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by Stephen D'Angelo (firstname.lastname@example.org) with additional content from Andy Aiken updated January 8, 2004 This booklet contains a quick-reference to the rules on Character design for the 7th Sea game. Key to Sourcebooks:
AH AV CA CE CJE CM CN# CP DK FR EN ES GM IC IG KM LF LV MO MR NM# PG PN RC RI SBN SD SF SG SH US VK VO VV WEB WOB = Arrow of Heaven = Avalon = Castille = Crescent Empire = Cathay, Jewel of the East = 7th Sea Compendium = Crow's Nest (issue #) = Church of the Prophets = Die Kreuzritter = Freiburg (box set) = Eisen = Explorer’s Society = GM's Guide = Invisible College = Islands of Gold = Knights and Musketeers = Lady's Favor (GM's Screen) = Los Vagos = Montaigne = Montaigne Revolution = NOM (issue #) = Player's Guide = Pirate Nations = Knights of the Rose & Cross = Rilasciare = Sidhe Book of Nightmares = Sophia's Daughters = Scoundrel's Folly = Swordsman’s Guild = Strongholds and Hideouts = Ussura = Villains Kit = Vodacce = Vendel / Vesten = 7th Sea Official Website = Waves of Blood
Overview of Hero Creation
A standard hero is created with 100 HP. This book includes all the choices made on how to spend these points, calculate values, and equip the character. The approximate order of events is: • • • • • • • • Choose a nation your character is from. Determine initial Traits. Decide if / which Sorcery, Shamanism, or Dracheneisen your character has. Decide if / which School your character attended. Decide if / which Arcana your character has. Purchase Advantages, Backgrounds, and Languages for your character. Purchase Skills and Knacks for your character. Determine starting equipment.
Nations of Theah
The first choice when making a character is a choice of nationality. The choice of nation affects what sorcery and combat schools your character can use, and gives bonuses on a trait and some advantages.
Combat Schools Andrews Donovan Finnegan Goodfellow MacDonald Peecke Robertson Aldana Gallegos Gustavo Soldano Torres Zepeda (By kingdom)
Equivalent England Insm ore Ireland Highlands Scotland
Trait Bonus +1 Resolve
Sorcery or Shamanism Druid (Gesa) Glamour (Legend)
El Fuego Adentro (Fire)
Han Shu (Physical) Fu (Talisman)
Special Advantages Cold Climate Conditioning (-1) Elaine's Knights (only) Legendary Trait (-2) MacCodrum Heritage (only ) MacEachern Heritage (only ) Sidhe Ally (only) Sidhe Blood (only) Sidhe Weapon (only ) Unseelie Ally ( only ) Acalde (only ) Castillian Education (only) Castillian Squire ( - 1) Extended Family ( only ) Roving Don ( only) Unversity (-2) Armor Trained ( -2) Cathayan Servant (-1) Small (-1) Steppes Pony ( only)
Han Hua China Khimal Tibet Koryo Korea Lanna Thailand Tashil India Tiakhar Malaysia
+1 Wits +1 Resolve +1 Brawn +1 Finesse +1 Wits +1 Panache Baofong Xue Wudao (Snow) Song Hwang Tung (Tree) Nha Nong (Plant) Tashila (Yoga)
Hua Shao Ren Te Shan Dian Dao Te Zheng Yi Quan Wu Tsain Tie Xiong Kung Chin Te Ki Kwanji Shaktishaalee Ying Sun Wo Jasni Ying Sun Wo Chima Gongjian Shou (By clan) Daphan Vahiy Yael Marikk Sersemlik None Drexel Durchsetzungburg Eisenfaust Gelingen Hopken Loring Posen Steil Unawendbar
Cold Climate Conditioning (-1) Cold Climate Conditioning (-1)
Warm Climate Conditioning (-1) Membership: Tiakhar Volunteer Navy (-1) Warm Climate Conditioning (-1)
Xian Bei Mongolia Crescent Empire Aldiz’ahali Atlar’vahir Jadur’rihad Kurta’kir Ruzgar’hala Yilan’bazlik Eisen Germany Middle East
+1 Resolve (By clan) +1 Wits +1 Resolve +1 Panache +1 Brawn +1 Finesse +1 Wits +1 Brawn
Youya Chima Ren (Horse) (By clan) Takim’aldiz (Star) Khel’kalb (Horse) Sharkici (Chanting) Duman’kir(Wolf) Ruzgar’canli (Spirit) Rimal (Sand) Sulimaq (Water) Zerstorung ( Disintegration)
Crescent Servant ( -1) Membership (Eyes of the Peacock) (only ) Khel-kalb (only )
Acurate Slinger (-1) Membership (Qatihl’i) (-1) Academy (-2) Dracheneisen (only ) Eisen Bodyguard (-1) Iron Guard (only) Nibelung ( only) Rucken (-2)
Midnight Archipelago Carlos Isle of the Red God Kanuba L’Isle du Bete Marcina My’ar’pa Sange Tara Straits of Blood
Caribbean None +1 Brawn +1 Brawn +1 Brawn +1 Brawn +1 Brawn +1 Brawn +1 Brawn Carl Native Opah (Weapon) Nahgem
Keen Senses (-1) Warm Climate Conditioning (-1)
Accurate Spear Thrower (-1) Small (-1)
Erego Medicine (Faith healing) Taramonde (Voodoo)
Trait Bonus +1 Panache
Sorcery or Shamanism Porte (Doorway)
Combat Schools Boucher Gaulle Rois et Reines Tout Pres Valroux Bogatyr Buslayevich Dobrynya
Vendel Holland Vestenmannavnjar Norway
Astrologer Laerdom (Rune) Symathetic Healer
Halfdansseon Kjemper Larsen Leegstra Rasmussen Siggursdottir Snedig Swanson Urostifter
Ambrogia Bernoulli Cappuntina Lucani Villanova Fadh-Righ Faileas
Special Advantages Close Family Member (only) Commision (-2) Gentry (only ) Montaigne Servant (only ) Musketeers (only ) Puzzle Sword ( only ) Accurate Archer (-1) Animal Affinity (-1) Cold Climate Conditioning (-1) Pain Tolerance ( -1) Stelets (only ) Tyomny (only) Toughness (-2) Astrologer (Vendel only) Bearsark (Vesten only) Bodyguard (Vendel -1) Bought Weapon (Vendel only) Cold Climate Conditioning (-1) Drago (Vendel -1) Jarl (Vesten only) Large (Vesten -2) Linguist (Vendel -1) Merchant Patron (Vendel -1) Old Name (Vesten only ) Rune Weapon (Vesten only) Sympathetic Healer (Vesten only) Thrall (Vesten only ) Vendel League Seat (Vendel -1) Vesten Bought-Man (Vesten -1) Governor ( only) Left -Handed (-2) Lord's Hand (only) Unbound ( only) Vodacce Valet (-1) Special
Each island in the Midnight Archipelago has its own language. Archipelago characters speak their island’s language for free. They cannot start with more non-native languages than their Wits, unless they are Acquaintance or Pidgin versions. Characters from Carlos begin with a 4 point Hunted (secret societies) background for free, if the island is known about, and speak the Thean language for free. The cost to learn another language is 3 HP, plus 2 HP for literacy.
Sidhe characters begin with 100 HP, a Reputation of 10, all Traits at 2, and the Legendary Trait advantage in all five knacks. They do not get any nationality trait bonus. Sidhe characters cannot begin with any of the following skills, nor can they begin with any knacks which appear in these skills even if they would gain them for free from other skills. This ban only applies to character creation; these skills and knacks can be purchased with XP as normal.
• • • • • • • • • • • Criminal Crossbow Dirty Fighting Doctor Firearms Merchant Panzerhand Pugilism Servant Streetwise Wrestling
Sidhe characters cannot begin with a Swordsman School which did not originate from Bryn Bresail. They may buy other Schools with XP as normal. Sidhe characters choose one from of each of the following groups of advantages , blessings and curses for free:
• • Dangerous Beauty, Appearance (stunning) or Unnerving Countenance (hideous); alternatively, the character can take a 10HP discount on Appearance (blessed beauty) or Appearance (intimidating) Combat Reflexes or Keen Senses
• • • • •
Large or Small Immortal Slow Aging and Immunity to Disease Smell Glamour Iron Susceptibility, Iron Vulnerability, Sea Bound or Strange Poison
For each additional Sidhe Blessing taken, a Sidhe Curse must be taken. Sidhe characters get a 1HP discount on the Sidhe Weapon advantage, and may start with more than one such weapon, for a total cost of 10HP after the discount. Sidhe can speak all languages for free, but are only literate in Avalon. All Sidhe are full-blooded Glamour mages and start with 7 Sorcery Points as normal. They may buy additional ranks in sorcerous knacks as if they were basic knacks. They may choose more than one knack from the same trait. Sidhe characters may not purchase Arcana. Sidhe characters do not earn DD, and cannot gain them unless given them by another Hero (e.g., by a Virtue). Instead they gain Glamour Dice, which are similar to DD except they cannot be spent to activate or prevent activation of Arcana, and do not turn into XP. You begin with a number of GD equal to your Reputation Dice plus your highest trait, and gain them in the same way human Heroes gain DD. Sidhe do not sleep, but once per 24 hours they must rest in the presence of dream ers. Sidhe do not require food. Normal weapons do -2k2 damage to Sidhe, but cold iron, MacEachern blades, Montaigne puzzle swords, Laerdom enchanted blades and Syrneth weapons damage them normally. Dracheneisen affects Sidhe the same way it affects humans.
As Sidhe, except:
• • • •
Characters using the Repartee system on a Fallen Sidhe gain a +2k0 bonus. Fallen Sidhe begin with half-blooded Glamour, and may spend 20HP for full-blooded. Fallen Sidhe may not take any backgrounds at character creation. Cold iron and MacEachern weapons do +1k1 damage to Fallen Sidhe. All rolls made while wearing or holding a cold iron item are subject to a -1k1 penalty.
Sidhe Blooded (SBN 37)
As human, except:
• • You may take half-blooded Glamour sorcery for 18HP. You may take the Sidhe Blood advantage.
Unforgiven Unseelie (SBN 38)
As Sidhe, except:
• • • • • Begin with a reputation of -10. Do not get the Immortal blessing for free. Characters using the Repartee system on an Unforgiven Unseelie gain a +2k0 bonus. Begin with a 2-point Hunted (Sidhe) background. Cold iron and MacEachern weapons do +3 damage to Unforgiven Unseelie. All rolls made while within 10ft of a cold iron item are subject to a -1k0 penalty.
You may not purchase additional ranks in Sorcery knacks using HP during hero creation. Keep your traits in line with the rest of the characters in the party. but you may do so during game play using XP. You cannot have both a Shaman and Sorcery advantage at the same time. This is just an overview. Your lowest trait determines your number of drama dice. 5 . The maximum value for a trait during play is normally Rank 5 . This means it is common to spend 48 HP on traits! Also. Hint! Increase all traits to at least Rank 2 if possible. Half-Blooded in two kinds of Sorcery. Level of Sorcery Full Blooded Half-Blooded Twice-Blooded Cost 40 HP 20 HP 40 HP Description 7 Sorcery Points. A good balance to start with is with two traits at Rank 3 . Purchasing any kind of sorcery (not shamanism) gives a -5 cost on purchasing the Noble advantage. The actual details on the various kinds of sorcery are given in the Sorcery book. Recommendation! Sorcery (PG 200) Sorcery is something a character is born with. Finesse and Panache seem to have the most return for the cost if your character is in combat. plus their nation bonus (so one trait is at Rank 2). Traits are very important in this game. you will be unhappy. so it cannot be purchased later. Maximum Rank = 3. Trait Name Brawn Finesse Wits Resolve Panache HP Cost 8/pt 8/pt 8/pt 8/pt 8/pt XP Cost 5*New Rank 5*New Rank 5*New Rank 5*New Rank 5*New Rank Basic Description Strength Manual and other dexterity Intelligence and quick thinking Constitut ion and willpower Charisma and personal style Combat Description Wound checks = (B) k(B) Damage = (B+weapon) k(weapon) To hit = (F+knack)k (F) To parry = (W+knack)k (W) Crippled = (R) dramatic wounds Knockout = ( 2*R) dramatic wounds # of actions per round = (P) Characters start with Rank 1 in all traits. 3 Sorcery Points. It is possible to get Rank 6 through the use of the Legendary Trait or the Rose and Cross Secret advantages.Traits (PG 119) A character's traits define how good he or she is at doing things. (CM 7) A shaman is not a sorcerer. The maximum starting value for a trait is Rank 3 before your nation bonus (Rank 4 after the bonus). since will almost every die roll you keep a number of dice equal to a trait. Maximum Rank = 5. but does have magical powers. while Wits can be the most valuable for a non-combatant. If your traits are much lower.
(may purchase twice) 1 armor point. -5 to opponent's TN. 3 Dracheneisen points. 2 armor points. -2 on attacker's kept dice. +1 unkept die with Buckler knacks.) Here are some modifications that can be purchase d for a Dracheneisen panzerhand: Modification Built -in Pistol Locking Grip Mounted Crossbow Spikes Weighted Knuckles Cost 5 HP 3 HP 4 HP 2 HP 1 HP Description First successful hit also fires pistol for a combined (4+Brawn )k3 damage. 2k2 fencing weapon. 6 Dracheneisen points. Small crossbow that does 1k3 damage. +1 unkept die with Polearm knacks. Armor 1. +5 TN.Dracheneisen Level of Nobility Full Nobility Minor Nobility Petty Nobility Cost 40 HP 20 HP 10 HP (PG 160. 6 . +1 unkept die with Zweihander knacks.24 Modifier -1 on attacker's kept dice. +1 unkept die with Panzerhand knacks. +20 yd on range. (See options below. +1 unkept die using Knife knacks. When use Bind or Disarm attack successfully. -5 to opponent's TN. (This TN bonus cannot be negated.18 19 . +20 yd range. +20 yd on range. locks shut until a key and 3 actions are used to unlock it. 3k2 heavy weapon. The following items can be purchased with Dracheneisen points and the effects of armor are described on the right: Item Arm Guard Boots Breastplate Buckler Gauntlet Helmet Leg Guard Panzerhand Crossbow Knife Fencing Weapon Heavy Weapon Musket Pistol Polearm Zweihander Raw Dracheneisen Lock Cost 2 2 6 4 2 3 2 6 4 2 3 4 7 5 5 6 2 2 Effect 2 armor points. -2 on attacker's kept dice. 3k3 zweihander. 3k2 polearm. 3 units of Dracheneisen for use with Nibelung advantage. Damage of hand is 2k2 instead of 2k1. (may purchase twice) 3 armor points. 1k2 knife. Description 16 Dracheneisen points. 1k1 buckler. (may purchase twice) 6 armor points. +1 unkept die with Heavy Weapon knacks.6 7 .161. -1 on attacker's kept dice. EN 93-95) Characters from the nation of Eisen can purchase Dracheneisen. 3 armor points. 2 armor points.12 13 . +1 unkept die with Fencing knacks. An unbreakable padlock. Damage of hand is 2k2 instead of 2k1. but hand is fused into a fist formation.) -5 on opponent TN. +5 TN. Purchasing any kind of Dracheneisen gives a -5 cost on purchasing the Posen school . Purchasing any kind of Dracheneisen gives a -5 cost on purchasing the Noble advantage. +10 TN.
Must have Grand Mastery of each two-school combination (all 6 of them) as a pre-requisite. Cost 25 HP 50 XP Modifiers +10 HP if from a different nation. but does not have the apprentice ability. To advance to apprentice level. HP Cost t o Apprentice XP Cost to Apprentice XP Cost to be an Initiate 20 XP An apprentice has full access to the school’s abilities. -5 XP for each school knack you already have. Cost 80 XP Modifiers +10 XP for each sword knack (other than Exploit Weakness) they don’t have in common. -10 XP if you already have the apprentice ability. You must already have the skills required by the school.Combat Schools Combat schools provide your character with expert training in a combat (usually a weapon such as a sword). An initiate has rank 1 in each knack. (CM 6) +30 XP if from a different nation. +30 XP if from a different nation. -20 XP if one school explicitly gives a discount to the other. Grand Mastery of Two Schools Grand Mastery of Three Schools Grand Mastery of Four Schools 75 XP 150 XP 7 . pay the difference in XP cost. Grand Mastery Characters that master two combat schools may achieve Grand Mastery and thereby use both schools at once. Must have Grand Mastery of each two-school combination (all 3 of them) as a pre-requisite.
Permanently reduces Drama by one. An arcana can only be chosen at the time a character is being created. Intended for beginner players. You strongly defend one or your opinions. Game effect if activated by the GM using a Drama Die You chase after power even if it’s risky. but prior to Damage roll. Cannot be used more than once per test. Only once per test. etc. Allow the rest of your group to use one of your Knack Ranks in a shared activity. Cancel effects of one level of Fear on party until end of Scene. Discard an Action die from Initiative Pool during a time -sensitive moment. (Activation is 1 XP. Once per Scene. You covet something belonging to someone else and should attempt to get it. Use after hitting. You avoid or escape from doing something dangerous. You don’t have any doubts about the moral justifiability of your actions. Reroll a failed test you attempted for helping someone else. (Cost 2 Drama Dice) Determine which Arcana another Hero or NPC possesses.Arcana (PG 127 + PG 169) An arcana is a guiding force behind your character's personality. Affects whole party. Receive warning just before the next time your GM springs an awful surprise on you. Automatically succeed any Perception check Predict what a Villain or Henchmen’s next Action will be. or get a –2 dice penalty to a Surprise check. You have one Rank in any Knack you do not have a Rank in until end of Scene. Get a hint/information from the GM. You fail a Perception check. You t ry to get as much money as possible when divvying up loot. A positive arcana is called a Virtue and costs 10 HP. Virtue Adaptable Altruistic Comforting Commanding Courageous Creative Exemplary Focused Fortunate Friendly Insightful Inspirational Intuitive Passionate Perceptive Perspicacious Propitious Selfcontrolled Uncanny Victorious Willf ul Worldly Hubris Ambitious Arrogant Cowardly Envious Greedy Hedonistic Hot-headed Inattentive Indecisive Judgmental Lecherous Loyal Misfortunate Overconfident Overzealous Proud Rash Reckless Righteous Star-crossed Stubborn Trusting Game effect if activated using a Drama Die Cancel effects of Surprise on self. Reroll a successful test whose TN was 25 or higher. 8 . You fly off the handle and lose your temper. Transfer one Rank from one Trait to another for duration of Scene. +1 kept die to any other Hero’s action. Gain a Connection at some point within Scene. Prevent NPC’s from using Drama dice when they are facing use in combat until end of Scene. You don’t have any doubts about your capabilities. You are shot with Cupid’s arrow…again. You go back for a fallen comrade. getting a bribe. no matter how inappropriate the time and place. You give in to temptation. You refuse an offer of aid. You show contempt or disdain for someone else. Get a hint/idea from the GM. or avoid leaving their side in the first place. You ignore any nagging feelings of worry or hesitation when confronted with danger. You lose any doubts about another person. You are prevented from changing your mind. Cause any use of Repartee system against you to automatically fail. Reroll any failed test whose TN is 20 or less. Activated only by GM. You investigate something unusual even if it looks dangerous. You jump to conclusions and form an unsubstantiated opinion of someone you’ve just met. Lucky escape from current Scene. Gain a Fear Rating of 1 for one Scene. You relax your guard and have a good time. Automatically score a Dramatic Wound. Get +2 XP per adventure) Double the number of kept dice for any one Action when saving life of loved one or friend. Once per test. A negative arcana is called a Hubris and gives you 10 HP. Reflect the effects of Fear back from yourself to one of your opponents.
You get +5 on Animal Training rolls. (May be purchased up to 3 times. You know how to forge and how to destroy Dracheneisen and have much power in Eisen. +1k0 for noticing concealed doors. Costs 2 HP if Castille. If a repartee roll succeeds. Lose only 2 kept die (instead of 4) in total darkness. Armour penalties are reduced (see table on CJE 84). 3 HP for an advanced knack. then it has a reef you know but others make a Wits+Pilot TN 30 to get through. Advantages can normally only be purchased at the time your character is created. 3 HP if Fhideli You have great timing and an ability to work crowds. 4 HP if Cathay and has an Army Commission. Costs 2 HP if Crescent (Ruzgar’hala). +5 on Oratory rolls for contested social rolls or verbal arguments. As a member of the MacEacheron family. the success acts as if you had an additional Raise. Linguist University PG 163 2 HP 4 HP PG 166 Knowledge Advantages ("what you know") Advantage Accurate Archer Accurate Slinger Accurate Spear Thrower Ajedrez Master Alchemist Animal Affinity Architectural Awareness Area Knowledge Armor Trained Barterer Debater Faith Island Hideaway MacEachern Heritage Nibelung Night Trained Pirate Trick Showmanship US 100 CE 81 IG 79 CE 81 IC 82 US 100 SH 95 LV 82 CJE 66 US 100 RI 86 PG 161 WOB 103 AV 91 HP Cost 3 HP 3 HP 3 HP 1 HP 10 HP 2 HP 1 HP 3 HP 6 HP 1 HP 2 HP 5 HP 2-3 HP 10 HP 20 HP 4 HP 3 HP 5 HP Description Costs 2 HP if Ussuran. Have faith! You know an island that does not appear on anyone else's charts.Advantages Advantages are physical. it would normally cost XP equal to 3 times the HP cost. such Accounting. or social aspects of your character. mental. Advantages that Affect HP expenditure Advantage Academy Castillian Education PG 158 PG 158 HP Cost 4 HP 10 HP Description Costs 2 HP if Eisen . but the GM may alter this cost or deny access to the advantage. You get +5 to Throw (S pear). Gain rank 1 in a knack not in any skill you have. You also get +5 on Chase rolls made in that area. Astronomy. If you spend 3 HP. or Tactics. Choose a knack with a mental or scholarly aspect. You have an intuitive understanding of a given field and get +5 on rolls with that knack. You get +5 on all attacks made with a bow. Any action done in front of an audience that would earn a reputation point. You get +5 on Haggling rolls. Civil skills cost 1 HP (instead of 2 HP) each when first making the character. Martial skills cost 1 HP (instead of 2 HP) each when first making the character. You get an extra unkept die on Ambush checks while in that area. earns an additional point. You know an area very well. Lose only 1 kept die (instead of 2) in dim light. You receive +5 on Gaming and Cheating rolls made when playing the game ajedrez. You begin with a 3k2 hammer.) EN 98 MO 85 PN 96 US 102 Spark of Genius Specialt y IC 85 2 HP 1-3 HP CM 25 9 . You're not sure what this does. Avalon only. If you can work out with your GM a reason why your characte r would acquire the advantage during game play. Eisen only. 1 HP for a basic knack. You can speak and read/write the Thean language. You get +5 on all attacks made with a sling. (Gives a -5 to the cost of the Noble advantage.) Costs 1 HP if Vendel. you know how to kill Sidhe… but they want you dead. Civil advanced knacks for 1 HP (instead of 3 HP) per rank when first making the character. Learn one Pirate Trick (see PN 94 -95 for details). Singing. All languages cost 1 HP less (or 3 XP less) to purchase with a minimum of 1 HP (or 3 XP) unless it starts at a cost of 0. The maximum value of one of your traits increases from 5 to 6. Castille only. You are studying alchemy. Costs 2 HP if Kanu. Costs 1 HP if Ussuran.
For 1 HP. You do not take penalties when Crippled. Costs 1 HP if Ussuran. You are immune to fear at all times.). your character starts as old.Physical Advantages ("what you are") Advantage Able Drinker Age and Wisdom PG 158 IC 82 HP Cost 1 HP 1-2 HP Description Drinking liquor never affects your die rolls.) For each 5 HP. sidhe. 26 to 40 (-1 for kept dice on physical knacks. get 1 Miracle die per story. +10 on perception checks at a distance. Appearance: Above Average Appearance: Stunning Appearance: Intimidating Appearance: Blessed Beauty Bearsark PG 158 PG 158 SD 87 SD 87 VV 98 5 HP 10 HP 15 HP 20 HP 15 HP Brilliant Cold Climate Conditioning Combat Reflexes Dangerous Beauty Double Jointed IC 83 US 100 3 HP 2 HP 3 HP 3 HP 1 HP PG 159 PG 160 CJE 67 Eagle Eyes Firm Grip Guardian Angel Guardian Family Handy Keen Senses Indomitable Will Large Left-Handed Legendary Trait Lightning Reflexes Man of Will PN 95 SG 98 CP 88 2 HP 2 HP 4 HP 2 HP 3 HP 2 HP 3 HP 5 HP 3 HP 3 HP 4 GP 25 HP KM 67 IC 83 PG 162 PG 161 PG 162 PG 162 PG 163 SG 92 EN 96 Miracle Worker Odd Sleeping Habits Natural Aptitude CA 103 CP 88 5-15 HP 1 HP 6-10 HP IC 83 CJE 70 Pain Tolerance US 102 4 HP 10 . You take 1 less unkept die of wounds due to cold weather. 41 to 55 (-2 for kept dice on physical knacks. Costs 1 HP if Avalon. runes. but you may take a virtue at a cost of 5 HP. You can make things well. You age a week for every round of combat you are berserk. You also get +5 on rolls to resist interrogation based on torture. You may raise one trait of your choice to 6 by spending experience. You receive +5 on rolls involving your Brawn when determining if you can hold onto something. You can take an additional dramatic wound before becoming crippled. +1 unkept die for skill checks involving your senses. +1 unkept die on social rolls. +1 unkept die on attack rolls with left hand. You are immune to mind-altering magic (sorte.) When you use an interrupt action to make an Active Defense. Immune to damage from Joint Lock on your fingers. Costs 3 HP if Ussuran. bind. For 2 HP. Your right hand is your off-hand. You may not take a Hubris. Prior to a battle. You get +5 on Construction Checks (as per the Invention rules). Costs 3 HP if Vesten. and the effects of fear. Vodacce only. You gain +5 on all Brawn rolls (includes wound checks and damage rolls). and resisting a disarm. etc. You can sleep at odd times and get by with less sleep. 6 HP for basic knack 7 HP for advanced knack 10 HP for sorcerous knack Choose one knack. (You cannot also get the Small advantage. Examples of benefits are on CA 103 -104. The TN of any Sorte effect used against you is increased by 5. no untrained penalty. +1 unkept die on damage and Intimidation rolls. This does include grapple. +1 on kept dice for mental knacks). (You can only get this for one trait. You may spend a drama die to force an opponent to re -roll a successful attack on you or to re-roll an active defense against a trap or other hazard. +3 unkept dice on social rolls. Someone is looking out for you. You get +1 unkept dice on Conception Checks (as per the Invention rules). This advantage can only be taken once. get 2 XP for each unspent die. Free Raise to Wound Check if you are disarmed when using a sword with fencing ring grips. and can declare raises after rolling. Vendel / Vesten . but you take 1 extra unkept die of wounds due to hot weather. Costs 1 HP for Archipelago characters. and you get two Free Raises to escape from such a Joint Lock . your character starts as middle aged. +2 unkept dice on social rolls. Khimal or Koryo. effects of the repartee system. +2 unkept dice on seduction rolls. Costs 1 HP if Rose and Cross. The rest applies while you are berserk… You froth at the mouth. Highlander. it costs you one less action die (minimum 1). (A character with any sort of magical ability cannot take this. you may spend a drama die to go berserk. +4 unkept dice on social rolls. At end of story. You increase your Fear Rating to 1/3 your Panache (round up). It takes a Wits check of TN 5 (remember that Wits is 0) to identify friend from foe in combat. You feel no pain and are immune to the effects of being Crippled (although you can still be knocked out or killed). You enter a mindless rage that w ill not stop until all enemies are down. +1 on kept dice for mental knacks). +2 unkept dice on contested social rolls. You have a resistance to Sorte magic.) Costs 1 HP if Vodacce. May re-roll one initiative die each combat round. You get +5 on Research knack rolls. Your Wits is reduced to 0. GM spends the dice to give benefits to the character. This does not change the number of wounds necessary to make you unconscious. Vesten only.
(You cannot also take an Appearance advantage. All fate strands attached to you are court cards. Your destiny is guided by your sign. Crescent only. or talk. -3 unkept die on all social rolls except those that benefit from looking unpleasant (in which case it is +3k3 instead). Sensitive Bones Sidhe Blood Small US 102 AV 91 SD 87 SBN 38 PG 165 2 HP 1-8 HP 2 HP Toughness Unbound Undead PG 166 CM 6 VO 99 5 HP 15 HP 15 HP WOB 103 Unnerving Countenance: Below Average Unnerving Countenance: Ugly Unnerving Countenance: Hideous Warm Climate Conditioning Zodiac Sign SD 89 2 HP 4 HP 6 HP SD 90 SD 90 CE 90 2 HP 2 HP CE 90 11 . Each story you receive 2 miracle dice. Untapped Reserves = When you have no drama dice you can spend a miracle die to get 2 drama dice. giving +2 Fear Rating. When you take dramatic wound. 70+2k2=Die). July 25 – August 25 = +5 on attempts to intimidate others. The Brawn result on your Wounds checks are multiplied by 2. 55=Old. These dice can be spent as follows (cannot use any except Vanishing Act on someone with Faith advantage): Silver Tongue = +2 kept dice on one social roll. +2 HP = Bloated. Male Vodacce only. +2 HP = Skeletal. You have a Fear Rating of 2 when facing Fate Witches. Crescent. Tashil. -10 on rolls using that limb. -5 on TN to intimidate you. up to one die per roll explodes normally. Can attach a limb for duration of an act. -5 on TN of attempts to charm you. +1 HP = Emaciated. -1 drama die per story. You must always declare a raise for extra damage when attacking. Odd dice are lost. See below for possible advantages. The Leadership knack is basic for you. November 27 – December 26 = When crippled. others in melee range make Resolve roll TN 20 or lose next action die. You may purchase this advantage as many times as you like for different poison types. +1 Fear Rating. +5 on TN of attempts to distract you. +1 HP = Claws and Fangs. Costs 1 HP if Cathayan or Kanu. You may spend an action to get a +1 Fear Rating (does not compound if you do this again). -2 unkept die on all social rolls except those that benefit from looking unpleasant (in which case it is +2k2 instead). -1 unkept die on all social rolls except those that benefit from looking unpleasant (in which case it is +1k1 instead). Same as Small advantage. Get Unnerving Countenance(Ugly) free. (You cannot also get the Large advantage. You must also have the Inquisition advantage. December 27 – January 20 = +5 on attempts to charm others. but you take 1 extra unkept die of wounds due to cold weather. You gain a fear rating against that person of 1 for every 5 you won the check by. +1 kept die on wound checks. so Fate Witches cannot affect you. Immune to exhaustion and poison. March 20 – April 20 = +1 on Vendel/Vesten investment rolls. May 22 – June 22 = -2 cost on Faith advantage. Vanishing Act = With a distraction can disappear without a trace. -5 on TN to taunt you.Advantage Poison Immunity Righteous Wrath VO 98 SD 87 CP 95 HP Cost 1 HP 5 HP Description You may ignore all effects of a single type of poison. Avalon or Sophia's Daughters only. June 23 – July 24 = You complete lengthy tasks in 3/4 time.) Costs 3 HP if Ussuran. Do 1k2 barehanded damage. +3 HP = Demon Eyes. Even dice grant you an extra drama die. October 27 – November 26 = You age slower (33=Middle. February 21 – March 19 = +5 on TN to taunt you or others with you. You take 1 less unkept die of wounds due to warm weather. +5 on wound checks. Tiakhar. Unnerving Countenance(Hideous) for free. Gaze into the Abyss = Make a contested resolve check and you get +10. +1 unkept die on Stealth and Shadowing rolls. Can spend one action each turn to get a +1 Fear Rating that turn. Successful attacks on you by someone wi th Faith causes an automatic dramatic wound. You get +1 kept die on Weather rolls. Fanatic Strength = +3 Brawn for one action. January 21 – February 20 = +1 experience and -1 reputation at the end of each story. You cannot also have the Miracle Worker advantage. +10 to passive defense. +5 on TN to intimidate you. September 27 – October 26 = Free Commander skill. smell. +1 HP = Missing Limbs. April 21 – May 21 = +1 on TN of attempts to taunt you. Piercing the Veil = You automatically detect a lie. August 26 – September 26 = Once per scene you may roll any number of drama dice. +1 HP = Headless. -1 die on first damage roll each combat. All damage done to you is doubled. +2 HP = Revolting. Villains and Henchmen only. Cannot taste.) Costs 1 HP if Archipelago.
You are part owner in a merchant enterprise. Wrestling skill. untitled member of the warrior caste. You are a member of the inquisition. You may attempt to embezzle with Wits+Accounting against a TN of 5 + 5 per 50g embezzled. You get the Scholar skill for free.000g. 50g/m onth (6 HP). You have a manor house. You start the game with 1. You are an unlanded noble. See the table on CP 90 for sample saints. 25g/month (4 HP). See AV 97-98 for details.Career Advantages ("what you do") Advantage Acalde Church Guard CA 103 CP 88 HP Cost 4 HP 2 HP Description Castille only. You have a revenue of 500g/month. If you encounter a Tiakhar pirate. 90g/month (8HP). 20g/month (3 HP). Navy members have a revenue stream of: 10g/month (2 HP).000g and have a 50g/month income. As long as you properly honor a specific saint. You may not also have the Ordained advantage. Costs 5 HP if have Sorcery. Vodcacce only. You grew up in a monastery or nunnery. chastity. and got along OK 9-10: You served with him many times. Merchant Marine (Merchant Guild membership). Requires Wits=3+. Dracheneisen. Army members have a revenue stream of: 8/month (2 HP). All your needs are taken care of. Panache=3+. You get +10 on rolls to resist breaking your vow. You control a portion of the Vodacce mainland. You can join multiple guilds. All needs are taken care of by the Queen and your fellow Knights are allies. are well equipped. You get +5 on Mooch knack rolls. You are an unlanded. and are friendly You are a Journeyman (above apprentice) with your own shop and revenue (of professional rank in dice keep 2 each month). 32g/month (4 HP). Vodcacce only. Costs 4 HP if have Sorcery. You work for a Prince and perform actions in his name. and at least a 2 point vow background for an oath to defend the church. but you have no income. 10g/month (2 HP). you can get a special commission in Castillian Navy (get Sailor skill free). Costs 1 less if Vendel. Resolve 2+. For +1 HP. but you gain income from only one each month. Cloistered CP 87 4 HP Commission Corporal / Sailor Sergeant / Mate Lieutenant / Petty Officer Captain / Lieutenant PG 132 PG 159 WOB 102 2 HP 4 HP 6 HP 8 HP Elaine's Knight Fencing Academy Gentry Governor AV 91 4 HP 1-20 HP 8 HP 6 HP SG 92 MO 83 VO 97 Inquisition Iron Guard Jarl Lord's Hand CP 94 EN 96 2 HP 4 HP 8 HP 4 HP VV 99 VO 98 Membership: Tiakhar Volunteer Navy CJE 70 4 HP Merchant Guild Merchant Patron PG 132 PG 164 4 HP 1-5 HP VV 99 Musketeers Noble PG 164 PG 132 PG 164 4 HP 10 HP Ordained Patron Patron Saint PG 132 PG 164 4 HP 2 . Your needs are taken care of and you are paid 20g/month. You hold a rank similar to a lieutenant. Swordsman’s Guild member cost is at -1 (minimum 1). You can claim sanctuary in any church. 20g/month (4 HP). To take this advantage. you gain the benefits that saint grants. or Castillian Education. Avalon only. Your family is not only of noble blood. Sea Dogs (+5 on repartee actions in Avalon). You no extra income but you start with 30g. one seneschal. Mercenary Company. You get Monk skill for free. You start the game with 10. You took a vow to abstain from one of the 7 deadly sins (typically poverty. but is in good standing. You start the game with 500 g and have a monthly income of 100 g. and at least 10 HP spent on Courtier knacks. Crescent Corsairs (welcome in Crescent). Member of Castillian police force (like a sheriff). Vodacce (Spy skill free). at least 3 martial skills. 20g/month (3HP). Montaigne only. All needs are taken care of by the Empereur. You earn 5g/month (1 HP). You run a combat training academy. See SG 92-93 for details. You put money in regularly and earn profits. You know all the codes the pirates use. and small population of serfs. 75g/month (8HP). Montaigne only. roll 1d10: 1-2: You were in a fight with him once 3-4: You have never heard ofhim 5-6: You have seen him before. You get +5 on social rolls with adherents to your faith. Costs 3 HP if Tiakhar. GM permission only. You are a member of an Eisenfurst's Iron Guard. See EN 96-98 for requirements and other details. but not spoken to him 7-8: You served with him once. 80g/month (6 HP). Montaigne Navy (get Courtier skill free). -2 HP to cost for Montaigne (minimum of 1 HP). Eisen only. Military members have allies in the military. 60g/month (6 HP). membership in either the Rossini or Swords of Solomon schools. you must have Wits 2+. All needs are taken care of by the Prince. You have a patron who provides you a revenue stream of: 10g/month (2 HP). You are a priest in the Church of the Prophets. 10 staff. You cannot also take the Thrall advantage. 40g/month (4 HP). You have a revenue of 30g/month. and have influence in their country. and humility). or 160g/month (8 HP). rank 3 or better in each of Attack and Parry for your school's weapon. Your fellow musketeers are allies. Vesten only. You receive 100g/month.8 HP 3 HP PG 132 PG 165 CP 89 12 . 40g/month (5HP).
but he'll count on you and his troubles can be bigger. CM 21. You have spent time in Ussura and were adopted by the Fhideli. at least 3 martial skills. Resolve 3+. AH 54 -63. Priest / Sorcerer (2 HP). You have earned the trust and friendship of the wandering Cymbr people (in Vodacce). 1=Ussura. In addition to rank. 4=Vendel/Vesten. You have a permanent position at a university. Parry(Fencing) 3+. VK 5 Rose and Cross: PG 82 -83. VK 4. Crescent only. Scholar (1 HP). LV 1-128. GM 127. SF 52-63. 8=Vodacce. You must have Brawn 3+. Head of Family (10 HP). 10=Home Castillian province. GM 126 -127. each for a different person. You must be a master of at least one sanctioned sword school and be in good standing with the Swordsman’s Guild to buy this. the Rose and Cross will protect you. but have no monthly income and spend 50 g/week to maintain your lifestyle. The sorcery Ad’a is available to you. 3=Montaigne. You are a free ma n of the Thrall class. Duelist (4 HP). Your needs are taken care of and you have a 20g/month inc ome. 7=Eisen Vaticine province. VK 5 Vendel League: CN0 3. Confidant (2 HP) = A person you trust.) You may have a number of connections equal to your Panache. but you must aid them as well. IC 1-128 Los Vagos: GM 126. Your needs are taken care of. You have family spread around. Commander (5 HP).000g/year for patron status and the protection that comes with it. 4= Adopted into a family and learned Fhideli ways.000 g. Vesten only. GM 1 27-128. You know the locations they can be located at and the signs used to communicate. but gives 3 "like" or "usefulness" points in court per HP spent. Informant (1 HP) = A person who will help if paid. 5=Avalon. must travel 100 miles before trying again. GM 128-129. If fail. You cannot also take the Jarl advantage. (This advantage can be purchased up to 3 times. Crescent only. VK 5 Lung Yin (Shadow of a Dragon): CJE 68 Jing Chi ang Tuan (Golden Coin Society): CJE 68 Haathi ke Lokh (Elephant People): CJE 68 Hei Jing Hu (Black Metal Tigers) : CJE 68 You have an ally in the Sidhe court. Survival knack 2+. You may also purchase these for 2 XP per HP. (This advantage can be purchased up to 3 times. You have rank in the Suldan’s personal bodyguard.) Crescent NPC only. you gain one free martial skill. Ally (3 HP) = A close friend who would walk through fire for you. Courtier / Skilled / Society Member / Merchant (3 HP). VK 4 Invisible College: PG 81-82. Attack(Fencing) 3+. Choose a university. VK 4 Sophia's Daughters: CN0 3. Resolve 2+. each for a different person. You can only join one secret society! Die Kreuzritter: PG 84. The points spent equate to the trust level: 3=A trusted friend. 9=Other Castillian province. Works like a Connection. You can call on a close family member once every 3 months for assistance. Some are listed on IC 85. You become a full noble if your lands are reclaimed. You are one of the Ussuran province of Somojez's Dark Guards and your role is to protect the province and the orthodox church. Your cost to purchase Exploit Weakness(School) knacks is at -1 XP per rank (cumulative with other bonuses). As a patron. Connection PG 159 1-3 HP Cymbr Connection Extended Family VO 97 3 HP 5 HP CA 103 Eyes of the Peacock Fhideli Connection Friend at Court Qatihl’i Membership CE 86 US 100 4 HP 3-5 HP 1-3 HP 5 HP MO 83 CE 86 Razors Rose and Cross Patron Secret Society Membership Die Kreuzritter Explorer's Society Invisible College Los Vagos Rilasciare Rose and Cross Sophia's Daughters Vendel League Lung Yin (Shadow of a Dragon) Jing Chiang Tuan (Golden Coin Society) Haathi ke Lokh (Elephant People) Hei Jing Hu (Black Metal Tigers) SG 92 5 HP 0 HP 5 HP RC 28 RC 76 PG 164 CJE 68 Sidhe Ally AV 91 2 HP 13 . 6=Eisen Objectionist province. You receive -10 reputation. Ordained advantage. You must have Wits 2+. 5= Adopted into a family and learned the deep secrets. LF 46 -64. VK 4 Explorers: PG 84.Advantage Roving Don CA 104 HP Cost 6 HP Description Castille only. Cost is 4 HP for Yilan-bazlik. You are a member of the assassin cult Qatihl’i. You are one of the Gaisus' elite guards. but would not risk their life for you. the connection owes you a favor or money. RC 1-128. Ussura only. and 10+ HP spent on Hunter knacks. The cost of this advantage is one higher than the equivalent Commission advantage for the same rank. 2=Crescent Empire. Stelets US 101 4 HP Tenure Thrall Tyomny IC 85 VV 100 2 HP 1 HP 2 HP US 101 Yenicer’i CE 81 3-9 HP Social Group Advantages ("who you know") Advantage Close Family Member MO 83 HP Cost 1-10 HP Description Montaigne only. Costs 5. You are a member of the sultan’s spy network. You can count on him. VK 5 Rilasciare: PG 83-84. Take this instead of Noble. You start with 6. You gain the Servant skill for free and start the game with 5 g. Roll less than target number on 1 die to find a relative nearby. You get 15g/month even when on sabbatical. CM 21. For +2 HP. Castille only.
A 75 HP henchman with 3 in all Guide knacks. F=2. W=2. A henchman with rank 2 in all traits + 20 HP to spend. P=3. that gives an +1 XP per story as long as you follow the requirement. You have had your work published. One free 4 HP background. Bodyguard = 5 HP (B=2. Porte Messenger = 5 HP (B=2. Costs 5 HP for Vendel. You have rank 0 in all Exploit Weakness(School) knacks. You have an honored name among the Vesten. P=3. F=2. You receive one extra reputation die while in a specific city due to an action performed there in the past. A 75 HP Henchman with 3 Ranks in all Cao Yao knacks Costs 5 HP for Crescent. Mode du Lac (MO 86) = Fashion dictatorship of Montaigne. Servant knacksat 3. Vesten only. You secured a voting Seat in the Vendel League.Advantage Social Club Mode du Lac MO 86 HP Cost 3 HP Description Member of a special social club.000g. +10 on Fashion rolls. Free to man y members of a Swordsman school. Once per scene. If it is resolved.) Costs 5 HP if Vendel. or for -20 reputation until end of scene. You must have either the Ordained or Cloistered advantage. Minimum income of 200g/month and savings of 10. You have performed some noteworthy service for an organization with a Membership advantage. F=2. Costs 5 HP for Cathayans. Fencing+Knife+Firearms knacks at 3. You get the Streetwise skill for free. You are under the effect of a lesser (3 HP) or greater (6 HP) Gesa. R=2. You have a home neighborhood in a specific city. (You cannot also get the Citation advantage. Has 3 "knacks of expertise" that allow master to act at +1 rank in that knack when assisting. You gain 5 reputation points. you get another one for free. 3 HP = your reputation can drop to -50 without becoming an NPC. You gain 10 reputation and have a 100 g/week income while you have this seat. 3 Fashion.) For villains only. CJE 66 CE 85 VV 99 EN 95 MO 85 14 . A 75 HP henchman with a Swordsman School of your choice. The cost to increase these knacks is -1 XP per rank if the school is sanctioned. When dealing with that organizatio n your Reputation is 20 points higher. W=2. You have one fewer reputation dice when dealing with the Seelie. Minimum 3 Panache. You have a loyal 75 HP henchman w ith an Eisen swordsman school. (You cannot also get the Scoundrel advantage. Costs 5 HP for Eisen. +1 HP = Streetwise skill (+1 kept die) and 5 in Socializing. +3 HP = +1 to maximum for martial knacks. may spend 1 drama die for a +2 Fear Rating until end of scene. You have studied the works of Cristoforo Scarovese so you can manipulate politics. You can legally challenge someone to a duel. Avalon only. +2 HP = Very organized. +3 HP = Extremely loyal. +1 HP = Sycophant (worships you). 100g/month income or 5. Costs 2 HP for members. You gain 6 reputation (or lose 6 reputation if you have the Scoundrel advantage). Lackey = 5 HP (B=2. W=2. which gives you +5 reputation per point spent and a bonus of 10g money (one time) per point spent. You get +5 on social rolls in this area and have Streetwise knacks at rank 5 while in this area.000g savings. 1 HP = your reputation can drop to -40 without becoming an NPC. Montaigne only. See AV 98 -100. Plus 25 HP with no civil knack above 2). You are known for piety and wisdom. P=3. R=2. -10 reputation points. Plus 25 HP with no martial knack above 2). Venerable Order of Esteemed Gentlemen Swordsman Guild PG 164 3 HP Unseelie Ally SBN 2 HP Social Advantages Advantage Citation Evil Reputation Foul Weather Jack Gesa Home Neighborhood Local Hero Man of the Cloth Old Name Past Services PG 159 PN 95 HP Cost 4 HP 13 HP 5 HP 3-6 HP 2 HP 2 HP 2 HP 2 HP 3 HP Description +10 reputation points. VOEG (MO 86) = Wealthy people who gamble a lot. A 75 HP henchman with the Linguist advantage and 15 points of languages. Half -Blooded Porte with Bring knack at 4). R=2. You have gained a favour from an Unseelie Sidhe. and you can improve your rank. Costs 6 HP for Castillians. PG 161 AV 94 FR 93 FR 93 CP 88 VV 100 KM 67 Published Scarovese Scoundel Vendel League Seat IC 83 VO 99 1-2 HP 1-3 HP 3 HP 8 HP PG 165 VV 100 Follower Advantages ("who works for you") Advantage Bodyguard Castillian Squire Cathayan Servant Crescent Servant Drago Eisen Bodyguard Montaigne Servant VV 98 CA 103 HP Cost 7 HP 7 HP 6 HP 6 HP 6 HP 6 HP 5+ HP Description Costs 6 HP for Vendel.
You have a weapon inscribed with a rune. PG 165 CJE 70 VV 102 VO 100 CE 90 Item Advantages ("what you have") Advantage Bought Weapon Castillian Blade VV 99 HP Cost +2 HP 2-6 HP Description Vendel only. Roll on table on MO 93. +5 TN to resist breaking the blade. uses Polearm skill. Anyone spending a month studying gets 1 XP to spend on a Civil knack. -1 HP cost if have Sidhe Blood with Good Standing. This is a 75 HP henchman with a Vesten Swordsman school. +5 TN to resist breaking. A relic has passed into your p ossession. Destiny dice may be added before any roll with the weapon to add 1 kept die to the roll. Cathay only. If you betray him. The cost is 4 HP for one that adds dice or 1HP + 1HP per raise on ones that affect weather. The cost is 6 HP (knife). 8 HP (heavy weapon). You have a pattern-welded weapon that gets +3 on all rolls (attack. Dagger (2 HP) = 2k2 weap on (1k2 away from Avalon) and you can lower one action die by 1 each round. It can kill Sidhe. he becomes a 3 point Nemesis. It also gets +5 TN to resist breaking. there is a 20% chance that you get a -5 instead. You have a special horse that acts as a Henchman. Avalon only. You have a MacEachern blade (any from knife to claymore). Multiple characters may chip in for a combined advantage. Alternately.Advantage Rucken Servant(s) Steppes Pony Vesten Bought-Man Vodacce Valet Windrunner EN 99 HP Cost 8 HP 3 HP 3 HP 7 HP 6 HP 3 HP Description Costs 6 HP for Eisen. Sword (4 HP) = 4k2 weapon (3k2 away from Avalon) and you can lower one action die by 1 each round. Cost reduced by 1 HP for a blade from a Castillian's home province. Costs 5 HP for Vodacce. You have a totally loyal warrior guard. You have a special horse that acts as a Henchman. Vesten only. All blades are 2k2 fencing weapon. It is a pet with a special ability. Permanent runes cost twice as much. You have a small library. Each time you buy this advantage you get either one Henchman (50 HP character designed by the GM) or six Brutes (at threat level 1). Costs 6 HP for Vesten. The cost is 2 HP more than the normal cost for that weapon. They refresh at the start of each act. You own property somewhere. Spear (5 HP) = 6k2 weapon (5k2 away from Avalon). You have a ship built with the specified number of points (10. You have a 75 HP Henchman who also has 3 in all Criminal knacks. The library gives +5 on a Conception Check (as per the Invention rules) if you spend more than half of the invention time in the library. Torres (3 HP) = +3 to damage rolls. damage. See VO 100 -101 for sample spiders. See CJE 70 for stats. This is for a single use rune. You get one artifact. costs 2 HP for Xian Bei. parry. Cost is -1 if also have Noble advantage. Zepeda (2 HP) = +1 to attack and damage rolls. Cost is -1 for each previous time you have taken this advantage. You have a trained spider (Brute with threat rating 1). Once per scene you may invoke it to add one unkept die to a die roll. Crescent only. 15 or 20). you may get an item (see PG 161). This costs 1 HP for every 5. but they will want to kill you. Costs 1 HP for Fate Witch. You can purchase this multiple times and up to 5 times for a single weapon. sword knacks). 7 HP (fencing sword or hand axe). 500g per HP spent. You have a weapon with 1 destiny die granted to it by a Fate Witch. Aldana (6 HP) = Lower one action die by 1 at the start of each round. You can do this twice per scene if you have the Faith advantage. Crescent only. CA 102 Inheritance MacEachern Weapon Pattern-Welded Steel Weapon PG 161 AV 91 CE 86 1-10 HP 5 HP 5-9 HP Personal Relic Property Puzzle Sword Research Library CP 90 3 HP X HP 2-10 HP 1 or 3 HP FR 93 MO 86 IC 83 Rune Weapon VV 100 1-8 HP Ship CM 26 Sidhe Weapon AV 94 10 HP 15 HP 20 HP 2-5 HP Syrneth Artifact Trained Spider Twisted Blade PN 96 VO 100 1-5 HP 2 HP 2 HP VO 99 15 . Gallegos (3 HP) = +2 to attack rolls. Samples on PN 96-97. Soldano (6 HP) = +2 to all fencing die rolls. Sword and cost are random.000g of value. You can purchase a special weapon of any type other than Dracheneisen. 9 HP (polearm). See CE 90 for stats. This is a valet who is both servant and knowledgeable in politics. Montaigne only. Bow & Arrows (3 HP) = Bow string never breaks and the 6 arrows can always be retr ieved. You have a loyal 100 HP henchman. Those struck a killing blow go to sleep for 1 day to 100 years. If you only spent 1 HP. This may be done once per story (no matte r how many libraries are visited).
and to turn down food you must make a Resolve check: Snack: TN 5 Small meal or drink: TN 10 Medium size meal: TN 15 Large meal: TN 20 Feast: TN 25 Cold Iron weapons do +1k0 damage to you. Sea Bound Blessings: Slow Aging and Immunity to Disease. all your rolls are at a penalty of -1k0 per day since you played a prank. You can sense impending storms . When drowning. Diurnal Gifts Huge Appetite 2 HP 2 HP 1 HP Iron Susceptibility Iron Vulnerability 1 HP 2 HP Mischievous Nocturnal Running Water Sea Bound Examples Advantage Selkie Blood (MacCodrum Heritage) Pooka Blood 2 HP 1 HP 1 HP 2 HP HP Cost 5 HP 2 HP Description Blessings: Appearance (stunning). from which you never receive XP . Falling damage is treated as being one category softer. and are immune to all diseases (including the White Plague). When you are more than 10 miles from a body of salt water. disguise your scent or voice. make a Panache roll. your rolls are at a -2k0 penalty. You age at half the normal rate. any romances in which you get involved must end by the beginning of the next story. Cold Iron weapons do +1k1 damage to you. For each day you do not. You may spend a DD to alter your facial features. your rolls are at a -2k0 penalty. Blessings cost HP. birthmarks or missing body parts. You cannot cross running water without a bridge. Child of the Sea. Child of the Earth Child of the Sea Child of the Sky Good Standing Immortal Slow Aging and Immunity to Disease Smell Glamour Variable Features 2 HP 3 HP 3 HP 2 HP 5 HP 2 HP 3 HP 3 HP Curses Curse Cold-Hearted HP Cost 2 HP Description You may never experience True Love. When you accept a gift. your Resolve is 3 higher than normal. you must repay the favour as soon as possible. You cannot take the Nocturnal curse .Sidhe Blood Advantage (SBN 38) You can buy Sidhe blessings and curses with HP. You cannot take the Diurnal curse. You are immune to the effects of aging. MacEachern weapons do +1k1 damage to you. You are at a penalty of -1k0 to all rolls when touching Cold Iron until the end of the Scene. and you begin with a 2 -point Lost Love background. Slow Aging and Immunity to Disease Curses: Cold-Hearted. You receive one extra Reputation Die when dealing with the Sidhe court. You cannot imitate a specific person. When you are in direct sunlight. If you do not play at least one prank a day. you gain a -1k0 penalty to all your rolls. your rolls are at a -1k0 penalty. Sidhe. or create or eliminate scars. You may purchase the Sidhe Weapon advantage at a 1HP discount. the result of which is the TN for others to recognize you. Blessings Blessing Existing Advantage HP Cost 1-16 HP Description You can take one and only one of the following advantages: Appearance (above average): 4HP Appearance (stunning): 8HP Appearance (intimidating): 12HP Appearance (blessed beauty): 16HP Dangerous Beauty: 2HP Keen Senses: 1HP Large: 4HP Small: 1HP Unnerving Countenance (below average): 1HP Unnerving Countenance (ugly): 3HP Unnerving Countenance (hideous): 5HP You can sense impending earthquakes. When you are not in direct sunlight. Each completed romance lowers your Reputation by 3. Variable Features Curses: Mischievous 16 . Iron Vulnerability. MacEachern weapons damage you like a Sidhe. Curses give you HP back. Once per act you may use a Glamour knack without paying a DD. You eat twice as much as normal. You smell a distinctive odor when someone uses a Glamour knack within 30ft. Fallen Sidhe only.
you gain the Archaeologist skill for free and Syrneth Lore is considered a basic knack for you) 6 HP: Corridors of Flame 7 HP: 7th Sea Council (reserved for NPCs) ES 17-19 Invisible College Advantages If you join this secret society. You have your own secret laboratory. Die Kreuzritter only. Only if no Sorcery or Shamanism. You can't translate them without Mathematics ( 2) or Music ( 2) and without knowledge of the sender's variation. You can dispel it at will. Invisible College only. You can increase the connection by spending points. All damage dealt to you is reduced by 1 flesh wound. Acquiring this advantage causes loss of all Sorcery other than Nacht.Vigilants : -2 cost on Blessing advantage. . You get one special item from “bag of tricks” (DK 76) at start of any mission. Die Kreuzritter only. IC 78 Protégé IC 81 2 HP Secret Laboratory IC 83 1-17 HP 17 . Die Kreuzritter only. You cannot throw the blade. See IC 83-84 for details. the following advantages are available to you. You have founded your own Sanctuary.Town Guardians : -2 cost on Acolyte advantage. the following advantages are available to you. . Die Kreuzritter only. You have a ½” diameter black spot on your palm. May act as ordained priests. You lose the blade for 1 hour if it is touched by sunlight. Can try a solo mission to become a knight (DK 72). You start with two free 1-point Connection advantages to your two links in the Chain of Knowledge. Invisible College only. This henchman gains experience along with the player and graduates upon when you decide he does or when he has 51 XP.Die Kreuzritter Advantages If you join this secret society. +2 unkept dice on resisting torture or interro gation. You may get access to areas sealed by the church. Faction advantage depends on faction: . See DK72 -74 for details. Advantage Explorer’s Society Membership HP Cost 1-7 HP Description Different levels of membership are available: 1 HP: Trade Sea 2 HP: Frothing Sea 3 HP: La Boca 4 HP: Forbidden Sea 5 HP: Mirror (at this level and above. . DK 74 Acolyte Blessing Nightblade DK 71 3 HP 3 HP 6 HP DK 72 DK 72 Sanctuary DK 72 1-10 HP Explorer’s Society Advantages If you join this secret society. You understand and can spot the Math Code and Music Code. You are training a loyal 60 HP henchman. You have a 50 point henchman as a student who is assisting your research. the following advantages are available to you. Advantage Invisible College Membership HP Cost 5 HP Description You get an annual stipend of 10-100g.Phantom Guard: -2 cost on Nacht sorcery. Accumulates XP at the same rate as the hero. You treat the Astronomy and Natural Philosophy knacks in the Scholar skill as if they were basic knacks. This advantage can be cancelled by things that cancel Sorcery. so it cannot be parried or used to parry with.Assassins : -2 cost on Nightblade advantage. Advantage Die Kreuzritter Membership HP Cost 5 HP Description You get 100g at the start of any mission for the order. You can call forth a stiletto (0k2 knife with +1 unkept die on attack) made of shadow that is not blocked by physical objects.
You provide financial support. You can draw upon Patrons of Los Vagos for support and shelter. You have a trick coat. See LV 75-77 for details. you get 1 rank of Break Fall and 1 rank of Leaping.Oppositionists: Can spot sorcerers as if Wits +1.Guerrilla Alliance: Can get Arson and Bomb Making skills for 1 HP each. See RI 80-83 for more info. Advantage El Corazon (Membership) HP Cost 7 HP Description You are a leading member of Los Vagos and help set policy. You know the secret behind sorcery. Advantage Rilasciare Membership HP Cost 5 HP Description You may add +1 unkept die to a Resolve roll once per scenario. You are a quiet supporter of Los Vagos. . Rilasciare only. .Liberation Guild : If buy Criminal skill. Your expenses are paid for while in Castille via aid from Los Companeros. . you get 1 rank of Break Fall and 1 rank of Leaping. You know the location of a safehouse. You help the other members when they need it and receive payment (when you choose to accept it). the following advantages are available to you. You can draw upon fellow Los Vagos for support and shelter. You can draw upon Los Vagos for support and shelter. You know how to contact one of El Corazon (2 pt Connection) If you have Athlete skill. You are expected to financially support Los Vagos effo rts. You are a Noble patron of Los Vagos. start with Lockpicking at rank 1. Free 2 HP Connection advantage with another cell member. you get +1 reputation die per story. If you have Athlete skill. You have your own Los Vagos group. Your expenses are paid for while in Castille vi a aid from Los Companeros.Freethought : Free read/write native language plus -1 HP on another langauage. . You know how to contact one of the Inner Circle members (3 pt Connection) If you have Athlete skill. You can acquire normal personal weapons without cost.Freeman: Once per scene you can spend a drama die to know how to humiliate a villain or henchman after observing for one day. See RI 88 -90 for details.Couriers : Always receive traveling money to cover expenses. You can draw upon Patrons of Los Vagos for support and shelter. See RI 87 for options. Rilasciare only. You know how to contact one of the Affiliated. the following advantages are available to you. You are a low ranking member of Los Vagos. Rilasciare only. Los Vagos only. Rilasciare only. You are a regular member of Los Vagos.Los Vagos Advantages If you join this secret society. Faction advantage depends on faction: . Sorcery directed at you have a +5 TN. When acting for Los Vagos. You may use the courier network to move messages with absolute secrecy. You know how to contact one of El Corazon or one Affiliated (2 pt Connection). LV 72 Affiliated (Membership) LV 73 5 HP Unaffiliated (Membership) LC 73 3 HP Patron (Membership) Companero (Membership) Independent Cabal LV 74 3 HP 2 HP 1-10 HP LV 74 LV 75 Rilasciare Advantages If you join this secret society. . You can create your own Rilasciare Cell. RI 76 The Bargainers' Secret Rilasciare Cell Safehouse Uppmann's Coat RI 86 RI 88 RI 86 RI 87 4 HP 10 HP 3 HP 2 HP 18 . You may request to wear the Mask of El Vago. May add 1 to number of phases on a grenade fuse. you get 1 rank of Break Fall and 1 rank of Leaping.
Master Knight: Diplomacy 5. Rose and Cross only. Mathematics 3. If you spend 20 drama dice (total). be impossible. For every 5 HP spent.) (This advantage can be purchased for 15 XP. you cannot get another for a full year. Advantage Rose and Cross Membership HP Cost 5 HP Description The knight you served under as a Tyro can provide guidance. SD 80 The Balm SD 87 5+ HP Safe House Songbird SD 90 SD 89 1-10 HP 1 HP 19 . Oratory 3. You gain 1 extra reputation die. If your Tyro dies. Master Swordsman. You can only have one vow at a time. You may ask one question per story. See RC 72-73 for details. Found your own chapter house. Leaping 3. See SD 90-91 for details. You have a trained Sweetwren that can carry messages back and forth for you to any location it has bee n. Sorte sorcery has a +10 TN to affect you. or be something that would lose you reputation. For each additional 4 HP spent. Surgery 3. You gain the Scholar skill for free. Advantage Sophia's Daughters Membership HP Cost 5 HP Description You have the ability to contact the Oracle through a scrying bowl. This vow may not be against the Rose and Cross beliefs. he becomes a Knight.Rose and Cross Advantages If you join this secret society. Rose and Cross only.) Rose and Cross only. See RC 68-70 for details. Your maximum starting Panache is 4. Fencing skill Wandering Knight: Two traits at 3. Sophia's Daghters only. the following advantages are available to you. Rose and Cross only. Etiquette 5. You have a 50 HP Henchman who is loyal to you and training under you to become a knight. a vow you make will come to pass. Found your own safe house. Surgery 5. mirror. You know three secure locations to hide out. Oratory 5. Damage with this sword lets you re-roll any 1's. Fencing (Attack) 3. Sophia's Daughters only. and it cannot be the same one as for Legendary Trait. You have practical knowledge of the Book of Mysterie s. Senior Knight: Diplomacy 3. Female Sophia's Daughters only. -2 HP on cost of Indomitable Will advantage. You have access to the chapter houses and libraries. This connection may be strengthened by spending more HP. the following advantages are available to you. You may raise one trait of your choice to 6 by spending experience. You have a 1 point Connection advantage with another Daughter. you gain 2 points of Language and 2 ranks of History (maximum of 5. Sophia's Daughters Advantages If you join this secret society. Law 3. Accounting 3. You gain 1 free point of a Language. Adept Knight: Three scholar knacks at 3. Leaping 5. Sergeant Knight: Three traits at 3. or pool. Knights training in different nations emphasize different traits and skills in training. You know a single portal to Bryn Bresail. You are immune to disease. You may purchase an additional Panache point when starting for 2 HP less. Etiquette 3. (You can only get this for one trait. Rose and Cross only. RC 70 Chapter House Dietrich Sword The Secret RC 68 RC 68 RC 67 1-10 HP 2 HP 5 HP Tyro RC 68 2 HP The Vow RC 67 1 HP The following are normally required at each rank: (RC 92) Initiate: Servant skill Poor Knight: Athlete skill. you have lived 50 years longer than your appearance suggests. then you can spend the 2 points on any other civil skill). If your Tyro gets 150 XP.
Advantage Lung Yin Membership HP Cost 5 HP Description Can be taught Scheming. the following advantages are available to you. Diplomacy and Oratory to rank 6 2 HP discount on Connections advantage Can make an ointment to remove a Blood Mark.Lung Yin (Shadow of a Dragon) Advantages If you join this secret society. Sincerity and Underworld Lore to rank 6 2 HP discount on Scoundrel advantage You know a pair of codes. Advantage Hei Jing Hu Membership HP Cost 5 HP Description Can be taught Leadership. Making the ointment takes two days. plus one per Raise. Ride (elephant) and Traps to rank 6 2 HP discount on Indomitable Will advantage 2 Free Raises on any roll involving Tashil’s history or legends. CJE 69 Haathi ke Lokh (Elephant People) Advantages If you join this secret society. Advantage Jing Chiang Tuan Membership HP Cost 5 HP Description Can be taught Accounting. Applying the ointment causes 1k1 wounds as if from a firearm. the following advantages are available to you. CJE 68 Jing Chiang Tuan (Golden Coin Society) Advantages If you join this secret society. and destroys the Blood Mark. Strategy and Tactics to rank 6 2 HP discount on Commission advantage Free Raise on Intimidation rolls (whether you are intimidating or being intimidated) Lose one fewer unkept die when affected by a Fear Rating. the following advantages are available to you. one allows you to leave messages in the arrangement of objects. Advantage Haathi ke Lokh Membership HP Cost 5 HP Description Can be taught Interrogation. make one dose on a Wits + Compounds check against TN30. CJE 69 Hei Jing Hu (Black Metal Tigers) Advantages If you join this secret society. and one that allows you to communicate secretly even when observed closely. CJE 69 20 . the following advantages are available to you.
You have made a loan to someone who disappeared with the money. The more that is spent on the Background. The more ranks you have in this background. But something bad happens. Rose and Cross only. a Cathayan painkiller. Your idea may or may not be correct. You have a holy relic and are charged with protecting it. plus 10 if it was only a medicinal dose. You have worn the mask of El Vago. Either the public or the Invisible College were not ready for this and have scorned your or worse. This effect does not apply to your daily addiction roll. You lose a number of actions each round equal to the HP cost or must spend them defending yourself from your fear. You are forbidden to return home. or to Wound checks. the more important the message is. you get 1 bonus XP (2 to 6 XP if it is the focus of the story). The Fhideli have an unfavorable opinion of you due to something you did. A political rival hired an assassin to kill you. You cannot remember who you are or how you got here. Los Vagos only. You think it would improve life for people so you want to publicize it. Amnesia Animal Animosity Assassin Betrothed Black Stone Veteran Bloodsworn Code of Honor Colonial Contentious Theory Crisis of Faith Cursed Dead to the World Debt Defeated Dispossessed Dracheneisen Heir PG 166 US 93 MO 79 VO 91 RC 70 VV 90 VO 91 IG 85 IC 81 CP 90 EN 83 PG 166 DK 69 PG 166 PG 166 CA 93 EN 83 Dragon Dreams El Vago Escaped from Tiakhar Exiled Fascination Fear Gadjo Hated Relative CJE 72 LV 82 CJE 72 PN 97 WOB 105 IG 85 PG 167 US 93 VV 90 Heirloom Relic Hunted Hunting Huo Qiang Talisman Infamous Teacher Invention Loan CP 91 PG 167 PG 167 CJE 72 SG 83 IC 81 VV 90 21 . In your dreams. but the GM may make you re -roll one Panache check per session. The more points spent. The more points spent. You feel impure. Someone wants you. You are expected to follow through when the time comes. Vendel / Vesten only. you get the item. You may have a maximum number of backgrounds equal to your Panache. You used to be religious but now doubt your beliefs. 6 XP. and lasts until you take another dose. You invented something. You lost something or someone you must get back. You discovered something and brought it public. 2HP. You force yourself into situations like it hoping to live up to what you should have done. the more money owed or the more intently they want to collect from you. You have sworn a blood oath to do something. You killed on behalf of the order and are haunted by the experience. For each point spent on this. You were a slave in Tiakhar. plus 5 per day since you took a dose. the more directly related you are to this person. pick a rule of honor that you cannot break (you lose a drama die if you do break it). You want it back. or 3 HP (3 XP. Amount spent on this indicates size/value of lands and strength of those holding them. You owe money. You get XP for this background whenever that relative figures into a story. or 9 XP). That teacher’s reputation and enemies make your life difficult. Background Acolyte Vows Afyam Addict CA 93 CJE 71 Description You are seeking position in a religious order and must abide by complex and possibly severe disciplines. you could be executed. You may not even know or have met the person. You were defeated and live with that shame. a dragon brings you a prophet ic message. Do you abandon them or return? You may or may not know the curse. You are addicted to Afyam. You have a relative who stands on the other side of the Vendel / Vesten schism. and the more upset they will be if they run into you again. but you do not know the location of the talisman. Failure means you undergo withdrawal symptoms. Eisen Noble only. Your marriage has been arranged by family. This makes you a wanted person. You faked your death and are forbidden to let your loved ones and friends know. This effect is cumulative. If you go. When get XP equal to 3 times the item's cost. You struggle with this choice. You led a sheltered existence as a youth. make a Resolve roll against a TN of 10 per rank in this Background. Vesten only. and are regarded as unrefined and ignorant by mainlanders. Invisible College only. You are feuding with this person. the more intently they are hunting you. Someone has taken away your home and lands a nd you want them back. and may or may not accept its inevitability. You are next in line to receive a Dracheneisen item from a relative. but you managed to escape. The more points you put into this background. Withdrawal causes all rolls to be Raised by the rank of this Background. the more powerful are your former masters.) You were raised in an island colony. You angered an important member of an animal special and now all members of that species is hostile to you. Every day on which you do not take a dose. You will succeed or die trying. You are terrified of something. and when you met strangers you became fascinated by something about them (such as perfume or an accent). You can have a maximum of 4 HP in backgrounds to start the game. The more points spent. but it may make you hunted by the inquisition. the more important it is or the more dangerous it will be to recover. (Some Vodacce rules are on page VO 91.Backgrounds (PG 125-126) Backgrounds cost 1 HP. Non-Fhideli only. You lose 1/2 of your monthly income to personal upkeep until this is resolved. Whenever your background shows up in a story. You learned your sword school by studying under an infamous teacher. You may re-roll one Resolve check per session. A long-dead relative was one of the 64 sorcerers who created the Wall of Fire. The more ranks you have in this background. the more frequently it will come up.
There is someone you hate so much you want to make them suffer. an uncharted island. Points spent make it better and more dangerous to acquire. You used to be a member of an organization. You are following in the footsteps of an older relative who was also a member of this organization. but you both want it really badly. A relative or lover suffers from the Eisen Waisen which makes them hard to care for. You owe somebody something and must repay the favor. You had a moment of weakness and betrayed someone. They are convinced you are someone you are not or that you know something you do not. you instead get one free rank in a school knack. A person in court has made a career out of ridiculing you. … Someone out there hates you and wants to ruin your life (not simply kill you). You must strive to keep that old identity hidden. You have no home and must pay for your living expenses (unlike other heroes). Your membership in this organization is at risk due to some misdeed on your part. You need to keep this secret or face dishonor and possibly death. You saw something so incredible that you've dedicated your life to finding it again. Points spent make him wittier and more powerful. time. but they need your help. It could be your fault or something a Gadjo did. Rilasciare only. Sophia's Daughters only. There is a price on your head.Background Lorenzo Lost Love Lost Relative Memlo Mistaken Identity Mole Moment of Awe Nemesis Obligation On the Streets Orphaned Ousted Past Posession Predecessor Pressed Into Service Probation VO 91 Description Vodacce only. It may be a friend or an acquaintance. Requires membership in an organization. PG 167 PN 97 WOB 105 US 93 PG 167 RI 88 PN 97 WOB 106 PG 167 PG 168 FR 93 EN 83 KM 67 SD 86 KM 67 PN 98 WOB 106 KM 67 Qatihl’I Target Ridiculed Rivalry Romance Sect Advesary Sidhe Lover Traitor Trance Treasure Map True Identity Unsanctioned Vaticine Relative CE 72 MO 79 PG 168 PG 168 RI 88 AV 94 CA 93 SD 85 PN 98 WOB 106 PG 168 SG 83 LV 82 Vendetta Vow Waisen Dependent Wanted PG 168 PG 168 EN 83 PN 98 WOB 106 22 . but someone may blackmail you or find out. You cannot regain membership while you have this background. even if it hurts you on the way. to have rivals scared off. assistance. Also. You are currently serving someone unwillingly and are waiting for a chance to escape. and so on. Los Vagos only. Your lineage traces back to the brutal Lorenzo family. If your school would grant Swordsman’s Guild membership. who now wants to ruin you. You have been possessed by a Sidhe spirit to do a service. You have a map to something great. Fhideli only. You learned a sword school without permission and members of the school will resent you and even attack you if you use it. Someone else wants something you want. Requires membership in an organization. You won't rest until you find out what happened. Other members of the organization are keeping a close eye on you. Someone very close to you is a member of the Vaticine church and they will be vulnerable if you are discovered and they may betray you. Your love left you for a hated enemy. and you keep getting ca ught up with your predecessor’s reputation and enemies. even if it costs your life. your lover may put restrictions on you. You belong to another organization and spy on it for the Rilasciare. the 7th Sea. but your membership has now been revoked. Your people conside r you unclean for something that happened to you. but must keep it secret. A fellow Rilasciare doesn't like you and while he won't attack you. You have provoked the wrath of the Qatihl’i. Separated from your family. You sometimes fall into epileptic fits whereby you see strange visions of Sidhe. A woman. You start with +500 g. and the slightest mistake could cause you to lose your membership. You have a romance with a Sidhe. Rilasciare only. You did something in the past you want to hide and took on a new identity. he'll snipe a t you and discredit you. You have won the hand of a lover. These can be unpleasant. You dedicated your life to finding them. You're trying to keep this hidden. A close relative disappeared or was kidnapped. You have made a promise you won't break. Scry sorcerers only.
= Only Fhideli may learn this. = This is the Crescent government and courts language. The cost in XP is three times the given number. = Ancient Ussuran language.Languages (PG 163) The table below shows the base cost in HP for learning to speak a language. 23 . You can also modify your character's understanding of the language as follows: Level of Understanding Cost Description Acquaintance(PN 98) -2 HP You can understand only basic spoken concepts in the language. = This is the Crescent trade language. = Language of the old republic. Poor Speaker (NEW) -1 HP You can understand common words. Hint! Linguist advantage costs 2 HP and makes all languages cost 1 HP less (minimum cost 1 HP unless the starting cost is 0). Rarely spoken now. Theah Mid. Mostly spoken by scholars now. Montaigne Cathay Aldiz’ahali Crescent Empire Yilan’bazlik Ruzgar’hala Jadur’rihad Atlar’vahir Kurta’kir Xian Bei Vodacce Han Hua Castille Khimal Tiakhar Avalon 0 1 1 2 6 6 5 6 4 4 5 4 4 4 4 3 5 3 5 4 1 2 3 2 3 2 4 3 1 2 Fhideli Vendel Ussura Koryo Lanna Tashil Eisen Languages Avalon Cymric Inish Castille Cathay Han Hua Khimal Koryo Lanna Tashil Tiakhar Xian Bei Crescent Aldiz Atlar Judur Kurta Ruzgar Yilan Tikaret (trade) Tikat (relig. = An Eisen language kept by the nobility to talk in front of foreigners. Good Speaker 0 HP You can understand and follow all conversations. Rarely spoken now. A great thing to have if you acquire at least 2 languages. Written form is very complex. Native Speaker (NEW) +1 HP You can also speak without an accent. = This is the Crescent religious language.) Tirala (gov’t) Eisen High Eisen Midnight Arch. Arch. but cannot follow fluent speakers. There is no written form. = Native tongue of Inismore. as if you were a native speaker. It is their old language. Texts of the Church of the Prophets are written in this. Montaigne Thean Ussuran Fhideli Nadati Teodoran Vendel Vodacce 2 3 3 0 5 5 5 5 5 5 5 2 3 4 3 2 2 2 4 3 2 3 2 1 2 3 4 4 2 1 1 2 2 2 5 5 5 5 5 5 5 4 5 5 5 4 4 3 5 4 0 1 2 2 3 2 4 3 1 2 2 3 3 3 6 5 6 6 5 4 5 5 6 6 6 5 5 4 6 5 1 2 0 3 4 3 4 4 2 3 2 3 3 1 5 5 5 5 5 5 5 5 6 6 6 4 6 4 6 6 2 3 4 0 2 3 4 4 2 1 2 3 3 3 4 4 4 5 5 6 4 3 2 3 2 4 4 2 3 1 2 3 2 3 4 0 4 1 2 3 2 3 3 3 4 4 4 5 5 6 4 3 2 3 2 4 4 2 3 1 2 3 2 3 4 0 2 2 1 2 3 1 2 2 2 4 6 4 5 5 5 6 3 4 5 4 4 5 3 5 4 1 2 3 2 3 2 4 3 0 2 2 3 3 1 4 6 4 6 6 6 6 4 4 6 5 3 4 4 6 5 2 3 4 1 2 3 4 4 2 0 6 6 6 6 6 6 6 3 3 3 3 3 3 5 0 3 2 2 3 2 1 4 4 4 4 4 4 4 4 5 6 5 5 4 5 5 0 1 1 2 3 4 2 4 4 4 4 4 5 5 5 5 6 5 5 4 4 5 0 2 1 1 4 3 2 4 4 4 4 4 5 4 4 5 6 5 5 4 4 5 0 3 1 1 2 3 2 4 4 4 4 4 4 4 4 5 6 5 5 4 5 5 0 4 3 2 0 1 3 4 4 3 4 5 4 4 4 5 6 5 5 4 5 5 0 4 3 2 1 0 2 4 5 3 4 4 5 3 5 5 6 5 5 5 5 5 0 2 2 1 3 3 1 4 3 4 4 4 5 3 5 5 6 5 5 5 5 2 4 4 4 4 4 4 4 0 2 2 2 2 3 0 4 1 3 5 3 4 3 3 2 4 4 4 4 4 4 3 2 0 2 1 2 2 0 3 2 3 5 3 4 3 2 2 4 4 4 4 4 4 4 3 2 0 2 2 2 0 2 3 3 5 3 4 4 3 2 4 4 4 4 4 4 3 2 2 2 0 1 2 0 3 1 3 5 3 4 3 2 2 4 4 4 4 4 4 4 2 2 3 2 0 2 0 4 2 3 5 3 4 2 3 2 4 5 4 4 5 6 5 3 2 2 2 2 0 0 2 2 3 5 3 4 4 3 5 5 4 3 4 5 5 5 4 5 5 5 5 5 4 5 5 3 4 5 5 3 3 4 2 3 4 3 3 4 1 3 4 3 3 2 3 3 4 Cymric (AV 31) Fhideli (US 101) High Eisen (PG 163) Inish (AV 44) Nadati (US 101) Teodoran (PG 163) Thean (PG 163) Tikaret (CE 85) Tikat (CE 85) Tirala (CE 85) = Native tongue of Av alon before Montaigne invasion. = Used by Fhideli (gypsies).
A great thing to have if you acquire at least 2 languages. and Xian Bei: 2 HP for literacy in the first of these languages. Exception: for Han Hua. EI 95. and VO 99 do not apply.House Rule: The Accent rules on CA 101. The Pidgin language rules on PN 98 do not apply. 24 . 1 HP thereafter. Literacy PG 163 / CJE 68 The ability to read and write a language you can speak costs 1 HP. The two “NEW” levels have been added above. Hint! The Linguist advantage costs 2 HP and makes all languages cost 1 HP less (minimum cost 1 HP unless the starting cost is 0). Khimal. Koryo. MO 84.
Snatch and Grab Civil Skills Skill Acrobat Archaeologist Arson Alchemy US 93 AH 60 RI 82 SD 84 Basic Knacks Balance. Conceal. Leadership. Disarm (Unarmed). Jab Ride (Horse) Etiquette. Stunt. Throws Haymaker Bear Hug. Lifting. Gunnery. Camouflage. Street Navigation Research Advanced Knacks Balancing. you start at Rank 2 in that knack. Tactics Attack (Chain) Parry (Cloak) Strategy. Rolling. Swinging Trick Shooting ( Blowpipe). Natural Philosophy Natural Philosophy. Knife Hand. The following table describes the cost to acquire skills and knacks. Ride (Elephant). Poison 25 . Balance. Menace Attack (Shield) Snapshot(Sling). Block (Hard Martial Arts). Incitation. Menace Attack (Buckler) Ambush. Mounting. Poison Ambush. Parry (Polearm) Attack (Pugilism). Escape. House Rule: The core rules state that if you get two skills that grant the same basic knack. Unobtrusive Parry (Buckler) Strategy. Artillery. Footwork. Rolling. Circus. Leaping. Bribery. Cartography. Footwork. Throat Strike CJE 91 PG 154 PG 155 CJE 88 PG 155 US 96 PG 155 PG 156 PG 156 PG 156 PG 156 SH 94 US 96 CE 74 CJE 89 CJE 89 PG 157 LV 81 CA 95 Throw (Hand Axe) Throw (Knife) Uppercut Set Defense Ear Clap. Trick Riding Ambush. Occult. Throwing Attack (blowpipe). Syrneth Lore. Swinging Artifact Evaluation. Footwork. Side-step. Diplomacy. Research. Throat Strike. Head Butt Ambush. Fletcher Climbing. Parry (Panzerhand) Attack (Polearm). Contortion. Break. Rocketry Reload (Crossbow). Fletcher (darts) Interpose. Joint Lock. Stand Watch. Corps-a-corps. Leaping. Trick Shooting(Sling) Break Fall. Uppercut Animal Training. This rule is not being honored. Kick. Lifting. Conceal. Shadowing Attack (Whip) Advanced Knacks Horse Archery. Footwork Occult. Fletcher Attack (Dirty Fighting) Throw (Exotic Thrown Weapon) Attack (Exotic Paired Weapon). Cartography. Escape. HP Cost XP Cost Description Skill 2 HP 10 XP Rank 1 in all basic knacks (unless otherwise noted). Footwork. University advantage costs 4 HP (2 HP if Castille) and makes Civil skills cost 1 HP when first making the character. Parry (Staff) Grapple Lie in Wait. Hand Signs. Yield Attack (Staff). Unobtrusive Parry (Shield) Attack (Sling) Balance. Throw (Improvised Weapon) Trick Throwing Double Parry (Exotic Paired Weapon) Cavalry Attack Reload (Firearms) Break Fall. Snapshot (Bow). +1rank (basic knack) 1 HP (2*New Rank) XP Add 1 rank in a basic knack (max 5) +1rank (advanced knack) 3 HP (2*New Rank) XP Add 1 rank in an advanced knack (max 5) Academy advantage costs 4 HP (2 HP if Eisen) and makes Martial skills cost 1 H P when first making the character. Incitation. Side-step. Tactics Attack (Crossbow). Society Lore (Explorer's) Mathematics. Juggling. Eye-gouge. Logistics . Leadership. Cartography. Logistics Bind (Chain). Jab Attack (Heavy Weapon). Shadowing. Leaping. Block (Soft Martial Arts). Parry (Heavy Weapon) Attack (Hand Axe). Reload (Chu -ko-nu) Attack (Improvised Weapon). Land on Target. Set Traps. Entangle (Chain) Entangle Ambush. You only start at Rank 1. Trick Shooting (Bow) Break Fall.Skills Skills define what your character knows. Parry (Exotic Paired Weapon) Attack (Fencing). Sprinting. Trap Lore Architecture. Gunnery. Parry (Fencing) Attack (Firearms) Attack (Hard Martial Arts). Leaping. Parry (Improvised Weapon). Martial Skills Skill Archer Athlete Blowpipe Bodyguard Buckler Captain Chain Cloak Commander Crossbow Dirty Fighting Exotic Thrown Weapons Exotic Paired Weapons Fencing Firearms Hard Martial Arts Heavy Weapon Hand Axe Knife Panzerhand Polearm Pugilism Rider Sentry Shield Sling Soft Martial Arts Staff Westling Waylay Whip PG 151 PG 152 CJE 91 SH 93 PG 152 PN 99 WOB 106 CJE 90 CA 95 PG 153 PG 153 PG 154 CJE 91 Basic Knacks Attack (Bow). Parry (Knife) Attack (Panzerhand). Meditation. Diplomacy. Break Fall. Long Distance Running. Kick. Cold Read. Grapple. Swimming. Parry (Hand Axe) Attack (Knife).
Pilot. Natural Philosophy. Etiquette. Architecture. Philosophy. Theology Conceal. Cooper. Theology Professor Rahib (Priest) Riverboat Pilot Sailor Scholar Servant IC 80 CE 73 EN 83 PG 140 PG 141 CE 74 PG 142 Law. Haggling. Hatter. Politics. Trail Signs. Forgery. Knotwork. Tinker Diplomacy. Research. Acting. Theology Compounds. Swimming. Philosophy. Gardener. Research Oratory. Theology. Traps Diagnosis. Geomancy. Politics. Survival. Research. Survival. Cheating. Masseur This skill is for Vodacce women only. Philosophy. Ceramics. Carpenter. Masseur. Dancing. Quack. Poison Acupuncture. Seduction. Wri ting Balance. Pilot. Religious Lore (own religion) Note: Start at rank 2 in one knack. Ride. Trail Signs. Knotwork. Meditation. Unobtrusive. Sea Lore. Mooch. Scrounging Dentist. Cold Read. Fletcher. Tailor. Card Reading. Politics. Climbing. Prestidigitation. Masseur. Jeweler. Paper Maker. Mooch. Courtier Criminal Doctor Engineer Falconer Fence Feng Shui Shi (Geomancer) Forger Fortune Telling Guide PG 133 PG 134 CM 6 PG 135 CM 6 CA 93 US 94 RI 84 CJE 78 RI 85 US 94 VO 93 Gwai Liao (Beaurocrat) Herbalist Hunter Medicine Man Merchant CJE 79 SD 85 PG 136 Accounting. Writing Etiquette. Weather Cart ography. Mathematics. Scribe. Occult. Calligrapher. Menial Tasks. Sher Da Shi (s nake charmer). Weaver. Dying. Cooking. Valet 26 . Diplomacy. Law. Skinning. Mathematics. Oratory. Haggling. Law. Disguise. Circus. Singing Blacksmith. Quack Cold Read. Omens. Navigation. Occult. Baker. Gossip. Street Navigation. Barber. Swimming. Rigging History. Cartography. Wigmaker Note: Cannot also have Monk or Priest. Lockpicking. Stealth Diagnosis. Shopping. Politics. Examiner. Etiquette. River Navigation Balance. Paper Maker. Drive Sleigh. Printer. Tracking. Stealth. Singing. Tinker IG 79 PG 137 PN 100 VO 94 VV 93 Missionary Monk CP 86 CP 87 Cold Read. Occult. Natural Philosophy. Distiller. Riddles. Oratory. Bartending. Brewer. Socializing Note: Cannot also have Missionary or Monk. Storytelling Accounting. Palm Reading Note: Start at rank 1 in 3 knacks (Street Navigation must be one of them). Fashion. Potter. Socializing Chanting. Diagnosis. Natural Philosophy. Stealth. Calculus. Cannonsmithing. Glassblower. Seneschal. Apothecary. Blacksmith. Gunsmith. Philosophy. Oratory. Theology Performer Politician Priest PG 139 US 94 US 96 MR 119 CA 94 CP 85 Etiquette. Oratory. Storytelling Diplomacy. Kitemaker. Oratory. First Aid Architecture. Composer. First Aid. Writing Calligraphy. Menial Tasks. Jenny. Juggling. Veterinarian Accounting. Chandler. Sail Maker. Poison. Sincerity Compounds. Mooch. Scheming. Shadowing. Scrounging. Musician (instrument). Singing Advanced Knacks AV 95 RI 83 CJE 80 VO 92 Diplomacy. Natural Philosophy Animal Training Haggling. Theology Ambush. Incitation. Politics. Memorizing. Tracking. Etiquette. First Aid. Religious Lore (own religion). Writing Acting. Fashion. Chanting. Calligraphy. Shipwright. Diplomacy. Direction Sense. Philosophy. Cold Read. Gaming. Drawing. Scheming. Mathematics Diagnosis. Compounds. Quack Ambush. Fishing. Unobtrusive Animal Training. Interior Design. Sincerity Diplomacy. Memorizing. Seduction. Perfumer. Fashion. Navigation. Note: Start at rank 1 in 3 knacks. Research Etiquette. Occult. Climbing. Confectioner. Writing Oratory. Herb Lore. Diplomacy. Cartography. Seamstress. Gardener. Appraising. Sculpting. Seneschal. Menial Tasks. Conceal. Writing Cooking. Prestidigitation. Gossip. Drafting. Jenny. Mooch. Furrier. Flora Note: Start at rank 1 in 3 knacks. Cooper. Miller. Quack. Embalmer. Oratory Gambling. Surgery. Weather Astronomy. Fireworks. Bribery. Underworld Lore Astronomy. Other Divination(specify) Ambush. Shill. Philosophy Calligrapher. Butcher. Oratory. Dancing. Poison. Lip Reading. Storytelling. I Ching. Innkeeper. First Aid. Occult. Rigging. Scheming. Mooch. Steward. Fashion. History. Quack. Sincerity Ambush. Cartography. Sincerity Diplomacy. Cobbler. Survival Note: Cannot also have Missiona ry or Priest. Unobtrusive Dancing. Animal Training Compounds. Haggling. Oratory. Drive Carriage. History. Sidhe Lore Fuses. Vintner. Spinner. Swimming. Cryptography Bones. Pickpocket. Leaping. Mathematics Bird Handling Appraising. Rabble -rousing. Theology Accounting.Skill Artist Bard Bomb-making Cao Yao (Healer) Courtesan PG 133 Basic Knacks Note: Start at rank 2 in one knack. Mason. Gossip. Florist. Flora.
Oratory. Disguise. Theology Bribery. Research. Hand Signs. Pickpocket. Lip Reading. This is when skills are the least expensive. Sea Lore. Swimming. Knotwork. Forgery. Storytelling. Recommendations: Acquire all the skills you think your character will ever require when creating the character. Cryptography. Singing. Incitation. Conceal. Scrounging. Riddles. Stealth Socializi ng. This is when they are the least expensive. Street Navigation. History. Pickpocket. Sincerity Leaping. Poison. Fashion. Shopping. Oratory This skill is for Vesten only. This is your default passive defense! Hint! Acquire advanced knacks only using XP. Scoundrel advantage gives the Streetwise skill for free. Interrogation. Survival Balance. Storytelling. Always get Athlete or Pugilism skill and increase Footwork knack to 3. Throw (Harpoon) Advanced Knacks Cold Read. 27 . Prestidigitation. Writing Shadowing. Training Conceal. Sincerity Diplomacy. Street Navigation Oratory. Underworld Lore Cold Read.Skill Shirbaz (Magician) Skald Spy Streetwise Teacher Urchin Whaler CE 72 Basic Knacks Etiquette. Incitation. Your maximum rank in any knack as a starting character is 3. Sincerity Scrounging. Weather VV 90 PG 143 US 96 PG 144 SG 83 EN 84 PN 100 VV 91 WOB 107 Skill Notes Ordained advantage gives the Scholar skill for free. Leadership. Writing Stealth. Memorizing. Poison. Rune Lore.
(LV 77) They are: Disguise = Don Hector Ontiveros Footwork = Don Cristian Acedo de Lopez del Torres Ride = Dona Ximena de Gallegos The Rilasciare secret society has three people who can train specific knacks to rank 6. 28 . Kirk Parry(Knife) = Sebastien Valroux de Martise. at The Dungeon Leaping = Rachel Mulligan. If you have more than 10 kept dice. (RC 66) They are: Attack (Fencing) = Sprague. If you do not have the skill for a given knack (being at rank 0 of a knack in a skill you do have offers no penalty). (SG 82) They are: Attack(Heavy Weapon) = Hrodgeir. The maximum number of dice you can roll is 10. Rancho Aldana Natural Philosophy = Reune Vengasdotter. turn each extra into a +10 on your roll. If you have more than 10 unkept dice. Altamira Logistics = Nolan Chaucer. (SD 82) They are: History = Fidencia Suarez. So "12k11" becomes "10k13" becomes "10k10+30". you roll "( Trait)k(Trait)" but none of your dice exp lode and you roll against a TN that is 5 higher. at Altamira Tracking = Kazi. Kirk The Swordsman’s Guild has three people who can train specific knacks to rank 6. The Die Kreuzritter secret society has one person who can train specific knacks to rank 6. at Kirk Oratory = Boris Nicholeivich Sokolov. whereabouts unknown Seduction = Madame Lorraine Weller. at San Cristobal Library The Sophia's Daughters secret society has three people who can train specific knacks to rank 6. The cost to increase a knack from 5 to 6 is 25 XP (not 12 XP as might be expected). but in some cases this is raised to rank 6. Castille The Los Vagos secret society has three people who can train specific knacks to rank 6. Avalon Natural Philosophy = Alvara Arciniega. Skill Rolls You normally roll "(Trait+Knack ) k (Trait)". (IC 78-7 9) They are: Mathematics = Reimar Derviny. at Altamira Stealth = Kazi. at Pavtlow The Rose and Cross secret society has three people who can train specific knacks to rank 6.Rank 6 Knacks are normally limited to rank 5. (DK 69) He is: Ambush = Kazi. they become kept dice. at Altamira The Invisible College secret society has three people who can train specific knacks to rank 6. Vestenmannavnjar Research = Ravenild Hibbot. Echine Several combat schools allow members to increase certain knacks to rank 6. at Carleon House Surgery = Marcos San Filipe. Viddenheim Footwork = Linnae Knute. (RI 77-78) They are: Lockpicking = Gabriel Menendez de Altamira.
29 . Knack Accounting CA 93 CJE 79 PG 138 PG 142 Skill Engineer * Gwai Liao * Merchant* Servant* Courtesan Performer Cao Yao * Bodyguard * Captain* Commander* Criminal* Guide* Hunter* Riverboat Pilot* Sentry * Waylay * Falconer* Hunter* Performer* Rider* Merchant Fence Merchant* Arson * Engineer Merchant * Archaeologist* Commander* Feng Shui Shi * Scholar* Blowpipe Archer Buckler* Chain Crossbow Dirty Fighting Exotic Paired Weapons Fencing Firearms Hand Axe Hard Martial Arts Heavy Weapon Dirty Fighting* Knife Panzerhand Polearm Pugilism Shield * Sling Staff Whip Merchant Acrobat Hard Martial Arts Riverboat Pilot Sailor Soft Martial Arts Whaler Acrobat * Merchant Merchant* Description Acting Acupuncture Ambush PG 139 VO 92 CJE 80 EN 84 LV 81 PG 135 PG 137 PG 153 PN 99 SH 93 SH 94 VO 94 Animal Training PG 137 PG 139 PG 157 US 94 Apothecary Appraising Architecture VV 93 PG 138 RI 84 CA 93 VV 93 RI 82 AH 60 PG 153 CJE 78 PG 142 CJE 91 PG 151 PG 153 CJE 90 PG 153 PG 154 CJE 91 PG 154 PG 155 US 96 CJE 88 PG 155 PG 154 PG 155 PG 156 P G 156 PG 156 US 96 CE 74 CJE 89 CA 95 VV 93 CJE 88 CJE 89 EN 83 PG 140 P N 100 US 94 VV 91 Artifact Evaluation Artillery Astronomy Attack (Blowpipe) Attack (Bow) Attack (Buckler) Attack (Chain) Attack (Crossbow) Attack (Dirty Fighting) Attack (Exotic Paired Weapon) Attack (Fencing) Attack (Firearms) Attack (Hand Axe) Attack (Hard Martial Arts) Attack (Heavy Weapon) Attack (Improvised Weapon) Attack (Knife) Attack (Panzerhand) Attack (Polearm) Attack (Pugilism) Attack (Shield) Attack (Sling) Attack (Staff) Attack (Whip) Baker Balance 1k1 damage. The skill each knack is available in is listed. (CM 6) Used for bayonets as well. Balancing Barber Bartending CJE 77 PG 137 PG 138 Used for balancing objects such as spinning plates.Knacks A character's traits define how good he or she is at doing things. with a '*' used to indicate that it is an advanced knack in that skill.
Calligrapher CE 73 CP 87 PG 137 RI 85 Camouflage Cannonsmithing Card Reading Carpenter Cartography LV 82 CA 93 US 95 PN 100 VV 93 CJE 78 EN 84 PG 140 PG 153 PN 99 RI 83 VO 94 Forger Merchant Monk Rahib Waylay * Engineer * Fortune Telling* Merchant Arson* Captain* Commander* Feng Shui Shi * Guide* Riverboat Pilot* Sailor* Fencing * Merchant Merchant Feng Shui Shi Rahib Criminal* Acrobat* Performer* Athlete Guide Sailor Merchant Bodyguard * Courtesan* Fortune Telling* Missionary * Performer * Shirbaz * Teacher * Artist Cao Yao * Herbalist* Medicine Man * Monk * Arson * Bodyguard * Courtesan* Forger* Spy* Urchin* Merchant Acrobat* Cavalry Attack Ceramics Chandler Chanting Cheating Circus Climbing CE 74 PG 137 PG 137 CE 73 CJE 78 PG 135 PG 139 US 94 PG 140 PG 152 VO 93 VV 93 CE 72 CP 86 PG 140 SG 83 SH 93 VO 92 US 95 Cobbler Cold Read Composer Compounds PG 133 CJE 80 CP 87 IG 79 SD 85 Conceal EN 85 PG 143 RI 83 RI 85 SH 93 VO 92 Confectioner Contortion VV 93 US 94 30 . Non-Crescent characters cannot start with a rank in this knack.Knack Bear Hug Bind (Chain) Bird Handling Blacksmith Block Bones Break Break Fall PG 157 CJE 90 US 94 PG 137 RI 83 CJE 88 CJE 89 US 95 PG 157 CJE 88 CJE 89 PG 152 US 94 Skill Wrestling* Chain * Falconer Bomb-making Merchant Hard Martial Arts Soft Martial Arts Fortune Telling* Wrestling* Acrobat* Athlete* Hard Martial Arts * Soft Martial Arts * Merchant Captain* Riverboat Pilot* Spy* Merchant Scholar Description Brewer Bribery VV 93 EN 84 PG 143 PN 99 PG 137 CE 74 Butcher Calculus Your rank in this skill may not exceed your Mathematics rank.
Knack Cooking Cooper Corps-a-corps Cryptography Dancing PG 138 SD 85 PG 138 RI 83 CJE 88 PG 143 RI 85 PG 133 PG 139 VO 92 PG 136 CJE 80 IG 79 PG 136 SD 85 Skill Herbalist Merchant Bomb-making Merchant Hard Martial Arts * Forger* Spy* Courtesan Courtier Performer Doctor* Cao Yao Doctor Herbalist Medicine Man Bard* Captain* Commander* Courtier* Gwai Liao * Missionary * Politician * Priest * Rahib * Riverboat Pilot* Skald * Guide* Soft Martial Arts * Performer* Spy* Merchant Exotic Paired Weapons * Engineer Artist Servant* Servant* Merchant Pugilism* Merchant Cloak * Chain * Soft M artial Arts * Wrestling* Bard Courtesan Courtier Gwai Liao Politician Sentry Servant Shirbaz Doctor* Dirty Fighting* Courtesan Courtier Gwai Liao Servant Shirbaz Merchant Cao Yao Doctor Herbalist Medicine Man Hunter Archer Blowpipe Crossbow Merchant Description Dentist Diagnosis Diplomacy CJE 79 EN 84 CA 94 CE 73 CP 86 MR 120 PG 134 PG 153 PN 99 VV 91 Direction Sense Disarm Disguise Distiller Double Parry Drafting Drawing Drive Carriage Drive Sleigh Dying Ear Clap Embalmer Entangle Escape Etiquette VO 94 CJE 89 PG 140 PG 143 VV 93 CJE 91 CA 94 PG 133 PG 142 US 96 PG 138 PG 156 PG 138 CA 95 CJE 90 PG 157 CJE 89 CE 72 CJE 79 MR 119 PG 133 PG 142 SH 94 VO 92 Examiner Eye-gouge Fashion PG 136 PG 154 CE 72 CJE 79 PG 134 PG 142 VO 92 Fireworks First Aid CJE 83 CJE 80 IG 79 PG 136 SD 85 Fishing Fletcher PG 136 CJE 91 PG 138 PG 151 PG 154 31 .
Your TN to be hit is reduced by 10 (min 5). Interrogation Jab Jenny Jeweler Joint Lock Juggling Kick Kite Maker Knife Hand PG 143 PG 156 CJE 88 PG 138 VO 92 PG 138 CJE 89 US 94 PG 154 CJE 88 CJE 83 CJE 88 Spy* Hard Martial Arts Pugilism Courtesan Merchant Merchant Soft Martial Arts * Acrobat * Performer * Dirty Fighting* Hard Martial Arts * Merchant Hard Martial Arts * 0k2 damage.Knack Flora Florist Footwork IG 79 SD 85 VV 93 CJE 88 CJE 89 PG 152 PG 156 US 94 Skill Herbalist Medicine Man Merchant Acrobat Athlete Hard Martial Arts Pugilism Soft Martial Arts Forger Spy * Merchant Bomb-making * Criminal Courtier * Feng Shui Shi Merchant Feng Shui Shi * Merchant Courtesan * Courtier * Servant * Soft Martial Arts Wrestling Captain* Commander* Merchant Fence * Fortune Telling * Merchant * Servant * Sentry * Spy * Merchant Staff * Wrestling* Bard * Bard Rahib Scholar Skald Archer* Fortune Telling * Captain * Commander * Politician * Skald * Teacher * Merchant Feng Shui Shi * Bodyguard Description Forgery Furrier Fuses Gambling Gaming Gardener Geomancy Glassblower Gossip PG 143 RI 85 PG 138 RI 84 PG 134 PG 134 CJE 78 PG 138 CJE 78 PG 138 PG 134 PG 142 VO 93 CJE 89 PG 157 PG 153 PN 99 VV 93 PG 138 PG 143 RI 84 US 95 Grapple Gunnery Gunsmith Haggling Hand Signs Hatter Haymaker Head Butt Herb Lore History PG 143 SH 94 VV 93 CJE 88 PG 157 AV 95 CE 73 PG 141 VV 91 Horse Archery I Ching Incitation PG 151 CJE 81 MR 119 PG 153 PN 99 SG 84 VV 91 Innkeeper Interior Design Interpose PG 138 CJE 78 SH 93 Use to protect someone else. you take the damage. client can use your rank in this as their PD. (CM 6) 32 . if you take a DW you gain a DD. As AD.
Knack Knotwork EN 83 PG 140 PN 100 VV 92 LV 82 CJE 79 IC 80 PG 142 PG 153 PN 99 SG 84 CJE 88 CJE 89 PG 140 PG 152 PN 100 US 94 VV 92 Skill Riverboat Pilot Sailor Whaler Waylay * Gwai Liao * Professor * Scholar * Captain* Commander* Teacher * Acrobat* Athlete* Hard Martial Arts * Sailor* Soft Martial Arts * Whaler* Waylay Acrobat* Athlete* Courtier* Spy* Criminal* Captain* Commander* Athlete* Merchant Cao Yao Courtesan Merchant Arson Bomb-making Engineer Gwai Liao Scholar Feng Shui Shi * Soft Martial Arts * Courtier* Performer* Spy* Bodyguard * Sentry * Monk Rahib Servant Merchant Courtesan* Courtier* Priest * Professor * Rahib * Rider* Artist Alchemy * Arson* Bomb-making* Engineer * Professor * Scholar* Guide* Sailor* Alchemy * Archaeologist * Feng Shui Shi * Fortune Telling* Professor * Rahib * Scholar* Fortune Telling* Description Land on Target Law Leadership Leaping Lie in Wait Lifting Lip Reading Lockpicking Logistics Long Distance Running Mason Masseur LV 81 PG 152 US 94 PG 134 PG 144 PG 135 PG 153 PN 99 PG 152 VV 93 CJE 80 PG 138 VO 92 CA 93 CJE 79 PG 141 RI 82 RI 84 Mathematics Meditation Memorizing CJE 78 CJE 89 US 96 Menace Menial Tasks SH 94 SH 95 CE 73 CP 87 PG 142 PG 138 CA 94 CE 73 IC 80 PG 134 VO 93 Can Intimidate with Resolve + Menace. Miller Mooch Mounting Musician (Instrument) Natural Philosophy PG 157 PG 133 CA 93 IC 80 PG 142 RI 83 RI 84 SD 84 Navigation Occult PG 140 VO 94 CE 73 CJE 78 IC 80 PG 142 SD 84 US 95 Omens US 95 33 .
Pickpocket CE 72 EN 85 PG 135 EN 84 PG 141 CJE 91 PG 144 PN 100 RI 84 SD 85 VO 93 VV 92 Pilot Poison Politics CJE 79 PG 134 IC 80 MR 120 VO 93 Potter Prestidigitation PG 138 CE 72 PG 135 PG 140 VV 93 CJE 80 IG 79 PG 134 PG 136 SD 85 Printer Quack Rabble-Rousing Religious Lore Reload (Chu-ko-nu) Reload (Crossbow) Reload (Firearms) MR 120 IG 79 CJE 83 PG 154 PG 155 34 .Knack Oratory CA 94 CE 72 CJE 78 CJE 79 CP 86 IC 80 MR 119 PG 134 PG 139 SG 83 US 95 VV 91 Skill Bard Courtier Feng Shui Shi Fortune Telling Gwai Liao Missionary Performer Politician Priest Professor Shirbaz Skald Teacher Fortune Telling* Fortune Telling Forger Merchant Buckler Cloak Exotic Paired Weapons Fencing Hand Axe Heavy Weapon Dirty Fighting* Knife Panzerhand Polearm Shield Staff Merchant Feng Shui Shi Missionary Monk Priest Rahib Scholar Criminal* Shirbaz * Urchin* Riverboat Pilot* Sailor* Alchemy * Blowpipe * Bomb-making* Courtesan* Herbalist * Spy* Whaler* Courtesan* Courtier* Gwai Liao * Politician * Professor * Merchant Criminal* Performer* Shirbaz * Merchant Cao Yao * Criminal* Doctor* Herbalist* Medicine Man * Politician * Medicine Man Priest Crossbow* Crossbow* Firearms* Description Other Divination (specify) Palm Reading Paper Maker Parry (Buckler) Parry (Cloak) Parry (Exotic Paired Weapon) Parry (Fencing) Parry (Hand Axe) Parry (Heavy Weapon) Parry (Improvised Weapon) Parry (Knife) Parry (Panzerhand) Parry (Polearm) Parry (Shield) Parry (Staff) Perfumer Philosophy US 95 US 95 PG 138 RI 85 PG 152 CA 95 CJE 91 PG 154 US 96 PG 155 PG 154 PG 155 PG 156 PG 156 US 96 CJE 89 VO 94 VV 93 CA 94 CE 73 CJE 78 CP 86 PG 141 Choose another form of fortune telling.
Singing PG 133 PG 139 VV 91 Skinning Snapshot (Bow) Snapshot (Sling) Snatch and Grab Socializing PG 136 PG 151 CE 74 LV 82 MR 119 PG 144 RI 84 AH 60 PG 138 Society Lore (Explorer's) Spinner 35 .Knack Research CJE 79 IC 80 PG 141 RI 85 SD 84 SG 83 Skill Alchemy Archaeologist Forger Gwai Liao Professor Scholar Teacher Bard* Skald * Rider * Guide Rider Riverboat Pilot Sailor Riverboat Pilot Commander * Acrobat* Athlete* Skald * Merchant Courtier * Gwai Liao * Politician * Merchant Criminal* Rahib Streetwise* Urchin* Artist Sailor* Whaler* Merchant Courtesan* Courtier* Monk * Servant* Polearm* Waylay Bodyguard Criminal Spy Waylay Performer* Performer* Merchant Fence* Streetwise* Athlete* Soft Martial Arts * Bard* Courtesan* Courtier* Gwai Liao * Shirbaz * Spy* Urchin* Artist Bard Performer Skald Hunter Archer* Sling * Waylay * Fence Politician Streetwise Archaeologist Merchant Description Riddles Ride (Elephant) Ride (Horse) Rigging River Navigation Rocketry Rolling Rune Lore Sail Maker Scheming AV 95 VV 91 CJE 83 PG 157 VO 93 EN 84 PG 140 EN 84 CJE 84 PG 152 US 94 VV 91 PG 138 CJE 79 MR 119 PG 134 PG 138 CE 73 EN 85 PG 135 PG 144 Use as attack knack for rockets. Scribe Scrounging Sculpting Sea Lore Seamstress Seduction Seneschal Set Defense Set Traps Shadowing PG 133 PG 141 PN 100 VV 92 PG 138 PG 134 VO 93 CP 87 PG 143 PG 156 LV 81 LV 81 PG 134 PG 143 SH 93 Sher Da Shi Shill Shipwright Shopping Side-step Sidhe Lore Sincerity CHE 84 US 96 PN 100 VV 93 PG 144 RI 85 CJE 89 PG 152 AV 95 CE 73 CJE 79 EN 85 PG 134 PG 144 VO 93 Cathayan snake charmer.
Also use for noticing someone sneaking past your station. (CM 6) 36 . EN 84 PG 126 PG 135 PG 143 VO 93 Steward Storytelling PG 138 CE 73 IG 79 PG 140 SG 84 VV 91 Strategy Street Navigation PG 153 PN 99 EN 84 PG 144 RI 82 VO 93 S tunt Surgery Survival US 94 PG 136 CP 86 EN 84 PG 136 VO 93 Swimming EN 84 PG 141 PG 152 PN 100 VO 94 VV 92 PG 152 US 94 AH 60 PG 153 PN 99 PG 138 CA 94 CE 73 CJE 78 CP 86 IC 80 PG 142 VV 91 Swinging Syrneth Lore Tactics Tailor Theology Throat Strike Throw (Exotic Thrown Weapon) Throw (Hand Axe) Throw (Harpoon) Throw (Improvised Weapon) Throw (Knife) Throwing Throws Tinker Tracking Trail Signs Training Trap Lore Traps Trick Riding Trick Shooting (Blowpipe) Trick Shooting (Bow) Trick Shooting (Sling) PG 154 CJE 88 CJE 91 US 96 PN 100 VV 92 PG 154 PG 155 PG 152 CJE 90 IC 80 VV 93 PG 137 VO 93 PG 137 VO 93 SG 84 AH 60 PG 137 PG 157 CJE 91 PG 152 CE 74 May not be used to attack.Knack Sprinting Stand Watch Stealth PG 152 SH 94 Skill Athlete Sentry Criminal Guide Hunter Spy Urchin Merchant Medicine Man * Performer* Rahib * Skald * Teacher * Captain Commander Arson Guide Streetwise Urchin Acrobat* Doctor* Guide Hunter Missionary Urchin Athlete* Guide* Riverboat Pilot* Sailor* Whaler* Acrobat* Athlete* Archaeologist* Captain Commander Merchant Feng Shui Shi * Missionary * Monk * Priest * Professor * Rahib Scholar* Skald * Dirty Fighting * Hard Martial Arts * Exotic Thrown Weapons Hand Axe * Whaler Dirty Fighting * Knife * Athlete Soft Martial Arts * Merchant * Professor * Guide Hunter Guide Hunter Teacher * Archaeologist * Hunter Rider* Blowpipe * Archer * Sling * Description Use to resist moving or distractions.
Knack Trick Throwing Underworld Lore Unobtrusive CJE 91 Skill Exotic Thrown Weapons * Fence* Streetwise* Bodyguard Courtesan Rahib Sentry Servant Panzerhand * Pugilism * Servant* Doctor* Merchant Riverboat Pilot* Sailor* Whaler* Merchant Merchant Artist Gwai Liao Monk Priest Professor Rahib Skald Teacher Soft Martial Arts Description PG 144 RI 85 CE 73 PG 142 SH 93 SH 94 VO 92 Uppercut Valet Veterinarian Vintner Weather PG 156 PG 156 PG 143 PG 136 PG 138 EN 84 PG 141 PN 100 VV 92 PG 138 VV 93 CP 87 CA 94 CE 73 CJE 79 IC 80 PG 133 SG 83 VV 91 Weaver Wigmaker Writing Yield CJE 89 37 .
Standard Bow. Long (AV 94) Broadsword Buckler Carbine (KM 68) Claymore (AV 94) Crossbow Cutlass (PN 101) Fencing Sword Harpoon (PN 102) Heavy Weapon Hand Axe (US 103) Knife Knife. 18 actions to replace magazine Single-edged broadsword. uses Fencing skill Cost 4 qian 30 qian 12 qian 16 qian 2 qian 14 qian 16 qian 15 qian Damage 1k2 1k2 3k2 2k2 2k2 4k2 3k3 3k2 38 Short Range 13 yd = +5 to hit 30 yd = -5 to hit - Long Range 25 yd = -5 to hit 60 yd = -15 to hit - Reload 0 actions - Throwing ring. a roll of over 15 means the match has gone out and must be relit (1 action). uses Exotic Thrown skill Repeating crossbow. no firearm damage is considered to have been done. roll on the Weather Table.10 g 6g 6 g 6g 8g 20 g 5g 20 g 14 g 10 g 1g 6g 2g 20 g 75 yd = -5 to hit 100 yd = -5 to hit 3 to 30 yd = -10 to hit 50 yd = -5 to hit (3+ Brawn) yd = -0 to hit (5+ Brawn) yd = -0 to hit (3+ Brawn) yd = -0 to hit (3+ Brawn) yd = -0 to hit 3 to 40 yd = -10 to hit 3 to 15 yd = -10 to hit 60 yd = -5 to hit (3+ Brawn) yd = -0 to hit - 150 yd = -10 to hit 200 yd = -10 to hit 60 yd = -15 to hit 100 yd = -10 to hit (5+2*Brawn) yd = -5 to hit 1 action 1 action 25 actions 6 actions 30 actions 20 actions 1 actions - 2k3 3k2 (-1 die to hit) 2k2 3k2 (3k3 vs Whales) 3k2 2k2 1k2 1k1 (+5 to hit) (10+2* Brawn ) yd = -5 to hit (5+2*Brawn) yd = -5 to hit (5+2*B rawn) yd = -5 to hit 1k2 5k3 0k2 4k3 2k2 1k1 1k2 3k2 0k2 (+1 die to hit) 80 yd = -15 to hit 30 yd = -15 to hit 120 yd = -10 to hit (5+2*Brawn) yd = -5 to hit - 0k1 (-1 to action die for attacking. uses Staff skill.Equipment Weapons (PG 24 + PG 194 + KM 67-68) Weapon Fist Arquebus (KM 67) Battle Axe Bayonet Blunderbuss (KM 68) Cost free 15 g 8g 3g 20 g Damage 0k1 5k3 3k2 3k2 1 yd: 5k4 Short: 5k3 Long: 3k2 1k2 2k2 2k2 3k2 1k1 4k3 4k2 (-1 die to hit) Short Range 3 to 35 yd = -10 to hit 3 to 10 yd = -0 to hit Long Range 70 yd = -15 to hit 20 yd = -20 to hit Reload 30 actions 25 actions When firing. +5 to Parry (Staff) Tiger-hunting trident. At long range and when fired by Brutes. m agazine holds 12 bolts. +5 to initiative total) 3k3 - - Cathayan Weapons (CJE 117 -120) Weapon Chakram Chu-ko-nu Dao Darn dao Small dao. uses Crossbow skill. uses Heavy Weapon skill . Can be used to attack whole Brute Squads. uses Polearm skill Kan dao Single-edged sword. uses Chain skill Long staff. Throwing (VO 101) Main -gauche Musket Panzerhand Pistol Pole-arm Shield (US 103) Sling (CE 93) Spear (IG XX) Stiletto (RI 91) Whip (CA 105) Zweihander (EN 100) 6g 8g 10 g 10 g 4g 20 g 12 g 12 g 10 g 15 g 8g 8 . uses Heavy Weapon skill Gwon Hu tsa Jiu jie bien Nine-section whip. Boar Spear (EN 99) Bow.
uses Fencing skill Hooked sword. uses Exotic Paired skill.2 g 0. +25 to conceal it. uses Polearm skill. +5 to Parry (Knife) Throwing spikes. used in pairs Polearm. uses Blowpipe skill. can hold up to 5 darts.Weapon Kastane Mei far chen Niu er jian dao Paku Rocket Sa tjat koen Cost 150 qian 22 qian 9 qian ½ qian 60 qian 14 qian 8 qian 22 qian 21 qian 11 qian 18 qian 20 qian 13 qian 20 qian Damage 3k2 1 point per dart 1k2 1k1 5k4 3k2 2k2 2k2 2k2 1k2 4k2 4k2 0k2 2k2 Short Range 4 yd = -5 to hit (½ Brawn) yd = 0 to hit 100 yd = -25 to hit - Long Range 7 yd = -15 to hit (Brawn) yd = -10 to hit 200 yd = -35 to hit - Reload - Ornate sword from Tiakhar.5 g 2g +5 g with shield (PD +10 vs missile wpns) Item Powder measure Quiver (20 arrows) Sheath Plain Ornamented Rocket launching stand (holds 30 rockets) Cost 1g 1g 1g 4+ g 30 qian Sword Fencing Ring Grip = Gives +5 on Feint attempts but you take 1k1 wounds if disarmed. uses Fencing skill. used in pairs Metal ring with protruding blades. does not take an action to draw Crescent Weapons (CE 92-93) Weapon Adaga (CE 93) Dilmekiri (CE 93) Katar (CE 92) Manople Scimitar (CE 93) (CE 93) Cost 15 g 20 g 6g 20 g 15 g Damage 1k2 / 2k2 3k2 2k2 (-1 die to parry) (-2 die thrown) Short Range (3+Brawn ) yd = -0 to hit - Long Range (5+2*Brawn) yd = -5 to hit - Reload - 2k2 2k2 (+1k1 to lunge) Weapon Supplies (PG 24) Item Arrow or Bolt Normal Grappling Gunpowder Lead Bullets Chu-ko-nu bolts (12) Mei Far Chen darts (5) Cost 0.40 g 0. uses Exotic Paired skill.5 .9 g 0. cannot be thrown. uses Polearm skill Tulwar Curved sword from Tashil. uses Chain skill Seurng tjat koen Two-section flail. 1 action to reload until empty. used in pairs. the other has a hooked blade Double-headed spear.10 g 0. uses Knife skill. Can throw an additional paku by taking a raise. one end has a shovel-shaped blade. uses Exotic Paired skill Long.(VO 101) 39 . you cannot take raises for damage - Butterfly knife.1 g/shot 0. uses Exotic Thrown skill. 3 actions to refill. stand holds 30 rockets - Three-section flail. up to 3 paku Uses Commander skill.05 g/shot 3/5 qian 2 qian Item Belt for sc abbard Bullet mold Extra flint Powder flask (10 shots) Musket Rest (+5 to hit) Cost 0. uses Fencing skill Small blowpipe. flexible sword. Brawn is not added to damage. uses Chain skill Shi zi jian Shuang gao Shuang huan Shuang pian yue ya chan Shua tou quiang Tieh shan gong War fan.02 g 0.
50 g 1g 4+ g Item Apron Cloth Leather Cape Climbing Gloves Hat Mask Money Belt Shoes.20 2g 0.10 g 1g 0.10 g 1g 5+ g Transportation Item Cart Large Small Coach 2 Horses 4 Horses 6 Horses Dog Sled (7 dogs) Passage Land Ship Sleigh Wagon 2 Horses 4 Horses Cost 40 g 25 g 200 g 400 g 800 g 70 g 3g/100 mi 5g/100 mi 50 g 60 g 80 g Item Donkey Horse Draft Pony Race Riding War Mule Ox Cost 35 g 50 g 45 g 1000+ g 60 g 750 g 40 g 90 g Item Bit and Bridle Harness Hobbles Horse Blanket Saddle Bags Saddle Blanket Saddle Pack Riding Side War Yoke Cost 5g 75 g 1g 0.80 g 1g 2g 1g 0.20 g 2+ g Item Gown.50 g 10 g 15 g 15 g 30 g 1g 40 .10 g 0. snow Spectacles Undergarment Tabbard Veil Vest Wig Cost 0.40 g 1g Food Item Ale (quart) Banquet Beer (keg) Brandy (bottle) Cider (jar) Dinner Cost 0.10 g 5 g/lb 0.25 g (PG 24) Item Fruit (1 piece) Fruit.50 g 2+ g 2+ g 0.30+ g 0.50 g 5g 0.02 g 0.80 g 0.03 g 0.05 g 0. Citrus Jerky (1 week) Liquor (jigger) Mead (bottle) Pork Cost 0.Clothing (PG 24) Item Belt Boots Fancy Leather Fine Plain Riding Fine Plain Fancy Plain Fancy Plain Cotton Leather Silk (PG 25) Cloak Coat Dress Gloves Cost 2+ g 0.15 g 0.08 g 0.15 g/lb Item Rum (bottle) Tea Wine Average Fine Excellent Cost 0.10 g 0. exotic Jacket Fancy Plai n Pants Fancy Plain Shirt Plain Silk Shoes Fancy Plain Suit Plain Silk Cost 7+ g 3+ g 1g 2+ g 0.50 g 5+ g 2g 3g 3g 1g 5+ g 1g 5+ g 2g 0.03 g 1 g/person 0.80 g 0.40 g 2g 5+ g 1+ g 0.
10 g/seal 1g 1g 0.50 g 200 g 40 g 1+ g 1g 5g 0. Water Compass Crowbar Crucible Dice (wooden) File Flask.50 g 0.20 g 0.20 g 0.25 g 5g 10 g 0. Climbing Pick.75 g 1g Item Hourglass Ink Lamp Oil Lantern Lens.75 g 0.07 g 14 g 0.25 g 100 g 5+ g 10 g 0.40 g 2g 0.10 g/hr 2g 13 g 0.30 g 41 . Sealing Whetstone Whistle Wire.50 g 3g 0. 0.10 g 0.75 g 1. Blank (100 pg) Book. Rock Pillow Pole (10') Prism Razor Cost 5g 0.25 g 0. Glass Litter Lock (TN 10) Lockpicks Mallet Mattocks Map or scroll tube Mess Kit Mirror. Small Mortar & Pestle Nails Needle. Sewing Pavilion (10 man) Pen Pick. Glass Grappling Hook Hammer Hatchet Cost 0. Pendulum Clock. Wooden String (50 ft) Surgical Kit Telescope Tent (2 man) Thread (10') Tweezers Vial.50 g 2g 1g 2g 25+ g 10 g 3g 2 g/lb.25 g 0.Miscellaneous (PG 25) Item Backpack Balance & Weights Bandage Basket. Full Length Mirror.15 g 2g 0.50 g 1 g/ft 1g 0. Whicker Beaker. Glass Wax. Iron (10') Cost 1g 3g 4g 5+ g 1.10 g 0. Iron Spike.30 g 2g 0. Glass Bedroll Blanket Book.25 g 1g 1g 1-10 g 25 g 0.01 g 15 g 2g Item Rope (50') Saw Scissors Sextant Shovel Soap Splint set Spike. Scholarly Brazier Candle Chain Chalk (12 pieces) Chisel Clock.10 g 0.60 g 0.30 g 40 g 5 .15 g 0.
Regardless of your defense. your TN depends on your rank in the appropriate athletic knack. you may use your rank in a Parry knack for your passive defense get a TN=5+( Parry*5). Other defenses are used when doing specific actions. they roll against your passive defense target number (TN). for sorcery. you must use it for Active. If you used Riding for your Passive Defense. A character can take only so many Dramatic Wounds. Generally. Drama dice can be used at any time to add 1 kept die to any die roll… after you see whether the roll was successful or not! You can also use them to activate a hubris in an NPC. Each time the character takes damage. when someone tries to hit your character. If this roll is less than your number of flesh wounds. Activity Default Climbing Leaping Passive Defense 5 + (Footwork*5) 5 + (Climbing*5) 5 + (Leaping *5) Activity Riding Rolling Running Passive Defense 5 + ( Riding *5) 5 + ( Rolling*5) 5 + ( Sprinting *5) Activity Swinging Swimming Unstable Surface Passive Defense 5 + (Swinging *5) 5 + (Swimming*5) 5 + (Balance*5) Wounds (PG 128 -129) Flesh Wounds are taken when your character takes damage. or to prevent being knocked out. if you used Parry for passive. If a character takes (Resolve) Dramatic Wounds. If you have the Toughness advantage. the character is Crippled and your dice do not explode .Other Information Characters have a number of calculated values and other numbers used during game play. you need to make a Wounds Check . If a character takes 2*(Resolve) Dramatic Wounds. When not prone and not under a non-default activity. For example. you may make an Active Defense using the same knack as was used for your Passive Defense (you cannot use a different knack for the Active Defense). you take a Dramatic Wound. 42 . This roll is (Brawn)k(Brawn) . they are Knocked Out . Passive Defense (PG 191-192) During combat. to activate your virtue. you must use it for Active. you get 1 extra unkept die on this roll. Drama Dice Your character has a number of Drama Dice equal to their lowest Trait. The Default defense is used when on your feet. They are described here.
or 160g/month (8 HP). but start with 10. 20g/month (4 HP). The listed income is extra money. No income. 10g/month (2 HP). 90g/month (8HP). If y ou did not purchase any of the above advantages. 500g/month.000g. Those are assumed to be paid for. 20g/month.Wealth and Income (PG 131-132) Characters start with 3 months of income. 75g/month (8HP). You also start with 10 times this amount (instead of just 3 times). 15g/month. 20 g/month. 25g/month (4 HP). and earn your highest ranked basic Servant knack each month. (CM 6) If you have no starting income. 80g/month (6 HP). if your highest rank is 2. you get 2g/month. For example. a set of clothes. 20g/month (3 HP). 60g/month (6 HP). Monthly income is zero unless you purchase one of the advantages which give you an income (some depend on the number of HP spent on the advantage): Advantage Commission (Army) Commis sion (Navy) Gentry Governor Iron Guard Jarl Merchant Guild Merchant Patron Noble Ordained Patron Stelets Tenure Description 8/month (2 HP). 100 g/month. shelter. or to maintain property. Note that you do not normally spend money on food. 10g/month (2 HP). you start with 1k1 g. Your rank in your professional knack in dice keep 2 each month. 10-40 g/month. 30g/month. 50 g/month plus extra if embezzle. you can choose to be a servant. 50g/month (6 HP). and a single weapon (CM 25). 43 . 40g/month (4 HP).
An NPC will grant you minor assistance. These dice can also be rolled alone (and used up) for special reputation actions described below: A Vendel may purchase temporary reputation points. intimidating someone. You get a free Patron advantage. You get a third free Patron. You lose reputation points when you do a dastardly deed. or seducing someone). 44 . You get a second free Patron. or image in artwork). You gain reputation points when you do a heroic deed which is witnessed and talked about. you can drop to -40 or even -50 before becoming an NPC.Reputation (PG 129 -130) A character normally starts with zero Reputation Points (but the Citation and Scoundrel advantages can alter this). land. Effect of reputation reaching this value At this value. These dice work like Drama Dice (meaning they get used up in a act) and may be used for any social actions (impressing someone. You get a fourth free Patron. plus a Citation (such as a knighthood. Paying more will increase the length of time. plus a Membership is offered in a secret society. This cannot be done for more than 4 weeks in a given area. An allied NPC will risk their life for you. your character becomes an NPC. (VV 103) Reputation Action Aid (Major) Aid (Minor) Martyr Recognition Rescue Reputation -30 25 50 75 100 125 130 TN 30 20 40 15 25 Description An NPC will grant you major assistance. This is the maxi mum value for Reputation. plus some Hangers On (fans who follow you and expect things from you). Some NPCs work toward your rescue. This costs 250g to generate 10 reputation for one week. not the amount of reputation. With the Scarovese advantage. You are recognized by a stranger. plus a Menace (someone devoted to your downfall). medal of honor. You get a fifth free Patron. Every 10 reputation points (round down) earns one Reputation Die.
This action might not be possible to undo. Are you sure you want to continue?