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Pack Lord

Dagmar-- King of Battles, Lord of the Fray, Wolf of Battle-- a deity of conflict. Dagmar is not the Lord of War-- that title belongs to Ghorn as the tactician and planner of the White Court. No, Dagmar cares for the individual fight, the clash of blades and shields, the individual battlecry that carries the day. He is a god of small-unit tactics, soldiers, guardsmen and flesh and blood, not one of large-scale strategy.  As such, his devoted followers form small, tight-knit groups called Packs rather than the larger hierarchies of other faiths.Those who lead such a group are known as Pack Lords.   Packs are valued in Brittanis, a known quantity that can turn the tide of a battle. As such, Pack Lords are sought out by Lords of the land, recruited for their service in battle. It is a well known prelude to war for a Lord to send donations to the Church of Dagmar in hopes of attracting a Pack Lord to his cause. Fortunately, the greater Pack Lords are careful to whom their Pack Lords bend the knee. Dagmar’s church has a strong internal culture that is based on internal hierarchy; within the faith, conflicts can be settled by ritual challenge and a contest of armed conflict between the two parties. In fact, Dagmar’s followers consider such a challenge to be the ultimate proof that they are correct, that their strength will prove them right in the eyes of their deity. To lose such a conflict is to acknowledge you were wrong-- they consider such decisions binding. Within a church or faction of the church of Dagmar, there are many different packs many led by clergy who pledge their services to their temple’s High Priest. Moving up the ranks within the church is done through combat, and a series of challenges. Many young clergy have to earn the right to challenge, first proving the strength of their faith and steel against enemies of the faith. Creatures of the Abyss, demons and Infernal spellcasters--and their followers--are the most righteous test of one’s faith, but sometimes that varies from faction to faction within the overall church of Dagmar. It is concerning that the Tabernacle of Dagmar in Malagant has broadened this view to include “any unbeliever” and reports of atrocities committed in Dagmar’s name are becoming more frequent when news escapes the chaotic South. Pack Lords will distinguish themselves from one another with fangs, claws and fur. These are usually worn on a thick necklace as a demonstration of one’s ability and purpose. Being gifted a fang or claw from a higher-ranking Pack Lord is considered a mark of great esteem. Fangs and claws come in three colors: those colored naturally, those specifically dyed or painted red, and fangs made of metal (usually gold or silver). Naturally-colored fangs and claws represent living members in a Pack Lord’s own individual Pack. When a member is added, a new fang or claw is added to commemorate the event, and a matching fang or claw is given on a lanyard to the pack member to wear. When the member dies, the fang is dyed red. Some of the mightiest Pack Lords have made vambraces or even torso armor from the red-dyed fangs representing their fallen comrades.  Metallic fangs represent subordinate Packs that a Pack Lord can call in times of need-- allies are usually represented in silver, while those Pack Lords directly sworn to an individual are represented in gold. Rumors from ancient times persist of Pack Lord Heroes with fangs dyed in the heraldic colors of their allies when one of them took the Long Walk and returned to fight again.   Likewise, the coloring of the fur and clothes a Pack Lord wears is a direct correlation to their own prowess. A real wolf’s pelt turns to colors of grey and silver as they age, growing more cunning and canny as they survive battle after battle. So too is it with the Pack Lords of Dagmar. New priests wear dark grey, black, or dark brown for their first few years of service until they have proven themselves more than a pup and have gained some scars and red fangs in the Lord of Battle’s service. Eventually an elder Pack Lord will gift them with a lighter-colored belt, tunic, or other item signifying their maturity.  The color white is reserved for the highest ranking priests of Dagmar. Requirements
  • Empowerment: Dagmar
  • 5 Melee weapon skills, including Large Blade
  • Knowledge Novice: Military OR Otherworld
  • Light Armor, Faith Armor OR Combat Reflexes
  • Heroic Strike
  • Heroic Might, Constitution, or Will
  • Requires Staff Approval
  • A Pack Lord can not wear heavy armor, the highest armor they can use is Medium.
  Free Skill   Leader of the Pack     (0,4,4,4,4 CP; 0 STA, Touch, Day,) You gather allies to you and form them into a Pack, improving their abilities and battle prowess.   This skill makes use of special Imbue Cards you use to add a Trait to your allies. You must create these cards and make sure the people in your Pack understand their functions.     Spend at least three minutes getting a clear agreement from a group of people that they wish to join you as a part of your Pack. Part of this three minutes must include applying face paint to the target, usually black in color, in a pattern you use for every member of your Pack. Use the same pattern every time you apply the facepaint. It is a matter of pride that Wolf Lords who work together regularly do not use the same patterns intentionally. It is similarly a matter of pride that Pack Lords carry paint with them and ritually re-apply it to their Pack while tending wounds immediately after a battle.     In this class description, any time you see “<NP>” in this class description, it refers to YOUR name, that is, the name of the Wolf Lord in charge of the Pack. So if Bjorn is a Wolf Lord, his skills all say, “Bjorn’s Pack” when he sees “<NP>”   Then you touch the target and call “Imbue <NP> by Faith.” to willing allies. The Pack members keep this Trait until the end of the Watch. You automatically gain the <NP>  Trait and do not count against the total number of allies in the Unit. The Wolf Lord is a jealous master--you cannot use this skill on a character who is already part of another class’ grouping skill (Captain’s Unit, Herald’s Company, etc). The text of your Imbue Cards should read: “Imbue Trait: <NP> by Faith. Any time you are under a Frenzy Effect, you DO NOT target other members of your Pack. Return this card to the Pack Lord at the end of this Watch.   Remember, Brittanis runs on the honor system--Don't Be A Dick. Anyone with a <NP> Trait may respond “No Effect” to any skill that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Unit. You may Imbue up to 2 allies with this skill.
  •       2nd and Later Purchases: +1 ally can be Imbued with this skill.
  PACK LORD SKILLS Blood Scent     (3, 4, 4, 4 CP, 2 STA, Battle, Pack) When you drop an enemy with an UNCALLED melee attack, you can immediately call, “By My Voice to <NP>, Grant Melee Attack T+2 Damage!” 2nd Purchase: 2/battle 3rd Purchase: T+3 Damage 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.   Easy Prey  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attack for, “Short Slow by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Short Slow by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When hit with a Slow effect, you can call ‘Imbue by Wolf Lord!’ and Heal 1 Damage.”   Raking Strike  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make 2 melee attacks for, “T+1 Damage by Faith.” 2nd Purchase: “By My Voice to <NP>, DOUBLE Grant Melee Attack: T+1 by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.”   Razor Fangs (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attacks for, “Agony by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Agony by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of an Agony effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Wolf Charge (3, 4, 4, 4 CP, 2 STA, Battle, Pack) Requires 2 skills with the Pack keyword. You make a melee attacks for, “Slam by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Slam by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a Slam effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Survival of the Fittest (3, 4, 4, 4 CP, 2 STA, Battle, Pack, SPELL) Requires 2 skills with the Pack keyword. Touch a Pack member and call, “Heal T+1 by Faith.” 2nd Purchase: call, “By My Voice to <NP>, Heal T+1 by Faith!” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “The first time you reach 0 Vitality per watch, call, “Imbue by Wolf Lord!” and Heal Vitality equal to your Tier.   Survival Instincts (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You call, “Imbue by Wolf Lord!” and then call, “Parry by Faith” against the next T CALLED melee attacks that hit you. 2nd Purchase: “By My Voice to <NP>, Grant Defense: Parry vs Called Melee” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When a called melee attack of yours is negated by game skills (“Resist, Parry, No Effect, etc), you call, “Imbue by Wolf Lord!” and Refresh 1 Stamina.   Feral Rage    (4, 4, 4, 4 CP, Watch, Pack) Requires 4 skills with the Pack keyword. You can call, “By My Voice to <NP>, Frenzy to Pack by Faith!” 2nd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, call, you can immediately make a Melee attack for “T+1 Damage by Faith!” 3rd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, you immediately gain T+1 Protection Points. 4th Purchase: Add the following text to your Imbue cards: “Frenzy effects persist until you have made 5 successful UNCALLED melee attacks on unwilling targets.”   Terrifying Howl (3, 4, 4, 4 CP, 3 STA, Battle, Pack) You make a loud roaring or howling noise and call, “By My Gesture, Short Repel by Fear!” 2nd Purchase: You can make 2 attacks for “By My Gesture, Short Repel by Fear!”; you must howl/roar before each attack. 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a Frenzy effect or any Mental Trait, you can spend 2 Stamina and call “Purge by Wolf Lord!” to remove the effect.   Circle of Steel      (3 CP, 1 STA) Call, “Disengage by Faith!”   Medium Armor     (5 CP) You can use Medium Armor.   Lupine Armor     (3, 3, 3, 3 CP) If your armor is adorned with a fur (real or faux) of approximately the size of a wolf, you gain +1 total Armor Points. These points do not transfer to anyone else wearing your armor, and they Refresh when your Armor Points are returned to their max. These points stack with any other permanent bonuses to Armor Points. 2nd and later purchase: +1 additional Armor Points.   Wolf Guard     (4 CP) You can use a Buckler and a Shield.   Battlefield Repair: Weaponry   (3 CP) Repair your own weapon or shield in three minutes of Activity with no forge.   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. Weapon Control   (3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect.          

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.

Dawncaller

Dawncaller of Liriel (3 CP)

REQUIRES:

  • Empowerment: Liriel
  • Knowledge: Otherworld (Novice)
  • Diagnose
  • First Aid
  • Aura of Healing
  • Heroic Healing, Heroic Endurance, OR Heroic Dodge (any 1)
  • Unlocking any crafting header--OR--any 2 other Knowledge skills at Novice rank
The dawncallers are the chosen of Liriel, goddess of beauty, love, healing, and the sun. Because of the goddess' devotion to the arts, Liriel’s faithful almost always have a secondary occupation—either they are priests with another set of skills or they are something else who are also exceptionally devoted to the Evermaiden and enjoy her blessings. The primary duty of the dawncaller is to protect art, beauty, light and love wherever they go. They promote knowledge, education and enlightenment, for these things are sacred to their goddess and ignorance all too often breeds hate and darkness. The magic of a dawncaller is focused around the areas important to the Shining Rose—bringing light to the darkness, beneficial emotions, and healing the sick and injured. As the chosen of the goddess of healing and love, dawncallers are almost universally welcomed. They are well known for healing those on both sides of a conflict (among the civilized races—monsters receive no such mercy), and most villages consider themselves blessed to have a dawncaller in residence. Many dawncallers get married, and there are no restrictions on relationships except those that the Evermaiden imposes on all relationships—consenting, healthy, and an ever striving to be an example of Liriel’s love in all things. Settled priests are usually those who work at a secondary trade, and it is not uncommon to see Liriel’s faithful working as bards, artists, sculptors or performers. In ethnically-Brynn areas, it is not uncommon to see male and female clergy of Liriel employed as companach, or professional companions. This is looked down upon as prostitution in more conservative (and Briton-influenced) areas, but the truth of the matter is that companach are often wealthier and more educated individuals than many of their clients. Several famous Cambrian ballads tell of the wit or skill of acompanach saving the clan from destruction. Because of the infrastructure and lifestyle required to support a companach (libraries, theaters, etc), they are seldom adventuring clergy, and are extremely rare outside of the largest settlements. Adventuring dawncallers often have supplemental skills that work well alongside their travel; it is not uncommon for Liriel’s priests to be skilled rangers, trackers, and druids. Liriel is viewed as a younger sister by some of the most powerful primal spirits, and there is little conflict for a hero seeking to preserve and grow natural beauty—both the Evermaiden and the spirits of the forest respect such individuals. They can also serve as guides, explorers, and wardens for less-fortunate lovers who find themselves in need of stealthy or speedy relocation. Dawncallers also make excellent diplomats or educators—their interpersonal skills tend to be exceptional, and these areas of expertise come naturally. One of the primary callings for a dawncaller is the creation of beauty. Whether it is art, song, poetry, or some other form of creation, this mandate is imperative for all of Liriel’s chosen. Gardening, dance, and infinite other possibilities exist—but the daily creation of beauty is part of the charge of the dawncaller. It is important to note, however, that Liriel is also the goddess of the sun—and while the sun brings light, hope and warmth, it can also burn and cleanse with a terrible fire. While dawncallers are primarily peaceful, administering to folk with gentle hands and kind words, when faced with implacable evil or foes that cannot be reasoned with, their demeanor changes entirely. They take on the aspect of the cleansing sun, burning away evil that good might grow and prosper again. Against the unchangeable evil of demons, the mindless undead, and other such creatures that are by nature either incapable of reason (ravening beasts or the insane, for example) or utterly evil (demons, devils, and the like), dawncallers can become terrible manifestations of their goddess’ fury, weapons and magic focused toward eliminating the threat as quickly and completely as possible. A dawncaller in battle fury can be both awesome and beautiful in her terrible glory. The clergy of Liriel as a whole is rather disorganized. Thankfully, tight cohesion is not integral to Liriel’s mission, for one can spread beauty, light, and love without a rigid hierarchy to govern. Priests are granted authority based on their experience and wisdom—magical ability and innate power latter little to Liriel. What one does with such power and how they treat those around them is far more telling. Artistic ability,however, can have a great impact on a priest’s influence, as this is seen as a sign of the Evermaiden’s favor. Attire for clergy acting in an official capacity is a pair of trousers and knee-length tunic for men or a calf-length dress for women; as tailoring can be a form of art, the formal attire of a dawncaller tends to be quite elaborate and always beautiful. One entire temple in Calderon City is dedicated to textile-crafts of all kinds, in fact. All clothing worn by the dawncallers is well-tailored and made to enhance the appearance of the wearer, though overtly sexual clothing is always saved for more individual, intimate encounters and never worn in public.

Free Skill

Ease of Mending (0, 3, 3, 3, 3, 3  CP) Liriel’s chosen can remove the negative side effects from some healing abilities. Usable [Tier] per battle. When using a skill with the Heal or Cure effect, you can spend 1 Radiance point to remove the Slow or Silence secondary effect. This skill DOES NOT add to your Radiance Pool. Example: Using the Aura of Healing skill, you would normally call, “Heal 2 and Short Slow by Faith.” by spending 1 Radiance, you can call “Heal 2 by Faith.” instead.
  • 2nd Purchase: [Tier +1].
  • 3rd Purchase: You can remove the Agony or Weakness effect. +1 Radiance Pool.
  • 4th Purchase: [Tier +2].  
  • 5th Purchase: You can remove the Repel or Root effect. +1 Radiance Pool.
  • 6th Purchase: [Tier +3].

DAWNCALLER SKILLS

Healer’s Resurrection (4, 4, 4, 4 CP; 2 Stamina & 2 Radiance; Event) Requires 3rd Purchase of any skill that has the Cure Death effect. Once per day, when you use the Cure Death effect, you can spend 2 Stamina and 2 Radiance to call, “And Heal 2 by Light” in the original verbal, on the original target. Then you complete the negative traits of the original verbal. You CANNOT combine this skill with Ease of Mending. Example: Using Warm the Cold Heart from the Spring list, normally you would call, “Cure Death and Stricken by Nature.” Using Healer’s Resurrection, you use the original skill, spend 2 Stamina and 2 Radiance, and then call ““Cure Death and Heal 2 by Light. Stricken by Nature.” on the same target.
  • 2nd Purchase: useable 1/day.
  • 3rd Purchase: “Heal [Tier]” instead of Heal 2.
  • 4th Purchase:  useable 1/watch.
Healer’s Secrets (3, 3, 3, 3 CP) Requires First Aid 2. When using the First Aid skill, you can use 2 of your bandages to call, “Purge Poison by [Heroic Virtue].” All levels of this skill still require 1 minute of activity.
  • 2nd Purchase: You add +1 to the number of uses for First Aid before you must reset your medical kit.
  • 3rd Purchase: “Cure Poison by [Heroic Virtue.]”
  • 4th Purchase: You can also use 2 bandages to call, “Cure Disease by [Heroic Virtue.]”
  • 5th Purchase: You add +1 to the number of uses for First Aid before you must reset your medical kit.
  • 6th Purchase: You can also use 3 bandages to call, “Cure Metabolic by [Heroic Virtue.]”
Liriel’s Grace (4, 4, 4 CP; 2 Radiance; Watch) Requires Curing Touch 3. When using Curing Touch, spend 2 Radiance to add “and Refresh 2 Stamina” to the verbal.
  • 2nd Purchase: useable 2/watch
  • 3rd Purchase: “Refresh [Tier] Stamina.”
Perfect Resurrection (4, 4, 4 CP; 10 Radiance; Event) When using a skill with the Cure Death effect, you can spend 10 Radiance points to remove the Drain secondary effect. This skill DOES NOT add to your Radiance Pool.
  • 2nd Purchase: +1 Radiance Pool. Useable 1/day.
  • 3rd Purchase: You can now remove the Stricken effect as well.
Fortification of Liriel (3, 3, 3, 3, 3 CP; 3 Radiance; Watch) When using any skill that has the Heal effect, you can spend 3 Radiance to give the target an Imbue card that says, “Your maximum Vitality is increased by [Tier] until the end of this Watch. Please return this card to [Dawncaller] at that time.” Example: You use Healing Light and call, “Heal [Tier] and Short Weakness by Light.” You then spend 3 Radiance points and hand the target a card that says, “Your maximum Vitality is increased by [Tier] until the end of this Watch. Please return this card to [Dawncaller] at that time.”
  • 2nd Purchase: useable 2/watch
  • 3rd Purchase: “Your maximum Vitality is increased by [Tier+1] until the end of this Watch. Please return this card to [Dawncaller] at that time.”
  • 4th Purchase: useable 3/watch.
  • 5th Purchase: “Your maximum Vitality is increased by [Tier+2] until the end of this Watch. Please return this card to [Dawncaller] at that time.”
Shield of Liriel (3, 3, 3, 3, 3, 3, 3 CP; 2 Radiance, Watch) When hit by a melee attack, you can spend 2 Radiance to call, “Resist by Light.”
  • 2nd Purchase: melee or missile attack
  • 3rd Purchase: useable 2/watch
  • 4th Purchase: melee, missile, or packet attack
  • 5th Purchase: useable 3/watch
  • 6th Purchase: ANY attack
Sacrificial Radiance (3, 3, 3, 3 CP; 3 Vitality; Day) Requires Radiance Pool 10+. Once per day, you can Sacrifice 3 Vitality to Refresh [Tier+2] Radiance. As these points are Sacrificed, they cannot be healed in any way until you have successfully rested for 5 minutes. 2nd Purchase: [Tier +3] Radiance 3rd Purchase: 1/watch 4th Purchase: [Tier +4 Radiance] 5th Purchase: You may touch another willing Empowered of the White Court and call, “Waste [up to Tier +4] Vitality and Drain by Light.” Then immediately call “Refresh [up to Tier +4] Radiance to Self by Light.”  This lost Vitality cannot be Healed or regained in any way till you have rested for 5 full minutes.  

Forgemaster

Forgemaster (3 CP) REQUIRES: ▪ Empowerment: Ghorn ▪ Knowledge: Otherworld (Novice) ▪ Medium Blunt Weapon ▪ Magic of the Master (Earth OR Fire) ▪ Buckler, Light Armor, OR Faith Armor ▪ Heroic Strike OR Heroic Block ▪ Heroic Endurance, Heroic Vitality, OR Heroic Recovery (any 1) Ghorn is the patron of crafting, whether that is the crafting of items, plans, or relationships is immaterial to him. It's the making that is the important part-- the deliberate and intentional creation of something useful from raw materials. Everything the God of the Mountain cares about can be summed up in that fact. Everything should be creation, making, crafting--everything. Forgemasters are the Chosen of Ghorn-- his knights on the field, bastions of his strength and power to protect those who cannot do so for themselves. They are consummate defenders and guardians, able to enchant items with powerful runes that enhance the abilities of those around them. Ghorn's followers raise up those around them and none embody this better than a Forgemaster on the field of battle. The stony-faced knights who follow Ghorn as their patron possess fortitude rivaling that of the dwarves. They speak carefully and slowly, although they laugh heartily in the company of friends and family. They recognize the importance of ritual and celebration, have little use for pointless frivolity or needless ceremony. When the time comes to act, they do so without hesitation, placing themselves between their people and danger, warhammers at the ready. Valuing tradition, knights of Ghorn prefer practicality and function over the flights of fancy so many others associate with knighthood. Ghorn is a planner. He's the strategist of the gods, and it's said that he laid the final battle plan in which the Titans were defeated and trapped within the earth. Aenryia may be the vanguard, but Ghorn is the Field Marshal of the gods when they rouse themselves to war, and he expects his followers to use him as an example in their lives. He does not expect military service-- far from it, in fact. He does, however, expect that his faithful plan ahead and strategist about their goals and how to achieve them like a field marshal. Define a goal, make a plan, and execute the plan-- those are the tenets of Ghorn. As the patron of crafting and making, it makes sense that a vast majority of Ghorn's faithful are those who work with their hands-- tradesmen, craftspeople, builders and engineers all call on the Godsmith in their daily lives and in their hour of need. Free Dwarves traditionally hail Ghorn as their patron and creator; many dwarven myths and legends tell of Ghorn's actions in favor of and in support for their race. It is a particular point of hatred between the Free Dwarves and the Iron Dwarves that the latter have replaced worship of Ghorn with that of a chaos-infused Demon Prince. Free Dwarves view this as the highest kind of blasphemy. Forgemasters, as their name implies, are often smiths of some kind working with hammer and anvil. However, just about any craft in which making things is priority has called the occasional Forgemaster-- scribes and tanners, bakers and masons and brewers all have answered the call of Ghorn as his Chosen. Even those of a martial bent such as soldiers, sheriffs and guardsmen have been called, for they craft peace and order with the tools of their trade as well. Structure, Rank, and Vestments As befits a god of order and planning, rank and structure within Ghorn's clergy is important. Status is determined by three factors: skill with tools and crafting, length of service to Ghorn, and demonstrated strategy/planning/administrative capability. Basically, the better a priest of Ghorn-- whether a Forgemaster or not-- is at being like Ghorn, the higher they will ascend. New-made priests refer to each other as "Children of Ghorn" and as such commonly use terms like brother, sister, and cousin to refer to one another. Acolytes are initiated as Stone Brothers/Sisters, and ascend through the ranks into Bronze, Iron, and Steel. The highest ranked priests of Ghorn are referred to as the Mithril Order, and guide the rest of the clergy according to Ghorn's will. Clergy vestments vary wildly by culture, but all clergy use trim and accessories to denote their rank. Each rank is associated with a color, used in embroidery, ribbon, and applique on hems, sleeves, and edging. It is considered highly bad form for a priest's rank to be unidentifiable by his brethren. Rank------Color Stone---Brown Bronze---Orange Iron---Black Steel---Grey Mithril---White/Silver A priest's rank is always displayed in the form of Ghorn's holy symbol --an anvil capped by a flame-- worn in one of three places: round the neck as a medallion or amulet, a symbol on a priest's shield or blazoned on her breastplate. In all cases, the symbol is made, painted, engraved or otherwise embellished with the material that matches the priest's rank. Dwarf priests often add the symbol of a mountain behind the traditional anvil-and-flame. The other garment common to all clergy of Ghorn is the apron. Though it might seem counter-intuitive, priests only have one apron at a time. This is used as a working, protective garment when crafting and can appear very different depending on the crafter's trade-- a scribe's apron will be cloth and absorbent while a wordsmith's would be heavy leather. In any case, the apron is worn over whatever other garments a priest might have on at the time-- even over armor when going into battle. This is a reminder to all his clergy that Ghorn's will is creation and crafting first, even for those who carry his standard on the battlefield. Forgemasters in full armor with a stained, worn apron and shining holy symbol are the topic of several well known epic poems. Orders of Merit Orders within the church exist for several purposes, each dedicated to an ideal of Ghorn's character. Some of the most famous are: Order of the Molten Anvil, devoted to the highest perfection of craftsmanship Order of the Silent Anvil, dedicated to discovering and reclaiming lost temples and shrines of all the gods (including the Three Sisters, interestingly) Dark Forge Circle, focused on blending arcane magic with priestly blessings FORGEMASTER CLASS Skills with the “Rune” keyword require the use of a special kind of Imbue card. These cards represent the Forgemaster casting a temporary magical rune on the item, and in order for these rune-spells to work, the caster must note the time of casting on the rune card and attach that card to the ITEM that is the target of a rune. ▪ Items eligible for Rune skills are: Weapon, Shield, Armor, Clothing, Jewelry and Wand. ▪ All Rune keyword skills may be cast up a number of times per watch equal to your Tier. ▪ All skills with the Rune keyword are considered spells; writing the time of casting and attaching the card to the item is considered the incantation, and that process can be interrupted just like an incantation. ▪ Each skill description will list the kind of items that it can be cast upon. If the rune card is not attached to this kind of item, it has no effect. ▪ A SINGLE ITEM MAY BE IMBUED WITH ONLY ONE RUNE CARD AT A TIME. This means that if you cast Enchanted Weapon on a sword, you cannot also cast Blazeforge Rune on it as well. You must remove one rune card in order to cast another on the same item. ▪ Pieces of an item (pommel, blade, etc) CANNOT have separate rune cards. Individual pieces of armor also cannot be individually Imbued. ▪ Each Rune skill includes the EXACT text that must be included on the card. If this text is not present OR IS ILLEGIBLE, the rune has no effect. WRITE CLEARLY SO EVERYONE CAN READ YOUR CARDS. Or, better yet, print your cards out in a simple, basic font. ▪ A Staff member may review a rune card attached to an item at any time. If the card does not have a valid time of casting or is illegible, the staff member will take the card. ▪ The rune card must be in a location where it will not touch another player while the item is being used—no rune cards on the striking surface of a weapon or on the face of a piece of plate armor, for example. ▪ If the rune card falls off the item, the effect is immediately lost. When a Forgemaster casts a rune on your stuff, he is doing you a favor by increasing your abilities. Take care of her stuff in return. ▪ A rune card without a time of casting CLEARLY listed on it has no effect. Using a grease pencil on a laminated rune card means that the Forgemaster can wipe the time of casting off when the rune expires and use the same rune card over and over again. ▪ It is HIGHLY recommended that the player of a Forgemaster make a few rune cards for each of the rune skills he can cast and get them laminated for protection and durability. ▪ Feel free to decorate and personalize your rune cards, so long as they remain legible for both Staff and the people you give them to. Decorating the back is an awesome way to personalize. ▪ Layer a piece of masking tape over the top right corner of your rune cards, then use a hole puncher to make a hole in the center of the tape reinforcement. Loop a rubber band through the hole, and you can attach the rune card to an item with little trouble. For other items, attaching the rubber band with a safety pin works, too. ▪ If a skill description has a variable like, “(T+2) Damage”, when you write the rune card, ONLY put the actual total amount on the card—don’t confuse your target. For example, if you’re 2nd Tier and the skill says, “(T+2) Damage by Magic,” on the rune card you would write,“4 Damage by Magic” for simplicity. Then, when you buy a new level of that skill, you make a new card with the correct value. ▪ “Piece of Clothing” is defined as an item wholly made of cloth that has no other in-game properties (including armor points and any other special ability), worn on the torso or over the legs. A player may not wear more than one piece of clothing that has a rune card attached to it. ▪ When any reference such as (T) or (T+2), etc is found, this references your character’s Tier. T= Tier. FREE SKILL When you unlock this header, you gain the Make Whole skill for free. The 0 CP version counts as the 1st Purchase. Make Whole (0,3,3,5 CP, 2 Stamina; Rune, Watch, Spell) You touch a target, causing their armor to repair itself instantly. Touch a target and call, “Refresh Armor by Faith.” ▪ 2nd Purchase: +1 uses per watch. ▪ 3rd Purchase: You can target by touch or call, “By your Name, , Refresh Armor by Faith.” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can call, “By My Voice to Runemarked: Repair [Weapon, Shield, or Armor] by Rune!” NOTE: Make CERTAIN your Runemarked understand the difference between Refresh and Repair. FORGEMASTER SKILLS Circle of Steel (3 CP, 1 Stamina, Battle) You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Faith.” Ghorn's Armament (4, 4, 4, 4 CP) Choose one of the following: You can use a Shield. You can use Medium Armor (Requires Light Armor.) You can use Heavy Armor (Requires Medium Armor.) You gain +1 Armor Points when spending Stamina on Faith Armor. You add +1 to your total Armor Pool (applies to Faith Armor as well as physical armor) Repairative Strike (3, 3, 3, 3 CP; 2 Stamina; Battle) Ghorn’s power flows from you, to your enemy’s flesh and back again. You make a melee attack for “2 Damage by Faith.” If the strike is effective (you hit with the attack, the target does not block or use a game skill to negate it), you can immediately call, “Refresh 2 Armor to Self by Faith!” Note: This skill can also apply to Faith Armor, but not Combat Reflexes or Flesh Armor. 2nd Purchase: (T+1) Damage 3rd Purchase: usable 2/battle 4th Purchase: Refresh (T) Armor to Self Fist of the Godsmith (3, 3, 3, 3 CP; 3 Stamina; Battle) Your god’s might explodes from your weapon, flinging enemies backwards. You make a melee attack WITH A BLUNT WEAPON for “Slam by Faith.” 2nd Purchase: “(T) Damage and Slam by Faith.” 3rd Purchase: usable 2/battle. 4th Purchase: costs 2 Stamina Sundered Earth (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell) Your magic causes the ground around a foe to crack and become dangerous. You make a melee attack WITH A BLUNT WEAPON for “Short Slow by Earth.” 2nd Purchase: usable 2/battle 3rd Purchase: “Slow by Earth.” 4th Purchase: “Short Root and Slow by Earth.” Purifying Flames (2, 2, 2, 2, 2 CP; 2 Stamina; Battle, Spell) In order to separate the slag from purest metal, great heat must be applied. So it is with mortal flesh and impurities of the body. Choose 1 Effect Category: Metabolic, Physical, or Mental. Once per battle you can touch a target and call, “Grant Defense: Purge by Fire.” ▪ 2nd Purchase: usable 2/battle ▪ 3rd Purchase: choose a second Category. You can use either interchangeably each time you use this skill. ▪ 4th Purchase: usable 3/battle ▪ 5th Purchase: you can use all 3 categories Runic Transference (4, 4, 4 CP) Requires 4 skills with the Rune keyword. Choose 1 skill with the Rune keyword. You can add one additional item type to the kind of item that will accept this rune. Items eligible for Rune skills are: Weapon, Shield, Armor, Clothing, Jewelry and Wand. If the rune skill you choose grants attacks, and you are casting the rune on a non-weapon item, you must have a SEPARATE rune card that changes the attack type granted to “packet.” Example: Ferris has purchased Blazeforge Rune, which can only be cast on a weapon. She then purchases this skill for Blazeforge Rune, and chooses “Jewelry” as the type of item she can cast it on. Now she must have 2 Rune cards prepared- one for when she casts it on a weapon, where the Rune card grants Melee attacks and a second rune card for when she casts it on Jewelry where it grants packet attacks. Runemarked (5 CP, Spell) Requires 2 skills with the Rune keyword. Target: Special. You gain the ability to link others to you by a secret and sacred rune, enabling you to harness and channel residual magic to them across the battlefield. When you purchase this skill, you permanently gain the Runemarked Trait, and your permanent Vitality goes up by +1. In addition, you can cast a temporary rune on a target, requiring you to physically inscribe a rune on their forehead or cheek. It must be at least 3 inches by 3 inches square, recommended to use waterproof eyeliner pencil or some other semi-permanent means. If the rune is wiped away, the target does not gain any effect from the rune. The Rune Card must be affixed to the target’s arm or the front of their torso in some way (we recommend safety pins). You may Imbue a number of targets based on the number of skills you have purchased with the Rune keyword. # Rune Skills---# Runemarks 2-----2 3-5----3 6-8----4 9+----5 Card Text: “Imbue by Rune: You gain the Runemarked trait until the end of the current watch. Your maximum Vitality is increased by +1 while this rune is active. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” Touch of Ghorn (3, 3, 3 CP) Requires Light Armor. When repairing armor at a forge, you repair 1.5 armor points per minute of Activity. ▪ 2nd Purchase: Requires Medium Armor. When repairing armor at a forge, you repair 2 armor points per minute of Activity. Without a forge, you can repair 1 point of armor per 2 minutes of activity spent role playing the repair. You can repair (T) items before you must rest for 5 minutes. ▪ 3rd Purchase: Requires Heavy Armor. When repairing armor at a forge, you repair 3 armor points per minute of Activity. Without a forge, you can repair 1 point of armor per minute of activity spent role playing the repair. You can repair (2xT) items before you must rest for 5 minutes. Journeyman Crafter Secrets (3 CP) Requires Journeyman level in one crafting class. This skill can be purchased once per recipe you know. Each time it must target a different recipe. Once that choice is made, it cannot be changed. You augment a recipe. Choose one of the following: ▪ This recipe has +1 charges ▪ This recipe costs 2 less Quintessence ▪ If this number has numerical values (Damage, Heal, Refresh, etc), that value is increased by +1. ▪ This recipe lasts for +1 event. Master Crafter Secrets (3 CP) Requires Master level in one crafting class. This skill can be purchased ONCE for every TWO times you have purchased Journeyman Crafter Secrets. Choose a recipe you have altered with Journeyman Crafter Secrets. Choose a second alteration from that list to augment the recipe. If you choose to reduce the Quintessence, it cannot go below half its original cost. Enchanted Weapon (3, 3, 3 CP; 2 Stamina; Rune) Target: 1 Weapon Your magic enhances the strength of a weapon, making it strike with magical force. You touch a weapon and call, “Imbue to Weapon by Enchanted Weapon,” and attach the rune card. Card Text: “Imbue to Weapon by Enchanted Weapon: Until the end of this Battle, EVERY attack you make with this weapon gains the “by Magic” Trait AND LOSES ITS ORIGINAL TRAIT. For example, an attack that would normally call “3 Damage” would be “3 Damage by Magic,” and an attack that is normally “Slow by Poison” would now be, “Slow by Magic.” You can deactivate or reactivate this ability with one minute of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Battle.” ▪ 2nd Purchase: replace all instances of “Battle” in this skill description with “Watch” ▪ 3rd Purchase: replace all instances of “Watch” in this skill description with “Day” Rune of the Battle Anvil (3, 3, 3, 5 CP; 2 Stamina; Rune, Battle) Requires 4 skills with the Rune keyword. Target: 1 Armor, Clothing, or Shield A properly-tempered anvil absorbs the force of a hammer blow and rebounds it back, carrying the hammer upwards to strike again. You enchant a target’s protective garment with similar magic. Card Text: “Imbue to by Battle Anvil. Once per battle, when hit by a CALLED melee attack of 4 damage or more, you can call “Reduce by Rune!” and take only 2 Damage. Any secondary effects of the attack (like “4 damage and Slam!”) are negated completely. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: “Twice per battle…” and “...of 3 damage or more…” ▪ 3rd Purchase: Card Text: “Imbue to by Battle Anvil. Once per battle, when hit by a CALLED melee attack of 4 damage or more, you can call “Reduce by Rune!” and take only 2 Damage. Any secondary effects of the attack (like “4 damage and Slam!”) are negated completely. Also, once before this Rune wears off, if you are hit by a Death effect, you can call, “Reduce by Rune” and instead take 10 Damage." ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina and call, “By My voice to Runemarked, Grant Double Shield Melee by Rune” Rune of Indomitable Steel (3, 3, 3, 5 CP; 2 Stamina; Rune) Requires 3 skills with the Rune Card keyword. Target: 1 Armor. Your rune-magic empowers a target’s armor, making it more durable. You touch a single piece of armor (torso, arm, leg, or helmet) and call, “Imbue to Armor by Rune of Indomitable Steel,” and attach the rune card. Card Text: “Imbue to Armor by Rune of Indomitable Steel: Your total Armor Points are increased by +1 until the end of the current Watch. These bonus points are Refreshed when your Armor Points are refreshed to maximum. You may only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch. ” ▪ 2nd Purchase: replace with “Your total Armor Points are increased by +(T) until the end of the current Watch.” ▪ 3rd Purchase: Card Text: “Imbue to Armor by Rune of Indomitable Steel: Your total Armor Points are increased by +(T) until the end of the current Watch. These bonus points are Refreshed when your Armor Points are refreshed to maximum. You may also call, “Shield by Rune” against the first Paralyze or Stun effect that hit you before this rune wears off. You may only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch. ” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina and call, “By My Voice to Runemarked, Refresh (T) Armor by Rune!” Blessing of the Forge (3, 3, 3, 3 CP; 3 Stamina; Rune) Target: 1 Clothing. You touch an ally’s clothing, imbuing it with protective magic. Touch an article of CLOTHING and cast this spell calling, “Imbue to Clothing by Rune of Blessing of the Forge.” Then attach the rune card. Card Text: “Imbue to Clothing by Blessing of the Forge: This article of clothing has an armor point value of 2 Armor Points until the end of the current Watch. The armor points can be refreshed with 5 minutes of rest. You can only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: (T+1) Armor Points ▪ 3rd Purchase: usable +1 per watch. ▪ 4th Purchase: (T+2) Armor Points Blazeforge Rune (3, 3, 3, 3, 5 CP; 2 Stamina; Rune) Requires Enchanted Weapon. Target: One Melee Weapon You harness the fiery blaze of the God-forge into a potent rune that enchants your ally’s weapon with the magic of flame. You touch one weapon, calling, “Imbue to Weapon by Blazeforge Rune,” and attach the rune card. Card Text: “Imbue to Weapon by Blazeforge Rune: This weapon can make 1 melee attack per battle for “2 Damage by Fire.” You can refresh this attack with 5 minutes of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “2 Damage” with “(T+1) Damage” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Card Text: “Imbue to Weapon by Blazeforge Rune: This weapon can make 1 melee/missile attack per battle for “(T+1) Damage by Fire.” You can refresh this attack with 5 minutes of rest. You call, “Shield by Rune” against the first attack with the Agony effect, or Fire/Heat trait per battle. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant Packet Attack, 3 Damage by Fire.” Earthbound Rune (3, 3, 3, 3, 5 CP; 2 Stamina; Rune) Requires Enchanted Weapon Target: One Melee Weapon All weapons come from the earth, sacred to Ghorn, and he has control over their properties and power. You channel that frigid into a rune of power and bind it to an ally’s blade. You touch one weapon, calling, “Imbue to Weapon by Earthbound Rune,” and attach the rune card. Card Text: “Imbue to Weapon by Earthbound Rune: This weapon can make 1 melee attack per battle for “2 Damage by Earth.” You can refresh this attack with 5 minutes of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “2 Damage” with “(T+1) Damage” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Card Text: “Imbue to Weapon by Earthbound Rune: This weapon can make 1 melee/missile attack per battle for “(T+1) Damage by Ice.” You can refresh this attack with 5 minutes of rest. You call, “Shield by Rune” against the first attack with a Slam effect, or Earth Trait per battle. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant Packet Attack, Slam by Earth.” Rune of Ghorn’s Shield (3, 3, 3, 5 CP; 2 Stamina; Rune) Requires 4 skills with the Rune keyword. Item: 1 Clothing, Jewelry or Shield You place a temporary blessing of protection on an ally. Touch the target item, calling, “Imbue to by Rune of Ghorn’s Shield” and attach the Rune Card. Card Text: “Imbue by Rune of Ghorn’s Shield: this item Grants the wearer 2 Protection Points.These points can be refreshed with 5 minutes of rest. Because this is a Grant Effect, any other Grant Protection effects end when this item is worn, and any Grant Protection effects the wearer gains after this item is worn negates this spell. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Grants (T+1) Protection Points ▪ 3rd Purchase: Card Text: “Imbue by Rune of Ghorn’s Shield: this item Grants the wearer (T+1) Protection Points.These points can be refreshed with 5 minutes of rest. In addition, you call, “Shield by Rune” against the first CALLED melee attack that hits you per battle. Because this is a Grant Effect, any other Grant Protection effects end when this item is worn, and any Grant Protection effects the wearer gains after this item is worn negates this spell. A player may NOT benefit from more than one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant (T+1) Protection by Rune!” Rune of Binding (3, 3, 3, 5 CP; 2 Stamina; Battle, Watch, Rune) Target: 1 Melee Weapon or 1 Shield You channel the slow, deliberate mentality of the craftsman into an enemy, slowing its movements for a time. You touch one weapon, calling, “Imbue to Weapon by Rune of Binding,” and attach the rune card. Card Text: “Imbue to Weapon by Rune of Binding: This weapon can make 1 melee attack per battle for “Short Slow by Rune.” You can refresh this attack with 5 minutes of rest. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “1 melee attack” with “2 melee attacks” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Replace “Short Slow” with “Slow” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Cure Physical by Rune” Rune of Diminishing (3, 3, 3, 5 CP; 2 Stamina; Battle, Watch, Rune) Target: 1 Melee weapon or 1 Shield. Rune magic flares out from your hand, endowing an item with the ability to sap the strength of a foe. You touch one weapon, calling, “Imbue to Weapon by Rune of Diminishing,” and attach the rune card. Card Text: “Imbue to Weapon by Rune of Diminishing: This weapon can make 1 melee attack per battle for “Short Weakness by Rune.” You can refresh this attack with 5 minutes of rest. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “1 melee attack” with “2 melee attacks” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Replace “Short Weakness” with “Weakness” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 2 Stamina to call, “By My Voice to Runemarked: Cure Metabolic by Rune”

Questing Knight

Questing Knight (3 CP)

REQUIRES:
  • Empowerment: Aenryia
  • Knowledge: Otherworld (Novice)
  • Light Armor---OR---Faith Armor
  • Otherwordly Weapons (Weapon + Shield, Large Weapon, or Two-Weapon Style)
  • Smite
  • Special: when this header is unlocked, the character must select the Character Values of Prowess, Justice, Defense, & Nobility. As with all Otherword headers, characters will be watched carefully for adherence to their patron’s values.
  • Special: A character with the Blooded header who unlocks this header immediately loses access to that header and skills purchased from it. That character regains CP spent in the Blooded header and can spend them as normally earned CP.
A questing knight is a holy warrior, a paladin of righteous and virtuous aspect, touched by the hand of the Lady of the Lake. She is patron of justice, concerned with the preservation of the mortal races and the persecution of evil in all its forms. She is a shining crusader against the encroaching Darkness that threatens to consume the world, and she stands as a bright beacon of hope in that fight. Her Questing Knights embody all those virtues and carry her will and her quest t othe farthest reaches of Brittanis.
Each questing knight seeks glory in battle against the forces of darkness, that he might prove his worth to the Lady and be granted the ultimate reward—to drink from the Grail and become a nigh-immortal Grail Knight, in service to the White Court forevermore.
All of those chosen by Aenryia as her questing knights are capable warriors, though she does not discriminate as to how that martial prowess is achieved. The vast majority of her crusaders prefer heavy armor and weapons, but it is not required. Several notable archers and fast-moving warriors have been anointed as well. Martial prowess is required; a particular fighting style is not.
The Lady is a righteous paladin, and she expects her questing knights to uphold those same tenets. Priests and questing knights must act honorably, be courageous in battle, uphold the laws of the land and the authority of just rulers, and bring those under the law who violate it to justice. They must be a mortal example to the common folk, children, and impressionable minds—as the Lady of the Lake sets the example in the Otherworld, so the questing knights set the example in the mortal world.
Of all the White Court, the church of Aenryia is the most directly concerned with the encroaching darkness in Brittanis. They seek to stem the tide of evil by seeking it out in its lair and fighting with every breath. The questing knights take their charge very seriously and would far prefer to have an evil to fight or an injustice to correct than doing mundane tasks in a settlement. Layfolk worshippers and faithful craftspeople often serve the day to day functions in a temple because of this, though occasionally retired or wounded questing knights choose to work in a temple rather than simply rest and convalesce. Occasionally the few questing knights who survive to old age without either becoming Grail Knights or winding up dead at the hands of evil become advisers to nobles or rulers friendly to the faith of Aenryia.
The Church of the Lady of the Lake is organized into units called Circles, consisting of 10-25 other members of the faith. Due to the transient nature of the questing knight, it is rare for one to become a Circle leader, or Shield Knight—though on extremely rare occasions an entire Circle made entirely of questing knights may form. Each Shield Knight is part of a separate Circle made up of these leaders, and they in turn report to a Sword Knight and in turn, a circle of Sword Knights report to the High Priest of the Lady, known as the Champion of the Lake.
Official attire for a questing knight is a surcoat, tabard, or jacket of at least knee-length, worn over highly polished armor (if applicable). Some form of head-covering is also required, whether that be a simple hat or full battle helm. The Lady’s colors of blue, white, and gold are found in the garments of her followers almost exclusively. Many questing knights make part of their vows that they will wear no other colors, in fact.
All ceremonies of the Lady of the Lake—even the naming of children, for the clergy fights to defend the innocent and weak—involve the use of the Lady’s favored weapon, the longsword. Tradition among the clergy is to gift a newly-anointed knight with an heirloom sword carried by other questing knights. Some weapons are those of the fallen, who died while on the quest, while others are the weapons of mighty heroes who left their mortal weapons and armor behind when they were transformed by drinking from the Grail.
The Grail Quest itself is both very specific and frustratingly vague for many questing knights. It is both a goal and a way of life, and as such the responsibilities of leadership outside that directly relating to the Quest cannot be supported—a warrior who becomes anointed as a Questing Knight immediately and irrevocably renounces all lands, titles, and authority as a noble of the land and becomes dedicated to the Quest alone.
The Grail is both a symbol and a real magical artifact, and as such it has a double meaning. Saying that a knight is “on the Quest” means that they seek to be the epitome of knighthood and chivalry, serving the Lady as a crusader and paladin of virtue and righteousness. The questing knight’s journey will bring them to slay monsters, rescue the lost, and serve her will wherever they go. At some point in their journey, many questing knights who have served Aenryia faithfully will be tested directly by the Lady of the Lake. Each Testing is different, and unique, and it is a trial of the questing knight’s dedication to the ideals of the Lady as well as a test of martial skill. May tales and bard-songs exist of the Testing, and almost always they will put a questing knight’s greatest mortal dreams and ambitions in conflict with those of the Lady. If the knight passes the test, he may go on to become a Grail Knight—the most holy and powerful of Aenryia’s servants.
If the Testing is a failure, often the results of such failure are immediate and mortal, but if a failed questing knight manages to survive they often find their way to The Waste in the northlands, and commit a kind of suicide known as the Bloody Cup. Such a failed knight knows he will never attain the Grail, so they seek an honorable death at the hands of worthy foes. The failed knight paints over his coat of arms with a red cup, symbolizing the blood he seeks to shed before his death, and makes his way on one last quest until he rides into the Waste, never to be seen again.

FREE SKILL

When you unlock this header, you gain the Virtuous Strike skill for free The 0 CP version counts as the 1st Purchase.
Virtuous Strike (0, 3, 3, 3, CP; 1 Stamina; Battle) Your knightly virtue is channeled into a blow that harms the enemy and protects you from harm as well.
  • You make a melee attack for, “2 Damage by Faith.” If your attack lands, you call “Reduce to 3 Damage” against the next melee or missile attack with a 4 or greater Damage Effect that strikes you.
  • 2nd Purchase: “Reduce to 2 Damage”
  • 3rd Purchase: Reduce to 1 Damage”
  • 4th Purchase: instead of Reduce, you call, “Shield by Faith” against the next melee or missile attack that hits you.

Questing Knight Skills

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 Faith.”
  Medium Armor (3 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.
  In Shining Armor (4 CP) Requires Light Armor, Medium Armor.
  • You may wear Heavy Armor.
  Weapon Control (3, 3, 3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons.
  • You can call, “Resist by Faith,” to negate one Disarm effect.
  • 2nd Purchase: You can use this skill to Resist Destroy effects against weapons as well.
  • 3rd Purchase: Usable 2/battle
  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.
  Enfeebling Strike (3, 3, 3, 3 CP; 1 Stamina;Battle) Your wrath briefly takes the fight out of the enemy. Make a melee attack for “Short Weakness by Faith”
  • 2ndPurchase: “2 Damage and Short Weakness by Faith”
  • 3rdPurchase: “2 Damage and Weakness by Faith”
  • 4thPurchase: “[Tier+1] Damage and Weakness by Faith,”
  Guardian Light (3, 3, 3, 3 CP; 1 Stamina; Battle; Spell)
  • You channel the holy light of Aenryia into a powerful strike of pure Light. Make a melee attack for, “2 Damage by Light”
  • 2ndPurchase: “3 Damage by Light”
  • 3rdPurchase: usable 2/battle
  • 4thPurchase: “[Tier+2]Damage by Light”
  Bolstering Strike (3, 3, 3, 4 CP; 2 Stamina;Battle, Rest) You gain confidence when striking home, granting you extra protection from harm.
  • You make a melee attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, call, “Imbue by Faith,” and you gain 1 point of Protection that expire when consumed by Damage effects or when you rest for any reason.
  • 2nd Purchase: 2 Protection points
  • 3rd Purchase: “3 Damage by Faith”
  • 4th Purchase: usable 2/battle
  Paladin’s Judgement (3, 3, 3, 3 CP; 2 Stamina;Battle) Your divine power overflows from your attack on an enemy, healing a nearby ally.
  • You make a melee attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, choose 1 target and call, “By your name, [name], Heal 2 and Slow by Faith”
  • 2nd Purchase: “3 Damage by Faith”
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “By your name, [name], Heal [Tier+1] and Slow by Faith”
  Exemplar of Valor (4, 4, 4, 4 CP; 1 Stamina;Battle) Requires 5 skills from this header. When attacked by fear, your commitment to the quest allows you to shrug the effects off. As you grow in power, your courageous example guards you rallies from harm.
  • When you are subject of an effect with the Fear trait, you can call, “Purge by Faith”
  • 2ndPurchase: “Resist by Faith”
  • 3rdPurchase: you call “No Effect” against the Fear trait
  • 4th Purchase: when attacked by an effect with the Fear trait, you still call “no effect”, but immediately following that you can call, “By My Voice to Hero, Cure Fear by Faith”
  Staggering Smite (3, 3, 3, 3 CP; 2 Stamina; Battle)
  • Your divine power forces an enemy to stagger away in defeat. Make a melee attack for, “2 Damage and Short Repel by Faith”
  • 2ndPurchase: “3 Damage and Short Repel by Faith”
  • 3rdPurchase: usable 2/battle
  • 4thPurchase: “[Tier+2] Damage and Short Repel by Faith”
  Name of Might (3, 3, 3, 3 CP, 2 Stamina; Battle, Spell)
  • You call on the ancient words of creation, stunning your enemy with their power. Make a melee or packet attack for, “Short Slow by Faith”
  • 2ndPurchase: “2 Damage and Short Slow by Faith”
  • 3rdPurchase: “ 2 Damage and Slow by Faith”
  • 4thPurchase: usable 2/battle
  Fear No Evil (2, 2, 2, 2 CP; 1 Stamina; Battle, Spell)
  • Your calm in the face of horror quiets the spirit of an ally. Touch a target and call, “Grant Defense: Purge Fear by Faith.”
  • 2ndPurchase: usable 2/battle.
  • 3rdPurchase: “Cure Fear by Faith”
  • 4thPurchase: “Cure Mental by Faith”
  Blade of Light (3, 3, 3, 3, 3 CP; 2 Stamina; Battle,Spell) Requires 5 skills from this header. You conjure a shining nimbus of light around your weapon; its might shears the enemy’s defenses and as you grow in power, guards you from the powers of evil.
  • You make a melee attack for, “Waste 2 Vitality by Light.”
  • 2nd Purchase: “Waste 3 Vitality by Light”
  • 3rd Purchase: If the attack hits and the enemy takes damage, call, “Imbue by Faith,” and you call, “Shield by Light” against the next effect that hits you with the Darkness, Malediction, or Shadow traits.
  • 4th Purchase: “Waste [Tier+2] Vitality by Light”
  • 5th Purchase: As 3rd Purchase, but you call "Shield by Light" against the next called effect of any type that hits you.
  Lady’s Glorious Rebuke (4, 4, 4, 4 CP; 2 Stamina;Battle, Spell) Requires Blade of Light, Guardian Light. Your holy might explodes against your foe, throwing them backwards and away from you.
  • Make a melee or packet attack for, “Slam by Light”
  • 2nd Purchase: “2 Damage and Slam by Light”
  • 3rd Purchase: “[Tier+1] Damage and Slam by Light”
  • 4th Purchase: usable 2/battle
  Aura of Nobility (3, 3, 3, CP; 2 Stamina; Battle, Spell) The grace and nobility of Aenryia flows from you into your allies.
  • Touch an ally and call, “Grant Defense: Shield Melee and 2 Protection by Faith”
  • 2nd Purchase: “By Your Name, [name], Grant Defense: Shield Melee and 2 Protection by Faith”
  • 3rd Purchase: By My Voice to Hero, Grant Defense: Shield Melee and 2 Protection by Faith”
  None Shall Pass (4, 4, 4, 4 CP; 2 Stamina; Battle, Burst, Spell) Requires 3 skills from this header. You call upon the Lady of the Lake, making a prayer and a vow that any who harm you shall be met with righteous power. You stand your ground like a bastion of holy power, your roots sunk deep in the earth with divine might.
  • When you finish the incantation, plant your right foot and call, “Imbue by Faith”and you get 1 melee attack for “3 Damage by Light”.
  • 2nd Purchase: Granted Attack deals 4 damage.
  • 3rd Purchase: You can be the target of Heal effects without ending the skill.
  • 4th Purchase: You can use other Otherworld Called melee attacks without ending this skill.
Note: This skill has the Burst keyword. Make sure you know what that means.
  • Each time you are struck by a CALLED EFFECT, you call “Imbue by Faith!” and gain another melee attack for “3 Damage by Light”. Since this only affects you, the Imbue call is enough of a verbal. All you have to call after “Imbue by Faith” is the next, “3 Damage by Light” melee attack.
  • Since this is a Grant effect, if you are the target of any other Grant: Melee Attack effect, the second Grant supersedes the Grant from this skill, even if the benefit is lower. Although you can never have more than one None Shall Pass attack active at a time, as soon as you deliver that attack you are eligible to gain another as another called damage attack strikes you.
  • Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable Trait, regain Vitality for any reason, are the target of another Grant: Melee Attack effect, use another called attack skill, or refresh any skill or attribute by resting or activity time. It also ends if you break the restrictions of the Burst keyword.
  Divine Mettle (5 CP; 2 Vitality; Battle, Sacrifice) Requires 6 skills from this header. No affliction is stronger than your faith.
  • Once per battle you can sacrifice 2 Vitality points to call, “Purge by Faith” against any effect other than Death or Stricken. Note that Sacrificed points cannot be Healed until you have rested for 5 minutes.
  Divine Strength (4 CP; +1 Stamina; Watch) The power of your faith makes a hard strike even more deadly to your foe.
  • When you make a called melee attack with the “by Faith” trait, you can add your Tier to the damage of that attack.

Hearthwarden

Hearthwarden (3 CP)

REQUIRES:
    Empowerment: Arturian
    Medium Weapon (Axe, Blunt, or Spear) OR Archery
    Knowledge: Natural (Novice)
    Knowledge: Otherworld (Novice);
    Light Armor OR Faith Armor
    Blessings of the Faithful
    Heroic Endurance, Heroic Recovery, OR Heroic Healing (any 1)
Arturian is a nature deity focused on farmers, foresters, and the communities that exist outside the major cities of Brittanis. He is by far the most common god among the commoners and smallfolk, and his primary concerns are the welfare of those who live away from “civilized” lands. He is the god of frontiersmen and ranchers and many rangers, explorers and wilderness scouts pay homage to the Old Father as well. He is a god of strong, sturdy walls and tight-knit communities; Arturian has a fierce protector aspect that comes to the fore when those communities are threatened by evil, and that is why the hearthwarden was first created. These brave folk stand at the edge of the torchlight, keeping vigil against the creatures of the dark who would harm those inside their walls. Priests of Arturian are often intermixed with those of the primal paths, for the two overlaps greatly both in geography and outlook. Priest/druids and ranger/hearthwardens are not uncommon. Where natural hazards abound, spellcasters are more common; in monster-infested territory as well as the frontier areas, most settlements feel safer with at least one hearthwarden as a resident. Clergy of the Old Father lead far more by deed than by sermon, and many are found toiling along with their flock in the fields gathering, planting, or sowing as the season dictates. What many don’t see, however, is the shield, axe and longbow within easy grasp should danger threaten. The priesthood of Arturian is old—so old, in fact, that it is believed that he is the first god the mortals learned to worship after the Breaking. The longer-lived races have kept his faith’s traditions over thousands of years, and it is believed that his faith is relatively unchanged back to that time. The druids and priests have been able to keep their faith strong through wars, cataclysms, invasion and occupation, and now the chaos that has come since the Tiberian Empire’s retreat from Brittanis. The hearthwardens trace their heritage all the way back to the oldest teachings of Arturian, when men first stepped forward to protect their families, farms, and ranches from the darkness beyond the firelight. Priests of the Old Father, even the hearthwardens, appear as any other villager the vast majority of the time, and all have some other skill they contribute to the community. They help with barn-raisings; some serve as midwives or foresters; their day is spent just like any other member of the village, except they take the time at dawn and dusk to say a blessing and offer some kind of small sacrifice (usually grain, meat, or other product produced by the village)—in the morning for the potential of a new day and in the evening for a safe night till the sun rises again. Wandering clergy of Arturian are extremely rare, for his faith is largely concerned with community life. When they do go abroad, it’s almost always a young Hearthwarden in search of a community that does not enjoy Arturian’s protection yet—usually on the frontier or in an area being re-settled. Also, especially in their earlier years of service to the Old Father, priests will be encouraged to spend a month or so wandering from village to village in a kind of clergy exchange so the priests responsible for an entire region will be more knowledgeable of the resources, dangers and other communities in an area. This also helps to satisfy the youthful wanderlust that can grip the young. Old Father is canny, though—many intermarriages between nearby villages and inter-mingling of communities result from these“walkabouts.” Most churches of Arturian have only a couple of priests (and even then only in especially large villages that border on being large enough for Aureus to take an interest in them), so a rigid hierarchy is unnecessary. Age is considered a mark of wisdom, and time in service to the Old Father doubly so. The oldest priests of Arturian often spend their time going from village to village, tutoring the younger priests for a season and then moving on to the next village down the road. This is referred to as The Last Walk, and honored elders who set out upon it are usually given great feasts and celebrations, for their home village knows they will never see the priest again. Given his tastes for simplicity, there are no official garments for a priest of Arturian. Usually a mantle of green cloth, leather, or fur serves as priestly raiment. In times of danger, hearthwardens often have their armor adorned in these kinds of ways so they are in their official capacity as well as protected from harm. Wooden or leather holy symbols are by far the most common, often tooled or worked in beautiful designs. Hearthwardens serve an imminently practical god—he is not a crusader, nor an adventurer. Arturian has no plans to seek evil out in its lair; he is a god who desires his people to live in peace, unafraid of being eaten by monsters or slain by brigands. He is a stern, protective patriarch and his spirit is as hard as the wood the walls of his communities are made of—and he expects his servants, hearthwardens most especially, to be just as unyielding in their dedication to the defense of the community. He believes it is man’s duty to aid his fellow man, and that all do better when each does better. He encourages strong family bonds, no matter how quaint the customs may seem, and believes that a man tied to the land by family will fight harder and work harder for it. A priest of the Old Father will always use his gifts for the betterment of the entire community, for his blessings give him an advantage. For example, a forester priest would use his magic and god-given skills to bring back more wood than just he alone needed, to better serve his community and help those in need of the heat and light of a fire. Hearthwardens are no different; their skills are specialized towards keeping the community safe, and they care not which member or all they protect—they do what they are good at, and use what the Old Father has blessed them with. As the closest thing to a “holy warrior” in the Clergy of Arturian, it makes sense that the majority of the hearthwarden’s skills are focused on battle. However, it should be noted that some of their skills are powered by the sacrifice of the hearthwarden’s own health to fuel an ability—giving of their own health and wellbeing in order to safeguard those they protect. Skills with the Sacrifice keyword indicate that the Vitality spent on this skill cannot be healed in any way until the character has rested for 5 minutes.

Free Skill

When you unlock this header, you gain the Wrath of the Old Father skill for free. The 0 CP version counts as the first purchase.

Wrath of the Old Father (0, 3, 3, CP; 1 Stamina; Battle, Rest)

A Hearthwarden cannot be everywhere danger threatens at once. Your magic gives an ally the edge they may need to hold the foe till you can arrive. Touch a target and call, “Grant Melee Attack: 3 Damage by Faith,” 2nd Purchase: “Double Grant Melee Attack: 3 Damage by Faith,” 3rd Puchase: “Triple Grant Melee Attack: 3 Damage by Faith,”

Hearthwarden Skills

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 Faith.”

Medium Armor (5 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 packetdelivered 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.

Weapon Control (3, 3, 3 CP, 2 Stamina, Battle)

You have spent a lot of time handling weapons. You can call, “Resist by Faith,” to negate one Disarm effect. 2nd Purchase: You can usethis skill to Resist Destroy effects against weapons as well. 3rd Purchase: Usable 2/battle

Pillar of the Community (3, 3, 3, 3 CP)

Your maximum Vitality increased permanently by 1.

Cleansing Prayer (2, 2, 2, 2 CP; 1 Vitality; Sacrifice)

You channel the magic of the Old Father through you, using a bit of your own life force to cure the afflictions of those you guard. Choose one category from Mental, Physical, or Metabolic. Touch a target and call, “Grant Defense: Purge [Category] by Faith,” 2nd Purchase: Choose another category from the list. 3rd Purchase: “Cure [Category] by Faith.” 4th Purchase: You can use all 3 categories.

Guardian’s Blessing (4, 4, 4, 4 CP; 2 Stamina; Battle, Burst, Spell)

Requires 3 skills from this header. Your prayer to the Old Father is answered in power. You grow strong, smiting enemies and standing fast in the face of your foes. Your ability to attack may be reduced, but your staying power is unmatched. When you finish the incantation, plant your right foot and call, “Imbue by Faith” and you get 2 Protection Points. Note: This skill has the Burst keyword. Make sure you know what that means. Each time you are struck by an attack with a called Damage effect (“3 Damage by Fire”, “5 Damage”, “4 Damage and Stun by Poison”, etc), call out “Imbue by Faith!” and gain another 2 Protection Points. These points stack, but they expire when you rest for any reason. Since this is a Grant effect, if you are the target of any other Grant: Protection effect, the second Grant supersedes the Grant from this skill, even if the benefit is lower. You can never have more than one Guardian’s Blessing active at a time. Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable Trait, regain Vitality for any reason, use an attack skill, are the target of another Grant: Protection effect, or refresh any skill or attribute by resting or activity time. It also ends if you break the restrictions of the Burst keyword. 2nd Purchase: You can be the target of Heal effects without ending the skill. 3rd Purchase: You gain 3 Protection points per attack that strikes you. 4th Purchase: You can use other Otherworld Called melee attacks without ending this skill.

Hallowed Ground (3, 3, 3, 3 CP, 2 Stamina; Battle, Spell)

Your magic pushes the enemy out of key areas, clearing space for defenders to take the fight to them. Make a melee or packet attack for, “Short Repel by Faith” 2nd Purchase: “Repel by Faith” 3rd Purchase: usable 2/battle 4th Purchase: “Double Repel by Faith”

Valiant Strike (3, 3, 3, 3 CP; 1 Stamina & X Vitality; Battle, Sacrifice, Spell)

The magic of Arturian rewards those who are willing to risk themselves for others. Your sacrifice of spirit increases the power of a strike greatly. Make a melee or missile attack for, “X Damage by Faith,” where X is 1 + twice the number of Vitality you sacrificed to power this skill. For example, if you sacrifice 2 Vitality to power this skill, you would call “5 Damage by Faith, ”because 2 x 2 = 4, +1 = 5 Damage. 2nd Purchase: 2 Damage + twice the sacrificed Vitality 3rd Purchase: usable 2/battle 4th Purchase: no Stamina cost

Strike of Hope (3, 3, 3, 3 CP; 2 Stamina; Battle)

Your successful strike on an enemy grants you the power to protect an ally. You make a melee or missile attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, choose 1 target and call, “By your name, [name], Grant Defense: Protection 2 by Faith” 2nd Purchase: “3 Damage by Faith” 3rd Purchase: usable 2/battle 4th Purchase: “By your name, [name], Grant Defense: Protection [Tier+1] by Faith”

Hearthwarden’s Counter (2, 2, 2, 2 CP; 1 Stamina;Rest, Battle)

Requires Cleansing Prayer 3. When you cleanse an affliction from your ally, you store that magic away and use it to strike back against the enemy. When you use Cleansing Prayer, you can spend 1 additional Stamina to call, “Imbue by Hearthwarden’s Counter” and gain a melee or missile attack for, “Waste 2 Vitality by Faith” 2nd Purchase: usable 2/battle 3rd Purchase: “Waste 3 Vitality by Faith,” 4th Purchase: “Waste 3 Vitality and Weakness by Faith”

Sacrificial Ward (3, 3, 3, 3 CP, 1 Stamina & 1 Vitality; Battle, Rest, Sacrifice, Spell)

You utter a brief prayer and channel some of your life energy into a protective shield to guard an ally. Touch a target and call, “Grant Defense: Shield Weapon by Faith” 2nd Purchase: “Double Grant Defense: Shield Weapon by Faith” 3rd Purchase: replace “Shield” with “Resist” 4th Purchase: replace “Weapon” with “Damage”

Bolt of Reprisal (3, 3, 3, 3 CP; 2 Stamina; Battle)

Some of the enemies of Arturian’s people use magic of their own. You have learned how to negate that magic and transform it into magic of your own. When you are struck with an effect that has an Elemental trait or the Magic trait, you can call, “Resist by Faith” and then immediately make an attack for, “By My Gesture, 2 Damage by Light.” This attack MUST be made against the same enemy whose attack you Resisted. 2nd Purchase: usable 2/battle 3rd Purchase: “By My Gesture, 3 Damage by Light” 4th Purchase: you can use this skill on any effect with an Elemental Trait or an effect that has the Malediction, Darkness, Infernal, Corruption, Hex, or Magic traits.

Restoration (4, 4, 4, 4, 4 CP; 1 Vitality; Day, Spell, Sacrifice, Other)

Requires Hands of the Father and 4 other skills from this header. You channel your own life energy into a refreshing burst of energy for your allies. Touch a target and call, “Refresh 3 Stamina by Faith.” 2nd Purchase: Usable 1/watch 3rd Purchase: You can use this skill by touch or by packet. 4th Purchase: You can use this skill by touch, packet, or “By your name, [name], Refresh [Tier] Stamina by Faith,” 5th Purchase: “By My Voice to Hero, Refresh [Tier +1] Stamina by Faith” Using the skill in this manner costs 2 Vitality.

Hands of the Father (3, 3, 3, 3 CP; X Vitality; Watch, Spell, Sacrifice)

Requires 4 skills from this header. The hands of the hearthwarden represent those of Arturian on Aerys; as the Old Father can be a stern and fierce guardian, so also he can be a gentle healer. You touch an ally, sacrifice X Vitality and then call, “Heal Y and Short Slow by Faith,” where Y is equal to X+2. For example, if you Sacrifice 3 Vitality, you would call, "Heal 5 by Faith." 2nd Purchase: Y is equal to X +3 3rd Purchase: usable 2/watch 4th Purchase: “Heal Y by Faith”

Healing Word (3, 3, 3, 3, 3 CP; 2 Stamina; Battle,Spell)

You call out to an ally, mending wounds and healing them with Arturian’s mighty power. You call, “By your name, [name], Heal 2 and Short Slow by Faith” 2nd Purchase: “…Heal 3…” 3rd Purchase: You can use this three times per Battle. 4th Purchase: “By your name, [name], Heal 3 by Faith” 5th Purchase: ““By your name, [name], Heal [Tier+2] by Faith”,

Binding Strike (3, 3, 3 CP; 2 Stamina; Battle, Watch)

At your command, the plants and grass hinder an enemy’s movement. You gain 2 melee attacks for “2 Damage and Short Slow by Faith” 2nd Purchase: “2 Damage and Slow by Faith.” 3rd Purchase: “[Tier+1] Damage and Slow by Faith,”

Liriel

[LEER-ee-ull]

Epithets: The Evermaiden, Dawn Rose, Lady of Light

Heroic Virtues: Humility, Largesse, Etiquette, Faith

Major: Light, Spring, Water

Minor: Air, Summer

Goddess of beauty and healing, redemption and sunlight, Liriel is quite literally the most beautiful entity in all creation. Not a vain creature of physicality, the Evermaiden knows and expects her followers to acknowledge that beauty comes from within as well. As the child of a love match between Arturian and The Lady of the Lake, she knows the beauty that such a union can bring to the world. Indeed, physical beauty in all things shall fade, but those who are kind of heart and lovely of disposition are blessed with far more durable gifts. Liriel is the youngest of the gods, and is often portrayed as a benevolent, smiling young woman. She is the goddess of healing, and her priests often accompany armies, intent on preserving the beauty of life instead of letting it slip away into the hands of bloody death. She is the goddess of love but not lust, citing that sexual union is beautiful only when both parties are emotionally connected. Sexual assault is the ultimate heresy to her faith, damaging both the spirit and the body at the same time. She is The Shining Rose--Liriel is holds the best for all things in her heart, and encourages such optimism in her clerics as well. As the goddess of the sun, she spreads her warmth down upon all things granting them her blessings equally. Her symbols are an angelic figure with the sun rising behind its wings, a rising sun, a rose (always depicted WITH the thorns) surrounded by wheat or a sunburst, or a unicorn. Though she deplores the destruction that violence brings, she realizes the necessity of self-defense in a darkening world— many are the knights and warriors dedicated to guardianship of a particular site or thing of beauty. When necessary, her favored weapon is the longbow. Her values are Humility, Largesse, Etiquette, and Faith. Liriel's specialty priest class is the Dawncaller. LIRIEL EMPOWERMENT Pool of Radiance (3, 3, 3 CP; 0 Stamina; Points Reset at beginning of Watch) Requires 2 Character Values chosen from: Humility, Largesse, Etiquette, and Faith. You gain a pool of Radiance Points that refresh at the beginning of each Watch. You gain 1 Radiance point for each skill you possess that has the Stabilize, Purge, Cure, or Heal effects. Additional purchases of skills with those effects do not grant additional Radiance Points unless they add a new effect to your abilities. This skill does not grant an additional Radiance Points.

 
  • Example: the First Aid skill starts out with the Stabilize effect, and at 2nd Purchase adds the Heal Effect. You would gain 1 Radiance Point for the Stabilize, and 1 for the Heal.
  • Example: The spell Freedom’s Cry on the Summer list has the verbal “Cure Root to Self By Nature.” Buying Level 1 of this spell according to the normal Spellcasting rules increases your Radiance Pool by +1. Buying levels 2-4 of this spell would also add +1 to your Radiance pool each time you improve the spell.
 

You can spend 2 Radiance Points to make the following prayer to Liriel and touch a target, calling, “Heal 1 by the Evermaiden.” The prayer must be made slowly and calmly, preferably sung.

“Praise be to Liriel, goddess of the light

Whose radiance and mercy guide us safely through the night, illumine our darkness and keep us safe we pray, so we may rise and worship you oh goddess of the day.”

  • 2nd Purchase:  +1 Radiance Pool. Once per watch, you can spend 2 Radiance points to call, “Resist by the Evermaiden” against any effect with the Shadow or Darkness traits.  
  • 3rd Purchase: +1 Radiance Pool. 2nd Purchase ability becomes 1/battle, and immediately after the Resist, you can call, “By Your Name, [Name], Heal [Tier] by the Evermaiden.”   

Hope Remains (3, 3, 5 CP; 2 Stamina; Watch, Empowerment)

Requires Pool of Radiance 2. Bringing heroes back from the brink of death is common in the tales and legends of Brittanis-- Liriel's faithful are particularly adept at this, giving those who have been gravely wounded hope to continue the fight against the Darkness. Once per Watch, immediately after you remove the Dying or Dead trait from a target (either by using a Stabilize, Heal, or Cure Death effect) , you can immediately spend 2 Stamina and call, "Hope Remains! By My Voice, Heal 2 to Hero by the Evermaiden." Example: Briana is a 2nd Tier follower of Liriel, and casts the spell Healing Light (from the Magical Art: Light list) on a dying ally, calling, "Heal 2 and Short Weakness by Light," removing the Dying trait. That allows her to immediately follow up with Hope Remains, calling, "Hope Remains! By My Voice, Heal 2 to Hero by the Evermaiden."
  • 2nd Purchase: 2/watch
  • 3rd Purchase: “"Hope Remains! By My Voice, Heal [Tier] to Hero by the Evermaiden."

Light Within (3, 3, 3, 3 CP; 3 Stamina, Empowerment, Day)

Requires Hope Remains 2. The blessing of the Evermaiden flows through you, turning you into a font of life and healing energy. Once per day, you can sing the song below and touch a target, calling, “Heal 2 and Refresh 2 Stamina by the Evermaiden.” This skill cannot be used on a Dawncaller.

(to the tune of “We Three Kings”

Liriel oh goddess of light Help me through this darkest night Oh, you can save with healing aid Your passion, in me burns bright. In my heart I hear you call Guide my hand, raise those who fall In this place send me your grace Oh Liriel, light of all.”

  • 2nd Purchase: “By Your Name, [Name], Heal 2 and Refresh 2 Stamina by the Evermaiden.”
  • 3rd Purchase: Useable 1/watch.
  • 4th Purchase: Touch for “Heal [Tier] and Refresh 3 Stamina by the Evermaiden.” or ““By Your Name, [Name], Heal [Tier] and Refresh 3 Stamina by the Evermaiden.”

Ghorn

Epithets: Hammerhand, The Runesmith, Godsmith, Fire Lord Heroic Virtues:Prowess, Loyalty, Defense, Industry Major: Earth, Fire, Winter Minor: Light, Water Godsmith, The Crafter, Runemaker and Hammerhand—all these are names for Ghorn, god of fire, smiths, crafters and strategy. Naturally a favorite of the Free Dwarves, they hold that the Great Smith forged the first dwarves on his anvil, crafting them out of the essence of earth and metal. He is meticulous about his work and utterly dedicated to his craft. He was the original partner of Aenryia, and with her fathered Emrys, till she was tricked by the Demon Prince Lavaynis into believing Ghorn was a creature of evil. The Lady left Ghorn, and for that treachery a deep smoldering hate sits within his heart toward Lavaynis. Time passed and the Godsmith paired for a brief time with Sarai, and they begat Dagmar, Lord of Battle. Ghorn pays attention to the steady march of time, watching the progression of technology especially in how it involves his crafting and smithing. He is careful and ever-watchful, and his followers are encouraged to always have a backup plan or alternate strategy. He is a tactician and a strategist, and though he stands for good and righteousness, he is not a proponent of honorable combat at the expense of lives. His doctrine is that good planning and careful strategy are the keys to victory. Ghorn is also a god of fire and primal passion, and his followers are encouraged to embrace their aggressive nature, though they are to focus their passion to the good of all, not let it run wild without form or intent. His favored weapon is the warhammer and his symbol is a burning silver anvil or a Mountain topped by a crown of gold. His patron Character Values are Prowess, Loyalty, Defense, and Industry. Ghorn's specialty priest class is the Forgemaster.

EMPOWERMENT SKILLS

Versatile Craftsman (2, 3 CP)

Requires 2 Character Values chosen from: Prowess, Loyalty, Defense, and Industry. Ghorn is the Great Craftsman, the Father if Invention. You emulate your patron by learning how to make many different things. The cost of any crafting skill you purchase is reduced by 1 CP, to a minimum of 1. Also, you gain the Empowerment Trait "by Faith." This trait is used as a descriptor for many Otherworld Source skills. 2nd Purchase: Choose 1 Quintessence Reservoir you have access to; its maximum is increased by +5. Choose 1 recipe you know. Its number of charges is increased by 1 permanently.

Strength of the Godsmith (2, 2, 2, 2 CP; 2 Stamina; Watch, Empowerment)

Requires Versatile Craftsman 2. It takes immense, supernatural strength for Ghorn to swing his mighty forge hammer. You borrow some of that strength and channel it through his favored weapon. You can make a melee attack with a Blunt weapon (mace, hammer, staff, etc) for "Slam by Godsmith" 2nd Purchase: "X Damage and Slam by Godsmith" where X is your Tier. 3rd Purchase: Usable 1/battle. 4th Purchase: X is your Tier+2.

God-forge (3, 3, 3, 5 CP; 1 Stamina; Day, Empowerment)

Requires Strength of the Godsmith 2. Ghorn's magic can touch anything crafted by the hands of mortals. You have learned how to manipulate the magic of even the greatest artifacts, refreshing their potency and power with ease. Once per day, you can spend 1 minute of activity roleplaying a small magic ritual that must take place in a forge, smithy or other crafting location. Then touch a magic item and call, "Refresh Daily Skill by Godsmith." The owner of the item chooses what skill to be refreshed. You cannot use this skill on the same item more than once per event. This skill only works on permanent magic items. Consumables cannot be affected by this skill. 2nd Purchase: usable 2/day. 3rd Purchase: usable 3/day. 4th purchase: call, "Refresh ALL Daily skills by Godsmith"

Emrys

Epithets:The Dreaming God, Lord of Song and Wine Heroic Virtues:Courage, Faith, Industry, Etiquette Major: Air, Autumn, Water Minor: Light, Shadow Eldest child of the Lady Aenryia and her first husband Ghorn, Emrys has the single-mindedness of both his parents but has rebelled against their orderly natures. He is the co-patron of art (along with his half-sister Liriel), as well as music, freedom, wine, and dreams. He created a multitude of spirits called Muses and gifts them occasionally to skilled or devoted mortals to help them with their artistic pursuits. He loves freedom and excess, and inspires his mortal followers to embrace their own talents and abilities to make things of beauty and significance. He has no set view of beauty, however, so the fluid, organic sculpture of the Gael'Dar are just as pleasing to him as the drum-cadences and the metallic perfection of the Free Dwarves. It is said that he created the bagpipes as the result of a contest. One of the other gods challenged Emrys to create a new musical instrument. Some stories say it was a contest with his sister Liriel, and the challenge was to create an instrument that was both beautiful and ugly at the same time. Other tales recall that Dagmar challenged Emrys to create an instrument that would both hearten warriors and instill fear in their foes. Regardless, the bagpipes were the result, and the Brynn have adopted them as a cultural staple of their music. Emrys seems to regard pipers with special esteem... and more than a little bit of bemused humor. Emrys is the patron of wine and all things alcoholic and intoxicating. Some might think this makes him a god of drunkenness too, but such is not the case. He appreciates the chemical’s ability to turn friends into enemies and make people do things they normally would not, and as such his followers are encouraged to enjoy the fruit of the vine but watch carefully lest they lose themselves to its charms. Lastly, he is the Dreaming God, sleeping off his wine-soaked revels and harnessing the power of the unconscious mind. Some say he holds lands in the Realm of Faerie because of this, that he negotiated with the Fae Courts for a piece of their realm, but no-one can be sure. His favored weapon is the shortsword and his symbol is a bunch of grapes atop a lyre. His patron Character Values are Courage, Faith, Franchise, and Etiquette. The specialty priest class for Emrys is the Dreamwalker.

EMPOWERMENT SKILLS

Renewing Dreams     (2, 2, 3 CP; 1 Stamina; Event, Empowerment)

Requires 2 Character Values chosen from: Courage, Faith, Franchise, and Etiquette.The Lord of Dreams restores the strength to use a skill that you have already expended that day. Once per evetnt, you can spend 10 seconds roleplaying pleasant daydream. Then choose either a daily attack or defense skill, and call, "Refresh Daily [Attack or Defense] by the Lord of Dreams." Also, you gain the Empowerment Trait "by Faith."  This trait is used as a descriptor for many Otherworld Source skills. 2nd Purchase: usable once per day. 3rd Purchase: usable once per watch.

Song of Renewal      (2, 2, 2, 2 CP; 1 Stamina; Day, Empowerment)

Requires Renewing Dreams 2. The gifts of slumber and renewal the Dreaming God gives to you can now be transferred to another. Once per Day you can touch a target and call, "Refresh Daily [Attack or Defense] Skill by the Lord of Dreams." You cannot use this skill on the same target more than once per event. 2nd Purchase: you can call, "By Your Name, [Name], Refresh Daily [Attack or Defense] Skill by the Lord of Dreams." 3rd purchase: usable 1/watch. 4th Purchase: usable 1/battle.

Dream Secret         (5 CP, Stamina Special, Empowerment)

Requires Song of Renewal 2. The Lord of Wine and Song gifts you with a secret skill of immense power-- you gain a skill from another class you normally wouldn't have access to. If you achieve all prerequisites for this skill and wish to purchase it, contact Staff for details.