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Quick-Casting Breakdown

Simple Spells: Foundation+Pillar-


Difficulty 4+Pillar level (-1 for usage of Quintessence, 3 max per round)
Difficulty exceeds 9, adds required successes
Complex Spells: Foundation+Highest Pillar+1 die per additional Pillar-
Difficulty 5+Primary Pillar+1 for additional Pillar.(-1 for usage of Quintessence, 3 max per round)
Difficulty exceeds 9, adds required successes
Extended Spells: Same as simple or complex, depending on spell, required time is 1 day per
roll, minimum.
Ongoing Spell: As an extended spell, except you must acquire 10 times the required
successes. It requires Quintessence as to this list: 1 pt. per success, 5pt. per Pillar level
involved. As well as 1 WP per 10 pt. of Quintessence.

Normal Casting: A spell which takes on average an hour, thus not quite usable in combat.
Hurried Casting: A spell which takes on turn to cast, thus is usable in combat. The spell is
cast the turn after it is rolled.

Normal Casting Durations Hurried Casting Durations

1 Success-One Turn 1 Success-One Turn

2 Success-One Hour 2 Success-Three Turns

3 Success-One Day 3 Success- Five Turns

4 Success-One Month 4 Success-Ten Turns

5 Success-Six Months 5 Success-Twenty Turns

6 or more Success-My discretion 6 or more- Add Twenty Turns


Effects CAN be dispelled by others before their duration has ended.

Normal Casting Distances Hurried Casting Distances

1 Success-Self or within twenty feet. 1 Success-Self or up to three feet.

2 Success-Up to a hundred yards. 2 Success-Up to twenty feet.

3 Success-Up to ten miles. 3 Success-Up to one-hundred feet.

4 Success- Up to five-hundred miles distant. 4 Success-Up to two hundred yards distant.


5 Success- Up to three-thousand miles 5 Success-Up to one mile distant.
distant.

6 Success- My discretion 6 Success-Multiply by five

Paradox Revised
Due to the increase in obviousness via spell-casting, Paradox has been revised.
Paradox now functions more similarly to the Backlash of the olden days, all 1’s and
Quintessence expended on a spell-casting roll are used by me to build a spell with your pillars, if
you cast in front of many unbelieving Sleepers in a way that cannot be justified, all failed dice on
a failed spellcasting check in addition to Quintessence are used as spell material to fulfill my
wants and desires.

Pillars of The Traditions


The Traditions are a varied lot, showcasing the best of mysticism that has been mustered over
the eras, an eclectic lot of wizards, witches, engineers and assassins pushing forth towards the
better tomorrow, each of them having a different idea of what that means but all of them hoping
for at least one of them to come true, showcased below is a series of common effects listed
underneath the common mystical methods, be aware they are suggestions and suggestions
alone, as was said, common effects.

Order Of H ermes
Each Forma, driven by Modus, the Foundation of the Hermetic Order, based upon strength of
will and discipline, embodies a fundamental aspect of Creation, a pillar that shores up the world
itself. These four ancient Forma are: Anima (the "Breath of Life" that flows through every living
being), Corona (the "Crown" which grants control over the working of the mind), Primus ( the
raw power of magic itself) and Vires ("Forces", mastery over the energies of the Universe).
Although the four Formas encompass a great many potential powers, in no case can current
Hermetic theory violate certain precepts set forth by the Church (precepts which Bonisagus
himself subscribed to and set forth in the founding doctrine of the Order): The resurrection of the
dead, the creation of true life and travel beyond the Lunar Sphere.
Anima (Command of Life)
Life is a breath. The ancients knew that breath is the only thing that separates the living from the
lifeless. Just as the soul escapes with a gasp at the moment of death, so too did God make
Adam live by inspiration (literally, breathing into). Thus, it is unsurprising that the Order's Forma
of life derive its name from this sacred breath. This is the power to heal, the strength of the ox,
and the speed of the wolf, it is mastery of sickness and health and control over all flesh, from
the smallest ant to the mightiest oliphant of Araby. When first setting out upon this path, the
mage must content herself with curing or bestowing fever and dispelling the need for sleep and
sustenance. As her experience grows, she can summon and unmake plagues, restore lost limbs
as a salamander does and quell heartbeats with a word.

● * The wizard can detect the presence of life and living beings of an earthly nature
(Even if they possess supernatural characteristics, such as a werewolf or Hermetic
consor) and can also discern states of health and well-being (such as knowing what
Health Level a subject is currently at). Conspicuous absences of life (such as barrens
unhallowed by a demon's presence) may also be detected, though the mage must be
specifically searching for such unless they are exceedingly pronounced.
● ** At this level, the mage is capable of altering lesser life patterns (such as those found
in flora, fungi, insects, invertebrates and the like), mending or ruining (healing or inflicting
up to two Health Levels of bashing damage or one of lethal per success), or of changing
such patterns as he. pleases, so long as he does not elevate them to higher states. Also,
he may, to a limited degree, interact with the pattern with which he is most familiar, his
own. The mage may freely heal or harm himself as he does with lesser beasts.
● *** Now, the mage is capable of healing and harming other higher beings (including
people) with magic alone; just as with the previous level she could affect herself and
lower beings. She can also alter the parameters of higher (nonhuman) life and those of
her own living pattern. She can freely create alterations that move between higher and
lower patterns, augment or stunt physical capabilities, and bend the shape of such
patterns to her liking (such as adding a dot of Strength, Dexterity, Stamina, or
Appearance per success).
● **** The Hermetic wizard can now alter the patterns of other human beings and can
restore life to a failing pattern or snuff out a healthy one (healing aggravated damage as
though it were lethal). She may manipulate the forms of fantastic creatures as well (this
includes the ability to shapeshift), provided they possess fleshly bodies (coupled with
Vires, it can allow for transformation into various, basic energies). Permanent changes
may be made to non-sentient life, changes that will carry over to any offspring, though
these effects may not enter the realm of the blatantly magical (a rock is possible,
whereas a gorgon is not).
● ***** The mage can create life out of nothingness. She can fabricate a human (or any
other terrestrial) body out of magic, but it is an inanimate husk, unless inhabited by a
spirit of some kind. She can conjure a plague or eradicate one over a wide area. She
can control the actions of all manner of dumb beasts by exerting influence over their
bodily humors. The alterations she makes to living beings may be truly fantastic, so long
as they have a basis in Nature (such as using the regenerative capabilities of the
earthworm to make a hydra grow its heads back when they are severed).

Corona (Command of the Mind )


Harking back to the wisdom of Solomon himself, the greatest crown a ruler might don is that of a
puissant mind. Building upon that precept, Corona enables the hermetic mage to enhance the
quality, the quantity and the forcefulness of his thoughts. At its most basic levels, the Crown of
Kings helps the mage to hone his intellect and to perform subtle manipulations of perceptions
and the intellect. When wielded by a Master fluent in its ways, this power can be used to
extinguish or create sentience, eradicate free will, forge genius from idiocy or set consciousness
free from the shackle of the flesh.

● * By taking the first step upon the path of mental clarity, the mage finds himself able to
perceive thought and intellection. All thinking minds, whether sentient or feral, are known
to him (provided they are not concealed by stronger magics). Though, at this point, the
mage cannot read minds or control thoughts, he can hone his own consciousness by
analyzing it and acting upon what he sees (thereby creating, for example, a simple mind
ward that adds dice to Willpower rolls to resist intrusion or allowing for one parallel
thought process per success, up to a limit of the mage's Wits score).
● ** Now, the mage can exert his will outward, to encompass other minds. He can speak
with emotion alone (creating basic empathic contact) and appeal directly to the thoughts
of his desired subject (by impressing a psychic influence, such as obedience, fear, or joy,
that dictates the subject's actions). He can perceive the spiritual auras of other beings,
reading their emotion as he might read a book. He can forge bonds between minds,
allowing one party to know the feelings and general state of another over vast distances.
● *** True mental communication is possible at this point and the mage is no longer
fettered by the crude barrier of language and speech when she chooses not to be.
Thought and memories may be explored, tampered with, or even severed from a
subject's conscious mind (though they continue to exist in the subconscious) . Emotions
can be created, though those inimical to the subject are likely to be pushed aside quickly.
● **** The mage learns to tread the aether, casting off the chain of flesh to walk in the
Astral Umbra as a being of pure thought. Mental afflictions can be created and cured,
and the mage is capable of altering deeply held convictions in another with little more
than a single enchantment (the subject may, however, attempt to resist with Willpower).
He also discovers the means by which the mind might be made to betray the body,
assailing it with confused impulses such that damage to the physical form ensues
(inflicting a Health Level of bashing damage per success).
● ***** To create and annihilate consciousness, to project one's mind across the world , to
control utterly the will of another -- these are the powers commanded by the master of
Corona. The mage can selectively manipulate any aspect of the mind that she wishes,
including advancing her own intellect far beyond the capacity of ordinary men (changing
Intelligence and Wits by one dot per success). She can move mind between bodies or
exist long after physical death as an astral shade, moving from body to body as the
mood takes her.

Primus (Command of Quintessence)


A Form perfected becomes an Ideal. It is this perfection to which the student of Hermes' arts
aspires, this elevation to the status of the Ideal. Magic itself, its cause, its effect, its very
substance, exists in this exalted state. Composed fundamentally of the unblemished Fifth
Essence, magic itself may well be the greatest power a mage can control. It is the Prime or
foremost element of the Universe. By mastering this Forma, the mage finds herself able to
sculpt and manipulate the elusive threads of mystic force itself. Whereas apprentices are
capable of altering the flow of Quintessence and sending gentle ripples through the arcane
channels of the Tapestry, those who are truly adept in this art can give life to new places of
power, destroy the Gift in another or set in motion enchantments that stand for a thousand
years.

● * At this level, the mage is able to sense the flow of mystic energy around him: Magic of
all kinds, sorcerous creatures, and those with the Gift, as well as anything else that
contains excess Quintessence (thus, the energy bound up in a normal pattern, such as a
chair or cat, cannot usually be discerned) and is not expressly concealed and warded
against detection.
● ** Now, the mage is capable of altering the flow of magic to some small degree,
gathering and storing free Quintessence (that which is not bound up in extant patterns)
above and beyond that allowed by her Fount Background. Also, he may, for example,
infuse a weapon or garment with Quintessence, in order to enable it to harm or be
warded against magical beings, respectively (thus inflicting or defending against
aggravated damage and harming or warding against fully spiritual beings). She can also
create purely Quintessential ideal forms visible to those with the appropriate mystic
perception and which might act on and be acted upon by mystic phenomena.
● *** The Hermetic learns to manipulate any source of Quintessence not directly protected
against such tampering, such as those bound up in living patterns or those of objects, or
any Quintessence warded by magic more powerful than the mage's own. Such sources
may be bolstered or drained (one point of Quintessence per success), at the mage's
discretion. He may create Tass (by distilling it into liquid or a powder, for example) and
spells of any type may be directly attacked (dispersing successes accrued in the casting
on a one-for-one basis).
● **** The mage can assail nonliving Quintessential patterns, drawing their energy out and
using it as one would any other sorcerous power. Naturally, the patterns of such forces
or materials crumble out of existence (suffering an unsoakable Health Level of
aggravated damage per point of Quintessence drained; note that most objects have only
a scant few points invested in them). Also, she learns to create self-sustaining
Quintessential patterns. Alone, these arcs are unimpressive, but they can be melded
with physical patterns to create self-sustaining systems fueled by magic alone (this
allows the creation of ongoing spells, such as talismans, for half the normal cost in
Quintessence and Willpower, rounding up).
● ***** This, the final authority over magic itself, enables the wizard to completely cease or
destroy the flow of magical energy that pervades all things (inflicting a Health Level of
aggravated damage per success that may be soaked only with Willpower for Mages,
Gnosis for Werewolves, Blood Potency for Vampires). It is by means of this process that
the dreaded Gilgul rite is used to forever sunder the Gift in a mage. Permanent
enchantments might be dispelled and sites of power torn apart for the Quintessence they
contain. Likewise, threads of power might be manipulated, with great care and at great
risk, to beget new Nodes where before there were none (an extended spell with a 10 roll
limit, one roll per day; every 10 successes equals one level of the new Node)

Vires (Command of Elemental Forces)


A wizard's wrath is a conflagration and his laughter warm and pleasant sunlight. Certainly the
most fantastic and visually stunning of the Forms commonly taught to mages of the Order, the
way of Forces summons the storm, masters light and darkness, bends the tides and grants the
mage flight without wings. Though it is considered the least subtle of the Hermetic arts, Vires is
as well suited to the spy, the courtier, and the assassin as it is to the blustering mage. After all,
this Forma is as capable of conveying whispered words across leagues or gathering a mantle of
shadows as it is of raining lightning down on the heads of those who displease. At first, disciples
of this art flicker candle flames and send chills through the air and, later, transform moonlight
into flame and tear castles from the Earth to set them atop the clouds.

● * At this level of knowledge, the mage can follow the movements of various terrestrial
energies (light, heat, sound and so on). She is capable, for example, of discerning how
long a candle has been extinguished by its residual warmth or feeling out where lightning
will strike even as thunderheads gather.
● ** Now, the mage can manipulate what she could perceive with the previous level, if only
on a small scale. Thus, she can conjure a candle flame, increase the force of friction to
the point that a wall could be scaled with hands and feet, or whisper her words directly
into the ear of an ally from across a dining hall. The effects at this level must be small
and subtle, but, when targeting visible energies, are obvious uses of the Gift.
● *** At this point, the mage can direct Vires on a wider scale. The control of terrestrial
forces is within the wizard's grasp. He can project a thunderbolt from his fingertips or
wrap himself up in shadows that hang like a cloak (adding a die per success to Stealth
die pools). Further, he can defy his own earthbound nature to take to the skies, or he can
sap the heat from an enemy's frame, turning blood to ice in another's veins. The many
martial applications of this level of power inflict either a Health Level of lethal damage or
two of bashing per success.
● **** Now, the mage learns to harness some of the most potent of forces. She can create
true sunlight or transform a scream into a conflagration (inflicting two Health Levels of
lethal damage or one aggravated per success). She can make an object "fall" sideways,
with as much or as little force as she wishes. If she wishes, she may fly above the sky
itself, out to the limit of the Lunar Sphere, or she can freeze rivers solid at midsummer
and bat aside an entire volley of arrows with a wave of her hand.
● ***** The true master of Vires can shake the heavens themselves with his awesome
might. He can bend the tides, topple mountains, and create raging storms. If he chooses,
a blow from his fist can shatter steel and stone, or the raging power of a landslide might
strike his town with no more force than a mass of falling feathers. When the Master is
angered, lava flow erupts, thunder rains on all sides, and foes fall screaming, embraced
by withering flames (two Health Levels of aggravated damage per success ).

Celestial Chorus
The Pillars of the Celestial Chorus are the Archangels, driven by the inherent closeness to the
Divine, the Foundation of Divinity. They are: Gavri-El (who has dominion over fire, healing,
motion, and reason), Mikha-El (who has dominion over leadership, light, and war), Repha-El
(who has dominion over creativity, peace, and water), and Uri-El (who has dominion over
darkness, death, fear, and earth).
Although referred to here by their ancient Hebrew names, these entities are typically addressed
by an individual Chorister in a manner appropriate to his upbringing (thus, a Muslim knows
Gavri-El as Jebr-il and a Christian Mikha-El as Michael). These four beings are the chief
executors of the Divine Plan, and in them might all goodly ends be found.

Gavri-El (Dominion Over Fire, Healing, Motion, and Reason)


Tied inextricably to the element of Fire, Gavri-El is a maker and a destroyer. As a messenger on
swift wings, he bears tidings from Heaven and inspires with the bright blaze of creativity. Intellect
and reason are his, and he drives back the darkness with the gift of enlightened thought. He
keeps the secrets of motion and travel, and he purges with the conflagration anything that is
offensive to Divine sight, so that something good and worthy should grow up from the ashes. He
is the Trumpeter and the Scholar, sage-militant of the Archangels.

● * The first thing the Chorister learns is to sense the presence of Gavri-El. Source of light
and inspiration, as well as powerful destructive forces, can be discerned. Further, the
presence of logical energies (especially those that draw life out of death) is revealed to
the student of Gavri-El's lessons. Lastly, disturbances in space and motion are made
plain, such as mystic effects that alter speed or movement.
● ** The Chorister learns to draw upon the restorative energies of Gavri-El, healing himself
of one Health Level of lethal damage or two of bashing damage per success on a simple
spell. Likewise, he can summon up a fragment of the Archangel's radiance in the form of
fire (delivering no more than one or two Health Levels of damage at this level). She can
send and receive spoken words over great distances or transmit simple empathic and
telepathic messages. Also, she may draw upon Gavri-EI's inspiration, adding successes
to Enigmas die pools.
● *** The Chorister is capable of flight and true telepathic contact. He may implore the
Archangel to intercede on his behalf and guide him to truth, lowering difficulties on
Knowledge rolls by one per two successes scored on a simple spell ( to a minimum of 4).
He may stoke, extinguish or create flames (martial applications of this effect cause one
Health Level of lethal damage per success) and can stride through the Gauntlet into the
Penumbra. Lastly, the Messianic can heal himself or another of aggravated damage.
● **** Now, the Chorister discovers how to travel with the speed of the seraphim,
disappearing from one locale and reappearing in another. She may pass out of the
Penumbra and into the near or far Umbrae. By meditating upon Gavri-El's lessons, she
can increase her own intellect and her logic becomes superhumanly compelling, adding
one dot to Intelligence per success on a simple spell. She can also destroy wicked intent
in any being not wholly given over to monstrousness and evil, replacing such intent with
a desire to do good.
● ***** The Chorister may travel, physically or spiritually, into the dreams of thinking
creatures and can navigate the Gateway to Heaven (the Astral Umbra). His words can
cause Ideals to spring into being (creating purely ephemeral patterns out of free
Quintessence that may be perceived and acted upon by those with mystic senses). With
great effort, this Quintessence may be directed to the ends of creating a new Node or
holy ground. He may restore the recently dead to their bodies (only those who died
within one minute per level of the Chorister’s Divinity score; the arisen person has one
Health Level and is barely conscious) or sear from the Tapestry that which is offensive to
his eyes (inflicting one Health Level of aggravated damage per success).
Mikha-El (Dominion Over Leadership, Light And War)
This is the power of the sun, of Divine retribution, the authority of the general of God's army.
Mikha-El's instrument is the world and it is he who lays low the foe of Creation itself. He is the
patron of strength, leadership, light, righteous fury, and holy vengeance. Mikha-El is an angel of
war, the fist that strikes the Enemy, be he named Lucifer, Shaitan, or Iblis. The Celestial Chorus
call upon Mikha-El for inspiration in battle or for matters pertaining to nobility or illumination.
Also, it is he who intercedes when directly opposing evil, in any of its numberless forms.

● * This level of power enables the Chorister to discern sources of true evil (wicked intent
alone is not sufficient; the subject of this sense must be a being saturated, by its nature,
with evil: Vampires, demons, ere.). Also, sources of conflict, nobility of spirit or potential
for leadership and strength might be sensed and, further, by suffusing his sight with the
holy radiance of the Sun itself, a Voice can see perfectly in all but complete darkness.
● ** The Chorister can summon and control physical illumination. He may mantle himself in
the Archangel's glory, taking on an aura of authority, strength or control. He can project
violent emotions into the hearts of the righteous (or the easily provoked) and can ask
Mikha-El to shield him against outside influences (adding one per success to the
difficulty of most supernatural powers of control or coercion). Also, the Chorister may
make his blade sharp and his projectiles to fly true, adding either one die per success to
Archery, Firearms, Brawl or Melee die pools or to damage.
● *** Mikha-El comes to the aid of his chosen in times of battle, adding one dot to Strength
or Stamina per success on a simple spell. The mystic may control the winds as a
sculptor works clay, though the scope of her spells is limited to her general vicinity. She
may clothe herself in celestial brilliance and power (adding one per success to
Leadership die pools), and her weapons are banes to even the greatest soldiers of the
Enemy (allowing her to inflict aggravated or soak all damage with normal weapons or
armor).
● **** The Choristers' words resound with the power of the Divine, commandments that
must be obeyed. He rises up before ordinary men and they are cowed by his splendor
(add one dot to Charisma per success on a simple spell). He may create fear or inspire
courage and can call forth sunlight in the darkest depths of the night. Gales howl at his
behest, and he may summon up angels in physical form to entreat with them (this
usually requires an extended spell involving prayer and supplication).
● ***** Mikha-El's radiance flows with the Choristers will, annihilating the enemies of the
Divine (inflicting two Health Levels of aggravated damage per success). She can create
authority that is believed by all who cannot meet or exceed her successes on a
Willpower roll, causing even kings and archbishops to bend knee should they fail. She
may incite fury among great numbers of people, creating riots, armies or Crusades, and
may bolster or sap the will of others (restoring or subtracting a point of temporary
Willpower per success, a spell which may be resisted with either magic or Willpower).
Repha-El (Dominion Over Creativity, Peace And Water)
The artisan and artist among the Seraphim, Repha-El governs the creative spirit. While Gavri-El
is reason, Repha-El is passion. He is associated with water, mystery, and imagination. He is a
healer and a guide, a protector against demons. This Seraph watches over the sick and the lost
and cares for those often overlooked by his more zealous brethren. Of the four who offer their
intercession to the Messianic Voices, Repha-El is perhaps the most humane and is certainly the
most empathetic toward humanity. He teaches compassion and admonishes his followers to
extend an open hand to others. Still, he is a foe to those who would harm the innocent and
interposes himself between such people and the forces of evil. He demands the same of those
who would call upon him.

● * As she first comes to know the power of Repha-El, the Chorister learns how to detect
the presence of strong passions, sickness and health, threats (imminent or not) and
artistic vision. Likewise, he can discern the location of water, Repha-El's favored
element, even in the most barren of lands.
● ** The Chorister can cleanse herself of sickness and illness of any sort (including
magical, though such ailments often require more time, effort and energy) and may
perform such healing for any soulless living thing as well (such as animals). She can
summon and control small quantities of water and can also embody the Archangel's kind
and creative spirit (adding one per success to Crafts, Empathy or Performance die
pools).
● *** Now, the Chorister learns how to ward against demonic power and intrusion (creating
a barrier that such beings must overcome with successes on a Willpower roll to pass
through, either physically or with any powers they may possess). He also learns how to
control compassion and empathy in others, thus forging bonds of peace and
brotherhood and also destroying contention. The Chorister also learns how to stir extant
passions in herself or others (possibly allowing her player to create temporary bonuses
or penalties to difficulties).
● **** The artistic and inspirational qualities of Repha-El may be physically drawn into the
world, fabricating mundane objects from concepts alone. By winning a contested Divinity
+ Repha-El roll against an otherworldly being's Willpower, the Chorister may banish such
a being to its place of origin. Further, he can breathe water as though it were air and
navigate both over the sea and under it as if born amid the waves. The Chorister may
unmake even burning wrath, turning it to calm, and can disperse fear, curses and mystic
maladies. Any manner of emotion can be created in any being that experiences them.
● ***** When the Chorister intercedes in a conflict, the point of contention itself ceases to
be, even if local reality must move to accommodate the change (for example, a sudden
land grant ending a squabble between two feuding lords). She can call the tides, driving
them up upon the shores or forcing them down, as she will. Her tongue is glib and
expressive and her ideas move the hearts of others (adding one dot of Expression per
success). She can imbue ideas or concepts with celestial momentum, possibly causing
them to take root and thrive as trends, movements, or schools of thought.

Uri-El (Dominion Over Darkness, Death, Fear And Earth)


The Angel of Death, Uri-El is responsible for endings. He guards the way between life and death
and is a foe of those who cheat the grave. He is grim and forever alone, made distant from the
joys of the living world by his dark but necessary work. He reaps the souls of beggar and king
alike and is the warder of the Earth, the resting place of the bones of mortal men. A reluctant
destroyer, he is dispassionate and reserved, confident in his work but without love of slaughter.
Uri-El, as mortality's keeper, is perhaps the most feared of the Seraphim. He has authority over
night, solitude, silence and mercy a well as extinguishing the light of life.

● * Uri-EI's initial lessons are perceptions of death, decay, fear, darkness and the stuff of
elemental earth. His blessing allows the Chorister to detect the presence of the dead
(including unquiet shades, vampires and other such beings). He shows those he favors
the impending moment of conclusion, be that the end of life, the close of a war or the last
word of a conversation.
● ** The Chorister can wrap himself up in shadow and silence (adding one per success to
Stealth dice pools on a simple spell) and can reach into the Dark Umbra to interact with
the Restless Dead as though they were physically present. Small quantities of earth,
stone, or metal can be shaped by the Chorister's will alone. By wearing Uri-El' aspect,
the mystic may project an aura of fear and dread and can subtly suggest an end to a
given activity (bringing a conversation to a close, for example, or causing a scribe to
pack up his work for the night an hour or two early).
● *** Now, the Chorister may stride physically into the Dark Umbra and from there into the
truly sunless realms beneath. He may walk through earth, stone, and metal as though
they do not exist and can direct such substances counter to their inertia or momentum
(subtracting one per success from damage die pools of weapons made, in whole or in
part, of such substances). He may also attack the soul of a living being directly, inflicting
one Health Level of aggravated damage per success -- this damage is soaked with
Willpower, rather than Stamina. Also, he may cool emotions, reducing them to serenity
or apathy, as he chooses.
● **** The power offered henceforth by this Archangel is dangerous and has led many
pious souls into corruption. Souls may be fed upon (healing one Health Level of any sort
of damage per two Health Levels inflicted with the offensive ability of the previous level),
killing the subject even as the magic heals the Voice(a sensation best described as
"morbidly euphoric"). Feelings of isolation or loneliness may be created, turning a
raucous banquet solemn and transforming a marketplace into a sullen parade. Darkness
can be summoned, wreathing an area in thick shadows.
● ***** At this point, even normally immortal beings may be slain (such as many kinds of
spirit and undead) by the Chorister and souls may be compelled to remain in their
terrestrial shell beyond death (creating walking dead) or forced into any shape, place or
condition the caster wishes (the departed soul resists with Willpower). The Messianic
may bring about the end, even, of ideas or organizations at the local level, spreading the
Reaper's influence forth -- with greater degrees of concentration and effort -- to expunge
these concepts on a broader scale. Decay may be hastened to any degree or halted
utterly (needless to say, using this to extend one's own life span beyond the allotted time
is possible, though extremely dangerous). The Chorister also may obliterate souls
utterly, erasing them from the Book of Life (Deal unsoakable Aggravated damage,
Gilgul).

Verbenae
The Pillars for Verbenae mysticism are the four Seasons of the year, each driven by the
Foundation of Spontaneity, the witch's connection with the pulse, wax and wane of life. A
microcosm of life itself, the year is born, waxes, wanes and, finally, dies. This natural
progression of genesis, growth and termination is the very essence of the Old Faith. Nature
knows both the gentle caress of Spring and the harsh fury of Winter. So, too, must all witch-wise
folk be open to Nature the provider and Nature the destroyer. All the spells of this faith fall under
the symbolic purviews of the Seasons. Autumn, for example, is a time of wisdom and maturity,
Summer of passion and vibrancy.

Autumn (Powers of Wisdom and Fruition)


Despite setting the trees ablaze with shades of red and gold, Autumn is the season that cools
the blood, beckoning farmers to their harvests and calling beasts to prepare for the coming
snows. It is the time of age and wisdom, when that which is planned comes to fruition. Likewise,
as the leaf withers on the branch, it is a time for conserving strength and fortifying against
coming hardship. The dead grow close to the land of the living during this season, as the Earth
itself prepares to die.

● * At this level of knowledge, the witch can detect the presence of maturity and ripeness
in a thing, its readiness for harvest. It is possible to sense wisdom in words or in a
person (such as the telltale ring of prophecy), or perceive when a woman will give birth
to the child she carries. Likewise, one can see when a thing is ready to begin it's twilight
time, whether that thing is an animal, an idea or an institution.
● ** The Verbenae can calm extant emotions with her magic and can make simple life
(plants or insects, for example) or simple ideas (such as the blacksmith's son's idle
thoughts of asking the shepherd's daughter to marry him) mature and, if appropriate,
bear fruit. Also, she may gather up her energies and guard herself against mystic
assaults directed at her pattern (adding successes to soak for the purposes of soaking
Aggravated damage attacks).
● *** With the power of Autumn, the keeper of the Living Faith can stymie change, slowing
time(reducing a subject to one action for a number of turns equal to successes rolled, for
example) or the proliferation of ideas. The druid may sculpt the Earth, which draws its
energy inward during this Season, controlling its shape and causing it to flow at will.
Also, as this is a changing time, a mystic time, a time of crossing over, he can move into
the Penumbra at crossroads and other between-places. He can protect living patterns,
bolstering their powers to resist (adding one dot of Stamina per success and allowing
one category higher soak).
● **** The witch may now strike at the life of another directly with Autumn magics, just as
the farmer's scythe fells his grain and trees yield up their leaves in a fiery rain (inflicting
one Health Level of aggravated damage per success on a simple spell) Brashness may
be transformed into patience and a fool might be made to rethink his plans, forsaking
them for a wiser course of action. Also, the witch may evolve nonliving things or
concepts into their final form (turning ambition into a desire for conquest, a felled tree to
dry timber or coal and iron into steel).
● ***** The witch may afflict the body of a living being with age (two years per success)
and can create wisdom and understanding (adding one dot to Intelligence per success).
She can simulate the land's final sigh as it gives up its life to make way for Winter,
creating failure in a venture (subtracting her successes on a simple spell from those
scored by another, to a minimum of zero; if the subject's roll is True Magick, however,
she must expend a point of both Willpower and Quintessence to do so). By summoning
up the power of contemplation, the witch can contact the minds of others directly or can,
with great effort, bring anew place of power into being (creating a Node after an
extended spell limited to no more than 10 rolls, one roll per day; every 10 successes
equals one level of the new Node)

Spring (Powers of Life and Creation)


The time of renewal, rebirth and innocence, Spring is the essence of youth, vitality and virility.
As the land shakes off its icy mantle and green begins to stir, at first showing through and then
displacing the white, the Earth reawakens. Birds unheard for months cry out to the warming sun
and the creatures of nature emerge from Winter dens, bringing with them newborn progeny. It is
a time of intuition and impulse, of love and laughter. Spring rains wash away the dreary shadow
of the previous days and infuse the soil with life-giving power.

● * The practitioner of the Old Faith can see life in things and their potential. She can
sense the first stirring of an unborn child, feel the flesh knitting in a healing wound
(revealing how many Health levels of damage remain in a subject), and can perceive the
bond between young lovers, no matter how well they try to conceal it. She sees the
blossoming of new ideas, friendships and possibilities.
● ** The mystic now discovers how to insinuate the properties of Spring into himself and, in
a smaller way, others. He can mend his own hurts (healing two Health Levels of bashing
damage or one lethal per success), make simple life (such as plants and animals) to
grow hale and strong, and bring on wakefulness or the suggestion of fresh perspective.
By summoning up a child's wonder with the first bloom of Spring, he can add one per
success to Awareness die pools on a simple spell.
● *** The wind, element of motion and action, comes to the witch's call. She can mend the
hurts of greater beasts, humans included (healing them as per the capabilities conferred
by the previous level); can restore even terrible damage to her own being (healing one
Health Level of aggravated damage per success); and can exert control over the gentler
emotions, such as love, compassion, appreciation and friendliness. She can also impart
the energies of spring, granting supernatural swiftness and grace (one dot of Dexterity or
Appearance per success) and is able to move another to sudden action or impulsive
behavior.
● **** The mystic gives birth to ideas that grow and spread among others (implanting a
thought or concept that spreads with supernatural case, alacrity and force). She can
feed energy into others' spells, fueling or expanding them (adding one success per
success rolled to another person's spell that is cast at char time). She may walk
physically into the otherworldly realms of the Fae and can erode the stasis of the
Gauntlet naturally, allowing travel between multiple worlds (subtracting one from the
Gauntlet per success). The hurts of others, no matter how grievous, can be undone
(allowing the mage to heal aggravated damage for others as he could for herself with the
previous level).
● ***** Life itself is in the witch's hands. She can restore the souls of the recently dead to
their bodies (only those who died within one minute per level of the witch's Spontaneity
score; the arisen person has one Health Level and is barely conscious) and can create
living beings (though they lack minds and souls, such forms still possess instinct:,). Even
the improbable may be given genesis (oak trees in the desert, conversion to the Old
Ways in the Papal City, etc.), though such changes are not likely to take root and persist
unless they are tended and maintained by careful use of mystic and mundane
incentives.

Summer (Powers of Fire and Passion)


As the sun burns hot overhead, Summer is the season of passions. The blood courses with lust
and the thrill of battle. Summer brings storms that rends the night sky with bright fire and batters
the land with furious downpours. Choices are made swiftly, for there is always tomorrow. People
are quick to take offense, chafed by the heat and the stillness of the daytime air. Summer magic
is undertaken swiftly and with conviction, though it might lack wisdom. It is bold and strong, the
most vigorous of Seasons. It is a time of fire and fury, a time saturated with the glorious vitality
of the prime of life.

● * The witch can see the fullness of things, their vigor and intensity. Strong passions, hot
tempers and powerful beliefs are evident to her. She can detect things and people in
their prime, and she knows sources of energy and activity (this also allows her to detect
Nodes, talismans, and other concentrations of mystic power). Her perception allows her
to sense when a thing is in or near its greatest possible state of readiness.
● ** Now, the mystic can provoke aggression, action and motion (using subtle impulses to
impel such brash responses onward). She may induce vitality (reducing Health Level
penalties deriving from fatigue or pain by one per success rolled) in herself or others.
When moved to violence, her weapons grow strong with the power of Summer (inflicting
lethal damage instead of bashing, in the event of fists or light blunt weapons, and adding
extra dice of lethal damage to all successful attacks equal to successes scored on a
simple spell). She can create ironclad (and angrily defended) convictions out of
whimsies, can stir a docile beehive into a rage and can inspire a retiring scholar with the
fervor of his youth.
● *** Fire, the element of Summer, can be created and controlled by the wielder of this
power (inflicting a Health Level or two of lethal damage). The fury of a druid who reaches
this level of understanding is a terrible thing. Patterns of objects or living creatures can
be directly assaulted, forcing them to adapt and grow strong or be destroyed (causing
one Health Level of aggravated damage per success; this can be soaked with Willpower
instead of Stamina). Discontent can be whipped up into mob violence, and a
conservative priest might be made to throw sense and inhibition to the winds and
embrace his deepest desires.
● **** The witch acquires control over power and vitality on a conceptual level. She can
rise up, bloody but unbowed, from blows that would fell trees (effectively adding an
additional -2 Health Level per success for the duration of a conflict). She can assail the
consciousness of another with raw aggression (inducing homicidal rage or some other
manner of madness if the subject does not resist with a Willpower roll). She is able to
attack the pattern of magic itself (dissolving even ongoing spells by reducing successes
accrued in the casting on a one-for-one basis) Can make physical objects (such as
conjuring a shield out of thin air). Storms answer her beck and call and lightning strikes
from a clear sky when she wills it.
● ***** Summer's final lesson manifests in fantastic displays of power, bestowing upon the
mystic the heart of a dragon. The witch's displeasure makes itself known in maelstroms
of force, blistering heat, and raw elemental fury (inflicting two Health Levels of
aggravated damage per success scored to all unfortunate enough to be caught within
the radius of the effect). She can spark tempers that flare into wars or turn a passing
fancy into a love affair that becomes legendary. Everything around her becomes strong
and vital (adding one dot of Strength per success) or withers beneath the fangs, the fists,
and the spells of those who are.
Winter (Powers of Death and Despair)
This is the dying time, when claws of frost scour the Earth, flaying man and beast alike and field
and forest as well. Winter is the season that kills, when day is short and night stretches on. A
thick blanket of white, like a grave shroud, is cast upon all things. It is a time of secrets, fear and
separation. Folks gather close, around life-giving fires, huddling against the cold and the dark.
Winter magic may be subtle, like the stillness of a frozen pond by night, or obvious, like a
blizzard come to claim a heavy toll of the living. But always it is tinged by energies of death,
dissolution, and finality.

● * A bleak Second Sight comes to him who learns the rudiments of Winter's Gift. He sees
death and the dying, feels the imminent ending of things and can sense the proximity of
restless ghosts. Further, he knows when an idea or group is at its end, the point at which
it must die. He sees things that exist between life and death (including vampires and
other walking dead), waiting to fade completely or be reborn.
● ** Apathy, fear and stillness can be created with this level of power. Thoughts die
unspoken and inspiration dries up when Winter's wisdom is called upon (subtracting one
success from an Intelligence or Wits roll per two successes, rounding down, scored on a
simple spell). Feelings of isolation, lassitude, or boredom are spun at the mystic's
command. She may speak with the dead, and a chill follows her when she summons it.
Also, he may create silence or deepen shadows (adding one die per success to Stealth
die pools).
● *** The druid may control water, the element of Winter, in any of its forms, and can strike
directly at the vitality of the living, seeking to snuff it out (inflicting one Health Level of
lethal damage per success). He may create cold or darkness at will and can stride into
the domain of the dead without giving up his spirit. Animated ephemeral ideals, such as
emotion, can be lulled into a truly deathlike state (reducing an individual to an automaton
of reason). Wakefulness can be transformed into slumber and hope turned to despair
● **** The mystic may compel the spirits of the dead, summoning them up to work her will
(to control a lifeless corpse, however, she needs other magic). Even those restless
shades who dwell in both worlds, such as vampires, are not free from her influence
(though any intelligent undead beings may resist this compulsion with Willpower). He
may rob almost any system of momentum and may render such systems unchanging
unless later acted upon by outside forces. Power and sources of energy, including
magical energy, may be rendered dormant (lulling ongoing spells or talismans into
inaction for the duration specified by her number of successes).
● ***** Filled with the harsh and unfeeling power of Winter, the adherent to the Old Faith
can kill with a glance (destroying the link between body and spirit and inflicting one
Health Level of aggravated damage per success that can be soaked only with
Willpower). His words quell even powerful and compelling ideas among large numbers of
people. He can pull the viral force out of any unliving physical or mystical pattern,
dissolving it instantly (any spell attacked in this way loses two successes per success
scored in the casting of such a spell). When he wishes it, change ends and a pervasive
lethargy sets in. He may naturally strengthen the Gauntlet against intrusion (raising the
Gauntlet by one per two successes scored) and is a living symbol of fear, dread, and
terrible, unnerving power.

Dreamspeakers (Spirit Talker)


Each Pillar in Dreamspeaker, or as they prefer to be called, Spirit Talker cosmology
resides in a Totem, an archetypal spirit and is driven by Sensitivity, their connection to
the spirit world. These tutors guide and inspire, whether they speak through the voice of
a thousand spirits or through the shaman's dead ancestors, although they most
commonly take the shape of animal totems. Indeed, many shamanic traditions are blind
to foolish hierarchies and attempts to control and classify that which is as invisible as the
wind and as vast as the sky. Named for four of the cornerstone positions of tribal society
and spirituality, the Totems are intended to give some structure to unnumbered systems
of belief so diverse that almost any form of categorization fails to suffice. Still, upon the
open steppes, Mongol mystics know the importance of a cunning mind and deep in the
ancient woodland of Eastern Europe, timeless knowledge guides the hand that fells tree,
stag, and foe. Thus do the four Pillars of the Totems find their place among their chosen
peoples.

Chieftain (Gifts of Leadership)


Leadership is a sacred role in tribal society. To rule is to be responsible for life and death in a
world where magic abounds and the lands of the spirits are close at hand. A single poor choice
can mean starvation or annihilation in a battle that cannot be won. The burden of leadership
rests heavy in those places that remain free of the chains of the written word, of machines and
beasts broken to the will of Man. This freedom, of course, comes with the price of hardship, a
crucible that the people of the untamed lands must be strong enough to bear. A crucible that the
Chieftain must be strong enough to endure for the sake of his people, be he called elder, king,
or khan.

● * The first powers of the Chieftain enable the shaman to detect leadership; its potential,
its source, and its effect . She can perceive the touch of the Chieftain in those favored by
him, can see whence control flows and whether that authority is born of respect, fear,
age or whatever.
● ** Now, the Spirit Talker is able to implore the Chieftain for his blessing. She can speak
with confidence, and her words carry weight (adding one die to Leadership die pools per
success). She may ask the spirits of regal beasts (Lion or Eagle, for example) for
wisdom and advice, the better to discern the proper course of action (subtracting one
from the difficulty of any roll involving planning or organization per success). He can
create auras of authority or obedience or issue simple impulses to others that must be
obeyed and acted upon (resisted with Willpower).
● *** The shaman becomes a leader among men or beasts when the Chieftain smiles
upon him (adding one dot to Charisma per success). He may also take on a terrible
aspect that inspires fear and complicity (adding one to Intimidation die pools per success
on a simple spell). He can stifle or amplify any of the qualities of leadership in another,
turning a disorganized ruler into an exemplar of efficiency or a benevolent elder into a
tyrant (adding or subtracting one per success from the difficulty of rolls to assert
leadership or to make use of its qualities, such as diplomacy or provisioning).
● **** The Spirit-Talker may speak commands that cannot be questioned by man or beast
(resisted by Willpower) and compel those around him with supernatural grace (adding
one dot to Manipulation per success). He may shape the concept of authority itself,
transferring the sense of control from a king to his young daughter or causing each
person in a given community to regard a random person as leader, for example.
● ***** The final blessings of the Chieftain enable the shaman to utter commandments to
the very elements (calling storms or droughts, for example) and to the spirit realm
themselves (causing the shades of the dead or the ephemeral spirits of nature to answer
her call). Although she cannot order about the lords among the spirits, they regard her as
possessing legitimate leadership qualities (adding one to all Etiquette die pools per
success). When she needs to be, she is the most capable of rulers and can easily
control and fabricate any of the qualities, positive or otherwise, of rule (bestowing
mastery of the law upon a child or turning a brilliant king into a boorish clod, for
example).

Trickster (Gifts of Deception)


The Trickster holds secrets in trust and deceives men and gods alike to show the wisdom of
humility. Likewise, he often fools himself and so learns by his own defeat. The Trickster must
gain by his wits that which cannot be had by either erudition or the sword. He is the scout, the
trailblazer, the one who forges the path for more traditional, constrained minds to follow in his
wake. He liberates his people from stagnation and teaches them by the pain he causes, pain
which, like a broken bone, mends all the stronger for the suffering it begets. He is a lover and a
thief, often at the same time. He laughs even when he fails, for he knows that there is a lesson
in it. The Trickster must be swift, for he knows that there are those who do not appreciate what
he has to show them. These he taunts and infuriates until they learn or are destroyed by their
own impotent rage.

● * With this level of knowledge and experience, the shaman is able to sense lies and
detect illusions and deception. The Trickster knows his own and opens the mystic's eyes
to hidden paths and places, as well as revealing his chosen beasts, spirits, and people
(though the shaman is cautioned to beware; this Totem often likes to play tricks on even
his favorites).
● ** The shaman's tongue is made wise in the ways of lies, and she learns how to cloak
her actions in mystery and occlusion (adding one die to Larceny, Stealth or Subterfuge
die pools per success). The Trickster makes fingers swift and footfalls silent, and he
confounds perception and memory for his friend. The Spirit-Talker hears the secret of
others (by reading superficial thoughts) and learns how to befuddle those who consider
themselves to be clever or to possess authority (subtracting one die from Leadership
pools per success; alternatively, subtract one from Wits per two successes, rounding
down).
● *** Now, the Trickster sends spirits to steal for the shaman (subtracting one from all
difficulties for sleight of hand or simple pickpocketing per success) and offers his power
to bring misfortune upon those who need to be humbled (raising a difficulty by one per
two successes, rounding down). The Spirit-Talker may change her face or speak with a
voice that leaves the listener unsure of what he has just agreed to (add one dot to
Manipulation per success). She hides and cannot be found by earthly vision alone
(mystic senses must exceed the shaman's successes in creating such a spell).
● **** Good fortune (and, at times, much-needed bad fortune) follows the shaman as a
close comrade now. When she needs something, a fool is often on hand to part with it.
She can lie to spirits and powerful lords among beasts (deceiving their senses or mystic
perceptions just as she does with humans) and can even deceive herself into believing
powerful untruths that make her more than she is (gaining levels to be distributed among
her Abilities equal to half her successes, rounding down). When she wishes it, her trail is
invisible, and the blame for her misdeeds placed squarely upon the shoulders of others.
● ***** The Spirit-Talker walks closely beside the Trickster and is a friend and counselor to
him. His own calamities almost always yield up sweet fruit and those who would do him
harm are beset by foul luck that persists until they mend their ways or give up the chase
(adding one to all difficulties per three successes, rounding down). He can deceive
magic itself (bypassing wards or sensory effects with a contested roll), and his silvered
tongue beguiles gods and demons. He becomes what he wishes (changing shape) and
discovers what he needs, by happenstance, persistence or theft.

Warrior (Gifts of Fury)


The way of the Warrior is the way of the wolf and the lion. Strength and fortitude are the
Warrior's constant companions. Without them, he falters at the killing moment and is himself
struck down. He must know himself and his capabilities and those of his brethren. The Warrior
speaks with actions, not words, and does not waste time with contemplation and reflection when
great deeds are called for. He must know, by instinct, the right course of action, for battle gives
only one chance and forgives no man his mistakes. He defies the enemies of his people and
drives back the corruption of those who would call themselves civilized. He scorns their false
promises and greets with the sword those who would harm his kin. When driven by great need,
the Warrior can slay dragons and fell gods.

● *The first thing the Warrior's chosen must learn is how to detect the flow of battle and the
presence of violence. The Warrior offers striking insights into all manner of
confrontations, physical or no, and shows his faithful, among other things, the
weaknesses of foes (subtracting one from attack difficulties per success, to a maximum
of 3 difficulty), the battle prowess of others (allowing the shaman to learn Archery,
Firearms, Brawl, Athletics and Melee scores) and the direction in which a given conflict
is moving.
● ** Now, the Spirit-Talker learns to use the Warrior's blessing to shield herself in battle
and to stir the spirits of conflict to come to her aid (adding one to her difficulty to be hit
per two successes, rounding down). Her strikes are truer and her blade sharper than
those without the Warrior's countenance (turning bashing or lethal damage to
aggravated). He is also beginning to learn how to incite conflict by magic alone (creating
confrontational states and combative emotions), drawing on the violence within the soul
of man and animal alike.
● *** With the power of his magic, the shaman becomes capable of emulating the wolf and
the tiger, the strength of fang and claw (adding one level to any Physical Attribute per
success). He can seek the aid of great warriors of the spirit realms, calling up such
totems as Wolf, Bear or Tiger. He shrugs off mighty blows (soaking one Health Level of
damage per success), and his weapons are as swift as they are sure (allowing extra
combat actions per turn equal to successes or Wits, whichever is less).
● **** The violence in Nature itself now aids the mystic. Lightning fells her enemies and
those who would strike at her are buffeted by the fury of the storm (subtracting a die from
enemies' combat dice pools per two successes, rounding down). Hate and rage empty
from the hearts of the gentle and peaceful, and warrior-kings among the spirits ride the
shaman's flesh in battle (adding their own strange attributes to her own, but temporarily
suppressing her magic). Steel blunts upon her flesh (subtracting two from damage pools
per success), and she shatters bone with a touch of her hand (inflicting one Health Level
of aggravated damage on objects or living creatures per success).
● ***** The Spirit-Talker is at peace, smiled upon by the Warrior. He speaks with violent
intent and mortal men die (two Health Levels of aggravated damage per success). A
thousand vengeful shades direct his hand when he moves it in anger (adding one die to
all combat-based die pools and to initiative per two successes, rounding down). He can
strike to the heart of titans and terrible monsters and batters down foes, wills, and even
magic directed against him (dispersing casting successes on a one-for-one basis). He is
an ally of battle itself and walks with its favor always.
Wise One (Gifts of Ancient Power)
The Wise One offers counsel by the fire's light. Bent with years, she has seen much and knows
sacred tales, mystic wisdom and simple truth. She was a mother and a grandmother and has
seen the coming and going of seasons uncounted. She was young once and knows well what is
in your heart. The Wise One remembers the way to honor the dead and appease the spirits.
She tells of the paths that are safe to follow, what roots are good to eat, and how best to treat a
wound inflamed with fever. The denizens of the unseen world flock to her, to watch over her and
to whisper hidden knowledge and be whispered to in kind. She teaches the next generation all
that has been learned by the generation who have come before. She recites tales of heroes and
monsters, demigods and ancient spirits. She can answer that most troubling of questions,
"Why?"

● * The Wise One first teaches the ways in which her touch is felt. She whispers to the
Spirit-Talker the heart, wisdom of others (adding successes to Empathy die pools). She
points out to him places of power and shows him magic that may be hidden from mortal
sight (successes rolled contest mystic concealment effects). Further, she knows foolish
words from those spoken with the weight of understanding behind them.
● ** The shaman can ask the Wise One for simple guidance and counsel (adding one to
Enigmas, Esoterica, Cosmology or Occult die pools per success). She knows the
migration of beasts and the healing properties of the natural elements around her
(creating salves and poultices that heal one Health Level of lethal damage or two of
bashing per success). She is taught by the Wise One how to appeal to the spirits with
pleasing supplications (allowing them to be summoned to the local Penumbras). She
divines intent simply by staring into the eyes of another, allowing her to read surface
thoughts.
● *** Spirits of all sorts may be summoned into the earthly realm, waking from slumber, if
need be (though they remain ephemeral unless embodied under their own power).
Preternatural understanding comes easily to the Spirit-Talker (adding one level to any
Mental Attribute per success). He can enter the worlds of the spirits now (passing
through the Gauntlet), and can channel mystic energies, fortifying any magical patterns
or eroding them (adding or subtracting casting successes on a one-for-one basis).
● **** The shaman can pull back the curtains between worlds, allowing beings to pass
freely between them (creating shallowings by lowering the Gauntlet one level per
success). She can cause spirits to embody physically, even those that cahoot normally
do so. The spirit world rises up in anger against those who displease her, and they find
their footsteps dogged by storms, the rivers from which they drink foul and bitter and bird
and beast turning upon them. The Wise One teaches her the answers to questions few
mortals know enough even to ask (lowering the difficulty of any Enigmas, Esoterica,
Cosmology or Occult roll by one per success, to a minimum of four).
● ***** The mystic can bring new fonts of power to life (creating a Node, as per the
Verbenae Autumn 5), shred enchantments with a gesture (each Quintessence point
spent, up to a limit of the shaman's successes, disperses five casting successes) and
knows the ancient words by which even the mightiest spirit (Incarna Avatars and the like)
are summoned and placated. She can return life to the recently dead (as per the
Verbenae Spring 5) and can proclaim curses that last for generations. Healing herbs and
poisonous roots are awakened by the very touch of her hand, and she walks at will in
any world she pleases (there is no Gauntlet for her).

Akashic Brotherhood
Each Pillar of the Brotherhood lies upon the Foundation of Vajra, representing dynamic potential
and enlightenment, the Akashic Brotherhood is more similar to the Hermetic Houses than any
other faction, strictly organized into styles and dojos, all teaching towards the same goal of
enlightenment to the universe,The Do, but with all sorts of methods, ranging from the mild to the
obscene. Nirmanakaya,the Scarlet Phoenix-Body. Sambhogakaya is the Pearl Tiger-Body.
Dharmakaya is the Dragon-Body and Swabhavakaya, the Windhorse-Body.

Nirmanakaya (The Scarlet Phoenix Body)


Originating from study of the unbreakable nature of a Phoenix, this style corresponds to the
physical body, as well as practices based on everyday observance of society at large, following
etiquette and structure in both style and society, binding forms and agreements just as much a
part of it as strong, stiff strikes and traditional medicine. A user of this style grows to be
muscular, large and wide.
● * The Akashic may sense the flow of propriety in a being or place; whether a person is
healthy, whether Quintessence flows naturally through a place (instead of being twisted
or snagged) and whether a person is speaking honestly.
● ** The Akashic can use proper medicine and exercise to heal oneself (2 bashing or 1
lethal damage per success) can smooth chi flow along its proper course (but not
determine what that course is; he can return strength to a Node, but not add extra
strength to it) and can detect supernatural compulsion in others and ward it off in
himself.(Add successes to resistance Willpower check)
● *** The Akashic learns the appropriate physical forms to strengthen his body (Add one
dot of Strength/Stamina per success) as well as learn to utilise medicine on others,
healing bashing and lethal (As above), moving onto healing aggravated (1 per success)
on himself, finally, the Akashic can ward off hostile influences from his and others in an
areas minds, keeping civil conversation civil, untainted by strange effects.
● **** The Akashic, using old codes of conversation, can bind people and spirits into any
agreement they have willingly made, forcing them to go along with it. Learning the
secrets of medicine, he can heal mystical wounds (1 Aggravated per success) on others,
as well as harden his body to an incredible extent, shattering spears and warding off fire.
(Universal soak if rolled)
● ***** The Akashic is in perfect harmony with the universe, a disciplined master of their
own body and mind.(Roll for immunity to non-mystical damage) He can enter Heaven at
will, as well as pull Chi from anywhere (Acquire 1 Quintessence per success).

Sambhogakaya (Pearl Tiger-Body)


Based upon the observance and custom laid out by the Pearl Tiger, this is the stance of
communication and openness, communicating with all things, peering into invisible realms and
contacting gods, both little and small, bartering and deal making in a perhaps less, honest way
than a Phoenix Body. A user of this style acquires a lithe, quick physique, suited for running,
swimming and other such activities.

● * The Akashic can stretch his sight over the universe, staring into the invisible worlds
beyond (See into Umbra) as well as be able to communicate more easily, words flowing
from them with exceptional ease (-1 difficulty per success, minimum of 3), he yet still
cannot communicate in languages they do not know and finally, he can observe the gods
as they are when possessing things.
● ** The Akashic learns new methods of speaking, which include not speaking, becoming
capable of entering into voluntary telepathy with anything, as well as sense emotions
from them. This includes the gods and other such things.
● *** The Akashic may forcefully telepathically connect (Willpower resists), enter dreams
and manipulate them to devastating effect (Dealing 1 Bashing per Success) to gods and
people, finally, he may interact across the Gauntlet, striking, grabbing, pulling, whilst
staying in the material plane.
● **** An Akashic at this point can awaken slumbering gods with his call, even somewhat
access the Akashic Records to speak to the previous incarnations of things, sending
messages even indirectly, able to mark spirits and people, making them stick out
obviously for no apparent reason.
● ***** The Akashic at this point, rather than simply awaken the inner god, they command
the actual material with their call, stone statues rising, trees shaping themselves into
homes, or, if your intentions are less pure, command it to fall apart (1 Aggravated per
success)
Dharmakaya (Dragon-Body)
The Dragon is independent, apart from Heaven, apart from Earth, apart from Yomi, it truly sees
all as it should be, this stance was developed based upon its contradictory teachings, a strange
stance, one that embodies the dissolution of ideas, forgetting the illusions of reality, allowing a
simple, but powerful magic as the student learns to crack open the secrets present behind those
illusions. A user of this stance appears no different from a normal man or woman, perhaps they
even appear ancient or very young,

● * The Akashic can see through any illusion or trickery, including mundane subterfuge,
stealth, deception as well as more supernatural trickery, (Remove successes 1-1 with
Manipulation rolls, see through illusions success vs success)
● ** An Akashic learns to split their self into more parts, acting independently, causing
limbs to grow out of them, or some other method which can take independent
non-magical action (1 extra action per success) as well as allowing the Akashic to
dissolve his sense of self, rendering him invisible and unnoticeable(Render himself
invisible)
● *** The Akashic abandons the egotism in believing they exist in one time, (Additional true
actions, any capability), can observe through the thin veil to see the Pattern underneath,
and is able to dismantle it with exceptional ferocity. (Add damage dice to attacks 1-1
successes) and finally, he can observe others and see them as they truly are, without lie
(Roll to determine capabilities, so long as you can see them in action)
● **** The Master learns that distance is a lie, anything can be grasped (Roll to perform
physical action at range) and the Master can move around at will (Roll to teleport)
● ***** The Master can spread his mind to many places, perceiving from multiple locations,
able to see, hear and act from as many locations as they can manage (1 additional
bodies per success, capable of acting independently) as well as the sense of universal
Chi, allowing him to drag it out of all creatures and things. (Drag Quintessence from
objects, 1-1 with successes, dealing 1 unsoakable Aggravated damage) Though this is
not well-looked upon as a technique.

Swabhavakaya (The Wind-Horse Body)


Learned from the study of the Wind-Horse, a quick, flighty and direct creature that leaves
contemplation to others, The Wind-Horse Body is a brutal, methodical style, rather than seeking
enlightenment through becoming one with the universe, the user drags it out with mystical
techniques, markings, tattoos and black magic, transforming themselves into a living mystical
symbol, and thus able to manipulate other symbols via it. A user of this stance acquires tattoos,
scars, tears, molten marks and anything else they must for power, obvious from a distance to
most things wise enough for it.
● * The Akashic learns the symbols of Heaven and the symbols of Yomi, able to detect
them, feeling out destiny, fate and the ordained path of the universe, so they may break
it for their benefit.
● ** An Adept learns, at this level, how to use the symbols of a few elements, imbuing their
body with elemental force, initially just Wood, hardening his fists and rendering her hard
and tough (Deal 1 additional damage per success with unarmed attacks and allow lethal
soak with Stamina) or Water, imbuing body with a flowing, untouchable state (Remove 1
difficulty from dodge checks, to a maximum of 3 difficulty, allow dodging of impossible
attacks via a mildly amorphous body)
● *** Now a Practitioner, the Akashic may use the previous symbols on others, with or
without their permission, to helpful or devastating results (Allow transmutation of other
creatures into wood or water, giving above benefits, or if the transformation is
intentionally made in error, deal 1 Lethal per success), as well as learn a few more
elements, specifically Metal and Earth, Metal allowing a substantially toughened body,
literally steel-hard (Deal lethal damage with strikes, add soak die to all soak checks,
soak all damage with Stamina) whilst Earth allows a toughened body, but also grounding
yourself to the world at your feet, the first direct manipulations of outside symbols (Allow
lethal soak with Stamina, but also grasp, control and alter quantities of earth to your
whims, if attack, 1 Lethal/Bashing per success.)
● **** Finally called a Master, the Akashic learns to apply all those previous symbols to
others, (As above), in addition to inducing stubbornness with Metal and patience with
Earth, he learns to manipulate the element of Fire in himself, driving his blows with
flaming power and ferocity (Deal Aggravated damage with strikes, add Dexterity per
success), in addition to manipulating Wood, Water and Metal at will (Wood gives lethal
damage on direct attacks, Water does bashing, Metal does lethal)
● ***** A True Master, the user has learnt to use all elements at will, and now generate
them rather than simply manipulate, conjuring Metal, Wood, Water, Fire and Earth at his
whims, as well as applying these symbols to all who he wants, now with a fined edge for
dismantling them (Deal 2 x Successes Lethal damage with disassembly) and finally,
cracking the secrets of divinity, he has learnt the soul, creating it and destroying it (Can
manufacture and destroy souls, dealing aggravated damage, Mages may soak with
Willpower, Werewolves with Gnosis, Vampires with Blood Potency Gilgul is possible)

Society of Ether
The Society of Ether bases itself upon the Foundation of Passion, their desire to create and
discover new, perhaps beautiful, perhaps awful, but certainly amazing things, upon that base
are the Pillars, as the Etherites call them, Fields. Exploration, allowing them to adapt to any
environment, speak with undeniable logic and use whatever they discover in the “wilds”, the
Pillar of Ether-biology, giving knowledge on the secrets of life, cloning, modification and creation,
the Pillar of Etherology, that which surrounds, travel through and manipulation of it, finally, the
Pillar of Energistics, devices that use “normal” energies.

Exploration (Communication, Adaptation, Surpassing)


The Ur-Pillar, before there was science, before there was Exploration, that burning drive to
discover and collate, learning new things, meeting new people, it trains a keen eye, sharp
instincts and a strong right hook! Practitioners of this Pillar have a tendency to become
mavericks, wearing leather jackets, sable fedoras and developing strong, steely jawlines.

● * A focused, well developed mind is the first step of Exploration, learning how to detect
that which is strange and new (Roll to detect abnormal changes in places or people) to
better discover its secrets, as well as feel out for sudden changes (Passive roll for
Danger-sense)
● ** The Etherite grasps a bit more about safety during exploration, becoming a deft hand
at self defense (Add dice to Firearms, Brawl, Melee), and a welcome conversationalist
(Add dice to Charisma or Manipulation checks), able to easily ingratiate themselves to
any group, finally, they have learnt to adapt to the needs of transportation, capable of
driving anything once. (Add dice to Drive, Fly, Pilot, Sail, Jetpack checks)
● *** The explorer has come into their own, learning the subtle ticks in others, he can walk
around dangerous situations with nothing more than their wits (Add successes to social
checks as successes and initiative), or sense their feelings and probable course of
action through this awareness (Predict the course of action that someone is going to
take with a roll)
● **** Becoming seasoned and experienced, the explorer is now exceptionally quick on
their feet, hopping to and fro with ease, (Reduce diff in athletics checks to a minimum of
2) as well as becoming terrifyingly convincing, capable of befuddling people with savvy
words and fast-talk (Roll contested by Willpower, mess with minds.)
● ***** Now recognized as one of the best rogue, dilettante, explorer, whatever you wish to
call them, the Etherite may crack the final mystery, artifacts, they may use any mystical
artifact, no matter its requirements, given some time. (Roll, equal Highest Pillar used, +1
for every additional Pillar in successes to use an object freely) As well as perform the
ultimate technique known to every Master Etherite Explorer, the Knockout
Blow(Capitalization Mandatory), perhaps a vicious haymaker, a double hammerfist, a
double flying elbow, a spinning back kick, whatever, a single strike that can knock
anything out cold. (Roll, if result exceeds target STM, or equivalent, they are knocked
unconscious for a long period of time)
Ether-Biology (Creation, Modification, Replication)
Ether-Biology is the study of life, everything from a squirrel to the vast leviathan that is
masquerading as Hawaii, it covers a more scientific view of life than Hermetics or Akashics
would have you believe, cells are cells and you can’t conjure up a monster without a giant tube
full of vaguely greenish liquid, though, practitioners of this have a terrible habit of forgetting to
take off their lab coats and goggles, or properly cleaning up surgical scars.
Unless otherwise stated, spells require at least 1 hour to cast

● * Just a practitioner of medicine at this point, the Doctor is preternaturally competent with
medicine. (Add dice to Medicine rolls, not long-form) as well as being able to diagnose
illnesses with a mild effort. (Roll to determine physical state, not long-form)
● ** Learning a few tricks here and there, a Doctor with time can make chemicals,
bio-paste, whatever you wish to heal and repair flesh (Heal 2 Bashing or 1 Lethal per
success, 2 success for duration are given freely) and change bodies with genetic
modification or simple surgery. (Add claws, slow regeneration, statistic bonuses to a limit
of 2 above current rating, imagination and my sayso is the limit, 2 successes of Duration
given freely)
● *** Now a professional by Etherite standards, they make make more extreme alterations
to others or themselves (Large claws, combat-regeneration, statistic bonuses to double
base, lethal soak, etcetera. 2 successes of Duration given freely) as well as repair
damage of a more difficult kind, acid, fire, the sort (Heal 1 Aggravated per success)
● **** Earning his P.H.D, the Etherite can not just modify, but create semi-life, (Each
success gives size, 1-Bird sized, 2-Dog-sized, -3 Man sized, -4 increasing, statistics can
go up to 5 without further modification, each dot is 1 success, creature is loyal but barely
sapient, think Frankenstein fresh off the table, Quintessence buys 3 days of life per
point) though it is unstable and without pure Ether eventually falls apart.
● ***** A world class physician, an Etherite at this point may revive someone from death.
(5 Minutes per Foundation rating after death. They return to life with 1 HL’s.) As well as
modifications that extend into the impossible. (Extreme regeneration, Aggravated Soak,
Limitless statistic bonuses, etcetera), Finally, they can create real Life, sapient, thinking,
not at all loyal!

Etherology (Travel, Quintessence and Other Worlds)

Etherology is the science of Ether, that which surrounds, though it is rarely present on Earth,
when leaving this sphere, you are surrounded and enveloped by it, its uses are infinite, its
capabilities limitless, it can be produced via steam, atomic fission, whatever you wish, but it all
comes down to Ether. Users of this have a habit of speaking in a Scottish accent, being slightly
overweight, and having exceptional mastery of engine power.
Unless otherwise stated, or a device is used, all effects take 1 hour to complete.

● * A Etherite just learning what Ether can do, can only observe it via simple
instrumentation, goggles, mobile phones for the more hip Etherites, modified geiger
counters, whatever works (Detection of Quintessence not long-form) and yet still allows
them to detect active uses of Ether (Detection of mystic and technological effects, use
Distance chart for AOE, not long-form)
● ** Actually acquiring some skill at manipulating Ether, the scientist can actually utilize it
now, somewhat, able to store it for usage (Create Ether batteries, store 1 Quintessence
per success) as well as pull it out of objects, (Do 1 Aggravated damage per 2 success, 1
Quintessence is pulled per 2 damage, 2 successes for Duration free, each use past the
first requires an additional success)
● *** As he acquires his degree, an Etherite at this level starts experimenting with travel,
using any powersource they can manage they can launch small pods, or larger craft with
time and effort, into the Luminous Ether (Launch into the Near Umbra by going to space,
NOT PENUMBRA) As well as design plating made to resist the effects of it, though it
degrades quickly without significant effort (Construct armour that counts as Any Soak,
get 2 successes for Duration free)
● **** A consummate professional, the Etherite at this point has mastered Ether-craft
construction (Can halve the costs of ongoing spell effects for Ether-craft), and has learnt
to, rather than launch in a craft, transfer over to nearby dimensions via Ether devices
(Step Sideways, Gauntlet Rating reversed), finally, they have also picked up the Lingua
Franca of alternate dimensions, understanding the locals for once.
● ***** Finally fully understanding Ether, the Etherite has learnt how to craft it into a
devastating weapon, (Deal 3 Aggravated damage per success, each casting requires 1
Quintessence, independent of difficulty modification, 2 successes for Duration free, each
use past the first requires an additional success) And most importantly, rather than pull it,
he can built massive devices that generate it. (As an extended spell, slowly create a
power plant of steam, uranium, whatever, each 10 successes makes it the equivalent of
a single dot node, you have 10 rolls maximum)

Energistics (Power, Mechanisms, Destruction)


Energistics is the most basic science available to the Society, don’t let them hear that though, or
you might encounter a heat ray or three pointed at you, it covers Physics, Engineering and other
such schools of thought that are closely related, long thought to be the most powerful Pillar,
whilst it is true that their constructs are terrifying and powerful, you can’t hide a giant robot, and
heat rays have a tendency to explode under too much observation.
Unless otherwise stated, the spell requires 1 hour to put into effect.
● * Acquiring a deep understanding of technology, the Engineer can manage incredible
works of mundane construction (Roll, add dice to Crafts, Technology, Computers rolls)
as well as perceive faults in man-made objects (Add dice to attempts to destroy objects)
● ** Expanding into proper works of Energistics, an Etherite may make devices capable of
causing harm, explosives, rayguns, railguns, whatever they want to make (Deal 2
Bashing/ 1 Lethal per success, have 2 successes of Duration free) as well learning how
to make minor protective plates which degrade quickly, a foreshadowing to greater
things (1 die of soak per success, 2 successes of Duration free)
● *** Pushing the boundaries ever further, an Etherite of this level can do such things as
design small vehicles, everything from a diesel guzzling motorcycle to a fission powered
humanoid robot or exosuit. (Enhance statistics at 1 dot for 1 success up to Stamina
rating +2 whilst wearing, further enhancement risks self-harm, design vehicles as per
vehicle rules, design robots as per Ether-Biology 4.)
● **** Settling comfortably as an expert, an Etherite can now design things much larger
scale, tanks, mechas, whathaveyou (Utilize vehicle design rules, this is not something
easily done quickly, suggest ongoing spell, costs halved)
● ***** Finally, an Etherite of this level can enact workings on a massive scale, building
colossal robots, (Ongoing spell success requirements halved) as well as weapons of
massive destructive capability (2 Agg per success, 2 Duration given freely)

Cult Of Ecstasy
The experience of heightened consciousness is the mead that the Cult of Ecstasy drink. With
laughter and signs of ecstasy, these wizards of pleasure remake the world not only to accord
with their own whims, but to open the eyes of the unenlightened as well. It is with the altered
mind that the adept may pierce the veil of ordinary reality and find the paradise concealed
within, this forms their Foundation of Ecstasy, upon which the Pillars, or as the Cultists call
them, Revelries, of Wine, which covers any substances ingested with the goal of inebriation,
Women, covering the Magick found in the moment of love, or perhaps just lust, who knows!
Song, which covers the beauty and pleasure given by song and verse, and finally and Langor,
given time to enjoy all the pleasures and enlighten.

Wine (Insights through altered perception)


Though many partake of intoxicating substances, few use them for more than an escape from
life’s misfortunes. A gift from Dionysus himself, the fermented grape (and other mind-altering
concoctions) allows the seeker to chip away at the walls of his own inhibitions to reveal the light
of his true nature on the other side. The first step in reaching enlightenment is by knowing
oneself, for better or for ill. What better way than through the Revelry of Wine?

● * The Ecstatic can detect those who have been affected in their mental faculties now.
Those inebriated in whatever fashion and by what craft are made evident to her, whether
it be by a mundane substance, supernatural occurrence, or a magical working. Those so
affected in a way that does not encourage greater understanding, but rather servitude, is
especially distasteful to the Ecstatic sensibilities.
● ** At this point, the ecstatic may alter those minds who have already been affected, by
strengthening the effect in the hopes of granting ecstatic enlightenment or by
admonishing the effect for its senseless distortions (canceling or boosting any mind
effect on a one-for-one success basis). The Seer may also cause minor effects to begin
to enlighten the unwilling, causing the effects of drunkenness or similar disorientation
(which can be resisted with Willpower)
● *** Intoxicating substances, the keys to the Gateway of Perception, may be transmuted
from other substances now, so that the Seer may effectively distribute enlightenment via
her mundane associations (creating enough for one person’s single ingestion per
success). In addition, the ecstatic may bypass the need for a substance induced revelry
and cause potent visions to befall the beneficiary instead (Making illusions).
● **** Few can escape the journey of enlightenment that the Ecstatic can bestow now.
Those subject to her ministrations may benefit if they are in harmony with (allied with)
the ecstatic (temporarily enhancing Perception or Awareness by one dot per success),
while those who work against the cause of ecstatic enlightenment (her foes) will suffer
(losing Perception or Awareness, if they fail to resist effectively with Willpower). Madness
may befall those unfortunate enough to actually partake of her concoctions (suffering
from a permanent insanity if not resisted), while those with an open mind (those not
inimical to the Seer) simply enjoy an entertaining journey through their mind.
● ***** Reality itself may become intoxicated with the Cultists' ways. Impossibilities found
usually only in the drunken mind (hallucinations and delusions) take on a realistic bent in
the wizard’s presence. Mortal enemies may be led to embrace, mothers may be made to
tear apart their evil adult sons, and dancing, booted fairies arrive with glee for all those
affected.

Women (Insights through seduction and desire)


The sensual touch of a lover does more than inflame the libido, it reflects the deeper meaning of
oneself and another. The Aphrodite or Adonis in each partner shines forth as they are glorified
in their naked state and godly power rises forth. Few sensations can compare to a lover’s
orgasm and the subsequent stares into the other’s eyes, all barriers forgotten, at one with the
cosmos. The very act of creation spurs life ever onward and illumination with it.
● * The Cultist may now detect the passions of individuals. Their sexual orientation, the
people or type of people they desire, and the highlights of their sexual encounters
become clear to the wizard. She may then act, armed with that knowledge, to facilitate
the sensual enlightenment of the willing.
● ** Now those passions may be altered by the wizard. Desires that will lead to
transcendence can be increased (causing passionate inhibitions to be cast aside with a
failed Willpower roll), while those that will not may be reduced (though ecstatics rarely
take this course). New passionate desires may be planted, and though these are usually
fleeting, they can be potent enough to cause moving life experiences to others.
● *** Passions roam free amongst the Cultist now. She may appear breathtakingly
attractive (temporarily increasing any one of her Social Traits by one dot per success).
Radically new desires may be manifested that stand up to time (with a failed Willpower
roll) and caution is often thrown to the wind in such cases. In addition, those who enjoy
bodily delights with the Ecstatic are healed (two bashing or one lethal levels per
success). She is often sought after and rarely is a hand raised against her in anger.
● **** Truly magical events occur for those who lie with the Ecstatic now. The rapture of
lovemaking grants entry into the Penumbra for one participant, though only the Cultist
may lead the way back. Others may become emboldened from the experience (gaining
Willpower for each success temporarily). The wizard may even herself serve as a source
of Tass in such situations when in intercourse with another willworker (serving as one
quintessence for every two successes for the duration of the encounter).
● ***** At last, the Ecstatic may awaken the true ecstasy within those in the throes of love
making. Unlike before, where only one participant (the Cultist or the other(s) engaged
with her) would benefit from the casting, now both (or all) involved do so. As the leader
of sexual orgies, the Cultist may transport her revelers to other worlds, grant them
Willpower, or grant them Tass.

Song (Insights through music and verse)


It is said that music can soothe even the most savage soul and yet it can cause tempers to flare
and battle to be joined, as well. The whole range of emotions can be served by a clever ditty, a
stirring march, or a somber ode. These expressions speak to the very fiber of being and allows
enlightenment to arise in an ecstatic way. The Cult of Ecstasy harness the message in the
manner of the mysterious Pan: causing powerful motions to emerge and wisdom to follow.

● * The instruction in the ways of Song begins with understanding the emotions that song
can give rise to. The Seer may know if a person is simply happy or sad, aggressive or at
peace in a way that no subterfuge may hide. This knowledge allows the ecstatic to select
the best melody to work with her audience.
● ** Now the wizard may augment extant emotions with her song, whether it be through
poetry, a tune, or both. She may incite the aggressive to attack with a stirring diatribe or
with an insulting song of mockery. She may help the tired to sleep with a lullaby or cause
cowards to flee with a mighty crescendo. Song is well known for causing the heart to
leap for vaster experience, and the Cultists are as well..
● *** Her expertise in the ways of song now allows her to reverse the song in another’s
heart, causing the angry to be calmed or the pacifistic to be readied for action (both of
which can be resisted with Willpower). Hypnotic melodies can dull an audience’s mind,
making them unlikely to be wary, and battle marches can help warriors to victory (adding
one temporary dot of Dexterity per success). Her understanding of the music in other’s
hearts grows, as well (adding two temporary dots of Empathy per success). Those
suffering under an unpleasant song (a continuing mental enchantment) may be freed
from such constraints (dispersing such magics on a one-for-one basis).
● **** Truly mind-bending compositions are now within the Cultists purview. Those
unwilling to partake of merriment may be forced into a wild dance or a painful song
(being able to do nothing else and taking one level bashing damage for as long as the
enchantment lasts). Or be maddened by her sorcerous sonatas (temporarily losing 2
dots of Intelligence per success). Energies flow from the wizard’s vocalizations, drawing
forth the ecstasy within the crowd.
● ***** The right song can change a life, for better for ill. Her haunting melodies lure
crowds of people into certain mindsets, which tend to last (affecting two people per
success). Tantamount to the Muses, the Seer may work her Song in with another
ensorcellment and grant it greater life (doubling the duration of a complex spell) or
permanently enlightening another (granting them 1 dot in one Ability, may only be used
on the same person thrice)

Langor (Insights through time distortion)


The Pillar of Grandfather Chronos himself, Langor serves to enlighten all in ecstatic certainty.
What occurs in one’s life manifests very profound lessons that none may ignore. And by seeing
time as it really is; that is fluid, the willworker can gasp and feel the potency of the ages upon
her. For all things that are, once were, and all things that once were, are yet to come to pass.

● * The Cultist begins by understanding the essential passage of time. She may sense
when major events are ordained to happen (though she has little idea of the specifics)
and when time itself has been altered. Though she knows that time is essentially
subjective, she can translate that perception into its objective corollary (and keep a
highly accurate time).
● ** Now the ecstatic can prevent others from affecting time (causing successes that ward
against temporal magic) and gain a clearer understanding of what the future holds (with
successes equating to a longer and more accurate vision). The timelines of individuals
start to become apparent to her also, and she can gain glimpses into someone’s past,
present, or future.
● *** With ecstatic insight, the wizard may now affect the clock of Grandfather Time in
small, general ways. She may slow its advance (allowing her to take an extra action for
every two successes scored) or speed its pace (causing a small area to appear frozen
for a turn or two, while the rest of creation advances as normal). Though impressive at
this level of mastery, the Cultist is forbidden to otherwise affect or allow those frozen to
be affected, such as allowing them to come to harm, or else earn the enmity of mighty
Chronos himself.(Time Backlash will be nasty)
● **** Specific streams of time become easier for the Cultist to affect now. She may cause
the speed of individual objects, such as bullets or claws, to be slowed (making two
objects harmless per success) or to increase their velocity by shortening its timeline (and
causing one to object to double the strength of its impact per success). Certain beings
may be frozen in place (resisted with Willpower) while she and others are free to act
upon those beings with impunity (the 3 dot restriction is now lifted). She may read the
past and present circumstances of individuals fully now, much as the Fates may do, and
see some of the possible futures that are in store for them (with increasing clarity per
success).
● ***** The near-complete mastery of Time is within the Cultists grasp now. As a true
Cultist of Ecstasy, she can step away from the normal passage of time, while others
remain adrift in it. The world may become as one of statues for her (granting her one turn
per success scored to act while others are frozen ) or she may choose a more fitting time
for her to dwell instead (traveling forward or backward in time to an increasing extent per
success).

Virtual Adepts
A newer Tradition, turncoats from the Technocracy, they rely upon their Foundation of Freedom,
the basis of their ideology, the reason they broke off from the behemoth that is the Technocracy
to seek their own way out, though many are falling off this ideal, it's still the core of the
teachings, freedom for all, and it's still the juice-box of the Pillars, colloquially known as Hats
which are Virtualization, which covers computing, brute-force calculation and virtual reality,
Life-Hacking, which covers life, initially just small self-modifications which can be snuck past the
simulation, but expanding into massive works of self-change that allow incredible feats,
Programming, actually affects the outside world, rather than sneaking in a lag-spike or bit of
statistic increase, you can program in new entities, initially simple things like a new wall or basic
AI, before extending to a terrifying simulacrum of people, and finally, Direct Access, allowing you
to interface with reality, skipping the intermediary of computing.
Virtualization (Computing, Virtual Reality, Calculation)
The Virtual Adepts always have connected to computing, but with the new era of a colossal
internet, the VA’s have developed methods to interact with it more thoroughly, coming up with
Virtualization, the Art of computing, capitalization is indeed mandatory.

● * As you just learn this, multiple things become easy, first off, jailbreaking that phone of
yours, or tablet, or what have you to run proper probabilistic calculations, (Roll to see the
immediate future of an action) as well as gain a knack for computing (Roll to add dice to
Computers)
● ** Learning more, the Adept gets a hang of computers, rather than working with them, he
can directly interface, controlling them at range (Roll to gain control over system,
countermanded by security system, security value halved if non-Enlightened) as well as
refining those calculations, cracking open the simulation to see what's next, or what was
before (Hazy pre or post-cognition, clarity based on successes, Duration determines
time range)
● *** Finally cracking open the gates of further simulations, the Adept can enact a
Matryoshka doll, and enter simulations in the simulation, uploading themselves to these
systems (Enter The Digital Web, an aspect of the Umbra through any internet connected
electronic, reverse Gauntlet) as well as exercise some control over the aspects of this
nested simulation (Can affect the Digital Web, controlling it, if used to attack directly,
cause 2 Bashing/1 Lethal per success)
● **** Cracking open the code ever further, an Adept can pierce into the Digital Web and
even other layers of this technological reality, (Go into the Penumbra, reversed Gauntlet)
with technological devices, as well as open stable gates into it, for a time (Successes
determine size)
● ***** The nested simulations are laid bare to the Adept, and he can finally begin to craft
programs himself, though unstable and short lived, they provide substantial utility and
incredible versatility. (Craft spirits at 1-1 successes for statistics, suggest extended roll if
not High Foundation)

Life-Hacks (Body, Mind, Code)


Self-program alterations, or as the newer generation calls it, Life-Hacks, are the art of modifying
your own code, allowing feats best left to movies, the Matrix being the most common inspiration
for it, massive strength, flight, intangibility are all possible, but at lower levels, Adepts must
console themselves with simple knowledge and the odd spare object.
● * Just cracking a few hacks here and there, an Adept with this level of knowledge can do
a few things, cracking open the code for knowledge is easy, given tools to do so (Give
yourself dots in technical 1-1 with successes) or get an alert when someone is trying to
mess with your sim-frame (Detect supernatural powers put on you, unless obfuscated)
● ** A hacker in his own right, the Adept has a few extra tricks under their sleeves, or
pockets, given a device and a moment, an Adept can have a knife in his pocket, a spare
wad of cash, or something of that sort on hand (Roll to have an easily hidden,
unnoticeable object on hand) or quickly heal a bit by erasing a few status effects,. (2
Bashing or 1 Lethal per success to yourself)
● *** Finally opening up a whole new world of code, our code-wizard can now make
improvements, or even changes to his code, making himself stronger, faster, better. (Add
successes to Physical stats as you wish) or even changing himself (Shapeshifting
capability, mimicking someone requires an Intelligence+Arts check at diff 9 with memory,
diff 7 with subject or clear image)
● **** Nearly to the base code of himself, an Adept of this knowledge can enhance himself
even further, rendering himself tougher to damage, (Upgrade soak capability one
category) or able to give himself impossible abilities, (Flight, intangibility, inhuman speed)
and finally, able to heal even code damage (Heal 1 Aggravated per success on himself)
● ***** A master of himself, an Adept has realized that his body is just a vessel, and its
structure is never assured, (Any changes you wish can take place, being made of pure
mathematics, flitting about on wings of visual distortions, etcetera) as well as resurrect
himself in the event of death, though this requires a bit of forward thinking (Resurrect
yourself one round per Foundation after death, return to life at full health)

Programming (The Prime Simulation)


Frequently regarded as the grandest Pillar of the Virtual Adepts, to plenty of grumbling from
practitioners of the others, rather than mastery of the nested simulations present, or master of
the self or even master this Pillar provides what many Virtual Adepts crave, control of the world
around them, its uses range from conjuring objects and structures, to darker uses such as
mental domination and simulation erasal.

● * Just as they learn the basics, the world opens up to them, the code of everything
becomes available (When observing someone or something via a camera,roll
Foundation+Pillar, giving you information on it, its physical state, its current emotions
and whether or not it's supernatural, varying via successes) as well as being able to see
hidden code and that sort of stuff (Supernatural stealth is contested with
Foundation+Pillar so long as you are using a device to see it)
● ** Acquiring a working expertise of the code, the Adept can now make minor alterations
to space, shortening or stretching it (Allows you to shorten or lengthen distance) as well
as manipulate spatial structure. (Bend space, like making a hallway lead to the
beginning, anything that would be possible to get to from that location with reasonable
means.)
● *** Extending from just the already malleable space, an Adept may interface with the
matter matrixes of the simulation, destroying or making it at will, so long as he can sneak
it past the simulation.(Create and manipulate inanimate matter, keeping to the theme of
the surroundings, can’t throw fire in a wet New York city block without some creativity)
and extend that space warping to much larger extents. (Make a hallway a mile long,
curve a doorway into another building)
● **** Cracking open the doorways of capability, an Adept can now mess with the
simulations clock-speed, (Stop, slow, speed up Time, 1 success per additional action if
used as such) and also skip all that warping nonsense, translocating themselves freely
(Teleport yourself and 1 other person per additional success you assign, travel as per the
distance chart), finally, you have begun to crack behavioural code, and can, if you can
stomach it, alter people's thoughts (Roll, countered by Willpower, to give commands or
feelings, overuse may result in Foundation decrease)
● ***** Finally shoving through the last few barriers, an Adept of this level can freely stop,
start and travel in time. (Travel backwards in Time with varying distance depending on
success, cannot travel forward) And lastly, they can alter the simulation at will, making
insane changes to the world around them. (Light is now hot sauce, the floor is now
chunky peanut butter, etcetera)

Direct-Connect (Perception, Alteration, Subversion)


Direct-Connect is a very different Pillar, focusing less on controlling what is around the Adept
and more on understanding the simulation, to better break out of it, giving them supreme
understanding and capability to interact with it, even allowing those who have expanded into
multidisciplinary aptitude to throw away the use of computing devices for simply placing their
commands into the sim itself.

● * As the Adept starts grasping the secrets of the simulation, he starts seeing the patterns
inherent, the 1’s and 0’s forming into a lattice-work of knowledge (Roll to see the totality
of an area, piercing obfuscation and any methods to hide 1-1 with successes, analyzing
everything physical)
● ** Pulling more and more out of the teachings, the Adept starts to learn, slowly, just what
exactly the simulation is, and becomes able to interface with it without devices. (You just
need a way to input commands to use Magick, fingers, voice, toes.) Additionally, they
may extract information from the simulation about previous states. (Post-cognition,
perception of the past, Duration chart works in reverse)
● *** An adept amongst Adepts, they may now push themselves into hyper-perceptive
states (Add 1 to Perception per success) as well as analyze and detect alterations to the
simulation. (This allows the Adept to detect effects at Distance away)
● **** Nearly complete understanding beckons the Adept, allowing them to rip into the
simulation, pulling free uncoded matter, free energy. (Absorb 1 Quintessence per 2
successes from destroying inanimate objects) and eliminate other simulation commands,
(Counter-spelling 1-1 with successes)
● ***** A master of the craft, the Adept now can truly understand the simulation, seeing the
probable futures of the simulation clearly (Precognition is now possible) As well as
accessing the truth behind it. (Detect nearby effects passively)

Euthanatos
Masters of chance, of fate, of death, the Euthanatos lie upon the Foundation of Conviction, the
belief and certainty in their methods, their right to the Wheel, built upon 4 Pillars, called the
Svādhyāya, are the collected knowledge and training of the Tradition, all of which cover an
aspect of the Great Wheel, upon which all reality spins and will forever do so. The first among
them is Abhyasa, the study of self-discipline, of the mind and of the body, allowing incredible
feats of will, mind and physicality, then there is Akasa, the sky, the ether, the fifth element,
indivisible, infinite and indestructible, allowing you to sense Karma and even manipulate it, to
vast and terrifying effect. Thirdly stands Samsara, the Transmigration of the Soul, learning of the
soul and human spirit. Finally, stands the Pillar of Kala Pani, the taboo of travel, and how the
Euthanatos break it.

Abhyasa (The Discipline of the Mind, Body and Soul)


The study of discipline, pushing your mind, body and soul beyond what others consider
limitations via raw willpower and focused determination given by training, fasting and prayer, this
initially leads to simple mental willpower and determination, allowing one to push through that
which would endanger your path, before expanding into enhanced physical capacity and finally
ending in control of your own soul.
● * A master of the mind, a Euthanatoi of this level of training can force his mind into
shape, holding fast against outside harm (Mindshield 1-1 with Successes, Resist Pain
1-1) as well as replenish their conviction and will with time. (With 1 hour, replenish
successes in WP points)
● ** Pushing his training ever further, the practitioner begins to acquire the physicality they
are known for their body developing into an inviolable weapon (Can upgrade soak to
lethal with 2 successes) as well focus to restore their bodies from harm. (Can heal
Bashing damage 2-1 with successes)
● *** Breaching that which is possible, pushing the body into the realms of impossibility,
(Can upgrade physical statistics up to double their normal rating 1-1) and acquiring a
working skill with the soul, preventing disruption of the Yogi via supernal attack (Soak
Aggravated with 2 successes)
● **** Claiming ever more control over their mind, body and soul, the Yogi may now extend
their power to their soul in far more direct ways, sheathing their body in an invisible wave
of destructive force (Spend 1 Quintessence or 1 Lethal Health Level, your body is
sheathed in a field of force which can soak successes in damage automatically whilst
also upgrading any damage you deal to Aggravated) and also be able to imbue their
soul into objects, granting them similar capabilities.
● ***** Transcending past mere physical will, the Euthanatoi can exact demanding control
of their soul, preventing their death (Survive damage past maximum so long as spell
continues, does not prevent maiming with massive force) or existing as simply a soul
when that fails (Become a Wraith, losing access to Mage abilities until a new body is
found, or your old one is re-entered, but able to possess via a contested Willpower roll.
Warning, not looked well upon by other Euthanatoi)

Akasa (The Primeval Element)


The Primeval element, the origin of all, Akasa, is that which created the Wheel, that which the
world rides upon in its 5th Age, the study and learning of its motions and idiosyncrasies,
allowing them to at first simply see the Karma which connects all, before eventually grasping,
changing and erasing it, as well as even more dangerous, forbidden arts such as Dharma
manipulation, for those less Awake.

● * A simple observance is possible for now, seeing Karma, how it connects and relates to
the subject. (Observe the general Karma of those around you)
● ** Now acquiring a bit more skill with the wheel of Karma, a Euthanatoi can now
enhance, amplifying what is already there to bolster and make it hit now, rather than
later. (Roll to amplify and bolster karmic vengeance or reward, blessing or hurting
someone as per their Karma, warning, can be resisted with Supernatural Power, Gnosis,
Blood Potency, etcetera)
● *** Expanding the skill they have, Karma is not just enhanced or negated, but created
and destroyed, this is a massive breach, many creatures can sense it and other
Euthanatoi find it displeasing to do such a thing for longer than you need to. (Curse or
bless others directly, giving bonuses or maluses to rolls as per successes, resisted with
Supernatural Power) Or destroy it, leaving your near future indistinct, unknown and
unpredictable until it reforms. (1-1 Anti-precog for near future effect, removes successes)
● **** Grasping the strands of Dharma, a Euthanatos may observe the future, the path of
an individual as it has been laid out (Precog someone's future, more successes for
detail) as well as push others along their paths. (Roll against Willpower or Supernatural
Attribute to make others play their “role” in the Wheel)
● ***** Finally grasping the reality of Dharma, a Euthanatos may attempt to iron it, make it
unstoppable and irresistible (Force others to play their roles, as decided by you, Each
word used to describe the role requires 2 successes, contested by Willpower for Mages,
Supernatural Power for anything else, massive alterations from what they normally are
incur ever more difficulty, a Brujah will not easily become a passive bystander, but he
could be incited into rage.)

Samsara (The Transmigration of The Soul)


Samsara, frequently regarded as simply a concept, rather than something mutable is well
known to the Euthanatos, this Pillar is named after it, though it has only vague relation to its true
meaning, instead focusing on the Great Wheel and the souls which ride upon it, learning initially
how to observe these things, before moving onto manipulating and even resurrecting them, due
to the nature of their beliefs, a Euthanatoi, whilst able to do so, may never, ever, ever destroy a
soul, doing so is tantamount to declaring yourself a traitor to the order, they barely contain
themselves when others do it, and will not abide by it.

● * An Euthanatos of this understanding may see the spirits of those deceased and also
detect those that have altered souls. (Detect souls, in or out of bodies with successes)
● ** Breaching the bounds between flesh and soul, a Euthanatos may reach across the
boundary between life and death (Step through to the Shadowlands vs Shroud rating) as
well as communicate in the tongues of death if they try (All Wraiths can understand you,
and you them, with successes)
● *** Understanding the minor truths of Death, a Euthanatos may grasp and force a soul to
pass on, with devastating effects on the normal entities it encounters and far more
horrific effects on those that should have passed on. (Deal 1 Agg per success to most,
deal 2 Agg per success to undead, dead but living and immortal creatures) and detect
such entities who have not passed on yet. (Roll to detect)
● **** Directing their skills further towards mastering death, a Euthanatos may affect the
Shroud that surrounds them, carving it apart with exceptional surgical precision, allowing
the barriers between life and death to fall. (Roll to reduce local Shroud rating by 1 per 2
successes)
● ***** Finally a Euthanatoi learns the true secrets of death, allowing him to self-resurrect
easily enough, with preparation, (Roll to resurrect at 1 HL at a random location in a new
body) or, if they wish to, destruction of a soul, removing it from the wheel, a grand crime.
(Deal unsoakable Aggravated damage, death by this will result in the end, Gilgul)

Kala Pani (The Taboo of Travel)


The Taboo of Travel, a strange thought in the modern day, but was very, very ever present in the
birthplace of the Euthanatos, it demanded that you must stay within the world as dictated by the
Dharma, the Euthanatoi since ages past broke this commandment, pushing through the hidden
pathways into the rest of the world, this Pillar allows you to travel with utmost speed, crossing
distances vast and impossible with time to spare, even into other worlds.

● * A Euthanatos of this level may perceive the quickest path to any destination, though
not allowing you to exceed the speed at which you travel supernaturally, a knack for
direction can shorten many distances considerably.
● ** With shuddering force, a Euthanatoi may crack open the distance between them and
a destination, moving with exceptional speed, or perhaps simply travelling a shorter
distance, allowing them to get to places much faster. (Double effective speed per
success)
● *** Crashing through boundaries, an Euthanatos may now open the gates to the other
nearby worlds, transferring over to them (Walk over to the Penumbra) and be able to
travel deeper with normal methods, or travel in the material yet still faster.
● **** The weight of their sin laying heavy upon their shoulders, the Euthanatos finally
learn to push past that which is sacred, and enter the realms of the Gods and Demons,
(Freely travel amongst the Umbral pathways) and cover ground easily, (Cover Distance
Rating in a minute)
● ***** With a crashing weight falling off him, the Euthanatos realizes that sin matters not,
as he releases himself from the pursuit of Dharma and realizes the difference of here,
and there is nothing. (Flash between locations at will)
Pillars Of The Technocratic Union
Whilst the Traditions fall about themselves in primitive individuality, crawling over each-other
desperate for power, searching through obscure tomes, praying to foreign entities, carving
innocents open on stone altars, demanding power and caring not for those without their
enlightenment, the Union is for the people, of the people, to protect the masses is its goal and to
guide and shepherd them is its duty, the below procedures are common amongst the
Technocracy, but the creativity of individual agents is infinite.
All Technocrats operate under the Foundation of Enlightenment, a mixture of self-discipline,
intelligence and free-thinking, strange to Tradition Mages who would think Technocrats are all
slaveringly obedient.

ITERATION X
Iteration X, named after the 10th iteration of computing they designed, the very first sapient
computer, masters of hard technology and engineering, they are technicians, cyberneticists and
computer scientists, built upon the universal Foundation of Enlightenment, upon that
Foundation stand the Pillars, called Fields, of Wave-form Physics, Computing,
Macro-Engineering and Micro-Engineering

WAVE-FORM PHYSICS (Radiation, Weapons, Craft)


Studying waves, a student of this field can do incredible feats of scientific expertise, from rail
guns that fire ultra-dense ferrous slugs to x-ray lasers that liquefy biological matter, with
extensions into tele-communications and even hard-light machinery.
Unless otherwise stated, the procedure takes 1 hour to cast.

● * Just graduated from the Academy, the Iterator can detect and categorize waves, a
working understanding of it being crucial to the entire Field, anywhere from tapping
cell-phones to perceiving the heat off a freshly fired gunbarrel. (Quick-cast)
● ** Working their way through an Undergraduate education, an Iterator is now licensed
and able to work some proper procedures, basic modifications to normal equipment,
magnetic conduction coils, gravity impellers for blades, etcetera. (Give bonuses to
damage pools 1-1, 2 dots of Duration free) or creating equal grade equipment of such
capability.
● *** Grasping the shreds of high-energy physics, Iterators may affect the higher forces,
constructing devastating devices of heat and kinetic force (Deal 3 Bashing/2 Lethal per
success, 2 dots of duration free) or devices that utilize these forces to achieve their
goals. (Generate magnetic force, fly on anti-gravity repulsors, generate shields, send
long distance signals, etcetera 2 dots of duration free)
● **** Doctorate gained, student debt enlarged, the Iterator at this point may design
extraordinarily destructive weaponry, plasma weaponry, X-ray lasers, Microwave
emitters, (Deal 1 Agg per success) and make expansive works of wave manipulation,
entire machines composed of hard-light and semi-self-sustaining devices (Halve
Quintessence costs for ongoing spells)
● ***** Earning his stripes, an Iterator has truly mastered the science of energy, being able
to form and direct colossal energies, the main guns of massive battleships, XV-04
Tetrapedal Railcannons, entire constructs of hard light, amazing defensive capabilities.
(Deal/Soak 2 Agg per success, building sized anti grav, interplanetary communication,
as well construct reactors that output quintessence, as per previous Node construction.)

COMPUTING (Hacking, Uploading, Prediction)

While other Iterators study the physical sciences, those focusing on this study learn a bit more,
nuanced skills, computing, starting from simple aptitude and extending into expansive mastery
of it, uploading their minds, writing programs and constructing hardware.
Unless otherwise stated, the procedure takes 1 hour to cast.

● * Learning appropriate Hyper-Mathematical programming techniques, the Iterator may


expand their capabilities with computing. (Add dice to Computers rolls, not longform)
and, with access to their mainline hardware, run probabilistic calculations. (Must have
line to processor farm, otherwise as VA)
● ** Gaining access to schematics, the Iterator may now make their own hardware,
allowing them to set up extraordinarily powerful processors as well as coding security
systems to defend against hacking attempts, or do some hacking of your own. (Create
high end computer hardware, supercomputer in a laptop grade, as well as code
advanced anti-viral, or viral programs, if attacker or defender is not enlightened, halve
security/attack values)
● *** Authorized to operate in Virtual-Space, an Iterator may don a VR helmet, or more
advanced kit if they wish, and enter Virtual-Space, as well as learn to start making their
own programs in such space, though, as beings of code, they can’t exactly affect the real
world. (Project into Digital Web, acting normally, as well as carrying equipment with you,
if killed in Digital Web, take 7 Lethal Damage, soakable with Willpower, as well as code
entities with Spirit creation rules, cannot affect reality)
● **** A Comptroller in all but name, the Iterator has finally cracked Hyper-Statistical
pattern recognition, letting them have far more reliable future-proofing
techniques,(Precog becomes reliable, not needing massive data inputs for certainty),
and coding human level AI’s,(Spirit Creation Rules, up to human logical capability) as
well as making it far easier and cheaper to crank out long term hardware. (Halve
Quintessence cost for these things)
● ***** Comptroller status gained, you are a leader among Iterators, learning how to make
post-human minds, as well as introduce the Enlightened control bolts to keep them in
check, allows the Iterator to rule cyberspace using proxy intelligences.

MACRO-ENGINEERING (Suits, Vehicles, Titans)

A sound of stomping feet echoes as a woman covered in crime works on a wall of metal, pulling
out we see a TETRARCH-19 “Terrorhound” Walker, a Macro-Engineer works on the large scale,
constructing blocks of Primium to serve as protection to anything from powered armour suits to
warmachines that dwarf apartment blocks, making sure they can move, run, jump and even fly!
Unless otherwise stated, the procedure takes 1 hour to cast.

● * A practiced hand at mechanics, the Iterator can work with more mundane technology
very easily, handling it with extraordinary skill. (Add dice to Crafts/Technology when
dealing with hardware on larger scale devices, cars and bigger or when modifying them)
● ** Developing the theories that get them access to higher grade designs, the
Macro-Engineer may now construct man-portable scale devices, enhancing strength,
speed and durability (Construct armour plates that give 1 die of soak all damage per
success, construct power armour that can increase STR and DEX to a limit of +3 before
possible harm may occur.)
● *** Now given access to more advanced kit, an Iterator may design vehicles, and even
construct vehicle grade Primium given appropriate equipment and time, granting
incredibly powerful capabilities. (Utilize vehicle design rules, construct vehicle grade
primium, which gives 1 die of Countermagick per success)
● **** Macro-devices are much more possible, and much cheaper, (Halve Quintessence
and Success costs for large scale vehicles or armour) As well as gaining scale, (Each
success counts for 4 vehicle design points if cast at this level, rather than 2)
● ***** Colossal scale construction is now possible, making things of tremendous power
and size, walkers the size of buildings, space-craft and high-grade Primium. (Each
success counts at 6 vehicle points, as well as allowing Primium which grants 2 die of
Countermagick per success)
MICRO-ENGINEERING (Cybernetics, Nano-scale,
Quanta-Scale)
The Hitmark V, a complex machine built from both biological and mechanical components, a
Progenitor FACADE Engineer works over the pod growing the parts whilst an Iterator starts
sculpting the skeleton, raw Primium, and installing the small-scale weaponry, claws, chain-gun,
if he is lucky, plasma cannon. A Micro-Engineer works with everything from personal scale
modifications, to nano-tech to even the teleportation methodology, utilizing complex technical
capabilities.
Unless otherwise stated, the procedure takes 1 hour to cast.

● * An Iterator of this capability can easily construct small scale devices, circuitry and such
are exceptionally easy to make and work with, as well as smaller equipment, guns and
even acquiring a special affinity for knitting! (Bonus die to Technology/Crafts checks to
such equipment)
● ** Working on medium scale projects, they can construct devices of about human scale,
building human scale robotic lifeforms, semi-sapient, and constructing hyper-tech grade
conventional and near conventional weaponry for them.(Utilize robot creation rules,
construct weapons that do success per 2 Bashing/Lethal damage, 2 dots of duration
free)
● *** Scaling down ever further, micro-scale, bug sized, is now possible, cameras, minor
explosives, etcetera, imagination is the limit. (Construct camera drones, swarms,
etcetera 2 dots of duration free.) as well as cyberware becoming doable, physical
enhancement, as well as constructing primium, (STM+3 stat limit for cyberware,
regeneration via chem mixes, etcetera otherwise issues occur, primium countermagick
up to Stamina +2 2 dots of duration free.)
● **** Nano-scale equipment is possible, physical enhancement possible, (All Phys stats)
swarms of devouring devices, suturing and even replacement of physical mass, (Soak
Bashing/Lethal/Agg, in that order per success gained, with STM. 2 dots of duration free)
● ***** Quanta-scale construction allows tremendous capability for change, understanding
of superposition allows teleportation of individuals vast and improbable distances,
(Teleportation, 2 dots of distance free.) As well as quantum scale machinery, which
allows, extraordinarily exotic effects, phase in and out of reality, carving apart connective
links between atoms, completely unstoppable, etcetera. (Convert damage to unsoakable
Aggravated, 2 dots of duration free)
THE NEW WORLD ORDER
The New World Order, born of the religious Gabrielites and already present Order of Reason
thought are the monitors of the Union, keeping it safe, secure and protected from outside and
internal threats.
Practicing the Pillars, called Practices, of Hyper-Psychology, the study of the mind, Aptitude,
Inhuman capacity and skill, Psionics, the latent powers of the human mind, and Intuition, the
reasoning, gut instinct and simple luck inherent in any successful agent.

HYPER-PSYCHOLOGY (The Mind, The Group, Control)


A practiced agent knows that the mind has tick, twitches of all kinds that can be touched on,
affected and manipulated to exceptional results, from simply intimidating and convincing others,
to implanting directives, to instituting Conditioning, the final decree of the Union, wiping away
your desires, your wants, replacing it all with LOYALTY

● * The Psychologist practices hyper-psychological theories, putting into practice what he


can, learning how to posture, angle and portray himself just right to make himself quite a
bit more, well, everything. (Add successes in additional dice to social checks) as well as
defend their own minds with complex mazes of defense. (Mindshield)
● ** A capacity for command begins to show, the Psychologist can institute commands and
desires in others, enforcing emotions or simple, quickly completed courses of action that
will not result in self-harm (Drop your gun, shoot your friend, Mages may resist with
Willpower, other entities resist as per their capability for mental resistance)
● *** Properly trained in the practical uses of the theorems, the Psychologist can push
down the minds of others, causing massive damage to someone's mental state with the
appropriate code phrases (Deal 2 Bashing damage per success, soaked with Willpower)
as well as enact deeper mental commands, or recent memory erasure (Memory erasure
possible within 10 minutes of the occurrence, layered commands, If/Then structure,
example: “If you see this man who looks like this then call this number and inform the
one who answers.” Mages resist with Willpower, other entities with their capacity for
mental resistance.)
● **** The Psychologist, now a quantified expert in Hyper-Psychology, may enact deeper
mental manipulation, reconstruction of memories, a terrifying capacity of the NWO,
ranging from simple minor alteration such as changing someone's name, to more
terrifying changes such as making someone honestly believe they are a pomegranate.
(Mages resist with Willpower, other entities with their capacity for mental resistance.) As
well as enact terminal decrees, causing shuddering failures of the mind as well as
self-harm to occur (Deal 1 Lethal per success, soaked with Willpower)
● ***** One of the experts in the field, the Psychologist now commands the ability to
impose CONDITIONING, the final option when faced with disloyalty, (Maximum of 10
rolls per caster, each roll is contested via the defenders Willpower if a Mage, other
mental resistances if not, every 10 successes imposes 1 degree of Conditioning, there
are 10 degrees.)

APTITUDE (Discipline, Physique, Skill)

Whilst an Agent can rely on psychological techniques, lucky breaks and even psychic capacity,
if they have it, however, what they can most reliably hang on to is their body, their skill, their
hard earned muscle memory, physicality and discipline, to hold them fast even against the
horrors the world can throw their way, which is why even with all other options, an Agents
Aptitude is very much valued.

● * Working through their techniques, over and over and over again, ensuring their
capacity for violence and other such things are kept together in tip-top shape. (Add
successes as dice to Athletics, Brawl, Martial Arts, Melee, Firearms, Craft (Makeshift
Weaponry))
● ** Practicing conditioning, lower case C, of the body, the Agent can heighten their
physical capacity for a while, stronger, faster, tougher. (Increase Physical stats, increase
soak one category, remove wound penalties) as well as heal minor injuries with a bit of
paste, toughness and grit. (Heal 2 Bashing/1 Lethal per success)
● *** Acquiring the speed of practice, an Agent acquires an acuity for certain actions,
proceeding through them with blazing fast speed, functioning off pure muscle memory
and nothing else. (Prepare multiple actions with specific rolls in advance, example: “John
Courage is in the middle of a fist fight with 6 werewolves, and needs to dish out massive
amounts of harm, he prepares his mind, taking a deep breath, before exploding into a
flurry of blows” In this, John Courage prepared his successes in additional Dex+Martial
Arts actions to take on his turn. Quickening their pace and keeping their skills sharp, the
agent may reduce difficult (To a minimum of 3, 1 success per diff)
● **** The Agent is now incredibly acute, capable of perceiving even the slightest
movements and reacting to them with incredible speed, dodging or parrying even the
most decisive of blows with near-supernal fluidity and skill. (Defend an attack up to
successes on a Foundation+Pillar roll, if melee, deal STR+Their Successes in Weapon
grade damage) and transfer their own fists into lethal weapons, and already lethal
weapons into horrific devices of maiming (Upgrade damage one category, if already Agg,
simply add successes to damage) striking where their enemy is weak, doing tremendous
damage
● ***** The NWO is hard to put down, (whenever they are reduced to Incapacitated or
beyond, they may reflexively roll Foundation+Pillar to stand up, even one success
assures survival) as well as toughen their bodies, giving them the ability to move past
even crippling injuries. (Upgrade soak category to Aggravated)
PSIONICS (Force, Power, Ascension)
An older technique, built upon the old studies of the 1960’s and 1970’s, whilst the classical feats
of telepathy are available, more, exotic ones are as well, psychomantic capacity, extrasensory
perception and psychic projection, all available to the Psychic Operatives, this is somewhat
looked down upon as “nearly” Reality Deviance, it's still a viable technique.

● * Learning the ebb and flow of psionic energy via opening his mind, the Operative can
detect active effects, feeling over the area around them. (Add dice to Awareness checks)
and detection of surface thoughts and emotions in others. (Countermanded by
Mindshield)
● ** Grasping extra-sensory perception lessons, the Operative can now perform what is
referred to as “Clairvoyance” by more primitive peoples, however, in reality it's just
perceiving the psychic vibration of all things, and understanding the area there easily
enough. (Perceive a distant area) as well as grasp basic telekinetic capacity, wielding
objects, or assaulting with pure telekinetic force. (Use successes as STR rating to
manipulate objects)
● *** After more and more experiments, the psychic power of the Operative is increasing,
their psychic powers have achieved terrifying heights, capable of lifting incredible
weights. (Double successes in STR when manipulating objects) or, even display far
more direct applications of it, vibrating air to cause shrieking cacophonies of fire,
inducing electro-static energies in your hands to throw electricity, all sorts of disciplines
have been observed. (Deal 1 Lethal damage per success) and finally, some basic
biokinetic talent, mending cells in others and themselves (Heal 1 Bashing/1 Lethal per
success)
● **** Barely contained, the psychic energies from the Operative are colossal, capable of
bringing down buildings and ripping apart streets, or calling upon destructive energies,
mono-molecular telekinetic razors, terrifying firestorms alighting with awful heat and
electrokinetic magnetism ripping them apart with coruscating bolts. (Deal 1 Agg per
success)
● ***** A Psychic master, capable of mustering storms of force, shattering mountainsides,
tearing apart city-blocks, a god-like mastery of the energies of the mind, (Deal 2 Agg per
success) as well as now being able to heal devastating injuries, even those caused by
radiation or RD sources which normally resist. (Heal 1 Agg per success)

INSTINCT (That Feeling, Luck, Experience)

Every successful agent has a bit of something, that little panache which lets them have a head
on others in situations, whatever it is, it's not quite quantifiable, it's not quite teachable, but it's
vital, those that train under the Practice of Instinct, referred to as Spooks, are perhaps not as
lethal as an Agent, or as manipulative as a Hyper-Psychologist, or as directly terrifying as a
Psychic Operative, but when faced with unbeatable odds, given the barest equipment and told
to succeed, they frequently do.

● * The Spook, after quite a bit of schooling in mathematics, and numerous tours of duty,
can accurately make a prediction, or, in layman's terms, guess what the next probable
event is in a situation. (Roll to predict the outcome of a situation.)
● ** A lucky break makes many an issue a breeze, the Spook finds that things go their way
more often than not, the right object is there at the right time, they manage a perfect
maneuver. (Roll to have an object that could have been there on hand, or reduce the
difficulty of an action to a minimum of 3.)
● *** Long nights at the office have their uses, paperwork and tablets, depending on your
methods, can be used to get information on something, predicting their next move easily
enough or learning about the target. (Roll to predict a targets actions over a period of
time or learn something about a target or their habits)
● **** Whether a fist-fight with a vampire on a moving train, or facing an insane Etherite
mech-suit with nothing but a handgun and a kevlar vest, the Spook finds that they
always get a break, the vampire slips up and hurts themselves, or perhaps you get a
solid lock on them, the Mecha has a plate fall off which lets you climb in, or a bullet
causes an explosive decompression of its internal pressure for the steam engine,
whatever it is, fortune favours you. (Roll to aid, granting successes to a non-magick roll,
or removing successes 1-1 on all enemy rolls, as well as granting yourself lucky breaks
in that manner)
● ***** Learning to fully rely upon himself, the Spook is always on the right side of
something, never caught by complete surprise, he always has a weapon on hand,
always gets just enough distance from the explosion, a consummate master of listening
to his inner feeling and putting together situations just right. (Roll to give yourself
incredible luck or find immediately useful things, perhaps a gun in the trash, finishing up
the tripwire IED just as the vampire busts through the door, etcetera)

THE $YNDICAT€
The Syndicate, the moneylenders and bankers of ages past now modernized to to the day at
hand, where before they dealt in mercenary armies and chests of gold, today they deal in credit
cards, slick suits and well-sold products, a Syndicate varies, from the quick talkers and easy
dealers of The Deal, to the well armed and expensively equipped Purchasing Power, the
deadly efficient and deadline meeting experts of Organization and finally, the high flying, money
making accountants of Finance.
The Deal (Fast-talk, Deals, People)

A person, the root cause of commerce, how you deal with them is a bigger issue, the tactics
range, intimidation and fear used to be common, nowadays offers of reward followed with the
“stick” of veiled threats, that’s all theory and nonsense, The Deal producers Dealers, those that
can talk, they can convince and they can close a bargain like no one else.

● * The Dealer is a solid bargainer, a bit of Hyper-Psychology combines into a knack for
people, leading to incredible convincing capabilities. (Add dice to Expression, Subterfuge
and Intimidation checks) as well as letting them quickly figure out and understand most
any language, from the smooth tones of a high society Englishman or woman, to the
soul rending roars of That Which Sleeps Beneath. (Roll to know languages, difficulty
varying depending on it)
● ** With appropriate incentive, anyone can do anything, figuring that out, for the less
Enlightened, is not easy, but for you, is dirt simple. (Roll to know what it will take to get
someone to do a task, if possible) as well as making people follow agreements, a
necessary task in today’s very dishonest world. (Roll, successes are put in place, if they
attempt to go against the agreement, they roll WP to do so)
● *** Holding people to their word is one thing, but getting them to do something for less
than they normally would? Something else entirely, the Dealer may now, with some
compensation, get others to do quite a few things. (Roll to affect someone's mind and
get them to do something that won’t directly harm them or force them against strongly
held moral beliefs, resisted with Willpower for Mages, other mental resistance stat for
other entities)
● **** Sourcing energy from bargains, the Dealer, rather than accept services or pay, may
instead transfer the bargain into something more worthwhile, primal energies, allowing
you to transfer a bargain into Quintessence, perhaps a battery, perhaps a well made
object, whatever you wish. (Each success after sealing a deal gives 1 Quint) as well as
do much more, deleterious contract holding techniques, nanite injections, action
activated infections, mental blocks. (Deal 2 Aggravated per success if they break
contract, soaked with WP for Mages, relevant attribute for others)
● ***** Now a consummate master of bargaining, no deal is too harsh, no task too awful,
everyone can be bought, everyone can be dealt a hand, nothing is sacred, not anymore.
(Roll, defender must have double your successes on a resistance check to defend)
Purchasing Power (Equipment, Devices, Prep)
Being able to close a deal is fine, pulling money out of your ass is great, telling someone to do
something for you? Fantastic, but sometimes, just sometimes, the Dealer can’t close it, the
Financier can’t buy his way out and the Organizer can’t put it down with people, that’s when
people like you come into play, Enforcers they like to call you, good enough.

● * Getting access to the hidden features within some tech, hacking programs in phones,
higher payload munitions in guns, those sorts of things. (Give bonuses to equipment,
add additional dice to their intended uses)
● ** A license for higher grade equipment is available, high grade rounds, such as
phasing, ghost-busting, plasma-cored, etcetera, as well as handling ever higher quality
hidden features, hidden rooms in buildings, additional features in cars such as nitrous,
wonderful stuff. (Bump damage ratings up by one, get minor hidden things, a hidden
supply closet, boosters in a car, such things like that)
● *** Acquiring permission for more dangerous equipment, internal guns in cars,
activatable kevlar lining in clothing, spiked wheels, active camouflage, all the spy-craft
dreams of a James Bond movie. (Deal 1 Lethal/ 2 Bashin damage per success, 2
duration free, give 1 armour per success, 2 duration free, other effects vary)
● **** Now handling the real kit, the Enforcer can acquire full scale equipment from
mundane sources, plasma cannons in bank vaults, power suits from actual suits,
etcetera etcetera. (Deal 1 Agg damage per success, 2 duration free, add Phys stats 1-1
with equipment, 2 duration free, effects in this vein)
● ***** Acquiring a license to whatever they want, the Enforcer at this point gets access to
the real hidden features, from instruction manuals on how to turn a japanese vehicle into
a mechsuit, or how to properly load the magazine to activate the self-guiding high
explosive plasma rounds in an assault rifle, the designers of the gears imagination being
the limit, and those ITX boys gets wacky. (2 Aggravated per success, vehicles built by
me using Quickbuild rules, 2 dots of duration free)

Organization (People, Groups, Efficiency)

Handling people is as important as handling money in today's world, and while money makes
problems go away, sometimes you need the human asset, in a situation, leadership, efficiency
and meeting deadlines are uncommon skills, skills that an Organizer has in spades.
● * An eye for talent, an Organizer can easily pick out skilled individuals from a crowd,
knowing who is useful and who is not. (Roll to know the abilities of another) as well as
knowing how to have a commanding presence. (Add dice to Leadership checks)
● ** Getting good at direction, with a few mentions of Synergy and such things, the group
can be pushed to ever greater heights. (Add successes to all rolls done as a group) as
well as extend some influence over the group, getting them to think as one rather than
separately, something referred to as group-think. (Influences people in groups to just, go
along with the flow, resisted with WP by Mages, relevant attribute by others)
● *** Now ordering people around with gusto, those that work under the Organizer are
incredibly competent, skilled and focused. (Improve a group's effectiveness in various
ways, increase damage done one category up, halve the time a task takes, etcetera.)
● **** Controlling, powerful and confident, the Organizer can do incredible things to
people, making them act above and beyond normal means, finishing projects that would
take months in days, making incredibly accurate predictions quickly, and anything else in
that vein. (Precognition with analysts, incredibly effective leg breakers, construct things
incredibly quickly, etcetera)
● ***** Now extending the influence even further, the Organizer can deal in things that
technically shouldn’t quite be possible, making crowds forget what they saw with
appropriate compensation, organize vast mobs, convince tens of thousands to sell their
mothers, etcetera.

Finance (Money, Math, Energy)

The building block of the Union, without the Financiers, ITX wouldn’t have its toys, the NWO
wouldn’t have its suits, the Progenitors wouldn’t have their chimera and the Void Engineers
wouldn’t have their big chunky spaceships with giant guns.

● * Experienced with the ways of money, you can tell the value of anything by just tossing
a glance at it, accurate and definite, as well as easily handling bureaucracy and politics.
(Add dice to Law and Politics)
● ** As more and more value becomes apparent, handling large quantities of money
seemingly becomes effortless, and there always seems to be a little bit more cash on
hand, especially when someone needs convincing. (Roll to always have an amount of
cash on hand, no matter how obscene, to the limit of your Resources rating, as well as
add dice to checks where spending money is a primary part)
● *** A breakthrough is made, Primal Economics is finally grasped, learning how to convert
cash into Primal Energies that all those fancy nanoforges and dimensional fabricators
need, a crackling discovery. (Utilize Resources rating as a daily Node of same level)
● **** Throwing around their weight, the Financier can calculate and keep together vast
quantities, as well as handle large amounts of Primal Energy, running it through and
reducing it into easily portable devices! (Make Tass, solidified Quintessence that is
usable by all)
● ***** With a bit more work, the Financier acquires vast capability, now not only capable of
making his own resources a source of Primal Energy, but with a few intelligent
investments, anyone can be a producer! (Utilize others resources rating as a daily node)

The Progenitors
Shapers of wonder and saviours, they have precious little at stake in the Ascension War, though
still a part of the Union, they work with biology, cell and protein, keratin and calcium.
Trying to, rather than battle openly with the Traditions, they heal as best they can, vaccines and
chemicals to heal and cure as many as they can.

Micro-Biology (Anatomical, Cellular, Viral)


Biological science has much too many layers to cover easily, which is why splitting it up is the
way to go, microbiologists cover more than the Masses would say, in Progenitor speak, this
refers to any entity up to human scale. Including repair of damage, enhancement and bioware
on a human scale, as well as more precise cellular, bacterial and viral, if not further,
manipulation.

● * A calm eye is necessary to excel here, as their skills increase, the Practicing Physician
becomes able to distinguish minor signs and twitches that signify greater issues, (See
biological condition, injuries, illnesses, etcetera) as well as hone their skill in medical
arts, (Add 1 die to Medicine per success)
● **

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