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Creator & Lead Developer Chris Tavares Dias
Military Advisor Geoffrey Lamb
Edition Developer and Lead Writer Chris Dias
Playtesters James Bahng, Kenny Bailey, Chris Brown, Bo Dannefaer, Chris Dias, Michael McMullen, Reggie Rocheleau, Brian Rubinfeld, Christopher Peregrin Stilson, Mitchle Van Tassell, Conan Veitch, Grayson Walker, Nicole Wickum, Carter Ziemer
Contributing Writers Christopher Peregrin Stilson, Conan Veitch Cover Design & Layout Joshua Raynack Cover Illustration Nick Greenwood Cartography Jeremy Simmons Editor Christopher Peregrin Stilson Interior Illustrations Nick Greenwood, Jamie Jones Logo Designs Nick Greenwood 5E Character Sheet Jesse Casey
This printing of Amethyst: Quintessence is done under version 1.0 of the Open Gaming License, and the System Reference Document by permission from Wizards of the Coast, Inc. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Amethyst: Quintessence, all proper nouns, capitalized terms, italicized terms, artwork, maps, symbols, depictions, and illustrations, except such elements that already appear in the System Reference Document or have been released as Open Content. Designation of Open Content: Subject to the Product Identity designation above, such sections of creature and NPC statistics as derive from the SRD are designated as Open Gaming Content. Some of the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of these book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “AMETHYST: QUINTESSENCE, copyright © 2016 Dias Ex Machina Games, all rights reserved” Amethyst: Quintessence is copyright © 2016 Dias Ex Machina Games. Open game content may only be used under and in the terms of the Open Game License. Dias Ex Machina is not affiliated with Wizards of the Coast TM. Dias Ex Machina makes no claim to or challenge to any trademarks held by Wizards of the Coast TM. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
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1: FUNDAMENTALS
6
Glossary General Rules Summary
17 22
2: GENESIS
The Line of Fae Relations & Traditions The Influence Shared Traits Chaparrans Damaskans Gimfen Laudenians Narros Pagus Tenenbri Tilen Humans Kodiaks Interspecies
26
`
27 28 31 31 32 37 41 45 48 52 55 59 63 66 69
3: BACKGROUNDS
76
4: ECHAN CLASSES
124
Organizations
Canon Classes Barbarian Bard Cleric Druid Fighter Monk Ranger Paladin Ranger Rogue Sorcerer Warlock Wizard
116
125 125 125 126 126 127 136 136 136 136 137 143 143 143
5: TECHAN CLASSES
152
6: EQUIPMENT
200
Quick Builds Grounder Gunslinger Heavy Marshal Martial Artist Medic Sniper Techie Techan Archetypes
Resources Currency Tech Levels Echan Disruption Field Battery Cells Weapon Groups New Weapon Properties Melee Weapon Descriptions Ranged Weapons Descriptions Ammunition Grenades & Explosives Armor Light Armor Descriptions Mediuim Armor Descriptions Heavy Armor Descriptions Exo-Armor Descriptions Shield Descriptions Armor Modifications Techan Gear Combat Accessories Tool Kits Utilities Detonators Special Materials Techan Vehicles Vehicle Rules Standard Ground Vehicles Echan Terrain Vehicles Aircraft Other Low Tech Vehicles Vehicle Modifications
153 154 158 162 165 169 173 179 183 187 202 202 204 206 208 208 213 214 216 218 219 223 224 224 224 225 232 233 234 234 234 234 238 239 240 240 242 244 249 253 253
7: MAGIC
258 10: MONSTERS
8: CULTURE
276
9: THE WORLD
292
The Source The Gates Pleroma Attricana Spells Ixindar & Mengus Nihilimancy New Spells Creating Magic Items Restricted Items Artifacts Eight Shards of Amethyst Alien Similarity Echalogical Influence & Corpus Continuity Cultural Landscape Languages Religion Medieval Trappings Travel Bastions Angel Mann Selkirk Sierra Madre York The World Beyond Abidan Baruch Malkut Dawnamoak and the towers of Jibaro Fargon The Finer Fire Pits Kannos Laudenia Limshau Salvabrooke Seliquam Free Houses The Wild Wastelands
259 259 261 261 262 262 265 265 266 266 269 277 277 278 279 283 287 289 294 295 298 300 303 304 306 307 309 312 313 315 317 318 321 324 325 327 327 329
Fae Anathema The Fall Spawn Rule Amendments Available Monsters Bogg Dojenn Dragons Archon Dragons Typhox Dragons Neutral Dragons Yok-Ani Iron Sons Kodiak M.A.X. Pagus Pugg Satyr Shapeless Wild Shemjaza Skegg Thornshroud Werebeast
11: CAMPAIGN
Themes Concept Origin Relations Talents Adversity Mixed Groups Patterns of Landscape The Single Stone Section 1 Section 2 Section 3 The Keep of Zellis Conclusion
334 335 336 338 338 339 341 344 345 346 346 359 359 360 362 364 366 369 370 370 372 373 375 377
380 381 381 382 382 383 383 383 384 386 386 387 389 390 396
W
hen Aiden Camus was twelve, his watch stopped. He sat frozen on a field of broken glass, eyes fixed on the sky. Screams filled his ears coming from the wounded, the dazed onlookers at the edge of the devastation, and from the fallen boy beside him. He was older than Aiden by several years, with mottled chin stubble and crewcut hair. His eyes were shut as he wailed. He reached for Aiden, still locked out of time as the events of the past minute began to sink in. Blood dripped from deep slices across Aiden’s palms as he held up his weight. Pain started to jostle his attention. His eyes fell back to the destruction surrounding him. The overturned cars, the shattered windows, the buckled pavement, the memories that would never fade. On its surface, his watch looked undamaged. It hadn’t broken when he fell. The battery hadn’t died. It had a miniature electric motor powered by the motion of his arm, intended to keep perfect time forever. Both children lay crumpled in the middle of the street, flanked by splintered wood and twisted steel. A fountain sprayed from a broken hydrant at the intersection corner a few yards away, trickling water over Aiden’s matted brown hair. He noticed survivors at the periphery desperately attempting to rally support. The vehicles on the fringe had stalled, blocking traffic into the scene. Traffic lights had gone dark. Cellular phones refused to turn on. Scores of people were still fleeing from what they saw, or rather what they refused to believe they saw. Aiden remained still, even when the surrounding yells blended into sirens or when the aircraft began swarming above. He felt emergency workers attempting to rouse him from his daze. He repeated the last few moments over in his mind, trying to find some rationale for what had happened and why. It wasn’t that it shouldn’t have happened, rather that it couldn’t have. His watch’s balance wheel which charged the battery had seized. The ratchet and rotor locked the hands three seconds into the third minute past ten o'clock. It was a Sunday. Aiden's life until then had been filled with concessions—moments of happiness he accepted only because his dreams could never be fulfilled. He preferred aspirations over practical goals. Aiden, like all children, desired the impossible, until reality forced its way in. The recovery would be orderly. The damage would soon be repaired. The dead would be mourned. The events of the last few minutes would be reported and then forgotten. Everything would fall back into place. Except Aiden and his stopped watch. ••• It wasn’t his birthday. Aiden could tell it was a book. He knew to be careful in unthreading the burlap knot and tearing the hemp paper away. He rolled his fingers across the swells and dimples of the embossed cover, then rattled his nails across the uneven pages, thick with coarse edges. Aiden was impressed. It looked recently unearthed from an ancient tomb, brushed of errant dust, and dropped into a shopping bag. The pearl-shaded dragon on the cover had perfectly enmeshed scales, making its skin a uniform matted silver. Only the spine showed the title. The Codex Dracontis. "Where do you find these?" Aiden asked his mother. Aiden had passed that age when parents read to their kids. He missed that. From her, every word was impeccably pronounced, never a
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slur or stumbled phrase. Through his mother's lips, those stories had carried the weight of gospel. "Is it good?" his mother asked. Aiden kept his eyes on the book. "Best one yet." The window was open. Between them and Martin’s empty bed sat his own collection of books, modern stories and science fiction. Aiden liked the ones with frayed edges, bent spines, and old words. "This old, must be magic," she teased. "Looked like no one had touched it in a century." "How much did this cost?" He turned to her. "Twelve year olds are never supposed to ask how much something is." "Mom?" he pushed. She patted his lap. "Come on, read me one." Aiden swung the wooden cover open; it groaned like a satisfied lion. The first cockled leaf repeated the book's title flamboyantly, like it was hand written on the page. Aiden rolled it over carefully. He flipped several more until reaching the first illustration. The dragon was sketched in graphite and accented with thick strokes of India ink. The image's title was fitting for such a beast, The Death Dragon, Zmey Gorynych. They held the book between them. "Zmey was a sickly creature," Aiden started. "Muscles stretched tightly around his bones. He appeared too feeble to flap his pitted wings, let alone fly. This dragon needed magic to take to the air. He belched soot and flame and blackened the ground when he landed. Where death lurked in abundance, one would find him. He required the long deceased to feed upon." “Well that’s…appropriate,” his mother muttered. Aiden had weathered far worse stories. “It’s a story, Mom,” Aiden replied. “Sorry, go on.” Aiden scanned his finger to find his spot. “He belched soot—“ “You read that part.” Aiden smirked. “It was worth mentioning twice." He returned to the story. "But he was no match for Willum Raenis. Willum was a farmer's child. Neither a favored son nor a fond sibling, he dreamt himself as a knight of legend. But the only thing bigger than his dream was his appetite. He couldn’t run. He couldn’t he lift great weights. In school, brothers above and below excelled where Willum faltered. He desperately wanted to be special. Without stature or charisma, there was no way for Willum to win the heart of one to suit his wishes. He looked no higher than the nice—“ “Niece—“ his mother interjected. “Niece of the elven lord, Elisa Stormbringer, a petite flower of golden petals. She was…" Aiden fell silent as his finger continued to run down the page. “What are you doing?” his mother asked. "Skipping.” He flipped a page. And then another. His finger skimmed through the paragraphs. He resumed, “Zmey's shadow was peppered with breaks of sunlight—“ “Wait, wait. Why did you—“ his mother started. “Girl stuff,” Aiden answered.
“I think I’d disagree with that—“ “Can I continue?” Aiden interjected with a smirk. His mother shrugged and pointed back to the book. “Zmey's shadow was peppered with breaks of sunlight, piercing through the cracks and holes in his leathery wings. He swooped down and sliced open Willum's brothers as they tended the crops. Willum knew the legend of the dragon of death as well as its appetite. It had already turned its sights to the nearby castle. Willum offered no deal to the kingdom." "You know the rest of the story would probably make more sense if you knew what the elf princess was like--" his mother said. "Nope," Aiden interrupted. Cut to the dragon. He flipped a page. "Willum's father, a once proud servant of the realm, owned a blade of refined steel and nobility. Willum took his father's blade and wielding no skill, cut down his farm's livestock. The meat rotted until the aroma was irresistible to the mighty creature—" "It takes days for food to spoil," said his mother. "Wouldn't the dragon have killed them all?" Aiden gave her a frustrated look. She chuckled, shook her head, and beckoned him back to the book. "The beast turned from its pillaging to enjoy the impressive feast placed before it by an obvious admirer," Aiden continued. "Little did Zmey know that in the stomach of every corpse, Willum had sewn in fresh food. Berries, plums, turnips, even a bushel of green bananas. This meal didn't sit well. Zmey tried desperately to spit up its meal, but the food sat. It gripped the beast in unbearable pain. When the creature breathed its last, all Willum had to do was pull on the withered carcass to tear the head from its body. Willum then carried his trophy to the castle." Aiden closed the book. He looked to his mother. "Awesome,” he admired, then rolled more pages by. “Dozens more.” "Yes, but enough for now,” said his mother. She closed the book and placed it among his collection. “I missed it when you read to me…but I know I’m too old.” “Doing quite fine on your own,” she replied. “But they sounded real coming from you." "Well, stories don't need a voice to be any more real." She patted his lap. "They don't even need a reader." He slumped into the bed and rolled on his side. She kissed his cheek. His eyes were closed, but he wasn’t close to being tired. His mother exited quietly. As she slinked to her bedroom, she noticed the stern look Martin was giving her from the end of the hall. Four years older than his brother, with pruned hair and optimistic goatee, he already resembled their late father. He inherited the same stare mixing bewilderment with annoyance. She paused to offer a forehead kiss and made for her room. He didn’t respond and waited for the door to close before returning to the computer and his blog that no one read. Aiden opened his eyes moments later and stared through the open drapes to the night sky where a thin film of orange pollution garnished the skyline. The view, half way up a strata juggernaut of a thousand apartments,
the city appeared to spread to the vanishing point. Aiden couldn’t see the city wall. Bright lights and a narcissistic waning moon blotted out the stars, except for one brilliant white spark hanging off the edge of a lunar sea. Aiden stretched out his arm to the shelf and dug his nails into the headband of the codex. He held it precariously by the edge of its spine and carried it back to the bed. The glow bleeding from the window precluded the need of a nightlight. Aiden flipped to the first story, past the sketch of Zmey, past the introductions, to the part about the elf. Elisa and Willum married. The magic of an elvish bond gave him centuries of youth. And she bore him sons for a new kingdom they would create. Aiden turned another page, before the start of the next story, to a pencil sketch of the fictional couple. Willum on his knee, the tall elf princess smiling upon him. Aiden angled the book under the window light to illuminate the girl. Unlike the rough interpretation of the dragon, lacking features from a deficient imagination, the elf showed detail like she had posed for the artist. Flawless skin, a pointed nose, almond eyes, and a delicate figure. The sharp ears were subtle, barely nudging through straight uncolored hair. Aiden just remained there a moment, hoping for that impossible chance when her eyes might meet his. * * * A close second to Aiden’s obsession with books was his affection for video games. Martin’s favorites had guns, robots, and tanks vaporizing whatever monsters moved before the reticule. Aiden favored sword-wielding and spellcraft, but those were growing difficult to find. His mother located a free download from an obscure website. "Hey! Homework!" Martin barked as he approached behind Aiden. "Done," Aiden replied, attention fused to the screen. His warrior dodged and flipped in burdened armor, cleaving with a blade that never wore down. The hero's meal was some generic ration devoured in a single swallow and supplying energy for another twelve hours of continuous movement. Wounds sustained vanished with a moon’s pass. "Where?" "In the kitchen," Aiden replied with a nudge. "I have to get on there, by the way." Martin poked him. "Mom said I had until 5:00." Martin stepped closer, offering a distracting shadow on the screen. "How many hours you into it?" "Last save was sixty five." Martin coughed a laugh. "Why don't you go out?" Aiden's retort was worth him breaking his focus from the monitor, "This is more interesting." Aiden returned to his game. "You're going to have to do something with your life eventually, you know." "Honor roll. How are your grades?" Aiden's hero's clothes were always comfortable, the
romance always willing. The woman the champion had won was a meagrely decent falsehood with long lines of exposed skin and the brassiere of a medieval dominatrix. She never complained of the cold and fell at the hero's feet when the programmer deemed it appropriate. Death was as quickly resolved as one’s finger moved to the hotkey. Castles were a minute's walk apart. Money was easily acquired from the bellies of wandering beasts. Before leaving, Martin reached a foot across to the machine's power supply and turned it off. "Marty!" Aiden screamed. Martin laughed as he was chased from the room. Aiden had only lost a few minutes progress. The hero and his world, secured within the last save file, waited patiently for his player's return. The sprite never complained to its god about the lack of refrigerators, central heating, or proper medicine. * * * Aiden's eyes followed the passing lights of the tunnel in the Underground Transit Rail. While the train wasn't moving, a flush flat panel television on the outside of the train played through various ten-second commercials, most involving the necessity to improve one’s appearance with cosmetics or the latest synthetic drug made to placate the anxieties of modern life. The transit system was meticulously controlled, with stringent fines against litter and vandalism to keep it and the city above clean. Walls were unspoiled by graffiti, the floor was practically hygienic, and the air was conditioned. Aiden's mother sat beside him, holding his books under her arm. Aiden saw a portable electronic game in the hands of a boy half his age on an opposite seat. The boy’s father ignored him as he held onto the railing. Aiden leaned forward to see the inside of the train bending through the tunnels at speeds he couldn’t comprehend. He imagined the transit rail was a giant serpent, gnawing its way through the rock. Aiden embraced the creature's course mane, or perhaps boney frill, and commanded the monster to burst from the shell of the Earth. It lifted the child on its head, taller than the tallest tower in the city. Maybe it dangled little legs behind so it could shuffle about the ground. He would trick the beast to dig too deep or breach a barricade to the canal and drown. Then Aiden could follow the tunnel to the monster's lair and rescue his own princess. * * * Mother and son scaled the crowded stairs and exited the UTR station into downtown. Pine trees genetically altered to survive in the shadow-plagued skyscraper forest flanked the sidewalk. The cars whizzing by them hummed like single-note violins. The sun was bifurcated by the dagger-tip of a corporate monolith looming several blocks down. The ivory tower, covered in a checkerboard of white tinted windows and photovoltaic panels, paved a shadow ahead of them. Aiden asked for bubble-gum at a passing vendor. His mother relented but told him to choose quickly. Between cherry, apple, watermelon, long-lasting, sugar-free, and
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extra-chewy, there were a hundred varieties. Eventually, his mother stepped in and snagged a cinnamon and paid with a bank card. He didn’t want cinnamon but didn’t object. They walked leisurely down the walkway. Occasionally, the cloudless sky would be invaded by a passing aircraft—helicopters mostly—hopping between the peaks. An elderly man with clean skin and weathered eyes stood at the summit of the ashen citadel, breath slow and calm. He was topped with unkempt white hair which blew madly around his face. The people below looked only as a mélange of reds, oranges, and blues. The noises below resonated up the spine of the building. The stranger smiled as he leaned forward. Workers, prioritizing their own safety, crawled upon the ridge, screaming for sanity. The stranger spread his arms wide and drifted over the edge. Swollen white garbage bags flopped firmly in his grip. They were stuffed but nearly weightless in the wind. The workers failed to catch him. From the altitude, his descent resembled a crawl. The wind didn’t slam him into the tower or drift him away from its shadow. He fell straight, the rushing torrent rupturing the bags in his hands. Thousands of wisps of paper fluttered away like feathers from a dying bird. At ground level, iron-gilded stone supports lent themselves to some dictator's dystopia. Two storey glass shutters opened quickly and effortlessly for customers. The crowds shuffling about the entrance didn’t notice the body until the stranger disintegrated through an empty bus. Screams followed, and people gathered quickly. Aiden's mother noticed the swarming onlookers before her son did. She could see the crushed vehicle and stopped a block away. Aiden was an inch too short to catch the commotion. His mother guided him down another street. "Honey, let’s…let’s walk around that." "What’s going on?" he asked. "Let’s just avoid it." Aiden spotted the falling shreds of paper. "Mom, look!" he shouted, waving his hands to swat the tatters around. One wrapped around his finger. "Like snow…" He noticed hand writing. "It’s raining words."
"What’s it say?" He showed it to her. She read it, and then grimaced. She pulled him down the side street. "Let’s go, we'll be late." Aiden stroked the paper in his hand as he read it again.
Our dreams are a prison.
* * * Aiden's school was separated from neighboring skyscrapers by an alienation of white walls, heavy iron gates with brass balls atop the posts, and a stretch of genetically engineered, perfectly permanent emerald grass. Aiden’s mother fixed his clip-on tie under his brown sweater. "I know it's a Friday but no walking home this time,” she said. “Wait for Marty." "Gotcha." "You didn’t lose the essay did you?" "No. There’s not going to be a test on it, you think?” "Test? What do you think this is, school?" She smiled; he smiled. "Here." She reached into her pocket. "I got something for you." She pulled out a necklace, a delicate silver chain. Hanging from it was a coin bearing an embossed image of an elderly man wielding a staff in one hand and an infant in the other. The letters that ringed the coin were in an old tongue that few people in the city could read. She dropped it around his neck. "It’s a charm. He protects children. Especially brave ones." Aiden lifted it to his eye and could tell it was old. "Is it magic?" She tucked it in his shirt. "It’s a flashlight to remind God where you’re standing." "He can see us all the time?" "Every second, every step. Where you've been and where you're going." "How can he know that?" "He knows everything." "But he can't control everything." "No...You're right." She pointed at Aiden's chest. "He can't control you." "Then how can he know where I'm going?" She thought about it. "Because he knows you so well, he knows where you'll go, what you'll do and what you'll
see. We all have a place." Aiden looked at the pendant again and whispered, "But what if I want to do something else?" "All right, enough of that." She eased him past the gate. "Off with you and for everything you learn, teach something." * * * "Camus-kun," interrupted the teacher. Aiden snapped his attention back from the window, the scrap piece of paper still rolling around his fingers. His thoughts had been on the bedtime story, about the parts he skipped. What was she like? Did she read books or play sports? Would she finish Willum's sentences and laugh at his jokes? "Yes...sorry, Leach-sensei," Aiden answered. It was a class for advanced students, and Aiden was the youngest by a year. Unlike Willum Raenis, Aiden Camus was exceptional. "You know, you might actually find this subject interesting." "I was following," Aiden lied. "Eyes on me then, please." Leach shifted across the front of the small class waving a thousand page opus in his hand. The blank digital tablet hanging behind him had the color of a chalk blackboard. "What defines a civilization?" He let the moment linger, the students wondering if it was rhetorical. "It could be said that the author believes it's based entirely on its builders and thinkers, and not the kings and presidents at the top or the consumers and peasants at the bottom. You take them away, civilization collapses. A society is worthless if it doesn't develop...both socially and technologically. So what causes a civilization to stop growing?" As in every class, the students looked to each other and waited for one of them to break the silence. "War," Lara popped up. "War. I don’t think so," Leach corrected. "Actually war, and the prospect of it, encourages change. War gave us nuclear power. The potential of war gave us computers, rockets, the internet." "Segregation," spoke up William, another student, the oldest and largest. Leach nudged for clarification. "The separation of upper and lower class," he continued. "Peasants farm, soldiers fight, nobles rule...and sometimes think." Leach nodded. "That can cause a civilization to slow down." A fourteen year old girl across from Aiden asked "Religion?" Leach waited for her to continue. "Burned libraries," she continued, "executed or imprisoned anyone questioning the church." "Absolutely. We've had famous libraries burned, technological breakthroughs suppressed as being too dangerous… all from religion. They may claim to encourage scientific progress but they've always been its rival." Leach made his way back across to Aiden's side. "A great author once said that if suppressed breakthroughs and progressive ideas had been embraced by their societies, we'd be living in an era 3,000 years advanced from where we are now. Civilization has to expand. It can't help it. We
teach our children, and they learn and better our achievements. Something like religion can slow progress but can't stop it. For one, the world is big. You halt the progress of a civilization on this part of the planet; it won't stop another civilization on the other side. "Take pasta. It wasn't Marco Polo that cultivated it across the world. Pasta just appeared naturally around the same time across the globe. It's necessity that forces us to build and expand." Leach brought up the novel again. "This is why the book has that flaw. If you take away the builders, new builders will emerge from the rabble. You remove a ruler, someone else will step forward." Aiden was listening now, but his thoughts were to the books he had been reading, of ancient mythologies and empires that marked their progress by millennia. "You can impose religion," Leach continued, "suppress dangerous knowledge, but you can't stop progress. Eventually, people will start building." "Magic?" Aiden offered. The class turned to him. An awkward pause followed, broken by the larger William. "Magic?!" William mocked. "What do you mean?" Leach asked calmly. Aiden cleared his throat, keeping his eyes on the teacher rather than the class. "If you can create anything you want out of thin air, you wouldn't need to build it." "That’s stupid--" William barked "No," Leach interrupted, "that’s actually a good point. In a fantasy world, thousands of years pass without even the hint of technology, beyond carts and swords. But that can never happen." "Why?" Aiden asked. William butted in, "Because magic isn’t real!" Leach flicked William's ear as he answered. "Because like I said, necessity forces us to build. That's why it's a fantasy." Leach worked his way towards his youngest savant. "I read one of those when I was your age. Georgesomething. There was magic but it was uncommon. Kingdoms lasted centuries without ever changing. You can include a caste system, religion, ironclad traditions, some ancient law against the use of machines, but eventually, technology will develop. Fantasy novels don't need to explain why. It's fantasy. It doesn't have to make sense. The moment you apply logic to a fantasy novel, it falls apart. Their worlds are too small, timelines are too long. Monsters are too many and there's usually a frighteningly insufficient lower class. And if that world has magic, there’d be chaos. If any child could be raised to wield a wand, you'd have anarchy. But even considering that, those without magic would still build. In our history, there were empires which lasted beyond a thousand years, but even those had moments of social and technological innovation." Leach was imposing but lowered his voice to not impose. "You simply cannot suppress the desire for humans to grow. I'll also say that I would loathe any civilization that existed for thousands of years and not be able to figure how to make a machine that washes my dishes." The class laughed, and Leach returned to head of the room. Aiden could still see a few eyes on him from the older students. From Lara, smiling at him. From William, an-
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noyed at the time wasted. As the class ended, Aiden filed out last, avoiding William’s hex-vision stare. As he passed the teacher’s desk, Leach called out, “Aiden?” “Yes, sensei?” Aiden answered, noticing the teacher beckoning him back. After the last student departed, Aiden stepped back to the desk. “Was I out of line?” “Nothing of the sort,” Leach answered. “But perhaps it’s best you keep such talk about magic private?” Aiden furrowed his brow. “Why?” he asked. Leach prepared a detailed answer, but then paused and answered simply with, “It’s just best…for now.” Aiden still didn’t comprehend the issue. Leach leaned forward and spoke, “The people around you, parents, teachers, engineers, they need the world around them to work…in a specific way. They lay down rules and permit only a narrow field of thought. Nationality, technology, theology, they can’t allow something rejecting those tenets.” “I don’t understand,” Aiden replied. “Do you believe in Santa Claus?” Leach said suddenly. Aiden shot glances about the room as he answered. “Of course not.” “Why?” “Because he’s not real.” “And what if he knocked on your door and said ‘Hello’?” Aiden’s answer came quickly. “I’d ask for a bike.” Leach chuckled, covering his mouth to prevent a louder reaction. “And that’s the difference between you and the rest of the world,” he answered. “They would point and say, ‘you’re not real’. They can’t allow something to break from what they know. They need order; they need a reflection of their beliefs.” Leach pointed to the fantasy novel nestled under Aiden’s arm. It was an old edition, and one of the last printed. Aiden glanced down at it. “And not to be reminded of what can’t exist.” “That’s odd,” Aiden answered, still honestly confused. He knew there was something not being said. “I still don’t understand the big deal.” Leach smiled and patted the desk in front of Aiden. “You’ll have to ask your mother that one day,” he said.
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* * * William expressed his dissatisfaction with Aiden after school, only feet away from the exit. "Don't waste the class's time, Aiden!" he snapped. He loomed inches over Aiden's face, ensuring a moderate amount of spittle landed in the boy's eye. Aiden wiped his face and leaned back. "Okay," he answered calmly. "You don't belong in that class. You're too young anyway. And why you reading this?" He snatched the novel under Aiden's arm and gave it a glance. "Pratchett!" he snapped. Aiden jumped up to the taller student, flimsily pawing at the distant book over his reach. "Magic isn’t real!" "Give it back," Aiden shouted, slapping around William's limbs. William pushed Aiden to the pavement with his free hand. The Pratchett novel fell to the fallen boy's
lap as a pair of larger arms wrapped around William's collar and lifted him off his feet. Martin had three inches, twenty pounds, and two years on the bully. "Bill!" Martin barked. "You're smart. Smarter than me. So, I'm going to start hitting you until you talk me out it. Good?!" William wrestled free and made his escape. He grabbed his bag and ran for the gates. Aiden retrieved his book and accepted Martin's offer of a hand. "Okay?" Martin asked. "Thanks," Aiden muttered. "What d'you say to piss him off?" "I didn't say anything!" Aiden snapped "Let's just go." Martin pushed Aiden ahead of him. Aiden check his book for damage. A corner had frayed and a new rip had appeared on the case wrap. “So that’s why?” Martin said. “What?” Aiden replied. “Aiden, I don’t care for those books Mom gets you, and a lot of people would agree. And if I wasn’t your brother, I might act the same, so keep that stuff guarded. Don’t tell anyone you read them, and don’t show it off.” “What’s the big deal?” Aiden replied. “Sensei said the same thing. How are mine any different than yours?” Martin stopped and spun around to face his brother. Aiden instinctively dropped the book to his side in case Martin tried to reach for it. “Because mine deal with what can happen,” Martin snapped, “They’re about science, progress. Fantasies are not about that; they’re about what can’t happen. They’re about dreams and myths.” “But…we go to church,” Aiden muttered. Martin resumed his walk. “Yeah, well, let’s not go there,” Martin grumbled. Aiden kept still, glancing at his book. He gently nuzzled it back into his pack and raced to catch up to his brother. "I liked what you said to William, by the way," Aiden said. "I've wanted to say that to him for like a year." * * * Their mother was not one for the kitchen. Dinner was prepackaged imitation parmesan cheese and powdered milk mixed with stabilizers and corn starch. It was layered over a bed of rock-hard tortellini softened after five minutes in the microwave. Aiden moved his eyes across the open book beside his plate as his mother followed the rhythms of an artificial cook. The book was grey with green letters and gilded pages. Aiden read about the lives of pale skinned, subterranean fae called the tenenbri that lived in underground lairs and had vestigial cataract-covered eyes. Oversized pointed ears gave them the senses of a bat. They were an arrogant sort, clashing often the dwarvish people called the narros that shared some of the tenenbri’s religious beliefs. The book was advanced. Aiden had to look up some of the words. He didn’t care. Octagon-shaped glasses edged precariously off his nose. After the meal, his mother began to fill the dishwasher. Aiden remained at the table and stared at the cover of his novel. "Mom?" he asked.
"Yes." Aiden ran his fingers around the crevices and grooves in the book. "...Someone died today, didn't they?" She stopped loading and turned to him. "Yes." She never lied. "Yes, someone died." "Why'd he do it?" She placed a mug down and orbited around to sit beside him. He didn't look at her. "I don't know, honey. Some people have a pain that no medicine or words can cure. To them, death is the solution; but they don't realize how selfish and narrow-minded that solution is." "But what he wrote. It was like he was trapped. Are we trapped?" She smiled, patted his shoulder, and returned to her dishes. “You're only trapped if you can't find the door." She cleared out half the machine when Aiden closed the book and made for the living room, dominated by its 47” liquid crystal flat-screen television. Aiden stopped and voiced another question. “Mom, is Santa Claus real?” She stood up quickly, bewildered. “That’s a strange…” she answered, “No.” “Just checking,” Aiden said as he left. * * * A Sunday morning meant Sunday service. Aiden refused to set his alarm. Face crammed into his pillow, he rolled his head as his mother parted the blinds. The window was open and the sirens and screams of morning traffic were already polluting the city. The orange sun was poking between several distant buildings. Aiden could see the peaks of the tallest towers parting clouds. Solar cells twisted like blossoms. On the horizon, a forest of smokestacks belched pollution to be carried by the wind out to the ocean. A helicopter caused a mild distraction as it passed by Aiden’s window. Before Aiden had swallowed his morning yawn or flicked the crust from his eyes, his mother laid out the good clothes. By the time his mother had returned, Aiden was still undressed, listening to the news broadcast from the screen in his bedroom. "Find out which food supplement is deadly, after the next break--" Aiden changed the channel. "Guilty is the verdict today in the murder of pop sensation--" Click. "Get dressed, come on," his mother said. "Just trying to find a channel while I change," Aiden pleaded. "There’s nothing good on. All this news." She left and called out from the hall, "You’ve got five minutes." Another channel showed green grass and tall trees put to old music. "Aiden!" Martin shouted, already dressed with his head poking through the doorway, "let's go!" * * * Aiden, Martin, and their mother took the UTR to church. On the train, Martin sat on the left of his mother, Aiden on the right. Martin watched a rerun on a portable flat-panel screen.
Aiden watched the train. Their mother's left hand held a purse; her right played with Aiden's hair. The church of the Sacred Mary was a five-storey wooden A-frame as old as the city. No ration was given to parking and every curb was filled with a variety of electric vehicles. Aiden’s mind wandered during the plodding repetitious mass. The priest was old with a comical lisp and mumbling words. Aiden ran grooves in the soft wood of the bench with his nails. A hand slap from Martin only discouraged Aiden for a short time. A prayer, a passage, and a Eucharist later, and Aiden was clear from his obligations for another week. As they left the mass, Aiden pondered his day's plans. Part of it involved his armor-clad digital warrior slashing through an improbable number of foes in an equally preposterous dungeon built illogically to geometric precision. The three of them quickened their pace from the church doors to the sidewalk to catch the street lights before they changed. Aiden checked his watch. It ticked two minutes past 10:00. An air siren jolted the crowd, the high pitch oscillation bouncing off buildings. People ran blindly into the streets, some to their vehicles. Martin’s instinct pulled Aiden and his mother close, wrenching them to the UTR tunnel entrance a block away. "Come on, let's go! Hurry!" The second sound was not a siren, not a helicopter. It was louder, not mechanical, from an empty sky. People followed with their own yells. The source of the sound revealed itself as a silhouette unfurled its wings to eclipse the sun. Daggers of daylight broke through the holes in its leather wings. Talons as long and sharp as swords tore the church peak apart as it landed. Wood splintered, and a poorly carved soapstone Christ shattered upon the pavement. Twice the size of the church, the beast roared and spit a torrent of liquid fire across the sky. Aiden was unable to look away as his brother dragged him by the cuff. The creature’s black skin was drawn tight across its body. Its eyes like drops of cream in strong coffee. Its teeth were jagged and jumbled. Lips were too thin to close around its mouth. "Zmey?" Aiden whispered. He was sure of it. He had pictured it larger and more pestilent. The stream of flame struck an approaching military helicopter. It melted the craft instantly. The vessel toppled to the ground as a forged chunk of glass and iron. "Aiden! Come on!" his mother snapped. The creature looked down at the scattering masses before it. Leaping from the church peak, it crushed a halfdozen of them underfoot. It snatched more from across the road, throwing them against the walls of nearby buildings. Its rampage migrated down the street towards the crowd rushing to the safety of the UTR entrance. Martin held his younger brother's collar, pulling vigorously, indifferent to the monster gaining ground. Aiden's curiosity forced his gaze back. If it was Zmey, why was it not dead? How much of that story was wrong? "Is that Zmey, mom?" Aiden shouted.
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"Shut up!" Martin snapped. "Mom?!" "Aiden, I'll explain everything later!" she answered. Her heel broke, and she fell to a knee behind her boys. "Mom!" Martin shouted, turning quickly back. Aiden stopped as well, but his attention was still on the dragon. The more he stared at it, the more real it became; the less Aiden believed he was dreaming. Perhaps then he could be frightened of it. Zmey's claw came down in front of them. Martin fell back with a slash suffered on his arm. The concussion of air brought Aiden to his knees. Martin ignored his wound and clenched his fists. He closed his eyes waiting for his end. Aiden could smell the putridness wafting from the dragon, felt the heat of the inferno brewing in its belly. A part of Aiden kept reminding him that this couldn't happen. This was a normal world and a dragon can't fly, can't spew flames from its mouth. Aiden believed he would
awaken, perhaps in his bed, perhaps in a pew. As Aiden fell, he cut his hand on a shard of glass. The quickness of the pain pulled the air from his lungs. The numbness, the detachment that accompanies a dream, started to pass. Aiden began to notice what had happened, what was happening. People had been killed. Buildings had been destroyed. Crowds were fleeing. Aiden felt a cool sprinkle from a broken hydrant. He heard his brother wailing. Like a shock through this spine, Aiden saw the beast for what it was, the monster he should fear. It was real. As Zmey's brought its claw back up to claim another victim, the beast fell back from a tackle, tossed into the empty church. The cathedral collapsed from the weight of two monsters. No one had seen the other beast slam into Zmey. Zmey's opponent pulled away to plot another attack. The new arrival was longer with smaller wings. Its gold and blue scales broke light into colors. Long white whiskers flapped like gravity had no control of them. Each of its four arms ended in four ivory claws. The monster snaked in the air, and its jaws opened wide enough to swallow a car. Its forked tongue sparked a flame, but it only bellowed. As the echo bounced off the buildings, lights within rooms went dark. The traffic signals went dead. Cars drifted to a stop. The newcomer's eyes were those of a man’s, soft blue and brilliant. Its body twisted around Aiden and Martin. It blocked them from harm as Zmey slashed with a bladed tail. The monster of gold and blue scales kept its defense and suffered a deep gash to its belly. In its counterattack, it leapt across the road and dug talons and teeth into decaying flesh. The creatures coiled around each other, but the black beast could not match the dexterity of its rival. A solid bite and its golden opponent had torn off an arm. Dark molasses dripped as blood from the wound. The black beast tore itself free from gripping claws, causing more damage as it took to the sky. The one with golden scales swiveled its head to look at the boys. Its eyes were the same shape but the size of a child's head. Aiden couldn't help it. He raised his bloodied palm from the pavement and offered a feeble wave. The dragon smirked back. It winked. It twisted its form again and leapt back to the sky to chase down its opponent. It pursued the cripple around a distant building where Aiden lost sight of them. A dozen military fanjets slipped overhead to take up the chase. Martin shouted Aiden's name and repeated it until the syllables merged to a wail. Aiden’s attention drifted back to where the beast had come down. Aiden’s daze had begun to lift; his breathing quickened. Whatever lingering strength he had bled away, and Aiden felt a sharp tightness in his chest. His fingers began to tremble as he realized what had happened. She was gone. Martin crawled to his brother. He lost the strength to pull Aiden to him but refused to let go. He slumped to the ground. Aiden turned his attention back to the sky while Martin cried.
* * * The brothers had barely talked since the morning. Aiden sat on his bed with the opened Codex Dracontis on his lap. Aiden ignored the clothes he was supposed to take. He rummaged in his coat pocket for his glasses. He curled them around his ears. He tried to ignore the stabbing pain from the stitches in his palms but couldn’t avoid the tension in his chest when he thought of his mother. When he thought about the dragon, about the questions he had, the weight would lift slightly. Aiden had blisters over his lips and rings around his eyes from previous breaks in concentration. He sniffed and rubbed his nose as he frantically flipped through the pages. Finding the entry for Zmey, he studied the sketch. There were differences. Its head was larger in proportion to its body in the drawing. Eyes were white, not black. Aiden was positive the book took inspiration from the real beast, which was then altered by the artist’s foggy recollection. Aiden slumped upon his bed and stared at it. He flipped through the other pages, other dragons, some with white feathers, others with silver scales. He searched for the one that saved him. Aiden glanced at the other books he had acquired, ones on elves, sorcerers, and sword wielding. "What are you doing?" Martin asked from the doorframe, an empty suitcase under his arm. Aiden looked up from the book. "I can't find it." "What?" Martin responded, quickly and cold. "The gold and blue dragon. He's not here. It has Zmey but not the other." "Mom's dead, Aiden." Aiden paused. His bottom lip quivered and this throat clenched. He didn't want to cry in front of his brother. "I know...But--" "Enough..." Martin whimpered. "Just leave it. Please...leave it. Pack and let's go. People are waiting." He left his brother alone, staring at the book. Both brothers had wanted to remain home, but Martin wasn’t old enough, and there was no one willing to stay with them. Cousins willing to take them in lived half way across the city, closer to the “crown”. Martin lingered on his locked softside suitcase and did so for five minutes. He crammed and crinkled five changes of underwear, three dress pants and five shirts, leaving substantial space for a pair of albums and a photo of him and his mother from his Confirmation. He had previously wedged in more photos but realized he hadn't packed any shirts. He always considered himself the surrogate adult, the proxy for his father, someone that Martin knew but Aiden never did. When Martin returned to his brother's room, he noticed the half-full holdall occupied by one change of clothes and topped with the codex. "Leave the book," he said. "No," Aiden replied, still focused on the tome. "Aiden--" "You knew." Aiden could discern with his brother the difference between fear and surprise. Martin was fright-
ened of the beast, but its existence was not a shock to him. "Please Aiden," Martin answered. "You knew." Martin opened for a lie but couldn't. "Not everything. Just that…this city…is all people like us have left." "And what's past it?" "I don't know.” “Has anyone left?” Aiden asked. “No one leaves,” Martin replied. “They only try to get in." “Then someone knows. There are dragons." Aiden reached for the book. "They killed mom--" "And saved us--" "They took everything Aiden,” Martin snapped. They took...everything we were and could ever be." "You never wanted to look?" "Don't have to." "Why not--" "Aiden!” Martin shouted. “It's not our world. She wanted you innocent. Everyone is…for a while. That's over. I'll make sure we stay together. It’s just us now." "But the other dragon?" "Who cares?! It's done! No more of this!" Martin stepped forward hastily to snatch away the book. Aiden instinctively clutched it to his chest. He grasped it tightly as his armor, tears rolling as he began to cry. Martin tried to wrest the tome from his brother's grip. He shouted as he tried to separate book and boy. "Burn them all! They killed mom!" Aiden curled fetal around the book. He stayed tightly wound in a bundle of clenched limbs. Martin pinned one leg on Aiden's shoulder and pried an arm free, ripped the book from his brother’s hand. Martin was hurting Aiden; cries turned to yells. Martin felt it had to be done, like tearing a bandage off or striking a disobedient child, the act of an adult. “It’s not a fantasy, Aiden! Grow up!" Martin stormed out of the room. "Two minutes! I'll drag you if I have to!" Aiden could hear the sound of the kitchen garbage can opening and the loud thump as Martin dropped the book into it. Martin knew Aiden could just take it back from the trash, but Martin knew rules needed to be followed and he expected Aiden would respect that. He didn’t. Aiden waited until hearing the slam of his mother's bedroom door down the hall before shuffling quickly to the kitchen to take back his book. Martin fell upon the queen mattress and began crying while Aiden stroked his fingers across the front cover of the codex, at the embossment, at the image of the dragon's eye. Aiden glanced across his arm to his watch. There were no cracks or scratches, no signs of impact damage. It had stopped three minutes past ten. He opened the book again and noticed the stamp at the bottom of the inside cover. It was printed in two languages, English and Sinitic, but Aiden only knew a few of the Asian characters. The ink had faded. Aiden read the book's origin: David Obatala Chen's Biblio, 23C Huangxia Street, Genai.
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A STORY It’s real. It’s all real.
Amethyst is at its core a role playing game, one involving the clash of magic and technology. However, this conflict provides only the foundation from which many types of stories can emerge. In essence, the setting can be described as satire, with many of the assumptions of the fantasy genre open to critique or even ridicule. It can serve up to be allegorical, thoughtful, or just mindlessly entertaining. The concept is simple: What would happen if a true -to-book fantasy setting was forced upon our real world? We read and watch stories speculating how society would react if that were to occur—and most of the time, society takes it rather well. In truth, there wouldn’t be such a smooth transition as fantasy tropes affront modern society. There would be immediate repercussions, including social, political, religious, and philosophical. Would we welcome the world of fantasy into our lives or would we fear its very presence? For most, it would be the latter. Magic operates on its own terms, disobeying rules set by both nature and religion. The future presented in this setting emerges from the world we know—a world where books and movies written about fantasy exist. Those that live in this new age saw firsthand what they had previously thought to be fiction. Some even rushed to embrace this new world, only to be devoured by the harsh realism that awaited them. They were not the architects of their own dreams. Nothing matched expectations. Even major religions had difficulty adapting to such massive shocks to their dogma?
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And that wasn’t even the worst of it. On top of this social dilemma came the issue with disruption. Magic is a chaotic system that overwrites itself on reality, disrupting many of the normal rules of the universe that technology requires to operate. Although this interference doesn’t directly destroy life, it does retard the progress of civilization, preventing technology from operating beyond simple mechanisms like windmills and bicycles. Where magic is prohibited, normality returns and technological advancement can continue. Those creatures born from magic have little choice on the matter, but those consequential to evolution can still choose which world to live in. What remains of our previous society and its technology survive in cities resembling those of memory, though walled in against the encroaching magic around it. Inside are cars, central heating, refrigerators, and all the other conveniences of modern life. Outside, there be dragons. The fantasy world may be wondrous, but it is also real. People die from the simplest calamities.
Monsters prey on the innocent and unarmed. Empires have risen, and in many situations, are controlled by new races claiming a foothold in a world previously dominated by a single species. Will mankind be able to retake the planet and push the fantasy back into the realms of our imagination, able to resume our blind passion for consumerism and industrialization? Will religion be allowed once again to define miracles? Or is this world better than the one mankind squandered? Meanwhile, outside of these bastions of technology is a complex mythology with its own conflict, where the fantasy world is divided between two opposing forces. Magic is not a singular energy but a complex power emerging from two metaphysically contrasting sources, the white star of Attricana and the black gate of Ixindar. The main axis between evil and good is not one where the law-abiding, civilized nations of good battle against the destructive force of chaos, but where the chaotic tendencies of life clash with the controlled and methodical might of syntropy. The conflict sets anarchy against order, uniformity against unpredictability, and determinism against free-will. Where life needs a level of uncertainty to blossom, homogeny leads only to death. The fantasy world is not some singular entity, but a complicated multi-layered world of warring nations, political strife, and monsters clever and powerful, as well as dumb and many.
AMETHYST EVOLVES Cities collapse, heroes rise, and the future falls into the hands of a few. The world alters, grows, and plummets into shadow. These heroes encounter their greatest fears and challenge true evil in all forms. They find depth in an easy situation, complexity in a single idea. A world that changes around a band of adventurers. A setting with a point and a climax. A world where an ending waits. Solve it and discover the truth. Fail and the planet crumbles underneath. The setting of Amethyst relies on the clash between magic and technology. Many fantasy worlds blend the two, usually with magic gaining the foothold and technology falling behind. Amethyst presents a world where the two sides stand almost at war and—from a metaphysical point of view—actively disrupt each other’s existence. This is not to say that individuals from both sides cannot coexist: it is the differences between people that make them stronger when together. Although an individual might not be able to wield both a spellbook and a gun, this does not extend to the limits of the group. Perhaps, despite growing tensions and mounting enmity, a balance between the two worlds can be found.
Player characters in Amethyst are neither sitting on the sidelines nor are they following braver and more powerful leaders into glory: they are meant to change the world. They do not dig ditches or hand out food while armies march into combat, but command legions, infiltrate empires, save princesses and slay kings. The end of the game should be different from the beginning. Of course, a player can claim a kingdom after vanquishing his enemies, but the real journey takes one’s soul across the world, to meet one’s final destiny after a very long crusade. A GM is encouraged to plan out her strategy for the game—whether the characters will travel to their final destinies in Canam (the continent described herein) or only progress part of the way before tackling the next chapter in a foreign land.
THE HISTORY The history of the world begins with the conundrum of the chicken and the egg. Millions of years ago, a fracture occurred in the fabric of space and time. It exhibited traits that were scientifically measurable, yet broke many acceptable rules regarding electromagnetism, gravity, and quantum mechanics. Scientists later deduced that this rip, called Attricana in the previous era, was a bridge between two universes. The alternate side contained a cosmos with rules of science abnormal to our own. As this universe spilled into ours, the conflict of two orders of nature encouraged aberrations upon the Earth, impossible until that point. But what opened the gate?
Amethyst is a modern name given to a dragon from this age—the first creature of fantasy born upon the Earth. Legends also maintain Amethyst was the architect of the gate’s creation. But if Amethyst created the gate, then what created Amethyst? Creatures born from magic require it to survive. If Amethyst came before, then he would be the single exception to this rule. Some historians believe he is not a dragon at all but something else. Some proclaim him a god, but gods cannot die. For millions of years, before Earth was called Earth, the denizens of the planet referred to it as Terros—a land of magic and wonder spared from the wrath of malevolence. Dragons flew overhead while fae creatures scurried below. Attricana encouraged life in every possible form. Monsters did emerge but never with the coordination to form a civilization. Meanwhile, the elder races were witnessing a slow degradation of enlightenment. The fae were not evolving butdegenerating. Their descendants were begetting feral beasts. At the bottom of this inverted tree were uncultured boggs, violent skeggs, and veracious
GLOSSARY
After Enchantment (A.E.). The progress of time in this new era. The game begins for many in the year 508 A.E., just a little over five-hundred years from when the white gate reopened. Note that many communities retain their own system of reckoning, and there is no consistent calendar accepted by all. Arkonnia. The region occupied by the continent of Africa and the Arabian peninsula in old Earth. Amethyst. The first intelligence to emerge on Earth, Amethyst was a powerful dragon-god whose death ended the time of magic millions of years before man. Anathema. Devolved fae, most of limited intelligence, generally regarded as monsters by all civilized folk. Attricana. The term given to the enchanted realm existing beyond the white gate. It hovers between the Earth and Moon and is bright enough to read by at night. Bastions. Sanctuaries of men and machines. These are technological enclaves heavily fortified and densely populated. Most are echaphobic and forbid the use of magic within their walls. Each bastion stands as its own country, with very little to no contact with either the outside world or other bastions. Blinder. A common derogative nickname mages and other magically imbued individuals call techans. Canam. The continent previously occupied by Canada, the USA, and Mexico. Mostly pristine wilderness, with a number of large kingdoms and free houses loosely connected by a few well-maintained roads. Chaparran. One of the oldest species of fae, who inhabit the woods and wild places of the world and are known as peerless archers. Corpus Continuity. This is the belief, mostly spiritually-based, that the humanoid form shared by humans and fae descends from a common origin. While some claim it related to echalogical influence—that humans look humanoid because of a lingering echo from the fantasy age—others claim a divine origin. Damaskan. A younger branch of the fae, dedicated to the accumulation and preservation of knowledge and the principles of settled civilization. Disruption. This is magic’s capacity to disrupt the laws of nature that technology requires to function. This process only occurs in one direction—technology cannot disrupt magic. The entire planet is covered in a disruption field (see EDF), though the risk of disruption is not uniform, meaning certain areas have a higher rate of disruption that others. Disruption is at its minimum within bastions. Echa. The slang term for magic or ‘enchantment’. It often refers to visual use of magic as well as being used as a blanket term for the fantasy world. Someone touched by magic or using magic is commonly called ‘echan,’ although this term mostly refers to humans specifically embracing the path of enchantment, and occasionally to fae. Some still consider this ugly bastardization of ‘enchantment’ derogatory, but it is now too widespread to do anything about.
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and swarming puggs. The chaparrans hid in their forests. The laudenians took to the sky. Damaskans recorded knowledge and history. Narros defended the cities. This left the gimfen to ignore such concerns and remain forever at play, remaining innocent against the encroaching violence. Whether or not this could have endured would never be known.
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The residents of Terros never questioned the origin of Amethyst. He was the greatest and wisest of them. They called him a god. They called him an avatar. He was connected to Attricana more intimately than any other entity. Many thought this would last forever. This changed when Ixindar arrived.
came to rest, a spreading expanse of black glass later dubbed Kakodomania. The noble forces of chaos had difficulty forming an army while their opponents quickly expanded and reproduced into battle lines. Within a thousand years, war had torn the planet apart. It would be several millennia before both sides realized mutual attrition was the only possible outcome. But elements from beyond would prevent this ultimate fate. Mankind knew this incident at the K-T Extinction event—when a ten kilometer bolide impact off the Yucatan Peninsula created the 180 kilometer Chicxulub crater, wiping out the vast majority of plant and animal life on the planet. The fae called it the Hammer of God.
Unlike Attricana, records on the black gate’s arrival are detailed. It drifted over the planet, sweeping across the night. From it spilled the corruption of order. If Attricana was a wellspring from a chaotic universe (perhaps one in the founding minutes of its creation), then Ixindar was the fountainhead of syntropy. It led to a realm of perfect harmony, perhaps to a cosmos of death and tranquility—a universe in its final moments. This gate had its own avatar, its own god to warrant worship. This was Mengus, a disembodied entity that whispered corruption without creating anything on its own. In one night, Ixindar had distorted a million fae to follow it. Servants gathered at the place where Ixindar
Both sides of fantasy separately sought refuge on the other side of their gates, within dream realms formed by those gate’s avatars. Mengus faked complicity in order to ambush Amethyst when isolated, believing Ixindar would survive the calamity to come. Amethyst found himself surrounded by the soldiers of order. The general of this army, a construct known only as Gebermach, inflicted the killing blow, driving the dark sword Dogurasu into Amethyst’s heart. In his reprisal, Amethyst sacrificed his physical body. The resulting eruption of chaos wiped out the
armies of Mengus and shattered the sky above them. A single beam of light from the gate before its closing drove Ixindar deep underground, sealing it under impenetrable stone. Attricana closed upon Amethyst’s death. All remaining constructs and creations of magic fell to dust. All evidence was washed away. Earth belonged to no one. With nothing to compete with, the principles of our universe regained control. The natural order of evolution took root, leading eventually into mankind. Through his history, humanity told stories they could not possibly know, about mythical monsters and warring gods. These tales came from the whimsy of imagination but all carried a portion of truth, some more than others. These stories became myths, books and religions. This influence from a time no human had seen carried onto crests, flags, and banners. Their origins were explained, connected to other stories and faiths. Some were tied to science—seeing a manatee and believing it a mermaid. Fantasies remained locked in the dreams of those living in a real world. Pushed aside as fancy, mankind continued his evolutionary drive to build, understand, and conquer. Society advanced as did the machines in servitude. Gaining a full understanding of science in all its unchanging rules, there was nothing man could not achieve given enough time. History unfortunately would repeat itself. A second bolide impact occurred, this time directly over Ixindar. To this day, no one knows the cause, as there was no warning before impact. It was a smaller event compared to the last but enough to reveal Ixindar to the world. The forces of syntropy emerged and corruption followed. The following events are muddled. Ixindar opened, and some indeterminate time later, Attricana followed – but did Attricana’s first stirrings perhaps provoke Ixindar’s re-emergence, or was some mechanism in place to open the white gate if Ixindar were ever exposed? By the time of the white gate’s reappearance, mankind had already been reduced to less than a tenth of its peak population, though whether due to disasters born in the wake of the Second Hammer or through wars over resources or ideologies is uncertain. Mankind did not have the luxury of philosophy. He was fighting a losing battle on two fronts, from order and from chaos. To make the situation more desperate, the technology humanity had been relying on for hundreds of years had begun to fail. From the fountain of Attricana flowed rules of nature antithetical to the science machines required to function. The more advanced the technology, the greater the chance of disruption. Surviving humans had to make a choice: wall themselves in from the flood of encroaching enchant-
GLOSSARY (Cont.)
Echagenics / Echalogy. The study in both echan and techan cultures of the similarities between humanity and its recorded history against the fae, dragons and their recorded history. This analyzes the obvious physical similarities between fae and man in conjunction with historical coincidences in their religions, legends, and mythologies. Theologians studying echalogy are referred to as echalogians. Enchanted Disruption Field (EDF). The enchantment disruption field prevents radio communication beyond a few miles, inhibits electrical conductivity and disrupts electronic circuits like an electromagnetic pulse when extremely powerful magic is nearby. It also has the tendency of jamming mechanical devices above a certain complexity (the limit of which varies based on the strength of the field). While most early industrial-age technology up to (approximately) the level of the steam engine is usually safe from disruption, anything that relies on moving parts or electrical current (no matter how minor) can be affected with sufficient exposure. Echalogical Influence. The belief that the history of the fae and dragons inspired human fiction through an immeasurable, unproven, undetectable echo which somehow resonated through sixty million years of evolution until minds advanced enough to understand that echo listened. Fae. A catchall term for the several humanoid species which inhabited the Terros age alongside dragons millions of years ago, and reappeared in the modern age with the reopening of Attricana. As creatures of magic, they are antithetical to the technological societies of Mankind. First Hammer. The first impact that destroyed the dinosaurs and ended the first reign of magic. It initiated the Cretaceous-Tertiary extinction event. Gimfen. The youngest branch of the civilized fae, and the only ones who can handle technology without risk of disruption. Inosi. The region of Earth previously referred to as the Indian subcontinent and southeast Asia. Indoaus. The region of land previously occupied by Australia and Indonesia. Ixindar. The name given to the realm existing through the black gate. The gate is across the world, sitting half buried at the center of Kakodomania. Kaddog. The general term for the three most common branches of damaskan anathema (and the most prolific monster species in Canam): puggs, boggs, and skeggs. Kakodomania. A smooth obsidian glass which spreads radially from Ixindar. This realm envelops most of central Slav in permanent darkness. Kodiak. Intelligent, bipedal grizzly bears native to northern Canam. Laudenian. The oldest branch of modern fae and the most magical, who fled from contact with the ground for fear of devolving into lesser beings.
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ment, or settle for a primitive life surrounded by the wonders of fantasies they once could only read in fiction. Five hundred years later, the humans that clove to their machines have built immense cities of technology. These bastions are the last bulwarks of a time these men and woman refuse to surrender, a world run by science where mankind held dominion. Some of these cities have grown to the size of small countries. Outside the bastions live the empires and wastelands of fantasy. Dragons and elves have returned to lay claim to the mountains, forests and fields. Monsters hide in dungeons and prowl in murky forests. The wilderness has become dangerous but at the same time all the more romantic. Magic will always be a lure to those willing to wield it. Order versus chaos, science versus magic; these conflicts make fanatics of everyone. An unspoken stalemate has arisen, with none gaining the upper hand. This may change with the proof of a once forgotten legend. When Gebermach slew Amethyst, the dragon’s crest of stone fell upon the ground and shattered. For millions of years, the fragments drifted to the far corners of the world. Now, one has been found, and the crusade to find the others has begun. The legend claims that if the pieces of Amethyst’s crown are brought together at the place of his death, one could call the god back to life, or take the mantle of command from him. With such a power, one could resurrect the most powerful creature to walk the Earth, or close the gate of magic forever. Who will find these artifacts? Who will emerge victorious? And, ultimately, will it be worth the cost?
THE CONFLICT
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The world is not engulfed in war, but widespread peace across the land is still a distant dream. Not only are the remaining bastions of pre-Hammer mankind fighting a desperate and seemingly hopeless struggle against encroaching enchantment, but the individual bastions themselves are also paranoid about their own technological sovereignty over rival bastions. Further, the world of fantasy is not all of wonder. There are two realms of magic, flowing from two different breaches into our normal universe: the white gate of Attricana floating high above the sky, and the black gate of Ixindar half-buried in rock in the land of Kakodomania. Their influence and the armies loyal to them provoke conflicts whenever both sides meet. While Attricana encourages creation and chaos, Ixindar promotes order and syntropy. While many people directly involved in this conflict do so from an obsessive desire to protect their ways of life, others have been tempted to cross over, embracing an alternative way of thinking.
MAGIC AND FAITH In Amethyst, there are only three ways magic can be focused, and thus, at least partially, controlled: The Language of Dragons. Wizards utilize a script and dialect naturally imbued with magic. This language is called Pleroma—created by Amethyst and fluent only to his kin, other dragons. It is the power of creating something by naming it. Despite using Pleroma, wizards cannot claim complete mastery. The language is unique in that no magic can decipher it, probably as the script extends itself into multiple dimensions. Magical Reactivity. There are thousands of elements and combinations of elements that produce different magical results. The practices of alchemy and metallurgy have returned. Those with such knowledge forge items of enchantment by simply being aware of the exacting ratios of components required. Fae iron, coruthil, and angelite are such examples as well as the myriad forms of magical potions. Nearly every magic item features this to a degree. Inborn Magic. Fae beings and monsters are magical by their very nature, even if they cannot consciously wield magical forces. Some, be they fae, monster, or even human, possess magical abilities on their own from birth. A few claim this power as divine, but many others refute that. Just as it was with man’s time, god or gods are as silent as he, she, or they always were. There are no proven sanctified or blessed users of magic in a world with silent and unproven gods. Still, the rare priest or druid often finds no other reasonable explanation. Religion does exist in Amethyst. Most are old—dating back through humanity’s history—Christianity, Islam, Buddhism, and the like. Others are derived, updated, or reconstructed from the memories of the fae. Still others blend disparate elements as it suits their practitioners. Every faith can claim to possess one or two folk supposedly blessed with the spark of divinity. There are also those with no faith able to wield magic purely from a natural endowment they cannot explain. Others know very well where their power originates and understand there is no intelligence or deification beyond said gift. Because of this doubt, there is still no proof of God or gods in Amethyst, despite the claims of many who believe.
REAL MAGIC Despite appearances, the world of Amethyst is a lowmagic setting; powerful spells are rare and obtained only at great cost and difficulty; major magical items are just as rare and hardly ever can be found outside the hands of the great and powerful; true artifacts are the stuff of legends, and most are completely mythical. All magic, whatever its supposed provenance, comes from the gates, but spell casting techniques are unique depending on the caster. Those who claim to have a spark of the divine, called either gneolistics or vivicators, gain their power directly from Attricana. Whether this power is granted to them by some unknowable intelligence, drawn into their soul by the power of their belief, or merely a quirk of birth is unknown. Druids and shamans also obtain their power from the gate, though not directly. They receive their abilities from a conduit, the Earth. They worship nature and the world around. In their belief, the world channels the power from the gate and casters gain their power from below, not from above. Shamans harness the wind, earth, fire, and water as well as the animals and plants around them, shaping and controlling them as they wish. Mages disregard channeling and mysticism, approaching the gate with an almost scientific eye. They claim while others blind themselves to the mysteries of the gate, mages dive head first, taunting the cosmos to reveal its darkest secrets. Long before man or even elves, the first power from the gates was channeled through the immense capacity of the draconic language, Pleroma. This practice continues today and remains the most popular form of spell casting. Only with lifelong persistence and an innate gift for understanding such intricate mysteries can the extremely few channel anything more than cantrips.
REQUIRED TO PLAY Amethyst: Quintessence is a pen and paper role playing game utilizing the 5th edition (5E) of the first fantasy roleplaying game, the defining RPG of the last, current, and most likely next generation. The core books of that edition are required. This book was crafted utilizing those core 5E books and no others, as to not make the required list longer than needed. Oh, and dice to. Totally need dice, all the standard polyhedrons. And pencils and paper. Although numerous rules are referenced from these core books, none are reprinted or defined. A few rules (specifically referencing firearms) are expanded upon, but the original 5E rules are not altered. This book creates original material within the same rules structure while also attempting to honor the original game’s philosophy.
GLOSSARY (Cont.)
Lauropa. The term given to the region covering the lands of Europe west of the former Ural mountains. Consists mostly of neo-feudal kingdoms, with the fae empire of Damaska occupying most of the central landmass. Mengus. The disembodied intelligence that resides within Ixindar, whispering corruption to any creature disposed to hear her. The most implacable enemy of Amethyst. Narros. The middle fae, short and stocky, dwelling primarily underground and obsessed with tradition and perfection. Pagus. Corrupted fae of ages past who answered the call of Ixindar and were transformed into huge, brutally effective warriors. Second Hammer. The second impact that destroyed the technological empire of man. It struck Siberia, exactly where Ixindar lay buried and exposed its influence to the world. Shemjaza. The proper term for the fae-like creatures known by humans as ‘demons,’ the ultimate servants of Ixindar. Although all look practically identical, each shemjaza is designed for a particular purpose. Slav. Often separated into Western and Eastern Slav, this region on Earth covers the majority of China and the entire former Eurasian region east of the Urals. Rendered mostly uninhabitable by the Second Hammer and the subsequent spread of Kakodomania, most of the survivors of the eastern region migrated to Canam centuries ago. Southam. The region of Earth formerly known as South America. Consists mostly of feuding underground kingdoms, and rainforests populated by ogres who hunt primitive humans for food and sport. Syntropy. The principle of infinite static existence, embodied in the power of Ixindar. It is the antithesis of positive magic, and indeed, of the fundamental principles of life itself. Techa. The slang term given to the technology of man and is usually reserved for the bastions and their machines. Its wielders use the title ‘techan’ as a badge of honor. Terros. The era before man, from when the dragons and fae appeared until their disappearance 65 million years ago. Tenenbri. Blind, but hardly handicapped cousins of the damaskans, masters of an underground theocratic empire beneath the mountains of Southam. Tilen. Another cursed fae line whose ancestors embraced the power of Ixindar to transform themselves into free-willed undead. Their modern descendants, freed by Attricana’s resurgence, struggle against the urges of their blood and fight for the survival of their species. U.C. (Universal Credits). A currency that most bastions and wandering techans trade in. Only techans accept and use uc. Unlike fantasy currency like gold and silver coins, uc has no face value.
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However, there are exclusions, specifically in reference to established setting elements presented within the 5E core books. As Amethyst is a different world in a different time, no setting elements from the 5E world will be found here unless stated otherwise. Notable examples include the races and many of the monsters.
A QUINTESSENTIAL TIME The story of Amethyst involves a group of heroes from hopefully different nations, ideologies, and traditions, banding together to affect a permanent change to the world—a change which depends on said group’s motivations. Despite some assumptions, this setting does not presuppose a certain party composition or motivation. It might not be about fantasy heroes fighting against the encroachment of technology or embracers of technology fighting against the chaos of magic; it may actually involve a mixed party reaching a compromise in order to fight a greater threat. This book (and other iterations for other systems) directly encourages romantic entanglements which can cross race, tradition, gender, and (new to this world) magical boundaries.
Amethyst deals less with the past and more about the present—about how the world is today. As such, very little is mentioned about the events which brought the world to this point: for most people living in the world, this information is either unavailable or, more likely, irrelevant. Even a character’s history may be vague, pointing more to motivation than a detailed list of exploits and an itinerary of locations. At the beginning of this story, characters may not be unique or special in any way. No gods have smiled upon them and no prophecies have spoken their names. Their importance emerges from their actions as the game begins.
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Amethyst also involves a story where the world eventually focuses upon the quest the players are undertaking, eventually leading into clashing armies and world-changing events. Humble origins may lead to legendary titles.
GENERAL RULES SUMMARY Here is a general list of what to expect in Amethyst Quintessence:
RACES As stated previously, no races other than humans are canon within the Amethyst setting. This book introduces nine, all inspired from folklore and mythology. Parallels between these races and those found in official 5E licensed products is unavoidable, as they were also pulled from folklore and mythology. Additionally, Amethyst also introduces race-based feats.
BACKGROUNDS Backgrounds function exactly as they do in official 5E licensed products. However, the ones presented here are more specific. Instead of three or four tables, Amethyst offers only one, but expands on it to create hooks in which to hang an expanded backstory and personal motivation. Amethyst backgrounds are often location or race specific and many list prerequisites. Unlike races, players are still open to select any backgrounds from official 5E license products as long as no specific setting is mandatory. Additionally, Amethyst also introduces background-based feats.
CLASSES & ARCHETYPES Amethyst endorses many of the traditional fantasy classes one would expect to find, though some require conditions to be included. Others are expanded with new archetypes based on aspects of the setting. Specifically the fighter and rogue have numerous additional options. In addition to these are ten new modern—or techanbased classes. These classes are not magical and often require technology to fully take advantage of their abilities. Unlike traditional classes, all techan classes list archetypes abilities at the same levels; techn archetypes are universal—they are not bound to one specific class, meaning you can pair any techan archetype with any techan class. There are more than twenty techan archetypes.
EQUIPMENT Amethyst offers dozens of different weapons, armors, and general items across every level of technology. Tech levels denote how advanced an item is as well as its susceptibility to magical disruption. Unlike other core editions of Amethyst, in Quintessence, Tech Levels do not always equate magical bonuses. The firearm rules presented are an expansion of the basic ones listed in official 5E licensed products.
MONSTERS Although many of the traditional mythological monsters are still present, many of the others have been replaced. The simple rule is if any creature can form a community with other similar creatures, they wouldn’t be found in canon Amethyst. These races have been replaced, kobolds with puggs, goblins with boggs, and so on. Additionally, Amethyst offers its own flavor of dragons. Other new opponents include techan mercenaries and robots.
SKILLS & PROFICIENCIES
INTELLIGENCE (COMPUTER USE) Knowing where the "on" switch is and understanding a point/click interface is a common skill expected of everyone. Computer Use specifically covers more advanced concepts like hardware modification, upgrade, and maintenance. Computer Use is also employed in
the researching of online materials. You can attempt the repair or modification of a computer, circumvent security, or use it to replace Intelligence (Investigation) when researching a subject.
INTELLIGENCE (DEMOLITIONS) If proficient in demolitions, you can set and disarm explosives. This includes the planting of all manners of mechanical and electronic detonators. A successful check lets you place explosives to best effect and set or disarm detonators. Failure means that the explosive fails to go off as planned. The explosives are not lost. Failure by 10 or more means the explosive might go off (if it is an explosive that can) as the detonator is being installed. A failure with wiring explosives together means the extra wired explosives will not go off with the primary (See Equipment).
INTELLIGENCE (ENGINEERING)
This value can be adjusted with an appropriate engineering kit. If the kit is more advanced than the item being repairs, add the difference to the hit points recovered. If the other way around, the recovered hit points is reduced (if repairing a TL2 item with a TL4 kit, you gain a +2 bonus to the hit points recovered—if reversed, it becomes a -2 penalty). The repair cost in widgets for each day is equal the number of hit points recovered x 5. Reverse Engineer: You can use the Intelligence (Engineering) skill to convert found technology into widgets to be used in the creation of other technology. Each attempt to reverse engineer an item takes six hours. Reverse engineering destroys the item being selected. The end result is you acquire one-fifth of the item’s value in widgets.
This is the broad skill dealing with all applications of technology, allowing you to craft, modify, and repair devices. These include electronics, general machines, exo-armor, techan armor, techan weapons, and vehicles.
Sabotage: You can use Intelligence (Engineering) skill to sabotage devices and vehicles. With this technique, you can inflict effects instantly or when certain conditions occur.
Crafting: Crafting technology deviates slightly from crafting mundane items. Not only are you required to be proficient in Intelligence (Engineering), but you also must possess the appropriate Engineering kit. If so, then you can expend 5 uc in widgets each day until you reach the market value of the item (this is called a build schedule). You must have widgets or parts on hand. Alternately, you can attempt to make an Intelligence (Engineering) check—the result -15 is how many uc you progress instead of taking the normal 5 uc each day.
You can only attempt sabotage against a target which you can disrupt or incapacitate logically. The GM can refuse a sabotage attempt if you have no way of accessing vital components in the target. The GM may also require you to spend time gaining access to said components.
The tech level of your engineering kit affects the speed of your build. If the tech level of the kit matches the item you are building, the build schedule remains 1 day for each widget investment. If the tech level of the kit is lower, add the difference to the number of days to your build schedule (if the item is TL 5 and you only have a TL 1 kit, it takes 4 extra days, 5 total, before you can expend more uc). If your engineering kit is more advanced, the difference is added to the uc you can expend on that day (it the kit is TL 5 and you are building a TL1 item, you expend 4 more uc that day). You cannot build other kits or medical injections. Disarm Electronic Locks: When attempting to disarm a trap or break through a lock using an Engineering tool kit, you can use Intelligence (Engineering) granted you have a tool kit of at least equal tech level of the device you are trying to affect. Recover Hit Points: You can take a day of downtime and make an Intelligence (Engineering) to recover the hit points of damaged items or vehicles. The number of hit points recovered is equal to the result of your skill check -10.
There are hundreds of different effects you can accomplish with sabotage. Effects last until the effect is repaired unless stated otherwise. Effects can be repaired by a contested Intelligence (Engineering) check or with specific solutions to each problem (breaking open a door instead of fixing the sabotage).
INTELLIGENCE (SCIENCES) This is the general study of the applications of the unaltered rules that govern the real world. It deals with broad studies like Biology, Astronomy, and Geography and into further specific fields of expertise like Biochemistry and Astrophysics. Given enough dedication, you could earn grants and degrees, specializing in a field of study to better your species and the natural world. Being a top mind of the profession could enable you to unravel a genome or to design and build your own superconducting supercollider. This skill also allows the study of the differentiation between the ironclad laws of science and the malleable rules of magic. You do not have to specify a field of expertise. This skill refers to a general knowledge of science. You use this skill for general scientific observations and to discern if an effect could be natural or magical. This is not a techan skill, but certain applications of it may only be available to techans.
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INTELLIGENCE (REGIONAL HISTORY) Regional History is a subset of Intelligence (History). You have proficiency when making checks in context of specific areas of the world: when dealing with immediately neighboring regions (or those with which your home region has extensive dealings), you add half your proficiency bonus. • Abidan, Apocrypha, and Ažhi Dahaka • Alpinas, Dagron, Seliquam, Quinox and Selkirk • Angel, Crax, Dawnamoak, Torquil, and Xixion • Baruch Malkut, Laurama, and Tranquiss • Fargon • Gnimfall, Mann, and York • Kannos, the Finer Fire Pits, and Salvabrooke • Laudenia • Limshau, Orchis, Plicato, and Skyrose • Sierra Madre, the Gloam
VEHICLE PROFICIENCY
If proficient with a vehicle, you know how to drive or pilot said vehicle and any situation. There are five types of vehicle proficiency—light ground, heavy ground, super-heavy ground, and aircraft, and watercraft. If possessing one, you know how to control all vehicles of that type. So if you ride one bike, you can ride them all. Although not entirely accurate given the broad range of technology seen across the world, this is a compromise to prevent clutter. Routine tasks such as ordinary driving don't require a check. You only make a check when experiencing unusual circumstances (such as stormy weather or a slippery surface), performing a stunt, driving at high speeds, or if trying to operate a vehicle while being attacked or attacking.
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If you fail a Dexterity check with a vehicle, you must suffer the consequences. This can include a second change to recover, a slide, or a crash. Some stunts are easy, and they neither require a skill check nor have consequences. If you are crashing, you often lose control of your vehicle and cannot perform any checks involving your vehicle until the crash is resolved. In most crashes, you continue your remaining movement in the direction you were previously pointed. In others (like catastrophic jumps), you immediately stop your movement. See Vehicle Rules in the Equipment chapter for detailed rules on vehicles and how they are controlled.
NEW FEATS
Amethyst also presents a handful of new feats. There are additional ones listed under specific races as well.
EXO-ARMOR PROFICIENCY Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with techan exo-armor.
CROSSFIRE Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Any ability you have requiring an ally within 5-feet of an enemy is now extended to any ally with a firearm within 20 feet of an enemy.
FIDGETY FINGERS Increase your Intelligence or Wisdom score by 1, to a maximum of 20. When crafting technology, the uc you can expend per day (or longer with a mismatched engineering kit) is doubled.
NATURALLY ECHAN DEFIANT Increase any ability score by 1, to a maximum of 20. You have advantage on all disruption saving throws. The first time after a long rest that you suffer disruption, the targeted technology instantly recovers.
FIREARM EXPERTISE Increase your ranged attack ability score by 1, to a maximum of 20. You can reload one clip, magazine, or cell using fifteen feet of unspent movement. Before making a ranged attack with a firearm that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Experts in dressing death had reconstructed what was left of her body. They placed a plastic smile on her face. The waxy finish of the skin convinced Aiden this was less his mother and more an imitation. Friends of his father, military veterans, brought the closed casket up. Father Tom, like the church, was new. One by one, friends neither he nor Martin knew offered hands and hugs. The mass was long with prayer passages reminding the mournful of god's grand purpose. Aiden ignored them. He never paid attention during regular mass; the words felt equally hollow now. Aiden hoped the blue eyed and golden scaled dragon would rip off the roof and whisk him to a new life. The church's packed capacity marched to the casket, touching, praying, crying. Aiden was relieved to see the afternoon light as he
followed the pallbearers out of the church. Martin offered tears for each weeper and wailer walking by. Aiden nodded and hugged but remained dry save an occasional sniff. More words of divinity leapt from a priest's lips as the casket slipped through the open maw of the marble wall at the necropolis. Aiden looked scornful at the cross at the entrance. He wondered if God was real as well. An omnipotent, omnipresent, omniscient being, benevolent and divine? Then why was she dead? Did the dragon break the rules? No creature shaped like that could fly, yet it did. No animal could breathe fire, yet it did. They couldn't exist, but there they were. Father Tom's words, though carefully chosen, were no more uplifting than the compassionate whispers of distant family members. "Men pale in the wisdom of God,” he said to Aiden. “Not even I can understand why things happen when they happen. There is a reason for everything, Aiden. God has placed you on a path; there is something to learn from this. Even the worst of times are intended, by his will, to guide us. Occasionally, his hand must be firm. In times like this, our faith in his plan must remain strong." "She was killed by a dragon, father." Aiden emphasized dragon as much as killed. Father Tom didn't say much after that. As they exited the mausoleum, Aiden glanced at the wall, the periphery of the city. The monstrosity stood twenty stories and topped with battlements. It enclosed all ten thousand square kilometers of the city. It was only the latest iteration, with monuments of previous walls counted like tree rings to mark age and expansion. The last one was the tallest, the longest to build, and the most resolute in keeping everything that wasn't in, out. Aiden heard people calling it the crown. Years ago, when Aiden asked Martin what was beyond the wall, his brother had said, "Nothing you should care about." He’d lied. Aiden wished he had asked his mother. He wished he had discovered the truth by her telling him, by closing the codex and whispering, "It's all real." He should have followed what Leach had suggested and just asked her. Aiden wished that if the cost was to be that great, he would’ve preferred ignorance a few more years. Wishes kept Aiden a child. Wishes separated Aiden from his brother. Wishes were magical and romantic and had a peculiar tendency of coming true. Aiden wished his mother would come back, but that could never happen. * * * After a week, Aiden was back in class. The students kept their distance, even William. Lara was the only one that attempted to console him, offering a hug and asking how he was. No one else bothered, keeping a wide berth as the orphan passed them. To acknowledge his loss would be to admit that it occurred, that something abnormal could happen in an ordinary world. Were all the victims that day as disregarded? If only it had been cancer like Aiden’s father, something average, common, and predictable. Lara offered him a half sandwich at lunch.
Martin sat with Aiden on the UTR. Such a wonder was lost on Aiden. He wanted to open a book and read but was afraid of Martin's reaction. Aiden just leaned forward, feeling the breeze across his face. He didn't close his eyes and imagine a dragon. He thought of when his imagination was all that was required. What about magic and Elisa the elvish princess? Aiden pondered what other fictions could invade his life. Martin reached over and began to coddle his brother's hair. *
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It was a week before Aiden could sneak out of his new house. He waited until everyone had settled. Their house was cast in an early night as the sun dropped behind the crown. Past 10:30 pm, Aiden saw the crack of light peeking under the bottom of the bedroom door go dark. He heard his relatives conclude their evening bathroom rituals. The opposite bed was empty; Martin was hanging with friends that weekend, drinking and forgetting his problems. Their guardians offered him a wide berth. He would have taken it either way. Aiden knew Martin was doubltful to return for several hours, if at all, until morning. The UTR station was a two-block walk. The few coins in his pocket would get him to Genai. The navigation screens were easy. The ride was forty minutes in an empty car. Each time the train stopped, Aiden leaned out to see if anyone was boarding. He tapped his feet uneasily, waiting for the seconds to pass before the doors closed. Just as Aiden's imagination had turned the train into a serpent, it was now unwillingly generating various subway denizens, none of them terribly friendly. The doors closed and shuffled Aiden to the next station, where he had to change lines, forcing a five minute wait alone on the platform. His head twitched in the direction of every little snap or pop. Distant laughs from drunken teens faded as they diverted down another street. The next train contained a single passenger, an elderly olive-skinned man that stared incessantly at Aiden. Aiden looked up occasionally, wondering who would break the silence. Neither did. Aiden disembarked twenty minutes later. He finally stopped at the concrete barricade that sealed Genai from the rest of the city. Every road had a gate any card-carrying member of the city could cross. Pedestrian walkways were seldom watched with turnstiles installed to monitor traffic. Aiden wondered if the gates were meant to keep out or in. He dodged under the ratchet bar as there was no guard on hand to prevent him.
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E
arth remains a crowded place. Millions of humans survived the holocaust they may or may not have brought on. Added to that is the flood of peoples only previously believed to exist in fiction, with their own cultures matching closely to those portrayed in human mythology. In those ancient tales, the interlopers went by many names. To this day, humans still often refer to them by these labels.
How these peoples respond to them is based strictly upon the individual. Some take it a compliment being likened to noble and whimsical creatures of legend. Others despise the comparison. None of them ever match the mold precisely. Some may look the part, but their personalities may differ radically. Some exhibit traits from a variety of different legends while others are wholly unique without a mirror in fable. There are also creatures birthed from enchantment that are new to this era, possessing no history from the previous age. The following races (or more properly, species) are broken up into three categories: Fae: These are naturally born from magic, with no original primordial form to track evolution back to. They began as the original fae (believed extinct), but have been continuously slaves to magic’s whim. As time progresses, they continually “devolve” into more tribal, animalistic forms. It is believed the initial fae have long since vanished. Fae peoples include descendant species like damaskans, laudenians, and narros. Although some claim they no longer fit into the category, the tilen can also be found here. In truth, there are dozens of fae species and only a few of the oldest fae actually know them all. Other variations are dealt with later as monsters. Evolved: Humanity stands as the only example of an evolved race (at least on Earth) that has achieved intelligence without the assistance of magic. Spawn: Spawn are those that were once normal evolved creatures that have succumbed to magic’s influence and have been altered and enhanced. For the purposes of this chapter, spawn races listed here are those that have been pushed by enchantment into a form that possess enough intelligence to form a community. All non-natural creatures on Earth which are not fae or human are spawn. In Canam, only the kodiaks have advanced to the point of developing a culture.
THE LINE OF FAE No one is certain how the fae appeared. Some insist they birthed from trees while others claimed the sky. Others profess neither, pointing to the soil as the source. Only dragons knew for certain and they regard such things as trivial, not worthy of remembrance. Considering the oldest fae maintain a connection with nature, the exact specifics of their origin seemed inconsequential (though never state that to a laudenian or a chaparran). The word “fae” is another controversial debate. While the etymology points to a simple “touched by magic” description, it shares its root with “faerie.” Echalogical influence appears in numerous cultures, connecting threads from various human legends and myths to the time of Terros. The fae would later influence mythologies previously thought unconnected. Though damaskans, laudenians, and chaparrans would fall under a wide range of Germanic elf legends, other distant cousins would appear in Greek or Egyptian lore, with no apparent connection between these influences. Even obscure concepts of Attricana found its way into Chinese and Japanese myths. Most fae are aware of how they were represented in human literature. Oddly enough, the traditional prejudices of fantasy tend to match the new reality as well. The more dominant fae look down on their lesser brethren, thinking of them only as outcasts—uncivilized and primitive offshoots prone to violence. Few survived the exodus, but magic kept its persistence and they reappeared soon after in the modern age, as if their introduction could not be stopped. As it will be explained in more detail later, long after the dragons appeared in the world, the ancient fae appeared. These creatures
were humanoid, statuesque, and attuned to the ways of magic. As the dragons, the fae could comprehend and even manipulate the enchanted world around them; however, they were not masters of it. Soon, the fae found themselves changing, but not for the better (in their eyes). Successive generations appeared unsophisticated, less enlightened, with decreased awareness on how to control magic. Despite their best efforts, the original fae eventually vanished, replaced with lesser races, who in time would begot their own lesser forms. This would ultimately result in the anathema—primal monsters, mere shadows of their ancestors. Although the ancient fae have vanished, none of the successive races have, though some, like the laudenians, have dwindled dramatically. Modern fae wonder if they are doomed to devolve into mindless animals while man continues to grow and expand. The fae take pride in their rich culture and a growing fear has taken root that it may all bleed away in time. Outside of the main branches of fae, there are two species still classed in the same company, though not directly connected to a parent species. These are the pagus and the tilen. The pagus appeared with the Ixindar migration (when the black sun passed over the world and settled in its new home in the previous age). Pagus break most of the rules associated with fae. They are the oldest species without a deviation branch of their own. After Mengus created them, they never changed, as if Attricana stopped talking to them. This leaves the tilen, a small group of vampires from the previous age that were forced from Ixindar to Attricana when the latter opened in the new age. Though the elder tilen—the original group—numbered few, their population has exploded in the centuries since. In the present, the descendants of the original fae continue their traditions and beliefs with hardly a hiccup from the old time. Tenenbri dig, laudenians fly, narros protect, and damaskans remember. Meanwhile, their new ape-evolved neighbors continue to expand.
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Body weight is shockingly low for the apparent mass of the body… An attempted biopsy of marrow from the scapula found the bone hollow. Interesting. Almost like a flying mammal. Will attempt another location. Other cavities located within the sternum and ribs. I know why birds have hollow bones, but how does a humanoid survive with a fragile…oddly enough the bone structure itself feel very rigid, stronger than expected, though still flexible. Bone mineral density test inconclusive, as it does not match with other findings. Finger bones also hollow but ulna and radius are solid. Final results: This fae’s skeleton accounts for 8-10% of its total body mass, this is in comparison to an average human, where it is closer to 20%. In conclusion, this means this chaparran’s skeleton is built more like a bird’s than a human’s.
Autopsy on unidentified chaparran (excerpt), Angel July 15th, 227 A.E.
RELATIONS AND TRADITIONS Despite some common ground, there exist major cultural differences between human and fae. When the first fae encountered humans, they assumed that by understanding one group of men, they would comprehend the entire species, as there is little if any cultural deviation between fae of the same type. Disastrous initial encounters between fledging fae and human communities in southern Canam soured relations for decades. Early chaparran encounters with mankind were so dire, it curdled the entire race’s opinion of the ‘monkey-folk,’ a belief persisting to this day; as the details of the incident are lost to human history, it seems unlikely ever to be resolved. Laudenians also share a resentful opinion of man after an incident with the miners of Selkirk, the only bastion without an intrinsically adversarial relationship to the fantasy world. Selkirk had already benefitted from a successful first encounter with the narros years earlier. Though the miners were not immoral in any way, and tried their best to impress the elder elves, the humans’ brash and unkempt nature fell afoul of the decorous and conceited attitude of the laudenians. They judged the whole of the human race upon that single meeting as offensive and unpleasant and has since found little reason to change that opinion. In Southam, where humans were a minority, their bitter opinions of the fae came from constant conflict. With the exception of the narros, most fae in Southam think of mankind as little different from animals, to be hunted or domesticated like any other. Thankfully, other encounters in the north were not nearly as soiled. Damaskans and narros discovered kindness and loyalty among the humans in their first encounters. They also found to their initial shock that human traditions change with each nation and that time and distance encourage greater deviations. After only a few decades, two separate human societies populated with identical humans would create distinct traditions and even new languages. Unlike the chaparrans, laudenians, and tenenbri, inconsiderate and inflexible in their traditions and their acceptance of other customs, damaskans, narros, and gimfen grew to tolerate and even welcome cultural diversity. Thankfully, echalogical influence preserved many of the social customs from the ancient past, allowing a certain common ground in basic relations even when there is no common language. Though each nation has their own cultural standards, there has never been a major diplomatic incident between nations over traditional practices. Hand shaking is understood, though damaskans abhor unnecessary physical contact with strangers despite having no concept of personal space, while gimfen wipe sweat from their face before shaking hands. Waving one’s hand to another is a greeting to many human cultures though gimfen hate any hand gesture where the palm is exposed to them. The many variations of saluting and bowing are understood and even practiced by several fae peoples. Narros salute by touching the first knuckle of a clenched fist to the middle of their brow. Since damaskans don’t officially recognize royalty (regarding ‘king’ as a mere job description) or religion, the concept of bending knee or prostrating before a lord or faith is unknown to them, causing accusations of disrespect. Meanwhile, gimfen kowtow to virtually anybody, including their own tools (considering how close their heads are to the ground, this is hardly an impedance or
strain on their backs). Chaparrans will kneel but rarely bow. Standards of politeness and decorum are also very different from group to group. Tenenbri are known to curse and swear loudly during the course of their daily affairs, while laudenians are encouraged to speak diplomatically even in private. While damaskans are reserved and frown on direct contact in public, chaparrans and tenenbri are generally exuberant and openly affectionate. The basic kiss, thankfully, rarely changes and is still a sign of affection with both human and fae nations. Laudenians never wear undergarments and usually keep to single layers, especially at home, regardless of company entertained; narros like to flaunt their selfmastery by wearing silk in the bitterest cold and layers of wool in the fiercest heat. These traditions, though many and varied, are not considered serious faux pas when violated: most human and fae cultures are aware that other cultures are varied and intricate and will not greatly begrudge another for not understanding every nuance of their own, with notable exception again of the laudenians who take politeness very seriously and consider it an outsider’s responsibility to fit in, rather than theirs to make a guest feel welcome. However, there are many more serious tripping hazards. Holding one’s hands up, palms open, is considered a sign of submission or greeting in many human cultures, and is repeated with both damaskans and laudenians. However, the narros take it as an insult, insinuating that one is “raising a wall” in defiance to the other. Other misunderstandings include the use of connecting the forefinger and thumb to form an “O” or the crossing of the index and middle fingers, both considered sexual insults with chaparrans and laudenians, though each sign insinuates opposite slurs between their cultures.
To the tenenbri, all silent hand signals are considered rude, akin to talking about someone behind their back; even the most basic manual communication is frowned upon unless joined by a verbal accompaniment. On the other hand, laudenians despise noise and relish silence, thus screaming in joy is considered unforgivably coarse, regardless of the situation. Applause is welcomed among the tenenbri, accompanied by roars and foot pounding, while the laudenians show praise with simple bowing. Gimfen find both methods an inadequate expression of appreciation, and instead throw money. Showing only the middle finger is a human insult with no equivalent in any fae culture: however, one of the most bizarre misunderstandings involving hand gestures is the corna, or “horn” sign. This involves extending the two outer fingers from an otherwise closed fist. Though initially considered an insult and a symbol of the devil in many human cultures, it is well known throughout most fae nations as a sign of greeting, often used by fae to display racial pride. It is welcomed from humans, interpreted to saying “I respect you and your species.” However, the thumb must be kept closed for this salutation, as extending it out the side indicates a request for intercourse. Since this discovery, some humans have created a variation, where placing the gesture unknowingly behind a human’s head insults him or her as a “fae lover,” a slur in some communities. These are a few examples of the many cultural confusions that have arisen when fae mingle with humans. In places with extensive contact between cultures, boundaries tend to erode, although the fae nature is such that usually humans adopt fae practices rather than the other way around, though extended contact will wear away even the most hidebound fae’s resistance to change. In Limshau, for instance, damaskans have adopted the practice of slapping the raised hand of another in celebration despite their gen-
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eral taboo on physical contact; this tendency has been exhibited by no other fae as far as anyone knows.
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Most humans find the honesty of fae alarming. Damaskans display the tendency most, but all fae find the concept of untruth somewhat baffling (even the gimfen, whose fast-and-loose attitude toward fact is explained as being ‘poetically true’). Though they might not answer a question directly or volunteer a secret willingly, they rarely lie (not that they are incapable, but it requires conscious effort; the closest thing the fae have to the concept of a pathological liar is called aeshomu, or “mockingbird”—one who uses halftruths to mislead). The sometimes brutal application of this belief has ruffled more than a few feathers, especially among the noble human houses. This, accompanied by the fae’s tolerance for alternate lifestyles and practices among their own people has made them unpopular with fanatical human religious movements. Many fae have been declared corrupt and wicked by church leaders. Some fae are guilty of this as well, considering mankind barbaric and primitive, regardless if he uses magic or technology. Some fae have accused humanity of being inferior, both in breeding and in brains. Humans have countered with similar accusations, adding that fae are tools of the devil, an image personified in the zealous ramblings of King Darius of Baruch Malkut. And yet, many fae nations maintain a positive relationship with humans in spite of the massive casualties the fae suffered in the first century as well as their capture and enslavement by raiders and evil nations, a practice as prevalent now as it was when it began 250 years ago. With the fae’s long life and even longer history, the intricacies of their culture are so extensive that the rare humans who marry a fae can take the entirety of their extended lives learning the details and still be surprised at the end.
Studying sample 345B Subject: Larena Senarius, Damaskan (Volunteer) Analyzing sample discovered a standard long polymer of nucleotides in a double helix configuration. Initial investigation found the helix to be super coiled. Twenty-three pairs of chromosomes were identified. However, chemical imperfections have been located along several pairs. A few nucleotides are missing in key areas for life to sustain itself. Defects have been detected on the adenine, thymine, and cytosine. Five copying errors have been located, leading evidence towards extensive somatic mutations of a severe variety. At least two chromosome inversions appear along the strand. Many of these mutations seem of a dominant phenotype. These anomalies cover the spectrum of patterned genetic diseases, some being autosomal dominant, while another is autosomal recessive, and yet another will be mitochondrial. Thinking logically towards this, the patient should be affected by sickle cell anemia, hypophosphatemia, and leber’s hereditary optic neuropathy. I also personally identified two other defects connecting to hemophilia and spinal muscular atrophy. To be blunt, this subject should be dead. I have confirmed that EDF had no part in corrupting this data. I am in no way experienced with this level of genetic abnormality. By all accounts, the patient should not be able to walk, talk, or even breathe, let alone hunt and have a family. I will thank the volunteer for her services and forward my data to the Tilthe. Personally, I find this breakdown of scientific reasoning disturbing and hope that my data is flawed. Walter Krause Porto Medical Journal, smuggled to York January 2, 495 A.E.
THE INFLUENCE After dragons, the first species born on Earth were the fae. No one remembers what they originally looked like or how many there were, for the original fae vanished hundreds of thousands of years before the First Hammer struck (though they must have had pointed ears and sharp features, as these dominant features still survive in all their descendants). Their susceptibility to magic altered their original form and they broke off into smaller offshoots relatively quickly. These offshoots remain genetically compatible and physically similar in basic ways, for all that they are commonly considered separate species. They are usually bipeds with ten fingers and ten toes, stereoscopic vision and hearing, no unusual organs (though they lack certain vestigial ones, and those they have often work in unusual ways) and sexual reproduction. Human scientists, even after a few centuries of examination, have always failed to determine how fae resemble evolved apes to such an extent. Although it has been commonly agreed upon that alien life would evolve naturally along similar lines, the parallels between fae and man are too numerous to be considered a coincidence. Those believing in a creation by a divine hand take the numerous similarities in enchanted species of fae and the evolved species of man prove the existence of God, a philosophy known as Corpus Continuity. The humanoid form, consisting of binocular vision, binaural hearing, base ten appendages, erect stature, and mammalian physiology match the fae species exactly, a species not evolved from primitive animals but formed from magic itself. With the exception of the pointed ears and the variations of fae species when they adapt to their environment, there still remain remarkable similarities scientists cannot explain. Because fae arose first, many believers in Corpus Continuity also subscribe to Echalogical Influence. Those of faith on both sides believe in the idea that God or gods liked the humanoid form but tried different ways to succeed at it. Scientists refuse to acknowledge this and believe a genetic reason exists for the similarity. To them echalogical influence may be the reason itself—the previous age influencing evolutionary paths to make humans resemble their long dead progenitors. Another popular theory claims it to be a coincidence; base ten appendages, binocular vision and stereoscopic hearing simply makes sense and that all intelligent life will eventually move towards that end. Others cling to the prevalent theory that the fantasy world doesn’t exist at all, only emerging because of man’s desire for it to exist; thus, the appearance of man dictates the physique of fae, rather than the other way around.
SHARED TRAITS Fae all share several common qualities. They are peaceful within their own species. They are often monogamous and loyal to their mates; divorce is virtually non-existent, and though remarriage upon the death of a spouse is not unheard of, neither is it common. When single, they are also known to be somewhat promiscuous. Even the laudenians, with their strict heritage and tradition, do not consider sex for pleasure either sinful or immoral between consenting non-bonded adults. Although they denounce the use of sex slaves by human masters, fae races do not prohibit pre-bonded (premarital) sex. Prostitution is rare given their sexual freedom, but it has been known to occur. There are virtually no crimes dealing with vices in fae cultures; as they are immune to the ravages of addiction, most things humans would consider vices simply are not harmful to them either personally or culturally. Additionally, they do not consider homosexuality a sin and bonded same sex couples occur openly in all fae communities. Some
observers claim fae are all pansexual, though this is not entirely the case: most exhibit distinct preferences, but often these preferences are based on previous exposure rather than biological imperative. Some human nations frown on these freedoms and expressions, especially within those nations that use religion as a device of fear to keep the population in line (a tendency not exhibited in any fae nation).
These non-strictures apply when the fae cultures are allowed to govern themselves. In some locations, where fae are not in places of authority, they abide by the rules of the nation they inhabit, usually without complaint. As a rule, most fae abhor social conflict and will do anything they can to prevent it, though the extremes they will go to vary from type to type: laudenians and chaparrans will generally remove themselves (or the offender) from the equation, damaskans and narros will attempt to mediate, the boisterous tenenbri will turn the conflict into a formal debate with clear parameters for victory, and the accommodating gimfen will quite happily concede anything to an intractable enough opponent and find some way of making up lost ground This applies only to non-violent conflict. When a situation turns sour, even the most passive fae will rise a weapon to defend itself or those it cares about.
FAE RACIAL TRAITS There are several features applying to all of the fae descendants: Echan. All fae (except pagus) are tied to chaotic energies of the white gate of Attricana. Any technology you attempt to use is automatically disrupted, and you increase the risk of disruption of any device in the same general vicinity. You have a saturation value of 20, which can never drop below this value unless your soul switches from Attricana to the negative energies of Ixindar (see Corruption). Immunities. You are immune to all natural disease, and cannot be a carrier of such ailments. You are unaffected by all genetic diseases and disorders, but not mutated genes from radiation or enchanted viruses. Furthermore, you are unaffected by natural psychological or behavioral ailments such as addiction or schizophrenia, though concerted attacks on your sanity may still affect you. Enchanted diseases and conditions can still affect you, as can natural diseases that have been imbued with magic. Light Sleeper. Unlike humans, fae require little sleep, and they jostle awake with surprising ease. You can sleep comfortably in any position and maintain balance while doing so. You require only four hours of sleep every 24 hours, which may be non-consecutive. Like all living creatures, you require REM sleep, but this only requires four hours of consecutive, comfortable sleep every three days. If you are not allowed comfortable sleep in order to reach a REM state, sleep deprivation will eventually set in. Fae Iron. A specific ratio of lead and iron (known as cold iron to some) is extremely toxic to all fae. It is a forbidden substance, outlawed in most civilized communities. You are vulnerable to fae iron.
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CHAPARRANS
The huntress sat perfectly still in the canopy above as the prey blundered carelessly along the forest path. Though they bore no signs of their allegiance, she recognized their bearing: slavers, almost certainly from the despoiler nation to the east, invading her forest in search of chattel. The more fools they. The huntress stood silently, balancing effortlessly on the thin branch, and fitted an arrow to her bow. The first human died with the arrow in his throat. His companions turned sharply at his last gurgling scream, and then looked up at the ominous shadow perched among the leaves. “Ambush!” the leader yelled, drawing a crossbow. “Get—” his words were cut off as he suddenly felt the pressure of a knife at his throat. He could have sworn the elf hadn’t moved, and yet somehow she had fallen from the trees and crossed the clearing in the blink of an eye. “Who’s next?” whispered the chaparran as she melted back into the trees, leaving the slaver captain bleeding out onto the mossy ground. Hiding in the deep woods across the world, the chaparran fae have evolved concealment to an art form. Where the laudenians are merely disdainful of those unlike themselves, chaparrans are downright xenophobic and hostile to outsiders. Their kind date back further than anyone can recall, including themselves, for they keep few records, and almost none of these written—where other fae take pride in their books and scrolls, chaparrans seldom write anything down. Chaparrans believe most other fae have forgotten their origins. They believe that the original fae were birthed from the forests and should always remain tied to them. The chaparrans live almost exclusively among the woods, growing towers, temples, and whole communities from the soil and roots. Their mere presence encourages vegetation, and the tallest, thickest trees in the world grow where chaparrans live.
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Most communities are small. With such an obscure people, accurate numbers are impossible to come by. Estimates range from 80,000 to 800,000 chaparrans across the world (even the most optimistic guess falls just shy of a million), scattered among a thousand forests of varying size. Chaparrans mostly keep to themselves, refusing to become involved in the affairs of outsiders. One could walk through a chaparran forest without ever knowing of their presence. Unless threatening fae or tree, trespassers often cross without worry or encounter: more nefarious individuals vanish after entering. They defend the forests when necessary with their inestimable archery skills. Their bows and arrows grow naturally from wood, a result of their symbiosis with the trees around them. Their outward emotional displays are reflected mostly in their music and dance. They pound beats into fallen logs with amazing speed and augment those sounds with kinetic syllables of phrases strung so fast as to make the words meaningless. Chaparrans’ passion for dance knows no equal. A chaparran’s heartbeat will increase to virtually that of a hummingbird in the grip of a dance. Bodies move almost violently, with fists pounding and legs striking, only their absolute discipline preventing injury to others. Watching a chaparran dance charges the soul and pumps the heart. Every move denotes a meaning others seldom understand. To outsiders, the dance looks chaotic with thrashing appendages and whirling bodies without care
for people or objects around. Those involved in the dance hardly open their eyes, confounding outsiders as to how the dancers don’t crash into each other. Most chaparrans know this dance and practice it daily. The art connects to a form of martial art called Manora Chaparra, believed to purge the darkness from their souls, allowing them to fight with clean spirits. This form developed after the First War. The majority of the pagus created on the night of migration came from chaparrans and the fae left behind swore an oath to eliminate their cursed brothers from the world. Their obsession continues to this day. The chaparrans believe the fae are not devolving but becoming one with nature. Their descendant offshoots are not necessarily violent, but more xenophobic, becoming increasingly skittish of outsiders. They also grow more connected with nature, even to the point of exhibiting animal physical traits. Chaparrans respect their descendants and scold the laudenians for hanging onto what they call a “bankrupt obsession.” When chaparrans die, tradition decrees that the body must be dropped into a grave without a coffin. After prayers are finished and before dirt pushed over, a single acorn is placed in the mouth. This seed always grows, despite surrounding competition and available water. These trees grow taller and wider that any grown from nature and many claim the great temples of Jibaro and Libanus emerged from fallen chaparran priests. This tradition extends to wandering chaparrans as well, and travelers across the world always know where one is buried by the massive tree dwarfing all those around. Such lone sentinels have appeared in deserts, atop great peaks, and even in caves, declaring to all those who see it that a chaparran rests there. They contend that their souls will move from wood to flesh every generation. Killing one simply moves their soul to a tree for its lifetime. After an era, the soul returns to flesh. The actions of the past are simply covered up. Rings of wood grow over old wounds, protecting damage. As long as the wood grows, all is good. The trees spoke of terrible sins of man committed upon nature, the raping of the earth to construct false idols. But man refuses to hear the song of the wood, even now. Man ambles unaware. When they walk into the forest, they fear. They fear the unknown. They fear resentment and retaliation. They walk oblivious to the truth. Nature forgave man. Like a mother forgiving all the sins of the son, nature absolved man of his past transgressions. The Hammer was an act of God, not of nature. They seldom got along anyway. The mother created life. God gave them ambition. God punished them. Nature simply gave life another chance, forcing the planet to erase and try again. Man should consider himself blessed. If they embrace the ways of nature, following us into the wood, speaking the ageless tongue, we would – as would the tress – welcome them into open arms…and they shall never fear again. Ambition. It should be a sin.
Sylvanakassus 356 A.E., from a speech
PHYSICAL DESCRIPTION Chaparrans are only slightly taller than damaskans, on par with the average human, but give the illusion of much greater size due to their increased muscle mass and physical stamina. Of all the fae descendants, the chaparrans have the greatest spectrum of skin tones, from light tan to ebony black (thought mostly the latter). Their ears are short and flush with their heads, making them almost indistinguishable from humans at a distance. A chaparran’s eyes usually are of green and bluish hues and they will often pierce their ears in several areas and color their bodies with tattoos, especially around the face, shoulders, and back. Fae in general remain youthful in appearance throughout their long lives, but this tendency is the least pronounced among the chaparrans due to their constant exposure to the elements. While chaparrans spend most of their lives with an apparent age ranging from a human young adult to a healthy adult in their late 30s, those past their second millennium more often resemble a human in their sixties. Most chaparrans have brown hair (dark brown is most common, but any brunette shade is possible), though a few have black or even red hair. This is curly more often than not, and generally worn short or in tight dreadlocks to avoid catching on branches. All their joints are capable of hypermobility, and a chaparran’s big toes, while not fully opposable, are significantly more dexterous and strong than normal, enabling them to grasp branches equally well with feet and hands and giving them improved balance in the tree canopy; a chaparran archer hanging upside down from a branch to set up a shot is a truly fearsome sight. They often wear furs and pelts, adding to their girth, but exposing a great deal of skin to maintain agility. They hate adorning themselves with gems or shiny rocks and seldom wear metal of any kind.
PLAYING A CHAPARRAN Chaparrans are the best species to play because they are the most like the traditional elves of legend. They have the oldest history and the most exotic beliefs. They are proud and powerful and are the envy of many others. To play a chaparran is to wholly embrace the fantasy world and all of its possibilities.
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Chaparrans seldom seek adventure outside their forests. Of all fae peoples, they and the tenenbri are the least encountered outside of their regions. Since only a laudenian-chaparran crossbreed can result in chaparran offspring, few outcasts can be identified as such. Only in extremely rare cases do chaparrans brave the outside world. Only the young and curious disobey their culture and heritage to embark on such a voyage. A player creating a chaparran should be aware of their propensity of solitude. Though some will obviously forge and protect friendships with outsiders, they still prefer fae to humans and seldom invest time or emotion in relationships with the latter. Chaparrans rarely bond with non-chaparrans and less so with humans. Chaparrans avoid heavy armor and favor wooden weapons over metal; if metal is unavoidable, the weapon will be crafted with a wooden grip. For most, the bow is the weapon of choice, followed by the spear, fighting knives, or even the scythe; while chaparrans will use swords, they prefer makana (a wooden club inset with sharp protrusions of stone or metal). Many assume chaparrans are utterly wild in demeanor and decorum. In truth, they are quite civilized and maintain good grooming and health. Unlike other fae, known for being austere, chaparrans
wear their emotions on their sleeves…if they actually had sleeves. Everyone knows immediately when a chaparran is upset. Thankfully, this openness spreads to more upbeat emotions as well. Chaparrans enjoy the outdoors and need to see the sun to orientate themselves. Without this, they often grow confused about the time of day, sleeping at odd hours for random lengths. Chaparrans also have the dual disadvantage of being both agoraphobic and claustrophobic: they are intensely uncomfortable outside of a forest, edgy almost to the point of uselessness in a dungeon or town, but virtually unstoppable in their forest homes. Chaparrans are also highly religious and commonly profess a faith in Berufu, the fae mother god who gave life to their ancestors. Nearly all chaparrans openly pray to the woods every morning, noon, and night, thanking her for their life. A chaparran player character is one who wishes to see what lies beyond the trees of home. They may still be skittish of strangers but brave enough to take chances where others would run away. Chaparrans have a natural flight instinct and will bolt instead of standing ground unless allies, innocent, or trees are threatened. They assumed men all acted alike. Trees were just wood to us, construction and kindling, as worthless as dirt, trodden on with equal disdain. I remember and recounted a different view. I spoke of ancient lore, where the tree stood tall in its rightful place of worship. I brought up the Garden of Eden, the tree of life, and the tree of knowledge, though I do admit starting with that later anecdote probably wasn’t wise. I moved onto the Kabbalah’s Sefirot tree, depicting the map of creation. I mentioned the Ashwath Vriksha, the banyan tree that represented eternal life in the Hindu religion. I even remembered the Lote tree at the end of the seventh heaven. Of course, I refrained from mentioning Christmas trees as I imagine that may really upset them. When I spoke of the ash tree Yggdrasill from Norse and how it supported the heavens, I finally got the attention of the priests. I told how the tree connected the sky, the earth, and the underworld together, and how its existence was vital to the entire universe—referred in popular myth as the World Tree. I even added that the last humans would survive Ragnarök by hiding within its branches. These are all legends and taste of the flamboyance my ancestors were known for. One of the priests scolded my scoff, declaring a similar concept in their faith. They claimed Berufu, the mother of all fae, planted a single tree to remind the fae where they came from and where they were destined to end. Berufu proclaimed any who climbed to its tallest branch would feel her breath and understand the world’s true purpose and form. This great tree cannot be found in this forest or any other on this side of the planet. It grows from another on the far side of the world. It is not a stout tree with a trunk of mighty girth. It resembles the trees seen here, though indigenous to that land. It towers through clouds, upon clouds, reaching a point where one could observe the curvature of the planet. This tree can neither be seen by flyers or from the ground at any distance. A tree growing to the stratosphere would be a grand climb indeed. Sugi Gantilanna The New Irminsul
NAMES Unlike other fae, often taking human-like names to better associate with the human world, chaparrans refuse to do so. Their names, like all fae, are personal and are only meant to be heard by pointed ears. A chaparran’s family name merges with their given name: this full name is usually four or more syllables long and always features both hard consonants and hissing sibilants (multiple instances of K, G, or S when spelled in the English orthography) interspersed with elongated, rich vowels. Since they don’t adopt human names and refuse to let humans address them by their given titles unless they are true intimates, most simply ask that outsiders refer to them as “Krysid” which means “Fae-Born” in their language (it was more than a century after mankind’s initial contact with chaparrans before the humans figured out why they all had the same name). With proven comrades, the chaparran may permit a human to address them by an adopted title which describes their accomplishments or role in society. Under no circumstances will any human, even the closest of friends, be allowed to use a shortened form of their true name.
Example Truenames: Brassekonnas, Jassakerak, Killikassawar, Marakenassa, Taneggoras, Satthrassin Example Titles: Darawren (“Earth-seer”), Hiinodorran (“Fire Dancer”), Kitarri (“Black Bow”), Merawrak (“Swift Birdcatcher”), Nathash (“Red-Bellied Salmon”), Shikkakarri (“Deer Stalker”)
CHAPARRAN TRAITS Your chaparran character has a variety of natural abilities common across the planet. Ability Score Increase. Your Wisdom score increases by 2. Age. Chaparrans reach physical maturity around 80 years, remaining children long after most humans have died of old age. Most starting ages begin around 100 years. Chaparrans can live to as much as 3,000 years. Size. Chaparrans range between 5’8” and 6’3”. Because of hollow bones and lean bodies, they weigh under 120 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet. See also Brachiate. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. As an unfortunate side effect of this ability, you have dichromatic vision, responsive to green and blue; you are missing the photoreceptor for red (you are partially colorblind). Brachiate. You have a climb speed equal to your normal speed when climbing trees. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks when moving through forested terrain. You can move through difficult forest terrain without a reduction in speed. Listen to the Wind. Your perception is so keen you could use an enemy's breathing in the dark to aim your shots. When wielding a shortbow or longbow, you may use Wisdom for attack and damage rolls instead of Dexterity. Natural Habitat. You are one with the forest. While in one, you gain advantage on Wisdom (Perception) checks. Languages. You know Chaparra and one human language (usually English). Weald Walk. You are able to vanish into the forest and reappear elsewhere to assault your opponent. If within 5 feet of a tree, you can move into it and teleport up to 50 feet to another tree within range as a bonus action. You emerge within 5 feet of the targeted tree. The trees must be rooted in the ground. Once you use this feature, you cannot use it again until you finish a short or a long rest.
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Chaparran Weapon Proficiency. You are proficient with the shortbow, the dagger, and any two weapons made from wood. Surprisingly Resilient. While not wearing heavy armor or carrying a shield, you gain a +1 bonus to AC.
DAWNAMOAK CHAPARRANS
Dawanmoak is the treasured kingdom of the chaparrans, and is considered the center of their world. You could have been raised in the shadows of the three towers, offering you unparalleled access to the entire history of one of the oldest species. If only they recorded more of it. Dawnamoak is more about teaching how chaparrans should act, and less about how they did. There are elders willing to impart their knowledge on archery, swordsmanship, and magic, but don’t appear to know (or are unwilling to disclose) how they acquired it themselves. Whatever history is unveiled comes in the form of ancient traditions and theology. You were most likely raised without threat and without exposure to other ideas or even races. However, unlike those from Laurama, there is room for curiosity. The offspring of Dawnamoak can be found throughout the world, and subsequent descendants all reflect similar qualities. This is considered the default for chaparrans. Ability Score Increase. Your Intelligence score increases by 1. You can swap this bonus with your racial bonus to Wisdom. Chaparran Weapon Proficiency. You have proficiency with the longbow, the makana, and a single onehanded melee weapon of your choice. Learned in Ways of the Forest. You have proficiency in Intelligence (Nature). You can use Wisdom instead of Intelligence with Nature.
Subrace. Chaparrans across Canam derive originally from two locations, Laurama or Dawnamoak.
CHAPARRAN FEATS
LAURAMA CHAPARRANS
You are so aware of your surroundings that you react without thinking, gaining the following benefits: You can use Wisdom in place of Dexterity when determining your ability bonus to AC. Your Wisdom score increases by 1, as does your maximum for that score.
Hailing from Laurama, you have learned to be on guard against threats from an early age. Being combative comes not from tradition but from necessity. Your family has been uprooted at least once. You have most likely lost at least one relative either to the dark forest of Tranquiss or to the slavers of Baruch Malkut. This has created a civilization of extremists willing to reach any lengths to sustain their way of life. It unfortunately took a toll on Laurama’s culture, as its people think of little else than survival. You might have left Laurama, but why is anyone’s guess—either by your choice or by your family’s. Alternately, you might be second or third generation removed from your homeland, but those tendencies die hard. Your aggressive nature is hard to conceal through daily life. Elves from Laurama are indistinguishable from other chaparrans in physical appearance, but among your own kind, the dispositions are apparent. And people think normal chaparrans are xenophobic and guarded against non-fae. You abhor evil in all forms and have little sympathy for those unable to fight for themselves. Ability Score Increase. Your Strength score increases by 1. You can swap this bonus with your racial bonus to Wisdom.
CHAPARRAN AUTOMATISM
IMPROVED WEALD WALK You have mastered your innate link with nature, gaining the following benefits: Your weald walk’s range is extended to 200 feet. You gain advantage on your first attack roll on the same turn after using weald walk.
NATURE’S CHANNEL Your Wisdom score increases by 2, as does your maximum for that score.
DAMASKANS
I sidestepped the bravo easily and delivered a precise chop to the back of his neck. He went down without a sound. The remaining thugs regrouped, hefting their tetsubo nervously. One came for me, but I ducked and threw myself to the side, one finger catching ahold of the shelf on the wall beside me. Twisting in mid-air, I scuttled backwards up the shelf, noting as I did so that I had been remiss in dusting this section of the stacks and reminding myself to attend to it once I had dealt with these hooligans. Drawing two shuriken from an inside pocket of my leather coat, I removed two of the remaining combatants with accurate strikes to the hamstrings, then drew my blades and looked down at the last one. His downed companions were moaning most annoyingly. “Did you not read the notice?” I asked the band of ruffians. “It plainly says ‘silence in the library.’” The first Damaska, before the Hammer fell, was the oldest empire in history (using the literal definition of empire). After the gate re-opened, damaskans rebuilt their civilization, though split into two different nations on opposite sides of the planet. In the ruins of the laughably termed “old world” of Lauropa, Damaska was restored to mimic its former glory. Conversely in Canam, the fae erected the empire of knowledge, Limshau. Because of the peculiar homogeneity of all fae, both nations should looked identical...but this ended up not being so in this case. All damaskans favor stone or adobe for building, rather than wood. Most of their cities are built into tall mountains or next to cliffs and always facing a major river or body of water. Where they differ is that Damaska's cities expand with abandon across open fields stopped only by water and cliffs, whereas Limshau restricts its cities with stout walls. Damaska’s cities scrape the sky with sharp spires—a landscape of porcupine quills—while Limshau’s jigsaw of flat, interlocking, and tessellating buildings allow one to sit atop a roof and watch an unobstructed sunset. The Damaskan fae across the ocean in Lauropa wear looser clothes, wield different weapons, and are more open in public, whereas the Canam damaskans are more reticent, with clothing and weaponry largely influenced by the Asiatic human cultures. Since fae never change unless branching into a new species, this deviation in Canam is solely due to their interactions with humanity, a species almost completely foreign to the Damaskan Empire in the East. Damaskans are the most common, most often seen, and most widely circulated fae. Though the people of both Damaska and Limshau are considered the same species, damaskans from Limshau often refer to themselves as “Limshau fae” to emphasize their cultural distinctions. Damaskans are also one of the few fae species to permit the term ‘elf’ to be applied to them, often using it themselves. Of all fae, damaskans are the most numerous with the largest kingdoms. Because of their circulation over the globe, no one can be sure how many damaskans live on Earth, but it’s probably between 2 and 3 million, although only about half reside in Canam. Narros hold rights to the largest armies, but damaskans claim all other records. They have the most artisans, the most diplomats, the most historians, and the most architects. Their wizards all employ the book as their totem, which makes them hard to distinguish from others since nearly all damaskans (at least in Limshau) carry books through their day-to-day activities.
Damaskans migrated across the globe very quickly. Even though Damaska remains the largest fae empire, dozens of other independent cities appeared in a matter of decades. The Damaskan and Limshau empires remain loyal to each other, though not often in contact. Damaskans loathe pagus as well as the majority of anathema fae due to their destructive tendencies, but if they encounter a free pagus with no overtly hostile intent they will not distrust him instinctively as another species might. They have a deep mutual respect for dragons. Limshau places its trust in their proven alliances with the gimfen, chaparrans, and humans— specifically with the kingdoms of Abidan and Kannos. They are generally indifferent to other species, preferring to judge individuals on a case-by-case basis. Limshau is currently in conflict with Baruch Malkut due to said nation’s policy on fae salvery but war remains undeclared. Each individual damaskan possesses an encyclopedic knowledge on a subject defined by their individual tastes. Where those from Damaska prefer internal recall for this information, citizens of Limshau insist on writing everything down. Until the damaskans appeared, fae seldom recorded anything. Their history was marred with inaccuracies, legends claimed as fact, or facts discredited as myth. This was part of the reason why fae history from the time of Terros is so vague and sporadic. Alas, damaskans could bring nothing with them to the new world and had to reconstruct their past from memory, and although their memories are good, they are not eidetic. One distinction damaskans are clear to make is that they never volunteer their own opinion in their papers or journals, nor clog the books with judgment, sentiment, or meaningless diatribe. Where humans believe any individual can stand on a box and preach prose worthy of print, damaskans remain quiet, recording events objectively. The damaskan written form is substantially different from other fae languages. Damaskans know both the classical cursive and a shorthand variation they invented called sonna-eliano, which has been translated into English as ‘orthoglossy’. Every damaskan from both empires knows this writing style. Using orthoglossy allows a damaskan to write five times faster than any other scholar. With some effort, non-damaskans can be taught this writing style, but its intricacies require considerable study to master, and those without a damaskan brain simply cannot manage the mental gymnastics required to write it at full speed. Damaskan musicians prefer quiet, more subdued music as a rule, and favor woodwind instruments. Their preferences in the physical arts tend naturally toward calligraphy, followed by the arts of illustration: drawing, illumination, woodcuts, lithographs, and the like. Lauropan damaskans maintain a certain interest in architecture; Canam damaskans have largely substituted this for an appreciation for the aesthetics of craft and engineering. When they die, their bodies are burned and scattered to the wind.
PHYSICAL QUALITIES A damaskan’s eyes are slightly slanted and have epicanthic folds similar to humans of Asian descent. Their ears taper straight out the sides of the skull to a very sharp point and have a tendency to flutter and vibrate slightly depending on mood. They generally have darker hair tones and seldom grow it beyond shoulder length. Their skin ranges from light tan to olive color with eyes of brown and grey. When reaching adulthood, damaskans still resemble human young adults
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barely out of puberty (17 (17-19 19 in human years). Even at their most venerable age, damaskans don’t often look a day past 30 and none look older than 40 when they finally shuffle on. Because of a peculiarity of the damaskan brain, they are able to employ both lobes simultaneously, and their analytical and creative centers are diffuse rather than localized. This makes them functionally ambidextrous, as well as enabling them to work on one project while thinking about another. Damaskans frequently wear new clothes, or at least pressed and clean. They abhor getting dirty. They also rarely pierce their skin or adorn their bodies with tattoos, although this has little to do with any philosophy other than just not seeing the point.
PLAYING A DAMASKAN Damaskans are clearly the best species to play because they are built on the strengths of being a fae without the arrogance and xenophobia of other peoples like the laudenians and chaparrans. They are the easiest to get along with, are possessed of a wide range of talents suited for almost any class, and have a virtuous path ingrained in their soul—the pursuit of knowledge. What path could be more honorable? They are civilized, numerous, and are the least stigmatized of all the fae species. A player creating a damaskan should be aware of their timid nature. Damaskans are often reserved, seldom speaking out of turn, but can be prone to sudden
bursts of emotion when finally pushed. Some might call them shy, often staying quiet during conversations, but in reality they merely prefer to speak only when having something useful to say. Until then, they keep back and avoid making their presence intrusive. This makes them appear distant, detached, and even cold. They are not actually emotionless, but prefer not to be demonstrative except in private or when not on duty. When dedicated to a task, they think of little else and speak only when necessary; however, get them started on raw knowledge or ask them to recite some nugget of information and they talk like uncorking a champagne bottle. Damaskans believe in discipline and order and find disorganization of any kind unsettling. Deliberate falsehood sets their teeth on edge. Damaskans seldom understand fear and often engage in fights they know they cannot win to save the life of another. They also place an unnatural level of security on the written word, putting themselves in harm’s way to protect a book; even the less scholarly-inclined from Damaska find this urge nearly unavoidable. Due to the shape of their ears, damaskans avoid wearing helmets whenever possible, and because of their slight builds, favor lighter armor over heavy plate. Limshau fae prefer light, form-fitting leather armor with a generally Asian cut, and their preferred weapons are similarly of oriental styling; all damaskans favor polearms or light weapons that can be dual-wielded whenever possible. Damaskans maintain a deep pride in whichever beliefs they profess and are known to defend their convictions to the death, but at the same time they do not consider it their place to criticize another person’s beliefs. Due to their large numbers, damaskans follow several belief systems. The largest percentage of the spiritual worship the dragon god, Amethyst, believing
his soul exists beyond the gate. Others worship the fae god Berufu, while others follow the earth god Oaken. A smaller number have even embraced a human faiths. Regardless of their proclivities, a truly pious damaskan is a rarity: less than 5% of damaskans worldwide endorse any religious belief, and fewer still are inclined to proselytize what faith they do have. For most, the pursuit of knowledge takes the place of other spiritual concerns. Damaskans welcome adventure for the sheer experience of it, and often engage on what has been sometimes termed a “scholarly pilgrimage” to discover new learning. Some also embark on quests for their people. A common sight in open echa, damaskans are ever expanding and rely on the adventuring spirit of their people to establish a growing civilization. They react to threats to knowledge in much the same way that zealots react when their beliefs are challenged: threatening to put flame to parchment is the surest way to enrage such fae. The world evolves. Magic and science are interchangeable. Interpreting one from the other depends on your vantage point. Elves, much like any other intelligent race aware of its own progress, observe life from a sword’s edge, with the past and the future on either side. I fear elves never bother to walk this line, choosing to live in old ways. Humans arose and – given the chance – failed at greatness. Their weakness is mortality. Man’s obsession with compressing time doomed their species. How I respect those humans that can sit for a week under a tree and pray, close one’s eyes for a whole day without opening them. What courage that must take for a species so short lived. Most elves, including those reprehensible laudenians, don’t appreciate the small victories in other species. The path remains the same. Utilizing our patience, elves gain the opportunity to learn from Man’s mistakes. We live enchanted. Magic flows through us but does not control us. Earth is a shared planet. Only by uniting and merging our knowledge with those of humans, narros, and gimfen, can we build a future.
mans, and consequently their native names can be difficult to pronounce accurately. Their chosen human names are usually simple, with little cultural identification, and are often picked to reflect an attribute of the individual. Family names are very culturally specific and sometimes reflect an attribute of the family or important individuals within it. Damaskan names are not gender-specific. While both Limshau and Damaska place the given name before the family name, a damaskan will usually adopt the name order of whatever community they are currently in (so a damaskan visiting Fargon or Genai will give their family name first). Examples: Ravenar Limshau III is his real name, but his sister’s husband elected to adopt the human title “Strongbow” to replace their damaskan family name of Kaixiu’Ooria. Centuries later, few in that family ever use that title. Their fourth child, a daughter was given the damaskan name Reivune, which eventually turned into Raven, which she elected as her open name, as well. Example Given Names: Demosin, Keeilian, Ourokess, Ravenar, Reivune, Zallamber Anaiquore, Ekka’Vraiul, Example Family Names: Hastalleiki, Kaixiu’Ooria, Talassezri, Uotha’Vuesti Example Open Names: Damon, Chandleer, Hope, Peregrin, Raven, Salla Limshau is repeating events of Earth’s past and will fall under a hailstorm of fire and brimstone the like of which only god has seen before. Those with ears pointed and round commit the most grievous sins of hedonism. Its capital and all its cities both walled and open are cursed by god. It is too late for prayer, for they are all doomed. This damnation spreads to all those within the white walls, especially the impenitent human sodomites who fall for the pleasures of the sinned, soiled flesh. Divine punishment shall come quick. When their flesh burns away, we will mock their calamity. It is not a sin to take pride in god’s fury. Shall we be the hands of god?
Father Prias Selected Sermon Faustis, Baruch Malkut
Limshau Historical Entry 2534A Ravenar Limshau IV
NAMES Unfortunately, while phonetically pleasing to the ear, the damaskan language can somewhat difficult for those unfamiliar with it to get their tongues around. Damaskans often adopt a human-sounding name when in public: their contact with humans has been so extensive over the centuries that modern damaskan parents generally give this name alongside the traditional one at birth, even in all-fae communities. Some damaskan families, especially in Limshau, have adopted their chosen human name as their true name, nearly forgetting their heritage. Not just due to integration, many believe a new world requires a clean slate, and a new family name is a good place to start. Other fae frequently deplore this practice and a few damaskans without native names have been denied entry in fae-only communities on this basis. Most damaskans keep their fae names—if they have them—privately known only by loved ones and family. Even in situations where the damaskans use their family name, they still regularly select a human given name because the damaskan language contains many phonemes and tonal variances that sound similar to hu-
DAMASKAN TRAITS Your damaskan character has a variety of natural abilities common across the planet. Ability Score Increase. creases by 2.
Your Dexterity score in-
Age. Damaskans reach physical maturity around 80 years, remaining children long after most humans have died of old age. Most starting ages begin around 90 years. Damaskans can live to as much as 1,500 years. Size. Damaskans range between 4’8” and 5’7”. Because of hollow bones and lean bodies, they weigh between 70 and 100 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Languages. You know Damaskan and English. Ambidexterity. You are neither left nor right handed, and thus never suffer disadvantage in situations where handedness matters.
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Gravity Focus. You can enter a state of heightened awareness. Until the start of your next turn, you gain the following benefits: You increase your speed by +10 feet. You gain advantage on all Dexterity ability checks, skill checks, and saving throws. You gain a +2 bonus to AC.
commonly as Limshau. You distinguish yourself by your attire, your general disposition, and your commitment to not giving a crap about writing every event in your life down.
Once you use this feature, you cannot use it again until you finish a short or a long rest.
Fearless. You have advantage on saving throws to resist being frightened. If you pass a save against being frightened, you gain advantage on your next attack roll against the creature that attempted to frighten you.
Tachygraphy. You can write any language you know in damaskan orthoglossy, which can be written five times faster than any other script (non-damaskans can learn to read and write orthoglossy by learning damaskan, but cannot learn to write it at full speed). You can write any other script (except Pleroma) at double speed. Subrace. Limshau damaskans are the most common in Canam, though plenary damaskans, known on the other side of the world, have also appeared from time to time.
LIMSHAU DAMASKANS As a member of the most common fae in all of Canam, the default, and the one most commonly and perhaps annoyingly referred to as an elf, you can trace your lineage eventually back to the founding capital city of Limshau. You may in fact still reside there. Most elves in this land know little of their culture before the inclusion and influence (though some would say corruption) of man. Your nation already held several traditions and beliefs similar to that of Eastern nations from mankind’s past, and considering the human immigrants adopted also held those attitudes, amalgamation was unavoidable. Most Limshau (there is no plural) have embraced this new culture. If selecting this path, it is assumed you have as well. You wouldn’t be carrying so many books around if you hadn’t. Ability Score Increase. Your Intelligence score increases by 1. You can swap this bonus with your racial bonus to Dexterity. Encyclopedic Knowledge. You gain half your proficiency bonus on all Intelligence-based skills you don’t already have proficiency in. Polyglot. Select 4 additional languages.
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Think Before Acting. Your intellectual pursuits, far from impeding your combative edge, have only honed it. You may use Intelligence for attack and damage rolls with any weapons with the finesse property. Limshau Academic. You have proficiency with any two Limshau weapons of your choice.
PLENARY DAMASKANS
Although fae from Limshau are the default damaskan in Canam, the plenary damaskans are the default for the entire world—they are simply a rarity in certain parts of it. As one, you look indistinguishable from the locals, but you were either raised well away from a Limshau city, or immigrated here from across the ocean years ago. Your attitudes and attire separate you. Alternately, you could also hail from one of the few non-Limshau damaskan communities in Canam, few that there are. These include Seliquam, Skyrose, and dozens of unlabeled villages across the land. As a plenary damaskan, you don’t actually refer to yourself as one—you’re simply damaskan, referring to the rest
Ability Score Increase. Your Wisdom score increases by 1. You can swap this bonus with your racial bonus to Dexterity.
Expanded Knowledge. You gain proficiency in two skills of your choice.
DAMASKAN FEATS KAZE
You can use Gravity Focus three times between rests (they can be used subsequently without interruption). During Gravity Focus, you gain the following additional benefits. Your base speed increases by +15 feet instead of +10. You can now walk on walls. If you leave an enemy’s reach by moving along a wall, your movement does not provoke opportunity attacks. You are not required to use hands while climbing while Gravity Focus is in effect. If you do not suffer damage before Gravity Focus expires, it lasts for one additional turn. Once you use this feature, you cannot use it again until you finish a short or a long rest.
NEKO NO ASHI Your sense of balance is impeccable. You have advantage on Dexterity (Acrobatics) checks. Your Dexterity score increases by 1, as does your maximum for that score.
NEUTRAL MONISM Your Dexterity score increases by 2, as does your maximum for that score.
TSUBASA Prerequisites. Kaze You can use Gravity Focus five times between rests. During Gravity Focus, you gain the following additional benefits. You can now walk on ceilings. As long as there is a wall or ceiling within jumping distance, you do not provoke opportunity attacks for leaving an enemy’s reach. Your bonus to AC increases to +3 instead of +2. You gain a +1 bonus to attack rolls while gravity focus is in effect.
GIMFEN
He might have been small, but I’ve never seen anyone put away booze like Errrick. Yeah, that’s how he spelled his name—he liked to roll it off his tongue, particularly around the ladies. And there were plenty of ladies crowding around him at the moment, at his table in the middle of the tavern, as he downed shot glass after shot glass of something pungently green. Across the table, his opponent, a big burly human, was starting to look a bit queasy as he placed another glass shakily upside-down on the table. The human burped, his eyes crossed, and he fell sideways off his chair. “Well, demoiselles,” said Errrick, “looks like I win. And with my winnings I’ll buy a drink for any lass who wants a kiss—” he took a small tin out of his pocket – “after I freshen up, of course!” As he chewed the mint leaf, however, three of the human’s friends, equally massive, got threateningly to their feet. “Hold your horses, runt,” one of them growled. “Your kind always cheats. I bet you got a bottle strapped to your leg or some other weird gizmo.” The gimfen looked up, smiled, then reached down and pulled up his trouser leg. There was indeed a bottle strapped to his calf… full of a golden amber liquid, into which was set some sort of plastic straw leading up through his clothes and out his collar. He winked and took a swig from the straw. Then, as the giant blinked at him, he moved like a cannonball, bowling the man over and shoving the barrel of the plasma rifle which had, until that moment, rested against the table leg into his interlocutor’s eye. “’Tis not a manly thing to call a gentleman a cheater, dear fellow,” he said evenly. “What say we all settle this outside?” No one is sure how the gimfen broke off from the other fae, being only superficially similar in body and utterly distinct in mind. They possess a natural curiosity about the world but lack the drive to control or conquer it. They embraced many human customs when relationships blossomed between the two species, and are the second most common nonhuman species (after the damaskans) seen in echan human communities. They have a flare for fine food, good tobacco, and comfortable clothes. Gimfen love dance from every culture but have never developed one of their own. The curiosity of gimfen eventually spread to technology. Most fae reach an impasse when encountering human technology: touching or even being in the same vicinity of any complex device inevitably causes it to break down. However, the gimfen don't share this curse. This strange deviation, once thought to be a production of corruption from Ixindar, was later accepted by the other fae as another attribute of a late branch in the fae tree. The gimfen desire to pursue technology in an age where machinery didn’t work reliably turned into a fixation. Many of them obsessed about discovering a way to allow machinery to operate in a realm of magic. The gimfen eventually produced numerous masterful technicians, engineers, alchemists, and inventors, though nearly always refining existing accomplishments rather than pioneering new ones. Where laudenians founded totem magic and narros the forging of magical items, gimfen took pride in alchemy, stumbling into potion brewing soon after. What they lack are spell casters—not because they are incapa-
ble, but because for most the principles of magic simply aren’t interesting (and get in the way of the study of mechanisms). Gimfen are never content simply to observe the world, but believe it can always be improved. Even the most sedentary pursue constructive hobbies such as basic carpentry and metalwork, while others found a happy medium with minor gadgets and tools. Many a gimfen’s home is adorned with never-used inventions. After the return of magic, the first bastions were barely more than a few buildings. They grew slowly under constant attack from the outside. A few collapsed or turned to magic, abandoning the old ways of science. Others remained stubborn and fought against the enchantment. Such was the case with the eastern Canam city of York, under barrage from monsters. The bastion turned to a nearby growing civilization of gimfen for assistance. The gimfen were welcomed into the libraries to learn everything they could about human technology, sciences of the body, machine, and atom. With the help of the resourceful and inventive gimfen, York was able to defend itself against predators, and their expansion became reinvigorated. Despite their value, this agreement with an echan people was unofficial and kept secret: the gimfen were not allowed to live within the population or enter through the main gates. After their usefulness expired, the gimfen returned to their homes leaving only a few behind in the city for maintenance. Thankfully, they did not mind being ostracized, and got more than fair exchange for their labors: they now held the secrets of magnetism, electricity, and internal combustion—advances they would not have discovered on their own. The neighboring gimfen town, Gnimfall, accepted back its pilgrims and the nation flourished. Despite lacking the spark of genius necessary for true innovation, gimfen knew one thing mankind didn’t: how to insulate technology from magic. (although some have theorized that this was also given to them, but by whom is unknown). Although not perfect by any means, this clumsy procedure could help certain machinery operate without the constant fear of disruption. The gimfen combined what they discovered with what they already knew and within a century the landscape of gimfen communities changed. Where once there were tiny shops and garages surrounded by farmlands, now the villages were dominated by grind towers—oddities of mutated technology. They hold few people, designed primarily for defense, sound baffling, and temperature maintenance for underground factories. Gnimfall, the largest collection of towers, is not an open-air city, but hundreds of levels stretching more than a mile underground. The levels are a mixed lot of housing, factories, and processing plants so jumbled and seemingly disorganized that tourists often get lost without a guide. Grind towers now dot the globe, marking the presence of gimfen communities. Not all have embraced the way of technology, preferring to keep a balance between nature and machine. Gimfen communities like Salvabrooke are laid back, agrarian places, possessing little technology beyond that known in the immediate pre-industrial era of humanity’s lost history. Currently there are more than two million gimfen in various villages and colonies about the world. They get along with the narros and damaskans, but their relations with other fae have strained since the gimfen have so often turned away from their roots. Gimfen often welcome humans, especially ones with a new toy. Most of gimfen worship “Mecha,” an obviously new deity to the scene from which they believe allows them and only them to operate machinery in the presence of
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magic (the fact that other fae who turn to the worship of Mecha in the hopes of obtaining the same grace do not lose their toxic effect on machinery is explained as them “not doing it right”). Mecha’s symbol of faith lies in the gimfen’s tools, which he prays to every morning. They hold that Mecha, the Machine God, is responsible for all the devices the gimfen make.
PHYSICAL QUALITIES Gimfen are the shortest of the major fae. They feature thin, lightly slanted eyes of bright green and blue tones. Their hair is often vibrantly colored and their ears taper straight back, with the tips sometimes as much as an inch from the back of their head. Their skin is often lightly colored, and unlike other fae, they are known to freckle. Because of their quickness to adopt other cultures, anything goes when it comes to their attire and whatever else they do to their bodies. Gimfen enjoy their sense of humor as well as a desire to possess shiny objects. Their connection with nature has largely fallen by the wayside in favor of the new knowledge from
man and their obsessive fascination with human machinery. Gimfen look like pubescent youths through the majority of their lives. This makes many humans uncomfortable when dealing with gimfen adults. They only break from this in their final years, when their age rushes upon them, growing wrinkles and spots, aging decades in days. Most gimfen have difficulty growing facial hair, but that doesn’t stop them from trying: a flamboyant moustache or goatee may be the work of decades and is seen as a major accomplishment. Sometimes it’s drawn on.
PLAYING A GIMFEN Gimfen are the best people to play because they have no inhibitions. They are not bound by foolish honor or some obsolete drive to survive. They are neither arrogant nor afraid. They don’t worry themselves about the petty issues that absorb so many others. They are the best because they are the only fae able to embrace a new world while remembering the old one. No other
fae can enter a town tavern with laser rifle on his back. They are the life of the party and the center of attention. A gimfen player character always follows one of two paths: nature or technology, with technology being by far the most common. Gimfen are the first to try anything. They are naturally inquisitive, but this often gets them into trouble. Despite being great liars, an attribute the other fae dislike, gimfen share with the other fae a propensity for naiveté. They believe everything is safe and everyone is honest unless proven otherwise. One prevalent route is the thief, as gimfen look naturally innocent and inconspicuous (and are known to let their enthusiasm for baubles get the better of legal constraints, usually without malice; when confronted, a gimfen kleptomaniac will usually express surprise at their thoughtlessness and promptly return the stolen goods with a smile), though dungeon delvers are equally as popular. An alternative approach is the techan enthusiast, walking around with a modified human firearm she can hold and fire safely. When brandishing such a trophy, a gimfen is no longer unassuming. All gimfen leave their village at some point in their lives but seldom make roots. They leave for a variety of reasons including adventuring or the acquisition of treasure, fame, or technology (which for many is treasure). For them, adventuring is more of a career than an opportunity. Gimfen are curious, inquisitive, and extremely impulsive. They love to see the world and often feel other cultures should be gifted with the odd knowledge they alone possess. Gimfen come close to developing addictive personalities. They are happy to try new things, especially in regards to dance and food. Their unending curiosity makes them open to anything. The smallest room is still the universe to whoever lives inside. Fae have preferred in the past to close all the doors around and sit, comfortable they understand the entire world— (Noise from the Grind Tower muffles the transmission). They fear to open the door and discover that more waits across the threshold. That is what prevents us from moving forward, the refusal to expand beyond our universe. The laudenians, the tenenbri—yes, even the narros—all sit in a room bricked in by ignorance and held by fear. Like all fae, the gimfen emerged into a room not unlike them. (Noise from the Grind Tower muffled the transmission). It had the same bricks bound by mortar, the same door all others refused to open. One would assume we would follow the lead and pat ourselves for understanding the universe, as we perceived. Unlike our cousins, our cage was different. Someone put in windows. Faced with the truth, who would not open the door? Gimfen may be small. We may be ridiculed and insulted, but we see the truth. The room is shrinking. How ironic those with the most room to breathe are the ones so adamant about escaping. In conclusion, we must— (noise from the Grind Tower muffled the transmission).
Karlis Kronas (Gnimfall Address, July 23, 999 A.E.)
NAMES Gimfen have no language of their own. In the old world, they spoke damaskan; in the new, they are just as likely to speak English as a first language. Like the damaskans, gimfen adopt a human first name either at
birth or when leaving an all-fae community, but unlike the damaskans they intentionally spell these names idiosyncratically, and think nothing of gender-bending names or adopting a human surname as a given name and vice versa. They also change their names every century or so. Family lineage means nothing to them. Because of this constant variation, some outside critics grow concerned with potential gimfen inbreeding. Gimfen never seem to worry about it. Their names sometimes reflect the cultures they integrate in, adopting narros and or human titles. They also frequently, but not always, use alliterations. Examples: Xris Jiggadaxion, Glynn Glengarrie, Kimma Kutaming, Malachi Boomfellow, Maris Nippentuck
GIMFEN TRAITS Your gimfen character has a variety of natural abilities common across the planet. Ability Score Increase. creases by 2.
Your Dexterity score in-
Age. Gimfen resemble children for the whole of their lives. Internal maturity for them begins around 25 years of age with most taking on the world at 30. They can live as long as 500 years. Size. Gimfen range between 3’4” and 4’3”. Because of hollow bones and lean bodies, they weigh between 40 and 60 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Languages. You know Damaskan and one human language (most likely English). Disruption Reduction. You do not disrupt technology that you use or increase the penalties to disruption in during combat. Gimfen do not generate an EDF, but no one is sure why. You have a saturation value of 0. This is before the selection of a class, which may make you an echan instantly. Nimbleness. You can move through the space of any creature that is of a size larger than yours. Lithe and Irritable. You are able to maximize your capacity to use smaller weapons. Any non-finesse melee weapon you wield that weighs 2 lbs. or less gains the finesse property. Scurry. Your movement is not reduced when crawling. Subrace. Gimfen subraces are not split up by region or genetics, but by the choices they make.
PASTORAL GIMFEN You seek to experience the finer things in life, and desire items and experiences that promote enjoyment. Admittedly, you may not be able to afford said items and certain experiences carry considerable personal risk. You are not necessarily selfish, as some things are meant to be shared, but your impulsiveness prevents you from locking down to a single profession or location. This is not indicative of all pastoral gimfen, as nations have been formed of your kind. You are the one that leaves, the one unsatisfied with what can be found at home. However, your values remain rooted in a people that elected to remain within fae traditions. You have chosen the way of nature. This can be considered the default gimfen considering the alternate path is based on the influence of mankind.
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Ability Score Increase. Your Charisma score increases by 1. You can swap this bonus with your racial bonus to Dexterity. Raised an Entertainer. You have proficiency in two Charisma-based skills of your choice.
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Creature of Fantasy. You have proficiency in two tools of your choice.
MECHANIST GIMFEN You have discovered the possible balance of the past and the future, of old magic and the new machines. Your people have always possessed a desire for new experiences, but it wasn’t until the arrival of humanity did you fully comprehend the extent of that inquisitiveness. Like your ancestors and those keeping with the ways of nature, you still prefer pleasure over pain, but unlike them, you are able to remain focused in one pursuit, the understanding of knowledge previous forbidden to fae. Your desire for adventure is dependent on your hunt for technology and its understanding. Ability Score Increase. Your Intelligence score increases by 1. You can swap this bonus with your racial bonus to Dexterity. You have proficiency in Intelligence Builder. (Engineering).
Ohh, Shiny. You have proficiency in two techan weapons of your choice.
GIMFEN FEATS LOOSE LIMBED
Your Dexterity score increases by 2, as does your maximum for that score.
JUMP CHARGE Instead of moving normally, you can leap towards an enemy. You must be within reach of an enemy at the end of your move, and you don’t provoke opportunity attacks during this movement. You gain advantage on the first attack roll against the target. Once you use this feature, you cannot use it again until the target is dead or unconscious, or takes the Disengage action.
SPIDER BITE You are adept at ground fighting: You no longer have disadvantage on attack rolls while prone. Your Dexterity score increases by 1, as does your maximum for that score.
LAUDENIANS
No railing separated the platform from the clouds below, despite the thousands of feet to the ground. Only a narrow path, scarcely wide enough for one to put two feet together, connected it to the tower behind. Hassanan walked along it steadily, gliding from foot to foot so gracefully that he hardly seemed to take a single step. The clouds beneath him roiled in the mountain wind, yet not a flutter disturbed his flowing robes or a single strand of his long hair. He reached the platform and raised his long, spindly hand to the crystal staff that sat upon a plinth at its center. With his other hand, he made a gesture, and the pale, transparent image of a laudenian woman with a pinched face appeared in the air. “You are certain of this?” the illusion said. “Completely,” said Hassanan. “This experiment will conclude my research.” The female wrinkled her nose. “But, such a noisome creature…” The magos slowly shook his head. “Necessary, my friend. But fear not, I shall not let it touch me.” From within his sleeve, he took a small transparent cube and tossed it across the plinth, where it hung in the air, turning gently. He made a gesture across the staff, and the cube seemed to fold itself inside out. From the distortion of space emerged a very large, confused and angry skegg, which had been minding its own business torturing a caravaneer when this weird silvery thing had come down and stuffed it into a tiny box. Now released, its eyes alighted on the laudenian, and it growled and went for his neck. Without seeming to move, the magos sidestepped the fuming beast, extended a finger, and spoke a single word. The skegg froze, eyes wide, and in an instant was transformed into a statue of pure crystal. “Hypothesis confirmed,” the magos said, rubbing his cheek. “Ever to earth they do return.” Of all the fae, a laudenian would be the most pompous. Like most of their cousins, they believe they are the true descendants of the original fae. The difference is that they might actually be right. Some claim their embracing of the sky made them immune to the physical changes brought on by interacting with the Earth. Before the First Hammer, most laudenians lived in a floating city no one could locate unless the laudenians wished it. After the Second Hammer, the city reemerged, then promptly vanished once again. Everyone aware of its existence knows the city floats around the Nankani Mountains, steering clear of the sparsely inhabited lowland passes in favor of the virtually impassible high rocks. The city often remains rooted next to a mountain for years, then at random it uproots and drifts elsewhere. Since returning to Earth, the laudenians have retaken the skies, rebuilding a vast network of floating keeps shrouded in the clouds. Most people have never seen a laudenian and could not describe one if asked. Laudenians commonly prohibit outsiders from entering their lands. Their keeps are rich in natural resources and they use these riches to trade with the few nations they find agreeable, Fargon being the chief recipient. Few non-fae ever see these floating keeps. Their capital and solitary city appears on the surface to be one of technology, but underneath the shine of the walls flows pure magic. Laudenia is a dream to many that swear to have seen it.
Laudenians commit to this life in the sky because of a fear of degradation. If they truly were the first branch from the original fae, then they have watched helplessly as their children turned into the chaparrans, narros and damaskans. This might not have alarmed them initially beyond the observation that the laudenians themselves were growing fewer. Then the chaparrans started to beget deviations, and then the narros. Damaskans followed shortly behind, and with each branch, the emergent race acted more feral, more uncivilized than their ancestors. Fearing a fate similar to the original fae, the laudenians fled to the sky, convinced the magical influence stemmed from the fae’s interaction with the Earth. Their theory may have some merit, for the dwindling of the laudenian population slowed…though did not stop completely. Today, estimates place the laudenian population to less than 15,000, though some suspect this number is closer to 5,000. Despite near immortality, their population continues to fall. This is largely the product of the whispering influence of magic from which they cannot escape, resulting in children of lesser quality in their eyes. Laudenians reproduce extremely rarely and their eventual fate appears fixed, ultimately leaving a vast, sprawling empire of empty and forgotten castles in the air. Laudenians rarely mate with non-laudenians (as the fruit of such a pairing would never be a pure laudenian), and they strictly forbid bonding with humans under penalty of expulsion from the sky. As part of their claim to be the most ancient fae, the laudenians believe they pioneered the modern study of magic, the use of Pleroma to encode spells, and the construction of totems to hold said spells. Their approach to the practice of magic reflects this attitude. While earthbound mages favor individual style and regard the method of magic to be largely a matter of personal preference, laudenians are formulaic. They treat magic the same way techans treat the principles of science, and for much the same reason: their entire culture is dependent on it, and most laudenians know at least the basics of magic even if they do not practice it themselves. A laudenian sky-keep is almost indistinguishable on the surface from the more advanced bastions. The old adage that any sufficiently advanced magic is indistinguishable from technology is plainly at work in Laudenia, with magical constructs and enchanted barges taking the place of robots and vehicles, phantasm spells for communication and entertainment, and spellcoded items fulfilling day-to-day conveniences even for the non-magically adept; unfortunately, most of these devices do not work outside of the magical field of the aerial realm. Laudenians enjoy the music of strings and their dance often involves slow, subtle movements. Their rituals, like everything involved in their culture, can take days to complete. One festival, the Kenaz Sky, occurs once every 500 years and lasts six months. The few laudenians that ever die are placed in a gargantuan mausoleum at the base of their city. All laudenians, even the ones that perish far away, always wish their bodies returned to their home. Their faith dictates that is the only way they may find peace. The laudenians worship a god of the ancient fae, Berufu, whom they believe lives not beyond the gate, but in the shadow realm where the universe was formed. Attricana to them is a source of power but is neither a divine entity nor the gateway to their god’s domain.
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46 PHYSICAL QUALITIES Laudenians tower over all other fae and even most humans. They have olive to dark skin and often long and flowing dark hair. Their ears are smaller than a chaparrans, tapering quickly to a point. Their eyes, usually dark brown and grey, always reflect a glint of light as if a candle always hangs suspended over their eyes. Braided hair is common but tattoos and piercings are not. Most wear long robes of white or green terminating just above the ankle. The more a fae species is connected to the earth, the more animalistic they become: chaparrans and narros are all on average stronger and sturdier, their later branches even more robust. Laudenians, by contrast, are almost impossibly slender and lightbodied, with subtly alien body proportions. Their senses are adapted in the opposite way from the common expectation of fae: while their hearing is acute (out of necessity, since sound carries far less well in thinner air), instead of superior vision in the dark, their eyes can see slightly into the ultraviolet spectrum. Additionally, thanks to a nictating membrane that both filters out
harmful rays and guards against dust and dryness, laudenians need neither squint or shy away from a blinding glare, nor do they even need to blink, only closing their eyes to sleep. Their unyielding stares can be as disconcerting to outsiders as their strangely elongated frames. There is a claim that no laudenian has ever died of old age. Some have been rumored to have lived for 15,000 years or more, though with a mere five centuries since the gate’s reopening, it is impossible to verify this. They reach adulthood after 150 years and don’t show any discernible growth for another 1,000. No laudenian has ever looked over 50.
PLAYING A LAUDENIAN Laudenians are the best species because they are the oldest fae and the most proud. The wisest of them have their names etched in books in every library of every other fae species. Laudenians forged the first magical items, pioneered the use of totems and the lan-
guage of dragons, and built an empire in the sky to look upon others below. They are arrogant and belief themselves always to be right…but that’s because they usually are. It should be noted that a laudenian character would be a rarity. This laudenian would be the only one in a group and probably would not have seen another of his kind in years. There would most assuredly be a reason, even if she withheld it from her companions—why this laudenian has taken the risk of walking on the soil. Laudenians dislike nature. They have no problems wearing metal armor and wielding forged weapons, but they abhor the natural world and have lost their empathy for it. The only reason why they have been able to survive unchanged these thousands of years is by fleeing to the sky, since the magic of Attricana reflects off the Earth. They never walk around in bare feet and cannot stand being immersed in water. Since they never perspire, the concept of washing only becomes necessity when dirtied from earth-walking. Even essential natural resources are harvested for them by autonomous magic constructs, so a true laudenian never needs set foot on the corruptive ground. To meet a laudenian outside of the city is practically unheard of and few ever leave their home except under orders, on an extremely important quest that requires their undivided attention; only the rarest of the rare wish to see the world for themselves. They almost never wear armor, and when they do it is usually light chainmail constructed out of magicallyinfused materials—they find heavier armor insufferably burdensome. The weapon of choice for nearly all laudenians is the longsword or rapier, and although they do not have the same martial traditions as the narros, laudenian philosophy holds the blade and the wielder to be one. Swords themselves do not run in families due to their wielders’ long lives even compared to other fae, but each lineage has their own style which is never taught to outsiders. Laudenians are known to be extremely arrogant. They are the longest-lived of echan kind outside of dragons and most of the elders date back to before the gate exodus. Their egotism refused to die when they lacked corporeal forms and only amplified when returned to the world. Laudenians are often revered by other fae, a fact a laudenian is sure to bring up. They command respect and believe themselves correct in every assumption. Laudenians are known to have the most powerful spellcasters of all fae. A laudenian character could be more humble than her parents, whom most likely still live in the sky, but this would not mean the character isn’t still arrogant.
NAMES Laudenians refuse to adopt human names. Thankfully, their fae names are much easier to pronounce than a chaparran’s or damaskan’s, being softly sibilant and roll quite easily with the slightest effort, like all the words in their language. Instead of having a family name, laudenians list a roll of their ancestors, every generation adding a name. Most laudenians only mention one or two generations, but fanatics to the heritage will often insist on announcing themselves tracking back five or six generations. If a laudenian names three generations of ancestors and proclaims quietly ‘That is all,’ it would be best to take them very, very seriously. The one bizarre aspect with laudenian names is that every name in a given lineage has exactly the same number of syllables. Most despise foreigners shortening them, though quite easy to do so. Brassana Halcyos, Massinan Lasseriss, Examples: Milanus Serani Lissero Renessan, Nazarini Kolbessito
Thassatera Engiraini, Sirenus Fellerose, Sulei Kandoss Mentar
LAUDENIAN TRAITS Your laudenian character has a variety of natural abilities common across the planet. Ability Score Increase. Your Wisdom score increases by 2; your Intelligence score increases by 1. You may swap these increases. Age. Laudenians take a daunting 100 years before reaching the first indications of maturity. Adulthood begins at 150, and they have effectively an unlimited lifespan. Size. Laudenians are slender and very tall, towering at over 5’10”, with some as high as 6’7”. Because of hollow bones and a natural magical buoyancy, despite not looking emaciated, they only weigh between 40 and 55 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Languages. You know Laudenian, one human language (most likely English), and one additional fae language. Emergence. You know where and when to be to strike the critical blow. You may use Wisdom for attack and damage rolls with any weapons with the finesse property. Light Body. Reduce all fall distances by 10 feet. Slide Waltz. Your body can move like water, swaying around an opponent with ease. When you move, move to any location within 5 feet of a Medium-sized creature in range of your speed. This movement can pass through space occupied by enemies, regardless of size, and does not provoke opportunity attacks. Once you use this feature, you cannot use it again until you finish a short or a long rest. Natural Resilience. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. You also have advantage on savings throws against being blinded.
LAUDENIAN FEATS CLOUD BODY
Your body is airy as the clouds themselves. You reduce all fall distances by 50 feet (instead of 10 with Light Body). Your weight reduces by half. You can run on any liquid or solid. You do not trigger any pressure sensitive traps while running. Your Wisdom or Intelligence score increases by 1, as does your maximum for that score.
HEAD IN THE CLOUDS Your Wisdom or Intelligence score increases by 2, as does your maximum for that score.
MARTIAL WALTZ Your movement and focus in combat is of unparalleled grace. You can use Slide Waltz three times between rests. Your Wisdom or Intelligence score increases by 1, as does your maximum for that score.
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NARROS
“Strike! Up! Hold! Strike! Low! Hold! Middle! Strike!” The drillmaster called the moves, and the students followed them, each warrior moving as one. Each stood balanced on one leg atop a small, sharp pyramid, and periodically the senior students would pass along the line, striking the examinees’ shins with heavy wooden rods. Not one wavered, nor even flinched. But that was only to be expected. This was not a test of the students’ dedication, or even of their technique. The ravnorra’s eyes narrowed as she passed down the line. At last she came to one of the students, to the untrained eye seemingly no different from any other. “You!” she declared. “Step out of line!” The young narros obeyed without hesitation. “Are you leftor right-handed?” she demanded. “Neither, Tomannik-mir,” the student replied, “but I am accustomed to write with my left hand.” The instructor nodded to one of the seniors. “Bind his left hand behind his back.” She reached out her own hand and another of the older students placed her longspear in it. “Defend yourself,” she said simply, raising the spear to the ready. Despite ignorant stereotyping claiming them to be squat, long-nosed dirty miners, narros don’t really resemble the fantasy creatures they’re often compared to. While the majority live underground, they are not singular in their purpose of greedily digging for riches in the Earth. In fact, narros are among the most selfless of all fae, taking on the role as protectors for all their allies. Even when outnumbered, narros often win in open combat. They are the greatest soldiers of the fae, with only the pagus threatening the claim. Almost every narros citizen knows how to use a weapon. Soldiers enforce a strict discipline in the art of war, a reflection of the culture as a whole. There is a martial skill attached to every facet of their lives. The same techniques and movements used in warfare are duplicated in the mines, planned and coordinated with precision.
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Narros love the horn and drums and their battle marches move to the sound of heavy bass from trumpets and skins louder than the footfalls of a thousand feet. Narros don’t exactly dance—it’s not from a lack for physical coordination, but the wild abandon of dancing runs contrary to their cultural precision and discipline. The narros estimate more than five million of their kind walk the Earth, living almost exclusively in Canam and Southam and rarely appearing anywhere else. Their biggest concentration lies in Fargon in the uttermost north, with another collection in the western mountains of Southam, where the people often clash with the tenenbri over an ancient religious dispute; a smaller colony of about a hundred thousand resides in the Finer Fire Pits in Canam’s midwestern region. By sacred law, narros caves never burrow beyond 1.25 miles below sea level. Their mines are like a labyrinth, covering hundreds of square miles. Part of their belief system demands that they climb the highest mountain in their city (every narros city is built around and/or within a mountain) every year to reaffirm their confidence that the sun remains above. The few narros holy men worship an idol-less god referred to as Oaken—the spirit of Earth. Oaken lives deep underground at the core of the planet. The narros
dogma explains that Oaken, originally a fragment of a much larger being, drifted into the Solar System and the Earth formed around him. The white gate created the fae, but Oaken provided them with a shape and a world. Narros believe their power comes from below, not above, which may explain why most narros hate to fly despite having no fear of high places. The root of their abhorrence for the tenenbri leads from a belief that their cousins dug too far and suffered Oaken's punishment. In the narros view, the tenenbri never got the message. Like man, most narros bury their dead, though usually in stone.
PHYSICAL QUALITIES Narros do not possess the heavy trunk torso many would expect though they are still much stronger than other similar bipeds (this is simply not immediately obvious). They are slower and less agile then their cousins, but their every movement is made with utmost precision. Where all other fae have hollow bones, the narros claim their skeletons’ marrow is solid iron. The proof is in their unbreakable physiques and shockingly heavy frames. Narros hate the water and are all naturally and tremendously bad swimmers. A narros will avoid any body of water where he cannot keep his feet on the bottom and still breathe. Narros’ silvery skin reflects a glitter in sunlight. Their skin tones range usually between peach and pale white. Their ears are long but remain flush to their heads. Their eyes, seemingly always squinting, can open extremely wide and their irises loom large in their sockets, though their colors, dull browns and matted grays, don’t shine even in the brightest light. Narros eyes can adapt between light and dark vision in an instant, and their vision extends far into the infrared spectrum, allowing them to see almost perfectly even in total darkness. Narros insist on a high degree of personal grooming. Males despise painting their bodies in any way but women often do. Body piercing is unknown among them. Unlike their stereotyped equivalents, narros have a general aversion to body hair. Males sport tight trimmed beards, patterned sideburns or short braids when they grow them; the only moustaches considered fashionable are thin side-whiskers. Their hair is often pulled back to a tail, loose strands tightly controlled. Some narros males shave themselves completely bald. Unlike the legends they inspired, female narros neither grow facial hair nor look overtly masculine. It is only when narros dress for war that males and females become indistinguishable.
PLAYING A NARROS Narros are well and beyond the best people as there is no subtlety behind them. They scoff adversity and seldom run from a fight. They are the strongest and take pride that the entire fae species would have been wiped out long ago if it weren’t for them. They are soldiers from birth. In the end, why would anyone want to be anything but the greatest warriors of legend? A narros character should not just be some loud fighter with an axe. They can be anything they choose and commit themselves 100% to that duty, often ignoring other concerns. They are fanatical about any crusade they are on. A narros would be the first to awake in the morning to tackle the day’s goals. They will ignore fleeting pleasures like smoking and sex when committed to a quest. When sworn to a lord, friend, or party, a narros will risk everything including his own life to protect them. This focused spirit is admirable but can sometimes make a narros a real drag
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at parties—unless they have decreed that it is now time to enjoy themselves.
They are focused in their view—some human would-be wags claim that the name ‘narros’ is synonymous with their mentality.
The narros believe in hard work and hard play. It is common for a narros to work past the point of exhaustion during the day, party and drink until past midnight, sleep insufficient hours, and start everything again the following dawn, apparently none the worse for wear. They are extremely regimented in whatever direction they take in life. Mages own more books. Priests pray longer. Soldiers train much more fiercely.
Narros favor medium to heavy armor, if they wear armor at all. Those from Fargon prefer heavy steel lamellar and crested helmets superficially similar to those of the ancient Japanese samurai, but they tend to prefer heavier weapons as a rule; though every narros has a particular favorite, spiked maces, hooked halberds, and double swords are in overwhelming evidence in
narros armies. Rare is the narros mage whose totem is not the weapon, and most of those few instead favor the shield. Because of their polar opposite concepts of an appropriate attention span, the narros and gimfen don’t always get along. They are otherwise at least tolerant of most other fae, and particularly of humans—indeed, the narros boast the only open trading agreement between a fae kingdom and a techan bastion. However, they overwhelmingly despise the tenenbri. This schism is rarely mentioned—its roots stem from a religious dispute, a divergence of dogma that can be tracked back thousands of years to the pre-Hammer age. Some have accused the narros of holding grudges far longer than socially acceptable. Still, this discord is a poor rubbing of the hatred the narros feel for the pagus. Not even the oggraks, a lower fae branch from the narros, can match the loathing felt to the corrupted fae of Ixindar. Being the primary military force for other fae, the narros have clashed with pagus more often than other peoples. A narros need not require a reason to fight them and the opportunity to do so would be reason enough to join a quest. Narros uphold their discipline when on their own or outside of their community. Personal and family honor is very important, although their definition of it is a trifle unusual: a person’s honor is defined by how thoroughly she dedicates herself to her task, and a family’s honor is wrapped up in how thoroughly they have taught their scions to do this. A narros warrior’s greatest shame is to lose his liege lord on the battlefield, for this means that he has failed to perform the duty that should have been utmost in his mind, and he will likely never be able to find another lord given such stained honor. Warriors shamed in this way traditionally foreswear their family names and depart from narros society on quests to redeem themselves, in order to prevent their dishonor from reflecting upon the clan. Those who lost their community or their lord often travel alone across the world as masterless ronin. All narros adventurers maintain an utter dedication to their chosen path, even without a crusade or cause in their hearts.
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Foolish Humans. The best route is down, never up. I read their history—always building up. Up…why? What is up there? Clouds. Clouds made from water. I can dig and get that and it would cost far less. Now I am not saying that humans are stupid. They value gold and respect the steel we forge. However, I don’t know how they could have missed coruthil. Such a wondrous element, bestowed from Oaken himself. The almost mystical properties of it lead me to believe that coruthil, before the saturation of magic, looked ordinary, containing no special properties, useless. When enchanted energies passed through it, coruthil emerged from this dead rock. So much the better. The bastion humans sat on riches beyond what they can imagine for thousands of years. Millions of years of unmined riches. This is a great time to be a narros. The humans have no idea what they were missing. Garach Glim Finer Fire Pits 225 A.E.
NAMES Unlike gimfen and damaskans, placing little stock in their family names, narros cherish their family names more than their given ones. They place their family names first when inscribing it and when announcing
themselves in public. Narros refer to each other by their given names only in private or when asked; using a person’s given name without their permission is considered at best a breach of etiquette, at worst a deadly insult. Married couples call themselves by their given names in their homes. Friends and family members often refer to each other by the additional titles Kar (Father/Ruler), Mir (Mother/Mistress), Lan (Son, first born), Sen (Son, second born or later), Jes (Daughter) or the generic titles Nor (senior or social superior), Kin (male equal), Mon (female equal), and Dan (junior or social inferior), appended to the end of whichever name is used. The given names are usually shorter than their family titles, thus making their full names somewhat front-heavy. Examples: Ballakoya Kasey, Kranerose Jibbs, Ragerrick Griff, Sollomas Karan, Sorannik Mogh, Ungnarona Mina
NARROS TRAITS Your narros character has a variety of natural abilities common across the planet. Ability Score Increase. Your Constitution score increases by 2. Age. Narros reach maturity at 45 but are not allowed to venture into the world usually until 75. Their life expectancy is over 1,000 years. Size. Narros are stout and study. Most of them are under 5” but weigh between 195 and 395 pounds. This is due to thick, iron-core bones, and not by obesity. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Languages. You know Narroni and English. Darkvision. Accustomed to light underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Your vision is based seeing frequencies of infrared, allowing you notice heat sources as well as seeing in the dark (although this does not give you any particular advantages in bright light). Final Word. If you are reduced to 0 or fewer hit points, you do not fall unconscious until the end of your next turn (regardless of damage taken). On your next turn, if you use your action to attack the enemy that reduced you to 0 hit points, you automatically hit. You still roll to determine if the attack is a critical hit. Stone Bones. You have advantage against any attempt to move you against your will. Subrace. Fargon is the ancestral home of all narros in Canam, though the Finer Fire Pits are large enough with enough of a deviation from the norm to be worthy of mention.
FARGON NARROS
The vast majority of narros in Canam hail from Fargon, an empire ever-expanding through virtually uncontested lands. Being from Fargon, you have been raised in a land where the narros have faced no real threats (other than internal), and thus have continued to embrace their traditions with ironclad conviction. Whether or not you still embrace them is entirely up to you.
Those from Fargon commit themselves fully to whatever task they take on or are given, but despite the lack of aforementioned serious threats, you probably still dedicated some time to military service. Only upon reaching adulthood are you allowed to select your own path. Even though this is the default origin of most narros, this path remains the option for any narros outside of Fargon not raised in The Finer Fire Pits. Ability Score Increase. Your Wisdom score increases by 1. You can swap this bonus with your racial bonus to Constitution. Militaristic. You have proficiency with the narros krollish and any two melee weapons of your choice. Focused. You have proficiency in one skill of your choice. If you don’t like the result of a check with your selected skill, you can increase the final result by 10. Once you use this feature, you cannot use it again until you finish a long rest.
FINER NARROS This small group of narros, after living for the majority of their lives underground, surrounded by poorly insulated furnaces, have adapted to survive in such a virtually inhospitable environment. After only a few hundred years, the narros there have emerged becoming, and inadvertently embracing, the very cliché of the mythological comparison they once attempted to fight. Yes, you are that narros. You are, in fact, a dwarf. By this point in your life, you may be even embracing the cliché. Ability Score Increase. Your Strength score increases by 1. You can swap this bonus with your racial bonus to Constitution. Hot as Hell. You have resistance to fire damage. Stone Blood. You have advantage on all Constitution saving throws against poison or disease.
NARROS FEATS
ANGRY REGARDLESS While you are at your full hit points, you gain a +1 bonus to all melee attack rolls. While you are at fewer than your full hit points, you instead gain a +2 bonus to all melee damage rolls.
PENULTIMATE SACRIFICE After using your Final Word, you remain standing and conscious. You still make death saving throws, but you’re only mostly dead—until you fail three death saving throws or become stable. You operate as normal except your speed is reduced to 5 feet.
IRON TO THE CORE Your blood is as the veins of the mountains. Your hit point maximum increases by 2 for each level you currently have, and you gain +2 hit points per additional level. Your Constition score increases by 1, as does your maximum for that score.
VIGOROUS STAMINA Your Constitution score increases by 2, as does your maximum for that score.
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PAGUS
or pagus elders (often being the same) in almost fawning esteem. A few free pagus who fall in with more open-minded fae will turn half-heartedly to the worship of Berufu, but those few pagus who become truly devoted members of a religion tend to favor human religions—usually Islam (the tenet of absolute submission before God being a comforting familiarity for them), but there have been reports of at least a few pagus Buddhists who, by abandoning all worldly attachment, have managed to abandon the brutality and rage that is the pagus’ birthright.
The pagus emerged over a single night during the age of Terros—the era before man when fae and dragon reigned unopposed. When the black gate of Ixindar drifted over the sky on its arrival, the whisper of Mengus corrupted a million fae to its cause. They abandoned their families and friends. Most of these tainted creatures were chaparran, though no part of faekind was left unspoiled. They vanished on an unspoken pilgrimage to the land where Ixindar finally settled.
Most travelers upon encountering roaming pagus in Canam immediately assume an impending bloody encounter. This is a proper and entirely warranted assumption. The number of enlightened and peaceful pagus is miniscule, and they are seldom seen wandering open roads. Every fae people has sworn to their destruction and will not stop to consider whether the target of their ire is redeemed, although those who travel with companions of the “civilized” fae are usually given the benefit of doubt. While non-fae like humans and kodiaks don't always reflect this racial hatred, they know to beware of the pagus. To see one is to assume combat; to see more is a portent to invasion.
Murok always sat by himself, away from the fire. We assumed it was because he wanted to spare the rest of us the sight of his ugly mug, but one day I plucked up the courage and went to ask him why, as he sat in the dark and the cold sharpening his notched blade. “Because I don’t want to look at your ugly mugs,” he told me, and I went away satisfied.
Loved ones that followed who had not heard the whisper were killed by their own corrupted families or cursed themselves. When finally emerging in their initial raids against their ancestors centuries later, the fae no longer resembled the peoples they escaped from. They had grown in muscle. They had lost their hair. Their skin had grown pale. They looked nearly identical to each other and shared a single disposition, one single desire—to eliminate anything as commanded by their masters. When the black gate was unearthed again at the beginning of the new age, the pagus were the first to appear. Five centuries later, the pagus number in the tens of millions with concentrations on every continent. A little known fact about the pagus is that Ixindar's control is lessened the further one is from Ixindar. Mengus strengthens her influence by channeling the gate’s syncretic power through the will of its loyal disciples, the shemjaza. Separated from that influence, it falls under corrupted dragons to enforce the will of syntropy, despite not always following their avatar's will.
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Without the control of these authorities, pagus act independently, though still bound by a compulsion for violence and a brutal culture that reflects that propensity. This is not helped by the tendency of pagus to degenerate into madness as they grow old (if they survive that long). Only a noteworthy few maintain their sanity. These singular elders gain an enlightened view of the role pagus are forced fill. Their wisdom and strength of personality is such that younger pagus around them will bind themselves without thinking to any action the elder commands. Unfortunately, this usually entails the same bloody conflict forced upon them from demons and dragons. Even more uncommon are the elder pagus that preach a rejection of the ideals imposed by their creator and controllers. These pagus attempt an unpretentious life filled with hunting, revelry, and reproduction. They avoid the wars demanded by others, Regrettably, these pagus are often still called into conflict as they must habitually defend their lands from outsiders, most often their own kind. Pagus have no concept of godhead. The pagus of Kakodomania fear and worship Mengus and the shemjaza as powerful beings much stronger than themselves. The same occurs with dragons when the other two oppressors are not present, but there is no apprehension of divinity in this adoration, merely the deference of one bully for an even greater bully. Even free pagus continue this tendency, holding warleaders
In Canam, the vast majority of pagus currently live in Apocrypha. As creatures of syntropy, they find the overwhelming chaos of nature distasteful and generally avoid mountains and large bodies of water. This has kept them sealed in this region for centuries. Pagus that are found outside this are often raiding bands free from the will of Ixindar. They may also be expeditions seeking a safe route from Apocrypha. The enemies of pagus seldom ask for details. It is unknown how many civilized pagus have lost their opportunity to develop because of this.
PHYSICAL QUALITIES Pagus are taller than most men, looming over all other fae save laudenians. Pagus have pale, cracked skin marked with raised veins and bruises from rapid aging. The only recognizable feature from the old fae are their ears—still pointed, but short and flush to their heads. Although pagus don't appear "stretched" like laudenians, they still look thin given their height. They are muscular but not well built like the shorter narros. This is deceptive, as the pagus are among the strongest fae. The arms of a pagus dangle nearly to his knees. Pagus are completely hairless, and there is no sexual dimorphism, with females as strong and as violent as the males. Pagus have strong but animalistic senses of smell, hearing, and sight, but they do not process them separately as most creatures do; instead, all perceptions are fed directly into the centers of the pagus’ brain that control their instincts. This strange synthaesia allows pagus to seem to be able to see in perfect darkness, detect even magically silenced enemies behind them, and track by scent creatures that normally leave no trail. It is not possible for them to relay this information to others, however, as they are incapable of processing it intellectually: all they can do is react to the stimulus.
PLAYING A PAGUS Pagus are the best species to play as they are committed and single-minded machines. There is no strategy when dealing with a pagus. You point him in a direction, let him go, and keep your distance. A pagus joining a party has an uphill journey. Where the tilen are unjustly pigeonholed as predators,
the pagus’ reputation has been well earned. Creating a pagus character must begin with an origin. Where was this pagus born and how did he reach this point in life? If joining an evil party, no explanation is required. However, if the group is populated by noble warriors, an initial encounter should be established (if not fully played out). Kodiaks carry no inherent grudge with pagus nor do tilen or even most humans outside of Abidan, but all other fae are more inclined to decapitate first and ask questions later. This generally prevents pagus from being encountered alone in a tavern.
Examples: Alik'asti-Kross, Bagga’kes-Naga, GhraalShotek, Manik'kalik-Manik, Monko'Kallis, Zakka’ shoon-Kagin
Once the pleasantries of introductions have passed, a pagus can be a fierce and effective (as well as loyal) contributor to a party.
Age. Pagus reach maturity at 9 years, ready to fight. At 12, they are branded warriors. After 40, pagus grow stronger rather than weaker. Insanity or enlightenment is another side effect. There is no account of a pagus dying of old age, but there ius no account of one surviving into his or her sixties.
NAMES Pagus speak a guttural language assembled from other fae tongues. Paggin borrows heavily from narroni and chaparran into a patois mixed with the shemjaza tongue of ignotan. This language forms the basis of their names, despite that pagus are forbidden to speak pure paggin in any village controlled or influenced by Mengus. Pagus place their given names at the end and their clan names at the beginning, forming it into a single title broken by clicks and glottal stops. Outside of pagus villages, these additional names are dropped in favor of a more fearful title like Manik the Malign and Kallis the Monster.
PAGUS TRAITS Your pagus character has a variety of natural abilities common across the planet. Ability Score Increase. creases by 2.
Your Dexterity score in-
Size. Pagus are tall and built. There are few pagus under 6 feet tall, with a few even pushing 7 feet. They weigh between 200 and 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Your speed is not reduced from wearing heavy armor. Languages. You know Paggin and English. Darkvision. Ixindar corruption has altered your genetics to give you every advantage. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and
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in darkness as if it were dim light. You suffer no penalties seeing in the dark—you can see in the full spectrum. Ixindar Keyword. Unlike other fae, you do not disrupt technology. You do not increase the penalties to disruption in during combat. Pagus do not generate an EDF due to their corruption by Ixindar. You have a saturation value of 0 and a corruption value of 10. If you become bound to Attricana for any reason, you lose this keyword and generate EDF normally. Focused Aggression. Whenever an enemy scores a critical hit on you, you gain an additional action as a bonus action on your next turn. You can only gain one action at a time this way. Trained from Birth. Your maximum Dex modifier while wearing medium armor is 3 instead of 2. Subrace. Pagus do not have subraces. Instead they are separated by age: those under the age of 40 and those 40 years and over. It is left up to the GM’s discretion what happens if by some miracle an adventuring pagus changes age categories during the game.
HALF-GROWN PAGUS You have yet to mature. You can be anywhere between nine and forty years of age, eager and open for violence or old and questioning one’s future. At this age, you are open to influence by a more powerful creature. It’s in the pagus’ hard-wiring. If you lacked one, you might have struggled to find an identity, willing to cling onto any cause worthy of a powerful warrior. You could pledge to a fellow fighter as a brother, to a king demanding a crusade, or to a faith with an appealing creed. Lacking any of these causes, you live with a need that could never be satisfied. Only through time could you fill that hole with your own personality. Ability Score Increase. Your Constitution score increases by 1. You can swap this bonus with your racial bonus to Dexterity. Significant Reach Advantage. Any non-reach twohanded melee weapon you are wielding has reach.
SEASONED PAGUS
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You are one of the few, the scarce few, pagus that have lived to and beyond forty years of age. Regardless if you find enlightenment or madness at the end our journey, you have stopped being a follower. You are no one’s pawn, no one’s cannon fodder. You are either the one leashed until a monster is required, or the elder plagued by the cancer of rationality. Regardless of your outlook at this age, you are the most dangerous pagus of all, either wild or wise. Which are you? Ability Score Increase. Choose one of the following options. Your Strength and Constitution score each increase by 1, but your Wisdom score decreases by 3 (min 3). Your Wisdom score increases by 2.
PAGUS FEATS ANCIENT PAGUS
Prerequisite. Long in the Tooth The ravages of age have only made you more dangerous: If your Wisdom score (at the time you take this feat) is 12 or lower, your Wisdom score decreases by 3 (min 1), but your hit point maximum increases by
3 for each level you currently have, and you gain +3 hit points per additional level. If your Wisdom score (at the time you take this feat) is 13 or higher, you have advantage on Wisdom (Insight) and Wisdom (Animal Handling) checks, and your Wisdom score increases by 1, as does your maximum for that score. You cannot be rendered unconscious, even if reduced to zero hit points.
LONG IN THE TOOTH Prerequisite. Seasoned pagus You prefer to think of it as “experienced”: If your Wisdom score (at the time you take this feat) is 12 or lower, your Wisdom score decreases by 3 (min 1), but you gain a +2 bonus to all melee damage rolls and a +1 bonus to AC. If your Wisdom score (at the time you take this feat) is 13 or higher, you have advantage on all Wisdom saving throws, and your Wisdom score increases by 2, as does your maximum for that score.
STEADFAST Nothing can stop you when you are determined: You cannot be frightened. You ignore levels 1 through 5 of exhaustion. Your Constitution score increases by 1, as does your maximum for that score.
UNYIELDING Your Constitution score increases by 2, as does your maximum for that score.
TENENBRI
On the far side of the wall, Mustafarnis could feel the human construction machines shoring up the barrier. She had no doubt that she could climb it faster than the snipers atop the wall could react to her presence – they had not seen her come this far, after all, and they were accustomed to watch the forest line rather than the base of the wall – but such was not her intent. The men in Limshau had said there were secret entrances, and none could find a secret better than a tenenbri. Patiently, she traversed the wall, feeling the vibrations from the machines through her hand and training her brain to ignore them, focusing all her attention onto her feet. There! A tiny opening, barely wider than a sewer grate, but no trouble for a slim fae to slip through. She made her way unerringly through the many branching tunnels until she emerged once more into the light, her sightless eyes unblinking. She lingered in the shadows until an unobservant peasant wearing a conical straw hat wandered near the alley where she lurked, and then emerged wearing his hat and tying a strip of silk torn from his sleeve across her eyes. Taking care to deliberately stumble every few feet as she tapped along the street with her sword-cane, Mustafarnis waylaid a passing yoriki and spoke in perfect, unaccented Sinitic: “Excuse me, but can you tell me where to find David Chen’s bookshop?” Many human cultures have tales of wicked creatures that live beneath the Earth, but all of them differ drastically on the particulars. As with most elements of human mythology derived from the age of Terros, it bears only a passing resemblance to reality. The tenenbri mark a point in fae history where the naiveté of free-thinking fae was stained with bloody civil conflict. The tenenbri live underground, but unlike the similarly subterranean narros, the tenenbri seldom return to the surface: only one of many points on which they differ. Although both share some common heritage and religious beliefs, the two peoples oppose each other on many other fundamental values and had already been involved in ethnic clashes by the time the pagus arrived. After the War of the Fallen— the conflict between the fae and pagus—had defused from immediate fear to daily concern, the clashes between the narros and tenenbri resumed. The narros are a much older people than the tenenbri, having broken directly from the laudenians, while the tenenbri branched later from damaskans. Tenenbri are more fanatically religious than the narros and worship the same god, Oaken. However, tenenbri differ on interpretation and several essential beliefs, including the approach to daily rituals, the formation of culture and government, and their views of those not sharing their beliefs. The focal-point of conflict in the previous age revolved around the ownership of the Well of Salvation—a holy monument to all that worship Oaken. The well, a smooth, naturally-formed circular pit 345 feet wide and 1.25 miles deep, was said to have been formed by Oaken to be his voice. He commanded the fae to emerge into existence from this very mouth. Naturally formed steps allowed a long and dangerous trek to the flat and featureless bottom. Only the most devout narros were allowed to make the pilgrimage to
its base. The well carried a breath of cold, moist air that continuously spilled from its mouth, felt by believer and unbeliever alike that lined the perimeter. Suicide was an unfortunate common side-effect of the experience (history does not relate whether this was considered a theological problem or a sociological one). The narros, long before the tenenbri had even been formed, forged the great surface city of Antok to serve as the haven for all religious fae that endorsed Oaken as their creator. One of the basic commandments of Oaken passed by the Antok cardinals was that no fae was to dig deeper than the depth of the pit. It was this sin the tenenbri had committed, and had done so willingly and repeatedly. While the tenenbri claimed they had already embraced the darkness when this occurred, the narros contend the tenenbri lost their eyes and their desire for daylight the moment they affronted God. The smaller conflicts that broke out over minor religious disagreements continued until a tenenbri cardinal, Nihilochrysis, founded the Enos movement—a subset of tenenbri dogma that revolved around the guilt of being cast down by Oaken for the sin of digging too deep. This differed from standard doctrine that claimed the tenenbri were a master race and the only ones with the right to venture into God's sworn land. Thousands of followers of Enos, including Nihilochrysis, marched upon Antok on pilgrimage with the peaceful intent of praying alongside their narros cousins, but the guards of Antok, on orders from the religious hierarchy, prohibited the tenenbri's entrance. The fall of the Hammer precludes an accurate account of history, but what is known is that this refusal sparked a crusade, despite the peaceful intent of the original pilgrims. When the battles had ceased, the tenenbri were in control of Antok, and some say that they survived the Hammer’s fall not by passing through Attricana but by hiding within the Well. By some miracle, the Well also reemerged into the new era, and the tenenbri and narros of Southam are now locked in a bitter struggle over the possession of the holy city once again. The dominant tenenbri faith holds that they are Oaken’s chosen people, all other fae having been failed experiments suitable only to serve the tenenbri. Exactly how humans, coming after the fae as they do, fit into this worldview is a matter of some theological debate that most tenenbri resolve by simply categorizing humans as unusually articulate animals. The tenenbri are passionate about whatever beliefs they hold and show their emotions visibly. Their faith, while self-aggrandizing and xenophobic, is neither evil nor overwhelmingly corrupt, but is also rarely seen outside of Southam. The Enos movement, though sparking a campaign that cost thousands of lives, never endorsed the use of violence in aggression, though its tenets do not preclude fighting to defend one’s beliefs. The few tenenbri that don't follow a specific belief system or are not fanatical about their faith are still notorious for being stubborn and close-minded about what they consider to be true. They are open with their preconceptions, and will often volunteer them freely even if not asked. Tenenbri honesty comes from their natural ability to detect deception and hidden emotions in others. Like the narros, tenenbri bury their dead in stone. Tenenbri are astoundingly selfish most of the time, thinking only of themselves or the group they travel with. While they often go to even suicidal extremes to protect their loved ones, the same individual might
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callously allow someone unknown to them to perish because it simply wasn’t their business. In closed tenenbri communities like the kingdom of Vanaka, bonding and even consorting outside their species is strictly prohibited, although this runs entirely counter to most tenenbri’s natural preferences. Everything about their culture is a consequence of them losing their sight. The tenenbri are far and away the loudest fae one will ever encounter on any continent. Keeping one’s voice low is considered impolite in their society, and whispering is downright rude; any sort of hand gesture, though not difficult for a tenenbri to perceive thanks to their ability to feel air currents, is seen as a deliberate snub. They stamp their feet when they walk (as long as they are not trying to sneak up on an enemy) and are constantly performing tiny non-vocal sounds, such as snapping fingers, clicking tongues, or whistling through their teeth even when not speaking; they also indicate that they are still listening through a variety of non-articulate vocalizations, sometimes overlapping with their interlocutor. Additionally, tenenbri don't rate physically attractiveness the same as those with normal vision. Perfect bodies with perfect skin are boring to them. They find imperfections and physical flaws attractive, especially if they are natural or from accidental injury. Tattoos are worthless to them. Scars from combat or labor, missing digits, or simply hereditary features that are different from the norm are naturally attractive, an aspect the religious elite have been trying to train their people to reject. Since there are few humans in Southam and the majority of non-tenenbri peoples are in open war, it's an easy law to enforce. When the tenenbri escape from their land and venture north into Canam, this often changes. Outcast tenenbri have bonded with a variety of fae and non-fae, from humans and pagus, to oggraks and kodiaks. The rare cases when tenenbri marry outside their race are often described as avidly passionate. Other words to describe them in a relationship are hot-blooded, fiery, and lustful. No one is sure how many tenenbri there are but estimations place them between three and six million, over ninety-eight percent of which live in the mountains of Southam.
PHYSICAL QUALITIES
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In size, build, and general features, tenenbri are almost identical to damaskans, albeit slightly shorter. However, their entire race is blind. Their eyes are glossed over; irises are faded to near nothing, concealed under cataracts. The slightest light reflects a glint off the back of their corneas, shimmering with a white glow in direct illumination. Their deathly pale skin feels cool to the touch and tastes salty, a sign in humans of cystic fibrosis, a condition the tenenbri would all probably suffer from if magic did not suppress the gene in their body. Their long ears respond to vibrations in the air, detecting movement in total darkness, and like the damaskans, their ears are prone to twitch depending on their emotional state. Though their enhanced hearing greatly assists them, it is their connection to the ground that offers them the greatest awareness of their surroundings. Even though the tenenbri have no vision to speak of, they still maintain a surprisingly high level of personal grooming. Their clothing is rarely overtly ostentatious, as their aesthetic sense is attuned to texture rather than color: what to a tenenbri may seem like an outrageous costume is quite often puritanically plain to others.
PLAYING A TENENBRI Tenenbri are the best species to play because they have a single feature that sets them apart from all others; they can see without seeing. They can feel the beating hearts of those around them. They can notice enemies while all others are helpless. They look through walls, through crowds, and through deceit. They are bizarre and graceful without the petty naiveté that so many other fae exhibit. Tenenbri outside of Southam are often outcasts. Some communities are so fanatical that even talking to a non-tenenbri may exact banishment, and even among more moderate societies expulsion is the preferred punishment for most serious offenses (unorthodoxy being considered a serious offense by most). Virtually all tenenbri found in Canam are those who have been exiled from Southam, usually for rejecting the dominant belief that the tenenbri are a master race others should serve. Even though the tenenbri would be valuable in mines, most narros refuse to employ them, though gimfen have no such prejudices except insofar as a tenenbri in a gimfen community would have to be kept away from sensitive equipment that can’t be shielded. Canam tenenbri find surprising acceptance in echan human kingdoms, considering the treatment that humans are subjected to in Southam (which those in Canam are mostly unaware of). Limshau finds the tenenbri braille books fascinating additions to their collection and will always allow a tenenbri to settle within their borders. The narros, of course, still hold a grudge, with the majority of the narros judging the tenenbri as dishonorable and untrustworthy. Unsurprisingly, narros and tenenbri are almost polar opposites in their mentalities. Where the narros take pride in their discipline and military might, tenenbri play life loose, letting their emotions carry them; as warriors, they employ stealth and trickery more than a daunting shield wall. Where narros prefer a straight-on fight, tenenbri have no objection to assassination. Their extraordinary hearing and vibration sensitivity have allowed them an impeccable awareness of people’s intents. Tenenbri are considered extremely exotic and many humans get tongue-tied when dealing with them, for while most fae are merely uncomfortably honest, tenenbri can casually identify when someone is not telling the whole truth and are not shy about telling the world. Tenenbri have little use for armor, preferring to strike from the shadows and then retreat before an enemy has the opportunity to target them. They favor light short blades, easily manipulated in tunnel fighting. Tenenbri travelers, freed from the constraints of the underground, frequently adopt walking sticks with concealed blades, easily drawn and easily stowed. They do not care overmuch for ranged weapons, though some develop a taste for knife throwing or small, powerful spring-loaded crossbows. Regardless of their natural proclivities, a tenenbri willingly sworn into a group of adventurers will seldom steal from them or betray their trust. However, a tenenbri may invite trouble with her very presence because of her exotic appearance and unnerving behavior. If not, she is likely to cause a stir the moment she starts talking: tenenbri are the most opinionated and demonstrative of all fae and have even less patience for tact and diplomacy than damaskans.
NAMES Tenenbri have no use for family names; they have only one name, using phonemic similarity to denote relation. For example, two names like Sharajaclypse and Lamaclypse, the ending ‘-clypse’ denotes their genetic similarity. The common syllable may occur at any point in the name: siblings usually have the same sound on the same syllable, but the rules for other relations are byzantine and only make sense to tenenbri. Most children are raised in communal crèches and some tenenbri children don't even know who their parents are (tenenbra has no generic terms for family members in any case, everyone being addressed by name). In larger cities, this is not always the case. Examples: Sianodell, Mianodell, Farianoda (These would mark similar genetic markings based on the "iano" in their names. Sian and Mian may be sisters but Fari could be an uncle or cousin), Mazicalatte, Ranasorrei, Tepsidra.
TENENBRI TRAITS Your tenenbri character has a variety of natural abilities common across the planet. Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. You may swap these increases. Age. Tenenbri reach maturity at 40, but are seldom allowed to socialize outside of a tight social circle until at least 55. They generally live for 500 years. Size. Tenenbri look frail or even gaunt. Like most fae, their bone density is similar to that of birds. They are between 4’5” and 5’3” tall and weigh between 40 and 75 pounds. Your size is Medium. Speed. Your base walking speed is 35 feet. Languages. You know Tenenbra and, if raised in Canam, English. Tenenbra written language is a unique form of braille.
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Blindsight. Your eyes are purely vestigial: you sense your surroundings via attuned hearing and from detecting vibrations through the ground. You possess blindsight within 60 feet. You can still read Pleroma-its glowing words illuminate even those who cannot see. You are immune to any effect that produces a visual illusion or imposes the blinded condition. If you are deafened, your attack rolls suffer disadvantage and attack rolls against you have advantage. Any of the following conditions reduce the blindsight range to 30 feet: being on a mount, being in the air or on a boat, or sleeping. Piezo Scream. You can spend 30 feet of movement and emit a high-pitched scream as a bonus action to disorientate or damage your foes. All creatures within 5 feet of you must make a Constitution saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonusor be deafened and stunned for 1 round on. Targets that succeed on the save are only deafened for 1 round. After you use this feature, you can’t use it again until you finish a short or long rest. Sense-Focus. You have advantage on Wisdom (Insight) checks when not involved in combat. Zatou. Blindness might hinder swordsmen of another kind, but never you. You may use Wisdom for attack and damage rolls with any weapons with the finesse property.
TENENBRI FEATS
BLINDSIGHT, IMPROVED You could hear the beating of a butterfly’s wings from across a field. The range of your blindsight is extended to 120 feet. When your blindsight would normally be reduced to 30 feet, it is instead reduced to 50 feet. Your Wisdom or Charisma score increases by 1, as does your maximum for that score.
DEPTH OF CONSCIOUSNESS Prerequisites. Improved Blindsight Nothing can hide from you. You gain truesight within 10 feet. Your Wisdom or Charisma score increases by 1, as does your maximum for that score.
PIEZO SCREAM, IMPROVED Your shriek is brain-meltingly effective. The range of your Piezo Scream is increased to 10 feet. In addition to its normal effect, the scream also deals 1d6 + your Wisdom modifier damage on a failed save, half damage on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
SINGULARITY Your Wisdom or Charisma score increases by 2, as does your maximum for that score.
TILEN
Kinien had told her there was nothing to it: just stare at them with wide eyes, smile, laugh at their jokes, and they would be putty in her hands. But Kinien wasn’t here, and Sallah was becoming increasingly nervous surrounded by the three drunken aristocrats. She flinched as one of them put his arm around her bare shoulders, his fingers questing for the neckline of her elaborate dress. She fended him off with a forced coquettish giggle, and shuddered inwardly as she smelled the jealousy rising in the others. At this rate, they would start fighting over her no matter who she chose to dance with. She didn’t think she could handle that… the shouting, the acrid smell of sweat, the blood pounding in the brawlers’ hearts, the sweet, delicious blood she just couldn’t help but imagine how it tasted how it felt she wanted it NOW… the tips of her teeth pricked her tongue and she realized what she was doing, hurriedly chastising herself. She had always been more sensitive than her brother; why wasn’t he here to keep her in line? As she sat there miserably, feigning smiles and wondering how to extricate herself from the trio of boors, a fourth man broke away from the crowd on the dance floor and came toward her. Sallah looked up at him as he held out his hand – one of her gallants looked like he was going to object, then recognized the newcomer and decided against it. Her breath caught in her throat. This man smelled nice… very nice. She found herself unconsciously glancing at his neck, and forced herself to look up into his limpid blue eyes. “May I have the pleasure of this dance, mademoiselle?” he asked. “Ah…” Sallah stammered, and then smiled genuinely. “Of course, milord.” The tilen are scions of an ancient evil dating back to the First War. They descend from the servants and consorts of the Lords of Death, ghulath in the tongue of the ancient fae, who discovered how to take Ixindar’s power for themselves and used it to create unspeakable undead horrors that served only their own selfish whims, and not the whisper of Mengus. The ghulath and their spawn walked the nights of Terros and used their mesmeric powers and colossal strength to drain the blood of the living to sustain their wicked unlife. When Attricana reopened in the modern age, some of these unwilling slaves found their souls returned to them, and ever since, they and their children have struggled to throw off the shackles of their dark legacy and return to the light. The birth and history of the tilen is marred with pain, suffering, and mystery. How they came to cherish life from origins steeped in evil points to the tenacity of their spirit. The details of their curse and crusade for redemption are known only to a few, and they rarely speak of the past. Before the time of man, when the war with the dark forces of Ixindar was sweeping the planet, a group of corrupted rebels created a land that refused to follow either path. They embraced the negative energy of Ixindar but believed that death was the true gateway to everlasting power. Among these insurgents appeared the initial lords of decay, the ghulath (creatures of darkness that have gone by dozens of names throughout human history: draugr, vrykolakas, chupacabra, vampire). They created armies of mindless undead and forged a kingdom to call their own.
They were despised by both sides. Requiring servants, allies, slaves, and lovers, these initial lords brought others into their fold. These disciples were horribly corrupted to the wicked will of their seducer. Ghulath may be creatures of the night, barred from the land of the living, but they never actually died. Like all the forces of Ixindar, the ghulath lords and their kin hid within the realm past the black gate, waiting for the opportunity to be brought to solid form again. Upon their return, they found a world very different from the last. They claimed their own patch of grass and soaked it with blood, starting the infection known as the Necrosea. Their devotees followed their lords in their crusade to forge an army of death to even rival Kakodomania. They were expecting neither the white gate to burst open nor the effect of its flood across the world. When the white gate returned, a deluge swept over the Earth. Records are vague on specifics, but the wave changed everything, sending the armies of Ixindar back into their realm of Kakodomania and destroying the undead hordes where they stood. It forced the ghulath to rebuild, but they would do it alone. When the flow of Attricana hit their loyal spawn, those who were not destroyed were pulled from any influence of Ixindar. The loyal minions of Kakodomania and the ghulath lords themselves were unaffected, being willingly bound to Ixindar, but a precious few of those taken against their will awoke from their malevolentexistence and discovered themselves immune to its corruption . Many died trying to escape the darklands. The remaining survivors vanished from the sight of man or fae, but their determination allowed them to endure. These individuals became known as the elder tilen, the most powerful members of their race and the ones most shamed over past sins. Their children would resemble them but exhibited only a fraction of their elders’ power. Elder tilen never die, only able to leave this planet through an accident or through the brutality of a deliberate death by another’s hands. They are psychologically incapable of taking their own lives. This curse of immortality is not shared by their descendants. Tilen don’t need blood to survive, but it is the only way they can heal major wounds since the natural regenerative rate of their own body is impeded by the necrotic power of their heritage. They are emotionally sensitive and avoid violence, both for moral reasons and due to their decreased population. Pairings between tilen are almost always childless, with a birth rate of only 3 per 100 tilen per year. This rises by 600% when bonding with a non-tilen (there are no half-tilen: the child of a mixed union is always a pureblooded tilen). Their bonding ritual is a passionate and extended kiss that nearly suffocates the non-tilen partner. Most tilen are nomadic, hiding from the light and judgmental outsiders. They spend most of their time fighting against their own untamed natures, believing themselves one step from regressing back to the undead. They carry that fear to this day, though throughout their history, only one has ever fallen back to darkness, and that only temporarily. Tilen both fear and despise undead and many of them have vowed to remove from the Earth all mindless mockeries of life. They consider necromancers, nihilimancers, and their old ghulath masters sworn enemies. There are less than 10,000 tilen in the world but with their appealing nature and hospitality to outsiders, their numbers are growing fast.
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Consider this; the majority of tilen born are females, all tall, beautiful, without blemish or wrinkle, not an ounce of fat on them. Exotic and rare with both a chill and a warmth for every desire, you could scour every royal line and not find such fortune in gaining one’s favor. I will not repeat the misguided and insufferable opinions of those wishing their demise. I am simply asking the questions that sit on so many of our lips. Look at the facts: A) Tilen produce offspring more successfully with nontilen than themselves. B) Their offspring are always tilen. Sure they may have the other’s hair or cheeks but the resulting race is still the same. C) In the centuries they have lived in this age, tilen show no signs of creating a descendant species like the other fae. I can figure two possibilities out of this. The first is that tilen have been placed on the planet to save the fae from turning into monsters. If tilen truly look the closest to the original fae like some, including them, claim, then this is a path to saving the fae species in its entirety. Second, this is the nefarious plot by evil hands to wipe out the fae, and humanity as well, by seducing them all into producing a singular species of tilen with no others. With only tilen, their population growth would grind to a crawl and they would potential decline to extinction given enough time. As they were once creatures of darkness, this theory may have some weight, making the tilen one of the most gilded plagues in all of the history. I want to make clear this does not make them all evil. I personally believe the tilen may be innocent in this conspiracy. It would not serve the forces of evil to make them all deceitful for the truth would eventually be revealed. Tilen would have no control over their desires. It’s natural as it is in all of us, to find companionship, to seed a further generation with your offspring. How could they be blamed for wishing what we all wish? I truthfully believe that if this matter is ignored, the tilen could be the only civilized people left in the world. Logan Markus Public Address (before his forced retirement), Kannos
PHYSICAL QUALITIES
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Like their vampiric forebears, tilen have pale skin (though without the pallor of unlife), faintly prominent canines, and a sensitivity to light: they also cast no reflection and only weak shadows. They are generally thin, almost frail, but their strength is deceptive given their slender bodies. The elder tilen came from every fae species but now have the same basic physique regardless of their lineage. This fact has brought accusations of corruption—believers claiming the tilen were intentionally released by the darkness to convert the planet to their form. Tilen age at nearly the same rate as humans, reaching maturity in their twenties but then remaining in that state for nearly 200 years before slowly aging, though never appearing older than 50 human years. Their skin is cool to the touch but not cold, dry, or cracked. Their hair is usually bleached gold or white, often streaked with silver. Their ears taper long and straight up, though the edges tend to become jagged with age. Their eyes stand out from their monochromatic skin and attire, reflecting brilliant greens, blue, and even orange. Their eyes often expose a tilen’s presence from across a crowded room, as their radiance bursts from the shadows where they frequently
try to hide. Though passionate and kind creatures in general, tilen are incapable of crying. The majority of tilen are female and are on average taller than the males. When tilen get profoundly excited, stressed or angered, their ghulath traits become more exposed. Their eyes glow bright red or yellow, their upper canine teeth sharpen and extend nearly to their lower gums, and their nails grow long, sharp and strong. They despise showing this side of themselves, especially to those they care about. Tilen claim the uniformity of Ixindar resulted in a shape closer to the original fae. Many laudenians and chaparrans view this as an insult, since each claims their own form to be direct descendants of the original stock. The narros and tenenbri never made an official stand on the matter, but secretly disapprove of the tilen claim. Most humans don’t understand why this matters to the fae: gimfen know why it matters, but simply don’t care. The tilen don’t assert arrogance or superiority with their contention—in their view, it is only common sense.
PLAYING A TILEN Tilen are the best people to play because their colorful heritage will encourage role playing outside of combat. They are the best choice because they are the fewest on the planet. When a tilen enters a crowded room, they are the only ones of their kind in it, and heads will turn. They are a double-edged sword because of their dark past and kind nature. In the end, such a rich palette will create a more interesting character to play. A tilen player character must accept that their species is stigmatized as much as the tenenbri—in some cases, even as much as the pagus. Tilen are executed on sight in some nations in the world (not just in Baruch Malkut, where all fae run this risk). They usually keep to themselves and seldom advertise their presence outside their own villages. Though almost entirely benign and peaceful, tilen suffer greatly at the hands of others. Most fae avoid the tilen and several human villages openly hunt them. Despite this, tilen numbers continue to rise, as their demure nature and statuesque good looks are distinctly appealing, especially to humans—which in turn often provokes others (mostly humans as well) to accuse them of being evil tempters and servants of darkness planning a clandestine campaign to destroy all children of God by breeding them out. They regard the tilen as demon masters of seduction—modern day succubae and incubae—whose only purpose is to tempt men away from chaste and loyal human marriages, to produce an army of cambion half-breeds. More than 85% of all tilen are female, which does not help this growing stereotype. Nevertheless, tilen continue to live their lives, willingly offering the hand of friendship at the risk of having said hand removed. Tilen have little culture of their own. Their desire for acceptance makes them quick to adopt the customs of whatever community is willing to welcome them. Contrary to the traditional view of vampires as beings of consummate style, tilen on their own will often adopt drab, unassuming clothing, preferably covering as much skin as possible to prevent sunburn, often adopting wide-brimmed hats, deep-hooded cloaks, or veils for good measure. Being deeply opposed to violence, they have no native martial traditions. If forced to fight, they prefer heavier armor and reach weaponry, or better still, crossbows or magic, the better to minimize the chance of injury. Tilen are emotional and expressive but rarely lose control of their facilities. Even when they do, their fear
pronounced with human religions, as the fae faiths have no concept of “hell” or “demons” beyond the very real embodiments of Kakodomania, but even so, the tilen always harbor a suspicion that any gods they might pray to do not want them. Those who still yearn for the sacred tend to be drawn to religions that are more philosophical than faithful; Buddhism in particular has a moderate following among tilen. Of course, those who integrate into another society will adopt the customs and religion of their adopted home—until such time as that religion is turned against them.
NAMES The first tilen elders adopted new names when they were pulled back into the light, mostly human-inspired, to sever their connection with the past. Their descendants continue the trend, usually choosing a new name when they enter a new community (a useful practice, given their propensity for being driven out of town for perceived offenses). There is no consistent naming scheme among tilen, as they have no native language of their own, usually adopting that of the nearest community for their day-to-day business. Examples: Azula Jaheer, Lhamah Cyrose, Mira Diemasko, Naga Sorenti, Saleena Kaeris, Zacheria Korvek
TILEN TRAITS Your tilen character has a variety of natural abilities common across the planet.
(These traits do not apply to the elder tilen, who are substantially more powerful and are not suitable as player characters) Ability Score Increase. Your Strength score increases by 2; your Dexterity score increases by 1. You may swap these increases. Age. Tilen age only slightly slower than humans, reaching adulthood in their 30s. They can live up to 600 years. Elder tilen are believed to be immortal, but they were made, not born. Size. Tilen are tall and slender—their deceptive strength coming as a surprise to some. They range between 5’8” and 6’4. Like all fae, hollow bones and a lack of any fat has resulted in them weighing between 45 and 70 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet.
62 of a relapse that will turn them back to darkness is strong enough to prevent them from doing anything truly heinous. They loathe exposing their ghulath traits: it unmasks them, and tilen fear that, if others were to see them in that state, it would cause a violent reaction and endanger them and those they care about. Living so close to the specter of death, they are not only driven to survive, but have a pathological abhorrence of causing unnecessary death. Among allies, friends, or family, tilen are open, honest, gentle, and fiercely loyal. Once they establish a bond in any form, they honor and relish such attachment, knowing perfectly well how rare they are when images of tilen can be seen on so many city walls proclaiming them to be demons from a wide range of legends and religious books. As religion is usually used as an excuse for expelling them from a community, most tilen have a healthy distrust for any organized faith. This is more
Languages. Tilen have no language of their own. You know English and one other language. Darkvision. Your ancestors were creatures of the night, thus you have inherited their superior night vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. The only color you can discern in darkness is red. Reduced Healing. Whenever you recover hit points from an effect other than Blood Surge (including spending your own hit dice normally) the amount recovered is halved. This does not affect temporary hit points. Blood Surge. Out of necessity, you possess the ability to drain the blood of a creature to heal your wounds. As an action, one living creature you are grappling takes 1d6 + your Strength or Dexterity modifier (choose one) damage. You recover hit points equal to the damage inflicted. If the target is awake and willing, you can choose the amount of damage you inflict and you regain double that amount. Once you recover hit points using
Blood Surge equal to half your maximum hit points, you cannot use it again until you finish a long rest. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
NON-FAE RACES
Vampiric Remnants. Under direct sunlight, your vision is reduced to 50 feet and you have disadvantage on all Wisdom (Perception) checks. Additionally, when you get emotional in any way (in combat, when angered, or in passion), old vampiric traits emerge. Your eyes glow and your incisors extend. When in this state, you have advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks.
“I do not understand, Nejima-san,” said the damaskan child, her lip curling in distaste. “What is the purpose of this exercise, if it is not combat training?” Nejima sighed and adjusted the straps on his boxing gloves. “It’s many things, Denka-chan,” he explained. “I find it serves me better than meditating for clearing the mind.” The little girl shook her head. “But, if you hurt someone—or if you get hurt—” Nejima smiled. “That’s part of the fun,” he said. “You have to focus on your opponent so you don’t get hit, and if you do you have to condition yourself so you don’t feel it, and you have to trust that he’ll do the same. It’s almost spiritual, when you think about it.” The elf still did not seem convinced. “But… but... Men… touching!” she stammered. “And in shiny underwear!” Nejima looked at the child’s red-faced visage for a moment, and then burst out laughing. “Yes, well,” he said, when he had regained his composure, “Perhaps I should try to explain again when you’re older.”
TILEN FEATS
GHULATH TRAITS Your Wisdom or Charisma score increase by 1, as does your maximum for that score. You also gain one of the following features. Unnatural Strength: Spend a Hit Die to gain advantage on Strength ability checks and reroll all 1s on Strength-based damage dice for one minute. Uncanny Agility: Spend a Hit Die to gain advantage on Dexterity ability checks and saving throws and a +1 bonus to AC for one minute. Supernatural Speed: Spend a Hit Die to gain +10 feet to speed and not provoke opportunity attacks for 1 minute. Aberrant Attraction: Spend a Hit Die to gain a climb speed equal to your walking speed for 1 minute. Unbound: Spend a Hit Die to jump 15 feet vertically and 20 horizontally without having to make checks for 1 minute. Special. You can select this feat up to three times, choosing a different feature each time.
BLOOD VENGEANCE Your enmity against the creatures that spawned your kind knows no bounds. You have advantage on saving throws against all necromancy or Ixindar spells. You add your proficiency bonus to damage rolls against undead, or double your proficiency bonus to damage rolls against vampires and their spawn.
BLOOD SURGE IMPROVED You have superior control over your blood. While using blood surge, you can reverse the effect, inflicting damage upon yourself to heal a target by an equal amount. You choose how much damage you take, up to your hit point maximum. Damage inflicted in this way comes off your normal hit points, not any temporary hit points you may have. Instead of healing damage when you use blood surge, you can choose to gain temporary hit points. You cannot have more temporary hit points than your Constitution score.
NOSFERATU You are more like a creature of the night than you care to admit. When using blood surge, instead of half your maximum hit points, you can recover up to your hit point maximum between long rests. Your Wisdom or Charisma score increases by 1, as does your maximum for that score.
VAMPIRIC UNDERCURRENTS Your Wisdom or Charisma score increases by 2, as does your maximum for that score.
HUMANS
(See the official 5E license product for rules on humans) Evolution is the adaptation of a natural animal to its environment. Further generations of a species may not necessarily be superior, but those that survive will be better suited to their surroundings with an advantage over the competition. This process eventually resulted in humanity—with no signs that evolution has ceased. The fae continue to adapt to their surroundings as well, but their development degrades their form, making them more animalistic and feral. Even the laudenians, the most magically endowed of all fae, fled to the skies to prevent degradation. Some humans, especially those of echa, firmly believe mankind’s turn to magic will be the key to their final path to perfection, able to master the world of enchantment in all its forms while fae continue to be slaves to it. Since only humanity has arisen with any notable footprint as an evolved species, they are the only ones listed, however broken into two groups: echan humans and techan humans. Though humanity is still the most numerous intelligent species on the planet, less than 400 million humans live today, many of them outside of bastions. Humans emerged millions of years after the last magical creatures escaped or fell to dust. Mankind grew from hairy apes to the form that walks with pride today. Since their peak in the age of technology, most of the human population has died off, leaving less than 3% to rebuild. The origins of this disappearance are not fully understood; some claim it was natural disasters resulting from the Second Hammer, others blame the encroachment of Kakodomania in the early days of the gate’s reopening, and there are those who believe that mankind had already practically destroyed himself through war, pollution, and disease by the time magic changed the world. Some escaped into bastions while others embraced the ways of magic. Many more were killed in the first few decades. After five hundred years of living on their own, mostly xenophobic of outsiders, the citizens of bastions can sometimes be looked upon in a wholly different light than their magically saturated brethren.
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Techa-folk often fear magic, claiming it steals their souls or changes them irreparably. The use of magic does change a human: he stops being a creation purely of nature, and his mere existence begins to break down the laws of the known universe just as the fae do. Techa-folk claim this removes them from the human race. Echa-folk claim this is how man is supposed to be. They are both wrong, but that’s beside the point. Until magic infuses a human, by embracing it as a mage or accepting its touch in weapon or armor, she has a choice whether or not to let the enchantment into her spirit. Once one does, she is borne along with the tide, and it is very difficult to come down from it.
Folklore, and Buddhism. They remain the majority by an enormous margin. Smaller faiths—Judaism, Sikhism, Shinto, etc.—appear in certain regions. With 95% of humanity eliminated at the dawn of the new age, the survivors believed that Armageddon had passed. The majority of man is still controlled by rulers professing a faith in an almighty power. Those embracing echa believe in the gate as a lens of their faith and not necessarily a symbol. Faiths including a heaven believe it sits beyond the gateway of Attricana. Those without a heaven (or even a god for that matter) believe the gate to be either a reflection of nature or a mirror of their own soul.
Mankind emerged into the new dawn with nothing. The old cities were gone. No corporations or organizations, no clubs, allegiances, or advocacy groups. Nothing that defined mankind as a species, or anchored them to their fidelity to god or country, endured. Fragments of the old age were scattered in the few ruins that somehow endured. Survivors had to set aside their ignorance and stubbornness. Many refused and died praying for a deliverance that never arrived. Suicide took many in the first few years. Later—when the first fledging communities encountered the first non-humans—hostilities followed.
Before the gate opened, the world was divided on the origin of man, firmly separated between a scientific theory and a religious belief. This all changed when Attricana opened. With this new angle on the world, many humans faced new facts: the introduction of the fae and dragons, and a past world and history unknown to them. Some elected to believe their dogma accurate despite contradictory evidence, concocting extravagant theories claiming the previous age did not exist at all, and the new arrivals were demons meant to be repressed or destroyed. Others took these new peoples and their similarities as the final proof of divine creation, still placing man atop this ladder of progressive superiority. Many older religions did adapt and changed their scripture based on the new world. Some still attempted to use fear to suppress their believers while others took this as an opportunity to start over. The vast majority of humanity accepts natural selection as the origin of humanity, whether or not they have integrated it into another belief system.
Many more humans fell under the blade in conflicts they often initiated. A pause in their fear and paranoia resulted in a stay of annihilation, preventing man’s second near extinction. Eventually, these first communities grew enough to sustain themselves. Though nations changed, ethnic groups continued to grow. Racism faded in the face of other, very real monsters. Bastions formed with wide spectrums of color and creed. Some cities (like Angel) did separate regions for specific groups, but this usually came at the request of the segregated group, wishing to preserve their ancient cultures against the melting pot. Outside of the bastion walls, any remaining propensities for racism were usually diverted to other species.
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Humans have short memories, and there is nobody alive who remembers the ancient hatreds and conflicts in times before the second Hammer. Few nations advocate hatred of other humans, although techan humans often act superior to outsiders, human or otherwise. Echan human nations respond well to each other with Baruch Malkut being the notable exception. With Darius Konig’s doctrine of Sapien Superiority and their murder and enslavement of thousands of fae and humans who don’t share their views, no other human echan kingdom will trade with them. Other nations like Kannos and Abidan maintain good relations with their surrounding fae neighbors. Specific diplomatic ties depend on which species are found in proximity to the settlement. Outside of the major human nations, dozens of villages and communities dotted across Canam and even the world practice bigotry against the fae ranging from shunning or enslavement to expulsion or eradication, but there are just as many communities who welcome them with open arms. Humans have maintained most of their old religions, but most religious zealotry disappeared when less than 200 million people survived to the new age. They quickly banded together, abandoning old bigotries and conceits from the old world. The holy lands many fought, killed, and died for were gone, and with nearly all of the ancient sacred relics gone with them, most took this as a sign to live for the betterment of all mankind and not die over the buried remnants of forgotten conflicts. Sworn enemies put aside their pasts in favor of rebuilding. Many of them found new enemies, as well as new friends with arriving echan peoples. In this new world, the big five religions survived: Christianity, Islam, Hinduism, Chinese
Many human languages died within a few generations of the Hammer’s fall. Others merged to create new variations. Only a handful remain. Surviving vernacular divided into regional slangs and patois, becoming recognized languages themselves with distinct lexicons, syntaxes, and phonetic pronunciations. Of the major languages, the only ones that survived more or less intact are English, French, Spanish, and Mandarin Chinese, and most of these are relegated to purely academic use in favor of more modern amalgams of a variety of regional languages. English was the dominant language of the world before it changed and often the only one that two disparate groups of survivors would have in common, so most modern languages are hybridized with it. In Canam, the major dialects are Common English (English grammar with additional vocabulary drawn from Spanish, Chinese, Japanese, and a variety of indigenous tongues, most prevalent in western and northern Canam), Native English/Englo-Lingo (distinct dialects, but both mostly pure English with French and German influences, found in eastern Canam), and Onespeak (roughly equal parts Spanish and German with some English influences, the dominant language of southeast Canam). Common English is the lingua franca of the human race in Canam and the few ports outside the continent that maintain any regular contact, and is the language most non-humans pick up when wishing to communicate with mankind. The majority of bastion-born believe mankind earned his right for total dominion of the globe and wait for the day when technology will retake the planet again. A few believe in a shared future where technology can exist side by side with magic, though with mankind as the true proprietors of the world. In echa, this belief is reversed. While some think the new races are intruding and should be eliminated or enslaved, many have embraced the new world, considering it the utopia and haven predicted in
religious texts. Only when the dark hordes and their minions are eliminated and the hell gate closed will this world truly turn into Eden.
PHYSICAL QUALITIES Humans continue to be more varied than any other civilized race on Earth. They possess virtually every possible skin color (including a few that were physically impossible in the old world), range in height from three feet to a towering seven, are thin and fat, and sport a variety of hair colors and styles. Since almost every religion and ethnic group is represented on Canam, a player can select any ethnicity of his choosing. It is suggested that upon choosing an ethnic group, the player takes the time to research the unique strengths of said group.
PLAYING A HUMAN With such a wide range of possibilities, humanity is the best people to play. They have the greatest variety of options. In this new world, they have the most to gain (and lose) with the coming events to follow. In the end, humanity will be the force that will decide the fate of the world. A player creating a human should first determine his origin: from a bastion or from the outside world. The player character choosing a path of technology must have access to said technology on a regular basis. Without upgrading their technology, techan characters won’t fare much better than low-level echans. A techan character is a stranger in a strange land. It might be Earth but centuries under the glare of Attricana have changed the landscape. Techans leaving the walls are truly entering a fantasy world for which they have little to no preparation. Some may leave willingly while others are forced to because of obligations or because of an obsession that haunts them. Some may open their eyes, welcoming the wonder of this new world. Others watch with jealousy and resentment. Regardless, techans are loyal to their own kind and don’t often welcome foreigners. While outside, they miss their refrigerators and computers. On the other hand, some techans have given up their central heating and televisions to pursue a path of magic, embracing the new world with a romantic naiveté, unaware of the horrors awaiting them. Loyal techans strive for the day when the gates close, orphaning the fae to the ravages of the real world, a time where mankind could retake the planet as its true inheritors. The fae would be forced to escape back into the formless void of dreams and delusions. Those unable or unwilling to make such a journey would be subject to the harsh reality of natural laws. Techans fear the future of a world where magic reigns uncontested and humanity lives stagnant, in limbo, never changing, forever in a fantasy world. Most echan humans have wholly accepted their path with no desire to settle within the walls of industry. They take on magic without worry of the consequences. They believe techans follow an obsolete conviction, frantically clinging to a dying mind-set. Echan humans insist this new world is as real as the one that came before, and it deserves to exist as much as anything else. Those with a faith in the unseen believe it to be the ultimate solution to humanity’s avarice. If man continued alone, he would have destroyed the world. With magic and disruption, it keeps mankind humble and in check—nature finally striking back for sins committed on its soil. Even those without religion believe this new world is the proper one. At the very
least, it’s far more interesting. Some just don’t care about the fate of humanity and have turned their back to selfishly embrace the romance and exotic nature of their new neighbors. Then there are those on either side who simply have yet to make a choice. It must be stressed that though millions of humans would be considered ‘echan’ simply because they live in regions that accept the existence of magic as a reality of life, only those who actively use or expose themselves to magic are actually enchanted (and thus generate EDF). At the same time, there are plenty of so-called techans who hearken after either a simpler life or merely a less predictable one outside the bastion walls. Humans often seek excitement for the sheer thrill of it. Some escape their bastions while others dedicate themselves to entering one. Humans follow whims and dreams more than any other species. They are caught up on causes while others let things pass. Their short lives force them to condense as much experience as possible in a brief span of time.
NAMES Human names continue to evolve today. Now with the commingling of many ethnic groups, first and last names can (and usually do) represent several cultures. The degree of infusion of Asian blood and languages into the general Canamite population means that old Chinese, Japanese, Korean, and Indian names are as common, if not more so, than those originally of European extraction. Examples: Chiaki Jones, Kim Jansen, Kiba Hebrus, Delacroix Lin-Wei, Miranda Okama, Robert Naseen
MIXED GROUPS Of course, one could mix both echan and techan players together into one group. Why they would choose to unite is left up the imaginations of the players or DM. One idea could be a shared past between several characters (both raised in Angel, one in Genai, the other in the main city), a techan out of place in the world or even characters romantically linked. Either way, they attempt to survive together, flying in the face of convention insisting the worlds live apart. In this situation, the techan must exercise caution and not wield or use magic though surrounded by it. The techan or techans also must be careful to keep their more sensitive gear away from the powerful magic items in the group or risk disruption. This problem escalates as levels progress and more powerful technology shorts out more often and more severely, despite the shielding techniques some bastions developed. This struggle reflects in the rest of the world as well.
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KODIAKS
In light above, I see fires by man and unman. I tell not apart. They better for sparking fires? I make fire here. No need to set them to sky. Here they cook and warm. We thank wood for burning. We plant again to make grow more. No wood in sky. Man pray fire. Seek fire. Wrong for this. No pray fire, pray wood. Wood better. Pray Wood. In the north of Canam, influence from Attricana has forced the native bears upright. At first, these creatures remained lawless. They quarreled amongst themselves and raided neighboring communities for food. Even today, kodiaks still lack sufficient success at civilized society. Most cling to the quest for survival with such an obsession that they care for little else. A band's disposition relies on its leader, dictating how the tribe will act and where they will travel. Will they hunt or forage? Will they attack or trade? A few tribes close to the narros in Fargon or migrating into the sparsely settled lands down the Dianaso pass, understanding that their future depended on pushing past their fear of others, attempted a dialogue. The kodiaks developed into trained hunters and farmers. As they brought in food, the civilized folk repaid their allies with knowledge, clothes, tools, and finally weapons. Better armed, these civilized kodiaks overwhelmed their unfortunate rivals, whether they be boggs, skeggs, or other kodiaks. Almost all kodiaks reside in Northern Canam with a few migrating through the rest of the continent. They are virtually unknown elsewhere. Their presence in any non-kodiak community is uncommon; the only place in Canam where kodiaks and non-kodiaks regularly mingle is in the confederacy of Seliquam, in and around the Dianaso Pass, and even there, most kodiak bands keep to themselves.
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The kodiak belief system is essentially animist, with everything in nature having a spirit. Where they differ from other animist traditions is that kodiaks do not believe that the spirits should be importuned or even bothered unnecessarily. Where a human tribal hunter might give thanks to the spirit of the prey, kodiaks descend from predators higher on the food chain; if they are able to catch something, that is proof that they deserve to have caught it, and no thanks to any noncorporeal power are needed. Their beliefs are more a means of explaining natural and supernatural phenomena to a culture that has no traditions of either science or magic, and they find other species’ notions of gods and afterlives to be eccentric at best and delusional at worst. A few kodiaks who deal extensively with the narros have converted to the worship of Oaken, but this is uncommon and usually scoffed at by their brethren. Kodiaks speak in a series of grunts and whimpers known as Argose; they can manage other languages only with difficulty, and always heavily accented. Few nonkodiaks comprehend their language.
PHYSICAL QUALITIES As their name suggests, most kodiaks are derived from northern grizzly bear stock, though there are a few bands whose ancestors must have interbred with polar bears or black bears from their size and coloring. Kodiaks are enormous, with many towering over seven
feet. They are covered from head to toe in heavy fur with large eyes and articulate claws. Their snouts are shortened to fit a proper mouth that can articulate speech (albeit not terribly well). It is nearly impossible to tell a female from a male upon a cursory examination, or for that matter even distinguish one individual from another: kodiaks tell one another apart by smell more than sight. There are a branch of elder shamans revered by the kodiaks as living deities. These are not true kodiaks, being proportioned more like normal bears, with shorter limbs and larger torsos. They also rarely wear clothes or wield weapons. Kodiaks wear layers only for protection. If they travel too far south, they stop wearing unnecessary clothes, except armor. While not dependent on magic to live, as fae are, kodiaks are still an inherently echan folk and disrupt technology just as the fae do. They are also immune to most, but not all, human ailments, although they can be carriers—but they also have their own unique disorders, which can be difficult for a nonkodiak physician to even diagnose let alone cure without the aid of magic. Kodiaks also retain some vestiges of their ancestral hibernation instinct, and although they can easily overcome it, they tend to be sluggish in the winter months: however, they also are able to survive on practically no food during that time, having stored up sufficient reserves during the summer and autumn.
PLAYING A KODIAK Kodiaks are the best species; there can be no argument. A kodiak enters the room and all eyes turn. Every mouth gulps its drink. Respect is bestowed without knowing anything further. It’s a gigantic, bipedal bear. Its roar can be heard from across the room. Seeing one in battle fills enemies with dread. They are the biggest and the strongest. Who cares about anything else? Kodiaks are a rare addition to any adventuring party. They seldom leave their tribes and when they do find themselves thrown together with non-kodiaks, they are often taken advantage of. Kodiaks may be the strongest and most durable, but they are rarely the smartest. There has never been a kodiak wizard mentioned in any book, and even the darawren of Jibaro have only ever accepted four kodiak druids. They prefer loosefitting armor to heavy plates. They avoid shields and relish two-handed weapons, especially heavy clubs and battleaxes. Kodiaks are brought into a party for their strength and not their colorful conversation. They say little, making others skittish around them. When they do associate with outsiders, it's often with other peoples bound to nature (chaparrans being the noteworthy example). Other semi-feral species often take a liking to kodiaks. There have even been a few rumors of kodiaks taking changelings or nariisa as mates. No one dares cross a kodiak. They defend their friends with violent fervor, building themselves into a crazed frenzy like a mother bear with a cub. Kodiaks suffer from low intelligence but should not be considered stupid. They are simple and talk in basic phrases but only speak this way because of apathy towards conversation. Kodiaks can’t stand small talk. They despise politeness and rarely return courtesy. Words like “please” and “thank you” have no mirror in their tongue. A kodiak character has likely left his tribe because of dishonor or less commonly because of a command or need to wander the world. He may even be the last of his family.
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NAMES Kodiaks can tell each other apart easily, differentiating sex, age, and family line. Because of this, they have no need for complicated names or family titles. They have single names of few syllables, which are easy to pronounce, and are not usually used within their own communities. One account claims the kodiaks only have thirty different actually names they continually recycle, but this has never been proven. Examples: Warro.
Donan, Goran, Hagga, Koa, Rogan,
Half Kodiak: Kodiaks rarely breed outside their species. Like humans they can mate with any fae (most commonly with nariisa), but their children will always be a pureblood fae of the fae parent’s species. Humans and kodiaks cannot produce children.
KODIAK TRAITS Your kodiak character has a variety of natural abilities common across the planet. Ability Score Increase. Your Strength score increases by 2. Age. Kodiaks age quickly, reaching full maturity by 15 years. They generally don’t live past 80 years. Size. Kodiaks look enormous, but most of that is fur. Even considering that, males can occasionally tower over seven feet tall and weigh up to 450 pounds. Females are generally smaller, around 6’4” and 350 pounds. Your size is Medium.
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Speed. Your base walking speed is 30 feet. As long as you have nothing in your hands, you can run on all four limbs. If you do, your speed increases to 40. When moving in this fashion, you ignore movement penalties from difficult terrain. Languages. You know Argose and English. Enchanted. You are an echan. Any technology you attempt to use is automatically disrupted, and you increase the risk of disruption of any device in the same general vicinity. You have a saturation value of 20 that can never drop below this value unless your soul switches from Attricana to the negative energies of Ixindar. Darkvision. Thanks to the tapetum lucidum, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You suffer no penalties seeing in the dark—you can see in the full spectrum. Your eyes reflect even the dimmest illumination.
Imposing but Clumsy. You can wield two-handed weapons in one hand. You are too large and clumsy to ride a mount. Natural Weapons. You possess powerful claws and teeth and have proficiency with them. Claws count as finesse, light, slashing weapons that inflict 1d6 damage. Your bite counts as a finesse, light, piercing weapon that inflict 1d4 damage. Subrace. Kodiaks do not have subraces; instead, they have distinct sexual dimorphism and gender roles.
MALE (BOAR) KODIAK There is some sexual dimorphism between male and female kodiaks. On average, and pure only average, males (boars) possess heavier, more muscular heads and shoulders. Their ears are also notable smaller. Generally, their size is about 15% to 20% larger than females. Boars are also encountered more often in the wilderness than females though they are generally more skittish with outsiders.
Ability Score Increase. Your Constitution score increases by 1. You can swap this bonus with your racial bonus to Strength. Snug. You gain a +1 bonus to AC, but are unable to wear heavy armor.
FEMALE (SLOTH) KODIAK
Female (sloth) kodiaks are generally smaller than males, with narrower heads, though larger ears. They are considered on average smarter and more curious about the outside world, even though they are seldom encountered there. Though more intelligent, sloth Kodiaks seldom rule their tribes. They often take background roles, advising leaders on the best course of action. They also raise all offspring, thus their rarity outside of tribes. Ability Score Increase. Your Wisdom score increases by 1. You can swap this bonus with your racial bonus to Strength. Perfect Sense. You have advantage on all Wisdom (Animal Handling) and Wisdom (Survival) skill checks.
KODIAK FEATS YOU’RE A BEAR
Your Strength score increases by 2, as does your maximum for that score.
RAZOR SHARP CLAWS Your bite and claw damage increase to 1d6 and 1d8, respectively. At 8th level, they increase to 1d8 and 1d10. At 12th level, they increase to 1d10 and 1d12. At 16th level, they increase to 1d12 and 2d6.
DID WE MENTION… Prerequisites. Male kodiak You’re a big damn grizzly bear. You have advantage on all Strength ability checks. Your Constitution score increases by 1, as does your maximum for that score.
DON’T MESS WITH MAMA BEAR Prerequisites. Female kodiak You are very protective of anyone you have claimed as your own. You cannot be frightened. If an ally is reduced to zero hit points or suffers a critical hit, you have advantage on your next attack roll. Your Wisdom score increases by 1, as does your maximum for that score.
NATURAL STANCE Your play-fighting as a cub translates to devastating advantages in adulthood. When running on all four limbs, your speed increases to 60 ft. You don’t have disadvantage on attack rolls while prone when using natural weapons. Your Strength score increases by 1, as does your maximum for that score.
INTER-SPECIES Each line of the fae is technically a separate species, and were it not for magic, they would not be genetically compatible with one another. Likewise they are genetically incompatible with humans. Magic, however, enables crossbreeding between fae lineages and even with evolved and spawn races with varying degrees of success. The first issue in fae-human crossbreeding is time. Fae are generally long lived, imbued with an amazing degree of patience. Most fae gestations take more than fourteen months, and their fertility cycle ranges from one to two years, not monthly as with human females. Additionally, many fae refuse to take non-fae mates not out of bigotry, but fear of loneliness. Nearly all fae mate for life and the idea of outliving the short lifespan of their mate by hundreds or thousands of years frightens them. However, a strange side effect does occur in those rare situations where fae bond for life with a shorter-lived species. Throughout all fae species, the process of pair bonding forces both sides to sacrifice part of their soul to the other. The ceremony, differing with each species, can take less than five minutes in a private encounter, to several hours or even days in a public venue. The consequences are eternal. Humans and fae cannot reproduce with each other without this ceremony. The bonded souls push past scientific barriers. Humans may not be born enchanted creatures, but they instantly become one when they bond with a fae. Although bonding is technically not necessary between fae, many frown on married couples not bonding (and it does increase the chances of conception). Though a few have tried, no one has ever successfully forced a bonding in order to extend one’s life. Both parties must be willing or the procedure can never finalize. Unfortunately, there exists one exception to this rule: the pagus. They somehow found a way to mate with anything successfully, bound or not, and they do it often. Pagus can bond for life like all fae, but this situation is extremely rare and reserved for those embracing the path of good (bonding is strictly forbidden in Kakodomania and in any villages ruled by evil dragons, resulting in immediate execution of both parties). The pagus ceremony looks strangely alluring and involves hours of synchronized chanting from the couple and friends. The chants blend into a moan that shakes the ground. Compared to the usual negative views many have of them, this remains one aspect of the pagus considered beautiful. The longest bonding ceremony (taking three days without sleep, exchanging thirty pages of vows) is with the laudenians, who rarely take human mates. Laudenians share magical spirit via a special chant cast by an arcane priest. The shortest ceremony, that of chaparrans, takes less than five minutes: a tree is planted and the blood of both sides drips into the roots. The tenenbri have no ceremony; their bond occurs merely by both sides allowing it to do so. Gimfen ceremonies involve some poetry and vow exchanging, drinking from enchanted waters, and prayers to whatever god/s they worship (if any). Damaskans include vows but also exchange colored ribbons, sashes, or scarves (depending on family tradition), which the married couple wear for life. Limshau custodians exchange small blades, not much use in combat, ornately decorated with merging family symbols. Sometimes offering said ribbon or blade is akin to a marriage proposal. That being said, ultimately the ceremony is traditional, and if a couple wishes to bond, sometimes it just happens. If there is a ceremony, it can occur later to
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make the matter official, with few people other than the couple knowing that the bond had already previously occurred. Fae never jump into marriage and few fae marriages have ever ended in divorce. Even when elders frown and forbid the pairing, once it occurs, nothing more is said on the matter. In the decades after first contact, many suitors attempted to woo fae maidens, some for conquest and others for marriage. This seldom worked: initially, the fae were skittish of mankind, and most initial meetings ended in violence. Eventually, saner minds began to reach out, but the mingling of breeds would not occur for many more decades. In the first century, the entire planetary population of fae-human hybrids could be counted on a single hand. There is no record about which species was the first to yield, but the balance of probability is that it was a damaskan. As is usually the case, it probably occurred from shared experiences. Fae establish a connection that overcomes personal beliefs and interests. Most of the time, this remains mere friendship, though this comradeship can be as resolute as any marriage. Occasionally, it continues to form an intimate sharing of souls, and the two sides bond for life. This surmounts such pesky hurdles as age, sex, or race. As humans and faekind shared their lives, bonded couples began to emerge. In nations like Laudenia and Dawnamoak, pairing fae with human is frowned upon or outright forbidden (due to simple prejudice in the case of the chaparrans and an ingrained fear of degradation among the laudenians). This fanatical view is most prevalent at the core of their societies: chaparrans (more than laudenians) are often more approachable outside of their nations, and the farther one travels from the labyrinth of Vanaka, the more likely one is to find a tenenbri who appreciates a non-tenenbri partner as anything more than a novelty.
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Narros’ discipline and their preferred environment have made interracial couples relatively uncommon. The same goes for gimfen, but with them, it’s their visible age that turns most away. This leaves the vast majority of interracial couples from damaskan blood. Since Limshau permits and encourages mingling races on every level, the kingdom became the hub of romantic voyages. In the end, most suitors encounter failure. Despite being quixotic, fae are skittish to bond, especially damaskans, known for their distant emotions in public. Fae often act alien compared to common human customs. They are all brutally honest and find deception rather repugnant. Coupled with their long lifespans and aged wisdom, most wooers are apprehensive to speak up. Fae do not fall in love in a day like humans. For them, it takes time and most pursuers don’t have the necessary patience. Those doggedly determined to win the favor of a fae’s attention can be rewarded with a prize greater than the trophy of the exotic catch or the years the bond offers. Because fae are immune to all human disease and without a bond are not capable of producing offspring with humans, females became sought after for slaves. Sexual merchants bought and sold stock from the backs of carriages for centuries. Many governing bodies attempted to close these crime rings, but rumors point to a few still circulating. Baruch Malkut, for example, still employs thousands of slaves. Some believe those are urban legends meant to scare fae from leaving their homes.
BONDING BENEFITS These are the benefits from possessing a fae bond: Locator: Both mates know each other’s exact position within 5 miles and general direction within 50 miles. Life Sharing: The side with the lesser life span lives longer. 20% of the difference between their maximum ages is added to the age of the lesser-lived species. All other age quantities are unchanged. This information is uncommon and few outside of the fae know it. The longer-lived side loses that same 20% quantity from his or her age. It’s the trade-off both must be willing to accept. This also applies to different fae species with vastly different age limits: for calculation purposes, assume a lifespan of 5000 years for laudenians. (Example: A tilen female bonds with a human male. The human has the capacity to live to 184 years while the tilen drops to 496 years.) Whisper: Mates can both whisper messages and receive whispered replies from each other with little chance of being overheard. They must be within a mile of one another or be able to see each other by some means, directly or indirectly. Magical silence, one foot of stone, one inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the whisper. The effect transmits sound, not meaning. To speak a message, one must mouth the words and whisper, possibly allowing observers the opportunity to read lips. Dreamspeak: After two hours of sleep, both sides can carry on a conversation as if they were next to each other. The effect lasts for ten minutes and has no range limit. Consequences: If one side dies for any reason, not only do all these bonuses vanish (sometimes resulting in the surviving mate dropping dead instantly if their time is up), but they also suffer a -1 penalty to all their ability scores. This cannot be removed by any means. Re-bonding to a new mate does not recover this penalty (although it does restore the other benefits) and another death compounds it. The shortened life of the longerlived side stays shortened. Note: A 1st-level character can only begin the game bonded with the GM’s permission.
FAE MIXED BLOOD Crossbreeding between fae species occurs relatively frequently, but the offspring of such a union, even though they may take equally after both parents in terms of appearance, are always the same species as the parent lower on the devolutionary ladder: Laudenian > Chaparran > Narros > Damaskan > Tenenbri > Gimfen > Pagus > Lesser Fae (bogg, skegg, pugg, etc.) A pagus mating with any other of the major fae can only produce a pagus child, for instance, whereas only a laudenian-laudenian pairing can produce a laudenian child. Tilen are an exception to this rule: any offspring of a tilen, even with a laudenian or a human, is a pureblood tilen. Human-fae unions are unusual. Instead of being wholly of one species or the other, the children of such a pairing are true hybrids.
HALF-FAE (HUMAN/FAE) Occasionally it bothers me that I’ll outlive my father by two centuries at least, and that my mother will never be able to see the colors I paint on this canvas. My sensei tells me not to worry about it. Focus on what they made when they made me, he says, and the gifts that both have given me to bring their worlds together. And so I search the world for new pigments to astound the eyes of the humans who see my art, and new textures to amaze the tenenbri who feel it: two worlds wrapped up in a single canvas. I’ve made many friends on my journey, many of whom will outlast me, some of whom I’ll say goodbye to long before I’m ready to go, not a single one of them like me. But I can’t say that I regret getting to know a single one of them, for any of that. We just keep on going one day at a time. When humans first found their world invaded by these pointed-eared humanoids, speciesism quickly followed. Most human communities openly hated them: indeed, the oldest may have resulted from just such a xenophobic settlement. But nearly all such populations without sufficient infrastructure to support their technology either destroyed themselves or were destroyed by predators, lacking allies to defend them. Most human echan civilizations that flourished did so
by declaring no ill will to their new neighbors. Laudenia and chaparrans still hold the humans in distrust and seldom communicate, and the Southam tenenbri avoid everyone equally. Only damaskans, narros, and gimfen embraced their new fellow inhabitants, occasionally in more than one sense. Those born from the rarer species like tenenbri, chaparran, and laudenian often find their lives difficult, as their fae parent is almost always an exile from their native society (or becomes one shortly after the child’s birth). Thankfully, this problem does not occur with damaskans, who embrace their children, regardless of who they are, and value individual differences more than most fae (this significantly increased the population of Limshau in its early days, as the lack of stigma resulted in a migration of half-fae of other species to its cities). Nearly all half-fae in Canam reside in Limshau, but that still accounts for a very small portion of the kingdom’s population (some say less than a thousand). Gimfen and narros half-breeds do not occur frequently, but when they do, they are treated no differently from their fae parents except insofar as allowances must be made for their height. Half-fae have never developed nations or communities of their own. They either remain in their homelands, or venture to others if not accepted. Because a half-fae cannot be born except to a bonded couple (except half-pagus), if the child is expelled from their home culture, the entire family typically leaves as
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well. In human circles, feelings towards them depend on how the community responds to integration. Some fearing the fae ostracize the half-breeds as much as the laudenians do. The only bastion which tolerates the presence of half-fae is York, and even then, their movements are as tightly regulated as the infrequent fae visitors: half-fae generate just as much EDF as purebloods do, after all.
Because a half-fae results only from bonded parents, raising one is a blessed affair, despite the feelings of the community. Half-fae rarely encounter abuse within the family and consequently seldom abandon their loyalties. Only acts of fate can result in a half-fae not having a normal childhood (this, of course, assumes both parents are good; evil parents can commit whatever atrocities they want against their children).
PHYSICAL QUALITIES
Half-fae, like humans, develop their personality more from how they are raised than what their racial stereotype denotes. Ones raised in open and welcoming cultures like Limshau will usually retain more of their cultural roots, but with a general cosmopolitan attitude; those raised in isolated or insular societies will mostly conform to those cultural norms. A halffae player character will be shaped by their home culture more than their species; to that end, it is helpful to know which parent is the fae, and in which parent’s culture the family resides. This will help create a believable back-story.
Half-fae share the most dominant characteristic of their fae parent. Their ear size is midway between the human size and the fae parent. They are also between their parent’s heights. Their skin always favors the darker tone. Magic often forces submissive genes into dominance when humans and fae breed; blonde hair will sometimes surpass black, blue eyes over brown. The fae parent filters out genetic defects or inherited disease. Human physical features not seen in fae but considered appealing (like freckles or snaggleteeth) often pass on, but negatively viewed genetic traits such as a predisposition for baldness or obesity almost never do, for reasons which science is unable to explain. Halffae may grow beards regardless of their fae parent.
PLAYING A HALF-FAE Many believe the half-fae are the future of the Earth, the eventual course for everyone. Together, as one mixed species, the planet’s population can truly be in peace, to unite against the coming darkness. Half-fae often let the winds call them to the open country. Though longer lived, like their fae parent, they still desire to seek adventure like their human progenitor. This makes them the best species to play because they have the versatility of humans with the exotic strengths of the fae.
Despite a probable pleasant childhood, when a halffae ventures into the world, she might encounter problems in traveling. Some nations accept those of mixed blood as no different as any other person while others revere or revile them as they would other fae. In locations hostile to fae, their unique heritage may be enough to prevent instant lynching (and, if nothing else, it is a lot easier for a half-fae to pass as a human), but the best they can hope for in such places is immediate ejection. Fae communities that deride mankind consider themselves too civilized for such harsh action, and merely shun an unwelcome interloper or politely ask them to conclude their business and leave swiftly. Half -fae, for the most part, tolerate this unpredictability. Despite attempts to quash the use of the term “halfelf” as a racial slur, it still gets bandied about. Many half-fae try to use the term “minaan”, which is damaskan shorthand for “gifted from two” or
“mesinaan” which is similar, but comes from laudenian as “strengths with differences,” though the laudenian term is not used in their language to that effect. Many half-damaskans actually do not object to being called “half-elf,” many of them being familiar with human legends in which this was a term of respect. Unfortunately, in many communities, those of mixed human blood are labeled as half-castes or worse, halfbreeds, a derogatory slur no “minaan” takes lightly.
HALF-FAE TRAITS Unlike any other races, no two half-fae are alike, and you should consider possible strengths depending on your parents and your upbringing. Ability Score Increase. Select two ability scores and increase them by 1. Age. Like normal humans, you generally reach adulthood around 20 years, though your estimated life expectancy is the average of your human and fae parents. Size. Your average height and weight is based on the average of your human and fae parents. Languages. You know your fae parent’s language as well as your human parent’s. Half-Half-Fae. The child of a half-fae and another fae (full or half) is a half-fae of the species of the parent further down the ladder. Any child of a half-fae and a human is a human. Fae Blood. For all effects related to race, you are considered a fae of your parent’s species. Fae Gift. Depending on the fae parent, you receive the following additional abilities. You don’t receive any subrace benefit regardless of your fae parent: Chaparran: Brachiate and Natural Habitat, low-light vision. Damaskan: Ambidextrous and Tachygraphy, normal vision. Gimfen: Disruption Reduction and Scurry, normal vision. Laudenian: Light Body and Natural Resilience. Narros: Darkvision and Stone Bones. Pagus: Focused Aggression and Ixindar Keyword. Tenenbri: Piezo scream and sense-focus Tilen: The offspring is a full-breed tilen and is not considered a half-fae at all Sleep. Half-fae sleep like normal humans and don’t gain fae sleeping benefits. However, you only require 5 hours of sleep a night. Sensitivity: Like fae, half-fae are vulnerable to Fae Iron.
Genai bore no resemblance to any other district in the city. Unlike the rest of the city, organized and methodically laid out, Genai was a model of chaos. Roads split into dead ends; walkways looped around onto themselves. Buildings were built with wood and concrete, topped with ceramic tiles or gardens. The temple, a pagoda atop a pyramid, stood at the center of the town, towering the buildings around it. Aiden only caught it from the corner of his eye as he tracked the passing street signs. Aiden found the address. Huangxia Street was an alley branching from the towering monument. The lights barely reached into the dark chasm Aiden had to venture into. Bottom lip quivering, Aiden forced himself deeper down the alley, waiting for his eyes to adjust. A hundred feet in, he found it. The store was three stories, probably an apartment complex at one point. A large set of unlocked wrought iron gates stood ajar and portentous, like a patient basking shark. Behind them, tattered wooden doors tapped in the breeze. Aiden rechecked the address. From the outside it looked like either the place had been robbed or abandoned years ago. The sign above rocking like a metronome was in the same Asian type Aiden had read inside the codex. At least the number 23C was understandable. Aiden realized that he hadn’t considered what he was going to do next. He was half-way across town, past most adults’ bedtime, staring at a store that appeared to have been forsaken. Even if it wasn’t, it would still have been closed. He knew he wasn’t being rational. Part of him was wishing he had stumbled on an elderly Asian man with a crooked wooden cane, round glasses, and a white fu-manchu beard running a 24-hour corner store stocked with a witch’s brew of spices, frozen food, and bottled soda with a curtained-off backroom hiding wands, magic powders, and tiny creatures that looked adorable but acted as monsters if you angered them. Aiden considered returning home. However, since the door was open, there was no harm in taking a peek. He saw only glimpses in the darkness as he peaked past the threshold. A few shelves sat in silhouette. Cheap tables and bamboo chairs lined one-half of the store. A dim lantern with a faint glow hung over an oak desk sitting at the other end. A few books waited open for a reader. Aiden willed himself through the iron jaw and past the tapping doors. He squeaked a “hello” to announce himself but only managed a whisper. He snuck across the room and approached the oak desk. The immense open tome before him had broken its spine at the gutter like it sat at this page for a hundred years. The cover had the finish of marble and as Aiden scrapped his finger across the tail, he realized it was. He removed his glasses from his coat and tried to read. Aiden could make out most of the words though a few were hidden in the shadow of the gutter. He was apprehensive about touching anything but fought through it to turn the nozzle on the lantern. The light grew bright and Aiden shifted his attention back to the book. Humans suffer from the obsolete notion that they are the dominant species upon this world. Man's strength for conquest comes only from population. He exists in num-
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bers. Using numbers, by all rights, puggs deserve dominion. The Earth requires penance from man for he committed sins against the world that gave him birth. Aiden didn’t notice the light form the lamp was growing brighter. He was engrossed in the words, wondering what puggs were, what sins the writer was referring to. The light began to drift slightly over Aiden’s head, illuminating the gutter nicely. Aiden continued to read. Nature offered man renewable resources, friendly denizens, and land uncontested by evil. He abolished this unwritten rule to care for the world. He committed unforgivable sins against nature when he embraced the machine. Technology offered man growth beyond what he could accomplish by natural means. He turned his back on life. Aiden finished and then realized that the light on the page had shifted from his right to his left. He twisted slowly to spot the flicking flame hovering in the air beside his head. It had opened the lantern door, drifted gently from its cage, and moved closer to offer better illumination. Aiden screamed and spun around, pinning himself against the desk. The spark of flame jumped from its spot and fluttered around him. It was no dragon, but Aiden’s growing anxiety of being so far from home made him jumpy. He also didn’t like bugs, and this thing moved very bug-like. It floated to the book and then tapped the page repeatedly. Aiden didn’t know how to respond, or even if he should. It didn’t have legs or a head; it was just a lantern flame that had floated from its lantern. Aiden bent his head and leaned forward. It tapped the page again. “What?” Aiden asked. Tap. Tap. “You want me to read?” Tap. Aiden's heart started to temper. The light drifted up over the book. Aiden stepped back to the desk. “If… you…insist.” He was about to look back down, then it occurred to him that a flame with no fuel source was floating in the air in front of him. “You can’t be real,” Aiden whispered. It bobbed in the air, floating on an invisible ocean. Aiden didn’t know if that was an answer. “You shouldn’t… exist.” "Its life has no meaning unless it can light the way for others," spoke the tall figure approaching from the shadow. Aiden jumped upon hearing him. "If only all things had such simple ambitions." The man wasn’t a dumpy figure with almond eyes and shriveled skin. This stranger towered over Aiden by several feet. His eyes were a radiant blue, skin darker than the room. He had fuzzy grey hair with matching whiskers under his chin, thin with a granite physique. Aiden backed away from the desk into the shelf behind him, jostling the heavy books resting upon it. The youth glanced back and noticed a hefty volume toppling over. It had a cover of obsidian, parading gold bosses of the gaping maws of dragons. Their front claws reached across the outer edge to the single oversized clasp keeping the book closed. Aiden righted it quickly—with considerable
strain—and turned back to the man. "I'm sorry," Aiden started, "I was just--" "Quite all right, Mr. Camus," he answered. The spark orbited the two of them. "It likes you." His voice was deep and rough, with a heartening charisma in the way he addressed the child. Aiden couldn’t place the accent but he had no problems understanding him. The man stopped opposite of the desk and looked down to the book. "The memoirs of Renar Alkanost, laudenian council leader, written 300 years ago." Aiden offered only a blink. "Though personally I think the fae is arrogant in his opinion. Most laudenians are like that." "I just wanted to look..." Aiden trailed off. "You know my name--" "I knew your mother. I sold her the books. She talked about you at length. Sorry about..." he paused to choose an appropriate word, "everything." "Who are…" Aiden's voice faded and he mouthed the last word formed. "I’m a collector. You may call me David…or Chen." "You collect books, Davidorchen?" "I share them," Chen corrected. He opened his palm and the spark flew obediently to it. A whisper from his lips and it leapt from his hand. It bounced and fluttering across the room, igniting every candle and lamp. Aiden’s eyes followed the spark as it made its journey. Aiden’s mouth fell open as he took sight of the forty rows of books that encircled the chamber, every wall, floor to ceiling. Each volume looked as old as the book on the desk, like the books Aiden owned. They were magnificent. The only break in the books came from a glass showcase of old weapons modern man never used. They were obsolete devices and implements from a time Aiden delighted to remember. They gleamed with polish as if forged and shaved into shape yesterday--broadswords, throwing axes, and a single longbow shaped from black wood. The flame finally returned to its home and closed the door behind it. "How did you..." Aiden started. "I asked it to." "But it's not alive." "First rule of Attricana: Anything you can think of...thinks for itself." Aiden gathered his thoughts. "Attricana?” Chen approached a window and opened the shutters to the moonlight. He pointed to the bright star brushing the crescent. “By way that everything that can’t happen, does.” “Can’t happen…Dragons," Aiden said. "Quite right. Hard to miss when they appear as they did." "They aren't real," Aiden forced himself to say, “Can’t.” "So says the normal world," Chen replied with a shadow of a smirk. Aiden was not smiling. Desperation had set in. "I don't understand." "Should you?" "Was it Zmey?" "Zmey?" Chen pondered the sudden question. Aiden could see the man rifling through old thoughts. "Zmey is
a myth, based on several stories. What attacked you… was a death dragon." "I couldn't find the other one in my book." "Book?" "Codex Dracontis--" "Oh yes. I remember that one. There are better resources." "That show the other dragon? The one with gold and blue scales, blue eyes, white whiskers and white talons. A long snake body. Four arms, four talons." Chen circled around the desk, rolling his fingers across the spines on the shelf behind Aiden. "You know, they say spotting a Yok-ani is a good omen. Seeing two portends a blessed life." Chen found the book in question and pulled it out. It was almost as large as the one already on the desk, but with no cover art. There was only a single large Asian-sinitic letter and the English words underneath Myths of the Kuraukou-Puru. "Yok-ani? Are they good?" Aiden asked. "Some people certainly think so," Chen responded as he placed the book gently on the table. He respectfully slid the other to the side. "What do you think?" He unclasped the latches at either end of the new book. "I think it was good." "You sure it had four talons?" "Yes." "Good eye for detail, considering. They grow more as they age. Three to four to five." He opened the book. The heavy-stock pages were rough on the leaf, a hemppulp hybrid. The letters were pounded heavily into the stock. "This one talks of them. They are quiet, reserved, renowned for wisdom, and worshipped for the humility of their power. Under their guidance, lands see no war, famine, or grief. At least that's the claim. Reality, well…I guess they try their best." Aiden broke from the book to look at Chen. "Read it," Chen added. "Stay if you wish." "My brother will kill me if he finds out." "Yes, I imagine he will." Aiden smiled and reassured himself. He thought of Martin's shoulder punches and whatever punishment his new guardians would inflict if he got caught. "I'll stay," he said. "I'll make tea," said Chen as he walked to his kitchen. "Uhh, Mister?" Aiden still wasn’t ready to call him by name. "How much is true? Dragons? Elves?" Chen looked back at the young boy. A quiver of a smile crept on his face. "All of it." * * * The other dragons grew to power and passed the Yok -ani in number. By the closing of the gates, only nine Yokani had been born (or perhaps created). None of them died by natural causes or fell by the hands of an enemy. Nine still remain today. In the five centuries since the reopening of the gate, the Yok-ani made no attempt to increase their numbers. Although few, they are the most powerful dragons in the world, rivaled only by the remaining dragon kings, of which Shaka, a Yok-ani, is counted as a member of. The tea was no simple drop-bag of disheveled twigs
and bark. Chen had brought a kettle of scolding water, a saucer and cup, and a smaller kettle. Inside the smaller kettle was a collection of dried herbs, flowers, leaves, and honey. Chen poured the hot water in the small kettle, and then emptied the small kettle into the cup. Aiden repeated that process and emptied the larger kettle before finally speaking to the man again. "Do you have more?" "Tea or dragons?" Chen replied. "About everything outside." Chen waved to the room. "They're all on that subject." "I want to read them all." "There will be time for that. It’s getting late." "Then I want to see it myself." Chen raised a brow. "A zeal for adventure got you already?" "It's just like the books. Just like the games I play." Aiden was getting excited. "I want to see it all, everything that they said wasn't real, castles, magic, fae." "It may look the dream, child, but it'll carry the chill of reality. And what will it prove? Even if it feels like your fantasy, you’re not the storyteller." Aiden didn't appear dissuaded. "How will you survive out there? Can you wield a sword, shoot an arrow?" "Maybe," Aiden responded in reflex before realizing that the most strenuous physical activity he had ever done was avoid a soccer ball when playing goalie because he didn't want to get hit in the face. Chen saw through the boy's naivety. "I don't mean to turn you away," he said, "just understand that many people claim that world as home, and you would not be any more special out there than in here. You may wish to be a character in your own fantasy, but this is no work of fiction. It’s real. You’re not chosen by fate. Your parents were ordinary. No gods kissed you upon your birth. What do you do well?" Aiden scrunched his lips, shrugged, and sighed. "I read books. Don't suppose that means much." The sudden wash of insight over his face was unmistakable. "Magic. I could do that." "How?" Chen motioned to the lamps. "You've just seen that. How could you know? Maybe it's something I do naturally no one else can." "If it's all real then magic can come from books! I can learn!" he begged. "I can do that! Just give me the right books!" The wide-eyed appeal of the youth showed his commitment. Chen reached out and grasped Aiden's wrist. He pulled the boy’s sleeve to reveal the broken watch. Chen pointed to the timepiece. "This world," he said, pointing to the east, "and that world do not mingle. What you have here doesn't work out there--no cars, no computers, no phones. Once you commit to that path, you can't come back."
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he world is vast and varied. Cultures and customs have developed with no outside influence for centuries. Huge kingdoms have formed and claimed land, occasionally absorbing smaller ones in the process. Where on Earth a player chooses to nurture her character can radically influence her chosen class and even her destiny. Present across these pages are a variety of new backgrounds to go with the ones already available through officially licensed 5E products. The ones offered here are setting specific and are separated by region, discipline, or supernatural. Although you only receive the benefits of one selection, you can possess a backstory touching on several. For example, you can have a discipline but hail from a region also listed as a background. Regional: You originate from a unique location. You are born and live the majority of your life in this territory. You are not required to take this path if you are from this region; likewise, you could have been born elsewhere, but still take the background if you were raised or spent a significant part of your life in this region. Discipline: Although some disciplines are rooted in specific regions, this path is for those that commit themselves to a specific field of expertise. There is no recommended class choice when choosing a discipline. Supernatural: There are only three ways to tap into magic: the words of Pleroma, the mixing of elements (alchemy), and the natural unexplained gifts of an exclusive few. This background is the latter. You possess exceptional abilities that defy all reason. Some ascribe it to a divine gift while others view it as the next step in the evolution of the species. Others simply believe themselves especially sensitive to the saturation of Attricana. When choosing this background, you become distinct individual. Only one character in a player group should be permitted to choose a supernatural background. This gift is bestowed from birth and occupies the mind of the character so much that they gain no benefits from choosing a region or discipline, despite where they were born. They can be born from anywhere on Earth, but receive nothing additional other than their gift. All supernatural backgrounds are echan by default and as such you disrupt technology. You have a saturation value of 20 which can never drop below this value unless your soul switches from Attricana to the negative energies of Ixindar (see Corruption).
BARUCH HAND “By His Will be Mon ta senhores de All-terra. By His Will be diabos cursed. By His Will be tekmon cursed. By His Will be magia ta rights o Mon. Ta be ta Word ota King.” You dutifully attended religious events. You spoke the words, perhaps even from the heart. Graduating from catechism, you had many options, defender of the caravans, farmer, slaver, or thuggee. From early on, you were taught that your way was the right way, and that foreigners hated and feared you. Your school claimed outsiders are corrupt, victims of propaganda campaigns meant to place humans underfoot. Emerging into adulthood, you are a Baruch hand—the largest order in the nation, the one everyone sees. You attend the rallies, wear the armband. The question remains why. Is it from peer pressure, the need to fit in, or do you genuinely subscribe to the dogma? There was no way to avoid your nation’s improprieties by this point. In Baruch Malkut, it is unashamedly obvious that the population enjoys the fruits of discrimination. You have seen how successful a nation can be when it practices total apathy towards an entire race. Every major creation in human history was built upon the backs of slaves. In the end, humanity uses the weak to build the mighty, and now humanity can clear its conscience with the belief that those enslaved are not human. By this point, the truth is unavoidable. You have embraced it, tolerated it, or secretly lament it. A choice awaits.
Path: Discipline Human, must be from Baruch Prerequisites: Malkut. Skill Proficiencies: Deception, Religion Tool Proficiencies: One set of artisan’s tools Weapon Proficiencies: Dagger Languages: English, OneSpeak Equipment: A fae iron dagger, two sets of common clothes for two different echan nations, one set of artisan’s tools, 10 gp in any nation’s currency.
FEATURE: FROM THE CULT For the majority of your life, you had been raised as a zealot of Malkut—all worshiping the prophet and king, Darius Koenig. Unlike those of history and myth , this prophet’s very life can used as proof of divine grace, as Koenig appears immortal. As a zealot, you first tried proselytism, and when that failed, attempted a more aggressive approach . You might have been a preacher, an agitator, a terrorist, an assassin, and possibly all four. Your current opinions may waver considerably from that of your roots. Regardless, you have unmatched knowledge of Baruch Malkut, the teaching and techniques used. As one of the few to leave the kingdom, either on a sanctioned mission or by excommunication, your inherited knowledge is considered by some to be invaluable. Roll or Select 1 2 3 4
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Backstory Unless born within the blessed kingdom, everyone else is untrustworthy and ultimately a target. Koenig is the prophet all must follow. It was the only life I knew. I followed what they said, attacked who they said. Now I’m getting tired of it all, no stomach for it anymore. I took their training, vomited up the oaths. I do things only for myself. The moment enemies pay better, my lords will be marks. I can recognize a cult for what it is. Since joining a mission was one of the few routes to escape the kingdom, I did so. I discarded my past the moment I had the chance. They told me I could be a member of the cloth, an elite assassin. All I had to do was kill an innocent. I thought I could; now I’m the target. I believed in the word of Koenig…and then one of the fae saved my life. Now what do I do? I have to rethink my life. I’ve been betrayed. Like it or not, I’ve been excommunicated. I’m in with the enemy. Do I take them as allies or manipulate my way back to my kingdom’s good graces? People say the journey is more important than the destination. I have many people to convert and a long journey ahead. There and back, and it’s easy to get side-tracked.
BASTION-BORN — ANGEL “In almost every way, Angel personifies the way mankind was—ignorant of what occurs outside of its borders, distracted by the minutia it could control, and content to let the rest of the world crumble from a misguided sense of exclusivity.” Although Angel does not fear the outside world as much as Sierra Madre and Mann, they still insist on keeping that world as far away as possible, erecting a vast wall to keep the enchanted world out; despite their traditions and general acceptance of fantasy, even Genai residents are still techan. Despite their voluntarily isolation, those from Angel are far from ignorant of the world beyond the walls – they just wish it wasn’t there. Angel characters are not exposed to the enchanted world for much of their youth. Television doesn’t talk about it. Books don’t discuss it. Even schools avoid the topic. Like tales of oversized mutant rabbits carrying baskets of eggs or jolly obese contortionists offering gifts to children, eventually the truth is revealed, not consciously, but because it becomes increasingly impossible to deny. With the semi-echan town of Genai within the walls, one would expect Angel residents to be tolerant to the ways outside, but the adverse is actually true. The purpose of the wall is not just to keep enchantment out, but to shield themselves from having to acknowledge the reality of what’s around them. Very few leave. Those who do are either nomads hoping to find riches, part of a defense force who patrol the outside of the wall hunting down the raiders that plague the forests around the city, or followers of childish dreams inspired by excursions into the echan town hidden in the shadow of the southeastern wall. Path: Regional Prerequisites: Human, born and raised in Genai or Angel. Skill Proficiencies (pick two): Computer Use, History, Medicine Tool Proficiency: Ground vehicles and aircraft Languages: English, Sinitic Weapon Proficiency: One-handed Small Arms Equipment: Bastion-specific clothing, an old book, a few techan trinkets (a few that are disrupted) 15 uc in a wallet.
FEATURE: OF THE WORLD Despite your city's high walls, you are still curious about the outside world enough to venture into it—but you certainly didn't leave unprepared. You've read lots of
fantasy books, unsure which were right and which were fabrications. Even if you don't know something specific about a region you're in or a creature you're facing, you've at least read a story inspired by it. You are never stumped on a question of the fantasy world... you just aren't always right.
attempting to enter has ever survived and those that have escaped have a mark on their heads, for the knowledge locked in their minds is too dangerous a commodity to be allowed to roam outside of the bastion. Path: Regional Prerequisites: Techan human, born in Mann. Skill Proficiencies (pick two): Computer use, History (Mann), Intimidation, Sciences Weapon Proficiencies: One-handed small arms Languages: Englo-Lingo Equipment: A discarded set of Mann clothing, 20 uc of counterfeit York currency.
If you fail a check related to history of the fantasy world, you can reattempt it with advantage: if you succeed the second time, your information is mostly wrong, but there is a sizeable grain of truth to it—although you have no way of knowing what is true and what isn't. Roll or Select 1 2
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Backstory I must’ve taken a wrong turn at Salvabrooke. It was just a vacation…then I got lost. In a way, I still am. I found the suburb of Genai, discovering the refuge of magic within our walls. The moment I came of age and decided to leave, I was already an expert. I was happy behind the walls. Peering over the edge was enough for me. Then I saw that fae staring back at me…and I had to see for myself. The fantasy world encroaches on my city. I answered the call and joined Angel’s military. My next mission takes me into wastelands of echa. When I was young, my friends and I played an ancient tabletop game where warriors killed monsters for gold. Then we found out it was real. Let’s hope the real world matches the rulebook. The city is boring. Boring. I need some excitement. It’s the age where traveling the world could bring you face to face with a dragon. My friends will get a kick out of that on social media. I joined a mercenary company that promised real money. They didn’t prepare me for what I was going to find. It has to be said—it’s either them or us. They have their world, and we have ours…and I want ours to win.
FEATURE: HARD STUDY Before you left your bastion, you were a loyal student of Mann, believing what you were told, passing the tests and excelling in the holy fields of science. But out in the world of blasphemy, science is not always absolute. One can't understand machines without understanding the physics behind them, nor combat the changes taking place in the world without understanding the unholy principle of that change. You see no reason to focus on one particular discipline to the detriment of others all science is sacred, after all.
If you fail a check related to science or technology, you can reattempt it with advantage: if you succeed the second time, your information is mostly semi-accurate religious doggerel, although you have no way of knowing what is true and what isn't. Roll or Select 1
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BASTION-BORN — MANN “What you call a nightmare of brutalist architecture encouraging a fanatical view of the world where only the righteous judged by few are allowed to live in a technological utopia…I call home. Let’s burn it to the ground.”
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Mann characters face an uphill struggle. Outcast, they are prohibited to return to their bastion of birth. Mannites either take jobs in other bastions or they roam the outside world, selling what they find in echa to trade in techa. To gain the benefits from choosing this background, a character must have lived in Mann for some time. Perhaps they committed a crime or took a liking to the outside world and were ostracized for it. Leaving might have been by choice, but the separation was not amicable, for Mann is jealous of its secrets and prefers to “disappear” rather than banish subversive elements.
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The Mann character is most likely alone and clearly inexperienced with dealing with the outside world. Despite the circumstances of her escape, she may be the most fundamental in her beliefs. Mannites not only dislike magic, they despise it. Among other techans, the person from Mann is looked upon with respect and trepidation. Mann is the most advanced bastion in Canam, as well as the most mysterious. No one
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Backstory I was one of the few allowed to leave the bastion on a mission only I knew—a task advancing the goals of my home, and surely to the detriment of the rest of the world. Mann tech is more susceptible to disruption outside the city…and I found that out the hard way. Stranded, I have to find my way back or be forever outcast. Too late...I’m forever outcast. It wasn’t my fault. Seriously. It was a mission; I did what was asked. They claimed I was contaminated. I just want to go home. Screw this bastion. I don’t care if they put a bounty on my head. There’s no life here. People just serve the state, worshiping a soulless city. I escaped—I snuck through a sewer and emerged a new person. I started reading forbidden books, and they came for me (the bureau, not the books; that would be weird). Friends paid the price for my escape. I know my city, their secrets, and what they’ll do to ensure I don’t talk. Everyone outside is part of a system keeping mankind’s potential down. Regardless of my position with the bastion (despite being outside of it), I still keep their ideals in heart. I don’t hold their opinion of me against them. My family smuggled me out. There was something special about me. I had no place in that world. My only connection to the city ended when the city hunted down those I loved. I took a secret mission to the outside world; now that I’m here, it’s kind of fun. I’m not technically banished…I just have no real reason to return.
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BASTION-BORN — SELKIRK “Six in the day Six in the shade Half at play While the others trade A shovel in the ground Beats a rifle in the hand When the dwarves come round Charge the military band.” Characters from Selkirk are born into a world of darkness and live most of their lives in the mines. Those that do depart are aware of the echan folk outside, particularly the narros, and trade convoys and military patrols find their company acceptable. Selkirk’s military seeks to make the Pass of Dianaso safe. Others trek south to find warmer climates and warmer beds. There is a stereotype attributed to Selkirk that the residents are all brutish and loud. This is unfortunately true. The chance that a character from Selkirk stems from the mines is high. They have been trained from birth to extend their body’s endurance and survive in conditions that would kill most others. Since all must serve in the military at some point, they are also trained to live in the outside world. Rarely does a single Selkirk grunt lose a hand-to-hand fight against an equivalent rank from any other bastion. They are usually the most prepared in the open world and don’t often experience the culture shock that plagues many other techans. Path: Regional Prerequisites: Techan human, born in Selkirk. Skill Proficiencies (pick two): Athletics, Computer Use, Survival, History (Seliquam & Selkirk) Tool Proficiencies: Smith’s tools, mason’s tools, or jeweler’s tools (select one) Weapon Proficiencies: War pick or Warhammer, onehanded small arms. Languages: English, Narroni Equipment: cold-weather clothing, climber’s kit, 5 gp and 5 uc mixed in a wallet.
FEATURE: BORDERLINE ECHAN
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You haven’t lived in the mines your whole life, just most of it. And when you finally took on the outside world, you realized you’d never want to return to your city. You escorted trade missions to the narros, enjoyed your associations with them, and they recognized your kinship. Like them, you’re accustomed to darkness, with superior vision in dark and dim conditions. You can’t see in infrared like the narros, of course, but your night vision is far better than most humans.
You have '“darkvision'“—you can see in dim light within 30 feet as if it were bright light, and as long as there is even a speck of illumination, you can see in darkness as if it were dim light. You can't distinguish color in darkness.
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Backstory I suffered a severe injury while on an escort mission to Fargon and was healed by magic. Ever since, I felt a draw to remain in that world. Back and forth from Seliquam—that’s all I did. Finally, I told my employers I wasn’t going back. They wished me well. I hope I made the right call. Despite our necessary trade agreements, we’re still a bastion, and I a techan. I prefer my guns. Lines will be drawn, and ultimately, these dwarves will be enemies. Selkirk found synergy with those living in echa. I like to consider myself an ambassador, campaigning for balance between two worlds. I have no problems with either side. I honestly think I’m a dwarf. I got the muscle, the discipline, the love for good wine. I’m even stubborn like them. I feel more a kinship to them than to my own kind. It was only a matter of time before I decided to stay out. There is more to this world than Seliquam, Selkirk and Dianaso. I started as a member of an expeditionary patrol to Angel. We might have gotten a tad lost. I don’t want to be out here. I’d rather be in the mines. But everyone has to leave at least once. Let’s get this over with. Oh god, it’s so bright. We were attacked by kodiak bandits. My caravan was scattered. I wandered the mountains, expecting death. Then I saw a city floating in the clouds. What was it? I need to know.
BASTION-BORN — SIERRA MADRE “Our sun is manufactured. Our food is engineered. We live in a chamber forged by magic into a Euclidian geometric shape. We accept that. It’s unexceptional.” Those who leave Sierra Madre are the most unprepared for the outside world. A techan from Sierra Madre is often considered the most naïve of any bastion resident. Being hidden underground, the population has had virtually no contact with the outside. Not even Selkirk can boast that level of isolation. Nevertheless, because the majority of Sierrans follow a faith of internal meditation and personal discovery, many citizens brave the landscape outside to fortify their souls and open their minds. Those that find the courage to leave often conceal their origins, analyzing what they find, and when possible returning it to their home for study. Even though they possess unique technology, they strive to adapt what they find to better their own society. Unlike Mann, swept up in xenophobic paranoia, characters from Sierra Madre are the most hopeful for a time when the two worlds can live together. Their technology is the most advanced on Canam in the field of disruption resistance but they remain locked tightly in their underground fortress. Of all the techans found in the open world, those from Sierra Madre are the fewest. Being from Sierra Madre, characters take their strength more from their own skills than on the technology they flaunt. Despite being naïve and prone to cowardice in the face of enchantment, those from Sierra Madre are the quickest to adapt when forced to. This also means the majority of those from the underground bastion rarely return, taken in by the whispers of a fantasy world. Path: Regional Prerequisites: Human, born in Sierra Madre. Skill Proficiencies (pick two): Computer Use, History (Sierra Madre), Perception, Sciences Weapon Proficiencies: One-handed Small Arms. Language: English Equipment: One-handed small arm of your choosing, 10 uc in techan gear, 10 uc in a wallet.
FEATURE: FAST LEARNER You had a disciplined upbringing that serves you well today. Despite being somewhat naïve about the world outside your home, you pick up new skills rather quickly. Language, sciences, even the ways of magic are easily within your grasp.
During downtime activities, it only takes you 100 days to learn a new language or tool, and research and crafting only take half the time they normally would. Roll or Select 1 2
Backstory I’m lost. Where do I go? What do I do? I don’t know anything about this world. Why did they send me out here? What’s that noise? My city requires that I leave the shelter and document this world of echa. I had read reports of how the natural world changed, and now I’m about to see it for myself. I’m both scared and excited.
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The moment I heard there was more outside my city, I wanted to leave. The thrill of exploration grips me. I have no idea what to expect…but whatever it is, I’ll be prepared for it…most likely. I never wanted to leave. Someone I cared about left on a mission and never returned. Despite my feelings on the outside world, I need to find them. I had been away from my city far too long. I had acquired considerable information on other bastions and echan nations. I now have a long trip back. Now that I’m out there—succeeded on my information-gathering mission—I don’t really want to go back. I told them I wouldn’t be returning. There was nothing more for me in that city. I had lost everything. I hated that place and its philosophy. At my earliest opportunity, I left. I didn’t deserve this punishment. It didn’t fit the crime. Banishment. It’s as good as a death sentence. A planet-wide gulag. I probably won’t last long.
BASTION-BORN — YORK “I sit ‘ere watching de’ game, enjoying a calzone, and in walks one of dem elfs. Away from the ‘Walk. Struttin’ like he can walk in’ere and just order a sarsaparilla or something. He obviously needs to be told where he can and cannot be. There is an order and there are signs… and I know dem types can read.” With no imposing city walls to keep the outside where it belongs, the people of York welcome tourists and travelers. However, tolerance of magic does not equate to acceptance of it. Those taking advantage of their friendliness and flaunting such enchantment may find themselves victims of a mob, or at very least a polite warning from the YSDF to remove themselves from the bastion forthwith. Due to the prevalence of passing magic users in York, citizens neither fear nor loathe the echans: they just prefer living their lives with air conditioning, elevators, and parking meters. York citizens can leave and re-enter the bastion as they wish, and are some of the most commonly seen techans in all of Canam. York is also the most aggressive in patrolling their borders. Although York has a fenceline, it is a vastly inadequate barricade, leaving the city to depend on open fields patrolled by a large militia of soldiers and low-tech robots known as zeros to protect it. They must stand on constant guard from attacks. They also operate a counter-intelligence organization that monitors activity within the rival bastion of Mann. Characters from York have known about magic from the day they were born. They see it passing through the city to the docks. The main highway is a common route of passage of all residents and is the only safe route for echans. York characters have gotten used to not voicing their opinions of the world outside. They privately bemoan the enchanted world and what it has sullied man into. Other bastions look at York with distrust, believing one false step could send a massive ED burst throughout the city, demolishing the brightly lit bastion and causing it to crumble into the madness of magic. A character from York has had the most experience with echans despite their feelings towards them. They also probably know someone that has ventured into the outside world and returned to tell the tale. Of all the bastion-born, those from York are the most romantic and experience the largest number of emigrants of any
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techan city. Thankfully, they are the largest growing, so this small migration is not noticed. Path: Regional Prerequisites: Human, born in York. Skill Proficiencies (pick two): Computer Operation, History (York), Persuasion Tool Proficiency: Ground vehicles and aircraft Weapon Proficiencies: One-handed Small Arms Languages: Englo-lingo Equipment: A used wheeled bike OR a used 4-wheel ATV or a riding horse (It is something you saved up for, but is near worthless if sold later).
FEATURE: HAVE A HOME
Unlike other bastions, York is open to both techans and echans (as long as they pay an entry fee and restrict their activities to the zone along the Broad Way—the highway running between the western gates and the eastern docks). Only the Fae-Proof Fence guards the perimeter of York, and as a citizen, you are free to pass back and forth as you wish. You've ventured outside enough times to be comfortable with echa, and even picked up a few connections outside the city (as well as within it). You have an edge when it comes to finding good deals on equipment, lodging and good fare both in and around the city, and you can generally find a friend to put you up for the night if you're stuck on the wrong side of the fence, or to carry messages back and forth for you. Roll or Select 1
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Backstory I was never more aware of the dangers of the new world until I saw them walk freely by my window. This city is being kept back by the disruption of our “guests”. Time to take the battle to them. It’s like the ancient frontier times I read in books. Wagons West! I’m out to take on the new world, weapon in hand. I’ll bring order to the savages! No allegories here. I met one of them, beautiful; we shared a moment. I let it pass and assumed it would be forgotten. I wasn’t…now I want to find that fae that stole my heart. York mercenaries run open enrolment. They obviously found me a promising talent, because they signed me up. This was my ticket out…we’ll see if it sticks. Echan terrorists from Baruch Malkut killed everyone I loved. We let them in, and they betrayed us. I’m leaving my city, going to hunt those responsible and make them pay. My city doesn’t draw a line in the sand like others, neither will I. My trading often takes me from the city. Dragons? So what? I was always the outdoors type, a survivalist. One cannot live in a forest of concrete and steel. But in order to live with nature, one must tolerate magic. York prides itself on being diplomatic with neighbors, unlike other bastions. Envoys often send caravans to neighboring echan nations. I hope this satchel of communication I’m taking is important.
BLOOD ROYAL “Sir, please endeavor to control your cousin,” the librarian said. Ravenar did not look up from his book. “What has she done this time?” he replied idly. The librarian fumed. “She’s gone off to the ends of the earth with some naïve human child who thinks he’s a wizard,” he spluttered. “Completely abandoned her duties in my stacks, all for some silly notion that they’re going to save the world.” Ravenar looked up with a smile. “Well, isn’t saving the world what young people are for?” he said. “Good for her. I wish I could go too.” The history of royalty amongst mankind is marred with bloodshed. The bearers of crowns have always claimed themselves and their descendants as the chosen of God, but the path to reach such consecration was often paved with the bones of their competitors. Each conquering warlord claimed the mandate of heaven while their hands were still stained with the blood of the previous claimant, and earthly envoys professing to speak for the divine took their side, lest they fall under the same fate. This process continues today, despite the supposedly morally evolved view of modern man. As the old ways returned in the absence of true civility, new declarations of nobility emerged. Some of these first aristocrats and generals had no entitlement, but called themselves kings and queens regardless. Most of the first rulers of man either witnessed the collapse of their virgin kingdom, or were executed by those that deposed them. These included Saran Sana, Avraham Torquil, and Darius Koenig; of these, only the last has maintained his lineage (and somehow his life). The fae ascribe a much more humble approach to royalty. The title is not claimed, but given to them from a higher power—not from a silent god but from the endorsement of a dragon. This has only taken place with four such individuals on this half of the world: Elrenar Alkanost of Laudenia, Sharajaclypse of Vakai, Ravenar Limshau of Limshau, and Vincent Savarice of Abidan. To receive this blessing, one must be in an esteemed position of authority and not be corrupted by the power it offers. One must show true humility and benevolence in the application of authority. Even then, such an exalted title is uncommon. If it does occur, the individual is approached in a brilliant fashion by a dragon of the Noble or Holy lines. That dragon announces that he or she has adopted that individual under the wing of protection. Said noble’s name is now synonymous with the dragon’s. It is even believed the first fae royals possessed dragon’s blood from a pairing with a dragon taking elvish form. Their lineage carries through to today. Alkanost and Limshau are believed (albeit not by themselves) to possess such a pedigree, though Sharajaclypse and Savarice are most definitely not. As with all royalty, the mark continues through later generations, though with fae, this had only spread to a handful of offspring, though the dragon’s blessing has occasionally been known to grace members of the ruler’s extended family. Sharajaclypse is unmated; Alkanost has only sired a half-dozen over 5,000 years; Limshau has only two children, each with one child of his own. Savarice’s line has sired many, making the dragon-touched human royalty the largest in Canam. Being of true royal blood, you are a descendant of one of these glorified family lines (Alkanost, Limshau, or Savarice). You currently don’t have a claim to the
throne; why that may be is entirely up to you, but these houses are highly respected, so betrayal and expulsion is unlikely. It’s also unlikely that you would openly announce your title to those around, as to do so without the presence of armed men tends to attract unwelcome attention. Your voice resonates to those with open ears. You possess a natural charismatic gravity that followers are eager to orbit around. Path: Supernatural Prerequisite: You must pick a royal line (Savarice, Limshau, or Alkanost). Your species must coincide with that line (human or half-fae, damaskan, or laudenian, respectively). Skill Proficiencies: Persuasion, Deception, History (selected house) Languages: One language of your choice. Tool Proficiencies: A musical instrument of your choice. Equipment: Letters patent, royal signet, regal clothes you probably shouldn’t wear too often, a set of commoner clothes that don’t fit you as well, and a money belt of 100 gp you’d do well not to flaunt.
FEATURE: NATURAL AURA You were taught early that your words, carefully chosen, have the power to rouse the masses. You exhibit natural charisma in which others are drawn, whether they recognize you and your lineage or not. You are especially gifted when attempting to incite crowds or inspire followers—it requires a strong and stubborn mind to ignore you when you have something to say. Even if your actual heritage is secret, it's not the family tree or the position that rallies the crowds—although if you are able to boast your title, it usually helps. When traveling openly, you rarely have to pay for day-to-day expenses—most inns will put you and your entourage up for free if it means they can use your name and title as advertising, and most shops, at least in larger communities, will let you buy items on credit.
BLOOD ROYAL FEATS AURA OF FORTITUDE
You have an aura that affects you and all allies within a 25-foot radius of you. The aura confers the following benefits: Those affected can travel for ten hours a day without making exhaustion saving throws, and have advantage on the first two saving throws for a forced march. As long as your allies spend at least eight of those hours (not necessarily consecutive) inside your aura, the effect persists until their next long rest even if they leave it. Those affected have advantage on Survival checks to resist extreme weather, thirst, or hunger. If you score a critical hit or roll a natural 20 on a Wisdom (Insight or Perception) check against an enemy, each ally within your aura has advantage on attack rolls against that enemy until the start of your next turn.
NATURAL MOTIVATION Prerequisites: Aura of Fortitude Your entourage has a very good reason to keep you safe. Increase your Charisma score by 1, to a maximum of 20. Each ally within your Aura of Fortitude regains hit points equal to 1 + half your Charisma modifier per round as long as they have 1 or more hit point and are within 10 feet of an enemy.
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Backstory I’ve been betrayed, my title compromised. With few options, I’m forced to escape my home. I will return in time and claim what is mine. My family doesn't understand. I want adventure, excitement, not primping and etiquette. I want to feel my blood pumping, to know my life is in danger. I'm probably naive, and maybe I'll meet my fate on the first day out of the castle. We will see. I want my feet pampered! I want my shirts pressed. I belong in a covered wagon with feather pillows. But my caravan was attacked, and now I’m stuck out here. Someone will rescue me… won’t they? I was the black sheep of the family, the one sent on dangerous missions where they couldn't risk a more valued aristocrat. When the armies marched to war, I was the one standing arm in arm with the troops, sharing their trials and earning their trust as an equal, not as a stuffed shirt. This may come as a shock to some, but I actually don’t agree with my kingdom’s policies, whether internal or foreign. This has proven unpopular to many, and some people (including me?) figured it would be better if I left. I wasn’t framed. I legitimately committed that crime. I took responsibility for my actions and accepted banishment as punishment. One must follow the heart. I gave up my claim to the throne for the sake of love. Then I lost the love I had left my old life for. Do I miss either? I was kidnapped, taken from my home as a child. I only discovered my true heritage years later. Few people know the truth, and if I were exposed, those I care about would come to danger.
BOTTLED BEAST “You really shouldn’t walk home alone in this part of town, missy,” the human jackal said, grinning to his mates. “All sorts of nasty people about. Come with us, we’ll take good care of you.” Suzu looked from one to the other of the men – all big, hulking folk with multiple scars, tattoos and piercings. All of them were at least three heads taller than she was. Perhaps it would be best not to provoke them. “Why, thank you, kind gentlemen,” she said timidly, “but I’m almost at my destination. It’s just around the corner.” One of the other men leered. “No need to hurry,” he said, endeavoring to look down the front of her dress. “The night’s young, innit?” A chorus of laughter erupted from the thugs. “Now, girl,” said the first, “don’t you want to stay and have some fun with us?” Suzu sighed, and looked squarely up at her assailants, and just as the moon went behind a cloud, they thought they saw a glint of red beneath her narrowed eyelids. “Oh, you boys,” she said in the darkness, the tremulous note completely gone from her voice, “I would.” Tilen loathe the idea of returning to their roots. The elders remember the old ways and detest their traits more so than their descendants. They preach the ways of redemption with an emphasis on the obligation to repair the damage caused by their hands and others in
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84 the name of syntropy. Although virtually every tilen follows this tenet, not all of them agree to ignore their inner strengths, despite the worry it may cause a regression to old habits. When their blood pumps too quickly or if adrenaline starts to flow, their previous characteristics surface, though only on a visible layer. They remain themselves in every way that is important. Some think greater power sits buried within, and proper meditation and self-control could tap this resource without risking degeneration. Many tilen consider it too much of a risk and elders prohibit its practice. This hasn’t stopped some from trying, often with noble intentions. During this moment, the tilen gains a heightened sense of his surroundings. He hears the footfalls of enemies, the beating of their hearts, their lungs heaving with exhausted breath. The tilen’s blood pumps faster. Muscles quiver and spasm. He moves with speed and agility unseen, weaving through enemies, delivering quick and deadly blows, like a four legged predator racing through a herd of prey.
There is no set discipline, no books to read, and no teachers to find to learn this talent. Each tilen must discover the necessary circumstances to bring this inner power to the surface. Because of this uncertainly, some consider it too risky and many tilen would be prepared to kill a loved one if she went too far down this path. The tilen are a fragile people, few and scattered, dedicated to repairing the harm they inflicted centuries ago in another life, and they will not risk further damage to their reputation. Path: Discipline Prerequisites: Tilen Skill Proficiencies: Intimidation, History (tilen) Tool Proficiencies: A musical instrument Weapon Proficiencies: One sword of your choice Equipment: A diary of regression, a set of candles, a very old set of dress clothes, 15 gp in a small pouch.
FEATURE: REGRESSION When you lose your temper, you have the tendency to regress into old ways. You become stronger, faster, more aggressive, but you also lose control over reason. You are not talkative and run the risk of doing something rash.
Using Regression increases your walking speed by 5 feet, gives you advantage on Strength and Dexterity checks, and grants temporary hit points equal to 5 + your Constitution modifier + your level. This lasts five minutes. From the time Regression starts, you have disadvantage on all Intelligence, Wisdom, and Intelligence ability and skill checks until you finish a long rest. Once you use this feature, you cannot use it again until you finish a long rest. Alternately, you can expend five hit dice to use it again.
BOTTLED BEAST FEATS MONSTER UNCAGED
Your inner beast paces in its cage, granting you the following benefits: Your Strength, Dexterity, or Constitution score increases by 1, as does your maximum for that score. While using Regression, you also have a +1 bonus on melee attack rolls. When Regression ends, if you have not reduced at least one enemy to 0 hit points or used Blood Surge against at least one creature, you must you succeed on a DC 15 Charisma saving throw at the beginning of your turn or attack the nearest creature (enemy or ally).
OVER THE LINE Prerequisites: Monster Uncaged You have thrown caution to the winds, reaping the following benefits when using Regression: The number of temporary hit points you gain is doubled. The hit die cost to use Regression again is reduced to 3. You inflict double damage when using Blood Surge. When Regression ends, if you took any regular hit point damage while using it, you must use Blood Surge against the nearest creature until you are restored to full hit points or until you succeed at a DC 20 Charisma saving throw. Any use of Blood Surge during this frenzy does not count against your normal daily uses. Roll or Select 1
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Backstory I know there are stories of vampires using their powers heroically, never falling victim to their cravings, never turning into the demons they hunt. I could be that person, approaching as close to the darkness without crossing. I’m a weapon, a necessary one. I have to use my abilities because to not use them is wasting that power. I respect it; I won’t let it control me, but it must be used. The darkness has power. I’ll push and push, and if I fall back to the hunger, so be it. It’s my nature, embrace it. It feels good. No. Don’t make me angry. You wouldn't like me when I'm angry. Tilen…smash…
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I regressed once and it hurt the people I cared about. I know that power is there, but it frightens me. Will I be able to regain my old self next time? I don’t think I can take that risk. My mother was an elder, and she warned me of this path, that I shouldn’t pursue it. I have not regressed yet. I am both excited and frightened what will happen the first time. It’s a switch like any other. When my life is in danger, I switch it on, and then switch it off. What’s the worst that could happen? They claim it’s uncontrollable; that’s because no one else has been able to control it before. I’ll be the first, merging both halves of my soul, and emerging something new, all the strengths with none of the weaknesses.
CROSSROAD DRIFTER Many individuals are raised in a stable environment, dependent on reliable income from parents that are always present. The crossroad drifter is not one of these lucky people. If he actually had a family, they were nomads or merchants. Nearly every wanderer, in packs or alone, eventually migrates to the Continental Cross—the singular highway that bisects Canam. There are thousands—if not tens of thousands—of miles of road that criss-cross the continent, but they are mostly unnamed and unmonitored. Only the Cross has regular patrols and has been cleared wide enough for three caravans to sit side by side. It is generally accepted that travelers will pass oncoming traffic at least once a day. It is the only safe route to Angel and the only direct road that connects the bastion, through Antikari, to Limshau and Gnimfall. Large tributary roads break off to several nearby free houses and the kingdoms of Kannos, Abidan, and the Finer Fire Pits. Because of slow travel time and the long distances between locations, thousands are born with no real home to speak of. These drifters learn to walk early in life and never stop moving for the entirety of their lives. Despite loyalties to family present or past, they prefer to keep few ties. Their homes are temporary bed, wagon, and stable rentals. Crusades, causes, or jobs they take on are often considered peripheral, and they never believe them obligatory. They refuse to be tied down to rules or by the laws passed down by some egotistical government, despite the veneration of its rulers. Even fae drifters cannot stand the idea of staying rooted in one place, and the company they keep should share that desire. They outlive their welcome early as they don’t consider diplomacy a useful talent. If feathers are ruffled, these nomads simply pack up and move on. Path: Regional Prerequisite: From the Continental Cross Skill Proficiencies: Survival, Sleight of Hand Tool Proficiencies: One type of gaming set, thieves tools Weapon Proficiencies: One simple melee weapon or One-handed Small Arms Languages: English, Englo-Lingo, one language of your choice. Equipment: A surprisingly large collection of miscellaneous items—select any 15 items less than 1 gp. You also have 15 gp scattered among a half dozen pockets, often mixed with the above junk.
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FEATURE: UNUSUAL CHILDHOOD Your life has been constantly in motion. You have interacted with a patchwork quilt of different peoples, gathering enough stories to fill a hundred books. You collect stories as you collect trinkets. As a result, you can attempt to recall knowledge on virtually any historical event from any part of the world, even if it is nothing more than an ambiguous rumor.
During downtime activities, research costs 1 sp per day instead of 1 gp per day. Roll or Select 1
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Backstory My parents came from a bastion, but I was born outside. I’m not sure why they left, but I have their tales and trinkets to remember a life denied to me. I may never see inside one…I may not care. Caravans along the Cross are huge, rolling villages, a place I called home. I still have family in one, but all children must leave their home eventually. “There’s a voice that keeps on calling me. Down the road is where I’ll always be. Every stop I make, I’ll make a new friend. Can’t stay for long, just turn around and I’m gone again. Maybe tomorrow, I’ll want to settle down. Until tomorrow, I’ll just keep moving on.” My caravan was destroyed, my family and people killed. Damned boggs (or puggs/pagus/kodiaks), they’re all to blame. I have no home, only a mission…kill them all. Back and forth, that’s all we did, and I was getting bored. Puggs were just too damned easy. Then a freelance company came by promising real adventure and real treasures. Sounds like an idea; I’ll come back a rich man. My caravan is not an ordinary convoy. We carried something…something important, and it was stolen. I took it on as a mission to return it. I lost my caravan. Well, I didn’t lose my caravan; my caravan is lost. Just vanished, with little evidence of what happened. I continue searching. I was banished from my caravan. What was the crime? Was I guilty? Answers for me to know. Regardless, I can never return.
86 CRYPHTARON I can tell you the history of every one of my scars. I’m twenty-two years old – that’s like a zillion in human years – and I’ve seen more battles than any of the knights whose skulls I’ve cracked open on the way. This one, here, across my collarbone – one of those Ixindar demons, shemjaza we call’em, tried to take my head off a few years back for mouthing off to it. This one, these ones here, and the one across my gut – I got those ones paying it back for its efforts. In locations where pagus are allowed to develop their own culture and their actions are not compelled by others, they still often develop traditions based around the same levels of violence. One ritual coincides with a pagus reaching the Second Age of Krenkallakoss. A pagus at nine becomes an adult and is assumed to be a warrior. Upon reaching the age of twenty, a pagus is permitted the opportunity to reach a higher level of
authority within the village, the equivalent to a lieutenant. The subject undergoes repeated punishment under sensory deprivation. The pagus is blindfolded and rendered deaf. He is lowered into water and repeatedly stabbed. Salt is packed into the wounds to induce permanent scars. These marks (assuming the pagus survives) denote the pagus as a cryphtaron—a trusted warrior all pagus can respect. If a pagus encounters a cryphtaron in passing, it is automatically assumed the elder warrior is a free pagus, for those who serve the shemjaza and death dragons rarely last long enough to be so honored. Even pagus loyally following their demonic masters have a profound adoration for the order. Cryphtaron are rarely taken alive in combat, but if rival pagus do manage to capture one, the cryphtaron is permitted to take his own life; afterwards, his body and belongings are returned unspoiled to the rival village. Sometimes a captured cryphtaron is permitted the opportunity to fight for his freedom. He is given impossible odds against the village's greatest heroes. If he succeeds, the cryphtaron is permitted to either challenge the chief for control of the village (which he usually does) or leave with additional scars to return home. Outside of pagus circles, a cryphtaron looks even more revolting than his cousins. To a pagus, however, the cryphtaron is a walking angel.
Path: Discipline Prerequisites: Pagus, over 20 years of age. Skill Proficiencies: Intimidation, History (pagus, dragons, shemjaza), Survival Weapon Proficiencies: All two-handed melee weapons. Equipment: Various overlaying pelts, explorer’s pack, 15 gp worth of mixed valuable rocks.
FEATURE: SCARS OF TRUST You are covered in a web of ritual and combat scars, which gain you numerous advantages, though they make you even more unpleasant to look at. Beyond the obvious benefit to intimidation, other pagus can read your scars like a personal history and automatically grant you the respect due to an experienced warrior. Furthermore, the scars thicken your hide and give you a natural resistance to pain: you are never cowed by the prospect of discomfort or even torture, and you could walk through a battlefield bleeding from a thousand cuts and feel only a refreshing sting on your flesh.
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Backstory I shall destroy those that give me a moment’s annoyance. I need no rationale, no motivation. I have no history that I can remember, no bonds, ideals, or flaws. I am insane. My mind is going. I can feel it. There is no question about it. I can feel it. I’m quick to anger, and those I once trusted with life now fear me. The chaos will swallow my soul and I don’t know if I can fight it. I welcome the chaos. The corruption of Ixindar tried to instill order in my soul. My fae origins are not as easily washed away. I balance a fine edge, a yin and yang, chaos and order. I know who I am and what I am capable of. Each moment, I feel the balance shifting, but which way? I keep my sanity internalized. I act the machine like they want, but I know my mind endures. Then one day, I was asked to commit something I could not stomach, and my life was forfeit in their eyes. They wanted a monster they could control. It would have been easy for a sane man to act insane than for an insane man to act sane, but I just could not fill that role. I fled before they could kill me. My judgment was appreciated, raised in a village that respected such strength. Then a higher authority invaded, and individuals such as myself were forced to flee. My kind will never know freedom unless dragons and shemjaza are defeated. With age came reason, and I became a prophet among my own kind. Very soon, the real monsters came, and they took my brothers and sisters away. I am the most dangerous weapon of all— hope for a better future for the pagus.
CUSTODIAN “Just one band of skeggs? That’s nothing!” the drunkard bragged. “I once took down a chiggoth with one crossbow bolt. It lodged in the monster’s eye and sent it crashing to the ground, crushing at least two, three dozen boggs underneath it!” One by one, the drinking companions added their own sensational boasts, becoming more and more overblown as the mead flowed. At last, the loudest of the bunch looked up at the last member of the common room’s company, who had all the while remained quiet in the corner, scribbling away in a notebook. “Hey, you!” he called out. “Don’t be a spoilsport. What’s the biggest thing you’ve brought down by yourself?” The custodian put away his stylus and looked up absently. “Hmm?” he replied. “Oh. Well, in terms of actual size I suppose there was that cancer dragon last week, but if I were truly pressed, I’d say it would have to be your reputation, milord.” Behind the white walls of Limshau, elite guardians patrol the stacks, defending knowledge and people against anyone wishing to destroy such riches. Because of the tight confines of narrow city streets and alleys, this elite force eventually developed a discipline revolving around fast movement and quick, decisive strikes at critical enemy weaknesses. After an attack from a large and somewhat organized bogg force 300 years ago left a section of the geology branch in ruins, Ravenar Limshau IV decreed that a specific echelon of elite librarians be trained exclusively in combat, relegating their librarian skills to lesser importance. Even before the custodians were formally commissioned, there was Stratos Stormguard, a master of all arms and trusted ally of Ravenar Limshau. He stayed behind to watch the flock when the leader went on crusade. Stratos developed the martial practice all custodians would soon follow. The martial art was known as gorna sersannis, though later masters would use the modern English term "Lotus Blade." Oddly enough, Stratos preferred the use of a halberd to the common twin swords employed by many custodians today. Stratos is one of the few to use both ends of his weapon without losing balance. He advanced his art to perfection before even attempting to train another. In the end, he required Ravenar to fill in the gaps in the defense Stratos could not satisfy. It would take 150 years before Stratos considered the discipline finished. The new discipline incorporated an agile battle stance, able to maximize maneuverability in a restricted field of movement. Heavy armor weighed down combatants and blocked the advance of reinforcements; shields also proved a hazard. Pure speed became the greatest ally, along with the insight to anticipate and counter a foe’s every move and attack. Lighter weapons were preferred. In their natural habitat, the custodian finds no equal. A custodian’s priorities are on the freedoms of all. Free speech and the written word are both worthy causes for a custodian to die for. Some have abandoned those beliefs, turning away from their great city. These rogues seek adventure for their own satisfaction, but no evil soul survives the training process without being discovered, and it is seldom necessary to hunt deserters down. A loyal custodian outside the walls stands ever vigilant to fight for the freedom and the retrieval of information. Being sent on fact-finding missions or quests to retrieve priceless tomes, a crusading custodian
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climbs the tallest mountains and digs into the deepest dungeons to seek their treasure. An independent soul still believes in the value of his training but seeks personal adventure more than the acquisition of knowledge. Path: Discipline Prerequisites: Received training from Limshau. Skill Proficiencies: Acrobatics, History Tool Proficiencies (choose one): Cartographer's tools, calligrapher's tools, or painter's supplies Weapon Proficiencies: Two Limshau weapons of your choice. Languages: Damaskan, one living language of your choice (English, Englo-Lingo, or Sinitic are most common), and one archaic or dead language of your choice (Latin, Arabic, Mandarin, and Japanese are most common). Equipment: Custodian kawabari armor in white or black, one Limshau melee weapon, a rare book (be specific), 15 Limshau-stamped gp in a money belt.
FEATURE: LOTUS BLADE Your combat style is specialized for tight spaces, using walls and even ceilings to evade your target and maneuver into a position to subdue them. You rarely get lost, even in the most labyrinthine complex as long as you have a map or can get a view from the high ground. After general training, you selected a specialized role, bonding to a specific weapon and learning to maximize its potential. When using lotus blade, you rarely stumble.
Select one of the following bonuses. Any Limshau weapon you are proficient in can be used for two-weapon fighting and counts as the appropriate weapon type for all class features that are normally limited to specific melee weapons (such as the monk's Martial Arts or the rogue's Sneak Attack). If you wear kawabari armor, you can still benefit from effects that require you to not wear armor. If you have a Dexterity of 14 or higher, any Limshau weapon you are proficient in which has the Versatile property also gains the Finesse property. If you have a Strength of 14 or higher, any Limshau weapon you are proficient in which has the Heavy property also gains the Finesse property.
CUSTODIAN FEATS DOUBLE RESPONSE
You are trained to watch every angle for a possible threat, granting you the following benefits: You can take two reactions per round instead of one. If you have surprise, your speed is double on your first turn. If you are surprised, you can still take reactions prior to the end of your first turn.
FLOW AS WATER You have learned to move with complete ease from stance to stance, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. When you use the Dash action, you ignore difficult terrain. Whenever you hit an enemy with an opportunity attack, you can move half your speed as part of the action.
NITEN-ICHI
You have mastered the two-weapon form of gorna sersannis, gaining the following benefits while wielding a
Limshau melee weapon in each hand: You gain +1 to AC. When you engage in two-weapon fighting, you add your ability modifier to the damage of the off-hand attack. Spend 30 feet of movement and add your Dexterity modifier to melee damage rolls until the end of your turn (this bonus doubles if you already use Dexterity for damage). Roll or Select 1
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Backstory I was born and raised within the white walls of a Limshau city. I never knew another life and never wished for one. When time came to take on a mission for book and country, I followed dutifully. I had heard about a nation of library cities and ninja custodians. That sounded too cool. At the earliest opportunity, I moved and joined the order. Years later, I finally graduated. Limshau is despotic, even totalitarian, reaching cult status, focused on a bankrupt philosophy lacking in logic. Strangling the free market while legalizing vice will only stagnate this nation, and I finally had to quit the custodian order. A criminal has stolen a very rare book, one from a branch I was responsible for. It was my watch, and that will not stand. Against orders, I left on my own to track the thief down. Caravan survivors from a raid spoke of a hidden human library that survived the flood for hundreds of years. Their records back up that claim. Could it really be out there? I must find out. I was perfectly happy in my city, and then I got assigned by my guild to document a person (or event) outside the walls. I thought it would be a quick jaunt…I was wrong. I destroyed a book. An accident, but a disgrace I couldn’t face. I decided to be a ronin, seeking out a way to reclaim my honor. Although technically a custodian, I’ve yet to earn a place in one of the elite guilds. There are many possible routes, one that involves leaving a city for a year to document my journeys in a diary. Challenge accepted
DARAWREN The little boy shivered in the cold of the dark night. His papa had taught him how to light a fire, but he had also heard stories of this forest and did not dare try to make a light lest the trees swallow him whole for his transgression. He hadn’t meant to wander so far in, but he had lost his way within moments of setting foot under the enchanted canopy. There was a haunting cry, the call of an owl, and the boy started, convinced a monster was coming to gobble him up. He pushed up against a tree trunk as a shape emerged from the darkness, wrapped in a long cloak… and then a light sparked from the figure’s fingers, revealing a comely young woman. “What are you doing here so late, child?” the woman said kindly. “The forest at night is no place for a human. Let me guess – you were playing that you were a mighty
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hero come to rescue the beautiful elf-maid?” The boy was too terrified to say anything. The fae girl laughed, and changed, her body reshaping itself into a wondrous white horse. “Well,” said the horse, kneeling down, “consider her duly rescued. Climb on my back and I’ll take you home.”
You can choose the bard, cleric, druid, or ranger class. See the class descriptions for details. You cannot cast spells with the necromancy keyword. This is a variant arcane spellcaster, and like a wizard, you must select a totem (See Wizard).
Many wizards across the world classify the Towers of Jibaro as the greatest collection of arcane magic, even compared to the repositories of Limshau and Laudenia. However, the knowledge locked inside Jibaro is accessible only to a select few, the elite spellcasters of Jibaro, the darawren. With only one wizard graduating each a year, Jibaro is considered one of the most prestigious and daunting learning experiences in arcane wizardry on the planet, more so than even Laudenia.
I was raised in Jibaro. Darawren is the true path of the arcane. All the others are pale imitations… there is no wisdom in the others. I was taught by the best. I read of the legend of Jibaro, searching years for it. When finally locating it, they refused entry. I was persistent and eventually earned a place, one master finally taking pity on me. I never attended the actual school. My master was a hermit living on the outskirts, and I was his only student. I mourn for my teacher and blame myself for what happened. I was already blessed with a natural affinity with magic. A darawren master recognized that and invited me to his class. My presence was a rarity, and I knew it. If they found out that I stole their sacred scrolls, the masters would literally bury me in the dirt. I did return them…eventually…after I had read and copied the important bits. Of course, there are some gaps in my training, but I can improvise. My parents were masters; I was expected to follow in their steps and be a teacher. I had other plans. What good is this power if it’s never used with purpose? Learning about the darawren was the first step. It’s the universe I want to understand. Chaparrans preach a gut approach in contradiction to standard academic studies. Eventually, I’ll want to master all the arcane arts. I was taught the basics of the craft by an outcast hundreds of miles of Jibaro. The outcast made me swear to travel to Jibaro to continue my studies. I won’t disappoint, but it’s a long journey.
Where Laudenia's limited enrollment stems from its prohibition of non-laudenians, Jibaro's is due to a lengthy and unorthodox teaching model. Although still employing totems, the mandatory standard of all wizardry, Jibaro teaches an altered viewpoint of their purpose, being only a repository of words, and not the focus of magic. Jibaro instructs its students that magic rises from the Earth, not falls from the gate. The gate may be the ultimate source of magic in the world, but the chaparrans cite one observable fact—there's no magic in space. All creatures rise from the soil, and it follows logically that magic, too, derives from Earth; magic would not exist without it. The wizards of Jibaro are taught to channel Pleroma—the language of magic— through material components brought up from the Earth. This can be as extravagant as jewels but often enough it only a handful of dirt or sand. A darawren often carries a pouch of soil when entering a dungeon or building. The tests of admittance to enter the order of darawren are extremely taxing, and despite not forbidding non-chaparrans to enter, such exceptions have been rare. No laudenian, damaskan, or tenenbri has endured the opening trials. Several narros have claimed the honor, as have a few kodiaks. There have been stories of one or two humans managing to accept the title of darawren but no one has been able to confirm their names.
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Path: Discipline, Regional Prerequisites: Trained in Jibaro. Skill Proficiencies: Arcana, Nature Tool Proficiencies: Woodcarver’s tools, one musical instrument. Languages: Chaparra Equipment: Woodcarver’s tools, one musical instrument, an appropriate wooden totem, 15 gp in valuable pelts
FEATURE: THE WAYS OF WOOD Outside of the naturally gifted, there are few routes to master magic, all of which require hard study. While the damaskan wizards toil in libraries, chaparrans prefer to study beneath the leaves and amid the rocks and streams, learning how magic is reflected in the natural world. To understand this path, one must learn its ways from its founders in the towers of Jibaro, deep in Dawnamoak. Though most darawren are chaparran, the odd human and even a few rare kodiaks have learned the path. Joining the darawren cements you as a member of an elite fraternity, upon whose assistance you can always rely - but as nature is fickle, you can never be entirely sure what form that assistance will take.
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DAWNAMOAK KITARRI The humans have a legend about a peerless archer who attends a competition in disguise to escape a corrupt prince, and reveals his identity by splitting a bullseye arrow from nock to tip. What foolishness. Even our most ignorant apprentices can explain exactly why such a shot is impossible. To even attempt it would be to waste an arrow, and a kitarri makes every shot count. If this mad human were one of us, he would need no disguise: he would have put a shaft through each of his tormentor’s eyes and vanished into the crowd before anyone noticed he was there. Many of the tales about chaparrans describe them as phenomenal archers, able to send arrows clear over the horizon to strike a bull’s-eye. They carry bows of inflexible wood only they can coax to bend. When a chaparran fires his bow, the arrow flies with enough strength to pass through trees or skulls. When images of these archers come to mind, people are thinking of the Dawnamoak kitarri. Technically the order did not originate from Dawnamoak, having derived from a much older chaparran forest-nation from the previous age. With the immigration of echa, all the grand
masters of kitarri-kansi (the chaparran name for their martial discipline) were gathered by Sylvanakassus to her three tower-trees of Jibaro and allowed to perfect their art. It was thought originally this effort was meant to compete with the emerging gorna sersannis style, but Sylvan insisted this was not the case. Regardless, chaparrans from all over the world converged to the towers to accept training. They returned to their people in hopes of passing their skills on to others, but in every situation, the second generation kitarri was a pale imitation of the original student. Eventually, potentials were sent straight to Dawnamoak to complete their training under the grand masters, all of whom are alive today. They are Korrissessoro, Marrisikorna, and Skylenaskanna, the latter being the only one to have left the towers. Skylen took her knowledge to other forests to train their chieftains and splinter-hounds (the leaders of a splinterpack). The other two grand masters have forbidden her to teach non-chaparrans the art, a directive she doesn’t necessarily agree with. With the exception of the rare kitarri trained under Skylenaskanna, all adepts of the discipline must embark to Dawnamoak (unless already living there) to receive the black-bow of the order. Most kitarri live in the nation pierced by the three tower trees but most chaparran villages across Canam can claim at least one member of the order. No chaparran would even think of wielding a black longbow fraudulently and a nonchaparran carrying a black kitarri bow is considered to have taken it from the original wielder’s body, and is dealt with accordingly. Path: Discipline Prerequisites: Chaparran Skill Proficiencies: History (Kesakas), Acrobatics, Athletics Weapon Proficiencies: Kitarri black bow Equipment: Kitarri black bow, 15 gp in valuable pelts (most of which you wear), a fistful of arrows.
FEATURE: KANSI You are a legend within chaparran communities. Your title and reputation precede you wherever you go: you need but mention your kansi name and any honorable chaparran will go above and beyond the call of duty to assist you. You are an artist with the bow, able to place an arrow anywhere you can see, regardless of distance or obstruction, but you are always driven to exceed the deeds that made you a household name in the first place. As a result, you quickly learn to adapt to new situations and throw off anything that holds you back.
DAWNAMOAK KITARRI FEAT CHANNEL STRENGTH
Your years of practice with the bow has granted you the following benefits. Increase your Strength score by 1, to a maximum of 20. You can use Strength instead of Dexterity or Wisdom for all ranged attack and damage rolls with a kitarri black bow. Double your ability bonus to damage with a bow when firing at enemies within 10 feet. If one of your ranged attacks drops an enemy to 0 hp or less, you can use your bonus action make a single ranged attack against a different target. You do not add your ability modifier to the damage roll for this attack.
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Backstory I was granted an audience with the great Korrissessoro and permitted to train under him. Following his philosophy, I don’t believe nonchaparrans should even touch a black bow let alone be trained on its use. Marrisikorna demands patience. I’m older than other kitarri but feel my kitarri-kansi is stronger. For years, I pulled my bow with no arrow, just to learn the techniques. When I finally stopped asking for the arrow, I was given my own bow. It’s an art. I wasn’t trained by a kitarri-kansi master but by a splinter-hound disciple. I know the talents, just didn’t care much for the wisdom. I just wanted to put an arrow through someone. I’m a second-generation kitarri, recognized as a prodigy. My humble teacher admitted I had surpassed even his middling talent, and my next lesson would only be found in the outside world. I was a splinter-hound trained by Skylenaskanna that decided to leave my pack. I have a higher calling outside of just protecting a small forest. Skylenaskanna was a wandering master, and one who found me. I was just a modest hunter, but she claimed I had hidden potential. We only had a short time, but I walked from it with a newfound talent and a beautiful black bow. Korrissessoro, Marrisikorna, and secondgeneration teachers—I learned from them all, spending my life in Dawnamoak. They wanted me to spend another century training, but I’d have none of that; there is adventure to be had. He wasn’t one of the three masters, but my teacher knew how to use the black bow. When they killed him, I took the bow and vowed revenge.
DEATH HUNTER They all drink together quietly in the corner when they come into my bar. They never speak – as far as I know, they don’t even know each other outside of the hour every other week or so they come in to drink. You’d be hard-pressed to tell them apart: while they don’t look remotely similar, they all have the same air about them, a hardness about the body and especially in the depths of the eyes. Their faces tell stories of sleepless nights and silver claws in the shadows. I avoid looking at them when I serve their drinks. I’d like to keep all my teeth. Jairus was a poor mining village with a small but promising lumber industry. Centuries ago, word came from the lips of dying refugees from the south of the collapse of a great kingdom of men. The bravest and best of Jairus took it upon themselves to see the extent of the calamity. They expected to see razed buildings and scorched soil. They were not prepared for the Black Marsh of Sana. A curse had taken the entire land, spreading into the soil, flora, and the sky. Thick, black oil—unable to burn—seeped from the ground. The few plants that did grow had no color or leaves. The Jairus militia found only empty huts and keeps, no bodies. Then they saw the shadows move. Silver claws lashed from the darkness and only a handful of the group escaped to tell the tale.
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The first legends of the marsh were born and generations later, brave warriors take it upon themselves to venture into the marsh in hopes of destroying the source of the corruption. The Jairus death hunters believe that if the shapeless wild of the Marsh are destroyed, the marsh would weaken. The true key to its elimination is the discovery and destruction of King Sana’s old castle, Kardia-Gothas. To prepare themselves for the trauma of the marsh, recruits are taught to control their fears by undergoing a battery of ordeals to tax their mental stability. Outsiders claim this leaves emotional scars so cavernous that incoming terrors simply fall into the depths. They assert that death hunters are no longer stable and would be prone to sudden, unpredictable acts of extreme violence if they didn’t temper that need with excursions into the Marsh. The hunters may possess some demented addiction to such horrors; if Kardia-Gothas were to be found and destroyed, and the Marsh was to fade away, the death hunters of Jairus may turn on their own people in some manic dependence to sadism. Outside of their duties, death hunters are detached and unfriendly. They are not necessarily mean-spirited, but care nothing for manners or etiquette. They speak bluntly of their personal demons, ranging from simple addictions to the perverse pleasures of dominance and masochistic activities. They are neither welcomed at parties nor do they make a point to socialize with groups. Even those with a shred of charity left don’t reveal those emotions and their rare acts kindness often come to the surprise of others. Jairus death hunters skirt the line between nobility and wickedness and many admit—even to themselves—that they have crossed the line, believing only their oath to eliminate the corruption of Sana and other infections like Tranquiss, Ixindar, and the Necrosea keeps them from turning on those they swore to protect.
DEATH HUNTER FEAT PURPOSE OF BEING
Your grim determination to end the forces of evil have given you the following benefits: You are immune to fear. Your first attack on a creature with the Ixindar keyword has advantage, and its first attack on you has disadvantage. When you attack an Ixindar creature, any weapon you wield is counted as magical and silver. If you hit, the creature has disadvantage on its next attack roll against you. Each time you kill an Ixindar creature, you gain resistance to cold, fire, poison, and necrotic damage until the end of your next turn. Roll or Select 1
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Path: Discipline Prerequisite: From or trained in Jairus. Skill Proficiencies: History (Central), Survival, Intimidation Tool Proficiencies: Navigator’s tools Languages: English, Englo-Lingo Equipment: Two lanterns, a whistle, a very inappropriate kill trophy, navigator’s tools, 15 gp gem from your last kill
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FEATURE: CORRUPTED RESISTANCE You have seen the worst this world can create, the darkest nightmares given form. Despite your resilient exterior, such images wear down on a soul. It affects your relationships, your outlook on life, and even lofty philosophical views of the universe itself. Your scars run deep, physically and emotionally, and you intimidate people without even having to try. On the other hand, your exposure to countless horrors gives you considerable resistance to fear and the fortitude to stand where others would inevitably flee.
You have advantage on saving throws against fear.
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Backstory I am a necessary evil. I’m the monster you want, the one solving problems you’re unwilling to face. I’ll take the horror so you won’t have to; so don’t complain if I get a little cross when you ask me to mind my manners. I don’t wish this life. My village, if not the whole countryside, is under threat by encroaching darkness. I was beating ploughshares into swords. When this evil is dealt with, I’ll be perfectly happy being a farmer again. I hated being a farmer. I was only looking for an excuse like this. I was already adept at fighting; this way, I can kill with a clean conscience. The darkness destroyed everything I knew and could ever care about. My soul is already dead. All I know is vengeance. I don’t seek trophies. I seek the souls of those that swear themselves to darkness. Some people claim that hunting monsters for gold is only a profession for insane people. I don’t see the issue; I kill monsters and get paid for it. It’s a civic duty. It’s not like I’m killing puppies. The Sana Marsh is more than just a cancer reaching across Canam. It’s a puzzle—a void of nature spreading like a virus. And one cannot kill a virus without first understanding it. I must unravel this mystery. I was a loyal hunter, killing when and where, and then some impertinent son of a noble killed my pet. Now I answer to no one. I’m off their leash. I’m no one’s dog. I hurt those I loved. I lashed out to those undeserving. I’m no longer the hero I wanted to be. I can no longer be the soldier they need me to be. There is no retirement for those like me. All I can do now is leave.
DOPPELSHIDO When first I came to Fargon from Limshau, I was astonished how closely the warriors of this land resembled my own ancestors. They wore the same armor, wielded many of the same weapons, addressed each other with terms of respect not quite the same but of equal reverence, stood by their lords unto death as my samurai forebears had done, and yet they had done these things millions of years before the miniscule span of time that bushido ruled in the Land of the Rising Sun. I asked my host if
the narros had any equivalent of the ancient rite of seppuku, and he looked at me strangely. “No,” he said. “That practice is a human barbarism. Mere failure is no excuse to waste a good fighter. Let him atone by giving his life in battle, that his shame may be turned to good use.” Normal narros circulate through many careers in their early life, only settling on their final calling after experiencing many others. Families support this for their youth and adult narros can often claim many feathers in their caps. A few find their calling early and desire no other. They take to weapons as quickly as their eating implements, learning early skills by swinging at shadows and driving their blunt wasters into benches and walls. When their talents are allowed to develop, they crave no other path. In a few cases, these narros are granted an audition to tutor under (and possibly become) one of the ravnorra lords. They undergo brutal training including walking and running for hours laden with heavy weights, as well as being beaten with sticks over their legs and arms until they no longer stumble or wince. They do not choose their own weapons: the master chooses the weapon best suited to each student. They learn every balance point, every edge with the capacity to kill, every inch of the weapon in the art of war. By the time they reach adulthood, they can perch upon their hilt, edge in the soil, and stand there for days without falling. They can twirl their swords behind their back, juggle them between their arms, and strike on the upswing as well as well as the downward cleave. These proud knights take positions as telokkrim—the honored guards of kings and favored guests. They climb the ladders of prestige and set themselves apart as the most devout disciples of combat. Their path to perfection, however, is not yet over. The final test still waits—becoming a ravnorra lord, the greatest and most legendary line of narros in history. These fae equivalents of ancient samurai are considered the greatest soldiers of all the fae and the envy of every doppelshido student from the moment they pick up their first blade. The majority of narros that join multicultural adventuring parties begin their lives as doppelshido. Whether or not they intend to pursue the final tests is dependent on their individual personality. Some find the final grueling tests too taxing and escape with only basic skills and little honor. Some may be masterless ronin, their sworn lord or father felled by a coward’s weapon. The lost student must now follow an unfocused path in search for vengeance, which might never be fulfilled. Path: Discipline Prerequisites: Narros Skill Proficiencies: Acrobatics, Athletics Weapon Proficiencies: One weapon with the versatile property. Equipment: One weapon with the versatile property, common clothes, 15 gp in a small sack.
The weapon you choose as part of this background can be used for two-weapon fighting and counts as the appropriate weapon type for all class features that are normally limited to specific melee weapons, such as the monk's Martial Arts or the fighter's Fighting Style. Additionally, if you do not use its versatile damage as part of any attack on your turn, it counts as two weapons.
DOPPELSHIDO FEATS MASTER FORM
Your constant practice has paid off, granting the following benefits. Increase your Dexterity score by 1, to a maximum of 20. When wielding your doppelshido weapon, you have advantage on opportunity attack rolls. Enemies have disadvantage on opportunity attack rolls against you.
JIZAMURAI You bring the discipline of the doppelshido style into every aspect of your everyday life, which pays you back doubly as your strengths reinforce one another. You gain the following benefits. When you engage in two-weapon fighting, you add your ability modifier to the damage of the off-hand attack. Your doppelshido weapon gains the reach property, although reach attacks have disadvantage. Roll or Select 1
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FEATURE: DOUBLE FORM What you are able to accomplish with your favored weapon is as close to magic without it being so. You can make it do pretty much whatever you want. Your skill earns you both respect and a steady livelihood as a warrior, bodyguard, or instructor.
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Backstory I was born with a weapon in hand. I felt it in my grasp before learning to walk. I’ve known nothing else. It’s an extension of not only my hands but of my will. My world begins and ends within my reach. My talent is a gift from my god. I am a tool of his will. I do nothing that is not in the name of a higher order. Without that, I am just a mindless weapon. I was in line to be a ravnorra lord. Then I fell to dishonor, a betrayal I was pinned with but not responsible for. Banished from my house, I am now a ronin, a criminal, hunted for a crime I did not commit. I aim to clear my name. I am telokkrim—honored guard—set on a mission I will not fail. Unlike others of my kind, this forces me away from home. I am the long-extended hammer of my lord/king, given a quest to defeat evil where it lies. To be honest, I think my fanatical views made me unpopular, and they found a reason to send me away. My master told me the title of ravnorra was soon to be bestowed upon me. The final test awaits. I must discover my true self, define my place in this world. It involves walking the Earth, returning only when ready to take the title. I left the order willingly. I had a weakness of the heart and it compromised my discipline. I was forced to leave and pursue alternative paths. A monster broke through my guard and slayed my lord. I may call myself ronin, but most who claim that have no honor. I am all about honor…that… and vengeance.
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94 EXPERTEERING ENGINEER Somewhere in that disemboweled armor suit there’s a gimfen. I can hear him alternately whistling merrily and cursing as something small and essential goes ‘pling,’ followed by frantic hammering and a chorus of “oh well, good enough” or “can someone pass me the duct tape?” The suit is now about three times the size it was when he started, covered with pipes and protrusions that don’t seem to serve any useful purpose other than to either terrify the opponent or immobilize them with laughter. I’m just glad I don’t have to wear the thing.
For reasons that are not well understood, gimfen do not short out technology by their mere existence. This permitted them to slowly build a technological industry. They were one of the very last species to break off from the first fae branches, and like to claim that their race’s capacity to hold technology without disruption proves them to be the final form of the fae—the end result, the ones meant to escape the cradle of Earth. The inherent problem with this theory is the fae’s natural imperceptiveness of technology. The various fae peoples have developed languages, cultures, and even expanding empires. They have forged swords, laid down paths, and erected communities. After a certain point, however, they simply stop; even if their presence was not toxic to machines, the mere concept of industry and mechanization simply would not occur to a fae if they had not been exposed to it from outside. Some claim that because they did not evolve, they lack the instinct to compete with others for dominance.
Despite their wisdom and creative brilliance with poetry and song, fae lack the drive to push and conquer their world, a natural byproduct of a short-lived evolved species. The gimfen, although not subject to their cousins’ technical antipathy, still lack the drive to develop their own, especially in comparison to the fast pace of mankind. For thousands of years they languished with the few advances they stumbled upon through mere luck. All of that changed when they returned in the new age and discovered humanity. The short-lived hairless apes found industry and technology second nature. Gimfen rarely innovate, but they can replicate. After gleaning every nugget of information they could acquire, they started to adapt what they learned to operate outside the walls of bastions. The experteering engineer is the result of this growth. Instead of hiding inside or underneath the grind towers of Gnimfall or the dozens of other communities around Canam, experteering engineers embark into the outside world in search of even more knowledge. They travel the world finding technology they can either use outright, or return home to their people. Their greatest ability is their knack to reverseengineer human technology they encounter and modify it to operate without disruption in the lands of magic. Most employ this ability in the field of high tech weapons, but some utilize it with standard gear as well. They are limited in what they can adapt, as the result is usually clumsier and substantially larger than the original. Experteering engineers are an unusual sight in Canam but their presence proves that technology’s eventual dominance over magic is inevitable. Path: Discipline Prerequisite: Gimfen Skill Proficiencies: Engineering, Perception Weapon Proficiencies: (See feature) Language: English or Englo-Lingo, Japanese. Equipment: Widget bag, 50 gp in various techan gear (unused gp become widgets.)
Its weight increases by 100% if it weighs less than 10 lbs, +50% if it weighs between 10 lbs and 50 lbs, and +20% if it weights over 50 lbs. One-handed small arms become two-handed small arms. Two-handed small arms become heavy weapons. Heavy weapons become super heavy weapons. Super heavy weapons cannot be adapted as they would be too large for an adventuring party to carry (though rumors suggest a few grind towers have them built in). Specialty weapons and grenades cannot be adapted. Weapons requiring tripods when adapted automatically come with one during the procedure. Techan melee weapons do not need to be adapted unless they are powered: adapted melee weapons with the augment keyword can only be mounted on exo-armor. Medical gear and professional equipment cannot be adapted. Neither can battery cells as they benefit from the shielding of the adaptation while inside the weapon (EDF checks are only for batteries when outside of equipment). You should purchase an EDF muffler bag. Batteries cannot be adapted as the procedure would drain the battery in the process. The original item being adapted is not retained as it is taken apart and incorporated into the new shape. This new shape is no longer sleek or beautiful. It is ugly, clumsy, and heavy. It spits, whines, and creaks with every movement, seemingly on the verge of blowing apart at any second, though never doing so. The technology looks clumsy, with exposed tubes and cables running to backpack mounted insulated power packs. Goggles become massive helmet assemblies. Armor hobbles around quickly, shifting its weight left and right like a drunken narros. Worse, the style of adaptation is unique to you. Only you know exactly how you Roll or Select 1
FEATURE: ADAPTATION
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You learn how to reverse engineer technology and rebuild it with increased insulation and redundant components so it can operate in ED fields without disruption The adapted item is so fragile and requires so much fine-tuning that only you can use it effectively—if you give it to anyone else, it breaks after one use. Not even another gimfen could figure out the eccentricities of the device before it fails.
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You can dismantle and reassemble anything electronic or mechanical, but doing so significantly increases the size and weight, which may cause drawbacks at the DM's discretion—furthermore, items that are not designed for a gimfen's stature (such as exo-armor and heavy weapons) may impose disadvantage when used. You are automatically proficient with the adapted item, but not necessarily with the item it is based on. This new shape is no longer sleek or beautiful, becoming ugly, clumsy, and heavy. It spits, whines, and creaks with every movement, seemingly on the verge of blowing apart at any second, though never doing so. The technology looks clumsy, with exposed tubes and cables running to backpack mounted insulated power packs. Goggles become massive helmet assemblies. Armor hobbles around quickly, shifting its weight left and right like a drunkard. The time to accomplish the adaptation is one day (8 hours of hard work) per tech level of item. You must also invest gp equal to half cost of the original the item.
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Backstory I was born in a grind-tower and knew little else. I didn’t care to leave until some brave warriors came by asking for a tinker. I figured what the hell. We gimfen are gifted having a foot in each world, enabling one like myself to study the interaction between techa and echa. And one cannot commit research stuck in a workshop. I need to be out there. My grind tower, a distant citadel isolated from Gnimfall, was razed to ash, and I was one of few survivors. My gadgets are all I have left, reminding me of what I lost. Can you believe some gimfen build guns and robots and never use them? I cackle with glee each time one of my creations works. They call me unstable? ME? What did I do? So what, I made one bomb. ONE BOMB. They just wanna suck the joy out of everything. Fine, I’ll take my genius elsewhere, thank you very much! I had always hovered near my grind tower, never venturing too far out…then I saw something in the sky, something mechanical. I followed it. I wasn’t raised in a grind tower; my home were the catacombs of York. I have more human friends than gimfen. One day, said friends asked me to join them in the creation of a mercenary company. It looked like fun. My machines lie scattered across the countryside, a means to an end. I need to be better, stronger. I will not be considered some weak halfling. I’ll be the rescuer, the gallant hero, the knight. I’ll just have a gun instead of a sword.
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adapted the item and attempts to teach others the technique results in utter confusion for anyone other than a gimfen with equal craft ranks. Even if explained, the exact supplies would be required, including the original item. Adapted technology does not disrupt from ambient EDF. It can still disrupt from active attacks (EMP weapons) or if an attempt is made to enchant the weapon.
(EX) TRAFFIC HUNTER “We don’t serve your kind here,” said the bartender with a glower. Alessandro sighed. “I no be no slave-taker, goodmon, and I no be servin no king. I want only un drink anta answer to un pergunta. Have you no be havin a worry of pickpockets here of late?” He passed a gold coin, fifty times the value of the drink he had requested, across the bar. The barman continued to scowl, but his business sense overwhelmed his principles. “Yeah,” he said at last, pouring the drink and passing it over. “Started two weeks back. They say hundreds of people been robbed even of their jewelry while walking where nobody could possibly reach ‘em.” Alessandro smiled, his dark eyes glittering. “Ten my road be leadin here after all,” he said. “Tere be criminals of ta fae well as ta mon. An you judge all mon of Malkut ta same, you no be better than we. I be handlin your ladrões, you no fear.” He put another coin down on the bar and left, his dearly purchased drink left untouched.
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There is a small but vocal portion of the human race that firmly believes that they are the true inheritors of the planet. The invading fantasy creatures either had their chance and failed or are the result of a breach in the laws of reality and don't truly exist at all. As such they are not afforded any dignity or rights. Any commandments or tenets that pertain to humans do not apply to fae; these creatures can be dismissed or categorized as demons, fiends, or any other evil force mentioned in religious and mythological texts. They must be more than just disregarded; they must be suppressed, dominated, or destroyed. After a few decades, this belief extended to enslavement, as the massive economic possibilities of an indentured population could not be ignored. King Darius founded Baruch Malkut on the elimination of the fae races, but relented in the face of the opportunities offered by the businessmen and landowners of the new properties he had conquered. Either you came into this career naturally or were bequeathed it from a family’s legacy. You were trained on how to track and capture every type of fae. For reasons that are unquestionably complicated, you have moved away from this profession. More than likely, when faced with this birthright, you rebuffed the responsibility, appalled by the actions of your ancestry. Unfortunately, one cannot simply walk away from his or her duty. The kingdom knows everyone under its law. It never forgets, and it seldom forgives. Rejecting the traditions of your heritage, you have escaped the kingdom, obsessed with making amends for actions you might never have committed. Or...not. Path: Discipline Prerequisites: Human, from Baruch Malkut Skill Proficiencies: History (Baruch Malkut), Perception, Stealth Weapon Proficiencies: Dagger
Languages: Onespeak, choice of one: English, Englo -Lingo, one fae language. Equipment: A fae-iron dagger (whether or not you use it is up to you), a family heirloom, a set of Malkut clothes you avoid wearing, 15 gp of Malkut currency you’ll probably need to melt down.
FEATURE: KNOW THEIR TRICKS Despite your thoughts on your past life, there is no doubts that your training has kept with you. Like it or not, you are a natural hunter, and a common quality of the fae is that they share such common qualities. It allows you to guess their movements and counter them in combat.
You have advantage on saving throws against fae.
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Backstory Exclusion from my home was not by my doing. My caravan—my family—was set upon by angry fae. I somehow escaped. The only way I could survive was to shed off anything identifying me from my past. I was a child riding with my father on my first hunt when everyone was killed. The fae took pity on me, and I was raised with a new perspective. Let’s get one thing clear: I didn’t like the fae, and I still don’t. Limshau custodians intercepted my caravan. We fought, I lived, and was thrown in jail. Limshau doesn’t endorse capital punishment. I eventually escaped from my cell and vanished into the wilderness as a fugitive. It was fine when it was just puggs. That felt… civilized. Then we attempted the lucrative score—hitting a proper fae village. It was unspeakable, what we did, what I was forced to do. I had a change of heart. I was a captain, commanding loyalty, until a lieutenant that felt I was too soft betrayed me. They left me to die tied to a rock, assuming the chaparrans would kill me. They didn’t. I was foolish and talked to one of them, a damaskan that appeared more…human…than what I was previously believed. I realized the monster I had become. I freed the slave and became a fugitive. My old caravan now hunts me. I never liked this life, not for one minute. I hated being forced into it by family. They forbad me to do anything else, damned patriarchal pressure. The moment I had the courage, I fled. I had caught and broken every form of fae. I had my own collection, and sold dozens more. I put them to halo, killed when they resisted, and pit them against each other in games of sport. I don’t know what changed. I simply had enough. I took those I could save and fled.
FARGON DISCIPLINED Every day for a year, Kezdell sat before the same blank sheet of paper, simply staring at it. He ate with his eyes closed, visualizing that sheet of paper every instant. At night, he held the sheet in the eye of his dreaming mind. At last, on the final day of the year, he took up his brush and wrote a single character on the paper. He considered it for a moment, then crumpled up the sheet and threw it away. “Not perfect,” he decreed, and fetched another sheet. “I will begin again.” As is their way, most narros dedicate the entirety of their energy in the application of the task at hand. They reserve nothing for the possibility of failure. They consider one plan, one option, one course for their life. There is no casual hobby. When a narros enters the military (which most are required to do for at least ten years in their youth), they think of nothing else. Waking at sunrise, they train until the fall of night. Others turn to spellcraft. Some embrace medicine. Many take to the mines. When they finally choose their preferred career, there is very little that will change their minds. And in turn, they throw everything of themselves into that path, rejecting hobbies or
passing fads. Despite this being a common stereotype of nearly all narros, those of Fargon take this course to near fanaticism. Each city has a skew towards a certain path, but it hasn’t changed a broad range of dedicated warriors and wizards coming from the sprawling kingdom in the North. Path: Regional Prerequisite: Narros from Fargon. Skill Proficiencies: Select one skill Tool Proficiency: Select one tool Weapon Proficiencies: Narros krollish Equipment: Narros krollish, 20 gp in Fargon currency, your selected tool
FEATURE: MASTER CLASS As your title implies, you have narrowed your approach in life, focusing on the pursuit of a single talent upon which you can be considered the utmost authority. Alas, you tend to view all things other than your chosen skill as extraneous or even irrelevant. On the one hand, it allows you to ignore distractions easily; on the other, it makes you somewhat difficult for people the lack your focus to get along with.
Choose either the skill or the tool you gained from this background. You never suffer disadvantage on checks with the chosen skill or tool. Roll or Select 1
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Backstory Most narros are asked to try their hands at different skills before finding one that suits them. Once they discovered I excelled at one, they let me pursue it. However, to maximize my usefulness, I had venture into the outer world. In my village, our roles were assigned based on testing and responsibilities required. I refused, wishing to follow my heart. For that, I was banished. I still hunt my dreams. I was raised in a library in Fargon, studying on my favored topic as much as I could. However, I cannot be the master I wish to be trapped here, and I departed in search of my final lessons. My talents are being wasted in my small home town. I don’t mean to sound elitist, but I was worth more than what they had me do. So I left to find a proper use of my skill. A validation, that’s all I ask for. Money, that’s all I ask for. Cross my palm with silver and you can have my visibly superior skill. Since no one here was willing to pay up, I’ll have to find work elsewhere. My gifts are given to me by a higher power. Said power has whispered to me that I must seek out a great quest, lest my talent go wasted. A great crusade awaits me; I just have to find it. What I wish to be simply cannot be accomplished where I am. I don’t want to leave my family; I simply have no choice. They claim this is an obsession, an unhealthy one, and that I should give it up. It’s not as easy as that. My talent has placed me atop an echelon others admire. Among a considerable population, I am atop a very long list of those sought out. One day, my lord approached me, as he could trust no other. “Take on this quest and make the kingdom stronger.” How could I refuse?
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FREE HOUSE CITIZEN A very small segment of the echan population in Canam considers themselves free from obligations. They have no debts and answer to no one but themselves. With growing concerns of raiding bogg and pugg swarms, the number of truly free people dwindles daily. Many congregate around the huge nations of Canam like Limshau, Kannos, or Baruch Malkut. Others try desperately to win favor with a bastion. Many others simply settle for one of the many free houses across the land. The free houses are sovereign states squeezed between and around larger kingdoms. They are relatively self-sufficient and, despite their pride, spend most of their diplomatic capital towards earning favor with larger kingdoms. They do this either through trade goods or noble marriage, though the latter is unsuccessful with the fae houses. Those raised in free houses must contend with a chaotic upbringing. Free houses are notorious for being unable to supply the needs of their people. There is not enough food, not enough shelter, not enough clean water, and not enough law enforcement. Those adept in the skills required for adventuring often acquired these skills from nefarious sources—robbing or pilfering their necessities on the streets. Before finding their calling, many of these travelers lived a sordid past with sins they would prefer not bring up. On the converse, those seeking adventure with roots in a free house may have come from a rich bourgeois household, adorned in the rare and costly purple-dyed tunics that set them apart from the serfs. It’s possible they were related to royalty or to a family with ties to the inner circle of the aristocracy. Why these individuals would choose to leave such a station could be obvious or rooted in issues best suited for privacy. If their path keeps them around their homeland, they will obviously have needed expertise when dealing with the local customs and practices. If outcast, they may wish to remain as far away from their home as possible.
Path: Regional Prerequisites: Born in any Free House in Canam Skill Proficiencies: History (your free house & surrounding area), Stealth, Perception Languages: One of your choice: English , Damaskan, Englo-Lingo, Indic, Narroni, Onespeak, Romanic, Semitic, Sinitic, or Slavic. Equipment: Common clothes, 20 gp in stuff snagged in local markets.
FEATURE: LOCAL EXPERT You know where and who to talk to in your small pocket of civilization. You might have been raised in privilege, poverty, or somewhere in between—a knight, a peon, a serf, or a citizen, but you never lived a sheltered existence. The skills you've acquired came from the streets and work experience, not in a classroom.
You automatically pass all DC 20 checks or lower related to knowledge and lore about your free house, its inhabitants, its flora and fauna, and its immediate neighbors. Roll or Select 1
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Backstory I was raised on the streets, knowing neither home nor family (beyond those that earned my trust). My brothers shared no blood and we survived through instincts and wits…until I lost them all through law enforcement and gangs. I was a common thief with exceptional skills, though eventually being caught by the house lord. Instead of dismembering me, he brought me into his fold…the nobility is always looking for spies. I am proper knight commanded by his lord to complete a quest. Like legends, people will remember me and my exploits. I was the child of a simple man who ran a simple noodle restaurant, but I strove for greater things. Despite loyalties to family, I knew a higher calling awaited me. Perseverance will offset lack of skill. I can never return home; my family has disowned me. My kingdom considers me a criminal. If I return, it would have to be incognito. I am no citizen of my land. They labeled me a bandit, and the title is fitting. Admittedly, I do raid caravans and vandalize house declarations. I’ll keep at it until I find something better to do. I never considered myself an adventurer. I was happy selling gear to those braving the wilderness. I knew I possessed a natural talent but never thought I was good enough. Maybe I’m wrong. I was a member of the elite, the top percent of the house; I wanted for nothing. One day, street thugs killed my parents, and I couldn’t protect them. That will change. I will be powerful, and I will be feared. By whom remains to be seen.
GNEOLISTIC Sakura walked among the wounded, her eyes sad. This was no bogg or pagus raid – this was the work of human monsters. Bloody hands reached for her: she stretched out her own fingers to meet them, but her bodyguards gently steered her clear. “There is nothing you can do for them but pray,” her priest said. Sakura opened her mouth to protest, and then shut it again. These men were dying – the best she could do for them was strengthen their faith.
“My Lady!” came a distant call. Two of her soldiers came up, dragging a limp form between them. “We caught the bas—ah, the leader.” Sakura stared at the bruised and bleeding shape before her. “He was not in this condition when you found him, surely?” she said, perhaps with more sharpness than she intended. She knelt down and placed her hand on the man’s forehead, and one by one, the bruises and welts melted away from his body. “Why did you attack us?” she asked softly. “We never did you any harm.” The man looked up at her and spat on her white robes. “You do us harm every day,” he growled, as the soldiers dragged him away. “They don’t tell you, do they? Ask your handlers there what they’re hiding from you!” Sakura looked up at her priest, who merely shook his head sadly and gestured for her to walk on. From the moment of your birth, those around you knew of your blessing. You possess a natural affinity with the power of Attricana. You can alter the very order of nature and the universe around you. You are an apotheosis of the might of chaos. You can create life, heal injuries, and even recall souls from the afterlife. You channel the spirit of Attricana in everything you do. Some have claimed this power is bestowed solely from a divine source. Others say faith has nothing to do with it. If all souls are siphoned from Attricana then a gneolistic is simply a channeler of life-force. A gneolistic is an exceptionally rare soul to encounter in worldly travels. Very often, a gneolistic is taken in (or captured) by a religious sect and convinced or conditioned to believe his power comes solely from the gift of God or gods. In these cases, their path is cleansed and rewritten by the place of worship, erasing pesky personal stains like social standing and ethnicity. They parade the gneolistic as proof of piety, convincing others to join the congregation. Even if a holy order does not locate a gneolistic early, very often the child's own family will assume such responsibilities and a village idol is born. This would often still draw the attention of said holy order, forcing the idol to convert. A church has also been known to alter its doctrine to retroactively accommodate the village's traditions in order to win over a resident gneolistic. On a few rare exceptions, enlightened individuals have located and raised these prodigies under the umbrella of secular tutelage. A study from Limshau revealed that the ratio of gneolistics to vivicators is almost exactly one in twenty thousand, with a similar ratio between vivicators and normal individuals. These ratios slightly improve among laudenians and chaparrans, but a larger population leaves humans with the highest number of gneolistics. Path: Supernatural Skill Proficiencies (select two): Arcana, Religion, Nature Language: One of your choice. Equipment: Common clothes or vestments, an optional holy symbol or fake totem, a diary, 15 gp in silver coins.
FEATURE: INDETERMINATE CONSECRATION You are touched by Attricana, able to channel the power of the gate without needing books or totems. Your talent is rare and valuable, especially to those without scruples who seek to exploit you as a prophet, a tool, or as a weapon. If you manage to avoid falling into the clutches of such people, you become adept at hiding your true nature and surviving on your own, either suppressing your powers or posing as a wizard, carrying a fake 'totem' and making sure that real wizards never uncover your secret. If you had the misfortune to be identified young and exploited, you at least always have a place in some cult's hierarchy or a master's entourage...as long as you do exactly what you're told.
You may select any magical class. By default, you are tied to the white gate of Attricana. Your saturation value is 20, which can never drop below this value unless your soul switches from Attricana to the negative energies of Ixindar--in which case, your corruption value becomes 20, your saturation value becomes 0, and you become Lawful Evil. If bound to Attricana, you cannot cast necromancy spells: if bound to Ixindar, you cannot cast abjuration spells or conjuration spells that summon creatures. Roll or Select 1
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Backstory My gifts were discovered in my village early on, and I was deified as a prophet of God (or gods). A cult formed around me. But something was gnawing at my soul. My family was manipulating me. I finally got wind of this and escaped. Everyone loved me. It was not a cult; it was a movement. I deserved this attention. I. Had. Superpowers. I couldn’t protect them when the bandits struck. Now I’m alone, forced to rebuild. My gift does come from a divine source, but religion only comes from the lips of mortals. I refuse to follow books of dogma and prefer to find my own path. Thankfully, I was raised in a home that allowed me that freedom. No one knew of my talent; even I didn’t fully comprehend my potential until meeting that hermit. We were alike, and he taught me to expand my horizons, to think beyond the natural laws of the universe. He taught me a path I plan to follow. My gifts came near puberty. Oh sure, there were signs early, but it was later when I blossomed… and a massive disruption draped my bastion in darkness. Oops. Time to find a new place to live. This is not a gift from some intruding deity, just a natural ability unique in this new world. I just won the magical lottery. God or gods never need be involved. My path is mine alone; no prophecy or manifested destiny will control me. Instead of a gift, my people believed my powers were a curse. I fled, fearful of what I could do. I must understand this ability, and either master it or have someone take it away. My parents told me to keep my powers to myself, to push away anyone that could tempt me to slip. I alienated my siblings, believing me a shut-in. I saw them socialize, fall in love. In a brief slip, my powers were discovered, and I could think of nothing else but to flee.
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HALFMASTER Modern culture has a strange love affair with the sword – a hero isn’t worth much these days unless he has a magic sword. But really, what’s so great about a sword? In order to use it, you have to let someone get close enough to hit you back. Go to Limshau and ask any librarian about Guan Yu, Leonidas, Zhang Fei, Cúchulainn, Achilles, Watanabe Hanzo, Poseidon, Lugh, Odin – dozens of legendary heroes and more than a few gods have favored the spear over the sword. With a spear, you don’t need armor, you don’t need a shield – you can move from an offensive stance to a defensive one in an instant. You can take someone’s head off before they move within a halfdozen paces, you can pull horsemen from their mounts, and in a pinch you can throw it. Give me a well-made ordinary spear over a magic sword any day. Not everyone in Kannos is privileged enough to be trained on a horse since learning to walk. As Kannos lacks fruitful mines, their only other major donation to warfare is their renowned spearmen. There are dozens of different schools in Kannos, each teaching a different approach to spear and lance use. Some soldiers are trained how to use massive spears that root in the ground while others learn how to tuck a lance under the shoulder and brace for a solid hit. Some launch them against distant enemies while others prefer their use as thrusting weapons in close combat. The most exclusive and taxing discipline is the art of habaukeedo, which involves using every inch of a polearm. Like all soldiers in Kannos, halfmasters are usually forced to take to the field with inadequate armor; the need to deflect incoming attacks as best they could resulted in the evolution of the halfmaster’s art. A halfmaster can brace the weapon at its full length for a decisive kill before the opponent’s weapon can sneak in, but then they may switch to a tight formation when surrounded. It is thought the art of habaukeedo derived from either the narros doppelshido technique or from masters of the ancient naginata skills who brought their art to Canam via Genai. Unlike a slow and disciplined spear wall, halfmasters often break ranks, running after enemy squads after the cavalry has broken them.
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Path: Discipline Prerequisite: Born or trained in Kannos. Skill Proficiencies: Animal Handling, Acrobatics Languages: English , Englo-Lingo Weapon Proficiencies: All weapons with the reach property (like the glaive, halberd, or pike). Equipment: A glaive, pike, or halberd; a riding horse, 15 gp in a pouch.
FEATURE: HABAUKEEDO
Habaukeedo is a specialized field of martial arts focused on wielding long weapons both at full length and up close, often from the back of a horse. Derived from ancient styles, habaukeedo has since evolved to adapt to the growing culture of Kannos. The versatility taught along with the style allows you to make a suitable weapon out of anything that is even approximately the right shape, and extends even beyond the art of combat—you are generally able to see any problem in life from at least two perspectives.
Any weapon with the reach property you wield can be used for two-weapon fighting (the offhand attack deals bludgeoning damage instead of piercing or slash-
ing) and counts as the appropriate weapon type for all class features that are normally limited to specific melee weapons, such as the monk's Martial Arts or the fighter's Fighting Style. Additionally, if you are not wearing heavy armor, as a bonus action, you can switch the weapon from being a reach weapon to counting as two weapons.
HALFMASTER FEAT BLUNT HIT
You have learned the secret of life is to walk softly and carry a really big stick. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. If you wield a weapon with the reach property, it gains the versatile (2d6) property when used for an attack against an adjacent enemy. You can choose when you make an offhand attack whether your reach weapon deals bludgeoning, piercing, or slashing damage, regardless of the weapon's normal damage type or how you are currently using it. Roll or Select 1 2 3
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Backstory I had been raised since birth with a mount; it was family, but after its death, I lost the spirit to be a proper mounted warrior, so I shifted perspective. I was poor, with nothing save my weapon. One can carve a kingdom with the large enough blade. I have aspirations. I was a loyal soldier of the kingdom. In a critical battle, I was injured, left for dead. Afterward, I stood among the bodies, realizing I had enough of war. Service was required by the kingdom. At my earliest opportunity, I abandoned my duty and took the role of a nomad. They labelled me a deserter. I was given an honorable discharge for service and a lingering injury. My home life afterward was turbulent; I was wracked with anxiety. It was best to leave and find purpose elsewhere. It’s not about what’s best for the kingdom; this is just good old fashioned revenge. An opponent of significance killed my best friend; I won’t settle until it feels my wrath. I waited for years to see some action. Peacetime is so boring. I couldn’t take it anymore, and I left home and family to justify years of training. They said I was a natural, that I could do anything with a weapon. My future in the military was paved before me. But I won’t answer to someone just because I’m told to. I’ll punch my own ticket, thank you.
KAVALIER When his father died, Patrik did not cry, for his father died gloriously defending his community from ravaging skeggs. When his brother died, Patrik did not cry, for his brother was disowned and executed dishonorably as a horse thief. When his son died, Patrik did not cry, for the child fell nobly protecting a half-fae stranger from slave traders. But when his horse died, Patrik did not emerge from his chambers for a year, and his sobs could be heard across the moors that surrounded the manor house.
There are horsemen and cavalry across the world. Some are honored and have a long lineage. It takes an especially brilliant soul to be among the chosen of the Kannos cavalry, the elite kavaliers. What distinguishes a Kannos kavalier from other mounted military is the lack of heavy armor. Kannos is rich in fertile land; huge livestock populations result in the largest number of horses in Canam. Kannos is weak, however, in mineral resources and must trade with the narros and their human allies in Abidan. Since most farms have to survive on their own, every farmhand, stable boy, and wrangler learns to ride and control a steed the moment they could balance on two legs. By puberty, reins are an afterthought and the saddle an indulgence. Armor—especially barding —was an extravagance few could afford in the early days of the kingdom. The front lines of a Kannos army are populated with such seemingly simple cavalry, offering the illusion of an inept and under-equipped host. Kannos kavaliers ride light in armor and nimble in their saddle (when they use one). Their horses are lifetime partners and often share sleeping quarters. Some traditions match a young fighter to a steed early in life. The squire and mount live their lives responsible for the other, loyal to the end. They form an unspoken bond and never leave each other’s side if it can be avoided. More often than not, kavaliers prefer the company of their animals to people and often sleep in stables, as horses make great alarms. Kannos kavaliers are quick on both two feet and four. They leap upon their mounts without a stir and drive even the most skittish animals into combat without a stutter. There is no greater waste in warfare than a trained warhorse with an incompetent rider and there is very little more dangerous than a Kannos kavalier and his mount. Path: Discipline, Regional Prerequisite: Trained in Kannos. Skill Proficiencies: Animal Handling, Acrobatics Languages: English , Englo-Lingo Equipment: Warhorse or other properly sized mount (this becomes your pact-mount), horse tack (bits, breastplates, bridles, halters, harnesses, martingales, reins, saddle, and stirrups), 15 gp stored in saddlebags.
FEATURE: EQUESTRIAN TALENT
Kannos has the best horses and riders in the world, and you pride yourself among their elite. What you can do on horseback amazes everyone - all the more when you remove the saddle and perform the same feats again as adeptly. Outside of the military, you may have dabbled in circus performances, equestrian competitions, and dressage. Most riding tasks are a walk in the park, as you and your horse are in tune with one another. Your pact-mount never acts against your wishes, and if you pass a saving throw against being frightened, your pact-mount does so as well.
Your mount is proficient in all Dexterity- or Strength-based skills you are proficient in. Your mount gains one hit die of its normal type (based on its size) for each class level you possess over level 2, and can spend these to recover hit points as part of the same action that you spend hit dice to recover hit points.
SPEED AND ELEGANCE You and your horse move as one graceful creature, granting you the following benefits: Increase your Dexterity score as well as that of your pact-mount by 1, to a maximum of 20. You have advantage on Wisdom (Animal Handling) checks. You have advantage on Dexterity saving throws while mounted. While mounted, you can use your bonus action to direct your mount to make a single melee attack on your turn (in addition to the mount's normal actions).
SUPERFLUOUS REINS Prerequisite: Grace and Litheness, Speed and Elegance. Your steed doesn't need any urging from you to take the fight to the enemy. You gain the following benefits. Increase your Dexterity score as well as that of your pact-mount by 1, to a maximum of 20. From now on, any time you select the Ability Score Improvement class feature, your pact-mount gains the same bonuses as you. Any time you recover hit points, your mount also recovers half the amount you do. Roll or Select 1 2
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KAVALIER FEATS
GRACE AND LITHENESS Your pact-mount and you form a bond not easily broken. Your mount gains your proficiency bonus to its attacks, any skills it is proficient in, and (while you are mounted) to Dexterity saving throws.
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Backstory My horse was the only one I pulled from the fire that destroyed my house, the only thing rooting me. Now it’s just him and me. As long as I have my mount, I have a home. I can’t remember not having my best friend beside me. I dabbled in war, and when I got bored, we moved on. I was a member of the elite Kannos rangers until emerging the only survivor of my posse after an ambush of outlaws. Now, I ride alone to right the wrongs I see. I might just wear a mask. This isn’t my horse; it belonged to someone I cared about. There was a battle and only the horse returned. Together, we both search for the truth. Bandits killed my livestock and burnt my farm. Authorities claimed they’d deal with it. Both my horse and I both know the score, and it must be settled. Call it a good-old walkabout—my horse and I taking the road, coast-to-coast, gathering stories to tell later. What adventurer we could have. We were common thieves, my horse and I. One day, we crossed the wrong lord, stole the wrong treasure, and became the bandits other kavaliers chased after. The battle is won, and now we take the long slow march back home. Packed full of swag, scars still healing, I took a meandering route home, and found myself swept up in something more interesting.
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KINETASSANA Speed, perception, and position are all one. When I move, I do not move: I merely change the singularity of my position. When I draw my weapon, I do not draw: I only put what should be elsewhere in the place it belongs. My mind perceives what cannot be seen. I can taste emotions on my lips and smell the impulses of my enemies. With such perceptions of the world, nothing comes as a surprise, and I need never know fear. I will be aware of my own death moments before my final breath. My talents may appear magical to the uninitiated, but anyone who knows the world as it truly is could do the same. The dominant religious movement sweeping the tenenbri nation of Vanaka endorses a xenophobic stance, decrying other species save their own, and prohibiting any contact with foreigners. This is despite the natural tendency of tenenbri to be interested in companions that differ from the image of perfection their priests claim tenenbri to be. The faction in power has convinced the masses to ostracize anyone not like them, even members of their own species that are slightly against the norm. This belief is encouraged more in cities than smaller villages and many traditional tenenbri denounce the practice. Even so, there is a small segment of underground fae that have no home to speak of, with some venturing into the light to start anew. Tenenbri that are forced out or leave willingly because of a desire for isolation often spend years in the darkness of Vanaka, learning to hone their abilities to see without seeing. Most tenenbri encountered north of Southam are nomadic. Some are drifters that have gathered in a family caravan to escape their land or explore the world. A few are hermits, keeping to themselves and staying out of harm’s way. When encountering such a recluse, passers are advised to leave them alone, for they may be a member of an exclusive order of wandering warriors, the kinetassana. Kinetassana may be wise, even friendly to outsiders, able and willing to lend their skills to the innocent. But compared with other tenenbri they are quiet and unsociable, seldom traveling shoulder-to-shoulder with others. Even when enticed or forced to accompany a party, the kinetassana trails behind and volunteers little.
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On the surface, a kinetassana appears nonchalant, almost unaware of her surroundings. She rarely brandishes weapons openly, preferring light varieties kept hidden, exposing them only the instant they are ready to swing and sheathing the instant the stroke concludes. Kinetassana are nearly impossible to catch off-guard and rarely charge into combat, preferring to let enemies approach and attack. They don’t play with targets during a fight. They don’t dance, jump around, or tumble. They kill quickly and efficiently and do so with hardly a sound. Path: Discipline Prerequisite: Tenenbri Skill Proficiencies: Stealth, Sleight of Hand Weapon Proficiencies: Select one one-handed martial melee weapon. Tool Proficiency: One type of gaming set, one type of musical instrument Equipment: Traveler's robes, one type of gaming set or one musical instrument, 15 gp in miscellaneous coinage. If you own a sword without the heavy property, it can be disguised as a cane or similarly innocuous object at no extra cost.
FEATURE: PROPRIOCEPTING POSTURE Acute hearing and superior instincts make sight superfluous to a master of the sword. Your craft involves smooth, controlled movements, including the quick drawing and returning of your weapon from its sheath so fast that sighted beings often cannot follow its path, or even realize that you’re carrying a weapon. You are nearly undefeated in an ancient art form few outside your race have mastered, and your apparent handicap means that those who don't know better are quick to underestimate you.
You have advantage on initiative rolls.
KINETASSANA FEATS
PROPRIOCEPTING TALENT It is easy to move quicker than your opponent when you can hear his heartbeat and read his intentions in his stance: You can use the higher of your Dexterity and Wisdom bonuses to determine your initiative bonus. If you tie initiative with a creature within 25 feet, you always go first. If you hit with a melee attack before your enemy acts after establishing initiative, your hit becomes a critical hit. If it would have been a critical hit anyway, you deal additional damage on the hit equal to twice your Wisdom modifier. Roll or Select 1
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Backstory I’m but a simple businessperson who likes the odd game from time to time. I don’t go out of my way to help people; bad things just seem to happen around me, and it’s not in my nature to stand aside. Despising the policies of my kingdom, I fled north in hopes of proving my people are not the tyrannical xenophobes others assume us to be. For that, I must be the better fae. I was happily living life as a hermit (even had a nice hut), no responsibilities, until the legend of my past caught up to me. I was pulled into a cause I very much wanted to avoid. I was a drifter, fleeing my past, unassuming, only resorting to violence when violence was wrought upon me. When others witnessed my hidden skill, they begged me to help them with an important quest. Sigh. I acted nonchalant in public, but at night, assumed an alter ego. I became a defender of the innocent, righting wrongs when found. No one knew I was the hero that people feared and celebrated. For a time, I was an undefeated fighter, scoring win after win in the arena. I suffered a great loss when my blade broke in combat. With bruised ego, I abandoned the sport to reclaim my honor and forge a new blade. There are legends of famous blind swordsmen in human books. I may be fae, but these stories resonated with me. Such dignity and humility in these heroes, attributes I admit are lacking in many of my own kind. I aim prove we can be as gallant. I’ve lost everything. I wander the wastelands of this new world, accepting no responsibilities. Despite occasionally discovering my buried kindness, I find it difficult to form significant bonds and prefer to wander this land alone.
PROPRIOCEPTING STRIKE Prerequisite: Propriocepting Talent By taking a moment to focus, you know exactly where to strike for the deadliest effect: Increase your Wisdom score by 1, to a maximum of 20. Once per turn, you can expend a hit die to turn a normal hit into a critical hit. You deal additional damage with the hit equal to your hit die.
KNIGHT OF THE WALL Thousands of years ago, three hundred warriors stood against a legion so great their arrows blotted out the sun. They had no wall to defend them, only their courage and their stout shields. We have a wall, and for that reason we must prove ourselves braver than those ancient heroes. We must stand for what we hope to protect. Our shields must cover those who cannot shield themselves. If the enemy’s shadow strikes the sun from Heaven, we must fight on through the night. We fight not for our pride nor our glory, but for the chance for our mothers and fathers, our sisters and brothers, our spouses and our children to live in glory and be proud of us. On the bridge Tethuss, the holy warriors of Janoah live their lives in defense of a single cause—to hold the wall against the pagus hordes threatening to sweep down the continent. Bound in by mountains on one side and gulping waters on the other side, all but the bravest pagus see the isthmus as the easiest route to the unprotected south despite its towering fortress rampart. The knights on the wall, standing atop the buttresses and manning the bridge, are rarely taken from their footing. Their defensive stance turns into an offensive one and opponents find themselves facing a stronghold of shields covered in spikes and blades. This knight looks to his shield as his primary ally. By combining their efforts, many knights can link to form an impenetrable barrier against attack. This practice began with the first assault across the bridge, with thousands of pagus battering the walls. The front line facing the hordes were ill equipped and the wall behind had yet to be completed. The phalanx held fast, with the front warriors standing guard with light shields on each arm while forces behind held onto long spears. The pagus could neither push nor break the wall and the battle was quickly won. To date, few have ever bested a Janoahn knight in shield and sword combat. They are proud to stand on Tethuss and few ever leave the fortress. And yet some do, venturing either across the bridge, or south from the city. The reasons may be their own, but their shields represent their honor, so are never separated from them. They avoid mounted combat and prefer to be charged rather than the ones charging. An entire industry has stemmed from this art form. Janoahn shields are a highly prized commodity throughout Canam. Even some pagus have been seen using them, though only the knights on the bridge wield them properly. Path: Discipline, Regional Prerequisite: Fr om Abidan Skill Proficiencies: Athletics, Religion Armor Proficiencies: Shield Languages: Englo-Lingo, Paggin Equipment: J anoahn shield, holy symbol (optional), 15 gp in semi-precious stones
FEATURE: FREEMASTERY The ancient Spartans knew their shields. You probably don't have any of them among your ancestors, but you can at least claim a spiritual succession. You and your brothers-in-arms use steel with the force of will to protect the rest of the continent. After years, you've managed to synchronize your thoughts on the battlefield, effectively acting as one being. Your dedication to the defense of Abidan's Bulwark also earns you respect and gratitude (and plenty of free grub) from the citizenry.
When wielding a shield, against melee attacks, your AC bonus increases by one. Roll or Select 1
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Backstory The kingdom called for a mission, one the Abrahamic Knights often took on, but it was an open call, so I decided to answer. My shield brothers wished me well. Defend the wall, day after day. I knew it was my duty, but I seriously thought there would be more…well…action. Shield knights also dabble in occasional bodyguard duty, so I changed my focus. A minor attack by pagus upon the Bulwark of Janoah almost broke through because of me, a mistake I cannot allow myself to repeat. I walked away from my duties to find a new purpose. God may have blessed the first King, but Abidan has become corrupt with each passing generation, milking a reputation no longer deserved. Disgusted by bureaucracy, I walked away, shield and holy book still in hand. They wanted to train me for command, to swear totally piety to the church and order. But I had one weakness and couldn’t in my heart accept it. I walked away from the only life I had known. While defending the wall, my family was killed in the city. What does that say of the world? Of God? I left the wall to rethink my life. I wasn’t allowed an honorable discharge. I made a mistake and fled to avoid persecution. I couldn’t give up my shield—it would be like severing an arm. My crest is covered to conceal my identity. I always asked too many questions, and the priests never answered them to my satisfaction. It wasn’t one issue, just a compounding of problems, resulting in me leaving the faith. And one cannot be a knight of the wall and an apostate. I was shunned, and had no other option but to leave.
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KOANA SCHOLAR “According to Valatthinen’s Theorem, as well as the Thermothaumic Constant and Shinji Amakusa’s work on polygrammatic energy states, my research into the seeking properties of magical missiles is a blind alley. However, the same reasoning and the same theorems apply to ninety-five percent of the work of the great wizard Kereptis Rifts. So I humbly request that the college reinstitute my funding forthwith, rather than deprive future generations of what may come to be seen as essential knowledge.” -- Letter to the Dean of Evocation Studies
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It is said that Limshau’s rise to prominence as one of the world most respected and admired nations didn’t hit its stride until it absorbed nearly 5,000 humans from Angel, thanks to Ravenar Limshau III’s “Crusade of Knowledge.” Until then, all damaskans were the same across the world. It was at that point the obsessive drive to record history reached a fevered state. Damaskans have always been social creatures with a preference for learning and acquiring knowledge, but bookbinding was a complicated procedure few of them had mastered in the Terros age, and the printing press was just beyond their capacity to imagine. The influx of mankind changed that, which explains why, after only 500 years, damaskans in Canam look and act slightly askew from those across the Ocean. The addition of movable type catapulted their society in a direction unheard of before. As no books or scrolls came with them when the gate opened, the damaskans only had their memories to work from, and even then, few remembered the details of their history. It was assumed they were similar to the damaskans of Damaska – towering spires filled floor to ceiling with color-coded scrolls with little else to differentiate them. It is thought the prevalence of the book totem didn’t become fashionable until the damaskans began to have extensive contact with humans. Circulation of books in the ancient age was reserved almost exclusively for the early damaskan wizards. Today, Limshau sports the greatest number of wizard academies in Canam, though
not the largest nor most respected actual schools. Larenoak and Jibaro in Dawnamoak, the Logos Academy in Abidan, and the Elsis Tower in Laudenia are all much larger and more prestigious, though all pale in comparison to Kirjath-Sepher on the other side of the world. No particular school stands out from the crowd in Limshau. All of them are respected in different ways. Nearly three hundred years ago, they allied to found the Koana District—a geographically unbound organization of all the schools in the Limshau kingdom. They set a standard of quality control maintained by every school. Despite different learning techniques and totem endorsement (though nearly every damaskan student chooses the book), every Koana academy must follow strict guiding principles which includes heavy arcane study, daily lectures, and rigorous repetitive exams and workshops. Unlike other fae schools, which try to apply a theological approach to magic, supporting a “gut intuition” and encouraging natural talent, Koana schools maintain that true wizard mastery only comes with heavy research and exercise. A Koana student is expected to remain at the school for at least twelve years (although “field study” is part of most curricula), though they are encouraged to remain longer if they wish. Path: Discipline Prerequisite: From or trained in Limshau. Skill Proficiencies: Arcana, History Languages: One living language and one archaic or dead language of your choice. Equipment: At least ten books on arcane lore, a backpack to hold as many of your books as you can carry, cheap wizardly robes, a month's supply of dehydrated noodles and assorted spice packets, no money (spent it all on books).
FEATURE: ARCANE COMPREHENSION You've studied more about arcana than even those purported to be masters. You've discovered secrets in your research known only to a few. This offers you a significant advantage in your studies of the arcane arts. It has
also probably left you with student debt, which gives you a good eye toward anything of significant value you might happen to pick up in a dungeon somewhere.
You learn one cantrip from the Wizard spell list, which cannot come from the schools of Illusion or Necromancy . Your spellcasting ability for this spell is Intelligence. If you do not have a spellcasting class, you must obtain a spellbook and have it in hand in order to use this spell.
KOANA STUDENT FEAT HONOR ROLL
You graduated at the top of your class, with the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You have advantage on Intelligence (Arcana) checks, and on Constitution saving throws to maintain your concentration. When you regain spell slots, you can convert one of your 5th-level or lower slots into a slot of the next higher level. Once you use this feature, you cannot use it again until you finish a short or a long rest. Roll or Select 1
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Backstory I studied for years with no spells cast. I retook classes repeatedly. I’ve mastered the fundamentals. Finally, I became a wizard, matching the seasoned characters of fiction. They say a wizard is one in a million, and it takes decades to discover one’s talent. Call me a phenom: I’m young, eager, and now a wizard. I’m ready to take on the world. I was fascinated by both gates, light and dark. The teachers warned me about investigating the ways of Ixindar, and refused to teach it. I dropped out to search for the knowledge they wouldn’t provide. I was the wizard equivalent of a jock, meaning I knowingly abused my popularity. I could cast spells, a rarity in a class of potential spellcasters. I still carry that level of bravado in daily life. Relatives informed me was a child that I was a natural wizard, living among the common folk in the village. They carted me off to a city I didn’t know, to a school I hadn’t heard of, to make new friends and learn the craft. Many people still consider me a child playing with dangerous toys. My family was killed by monsters I couldn’t defeat. Friends at Limshau took me in. Weak in muscle but smart, I decided to pursue wizardly. I won’t be weak anymore. I wasn’t even born echan. From a bastion, I abandoned my dishwasher, my computer, and central heating, because of a dream of being a wizard. I was more than just a student of Koana; I was a teacher. I sent my share of students into the world, hoping I imparted some respect for the arts, but I never ventured into the wilderness myself…until now.
LAUDENIAN MAGOS Kamillian wrinkled her nose at the contents of her plate. “What is this?” she demanded, every inch the high-born lady. “Steak,” said Rosh. “Top sirloin, the finest Kannos beef.” Kamillian’s eyes went wide. “This is… flesh? Of an animal?!” She looked ill. With a wave of her hand, her staff flew across the room and slapped into her palm. Muttering a few words, the slab of meat on her plate flew apart into glowing particles, and reconstituted itself as a silvery sphere, roughly the same shape as an apple. Rosh stared at her as she daintily raised her knife and sliced off a piece of the shimmering fruit. She chewed, and grimaced. “No good,” she said, disintegrating the sphere with a swift word. “I can still taste the sordid earth that spawned this creature. I will not dine tonight, thank you.” So saying, she rose from the chair and walked, supported by a cushion of air so as not to touch the ground, towards the stairs to the guest chambers. Her host stared after her, before gingerly taking a bite of his own food. The arcane arts might have originated with the dragons, as all the words of power derive from their language, but it is the laudenians that created the modern concept of the wizard. They found a way to tap into the holy language of the oldest magical race and transplant the capacity of their written form into totems that wizards can use in the application of their art. Until then, all fae were in awe of the power of dragons and forever slaves to the whims of Attricana. Laudenians, frightened by the concept of being slaves to anything, even magic, tried to discover a way to control it. This path began because of a dire need to prevent the degradation of their species. They hoped the words would uncover a way to control the chaotic power of the gate. They failed in this endeavor but did discover a way to harness some of the gate’s power through the use of the dragon language. They believed that by learning how the dragons direct their power by focusing on a single word in all its meanings, a wizard could replicate the same effect. The laudenians, ever disdainful of change, found the staff the most reliable totem and never supported another option. Eventually, the chaparrans would adopt the same when several of them stole the knowledge from acquiescent laudenians. It would not be until the damaskans arrived that alternative totems emerged. They embraced the book and soon after, the narros also developed a similar practice utilizing shields and weapons. In the modern age, nearly every race uses every form of totem available except for laudenians, who still stubbornly use the staff. They have used this single implement for their totem since the dawn of their species. Unlike any other casters, the laudenians are known to be the most numerous in proportion to their population and the most powerful on average. They know this and make a point of reminding those who know, don’t know, or don’t care. Path: Discipline Prerequisites: Laudenian Skill Proficiencies: History (Dianaso & Sky Network), Arcana, Perception Equipment: Roll twice on Magic Item Table B in the official licensed product and select one of the results, magos robes
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FEATURE: TOTEM SYNERGY You are born of magic. You understood the ways of magic while still a child, though admittedly for a laudenian, childhood takes a lot longer. Book knowledge cannot compete with natural talent. As a member of the elite of the elite, you have access to a wide range of magical items largely unheard of in Canam and know where the foundation anchor for any spell you might care to study can be found.
You can choose the cleric class. See the class description for details. You cannot cast spells with the necromancy keyword. This is a variant arcane spellcaster, and like a wizard, you must select a totem.
LAUDENIAN MAGOS FEAT ONE WORD
You do not need pages of formulae to make sense of a spell: as long as you can envision the Pleroma word in mind, you can bring it forth in its purest form. You gain the following benefits: When you prepare spells, you can prepare one more spell than normal. You have one additional spell slot of the secondhighest level you can cast, to a maximum of 6 th level. Roll or Select 1
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Backstory I fell from my city…literally. I’m lost, unable to find my way home. I’m a stranger in an even stranger land. Is this mud? I’m cold. I’m hungry. What’s that sound? I’m the exception to my race. I want to feel dirt around my feet. I knew leaving would mean the possibility I’d never return. But there’s a world out there. I need to experience it. How dangerous could it be? They classed me as unstable, my control over magic erratic. My acts harmed others. I was finally banished. I would’ve preferred they executed me. In my deeper moments of meditation, I saw an image of my future, of someone close to me, of a place I needed to find. I don’t want to leave my city, but I feel a compulsion impossible to resist. Laudenia rarely sends their people to the surface, but this was an exception worth taking. I was given that responsibility, and I am honorbound to see this quest through. I was a rare laudenian raised away from the city. My parents were magos and I inherited the skill from them. After they were killed, I found myself unique in a very big world. As a master spellcaster, I have greater responsibilities than others, and I must ignore petty phobias about the planet and those living on it. When I got wind of a quest that required my talents, I took on the task. I was soaring over the clouds on an enchanted boat when it was shot down by techans. The only survivor, all I have is my trusty totem and my anger at this world of science.
LIBRARIAN “Ano… sumimasen!” Strickon looked around to see a pair of glasses peering over a large stack of flimsy-looking books. The owner of the glasses was a shorter-thanaverage damaskan girl wearing what could be favorably described as a smock, covered with inkstains. Strickon looked at her suspiciously – since when did elves need glasses? The girl spoke hesitantly, in a babbling tongue that sounded mostly like Sinitic: the human could pick out a few words here and there, but her accent and the strange words eventually made him throw up his hands. “Sorry, miss. I can’t understand you. What do you want?” The girl shook her head and pointed at the upper shelf, before launching again into her incoherent jabber. Another librarian passing by rolled his eyes. “Don’t bother,” he said. “She’s what we call an ‘otaku’ – so focused on her discipline she forgets other people don’t understand all the same things she does. She understands English fine, but only speaks Kodai-Nihongo. You’re taller than her, so she’s asking for you to help her put those books on the top shelf.” The girl tilted her head to the side in a strangely cute gesture and nodded. Strickon shrugged and took the stack of books, then waited as the little librarian scampered effortlessly up the shelf. The covers were labeled in what looked like kanja, but there were many characters he couldn’t read. “What does this say?” he asked as he handed one to the girl. “’Moe Moe Megane,’” she replied happily. “Atashi no aidokusho desu wa!” Initially, the servants of Limshau, those responsible for the organization and defense of knowledge, referred to themselves simply as librarians, a title still in use today. The emergence of the custodian order freed them of part of their responsibility for defending the pages they index, and the librarians were delegated to the uninspiring but necessary duty of maintaining the treasures of the cities the custodians protect. Their combat prowess dipped significantly in the waning centuries. Modern librarians have an encyclopedic recall of every book they are exposed to in the wing they call home. Some librarians remain in a certain wing of the city for their entire lives, but like the custodians, the librarians are often found outside of the walls of the cities, having taken on a duty to retrieve some precious bit of knowledge. Perhaps a single volume among the thousands under their care has gone missing. Perhaps the final critical tome of a series has finally been located, a retrieval too important to be tasked to apprentice or mercenary. As always, simple curiosity may also possess them to leave, but most librarians are settled in their daily tasks, taking enjoyment in their duties behind a desk. Even more so than the custodians, the librarians treasure the written word and will most certainly carry several books wherever they go. They are also prone to chronicling every moment of their excursions beyond the walls. Though they may certainly possess some combat prowess, they normally lack the extreme physical disciplines required of custodians. Often, the librarian has left because of a singular need. They are frequently not as prepared for the outside world, despite having intimate knowledge of its inner workings.
Path: Regional Prerequisite: Fr om Limshau Skill Proficiencies: Select any two Intelligence or Wisdom-based skills. Tool Proficiencies: Calligr apher ’s tools Languages: One living language and thr ee archaic or dead languages of your choice. Equipment: A book collection too lar ge to car r y around with you, calligrapher's tools, common clothes, a backpack full of as many of your books as you can carry, 10 gp in a leather wallet.
FEATURE: BRANCH EXPERTISE
You've lived most of your life within the walls of a single branch of a Limshau city, gaining impeccable knowledge. As a librarian, you are responsible for cataloguing and maintaining the books under your care: you know everything about them, not just their contents, but the details of their construction, their history, the most intimate details of their authors, and any piece of trivia even tangentially related to them. You are an encyclopedia bound in clothes.
Select one: Add half your proficiency bonus to all Intelligence-based skill checks if you are not already proficient in them; OR, you double your proficiency bonus to one Intelligence-based skill you are proficient in.
LIBRARIAN FEAT
ADVANCED CURRICULUM Your knowledge of the library extends beyond a single section, granting you the following benefits: Increase your Intelligence score by 1, to a maximum of 20. Choose one Intelligence- or Wisdom-based skill you are proficient with. You automatically pass all checks of DC 15 or lower with that skill. While within a Limshau city, you add double your proficiency bonus to all Intelligence-based skill checks. Choose a number of monsters equal to your Intelligence modifier. You are now an expert on those creatures and automatically pass all Intelligence checks related to them. You also have advantage on Insight, Intimidate, and Perception checks involving those creatures. Roll or Select 1
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Backstory Bandits struck my branch and made off with a very rare book. I’m not about to let a custodian take on the responsibility for its retrieval. They stole one of my books…big mistake. Within the pages of the many books in my branch are stories of legendary locations and famous people. After so many years deep in books, I decided to see these locations and meet these people for myself. I was in charge of a small branch in a small town. Then a skegg terrorist group literally named after the refuting of knowledge attacked. They killed everyone and burned my books. I have nothing else but vengeance. After so many years, I was asked by the governor to document my own thoughts in a book to be printed. I accepted that honor, though I’ve never been outside my city. A ragtag band of adventurers approached me for information regarding a subject I was proficient in. After answering, they asked me to join them. Why not? I had been researching a specific subject on my off hours, but there’s limited information in my library. To follow the breadcrumbs, I’ll was forced to travel to some dangerous locations. I’ve decided to change careers. They say the pen is mightier than the sword. NOPE. Not true at all. I need adventure, excitement. Books can only supply so much. There was a call for an academic crusade, a group of warriors and scholars to travel and document what they find. They drafted me. I didn’t want to go. I had no idea what was out there. Books don’t really prepare you.
MALKUT OUTCAST You are profoundly ashamed of your origin. You were raised in a world where humans have declared themselves superior, children of the true god, and as such are masters of all creatures of the Earth. You were raised under the leadership of a king blessed with immortality. He accuses others outside his realm of being heathens and heretics or worse, patsies for demons parading around in pleasant clothes and alluring skin. As judgment, these demons deserve extermination, but if they can be indentured to aid the
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kingdom’s exaltation, so much the better. You had no option and no cause to think otherwise. You believed this was true, for it came from the lips of your elders. Your teachers explained the history of the world and the slow extermination of the human race through a gradual process of corruption by whispers rather than swords. You might have lived on a farm alongside these loathsome chattel, whip in your hand and revulsion in your heart. Then one day, or maybe over many, something changed. It is possible you always had issues with the practice. You couldn’t understand how such evil could be attached to such innocence. Regardless of the shape of their ears, who were the demons that enslaved others? As a slaver, you might have been born into the career, or took to it easily in a culture that supported it, but that doesn’t mean you believed in its practice. You might never have approved of the system but went along silently because of pressures from your government or family. When you reached an age where rebellion was the norm, you might have recoiled from the business and escaped the hated reputation. Despite talents learned, you want nothing to do with your past and actively try to destroy the machine you operated within. Likewise, you might have rebelled against the system because of events that occurred late in life, when you are forced to face the sins you have committed. Perhaps you saw the eyes of an innocent fae and realized the truth of the evils you were perpetrating. But there is no room in the kingdom for those who do not absolutely support their king in his plan for the world. You are either with King Darius and his crusade against the infidels or you side with those fated for the gallows or a cross. You must swear absolute fidelity to Baruch Malkut or be counted among the enemy. Therefore, you left, abandoning your family, your holdings, and any claim to any land. Sometimes, you appear overtly friendly to fae, trying desperately to offset any accusation that that you remain loyal to that old belief. You keep your origin secret, but you know it will surface eventually. You also believe it is fate you will eventually return to face your sins and family directly, and this time you won’t flee.
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Path: Regional Prerequisites: Human from Baruch Malkut. Skill Proficiencies: History (Baruch Malkut), Stealth, Diplomacy Tool Proficiencies: One type of gaming set, thieves’ tools Languages: Onespeak, choice of one: English , Englo-Lingo, one fae language. Equipment: One hallmark from your life in Baruch Malkut, common clothes, one type of gaming set, theive’s tools, 5 gp in various currencies, 10 gp in Malkut currency no one outside of that nation accepts.
to affecting change. Your feelings toward Baruch Malkut and the secrets you have in your head can make you friends at important times and in high places. Roll or Select 1
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Backstory I had gained a position of influence, someone with a future. They were grooming me for leadership. I saw through there lies, and gave up everything when I left. They didn’t take it well. There’s a bounty on my head now. I used my position to operate an underground railroad. I managed to smuggled dozens of fae from the pens. I used my business to bribe officials. It was successful until we were discovered. I had to smuggle myself out last. I held a prominent rank within the military until I saw an atrocity: a lieutenant, practically an equal, killing innocents in the name of our king. I defended them, and found myself crucified. Fae rescued me, and I carry the scars today. I was a member of the abolitionists, hoping to enact change through political pressure. We attempted rallies, passed leaflets. We thought it could be peaceful, then the enforcers arrived. I went out for snacks, and then I went to Limshau. Thankfully, I was raised in a house that abhorred slavery. When I came of age, my parents told me to escape the nation while they remained silently defiant back home. They made me promise to return and liberate Malkut from the plague infecting it. I wish it was some noble act, but I was just a simple criminal, and they punish the likes of me the same as any fae. When an opportunity arose, a few others and me hijacked a wagon and made a break for the border. I was a sellsword working within Baruch Malkut, paid for a variety of tasks, bodyguard, escort mostly. There was a limit of what I will turn a blind eye for. I turned my blade on my employer, and made a quick exit. Abolitionists had it wrong; we needed an outright revolution. We trained for months for the right day. We struck hard, burned the governor’s office, broke open the pens, and robbed the bank. We weren’t expecting the retaliation that occurred, and the movement scattered. I was one of the few to make it out of the city.
REDCAP
FEATURE: UNFORTUNATE ORIGIN
Don’t call him that. He hates people who call him that. And he usually kills people he hates.
For years, you swallowed the rhetoric of the cult of Konig until you finally had a surfeit of it. But when you left, you took a significant amount of useful information with you. You are an expert on the Blessed Kingdom's culture, where to go and who to talk to. You know how their military works, what their goals are. You know how to evade the vile thuggee stranglers and the terrifying red-cloaked assassins of the king's inner retinue. You know how much of a threat the kingdom is, and how they keep their own citizens in thrall to a decrepit, corrupt ideology. Best of all, since leaving, you've learned how to rally others to believe you, which makes you the kind of enemy the king can't ignore. Once people know your past, they understand your commitment
Before gimfen were renowned for their capacity for suppressing the disruption of technology, they were desperate to claim their own niche. They were a young race broken from the damaskans late after the emergence of the pagus, at a time when all the fae were coming to terms with the possibility of extinction at either the hands of their corrupted cousins, or from their own degraded forms. As the chaparrans were vanishing in the forest as nymphs and faeries, and the narros into the depths of the earth as ogres and trolls, gimfen emerged as a bright, bubbly light of playfulness. They fought for many years to find an area where they could excel. Because of their diminutive forms, several of them took to being fast, quick-strike hunters. They
would squirm and wriggle through battle lines, striking targets as they passed through legs. They eventually chose the shortbow as their preferred weapon because of its versatility and compatibility to their size. It even adorns the Salvabrooke flag. These gimfen love getting close for the strike, and whether wielding a bow or blade, don’t find it a satisfying kill unless blood stains their clothes. This gave them a disturbing nickname taken from human mythology, which most gimfen don’t respond well to. Some hate the term on pedantic grounds because they don’t wear hats. Others simply think it sullies a reputable profession as a close-combat warrior which commands as much respect as any chaparran ranger or damaskan fighter. Regardless, the name stuck and some of the more renowned assassins and war heroes in gimfen history have been labeled as such. Gimfen that choose an honorable path prefer the term, “siddosamma”, which they claim means “Warfueled” in the ancient gimfen tongue (the astute will note that there is no ancient gimfen tongue). The more wicked ones embrace the redcap legend even to the extent of donning a hat. Path: Discipline Prerequisite: Gimfen Skill Proficiencies: Acr obatics, Intimidation Tool Proficiencies: Thieves’ tools Weapon Proficiencies: Light cr ossbow, shor tbow. Equipment: A light cr ossbow or shor tbow, thieves' tools, a cap of any color you want, 10 gp in a pouch which may or may not originally belong to you.
FEATURE: REDCAP REPUTATION You are not some playful halfling known for picking pockets and irresponsibly getting drunk in a tavern. You're the strong arm of the gimfen. You've got a glare that could pin someone to the wall if your crossbow bolt didn't do it first, and even if some punters underestimate you due to your size, you'll make damn sure they’ll regret it…assuming they can still walk.
JUMP THE CORPSE
You are especially eager for the fray, gaining the following benefits: Increase your Dexterity score by 1, to a maximum of 20. If you reduce an enemy to 0 hit points, you can immediately move up to half your speed to be within 5 feet of another enemy as part of the same action. You have advantage on the first attack roll you make after reducing any enemy to 0 hit points. This effect persists from battle to battle if you don't use it, even after a rest. Roll or Select 1
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REDCAP FEATS
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KABOUTER
Prerequisites: Strength 14 Whoever invented that jolly lawn ornament got a few essential details wrong. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. You don't have disadvantage when wielding heavy weapons. If you reduce an enemy within 5 feet to 0 hit points, you gain a +4 bonus (cumulative up to +12) to all damage rolls until you end a turn having not reduced any enemy to 0 hit points. If you score a critical hit, the target has disadvantage on all ability checks and attack rolls against you until the start of your next turn.
Backstory I used to be a member of law enforcement, an honorable if not slightly boring profession where I lived. That was until old friends asked me to join them on a quest. I admit teetering on lunacy. My sin list gets longer each day as I find more crimes worthy of punishment. Friends question my stability. They had better watch out, lest I put that on my list as well. I was always prone to anger, which fit well with the role I played. My town asked that I find a purpose…elsewhere. I think they were only looking out for themselves. I don’t share with others the sanctity of life. I’m an assassin, the least one suspected. I permit myself the current company until the money stops being good. I started life as a playful pickpocket, then I crossed the wrong mark, and my best friend was killed. I swore revenge, and after following through with that promise, I became a fugitive, escaping the only home I knew. Redcaps are a proud aspect of gimfen culture, and I’m a honored member. I consider myself a knight. So what if I’m shorter. I’ve taken on a quest; it’s a very respectful profession. They don’t expect a little gimfen like me to be a sellsword, but I may surprise you. I’m actually one the of the best soldiers you’ll ever hire. Don’t ask for my past; ask what I can do for you. I watched all my friends fall to the hands of anathema. Some say that made me a little…unhinged. All I know is that boggs, puggs, and skeggs are a pestilence on this world. I will gladly dye my hat with their blood.
REKII Imitating the cry of birds is a very poor means of giving a signal. Anyone versed in wood-lore will be able to tell if you use a bird that is not found in the region, but if you use one that is, you run the risk of a real one crying. Far better is to train with your team to keep half an eye on you as you spot for them, or if you must go further afield, to keep an eye on someone who can see you. Relay information with simple gestures with meanings impossible to miss. This way, you do not alarm your enemies or confuse your allies. And if those allies happen to be boorish louts who disturb the tranquility of the forest every night with their raucous carousing about the campfire, you can warn them of danger without actually getting close enough to smell their ale-stained breath. Everyone wins.
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Chaparrans are nearly as xenophobic as laudenians, but where the laudenians abhor all other species for fear of being “tainted”, chaparrans simply prefer solitude. When they do form bonds, they swear oaths that transcend generations. A chaparran that has joined an adventuring party has learned to work within a group and has shared the key signs of her gestural language. All chaparrans possess the innate ability to communicate silently and once others pick up the important signs, a chaparran is able to pass her impressive eyesight onto others. The rekii spots targets from a hidden position. She then passes critical information to an ally (via hand signs, animal calls, and whispers) in order to improve their accuracy or position. It’s a unique gift few other chaparrans possess. It only takes a few days of exposure among new friends for them to take full advantage of his gift. It also allows the chaparrans to maintain their oath of loyalty while also remaining away from the social circle. Chaparrans cannot stand the need of other races (especially gimfen and humans) to fill silence with the noise of conversation, and even those rekii that have elected to join with such raucous noise polluters still prefer to be on their own. Often enough, the rekii remains away from the fire and discourse; while ringing in the occasional comment, a rekii for the most part stays hidden and watchful. Path: Discipline Prerequisites: Chaparran Skill Proficiencies: Perception, Stealth Tool Proficiencies: Disguise kit Weapon Proficiencies: Longbow Languages: Hand signs Equipment: Disguise kit, hempen rope, grappling hook, bedroll, fur clothing, 10 gp sewed into clothes.
FEATURE: KEEN EYES You are able to spot the smallest of details from nearly any distance. You can track opponents shrouded in darkness or hidden in deep foliage. You can convey that information to allies in order to offer an advantage. You fall into the role of a scout perfectly.
If you have line of sight to a creature and an ally that can see or hear you doesn't (but does have line of effect), the ally can make ranged attacks without taking disadvantage for not being able to see the target.
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REKII FEAT
FOCUSED SPOTTER You've trained hard to be someone else's eyes, gaining the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You and each ally that can see or hear you can increase the normal range of ranged weapons by 50%. When you are spotting for an ally, enemies you can see lose the bonus to AC from half cover and reduce the benefit of three-quarters cover to +2.
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Backstory I was a scout for the splinter-hounds but was unable to keep my unit alive. As a matter of honor, I went into self-imposed exile. I am not a technical rekii; I’m just a nomad, and my skill has simply come from avoiding people I don’t much care for. Chaparran warriors are entrusted with protecting the forests as much as the chaparran people…and my forest was burned to ash. I know who did it… and now I’m on a hunt. I was always an independent spirit, not sharing in the communal essence of my people. Before even reaching adulthood, I decided to leave my forest and make a name for myself. Rekii are the most common chaparrans assigned to groups not comprising solely of other chaparrans. My superiors obviously felt this quest was important enough to make me leave my home. I certainly didn’t volunteer. I was an honored member of a secretive society, a chaparran scout tasked with defending the world, men of action rather than words. Basically, we don’t talk very much…other than these words I’m saying now explaining that. They called me a wild elf, a feral fae, reflective in my hygiene and dress. I am one with nature, waiting for the day I will join the peaceful anathema. Then an outsider saved my life, someone I chose to follow as an ally, though often at a distance. Early in life, I befriended a group of wandering adventurers and found their life appealing. My kin forbad me to accompany them. I disobeyed, and now have no home to return to.
SALVABROOKE SEEKER There is absolutely no truth to the common perception that gimfen are a race of thieves and swindlers. Well, not much truth. Perhaps a little bit of truth. All right, quite a bit of truth, but we don’t mean anything by it. You’ve read the tales about impish faerie folk always playing tricks, right? Those are based on us. We can’t help it, it’s in our nature to be mischievous – but it’s all in fun. So why don’t we put this all behind us and I’ll give you back your watch. In exchange for a small finder’s fee, of course. Oh, don’t look at me like that – look at it this way, I’ve exposed the flaws in your personal security and you will now be much more careful with your possessions in future. I think that sort of service merits some compensation, don’t you? Gimfen are overeager to try anything once. They live their lives as the mirror opposite of narros. Where the narros eventually decide the path they would take for the entirety of their lives and never deviate, gimfen rarely settle. Many that grew up near machinery have embraced engineering as their chosen profession, but their shops are often littered with half-completed projects and ideas only partially realized. In Salvabrooke, most citizens are shopkeepers, shop workers, or members of the small but ferocious military. Others take to thievery or careers where similar talents can be exploited. Regardless of their path, they always add a zest to their performance. Messengers run over roofs, flipping and sliding in their sprint. Tricksters are
theatric and take minutes setting up their scam, entertaining their marks, and making the ruse almost welcoming in the end. These unguided individuals love the chase—the pursuit of anything, either as the target or as the arrow. If you point them, they will run. Some apply this in a respectable craft while many employ more nefarious ones. Occasionally, they steal just for the thrill of taunting a chase, abandoning their pilfered possession around the block or even returning it and thanking the pursuer for a good run. Some sell it back to the owner for a mild fee, claiming they are enriching the lives of those around by disturbing the order of their lives.
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In the eyes of many gimfen, governments and rules are part of the corruption of the other side. As Attricana encourages its chaotic drive for life in all forms, said lives prefer the anarchy of an unpredictable existence. They strive to introduce some chaos in the world around to remind everyone else that laws are part of a method of control and thus, part of the problem. To them, life is designed to rebel against conformities and laws need not be a requirement for civility.
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These gimfen don’t like being called anarchists, preferring the term “seeker”, as they are always searching for something they hope they never find, because the pursuit is the true purpose in life. For many of them, the chase ends when they die, hopefully a long ways away from where they started. Path: Regional Prerequisites: Gimfen from Salvabrooke; cannot be Lawful. Skill Proficiencies: History (West Cross), Stealth, Sleight of Hand Language: English Tool Proficiencies: Thieves’ tools Equipment: Thieves’ tools, three different changes of clothes for three different locations, 15 gp in stolen currency.
FEATURE: PETITE LARCENY You do enjoy introducing a little anarchy into peoples' existences, just to make sure they appreciate what really matters. Through your interventions, you've saved lives, brought lovers together, and removed that which tempts others to wickedness. True, sometimes you commit what might technically be called “crimes” for personal gain...a lot...but it's all in good fun. Regardless, you're very good at it. You can run practically all day without getting tired, and if you are caught stealing, your talent at entertaining fast talk means you’re unlikely to be punished for it.
SALVABROOKE SEEKER FEAT LITHE LEGWORK
Your sticky fingers are backed up with quick feet and a canny eye for hiding places. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You have advantage on all Dexterity checks related to pickpocketry or evading the negative consequences of pickpocketry. Your movement increases by 5 feet.
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Backstory I admit being a petty thief. There is no way to polish that turd into a jewel. I would never steal something critically needed—I have my standards. It would be nice to be a hero, but who out there would require the services of a burglar? I read books of how the rich should be taxed to help those less fortunate. Very boring, I’d rather there be a more aggressive approach, like… a… I dunno… a hooded bandit that would simply steal from the rich. Just call me a socialist tax collector. I lifted something I shouldn’t have. It looked so innocent. I offered to return it, but apparently, these miscreants have a “no-witness” policy. Well then, they can’t have it. But now I’m on the run. Oooh …shiny. I have stolen my share, given equally to absolve my guilt. I was famous though no one knew my name. I was days from retiring, then friends pulled me back in. I’m not a pickpocket but a professional thief, always going for the big score. I don’t need the money—I need the thrill. Dangle a big enough carrot in front of me and I do damned near anything. If I see something that I wanna take and it belongs to someone else, I take it. I want it more than the person who has it; does that not make sense? I have no concept of personal boundaries or ownership. If you want something I have, go ahead and try. If you get it, credit given. My talent was natural and underused. Friends told me I had a gift, but everything I took I returned. It was just a silly hobby, but now someone says my gift could help the world…that’s a tad bit of pressure. I’d rather just steal pastries.
SKY-BORN You don’t claim the Earth as your home. You fell from the womb and were not afraid. You clung onto ropes before learning to walk. You walked on the planks of a ship before you ever touched loose soil. You can dance on the railing of a skyship thousands of feet up. Like any other nomad, you have no real roots, but unlike those on the ground, you do have a home; it’s just mobile. You may have a family and might have owned your own ship at one point. Some catalyst has brought you on the ground. Perhaps you crashed. You could have been outcast for a crime. If you're a laudenian, you are most likely banished or have some need to see the world. Very often, that requires walking upon it. Path: Regional Skill Proficiencies: Acrobatics, History (Sky Network), Perception Tool Proficiencies: Navigator’s tools Languages: English , Laudenian Equipment: Navigator’s tools, silk rope, 15 gp in tradable goods.
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FEATURE: NATURAL WINDWALKER You were raised in the sky, or took to it early in life. Although this is the realm of the Laudenians, they have not been able to prevent non-Laudenian skyfarers from intruding in their domain. Whether you are one of these elder fae or a johnny-come-lately, you rarely set foot on the ground without pressing need. You never suffer from vertigo or motion sickness, and you have connections with a network that most others don't even know exists, or at the very least believe to be a legend. You can barter deals for passage on enchanted flyers or thermals, even negotiate a favor from a Laudenian dragonshead captain on a rare occasion."
You have advantage on Dexterity (Acrobatics) checks when balancing or otherwise staying upright. Roll or Select 1
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Backstory I was born of the sky. My parents lived and died up there, never setting foot upon land. I was the first to touch dirt, forced to the ground by a dragon. I’m unprepared for what awaits me. I was a good captain…at least I thought. My first mate committed mutiny and marooned me upon a mountain peak. He expected I would die climbing down. He wronged the wrong pirate—er, did I say pirate? I was rescued as a child by a Laudenian airship and raised in the sky. When I came of age, I asked to be brought to the ground to find my own place in the world, maybe even discover my origins. I spent my life obsessing over a legend, one telling of a city in the clouds keeping the secrets of the universe. This is not Laudenia but something greater, more mysterious. I lost my savings and my ship searching for it. My passion remains. I was banished from the sky because of a crime they claimed I committed. All I’ve thought of since then is getting my own ship. They can’t take the sky from me. The clouds may be free and vast, but they’re also boring—no one up here wants to travel where there’s real adventure. Eventually, I took what I had and landed. If I can’t fly to where there’s excitement, then I’ll walk. It was no dragon that shot us down; it was a machine. But with no bastions nearby, who was it? Were we targeted? Perhaps the cargo we were carrying held the answer. Some passengers we were ferrying told of a grand adventurer they were on. They invited me to tag along, but I’d have to give up my employment on my ship. I hope I made the right move.
SQUIRE OF ABRAHAM “You’re going to laugh if I tell you we’re on a quest to find the Holy Grail, aren’t you?” Claudette said. The librarian just looked back at her without changing his expression. “Antiquities section. Thirty-eight blocks north, then twelve blocks east. I can have an apprentice show you the way if you like.” The assembled knights shuffled their feet. “Um… it kind of defeats the purpose of questing if we don’t find it ourselves,” Claudette told the damaskan. “My apologies,” the elf replied. Abidan is the religious nexus of Canam, a nation where its constitution demands freedom of religion for all. Unlike the nation of Trinitas on the other side of the planet, Abidan’s government is committed to a rejection of theocracy even as it embraces faith as a core value. Nevertheless, it does maintain a dedicated order of holy knights, an order known across the land for humility and valor. This is the Line of Abraham, the envy of every apprentice in the kingdom. A knight fights only when necessary. They carry a strict faith in themselves or in the religion they are associated with and swear absolute loyalty to that devotion and its tenets. They believe the shields of truth and virtue protect better than any armor forged by man. A potential squire is selected young and trained alongside a great knight for many years, well into adulthood. Some of the most respected soldiers in the Janoahn army are still awaiting approval into the line. Eventually, one is asked to take a personal crusade—to find a personal truth and to discover one’s soul in the exploration of the outside world. Only when students feel the path directs them home do they finally do so, in hopes of being accepted in the order. To be of this group is not to be some church bound
priest or a zealot screaming from a soapbox. This devout disciple has taken it upon herself to preach the word of God to the unbeliever while also defending the tenets of faith against the heathen and infidel. This champion could be a crusader to inspire the masses, marching along the front line of an army, motivating troops and rousing faith in the cause. A crusader loves preaching the power of faith, usually reserving such displays for when potential combat occurs. Crusaders often lead charges, standing proud, commanding holy warriors into battle, and further solidifying their status among the others. Crusaders hope for the day when they control armies of their own. This champion could also be a fanatic. Fanatics think of nothing other than upholding their faith against the heathens of the world. They may even subscribe that redemption falls only to the worthy. A truly noble fanatic wishes to help the needy but believes destroying one’s enemy is the best way to accomplish that.
Savarice, and the Knights Pantokrator, each with its own code regarding war, the protection of innocents, and the proper behaviors of a knight. All fall under the blanket of the Edicts of Abraham, the code of conduct for a knightly representative of Abidan. While most Abidanians know enough heraldry to distinguish the orders, outsiders only know of a broad class of warriors beholden to epitomize virtue and chivalry. You can always call upon your brothers and sisters of your order in a bind to help you, and even those of other orders will put aside any petty rivalries to assist you if you are truly in crisis. When you display your order's colors, you are presumed to speak for your order, and any honest citizen of Abidan (and any other nation that recognizes the order's reputation) will do what they can to assist you. Of course, these courtesies come with the expectations that you will uphold the honor of your order, defend the defenseless, and behave in a manner appropriate to your station at all times.
Finally, the champion could be a missionary. These followers of the faith don’t consider themselves extremists. They seldom enlist others for the glory of combat and rarely join an army bent for war. Surprisingly though, missionaries handle themselves almost or equally well in situations where they must protect themselves or those who need defending. Their calling forces them from the church to venture as nomads – with or without the assistance of other missionaries – into the wilderness of the outside world. There, they would not seek the believers but the doubtful. One would appear not as the prancing paladin marching proud and tall, but as a simple follower, wise beyond their years.
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Missionaries frequently approach areas of need and depart without ever expressing a belief or preaching a cause. In their eyes, being loyal by the doctrine of their faith and helping those less fortunate, even to the point of raising weapons against evil, comes before attempting to preach to the potentials. They neither require conversion as a prerequisite for offering wisdom or assistance nor agreement with their beliefs as a condition for friendship and loyalty. They help first. Almost all settlements welcome the missionary. Of course, fanatics and paladins may enter claiming the same title. The missionary is well educated and survives alone in the dangers of the wild when others run screaming or die in the cold.
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Regardless of the result, some squires never return, finding a calling far more important—a calling only a god could bestow. A few do return, shaped by the world into an either a broken soul bent for drunken tavern tales of better times or a noble knight of the Line of Abraham. Path: Discipline Prerequisites: Choose a religion, from Abidan. Skill Proficiencies: History (East Cross), Religion, Insight Armor Proficiencies: Breastplate Language: Englo-Lingo Tool Proficiencies: One musical instrument Weapon Proficiencies: One weapon Equipment: A holy book, a holy symbol (optional), ink pen, humble clothing, a musical instrument, tabard of your order, and 15 gp in donations (or no money at all, having given all spare change away)
FEATURE: MEMBER OF THE ORDER There are several orders encompassing the umbrella “Knights of Abraham”, including the Cavaliers of Furusya, the Knights Sclavia, the Mubarizun, the Order of
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Backstory I’m a knight, a paragon of chivalry. I believe myself a champion of causes. All my gifts come forth because of God’s grace. With a list of medals and achievements, I was allowed to leave the kingdom in hopes of saving those outside from the evils the Wall of Janoah could not defend against. I was a member and protector of a mission bringing faith to the faithless in the darkest corners of the world. I helped civilize the barbarians…until a mob of them fought back. The lone survivor, I struggle with motivation. I am an admitted fanatic firmly believing that my kingdom is without sin and those under its flag should be proud to fall under the light of God. Those unappreciative could soon face God’s wrath, or more directly, my own. I have a soul bound to God, but I believe my morality comes from within. The sorrow of the soul comes from acts I know to be unethical, not because a kingdom or god told me so. With that, I felt it necessary to depart. I am proud of my heritage but fear what my kingdom may be turning into. I am no longer one of my order. Perhaps God showed me to little or showed me too much. There are flaws in my religious teachings. I have decided to wander the world in search of the true God. I no longer believe. I wear the armor; I wield the weapons. I took their training while secretly concealing doubt. Now, faced with the possible rise of fanaticism in my kingdom, I can no longer close my eyes. Lacking faith in kingdom and/or God, I had no other choice but to leave. The power I have makes me mighty. I should be in charge of my own order, a saint, or at least one with my own castle. I am above these gospels. I set out to make my own order. People call me arrogant—but people like me forge empires. I don’t need to practice my faith; I’ve actually gotten quite good at it. I don’t believe I’m required to hammer it over people’s heads. I won’t proselytize unless invited to. The quest I partake is not one required by my church. I won’t enforce my kingdom’s agenda. I do what I do because it’s the right thing, and that’s all.
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TASKIN-KADA WATCHER Yusuf did not allow his eyes to move as the mark came out of the house, relying on his peripheral vision to keep the man in sight as he sat, dressed as a tired beggar, on a bench a little way down the street. He whistled a little tune, and above him came the sound of a chirping songbird of a species that could not be found anywhere near here. Two streets away, the mark was accosted by a provocatively dressed tilen woman, who he fended off with barely concealed disgust. The fae shrugged her shoulders and wandered away. As she passed the dishevelled beggar on the bench, she dropped a slip of paper into his proffered hat. Yusuf smiled and got creakily to his feet. His work here was done, and there were other houses he must watch. Taskin-Kada, a respected city in Abidan, developed a counter-intelligence group for the express purpose of maintaining surveillance on potential enemies, and occasionally, potential allies. This gave rise to the watchers, an echelon of individuals trained in the art of stealth to rival even the assassins from Baruch Malkut. The watchers are not spies but observers. They never steal anything other than the unaltered history revealed before their eyes. With a reputation for honesty and accuracy, the word of a watcher carries weight in an Abidan court. Among other accomplishments, that reputation allowed the organization to expose corruption within a trading guild in Sclavia and recover Savarice’s pilfered holy blade when stolen by thieves under blessing of Darius Konig. When the watchers are not observing within the kingdom, the majority are committed to external actions, dealing with neighbors both friendly and hostile. Dozens patrol lands north of the Tethuss Bridge, a necessary task though it costs the most lives. The majority of them travel south, to watch the nation of Baruch Malkut. Despite the impressive distance between the two nations, and the fact that several other kingdoms lie in between, Savarice never forgot his experiences near that land and considers the rival nation the greatest threat to Canam, more so than the pagus to the north. Taskin-Kada took an especially vested interest in Baruch Malkut. Home to the largest single Jewish population in Canam, Taskin-Kada despises the use of Hebrew words as a name for one of the most malevolent nations on Earth.
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As a member, you can either be tasked by a secret mission or be one that has left the order for personal reasons. Your specialty deals with espionage in other nations and you are not cut for dungeons, though you would not be frightened by the concept. Path: Discipline Prerequisite: From Taskin-Kada or trained by a Watcher. Skill Proficiencies: Perception, Insight Languages: Englo-Lingo, Onespeak Tool Proficiencies: Disguise kit Equipment: Disguise kit, riding horse, several changes of commoner clothes, signal whistle, 10 gp in a pouch
FEATURE: PATTERNS IN CHAOS You are a spy, pure and simple. You specialize in counter-intelligence, extracting information from places and people unwilling to divulge. You accomplish this through seduction, subterfuge, and good old-fashioned sneakiness. You observe and manipulate potential threats to the kingdom, whether it be a potential invasion or just simply those speaking against royalty. You have a natural talent in impersonation, disguise, and analyzing weak spots in a foe’s argument. This generally doesn’t assist you in combat situations, but it’s an obvious advantage when breaking into facilities, talking your way into a situation, or talking your way out of one.
TASKIN-KADA WATCHER FEAT OBSCURE MOVEMENTS
You are an expert at using the landscape to avoid notice, gaining the following benefits: You can always try to hide from creatures that have disadvantage on Wisdom (Perception) checks, regardless of available cover. You can also always try to hide if you have at least half cover. You have half cover while prone. Standing up from prone only costs you 10 feet of movement instead of half your speed. Roll or Select 1
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Backstory Enemies to the kingdom are everywhere, and we must root them out. I am a loyal infiltrator, trained form birth, reaching to any lengths to uncover evil. I thought I was unearthing dissidents. In truth, they were only underprivileged protesters that were jailed and forgotten. I believe my kingdom is falling from grace, and I have decided to “retire”. I was only a common thief contracted by the nation occasionally to steal information and artifacts. I am on one such contract, though I’m still not entirely sure what I am looking for. Watchers…that is what we are called. I watch, I record, and relay that information back to my kingdom. I have not been back in years. I hope they’re still reading these reports. I am on a long-term interdiction mission into enemy territory. No longer a watcher, I’m a full-on saboteur. I mean to cripple my enemies until the war officially begins. Unlike some watchers, I’ve lived a predominantly normal life not within an enemy’s borders, but within an ally’s. If only they knew. Now I’m forced to choose between said normal life and something truly exciting. I was selected among the elite for an extremely important mission, one requiring my particular set of skills. This goes beyond espionage or politics. This is real save-the-world type stuff. After so many years, I’m getting tired of the old spy game. I refused my last order. I decided to make a life in the land I was supposed to be watching. Perhaps I’m in bed with the enemy. I’m not sure.
TRAIN GUARD
FEATURE: BEST OF THE BEST
Kelso leapt over the low-hanging branch as the car passed under it. The boggs weren’t so quick, and were swept off the roof with a chorus of squeals. Further down the line, Kelso saw Steil drive the spike of his krollish clean through one of the skegg boarders, but three more were climbing up the carriage as their companion fell off the other side. “Cath, take the one on the far left!” he called back to the human girl lying calmly on the roof of the train, taking aim with a bolt rifle. The crack of the gun was lost beneath the sudden blow of the whistle, and Kelso looked over his shoulder to see another group of skeggs, mounted on enormous wolves, breaking from the cover of the trees and making their way toward the convoy. “Berufu’s ten thousand tits, where’s Latah when you need him?” the damaskan swore, drawing his revolver from inside his coat and taking aim at the lead skegg, but just before he pulled the trigger, there was a crash from the other side of the tracks and an enormous brown four-legged shape burst out of the undergrowth, passing in front of the onrushing engine with barely a body’s length to spare and driving the lead skegg from its mount in a headlong tackle. “Nice of you to join us,” Kelso muttered, his left hand bringing the pistol around to dispatch Steil’s second skegg while the saber in his right hand decapitated a lone bogg that had escaped the branch and was now trying to sneak up on Cathlamet. “They don’t pay me enough...”
You are one of the few people that everyone in Seliquam respects. You have learned to look past the factionalism of the rest of the confederation in pursuit of the greater good. Because your order is essential to the continued survival of the petty tribes and duchies of your homeland, you can usually get a steep discount (between 10% and 50%) on goods and services in Seliquam—even on expensive bastion exports from Selkirk (which you can buy at normal cost instead of the regular 100-200% markup). Your grueling training regimen, created by the ravnorra of Fargon, means that you have more than a few tricks up your sleeve in combat too.
Located in the fertile Seliquam Valley that runs from the northern Nankani Mountains to the sea (the land formerly known as lower British Columbia and the Olympic Peninsula), the Seliquam Confederacy is a loose association of small multicultural tribal nations and city-states bound together by one thing and one thing only: the ever-present threat of the kaddog hordes from the wasteland of Xixion to the south. Every year at the end of harvest time, pugg swarms flood into the valley to loot, burn, and devour, and the people crowd behind a massive fortress wall and fight them off until the swarms retreat to their holes. Apart from this annual battle for survival, the nations of Seliquam live in a state of deep and permanent mutual distrust and spend the remainder of the year hatching political schemes against or covertly thieving from each other. The only organization in the confederation that is above the constant infighting is the Train Guard, a military order founded by the ravnorra of Fargon to protect the regular trade trains between Fargon and Selkirk, but whose purview has been extended to not only guarding the many mountain passes, but making raids into Xixion to recover artifacts left over from the narros’ expansion era.
I served at the Redoubt at Last Hope when the kaddog broke through the wall. I saw the bravery of the defenders who fought to the end and swore that I would never let a catastrophe like that happen again. Heck, I didn't join up to sit behind a wall or on top of a train and pick off vermin from safety. I want to get me down into Xixion and plunder me some old narros treasures. I grew up thinking of kodiaks as brainless barbarians, until an old bear of the Guard saved my life. I joined up in hopes that I can repay him some day. Life in the bastion is too... clean. I prefer the great outdoors, and the chance to get elbow-deep in some yipping rat's carcass. You. Get. To. Ride. Trains. What's not to like? My ravnorra lord joined the Guard. Honor demanded that I follow him. Then he died in the line of duty, and honor demands that I remain until I too fall. I had a choice: fight at Last Hope or get literally thrown off of Victrix for stealing. During the retreat I appropriated a uniform from a fallen Guardsman and got away. They don't keep a roster, so who's to know? Our baron taxes us through the nose, but Guard pay is sacrosanct. As long as I'm here on the front lines, my family has enough to eat.
Prerequisite: From or trained in Fargon, Selkirk, or Seliquam. Skill Proficiencies: Perception, Survival Weapon Proficiencies: Revolver, bolt rifle. Languages: English , Narroni. Equipment: Revolver, badge allowing free passage throughout Seliquam, common clothes, 10 gp in assorted Seliquam coinage.
TRAIN GUARD FEAT DOPPELSHUUDO
You have been taught a variation of the doppelshido martial art which integrates melee and ranged attacks. You gain the following benefits. Increase your Dexterity score by 1, to a maximum of 20. When you take the Attack action while wielding a light or versatile melee weapon in one hand and a ranged weapon in the other, you can use your bonus action to make a single attack with the weapon you didn't use for your main Attack action. You do not add your ability modifier to damage rolls with the off-hand attack. You can wield a bolt rifle or a heavy crossbow as if it were a quarterstaff (this makes it eligible for the above benefit as well). Roll or Select 1
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ORGANIZATIONS
Prerequisite: All members of this organization must have a good alignment.
Rarely do characters meet in taverns or stumble upon each other on a dirt road. Many are not foolish to venture into the outside world alone and unprepared. Often, they’ve made friends and forged their alliances long before seeking adventure. Characters can be either part of a much larger organization or they can be independent, answering to no one but themselves.
Benefit: All party members have proficiency with Intelligence (Religion). If a character gains this proficiency with another ability, then this proficiency bonus is doubled. Players also gain citizenship in Abidan.
Players should work together in forging a group that maximizes each other’s abilities. They know their names, their strengths, and their weaknesses.
The roar of the VTOL’s rotors through the open hatch was matched by the shouting of the group captain in Rodriguez’ ear as he scanned the streets below, illuminated by two roving searchlights. “Two contacts! Ground forces show them somewhere at the northern edge of Genai. Intercept at tango delta three-three-one.” Despite being several miles away, Rodriguez gave a nod. “Si, taichou!” he replied, and switched over to the pilot’s frequency. “Down by the torii, Nate. I think I see ‘em.” The searchlights moved to scan the area, and Rodriguez got a sudden flash of green fire as two gigantic, furry hellbeasts stared up at them with the burning eyes of demons. “Madre de Dios,” swore the pilot. “How’d those things get in?” Rodriguez raised his rifle and sighted on the nearest creature. “Wakaranai,” he said through gritted teeth. “But they aren’t getting back out.”
At character creation, a group of players may select one of the following affiliations. Being signed under an organization offers funds or equipment while independence offers the greatest gift of all, freedom. The GM may select an organization for the player group if the choice affects the campaign being designed. Not all members of a party need to select a single organization, though the party can only receive the benefit of one, regardless of the number of players in the party. To receive the benefits of an organization requires at least three members of party to share that affiliation. Players can only belong to one organization at a time. It is not impossible for players to switch their affiliation but this is not easy and requires the GM's complicity.
ABIDAN MISSIONARIES
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“Frère Mikal! Frère Mikal!” The boy came running into the tent surprisingly fast considering the crutch under one arm. Mikal looked up gratefully from the quartermaster’s report on the little camp desk. “What is it, Justin?” The boy was out of breath and leaned on his crutch, panting, until he could get the words out. “There’s a man to see you, Frère Mikal! A big grey man!” The monk raised an eyebrow and got to his feet, following the halting child out of the tent and down to the edge of the refugee camp, where three halberdiers held their weapons to the throat of a large, grey-skinned and scarred fae, who stood impassively with his hands raised. At Mikal’s gesture, the pikemen lowered their bills, but still remained wary. The giant looked down at Mikal as the monk hobbled up him. “You are the headman of these… people?” he demanded. Mikal shrugged. “Not really,” he said. “They listen to what I have to say, and sometimes they follow up on it, but they are their own men. Now, mesieur pagus, what can I do for you?” Tasked with protecting the innocent and encouraging hope and virtue throughout the kingdom, Abidan missionaries are gathered by a mutual desire to help others in need. They need not all be followers of the same faith, neither are they required to promote said faith to those requiring their help. These missionaries care nothing for political or theological agendas, preferring to show the rightness of their faith to the world through their actions. They only concern themselves with helping the needy and serving the cause to defeat evil whenever they encounter it. Generally, missionaries are multi-talented; they're not all just trained swords. Members are educators, leaders, and healers. As the threat of an encroaching darkness looms, these missions have been found more and more often outside of Abidan borders.
CRIMSON STARLIGHT
The CS is the military arm of Angel, often taking missions outside of the city walls in all-terrain vehicles, ETVs, or VERTOL flyers. The CS operates from four immense towers situated around the outer perimeter of the city. Response time to an outside attack is measured in seconds. Recently, attacks on the wall have subsided, with boggs and puggs shifting their attention to those passing to and from the city. This has forced the CS to leave the walls and take a more aggressive stance on outside threats. They clash not only with surrounding raiders but with the growing armies of puggs and skeggs in the region of Xixion to the north. Of all the bastion organizations, the CS receives the most combat experience. Squads are often sent to patrol the great outer forests of Cyon. Another branch of CS handles internal problems dealing with Genai. Rumors tell of a smuggling route under the city leading past the walls to the outside, allowing free passage for those wishing to avoid the main gates. Then there is the matter of the temple, a giant tower in the center of Genai and the great beast supposedly living underneath it. Benefit: The player group signed to work for the Crimson Starlight receives a wheeled truck or a tracked APC for free. It is a loan and cannot be sold. They also gain a preferred enemy, gaining a +1 bonus to damage against puggs and boggs. Players also gain citizenship in Angel.
FREE-LANCE
know where Chauk is at any time, and his location shifts daily.
“Name?” I asked the new recruit. “John Ca—” he began, but I cut him off. “Not the name you were born with, kid. The name that you chose yourself. Nobody here has the name their momma gave them. We can’t go home to our mommas no-how, so what good is it? Now, name?” He thought for a moment, and then said “Rake.” I nodded. I didn’t know what it meant, as long as it meant something to him. “Good name,” I told him as I wrote it down. “Do it proud.”
Although the Sons are classed as mercenaries, and are easy to hire out, they receive their primary income through York and Angel service contracts. This does not account for their entire budget, and it's believed the company receives significant investment from unknown third parties using the Sons as their proxy in Canam. The objective of these third parties is shared by most others that hire out the Sons—destroy the world of echa and return the planet back under control of man. While some cells are known to be lenient if not diplomatic in their relations with fantasy, most are ruthless.
Outcast or deserted from a lord or king, the free-lance travels from town to town seeking money or purpose. Often mistakenly dubbed mercenaries or sellswords, a free-lance began its life as military unit sworn to a specific flag. For reasons which may be good or bad, this lance found itself unbound from its original authority. Did they abandon their assignment? Did they violate doctrine, or challenge the word of a lord? Were they arrested, sent to prison by a military court for a crime they didn't commit, only later to escape? Whatever the reason, wanted by their nation or kingdom, they survive as soldiers of fortune. If there’s a problem, if no one else can help, and if they can be found, a free-lance may be hired. They may be on the run from their homelands, where they are definitely persona non grata, although good-aligned nations like Abidan and Limshau rarely put prices on the heads of such expatriates, and bastions usually wash their hands of offenders once they have been put out of the walls. Benefit: Members of a free-lance must select a kingdom, free house, or bastion. Party members have a either a bounty placed on them from the location for their arrest/death or are shunned/outcast from there. Because of shared training, when one member of the free-lance rolls a Hit Die to recover hit points during a short or long rest, he or she may transfer 1 recovered hit point to another member in line of sight.
IRON SONS “No prisoners,” the captain said. “They’ve nothing to offer us, and they’ll slow us down.” I bit back my instant response and appealed to his ‘better nature’. “You sure, sir? There’s places down south’ll give us good gold for this lot.” I know, I know, but better shackled up, harvesting rice in the swamps than left by the side of the trail for the coyotes to nosh on. But the captain just scoffed. “No time for that. Besides, the hoodoos won’t deal with the likes of us, you know that. Put ‘em down and let’s get back to civilization.” Well, what else was I to do, other than try to make it as quick and painless as I could? Orders is orders. The Iron Sons is the largest techan free company operating in the world. They command thousands of troops through a decentralized control network connected via a series of mobile command posts. They operate fixed offices in both York and Angel, though their operations are outlawed practically everywhere else. Although able to function independently, each command node can receive directives from a central voice, known as General Chauk. Instructions from this authority are seldom relayed but when issued, all units are compelled to act. Only a few people in the world
Prerequisite: Techan human. Benefit: A party signed under the Iron Sons receives a scrambler. It is a loan and cannot be sold. If the party breaks from the Iron Sons (or attempts to sell the scrambler), Iron Son command will put out a contract for the party’s elimination. Each player also receives membership within the Iron Sons organization.
LOGOS LANCE “You’re sure this is all right? We’re guests here,” Cailla muttered as she held the lantern steady. “Daijoubu,” Rascal assured her. “You saw the baron’s eyes when we told him our mission, didn’t you? He’s lying through his teeth when he says he knows nothing about the book. I can’t stand a liar.” The lock popped open beneath the damaskan’s nimble fingers. “Says the thief,” came the voice of the third member of the lance from somewhat nearer the ground than the other two, as Micklethwaite came hurrying toward them. One of the hamsters in the gimfen’s breast pockets squeaked. “Sally doesn’t like the smell in here. Something’s wrong with this place. Let’s just get in, get on with it, get it over with, and get out.” It is not uncommon to see Limshau custodians operating outside of city walls. Clad in black kawabari armor instead of the city-white of most custodians, members of this group are often sent out to either retrieve a previously lost tome of knowledge or authenticate an important event. Although occasionally they travel alone, most join up with a group of companions with similar goals. Circumstances have occurred where an entire party of Limshau citizens is gathered together to venture into the open world. Not all have to be custodians, though one of them usually is (or perhaps a librarian). The logos lance, as it is called, is tasked for a specific mission. It is often difficult, involving a journey encompassing months or even years. This lance is commissioned by a higher authority, up to and sometimes including the king himself. Prerequisite: At least one member of a logos lance must have a background connected to the kingdom of Limshau. Benefit: Any party member of a logos lance has access to any library branch and any collection of books within the kingdom of Limshau. Members also gain citizenship in the kingdom. Additionally, when attempting a group check with Intelligence or any Intelligence-based skill, if one member succeeds, then the whole group succeeds (instead of half).
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MINISTRY OF FOREIGN AFFAIRS “Very pleased to make your acquaintance, Velasquezsan—ah, my apologies, I mean Señora Velasquez of course.” Dolores smiled at the flustered man in the business suit and crossed her legs. “Please, señor, I am here to learn about your culture, not to insist upon my own,” she said lightly. “I am very curious, Rosenberg…san?— Rosenberg-san, about some of these entertainments your company produces. We have nothing like these threedimensional images you show across your city: can they be made to play upon a flat screen?” This group from Sierra Madre is more interested in subversion and intelligence gathering than anything else. Even though flaunting advances few other bastions even dream of, Sierra Madre still lacks many developments even bastions like York claim. This comes from the lack of outside threats and from a naïve, narrow-minded population. Groups sent out from the subterranean bastion often travel north to ‘acquire’ technology from others, especially York and Angel (Mann remains a hard target and most attempting entry are killed upon discovery, and Selkirk is just plain hard to get to). The Ministry also tracks all movement above the city, intercepting and dealing with forces marching over their soil. Prerequisite: Techan human from Sierra Madre. Benefit: All players working for the MFA receive the shielding modification for free to all pertinent starting equipment and a 30% discount to purchasing said modifications later. Players also gain citizenship in Sierra Madre.
NOMADS
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Strictly speaking, to be among this group is to be classed as an itinerant rather than a nomad, but that doesn’t trip off the tongue nearly as well. This group doesn’t follow a herd; they don’t migrate with the passing seasons. They wander the world because of a personal need to see it or because of a fear of discovery. They may have secrets or carry something of value others covet. Of course, this need not be so melodramatic. Techan nomads, those outcast or unable to enter bastions, migrate to keep within areas with a low ED value. Echan nomads may be outcast from their own society, bound to wander aimlessly without a home. Either type may possess a stigma preventing their settlement. Despite being labeled as an organization, this group is not affiliated with any establishment. Benefit: Once per level, during a long rest, a nomad can regain all lost Hit Dice. Such an occurrence is unique and there must still be situation for a party to lick their wounds.
OROBAS We’d been sitting there for three hours now, the big bear and me. Neither one had blinked. My eyeballs were on fire, but I wasn’t about to let an overgrown fur coat get the better of me, not even one I was supposed to be fighting alongside tomorrow. One of us would have to give soon, though. Very carefully, I tapped one finger on the table. “I’m told,” I said deliberately, “that you can’t tickle a kodiak. Shall we test that?” Never taking my eyes off of him, my fingers shot forward and waggled inside the gap between the kodiak’s arm and the heavy plastic of his breastplate, drawing back just as quickly. To my relief, the bear blinked slowly, looked down at his arm, looked up at my hand, then hard at me and began to emit a weird, halting growl from the back of his throat. The other members of my team reached for their weapons, but I waved them down as I realized: the kodiak was laughing. “Is true, most,” he said. “No tickle kodiak. Most who try, lose arm. You, I buy drink this time.” He stopped laughing. “Next time, you lose arm.” The Selkirk defense authority, unlike many other interdiction forces from bastions, doesn’t consider echans their enemy. Most Orobas missions entail escorting and protecting Fargon and Seliquam patrols through the Selkirk controlled section of the Dianaso pass. Orobas personnel are usually selected from the mining population and trained separately. Orobas personal are especially well trained in squad actions. Already used to working in groups, the operatives quickly learn to offset each other’s weaknesses and operate as a cohesive unit. They seldom display internal personality conflicts and stay together, even when on vacation. Other missions include scouting and recon outside the Dianaso pass, as well as interfacing with the Train Guard to defend against encroachment from Xixion. A few groups are occasionally loaned to Angel for a short time. Prerequisite: Techan human from Selkirk. Benefit: If a member of Orobas in line of sight is at full hit points (or is healed to full hit points) during a long rest, one other member can regain a Hit Die. Players also gain citizenship with Selkirk.
RETINUE “Sebastian, may we take it home and keep it for a pet?” I looked over the enormous slavering crab-beast bearing down on us with a critical eye. “No, milady,” I concluded, “we may not.” Willing or unwilling, this company are the cohorts of a noble. The aristocrat may be a childhood friend or a stranger, arrogant and pretentious or kindly and downto-earth. Regardless, you are assigned to this task, sworn to ensure the safety of the noble, even at the cost of your life. The reasons for this undertaking can be varied. It may be part of some undisclosed diplomatic mission to a foreign land or a quest the noble is insisting on performing personally. It may be the beginning or the unfortunate end of a crusade. Rarely, the noble may be an outcast, the last living heir to a throne claimed by a usurper, the noble’s allies being all that stands in the way of a hangman’s noose.
Prerequisite: A party belonging to this organization must have one member (a PC, companion character, or non-combatant NPC) who belongs to the nobility (i.e. has the Free House Citizen or Blood Royal background, or equivalent). Benefit: As long as this character is active (not dead or unconscious) and in line of sight, all in-game purchases made by members of the party (other than magic items), including drinks, room & board, and booking passage on vessels, are reduced by 50%. The group also gains a caravan with riding horses.
SLAVER CARAVAN “Checkpoint. Keep your heads down,” I whispered over my shoulder. “Try to look as oppressed as possible.” I could feel Kassinen’s eyes glaring at my back, but she was a good enough actor to lower her gaze as we drew near the guards on the road. “Ho tha, goodmon!” they accosted me. “You be havin ta selos de tes diabos?” I passed over the forged papers with their plethora of stamps and seals. The guard looked them over and then eyed ‘the goods’. “Where be you findin tha un?” he asked, pointing at Kassinen. I smiled nastily. “Tha? Me got tha inta Miynos market, mon. Tha be no good farmin, tha un – be fore maid-guard deta casa-senhora, but ta senhora no like how ta new esposo-mon lookin atha. You be wantin tha, mon? Tha be more de you own on soldado pay, truth be!” The guard raised an eyebrow, but stamped the papers and waved us on with a half-hearted ‘Glória’. “You enjoyed that,” Kassinen said sourly as soon as we were out
of earshot. “Not one bit,” I lied, and urged the horses a little faster. Citizens of Baruch Malkut found outside of its borders are defectors, outcasts, or slavers, the last of which only leave the country when on the hunt for chattel. They present a cold demeanor, mated to a desire for profit at the expense of the freedom of creatures they consider inferior. Regardless of the campaign they find themselves in, slavers are seldom noble. They care about themselves and their next payoff. Trained swords are bound only by gold. Barring this, loyalty is earned through family blood, a common occurrence with slaver caravans. Fathers train their sons to carry the tradition of racial superiority and malice that make the family name what it is. The only path of redemption lies with those that escape the life, but for those who are part of an active caravan, their morality has long since died. Prerequisite: A party of active slavers cannot have any members of good alignment. A party using the caravan as cover to aid escapees cannot have any members of evil alignment. Benefit: The group receives a slaver caravan, consisting of two sleeper carriages and one slaver carriage outfitted with fae iron bars (draught horses are included). Every party member receives a riding horse. The party receives a +1 bonus to damage rolls against fae creatures (if active slavers) or against agents of slavekeeping nations (if aiding escapees). The players also gain citizenship with Baruch Malkut.
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TECHAN MERCENARIES “So let me get this straight,” Houston said. “You want me and my boys to take out a dragon – an effing dragon! – and what you’re offering us in return is this… rock.” He looked sidelong at the piece of transparent purple stone the narros woman had placed on the table. A squeaky gimfen attaché opened his mouth to protest, but the narros waved him into silence. “Have you a watch, captain? Or a torch? Anything technical. Place it on the table.” The mercenary shrugged, slipped the watch off his wrist and placed it in the middle of the table. The narros picked up the purple stone and waved it over the watch, then gestured for Houston to examine it. It was ticking away as usual. The narros woman then took the chunk of crystal in one hand, and with the other, drew her dagger and drove it hard through her forearm. Houston rose, startled, but the narros arrested him with a glance. “Watch,” she said through gritted teeth, removing the knife. As the human watched, the trickle of blood stopped and the wound resealed itself. The narros wiped her arm clean, and it was as if nothing had happened. Houston nodded slowly. “Well, ma’am, I think we have a deal.” Some people prefer working alone. Though they receive no benefits from governments or corporations, they set their own clocks and answer to no higher authority. They are on their own in the face of a wild landscape of wonders and monstrosities reserved usually for bedtime tales. Some mercenaries work out of bastions, though many actually travel between them. Some consider themselves wandering souls, looking for a noble fight to join. Others seek only profit. Regardless of their motives, they have thrown their lot in with technology over magic. Alas, these groups often fail early on, unable to replace their technology fast enough when it disrupts or simply falling victim to enemies they have underestimated. Mercenaries, heroic or selfish (or both), must keep constant vigilance on the acquisition of funds. Jewels, gold and rare items fetch a high price in bastions and mercenaries need to keep themselves funded and armed. Prerequisite: Techan human.
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Benefit: A mercenary group receives a 20% discount on all starting equipment purchases and 5% discount on all subsequent purchases. Each member gains citizenship in a bastion of his choice.
TRAIN GUARD Kelso leapt over the low-hanging branch as the car passed under it. The boggs weren’t so quick, and were swept off the roof with a chorus of squeals. Further down the line, Kelso saw Steil drive the spike of his krollish clean through one of the skegg boarders, but three more were climbing up the carriage as their companion fell off the other side. “Cath, take the one on the far left!” he called back to the human girl lying calmly on the roof of the train, taking aim with a bolt rifle. The crack of the gun was lost beneath the sudden blow of the whistle, and Kelso looked over his shoulder to see another group of skeggs, mounted on enormous wolves, breaking from the cover of the
trees and making their way toward the convoy. “Berufu’s ten thousand tits, where’s Latah when you need him?” the damaskan swore, drawing his revolver from inside his coat and taking aim at the lead skegg, but just before he pulled the trigger, there was a crash from the other side of the tracks and an enormous brown four-legged shape burst out of the undergrowth, passing in front of the onrushing engine with barely a body’s length to spare and driving the lead skegg from its mount in a headlong tackle. “Nice of you to join us,” Kelso muttered, his left hand bringing the pistol around to dispatch Steil’s second skegg while the saber in his right hand decapitated a lone bogg that had escaped the branch and was now trying to sneak up on Cathlamet. “They don’t pay me enough...” Impressive as the Redoubt at Last Hope is, it is a mere fence compared with Abidan’s Bulwark or the city walls of Angel, and it cannot completely hold Xixion at bay – there are far too many tunnels and lesser passes through the mountains to block them all. The military order known as the Train Guard make regular patrols of the passes, exterminating any pugg bands and other predatory monsters that they come across. Though the order’s training regimen was designed and perfected by the ravnorra lords of Fargon, only a fraction of the Guard is made up of narros (and then, often commanders)—in fact, the largest demographic are kodiaks, who make up fully thirty percent of the force. Joining the Train Guard is considered a highly prestigious career for all the people of Seliquam, but the high mortality rate of the membership keeps their numbers from growing too strong. Puggs may be no real threat in small groups, but they are hardly the only dangers in the region. The Train Guard is the only truly cosmopolitan military force in Canam, consisting of the finest warriors contributed by the disparate nations of the Seliquam Confederation. When not wiping out pugg incursions, they often take exploratory and punitive expeditions into Xixion itself; occasionally, a unit will travel farther afield on orders from the Grand Council. Within the Train Guard, it is not uncommon to see humans and narros fighting side-by-side with kodiaks, damaskans, chaparrans, or even tenenbri – the Guard will take anyone, so long as their blades are keen or their magic potent. The constant infighting that plagues the rest of Seliquam is totally absent from the Train Guard, a comradeship forged in fire that is not hastily thrown aside for any national loyalty. As the Guard’s actions directly benefit Selkirk, the bastion is only too happy to trade disruption-immune equipment with them at a substantial discount. Prerequisite: At least one party member from Seliquam, Selkirk or Fargon. Benefit: Guard members receive either a revolver or a bolt rifle at no cost at 1st level. Additionally, fae members of the Train Guard gain an additional 50 gp in adventuring gear.
WATCHERS The city of Taskin-Kada is the home of a very unique society charged with counter-intelligence for the entire nation of Abidan. Operations involve scouting in the pagus-controlled land of Apocrypha as well as extensive surveillance of Baruch Malkut. Very often, a mixed band of trained operatives will be sent on a long-term mission vital to the security of the kingdom. Although Watchers may comprise the majority of this unit, this is not always exclusive. The team consists of intelligence
agents, military men, and operatives specialized in various scientific and magical fields. They can be tasked with espionage or sabotage, but Abidan has never officially sent the Watchers on assassination. Watchers have a reputation for moving quickly without being noticed, escaping from any situation, and trudging on while others fall to exhaustion. They cannot rely on support from the home country if a crisis occurs. Should any member of the Watchers be caught or killed, Abidan will disavow any knowledge of their actions. Prerequisite: From Abidan; at least one party member belongs to the Taskin-Kada Watchers. Benefit: Each member of the Watchers can work together on Dexterity (Stealth) and Charsima (Persuasion) checks as long as one can communicate in some way to another.
YORK SELF DEFENSE FORCE (YSDF) “Hands in the air! Drop the staff and turn around slowly.” The hooded figure slowly raised its hands to shoulder level and let go of the carven stick, which clattered on the pavement. The squad kept their weapons trained as the cowled shape turned around, its motions deliberate and unhurried. “Remove your hood and keep your hands where we can see them,” the officer shouted over his megaphone. The figure’s mouth quirked in a smile, and the hood was pulled back, revealing a completely hairless head, sharply pointed ears, and eyes as black as space. “Silly humans,” said the figure in a voice that oozed with disturbing harmonics as it kicked the staff aside, “what makes them think we need this?” The largest techan standing army in Canam is the York Self Defense Force. They walk the streets and defend the outlining fields from impending invasion. They break up drunken tavern brawls and lead assaults against dragons. Some escort echans through the city and forcefully eject others for unnecessary magic use in violation of the strict limits the city places on its echan visitors. The most boring job is patrolling the defense installations between York and Mann, which have never sparked a conflict. On the other hand, the northern barracks often suffer attacks from dragons. The YSDF works alongside the robotic zeros, but the droids are never allowed to depart the fields of Halyc surrounding York. Prerequisite: Techan human from York. Benefit: When operating within York, each member of the YSDF has advantage with Charisma (Persuasion) checks against York residents and techan visitors.
"I…" Aiden trailed off. He was about to say I understand, but he didn't. Why was it that way? Why were there walls around the city? Why did the mere presence of dragon make his watch stop? Aiden remembered books about the kid that discovered he was a demigod, or an heir to a kingdom, or a member of a secret order, or a wonder child with a wand. That's what he wanted; those characters never had to give anything up. He wanted his fantasy. "I don't like this place. I prefer the world I read about." "Why?" Chen answered. "Because…I don't know…because it's different, because it's amazing. Because…" Aiden felt a drop run out of his nose. He sniffed it up quickly and swallowed. "Because my mother made it sound so wonderful." Aiden held back a tear. "And I want my dreams to be real." Chen placed his hand gently on Aiden's shoulder and a tear finally broke free from his eye. "If you run from a life, running will be your life. A fulfilling existence is defined by moving towards something, not away from it. You can read about that world for as long as you like, but I can't let you make that decision." "Isn't it mine to make?" Chen nodded. "But you need to know why you make it...and now's not that time." Aiden's shoulders slumped and he tried to hold back in his emotions. He threw Chen's arm away and bolted for the door. He didn't look back. Aiden wanted to abandon his normal life, the one filled boring classes, imposing bullies, overbearing brothers, and callous gods, a life commonplace in the real world. He wanted to be like the characters he read about, like the computer avatar he controlled, someone of consequence, with a life ending in a happily ever after, not a number on a marble cover wedged alongside hundreds of others in a mausoleum. Aiden slammed the gate open, and it ricocheted off the concrete wall. He was too angry and confused to be frightened of switching stations or running down streets with inadequate lighting. He darted across intersections without alerting the crosswalks and ducked into darkened paths between buildings to shortcut his return home. All the while he thought of what could be out there. He imagined the dragons, the fae, the princesses, and the possibilities that, until now, had only existed in fiction. Out there was everything he could not be in here. * * * Aiden returned only minutes before sunrise. The door to the apartment didn't creak. He snuck into his room and navigated around the unpacked boxes. The moon was about to fall under the crown. Aiden slipped under the sheets and closed his eyes. Despite being tired, he opened them moments later and rolled back to see Martin’s still empty bed. Aiden moved his attention to the window, to the setting moon and its companion, to that one bright star floating near the lunar horn. Attricana. It wasn't a star but a hole in the cosmos, a door to another place. From it flowed the chaos that shaped a new world while destroying the old one.
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Aiden closed his eyes and dreamt, though not of dragons and elves, of knights and wizards. He dreamt of his mother. * * * Aiden looked at the passing businessmen, politicians, policemen, and teachers. They all knew. Maybe not of magic and monsters, but they'd known enough and hadn't told him. They didn't care. They didn't want to know, to be reminded about what wasn't normal. Children played the games. They dreamt. The avatars they took on in the digital world offered them the role they could never fulfill in life. Aiden looked over his classmates and wondered how many of their dreams had been denied. "Computer programmer!" William shouted. Aiden realized that the books given to him were old and worn
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for a reason. No one wrote these stories anymore. No one wanted to be reminded about what they had lost. "Nice, Jeffery. Lara?" Mr. Leach asked. Aiden wondered why his mother had made the exception. Why did she tell him those stories, search for that rare freeware? "An architect," Lara answered. "Good, that's productive, Aiden?" Weeks before, Aiden had been daydreaming of riding dragons and rescuing princess, engrossed in forgetting the world around him. Now he wanted to know everything, every why and every how. Leach didn't repeat himself; he leaned in to force Aiden's attention. "Hmm?" Aiden responded, oblivious to the subject. The class never taught him what he really wanted to know. He learned it because society expected him to, because he was adept at it, because eventually childhood must end. But fantasies were now fact, and Aiden could learn of that without the mockery of embracing a dream. Leach was about to scold him again, but stopped. "What do you want to do when you’re older?" "What I want?" Aiden almost mumbled. "Yes...I mean we have an architect, programmer, doctor." He pointed to another child. "A janitor for some reason. What do you want to be?" Aiden thought it over. He didn’t care how the class would react. "I want...to be a wizard." The students looked to him. A few chuckled. William gritted his teeth. He had been warned to keep quiet. "A...wha…Aiden." the teacher stuttered. Leach could piece together in an instant what thoughts had been circling like a maelstrom in Aiden’s mind. "Yes," Aiden answered. "Why?" Aiden tried to think of a better answer but his mind had been fixated on the how, not the why, so no better answer slipped out. "Because I can," he said. * * * Martin was leaning on a railing outside of Aiden's school as his little brother ran out. "All good?" Martin asked. Aiden nodded. Martin led his brother away. He took the responsibility seriously, checking traffic and passersby.
"Aiden!" Lara shouted from a playground. The brothers noticed and stopped. "We're playing at the grounds, wanna come?" Aiden looked back to Martin with his doe eyes on cue. "Yeah...it's ok?" Martin answered. Aiden smiled and hobbled with his heavy bag to the girl. "Be home by 4:00," he added. "Go nowhere else!" Aiden finally turned back and waved. "Thanks, Marty!" he shouted. Martin watched them approach the swings with other children. Aiden placed his bag on the sand. When Martin was satisfied that Aiden wasn't walking into a bully trap, he continued walking. When he was out of sight, Aiden immediately turned to Lara. "Thanks Lara," Aiden said, picking his bag back up and strapping it to his back for the long haul. "You are invited," she answered. "Thanks...I know." Aiden made for a nearby path that bisected two houses and led back to a main road. "Where are you going?" she asked. Aiden stopped and turned back. "Better you don't know." "You're weird, Aiden." "Thanks." He smiled. He stepped away to the path but kept looking at her. "Lara? Do you know about what's beyond the city?" "Past the wall?” she asked. Aiden nodded. “It's wild and dangerous. Why?" "No reason," Aiden replied, turned and upgraded his walk to a run as he reached the path. * * * David Chen held a paper bag of various fruits, purchased from Genai farms, grown under sunlight with rain fallen from clouds. They weren't genetically modified replicas designed to be cultivated in foreign environments. They weren't grown in atmospheric controlled multileveled greenhouses. The shop was still open, being tended by Chen's single employee, a fifteen-year-old Asian girl with trimmed straight black hair, oversized glasses, a long neck and a chest as flat as Ganymede--moon or myth. As Chen approached the open gate with his groceries, he heard Aiden's shout behind him. "I don't want to be what they tell me!" Aiden had gotten his attention. Chen turned around. "Pardon?" Chen asked. "I don't want to be like them, like my brother!" "There are many things you can do to be different, Aiden." "I want to be what I want!" Every sentence got louder. "Why do I have to settle for what they say I can be? I don't have to now! I don't want to be part of this! How can I go back, knowing what I know? I want magic! I want dragons! I want everything they said I couldn't have!" Chen stepped forward. Aiden had also gotten the attention of Chen's employee, leaning in from her duties to see the commotion. "It will take a long time," Chen answered. "Not all the books were right. It'll be years before you’re ready, and it doesn't always take." "The sooner I start..." "Even knowing what you'll have to give up. Cars?"
"Don't drive." "Television?" "Nothing good on." "Computers?" "I play games with magic." Aiden had an answer for everything, he though ahead. "Refrigerators?" Except that one. "Central heating?" Chen paused and emphasized the next one. "Electricity?" "Can’t I make my own?" Chen smiled with nod. "Yes, you may actually." He nudged his chin in the direction of the door. "Enter then." Aiden approached the entrance and noticed the girl staring at him. "Aiden," Chen said, "this is Min Xia Wen, my employee." The girl waved and Aiden, suddenly revolted by his school clothes, responded bashfully with a nod. Chen motioned Aiden to a desk. "Have a seat." Aiden followed, dangling his legs over the uncomfortable stool. A fifty pound book weighted with gold leaf and wooden toggles slammed onto the desk. Chen unlocked it and flipped a few of the metallic pages. There was no artwork and the phrases were complicated and convoluted, containing numerous syllables with meanings beyond a twelve-year old's comprehension. "What's this?" Aiden asked. "The first of many," Chen answered as he walked away. Aiden shared a look at Min, who shrugged back. Aiden examined the intimidating hardback. "You're only trapped if you can't find the door," Aiden repeated his mother's passing comment. Aiden leaned in and began to read. * * * Children assumed the truth until learning the virtue of doubt. They reached an age when they began to question the world around them. They turned to parents for reassurance. The goblins were never under the bed. No one snuck down the chimney to take cookies or leave presents. The disappointment that followed discovering the truth never settled. Aiden had reached that point when dreams rooted in reality replaced those impossible to achieve. Every legend, myth, and tale his mother had narrated was a fiction that Aiden had so badly wanted to be real. He realized that every one of them held some fragment of fact. Historical accounts of modern empires, works of whimsy from when mankind ruled the planet alone. She was preparing him for the inevitable day when he would discover it for himself. There was no set time when someone was told. Like sex, it was just something picked up or stumbled through mostly be accident. The wrong book was opened, the wrong program watched. The child asked the proper questions at an improper time. Parents muddled their way through the answers. Aiden had a dragon. His mother had known the real world better than most, better than her husband, better than Martin. She knew more than most people about what was out there. With those books, she had told him everything.
* * * Aiden looked up at the long flight of stairs, up the side of the crown. To call the outer wall a crown implied to Aiden that everyone behind it thought of themselves as royalty, claiming supremacy over everything they saw. He clambered clumsily upwards, glancing occasionally to gauge the length of the climb. The steel railing didn’t feel safe. The stairs were draped in darkness from the sun setting behind the wall. A gust of cool wind struck Aiden as he reached the summit. Aiden walked to the edge of the fortification. He stood between the jagged and uneven ramparts that topped it. Aiden would only have a few minutes before the next patrol. When standing on the peak of the crown, the city appeared to expand forever, over the horizon until heat radiating from concrete and iron mountains blurred to the sky. Skyscrapers, farms, manufacturing facilities and the last scraps of humanity’s past. Aiden had seen such a view from his family's condo; anyone else would be amazed by it. But Aiden only offered it a passing glance, as much acknowledgement as traffic he wanted to cross. He discarded one view for another, across the wall to a towering emerald forest of wild trees. They were alive and growing as tall as the city wall, without pruning or any arbortecture. Aiden had read that it was called Cyon, a dense pack of woods that encircled most of the south and east sides of the bastion. Aiden picked up noises from the forest—calls and yells from massive lungs. None of them sounded familiar. A high pitched screech resembled something a young girl could emit, though greatly amplified. A throaty bellow shook the trees and scattered birds. It was followed by something immense under the canopy shuffling leaves, shifting branches, and snapping undergrowth. A hawk with a span to cross an expressway lifted from a lower perch, jostled by the unseen beast brazenly bullying its way through the forest. The bird vanished back into the thick. Aiden assumed that a jutting rock larger than Chen’s store was the peak of small crag only a few kilometers from the city. He then noticed it gradually turning. The rock was not attached to the ground; it hung silently, dangling from an unseen string. Aiden caught a faint whisper in the breeze, not as such carried by the wind but part of it. He leaned to the edge of the wall. The whisper was from no beast; it was comforting, tempting, an aria of the air--feminine and beautiful. Aiden imagined everything that could be out there, all the wonders denied by science. Everything he had read about, hiding past those trees, as easy as crossing a street. Aiden made a promise to himself at that moment while standing at the edge of the wall. He would become what he had read about, what he was told he could not be. He would pass from his world to one echoing the whims of writers for thousands of years. He would have his fantasy. It would be real. Aiden smiled.
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I
n the fantasy world of Amethyst, there are real people and there are heroes, but mostly there are real people. The tales about great warriors are often fictionalized or heavily exaggerated. This story is not about the ordinary, but the exceptional. The same is true for the world of science. Players are creating those few extraordinary examples of heroism, regardless if they wield a sword or a firearm.
CANON CLASSES In canon Amethyst, some classes are only available to characters who choose certain races or backgrounds, as indicated below. Additionally, all spellcasters (unless otherwise noted) use totem magic, and must choose a totem and have it in hand in order to cast any spells, even cantrips. See the wizard entry below for details on totem magic. At the GM's discretion, normally restricted spellcasters can be described as wizards (choosing a totem as normal); also at the GM's discretion, any spellcaster may multiclass into any other spellcasting class, ignoring any default flavor that comes with that class—the new class is simply considered an extension of their present magical studies. In a game that adheres loosely or not at all to canon, you may safely disregard these restrictions, as they are made exclusively for flavor rather than balance reasons.
BARBARIAN The barbarian is only available to chaparran, kodiak, or pagus characters, or to echan humans with the hermit or outlander backgrounds. Barbarians rarely leave their remote homelands, but may be induced to do so on quests to prove themselves, to avenge some wrong done to the tribe, or if a “civilized” person offers them suitable payment (in trade goods or services, rather then gold) for their aid. They are most often seen in Kesakas, Halyc, Alpinas, Apocrypha, and very occasionally the West Cross region.
PRIMAL PATHS Nearly all barbarians belong to the Path of the Berserker. The Path of the Totem Warrior is a supernatural path available only to chaparran characters or those with the gneolistic background, and in Amethyst is referred to as “spirit-bonded” (to avoid confusion with totem magic). This path represents a connection with one or more “spirit animals”— actually figments of the barbarian's own imagination given shape by his or her connection to Attricana.
BARD The bard is only available to characters with the darawren background. Such individuals represent a branch path from the main darawren school (as represented by the druid class). The darawren tradition is so old, with many tangents of arcane knowledge, that some paths teach spells that are completely unknown to the main school. The bard darawren views “humanist” subjects such as psychology, art, and history, as reflections of the power of nature, and apply the same discipline to studying and shaping them as their more earthy
compatriots do with plants, animals, and the weather. They are unique in that they usually use musical instruments instead of the more common totems, although their spells require neither song nor music. You can choose when you take the class whether you use Charisma or Intelligence as your spellcasting ability: if you choose Intelligence, all class features that depend on Charisma use Intelligence instead. If a bard spell does not have a listed material component, then it uses natural components like grass, bark, or soil—things the darawren should naturally have to hand. You cannot use your totem as a spellcasting focus to avoid these components, but you can use a druidic focus in addition to your totem.
BARD COLLEGES Even among the tiny fraternity of bardic darawren there are differences of opinion. Some hold that their art is an essentially peaceful pursuit, and focus on exemplifying the beauty of the world. Others point out that nature is a cruel mother and advocate a harsher, more militant path. In game terms, the former viewpoint aligns with college of Lore, while the latter aligns with the college or Valor.
CLERIC The cleric is open to characters who take the darawren, gneolistic or laudenian magos backgrounds. Each has a distinct approach to the class. None are required to select a deity: They are welcome to select any domain they wish in keeping with their backstory, although each path tends to favor particular domains.
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Gneolistic: The gneolistic cleric is an aberrant creature naturally imbued with magic and able to create spell-like effects from force of will. You do not require a totem, although some gneolistics use false totems to evade suspicion. While spell components are not an intrinsic requirement of your magic, you still use them as a focus to make channeling the power easier. You can use either Wisdom or Charisma as your spellcasting ability for this class—if you choose Charisma, all class features that depend on Wisdom use Charisma instead. You are bound to Attricana, and as such, you cannot cast necromancy spells (if your soul becomes bound to Ixindar, you become Lawful Evil, can cast necromancy spells, but lose access to abjuration spells and conjuration spells that summon creatures). Domains commonly associated with the gneolistic are light, life, nature, and tempest. Laudenian Magos / Chaparran Darawren: The chaparrans and laudenians have several schools of wizardry. In both schools, the staff is the most commonly selected totem, though with the chaparrans, “staff” often equates a branch, with some Kodiak darawren employing an entire log.
You can use either Wisdom or Intelligence as your spellcasting ability for this class—if you choose Intelligence, all class features that depend on Wisdom use Intelligence instead. Domains commonly associated with the darawren and magos are knowledge, tempest, trickery, and war.
DIVINE DOMAINS, CHANNEL DIVINITY & DIVINE INTERVENTION In Amethyst, the existence of the divine remains a matter of faith—it cannot be confirmed or denied even by the eldest dragons. Divine domains represent a personal aptitude for a type of magic rather than representing the common powers bestowed by a deity, and channel divinity powers are defined expressions of magical power, just like any other spell. Cleric characters may choose to believe that their power comes from a godly source, but a confirmed atheist with a similar gift would still be able to reproduce the exact same effects. Divine intervention is a thorny point for scholars who study this kind of magic. The devout argue that this proves that someone “up there” is looking out for them: skeptics argue that it is merely a natural expression of Attricana's power channeled through the caster's thoughts—effectively, the power of wishful thinking made manifest. There is no hard evidence either way.
DRUID The druid class is only available to characters with the darawren background, and represents the more common path of the school. The preferred totem of the druid darawren is still the staff however, which is always formed from a piece of wood naturally fallen from the tree. You can choose when you take the class whether you use Wisdom or Intelligence as your spellcasting ability: if you choose Intelligence, all class features that depend on Wisdom use Intelligence instead. If a druid spell does not have a listed material component, then it uses natural components like grass, bark, or soil - things the darawren should naturally have to hand. You cannot use your totem as a spellcasting focus to avoid these components, but you can use a druidic focus in addition to your totem.
DRUID CIRCLE There are two dominant schools of thought among the druidic darawren. While both adhere to the doctrine of chaparran kinship with nature, they have distinctly different methods by which they express that kinship. One sees the magical power of nature expressed through the complexity of ecosystems, and seeks greater attunement with the land in order to better harness
that power; whereas the other camp views themselves as merely one form of expression of natural power, much as each Pleroma word represents a different manifestation of magic, and that by changing their perspective—principally through shapeshifting—they change the “word” that they represent. In game terms, the former viewpoint adheres to the circle of the land, while the latter follows the circle of the moon. As the darawren school is specific to the forest of Dawnamoak, only the forest, mountain, swamp, and underdark land types are normally available, and only creatures native to those landscapes are normally available for wild shaping. While a darawren could theoretically study the lands and creatures beyond Dawnamoak's borders, most chaparrans are notorious homebodies and are unlikely to do so.
FIGHTER
Fighters are by far the most common class in Amethyst, but with added archetypes, no two are alike.
MARTIAL ARCHETYPES ELDRITCH KNIGHT
The eldritch knight archetype is a rarity in Canam, as no magic academies on the continent teach the discipline: it is only sometimes seen among self-taught mages or rare travelers from Lauropa, or as an ancient martial tradition passed down by certain laudenian noble
families. Eldritch knights always choose either the weapon or the shield as their totem.
JANOAHN WALL CAPTAIN
As captain of the Janoahn wall, you have served selflessly for the protection of nothing short of the world. The Tethuss Bridge is the most common route pagus take when attempting to cross from their lands into the south. They hate water and despise the treacheries of mountain travel. All that remains is the bridge and, as a wall captain, you direct your phalanx to maintain their shields in firm lock against whatever evil attempts to crash against it. You effortlessly guide your line to repel armies ten times the size. As a team, your group could withstand the onslaught of dragons, giants, or a pagus invasion. You don’t need religion to have a crusade and your belief is secure in the church of the shield wall. Your devotion to this faith is unwavering and your piety in this conviction ensures its walls will never crack against any assault to its tenets. As shields are locked and weapons are brandished, you preach to your choir to defend the house of blades and plates against the heathens desperate to break your line. But the walls of this church are held by the wills of men, not gods, and as long as they have conviction in themselves and their captain, the house will never crumble. You are the pastor of a devout order, your followers hanging on your words—the sage of this church of war.
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REQUIREMENTS Origin: From Janoah
SHIELD LOCK Beginning when you choose this archetype at 3 rd level, if you and at least two allies within 5 feet of you can link shields and form a wall, each member of the line (including you) receives a +1 bonus to AC until the line is broken. Each ally within 5 feet of you can also grant the bonus to one ally within 5 feet of her. Each target can receive the bonus once.
MAINTAIN THE LINE Starting at 7th level, if your shield wall breaks for any reason, you and each other member of the wall can use a reaction to move up to 10 feet and relock the wall.
PHALANX ATTACK At 10th level, when you make a melee attack while in a shield lock, one ally in the same shield lock can use their reaction to make a single melee attack.
STALWART FORTIFICATION
As a Kinshoa master, you realized that enlightenment comes from the discipline to control one’s body and mind. You can perceive what cannot be seen. You can taste emotions on your lips and smell the impulses of your enemies. With such perceptions of the world, nothing comes as a surprise, and you never know fear. It is said you are aware of your own death moments before your final breath. You despise deception and have left your people because the corrupted values of its government made you ill.
REQUIREMENTS Race: Tenenbri
Starting at 15th level, you and each ally in a shield lock acts on the highest initiative value in the lock (you can decide among yourselves who goes first on that count). Additionally, unless the wall is broken, members in the wall cannot be shoved or be knocked prone.
WISDOM LIKE AN OCEAN
LOCK DOWN
Starting at 7th level, if you are hit by a melee attack that is not a critical hit, you can use your reaction to turn that hit into a miss and make a single melee attack (with advantage) against that enemy. Once you use this feature, you cannot use it again until you finish a short or a long rest.
Starting at 18th level, while in a shield lock, if you or any ally benefitting from the shield lock suffers a critical hit, it is reduced to a normal hit. Additionally, if you or any ally benefitting from the shield lock succeeds at a Dexterity saving throw, one other member of the shield lock succeeds as well (even if he already rolled).
KINSHOA MASTER
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stimuli. Many followers have reported encountering visions that have either reaffirmed their faith or disillusioned them. After this period of isolation, the disciple is then encouraged to leave his home to contemplate on the experience, waiting for a moment of clarity. Those that depart often return to question the morals and motives of their empire. On a few rare occasions, they do not return, and either take to the open road, become hermits, or turn into kythix.
“It will come to all of us. In time… Chaparrans will become plants and animals, narros will become rocks, damaskans will become memories, laudenians—clouds, gimfen—dreams…and us…we’ll become the darkness.” Most tenenbri are social creatures, but only among themselves. Tenenbri understand well the distaste other races have for them, and to a certain extent, a deep current of repressed self-loathing extends throughout the entire species. It appears a natural instinct for tenenbri to seek contemplative isolation at some point during their lives. The tenenbri that pursue this path of isolation eventually discover their attuned senses pick up far more than the normal world presents. The tenenbri’s widespread faith in Oaken claims that the only way to truly experience their god’s grace is to remove all other physical senses. Temples in Vanaka have prayer chambers with stagnant pools that can be sealed from external
Beginning when you choose this archetype at 3 rd level, you add your proficiency bonus to initiative rolls.
PRECOGNITIVE OUTCOME
IAODONA Starting at 10th level, you add your proficiency bonus to damage rolls against creatures you have advantage against with your attack. Additionally, you have advantage on attack rolls against creatures who have not yet acted after rolling for initiative.
AWAKENING OF ENLIGHTENMENT Starting at 15th level, if an enemy within your reach scores a critical hit on you, you can use your reaction to turn that hit into a miss and make a single melee attack (with advantage) against that enemy. Once you use this feature, you cannot use it again until you finish a short or long rest.
PERFECTION OF FORM At 18th level, you can enter a meditative state as an action to remove one negative condition (or one level of fatigue) currently affecting you. Once you use this feature, you cannot use it again until you finish a long rest. Additionally, you can spend 30 feet of movement to gain +1 to AC until the start of your next turn.
KNIGHT-ERRANT
You are a knight of legend, the quintessential guardian in shining armor known previously only in story and myth. Across many barriers of language and culture such valiant defenders reveal themselves through determined purpose, ironclad beliefs, and unwavering integrity. You maintain your moral fiber, especially when those morals are the most inconvenient. You respect the laws of your faith, not necessarily the laws of where you reside. You believe in chivalry and honor, mercy and valor. You will never take the life of one who cannot defend himself. You will always prefer to protect the innocent, the poor, or the weak over the defeat of your enemies. You fight only when necessary. You carry a strict faith in yourself or in the religion you follow and swear absolute loyalty to that devotion and its tenets. You believe the shields of truth and virtue protect better than any armor forged by man. You need not be tied to a lord, house, or kingdom: you may wander the world, dispatching evil when encountered. Despite the stereotype that such defenders are unreasonable, egotistical and vain, the majority are far from this cliché.
You remain humble, giving of yourself when needed, regardless of the strain on body and soul. When one sees arrogance and condescension in a lowly warrior or even a fully knighted lord claiming membership in a paladin order, this declaration of virtue spills from a liar's lips. You possess neither a specific creed nor code. You maintain your moral fiber, especially when those morals are the most inconvenient. You respect the laws of your faith, not necessarily the laws of where you reside. If they are in conflict, then your morals take precedence. You may not need to pray every single hour; neither does your faith require you to pray a specific way in a specific tongue. You might even follow no gods at all. You can claim you require neither the promise of eternal reward nor the threat of everlasting damnation to behave in a manner that is selfless or even "holy." Whatever power taps the shoulder of a potential paladin, it is capable of seeing into the heart and finding the goodness that resides within. If an enemy asks for forgiveness, you must accept it unless the request is not genuine. You may appear in the most unlikely of circumstances, rising seemingly
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spontaneously to confront the darkness. You may emerge unexpectedly in the midst of grief and loss as an avenger and guardian, or you may wander for years or decades, drawn towards your destiny before finally manifesting your abilities. This, combined with their relative rarity, propensity to wander, and short life expectancy, has made the source of your abilities almost impossible to study. Courage is important, but you must temper that courage with common sense—to know when to fight and when not to. You must maintain your faith in the integrity and kindness of civilized people and/or to your god. Since a good and merciful god never asks a follower to die needlessly, you are not required to die for your faith, your lord, or even for your own honor. You only willingly die to protect others or to defeat evil in whatever forms it takes. You give to charity but will not give away your last sovereign if it means you are unable to be charitable on the morrow. You must follow these simple edicts: benevolence, faith, humility, integrity, loyalty, mercy, and patience. You must adhere to these and keep the standards you wish to uphold. Breaking any of these ideals brings upon you a personal shame even if no others witness the act. You never look for an excuse to bypass your morals. You must never slay an enemy unarmed or helpless, never turn against an ally for selfish motives, and never ignore those in need.
Supreme Tolerance: You gain unseen fortitude when facing certain death square in its eyes. You gain temporary hit points equal to your character level x 3. Armor of Glory: You shrug off all but the greatest blows. You have resistance to bludgeoning, slashing, and piercing damage. Prerequisite: Level 10. Wrath of Will: You wield your weapon with remarkable skill and force never before encountered. You score a critical hit against an evil creature on a roll of 19 or 20 (18, 19, or 20 at 10th level) Rubicon: Enemies must succeed on a Dexterity saving throw (DC 10 + your Strength or Dexterity modifier + your proficiency bonus) to use the Disengage action against you; you also advantage on all opportunity attacks. Divine Strength: Channeling an inner light, you bring forth all remaining might of mind and muscle, saving nothing for recovery and victory march later. You can expend any number of your hit dice when you hit with an attack, dealing radiant damage. For each hit die expended, you inflict two hit dice of damage. For each die showing the maximum result, roll an additional die (max 2 additional dice). Prerequisite: Level 6 Pure Body: You are immune to all poisons and diseases, including supernatural and magical ones. You also have resistance to necrotic damage.
Rise a knight.
REQUIREMENTS Alignment: Lawful good or neutral good Note: This archetype is supernatural, bound to Attricana.
EXALTED PATH
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Beginning when you choose this archetype at 3 rd level, select one of the exalted paths listed below. You can activate a path as an action or a bonus action on your turn: once activated, each path lasts for 1 minute, and thereafter cannot be used again until you finish a long rest. You can only use one path at a time. You may prematurely end one path to begin another, but the terminated path still counts as having been used. You gain one additional exalted path at 7th level, 10th level, and 18th level. At 10th level, you can use two paths at the same time. Aftereffect: Once an exalted path ends (either naturally or prematurely), you must make a Constitution saving throw with a DC equal to 10 + 5 for each path (including this one) you have used since finishing your last long rest. If you fail, you suffer a level of exhaustion. The available exalted paths are:
Image of Perfection: You have advantage on all Charisma, Intelligence, and Wisdom saving throws, ability checks, and skill checks. Aura of Courage: You are immune to being frightened, and each ally within 20 feet has advantage on saving throws against being frightened.
ENCHANTED ARSENAL Starting at 7th level, any weapon you wield is counted as magical.
HALLOWED RESISTANCE At 10th level, you have resistance to necrotic damage.
PURIFIED SELF Starting at 15th level, any effect that would normally kill you outright (including instant death from massive damage) instead reduces you to 0 hit points, and you automatically make your first death save.
SANCTIFIED At 18th level, you cannot become undead, no part of your body may be used as a component for any necromantic or nihilimantic spell or magic effect, and you no longer age.
MUTAHARRIK KAPTAIN
ORDER OF ABRAHAM
Leading the Kannos Kavaliers are the Mutaharrik Captains. You’ve probably spent more hours on your horse than others have on their own feet. Regardless if you raised your steed from birth or bought it from a stable, as an elite from Kannos, you can prepare any animal for combat within a week. You do not afford yourself any luxuries over the men under your command. You wear the same light armor, ride a horse with no barding, and charge alongside the line rather than behind it.
Many claim the order of Abraham, the ultimate echelon of knightly order in Abidan, is that which all honorable warriors strive to join. If this was the case, there wouldn’t be so many of them wandering with the crest scraped off their shield.
You and your animal are now one combined spirit and you no longer need to whistle for its attention or whip it to speed, requiring only a few words or a nudge. It may even act on its own if needed. The elite officers of Kannos forego all other pleasantries in favor of their bond. You don’t bother with wives or children. It has even been said a Captain’s steed lives for the entire life of its master, dying the second its Captain does.
REQUIREMENTS
Background: Kavalier or Halfmaster Special: You must return to Kannos for promotion. You must own a large natural beast as a mount.
WHISPERER
Beginning when you choose this archetype at 3 rd level, if your mount acts independently from you, it can take the Dash or Disengage action as a bonus action on its turn.
PLOW THROUGH THE LINES Starting at 7th level, while controlling your mount, you can spend 30 feet of movement and direct it to take the Attack action on its turn in addition of your own normal action. Additionally, when controlling your mount, it has advantage when attempting to shove a creature.
EQUESTRIAN CHARGE
At 10th level, mounting and dismounting only costs you 5 feet of movement instead of half your speed. Additionally, if your mount moved on its turn and you are not wearing heavy armor, on your turn, you can leap from your mount and land anywhere within 15 feet (within reason) without using any of your movement.
It is true the order was founded with the noblest intentions—to follow the edicts put forth by the first paladin king of Abidan and maintain the peace of the land he helped create. However, as time is known to do, several of the knights of Abraham have let their virtually unlimited power get to their heads. As such, a member of the order, although advocated as an symbol of chivalry, can occasionally be the harbingers of spitefulness and arrogance. The order proves that a banner and an oath are not a guarantee for chivalry and respect. That being said, the order cannot be held responsible for the rising tide of fanaticism and polarizing dedication slowly infecting the kingdom, but they are certainly a pronounced indicator of it. The valiant and immoral may occupy an equal proportion among the ranks, and yet telling them apart is not as easy as judging how clean one’s armor is. Sometimes the proudest knight carries the most wicked heart. Although one would think rising from the lines of noble warrior to the highest stratum of Abidan military would filter such corruption, but like every aspect of society, there lies unfortunate bureaucracy. The edicts of Abraham are ever-changing and an absolute good, but it lies in the hearts of men to follow them without falter. Which are you?
REQUIREMENTS Background: Squire of Abraham Special: You must return to Janoah to accept knighthood.
OF LEGEND
At 15th level, you automatically succeed at all Dexterity saving throws to remain mounted, and you can force any attack that targets your mount to target you instead.
Beginning when you choose this archetype at 3 rd level, select one of the following features. After you and your allies roll for initiative, each ally (not you) within 30 feet of you has advantage on attack rolls until they hit. As a reaction to an ally’s hit, you can turn said hit into a miss; you then have advantage on your next attack roll.
UNBRIDLED LOYALTY
NOBLE STAMINA
IMPECCABLE BALANCE
Starting at 18 level, the walking speed of your mount increases by 10 feet, and it can now take the Dodge action as a bonus action on its turn as long as there are no enemies in reach of it at the end of its movement. th
At 7th level, select one of the following features. You gain 2d10 (or 12) + twice your Constitution modifier hit points instead of the normal hit points gained. You also gain two hit dice at this level instead of one.
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Each time an ally suffers at least 10 points of damage within 10 feet of you, you recover 1d8 hit points.
LINE IN THE SAND
Starting at 10th level, you can declare your intentions with words or a firm stance of defiance against approaching evil. Enemies must succeed on a Dexterity saving throw (DC 8 + your Strength or Dexterity modifier + your proficiency bonus) to use the Disengage action against you. Additionally, when you hit with an opportunity attack, the target is restrained until the start of your next turn.
NOBLE PROTECTION Starting at 15th level, select one of the following features. On your turn, you can select one creature within 10 feet as your ward. All attacks against your ward target you instead. Your ward cannot make attacks
while this is in effect. If the target ends its turn out of range or attacks an enemy, it is no longer your ward and cannot be selected for one minute. If you move willingly, you can pull your ward with you. If a creatures scores a critical hit on you, after calculating damage, you suffer half damage, and one ally within 5 feet suffers the remaining half; targeted ally must be able to suffer said damage for you to avoid it.
LAST STAND
Starting at 18th level, when you are reduced to 0 or fewer hit points, you do not fall unconscious, but you can only move up to 10 feet per turn. You don’t make death saves, but each round you remain standing, you accumulate 10 damage: once the cumulative damage (plus any other damage you take normally) exceeds your hit point maximum, you die from massive damage at the end of that turn. As an action on your turn, you can voluntarily fall unconscious and start making death saves.
WARDEN
Wardens are a broad classification of several types of adventurers. They are nomads, drifters, bandits, horsemen, rangers, scouts, and sentinels. They connect themselves with their surroundings, whatever those might be. They travel light, fast, and by stealth. They survive in environments where others suffer. They know the ways of wilderness and often call home the realms avoided by other travelers. Wardens excel with the arrow. What they accomplish with the bow is nothing short of extraordinary. No one beats the warden at ranged combat. Despite the cliché, they can be found everywhere on Earth, even in the largest echan cities. They find uses everywhere. However, most still wander the lands, searching for a path or party or simply, an adversary.
REQUIREMENTS
Skill Proficiency: Nature
WARDEN EXPLOIT
Beginning when you choose this archetype at 3 rd level, you can select a warden exploit. You can select another exploit at 7th, 10th, 15th, and 18th level. Unless otherwise stated, you can’t select the same exploit more than once. Critical Arrow: You score a critical hit with a shortbow or longbow on a roll of 19 or 20.
Double-Shot: Once per turn, you can add double your Dexterity bonus to the damage roll of a successful attack with a shortbow or a longbow. This uses two pieces of ammunition. Empathy or Vigilance: You can choose one of the following class features from the ranger class: Favored enemy, natural explorer, land’s stride (min 10 th level), or hide in plain sight (min 10th level). You can select this exploit more than once, choosing a different feature each time. Point Blank: You no longer suffer disadvantage when firing a shortbow or longbow if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. Rapid Fire: If you make at least three ranged attacks on your turn against the same target, you can make an additional ranged attack against that target as part of an action. Greater Improved Critical: You score a critical hit with shortbow or longbow on a roll of 18, 19, or 20. Prerequisite: Critical Arrow, 18th level. Channel Strength: You gain a +2 damage bonus with all attacks from a shortbow or longbow. Damage Penetration: When you make a ranged weapon attack, choose one damage type: your arrow counts as this type when accounting for damage re-
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134 sistance and vulnerability. Once you have used this ability four times, you cannot use it again until you finish a short or a long rest. Long Arc: You double the normal and long ranges of any bow you wield. Dead Eye: If you score a critical hit with a ranged weapon attack, you can choose to take the maximum damage result instead of rolling. Once you use this feature, you cannot use it again until you finish a short or long rest. Improvisational Arrow: You are proficient with arrows as improvised melee weapons. Additionally, once per turn if you are the target of an opportunity attack,
you can make a single melee attack with an arrow against the attacker as part of your movement. If your bow has a magical enhancement bonus, it applies to the arrow attack.
RAVNORRA
Narros take pride in their vocation and seldom break their disciplined lives for merriment or debauchery, lest they bring dishonor to their names. Though many narros devote themselves to mining and the acquisition and creation of goods, some dedicate themselves to the noble path of defending their house and the innocent. Narros soldiers all follow a strict code of honor, but a few take their discipline to an amazing degree.
All your life, you have lived alongside your blade. The crest on your shield is father and mother. Your house is an ideal you will defend to the end. You wake to don your armor and seldom remove it save for sleep or death. You will know neither mate nor child: your defense of the house and realm take precedence over all other desires. To break these oaths not only brings dishonor to you, but to the house and family as well. If such a code is broken, or if the house and/or lord is destroyed, you become an outcast, a ‘vorronar’ or ronin, set adrift on the waves of fate to find a cause or to live by the sword. You may continue your code, or do your best just to stay alive. Many humans have remarked upon the similarity between the narros noble warrior and the ancient samurai, and most ravnorra, ronin or not, adopt the term when dealing with humans: to them, it is the proper translation.
REQUIREMENTS Background: Doppelshido
HATAMOTO Beginning when you choose this archetype at 3 rd level, you can use your bonus action to re-roll your damage dice from a hit this same turn and take the higher value.
DECEPTIVE POSTURE Starting at 7th level, if you use the Dodge action on your turn, until the end of your next turn, you have advantage against each enemy that missed you with a melee attack the previous round.
THE ROAD OF RAVNORRA Starting at 10th level, if you hit with your first melee attack on your turn, you can sacrifice one or more additional available attacks that same turn to inflict additional damage; for each attack sacrificed, you inflict additional damage equal to half of your normal weapon’s damage. (if your hit is a critical, your added damage does not increase).
COUNTER POSE Starting at 15th level, you are able to feign weakness, offering the illusion of cowardice, enticing an enemy to act foolishly. If you are hit with a melee attack while using the Dodge action, you can make a single attack with advantage as a reaction against the enemy that hit you. If you make the attack, you no longer benefit from the Dodge action.
PATH OF THE WARRIOR th
At 18 level, if you have advantage on your enemy and both attack rolls score a hit, you inflict additional damage equal to half of your normal weapon’s damage.
SCHOLAR SENTINEL (GUILD OF GNOSIS) It was over a century after Stratos Stormguard created the gorna sersannis, or "Lotus Blade" when specialized branches of the popular fighting style began to emerge. Officially, the fundamental school located in Stormguard’s home city of Zorahn was no longer able to handle the increasing number of applicants, and apprentices being forced to travel away from the capital to train was proving increasingly unpopular. After Stormguard’s death (by way of death dragon), political pressure eventually conceded with the founding of a half-dozen new schools across the kingdom, each controlled by a member from Stormguard’s inner circle, the Folium. However, away from the discipline of Stormguard, who’d insisted the art was perfect, these branches quickly developed their own styles. In order to prevent rivalry between schools, Ravenar Limshau IV assigned each guild a specific role within the kingdom. Over the centuries, these schools grew at different rates, with two emerging dominant, Gnosis and Ilm. The latter was given the duty of handling expeditions and crusades of knowledge while Gnosis was tasked with protecting the capital city and the books within it. Developed by Echo Clearbrooke, Gnosis is considered the more “direct” approach to the craft, less about maneuverability and more about forward assault. While the Guild of Ilm is considered the spiritual successor to Stormguard’s vision, Gnosis deviated by specializing in two-handed weapons, more effective in tight quarters than using a shield. Gnosis custodians are also distinctive given their white kawabari armor, matching the city walls, uncommon in the wild where the Ilm’s black armor is nearly exclusive. It is not uncommon for Gnosis custodians to work double duty as librarians, and some have been assigned specific library wings for the entirety of their lives. You are an elite member of this guild, one sworn to protect the walls and the books within. Thankfully, your school is conveniently located within the capital city. To be a member of the guild is to be nearly fanatical in the perseverance of knowledge. Unlike Ilm, you are not expected to record your adventures and missions for planned documentation and publication later. Although members of Gnosis seldom leave their cities, it has still been known to happen. Why have you?
REQUIREMENT Background: Custodian
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FLORENTINE Starting when you choose this archetype at 3 rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, whenever you take the Attack action as part of your action surge, you have advantage on the first attack roll.
TWIN-BLADE DEFENSE Starting at 7th level, if wielding two melee weapons, after rolling for initiative, you gain a +3 bonus to AC against melee attacks until hit with a melee attack.
TEMPO ATTACK Starting at 10th level, you gain a natural instinct for where to place either of your weapons. If you use twoweapon fighting and the first three melee attacks you make on your turn hit, you can make one additional attack as part of your attack action (before potentially continuing with additional attacks).
SWEEPING FLURRY Starting at 15th level, you can spend 10 feet of movement after hitting an enemy your size or smaller with a melee attack to knock the enemy prone. You can repeat this effect on additional enemies in the same turn permitted you have available movement.
DOUBLE WOUND Once per turn starting at 18th level, if you engage in two -weapon fighting and hit with a melee attack with one hand, one additional attack with your other hand automatically hits (don’t make an attack roll, though it counts as one of your additional attacks that turn). The extra attack does not have to target the same enemy. You inflict half damage with this strike.
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The monk is only available to characters raised in or trained by a sensei from Fargon, Genai, or Limshau, or to characters with the gneolistic background. The narros love to take credit for influencing the ancient Asian martial arts, as well as their mythology and culture. They place a great deal of pride in this and were happy to see the pillars of their disciplines replicated and honored across the millennia, remaining virtually unchanged on their return. Some humans don’t appreciate the assumption, claiming the narros had no influence in the development of human martial arts. Damaskans certainly make no such claim and only admit to a mild cultural inspiration; those from Limshau absorbed so much human and particularly Asian culture into their nation, it’s hard to determine what was fae-influenced and what was originally a human concept.
MONASTIC TRADITIONS Only the Way of the Open Hand is open to all monk characters, and its effects are considered non-magical even when they appear to defy the laws of physics and physiology. The remaining traditions are only available as unique magical paths, requiring either the Gneolistic background or the choice of a totem (usually the staff or the book). Such “martial wizards” would be an extreme rarity: only one cloistered order in all of Canam, the Monachis Draco of Seliquam, is known to practice this technique.
PALADIN The paladin is only available to characters with the gneolistic background. Such individuals are not usually purposely trained as part of a knightly order, as gneolistics tend to be viewed as too valuable to waste in combat situations. Rather, they tend to be late bloomers who first discover their powers during their arduous knightly training. A gneolistic paladin need not select a deity (although most knightly orders in Canam are connected to some sort of religious establishment), and nobody is responsible for ensuring she adheres to her sacred oath except herself. There is also a paladin-like archetype available for the fighter called the knighterrant.
RANGER The ranger is only available to chaparran characters with the darawren or gneolistic backgrounds. A chaparran born with natural magical talents can choose to defend her village with bow and sword instead of wholly focusing on developing her intrinsic magical talents. Given that innate magic is far more common among chaparrans than among any other species (even laudenians), the ranger is the only gneolistic class that could be considered commonplace. For a non-magical ranger-like character, see the fighter's warden archetype. With the GM's permission, a character could also make a non-magical ranger by only choosing the following spells and describing them as natural exploits rather than magical powers (and making modifications to descriptions and effects for verisimilitude, as necessary): Animal friendship, cure wounds, detect poison and disease, find traps, freedom of movement, lesser restoration, locate animals or plants, locate creature, hunter's mark, nondetection, pass without trace, protection from poison, swift quiver.
RANGER ARCHETYPES While both the hunter and beastmaster archetypes are reasonable choices for a chaparran ranger, a third option, the Krysallis, is far more celebrated in chaparran culture.
KRYSALLIS — ELATTARII There is a segment of chaparran culture considered by some too extreme compared the rest of the already zealous civilization. After years of meditation, magical permeation, and study of nature, the end result is a creature blending elements of both flora and fauna—hair is the color of grass, the skin takes on the look and texture of dirt. From here, the krysallis adopts one of two paths, the elattarii (way of the strand) or the magittarii (way of the stream). While the latter focuses on spellcraft, the former centers on archery, though both revolving around the use of the bow. Both paths began thousands of years before the exodus, developed by a fanatical subset of the chaparrans known as the Kobus. The Kobus felt that no one, not even other elves, had claim to the forest, and that any intrusion or sin upon nature was punishable by death. In the new age, the bigoted nature of the Kobus almost took root in Dawnamoak before the larger, more powerful, and thankfully more moderate Jibaro tribe took over and appropriated the Kobus into their ranks, suppressing the extremism yet adopting the discipline of the krysallis. That being said, threads of the Kobus’s intolerance can still be seen in the discipline, a discipline revolving around the connection with nature and the mastery of the bow.
REQUIREMENT Origin: Chaparran or Darawren Proficiency: Kitarri black bow
FROM NOTHING Beginning when you choose this archetype at 3 rd level, whenever you learn a new ranger spell, you can instead choose a conjuration or evocation spell from the druid or wizard spell list. You develop a spiritual connection with your bow. If you have unused spell slots when you finish a long rest, your highest-level slot remaining is imprinted on your bow. You can use this slot to cast any conjuration or evocation spell you know as if it were one of your normal spell slots, but it is lost when you next finish a long rest (even if it is not replaced by another one). At 9th level, 13th level, and 17th level, you can imprint an additional unused spell slot.
INNER LIGHT Starting at 7th level, you are able to draw an inner strength only reserved for enlightened creatures. Your awareness of your own soul allows you to push yourself harder. You can infuse a conjuration or evocation spell with a casting time of 1 action or bonus action into an arrow fired from your bow. The spell only affects the creature you hit, regardless of its normal range or area. The target can no longer make a saving throw against the effect (if the spell requires one). The target takes damage from both the arrow and the spell (if it deals damage).
If you miss with your bow attack, you regain the use of the spell slot you used at the start of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.
FROM WOOD TO SOUL Starting at 11th level, you are able to travel to where your arrow lands. Use an action to fire an arrow anywhere within your bow's range (this can be part of an attack). Immediately after impact, you can teleport to that location. If you strike a tree, wall, or even a creature, you appear adjacent to the arrow. If you miss your intended target, the arrow lands at a random location within 10 feet of your target. Once you use this feature, you cannot use it again until you finish a long rest. You can expend a Hit Dice to gain an additional use of from wood to soul.
DRAWING FROM PARADISE At 15th level, the range of any ranged spells you cast are increased to the normal range of your longbow. You must follow the motions of drawing and firing the bow, even if the spell does not normally have a somatic component, but you do not use ammunition.
ROGUE Rogues are the second most common class in Amethyst, but with added archetypes, no two are alike.
ROGUISH ARCHETYPES BARUCH THUGGEE
Only fools do prefer ta fair fightin. Me once-brethren should be knowin tha, but intis their zealot-sense be trumpin their common-sense. The ringmailed figure they be so careful creepin upon now be but a mannequin. Up in the trees, I be waitin for the last of them ta pass by, then throw a loop of wire about his neck and drag him up inta branches with me. The third dispatched, I be droppin silent ta ground, be drawin the garrotte out ta spool on me wrist. You shoulda betrained your other hunters as well as me, your Holiness. Marshes and swamps cover most of the countryside in the kingdom of Baruch Malkut. A massive landscaping effort connects distant towns and cities by roadways. This has led the more nefarious segments of Malkut society to adapt their skills to the surrounding environment. Bandits and outlaws master subterfuge and stealth, utilizing the natural cover of the landscape. A few have found a calling within the military, working as spies or assassins. These individuals are known as Baruch thuggees. Thuggees leaving the "Blessed Kingdom" for any reason find their title a burden or a curse. Declaring yourself a thuggee in Limshau or Gnimfall may likely net you jail time or expulsion. Openly wielding your
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title in a free house may get you executed. You must keep your identity secret, either because of a mission or to prevent a lynching. Most following this path by choice seldom have problems using their training to net themselves personal benefit, as their morals and values have already been stretched. The qualifying mission for the order is to sneak into a rival city and slay a figure of importance. A few rare cases found the final deed abhorrent to their nature and escaped, carrying their training with them into the outside world. Some try to find new lives pursuing a nobler course. These are declared traitors, with bounties are placed upon their heads.
REQUIREMENTS
Origin: From Baruch Malkut Race: Human
DEATH GRIP
Starting when you choose this archetype at 3 rd level, you have advantage on grapple checks.
PULL TO THE GROUND
Starting at 3rd level, if you sustain a grapple for three turns, at the start of the fourth, any hit automatically becomes a critical hit until the target breaks the grapple. If this attack does not kill the target, you must start pull to the ground from the beginning again.
INTO THE SHADOWS Starting at 9th level, if you kill a creature within 5-feet, you can move up to your speed as part of the same action.
CHEAT Starting at 13th level, if you roll any result on a d20 roll, that attack roll becomes a natural 20. Once you use this feature, you cannot use it again until you finish a long rest. You can also expend two Hit Dice to gain a second use of cheat (but only one).
SAND IN THE EYE You don’t play fair. There are no rules in war. Those who think otherwise lose. At 17th level, you can use
your bonus action to confound a creature your size or smaller within 5-feet of you. The target must be able to see you; it suffers disadvantage on attack rolls while you suffer advantage until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
CRIMSON LEAF
This human would be considered a deviant by the standards of his own people, so he comes here to fulfill his needs. We had no problem with him, until he added nonconsensual torture to his perversions. Now, the leaves whisper in the wind, and his name is entered in my Book. I have seen him across the common, and I am prepared. I will bring him to justice. Nothing else matters. “Evening, squire,” I call out to him like the rustic farmer I pretend to be, chewing on a hollow wheat stalk. He nods absently as he passes, not realizing the ‘mosquito’ that just stung him will bring him death before the day is out. Not much is known about the Salvabrooke assassin’s guild, the Crimson Leaf. What marks them apart from other such guilds is that, despite being labeled a radical order against the greater good by the nation’s ruling government, there is no bounty placed on their capture. One Salvabrooke state official labeled them in private statement as being “a humorous irritation.” Despite calls for their apprehension from Limshau, Kannos, and Abidan, Salvabrooke has made no effort to rein them in, publicly or privately. Part of this may be because of Salvabrooke’s laissez-faire view of law enforcement: gimfen don’t consider something a crime unless it does serious harm to someone, and the worst the largest communities complain about are pickpockets and the occasional confidence scam, though both are practically an infestation across the land. The fact that a criminal organization has been tolerated for so long baffles those who don’t know the full details. The Crimson Leaf actually considers itself the final word of law in Salvabrooke. They are a ruthless vigilante force of trained gimfen whose sole purpose is to protect the innocent of the land from the greater evils that aim to exploit them. Every Malkut slaver that attempts to invade gimfen territory becomes their target and few of their caravans have survived the journey. The Crimson Leaf claims a membership between 100 to 250 which travel throughout Salvabrooke and beyond, acting nonchalant and going about their lives until given a mission. This usually takes the form of a short, specific list of crimes, unique to each member, which the assassin is expected to punish immediately upon becoming aware of them. A farmer may be minding his crops and observes a crime detailed on his or her response list. He would leap into action and return to his duties before anyone knew he was gone. A Crimson Leaf may interfere to prevent in a crime not on his list if he actually witnesses it, but otherwise is expected to
leave it to another of the brethren to avoid compromising the order’s secrecy. As a member of this group, you possess your own list of crimes to respond to. There is no jury, just an executioner. These crimes are not petty or trivial, but severe transgressions: slavery, rape, robbery with violence, and theft of sentimental treasures are common entries. Despite what other purposes you have in life, regardless of the mission you may be on or the job you have accepted, your duties as a Crimson Leaf always take precedence. Nothing else matters, even if it leads to the failure of your job and the abandonment of your friends. As a Leaf, you are not foolish, employing all your skills, whether direct or stealthy, to accomplish your goals. You’re patient, willing to hold until the target’s fate is certain. When the course is set, nothing else matters.
REQUIREMENTS Origin: Salvabrooke Race: Gimfen
NEMESIS Starting when you choose this archetype at 3 rd level, you can select one enemy you can see as your nemesis. Once you select a nemesis, you cannot select another until you finish a long rest. You treat any result of 1 or 2 on a Sneak Attack die against your nemesis as if it were a 3.
LEAPING FRENZY Starting at 3rd level, when you move towards your nemesis, you can pass through an enemy’s space without provoking opportunity attacks.
NOTHING ELSE MATTERS At 9th level, you can ignore everything else but the enemy you’ve decided to kill. You can have advantage on your attack rolls against your nemesis; if you do, all enemies, including your nemesis, have advantage on attack rolls against you until the end of your next turn. The first time you hit your nemesis while having advantage, double your sneak attack damage.
PURPOSEFUL AND COMMITTED Starting at 13th level, as long as you move more than 5 feet on your turn and end your movement at least 5 feet closer to your nemesis, you gain a +1 bonus to AC. Once you are adjacent to your nemesis, the +1 bonus applies only against your nemesis.
VICTORY OR DEATH, HOPEFULLY VICTORY Starting at 17th level, you can spend any number of Hit Dice and add that damage to a hit you inflict on your nemesis. Spending Hit Dice this way is the same as when attempting to recover hit points, except now the amount is added to your damage roll. You can add any
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number of Hit Dice onto a hit. This additional damage is not increased with a critical hit. If you roll the maximum result with any of your additional damage dice, roll one additional damage dice and you recover that Hit Die (though it cannot be used again on the same hit).
ORDER OF THE CLOTH
In the midst of the sermon, a leaf of parchment floated down atop the preacher’s book. He looked up, but saw nothing above. Glancing at the mysterious missive, he grew instantly pale. In the front pew, the corpulent Lord Meralque spoke up. “Why be you whitefaced, Padre? What say tha you have? Out read it!” The clergyman swallowed and spoke in a shaking voice, “By ta King, Lord Meralque be not true. He be a damned traitor, anta Cloth becover his eyes. God be have no mercy on his soul.” The lord’s face grew red with anger, and then suddenly drained as white as the pastor’s as a crimson-clad shape suddenly dropped out of the rafters, landing nimbly before the congregation. Lord Meralque shot to his feet and tried to run, but his obese form was no match for the assassin’s speed. A red-garbed hand shot out, catching the hapless lord by the nape of his neck in a vicelike grip. Meralque’s scream became a pitiful gurgle as the blade of a concealed dagger tore out his throat. “By His will,” the bloody cardinal whispered as he dropped the twitching corpse, and strode towards the doors of the church. By the time the congregation spilled out into the morning sunlight after him, there was no sign that he had ever been there.
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You are a member of Baruch Malkut’s inner circle—an elite order that traces their line back to the loyal guards of the king, when he traveled from Southam to stake his domain. The crusade consisted of him and a loyal retinue of oath-brothers that were referred to only as “cut from the cloth,” forsaking even their individual names. As he claimed his kingdom, Darius Konig kept his guards close, and they wished for nothing else, neither land nor titles. Since these humble beginnings, the order has grown in number, but their reputation has never faltered. Newer members are not so enigmatic. Keeping their names and accepting claims of property and treasure, they are still as devout in the faith as their founders. They are brought in from various military channels and trained separately in isolation to be the greatest line of assassins the land has ever known. Each bears a golden death's-head ring with ruby eyes as their only badge of office, a magical device that projects the feared red robes and golden skull mask of the King's agents over their normal appearance, allowing them to disappear completely into a crowd once their deadly work is done.
You are not one to play fair. To be of the order is to know every cheat, every dirty play you can exploit to eliminate your target. You might have been once a bandit or a slaver or a paid assassin. Now a loyal member of the cloth, you follow the edicts of their holy cause, to eliminate all who disagree with the commandments of King Darius. Any who fail to understand his wisdom will meet the fate of all heathens, regardless if their ears are pointed or not. If you venture from your homeland, you do so on a mission for the betterment of the king’s power. Your loyalty is to the king and the king only. Even other citizens of Baruch Malkut are not immune to your wrath if they don’t show total piety to the true authority. Note: This archetype can also be swapped for any nations’ unofficial assassin order.
REQUIREMENTS Origin: Baruch Malkut. Race: Human
ASSASSIN SKILLS Starting when you choose this archetype at 3 rd level, you gain assassin points (AP) which you can spend and replenish during combat. Your AP is equal to your Dexterity or Strength score (pick one when choosing this archtype), and you regain all AP after you finish a long rest. You also regain AP after committing certain actions, though you cannot have more AP than your selected ability score. At 3rd level, you select two assassin skills, adding an additional skill at 9th, 13th, and 17th level. Skills are separated into “trees”—high profile, low profile, and stealth. With high and low profile, you must select all lower tier skills to unlock a higher tier skill. You regain 4 AP in combat if you kill a creature and regain 2 AP if you score a critical hit. You can also regain 4 AP at the cost of a Hit Die during a short rest (regaining no hit points if doing so). Assassin’s Feat: At 4th level, and again at 8th, 10th, 12 , 16th, and 19th level, you can forego your ability score improvement feature and instead boost your assassin skills—you gain 1 additional assassin skill and increase your AP total by 4. th
ASSASSIN SKILL TREES HIGH PROFILE High profile actions are dramatic and risky, inflicting greater damage but also always giving up your position. No matter what state you are in, using a high profile attack reveals your location and identity to both anyone in line of sight and in earshot. You cannot make Dex-
terity (Stealth) checks to hide until the start of your next turn after using a high profile skill.
Intuitivism lasts until the beginning of your next turn, and you can sustain with 1 AP without taking an action.
Strong Attack (costs 2 AP): Activate after hitting with an attack; roll all damage dice twice and take the higher values.
Thiefsmith (costs 2 AP): Activate with a bonus action to gain advantage with tools you are proficient with until the start of your next turn.
Cold Blooded (costs 3 AP): Activate after hitting with an attack—double your ability score modifier, and the target can be pushed 5 feet.
Roll Recovery (costs 2 AP): Activate as part of your movement. Your speed increases by 5 feet, and you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks until the end of your movement.
Ground Execution (costs 6 AP): Activate after hitting with an attack; double the number of all weapon damage dice.
LOW PROFILE Low profile actions are subtle and quiet. Even though the target’s body may be easily spotted, observers won’t obviously identify your position. Weak Attack (costs 2 AP): Activate before making an attack. You have advantage on this attack. After the attack, you can move up to 20 feet as long as the movement takes you into cover, and you can attempt a Dexterity (Stealth) check. Staggering Strike (costs 3 AP): Activate before making an attack. You have advantage on this attack: if neither roll hits, you still deal your normal weapon damage to the target, but deal no Sneak Attack damage and no extra effects. A hit target’s speed is halved; it is knocked prone and suffers disadvantage on attack rolls until the end of your next turn. After the attack, you can move up to 20 feet as long as the movement takes you into cover, and you can attempt a Dexterity (Stealth) check. String Assasination (costs 6 AP): Activate before making an attack. You have advantage on this attack: if neither roll hits, you still deal your normal weapon damage to the target, but deal no Sneak Attack damage and no extra effects. Afterwards, move up to your speed and make another identical attack against another enemy. If either attack kills its target, you can move up to your speed and make another identical attack against another enemy. Afterwards, you can move up to 20 feet as long as the movement takes you into cover, and you can attempt a Dexterity (Stealth) check.
STEALTH Unlike low and high profile trees, you can select stealth skills without prerequisite. Intuitivism (costs 3 AP): Activate with a bonus action. You know the location, challenge rating, alignment, and current hit points of all enemies within 50 feet of you, regardless of line of sight. You can see targets that are hiding but not invisible. While intuitivism is in effect, you have advantage on Perception checks.
Thick Skin (special): Activate with a bonus action. For every 2 AP spent, you regain 1d4+2 hit points. Blend (costs 2 AP): Activate with a bonus action. Your speed is reduced by half but you have advantage on Dexterity (Stealth) checks until the end of your turn.
SCHOLAR WARDEN (GUILD OF ILM)
"Monday: Dodged giant rolling rock trap. Tuesday: Returned ancient artifact to the vaults. Wednesday: Chased through a mine by Ixindar cultists. Thursday: Drakes... why did it have to be drakes? Friday: Found another Holy Grail. Saturday: Investigated possibility of alien influence on the evolution of humanity. Sunday: Lunch with the kid." — Guild member’s day planner It was the year 355 A.E., and Stratos Stormguard had been killed. His inner circle, the Folium were instructed by the king to open up branches dedicated to Stormguard’s teachings in hopes of taking pressure off the single school in Zorahn, overloaded by this point by students. Of these half-dozen schools, two grew to dominating the accepted stereotype of custodian. These were the Guild of Gnosis in the capital city of Limshau, and the Guild of Ilm, based out of Warraqeen. The Guild, formed by Fisher Calibannis, took on the duties to administer and coordinate the external operations of custodians on the periphery of Limshau and beyond. They originally operated from the Limshau capital until Calibannis’s death at the ripe human age of 205, where he left his power and assets to his bonded companion, Lannis Aerialiss. Lannis was responsible for the aggressive push of custodians outside of the borders of Limshau. Before, the custodians would defend the cities and the farms but never actively seek out knowledge beyond their borders. Librarians would commit to such crusades all the time, though their quests usually took them to private collections and other libraries to seek their prizes. The Guild of Ilm was an elite order tasked with retrieving knowledge from riskier locations, dungeons, and abandoned (or not so abandoned) castles. The guild carries considerable respect in this field and has never been seriously challenged on the accuracy of their accounts. Librarians
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take the lackluster assignments: the Guild of Ilm sends their custodians only where a librarian’s life would be in danger or if the situation itself requires a more aggressive hand. Of all the custodians in Limshau, those of Ilm are truly warrior scholars, earning the nickname, “Scholar Warden.” You are an elite member of the guild. You returned to the Guild’s office in Warraqeen and have taken on the oath of the order. To be a member of the guild is to be nearly fanatical in the perseverance of knowledge and free thinking. Unlike other custodians, you are expected to record your adventures and missions for planned documentation and publication later. You do not quest for your own greed. You do not travel the land seeking gold or glory. You are selfless in your path to free the world from those that would suppress the truth. Words are gold; books are the real treasure, and heaven is a world without fear.
REQUIREMENT Background: Custodian
REDOUBLEMENT
Starting when you choose this archetype at 3 rd level, if you miss with your Attack action, you can make another Attack action as a bonus action.
CLASSIC PARRY & RIPOSTE Starting at 3rd level, when you are wielding only one melee weapon and an enemy misses you with a melee attack, double your ability bonus to damage against said enemy until the end of your next turn.
BALESTRA Starting at 9th level, you gain reach with all melee weapons that don’t have it, but only for the purpose of making opportunity attacks.
FLOW OR CRASH Starting at 13th level, you can double your base speed for one turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
REMISE th
Starting at 17 level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can only inflict Sneak Attack damage with one hit, and you must miss twice to gain redoublement.
SORCERER Of all the gneolistic-paired classes, sorcerer is by far the scarcest. It is nearly unheard of for a gneolistic to equal the power of a fully trained arcane wizard. If the claim is true that there are less than a hundred wizards of varying strength in all of Canam, sorcerers would number less than five. A player-created sorcerer would be one of only a handful in the world. These prodigies still often end up using a totem (sometimes just to deflect suspicion), as their powers grow with their own knowledge of the arcane arts. Someone with the full power of wizard without requiring any of the discipline would not only be singular in the land, but also incredibly dangerous.
WARLOCK Warlocks are not canon in Amethyst. They are only available as a variant wizard (requiring a totem and GM permission).
WIZARD The term ‘wizard’ covers a wide spectrum of spellcasters and magic users across the world. They may wish to protect the innocent, or destroy everything around them. However, they still follow one common belief: The gates contain unlimited power and sit waiting to be harnessed by those wishing to understand them. Wizards discovered long ago that certain shortcuts exist to channel energies from these gates. It’s an almost scientific study of the ways of magic. Non-human mages discovered certain words in vocal and written form channel immense power from the gates. This power was the sole province of the dragons for thousands of years before the fae pursued this path. These words, found in the ancient tongue of the first language ever spoken, Pleroma, have been described as the base code of the universe: the word is the thing, and the thing is the word. A wizard must first understand how the word functions in all ways by contemplating it in every dimension (quite literally—both written and spoken Pleroma exist in three physical dimensions and are theorized to extend beyond that), absorbing its meaning into his or her soul. Wizards all share a common desire to study the behavior of these ancient words and discover new ways to utilize their potential. The books of a spell caster reflect this wish. The bigger the library, the greater the understanding the wizard possesses of the arcane arts.
A wizard need not be completely fluent in Pleroma to use this power (and most can’t be since it defies human and even fae attempts to master it): instead, each mage bonds power to a totem—a metaphysical cheat sheet that helps them visualize the multi-dimensional script that makes up a spell formula. The final key to the spell is the power word. The mage inscribes the word on his totem and memorizes it. When the mage speaks that word, the energy channels through the totem and the spell is cast. Each spell resembles a different symbol or sets of symbols, depending on the complexity or power of the spell—to those without understanding, they are meaningless squiggles, but to the arcane adept they leap from the totem’s surface, glittering in three dimensions and extending backward and forward in time. The most common focus is the spellbook; however, different cultures favor different totems. Nevertheless, each totem is unique to the caster – what precise form it takes and how mundane or extravagant it looks depends on the staidness or flamboyance of its owner. Certain high-level spells are so rare they can only be found inscribed on unique items spread around the world. Wizards occasionally quest for them as others would quest for magic weapons. A wizard’s honor insists these items either remain in their location or be taken to Kirjath-Sepher, Limshau, or some other protected vault for storage. Magic stems from one of two sources, Attricana or Ixindar. Where Attricana is chaotic and whimsical, Ixindar is never changing and uniform. There is little flash with Ixindar magic. It is also a corrupting force, whispering new thoughts and ideas into its caster. It's not a healthy option for heroic characters, but it does offer a variety of different abilities and powers, not the least of which is the replication of magic without disruption. The wizard is the default arcane class in Amethyst. Though still not commonly seen, wizards occupy the majority of spellcasters. Variant spellcasters like the darawren (cleric / druid / bard) and laudenian magos (cleric) are still technically wizards—they only refer these classes as they are more mechanically similar to them.
TOTEM MAGIC Wizards in Amethyst do not bond to a creature (familiars); they can only bond to an object. This object contains the trigger words for all their spells. This is their totem, which they must have in hand or on person in order to cast spells. The choices of totem are limited, and unlike popular fiction, cannot be an amulet, ring, rod, or wand as these are conduits for boosting or altering spells and for passing on specific abilities to its user.
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Totems are often associated with specific arcane schools, such as the darawren bards utilizing musical instruments and students of Koana embracing the book.
BOOK The most common totem on Earth is the book, which is also the most powerful and easiest to master. Schools dot the planet dedicated to this belief. More wizards use book totems than any other. All damaskan mages trained in a Koana academy use the book, and as most human mages learn their craft from Limshau, the tendency has carried over. They believe that power from Attricana and Ixindar has its own rules and is not random, meaning it can be eventually understood. All mages carry books, often in a private library, but the final Pleroma power words rest inscribed in the book wizard’s totem. When you cast a spell, it emanates from your hands, not your book. A few cautious wizards have even strapped their books to their belt to grab at a moment’s notice while keeping their hands otherwise free.
ORB The orb is an uncommon choice for most fae and is often found with wizards practicing the darker side of magic, the energy tied to the opposed power of Ixindar. Orbs are also strongly associated with illusion and mind control magic, which most Limshau wizards consider, if not taboo, at least in bad taste. Occasionally, a few tenenbri have been seen using an orb, but this choice is seen predominantly with negative casters or with humans that come about their training from less than respectable sources.
WEAPON Although choosing a weapon appears without penalty, the benefits are double-edged. First, weapons have the smallest available surface area of any totem, limiting the number of spell triggers that can be encoded on it. Additionally, wizards with weapon totems often feel a need to wield them in combat despite never able to match a fighter on even ground. This does not stop a large number of wizards from using weapons, chiefly those for whom magic is a tool rather than an art. Narros and tenenbri argue about who developed it first. Narros claim the transition from shield to weapon was an obvious one while the tenenbri maintain the practice was stolen from them. Complicating the matter further is a small tradition of laudenian sword mages who argue that they originated the tradition. Several modern human cultures have embraced the weapon totem as well. If you choose a weapon, you gain proficiency with the weapon but only with this specific weapon and no others you find along the way. The weapon can only be one of the following: Quarterstaff, battleaxe, glaive, greataxe, greatsword, halberd, longsword, maul, pike, trident, warhammer, or longbow.
MUSICAL INSTRUMENT The strangest and most recent addition to the list of totems is the musical instrument, a domain exclusive to the darawren. Despite the path of darawren predating the current age, it’s believed the employment of the musical instrument came about only a few hundred years ago, an innovation introduced by progressive chaparrans at behest of their first human students.
SHIELD Although wizards cannot use armor as a totem, they can select a shield. The symbols usually start on the inside, but as the wizard learns more spells, they must eventually carry over to the front as well. The narros are regarded as the instigators of this practice, and only they and the occasional human use it.
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If you choose a shield, you gain proficiency with it, but only with this specific shield and no other shield you find along the way.
STAFF Beyond the book, the staff is one of the most common totems employed, as well as being the oldest known application of the craft. Many less civilized communities capable of competent wizardry use it. A staff also remains popular with the traveling wizard, as it’s less clumsy and easily disguised as a walking stick. Staff totem mages continue to stay fashionable with many fae races, especially chaparrans and laudenians, the latter admitting the efficacy of no other totem except for the rare laudenian sword mage.
The restrictions in totem construction (simplified items) prevent using a complicated instrument like bagpipes, a French horn, or an accordion, while small ones like maracas and a tambourine are equally ineffectual due to the small surface area. Given spellcraft’s requirement of vocalization, wind instruments are generally avoided as one can’t make music and cast spells at the same time. This leaves examples such as the dulcimer, guitar, lute, lyre, and viol and large drums open for use—the arcane cartouches often mistaken as ornamentations to the untrained eye.
SPELLS Certain spells don’t exist in canon Amethyst due to obvious setting limitations. Other spells are difficult if not near impossible to cast without huge personal risk and loss. This can be offset by using a foundation anchor. Anchors contain extremely powerful spells and use their own energy in the casting rather than that of the caster. Obviously, these spells are often hard to locate. While most institutions of learning have a large library of spells for their students to learn, even the most dedicated schools like Koana and Jibaro only openly disclose spells up to spell level 3. Levels 4 to 7 are often regu-
lated, while levels 8 and 9 are either locked away or not contained in said school at all (Koana for example has no records for 8th and 9th level spells, though Laudenia has them all). Players are not assumed to have access to high level spells the moment they gain the appropriate class level. In Amethyst, the reality of arcane spellcasting should be made apparent, and wizards are required to find high level spells in order to cast them. Very often, spell levels 8 and 9 require the wizard to locate a foundation anchor, making them sought after artifacts. They not only convey the knowledge of the spell but also grant the user the capability of siphoning its power in the casting. Certain spells have also been modified. Magic chapter for details.
See the
ARCANE SCHOOLS Certain schools are more popular than others, while one is nearly impossible to find. Most have their particular specialties: for instance, in Limshau, most of the schools are dedicated to abjuration, evocation, or transmutation, while illusion is all but ignored, but in Salvabrooke, illusion is virtually exclusive. However, there are no known schools bound to Attricana in Canam that teach spells from the school of necromancy. There are rumors of a hidden cache of knowledge in the Sana Marsh and occult schools hidden in mountains, but they remain rumors. You may select one of the normal schools or one of the specialized schools below.
ACADEMY OF LOGOS Very few wizards are actually religious. Since the study is based around a discipline that many claimed as scientific, they usually prefer to explain the methods of magic through what they see and understand rather than depend on the unexplained. To wizards, the universe is still knowable, even if it appears to make no sense. During the reign of Vincent Savarice, an order of priests in Abidan, with the support of their paladin king, began investigating the position of the magical Pleroma language in various fae faiths. They wanted to determine if Pleroma and its abilities might have any spiritual connection with the Abrahamic religions still widespread across the world. Some priests, clerics, and rabbis denounced the practice as heresy, but as one noteworthy and respected cleric supporting the practice put it, “God could wink out the sun and stop the Earth from moving—throwing a lightning bolt from a wand pales in comparison.” A similarly modest Jesuit complimented the remark by adding, “Wizards are merely priests in denial.” Eventually, this small community of faith-bound wizards determined that the Pleroma language was most likely written by God and then given to the drag-
ons. While some fundamentalist zealots have classified dragons as the advocates of hell, many in Abidan, and especially those in the order, believe them to be generals of God’s army, nothing short of angels that the mortals were taught to respect and fear. If so, then Pleroma is the divine language in which the words “let there be light” were spoken. They called it the power of logos— the ability of God to create something by speaking it, given to His servants as a reward for piety and from thence bestowed upon man and fae for some unknowable purpose. Within a decade of the Abidan investigation, the Academy of Logos was formed—an elite order of Abrahamic holy men that study Pleroma not as a path to controlling the universe but as a path to becoming closer to God. They exhibit unique powers known only to them, variations on common spells with abilities the casters have professed as divine. Other wizards, especially Koana students, consider them too highly specialized to attain true enlightenment: Logians claim that other academies cannot be properly enlightened because they do not know what lofty peak they seek to reach. There is still respect between the two sides, and conflicts don’t break out when they share a room.
REQUIREMENTS Faith: Any religion Origin: From Abidan
DIVINE DISCIPLINE Beginning when you select the Academy at 2 nd level, the gold and time you must spend to copy a divination spell into your spellbook and totem is halved.
ACT OF GOD? Starting at 2nd level, when you cast a damaging area of effect spell (like fireball), any allies caught in the area take no damage and recover hit points equal to the damage roll. When you use this feature, you cannot use it again until you finish a short or long rest.
WELL OF GOD? Some of the spells of Logos are truly unique. Starting at 6th level, and when reaching a new level, you can learn one additional spell from the cleric spell list of any level you can cast. This spell still uses Intelligence.
GRACE OF GOD? Starting at 10th level, as a bonus action you can select one adjacent ally with 1 hit point or higher. The ally either gains a +2 bonus to AC until the end of your next turn or recovers hit points equal to your Wisdom modifier + your Intelligence modifier.
FINGER OF GOD? Starting at 14th level, when you cast an arcane spell, you can either increase its save DC by 2 or cast it as if using
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a spell slot one level higher. When you use this feature, you cannot use it again until you finish a long rest.
KOANA ACADEMIC Upon finally graduating, the Koana apprentice is believed to have a greater comprehension of the arcane arts than equivalent graduates do from other schools, endowed with the understanding that all power from Attricana attempts to encourage life in every possible form, from the beautiful to the revolting. Koana teachings encourage this ideal, which is why their spells have an unusual slant for being slightly whimsical. Instead of mere balls of fire or lightning leaping from fingers, Koana wizards create living, semiintelligent beings that act apparently on their own in service of their master for the brief time they exist. They live for their creator and willingly die for them, happy that they were able to fulfill such a noble life in such a short time. The Koana professors, or academics, play with their spells with an especially creative whimsy. The spells run, dance, or fly around while normal spells accomplish their task and vanish. In the scope of the brilliance that is Attricana magic, Koana wizards know how to add gusto to their spellcraft. Although the Koana academies are happy to study gneolistics and incarnates, there is very little incentive for such people to enroll, since on a fundamental level, those who have inborn magic and those who must study Pleroma to practice it are as different in their approaches as chalk and cheese.
REQUIREMENT Background: Koana Student (or honorary Koana graduate, at the GM’s discretion).
HEAVY IN STUDY
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Beginning when you select the Academy at 2 nd level, the gold and time you must spend to copy an evocation spell into your spellbook and totem is halved.
THINKS FOR ITSELF Starting at 2nd level, you are able to invest more energy into a spell, instilling it a shred of independent thought. Spend a Hit Die when you cast a non-instantaneous evocation spell that cannot be moved. As a bonus action on your next turn, the area of effect can be moved up to ten feet. The spell visibly appears to move as if given life, and you should describe how your new living organism acts.
LIVING ENERGY Starting at 6th level, your living spells practically have a personality, able to survive longer than initially thought. Spend a Hit Die when you cast an evocation spell with an instantaneous duration; the effect persists, and you
can repeat its effects as a bonus action on your next turn. You can combine this with your thinks for itself 2nd level ability (spending two Hit Dice on the spell). Spells that create multiple area effects only sustain one of them on the following turn. Note: This ability can affect different spells in different ways. While cone of cold and burning hands only sustain their effects, chromatic sphere and fireball can both move and sustain their effects. Chain lightning creates one additional arc on the second turn.
SENSE OF EXISTENCE At 10th level, your capacity to understand Attricana allows you to correct minor flaws in your initial casting. When you cast an evocation spell, you can choose to impose disadvantage on one creature’s saving throw against it, or to gain advantage on your attack roll with the spell. When you use this feature, you cannot use it again until you finish a short or long rest.
MIND OF ITS OWN Starting at 14th level, your spells can now act independent from your will. Spend a Hit Die when you cast an evocation spell requiring concentration. That spell no longer requires concentration to sustain. This means you can cast multiple spells requiring concentration, and the spells continue to exist after you have been incapacitated or killed. The spells still expire when their time is up. You can use this in combination with other Koana Academic features (spending additional Hit Dice for those as well).
KRYSALLIS — MAGITTARII
The ignorant look at the great sequoias and see merely a tree: a thing of beauty to be protected or a resource to be exploited. Those with more knowledge understand that each trunk is merely a finger of a greater organism. But as my hand touches the bark and sinks beneath it, I can feel the roots questing beneath the ground and tangling with other plants, the branches mingling in the sky above, the birds and squirrels nesting above and the worms and mites tunneling below. Tree, soil, sky, water, all that live in them, and me – all are one. This tree is of my body as I am of its trunk; this bow grown from the tree is an extension of my arm as my feet are extensions of the sequioa’s roots. Chaparrans accept chaos in all its forms. Their communities are often small. They act on instinct and allow emotion and personal morality to maintain the fundamental civility of their culture over the peskiness of actual laws. They also embrace the idea of the overall fate of the fae to succumb to eventual anarchy. They believe nirvana and true heaven in the Eden promised by Berufu awaits when the fae unreservedly accept their fate—to merge with the world around, to vanish from reality altogether. Each further branch takes them one step closer to understanding the purpose of exist-
ence and the chaparrans hold a devout faith that their descendant races like the nariisa and sylphids are one step closer to paradise. Many chaparrans pursue this devotion through their children, hoping they are gifted as one of these cousin races. They think of their species as a whole and don’t preoccupy themselves with the lack of their own enlightenment. A few radicals have gone to burying themselves in fertile soil for years at a time, never jostling save for the donations of food from family and passers-by. Others refuse to leave their named-tree for their entire lives and make its survival and development the only priority. Others decide to reach unity with nature by the absolute discipline of their craft. This can come in the form of adept magic use or the perfection of melee and ranged combat, of which the latter is the most common. As one of these rare chaparrans, you begin to exhibit strange properties, mostly physical. Your hair is the color of grass, leaves grow from the strands, and when you curl your fingers around your totem or weapon, you become one. Whether a weapon or a totem, your hand vanishes into the wood and you feel every bend and twist of the item as if it was a complete appendage. You may separate as easily but this is only the first step … eventually, you may be able to push yourself further, to take the next step in fae evolution.
REQUIREMENT Origin: Chaparran or Darawren Totem: Longbow
FROM NOTHING Beginning when you select to be a krysallis at 2 nd level, the gold and time you must spend to copy an conjuration spell into your spellbook and totem is halved.
TOTEM SYNERGY Starting at 2nd level, you develop a spiritual connection with your totem/bow. When you finish a long rest, you can imprint an unused spell slot you didn’t use from before the long rest into the bow. That spell slot can now be used in place of any normal spell slot you already have (regardless of the replaced spell slot’s level). The saved spell slot can only be used to cast conjuration spells. This slot vanishes if not used before your next long rest. At 10th and again at 18th level, you can imprint one additional spell slot.
INNER LIGHT Starting at 6th level, you are able to draw an inner strength only reserved for enlightened creatures. Your awareness of your own soul allows you to push yourself harder. You can infuse a spell into an arrow fired from your totem. The spell only affects the creature you hit, regardless of its normal range or area. The target can no longer make a saving throw against the effect (if the
spell requires one). The target takes damage from the arrow and any effects the spell has. You can only infuse a spell with the casting time of 1 action/bonus action. Once a day, if you miss with inner light, you regain the use of that spell slot at the beginning of your next turn.
FROM WOOD TO SOUL Starting at 10th level, you are able to travel to where your arrow lands. Use an action to fire an arrow anywhere within range (this can be part of an attack). Immediately after impact, you teleport to that location. If you strike a tree, wall, or even a creature, you appear adjacent to the arrow. If you miss your intended target, you can either teleport to a location up to 5 feet from the target or you can elect not to use this feature. When you use this feature, you cannot use it again until you finish a long rest.
DRAWING FROM PARADISE At 14th level, the ranges of any ranged spells are increased to the range of your longbow. You are not necessarily firing an arrow, though you are aping the movements of releasing one from your bow.
URMAGE The question of who first acquired the arcane arts from dragons may never be resolved, any more than the debate over whose physical form most resembles the ancient fae. Despite this uncertainty, laudenians have the most credible claim and are still known as some of the most powerful mages on the planet. Their upper echelons of wizards are the urmages, the first masters of arcane power. Their home tower of Elsius stands higher in the sky than any other constructed object (though not actually the tallest building). They do have proof of design for nearly two dozen spells, and a full quarter of the magic items that scatter the landscape are theirs. Your position as an urmage represents the elite, the envy of all wizards in Canam. Though not possessing the absolute book knowledge and history of every spell like Koana mages, you possess a mastery of the Pleroma language that nearly equals the dragons themselves. You can play with magic, dance it around with your whim, and even create new variations of spells no one has seen before. You can even resist the magical might of your enemies. True, Limshau mages know more about the history of arcane, the who and the when, but you know the why and the how, and with that power you can control the very fabric of the universe. The only faith you need is in your totem. You strive to reach that moment when you are fully adept in Pleroma, as fluent as any finite god. At this point, you may be able to understand the cosmos itself and control your fate. With the onslaught of Attricana, laudenians’ days are few, with every fifth child born as one of the lesser fae species. As once the ancient fae vanished to obscurity, so your people may
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one day soon. But the elder race never fully understood the influence of Attricana. Perhaps, with enough power, you can finally comprehend the ways of magic. Perhaps, you will stop being a slave to it and finally be its master.
Select one school of magic when you select this order at 2nd level. The gold and time you must spend to copy a spell from your selected school into your spellbook and totem is halved.
ment synergy (likewise if such an attack is a ranged attack spell or ranged elemental energy attack), you instead absorb that energy and recover spell slots (like arcane recovery). The first time you use superiority, you recover three levels of spell slots. If you don’t use these slots, the next time you use superiority, the spell slots increase to five, and then again to eight. Once you use a recovered spell slot, you cannot use superiority again until you complete a long rest. Like arcane recovery, none of the slots can be 6th level or higher. (For example, if you recover five spell slots, you can recover a 5th level spell, a 3rd level spell and a 2nd, 5 1st level spells, etc.). After you finish a long rest, you lose any remaining recovered spell slots.
ALTER POWER TYPE
MAGIC PRESCIENCE
REQUIREMENT Race: Laudenian
SYNERGY
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Starting at 2 level, at each new level, you can freely exchange the normal energy keyword of any of your spells to any of the following: cold, fire, lightning, or sonic. The spell retains the new keyword until you change it again. nd
ELEMENT SYNERGY At 6th level, choose one of the following energy types: cold, fire, lightning, or thunder. You gain resistance to that energy. At the beginning of each day, you can change this resistance to a different type. At 14th level, select one additional type.
SUPERIORITY
At 10th level, your talents allow you to control the influence of magic, altering rules on a whim, turning the fatal to the helpful. If you pass a saving throw against a spell or against an attack matching your selected ele-
At 14th level, your connection to magic allows you a certain foresight about the results of your spells. If all targets of a spell you cast make their saving throws (or you miss on your attack), you can decide retroactively not to cast the spell: no effects occur, the spell is not expended, and the action you used to cast it is not taken (although you cannot cast the same spell again this turn). When you use this feature, you cannot use it again until you finish a short or long rest.
The outer gates of the southern wall groaned open for morning travelers. The rising spring sun brushed a graceful wave of heat across Aiden's face. He looked back at Angel's wall, perforated with sniper holes and artillery placements. He wasn't rethinking his decision, only taking
in how unambiguous the boundary between the two worlds was. Aiden had hardly spent a day away from Chen's biblio. Reading about dragons were only the beginning. Anything science denied as true, Aiden desired to learn. He remembered the story his mother had told him, of the singular focus of Willum Raenis. The character's aspirations were above his station, no higher than a princess, a target that could never be struck. All Aiden needed to do was sacrifice his central heating, internet, and cable TV. Martin thought it was selfish, and that Aiden's decision was like a virus that would spread to others, somehow disavowing thousands of years of progress, rejecting what mankind was most proud of--the very automation of his society. As Aiden walked further past the gate, the level and planed pavement began to show cracks from shifting soil and snaking roots. At the edge, it had turned to rubble. The dirt felt the same as those in parks and planters in the city. The sun looked no different. Ahead was the forest. Against the barricade and under cover of shade sat hundreds of shacks and shanties populated by thousands that took pilgrimage to Angel in hopes of being blessed with admittance. If born inside, your citizenship could not be refuted. Trapped between the forest of Cyon and the city of Angel, refugees scavenged the city's garbage along with fragments leftover by more successful travelers. Some eked out a simple existence selling horses or trinkets from either side of the crown. There were no fae here, not this close to a magical dead zone. The village of Genai was ignored because of a long forgotten arrangement made centuries ago with the city's original builders. Aiden's destination was hundreds of miles away. Deep in an area his brother called a wasteland was a city populated by millions of fae, humans, and books. It had been described more as a library than a city. Aiden could further his reading, having spent Chen's biblio nearly dry of words. He couldn't deny his ulterior motive, a city of fae and humans. Every pointed eared female a princess in his eyes. Aiden had imagined her with unblemished naked skin riding a unicorn through an unspoiled landscape. He, the noble knight or wizard watches through the bushes, smitten. He jumps out to save the virtue of the virgin against a mob of hungry orcs, or boggs, whatever the story endorsed. She beds him against a tree in her gratitude. He follows her into the woods, taken by the fae into their flock to live for an eternity in enchanted bliss. Despite aspirations of fancy, Aiden had proven himself an academic with enough saved and invested for the best universities. Out of high school, he could have been scooped up quickly and molded into an efficient, grounded, and functional member of society. He would do Martin, and his vision of their parents’ ideals, proud. Now Aiden was nineteen and a hundred feet from all he had ever seen. Ahead lay everything he had read about. Some books were fiction, written by authors hundreds of years dead. They spoke of faeries and demons, dragons and kings. Following that, Aiden would find a book claiming to be fact which told similar tales. Dragons and unicorns had adorned crests and flags for
centuries before being discovered as truth. It could not be coincidence. Aiden hated the prospect of booking passage on an Echan Terrain Vehicle, but there was little hope of him making it through the forest on his own, not with boggs on the rise. On occasion, an armed caravan would arrive at the wall and pick up passengers for a price bordering extortion. The passengers would be escorted to one of the safe primitive human havens on the other side, most of which were controlled by the free house of Antikari. This was one of those occasions, and Aiden was unwilling to wait for a medieval wagon. He planned his departure weeks ahead; only those in the biblio knew of it. A note on a countertop was all he afforded Martin. Martin I’m not going to waste time explaining. I got my passcard and I’m leaving. I’m going to Limshau. I don’t know how long I’m going to be, or where I might go from there. I know you don’t understand which is why I won’t bother explaining. Aiden The ETV was due to arrive in a few hours, assuming it survived the trip through Cyon. It wasn't just the boggs but the radiant magic permeating the forest that people feared. Aiden leaned against the warm concrete wall of the bastion crown, overhearing pilgrims making cases in hopes of admittance. They tried to barter their passage by claiming possession of some vital knowledge to better mankind. Aiden was reading a book, as he often did. This one was fiction; he had checked. A sharp page corner nicked a small divot of skin from the base of his index finger, not enough to bleed. He caressed the redness, his finger skimming over the old scar on his palm from when he grabbed the broken window during Zmey's attack. Aiden still thought of the creature as Zmey, though its real name was Goetion is Lifeless. Dragon names were like that, part name, part phrase. Aiden's finger followed the scar as it bisected every line in his palm, from life to mercury. His left had fared better with only a leathery patch at the wrist to mark the event. Aiden’s black button shirt and grey trousers were from Angel but a gifted Asian girl in Genai with no technology to assist her handcrafted the brown wool sweater. His longcoat was also purchased off the benches of the Genai market. Aiden hadn't changed his style of glasses since acquiring his first set. Technology had fashioned his thermal underwear and orthopedic hiking shoes, extravagances he allowed himself. The only visible mark connecting him to Angel was the broken watch still wrapped around his wrist. "Going out or coming in?" a child asked. She was maybe twelve, tall for her age but narrow enough to fall through a rabbit hole. She looked surprisingly fashionable, no doubt in an attempt by her family to prove they weren't indigent. Aiden was unsure why she singled him out. She spoke his English, not one of the various patois Aiden had been warned to expect. "Going out,” Aiden answered.
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"Why?" she asked. "Why not?" Aiden closed the book. "What about you?" "Going in.” She nudged to her mother, the woman layered in linen with a talc-covered face discussing credentials with the outer guard. “Mom grows spiky fruit. Apparently that's hard." Aiden nodded. "I'm sure she'll get in then." "Why are you leaving?" she asked. She wanted to know; it wasn't idle banter. She had never been inside a bastion in her life. She was looking forward to frozen dinners. "Because there are things you can't do in there." "Like what?" Aiden placed the novel between his legs and removed a larger book from his pack. This one was crafted by amateur hands with a badly sewn cover wrapped in leather. The pages were rough and frayed and had a dappled texture. The words were written with the flaws and imperfections of a clumsy human hand. Aiden held the book up edge on. He brought his lips to the spine and whistled. A glowing ball of catkin lifted from the center of the book. A tail of glitter, its only appendage, dangled behind it as it danced around the tome, happy and delighted at having been called, for its life was meaningless if it had nothing to shine upon. The child was taken back. She recoiled from Aiden, her bottom lip quivering. "Y-You’re magic?" Aiden shrugged. "Not really. It’s a gift from my teacher." This did not alleviate the child. She stepped back, turned, and fled to her mother. The catkin fluttered beside Aiden, as confused as he was. If a parent wanted to train her child to seek life in a bastion, it began early and fear was an easy implement to wield. "I guess that’s necessary," Aiden whispered. He held up the open book to the spark. It blinked and hid between the pages. Aiden slipped his spellbook back into his satchel. It was a convenient term for it, spellbook. Wizards referred to them as totems, requiring to always be in contact when attempting magic. It didn't matter what Aiden called it; he had yet to cast any spells. He wasn't, what some people called, a radiant. Yet. All fae were born that way. For humans, it was a choice, one which Aiden was required to make if he wanted to cast any spells. He very much wanted it, but for some reason it had yet to take. The laudenian totems were of ivory, bone, or steel. Chaparrans were always wood. Narros took to using weapons, swords and axes mostly, a few shields. The idea of wands came mostly from the whims of writers. Few casters ever needed them. They were the training wheels of sorcerers. Children used them in areas where magic was taught young. Aiden was never given such a crutch to depend on. No competent caster ever employed a wand. Hands were needed open to fiddle the fingers properly in controlling the spells cast. With one hand taken by the totem, putting a wand in the other was a colossal waste of digits. All that was important were the words, to say the right one, the right way, and to understand its meaning. To speak the name and create it from nothing. There were other ways to harness magic, but Pleroma—the language of magic—was the most powerful and the path
chosen by wizards. The spark that Chen had given Aiden was a living light drawn from nowhere, created with intelligence, and aware its life only lasted until dismissed. It knew this and didn’t care, lovingly loyal to its creator or controller until discharged. No matter how many laws of the universe the white gate modified, none of them were altered in ways that destroyed life. They allowed greater variations without voiding existing ones. Aiden remembered what Chen had said, that anything Aiden could think of thought for itself. Humans not employing magic created dead zones where the disruption of technology was moderated, but never fully suppressed. The city of Angel was one of the few bastions left. * * * Aiden needed to change his money. Bastion currency was worthless plastic and paper. The bank was a wooden hut with a steel door guarded by three men wielding dull broadswords, archaic revolvers, and crater-ridden faces. The man inside sat on a plush chair and looked thin enough to pass through the iron bars separating him from Aiden. A safe behind him had sunken into the dirt. "How much?" the cashier barked. Aiden passed his bills through the bars. "Five hundred." "Looks like four--" "It's five," Aiden snapped. There was no way to exchange money in the bastion. Angel would accept echan currency because of the raw materials involved, gold and silver, but they would never trade it back. The cashier counted the bills twice. "Exchange rate isn't good this time of year." "Exchange? There's no trade, how could there be--" "It's not good this time of year," he interrupted. The cashier opened the safe and rattled a few bags. "What do ya want?" he continued. "Kroenan? Carmots? Tence? Torquil tence does quite well. A lot of places take it." "Limshau currency please, carmots, chrysos--actually. Yes, tence would be good. I don't know...fifty?" Aiden had no idea. "Want gold?" "Yes, lovely." The man chuckled and tendered the coins in a bag. Aiden knew it was short but had no angle to argue. * * * The Echan Terrain Vehicle wasn’t a simple pantherbike but a scrambler, all thirty feet and forty tons of it. It rolled on six thick-treaded, steel-sidewall run-flat tires, each ten-feet across. Twenty high-intensity discharge bulbs breathed a swath of light across the clearing. The vehicle had a center pivot separating the engine cluster from the cabin, allowing it to navigate around tight spaces and keep its drive train insulated from magical disruption. Despite the layers of padding, the vehicle still needed servicing every thousand miles; magic always found a crack to work itself through. This specific scrambler had a battery of photovoltaic cells glued to the roof for additional range. Aiden followed the other passengers to the entrance,
the last to climb the steps, and the only one to notice the black wooden arrow shaft embedded in the side of the vehicle. It had caved a crater in the panel twice the size of Aiden's head. Aiden motioned to the scrambler captain, a thin man with neither a nametag nor hair. "Uh...excuse me?" Aiden called out. Hairless looked up and followed Aiden's eyes to the arrow rooted in the plate. At first, Hairless was unsure what had drawn Aiden's attention. The arrow was obviously an annoyance that had paid him no mind when it occurred. He stepped up to Aiden's level and reached out to grab the exposed shaft. "Oh don't worry about that," Hairless said as he strained against the arrow. "Picked it up on another run." Aiden nodded and placed a foot inside the cabin. He immediately noticed the still sharp and polished bodkin sticking an inch into the compartment. That made him uneasy. Aiden leaned out again. "Aren't these hulls armored?" "Six inches." "Who?" Aiden started. He glanced inside, following the shaft through the foot-thick sandwich of kevlar, steel, carbon, titanium and plastic. The arrowhead had kept its point unbroken through the armor. "I mean. That's clean through." Hairless moved in closer as he pulled hard against the wood. "Look..." He pulled hard and the shaft finally broke free. "Don't worry yourself, and don't scare the others. We're not going anywhere near them on this run. We'll be a minute covering this up. Gotta keep the chaos out." Aiden nodded timidly and entered the cabin. The seats were of little comfort but a world apart from a horse’s back. The crew sat on the deck above and seldom came down. Aiden didn't introduce himself to the other passengers, offering them only a nod and indirect eye-contact. The older couple and their prepubescent child, all dressed in tatters, must have been stranded outside the wall for years before affording the tickets to return to a world they tried to escape. The two adult men opposite of the cabin were obviously brothers; one lost in music from headphones, the other reading a tablet computer. Both looked naïve with polyester pants and rayon jackets, probably fated for Salvabrooke, the vehicle's penultimate destination. Salvabrooke was an adulterated sampling of the outside world, watered down and sanitized for ignorant outsiders, a secluded enclave with few predators and legal brothels, all run by welcoming fae. The scrambler produced a canine-like yap, followed by further woofs as the engine's various electric motors activated. The growling increased to a whine and the vehicle launched with surge that tossed loose bags about the cabin. The vehicle moved at the pace that technology found comfortable. It was a cumbersome machine, flattening unscarred terrain, marking its path with uprooted vegetation. The trees fell out of focus at this speed. Aiden couldn’t hear anything; the vibrations in the suspension transmitted its noise through the frame of the vehicle. The grey wall of Angel faded behind, and Aiden felt an
unexpected level of anxiety wash over him. Would the dragon save his life again if he were in need? Its name was Genai, a title the city within the city took in tribute. Every time Aiden approached the pagoda atop the pyramid where Genai was rumored to reside, he was shooed away by the sentinel monks. “If you walk from this city, from these walls, you will always be a child. You will always live in your fantasy.” Martin's words came back to him as Aiden closed his eyes and imagined what and whom he would find. No dream would do it justice. No fantasy could be too extreme. Anything he could think of was real. Why would anyone want anything else? Was the library city of Limshau encircled by a pristine white wall? Was there a marsh that marked the corruption of a fallen human kingdom? Were there faerie shapechangers that would marry a man if he stole their scarf? At first Aiden thought the quick thuds outside came from loose stones on the road or tree branches scraping across the scrambler. Aiden looked out the window and made out a squatty humanoid shape with a fat head losing ground in its pursuit of the vehicle. Aiden couldn’t make out much more than that given the vehicle’s speed. The creature hobbled clumsily, a bundle of rock-tipped spears under its arm. Another creature appeared ahead, poking up from behind a bush, launching similar projectiles ineffectually against the reinforced hull of the vehicle. Unlike the refined arrow Aiden had seen embedded in the scrambler previously, these had no possibility of penetrating the ETV. Not even the run-flat tires could be pierced by these weapons. Nevertheless, to quell passenger concern and possibly just for the thrill, Aiden heard the highpitched oscillating mechanical buzz of the techans’ retaliatory response. A second later, a torrent of chemically propelled projectiles sheared a path across the horizon, cutting down the fae and any other wildlife unfortunate enough to get caught in the crossfire. A half-dozen more shapes emerged from cover, unafraid of the gatling gun’s onslaught. The fae deflected their ineffective spears off the tires and windows. The vehicle shuddered a moment and the passengers all jumped from their seats as the scrambler flattened an obstruction. "Holy shit!" The driver’s voice resonated from the top level. "Did you see that? Head came off from the jaw!" The other passengers were terrified. Aiden was still glued to the window. There were two more collisions as the fae were torn apart under the tires. One leapt up and pounded its head across the door. Aiden jolted back from the window as a bloodied hand thumped across it. Aiden still couldn’t catch the details though he was pretty certain the creature had a smile that ran ear to ear. The attack ended as quickly as it began. "Don't worry, folks," Hairless voiced over the intercom. "Nothing we haven't dealt with a dozen times before." The scrambler continued without incident through the remainder of Cyon.
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I
t could be argued that magic saved humanity. Knowledge of the time before the Hammer is sketchy at best, but it is generally believed that humankind was teetering on the brink of selfdestruction. They fouled the environment with industry and allowed sectarian grudges to rip societies apart. While the first Hammer’s impact caused a mass extinction event, the second found the job already mostly done, and it could be counted as a miracle that it didn’t finish the job. Instead, the complete collapse of their way of life forced those who remained to set aside their differences and work together to preserve what little remained of the old ways. Most of these experiments failed and became the echan human nations and minor houses that dot the landscape today. A significant few succeeded— the techan bastions and atolls, where humanity’s millennia of progress are preserved against the rising tide of magic. Techan classes are cut from a different cloth from traditional fantasy roles. Where one group stumbles into each other after a round of mead in a dingy tavern, techan parties have usually trained together as a cohesive unit long before attempting a voyage in the wastelands (well, mostly). A techan party must operate as a organized company, remaining in contact and providing support. They can’t act selfishly or abandon their comrades in need. In the middle of battle, their loyalty is not for their government or for the coins in their purse, but for the brothers and sisters alongside them in the thick of combat. Techans have no healing magic, no elemental control over water or air, no symbiosis or sympathy with the surrounding environment. In open echa, they are foreigners at best, unwelcome invaders at worst. In order to survive, they must form groups, loyal bonds that remain stalwart even in the face of overwhelming horrors. Of course, many bastion-born take jaunts into echa without fear of reprisal, but tourists stick to the main road and sleep in large caravans escorted by guns and swords, spending most of their time in large cities, safe from the dreadful fiends of fairy tales. Such travelers are naïve, their adventures sanitized, pre-chewed for their consumption to be swallowed easily. A techan party has no such luxuries. They venture in the deep forest, into the darkest dungeons, taking on the worst of horrors. They rescue lost vacationers, scavenge technology, and defend their cities from invading forces on all sides. Techans don’t take on these jobs for glory, but out of duty for the bastion where they were born, out of loyalty to another, or for the acquisition of power and wealth. In this new time in this new world, techans care nothing for gender, race, age, or religion. They don’t judge their comrades based on beliefs, preferences, or vices. In the end, they are all human—techan humans, and as members of the true human race, they must work together to push back the wave of enchantment which threatens to drive out mankind’s footprint forever. Unlike fantasy classes, most techan classes depend on technology, both the hardware and the knowledge. Said advances cannot be found in the treasure chests buried at the back of dungeons. Though some can be repurposed from old ruins, the vast majority must either be built from scratch or purchases from vendors. To complicate matters further, these storefronts and virtually never located conveniently along a journey, and are mostly stationed back where it all began—in a bastion.
The composition of a party with techan characters is as important as a fantasy one. A group comprised of only one or two classes would be at a disadvantage, necessitating variety. Recommended compositions are as follows. Four Players—grounder, heavy, medic, techie Five Players—grounder/heavy, medic, marshal, techie, gunslinger Six Players—grounder/heavy, medic, marshal, techie, gunslinger, sniper.
QUICK BUILDS Something worth doing well requires patience and effort. There are no quick-build instructions offered in these pages. Take the time and put your heart into your character. You may be together for some time.
GROUNDER
The drop team was dropped early when the transport had been knocked out of the sky by a passing dragon. Oswald bought it in the crash, but the rest of the team had rallied and managed to fight off the monster before it could feast on them. There would be time to remember their fallen comrade later – they still had a mission to perform. It was a forty-mile hike to the intended drop zone, and they needed to be there by 0800 the next day. Ammunition was low from the fight with the wyrm, medical supplies drained by the crash, but the troops soldiered on. To do anything less was unthinkable. Modern military foot soldiers are referred to by various titles, many of which start with ‘gr’: grounders, ground pounders, grunts. They occupy the largest ratio of the armed forces of any bastion. Occasionally, one stands out from the others, exhibiting a natural talent that could have paved the way for officer training, but for a variety of reasons, some decline the opportunity, preferring to be a member of a team than the leader of an army. Some take their training beyond the military, as a mercenary or civilian contractor, whether because of disenfranchisement, the temptations of wealth, or personal pressures that make them a poor match for a national military. Regardless of past choices, the grounder is the most common seen techan encountered outside of main roads. They are the majority protecting tourists and larger convoys. They escort diplomatic missions and are the first hired by mercenaries. Being able to handle a broad variety of firearms is the most useful skill outside of being able to build those weapons.
IT’S ABOUT THE TEAM More than any other soldier, the grounder works as part of a unit, using covering fire to help the squad get into position to deliver a devastating coup to the enemy. Each soldier watches another soldier’s back, trusting that someone else will be watching theirs. In addition to their gunplay skills and their intensive survival and endurance training, each grounder receives at least rudimentary training in every specialty, enabling them to serve as team leader, medic, comms, or even quartermaster if the designated member of their team is incapacitated.
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Grounders eat together, bunk down together, make rude jokes about their commanding officers together, and deal out brutal retribution to anyone outside the group dares to criticize those same commanding officers. Even when they have personality conflicts off the battlefield, once the bullets start flying, each member of the team has the absolute trust of every other member. Like the medieval knights of ancient legend (and
those that have taken their place today), grounders are the first and last line of defense. Their rifles are their swords and their faith absolute—faith that the group they have joined will operate as a well-oiled machine.
CREATING A GROUNDER A grounder has two main build options, employing rapid autofire attacks or more accurate single-shot strikes. Because of generalized training, you can employ pistols like a gunslinger, more powerful small arms like a heavy, or even long-range precision weapons like a sniper. There really is nothing you can’t do. Every techan home, be it atoll or bastion, requires grounders. They occupy the overwhelming majority of all armed services. You are considered indispensable and expendable at the same time. However, as you became isolated from the mass of ground-pounders defending the main cities, your importance grew. No matter the size of techan party assembled, know that there will always be a demand for someone like you. Generally you gain purpose from the others around you, joining a team because of loyalty and friendship, not because a commander issued an order. Even when the goal is a paycheck, you would never commit to this job without others to have your back. Creating a grounder requires the use of firearms, either in single-shot or autofire modes. Your combat abilities are focused mostly on high damage attacks upon single targets while also aiding allies in their own duties. This is the best class of all since it is the most versatile, most broadly skilled. You can do almost anything.
CLASS FEATURES As a grounder, you gain the following class features.
HIT POINTS Hit Dice: 1d10 per grounder level Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per grounder level after 1 st
PROFICIENCIES Armor: All armor, shields Weapons: Weapons: Simple weapons, one-handed and two-handed small arms, heavy weapons, super heavy weapons. Tools: All ground vehicles and aircraft Saving Throws: Strength, Dexterity Skills: Select two skills from Acrobatics, Athletics, History, Insight, Intimidation, and Perception.
EQUIPMENT
THE GROUNDER
As a grounder, you receive the following Level equipment at 1st level. three small arms, each $300 or less 1 two fragmentation grenades 2 a set of techan armor $300 or less 3 $100 in additional gear
FIRE SUPPORT
Starting at 1st level, you can select a fire support discipline. There are two to choose from: assault or precision. By pursuing assault, you favor automatic weapons that fire multiple rounds, increasing damage at the risk of accuracy. By selecting precision, you keep your weapon firing single rounds, ensuring a hit without wasting ammunition.
Proficiency Fire Brotherhood Bonus Support
Special
+2
1
1
Fire Support, Brotherhood
+2
1
1
Take A Knee
+2
1
1
Archetype feature
4
+2
1
2
Ability Score Improvement
5
+3
2
2
— Double Tap
6
+3
2
2
7
+3
2
3
Archetype feature Ability Score Improvement
8
+3
2
3
9
+4
3
3
Triple Tap
10
+4
3
4
Meat Shield
11
+4
3
4
Archetype feature
12
+4
3
4
Ability Score Improvement
13
+5
4
5
—
14
+5
4
5
Quadruple Tap
15
+5
4
5
Archetype feature
FIRE SUPPORT PATHS
16
+5
4
6
Ability Score Improvement
17
+6
5
6
—
Tier 1: Whenever you make an autofire attack, you inflict additional damage equal to the amount you beat the enemy’s AC by, up to a maximum of 5 (for an auto weapon) or 10 (for an auto-heavy weapon).
18
+6
5
6
Archetype feature
19
+6
5
7
Ability Score Improvement
7
All In
Each time a discipline is selected, it increases its tier. You select additional disciplines at 5th, 9th, 13th, and 17th level.
ASSAULT
20
Tier 2: If you hit, you can increase your final attack roll for purposes of this path (up to a maximum value based on your type of weapon from tier 1). Auto: +2 to your attack roll after you hit. Auto-heavy: +4 to your attack roll after you hit. Tier 3: If you hit, you can increase your final attack roll for purposes of this path (up to a maximum value based on your type of weapon from tier 1). This replaces the values from Tier 2. Auto: +4 to your attack roll after you hit. Auto-heavy: +8 to your attack roll after you hit. Tier 4: The maximum upper limit on damage with this path doubles (10 (for an auto weapon) or 20 (for an auto-heavy weapon). Tier 5: If you hit, you can increase your final attack roll for purposes of this path (up to a maximum value based on your type of weapon from tier 1). This replaces the values from Tier 3. Auto: +8 to your attack roll after you hit. Auto-heavy: +16 to your attack roll after you hit.
PRECISION Tier 1: You gain a +1 bonus to all non-autofire ranged attack rolls. Tier 2: If you score a critical hit with a non-autofire ranged attack, roll all damage dice three times instead of twice. Tier 3: Set aside a natural 20. Replace one missed attack roll you make with a non-autofire weapons with that natural 20. Once you do, you cannot set aside another natural 20 until you finish a short or long rest. Tier 3: If you roll a natural 2 or 3 on a non-autofire ranged attack, you can re-roll.
+6
5
Tier 5: You have advantage on non-autofire ranged attack rolls.
BROTHERHOOD At 1st level you select one of the following brotherhood abilities. These abilities complement the group you are in, rewarding teamwork over selfish ambitions. You select additional abilities at 4th, 6th, 10th, 13th, 16th, and 19th level.
ACTION STAR If you score a hit on a creature 20 feet or closer, you can elect to piss said creature off. It now suffers disadvantage on all attack rolls that don’t include you as a target. The effect ends if you move out of range or out of line of sight (like behind total cover), or don’t attack the same target before the end of your next turn
CAUTERIZE You can use your action to heal an injured ally. The target recovers hit points equal to 1d6 + 2 x your level. When you use this feature, you cannot use it again until you finish a short or long rest.
COMBAT INEFFECTIVE If an allied PC in line of sight is reduced to 0 hit points or less, you have advantage on attack rolls against the creature that hit the ally until the creature is destroyed or until the felled ally recovers hit points.
COMRADES IN ARMS If an ally within 10 feet of you suffers a critical hit, you have advantage on attack rolls against the creature that made that attack until the end of your next turn.
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SOLID FRAME When wielding a two-handed small arm, you do not suffer the -2 penalty to firing while moving.
COVERING FIRE Before making an Attack action, you can suffer disadvantage on all attack rolls for that action; all allies in line of sight gain a +1 bonus to AC and advantage on all saving throws against any target you attack until the beginning of your next turn.
FRONT LINE DEPLOYMENT Select one ally in line of sight as bonus action. Until the beginning of your next turn, the targeted ally gains a +1 bonus to AC.
FOR THE COMMON HONOR If an ally within 5 feet of you suffers a hit from an enemy, as a reaction, you can swap locations with the ally and suffer the hit and all effects instead.
JUMP IN FRONT If you and at least one ally are struck by an area effect no bigger than 60 feet across, as a reaction, you can push your allies out of the target area. However, you are then targeted by the effect a number of times equal to the number of allies you pushed.
MAN DOWN If you occupy the same space as a dead, prone, or unconscious ally, the ally cannot be targeted by any ranged or melee attacks and automatically passes all Dexterity saving throws. The effect ends if the target stands, if you leave the target's area, or if the target makes an attack.
MEMBER OF A TEAM
TAKE A KNEE Starting at 2nd level, you are able to crouch quickly and brace your elbow against your knee for a secured firing position. Spend 30 feet of movement and make an additional ranged attack as part of an Attack action this turn. You cannot use this feature if you are within reach of an enemy or an enemy is in reach of you.
ARCHETYPE At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively, you can forego your archetype selection at 3rd level and select either an additional fire support path or a Brotherhood ability at each of the above levels.
ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
DOUBLE/TRIPLE/ QUADRUPLE TAP Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 9 th level in this class and four attacks at 14th level in this class.
MEAT SHIELD
When you move, you can reduce your speed by 10 feet and pull one ally within 5 feet with you. If you use the Disengage action, the ally also disengages.
An enemy is more useful to you when it’s dead. Starting at 10th level, as a reaction—or part of your action if on your turn—when a creature within 5 feet is killed or otherwise reduced to below 0 hit points, you grab it; it now grants you half-cover until you move. If using a two-handed small arm, you suffer a -1 penalty to attack rolls while holding the target. You cannot use a heavy or super heavy weapon with meat shield. You also cannot use meat shield with take a knee.
SNAP OUT OF IT
ALL IN
You can spend 30 feet of movement and select an ally within 5 feet. That ally can use the Disengage action without using her action on her next turn.
SLOW IS SMOOTH
Use your action to remove one of the following conditions an ally suffers from, unless you suffer from the same condition: charmed, frightened, stunned, or unconscious (unless dying).
SPOTTER Target an enemy in light of sight with your action; one ally within 5 feet of you has advantage on his next attack roll.
TOSS MAGAZINE You can spend 30 feet of movement and reload an ally's weapon. The ally must be within 10 feet and you must have the proper ammunition or cell.
At 20th level, if you hit an enemy, you empty a full magazine to ensure a messy kill. Double the number of attacks you make with an Attack action against a single target. When you use this feature, you cannot use it again until you finish a short or long rest. That weapon is also out of ammunition.
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GUNSLINGER
Some people say that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. We like to call these people ‘easy targets’. The only secret or trick to being a successful gunslinger is to shoot the other guy before he can shoot you. Even though the concept of the old west only exists in ancient and halfremembered history, the tradition of the pistol-wielding gunfighter has endured the ages. One on one, the gunslinger capitalizes on that legend, using the reputation of their steel-eyed, cold-hearted forebears to strike fear into the hearts of enemies and make them slower on the draw. On the battlefield, the gunslinger specializes in infiltrating behind enemy lines before sowing confusion in the ranks, dancing acrobatically around the field dealing out point-blank death and disrupting the foe’s cohesion.
TRUTHFUL OR TRUISM
THE GUNSLINGER Level
Proficiency Kata Bonus Points
1
+2
4
2
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 11
3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7
Wielding two pistols akimbo is honestly impractical, and few people ever did it throughout history. The practice was adopted in cinema for dramatic purposes, only later being embraced and perfected by others inspired by the practice. As such, employing either one or two weapons carries it’s own set of advantages. With two firearms, the gunslinger has increased her potential damage output at the expense of accuracy. With one weapon, the gunslinger has decided to make every shot count. The ability to output twice as much hot metallic death keeps the enemy from approaching too hurriedly and makes the job of keeping the gunslinger’s own skin intact in a hostile environment much easier.
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Kata Exploits
Those that do not ascribe to this technique tend to pick their shots more carefully, taking a moment to set up each attack to ensure that one bullet always equals one kill, even if their pistol was still in its holster a moment before. Unlike other classes like grounder and heavy, the gunslinger is mobile and agile. It would be unlikely that they would wield a pistol with a full functioning rifle on their backs. They walk light, often near the front lines or scouting far ahead of a unit. They are not required to carry a shovel or plant explosives. Their purpose is singular, if not slightly selfish.
CREATING A GUNSLINGER Decide on the number of weapons you’ll be wielding in combat. It will not only set your play style, but your potential personality as well. There is admittedly some theatrics involved, regardless of the choice, a talent picked up outside of standard military training channels. No doubt, you probably picked up a few tricks through specialized trainers and even practice. You might have possessed a background in law enforcement
Special Cinematic Style, Converging Fire, Kata — Archetype feature Ability Score Improvement Gun-Fu Cinematic Style Archetype feature Ability Score Improvement Reflex Shot Kata Improvement Archetype feature Ability Score Improvement Gun-Fu Heroic Bloodshed Archetype feature Ability Score Improvement Gun-Fu Archetype feature Ability Score Improvement Endorphin Response
or been a crime lord’s hired thug. There was a reason why you never held a rifle—it was either never given to you, or the details of your profession precluded its use. You may be required to be agile, sometimes clandestine. You have no problem intimidating people with your appearance and demeanor and don’t require some phallic compensation to aid in that. You can admit being somewhat of a cliché—the question is, do you embrace it? And if so, which one—the ancient American west or the later cinematic bullet ballet artist. Oddly enough, both roles have been embraced in this new world. This is the best class of all since you embrace a number of literary tropes, from villain to hero. Fiction has become reality and there is now a place in this world for your unique talents.
CLASS FEATURES As a gunslinger, you gain the following class features.
HIT POINTS Hit Dice: 1d8 per gunslinger level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1 st
PROFICIENCIES Armor: Light and medium armor Weapons: Simple weapons, one-handed and twohanded small arms Tools: All ground vehicles and aircraft Saving Throws: Dexterity, Wisdom Skills: Select three skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Performance
EQUIPMENT
CONVERGING FIRE
You start with the following equipment in addition to the equipment granted by your background: two one-handed small arms, $300 or less a set of techan armor $300 or less $100 in additional gear
Starting at 1st level, when wielding a one-handed small arm against a creature 5 feet or closer, you gain a +1 bonus to attack rolls and a +2 bonus to AC.
CINEMATIC STYLE Starting at 1st level, choose whether you fight with either one firearm or two.
TWO WEAPONS Wielding two one-handed small arms is the same as wielding two light melee weapons for the purposes of two-weapon fighting. As such, you can use a bonus action to attack with your second small arm. You don’t add your ability modifier to the damage of the bonus attack, unless the modifier is a negative. At 6 th level, you no longer have this limitation, and can add your ability modifier to the damage of the bonus attack.
ONE WEAPON If wielding only one one-handed small arm, you gain a +3 bonus to damage rolls with that weapon. This increases to +6 at 6th level.
KATA Starting at 1st level, you are able to use kata exploits fueled by kata points. You have 4 kata points at 1 st level, gaining 1 additional point every third level beginning at 2nd level. You regain all spent kata points when you finish a short or long rest. At 1st level, you select two kata exploits, gaining one additional exploit at 2nd, 5th, 9th, 13th, and 17th level. Each time you are able to select a new exploit, you can replace one you know with a different one. All exploits require the use of one-handed small arms. Certain kata exploits also cost more than one point. At 1st level, you can only use one exploit per turn. This increases to two at 10th level.
ABNORMALLY FAST
RAPID KILL
Kata Cost: 1 Spend kata as part of your movement to double your speed until the end of your turn. If you are hit with an attack before the beginning of your next turn, you gain 1 kata.
Kata Cost: 2 Spend kata after hitting a creature to turn that hit into a critical hit.
BETWEEN THE EYES
Kata Cost: 1 If you hit a creature at least 20 feet away, spend kata to gain an additional attack against one additional enemy within 5 feet of the first target.
Kata Cost: 1 Spend kata before making a ranged attack roll to have advantage on that attack roll. If both attack rolls hit, double your attribute modifier damage. If both miss, you regain 1 kata.
BLOOD IN THE EYES Kata Cost: 1 Spend kata as a reaction if an enemy scores a critical hit on you to make a ranged attack against the triggering enemy. If you hit, your attack is also a critical hit. If you miss by 5 or more, you regain 1 kata.
BOUNDARY THRESHOLD
WAY OF THE GUN
WEAK SPOT Kata Cost: 4 Spend kata after hitting a target. You gain a damage bonus to every subsequent hit on that specific target equal to your Wisdom bonus until the target is killed.
ARCHETYPE At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level.
Kata Cost: 1 If you are within 5 feet of at least two enemies, you can spend kata along with 30 feet of movement to make one ranged attack to one of those enemies.
Alternatively, you can forego your archetype selection at 3rd level and gain a kata exploit and 1 kata point at each of the above levels.
CLASSIC TUMBLE
ABILITY SCORE IMPROVEMENT
Kata Cost: 1 Spend kata as a reaction when hit with an attack or if you fail a Dexterity saving throw. You take only ¼ damage.
EQUILIBRIUM Kata Cost: 1 Spend kata as part of a reaction when an enemy misses with a ranged attack—you make a ranged attack. If you score a critical hit with said attack, you recover 1 kata.
HYDROSTATIC SHOCK Kata Cost: 1 Spend kata after hitting a target; you inflict an additional 1d4 damage, and if the creature is your size or smaller and moves or attacks before the start of your next turn, you can knock the enemy prone as a reaction.
JUST ONE BULLET Kata Cost: 1 Spend kata before an attack action to you add your Wisdom modifier to all damage rolls until the end of your turn. If any attack rolls you make on your turn score a critical hit, you gain 1 kata (max 1).
KINESICS Kata Cost: 1 Spend kata on your turn: your movement is not reduced through difficult terrain, you don’t provoke opportunity attacks, and all attacks against you have disadvantage until the beginning of your next turn. If you suffer more than one hit while kinesics is in effect, you regain 1 kata.
LIMBER UP Kata Cost: 1 Spend kata at the beginning of your turn to gain advantage on Dexterity and Strength ability checks, skill checks, and saving throws until the end of your next turn.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
GUN-FU
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 13 th level in this class and four attacks at 17th level in this class. Additionally, at 5th level, if all ranged attacks you make with an Attack action are directed at the same target, you can make one additional ranged attack against that target. This increases to two additional attacks at 17th level in this class.
REFLEX SHOT Starting at 9th level, when wielding a one-handed small arm, you can use a ranged attack as an opportunity attack.
HEROIC BLOODSHED
At 14th level, you become a staple of action films. If wielding two one-handed small arms, you double the number of ranged attacks you make with your Attack action, your Bonus action and any Reactions until the beginning of your next turn. If wielding one onehanded small arm, if you hit with an attack roll, that attack is automatically a critical hit and you double all dice rolled. Once you use this feature, you cannot use it again until you finish a short or long rest.
ENDORPHIN RESPONSE
At 20th level, instead of using your Hit Dice to recover hit points during a short rest, you can expend them on your turn as a bonus action and gain 4 points of kata.
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HEAVY
The Colonel always took PFC Ward with him when he went golfing. The big man always stood back, never saying anything, carrying the Colonel’s clubs. When they came to a new hole, Ward would silently pass the Colonel a club, and the Colonel would play, with never a word exchanged between them. When the PFC was put into the hospital for three months, the Colonel’s golf game tanked. It was then that his the other officers realized he’d been relying on the long-gunner’s talent for sizing up the range to pick the right club, and counted themselves lucky that the balls hadn’t been rigged to explode as well. It’s in the name, literally. The heavy wields the heaviest of heavy weapons, the ones that fire the most rounds per second, the ones that keep the enemy’s head tucked firmly down in their foxholes. Heavies are called on to put big holes in armored vehicles, blow up ammo dumps with incendiary rounds, lob shells over enemy embankments, and plot the course of tactical missiles. Anything to do with really big guns and really big fireballs is the heavy’s area of expertise.
BIGGER IS BETTER This may make the heavy seem a bit of a one-trick pony, and indeed, even her teammates often see her as such. Heavies are usually large-bodied, well-muscled even if most of the actual lifting is done by power armor servos rather than brute physical strength, and with great size comes great condescension from those who believe that musculature squeezes out the brains.
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only with bigger weapons. And bigger they are. You do prefer the larger guns—there are dragons out there. Little pea-shooters and capsicum sprays can do little against most of the threats you could possible face. You need a rocket launcher. Or a flame-thrower. Or a flame-throwing rocket launcher. If it exists, you’ll be able to use it. The ultimate question is why. Are you compensating? Are you a warmonger only interested in maximum stopping power? Why you wield those weapons is as important as which ones you select. You rarely walk into a situation with only one gun. Like those avatars in famous video games, you probably carry a few, more than most people think you need. Pistol? Check. Machine gun? Check. Flamethrower? Check. Rocket Launcher? Why not. You have a solution for any problem, at least those problems requiring weapons to solve...and in your eyes, most problems usually can be solved that way. This is the best class of all since you wield the biggest guns, the heaviest armors, and are the class most resembling a character from a first person shooter.
CLASS FEATURES As a heavy, you gain the following class features.
HIT POINTS Hit Dice: 1d10 per heavy level Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per heavy level after 1 st
PROFICIENCIES
In fact, the heavy can occasionally rival the sniper in her ability to apply complex mathematics to the military sphere. She must be able to calculate indirect fire trajectories with pinpoint precision, determine exactly how much explosive is required to blow an objective, compensate for distance and massive recoil at the same time, and most of all, keep track of how many bullets she has left. Nobody continues to poke fun at a heavy after seeing her in action… if they know what’s good for them.
Armor: All armor, shields Weapons: Simple weapons, one-handed and twohanded small arms, heavy weapons, super heavy weapons. Tools: All ground vehicles and aircraft Saving Throws: Strength, Constitution Skills: Select two skills from Acrobatics, Athletics, History, Insight, Intimidation, and Perception
A heavy often brushes shoulders with grounders— they share bunk space, can swap stories when they both attended training academy together. Unless a unit is large enough—more than a dozen members—it is rare for two heavies to operate together. When they do, mutual respect is immediate. But in the field, they are seldom together, as responsibilities force them to deal with different threats.
You start with the following equipment in addition to the equipment granted by your background: any three small arms, each $300 or less a set of techan armor $300 or less $100 in additional gear
Despite expectations, a heavy is not always the one expected to deliver the most damage. In fact, most of the time, the pressing task at hand is holding back the tide of enemy forces rolling over a hill. Unlike grounders, the heavy has specialized training with creating vast area-of-denial attacks, forcing enemies to slow down or dick for cover. It is the heavy that strafes an enemy’s advance, the heavy that delivers scorched-Earth to farms, and the heavy that takes out the enemy elite with a well-placed rocket strike
At first level, you gain artillery talents. You gain four talents at first level. You gain an additional talent at 2 nd, 5th, 9th, 13th, 17th and 20th level. Several talents can be selected multiple times, increasing their talent rank, though you cannot achieve more than rank 2 at 1 st level.
CREATING A HEAVY Size does matter—let’s just get that out of the way. Although not as common as a grounder, you fill a similar role and are the second most common found in the general military population. You might have followed a brother-grounder in daring the fantasy world. You could also be the one assumed to take that general role,
EQUIPMENT
ARTILLERY TALENT
Several talents require the use of a Dexterity saving throw. The DC to resist your attack is 8 + your attack ability modifier + your proficiency bonus + any weapon bonus.
ATTACK OF NECESSITY As an action, while you are wielding an auto or autoheavy weapon, each creature in a 10-foot cone (or 15foot for auto-heavy) centered on you must make a Dexterity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one. You expend ammunition with each saving throw attempted.
Rank 2: The cone increases by 5 feet (15 and 20 feet respectively). Rank 3: Targets your size or smaller are knocked prone if they fail their saves .
THE HEAVY Proficiency Level
Bonus
Special
1
+2
Artillery Talent (x4)
Rank 4: The cone increases by 5 feet (20 and 25 feet respectively).
2
+2
Artillery Talent
3
+2
Archetype feature
RAPID FIRE
4
+2
Ability Score Improvement
As an action, while you are wielding an auto or autoheavy weapon, each creature in a 10-foot cube (20 -foot with auto-heavy) within weapon range must make a Dexterity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one. You expend ammunition with each saving throw attempted.
5
+3
Artillery Talent
6
+3
Too Close
7
+3
Archetype feature
8
+3
Ability Score Improvement
9
+4
Artillery Talent
10
+4
Strongpoint
11
+4
Archetype feature
12
+4
Ability Score Improvement
Rank 4: The cube’s area increases by 10 feet (30 and 40 feet respectively).
13
+5
Artillery Talent
14
+5
Strongpoint
EASY TARGET
15
+5
Archetype feature
When attacking a Large or larger creature with a weapon using the auto or auto-heavy property, you gain a bonus to damage against the target for every size above Medium the creature is. You gain this damage bonus with both direct and area effect attacks. Auto: Large +2, Huge +3, Gargantuan +4. Auto-Heavy: Large +3, Huge +4, Gargantuan +5.
16
+5
Ability Score Improvement
17
+6
Artillery Talent
18
+6
Archetype feature
19
+6
Ability Score Improvement
20
+6
Artillery Talent
Rank 2: The cube’s area increases by 10 feet (20 and 30 feet respectively). Rank 3: All targets in the cube have their speed halved until the beginning of your next turn.
Rank 2: The damage bonus improves. Auto: Large +3, Huge +4, Gargantuan +5. Auto-Heavy: Large +4, Huge +5, Gargantuan +6. Rank 3: The damage bonus improves. Auto: Large +4, Huge +5, Gargantuan +6. Auto-Heavy: Large +5, Huge +6, Gargantuan +7. Rank 4: The damage bonus improves. Auto: Large +5, Huge +6, Gargantuan +7. Auto-Heavy: Large +6, Huge +7, Gargantuan +8.
GAMING AVATAR As an action, make a single ranged attack with an auto or auto-heavy weapon. You use ammunition as an autofire attack for this action. If you hit, you impose one or more effects on the enemy depending on how much you beat the target’s AC by (to a maximum of 5 for an auto weapon or 10 for an auto-heavy weapon). All effects are cumulative: 2 or more—The target is pushed 5 feet. 6 or more—The target is pushed 5 feet (10 total). Rank 2: You gain two additional effects. 3 or more—The target has disadvantage on ranged attack rolls against you until the beginning of your next turn. 8 or more—The target has disadvantage on all ranged attack rolls until the beginning of your next turn. Rank 3: You gain two additional effects. 5 or more—The target’s speed is reduced to zero until the beginning of your next turn 10—The target loses its action on its next turn. It still can take reactions and bonus actions. Rank 4: You have advantage with this attack.
IMPOSING FRAME You can spend 30 feet of movement and gain a +1 bonus to AC and provide half cover for all allies within 5 feet until the beginning of your next turn. You also have advantage against being moved against your will until the beginning of your next turn. Rank 2: Allies now gain three-quarters cover. Rank 3: The bonus to AC increases to +2. Rank 4: Imposing Frame now only costs 20 feet of movement.
OVERWATCH You are able to target large areas in the battlefield and impede enemy advancement. While wielding an auto or auto-heavy weapon, spend 30 feet of movement on your turn and select a 10-foot cube (20-foot with autoheavy) within your weapon’s range. Until the beginning of your next turn, the area is considered difficult terrain to any enemy targets attempting to move through it. As a reaction, you can force an enemy that enters the area to make a Dexterity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one. You expend ammunition with each saving throw attempted. Rank 2: The cube’s area increases by 10 feet (20 and 30 feet respectively). Rank 3: Overwatch now costs only 20 feet of movement to use. Rank 4: The cube’s area increases by 10 feet (30 and 40 feet respectively).
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Rank 5: You can use your action as well as spending movement with Overwatch and double its area of effect. Rank 6: If you used Overwatch on your previous turn, you can continue sustaining it on this turn, costing only 10 feet of movement to do so. You cannot shift its location.
PRECISION FIRE When making a non-autofire ranged attack, you can reroll any damage die roll of 1 until the result is other than 1. If you roll the maximum result, add +1 damage. Rank 2: If you score a critical hit, roll all damage dice twice and take the higher values. Rank 3: If you roll the maximum result of a damage die, add +2 damage (instead of +1). Rank 4: If you roll the maximum result of a damage die, instead of adding +2 damage, roll 1d6 instead.
SHRAPNEL When you hit a creature with a ranged attack using the auto or auto-heavy property, one creature within 5 feet of the first target (10 feet with auto-heavy) takes damage equal to your Dexterity or Strength modifier. Rank 2: Increase the range by 10 feet (15 and 20 feet respectively) .
SURE-FOOTED You treat heavy weapons as two-handed small arms for the purposes of attack penalties while moving. This does not apply to super heavy weapons.
ARCHETYPE At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively , you can forego your archetype selection at 3rd level and gain an additional artillery talent at each of the above levels.
ABILITY SCORE IMPROVEMENT
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When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
TOO CLOSE At 6th level, if you are hit by an opportunity attack, you can make a single melee attack, using your weapon as a club, as part of that same action.
STRONGPOINT
When you reach 10th level, you can take one additional action on your turn if both this and your normal action are used to employ artillery talents. When you use this feature, you cannot use it again until you finish a short or long rest. At 14th level, you gain one additional use of Strong point before you finish a short or long rest. .
MARSHAL
“Ol’ Wilhelm’s such a stick-in-the-mud, never gets off my back,” Theo groused, knocking back a brew and belching disgustingly. Skidwick took the empty aluminum can out of the gunslinger’s hand and began carefully disassembling it with a pocketknife as Theo reached for another. “I mean, it’s my job to think outside the box, right? I can’t work if I’ve got to play by the book, ‘sir-yes-sir’ and all that crap.” The gimfen raised an eyebrow. “Why do you stay with this outfit, then?” he asked as he slotted a piece of the thin metal into a narrow opening in the partially disassembled gun. “Innit obvious?” Theo said, taking another swig. “I’d do anything for that guy, and he’d do anything for me. He’s the best damn commander I’ve ever had.” A marshal often begins her career in the same way as the rank-and-file soldier, but moves into a command position either by accident in the field when the former commanding officer falls to enemy attack, or more often by taking classes on how to be someone responsible for a team. Perhaps she has a natural talent for leadership despite being a soldier like the rest. Alternately, she might be holding the team’s purse strings, so leadership is assumed. Thankfully, any successful marshal is no rank amateur and has—or quickly develops—experience dealing with the expected issues of the outside world. Marshals have to be intelligent and adaptive. A marshal has the same battle training as a front-line fighter, can use all the same weapons, but generally will favor lighter arms and armor for greater maneuverability, flexibility and visibility to the team. In a pinch, the ability to convey orders with hand signals and facial expressions may mean life or death. A marshal must also be persuasive, and above all, brave, for nobody is going to risk life or limb for a coward.
ASSIGNED OR CHOSEN The marshal is considered the leader in most techan parties. It will be assumed by outsiders encountering one, even if the assumption is inaccurate. A marshal coordinates other members of the party, plots out strategies before a battle, and alters them tactically as the need arrives. Any significant mission in open echa would require at least one leader to keep the group inline, to be certain the mission focus is adhered to. A military force is mandated to have a rank structure, and most often the marshal sits atop that ladder. The authority of a marshal comes from both experience and from the respect of those under her command. This is not a situation where a detached officer is trained in isolation apart from the rest—stuck in a classroom—emerges wet behind the ears with untested military knowledge and attempts to exert authority on seasoned soldiers who refuse to recognize the position. Confidence comes from both training and in-field experience, not from simulations. When the bullets fly, no marshal will cower behind a rock.
CREATING A MARSHAL Your personality will greatly affect your decision whether or not to select a marshal class, and if so, how you play one. A marshal is generally assumed to lead a techan party, so if you are not, the question is why.
You, not just your marshal character, have to exhibit at least some compelling traits, a reason why those under your command would continue to follow you. In strict military channels, discipline can be enforced, but out in the wildlands of fantasy, there must be respect for the position. The other players should want to follow your instructions. You should know what you are talking about. So when creating a marshal, be aware that at points during the game, other players will be consulting you, asking for instructions, and seeking advice. If the sniper is in charge of the group instead of you, the GM may inquire as to the reason. This is not saying that the most charismatic personality in the party must select the marshal class, but some justification should be established as to why the marshal is not commanding the party. Perhaps you are an introverted genius—able to enact brilliant tactical decisions when required but unable to carry a casual conversation. You must acknowledge your capacity as a person when selecting the marshal. Don’t assume the GM will hand you the reigns of a party just because you select this class.
CLASS FEATURES As a marshal, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per marshal level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marshal level after 1st.
PROFICIENCIES
Armor: Light armor, medium armor Weapons: Simple weapons, one-handed and twohanded small arms, heavy weapons Tools: All ground vehicles and aircraft Saving Throws: Intelligence, Charisma Skills: Select four skills from Computer Use, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT As a marshal, you receive the following equipment at 1st level. two small arms, worth $300 or less a set of techan armor $300 or less $150 in additional gear
COMMAND PRESENCE
Starting at 1st level, your words and actions generate a presence that can motivate or generally boost those you deem your allies. Each command presence can also be temporarily boosted, after which you cannot boost it again until you finish a long rest. Unless otherwise stated, you gain no benefit from your own command presence. At 2nd level, and again at 6th, 10th, 14th, and 18th level, you can either select another command presence or increase the potential of a presence you already possess.
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THE MARSHAL Level
Proficiency Bonus
Command Presence
Team Power
1
+2
1
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
+2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6
2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6
1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5
Menacing Mug (boost): As an action, you double the range of intimidating mug for one minute (10 rounds).
Special Command Presence, Team Powers, Team Presence, For the Good of the Team — Archetype feature Ability Score Improvement — Double Tap Archetype feature Ability Score Improvement Triple Tap — Archetype feature Ability Score Improvement — Quadruple Tap Archetype feature Ability Score Improvement — Archetype feature Ability Score Improvement
Tier 2: Increase the range to 20 feet, and you can use menacing mug twice before needing to finish a long rest.
MASK OF AUTHORITY Your friends believe themselves better knowing you are around. All allies that can see and hear you can re-roll all 1s on their damage rolls. Personification of Authority (boost): Use an action, and for one minute (10 rounds), all allies that can see and hear you gain a +2 bonus to damage rolls. Tier 2: Allies re-roll all 1s and 2s on damage rolls; personification of authority improves to a +3 bonus to damage rolls.
STAND AS ONE As long as you stand, no one falls. All allies that can see and hear you reduce all damage inflicted on them by 1 (3 at 10th level).
Brotherhood (boost): As an action, you advise your allies on the best way Manifestation of Greatness 20 +6 6 5 to avoid damage. Select an energy type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)—for one BY EXAMPLE minute (10 rounds), all allies that can see you gain reYou don't keep back and order from a distance; you sistance to that energy type. stand shoulder to shoulder with those you lead. Allies that can see and hear you have advantage on ConstituTier 2: All allies in range reduce all damage inflicted tion, Wisdom and Charisma saving throws. on them by 2 (6 at 10th level). Exemplary Example (boost): As an action, for the next minute (10 rounds), all allies gain a +1 bonus to AC. Tier 2: Allies also gain advantage on Intelligence and Strength saving throws as well; the bonus from exemplary example increases to +2.
FIELD ADVICE
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Using only your words, you call your comrades back from the most harmful of afflictions. Allies that can see and hear you double any effect that removes fatigue. Finishing a long rest reduces an ally’s fatigue level by 2, provided that the ally has also ingested some food and drink. Profound Advice (boost): Use an action to give a rousing speech, and all allies that can see and hear you suppress all effects of fatigue for one hour. Tier 2: You gain a number of Hit Dice equal to your level that you can distribute to allies that can see and hear you when you and they finish a long rest. These additional Hit Dice must be used immediately or are lost. Additionally, when you use profound advice, each ally recovers hit points equal to a quarter of your current hit points.
INTIMIDATING MUG Opponents take one look at you and begin to rethink their approach. All enemies within 10 feet of you treat the area as difficult terrain.
STRATEGIC PRECISION You lead the attack, drawing allied fire to your target. If you hit a creature, pick one ally that can see or hear you—the targeted ally gains a +2 bonus to her next attack roll. Strategic Superiority (boost): As an action, you convey an attack plan—for one minute (10 rounds), all allies that can see and hear you gain a +1 bonus to attack rolls against the last target you hit until the beginning of your next turn. Your selected ally still only gains a +2 bonus.
Tier 2: Instead of a +2 bonus, the selected ally gains advantage.
FOR THE GOOD OF THE TEAM
Starting at 1st level, as an action, you can allow one ally within line of sight to take any action normally available to her as a reaction to you or as an additional action on her next turn. Additionally, you can swap your initiative order with another ally once per round.
TEAM POWER Starting at 1st level, and every fourth level after, you can select one team power. Several powers are only available to choose after level 5.
AUTOCRATIC If an ally suffers a critical hit from a creature, you can use your reaction to give another ally a single attack against the creature that inflicted the critical hit.
BIG PICTURE
QUICK PATCH
As an action, select one ally able to see and hear you. If the ally hits with an attack before the beginning of your next turn, that hit gains a damage bonus equal to your Wisdom modifier + your level.
You can use your action to administer aid to an ally— the target regains a number of hit points equal to 1d6 + your level. When you use this feature, you cannot use it again until you take a short or long rest.
BOAR’S HEAD
You can select this trait multiple times, increasing the damage cured by 1d6 each time and gaining an additional use of quick patch between long rests.
Spend 10 feet of movement to give an ally a 5-foot bonus to her speed until the beginning of your next turn. You can use boar’s head multiple times on your turn, but each ally cannot gain more than 5 feet of movement this way. When you roll for initiative, you can give one ally advantage on her initiative roll .
You have advantage on Wisdom (Insight), Wisdom (Survival), Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) checks (select one). You can select this trait multiple times, selecting a different skill each time.
FACE SLAP
SNAP OUT OF IT
CONTROL THE BATTLE THEATRE
(Level 5) Use an action to wake up one adjacent unconscious creature. If the target was unconscious from being reduced to fewer than 0 hit points, she is healed to 1 hit point. When you use this feature, you cannot use it again until you finish a long rest.
FOCUS TARGET (Level 5) As a bonus action, you can grant an ally within 5 feet of you a single ranged attack against the same creature you hit with a ranged attack the previous turn.
IMPROVISATION IS THE BEST PLAN Use a bonus action to gain 1 additional reaction before the beginning of your next turn.
MARK OF THE PUPPETEER
If an ally within 5 feet of you is charmed, frightened, or stunned, you can use your reaction to inflict 2d4 damage on that ally and remove the effect.
UNNECESSARY ABUSE (Level 5) If an ally within 5 feet of you misses on an attack roll, you can use your reaction to inflict 1d4 damage on that ally and have them re-roll.
ARCHETYPE
At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively , you can forego your archetype selection at 3rd level and select an additional team power at each of the above levels.
Any time an ally hits with an attack, you can use a reaction to shove that creature 5 feet as long as the target is not moved into hazardous terrain (like fire or a pit).
ABILITY SCORE IMPROVEMENT
NO ONE HITS THE CHIEF
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
(Level 5) If a creature hits you with a critical hit, all allies that can see or hear you have advantage on attack rolls until the beginning of your next turn against the creature that scored the hit.
PAT ON THE BACK
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READING BODY LANGUAGE
When the party takes a short rest, you can award any of your Hit Dice to an ally. Allies cannot have more Hit Dice than their level.
PLAN OF ATTACK You can spend 10 feet of movement to move another ally 5 feet. This movement does not provoke opportunity attacks.
PURE LEADER If you hit an enemy with a ranged attack, you can inflict half damage and one ally can disengage from the same enemy and move up to half his speed.
DOUBLE/TRIPLE/ QUADRUPLE TAP Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 9 th level in this class and four attacks at 14th level in this class.
MANIFESTATION OF GREATNESS Starting at 20th level, you gain a pool of 1d4 natural 20s when you finish a long rest, which you can use to replace any ally’s d20 roll as a reaction.
MARTIAL ARTIST
I learned my art from an old gouty man in Genai. When he died, I left Angel and traveled north on foot through Xixion and bartered myself a ride on the train to Thos Thalagos. They have an annual tournament there – the best unarmed fighters in Canam, any style, no holds barred. Some of the stonebones could kick your arse while balancing on a toothpick, and the human wrestlers from that other bastion are no slouches either. My art’s nothing special – just practice and dedication, no fancy tricks, no cheap moves. “Never strike except when you must,” my sensei told me. “Then you will never miss.” The belt was mine that year. The martial artist is specialized in the application of a craft that some people consider primitive. Despite any ranged combat skills she may possess, the martial artist prefers to make things personal. She has practiced day and night in the perfection of her craft. There may be countless reasons why she prefers close combat over firearms, but the primary one is usually selfempowerment. A martial artist’s strengths rely on her lethality in every situation. She requires no augmentation, no steel or explosives to articulate her skill. The martial artist’s weapons cannot be removed. There is no scanner or sensor to identify one as a threat. She can suppress opponents without causing harm; remove a threat without making a sound. Firearms are a final, violent solution and most times a restrained hand is needed. As a warrior, the martial artist has been trained from an early age by choice or by inheritance to take the role of a combatant. Her natural gifts were discovered and focused into a lifelong dedication. This is not to assume she is a warmonger, as such training comes early with the responsibility to know restraint. For many, having the skills is a means for self-discovery. This can apply in the application of hand-to-hand combat, the use of melee weapons, or in the proficiency of smallarms. The martial artist might have devoted her life to the implement of one art or the broad use of many.
IT’S SKILL, NOT MAGIC The martial artist can fill a vital role in a techan party. Being a close combat defender means she may be the only opposition from monsters wishing to close the distance to your ranged allies. Even if opponents attempt to move, the martial artist can keep with them and prevent allies from coming to harm. This requires proximity to an opponent—said proximity carries the risk of disruption, justifying the avoidance of modern firearms. This is not to say martial artists won’t employ technology; they are just required to be shielded, and technology can still make a sword better than any passed down tradition. The mastery of various martial arts can result in feats of near magic, some nearly crossing the line, but ultimately the talents of a martial artist comes from the normal world. She gained her skill not from some monastic discipline, but from practice after years of tutelage from masters. A martial artist can’t fly; she doesn’t walk on walls. There is no channeling of Ki, no immunity to disease. At the end of the day, the martial artist is a regular person...that can punch really, really hard.
CREATING A MARTIAL ARTIST A martial artist is a non-magical alternative to the more clichéd official monk. It follows similar ideas but emphasizes less on straight-up magical effects in exchange for attacks that blur the lines. There is also a heavy deemphasis on the spiritual and religious allusions. However, the martial artist fills in a similar role and is the only techan class that is technically not a techan-class. Everything that defines a martial artist is a talent that could have been taught in a monastery from birth. Your origin as a martial artist is partially based on your skill selections. It is very possible that you have never held a firearm in your life, and such a proficiency can be ignored. Likewise if you were raised in a kingdom rather than a bastion, it’s unlikely you would know how to drive a car. It is also entirely possible that your path dips a toe in both worlds—where you were raised in shadow of technology but had access to little of it in your upbringing. The martial artist is the one techan class where you don’t have to justify your inclusion in a fantasy party. It is the only non-fantasy class with absolutely no reliance on magic, and thus, you could be from anywhere. As a member of a techan group, your contribution is obvious, by keeping monsters focused on you, they are ignoring your friends with the firearms that become less effective in melee combat. If you are a proud member of a techan party, you still are not required to claim the same origin. In reality, few people know how to handle themselves in a fist-fight, let alone with opponents twice your size. The martial artist is the best class because it is the only techan class equally effective regardless if it uses technology or not. No matter the situation, you will always be effective. And you know kung-fu.
CLASS FEATURES As a martial artist, you gain the following class features.
HIT POINTS Hit Dice: 1d10 per martial artist level Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per martial artist level after 1 st
PROFICIENCIES Armor: Light armor Weapons: All simple melee weapons, all one-handed small arms, and select four martial melee weapons. Tools: All ground vehicles and aircraft Saving Throws: Strength, Dexterity Skills: Select three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
EQUIPMENT You start with the following equipment in addition to the equipment granted by your background: a simple melee weapon for close encounters a one-handed small arm $300 or less a set of techan armor $300 or less $100 in additional gear
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FIGHTING FORM At 1 level, select either Dexterity or Strength as your ability for attack and damage rolls. st
DEXTERITY If you use Dexterity as your attack/damage ability, you gain the following abilities: When reaching combo-chain tier 2, you gain a +1 bonus to melee attack rolls. You add half your Dexterity modifier (round down) to your normal Dexterity modifier when determining your AC with light armor (effectively x1.5 your modifier to AC—a +4 Dex bonus becomes a +6). You can use Dexterity (Acrobatics) instead of Strength (Athletics) to make or sustain grapple checks.
STRENGTH If you use Strength as your attack/damage ability, you gain the following abilities: You can re-roll any damage die roll of 1 until the result is other than 1. If you roll the maximum result, add +1 damage. You gain proficiency with all medium and heavy armor. You have advantage when attempting to shove a target. A shoved creature is pushed 10 feet away instead of 5 feet.
COMBO CHAIN Starting at 1st level, you gain the ability to string fighting maneuvers together in order to unleash more powerful attacks. You always begin a battle on tier 1, inflicting 1d6 damage with unarmed attacks. After you hit an enemy and inflict damage, you escalate to the next tier, where your damage dice increases for the next attack. Alternately, on tiers 2, 3, 4, or 5, after hitting a target, you can perform a finishing move. If you don’t perform a finishing move, the combo chain can continue, escalating to the next tier (if there is one). When you perform a finishing move, miss on an attack roll, or fail to make an attack before the end of your next turn, you restart the combo chain at tier 1.
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You must decide to perform a finishing move after a successful attack, and on the same turn as one. When you reach the maximum tier allowed by your level, you can sustain the chain and your damage dice for as long as possible, but remember, the chain ends—reducing you back to tier 1—if you miss on an attack roll or don’t make one until the end of your next turn. At 1st level, you can only string a combo chain to tier 3. This increases to tier 4 at 9th level, and tier 5 at 13th level. Tier
Unarmed Damage
1
1d6
2
1d8
3
1d10
4
1d12
5
2d6
Finishing Moves None Bone Breaker, Circular Attack, Ground & Pound, Surging Punch Counter, Soul Fist, Spinning Attack, Ranbu The Zone, Touch of Death, Drop Hammer, Xian Ultra, Falcon Punch, Sun-Goku-Satsu, Limit Break
Note: You can use melee weapons with combo chain but utilize the table’s damage die instead of the weapon’s. If you have an ability which increases the damage of your unarmed attack, your damage dice may change, but your tier does not.
TIER 2 FINISHING MOVES Bone Breaker: You exert pressure on a limb and hear a crack. Double your ability modifier to the damage of your last hit, and the target’s melee attacks inflicts half damage until the beginning of your next turn. Circular Attack: You spin your leg around to catch another opponent. After resolving damage for your last hit, make a single additional melee attack (at the same tier) against one other creature in reach (different than the one that escalated the combo chain) as part of the same action as the last hit. If you score a hit, you gain an additional identical attack this turn against a new creature different than the first and second. Ground & Pound: After resolving damage for your last hit, you use your agility and strength to knock the target prone (the creature must be your size or smaller). You can then either use a Disengage action or have advantage on your next attack against the target. Surging Punch: You channel your willpower, focus your energy, and let out a roar. After resolving damage for your last hit, the target is pushed 5 feet and has disadvantage on skill checks and attack rolls against you until the end of its next turn (the creature must be your size or smaller).
TIER 3 FINISHING MOVES Counter: You assume a defensive stance. After resolving damage for your last hit, you gain a +2 bonus to AC for one minute (ten rounds) or until you move. If a creature hits you, you can use a reaction to make a melee attack against the triggering enemy. Soul Fist: Your enemy doesn’t know it yet, but it’s about to have a real bad day. After resolving damage for your last hit, if the target has fewer hit points than your attack ability score, it dies at the beginning of its next turn (the GM should inform you if Soul Fist can apply before using this finishing move). Spinning Attack: Like a hurricane, either you spin in the air or your enemy does—either way, someone’s getting hurt. After resolving damage for your last hit, make a melee attack at this tier to each enemy within ten feet of you. If you miss, the creature still suffers your ability modifier damage; if hit, the target is knocked prone. Ranbu: Double your last hit’s regular damage dice, and make additional melee attacks at this tier against the same creature until you miss twice or hit four times.
TIER 4 FINISHING MOVES The Zone: After resolving damage for your last hit, your damage die remains at this tier regardless of your combo chain tier for one minute (ten rounds). Touch of Death: After resolving damage for your last hit, until the target is killed or five minutes have passed, the target’s speed is halved and it takes damage equal to half your level at the beginning of its turn. This damage value does not increase if you inflict this finisher on the same target more than once. Drop Hammer: If you are grabbing the last creature you hit (it must be your size or smaller), after resolving damage, you maneuver yourself to force your enemy into the ground. Make a Strength (Athletics) check
with advantage and leap into the air. You inflict additional damage equal to your roll as you crash back down, possibly creating an impact crater, with cracks in the ground. Xian: You achieve perfect clarity for a short while. After resolving damage for your last hit, all enemies in reach are pushed ten feet. You cannot be shoved and are resistant to all damage types for one minute (ten rounds).
TIER 5 FINISHING MOVES Spirit Bomb: One incredible strike—triple your attribute damage to your last hit, and the creature is incapacitated until the end of your next turn. Falcon Punch: Your last attack is a critical hit, you inflict max damage, and a creature your size or smaller is shoved 30 feet. If the target hits an obstruction, it suffers additional damage equal to the remaining distance. The target may still pass through the obstruction. Shun-Goku-Satsu: You perform an incredibly powerful sequence of attacks. After resolving damage for your last hit, make eight additional melee attacks against any number of enemies within ten feet of you (each target can only be attacked a maximum of three times). If you miss, you still inflict half damage.
THE MARTIAL ARTIST Level
Proficiency Bonus
Martial Exploits
1
+2
1
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8
Limit Break: You’re about to drop, but you know you cannot afford to lose. After resolving damage for your last hit, you inflict additional damage equal to the hit points you are currently down from your total (maximum 50 hit points).
MARTIAL EXPLOIT
At 1st you can select one martial exploit from the list below. You gain additional exploits at 2nd level, 5th level 8th level, and 11th level, 14th level, 17th level, and 20th level.
C-C-C-COMBO BREAKER If the same creature in a single round hits you twice a single turn, you can perform a single melee attack against that creature as a reaction. If you hit, the target’s turn ends.
CALISTHENICS You gain a +2 damage bonus to melee damage rolls. You can select this exploit a second time and increase the damage bonus to +4, and select it a third time and increase the damage bonus to +6.
GUN-SOMETHING-SOMETHING You treat one-handed small arms as melee weapons when attacking targets at 5 feet or closer.
MAINTAIN CHAIN Instead of using your Hit Dice to recover hit points during a short rest, you can expend them to prevent a break in your combo chain. If you miss (but don’t roll a natural 1), spend a Hit Die as part of your attack to turn that miss into a non-critical hit. There is no limit of how many Hit Dice you can expend this way per turn.
MARKER When you hit an enemy that is in reach of you with a melee attack, it has disadvantage on any attacks that don’t include you as a target until the end of your next turn. The effect ends if you are reduced to 0 hit points, you move out of reach of that enemy, but not if the enemy moves out of reach of you.
Special Fighting Form, Combo Chain, Martial Exploit — Archetype feature Ability Score Improvement — Extra Attack Archetype feature Ability Score Improvement Combo Chain Extra Attack Archetype feature Ability Score Improvement Combo Chain — Archetype feature Ability Score Improvement — Archetype feature Ability Score Improvement Extra Attack
NEWAZA You are a master at ground fighting. You gain the following benefits: If a creature breaks from your grapple, you can use your reaction to attempt a grapple check on the same target. You have a +2 bonus to AC against any creature you are grappling. You do not have disadvantage on melee attacks while prone. Enemies do not have advantage on you with non-reach melee attacks if you are prone.
POUND FOR POUND You are a superior fighter in all respects. You gain the following benefits: If a creature moves away from you, even with the disengage action, you can use your reaction to move up to your speed with it.
REDIRECTION OF ENERGY When an enemy scores a critical hit on you with a melee attack, you gain temporary hit points equal to the amount of damage dealt. When you use this exploit, you cannot use it again until you finish a long rest. Additionally, any time a creature scores a critical hit on you with a melee attack, you have advantage on melee attacks against that creature until the end of your next turn.
RHYTHM STRING After performing a finishing move, the tier of said finishing move is a bonus you receive on your next melee attack at tier 1 (for example, if you perform a tier 5 finishing move, your next attack at tier 1 receives a +5 bonus).
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TAG TEAM If an ally hits an enemy within 5-feet of you with a melee attack, you can deal additional damage to that hit equal to your Strength or Dexterity modifier as a reaction. This does not count towards your combo-chain.
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ULTRA After hitting a creature, increase your combo chain tier by one and perform a finishing move. You must have access to the higher tier, and after using ultra, you can’t use it again until you finish a long rest.
pled target instead. When moving a grabbed creature your size or smaller, your speed is not reduced.
ARCHETYPE
At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level.
UNARMED EXPANDED PROFILE
Alternatively , you can forego your archetype selection at 3rd level and gain an additional martial exploit at each of the above levels.
Spend 30 feet of movement, and your unarmed attacks have reach until the beginning of your next turn. If you use this exploit, you cannot voluntarily move until the beginning of your next turn.
ABILITY SCORE IMPROVEMENT
Prerequisite: 10th Level Your melee attacks score a critical hit on a natural roll of 19 or 20.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
WRESTLER
EXTRA ATTACK
VICIOUS HOOK
You’re a classic brawler. You gain the following benefits: If you are grappling a target, you have half cover from attacks from other targets. Additionally, any attack that misses you by 5 or less hits your grap-
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class and to four when you reach 20th level in this class.
MEDIC
A doctor is supposed to do no harm, but when you’re knee-deep in a companion’s guts and he’s begging for another shot of morphine, it’s hard to stick to your resolve when confronted with the monster that did that to him. Some of those things out there might look like us on the outside, but on the inside, it’s something else entirely – and I’ve looked inside enough of them to know. The medic’s job is to keep people alive, usually after they’ve been shot, stabbed, trampled, gored, poisoned, infected with a unknown disease, or some combination of the above. For those operating in the field, this requires an extensive knowledge of biology, chemistry, pharmacology, and mythology. Human medical science continues to advance, but when it comes into contact with magic, all bets are off. The medic might not understand why the necrotizing infection passed on by contact with a slavering undead horror is cured by an injection of colloidal silver and allicin, but the next time the team goes up against a nest of vampire spawn, he’ll be certain to carry lots of garlic. In addition to curing the team’s ills, the medic is often called upon to identify the physical weaknesses of nonhuman enemies. After the casualties on their own side have been taken care of, it is often the medic’s grisly duty to sift through the guts of fallen adversaries looking for clues as to how to more effectively handle them in the future. For the most common foes encountered by techans, the major weaknesses are well-known (and of course, all magical creatures are weak to fae-iron), but each encounter carries with it the possibility of a surprise. And even if they know nothing tangible about the creature, an understanding of its echalogical imprint in human mythology may provide some clue that can make the difference between survival and being devoured.
A DOCTOR, NOT A WITCH A medic is not some faith healer or medicine man. She doesn’t rattle chicken bones or blow moon dust over open wounds. Medics don’t ignore the basics of their profession—splints and braces—but they also don’t ignore the benefits of the scientific process and the by products of thousands of years of trial and error. Modern medicine is largely dependent on high-tech diagnostic equipment, and the most advanced medical injections use nanobots, which are the most easily disrupted technology in existence. This has created a divide between the practisers of magical healing and proper techan medics, making the latter inexperienced with dealing with non-humans. Humans and fae do not understand each others’ biology very well. Each fae species has a different internal configuration. This is not to say that a human medic can’t heal a fae patient, but doing so is a lot more difficult and usually requires guesswork. The fae themselves have little need for doctors, being immune to nearly all diseases and having no compunction against employing magical healing for any wound that requires more than a simple dressing or poultice. This has left the standard techan medic specialized in dealing with human injury. Further, she is also the pharmacist, the occasional psychiatrist, and when needs arise, the mad scientist. It is not uncommon for the medic to be called upon to whip up a drug that would inflict a destructive affect on the monster starring down a techan party.
CREATING A MEDIC Like a cleric, a medic is a vital member of a techan group. Depending on the specifics of the campaign, in a mixed techan/echan party, a cleric could be allowed to heal techans without adverse affects, but generally, this is not advised. The medic is not a holy warrior, so your back-up skills involve boosting allies with drugs and imposing effects on enemies by utilizing similar concoctions. You are also the scientist, a side-effect of being a doctor. Given the fascination many scientists have with the outside world, this could be encouragement enough to venture into the wilderness. You could herald from military channels or be a scientist with a general knowledge of medical techniques. Perhaps healing the party is a secondary objective, only brought into the forefront when goblins attack. The medic is the best class as no techan party should leave a bastion without one. Didn’t your mother ever tell you to date a doctor? They can always find work, and are generally very well paid.
CLASS FEATURES As a medic, you gain the following class features.
HIT POINTS Hit Dice: 1d6 per medic level Hit Points at 1st level: 6+your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per medic level after 1st
PROFICIENCIES Armor: Light armor Weapons: Simple weapons, one-handed small arms Tools: Poisoner’s kit Saving Throws: Intelligence, Wisdom Skills: Medicine; select four skills from Computer Use, Demolitions, Engineering, History, Insight, Investigation, Nature, Perception, and Sciences
EQUIPMENT As a medic, you receive the following equipment at 1st level. a one small arm $300 or less. a medical kit and a drug kit. a set of techan armor $300 or less. $200 in additional non-military gear (no weapons, weapon-accessories, bullets, or armor)
MEDICAL EXPLOITS A medic gains exploits she can use to aid allies or hinder enemies. Mechanically, these are identical to spells. Exploits require both the use of your hands and appropriate materials to perform. Unlike spells, medical exploits require neither contemplation nor studying each morning; you regain the use of them each day automatically. You do not need to choose which exploits to prepare ahead of time: you can employ any exploit on the list of a level that you can use. At 1st level, you also know two medical applications of your choice from the medical application list. These are at-will abilities you can use as long as you have the requisite materials and action to perform them. You learn additional applications of your choice at higher levels, as shown in the medical applications column of the medic table.
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TARGET AVOIDANCE Starting at 1st level, as a bonus action, you can take a Dash action. At 2nd level, as a bonus action, you can instead take a Disengage action.
ARCHETYPE At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level. Alternatively , you can forego your archetype selection at 3rd level and gain one additional medical application at each of the above levels.
ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
FIGHT OR FLIGHT Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 9th level in this class and four attacks at 14th level in this class. Additionally, if you make an Attack action, for each attack roll you don’t make, you gain a +1 bonus to AC until the beginning of your next turn. The medic table shows how many slots you have to use your exploits of 1st level and higher. To enact one of these exploits, you must expend a slot of the exploit’s level or higher. You regain all expended exploit slots when you finish a long rest.
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When you become a medic, select either your Wisdom or Intelligence as your medic ability. It is used when setting the saving throw DC for a medical application you use and when making an attack roll with one. If selecting Intelligence, the Wisdom (Medicine) skill can be replaced with Intelligence (Medicine). Exploit save DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier Exploit attack modifier = your proficiency bonus + your Wisdom or Intelligence modifier
KITS Many exploits and applications require the use of either a medical kit or a drug kit. A medical kit has enough supplies for 50 actions, while the drug kit has enough for 10 actions. This is regardless of how many targets are affected by said action.
INTELLIGENT RESISTANCE Starting at 10th level, double your proficiency bonus with all Intelligence and Wisdom saving throws.
RISK AN ANEURYSM Starting at 13th level, instead of using your Hit Dice to recover hit points during a short rest, you can expend them on your turn to recover a medical exploit of any level you can use. You must employ that exploit within 1 minute or it is lost. You regain one level of exploit slot for each Hit Die sacrificed, but you can only recover one slot per turn. For example, if you spend 4 Hit Dice, you can recover a 4th-level slot.
EXPANDED KNOWLEDGE At 17th level, select two more skills from your class list to have proficiency in.
GOOD THING YOU HAVE FRIENDS
At 20th level, you gain the ability to use allies for cover. For each ally within 5 feet of you, you can increase the level of cover you have: One ally—half cover; two allies—three-quarters cover; three allies—full cover. If you are still hit with an attack, you can transfer all damage to any single adjacent ally regardless if the original attack roll can hit the ally or not. If the attack targets
THE MEDIC 1
Proficiency Bonus +2
2
+2
Medical Exploits, Target Avoidance Target Avoidance
3
+2
4
+2
5
Level
Special
Medical Applications 2
1st
2nd
3rd
4th
2
—
—
—
2
3
—
—
—
Archetype feature
2
3
—
—
—
Ability Score Improvement
2
3
—
—
—
+3
Primary Target
3
4
1
—
—
6
+3
Fight or Flight
3
4
2
—
—
7
+3
Archetype feature
3
4
2
—
—
8
+3
Ability Score Improvement
3
4
3
—
—
9
+4
Fight or Flight
4
4
3
1
—
10
+4
Intelligent Resistance
4
4
3
2
—
11 12 13
+4 +4 +5
Archetype feature Ability Score Improvement Risk An Aneurism
4 4 5
4 4 4
3 3 4
2 3 3
— — 1
14
+5
Fight or Flight
5
4
4
3
2
15
+5
Archetype feature
5
4
4
3
2
16
+5
Ability Score Improvement
5
4
4
3
3
17
+6
Expanded Knowledge
6
4
4
4
3
18
+6
Archetype feature
6
4
4
4
3
19
+6
Ability Score Improvement
6
4
4
4
3
20
+6
Good Thing You Have Friends
6
4
4
4
3
you and the ally, the ally takes both damage values, taking your damage second. The ally does not have to be willing.
MEDICAL APPLICATIONS DEFILADE Activation Time: 1 reaction Range: Self Components: None Duration: Instantaneous If a creature scores a critical hit against you, each ally that can see both you and the triggering enemy has advantage on attack rolls against the target until the start of its next turn.
DIAGNOSE AND CURE Activation Time: 1 action Range: Touch Components: Medical kit Duration: Until employed or 1 minute You use your Medical kit on a willing creature. The target gains a bonus on its next Constitution, Strength, Wisdom, or Intelligence saving throw equal to your proficiency bonus.
DO SCIENCE TO IT Activation Time: 1 bonus action Range: Self Components: None Duration: Instantaneous Before attempting a Wisdom (Medicine) or Intelligent (Sciences) check, double your proficiency bonus with the roll.
EVASIVE OVERDRIVE Activation Time: 1 bonus action Range: Self Components: None Duration: 1 round You’re able to do everything in your power to avoid getting hit. You gain a +2 bonus to AC against one creature you can see, and you don't provoke opportunity attacks from the target until the beginning of your next turn.
FIELD SHOT Activation Time: No action Range: Self Components: Firearm Duration: Instantaneous If you use a medical exploit as your action, you can make a single ranged attack as your bonus action this same turn. You only inflict half damage on a hit with this attack.
IMPERATIVE ESCAPE Activation Time: 1 reaction Range: Self Components: None Duration: Instantaneous If you are below half hit points and an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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LIVE, DAMN YOU Activation Time: 1 action Range: Touch Components: Medical kit Duration: Instantaneous You use your Medical kit on a willing creature. If the target has been reduced to 0 hit points , the target becomes stable. If above 0 hit points, the target recovers hit points equal to your proficiency bonus + 1d6. This increases to 2d6 at 10th level.
MEDICAL EXPERTISE Activation Time: 1 reaction Range: One ally that can hear you. Components: None Duration: Instantaneous You are able to aid allies in pinpointing weak spots in enemies based on your own medical knowledge. You can add your Intelligence or Wisdom modifier as extra damage to a successful attack made by an ally that can hear you.
MEDICAL KNOWLEDGE Activation Time: 1 bonus action Range: Self Components: Firearm Duration: Instantaneous
ANATOMY EXPERT
Activation Time: 1 bonus action Range: Self Components: Firearm Duration: Instantaneous Target one creature you scored a critical hit on this turn—double the amount of dice rolled for damage.
CLAMP THE ARTERY Activation Time: 1 action Range: Touch Components: Medical kit Duration: Instantaneous Target one living creature. The target is healed of any damage incurred by the last hit it received since the end of your previous turn.
CORTICAL REINFORCEMENT INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: 24 hours
Use after hitting a target with a firearm. Make an exploit attack against the same target. On a hit, the target has disadvantage on attack rolls until the beginning of your next turn.
Target one living creature. The target is immune to being blinded. Advanced: At 10th level, you can target two creatures, though each one requires an action: you can sacrifice your next turn in order to administer both injections this turn.
MODERN MASTER
DIAGNOSE AND CURE
Activation Time: 1 bonus action Range: Self Components: Medical kit Duration: Instantaneous
Activation Time: 1 minute Range: Touch Components: Medical kit Duration: 24 hours
Use after attempting an exploit that recovers a target’s hit points. The target recovers 1d4 additional hit points. This increases to 2d4 at 10th level.
Target one living creature suffering from disease or poison. The target has advantage on any saving throws to recover from disease or poison.
OUTTHINK & OUTWIT
EMERGENCY PATCH
Activation Time: 1 action Range: 30 feet Components: None Duration: Instantaneous
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1st LEVEL EXPLOITS
You are able to quickly ascertain your enemy's eye movements and body language and determine the best course of action. Make a ranged attack against the target. You can use Intelligence or Wisdom instead of Dexterity as your modifier for attack and damage.
WEAK SPOT Activation Time: 1 bonus action Range: Self Components: None Duration: Instantaneous Use after you score a hit. The target’s speed is reduced by half until the beginning of your next turn.
Activation Time: 1 action Range: Touch Components: Medical kit Duration: Instantaneous Target one living creature. The target regains hit points equal to your proficiency bonus + your Wisdom modifier + your level. Advanced: At 10th level, you can either increase hit points recovered to triple your Wisdom bonus or you can target two creatures instead of one.
STANOZOLOL INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: 1 hour Target one living creature. Four one hour, the target has advantage on Dexterity skill checks and saving throws, and +10 feet bonus to speed. Advancement: At 10th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to administer both injections this turn.
2nd LEVEL EXPLOITS ADRENALINE INJECTION Activation Time: 1 bonus action Range: Touch Components: Drug kit Duration: Instantaneous Target one living creature to gain one additional action on its next turn and on his following turn. This is in addition to any actions the target already has, including bonus actions. Advancement: At 15th level, you can target up to 2 creatures, but each requires either an action or a bonus action (on the same turn).
ADVANTAGEOUS SCLERODERMA INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: Five minutes Target one living creature to gain a +2 bonus to AC. This bonus increases to +3 at 14 th level. Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your action on your next turn in order to administer both injections this turn.
ANGEL OF DEATH Activation Time: 1 action Range: Touch Components: Medical kit Duration: Instantaneous Target one living creature reduced to 0 hit points or less in the previous round. You gain 5 + your level temporary hit points.
MEDICAL MASTER Activation Time: 1 action Range: Touch Components: Medical kit Duration: Five minutes Target you and one living creature OR two living creatures. The target regains hit points equal to your proficiency bonus + your Wisdom attribute modifier + your level. The target also has advantage on Constitution ability checks and saving throws for five minutes. Advancement: At 15th level, you can target up to 4 creatures, but every two targets require an action: you can sacrifice your next turn in order to affect all targets this turn.
NATURAL HEALER Activation Time: 1 action Range: Touch Components: Medical kit Duration: Instantaneous Target you or one living creature. The target regains hit points equal to double your proficiency bonus + double your Wisdom attribute modifier + your level. Advancement: At 15th level, increase to triple your proficiency bonus.
QUICK RECOVERY Activation Time: 1 action Range: Self Components: Medical kit Duration: 1 round Double your proficiency bonus to your next Intelligence or Wisdom skill check. If the check still fails, you have advantage on all saving throws until the end of your next turn.
SYNTHETIC STEROID Activation Time: 1 action Range: Touch Components: Drug kit Duration: 1 hour Target one living creature. The target has advantage on Strength ability and skill checks as well as a +1 bonus to Strength-based attack rolls. Advancement: At 10th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to affect both targets this turn.
TREAT PATIENT Activation Time: 1 minute Range: Touch Components: Medical kit Duration: Instantaneous One creature recovers as many Hit Dice as twice your proficiency bonus.
XANTHINE INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: 1 hour Target one living creature. For one hour, the target has advantage on Constitution ability checks and saving throws. The target also gains temporary hit points equal to double your proficiency bonus + double your Wisdom bonus. Advancement: At 10th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to administer both injections this turn.
3rd LEVEL EXPLOITS ANALEPTIC INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: Instantaneous/Special Target one unconscious living creature. The target wakes up. If at 0 hit points, the target is brought to 1 hit point, wakes up, and can expend up to 2d4 hit dice to recover hit points. The target is also immune to sleep effects until you finish a long rest. Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to administer both injections this turn.
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AVERSION THERAPY Activation Time: 1 bonus action Range: Self Components: Firearm Duration: Until saved or 1 minute Target one creature you hit with a ranged weapon this turn. The target suffers a -2 penalty to AC and its speed is halved until it makes a Constitution saving throw.
EPHEDRINE PSYCHOTROPIC INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: Five minutes Target one living creature. For five minutes, the target automatically succeeds at all Wisdom and Intelligence saving throws. The target also gains resistance to all physical damage.
DELAY CONDITION Activation Time: 1 action Range: Touch Components: Medical kit Duration: Instantaneous Target one living creature. Its fatigue level is reduced by 4. Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to administer both injections this turn.
MINOR MEDICAL MIRACLE Activation Time: 1 minute Range: Touch Components: Medical kit Duration: Instantaneous Target one creature that has been reduced to 0 hit points or killed in the past five minutes. The target regains hit points equal to double your proficiency bonus + double your Wisdom attribute modifier. The target can also expend up to 2d6 hit dice to recover additional hit points.
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UNHEALTHY PSYCHOSTIMULANT INJECTION Activation Time: 1 action Range: Touch Components: Drug kit Duration: 1 minute Target one living creature. When making an attack action, the target may make one extra attack with any weapon it is holding. This is in addition on top of its regular action and a possible bonus action. Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to administer both injections this turn.
4th LEVEL EXPLOITS EXOTIC CONCOCTION Activation Time: 5 minutes Range: Touch Components: Drug kit Duration: Instantaneous Target up to 6 creatures (which can include you). Each target gains temporary hit points equal to double your proficiency bonus + double your Wisdom attribute modifier. Advancement: At 20th level, target gains +3d4 additional temporary hit points.
FIELD EXPERIENCE Activation Time: 1 action Range: 30 feet Components: None Duration: Five minutes Target up to 6 creatures (which can include you) . For 5 minutes, the target’s weapon attacks score a critical hit on a roll of 19 or 20. If the target already can score a critical hit on a roll of 19 or 20, it increases to 18, 19, or 20.
I CAN HEAR BELLS RINGING Activation Time: 1 reaction Range: Self Components: None Duration: Instantaneous If you are targeted by an area effect, you are moved to the nearest unoccupied space outside the area (suffering no damage). You also gain a +5 bonus to AC and have advantage on Dexterity ability checks and saving throws until the end of your next turn.
MAJOR MEDICAL MIRACLE Activation Time: 1 minute Range: Touch Components: Medical kit Duration: Instantaneous Target one living creature. The target recovers from all of the following conditions : blinded, charmed, deafened, diseased, paralyzed, poisoned, and stunned. Its fatigue level is reduced to 0 and it recovers hit points equal to double your proficiency bonus + double your Wisdom attribute modifier + your level.
PLAYING GOD Activation Time: 5 minutes Range: Touch Components: Medical kit Duration: Instantaneous Target one ally killed in the past 30 minutes. The target returns to life with 20 hit points, and they awaken.
SNIPER
The bell tower was the perfect vantage point. Even those parkour-ninja elves would have a hard time reaching her here before she could shoot them down, and Melissa expected that she would be long gone before they even realized what had happened. She began to fit the scope to her rifle, and then decided against it. She was good enough not to need it, and even though it had been wrapped up tightly in the muffler bag to protect the sensitive tuning from being busted by exposure to the magical environment, better not take any chances. A centimeter to either side could be the difference between an instant kill and a slow one, and she couldn’t risk the target lasting long enough to be healed. Silently, she checked each component of her rifle, loaded the fae iron round into the chamber, and settled down to wait. The sniper’s job is to find a vantage point with a good field of fire and then sit there as motionless and as invisibly as possible until the intended target comes into their sights, and then remove that target from the world. It is not an exciting job: it calls for more patience than most saints can manage, not to mention a head for complex mathematics and meteorology. A sniper must be able to compensate for wind, light levels, the curvature of the Earth, local gravity, angle to the target, his own breathing, and even minute variability in his equipment (including the constant degradation from EDF), and do all of this in a split second, as the target doesn’t usually sit still and wait to be shot. It requires intense training, and it isn’t a profession one should enter if they plan to make friends, for everyone is slightly afraid of a sniper even when she’s on their side. Snipers tend to be the most stealthy fighters in any unit, as their efficacy is seriously reduced if the enemy knows they are there. Many are hunters in their off-time, honing their skill at moving unseen against creatures with much keener senses and instincts than humans and even most fae.
ONE BULLET — ONE KILL The sniper is defined by single moments. In an instant, she turns the table, changes the course of history, and ends conflicts. She is patient and invisible until receiving the signal. In many ways, the sniper is the worst kind of romantic—one that never makes the first move. When a threat emerges, the sniper responds. With the job completed, the sniper vanishes until required again. In open combat, with proper flash suppression, the sniper surgically removes the biggest threats, crippling foes and sends enemy formations into disarray, all from the safety of cover with few aware of her position. To be effective, the sniper must approach positions
quietly and wait for an opportunity. She may only get one shot, but most often only one is required. The sniper can be considered cold in this regard, unfeeling except for the task square in front of the reticle. It may be necessary to act without remorse. At worst, the most a sniper will feel after pulling the trigger is recoil—a famous anecdote. The sniper is defined by two features—inflicting maximum damage and imposing effects to cripple larger threats. The sniper accomplishes this from secured positions well away from the battlefield. If the sniper takes direct fire, something has gone wrong. The sniper is the best class because she operates with near immunity, striking fear into opposition without ever being put in harms way herself.
CREATING A SNIPER There is a belief that most snipers are heartless and act without honor. You are not a paladin. Chivalry is reserved for people without guns. Why should you present yourself as a target? Why should you let your allies come to harm? Simply take out your enemies from a distance and those you count as friends will remain safe. That, to you, is honorable. You may be tasked to take a life that never knew its life was in danger. That goes along with the profession. The ultimate question is if the target was a threat. When hunting animals, such a dilemma never presents itself. Can you make the distinction? Most snipers in the world strike from assigned positions protecting bastion walls. They protect their cities but rarely leave their posts. Stealth is no longer a priority, exchanging it for maximum stopping power. You are cut from a different cloth, as you must seek out new firing positions each day, and occasionally, be forced to fire from the hip, placing yourself in harms way. Like other techans, you probably dipped a toe in military training. However, this is not mandatory. In truth, military snipers are relatively uncommon in the open world, replaced more often by hunters and trappers that have embraced modern technology. It is entirely possible that you lived in the shadow of bastion walls, though on the outside. A person’s got eat and protect her family. At some point, you were called to venture out, why is up to you.
CLASS FEATURES As a sniper, you gain the following class features.
HIT POINTS Hit Dice: 1d8 per heavy level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per sniper level after 1 st
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THE SNIPER Level
Proficiency Bonus
Marksman Points
Battle Condition
1
+2
2
1
Marksman Talent
2
+2
3
2
3
+2
3
2
Archetype feature
4
+2
4
2
Ability Score Improvement
5
+3
4
2
Marksman Talent Improvement
6
+3
5
3
—
7 8 9
+3 +3 +4
5 6 6
3 3 3
Archetype feature Ability Score Improvement Mad Minute
10
+4
7
4
Marksman Talent Improvement
11
+4
7
4
Archetype feature
12
+4
8
4
Ability Score Improvement
13
+5
8
4
Mad Minute
14
+5
9
5
—
15
+5
9
5
Archetype feature
16
+5
10
5
Ability Score Improvement
17
+6
10
6
Marksman Talent Improvement
18
+6
11
6
Archetype feature
19
+6
11
6
Ability Score Improvement
20
+6
12
7
PROFICIENCIES
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Special
1st Level: You can spend 2 points per attack. 5th Level: You can spend up to 3 points per attack. 10th Level: You can spend up to 4 points per attack. 17th Level: You can spend up to 5 points per attack. 20th Level: You can spend up to 6 points per attack.
ACADEMIC KILL Marksman Cost: 1 Use when you hit with an attack to inflict additional 1d6 damage. This increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. You can spend 2 marksman points to double the number of additional dice damage.
ASSASSIN PSYCHOLOGY Marksman Cost: 1 Use when you roll a natural 18, or 19 on an attack roll to make the hit a critical hit.
BOOM! HEAD SHOT!
Marksman Cost: 2 Use when you drop a creature: all Medium-sized enemies in a 5-foot Marksman Talent Improvement radius around the target have disadvantage on attack rolls until the start of your next turn. Each enemy can only be affected once per long rest.
Armor: Light armor Weapons: Simple weapons, one-handed small arms, two-handed small arms, and all weapons with the sniper property. Tools: All ground vehicles and aircraft Saving Throws: Dexterity, Wisdom Skills: Stealth plus two from Acrobatics, Athletics, History, Insight, Perception, and Sleight of Hand
Marksman Cost: 1 Use when you hit with an attack: the target also suffers disadvantage on saving throws and ability checks until the beginning of your next turn.
EQUIPMENT
Marksman Cost: 1 Use when you score a critical hit: you roll three times the damage dice instead of two.
You start with the following equipment in addition to the equipment granted by your background: a one-handed small arm $300 or less a basic sniper rifle a set of techan armor $300 or less. $100 in additional gear
MARKSMAN’S TALENT
Starting at 1st level, if you hit a target 25 feet away or further with a sniper weapon, you can spend marksman points to employ one or more of the talents on the following list. At 1st level, you start with marksman points equal to 2 + your Wisdom modifier, gaining an additional point at 2nd level and every two levels after. When you take a short or long rest, you recover any spent marksman points. Additionally, if you kill a target with a sniper weapon, you gain 2 marksman points. The number of points you can spend per attack depends on your level, and each talent can only be used once per attack.
DUM-DUM
HOLLOWPOINT
MAGIC BULLET Marksman Cost: 1 Use after dropping a creature to 0 hit points with a sniper weapon: you can make a single ranged attack against one creature within 20 feet of the original target. You use no additional ammunition. You can repeat this process until you fail to drop a creature to 0 hit points, you run out of enemies in range, or you hit three creatures.
PINPOINT ACCURACY Marksman Cost: 4 Use when you score a critical hit: the target is stunned until the beginning of your next turn.
SYSTEMIC INFLAMMATION Marksman Cost: 3 Use when you hit a living creature: the target is poisoned for one minute (ten rounds) or until it passes a Constitution saving throw. The DC for the saving throw is 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice).
TWITCHY FINGERS Marksman Cost: 1 Use after scoring a critical hit: make 1 additional attack with the same weapon as part of the same action against the same target.
As an action, you have advantage on your next attack roll with a sniper weapon. This benefit remains until you make an attack roll or move.
WEAK SPOT
SHOCK & AWE
Marksman Cost: 2 Use when you hit with an attack: until the beginning of your next turn, all your attacks on the target have advantage.
If you miss with an attack roll with a sniper weapon, the creature you attacked has disadvantage on attack rolls against you until the beginning of your next turn.
BATTLE CONDITION There are many disciplines when pursuing the path of a sniper. Starting at 1st level, you gain one of the following special traits. You may select another condition at 2nd, 9th, 13th, and 20th level.
ARMY CRAWL While prone, you don’t have disadvantage on ranged attack rolls made with sniper weapons.
BALLISTICS EXPERTISE Spend 10 feet of movement, and you either switch to a one-handed small arm from a sniper weapon OR switch to a sniper weapon from a one-handed small arm.
COVERT OPERATION Spend 30 feet of movement: you have advantage on Dexterity (Stealth) checks until the end of your turn.
DEAD EYE
SMOOTH AS GLASS You add 2 additional marksman points to your total. You can select this battle condition three times.
ZERO YOUR WEAPON Spend a bonus action to double both the normal and long ranges of any sniper weapon you wield.
ARCHETYPE
At 3rd level, you choose a techan archetype. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively , you can forego your archetype selection at 3rd level and gain one additional battle condition at each of the above levels.
ABILITY SCORE IMPROVEMENT
If a creature 25 feet or closer scores a critical hit on you, you automatically switch to your pistol and make a ranged attack against the target.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
LOW PROFILE
MAD MINUTE
While prone, you gain the benefit of half cover. If already behind half-cover while prone, it counts as threequarters cover. If behind three-quarters cover while prone, it counts as full cover.
FAILURE IS NOT AN OPTION If you roll a natural 1 on an attack roll with a sniper weapon, you can re-roll. You cannot use this feature if you have disadvantage.
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SHARPSHOOTER
SNAP SHOT You can now use Marksman Talent against targets 10 feet away or further with a sniper weapon.
LEAD THE TARGET You slow your breathing and hold the weapon steady. You have all the time in the world to make the perfect shot. Target a creature in line of sight to become your focus. You gain a +1 bonus to attack rolls with sniper weapons against your focus. After you select a focus, you cannot select another until you finish a short or long rest.
PENETRATION SHOT When making a ranged attack roll with a sniper weapon against a target with cover, you treat total cover as three -quarters, three-quarters cover as half cover, and you ignore half-cover.
PERFECT TRACKER
You are quick to aim under any circumstances. You can move up to half your speed and maintain your sniper bonus (See Equipment for the Sniper property).
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you hit with your first attack, you can sacrifice your second attack, gain 1 marksman point, and apply it immediately to your hit. At 13th level, you can attack three times whenever you take the Attack action on your turn. If you hit with your first or second attack, you can sacrifice an additional attack, gain 1 marksman point, and apply it immediately to your hit.
TECHIE
Ready yet?” I asked nervously. “Hold your horses,” he replied calmly, rummaging around in the axle shaft. “Only, those whoops and howls are getting really close,” I said, pulling my pistol from its holster. One of the creatures burst into the clearing: I let off a warning shot and it scampered back into the undergrowth, but it would be back in a moment. I tried to squeeze off a second shot, but the gun jammed. “And we’re kind of defenseless now,” I muttered. He sighed. “Here,” he tossed a weird-looking gun to me. “Don’t press the button on the bottom.” I looked at the thing. “Why not?” I asked. “I don’t know what it does yet,” came the response. The general-use operative, the jack-of-all-trades—the techan group will be hard pressed to survive without their techie. She is essential as her group ventures deeper and deeper into the fantasy world. It’s up to the techie to not only maintain technology but also build it on the fly. There is no convenient shack in a passing village where one could resupply; the techie must use ingenuity and available salvage in order to improvise solutions to the dilemmas plaguing users of technology in a world of magic. Just as the medic can perform miracles in bringing life to the near-dead, the techie can create something functional from a field of garbage. Where most people see ruins of old man, the techie finds a hoard of unexploited parts. The techie doesn’t specialize in one talent but many. She is occasionally called on to be the mechanic, the scientist, and the diplomat—as understanding how technology survives in magic requires some comprehension on how this new world works. The techie knows more about the regions and monsters of the world than any other. Of all the members of a techan group, the techie is probably the only one that could survive on her own.
YOU PICKED A SIDE Ultimately, the techie has made her choice: she prefers air conditioning, the internet, and machines that automatically wash dishes. Techies wish to keep the technology of man functioning in the face of encroachment by the fantasy world, and improve upon it when they can. In the modern world, the path of the techie is more of a cutting-edge researcher than the mere engineer; those who merely design technology have nothing on the field operative who must keep that technology working in the face of an implacable, invisible enemy. The techie must constantly tinker with devices—restoring an item to its original state only causes it to break again faster next time. Techies play a game of bluff against the EDF, “tricking” devices into failing in different and more manageable ways each time. This in turn lends itself to experimental modifications, so a good techie is also a consummate inventor. There is no room for specialization in open echa. A techie must be able to field-strip and rebuild everything from a handgun to an APC. She must also have an understanding of the echan world itself, to be able to identify the most pertinent threats to technology and con-
ceive of how to avoid or at least mitigate them. This makes the techie the equal in knowledge of any dedicated echa researcher, for they have hands-on experience that the mere academic can never hope to attain. The techie is the best class because she gets the most toys. She is always invaluable because without her, a techan party wouldn’t survive very long in the magical wilderness.
CREATING A TECHIE You found the outside world fascinating, but are not one to forget the damage it has done to your species and their legacy. The progress of man has faltered, and you strive to get it back. But to destroy a thing, you must understand a thing. You refuse to turn a blind eye to that world, for naiveté is a sure path to death. Just shooting stuff that doesn’t conform is a sign of archaic military monsters. True survival deals with mankind’s unique ability to adapt, to understand the ways and flaws of a system. As an expert in this world, you know how to survive in it, but more importantly, you know how to survive in it without magic. By creating a techie, you have embraced technology; you have a natural fascination for it. You build, you tinker, and occasionally destroy in order to build and tinker again. You should always be on the lookout for resources to exploit. To you, the greatest treasure would not be in some dragon’s hoard, but underneath the decaying bones of one of mankind’s dead cities. You can also modify your weapons to strike harder, further, and more often. That’s also kind of a big one.
CLASS FEATURES As a techie, you gain the following class features.
HIT POINTS Hit Dice: 1d8 per techie level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per techie level after 1 st
PROFICIENCIES Armor: Light and medium armor Weapons: Simple weapons, one-handed small arms Tools: Tinker’s tools, All ground vehicles and aircraft Saving Throws: Intelligence, Wisdom Skills: Engineering; select four skills from Computer Use, Demolitions, History, Insight, Investigation, Medicine, Nature, Perception, and Sciences
EQUIPMENT As a techie, you receive the following equipment at 1st level. a TL0 engineering kit a small arm $300 or less. a set of techan armor $300 or less. $200 in additional non-military gear (no weapons, weapon-accessories, bullets, or armor)
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TECH POINTS At 1 level you get tech points (TP) which can be used to boost abilities and perform exploits representative of your training. At 1st level, you start with 3 points, which increases by 1 every additional level. You also gain a bonus to your tech points equal to your Intelligence modifier. Your available tech points reset after you finish a long rest. st
SHINY RED BUTTON
At 1st level, you can put a button on your firearm. You only need eight hours of work to put the button on a new firearm but only you can press it without breaking the weapon. The button’s function is determined by
your choices from the options that follow. You can add as many functions into your button as you have available tech points, but each modification can only be added once per configuration unless stated otherwise. If you don’t alter the function outside of a battle, your last configuration is used (if you have the available points). Pressing the button takes no action. When you press the button, you spend the tech points corresponding with each of the functions added. If you don’t have enough tech points when you press the button, the entire configuration does not function. Once pressed, its effects last five minutes. You can own multiple weapons with different configurations, as the points are not spent unless the button is
INCREASED CALIBER
THE TECHIE Level
Proficiency Bonus
Tech Points
1
+2
3
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Special Shiny Red Button, Widget Bag, Tech Points, Tech Savant Tech Savant Archetype feature Ability Score Improvement Tech Savant Pioneer Archetype feature Ability Score Improvement Tech Savant McGuy Something Archetype feature Ability Score Improvement Tech Savant Pioneer Archetype feature Ability Score Improvement Tech Savant Archetype feature Ability Score Improvement Tech Savant
Cost: 2 points Your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effects that increases damage die size. You can add this modification twice.
INCREASED RATE OF FIRE Cost: 2 points You double the rate of fire of your weapon (10 for auto, 20 for autoheavy). When using burst fire, you add double your proficiency bonus to the save DC and you always use the upscaled damage dice. If targeting single creatures, your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effect that increases damage die size.
INCREASED ROUND VELOCITY Cost: 1 point When you roll a 1 or 2 on a damage die, you can reroll. You must accept the new roll, even if it is a 1 or a 2.
pushed, though pushing multiple buttons during a single battle would be rather wasteful. Changing a configuration takes five minutes, though you can attempt to change a configuration as an action with a DC15 Intelligence (Engineering) check (you cannot change a configuration while one is in effect without voiding the invested tech points of the previous configuration).
MUZZLE FLASH/BANG
Additionally, you can attempt to regain a lost tech point with a DC5 Intelligence (Engineering) check. Each check takes 1 minute, and successive checks increase the DC by 5 (DC10, DC15, etc). The DC increases regardless if you succeed in recovering the point or not, and the check reverts back to DC5 when you take a long rest.
Cost: 1 point If you roll a 2 or 3 on your attack roll, you can re-roll. You must accept the second result.
CHARGE SHOT Cost: 1 point Each time you hit a target your size or smaller, you shove it 5 feet. If the target cannot be shoved, it takes 1d6 additional damage. You can add this modification twice to push the target 10 feet and increase to 2d6.
EXPLOSIVE ROUND Cost: 1 point When you score a critical hit, you roll all damage dice thrice instead of twice.
FLOATING RETICLE Cost: 2 points You gain a +1 bonus to attack rolls.
HYDROSHOCK Cost: 2 points You deal additional damage with a hit equal to the difference between your attack roll and the target’s AC. Add this modification a second time to inflict 1d6 additional damage. This increases to 2d6 at 9 th level, 3d6 at 13th level, and 4d6 at 17th level.
Cost: 2 points Any creature you hit within 20 feet of you has disadvantage on attack rolls against you until the beginning of your next turn.
POP-UP EYEPIECE
RAPID LOADER Cost: 4 points You gain one additional attack whenever you take the Attack action on your turn. You can add this modification up to two times. This stacks with Pioneer.
SMART TRACKING Cost: 6 points You have advantage on attack rolls.
TARGET SCANNING Cost: 3 points Your weapon scores a critical hit on a natural roll of 19 or 20.
TECH SAVANT Starting at 1st level, you gain one of the following traits that reflect the uniqueness of your talents. Some require the spending of tech points. You gain additional tech savant traits at 2nd level, 5th level, 10th level, 13th level, 17th level, and 20th level.
CONSTANT ADJUSTMENT You have advantage on disruption saving throws, and you can make disruption saving throws at the start of your turn as well as at the end. Each ally in line of sight gains a +2 bonus to disruption saving throws.
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MIDAS TOUCH While you are wielding a firearm, its damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > d28 > 2d10). You can select this trait twice, and its effects stack with others that increase damage die size.
FAILSAFE If someone other than you attempts to use your weapon with a shiny red button on it (regardless if they press it), the weapon explodes, inflicting a critical hit of weapon damage on the unlucky handler and stunning them until the beginning of your next turn. The weapon is now broken (but can be fixed normally).
SHRAPNEL MODIFICATION You can now spend tech points in combat for an immediate boost to the weapon with your shiny red button while it is active . Spend 1 tech point after you hit, and the target is vulnerable to ally attacks until the beginning of your next turn.
WIDGET BAG
If you select this trait a second time, you can spend one tech point as a reaction to recover your weapon instantly.
ECONOMICAL PLATING You gain a +1 bonus to AC. Additionally, you can temporarily increase your armor’s potential, spending one tech point to increase your AC an additional +1 for five minutes.
LIKE MACHINES Your maximum tech points increase by 2. You can select this trait up to four times.
PRIORITIES Instead of using your Hit Dice to recover hit points during a short rest, you can use expend them to regain tech points. For each Hit Die spent, you recover 2 tech points. You cannot have more tech points than your maximum.
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FRIGGIN’ LOVE SCIENCE Spend a tech point and you have advantage on Intelligence (Science) or Intelligence (Engineer) checks until the end of your next turn. If you select this trait a second time, you can spend one tech point to set your next d20 roll Intelligence (Science) or Intelligence (Engineer) check to a natural 20.
IMMEDIACY Spend one tech point to gain an additional action on this turn. This action can be used to take any action except an Attack action.
SCIENTIST, NOT A SOLDIER When you use the Disengage action, you can also make a single ranged attack as part of the same action. You inflict half damage on a hit.
Starting at 1st level, you gain a widget bag. It contains random spare parts, useful materials, and salvage worth 200 uc. During a short or long rest, you can scavenge for components: in most areas you will be able to recover 10 uc worth during a short rest and 20 uc worth during a long rest, but the GM may award more or less (or none at all) at her discretion.
ARCHETYPE
At 3rd level, you choose a techan archetype . The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively , you can forego your archetype selection at 3rd level and gain one additional tech savant exploit at each of the above levels.
ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
PIONEER Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 14th level in this class.
McGUY SOMETHING Starting at 12th level, you are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 20 uc worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make an Engineering skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.
TECHAN ARCHETYPES
Unlike fantasy classes, all techan classes have the same set levels for archetypes, at 3rd, 7th, 11th, 15th, and 18th level. Any techan character who meets the archetype’s requirements can choose that archetype (although some classes will synergize better than others, as noted with the archetype). Once you select an archetype, you cannot change it. If you choose to multiclass into two or more techan classes, you cannot choose the same archetype twice. Unlike fantasy archetypes, several techan archetypes offer additional proficiencies upon selection. You gain these when you choosing the archetype at 3 rd level.
ANGEL SNIPER The Angel outer wall is one of the greatest works of construction in the known world. A monstrous barricade surrounds the city, accented by defense towers able to see as far off as Antikari. Along with gatehouses, flanking towers prevent even the largest armies from an easy assault. The wall is not solid, being filled with an intricate network of battlements and sniper holes. Most of the bogg raiders migrating towards the wall never see their enemies. The Angel snipers take them out while still deep in the forest. As an Angel soldier, you are trained not only to deliver long range fire, but to do so to several targets. When boggs or puggs emerge to attack, they do so in overwhelming numbers. There is no
time for aiming. You must take out as many of those little bastards as you can before they get too close to your city. Angel snipers surpass all others on Earth, even those from the xenophobic city of Mann, another bastion boasting a defensive wall. Most Angel snipers carry out their tours inside or on the walls of the bastion, but almost every single mission outside the walls—whether in a shuttle or in a scrambler—carries at least one sniper with them. Rival bastions have copied their discipline and training, but the results have never been exactly duplicated.
SYNERGY This archetype works best with the grounder, infiltrator, medic, and sniper classes.
PROFICIENCIES You gain proficiency with all sniper weapons.
AUTOMATIC REFLEXES Beginning when you choose this archetype at 3 rd level, after you hit a creature 25 feet away or farther on your turn with a ranged weapon, you can make a single ranged attack as part of the same action against any other target in range. If you hit a target with this attack, you cannot use automatic reflexes again until you take a short or long rest. You gain an additional use at 7th, 11th, 15th, and 18th level before needing to take a short or long rest.
WASTE OF SKILL
THE WAR POSE
Starting at 7th level, if you score a critical hit, you may choose inflict normal damage and instead make single ranged attack against any target in range as part of the same action. You cannot score a critical hit with this additional attack. You can only use this feature once per turn.
Starting at 7th level, you can take a -1 penalty to attack rolls for each weapon you wield to wield a two-handed small arm with one hand. The weapon only counts as a one-handed small arms for purposes of how many hands you use to wield it, and for abilities and feats.
THE SECOND SHOOTER Starting at 11th level, after making a ranged attack against a creature 50 feet away or farther, you can move up to 15 feet of your speed and not be counted as having moved.
Starting at 11th level, you deal +2 damage against your fleeting adversary (+4 at 15th level, +8 at 18th level): this bonus ends if the target is no longer your fleeting adversary. Once you use this feature, you cannot select another until you finish a long rest.
SPLINTERING SHRAPNEL
REMEMBER ME?
Starting at 15th level, if you drop a creature 50 feet away or farther to 0 hit points, each creature within 5 feet of the target takes damage equal to your attack ability modifier.
Starting at 15th level, a few well-placed shots can bring an enemy’s attention back around to you. If your fleeting adversary attacks an ally, you can make a single ranged attack against it as a reaction.
PERFECT SHOT PLACEMENT
UNEXPECTED RESPONSE
Starting at 18th level, you are able to make multiple shots without a significant reduction in accuracy. If you drop a creature 50 feet away or farther to 0 hit points, you can make another single ranged attack with the same weapon as part of the same action. You can only use this feature once per turn.
Starting at 18th level, level, until your fleeting adversary is reduced to 0 hit points, each time it hits you, you gain a +1 bonus to attack rolls against it. This bonus is cumulative up to +3 but is lost if you attack any creature other than your fleeting adversary or you score a hit.
BANNER HEAD
You may not be the leader, but everyone across the battlefield thinks you are. You stand taller and bolder than the rest. Your stare can lock upon an enemy from across a field. Your foes know well and truly if you have them in your crosshairs. You have no concept of subtlety and are known to do foolish acts in the cause of intimidation. Your allies may object but often times, these attempts work. You can make even the most fearless monsters flinch from your stare. You are not a pretty individual. You are not one for arts and crafts. You have no hobbies. You have one job. You shoot people twice in the chest and once in the head. You do it for no other reason than the objective you have been asked to carry out. Your loyalty runs only to the men and women next to you. To them, you’re the champion hero. To your foes, you are the one target they need to take down. You want them to think that. What good is war if there is no one to shoot at?
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ADVERSARIAL RAGE
SYNERGY This archetype works best with the grounder, gunslinger, heavy, and marshal classes.
PROFICIENCIES You gain proficiency in any two ranged weapons of your choice.
FLEETING ADVERSARY Beginning when you choose this archetype at 3 rd level, select one creature within 50 feet and line of sight to you after rolling initiative. The target is your fleeting adversary. You gain a +1 bonus to attack your fleeting adversary, and your fleeting adversary suffers disadvantage on attack rolls that don’t not include you as a target. This effect ends if you drop to 0 hit points, the creature drops to 0 hit points, you move beyond 50 feet, or line of sight is broken between you and your target. Once you select a fleeting adversary, you cannot select another until you roll for initiative again.
BRAWLER
After the third man left the bar with a bloody mess where his nose ought to be, I started to wonder if the cage champion was some crazed wolverine with claws instead of fists. I ordered another brew and slugged it back, waiting to see if any other humans would take up the challenge. None did. As the announcer was making his final call, I got up and sidled over to the cage, tossing two gold coins in the pot. The big man – I say big, he was actually fairly short and stocky even by Selkirk human standards, with thick sideburns and a cigar practically rammed down his throat – looked me down and further down. “You ain’t one of those woo-sha folks, are you, bub?” he asked me. “Nothing fancy here,” I told him. “What you see is what you get.” He spat on his hand and reached out, and I did likewise, shaking hands after the Selkirk fashion. “I like you guys,” he said. “Always good sports. ’s good to play against someone who don’t complain when I mess up their face.” Isolated for hundreds of years, the miners of Selkirk have learned to make the most of what they have around, the greatest asset being their brute strength and unfaltering will. This is seen most clearly in their national sport, which superficially resembles rugby in much the same way that war superficially resembles chess. Every guild maintains its own team, and the seasons never technically end. There is no downtime and seldom a moment’s rest. Everyone plays; everyone wins; everyone loses; everyone gets plastered afterwards. The only time a Selkirk citizen is not on a team is when they are “traded” to the military. Fairly quickly, the same approach warriors took on the game field was adapted to the battlefield. Considering that the bastion is located in the middle of one of the highest concentrations of magic in Canam, little of the Selkirk technology could operate outside of their mountain. This forced them to adopt melee techniques as a standard military practice, a tendency
PROFICIENCIES
strengthened by their association with the narros. Although many from Selkirk still insist on carrying heavy weapons and heavier armor, a few prefer to translate their game skills to combat. When the Selkirk miners first arrived in Fargon, the narros were impressed with the great skill of the miners in unarmed fighting, despite the apparent lack of discipline in the technique—a deceptive lack, for the brawler’s style in application is as focused and precise as the wushu-like practices the narros have always held dear. The Selkirks brought over another pastime—wrestling—that the narros quickly embraced, to the point that there is now an annual tournament in Thos Thalagos in which echans and techans show off their skills on equitable terms. The Selkirk brawler has become a common sight on all caravans from the bastion and every citizen knows how to behave in a scrum.
Beginning when you choose this archetype at 3 rd level, you can use both hands when grappling a target your size or smaller to have advantage on all rolls related to the grapple.
Selkirk has also been known to lease out trainers to various allies, including mercenary companies and bastions like Angel.
HEAD SLAM
SYNERGY This archetype works best with the gunslinger, marshal, and martial artist classes.
You have proficiency with all simple melee weapons and with unarmed strikes.
BORN IN THE MINES
HEAD-BUTT Starting at 7th level, while grappling a creature your size or smaller, you can inflict 1d6 damage per level on the target as a bonus action. Once you use this feature, you cannot use it again until you take a short rest or long rest. Starting at 11th level, if you have one grappled creature in each hand, you can use a bonus action and make an unarmed melee attack against each target. A hit deals 2d6 + your Strength modifier damage to each target.
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BEAR HUG
BETTER REFLEXES
Starting at 15th level, when grappling a target your size or smaller with two hands, you may attempt a bear hug. Make an unarmed strike as your action (or one of your attacks). A hit inflicts 2d6 + your Strength modifier damage.
Starting at 15th level, you can use the Help action on another allied brother of blood as a bonus action.
NECK SNAP Starting at 18th level, if you make an unarmed strike against a target you are grappling, you score a critical hit on a natural roll of 19 or 20.
BROTHER OF BLOOD On the battlefield, every ally is a brother. You are a member of a team and you’ve all worked together long enough to understand each other’s patterns. You know when one is hurt, regardless of where on the battlefield. You would never take risks that will endanger another brother’s life. You would never step out of formation; never leave a brother’s side. They must depend on you as you depend on them. If one of your own falls, nothing short of god’s finger on the battlefield will stop you from carrying your injured out of combat. Those in the fantasy world think nothing of teamwork. They’ve their own little places staked out in the combat theatre. Good for them. They probably met in a tavern yesterday. As for you and your team, you are perfectly tuned machine that is far greater than the sum of its parts.
SYNERGY This archetype works best with the grounder, marshal, medic, and sniper classes.
All members of the team synchronize their actions to operate as one organism. Starting at 18th level, after rolling for initiative, you and all allied brothers of blood act on the highest initiative among you. You all can decide which order you act in.
FIELD MACHINIST You have a niche. Without you, the others don’t amount to much more than a bunch of poorly equipped primitives with clubs. As a specialist in the field, you are the most experienced in echa when dealing with disruption. You are a devout follower of the technological supremacy of man and are probably the most hardline defender of the old ways.
SYNERGY This archetype works best with the gunslinger, medic, and techie classes.
PROFICIENCIES You gain proficiency with Intelligence (Engineering).
ARTISAN OF GEARS Beginning when you choose this archetype at 3 rd level, you gain a bonus to your Intelligence (Engineering) skill equal to half your proficiency bonus. At 15 th level, you instead add double your proficiency bonus to your Intelligence (Engineering) checks.
Note: This archetype’s abilities are useless unless at least one other party member has taken the same archetype. Be sure to discuss with your group before selecting this archetype.
KIT MASTERY
PROFICIENCIES
FRANTIC REPAIR
You are proficient with one weapon and one armor (except exo-armor) another brother in blood is proficient in. If you both choose this archetype at the same time, you can both choose new pieces of equipment, as long as you both choose the same pieces.
COVERED IN GREASE
MORE LIKE FAMILY
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TEAM EFFORT
Beginning when you choose this archetype at 3 rd level, if a creature scores a critical hit on an allied brother of blood, you can make a single ranged attack against the attacker as a reaction.
ALLIED SUPPORT Starting at 7th level, you can use a bonus action and target one allied brother of blood in line of sight. The targeted brother of blood gains an action that must be used before the end of your turn. This does not count as a reaction for the ally. Each brother of blood can benefit from Allied Support only once per round. Once you use this feature, you cannot use it again until you finish a short or long rest. You gain one additional use of Allied Support at 11th, 15th level, and 18th level.
ARMY OF TWO Starting at 11th level, you grant a +3 bonus to damage rolls to each brother of blood within 10 feet of you (cumulative up to +6). Remember that they will be granting you this same bonus.
Starting at 7th level, you treat all tool kits as one tech level higher. Starting at 11th level, you can attempt to repair broken items as an action. Additionally, your progress in crafting any technology is doubled. Starting at 15th level, all technology you build costs 15% less (and thus takes 15% less time, round down).
PURE ENGINEER Starting at 18th level, you can set an Intelligence (Engineering) check you made to a natural 20. Once you use this feature, you cannot use it again until you finish a long rest. Additionally, if you roll a natural 1, re -roll until the result is anything except a natural 1.
FIELD MEDIC You specialize in the treatment of the injured during combat situations. You know when to keep your head low, but more importantly, when to rise in defiance to protect those under your care. You might have been a doctor back home and found a calling out in the wilderness. If so, your allies probably wonder why you’ve chosen this path.
SYNERGY This archetype works best with the marshal, martial artist, medic and techie classes.
PROFICIENCIES You have proficiency with Wisdom (Medicine).
A TRUE HEALER Beginning when you choose this archetype at 3 rd level, you gain a bonus to your Wisdom (Medicine) skill equal to half your proficiency bonus. At 11 th level, you instead add double your proficiency bonus to your Wisdom (Medicine) checks.
PHYSICIAN HEAL THYSELF Starting at 7th level, once per turn, you can use a bonus action to recover hit points equal to your Wisdom modifier + your level. Once you have used this feature three times, you must complete a short or a long rest before you can use it again.
RACE TO THE FALLEN Starting at 11th level, you can use the Disengage action without taking an action if you move directly towards an ally on that same turn.
IN THE PRESENCE Starting at 15th level, every ally within 5 feet of you can take a bonus action to recover as many hit points as your proficiency bonus. You can use your action to doubles this hit point recovery until the beginning of your next turn.
NO LONGER CIVILIZED If an ally succumbs to his or her injuries, you can no longer be a healer. You must be a protector. Starting at 18th level, if an ally in line of sight is reduced to 0 hit points, you have advantage on attack rolls until you hit, and gain a bonus to damage with your next hit equal to your Wisdom score until the ally is at 1 hit point or higher.
GRANDMASTER
Murnock stands upon the ridge of the temple’s roof, perfectly still despite the whipping wind, untroubled by the chill of the Fargon winter despite his bare chest. He has stood there, deep in meditation, since the start of summer, taking no food nor drink, giving no acknowledgment of the world around—except once, when a roc tried to pluck him from his perch some months ago. His eyes never opening, he reached out and flicked the bird on the beak with his finger, and it fell dead in the temple courtyard. It didn’t really taste all that much like chicken, to tell the truth. The narros love to take credit for influencing the ancient Asian martial arts, as well as their mythology and culture. They place a great deal of pride in this and were happy to see the pillars of their disciplines replicated and honored across the millennia, remaining virtually unchanged on their return. Some humans don’t appreciate the assumption, claiming the narros had no influence in the development of human martial arts. Damaskans certainly make no such claim and only admit to a mild cultural inspiration; those from Limshau absorbed so much human and particularly Asian culture into their nation, it’s hard to determine what was faeinfluenced and what was originally a human concept. Despite this disagreement, similar styles of unarmed combat emerged in different regions in Canam. It is thought those from Limshau gleaned theirs from their Genai neighbors when so many residents of Angel left to help build the empire of knowledge. The narros from Fargon were too remote to make this claim. Their discipline stems back to the old age, where they per-
fected their art over thousands of years; despite their pride, it irritates them profoundly to know that humanity was able to create more complicated systems with greater physical and mental conditions in a tenth the time. This path does not encourage violence. Instead, it is designed for self-control and mental clarity. Many narros and humans teach this discipline alongside book studies and commit time to its practice as another might perform aerobics in the morning. Some practitioners refuse to apply their discipline in a violent fashion, believing to do so would be a failure of their philosophy. For others, to commit this practice to violence is a logical progression. Some take this to an extreme, using it only to benefit themselves. Others are considered heroes, fighting for noble causes and refusing to stand idle while the innocent suffer. These adventurers love sparring and often duel aggressively with allies to test their mettle and skill. Though not a requirement for friendship, it goes a long way to match a grandmaster in combat. Even enemies matching their skills in a fair duel will garner respect.
SYNERGY This archetype works best with the grounder, gunslinger, and martial artist classes.
PROFICIENCIES You have proficiency with all simple melee weapons.
MARTIAL ART DISCIPLINE Beginning when you choose this archetype at 3 rd level, you can select a specific martial art discipline. A discipline can be activated on your turn as a bonus action. Once activated, you gain the benefits of this discipline for five minutes. Once you use a martial art discipline, you cannot use it again until you finish a long rest. At 7th, 11th, 15th, and 18th level, you can either select a new discipline or gain one additional use of a prior selected discipline before the need of a long rest. If you select the same discipline three times (they need not be at successive levels), you unlock an additional benefit. You can only have one discipline in effect at a time. Capoeira: Resembling a dance more than a martial art, those specialized in capoeira are constantly in motion, attempting to find an opening in an opponent in whichever way possible. After activating, you gain the following bonuses: You can use the Disengage action as a bonus action. You gain a +5 bonus to speed. You have advantage on all Dexterity saving throws. After you select this discipline a third time, your bonus to speed increases to +10. Drunken Boxing: In your enemy’s eyes, you just appear to stumble around, luring your enemies in a false hope of an easy victory. The more chaotic you look, the deadlier you are. You must be inebriated to activate this discipline, and after doing so, gain the following bonuses: You gain temporary hit points equal to twice your level. You do not inflict double dice damage when scoring a critical hit. Instead, you gain two additional unarmed melee attacks as part of the same action. There is no limit on the number of additional attacks you can gain this way in a turn. Each time a creature misses, your AC increases by +1 (max +3); if a creature misses you at your max AC bonus, this bonus reverts to 0 and you gain an
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unarmed melee attack as a reaction against the triggering target. After you select this discipline a third time, you gain three additional unarmed attacks instead of a critical hit instead of two. Eagle Claw: You know how to find weak spots in your enemy. You are often seen as being patient, waiting for a moment for a decisive strike. After activating, you gain the following bonuses: If you hit a creature, you can instead inflict half damage and grapple the target. At the beginning of your turn, any enemy you are grappling suffers damage equal to your Strength or Dexterity modifier. Any time you inflict a critical hit on a creature, the target suffers half your hit damage at the beginning of its turn. After you select this discipline a third time, any enemy you are grappling at the beginning of your turn suffers damage equal to your Strength modifier plus your Dexterity modifier. Karate: Your strength comes from your empty hand— the origin of the word. This discipline is extremely popular given the simplicity of its foundation. After activating, you gain the following bonuses: Use an action to focus your discipline: until the end of your next turn, you have advantage on attack rolls. You can spend 30 feet of movement to gain a +1 bonus to AC until the beginning of your next turn. Use an action to make a single kick attack. This is an unarmed attack that inflicts 1d10 + Strength modifier damage. You gain a +7 damage bonus for each additional attack you would normally make with an Attack action. After you select this discipline a third time, your kick attack inflicts 2d6 damage instead of 1d10, and your AC bonus increases to +2.
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Iron Palm: You stopped splitting boards and bricks and moved up to bones. Your opponents will fear your strikes. After activating, you gain the following bonuses: Double your attribute modifier to damage. If you roll a critical hit with an unarmed attack, you maximize one of your damage dice. If you attempt to damage obstacles like doors or tables, double all damage dice. After you select this discipline a third time, maximize all damage dice with a critical hit, and your triple all damage dice against obstacles. Iron Shirt: The only way to survive some encounters is to not worry about how many times you are hurt. After activating, you gain the following bonuses: You have resistance to all slashing and bludgeoning damage. You can spend Hit Dice to recover hit points as if taking a short rest while in the middle of a fight. You can use any number of Hit Dice up to half your level as an action. If you suffer more than 1/5 your total hit points in damage before the beginning of your turn, you have advantage on your next attack roll. After you select this discipline a third time, you gain resistance to piercing damage as well.
Long Fist: An aggressive style, you push forward to your enemy, hoping a strong offense will discourage counter attacks. After activating, you gain the following bonuses: Double your attribute modifier to damage. Your unarmed attacks and attacks with a light melee weapon gain the Reach property. If you hit a creature with an opportunity attack, you disengage from all other creatures and move within 5 feet of that target. After you select this discipline a third time, your reach increases to 10 feet for the purposes of opportunity attacks. Monkey Kung-Fu: Your bizarre acrobatic maneuvers involve grabs, tumbles, and attacks, which more disorientate your opponents than damage them. After activating, you gain the following bonuses: Each time you hit a creature with an unarmed attack, you gain a +1 bonus to AC; this effect is cumulative up to +4 with each successive hit, but is lost if you miss the target, do not attack the target by the end of your next turn, or attack another creature. When you activate this discipline, set aside four “monkey points”. You can use a monkey point to (a) knock a creature prone as a reaction to the target missing on a melee attack against you; (b) automatically pass a Dexterity saving throw; (c) take only half damage from an enemy attack, or (d) double your proficiency bonus and gain advantage on your next Strength (Athletics) or Dexterity (Acrobatics) check. Unused points are lost when the discipline expires. After you select this discipline a third time, you gain four additional monkey points. Muay Thai: A variation of kickboxing, there is not a limb you possess that is not used in direct physical attacks. You are a stand-up fighter with a huge repertoire of attacks. After activating, you gain the following bonuses: Instead of a simple unarmed attack, you must select which attacks you wish to make. The damage dice listed cannot be adjusted by any other abilities. Punch: Damage—1d2; make two punch attacks in place of one normal attack you would normally make (max 2 uses per Attack action); you must hit with both attacks to increase your Martial Artist chain bonus tier. Elbow: Damage—1d8; if you use an elbow once as part of an Attack action, roll damage dice twice and take the higher value. Jump Kick: Damage—1d10; you must move at least 10 feet towards your target before making this attack. Roundhouse Kick: Damage—2d8; you have disadvantage on the attack. Knee: Damage—1d6; and you can shove the target 5 feet. If the target hits an obstacle, it takes +2 damage. After you select this discipline a third time, if you hit a creature three times or more with an Attack action, the target has disadvantage on attacks against you until the beginning of your next turn. Praying Mantis: You carry a powerful stance, and emphasize your aggression through rapid and coordinated hand movements that both distract the enemy while delivering powerful blows which cripple one’s enemy. After activating, you gain the following bonuses: You gain a +1 bonus to AC. If an enemy misses on a melee attack against you, you can make a single melee attack against that
target as a reaction—on a hit, you inflict half damage. If you score a critical hit, the target has disadvantage on its next melee attack against you. You have advantage against attempts to move you against your will. After you select this discipline a third time, your AC bonus increases to +2. Snake Style: Your strikes are light, but rapid, connecting numerous times and at numerous places against your opponent. Simultaneously, your fluid movements make you a difficult target. After activating, you gain the following bonuses: At the beginning of your turn, select one creature you can see to gain a +1 bonus to AC against until the beginning of your next turn. Once per turn, if you roll a 1 on any of your damage die, you gain an additional melee attack against the same target as part of that action. If you roll multiple damage dice with a hit, all dice must roll a 1. While you are prone, creatures don’t have advantage on you while and you don’t have disadvantage on them. After you select this discipline a third time, your AC bonus increases to +2. Tai Chi: You are able to direct enemy aggression into a weakness. The angrier the opponent, the more energy you can direct back. After activating, you gain the following bonuses: If a creature’s melee attack roll against you misses, the difference between the attack result and your AC becomes a damage bonus on your next melee attack. This attack must be made on your next turn against the target that missed you, and if you miss, the damage bonus is lost. If a creature’s melee attack roll against you is a natural 1, you can knock the target prone and make a melee attack as a reaction. After you select this discipline a third time, you knock the target prone and make a melee attack as a reaction if your enemy rolls a natural 1 or 2. Taekwondo: More defined by its powerful leg movements rather than hand strikes, your opponents should always keep their eyes on your feet. After activating, you gain the following bonuses: If you are not grappled or your legs otherwise restrained , your unarmed attacks increase their damage die by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). If you move at least 20 feet towards a creature and make an unarmed (kick) attack as your Attack action, you have advantage on the attack. Once per discipline activation, if you score a critical hit against a target your size or smaller, you inflict maximum damage. After you select this discipline a third time, you can inflict maximum damage with a critical hit twice per activation. Tiger Claw: You adore getting close, real close. Getting within your enemy’s reach, you hope to prevent a strong counterattack. And you kick too. After activating, you gain the following bonuses: You gain a +5 bonus to speed. You can spend 20 feet of movement and move to occupy the same space as your opponent—you no longer occupy a space around said opponent and allies can attack through you. Any target occupying your space cannot use the Disengage action.
If you hit a target with an unarmed attack, you can use a bonus action to inflict additional claw (slashing) damage equal to your attack modifer. This damage is not part of the same attack action and thus is not multiplied with a critical hit. After you select this discipline a third time, your bonus to speed increases to +10.
GUN DANCER Residents of York cope with echan encroachment daily. The natives watch, warily or willingly, as travelers walk along the main avenue from the west gates to the docks. While the income from the docks and immigrants force even the least open-minded citizens to tolerate this traffic, York continuously deals with racial violence between the techan population and outsiders, be it directed inward or outward. The military and police are taught early on that most of their weapons will break down or be ineffective against most forces attacking their city. With training from those skilled in echan lore, the York military developed a system of analyzing enemies and determining the most sensitive place to strike with the most damage. “Gun dancer” is a slang term attached to those individuals exhibiting remarkable skill in this martial art. There is no formal academy or dojo where one acquires the title: it is acquired through the school of hard knocks, its warriors emerging with a prowess exceeding the others—a natural grasp of the skills, as if never needing to be taught. You have been given such a moniker. You are able to examine a target in an eye blink and determine the perfect point at which to inflict the greatest harm. In addition, you have developed a harmony with the area around you, always analyzing your surroundings for the best cover and field of fire. This allows you to avoid hits while still maintaining your concentration on the target. You rarely remain still in combat, constantly moving from cover to cover, always with a vital enemy weakness firmly locked in your crosshairs.
SYNERGY This archetype works best with the gunslinger, martial artist, medic, and techie classes.
PROFICIENCIES You have proficiency with one-handed small arms.
SPASTIC SHOT Beginning when you choose this archetype at 3 rd level, before the end of your Attack action, roll a second d20: on a roll of 16, 17 or 18, you gain one extra ranged attack as a part of the same action, and on a roll of 19 or 20, you gain two extra ranged attacks.
FASTER THAN EYES CAN SEE At 7th level, you can reload a single one-handed small arm taking no action. Once you use this feature, you cannot use it again until you take a short rest or long rest. You also gain a +2 bonus to initiative.
COWBOY KEMBO Starting at 11th level, if you score a critical hit with a ranged attack gained from spastic shot, you one extra attack (max 4 extra attacks).
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MAYHEM SONATA
GUN WALTZ
At 15th level, you are able to perform a ballet of destruction. Your spastic shot range increases to 14-17 for one extra attack, and 18-20 for two extra attacks.
At 18th level, if you gain at least two additional attacks with spastic shot, you also gain a +1 bonus to AC and +5 foot bonus to your speed until the end of your next turn (not cumulative).
INFANTRY SUPPORT SPECIALIST You are not placed on this world to lead. You support those that have earned your loyalty. You are an infantry support specialist. You carry the largest weapons and know how to employ them effectively without endangering the lives of your allies. Your only weakness is your speed. Being the heaviest hitter has also often made you the slowest. Your abilities are based upon lying down heavy fire and to prevent the approach of invading forces.
SYNERGY This archetype works best with the grounder, heavy, marshal, and techie classes.
PROFICIENCIES You have proficiency with simple melee weapons, all small arms, heavy weapons, super heavy weapons, and two specialty weapons of your choice.
WEAPONS PLATFORM Beginning when you choose this archetype at 3 rd level, spend 30 feet of movement on your turn to gain a +1 bonus to attack rolls with auto or auto-heavy weapons until the start of your next turn.
FOCUSED BARRAGE Starting at 7th level, as an action, if using an auto or auto -heavy weapon, you can target a single creature with a barrage. The DC of the Dexterity save to resist your attack is 8 + your attack ability modifier + your proficiency bonus + any weapon bonus. A target takes double dice of your weapon damage on a failed save, or half as much damage on a successful one.
LAWNMOWER BARRAGE Starting at 11 level, you can move 5 feet without incurring attack penalties with two-handed small arms and heavy weapons (but not super heavy weapons). At 11 th level, you can plant a super heavy weapon as a bonus action. th
THE MEAN ONE Starting at 15th level, all opponents within 20 feet of you suffer disadvantage on any attack that doesn’t include you, and you gain a +5 bonus to damage rolls with ranged weapons against them.
LET’S ROCK! Starting at 18th level, you can use an action to make a single ranged attack against each enemy in range you can see. Once you use this feature, you cannot use it again until you finish a short or long rest. If no targets are hit by this action, you regain the use of this feature.
MACHINE OF WAR
There are some that accuse you of being a warmonger. This may be true but the fact is that there will always be a war somewhere. Your nation or your pocket-book will always be threatened. You have found a niche and fill it well. You may even acknowledge that this journey is only taken on by someone psychotic. Most heroes are insane anyway. At least you're aware of how close you are to losing it. If there was no war, you would be the type picking fights in bars, eventually committing suicide with the very weapon you used to dispatch your foes.
It’s a great time to be alive. In this world, there is always a war, always an evil, always an opponent. You spend your life hunting and destroying monsters that obsess over leaving a scar upon planet and people as proof they existed. Medals are for the weak. All you require is a reliable weapon, an enemy, and finger to point the way. Morality and motivation are only convenient crutches you’re happy to use when the need arises. You sometimes wonder if you’re a good person or just thankfully on the right side. You take the actions you do as proof of your ethics. Save the innocent or kill the bad guy. Regardless of your response, your allies are thankful you’re on their side.
SYNERGY This archetype works best with the grounder, gunslinger, martial artist classes.
ADRENALINE RUSH Beginning when you choose this archetype at 3 rd level, each time you make an attack against a creature within 30 feet of you, you regain 1 hit point of damage. For every ten hit points recovered this way, you gain one additional attack with your next Attack action.
GLAZED LOOK Starting at 7th level, if you are reduced to 0 hit points by a non-critical hit, you automatically use and roll a Hit Die as a reaction, but only regain half the result (round up).
YOU WANT SOME OF THIS? Starting at 11th level, you can allow enemies to have advantage on you until the beginning of your next turn. Until the beginning of your next turn, you have advantage on attack rolls and regain 2 hit points instead of 1 with Adrenaline Rush.
RISKY MANEUVER Starting at 15th level, if you have less than 15 hit points, double your proficiency bonus on attack rolls.
ULTIMATE BADASS Starting at 18th level, when your hit points are reduced to half your total hit point value or less, you gain a bonus to damage equal to half your Constitution bonus. When your hit points are reduced to one-quarter your total hit value or less, this bonus increases to your full Constitution bonus.
MAN-AT-ARMS You are a professional soldier. You've been so since the moment you picked up a weapon. The only thing you can depend on is your firearm. By the end of the day, it is the most reliable friend you have. Having ventured into this wasteland these outsiders call home, you dedicate most of your time to ensuring your weapon does not break or jam. War is all you know, and you're good at it. You track your line to the honored knights of a previous age, when they used swords and shield crests to display their honor: now you have chevrons of rank and a properly oiled firearm. Outside the bastion border, the old ways have returned. You can also almost respect those embracing the old code. You could even see yourself riding a horse as a knight—a trusted and proven sword in your hand. But that wasn’t your path. You were born in a bastion, so your sword is your gun, and those with blades are your enemy. Such is the way of war.
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SYNERGY This archetype works best with the grounder, gunslinger, heavy, and sniper classes.
PROFICIENCIES You have proficiency with all armor (except exo-armor) , small arms, heavy weapons, super heavy weapons, and any two specialty weapons of your choice.
THIS IS MY RIFLE
You can then spend acquired TPs the followings ways.
Beginning when you choose this archetype at 3 rd level, select one specific firearm: you gain a +1 bonus to attack rolls and also do not suffer disadvantage on attack rolls when prone with your chosen weapon.
Elevate Strategy (3+ points): As a bonus action, select one ally per 3 points spent; the targeted ally immediately gains an action and can either move or take a bonus action. Targeted ally still gets her turn when it comes up.
This is your chosen weapon for all man-at-arms abilities. When reaching a new level, you may select a different weapon.
Eyes Around (2-6 points): As a bonus action, select one ally per 2 points spent (maximum 3 allies); the targeted ally makes a single attack.
MY WEAPON IS MY BEST FRIEND
Intelligent Defense (1 point): One ally gains a +3 bonus to AC until the beginning of your next turn: if you move before then, the bonus is lost.
Starting at 7th level, you can change a clip, magazine, or a cell on your chosen weapon without taking an action. Once you use this feature, you cannot use it again until you finish a short or long rest. You also have advantage on disruption saves for that weapon.
FIRE MY WEAPON TRUE At 11th level, once per turn if you have advantage on your ranged attack roll with your chosen weapon and both rolls hit, you are considered to have hit twice (using additional ammunition accordingly) .
WE ARE MASTERS OF OUR ENEMY Starting at 15th level, once per turn if you drop a creature to 0 hit points using a firearm, you can make a single ranged attack as part of the same action.
INSEPARABLE APPENDAGE
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An ally suffers a critical hit. An ally is reduced past half hit points. An ally is reduced to zero hit points. Three or more allies suffer damage from an area effect.
Opportune Weakness (2 points): As a reaction, one ally’s hit becomes a critical hit. Outmaneuver (1 point): Spend 30 feet of movement to move a creature your size or smaller up to 5 feet (it cannot be moved into hazardous terrain). The target suffers disadvantage on attack rolls until the beginning of your next turn. Shift Battle Theater (1-3 points): As a bonus action, select one ally per 1 point spent (maximum 3 allies); the targeted ally can either make Disengage action for free on her turn or can move immediately up to 20 feet. Reverse Course of Action (10 points): As an action, all enemies you can see are stunned until the beginning of your next turn.
At 18th level, your chosen weapon becomes as much a part of you as an arm. You can re-roll one natural 1 on an attack roll with that weapon—once you use this feature, you cannot use it again until you finish a short or long rest. Additionally, your chosen weapon cannot be targeted or destroyed, you cannot be disarmed of it, and you can stow your chosen weapon and draw a onehanded small arm without taking an action.
REEVALUATE STRATEGY
MILITARIST
Starting at 11th level, you gain 1d4 each time you meet a Coordination condition instead of 1.
Starting at 7th level, instead of using your Hit Dice to recover hit points during a short rest, you can use them to gain TP points. For each Hit Die spent this way using a bonus action, you gain 1d4 TP.
TIDE OF WAR
You have probably graduated from a command school or officer college. You emerged as a trained, disciplined leader, ready to rally the uncontrolled masses. You are not some desk jockey trained from books. You possess natural, applicable talents, earning the respect that goes along with them.
Starting at 15th level, if enemies gain a surprise action, you gain 5 TP. If a creature hits you, you gain 1 TP.
SYNERGY
Starting at 18th level, if you are reduced to zero hit points, you gain 10 TP and can use as many Coordination abilities as you want and can afford as a reaction .
This archetype works best with the grounder, marshal, medic, and sniper classes.
COORDINATION Beginning when you choose this archetype at 3 rd level, you receive TPs (Tactical Points) each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction. You receive 1 point when each of the following occurs. An ally you can see or communicate with rolls a natural 1 on an attack roll.
BATTLE INSTINCT BATTLE LEADER
PISTOLERO You believe your abilities to be naturally canny skills developed over years of hard training and discipline. You possess the capacity to be in the right place at the right time in close combat to place a perfect shot. You prefer to present yourself in close quarters, preventing enemies from striking from a distance. You maneuver to get close, maximizing your firing potential while reducing the capacity to be hit in return. It is not unheard to jump in the midst of an enemy squad, take every one down at point blank range, and walk away without a scratch. To do that, you must get close, study your targets, and make every shot count. You study a scene
in seconds and know exactly where to stand and in what position to offer the greatest level of defense while making your weapons lethal with a single shot.
FLAWLESS REPUTATION
You have proficiency with all one-handed small arms.
Beginning when you choose this archetype at 3 rd level, when you make a Dexterity (Stealth) check against a target’s Wisdom (Perception), roll 1d10 and put it aside—this is your reputation die. You can use that result to affect the natural result of any d20 roll made for an attack or a Dexterity (Stealth) check, including the one you just made. You can only set aside 1 die at a time, and can replace one with a better result if it comes up. You lose any acquired reputation die when you finish a long rest.
POINT SHOT
YOWIE SPECIALIZATION
SYNERGY This archetype works best with the gunslinger, medic, and techie classes.
PROFICIENCIES
Starting at 3rd level, as an action, you can make a single ranged attack with a non-auto one-handed small arm against a creature 20 feet or closer. You inflict an additional 1d6 damage on a hit, increasing this damage by one step at 7th, 11th, 15th, and 18th level (1d6 > 2d6 > 3d6 > 4d6 > 5d6 > 6d6 > 7d6 > 8d6). Any additional effects which increase damage this way, including other pistolero abilities, are compounded.
Starting at 7th level, if you use a ghillie/yowie suit in its proper environment, use an action to become invisible until you move or make an attack.
BRILLIANT SHADOW Starting at 11th level, roll all acquired reputation dice twice and set aside the higher value.
WEAVER STANCE
PSYCHOLOGICAL WARFARE
Starting at 7th level, you can wield a single one-handed small arm with two hands. If so, you suffer a -10 foot penalty to speed but increase Point Shot damage by 1d4 steps.
Starting at 15th level, if you drop a creature 25 feet away or further to 0 hit points, you gain one additional reputation die—in addition to any already acquired.
KILL SHOT Starting at 11th level, you make sure each opponent is dead before moving on. If your Point Shot attack reduces a creature to fewer hit points than your level, as a bonus action, you use one additional round of ammunition to kill the target.
KINETIC SHOT Starting at 15th level, if you act before an enemy after rolling initiative, you can increase your Point Shot damage against that enemy by 4 steps.
ONLY NEED ONE Starting at 18th level, if you score a critical hit with a Point Shot attack, increase your damage by 4 steps.
RECON INTELLIGENCE
SPECTER Starting at 18th level, you can have two reputation dice at once, (three if one is acquired from Psychological Warfare).
RING FIGHTER
You have the belt. You've claimed the trophy. Few others boast the record you have. You fought hard and trained hard for the respect and it is well earned. In the realm of physical training, there is no better.
SYNERGY This archetype works best with the grounder, gunslinger, marshal, and martial artist classes.
PROFICIENCIES You have proficiency with simple melee weapons.
You dig yourself in and become one with the terrain. You ignore wind, rain, or even wandering monsters. Nothing distracts you. An entire army could pass without noticing. Even your attack is as silent as a mosquito bite, though far deadlier.
GRAPPLE DISCIPLINE
You approach your target and wait for the perfect moment. You adjust for every possible condition, from gravity to wind. When finally squeezing the trigger, only God could stop that round from finding its target. You never miss, as your purpose is to never give a foe the benefit of a reload. When you take out your target, your single goal, you slither away to your next objective. Your foes can dissect the terrain looking for you, but you were never where they thought. As they hunt you down, you aim for your next victim.
GUARD CONTROL
SYNERGY
CHOKE / LOCK
This archetype works best with the medic, techie, and sniper classes.
PROFICIENCIES You have proficiency with light armor, ghillie/yowie suits, and sniper weapons. You also have proficiency with Dexterity (Stealth) checks.
Beginning when you choose this archetype at 3 rd level, you are able to gain the upper hand in almost any close combat situation. You have advantage on all rolls related to grappling. Starting at 7 level, while grappling a creature, you gain a +1 bonus to AC. th
TOLERANCE THRESHOLD Starting at 11th level, if you are grappling a creature, you have resistance to any piercing, bludgeoning, or slashing damage from the target. Starting at 15th level, each turn you sustain a grapple on a creature, you inflict damage equal to your Strength or Dexterity modifier on the target. This does not count as an action.
MOUNTED ATTACK At 18th level, you gain complete control over every opponent. While grappling a creature, it suffers disadvantage on escape attempts.
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SAPPER Combat engineers have a long and respected history. You can be a bridge builder and a bridge destroyer. You approach bombs while others turn and run. With seconds on the clock, others give up while you take it as incentive.
SYNERGY This archetype works best with the marshal, medic and techie classes.
PROFICIENCIES You have proficiency with Intelligence (Demolitions).
THE LONG WALK Beginning when you choose this archetype at 3 rd level, you have advantage on Intelligence (Demolitions) checks.
RENDER SAFE PROCEDURES Starting at 7th level, if forced to make a Dexterity saving throw, you can move 5 feet as a reaction but before needing to roll (possibly escaping the area of effect).
SLIGHT CHEMICAL IMPROVEMENT Starting at 11th level, when you detonate explosives you have set with a blast radius of 10 feet or more, you increase the blast radius by another 5 feet.
PROPER APPLICATION Starting at 15th level, when determining the saving throw DC for explosives you set, double your Intelligence modifier.
SCORCHED EARTH Starting at 18th level, your explosives have a tendency to set off chain reactions. After you detonate an explosive, a lingering fire breaks out until the start of your next turn, dealing your Intelligence modifier in fire damage to any targets entering or starting their turn in the affected area. The fire lasts for 1 minute.
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Several hours later, just outside the forest, Aiden heard the whining of a failed bearing. The vehicle surged then decelerated, bucking the passengers inside. A small pop echoed from the cockpit above. Clear English curses followed and the vehicle stopped. Hairless jumped down from the upper hatch and opened the lower door from the outside. "What’s the problem?" Aiden asked. Hairless snapped open a hand-sized plastic container and pulled out a discshaped piece of plastic. It was red around the edge and white in the center. He placed the disc close to one of the passengers, but nothing changed, then to another with the same result. When the innocuous plastic approached Aiden, the red expanded to fill the disc. Hairless brought the sensor down and seized Aiden’s collar roughly. After being tossed to the dirt, Aiden shouted, "What’s the matter with you?!" “Son of a bitch,” Hairless snapped. He grabbed Aiden’s
bag and dropped it abruptly on the dry crimson soil. "You book my ride and don’t bother telling me you're magic?" "I’m not!" Aiden glanced at the other passengers. They stared back at him, confused, angry, and scared. "That ident card even yours?" Hairless snapped as he took a step to the fallen boy. "You can’t forge those!" "Where is it then? What you got on ya?" Aiden sat there, unable or unwilling to answer. Hairless kicked Aiden’s shin. "Where is it?" Aiden fumbled in his pack and drew out his spellbook. He might have yet to turn, but the words and Chen's spark hidden inside were still enchanted. "You got to be kidding. You want to be a wizard?” “Yes,” Aiden muttered almost to a whisper. “From a bastion?" "Yes," Aiden answered more resolute as he got back to his feet. "What’s wrong with that?” "The hell’s your problem?” "I’m not a radiant. I haven’t turned." "Regardless, you’re walking now. Back or forward, your choice. Forward’s safer." Aiden looked to a barren gravel field, the bushes and the scattering of short trees. "This isn’t Antikari." "We’re at the border. Safe out of Cyon." Aiden's eyes wandered around at the expanse. It was nearly a desert. Echa had a tendency to glorify extremes. Woods to wasteland, plains to peaks, with hardly a bush or hill to mark the transition. Aiden could see a dark patch of forest at the edge of the horizon. "There’s nobody here." "Don’t care," Hairless replied as he closed the lower door and began scaling up the ladder to the upper hatch. "Soil my machine with what you got. Should've taken a wagon." "I didn’t think it would break down. Honestly. I thought these were insulated?" "Only from the outside. You could blow the whole works with a spell if you were stupid enough." Hairless opened the hatch and sat in the copilot’s chair. He stuck his head out. "No need to be too scared. Boggs rarely migrate this far from cover. Just keep your eyes open for puggs." "Puggs?" Rodents of the fae tree, a wingless locust swarm, a growing infestation that plagued the land. If found alone or in small numbers, puggs were no better than rabid dogs, dogs with fingers to hold any weapons they found. Aiden had read stories. "Oh, don’t worry," Hairless replies. "A swift kick usually kills one. You've a gun or a blade?" "Blade," Aiden answered. It wasn’t much. Minx made him carry one. It wasn’t more than a dagger; it was off balance, not very sharp, and not worth enough to be stolen. Aiden had desired one of the untarnished swords from Chen’s collection. Brandishing it confidently against an opponent was effective if it was held right. He never really held it right. "Know how to use it?" "Not really," Aiden mumbled. "Well…neither do they." Hairless went to close the door.
"Which way!" Aiden shouted. Hairless poked his head out and pointed. "The road, eight hours. Make good progress, you’ll beat nightfall." Aiden's head followed the man’s point to a river of mismatched rocks that wound under a skeletal canopy of leafless trees. "That’s a road?" "You expecting golden bricks? Just stick close to the path and pray it doesn't end." Hairless tapped his throttle and the engine belched. "At least this way, we don’t have to detour. You were the only one going to Antikari." "Glad I could help," Aiden muttered low enough to not be heard. Hairless closed the hatch and the vehicle lurched forward without giving its passengers time to prepare. The scrambler swiveled past Aiden, picking up speed after it passed, leaving a small cloud of dust in its wake. * * * Aiden was not on the Continental Cross--the moderately traveled highway that bisected Canam which he had read about. In order to save time, the scrambler crew had gone northeast and made Aiden walk south. Aiden wondered if it truly was eight hours or eight days at his pace. Night fell with no Antikari. Aiden hoped to find gas-fed fires atop of posts and the revelry of rowdy humans behind tavern walls. When he entered the forest the road began to narrow. The light from Attricana beamed down from a cloudless night. Aiden could almost read by it. It looked as any star. It warranted worship as he imagined the constellations did when people could still make most of them out. Now this single brightness reigned orphaned in the night. It was not like the other stars. This star required no cresting backbone over the darkness to stay up. Aiden walked but every step was predicated by the dread of breaking a twig and beckoning predators. The canopy above was thickening, dimming the light as Aiden braved deeper. The lake Aiden approached was almost inviting. He stared at its stillness, it's perfectly smooth skin. It unnerved him. He felt the wind but the water refused to obey. Aiden's mouth crumpled and he swallowed. His canteen had been emptied by dusk. He approached the beach slowly and unscrewed the top off the decanter. The strap fell off his shoulder and dangled precarious close to the mirrored surface. Aiden stopped before breaking the surface. He carefully pulled the canteen back. He was positive he'd read something about this, but he couldn't recall the details. He would rather be thirsty. Aiden backed from the beach and continued alongside, following the fading path. It led him back into the dense growth. When Aiden began his journey, he had refused any working technology. No flashlight. The perky and loyal spark that hovered around him tried to settle his nerves by shining as brightly as it could, but even that only reached a few feet. The spark was only an aide in reading and lighting candles. In a pinch, it might be able to light a fire, but that could cost its life and Aiden wasn’t prepared
to cast it to oblivion just yet. He still had no capacity to make one on his own. Aiden kept his pace slow but committed as Attricana became nearly completely obscured. The vegetation started to clear, instilling some momentary hope in him that the road would return. Instead, it opened into a small clearing dominated by a jarring and unbefitting metal tree. Vines had begun winding their way through the shell. A few charred segments of titanium sat behind it. Aiden recognized it as only the tail end of some great beast. Beast, Aiden had to get out his fantasy thinking. It was an aircraft, or was rather a portion of one larger than he had ever seen back home. Aiden's spark knew it was important and buzzed around the silver hull, delighted that it was able to cast its own reflection. The tail had opened a hole in the forest canopy when it fell, breaking apart bushes and branches on impact. Aiden could tell it wasn’t an Angel aircraft. There was something too faultless about the hull, perfectly smooth, without an exposed rivet or puckered seam save where the rest of the hull was torn away. The skin was a sword-thin carbon composite, a sandwich weave beyond the likes seen in Angel. A jagged opening offered Aiden cover from the elements. He let his satchel fall aside and took a moment to eat. He unfurled the foil of an Angel nutrient supplement--500 calories of everything one might need in the wilderness, bound tightly in a pressed package of grains, nuts, and dried fruits. It was genetically engineered to maximize dietary needs without the pesky drawbacks of weight. It was supposed to be filling. It wasn’t. Still savoring the last few bites, Aiden began pushing through the fragments of debris around the crash. The faintest violet glow concealed in a broken crate caught his eye. As Aiden approached, he fell under the shadow of the steel sentinel, leaving only the purple light upon his face. His hand rolled through fluttering pieces of snow that felt neither cold nor wet and refused to melt in the warmth of his hand. Sprinkles of the white packing foam fell onto the soil. The item dropped to his knees; the violet light grew beyond a glint. The spark considered it competition and flew down to illuminate the stone as best it could. Aiden noticed four pearl-colored claws clamped around the outer edges of the unrefined jagged gem inset. The fingers of the lizard curled around back, not to form a hand, but to merge with other fingers. Two golden loops could support a chain if Aiden were inclined to flaunt the jewel from his neck. Such an item was jarring amongst the jagged metal and broken technology. Aiden starred into the crystal. He felt it staring back.
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lthough Earth now resembles the ancient landscapes of fantasy, medieval it is not. The push for survival did not retard progress, and the architects building the first cities after gate-fall, even if outside the first fledging bastions, still possessed enough talent to build insulated housing and double-paned glass. Basic technology still works occasionally despite the occasional hiccup. Most of all, the knowledge from thousands of years of trial and error remained. The armor of today is lighter, stronger, and more maneuverable than the armor of legend. Swords are sharper and more balanced. Purely mechanical devices below a certain complexity, especially agricultural machinery, are retooled to accept animal or human power. Additionally, the functional limits of technology vary from place to place according to the density of the EDF. Prevented from developing complicated machines, many survivors delved into new areas, pioneers in alternative paths of development previously considered obsolete given the onset of industrialization. Simultaneously, bastions have employed their advanced expertise to weaving better clothes and forging better armor. Originally intended only for their own populations, some have learned the value of these goods outside their walls. Though their high tech weapons and devices are mostly useless on the outside, bastions could still sell mass-produced, durable creature comforts, and even advanced versions of low-tech technologies, replacing tempered steel with carbon nanotubes, wood with advanced plastics, wool and cotton with synthetic fibers. This resulted in a torrent of new exports, boosting the economy of growing nations. The process to create these items in bulk necessitates the use of bastion knowledge and machinery, methods only replicated where the EDF is low or virtually nonexistent; thus markets usually sell these items for outrageous markups. Bastions like Angel and especially York turned this into a substantial windfall as the money turned in (gold, silver, and platinum) could be converted into raw materials. Disruption-immune bastion exports have found their way across the echan countryside, employed by almost every manner of individual, though often only held by human hands. Many of the more old-fashioned fae, especially laudenians and chaparrans, despise these items. It is clear, therefore, that the chief obstacle faced in open echa to a lifestyle not entirely unlike that of, say, the mid-20th century preHammer is not lack of knowledge and development, but the lack of the dedicated infrastructure required to take advantage of it. The rare echans granted a peek inside the bastions (and allowed to come out again) often wax rhapsodical about two things: electric lighting and flush toilets. In fact, indoor plumbing is far from an impossibility in echan communities, powered as it is entirely by simple mechanical processes—what most of echa lacks is the extensive sewage and water table management facilities necessary to maintain such conveniences (even so, many present-day castles are equipped with running water and modern lavatorial facilities). Electricity is more problematic; though the processes for generating it work normally, even simple batteries lose their charge two to ten times faster than in techan communities, and even the most conductive wiring is incapable of carrying a current more than a few hundred feet. Thus, electric power is an extreme rarity in echa. The greatest distinction between technology and magic is progress. Technology improves as a civilization endeavors to better itself. The desire to advance from a primitive design encourages the development of better materials, better processes, and better machines. There has never been a point where a society was content with what it had achieved. Based in the most basic evolutionary drive, a species must expand both in knowledge and in scope in order to remain competitive against rivals. These rivals include other nations as well as other species. This compulsory habit in humans is almost totally absent in nonevolved species like the fae, and even magically uplifted species like the kodiaks are slow to embrace this biological obligation to subsume or subjugate underdeveloped people, building upon a ruined foundation of past accomplishments.
Magic does not improve; when it changes, it does so on its own, and in random and unpredictable ways. Creatures of magic are the same the world over, except when they devolve, and even then the mutation usually takes the same form whenever it occurs from the same stock. The spells of yesteryear are the same cast today. Arcane knowledge and the ways of Pleroma passed down from the dragons in the previous age are finite. Though occasionally new spells are uncovered, they have not improved the knowledge of the language or how it is able to alter the world when uttered. No matter how powerful magic is, it does have limits, and only the most powerful dragons seem capable of transcending those limits. Additionally, the only creatures gifted with such enlightenment about Pleroma are creatures without the biological compulsion to better their species. Therefore there has never been an attempt by the fae to improve upon it, and a human lifetime is too severely limited to understand all the chaotic variables associated with magic. With this impediment, many echalogians on both sides of the magical/technological axis have predicted that eventually, science will inevitably discover how to overcome their sensitivity to magical effects; theories of quantum mechanics already posit machines capable of making minute adjustments to their own inner workings to compensate for the vagaries of the EDF. Additionally, bastions like Porto and Mann have put forward proposals for creating a field that simulates a negative energy signature not unlike the energy from Ixindar. This would result in an “anti-magic field” that would render all magic within it inert. If successful, the retaking of the Earth by machines would be inevitable.
RESOURCES
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Before man fell from his seat of power, he managed to strip Earth of almost all non-renewable resources. He extinguished nearly all fossil fuels, forcing bastions to develop alternate sources. Oil and gasoline are scarce after the Hammer, and with a lack of industrial-scale cultivation, vegetable-based fuels are not easily manufactured on the scale required by a techan population. The biggest hurdle for any formed authority was location. Many centers of techa positioned themselves on the coast for obvious reasons. Some utilize the energy of the atom while others embraced cleaner resources like geothermal, tidal, or solar power. However, while coastal locations are generally rich in these kinds of energy resources, the only mineral wealth they can usually claim is plentiful quantities of silicon. Only Selkirk sits on or near a mine. This left most available resources in the hands of echan cultures. The narros, of course, are the best miners and control the most valuable pits, but human settlements frequently grew around the narros mines to aid in exporting the excess mineral wealth. The remaining resources are the common elements most took for granted years ago: copper, silver, gold, platinum, iron, coal, etc. In the new age, new riches like angelite and coruthil have also emerged. The bastions need such resources badly and some have secretly established trade agreements with outside sources.
CURRENCY Without an extensive system of banking and trade exchanges, each kingdom issues its own currency. Since the concept of paper money in any great quantity relies on a trust that market economies are simply unable to match, nearly all of these currencies are issued in coin. Thankfully, the fae nations, long before man’s arrival, already decided that—despite what stamp was cast into the coin—the best way to ensure fair commerce was to make the value of the coin equal to
that of the metal it is made from. It is not unheard of for travelers to pay their way in coins of equal value, but from a dozen different kingdoms. Because magic has difficulty forging valuable metals without the aid of a philosopher’s stone (the holy grail of alchemy and still only legend), the fae restricted their coins to a small branch of metals, namely gold, silver, and copper. This was standardized amongst the gimfen, damaskans, and narros (the latter being believed to have pioneered the practice); chaparrans and laudenians preferred barter to money in their own communities (and still do). Narros eventually added two more to the range, a dull silver coin made from palladium and platinum, and an ultra-rare angelite mint. In the modern world, the fae continued this practice and have endorsed a set of rules when dealing with currency. Rather than deal with the complexities of moneychanging in a culture where trade is sporadic at best, most human nations have simply adopted the fae tradition wholesale. Coins trade at the fair market value of their constituent metals. They are all properly stamped for authenticity and are distributed in near identical weight to other coins of equal value. Though each nation issues its own currency with its own unique signature, a coin from Abidan and a coin from Torquil are of more or less equal purity and value. As the most prolific mines in Canam are operated by the narros and nearly all nations must deal with them for the raw metals necessary to make the coins in the first place, they alone have the economic clout to ensure the system remains equitable across the continent. Baruch Malkut is the only nation that still employs a standardized banknote system for higher denominations, issuing paper with no face value to represent stored riches. Baruch shopkeepers, though encouraged to report those passing unfamiliar money, often take foreign gold, as the coins can be melted and re-stamped. Despite a continued push to eliminate the exchange of this money within their borders, it still occurs. The Malkut slavers, for example, freely accept foreign coins.
ECHAN CURRENCY For simplicity, all echan coins trade equally with each other. Many kingdoms take foreign gold, melt it, and re -stamp it with their mark. Because of this practice, the Limshau chryso is the most widely circulated currency in Canam, followed distantly by the narros golden foot. Here are some examples of Canam currency: Copper/Brass/Bronze Coins (=1 cp) Abidan/Limshau/Gimfen penny (plural: pennies) Baruch Malkut copper Kannos kuedo Narros copper tooth Orchis casten Torquil penny (plural: pence) Silver Coins (=1 sp) Abidan dagot Kannos kroenan Baruch Malkut silver Gimfen pebble Limshau carmot Orchis noman Narros silver finger Torquil sterling
Gold Coins (=1 gp) Abidan sovereign Kannos kannon Baruch Malkut dollar Gimfen gold stone Limshau chryso Narros golden foot Torquil crown Platinum/Palladium Coins (=1 pp) Limshau tollar Narros pallis spirit Unique Currency (Various) Narros angelite opus (=500 gp) Laudenian enchanted mark (=10,000 gp) Gimfen pearl (=50 gp) Quinox crystal (=5 gp)
Houses Antikari, Ogium, Plicato, and Solum all use various other nations’ currencies. When Torquil was in its prime, it instigated a massive run of its coins, which was the dominant tender for nearly a century until the kingdom’s collapse. Even after, it continued circulation for many decades and is still found today, though overwhelmed by the distribution of Limshau coins. Unique currency is often not accepted outside of the region of issue, except by collectors. The gimfen pearl is an actual pearl but with nearly pin-thin etch-work all over it, making its aesthetic worth far higher than the pearl’s value itself. It is often used when flamboyant purchases are made, especially in front of prospective mates. It is commonly considered a sign of arrogance if used for mediocre acquisitions. The laudenian mark is merely a glossy disk of brass but is enchanted with a permanent magical endowment. The coin has no apparent weight and can float in midair. It cannot be broken, or bent, nor can it be picked from its owner’s purse. The coins reappear in the owner’s possession until willingly handed to another. Though the magic can be pulled off it and used in a constructive way, only
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the laudenian elder casters know how to accomplish this. The narros opus does not have enough angelite to forge an item but enough coins gathered could be employed in such a way; however, the coins are worth more in their issue than they are in their content and the cost of extracting the usable angelite from the coin would increase the cost of forging the item by upwards of 10%. Quinox has a unique currency used in the high court and in prestigious markets. It is a small monocrystal three inches across. The unbroken crystal is completely pure with no grain boundaries—a perfect crystal lattice. The ingot boules issued by the state are identical with no markings for their authenticity. None is required, as no single person within and without the House of Quinox knows how the treasury creates such perfection. Chaparrans and laudenians prefer a barter system, but when forced to use money they employ their neighbors' (in this case, Limshau). Games need not employ this system of currency; just assume the gold they acquire is universal. As an optional rule, GMs are welcomed to include the currency titles above purely as flavor to a scene, or they may impose a rule system upon them, forcing players to track what kinds of money they have and its local value. If so, a few guidelines should be followed: Unique currency is only accepted by the race in question and they are often unwilling to trade it over to more acceptable legal tender. No one outside of Baruch Malkut accepts their money and no legitimate vendor in the “blessed kingdom” converts their coins or bills to foreign money. Banknotes are legal tender, but are usually issued in the form of custom letters of credit and have an accepted range from their bank. Usually, this range is within 100 miles. Outside of this, the notes are refused. Several shops in large cities refuse to deal with large monies (over 500 gp) and will only accept banknotes from local banks. Banknotes are seldom exchanged back to coins unless given as loose change in a purchase. Gems and jewelry are not legal tender and must be traded for currency or banknotes.
UNIVERSAL CREDITS (UC)
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It would be great to think that one could pass into the walls of a city of industry with a bag of gold and buy a laser gun. Alas, it is not that simple. Because of bastions’ desperate need for resources, currency is printed on the cheapest of materials. They all commonly feature a half-plastic/half paper medium impossible to copy with more than 300 counterfeit measures including holographic imagery and computer encoding. Each has special imprinting from its home bastion. No bastion currency can be exchanged with any other bastion currency. For the sake of clarity, these moneys are given the term Universal Credits (uc), for they represent the legal tender of all bastion currency. Various Bastion Currencies: Angel dollar, Mann credit, Sierra Madre bar, Selkirk shilling, and York dollar. Although you cannot trade one bastion currency for another bastion currency, they are all considered equal in value in regards to echan currency. Bastions are always happy to convert echan currency into their own denominations, because echan currency is worth the value of its metal, and bastions are always in the need
for echan currency. Converting money the other way generally involves finding a black-marketeer, who will exchange uc for gold at a ruinous markup; most people leaving a bastion find it easier and more economical to convert their money into exportable trade goods and sell them at the first large market town outside. Every bastion except Mann will accept echan currency regardless of its national stamp. For this purpose 1 uc = 1 gp. There are no fractions or change and exchange banks will not accept lower value currencies unless they add up to a single uc. Banks will also not give out or return echan currency as they are smelted and put to applicable use; gold in particular is essential, as most modern electrical wiring is made from it due to its near total impermeability to most magic. No bastions accept unique echan currency. The Treasure Conundrum: Alas, unlike echans, techan characters will seldom (if ever) find their technology in the lair of a dragon (or any other creature for that matter). This means techans must return to a bastion or techan merchant to re-arm and upgrade their technology or depend on a trained engineer to build arms or armor over a long period of time. Nothing they find in field will be applicable to them (except as widgets). If characters gain a level in a dungeon, they won’t conveniently find a higher level weapon after they slay the next big monster. In long, protracted adventures, this may create problems. Vehicles are a wise base of operations as they may hold many times over the ammunition capacity of a single techan character. This may solve the problematic issue of ammunition but not about the eventual need to upgrade technology. Alas, the echan wilderness is not called a wasteland by the techans for nothing. The GM has options to offset this. In the end, very little is more satisfying than returning to a bastion with your holds overflowing with gold.
TECH LEVELS Tech levels indicate the differences between the bastions. Some of these city-states reached pinnacles of advancement before others. Some struggled to survive while others flourished. With the EDF making longrange communication impossible, the bastions grew and developed separately from their brethren. After 500 years, they are not about to start sharing. Bastions would not only fight for technology but for the people possessing the knowledge of it. Tech levels indicate the possible origin of an item as well as its potential. Anyone finding and using high tech gear is skittish about flaunting it in a lower-TL bastion for fear it will be confiscated, dismantled, and reverse engineered. Five tech levels exist. These are broad categorizations reflecting both how advanced a device is and how easily disrupted it is by EDF. There are often exceptions when a bastion develops a device higher than their stated tech level. Higher tech level bastions gain access to all levels below them. “Tech Level” is not a term that is used in-universe, but most bastions are broadly aware of the tiers of distinction between one another and have their own methods of classifying those differences.
TECH LEVEL 0 This level covers the entirety of civilized history until the early industrial era, stopping before the harnessing of electric power: everything from the discovery of the wheel to its use in manufacturing. This tech level includes several firearms, and though primitive, are notable exceptions to the assumption that all TL0 technology is immune to disruption.
Vehicles: Gliders or basic aero-forms. Both ground and aircraft are limited to archaic steam power. There have been accounts of these vehicles being enchanted though their engines suffer disruption if directly imbued with magic. Weapons: All weapons rely on chemical propellant with simple loading mechanisms. The blunderbuss and musket are examples. Though immune to radiant disruption, TL0 firearms cannot be enchanted. Medical: Natural healing. TL0 benefits more from rediscovered human knowledge about biology than the tools that were developed consequently. Surgery can cure most wounds, but recovery can last a while. Similarity: Up to mid-18th century.
TECH LEVEL 1 At this level, machines come into their own. Internal combustion and steam power have been perfected. Electric power and road vehicles are changing the way cities are built. TL1 is the most primitive level where ambient disruption starts to become a concern. Vehicles: Ground vehicles are run off internal combustion and basic electrical systems. The fact they are mass produced is the real achievement. Aircraft are flown by manual controls and receive propulsion from propellers. Weapons: Bolt action rifles and revolvers. Cartridge -fed firearms are becoming more common. Medical: The implementation of the scientific method, and laboratory research has resulted in vaccines and the basics of genetic engineering. Drugs have become commonplace. Similarity: 19th to early 20th Century.
TECH LEVEL 2
At this level, almost every form of technology has integrated electronics and advanced computer control. Electrification is now commonplace, though computers have yet to dominate civilization. Vehicles: Ground vehicles now sport electronics; some even have climate control and electronic stability. Aircraft now have fly-by-wire, vectored thrust and vertical-take-off capacity. Weapons: Computer tracking and targeting. Infrared and thermal imaging is available, but not standard. Firearms haven’t changed but have grown more complicated with advanced reloading and higher firing rates. Advances in construction make them lighter with larger calibers. Medical: Computer diagnostic beds, MRIs, and XRays. Similarity: Mid to late 20th Century.
TECH LEVEL 3 Refinements in the manipulation of magnetic fields and energy levels characterize this stage. Computers now control most of civilization and link all its citizens together. Vehicles: Vertical take-off fan craft and wingless jets keep aircraft aloft, are much more stable, and can fly rings around more primitive craft. Aircraft designs are no longer dominated by their massive aero-forms.
Ground vehicles still use wheels but now mass transit magnetic vehicles appear as an alternative. Weapons: There will always be bullets, but the rise of both railcannons and self-propelled projectiles offer alternatives. Laser weaponry in its infancy. Advanced magnetics. Prototype exo-armor appears. Medical: Most known diseases are curable. Healing time cut to one-third with medical attention. Nanotech healing isolated in the laboratory. Similarity: This is the last tech level that an observer from the 21st century pre-Hammer might still find familiar.
TECH LEVEL 4
At this level, energy is almost as freely manipulable as matter and nanotechnology is ubiquitous. Vehicles: Robots appear beyond the role of “dumb tool.” Exo-armor is mass-produced. Wheeled traffic virtually nonexistent or, if it exists, can traverse any terrain. Ramjets shrink and provide massive thrust in small packages, revolutionizing transportation outside of magnetic-traffic. Weapons: Laser weapons “tunable.” Plasma weaponry. Bolt weapons are outdated. Medical: Nanotechnology can heal any wounds and even regenerate limbs.
TECH LEVEL 5 Any sufficiently advanced technology would be indistinguishable from magic…if magic didn’t break sufficiently advanced technology. Vehicles: Common antigravity replaces all previous transportation. Weapons: weaponry.
Disruptors, vapor rifles, disintegrator
Medical: Complete body reconstruction.
APPLICATION OF TECH LEVELS The tech level determines how easily the item is affected by disruption (see below) and affects the difficulty and cost of the crafting, repairing and modifying of technology. It also affects its rarity. TL 0 and TL 1: Common. All items with no listed TL are TL0 . TL 2: Uncommon TL 3: Rare TL 4: Very Rare TL 5: Legendary Certain items (like exo-armor) may be rarer than their listed tech level. They may also count as multiple items. Tech levels can also apply in other ways depending on the device in question: see the item descriptions for details.
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ECHAN DISRUPTION FIELD (E.D.F.)
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The EDF is a region of space the Earth resides in where the normal rules of the cosmos and the altered and continually mutable rules spilling forth from Attricana come into conflict. Despite the white gate’s placement near the moon, the EDF appears to radiate from the surface of the planet, as if magic occurs as a reaction between Attricana and the Earth and not wholly from Attricana itself. This field is not uniform, with undulations and hot spots migrating like weather patterns, generally associated with life-forms imbued with magic. Deserts and bastions generally exhibit low EDF, while forests can disrupt even the most basic of machines. As technology currently has no way to reliably and permanently suppress magic, isolation remains the only solution. Bastions often track ambient magic and can detect surges in the background field despite being unable to alter them. They have even created technology to measure the rise of disruption, and can detect if an item or creature is particularly will endowed. Regardless of this knowledge, disruption remains a constant threat outside of bastions, and users or technology must always be vigilant.
DISRUPTION EVENTS Disruption is a constant threat, but the rules applying to it usually only occur when they are at their most inconvenient. There is no hard rule about when disruption events can occur. The GM is invited to spice it up to create random unpredictable moments to make a disruption roll. A disruption normally occurs under any of the following circumstances: The first time in an encounter that someone attempts to use a technological device. Whenever a creature that generates EDF touches technology (echans attempting to use the device always results in disruption of TL1 and higher devices, no roll required). Any time the technology or its wielder is directly affected by magic (any spell or supernatural effect).
Enchanting most TL1 and higher technology (like weapons) disrupts it automatically , no roll required. Whenever the technology or its wielder suffers a critical hit from a magical creature. If the technology or its wielder is hit by an attack from a pincher weapon. At the end of the initiative order each round. Any time outside of an encounter that the GM judges appropriate (using technology in a highly magical area, etc.). At this point, the GM makes a single d20 roll to determine if an item is disrupted and which tech level is affected. Note that disruption rolls are not mandatory: the GM may elect not to make a roll if doing so would not make the scene more interesting, or to decree a disruption event if doing so would. The result of the disruption roll determines the minimum tech level that can be affected by a disruption event, with the highest TL items not currently suffering disruption being affected first. A roll of 6-19 means no disruption event occurs. A targeted disruption always affects the item or character targeted. Any number of targeted disruptions can occur in a round. If the disruption targets an item rather than a character, do not roll for which tech levels are affected – skip straight to the disruption saving throw (see below). General disruption events usually only affect one device at a time. Outside of a combat encounter, treat disruption events as targeted disruptions or choose the affected character randomly. If a general disruption event occurs in combat, the character with the lowest initiative is affected by the first event, the next lowest by the second event, and so on. If the character has no devices of the affected level, no disruption event occurs. Once all players have been rolled for, return to the bottom of the initiative order. Monsters using technology have their own rules and are not affected by disruption rolls.
If the player has multiple items at the same tech level, equipment disrupts in the following order: Weapon currently in hand > gear in use > armor being worn > any vehicle occupied. If the character does not have a device of the given type, move on to the next in sequence. Equipment not actively in use disrupts in the same order. If there are multiple items of the same type, only one is affected (chosen either randomly or by what would be most immediately inconvenient for the character). A player cannot be subject to another disruption event until every player has been subject to one this sequence. Additionally, an item cannot be disrupted twice (even after it recovers) before every disruptable item the character is carrying has been disrupted once this sequence. Natural 20, Critical Collapse: If the disruption roll is a natural 20, something sinister occurs. A cataclysmic pulse courses through the unfortunate subjects of the disruption, causing more than a simple inconvenience. Every party member carrying technology suffers a disruption event affecting the highest TL undisrupted item they have. Example: Kathryn Lindune wears TL5 exo-armor and wields a TL4 rail pistol and a TL5 plasma pistol. She also has operating infrared goggles (TL3). The GM makes a disruption roll and the result is 4. The lowest tech item on Kate that can be affected is her rail pistol. Her infrared goggles (TL3) are safe. Because the armor is higher tech level, it goes first. To break down the goggles, the GM would have had to roll a 3 or less on the disruption roll after already breaking down the armor and both weapons. (If her armor and pistols have already suffered a disruption event and the disruption roll results in a 3, then the goggles would be affected next. If the roll was a 4, then the armor would be hit again).
EFFECTS OF DISRUPTION A disrupted item no longer grants any bonuses. Any special abilities or properties the item has cannot be used. Firearms are unable to fire. Most exo-armor stops moving, rendering the user restrained. This persists until the character makes a disruption saving throw (a d20 roll against DC10). A character proficient in Intelligence (Engineering) can replace the disruption save with the following skill check: DC15 + (2 x Tech Level of item). The character makes one save or skill check per round per affected item at the end of their turn. If the roll succeeds, the device is immediately restored to normal functioning. If the roll fails, it suffers one of the following additional effects (determined by how many consecutive failed rolls have been made for the device). 1st Failure: If the first saving throw fails, the item remains disrupted. If the item uses a battery, it loses 1d4 charges. If the item uses a battery but does not have a quantity of charges, the battery is unaffected. 2nd Failure: If the second saving throw fails, the item remains disrupted. If the item uses a battery, the battery is neutralized and useless—you must replace that battery. 3rd Failure: A third and final failed saving throw breaks the item: it must be fixed before it can be restored to normal function. If it has hit points, it loses a quarter of them. Catastrophic Failure: If any player rolls a natural 1 on their saving throw for item, it breaks; if it has a battery cell, is a catastrophic failure, resulting in detona-
tion. The item is broken and the wielder (and sometimes others) suffers damage. Depending on the situation, a cell will inflict between 1d6 and 1d10 damage to everything within 5 to 15 feet.
SCALING DISRUPTION The basic rules above assume a low impact of disruption on your game. This is not entirely reflective of the setting but does keep the dangers of disruption low to streamline game flow and to reduce the necessity of the operator mechanic build in smaller game groups. Disruption events can be made more severe by using blanket modifiers to disruption rolls: all other rolls dealing with disruption (like saving throws and DCs) are unaffected. A GM should set the modifier when a campaign begins and maintain that for the length of the game. Realistic Disruption: -2 to disruption rolls Dangerous Levels: -4 to disruption rolls Extreme Hazardous Level: -4 to disruption roll and critical collapse on a 19-20
ECHA-SAFE TECHNOLOGY Various technological items are more resistant to disruption: either the technology is so basic that there is nothing for magic to latch onto, or it is so heavily shielded that the EDF cannot affect it. The following items cannot be affected by a routine disruption event: Items with the immune property Any item created by the experteering engineer’s Adaptation feature Any armor not requiring a battery cell for operation Medical injections All TL0 gear except TL0 weapons This does not mean that the item can never be disrupted, but doing so requires a targeted disruption event. Magic can get at anything that depends on moving parts or variable energy states, even something as simple as a windmill or waterwheel, so it’s best not to invite it in.
SHIELDING Unlike gimfen shielding, which makes the weapon, armor, or item clumsier, bulkier, and far uglier, techan shielding relies on the use of echa-resistant materials (such as gold or fae-iron nanofilaments) to replace more traditional components, which keeps the overall shape of the original object and does not add significant weight to the final design, although the specialized materials make the item more costly. Any techan item can be shielded. The cost of shielding depends on the original cost of the item. You cannot shield batteries or TL0 gear (though you can shield TL0 weapons). Some items are shielded by default: these cannot have shielding added to them. Price: 10% of the price of the original item Weight: +5% in weight (round up). Benefit: As a reaction to a disruption event, the item comes back online. Once you use this feature, you cannot use it again until you finish a long rest.
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BATTERY CELLS Many of the objects in the following sections require batteries. A required battery is included in the item’s purchase price (two with weapons). You cannot replace one type of battery for another type under ANY circumstances. If a weapon’s ammunition capacity or an item’s consumption capacity is listed alongside a “B”, “M”, or “H”, then that item uses a battery cell.
BATTERY CELLS The three different types of battery cells are as follows: Basic (B): These cells are for smaller items and cost 2 uc each. Ten cells weigh 1 lb. Medium (M): These cells power many weapons, smaller vehicles, and larger equipment. They cost 10 uc each. One cell weighs 0.25 lb. High (H): These cells are large, powerful, and usually reserved for huge weapons and massive energy equipment. They cost 40 uc each. One cell weighs 2 lbs. Optional Battery Rule: Outside of a bastion, all exposed batteries will lose their charge in a day unless protected (via muffler bags or crates, or mounted in weapons or devices).
A COMPROMISE IN THE SETTING Although realistically, batteries and devices that use them are unique to each bastion, certain rules are in place to make a techan game actually fun. Bastion batteries are compatible with other bastion batteries. Buying a lower TL item from a higher TL bastion still counts as the lower TL item. Further, the item is the same in mechanics (though not necessarily in looks) as if the item was purchased from a lower TL bastion (a TL2 weapon from Selkirk works and is built exactly the same way as a TL2 weapon from Mann). This applies to disruption rules, repairs, and when applying the Engineer skill to the item.
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WEAPONS WEAPON GROUPS The weapons covered here are grouped into the following categories based on their general utility. They do not fall into the normal categories of simple or martial weapons.
HEAVY WEAPONS These large weapon systems require a tripod, a base, a platform, or any other stable point from which to fire. Properties: Heavy weapons use the same general rules as ranged weapons, except as follows: Because of their cumbersome nature, if you move or are moved any distance you have disadvantage on attack rolls with heavy weapons until the beginning of your next turn. Unless mounted, heavy weapons require at least Strength 13 to use.
WEAPON Simple Melee Weapons Brass Knuckles Collapsible baton Martial Melee Weapons Bastion greatsword Bastion longsword Bastion short sword Buzz baton
COST
DAMAGE
WEIGHT
PROPERTIES
5 uc 25
Special 1d4 bludgeoning
½ lbs. 1 lbs.
Augment, light Finesse, immune, light
500uc 300uc 200uc 5,000
3.5 lbs. 1.5 lbs. 1 lbs. 1 lbs.
Heavy, mastercraft, two-handed Mastercraft, versatile (1d10) Finesse, light, mastercraft Bonus (+1), finesse, light, pincher, reload (20-M), TL3
15 lbs. 1 lbs. 1.5 lbs.
Heavy, reload (20-M), two-handed, TL1 Finesse, immune, light Finesse, light, reload (20-M), TL 2
3 lbs. 4 lbs. 8 lbs. 4 lbs. 9 lbs. 0.5 lbs. 5 lbs
Versatile (1d10) Heavy, two-handed Reach, two-handed Heavy, two-handed Heavy, reach, two-handed Finesse, light, thrown (range 20/60) Versatile (1d8)
12 lbs. 3 lbs.
Heavy, mastercraft, special, two-handed Augment, finesse, light, reload (20-M), TL1
6 lbs. 2 lbs.
Augment, bonus (+1), finesse, light, reload (20-M), TL2 Augment, finesse, light, feed (4 shots)
2 lbs. 2 lbs.
Augment, laser, finesse, light, bonus (+2), reload (5-M), TL4 Augment, bonus (+3), plasma, reload (10-M), TL5
1,500
2d6 slashing 1d8 slashing 1d6 piercing 1d6 bludgeoning/ lightning 1d8 slashing 1d4 bludgeoning 1d4 slashing/ Piercing 1d8 slashing 1d10 slashing 1d8 slashing 2d6 slashing 1d8 piercing 1d4 piercing 1d6 bludgeoning/ slashing 1d10 special Special (1d6) Piercing Special Special (1d4) Piercing Special (1d6) fire Special (1d8) energy Special lightning
Chainsaw Collapsible baton Harmonic blade
1500 25 18,000
Limshau katana Limshau nagamaki Limshau naginata Limshau odachi Limshau yari Limshau tanto Makana
150gp 200gp 150gp 500gp 100gp 20gp 5sp
Narros krollish Piton-gauntlet
150gp 250
Power-hooks Punch gun
5,000 350
Punch (laser) gun Punch (plasma) gun
18,500 40,000
Tesla glove
3 lbs.
Augment, finesse, light, pincher, reload (Special-M), TL2
WEAPON Martial Ranged Weapons Limshau crossbow Compound longbow Carbon Crossbow Kitarri Black Bow
COST
DAMAGE
WEIGHT
PROPERTIES
300gp 500uc 500uc 300gp
1d6 piercing Special piercing 1d10 piercing 1d8 piercing
3 lbs. 4 lbs. 6 lbs. 1 lbs.
Ammunition (range 60/120), light, reload (6 shots) Ammunition (range 200/600), heavy, two-handed Ammunition (range 200/600), heavy, loading, two-handed Ammunition (range 300/900), heavy, two-handed, mastercraft
These weapons may be purchased for a Large user (e.g. exo-armor). If so, the heavy weapons counts as a two-handed weapon. It can no longer be used by Medium-sized users.
SMALL ARMS, ONE-HANDED
These single-handed firearms are renowned for their ease of use and compact style, making them an easy choice for those preferring stealth. Properties: One-handed small arms use the same general rules as ranged weapons, except as follows: You do not have disadvantage on attack rolls if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. One-handed small arms cannot be wielded by Large or larger creatures (e.g., exo-armor). You do not suffer disadvantage on ranged attack rolls if you are prone and proficient with the weapon you are using.
SMALL ARMS, TWO-HANDED
These are larger, slightly clumsier weapons usually preferred for longer ranges and high stopping power. With the development of technology, the latter became less a factor, but two-handed arms have the capacity for larger magazine capacities, greater accuracy, and the option of fast automatic fire.
Properties: Two-handed small arms use the same general rules as ranged weapons, except as follows: Because of their cumbersome nature, if you move or are moved more than 5 feet, you suffer a –2 penalty to attack rolls with two-handed small arms until the beginning of your next turn. These weapons may be purchased for a Large user (e.g. exo-armor). If so, a two-handed small arms counts as a one-handed small arm. It can no longer be used by Medium-sized users.
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WEAPON One-Handed Small Arms Air Dart Pistol Autoloader Capsicum spray Break-action shot pistol Capacitor plasma pistol
COST
DAMAGE
RANGE
WEIGHT
PROPERTIES
150 250 55 300 47,000
Special 1d6 piercing Special 1d8 piercing 1d6 force
20/100 50/200 10/40 25/50 200/800
4 lbs. 2 lbs. 2 lbs. 3 lbs. 3 lbs.
Caseless pistol Coil pistol Electroshock gun ESP pistol Light machine gun Machine pistol Nuclear Pellet Pistol One-handed grenade launcher Plasma pistol Pocket Pistol Revolver Rail pistol Restrainment field Solid laser pistol SPP pistol Thumper laser pistol
500 5,000 450 750 500 300 5,000 600 50,000 200 150 22,500 2,800 22,500 1,250 45,000
1d6 piercing 1d6 piercing Special 1d6 piercing 1d4 piercing 1d6 piercing 1d6 force Special 1d6 force 1d4 piercing 1d4 piercing 1d6 piercing Special 1d6 fire 1d6 piercing 1d6 fire
50/250 100/400 10 50/250 50/250 50/200 80/320 50/200 200/800 40/160 50/250 200/800 50/200 200/800 80/320 200/800
2 lbs. 4 lbs. 3 lbs. 3 lbs. 4 lbs. 3 lbs. 3 lbs. 8 lbs. 3 lbs. 1 lbs. 2 lbs. 4 lbs. 5 lbs. 3 lbs. 3 lbs. 3 lbs.
Loading Reload (8 shots) Feed (3 shots), immune Feed (2 shots), immune, shotgun Auto (1d8), bonus (+3), capacitor, reload (30-M), TL5 Mastercraft, TL1 Bonus (+1), magnetic, TL3 Reload (2-M), TL1 ESP (1d8), reload (40 shots), TL2 Auto (1d6), reload (40 shots), TL1 Auto (1d6), reload (20 shots) Bonus (+1), nuclear, reload (15-M), TL3 grenade, loading Bonus (+3), plasma, reload (15-M), TL5 Reload (3 shots) Feed (6 shots), immune Bonus (+2), magnetic, reload (10 shots), TL4 Bonus (+2), reload (4-H), TL4 Bonus (+2), laser, reload (20-M), TL4 Guided, reload (10 shots), TL2 Auto (1d8), bonus (+3), laser, reload (30-M), TL5
WEAPON Two-Handed Small Arms Assault rifle Basic sniper rifle Bolt rifle Caseless rifle Cyclotron Rifle Disruptor ESP rifle Gauss repeater
COST
DAMAGE
RANGE
WEIGHT
PROPERTIES
300 300 450 450 4,000 45,000 450 28,000
1d8 piercing 1d8 piercing 1d8 piercing 1d8 piercing 1d8 force 1d8 radiant 1d8 piercing 1d8 piercing
100/400 100/400 100/400 100/400 100/400 50/200 80/320 200/800
7 lbs. 8 lbs. 8 lbs. 10 lbs. 15 lbs. 10 lbs. 10 lbs. 16 lbs.
Grenade light weapon Ion rifle Kinetic Flash Rifle
500 5,000 3,500
Special 1d8 lightning 1d8 piercing
50/200 50/200 150/600
10 lbs. 16 lbs. 20 lbs.
Light Coilgun Machine shotgun Nuclear Pulse Rifle
3,500 500 4,000
1d8 piercing 1d10 piercing 1d8 force
150/600 30/120 100/400
15 lbs. 15 lbs. 20 lbs.
Plasma rifle Railgun Shotgun Sniper cannon Solid laser rifle Sonic focus rifle Sonic stunner SPP rifle SPP sensor gun
50,000 14,000 300 500 12,500 5,000 4,5000 2,500 5,000
1d8 force 1d8 piercing 1d10 piercing 1d10 piercing 1d8 fire 1d8 thunder Special thunder 1d8 piercing 1d8 piercing
150/600 150/600 30/120 200/800 150/600 50/200 50/200 150/600 100/400
17 lbs. 15 lbs. 10 lbs. 15 lbs. 15 lbs. 17 lbs. 5 lbs. 14 lbs. 16 lbs.
SPP Vortex
5,000
1d8 piercing
100/400
14 lbs.
Submachine gun Thumper laser rifle Ultimate sniper rifle
300 52,000 25,000
1d6 piercing 1d8 fire 1d10 piercing
80/320 150/600 250/1000
6 lbs. 17 lbs. 18 lbs.
Vapor rifle
75,000
2d6 radiant
100/400
12 lbs.
Auto (1d10), reload (50 shots) Feed (5 shots), sniper (+1) Feed (5 shots), immune Auto (1d10), reload (100 shots), mastercraft, TL1 Bonus (+1), nuclear, reload (20-M) Bonus (+2), reload (20-H) ESP (1d10/1d12), reload (80 shots), TL1 Bonus (+2), auto (1d10), magnetic, reload (60 shots), TL4 Feed (6 shots), grenade, two-handed Bonus (+1), pincher, reload (20-M), TL3 Bonus (+1), auto (1d10), magnetic, reload (50 shots), TL3 Bonus (+1), magnetic, reload (16 shots) Auto (1d12), reload (20 shots), shotgun, TL1 Auto (1d10), bonus (+1), nuclear, reload (80-H), TL3 Bonus (+3), plasma, shots (20-M), TL5 Bonus (+2), magnetic, reload (16 shots), TL4 Feed (6 shots), shotgun Reload (6 shots), sniper (+1), TL1 Bonus (+2), laser, reload (20-M), TL4 Bonus (+1), reload (20-M), sonic, TL3 Bonus (+1), reload (5-M), TL3 Guided, reload (20 shots), TL2 Bonus (+1), guided, reload (10 shots), sniper (+2), TL3 Bonus (+1), auto (1d10), guided, reload (70 shots), TL3 Auto (1d8), reload (80 shots) Auto (1d10), laser, reload (60-H), TL5 Bonus (+2), magnetic, reload (10 shots), sniper (+2), TL4 Bonus (+3), reload (20-H), TL5
WEAPON Heavy Weapons Coil light gun
COST
DAMAGE
RANGE
WEIGHT
PROPERTIES
7,000
1d10 piercing
300/1200
65 lbs.
ESP maelstrom Flamethrower God’s Eye sniper gun
2,500 2,000 4,000
1d8 piercing 1d6 fire 2d8 piercing
200/800 Special 300/1200
55 lbs. 20 lbs. 40 lbs.
Ion cannon Linear Collider
5,000 12,000
1d10 lightning 1d10 energy
200/800 200/800
50 lbs. 40 lbs.
Machine light cannon Net gun Nuclear Particle Lance Pulse mini-gun
300 500 10,000 60,000
1d10 piercing Special 1d12 force 1d10 force
100/400 25/100 300/1200 250/1000
30 lbs. 10 lbs. 35 lbs. 100 lbs.
Railcannon
52,000
1d10 piercing
300/1200
75 lbs.
Rocket launcher
250
2d6 bludgeoning
200/800
20 lbs.
Rocket launcher Mk2
1000
2d6 bludgeoning
250/1,000
20 lbs.
Rotary cannon
500
1d10 piercing
100/400
65 lbs.
Solid laser cannon Sonic devastator Thumper laser cannon
53,000 50,000 55,000
1d12 fire 1d12 thunder 1d10 fire
250/1000 70/280 250/1000
65 lbs. 50 lbs. 60 lbs.
Auto-heavy (1d12), bonus (+1), heavy, magnetic, reload (40 shots), TL3 ESP (1d10), heavy, reload (400 shots), TL2 Heavy, reload (10 shots), TL1 Heavy, mastercraft, reload (10 shots) sniper (+2), TL2 Bonus (+1), heavy, pincher, reload (40-H), TL3 Auto-heavy (1d12), bonus (+1), heavy, nuclear, reload (60-M), TL3 Auto-heavy (1d12), heavy, reload (120 shots) Loading, heavy, TL1, two-handed Bonus (+1), heavy, nuclear, reload (30-M), TL3 Auto-heavy (1d12), bonus (+3), heavy, plasma, reload (200-H), TL5 Auto-heavy (1d12), bonus (+2), heavy, magnetic, reload (120 shots), TL4 Direct (2d6+6), exp (5 ft.), heavy, loading, TL1, two-handed Bonus (+1), direct (2d6+6), exp (10 ft.), guided, heavy, loading, two-handed, TL3 Auto-heavy (Special), heavy, immune, reload (250 shots) Bonus (+2), heavy, laser, reload (30-H), TL4 Bonus (+3), heavy, reload (40-H), sonic, TL5 Auto-heavy (1d12), bonus (+3), heavy, laser, reload (200-H), TL5
WEAPON Super Heavy Weapons Autocannon Dense Plasma Focus Cannon Ground heavy gun
COST
DAMAGE
RANGE
WT.
SPECIAL
1000 70,000
1d6+6 piercing 1d10+10 force
300/1200 400/1600
200 lbs. 350 lbs.
10,000
2d10 bludgeoning
400/1,600
185 lbs.
Mass Driver
65,000
1d10+10 piercing
300/1200
500 lbs.
Mortar Particle Beam Gun
500 65,000
— 1d10+10 force
50/200 300/1200
50 lbs. 350 lbs.
Plasma artillery
38,000
2d8 force
250/1,000
110 lbs.
Super-Kill Sniper
35,000
1d10+10 piercing
500/2000
150 lbs.
Volley Gun ESP
5,000
1d6+6 piercing
250/1000
350 lbs.
Auto (1d8+8), heavy, reload (200 shots) Auto-heavy (1d12+12), bonus (+3), heavy, plasma, reload (200-H), TL5 Direct (2d10+10), exp (5 ft.), heavy, loading, TL2 Bonus (+3), heavy, magnetic, reload (10 shots), TL5 Grenade, heavy, loading Bonus (+1), heavy, nuclear, reload (20-H), TL3 Bonus (+3), direct (2d8+8), exp (10 ft.), loading (1-H), plasma, super heavy, TL5 Bonus (+2), heavy, magnetic, sniper (+2), reload (5 shots) Auto-heavy (1d8+8), heavy, reload (500 shots), TL2
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SUPER HEAVY WEAPONS These are weapons with the potential of incredible damage but balance that with a cumbersome design. These large weapon systems require a tripod, a base, a platform, or any other stable point from which to fire. Properties: Super heavy weapons use the same general rules as ranged weapons, except as follows:
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Super heavy weapons come equipped with a tripod (unless mounted on a vehicle or exo-armor). You must use an action to plant a super heavy weapon in the ground. Once planted, it cannot be moved unless you use an action to uproot it. If you fire a non-planted super heavy weapon, you suffer disadvantage on attack rolls with the weapon. If your Strength is less than 18, immediately after the attack is resolved, you are pushed 5 feet and knocked prone. These weapons may be purchased for a Large user (e.g. exo-armor). If so, a super heavy weapon counts as a heavy weapon. It can no longer be used by Mediumsized users.
TECHAN MELEE WEAPONS
Close combat is not the focus of the modern high-tech military. Though a knife will always be standard equipment, it is more often used as a utility item rather than a weapon, at least until the pistol runs out of bullets. As expected, the concepts of laser swords and monomolecular whips are constructs of pure science fiction, and are considered neither possible nor practical for a modern military.
While a gun will usually be the best choice for taking down a ravening monster, free companies and other technological-based organizations actively engaged with outside forces have often found themselves squaring off against foes able to reduce the effectiveness of ranged weapons, including invisibility, supernatural speed, or being able to ambush opponents from a concealed and inaccessible location. Add to that the cramped quarters of most dungeons along with the capacity of monsters to sustain significant punishment before dying, and the necessity of creating advanced melee weapons became an urgency. The issue with employing active technology with close-combat weapons in a fantasy world is that, by their very nature, the weapon has to touch a creature physically that generates a disruption field in order to do any damage. As a result, these melee weapons have to be especially insulated against magical influence; hence the absence of the aforementioned energy swords, even in the bastions whose technology is only limited by the human imagination. Disruption: Techan melee weapons are affected as normal by disruption events (losing special properties), but can continue to be used as the base melee weapon with the same damage die and type. Size: Like firearms, techan melee weapons can be enlarged for Large users (exo-armor). If one is purchased this way, it can no longer can be used by Medium-sized users. Power: Like firearms, you only use a charge when you make an attack with a techan melee weapon that has an energy cell. Using the weapon for intimidation does not expend energy (unless you want it to).
NEW WEAPON PROPERTIES
in the area of effect still make a Dexterity saving throw. If you miss the intended target, the point of impact becomes a random location within a 15-foot radius of the target (which can still suffer from the area of effect blast).
An augment weapon uses your unarmed strike damage dice. An unarmed strike can only benefit from one augment weapon per hit. By using an augment weapon, you are still counted as being unarmed.
ELECTRONIC STACKED PROJECTILE
AUGMENT
AUTO / AUTO-HEAVY Auto weapons have the capacity of firing several rounds with each attack. This is used with area effects and when increasing damage against specific targets. A weapon with an auto property need not employ that property, though some abilities require it. Auto weapons are broken up into two subcategories, auto and auto -heavy. Auto weapons can fire in single-shot mode or in 5round bursts. Auto-Heavy can fire in single-shot mode or in aggressive 10-round bursts. In single-shot mode, the weapon uses its normal damage die. In autofire mode, use the alternate damage value listed on the table. All auto or auto-heavy weapons also have the burst fire property (thus it is not listed on the table: see the official rules for the definition of the property). Only users proficient with the weapon may make burst fire attacks with it. When making a burst fire attack with a weapon with the auto property, you use only the normal five rounds of ammunition, but do not use the improved damage die. With the heavy-auto property, you use the normal ten rounds of ammunition and the improved damage die.
BONUS (+1/+2/+3) Higher tech weapons have a bonus to attack and damage rolls.
BURST FIRE As defined in the official rules, the burst fire property uses a flat DC to compensate for the fact that no base character classes gain proficiency with firearms. As this is not an issue in Amethyst, the DC of burst fire attacks is equal to 8 + your Dexterity modifier + your proficiency bonus if proficient. Otherwise, the property works as normal.
DIRECT Only certain weapons with the exp property have this property . Instead of targeting an area, this weapon can make a direct attack on a creature. Make a ranged attack: if successful, the target is automatically ground zero of the explosive attack and does not make a saving throw. It also has the potential to suffer a critical hit: otherwise, proceed with the explosive attack as normal, with the target target’ss position as the intended point. Additionally, if you hit the intended target with an explosive attack, roll all damage dice twice and take the higher values. Creatures
No longer are bullets loaded from an external magazine and launched via a firing pin. Now they are loaded directly into the barrel, separated only by propellant. The concept dates back to traditional fireworks except the stacked projectile weapon does not need to fire its entire payload when ignited. Electrical pulses launch the bullets in the proper order. Misfires are pushed out by the next round, preventing backfire. This removes the need for a magazine, a firing pin, or for that matter, any moving parts at all. The greatest advantage of this technology is a phenomenal firing rate, capable of discharging rounds literally as a stream of bullets. ESP weapons have both the auto and auto-heavy property. You can only have one in effect at a time, and can switch between them as a bonus action.
EXP Explosives have an area of effect at the point of impact of 5 feet or more. Additionally, if an explosive's area of effect is impeded by indestructible terrain (like in a dungeon corridor), the explosion carries over to unaffected areas. For every 5 feet impeded by indestructible terrain, the area of effect shifts over to occupy the same area. If both sides of an explosion are occupied by indestructible terrain (like a narrow corridor), the blast carries up and down the corridor. This rule doesn't go into effect if the explosion can damage the obstructing terrain. The number listed next the "Exp" entry indicates the size of the radius in feet. Unless otherwise stated, explosive attacks inflict bludgeoning damage, and also deal extra damage to creatures vulnerable to fire as if they dealt that damage type. Attacking with Explosives: When using any weapon with an area of effect, you don't make a ranged attack but rather establish a Dexterity saving throw DC that affected creatures must beat. The DC for the Dexterity saving throw equals 8 + your Dexterity modifier + your proficiency bonus (if proficient in the weapon you are using).
FEED This property pertains to a weapon with neither a clip nor a magazine. It is either a weapon with a single-shot charge or it is a firearm that can only be loaded one round at a time. With an action and/or a bonus action (the character’s choice), one shot is reloaded in the weapon. Like magazine/clip-based weapons, there is a maximum number of shots you can load. If a character has additional actions in a turn, these can be used to load as well.
GRENADE Grenades use their own form of attack depending on the specific grenade.
GUIDED These weapons assist in aiming after being fired and can even make a secondary attack if the first one misses. As many times a day as the weapon’s TL +2, you can either have advantage on the attack roll or reroll a missed attack and take the second result. If you choose to reroll a missed attack, it does not take effect until the end of the target’s next turn.
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IMMUNE These weapons, and they are few, cannot be disrupted from casual use due to their archaic construction. However, they can still be affected by targeted disruption events and will still suffer permanent disruption if enchanted.
LASER Any condensed, well-defined beam of light or heat can be considered a laser. In history, the initial weapons concentrated radiation to a focal point, burning the target with intense heat: such beams were usually invisible, which is useful for stealth but less so for accuracy. Later developments increased the size, damage potential, and visibility of these beams. Often, lasers are confused with pulse plasma weapons. The largest difference is that lasers cut while plasma splashes. Laser weapons give away their firer’s position but deliver devastating damage few can resist. They can also track targets easier with subsequent damage. There are laser pistols, rifles, and thumper cannons. Laser weapons deal fire damage. If you hit with a laser, you gain a +1 bonus to your next attack roll against the same target. This is lost if you don’t fire at the same target or if you miss. If you attack an obstruction or inanimate object, you inflict additional damage equal to twice your tech level.
Nuclear weapons inflict force damage, and also deal additional damage to creatures vulnerable to necrotic as if they dealt that damage type. If you hit with a nuclear weapon, every subsequent hit on the same target gains a +1 bonus to damage. This is cumulative up to the weapon’s tech level and is lost if you don’t hit that same target before the end of your next turn. If you roll a critical hit, the target is poisoned until the beginning of your next turn. Kind of Magic: Nuclear weapons count as magical for purposes of damage resistance.
PINCHER These weapons deliver an electromagnetic pulse that disrupts any item that requires a battery or an electric current to operate.
Kind of Magic: Laser weapons count as magical for purposes of overcoming damage resistance.
Pincher weapons inflict lightning damage. If you roll a critical hit on the attack roll and the target is not immune or resistant to lightning damage, the target takes additional damage equal to twice the weapon’s tech level, and the target has disadvantage on ability checks and attack rolls until the beginning of your next turn.
Goggles Do Nothing: If you roll a critical hit, the target is blinded until the beginning of your next turn.
Kind of Magic: Pincher weapons count as magical for purposes of damage resistance.
MAGNETIC
Disruption: All battery-powered technology on the target suffers a targeted disruption event.
The specific process of accelerating metal shells using magnetism is complicated, with coil-based and railbased technology launching shells using different means. If you roll a critical hit with a magnetic weapon, you inflict additional damage equal to twice the weapon’s tech level. If you kill a creature, the shell continues on a straight path from the weapon, making a single free attack on one creature in direct line of effect within the weapon’s range.
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structure of the target. Tissue damage from radiation is an often side effect. This technology has been dubbed a "dirty solution", as it emerges frequently before the advancement of high-powered lasers and plasma weapons. In other circles, these devices have been called particle accelerators.
Power: Magnetic weapons have a magazine but require power from a power cell to operate the magnetic acceleration (H for heavy and super-heavy weapons, M for all others). One is included with the weapon and is only depleted if disrupted. Kind of Magic: Magnetic weapons count as magical and adamantine for purposes of damage resistance.
MASTERCRAFT A mastercraft item is simply a more refined, better variation of an already existing design. These are a notch above despite sharing all other qualities with a mundane design. A mastercraft weapon deals +1 damage if any of its damage dice result in a maximum result. This is in addition to any other effects that occur when the maximum result is rolled.
NUCLEAR These are directed energy weapons similar to plasma and laser guns. Where a laser inflicts condensed radiation and plasma inflicts severe heat, weapons with the nuclear property inflict damage via a high-energy beam of atoms. Upon impact, they disrupt the molecular
PLASMA Any weapon employing ionized gas is considered a plasma weapon. Magnetism is one of the few scientific constants not broken by the EDF: a plasma weapon fires a toroid of superheated gas inside a magnetohydrodynamic bubble that is then accelerated from the barrel in the same way a railgun fires its iron-core shell. The bubble remains solid for a significant time, or until it strikes its target, at which point the bubble is dispersed and delivers its energetic payload as a cloud of intense heat. There are plasma pistols, rifles, and cannons. Plasma weapons inflict force damage, and also deal additional damage to targets vulnerable to fire as if they dealt that damage type. Otherwise, the heat generated is too high for a creature resistant to fire to be resistant. Creatures immune to fire are only resistant to plasma weapons. If you roll a critical hit with a plasma weapon, you inflict twice the tech level in additional damage on this turn, twice the tech level -1 on the beginning of your next turn, twice tech level -2 on the beginning of the following turn, and so on until 0. Kind of Magic: Plasma weapons count as magical for purposes of damage resistance. Directed Energy: As many times a day as the weapon’s tech level, you can attempt a directed energy attack—make a single attack, firing a single shot, as an action. On a hit, roll all damage dice twice and take the higher result, add all relevant modifiers as normal, and add twice the weapon’s tech level. Each creature within 5 feet of the hit target also suffers damage equal to twice the weapon’s tech level. If you miss, the initial target suffers half damage with no area effect.
RELOAD This property pertains to a magazine- or clip-fed weapon. A magazine or clip carries a certain number of shots before requiring a reload. A magazine may also be battery with a set number of charges. Note that several techan melee weapons also require an energy cell, inflicting additional effects with each charge—these same rules apply. Refer to official licensed material for the rules on reload.
SHOTGUN Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly further out. Shotguns do +3 damage if fired at targets within 10 feet. At long range, they inflict half damage. If you roll a critical hit, the target is knocked prone.
SNIPER These weapons contain advanced targeting systems for long-range fire. These include tracking systems and scopes. Sniper weapons list a bonus. If you are proficient with the weapon, you can use an action or bonus action to aim, gaining the bonus on your following ranged attack with the weapon against a creature at least 25 feet away. The bonus is lost if you move, are moved, or after you make a ranged attack with the weapon (whether you hit or not). This bonus is cumulative for up to two actions.
SONIC The first sonic weapon was no more than a simple highpowered oscillating pain siren generating 175-decibel (dB) acoustic waves in all directions. Newer sonic weapons utilize high frequency ultrasound to carry the painful audio waves in a straight, focused path. This technology offers increased range with no adverse side effects for the firer. In practical uses, the sonic weapon may be downgraded to transmit a normal voice across 10x its range increment to any other target without fear of anyone else overhearing unless they are inline. Sonic weapons inflict thunder damage, and also deal additional damage to targets vulnerable to bludgeoning as if they dealt that damage type. If you roll a critical hit, the target is deafened for one minute. Kind of Magic: Sonic weapons count as magical for purposes of damage resistance.
MELEE WEAPON DESCRIPTIONS Most fae races remain steadfast in their traditions and techniques. A laudenian bow looks the same now as it always did. Only the damaskans continue to evolve with knowledge collected from their human allies, and weapons from Limshau revel in a newfound understanding of the forge and hammer. All weapons in officially licensed publications are available in Amethyst. Weapons from non-core and third-party supplements are allowed with the GM’s consent.
BRASS KNUCKLES A no fuss weapon, brass knuckles add +1 damage to unarmed melee hits.
BUZZ BATON The buzz baton is a non-collapsible truncheon with a point capable of emanating a powerful electric shock.
Basic damage is bludgeoning. As part of a hit, you can use a cell charge and either inflict +2 lightning damage, or replace the entire bludgeoning damage with lightning damage.
HARMONIC BLADE Beginning its life as a surgical scalpel, this device quickly evolved to accomplish the ethically opposite goal. The blade vibrates in excess of 75,000 Hz, enabling it to slice or penetrate virtually any substance. More advanced designs translate little of this pulsation to the user's hand, though it does still occur. As a result, using a harmonic blade for more than a few minutes generates significant muscle fatigue. Because a larger blade translates more of its energy to the wielder, there has not been a practical harmonic blade longer than a few inches. If you have proficiency in Wisdom (Medicine), you gain a +2 bonus to damage with this weapon. Damage increases to 1d6 if you have advantage on the target.
LIMSHAU WEAPONS While there has always been a superficial similarity between the cultures of the damaskans and pre-Hammer east Asian cultures, only in Limshau has that similarity been celebrated and expanded into a full-fledged blending of styles. This is most visible to outsiders in the form of the preferred weaponry of the Limshau custodian, which take old Japanese designs and exploit the superior materials available in Canam to produce lighter, more easily wielded versions suitable for use with the narrow-quarters martial art of gorna sersannis. Limshau weapons are utilitarian pieces, lacking all but the most basic ornamentation: but one thing all have in common is a series of unobtrusive hooks, loops, and carabiners, enabling a custodian to easily tether and quickly release the weapon from one of the multitudinous belts adorning their traditional kawabari armor. Any two-handed Limshau weapon can be temporarily wielded in one hand while climbing, balancing, or performing some similar physical task, but suffers a -2 penalty to damage rolls when doing so. Additionally, the wielder of a limshau weapon has advantage on all rolls to avoid being disarmed and can always recover her dropped weapon as a reaction.
MAKANA The chaparrans of Dawnamoak eschew swords and other metallic armaments, but still find the versatility of a blade useful. The makana is a short, narrow club of hardened wood studded along its edge with sharpened points of obsidian or flint. It is wielded much like a short sword, but with more of a raking motion in order to inflict raw, bleeding wounds. The makana can inflict bludgeoning or slashing damage at will. Switching takes no action, but slashing is assumed unless you declare the switch.
NARROS KROLLISH The narros krollish was considered the standard weapon of choice for most narros serving in the military. This practice has waned in the centuries since the narros’ return, only keeping the tradition within Fargon. Narros born or raised elsewhere run the risk of never picking up one. The krollish is a multi-function weapon featuring no less than three different ways to inflict damage on a target. Its business end sports an axe, a spearhead, and a hammer, formed from a single block of steel. That head is topped on a long staff towering over most narros wielding it.
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The krollish can inflict bludgeoning, slashing, or piercing damage at-will. Switching takes no action, but slashing is assumed unless you declare the switch. This weapon mounts to the forearm, and is effectively a captive bolt pistol. When activated, it propels a titanium rod three inches from your fist (or as much as a foot for larger models). Spring action recoil returns the rod to its housing an instant later. The ejection system utilizes compressed air containing enough pressure for five minutes, and refilling the air tank requires one minute.
This item employs a chemical irritant like capsaicin (common in some fruits, plants, and most chilies), also known as a lachrymatory agent. When a target is struck, a sticky, waxy, colorless and odorless liquid adheres to the skin. The spray contains almost pure capsaicin, with a Scoville rating of more than 10,000,000 – double the intensity of ancient pepper spray, the better to inflict pain on the new magical beasts roaming the world. The exact formula changes with each bastion. Most are built with a compressed canister while others eject a breakable projectile.
If you hit a creature with a melee attack, you can activate the piton-gauntlet to inflict additional damage on the target (listed on the table). Once you use the piton, you cannot use it again until the beginning of your next turn.
If struck, the target must make a DC 15 Constitution saving throw or be poisoned for 2d4 rounds. If you score a critical hit, the target fails this save. Larger creatures gain a bonus to the save as follows (+2 Large, +4 Huge; larger creatures are immune).
POWER HOOKS
CARBON CROSSBOW
These impressive devices are oversized augmented manipulators attached to synthetic muscles and hydraulic pumps. The entire assembly wraps around the arm and most of the shoulder. Purchasing two links the two assemblies around the back.
This super light crossbow was originally exported from York, but replicas have been found across Canam. The weapon is a sleek, smooth, multi-piece item of black and silver, constructed from polymer and carbon fiber. The weapon is less clumsy than ancient designs.
Power-hooks increase the damage dice of unarmed attacks by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). A power-hook takes up a hand.
The carbon crossbow comes with a range finding scope. Use a bonus action to aim with the scope, nullifying the disadvantage of firing long range.
PUNCH GUN
COMPOUND LONGBOW
Effectively an impact-triggered firearm, the punch-gun only discharges when a short relay is trigged an inch from your unarmed attack. Earlier versions of the weapon use basic chemical projectiles: at TL4, this is usually replaced with a laser, and at TL5 with a plasma weapon (such variations usually combine with an armored gauntlet to protect the wielder against back blast).
Compound bows are fashioned of steel or aluminum—a few rare models are constructed from magnarros or angelite. Their power comes from a series of pulleys, cams, and levers. They do not warp and can be adjusted for a variety of conditions.
PITON GAUNTLET
If you hit a creature with a melee attack, you can activate the punch gun to inflict additional damage on the target (listed on the table).
TESLA GLOVE This unique item is equipped with more than a halfdozen resonant transformers that conduct severe electrical shocks to a target when you impact with a physical hit.
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CAPSICUM SPRAY
If you don't hit any creature during a round, at the start of your next turn, increase the damage of your next hit with this weapon by +2. This is cumulative up to +8 damage. After you hit any creature, the bonus is reduced back to 0. At the start of combat, unless you are surprised, the glove is assumed to be primed to +8 damage.
RANGED WEAPONS DESCRIPTIONS These descriptions include both advanced echan weapons as well as advanced firearms, from pistols to artillery weapons.
AIR DART GUN The air-dart gun resembles a standard pistol except it fires a small needle via an air compressor. The needle inflicts no damage but can deliver any number of medical injections. You choose which injection to employ from your inventory before making the attack.
A compound longbow can be adjusted for greater force at the cost of a more demanding draw. Using settings above the first requires proficiency with the weapon and the listed minimum Strength score. Setting 1— 1d6 piercing; setting 2—Str 15, 1d8 piercing; setting 3— Str 18, 1d10 piercing; setting 4—Str 20, 1d12 piercing. It takes a full minute to adjust to a new setting.
DISRUPTOR This gun first emerged from a Porto beluga carrier from across the ocean. Since then, few people have been able to successfully reverse engineering them. Porto’s Tilthe Intelligica discovered that certain high-powered focused sonic waves inflict severe pain on certain targets. Prototypes issued to test units proved effective as an alternative to beam or shell weapons. The almost inaudible wave-rifle discharge inflicts massive damage on physical targets and on enemy combat units. However, in one incident, a test group encountered undead opponents and reported a much-elevated damage potential. Undead creatures are vulnerable to hits from this weapon.
ELECTROSHOCK GUN This wand-shaped device fires air-compressed barbed darts attached to coils towards a target. Upon impact, the coils conduct a massive electrical current, disrupting superficial muscle functions. The darts can penetrate enough to attach to anything, and are magnetic. The electrical pulse does not need to penetrate skin to be effective. Upon impact, the target must make a DC15 Constitution save or be paralyzed for 2d4 rounds. If you score a critical hit, the target automatically fails this save. Larger creatures gain a bonus to the save as follows (+2 Large, +4 Huge; larger creatures are immune).
Firing Rate: Tension springs recoil the darts back to the gun as a free action. However, it cannot fire again for one minutes (10 rounds) as its capacitor needs to charge. Range: Because of the length of coil, you cannot strike creatures further than 10 feet.
FLAMETHROWER This weapon has shrunk in size over the years. Though still two-handed, it no longer requires an unsafe pipe to an even more hazardous backpack. Modern flamethrowers keep their tank mounted under the weapon stock. The tank is comprised of a relatively safe solid fuel. When combined with air, it reacts into expanding foam. A small battery compresses air in a separate chamber. The foam enters the final chamber and, when allowed to decompress, sprays out in liquid form. A magnesium igniter at its barrel sends the superheated stream of flame to its target. Despite rumors and urban legends, neither older nor modern flamethrower tanks explode easily if ruptured or if a spark flicks nearby. If the weapon tank is ruptured, the foam would break and spray but not automatically ignite. Even older models would only burst like aerosol cans and not violently explode. When you attack with the flamethrower, you target a 20-foot cone emanating from you. The DC for the Dexterity saving throw equals 8 + your Dexterity modifier + your proficiency bonus (if proficient in the weapon). Making the save still inflicts half damage. Any target that failed the save against a flamethrower suffers half the inflicted damage again at the beginning of your next turn.
GROUND HEAVY GUN This light artillery weapon is designed to act both as a field gun for direct fire or a howitzer for long parabolic, indirect air bursts. It has an incredible range and is able to eliminate most soft targets with a single shot.
KITARRI BLACK BOW Legend claims that the wood inside of a kitarri black bow is partly infused with the spirit of dead chaparran. It is commonly known that when a chaparran dies, it is placed without coffin in the dirt along with a single seed. The tree that grows requires neither light nor water. Chaparrans are able to encourage wood to grow objects naturally for them to use, including weapons. It was at some point where these two traditions merged, and these trees enchanted with the spirit of passed fae were used/asked to create great structures and items for the elite of chaparran society. The temples of Jibaro are thought to be such examples. Kitarri black bows are believed to be another, capable of adapting themselves to any chaparran (or other worthy spirit) wielding them. Black bows do not bond permanently to a user but they have been known to “play favorites”. Being a nonchaparran and gaining the benefits of a black bow is rare, but has been known to happen. If the bow doesn’t like you for any reason, you can neither gain your proficiency bonus or the mastercraft bonus with it nor use the following special abilities: Excellence: If your primary attack attribute is 18 or higher, increase the damage by your black bow to 1d10. Penetration: If you kill a creature with the bow, the arrow continues on a straight path from the weapon, making a single free attack on one creature in direct line of effect within the weapon’s range. This process can repeat until the arrow runs out of range or hits a target it cannot kill.
LIMSHAU REPEATING CROSSBOW This unique weapon has found popularity recently with custodians in the outer cities, and has since spread into wider circulation. This single-hand crossbow carries a strap around the user’s arm, allowing the weapon to be reloaded with a single hand, making it the only full-size crossbow that can be loaded and fired repeatedly with a single hand.
PLASMA ARTILLERY Built on the same baseline as the ground heavy gun, plasma artillery operates at significantly reduced range due to its incapacity for parabolic indirect firing (instead, its indirect fire mode relies on the plasma splash effect). It more than makes up for the decreased range with its damage potential.
RESTRAINMENT FIELD This pistol-shaped weapon from Mann launches a balloon-like force field, capturing a target by warping its containment matrix around its victim and then compressing the field to restrain the target from moving. If this weapon strikes a target, it is restrained: the victim needs to make a DC15 Dexterity or Dexterity (Acrobatics) check to escape. Only Large targets or smaller can be targeted. A target can be hit additional times, each time increasing the save DC by +2 (maximum DC25).
ROTARY CANNON This gun is a modern rendition of the weapon once called the “gatling gun”, a relatively simple design with a manual or spring loaded crank for rotating the numerous barrels. The mechanism is simple, but does not have the massive firing rate or more advanced models. Because of its design, it is the most rugged heavy weapon in open-echa. The rotary cannon has no single shot option: it always fires 10 shots per attack roll.
SELF-PROPELLED PROJECTILE SPP weapons started emerging from Angel R&D and eventually found use across the world due to parallel development or stolen designs. They are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive than traditional firearms, SPPs proved useful for engagements when range mattered. The ammunition for SPP weapons are sabot rounds, as the shell ejected breaks apart, and the contained self-propelled projectile ignites, breaking from its seal. All SPP weapons can fire underwater, though their range is halved. They are not common but have definitive advantages, such as explosive warheads and guidance systems. All SPP weapons also have the guided property.
SONIC STUNNER Very similar to a normal sonic weapon, the sonic stunner is designed only to be non-lethal. Some variations of other sonic weapons incorporate this configuration as an adjustable switch (though they are commensurately more expensive). A target hit by a sonic stunner must make a DC20 Constitution saving throw or increase its exhaustion level by +1 (to a maximum of level 5) for 1 minute. Unlike normal exhaustion, levels incurred by this weapon reduce by 1 every minute after suffering the last attack from it.
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VAPOR RIFLE
RUBBER
No one is entirely sure who created this weapon: an import first appeared in Angel several years ago, and examples still pop up occasionally, but all bastions but Mann have banned it. Porto refused to accept responsibility of the design, claiming a rival bastion known as Motego developed it in reprisal to Porto and to strike fear into a subservient population currently under their control. It fires a plasma bottle similar to other pulse weapons, but the gas inside is of a particular volatile mix. When struck, the victim is literally torn apart by the massive heat and chemical reaction some compare only to fluoroantimonic acid, as molecules are torn apart upon contact. The pulse appears to simply vaporize a section of the victim, sometimes the entire body itself, leaving nothing but vapor and a clean cauterized cavity.
Large and larger targets suffer neither damage nor any effect. Medium and smaller targets suffer 1 hit point of damage (which cannot be modified) and disadvantage on attack rolls until the start of your next turn. A critical hit causes the target to be stunned until the start of your next turn.
When you hit with an attack with this weapon, you can spend an extra cell charge to re-roll your damage dice and select the higher value. You spend the extra charges after you roll for damage, and there is no limit on the number of charges used (until you roll the desired result).
Requirement: Non-auto or non-auto-heavy.
SILVER Silver bullets are usually employed by specialists targeting the very limited array of opponents vulnerable to silver. Apart from this, wounds from silver bullets are resistant to magical healing (reducing all hit point recovery by half), but are otherwise only as effective as regular rounds. Use: Caseless rounds, ESP bullets, sabot SPPs, shotgun shells, traditional bullets.
AMMUNITION
TRACER
Supplies for adventurers are often extremely limited, and are a major factor in the elevation of magic over gunpowder. This is reflected in the cost of ammunition. Unlike arrows or bolts, bullets that miss cannot be recovered and used again (although the casings and points can sometimes be scavenged and recycled, but all but the most basic chemical projectiles require a factory to do this). Prices listed are for the quantities indicated next to the entry. Each quantity listed weighs 0.25 lb., except for flame tanks (5 lb.) and rockets (2 lb.).
If you suffer disadvantage from firing at a target at long range and miss with your attack, on your next attack, you no longer suffer disadvantage. You also suffer -2 damage on each damage die.
Note: All characters gain two full magazines, clips, or cells for weapons when they purchase them. The only exceptions are air dart rifles and grenade launchers (which are sold without ammunition).
Injections are an affliction and act similar to poison, only with injections, the target cannot avoid the initial effect. Injections can be delivered manually with a melee attack or via an air dart gun. Instead of inflicting damage, you impose the injection's effect. Large or larger creatures cannot be affected by injections. If you hit the same target again with the same injection before the effect wears off, the target automatically fails its next saving throw against the effect. Injections do not work on undead or incorporeal creatures. A missed attack with an injector does not destroy the injection.
A NOTE ON CLIPS It would be frustrating to micromanage one’s clip/ magazine usage. When purchasing ammunition, you are assumed to purchasing clips and magazines as well for the capacities you need. You are not strolling into combat with boxes of loose ammunition. You are expected to be prepared.
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Use: Caseless rounds, ESP bullets, sabot SPPs, shotgun shells, traditional bullets.
ALTERNATE AMMUNITION
Certain weapons can have their standard ammunition altered with a more advanced substitute. Some variants deliver more damage while others fill a specific purpose against an enemy. Some ammunition can only be used with specific ammo types. You cannot mix alternate ammunition types in the same clip/magazine: thus, you can only use one type of alternate ammunition property per turn unless you attack with multiple weapons.
FAE IRON ROUNDS Rare, but some bastions made limited runs of fae-iron rounds, especially more xenophobic ones like Mann. Bastions with positive echan relations like York and Selkirk prohibit their manufacture and sale. Use: Caseless rounds, ESP bullets, gauss iron flechettes, sabot SPPs, traditional bullets, heavy shells.
Use: Caseless rounds, ESP bullets, gauss iron flechettes, sabot SPPs, traditional bullets; Requirement: Auto or auto-heavy weapons only.
INJECTIONS
DETONATOR A vile injection, this introduces nanites into a subject that are exceptionally susceptible to EDF and detonate when disrupted. The first time the target makes an attack during its turn, it takes 12 damage. If injected into an echan, it takes effect immediately.
ECHAN SUPPRESSOR This fae-only injection, traced to Mann, uses the altered rules of science in echa against the subject. The injection is a toxoid vaccine against epidemic parotitis (the mumps); disruption (which occurs instantly when injected into fae) activates the suppressed toxin, eating the creature from the inside—and because the fae’s magical immune system does not recognize the toxic bacteria as a threat, it makes no attempt to fight them off even after the initial toxemia wears off. A fae without the Ixindar keyword hit with this injection is poisoned. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect. After recovering from echan suppressor, the target takes 2d4 damage.
AMMUNITION TYPE Energy Battery cell – B Battery cell – M Battery cell – H Kinetic Capsicum cartridge Caseless round ESP bullet Flame tank Gauss flechette (coil/rail) Gauss flechette (coil/rail) Gauss flechette (coil/rail) Heavy shell Net cartridge Sabot SPP Shotgun slug Traditional bullet Traditional bullet Traditional bullet Injections Detonator Echan Suppressor Fear Narcosynthesis Open Mind Paralysis Pain Sleep Slow Alternate Fae Iron Rubber Silver Tracer
QTY
DAMAGE APPLICATION
COST
PAIN
1 1 1
Various Various Various
2 10 40
This injection does not inflict pain, but rather hypersensitizes the dermal nerve network, making a creature feel all sensations with uncomfortable intensity. Each time a hit target takes damage, it suffers an additional 1d4 damage. This is not affected by a critical hit. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
3 20 20 1 tank 10 10 10 1 1 20 10 20 20 20
— Any Any Any 1d6-1d8 1d10-2d6 < 2d6 Any — Any Any 1d4-1d6 1d8-1d10 1d12 and up
4 4 4 25 5 10 15 10 5 2 2 1 2 3
1 1 1 1 1 1 1 1 1
----------
10 50 100 20 150 75 100 100 50
-----
-----
x3 x3 x4 x4
FEAR This batch of psychotropic will make the victim think everyone around him is a demon…unless the victim itself is a demon, in which case, it may see angels. A creature hit is frightened. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
NARCOSYNTHESIS Truth serum, multiplied by fifty. For one hour, the target must make a DC 20 Constitution saving throw each time it attempts a Charisma (Deception) check or suffer disadvantage on the check.
OPEN MIND This injection is a concoction of barbiturates, amphetamines, and LSD. When injected, the target becomes extremely susceptible to suggestion. A creature hit is charmed. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
PARALYSIS This broad-spectrum mélange of neuromuscularblocking drugs is able to inflict nearly instant paralysis in a target. A creature hit is paralyzed. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
SLEEP
This heavy dose of diazepam and various opioids might actually kill a horse. A hit creature must make DC15 Constitution saving throw or fall unconscious. If hit again with the same injection within 1 minute, the DC increases by +5 (cumulative to max DC25). The target remains unconscious for five minutes or until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake.
SLOW This strange medley of drugs causes muscle relaxation by depressing the central nervous system. A hit creature has its speed reduced by half. It also suffers disadvantage on Dexterity ability checks and skill checks. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
GRENADES & EXPLOSIVES It’s no secret that extreme increases in volume and energy can occasionally be muffled in the presence of magic. Although deflagration—subsonic combustion— appears unaffected, sudden supersonic expansions of energy can intermittently be suppressed, explaining why even basic combustion engines and chemical firearms sporadically work. As grenades are only required to work once, they remain popular, though there will be a dud from time to time.
GRENADES These explosives come equipped with either an impact detonator or a 1-round timer detonator (exploding at the beginning or end of your next turn—your choice), chosen when you use the grenade. They can be thrown or fired from a launcher without requiring an Intelligence (Demolitions) check. A grenade can still be used with another detonator, but this requires a separate detonator and the use of the Intelligence (Demolitions) skill to plant it. Some modified grenades can still be thrown but most cannot.
EXPLOSIVES Explosives all require a separate detonator. Some explosives are not designed to be used as one (like fuel) and may be overly or insufficiently sensitive as well as cumbersome. Explosives can be triggered without an Intelligence (Demolitions) check, but one is required to plant a detonator or at least some form of trigger.
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PHYSICAL Grenades and explosives with the physical damage type deal bludgeoning damage unless otherwise stated. Medium or smaller targets that don't save against the Dexterity saving throw are knocked prone by the explosion.
RANGE All grenades and explosives 2 lbs. or less can be thrown by Medium-sized targets to a range of 20/60. You cannot effectively throw explosives larger than 5 lbs. A GM can alter these values if the thrower has a higher strength or is larger.
READING THE TABLE
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Exp: All explosives have the Exp property (see Weapons). This entry indicates the area of effect.
COMBAT WITH GRENADES AND EXPLOSIVES Most explosives listed can be either a grenade or a planted explosive. Grenades can be thrown or loaded into a grenade launcher and they detonate upon impact or on your next turn (beginning or ending), chosen when using the grenade. Planted explosives require a detonator and a Intelligence (Demolitions) check.
USING GRENADES When making a grenade attack (or an attack where you throw an explosive), you pick a spot in range (20/60 if thrown). All targets in the blast radius must beat the Reflex DC or take full damage. Targets that make the save take half damage.
Detonator: This indicates the type of detonator required to trigger the explosive: Ignition—requires an ignition source (a flame or another explosive). Explosive—requires another explosive (it will not detonate with an ignition). Detonator—requires an actual detonator (it will not detonate otherwise). Note: Grenades are equipped automatically with an impact detonator or 1-round timer detonator (choose when using the grenade).
Impact Point: Any creature within the same space as an exploding grenade takes +1 die of damage from a grenade attack (so a 2d6 concussion grenade will inflict 3d6 to any creature occupying the same space as the grenade when it detonates).
Symp (Sympathetic): A "yes" indicates it can be detonated if caught in the radius of another explosion (50% chance). A "no" indicates it cannot, but it may still be detonated by another method initiated by another explosion as long as it has an appropriate detonator. A sympathetic explosion is treated as part of the same explosion only if it is located in the same area as the primary—otherwise, make a separate explosives attack.
Dexterity Saving Throw DC: The DC for the Dexterity saving throw is either 15 or 8 + your Dexterity modifier + your proficiency bonus, if applicable (whichever is higher). Targets that pass the saving throw still take half damage. Some grenades like EMP and nerve don’t require Dexterity saving throws.
Direct Attack: Grenade launchers, rocket launchers, ground heavy guns, plasma artillery systems, and any other firearm with an “exp” value can target an opponent directly, using the direct property. See the description of that property.
After-effects: After an explosive or grenade is detonated, the affected area provides half-cover for one round.
WEAPON Grenades Concussion EMP Flashbang Frag High-Yield (HMX) Nerve Toxin Plasma Riot Smoke-Signal Smoke-Screening White Phosphorus Explosives Auto Fuel Composition Exposed gunpowder Fertilizer / ANFO Jet Fuel
DAMAGE
TYPE
EXP
WT.
COST
TL
SYMP
DETONATOR
1d6 None Special 1d8 2d6 2d8 2d8 None None None 1d8
Physical None Special Physical Physical Poison Fire Poison None None Fire
5 ft. 15 ft. 10 ft. 10 ft. 5 ft. 5/10/15 ft. 15 ft. 5/10/15 ft. 0 10/15/20 ft. 5/10/15 ft.
½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs. ½ lbs.
10 100 25 25 45 250 1,000 50 5 10 150
1 3 1 1 1 4 5 1 0 0 1
No No No No No No No No No No No
Detonator Detonator Detonator Detonator Detonator Detonator Detonator Detonator Detonator Detonator Detonator
1d6 1d10 1d6 1d6 1d8
Fire Physical Physical Physical Fire
5 ft. 5 ft. 5 ft. 5 ft. 5 ft.
1g. / 8lbs. 1 lbs. 1 lbs. 1 lbs. 1g. / 8lbs.
5 50 5 5 5
0 2 0 0 0
Yes No Yes No Yes
Ignition Detonator Ignition Explosive Explosive
TNT
1d8
Physical
5 ft.
1 lbs.
20
Yes
Explosive
USING DEMOLITIONS Demolitions. When detonating an explosive, all targets in the blast radius must beat the Dexterity saving throw DC or take full damage. Targets that make the save take half damage. Dexterity Saving Throw DC: The DC for the Dexterity saving throw equals 8 + your Dexterity modifier + your Intelligence (Demolitions) proficiency bonus. Targets that pass the saving throw still take half damage. Damaging Structures, Inanimate Objects, and Helpless Creatures: Anything in range that does not have a Dexterity score and is not moving takes maximum damage from the blast. Animated targets that are helpless against the blast (for instance, if the explosive is attached to them) cannot make saving throws and also take maximum damage.
With a successful DC10 Intelligence (Demolitions) check, you can change the blast zone of the explosive from a 5-foot radius to a 10-foot cone. You must determine which area the explosive is affecting when you set it and once set and your skill check rolled, you cannot alter the explosive pattern without starting over. You cannot increase the area of a cone beyond 30 feet with additional explosives.
CONCUSSION This light explosive uses air pressure as well as shrapnel to disrupt enemy lines. They are often employed as mines and in air bursts to break up dense collections of personnel. Targets with 10 hit points or less that fail the saving throw are killed.
EMP
Proxy Detonation: Explosives always go off when their detonation conditions are met, regardless of whether the attacker is able to act in the encounter. The Dexterity saving throw DC of the explosive is set by the person making the Demolitions check, not the person who triggers the explosion. If the explosive is thrown, then choose the higher DC between the creator and the thrower.
EMPs don't inflict any damage, but instead discharge an electromagnetic burst that disrupts electronics.
After-effects: After an explosive or grenade is detonated, the affected area provides half-cover for one round.
Also simply referred to as a stun grenade, a flash bang reduces the combat effectiveness of opponents by confusing and disorientating them with a sudden blinding magnesium flash and a deafening blast. The grenade body doesn't actually fragment so no shrapnel is dispersed.
EXPLOSIVE AND GRENADE TYPES
COMPOSITION EXPLOSIVE This soft, malleable explosive is also commonly referred to as “plastic explosive”, and is the standard explosive for breaching demolitions because of its ability to be formed into shaped charges. It can be cut, formed, wrapped, and combined with others of its type. Composition explosive is more expensive than standard explosive but effective in its capacity. It is also extremely stable.
When detonated, all TL1 and greater technology that employs a cell suffers a targeted disruption. Vehicles suffer disadvantage on Dexterity checks for five minutes.
FLASHBANG
Targets that fail the save are blinded and deafened until the end of your next turn.
FRAG (Fragmentation) Frags are designed purely as an antipersonnel explosive by discharging dozens of plastic or steel flechettes blowing out along with fragments of the explosive's own shell. This deadly shrapnel shreds anything it touches (dealing bludgeoning, piercing, AND slashing damage).
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FUEL, AUTO/JET Despite what movies will have you believe, it's not easy to set jet fuel ablaze. Standard automotive fuel doesn’t burn in liquid form, but fumes do, and the heat of a flame is more than enough to start the surface of a liquid slick evaporating. The blast radius is also on fire for 3d6 minutes. Any target moving into an affected area on its turn or any target beginning its turn in an affected area suffers the basic damage of the fuel (1d6 or 1d8).
NERVE TOXIN A deadly and illegal weapon, this grenade expels a potent gaseous mixture blending a batrachotoxin and taipoxin and several other agents produces a deadly gas that causes complete paralysis of all muscles by stopping the release of acetylcholine. By blocking nerve pulses to the muscles, the subject dies from asphyxiation or heart failure. Nerve toxin grenades are a gas effect that only affects living creatures. After detonation, the area continues to affect any creature that starts its turn in or enters the target area for 1d4 minutes. After detonation, the nerve toxin grenade fills a 10-foot cube, expanding to 20 feet at the top of the next round and 30 feet on the round after that. Targets are poisoned and suffer 2d6 damage each turn. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass two consecutive saving throws to recover from this effect.
NITROGLYCERINE One of the oldest explosives, nitro is no longer actively used due to its instability. Nitroglycerine will always detonate if caught in the blast radius of another explosive, if dropped from a height of more than 5 feet, or if ignited.
RIOT GRENADE Riot grenades are used usually to disperse crowds and disorientate attackers. The grenade doesn't explode but rather opens valves, releasing compressed tear gas. In addition to creating an obscuring field of smoke, the gas causes skin and eye irritation on contact, throat and nose irritation if inhaled.
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Riot grenades are a gas effect that only affects living creatures. After detonation, the area continues to affect any creature that starts its turn in or enters the target area for 1d4 minutes. After detonation, the riot grenade fills a 10-foot cube, expanding to 20 feet at the top of the next round and 30 feet on the round after that. Targets are poisoned and their speed is halved. At the beginning of its turn, the target can make a DC15 Constitution saving throw. It must pass 2 consecutive saving throws to recover from this effect.
SMOKE GRENADE There are three types of smoke grenades: screening grenades, signal grenades, and white phosphorous grenades. Most smoke grenades are employed as signaling devices, though they can also be used to screen unit movements, conceal advancement and hinder enemy fire. Signal smoke grenades cannot be used for screening, though screening grenades can be used as a signal grenade. Screening grenades expel either a hexachloroethane/zinc (HC) mixture that is also an irritant or a terephthalic acid mixture (TA), which is harmless. Signal grenades use potassium chlorate, lactose, and a colored dye to work. Signal grenades are available in sev-
eral colors, including white, red, yellow, green, and purple. The white phosphorus grenade is a smoke grenade with an explosive burst. Rather than burning to make smoke, the phosphorus ignites in the air after spreading. The brilliant yellow flame produces phosphorus pentoxide, the smoke, as a by-product. The intense heat allows the grenade to double as an antipersonnel weapon. The heat is devastating in close quarters. Screening Special Rule: After detonation, the smoke grenade fills a 20-foot cube, expanding to 30 feet at the top of the next round and 40 feet on the round after that. The smoke obscures all sight, including dark/night vision. Everyone inside or on opposite sides of the smoke from an attack are granted three-quarters cover. Smoke grenades last for 1d4 minutes. Wind can disperse the smoke as well. White Phosphorus Special Rules: This grenade has the same effect as the screening grenade except it also deals fire damage to targets inside. Targets entering or passing through the affected area automatically suffer damage without a saving throw (saving throws are only for the initial impact). White Phosphorus damage cannot not be increased by direct fire, ground zero, impact square, or a critical hit.
TNT (Trinitrotoluene) TNT is the standard explosive to which all others are compared. Although not employed in modern industry or military applications, it is still common in black market circles and in civilian use (e.g. mining). Unlike moldable explosive, TNT can accidentally detonate if caught in the blast of another explosion.
ARMOR Only in this strange modern time can armor from every era in mankind’s history be found in use. No longer are antiques collected in museums, pushed aside in favor of modern alternatives. Despite advanced armor being available, limited resources and a lack of mechanical fabrication have prevented their mass distribution, paving the way for previously thought obsolete relics. The majority of techan armor can only be identified by their glossy and refined construction as well as their lack of medieval-inspired regalia. To put it simply, techan armor generally looks plain. Most techan armor is actually immune to disruption—only the powered accessories like targeting systems and flight packs are susceptible, and thus said additions are uncommon. Even rarer are the powered defensive systems including the imposing and powerful exo-armors, though their effectiveness in combat is hard to deny.
ARMOR AND DISRUPTION Some armor requires power to operate at full effectiveness, or at all. The power usage of the armor, if any, is listed on the armor table. All armor that utilizes a cell lasts a month before needing to be replaced. Armor with a listed usage (like H[10]) have features that use additional power, as indicated in the armor’s description. When the cell is empty, or when the armor is disrupted, certain features of the armor may shut down until the cell is replaced or the disruption cleared, as noted in the armor’s description. Unless otherwise stated, the armor continues to grant its AC as listed on the table when unpowered or disrupted. Note that unpowered armor of TL1 and higher are still subject to disruption events: those events just have no practical effect if the armor doesn’t require a cell.
ARMOR COST Light Armor Ballistics Armor 40 Limshau Kawabari 50gp Synthetic Weave 40 Synthetic Weave, Mk2 500 Spider-Silk Suit 1,500 Medium Armor Aramid Combat Suit 1,500 Aramid Survival Suit 3,500 Blinder-Mail 4,500 Force Body Vest 50 Nanotech Armor 5,000 Heavy Armor Advanced Wasteland 5,000 Carbide Armor 1,500 Flak Longcoat 250 Full Combat Warrior 7,500 Tactical Body Armor 2,500 Tech-Mail 2,500 Yowie Suit 750 Yowie Suit, Mk2 5,500 Exo-Armor (Light) Covenant 120,000 Skinplate 65,000 Exo-Armor (Medium) Combat Exoskeleton 65,000 Combat Exoskeleton 85,000 Gladiator 65,000 Utility Exoskeleton 59,000 Vulture System 52,000 Exo-Armor (Heavy) Amarok 50,000 Apostle Motor Slave 100,000 Mobile Motor Armor 65,000 Rack Power Suit 70,000 Tanker 85,000 Testament 115,000 * AC enhanced, see description. SHIELDS Active Dissuasion System Deployable Shield Energy Envelope Forced Defense Shield Janoahn Master Shield Kinetic Baffle Limshau Buckler Repulsor Engine
COST 7,500 11,000 40,000 250 40gp 26,000 50gp 15,000
ARMOR CLASS (AC)
STRENGTH
STEALTH
WEIGHT
CELL
TL
12+Dex modifier 12+Dex modifier 11+Dex modifier 11+Dex modifier 12+Dex modifier
— — — — —
— — — — —
15 lbs. 10 lbs. 7 lbs. 7 lbs. 10 lbs.
— — — — —
0 — 0 1 4
14+Dex modifier (max 2) 15+Dex modifier (max 2) 14+Dex modifier (max 2) 13+Dex modifier (max 2) 16 +Dex modifier (max 2)
— — — — —
Disadvantage Disadvantage — / Special — —
25 lbs. 30 lbs. 25 lbs. 20 lbs. 25 lbs.
— — H(20) — H
1 2 3 0 3
17 16 15 19 16 18 15 15
Str 15 Str 13 — Str 13 Str 15 — Str 13 Str 13
Disadvantage Disadvantage Disadvantage Disadvantage Disadvantage Disadvantage Special Special
40 lbs. 35 lbs. 35 lbs. 40 lbs. 30 lbs. 35 lbs. 35 lbs. 25 lbs.
— — — — — — — H(20)
3 0 0 3 2 3 0 3
12*+Dex modifier 12*+Dex modifier
— —
Disadvantage Disadvantage
450 lbs. 265 lbs.
H(10) H
5 4
15*+Dex modifier (max 2) 15*+Dex modifier (max 2) 15*+Dex modifier (max 2) 14*+Dex modifier (max 2) 14*+Dex modifier (max 2)
— — — — —
Disadvantage Disadvantage Disadvantage Disadvantage Disadvantage
1,950 lbs. 1,950 lbs. 650 lbs. 1,500 lbs. 350 lbs.
H H H H H
4 5 3 3 4
18* 18* 18* 18* 18* 18*
— — — — — —
Disadvantage Disadvantage Disadvantage Disadvantage Disadvantage Disadvantage
10,000 lbs. 4,850 lbs. 3,950 lbs. 4,050 lbs. 8,000 lbs. 18,000 lbs.
H H H H H H(10)
3 5 4 4 4 5
ARMOR CLASS (AC) +1 +2 / +3 +1 +2 +2/+3 +3 Special +1 +3 Special
EXO-ARMOR RULES Powered armor, or exo-armor, is a powered mechanized unit controlled by a pilot inside. While several are not much bigger than their controllers, others weigh several tons and can tower over fifteen feet. Even though these are machines rather than creatures, Large suits can still squeeze like any other creature. Entering and Exiting Exo-Armor: While under power, it is possible to don or remove exo-armor by use and
STRENGTH — — — — Str 15 — — —
STEALTH — —/ Disadvantage — Disadvantage —/ Disadvantage — — —
WEIGHT 5 lbs. 10 lbs. 5 lbs. 12 lbs. 25 lbs. 5 lbs. 3 lbs. 5 lbs.
CELL H(15) H H — — H — H/H (10)
TL 4 3 5 0 — 4 — 4
action and expending 30 feet of movement (on the same turn). Since most exo-armor is designed to be used in open echa, it is usually designed with quickrelease catches as well to allow for rapid removal when disrupted: doing so also requires an action and 30 feet of movement on the same turn. Hit Points & Threshold: Exo-armor has its own hit point total, which the wearer can shunt damage to instead of taking it herself. It also possesses a threshold, which is the maximum amount of damage the suit can
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absorb (or shunt to its own hit points) from a single hit (the wearer taking the rest). If exo-armor is reduced to 0 hit points, it can no longer absorb damage, but is still functional. Weight: Exo-armor can support its own weight, and does not encumber the user. Its movement value is also fixed, despite any other gear the user may be carrying.
LIGHT ARMOR DESCRIPTIONS BALLISTICS ARMOR This is a light, but still somewhat clumsy collection of ceramic and polymer plates placed strategically to withstand impacts without hampering maneuverability significantly.
LIMSHAU ARMOR Overlapping layers of leather pieces sewn together to form fit the wearer, Limshau kawabari looks as unique as it feels. A master leatherworker must individually fit each suit of Limshau leather to its owner, making Limshau kawabari distinctive against other leather armors. The most obvious telltale signs are numerous belt latches over the whole body. Although available in several color based upon one’s guild affiliation, generally white or black are the most common.
SPIDER SILK SUIT Selkirk sold this technology to Angel, which was later stolen by Mann (thus being about the only time in history when any other bastion had something Mann wanted). Computer-controlled looms weave super thin synthetic silk into an extremely flexible nylon. When struck with any attack, the spider silk resists as hard as steel but will still flex more than soft rubber. It employs several thicker pads of carbon fiber in key areas. The spider suit allows for extreme maneuverability. Resistance: You have resistance to lightning damage. Flexible: If your Dexterity score is 20 or higher, the AC of this armor increases to 13.
SYNTHETIC WEAVE
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The predecessor to advanced aromatic polyamides, this full body set includes thicker pads for impact damage reduction from slashing. It is, however, vulnerable to piercing attacks. Nevertheless, it is a popular basic outfit and the comfortable choice for many in the field. Unlike most armor, synthetic weave can fit easily and covertly under normal clothes (and can even be designed to look more like clothing than armor). Resistance (Mk2): You have resistance to slashing damage.
MEDIUM ARMOR DESCRIPTIONS ARAMID COMBAT SUIT The combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic. Resistance: You have resistance to fire damage.
ARAMID SURVIVAL SUIT This suit initially appeared in York. It employs a combination of flexible aramid fabrics and rigid ceramic and metal plates. The suit covers the wearer completely, sealing her from the outside environment. Mask: You are immune to gas attacks and inhaled poisons. Resistances: You have resistance to fire and cold damage.
BLINDER-MAIL This resembles a lightened version of the heavier titanium carbide armor. What it offers in addition is a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. Stealth: When you activate the stealth net, you have advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line of sight (although doing so negates your advantage). The stealth net takes one charge per minute of use. Disruption: If disrupted, the stealth net is disabled.
FORCE BODY VEST An upgrade from basic ballistics armor, this variation is lighter, equally as resilient, and is offered in a modular configuration, making it far easier to provide a proper fit.
NANOTECH COMBAT ARMOR This advanced suit emerged with refugees from Mann, but even they admit to not developing it. They claim it was taken from a Porto craft, confiscated while on a diplomatic mission to Mann. It is an extremely rare item and according to rumor, less than a dozen can be found in Canam. The suit uses molecule-sized machines to alter the composition of the suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. Nano-Reaction: comes a normal hit.
Any critical hit against you be-
Disruption: The armor becomes ordinary clothing and provides no protective benefits at all.
HEAVY ARMOR DESCRIPTIONS ADVANCED WASTELAND ARMOR An evolved form of the full combat warrior, the wasteland suit was designed to combat more severe threats to techa, based off old designs used in space travel. Cooling systems maintain internal temperature in the harshest environments. A sealed helmet processes external gases. Resistances: You have resistance to cold and fire damage. Mask: You are immune to gas attacks and inhaled poisons. Targeting: You gain a +1 bonus to damage rolls with ranged weapons within normal range.
Disruption: disabled.
If disrupted, the targeting system is
CARBIDE ARMOR
ers of fake foliage renders fast movement nearly impossible. Pouches and straps conceal various other camouflage patterns that can unfold or release to alter the appearance of the suit.
Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.
Stealth: In any earth or forest terrain, you have advantage on Dexterity (Stealth) checks. Additionally, if you don’t move on your turn, you gain half-cover.
FLAK LONGCOAT
TL3: The suit employs holographic imaging. If you spend a battery charge and don’t move on your round, you are invisible. You remain invisible until you move or make an attack.
This clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in brown or black. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind.
FULL COMBAT WARRIOR The full combat suit is a mixture of aramid padding and titanium plates in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. It offers an insulated backpack-mounted computer system that controls various systems on the suit. Nightvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, and the system renders everything you see in shades of either green, yellow, or blue (user’s preference). Stealth: If your camouflage pattern matches your terrain, you gains a +2 bonus with Dexterity (Stealth) checks. It takes a full minute to adapt a suit to the terrain. Targeting: You gain a +1 bonus to damage rolls with ranged weapons within normal range. Resistance: You have resistance to fire damage. Disruption: If disrupted, the nightvision and targeting systems are disabled.
TACTICAL BODY ARMOR This is a slightly detuned version of the full combat warrior armor. It offers similar protection in a lighter package. It sacrifices several of its carbide plates to make the suit less expensive for those on a budget, and does not have a computer system built in. Resistance: damage.
You have resistance to fire and cold
TECH-MAIL The most advanced non-powered armor available from the bastions appeared from various sources nearly at the same time. Based on medieval scale mail, tech-mail utilizes overlapping discs no bigger than gold coins interlaced together to form a durable but flexible covering. The discs, comprised of silicon, ceramic, and titanium, spread out impacts across the entire body, allowing for greater protection. The exacting pattern of the scales is proportioned perfectly to maximize protection where needed most. Of course, to most of its users, the fact that it has no complex components to disrupt is what makes it of superior value.
Disruption: If disrupted, the holographic projector is disabled.
EXO-ARMOR DESCRIPTIONS AMAROK Angel developed its first powered armor after recovering a disabled Mann design some years ago. By a miracle of engineering skill, the Angel scientists successfully circumvented Mann’s failsafes: before the armor destroyed itself, a basic understanding of compact robotic design had been gleaned. The amarok is the direct descendant of that knowledge. Angel being far less insular than any other bastion other than York, the amarok has since become the most common exo design seen outside bastion walls. Balance: For the sake of game balance, the amarok counts as a legendary item as well as two rare items. Large Size: You are considered a Large creature while wearing the armor. This does not affect your reach or damage dice. Power: The amarok requires an H-class power cell to operate and it does not function without it. Bonus: The amarok as a +2 bonus to AC (20 total). Hit Points: The amarok has 50 hit points and a threshold of 50. Speed: Your speed is 30 feet. Auto-Reload: You have a mechanism to reload your weapons (since you have no arms). You can reload three clips/cells automatically before needing external loading (you either have to exit the suit to reload or have an ally do it for you). External reloading requires an action and a bonus action. Disruption Recovery: As a reaction to a disruption event, the amarok comes back online. Once you use this feature, you cannot use it again until you finish a long rest. Mask: You are immune to gas attacks and inhaled poisons. Mecha: You ignore penalties for difficult terrain.
Hardened Defense: You have resistance to piercing attacks.
Nightvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
YOWIE SUIT
Resistances: You have resistance to cold and fire damage.
Not designed for actual combat, this clumsy but effective piece of camouflage offers some rudimentary protection. It is not terribly heavy but its overlapping lay-
Weapon Limbs: You have neither limbs nor manip-
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226 ulators to hold onto external weapons. You have no threatening reach and cannot make opportunity attacks. You are equipped with three heavy weapon mounts. Because the amarok is Large, you can install super heavy weapons as heavy weapons. Likewise, you can install heavy weapons or two-handed small arms in these mounts as two-handed small arms and onehanded small arms, respectively. You have disadvantage on attack rolls against Medium or smaller targets 5-feet or closer. Disruption: If disrupted, you are restrained. All special features are disabled except the following: Hit Points, Disruption Recovery, Mask, Resistances. Mounted weapons are not automatically disrupted and can still be used if you are somehow able to fire them manually.
APOSTLE MOTOR SLAVE The main front line defender of Mann, this intimidating armor requires its user to slip into a form-fitting suit that mounts tightly in the control area. The pilot’s head fits only partially into the machine’s helmet with most of the user sitting in the trunk of the armor. The pilot's arms extend to the elbows and the legs only to the knees. The apostle is banned technology outside of Mann: the secretive bastion has threatened dire retribution on any foreign government caught using them and considers their use outside of Mann’s walls blasphemy, claiming the knowledge was bestowed upon them from God. Although this prevents their deployment in other bastions, mercenary units have no such loyalties to the fanatical city. The security systems of earlier models
are also less advanced than later Mann developments, as nearly all powered armor technology in Canam is reverse-engineered from this design. Balance: For the sake of game balance, the apostle counts as a legendary item as well as two very rare items. Large Size: You are considered a Large creature while wearing the armor. You have reach. Power: The apostle requires an H-class power cell to operate and it does not function without it. Bonus: The apostle has a +3 bonus to AC (21 total). Hit Points: The apostle has 60 hit points and a threshold of 20. Speed: Your speed is 35 feet. Amplified Strength: Your Strength score is 25. Disruption Recovery: As a reaction to a disruption event, the apostle comes back online. Once you use this feature, you cannot use it again until you finish a long rest. Gauntlets: Unarmed attacks with the armor do 1d6 damage. If you already inflict 1d6 or more damage with unarmed attacks, increase the damage dice by one step (1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also grant a +2 bonus to attack and damage rolls.
Balance: For the sake of game balance, the combat exoskeleton counts as one legendary and two rare items. The TL5 combat exoskeleton counts as two legendary items and one very rare item Power: The combat exoskeleton requires an H-class power cell to operate and it does not function without it. Bonus: The TL4 combat exoskeleton has a +1 bonus to AC (16 total); the TL5 combat exoskeleton has a +2 bonus to AC (17 total). Hit Points: The TL4 combat exoskeleton has 35 hit points and a threshold of 4. The TL5 combat exoskeleton has 45 hit points and a threshold of 5. Speed: Your speed is 30 feet. Disruption Recovery: As a reaction to a disruption event, the combat exoskeleton comes back online. Once you use disruption recovery, you cannot use it again until you finish a long rest. Gauntlets: Unarmed attacks with the armor do base 1d6 damage. If you already inflict 1d6 or more damage with unarmed attacks, increase the damage dice by one step (1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also grant a +1 bonus to attack and damage rolls.
Mask: You are immune to gas attacks and inhaled poisons. Resistances: You have resistance to fire, acid, and cold damage. Regeneration: The apostle recovers 1 hit point per round while active. Sensor Net: You gain a +2 bonus to Wisdom (Perception) checks. Weapon Mount: The apostle has a shoulder or arm mounted assembly, which frees up a hand. This mount acts as a hand or a brace for holding or mounting weapons. Disruption: If disrupted, you are restrained and cannot make attacks with held weapons. All special features are disabled except the following: Hit Points, Disruption Recovery, Mask, Resistances, Weapon Mount. Mounted and held weapons are not automatically disrupted: mounted weapons can still be used if you are somehow able to fire them manually.
COMBAT EXOSKELETON The combat exoskeleton initially appeared in Selkirk, reverse engineered from stolen Mann technology. The suit resembles an oversized piece of medieval plate, reinforced by limbs of titanium and amplified by synthetic muscle fibers running through the entire assembly. Though not very pretty, the Exo has proved its usefulCom-Exo ness in combat.
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Disruption p Recovery: y As a reaction to a disruption event, the covenant comes back online. Once you use this feature, you cannot use it again until you finish a long rest. Gravity Anchors: You have a climb speed equal to your normal speed. Gravity Drive: You suffer no damage from a fall. Jump Jets: You are always considered moving when performing a jump. You also have advantage with Strength (Athletics) checks when jumping. You have adManeuverability: vantage with Dexterity (Acrobatics) checks.
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M Mecha h Fi Fists: t The TL4 combat exoskeleton has a Strength of 23. The TL5 combat exoskeleton has a Strength of 25.
Mask: You are immune to gas attacks and inhaled poisons.
Resistances: You have resistance to cold and fire damage.
Shadow Field: Use an action and spend a cell charge—you are invisible for one minute, until you move, or until you make an attack.
Disruption: If disrupted, you are restrained, and you lose your Dexterity bonus to AC. All special features are disabled except the following: Hit Points, Disruption Recovery, Gauntlets, Resistances.
Resistances: You have resistance to fire, lightning and acid damage.
COVENANT
Disruption: If disrupted, you are restrained, and you lose your Dexterity bonus to AC. All special features are disabled except the following: Hit Points, Disruption Recovery, Mask, Resistances.
The most advanced armor currently available in open echa, the covenant tracks its origins to a secret caste of the same name within Mann society. This organization is charged with recovering and/or eliminating dissident factions from their own civilization. They are one of the few permitted to leave Mann with the sole objective to eradicating any possibility of their technology falling in enemy hands. Unfortunately, despite numerous failsafes in Mann hardware, a few of these armors have found themselves in the hands of those very same adversaries. Balance: For the sake of game balance, the covenant counts as three legendary items and one very rare item. Power: The covenant requires an H-class power cell to operate and it does not function without it. Bonus: The covenant has a +3 bonus to AC (15 total). Hit Points: The covenant has 30 hit points and a threshold of 3. Speed: Your speed is 35 feet.
GLADIATOR Originally built as a heavy lift assistant for use in the Selkirk mines, the gladiator found popularity later as a muscle augmenter for weapon applications by the defense division. Eventually a new suit, the tanker, was purpose-built for the role, but the gladiator's smaller size kept it in regular use, and it remains the more popular model. Depending on its loadout, it can serve as both a ranged weapons platform and a close-combat vehicle. Balance: For the sake of game balance, the gladiator counts as one legendary item and two rare items. Power: The gladiator requires an H-class power cell to operate and it does not function without it. Bonus: The gladiator has a +2 bonus to AC (17 total). Hit Points: The gladiator has 30 hit points and a threshold of 5.
Speed: Your speed is 30 feet. Disruption Recovery: As a reaction to a disruption event, the gladiator comes back online. Once you use this feature , you cannot use it again until you finish a long rest. Firearm Stabilization: Even though you are Medisized, you can wield heavy weapons as if they are um-sized, handed small arms and super heavy weapons as if two-handed they are heavy weapons. Gauntlets: Unarmed attacks with the armor do base 1d6 damage. If you already inflict 1d6 or more damage with unarmed attacks, increase the damage dice by one step (1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also grant a +1 bonus to attack and damage rolls. 23.
Mecha Fists: The gladiator has a Strength of
Weapon Mount: The gladiator has a shoulder or arm mounted assembly, which frees up a hand. This mount acts as a hand or a brace for holding or mounting weapons. Disruption: You are restrained, and you lose your Dexterity bonus to AC. All special features are disabled except the following: Hit Points, Disruption Recovery, Firearm Stabilization, Gauntlets, Weapon Mount. Mounted and held weapons are not automatically disrupted and can be used as long as you are somehow able to fire them manually.
MOBILE MOTOR ARMOR In the wasteland of open echa, not all treasures are enchanted. In the mad dash to traverse this dangerous environment, occasional travelers fail, leaving their bodies clutching on to the lingering threads of their failed technology, to be found by others. There are rumors of some mercenary companies that refuse allegiance to any bastion and flaunt technology that rivals anything behind the walls by reverse engineering found relics, lost between bastion states, fallen from orbit, or survived from the previous age. Other than the armor flaunted by bastions, mercenamed exo-armor nary companies have produced prototypes of their own design, even selling them to other mercenary companies (though reserving the more advanced models for themselves). These unique designs are simply called mobile motor armors. No two look alike, but they all share similar properties.
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Balance: For the sake of game balance, the mobile motor armor counts as one legendary item and two very rare items. Power: The motor mobile armor requires an H-class power cell to operate and none of its functions work without it. Large Size: You are considered a Large creature while wearing the armor. You have reach. Bonus: The mobile motor armor has a +1 bonus to AC (19 total).
Hit Points: The mobile motor armor has 35 hit points and a threshold of 5. Speed: Your speed is 30 feet. Gauntlets: Unarmed attacks with the armor do base 1d6 damage. If you already inflict 1d6 or more damage with unarmed attacks, increase the damage dice by one
step (1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also grant a +1 bonus to attack and damage rolls.
Disruption: If disrupted, you are restrained and cannot make attacks with held weapons. All special features are disabled except the following: Hit Points, Disruption Recovery, Mask, Resistances.
Disruption Recovery: As a reaction to a disruption event, the MMA comes back online. Once you use this feature , you cannot use it again until you finish a long rest.
SKINPLATE
Resistances: You have resistance to cold and fire damage. Removable Weapon Limbs: You can remove a gauntlet and replace it with a heavy weapon mount. Because the mobile motor armor is Large, you can install super heavy weapons as heavy weapons. Likewise, you can install heavy weapons or two-handed small arms in these mounts as two-handed small arms and one -handed small arms, respectively. Disruption: If disrupted, you are restrained and cannot make attacks with held weapons. All special features are disabled except the following: Hit Points, Disruption Recovery, Resistances, Removable Weapon Limbs. Mounted weapons are not automatically disrupted and can still be used if you can somehow fire them manually.
RACK POWER SUIT Following the trend of virtually all other exo-armors, the Rack resulted from Sierra Madre reverse engineering an apostle motor slave with the intent of creating an antiechan armor specialized in close combat. Adding their own sense of flamboyance, the result is smaller and more agile, though still not to the extent of the Skinplate design. The suit is large but thinner in areas to reduce weight. The catchy nickname comes from the positioning of the pilot within the frame, which to an outside observer looks profoundly uncomfortable (though it feels just as well fitted as the Skinplate).
Balance: For the sake of game balance, skinplate also counts as one rare item and one uncommon item. Power: Skinplate requires an H-class power cell to operate and it does not function without it. tal)
Bonus: The skinplate has a +2 bonus to AC (14 to-
Hit Points: The skinplate has 25 hit points and a threshold of 2. Speed: Your speed is 35 feet. Boosters: You have advantage with Strength (Athletics) checks when jumping. Disruption Recovery: As a reaction to a disruption event, the skinplate comes back online. Once you use disruption recovery, you cannot use it again until you finish a long rest. Mask: You are immune to gas attacks and inhaled poisons.
Balance: For the sake of game balance, the rack counts as one legendary item and two very rare items.
Resistances: You have resistance to fire, lightning and acid damage.
Power: The rack requires a H-class power cell to operate and it does not work without it.
Disruption: If disrupted, you are restrained, and you lose your Dexterity bonus to AC. All special features are disabled except the following: Hit Points, Disruption Recovery, Mask, Resistances.
Large Size: You are considered a Large creature while wearing the armor. You have reach. Bonus: The rack has a +1 bonus to AC (19 total).
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This is a small customized powered armor designed specifically for each user. It conforms tightly to the contours of the body. It employs a combination of lightweight polymers and aramids reinforced with carbon fullerene rings. Solid limbs are made from silicon carbide ceramic which slide perfectly to allow movement via a magnetorheological fluid. The suit covers the entire body, with an attached helmet that seals it completely.
Hit Points: The rack has 40 hit points and a threshold of 5. Speed: Your speed is 30 feet. Disruption Recovery: As a reaction to a disruption event, the rack comes back online. Once you use this feature , you cannot use it again until you finish a long rest. Gauntlets: Unarmed attacks with the armor do base 1d8 damage. If you already inflict 1d8 or more damage with unarmed attacks, increase the damage dice by one step (1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also have a +2 enhancement bonus to attack and damage rolls. Mask: You are immune to gas attacks and inhaled poisons.
TANKER The successor of the smaller gladiator, the impressive tanker has unfortunately not found as much recognition. The military division has analyzed the size of the machine and the logistics division has criticized its cost in comparison to its lighter and cheaper cousin. Despite this, the tanker is still the preferred model for Selkirk military in long duration trade missions with the narros and as an intimidating adjunct to diplomatic Orobas and Train Guard escorts, though it is seldom seen outside of these roles. In truth, its reputation as a weaker system is undeserving, as the tanker is considered one of the most powerful weapon platforms on the continent. Balance: For the sake of game balance, the tanker also counts as one legendary item and two very rare items. Power: The tanker requires an H-class power cell to operate and it does not function without it. Bonus: The tanker has a +2 bonus to AC (20 total).
Mecha Fists: The rack has a Strength of 23. Resistances: You have resistance to fire, acid, and cold damage.
Hit Points: The tanker has 50 hit points and a threshold of 50.
Speed: Your speed is 25 feet. Disruption Recovery: As a reaction to a disruption event, the tanker comes back online. Once you use this feature , you cannot use it again until you finish a long rest. Firearm Stabilization: You can wield heavy weapons as if they are one-handed small arms and super heavy weapons as if they are two-handed small arms. Gauntlets: Unarmed attacks with the armor do base 1d8 damage. If you already inflict 1d8 or more damage with unarmed attacks, increase the damage dice by one step (1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also grant a +2 bonus to attack and damage rolls. Mecha Fists: The tanker has a Strength of 23. Weapon Mount: The tanker has a shoulder or arm mounted assembly, which frees up a hand. This mount acts as a hand or a brace for holding or mounting weapons. Disruption: If disrupted, you are restrained and cannot make attacks with held weapons. All special featur