Hamstring
Hunting Adept / Craftsman
Stealth / Scout
Easy Heal / Scrounger
Tinker
A skilled crafter, particularly with weapons
and armor.
Wanderer
A resourceful jack-of-all-trades, but a master of
none.
+1 Finesse & +1 Fortitude
Craftsman
Armourer / Scrounger
Artisan / Trapper
Novice Merchant / Scholar
Prospector / Novice Spellcaster
Puzzler / Novice Alchemist
+1 Wits & +1 Fortitude
20 XP to spend on Abilities
Discount on any Novice level abilities (-1 XP cost)
Penalty on any Expert level abilities (+2 XP cost)
4
ABILITIES
These are skills and advantages that characters may possess that enhance what they
can do. Each ability has its own XP cost, and the acquisition of new abilities occurs
during the Downtime.
All characters by default start with the abilities of Weaponry, Novice Armour Fitness,
Novice Shield, Novice Physician, and Literate for free. Like Path abilities, if the
character does not possess the necessary prerequisites, they still possess the ability,
but cannot use it until they meet the prerequisites.
CHARACTER DEVELOPMENT
Experience Points (XP) - Used to build a character and add additional abilities to
their repertoire, XP is allocated to the participant rather than a specific character. It
is earned by players and crew in equal measure, and will persist over the course of the
Chronicle. On top of the 30 XP a participant starts the Chronicle with, additional XP
can be gained through possession of select Flaws, and through ongoing attendance
at Chronicle events.
A participant will gain 5 XP per Chapter Game and 2 XP for participating in one or more day games within a Chapter.
Gnosis Points (GP) - Representing knowledge of the arcane and knowledge of the world, GP can be used to acquire spells, alchemical formulae, and
other special knowledge. It is also used to imbue enchanted artefacts. All characters by default start with their Wits x 5 in GP, and gain their Wits x
2 in GP each Chapter.
Equipment Points (EP) - Representing generic material in the game environment, EP can be obtained primarily through looting. EP can be traded
for currency in-game, or used in the downtime for equipment or the construction of faction structures.
Currency (ss) - A character will start the game with 1,000 sunshards (ss) of currency to spend on particular pieces of equipment and special items,
and will earn at least 100ss each Chapter. For more details on currency and equipment, please read the Equipment chapter of this guide.
Updates to characters are handled during the downtime through the shared Google character document, or by sending an updated character
document via email that is the complete text with any changes since the last version highlighted (if added) or struck-out (if removed).
DOWNTIME
Between each Chapter game there are 2 downtime phases. In each of these phases a player participant has the option of carrying out up to 3 actions
to hopefully improve the position of their faction and their own character. For those that do not choose to submit such actions, the default action is
Labouring at the location of the Faction Base.
Exploration - The character explores a section of the island in an active manner, hoping to find foes, treasure or mysteries.
Patrolling - The character defends a section of the island in a passive manner, guarding it against hostile intent and strengthening the faction.
Labouring - The character puts their skills to use harvesting and/or processing resources for the benefit of their faction.
Each part of the island will have a risk level that may change over the course of the Chronicle. Carrying
out an action in a part of the island will mean that a random roll is made by the Gamemaster team to
determine the outcome of the action. To determine success or failure, the traits and abilities possessed by
each character provide a hidden cumulative Combat Prowess, Arcane Prowess and Skillful Prowess. These
scores are compared to the outcome of the roll, and success, failure or an effective tie will each deliver
different outcomes.
The outcome of an action will be conveyed to a player in a simple format that indicates the nature of the
encounter, and the benefits or drawbacks that came out of it. The specific nature of the encounter will be up
to the player to determine, and should be taken as an opportunity for personal story development.
Note that in situations where multiple characters from the same faction carry out an action in the same part
of the island, Prowess bonuses will be added to the players’ scores, improving each other player’s outcomes.
FACTION COMMAND
Each of the player factions will have an overall Faction Commander who is expected to lead their forces in their expedition. This role is one that is
not tied to XP, and will need to be maintained by roleplaying. With the exception of the Hounds, each Faction Commander has the ability during
the Downtime to carry out special actions using the NPC resources of their faction.
Each of the four functions below can be held on to or delegated by the Faction Commander to other players.
Warmaster
The Faction Commander or delegate can deploy NPC troops to locations to Guard, Assault, or Capture territory. Player characters
carrying out actions in parts of the island to which troops are sent will have a significant effect on the performance of the troops.
Spymaster
The Faction Commander or delegate gains additional information on events within their faction and on the island during the
Downtime.
Governor
The Faction Commander or delegate can devote Faction Resources to the development of the Faction Stronghold or territories.
Paymaster
The Faction Commander or delegate is in charge of the Faction Treasury. This includes arranging and paying Faction members
to complete tasks, sourcing income, arranging and issuing loans to Faction businesses, and if the Faction does so, paying Faction
members a weekly stipend.
More information on Faction Command and the various abilities can be found later in this document in the Downtime section.
5
ABILITIES
Berserker
XP Cost: 3 (Adept)
Prerequisites: Fortitude 3
If already engaged in combat, you gain +5HP until the end of the
Encounter, but if you are reduced to 0HP before the end of the Encounter
you are automatically DEAD. You are also Immune to FEAR until the
end of the Encounter, and you cannot cast spells or perform actions that
would require focused attention.
COMBAT ABILITIES
Weaponry
XP Cost: FREE (Novice)
Prerequisites: None
Use of any melee weapon. Each deals 1 point of damage.
Small Weapons, Adept
XP Cost: 3 (Adept)
Prerequisites: Weaponry, Finesse 2
Adept with Small Weapons (< 50cm) - BLEED 1/Encounter. This ability
counts as a Weapon Skill.
Weapon Focus
XP Cost: 4 (Adept)
Prerequisites: 1 Weapon Skill, Will 2
1/Encounter you may gain an additional use of a power related to a
Weapon skill that you possess that you have already used.
Small Weapons, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Small Weapons, Finesse 3
Expert with Small Weapons (< 50cm) - SLOW 1/Encounter. This ability
counts as a Weapon Skill.
Weaponmaster
XP Cost: 5 (Expert)
Prerequisites: 5 Weapon skills (at least one at Expert level)
You gain 1 additional use of a 1/Encounter power related to each
Weapon skill you possess, and you can double the number of skilled
shots you can make with Archery.
Swords, Adept XP Cost: 3 (Adept)
Prerequisites: Weaponry, Power 2
Adept with Swords - STUN 1/Encounter. This ability counts as a
Weapon Skill.
Archery, Novice
XP Cost: 3 (Novice)
Prerequisites: None
You can use a bow or crossbow. This ability counts as a Weapon Skill.
Swords, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Swords, Finesse 2
Expert with Swords - +1 AP per sword you are wielding (up to 2 in this
manner). This ability counts as a Weapon Skill.
Archery, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Archery, Finesse 2
Can perform a skilled shot 2/Encounter. This ability counts as a Weapon
Skill.
Axes, Adept XP Cost: 3 (Adept)
Prerequisites: Weaponry, Power 2
Adept with Axes - +2 damage 1/Encounter. This ability counts as a
Weapon Skill.
Archery, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Archery
Can perform a skilled shot 4/Encounter. This ability counts as a Weapon
Skill.
Axes, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Axes
Expert with Axes - SHIELD BREAK 1/Encounter. This ability counts as
a Weapon Skill.
Blunt Weapons, Adept XP Cost: 3 (Adept)
Prerequisites: Weaponry, Power 2
Adept with Maces/Hammers - CRIPPLE 1/Encounter. This ability
counts as a Weapon Skill.
Blunt Weapons, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Blunt Weapons, Power 4, Fortitude 2
Expert with Maces/Hammers - LETHAL 1/Encounter. This ability
counts as a Weapon Skill.
Polearms, Adept XP Cost: 3 (Adept)
Prerequisites: Weaponry
Adept with Spears/Glaives - KNOCKBACK 1/Encounter when a target
is close enough to you that you cannot swing the polearm at them. This
ability counts as a Weapon Skill.
Polearms, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Polearm, Power 2
Expert with Spears/Glaives - PIN 1/Encounter. This ability counts as a
Weapon Skill.
2-Handed Weapon Control
XP Cost: 4 (Adept)
Prerequisites: Power 2
Weapons you use over 110cm in length do +1 damage when you wield
them two-handed. Staves do not gain this bonus damage.
Crippling Shot
Prerequisites: Power 2, Adept Archery
CRIPPLE target with a skilled shot.
XP Cost: 2 (Adept)
Penetrating Shot
Prerequisites: Power 3, Adept Archery
LETHAL target with a skilled shot 1/Encounter.
XP Cost: 3 (Expert)
Staggering Shot
Prerequisites: Power 3, Adept Archery
KNOCKBACK target with a skilled shot.
XP Cost: 2 (Adept)
Bleeding Shot
Prerequisites: Finesse 3, Adept Archery
BLEED target with a skilled shot.
XP Cost: 2 (Adept)
Resilient
Prerequisites: Fortitude 2
You have an extra point of Health.
Powerful
XP Cost: 8 (Expert)
Prerequisites: Power 4
+1 damage on all melee and thrown weapon strikes. This is a Might
bonus and does not stack with any other Might bonuses.
XP Cost: 3 (Novice)
Stalwart
XP Cost: 4 (Adept)
Prerequisites: Resilient
You have an extra point of Health, and 1/Encounter can RESIST a
CRIPPLE or BLEED effect.
Sundering Strike
XP Cost: 3 (Adept)
Prerequisites: Power 3, 2-Handed Weapon Control
1/Encounter ARMOUR BREAK or SHIELD BREAK with a 2-Handed
Weapon.
6
Indomitable
XP Cost: 5 (Expert)
Prerequisites: Fortitude 3, Stalwart
You have an extra point of Health, and 1/Encounter can RESIST an
AGONY effect.
Easy Heal
XP Cost: 2 (Novice)
Prerequisites: None
Any source of healing on you restores an additional +1 HP.
Strong Skull
Prerequisites: Resilient
Only STUNNED when affected by SLEEP.
Time Periods
Abilities, calls and other aspects of the game often have times
associated with them. These include:
XP Cost: 3 (Expert)
Encounter: This is a narratively appropriate period of time as in
a movie or television scene, roughly approximate to 20 minutes if
there are no appropriate cues. Examples include a combat until the
foes are vanquished or leave the field and no chase is given, or trial
of a murderer until the final judgement has been given.
Stoic
XP Cost: 4 (Expert)
Prerequisites: Fortitude 4, Will 4
1/Watch if you suffer a FINISHING BLOW or DEATH effect, you return
at 1HP at the end of the Encounter.
Hardy
Prerequisites: Resilient
RESIST Poison/Disease 1/Encounter.
Watch: A day is divided into 4 watches, 7am-1pm, 1pm-7pm, 7pm1am, and 1am-7am.
Day: A day time period is from 7am tile 7am the next day.
XP Cost: 3 (Adept)
Chapter: This is the period from the start of a weekend Chapter
game to the start of the subsequent weekend Chapter game.
Shield, Novice
XP Cost: FREE (Novice)
Prerequisites: Power 2
You can use a small shield (<80cm diameter) to absorb weapon strikes
without taking damage.
Bleeding Strike
Prerequisites: Finesse 3
BLEED target 1/Encounter with a melee strike .
Shield, Adept
XP Cost: 3 (Adept)
Prerequisites: Fortitude 2, Novice Shield
You can wield a large shield (80-130cm in diameter). While wielding a
shield, RESIST SHIELD BREAK 1/Encounter.
Knife Thrower
XP Cost: 2 (Novice)
Prerequisites: Finesse 3
Can call BLEED, CRIPPLE and use Backstab with a thrown weapon, if
the abilities are possessed through other skills.
Shield, Expert
XP Cost: 3 (Expert)
Prerequisites: Power 3, Fortitude 3, Adept Shield
While wielding a shield, STUN 1/Encounter (Do not actually shield
bash anyone).
Armour Fitness, Novice
Prerequisites: Power 2
Armour can grant up to 2 AP.
XP Cost: 3 (Novice)
Backstab
XP Cost: 4 (Adept)
Prerequisites: Finesse 2, Small Weapon Adept
Add finesse to damage with a short weapon melee attack 1/target.
Target(s) must be Off-Guard and attacked from behind.
XP Cost: FREE (Novice)
Assassinate
XP Cost: 4 (Expert)
Prerequisites: Finesse 3, Backstab
LETHAL 1/Encounter. Off-Guard target is immediately reduced by a
melee strike to 0 HP and Dying.
Armour Fitness, Adept
XP Cost: 4 (Adept)
Prerequisites: Fortitude 2, Novice Armour Fitness
Armour can grant up to 4 AP.
XP Cost: 4 (Expert)
Silent Killer
XP Cost: 2 (Novice)
Prerequisites: Finesse 3, Wits 2
If using a small weapon you can whisper FINISHING BLOW or
LETHAL to the target (rather than call it).
Hamstring XP Cost: 3 (Novice)
Prerequisites: Finesse 2
CRIPPLE opponent’s leg 1/Encounter with melee strike .
Quick Kill
XP Cost: 2 (Expert)
Prerequisites: Assassinate
LETHAL actions only allow targets 1 minute of Dying before Death
ensues. Note that this will need to be specified to any targets it is used
on.
Armour Fitness, Expert
Prerequisites: Power 3, Adept Armour Fitness
Armour can grant up to 6 AP.
Subdue
XP Cost: 3 (Novice)
Prerequisites: Finesse 2
Attacks on unaware targets with a sap inflict SLEEP, in addition to 1
point of damage.
Poison Master
XP Cost: 4 (Expert)
Prerequisites: Finesse 4, Wits 2
When a poison elixir is applied to a weapon you wield, you may make
the relevant call 3 times before its uses are expended, rather than once
as usual.
Somnophore
XP Cost: 4 (Adept)
Prerequisites: Subdue
A target that you affect with SLEEP through use of a sap can be made to
remain unconscious for the remainder of the Encounter (must specify
to target).
PROFESSIONAL ABILITIES
Hunter, Novice
XP Cost: 3 (Novice)
Prerequisites: Finesse 2
You can gather any of the novice level creature reagents (Green). It takes
2 minutes to harvest a single reagent, and you have to stay within several
metres of the reagent corpse during this time. You may defend yourself
without interruption, but if you leave the area and return you must start
again.
Hunter, Adept
XP Cost: 4 (Adept)
Prerequisites: Wits 2, Novice Hunter
You can gather any of the adept level creature reagents (Yellow). It takes
2 minutes to harvest an adept reagent and 1 minute to harvest a novice
reagent. You can also gather monster trophies (cards).
7
Hunter, Expert
XP Cost: 5 (Expert)
Prerequisites: Finesse 3, Adept Hunter
You can gather any of the expert level creature reagents (Red). It takes 2
minutes to harvest an expert reagent and 1 minute to harvest a novice
or an adept reagent.
Forager, Novice
XP Cost: 3 (Novice)
Prerequisites: Wits 2
You can gather any of the novice level plant/environment reagents
(Green). It takes 2 minutes to harvest a single reagent at a Harvest site
(green cord and marker tied around a tree or feature) and you have to
stay within several metres of the Harvest site or your chosen unmarked
location during this time. You may defend yourself without interruption,
but if you leave the area and return you must start again.
Literate
XP Cost: FREE (Novice)
Prerequisites: None
You can speak, read and write in the Common Tongue. If you are a
Sachsen you can also speak, read and write in the Old Tongue, and if you
are a Dra’zhar you can also speak, read and write in the Bestial Tongue.
Retinue
XP Cost: 5 (Novice)
Prerequisites: None
You gain an additional Downtime action for which you do not personally
suffer ill effects if you fail.
Forager, Adept
XP Cost: 4 (Adept)
Prerequisites: Wits 2, Novice Forager
You can gather any of the adept level plant/environment reagents
(Yellow). It takes 5 minutes to harvest an adept reagent and 1 minute to
harvest a novice reagent.
Notable
XP Cost: 5 (Novice)
Prerequisites: Any two Traits at 3 or higher
You are prominent in some manner and you will be faced with Special
Encounter Challenges at the start of most Chapter games and some Day
games when you report in to the Quartermaster.
Forager, Expert
XP Cost: 5 (Expert)
Prerequisites: Wits 3, Adept Forager
You can gather any of the expert level plant/environment reagents (Red).
It takes 5 minutes to harvest an expert reagent and 1 minute to harvest a
novice or an adept reagent.
Social Network
XP Cost: 5 (Novice)
Prerequisites: Wits 2, Finesse 2
Gain information on other characters. This is taken as exceprts from
their character biographies.
Prospector
XP Cost: 4 (Novice)
Prerequisites: Fortitude 2
You can extract ores from in-game locations, taking 10 minutes per
measure of ore. If you also possess the Powerful ability, the time taken to
extract ore is only 5 minutes.
Informant Network
XP Cost: 4 (Adept)
Prerequisites: Wits 3, Social Network
Can trade information on the actions of other players with the GMs in
exchange for information or resources.
Confidant
XP Cost: 4 (Adept)
Prerequisites: Wits 3, Social Network
You can disclose as many discrete pieces of information as you wish to
the GM team and one or more player characters. The GMs have veto
over any and all pieces of information to be covered by this ability. If
agreed to by the GMs, these pieces of information can never be revealed
by abilities such as Social Network or Informant Network. They can, of
course, be uncovered through in-character investigation. In addition,
other player characters can reveal information to you that with GM
approval can also become protected from information gathering
abilities, though you are free to keep or reveal it as you wish.
Craftsman
XP Cost: 4 (Novice)
Prerequisites: Finesse 2
Can make weapons, armour and other objects, and gains additional
bonuses when trading Equipment Points in to the Quartermaster. You
can also break objects down into Equipment Points. Can repair leather,
bone and fabric armour, and small shields.
Artisan
XP Cost: 3 (Adept)
Prerequisites: Finesse 3, Craftsman
An artisan can craft arcane blanks for use in enchanting and special
rituals.
Armourer
XP Cost: 2 (Adept)
Prerequisites: Power 2, Fortitude 2, Craftsman
Gain further bonuses when trading Equipment Points in to the
Quartermaster. Manufacture or Repair all types of physical armour,
including large shields.
Trapper
Prerequisites: Wits 2
You can lay traps.
Fearless
Prerequisites: Will 3
Immune to FEAR effects.
XP Cost: 4 (Adept)
Rallying Presence
XP Cost: 5 (Expert)
Prerequisites: Will 4, Fearless
Dispel FEAR on any person whom you are able to touch and whose
attention you are able to gain. Characters are Immune to FEAR for the
rest of an Encounter if you appropriately motivate them and as long as
they are within 2 metres of you, and you are still standing.
XP Cost: 3 (Adept)
Merchant, Novice
XP Cost: 3 (Novice)
Prerequisites: Wits 2
Gain an additional 150ss each Chapter. If taken at Chronicle
commencement, your starting wealth is 2,500ss.
Scout
XP Cost: 5 (Novice)
Prerequisites: Wits 3
You gain a fourth personal Downtime action and gain a bonus to the
outcomes. By reporting to the Quartermaster, you may also be given
Scouting Report cards during a game that you can roleplay out when
next in a Wilderness Area.
Merchant, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Merchant, Wits 3
Gain an additional 350ss each Chapter (supercedes Novice Merchant
bonus). If taken at Chronicle commencement, your starting wealth is
5,000ss.
Puzzler
XP Cost: 4 (Adept)
Prerequisites: Wits 3
You can solve puzzles more easily. By reporting to the Quartermaster,
you can be shown samples or hints of puzzles in the Chronicle.
Merchant, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Merchant, Wits 4
Gain an additional 850ss each Chapter (supercedes Adept Merchant
bonus). If taken at Chronicle commencement, your starting wealth is
10,000ss.
Investor
XP Cost: 4 (Adept)
Prerequisites: Merchant, Will 2
You gain an additional variable amount of ss per Chapter, based on your
faction’s Stronghold and outposts.
Black Marketeer
XP Cost: 5 (Novice)
Prerequisites: Adept Merchant
You can trade Equipment Points for Rare Items, and you can access the
Black Market in game via the Quartermaster.
8
Danger Sense
XP Cost: 4 (Novice)
Prerequisites: Wits 3
Players knows what the risk level for an area is when exploring, and have
a chance to avoid the worst outcomes. Pickpocket actions are also less
effective against you. You can always hold onto specified items from an
attempted pickpocket, losing another item of your choice instead, and
you only ever lose half your currency in a container if pickpocketed.
Deductionist
XP Cost: 3 (Novice)
Prerequisites: Wits 3
You are skilled at the art of assessing a scene and determining facts
about it. You will be issued with an OOC guidebook which contains
explanations for Investigation Reference Codes that you may encounter
during gameplay.
Forensic Alchemist
XP Cost: 3 (Adept)
Prerequisites: Deductionist, Novice Alchemist
You gain additional pages for your OOC guidebook that contain
information on clues of an alchemical nature related to Investigation
Reference Codes.
Hypnotism
XP Cost: 4 (Expert)
Prerequisites: Will 2, Wits 3
If engaged in direct conversation with a non-hostile target for at least
two minutes, you can follow up with a CHARM call that allows you
to ask the truth of them or calm them down for the remainder of the
Watch.
Hidden Blade
XP Cost: 2 (Adept)
Prerequisites: Finesse 3, Wits 2
Can keep a very small weapon (<25cm) or an object no larger than your
fist hidden on yourself, marked appropriately with a teal band.
Physician, Novice
XP Cost: FREE (Novice)
Prerequisites: Will 2
You can, through the application of a bandage, provide Medical
Stabilisation to Dying characters. Even without a bandage you can, by
placing both hands on the site of an injury, increase the time it takes for
a character to die to double whatever their death count is presently at for
as long as your hands remain on them. If your hands are removed then
the character must restart their death count at 10 seconds.
Lockpicking, Novice
XP Cost: 3 (Novice)
Prerequisites: Wits 2
Pick simple (Green) locks using a set of thieves tools.
Lockpicking, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Lockpicking
Pick complex (Orange) locks using a set of thieves tools.
Physician Adept
XP Cost: 3 (Adept)
Prerequisites: Wits 2, Novice Physician
By providing medical attention for a minute or more and roleplaying
as you see fit, you can restore 1HP to an injured character, and an
additional 1HP at the start of each Watch unless they are injured again.
It is up to you as the Physician to tell the patient how they are being
treated and how they might behave after recovery.
A character suffering from Aether Sickness can be cured of the effect, or
if still injured, prepared so that magical healing can be used within the
Encounter to restore them without causing Aether Sickness.
You may also, through a minute of medical attention, remove a POISON
effect that is affecting a character. Any POISON you are treating does
not take effect unless your treatment is interrupted.
Lockpicking, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Lockpicking, Wits 3
Pick magical (Purple) locks, though you require special equipment.
Pickpocket, Novice
XP Cost: 3 (Novice)
Prerequisites: Finesse 3
You can attach pegs to the pouch, satchel or backpack of an unaware
character and thieve a specified object, a random object, or some
currency. You can also steal Cache Markers from characters or location
in-game and hand them in to the Quartermaster for rewards.
Pickpocket, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Pickpocket
If successful with a pickpocket attempt, you may take the entire contents
of a pouch, or two items from a satchel or backpack.
Physician, Expert
XP Cost: 4 (Expert)
Prerequisites: Novice Alchemist, Adept Physician
You can, with various items and effects, recover a
recently deceased character, provided they have
not died as the result of an ANNHIALATE effect.
After at least 5 minutes of treatment, you can draw
a token from a Fate Bag, and if it is a success the
character is restored to life, though they are in a
state of Dying. Using a SHOCK effect, an elixir of
Adrenaline, and/or an elixir or spell that restores
HP, each allows you to draw an additional 1 token
at the time of the check. If the success token is
not drawn, the character is indeed dead, and this
ability cannot be used on them again by you or any
other Physician.
An Expert Physician also heals +1 HP with any restoration college
magic that heals HP.
Pickpocket, Expert
Prerequisites: Adept Pickpocket
You can pickpocket while Invisible.
XP Cost: 3 (Expert)
Scrounger
XP Cost: 2 (Novice)
Prerequisites: None
You can take equipment points from NPC’s more quickly - 2 items
per 10 seconds rather than 1. Game resources (spell packets, reagent
pouches) can be traded in for EP outside the GM Control Room.
Stealth
XP Cost: 5 (Novice)
Prerequisites: Finesse 3, Wits 3
Become Invisible 1/Encounter. You must be next to and remain near
of some cover (within about 3 metres and no-one between you and the
cover) while invisible. If you enter an Encounter while Invisible, this
counts as a use of the ability.
Surgeon
XP Cost: 2 (Adept)
Prerequisites: Adept Physician, Finesse 2
You can, through at least a minute of medical attention, remove an
Injury (BLEED, CRIPPLE, and LETHAL) from a character.
One in the Many
XP Cost: 2 (Adept)
Prerequisites: Stealth
You can use your Stealth ability to become invisible while within or
directly next to a group of at least 4 other non-hostile people. This
cannot be used to hide if a hostile target is aware of you before you
attempt to hide.
Pathologist
XP Cost: 2 (Adept)
Prerequisites: Adept Physician, Wits 3
You can, with the right reagents and effects, remove a DISEASE from a
character.
Escape Artist
XP Cost: 3 (Novice)
Prerequisites: Finesse 3, Wits 2
If bonds are not checked, after 5 minutes you count as having slipped
your bonds (non-magical).
Creature Lore
XP Cost: 3 (Expert)
Prerequisites: Adept Hunter / Scholar / Inducted Witcher
OOC guide provided to Creature Glyphs, which will appear on certain
creatures or locations. The guide details weaknesses and other useful
facts.
9
Torturer
XP Cost: 4 (Novice)
Prerequisites: Fortitude 2, Will 2
Inflict AGONY on an incapacitated target for as long as you attend to
them. Use of this skill on a target requires Welfare Consideration prior
to any roleplaying of it.
Sorcerer
XP Cost: 4 (Adept)
Prerequisites: Novice Spellcaster, cannot possess Shaman or High Mage
A sorcerer can call DRAIN 1/Encounter on a wounded or dying target
to obtain 2 Mana, inflicting a point of damage in the process, and in
the case of a stabilised character at 0 Health, putting them back into a
DYING state.
A sorcerer can also substitute human body parts for 3
adept and 3 expert reagents that they have specified.
These are the Eyes, Liver, and Tongue for the adept
reagents, and the Brain, Heart, and Lungs for the
Expert reagents. Before any spell is cast with such
a reagent, 6 tokens must be drawn from a Fate Bag
for a second circle spell, or 4 tokens for a third circle
spell, with a white token indicating success. If the
white token is not drawn, the spells effect backfires
on the caster, and they should interpret the effect in
an obviously negative manner for the caster.
ARCANE ABILITIES
Alchemist, Novice
XP Cost: 4 (Novice)
Prerequisites: Wits 2
You can create Arcqua Vitae bases and Novice Elixirs. You gain an
additional number of Gnosis Points each Chapter equal to your Wits
(this does not stack with Gnosis granted by being a Spellcaster).
Alchemist, Adept
XP Cost: 5 (Adept)
Prerequisites: Novice Alchemist
You can create Arcqua Fortis bases and Adept Elixirs.
Alchemist, Expert
XP Cost: 6 (Expert)
Prerequisites: Wits 3, Adept Alchemist
You can create Arcqua Regia bases and Expert Elixirs.
Mutageneticist
XP Cost: 1 (Expert)
Prerequisites: Finesse 3 / Inducted Witcher, Adept Alchemist
You can create Arcqua Corpus bases and Mutagens.
Enchanter
Prerequisites: Novice Spellcaster, Craftsman
You can craft Enchanted Artefacts.
Spellcaster, Novice
XP Cost: 4 (Novice)
Prerequisites: Will 2
You can cast 1st Circle Spells. You gain an additional number of Gnosis
Points each Chapter equal to your Wits (this does not stack with Gnosis
granted by being an Alchemist).
Spellcaster, Adept
Prerequisites: Novice Spellcaster
You can cast 2nd Circle Spells.
XP Cost: 5 (Adept)
Spellcaster, Expert
Prerequisites: Will 3, Adept Spellcaster
You can cast 3rd Circle Spells.
XP Cost: 6 (Expert)
XP Cost: 3 (Adept)
College Mage, Conjuration
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Conjuration college cost 1 Gnosis Point less to learn
(not retroactive). You can 1/Watch, restore 1 Mana to an assembled
gathering of mages including yourself through a 5 minute ritual casting
at a Place of Power.
College Mage, Divination
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Divination college cost 1 Gnosis Point less to learn
(not retroactive). A caster that possesses this ability will also be issued
with pages for their OOC guidebook which contain information on
properties of Enchanted Artefacts marked by Arcane Reference Codes.
They can consult this book at any time when inspecting an item.
High Mage
XP Cost: 4 (Adept)
Prerequisites: Novice Spellcaster, cannot possess Sorcerer or Shaman
You can choose to add or subtract 1 damage/health/mana from any
damaging/healing/drain spell that you cast. If a spell has an effective
duration less than an encounter, you can choose to double or halve that
duration. If there is an area that is affected by the spell, you can double
or halve that area. You may however, only do two of these modifications
at once. You can also cast 1st circle spells without the need for reagents.
College Mage, Evocation
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Evocation college cost 1 Gnosis Point less to learn (not
retroactive). You can at any time create a minor light (small OOC torch)
at no mana or reagent cost.
Shaman
XP Cost: 4 (Adept)
Prerequisites: Novice Spellcaster, cannot possess Sorcerer or High Mage
At a Place of Power you can affect up to your
Will in additional targets when casting a
spell through Ritual Spellcasting (i.e. Will 3
you to affect up to 4 targets with a spell).
Spells that are cast through Ritual
Spellcasting can be held until a later point
(end of the Watch at the latest) for use
by imbuing their effect into a fetish. A
Shaman can hold up to 3 spells for later
in this manner. The fetish should ideally
incorporate a description of the spell effect
imbued into it, so as to inform the eventual
target about what the effect specifically is.
At a Place or Power, a Shaman can lead a group Ritual Cast (regardless
of the specific spell) to cast a 2nd or 3rd circle spell with a chance of
not needing to expend the necessary reagents, though they must have
still have it in their possession at the time. For a 2nd circle spell at least
2 additional mages are required, and each person pays 1 mana. At the
conclusion of the casting the Shaman must draw from a Fate Bag a
number of tokens equivalent to the number of mages taking part in the
ritual (to a maximum of 5 tokens). For a 3rd circle spell the process is
the same, but the minimum number of additional mages is 5, the mana
cost to each mage is 2, and only 1 token for every 2 mages is drawn
(to a maximum of 5 tokens). If the white token is drawn the spell is
successful, and the reagent is not expended, if not, the spell is still cast
but the reagent is used up. A Shaman may only attempt one 3rd circle
spell in this way per Watch. Note that the Resurrection spell can never
be cast without the use of its necessary reagents.
College Mage, Illusion
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Illusion college cost 1 Gnosis Point less to learn (not
retroactive). While Invisible or Incorporeal, you can cast spells as long
as they do not cause damage or other injury.
College Mage, Necromancy
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Necromancy college cost 1 Gnosis Point less to learn
(not retroactive). You can control a number of raised creatures equal to
your Will.
College Mage, Restoration
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Restoration college cost 1 Gnosis Point less to learn
(not retroactive). You can, at the end of an Encounter, spend 1 mana to
fully heal yourself without suffering Aether Sickness, as long as you are
conscious and not Dying.
College Mage, Transmutation
XP Cost: 3 (Expert)
Prerequisites: Novice Spellcaster, Will 3
Spells from the Transmutation college cost 1 Gnosis Point less to learn
(not retroactive). 1/Encounter you can instantly by touch, repair one
object at the cost of a unit of quartz or iron ore in your possession, that
disintegrates as a result.
Channeller
XP Cost: 2 (Adept)
Prerequisites: Novice Spellcaster
During an Encounter, a channeller can, by paying the mana and any
reagent cost themselves, grant a willing chosen individual the ability to
cast a spell that targets someone else.
10
Warmage
XP Cost: 2 (Adept)
Prerequisites: Adept Spellcaster
You can cast any first circle Warmage spell three times and any second
circle Warmage spell twice for the mana and reagent cost of a single cast
of the spell. Warmage spells are noted as such in their description.
Scholar
XP Cost: 3 (Novice)
Prerequisites: Wits 2
You gain an additional number of Gnosis Points each Chapter equal to
your Wits x2. If your character possesses Alchemist or Spellcaster, you
only gain additional Gnosis Points equal to your Wits, but the Gnosis
cost for learning Mutagen Formulae or Artefact Schematics is reduced
by 1.
Ritualist
XP Cost: 3 (Adept)
Prerequisites: Will 3, Novice Spellcaster
You can cast any spell as a Ritual Cast at a Place of Power, allowing the
spell to be cast on a target within the Place of Power other than yourself.
Teacher
XP Cost: 3 (Expert)
Prerequisites: Wits 3
1/Encounter you can instruct up to three people at once in a lower level
use of a skill you possess without them needing to possess the skill or its
prerequisites. The skills that qualify are Weapon Skills including Archery
(they get 1 use of any skilled shot you possess other than Penetrating
Shot), Shield, Hunter, Forager, Physician, Pickpocket and Alchemist.
If you are Adept or higher at the skill, instructed people count as Novice
if they were unskilled. If you are Expert at the skill, instructed people
may count as Adept if they are a Novice. The effect lasts until the end of
the Encounter. You must roleplay the instructions for one minute prior
to this benefit taking effect.
Countermagic
XP Cost: 3 (Expert)
Prerequisites: Will 3, Adept Spellcaster
You can spend 2 mana to call COUNTERSPELL on the spell of another
caster as it is cast, thereby stopping its effect.
Spellslinger
XP Cost: 3 (Adept)
Prerequisites: Novice Spellcaster
You can cast non-ritual spells with only one hand free, rather than two
as is normally required. If there is a shield or other large object strapped
to your arm, that hand does not count as free.
Keen Intellect
XP Cost: 3 (Novice)
Prerequisites: Wits 2
You gain 2 additional Gnosis Points each Chapter, and a one-off bonus
of 12 GP.
Weapon Channeling
XP Cost: 3 (Adept)
Prerequisites: Spellslinger
You can use weapons and objects longer than a wand to deliver touch
attack spells with a melee strike. You do not require any hands free to use
a spell in this manner, but without a reagent pouch, you must still touch
the reagent before casting.
Mana Reservoir Prerequisites: Novice Spellcaster
Mana total increases by 4.
KNOWLEDGES
(Costs in Gnosis Points)
XP Cost: 2 (Adept)
GM Note: Anything other than Language that is learnt can be shared
with other players, but GP must be spent for them to learn and be able to
use them. Forgotten knowledge can be shared without cost.
Masque
XP Cost: 2 (Novice)
Prerequisites: None
You can meditate for 5 minutes with a Mask of the Twelve (refer to
Enchanted Artefacts section) and then don it to gain its benefits and
drawbacks.
Mutagen Acclimatisation
XP Cost: 2 (Novice)
Prerequisites: None
You can gain the benefit provided by one mutagen at a time. Gain its
positive effects, though your Health is reduced by 1 and you gain an
alchemical branding.
Mutagen Ascendancy
XP Cost: 2 (Adept)
Prerequisites: Mutagen Acclimatisation
You can gain the benefits provided by up to two mutagens at a time.
Gain their positive effects, though your Health is reduced by a further 1
and you gain a minor derangement.
Mutagen Apotheosis
XP Cost: 2 (Expert)
Prerequisites: Mutagen Ascendancy
You can gain the benefits provided by up to three mutagens at a time.
Gain their positive effects, though your Health is reduced by a further 1
and you gain a permanently Blighted injury.
Inducted Witcher
Prerequisites: Hound Faction
You do not suffer from Mutagen Toxicity
effects while under the effect of Mutagens.
You can gain the benefit provided by one
mutagen at a time and this stacks with other
mutagen abilities. POISON effects take 2
minutes to take effect rather than 1 minute.
You can RESIST Disease 1/Encounter and,
even if infected, you can ignore one of the
required components for the necessary
cure. You are however completely sterile and
cannot sire or bear children.
1st Circle Spell
Prerequisites: Novice Spellcaster
You learn a 1st circle spell.
GP Cost: 2
2nd Circle Spell
Prerequisites: Adept Spellcaster
You learn a 2nd circle spell.
GP Cost: 4
3rd Circle Spell
Prerequisites: Expert Spellcaster
You learn a 3rd circle spell.
GP Cost: 6
Novice Elixir Recipe
Prerequisites: Novice Alchemist
You learn a novice elixir recipe.
GP Cost: 2
Adept Elixir Recipe
Prerequisites: Adept Alchemist
You learn an adept elixir recipe.
GP Cost: 4
Expert Elixir Recipe
Prerequisites: Expert Alchemist
You learn an expert elixir recipe.
GP Cost: 6
Language
GP Cost: 10
Prerequisites: Literate
You can read and write one of the uncommon tongues of Aluvian, Old
Tongue, Bestial, Vythran, High Runic, Draconic, or Aethereal.
XP Cost: 3 (Expert)
Forgotten History Fragment
GP Cost: 6
Prerequisites: None
You gain understanding of a piece of forgotten knowledge.
Mutagen Formulae
Prerequisites: Adept Alchemist
You learn the the recipe for an alchemical mutagen.
GP Cost: 5
Artefact Schematic
GP Cost: 5
Prerequisites: Enchanter
You understand how to imbue an item with arcane energy to create a
particular artefact.
Alchemical Homeostasis
XP Cost: 2 (Adept)
Prerequisites: Inducted Witcher
You become Immune to DISEASE and Aether Sickness.
11
FLAWS
A character may possess up to two flaws, which may be selected only
at character creation. Possession of a flaw grants additional trait points,
or advantages (and disadvantages) that cannot be acquired through
other means. These are expected to be acted out during the course of
gameplay.
Elder
A lifetime of experience has taught you much (+8 XP), but you are
now not as sprightly or resilient as you once were. Your HP is reduced
by 1 and your Dying time is only ever 2 minutes at the most. You are
expected to act appropriately for your age, as excessive stress may bring
about ‘undesirable’ outcomes at the discretion of the GMs team.
Necrophobia
Though well versed in the ways of the world (+3 XP), you are terrified
when faced with the Undead. When faced with one (or more) you
cannot advance, only retreat.
Dumb as an Ox
You possess +1 Power, though cannot resist any Mental Effects. You are
also illiterate. You start with only Wits x 2 in GP and gain only your Wits
score in GP each Chapter. You cannot take any ability to increase GP.
Daemonophobia
Though well versed in the ways of the world (+3 XP), you are terrified
when faced with Demons. When faced with one (or more) you cannot
advance, only retreat.
Sensitive Hulk
You possess +1 Fortitude, though FEAR effects always last at least until
the end of the Encounter.
Agrizoophobia
Though well versed in the ways of the world (+3 XP), you are terrified
when faced with Bestials. When faced with one (or more) you cannot
advance, only retreat.
Too Smart to Die
You possess +1 Wits, though as soon as you take a point of damage (to
HP or AP) you cannot attack or cast magic that targets others, only
defend youself. Lasts until the end of the Encounter.
Crippled by the Gods
A past adventure left you with profound experience (+4 XP), but
permanently crippled one of your limbs or left you blind. Try as you
might, you cannot be healed mundanely or magically of this injury.
Delicate Physique
You possess +1 Finesse, but each time you take a point of damage you
are CRIPPLED in the limb that is hit (ignore this effect if you are hit on
the same limb multiple times).
Grizzled Addict
A hard life has given you much experience (+4 XP), but you must
consume a chosen drug for at least two out of the four Watches per
Day, otherwise until you consume it and for at least the remainder of
the Watch afterwards, you fall under the effect of a major derangement
linked to the addiction.
Unburdened Morality
You possess +1 Will, but you are Soulless.
Daimon
You have made a particularly horrid
pact with an aetheric entity for its
favour. In exchange for 3 wishes
provided by the entity, your soul is
pledged to them and an uncertain fate
awaits you after death. In addition,
if you possess and use a Fate Bag
for spellcasting, you must add and
additional 3 black tokens to your Fate
Bag, bringing the total to 12 black
and 1 white token. Every time you
fail a Fate Bag draw when involved
in casting a spell, make a note of this.
When you have accumulated 8 such
failures, report to the GMs.
The Voices in my Head
You can never gain a benefit from abilities, spells or items that would
otherwise allow you to RESIST the effects of a CHARM or DOMINATE
call, but any CHARM and DOMINATE effects only ever last for 1
minute at the most.
Fortunate Fool
You always start a Chapter game without any currency, only equipment
that you previously possessed, though items of significance have a habit
of turning up in your possession.
Arcane Savant
The Gnosis Point cost to learn any spell or enchanted artefact schematic
is reduced by 1, though all spells that you cast must be done as rituals.
Perpetual Student
You cannot cast 3rd circle spells or create expert elixirs. In addition, if
you take part in any group Ritual Cast, you do not contribute toward the
drawing of additional tokens. Your lengthy tutelage means that spells
and elixirs cost 1 less GP to learn (to a minimum of 1). You cannot also
possess ‘Spellbook Scholar’.
I am Invincible
You are blighted with a form of incurable leprosy and though Immune
to AGONY, cannot feel when you are bleeding or damaged and each
time you take a point of damage you count as having acquired the
BLEED effect.
Spellbook Scholar
To cast any spell more powerful than a cantrip, you must refer to a
spellbook. Your studious practice though means that the cost to learn
any spell is reduced by 1 Gnosis Point (to a minimum of 1). You cannot
also possess ‘Perpetual Student’.
12
Power flows through you
When you wear physical armour you become unable to cast any spells
for the rest of the Watch, but you can regain 2 mana 1/Encounter if you
meditate for at least 5 minutes.
HIDDEN ABILITIES
Touched by the Wildlings
You can see Invisible things, but whenever you are under the effect of a
spell of any duration, you count as being CONFUSED.
In addition to the abilities and flaws listed in this section, there are
additional ones present in the Chronicle that may become apparent to
participants as the storyline progresses.
Touch of Death
You possess the ability to inflict 1 damage every 10 seconds to a touched
target. You cannot however, possess any level of Physician, cannot brew
healing potions, and healing spells you cast restore one fewer HP than
normal.
Aether Shadow
You cannot cast spells or gain benefit from magic that is cast on you or
from elixirs that you consume. You are also completely unaffected by
mutagens. The up-side is that any effects delivered via spell packets or
point attacks only last 10 seconds, unless they deal damage or an instant
effect (like CRIPPLE or LETHAL), in which case you are affected as
normal.
Terminal Fate
Death follows in your footsteps (+5 XP), and each time you take a point
of damage you need to receive medical stabilisation or at the End of
Encounter you count as Dying.
Marked for Death
Damned by the gods, got on the wrong side of the assassins guild, and
betrayed a vengeful ex-lover, et cetera, et cetera (+10 XP). Either way,
you are doomed. NPC crew will be made aware that you are ‘Marked
for Death’ and are at liberty to promptly kill you if given the chance.
This is not a flaw for the faint-hearted. You cannot also possess ‘Special
Snowflake’ or ‘The Darkest Past’.
Special Snowflake
You’re the one true hero of this
Chronicle, the offspring of a god,
and champion of the downtrodden,
et cetera, et cetera (+6 XP).
Whatever the reason, everything
seems to revolve around you.
NPC crew will be made aware that
you are a ‘Special Snowflake’ and
are at liberty to come to you and
mercilessly beg your assistance for
the most inane of troubles. There
will be little respite. This is not
a flaw for the faint-hearted. You
cannot also possess ‘The Darkest
Past’ or ‘Marked for Death’.
The Darkest Past
Tragically, your family have all been murdered, your lover left you at the
altar, and your lands have been completely overrun by tuskjaws with you
as the last survivor, et cetera, et cetera (+6 XP). Nobody has a darker past
than you. NPC crew will be made aware that you have ‘The Darkest Past’
and are at liberty to inundate you with angst whenever appropriate, and
you are never immune to Night Watch encounters. Your sleeping place
must be reported to the GMs at the start of a Chapter game, and you
should expect to be disturbed while you attempt to sleep. This is not a
flaw for the faint-hearted. You cannot also possess ‘Special Snowflake’ or
‘Marked for Death’.
GM Note: In building a character, you should not take any of these last
three flaws because your character is a hero or they have a dark past. These
are flaws meant to allow participants to create characters that will in all
likelihood only last a short while, as the unbridled force of the GMs and
crew bear down on the player. This does not mean that you get special
personal plot or anything actually positive out of these flaws, but hey, the
additional XP is something, right?
13
GAME CALLS
BLAST (Modifier) Instant Effect
An attack that deals damage or an effect all targets within 5 metres of
the caster. The user should call “BLAST 3” or “BLAST PARALYSE” for
example, and perform a suitable action (such as throwing both arms out
to the side).
Game calls are simple utterances that are intended to be used to convey
an effect or mechanic quickly and simply when there is no practical
way to physically represent it. It should be noted that though these calls
exist to assist with consistency and diversity of effects, good roleplaying
should always come before mechanics, and players and crew alike
are encouraged to look for ways to improve the immersiveness of an
encounter beyond the use of mechanics such as calls.
BLEED
This represents a wound at a critical
location that deteriorating faster than
magical healing can counteract it. Healing
spells and potions as well as Regeneration
abilities are rendered useless until medical
attention has been applied and the BLEED
effect is removed.
If a target still possesses any AP, the strike
must land on part of the target not covered
by leather or metal armour to take effect. If
it strikes armour instead it is automatically
resisted.
When using calls, chaining of words should be kept to a minimum, and
the following rules should apply:
•
<Modifier><Damage/Effect><Duration> is the desired order
of words in a call. This is not an absolute rule, but rather a
recommendation to improve consistency.
•
One cannot do a Damage call and an Effect call at the same time.
Only Modifier calls can be chained with Damage or Effect calls.
•
One cannot call two Effects at the same time.
•
The default Duration for most calls is 1 minute with the exception
of the FREEZE call, and any effects that are delivered by POISON.
Any durations different to this must be called by the user.
•
There ideally should be some delay between calls to help targets
process what effects they have been subjected to and how they
might react.
BLIND 1 Minute Duration
Target cannot see. Player are allowed to keep eyes open for safety
purposes, but roleplay accordingly and act as though one cannot see
anything (thousand mile stare).
TWO / THREE / FOUR etc.
Instant Effect
Whether through a weapon attack, a magic spell
or some other effect, damage above the default or
done in unusual circumstances should be called
by saying ‘two damage’ or ‘two’ for example.
The default is that all melee and thrown weapon
strikes do one point of damage, arrows do three
points of damage, and that spell packets do none
(although the spells they deliever may well do
additional damage).
Only calls in this list that are marked with
(Modifier) should be combined with a multiple
damage calls.
GM Note: It should be noted that there are those that prefer to use the
terms “Double” or “Triple” for instance in place of numbers. While we
would encourage participants to adopt numbers instead, these alternate
terms are also acceptable.
CHARM Mental Effect, Watch Duration
Target believes that the source of the effect is a close and trusted friend
until the end of the Watch. They will take action to assist the source
according to their nature until the end of the effect, though they will
not take any action that directly harms themselves or one of their other
friends.
The target is not bound to follow the caster, and can always choose to
leave their presence. Any harmful act by the caster against the target
breaks the effect.
CONFUSE Mental Effect, 1 Minute Duration
Target becomes confused. If threatened (in combat or not) they will
wildly lash out with their weapons (though cannot use special abilities)
at targets around them. If unthreatened they will have difficulty
processing information (up to target to roleplay).
COUNTERSPELL
Instant Effect
Hold up palm of hand and call “Counterspell” against a spell effect just
cast, where you are either near to the caster, or you are within 5 metres of
the target (or the target yourself). The spell fails to take effect completely.
No reagents are expended by the caster of the countered spell, but they
still lose the mana for the spell. They cannot attempt to cast the spell
again for 1 minute.
Note that you cannot COUNTERSPELL a COUNTERSPELL.
AGONY 1 Minute Duration
A target affected by agony is Incapacitated as their body is wracked with
immense pain. They cannot effectively focus on their surrounding or
take any action except to writhe around and perhaps lash out (without
causing damage) to those around them.
BLIGHT(Modifier) Instant Effect
If struck by a blighted blow, any damage taken that Encounter cannot
be healed by normal means until the BLIGHT effect is removed. If the
blighted attack is another form of injury (like CRIPPLE or BLIND), it
is indefinite and cannot be healed by normal means until the BLIGHT
effect of that specific injury is removed.
ANNIHILATE
Instant Effect
A variant on FINISHING BLOW or DEATH that has the same effect,
but has greater ramifications for the character. The nature of this will
become apparent in the Chronicle.
ARMOUR BREAK Instant Effect
Armour is broken and cannot regenerate Armour Points until repaired.
It provides no AP while broken.
BANISH Instant Effect
Target spirit is instantly returned to its home plane. No effect on mortal
creatures.
Injury, Indefinite Duration
14
CRIPPLE Injury, Indefinite Duration
A limb hit by a crippling attack is rendered useless until healed. If the
torso (includes the front and back of the shoulder) is hit by such an
attack, the target gets to choose which limb is affected. Arms are unable
to hold anything heavy (like longswords or shields), and if a leg is
crippled the target is forced to move with a significant limp. If both legs
are crippled, the target collapses to the ground, though is still able to
crawl if they so choose.
DEATH
Target is instantly killed (they do not bleed out).
KNOCKBACK Instant Effect
Target is forced to move away at least 3 metres from source of the
KNOCKBACK effect and spend a few seconds recovering before joining
any combat again.
Instant Effect
DISEASE
Injury, Indefinite Duration
Target becomes infected with a Disease. Unless otherwise specified, this
is akin to a bad cold that reduces their HP by 1 (to a minimum of 1) and
leaves them feeling unwell.
LETHAL
Injury, Indefinite Duration
This represents a wound at a critical location that is deteriorating faster
than magical healing can counteract it. If the target is struck in the torso
(includes the front and back of the shoulder) with the effect, the target is
immediately reduced to 0 HP and is Dying. Healing spells and potions as
well as regenerative abilities are rendered useless until medical attention
has been given and the LETHAL effect is removed.
DISINTEGRATE Instant Effect
Target is instantly turned to ash, though their spirit lingers. A
disintegrated target becomes an invisible spirit until they decide to
pass on or they are fortunate enough to be ritually reconstituted. Note:
This effect might at times be represented by the flash of a bright green
spotlight.
MUTE 1 Minute Duration
Target cannot speak. This does not by default stop a spellcaster from
casting their magic, and the afflicted target can still use calls to represent
the effects of their actions.
DOMINATE Mental Effect, Encounter Duration
Similar to Charm, but can be used against hostile targets. Target believes
that the source of the effect is a close and trusted master until the end
of the Encounter. They will take action to help and defend the source
until the end of the effect, and they can take action that directly harms
themselves (like stabbing themselves).
DRAIN Target loses 1 HP, unless more is specified such
as ‘Drain 2’. Depending on the source of the
ability the user might gain those drained HP as
their own to heal or use for some other purpose.
Drain can also be called to indicate mana drain,
in which case the user would specify ‘Drain 2
Mana’.
Lastly it can represent soul drain, in which case
it is ‘Drain Soul’, rendering the target Soulless.
PARALYSE 1 Minute Duration
Target is frozen in place and counts as Incapacitated.
PIN Indefinite Duration
Target cannot move from the spot while the object pinning them is
against them, though they can still act. They cannot push the object
away (too heavy or it is embedded in them) and if a third party pulls it
away during combat the target takes the damage of the weapon again,
which should be called by the wielder of the pinning object.
Instant Effect
POISON (Modifier) Injury
Poison is an effect modifier that must be
said before the actual effect it is inflicting,
such as ‘Poison Sleep’. This indicates that
the effect will not begin until 1 minute (up
to the target to track) after the call is made,
but will last until the end of the Encounter
(or it kills the target in the case of some
lethal poisons).
If a target still possesses any AP, the strike
must land on part of the target not covered
by leather or metal armour to take effect. If
it strikes armour instead it is automatically
resisted. One cannot call multiple damage
as part of a POISON attack.
GM Note: It might be useful for a user to call ‘Poison (x) in one minute’
to make it clear to the target that the effect does not strike them down
immediately.
FEAR Mental Effect, 1 Minute Duration
Target is forced to run away and/or hide from the caster.
FREEZE
10 Second Duration
Call “Freeze” and then by default 10 seconds later “Resume” A short
time-out call for use in slowing combat down rather than stopping it
completely. All in the vicinity should stop what they are doing as though
paralysed while the caller may (depending on the source of the ability)
take some other actions during the count of the call.
FRENZY Mental Effect, 1 Minute Duration
Target goes into a frenzy and attacks the the nearest obvious threat to
them.
FINISHING BLOW Instant Effect
Also sometimes uttered as “KILLING BLOW”, this call is used by players
and NPCs alike to indicate when a target has been definitively killed.
The target must be Incapacitated and the user
must make a clearly appropriate action like
motioning cutting a head off, along with a
clear call that those in the immediate vicinity
can hear.
Characters can still die by succumbing to
their injuries or in dramatic scenes where it
is obvious they will not survive (like having
their head chopped off), and this call is
primarily meant for combat.
Note that certain monsters may require
something more than just a finishing blow to
kill them or prevent them from resurrecting.
GM Note: In certain circumstances it may be dramatically appropriate
for a character to threaten another character by holding a blade to their
throat. In most cases, if the cut is made and/or FINISHING BLOW is
called, the character should treat this as though they are now Dying.
OOC, it is recommended that for safety purposes, unless both parties are
comfortable with a different position, that a weapon used in this manner
be held across the collarbone rather than the throat. Pressure to the throat
should never be applied.
REFLECTED Instant Effect
This is a call to let another character know that an attack, spell or special
ability that they have used on you has been turned back on them, and
should be called as REFLECT ( x ), where x is the call or damage that
was just dealt to you.
If it happened to be a spell packet ability, the character must pick up the
spell packet and immediately throw it back at the caster (and hit them)
for it to take effect, otherwise it is assumed to have just been resisted.
The REFLECT call does not work on BLAST calls, arrows/bolts, or
COUNTERSPELL calls.
RESISTED
Instant Effect
This is a call made to let other characters know that an effect used on
you has been resisted and therefore you remain unaffected by their spell
or special ability. The special effect still occurs though, so if it affects
multiple people; only you are unaffected.
SHIELD BREAK Shield is broken and cannot be used until repaired.
Instant Effect
SLEEP
1 Minute Duration
Target is rendered unconscious and collapses to the ground Incapacitated.
15
SLOWED 1 Minute Duration
Target can only walk slowly, and all other actions should be exaggerated.
The target should keep one foot on the ground at all times, and can only
walk by bringing both feet together and then taking a step, bring both
feet back together and so on. Roleplay other actions slowly.
OUT-OF-CHARACTER CALLS
INVALID(Instant)
An indication to let another player/crewperson know that a particular
effect does not work in the way they think it does, and that they have
not expended its use.
STUN 1 Minute Duration
Target is unable to focus on their surroundings, and may stagger back
from the source of the effect. They cannot actively attack, run, or perform
complex actions, though they can defend themselves if attacked.
STATUS(Instant)
Target should give an indication as to their condition - Healthy,
Wounded (about half health), Near-death, and at their discretion
additional information that might not be obvious to the player but
would be to their character. If a target thinks they are being targeted
with the STATUS call too often, then they are allowed to ignore the extra
STATUS calls.
TURN
Indefinite Duration
Targets of the specified type ‘TURN UNDEAD’ for instance, must step
back from and not advance towards the source of the call for as long as it
is maintained. The source of the call should have one hand up with open
palm extended, and may repeat the call as long as the hand is still up to
ensure targets know the call is still in effect. The call is not directional,
and even targets behind the source are affected.
WEAPON BREAK
Weapon is broken and cannot be used until repaired.
TIME-OUT (Indefinite)
The safety call for when Out-of-Character
a player or NPC has been injured or there
is a substantial safety concern that requires
the game to stop.
All players and NPCs are expected where
possible to go down on one knee where
appropriate and halt any action except
where they are assisting with resolving the
OOC situation.
The converse call of “Time In” is only to
be called by the most senior GM (or PC or
NPC if no GMs are present) and only once
the one who first made the call is satisfied
with the resolution.
Instant Effect
WEAPON SPECIAL DAMAGE TYPES
A call to denote that damage being inflicted
by a weapon is of a particularly type that
may bypass certain resistances the target
normally possesses. The use of this call is at
the discretion of the user, and may be used
once at the start of a combat, or multiple
times to remind the target of the weapons
nature.
The damage works by converting the
kinetic energy of the weapon into the
special damage. This means a weapon that
does 1 HP mundane damage would do 1
HP of the special damage instead.
ARCANE(Modifier) Instant Effect
Arcane damage.
SILVER(Modifier) Instant Effect
Silver damage.
HOLY (Modifier) Instant Effect
Holy damage (a form of celestial fire).
FIRE
(Modifier) Instant Effect
Fire damage.
SHOCK(Modifier) Instant Effect
Electrical damage.
16
CONCEPTS & STATES OF BEING
This section illustrates gameplay elements that we intend to include in
the Crucible Chronicle, along with details around the various states of
being that a character can find themselves in.
CONFLICT
ATTACKS, WEAPONS
Any normal weapon attack does not require a call, and is assumed to deal
1 point of damage per strike. Note that each strike must be appropriately
dramatic and plausible - if a player strikes lightly in rapid succession the
target is justified in reducing the number of those hits that they count.
Attacks that strike the head, hands, or groin of a target are not valid and
can be ignored by the target. Some abilities grant bonus damage.
LIFE AND DEATH
HEALTH
Characters can take damage equal to their Health, subsequent to any
damage inflicted on their armour. It is up to players to decide how they
want to roleplay increasing amounts of damage they have taken.
Once a character is reduced to 0 health they are incapacitated and fall to
the ground DYING. At 0 hp you can delay falling to the ground to take
a hit that will look dramatic, but you cannot act. If the attacker walks
away you must collapse.
Players may choose at any time to count themselves as having been
crippled, bled, blinded or having suffered other injuries for the purposes
of enhanced roleplaying.
ATTACKS, TOUCH
Some attacks can only be delivered through touching the target. The
user must be careful to do so safely and with respect, especially if such
an attack is being used in combat. Note that touch attacks against
a target’s shield affect the target if they are effects other than damage
(BLIND or KNOCKOUT for instance). Billowing cloaks and weapons
do not count.
DYING (aka Bleeding Out)
If reduced to 0 Health through combat or other means, a character
is Dying, and has five minutes to receive Medical Stabilisation or die.
Unless specified, it is up to players to choose whether they are knocked
out or rolling around the ground in pain while Dying. While they can
take weak actions to try and crawl or hold back a weapon (ineffectually),
they cannot effectively resist action taken against them and, being
Incapacitated, are vulnerable to FINISHING BLOW.
ATTACKS, SPELL PACKETS
Some attacks (mainly magic) require that a spell packet be thrown at
the desired target. If it hits it takes effect, if it misses it fails. Note that all
attacks that use spell packets can also be used as touch attacks without
the need for spell packets. Note that spell packets that hit a target’s shield
or weapons still affect the target if they are effects other than damage
(BLIND or KNOCKOUT for instance). Billowing cloaks never count.
ATTACKS, POINTED
Some attacks or special abilities only require that the character point at
a target and say what the effect is. It automatically takes effect (though
it can be resisted). It can be damage, a special ability, or both. Note that
all attacks that use a pointed attack can also be used as spell packet or
touch attacks.
MEDICAL STABILISATION
Unless specifically knocked out, a character that is at 0 HP and Dying can
be treated by a Physician of Novice rank or higher with the appropriate
equipment and become Medically Stabilised, meaning the character is
no longer Dying.
A character that is on 0HP but otherwise Medically Stabilised should
refer to their treating Physician as to what sort of movement or activity
they can engage in. A character cannot stabilise themselves with the
Physician ability. A character can, however, self-administer or have used
on them an elixir or spell that restores HP. If used in this context, the
character is automatically stabilised and regains 1HP, no matter how
many HP the elixir or spell might normally have healed.
ARCHERY
Arrows and Crossbow bolts inflict 3 damage if they hit a target. Skilled
shots are a generic term for special call attacks made by Adept and
Expert archers, inflicting either BLEED, CRIPPLE, KNOCKBACK, or
LETHAL, depending on which archery skills the character possesses.
An archer can choose to vary how many of each call they use.
Due to the difficulty sometimes in hearing calls over long distances, an
archer should not expect their target to hear them if too distant when
hit. If the target ignores the effect and seems genuinely oblivious, the
effect is counted as not having affected them, though the use is still
expended.
HEALING
A character naturally regains 1 HP at the start of each Day, and regains
an additional 1 HP at the start of each Watch if they have received
treatment from a Physician of Adept rank or higher since their last
injury. If a character possesses Fortitude 3 or 4 the amount healed
increases to 2 in both cases. They can also regain HP via arcane means,
through spells, elixirs, or other such routes. In those cases the nature of
the healing should be provided in the description of the item or ability.
ARMOUR
Wearing armour provides the ability to
take additional points of damage that
are removed before a character’s Health
is affected. No matter how much
armour you are wearing, you can only
possess a number of Armour Points
equivalent to the maximum allowable
by your Armour skill. Armour
Points are restored at the end of each
Encounter. The loss of Armour Points
is more representative of the wearer
becoming fatigued than actual damage
to the armour.
If a character still has Armour Points when struck by a weapon blow
with a POISON or BLEED effect, that effect is resisted. Call RESISTED.
INJURIES
Some special forms of damage, referred to as Injuries, include BLEED,
CRIPPLE, DISEASE, and LETHAL. These particular effects are
indefinite in nature, but can be removed through the ministrations of
a Physician of Adept rank or higher through a period of roleplayed
treatment as determined by the Physician. Injuries can also be healed
via arcane means, through spells, elixirs, or other such routes. In those
cases the nature of the healing should be provided in the description of
the item or ability.
DEATH
If a character receives a FINISHING BLOW or ANNIHILATE, or bleeds
out after a period of Dying, then the character is dead. Short of a quick
intervention by an Expert Physician or a particular arcane means, the
character is gone. A player character who suffers this fate should report
to the Quartermaster when they are ready for the next steps.
IMMUNITIES
Certain abilities, effects, and items grant Immunity to other effects in
game. These essentially function as the ability to indefinitely RESIST
certain other effects.
17
SOULLESS
A creature that has lost its soul becomes
progressively deadened to the world and
to empathy for other living creatures.
They find it difficult to lie, to love, to care
about their friends and family. They will
act primarily out of self-interest, and
rarely hesitate in taking a life or destroying
something if it gets in their way.
In functional terms, a Soulless entity does
not regenerate mana at the start of each
day and cannot meditate to draw energy
at the start of each Watch, they cannot be
resurrected unless their soul is returned
to them (though they can be reanimated
as an undead), and from a roleplaying
perspective should view the world and its inhabitants with a lack of
empathy and only cold rationalism. Effects that target emotions have no
effect on someone who is Soulless.
ALTERED STATES
AETHER SICKNESS
The use of most magic to heal wounds (two or more times during a
Watch), and the overconsumption of elixirs (three or more during
a Watch) causes a character to suffer from Aether Sickness. This
crystallisation of arcane energies in their body reduces the character’s
maximum HP by 1, which cannot be recovered except by medical
treatment from an Adept Physician or higher.
BLIGHTED
Conveyed typically via the BLIGHT call, damage or other injuries
inflicted in this way cannot be healed by mundane or standard magical
means until the BLIGHT effect has been removed.
CURSED
The effects of a curse vary, but if you are handed a curse card (similar
to a disease card), you have been struck by a curse. It typically has an
indefinite effect until removed, or until the conditions of the curse are
satisfied. The casting of curses involves a blend of magic and alchemy.
OFF-GUARD
For attacks and abilities that require the target to be deemed OffGuard, the touch or strike must land between the shoulder blades of the
target and be delivered from behind. This state is distinct from being
Incapacitated, and a character that is caught Off-Guard in an apropriate
circumstance by a FINISHING BLOW is rendered Dying rather than
instantly Dead.
DISEASED
By default, a character infected with a Disease is down 1HP and the
effect is indefinite, though they can be cured of it by medical attention
from a Physician. A source of Disease may, after calling DISEASE on a
target, provide them with a Disease Card which supercedes the default
impact with whatever is on the card. The infected character must adhere
to what is on the card, and the cure for their Disease may require specific
forms of treatment from a Physician.
A character cannot be infected by the same disease more than once at
the same time, and if infected by multiple diseases, similar effects do
not stack. If in possession of multiple cards of the same sort, an infected
character may hand up to half of their cards to another character if the
two touch, or if they are within two metres of each other for more than
a minute (this is repeated until the infected character is down to their
last card).
OUT-OF-CHARACTER (OOC)
This is when a player, object, or a player’s action is not part of the game.
Hand-on-head, T-sign, red headband, red cord-tie.
MISCELLANEOUS CONCEPTS
DERANGEMENTS
Certain peculiarities, abilities and spells etc. make reference to
derangements. These are roleplaying cues for characters afflicted with
a debilitating mental condition, and can be either minor or major, and
either temporary or permanent. Unless specified, any derangement is to
be taken as minor and temporary.
INCAPACITATION
A target can be incapacitated by various means. Examples include being
affected by AGONY or DYING, or through paralysis or being tied up.
The particular cause of incapacitation will define what the character can
and cannot do in the state, though in all of them they are vulnerable to
a FINISHING BLOW.
ELIXIRS
These are alchemical concoctions with imbued magical power that
are represented by a flask filled with liquid (must be non-toxic, nonalcoholic and harmless in case accidentally drunk, preferably water).
They are created by an alchemist through a combination of reagents, and
their effects (noted on a label attached to the flask) begin immediately.
Poison is an exception. When an elixir is prepared as a poison and
applied to a weapon, the effect is indicated by a call preceded with
POISON. Poisons take effect 1 minute after the strike has been dealt.
INCORPOREAL An Incorporeal character can still talk and be seen, but cannot
interact or be interacted with by anything. Unless otherwise specified,
an incorporeal character that becomes corporeal cannot attack or
cast magic for 2 seconds after becoming corporeal. Characters that
are Incorporeal should wear a yellow headband to denote they are
Incorporeal. Objects that are Incorporeal should also be marked with
an obvious strip of yellow fabric. If an Incorporeal character does not
have immediate access to a yellow hedband, they can also hold one hand
across their chest to denote they are in this state.
INVISIBLE
An Invisible character cannot be seen or heard when they speak, and
they cannot normally interact or be interacted with by anything (though
certain special abilities or effects may alter this). Characters that are
Invisible should wear a teal headband to denote they are Invisible.
Unless otherwise specified, and invisible character loses their invisibility
if they attack a target or cast magic. Objects that are Invisible should also
be marked with an obvious strip of teal fabric. If an Invisible character
does not have immediate access to a teal headband, they can also hold
both hands across their chest to denote they are in this state. Lasting
spell effects can also be marked by teal coloured paper, though unlike
people and objects this is only for the purpose of allowing those with the
ability to see the invisible to determine the effect of the spell. At night,
this effect should ideally be represented by teal (blue) glowsticks.
ENCHANTED ARTEFACTS
These are special items that have been crafted with imbued magical
power. They typically allow the repeated use of spell-like effects, though
they are vulnerable to destruction and theft.
18
EQUIPMENT POINTS
These are an abstract representation of
trinkets and general equipment acquired
by characters, useful for trading or making
into other more useful items, or can be
handed in to the Quartermaster for variable
rewards. They are typically represented by
either red glass beads or strips of red fabric.
REAGENTS
Reagents are magically infused plant and creature parts that can be used
for the casting of spells and the creation of elixirs and enchanted items.
GM Note: Though in the wider setting reagents are not always necessary
for spellcasting, they are important for successful spellcasting in magically
unstable areas. The region in which the Crucible Chronicle takes place is
exactly such an area, hence reagents are required for spellcasting.
REPAIRING ITEMS
Though armour and weapons can take a lot of wear and tear before
needing repair, good maintenance is vital to maintaining an optimum
functional capability. In the event that armour or weapons have been
affected by an ARMOUR, SHIELD, or WEAPON BREAK call, an
Armourer is required to properly fix it, and it is encouraged that they
spend at least 5 minutes roleplaying repairing the armour (ideally off
the wearer). Beyond this it is encouraged that players consider general
armour maintenance as a roleplaying opportunity, rather than a strict
requirement. For normal objects it is up to a Craftsman to roleplay the
repair of the item as they see fit, though for special items the Craftsman
is not familiar with, there might be additional work required (as directed
by GMs).
FATE BAG
This is a small pouch filled by default with 9 black tokens and 1 white
token. It is used by players for various spells and other tasks to determine
if they succeed, judged by whether or not they pull out the white token
over a series of draws. Certain abilities modify the contents of a player’s
Fate Bag.
The bags and their contents are technically not in-character, and
therefore cannot be taken/stolen from a player. Fate Bags and Tokens
are an OOC prop provided by the player if they require it.
GNOSIS POINTS
These are an abstract representation of arcane learning by an individual,
and can be used to learn spells, alchemical formulae, and hidden
knowledge, and to imbue enchanted artefacts.
RESOURCE HARVESTING
Plant and environmental reagents can be harvested from orange
pouches within the game area, and creature reagents from orange
pouches on creatures. They can only be obtained from these orange
pouches if the obtainer has the appropriate skill in Foraging or Hunting.
They can also be acquired from loot pouches, treasure stashes or other
sources than do not require harvesting. Each reagent is represented by
a token or prop (both count as the same). To track the use of adept and
expert level abilities and re-use the reagents tokens for future events,
collection boxes for expended reagents will be located in a few places
at the game venue. For those with the ‘Scrounger’ ability, there is the
additional benefit of collecting up empty orange reagent pouches and
other discarded game props and trading them in at the GM cabin for
additional equipment points or other rewards.
LOCKS
Doors and containers within the setting
can be locked, and are represented as
such by a coloured piece of cord tied in
a simple knot or bow-tie on the latch.
A simple lock is represented by green
cord, a complex lock by orange cord,
and an arcane lock by purple cord. If
used to lock a door, the cord cannot
actually impede the opening of the door
for safety purposes.
LOOTING
Many NPCs will carry pouches on them which can, without too much
difficulty, be looted to obtain currency, equipment point tokens, and
special item cards. For every 10 seconds of looting an Incapacitated
(or dead) target, a character can take 1 card, 1 EP, or all their currency.
Players are also vulnerable to theft and looting by some NPCs, so IC
possessions must be guarded wisely.
RITUAL SPELLCASTING Some spells require additional preparation time. 5 minutes is the default
time for a ritual spell unless otherwise specified.
THIEVERY
While by default there is no actual stealing of items allowed in the game
(other than gold, EP, and plot items), highly treasured items may be
represented by red Cache Markers (cubes or other abstract objects), and
glyphs on them refer to specific sorts of prizes. These can be stolen and
traded on the Black Market for a large amount of gold or other valuable
objects. These can be found in the possession of NPCs, PCs or in set
locations.
To obtain items held by other players or NPCs, a thief can attach red pegs
to their target’s pouch or satchel without raising suspicion. 2 pegs must
be successfully attached, after which the character should report to an
NPC to retrieve the desired contents in the container. Other characters
can notice the actions of a thief if they see one with red peg in hand
(looking shifty) or in the process of placing a peg (actively stealing).
For specific objects that are being stolen, a thief may attach a red tie
to indicate the item has been stolen (but not actually take the physical
item).
MANA This is an abstract representation of aetheric power channelled by
an individual for the purposes of casting spells. Anyone with the
‘Spellcaster’ ability has a Mana reserve normally equal to twice their
Will score. This Mana reserve is automatically replenished at the break
of dawn and dusk unless otherwise specified. The responsibility for
keeping track of Mana is up to the player, and might be done by tokens
in a pouch, hair ties around the wrists (swap them from one to another
as they are expended) or in one’s head (if the player feels they can keep
a fair track of it that way).
MENTAL EFFECTS
Various special effects are classified under the general category of
mental effects. Truthtelling, Psychic Reprogramming, and love potions
are examples of these sorts of effects. To help denote these effects, it is
recommended casters use the “Jedi two-finger wave” or “two-fingers to
the head”.
TRAPS These are mechanisms generally designed to hurt and/or incapacitate
people or creatures that trigger them. A craftsman may make a physical
trap from the equipment list, and anyone may place one of these. Any
physical trap must be constructed in a safe OOC fashion. For this
purpose, no pit traps are allowed.
POISONING
In addition to using poison elixirs on weapons through the use of a
POISON call, you can also use elixirs to poison food. To do this, attach
a green sticker to plates or cups with the poison effect written on it.
Any person eating the food will be poisoned, unless they have had the
forethought to purify the drink or meal. The poison takes effect 1 minute
after the person has finished their meal. If the person eating notices the
sticker before cleansing or eating the food, the poison takes effect even
if they cleanse it or do not eat it.
WEAPON SKILLS
Important for fighters, the weapon skills in the game include the adept
and expert levels of Small Weapons, Swords, Axes, Blunt Weapons, and
Polearms, as well as all three levels of Archery.
19
MAGIC
Magecraft
As much a part of the world as the four material elements of air, earth,
fire and water, the fifth element of aether, known commonly as magic,
exists in the world as a combination of the ten aetheric winds; Death,
Life, Fate, Forces, Matter, Mind, Prime, Space, Spirit, and Time.
Summon a simple weapon or other tool for the rest of the Encounter.
OOC the caster should ideally have the prop at hand, perhaps marked
normally with a red tie to indicate it is OOC. Requires a common
reagent.
From an understanding of the aetheric winds there have arisen
seven colleges of magic: Conjuration, Divination, Evocation,
Illusion, Necromancy, Restoration, and Transmutation. Each draws
predominantly on one of the aetheric winds in particular, along
with aspects of the others. Of the ten winds, Prime does not have its
own college as its raw power is to be found across all magic; Time is
intertwined with Fate; and Spirit neither as it is the domain of entities
not of this world.
Peacebinding
Point attack inflciting DOMINATE on target with the specific command
that until the end of the Encounter, the target cannot take hostile action
unless they are attacked first by another target. Requires a common
reagent.
Ward
Every mage’s casting of spells is powered by internal reserves of arcane
power, known as Mana. This mana is drawn from the surrounding
environment, and naturally replenishes at the break of dawn and dusk
when the aetheric winds settle most upon the world. Units of mana are
measured in arcans. The more powerful the spell, the more mana is
required. All spells cost 1 mana to cast, unless otherwise specified.
SECOND CIRCLE SPELLS
Astral Beacon
Ritual Cast
Caster sets a destination point for any Portal spells they cast. A caster
may have only one Astral Beacon in effect at any one time. This spell
cannot be dispelled. Requires Lotus as a reagent.
A spellcaster must by default have both hands free for spellcasting.
The exceptions to this are if they are holding an object that can fit in
their palm, a wand, or if they have a special ability that modifies this
requirement. When casting a spell, one hand should at least touch the
reagent or pouch that it is stored in for the power of the reagent to be
channelled as part of the spell. Speaking is not necessarily required
for spellcasting, and mute spellcaster can still cast using calls unless
otherwise noted.
Banishment
Warmage
Touch attack to target to BANISH them if they are a demon or spirit.
Requires Briar Heart as a reagent.
Dispel Magic
Touch target to remove the effect of an active spell on them. Caster must
specify what type of effect it is that they are dispelling from the target
to be successful. Appropriate effects to be dispelled are any lasting call
effects or specific effects from a magical source. Requires Faerie Dust as
a reagent.
Cantrips are first level spells that if a spellcaster possesses at least 3 noncantrip spells in that College, are free in terms of Gnosis Point cost. Any
Gnosis Points already spent to obtain these cantrips are refunded.
Portal
Ritual Cast
Caster transports themselves to
a pre-set destination point, upon
completion of the ritual going OOC
and immediately proceeded to that
destination point to reappear IC.
The caster may as part of the ritual
casting lay down a 5 metre white cord
in an approximate circle, and upon
completion of the ritual, anyone and
anything wholly within that circle is
transported to the destination point
along with the caster.
College of Conjuration
Associated with summoners and hedge wizards, the
College of Conjuration is empowered by the Wind of
Space. In addition to granting the user the power to
translocate, it also can bring or banish other creatures
or entities to the caster at their whim, and grants the highly desired
ability to dispel lingering magical effects.
FIRST CIRCLE SPELLS
Cantrip
Ritually commend a valued item to the gods in the hope of gaining
their favour. Items may be handed in outside the Quartermaster for the
chance to receive a divine boon at a later point. Poor choices of offerings
may result in a negative outcome for the caster. This spell can only be
used 1/Day.
Rain/Drought
Ritual Cast
Caster can lay down a white cord up to 5 metres long to represent an
energy wall that lasts until the end of the Watch. No entities can pass
over it unless specifically allowed. The caster, if present, may allow
passage to a specific individual. Otherwise, the caster may attach a tag
to the cord, allowing one or more broad categories of entity passage
(Humanoid, Bestial, Demon, Undead etc.). Projectiles are not stopped
by a Ward
Five special practices of spellcasting also are known to exist: High
Magic, Shamanism, Sorcery, Enchanting, and Alchemy, though some
mages debate the former at great length. It should be noted that the
special practices of High Magic, Shamanism, and Sorcery are mutually
exclusive; a Sorcerer cannot be a High Mage, nor a Shaman a Sorcerer
for example.
Divine Offering
Mental effect
THIRD CIRCLE SPELLS
Phase Shift
Caster becomes Incorporeal until the the end of the Watch and should
don a yellow headband. At any time they may swap to a teal headband
and become Invisible and visa versa, though once a change is made, the
caster cannot make another for at least a minute. Requires Frost Orchid
as a reagent.
Cantrip
Increases/decreases the likelihood of rain. Lots of castings from lots of
people to make it happen, and counter-castings (casting the opposite
version) reduce the chances.
Raise Astral Force
Blink Translocate
Ritual Cast
Summon at a Place of Power, an army of Astral Warriors to do the casters
bidding until the end of the Watch. Up to 5 extras may be employed
from your faction or the Quartermaster to portray Astral Warriors, each
having 5 lives.
Caster may immediately go OOC and with hand on head, promptly
walk to an alternate location within line of sight and up to about 100
metres away, then removing their hand from their head and reappearing
IC. The caster cannot attack for 2 seconds after reappearing.
20
College of Divination
College of Evocation
Probably the most esoteric of the seven, the College
of Divination is empowered by the dual Winds of
Fate and Time, granting the gifts of prophecy and
comprehension to those that need it. When action is
called for, it also can be used to curse and slow the foes of the caster, or
grant the caster prenatural accuracy with their attacks.
Common on the field of battle, the Wind of Forces
empowers the potent College of Evocation. War mages
and other practitioners of this field can blast their foes
with arcane bolts and throw them to the ground with a
flick of the wrist, or if really determined, can cause the very ground to
shatter and split around them.
FIRST CIRCLE SPELLS
Chronicity
FIRST CIRCLE SPELLS
Freeze Water
Cantrip
Cantrip
Caster can tell the time without need to reference external cues.
Turns a bucketful volume of water into ice.
Marriage
Warm Earth
Cantrip
Cantrip
Two willing people in love are Fate-bound together.
Gets rid of morning frost on the ground.
Cheat
Knockback
When rolling dice, can call PAUSE to quickly reroll the dice. Requires a
common reagent.
Spell packet inflicting KNOCKBACK on target. Requires a common
reagent.
Detect Lies
Light
Can use a flashlight to represent a small beacon of light for the rest of the
scene or until dispelled. Requires a common reagent.
Mental effect
CHARM touched target to specifically ask of them to “Truthfully tell me
if you just lied about...”. No other forms of command can be issued or the
actual nature of the truth asked as part of this spell’s effect. You need to
have the target draw 5 tokens from a Fate Bag, and if they draw the white
token they must tell the truth. This spell can only be used on the same
target 1/Watch. Requires a common reagent.
Magic Missile Stun
Spell packet inflicting STUN on target. Requires a common reagent.
Caster may enquire of a target if they are under the effect of CHARM,
DOMINATE, or if they possess a BLIGHTED injury. The caster can also
enquire as to whether the target has a spell affecting them, and if they
possess any mana. Requires a common reagent.
SECOND CIRCLE SPELLS
Force Cage
Point attack inflicting PARALYSE on
target. Then the caster can place a
white cord in a circle around target
that then traps the target within the
circle until the end of the Encounter.
The target is Immune to all sources of
damage while within the circle, and
cannot cast any magic, make attacks or
use abilities on anything outside of the
cord. Until the end of the Encounter,
no-one else can enter the circle unless
the caster dispels the effect. Requires
Faerie Dust as a reagent.
Warmage
Touched target is not affected by a specified spell of your casting until
the end of the Watch. Requires a common reagent.
SECOND CIRCLE SPELLS
Comprehend Language
Caster can understand a language that is being spoken to you until the
end of the Encounter. The spell doesn’t however allow the caster to read
or communicate in the language. Requires Wormwood as a reagent.
Curse
Ritual Cast
You are allowed to create a curse card in consultation with a GM, and
when this spell is used, you may give such a card to a pointed target,
rendering them Fate-bound. The reagent(s) required for the Curse will
depend on the desired effects.
Identify
Immolate
Spell packet inflicting FIRE 5 to target. Requires Blackmoor as a reagent.
Kinetic Blow
Point attack inflicting 3 damage to target. Requires Slender Vine as a
reagent.
Ritual Cast
This spell can be used by the caster to call “DOMINATE, what magical
effects do you have on you at present?” on a touched target. A caster
that possesses this spell will also be issued with pages for their OOC
guidebook that contain information on properties of Enchanted
Artefacts marked by Arcane Reference Codes. They can consult this
book each time they cast this spell for each item they wish to identify in
this way. Requires Witch Briar as a reagent.
Wall of Flame
Warmage
Caster can lay down a yellow cord up to 5 metres long in any shape they
want to represent an energy wall that lasts until the end of the Watch. If
the caster is present when a target passes over any part of the cord, the
caster can call FIRE 3 on that target. Requires Drake Talon as a reagent.
THIRD CIRCLE SPELLS
Spirit Sight
Chain Lightning
Caster can see Invisible things with teal markers (headbands, tags,
paper) until the end of the Watch. Requires Lupine Fur as a reagent.
Point attack inflicting 5 damage to up to 6 targets (no-one can be
targeted twice). Requires Stormweed as a reagent.
THIRD CIRCLE SPELLS
Prophecy
Warmage
Spell packet inflicting 2 damage to target. Requires a common reagent.
Detect Magic Aura Exclude Targets
Warmage
Earthquake
Ritual Cast
Caster calls PAUSE, then promptly specifies that all targets within a 10m
radius suffer KNOCKBACK and take 5 damage. Requires Troll Jaw as
a reagent.
Once the casting of this spell has been completed and the Quartermaster
notified of that fact, at some point subsequently during the Watch
supernal inspiration is likely to strike the caster to reveal to them what
the future may hold (GM update). Requires Heart Rose as a reagent.
Temporal Flux
Call FREEZE and the caster can still move, attack and take other actions
during the 10 seconds this call is in effect (no In-Character speaking
though). Requires Dahaka Sand as a reagent.
21
College of Illusion
College of Necromancy
Some would say the most insidious and powerful
college is that of the College of Illusion, empowered as
it is by the Wind of Mind. Used by both diplomats and
charlatans alike, the powers of invisibility, charming,
fear, and aura manipulation are tremendous indeed.
Feared by those that do not understand it, the College
of Necromancy is empowered by the Wind of Death. It
allows those that delve into its study to not only cripple
the living and control the dead, but also protect against
the dark powers and even in rare cases steal back the dead and return
them to life.
FIRST CIRCLE SPELLS
Beast Tongue
FIRST CIRCLE SPELLS
Cantrip
Fruit Fall
Talk to wild creatures. Most make lousy conversationalists, but you
never know until you try.
Flavour Food
Cantrip
Makes all ripe fruit in a small area near you fall off the tree, to be caught
or picked up.
Cantrip
Wither Crop
Makes food taste nicer. A useful trick for disguising poor quality food,
or as seasoning.
Cantrip
Destroys weeds.
Charm
Mental Effect
Spell packet inflicting CHARM on target. Requires a common reagent.
Drain Essence Touch attack on target to DRAIN 1 HP or 3 Mana. Restore 1 HP at the
end of the Encounter for each unique target you drained in this manner,
Dread Gaze
to a maximum of your Will. Requires a common reagent.
Point attack to cause FEAR in the target. Requires a common reagent.
Soul Marks
Mental Shield
Caster may OOC ask a target if they are BLIGHTED in any way, or
under the influence of a Mental Effect and what that type of effect is, or
bound by an Oath of Fate. Requires a common reagent.
Caster can RESIST the next mental effect of their choice. Requires a
common reagent.
Telepathy
Mental Effect
Speak with Dead With fingers to their head, the caster can communicate with a distant
target through a shared sympathetic connection. Requires a common
reagent.
Ask three questions of a dead person, though they are under no
compulsion to tell the truth with this spell. Repeated castings from any
source cost +1 mana cumulatively. Requires a common reagent.
Stitched Mouth
Point attack inflicting MUTE on target. Requires a common reagent.
SECOND CIRCLE SPELLS
Alter Aura
The caster may choose to lie or outright
refuse to answer a question about any
magical effects they are under, any
derangements they possess, or any
CHARM, DOMINATE or BLIGHTED
injury effects they are affected by.
If, however, the caster is specifically
asked if their aura is altered, they must
respond with a yes. Requires Witch
Briar as a reagent.
Alter Memory
SECOND CIRCLE SPELLS
Animate Dead
Touch a corpse to bring it back as
a ghoul under your service for the
rest of the Watch, until dismissed, or
destroyed. Caster can only control
one ghoul in this manner at a time.
Makeup or some indication of their
undead state should be provided
to them by the caster as soon as
practically possible. Requires Lupine
Fur as a reagent.
Mental Effect. Ritual Cast
Touched target has a specific memory permanently changed, and the
target character is not aware that this change has occurred. Note that use
of this spell requires Welfare Consideration. Requires Demon Tongue
as a reagent.
Demon’s Aegis
Enfeeble
CRIPPLE target with a Point Attack. Caster can specify a limb or leave it
to the target to decide. Requires Arachne Fang as a reagent.
Mental Effect. Ritual Cast
Entropic Guard
Caster is Immune to DRAIN (Health, Mana and/or Soul) until the end
of Watch. Requires Grave Dust as a reagent.
Caster becomes Immune to any CHARM or DOMINATE commands
that demand the truth until the end of the Watch. Requires Wormwood
as a reagent.
Rigor
Invisibility
Spell packet; PARALYSE target for 5 minutes. Requires Ghoul Bile as a
reagent.
Caster becomes Invisible until end of the Watch, or until the effect is
dismissed. Requires Pixie Wing as a reagent.
THIRD CIRCLE SPELLS
THIRD CIRCLE SPELLS
Control Creature
Resurrect
Mental Effect
Point attack inflicting DOMINATE on target. Requires Fire Fern as a
reagent.
Reprogramming Ritual Cast
Target is resurrected to life and full HP. Target needs to have a soul.
Requires Angels Hair and Goliath Tusk as a reagent.
Summon Wraith
Mental Effect. Ritual Cast
Ritual Cast
Summon a fearsome ghost from the Underworld to do the casters
bidding until the end of the Watch. An extra may be employed from your
faction or the Quartermaster to play the ghost. Requires Executioners
Hood as a reagent.
Touched target has a permanent modification made to their behaviour,
and unless specified, the target character is unaware that this change
has occurred. Note that use of this spell requires Welfare Consideration.
Requires Hags Eye as a reagent.
22
College of Restoration
College of Transmutation
Empowered by the Wind of Life, the College of
Restoration grants mages the ability to heal themselves
and other, curing disease and grievous injuries. For
those not afflicted it can be used to imbue them with
increased strength, will or resilience.
Granting a mage the greatest power to manipulate
the physical fabric of the world, the College of
Transmutation is empowered by the Wind of Matter.
Though commonly used for making and destroying
items, more subtle uses include the manipulation of locks or the
redirection of other magical effects.
FIRST CIRCLE SPELLS
Cleanse Hands
FIRST CIRCLE SPELLS
Cantrip
Oxen Shoulders
Sterilises the hands of the caster.
Preserve Food
Cantrip
Target can bear a heavier burden until the end of the Watch.
Cantrip
Renders a loaf of bread or similar sized piece of organic matter more
resilient to the effects of decay for several weeks.
Polychromatic Shift Cleansing the Body Harden Protection
Cure the touched target of POISON, and they become Immune to
POISON/DISEASE until end of Encounter. Can be used as a component
of curing certain Diseases that a target is affected by. Target suffers
Aether Sickness. Requires a common reagent.
Grant an additional 1 AP until the end of the Watch. Needs to be cast
on armour and stacks with the existing armour. Requires a common
reagent.
Healing Touch
Touched object is temporarily repaired until the end of the Encounter.
Requires a common reagent.
Ritual Cast
Jury-Rig
Heal the touched target by 2 HP (takes effect at the end of the Encounter).
Target suffers Aether Sickness. Requires a common reagent.
Ritual Cast
Lock/Unlock
Remove Fear
Ritual Cast
Caster can with a touch lock a door, container or other appropriate
opening with a magical lock, indicated by a purple cord that they should
tie to one doorhandle if a door or through the latch if a container or
similar item. The caster may also remove such a purple cord unless
indicated otherwise. Requires a common reagent.
Touched target is no longer affected by FEAR until end of Encounter.
Requires a common reagent.
Revive
Touched target has the effects of SLEEP and/or STUN removed from
them. Requires a common reagent.
Sunder Object
Touch attack against an object that breaks
it. The object becomes unusable until
repaired. Such objects should be marked
by the caster with a red cloth-tie. This
effect will not break doors, and cannot be
used on creatures. Requires a common
reagent.
SECOND CIRCLE SPELLS
Exorcism
Cantrip
Subtly changes the colour of an object from one tone to another.
Ritual Cast
Touched target (creature) has a possessing influence or entity removed
from them. Requires Mandrake Root as a reagent.
Lions Roar Touched target is Immune to FEAR and CHARM until the end of the
Watch. Requires Briar Heart as a reagent.
SECOND CIRCLE SPELLS
Mage Armour
Mighty Striking
Spend up to your Will in Mana for equivalent AP that lasts until the end
of the Watch (does not stack with normal AP). Note that Mage Armour
does not protect against BLEED or POISON effects like mundane
armour does. Requires Black Quartz as a reagent.
Grant +1 Damage on all melee strikes for Encounter. This is a might
bonus and does not stack with any other might bonuses. Requires Drake
Talon as a reagent.
Recovery
Touched object is repaired. Particularly intricate or arcane objects may
be resistant to this effect. Requires Lotus as a reagent.
Repair
Restore the touched target to Full HP (takes effect at the end of the
Encounter). Target suffers Aether Sickness. Requires Moon Lily as a
reagent.
Stoneskin
Ignore the next 5 damaging melee hits, ranged hits or damage spells that
strike you. Requires Myrmidon Claw as a reagent.
THIRD CIRCLE SPELLS
Regenerate Limb
Ritual Cast
Sunder Shield
Ritual Cast
Point attack, SHIELD BREAK target’s shield. Requires Myrmidon Claw
as a reagent. Requires Grave Dust as a reagent.
Regenerate a lost limb of touched target and/or remove all CRIPPLE
injuries on target. Target suffers Aether Sickness. Requires Blood Moss
as a reagent.
THIRD CIRCLE SPELLS
Valiant Fury
Inferno’s Touch
Caster deals +1 damage with melee
strikes and becomes Immune to any
non-damaging calls the caster chooses
that directly target the caster. This is a
might bonus and does not stack with
any other might bonuses. Requires
Satyr Horn as a reagent.
Point attack inflicting DISINTEGRATE on target. Requires Ifrit Heart
as a reagent.
Invulnerability
Caster cannot take damage from any source until the end of the
Encounter. POISON and calls that inflict Injuries therefore do not affect
the caster either. Requires Star Diamond as a reagent.
23
ALCHEMY
Opening of the Mouth
If fed to the corpse of a humanoid, three questions can be asked of them.
This can only be used once per corpse.. Requires Arcqua Vitae and a
common reagent.
Though considered an arcane art, Alchemy does not require the
practitioner to directly tap into the flow of mana in the world. Instead,
through careful blending of reagents, the alchemist creates powerful
elixirs that generate magical effects through their own power. Elixirs
mimic spells through a combination of aetherstone and potent reagents,
and anyone can consume an elixir to experience its effects.
Crippling Poison
Consumer suffers POISON CRIPPLE, or can be used to make a single
call against a struck victim if applied to a weapon.. Requires Arcqua
Vitae and a common reagent.
Creating elixirs can be as simple as crushing the necessary reagents
together or as complicated as distilling and rectifying them to form a
purified admixture. In roleplaying terms, the time a player spends on
creating an elixir is up to them to decide. As many mixtures may be
created as a player has the necessary reagents for, though each different
type of mixture should be prepared separately.
Confusion
Consumer effectively becomes drunk and CONFUSED until the end of
the Watch. Requires Arcqua Vitae and a common reagent.
Even once an alchemist has reagents in hand, it requires skill and some
fundamental appreciation of magic to work them into a desired elixir.
Alchemists are classed based on the highest potency that they can work
with; the novice is limited to mixing common reagents, the adept can
add in lesser reagents, but it is the expert that knows how to blend
greater reagents with the others to form the most potent of elixirs.
Argent Scourge
Spell packet inflicting SILVER 2 to target. Requires Arcqua Vitae and a
common reagent.
Alchemist’s Fire
Spell packet inflicting FIRE 3 to target. Used as an arrowhead, the archer
can call FIRE 3. Requires Arcqua Vitae and a common reagent.
The use of elixirs is up to the user, though the alchemist may provide
input as to how it is meant to be taken. Their effect is almost immediate
upon the user, unless noted otherwise. Elixirs mimic spells through a
combination of aetherstone and reagents, and anyone can consume an
elixir to experience its effects. If someone consumes 3 or more elixirs
over the course of a Watch, they begin to suffer from Aether Sickness.
Cauterise
Consumer has a BLEED or LETHAL effect removed from them, but
they are under a BLIGHTED SLOWED effect that lasts until the end of
the Watch. Requires Arcqua Vitae and a common reagent.
Wandering Mind
Consumer can astrally project during
Duskwatch or Nightwatch. They become an
Incorporeal projection of themselves until the
end of the Encounter. They appear next to their
now slumbering physical body. The consumer
needs a representation of their physical body,
which remains where they left it when they
consumed the elixir. Upon the effect ending,
they must immediately return to where they
believe the body to be. If their body has been moved and they cannot
find it or it has suffered a FINISHING BLOW, they die and become a
ghost. Requires Arcqua Vitae and a common reagent.
It is recommended that each elixir be tagged with a label describing
what the effect it has is hidden on it. Elixirs that are consumed take
effect immediately. Any Elixir applied to a weapon (a Poison) or placed
in food or drink has its effect occur 1 minute after a successful strike (as
per the POISON call).
ELIXIR BASES
Arcqua Vitae
Base liquid for Novice Elixirs. Requires 1 sunshard worth of Aetherstone.
Arcqua Fortis
Base liquid for Adept Elixirs. Requires 10 sunshards worth of
Aetherstone.
Arcqua Corpus
Base liquid for Mutagens. Requires 10 sunshards worth of Aetherstone.
Resistance
Consumer can RESIST the next POISON or DISEASE effect that affects
them before the end of the Watch.
Arcqua Regia
Base liquid for Expert Elixirs. Requires 100 sunshards worth of
Aetherstone.
Alacrity
Consumer is no longer PARALYSED if so already, and they become
Immune to PARALYSE until the end of the Encounter
NOVICE ELIXIRS
Healing Balm
Consumer is healed by 2HP at the end of the Encounter. Consumer
suffers Aether Sickness. Requires Arcqua Vitae and a common reagent.
ADEPT ELIXIRS
Restore Corpus
Consumer has all their HP restored at the end of the Encounter, though
they gain Aether Sickness. Requires Arcqua Fortis and Goliath Tusk as
a reagent.
Cure Poison
Consumer is cured of any POISON effect they are afflicted by. Requires
Arcqua Vitae and a common reagent.
Aether Draught
Consumer gains 4 Mana if a spellcaster, or Aether Sickness if not.
Requires Arcqua Fortis and Pixie Wing as a reagent.
Clarity
Consumer has STUN, FRENZY or normal anger effects removed and is
Immune to them until the end of the Encounter. Requires Arcqua Vitae
and a common reagent.
Plague Guard
Consumer becomes Immune to POISON and DISEASE until the end of
the Watch. Requires Arcqua Fortis and Ghoul Bile as a reagent.
Sleeping Poison
Consumer suffers POISON SLEEP, or can be used to make a single call
against a struck victim if applied to a weapon. Requires Arcqua Fortis
and Faerie Dust as a reagent.
Paralysing Poison
Consumer suffers POISON PARALYSE, or can be used to make a single
call against a struck victim if applied to a weapon. Requires Arcqua
Fortis and Arachne Fang as a reagent.
24
Adrenaline
POISON FRENZY. Also functions as a component for resuscitation
provided by an Expert Physician. Requires Arcqua Fortis and Lupine
Fur as a reagent.
MUTAGENS
Mutagens are special elixirs that when consumed have an indefinite
effect on the consumer, and cannot be removed from their system
without special cleansing. For those without the necessary tolerance to
mutagens, toxicity effects also persist for the consumer.
Explosive Bolt
Spell packet inflicting SHIELD BREAK or ARMOUR BREAK against
target. Requires Arcqua Fortis and Blackmoor as a reagent.
1st mutagen - Consumer gains a branding mark that cannot be healed
and their HP is reduced by 1.
Cleansing Fever
Functions as a component for removing Disease from an afflicted
character.. Requires Arcqua Fortis and Mandrake Root as a reagent.
2nd mutagen - Consumer gains a permanent minor derangement and
has their HP reduced by a further 1.
3rd mutagen - Consumer gains a permanent BLIGHTED injury and has
their HP reduced by a further 1.
Invisibility
Consumer becomes Invisible until the end of the Watch.. Requires
Arcqua Fortis and Ectoplasm as a reagent.
4th mutagen - Consumer gains a permanent major derangement and
has their HP reduced by a further 1.
Independent Will
Consumer becomes Immune to DOMINATE and CHARM effects until
the end of the Encounter.. Requires Arcqua Fortis and Black Quartz as
a reagent.
Note: Inducted Witchers ignore these toxicity effects.
ADEPT MUTAGENS
Adrenal Dampener
Immune to FRENZY. Requires Arcqua Corpus and Briar Heart as a
reagent.
Truthtelling
Consumer finds it difficult to tell lies to you until the end of the
Encounter. If questioned by you, the target will need to draw 5 tokens
from a Fate Bag, and if they draw the white token they must tell the
truth. Requires Arcqua Fortis and Witch Briar as a reagent.
Archon’s Hand
BANISH target with a touch attack 1/Encounter. Requires Arcqua
Corpus and Demon Tongue as a reagent.
Aether Shield
Consumer can RESIST up to 3 effects delivered by spell packet or point
attack before the end of the Watch. Requires Arcqua Fortis and Briar
Heart as a reagent.
Aural Veil
Immune to CHARM. Requires Arcqua Corpus and Myrmidon Claw as
a reagent.
Aureus Praecordia
Immune to DEATH, just Dying instead. Requires Arcqua Corpus and
Pixie Wing as a reagent.
EXPERT ELIXIRS
Angels Touch
Consumer has one BLIGHTED injury they are suffering from removed,
as well as all other normal injuries. Requires Arcqua Regia and Blood
Moss as a reagent.
Dragonskin Dermis
Immune to FIRE and SHOCK damage. Requires Arcqua Corpus and
Drake Talon as a reagent.
Resurrection
If fed to the corpse of a recently dead character, they are brought back
to life by the end of the Watch. Requires Arcqua Regia and Angels Hair
and Moon Lily as reagents.
Quicksilver Sinews
Immune to PARALYSE. Requires Arcqua Corpus and Ectoplasm as a
reagent.
Trollbark Cranium
Immune to STUN. Requires Arcqua Corpus and Lupine Fur as a reagent.
Deadly Poison
Consumer suffers POISON DEATH, or can be used to make a single call
against a struck victim if applied to a weapon. Requires Arcqua Regia
and Executioners Hood as a reagent.
Venom Sac
POISON PARALYSE 1/Encounter. Requires Arcqua Corpus and Ghoul
Bile as a reagent.
Juggernaut
Consumer takes no more than 1 damage per blow until the end of the
Encounter, and can use KNOCKBACK up to 5 times before the end of
that Encounter. Requires Arcqua Regia and Star Diamond as a reagent.
EXPERT MUTAGENS
Iron Palms
Reduce the damage of any strikes that hit you in the forearms by 1.
Requires Arcqua Corpus and Troll Jaw as a reagent.
Zephyr’s Dance
Consumer may until the end of the Encounter, go OOC at will and
with hand on head, translocate by promptly walking to an alternate
location within line of sight and removing their hand from their head,
reappearing IC. The caster cannot attack or translocate for 2 seconds
after reappearing. Requires Arcqua Regia and Black Pearl as a reagent.
Entropic Carapace
Never take more than 2 points of damage per attack. Requires Arcqua
Corpus and Dahaka Sand as a reagent.
Hyperchron Platelets
Recover all your HP at end of each Encounter, as long as you are on 1
HP or medically stabilised. Requires Arcqua Corpus and Dragon Blood
as a reagent.
Immolation
Spell packet inflicting DISINTEGRATE on target. Requires Arcqua
Regia and Stormweed as a reagent.
Pyrovoltaic Grasp
Touch attack for SHOCK or
FIRE damage at will. Can inflict
a SHOCK of FIRE attack for 3
damage 1/Encounter. Requires
Arcqua Corpus and Ifrit Heart
as a reagent.
Stasis Shackle
Consumer is paralysed by a poison indefinitely and does not age while
this effect remains. They need to be treated and have the poison removed
to recover. Requires Arcqua Regia and Frost Orchid as a reagent.
Susceptability
The consumer falls under an indefinite CHARM effect from the next
person the consumer is spoken to by who greets them by a name that
they are known. Requires Arcqua Regia and Fire Fern as a reagent.
25
CRAFTING & ENCHANTING
A creative individual with resources at hand can make all manner of
useful and fantastic creations, particularly when magic is brought into
the mix. At its simplest, the combining of mundane materials such as
different types of wood, metal and stone through Crafting can create
items from jewellery to castles, and at its most useful, the blank forms of
magical artefacts. The arcane art of Enchanting, is the process of taking
a blank item and imbuing it with persistent magical power for a set
purpose, using a range of potent ingredients and manipulations. ENCHANTED ARTEFACTS
Through an intricate process of magically weaving a special spell into
carefully crafted Arcane Blank, an enchanter can create an Enchanted
Artefact that retains the ability to generate a persistent magical effect,
or at least one that can be repeatedly replicated. The creation of
each artefact is a complex process, requiring comprehension of the
enchanting schematic, a selection of appropriate reagents, and the timeconsuming crafting process itself, especially if the enchanting is best
carried out under the light of a full moon, or while surrounded by the
fires of an active volcano.
CRAFTING
A character that possesses the Craftsman skill has the ability to
manufacture a wide range of items as is needed by their faction, and
by other players in particular. While much of this is up to roleplaying
and the decision of the crafter (the Gamemaster team is not concerned
about what is required to create a cup or a piece of clothing), a crafter
may be required from time to time to make a special item of relevance
to key events in the Chronicle, or some particular piece of equipment
for another player.
Lastly, before each artefact is awoken from its intial dormant state, an
investment of awareness must be imparted by either the enchanter or
a willing chosen individual. This small measure of power activates the
potential of the artefact and allows its use by anyone, though it forever
retains a small link to the individual that awoke it.
Each Enchanted Artefact should ideally be marked with a small purple
tag, sticker or strip of fabric somehow. This marking should have on it
the identification code corresponding to what the item is.
Those with the Craftsman skill also
gain a bonus on the result when trading
in Equipment Points through the
Quartermaster.
Mark of the Light
1 GP
Amulet + Mithril + Solar Creeper + Ectoplasm + Grave Dust
Wielder can TURN Undead 1/Watch.
Notably, for use in Enchanting, a craftsman
that also possesses the Artisan ability can
also manufacture specially prepared foci
for imbuing with magical energy. These
items are known as Arcane Blanks, and
can take whatever specific form the crafter
chooses, as long as they roughly match
with the theme of the blank.
Adamant Shield
3 GP
Armour + Adamantium + Ifrit Heart + Black Quartz + Goliath Tusk
Shield is Immune to SHIELD BREAK. Wielder is Immune to
KNOCKBACK.
Canopic Jar
1 GP
Container + Gold + Lotus + Briar Heart
If in possession of an unbound soul, you may store it within the jar. Only
those with the ability to handle souls can place or remove from the jar
in this way.
Amulet - Worn around the neck, artefact amulet provide forms of
protection and mental power. Requires 50ss worth of materials to craft.
Armour - Formed typically as either a chestpiece or shield, artefact
armour provides substantial protection. Requires 250ss worth of
materials to craft.
Shades of Gray
2 GP
Eyepieces + Mithril + Wisp Essence + Myrmidon Claw + Lotus
The wearer can see Invisible creatures and objects.
Bindings - Usually manacles or bracers, artefact bindings trap or
disempower the wearer or those in the vicinity. Requires 150ss worth
of materials to craft.
Cloak - Worn over the back, artefact cloaks empower the wearer and
grant powers of transformation. Requires 150ss worth of materials to
craft.
Staff of Channelling
1 GP
Rod + Gold + Ectoplasm + Mandrake Root
Staff can be used to deliver spells as touch attacks without the
requirement for any special Abilities.
Container - Varied in form, artefact containers trap or act as focal
points for exotic powers. Requires 100ss worth of materials to craft.
Rod of Light
1 GP
Rod + Quartz + Drake Talon + Faerie Dust
This functions as an OOC torch that can be activated and deactivated at
will.
Crown - Worn on the brow, artefact crowns are imbued with powers of
domination and control over the wearer’s surroundings. Requires 250ss
worth of materials to craft.
Eyepieces - Usually spectacles or masks, artefact eyepieces grant
enhanced perception and accuracy. Requires 150ss worth of materials
to craft.
Golem
4 GP
Statue + Adamantium + Soul Larva + Star Diamond + Blackmoor
A nearly indestructable guardian construct that follows the will of the
creator or one the one to whom it has been soul bound.
Rod - Wielded in hand, artefact rods deliver powerful effects at their
touch. Requires 50ss worth of materials to craft.
Statue - Whatever the scale or material, artefact statues are animated
constructs with prodogious power. Requires 2000ss worth of materials
to craft.
Lightning Disc
1 GP
Trinket + Iron + Moon Lily + Drake Talon
Touch attack inflicting SHOCK 2 1/Encounter.
Trinket - Highly varied in form, artefact trinkets provide all manner of
curious abilities, though usually of limite power. Requires 25ss worth of
materials to craft.
Universal Key
1 GP
Trinket + Gold + Arachne Fang + Slender Vine
Single use. Can unlock any mundane lock (green or orange) without the
need for the key or the Lockpicking ability.
Weapon - Whether sword, axe or other form, artefact weapons have
their ability to slay and destroy enhanced. Requires 150ss worth of
materials to craft.
Animus - Esoteric in form, an animus is usually worn over the heart and
grants potent abilities to the wearer. Requires 500ss worth of materials
to craft.
Exsanguinator
2 GP
Weapon + Crystal + Blood Moss + Ghoul Bile + Witch Briar
BLEED struck target 1/Encounter.
26
RESOURCES
The world of Sarradar is bountiful in its resources, and the prosperity
of the realms relies upon the extraction of them from the environment,
their crafting into goods of value, and their trade amongst the populaces
using systems of bartering and currency. In particular, for those seeking
to produce high quality tools or weapons, or for those that practice the
arcane arts, there exist particular resources that must be sought out
and in some cases carefully extracted for the benefit of their unique
properties.
To use these reagents, one must first harvest
them, or have someone else do it for them. To
obtain a plant or environmental reagent one
must be skilled in the art of Foraging, knowing
how to recognise a rare reagent, and extract it
successfully without destroying it. Likewise, to
successfully remove the right part of a creature
to use as a reagent, one must be skilled in the art
of Hunting.
REAGENTS
As the aetheric winds course across the world their
magic suffuses certain plants and creatures with a
measure of latent power. Certain plants, creatures and
types of mineral ore absorb energy from one or more
of the aetheric winds and thus when harvested in the
right manner, can significantly enhance the ability for a
mage, alchemist or smith to harness that stored power
and channel it into their works.
ORES
It is well known by anyone that works with the earth that is made up
of many different forms of rock and dirt. Some are good for growing
crops in, others for building walls and castles. There are also those
that once extracted can be purified and worked by a talented smith to
forge weapons, armour and other useful tools. There are eight ores in
particular that are noted here for their significance.
One talented in the art of Prospecting has
the eye to identify whether a vein is valuable
or not, and what ore type is present within
it. Using a pickaxe or similarly suited tool,
a prospector can either mine themselves or
oversee the mining activity of others. If the
right place has been found, it will usually
take about ten minutes to extract a suitable
quantity of ore, or as little as five minutes if
the miner possesses the ‘Powerful’ ability.
Reagents come in many different forms, each
imbued by one of the ten aetheric winds. While
some speak of rare reagents that hold the power of
two or more winds, none have yet been proven to
exist according to the magical colleges of the Five
Realms. Both plant and creature reagents have three
grades of potency: Common, Lesser, and Greater.
The higher the potency, the more resilient and rare
the plant or creature tends to be, so while the alchemical elixirs formed
from reagents harvested from them are potent indeed, the acquisition is
often a challenge in of itself.
Quartz - Rarely used for weapons or armour, the significance of quartz
lies with its aetherically infused form.
ENVIRONMENTAL REAGENTS
Wind
Common
Lesser
Greater
Fate
Thistle Head
Witch Briar
Heart Rose
Time
Morning Dew
Faerie Dust
Frost Orchid
Forces
Sulphur
Blackmoor
Stormweed
Prime
Sunflower
Mandrake Root
Solar Creeper
Space
Fern Frond
Slender Vine
Black Pearl
Mind
Sea Shell
Wormwood
Fire Fern
Life
Ginseng
Moon Lily
Blood Moss
Spirit
Spider Silk
Lotus
Angels Hair
Death
Jasmine
Grave Dust
Executioners Hood
Matter
Rock Salt
Black Quartz
Star Diamond
Wind
Common
Lesser
Greater
Fate
Rabbit Foot
Arachne Fang
Dahaka Sand
Time
Nautilus Shell
Pixie Wing
Vampire Dust
Forces
Serpent Scale
Drake Talon
Dragon Blood
Prime
Butterfly Wing
Briar Heart
Ifrit Heart
Space
Bird Beak
Ectoplasm
Eidolon Sigil
Mind
Cat Brain
Demon Tongue
Hag’s Eye
Life
Dog Canine
Goliath Tusk
Satyr Horn
Spirit
Sea Anemone
Lupine Fur
Wisp Essence
Death
Raven Rib
Ghoul Bile
Soul Larva
Matter
Gopher Tooth
Myrmidon Claw
Troll Jaw
CREATURE REAGENTS
Iron - Common in use for everything from household utensils to
weapons and ships’ anchors, iron is a durable and useful material.
Silver - Thought seen mostly in adornments and
high quality household items, silver has a special
use in weapons and armour for use against
particular supernatural creatures. Armour
crafted primarily of silver protects against
poisons and diseases, while weapons made of
the substance inflict grievous wounds upon
some of the most fearsome of creatures.
Gold - Though poor at protecting against attacks or holding an edge
when used to form armour or a weapon, the use of gold in battle is in
that armour of it renders the wearer resistant to the effects of damaging
magic, while as a weapon a mage can channel their powers through it to
be released upon those they strike with it.
Crystal - Imbued with the element of water from a base material of
quartz.
Adamantium - Imbued with the element of earth from a base material
of iron.
Mithril - Imbued with the element of air from a base material of silver.
Orichalcum - Imbued with the element of fire from a base material of
gold.
EQUIPMENT POINTS
Equipment Points (EP) are an abstract representation of trinkets and
general materials acquired by characters, and are typically represented
by either red tokens or marked strips of red fabric. These can be used
to make various items with the ‘Craftsman’ skill, or traded in to the
Quartermaster for variable rewards. The more EP that is handed in, the
more likely the reward is going to be something useful.
Specific equipment is represented by a larger red token or a Cache
Marker, both marked with specific codes for what they relate to. These
need to be handed in to the Quartermaster for their specific reward.
GM Note: While we have included the specific common reagents here,
which ones are used for spellcasting in the Crucible Chronicle is irrelevant
from a mechanical perspective. As long as you have any one common
reagent, you can cast a spell with that as the component.
27
CURRENCY & EQUIPMENT
A realm does not run itself on good intentions and the strength of its
warriors alone. The trade of goods and currency representative of goods
and services is a vital component of the functions of each of the Five
Realms, and indeed most races with any structure to their society.
Within the Five Realms there exist multiple currencies, from the major
currencies of the realm themselves (Sovereigns, Marks, Denarii and
Crux), to local currencies and those of distant realms. For the purposes
of the Chronicle, however it will be the aethershard currency commonly
used by the Dra’zhar that form the basis for the in-game economy.
A Lightshard (ls) is the lowest denomination, and are formed from small
chips or cut crystals of poor quality clear or pale yellow aetherstone.
A Sunshard (ss) is the common denomination for trading, and is
typically a well formed yellow crystal of useful aetherstone. 1 ss equals
10 ls.
During the Chronicle, while it is encouraged that players buy and sell
food, trinkets and clothing, and pay those that help them or they are
feeling generous towards using their currency, the Gamemaster team
are not concerned with tracking whether a player has paid in-game for
every last piece of equipment they possess.
A Moonshard (ms) is a valuable denomination, a near flawless blue
aetherstone prized for arcane purposes. 1 ms equals 50 ss.
A Nobleshard (ns) is a very rare denomination, a perfect purple
aetherstone crystal of inherent power and potential. 1 ns equals 20 ms.
For those that wish to read it, the Crucible Codex provides a longer
list of equipment possibilities, but this is intended more for reference
purposes, as many of the items on the list will not have any practical
impact upon the game except for set dressing.
Each character starts with 1000 Sunshards (ss) to buy their weapons,
armour, tools and other key pieces of starting equipment.
WEAPON
Cost (ss)
In-Game Use
Arrow / Bolt
One arrow or bolt
5
Short Weapon
Small weapon such as a dagger or
hatchet up to half a metre long
20
Less than 50cm in length. Does not count as another sort of weapon, even if in
the shape of one.
Sap
Solid blackjack that can be used to
bludgeon and stun a victim
20
Can be used by anyone to strike an Off-Guard target (between the shoulder
blades) and inflict STUN.
Stave
Simple two metre wooden pole for
multiple uses including combat
20
Does not get a damage bonus from the ‘Two-Handed Weapon Control’ ability.
Counts as both a polearm and a blunt weapon for the purpose of Weapon Skill
abilities, though they cannot be used to deliver LETHAL attacks.
One Handed Weapon
Standard sword, axe, mace or similar
weapon intended for single-handed
wielding and between half and just
over a metre long
40
Between 50 and 110cm in length.
Bow / Crossbow
Projectile weapon capable of shooting
an arrow or bolt with tremendous
power
60
Must have a draw strength of no more than 30lb.
Two Handed Weapon
Large sword, axe, mace, glaive or
similar weapon intended for twohanded wielding and over a metre long
80
Over 110cm in length. If using the ‘Two-handed Weapon Control’ ability, both
hands must still be holding the weapon when a blow is landed to qualify for the
bonus damage.
ARMOUR
Cost (ss)
In-Game Use
Helmet, Open
Leather or metal partial head
protection
100
Provides 1 Armour Point. Can RESIST any STUN effects through use of sap
against you. SLEEP effects though use of a sap against you are reduced to STUN
(but not then resisted).
Shield, Small
Small lightweight protection against
sword blows and arrow fire
100
Less than 80cm in diameter. Any melee strike that deals damage or most effects
delivered by a weapon are automatically resisted if they strike the shield. Effects
delivered by spell packets that don’t specifically deal damage affect the wielder of
a shield they strike.
Bracers
Leather or metal forearm protection
100
Provides 1 Armour Point.
Tassets, Light
Leather upper leg protection
100
Provides 1 Armour Point.
Helmet, Closed
Leather or metal full head protection
150
Provides 1 Armour Points. Immune to STUN effects, and RESIST any SLEEP
effects through use of sap against you.
Breastplate, Light
Leather torso protection
150
Provides 1 Armour Point.
Greaves
Leather or metal lower leg protection
150
Provides 1 Armour Point.
Shield, Large
Large sturdy protection against sword
blows and arrow fire
200
As Small Shield, but between 80-130cm in diameter.
Breastplate, Medium
Thick leather or metal torso protection
250
Provides 2 Armour Points.
Tassets, Heavy
Metal upper leg protection
250
Provides 2 Armour Points.
Breastplate, Heavy
Metal torso protection
400
Provides 3 Armour Points.
28
TOOL
Cost (ss)
In-Game Use
Trap
Debilitating and potentially lethal
device to set up for intended victims
10
You can set up a popper trap that inflicts 3 damage and CRIPPLE on anyone that
triggers it.
Merchant's scale
Finely balanced scale for the
measurement of currency or fine trade
goods
20
Craftsman's tools
Sturdy and adaptable tools for any
craftsman to ply their trade
50
Musical instrument
Common musical instrument
50
Reagent pouch
Specially treated pouch to keep hold
of important magical reagents, from
which a caster can draw their power at
a short distance.
50
Do not need to touch reagents before casting. Must be worn on the person to be
used.
Adventuring kit
Wulfe Frys special collection of all the
bare essentials for a starting adventurer
100
Is intended to cover a wide range of various minor items of adventuring gear,
such as candles, small mirrors and a ten metre rope.
Lock, novice
Simple lock for keeping things secure
150
When placed on a lockable object, indicate its level with a green cord.
Spellbook
Blank parchment tome for mages to
inscribe spells within
150
Thieves' tools
Set of lockpicks and other precise tools
for breaking and entering
150
Required for use of the ‘Lockpicking’ abilities.
Lock, adept
Advanced lock with some protection
against would-be lockpickers
300
When placed on a lockable object, indicate its level with a orange cord.
Alchemist's kit
Alembics, calcinators and other
assorted devices for concocting potent
elixirs
500
Required for creating any elixirs using the ‘Alchemist’ abilities.
Enchanter's tools
Precise arcane instruments for
imbuing potent energies into awaiting
items
500
Required for creating any Enchanted Artefacts using the ‘Enchanter’ ability.
Physician's kit
Well-stocked selection of tools and
consumables for treating the sick and
injured
500
Required for treating anyone for the Adept and Expert level ‘Physician’ abilities.
Pocketwatch
Complex mechanical device for
keeping track of time
500
Ritualist's tools
Esoteric and potent foci for
channelling ritualistic magic by those
with the art
500
Required for Crafting
Required for casting any spells that are marked as or carried out as a Ritual Cast.
MATERIAL
Cost (ss)
Common Ore
One unit of quartz or iron ore
40
Uncommon Ore
One unit of silver or gold ore
100
Rare Ore
One unit of a rare aetherically infused ore such as Crystal, Adamantium, Mithril or Orichalcum
1000
Common environmental reagent
One unit of a common environmental reagent, such as Fern Frond, Ginseng, Jasmine, Morning Dew,
Rock Salt, Sea Shell, Spider Silk, Sulphur, Sunflower or Thistle Head
2
Common creature reagent
One unit of a common creatre reagent, such as Bird Beak, Butterfly Wing, Cat Brain, Dog Canine,
Gopher Tooth, Nautilus Shell, Rabbit Foot, Raven Rib, Sea Anemone or Serpent Scale
3
Lesser uncommon environmental reagent*
One unit of a lesser uncommon environmental reagent, such as Black Quartz, Lotus, Moon Lily,
Slender Vine or Wormwood
30
Lesser rare environmental reagent*
One unit of a lesser rare environmental reagent, such as Blackmoor, Faerie Dust, Grave Dust,
Mandrake Root or Witch Briar
60
Lesser uncommon creature reagent*
One unit of a lesser uncommon creature reagent, such as Briar Heart, Drake Talon, Ghoul Bile,
Goliath Tusk or Pixie Wing
90
Lesser rare creature reagent*
One unit of a lesser rare creature reagent, such as Arachne Fang, Demon Tongue, Ectoplasm, Lupine
Fur or Myrmidon Claw
120
Greater uncommon environmental reagent*
One unit of a greater uncommon environmental reagent, such as Blood Moss, Executioners Hood,
Frost Orchid, Solar Creeper or Stormweed
400
Greater rare environmental reagent*
One unit of a greater rare environmental reagent, such as Black Pearl, Fire Fern, Heart Rose or Star
Diamond
600
Greater uncommon creature reagent*
One unit of a greater uncommon creature reagent, such as Eidolon Sigil, Hag’s Eye, Satyr Horn, Troll
Jaw or Wisp Essence
800
Greater rare creature reagent*
One unit of a greater rare creature reagent, such as Dahaka Sand, Dragon Blood, Ifrit Heart, Soul
Larva or Vampire Dust
1000
Angels Hair reagent*
One unit of the incredibly rare reagent known as Angels Hair
3000
GM Note: The reagents marked with a * cannot merely be purchased during the Downtime. They must be found in-game, or through a specific means of
acquisition.
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DOWNTIME
There are two categories of action for the Downtime, one for players, and
a supplementary one for the Faction Commander and their delegates.
The Downtime throughout the Chronicle is divided into 12 Phases, with
2 between each Chapter game.
FACTION COMMAND
The Faction Commander or their delegates have the ability to order
several other types of actions during a Downtime Phase. These actions
can be as extensive as the Faction has resources to carry them out.
The island of Avyrnas is divided into territories, and each action is
linked to a territory. Each territory has a terrain type, the possibility of a
notable location, and up to 3 resource sites. It also has a risk factor that
can change over the course of the Chronicle.
These actions should be submitted via the Faction Command form on
the website.
WARMASTER
Each Phase, a territory will have a Risk Factor assigned - No Risk, Low
Risk, Moderate Risk, or High Risk.
The Warmaster is in control of the military forces of the Faction, known
as the Faction Troops. These forces are organised into Warbands, each
consisting of 100 soldiers and 200 support personnel.
A territory can be uncontrolled, or controlled by a player or NPC
faction. Territories controlled by other factions are automatically one
Risk Factor higher for those not of that faction. Hounds ignore this
increased Risk Factor for territories controlled by other player factions.
The Faction Troops can be deployed to territories on the island, to
assault, capture or defend them.
Assault - Deployment to an uncontrolled territory up to 2 territories
away from one that is already controlled by the faction. They gain a
bonus to Military Strength for any battle they fight in that territory, but
cannot capture the territory.
PERSONAL ACTIONS
By default, each player has 3 actions during a Downtime Phase, with
a 4th action if they possess the ‘Scout’ ability, and a special additional
action if they possess the ‘Retinue’ ability.
Capture - Deployment to an uncontrolled territory adjoining one that
is already controlled by the faction. If undefended or if they successfully
defeat any opposition, the territory is claimed by the faction
These personal actions should be submitted via the Downtime form on
the website.
Defend - Deployment to a territory already controlled by the faction.
A personal action can be one of three things: Explore, Patrol, or Labour.
The default personal action is always Labour at the Faction Stronghold
territory at No Risk.
A warband can be either Fresh, Worn, Weary or Broken, with a base
effective Military Strength of 100, 75, 50 or 25 respectively. Improved
Weapons & Armour and various other enhancements can increase a
warband’s Military Strength.
Explore - 2 territories beyond an already controlled territory. Anyone
can spend 1 action to increase the range of their remaining actions by
one. Those with the ‘Scout’ ability automatically get +1 range.
The presence of player characters from the Warmaster’s faction in a
territory to which Faction Troops have been allocated, increases their
effective Military Strength. If there is at least one Hound in the territory,
the backup counts as the next level.
Patrol - Increase Military Strength of a controlled territory. Enough
people also causes surrounding territories to be affected. The effect lasts
for two Phases.
Each Downtime Phase, the Warmaster is expected to set the Conflict
Stance between their faction and the other factions. These can be Hostile,
Neutral or Allied. The default stance towards other player factions is
Neutral, and to NPC factions it is Hostile.
Labour - Increase Faction Resource yield from a controlled territory.
Gain additional personal resources.
Each personal action results in an Encounter Challenge, the nature of
which is determined by random rolls made by the GM team at the end
of each Downtime Phase, modified by the Risk Factor and character
specific modifiers, including the ‘Scout’ ability, Wits 4, and Fated effects.
If the warbands from two or more factions are deployed to the same
territory during a Downtime Phase, there are several outcomes.
Hostile & Hostile - Battle ensues between the warbands.
Success, failure, or a marginal pass on an Encounter Challenge is
determined by comparing the cumulative Combat, Arcane or Skillful
Prowess of the character with the level set by the challenge.
Hostile & Neutral/Allied - Battle ensues between the warbands, with
the Neutral forces at a disadvantage.
The result of an Encounter Challenge will be displayed as the type of
encounter (i.e. ‘Cultists’, or ‘Locked Chest’), the outcome (succeed, pass,
or fail), and what you gained out of it (i.e. gold, injuries, information). It
is up to the player to then, if they so wish, to craft the story of how that
encounter played out.
Neutral/Allied & Neutral/Allied - Territory is contested and though
no battle ensues it cannot be claimed by either faction.
Possible gains or losses out of an encounter include; allies, blessings,
currency, curses, enemies, equipment points, fame/notoriety, gnosis
points, information, injuries, items, special locations and more.
Neutral - If the other faction is Allied, nothing happens. If it is Neutral
the territory becomes contested. If Hostile, battle ensues with the
Neutral forces at a disadvantage.
If a territory is already held by a faction, a warband from another faction
that enters it results in several outcomes based on their faction stance.
Hostile - Battle ensues
If other members of the player’s faction, or the Hounds faction allocate
the same sort of action to a territory the player has allocated an action
to, the player gains a bonus on their action outcome. The presence of at
least one Hound in the territory means that the backup counts as the
next level.
Allied - If the other faction is Hostile, as above. If Neutral or Allied, the
territory is not contested and both faction forces can support each other
in battle against other factions. Food from the faction that controls the
territory is consumed by the forces of the other faction though.
The presence of a warband from the player faction in a territory that
player is carrying out a personal action in grants a reasonable bonus to
the player’s combat prowess, and minor bonuses to arcane and skillful
prowess.
SPYMASTER
During a Downtime phase, the Spymaster can choose to use their
influence to reveal the orders of Warmasters from other factions before
they are carried out, or conceal the orders of their own Warmaster.
They also stand to gain information about the actions of players from
their own faction and others, though this may sometimes require
expenditure from the Faction Treasury.
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Temple - Improves the overall morale of the Population. All members
of a player faction that use a personal action in their Faction Stronghold
have a chance of becoming Fated.
Warehouse - Stores Raw Materials and Wealth and Luxuries and
reduces their deterioration.
Workshop - Increases the production of Wealth and Luxuries from Raw
Materials by craftsmen.
OUTPOSTS (Territory Dependant)
Archaeological Dig-site - All members of a player faction that use a
personal action for Labour in a territory with an Archaeological Digsite gain an additional 1 Gnosis points that Downtime Phase, and have
a chance to discover Hidden Abilities or Knowledges. This bonus stacks.
Coastal Hamlet - Generates additional Food. All members of a player
faction that use a personal action for Labour in a territory with a Coastal
Hamlet have a chance of obtaining Equipment Points as salvage.
Fort - All members of a player faction that use a personal action in a
territory with a Fort, or one that neighbours it have the Risk Factor
reduced. Faction Troops assigned to defend a territory with a Fort have
their Military Strength increased. Faction Troops assigned to assault or
capture a territory neighbouring one with a Fort in it have their Military
Strength increased.
GOVERNOR
The Governor is in charge of the Faction Resources, and can draw
upon them to further develop the Faction Stronghold and outposts in
controlled territories.
GM Note: Hounds count as members of all player factions for the purposes
of gaining benefit from development.
Ley-line Locus - All spellcasters within the Faction gain an additional
+1 to their mana total. This bonus stacks if multiple Loci are held by the
Faction.
FACTION RESOURCES
Lumber Mill - Generates additional Raw Materials. All members of a
player faction that use a personal action for Labour in a territory with a
Lumber Mill have a chance of obtaining lesser or greater environmental
reagents if they possess the ‘Forager’ ability.
Population - Made up of soldiers, craftsmen and support personnel.
Can decline over time through conflict, illness and misadventure.
Food - Required to feed Population. Does not accumulate over
Downtime Phases. Low food decreases effectiveness and reduces
population, while excess food increases effectiveness.
Sacred Grove - All members of a player faction that use a personal
action for Labour in a territory with a Sacred Grove have a chance of
obtaining lesser or greater environmental reagents if they possess the
‘Forager’ ability, and have a chance to discover Hidden elixir or spell
Knowledges.
Livestock - These generate additional Food, or can be slaughtered for
more food.
Weapons & Armour - Allows support personnel to be converted into
soldiers, and enhances Military Strength of warbands.
Shrine - Increases the overall effectiveness of any Raw Material
generation in the territory, and increases the Military Strength of Faction
Troops deployed to Defend the territory. All members of a player faction
that use a personal action in a territory with a Shrine have a chance of
becoming Fated.
Raw Materials - Used for developing the Faction Stronghold and its
outposts. Deterioration means that some is naturally lost during each
Downtime Phase.
Tools - Allows support personnel to be converted into craftsmen, and
increases production of Wealth & Luxuries.
Mine - Generates additional Raw Materials. All members of a player
faction that use a personal action for Labour in a territory with a Mine
have a chance of obtaining rare ores if they possess the ‘Prospector’
ability.
Wealth & Luxuries - Increases happiness of Population and contributes
to success of the faction at the conclusion of the Chronicle. Deterioration
means that some is naturally lost during each Downtime Phase.
Watchtower - All members of a player faction that use a personal action
in a territory with a Watchtower have the Risk Factor reduced. Faction
Troops assigned to defend a territory with a Watchtower have their
Military Strength increased.
FACTION STRONGHOLD
Athaeneum - All members of a player faction that use a personal action
for Labour in their Faction Stronghold gain an additional 2 Gnosis
points during that Downtime Phase. This bonus stacks.
PAYMASTER
The Paymaster is in charge of the Faction Treasury, which at the
commencement of the Chronicle consists of 25,000ss. The Treasury can
be used by the Paymaster to outfit Faction players they choose with any
equipment other than the Angels Hair reagent.
Barracks - Increases the Military Strength of Faction Troops overall.
Deep Water Port - Protects naval vessels from harsh seas and enhances
maritime trade.
Farm - Generates Food and shelters Livestock.
At the end of each Downtime Phase, the Treasury will be recalculated
based on income and expenditure dependant on Warmaster, Spymaster
and Governor actions. After commencement of the Chronicle, lesser
and greater environmental reagents cannot be purchased straight off the
equipment list, and must be found in-game or acquired through some
other means.
Foundry - Generates Weapons & Armour from Raw Materials by
Craftsman.
Granary - Stores some of any excess Food from one Downtime Phase
to the next.
Guild House - Generates Wealth and Luxuries.
The Paymaster is responsible for setting how much the Population
earn each Downtime Phase, and how much each player earns. Good
management of the finances will improve the morale of the faction while
preventing the Faction Treasury from running dry.
Palisade - Increases the Military Strength of Faction Troops deployed to
Defend the Faction Stronghold.
Reinforced Defences - Significantly increases the Military Strength of
Faction Troops deployed to Defend the Faction Stronghold.
Shipyard - Allows the construction of new naval vessels and the repair
of existing ones.
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