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CREATOR &
GRAPHIC DESIGNER
Jason Moon
WRITING
Jason Moon, Riko Reese
INTERIOR ART
Carter Reid, Art Williamson, Joseph Beck
PLAYTESTERS
Riko Reese, Dave Larsen, Eric Shell, Neal Pollard, Greta
Pollard, Chad Rapier, Jill Rapier, Aric Wieder, Dawn
Wildfong, Chris Doyscher, Katie Shannon, Matthew
Russell, Scott Willener, Ryan Campbell, John Fuentes,
Brady Anderberg, Mitch Winchester and Greyson
Watkins.
Special Thanks to Aric Wieder and his help with the
Vor Cultist.
EDITING
Darren England
III
TABLE OF CONTENTS
Destiny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
CHAPTER 1: NEW CLASSES . . . . . . . . . . . . . . . 3
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cult Hunter . . . . . . . . . . . . . . . . . . . . . . . . 8
Fixer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Healer . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Hedge Wizard . . . . . . . . . . . . . . . . . . . . . . 19
Pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . 29
CHAPTER 2: GENERAL ATTRIBUTES . . . . . . . 33
CHAPTER 3: DYNAMIC SORCERY. . . . . . . . . . 36
Dynamic Magic Casting . . . . . . . . . . . . . . . 37
Dynamic Magic Study . . . . . . . . . . . . . . . . 37
Spell List . . . . . . . . . . . . . . . . . . . . . . . . . 38
CHAPTER 4: FLAWS AND EDGES . . . . . . . . . . 40
Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Flaw & Edges List . . . . . . . . . . . . . . . . . . . 42
Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Random Characteristics Table . . . . . . . . . . 50
CHAPTER 5: POISONS, HERBS, & DISEASES . 51
Poisons. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Poison Generation Table . . . . . . . . . . . . . . 52
Sample Poisons . . . . . . . . . . . . . . . . . . . . . 55
Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Disease Generation Table . . . . . . . . . . . . . . 57
Sample Herbs and Disease . . . . . . . . . . . . . 58
Herb Generation Table . . . . . . . . . . . . . . . . 59
Herbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
CHAPTER 6: MANUAL OF THE GOLEMS . . . . 62
Golem Centaur . . . . . . . . . . . . . . . . . . . . . 62
Body Type 1 Upgrades . . . . . . . . . . . . . . . . 62
Body Type 2 Upgrades . . . . . . . . . . . . . . . . 64
Body Type 3 Upgrades . . . . . . . . . . . . . . . . 65
Body Type 4 Upgrades . . . . . . . . . . . . . . . . 65
Golem Familiar . . . . . . . . . . . . . . . . . . . . . 66
CHAPTER 7: GODS OF LANNITH . . . . . . . . . . 70
Athora . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Azersun . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Broone . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Eamcriss . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Faja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Rathlorn . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Raztoff . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Sabble . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Santra . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Wornlorn . . . . . . . . . . . . . . . . . . . . . . . . . 82
CHAPTER 8: NEW EQUIPMENT . . . . . . . . . . . 83
Magi War Staff . . . . . . . . . . . . . . . . . . . . . 82
Rune Lance. . . . . . . . . . . . . . . . . . . . . . . . 83
New Rune-Strings . . . . . . . . . . . . . . . . . . . 83
Rune Stones . . . . . . . . . . . . . . . . . . . . . . . 85
Sorcerer Wands . . . . . . . . . . . . . . . . . . . . . 85
CHAPTER 9: CULT OF VOR . . . . . . . . . . . . . . . 89
Eyless One . . . . . . . . . . . . . . . . . . . . . . . . 89
IV
DESTINY
The streets were quiet. Rune-lamps illuminated
small sections of the road, sending small fingers of
light into gloomy ally ways. Weary eyed watchmen
had passed a few hours before, seeing nothing out of
place. Warehouse doors were locked and windows
closed to the darkness of night.
Night in Telegrona had always been peaceful, until
recently. In the past few weeks people had been
mysteriously taken from their sleep. Their limp bodies
are later found arranged in strange positions and
completely drained of blood. It is for this reason that
the Hunter came to the city.
Adriana moved quietly and smoothly passed the
dim light of a lamp, her body fading into the shadows
around her. Her feet moved quietly, softly. Her hands
held weapons ready. Her eyes always open and alert.
Adriana was able to see even the slightest movement
or the smallest detail. She was a Cult Hunter. She had
been chosen to purge the evil taint from the world
around her. It was her calling, her destiny.
Adriana worked with the Magi, though at times she
did not agree with their methods. The Magi always
want to interrogate heretics and cultists. Adrianas
method was shoot-to-kill; there was no reason to ask
questions. Evil is evil and it needs to be dealt with
firmly.
Adrianas eyes caught a glimpse of a track hidden
in the dust. It was so slight that the ordinary eye
would have missed it. Adriana paused; the creature
had passed this way not too long ago. The Hunter
had carefully investigated the city for the past few
days. She had meticulously tracked the monsters
movements and pattern of attack. Adriana knew
that the beast would strike tonight. She also knew
approximately where it would strike. But, there was
no way in knowing who its victim would be. One
more death in payment for her prey was a small price.
The attack had come as she predicted, and near the
area she had sectioned off in her mind. An old silver
smith had been the victim. Adriana had arrived just
after the man was stolen from his home and she was
able to track the animal for three blocks. She was
sure that it was headed for the sewers under the city
streets. Adriana had taken precautions and had sealed
the entrance to the sewer before she had begun her
hunt.
A slight breeze began to waft through the streets.
The air carried a hint of something unnatural. Adriana
was closing in on her quarry. Her body melted into
the surrounding buildings, her breath barely making a
sound as she began to move toward her target.
Adriana hated evil. She had always hated evil. But
now after years of training and dedication she could
do something about it.
CHAPTER 1
NEW CLASSES
We often overlook one of Everstones greatest strengths. The Guilds have made it a
point to accept help and allies wherever they can be found. They extend citizenship
to all who will uphold their laws and pay their fare tax, providing the protection
of one of the strongest nations left on Lannith. This has made a diversified people
as well as broadening our knowledge. Even others see how this increases our
strength. The Shone have opened their borders to free trade as have the Ogrom.
The Mordanians and Adone are still struggling, counting everybody as an enemy.
But who can blame them really. Its a dangerous world out there. I feel that soon
they and others will open their borders and in the process begin the founding of
new alliances. Of course the Adone can rot in their own demon infested filth for all I
care, but I wont go into my own feelings about that right now.
-Sebastian Hinkerly, Master Librarian of the Hall of Books-
Level
Experience
(XP)
Base
Attack Bonus
Reflex
Save
Will Fortification
Save
Save
Special
+0
+0
+0
+0
+5 Character Points
1,000
+1
+0
+0
+0
+5 Character Points
3,000
+1
+1
+1
+1
+5 Character Points
6,000
+2
+1
+1
+1
+5 Character Points
10,000
+2
+1
+1
+1
+5 Character Points
15,000
+3
+2
+2
+2
+5 Character Points
21,000
+3
+2
+2
+2
+5 Character Points
28,000
+4
+2
+2
+2
+5 Character Points
36,000
+4
+3
+3
+3
+5 Character Points
10
45,000
+5
+3
+3
+3
+5 Character Points
11
55,000
+5
+3
+3
+3
+5 Character Points
12
66,000
+6/+1
+4
+4
+4
+5 Character Points
13
78,000
+6/+1
+4
+4
+4
+5 Character Points
14
91,000
+7/+2
+4
+4
+4
+5 Character Points
15
105,000
+7/+2
+5
+5
+5
+5 Character Points
16
120,000
+8/+3
+5
+5
+5
+5 Character Points
17
136,000
+8/+3
+5
+5
+5
+5 Character Points
18
153,000
+9/+4
+6
+6
+6
+5 Character Points
19
171,000
+9/+4
+6
+6
+6
+5 Character Points
20
190,000
+10/+5
+6
+6
+6
+5 Character Points
21
210,000
+10/+5
+7
+7
+7
+5 Character Points
22
231,000
11/+6/+1
+7
+7
+7
+5 Character Points
23
253,000
+11/+6/+1
+7
+7
+7
+5 Character Points
24
276,000
+12/+7/+2
+8
+8
+8
+5 Character Points
25
300,000
+12/+7/+2
+8
+8
+8
+5 Character Points
26
325,000
+13/+8/+3
+8
+8
+8
+5 Character Points
27
351,000
+13/+8/+3
+9
+9
+9
+5 Character Points
28
378,000
+14/+9/+4
+9
+9
+9
+5 Character Points
29
406,000
+14/+9/+4
+9
+9
+9
+5 Character Points
30
435,000
+15/+10/+5
+10
+10
+10
+5 Character Points
BARBARIAN
When the Night of Terror came the proud civilizations
of people were destroyed. Over the course of the long
years that followed much of what had been learned
over the course of centuries was lost. The chore of
simple survival had taken precedence over all else.
Complex civilization had to be discarded for simpler
ways and after the course of many generations there
are no clues left to trace back to these peoples roots.
Barbarian tribes now hunt the ruins of the lost. Most
tribes believe that the ruins they find belonged to a
different more civilized race of people. For how
could some of the magnificent buildings they find be
constructed by the simple people they have become?
The smaller tribes seem to prosper more than the larger.
Smaller tribes are able to avoid notice by the Hollow
Lords. Smaller tribes are faster to move at a moments
notice and when a large force of Hollow minions is on
the move they are more able to avoid confrontation.
Most tribes are human and are either of Everstonian or
Surellion descent. They form a kind of pecking order
with the greatest warrior acting as leader and usually
an older wiser member acting as councilor. Because
of their isolation from larger communities Barbarians
feel uneasy around a lot of strangers and most dont
like the feel of being enclosed or surrounded by a lot of
buildings, such as in a city.
Barbarian shaman will usually have skills which
incorporate the Barbarian class and the Healer class.
Abilities: Barbarians rely mostly on their brute strength
and their lasting endurance. To this end, a high Strength
and Constitution is a must for this class. Also, a good
Dexterity would be good to have to help avoid any
deadly blows aimed towards the character.
Class Skills: Climb (Str), Craft (Int), Handle Animal
(Cha), Hide: Wilderness (Dex), Intimidate (Cha),
Jump (Str), Knowledge: Nature (Int), Listen (Wis),
Move Silently: Wilderness (Dex), Spot: Ambush (Wis),
Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int mod.
ADAPTATION
Attribute: 1CP/rank
Energy Cost: 0
The character has learned to survive in very hostile
environments, including the frozen wastes to the far
north, to the blazing hot deserts of the far south, to the
acidic rainforests on the many islands in the Thessalonic
Ocean. When this attribute is chosen for the character
he or she must pick a harsh environment like extreme
hot, cold, etc. Only one environment can be chosen
with this attribute. This attribute provides one point of
Armor per rank against environmental conditions and
attacks similar to the chosen environment.
ARMOR PROFICIENCY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to fight in armor and does
not suffer the armor check penalty to Attack or Defense
rolls. Such armor penalties only apply to skill checks
that involve moving.
Rank 1: Proficient in light armor.
Rank 2: Proficient in medium armor.
BRAWL
Attribute: 1CP/rank
Energy Cost: 0
The character has trained in unarmed combat and
knows how to maximize his or her damage with their
fist, foot, or knee. Normally, the character inflicts 1d3
points of damage plus Strength modifier in damage.
Rank 1: The characters unarmed damage is 1d6 + Str
modifier.
Rank 2: The character can take a full round action to
make a kick attack that delivers 1d8 + Str modifier in
damage.
COVER TRACKS
Attribute: 1CP/rank
Energy Cost: 0
When scouting the enemy you have learned to cover
your tracks so they dont follow you or realize they
have been found out.
Rank 1: Cover physical signs of presence, Survival
Tracking skill attempts against you are at a -5 penalty.
CLEAVE
Attribute: 2CP/rank
Energy Cost: 0
If you deal an opponent enough damage to make him
drop, you get an extra attack against another opponent
who is also in melee with you. This attack is immediate and at the same bonus to strike as the attack that
dropped the first opponent.
Rank 1: You may make one cleave attack per round,
even if you drop more than one opponent.
DAMN HEALTHY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained their body to withstand
harsh punishment as well as increase their endurance. The character gains an extra hit dice +
Constitution modifier in hit points each time
this attribute is chosen.
DEFENSE COMBAT
MASTERY
Attribute: 2CP/rank
Energy Cost: 0
The character has been trained in
defense against attacks. Increase
the characters Base Defense Bonus
by +1 each time this attribute is
chosen.
DODGE
Attribute: 3CP
Energy Cost: 2
The character can
strain their bodies to
attain that extra little
speed they need to get out of the way
of a lethal attack. When they use this
attribute, spend the listed Energy Points
to gain a bonus equal to the characters
level in Barbarian to either a single Defense check or Reflex save. They can
decide to do this right before they
make the check.
FAVORED TERRAIN
Attribute: 1CP/rank
Energy Cost: 0
The character has grown used to and is
at home in a single type of terrain of their
choice: artic, forest, jungle, swamps,
mountains, underground, or plains.
Rank 1: The character
gains a +2 bonus to
Hide, Knowledge: Nature, Listen, Move Silently, Spot and Survival
skill checks while in the terrain
of their of choice.
Rank 2: The character gains
a +4 bonus to the above skills
while in the terrain of their choice.
Rank 3: The character gains a +6
bonus to the above skills while in
the terrain of their choice.
FORTITUDE
Attribute: 1CP/rank
Energy Cost: 0
The character stays in good
health. Increase the characters
Fortitude save by +1 each time
this attribute is chosen.
FURY
Attribute: 2CP/rank
Energy Cost: 2/rank
When in combat Barbarians
can excite themselves into
a frenzy, enabling them
to cause a greater amount
of bloodshed at the cost of
becoming a little more reckless in the process. All Hit
Points gained are temporary and after the character
looses the bonus Constitution the character will lose the
IMPROVED INITIATIVE
Attribute: 1CP/rank
Energy Cost: 0
The character has trained so that they have a
greater chance to act first in combat.
Rank 1: Gain a +2 bonus to Initiative checks.
Rank 2: Gain a +4 bonus to Initiative checks.
Rank 3: Gain a +6 bonus to Initiative checks.
LEAP ATTACK
Attribute: 2CP
Energy Cost: 0
If the character has a higher Initiative against an
opponent, they can make a leap attack against
them, using the momentum from the leap to
lend their weapon force. The character gains a
+2 bonus to damage, as well as half their ranks
(round up) in their Jump skill to damage. This is
counted as a full round action and the only attack
they can make during the round. If the character
fails to hit, however, they are off balance and
suffer a 4 penalty to any Defense checks until
their next allowed action (even if it is not until
next round).
BARBARIAN TRIBES
The tribes of people that roam close to Everstone
are numerous. Many Barbarians see the Magi as
witches and do not trust men who can wield
such great power. Barbarians will often descend
into Everstone valley to raid and pillage. Most are
confronted by the Stormguard but many make it
back into the mountains and back to where their
tribe. There are a few larger tribes which have been
around for many years and even thrived within the
wild lands.
The Black Foot: These Barbarians dwell to the
South of Everstone and are so named because
of their bare black feet which are stained by the
black mud of the swamps they live in. They are of
Everstonian stock and they have adapted to living
in the swamps quite well. They use short spears
and make long strong ropes from the vines. They
dont have armor and really on being swift of foot
and their extraordinary skill of jumping to get away
from predators. It is said that tracking a Black Foot is
near impossible. Black Foot Barbarians have access
to the Trackless Passage attribute of the Prey Stalker
on page 83 of The Shroud: Blood Legacy book.
The Mountain Clans: These Barbarians paint
themselves up for war and are some of the more
warlike tribes. The Mountain Clans are led by a
Shaman who says he can speak to the mountain
spirits. These Barbarians, more than most, rely
on raiding to supply themselves with what they
need. Surprisingly these Barbarians have been a
problem to the Roogadin to the north. Mountain
Clan Barbarians have access to the Adrenal Burst
attribute on page 80 of the Everstone: Blood Legacy
book). These Barbarians are of mixed Everstonian
and Surellion descent.
The Shore Walkers: The lands around the Azurite
Sea have always been rich and fertile. The many
ruins found around the Sea are testament to its
once great civilization. The Shore Walkers are
Barbarians who make their living from the Sea and
make their home in the many lagoons and isolated
beaches that can be found there. The Shore Walkers
greatest enemy is the minions of the Hollow Lord
Levithorn, great hulking beasts that rise from the
Sea and devour fishing boats in a single bite. Shore
Walkers use a long spear which is their favored
weapon. They have access to the Spear Mastery
attribute on page 83 of The Shroud: Blood Legacy
book. Shore Walkers are of Surellion descent.
MOVE QUICKLY
Attribute: 1CP/rank
Energy Cost: 0
The Barbarian has learned to lengthen their stride to get
where they need to go quickly.
Rank 1: Increase the characters Base Movement rate
by 5 feet.
Rank 2: Increase the characters Base Movement rate
by 10 feet.
Rank 3: Increase the characters Base Movement rate
by 15 feet.
Rank 4: Increase the characters Base Movement rate
by 20 feet.
SNARE
Attribute: 2CP/rank
Energy Cost: 0
By spending 1d6 minutes with a rope and surrounding
brush/trees/limbs/ the character can create a snare that
will ensnare subjects walking upon the 5-foot diameter
area.
POWER ATTACK
Attribute: 2CP
Energy Cost: 0
Prerequisite: Strength 13+
By concentrating on brute force instead of accuracy the
character can make a power attack. Subtract a number
of points from the characters melee Attack roll (must
be stated before Attack roll is made) and add the same
amount to the damage if the attack is successful.
REFLEX
Attribute: 1CP/rank
Energy Cost: 0
The character is quick on their feet at any slightest sign
of danger. For each rank in this attribute the character
gains a +1 bonus to their Reflex save.
SHRUG IT OFF
Attribute: 1CP/rank
Energy Cost: 0
The Barbarian is a powerful being and has hardened his
body through many years of survival in harsh conditions.
Because of this the Barbarian can shrug off damage that
might floor a normal person. The amount of damage
that can be ignored depends on the number of ranks in
this Attribute. This protection does not combine with
non-natural armor.
Rank 1: You may shrug off 1 point of damage that was
dealt to you.
Rank 2: You may shrug off 2 points of damage that was
dealt to you.
Rank 3: You may shrug off 3 points of damage that was
dealt to you.
WILDERNESS AWARENESS
Attribute: 1CP/rank
Energy Cost: 0
By listening to the sounds of the wildlife and using the
characters experience in the wilderness, the character
can sense things that others have a hard time picking
up on.
Rank 1: The character gains a +3 bonus to Spot skill
checks against ambush and can never be caught flatfooted while in the wilderness.
Rank 2: The character gains a +6 to both Spot and
Listen skill checks against ambush and gains a +6
bonus to Spot skill checks while detecting snares and
pits.
Rank 3: The character gains a +9 to both Spot and
Listen skill checks against ambush and gains a +9
bonus to Spot skill checks while detecting snares and
pits.
CULT HUNTER
Lannith is a world filled with many strange beliefs
and even more bizarre rituals. Each culture has its
own myths, legends, and superstitions. In Everstone,
however, the new rise of the ancient gods has brought
about a feeling of xenophobia. Cults that follow false
gods, forbidden gods, the Hollow Lords, and other
unnatural things have sprung up all over Everstone.
The Temples of the Ancients have taken notice of these
unholy and evil sects. To prevent the spread of these
cults the Temple has taken steps and precautions to
battle this wave of heathenism.
ALTER CLOTHING
Spell: 1CP/rank
Energy Cost: 1/rank
Taping into the magic of the Magi the Cult Hunter
has been able to learn a few tricks to aid in her
trade. This spell allows you to create an illusion over
yourself, changing the appearance of your clothing and
equipment. The illusion affects the visual and touch
senses and lasts for 30 minutes.
Rank 1: Illusionary clothing that affects visual and
touch senses. If attempting to disguise yourself, this
spell grants a +3 bonus to your Disguise check.
ARMOR PROFICIENCY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to fight in armor and does
not suffer the armor check penalty to Attack or Defense
rolls. Such armor penalties only apply to skill checks
that involve moving.
Rank 1: Proficient in light armor.
Rank 2: Proficient in medium armor.
ATHORA'S FOCUS
Favor: 2CP/rank
Energy Cost: special
With Athoras grace the Cult Hunter can focus the
number of Energy Points equal to the Skills Attribute
modifier and add that number to the next roll on that
skill. For example if a Cult Hunter had a Strength
modifier of +3 she could spend 3 Energy Points to add
to her next Climb skill check (or any other Skill that
uses Strength).
Rank 1: The Hunter can use this Attribute for any Skill
roll.
Rank 2: As rank 1, but the Hunter can also use this to
add to Saving Throws.
Rank 3: As rank 2, but the Hunter can also use this to
add to Attack and Damage rolls.
ATHORA'S SIGHT
Prayer: 1CP/rank
Energy Cost: 3/rank
Cult Hunters need to be aware of who and what they
are hunting as well as the environment that surround
them. With aid from Athora the Cult Hunter can
enhance his senses and become more alert to things
others might miss. This prayer lasts for 1 scene.
Rank 1: The Hunter gains +2 to Spot, Listen, and
Sense Motive checks.
Rank 2: The Hunter gains +4 to Spot, Listen, and
Sense Motive checks.
Rank 3: The Hunter gains +6 to Spot, Listen, and
Sense Motive checks.
AZERSUN'S SMITE
CHANGE APPEARANCE
Prayer: 2CP/rank
Energy Cost: 3/rank
With a blast of magical energy the Cult Hunter can
smite those who appose him. Any enemy that can truly
be considered a heretic, cultist, Hollow, or blasphemer
by the Hunters judgment is affected by this cleansing
spell.
Spell: 1CP/rank
Energy Cost: 1/rank
When you use this spell it allows you to use illusion to
cover the appearance of your skin, hair, and eye color.
These changes are visual only. The spell lasts for 30
minutes.
BLEND IN
Spell: 1CP/rank
Energy Cost: 2/rank
This spell allows the Cult Hunter to blend into the
background and fade from memory. When this spell
is used it lasts for 1 scene and everybody who sees
the Cult Hunter in that period has a very hard time
remembering the Cult Hunters appearance or even if
they where present at all. When trying to remember the
target later subjects must make a Will save. If failed
they cannot recall the Cult Hunters appearance, even in
the smallest detail.
Rank 1: Subjects must make a Will save (DC: 12) to
remember your appearance.
Rank 2: Subjects must make a Will save (DC: 15) to
remember your appearance. If failed by more than 5
points they forget that you were even present, unless
you took direct action in the affairs of the scene in
which case you are not forgotten.
CHARGE BLOODSTONE
Attribute: 1CP
Energy Cost: special
You can use your inner energy to charge a depleted
bloodstone. Depending on your skill, the process can
take more or less energy. Each rank decreases the
number of energy points you need to spend in order
to recharge the bloodstone. The exchange of energy is
instantaneous.
Rank 1: Spend 3 energy points to recharge 1 energy
point in a bloodstone.
Rank 2: Spend 2 energy points to recharge 1 energy
point in a bloodstone.
10
CIRCLE OF WARDING
Spell: 2CP/rank
Energy Cost: 4/rank
With this spell you can create a magical circle 10 feet
in diameter. The circle must be drawn upon the floor
(with chalk, blood, ink, etc.) and takes 1d4 minutes to
complete. Once the circle is drawn you may cast the
Circle of Warding spell into the circle. The spell creates
a protective circle that will inflict damage upon a
specified creature type passing in or out. The creature
type is a general species, such as Human, Fey, Vor,
Roogadin, Hussgar, etc. The lines of the circle glow
with power, giving a hint of the protective energy that
charges them. The protective/guarding power only
works against physical objects, energy or magic passed
through unhindered. You can use the spell to protect
yourself, or keep a creature prisoner within it. The spell
lasts for one scene.
Rank 1: The spell inflicts 6d6 of magic damage to
a creature of the specified type attempting to pass
through.
Rank 2: The spell inflicts 10d6 of magic damage to
a creature of the specified type attempting to pass
through.
DAMN HEALTHY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained their body to withstand harsh
punishment as well as increase their endurance. The
character gains an extra hit dice + Constitution modifier
in hit points each time this attribute is chosen.
DETECT HOLLOW
Favor: 1CP/rank
Energy Cost: 0
Whenever you use this Favor Wornlorn warns you of
any Hollow beasts which may be nearby. This Favor
requires the Cult Hunter to Concentrate while being
used.
Rank 1: You sense all Hollow minions within 30 feet.
Rank 2: You sense all Hollow minions within
120 feet.
ENDURANCE
Attribute: 1CP
Energy Cost: 0
You gain a +4 bonus on
the following checks. Swim
checks to remain swimming
for longer periods of time,
Constitution check to keep
running for extended periods,
Constitution check to continue
a forced march, Constitution
or Swim check to hold your
breath for longer, Constitution
checks to avoid damage from
starvation or thirst, Fortitude
saves to resist harmful effects
from extreme hot and cold
environments.
ENERGY BONUS
Attribute: 1CP/rank
Energy Cost: 0
Through training the Cult
Hunter has increased his
capacity for channeling energy.
The Hunter is allowed to roll
another energy dice and add
the result to his current rating.
This Attribute can be chosen
multiple times.
EVADE
Attribute: 2CP/rank
Energy Cost: 0
The Cult Hunter must be quick
of foot, able to evade danger
instead of facing it head on. He or she is
not interested in confronting the danger only
getting past it. Hunters who hesitate and are not aware
of their surroundings dont last very long.
Rank 1: The Cult Hunter is never caught flat-footed,
retaining his or her Dexterity bonus to Defense rolls
even when surprised or attacked by an invisible
opponent.
EXPLOIT WEAKNESS
Attribute: 1CP/rank
Energy Cost: 0
You learned to maximize your enemys weaknesses.
You must have witnessed the opponent in
action for more than 2 full rounds, either
previous observations, or as you are
fighting them. You use this weakness
against your opponent in an attempt to
make a lethal attack.
Rank 1: After 2 rounds of observing
or fighting an opponent you
can score a Critical strike on a
natural roll of 19 or 20, instead
of just 20.
FORTITUDE
Attribute: 1CP/rank
Energy Cost: 0
The character stays in good health.
Increase the characters Fortitude
save by +1 each time this attribute
is chosen.
IMPROVED INITIATIVE
Attribute: 1CP/rank
Energy Cost: 0
The character has
trained so that
they have a greater
chance to act first in
combat.
Rank 1: Gain a +2 bonus to
Initiative checks.
Rank 2: Gain a +4 bonus
to Initiative checks.
INVESTIGATOR
Attribute: 1CP/rank
Energy Cost: 0
The Cult Hunter has been trained to
spot relevant information or clues. He
or she gains a +2 bonus per rank on all
Gather Information and Search skill checks.
LUCK OF MANTYLE
Prayer: 1CP/rank
Energy Cost: 2/rank
When you use this prayer you gain a bonus to all
your rolls during one round within the next hour after
making the prayer. The downside of the prayer is that
11
Prayer: 2CP/rank
Energy Cost: 2/per rank
There are times that a Cult Hunter needs to get out of a
sticky situation. This spell allows the Hunter to get out
and appear in a safe place. The Cult Hunter must kneel
before a statue of Santra and use this prayer. Anytime,
over the next year (360 days), the Cult Hunger may
use this prayer again and they will return to the statue.
Only the Cult Hunter and items that he is wearing, will
teleport.
Rank 1: The Hunter can teleport to the linked statue up
to 1 mile away.
Rank 2: The Hunter can teleport to the linked statue up
to 10 miles away.
TRACK AURA
Attribute: 1CP/rank
Energy Cost: 2/rank
The Cult Hunter is able to see the residue left over by
beings that are filled with the taint and other evils. By
focusing his mind she is able to track the residue and
find her target.
Rank 1: The Hunter can sense and follow the aura of a
being that left the area 10 minutes ago.
Rank 2: The Hunter can sense and follow the aura of a
being that left the area 20 minutes ago.
Rank 3: The Hunter can sense and follow the aura of a
being that left the area 30 minutes ago.
Rank 4: The Hunter can sense and follow the aura of a
being that left the area 40 minutes ago.
WILLPOWER
Attribute: 1CP/rank
Energy Cost: 0
You are aware of the tricks of mental persuasion and
have a strong self-discipline. Every time you take this
Attribute your Will save increases by +1.
WORN'LORN'S WARNING
Favor: 1CP/rank
Energy Cost: 0
The Cult Hunter must spend a lot of time in areas filled
with the vile essence of the taint. To aid them in their
work the gods have blessed them with the strength to
avoid the effects of the taint. The Hunter receives a +6
to rolls to withstand the hollow taint. This attribute may
be taken more than once with the effects stacking.
12
SANTRA'S SAFETY
Favor: 2CP/rank
Energy Cost: 0
When in danger, the Hunter receives a warning in the
form of a chill running along his spine, raising the hair
up on the back of his neck. This warning grants the
Hunter an Initiative bonus on the first round of combat.
What he is warned against is dependent on his rank.
Rank 1: This favor automatically warns the Hunter
against a hidden attack from a Hollow Minion. This also
grants him a +2 bonus to Spot skill check for creatures
and to Initiative on the first round of combat.
FIXER
Fixers are craftsman who specialize in repairing and
building rune devices. A sort of sub culture has begun
to spring up among the young, people who excel at
fixing up rune devices and modifying them to their
specific needs. Fixers will usually look for good deals
and buy used rune-devices as they are going to modify
and change them anyway. More and more Fixers are
finding themselves out in the field more than in their
shops. The need for their skill out on the battlefield,
fixing land ships, Golems and rune weapons has made
them a necessity. Such craftsman were usually the
domain of the Guilds but over the years many have
picked up on the magic techniques and have begun
to apply what they have learned in their own way. At
first the Guilds were apposed to these freelancers
but as more and more began to make improvements
and show their ingenuity the Magi saw the benefit of
allowing a broader mix of minds. Many designs that
are being used in the newer land ships were developed
by Fixers out in the field who were attempting to rig the
ship out of need.
Abilities: Fixers rely on their Intelligence and Wisdom
to build, fix, rig, or just plain invent the things that
make the world run. Their intuition is keen and their
ingenious ability to look at something and know how
to take it apart and rebuild it, even better than before,
is uncanny.
Combat Mastery: Fixers spend less time than warriors
at practicing combat techniques. Thus, a Fixer character
can only choose the attribute Attack Combat Mastery
on every even level (2nd, 4th, 6th, 8th, 10th, etc.). If
they do not decide to choose it on their current even
level, then they will have to wait until the next even
level.
Class Skills: Concentration (Con), Craft: (Int), Craft:
Armor Smith (Int), Craft: Weapon Smith (Int), Decipher
Script (Int), Disable Device (Int), Knowledge: (Int),
Knowledge: Mechanics (Int), Knowledge: Weapons,
(Int), Open Locks (Dex), Profession: (Int), Repair (Int),
Rune Device (Int), Search (Int), Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int mod.
AH THERE IT IS
Attribute: 2CP/rank
Energy Cost: 0
This Attribute allows you to find something that you
thought you had but were not sure where it went. By
using a full action you can reach into your pack and
pull out one item that you dont have written on your
list of gear. This can be anything that has a cost of no
more than 50 silver guilders. For example you may find
a torch, needle and thread, chalk, a whistle, a small
mirror, a tool, or any number of normal objects. GMs
have the final say as to what types of items you can
pull out of your bag. You may do this once per gaming
session per rank.
ARMOR PROFICIENCY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to fight in armor and does
not suffer the armor check penalty to Attack or Defense
rolls. Such armor penalties only apply to skill checks
that involve moving.
Rank 1: Proficient in light armor.
BYPASS
Attribute: 1CP/rank
Energy Cost: 0
You can manipulate, rearrange, transfer, or what ever
it takes to get a non-working object to work a number
of times depending on the ranks you have in this
Attribute. You can use this to cause a door to open, or
make a Rune-Device operate, you can hotwire a vehicle
or another creative idea (GM has final say) that may
aid you or hinder your opponents.
Rank 1: You can get an object to work 1 time and then
it is beyond your skill to resurrect with out repairing it
completely.
Rank 2: You can get an object to work 2 times and then
it is beyond your skill to resurrect with out repairing it
completely.
Rank 3: You can get an object to work 3 times and then
it is beyond your skill to resurrect with out repairing it
completely.
CHARGE BLOODSTONE
Attribute: 1CP/rank
Energy Cost: special
You can use your own inner energy to charge a depleted
bloodstone. Depending on your skill the process can
take more or less energy. The exchange of energy is
instantaneous.
13
ENGRAVE RUNES
Attribute: 2CP/rank
Energy Cost: 2/per hour spent engraving
Runes are not just a bunch of simple markings that
can be duplicated by just anybody. Engraving a rune
takes 10+1d10 hours to finish. The runes need not be
done all at once, but no power is granted
to
the weapon/armor/item until the rune
string is completely finished. When engraving a rune, the Fixer is not only making the symbols but tying and working the
magic into each rune. The process is specialized enough that the work must be completed
by the same Fixer that it was started by. After
the required hours have been spent working on
the runes, a Spellcraft skill check must be
made against a DC based on the value of
the rune item or rune-string. If the check
is failed, the process must be started
from scratch, roll for time taken and the
cost paid again, followed by another
skill check. You can purchase a second rank in this attribute which will
give you a +4 bonus to the Spellcraft
skill check. This attribute is limited
when compared to that of the Moon Magis
because it can only be purchased twice (2
ranks) and the Fixer cannot team up with
other Fixers or Moon Magi to get aid.
IMPROVE ACCURACY
Attribute: 3CP
Energy Cost: 0
Using your skills you are able to work on any
ranged weapon and increase its accuracy by
a +1, as if it we a masterwork weapon.
This bonus stacks with any other bonus
that the weapon may already have (even
if it is already a master work weapon).
14
IMPROVISATION
Attribute: 2CP/rank
Energy Cost: 0
You are able to use things around you to make things
that you dont have. During a game session you may
make any small mundane item that you may need from
the items you have available. Even if you are stripped
naked and put in a clean room you can use your hair
stiffened with blood and spit to make a lock pick.
Rank 1: You may use this 1 time per game session
Rank 2: You may use this 2 times per game session
Rank 3: You may use this 3 times per game session
JURY-RIG
Attribute: 1CP/rank
Energy Cost: 0
You are able to use things
around you to fix gear and
other items.
Rank 1: You gain a +4 to
Craft and Repair skill checks
to get a device working again.
Rank 2: You gain a +8 to Craft
and Repair skill checks to get a
device working again.
Rank 3: You gain a +12 to
Craft and Repair skill checks to
get a device working again.
LUCK
Attribute: 1CP/rank
Energy Cost: 3
Some greater power seems to look out for
you from time to time, granting you
a bit of what appears to be raw
luck. You can choose to re-roll a
single die once per game session
equal to the number of ranks in this
Attribute. You must keep the second
roll even if it is lower than the first.
MANIPULATE RUNE-DEVICE
Attribute: 1CP/rank
Energy Cost: 0
You are able use Rune Devices
that are out of your normal
understanding. All DC checks
still remain the same.
MASTER ENGINEER
Attribute: 2CP/rank
Energy Cost: 0
A Fixer can be of aid on a ship if there is a battle or
the Land Ship takes damage from other forces. You are
able to use your experience to reroute and change the
use of power in the ship or you can rig pieces and parts
from other places to rebuild areas that need attention.
You can make do with out as many lesser engineers
when working as a ships Matrix Engineer. See Matrix
Engineer on page 182 of the EBL book.
Rank 1: You gain a +4 bonus to Issue Repairs and
require one less lesser engineer to make the repairs.
Thus you would need no lesser engineers on an
Explorer class ship.
Rank 2: As rank 1 except you get a +8 bonus to Issue
Repairs and you may continue to Issue Repairs from
round to round even after you have failed a check.
Rank 3: As rank 2 but you also restore 5 hit points of
damage to the ship for each successful Issue Repairs
task you succeed at. This will not fix damage that has
not been taken within the last 10 minutes.
MENDING
Attribute: 1CP/rank
Energy Cost: 1/rank
Having spent your life fixing things and being around
others that use magic to do so, you have picked up a
small amount of magic to add in your work. You can
weld cracks, rips, and breakage of items. The density
and hardness of the material you are able to affect
is based on your rank in this spell like ability. By
welding this means joining the items together, even
items of different materials. Welding a door shut or a
weapon into a scabbard are some examples of using
this Attribute.
Rank 1: You can affect organic material such as cloth,
wood, etc. you can affect up to 5 pounds of material.
This power will heal a golem by 5 hit points.
Rank 2: You can affect stone and mortar, such as
granite blocks or hardened clay. You can affect up
to 20 pounds of the material. This power will heal a
golem by 15 points.
SKILL MASTER
Attribute: 1CP/rank
Energy Cost: 0
The character is so certain of their skill that he or
she can, Take 10 even under the most adverse of
conditions. This attribute can be used for such skills as
Concentration, Repair, and Rune Device, etc. However,
this attribute must be purchased for each skill used in
this way.
STOW IT
Attribute: 1CP/rank
Energy Cost: 0
A character with this Attribute can use a full action to
hide objects on their body making them hard to find.
Rank 1: You can hide an object that weighs 1 pound
or less on your body. The person looking for the object
suffers from a 5 to their Search or Spot skill checks.
Rank 2: You can hide an object that weighs 2 pounds
or less on your body. The person looking for the object
suffers from a 10 to their Search or Spot skill checks.
Rank 3: You can hide an object that weighs 4 pounds
or less on your body. The person looking for the object
suffers from a 10 to their Search or Spot skill checks.
TRANSFER ENERGY
Attribute: 1CP/rank
Energy Cost: special
You can use your abilities to bypass the power from
one bloodstone to another. You can move power to a
drained bloodstone from any working bloodstone on
15
WILLPOWER
Attribute: 1CP/rank
Energy Cost: 0
The character is aware of tricks of mental persuasion
and has a strong self-discipline. Every time the character
purchases this attribute they receive a +1 to their Will
save.
HEALER
The ways of the healer are old and well trodden paths that
have been passed down from generation to generation.
Constant war has made it so Healers are treasured and
many times a Healer will fill the position of councilor
or shaman. It is said that among the Barbarian tribes
skilled Healers are protected before any other man or
woman. It is considered a worthy cause to lay ones life
down while protecting a healer. After all, do they not
lay their lives on the line when they tend to the horrible
sicknesses that ravage the land from time to time?
Healers practice their trade for one of two reasons, profit
or because they have a tender spot in their heart for
those who are suffering. You will usually find the later
kind in smaller communities where people do not have
a lot they can offer in exchange for their services. Those
who demand high prices will flock to larger towns and
cities. They know they can get a better price for their
skills where they are well to do merchants and nobles.
Healers should not be confused with an herbalist. A
Healers primary tool is magic. They will use herbs, but
only in conjunction with their magic.
Abilities: Wisdom and Intelligence are what Healers rely
upon the most. They need a high Wisdom to determine
the best diagnosis for the victim and they need a high
Intelligence to help them gain and retain the knowledge
of anatomy and what herbs to use in concoctions for
remedies.
Class Skills: Concentration (Con), Craft: Alchemy
(Int), Heal (Wis), Knowledge: Animals, Plants, Insects,
Alchemy, Anatomy (Int), Listen (Wis), Poisons: Slow
(Dex), Profession: Apothecary, Brewer (Int), Search:
16
ANALYZE HEALTH
Spell: 1CP/rank
Energy Cost: 1/rank
This spell allows the caster to look into the subjects aura
to determine their health. The subject being analyzed
needs to be within arms length. The information gained
from this spell grants a bonus to Healing skill checks if
the healer makes any such attempt on the subject over
the next 30 minutes.
Rank 1: Know the subjects remaining hit points and
Strength. This rank grants a +3 bonus to Healing skill
checks.
Rank 2: As rank 1, except the spell also determines any
disease, bacteria or sicknesses that may be present. This
rank grants a +6 bonus to Healing skill checks.
Rank 3: As rank 2, except the spell also determines any
poisons or foreign substances that may be present. This
rank grants a +9 bonus to Healing skill checks.
AWAKEN
Spell: 1CP
Energy Cost: 5
The caster can awaken one subject (even if they are
under the influence of a magical slumber) through the
use of this spell. The healer need only be within 30 feet
of the subject to use this spell on them.
CURE BLINDNESS
Spell: 1CP/rank
Energy Cost: 5/rank
The caster can cure blindness (non-magical or magical)
through the use of this spell. The target must make a
Fortitude check against a DC that is derived for how
long they have been blind. If the subject has been blind
their whole lives the DC = 30. If the subject has been
blind for more than 5 years the DC = 25. If the subject
has been blind for more than 1 Year the DC = 20. If the
subject has been blind for less than a year the DC = 15.
CURE DEAFNESS
Spell: 1CP/rank
Energy Cost: 5/rank
The caster can cure deafness (non-magical or magical)
through the use of this spell. The target must make a
Fortitude check against a DC that is derived for how
long they have been deaf. If the subject has been deaf
their whole lives the DC = 30. If the subject has been
deaf for more than 5 years the DC = 25. If the subject
has been deaf for more than 1 Year the DC = 20. If the
subject has been deaf for less than a year the DC = 15.
If the check is failed the Cure Deafness fails it cannot
be used on the subject again for 48 hours.
Rank 1: The Spell allows the subject to make a Fortitude
check to cure their deafness.
Rank 2: As rank one but with a +4 bonus to their
Fortitude check.
Rank 3: As rank one but with a +8 bonus to their
Fortitude check
CURE DISEASE
Spell: 1CP/rank
Energy Cost: 5/rank
The caster can cure disease (non-magical or magical)
through the use of this spell. The target of this spell
may make a Fortitude save to ward off the Disease. The
DC of the save is equal to the DC of purging the disease
normally. If failed the Cure Disease spell may not be
tried upon the subject for another 24 hours.
Rank 1: Subject may make a Fortitude save with a +4
bonus against the DC of the disease. If successful the
disease is gone.
Rank 2: Subject may make a Fortitude save with a +8
bonus against the DC of the disease. If successful the
disease is gone.
Rank 3: As rank 2, except all damage that was caused
by the disease heals in only 24 hours (unless it would
have healed sooner by itself).
CURE INSANITY
Spell: 1CP/rank
Energy Cost: 5/rank
The caster can cure insanity (non-magical or magical)
through the use of this spell. The target is allowed a
Will save to cure the insanity permanently. The DC is
25 for Major insanity and a 20 for Minor insanity. If the
check succeeds the insanity is gone. If the check fails
the insanity remains. If failed the spell cannot be used
on the subject again for 72 hours.
Rank 1: Subject may make a Will save to cure the
insanity permanently.
Rank 2: Subject may make a Will save at +4 to cure
the insanity permanently.
Rank 3: Subject may make a Will save +8 to cure the
insanity permanently.
CURE PARALYSIS
Spell: 1CP
Energy Cost: 10
The caster can completely remove paralysis from a
subject. Touching the subject and casting the spell
cures the paralysis.
CURE TAINT
Spell: 2CP
Energy Cost: 10
The caster can rid victims of the taint that seems seep
through the lands controlled by the Hollow Lords. To
rid the subject of taint the caster must touch the target
of this spell while casting the spell. This will remove a
single taint trait over the course of 48 hours.
DEEP HEALING
Spell: 2CP/rank
Energy Cost: Special
The healer places their hands upon the head of the
subject and slowly chants this spell. While the spell
is being used the subject will slowly heal 1 point of
ability damage (Strength, Dexterity, etc).
Rank 1: Spend 3 Energy Points to heal 1 ability Point
over the course of 5 minutes.
Rank 2: Spend 2 Energy Points to heal 1 ability Point
over the course of 3 minutes.
Rank 3: Spend 1 Energy Point to heal 1 ability Point
over the course of 1 minute.
ENERGY BONUS
Attribute: 1CP/rank
Energy Cost: 0
Through training the caster has increased his or her
capacity for channeling energy. The caster is allowed
to roll another racial energy dice and add the result to
17
GLOBE OF LIGHT
SISTERS OF MERCY
During the Golem War there was a great need
for Healers as can be imagined. Healers, by
nature, are not ones who approve of battle and
conflict and as a general practice most shun
violence. But during the Golem Wars the small
gathering of women known as the Womans
Circle among one of the smaller towns got
together and choose to weather the horrible
conflict that raged about the valley. They chose
traveling gear and simple walking staves as
their uniforms and together they volunteered
their services to the Magi. Of course the Magi
had Guild members who were trained in healing
but most such healers were better trained at
staying alive than mending flesh.
These brave women started an epidemic and
soon many other women who wanted to help,
but were no warriors, joined the Sisters of
Mercy as they came to be called. Soon Sisters
were not an uncommon sight and the ranks of
Magi and Golems were joined by these brave
Healers.
Today the Healers are a recognized Guild. The
Sisters of Mercy makes its base in Harbor which
is simply called the Hospice. Sisters who take
the oath swear their loyalty to the Magi and
Everstone. Sisters are known for their bravery
and initiative. They are not afraid to practice
their art under fire, or travel to the front line
where they can be of great service.
ENHANCED ABILITIES
Spell: 2CP/rank
Energy Cost: 2/rank
The caster can endow (by touching the target of this
spell) a subject with enhanced abilities dependent upon
the rank of the caster. The enhanced ability will last for
the duration of one scene.
Rank 1: The caster can raise two abilities by 2 points
each.
Rank 2: The caster can raise two abilities by 4 points
each.
Rank 3: The caster can raise two abilities by 6 points
each.
18
Spell: 1CP/rank
Energy Cost: 1/rank
The healer can summon forth a sphere of light that
will float and move about with them. The sphere
is around 1 foot in diameter lighting a given radius
as shown below. The glove of light can follow
above the healers head or behind them. For 1 extra
energy point the globe of light can be attached to
something so that it will remain stationary.
Rank 1: Globe illuminates a 20-foot radius and lasts
for 30 minutes.
Rank 2: Globe illuminates a 60-foot radius and
lasts for 60 minutes.
LOCATE HERB
Spell: 1CP/rank
Energy Cost: 2/rank
The healer can use this spell to reach out and locate
any useful herbs (that they themselves are aware
exist) within the given radius.
Rank 1: Detect presence of the plant within a 100foot radius.
Rank 2: Detect presence of the plant within a 1000foot radius.
PURGE POISON
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can cure poison (non-magical or
magical) through the use of this spell. The target
of this spell may make a Fortitude save to ward off
the Poison. The DC of the save is equal to the DC
of resisting the poison in the first place. If failed the
Cure Poison spell can be immediately attempted on
the next round.
Rank 1: Subject may make a Fortitude save with a +10
bonus against the DC of the poison. If successful the
poison is purged.
Rank 2: Subject may make a Fortitude save with a +20
bonus against the DC of the poison. If successful the
poison is purged.
Rank 3: As rank 2, except all damage that was caused
by the poison heals in only 24 hours (unless it would
have healed sooner by itself).
SLEEP
Spell: 2CP/rank
Energy Cost: 2/rank
You can cast this spell upon a target to make
them fall into a deep slumber from which it is
very hard to awaken. The target of the spell
will only awaken if they suffer at least a
single hit point of damage.
Rank 1: You can affect a single target
up to a short distance (around 30 feet)
away. The target must make a Will
save (DC 12) or fall into a slumber
for 1d4 rounds.
Rank 2: You can affect a single
target up to medium (around 300
feet) away. The target must make a
Will save (DC 14) or fall into a deep
slumber for 1d4 minutes.
RESTORE YOUTH
STERILIZE
Spell: 1CP
Energy Cost: 5/rank
The healer can use this spell
to restore unnatural aging
that can happen do to
supernatural
forces
(such as the sight of
a ghost). This spell
may only be used
once per supernatural
aging incident.
Rank 1: Restore up to 5 years
that was stolen.
Rank 2: Restore up to 15 years
that was stolen.
REVITALIZE
Spell: 1CP/rank
Energy Cost: Special
The healer can use this spell to lessen the fatigue and
weariness of a subject.
Rank 1: For 4 energy points the healer can restore 1 hit
point immediately.
Rank 2: For 3 energy points the healer can restore 1 hit
point immediately.
Rank 3: For 2 energy points the healer can restore 1 hit
point immediately.
Rank 4: For 1 energy point the healer can restore 1 hit
point immediately.
Spell: 1CP/rank
Energy Cost: 2/rank
The Healer can cast this spell upon
a subject to completely rid them of
infectious germs, bacteria and the
like.
Rank 1: The subject gains
a +8 bonus to Fortitude
when rolling to see if the
contract a disease over
the next 24 hours.
Rank 2: The healer
can sterilize an area
of up to 300 feet. All
in the area gain a +8
bonus to their Fortitude checks when
rolling to see if the contract a disease.
WILLPOWER
Attribute: 1CP/rank
Energy Cost: 0
The character is aware of tricks of mental persuasion
and has a strong self-discipline. Every time the character
purchases this attribute they receive a +1 to their Will
save.
HEDGE WIZARDS
The Guilds are not the only magic using organization
within Everstone. The Guilds require a lot from their
members and not everybody is willing to dedicate
themselves on the level which the Magi require. Hedge
Wizards got their start in a small network of villages
along the northern Azurite Sea. When the Magi made
their Ascent from the Stone Hold the people of Seress
19
(as their alliance was called) took notice and chose not
to ally themselves with the arrogant Magi. In truth it
was more likely that the arrogant Wizards saw the Magi
as contenders for their power. The Wizard, Varsellimen
prophesied that the Magi and their Golems would fall
within the year. Of course his prophecy proved to be false
and even today the people of Seress hold contempt for
the Magi. This has not stopped many citizens of Seress
from escaping in the night and making for Everstone
lands. Forsaking the arrogant Wizards of Seress for the
better protection the Magi of Everstone can provide.
Quite a few Wizards have journeyed to Everstone to
see the wonders they have heard about. Quite a few of
these Wizards have stayed within the Valley, opening
up small schools of wizardry and offering to teach those
whom the Magi have spurned (so the Wizards term it).
There are only two schools in the Valley, the School of
Wizardry in Telegrona and the School in South Harbor.
Both have marginal attendance and the classes are
costly.
These wizards have become known as Hedge Wizards
to most citizens. Most think that Sorcerers and Hedge
Wizards are the same thing. But Sorcerers practice and
study their own magic, in isolation and solitude, making
the magic form to their own techniques. Wizards
use practices fixed methods which is easier but less
powerful. Many Hedge Wizards will eventually study
more powerful magic and become Sorcerers in the end.
Abilities: The abilities most useful to a Hedge Wizard
vary greatly. A Hedge Wizard that relies on showmanship
would do well to have a high Charisma, while one that
seems drawn to combat would do well to have a good
Constitution. Still others who rely on guile would do
well to have a high Wisdom. Finally, those that rely on
book smarts would do well to have a high Intelligence.
Class Skills: Concentration (Con), Craft: Alchemy (Int),
Gather Information (Cha), Handle Animal (Cha), Heal
(Wis), Knowledge: Alchemy, Arcane, Nature (Int),
Perform (Cha), Poisons (Dex), Profession: Apothecary,
Brewer (Int), Sense Motive (Cha), Slight of Hand (Dex),
Speak Language (Int), Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int mod.
ACIDIC ORB
Spell: 1CP/rank
Energy Cost: 2/rank
This spell allows the caster to create a small orb of acid
out of the surrounding air and launch it at an intended
target. The caster must succeed in a touch-ranged attack
to be able to hit the target.
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ANIMATE ROPE
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can manipulate normal rope to perform
certain tasks.
Rank 1: The caster can have a rope tie itself into a knot.
The caster can be up to 20 feet away from the end that
she desires to be tied.
Rank 2: As Rank 1 but the caster can be 40 feet away.
The caster can also cause 40 feet of rope to become stiff
and rigid enough to hold 150 pounds.
Rank 3: As in Rank 2 but the caster can be 80 feet away
and can cause 80 feet of rope to become rigid and hold
300 pounds.
DAZZLE
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can cast a fist full of magical energy at a
target and dazzle them (see page 169 of the EBL book).
The magic ball will fly from the casters hand and
automatically strike a number of targets within medium
range.
Rank 1: A single selected target must make a Will save
(DC 12) or be dazzled.
Rank 2: Up to two selected targets must make a Will
save (DC 14) or be dazzled.
Rank 3: Up to four selected targets must make a Will
save (DC 16) or be dazzled.
Rank 4: The caster calls spreads forth their arms and
all within 100 feet must make a Will save (DC 18) or
become dazzled.
DETECT POISON
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can detect the presence of poison (whether
it is a victim that has been poisoned, a weapon that is
poisoned, or a creature that has a poisonous attack).
The caster can also determine the type of poison with a
DETECT MAGIC
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can detect the presence of magic within
the given radius that is determined by the rank in this
attribute. Note that this spell does not provide any
additional information about the magic, only tells the
caster if there is anything magical within the given
radius by highlighting it in a soft red glow. This spell
lasts for one round.
Rank 1: Detect presence of magic within 50 feet.
Rank 2: Detect presence of magic within 100 feet. You
may also determine the basic type of magic (elemental,
demonic, hollow, natural, divine, etc).
ENERGY BONUS
Attribute: 1CP/rank
Energy Cost: 0
Through training the caster has increased his or her
capacity for channeling energy. The caster is allowed
to roll another racial energy dice and add the result to
his or her current rating. This attribute can be taken
multiple times.
FATIGUE
Spell: 1CP/rank
Energy Cost: 2/rank
The caster can siphon a targets energy level fatiguing
(see EBL book page 170) it for the duration of the spell.
If the target misses a Fortitude save it then becomes
fatigued. The caster must succeed in a touch-ranged
attack to be able to hit the target and for the spell to
have any affect.
Rank 1: The caster must touch the intended target (DC
12).
Rank 2: Caster must be within 30 feet of target (DC
20).
FEATHER FALL
Spell: 1CP/rank
Energy Cost: 2/rank
The caster has the ability to slow his rate of falling.
Each rank of this spell allows the caster to fall further
with out taking damage. If the caster falls the allowed
distance then he can land in any fashion he wishes: on
his feet, kneeling, etc. If the caster falls further than
the allowed limit on the spell then the caster suffers
1d6 less damage for each 10 foot section that the
spell works. The spell must be activated as soon as
the person begins to fall. The caster cannot fall for a
short distance, and then activate the spell to slow down
before they hit the ground.
Rank 1: The caster may fall 100 feet without taking
damage.
Rank 2: The caster may fall 100+ feet without taking
damage.
FROST RAY
Spell: 2CP/rank
Energy Cost: 2/rank
This spell allows the caster to shoot forth a cone of frost
from an outstretched hand. The caster must succeed
in a touch-ranged attack to be able to hit the target.
If successful the target is allowed a Reflex save (DC
determined by the rank of the spell) to nullify half the
damage. Armor protects against this attack as normal.
Rank 1: Cold attack with the following characteristics.
Max Range: 10 feet, Base Damage: 2d6, Qualities:
magic, spreading 2.
Rank 2: Cold attack with the following characteristics.
Max Range: 20 feet, Base Damage: 3d6, Qualities:
magic, spreading 3.
Rank 3: Cold attack with the following characteristics.
Max Range: 20 feet, Base Damage: 4d6, Qualities:
magic, spreading 3.
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GLOBE OF LIGHT
GREASE
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can summon forth a sphere of light (about
one foot in diameter) that will float and move about
with the caster lighting a given radius determined by
the rank of the spell. This globe of light can follow
anywhere about the casters body or for an additional
Energy Point it can be attached to something so that it
will remain stationary.
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can summon forth a blob of a slippery
substance that covers and an area and hinders the
progress of others. It may also be used to silence
squeaking objects.
APPRENTICE
The Hedge Wizard is a good class for character
and NPCs to take during apprenticeship years. By
taking a Hedge Wizard level or two (or more) then
graduating into the Sorcerer or Magi (if accepted
into the Guilds) your spell caster will become well
rounded, learning minor magic which will be useful
throughout their carrier.
WIZARDS AS VILLIANS
Most of the Seress Wizards remain bitter and
spiteful as they have lost a good number of their
population to the Magi. The Wizards have a number
of towns and villages along the Azurite Sea which
are abandoned and re-occupied from time to time do
to attacks from Levithorn and Boorkar minions. The
merchants of Everstone make it a point to keep a
strong trade going with Seress but the Wizards have
a hefty tax which fills their own coffers. The Wizards
have declared it treason to abandon their lands and
most citizens must leave behind close family, who
act as hostages. The Wizards are worried that the
Magi will take pity on the citizens of Seress and
attempt to put a stop to the Wizards tyrannical rule.
They are probably right.
The Wizards have sent many of their members into
Everstone to attempt to infiltrate the Guilds and
learn what they can of the Magis actions. Of course
these Wizards have little chance against the Shadow
Guild when it comes to espionage but who knows
what length they will go to in their attempt to stay
in power.
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HOLD PORTAL
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can keep a door open or closed by simply
touching it and casting this spell. The door will be
magically held and will require a specified amount
of Strength to open.
Rank 1: Caster can hold a door for 10 minutes and a
combined Strength of 25 is needed to open it.
Rank 2: Caster can hold a door for 1 hour and a
combined Strength of 50 is needed to open it.
Rank 3: Spell holds the door for up to 6 hours and a
combined Strength of 100 is needed to open it.
MAGIC HANDS
Spell: 1CP/rank
Energy Cost: 2/rank
The caster can create a spectral set of hands that
can be controlled by concentrating on them. These
hands can manipulate stuff up to a short distance
away. The caster can use these spectral hands as if
they were her own to open or close doors, windows,
or any other containers. Accordingly, the caster can
even pick up a weapon and attack with it (-4 penalty
do to aiming issues). The weight the caster can lift is
dependent on the rank in this spell. This spell lasts
for 1 scene.
MENDING
WHISPER
Spell: 1CP/rank
Energy Cost: 1/rank
The caster can weld cracks, rips, and breakage of
items. The density and hardness of the material the
caster is able to affect is based on the rank in this spell.
By welding, this means joining the items together, even
items of different materials. Welding a door shut or a
weapon into a scabbard are some examples of how
casters have used this spell.
Spell: 1CP/rank
Energy Cost: 2/rank
This spell allows the caster to whisper to anybody
within sight of him or her and that is in range of the
spell. Also, the target of the spell must be looking at the
caster for the spell to have any affect. Accordingly, both
must speak the same language to be able to understand
each other.
PHANTOM SOUND
Spell: 1CP/rank
Energy Cost: 1/rank
This spell allows the caster
to create a sound equal to
five humans per rank in
this spell. Examples
of sounds can be men
marching or running,
a galloping gintii, a roar
of a granite mountain lion,
a banging door, glass breaking,
etc. Once chosen the sound
then cannot be altered. Also,
comprehensive words cannot
be heard through the use of
this spell. The duration
and the range of this spell
are also determined by
the casters rank.
PILOT
Every young Everstonian
eventually finds himself
looking skyward when a
Land Ship flies by, and
cant help but dream of
one day flying the skies
of Lannith. Some make
it up there amongst the clouds,
and some keep dreaming. Very
few will ever sit in the runehelm of a Leviathan or even
a Destroyer class Land Ship
but for those who do they
find that the real thing is
much different then they
imagined. When one sits at
the rune-helm it is like an out
of body experience and the entire
ship becomes your being. You
see as the ship, act as the ship and
are completely aware of the ship.
Many Pilots get so enthralled with
the experience that they describe
their existence outside of the
rune-helm as a downer and
depressing.
Of course this is not just simply
flying the ship. The Pilot must
know how to work the guns,
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ARMOR PROFICIENCY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to fight in armor and does
not suffer the armor check penalty to Attack or Defense
rolls. Such armor penalties only apply to skill checks
that involve moving.
Rank 1: Proficient in light armor.
CAPTAIN'S GLORY
Attribute: 1CP/rank
Energy Cost: 0
Do to your exceptional skills as a Pilot you can take
small measure in commanding the Land Ship. With
this Attribute you are able to take upon you some of
the actions that are normally for the Captain. (See EBL
page 180).
Rank 1: You may choose one of the actions listed for a
Captain (EBL page 180) and try to perform that action
using a Concentration check. Each action receives a +4
to the DC.
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CHARGE BLOODSTONE
Attribute: 1CP/rank
Energy Cost: special
You can use your own inner energy to charge a depleted
bloodstone. Depending on your skill the process can
take more or less energy. The exchange of energy is
instantaneous.
Rank 1: Spend 3 energy points to recharge 1 energy
point in a bloodstone.
Rank 2: Spend 2 energy points to recharge 1 energy
point in a bloodstone.
DIRECTION SENSE
Attribute: 1CP/rank
Energy Cost: 0
Your training has made it so you know where you are
even in the worst of conditions.
Rank 1: You gain a +4 to Navigate checks dealing with
being lost or disoriented.
Rank 2: You gain a +8 to Navigate checks dealing with
being lost or disoriented.
Rank 3: You gain a +12 to Navigate checks dealing
with being lost or disoriented.
REFLEX
IMPROVED PREPARE
Attribute: 1CP/rank
Energy Cost: 0
Your skill helps you gain an even greater advantage over
your enemies. This Attribute is tied into the Piloting
skill Prepare (see EBL page 180).
Rank 1: If a Piloting skill check (DC 25) is made
then you gain a +4 bonus to Initiative, a +3 bonus
to Gunner strike rolls, and a +3 to all Defense
checks.
Rank 2: If a Piloting skill check (DC 30) is
made then you gain a +5 bonus
to Initiative, a +4 bonus to
Gunner strike rolls, and a
+4 to all Defense checks.
LUCKY CHARM
Attribute: 2CP/rank
Energy Cost: 5
You have found a lucky charm
that you always take with you.
As long as you are with in sight
of this charm then these benefits
can be added. These additions do
not count as a Natural roll in
the case of a critical hit. You
can not re-roll a re-roll and
you may always keep
the best roll out of the
two.
Rank 1: You may reroll a failed check
and may keep the
best roll.
Rank 2: Your re-roll
gains a +3 bonus.
PILOT'S
INTUITION
Attribute: 2CP/rank
Energy Cost: 2/rank
Your skill and use of experience allows you
to pull off some amazing feats while at the helm of
your Land Ship. This Attribute allows you to lower the
DC of a pilot skill check (See EBL page 180) by half
(round down).
Attribute: 1CP/rank
Energy Cost: 0
The character is quick on their feet at any slightest sign
of danger. For each rank in this attribute the character
gains a +1 bonus to their Reflex save.
RIG IT
Attribute: 2CP/rank
Energy Cost: 0
You are able to use your experience to reroute and change
the use of power in the ship to
keep it functioning more
efficiently even after it
has been damaged.
After the battle or
scene ends you can no
longer keep the flow
of energy going to the
needed areas and the
ship retakes the damage.
All damage taken must
be repaired latter. This
Attribute allows you to
keep your Land Ship
functioning a bit longer
in battle.
Rank 1: You may make
a Repair skill check (DC
15) to ignore a single
critical taken during
the battle.
Rank 2: You may make
a Repair skill check (DC
15) to ignore up to two
critical hits taken during
the battle.
SEER-SCOPE
LINK
Attribute: 1CP/rank
Energy Cost: 0
Most of the smaller
Land Ships that have
a seer-scope have a
connection to the Rune
Helm. Even larger vessels
that have a seer-scope operator have some connection
with the Pilot. This Attribute allows you to pick one
seer-scope operator task for each rank purchased (See
EBL page 181), you can perform the seer-scope task
from the Rune Helm as though you were sitting at the
seer-scope.
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SKILL MASTER
Attribute: 1CP
Energy Cost: 0
The character is so certain of their skill that he or
she can Take 10 even under the most adverse of
conditions. This attribute can be used for such skills
as Concentration, Piloting, and Rune Device. However,
this attribute must be purchased for each skill used in
this way.
WILLPOWER
Attribute: 1CP/rank
Energy Cost: 0
The character is aware of tricks of mental persuasion
and has a strong self-discipline. Every time the character
purchases this attribute they receive a +1 to their Will
save.
THIEF
Just like any other vermin, thieves follow a healthy
host and Everstone valley is a better place to work
a racket than most. Stormguard, Shadow Magi and
Border Marshals alike have their hands full dealing with
those who steal for a living. There are few dungeons in
Everstone and punishment is usually harsh. After all the
Magi cannot afford to spend much time policing inside
their borders when they must keep an ever watchful
eye without. For this reason the punishment for theft is
usually severe. This carries over from their time below
the Stone Hold where theft was considered among the
worst crimes one could commit. The Stealing of food,
blankets and necessities was and is considered the worst
kind of pilfering. But even still, this does not keep the
thieves from plying their trade.
Thieves across Lannith come in all shapes and sizes;
from the thief to the cat burglar, from the highwayman
to the extortionist. Many are just independent thieves
trying to find an easy way to wealth. Others work for
Merchant Houses or clandestine organizations that try
to infiltrate their competitors and sabotage them or
still their secrets and/or wealth. Still others hide in the
civilized forests surrounding towns preying upon the
unsuspecting merchants and travelers. Any way you
look at it they are scoundrels.
Abilities: Thieves rely mostly on their Dexterity to keep
them balanced on precarious ledges or to avoid fatal
blows that would put an end to their careers. Wisdom
would also be useful for the Thief when it came time
to decide the best available course of action while
burglarizing a target.
Combat Mastery: Thieves spend less time than warriors
at practicing combat techniques. Thus, a Thief character
can only choose the attribute attack combat mastery on
every even level (2nd, 4th, 6th, 8th, 10th, etc.). If the
26
APPRAISE
Attribute: 1CP/rank
Energy Cost: 0
You can determine the value of items and how much
they will sell for in different locations. You know what
price you can get the item from in one place and what
its rough value will be if you attempt to sale it in another
place.
Rank 1: You can determine common household and
military equipment such as spices, furniture, weapons,
armor, etc.
Rank 2: You can determine exotic items such as gems,
magic items, rare/magical metals, etc.
ARMOR PROFICIENCY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to fight in armor and does
not suffer the armor check penalty to Attack or Defense
rolls. Such armor penalties only apply to skill checks
that involve moving.
Rank 1: Proficient in light armor.
BLIND SITE
Attribute: 1CP/rank
Energy Cost: 0
As a Thief you have learned to use all of your senses to
see and feel the environment around you. Even without
the aid of your eyes, you can see your surroundings.
You can perform actions, such as combat, detect
secret passage, traps, search, etc., without the normal
CRIPPLING STRIKE
Attribute: 2CP/rank
Energy Cost: 0
Prerequisite: Quick Kill rank 1+
When the Thief successfully deals damage with quick
kill, they can also deal Strength damage to the victim if
the save versus Fortitude is not made. Strength damage
is healed according to the rules found in the Everstone:
Blood Legacy (EBL) book, page 169.
Rank 1: Deal 2 points of Strength damage if save vs.
Fort (DC 12) is not made.
Rank 2: Deal 4 points of Strength damage if save vs.
Fort (DC 14) is not made.
Rank 3: Deal 6 points of Strength damage if save vs.
Fort (DC 16) is not made.
DAMN HEALTHY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained their body to withstand harsh
punishment as well as increase their endurance. The
character gains an extra hit dice + Constitution modifier
in hit points each time this attribute is chosen.
DODGE
Attribute: 3CP
Energy Cost: 2
The character can strain their bodies to attain that extra
little speed they need to get out of the way of a lethal
attack. When they use this attribute, spend the listed
Energy Points to gain a bonus equal to the characters
level in Thief to either a single Defense check or Reflex
save. They can decide to do this right before they make
the check.
EVADE
Attribute: 2CP/rank
Energy Cost: 0
The Thief must be quick of foot, able to evade danger
instead of facing it head on. He or she is not interested
in confronting the danger only getting past it. Thieves
who hesitate and are not aware of their surroundings
dont last very long.
Rank 1: The Thief is never caught flat-footed, retaining
his or her Dexterity bonus to Defense rolls even when
surprised or attacked by an invisible opponent.
Rank 2: When the Thief would normally be allowed to
make a Reflex save to take half-damage, they instead
take no damage if the save is successful.
HEIGHTED TRAPS-AMBUSH
AWARENESS
Attribute: 2CP/rank
Energy Cost: 0
The Thief has an uncanny ability to sense and avoid
ambushes and traps.
Attribute: 2CP/rank
Energy Cost: 0
The character has been trained in defense against
attacks. Increase the characters Base Defense Bonus
by +1 each time this attribute is chosen.
DEFENSIVE ROLL
Attribute: 2CP/rank
Energy Cost: 2/rank
Prerequisite: Tumble 7 + ranks
As a Thief you have spent more time training to avoid
lethal attacks than delivering them. You can choose
to roll with the punch at a successful attack against
you. Your rank in this attribute determines how much
of the damage you can avoid. You can decide to use this
attribute before damage is rolled but after the Attack
and Defense roll is made.
Rank 1: Take only 75% of the normal damage (round
down).
Rank 2: Take only 50% of the normal damage (round
down).
IMPROVED INITIATIVE
Attribute: 1CP/rank
Energy Cost: 0
The character has trained so that they have a greater
chance to act first in combat.
27
QUICK KILL
INCONSPICUOUS
Attribute: 1CP/rank
Energy Cost: 0
Youre the kind of person that can just blend in with the
crowd. You call no attention to yourself and do little to
attack any unwanted attention.
Rank 1: Gain a +2 bonus to your Disguise and Hide
checks.
Rank 2: Gain a +4 bonus to your Disguise and Hide
checks.
INVESTIGATOR
Attribute: 1CP/rank
Energy Cost: 0
The Thief has been trained to spot relevant information
or clues. He or she gains a +2 bonus per rank on all
Gather Information and Search skill checks.
LONE WOLF
Attribute: 2CP/rank
Energy Cost: 0
As a Thief you work best alone. They have strategies
that work best when they are in control. This Attribute
works almost in the opposite of Teamwork (see EBL).
The Thief can gain the advantage over an opponent by
facing it on her own terms. When facing an opponent
the Thief gains bonuses based on the number of ranks
in this Attribute.
Rank 1: +1 bonus to attack and +2 bonus to damage.
Rank 2: +2 bonus
to attack and
+4 bonus to
damage.
28
Attribute: 2CP/rank
Energy Cost: 0
The Thief has studied the deadliest places to strike an
unwary target. He or she is able to incapacitate or kill
in a single blow. Whenever a target is attacked that
is flat-footed, the Thief may add the quick kill bonus
damage to a successful strike. This can only be done
with melee weapons. This damage also has the magic
Attack Quality (see EBL page 143).
Rank 1: +1d6 points of damage on a surprise attack.
Rank 2: +2d6 points of damage on a surprise attack.
Rank 3: +3d6 points of damage on a surprise attack.
Rank 4: +4d6 points of damage on a surprise attack..
REFLEX
Attribute: 1CP/rank
Energy Cost: 0
The character is quick on their feet at any slightest sign
of danger. For each rank in this attribute the character
gains a +1 bonus to their Reflex save.
SKILL MASTER
Attribute: 1CP
Energy Cost: 0
The character is so certain of their skill that he or she can
Take 10 even under the most adverse of conditions.
This attribute can be used for such skills as Pick Locks,
Sleight of Hand, Disarm Traps et cetera. However, this
attribute must be purchased for each skill used in this
way.
SPEED TALK
Attribute: 1CP
Energy Cost: 0
You have an unnatural knack to talk very fast. When
you are trying to convince others you can make them
think you know more than you do by talking quickly.
You gain +4 to all Bluff skill checks.
WARRIOR
ometimes there is no way of avoiding a
fight. The situation arrives where words
wont stand up against the brute strength
of the enemy. In situations like these you
have two options; fight yourself or hire
someone to fight for you.
Even though the Hollow Lords and their
minions threaten every border of Everstone and countless other terrors wander
throughout the valley, the need for Magi,
Stormguard, and Boarder Marshals has
waned. In the first years of the ascension
of the Everstonian out of Stone Hold, if
there were a fight to be fought then one of
these professions would be called upon to
take care of the danger. But today, as Everstone boarders keep increasing it is difficult to get a professional soldier to ever
place there is a need. So, out of necessitate, other professions have arisen to take
care of the need for brute strength within
the valley.
Merchants have an increasing need for
bodyguards, and are more then willing to
pay a little less for a strong man, than
turn out a fortune for a Stormguard. There
are many taverns that also have a need
for bouncers. Farmers need protection for
raiding monsters and bandits.
Though the various schools pump out
Magi, Stormguard, and Boarder Marshals,
the need for regular town guard, militia,
soldiers, and law keepers is at an all
time high. So, many people have now opted to take the quick way to one of these
professions. Instead of taking the time to
do the schooling for these other three major professions they train and learn the art
of war on their own. Another route has
been training gin The Pitt. Many men, and
women, have begun to make a living at
the infamous tavern in Cinder The Pitt,
fighting in the pit. Hence, the Mundane
Warrior Class has arisen to fill the need for
these types of minor professions that are
needed within Everstone.
Abilities: Warriors rely mostly on their
brute strength and their lasting endurance.
To this end, a high Strength and Constitution are a must for this class. Also, an
above average Dexterity would be nice to
help avoid any deadly blows aimed at the
character.
SHADEY ORGANIZATIONS
Most thieves act alone or in small groups. But as is natural
some have banded together to form alliances where
one member looks out for the other. Some of the larger
organizations that can be found throughout Everstone
valley are covered in brief below.
The House of Little Fingers: Probably the most notable
organizations to date. The House of Little Fingers is
becoming something of a legend. It makes its base in South
Harbor and is controlled by the three Hs (see Everstone:
Blood Legacy book page 213) which stands for the Heart,
the Hand and the Head. Of course there are many rumors
to whom these three Hs are and among the many rumors it
is said that a prominent Shadow Magi is among their ranks.
These thieves go out of their way to keep casualties to a
minimum it seems and they only steel from those who can
afford it. The thieves of Little Fingers are notoriously good
burglars and they consider it the greatest failure if they are
seen or detected while doing a job.
The Deck: There is no proof of this organizations existence
is the whispers heard in the darkest corners of the seediest
of taverns. The Deck is a very organized group of assassins.
They are very high priced and most of the time the person
hiring them does not even know who they are dealing
with. The only indication that they were responsible for
an untimely death is their calling card they leave behind.
A dagger stuck in the body and on the end of the hilt a
laughing skull made of pure silver. It is said that only the
assassins of the Deck carry such daggers and to have one
in your possession and not be of the Deck is surely death.
The Deck works in both South Harbor and Telegrona. It is
said that they fear the many Magi which inhabit Harbor
and so stay away from the city or at least the avoid using
their calling card. They charge triple the price if their target
is a Magi or in the employ of the Guilds. The leader of the
organization is one who simply calls himself ACE.
The Traveling Stage: A group of actors, singers and musicians
travel between the larger cities of South Harbor, Harbor,
Telegrona and finally Greenfields. They spend an entire year
in route and unknown to all they are a group of flamboyant
thieves. They take pride in their showmanship and
attempting more complicated jobs that leaves investigators
stumped. When they pull a job it is usually big. They do not
advertise their existence and most believe that the theft is
simply a common thief with a flare for showmanship. None
has put together that these thefts seem to travel with The
Traveling Stage Show. The mastermind behind the show is
one Madam Sith, the master of the show and the master of
her thieves. She is known for her beauty, both in voice and
appearance. She is the best among her kind and she has the
respect of every last one of her members.
29
ADRENAL BURST
Attribute: 1CP/rank
Energy Cost: 1/per rank
You have learned to channel your adrenaline to an
extent and make it work for you. By spending energy
points you can increase your Strength and Dexterity
for 1 scene. The exact point boost is dependent on the
ranks you have in this Attribute.
Rank 1: Increase your Strength and Dexterity by 2
points.
Rank 2: Increase your Strength and Dexterity by 4
points.
ARMOR PROFICIENCY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to fight in armor and does
not suffer the armor check penalty to attack or defense
rolls. Such armor penalties only apply to skill checks
that involve moving.
Rank 1: Proficient in light armor.
Rank 2: Proficient in medium armor.
Rank 3: Proficient in heavy armor.
BRAWL
Attribute: 1CP/rank
Energy Cost: 0
The character has trained in unarmed combat and
knows how to maximize his or her damage with their
fist, foot, or knee. Normally, the character inflicts 1d3
points of damage plus Strength modifier in damage.
Rank 1: The characters unarmed damage is 1d6 + Str
modifier.
Rank 2: The character can take a full round action to
make a kick attack that delivers 1d10 + Str modifier in
damage.
30
CHARGE BLOODSTONE
Attribute: 1CP
Energy Cost: special
You can use your inner energy to charge a depleted
bloodstone. Depending on your skill, the process can
take more or less energy. Each rank decreases the number of energy points you need to spend in order to recharge the bloodstone. The exchange of energy is instantaneous
Rank 1: Spend 3 energy points to recharge 1 energy
point in a bloodstone.
CLEAVE
Attribute: 2CP/rank
Energy Cost: 0
If you deal enough damage to make an opponent drop,
you get an extra attack against another opponent who
is also in melee with you. This attack is immediate and
at the same BAB as the attack that dropped the first opponent.
Rank 1: You can make only one cleave attack per round,
even if you drop more than one opponent.
Rank 2: You can make as many extra cleave attacks in a
round equal to the number of opponents you drop.
DAMN HEALTHY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained to their body to withstand
harsh punishment, as well as increasing their endurance. The character gains an extra hit dice + Constitution modifier in hit points each time this attribute is
chosen.
EXTRA DEFENSES
Attribute: 3CP/rank
Energy Cost: 0
Normally, the character suffers a 2 penalty for each
defense roll after the first, but with training he or she
can learn to be aware and defend against multiple attacks per round. Each round the character can make an
additional defense action without suffering the normal
penalty. Each time the character purchases this attribute it grants them an additional defense roll without
the penalty.
FORTITUDE
Attribute: 1CP/rank
Energy Cost: 0
The character stays in good health. Increase the characters Fortitude save by +1 each time this attribute is
chosen.
IMPROVED INITIATIVE
Attribute: 1CP/rank
Energy Cost: 0
The character has trained so that they have a greater
chance to act first in combat.
Rank 1: Gain a +2 bonus to Initiative checks.
Rank 2: Gain a +4 bonus to Initiative checks.
Rank 3: Gain a +6 bonus to Initiative checks.
LEAP ATTACK
Attribute: 2CP
Energy Cost: 0
If the character has a
higher Initiative against an
opponent, they can make a
leap attack against them, using the momentum from the
leap to lend their weapon force.
The character gains a +2 bonus
to damage, as well as half their
ranks (round up) in their Jump
skill to damage. This is counted as
a full round action and the only
attack they can make during the
round. If the character fails to hit,
however, they are off balance and
suffer a 4 penalty to any defense
checks until their next allowed action (even if it is not until next
round).
MELEE
WEAPON
PROWESS
Attribute: 1CP
Energy Cost: 0
The character has
practiced and become very efficient
with one melee weapon type. You can hit
the target easier with
this weapon than other
similar types. This Attribute allows you to gain a bonus to hit
with just that one weapon. You
must pick a specific weapon
to use this Attribute on. For
MOUNTED COMBAT
Attribute: 1CP/rank
Energy Cost: 0
Prerequisite: Ride skill
The character has trained in the cavalry and has learned
how to make their mount more effective in combat.
Rank 1: Once per round the character can make
a Ride skill check and replace it with that of the
mounts defense roll if the result is better. This
greatly increases
the
mounts
chance to get out
of harms way.
Rank 2: When the
character is mounted
and he or she charges
into melee, (at least
half of the mounts base
movement) the character
deals double damage. If the
character has a lance or similar pole arm they can deal triple
damage.
POINT
BLANK
SHOT
Attribute: 1CP/rank
Energy Cost: 0
The character has trained
to wait until the enemy
is almost upon them, increasing their chance for a
deadly shot before closing for
melee.
Rank 1: The character gains a +1
bonus to strike and damage with a
ranged weapon when the target is
within 30 feet.
31
POWER ATTACK
Attribute: 2CP
Energy Cost: 0
Prerequisite: Strength 13+
By concentrating on brute force instead of accuracy the
character can make a power attack. Subtract a number
of points from the characters melee attack roll (must
be stated before attack roll is made) and add the same
amount to the damage if the attack is successful.
PUSH YOURSELF
Attribute: 1CP/rank
Energy Cost: 1
You have learned to ignore your own discomfort and
pain in order to survive and perform at top efficiency in
times of need.
Rank 1: Each time you spend one energy point you heal
back one hit point of damage.
REFLEX
Attribute: 1CP/rank
Energy Cost: 0
The character is quick on their feet at any slightest sign
of danger. For each rank in this attribute the character
gains a +1 bonus to their Reflex save.
32
SHIELD PROFICIENCY
Attribute: 1CP/rank
Energy Cost: 0
Through training with the shield, the character has
learned to optimize its defense capability. Against a
single attacker the character gains a +1 Defense Bonus
per rank in this attribute (along with the normal +2
bonus for using a shield). If the character has at least 3
ranks in this attribute they can use the shield to block
ranged attacks.
TWO-WEAPON FIGHTING
Attribute: 2CP/rank
Energy Cost: 0
Prerequisite: Dexterity 13+
The character has trained in the combat art of wielding
a melee weapon in each hand, as long as both weapons
are designed to be used as a single-handed weapon. The
character gains an extra attack with this weapon. Accordingly, the penalty for doing so is reduced by 2 (see
attacking with two weapons on page 166 in the Everstone book) or the character can use the extra weapon
to parry incoming melee attacks, granting a +2 bonus
to their Defense Bonus. Every time the character takes
this attribute, they reduce the penalty for making two
attacks by 2.
WEAPON SPECIALIZATION
Attribute: 1CP/rank
Energy Cost: 0
Prerequisite: BAB 4+
Through focused training on a given weapon type, the
character has increased their ability to inflict grievous
wounds. When using the weapon type the character is
specialized in (long sword, mace, spear, etc.) the character gains a +1 damage bonus per rank in this attribute,
to a maximum of 6 ranks. The character can choose this
attribute multiple times for multiple weapon types.
CHAPTER 2
GENERAL ATTRIBUTES
Over the course of years a person can pick up a few
things from friends and companions. Practicing a
combination attack, how to sucker punch somebody or
some spell techniques by the campfire to kill the time is
not uncommon. Listed here are a few attributes which
can be learned by any class. They are usually limited
to rank 1 of the more basic attributes found in many of
the existing classes. To learn an attribute at rank 2 or
more you need to have a level or two in a class that has
the more advanced ranks of the chosen attribute. Some
attributes are only allowed on specific levels. In which
case, if they dont appear in your character class, you
cannot purchase them. A good example of this is the
Willpower attribute. If it appears in your class you can
purchase it every level if you want. But if you purchase
it from this generic list, you can only purchase it on
level 4, 8, 12 and so on (every 4th level).
Many of the attributes are new to this book. Such as
the Golem Familiar and many of the spell enhancement
attributes.
ADRENAL BURST
Attribute: 1CP/rank
Energy Cost: 1/rank
You have learned to channel your adrenaline to an
extent and make it work for you. By spending energy
points you can increase your Strength and Dexterity for
one scene.
Rank 1: Increase your Strength and Dexterity by 2
points.
BRAWLING
Attribute: 1CP/rank
Energy Cost: 0
You have trained in unarmed combat and know how to
maximize your damage with your fist, foot, or knee.
Rank 1: Your unarmed damage is 1d6 + Str modifier.
CANTRIP
Spell: 1CP/rank
Energy Cost: 1
Before a spell caster learns to cast the more powerful
spells they must first learn use lesser magic such as
cantrips. These are spells that are more utilitarian and
include polishing the silver, mending a ripped shirt,
starting or dousing a candle flame, etc. Each time
33
CHARGE BLOODSTONE
Attribute: 1CP
Energy Cost: special
You can use your own inner energy to charge a depleted
bloodstone. Depending on your skill the process can
take more or less energy. The exchange of energy is
instantaneous.
Rank 1: Spend 3 energy points to recharge 1 energy
point in a bloodstone.
DODGE
Attribute: 2CP/rank
Energy Cost: 0
When in combat you have a primary opponent (the one
you are attacking with your highest BAB). Against this
opponent you gain a Defense bonus. If you switch your
primary opponent then your Defense bonus switches to
this new target.
Rank 1: You gain a +1 to your Defense checks against
your primary opponent.
EMPOWER SPELL
Attribute: 2CP/rank
Energy Cost: 2/rank
You can choose any of the spells you know that require
a target to make a Saving throw or inflicts damage
(choose one or the other if spell has both elements).
The spells save DC or damage is increased. You can use
this on any such spell but you must spend the extra
energy points for this ability on top of the energy points
for casting the spell.
Rank 1: Increase Save DC by 2 or increase spells damage
by 1 die.
Rank 2: Increase Save DC by 4 or increase spells damage
by 2 die.
ENDURANCE
Attribute: 2CP
Energy Cost: 0
You gain a +4 bonus on the following checks. Swim
checks to remain swimming for longer periods of
time, Constitution check to keep running for extended
periods, Constitution check to continue a forced march,
Constitution or Swim check to hold your breath for
longer, Constitution checks to avoid damage from
starvation or thirst, Fortitude saves to resist harmful
effects from extreme hot and cold environments.
EXPLOIT WEAKNESS
Attribute: 1CP/rank
Energy Cost: 0
You learned to maximize your enemys weaknesses. You
must have witnessed the opponent in action for more
than 2 full rounds, either previous observations, or as
34
FORTITUDE
Attribute: 1CP/rank
Energy Cost: 0
You are in good health. You can increase your Fortitude
save by +1. You may only take the Fortitude (generic)
attribute at level 4, 8, 12, 16 and 20.
GOLEM FAMILIAR
Attribute: 2 + 1/rank
Energy Cost: 0
Prerequisite: 3 levels of a Magi class, and spend 3,000
silver guilders.
The Magi character has a Golem familiar as a companion. The Golem becomes the characters property and
can be modified, used, or upgraded as they see fit. If
the Golem is ever destroyed it can be replaced for a
250 experience points. The new Golem familiar will be
of the appropriate level and all upgrades (see below)
purchased will also work on the new golem. The first
rank in this attribute is to acquire the Golem; each rank
after the first allows you to purchase one of the following abilities.
When a golem initially purchased it is 1st level. The
Golem does not earn experience points as normal but
instead increases its level when the Magi chooses to
do so (see Level Up, below). A new level is handled
just like character advancement. The Golem increases
its BAB and Saves as appropriate and earns 5 character
points to spend on the upgrades listed in this section.
Golem Link: You can sense your Golem. You
automatically know in which direction, how far away
and the condition of your Golem (how many hit points
and energy points it has remaining).
Power Transfer: You can use this ability to transfer
energy points from yourself to your Golem. For each
energy point you spend you can recharge the Golem
by the same amount. You cannot give the golem more
energy points than its maximum rating.
Level Up: The Golem increases its level by 1 to a
maximum of 5th level.
HENCHMEN
Attribute: 2CP/rank
Energy Cost: 0
You have a trusted henchman who is loyal as well as
your friend. The Henchman must be treated with respect or they may leave you. The henchman will put
themselves in danger for you but only when doing so
would protect you of an equal danger. The exact reason for the henchmen being around is up to the story
and the Game Master. The Henchman will always be
3 levels lower than yourself and each time you raise a
level they will raise a level as well. If the henchman is
killed or they abandon you because of abusive treatment they will be replaced by another henchman (at
GMs leisure) but will be reduced a level (4 levels lower than yourself). Each time the henchmen is replaced
they are reduced another level. Game Masters should
always keep the exact stats of the henchman a secret
although players should have a good idea of what their
henchman can do.
Each time this attribute is chosen you attract another
henchmen.
IMPROVED INITIATIVE
QUICKEN SPELL
Attribute: 2CP
Energy Cost: 3
Prerequisite: spell must be enhance with the Master
Spell
You have mastered the spell to such an extent that you
may cast the spell as a free action. This means you
could take your normal action, attacking or even cast
another spell. You may only use one Quickened Spell
per round. You must pay this abilities energy points on
top of the energy points needed for the spell.
REFLEXES
Attribute: 1CP/rank
Energy Cost: 0
Your training has made it so that you have a greater
chance to act first in combat.
Attribute: 1CP/rank
Energy Cost: 0
You have trained to be quick. Increase your Reflex save
by +1 for each rank in this Attribute. You may only
purchase this attribute at level 4, 8, 12, 16 and 20.
SHARP EYE
LUCK
Attribute: 1CP/rank
Energy Cost: 0
Your eyes are quick and fast. They catch every detail
in the area much faster than normal people. For every
rank you spend in this Attribute you gain +2 to Search
and Spot skill checks.
Attribute: 1CP
Energy Cost: 3
Some greater power seems to look out for you from
time to time, granting you a bit of what appears to be
raw luck. You can choose to re-roll a single die once
per game session equal to the number of ranks in this
Attribute. You must keep the second roll even if it is
lower than the first.
Rank 1: you are allowed 1 re-roll per gaming session.
MASTER SPELL
Attribute: 1CP
Energy Cost: 0
You can choose any spell you know and master to such
skill that you no longer need to use gestures or verbal
components to cast it. You simply bring it into affect.
This attribute may be taken more than once, each time
select another spell.
QUICK DRAW
Attribute: 1CP/rank
Energy Cost: 0
Normally a move equivalent action is required to draw a
weapon. With this attribute you can draw your weapon
out so quickly you surprise even the most observant of
opponents.
Rank 1: You draw your weapon as a free action and
gain a +3 bonus to your Initiaitve on the round the
weapon is drawn.
TWO-WEAPON DEFENSE
Attribute: 1CP
Energy Cost: 0
When using a weapon in either hand you can use the
Total Defense (EBL 166) option and gain a +6 Defense
bonus instead of only a +4.
WEAPON FOCUS
Attribute: 1CP/rank
Energy Cost: 0
You have trained with a specific type of weapon more
that others. For each rank you put in this Attribute
you gain a +1 bonus to attack with that weapon type
(long sword, rapier, etc). Note that this bonus does not
increase your Base Attack Bonus, thus granting more
attacks, it grants only a bonus to strike.
WILLPOWER
Attribute: 1CP/rank
Energy Cost: 0
You have your mind to resist intrusion; as well you have
taught yourself strong self control. You may purchase
this attribute at level 4, 8, 12, 16 and 20.
35
CHAPTER 3
DYNAMIC SORCERY
The spells represented in the Blood Legacy books as
attributes have been refined to the point of being more
like a special ability than a spell. The fact is, is that
there are numerous spells and spell casting variations
known throughout Lannith. Some sorcerers have a
much wider range of spells that they know but on
the downside they are not as refined as spells the
Magi and some other use (this is reflected in the higher
Power Point cost of dynamic magic spells).
Characters and NPCs alike are free to study outside
the normal parameters of spells found within the Blood
Legacy books. By searching out old sorcerers and other
backwater spell users they can learn magic that is
primal but very effective (typical d20 spells).
CASTER LEVEL
36
FIGURING SPELL DC
Many spells require the target to make a saving
throw against a DC, this if figured as follows. The
DC of the spell is figured by taking the base of 10
and adding the spells level and then adding the
characters lowest attribute modifier from either
Intelligence, Wisdom or Charisma (DC = 10 +
spell level + lowest modifier).
DAMAGE
The Blood Legacy game uses a unique convention
for magic damage. Damage that is considered
magical (such as a fireball, burning hands, magic
missile, etc) is always rolled in d6s. This is usually
not a problem as most magical damage is already
figured in d6s in the Players Handbook. A few,
such as magic missile, are not. Use the Non-Magic
to Magic conversion table to figure out what you
should be rolling.
SPELLS KNOWN
The maximum number of spells that a character
can learn how to use is dependent on their Dynamic
Magic Study attribute as detailed below.
ENERGY POINTS
Spells of any type always take up magical energy
which requires the character to expend energy
points. When you cast the spell you must spend
the energy points, if you dont have the energy
points you cannot cast the spell. The table found
here decides how much energy each spell uses up based
on its level.
0
4
5
5
6
6
7
7
8
8
9
4th
5th
1
2
2
37
SPELL LIST
Many spells are inappropriate for the Blood Legacy setting. Game Masters are always the final judge of whether
a spell is allowed in the campaign or not. We have provided a list of spells here that can be easily integrated into
most Lannith stories without harm (spells beyond 5th level are considered inappropriate). Spells not in this list
should be looked over carefully before being allowed into the game. Spells that completely negate magic, especially
those with an area of affect, should not be allowed. Magic is too much of a dominating force in Lannith and to
completely stop the flow of magic would be disastrous, most likely destroying the one who attempted it. Spells
that allow travel between planes or worlds should also be banned. Although there are different realms that can
be reached from Lannith, these will be introduced as the world unfolds with special ways to contact and travel
between each.
0 LEVEL SPELLS
Acid Splash (not magical damage)
Arcane Mark
Dancing Lights
Daze
Detect Poison
Disrupt Undead (magic damage)
Flare
Ghost Sounds
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost (magic damage 1d6-2)
Resistance
Touch of Fatigue
38
Grease
Hold Portal
Hypnotism
Identify (does not work on rune
items, Kataan talismans, Adone
demon items, Shone wyrd items,
only traditional magic items)
Jump
Mage Armor (Armor Protection 2)
Magic Missile (magic damage)
Magic Weapon (weapon inflicts
magic damage while under this
spell)
Mount (calls Gintii)
Obscuring Mist
Ray of Enfeeblement (not magic
damage)
Shield (+4 shield Defense bonus,
Armor Protection 6)
Shocking Grasp (magic damage)
Silent Image
Sleep
Tensers Floating Disk
True Strike
Unseen Servant
Ventriloquism
Daze Monster
Detect Thoughts
Eagles Splendor
False Life
Fog Cloud
Foxs Cunning
Flaming Sphere (magic damage)
Gust of Wind
Glitterdust
Hypnotic Pattern
Knock
Invisibility
Leomunds Trap (magic damage)
Levitate
Locate Object
Magic Mouth
Melfs Acid Arrow (magic damage)
Miner Image
Mirror Image
Misdirection
Obscure Object
Owls Wisdom
Protection from Arrows
Pyrotechnics
Resist Energy
Rope Trick
Scare (subjects become panicked
as found on page 170 of the EBL
book)
Scorching Ray (magic damage)
See Invisibility (works against
Shadow Magi Invisibility, even at
rank 3)
Shatter
Spider Climb
Touch of Idiocy (not magic
damage)
Web
Whispering Wind
Confusion
Crushing Despair
Detect Scrying
Dimension Door
Fire Trap (magic damage)
Fire Shield (inflicts magic damage)
Geas, Lesser
Hallucinatory Terrain
Ice Storm (magic damage)
Illusory Wall
Locate Creature
Leomunds Secure Shelter
Minor Creation
Otilukes Resilient Sphere
Phantasmal Killer (magic damage)
Polymorph (does not work on
Hollow creatures)
Rainbow Pattern
Remove Curse
Scrying (range cut down to half in
Hollow tainted lands)
Shout (magic damage)
Solid Fog
Stone Shape
Stoneskin
Wall of Fire (magic damage)
Wall of Ice
Seeming
Sending
Telekinesis
Teleport (range cut down to half in
Hollow tainted lands)
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Stone
Waves of Fatigue (as Fatigued on
page 170 of the EBL book)
39
CHAPTER 4
FLAWS AND EDGES
People are funny. We each have those things that make us special. Sometimes
we find the path that makes those special things come out, sometimes we
dont. Take one of my wives for example. She can cook and I mean really
cook! But she is not so good at other unmentionable skills. On the other
hand, my other wife cant cook worth a lick. Even though she has tried and
practiced, she just cant seem to get the hang of it. Not that I care. She does
that unmentionable thing.really well! Like I say everybody has that
thing that makes them shine. You just hope they have more qualities that
make them shine than make them a pain in the ass.
-Thane Kastian, agent of House Savant-
40
FLAWS
Listed below you will find a list of flaws which will
give you flaw points. Some flaws give you more points
than others, depending how they limit or hinder your
character. Some flaws have multiple levels which can be
taken. For example the Brittle flaw can give you 3 flaw
points or 6 flaw points. Of course the higher point flaw
hinders your character more than the lesser point flaw.
You can only take a Flaw once; you cannot take two
levels of a flaw and stack their negative affects. Some
flaws do not work with some edges. For example you
cannot take the Ugly flaw and then purchase the Good
Looks edge. Story Masters are the final judge of whether
or not your character can take a flaw or edge.
AFRAID OF HEIGHTS
Flaw Points: 3
Being afraid of heights has always kept you back. You
hate traveling aboard those flying land ships and you
could not possibly understand how anybody could live
in a flying island that was just waiting to come crashing
down. Anytime you get more than 20 feet off the ground
BRITTLE
ROLE-PLAYING FLAWS
Many of the flaws listed here are nothing more
than extreme personality quirks. Just because
your character does not purchase the flaw does
not mean they cannot be role-played such.
You can have a Curious character but your
character does not let their curiosity rule their
lives. Those personality flaws described here
are the extreme end of the ruler and if you are
awarded flaw points for a personality quirk you
should play it up to no end.
CAUTIOUS
Flaw Points: 2
You are over cautious and will never charge
headlong into anything that is not well planned
out. You get frustrated with hot headed friends
who dont slow down and listen to reason. You
will not take part of unplanned action unless
forced into it (in self defense).
COCKY
Flaw Points: 2
You are arrogant and you will not back down from
a fight. You believe you can do anything and brag
to all that you can and Will!
CURIOUS
you want to freeze up and clamp your arms around
anything solid. You suffer a -2 penalty to all actions
while near a substantial height. You must make a Will
save (DC 15) to even get onto a flying vehicle or animal
and even then it is only with the coaxing and threats of
your companions.
ARROGANT
Flaw Points: 2
You are arrogant to those whom you think are youre
lesser. Usually this is because you have powerful magic
at your disposal. Perhaps you come from a long line
of strong Magi and you believe that you have respect
do to you. Only those who hold a higher standing in
the guild than you are worthy equals and sometimes
that is not enough. Maybe you just believe that you are
smarter than everybody else. Either way you suffer a
-2 penalty to all influence based checks when dealing
with others whom you think are not your equals.
BLOODTHIRSTY
Flaw Points: 1
You are a bit sadistic when it comes to your enemies.
Taking pleasure in their pain and you never accept a
plea for mercy. You enjoy confrontations and like to
make sure that you give more than you get.
Flaw Points: 2
You have a drive to know answers. You hate
mysteries and will go to extraordinary lengths to solve
them. Heedless of what danger lies along the way, the
risk is always worth finding out the truth.
DISTINCTIVE FEATURE
Flaw Points: 2
You have some kind of marking, such as a scare,
coloring or speech pattern that makes you stand out.
Whenever anybody makes a Gather Information to try
and find you, or attain information about you receive
a +2 bonus. The marking is very hard to disguise and
you suffer a -2 penalty to Disguise skill checks when
trying to conceal the distinctive feature.
EASILY FATIGUED
Flaw Points: 2
You get out of wind when you get to active and you
have a hard time pushing yourself for more than a
short period. You will usually always have a mount to
carry you on a long journey as you slow down your
companions if not. If traveling afoot you slow down the
whole party by 20% per day. You receive a -2 penalty to
resist Fatigue that the Game Master may call for.
EASY
Flaw Points: 1
You have always had a weakness for those of the
opposite sex. Whenever a member of the opposite sex
(that does not have the Ugly flaw) uses an influence
41
ENEMY
Flaw Points: 3/6
You have an arch-nemesis that stalks your ever step.
Your enemy takes pride in foiling your efforts and will
go out of their way to see harm or degrading rumors
42
Susceptible To Poison . . . . . . . . . . . . . . 2
Tainted Dreams . . . . . . . . . . . . . . . . . . 2
Truthful . . . . . . . . . . . . . . . . . . . . . . . . 3
Ugly . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Unobservant . . . . . . . . . . . . . . . . . . . . 1
Vengful . . . . . . . . . . . . . . . . . . . . . . . . 2
Vow . . . . . . . . . . . . . . . . . . . . . . . . . 2 or 4
Wanted . . . . . . . . . . . . . . . . . . . . . . 2, 4 or 6
Weak Immune System . . . . . . . . . . . . . 2
EDGES
Point Cost
Brave . . . . . . . . . . . . . . . . . . . . . . . . 2 or 4
Brawler . . . . . . . . . . . . . . . . . . . . . . . . 4
Contacts . . . . . . . . . . . . . . . . . . . . . . . 2
Extra Stuff . . . . . . . . . . . . . . . . . . . . 1, 2 or 3
Income . . . . . . . . . . . . . . . . . . . . . . . 1 to 6
Increased Endurance . . . . . . . . . . . . . . 2
Fast Learner . . . . . . . . . . . . . . . . . . . . 3
Fast of Foot . . . . . . . . . . . . . . . . . . . . 1 or 3
Good Looks . . . . . . . . . . . . . . . . . . . . . 2
Guild Authority . . . . . . . . . . . . . . . . . 3 or 6
High Pain Tolerance . . . . . . . . . . . . . . . 1
Homing Sense . . . . . . . . . . . . . . . . . . . 2
Keen Eyesight . . . . . . . . . . . . . . . . . . 2 or 3
Keen Hearing . . . . . . . . . . . . . . . . . . . 1 or 2
Light Sleeper . . . . . . . . . . . . . . . . . . . . 2
Magi Bloodline . . . . . . . . . . . . . . . . . 2 or 5
Magic Sense . . . . . . . . . . . . . . . . . . . . 5
Merchant Family . . . . . . . . . . . . . . . . . 3
Renown. . . . . . . . . . . . . . . . . . . . . . 2, 4 or 6
Resistance to Disease . . . . . . . . . . . . . . 2
Resistance to Poison. . . . . . . . . . . . . . . 2
Sense Presence . . . . . . . . . . . . . . . . . . 3
Smooth Tongue . . . . . . . . . . . . . . . . . . 4
Strong Will . . . . . . . . . . . . . . . . . . . . . 2
FAINT OF HEART
Flaw Points: 2/4
You have a hard time dealing with unsightly situations.
Bloodshed is not so bad, but when things get messy you
may retch and get a little shaky in the legs. You have a
hard time standing your ground when something out of
a nightmare charges you.
that coincide with the belief of the gods and any who
disagree or get in your way are dubbed a heretic. All
treasure, such as magic items, scrolls and artifacts that
you come across are given, as soon as possible, into the
Temple of Ancients care.
HARD OF HEARING
Flaw Points: 2/5
Your character is either near deaf or completely deaf
depending on the points you get from this flaw.
GREEDY
Flaw Points: 2
You have a love for material
wealth
and
you
covet
everything you can get your
hands on. You will do nothing
that puts you out without
seeing a profit in it. You want
reimbursed for every scratch,
expense, and ailment when
hired. You dont have many
friends as most people dont
want to pay your friendship
tax.
HARD OF SEEING
Flaw Points: 3/6
Your
character
is
nearsighted and has a hard
time seeing things far away.
3 Points: Your character can
see pretty well up to 30 feet
away. Anything beyond this
is fuzzy and they receive a -2
penalty to Spot skill checks
as well as ranged attacks
beyond 30 feet.
GROUCHY
Flaw Points: 2
You have a hard time
finding friends who
will put up with your
pessimistic demeanor. Whenever
you
are asked for your opinion it is usually a
gripe of some sort. You always see the bad
side of things even when
others constantly
show you your
error. You suffer
a -4 penalty to any
influence based checks that would
be better off if handled in a friendly manner.
HATED ENEMY
Flaw Points: 2
You have a burning hatred for a race of people. You
could be a Fey who has had a loved one stolen by an
Adone slave party or you could be a citizen who has
seen much hardship at the hands of Roogadin raiders.
Either way you have such a hatred for the chosen race
that you will attack them on site.
HEAVY SLEEPER
Flaw Points: 1
When you go to sleep you sleep so soundly that it is
very difficult to wake you up. Even after awake you
are groggy and it takes longer than usual to clear your
head. You suffer a -4 to Listen checks for loud sounds
43
HEROIC DEMEANOR
Flaw Points: 2
You are a hero and that requires you act like a hero.
You will not turn away from those in need and you
will never accept money for simply helping out.
You release you have to make a living and will
usually expect a moderate fee for services rendered
but you usually enforce this only on those who can
afford it.
IMPULSIVE
Flaw Points: 2
You are a man (or woman) of action. You dont
like boring schemes and thinking things out just
takes to long. You like to act and you dont like to
over think your actions. You throw caution to the
wind and often times strike out with out a thought
for the consequences. You suffer a -2 penalty to
Concentration skill checks.
LOW FUNDS
Flaw Points: 2/5
You have come from a family that never had much and
you are always struggling to make ends meet.
2 Points: You start with 20% less silver at character
creation (2,000 silver guilders per level in equipment
and only 160 silver guilders spending money to start
the game with).
5 Points: You start with 20% less silver at character
creation as per the 2 point flaw but you also have debts
which need to be paid. You could be supporting a
family member somewhere, paying off a family debt or
even paying off your mentor who trained you for those
few years. Either way 20% of all coin you make goes
towards this debt.
LOYAL
Flaw Points: 2
You have friends and these lucky people get your
complete loyalty. You will stick by your friends through
thick and thin, risking your own life for theirs if need
be. You will never lie to a friend unless it is for their
own good.
44
GOLEMS
FLAWS AND EDGES
When a Golem is built they take on the
major personality quirks of the Magi who
craft their rune-sphere. These could easily
be desirable traits (edges) or just as likely
undesirable (flaws). Some flaws and edges
are not appropriate and are up to the Game
Master. For example, Golems could not choose
the Susceptible to Poison flaw since they are
unaffected by poison. Likewise Weak Immune
System would not be allowed. But a Golem
could have Ugly if the craftsman was going for
a scary visage that would unnerve the Golems
enemies.
MAGIC WEAK
Flaw Points: 3/6
You dont seem to have the strength in magic that others
of your race do.
3 Points: You reduce your energy dice roll for each level
by 1 point (to a minimum of 1).
6 Points: you reduce your energy dice roll for each level
by 2 (to a minimum of 1).
MUTE
Flaw Points: 4
Your voice was either damaged in some way growing
up (perhaps a disease of some kind), you were born
without a voice or perhaps one of your enemies cut
your tongue out. You can pantomime until you are blue
in the face but you cant speak, although you may be
able to grown and yelp.
OBESE
Flaw Points: 2/4
You have a love for food and it shows in your physic.
For 1 point you are husky but not to bad. Your Dexterity
is limited to 16 and your base speed is reduced by 5
feet. For 3 points you are incredibly fat. Your Dexterity
is limited to 14, your base speed is reduced by 10 feet
and you get a -1 penalty to Reflex saves.
PEACE SEEKER
Flaw Points: 4
You dont like to resort to violence and will always
seek to settle trouble with negotiation. Even when the
enemy resorts to blows you attempt to bring the level
of excitement down. You will never be the first to draw
weapon in combat and even when you win initiative
RECKLESS
Flaw Points: 6
You dont have much regard for your own safety and
while others see you as reckless you think yourself a
dashing daredevil. You receive a -1 penalty to Defense
checks. But you gain a +1 bonus to maneuver skill
checks (such as Climb, Balance, etc) when it is
particularly dangerous.
SEEKING DEATH
Flaw Points: 4
You seek the ultimate heroic death. To die in battle,
to die saving lives, or anything else you decide on.
This flaw is good for most Templar characters as they
have no fear of death and they see death while fighting
the Hollow as the most exalted reward. Choose the
circumstances you have as a death wish and whenever
faced with those circumstances you may never back
down, no matter what the odds.
SHOW OFF
Flaw Points: 2
You are greedy for attention. You are always seeking
center stage and you make sure that everything you do
is larger than life (at least you make it appear so). You
want everybody to know your name and deeds. You
have a hard time concealing secrets because you want
everybody to know how brilliant you are. Of course
you often times forget that such bragging gives away
any chance at stealth. It is impossible for you to go
incognito.
SLOW ON FOOT
Flaw Points: 2/4
You may have short legs or you may just not be able to
swing your feet as fast as everybody else.
2 Points: You decrease your Base Speed by 10%.
4 Points: You decrease your Base Speed by 20%.
SLOW TO REACT
Flaw Points: 1/2
You dont react as quickly as others when danger
presents itself.
1 Point: You suffer a -1 penalty to Initiative checks.
2 Points: you suffer a -2 penalty to Initiative checks.
STICKY FINGERS
Flaw Points: 2
Although your friends think you have a problem you
see yourself as simply taking advantage of the situation.
Why pay for something if you can just sneak it into
your pack or pocket with nobody the wiser. Sometimes
when you walk out of a shop and you have acquired a
pocket full of new things and you havent paid for any
of it, you have to admit that maybe you have a problem.
But then you start going through all your new found
treasures and forget all about it. Game Masters may
require you to make a Will save to avoid temptation
when presented with an opportunity to get a five finger
discount. You usually keep your theft down to stuff that
costs fewer than 100 silver guilders but it is still enough
to land you a few nights in the local Constables jail cell
and a good size fine.
STUBBORN
Flaw Points: 1
When you get your mind set you have a hard time
changing it and the more people argue the more set it
gets. If you decide that you dont agree with somebody
there is no half way point it is either your way or you
sit out and let them learn the errors of their way on
their own. Even if they dont you wont admit that they
were right and you were not. They just got lucky is
all and you dont talk about it.
SUSCEPTIBLE TO POISON
Flaw Points: 2
Your body does not fight off the affects of poison as
well as most. You have a -2 penalty to Fortitude saves
against poison.
TAINTED DREAMS
Flaw Points: 2
For some reason you seem to be heavily influenced
by the entropic energy that runs through the world.
It brings you horrible and strange dreams that have
made you wake screaming more than once. The closer
to tainted lands (those lands controlled by a Hollow
Lord and his minions) the worse the dreams become.
The dreams cause you to toss and turn and you usually
wake up more worn out than when you went to sleep.
Every night while you sleep roll a d20. On a roll of 1-5
you have horrible dreams and you wake with 20% less
hit points than when you went to sleep.
TRUTHFUL
Flaw Points: 3
You have a very hard time telling a lie so you try to
stay away from ever having to. Whenever you lie you
get so uncomfortable and have such a hard time doing
it that you receive a -4 penalty to Bluff checks and any
other influence based checks that require you to tell
non-truths.
45
UGLY
Flaw Points: 2
Even though you might have a high Charisma (or
not) you can safely say it is not because of your
looks. You try to stay away from most mirrors as
you dont like what looks back at you from the other
side. Every so often somebody winces when they
see you for the first time. You receive a -2 penalty to
all influence based skill checks (Bluff, Diplomacy,
Seduction, etc) you make when dealing with
members of your own race and like races (that look
similar such as human and fey nobles).
UNOBSERVANT
Flaw Points: 1
You dont seem to see much of anything going on
around you, letting the little details slide in the
wake of oh look at the pretty light. You receive a
-2 penalty to Spot and Listen skill checks.
VENGEFUL
Flaw Points: 2
You are not known for your forgiving nature. If
somebody wrongs you, you will attempt to pay the price
back in full plus interest. If somebody has wronged you
in a serious way (made an attempt on your life) you will
go to great lengths to seek out vengeance on them.
VOW
Flaw Points: 2/4
You have sworn a vow to perform a task. This task is
something that is not easily accomplish and may require
years or a life time.
2 Points: You have a vow that is not life threatening,
such as a family vow. A typical vow would be a sworn
vow to a Merchant House, or as a priest of the Temple
of Ancients.
4 Points: The vow is made on your life. The most
common vow of this nature in Everstone is the oath a
Magi or Stormguard makes to the Guilds. On the villains
standpoint this could be a cultist who has given his
loyalty to his fellow cultist.
WANTED
Flaw Points: 2/4/6
You have a criminal background and are wanted for
crimes made against the citizens of Everstone. The
higher the point value of this flaw the more serious the
crimes.
46
USEFUL CONTACTS
MAGI: Magi of high rank who knows the inner
workings and happenings within the Guild.
Different Magi might have different types of
useful knowledge.
Priest: A priest of the Temple of Ancients that
can provide knowledge and access to history
books, artifacts and new discoveries.
Merchant Agent: Agents keep up on the events
outside the valley and have access to rumors
and news that takes place beyond Everstone.
Stormguard Captain: The Stormguard are
up on the nitty-gritty of defenses, invasion
attempts, position of major enemies (such as
the Adone or Roogadin).
EDGES
The only way for characters to get edges are to purchase
them with points they receive from flaws. Edges are
simple things that give your character something over
the normal person. Edges represent quirks and benefits
that you may have been born with or might be something
you had to work hard to get. Most edges help you fill
out the background of your character and should always
have a place within your characters history and story.
BRAVE
BRAWLER
CONTACTS
Flaw Point Cost: 2
You have a contact in one organization
or another that is in the know when
it comes to information dealing
with that group. The contact will
always help you if convenient
and doing so wont land them
in to much hot water. Of
course the contact might stick
their neck out a little more if you
were to help them out from time
to
time. You may take this edge more than
once, each time getting another useful
contact.
EXTRA STUFF
Flaw Point Cost: 1/2/3
You have acquired more than the usual personal
property through the years. Making sure to keep
everything is in good shape and well taken care
of has paid off.
1 Point: You get an extra 1,000 silver guilders to
purchase equipment with.
2 Points: You get an extra 2,500 silver
guilders to purchase equipment with.
3 Points: You get an extra 5,000 silver
guilders to purchase equipment with.
INCOME
Flaw Point Cost: 1/2/3/4/5/6
You have some type of regularly monthly income.
This could be allowance from your wealthy
Merchant family or you might own a small
business. The reason for the income should be
decided when this edge is taken. The income will
have a set place for you to pick it up or place to
which it is sent.
1 Point: You get an extra 500 silver guilders per
month.
2 Points: You get an extra 1,000 silver guilders per
month.
INCREASED ENDURANCE
Flaw Point Cost: 2
You have always been able to push yourself
beyond the limit. You can force march and
increase your daily travel distance by 20%
and you gain a +4 bonus to Fortitude
checks to resist Fatigue that the Game
Master might call for.
FAST LEARNER
Flaw Point Cost: 3
You have always had a knack for
picking up things quickly. You
gain a free skill point each
level.
FAST OF FOOT
Flaw Point Cost: 1/3
You are quick on your feet and
you have always given as good as
youve got in any footrace.
1 Point: You can increase your base speed
by 5 feet.
3 Points: You can increase your base speed
by 10 feet.
GOOD LOOKS
Flaw Point Cost: 2
You have always drawn the stares of members
of the opposite sex. You have been blessed with
good looks and you gain a +2 bonus to influence
based checks to those of the same race or who
might find your race attractive (such as humans
and fey nobles). On members of the opposite sex
this bonus increases to +4.
GUILD AUTHORITY
Flaw Point Cost: 3/6
You have been sworn as law enforcement for
the Guilds. This is a common edge for Border
Marshals as they need to hand out justice on a regular
basis. Although there are many members of the Magi
Guild not all have the authority to enforce the laws
on citizens. This is reserved for local Constables and
Border Marshals. It should be noted that the Magi do
47
not give this authority easily and they are quick to take
it away if proof of abuse can be presented.
3 Points: You have the right to arrest, punish (not
death sentence), and fine, citizens who have broken the
law. You are usually given a local (50 mile diameter)
to enforce and you loose your authority outside this
region.
6 Points: You have the right to arrest and punish (even
death) citizens who have broken the law. You have
the authority to use this power anywhere within and
outside the borders of Everstone.
LIGHT SLEEPER
Flaw Point Cost: 2
You have trouble sleeping in nosey places as every little
sound seems to wake you. This can be advantageous
from time to time. You gain a +4 Listen bonus when
rolling to see if you wake up from strange or loud
sounds.
MAGI BLOODLINE
Flaw Point Cost: 2/5
You come from a long family line of Magi (or other
magic using people). Over the generations your family
has become more gifted and the magic seems to flow
richly through your veins.
2 Points: Every level increase when you roll your energy
dice to increase your energy points you get a +1 point
bonus.
5 Points: Every level increase when you roll your energy
dice to increase your energy points you get a +2 point
bonus.
MAGIC SENSE
Flaw Point Cost: 5
You have always had a natural talent
for magic and you seem to be able to
sense it like one senses a slight draft
of cold air. You gain a +4 bonus
to Spellcraft skill checks and if you
touch something or somebody you
can automatically tell if they are under
the influence of magic.
HOMING SENSE
Flaw Point Cost: 2
You have a superb sense of direction
and distance. Whenever you leave
someplace and are awake to witness
your travel (does not work if you are
unconscious and being transported)
you can always tell the direction
from which you came and how far you
have traveled. You also gain a +2 bonus to
Navigation skill checks.
KEEN EYESIGHT
Flaw Point Cost: 2/3
You have always been able to see further than most of
your friends and family.
2 points: You gain a +2 bonus to Spot skill checks.
3 points: You gain a +4 bonus to Spot and skill
checks.
KEEN HEARING
Flaw Point Cost: 1/2
You have always been able to hear better than your
friends and family.
1 point: You gain a +2 bonus to Listen checks.
2 points: You gain a +4 bonus to Listen checks.
48
MERCHANT FAMILY
Flaw Point Cost: 3
You were born into a well to do Merchant House (the
Income edge works will with this edge) and when you
need you may call upon a few favors. You may travel
for free on most merchant vessels or at least 50% the
normal fee if traveling longer distances (to Shone for
example). You will usually know the popular trade
routs of other Merchant Houses and you will know all
the trade routs of your own House. If you prove yourself
worthy to the Head of your House (usually an aunt or
uncle) you may be given an important assignment such
as command of your own ship (usually when characters
are 8th level and above).
RENOWN
Flaw Point Cost: 2/4/6
With the constant conflict with the Hollow Lords and
other enemies such as the Roogadin and Adone there are
plenty of opportunities for heroic deeds. Word spreads
quickly through Everstone especially with the Sages
Voice that comes out every few weeks. Taverns and
town squares are places where the tales of heroes are
usually repeated and spread, lighting the eyes of every
RESISTANCE TO DISEASE
RANDOM
CHARACTERISTICS
You will notice that on the facing page a few
tables have been provided to derive random
age, height and weight. Game Masters can use
this for NPCs as they desire or players could
use these tables to throw a little randomness
into their character.
Starting Age: If your character begins the game
at first or second level you might want to start
out as a Young Adult. Characters who start the
game at the default level of 3rd will most likely
be Mature. You can start your character at an
older age as you wish.
Aging Affects: Listed at the bottom of the
facing page are modifiers to a characters Ability
scores to reflect their age. These modifiers do
not stack and they are not enforced unless the
Game Master says they are.
RESISTANCE TO POISON
Flaw Point Cost: 2
Your body seems to fight strongly against strange
substances such as poison. You gain a +4 bonus
to your Fortitude save against poison.
SENSE PRESENCE
Flaw Point Cost: 3
You have a sort of sixth sense that seems to nudge
you when being observed or watched closely.
Game Masters should grant you a Spot check to
notice anybody watching you even when you are
not paying attention. This works against invisible
targets (Spot DC is usually 20) as well and if you
roll a success you feel the presence of another
nearby but you dont actually know where they
are.
SMOOTH TONGUE
youngster. It is quite common for a heroes name to
precede him and he becomes something of a celebrity.
Renown does not always need to be for heroics. It
could be that people simply know of you because you
are the son or daughter of a great hero or your family
is very wealthy and has done quite a bit for the citizens
of Everstone.
2 Points: Your name is heard from time to time but
most people just seem to say I heard of younow
who were you again? When in your home town/city/
area you receive a +2 bonus to influence checks that
the Game Master approves.
STRONG WILL
Flaw Point Cost: 2
You have a clear identity of who you are. You gain a +4
bonus to Will saves against magic that would attempt
to control or confuse your mind. Note this does not
provide a save bonus against other mental attacks such
as mind reading.
49
YOUNG ADULT
13-21
20-250
15-26
10-15
21-40
8-12
MATURE
22-35
251+
27-60
16-30
41-75
13-25
MIDDLE AGE
36-59
OLD
60-89
VENERABLE
90+
61-90
31-45
76-100
26-35
90-120
46-60
101-150
36-45
121+
61+
151+
46+
MIDDLE AGE
35+2d6
OLD
59+1d8
VENERABLE
89+1d4
60+2d8
30+2d6
75+2d6
25+1d8
89+2d10
45+1d10
100+3d8
35+1d8
120+1d8
60+1d4
150+1d10
45+1d4
STARTING AGE
RACE
Everstonian (human)
Fey Noble
Gavown
Kataan
Ogrom
Ratling
YOUNG ADULT
12+1d6
19+3d10
14+1d8
9+1d4
20+1d10
7+1d4
MATURE
21+2d4
250+3d20
26+2d8
15+2d4
40+2d10
12+1d6
RANDOM HEIGHT
IN INCHES
AVERAGE HEIGHT
RACE
(female)
1-2
Everstonian (human)
72 (67)
-1d8
Fey Noble
78 (70)
-1d6
Gavown
42 (38)
-1d6
Kataan
84 (76)
-1d4
Ogrom
72 (66)
-1d6
Ratling
36 (34)
-1d4
ROLL 1D6
3-4
no change
no change
no change
no change
no change
no change
5-6
+1d8
+1d6
+1d6
+1d6
+1d10
+1d4
RANDOM WEIGHT
IN POUNDS
AVERAGE WEIGHT
RACE
(pounds)
1-2
Everstonian (human)
175 (125)
-3d10
Fey Noble
155 (115)
-3d8
Gavown
75 (65)
-1d10
Kataan
210 (170)
-3d10
Ogrom
70 (65)
-1d8
Ratling
ROLL 1D6
3-4
no change
no change
no change
no change
no change
5-6
+2d12
+3d8
+2d8
+3d12
+2d6
AGING EFFECTS
Middle Age: -1 Str, Dex, and Con but a +1 to Int, Wis and Cha.
Old Age: -2 to Str, Dex, and Con but a +1 to Int, Wis and Cha.
Venerable Age: -3 to Str, Dex and Con but a +1 to Int, Wis and Cha. Height decreases by 3 inches.
50
CHAPTER 5
POISONS, HERBS,
&
DISEASES
As the merchants of Everstone spread their trade further and further into the unknown so do they bring
knowledge of exotic poisons, herbs and even disease.
In this section we have given Game Masters a few tables and guidelines in making random poisons, herbs
and diseases. With a few simple roles a GM can determine the exact details for the needed element.
POISONS
Save DC: When a poison is applied in the correct manner the victim is then required to make a Fortitude save
to see if they can resist the poisons affect (primary
damage). If the save is made, the victim ignores any
affect and any special characteristics and side-affects.
If the poison has a secondary damage then the victim
is required to make another save. If this second save
is failed the victim suffers the affect and side affect of
the poison.
CONSTRUCTING POISONS
One can find the basic rules for poison on page 173 of
the EBL book. The rules provided here are not meant
to complicate the rules already given but are for Game
Masters and players to develop and create their own
unique poisons. Game Masters can roll randomly on
the poison tables given here to detail their poison or
they can pick and choose as they wish. Either way the
Game Master should write down the details of the poison they generate and then give it a name. The poison
will then be available through the means which the GM
sets (black market, through a Guild, from a contact,
etc).
Initial Damage: if the Fortitude save is failed the victim suffers ability score damage (normally heals back
1 point per day). The Initial Damage table gives some
random damages that can be applied (such as 1d4
Strength damage). This damage is applied immediately
upon failing the Fortitude save.
Secondary Damage: After the onset time the victim
must make another Fortitude save against the poisons
secondary damage which occurs after a onset time.
If this save is failed the victim suffers the determined
damage.
Poison Characteristics (side affects): Most poisons
will only have a single characteristic but some poisons
may have more (up to Game Master). These side-affects may be a desirable affect or may be undesired
and may cause the cost of the poison to increase or
decrease as shown on the table. Game Masters should
apply these side-affects after the initial damage is suffered. Although the victim may have suffered the initial
damage and secondary damage already the side-affects
of the poison may last several hours.
51
TYPE
Contact (base: 100 sg)
Detect DC (roll on save table)
Ingested (base: 50 sg)
Detect DC (roll on save table)
Inhaled (base: 75 sg)
Cohesion (see seperate table)
Injected (base: 25 sg)
Longevity DC (roll on save table)
4-11
12-15
16-20
INITIAL DAMAGE
1D20
1-3
4-10
11-17
18-19
20
DAMAGE
1 pt (+0 sg)
1d4 (+25 sg)
1d6 (+100 sg)
1d8 (+175 sg)
1d10 (+300 sg)
1D20
1-5
6-11
12-16
17-18
19-20
DAMAGE TYPE
Strength (+40 sg)
Constitution (+0 sg)
Dexterity (+50 sg)
Intelligence (+75 sg)
Wisdom (+60 sg)
COHESION
SAVE DC
1D20
SAVE DC
1-7
DC = 6+1d8
6-12
DC = 10+1d8
13-18
DC = 14+1d8
19-20
DC = 18+1d8
Cost: 10 sgs per point over 10.
-25 sigs per point under 10.
1D20
1-16
17-20
TIME INCREMENTS
Rounds (+0 sg)
Minutes (+75 sg)
1D20
1-8
9-15
16-19
20
DURATION DICE
1d4 (+0 sg)
1d6 (+25 sg)
1d8 (+75 sg)
1d10 (+150 sg)
SECONDARY DAMAGE
1D20
1-14
15-16
17-18
19-20
ONSET TIME
Round after (+0 sg)
1d4 rounds (-50 sg)
1 minute (-75 sg)
1d4 minutes (-125 sg)
1D20
1-6
7-10
11-13
14-17
18-19
20
DAMAGE TYPE
Same as initial (initial damage)
Same as iniatial +1 die type (initial damage)
Unconciosness (+150 sg)
Paralysis (+100 sg)
none (+0 sg)
Death (+1,000 sg)
52
Poison Cost: When figuring the cost of poison add together the poisons base cost (determined by poison
type) and each additional cost adder (from Save DC,
Initial Damage, Secondary Damage, Detect DC, etc).
Example of Poison: Rolling a random poison we get the
following Results. The poison is an Injected (base cost
of 25 sg) poison. A Longevity DC of 16 (10 sg multiplied
by 6 = 60 sg). A Fortitude save DC of 14 (10 sg multiplied by 4 = 40 sg). Initial Damage of 1d4 Constitution (1d4 = 25 sg, Constitution damage = 0 sg). The
Secondary Damage has an onset time of 1d4 rounds
and inflicts 1 pt of Strength (1d4 rounds onset time =
POISON TYPES
There are four general ways to apply poison as described in the main Everstone: Blood Legacy rule
book (page 173).
INJECTED
By injection you get the poison into the targets
bloodstream by applying it to an edged weapon.
When you inflict a single point of damage on a target it means the poison has been delivered and takes
affect. Injected poison must be a sticky gel or liquid
that is rubbed onto a weapon and will stay.
Longevity DC: One of the most important characteristics of injected poison is how long they will stay
upon the weapon before drying out or being rubbed
off. For this reason Injected Poisons are assigned a
Longevity DC which is used when the user makes a
Poison skill check to see how well they applied the
poison to the weapon and how effective they use it
in combat. Each minute or successful strike requires
the user to make a Poison skill check against the DC.
If failed the poison dries up or is rubbed off. When
calculating the cost of the poison, Longevity DC is
10 silver guilders per point that it is under 18.
CONTACT
Sometimes poison is so potent that it will deliver
its venom by simply touching the skin. The poison
seeps through the pores of the skin and immediately starts to kill cells and enter the bloodstream.
Contact poison can be used as injected poison by
putting it on an edged weapon or it can be used as
an ingested poison by putting it in food or drink.
Contact poison is very deadly, both to use and to fall
victim too. A single drop touching exposed flesh can
be fatal for the user so special protection must be
used, usually leather gloves. The more common forms
of this poison are liquid or gels but they can be powders.
Detect DC: The secret to contact poison is making it
a clear solution type substance that cannot be seen.
Contact poison that appears like thick black tar is not
easily hidden but if it is clear, does not smell, and does
not glisten in the light then it has a better chance of not
being detected. Contact poisons are assigned a Detect
DC which determines how difficult they are to detect
with a Spot or Search skill check.
53
INGESTED
Ingested poisons are those that need to be consumed
by the victim in order to work. Perhaps more than any
other poison the ingested poison depends on a high Detection DC for success. The perfect ingested poison is
flavorless, colorless, and odorless. This makes hiding it
in food and drink easier and so less likely to be found
out before it is consumed. These poisons are often liquid or powder form.
Detect DC: Ingested poisons have a Detect DC which
is used for those who have a chance of seeing,
smelling or tasting the poison.
INHALED POISON
These poisons are even more dangerous
to use than contact poisons. Inhaled
poisons or poison gas are released
into the air where they can affect any
who breathe them in. Such a delivery
method is chaotic at best. Poison
gasses are subject to wind
changes and will usually cover an area that
could easily move,
dissipate quickly,
or linger, all depending on the
air movement
where the gas
is released.
It is not uncommon
for
these
poisons to
be made of
two
parts,
usually water
and a powder.
When they mix
they form a gas that
quickly spreads.
Area of Affect: It is assumed that
a single dose
of poison gas will cover an
area of 10 foot in diameter. Normally
a single dose of poison gas will fit within a fist sized
beaker or clay pot. When broken or opened the gas will
fill the area around it.
Cohesion Rating: It is desired that poison gases be the
same weight as air. Thus they do not rise into the atmosphere or sink to the ground two quickly. Some gasses
have a tendency to stick together which means the
cloud of gas does not separate swiftly without a strong
wind. Poison gasses have a Cohesion rating. This is a
54
POISON SIDE-AFFECTS
Almost every poison has some kind of side affect that
makes its presence in a target obvious. Besides the
weakening and damage affect many poisons will cause
outward signs such as bloodshot eyes, sweating, shaking hands, swollen tongue, or complexion becomes
sickly pale, etc. Provided are 20 different side affects that a poison might have although the
list is far from complete. Game Masters can
apply one or more side affects to a poison
or no side affect at all. For additional side
affects Game Masters could role on the
Disease symptoms table on the following pages.
POISON RARITY
The price of the poison
is usually based on its
rarity. Poisons that are
easily attained and
common among the
more seedy types
of characters might be
only half the constructed
price. Poisons that are
rarer and have unique
characteristics might
be double or triple
the price. Rare poisons have the benefit of victims having
little or no knowledge
about them, thus
making it harder
for antidotes or
cures to be attained. But on the
downside many assassins learn how to work
a poison and like to stay
within the parameter
of their skill. It takes time to learn
h o w to work with a new poison and an assassin will
usually need a good reason for adapting the poison. The
more poisons an assassin has to keep track of the more
danger of a slip-up accruing.
SAMPLE POISONS
ARBESINE
Type: contact, Detect DC: 14, Save DC: Will 13, Initial
Damage: 1d8 intelligence, Secondary Damage Onset
Time: 1 minute, Secondary Damage: 1d6 wisdom,
Characteristics: This poison works only in the darkness
of night. Cost: 390 sgs
Information: Arbesine is made form the leaves of
the nighthawk, a plant that only blooms in the light
of the moon near running water. The plant dies if the
sun touches it and this the poison does not work in
daylight.
BABTOLAN SPORES
Type: Inhaled, Save DC: Will 15, Cohesion Duration:
1d6 rounds, Initial Damage: 1d6 Intelligence, Secondary
Damage Onset Time: 1d4 rounds, Secondary Damage:
1d6 intelligence, Characteristics: Poison swells tongue.
2 to influence based checks. Cost: 440 sgs.
Information: Babtolan Spores are found in the furdin
plant that grows in the Forests of Giants and Maple Top
Forest. It is taken from the leaves of these plants and
ground into a fine powder and mixed with other agents
that aid in its smoke-like dispersal. It has a small hint
of mint to its smell.
CONVORTUS POWDER
Type: Inhaled, Cohesion: 1d4 minutes, Save DC:
Fortitude 14, Initial Damage: 1d4 wisdom, Secondary
Damage Onset Time: 1d6 minutes, Secondary
Damage: 1d6 wisdom, Characteristics: Totally blocks
sense of smell for 1d3 hours. Cost: 485 sgs.
Information: The ingredients that make this powder
are readily available over much of Lannith. The making
of this drug includes the mixing of a menagerie of
components. This variety has also led to the drugs
nickname, Concoction Powder.
GALOOG
Type: Contact, Detect DC: 10, Save DC: Fortitude 22,
Initial Damage: 1d8 constitution, Secondary Damage
Onset Time: 1d4 rounds, Secondary Damage: 1d6
strength, Characteristics: Damage takes twice as long
to heal, each point takes two days to heal. Cost: 670
sg
Information: Galoog is a dark black root that grows in
the fertile soil near the Rhome, Rolling, and red Rivers.
The root is made into a thick, black oil that can be
easily placed on blades. It smells very bad if you are
close enough (which usually means you are the victim)
and can be easily detected.
LOLAC
Type: Injected, Longevity DC: 12, Save DC: Fortitude
12, Initial Damage: 1d8 wisdom, Secondary Damage
Onset Time: round after, Secondary Damage: 1d6
STAR WATER
Type: Ingested, Detect DC: 20, Save DC: Fortitude 18,
Initial Damage: 1d8 strength, Secondary Damage
Onset Time: round after, Secondary Damage: 1d6
strength, Characteristics: Causes exhaustion damage
of 3d6 HP each time a save is missed. Cost: 415 sg
Information: Star water is a rare poison that is made by
soaking the mineral known as Star Stone in a mixture
of water and plant oil. Star Stone is found in Ogrome
and the surrounding mountains.
TIGER LEAF
Type: Ingested, Detect DC: 12, Save DC: Fortitude 14,
Initial Damage: 1d4 dexterity, Secondary Damage
Onset Time: 1d4 rounds, Secondary Damage: 1d4
dexterity, Characteristics: Damage heals twice as fast
as normal, 2 points a day. Cost: 175 sg
Information: Tiger Leaf comes from the tiger plant
found prominently in Mosstone. Its leaves are stripped
like the feline creature that is the source of its name.
The leaf is dried and them crushed and made into a
fine powder. The powder can be put in water or into
food.
WOLUZA WEED
Type: Ingested, Detect DC: 16, Save DC: Fortitude 18,
Initial Damage: 1d6 constitution, Secondary Damage
Onset Time: 1d4 rounds, Secondary Damage: 1d4
strength, Characteristics: This poison has no known
antidote. Cost: 420 sg
Information: This aquatic plant is found near Ladys
Lake. The weed itself has a distinct fish-like smell. As
a poison the weed is actually an oily clear liquid that
faintly still smells of fish.
55
DISEASES
CONSTRUCTING DISEASES
The basics of diseases can be found on page 171 of the
EBL book. In this companion we expand upon disease a
bit more but at the same time trying to keep away from
overly complex rules that would slow down the story.
Like anything, Game Masters can take and leave what
they wish in order to make their game a better experience for their players.
Game Masters may roll randomly on the disease tables
or they may pick and choose as they see fit. Remember
to note down the disease results and give your disease a
name. The disease will usually be the same for whoever
contracts it but as a disease makes its pass it will often
form different strains and may alter gradually from
one area of the world to another.
TRANSMITTED
Disease has four ways it can be transmitted from carrier
to victim (which then turns into a carrier if infected).
These are covered below.
INFECTION DC
All diseases have a difficulty class that potential victims
need to make a Fortitude save against in order to avoid
contracting the disease.
INCUBATION TIME
If the Infection save is failed the victim suffer the diseases primary damage after the listed incubation time.
During the incubation time no primary damage is suffered but disease symptoms will begin to become appar-
56
PRIMARY DAMAGE
After the incubation time the victim automatically suffers the diseases primary damage as well as the full
affect of all symptoms (see below). Disease damage
inflicts ability score damage. Such damage cannot be
healed until the disease has been purged.
DAMAGE OCCURRENCE
Every few hours or days the victim must make a further Fortitude save against the Infection DC to avoid
taking further damage. If the save is made the damage
is avoided. If the victim passes two saves in a row the
disease is purged and the sickness passes.
SYMPTOMS
Each disease has 1d4 symptoms that begin to show
themselves within moments of contracting the disease.
Game Masters are encouraged to play these symptoms
up as some can be more hindering to characters than
the actual primary damage. Most symptoms pass with
the purging of the sickness but other symptoms are lasting, such as the loss of teeth or hair.
FEVER
Almost all sicknesses are accompanied by some type of
fever to one extent or the other. The fever might be only
marginal, hardly noticed at all, while other sicknesses
have such a high fever accompany them that they can
severely hinder and even disable. Higher fevers can
cause disorientation and cloud the mind to such an affect that the victim suffers penalties to their awareness
skill checks (Listen, Spot & Search). If the fever of a
disease is Very High the victim must make roll a d20
after missing at least two Fortitude saves in a row. If the
roll comes up 19 or 20, they lose a point of Intelligence
permanently.
DISEASE INFECTION
Diseases are categorized into types depending on how
they infect an individual. Many people have no idea
how diseases travel and only a trained healer can clearly define and classify diseases with any hope of clarity.
INHALED
For a disease to fall into this category it needs to travel
through the air from infected to potential host. The infected subject need only be within a dozen feet or so
or the potential victim may catch an inhaled disease
by simply being in a room that the carrier just left or
even by being in the same room as the clothing the carrier once wore. Disease that travel on the air are the
most easily transmitted of all sicknesses and therefore
the most common. Game Masters may call for a Fortitude save against a disease any time a character comes
FEVER
SAVE DC
1D20
INFECTION TYPE
1-10
Inhaled
1D20
1-7
SAVE DC
DC = 6+1d8
1D20
1-7
FEVER SEVERITY
Low (no affect)
11-14
6-12
DC = 10+1d8
6-12
15-17
Injury (untreated)
13-18
DC = 14+1d8
13-18
18-20
Contact (sexual)
19-20
DC = 18+1d8
19-20
PRIMARY DAMAGE
1D20
1-3
4-6
7-9
Disease causes victim to become clumsy and loose hand eye coordination (1d4 Dexterity damage).
10-12
Disease causes victim to become forgetful and have memory loss (1d4 Intelligence damage).
13-15
Disease causes victims mind to become clouded and haxy (1d4 Wisdom damage).
16-18
Disease is magical (lose 1d4 energy points, the points do not return until disease is cured).
19-20
Disease seems to affect the body as a whole (loose 1 point from all abilities each damage increment).
INCUBATION-DAMAGE OCCURRENCE
1D20
Incubation
Damage Occurrence
1-6
1d20 minutes
1/hour
7-15
1 day
1/day
16-20
1d6 days
1/week
57
SAMPLE DISEASES
BLACK STINK
DANDERFILL
FEVER BLISTER
Infection Type: ingested (water), Save DC: 14, Fever:
very high, Primary Damage: 1d4 Dex, Incubation
Time: 1 day (make save 1/day), Symptoms: blistered
skin (9), Description: One of the primary reasons why
Ratlings are hated and despised so much is that they
dirty the water source which they are drinking from. The
contaminated water is not much of a threat to the vermin
race (Ratlings get a +10 bonus to save) but those who
share the drinking water, usually unknowingly, begin to
show signs of a very high fever and show outward signs
of red boils all over their ears, under their nostrils and
at the corner of their mouth. They boils on their skin
begins to affect their sense of balance and take away
their dexterity.
58
SAMPLE HERBS
FUNGRUL
Preparation Time: 1d6 hours, Preparation DC: 13,
Form: Bark, Prepared Form: Powder, Environment:
Bright sunlight, Duration: 1d4 rounds, Properties:
Increases Intelligence by 1d6, Information: Fungrul is
made from the bark of the staghorn elm. It is ground
and made into a powder that is snorted. Cost: 300 silver
guilders.
LI
Preparation Time: 3d6 minutes, Preparation DC: 14,
Form: Nut, Prepared Form: powder, Environment: Host
off other plants, Duration: 2d6 minutes, Properties:
Temporarily increase hit points above normal by 1d8,
Information: Li is a nut that feed off of other plants. Its
parasitic behavior makes it a survivor in many harsh
environments, as long as it can find a host. The nut
is ground and made into a powder that is mixed with
liquids or taken alone. Cost: 70 silver guilders.
FLINCH
MOR-FIN
RIZALURE
Preparation Time: 1 day, Preparation DC: 13, Form:
Seeds, Prepared Form: Powder, Environment: Bright
sunlight, Duration: 1d4 minutes, Properties: Increases
base speed by 1d6 x2, Information: This small seed has
a powerful stimulant that aids in the endurance of the
body. It allows the person who takes it to run faster
than normal. Cost: 180 silver guilders.
HERB POTENCY
1D20
Time to Prepare
Knowledge: Herb DC
1D20
Herb Strength
1-15
3D6 minutes
1-8
DC = 6+1d4
1-10
1d4
16-18
1d6 hours
9-16
DC = 10+1d4
11-15
1d6
DC = 14+1d4
16-18
1d8
19
1d10
20
1d12
19
1 day
20
1d6 days
HERB FORM
1D20
1D20
17-20
PREPARED FORM
1D20
Usable Form
HERB ENVIRONMENT
1D20
1-3
Root
1-6
1-5
Bright Sunlight
4-5
Leaf
7-12
Poultice (compress)
6-9
Shade
6-7
Stem
13-16
Syrup (injested)
10-14
Humid Location
8-9
Bark
15-17
10-11
Sap
18-19
Under Water
12-14
Fruit/Nut
15-16
Flower
HERB DURATION
17-18
Seeds
1D20
19-20
Whole plant
17-20
20
1-10
1d4 rounds
11-16
2d6 rounds
17-18
1d4 minutes
19-20
1d2 hours
HERB PROPERTIES
ROLL 1D20
1 - Increase Strength by herbs potency roll.
2 - Increase Dexterity by herbs potency roll.
3 - Increase Constitution by herbs potency roll.
4 - Increase Wisdom by herbs potency roll.
5 - Increase Intelligence by herbs potency roll.
6 - Increase Initiative by herbs potency roll.
7 - Increase Base Speed by herbs potency roll multiplied by 2.
8 - Increase Fortitude save bonus by herbs potency roll.
9 - Increase Will save bonus by herbs potency roll.
10 - Increase Reflex save bonus by herbs potency roll.
11 - Increase Fortitude save against disease by double herbs potency roll.
12 - Increase Fortitude save against poison by double herbs potency roll.
13 - Increased awareness gives a bonus equal to herbs potency roll to Spot, Search and Listen skill checks.
14 - Restore a number of lost hit points equal to herbs potency roll (no herb duration needed)
15 - Restore a number of lost energy points equal to herbs potency roll (no herb duration needed).
16 - Restores lost Strength points equal to herbs potency roll (no herb duration needed).
17 - Darkvision equal to 10 feet multiplied by herbs potency roll (thus a roll of 3 would be 30 feet).
18 - Increased sense of smell gives a bonus equal to herbs potency roll (i.e Survival: Tracking skill checks).
19 - Increased magic perception grants a bonus to Spellcraft skill checks equal to herbs potency roll.
20 - Temporarily increase hit points above normal limit by double herbs potency roll.
59
INGESTED
Many bacterial diseases travel in foods and even water.
The subject must eat or drink the contaminated substance in order to have a chance of becoming infected
with the illness. Each time a portion of substance is
consumed a Fortitude save is required. Game Masters
may judge that eating or drinking large amounts of infected food may require more than a single Fortitude
save. If the substance is consumed on a regular basis
(every few hours, such as breakfast, lunch and dinner)
the Fortitude check may suffer a cumulative penalty.
INJURY
Untreated wounds can be a magnet for bacteria that
will become infected and can become the most deadly
kind of illness. The infection can usually be treated by
amputating the infected area (foot, arm, hand, etc).
Sickness brought on by injuries will almost always
be accompanied by higher degrees of fever (add +5
to the d20 roll when determining the diseases Fever).
If the infected area is amputated the subject gains a
+8 bonus to their next Fortitude check
to purge themselves of the disease.
If potential victims quickly clean
their injuries and make sure they
have abundant clean bandages and
the like they gain a +1 to +3 bonus
on their Fortitude checks
to resist contracting the
disease in the first
place.
HERB CONSTRUCTION
Herbs can be a rich element that helps Game Masters
can use to increase their players awareness of their environment. To clearly define and make using herbs easy
to incorporate into the game they have a number of
characteristics that can be easily listed.
In this section of the companion we have provided various tables and charts to allow Game Masters to randomly generate or choose herbs as they need them in
their stories. GMs should take the time to note down
the entries of the herbs and provide an ample name
for them. If his players are the first to come across the
herb he or she may allow
them to give the herb a
name.
HERB FORM
This is the raw herbal
form that the herb is
in before it is prepared. Game Masters can roll (or pick)
on the herb form
table and then invent
a plant around what is
needed. Thus if the GM
rolled a leaf it could be
anything from a tree to
a small shrub to a root
with a single leaf sticking above ground. All
that would be needed of
the plant would be a single
CONTACT
Irritating and deadly diseases alike can travel through
bodily contact and the sharing of
bodily fluids (sex). If one comes into contact with another who already has the disease they need to make
a Fortitude check whenever the infected touches them
for a prolonged period of time. A check is required as
soon as any contact becomes intimate (even a simple
close mouthed kiss). Most diseases are irritating and a
nescience but most are not fatal.
HERBS
The magical flows that pass over the surface of Lannith have caused a large number of unique magical
herbs to sprout up throughout the land. Magical herbs
have flourished to such an extent that they are almost
as common as the more mundane non-magical types.
60
leaf.
HERB ENVIRONMENT
The herb has a favored place where it will usually grow.
The Game Master has the choice of the exact region of
the world the herb is found in but the table found here
just gives the growing conditions that the herb prefers
and where herbalists should be looking.
PREPARATION TIME
The Herb needs to be prepared before it can be applied.
This is how long the herb takes to prepare for use. If the
prepare time is listed in days it does not mean the herbalist need spend the entire day preparing it. It is simply
a given time that the herb may need to dry or cure.
PREPARATION DC
HERBS DURATION
After the time to prepare the herb has been spent the
herbalist need make a Knowledge: Herb skill check. If
the check beats the DC the herb is prepared normally.
If not the herb is ruined and the material used (the
herb) is destroyed.
PREPARED FORM
When the herb is correctly prepared this is the usable
form it will be in. If the form is lotion or oil the herb
must be rubbed on the flesh to have an affect. If the
form is a poultice it must usually be used as a compress
(usually those herbs that have healing properties). If
the final form is a syrup-like paste it must simply be
eaten or mixed in with food. If the final form of the
herb is a powder it is likewise mixed with food or can
be mixed with drink.
HERB PROPERTIES
This is the affect the herb is going to have on the user.
It can increase ability scores, restore lost hit points or
energy points, increase the users initiative, etc. Game
Masters should get creative and are free to add whatever they come up with, after all many herbs in the
world of Lannith are magical in nature.
HERB POTENCY
There are many herbs that will have similar affect to
a greater or lesser extent. The herbs potency is rolled
when the herb is used. The higher the dice roll the
greater the affect. For example if the herb is one
that increases the users Strength then they would
roll the herbs potency dice and increase
Strength by the rolled amount.
61
CHAPTER 6
MANUAL OF GOLEMS
I used to think the most wondrous inventions that the Magi ever came up
with were their amazing flying ships. Oh, they are still amazing, dont get
me wrong but I have to say I have since changed my opinion. You see just
because something is big does not mean it is the best. After working on my
friend Grinder, who is a War Golem of some renown, I have seen the details
and magic that make these constructs the pride and joy of the Guilds. Any
craftsman worth his title can tell you that the hardest part of any project
is the details and the Golem is full of fine details. Details that can dish out
there portion of pain!
-Runder, gavown foreman of the Sky Dock-
GOLEM CENTAUR
The Golem centaur is a newer model that was designed
by a Magi after visiting the Realm of Faerie. The Centaur
allows greater movement capacity with heavy weapons
62
63
CLEAVE
Attribute: 2CP
Energy Cost: 0
If you deal an opponent enough damage to make the
opponent drop, you get an extra melee attack against
another opponent who is in melee with you. This attack
is immediate and at the same BAB as the attack that
dropped the first opponent.
THUNDEROUS CHARGE
Upgrade: 2CP/rank
Energy Cost: 3/rank
The Golem is able to put their head down and charge
through walls or other static barriers. As a full round
action the Golem can make a charge attack (up to its
running distance and more than 15 feet away) against
a static object. If the Golem fails to break through the
object they suffer half the damage they inflict (round
down) but does not count the armor penetration of the
attack. Cost: 1,000 silver guilders per rank.
Rank 1: The Golems charge has the following
characteristics. Base Damage: 7d6, Attack Qualities:
armor penetrating 8, magic, muscle powered.
Rank 2: The Golems charge has the following
characteristics. Base Damage: 9d6, Weapon Qualities:
armor penetrating 16, magic, muscle powered.
64
DODGE
Attribute: 3CP
Energy Cost: 2
When you exert yourself (spend the energy points) you
can move out of the way with increased success. Before
rolling a Defense check but after the attacker has rolled,
you can choose to use this attribute. You gain a +1
bonus to your Defense check equal to your level, thus if
you where 3rd level and you used this attribute it would
give you a +3 bonus to your Defense.
IMPROVED INITIATIVE
Attribute: 1CP/rank
Energy Cost: 0
Your reaction time is quicker and you gain a bonus to
Initiative checks.
Rank 1: Gain a +2 bonus to Initiative checks.
Rank 2: Gain a +4 bonus to Initiative checks.
INCREASED SPEED
Upgrade: 1CP/rank
Energy Cost: 0
Your Golem has increased movement. Increase the
Golems base movement by the number of feet given
below. Cost: 300 silver guilders per rank.
Rank 1: Golems movement increases by 5.
Rank 2: Golems movement increases by 10.
REFLEX
Attribute: 1CP/rank
Energy Cost: 0
The Golem is quicker than most to react to danger and
gains a +1 bonus to their Reflex saves for every rank in
this attribute.
BURST OF SPEED
Attribute: 1CP/rank
Energy Cost: 2/rank
The Golem can use its inner power supply to propel it
at faster speeds. The speed burst lasts for 1 scene.
Rank 1: Golem can double its Sprinting speed.
Rank 2: Golem can triple its Sprinting Speed.
GOLEM BITE
Upgrade: 2CP, 1CP/rank
Energy Cost: per rune-string activated
The Golem has a bite attack which is just like any other
rune weapon attack. The first time the Golem gets this
upgrade they get the basic attack as shown below.
Each additional rank purchased grants them one of the
listed Rune-Strings. Cost: 2,000 silver guilders + runestrings.
Base Damage: 3d6, Weapon Qualities: magic, melee,
muscle powered, Rune-Strings: armor puncture (1-4),
bane (1-2), flame-frost-shocking (1-2), quick strike (12), slicing (1-3), speed (1).
INCREASED SPEED
Upgrade: 1CP/rank
Energy Cost: 0
Your Golem has increased movement. Increase the
Golems base movement by the number of feet given
below. Cost: 300 silver guilders per rank.
LEAP
Attribute: 1CP/rank
Energy Cost: 0
Your powerful legs and feline body allow you to jump
further than other Golems.
Rank 1: You receive a +4 bonus to Jump skill checks.
Rank 2: You receive a +8 bonus to Jump skill checks.
INCREASED SPEED
Upgrade: 1CP/rank
Energy Cost: 0
Your Golem has increased movement. Increase the
Golems base movement by the number of feet given
below. Cost: 300 silver guilders per rank.
Rank 1: Golems movement increases by 5.
LANDING
Attribute: 1CP/rank
Energy Cost: 0
A perfect sense of balance allows you to land on your
feet. By using your four powerful legs you can reduce
damage from falling and you gain a bonus to your
Balance skill checks.
Rank 1: Receive a +2 bonus to Balance skill checks
and gain the ability to fall up to twenty feet without
suffering damage.
THUNDEROUS CHARGE
Upgrade: 2CP
Energy Cost: 3
The Golem is able to put their head down and charge
through walls or other static barriers. As a full round
action the Golem can make a charge attack (up to its
running distance and more than 15 feet away) against
a static object. If the Golem fails to break through the
object they suffer half the damage they inflict (round
down) but does not count the armor penetration of the
attack. Cost: 1,000 silver guilders per rank.
Rank 1: The Golems charge has the following
characteristics. Base Damage: 7d6, Attack Qualities:
armor penetrating 8, magic, muscle powered.
65
GOLEM FAMILIAR
Although the War Golems of Magi are the most talked
about and the tales of their effort to protect the valley
of Everstone are widespread, they are far from the only
types of Golems that have been developed. Many Moon
Magis and Fixers have tinkered and worked on various
types of Golems in an attempt to make their usefulness
more widespread. For a price a Magi can have a Golem
companion constructed for their personal use or
construct their own. Such Golems make fine assistants,
lifting heavy loads, delivering messages, organizing the
workshop and even light protection if needed.
This option is only available for those who are actual
members of the Magi Guilds.
The Golem familiar must
be paid for at the
indicated
price.
Each of the listed
upgrades for the
Golem
can
be
purchased at the
time of creation or
can be added later
as the Magi wishes
to spend the funds.
Acquiring a Golem
Familiar is reflected
in the purchase of an
Attribute, just like an
animal companion or
familiar.
Class Skills: Balance
(Dex), Climb (Str),
Craft: choice of 2 (Int),
Hide (Dex), Jump (Str),
Knowledge: choice of 2
(Int), Repair (Int), Rune
Device (Wis), and Search
(Int).
Skill Points at 1st Level: (2 +
Int modifier) x4.
Skill Points each Additional
Level: 2 + Int modifier.
GOLEM UPGRADES
The Golem Familiar can purchase the following upgrades
with its character points as it increases in level (see
Level Up, under the Golem Familiar Attribute). These
upgrades can be acquired by taking the Golem to a
rune-device craftsman or Moon Magi guild hall.
ARMOR
Upgrade: 1CP/rank
Energy Cost: 0
The Golem Familiar may take an upgrade of armor
that increases his armor by 1. This can only be taken a
maximum of 4 times and only on even levels, 2, 4, 6, 8,
etc. Cost: 200 silver guilders per rank.
BITE OR CLAW
Upgrade: 2CP/rank
Energy Cost: 0
This upgrade gives the Golem Familiar a natural attack
such as a bite, claws, or even a whip like tail. Cost: 400
silver guilders per rank.
Rank 1: Magic attack that deals
1d6+Str in damage.
Rank 2: Magic attack that
deals 2d6+Str in damage.
BLAZE PISTOL
Upgrade: 1CP, 1CP/rank
Energy Cost: Per rune
activated
This replaces one
of
the
Golem
Familiars hands
with a weapon that
is equal to the blaze pistol
weapon (see EBL page
141). Each rank after the
first grants the golem
a Rune-String (which
must be paid for) which
is normally allowed on a
blaze pistol. Cost: 1,600
silver guilders +
Rune-strings.
CHARGE
BLOODSTONE
Upgrade: 1CP/rank
Energy Cost: special
The Golem Familiar
can
recharge
a
bloodstone that it can
touch. This is a very useful
upgrade as it allows the Golem to charge the Magis
equipment while maintaining it. Cost: 750 silver guilders
per rank.
Rank 1: For 3 energy points the golem can replace 1
energy point in the bloodstone.
Rank 2: For 2 energy points the golem can replace 1
energy point in the bloodstone.
66
GOLEM FAMILIAR
Golem familiars are not common outside of larger Everstonian
towns such as Harbor and South Harbor. Moon Magi use Familiars
the most since they simply get in the way of Shadow Magi and Sun
Magi, who would only put their familiar in harms way as they are
in combat more often.
Golem familiars take on a number of different appearances, just
as do Golems, since each is individually hand crafted. The cost
in materials to build a Golem Familiar is 1,500 silver guilders.
Familiars are built in the same way as any other rune device (see
Engrave Runes on page 83 of the EBL book). They are considered a
3,000 silver guilder rune device for purpose of determining DC.
When a Golem Familiar is built it is 1st level. Over time the owner
can develop the familiar up to 5th level.
Familiar Body Frame: Strength 10, Dexterity 12, Constitution
14, Intelligence 12, Wisdom 12, Charisma 10, Armor 1, Speed 24
feet.
DARK VISION
Upgrade: 1CP/rank
Energy Cost: 0
The familiar has its seer-scope
upgraded to be able to see in
absolute darkness as easily as
it does in the light. Although
the range is limited and color is
reduced to shades of grey. Cost:
350 silver guilders per rank.
Rank 1: See 30 feet in absolute
darkness.
Rank 2: See 90 feet in absolute
darkness.
DEFENSE COMBAT
MASTERY
Attribute: 2CP/rank
Energy Cost: 0
You have trained in defending
yourself against attacks. You
increase your Base Defense
Bonus by +1 each time you take
this Attribute.
ENHANCED RUNE
SPHERE
Upgrade: 1CP/rank
Energy Cost: 0
By taking this upgrade the
Golem Familiar is able to gain
4 extra skill points on that level
for placement in academic skills
only. This Upgrade can be taken
multiple times, but only once
per level. The total ranks of the
skill must still be with in the
parameter set for the Golems
level. The skills that the points
can be used to increase are; Craft,
All Knowledge, Repair, Speak
Language, and Spell Craft. Cost:
750 silver guilders per rank.
ENHANCED BODY
Upgrade: 2CP/rank
Energy Cost: 0
By taking this upgrade the
Golem Familiar is able to gain
4 extra skill points on that level
for maneuvering skills only. This
Upgrade can be taken multiple
67
times, but only once per level. The total ranks of the skill
must still be with in the parameter set for the Golems
level. The skills that the points can be used to increase
are; Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Swim, and Tumble. Cost: 650 silver guilders
per rank.
ENHANCED MEMORY
Upgrade: 1CP/rank
Energy Cost: 0
This upgrade allows the Golem Familiar to record a
book or number of scrolls depending on the rank. The
Golem can then recite the information as needed to its
master as needed. This gives the golem a Library bonus
that based on the number of ranks. Cost: 1,000 silver
guilders per rank.
Rank 1: The Golem Familiar can memorize 1000 pages
giving it a +2 Library bonus to Intelligence, Wisdom,
Gather Information, and Knowledge checks.
Rank 2: The Golem Familiar can memorize 2500 pages
giving it a +4 Library bonus to Intelligence, Wisdom,
Gather Information, and Knowledge checks.
Rank 3: The Golem Familiar can memorize 10,000 pages
giving it a +6 Library bonus to Intelligence, Wisdom,
Gather Information, and Knowledge checks.
INCREASED SPEED
Upgrade: 1CP/rank
Energy Cost: 1/per rank
This upgrade allows the Golem Familiar to increase its
speed. The Golem must pay the Energy Cost each round
it uses the extra speed.
Rank 1: Increase base speed by +5 feet.
Rank 2: Increase base speed by +10 feet.
Rank 3: Increase base speed
by +15 feet.
LANTERN
Upgrade: 2CP/rank
Energy Cost: 1/rank
The Golem Familiar
has a lantern built
into part of its body.
It can be used to
illuminate areas as
well as to make a
flare attack.
Rank 1: The
lantern can cast
a beam of light up
to 50 feet forward in a
45 degree arc. For 3 energy
points the Golem can make the
68
LIFT ARM
Upgrade: 1CP/rank
Energy Cost: 2/rank
The Golem Familiar has its arms braced and reinforced
to be able to lift a lot of weight. The extra Strength can
only be used in lifting and does not increase the Golems
overall Strength rating.
Rank 1: The Golem can lift/pry something that weighs
up to 250 lbs (counts as having Strength 17).
Rank 2: The Golem can lift/pry something that weighs
up to 500 lbs (counts as having Strength 22).
Rank 3: The Golem can lift/pry something that weighs
up to 1000 lbs (counts as having Strength 27).
MAGI FINDER
Upgrade: 2CP/rank
Energy Cost: 5/rank
Prerequisite: golem link
The Magi can command the Golem to teleport to his
or her side. This teleportation is only a one way, from
were the Golem is to where the Magis side. The Golem
cannot teleport any other objects with itself, although if
it has the Storage upgrade, everything it is carrying in its
storage compartment is transported with him.
Rank 1: Golem can teleport up to
5 miles to be at its Magis side.
Rank 2: The Golem can
teleport up to 25 miles to be
at its Magis side.
MEND OBJECT
Upgrade: 2CP/rank
Energy Cost: 4/rank
The familiar is fitted
with specialized magic
devices which allow
it to mend broken or
ripped objects. This
upgrade allows
the Golem to
repair broken or
damage objects,
even
other
Golems. The Golem can
only use this ability once per
REINFORCED FRAME
Upgrade: 2CP/rank
Energy Cost: 0
By having shock absorber arms and legs and a
reinforced frame installed, the Golem Familiar can
increase its hit points. Each time the Golem Familiar
chooses this upgrade, roll another hit dice + the
Constitution modifier and adds it to its hit point total.
A Golem Familiar can only take this upgrade 3 times
(rank 3).
SELF REPAIR
Upgrade: 1CP/rank
Energy Cost: 0
Golems do not heal naturally like living organisms.
Instead, they must be repaired to regain any lost hit
points. This newly designed upgrade allows the Golem
to repair itself. From a compartment, small arms
attached with tools and manipulators extend to help the
Golem make its own repairs. The Golem has also been
fitted with a myth-stone mender upgrade that patches
damaged plates and rods on its own. It is important
to note that this upgrade does not heal back Strength
damage, or work after the Golem has been completely
destroyed (once all Strength points are gone). Strength
damage needs to be repaired using a Golem repair Kit.
WEAPON FOCUS
Attribute: 1CP/rank
Energy Cost: 0
The Golem is able to use its natural attack better
(see Bite or Claw upgrade, above). For each rank you
put into this Attribute the Golem gains a +1 bonus
to attack with that weapon type. Note that this bonus
does not increase the Base Attack Bonus, thus granting
more attacks. The Golem Familiar can only take this
Attribute at level 3, 6, 9, 12, 15, and 18.
WALL WALKING
Upgrade: 2CP
Energy Cost: 0
The Golem Familiar has been implanted powerful claw
like grasping hands to climb up walls. This upgrade
grants the Golem a +8 bonus to Climb skill checks.
The Golem may also move at half its normal speed
while climbing.
WINGS
Upgrade: 2CP/rank
Energy Cost: 2/rank
Although this upgrade installs wings on the Golem,
these wings are mostly used for flight manipulation
and steering. The Golem is empowered with a small
rune-engine that allows the Golem to hover off of the
ground. When the energy points is spent the Golem
can fly for 1 scene.
Rank 1: The Golem Familiar can fly at the speed of 1
x its Dexterity.
Rank 2: The Golem Familiar can fly at the speed of 2
x its Dexterity.
Rank 3: The Golem Familiar can fly at the speed of 3
x its Dexterity.
STORAGE
Upgrade: 2CP
Energy Cost: special
The golem has an internal compartment that acts very
similar to the Explorers Pack (See EBL page 134). It
can hold five cubic feet and which never increases its
weight or encumbrance when used. This compartment
is powered by the Golems internal mana-generator.
Rank 1: Holds 5 cubic feet of material.
Rank 2: Holds 10 cubic feet of material.
69
CHAPTER 7
GODS OF LANNITH
In the pages that follow you will find an account of each
of the rediscovered gods. Each entry gives a general
overview of the god. Their sphere of influence, favored
weapons, common worshipers, general description
and
ATHORA
Goddess of strategy, wisdom, fine crafts and skill at
arms
Symbol: Athoras symbol will usually incorporate her
war spear. Athora Priests of the Temple of Ancients
have taken to wearing a badge which is shaped like a
shield and has a spearhead emboldened on it.
Favored Weapon: Athora and her priests
will use anything which is finally
crafted but is always a melee
weapon.
Common Worshipers: Athora has
a wide range of followers from
delicate metal smiths (gold and
silver) to weapon smiths. Those
who seek perfection of form
in combat seek her blessing so
this includes many Stormgaurd,
Warriors, Sun Magi, and of course
Templar. It is said that Athora gave
the people of Lannith the will and
desire to create art and so many
Artist give her thanks.
Priests: Because of her broad spheres
of influence Athora has a very diverse
priesthood. The most notable of her priest
often study in the skill of arms and are usually
Warriors.
Description: In all the depictions of Athora, she is
clad in some form of delicate yet ornately decorated
breastplate with chain mail leggings. In the drawings
brought by the Shone, she is in ornately decorated full
plate. In all cases she wears a small buckler on her left
hand and a glowing spear in her right.
70
ATHORA' S BATTLE
WEAVE
Prayer: 1CP/rank
Energy Cost: 2/rank
This prayer requires the Priest
to meditate and focus their inner
strength to perform the weaving
dance of Athoras own combat
technique. For 1 scene the Priest
gains a bonus to their Defense
checks.
Rank 1: Gain a +1 bonus to Defense
checks for the scene.
Rank 2: Gain a +2 bonus to Defense
checks for the scene.
Rank 3: Gain a +3 bonus to Defense checks for
the scene.
ATHORA' S RESOLVE
Prayer: 1CP/rank
Energy Cost: 1/rank
Athora is the goddess of inner strength and focus.
With this prayer the priest may increase the focus
and willpower of those within 30 feet (including
I have been chosen to discuss my currant work which is soon to be finished. I have
yet to find an appropriate title for it but it is an extensive manuscript which deals
with what we currently know and believe we know of the gods. Of course it
is not a work that is my own but one that many Priests here at the Temple
have been studying. Although you Magi have little interest in the gods you
can believe that they have an interest in you. Very much so, to this I can
attest.
When you compare what we know now and what we new seventy years
ago I guess you can say we know a lot. But there is still much much more
we do not know.
You have heard from your parents and your mentors that the gods
abandoned us during our time of greatest need. I can tell you, upon
consulting my own god, Wornlorn, that this is not so. The gods didnt
abandon us, but used the greatest portion of their power to defend us. It is
unclear to as why the Night of Terror happened. The gods communicate in
omens, signs, and visions. All of which are very difficult to decipher. The gods
do not speak to us as many would have you think. There mere words would hold
power enough to unhinge even the strongest of mind. In these portents which quite a few Priests have received it
has been given to us that we owe our continued existence to the gods. There power was needed to stop the greatest
onslaught of the Hollow Lords. That is right, we suffered only that which passed through the vanguard of the gods
power.
But I am not hear to speak of things which are speculative but events and happenings which we know for facts or at
least what we read from ancient scrolls and think to be facts.
THE WAR OF GODS
Many manuscripts found within ruined temples have hinted towards a cataclysmic clash of divine power. Of a war
that took place before all of creation. It seems that there were two vying factions. Wornlorn and those that called
themselves his allies were of one and the other were those who opposed. You might understand it better in more general
terms of Order against Entropy. Before Wornlorn and the gods brought order there was naught but chaos and in this
chaos the lords, or gods, made their own realms, each being as different as the gods themselves. The gods made war
upon one another attempting to expand their realm of influence as much as possible, for each grew in power as their
realm grew.
There had never been an alliance among the gods, for each could only fathom their own ends. Wornlorn was the
first among gods to propose such. He held secret councils and drew other gods to his cause. Of course it may have been
attempted many a times before but Wornlorn was the first to bring an alliance about. We do not know how many
gods he gathered to his cause but it was enough. In their combined power the gods brought about order and forced all
other gods to kneel to them. Of course it is much easier and faster said but it was a war that lasted eons and a battle
that was unequaled either before or after its time. There is no mention of what happened of the gods who resisted in
any of our findings but it is hinted and implied that these gods were imprisoned.
I believe, as many of my colleagues do, that these imprisoned gods were none other than the Hollow Lords. In many
references they are named Lords of Entropy and Chaos Lords. They are described as monsters and often depicted as
alien beasts that appear nothing like the gods. Of course how much of this is actual fact?
THE PLAN
The allied gods formed the world of Lannith and all of existence, each taking some part in its creation. Each of the
gods made themselves a home as well, places among the stars. Each god is associated with one of the traveling stars.
The gods wanted a place where their offspring could live and grow, a place where their children could learn the trials
and errors of their ways. Upon death the children would transcend to the home of the god they most emulated. After
death the soul would travel to its home where it would be put upon a new course. Many believe that this course is
another life, stages as you would, each life and path reaping its own rewards. It was a worthy plan and from what
71
we know it has worked for more than several thousand years. It worked up until the Night of Terror almost 400
years ago.
There is a scholar among our priests who has studied and came up with quite a few philosophies on the subject of the
idea of mortals being children of the gods. He believes, and I have to say that he has my attention, that the various
races are descendents of different godly paring.
Lets see how can I explain this?
Let me use an example. Men, or humans, are the result of the intimate relationship between Wornlorn and Santra.
Their children are humans. In contrast the Kataan are the children of Raztoff and Athora.
I know, I know. I can see the wonder and speculation in your eyes and some of you are imagining Athora naked as I
speak. I do not say that this teaching is true, only a guess.
DESCENDENTS
We have a picture that is colored with our own culture. We are finding clues left behind by the people who inhabited
this valley before the Night of Terror. What we know is what the people of Everstone knew. As our Lore Hunters
travel abroad and they gather more information from places like Shone and Adone, we begin to color our picture with
more details.
We know that Everstonians come from the south. We are of darker hair and complexion than the fair haired
northerners such as the Surellions or Shone. We are less husky and our language seems to have its own roots. Our
recovered history books speak of an event which led to the migration of our people. An event which speaks of a horrible
account where a single man slew one of the god!
I see and hear you gasp. You are surprised that a god could be slain and I am not saying that such a feat is possible.
I am merely saying that it is related to in some of our manuscripts. Just because it is written down, let me remind
you, that it does not mean it is true.
What we have of the account is sketchy at best. There are writings of a great and vast empire that was not of human
origin, far to the south. Our people were held captive or as slaves, that part is unclear, but in the end there was
betrayal and the spilling of divine blood. Our people made haste to leave their captivity. It may explain why there is
so little left of our religious practices. Perhaps worship of the gods was not a common thing among our kind.
Our people were led north by Magi or as we are coming to think The Magi, which would explain many other
documents which have referred to the Magi in the singular sense.
I wont go into my own beliefs and findings. Of course I should speak of what I know, not speculation. I have found
many interesting references to The Magi and they would place this single man as a powerful worker of magic. If
you seek more on this subject I am always pleased to have smaller classes and I am getting together with just such a
class on the morrow. If you feel so inclined please drop by the library and join us.
TODAY
We are learning much and the gods have returned to answering our prayers and granting us their favor. There are
many speculations on the nature of gods. Are they physical? Do they walk among us? Do they send messengers or
spies to watch over us? There are more questions than there are answers by a long throw and we seek answers day by
day.
One of the more common questions is why the gods act in such mysterious ways? Let us not think of them as so
mysterious as they are simply leaving us to our own devices. They do not what they can but what they think
is right. Many would point out that they are leaving us to suffer. But they have granted us every tool we need to
survive. Even among the nightmares we know as Hollow Lords. The Gods have given us magic, they have given us
our minds and they have given us the knowledge and skills to apply both to their utmost potential.
Maybe they do walk among us, counseling, and giving aid to those who please them. Each of the gods, even the
dreaded Rathlorn may be no more than an eye blink away. Who knows maybe the Sovereign Magi himself keeps the
council of the gods!
I knew that would get a laugh out of you. Now lets take a break and get back to studying our books.
- Rustian Rinkle, High Priest of Wornlorn-
72
ATHORA' S SIGHT
Prayer: 1CP/rank
Energy Cost: 3/rank
Athora can endow her priest with enhanced senses to
pick up details that others usually miss. This prayer
grants a bonus to Spot, Listen and Sense Motive skill
checks for the scene.
Rank 1: The Priest gains a +2 bonus to Spot, Listen,
and Sense Motive skill checks.
Rank 2: The Priest gains a +4 bonus to Spot, Listen,
and Sense Motive skill checks.
Rank 3: The Priest gains a +6 bonus to Spot, Listen,
and Sense Motive skill checks.
AZERSUN
God of magic and elements
Symbol: Most symbols of Azersun incorporate the four
elements or the sparking energy of magic. Azersun
Priests of the Temple of Ancients have a round token
which is engraved with symbols for each of the four
elements with magic at its center.
Favored Weapon: Of course the favored weapon of
Azersun and his Priests is magic itself but Azersun is
commonly depicted with a long staff at his side and it
has become the favored weapon of his Priests.
Common Worshipers: Azersuns sphere of influence
is narrow but powerful. His worshipers
are those who seek to control and
understand magic. He counts quite
a few Magi among his worshipers
but by far his greatest number
of worshipers are found
outside the three Guilds.
Priests: Azersun Priests are
almost always Sorcerers
but it is not unheard of
for Hedge Wizards and
Magi to claim the title. It
is the practice of Priests of
Azersun to take very little
action to sway the affairs
of those around them. Like
their god they practice that
magic is a tool which should
be applied as a tool not a luxury.
For this reason many users of magic
are not inclined to join his priesthood.
SHACKLES OF AZERSUN
Prayer: 1CP/rank
Energy Cost: 4/rank
Priests can hinder the magic using
ability of others. The Priest can
select a single target within
range and cause all spells
that the target uses to drain
more energy points. The
target of this prayer is
allowed a Will save each
round to throw of the
affects of this prayer. Once
the Will save is made by
the target they are free of
the shackle but the Priest
may use the power again.
The Priest must concentrate
to keep this prayer active.
Rank 1: The Priest may use the
Shackles on any target within 60 feet.
73
The target must double the energy point cost for all
spells they use until they make a Will save (DC 14) or
the Priest stops concentrating.
Rank 2: The Priest may use the Shackles on any target
within 300 feet. The target must triple the energy point
cost of all spells they use until they make a Will save
(DC 18) or the Priest stops concentrating.
Rank 3: The Priest may use the Shackles on any target
within 300 feet. The target cannot use any spells unless
they make a Will save (DC 20) to break this prayers
power.
BROONE
God of Craft and Strength
Symbol: Broones symbol usually incorporates his
hammer, as a sign of craft, or an arm that is well
muscled, as the sign of strength.
A few incorporate both. Broones
Priests of the Temple of Ancients
usually have a pin or amulet finally
crafted from gold or silver, in the
shape of a smiths hammer.
Favored Weapon: Broone is almost
always depicted as wielding a great
smith hammer and many of his
Priests have taken to using such devices in battle.
The Storm Hammer made by the Moon Magi is a
popular weapon among Priests of Broone.
Common Worshipers: By far Broone draws the
most worshipers from craftsman of all types
but mostly those of the more practical
application, such as blacksmiths.
He has a smaller following among
younger men who seek his favor
in their development physically.
Surprisingly many Gavown have a small
statue of Broone in their shops, although
most Gavown are not inclined to become
Priests. Because Broone is considered to be the
guardian and protector of Wornlorn there are
quite a few guards who take up Broones name
in prayer form time to time.
Priests: Broones Priests are usually craftsman
but a few are Warriors. Over the last few years
many new Priests have chosen to be Fixers or
Moon Magi. It is not uncommon for Priests of
Broone, after they have become an age where
wielding their heavy hammer is difficult, to pass on
into the Priesthood of Eamcriss. The Priest explain that
after mastering their physical body, the Priests are ready
to master their mental capabilities. When a Priest of
Broone becomes a Priest of Eamcriss they do not loose
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EAMCRISS
God of knowledge, mental strength, and well being
Symbol: It is said that the Monks of Eamcriss have a
simple three pointed triangle with a sphere at each point
which represents mind, body and soul. The Priests of
the Temple of Ancients favor an open book which is
usually died or embroidered upon their robes.
Favored Weapon: Eamcriss is renowned
for not using any weapon other than
his own body. Priests of Eamcriss
usually specialize in unarmed
fighting styles. Not so much for
the sake of combat but for self
perfection.
Common Worshipers: As would
be expected Eamcriss draws
his flock from sages, scholars
and teachers of all kinds. Most
libraries and centers of learning
will have a symbol of Eamcriss
located over the entrance or
somewhere of respect.
Priests: Probably the most
notable Priests of Eamcriss are
the Lore Hunters. There are many more bookish
Priests which make up the ranks but the Lore Hunters
take much of the attention as they are actively putting
themselves in danger to attain more knowledge. The
largest gathering of Eamcriss Priests is at the Temple
of Ancients itself within the grand library of Ancients
where all histories are kept. To be a priest of Eamcriss
CLEAR THOUGHTS
OF EAMCRISS
Prayer: 1CP/rank
Energy Cost: 2/rank
When calling upon the aid of
Eamcriss, the Priest can clear
their mind and bring forth the
exact memories of anything they
witnessed within a certain time frame.
Examples could be calling forth books
that was read, conversations, or tutoring
sessions word by word. GMs might grant a +2 bonus
to any Intelligent based skill checks while under the
influence of this prayer or simply allow the Priest to
call up the exact information that he was trying to
remember.
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FAJA
Goddess of love, healing, and passion
Symbol: Fajas symbols range greatly. Those who
favor the aspect of passion which Faja represents use
immodest and oftentimes blatant designs that are
offensive to those no so inclined. The Priests of the
Temple of Ancients favor a simple heart surrounded by
mystical energy.
Favored Weapon: Fajas only weapon is that of her
seduction and wily wit. Her Priest usually appear to be
unarmed but if threatened they use small concealable
weapons, usually throwing daggers. Fajas Priest
are known for their potions and elixirs and it is not
uncommon for them to rely on non-lethal poisons.
Common Worshipers: Faja has a large following among
the commoners as matchmakers and young people who
desire to find their one true love. Healers are among her
most notable followers while courtesans are among her
more looked down upon worshipers.
Priests: Faja has many aspects and each holds to
different outlooks. Healers make good Priests of Faja but
many healing Priest look askance at the more passionate
and free willed nature of Faja. Quite a few Bards (see
Mosstone book) make good Priests. Priests of Faja
are never fighters, at least not after joining the
ranks of the healing goddess.
Description: Faja always takes the aspect of a
beautiful woman. The statues found of her are
revealing and many would make even the
most experienced courtesan flush. She
is always given long fair hair and lustful
eyes. The more modest statues, where she
is nursing an infant or tending to the ill
have her covered in light sashes.
History: Although many stories abound of
the gods conjoining with one another, there
seems to be some stories that relate a dispute
between Wornlorn and another god who is called
Amthon and is the god of the Shone. One were the two
gods were forced to put down arms for the sake of Faja.
Faja eventually went with Wornlorn. The story would
suggest that the gods have split into various factions
which would explain why many gods are named but no
completed documentation has been found within the
ruins of Everstone. Quite a few Lore Hunters have made
the journey to Shone to find out about this new god,
but so far none have returned with any light shed on
the subject.
RATHLORN
God of murder, stealth, darkness and revenge
Symbol: Rathlorns worshipers must use many symbols
which are not recognized by any but others of their
kind. When they wear the symbol in the open, it is
often a pair of horns or a pair of evil glowing eyes.
Many cultist within Everstone have taken to carrying
a specially forged dagger with the face of the god of
murder on its blade.
Common Worshipers: Rathlorns worshiper usually
border on insanity if they are not mad already. They
are those who relish bloodshed for the sake of simply
killing and having power over their neighbor. They
are those who have been wronged and are ready to
step to the other side of sanity to get their revenge.
Assassins are his primary worshipers, while the
rest are made up of psychopaths and paranoid
killers.
Priests: It is hard to know what a Priest of Rathlorn
is like because most have strict societies that are
shrouded in secretive meetings. The worship
of Rathlorn has been outlawed in Everstone
as well as Shone. Rathlorn Priests are
usually outcasts who go about shadowy
allies at night searching for potential
sacrifices and attempting to weaken
the Magis power wherever they can.
Some Priests are actual functioning
members of society, and sometimes well-todo that has some dark secret or reason for
worshiping the god of murder. Most Priests are
Thieves who use stealth and guile to conquer
their foes. Because of the secretive nature
Rathlorn Priest must usually hold a variety of
skills, those that they have as upstanding citizens
and those of their darker side. For this reason it
is not uncommon for a priest to have two or three
different classes.
Description: Rathlorn usually appears as a horned
god with long fangs and a powerful upper body with
77
DARK SECRETS
Prayer: 2CP
Energy Cost: 10
The Priest of Rathlorn can use this prayer upon a target
they have met personally. When this prayer is completed
the Priest learns some dark secret which the target is
keeping. The secret is one that is usually unattainable
or very difficult attain.
78
SUMMON PREDATOR
Prayer: 3CP/rank
Energy Cost: 5/rank
You may summon a predator that will appear within
2 rounds of using this prayer. Predators include any
beast which eats meat and the Priest has personally
seen. The Predator will do as the Priest commands
and will disappear after 1 scene has passed.
Rank 1: You may summon a level 1 or 2 predator.
Rank 2: You may summon a level 3 or 4 predator.
Rank 3: You may summon a level 5 to 7 predator.
SAVAGE PREDATOR
Prayer: 2CP/rank
Energy Cost: 3/rank
As a Priest of Raztoff you can succumb to your
more savage nature. You become more of a natural
predator, growing claws, thickened hide and faster
running speed. The prayers affect lasts for 1 scene.
Rank 1: You grow natural claws, antlers or fangs
(your choice) which inflict 2d6 magical damage +
SABBLE
Goddess of death, disease, rust and rot
Symbol: Sabbles symbol almost always incorporates a
skeleton and most commonly the skull. Sabbles Priests
of the Temple of Ancients wear an amulet that appears
to have a stretched skull placed over a ring of bones.
Favored Weapon: Sabble herself has no need of weapon
for she is death itself and can command the life within
any mortal or god to simply cease. The Priests of Sabble
use short concealable blades and favor weapons that
DEATHWATCH
For their own reasons the Magi have made it
law that all deceased must be disintegrated
or burned within 2 days of death. Outside of
most Everstone towns are large family Tombs
where the burned remains of descendents are
placed after cremation. Cities and towns within
Everstone borders have a large city Tomb which
acts as a temple to Sabble where the dead are
taken and for a small fee can be destroyed and
placed in an urn. The Priests of these Tombs
are referred to as the Deathwatch. These
Priests often take to the road and journey to
smaller settlements where they will perform
rituals and prayers over the body to insure
that the Soul goes to its rightful resting place
after which they destroy the body and they can
either take the ashes with them to the nearest
tomb or they will give the remains to relatives
if so desired.
Over the years the Lore Hunters have uncovered
documents which record the hardship the
people of Everstone had to endure against
hated necromancers and their undead minions.
It is most likely that the strict laws concerning
the dead came from these times.
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80
CURSE OF SABBLE
Prayer: 2CP/rank
Energy Cost: 2/rank
The Priest may call upon the goddess to afflict a target
with a curse which will last the scene.
Rank 1: A target within 30 feet must make
a Fortitude save (DC 12 + Priests
Wisdom mod) or suffer a -2 penalty
to all action checks, damage rolls
and saving throws.
Rank 2: A target within 60
feet must make a Fortitude
save (DC 14 + Priests
Wisdom mod) or suffer
a -4 penalty to all action
checks, damage rolls and
saving throws.
Rank 3: A target within
90 feet must make a
Fortitude save (DC 16
+ Priests Wisdom mod)
or suffer a -6 penalty to all
action checks, damage rolls
and saving throws.
DESTROY UNDEAD
Prayer: 1CP/rank
Energy Cost: 3/rank
The Priests of Sabble make it a point to track down and
eradicate any undead abominations that exist. Some
Priests have taken the task of hunting these beasts
down and destroying them. They have aptly been
termed Undead Slayers. This Prayer can be used to
destroy undead, causing them to explode in fiery cinders
and returning their stolen souls back to the realm of
Sabble.
Rank 1: A single undead within 60 feet suffers 4d6 points
of magical damage. Damage is halved (round down) if
the undead makes a Will save (DC 14). If the damage is
enough to destroy the undead it explodes dealing 1d6
points of damage to all within 10 feet of it.
SANTRA
Goddess of birth, harvest and abundance
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82
TYPICAL TEMPLE
Temples of all size are located throughout
Everstone valley and even some of the larger
villages beyond the valleys border. Temples are
funded by the main Temple of Ancients within
Harbor. A lone Priest will find a village or town
to settle in and will get the aid of residence that
lives in the area. Together they build the first
hall of the temple which acts as the place of
worship for a few years. The Priest will usually
build a small house not far from the Temple,
maybe a few hundred steps away at most.
The first day of the week, Suns Rise, is given
over to the worship of the gods. It has become
tradition for the people of Everstone to take the
day off of labor and visit their nearest Temple
where they give thanks and pray. Temples are
usually the center of festivals such as the Day
of Remembering on the 15 day of Autumns
Fall.
Once the congregation of the Temple has grown
to a hundred members or so the founding
Priest may go before the High Priest of the
Temple of Ancients and petition the funds to
build a proper temple. Usually within a year or
so the Temple will be rebuilt into a larger place
of worship with a central hall and many antichambers along with living residence for the
founding Priest and any other Priest who wish
to reside within.
CHAPTER 8
NEW EQUIPMENT
In this section you will find new equipment, both rare
and common. Some of these items are new inventions
which may be hard to find as the knowledge of their
making is not common.
RUNE LANCE
The heavy lancers of the Golem War were a destructive
force that was only rivaled by the Golems. Sun Magi
and Templar alike charged forth on mighty Gintii and
their heavy Rune-Lances. Although the crafting of runelances is not as common since the development of the
land ships, there are many Moon Magi who can forge
one for a price. These weapons are popular among the
Templar and see quite a bit of use among the Sun Magi.
Cost: 2,800 silver guilders.
Base Damage: 3d6, Bloodstone: 18oz, Weapon
Qualities: armor puncture 4, magic, muscle powered,
slow 1, Rune-Strings: armor puncture (1-4), bane (13), flaming-frost-shock (1), slicing (1-3), striking (1-2),
Other: A lance can only be used on the charge attack
and if mounted the user applies the mounts Strength
bonus not their own.
NEW RUNE-STRINGS
The following rune-strings were developed especially
for the Magi war staff but inventive Moon Magi may
find a way to apply them to other weapons.
GREATER HEALING
Rune Device Rank: 8/12
Energy Cost: 3/rank
The device can heal wounds of a target. The wounds
take time to mend after this is used; usually 1 Strength
point is replaced after 1 hour.
Rank 1: Heal 1 Strength point of target touched with
device. The Strength point returns after 1 hour. Cost:
+1,200 silver guilders.
Rank 2: Heal 1 Strength point immediately. Cost: 2,350
silver guilders.
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RADIUS OF SILENCE
Rune Device Rank: 4/6
Energy Cost: 1/rank
The device can create an area around itself that blocks
out sound and protects against ease dropping magic.
This is a very handy rune-string for those using stealth
or attempting to discuss strategy on the battlefield
without fear of being overheard. This rune-string lasts
for 1 scene.
Rank 1: Creates a 20 foot radius circle where no sound
can pass, in or out. Those attempting to use scrying
magic to penetrate or locate those within the sphere
must make a Spellcraft skill check (DC 15) or be unable
to penetrate the radius for its duration. Cost: +300
silver guilders.
Rank 2: Creates a 20 foot radius circle where no sound
can pass out but can pass in, allowing those within to
hear sound that comes from without. Those attempting
to use scrying magic to penetrate or locate those within
the sphere must make a Spellcraft skill check (DC 25) or
be unable to penetrate the radius for its duration. Cost:
+500 silver guilders.
LIGHTNING STRIKE
Rune Device Rank: 6/10/14
Energy Cost: 3/rank
This device can launch a destructive bolt of energy at a
target within range. No to strike roll is needed.
Rank 1: Bolt of lightning with the following
characteristics. Base Range: short, Base Damage: 4d6,
UNRAVEL DIFFICULTY
Game Masters are free to increase the difficulty
by 5 for magic that you are unfamiliar with. Any
magic is unfamiliar as long as you do not have
an attribute of the same type. Thus if you only
knew how to use spells and prayers but
the target was using a Kataan conjuration,
the DC would increase by 5 points.
Energy Points Spent
Spellcraft DC
1 to 3
10
4 to 6
14
7 to 9
18
10+
22
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SEE MAGIC
Rune Device Rank: 4/8/12
Energy Cost: 2/rank
The device allows you to see the magical flows of
energy that make up Lannith. Game Masters may call
for a Spellcraft skill check to determine finer details (see
skill description). The vision extends up to 300 feet and
lasts for 1 scene.
Rank 1: The device enables you to see magical auras that
surround objects, although not the affect of the magic.
This sight allows you to easily see invisible subjects,
although just an outline. Cost: +750 silver guilders.
Rank 2: The sight allows you to determine the nature
of the magic and the general affect it is having. Cost:
+1000 silver guilders.
Rank 3: The sight allows you to determine if a creature
can use magic or has magical abilities. You can determine
their magical strength (how many energy points they
have), as well as what their most powerful magic
ability is. If you are studying a magical item you
can determine what the items can do, although this
does not allow you to activate it (as per the optional
Studying Magic Items rule on page 4 of The Shroud
book).
UNRAVEL MAGIC
Rune Device Rank: 8/16
Energy Cost: special
Prerequisite: See Magic rune-string
When you activate your See Magic rune-string you
can use this rune-string to attempt to unravel magic
as it is being used to negate its affect. You can use
this unravel power to negate any magical powers,
such as prayers, spells, conjurations, and even runestrings, but not Hollow Powers. If a target within
300 feet is using a magic power you may make a
Spellcraft skill check to negate the power. You must
spend the energy points out of your staff equal to
the energy points the target is spending to activate
the power. The difficulty of the Spellcraft check is
based on the energy points spent (see sidebar). If the
Spellcraft check is successful the target spends the
RUNE STONES
Moon Magi may store spells within rune stones.
Rune stones are nothing more than shaped pieces
of myth-stone that have a flat surface which can
have a complex rune carved upon it. The Moon
Magi must have the Engrave Runes attribute and
must know the spell being carved into the stone.
SORCERER WANDS
Sorcerers have always had a knack for creating
magical wands. Like the Magi are known for their
rune devices so Sorcerers are known for their mystical
wands of power. Wands are magical sticks made of
exotic woods that usually range from 8 to 15 inches
long. They are hand carved to the makers liking but
will usually have markings to indicate what the wands
primary power is. Thus if the wands primary power
is Fire Bolts than it will most likely be carved with
flames licking up the sides or some other fiery design.
Although wands are created by Sorcerers other magic
using creatures that have knowledge of spellcraft can
use them as well.
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WAND CREATION
Wands are crafted using the Craft Magic Item
attribute (see Sorcerer attribute on page 93 of the
Everstone: Blood Legacy book). If embedding
the wand power herself the Sorcerer needs to
spend one tenth the listed cost on components.
Use the table below to figure out DC of the
Spellcraft check and how many hours it takes
to embed a single power.
Wand Rank
Equalent Bonus
Rank 1
+2
Rank 2
+3
Rank 3
+4
Rank 4
+5
USING WANDS
Wands take one action to use. Almost all wand powers
are instantaneous but some may require the user to
concentrate to keep their affect active, if so this will
be specified in the power. When a wand is activated
the user must point it at a target it wishes to affect and
pay the energy points from their own energy point total.
Some wands require the user to make an attack against
targets which will also be noted in the particular power
description.
86
FEAR
Spellcraft Rank: 6/9/12
Energy Cost: 1/rank
This wand power will cause targets to be overcome
with fear and maybe even panic (see Frightened and
Panicked on page 170 of the Everstone: Blood Legacy
book). There is no roll to strike, the user simply
points the wand at the target and activates it.
Rank 1: Target within 60 feet must make a Will save
(DC 10) or be Frightened. If they fail by more than 10
they are Panicked. Cost: 600 silver guilders.
Rank 2: Target within 120 feet must make a Will save
(DC 14) or be Frightened. If they fail by more than 10
they are Panicked. Cost: +1,100 silver guilders.
Rank 3: Target within 180 feet must make a Will save
(DC 18) or be Frightened. If they fail by more than 10
they are Panicked. Cost: +1,800 silver guilders.
FIRE BOLTS
Spellcraft Rank: 6/9/12/15
Energy Cost: 1/rank
The wand can shoot bolts of fire at a target. Roll to
strike as normal. You can make as many fire bolt attacks
per round as you have attacks.
Rank 1: The fire bolts have the following characteristics.
Base Range: short, Base Damage: 1d6, Weapon
Qualities: accurate 1, affect incorporeal, burning 3,
magic. Cost: 850 silver guilders.
Rank 2: The fire bolts have the following characteristics.
Base Range: medium, Base Damage: 2d6, Weapon
Qualities: accurate 1, affect incorporeal, burning 6,
magic. Cost: +1,200 silver guilders.
Rank 3: The fire bolts have the following characteristics.
Base Range: medium, Base Damage: 3d6, Weapon
Qualities: accurate 2, affect incorporeal, burning 9,
magic. Cost: +2,000 silver guilders.
LIFTING
Spellcraft Rank: 6/9/12/15
Energy Cost: 2/rank
The power of this wand can lift and move things by
simply pointing at an object and directing its direction
of travel with the wand. If you attempt to affect a
creature it can make a Reflex save to avoid the wands
affect. The wand will lift a single object and move it 10
feet per round for as long as you concentrate.
Rank 1: The wand can affect things up to 30 feet away
and can lift up to 50 pounds. If attempting to move a
creature it can make a Reflex save (DC 10) to break free
each round. Cost: 1,000 silver guilders.
Rank 2: The wand can affect things up to 60 feet away
and can lift up to 100 pounds. If attempting to move a
creature it can make a Reflex save (DC 12) to break free
each round. Cost: +2,500 silver guilders.
Rank 3: The wand can affect things up to 120 feet away
and can lift up to 200 pounds. If attempting to move a
creature it can make a Reflex save (DC 14) to break free
each round. Cost: +3,500 silver guilders.
Rank 4: The wand can affect things up to 240 feet away
and can lift up to 400 pounds. If attempting to move a
creature it can make a Reflex save (DC 16) to break free
each round. Cost: +4,000 silver guilders.
OPEN LOCKS
Spellcraft Rank: 6/9/12
Energy Cost: 2/rank
This wand power can open locked locks by simply
pointing and activating. The user makes an Open
Locks skill check using the wands bonus not their
own. This wand will work up to 30 feet away.
Rank 1: Roll an Open Locks skill check with a +8
bonus. Cost: 900 silver guilders.
Rank 2: Roll an Open Locks skill check with a +16
bonus. Cost: +1,600 silver guilders.
Rank 3: Roll an Open Locks skill check with a +24
bonus. Cost: +2,800 silver guilders.
PARALYZING
Spellcraft Rank: 6/9/12/15
Energy Cost: 4/rank
This wand power can paralyze targets that it is pointed
at. No attack roll is needed, just simply point and
activate. The target is allowed a Fortitude save to resist
the affect completely. If failed the target is affected by
Paralysis (see page 170 of the Everstone: Blood Legacy
book).
Rank 1: You can affect a target up to 60 feet away
and they must make a Fortitude check (DC 8) or be
paralyzed. Cost: 800 silver guilders.
Rank 2: You can affect a target up to 120 feet away
and they must make a Fortitude check (DC 10) or be
paralyzed. Cost: +1,250 silver guilders.
Rank 3: You can affect a target up to 180 feet away
and they must make a Fortitude check (DC 12) or be
paralyzed. Cost: +1,500 silver guilders.
Rank 4: You can affect a target up to 240 feet away
and they must make a Fortitude check (DC 14) or be
paralyzed. Cost: +1,750 silver guilders.
RAMMING
Spellcraft Rank: 6/9/12/15
Energy Cost: 2/rank
When this wands power is used it sends an invisible
force crushing against a target. This wand only has a
range of 10 feet and is not meant to be used as a ranged
weapon but as a battering ram of sorts. No roll to it is
needed unless it is used against an animate target. If
used against an animate target the target must make
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SPELLCASTING
Spellcraft Rank: 6/9/12
Energy Cost: 2/rank
This wands power increases the users manipulation over
magic by granting them magic sight, granting bonuses
to Spellcraft skill checks and increasing a spells power
if cast through the wand.
Rank 1: When holding the wand the user can see the
flows of magic. They can detect magical affects and
know when a subject is using or under the influence of
magic. This power lasts 1 scene when activated. Cost:
1,200 silver guilders.
Rank 2: When holding the wand while making a
Spellcraft skill check the user gains a +6 bonus do to
their increased perception of magic. This power lasts
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WEB
Spellcraft Rank: 6/9/12/15
Energy Cost: 3/rank
You can aim your wand at a target up to 30 feet away
and spray a sticky web like substance out and entangle
them (see page 170 of the E:BL book). The target may
make a Reflex save (DC 16) to avoid the attack, if failed
they are hit with a Tangle attack (see page 143 of the
E:BL book again). The web will dissolve after 1 scene
and the affects of multiple successful webbing attacks
stack. Thus if a target is hit on one round by a Tangle
3 attack and then on the next round with a Tangle 3
attack they are considered to be under the affect of a
Tangle 6 attack.
Rank 1: Target is hit by a Tangle 1 attack. Cost: 800
silver guilders.
Rank 2: Target is hit by a Tangle 3 attack. Cost: +1,000
silver guilders.
Rank 3: Target is hit by a Tangle 5 attack. Cost: +1,600
silver guilders.
Rank 4: Target is hit by a Tangle 7 attack. Cost: +2,200
silver guilders.
CHAPTER 9
CULT OF VOR
is
There are always those who dont feel they are part
of a society, those who feel alienated but want to
belong to a greater cause. These people usually have
mental illnesses or social disorders that make others
uncomfortable in their presence. They are slow of
wit and have run out of luck long ago, living on the
refuse left by others. It is these kinds of people that are
susceptible to anything which would raise their lot in
life, no matter how little, that usually find themselves
beholden to the entropic power of a Hollow Lord.
Vor Cultist are people who have been jaded by those
around them, who are sick of their decrepit life and feel
little remorse about the pain of others. In fact the cultist
gets a thrill off of the pain which they inflict. They are
affecting the world around them and making the one in
pain recognize their otherwise lonely existence.
A Vor cult will usually begin by an Eyeless One coming
into town and hanging out in the darker allies, gaining
the trust and companionship of the homeless and the
outcast. The Eyeless Ones then begin to plant seeds of
spite for the Magi, pointing out their neglect and turning
away from the needs of those in their own realm. Over
time the Eyeless One begins to pick the most unhinged
and sour ones among them and soon they begin to
do everything the Eyeless one says. Eventually these
EYELESS ONE
The VorKane are wily creatures that are more cunning
than the Keen when it comes to manipulation and the
understanding of other species. Over time the Kane
have learned how to adapt their knowledge and strange
science to that of other beasts. The Kane can create
symbiot implants which they can attach to a living
host, granting the creature Vor like powers which can
be controlled to some extent but will slowly eat away
at the hosts sanity.
The host does not need to be in agreement about
the symbiot and many change their minds at the last
89
CLEAVE
Implant: 2CP/rank
Energy Cost: 3/rank
The cultist can call upon their ability of transformation
and control over their vorem to create thick tentacles
to spring forth and wrap about them protectively. The
tentacles reach up and deflect incoming attacks as well
as aid in climbing. The implant will remain active for
1 scene.
90
Attribute: 2CP/rank
Energy Cost: 0
If you deal an opponent enough damage to make him
drop, you get an extra attack against another opponent
who is also in melee with you. This attack is immediate and at the same bonus to strike as the attack that
dropped the first opponent.
Rank 1: You may make one cleave attack per round,
even if you drop more than one opponent.
CLOAK OF TENTACLES
DAMN HEALTHY
Attribute: 2CP/rank
Energy Cost: 0
The character has trained their body to withstand harsh
punishment as well as increase their endurance. The
character gains an extra hit dice + Constitution modifier in hit points each time this attribute is chosen.
ELONGATED CLAWS
Implant: 2CP/rank
Energy Cost: 0
The cultist has wicked, long claws that are razor sharp
and reinforced to shred through thick armor. This grants
them the armor penetration (see Attack Qualities on
page 142 in the Everstone Book) and bleeding (see page
104 in The Shroud) Attack Qualities, as well as a bonus
to Climb skill checks.
Rank 1: The cultists claws have the following
characteristics. Base Damage: 1d6 Qualities: armor
penetration 1, bleeding 3 (DC 13) muscle-powered.
Also, a +1 bonus to Climb skill checks.
EXTENDED VOR=SIGHT
Implant: 2CP/rank
Energy Cost: 0
Normally a Eyeless Ones sight allows it to see
up to 300 feet. If the cultist has this implant
it increases this range accordingly.
Rank 1: Vor-sight extends up to 600
feet and gives the cultist a +2 bonus
to Spot and Search skill checks.
Rank 2: Vor-sight extends up to
900 feet and gives the cultist a
+4 bonus to Spot and Search skill
checks.
FORTITUDE
Attribute: 1CP/rank
Energy Cost: 0
The character stays in good
health. Increase the characters Fortitude save by +1
each time this attribute is
chosen.
HEIGHTENED
HEARING
Implant: 1CP/rank
Energy Cost: 0
A cultist with this implant
can pick up sounds very
clearly. This implant helps
to filter out the surrounding
sounds and allows the cultist
to discern between them with
discretion.
Rank 1: Cultist gains a
+4 bonus to Listen skill
checks.
Rank 2: Cultist gains a
+8 bonus to Listen skill
checks.
IMPROVED INITIATIVE
Attribute: 1CP/rank
Energy Cost: 0
The character has trained so that they have a greater
chance to act first in combat.
LEAP ATTACK
Attribute: 2CP
Energy Cost: 0
If the character has a higher Initiative against an
opponent, they can make a leap attack against them,
using the momentum from the leap to lend their weapon
force. The character gains a +2 bonus to damage, as
well as half their ranks (round up) in their Jump skill
to damage. This is counted as a full round action and
the only attack they can make during the round.
If the character fails to hit, however, they are off
balance and suffer a 4 penalty to any Defense
checks until their next allowed action (even if
it is not until next round).
LONE WOLF
Attribute: 2CP/rank
Energy Cost: 0
Eyeless Ones have strategies
that work best when they are in
control. This Attribute works
almost in the opposite of
Teamwork (see EBL).
The Thief can gain
the advantage over an
opponent by facing it on
her own terms. When
facing an opponent the
Thief gains bonuses based on
the number of ranks in this
Attribute.
Rank 1: +1 bonus to attack
and +2 bonus to damage.
POISON MOUTH
QUILLS
Implant: 2CP
Energy Cost: 1
The cultist has small needle
like quills that it can be
launched from tubes located
under its tongue. These darts
are used by the cultist to knock
out guards or others who
would raise the alarm when
they attempt to infiltrate.
Range: short, Base Damage:
1d6, Attack Qualities: accurate
3, magic, muscle-powered, poison (Type: injected, DC:
14, Initial Damage: 1d4 Dex, Secondary Damage: 1d4
Dex).
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QUICK KILL
STRENGTH BURST
Attribute: 2CP/rank
Energy Cost: 0
The cultist has studied the deadliest places to strike
an unwary target. He or she is able to incapacitate or
kill in a single blow. Whenever a target is attacked that
is flat-footed, the cultist may add the quick kill bonus
damage to a successful strike. This can only be done
with melee weapons. This damage also has the magic
Attack Quality (see EBL page 143).
Implant: 1CP/rank
Energy Cost: 2/rank
This implant is added to the cultists arms and shoulders,
allowing them to call upon a massive strength surge.
This is useful for melee attacks and can be used to
deliver devastating blows. The Strength Burst lasts for
one round.
TAIL
Implant: 1CP/rank
Energy Cost: 0
A longer tail helps the cultist to maintain balance, as well
as be useful as another form of limited manipulation
to aid in climbing, holding objects, etc. Note that this
implant allows the cultist to develop the Razor Vorax
Tail Implant.
Rank 1: Tail grants +3 bonus to Balance and Swim skill
checks as well as a +1 bonus to Climb skill checks.
THICK VORAX
Implant: 1CP/rank
Energy Cost: 0
The cultist begins to develop hard shell like plates over
their skin in places. This provides armor protection from
all attacks including energy attacks. This protection is
halved (round down) if combined with worn armor.
Rank 1: Increase armor protection of cultist by 1.
Rank 2: Increase armor protection of cultist by 2.
Implant: 1CP/rank
Energy Cost: 0
This implant is placed in both legs and allows the cultist
to spring up to greater distances. The energy cost must
be spent for each jump.
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