Tag Archives: three sisters

Signature Items

Signature items are permanent magical items you pay for with character points.You are bound to these items by fate-- they always seem to find their way back to you. Signature Items do not apply to your Magic Items limit.
The iconic Signature Item in the Arthurian Source literature would, of course, be Excalibur; many other named magical items that seem to follow characters from story to story.
All signature items are yellow-tagged items and should be marked as such. If you ever lose a signature item, fate intervenes and you manage to find it again.
You will always start an event with your signature item, even if you lost it the event before. The exception to this is if you use the ability to recover an item between events plot has the option to change or even destroy the item so it is best to avoid losing your signature item.
If you decide to not recover a lost item, or if the item is destroyed then you will regain most of the character points, but 5 character points will not be recovered and deducted from your total rather than being freed. Again-- it's not a good idea to let your Signature Item be lost, stolen, or used by someone else.
If you voluntarily give your Signature Item to another character for any reason, it loses all "fated protections." Thus if you give your Signature Weapon to a friend (or if an ally uses it while you are sleeping, etc) and that item is lost, stolen, Destroyed, etc, it is treated as if it was a normal item and you WILL NOT GET IT BACK. Keep your Signature Items safe.
All items are constructed by spending character points to purchase abilities. When you purchase your item, you gain a pool of Signature Points that can be spent to buy abilities for your item. You must choose to purchase a minor item, a major item, or an epic item. Each has a different cost associated with it. You may purchase up to TWO items in this manner, and may not have more than TWO signature items at any time.
If you find a notable item in game you may decide that the fate of the item and your own fate have become intertwined and you may purchase that item. You must recreate the powers of the item as faithfully as possible, except that your item becomes permanent and will never expire. An item purchased in this way still counts towards your limit of three signature items. You may choose to discard an existing item to purchase a new item you have found, but in doing so you lose the old item and you lose 5 of the character points it cost you.
You signature item must be distinctive and the prop must be plot approved. Plot must be able to recognize the item when seeing it. Signature items come in four flavors; weapons, armor, jewelry, and relics.
  • If your Signature Item is a weapon, you must have skill with a weapon magical item to use it (though not to possess it-- so if you find one you can't use yet, you can buy the Signature Item and keep it, but won't be able to use its powers till you have the weapon skill), In order to use its powers, you must have it in hand.
  • If your Signature Item is Armor, you must be wearing it, and you must have the ability to use the armor (see above rules for Weapons). You may wear multiple armor pieces, but the item's description should state which piece (or which set) is the Signature Item.
  • Shields can be designated as Weapon, Armor, or Relic, but must be designated when the Signature Points are spent and cannot be changed.
  • Jewelry props must be worn to be used.
  • Relic props are generally held in your hand and presented or held aloft when used. Unusual relics with specific activation methods (like horns) need to be plot approved. Each item has one item type, which is used in the prefix of the verbal. Item types include Amulet, Armor, Artifact, Banner, Belt, Book, Bracelet, Cloak, Crown, Hat, Mask, Necklace, Ring, Shield, Symbol, Wand, or Weapon.
Example: You are making a Crown item, and have purchased the Deft power. You would call, "Resist by Crown!" when using that power.
PURCHASING A SIGNATURE ITEM
When you purchase a Signature Item, you must write a proposal to Staff, giving us a brief history of the item (using the PC Histories guidelines as a template would be a good idea), telling us SOME of its history and former wielders/bearers. Included in this proposal must also be the abilities you wish to purchase for this item. Once this proposal is approved, you can spend the CP and the item will find its way into your possession in-game at the next event.
Upgrading At creation, you can only choose the first level of a Signature Item's power. You can upgrade your signature item's power by paying TWICE the number of Signature Points in CP.
Example: During creation of a Minor item, you purchase the Signature power . Later, you want to upgrade that power. Later, you can spend 4 CP to do so.
  • Minor Item: 7 CP You may purchase up to 5 Signature Points worth of item powers.You cannot purchase epic powers.
  • Major Item: 12 CP You may purchase up to 9 Signature Points worth of item powers.You may purchase one epic power as part of this total.
  • Epic Item: 15 CP You may purchase up to 12 Signature Points worth of item powers.You may purchase two epic powers as part of this total.
SIGNATURE ITEM POWERS Note: this list is NOT exhaustive--it is meant as inspiration and approximate power levels for players to have fun with. If you have an idea for Signature Item abilities not on this list, contact brittanislarp@gmail.com and we'll discuss it with you. This is a great way to personalize a character and really tie into the mythos and environment of Brittanis. We'll do our best to work with you. The verbals for these skills use a slightly different format than usual-- that is intentional, to show the uniqueness of where these abilities are coming from. When you bust out one of these powers, people SHOULD look at you differently when they hear the unusual verbal. That's part of the appeal.
Signature (1, 2 SP) When you purchase this ability choose one Elemental, Mental, Metabolic, or Physical trait that best exemplifies your item. You may not choose the Weapon trait. This trait is used for all called attacks with the weapon that do not otherwise have an assigned Trait.
Example: You have the Swift Strikes skill from the Skill list, and Ravage from the Primal list. The backstory for your item suggests that the “by Cold Iron” trait would be appropriate. When you use the Swift Strikes skill, you call, “2 by Cold Iron” because that skill has no assigned Trait already. When using Ravage, you still call, “2 by Nature” because that skill DOES have an assigned trait.
▪ 2nd Purchase: you can use the Trait you picked for this item on ANY effect you deliver with this weapon. Continuing the earlier example, you could now call, “2 by Cold Iron” when using Ravage.
Critical Attack (1,2 SP) Requires Signature Trait. Once per Watch you can make a deadly attack. Melee weapons use melee attacks; missile weapons use missile attacks. When you purchase the attack for other types of items you must choose either melee or packet as the delivery. The attack uses the Signature trait for this item. Call out "With this [Item Type], T+3 Damage by [Trait]" ▪ 2nd Purchase 2/watch Example: Glencarrach is a melee weapon. It has “by Force” as its Signature Trait, and its owner is Tier 2. When using this ability, the wielder would call, “With this Weapon, 5 Damage by Force!” when making the attack.
Deft ( 1, 2, 3 SP) Once per watch you may call “Resist by ” against a Disarm effect targeting this item. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase: you can use the “Resist by ” against ANY Disarm effect targeting you.
Eldritch Weapon (2 SP) Weapon or Shield Only. This weapon is also treated as a relic and when it is in your hand you can use powers that require a relic. So long as your packet arm is free you can cast with this item in your off hand.
Freedom (1,2,3 SP) Once per watch you can end one Paralyze, Root, or Slow effect.Call out "With this [Item Type], Purge" to end the effect. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Hardened ( 1, 2, 3 SP) Once per watch you may call “Resist by ” against a Destroy effect targeting this item. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase: you can use the “Resist by ” against ANY Destroy effect targeting you.
Healing Touch (1, 2 SP) Requires Signature Trait. Once per watch you may heal an ally. Touch a the Signature Item (weapon, shield, or relic) or packet (any other item) to the target and call out "With this [Item Type], Heal T+1 by [Signature Trait]." ▪ 2nd Purchase 2/Watch
Lesser Dominance (2, 2 SP) Choose 1 effect from the following list: Agony, Root, Silence, Slam, Slow, or Weakness. Once per Watch you may make a weapon attack for “By This , ” ▪ 2nd Purchase: Usable 2/watch. Choose another effect from this list. You can use EITHER of the two effects in any combination.
Magical Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with an Elemental, Magic or Nature trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Melee Defense (1,2,3 SP) Once per watch you can negate a melee attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Mental Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Mental trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Metabolic Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Metabolic trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Mystical Defense (1,2,3 SP) Once per watch you can negate a packet attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Physical Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Physical trait. Call out "With this [Item Type], Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Purity of Form (1,2,3 SP) Once per watch you can end one Drain, Silence, or Weakness effect. Call out "With this [Item Type], Purge" to end the effect. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Ranged Defense (1,2,3 SP) Once per watch you can negate a missile attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Reinforcing Item ( 1, 2, SP) Once per watch you may use this item to call out "With this [Item Type], Refresh T+2 Armor to Self." ▪ 2nd Purchase 2/Watch
Resilience ( 1, 2, SP) Once per watch you may use this item to call out "With this [Item], Heal T+2 to Self." ▪ 2nd Purchase 2/Watch
Skill Focus (2, 3 SP) Choose one class or source skill. The Stamina cost for this skill is reduced by 1, to a minimum of 1. ▪ You may choose a second skill different from the first.
Greater Dominance (3, 3 SP) Choose 1 effect from the following list: Destroy, Disarm, Drain, Maim, Repel. Once per Watch you may make a melee attack for “By This , ” ▪ 2nd Purchase: Usable 2/watch. Choose another effect from this list. You can use EITHER of the two effects in any combination.
Epic Item Powers
NOTE: In order to take a Epic divine blessing, two of your Character Values must match with the patron. You may only take powers from one patron.
All Magic is One Gain Major Access to a school of magic, this skill will grant you the school as if it was part of your casting skill if you have one. However any spells gained from this item are not accessible if it is lost.
Armored Item Any Non-Armor Item. This epic item grants your Tier in armor points. This power will not stack with itself.
Deadly Item This item adds +1 to the damage of any attack made with this item that has a Damage effect of 3 or more.This effect only stacks with other effects that permanently increase Damage effects. Example: You make a Critical Strike (from the Skill Source), which calls normally “3 Damage!” With this item, you call “4 Damage!” instead. This power would not stack with an Artificer buff granting “+2 damage to next attack by Silver,” or any other temporary enhancement effect.
Deadly Magic Choose 1 Trait from the same Category as this Item's Signature Trait. If this Item's signature Trait is an Elemental or Energy Trait, you must choose that trait. For SPELLS using the selected Trait, this item adds +1 to the damage of any spell that has a Damage effect of 3 or greater while this item is held in your hand. This effect only stacks with other effects that permanently increase Damage effects.
NOTE: This power ONLY applies to skills with the Spell keyword. It has no effect on a spell without the Damage effect.
Example: You have chosen the Earth Trait for this skill. You cast Stone Shrapnel from the Earth Spell list, at Tier 2 & spell Level 1 (which would normally call, “2 Damage by Earth”). The Deadly Magic ability does NOT apply in this case, and the spell is not modified.
Later, you cast Rockfist at Level 2 (which would normally call “3 Damage by Earth”). In this case, Deadly Magic applies, and you call “4 Damage by Earth!” instead.
Epic Dominance Choose 1 effect from the following list: Drain, Frenzy, Paralyze, Stun, Stricken. Once per Watch you may make a melee attack for “By This , ”
Iron Grip You may call “No Effect by ” vs any Disarm effect that targets you.
Masterwork Armor Armor Only. Choose armor prop of Level 2 quality. If plot approves, the prop has an armor value 2 higher than its actual type. You must still have the skill to wear the appropriate kind of armor to use this item.
Merciful Skill This item adds +1 to the healing of any skill that has a Heal effect of 3 or greater made while this item is held in your hand. This effect does not stack with other effects that increase Heal effects.
Example: This power could augment the Primal Skill Healing Herbs, and the Light Spell Healing Light, but would not stack with the Cavalier skill Healers Friend, as that also increases the Vitality healed by a given effect.
Ritual Item During Ritual Magic the presence of the item acts as if a Ritual Kit had been used.
Soul Drinker Weapon Only. Once per battle, When you deliver a Death Strike with this weapon on an opponent that is not already dead or destroyed you also call, "By this [Item Type] Heal (T+1)".
Stanch the Flow 1/battle, you can call “With this Item, Heal T+2 to Self”
Unbreakable You call “No Effect by Item” vs any Destroy effect targeting you.
Blessing of Aenryia Holding Court Once per event, you can call, “By My Voice, Permanent Drain by The Lady of the Lake!” This ability cannot be used in any place where combat has occurred in the last 5 minutes. Its intent is to create an even playing field for diplomatic relations to occur, where weapons, skills and magic are useless. Abuses of this will be... frowned upon by The Lady of the Lake. Judgement Choose 1 Trait from the following list at dawn: Darkness, Corruption, Infernal, Undead, Malediction, Aberration, Blood. 1/battle, you can call “By my Gesture, Expose by The Lady of the Lake." If a target responds to the Expose without using a game defense (No Effect, Resist, etc), you immediately gain a melee or missile attack for “T+2 By [Heroic Trait]” usable ONLY against that target. The Trait you choose to Expose can be changed each morning at dawn. Blessing of Arturian Tend the Fallen Once per battle, you can call, “By My Voice, Expose Unstable to Hero by The Old Father!” If anyone responds, your first single-target Heal effect on that target is increased by +2. Father Knows Best Researching Knowledge skills costs one less hour of downtime (minimum 2), and Blessings of the Faithful may be used to ask one extra question of The Old Father. Blessing of Aureus Lucky Reflection Once per watch when you take a called attack, you can immediately call, "Imbue by [Lawgiver or Lady Luck], point at the target who dealt that damage and call, "By My Gesture, Waste X Vitality by Light." where X is the amount of damage you just took. Zone of Truth Once per watch you may ask a question and receive a truthful answer. Call “Imbue by ” before you ask your question and hand the target an Inflict card with: “You feel the power of the god Aureus flow all around you. The question that was just asked of you MUST have a truthful answer. This only applies to questions with a Yes or No answer. If you have the Hero Trait, call “No Effect” and hand the card back.” Blessing of Dagmar Coordinated Strike Once per watch, you can call, "By My Voice, Grant Melee Attack, T+2 Damage." Battle Omens Once per event you spend a 5 minute ritual to offer a token from a fallen enemy to Dagmar to gain insight into your next battle. (This allows you to gain information about possible strong enemies in your next encounter, or possible abilities!) DBAD Warning: Staff MUST be given suitable advance notice of your intent to use this skill. Blessing of Emrys Hair of the Dog Once per Day you can touch a target and call, "Refresh Daily Attack Skill by the Lord of Dreams." You must roleplay (and have props for) giving the target a full cup of liquid and they refresh the skill once the drink is completely finished. If you have recently engaged in combat, you must rest for 5 minutes before using this skill. Chill out and relax, man. Inspiration Once per watch, emulate a Knowledge skill one level higher than you currently own. Call “By this Item, Imbue to Self!” Blessing of Ghorn Two For One Sale! Once per event, you may choose 1 recipe you know. When crafting that recipe, you produce 2 items. This lasts for one watch. Reinforced Repair Once per Watch, any Item you use the Repair effect on gains “Resist Destroy” vs the next attack against it for the event. Attach an Imbue Card to the item with this effect removing it once expended. Blessing of Liriel Holy Healing You ignore the negative portion of any effect combines with Heal that targets you. Call “Reduce by ” when this effect is triggered. Example: You are the target of a “Heal 3 and Agony” effect. You call, “Reduce by Liriel and take only the Heal effect. Liriel’s Wrath Once per watch you may convert any touch-target spell with the Heal effect into an equivalent packet attack with the Waste Vitality effect with the “by Light” trait. Example: You cast Healing Light at Level 3, as a Tier 2 character. Normally, this would be a touch effect for “Heal 2 and Short Weakness by Light!” Instead, you make a packet attack for, “Waste 2 Vitality and Short Weakness by Light!” Blessings of Eldrea Magical Purge Once per event, you can call, "Imbue by Eldrea, the Great Mage" and remove all negative effects currently affecting you. This skill can be used to remove Stricken. Sages Lorebook You may ask an additional question from one info skill you have spent downtime on. Blessings of Rhaine Risen Once per event, when you reach 0 Vitality, call, “By My Voice, Heal T+3 to Hero by Rhaine, the Great Raven!” This Heal effect does NOT affect you. Second Sight Any Augury used by you or question asked of Rhaine automatically has clearer results as though additional costs were sacrificed. Blessings of Sarai Freedom Choose one effect from Root, Slow, or Slam-- you call, “No Effect by Item” vs this Effect. Hunter’s Boon You gain the Primal and Beast traits. If you do not already have it, you gain Kn:Nature (Novice). You can Spend 1 Stamina to call, “Resist” against any Claw, or natural attack. ONLY Stamina can be spent on this skill-- no points that substitute for Stamina apply.

The Grey Council

Grey Council The Grey Council is the conclave of the most powerful and most respected priests of the Three Sisters-- Eldrea, Sarai, and Rhaine. The Council are the guides and leaders for these three intertwined religions, and it is from among the Grey Council that The Merlin is elected to serve Brittanis. Members of the Grey Council without an official position carry the title, "Magus" as a mark of their authority. Thus, since Justinian Ambrosius was on the Grey Council during his brother Julius' reign as Pendragon, the correct title for him would have been "Magus Justinian Ambrosius," or less formally, "Magus Justinian." A long-standing member may be given the title of "Archmagus" as well. The plural of these terms is Magi and Archmagi. Before the coming of the Tiberian Empire, the Grey Council was the supreme religious authority in Brittanis, overseeing all aspects of religious life. They were often called upon to negotiate between hostile nations, and served as diplomats and emissaries between rulers. The Magi advised kings and chieftains, warlords and heroes alike. It was (and still is) considered anathema to strike a Magi-- even to the point of Magi walking into the middle of a battlefield in order to stop the fighting. Legend tell of dire curses falling upon those who dare cross the Three Sisters by harming their chosen. When the Empire invaded, they brought with them their religion-- the White Court and its gods. As the Empire spread, they build temples and churches, but never tried to exterminate the religion of the natives. Instead the Empire allowed the native religion to continue unharmed, but promoted their own faith heavily. Since the Empire was (mostly) successful in conquering Brittanis, the religion of the victors flourished, and the faith of the conquered waned. Over time, the Tiberian settlers and nobility gravitated towards the White Court, and the less "cultured" peoples (like the Brynn and the Norn) clung to the Old Ways. Today in Brittanis, the population is split, and while the White Court holds a significant advantage in population and power, the Three sisters and their followers are still highly respected and honored by civilized people. When you choose the Three Sisters Allegiance, you must choose the Path of Magic or the Path of Arms. You gain the skills from that Path, and the choice cannot be changed once made.

PATH OF MAGIC

Tier 1

Magic's Embrace (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when you are the target of a Heal effect that has either NO Trait, or the Fate trait, you can call, "Heal 1 to Self by Fate" immediately after taking that effect, even if you are unconscious.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: usable with no trait, or any trait from: Fate, Magic, Nature
  • 4th Purchase: "Heal 2 to Self by Fate."

Tier 2

Wyld Transferrence (0, 2, 3 CP; 0 STA; Day) Once per day, you can change the Trait of any skill without the Spell Keyword to "by Primal." This skill cannot be used on any skills from a Crafting Class.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Change the Trait as above, and add "Double" to the Effect.

Tier 3

Fear of the Grave (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you can point at a target and call, "By My Gesture, Short Paralyze by Fear."
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: "Paralyze by Fear"
  • 4th Purchase: You can call EITHER "Paralyze by Fear" or "Short Stun by Fear"

PATH OF ARMS

Tier 1

Runic Inscription (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you can call, "Resist" against any Disarm or Destroy effect that hits items in your possession.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Usable 1/Battle
  • 4th Purchase: You call, "NO EFFECT" against the Disarm and Destroy effects against items you hold or wear.

Tier 2

Fated Heroics (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when you make a called melee or missile attack that expends Stamina, and the attack is negated using a game skill Defense (not just blocked by a weapon or shield), you call, "Imbue by the Grey Council!" and immediately regain any spent Stamina. You DO NOT regain use of the skill itself if it has a recharge keyword (Battle, Watch, Day, etc).
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: If the skill used has the Battle, Watch, or Day keywords, you regain use of the skill as well.
  • 4th Purchase: You gain +1 Stamina in addition when you use this skill.

Tier 3

Deathward (0, 2, 3, 3 CP; 0 STA; Day) The FIRST time you gain the the Unstable trait in a day, you have a TWO minute count until you bleed out and die.
  • 2nd Purchase: 1/day, you can call, "Resist by Allegiance!" when hit by the Death effect or an attack that is "by Fate."
  • 3rd Purchase: The defense gained in the second purchase skill is usable 1/watch.
  • 4th Purchase: EVERY time you gain the Unstable trait, you have a 2 minute countdown until you bleed out and die.

Witch Hunter

Witch Hunter (3 CP)

REQUIRES: Empowerment: Eldrea 2 Weapon Skills (Medium or Large) Agent of Faith Augury Blessings of the Faithful Heroic Strike, Heroic Block, OR Heroic Recovery
"I am the blade of Eldrea. I am her will made flesh, her desires made reality, her judgement made manifest on this world. You have consorted with demons, made your spirit impure my trafficking with the powers of Darkness. You gave in to the whispers and lies of the Abyss, and innocents have paid the price for your folly. My Lady's name is darkened every time someone like you gives in to the weakness within them. You have allied with the powers of Darkness and used forbidden magics to harm the innocent. In the name of Eldrea, Lady of Magic, I name you heretic. There is no point in running from me. You'll only die tired."
The Witch Hunters are the eyes, ears, and hands of the goddess Eldrea, patron of magic, learning and lore. They hunt down those who use magic to harm the innocent: infernalists who serve the Titans, demon worshipers, deranged witches, necromancers and others who draw power from the corrupt and destructive forces of the Otherworld. As they serve the goddess of knowledge,they also preserve and collect magical items, relics and artifacts. Sometimes these artifacts are taken to temples for safekeeping-- other times the Witch Hunters carry them on quests to ensure their proper use or destruction. They also serve as historians, sent to place where great deeds are about to occur so first-hand accounts exist. It is well known that where Witch Hunters gather, important deeds are about to occur-- but Eldrea always keeps quiet on exactly what. Sometimes, Hunters gather and witness the birth of a king, or other important personage. Other times, they walk into a storm of dark magic they are bound to hunt and eliminate. It's never the same twice, and the life of a Witch hunter is one of long periods of uncertainty followed by intense bouts of specific purpose.

History of the Witch Hunters

According to legend, the Witch Hunters were founded ages ago, during the time of the Breaking, when the ancient empire of Aquilon was punished by the gods and obliterated, sunk beneath the waves. Aquilon was punished because it's greatest mages were corrupted and used their powers to reach for power never intended for mortals. The Aqilonian mages' hubris destroyed a world-spanning empire, but their legacy was much darker than that. The Magisters had weakened the Veil between Aerys and the Otherworld in their failure-- before, only the most powerful entities such as the gods, Archdemons, and Archfey could breach the Veil and influence the minds of mortals. After the Doom of Aquilon, it quickly became clear that this was no longer the case. Lesser demons, True Fey, and gibbering horrors of the Outer Dark all could whisper through the Veil and corrupt the minds of mortals of all races. It became even clearer that those most susceptible to the whispers are the folk who have the hubris to harness the power of the world and use it to alter reality to suit their will. Many who wield magic do so under the auspices of a greater force-- priests gain power from their gods, and likewise primal spirits grant mighty skills to some. Those who wield arcane magic have no such check on their power, and are susceptible to the creatures of the Otherworld who would corrupt the arcanist and use them to wreak chaos and destruction in the mortal realm. It is those folk the Witch Hunters were created to identify and stop.

Customs & Traditions

To be clear, Witch Hunters typically have NO issue with arcane magic when it is used responsibly-- their patron is, after all, the goddess who holds responsibility for the forces and knowledge of magic. But magic is seen by followers of Eldrea as a tool, akin to an axe or a pitchfork. When used for its intended purposes, everyone benefits. But when the tool is used violently or by those with evil intent, great harm can be done. It is those who use magic against the wishes of Eldrea the Witch Hunters were created to oppose on behalf of the Lady of Lore. Witch Hunters in a group are likely to watch arcane spell casters closely, but not treat them different from any other hero--unless their behavior becomes suspicious to the Hunter. Hunters are not born, they are made. Typically, a mortal receives their calling to serve as a Witch Hunter after a brush with dark magic of some kind-- rare is the Witch Hunter whose story has no tragedy in it. They are folk who have faced and survived an encounter with black magic and now serve Eldrea to protect others from what they faced themselves. Witch Hunters typically dress in one of two modes: either blending in with the local populace in order to stay hidden from their prey or obviously dressing in the stark black-and-white of their goddess' colors. When not camouflaged, Witch Hunters wear the Open Eye of Eldrea prominently, giving rise to the saying, "The Eye of Eldrea is upon you." More than once, the mere presence of a Witch Hunter coming obviously into town has been enough to flush out their quarry. Witch Hunters typically carry an ornate, ritual dagger-- the favored weapon of their goddess-- to perform rites, blessings, and other priestly duties. However, due to the nature of their occupation, many wield axes of large swords as functional tools for the times when executions are necessary.

Free Skill

When you unlock the Witch Hunter header, you gain the Harness the Void skill for free. The 0 CP version is considered the 1st purchase. Harness the Void (0, 3, 5, 7 CP; Battle, Rest) The first lesson a Witch Hunter learns is to channel all of their emotion-- hate, fear, rage, even love-- into the place between worlds, called the Void. They harness the power of Void energy to fuel most of their supernatural abilities.
  • You gain 1 point in a Void Pool. These Void Points can be used to fuel any Witch Hunter abilities that have "X Void" in the skill description.
  • You gain 1 additional Void point for each skill you buy from this header with the Void keyword.
  • Void points refresh when you rest for a full 5 minutes in a Safe Place.
2nd -4th purchases: Your Void Pool increases by +1.

Witch Hunter Skills

Aura Sight (2, 2, 2, 2, 2 CP; Battle, Void) The blessed of Eldrea have many ways of detecting the presence of corrupt magic-- some hunters say they can smell the presence of dark magic, others that it feels like a slimy coating on their skin, and dozen other variations. Regardless of how you do it, you know how to detect different kinds of foul sorcery. Choose 2 traits from the following list:
  • Blood: used by arcane casters who derive their power from torture and sacrifice, Fomorians, and some demon worshippers
  • Hex: used by Wyrdcasters
  • Light: used by those who channel divine/godly power
  • Darkness: used by those who channel or are touched by destructive and entropy-infused energies; often associated with Demon Princes
  • Infernal: used by those who channel or are touched by fiery and demon-sponsored energies; often associated with lesser demons
  • Magic: used by arcane spell casters
  • Faerie: used by fae and their servitors
  • Corruption:  mutated energies that twist and alter the natural world.
  • Malediction: mysterious and deadly quasi-magical infection
Once per battle, you can call, “By My Voice, Expose X by Void” where X is a trait you chose from the list.
  • 2nd-5th Purchase: choose another trait from the list. You can now use ANY of the traits you have chosen as X in the verbal above, but only one trait per use of the skill, and still must rest 5 minutes before you can use the skill again.
Example: Brighton MacDuff has purchased this skill twice, choosing Blood, Hex, and Infernal as his chosen traits. He can call, "By My Voice, Expose Malediction by Void" or "By My Voice, Expose Infernal by Void," but he cannot Expose both traits in the same verbal. Mind over Magic (3, 3, 3, 3, 3, 3, 3, 3, 3 CP; 1 Void; Battle, Void) One of the primary abilities of a Witch Hunter is to resist the spells cast by their chosen prey. Eldrea teaches her Hunters to access the Void, a place in the Otherworld that is anathema to the energies of magic, in order to guard themselves against deadly spells and effects. Once per battle you can spend a Void Point to call, “Resist by Void” against any attack with the Magic trait. · 2nd Purchase: usable 2/battle · 3rd Purchase: You can spend a Void point to call, “Resist by Void” against a packet attack with an elemental trait (Air, Wind, Earth, Thorn, Fire, Heat, Water, Ice) · 4th Purchase: usable 3/battle · 5th Purchase: You can spend 2 Void points to call, “Heal [Tier+1] and Agony to Self by Void” You can use this version of the skill only once per battle. · 6th Purchase: usable 4/battle · 7th Purchase: Requires Aura Sight. You can spend a Void point to call, “Resist by Void” against any Trait you can Expose with Aura Sight. · 8th Purchase: usable 5/battle Power of the Void (2, 2, 2, 2, 2 CP, Void) Witch Hunters are notoriously hard to kill. Your permanent maximum Vitality increases by 1. Mark Heretic (3 CP; 2 Stamina; Battle, Void) Requires Aura Sight. Once the hunter has identified a practitioner of dark magic, he can mark them with a magical rune that lets him track them unerringly. Before you can use this skill, you must have used Aura Sight and the target of this skill must have been Exposed with the trait you called. After that, you can make an attack for "By My Gesture, Afflict Trait by Void: Heretic" Once the target has been afflicted, you can call, “By My Voice, Expose Heretic by Void” up to once per minute without spending Stamina. Example: Brighton is on the hunt. He thinks he has found his target, and uses Aura Sight, spending 1 Stamina and calling, "By My Voice, Expose Malediction by Void!" His target screams out, confirming his suspicions (and affected by the Expose effect). Brighton immediately  spends 1 more Stamina calling, "By My Gesture, Afflict Trait by Void: HERETIC!!" at the top of his lungs-- his target is marked. The witch runs away, hiding in the forest, but Brighton can call, "By My Voice, Expose Heretic by Void!" at any point without Stamina cost to reveal his prey. Burn the Witch!! (3, 3, 3, 5 CP; 1 Void; Battle) Requires Mark Heretic. Once the heretic is marked, there is only one thing left to do. You make an attack for, “By My Gesture, [Tier+1] Damage and Agony by Fire to Heretic” · 2nd Purchase: “...[Tier+3] Damage and Agony by Fire to Heretic” · 3rd Purchase: “...Waste [Tier+2] Vitality and Agony by Fire to Heretic” · 4th Purchase: Requires Mind Over Magic. You spend 1 Void point to make a packet attack for, “Death by Fire to Heretic” Wasting Strike (3, 3, 3, 3 CP; 2 Stamina; Battle, Void) Your weapon strikes home against your foe and you channel the Void for an instant, bleeding their strength off into the devouring dark. You can make a melee attack for, “Short Weakness by Void.” · 2nd Purchase: “Weakness by Void” · 3rd Purchase: usable 2/battle · 4th Purchase: Requires Mind Over Magic. You can spend a point of Void to make a packet attack for, “Double Weakness to Heretic by Void” Magebane (3, 3, 3, 3 CP; 2 Void; Battle, Void) Requires Mind Over Magic and 5 other skills from this header. The ultimate ability of a Witch Hunter is to temporarily sever a magic-user from their ability to cast the spells that make them so dangerous. You can make a melee attack for, “Short Drain Packet by Void” · 2nd Purchase: “Drain Packet by Void” · 3rd Purchase: You can use this skill as a packet attack. · 4th Purchase: Usable 2/battle. Assault the Blasphemer (3, 3, 3, 3 CP; 1 Void; Battle) Requires Mind over Magic. Those who defy the Mistress of Magic are hunted for their crimes against the goddess; delivering their punishment is the mission of the Witch Hunter. You can spend a point of Void to make 2 melee attacks for “[Tier+2] Damage and Agony to Heretic.” · 2nd Purchase: 2/battle · 3rd Purchase: 3 melee attacks · 4th Purchase: Make 1 melee attack for “Death to Heretic by Void.” This use requires 2 points of Void. Absorb Magic (3, 3, 3, 3 CP; 2 Stamina--or--1 Void; Battle, Void) Requires Aura Sight and 4 other skills from this header. You have learned to focus the energy of the Void so that a tiny trickle of it infuses you at all times. You can re-purpose a tiny bit of the magic used against you and heal your own wounds with it. Once per battle, you can call, “Resist and Heal [Tier] by Void,” against any attack that hits you with one of the traits you can Expose with Aura Sight. If you chose the Arcane trait in Aura Sight, you can call Resist against the Magic trait with this skill. Example: Brighton MacDuff, a 2nd-Tier Witch Hunter, chose the Malediction trait for Aura Sight—it is a favorite of warlocks who have made pacts with devils and demons, and he faces those vile spellcasters often. When he buys the Absorb Magic skill, he gains the ability to spend 2 Stamina and call, “Resist and Heal 2 by Void” once per battle when he is hit with an attack that uses the Malediction trait, such as when an enemy spellcaster hits Brighton with a packet for, “3 Damage and Slow by Malediction.” · 2nd Purchase: Usable 2/battle · 3rd Purchase: “Resist and Heal [Tier+1] by Void” · 4th Purchase: Usable 3/battle · 5th Purchase: “Reflect and Heal [Tier+1] by Void” Castigate (3, 3, 3, 3, 3 CP; 2 Stamina--or--1 Void; Battle, Void) Heretic or not, a hunter often has to deal with those who would stand between him and his prey. One of the preferred tactics used by hunters on those who would delay them is to inflict the terrible, hungry cold of the Void upon a foe. You can make 2 melee attacks for, “Agony by Void.” · 2nd Purchase: usable 2/battle. · 3rd Purchase:" [Tier] Damage and Agony by Void." · 4th Purchase: usable 3/battle. · 5th Purchase: Requires Mind over Magic. You can spend 1 Void to make a packet attack for, “Short Paralyze and Agony by Void.” Revelation of Terror (4, 4, 4, 4 CP; 2 Stamina; Battle, Void) Requires 5 skills from this header. It takes courage (some would say madness) to stare into the Void and not flinch. You can inflict that terror on your foes, freezing them in place in mindless horror. You can make a melee attack for, “Short Paralyze by Void.” · 2nd Purchase: usable 2/battle · 3rd Purchase: “Paralyze by Void.” · 4th Purchase: Requires Mind over Magic. Instead of Stamina, you can spend 1 Void to make a packet attack for, “Double Paralyze by Void.” Void Strike (2, 3, 3, 3 CP; 1 Void; Battle) You channel the power of the Void into your weapons, dealing destruction in the name of the Lady of Lore. Spend 1 Void, make a melee or missile attack, and call, "[Tier+3] Damage by Void." If this is against a Heretic, add +1 to the Damage. 2nd Purchase: "[Tier+3] Damage and Weakness by Void" 3rd Purchase: usable 2/battle 4th Purchase: " Waste [Tier+1] Vitality and Weakness by Void." Void Blast (2, 3, 3, 3 CP; 1 Void; Battle, Void) You harness the power of the Void into a ranged blast that chills your foes to the bone. Make a packet attack for, "Waste 2 Vitality by Void" 2nd Purchase: "Waste 3 Vitality by Void." 3rd Purchase: usable 2/battle 4th Purchase: "Waste 3 Vitality and Weakness by Void." Void Knight's Defense (4, 4, 4, 4 CP) Requires Light Armor. You can wear Medium Armor. 2nd Purchase: You can wear Heavy Armor--OR-- you can use a full Shield. You must choose when you make this purchase, and it can never be changed. If you choose Shield, you cannot make packet attacks when carrying a shield. 3rd Purchase: You gain the other benefit from 2nd Purchase. 4th Purchase: You can make packet attacks while using a shield. Fighting Space (3 CP; Battle) You can call, "Disengage" per the Core rules. Sweeping Strikes (3, 3, 3, 3 CP, 2 Stamina; Battle) You have trained hard at speed and precision. You can spend 2 Stamina to make 2 melee or missile attacks for “2 Damage.” You must rest for a full 5 minutes before using this skill again. · 2nd Purchase: Usable 2/battle · 3rd Purchase: “[Tier+1] Damage” · 4th Purchase: usable 3/battle Battlefield Repair: Armor (4 CP) Requires Medium Armor. You can repair [Tier+3] Armor points with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Weapon Control (3, 3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect. · 2nd Purchase: You can use this skill to Resist Destroy effects against weapons as well. Will To Live (4 CP, 3 Stamina; Day) You are exceptionally hard to kill outright. Once per day, you can call, “Reduce to 10 Damage” against one Death effect. Crushing Strike (3, 3, 3, 3 CP, 2 Stamina; Battle) Through rigorous training and practice, you have learned know how to hit a target where their defenses are weakest. You may make a melee or missile attack for “3 Damage.” · 2nd Purchase: “[Tier+2] Damage, · 3rd Purchase: usable 2/battle · 4th Purchase: [Tier+3]

Grave Knight

Grave Knight (3 CP) REQUIRES: Knowledge: Otherworld (Novice) Any 1 other Knowledge (Novice) skill Medium Weapon (Blade) Light Armor Diagnose First Aid Magic of the Master (Winter, Autumn, Water or Air) Turn Undead Heroic Strike, Heroic Block, or Heroic Constitution (any 1) Death comes for everyone—even the gods themselves can die by violence. It is the one universal, unconquerable truth of the universe. The Grave Knights of Rhaine stand in the gap between life and death, servants of the goddess who rules over the realm of death and judgement. They live up to their name in both behavior and mission, for there are no sterner foes of the unliving than those who have been anointed by the goddess of death. Rhaine is the goddess of prophecy as well, and her knights are renown as prophets and oracles. Many of her knights who live into old age retire to a distant, remote temple or shrine, serving as a place of pilgrimage for those who wish to make sacrifice to the Cold Lady in exchange for answers from beyond. The grave knights fill this role as well, channeling the words of the goddess. Lastly, the grave knights serve the goddess of winter; she is called the Cold Lady both for her neutral and unbiased regard for the lives of mortals but also her provenance over the season of hibernation, frozen sleep, and the culling of the weak. This brings her and her followers often in direct conflict with the archfey known as the Winter Queen, who would strip Rhaine of her mastery over the cold season and become a faerie goddess herself. In everyday life, the clergy of Rhaine fulfill many roles; almost all of her priests come from the ranks of the smallfolk, for the common people have far more intimacy with death and winter than the wealthy and noble. Her faithful are found working as midwives and physicians, gravediggers and embalmers, healers and even executioners. Rhaine is the guardian both of the living and the dead, and having a priest present for a birth all but ensures the safety of both mother and child. Priests of Rhaine are often familiar with many different funerary customs for the regions they serve, and as such they often serve their communities by performing the rites for the dead. Those who are called to be anointed as grave knights serve as the hands and will of Rhaine abroad—almost all of them are wandering or itinerant priests, either serving from one central “home base” on the frontier or wandering from settlement to settlement listening to the will of the goddess in their heart. Rhaine is a jealous goddess, watchful and protective of the souls who must travel to her realm of Stygia in the Otherworld for judgement after death. The Divine Oracle knows that the souls of mortals are vulnerable on this journey from the land of the living through the wilds of the Otherworld, and the days and weeks after death is when a soul is most vulnerable to being consumed by a shadow-beast in the Otherworld or bound into an undead corpse by necromancy—it is this role for which the grave knights were first created. The grave knights are the protectors of the dead and the souls of those who have gone on to judgment; they record or memorize all they can about those who have died in their presence, and the temples of Rhaine across Brittanis are known as repositories of vast knowledge regarding the life and deaths of many. Grave knights guard graveyards and seek to prevent the necromancers who would corrupt the sleep of the dead. Necromancy is utterly forbidden in her clergy, and only under the rarest of circumstances will a grave knight suffer a known animator of corpses to live. Grave Knights are staunch, dedicated foes of the undead and seek to destroy them whenever possible, for their goddess weeps in fury and sorrow when the spirits of those who have died are torn from her kingdom and forced back into the realm of the living. Grave knights serve their goddess after death as well. If they have been faithful and served with honor, they are transformed into mighty reaper knights or even the Champions of Stygia after death, guarding the walls of Stygia for eternity or escorting powerful souls from the mortal realm to judgment by the goddess. Followers of the Cold Lady do not tend to make good diplomats; they work with the dead (who can’t talk back) and folk under duress (grief and childbirth) on a regular basis, so their social skills tend to be somewhat atrophied. When acting in their official capacity, they tend to be short of patience and speech, for mortal souls are almost always in jeopardy—whether attending a birth or putting the undead to rest the stakes are always high for a grave knight. Hierarchy in the church is determined by two things: population size and oracular ability. Those who serve larger communities are responsible for more souls, and therefore Rhaine directs her greater servants to the larger communities; often a newly-dedicated priest will find themselves directed to a small village on the edges of civilized lands (or beyond), and when they are ready for greater responsibility, a young replacement will arrive to relieve them. Oracular ability also has a great deal to do with mortal authority—those who hear the goddess’ voice more clearly are given greater authority, though sometimes the goddess’ voice can lead to instability and madness as well, and these are watched for carefully in her greatest prophets. Followers of Rhaine, when acting in official capacity, wear the funeral garments associated with their home culture. Favored colors are black, silver, grays, deep purples and reds, depending on culture. Long, ankle-length tunics, robes, and surcoats are often worn over armor or with armor worked into the design by the grave knights—many realize they will seldom have the chance to relax their vigilance long enough to change clothes, so they work the funereal designs into their armor and weapons in order to serve double duty. Free Skill When you unlock the Grave Knight header, you gain the skill Whispers of Rhaine for free. The 0 CP version counts as the 1st purchase. Whispers of Rhaine (0, 3, 3, CP; 0 Stamina; OPEN Information Skill) You ask the goddess of prophecy for knowledge of the future, a glimpse into the Otherworld and guidance as to her enigmatic will. You can seek knowledge on just about any subject, but expect the results to be couched in metaphor and riddle-- though usually accurate, Rhaine's prophecies are often cryptic and vague. This is an information skill that does not require you to spend money for it to work, and 3 Downtime hours. The more money or items you choose to sacrifice to the goddess, however, the less vague and more detailed the visions are likely to be. You submit a question between events as described in the Information Skills section. If the question is appropriate to the goddess of prophecy, death, and winter, you may receive an answer from her. 2nd Purchase: Once per day, when you are engaged in a battle or encounter that was foretold or relates to your vision, you may refresh one “per day” skill and use it again during that battle or encounter. Call out “Refresh [Daily Skill Name] by [Heroic Trait]” when you use this skill. 3rd Purchase: usable 1/watch Grave Knight Skills Prophetic Strike (0, 3, 3, 3, 3 CP; 1 Stamina; Battle) The wisdom of the Prophetess guides your weapon. You can make a melee attack for “3 Damage by Fate.” If the strike is blocked or defended against, the Stamina is still spent but you can use the skill again during this battle. 2nd Purchase: usable 2/battle 3rd Purchase: "4 Damage by Fate" 4th Purchase: usable 3/battle 5th Purchase: "5 Damage by Fate" Buckler (3 CP) This skill allows you to use a buckler. You cannot use a larger shield with this skill Circle of Steel (3 CP, 1 Stamina) You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Fate.” Medium Armor (4 CP) Requires Light Armor. You may wear Medium Armor. Shield (3 CP) Requires Buckler.This skill allows you to use a full sized shield. You cannot throw packet delivered effects while you have a full sized shield in your hand. Battlefield Repair: Armor (4 CP) Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Battlefield Repair: Weaponry (4, 4 CP) Repair your own weapon or shield in three minutes of Activity with no forge. · 2nd Purchase: 1 minute of activity. Light of the Living (3, 3, 3, 3 CP; 2 Stamina;Battle) Requires Turn Undead, Reveal the Unliving. You strike home against a foe and Rhaine grants you the ability punish undead foes in return. You make a melee or missile attack for, “2 Damage by Fate.” If the attack hits and the enemy takes damage, point your weapon at one target and call, “By My Gesture, Slam to Undead by Fate” · 2ndPurchase: “3 Damage by Fate” · 3rdPurchase: usable 2/battle · 4thPurchase: “By My Gesture, 2 Damage and Slam to Undead by Fate.” Reveal the Unliving (3, 3, 3 CP; 1 Stamina;Battle, Spell) The eyes of Rhaine see truly, revealing monstrosities and evil. Make a packet attack for, “Expose Undead by Fate.” · 2ndPurchase: 2 packets · 3rdPurchase: you may now choose to call, “By My Voice, Expose Undead by Fate.” Smite Undead (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell) Requires Turn Undead, Reveal the Unliving. You channel the jealous fury of the goddess of death, blasting the undead with holy power. Make a melee or missile attack for, “3 Damage to Undead by Fate” · 2ndPurchase: “5 Damage to Undead by Fate” · 3rdPurchase: usable 2/battle · 4thPurchase: “[Tier+ 4] Damage to Undead by Fate” Destructive Radiance (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell, Rest) The undead are dangerous, sometimes viciously cunning prey. The goddess grants you the ability to blast your foes from afar. Make a packet attack for, “2 Damage by Light” · 2ndPurchase: “3 Damage by Light” · 3rdPurchase: 2 packets · 4thPurchase: usable 2/battle Life and Death (3, 3, 3, 3 CP; 2 Stamina; Battle) Requires Reveal the Unliving. Your magical protections guard you from the attacks of the undead. After you have used Reveal the Unliving, you gain use of “Shield by Fate” against the next Damage effect that strikes you which originates from a target who responded to the “Expose Undead by Fate” effect from Reveal the Unliving. You MUST use Reveal the Unliving before you can use this skill, and can only use the Shield defense against a target who cried out at the “Expose” effect. · 2ndPurchase: You can use Shield against the next melee or packet attack, instead of just against a Damage effect. · 3rdPurchase: replace “Shield” with “Resist” · 4thPurchase: replace “Resist” with “Reflect” Bury the Dead (3, 3, 3, 3 CP; 2 Stamina; Battle) Requires 5 skills from this header. Divine magic smites your foe, causing them to return briefly to the earth from which their corpse was interred. Make a packet attack for, “Short Stun to Undead by Fate.” · 2ndPurchase: usable 2/battle · 3rdPurchase: “Stun to Undead by Fate” · 4thPurchase: “Double Stun to Undead by Fate” Chill of the Grave (3,3, 3, 3 CP; 2 Stamina; Battle) You make 2 melee attacks for “2 Damage by Cold.” · 2nd Purchase: “2 Damage and Short Slow by Cold” · 3rd Purchase: “2 Damage and Slow by Cold.” · 4th Purchase: “[Tier+1] Damage and Slow by Cold,” Call of the Otherworld (4,4, 4, CP; 2 Stamina; Battle) Requires 6 skills from this header. Sometimes, the grave knights function as the goddess’ hands, sending mortals to meet her. You make a packet attack for “Waste 2 Vitality by Cold.” · 2nd Purchase: “Waste 3 Vitality by Cold.” · 3rd Purchase: “Waste 5 Vitality by Cold.” Rictus Grin (2, 2, 2, 2 CP; 1 Stamina; Battle, Rest, Spell) Your face briefly transforms into an illusion of a death’s-head, and the bony grin inspires terror into your foes. Make a packet attack for, “Short Weakness by Fear.” · 2ndPurchase: 2 packet attacks · 3rdPurchase: “Weakness by Fear” · 4thPurchase: “Double Weakness by Fear.” Pain of Death (3, 3, 3 CP; 2 Stamina) You channel the pain and wrenching agony of the moment of death into your foe. You can make a melee attack for, “3 Damage and Agony by Fate.” · 2nd Purchase: “[Tier+2] Damage and Agony by Fate,” · 3rd Purchase: “[Tier+2] Damage and Double Agony by Fate.” Haunting Spirits (3, 2, 2 CP; 2 Stamina; Battle) Your strike hits home, and violent, screaming spirits wrap themselves around the enemy’s mind. You can make a melee attack for, “2 Damage and Short Repel by Fear.” · 2nd Purchase: usable 2/battle. · 3rd Purchase: “2 Damage and Repel by Fear.” Graveyard Calm (2, 3, 3, CP; 1 Stamina; Spell) Your service to the Lady of Bones has granted you supernatural resistance to extreme emotions. You call “Imbue to Self by Graveyard Calm.” You can call “Resist by Fate” against a Fear, Repel, or Frenzy attack. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist X by Fate,” where X is Fear, Frenzy, or Repel—you must choose the effect at the time of casting. · 3rd Purchase: “Grant Defense: Double Resist X by Fate.” Stolen Life (3, 3, 3 CP; 2 Stamina; Battle) Requires 4 skills from this header. You steal a tiny bit of the life essence of your foe as you seek to send them to your mistress. You make a melee attack for “[Tier+2] Damage and Heal 1 to Self by Fate,” · 2nd Purchase: [Tier+3] and Heal 2. · 3rd Purchase: usable 2/battle Wither Limb (3, 3, 3 CP, 3 Stamina, Battle) Requires three skills from this header. For a brief time,you drain the life from an enemy’s body, making their body look as if they had been in the grave for years. You can make 1 melee attack for, “Short Maim by Fate.” · 2nd Purchase: “Maim by Fate.” · 3rd Purchase: usable 2/battle Ignore Death (3,3, 3, 3 CP; 1 Stamina; Event) RequiresTier 2, 5 skills from this header. Your goddess is the mistress of both life and death—you no longer fear an outside force inflicting death upon you artificially. Once per day you may call, “Shield by Fate” when hit with a Death effect. · 2nd Purchase: Usable 1/day · 3rd Purchase: usable 1/watch · 4th Purchase: usable 1/battle Reaper’s Harvest (3, 3, 3 CP; 2 Stamina; Battle, Spell) Requires 4 skills from this header. When you drop an unwilling enemy to 0 Vitality, you can touch your weapon to the enemy’s torso, spend 1 Stamina, and call, “Heal [Tier+3] To Self by Fate,” · 2nd Purchase: [Tier+5]. · 3rd Purchase: usable 2/battle Frozen Land (3, 3, 3, 3 CP; 2 Stamina; Battle) The earth beneath your enemy’s feet freezes solid, binding them in place briefly. You make 1 melee or missile attack for “Short Root by Ice.” · 2nd Purchase: “2 Damage and Short Root by Ice” · 3rd Purchase: “2 Damage and Root by Ice.” · 4th Purchase: “[Tier+1] Damage and Root by Ice,” Foreseen Doom (4, 4, 4 CP; 2 Stamina; Battle) Requires 4 melee attack skills from this header. You can make a melee or missile attack for, “Short Drain by Fate.” · 2nd Purchase: “Drain by Fate.” · 3rd Purchase: “[Tier] Damage and Drain by Fate,”

Eldrea

[ell-DRAY-uh]

Epithets: The God-Sage, The Ancient One, The Great Mage

Heroic Virtues:Industry, Prowess, Faith, Nobility Major: Earth, Air, Water, Fire, Shadow Minor: Autumn, Spring, Summer, Winter Goddess of magic and patron of arcane spellcasters, Eldrea holds that magic is a tool, pure in its form and devoid of emotion, intent, or morality. In the right hands, magic can build and construct mighty empires, but in those same hands it can kill, maim and destroy untold lives. It is believed that Eldrea was the god who created the spell that bound the Titans in the bowels of the earth, powered by Sarai’s energy. She is the goddess of knowledge and history, for without those magic becomes useless. She is passionless and calm, and expects her followers to emulate her. Magic is a thing to be controlled and harnessed; those without the will to hold their passions in check will be dominated by the magic itself. Summoning or dealing with demons and Darkling creatures is strictly forbidden by Eldrea—only the Demon Princes benefit by mortals knowing those secrets. One of the chief duties of the Great Mage’s followers is the relentless hunting down and slaying of demon worshippers and adepts who use Darkling power to fuel their magics. It is because of them that magic has the stigma it does today, and Eldrea fights hard to keep her reputation clean. She sponsors several orders of monks, dedicated to self-perfection and the expansion of self-knowledge. One order of wizard/monks called the Binding Hand are dedicated to the destruction of all things infernal, and have gained a reputation as fierce and wise warriors. Her symbol is five stars linked by a circle of silver. Her favored weapon is the dagger or quarterstaff, and her Character Values are Industry, Prowess, Faith, and Nobility. The specialty priest of Eldrea is the Witch Hunter.

Empowerment Skills

Lore of the Great Library (2, 2 CP; Combination Information Skill)

Requires 2 Character Values chosen from: Industry, Prowess, Faith, Nobility. Eldrea is the goddess of history, legend, and knowledge-- it is fitting that she answer her Chosen when they inquire to her for such things. Using this skill costs 5 hours of Downtime, but it answers a question with detail and information a character might not know they needed. Also, you gain the Empowerment Trait "by Fate." This trait is used as a descriptor for many Otherworld Source skills. 2nd Purchase: Two questions can be asked per Downtime using this skill.

Shield of Knowledge (2, 2 CP; 1 Stamina; Battle)

Requires Lore of the Great Library x2. As the patron of magic, Eldrea knows its misuse can be deadly. The grants her followers protection against the energies she has care over. Once per battle, you can spend 1 Stamina to call, "Resist" against any packet attack that has the "by Magic" Trait. 2nd Purchase: usable 2/battle

Mind Over Matter (4, 4 CP; 3 Stamina; Event)

Requires Shield of Knowledge x2. Eldrea believes that the mind is the single most powerful tool a mortal possesses; she unlocks its defensive potential in her most devoted servants. Once per event, you can call, "Imbue by Eldrea, the Great Mage" and remove all negative effects currently affecting you. This skill can be used to remove Stricken. 2nd Purchase: usable 1/day.

Sarai

[suh-RYE]
Formerly a Titan, Sarai sacrificed her power to save the world she had come to love from the war that threatened to destroy it. Now bound to the land itself, Sarai has the power of a goddess and then some. Some tales and legends say that, as part of the epic ritual designed by Eldrea, Sarai sacrificed her physical form to repair the damage done to Aerys by the Godswar. Sarai is the mistress of the primal urges of the world, of the four seasons and the raging thunderstorm and the pounding surf. She is the Wavemistress, the Lady of Thunder, and the Wild Queen. She reigns over many druids and those who wander the dark and forgotten places of the world. Many non-humans and humanoids worship her predatory aspects as well, paying homage to her through worship of beast totems and animal spirits. She is goddess of the oceans, and counts sailors as some of her most fervent clergy. Sarai is also the mother of Dagmar, the god of battle and conflict.
As the story goes, after Ghorn the Godsmith was betrayed by the Archdemon Lavaynis, he wandered for unknown ages in the dark of the untamed wilderness. Ghorn--formerly clean-shaven and orderly--grew a beard in his grief so long and shaggy that the little birds of the wood came to nest in it—so many birds, in fact, that the predators of the wild came hunting the birds and roused the fury of the grief-stricken Godsmith. As Ghorn laid waste to the wilderness around him, the predators called out to their goddess Sarai and she came to stop the interloper. Ghorn’s grief was so terrible and his passion for his lost love so great that Sarai’s wild heart felt the passion of love for the first time. She consoled the mighty Godsmith, and together they made a child— Dagmar, the wild and fierce god of soldiers and warriors. The Free Dwarves deny the part in this story about Ghorn being beardless, and claim instead that his already-luxurious beard was instead allowed to grow so wild and unkempt that the moles and badgers of the earth came to burrow within it. Many stories and myths tell of the Archdemons trying in various ways to slay the child-god Dagmar, but they quickly found that Sarai’s furious nature also applied to her parenting. Many is the mother whose children are in danger who utters a desperate prayer to Sarai in order to have the strength to protect her younglings— and Sarai has been known to answer in mighty and terrible ways to these desperate pleas.
There are many sects to her worship, but ultimately, Sarai blesses those who respect and honor the wild places in one way or another. As befits the Queen of Predators, Sarai does not favor one worshipper over another in most cases. As such, Sarai has no specialty priests, but instead blesses the many Primal characters who venerate her as a part of the land itself. These followers treat Sarai as the mightiest and greatest of the spirits of the world, first and most mighty among the spirits that infuse Aerys. Aberrations, mutants and creatures twisted by dark magic are among her most hated foes, as they have no place in the world of trees, lakes and wilderness. Those who wantonly despoil the wild or corrupt the natural order are hunted down like prey. Like her sisters, Sarai cares little for the morality of the White Court or the wanton destruction of the Demon Princes. She simply is.
 
  • Her favorite weapon is the spear, or trident for those in coastal regions.
  • Her values are Courage, Largesse, Principle, and Humility.

EMPOWERMENT SKILLS

Titanic Vigor (2, 2, 2 CP)

Requires 2 Character Values Courage, Largesse, Principle, and Humility. Sarai is a goddess now, but she did not sacrifice all of the power she wielded as a Titan. You have harnessed that vigor and it infuses you.
  • Your maximum Stamina increases by 1. Also, you gain the Empowerment Trait "by Fate." This trait is used as a descriptor for many Otherworld Source skills.

Predatory Spirit (2, 2, CP; 2 Stamina, Battle)

Requires Titanic Vigor 2. The supernatural spirit of the Goddess of the Wyld pushes your mortal nature to the side, for a brief time making you into something wilder, more feral, and altogether more dangerous.
  • You can use this skill once per event. When you use this skill, call, "Imbue to Self by the Wyld Huntress!" Until the end of the battle, your normal racial traits (Human, Wild Elf, Free Dwarf, etc) are replaced with the "Beast" racial trait. NOTE: This skill does NOT remove the Hero or Fae trait.
  • 2nd Purchase: this skill lasts until the end of the current Watch.

Wyld Immunity (3, 3, 3 CP)

Requires Predatory Spirit 2. Your communion with the goddess of nature has made you extremely resistant to the affects her energy generates in your enemies.
  • You call "Shield" against the first three effects with the Nature trait that hit you per Watch.
  • 2nd Purchase: You call "Resist", and can choose which attacks you defend against.
  • 3rd Purchase: per battle.